Weapon Abilities

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Weapon AbilitiesRatings and Original forum thread by: JWT on this page. Descriptions for each ability compiled by: Justin Cookie Monster Harless

(Disclaimer: If you cannot figure out which book is in the heading of each ability, drop me a line. Also, not all entries look the same due to the text being copied from several different sourcebooks.) 5 Star Special Abilities Air Elemental Power (Large) (DMGII, p254):- An air elemental power weapon allows its wielder to summon forth a powerful air elemental and communicate with it in its native language. This creature serves the wielder both in and out of combat. Lore: Characters can gain the following pieces of information about the air elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below. DC 20: The first air elemental power weapons were crafted several thousand years ago by the elf smith Limbuth Shadarrahn. Known for creating delicate weapons that used raw elemental air to great effect, he also imbued his items with devious and clever magic that mimicked the ephemeral and elusive nature of his favorite element. DC 30: Though he was fond of the finesse with which air could be manipulated, Limbuth was also fascinated with the savage power it had. His first air elemental power creation was a composite longbow he called Quickstrike, which his apprentices later used as a model to create similar weapons. Description: An air elemental power weapon has barely visible etchings of blowing clouds and eddying winds along its length. The hilt or grip resembles puffs of clouds, and the pommel or crest is set with a single clear diamond. An air elemental power weapon feels lighter than most comparable weapons. When used to summon an air elemental, it seems to become temporarily insubstantial, as though made of moving air. Prerequisite: The air elemental power ability can be added only to a weapon that already has the shock ability or the shocking burst ability. Activation: The wielder of an air elemental power weapon can summon an elemental once per day as a standard action. Effect: A weapon with this ability allows the wielder to summon a powerful air elemental ally. The exact kind of air elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder air elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. Air Elemental Maximum Time Large 11 rounds Huge 13 rounds Greater 15 rounds Elder 17 rounds The elemental can be dismissed before its duration expires, but doing so wastes the unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Auran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an air elemental

power weapon can cause a distraction using its whirlwind ability, carry the wielder and his allies through the air, or perform special combat maneuvers, such as the aid another action. Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th (greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder).

Aptitude weapon: (BoNS, p148):- The aptitude property lets a wielder apply his expertise with another type of weapon to the aptitude weapon. Thus, the master of a greatsword is the also the master of any aptitude weapon. Description: Aptitude weapons have no special appearance. Prerequisite: Anyone can wield an aptitude weapon, but to gain any benefit from it, a wielder must have feats that are tied to the use of a particular weapon type. Activation: An aptitude weapons magic is worthless in the hands of someone who lacks the appropriate feats, but anyone with the right feats gains the weapons benefits just by wielding it. Effect: A wielder who has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater Weapon Focus, Weapon Specialization, or the like, can apply the benefits of those feats to any weapon that has the aptitude quality. In addition, if any of the wielders weapon use feats are specifically keyed to the aptitude weapons type, he gains a +1 bonus on attack and damage rolls. Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, Weapon Focus (weapon being enchanted). Weight: As normal for the weapon. Price: +1 bonus. Earth Elemental Power (Large) (DMGII, p256):- See Air Elemental Power. Earthbound (ECS, p266):- An earthbound weapon has a Small earth elemental bound to it, and has a heavy, crystalline appearance. As long as the wielder and his opponent are both touching the ground, the weapon grants its wielder an additional +2 bonus on attack and damage rolls. If the wielder is flying, the weapons enhancement bonus from this property does not apply to his attacks (though the +1 enhancement bonus on his attack rolls for using a masterwork weapon still applies). Moderate conjuration; CL 9th; Bind Elemental, lesser planar binding; Price: +1 bonus. Fire Elemental Power (Large) (DMGII, p257):- ***** See Air Elemental Power. Magebane (CAr, p143):- Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities, a magebane weapons effective enhancement level is 2 better than normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition. Moderate conjuration; CL 8th; Craft Magic Arms and Armor, dispel magic; Price +1 bonus.

Water Elemental Power (Large) (DMGII, p261):- ***** See Air Elemental Power. Holy (DMG, srd):- A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price: +2 bonus. Unholy (DMG, srd):- ***** See holy for details. Transmuting (MIC, p45) :- Price: +2 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: n/a Description: This odd-looking weapon has both sharp and blunt sections. Its pommel or grip is set with a diamond, a piece of jet, a sapphire, and a ruby. In addition, it is inlaid with both adamantine and silver. Function: When you score a successful hit with a transmuting weapon against a creature that has damage reduction, that attack is resolved normally. At the start of your next turn, however, the weapon transforms, taking on the properties required to overcome that creatures damage reduction. Once so changed, the weapon overcomes the designated type of damage reduction for 10 rounds, or until you strike a creature that has a different type of damage reduction. In this case, the weapon transforms in the same manner to overcome that damage reduction instead. If the target has multiple types of damage reduction, the weapon overcomes all of them. If the creature gains a new type of damage reduction after initially being struck (from changing its form, for example), the weapon must change again before it can overcome the new type. A transmuting weapon does not gain any other benefit of the properties it takes on, and it always deals normal damage. Prerequisites: Craft Magic Arms and Armor, fabricate. Cost to Create: Varies. Cursespewing (MIC, p31) :- Price: +3 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: N/A Description: A barely perceptible dark glow surrounds this weapon. Function: Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a 4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple strikes arent cumulative with one another. Prerequisites: Craft Magic Arms and Armor, bestow curse. Cost to Create: Varies. Changeling (MIC, p31) :- Price: +2,000 gp Property: Spear, shortspear, or longspear Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Description: This spear appears to be made entirely of a metal with a bright silver sheen, and the head is joined seamlessly to the haft. Function: A changeling weapon allows you to choose its length and appearance each time you attack with it. Once per round, by speaking the appropriate

command word, you can change the weapon into a spear, a shortspear, or a longspear sized appropriately for you. As part of the same action, you can make its haft and head appear to be composed of any wood, stone, metal, or combination thereof that you want, and add any decorative flourishes desired, though the spears actual composition does not change. Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: 1,000 gp, 80 XP, 2 days Doomwarding (PGtF, p120) :- Weapons with this ability are sometimes bestowed on adventurers favored by th