Captain Impulse
25th July 2007, 05:05 AM
Spellbreaker:, +4 Bonus
Casts Dispel Magic (+10 to check) on a critical hit, effecting the victim and his gear only.
Spellbreaker, Greater:, +5 Bonus
Casts Greater Dispel Magic (+20 to check) on a critical hit, effecting the victim and his gear only.
Exorcism:, +5 Bonus.
The wielder of this weapon is immune to charm/compulsion, geas/quest, possession, magic jar or domination effects. This weapon has the effect of a Ghost Touch weapon. As well, on a critical hit, the weapon destroys any evil incorporeal target. Once per week, if the weapon is placed on the forehead or shoulder of an individual who is possessed, charmed or dominated by an evil spirit, it casts Dispel Evil against the target.
Whirlwind:, +4 Bonus
This enchantment may only be placed on a double-weapon. The wielder gains the Whirlwind Attack feat whenever he wields this weapon (but does not gain the virtual benefit of any of the prerequisite feats for Whirlwind Attack). In addition, once per day, the wielder may, after making a Whirlwind Attack with this weapon, cast the spell Fly on himself as a free action that does not provoke an attack of opportunity. If he does so, he immediately is pulled upward 30' into the air (this movement also does not evoke an attack of opportunity).
Avenging:, +4 Bonus
This weapon gains an additional +1 divine bonus to attack and damage rolls any time a party member of the wielder goes unconscious due to being at less than 0 HP. The weapon gains an additional +2 bonus to attack and damage rolls (stacking with other bonuses gained in this manner) any time a party member of the wielder dies during combat. These bonuses last for 10 minutes after the end of the combat encounter. These bonuses only come into effect if the wielder has a close personal attachment to the unconscious/dead ally.
Shadow Striking:, +4 Bonus
Up to three times per day, the wielder of this weapon may (as a free action) call into being a semi-real shadow of himself behind his target. This creature appears as a three-dimensional shadow of the wielder. This effect lasts for the current combat round only. While in effect, the wielder of the weapon gains a bonus to attack as if he were flanking the target. Also, if the wielder's attack hits, he may deal his attack damage twice. If the wielder has the ability to deal Sneak Attack damage, that damage is not rolled twice, but it is still applicable for the attack.
Illumina:, +5 Bonus, Bows/Crossbows only.
A bow enchanted thusly requires no ammunition. When drawn, a shaft of brilliant light appears where an arrow/bolt should be. This light acts as a Brilliant Energy projectile (ignoring AC bonuses from armor) and deals 1d8 points of damage. When used against undead, this shaft of light acts as a Searing Light spell cast as a 10th level caster.
Casts Dispel Magic (+10 to check) on a critical hit, effecting the victim and his gear only.
Spellbreaker, Greater:, +5 Bonus
Casts Greater Dispel Magic (+20 to check) on a critical hit, effecting the victim and his gear only.
Exorcism:, +5 Bonus.
The wielder of this weapon is immune to charm/compulsion, geas/quest, possession, magic jar or domination effects. This weapon has the effect of a Ghost Touch weapon. As well, on a critical hit, the weapon destroys any evil incorporeal target. Once per week, if the weapon is placed on the forehead or shoulder of an individual who is possessed, charmed or dominated by an evil spirit, it casts Dispel Evil against the target.
Whirlwind:, +4 Bonus
This enchantment may only be placed on a double-weapon. The wielder gains the Whirlwind Attack feat whenever he wields this weapon (but does not gain the virtual benefit of any of the prerequisite feats for Whirlwind Attack). In addition, once per day, the wielder may, after making a Whirlwind Attack with this weapon, cast the spell Fly on himself as a free action that does not provoke an attack of opportunity. If he does so, he immediately is pulled upward 30' into the air (this movement also does not evoke an attack of opportunity).
Avenging:, +4 Bonus
This weapon gains an additional +1 divine bonus to attack and damage rolls any time a party member of the wielder goes unconscious due to being at less than 0 HP. The weapon gains an additional +2 bonus to attack and damage rolls (stacking with other bonuses gained in this manner) any time a party member of the wielder dies during combat. These bonuses last for 10 minutes after the end of the combat encounter. These bonuses only come into effect if the wielder has a close personal attachment to the unconscious/dead ally.
Shadow Striking:, +4 Bonus
Up to three times per day, the wielder of this weapon may (as a free action) call into being a semi-real shadow of himself behind his target. This creature appears as a three-dimensional shadow of the wielder. This effect lasts for the current combat round only. While in effect, the wielder of the weapon gains a bonus to attack as if he were flanking the target. Also, if the wielder's attack hits, he may deal his attack damage twice. If the wielder has the ability to deal Sneak Attack damage, that damage is not rolled twice, but it is still applicable for the attack.
Illumina:, +5 Bonus, Bows/Crossbows only.
A bow enchanted thusly requires no ammunition. When drawn, a shaft of brilliant light appears where an arrow/bolt should be. This light acts as a Brilliant Energy projectile (ignoring AC bonuses from armor) and deals 1d8 points of damage. When used against undead, this shaft of light acts as a Searing Light spell cast as a 10th level caster.