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| equipment:weapons:weaponenchantments [2025/09/10 00:22] – [Magic Weapon Damage Types] vondor | equipment:weapons:weaponenchantments [2026/03/13 18:50] (current) – elfinlocks |
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| ==== Dancing (+4) ==== | ==== Dancing (+4) ==== |
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| This special ability can only be placed on melee weapons.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 one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares 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 its wielder everywhere, whether she moves by physical or magical means. If the activating character 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. | This special ability can only be placed on melee weapons.As a [[chargen:common_terms#action_types|Half Action]], a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the [[priority:prowess|Prowess]] of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares 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 its wielder everywhere, whether she moves by physical or magical means. If the activating character 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. |
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| ==== Deadly (+1) ==== | ==== Deadly (+1) ==== |
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| This special ability can only be placed on melee weapons that normally deals nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume. | This special ability can only be placed on melee weapons that normally deals [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]], such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume. |
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| ==== Disrupting (+2) ==== | ==== Disrupting (+2) ==== |
| A huntsman weapon helps its wielder locate and capture their quarry. | A huntsman weapon helps its wielder locate and capture their quarry. |
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| When the weapon is held in hand, the wielder gains a bonus equal to the weapon's [[equipment:mwk|Masterwork]] tier on [[priority:skills:survival|Survival]] checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day. | When the weapon is held in hand, the wielder gains a bonus equal to the weapon's [[equipment:mwk|Masterwork]] tier on [[priority:skills:survival|Survival]] checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with [[priority:skills:survival|Survival]] in the past day. |
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| ==== Keen (+2) ==== | ==== Keen (+2) ==== |
| ==== Merciful (40 TU) ==== | ==== Merciful (40 TU) ==== |
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| All damage this weapon deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). | All damage this weapon deals is [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). |
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| ==== Nimble Shot (+4) ==== | ==== Nimble Shot (+4) ==== |
| ==== Speed (+3) ==== | ==== Speed (+3) ==== |
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| 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 [[priority:magic:spells:tier3:haste|]] spell). | 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 [[priority:prowess|Prowess]], plus any modifiers appropriate to the situation (this benefit is not cumulative with similar effects, such as a [[priority:magic:spells:tier3:haste|]] spell). |
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| ==== Throwing (40 TU) ==== | ==== Throwing (40 TU) ==== |
| ===== Magic Weapon Damage Types ===== | ===== Magic Weapon Damage Types ===== |
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| The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a nonlethal weapon if the weapon also has the [[equipment:weapons:weaponenchantments#deadly_1|Deadly]] effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. | The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] weapon if the weapon also has the [[equipment:weapons:weaponenchantments#deadly_1|Deadly]] effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. |
| When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action. | When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action. |
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