Melee Magic Properties: Difference between revisions

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| {{:Wounding (Magic Property)|transcludesection=PlusCost}} || [[Wounding (Magic Property)|Wounding]] || {{:Wounding (Magic Property)|transcludesection=ShortDesc}} || {{:Wounding (Magic Property)|transcludesection=Aura}} || {{:Wounding (Magic Property)|transcludesection=CL}}
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=== Melee Weapon Properties +2 ===
{| border="1" cellpadding="5" style="text-align:left"
! width="75" | Price <sup>1</sup>|| width="250" | Name  || width="600" | Benefit  || width="75" | Craft CL
|-
! +2 
| [[Advancing]]  || Grants a free five foot step once a round if a foe is damaged. || 5th
|-
! +2 
| [[Anarchic]]  || An anarchic weapon is infused with the power of chaos || 7th
|-
! +2 
| [[Anchoring]]  || Pins a target in place and prevents it from moving. || 10th
|-
! +2 
| [[Axiomatic]]  || An axiomatic weapon is infused with lawful power. || 7th
|-
! +2 
| [[Corrosive Burst]]  || Does extra acid damage and bonus acid damage on criticals. || 12th
|-
! +2 
| [[Defiant]]  || Helps its wielder stay alive in desperate conditions by adding many bonuses. || 10th
|-
! +2 
| [[Dispelling Burst]]  || May store dispel magic or greater dispel magic. || 12th
|-
! +2 
| [[Disruption]]<sup>2</sup>  || Destroys undead. || 14th
|-
! +2 
| [[Flaming Burst]]  || Does extra fire damage and bonus fire damage on criticals. || 12th
|-
! +2 
| [[Furyborn]]  || Repeated attacks against the same target increase the weapon enhancement. || 7th
|-
! +2 
| [[Glamered]] || A glamered weapon can be commanded to change its shape and appearance. || 10th
|-
! +2 
| [[Glorious]]  || Dazzles on attacks, blinds on criticals. || 5th
|-
! +2 
| [[Holy]]  || Deals an extra 2d6 points of damage against all creatures of evil alignment. || 7th
|-
! +2 
| [[Icy Burst]]  || Does extra cold damage and bonus cold damage on criticals. || 10th
|-
! +2 
| [[Igniting]]  || Causes the target to catch fire upon a critical hit. || 12th
|-
! +2 
| [[Impact]]<sup>2</sup> <sup>4</sup> || Adds bonus base weapon damage. || 9th
|-
! +2 
| [[Invigorating]]  || Infuses its wielder with vigor of several kinds. || 5th
|-
! +2 
| [[Ki Intensifying]]  || The wielder may spend Ki to gain free combat maneuvers. || 12th
|-
! +2 
| [[Lifesurge]]  || Increases temporary hitpoints and adds many bonuses versus undead. || 8th
|-
! +2 
| [[Phase Locking]]  || Places a dimensional anchor upon foes struck. || 7th
|-
! +2
| [[Returning, Greater]] || Weapon returns to wielder's hand immediately after being thrown, even with a full attack. || 10th
|-
! +2 
| [[Shocking Burst]]  || Does extra electricity damage and bonus electricity damage on criticals. || 10th
|-
! +2 
| [[Stalking]]  || By spending actions to study a foe, gain bonus precision damage dice. || 10th
|-
! +2 
| [[Thunderburst]]  || Does extra sonic damage and bonus sonic damage on criticals. || 10th
|-
! +2 
| [[Unholy]] || Deals an extra 2d6 points of damage against all creatures of good alignment. || 7th
|-
! +2 
| [[Wounding]]  || Stacks bleed damage upon foes struck. || 10th
|}
|}



Revision as of 20:26, 21 December 2016

Magic weapon properties grant the wearer special abilities while the weapon is wielded. These abilities vary greatly, but often bear a resemblance to spell effects. Note that Spell Effects cannot be applied to weapon.

A magic weapon cannot have any magic weapon properties applied to it unless it has at least a +1 Enhancement bonus also applied to it. For example, you cannot make a longsword with the +2 magic weapon property of Flaming Burst unless it has at least a +1 enhancement bonus (and therefore an Absolute Bonus of +3). No weapon may be enchanted with Epic magic weapon properties unless it has an Enhancement bonus of at least +6.

Magic Weapon Costs

To determine the cost of a magic weapon, three elements must be added together:

  • The cost of the weapon.
  • The cost of any special materials used to create the weapon (e.g. mithril, adamantine, etc.), or the cost for masterwork.
  • The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).

Special Materials

Dweomermetals, such as mithril, argent and bloodgold, can grant a weapon special qualities. The prices and special qualities of each dweomermetal are described in detail on the Dweomermetals And Other Special Materials page.

Dweomermetals do not alter the Absolute Bonus of a weapon, though the cost for a weapon made with a dweomermetal is added to the overall cost of the weapon. All weapons made using a dweomermetal are automatically masterwork weapons, and therefore the cost for masterwork does not need to be added to the total cost of the item.

Note that special materials cannot be added to an existing weapon. The weapon must be built from the special material before it can be enchanted. If a character already has a +3 longsword, and wants it to be a +3 argent longsword, he would have to sell his old sword and buy an argent one. He cannot simply upgrade it. (This rule can be broken, at GM discretion, in cases where the weapon is a family heirloom, an artifact, or any sort of magic item that is meant to grow with the player, where replacing it with a new weapon would disrupt the story continuity for the character. In these cases, the item may have always been made from the special material, but only exhibits its qualities when the character reaches a high enough level to appreciate it, or perhaps it acquires the special materials qualities after some event transpires (like the character gets splashed with molten mithril).)

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

Without using magic (such as the Masterwork Transformation spell), you can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon.

The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All weapons created with a Dweomermetal are automatically considered to be of masterwork quality. Additionally, any magic weapons that are found as loot are also masterwork by default, since you cannot enchant a weapon unless it is either masterwork or made from a Dweomermetal (and therefore masterwork).

The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Absolute Bonus

The Absolute Bonus is determined by adding together the plus values of the weapon's Enhancement Bonus and any Magical Properties it will be enchanted with. For example, a +2 Advancing Rapier has a +4 Absolute Bonus, since the Advancing property has a +2 cost associated with it.

Campaign Level

Heroic tier characters (characters from level 1 to level 20) can wield a weapon with an enhancement bonus up to +5, and can have up to +5 pluses worth of magic weapon properties applied to their weapon, though there must always be at least +1 Enhancement bonus on the weapon before any magic weapon properties can be applied. As a result, heroic tier characters can wield a weapon with an absolute bonus of anything from +1 to +10.

Epic tier characters (characters level 21 to level 35) can wield a weapon with an enhancement bonus up to +9, and can have a total of up to +9 pluses-worth of magic weapon properties applied to their weapon (resulting in an Absolute Bonus as high as +18). However, the enhancement bonus of the weapon must be raised to at least +6 before it can have any Epic magic weapon properties applied to it.

Any attempt to wield a weapon more magically enchanted than your level allows results in the character taking a non-proficiency penalty with the weapon (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the weapon).

At level 36 and higher (apotheosis) all restrictions on enhancement bonuses and the magic item properties are lifted, at which point the weapon may be enchanted in any way the character can afford.

Upgrading and Changing Magic Weapon Properties

Enhancement bonuses cannot be removed from a magic weapon once applied, but the enhancement bonus can be increased. If the weapon is made from a dweomermetal that offers an alternate way of allocating the enhancement bonus, this can also be changed by a craftsman (or a character with the Creator feat), but performing this work takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day.

Magic weapon properties can be removed from a magic weapon, replaced with altogether new properties, or upgraded to a higher version of the existing magic weapon property (when applicable). The cost to do so is the difference in cost between the old Absolute Bonus and the new Absolute Bonus. However, if the Absolute Bonus goes down, there is no refund of money unless you can convince the craftsman performing the alterations why he should actually pay you for the privilege of doing that work. Performing magic weapon property swaps and upgrades takes one full day of work per change in the Absolute Bonus, with a minimum of 1 full day. Even if this work isn't performed by a player, the player must wait for the alterations to be performed, and they cannot make use of the weapon while the craftsman is working on it. Some craftsmen might offer to lend or rent out a weapon while their customers wait, though they would expect the loaner weapon to return to them in good condition.

A magic weapon which is altered in such a way as to violate the limitations of the campaign level will inflict a non-proficiency penalty on the wielder, or worse.

Heroic Tier (Levels 1 through 20) Magic Weapon Properties - Melee Weapons

Magic Properties

Price Name Benefit Aura CL
Allying (Magic Property) Allying Allying (Magic Property) Allying (Magic Property) Allying (Magic Property)
Bane (Magic Property) Bane Bane (Magic Property) Bane (Magic Property) Bane (Magic Property)
Benevolent (Magic Property) Benevolent Benevolent (Magic Property) Benevolent (Magic Property) Benevolent (Magic Property)
Called (Magic Property) Called Called (Magic Property) Called (Magic Property) Called (Magic Property)
Conductive (Magic Property) Conductive Conductive (Magic Property) Conductive (Magic Property) Conductive (Magic Property)
Corrosive (Magic Property) Corrosive Corrosive (Magic Property) Corrosive (Magic Property) Corrosive (Magic Property)
Countering (Magic Property) Countering Countering (Magic Property) Countering (Magic Property) Countering (Magic Property)
Courageous (Magic Property) Courageous Courageous (Magic Property) Courageous (Magic Property) Courageous (Magic Property)
Cruel (Magic Property) Cruel Cruel (Magic Property) Cruel (Magic Property) Cruel (Magic Property)
Cunning (Magic Property) Cunning Cunning (Magic Property) Cunning (Magic Property) Cunning (Magic Property)
Deadly (Magic Property) Deadly Deadly (Magic Property) Deadly (Magic Property) Deadly (Magic Property)
Dueling (Magic Property) Dueling Dueling (Magic Property) Dueling (Magic Property) Dueling (Magic Property)
Defending (Magic Property) Defending Defending (Magic Property) Defending (Magic Property) Defending (Magic Property)
Dispelling (Magic Property) Dispelling Dispelling (Magic Property) Dispelling (Magic Property) Dispelling (Magic Property)
Flaming (Magic Property) Flaming Flaming (Magic Property) Flaming (Magic Property) Flaming (Magic Property)
Frost (Magic Property) Frost Frost (Magic Property) Frost (Magic Property) Frost (Magic Property)
Furious (Magic Property) Furious Furious (Magic Property) Furious (Magic Property) Furious (Magic Property)
Ghost Touch (Magic Property) Ghost Touch Ghost Touch (Magic Property) Ghost Touch (Magic Property) Ghost Touch (Magic Property)
Grayflame (Magic Property) Grayflame Grayflame (Magic Property) Grayflame (Magic Property) Grayflame (Magic Property)
Grounding (Magic Property) Grounding Grounding (Magic Property) Grounding (Magic Property) Grounding (Magic Property)
Guardian (Magic Property) Guardian Guardian (Magic Property) Guardian (Magic Property) Guardian (Magic Property)
Heartseeker (Magic Property) Heartseeker Heartseeker (Magic Property) Heartseeker (Magic Property) Heartseeker (Magic Property)
Huntsman (Magic Property) Huntsman Huntsman (Magic Property) Huntsman (Magic Property) Huntsman (Magic Property)
Impervious (Magic Property) Impervious Impervious (Magic Property) Impervious (Magic Property) Impervious (Magic Property)
Keen (Magic Property) Keen Keen (Magic Property) Keen (Magic Property) Keen (Magic Property)
Ki Focus (Magic Property) Ki Focus Ki Focus (Magic Property) Ki Focus (Magic Property) Ki Focus (Magic Property)
Limning (Magic Property) Limning Limning (Magic Property) Limning (Magic Property) Limning (Magic Property)
Menacing (Magic Property) Menacing Menacing (Magic Property) Menacing (Magic Property) Menacing (Magic Property)
Merciful (Magic Property) Merciful Merciful (Magic Property) Merciful (Magic Property) Merciful (Magic Property)
Mighty Cleaving (Magic Property) Mighty Cleaving Mighty Cleaving (Magic Property) Mighty Cleaving (Magic Property) Mighty Cleaving (Magic Property)
Mimetic (Magic Property) Mimetic Mimetic (Magic Property) Mimetic (Magic Property) Mimetic (Magic Property)
Neutralizing (Magic Property) Neutralizing Neutralizing (Magic Property) Neutralizing (Magic Property) Neutralizing (Magic Property)
Ominous (Magic Property) Ominous Ominous (Magic Property) Ominous (Magic Property) Ominous (Magic Property)
Planar (Magic Property) Planar Planar (Magic Property) Planar (Magic Property) Planar (Magic Property)
Quenching (Magic Property) Quenching Quenching (Magic Property) Quenching (Magic Property) Quenching (Magic Property)
Returning, Lesser (Magic Property) Returning, Lesser Returning, Lesser (Magic Property) Returning, Lesser (Magic Property) Returning, Lesser (Magic Property)
Seaborne (Magic Property) Seaborne Seaborne (Magic Property) Seaborne (Magic Property) Seaborne (Magic Property)
Shock (Magic Property) Shock Shock (Magic Property) Shock (Magic Property) Shock (Magic Property)
Spell Storing (Magic Property) Spell Storing Spell Storing (Magic Property) Spell Storing (Magic Property) Spell Storing (Magic Property)
Thawing (Magic Property) Thawing Thawing (Magic Property) Thawing (Magic Property) Thawing (Magic Property)
Throwing (Magic Property) Throwing Throwing (Magic Property) Throwing (Magic Property) Throwing (Magic Property)
Thundering (Magic Property) Thundering Thundering (Magic Property) Thundering (Magic Property) Thundering (Magic Property)
Valiant (Magic Property) Valiant Valiant (Magic Property) Valiant (Magic Property) Valiant (Magic Property)
Vicious (Magic Property) Vicious Vicious (Magic Property) Vicious (Magic Property) Vicious (Magic Property)
Advancing (Magic Property) Advancing Advancing (Magic Property) Advancing (Magic Property) Advancing (Magic Property)
Anarchic (Magic Property) Anarchic Anarchic (Magic Property) Anarchic (Magic Property) Anarchic (Magic Property)
Anchoring (Magic Property) Anchoring Anchoring (Magic Property) Anchoring (Magic Property) Anchoring (Magic Property)
Axiomatic (Magic Property) Axiomatic Axiomatic (Magic Property) Axiomatic (Magic Property) Axiomatic (Magic Property)
Corrosive Burst (Magic Property) Corrosive Burst Corrosive Burst (Magic Property) Corrosive Burst (Magic Property) Corrosive Burst (Magic Property)
Defiant (Magic Property) Defiant Defiant (Magic Property) Defiant (Magic Property) Defiant (Magic Property)
Dispelling Burst (Magic Property) Dispelling Burst Dispelling Burst (Magic Property) Dispelling Burst (Magic Property) Dispelling Burst (Magic Property)
Disruption (Magic Property) Disruption Disruption (Magic Property) Disruption (Magic Property) Disruption (Magic Property)
Flaming Burst (Magic Property) Flaming Burst Flaming Burst (Magic Property) Flaming Burst (Magic Property) Flaming Burst (Magic Property)
Furyborn (Magic Property) Furyborn Furyborn (Magic Property) Furyborn (Magic Property) Furyborn (Magic Property)
Glamered (Magic Property) Glamered Glamered (Magic Property) Glamered (Magic Property) Glamered (Magic Property)
Glorious (Magic Property) Glorious Glorious (Magic Property) Glorious (Magic Property) Glorious (Magic Property)
Holy (Magic Property) Holy Holy (Magic Property) Holy (Magic Property) Holy (Magic Property)
Icy Burst (Magic Property) Icy Burst Icy Burst (Magic Property) Icy Burst (Magic Property) Icy Burst (Magic Property)
Igniting (Magic Property) Igniting Igniting (Magic Property) Igniting (Magic Property) Igniting (Magic Property)
Impact (Magic Property) Impact Impact (Magic Property) Impact (Magic Property) Impact (Magic Property)
Invigorating (Magic Property) Invigorating Invigorating (Magic Property) Invigorating (Magic Property) Invigorating (Magic Property)
Ki Intensifying (Magic Property) Ki Intensifying Ki Intensifying (Magic Property) Ki Intensifying (Magic Property) Ki Intensifying (Magic Property)
Lifesurge (Magic Property) Lifesurge Lifesurge (Magic Property) Lifesurge (Magic Property) Lifesurge (Magic Property)
Phase Locking (Magic Property) Phase Locking Phase Locking (Magic Property) Phase Locking (Magic Property) Phase Locking (Magic Property)
Returning, Greater (Magic Property) Returning, Greater Returning, Greater (Magic Property) Returning, Greater (Magic Property) Returning, Greater (Magic Property)
Shocking Burst (Magic Property) Shocking Burst Shocking Burst (Magic Property) Shocking Burst (Magic Property) Shocking Burst (Magic Property)
Stalking (Magic Property) Stalking Stalking (Magic Property) Stalking (Magic Property) Stalking (Magic Property)
Thunderburst (Magic Property) Thunderburst Thunderburst (Magic Property) Thunderburst (Magic Property) Thunderburst (Magic Property)
Unholy (Magic Property) Unholy Unholy (Magic Property) Unholy (Magic Property) Unholy (Magic Property)
Wounding (Magic Property) Wounding Wounding (Magic Property) Wounding (Magic Property) Wounding (Magic Property)

Melee Weapon Properties +3

Price 1 Name Benefit Craft CL
+3 Nullifying Each hit suppresses a creature's spell resistance. 12th
+3 Repositioning Adds bonuses to reposition attempts. 10th
+3 Speed When making a full-attack action you make one extra attack. 7th
+3 Spell Stealing Siphon magic from a target and transfer it to the wielder. 13th


Melee Weapon Properties +4

Price 1 Name Benefit Craft CL
+4 Brilliant Energy Ignores armor and shield bonuses to AC. 16th
+4 Dancing A dancing weapon can attack on its own. 15th
+4 Mentoring Allows a non-proficient user to make attacks as though proficient 15th
+4 Negating Reduces many forms of damage resistance. 15th
+4 Transformative A transformative weapon becomes a different type of weapon at its wielder's command. 10th


Melee Weapon Properties +5

Price 1 Name Benefit Craft CL
+5 Vorpal 3 Cuts off a foes head on a 20. 18th
  • 1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price.
  • 2 Bludgeoning weapons only.
  • 3 Piercing or slashing weapons only (slashing only for vorpal).
  • 4 This special ability cannot be applied to light melee weapons.


Epic Tier (Levels 21 through 35) Magic Weapon Properties - All Types

Epic Weapon Properties +3

Price Name Benefit Craft CL
+3 Bane, Greater The weapon excels against certain foes. 21st
+3 Beatific The weapon grants boons. 21st
+3 Coruscating Surrounds foes with brilliant light. 21st
+3 Harrowing A harrowing weapon tracks and slays prey. 21st
+3 Heartpiercer Nothing can hide from a heartpiercer weapon. 21st
+3 Lionhearted Fortifies the wielders courage and morale in battle. 21st
+3 Threatening Able to threaten foes in battle without peer. 21st
+3 Tethered The weapon appears when called utterly without fail. 21st
+3 Terrifying Intimidation in battle breeds terror wherever this weapon goes. 21st
+3 Planar, Improved Defeats the defenses of outsiders. 21st
+3 Savage Damages foes...and the wielder. 21st
+3 Shattered When broken, this weapon gains bonuses and inflicts bleed. 26th

Epic Weapon Properties +4

Price Name Benefit Craft CL
+4 Antimagic Deadly to any user of magic of any kind. 24th
+4 Corrosive Blast Sprays and splatters acid damage, uncaring of friend or foe. 21st
+4 Crushing Increases the base damage of a bludgeoning weapon by 1d6. 28th
+4 Deathly Increases the critical range of a melee weapon by two. 25th
+4 Flaming Blast Erupts in blasts of flame, uncaring of friend or foe. 21st
+4 Icy Blast Gusts out the bitterest cold, uncaring of friend or foe. 21st
+4 Impaling Increases the base damage of a piercing weapon by 1d6. 28th
+4 Indomitable The wielder is immune to fear. 21st
+4 Lacerating Increases the base damage of a slashing weapon by 1d6. 28th
+4 Shadowy Adds five feet of inclusive reach to all attacks made by the weapon. 24th
+4 Shocking Blast Shocks all within reach, uncaring of friend or foe. 21st
+4 Thundering Blast Creates vast peals of thunder, uncaring of friend or foe. 21st
+4 Triple-Throw A triple-throw weapon creates two duplicates of itself when thrown. 21st

Epic Weapon Properties +5

Price Name Benefit Craft CL
+5 Bane, True The weapon excels against certain foes. 25th
+5 Caustic Soaks enemies in deadly acid. 26th
+5 Desiccation This weapon is the bane of all water. 24th
+5 Dread This weapon excels against a certain type of foe. 22nd
+5 Frigid This weapon is the pride of winter. 25th
+5 Incendiary A fearsome brand of pure fire. 24th
+5 Lightning Bolt A bolt of nearly pure lightning...In Your Hand! 26th
+5 Planar, Greater Outsiders fear this weapon, with good reason. 25th
+5 Precognitive Once per day you may declare an attack roll to be a natural 20 and automatically confirm the critical. 22nd
+5 Shredding This weapon stacks severe bleeding upon a creature. 23rd
+5 Thunderstrike The fury of the storm, to destroy your enemies. 25th
+5 Warping Successful attacks allow the wielder to dimension door once per encounter. 26th

Epic Weapon Properties +6

Price Name Benefit Craft CL
+6 Anarchic Power This Chaotic weapon is deadly to Lawful foes. 25th
+6 Axiomatic Power This Lawful weapon is deadly to Chaotic foes. 25th
+6 Everdancing This weapon is a capable combatant even on its own. 24th
+6 Force The weapon inflicts force damage. 26th
+6 Glacial Freezes foes, friends, even the scenery. 26th
+6 Gory This weapon punishes the wielder, but punishes foes far worse. 27th
+6 Holy Power This Good weapon is deadly to Evil foes. 25th
+6 Lightning Shocks foes, friends, even the scenery. 26th
+6 Shadowy, Greater Adds ten feet of inclusive reach to all attacks made by the weapon. 27th
+6 Supersonic Inflicts sonic damage on foes, friends, even the scenery. 26th
+6 Unholy Power This Evil weapon is deadly to Good foes. 25th
+6 Vitriol Inflicts acidic damage on foes, friends, even the scenery 26th
+6 Volcanic Burns foes, friends, even the scenery. 26th

Epic Weapon Properties +7

Price Name Benefit Craft CL
+7 Astringent Creates a large area of deadly acid 30th
+7 Balefire Creates a large area filled with deadly flame 30th
+7 Bane, Utter The weapon utterly excels against certain foes. 29th
+7 Frostheart Creates a large zone of freezing cold 30th
+7 Ionic Creates a large area filled with lightning 30th
+7 Leaching This weapon deals desiccation damage and inflicts bleed. 28th
+7 Planar, Mighty Outsiders avoid the material plane for a reason. 30th
+7 Precognitive, Greater Once per encounter you may declare an attack roll to be a natural 20 and confirm the critical. 28th
+7 Stentorian Creates a large zone of deadly sonic vibrations 30th

Epic Weapon Properties +8

Price Name Benefit Craft CL
+8 Angelic Glory This Lawful Good weapon is anathema to both chaotic and evil foes. 30th
+8 Calamity This force weapon is deadly to all foes and the terrain as well. 27th
+8 Celestial Grandeur This Chaotic Good weapon is anathema to both lawful and evil foes. 30th
+8 Coring Raises the base damage of a piercing weapon by 2d6 32nd
+8 Demonic Horror This Chaotic Evil weapon is anathema to both Lawful and Good foes. 30th
+8 Diabolic Misery This Lawful Evil weapon is anathema to both Chaotic and Good foes. 30th
+8 Razing Raises the base damage of a slashing weapon by 2d6 32nd
+8 Wracking Raises the base damage of a bludgeoning weapon by 2d6 32nd

Epic Weapon Properties +9

Price Name Benefit Craft CL
+9 Annihilation This weapon is the embodiment of destruction. 32nd
+9 Bane, Absolute For some creatures, this weapon is Death. 34th
+9 Jaunting This weapon allows the wielder to dimension door every round after a successful attack. 32nd
+9 Precognitive, Perfect Once per round you may declare an attack roll to be a natural 20 and confirm the critical. 32nd
+9 Planar, Utter Outsiders will pay the wielder to remain in the Prime Plane 34th
+9 Vampiric This weapon inflicts desiccation damage and transfers it to the wielder. 33rd
+9 Void This unaligned weapon is utterly deadly to all alignments. 35th