This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Telekinetic
Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
Vertigo +6
This effect gives a +6 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
Paralyzing
Any creature struck by this weapon must succeed on a Difficulty Check 17 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Screaming
Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
Roaring
This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
Telekinetic
Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
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.
Upgradeable Item (Black Abbot)
This item could be upgraded if you found a Seal of the Black Abbot to combine it with. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with a Seal of the Black Abbot to upgrade the item to a more powerful form.
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