Vampiric (Melee Weapon Magic Property): Difference between revisions

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''Go back to [[ Reese's Campaign ]] page.''
{{Magic Property


''Go back to [[ Magic Properties - Epic Weapons ]] page.''
| PlusCost=<onlyinclude>{{#ifeq:{{{transcludesection|PlusCost}}}
| PlusCost|+9 (epic)
}}</onlyinclude>




; Vampiric (magic weapon property) :
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description|  A ''Vampiric'' weapon exhibits a sharp, dangerous, somehow ''hungry'' appearance, incorporating hollow barbs, all supernaturally sharp.  A Vampiric weapon usually smells of blood.


* '''Price:''' +9 bonus
A ''Vampiric'' weapon deals 9 points of [[Ruptured]] damage when it hits a creature. Multiple hits from a ''Vampiric'' weapon increase the Rupture damage by 9 points for each successful hit. Bleeding creatures take the Rupture damage at the start of their turns.


* '''Aura''' supreme transmutation; '''CL''' 33rd; '''Weight''' —
During any combat round in which there is an active Ruptured condition that has been applied by this weapon, the wielder of the ''Vampiric'' weapon gains [[Instant Healing]] equal to the highest single Rupture total in the current round. This ''is'' considered to be instant healing for purposes of activating such things as [[Dweomermetals]] effects or class features or other abilities.


This weapon appears quite normal, but a close inspection will show a fine grain to the surface and a faint shimmer of deadly power. This weapon inflicts 3d6 of bonus damage dice on all successful hits, with the exceptions below.
A critical hit does not multiply the rupture damage. Creatures immune to critical hits are ''not'' immune to the rupture damage dealt by this weapon.  However, such creatures are afflicted with only a 5 point rupture per strike. Unlike Bleed, rupture damage can stack with itself, and with rupture damage from any other source(s).


Creatures which have no water in their makeup, such as non-water elementals and non-flesh golems, are immune to this bonus damage.  Creatures which are strongly associated with water, such as most plants and water-related elementals, take all damage from this weapon as one die type larger. (d6's become d8's, d10's become d12's.)
}}</onlyinclude>


In addition, this weapon inflicts a bleed condition upon the target equal to the damage rolled upon the bonus damage dice.  This bleed condition does not stack, but a larger bonus damage roll will overwrite a smaller damage bonus roll.
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Inflicts a 9 point [[Ruptured]] condition (a stacking bleed) each time it hits a target, and grants [[Instant Healing]].
}}</onlyinclude>


Every round the wielder of the weapon gains a number of hitpoints as healing equal to the amount of the largest active bleed he has inflicted.  This is not an action for the wielder, it is a triggered effect that is active whenever any creature in the combat has a bleed condition inflicted by this weapon.  This healing will occur even if the wielder is unconscious, helpless, or dying.  This healing will not remove a dead condition: That requires a raise dead, resurrection, etc.
}}
 
On a critical hit, the target is mightily drained, taking 5d10 points of desiccation damage as part of the critical damage. At the end of his next turn, the target takes the same amount of desiccation damage an additional time, though the damage is rolled and applied against any resistances separately.
 
A weapon with a x3 critical multiplier instead deals 10d10 points of desiccation damage on a critical hit, and a weapon with a x4 critical multiplier or higher deals 15d10 points of desiccation damage.
 
* ''Craft Magic Arms and Armor, horrid wilting''

Latest revision as of 14:45, 5 June 2019

Vampiric (Melee Weapon Magic Property)

Enchant Cost: +9 (epic)

You must be level 21 or higher to equip, wield or wear an item with this property.

A Vampiric weapon exhibits a sharp, dangerous, somehow hungry appearance, incorporating hollow barbs, all supernaturally sharp. A Vampiric weapon usually smells of blood.

A Vampiric weapon deals 9 points of Ruptured damage when it hits a creature. Multiple hits from a Vampiric weapon increase the Rupture damage by 9 points for each successful hit. Bleeding creatures take the Rupture damage at the start of their turns.

During any combat round in which there is an active Ruptured condition that has been applied by this weapon, the wielder of the Vampiric weapon gains Instant Healing equal to the highest single Rupture total in the current round. This is considered to be instant healing for purposes of activating such things as Dweomermetals effects or class features or other abilities.

A critical hit does not multiply the rupture damage. Creatures immune to critical hits are not immune to the rupture damage dealt by this weapon. However, such creatures are afflicted with only a 5 point rupture per strike. Unlike Bleed, rupture damage can stack with itself, and with rupture damage from any other source(s).

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 72), a mythic remnant (tier 8), and an item symbolic of the enchantment.