Tag: Enchantment

Results

  • Morphic

    *Morphic:* A weapon with the morphic enchantment can alter between two different forms. A morphic weapon may shift at will between its original form and one other form, chosen upon enchanting. Shifting a morphic weapon is a swift action. Cost: 5000 gp.

  • Skillful Crystal

    A skillful crystal is often used by mages who wish to expand their martial repertoire without resorting to all the unpleasant physical effort that would normally entail. So long as the skillful crystal is embedded in a masterwork simple or martial …

  • Casting

    *Casting:* The Casting enchantment may only be placed on a one-handed or larger weapon or a heavy or larger shield that possesses the [[Item Modifications|Storing Item Modification]]. Once per round while wielding a casting item, you can activate a magic …

  • Axiomatic Surge

    *Axiomatic Surge:* This elegant weapon appears smooth and golden. Characters who serve gods of doctrine, order, and other lawful principles craft these weapons of pure law for themselves and others who share their values. An _axiomatic surge_ weapon …

  • Berserker (Weapon Enchantment)

    *Berserker:* Though tarnished and battered, this simple weapon is incredibly durable, the scars of a hundred battles marring its surface. In your hands, a berserker weapon deals an extra 1d6 points of damage if it is wielded as a 1-handed weapon, or 1d8 …

  • Bewildering (Weapon Enchantment)

    *Bewildering:* A weapon with bewildering allows the wielder to confuse a target on hit. Three times per day, when the wielder of a bewildering weapon makes a successful attack with this weapon, in addition to dealing the weapon’s normal damage, the …

  • Binding (Weapon Enchantment)

    *Binding:* A weapon with binding has a length of chain looped decoratively around its grip or head. When you activate a binding weapon, the next successful attack you make with it before the end of your turn prevents the target from using any form of …

  • Blindsighted (Weapon Enchantment)

    *Blindsighted:* The form of a screeching bat’s head adorns the end of this weapon, and images of wings and fluttering nocturnal forms run along its length. When activated, a blindsighted weapon emits a series of whispered notes (Listen DC 10). While …

  • Bloodfeeding (Weapon Enchantment)

    *Bloodfeeding:* This weapon has a blood-red tint. Every time a bloodfeeding weapon deals damage to a living creature, it gains 1 “blood point,” which it can store for up to 1 hour. The weapon can store a maximum of 10 blood points. This effect is …

  • Bonebreaker (Weapon Enchantment)

    *Bonebreaker:* A bonebreaker weapon reduces all speeds of a struck creature by 10 feet for 1d4 rounds. Multiple hits from a bonebreaker weapon do not reduce a creature’s speeds further, but they do extend the duration of the penalty. This speed penalty …

  • Breaking (Weapon Enchantment)

    *Breaking:* Upon command, a breaking weapon deals an extra 2d6 points of damage against inanimate objects and crystalline creatures on a successful hit and ignores the hardness of objects with a hardness of 5 or lower. When used against a crystalline …

  • Brutal Surge (Weapon Enchantment)

    *Brutal Surge:* This weapon is broader, thicker, and darker in color than a normal weapon of its type. After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack …

  • Called (Weapon Enchantment)

    *Called:* A called weapon can be teleported to the wielder’s hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that …

  • Chargebreaker (Weapon Enchantment)

    *Chargebreaker:* This weapon’s tip is rounded slightly, like that of a jousting lance. Anytime the wielder damages a charging creature with a chargebreaker weapon, the wielder can make a trip attempt that does not provoke an attack of opportunity. * …

  • Charging (Weapon Enchantment)

    *Charging:* The image of a heavily armored, mounted knight, leveling a ribbon-covered lance for a charge, adorns this weapon. When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge …

  • Conductive (Weapon Enchantment)

    *Conductive:* A weapon with conductive is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’ …

  • Corrosive (Weapon Enchantment)

    *Corrosive:* Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given. * _Activation_: None * …

  • Corrosive Burst (Weapon Enchantment)

    *Corrosive Burst:* A corrosive burst weapon functions as a [[Corrosive (Weapon Enchantment) | corrosive]] weapon that explodes with searing acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid …

  • Countering (Weapon Enchantment)

    *Countering:* A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent …

  • Cruel (Weapon Enchantment)

    *Cruel:* When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 morbid temporary hit …

  • Cunning (Weapon Enchantment)

    *Cunning:* This special ability allows a weapon to find chinks in a foe’s defenses using the wielder’s knowledge of the target. Whenever the weapon’s attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 1 or …

  • Dazzling Radiance (Weapon Enchantment)

    *Dazzling Radiance:* This special weapon ability can be placed on only melee weapons. When a character wielding a dazzling radiance weapon uses the Dazzling Display feat, the weapon flashes in a burst of bright color. All creatures within 15 feet of the …

  • Deadly Precision (Weapon Enchantment)

    *Deadly Precision:* This weapon looks more slender and elegant than others of its type. Its blade, point, or head glitters as though a thousand tiny facets were reflecting the ambient light. A deadly precision weapon deals an extra 1d6 points of damage …

  • Deceptive (Weapon Enchantment)

    *Deceptive:* A deceptive weapon’s shape blurs and appears to bend unpredictably. When the weapon is in hand, the wielder gains a bonus on Bluff checks to feint equal to the enhancement bonus of the weapon. In addition, when the wielder successfully …

  • Defensive Surge (Weapon Enchantment)

    *Defensive Surge:* This weapon is thicker and heavier than a normal weapon of its type, but it feels well balanced. Its hilt or grip is set with a smoothly rounded topaz. After a successful melee attack with a defensive surge weapon in any round in which …

  • Dislocator (Weapon Enchantment)

    *Dislocator:* Discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent. When you activate a dislocator weapon, the next successful attack you make before the end of your turn …

  • Dislocator, Greater (Weapon Enchantment)

    *Dislocator, Greater:* Brilliant discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent coated in gold filigree. This property functions as a [[Dislocator (Weapon Enchantment) …

  • Desiccating (Weapon Enchantment)

    *Desiccating:* This weapon looks cracked and parched, as if it has spent decades baking in the desert sun. A desiccating weapon destroys the water in a living creature that it strikes, dealing an extra 1d4 points of desiccation damage (or an extra 1d8 …

  • Desiccating Burst (Weapon Enchantment)

    *Desiccating Burst:* All the moisture seems to have been sapped from this brittle, gray weapon, as if it’s been buried below shifting sands for centuries. A desiccating burst weapon functions as a [[Desiccating (Weapon Enchantment) | desiccating]] weapon. …

  • Distracting (Weapon Enchantment)

    *Distracting:* Weapons with this special ability cause foes struck by them to have difficulty controlling their magic. Any time a creature that has been struck by a distracting weapon would have to succeed at a concentration check to complete a spell or …

  • Eager (Weapon Enchantment)

    *Eager:* This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement. An eager weapon can be drawn as a free action. While on your person, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made …

  • Energy Surge (Enchantment) (Weapon Enchantment)

    *Energy Surge:* The pommel of this weapon bears a single diamond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type ([[Corrosive (Weapon Enchantment) |corrosive]], [[Flaming (Weapon Enchantment) | …

  • Ethereal Reaver (Weapon Enchantment)

    *Ethereal Reaver:* This weapon appears ghostly, but it is as solid and unforgiving as any other of its type. An ethereal reaver weapon functions as a [[Ghost Touch (Weapon Enchantment) | ghost touch]] weapon. In addition, such a weapon allows you to see …

  • Ghost Touch (Weapon Enchantment)

    *Ghost Touch:* A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. …

  • Bane (Weapon Enchantment)

    *Bane:* A weapon with bane excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This increase in enhancement bonus applies …

  • Fiercebane (Weapon Enchantment)

    *Fiercebane:* Carved into the handle of this weapon is a single word representing the foe the weapon is dedicated to slaying. A fiercebane weapon excels at attacking one type or subtype of creature. It acts as a bane weapon against the creature type (and …

  • Flaming (Weapon Enchantment)

    *Flaming:* Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. * _Activation_: Standard * _Cost_: …

  • Flaming Burst (Weapon Enchantment)

    *Flaming Burst:* A flaming burst weapon functions as a [[Flaming (Weapon Enchantment) | 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 …

  • Frost (Weapon Enchantment)

    *Frost:* Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given. * _Activation_: Standard …

  • Furious (Weapon Enchantment)

    *Furious:* A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while …

  • Glaciating (Weapon Enchantment)

    *Glaciating:* This weapon looks cracked and frosted, as if it has spent decades freezing within a glacier. A glaciating weapon rapidly freezes the water in a living creature that it strikes, dealing an extra 1d4 points of frostburn damage (or an extra 1d8 …

  • Glaciating Burst (Weapon Enchantment)

    *Glaciating Burst:* All the moisture seems to have been frozen in this brittle, blue weapon, as if it’s been buried below shifting glaciers for centuries. A glaciating burst weapon functions as a [[Glaciating (Weapon Enchantment) | glaciating]] weapon. In …

  • Greater Distracting (Weapon Enchantment)

    *Greater Distracting:* Weapons with this special ability cause foes struck by them to have exceptional difficulty controlling their magic. Any time a creature that has been struck by a greater distracting weapon would have to succeed at a concentration …

  • Greyflame (Weapon Enchantment)

    *Greyflame:* This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement …

  • Heartseeker (Weapon Enchantment)

    *Heartseeker:* A weapon with heartseeker is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does …

  • Heavenly Burst (Weapon Enchantment)

    *Heavenly Burst:* This weapon emits a low hum that sounds distinctly like a chorus chanting slowly. On a critical hit against an evil creature, a heavenly burst weapon discharges a shower of radiance that deals an extra 2d6 points of holy damage on a …

  • Heiromancer's Burst (Weapon Enchantment)

    *Heiromancer's Burst:* This weapon emits a low hum that sounds distinctly like a group of advokists arguing. On a critical hit against a chaotic creature, a heiromancer's burst weapon discharges a shower of radiance that deals an extra 2d6 points of …

  • Hellish Burst (Weapon Enchantment)

    *Hellish Burst:* This weapon emits a low hum that sounds distinctly like a dark cult chanting slowly. On a critical hit against a good creature, a hellish burst weapon discharges a shower of radiance that deals an extra 2d6 points of unholy damage on a …

  • Wild Burst (Weapon Enchantment)

    *Wild Burst:* This weapon emits a low hum that sounds distinctly like the muttering of the insane. On a critical hit against a lawful creature, a wild burst weapon discharges a shower of radiance that deals an extra 2d6 points of anarchic damage on a …

  • Holy (Weapon Enchantment)

    *Holy:* A weapon with holy is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent …

  • Holy Surge (Weapon Enchantment)

    *Holy Surge:* This elegant weapon appears smooth and pristine. Characters who serve gods of valor, honor, and other lofty principles craft these weapons of pure goodness for themselves and others who share their values. A holy surge weapon functions as a …

  • Hunting (Weapon Enchantment)

    *Hunting:* This weapon bears toothlike inscriptions across its surface. A hunting weapon increases your bonus on weapon damage rolls by 4 against your favored enemies. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and …

  • Huntsman (Weapon Enchantment)

    *Huntsman:* A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also …

  • Icy Burst (Weapon Enchantment)

    *Icy Burst:* An icy burst weapon functions as a [[Frost (Weapon Enchantment) | 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 …

  • Illusion Bane (Weapon Enchantment)

    *Illusion Bane:* Worked into the grip of this weapon is an iron cross set in the center of two concentric circles. Any attack with an illusion bane weapon ignores any miss chance created by an illusion effect (including effects that mimic illusions, such …

  • Injecting (Weapon Enchantment)

    *Injecting:* Injecting weapons feature bulbous pommels and small grooves along their blades, allowing them to store and deliver poison. An injecting weapon can hold up to 3 doses of poison. As a swift action, the wielder of an injecting weapon can coat …

  • Impaling (Weapon Enchantment)

    *Impaling:* This weapon has a particularly sharp and slim point. Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. You must declare that you are using this property before …

  • Impervious (Weapon Enchantment)

    *Impervious:* A weapon with impervious is warded from damage and decay. The weapon gains a bonus on all saving throws that would result in the destruction of the weapon (such as a metal weapon targeted by [[Rusting Grasp]]). An impervious weapon gains …

  • Keen (Weapon Enchantment)

    *Keen:* This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effects that expand …

  • Ki Focus (Weapon Enchantment)

    *Ki Focus:* The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the Stunning Fist feat (including any condition that the wielder …

  • Ki Intensifying (Weapon Enchantment)

    *Ki Intensifying:* A weapon with Ki Intensifying functions as a [[Ki Focus (Weapon Enchantment)]]. In addition, the save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1). After a successful …

  • Lifesurge (Weapon Enchantment)

    *Lifesurge:* A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers …

  • Merciful (Weapon Enchantment)

    *Merciful:* A merciful weapon deals an extra 1d6 points of damage, but all damage it 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 …

  • Maiming (Weapon Enchantment)

    *Maiming:* This weapon has a twisted haft or grip and spikes along its blade, head, or point. A maiming weapon twists and digs into the flesh of its target, rending, tearing, smashing, and bruising it. Whenever you score a critical hit with this weapon, …

  • Menacing (Weapon Enchantment)

    *Menacing:* A weapon with menacing helps deal with flanked foes. When the wielder is flanking a creature, the flanking bonus on attack and damage rolls for the wielder increases by 2. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Mighty Cleaving (Weapon Enchantment)

    *Mighty Cleaving:* A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the …

  • Naturalizing (Weapon Enchantment)

    *Naturalizing:* Arcane symbols cover this weapon, but many are scratched out and defaced, obscuring any meaning. Once per round, when you strike a creature or object with a naturalizing weapon, you can activate it to target that creature or object with a …

  • Planar (Weapon Enchantment)

    *Planar:* A weapon with planar is effective against all types of extradimensional beings. Against a creature with the extraplanar subtype (that is, any creature not on their home plane), the weapon deals an extra 1d6 points of damage. * _Activation:_ …

  • Profane (Weapon Enchantment)

    *Profane:* This black iron weapon is decorated with a single silver skull. A runic phrase describing a vile act runs along its blade or haft By speaking the appropriate command word, you can sheathe a profane weapon in crackling unholy energy. This effect …

  • Profane Burst (Weapon Enchantment)

    *Profane:* This black iron weapon is decorated with dozens of silver skulls. Runic phrases describing vile acts run along its blade or haft and glow when it is wielded. A profane burst weapon functions as a [[Profane (Weapon Enchantment) | profane]] …

  • Purifying (Weapon Enchantment)

    *Purifying:* A single, incredibly complex arcane formula covers every inch of this weapon, but deep gashes and complex scratches cover it, as if purposefully destroying its meaning. This weapon functions as a [[Naturalizing (Weapon Enchantment) | …

  • Resonating (Weapon Enchantment)

    *Resonating:* This weapon bears a small engraving of a bell. A resounding weapon emits a deep, ringing chime each time it successfully hits a target. The sound carries over the din of battle, encouraging your allies. When you strike a foe with a …

  • Revealing (Weapon Enchantment)

    *Revealing:* A sea of flames flickers upon this weapon, though it is perfectly cool to the touch. Any opponent struck by a weapon that has this property is outlined in magical flames, as the faerie fire spell, for 1 round. * _Activation:_ None * _Cost …

  • Sacred (Weapon Enchantment)

    *Sacred:* This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. By speaking the appropriate command word, you can sheathe a sacred weapon in luminous holy energy. While …

  • Sacred Burst (Weapon Enchantment)

    *Sacred Burst:* This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. A weapon with sacred burst functions as a [[Sacred (Weapon Enchantment) | sacred]] weapon. In addition, …

  • Sapping (Weapon Enchantment)

    *Sapping:* This special ability can be placed on only weapons that deal nonlethal damage. A sapping weapon deals an additional 2d6 points of nonlethal damage. When the wielder confirms a critical hit with the weapon, the target becomes fatigued for 5 …

  • Screaming (Weapon Enchantment)

    *Screaming:* This weapon is pierced with numerous tiny holes in a decorative pattern. These holes produce a whistling sound when air moves through them. Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. …

  • Screaming Burst (Weapon Enchantment)

    *Screaming Burst:* A screaming burst weapon functions as a [[Screaming (Weapon Enchantment) | screaming]] weapon that explodes with an explosive sound upon striking a successful critical hit. The sound does not harm the wielder. In addition to the extra …

  • Shattering (Weapon Enchantment)

    *Shattering:* A shattering weapon functions as a [[Breaking (Weapon Enchantment) | breaking]] weapon that explodes with a resounding crash upon striking a successful critical hit. In addition to the extra damage from the breaking special ability, a …

  • Shocking (Weapon Enchantment)

    *Shocking:* Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given. * …

  • Shocking Burst (Weapon Enchantment)

    *Shocking Burst:* A shocking burst weapon functions as a shock weapon that 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 …

  • Slithering (Weapon Enchantment)

    *Slithering:* A weapon with slithering can bend and flex when swung at a target, allowing it to fit through narrow gaps and around difficult angles with greater ease and making the weapon difficult to strike. When a slithering weapon is used to attack a …

  • Spellbreaking (Weapon Enchantment)

    *Spellbreaking:* A spellbreaking weapon functions like a [[Spell Storing (Weapon Enchantment) | spell storing]] weapon, but it may only store [[Dispelling Touch]], [[Dispel Magic]] or [[Demystify]]; however, the caster level check to dispel gains an …

  • Spell Storing (Weapon Enchantment)

    *Spell Storing:* A spell storing weapon allows a spellcaster to transfer the energies of a single targeted spell of up to 3rd level in the weapon (the spell must have a casting time of 1 standard action). Anytime the weapon strikes a creature and the …

  • Stygian (Weapon Enchantment)

    *Stygian:* This weapon is composed of a black crystal that seems to absorb the light around it. When you activate a stygian weapon, the next successful attack you make before the end of your turn bestows one negative level on the target in addition to …

  • Summon Bane (Weapon Enchantment)

    *Summon Bane:* A summon bane weapon excels against summoned creatures, including those summoned by conjuration (summoning) spells (such as summon monster and summon nature’s ally spells), and those summoned by conjuration (calling) spells (such as planar …

  • Sweeping (Weapon Enchantment)

    *Sweeping:* Images of clouds and gusting wind cover this strangely flexible weapon. This property grants you a +2 competence bonus on any combat maneuver check made to trip an opponent with the weapon. In addition, you count as being 1 size category …

  • Throwing (Weapon Enchantment)

    *Throwing:* This special ability can only be placed on melee weapons. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. * _Activation:_ None * _Cost:_ +1 * …

  • Unholy Surge (Weapon Enchantment)

    *Unholy Surge:* This vile weapon is decorated with jagged spikes, skulls, and other macabre designs. Characters who serve gods of murder, strife, and other base deeds craft these weapons of pure evil for themselves and for others who share their foul …

  • Unholy (Weapon Enchantment)

    *Unholy:* An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent …

  • Valiant (Weapon Enchantment)

    *Valiant:* When wielding a valiant weapon and targeting a foe with a single-target challenge, such as a marshal's directed assault or a smite, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on …

  • Vicious (Weapon Enchantment)

    *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. …

  • Warning (Weapon Enchantment)

    *Warning:* Four glass eyes circle this weapon, each watching a different direction. A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held. * _Activation_: Full-Round * _Cost_: +1 * _Creation Requirements_: Craft …

  • Whirling (Weapon Enchantment)

    *Whirling:* The hilt of this weapon is twisted into a corkscrew design, and its blade is dramatically curved. Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby opponents. Instead of making your …

  • Thundering (Weapon Enchantment)

    *Thundering:* A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with 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 …

  • Agile (Weapon Enchantment)

    *Requirement:* This special ability may only be used on melee weapons usable with Weapon Finesse. *Agile:* A weapon with agile are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier …

  • Anarchic Surge (Weapon Enchantment)

    *Anarchic Surge:* This elegant weapon appears smooth and multihued. Characters who serve gods of strife, freedom, and other chaotic principles craft these weapons of pure chaos for themselves and others who share their values. An _anarchic surge_ weapon …

  • Anarchic (Weapon Enchantment)

    *Anarchic:* A weapon with anarchic is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It …

  • Axiomatic Surge (Weapon Enchantment)

    *Axiomatic Surge:* This elegant weapon appears smooth and golden. Characters who serve gods of doctrine, order, and other lawful principles craft these weapons of pure law for themselves and others who share their values. An _axiomatic surge_ weapon …

  • Axiomatic (Weapon Enchantment)

    *Axiomatic:* A weapon with axiomatic is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative …

  • Advancing (Weapon Enchantment)

    *Advancing:* This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 10-foot step as a free action after the attack but before the end of her turn. This …

  • Anchoring (Weapon Enchantment)

    *Anchoring:* This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a free action, only during the character's turn and only once per turn, the weapon can be …

  • Banishing (Weapon Enchantment)

    *Banishing:* When you strike an extraplanar creature of 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that creature back to its home plane (Will DC 20 negates). A creature so banished cannot …

  • Bodyfeeding (Weapon Enchantment)

    *Bodyfeeding:* Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat. Whenever a bodyfeeder weapon you wield scores a successful critical hit against a living creature, you gain temporary vampiric hit …

  • Blurstrike (Weapon Enchantment)

    *Blurstrike:* This weapon is semitransparent, almost as though it were glass, but it is obviously of sturdier make. When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, …

  • Collision (Weapon Enchantment)

    *Collision:* This delicately balanced weapon settles into your grip as if you had wielded it for years. Its blue-gray hue shimmers as you heft the weapon. A collision weapon temporarily increases its own mass at the end point of each swing or shot. When …

  • Culling (Weapon Enchantment)

    *Culling:* When a culling weapon is used to make an attack using the Cleave or Great Cleave feat, it deals an additional 2d6 points of damage on both the initial attack and any additional attacks granted by Cleave or Great Cleave. The weapon also applies …

  • Disruption (Weapon Enchantment)

    *Disruption:* A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. * _Activation_: None * _Cost_: +2 * _Creation Requirements_: Craft Magic Arms and Armor, [[Disrupting …

  • Doom Burst (Weapon Enchantment)

    *Doom Burst:* This weapon is enveloped in a shroud of darkness. Whenever you score a critical hit with this weapon, a wave of blackness washes over the target, causing it to become shaken (no saving throw) for a number of rounds depending on the critical …

  • Energy Aura (Weapon Enchantment)

    *Energy Aura:* The surface of this weapon seems to gleam with ever-shifting colors. From time to time, it glows with heat, crackles with electricity, emits acrid-smelling fumes, or develops a rime of frost. Once activated, each hit by this weapon deals an …

  • Enervating (Weapon Enchantment)

    *Enervating:* This weapon looks worn and its blade has ruddy tinge, as though it has been stained with blood. Four blood-red rubies surround the weapon’s bronze pommel. When you score a critical hit against a living creature with an enervating weapon, the …

  • Furyborn (Weapon Enchantment)

    *Furyborn:* This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its …

  • Glorious (Weapon Enchantment)

    *Glorious:* A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, …

  • Invigorating (Weapon Enchantment)

    *Invigorating:* This weapon looks worn and its blade has blackish tinge, as though it has been stained with necrogin. Four golden pearls surround the weapon’s bronze pommel. When you score a critical hit against an undead creature with an invigorating …

  • Impact (Weapon Enchantment)

    *Impact:* An impact weapon delivers a potent kinetic jolt when it strikes, dealing an extra 1d8 points of damage (not multiplying on a critical hit). In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus …

  • Parrying (Weapon Enchantment)

    *Parrying:* The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC, and a +2 …

  • Phase Locking (Weapon Enchantment)

    *Phase Locking:* A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the [[Dimensional Anchor]] spell for 1 round. * _Activation_: None * _Cost_: +2 * _Creation …

  • Quaking (Weapon Enchantment)

    *Restriction:* This ability can be placed only on melee bludgeoning weapons. *Quaking:* The wielder of a quaking weapon can strike the ground as a standard action to perform a trip combat maneuver that applies to all foes within a 5-foot-radius spread, …

  • Silencing (Weapon Enchantment)

    *Silencing:* A silencing weapon makes no noise when drawn or when used to attack. In addition, after hitting a creature, the wielder can surround that creature with an aura that muffles all sounds coming from it until the beginning of the wielder’s next …

  • Speed (Weapon Enchantment)

    *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 …

  • Toxic (Weapon Enchantment)

    *Toxic:* Weapons with the toxic special ability reinforce the effects of applied poisons. The save DC of a poison applied to the weapon and delivered via an attack increases by 2. In addition, an applied poison applies to the next two attacks made with …

  • Umbral (Weapon Enchantment)

    *Umbral:* An umbral weapon does not reflect any sources of ambient light and is perpetually cloaked in shadow. It is considered to have concealment for the purposes of attacks or effects directed at the weapon, such as combat maneuver checks made to …

  • Unseen (Weapon Enchantment)

    *Unseen:* Upon command, an unseen weapon can be made invisible (as per the [[Invisibility]] spell, with a caster level of 7), including any scabbard, sheath, or similar accessory used to hold the weapon. A careful search will still reveal its presence, …

  • Cursespewing (Weapon Enchantment)

    *Cursespewing:* Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. The penalty is dependent on the critical multiplier of …

  • Necrotic Focus (Weapon Enchantment)

    *Necrotic Focus:* This weapon has a golden sheen and a series of black runes inlaid in jet along its length. Its pommel or grip is set with a black star sapphire. A necrotic focus weapon serves as a channel for your ability drain or energy drain …

  • Brilliant Energy (Weapon Enchantment)

    *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 nonliving matter. …

  • Vorpal (Weapon Enchantment)

    *Restriction:* This enchantment may be applied to slashing weapons only. *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 …

  • Conserving (Weapon Enchantment)

    *Conserving:* Only projectile weapons can be made conserving. When the wielder misses with a ranged attack, the fired ammunition teleports unharmed to its quiver, case, or pouch. If the ammunition in question would be destroyed for other reasons than …

  • Distance (Weapon Enchantment)

    *Distance:* This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and Armor, [[Longshot …

  • Driving (Weapon Enchantment)

    *Restriction:* This ability can be placed only on ranged weapons. *Driving:* A driving weapon can be used to perform bull rush and trip combat maneuvers in its first range increment. A successful ranged bull rush does not require the wielder to move to …

  • Endless Ammunition (Weapon Enchantment)

    *Restriction:* Bows and crossbows only. *Endless Ammunition:* Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with …

  • Energy Surge (Weapon Enchantment)

    *Energy Surge:* The pommel of this weapon bears a single diamond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type (corrosive, flaming, frost, or shock). In addition, on a successful melee attack …

  • Nimble Shot (Weapon Enchantment)

    *Nimble Shot:* This special ability can only be placed on ranged weapons. A nimble shot weapon doesn’t provoke attacks of opportunity when fired. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and Armor, Creator must …

  • Precise (Weapon Enchantment)

    *Precise:* This weapon has a carved peephole or sighting tube worked into its design, and its hilt is set with a faceted diamond. You can shoot or throw a precise weapon at an opponent engaged in melee without incurring the standard –4 penalty. This …

  • Returning (Weapon Enchantment)

    *Restriction:* Only available for thrown weapons. *Returning:* 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 …

  • Seeking (Weapon Enchantment)

    *Seeking:* This special ability can only be placed on ranged weapons. A seeking 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. …

  • Spell Hurling (Weapon Enchantment)

    *Spell Hurling:* This special ability can be placed only on melee weapons that are designed to be thrown. If the wielder has the arcane channeling class feature (such as from levels in the battlecaster class), he can throw a spell hurling weapon to …

  • Cyclonic (Weapon Enchantment)

    *Cyclonic:* This special ability can be placed only on ranged weapons or ammunition. A cyclonic weapon or piece of ammunition feels as though it were surrounded by gentle winds pulling it in all directions. When the wielder makes a ranged attack with a …

  • Designating, Lesser (Weapon Enchantment)

    *Designating, Lesser:* This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and …

  • Designating, Greater (Weapon Enchantment)

    *Designating, Greater:* Weapons with this special ability cause foes struck by them to have exceptional difficulty controlling their magic. Any time a creature that has been struck by a greater distracting weapon would have to succeed at a concentration …

  • Second Chance (Weapon Enchantment)

    *Second Chance:* This special ability can only be placed on bows. Once per round, when a shot made with this weapon misses its target, as a free action the weapon’s wielder can cause that shot to swerve and try to hit the target again. The arrow fired …

  • Heart-Piercing (Weapon Enchantment)

    *Restriction:* This ability can be placed only on piercing ranged weapons. *Heart-Piercing:* It functions as [[Vorpal (Weapon Enchantment) | vorpal]] except that a heart-piercing weapon can pierce the target’s heart (or similar vital organ, if it has …

  • Aquatic (Weapon Enchantment)

    *Aquatic:* An aquatic weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon’s enhancement bonus. In addition, the wielder does not take the normal penalties to attack …

  • Energizing (Weapon Enchantment)

    *Energizing:* After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes …

  • Brawling (Weapon Enchantment)

    *Brawling:* A weapon with brawling aids with combat maneuvers. The enhancement bonus of the weapon applies to all combat maneuver checks, not just ones that use a weapon. This includes combat maneuver checks you make for spells, spell-like, and …

  • Courageous (Weapon Enchantment)

    *Courageous:* A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, once per day, after failing a saving throw against …

  • Focusing (Weapon Enchantment)

    *Focusing:* When you pick up a weapon with Focusing, you hear soft chanting that helps you focus on your work. While wielding a focusing weapon, you gain a bonus on all concentration checks equal to the weapon's enhancement bonus. * _Activation:_ None …

  • Grasping (Weapon Enchantment)

    *Grasping:* A grasping weapon is more effective when attempting to trip or disarm an opponent. It grants its wielder a +2 circumstance bonus on trip and disarm attempts. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms …

  • Mystic Bane (Weapon Enchantment)

    *Mystic Bane:* A weapon with mystic bane causes spells to excel against certain foes. Against a designated foe, the any spell has a +1 bonus to overcome SR and the designated foe takes a -1 penalty on saving throws against your spells. * _Activation:_ …

  • Spell Penetration (Weapon Enchantment)

    *Spell Penetration:* A weapon with spell penetration is sleek and seems pointed in some way. A caster using a spell penetration weapon gains a +2 bonus to overcome spell resistance. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Spell Shattering (Weapon Enchantment)

    *Spell Shattering:* A weapon with spell shattering feels exceptionally fragile. A spellcaster wielding a spell shattering weapon gains a +1 bonus on dispel attempts. When they dispel a spell with a spell they cast (such as using [[Demystify]] to remove a …

  • Stonecutting (Weapon Enchantment)

    *Stonecutting:* A stonecutting weapon ignores 5 points of hardness when dealing damage to creatures or objects made of earth, metal, or stone. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms and Armor, [[Hairline …

  • Duststorm (Weapon Enchantment)

    *Duststorm:* This special ability can be placed only on a melee weapon. Three times per day, the wielder of a duststorm weapon can use it to activate [[Haboob]], as the spell. The wielder has immunity to the effect, and the effect is centered on him. To …

  • Empowered (Weapon Enchantment)

    *Empowered:* A weapon with empowered allows the wielder to strengthen his spells, as if using a rod of empower spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to empower …

  • Mystic Alignment (Weapon Enchantment)

    *Mystic Alignment:* A weapon with mystic alignment is attuned to a specific alignment. This weapon functions as a [[Chasuble of Power]], providing 1d6 points of damage to any spell that matches the alignment descriptor specified at the enchantment's …

  • Mystic Element (Weapon Enchantment)

    *Mystic Element:* A weapon with mystic element is attuned to a specific element. This weapon functions as a [[Chasuble of Power]], providing 1d6 points of damage to any spell that matches the elemental descriptor specified at the enchantment's creation …

  • Maximized (Weapon Enchantment)

    *Maximized:* A weapon with maximized allows the wielder to strengthen his spells, as if using a rod of maximize spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to …

  • Maximum Effort (Weapon Enchantment)

    *Maximum Effort:* A weapon with maximum effort supplies a small amount of temporary mana to the caster for casting a spell at his highest tier of power using metamagics. Whenever you cast a spell that has been metamagicked up to at least a 9th level spell …

  • Quickened (Weapon Enchantment)

    *Quickened:* A weapon with quickened allows the wielder to strengthen his spells, as if using a rod of quicken spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to quicken …

  • Sending (Weapon Enchantment)

    *Sending:* A weapon with this ability transports any creature it strikes to a place of the wielder’s choosing on a roll of natural 20, followed by a successful roll to confirm the critical hit. This ability functions as per [[Baleful Teleport]]. * …

  • Force (Weapon Enchantment)

    *Force:* On a successful hit, a force weapon emits a powerful jolt of magical force. The magical force does not harm the weapon’s wielder. Force weapons deal 1d6 points of force damage on a successful hit. If the weapon successfully hits a target …

  • Channeling (Weapon Enchantment)

    *Channeling:* A channeling weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to her attack rolls and touch attacks made for spells as an enhancement bonus. As a free action, the wielder chooses how to allocate the weapon’ …

  • Flanking (Weapon Enchantment)

    *Flanking:* A flanking weapon allows it wielder to take full advantage of a distracted foe. A flanking weapon deals an additional 1d8 points of precision damage against flanked targets. If the wielder deals precision damage from other sources, such as …

  • Lifelink, Lesser (Weapon Enchantment)

    *Lifelink, Lesser:* A weapon with lifelink infuses its wielder with vitality every time it strikes a foe. Every time a weapon with lifelink deals damage to an opponent the wielder heals. If the wielder is already at full hit points, this healing is …

  • Twinned (Weapon Enchantment)

    *Twinned:* A twinned weapon allows the wielder to apply their enchantments to two separate weapons. The enchantments must be applied to the weapons as normal, but the character may advance the enchantments of the different weapons during the same round. …

  • Channeling, Greater (Weapon Enchantment)

    *Channeling, Greater:* A greater channeling weapon can be used to trace the somatic component of a spell, rather than using your fingers. This allows the bearer cast spells with somatic components even while both of their hands are occupied. This doesn’t …

  • First Strike (Weapon Enchantment)

    *First Strike:* When used in a charge, a first strike weapon deals double damage, as if the wielder had cast [[Rhino's Rush | Rhino's Rush]] (benefiting only the first successful attack with the weapon on a charge). A first strike weapon is always …

  • Splitting (Weapon Enchantment)

    *Splitting:* A splitting weapon functions as a twinned weapon but also allows the wielder to apply their enchantments to an additional weapon (for a net of three weapons after including twinned) plus one additional weapon per weapon enhancement bonus they …

  • Vampiric (Weapon Enchantment)

    *Vampiric:* Vampiric weapons have the ability to drain the life force of others and convert it into extra vigor for the wielder. Every time a weapon with vampiric deals damage to an opponent the weapon deals additional Arcane damage to the opponent and …

  • Lifelink (Weapon Enchantment)

    *Lifelink:* A lifelink weapon functions as a [[Lifelink, Lesser (Weapon Enchantment) | lesser lifelink]] weapon, except a lifelink weapon heals for 10 hit points per attack. * _Activation:_ None * _Cost:_ +2, requires [[Lifelink, Lesser (Weapon …

  • Double Strike (Weapon Enchantment)

    *Double Strike:* A double strike weapon functions as a weapon with [[First Strike (Weapon Enchantment) | First Strike]]. In addition, as a standard action, you may make two attacks with the weapon, the second attack being made at a -5 penalty. …

  • Spell Stealing (Weapon Enchantment)

    *Spell Stealing:* A Spell Stealing weapon allows its wielder to siphon active magisc from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically …

  • Vampiric, Greater (Weapon Enchantment)

    *Vampiric, Greater:* This weapon functions as per a [[Vampiric (Weapon Enchantment) | vampiric]] weapon, except it deals an additional 2d6 points of damage per attack. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms and …

  • Lifelink, Greater (Weapon Enchantment)

    *Lifelink, Greater:* A weapon with greater lifelink functions as a [[Lifelink, Lesser (Weapon Enchantment) | lesser lifelink]] weapon, except that it heals 18 hit points per attack. * _Activation:_ None * _Cost:_ +2, requires [[Lifelink (Weapon …

  • Deathtouch (Weapon Enchantment)

    *Deathtouch:* This weapon functions as a [[Vorpal (Weapon Enchantment) | vorpal]] weapon, except that it kills creatures with a death effect. As such, any creature immune to death effects is immune to this effect.

  • Acidic (Armor Enchantment)

    *Acidic:* _This item has a slick-looking, greenish sheen, and a light, acrid-smelling mist constantly rises from its surface._ A thin film of acid continuously covers the surface of this armor or shield, which is not damaged by this effect. An acidic …

  • Adamant (Armor Enchantment)

    *Restriction:* This special ability may only be used with Heavy Armor. *Adamant:* Once per day as a swift action, the wearer can harden armor possessing this special ability to the strength of adamantine, giving it DR 3/— for 9 rounds. The adamant …

  • Advancing (Armor Enchantment)

    *Restriction:* This special ability may only be used with Heavy Armor. *Advancing:* A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of …

  • Benevolent (Armor Enchantment)

    *Benevolent:* This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing …

  • Bitter (Armor Enchantment)

    *Bitter:* This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a …

  • Blurring (Armor Enchantment)

    *Blurring:* _This armor appears indistinct, as though its edges were smeared._ When you activate this armor, your appearance becomes distorted and hazy, as if you were affected by a blur spell. The blurring property functions three times per day, and …

  • Calming (Armor Enchantment)

    *Calming:* Calming armor is dyed or stained a soothing color, usually blue. As a swift action, the wearer can create a 5-foot aura around her that quiets the emotions of any agitated opponent threatening her. A creature that is raging or under an emotion …

  • Champion (Armor Enchantment)

    *Champion:* This armor special ability works only for good-aligned creatures with the challenge ability (such as samurai) or the smite evil ability. A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen …

  • Dastard (Armor Enchantment)

    *Dastard:* This armor special ability works only for evil creatures with the challenge ability (such as samurai) or the smite good ability. A wearer with one of these abilities gains a +2 profane bonus to AC against attacks from the chosen opponent. * …

  • Defiant (Armor Enchantment)

    *Defiant:* Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon’s excelling against certain foes. Against the designated foe, the item’s enhancement bonus to AC is +2 better than …

  • Displacement (Armor Enchantment)

    *Displacement:* _The shoulder pieces of this armor are embossed with tiny arrows pointing outward in opposite directions._ When you activate displacement armor, you appear to be standing right next to your actual location, as if affected by a …

  • Ease (Armor Enchantment)

    *Ease:* A suit of armor with this enchantment allows its wearer to rest comfortably overnight without removing it, regardless of how heavy it is . The wearer can don armor with the ease quality by themselves in only 5 rounds, or remove it by themselves in …

  • Ectoplasmic Feedback (Armor Enchantment)

    *Ectoplasmic Feedback:* _This armor appears translucent. Holy symbols of a good-aligned deity decorate the armor, and they glow with a soft white light when it is donned._ A suit of armor that has this property creates a backlash of energy against …

  • Evolving (Armor Enchantment)

    *Evolving:* Armor with this special ability often has revolting fleshy protrusions that periodically quiver and twitch. Once per day on command, the armor fuses with the flesh of the wearer for 30 minutes or until dismissed. The armor doesn’t grant any …

  • Fortification, Light (Armor Enchantment)

    *Fortification, Light:* This suit of armor or shield produces a magical force that lightly protects vital areas of the wearer. The additional damage dealt to the wearer due to a critical hit or precision-based effect on an attack is reduced by 25% ( …

  • Frosted (Armor Enchantment)

    *Frosted:* Armor and shields with the frosted ability are coated in a thin layer of frost, making the armor or shield shimmer faintly and take on a bluish-white hue. The wearer gains a +4 bonus to CMD against grapple combat maneuvers. Additionally, the …

  • Ghost Spike (Armor Enchantment)

    *Restriction:* This can not be applied to armor with the armor spikes modification. *Ghost Spike:* Once per day as a standard action, the wearer of ghost spike armor can command armor spikes made of shimmering force to erupt from the armor for up to 10 …

  • Impervious (Armor Enchantment)

    *Impervious:* Armor or shields with impervious are warded from damage and decay. The armor or shield gains a bonus on all saving throws that would result in the destruction of the armor or shield (such as metal armor targeted by [[Rusting Grasp]]). …

  • Mobility (Armor Enchantment)

    *Mobility:* _This suit of light armor seems exceptionally slick and supple. An abstract tracery in a silvery metal decorates the limbs and torso._ While wearing a suit of light armor that has this property, you gain the benefit of the Mobility feat, …

  • Poisoning (Armor Enchantment)

    *Poisoning:* A suit of armor with this ability becomes poisonous to the touch. The user must slip a vial of 1 dose of the injury or ingested poison to be used into a hidden slot along the armor’s inner thigh. Three rounds afterward, the entire suit of …

  • Spell Storing (Armor Enchantment)

    *Spell Storing:* This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as an immediate action if …

  • Staunching (Armor Enchantment)

    *Stanching:* A stanching suit of armor helps stop the flow of blood from the wearer’s wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point …

  • Terrain-Striding (Armor Enchantment)

    *Restriction:* This ability can only be applied to medium armor. *Terrain-Striding:* Armor with the terrain-striding special ability is attuned to a specific terrain when the armor is created, selected from rangers’ favored terrains. The wearer of …

  • Vouchsafing (Armor Enchantment)

    *Vouchsafing:* Vouchsafing armor grants its wearer DR 5/— while she is unconscious, nauseated, stunned, or pinned. This DR stacks with any other DR the wearer already has. If the wearer is somehow able to take standard actions while unconscious, nauseated …

  • Warding (Armor Enchantment)

    *Warding:* Once per day as an immediate action, the wearer of warding armor can activate it to end all active challenge, judgment, and smite abilities affecting her. This does not prevent opponents from selecting her as a target for these abilities in the …

  • Angelmight Ward (Armor Enchantment)

    *Angelmight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of evil alignment, or by +2 against attacks from evil outsiders. Furthermore, it provides a +1 bonus on all saving throws against …

  • Arrow Collecting (Armor Enchantment)

    *Restriction:* This ability may only be applied to metallic armors. *Arrow Collecting:* Armor with the arrow-collecting special ability grants the wearer a 20% miss chance against ranged projectile attacks (but not thrown weapon attacks, ranged spell …

  • Axeblock (Armor Enchantment)

    *Axeblock:* _The surface of this item appears serrated, sporting hundreds of tiny, knifelike edges._ An axeblock shield or suit of armor magically turns away slashing weapons, such as axes and most swords. While wearing armor or carrying a shield that …

  • Bloodthirsty (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to light or medium armor. *Bloodthirsty:* Jagged designs of lightning, fangs, or weaponry adorn any bloodthirsty armor, which bolsters its wearer’s confidence and presence with each wound the wearer …

  • Buffering (Armor Enchantment)

    *Buffering:* Buffering armor and buffering shields are always dull black, and they appear to possess depths that couldn’t exist. A suit of armor or a shield with this quality absorbs ability-draining and level-draining attacks. It can absorb as many …

  • Demonmight Ward (Armor Enchantment)

    *Demonmight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of good alignment, or by +2 against attacks from good outsiders. Furthermore, it provides a +1 bonus on all saving throws against …

  • Dreadful (Armor Enchantment)

    *Dreadful:* The surface of the armor is matte black. If anyone studies it, the surface seems to shift; it's as if the armor is formed from shadow, and something terrible is hidden just beneath, preparing to pull the observer into the depths. The powers of …

  • Embalming (Armor Enchantment)

    *Embalming:* *Buffering:* Embalming armor and embalming shields are always a dull white, and they appear to possess depths that couldn’t exist. A suit of armor or a shield with this quality absorbs ability-draining and level-infusing attacks. It can …

  • Ghost Ward (Armor Enchantment)

    *Ghost Ward:* _This item appears normal at first glance, but closer examination reveals the image of a ghostly face on its surface._ A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield …

  • Greater Blurring (Armor Enchantment)

    *Greater Blurring:* _A light mist surrounds this armor, obscuring its exact details._ As blurring armor, except that the effect’s duration is 10 minutes, and you can activate the blurring property any number of times per day. * _Activation:_ Swift …

  • Hammerblock (Armor Enchantment)

    *Hammerblock:* _The surface of this item is covered with a pattern of tiny indentations._ A hammerblock shield or suit of armor magically turns away bludgeoning weapons, such as maces and clubs. While wearing armor or carrying a shield that has this …

  • Ocular (Armor Enchantment)

    *Ocular:* A suit of armor with this property grants all-around vision (The wearer cannot be flanked). The wearer is not able to avert or close their eyes, such as when confronted by a creature with a gaze attack. * _Activation:_ None * _Cost:_ +2 * …

  • Phantasmal (Armor Enchantment)

    *Restriction:* This ability may only be applied to light armor. *Phantasmal:* Three times per day, the wearer of a suit of phantasmal armor can leave an illusory afterimage of herself in a square she occupied as part of a move action. This double is …

  • Retaliation (Armor Enchantment)

    *Retaliation:* _The surface of this armor roils with pent-up energy._ A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee …

  • Slaadimight Ward (Armor Enchantment)

    *Slaadimight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of lawful alignment, or by +2 against attacks from lawful outsiders. Furthermore, it provides a +1 bonus on all saving throws …

  • Spearblock (Armor Enchantment)

    *Spearblock:* _The surface of this item appears rough, being covered with hundreds of tiny points reminiscent of spearheads._ A spearblock shield or suit of armor magically turns away piercing weapons, such as spears and arrows. While wearing armor or …

  • Kamimight Ward (Armor Enchantment)

    *Kamimight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of chaotic alignment, or by +2 against attacks from chaotic outsiders. Furthermore, it provides a +1 bonus on all saving throws …

  • Fortification, Moderate (Armor Enchantment)

    *Fortification, Moderate:* This suit of armor or shield produces a magical force that moderately protects vital areas of the wearer. This enchantment works as-per [[Fortification, Light (Armor Enchantment) | Light Fortification]] except it reduces the …

  • Ghost Touch (Armor Enchantment)

    *Ghost Touch:* This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures …

  • Rampaging (Armor Enchantment)

    *Restriction:* This ability can be applied only to heavy armor. *Rampaging:* When the wearer of a suit of rampaging armor charges or attempts a bull rush combat maneuver check, he can ignore difficult terrain. Once per day as a swift action, when the …

  • Roaring (Armor Enchantment)

    *Roaring:* _The sculpted visage of a dragon adorns the chestpiece of this gleaming armor. Embellishments in the shapes of claws and draconic wings accent the rest of its intimidating appearance._ While you are wearing armor that has this property, you …

  • Sensing (Armor Enchantment)

    *Sensing:* A set of sensing armor compensates when its wearer has been blinded, is in total darkness (as long as the wearer doesn’t have darkvision or the see in darkness ability), or is in magical darkness (as long as the wearer doesn’t have the see in …

  • Spell Dodging (Armor Enchantment)

    *Spell Dodging:* A suit of spell dodging armor makes it more difficult for attacks from spells and spell-like abilities to hit its wearer, often physically pulling and pushing its wearer out of the way of incoming magical attacks. The wearer gains a +4 …

  • Titanic (Armor Enchantment)

    *Titanic:* A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category …

  • Wild (Armor Enchantment)

    *Wild:* Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and …

  • Dread Wing (Armor Enchantment)

    *Restriction:* This ability can be applied only to full-plate armor. *Dread Wing:* As an immediate action, the wearer of a suit of dread wing armor can order it to disassemble and reconfigure itself as a pair of immense dragon’s wings. These wings …

  • Fortification, Heavy (Armor Enchantment)

    *Fortification, Heavy:* This suit of armor or shield produces a magical force that heavily protects vital areas of the wearer. This enchantment works as-per [[Fortification, Moderate (Armor Enchantment) | Moderate Fortification]] except it reduces the …

  • Arrow Catching (Armor Enchantment)

    *Arrow Catching:* A shield with this ability attracts ranged weapon attacks to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a …

  • Bashing (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to a held shield capable of making a shield bash. *Bashing:* A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a bashing weapon of …

  • Blinding (Armor Enchantment)

    *Blinding:* A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a successful Reflex save or be blinded for 1d4 rounds. The DC of this Reflex …

  • Clangorous (Armor Enchantment)

    *Clangorous:* A shield with this ability rings loudly when struck in combat. As an immediate action when the wearer is hit by an attack, the wearer can activate the shield to create a deafening bang equivalent to a thunderstone. If the attack is a …

  • Focused (Armor Enchantment)

    *Focused:* A focused shield helps you anticipate your enemy’s moves in battle, helps you see through feints and similar moves, and provides enhanced benefits when you are facing only one creature. A focused shield grants a circumstance bonus on your …

  • Heraldic (Armor Enchantment)

    *Restriction:* This ability may only be applied to heavy or tower shields. *Heraldic:* A shield with the heraldic special ability counts as a banner for the purposes of a [[Marshal]]’s banner class feature, and as a holy symbol for any creature that …

  • Mirrored (Armor Enchantment)

    *Restriction:* This ability can only be applied to metallic, held shields. *Mirrored:* The polished surface of a mirrored shield or armor gleams and shines, and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze …

  • Ramming (Armor Enchantment)

    *Restriction:* This enchantment can only be applied to shields capable of a shield bash attack. *Ramming:* These shields are sturdily built and often bear the device of a ram or bull. When the wielder of a ramming shield makes a shield bash attack as …

  • Ranged (Armor Enchantment)

    *Restriction:* Any shield not a tower shield. *Ranged:* _This streamlined, gray metallic shield is keenly balanced and features a razor-sharp edge._ While using a ranged shield, you can throw it in combat. The thrown shield has a range increment of …

  • Rebounding (Armor Enchantment)

    *Rebounding:* A rebounding shield provides an additional +2 enhancement bonus to AC against ranged weapons, and it adds its total enhancement bonus to the wielder’s touch AC against splash weapons. If an opponent targets the wielder of a rebounding shield …

  • Singing (Armor Enchantment)

    *Singing:* Once per day, a singing shield’s bearer can command the shield to sing for 10 rounds to counter magical effects that depend on sound (as the bard’s countersong ability). Once per round during this time, the shield’s bearer can roll 1d20+10, …

  • Spell Rending (Armor Enchantment)

    *Restriction:* Only a shield that possesses the [[Hexproof (Armor Enchantment) | Hexproof]] may have this ability. *Spell Rending:* If a spellrending shield successfully protects its wearer from a spell effect, the shield stores the spell’s energy and …

  • Arrow Deflection (Armor Enchantment)

    *Arrow Deflection:* This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon (or piece of ammunition) has an …

  • Steadfast (Armor Enchantment)

    *Steadfast:* A steadfast shield helps its wielder stay alive in desperate conditions. It stays in its wielder’s hand even if she is panicked, stunned, or unconscious. She adds the weapon’s enhancement bonus as a bonus on checks to stabilize when dying and …

  • Weeping (Armor Enchantment)

    *Weeping:* As a move action, a wielder can cause a weeping shield to emit continual sobbing and wailing. While this effect is active, each good-aligned creature within 10 feet of the wielder takes a –1 penalty on attack rolls, saving throws, ability …

  • Bastion (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to heavy and tower shields. *Bastion:* A bastion shield grants its wielder the ability to shrug off mind-affecting effects for a limited time. Whenever the wielder of a bastion shield fails a Will …

  • Reflecting (Armor Enchantment)

    *Reflecting:* This shield is as highly polished as a mirror, and its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the [[Spell Turning | spell turning]] spell. * _Activation:_ …

  • Time Buttress (Armor Enchantment)

    *Time Buttress:* _This magnificent platinum shield seems to pulse with an air of invincibility._ When you activate a shield that has this property, you can avoid injury by manipulating time. You are invulnerable to all attacks, spells, and powers ( …

  • Dextrous (Armor Enchantment)

    *Dextrous:* A suit of armor enchanted with dexterous is more easy to move about in. Dextrous armor has a maximum Dexterity bonus 1 higher and its armor check penalty is reduced by 2. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Dextrous, Greater (Armor Enchantment)

    *Dextrous, Greater:* A suit of armor enchanted with dexterous is more easy to move about in. Dextrous armor has a maximum Dexterity bonus 3 higher and its armor check penalty is reduced by 4. In addition, any speed penalty caused by the armor is reduced …

  • Dextrous, Superior (Armor Enchantment)

    *Dextrous, Superior:* A suit of armor enchanted with dexterous is more easy to move about in. Superior Dextrous armor has a maximum Dexterity bonus 6 higher, its armor check penalty reduced by 6. In addition, it removes the speed penalty of the armor ( …

  • Hexproof, Least (Armor Enchantment)

    *Hexproof, Least:* Hexproof armor or shields grant their bearers a significant protection against magic, providing or improving spell resistance while worn. Unlike normal spell resistance, the spell resistance granted by hexproof armor may be lowered as a …

  • Hexproof, Lesser (Armor Enchantment)

    *Hexproof, Lesser:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 16 or improves a creature’s natural spell resistance by +3. * _Activation:_ None and Free * _Cost:_ +1, …

  • Hexproof, Greater (Armor Enchantment)

    *Hexproof, Greater:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 19 or improves a creature’s natural spell resistance by +4. * _Activation:_ None and Free * _Cost:_ +1, …

  • Hexproof, Superior (Armor Enchantment)

    *Hexproof, Lesser:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 22 or improves a creature’s natural spell resistance by +5. * _Activation:_ None and Free * _Cost:_ +1, …

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