

This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Each usage spends one potency.Įmpower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those rolls. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. This effect doesn't atack with the effect of the haste spell.
#Enigma piercing full#
This +2 dagger allows the wielder to make two additional attacks during a full attack action. Positive energy and cure spells hurt it, like it was undead.

Each turn the affected creature takes 1d4 constitution damage. This +2 dagger grants the wielder an ability to use the curse of Undead ability 3 times per day.Ĭurse of Undead: All living enemies in 30-feet area must pass a will saving throw (DC 24) or start slowly turning into the undead. Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round. This +1 dagger adds +1 to the DC for all saving throws against spells from the evocation school the wielder casts. THis power can't lower the target's Constitution ability score below 5. Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. Whenever the wielder of this +2 cold iron dagger casts a spell with the force descriptor, it deals an additional 2 force damage per die rolled. This +2 cold iron dagger has an increased critical multiplier of x3. This +5 undead bane dagger grants its wielder a +2 bonus to death effect's DCs and saving throws against them, and deals additional 1d6 positive energy damage. Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target's Will score for 1 minute. This +2 dagger has a chance to confuse enemy on a hit. Attacks with it deal additional 1d6 lightning damage.

This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition. This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increased sneak attack damage with any weapon by 1d6 damage. This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard. however, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power. This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls. If this weapon deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage. This weapon is a +2 flaming anarchic agile dagger.Įach time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6+ STR modifier slashing damage. It grants its wielder a +5 luck bonus on all Stealth skill check, and the ability to cast displacement spell once per day as a 5th level wizard. This +3 agile dagger has its reach increased by 5 feet.
