Difference between revisions of "Melee Magic Properties"

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(+7 Epic Melee Magic Properties)
(+9 Epic Melee Magic Properties)
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Revision as of 16:54, 14 June 2019


+0 Melee Magic Properties

Magic Item Name Description Cost
Returning Weapon returns to wielder's hand immediately after being thrown, even with a full attack. +0

+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
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 damage normally against incorporeal creatures. +1
Impervious An impervious item is warded against damage and decay. +1
Keen Adds +1 to the 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 deals more damage, but it is all non-lethal. +1
Mighty Cleaving Add bonus base weapon damage to attacks with Cleave +1
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
Smoldering Adds 1d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +1
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
Foeseeker Weapon ignores concealment, deals full damage to incorporeal creatures, and bonus damage to hidden creatures. +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
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
Sharpness Inflict Impaired on your opponents on a roll of a natural 20. +2
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 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +2
Icy Adds 2d6+1 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 2d6+2 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +2
Drumming Adds 3d6 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +2

+3 Melee Magic Properties

Magic Item Name Description Cost
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
Force Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks. +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
Sharpness, Greater Inflict Crippled on your opponents on a roll of a natural 20. +3
Shattered When broken, this weapon gains bonuses and inflicts bleed. +3
Speed When you perform a full-attack, you can make one bonus 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+4 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +3
Frost Adds 3d6+2 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +3
Mordant Adds 3d6+1 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +3
Shocking Adds 3d6+3 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +3
Thundering Adds 3d6+4 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
Crushing Increases the base damage of a bludgeoning weapon by 1d6. +4
Deathly Increases the critical range of a melee weapon by two. +4
Impaling Increases the base damage of a piercing weapon by 1d6. +4
Lacerating Increases the base damage of a slashing weapon by 1d6. +4
Negating Reduces the target's damage resistance with each hit. +4
Pouncing By spending actions to study a foe, gain bonus precision damage dice. +4
Shadowy Adds 5 feet of Inclusive Reach to all attacks made by the weapon. +4
Shredding Inflicts a 3 point Ruptured condition (a stacking bleed) each time it hits a target. +4
Transformative This weapon becomes a different type of weapon at its wielder's command. +4
Triple-Throw A triple-throw weapon creates two duplicates of itself when thrown. +4
Incendiary Adds 3d6+8 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +4
Wintry Adds 3d6+6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +4
Acrid Adds 3d6+5 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +4
Voltaic Adds 3d6+7 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +4
Uproarious Adds 3d6+8 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +4

+5 Melee Magic Properties

Magic Item Name Description Cost
Carnage Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +5
Force Majeure Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks. +5
Precognitive Once per day, declare that an attack is a critical hit. +5
Velocity When you perform a standard attack, you can make one bonus attack. +5
Vorpal Inflict Maimed upon your opponents with a roll of a natural 20, or Crippled on any confirmed critical. +5
Warping Successful attacks allow the wielder to Dimension Door once per encounter. +5
Fiery Adds 3d6+12 points of bonus Fire (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Frigid Adds 3d6+10 points of bonus Cold (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Piquant Adds 3d6+9 points of bonus Acid (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Electrifying Adds 3d6+11 points of bonus Lightning (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Clamorous Adds 3d6+12 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)
Foeslayer +2 to crit range, can pinpoint hidden foes, ignores concealment, and deals bonus damage to hidden targets. +6 (epic)
Gory Deals 8d8 points of bonus damage per hit, but deals 3d6 points of damage to its wielder. +6 (epic)
Shadowy, Greater Adds 10 feet of inclusive reach to the melee weapon it is enchanted upon. +6 (epic)
Slaughter Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +6 (epic)
Inferno Adds 3d6+16 points of bonus Fire (energy, common) damage, and can strike targets in a 2x3 square area with each attack. +6 (epic)
Glacial Adds 3d6+14 points of bonus Cold (energy, common) damage, and can strike targets in a 2x3 square area with each attack. +6 (epic)
Acetic Adds 3d6+13 points of bonus Acid (energy, common) damage, and can strike targets in a 2x3 square area with each attack. +6 (epic)
Galvanic Adds 3d6+15 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x3 square area with each attack. +6 (epic)
Stentorian Adds 3d6+16 points of bonus Sonic (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +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
Butchering Inflict Maimed your opponents on a roll of a natural 20, or Crippled on any confirmed critical. +7 (epic)
Calamity Defeats concealment, adds +2 to crit mod, and deals bonus damage with all attacks, as force damage. +7 (epic)
Leaching Deals 3d6 bonus desiccation damage with each hit, and inflicts a bleed. +7 (epic)
Lifetapping Inflicts a 5 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Fast Healing. +7 (epic)
Mauling By spending actions to study a foe, gain bonus precision damage dice. +7 (epic)
Precognitive, Greater Wielder gains +2 Dodge AC and +2 to all saves. Once per encounter, automatically inflicts a critical hit. +7 (epic)
Ruination Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +7 (epic)
Volcanic Adds 3d6+21 points of bonus Fire (energy, common) damage, and can strike targets in a 2x5 square area with each attack. +7 (epic)
Boreal Adds 3d6+18 points of bonus Cold (energy, common) damage, and can strike targets in a 2x5 square area with each attack. +7 (epic)
Corrosive Adds 3d6+17 points of bonus Acid (energy, common) damage, and can strike targets in a 2x5 square area with each attack. +7 (epic)
Arcing Adds 3d6+19 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x5 square area with each attack. +7 (epic)
Resounding Adds 3d6+21 points of bonus Sonic (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +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)
Coring Adds +2d6 base weapon damage to a piercing weapon +8 (epic)
Dispatch When you perform an attack, you can make up to two bonus attacks in a single round. +8 (epic)
Exsanguinating Inflicts a 7 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Instant Healing. +8 (epic)
Extinction Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +8 (epic)
Foecaller Ignores the miss chance for concealment against creatures deliberately attacked, and will pinpoint many foes. +8 (epic)
Razing Adds +2d6 base weapon damage to a slashing weapon +8 (epic)
Wracking Adds +2d6 base weapon damage to a bludgeoning weapon +8 (epic)
Balefire Adds 3d6+25 points of bonus Fire (energy, common) damage, and can strike targets in a 2x7 square area with each attack. +8 (epic)
Frostheart Adds 3d6+22 points of bonus Cold (energy, common) damage, and can strike targets in a 2x7 square area with each attack. +8 (epic)
Caustic Adds 3d6+21 points of bonus Acid (energy, common) damage, and can strike targets in a 2x7 square area with each attack. +8 (epic)
Ionic Adds 3d6+24 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x7 square area with each attack. +8 (epic)
Booming Adds 3d6+25 points of bonus Sonic (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +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 Defeats concealment, adds +2 to crit mod, and deals bonus damage with all attacks, as force damage. +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)
Grievous Inflict Maimed your opponents on a roll of a natural 20, or Crippled on any confirmed critical. +9 (epic)
Jaunting Deals 3d6+18 points of bonus Interstice (physical, rare) damage damage with each hit, and allows dimension door during a full attack. +9 (epic)
Oblivion Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +9 (epic)
Precognitive, Perfect Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. +9 (epic)
Slaying By spending actions to study a foe, gain bonus precision damage dice. +9 (epic)
Vampiric Inflicts a 9 point Ruptured condition (a stacking bleed) each time it hits a target, and grants Instant Healing. +9 (epic)
Pyroclasmic Adds 3d6+29 points of bonus Fire (energy, common) damage, and can strike targets in a 2x9 square area with each attack. +9 (epic)
Polar Adds 3d6+26 points of bonus Cold (energy, common) damage, and can strike targets in a 2x9 square area with each attack. +9 (epic)
Vitriolic Adds 3d6+25 points of bonus Acid (energy, common) damage, and can strike targets in a 2x9 square area with each attack. +9 (epic)
Dynamic Adds 3d6+28 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x9 square area with each attack. +9 (epic)
Cacophonous Adds 3d6+29 points of bonus Sonic (energy, common) damage, and can strike targets in a 6x6 square area with each attack. +9 (epic)