Magic Weapon Abilities
Posted: Sun Sep 13, 2009 6:03 am
Here are some magic weapons made in the style of Mister_Sinister that are compatible with the book of gears. These templates are added to a base magic weapon (i.e. one that only provides a level dependent enchantment bonus to attack and damage). The bolded number indicates the minimum number of hit dice you must possess to activate that ability. If the weapon entry mentions a save, then it is 10 + 1/2 the weapon holder's hit dice + the indicated ability modifier. All weapon abilities are treated as supernatural abilities unless specifically described as a SLA.
Aligned
"Back, foul Angel! Back to the heavens from whence you came!"
3 Any extraplaner creature struck by this weapon must make a willpower save based on your charisma or be banished. The holder of this weapon can end any banishment caused by the weapon with a one hour ritual. This weapon ignores any alignment based damage reduction.
8 As long as you hold this weapon, you radiate a magic circle vs. alignment, you may change the alignment the circle protects against as a swift action.
13 Any creature struck by this weapon must make a willpower save or be plane shifted to a plane of your choice. As long as you are holding this weapon, you may ignore any planer trait.
18 As a standard action, you may call any creature this weapon has banished as with a gate.
Caustic
"It's self cleaning!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of acid damage. This extra acid damage is not multiplied on a critical hit.
8 As a standard action, you may make a “acid wave” surge forth from this weapon. The acid wave is a 60' cone of acid; Anything within the acid wave's area takes 1d6 acid damage for each hit die you possess, or half that with a successful fortitude save based on your constitution. Creatures that fail their save against this effect are sickened for a number of rounds equal to the weapon's enchantment bonus, creatures already sickened are instead nauseated for 1 round.
13 As long as you are holding this weapon, you are immune to acid damage.
18 As a standard action, you may cast storm of vengeance as an SLA, except all damage inflicted is acid damage and any save required is based on your constitution score.
Cursed
"I shall eat your soul!"
3 You can always find this weapon in you hand as a free action, regardless of where you left it. Once per day, it will completely reform and appear in your hand if destroyed. The only way to break you bond with this weapon is to be affected by a remove curse or break enchantment.
8 The weapon radiates a palpable aura of fear. Any creature struck must make a willpower save based on your charisma or be shaken for a number of rounds equal to the enchantment bonus of the weapon.
13 Any creature struck with this weapon must succeed a willpower save based on your charisma or have their soul sucked into the weapon. Without a soul, their body immediately falls over and dies.
18 As long as you hold this weapon, with a swift action a single soul within the weapon may be burned, adding 1d6/CR of the burned soul to any single damage roll the weapon makes, this extra damage is not multiplied on a critical hit; eaten, causing you to be affected by a heal spell with a caster level equal to the CR of the soul; or released into the custody of anyone or no one. Burned souls can't be burned again or eaten, and are only released if the cursed weapon is destroyed, while eaten souls are only released if the eater dies.
Defending
"Would you move that out of my way, please?"
"No."
3 As long as you hold this weapon, this weapon supplies a shield bonus of 4, to which its enchantment bonus is also added.
8 As long as you hold this weapon, you are considered to have cover, which provides a bonus of +4 to AC, +2 to reflex saves, and prevents you from provoking Attacks of Opportunity.
13 As long as you hold this weapon, you have Spell resistance of 10 + your hit dice. You may raise or lower your spell resistance as a free action.
18 As long as you hold this weapon, any spell that is blocked by your spell resistance instead affects the caster of the resisted spell as if you had casted it.
Dispelling
“I have the POWER!”
“Not anymore.”
3 Any creature struck with this weapon must make a willpower save based on your constitution. Failing the save subjects them to a targeted greater dispel magic, with a caster level equal to the wielder’s hit dice. Unattended objects and spell effects not on a creature (such as an acid fog, wall of force, or a magical trap) receive no save against this effect.
8 Any spell dispelled by this weapon may be stored inside it and cast later by the holder of the weapon (the caster level of any spell cast from the weapon is equal to the holder’s Hit Dice). The weapon may store a maximum number of spells equal to its enchantment bonus.
13 This weapon ignores enchantment and deflection bonuses to Armor Class.
18 If you want, creatures who fail their willpower save against this weapon’s greater dispel magic effect, unattended objects, and spell effects not on a creature are instead disjoined, as by the mordenkainen’s disjunction spell.
Flaming
"Its got the hots for you."
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of fire damage. This extra fire damage is not multiplied on a critical hit.
8 As an standard action, you may make an “inferno” spring forth from this weapon. The inferno is a 60' Cone-shaped burst. Anything within the inferno's area takes 1d6 fire damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures or objects who fail their saves are set on fire; on their initiative they must make a reflex save or take the weapons bonus fire damage until they successfully save against this effect.
13 As long as you are holding this weapon, you are immune to fire damage
18 As long as you are holding this weapon, you may cast meteor swarm as an SLA at will. The save for this effect is based on your constitution.
Frost
"All I know is that it keeps the beers cold."
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of cold damage. This extra cold damage is not multiplied on a critical hit.
8 As a standard action, you may make a “blizzard” spring forth from this weapon. The blizzard is a 60' cone-shaped burst. Anything within the blizzard's area takes 1d6 cold damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures who fail their save are also exhausted for 1 round and fatigued for a number of rounds equal to the enchantment bonus of the weapon, while liquids are instead frozen solid for the duration of this effect.
13 As long as you are holding this weapon, you are immune to cold damage.
18 As long as you are holding this weapon, you may cast iceberg as an SLA at will. The save for this effect is based on your constitution.
Ghostbuster
"Who ya gonna call?"
3 This weapon counts as corporal or incorporeal, whenever is most beneficial at the time.
8 Any undead creature struck with this weapon must make a willpower save based on your charisma or be destroyed.
13 As long as you are holding this weapon, you may ethereal jaunt at will.
18 As long as you are holding this weapon, you may make a single astral projection as a full round action. Your astral projection is formed with all your equipment as normal, except this weapon. The weapon may only have one astral projection active at any time. Successfully dispelling the weapon ends the spell.
Luminous*
"With fingernails that shine like justice."
3 As long as you hold this weapon, it will radiate a constant daylight spell. The save for this effect is based on your charisma. The light shed is so bright that anybody visually targeting you suffers a 20% miss chance, and triggers any creature's vunrability to sunlight.
8 As a standard action, you may allow a brilliant “flare” to explode from this weapon. The flare is a 120' line of incandescent light; Anything within the flare's area takes 1d6 light damage for each hit die you possess, or half that with a successful fortitude save based on your charisma. Creatures that fail their save against this effect are dazed for 1 round and blinded for a number of rounds equal to the enchantment bonus of the weapon.
13 Any creature you strike suffers the effects of a prismatic spray spell. The save for this effect is based on your charisma.
18 As long as you are holding this weapon, you may cast prismatic sphere as an SLA at will. The save for this effect is based on your Charisma.
Merciful
"Don't worry, I'll hurt you in the best way possible!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of additional damage. Doing so makes all damage dealt by this weapon Nonlethal
8 Instead of dealing nonlethal damage with this weapon, you may elect to deal a number of points of positive energy equal to the nonlethal damage you would have done. This either heals or damages the struck creature, depending on whether or not they are healed or damaged by positive energy.
13 Any creature struck must succeed a will save based on your charisma or fall under the effects of a sequester spell, with a caster level equal to your hit dice. The holder of this weapon can end any sequesterment caused by the weapon with a one hour ritual.
18 Any creature sequestered by this weapon is also imprisoned. You may plane shift directly adjacent to the spot of any creature the weapon has imprisoned. The holder of this weapon can end any imprisonment caused by the weapon with a one hour ritual.
Shock
"Do you know what happens to a toad when struck by lightning?"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of lightning damage. This extra lightning damage is not multiplied on a critical hit.
8 As a standard action, you may make a “lightning bolt” spring forth from this weapon. The lightning bolt is a 120' line of electricity; Anything within the lightning bolt's area takes 1d6 electricity damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures that fail their save against this effect are stunned for 1 round
13 As long as you are holding this weapon, you are immune to electricity damage.
18 As a move action, as long as you are holding this weapon you may turn into a bolt of lightning, effectively causing you to instantly greater teleport to any point within line of sight. Every creature in a line from your starting point to your ending point takes 2d6/level in electricity damage with a reflex save based on your constitution for half damage. Creatures that fail their reflex save are also stunned for 1 round
Speed
"Zoom-Zoom!"
3 As part of your attack routine, you may make a single additional "speed" attack at your full BAB with this weapon.
8 As long as you hold the weapon, you gain a +10’ enchantment to speed/bonus it gives
13 You move so fast that enemies trying to hit you suffer a 50% miss chance
18 As long as you hold the weapon you may cast time stop as a SLA 1/minute.
Thundering
"BOOM!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of sonic damage. This extra sonic damage is not multiplied on a critical hit.
8 As a standard action, you may make a deafening “thunderclap” radiate from this weapon. The thunderclap is a 20' radius spherical spread centered on you. Anything within the thunderclap's area except you takes 1d6 sonic damage for each hit die you possess, or half that with a successful fortitude save based on your constitution. Creatures that fail their save against this effect are dazed for 1 round and deafened for a number of rounds equal to the enchantment bonus of the weapon.
13 As long as you are holding this weapon, you are immune to sonic damage.
18 As long as you are holding this weapon, you may cast greater whirlwind as an SLA at will. The save for this effect is based on your constitution.
Toxic
"Instead, it makes a wound nasty."
3 Any creature struck with this weapon must make a fortitude save based on your constitution score or be sickened for a number of rounds equal to the enchantment bonus of the weapon; creatures that are already sickened are instead nauseated for 1 round. This is a poison effect.
8 As long as you hold this weapon, you are immune to poison.
13 As long as you hold this weapon, you may cast cloud kill as a SLA at will.
18 As a standard action, you may present this weapon for all to see; any creature with line of sight to the weapon must make a fortitude save based on your constitution score or be poisoned (initial 2d6 constitution / secondary 2d6 constitution).
Vorpal
“Snicker-snack!”
3 This weapon ignores hardness, material damage reduction, and cover bonuses
8 This weapon cuts through all forms of flesh and armor, and resolves every attack as a touch attack.
13 Any creature struck with this weapon must make a fortitude save based on your Constitution or die.
18 As a standard action, you may cut a tear in reality and open a gate (travel version) to wherever you want.
*Origional idea by: Violence in the Media
Edit June 26, 2011: energy abilities nerfed to standard action activation and 1d6 damage per HD. Clarified Ghostbuster weapons.
Aligned
"Back, foul Angel! Back to the heavens from whence you came!"
3 Any extraplaner creature struck by this weapon must make a willpower save based on your charisma or be banished. The holder of this weapon can end any banishment caused by the weapon with a one hour ritual. This weapon ignores any alignment based damage reduction.
8 As long as you hold this weapon, you radiate a magic circle vs. alignment, you may change the alignment the circle protects against as a swift action.
13 Any creature struck by this weapon must make a willpower save or be plane shifted to a plane of your choice. As long as you are holding this weapon, you may ignore any planer trait.
18 As a standard action, you may call any creature this weapon has banished as with a gate.
Caustic
"It's self cleaning!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of acid damage. This extra acid damage is not multiplied on a critical hit.
8 As a standard action, you may make a “acid wave” surge forth from this weapon. The acid wave is a 60' cone of acid; Anything within the acid wave's area takes 1d6 acid damage for each hit die you possess, or half that with a successful fortitude save based on your constitution. Creatures that fail their save against this effect are sickened for a number of rounds equal to the weapon's enchantment bonus, creatures already sickened are instead nauseated for 1 round.
13 As long as you are holding this weapon, you are immune to acid damage.
18 As a standard action, you may cast storm of vengeance as an SLA, except all damage inflicted is acid damage and any save required is based on your constitution score.
Cursed
"I shall eat your soul!"
3 You can always find this weapon in you hand as a free action, regardless of where you left it. Once per day, it will completely reform and appear in your hand if destroyed. The only way to break you bond with this weapon is to be affected by a remove curse or break enchantment.
8 The weapon radiates a palpable aura of fear. Any creature struck must make a willpower save based on your charisma or be shaken for a number of rounds equal to the enchantment bonus of the weapon.
13 Any creature struck with this weapon must succeed a willpower save based on your charisma or have their soul sucked into the weapon. Without a soul, their body immediately falls over and dies.
18 As long as you hold this weapon, with a swift action a single soul within the weapon may be burned, adding 1d6/CR of the burned soul to any single damage roll the weapon makes, this extra damage is not multiplied on a critical hit; eaten, causing you to be affected by a heal spell with a caster level equal to the CR of the soul; or released into the custody of anyone or no one. Burned souls can't be burned again or eaten, and are only released if the cursed weapon is destroyed, while eaten souls are only released if the eater dies.
Defending
"Would you move that out of my way, please?"
"No."
3 As long as you hold this weapon, this weapon supplies a shield bonus of 4, to which its enchantment bonus is also added.
8 As long as you hold this weapon, you are considered to have cover, which provides a bonus of +4 to AC, +2 to reflex saves, and prevents you from provoking Attacks of Opportunity.
13 As long as you hold this weapon, you have Spell resistance of 10 + your hit dice. You may raise or lower your spell resistance as a free action.
18 As long as you hold this weapon, any spell that is blocked by your spell resistance instead affects the caster of the resisted spell as if you had casted it.
Dispelling
“I have the POWER!”
“Not anymore.”
3 Any creature struck with this weapon must make a willpower save based on your constitution. Failing the save subjects them to a targeted greater dispel magic, with a caster level equal to the wielder’s hit dice. Unattended objects and spell effects not on a creature (such as an acid fog, wall of force, or a magical trap) receive no save against this effect.
8 Any spell dispelled by this weapon may be stored inside it and cast later by the holder of the weapon (the caster level of any spell cast from the weapon is equal to the holder’s Hit Dice). The weapon may store a maximum number of spells equal to its enchantment bonus.
13 This weapon ignores enchantment and deflection bonuses to Armor Class.
18 If you want, creatures who fail their willpower save against this weapon’s greater dispel magic effect, unattended objects, and spell effects not on a creature are instead disjoined, as by the mordenkainen’s disjunction spell.
Flaming
"Its got the hots for you."
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of fire damage. This extra fire damage is not multiplied on a critical hit.
8 As an standard action, you may make an “inferno” spring forth from this weapon. The inferno is a 60' Cone-shaped burst. Anything within the inferno's area takes 1d6 fire damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures or objects who fail their saves are set on fire; on their initiative they must make a reflex save or take the weapons bonus fire damage until they successfully save against this effect.
13 As long as you are holding this weapon, you are immune to fire damage
18 As long as you are holding this weapon, you may cast meteor swarm as an SLA at will. The save for this effect is based on your constitution.
Frost
"All I know is that it keeps the beers cold."
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of cold damage. This extra cold damage is not multiplied on a critical hit.
8 As a standard action, you may make a “blizzard” spring forth from this weapon. The blizzard is a 60' cone-shaped burst. Anything within the blizzard's area takes 1d6 cold damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures who fail their save are also exhausted for 1 round and fatigued for a number of rounds equal to the enchantment bonus of the weapon, while liquids are instead frozen solid for the duration of this effect.
13 As long as you are holding this weapon, you are immune to cold damage.
18 As long as you are holding this weapon, you may cast iceberg as an SLA at will. The save for this effect is based on your constitution.
Ghostbuster
"Who ya gonna call?"
3 This weapon counts as corporal or incorporeal, whenever is most beneficial at the time.
8 Any undead creature struck with this weapon must make a willpower save based on your charisma or be destroyed.
13 As long as you are holding this weapon, you may ethereal jaunt at will.
18 As long as you are holding this weapon, you may make a single astral projection as a full round action. Your astral projection is formed with all your equipment as normal, except this weapon. The weapon may only have one astral projection active at any time. Successfully dispelling the weapon ends the spell.
Luminous*
"With fingernails that shine like justice."
3 As long as you hold this weapon, it will radiate a constant daylight spell. The save for this effect is based on your charisma. The light shed is so bright that anybody visually targeting you suffers a 20% miss chance, and triggers any creature's vunrability to sunlight.
8 As a standard action, you may allow a brilliant “flare” to explode from this weapon. The flare is a 120' line of incandescent light; Anything within the flare's area takes 1d6 light damage for each hit die you possess, or half that with a successful fortitude save based on your charisma. Creatures that fail their save against this effect are dazed for 1 round and blinded for a number of rounds equal to the enchantment bonus of the weapon.
13 Any creature you strike suffers the effects of a prismatic spray spell. The save for this effect is based on your charisma.
18 As long as you are holding this weapon, you may cast prismatic sphere as an SLA at will. The save for this effect is based on your Charisma.
Merciful
"Don't worry, I'll hurt you in the best way possible!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of additional damage. Doing so makes all damage dealt by this weapon Nonlethal
8 Instead of dealing nonlethal damage with this weapon, you may elect to deal a number of points of positive energy equal to the nonlethal damage you would have done. This either heals or damages the struck creature, depending on whether or not they are healed or damaged by positive energy.
13 Any creature struck must succeed a will save based on your charisma or fall under the effects of a sequester spell, with a caster level equal to your hit dice. The holder of this weapon can end any sequesterment caused by the weapon with a one hour ritual.
18 Any creature sequestered by this weapon is also imprisoned. You may plane shift directly adjacent to the spot of any creature the weapon has imprisoned. The holder of this weapon can end any imprisonment caused by the weapon with a one hour ritual.
Shock
"Do you know what happens to a toad when struck by lightning?"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of lightning damage. This extra lightning damage is not multiplied on a critical hit.
8 As a standard action, you may make a “lightning bolt” spring forth from this weapon. The lightning bolt is a 120' line of electricity; Anything within the lightning bolt's area takes 1d6 electricity damage for each hit die you possess, or half that with a successful reflex save based on your constitution. Creatures that fail their save against this effect are stunned for 1 round
13 As long as you are holding this weapon, you are immune to electricity damage.
18 As a move action, as long as you are holding this weapon you may turn into a bolt of lightning, effectively causing you to instantly greater teleport to any point within line of sight. Every creature in a line from your starting point to your ending point takes 2d6/level in electricity damage with a reflex save based on your constitution for half damage. Creatures that fail their reflex save are also stunned for 1 round
Speed
"Zoom-Zoom!"
3 As part of your attack routine, you may make a single additional "speed" attack at your full BAB with this weapon.
8 As long as you hold the weapon, you gain a +10’ enchantment to speed/bonus it gives
13 You move so fast that enemies trying to hit you suffer a 50% miss chance
18 As long as you hold the weapon you may cast time stop as a SLA 1/minute.
Thundering
"BOOM!"
3 Whenever you deal damage with this weapon, you may deal +1d6/enhancement bonus of sonic damage. This extra sonic damage is not multiplied on a critical hit.
8 As a standard action, you may make a deafening “thunderclap” radiate from this weapon. The thunderclap is a 20' radius spherical spread centered on you. Anything within the thunderclap's area except you takes 1d6 sonic damage for each hit die you possess, or half that with a successful fortitude save based on your constitution. Creatures that fail their save against this effect are dazed for 1 round and deafened for a number of rounds equal to the enchantment bonus of the weapon.
13 As long as you are holding this weapon, you are immune to sonic damage.
18 As long as you are holding this weapon, you may cast greater whirlwind as an SLA at will. The save for this effect is based on your constitution.
Toxic
"Instead, it makes a wound nasty."
3 Any creature struck with this weapon must make a fortitude save based on your constitution score or be sickened for a number of rounds equal to the enchantment bonus of the weapon; creatures that are already sickened are instead nauseated for 1 round. This is a poison effect.
8 As long as you hold this weapon, you are immune to poison.
13 As long as you hold this weapon, you may cast cloud kill as a SLA at will.
18 As a standard action, you may present this weapon for all to see; any creature with line of sight to the weapon must make a fortitude save based on your constitution score or be poisoned (initial 2d6 constitution / secondary 2d6 constitution).
Vorpal
“Snicker-snack!”
3 This weapon ignores hardness, material damage reduction, and cover bonuses
8 This weapon cuts through all forms of flesh and armor, and resolves every attack as a touch attack.
13 Any creature struck with this weapon must make a fortitude save based on your Constitution or die.
18 As a standard action, you may cut a tear in reality and open a gate (travel version) to wherever you want.
*Origional idea by: Violence in the Media
Edit June 26, 2011: energy abilities nerfed to standard action activation and 1d6 damage per HD. Clarified Ghostbuster weapons.