Melee Magic Properties: Difference between revisions

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{{MeleePropertiesTableAid|Clamorous}}
{{MeleePropertiesTableAid|Clamorous}}
{{MeleePropertiesTableAid|Corrosive Blast}}


{{MeleePropertiesTableAid|Crushing}}
{{MeleePropertiesTableAid|Crushing}}


{{MeleePropertiesTableAid|Deathly}}
{{MeleePropertiesTableAid|Deathly}}
{{MeleePropertiesTableAid|Flaming Blast}}
{{MeleePropertiesTableAid|Icy Blast}}


{{MeleePropertiesTableAid|Impaling}}
{{MeleePropertiesTableAid|Impaling}}
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{{MeleePropertiesTableAid|Shadowy}}
{{MeleePropertiesTableAid|Shadowy}}
{{MeleePropertiesTableAid|Shocking Blast}}
{{MeleePropertiesTableAid|Thundering Blast}}


{{MeleePropertiesTableAid|Triple-Throw}}
{{MeleePropertiesTableAid|Triple-Throw}}
{{MeleePropertiesTableAid|Voltaic}}


{{MeleePropertiesTableAid|Fulminant}}
{{MeleePropertiesTableAid|Fulminant}}

Revision as of 13:55, 21 May 2019


Need to add in the {{Dmg|xxxx}} template to any properties that inflict a damage type.
When reviewing, keep in mind that monsters can only have one condition at a time, so anything which inflicts two conditions should be reviewed/fixed.
Bonus types granted by magic properties should be reviewed:
 * if you don't want the bonus to stack with other magic items, the bonus type should be 'enhancement bonus'
 * if you do want it to stack with everything, it should be 'circumstance bonus' or 'competence bonus'
 * exceptions are fine, as long as we intend for them to be exceptions.

+1 Melee Magic Properties

Magic Item Name Description Cost
Benevolent Increase Aid Another bonus by +2 +1
Called A called weapon can be teleported to the wielder's hand. +1
Conductive Conductive (Melee Weapon Magic Property) Conductive (Melee Weapon Magic Property)
Countering Allows an immediate action counterattack, and provides a +2 bonus to Maneuver Defense. +1
Dispelling Allows the wielder to dispel magic once per encounter. +1
Ghost Touch A ghost touch weapon deals force damage, and does full damage to incorporeal creatures. +1
Heartseeker Heartseeker (Melee Weapon Magic Property) Heartseeker (Melee Weapon Magic Property)
Impervious An impervious item is warded against damage and decay. +1
Keen Adds +1 to the critical threat range of a weapon. +1
Limning Outlines foes in faerie fire, negating concealment and hampering stealth. +1
Menacing Adds +2 bonus to all adjacent flanks while wielded. +1
Merciful Item inflicts the Secured condition, making it possible to capture an opponent instead of killing them. +1
Mighty Cleaving Add bonus base weapon damage to attacks with Cleaves +1
Returning, Lesser Returning, Lesser (Melee Weapon Magic Property) Returning, Lesser (Melee Weapon Magic Property)
Spell Storing Stores a single spell of up to 3rd level, which can be used as a free action. +1
Throwing Grants a weapon a thrown range of 10 feet, or increases its thrown range by 10 feet. +1
Vicious Damages the wielder and foes attacked. +1
Smouldering Smouldering (Melee Weapon Magic Property) Smouldering (Melee Weapon Magic Property)
Shivery Adds 1d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +1
Stinging Adds 1d4 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +1
Sparking Adds 1d6+1 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +1
Grating Adds 1d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +1

+2 Melee Magic Properties

Magic Item Name Description Cost
Advancing Grants a free five foot step once a round if a foe is damaged. +2
Dispelling Burst Wielder can dispel magic as a standard action or as part of a standard action attack. +2
Disruption Deals 2d6 bonus positive energy damage, or 3d6 bonus positive energy damage versus undead. +2
Furyborne Repeated attacks against the same target increase the weapon enhancement. +2
Glamered A glamered weapon can be commanded to change its shape and appearance. +2
Glorious Dazzles on attacks, blinds on critical hits. +2
Igniting Igniting (Melee Weapon Magic Property) Igniting (Melee Weapon Magic Property)
Impact Adds +2 base weapon damage to a bludgeoning weapon. +2
Invigorating Infuses its wielder with vigor of several kinds. +2
Lifesurge Increases temporary hit points and adds many bonuses versus undead. +2
Returning, Greater Returning, Greater (Melee Weapon Magic Property) Returning, Greater (Melee Weapon Magic Property)
Stalking By spending actions to study a foe, gain bonus precision damage dice. +2
Wounding Inflicts a 1 point Ruptured condition (a stacking bleed) each time it hits a target. +2
Flaming Adds 3d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +2
Icy Adds 3d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +2
Astringent Adds 2d6 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +2
Charged Adds 3d6+1 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +2
Drumming Adds 3d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +2

+3 Melee Magic Properties

Magic Item Name Description Cost
Beatific Beatific (Melee Weapon Magic Property) Beatific (Melee Weapon Magic Property)
Benevolent, Improved Increase Aid Another bonus by +2 and add bonus damage to a successfully aided attack. +3
Countering, Improved Allows an immediate action counterattack up to once per round, and provides a +2 bonus to Maneuver Defense. +3
Heartpiercer No living thing can hide from a heartpiercer weapon. +3
Nullifying Each hit suppresses a creature's spell resistance. +3
Repositioning Attempt to reposition a foe as a free action after a successful attack +3
Savage Damages foes...and the wielder. +3
Shattered When broken, this weapon gains bonuses and inflicts bleed. +3
Speed Once per encounter, gain a bonus attack action when you make a full attack. +3
Terrifying Intimidation in battle breeds terror wherever this weapon goes. +3
Tethered The weapon appears when called utterly without fail. +3
Threatening Able to threaten foes in battle without peer. +3
Conflagrant Adds 3d6+6 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +3
Frost Adds 3d6+4 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +3
Mordant Adds 3d6+3 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +3
Shocking Adds 3d6+5 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +3
Thundering Adds 3d6+6 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +3

+4 Melee Magic Properties

Magic Item Name Description Cost
Brilliant Energy All attacks made with this weapon are resolved as touch attacks. +4
Clamorous Adds 3d6+16 points of bonus Sonic (energy, common) damage, and can strike targets in a 2x2 square area once per round. +5
Crushing Increases the base damage of a bludgeoning weapon by 1d6+3. +4
Deathly +2 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Impaired on a crit. +5
Impaling Increases the base damage of a piercing weapon by 1d6+3. +4
Lacerating Increases the base damage of a slashing weapon by 1d6+3. +4
Mordant Adds 3d6+3 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +3
Negating Reduces the target's damage resistance with each hit. +4
Transformative This weapon becomes a different type of weapon at its wielder's command. +4
Shadowy Adds 5 feet of Inclusive Reach to all attacks made by the weapon. +4
Triple-Throw A triple-throw weapon creates two duplicates of itself when thrown. +4
Fulminant Fulminant (Melee Weapon Magic Property) Fulminant (Melee Weapon Magic Property)
Wintry Adds 3d6+8 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +4
Acrid Adds 3d6+7 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +4
Voltaic Adds 3d6+9 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +4
Uproarious Adds 3d6+10 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +4

+5 Melee Magic Properties

Magic Item Name Description Cost
Caustic Adds 3d6+30 points of bonus Acid (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Frigid Adds 3d6+14 points of bonus Cold (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Incendiary Adds 3d6+10 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +4
Lightning Bolt Lightning Bolt (Melee Weapon Magic Property) Lightning Bolt (Melee Weapon Magic Property)
Precognitive Once per day, declare that an attack is a critical hit. +5
Shredding Inflicts a 3 point Ruptured condition (a stacking bleed) each time it hits a target. +4
Thunderstrike Thunderstrike (Melee Weapon Magic Property) Thunderstrike (Melee Weapon Magic Property)
Velocity Once per round, gain a bonus attack action when you make a full attack. +5
Vorpal +3 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Maimed on a crit. +9 (epic)
Warping Successful attacks allow the wielder to Dimension Door once per encounter. +5
Fiery Adds 3d6+16 points of bonus Fire (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Frigid Adds 3d6+14 points of bonus Cold (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Piquant Adds 3d6+12 points of bonus Acid (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Electrifying Adds 3d6+15 points of bonus Lightning (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Clamorous Adds 3d6+16 points of bonus Sonic (energy, common) damage, and can strike targets in a 2x2 square area once per round. +5

+6 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Benevolent, Greater Increase Aid Another bonus by +5 and add bonus damage to a successfully aided attack. +6 (epic)
Countering, Greater Allows an immediate action counterattack after one attempted attack per encounter, and provides a +3 bonus to Maneuver Defense. +6 (epic)
Force Adds 3d6+3 points of bonus Force (energy, uncommon) damage, ignores concealment penalties, and deals full damage to incorporeal creatures. +3
Glacial Adds 3d6+19 points of bonus Cold (energy, common) damage, and can strike targets in a 2x3 square area once per round. +6 (epic)
Gory Deals 8d8 points of bonus damage per hit, but deals 3d6 points of damage to its wielder. +6 (epic)
Lightning Lightning (Melee Weapon Magic Property) Lightning (Melee Weapon Magic Property)
Shadowy, Greater Adds 10 feet of inclusive reach to the melee weapon it is enchanted upon. +6 (epic)
Supersonic Supersonic (Melee Weapon Magic Property) Supersonic (Melee Weapon Magic Property)
Vitriol Vitriol (Melee Weapon Magic Property) Vitriol (Melee Weapon Magic Property)
Volcanic Adds 3d6+30 points of bonus Fire (energy, common) damage, and can strike targets in a 2x5 square area once per round. +7 (epic)
Inferno Adds 3d6+22 points of bonus Fire (energy, common) damage, and can strike targets in a 2x3 square area once per round. +6 (epic)
Glacial Adds 3d6+19 points of bonus Cold (energy, common) damage, and can strike targets in a 2x3 square area once per round. +6 (epic)
Acetic Adds 3d6+18 points of bonus Acid (energy, common) damage, and can strike targets in a 2x3 square area once per round. +6 (epic)
Galvanic Adds 3d6+20 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x3 square area once per round. +6 (epic)
Stentorian Adds 3d6+22 points of bonus Sonic (energy, common) damage, and can strike targets in a 3x3 square area once per round. +6 (epic)

+7 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Astringent Adds 2d6 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +2
Balefire Adds 3d6+34 points of bonus Fire (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Frostheart Adds 3d6+31 points of bonus Cold (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Ionic Adds 3d6+33 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Leaching Deals 3d6 bonus desiccation damage with each hit, and inflicts a bleed. +7 (epic)
Precognitive, Greater Wielder gains +2 Dodge AC and +2 to all saves. Once per encounter, automatically inflicts a critical hit. +7 (epic)
Stentorian Adds 3d6+22 points of bonus Sonic (energy, common) damage, and can strike targets in a 3x3 square area once per round. +6 (epic)
Volcanic Adds 3d6+30 points of bonus Fire (energy, common) damage, and can strike targets in a 2x5 square area once per round. +7 (epic)
Boreal Adds 3d6+25 points of bonus Cold (energy, common) damage, and can strike targets in a 2x5 square area once per round. +7 (epic)
Corrosive Adds 3d6+24 points of bonus Acid (energy, common) damage, and can strike targets in a 2x5 square area once per round. +7 (epic)
Arcing Adds 3d6+26 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x5 square area once per round. +7 (epic)
Resounding Adds 3d6+30 points of bonus Sonic (energy, common) damage, and can strike targets in a 4x4 square area once per round. +7 (epic)

+8 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Benevolent, Perfectly Increase Aid Another bonus by +5 and add or subtract bonus damage to a successful attack. +8 (epic)
Calamity Calamity (Melee Weapon Magic Property) Calamity (Melee Weapon Magic Property)
Coring Adds 2d6+7 base weapon damage to a piercing weapon +8 (epic)
Dispatch Once per round, gain a bonus attack action. +8 (epic)
Razing Adds 2d6+7 base weapon damage to a slashing weapon +8 (epic)
Wracking Adds 2d6+7 base weapon damage to a bludgeoning weapon +8 (epic)
Balefire Adds 3d6+34 points of bonus Fire (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Frostheart Adds 3d6+31 points of bonus Cold (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Caustic Adds 3d6+30 points of bonus Acid (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Ionic Adds 3d6+33 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x7 square area once per round. +8 (epic)
Booming Adds 3d6+34 points of bonus Sonic (energy, common) damage, and can strike targets in a 5x5 square area once per round. +8 (epic)

+9 Epic Melee Magic Properties

You must be at least level 21 to equip, wield or wear an item enchanted with an epic property.

Magic Item Name Description Cost
Annihilation Adds 3d6+35 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and reveals enemies within reach, ignoring concealment and partial cover. +9 (epic)
Countering, Perfectly Allows an immediate action counterattack after one attempted attack per round, and provides a +3 bonus to Maneuver Defense. +9 (epic)
Jaunting Deals 3d6+25 points of bonus Interstice (physical, rare) damage damage with each hit, and allows dimension door during a full attack. +9 (epic)
Precognitive, Perfect Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. +9 (epic)
Vampiric Inflicts a 9 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Instant Healing. +9 (epic)
Void Void (Melee Weapon Magic Property) Void (Melee Weapon Magic Property)
Pyroclasmic Adds 3d6+38 points of bonus Fire (energy, common) damage, and can strike targets in a 2x9 square area once per round. +9 (epic)
Polar Adds 3d6+35 points of bonus Cold (energy, common) damage, and can strike targets in a 2x9 square area once per round. +9 (epic)
Vitriolic Adds 3d6+34 points of bonus Acid (energy, common) damage, and can strike targets in a 2x9 square area once per round. +9 (epic)
Dynamic Adds 3d6+37 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x9 square area once per round. +9 (epic)
Cacophonous Adds 3d6+38 points of bonus Sonic (energy, common) damage, and can strike targets in a 6x6 square area once per round. +9 (epic)