Price +1 bonus
Aura moderate Abjuration; CL 8th; Weight —
DESCRIPTION
This special ability can only be placed on Armor.
This enchantment increases the MAX DEX of the enchanted armor by +1 and reduces the Armor Check Penalty by -2 to a minimum of 0. It also reduces the Arcane Spell Failure by 10% to a minimum of 0%.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Spells Freedom of Movement; Cost +1 bonus
Price +1 bonus
Aura moderate evocation; CL 8th; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons.
Upon command, a reverberating weapon begins to vibrate, and deals an extra 1d4 points of sonic damage on a successful hit. The vibration does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Sonic Thrust, or Sonic Form; Cost +1 bonus
Aura Moderate necromancy; CL 7th; Weight —
DESCRIPTION
This weapon, once an ordinary blade, becomes transformed after being bathed in the blood of a witch's heart. The metal turns a dark, rust-like red and emits a faint, eerie glow. A Witch Blood Blade is imbued with powerful magic that makes it particularly effective against witches and similar practitioners of dark magic.
Bleed (2): Any successful hit with this weapon causes the target to bleed, losing 2 hit points per round. This bleed effect can be stopped by a DC 15 Heal check, or through any magical healing.
Bane (Hags): Against witches and Hags, the blade acts as a bane weapon, granting a +2 enhancement bonus to attack rolls and adding +2d6 points of damage against such foes.
CONSTRUCTION REQUIREMENTS
Cannot be crafted, see description.