Tag: Enchantment

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  • Channeling

    *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’ …

  • Lifelink

    *Lifelink:* 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 instead …

  • Dexterous

    *Dexterous:* 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. Greater Dextrous armor has a maximum Dexterity bonus 3 higher, its …

  • 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.

  • Vampiric

    *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 …

  • Flanking

    *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 …

  • Hexproof

    *Hexproof:* 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 free …

  • Deathtouch

    *Deathtouch:* A deathtouch weapon has the ability to slay a creature with a mere touch. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon sends waves of dark energies coursing through the opponent's body, …

  • 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 …

  • First Strike

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

  • Double Strike

    *Double-Strike:* You may make two attacks with this weapon when you attack with it as a basic standard action, the second attack made at a -5 penalty. Additionally, you may make two attacks against the same opponent at the end of a charge. The second …

  • Twinned

    *Twinned:* A twinned weapon allows the wielder to [[Weapon and Armor Enchantments|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 …

  • 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 …

  • Spell Stealing

    *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 …

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