Melee Magic Properties

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Magic Item Enchant - Magic Weapon Properties

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, as well as improved hardness and durability. 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

Melee Weapon Properties +1

Price 1 Name Benefit Craft CL
+1 Allying An allying weapon allows the wielder to transfer enhancement bonuses to an allies weapon. 5th
+1 Bane A bane weapon excels against certain foes. 8th
+1 Benevolent A benevolent weapon improves the wielders aid another actions. 5th
+1 Called A called weapon can be teleported to the wielder's hand. 9th
+1 Conductive A conductive weapon can apply the wielders magical attack abilities to its attacks. 8th
+1 Corrosive Upon command, a corrosive weapon becomes covered with acid. 10th
+1 Countering A countering weapon adds bonuses to disarms and sunders. 5th
+1 Courageous A courageous weapon fortifies the wielder's courage and morale in battle. 3rd
+1 Cruel A cruel weapon grants bonuses against foes who are fearful. 5th
+1 Cunning Grants bonuses to critical attacks if the wielder is knowledgeable about this foes. 6th
+1 Deadly This property makes non-lethal weapons do normal damage. 5th
+1 Dueling A dueling weapon gives many bonuses when used with Weapon Finesse. 5th
+1 Defending A defending weapon allows the wielder to transfer enhancement bonus to his AC. 8th
+1 Dispelling A dispelling weapon can spell store dispel magic. 10th
+1 Flaming Upon command, a flaming weapon is sheathed in fire. 10th
+1 Frost Upon command, a frost weapon is sheathed in a terrible, icy cold. 8th
+1 Furious A furious weapon serves as a focus for its wielder's rage. 8th
+1 Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures. 9th
+1 Grayflame This weapon burns when divine energy is channeled into it. 6th
+1 Grounding This earth-infused weapon is effective against air and electricity. 5th
+1 Guardian Allows the wielder to transfer the enhancement bonus to his saving throws. 8th
+1 Heartseeker Ignores the miss chance for concealment against living targets with a heart. 7th
+1 Huntsman A huntsman weapon helps its wielder track and slay his prey. 7th
+1 Impervious An impervious weapon is warded from damage and decay. 7th
+1 Keen3 Improves the threat range of a weapon. 10th
+1 Ki Focus Channels the wielder's ki, allowing ki attacks through the weapon as if unarmed. 8th
+1 Limning Outlines foes using magical concealment in Faerie Fire. 5th
+1 Menacing Adds +2 bonus to all adjacent flanks while wielded. 10th
+1 Merciful Does more damage, but it is all non-lethal. 5th
+1 Mighty Cleaving When using cleave, may attack twice after each successful first attack. 8th
+1 Mimetic Mimics upon the wielder any resistances the foe has. 5th
+1 Neutralizing Neutralizes acids, gains bonuses and damage against acid and earth. 5th
+1 Ominous Adds its enhancement bonus to Intimidate checks made by the wielder. 5th
+1 Planar When used to attack outsiders ignores 5 points of their damage reduction. 5th
+1 Quenching The wielder gains many bonuses against fire. 5th
+1 Returning, Lesser Thrown weapon returns to wielder at the start of his next turn. 7th
+1 Seaborne The wielder swims well and takes no penalties for fighting in water. 7th
+1 Shock Upon command, is sheathed in electricity that deals an extra 1d6 points of damage. 8th
+1 Spell Storing Stores a single spell of up to 3rd level in the weapon, which can be used as a swift action. 12th
+1 Thawing The wielder gains many bonuses against cold. 5th
+1 Throwing Adds ten feet to the range increment of a thrown melee weapon. 5th
+1 Thundering Does extra sonic damage on a critical hit. 5th
+1 Valiant Gives bonuses against challenged foes. 5th
+1 Vicious Damages the wielder and the foes attacked. 9th

Melee Weapon Properties +2

Price 1 Name Benefit 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 Disruption2 Destroys undead unless they save. 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 Impact2 4 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 Negating Briefly reduces many forms of damage resistance. 5th
+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 Unholy Deals an extra 2d6 points of damage against all creatures of good alignment. 7th
+2 Wounding Stacks bleed damage upon foes struck. 10th

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 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.


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

Ranged Weapon Properties +1

Price Name Benefit Craft CL
+1 Adaptive2 Adjusts strength damage of the compound bow to the strength of the wielder 1st
+1 Allying An allying weapon allows the wielder to transfer enhancement bonuses to an allies weapon. 5th
+1 Bane3 A bane weapon excels against certain foes. 8th
+1 Called A called weapon can be teleported to the wielder's hand. 9th
+1 Conductive A conductive weapon can apply the wielders magical attack abilities to its attacks. 8th
+1 Conserving4 Ammo fired with a Conserving weapon which misses returns to wielder's quiver 7th
+1 Corrosive3 Upon command, a corrosive weapon becomes covered with acid. 10th
+1 Cruel A cruel weapon grants bonuses against foes who are fearful. 5th
+1 Cunning Grants bonuses to critical attacks if the wielder is knowledgeable about this foes. 6th
+1 Distance A distance weapon has double the range increment of other weapons of its kind. 6th
+1 Flaming3 Upon command, a flaming weapon is sheathed in fire. 10th
+1 Frost3 Upon command, a frost weapon is sheathed in a terrible, icy cold. 8th
+1 Huntsman A huntsman weapon helps its wielder track and slay his prey. 7th
+1 Impervious An impervious weapon is warded from damage and decay. 7th
+1 Jurist Removed from game (Inquisitor only) 4th
+1 Limning Outlines foes using magical concealment in Faerie Fire. 5th
+1 Lucky5 Removed from game (Firearms only) 8th
+1 Merciful3 Does more damage, but it is all non-lethal. 5th
+1 Planar When used to attack outsiders ignores 5 points of their damage reduction. 5th
+1 Reliable5 Removed from game (Firearms only) 8th
+1 Seeking A seeking weapon veers toward its target, negating any miss chances that would otherwise apply. 12th
+1 Shock3 Upon command, is sheathed in electricity that deals an extra 1d6 points of damage. 8th
+1 Thundering3 Does extra sonic damage on a critical hit. 5th


Ranged Weapon Properties +2

Price Name Benefit Craft CL
+2 Anarchic3 An anarchic weapon is infused with the power of chaos 7th
+2 Anchoring6 Pins a target in place and prevents it from moving. 10th
+2 Axiomatic3 An axiomatic weapon is infused with lawful power. 7th
+2 Corrosive Burst3 Does extra acid damage and bonus acid damage on criticals. 12th
+2 Designating, Lesser3 Grants allies a +2 to attack and damage rolls when an opponent is hit 7th
+2 Endless Ammunition7 Magically creates unlimited non-magical ammo for the weapon 9th
+2 Flaming Burst3 Does extra fire damage and bonus fire damage on criticals. 12th
+2 Glamered A glamered weapon can be commanded to change its shape and appearance. 10th
+2 Holy3 Deals an extra 2d6 points of damage against all creatures of evil alignment. 7th
+2 Icy Burst3 Does extra cold damage and bonus cold damage on criticals. 10th
+2 Igniting3 Causes the target to catch fire upon a critical hit. 12th
+2 Phase Locking3 Places a dimensional anchor upon foes struck. 7th
+2 Shocking Burst3 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 Unholy3 Deals an extra 2d6 points of damage against all creatures of good alignment. 7th


Ranged Weapon Properties +3

Price Name Benefit Craft CL
+3 Lucky, Greater5 Removed from game (Firearms only) 12th
+3 Reliable, Greater5 Removed from game (Firearms only) 12th
+3 Speed When making a full-attack action you make one extra attack. 7th


Ranged Weapon Properties +4

Price Name Benefit Craft CL
+4 Brilliant Energy3 Ignores armor and shield bonuses to AC. 16th
+4 Designating, Greater Grants allies a +4 to attack and +6 to damage rolls when an opponent is hit 12th
+4 Nimble Shot A nimble shot weapon doesn't provoke attacks of opportunity when fired. 11th
+4 Second Chance3 Once per round, a missed attack can be re-rolled as a free action 11th
  • 1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price.
  • 2 Only bows can have this ability (composite only for adaptive).
  • 3 Projectile weapons with this ability bestow this power upon their ammunition.
  • 4 Firearms cannot have this special ability.
  • 5 Only firearms can have this special ability.
  • 6 Only thrown ranged weapons can have this special ability.
  • 7 Only bows and crossbows can have this special ability.


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

Ammunition Properties +1

Price Name Benefit Craft CL
+1 Bane A bane weapon excels against certain foes. 8th
+1 Conductive A conductive weapon can apply the wielders magical attack abilities to its attacks. 8th
+1 Corrosive Upon command, a corrosive weapon becomes covered with acid. 10th
+1 Cruel A cruel weapon grants bonuses against foes who are fearful. 5th
+1 Cunning Grants bonuses to critical attacks if the wielder is knowledgeable about this foes. 6th
+1 Dry Load1 Removed from game (firearms only) 3rd
+1 Flaming Upon command, a flaming weapon is sheathed in fire. 10th
+1 Frost Upon command, a frost weapon is sheathed in a terrible, icy cold. 8th
+1 Ghost Touch Ghost touch ammo deals damage normally against incorporeal creatures. 9th
+1 Limning Outlines foes using magical concealment in Faerie Fire. 5th
+1 Merciful Does more damage, but it is all non-lethal. 5th
+1 Planar When used to attack outsiders ignores 5 points of their damage reduction. 5th
+1 Seeking A seeking weapon veers toward its target, negating any miss chances that would otherwise apply. 12th
+1 Shock Upon command, is sheathed in electricity that deals an extra 1d6 points of damage. 8th
+1 Thundering Does extra sonic damage on a critical hit. 5th


Ammunition Properties +2

Price Name Benefit Craft CL
+2 Anarchic An anarchic weapon is infused with the power of chaos 7th
+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 Designating, Lesser Grants allies a +2 to attack and damage rolls when an opponent is hit 7th
+2 Flaming Burst Does extra fire damage and bonus fire damage on criticals. 12th
+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 Phase Locking Places a dimensional anchor upon foes struck. 7th
+2 Shocking Burst Does extra electricity damage and bonus electricity damage on criticals. 10th
+2 Unholy Deals an extra 2d6 points of damage against all creatures of good alignment. 7th


Ammunition Properties +4

Price Name Benefit Craft CL
+4 Brilliant Energy Ignores armor and shield bonuses to AC. 16th
+4 Designating, Greater Grants allies a +4 to attack and +6 to damage rolls when an opponent is hit 12th
  • 1 This special ability can only be applied to alchemical or metal firearm cartridges.


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 Caustic Soaks enemies in deadly acid. 26th
+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-Throw2 A triple-throw weapon creates two duplicates of itself when thrown. 21st
+4 Unerring Accuracy2 Ranged attacks ignore concealment and most cover. 26th

Epic Weapon Properties +5

Price Name Benefit Craft CL
+5 Bane, True The weapon excels against certain foes. 25th
+5 Desiccation This weapon is the bane of all water. 24th
+5 Distant Shot2 The weapon no longer takes range penalties. 26th
+5 Dread This weapon excels against a certain type of foe. 22nd
+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 Shredding1 This weapon stacks severe bleeding upon a creature. 23rd
+5 Warping1 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 Everdancing1 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 Greater Shadowy 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 Planar, Mighty Outsiders avoid the material plane for a reason. 30th
+7 Greater Precognitive Once per encounter you may declare an attack roll to be a natural 20 and confirm the critical. 28th
+7 Leaching This weapon deals desiccation damage and inflicts bleed. 28th
+7 Ionic Creates a large area filled with lightning 30th
+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 Annihilation1 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 is made. 32nd
+9 Perfect Precognitive 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
  • 1 - Melee Only
  • 2 - Ranged Only