Mystical Weapon Abilities

The following weapon abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM’s permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Mystical items that you make yourself. You can apply these special abilities to weapons of all kinds, mêlée and ranged, as well as firearms, where applicable.

 

Bane
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. Possible bane designations include, but are not limited to: animals, a specific humanoid species (other than human), magical animals, plants, the undead, cyborgs/robots, an Origin type, or a class. You cannot specify something subjective like, “people I don’t like” or “wankers.” You cannot specify “Human” because a Phoenix game, almost everyone is human. You cannot specify a gender, a race, a social class, or a sexual orientation because that would just be icky.Moderate conjuration; ECL 8th; Craft Magic Arms and Armour, summon monster I; Price +1 bonus. 

Brilliant Energy
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores non-living matter. Armour and shield bonuses to Defence (including any enhancement bonuses to that armour) do not count against it because the weapon passes through armour. Dexterity, deflection, dodge, natural armour, and other such bonuses still apply. A brilliant energy weapon cannot harm the undead, constructs, or objects. It does half damage to living machines, like androids and cyborgs, or alien life-forms made of inorganic material, like rock creatures or sentient clouds of blue gas. This property can be applied only to mêlée weapons, thrown weapons, and ammunition.

Strong transmutation; ECL 16th; Craft Magic Arms and Armour, gaseous form, continual flame; Price +4 bonus.

 

Dancing
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the wielder. At the end of 4 round, it drops. While dancing, it cannot make attacks of opportunity and the person who activated it is not considered armed unless they are otherwise armed. In all other respects, it is considered wielded or attended by the creature for all manoeuvres and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.

Strong transmutation; ECL 15th; Craft Magic Arms and Armour, animate objects; Price +4 bonus.

 

Defending
A defending weapon allows wielders to transfer some or all of its enhancement bonus to their Defence as a bonus that stacks with all others. As a free action, wielders can choose how to allocate the weapon’s enhancement bonus at the start of their turn (i.e., before using the weapon), and the bonus to Defence lasts until their next turn.

Moderate abjuration; ECL 8th; Craft Magic Arms and Armour, shield or shield of faith; Price +1 bonus.

 

Disruption
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon.

Strong conjuration; ECL 14th; Craft Magic Arms and Armour, heal; Price +2 bonus.

 

Distance
This property can be placed only on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.

Moderate divination; ECL 6th; Craft Magic Arms and Armour, clairaudience/clairvoyance; Price +1 bonus.

 

Flaming
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Moderate evocation; ECL 10th; Craft Magic Arms and Armour and flame blade, flame strike, or fireball; Price +1 bonus.

 

Flaming Burst
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Strong evocation; ECL 12th; Craft Magic Arms and Armour and flame blade, flame strike, or fireball; Price +2 bonus.

 

Frost
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Moderate evocation; ECL 8th; Craft Magic Arms and Armour, chill metal or ice storm; Price +1 bonus.

 

Ghost Touch
A ghost-touch weapon is both solid and phased (i.e., corporeal and incorporeal) at the same time. Thus, it can do damage to both kinds of people, and both kinds of people can wield it. A phased person (i.e., incorporeal) does not get a 50% miss chance against a ghost-touch weapon.

Moderate conjuration; ECL 9th; Craft Magic Arms and Armour, plane shift; Price +1 bonus.

 

Icy Burst
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Moderate evocation; ECL 10th; Craft Magic Arms and Armour, chill metal or ice storm; Price +2 bonus.

 

Keen
This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, re-roll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Moderate transmutation; ECL 10th; Craft Magic Arms and Armour, keen edge; Price +1 bonus.

 

Merciful
The weapon deals non-lethal damage, and it deals and extra 1d6NL. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

Faint conjuration; ECL 5th; Craft Magic Arms and Armour, cure light wounds; Price +1 bonus.

 

Mighty Cleaving
A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.

Moderate evocation; ECL 8th; Craft Magic Arms and Armour, divine power; Price +1 bonus.

 

Returning
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Moderate transmutation; ECL 7th; Craft Magic Arms and Armour, telekinesis; Price +1 bonus.

 

Seeking
Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)

Strong divination; ECL 12th; Craft Magic Arms and Armour, true seeing; Price +1 bonus.

 

Shock
Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Moderate evocation; ECL 8th; Craft Magic Arms and Armour, call lightning or lightning bolt; Price +1 bonus.

 

Shocking Burst
A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.

Moderate evocation; ECL 10th; Craft Magic Arms and Armour, call lightning or lightning bolt; Price +2 bonus.

 

Speed
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Moderate transmutation; ECL 7th; Craft Magic Arms and Armour, haste; Price +3 bonus.

 

Spell Storing
A spell storing weapon allows a you to store a single, target spell of up to 3rd level in the weapon. The casting time must be a standard action or faster. You do not have to have the ability to cast spells to use this weapon. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it, but not the specific effects of the spell. A randomly rolled spell-storing weapon has a 50% chance to have a spell stored in it already.

Strong evocation (plus aura of stored spell); ECL 12th; Craft Magic Arms and Armour, creator must be a caster of at least 12th level; Price +1 bonus.

 

Thundering
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Faint necromancy; ECL 5th; Craft Magic Arms and Armour,  blindness/deafness; Price +1 bonus.

 

Throwing
This ability can only be placed on a mêlée weapon. A mêlée weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

Faint transmutation; ECL 5th; Craft Magic Arms and Armour, magic stone; Price +1 bonus.

 

Vicious
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only mêlée weapons can be vicious.

Moderate necromancy; ECL 9th; Craft Magic Arms and Armour, enervation; Price +1 bonus.

 

Vorpal
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, re-roll.)

Strong necromancy and transmutation; ECL 18th; Craft Magic Arms and Armour, circle of death, keen edge; Price +5 bonus.

 

Wounding
A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Moderate evocation; ECL 10th; Craft Magic Arms and Armour, mage’s sword; Price +2 bonus.

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