Magic Weapon Special Abilities
Acidic: Upon command, this weapon drips with
acid. The
acid does not harm the hands that hold the weapon. These
weapons deal +1d6 points of bonus
acid damage on a successful hit.
Ranged weapons so enchanted bestow the energy type upon their
ammunition.
Purchase DC Modifier: +1.
Bane: A
bane weapon excels at attacking a specific kind of creature (such as black dragons, ogres, or trolls). Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus and deals +2d6 points of bonus
damage against the foe.
Purchase DC Modifier: +2.
Brilliant (
melee weapons only)
: A
brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It gives off light as a torch (20-foot radius). A
brilliant energy weapon ignores nonliving matter. Equipment and enhancement
Defense bonuses do not count against it because the weapon passes through
armor. (Dexterity, deflection,
dodge, natural
armor, and other such bonuses still apply.) A
brilliant energy weapon cannot harm undead, constructs, and objects.
Ranged weapons cannot be enchanted with this ability.
Purchase DC Modifier: +3.
Chaotic: This weapon is infused with the power of chaos. It deals +2d6 points of bonus
damage against any creature with an
allegiance to law. It bestows one negative level on any creature with the law
allegiance 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 while the weapon is wielded.
Ranged weapons so enchanted bestow the power upon their
ammunition.
Purchase DC Modifier: +1.
Dancing: A
dancing weapon can be loosed (requiring a
move action) to attack on its own. It fights for 4 rounds using the base
attack bonus of the one who loosed it and then drops. It never leaves the side of the one who loosed it (never straying more than 5 feet) and fights on even if that creature falls. The wielder who loosed it can grasp it while it is attacking on its own as a free action, but when so retrieved it can't dance (attack on its own) again for 4 rounds.
Purchase DC Modifier: +3.
Defending (
melee weapons only)
: A
defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his
Defense as a special bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to
Defense lasts until his next turn. This ability cannot be placed on
ranged weapons.
Purchase DC Modifier: +2.
Purchase DC Modifier: +1.
Purchase DC Modifier: +2.
Energy Blast:
Energy blast weapons come in five types:
acid blast, fiery blast, icy blast, electrical blast, and concussive blast. A burst weapon explodes with the appropriate energy type (
acid, cold,
electricity, fire, or sonic/concussion) upon scoring a successful
critical hit. The energy does not harm the hands that hold the weapon. These
weapons deal +1d10 points of bonus energy
damage (of the requisite type) on a successful
critical hit. If the weapon's critical multiplier is x3, add +2d10 points of bonus energy
damage instead, and if the multiplier is x4, add +3d10 points of bonus energy
damage.
Ranged weapons so enchanted bestow the energy upon their
ammunition.
Any electrical device that is damaged by a
shocking blast
weapon has its electronics scrambled. A successful Repair check (DC 10 + the
damage dealt) fixes the short.
Subjects dealt a
critical hit by a concussive blast
weapon must make a Fortitude save (DC 14) or be deafened permanently.
Purchase DC Modifier: +2.
Flaming: Upon command, this weapon bursts into flame. The flame does not harm the hands that hold the weapon. These
weapons deal +1d6 points of bonus fire
damage on a successful hit.
Ranged weapons so enchanted bestow the energy type upon their
ammunition.
Purchase DC Modifier: +1.
Frost: Upon command, this weapon is engulfed in a bluish nimbus of cold energy. The cold does not harm the hands that hold the weapon. These
weapons deal +1d6 points of bonus cold
damage on a successful hit.
Ranged weapons so enchanted bestow the energy type upon their
ammunition.
Purchase DC Modifier: +1.
Ghost Touch (
melee weapons only)
: A
ghost touch weapon deals
damage normally against incorporeal creatures, regardless of its bonus. Further, it can be picked up and moved by incorporeal creatures at any time.
Purchase DC Modifier: +1.
Holy: This
weapon is infused with
holy power. It deals +2d6
points of bonus
damage against any creature with an
allegiance to evil. It bestows one negative level on any creature with the evil
allegiance 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 while the weapon is wielded.
Ranged weapons so enchanted bestow the power upon their
ammunition.
Purchase DC Modifier: +1.
Keen (slashing
weapons only)
: This enchantment doubles the threat range of a
weapon.
Purchase DC Modifier: +1.
Lawful: This weapon is infused with the power of law. It deals +2d6 points of bonus
damage against any creature with an
allegiance to chaos. It bestows one negative level on any creature with the chaos
allegiance 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 while the weapon is wielded.
Ranged weapons so enchanted bestow the power upon their
ammunition.
Purchase DC Modifier: +1.
Purchase DC Modifier: +1.
Purchase DC Modifier: +2.
Returning (thrown
weapons only)
: A
returning weapon returns to the thrower's hand at the beginning of his or her next turn.
Purchase DC Modifier: +1.
Any electrical device damaged by a
shocking weapon has its electronics scrambled. A successful Repair check (DC 10 + the
damage dealt) fixes the short.
Purchase DC Modifier: +1.
Speed: A
weapon of
speed allows the wielder one single extra attack each round at his highest bonus.
Purchase DC Modifier: +3.
Thundering: Upon command, this weapon resonates with sonic energy. These
weapons deal +1d6 points of bonus sonic/concussion
damage on a successful hit.
Ranged weapons so enchanted bestow the energy type upon their
ammunition.
Purchase DC Modifier: +1.
Unholy: This weapon is infused with
unholy power. It deals +2d6 points of bonus
damage against any creature with an
allegiance to good. It bestows one negative level on any creature with the good
allegiance 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 while the weapon is wielded.
Ranged weapons so enchanted bestow the power upon their
ammunition.
Purchase DC Modifier: +1.
Wounding (
melee weapons only)
: This
weapon deals
damage to a creature such that a wound it inflicts bleeds for 1 point of
damage per round thereafter in addition to the normal
damage the
weapon deals. Multiple wounds from the
weapon result in cumulative bleeding loss. The bleeding can only be stopped by a successful Treat Injury check (DC 15) or the application of any
cure spell or other
healing spell.
Purchase DC Modifier: +3.