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Disorienting

Aura faint enchantment; CL 5th; Craft Magic Arms and Armor; confusion; Price +1 bonus.

DESCRIPTION

When a disorienting weapon successfully deals damages to a creature, that creature must make a Will save (DC 10 + ½ the wielder’s character level + the wielder’s Strength or Dexterity modifier), or the creature for 1d4 rounds suffers a -4 circumstance penalty to initiative checks, attack rolls, Acrobatics, Fly, Perception, and Swim checks. Also whenever the creature moves, it must roll 1d8 to randomly determine the actual direction traveled. If the save is successful your opponent is immune to this weapon’s disorienting special quality for 24 hours, but not its disorienting burst special quality if it possesses one. This is a mind-affecting curse effect.

Section 15: Copyright Notice

101 Magical Weapon Properties. Copyright 2010 Steven D. Russell. All rights reserved.