Template:Dmg/Old

USAGE
 

Where (type) is the effect name from the Categorization table.

EXAMPLES

 * The template is not case sensitive and is not affected by the presence or lack of spaces.

CATEGORIZATION

 * Some of the categorizations may not be consistant with the actual effects damage types. If there is a discrepency between what category tree an effect is placed in and the table above, assume the table is wrong.  If both are wrong or there any inconsistancies, please report this to .  Thank you.

Coding
{{#switch:{{#var:Dmg}} On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)|1=Frostbite}}{{#vardefine:Dmg|frostbite}}
 * absolutechaos = {{Long popup|2=Absolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters.|1=Absolute Chaos}}{{#vardefine:Dmg|Absolute Chaos}}
 * absolutelaw = {{Long popup|2=Absolute Law: This weapon is infused with the ultimate power of law. It does an additional 2d6 damage to non-lawful targets and can only be wielded by lawful aligned characters.|1=Absolute Law}}{{#vardefine:Dmg|Absolute Law}}
 * acidarrow = {{Long popup|2=Acid Arrow: This weapon is sheathed in corrosive acid. A successful hit douses the target in acid causing an additional 2d4 damage every 2 seconds for 6 seconds. Multiple hits do not cause more damage but do extend the duration.|1=Acid Arrow}}{{#vardefine:Dmg|Acid Arrow}}
 * acidblast = {{Long popup|2=Acid Blast: This weapon is sheathed in corrosive acid. Critical hits with this weapon deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more acid damage.|1=Acid Blast}}{{#vardefine:Dmg|Acid Blast}}
 * acidburst = {{Long popup|2=Acid Burst: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit. In addition critical hits deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Acid Burst}}{{#vardefine:Dmg|Acid Burst}}
 * acidtorrent = {{Long popup|2=Acid Torrent: On an attack roll of 20 which is confirmed as a critical hit this acidic power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful reflex save (DC 39) reduces this by half.|1=Acid Torrent}}{{#vardefine:Dmg|Acid Torrent}}
 * acidtouch = {{Long popup|2=Acid Touch: This weapon gives off the faint smell of acid. An acid touch weapon deals an additional 1 point of acid damage on a successful hit.|1=Acid Touch}}{{#vardefine:Dmg|Acid Touch}}
 * anarchicburst = {{Long popup|2=Anarchic Burst: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Anarchic Burst}}{{#vardefine:Dmg|Anarchic Burst}}
 * antipodal = {{Long popup|2=Antipodal: This weapon is a carefully balanced confluence of diametrically opposed planar energies. This weapon deals an extra 1d6 good damage to non-good enemies, an extra 1d6 evil damage to non-evil enemies, an extra 1d6 law damage to non-lawful enemies, and an extra 1d6 chaotic damage to non-chaotic enemies.|1=Antipodal}}{{#vardefine:Dmg|Antipodal}}
 * arcanedetonation = {{Long popup|2=Arcane Detonation: This weapon is imbued with unfathomable arcane energies. On an attack roll of 20 which is confirmed as a critical hit this energy will be released, inflicting 15d6 force damage to the target and all other enemies near it.  A successful reflex save (DC 39) reduces this damage by half.|1=Arcane Detonation}}{{#vardefine:Dmg|Arcane Detonation}}
 * auroral = {{Long popup|2=Auroral: This weapon radiates the light of dawn. An auroral weapon deals an extra 3d6 light damage on a successful hit.|1=Auroral}}{{#vardefine:Dmg|Auroral}}
 * axiomaticburst = {{Long popup|2=Axiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Axiomatic Burst}}{{#vardefine:Dmg|Axiomatic Burst}}
 * blazing = {{Long popup|2=Blazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2d6 fire damage on a successful hit.|1=Blazing}}{{#vardefine:Dmg|Blazing}}
 * bleed = {{Long popup|2=Bleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding.|1=Bleed}}{{#vardefine:Dmg|Bleed}}
 * bonesplitter = {{Long popup|2=Bonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.|1=Bonesplitter}}{{#vardefine:Dmg|Bonesplitter}}
 * boreal = {{Long popup|2=Boreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2d6 cold damage on a successful hit.|1=Boreal}}{{#vardefine:Dmg|Boreal}}
 * brilliance = {{Long popup|2=Brilliance: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on a successful hit. In addition critical hits deal an amount of extra light damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Brilliance}}{{#vardefine:Dmg|Brilliance}}
 * cacophony = {{Long popup|2=Cacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.|1=Cacophony}}{{#vardefine:Dmg|Cacophony}}
 * caustic = {{Long popup|2=Caustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2d6 acid damage on a successful hit.|1=Caustic}}{{#vardefine:Dmg|Caustic}}
 * cloudburst = {{Long popup|2=Cloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.|1=Cloudburst}}{{#vardefine:Dmg|Cloudburst}}
 * frosttouch|icetouch|icytouch|freezingtouch|coldtouch = {{Long popup|2=Cold Touch: The temperature around this weapon is colder than normal. A cold touch weapon deals an additional 1 point of cold damage on a successful hit.|1=Cold Touch}}{{#vardefine:Dmg|Frost Touch}}
 * conflagrating = {{Long popup|2=Conflagrating: This weapon is sheated in furious flame. A conflagrating weapon deals an extra 3d6 fire damage on a successful hit.|1=Conflagrating}}{{#vardefine:Dmg|Conflagrating}}
 * corrosivesalt = {{Long popup|2=Corrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.|1=Corrosive Salt}}{{#vardefine:Dmg|Corrosive Salt}}
 * coruscating = {{Long popup|2=Coruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2d6 light damage on a successful hit.|1=Coruscating}}{{#vardefine:Dmg|Coruscating}}
 * cosmic = {{Long popup|2=Cosmic: This weapon is glowing with a barely contained magical force. It deals an additional 3d6 force damage on a successful hit.|1=Cosmic}}{{#vardefine:Dmg|Cosmic}}
 * crushingwave = {{Long popup|2=Crushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.|1=Crushing Wave}}{{#vardefine:Dmg|Crushing Wave}}
 * deadlyspidervenom = {{Long popup|2=Deadly Spider Venom: This item is steeped in deadly spider venom. On an attack roll of 20 which is confirmed as a critical hit it will inflict the target with a poison that deals 10d6 poison damage every 2 seconds for 6 seconds. When the poison wears off, it also deals 3d6 constitution damage to the target. A successful fortitude save (DC 34) negates the constitution damage.|1=Deadly Spider Venom}}{{#vardefine:Dmg|Deadly Spider Venom}}
 * destruction={{Long popup|2=Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.|1=Destruction}}{{#vardefine:Dmg|Destruction}}
 * disintegration = {{Long popup|2=Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.|1=Disintegration}}{{#vardefine:Dmg|Disintegration}}
 * electricstorm = {{Long popup|2=Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful reflex save (DC 39) reduces this by half. |1=Electric Storm}}{{#vardefine:Dmg|Electric Storm}}
 * electrifying = {{Long popup|2=Electrifying: This weapon is sheathed in sparking electricity. An electrifying weapon deals an extra 3d6 electric damage on a successful hit.|1=Electrifying}}{{#vardefine:Dmg|Electrifying}}
 * elementalmastery = {{Long popup|2=Elemental Mastery: This weapon is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When used, this weapon has a chance of doing an extra 1d6 of any or all of the following elemental damage types : acid, electric, fire and cold. |1=Elemental Mastery}}{{#vardefine:Dmg|Elemental Mastery}}
 * enfeebling = {{Long popup|2=Enfeebling: Critical hits by this weapon deal an extra 1 to 6 points of Strength damage.|1=Enfeebling}}{{#vardefine:Dmg|Enfeebling}}
 * entropic = {{Long popup|2=Entropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2d6 untyped damage.|1=Entropic}}{{#vardefine:Dmg|Entropic}}
 * eternalfire = {{Long popup|2=Eternal Fire: While you are wearing this item, your melee, ranged and unarmed attacks gain the Flaming Burst ability. (This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.)|1=Eternal Fire}}{{#vardefine:Dmg|Eternal Fire}}
 * evilblast = {{Long popup|2=Evil Blast: An evil blast weapon is infused with the power of evil. Critical hits with this weapon to targets of non-evil alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more evil damage to any enemy of non-evil alignment.|1=Evil Blast}}{{#vardefine:Dmg|Evil Blast}}
 * evilburst = {{Long popup|2=Evil Burst: This weapon is imbued with the power of evil and deals 2d6 points of evil damage to all of non-evil alignment. In addition critical hits agains all targets of non-evil alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Evil Burst}}{{#vardefine:Dmg|Evil Burst}}
 * extradamagevsgiants|extra damage vs giants = {{Long popup|2=Extra damage vs Giants: This weapon deals an additional 2 to 6 damage against Giants.|1=Extra damage vs Gaints}}{{#vardefine:Dmg|Extra damage vs Giants}}
 * fierydetonation = {{Long popup|2=Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half. |1=Fiery Detonation}}{{#vardefine:Dmg|Fiery Detonation}}
 * flamingtouch|firetouch = {{Long popup|2=Fire Touch: This weapon give off a faint aura of warmth. A fire touch weapon deals an additional 1 point of fire damage on a successful hit.|1=Fire Touch}}{{#vardefine:Dmg|Flaming Touch}}
 * fireblast|flamingblast = {{Long popup|2=Flaming Blast: This weapon is sheathed in fire. Critical hits with this weapon deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more fire damage.|1=Flaming Blast}}{{#vardefine:Dmg|Fire Blast}}
 * fireburst|flamingburst = {{Long popup|2=Flaming Burst: This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Flaming Burst}}{{#vardefine:Dmg|Fire Burst}}
 * force = {{Long popup|2=Force: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit.|1=Force}}{{#vardefine:Dmg|Force}}
 * forceburst = {{Long popup|2=Force Burst: This weapon is humming with magical force. A force weapon deals an extra 1d6 force damage on a successful hit. In addition critical hits deal an amount of extra force damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Force Burst}}{{#vardefine:Dmg|Force Burst}}
 * forcecritical = {{Long popup|2=Force Critical: This weapon has been enhanced by a Stone of Change using the force critical ritual and does 1d4 force damage on critical hits. An item can only have one eldritch ritual effect in palce at a time.|1=Force Critical}}{{#vardefine:Dmg|Force Critical}}
 * forcedamage = {{Long popup|2=Force Damage: This weapon has been enhanced by a Stone of Change using the force damage ritual and does 1 extra point of force damage on each hit. An item can only have one eldritch ritual effect in place at a time.|1=Force Damage}}{{#vardefine:Dmg|Force Damage}}
 * fracturing = {{Long popup|2=Fracturing: This weapon is ideal for breaking bones and does 2d6 damage to targets that have skeletons or are made of bone.|1=Fracturing}}{{#vardefine:Dmg|Fracturing}}
 * freezinggale = {{Long popup|2=Freezing Gale: This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 15d6 cold damage. A successful Will save (DC 39) reduces this by half. |1=Freezing Gale}}{{#vardefine:Dmg|FreezingGale}}
 * godlywrath = {{Long popup|2=Godly Wrath: This weapon is filled with the power of a wrathful deity. Occasionally, this holy power is unleashed, applying a lasting effect that deals 2d4 light damage every 2 seconds for 6 seconds. If the effect is reapplied before it wears off, the effect with stack and the duration will reset. The effect can be stacked up to 3 times.|1=Godly Wrath}}{{#vardefine:Dmg|Godly Wrath}}
 * goodblast = {{Long popup|2=Good Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more good damage to any enemy of non-good alignment.|1=Good Blast}}{{#vardefine:Dmg|Good Blast}}
 * goodburst = {{Long popup|2=Good Burst: This weapon is imbued with the power of good and deals 1d6 points of good damage to all of non-good alignment. In addition critical hits agains all targets of non-good alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Good Burst}}{{#vardefine:Dmg|Good Burst}}
 * greateracidarrow = {{Long popup|2=Greater Acid Arrow: This weapon is sheathed in corrosive acid. A successful hit douses the target in acid causing an additional 2d4 damage every 2 seconds for 12 seconds. Multiple hits do not cause more damage but do extend the duration. |1=Greater Acid Arrow}}{{#vardefine:Dmg|Greater Acid Arrow}}
 * baneoftheunnatural = {{Long popup||2={{ucfirst:{{{2| }}}}} Bane of the Unnatural: This bane weapon excels at attacking more than on type of subtype of creature. Against aberrations, monstrous humanoids, and the undead, this weapon deals an extra {{#switch: {{{2| }}}|null|| = 2 to 12|greater = 3 to 18|#default = Invalid Entry or Update to Template:Dmg Required }} points of damage against the foe.|1={{ucfirst:{{{2| }}}}} Bane of the Unnatural}}{{#vardefine:Dmg|Bane of the Unnatural}}
 * greaterevil = {{Long popup|2=Greater Evil: This weapon is infused with the ultimate power of evil. It does an additional 2d6 damage to non-evil targets and can only be wielded by evil aligned characters.|1=Greater Evil}}{{#vardefine:Dmg|Greater Evil}}
 * greatergood = {{Long popup|2=Greater Good: This weapon is infused with the ultimate power of good. It does an additional 2d6 damage to non-good targets and can only be wielded by good aligned characters.|1=Greater Good}}{{#vardefine:Dmg|Greater Good}}
 * greaterincineration = {{Long popup|2=Greater Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. This damage is dealt twice as often as a standard Incineration weapon.|1=Greater Incineration}}{{#vardefine:Dmg|Greater Incineration}}
 * greatershockingblow = {{Long popup|2=Greater Shocking Blow: This item is charged with electricity. On vorpal strikes with your weapons it will punish the target with a powerful bolt of lightning (20 to 120 electric damage).|1=Greater Shocking Blow}}{{#vardefine:Dmg|Greater Shocking Blow}}
 * greatersunburst = {{Long popup|2=Greater Sunburst: This weapon blazes with the eternal fury at the heart of the sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.|1=Greater Sunburst}}{{#vardefine:Dmg|Greater Sunburst}}
 * hemorrhaging = {{Long popup|2=Hemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding.|1=Hemorrhaging}}{{#vardefine:Dmg|Hemorrhaging}}
 * holyburst = {{Long popup|2=Holy Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Holy Burst}}{{#vardefine:Dmg|Holy Burst}}
 * freezingblast|coldblast|iceblast|frostblast|icyblast = {{Long popup|2=Icy Blast: This weapon is sheathed in icy cold. Critical hits with this weapon deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more cold damage.|1=Icy Blast}}{{#vardefine:Dmg|Icy Blast}}
 * freezingburst|coldburst|iceburst|frostburst|icyburst = {{Long popup|2=Icy Burst: This weapon is sheathed in icy cold. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Icy Burst}}{{#vardefine:Dmg|Icy Burst}}
 * frostbite = {{Long popup|2=Frostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
 * giantslayer|giant slayer = {{Long popup|2=Giant Slayer: This weapon has a small chance to force a target Giant to make a Difficulty check 25 Fortitude save or die instantly.|1=Giant Slayer}}{{#vardefine:Dmg|Giant Slayer}}
 * impellent = {{Long popup|2=Impellent: This weapon is pulsing with magical force. It deals and additional 2d6 force damage on a successful hit.|1=Impellent}}{{#vardefine:Dmg|Impellent}}
 * improvedacidarrow = {{Long popup|2=Improved Acid Arrow: This bow coats your arrows in corrosive acid. A successful hit douses the target in acid causing an additional 6d3 +2 damage after two seconds have passed. Each additional hit extends the duration of the acid damage by two seconds.|1=Improved Acid Arrow}}{{#vardefine:Dmg|Improved Acid Arrow}}
 * improveddestruction={{Long popup|2=Improved Destruction: On Hit: Your Target incurs a -2 penalty to Armor Class and loses 2% of its Fortification. 20 Second Duration. If this effect is reapplied before it wears off, the effect can be stacked up to 4 times for a total of - 8 AC and -8% Fortification.|1=Improved Destruction}}{{#vardefine:Dmg|Improved Destruction}}
 * improvedroaring = {{Long popup|2=Improved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target.|1=Improved Roaring}}{{#vardefine:Dmg|Improved Roaring}}
 * incandescence = {{Long popup|2=Incandescence: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on successful hit.|1=Incandescence}}{{#vardefine:Dmg|Incandescence}}
 * incineration = {{Long popup|2=Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. |1=Incineration}}{{#vardefine:Dmg|Incineration}}
 * lesservampirism|lesser vampirism = {{Long popup|2=Lesser Vampirism: This weapon provides 1 hitpoint of positive energy-typed healing every time you damage an enemy. For Warforged, this weapon provides 1 hitpoint of repair energy for healing instead of positive energy.|1=Lesser Vampirism}}{{#vardefine:Dmg|Lesser Vampirism}}
 * lifedevouring|life-devouring = {{Long popup|2=Life-Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, that enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will feel your power return, as though Greater Restoration were cast on you.|1=Life-Devouring}}{{#vardefine:Dmg|Life-Devouring}}
 * lifestealing|life stealing = {{Long popup|2=Life Stealing: This weapon has a chance to drain 1 to 3 levels from is target on a critical hit.|1=Life Stealing}}{{#vardefine:Dmg|Life Stealing}}
 * lightbringer = {{Long popup|2=Light Bringer: A weapon of light bringing is the bane of all undead. Vorpal effect: On an attack roll of 20 which is confirmed as a critical hit this weapon will destroy an undead outright. Undead with more than 1,000 current hitpoints will resist this vorpal effect until sufficiently wounded and will take 100 points of damage on a confirmed vorpal shrike instead of being destroyed.|1=Light Bringer}}{{#vardefine:Dmg|Light Bringer}}
 * lightningstrike = {{Long popup|2=Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.|1=Lightning Strike}}{{#vardefine:Dmg|Lightning Strike}}
 * lightningstrikeweapons = {{Long popup|2=Lightning Strike Weapons: While wearing this item, your melee and ranged weapons gain hit effect: This item stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lighting strike.|1=Lightning Strike Weapons}}{{#vardefine:Dmg|Lightning Strike Weapons}}
 * limbchopper|limb chopper= {{Long popup|2=Limb Chopper: On an attack roll of a natural 20 which is also confirmed as a critical hit, the target suffers a permanent penalty of -75% movement and attack rate. Some creatures are immune to Limb chopper.|1=Limb Chopper}}{{#vardefine:Dmg|Limb Chopper}}
 * magmasurge = {{Long popup|2=Magma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.|1=Magma Surge}}{{#vardefine:Dmg|Magma Surge}}
 * maiming = {{Long popup|2=Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1d6. x3 - 2d6. x4 - 3d6.|1=Maiming}}{{#vardefine:Dmg|Maiming}}
 * manslayer = {{Long popup|2= Manslayer: On melee attack roll of 20 which is confired as a critical hit a humanoid target will be killed.Powerful humanoids may resist the vorpal strike and instead take 100 points of damage untill thy have been sufficiently weakened.|1=Manslayer}}{{#vardefine:Dmg|Manslayer}}
 * firetouch|minorflaming = {{Long popup|2=Minor Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d4 fire damage on a successful hit.|1=Minor Flaming}}{{#vardefine:Dmg|Minor Flaming}}
 * negativeenergyspike = {{Long popup|2=Negative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2d6 negative energy damage on a successful hit.|1=Negative Energy Spike}}{{#vardefine:Dmg|Negative Energy Spike}}
 * nightmares = {{Long popup|2=Nightmares: This weapon terrorizes your foes, applying a mind thrust effect on successful hits (dealing 5d8 force damage, will vs. enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.|1=Nightmares}}{{#vardefine:Dmg|Nightmares}}
 * pealsofthunder = {{Long popup|2=Peals of Thunder: This weapon is filled with the power of a storm cloud. Occasionally, this thunderous power is unleashed, applying a lasting effect that deals 2d4 sonic damage every 2 seconds for 6 seconds. If the effect is reapplied before it has a chance to wear off, the duration will reset and stack up to 3 times. |1=Peals of Thunder}}{{#vardefine:Dmg|Peals of Thunder}}
 * phlebotomizing = {{Long popup|2=Phlebotomizing: This weapon is wickedly sharp and will do an additional 3d8 damage to targets that are vulnerable to bleeding.|1=Phlebotomizing}}{{#vardefine:Dmg|Phlebotomizing}}
 * poison = {{#switch: {{lc:{{{2| }}}}}|null|| = {{Long popup|2=Poison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit. |1=Poison}}|#default = {{Long popup|2=Poison {{uc:{{{2|I}}}}}: On Hit: {{Roman2Dec2|{{{2|I}}}}} to {{#expr:{{Roman2Dec2|{{{2|I}}}}}*3}} Poison Damage. On Critical Hit: 1 Strength, 1 Dexterity, or 1 Constitution Damage.|1=Poison {{uc:{{{2|I}}}}}}}}}{{#vardefine:Dmg|Poison}}
 * poisonburst = {{Long popup|2=Poison Burst: This weapon is dripping with poison, and deals 1d6 poison damage each hit. In addition critical hits deal an amount of extra poison damage depending on the weapon's critical multiplier: x2 - 31d10. x3 - 2d10. x4 - 3d10.|1=Poison Burst}}{{#vardefine:Dmg|Poison Burst}}
 * puncturing = {{Long popup|2=Puncturing: Critical hits by this weapon deal an extra 1d6 points of Constitution damage from blood loss.|1=Puncturing}}{{#vardefine:Dmg|Puncturing}}
 * puregood = {{Long popup|2=Pure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters.|1=Pure Good}}{{#vardefine:Dmg|Pure Good}}
 * radiance = {{Long popup|2=Radiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4d6 points of light damage and blinds the target on a successful critical hit.|1=Radiance}}{{#vardefine:Dmg|Radiance}}
 * radiantblast = {{Long popup|2=Radiant Blast: This weapon stores the power of the plane of Irian deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive blast of radiant light.|1=Radiant Blast}}{{#vardefine:Dmg|Radiant Blast}}
 * righteous = {{Long popup|2=Righteous: This weapon is imbues with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.|1=Righteous}}{{#vardefine:Dmg|Righteous}}
 * roaring = {{Long popup|2=Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target.|1=Roaring}}{{#vardefine:Dmg|Roaring}}
 * screaming = {{Long popup|2=Screaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage. |1=Screaming}}{{#vardefine:Dmg|Screaming}}
 * shockingblast = {{Long popup|2=Shocking Blast: This weapon is sheathed in crackling electricity. Critical hits with this weapon deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more electric damage.|1=Shocking Blast}}{{#vardefine:Dmg|Shocking Blast}}
 * shockingblow = {{Long popup|2=Shocking Blow: This item is charged with electricity. When in melee, on an attack roll of 20 which is confirmed as a critical hit it will punish the target with a large electric shock (10d6 electric damage). A successful reflex save (DC 22) reduces this damage by half.|1=Shocking Blow}}{{#vardefine:Dmg|Shocking Blow}}
 * shockingburst = {{Long popup|2=Shocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electrical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.|1=Shocking Burst}}{{#vardefine:Dmg|Shocking Burst}}
 * shockingtouch = {{Long popup|2=Shocking Touch: This weapon tingles when held. A shocking touch weapon deals an extra +1 lightning damage on a successful hit.|1=Shocking Touch}}{{#vardefine:Dmg|Shocking Touch}}
 * shriekingbolt = {{Long popup|2=Shrieking Bolt: This item resonates with sonic energy. On ranged attacks, on an attack roll of 20 which is confirmed as a critical hit it will punish the target with a blast of sound (10d6 sonic damage). A successful fortitude save (DC 22) reduces this damage by half.|1=Shrieking Bolt}}{{#vardefine:Dmg|Shrieking Bolt}}
 * skybreaker = {{Long popup|2=Skybreaker: On Hit: 3d6 Electric damage. On Critical Hit: 10d6 additional Sonic damage. On Vorpal: 60d2 additional Electrical damage to your target, plus a shockwave that deals an additional 45d2 Sonic damage to all nearby foes.|1=Skybreaker}}{{#vardefine:Dmg|Skybreaker}}
 * slayliving|slay living = {{Long popup|2=Slay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.|1=Slay Living}}{{#vardefine:Dmg|Slay Living}}
 * slicing = {{Long popup|2=Slicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding.|1=Slicing}}{{#vardefine:Dmg|Slicing}}
 * slicingwinds = {{Long popup|2=Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.|1=Slicing Winds}}{{#vardefine:Dmg|Slicing Winds}}
 * sovereignacidarrow = {{Long popup|2=Sovereign Acid Arrow: This bow coats your arrows in corrosive acid. A successful hit douses the target in acid causing an additional 10d4+10 damage after 2 seconds have passed. Each additional hit extends the duration of the acid damage by 2 seconds.|1=Sovereign Acid Arrow}}{{#vardefine:Dmg|Sovereign Acid Arrow}}
 * superioracidarrow = {{Long popup|2=Superior Acid Arrow: This bow coats your arrows in corrosive acid. A successful hit douses the target in acid causing an additional 8d4+8 damage after 2 seconds have passed. Each additional hit extends the duration of the acid damage by 2 seconds.|1=Superior Acid Arrow}}{{#vardefine:Dmg|Superior Acid Arrow}}
 * spikes = {{Long popup|2=Spikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.|1=Spikes}}{{#vardefine:Dmg|Spikes}}
 * spikestudded = {{Long popup|2=Spike Studded: This item is reinforced with metal studs that improve your unarmed strikes. Your unarmed attacks do an additional 1d4 piercing damage.|1=Spike Studded}}{{#vardefine:Dmg|Spike Studded}}
 * steam = {{Long popup|2=Steam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2d8 + 8 points of untyped damage on a successful hit.|1=Steam}}{{#vardefine:Dmg|Steam}}
 * sunburst = {{Long popup|2=Sun Burst: This weapon flashes an intense burst of sunlight on any critical hit. The target is blasted for 6d6 light damage and is blinded as well. Oozes and Undead take 12d6 light damage. A successful DC 22 reflex save reduces the damage by half and negates the blindness effect.|1=Sun Burst}}{{#vardefine:Dmg|Sun Burst}}
 * supremechaos = {{Long popup|2=Supreme Chaos: This weapon is infused with the supreme power of chaos. It does an additional 3d6 damage to non-chaotic targets and can only be wielded by chaotic-aligned characters.|1=Supreme Chaos}}{{#vardefine:Dmg|Supreme Chaos}}
 * supremeevil = {{Long popup|2=Supreme Evil: This weapon is infused with the supreme power of evil. It does an additional 3d6 damage to non-evil targets and can only be wielded by evil-aligned characters.|1=Supreme Evil}}{{#vardefine:Dmg|Supreme Evil}}
 * supremegood = {{Long popup|2=Supreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters.|1=Supreme Good}}{{#vardefine:Dmg|Supreme Good}}
 * supremelaw = {{Long popup|2=Supreme Law: This weapon is infused with the supreme power of law. It does an additional 3d6 damage to non-lawful targets and can only be wielded by lawful-aligned characters.|1=Supreme Law}}{{#vardefine:Dmg|Supreme Law}}
 * thaarakcorrosion = {{Long popup|2=Thaarak Corrosion: Like a Thaarak Hound's vitriolic breath, this weapon is corrosive and can damage enemies over time. Occasionally, it applies a lasting effect to its targets that deals 2d4 acid damage every second for 6 seconds. If the effect is reapplied before it has a chance to wear off, the duration will reset and stack up to three times.|1=Thaarak Corrosion}}{{#vardefine:Dmg|Thaarak Corrosion}}
 * thunderstruck = {{Long popup|2=Thunderstruck: The thundrous power of a Storm Giant flows through you. When in melee, any natural 20 on an attack roll will smite your foe with the power of a mighty tempest, dealing 25d2+10 Electric and 25d2+10 Sonic damage.|1=Thunderstruck}}{{#vardefine:Dmg|Thunderstruck}}
 * thundering = {{Long popup|2=Thundering: A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals deal an amount of extra sonic damage upon a successful critical hit depending on the weapon's critical multiplier: x2 - 1d8. x3 - 2d8. x4 - 3d8.|1=Thundering}}{{#vardefine:Dmg|Thundering}}
 * tidal = {{Long popup|2=Tidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1d4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.|1=Tidal}}{{#vardefine:Dmg|Tidal}}
 * tidalburst = {{Long popup|2=Tidal Burst: This weapon is sheathed in water. A Tidal burst weapon deals an extra 1d4 points of damage on a successful hit. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 1d8. x3 - 2d8. x4 - 3d8. Creatures with the Fire trait take double this damage instead.|1=Tidal Burst}}{{#vardefine:Dmg|Tidal Burst}}
 * toxic = {{Long popup|2=Toxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will disolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.|1=Toxic}}{{#vardefine:Dmg|Toxic}}
 * truechaos = {{Long popup|2=True Chaos: This weapon is infused with the power of true chaos. It does an additional 1d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters.|1=True Chaos}}{{#vardefine:Dmg|True Chaos}}
 * truelaw = {{Long popup|2=True Law: This weapon is infused with the power of true law. It does an additional 1d6 damage to non-lawful targets and can only be wielded by lawful aligned characters.|1=True Law}}{{#vardefine:Dmg|True Law}}
 * turbulentburst = {{Long popup|2=Turbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1d8 damage of a random energy type (fire/cold/electric/acid) on a successful hit and 3d8 damage of a random energy type on critical hits.|1=Turbulent Burst}}{{#vardefine:Dmg|Turbulent Burst}}
 * unholy = {{Long popup|2=Unholy: An un holy weapon is imbued with unholy power. This power makes the weapon evil-aligned. Good characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of good alignment.|1=Unholy}}{{#vardefine:Dmg|Unholy}}
 * unholyburst = {{Long popup|2=Unholy Burst: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of good alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.|1=Unholy Burst}}{{#vardefine:Dmg|Unholy Burst}}
 * vampirism = {{Long popup|2=Vampirism: This weapon provides 1d3 hitpoints of positive energy-typed healing every time you damage an enemy. For Warforged, this weapon provides 1d3 repair energy for healing instead of positive energy. |1=Vampirism}}{{#vardefine:Dmg|Vampirism}}
 * venomedammunition1d2 = {{Long popup|2=Venomed Ammunition - 1d2: On ranged attack: 1d2 poison damage.|1=Venomed Ammunition - 1d2}}{{#vardefine:Dmg|Venomed Ammunition}}
 * venomedammunition1d3 = {{Long popup|2=Venomed Ammunition - 1d3: On ranged attack: 1d3 poison damage.|1=Venomed Ammunition - 1d3}}{{#vardefine:Dmg|Venomed Ammunition}}
 * venomedammunition1d4 = {{Long popup|2=Venomed Ammunition - 1d4: On ranged attack: 1d4 poison damage.|1=Venomed Ammunition - 1d4}}{{#vardefine:Dmg|Venomed Ammunition}}
 * venomedammunition1d6 = {{Long popup|2=Venomed Ammunition - 1d6: On ranged attack: 1d6 poison damage.|1=Venomed Ammunition - 1d6}}{{#vardefine:Dmg|Venomed Ammunition}}
 * venomedammunition1d8 = {{Long popup|2=Venomed Ammunition - 1d8: On ranged attack: 1d8 poison damage.|1=Venomed Ammunition - 1d8}}{{#vardefine:Dmg|Venomed Ammunition}}
 * venomedammunition1d10 = {{Long popup|2=Venomed Ammunition - 1d10: On ranged attack: 1d10 poison damage.|1=Venomed Ammunition - 1d10}}{{#vardefine:Dmg|Venomed Ammunition}}
 * vicious = {{Long popup|2=Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d3 points of damage to the wielder.|1=Vicious}}{{#vardefine:Dmg|Vicious}}
 * voltaic = {{Long popup|2=Voltaic: This weapon is sheathed in powerful electricity. A voltaic weapon deals an extra 2d6 electric damage on a successful hit.|1=Voltaic}}{{#vardefine:Dmg|Voltaic}}
 * wailing = {{Long popup|2=Wailing: Shrieking weapons emit a haunting wail whenever they are used to make a successful attack. This wail deals an additional 3d6 sonic damage.|1=Wailing}}{{#vardefine:Dmg|Wailing}}
 * bewildering|wisdom = {{Long popup|2=Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack.|1=Bewildering}}{{#vardefine:Dmg|Wisdom}}
 * wounding = {{Long popup|2=Wounding: This weapon does 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.|1=Wounding}}{{#vardefine:Dmg|Wounding}}

}} }} {{#switch: {{ucfirst:{{{1}}}}} }} damage. }} }} {{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * acid|eldritch|flaming|frost|shock|shrieking|solar = {{#switch:{{{2| }}}
 * = {{#switch:{{lc:{{{1}}}}}
 * acid              = {{Long popup|2=Acid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit.|1=Acid}}{{#vardefine:Dmg|Acid}}
 * cold|ice|icy|frost = {{Long popup|2=Frost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit.|1=Frost}}{{#vardefine:Dmg|Frost}}
 * fire|flaming      = {{Long popup|2=Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.|1=Flaming}}{{#vardefine:Dmg|Flaming}}
 * shock             = {{Long popup|2=Shock: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electric damage on a successful hit.|1=Shock}}{{#vardefine:Dmg|Shock}}
 * shrieking         = {{Long popup|2=Shrieking: Shrieking weapons emit a piercing screech whenever they are used to make a succesful attack. This screech deals an additional 2d6 sonic damage.|1=Shrieking}}{{#vardefine:Dmg|Shrieking}}
 * default  = {{Long popup|1={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}:  On Hit: {{#expr:{{Roman2Dec2|{{{2|I}}}}}}} to {{ #switch: {{lc:{{{2|I}}}}}
 * i|I       = {{#expr:{{Roman2Dec2|{{{2|I}}}}}+5}}
 * default  = {{#expr:{{Roman2Dec2|{{{2|I}}}}}*4}}
 * Acid      = Acid
 * Eldritch  = Force
 * Flaming   = Fire
 * Frost     = Cold
 * Shock     = Electric
 * Shrieking = Sonic
 * Solar     = Light
 * default = Invalid Entry


 * accuracy={{Long popup|1=Accuracy {{uc:{{{2|I}}}}}|2=Accuracy {{uc:{{{2|I}}}}}: Passive: +{{Roman2Dec2|{{{2|I}}}}} competence bonus to attack rolls.}}{{#vardefine:Dmg|Accuracy}}

}} }} {{#switch: {{ucfirst:{{{1}}}}} }} }} }}
 * anarchic|axiomatic|holy = {{#switch:{{{2| }}}
 * = {{#switch:{{lc:{{{1}}}}}
 * anarchic = {{Long popup|2=Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment.|1=Anarchic}}{{#vardefine:Dmg|Anarchic}}
 * axiomatic = {{Long popup|2=Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment.|1=Axiomatic}}{{#vardefine:Dmg|Axiomatic}}
 * holy     = {{Long popup|2=Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment.|1=Holy}}{{#vardefine:Dmg|Holy}}
 * default = {{Long popup|{{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: On Hit: {{#expr:{{Roman2Dec2|{{{2|I}}}}}}} to {{ #switch: {{lc:{{{2|I}}}}}
 * i|I = {{#expr:{{Roman2Dec2|{{{2|I}}}}}+5}}
 * default = {{#expr:{{Roman2Dec2|{{{2|I}}}}}*4}}
 * Anarchic = Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
 * Axiomatic = Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
 * Holy     = Good damage. Good-aligned creatures are immune to this effect. Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.

}} }} {{#vardefine:Dmg|Bashing}} }} }} {{#vardefine:Dmg|Improved Bashing}}
 * bashing|improvedbashing = {{#switch: {{lc:{{{1}}}}}
 * bashing = {{Long popup|1=Bashing {{uc:{{{2|I}}}}}|2=Bashing {{uc:{{{2|I}}}}}: {{ #switch: {{lc:{{{2|I}}}}}
 * null||i|I     = On Shield Bash: +1d4 Bludgeoning damage.
 * ii|iv|vi|viii|x|xii = On Shield Bash: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2}}d4 Bludgeoning damage. On Melee Hit: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}}}% Chance to automaticlly hit your enemy with a Shield Bash attack.
 * iii|v|vii|ix|xi    = On Shield Bash: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2+0.5}}d4 Bludgeoning damage. On Melee Hit: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}-1}}% Chance to automaticlly hit your enemy with a Shield Bash attack.
 * default = Invalid Entry
 * improvedbashing = {{Long popup|1=Improved Bashing {{uc:{{{2|I}}}}}|2=Improved Bashing {{uc:{{{2|I}}}}}: {{ #switch: {{lc:{{{2|I}}}}}
 * null||i|I     = This shield does an additional 2d6 bludgeoning damage when used to shield bash.
 * ii|iv|vi|viii|x|xii = On Shield Bash: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2}}d4 Bludgeoning damage. On Melee Hit: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}*2}}% Chance to automaticlly hit your enemy with a Shield Bash attack.
 * iii|v|vii|ix|xi    = On Shield Bash: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2+0.5}}d4 Bludgeoning damage. On Melee Hit: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}*2}}% Chance to automaticlly hit your enemy with a Shield Bash attack.
 * default = Invalid Entry

}} {{#switch: {{{2| }}} }}, it is instantly slain. If the {{#switch: {{lcfirst:{{{1}}}}} }} has above {{#switch: {{{2| }}} }} Hit Points, it takes {{#switch: {{{2| }}} }} damage. }} }}{{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * banishing|disruption|smiting|vorpal = {{#switch: {{lc:{{{1}}}}}
 * banishing|disruption|smiting|vorpal = {{Long popup|1={{ucfirst:{{{2| }}}}} {{ucfirst:{{{1}}}}}|2= {{ucfirst:{{{2| }}}}} {{ucfirst:{{{1}}}}}: {{#switch: {{lc:{{{1}}}}}
 * banishing = On Hit: 4 to 24 Bane damage to Outsiders. On Vorpal Hit: If an outsider struck by this weapon has fewer than
 * disruption = On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than
 * smiting = On Hit: 4 to 24 Bane damage to Constructs. On Vorpal Hit: If a construct struck by this weapon has fewer than
 * vorpal = Passive: +0.5 [W] damage dice. On Vorpal Hit: If your target has fewer than
 * default = '''Invalid Entry
 * null||  = 1000
 * improved = 1500
 * greater = 2000
 * sovereign = 3000
 * default = Invalid Entry or Update to Template:Dmg Required
 * banishing = outsiders
 * disruption = undead
 * smiting   = construct
 * vorpal    = target
 * default = Invalid Entry
 * null||  = 1000
 * improved = 1500
 * greater = 2000
 * sovereign = 3000
 * default = Invalid Entry or Update to Template:Dmg Required
 * null||  = 100
 * improved = 150
 * greater = 200
 * sovereign = 300
 * default = Invalid Entry or Update to Template:Dmg Required

}} damage from weapons with a x2 Critical Multiplier, {{#expr:2*{{Roman2Dec2|{{{2|I}}}}}+1}} to {{#expr:(2*{{Roman2Dec2|{{{2|I}}}}}+1)*8}} damage from weapons with a x3 Critical Multiplier, and {{#expr:2*{{Roman2Dec2|{{{2|I}}}}}+1}} to {{#expr:(2*{{Roman2Dec2|{{{2|I}}}}}+1)*10}} damage from weapons with a x4 or Greater Multiplier. }} }}{{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * bloodletter|heartseeker|ribcracker = {{ #switch: {{lc:{{{1}}}}}
 * bloodletter|heartseeker|ribcracker = {{Long popup|1={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: On Critical Hit: {{#expr:2*{{Roman2Dec2|{{{2|I}}}}}+1}} to {{#expr:(2*{{Roman2Dec2|{{{2|I}}}}}+1)*6}} {{#switch: {{ucfirst:{{{1}}}}}
 * Bloodletter = Slashing
 * Heartseeker = Piercing
 * Ribcracker = Bludgeoning
 * default = '''Invalid Entry


 * deadly= {{Long popup|1=Deadly {{uc:{{{2|I}}}}}|2=Deadly {{uc:{{{2|I}}}}}: Passive: +{{Roman2Dec2|{{{2|I}}}}} competence bonus to melee and ranged damage.}}{{#vardefine:Dmg|Deadly}}

}}{{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * deception = {{#switch: {{lc:{{{2| }}}}}
 * i|ii|iii|iv|v|vi|vii|viii|ix|x|xi|xii|xiii|xiv|xv|xvi|xvii|xviii|xix|xx = {{Long popup|1=Deception {{uc:{{{2|I}}}}}|2=Deception {{uc:{{{2|I}}}}}: 5% Chance on Hit: Your target becomes Bluffed for four seconds. ( Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak Attack:+{{Roman2Dec2|{{{2|I}}}}} to Attack Rolls, +{{#expr:{{Roman2Dec2|{{{2|I}}}}}*2}} to Damage.}}
 * null|| = {{Long popup|1= Deception|2= Deception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.}}
 * imp|improved|2 = {{Long popup|1= Improved Deception|2= Improved Deception: This item makes your weapons hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.}}
 * defult = Invalid Entry or Update to Template:Dmg Required

}} Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal, such as ghosts, shadows, and wraiths. }}{{#vardefine:Dmg|Ghostbane}}
 * ghostbane = {{Long popup|1=Ghostbane {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: On Hit: {{#expr:{{Roman2Dec2|{{{2|I}}}}}}} to {{ #switch: {{lc:{{{2|I}}}}}
 * null||i|I = {{#expr:{{Roman2Dec2|{{{2|I}}}}}+5}}
 * default = {{#expr:{{Roman2Dec2|{{{2|I}}}}}*4}}

}} }}{{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * impact|keen = {{ #switch: {{lc:{{{1}}}}}
 * impact|keen = {{Long popup|1={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: {{ #switch: {{lc:{{{2|I}}}}}
 * null||i|I     = Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.
 * default      = Passive: This weapon deals an additional {{#expr:0.5*{{Roman2Dec2|{{{2|I}}}}}-0.5}} [W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.}}

}} damage to your attacker. {{ #switch: {{lc:{{{2|I}}}}} }} }}{{#vardefine:Dmg|Riposte}}
 * riposte = {{ #switch: {{lc:{{{2| }}}}}
 * null   = {{Long popup|2=Riposte: When its wearer is successfully attacked in melee, this shield occasionally allows him or her to make an immediate counterattack, dealing bludgeoning damage to the offending enemy.|1=Riposte}}
 * default = {{Long popup|1=Riposte {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: When misses in Melee: Deals {{#expr:{{Roman2Dec2|{{{2|I}}}}}}} to {{ #switch: {{lc:{{{2|I}}}}}
 * null||i|I = {{#expr:{{Roman2Dec2|{{{2|I}}}}}+5}}
 * default = {{#expr:{{Roman2Dec2|{{{2|I}}}}}*4}}
 * null||i|I = Passive: +1 insight bonus to armor class
 * iii|v|vii|ix|xi|xiii|xv|xvii|xix = Passive: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2+0.5}} insight bonus to armor class, +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2-0.5}} insight bonus to all saving throws
 * ii|iv|vi|viii|x|xii|xiv|xvi|xviii|xx = Passive: +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2}} insight bonus to armor class, +{{#expr:{{Roman2Dec2|{{{2|I}}}}}/2}} insight bonus to all saving throws}}

}} Saving Throws for 6 seconds. This effect sacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your {{#switch: {{lc:{{{1}}}}} }} combat feats is increased by {{#expr:{{Roman2Dec2|{{{2|I}}}}}*2}} }} Saving Throws for 6 seconds. This effect sacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your {{#switch: {{lc:{{{1}}}}} }} combat feats is increased by {{#expr:{{Roman2Dec2|{{{2|I}}}}}+5}} }} }} }}{{#vardefine:Dmg|{{ucfirst:{{{1}}}}}}}
 * sundering|dazing|stumbling = {{ #switch: {{lc:{{{1}}}}}
 * sundering|dazing|stumbling = {{Long popup|1={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}|2={{ucfirst:{{{1}}}}} {{uc:{{{2|I}}}}}: {{ #switch: {{lc:{{{2|I}}}}}
 * i|ii|iii|iv|v = On Hit: Your target suffers a -1 Penalty to {{#switch: {{lc:{{{1}}}}}
 * sundering = Fortitude
 * dazing   = Will
 * stumbling = Reflex
 * sundering = Sunder
 * dazing   = Stunningblow and Stunning Fist
 * stumbling = Trip
 * default = Invalid Entry
 * vi|vii|viii|ix|x|xi|xii|xiii = On Hit: Your target suffers a -1 Penalty to {{#switch: {{lc:{{{1}}}}}
 * sundering = Fortitude
 * dazing   = Will
 * stumbling = Reflex
 * default = Invalid Entry
 * sundering = Sunder
 * dazing   = Stunningblow and Stunning Fist
 * stumbling = Trip
 * default = Invalid Entry
 * default = Invalid Entry or Update to Template:Dmg Required

}}{{#ifeq:{{lc:{{NAMESPACE}}}}|item| }}
 * strengthsapping = {{Long popup|2=Strength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.|1=Strength Sapping}}{{#vardefine:Dmg|Strength Sapping}}
 * life-devouring|lifedevouring = {{Long popup|2=Life-Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, that enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will feel your power return, as though Greater Restoration were cast on you.|1=Life-Devouring}}{{#vardefine:Dmg|Life-Devouring}}
 * marksmanship = {{Long popup|2=Marksmanship: This item is enchanted to enhance your skill with ranged weapons. When using ranged weapons you gain +2 to your attack rolls and +1 to your damage. |1=Marksmanship}}{{#vardefine:Dmg|Marksmanship}}
 * blunttrauma = {{Long popup|2=Blunt Trauma: When rolling a 19 or 20 on a melee attack, your critical multiplier is increases by 1.|1=Blunt Trauma}}{{#vardefine:Dmg|Blunt Trauma}}
 * default= TEMPLATE:DMG; INVALID ENTRY or UPDATE to Template:Dmg REQUIRED