Leaching (Melee Weapon Magic Property): Difference between revisions

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[[Category:Epic Path]]
{{Magic Property
[[Category:Magic Weapon Properties]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Magic Item Crafting Rules]] page.''
* ''Go back to the [[Magic Item Enchant - Magic Weapon Properties]] page.''


<!-- Enchantable On:-->
| Melee Weapons = Y
| Ranged Weapons =
| Implements =
| Armor =
| Shields =


=== Leaching ===
| Limitations =  
<!-- e.g. "bludgeoning only"-->


* '''Price:''' +7 bonus
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|+7 (epic)
}}</onlyinclude>


* '''Aura''' overwhelming transmutation; '''CL''' 28th; '''Weight''' -
| Aura=<onlyinclude>{{#ifeq:{{{transcludesection|Aura}}}
| Aura|transmutation, overwhelming
}}</onlyinclude>


This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power.  This weapon inflicts 3d6 of bonus damage dice on all successful hits, with the exceptions below.
| CL=<onlyinclude>{{#ifeq:{{{transcludesection|CL}}}
| CL|28th
}}</onlyinclude>
 
| Weight = -
 
| IsEpic = Y
 
| Description = This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power.  This weapon inflicts 3d6 points of bonus dessication damage dice on all successful hits, with the exceptions below.  Dessication is a type of special energy damage, and as such, is stopped only by ER/-.  


Creatures which have no water in their makeup, such as non-water elementals and non-flesh golems, are immune to this bonus damage.  Creatures which are strongly associated with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d12's.)
Creatures which have no water in their makeup, such as non-water elementals and non-flesh golems, are immune to this bonus damage.  Creatures which are strongly associated with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d12's.)


In addition, this weapon inflicts a bleed condition upon the target equal to the damage rolled upon the bonus damage dice.  This bleed condition does not stack, but a larger bonus damage roll will overwrite a smaller damage bonus roll.
In addition, this weapon inflicts a [[bleed]] condition upon the target equal to the damage rolled upon the bonus damage dice.  This bleed condition does not stack, but a larger bonus damage roll will overwrite a smaller damage bonus roll.


On a critical hit, the target is mightily drained, taking 5d10 points of desiccation damage as part of the critical damage. At the end of his next turn, the target takes the same amount of desiccation damage an additional time, though the damage is rolled and applied against any resistances separately.  
On a critical hit, the target is mightily drained, taking 5d10 points of desiccation damage as part of the critical damage. At the end of his next turn, the target takes the same amount of desiccation damage an additional time, though the damage is rolled and applied against any resistances separately.  


Note that dessication is a type of special energy damage, and as such, is stopped only by ER/-.
A weapon with a x3 critical multiplier instead deals 10d10 points of desiccation damage on a critical hit, and a weapon with a x4 critical multiplier or higher deals 15d10 points of desiccation damage.
 
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Deals 3d6 bonus dessication damage with each hit, and inflicts a bleed.
}}</onlyinclude>


A weapon with a x3 critical multiplier instead deals 10d10 points of desiccation damage on a critical hit, and a weapon with a x4 critical multiplier or higher deals 15d10 points of desiccation damage.
| Components = [[Horrid Wilting (Spell)]]


* ''[[Epic Creator]] feat, horrid wilting''
}}

Revision as of 21:28, 20 July 2017

Leaching (Melee Weapon Magic Property)

Enchant Cost: +7 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power. This weapon inflicts 3d6 points of bonus dessication damage dice on all successful hits, with the exceptions below. Dessication is a type of special energy damage, and as such, is stopped only by ER/-.

Creatures which have no water in their makeup, such as non-water elementals and non-flesh golems, are immune to this bonus damage. Creatures which are strongly associated with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d12's.)

In addition, this weapon inflicts a bleed condition upon the target equal to the damage rolled upon the bonus damage dice. This bleed condition does not stack, but a larger bonus damage roll will overwrite a smaller damage bonus roll.

On a critical hit, the target is mightily drained, taking 5d10 points of desiccation damage as part of the critical damage. At the end of his next turn, the target takes the same amount of desiccation damage an additional time, though the damage is rolled and applied against any resistances separately.

A weapon with a x3 critical multiplier instead deals 10d10 points of desiccation damage on a critical hit, and a weapon with a x4 critical multiplier or higher deals 15d10 points of desiccation damage.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 57), a blazing remnant (tier 5), and an item symbolic of the enchantment.