Sinful Weapons
__________________________ | RELIC PROPERTIES - SINFUL |
---|---|
COVETOUS | ENVIOUS, opposes EVOCATION |
Evoker Bane
Fire Res. 5
+2 vs. Evocation, Fire
-2 Diplomacy, while visible |
A union of conjuration and abjuration magic, a covetous weapon functions as a bane weapon against evokers and creatures with the fire subtype. As long as the weapon is wielded, the wielder gains fire resistance 5.
Active Effect (Activated, 2 Actions): Once per day, the wielder can replicate any spell effect they see being cast within the last round as though they were using a Scroll of Contingency. The level of the spell cannot exceed half the level of the weapon.
Passive Effect: The wielder gains a +3 status bonus to attack rolls against creatures that are wielding magic weapons or are under the effect of a spell. |
DOMINANT | PRIDEFUL, opposes TRANSMUTATION |
Transmuter Bane
Trans Absorb (3)
+2 vs. Transmutation
-2 Diplomacy, while visible |
A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.
Active Effect (One-Action, Once per day): The wielder can cast charm on a target hit by the weapon this round.
Passive Effect: The wielder gains a +3 status bonus to Diplomacy checks against creatures they have successfully hit with this weapon. |
JEALOUS | LUSTFUL, opposes NECROMANCY |
Necromancy Bane
Negative Absorb (3)
+2 vs. Necromancy
-2 Diplomacy, while visible |
A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Active Effect (Two-Action, Once per day): The wielder can issue a challenge to an opponent within 30 feet, forcing them to target the wielder with attacks or spells for 1 minute or until the challenger is downed.
Passive Effect: Gain a +4 circumstance bonus to all saves against spells cast by the challenged opponent. |
MISERLY | SLOTHFUL, opposes ILLUSION |
Illusionist Bane
Defeat Illusion (3)
+2 vs. Illusion
-2 Diplomacy, while visible |
A union of transmutation and conjuration magic, a miserly weapon functions as a bane weapon against illusionists and creatures from the Plane of Shadow. The first three times each day that this weapon strikes an illusion, it automatically makes a dispel magic attempt to dispel the illusion.
Active Effect (Free Action, Triggered): Once per day, upon scoring a critical hit, the wielder can activate the rune to deal additional fire damage equal to twice the weapon's level.
Passive Effect: The weapon grants the wielder a +2 circumstance bonus to damage rolls against targets that are frightened or have fewer Hit Points than the wielder. |
PARASITIC | GREEDY, opposes ENCHANTMENT |
Enchancter Bane
Negate Charm (3)
+2 vs. Enchantment
-2 Diplomacy, while visible |
A union of necromancy and transmutation magic, a parasitic weapon functions as a bane weapon against enchanters and against creatures that are charmed, dominated, or otherwise under another creature’s magic control. The first time each day that this weapon strikes a creature under the effects of an enchantment spell, it automatically makes a dispel magic attempt to dispel the enchantment. If the attempt is successful, it siphons that energy into the wielder, healing her of 6d6 points of damage (hit points in excess of maximum are gained as temporary hit points that last for 1 hour).
Active Effect (Free Action, Once per day): When the wielder kills a creature with the weapon, they regain Hit Points equal to the creature's level, minimum of 1.
Passive Effect: The weapon deals +2 additional damage for each consecutive hit against the same target in a single encounter. |
SADISTIC | GLUTTONOUS, opposes ABJURATION |
Abjurist Bane
Runic Dispell
+2 vs. Abjuration
-2 Diplomacy, while visible |
A union of evocation and necromancy magic, a sadistic weapon functions as a bane weapon against abjurers and any creatures with an active abjuration spell effect. A sadistic weapon shrouds its wielder in an aura of mock magic—when the wielder is subjected to a dispelling effect, that dispelling attempt instead targets only the aura of mock magic. If the aura is dispelled, it replenishes again in 24 hours.
Active Effect (One-Action, Once per day): The wielder can attempt to disarm an opponent using the weapon; if successful, the item disarmed sticks to the weapon and requires a DC 30 Thievery check to remove.
Passive Effect: The weapon grants the wielder a +4 item bonus to appraise and identify magic items. |
TYRANNICAL | WRATHFUL, opposes CONJURATION |
Conjurer Bane
Dispel Summon (3)
+2 vs. Conjuration
-2 Diplomacy, while visible |
A union of illusion and evocation magic, a tyrannical weapon functions as a bane weapon against conjurers and summoned monsters. The first three times each day that the weapon scores a critical hit against a creature with the extraplanar subtype, the weapon casts dismissal at the creature struck.
Active Effect (Two-Action, Once per 10 minutes): The wielder can cast slow (as the spell) at a target they hit with the weapon this round.
Passive Effect: Gain a +3 status bonus to AC against attacks made by creatures that have not moved at least 10 feet this round. |
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