Turning off Magic Armour / Weapon Properties


Rules Questions


I was preparing a character who was based around a Brilliant Energy weapon. This was only really viable in 3.5 because you could voluntarily suppress magic weapon properties. However, going through the core book, I could not find that section anymore. Can magic armour/weapon properties still be suppressed?

Scarab Sages

IMC the answer as "no" in general, unless the item specifics say otherwise. For example, the frost property must be activated by a command word.


I don't remember seeing that rule.


Xaaon of Korvosa wrote:
I don't remember seeing that rule.

Which, about 3.5 allowing you to suppress effects, or abilities such as Frost requiring activation?

As far as I can see, Azhrei is correct. Brilliant Energy is always on, so you need to have a spare weapon if you want to kill undead or constructs, or sunder stuff.

As for activation...

PRD, Magic Weapons wrote:
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

And then one of the energy damage abilities:

PRD, Magic Weapons wrote:
Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Italics mine. Note that I believe it's been stated by designers somewhere that you don't need to deactivate the weapon property to safely sheathe it, since it can't harm the wielder (or by extension, their gear). So you can activate the Flame/Frost/Corrosive/Shock effect when you first get the weapon, and leave it on until you need to turn it off for whatever reason.

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