Ranged Magic Properties: Difference between revisions

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[[Category:Epic Path]][[Category:Magic Item Creation]]
[[Category:Epic Path]][[Category:Magic Item Creation]]
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
__NOTOC__
<tabs>
== +0 Ranged Magic Properties ==
{{#tab:Introduction, 1, 2, 3, 4, 3 Epic, 4 Epic, 5 Epic, 6 Epic, 7 Epic, 8 Epic, 9 Epic|
{| {{MagicItemTableHeader}}
[[Image:Magic_Longbow_1.jpg|500px|right|x]]
== Introduction ==
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.
{{RangedPropertiesTableAid|Returning}}


=== 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.).
== +1 Ranged Magic Properties ==
* The cost of the Absolute Bonus (the sum of the magic properties and the enhancement bonus).
{| {{MagicItemTableHeader}}
 
{{RangedPropertiesTableAid|Adaptive}}


==== Dweomermetals ====
{{RangedPropertiesTableAid|Called}}
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]] 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.
{{RangedPropertiesTableAid|Grating}}


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).)
{{RangedPropertiesTableAid|Impervious}}


==== Campaign Level ====
{{RangedPropertiesTableAid|Keen}}
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.
{{RangedPropertiesTableAid|Limning}}


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).
{{RangedPropertiesTableAid|Merciful}}


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.
{{RangedPropertiesTableAid|Shivery}}


==== Upgrading and Changing Magic Weapon Properties ====
{{RangedPropertiesTableAid|Smoldering}}
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.
{{RangedPropertiesTableAid|Spanning}}


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.
{{RangedPropertiesTableAid|Sparking}}


==== Absolute Bonus ====
{{RangedPropertiesTableAid|Stinging}}
The Absolute Bonus is determined by adding together the 'plus' values of the weapon's Enhancement Bonus and any Magic Properties it will be enchanted with. For example, a +2 Advancing Rapier has a +4 Absolute Bonus, which is the sum of the +2 Enhancement bonus and the +2 Advancing property.


|
== +1 Ranged Magic Properties ==
{{#!:
{| class="ep-default" style="text-align:left" width="100%"
|-
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
|-
| {{:Adaptive (Magic Property)|transcludesection=PlusCost}} || [[Adaptive (Magic Property)|Adaptive]] || {{:Adaptive (Magic Property)|transcludesection=ShortDesc}} || {{:Adaptive (Magic Property)|transcludesection=Aura}} || {{:Adaptive (Magic Property)|transcludesection=CL}}
|-
| {{:Allying (Magic Property)|transcludesection=PlusCost}} || [[Allying (Magic Property)|Allying]] || {{:Allying (Magic Property)|transcludesection=ShortDesc}} || {{:Allying (Magic Property)|transcludesection=Aura}} || {{:Allying (Magic Property)|transcludesection=CL}}
|-
| {{:Bane (Magic Property)|transcludesection=PlusCost}} || [[Bane (Magic Property)|Bane]] || {{:Bane (Magic Property)|transcludesection=ShortDesc}} || {{:Bane (Magic Property)|transcludesection=Aura}} || {{:Bane (Magic Property)|transcludesection=CL}}
|-
| {{:Called (Magic Property)|transcludesection=PlusCost}} || [[Called (Magic Property)|Called]] || {{:Called (Magic Property)|transcludesection=ShortDesc}} || {{:Called (Magic Property)|transcludesection=Aura}} || {{:Called (Magic Property)|transcludesection=CL}}
|-
| {{:Conductive (Magic Property)|transcludesection=PlusCost}} || [[Conductive (Magic Property)|Conductive]] || {{:Conductive (Magic Property)|transcludesection=ShortDesc}} || {{:Conductive (Magic Property)|transcludesection=Aura}} || {{:Conductive (Magic Property)|transcludesection=CL}}
|-
| {{:Corrosive (Magic Property)|transcludesection=PlusCost}} || [[Corrosive (Magic Property)|Corrosive]] || {{:Corrosive (Magic Property)|transcludesection=ShortDesc}} || {{:Corrosive (Magic Property)|transcludesection=Aura}} || {{:Corrosive (Magic Property)|transcludesection=CL}}
|-
| {{:Cruel (Magic Property)|transcludesection=PlusCost}} || [[Cruel (Magic Property)|Cruel]] || {{:Cruel (Magic Property)|transcludesection=ShortDesc}} || {{:Cruel (Magic Property)|transcludesection=Aura}} || {{:Cruel (Magic Property)|transcludesection=CL}}
|-
| {{:Cunning (Magic Property)|transcludesection=PlusCost}} || [[Cunning (Magic Property)|Cunning]] || {{:Cunning (Magic Property)|transcludesection=ShortDesc}} || {{:Cunning (Magic Property)|transcludesection=Aura}} || {{:Cunning (Magic Property)|transcludesection=CL}}
|-
| {{:Distance (Magic Property)|transcludesection=PlusCost}} || [[Distance (Magic Property)|Distance]] || {{:Distance  (Magic Property)|transcludesection=ShortDesc}} || {{:Distance (Magic Property)|transcludesection=Aura}} || {{:Distance (Magic Property)|transcludesection=CL}}
|-
| {{:Flaming (Magic Property)|transcludesection=PlusCost}} || [[Flaming (Magic Property)|Flaming]] || {{:Flaming (Magic Property)|transcludesection=ShortDesc}} || {{:Flaming (Magic Property)|transcludesection=Aura}} || {{:Flaming (Magic Property)|transcludesection=CL}}
|-
| {{:Frost (Magic Property)|transcludesection=PlusCost}} || [[Frost (Magic Property)|Frost]] || {{:Frost (Magic Property)|transcludesection=ShortDesc}} || {{:Frost (Magic Property)|transcludesection=Aura}} || {{:Frost (Magic Property)|transcludesection=CL}}
|-
| {{:Huntsman (Magic Property)|transcludesection=PlusCost}} || [[Huntsman (Magic Property)|Huntsman]] || {{:Huntsman (Magic Property)|transcludesection=ShortDesc}} || {{:Huntsman (Magic Property)|transcludesection=Aura}} || {{:Huntsman (Magic Property)|transcludesection=CL}}
|-
| {{:Impervious (Magic Property)|transcludesection=PlusCost}} || [[Impervious (Magic Property)|Impervious]] || {{:Impervious (Magic Property)|transcludesection=ShortDesc}} || {{:Impervious (Magic Property)|transcludesection=Aura}} || {{:Impervious (Magic Property)|transcludesection=CL}}
|-
| {{:Keen (Magic Property)|transcludesection=PlusCost}} || [[Keen (Magic Property)|Keen]] || {{:Keen (Magic Property)|transcludesection=ShortDesc}} || {{:Keen (Magic Property)|transcludesection=Aura}} || {{:Keen (Magic Property)|transcludesection=CL}}
|-
| {{:Limning (Magic Property)|transcludesection=PlusCost}} || [[Limning (Magic Property)|Limning]] || {{:Limning (Magic Property)|transcludesection=ShortDesc}} || {{:Limning (Magic Property)|transcludesection=Aura}} || {{:Limning (Magic Property)|transcludesection=CL}}
|-
| {{:Merciful (Magic Property)|transcludesection=PlusCost}} || [[Merciful (Magic Property)|Merciful]] || {{:Merciful (Magic Property)|transcludesection=ShortDesc}} || {{:Merciful (Magic Property)|transcludesection=Aura}} || {{:Merciful (Magic Property)|transcludesection=CL}}
|-
| {{:Planar (Magic Property)|transcludesection=PlusCost}} || [[Planar (Magic Property)|Planar]] || {{:Planar (Magic Property)|transcludesection=ShortDesc}} || {{:Planar (Magic Property)|transcludesection=Aura}} || {{:Planar (Magic Property)|transcludesection=CL}}
|-
| {{:Seeking (Magic Property)|transcludesection=PlusCost}} || [[Seeking (Magic Property)|Seeking]] || {{:Seeking (Magic Property)|transcludesection=ShortDesc}} || {{:Seeking (Magic Property)|transcludesection=Aura}} || {{:Seeking (Magic Property)|transcludesection=CL}}
|-
| {{:Shock (Magic Property)|transcludesection=PlusCost}} || [[Shock (Magic Property)|Shock]] || {{:Shock (Magic Property)|transcludesection=ShortDesc}} || {{:Shock (Magic Property)|transcludesection=Aura}} || {{:Shock (Magic Property)|transcludesection=CL}}
|-
| {{:Thundering (Magic Property)|transcludesection=PlusCost}} || [[Thundering (Magic Property)|Thundering]] || {{:Thundering (Magic Property)|transcludesection=ShortDesc}} || {{:Thundering (Magic Property)|transcludesection=Aura}} || {{:Thundering (Magic Property)|transcludesection=CL}}
|}
|}
}}


{{#!:
{| class="ep-default" style="text-align:left" width="100%"
|-
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
|-
! +1
| [[Adaptive]]<sup>2</sup> || 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
| [[Bane]]<sup>3</sup> || 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
| [[Corrosive]]<sup>3</sup>  || 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
| [[Flaming]]<sup>3</sup>  || Upon command, a flaming weapon is sheathed in fire. || 10th
|-
! +1
| [[Frost]]<sup>3</sup> || 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_Weapon_Property|Impervious]] || An impervious weapon is warded from damage and decay. || 7th
|-
! +1
| [[Keen]]<sup>3</sup> || Improves the threat range of a weapon. || 10th
|-
! +1
| [[Limning]]  || Outlines foes using magical concealment in Faerie Fire. || 5th
|-
! +1
| [[Merciful]]<sup>3</sup>  || 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]]<sup>3</sup>  || Upon command, is sheathed in electricity that deals an extra 1d6 points of damage. || 8th
|-
! +1
| [[Thundering]]<sup>3</sup>  || Does extra sonic damage on a critical hit. || 5th
|}
}}
|
== +2 Ranged Magic Properties ==
== +2 Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Astringent}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Bridging}}
! +2
 
| [[Anarchic]]<sup>3</sup>  || An anarchic weapon is infused with the power of chaos || 7th
{{RangedPropertiesTableAid|Charged}}
|-
 
! +2
{{RangedPropertiesTableAid|Designating, Lesser}}
| [[Anchoring]]<sup>6</sup>  || Pins a target in place and prevents it from moving. || 10th
 
|-
{{RangedPropertiesTableAid|Drumming}}
! +2
 
| [[Axiomatic]]<sup>3</sup>  || An axiomatic weapon is infused with lawful power. || 7th
{{RangedPropertiesTableAid|Flaming}}
|-
 
! +2
{{RangedPropertiesTableAid|Foeseeker}}
| [[Corrosive Burst]]<sup>3</sup>  || Does extra acid damage and bonus acid damage on criticals. || 12th
 
|-
{{RangedPropertiesTableAid|Glamered}}
! +2
 
| [[Designating, Lesser]]<sup>3</sup>  || Grants allies a +2 to attack and damage rolls when an opponent is hit || 7th
{{RangedPropertiesTableAid|Icy}}
|-
 
! +2
{{RangedPropertiesTableAid|Stalking}}
| [[Flaming Burst]]<sup>3</sup>  || 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
| [[Holy]]<sup>3</sup> || Deals an extra 2d6 points of damage against all creatures of evil alignment. || 7th
|-
! +2
| [[Icy Burst]]<sup>3</sup>  || Does extra cold damage and bonus cold damage on criticals. || 10th
|-
! +2
| [[Igniting]]<sup>3</sup>  || Causes the target to catch fire upon a critical hit. || 12th
|-
! +2
| [[Phase Locking]]<sup>3</sup>  || Places a dimensional anchor upon foes struck. || 7th
|-
! +2
| [[Shocking Burst]]<sup>3</sup>  || 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]]<sup>3</sup>  || Deals an extra 2d6 points of damage against all creatures of good alignment. || 7th
|}
|}
}}
 
|
== +3 Ranged Magic Properties ==
== +3 Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Beatific}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Conflagrant}}
! +3
 
| Lucky, Greater<sup>5</sup>  || Removed from game (Firearms only) || 12th
{{RangedPropertiesTableAid|Force}}
|-
 
! +3
{{RangedPropertiesTableAid|Frost}}
| Reliable, Greater<sup>5</sup>  || Removed from game (Firearms only) || 12th
 
|-
{{RangedPropertiesTableAid|Mordant}}
! +3
 
| [[Speed]]  || When making a full-attack action you make one extra attack. || 7th
{{RangedPropertiesTableAid|Sallying}}
 
{{RangedPropertiesTableAid|Savage}}
 
{{RangedPropertiesTableAid|Shattered}}
 
{{RangedPropertiesTableAid|Shocking}}
 
{{RangedPropertiesTableAid|Speed}}
 
{{RangedPropertiesTableAid|Tethered}}
 
{{RangedPropertiesTableAid|Threatening}}
 
{{RangedPropertiesTableAid|Thundering}}
 
|}
|}
}}
 
|
== +4 Ranged Magic Properties ==
== +4 Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Acrid}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Brilliant Energy}}
! +4
 
| [[Brilliant Energy]]<sup>3</sup> || Ignores armor and shield bonuses to AC. || 16th
{{RangedPropertiesTableAid|Crushing}}
|-
 
! +4
{{RangedPropertiesTableAid|Deathly}}
| [[Designating, Greater]]  || Grants allies a +4 to attack and damage rolls when an opponent is hit || 12th
 
|-
{{RangedPropertiesTableAid|Designating, Improved}}
! +4
 
| [[Nimble Shot]]  || A nimble shot weapon doesn't provoke attacks of opportunity when fired. || 11th
{{RangedPropertiesTableAid|Impaling}}
|-
 
! +4
{{RangedPropertiesTableAid|Incendiary}}
| [[Second Chance Magic Property|Second Chance]]<sup>3</sup>  || Once per round, a missed attack can be re-rolled as a free action || 11th
 
{{RangedPropertiesTableAid|Intruding}}
 
{{RangedPropertiesTableAid|Lacerating}}
 
{{RangedPropertiesTableAid|Nimble Shot}}
 
{{RangedPropertiesTableAid|Pouncing}}
 
{{RangedPropertiesTableAid|Second Chance}}
 
{{RangedPropertiesTableAid|Triple-Throw}}
 
{{RangedPropertiesTableAid|Unerring Accuracy}}
 
{{RangedPropertiesTableAid|Uproarious}}
 
{{RangedPropertiesTableAid|Voltaic}}
 
{{RangedPropertiesTableAid|Wintry}}
 
|}
|}
}}
 
|
== +5 Ranged Magic Properties ==
== +3 Epic Ranged Magic Properties ==
{| {{MagicItemTableHeader}}
{{#!:
 
{| class="ep-default" style="text-align:left" width="100%"
{{RangedPropertiesTableAid|Clamorous}}
|-
 
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
{{RangedPropertiesTableAid|Electrifying}}
|-
 
! +3
{{RangedPropertiesTableAid|Fiery}}
| [[Bane, Greater]] || The weapon excels against certain foes. || 21st
 
|-
{{RangedPropertiesTableAid|Force Majeure}}
! +3
 
| [[Beatific]] || The weapon grants boons. || 21st
{{RangedPropertiesTableAid|Frigid}}
|-
 
! +3
{{RangedPropertiesTableAid|Marauding}}
| [[Coruscating]] || Surrounds foes with brilliant light. || 21st
 
|-
{{RangedPropertiesTableAid|Piquant}}
! +3
 
| [[Harrowing]] || A harrowing weapon tracks and slays prey. || 21st
{{RangedPropertiesTableAid|Precognitive}}
|-
 
! +3
{{RangedPropertiesTableAid|Velocity}}
| [[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
|}
|}
}}
 
|
== +4 Epic Ranged Magic Properties ==
{{#!:
{| class="ep-default" style="text-align:left" width="100%"
|-
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | 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
|-
! +4
| [[Unerring Accuracy]] || Ranged attacks ignore concealment and most cover. || 26th
|}
}}
|
== +5 Epic Ranged Magic Properties ==
{{#!:
{| class="ep-default" style="text-align:left" width="100%"
|-
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | 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
| [[Distant Shot Epic Weapon Property|Distant Shot]] || The weapon no longer takes range penalties. || 26th
|-
! +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
| [[Thunderstrike]]  || The fury of the storm, to destroy your enemies. || 25th
|}
}}
|
== +6 Epic Ranged Magic Properties ==
== +6 Epic Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Acetic}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Designating, Greater}}
! +6
 
| [[Anarchic Power]]  || This Chaotic weapon is deadly to Lawful foes. || 25th
{{RangedPropertiesTableAid|Foeslayer}}
|-
 
! +6
{{RangedPropertiesTableAid|Galvanic}}
| [[Axiomatic Power]]  || This Lawful weapon is deadly to Chaotic foes. || 25th
 
|-
{{RangedPropertiesTableAid|Glacial}}
! +6
 
| [[Force]]  || The weapon inflicts force damage. ||  26th
{{RangedPropertiesTableAid|Inferno}}
|-
 
! +6
{{RangedPropertiesTableAid|Raiding}}
| [[Glacial]] || Freezes foes, friends, even the scenery. || 26th
 
|-
{{RangedPropertiesTableAid|Stentorian}}
! +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
|}
|}
}}
 
|
== +7 Epic Ranged Magic Properties ==
== +7 Epic Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Arcing}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Boreal}}
! +7
 
| [[Astringent]]  || Creates a large area of deadly acid || 30th
{{RangedPropertiesTableAid|Calamity}}
|-
 
! +7
{{RangedPropertiesTableAid|Corrosive}}
| [[Balefire]]  || Creates a large area filled with deadly flame || 30th
 
|-
{{RangedPropertiesTableAid|Leaching}}
! +7
 
| [[Bane, Utter]] || The weapon utterly excels against certain foes. || 29th
{{RangedPropertiesTableAid|Mauling}}
|-
 
! +7
{{RangedPropertiesTableAid|Precognitive, Greater}}
| [[Frostheart]]  || Creates a large zone of freezing cold || 30th
 
|-
{{RangedPropertiesTableAid|Resounding}}
! +7
 
| [[Planar, Mighty]]  || Outsiders avoid the material plane for a reason. || 30th
{{RangedPropertiesTableAid|Usurping}}
|-
 
! +7
{{RangedPropertiesTableAid|Volcanic}}
| [[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
|}
|}
}}
 
|
== +8 Epic Ranged Magic Properties ==
== +8 Epic Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Balefire}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Besetting}}
! +8
 
| [[Angelic Glory]]  || This Lawful Good weapon is anathema to both chaotic and evil foes. || 30th
{{RangedPropertiesTableAid|Booming}}
|-
 
! +8
{{RangedPropertiesTableAid|Caustic}}
| [[Calamity]]  || This force weapon is deadly to all foes and the terrain as well. || 27th
 
|-
{{RangedPropertiesTableAid|Coring}}
! +8
 
| [[Celestial Grandeur]]  || This Chaotic Good weapon is anathema to both lawful and evil foes. || 30th
{{RangedPropertiesTableAid|Designating, Perfect}}
|-
 
! +8
{{RangedPropertiesTableAid|Foecaller}}
| [[Coring]]  || Raises the base damage of a piercing weapon by 2d6 || 32nd
 
|-
{{RangedPropertiesTableAid|Frostheart}}
! +8
 
| [[Demonic Horror]]  || This Chaotic Evil weapon is anathema to both Lawful and Good foes. || 30th
{{RangedPropertiesTableAid|Ionic}}
|-
 
! +8
{{RangedPropertiesTableAid|Razing}}
| [[Diabolic Misery]] || This Lawful Evil weapon is anathema to both Chaotic and Good foes. || 30th
 
|-
{{RangedPropertiesTableAid|Wracking}}
! +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
|}
|}
}}
 
|
== +9 Epic Ranged Magic Properties ==
== +9 Epic Ranged Magic Properties ==
{{#!:
{| {{MagicItemTableHeader}}
{| class="ep-default" style="text-align:left" width="100%"
 
|-
{{RangedPropertiesTableAid|Annihilation}}
! width="10%" align="center" | Price || width="15%" align="center" | Name  || width="50%" align="center" | Benefit  || width="20%" align="center" | Aura || width="5%" align="center" | CL
 
|-
{{RangedPropertiesTableAid|Cacophonous}}
! +9
 
| [[Bane, Absolute]]  || For some creatures, this weapon is Death. || 34th
{{RangedPropertiesTableAid|Dynamic}}
|-
 
! +9
{{RangedPropertiesTableAid|Invading}}
| [[Jaunting]] || This weapon allows the wielder to dimension door every round after a successful attack. || 32nd
 
|-
{{RangedPropertiesTableAid|Jaunting}}
! +9
 
| [[Perfect Precognitive]] || Once per round you may declare an attack roll to be a natural 20 and confirm the critical. || 32nd
{{RangedPropertiesTableAid|Polar}}
|-
 
! +9
{{RangedPropertiesTableAid|Precognitive, Perfect}}
| [[Planar, Utter]]  || Outsiders will pay the wielder to remain in the Prime Plane || 34th
 
|-
{{RangedPropertiesTableAid|Pyroclasmic}}
! +9
 
| [[Vampiric]] || This weapon inflicts desiccation damage and transfers it to the wielder. || 33rd
{{RangedPropertiesTableAid|Slaying}}
|-
 
! +9
{{RangedPropertiesTableAid|Vampiric}}
| [[Void]] || This unaligned weapon is utterly deadly to all alignments. || 35th
 
{{RangedPropertiesTableAid|Vitriolic}}
 
|}
|}
}}
}}
</tabs>

Latest revision as of 19:54, 18 June 2022


+0 Ranged 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 Ranged Magic Properties

Magic Item Name Description Cost
Adaptive Automatically adjusts a Mighty projectile weapon to the wielder's full strength. +1
Called A called weapon can be teleported to the wielder's hand. +1
Grating Adds 1d6+1 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 threat range of a weapon. +1
Limning Outlines foes in faerie fire, negating concealment and hampering stealth. +1
Merciful Item inflicts the Secured condition, making it possible to capture an opponent instead of killing them. +1
Shivery Adds 1d4 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +1
Smoldering Adds 1d6+1 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +1
Spanning Adds 10 feet to the range increment of the ranged weapon. +1
Sparking Adds 1d6 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +1
Stinging Adds 1d3 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +1

+2 Ranged Magic Properties

Magic Item Name Description Cost
Astringent Adds 1d6+2 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +2
Bridging Adds 20 feet to the range increment of the ranged weapon. +2
Charged Adds 3d6 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +2
Designating, Lesser Grants allies a bonus to hit and damage against a foe struck by this weapon. +2
Drumming Adds 3d6+1 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +2
Flaming Adds 3d6+1 points of bonus Fire (energy, common) damage, and inflicts singed on a critical. +2
Foeseeker Weapon ignores concealment, deals full damage to incorporeal creatures, and bonus damage to hidden creatures. +2
Glamered A glamered weapon can be commanded to change its shape and appearance. +2
Icy Adds 2d6 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +2
Stalking By spending actions to study a foe, gain bonus precision damage dice. +2

+3 Ranged Magic Properties

Magic Item Name Description Cost
Beatific Use Aid Another as a swift action, and Aid Another bonus is increased by weapon's enhancement bonus. +3
Conflagrant Adds 3d6+5 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +3
Force Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks. +3
Frost Adds 3d6+3 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +3
Mordant Adds 3d6+2 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +3
Sallying Adds 40 feet to the range increment of the ranged weapon. +3
Savage Damages foes...and the wielder. +3
Shattered When broken, this weapon gains bonuses and inflicts bleed. +3
Shocking Adds 3d6+4 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +3
Speed Once per encounter, when you perform a full-attack action, you can make one bonus attack. +3
Tethered The weapon appears when called utterly without fail. +3
Threatening Able to threaten foes in battle without peer. +3
Thundering Adds 3d6+5 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +3

+4 Ranged Magic Properties

Magic Item Name Description Cost
Acrid Adds 3d6+6 points of bonus Acid (energy, common) damage, and inflicts sickened on a critical. +4
Brilliant Energy All attacks made with this ranged weapon are resolved as ranged touch attacks. +4
Crushing Increases the base damage of a bludgeoning weapon by 1d6+2. +4
Deathly Increases the critical range of a ranged weapon by two. +4
Designating, Improved Grants allies a bonus to hit and damage against a foe struck by this weapon. +4
Impaling Increases the base damage of a piercing weapon by 1d6+2. +4
Incendiary Adds 3d6+9 points of bonus Fire (energy, common) damage, and all damage can be dealt as fire. +4
Intruding Adds +10 feet to the weapon's range, and the weapon never suffers range penalties to-hit. +4
Lacerating Increases the base damage of a slashing weapon by 1d6+2. +4
Nimble Shot A nimble shot weapon doesn't provoke attacks of opportunity when fired. +4
Pouncing By spending actions to study a foe, gain bonus precision damage dice. +4
Second Chance Once per round, a missed attack can be re-rolled as a free action +4
Triple-Throw A triple-throw weapon creates two duplicates of itself when thrown. +4
Unerring Accuracy Ignore the penalties and miss chances associated with partial concealment, total concealment, and partial cover. +4
Uproarious Adds 3d6+9 points of bonus Sonic (energy, common) damage, and inflicts unsteady on a critical. +4
Voltaic Adds 3d6+8 points of bonus Lightning (energy, common) damage, and inflicts nervous on a critical. +4
Wintry Adds 3d6+7 points of bonus Cold (energy, common) damage, and inflicts torpid on a critical. +4

+5 Ranged Magic Properties

Magic Item Name Description Cost
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+14 points of bonus Lightning (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Fiery Adds 3d6+15 points of bonus Fire (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Force Majeure Defeats concealment, adds +1 to crit range, and deals bonus force damage with all attacks. +5
Frigid Adds 3d6+12 points of bonus Cold (energy, common) damage, and can strike targets in a 1x2 square area once per round. +5
Marauding Adds +20 feet to the weapon's range, and the weapon never suffers range penalties to-hit. +5
Piquant Adds 3d6+10 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

+6 Epic Ranged Magic Properties

Magic Item Name Description Cost
Acetic Adds 3d6+16 points of bonus Acid (energy, common) damage, and can strike targets in a 2x2 square area with each attack. +6 (epic)
Designating, Greater Grants allies a bonus to hit and damage against a foe struck by this weapon. +6 (epic)
Foeslayer +2 to crit range, can pinpoint hidden foes, ignores concealment, and deals bonus damage to hidden targets. +6 (epic)
Galvanic Adds 3d6+19 points of bonus Lightning (energy, common) damage, and can strike targets in a 2x2 square area with each attack. +6 (epic)
Glacial Adds 3d6+18 points of bonus Cold (energy, common) damage, and can strike targets in a 2x2 square area with each attack. +6 (epic)
Inferno Adds 3d6+20 points of bonus Fire (energy, common) damage, and can strike targets in a 2x2 square area with each attack. +6 (epic)
Raiding Adds +40 feet to the weapon's range, and the weapon never suffers range penalties to-hit. +6 (epic)
Stentorian Adds 3d6+20 points of bonus Sonic (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +6 (epic)

+7 Epic Ranged Magic Properties

Magic Item Name Description Cost
Arcing Adds 3d6+25 points of bonus Lightning (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +7 (epic)
Boreal Adds 3d6+24 points of bonus Cold (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +7 (epic)
Calamity Defeats concealment, adds +2 to crit mod, and deals bonus damage with all attacks, as force damage. +7 (epic)
Corrosive Adds 3d6+22 points of bonus Acid (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +7 (epic)
Leaching Deals 3d6 bonus desiccation damage with each hit, and inflicts a bleed. +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+28 points of bonus Sonic (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +7 (epic)
Usurping Weapon gains +20 feet to its range, never suffers range penalties to-hit, and gains 1 range increment. +7 (epic)
Volcanic Adds 3d6+28 points of bonus Fire (energy, common) damage, and can strike targets in a 3x3 square area with each attack. +7 (epic)

+8 Epic Ranged Magic Properties

Magic Item Name Description Cost
Balefire Adds 3d6+33 points of bonus Fire (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +8 (epic)
Besetting Weapon gains +40 feet to its range, never suffers range penalties to-hit, and gains 3 range increments. +8 (epic)
Booming Adds 3d6+33 points of bonus Sonic (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +8 (epic)
Caustic Adds 3d6+28 points of bonus Acid (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +8 (epic)
Coring Adds 2d6+5 base weapon damage to a piercing weapon +8 (epic)
Designating, Perfect Grants allies a bonus to hit and damage against a foe struck by this weapon. +8 (epic)
Foecaller Defeats concealment, adds +2 to crit mod, deals bonus force damage with all attacks, and can reveal hidden foes. +8 (epic)
Frostheart Adds 3d6+30 points of bonus Cold (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +8 (epic)
Ionic Adds 3d6+32 points of bonus Lightning (energy, common) damage, and can strike targets in a 4x4 square area with each attack. +8 (epic)
Razing Adds 2d6+5 base weapon damage to a slashing weapon +8 (epic)
Wracking Adds 2d6+5 base weapon damage to a bludgeoning weapon +8 (epic)

+9 Epic Ranged Magic Properties

Magic Item Name Description Cost
Annihilation Ignores concealment, adds +2 to crit mod, deals bonus force damage with all attacks, and reveals hidden foes. +9 (epic)
Cacophonous Adds 3d6+37 points of bonus Sonic (energy, common) damage, and can strike targets in a 6x6 square area with each attack. +9 (epic)
Dynamic Adds 3d6+36 points of bonus Lightning (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +9 (epic)
Invading Weapon gains +60 feet to its range, never suffers range penalties to-hit, and gains 5 range increments. +9 (epic)
Jaunting Deals 2d6 bonus interstice damage with each hit, and allows dimension door during a full attack. +9 (epic)
Polar Adds 3d6+34 points of bonus Cold (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +9 (epic)
Precognitive, Perfect Grants +4 to AC (shield bonus) and +8 to saving throws (resistance bonus). Once per round, automatically inflicts a critical hit. +9 (epic)
Pyroclasmic Adds 3d6+37 points of bonus Fire (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +9 (epic)
Slaying By spending actions to study a foe, gain bonus precision damage dice. +9 (epic)
Vampiric Deals 3d6 bonus desiccation damage with each hit, inflicts a bleed, and heals the wielder. +9 (epic)
Vitriolic Adds 3d6+33 points of bonus Acid (energy, common) damage, and can strike targets in a 5x5 square area with each attack. +9 (epic)