Ranged Magic Properties

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+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)