Magic Weapon Abilities (Dragonstar)
This page describes abilities for magic weapons. The list is by no means complete, but is intended to be a useful guide for players who wish to upgrade their character's equipment.
Ability | Reference | Summary | Bonus |
---|---|---|---|
Anarchic | DMG | Weapon counts as chaotic. Adds +2d6 damage against lawful opponents. | +2 |
Axiomatic | DMG | Weapon counts as lawful. Adds +2d6 damage against chaotic opponents. | +2 |
Balanced (1) | AEG | Weapon counts as one category smaller. See below. | +2 |
Bane | DMG | See DMG. | +1 |
Blessed (2) | DaS | Weapon counts as good. Threats versus evil targets are automatically criticals. | +1 |
Brilliant energy | DMG | Melee, thrown or ammunition. Ignore physical (but not natural) armor. Can not harm undead or constructs. | +4 |
Corrupt (3) | DaS | Weapon counts as evil. Threats versus good targets are automatically criticals. | +1 |
Dancing | DMG | See DMG. | +4 |
Defensive fire | GG | Ranged. Does not provoke attacks of opportunity. | +1 |
Distance | DMG | Ranged. Doubles range. | +1 |
Eager | AEG | Melee. Grants +2 bonus to owner's initiative check (does not need to be held). Can be drawn as free action. | +1 |
Energy flux | GG | Ranged energy. As free action, select electricy, fire or sonic damage. | +2 |
Flaming | DMG | Adds +1d6 fire damage. | +1 |
Flaming Burst | DMG | As flaming. Adds further +1d10 fire damage on successful critical hit (+2d10 for x3 crit etc). | +2 |
Frost | DMG | Adds +1d6 cold damage. | +1 |
Ghost touch | DMG | No miss chance against incorporeal opponents. | +1 |
Holy | DMG | Weapon counts as good. Adds +2d6 damage agains evil opponents. | +2 |
Icy Burst | DMG | As frost. Adds further +1d10 cold damage on successful critical hit (+2d10 for x3 crit etc). | +2 |
Impact | AEG | Bludgeoning. Doubles crit range. | +1 |
Ki focus | DMG | Melee. Monks can use ki-based special abilites with weapon. | +1 |
Keen | DMG | Slashing or piercing. Double crit range. | +1 |
Mighty cleaving | DMG | Melee. Grant one extra cleave to users with the Cleave feat. | +1 |
Merciful | DMG | Add +d6 subdual damage. All damage is subdual. Can be turned off. | +1 |
Precise | AEG | Ranged. Bonus as Precise Shot feat. | + 1 |
Precision targeting | GG |
Ranged. Cover bonuses are halved. Stacks with Crack Shot |
+2 |
Proficient | AEG | User does not suffer nonprofiency penalty. | +2 |
Pulsing | GG | +2d6 electricty damage to robots, soulmechs, vehicles and technological devices powered by electricty. | +1 |
Rapid fire | GG | Ranged autofire. Can fire up to five rounds per burst. | +1 |
Returning | DMG | Thrown. Thrown weapon returns to user at start of his next turn. Free action to catch. | +1 |
Seeking | AEG | Ranged. Negate miss changes for concealment. | +1 |
Shock | DMG | Adds +1d6 electricity damage. | +1 |
Shocking burst | DMG | As shock. Adds further +1d10 electricity damage on successful critical hit (+2d10 for x3 crit etc). | +2 |
Speed | DMG | One additional attack at full attack bonus. | +3 |
Spell storing | DMG | See DMG. | +1 |
Thundering | DMG | Adds +1d8 sonic damage on critcal hit (+2d8 for x3 crit, etc) | +1 |
Unholy | DMG | Weapon counts as evil. Adds +2d6 damage against good opponents | +2 |
Vorpal | DMG | Slashing melee. Decapitate foe on natural 20 plus successful confirmaion of crit. | +5 |
Throwing | DMG | Melee. Wepon can be thrown with a range 10. | +1 |
Wounding | DMG | One point of Constitution damage per hit. | +2 |
Requirements
Some weapons have a requirement listed in in italic at the start of the description field. If so, ability is only available for weapons of this type.
Ranged Weapons and Ammunition
Unless noted, a ranged weapon bestows an ability on its ammunition.
(1) Balanced
This is an adaption of the ability described in the AEG to our current Rules for the game. House rule:
A weapon counts as one class smaller (support -> two-handed, one-handed-> light).
(2) Blessed
This ability is identical to the first level paladin spell bless weapons. A ranged weapon bestows this ability on its ammunition.
Availability: This ability can only be enchanted by paladins, and they seldom learn item creation feats. As a result, this ability is quite rare. In the Dark Star campaign, this ability is normally only available to paladins in good standing through their church or order (much like divine spellware). Enchanted weapons with this ability may be available through black-market dealers.
(3) Corrupt
This ability is identical to the first level blackguard spell corrupt weapons. A ranged weapon bestows this ability on its ammunition.
Availability: As for blessed weapons, but normally available to blackguards only. See above.
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