Melee Magic Properties: Difference between revisions

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The rules for [[Weapons]] reside here.
The rules for [[Magic Weapons]] reside here.
The rules for [[Magic Weapons]] reside here.



Revision as of 15:03, 18 July 2020


The rules for Weapons reside here. The rules for Magic Weapons reside here.

+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. 50 gp

+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 force damage, and does full damage to incorporeal creatures. +1
Grating Adds 1d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +1
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
Shivery Adds 1d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +1
Smoldering Adds 1d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +1
Sparking Adds 1d6+1 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +1
Spell Storing Stores a single spell of up to 3rd level, which can be used as a free action. +1
Stinging Adds 1d4 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +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

+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
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
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
Drumming Adds 3d6+2 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +2
Flaming Adds 3d6+2 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +2
Foeseeker Adds 3d6+12 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and allows easy targeting of the closest enemy. +5
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
Icy Adds 3d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +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 +1 to threat range, auto-confirm crits, deal full crit damage to any creature. +3
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

+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
Conflagrant Adds 3d6+6 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +3
Countering, Improved Allows an immediate action counterattack up to once per round, and provides a +2 bonus to Maneuver Defense. +3
Force Adds 3d6+3 points of bonus Force (energy, uncommon) damage, ignores concealment penalties, and deals full damage to incorporeal creatures. +3
Frost Adds 3d6+4 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +3
Heartpiercer No living thing can hide from a heartpiercer weapon. +3
Mordant Adds 3d6+3 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +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
Shocking Adds 3d6+5 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +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
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
Acrid Adds 3d6+7 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +4
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+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
Incendiary Adds 3d6+10 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +4
Lacerating Increases the base damage of a slashing weapon by 1d6+3. +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
Uproarious Adds 3d6+10 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +4
Voltaic Adds 3d6+9 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +4
Wintry Adds 3d6+8 points of bonus Cold (energy, common) damage, and inflicts torpid 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
Clamorous Adds 3d6+16 points of bonus Sonic (energy, common) damage, and can strike targets in a 2x2 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
Fiery Adds 3d6+16 points of bonus Fire (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Force Majeure Force Majeure (Melee Weapon Magic Property) Force Majeure (Melee Weapon Magic Property)
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
Precognitive Once per day, declare that an attack is a critical hit. +5
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

+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
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)
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 Foeslayer (Melee Weapon Magic Property) Foeslayer (Melee Weapon Magic Property)
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)
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)
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)
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)
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
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)
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)
Butchering +2 to threat range, auto-confirm crits, deal full crit damage to any creature, and inflict Crippled on a crit. +7 (epic)
Calamity Calamity (Melee Weapon Magic Property) Calamity (Melee Weapon Magic Property)
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)
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)
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)
Ruination Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +7 (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)

+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
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)
Benevolent, Perfectly Increase Aid Another bonus by +5 and add or subtract bonus damage to a successful attack. +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)
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)
Coring Adds 2d6+7 base weapon damage to a piercing weapon +8 (epic)
Dispatch Once per round, gain a bonus attack action. +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 Adds 3d6+24 points of bonus Force (energy, uncommon) damage, deals full damage to incorporeal creatures, and reveals enemies within reach, ignoring concealment and partial cover. +7 (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)
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)

+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)
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)
Countering, Perfectly Allows an immediate action counterattack after one attempted attack per round, and provides a +3 bonus to Maneuver Defense. +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)
Grievous Inflict Maimed your opponents on a roll of a natural 20, or Crippled on any confirmed critical. +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)
Oblivion Deals bonus Obliteration (physical, rare) damage, and inflicts Essence Destruction. +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)
Precognitive, Perfect Wielder gains +3 Dodge AC and +3 to all saves. Once per round, automatically inflicts a critical hit. +9 (epic)
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)
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)
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)