Weapon Special Abilities
Dispelling
Description: A Weapon with the Dispelling Special Ability is imbued with magic-negating abjuration magic. When a weapon with the Dispelling ability strikes an enemy, that enemy is affected by Dispel Magic as cast by a 10th level caster. This ability can also be used to target items that can be targeted by attacks.
Aura: Moderate Abjuration
Caster Level: 10th.
Prerequisite: Craft Magic Arms and Armor, Dispel Magic
Price: +3 Bonus
Fencing
Description: A weapon with the Fencing Special Ability is imbued with magic that increases the wielders defensive capabilities. When the wielder is performing the Total Defense action, he is still able to perform attacks of opportunity. The wielder also gains a Dodge bonus 2 points higher than normal when performing the Total Defense action, increasing the Dodge bonus received from +4 to +6. This bonus stacks with the bonus received from having a weapon with the Fencing Guard weapon modification.
Aura: Moderate Transmutation
Caster Level: 7th.
Prerequisites: Craft Magic Arms and Armor, Haste.
Price: +2 Bonus
Firebloom
Description: A weapon with the Firebloom Special Ability is imbued with strong elemental powers related to fire. When a Firebloom weapon is unsheathed it will burst into flames. A weapon with the Firebloom ability causes an additional 1d6 points of Fire damage on a successful hit, as a Flaming weapon. On a critical hit, the flames surrounding the Firebloom weapon will explode viciously, causing 5d6 points of Fire damage to anyone within 10 ft. of the wielder, including the wielder himself.
Aura: Strong Evocation
Caster Level: 14th.
Prerequisites: Craft Magic Arms and Armor, Flame Blade and Flamestrike or Fireball.
Price: +4 Bonus
Frostreaver
Description: A weapon with the Frostreaver Special Ability is imbued with strong elemental powers related to ice. A Frostreaver weapon is always cold to the touch and covered in a thin layer of ice. A weapon with the Frostreaver ability causes an additional 1d6 points of Cold damage on a successful hit, as a Frost weapon. On a critical hit, the target of the weapon will be frozen by the fierce cold of the weapon, causing him to become slowed for 1d4+1 rounds, as if though he was affected by the spell Slow.
Aura: Strong Evocation
Caster Level: 14th.
Prerequisites: Craft Magic Arms and Armor, Chill Metal or Ice Storm.
Price: +4 Bonus
Stormfury
Description: A weapon with the Stormfury Special Ability is imbued with strong elemental powers related to lightning. A Stormfury weapon is always crackling with electricity when it is wielded, and it is slightly warm to the touch. A weapon with the Stormfury ability causes an additional 1d6 points of Electricity damage on a successful hit, as a Shock weapon. On a critical hit, the target's armor will become charged with electricity. The target will suffer an additional amount of Electricity damage equal to his Armor bonus times two. For example, a target wearing a +5 Full Plate (total Armor bonus +13) will suffer 26 extra points of Electricity damage in addition to the normal damage of the weapon.
Aura: Strong Evocation
Caster Level: 14th.
Prerequisites: Craft Magic Arms and Armor, Call Lightning or Lightning Bolt.
Price: +4 Bonus
Summoning, Lesser
Description: A weapon with the Lesser Summoning Special Ability is imbued with conjuration magic. When a weapon with the Lesser Summoning ability kills an enemy, a creature will be summoned to occupy the space left by the slain creature. This ability is the same as the spell Summon Monster III and the summoned creature will be of the same alignment as the weapon’s wielder. The creature will remain for 5 rounds, during which it will be under the complete control of the wielder. Only one creature can be summoned each round, no matter how many enemies the wielder kills.
Aura: Faint Conjuration
Caster Level: 5th.
Prerequisites: Craft Magic Arms and Armor, Summon Monster III.
Price: +3 Bonus
Summoning, Minor
Description: A weapon with the Minor Summoning Special Ability is imbued with conjuration magic. When a weapon with the Minor Summoning ability kills an enemy, a creature will be summoned to occupy the space left by the slain creature. This ability is the same as the spell Summon Monster II and the summoned creature will be of the same alignment as the weapon’s wielder. The creature will remain for 3 rounds, during which it will be under the complete control of the wielder. Only one creature can be summoned each round, no matter how many enemies the wielder kills.
Aura: Faint Conjuration
Caster Level: 3rd.
Prerequisites: Craft Magic Arms and Armor, Summon Monster II.
Price: +2 Bonus
Summoning, Major
Description: A weapon with the Major Summoning Special Ability is imbued with conjuration magic. When a weapon with the Major Summoning ability kills an enemy, a creature will be summoned to occupy the space left by the slain creature. This ability is the same as the spell Summon Monster V and the summoned creature will be of the same alignment as the weapon’s wielder. The creature will remain for 9 rounds, during which it will be under the complete control of the wielder. Only one creature can be summoned each round, no matter how many enemies the wielder kills.
Aura: Moderate Conjuration
Caster Level: 9th.
Prerequisites: Craft Magic Arms and Armor, Summon Monster V.
Price: +5 Bonus
Summoning, Moderate
Description: A weapon with the Moderate Summoning Special Ability is imbued with conjuration magic. When a weapon with the Moderate Summoning ability kills an enemy, a creature will be summoned to occupy the space left by the slain creature. This ability is the same as the spell Summon Monster IV and the summoned creature will be of the same alignment as the weapon’s wielder. The creature will remain for 7 rounds, during which it will be under the complete control of the wielder. Only one creature can be summoned each round, no matter how many enemies the wielder kills.
Aura: Moderate Conjuration
Caster Level: 7th.
Prerequisites: Craft Magic Arms and Armor, Summon Monster IV.
Price: +4 Bonus
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