[Magic Weapons] +5 Special Qualities Request?


Magic and Spells


Don’t know if this is the right place to put this (is it more about equipment? or the magic?) and I feared that it would be buried in the Equipment section by the multiple threads ‘Demanding’ no speed penalties for armor *rolls eyes*. Though if it is, would you please move it.

Moving along. I would like to ask for a consensus on whether it be too overpowered to lower the following Epic Special Qualities to the +5 status:
Acidic Blast
Chaotic Power
Distant Shot
Fiery Blast
Holy Power
Icy Blast
Lawful Power
Lightning Blast
Mighty Disrupting
Sonic Blast
Unholy Power

The reason I ask is because (few would deny) that the only +5 Enchantment for weapons, Vopral, is…how to put tactfully…completely useless? An effect that only occurs once in a purple moon and possibly when it’s of no use (majority of Undead, Constructs, Oozes, ‘Heavy’ Fortification Armors, and other Odd Balls)…while the Armor abilities of the +5 margin are always useful (and don’t have much in the way of “situational use only”).

Sacred Feth! To the point I would like to know if possibly Pathfinder will make those above abilities apart of the Non-epic tenure (is that the right word?) and what you all would think of it if they did.

…Also I can’t seem to find any clarification on whether Special Qualities like Flaming and Flaming Burst stack in 3.5, any know the answer?


Magus Black wrote:

…Also I can’t seem to find any clarification on whether Special Qualities like Flaming and Flaming Burst stack in 3.5, any know the answer?

Page 347:

"A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit."

Basically, a flaming burst weapon is a more advanced version of a flaming weapon (same for an icy burst and a frost weapon, and a shocking burst and a shock weapon), so the two bonuses cannot stack with each other. Normally, the weapon deals +1d6 of energy damage; the 'burst' weapon, however, add an additional +1d10/+2d10/+3d10 (based on the critical multiplier) that stacks with the +1d6 when a critical hit is scored.
However, it's a common rule in my groups (and it was suggested even in the Magic Item Compendium) to allow the upgrade of a flaming weapon (bonus +1) into a flaming burst weapon (bonus +2), much like a +1
weapon can be upgraded into a +2 weapon.

Note: previously, the Official 3.5 FAQ said that the extra damage from 'burst' weapons was activated every time a critical hit was scored and confirmed, even if the creature was immune to critical hits (it was reasonable - the creature is immune to the extra damage from the critical hit, not to the energy damage 'triggered' by the critical hit itself), but I just double-checked the last version of the FAQ and WoTC changed this, saying that the 'trigger' of the burst is the DAMAGE that the creature takes, not the d20 roll (and so, a creature immune to critical hits does not take the extra damage UNLESS the bonus specifically says so). I think we should point out this when the Magic Item Design will start, and ask for an official answer on how the burst ability works in Pathfinder...


Ah! So there will be a Magic Item debat then, in that case I will wait to see it when it comes.


Yes, you can check the whole Playtest Schedule here.

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