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You cannot add additional values they are hardcoded. Best you can do is cast a custom spell (script) that does what you want which is a different item property, called On Hit: Cast Spell. See iprp_onhitspell.2da for details.

Engine Functionality

Firstly you can have multiple of these on one weapon, which can be incredibly powerful, and all will fire (if the % chance activates for them at the same time). They can overlap with a single On Hit: Cast Spell property.

Note unlike On Hit: Cast Spell they cannot be added to armor or shields to "reflect" on hit effects. Since On Hit: Cast Spell can this can be remedied by simply adding such effects there however.

Weapons with ammunition will use the ammunitions properties, eg; Arrows of Dispel Magic can work.

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IDOn Hit Sub PropertyChance To TriggerDCDurationEffects (think "mini spell script" with everything hardcoded)Notes
0Sleep

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save vs. Mind Spells

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_SLEEP applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectSleep
  • VFX: VFX_DUR_MIND_AFFECTING_NEGATIVE
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


1Stun

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save vs. Mind Spells

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectStun
  • VFX: VFX_DUR_MIND_AFFECTING_DISABLED
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


2Hold

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectParaylze
  • VFX: VFX_DUR_PARALYZED
  • VFX: VFX_DUR_HOLD
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.

Yes the save has no sub-type
3Confusion

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save vs. Mind Spells

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectConfused
  • VFX_DUR_MIND_AFFECTING_DISABLED
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


4n/a



Unused by the game here for reference only (possibly was Charm or Dominate, which is even more dumb then Sleep since hitting them again will cause them to lose it!)
5Daze

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save vs. Mind Spells

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectDazed
  • VFX: VFX_DUR_MIND_AFFECTING_DOMINATED
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.

Oddly uses VFX_DUR_MIND_AFFECTING_DOMINATED not DISABLED which probably is a small bug.
6Doom

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_DOOM applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectAttackDecrease(2, ATTACK_BONUS_MISC)
  • EffectDamageDecrease(2, DAMAGE_TYPE_PIERCING) (nb: this applies to any weapon damage, not just piercing weapons)
  • EffectSkillDecrease(SKILL_ALL_SKILLS, 2)
  • EffectSavingThrowDecrease(SAVING_THROW_ALL, 2)
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


7Fear

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save vs. Fear

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectFear
  • VFX: VFX_DUR_MIND_AFFECTING_FEAR
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


8Knock100% chanceItem Cost Parameter (iprp_onhitcost.2da) DC is used as per Effects columnn/a

Fires the spells.2da line 93, which is hardcoded (usually Knock).

Only fires if the target is locked placeable or door with a open DC of <= the DC on the item property.

The caster level in the script is set to 1. The DC is not passed through.

Can fire at the same time as a On Hit: Cast Spell property.

Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire.

9Slow

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_SLOW applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectSlow
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


10Lesser Dispel50% chanceIgnoredn/a

Fires the spells.2da line 94, which is hardcoded (usually Lesser Dispel).

The caster level in the script is set to 5 (hardcoded).

Can fire at the same time as a On Hit: Cast Spell property.

Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire.

11Dispel Magic50% chanceIgnoredn/a

Fires the spells.2da line 41, which is hardcoded (usually Dispel Magic).

The caster level in the script is set to 10 (hardcoded).

Can fire at the same time as a On Hit: Cast Spell property.

Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire.

12Greater Dispel50% chanceIgnoredn/a

Fires the spells.2da line 67, which is hardcoded (usually Greater Dispel).

The caster level in the script is set to 15 (hardcoded).

Can fire at the same time as a On Hit: Cast Spell property.

Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire.

13Mordenkainens Disjunction50% chanceIgnoredn/a

Fires the spells.2da line 122, which is hardcoded (usually Mordenkainens Disjunction).

The caster level in the script is set to 20 (hardcoded).

Can fire at the same time as a On Hit: Cast Spell property.

Is an unusual case of a spell.2da line being hardcoded into the engine. If spells.2da is altered this will still fire.

14Silence

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Will save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_SILENCE applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectSilence
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


15Deafness

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_BLIND_DEAF_M applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectDeaf
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


16Blindness

Parameter 1 (iprp_onhitdur.2da)

Default: 5% up to 75%

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save

Parameter 1 (iprp_onhitdur.2da)

Default: 5 rounds down to 1 round

VFX: VFX_IMP_BLIND_DEAF_M applied instantly to target.

Magical (caster level: last cast spell level) linked effect consisting of:

  • EffectBlind
  • VFX: VFX_DUR_CESSATE_NEGATIVE

Applied for the amount of rounds given.


17Level Drain50% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save vs. Negative

Permanent

VFX: VFX_IMP_REDUCE_ABILITY_SCORE applied instantly to target.

Extraordinary (caster level: last cast spell level) effect consisting of:

  • EffectNegativeLevel(1)

Applied permanently.

Monster version can drain more than 1 level and is supernatural.
18Ability Drain50% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save vs. Negative

Permanent

VFX: VFX_IMP_REDUCE_ABILITY_SCORE applied instantly to target.

Extraordinary (caster level: last cast spell level) effect consisting of:

  • EffectAbilityDecrease(Choice from item property, 1)

Applied permanently.

Monster version is supernatural.
19Poison50% chance

Item Cost Parameter (iprp_onhitcost.2da)

See EffectPoison for details.

Special

EffectPoison() with the given ability damage - 1d2 of any of the particular ability scores, 2 saves done - 1 instantly and 2nd after 60 seconds.

If ability scores are decreased it is a magical EffectAbilityDecrease applied.

Appears in GetEffectInteger as posion ID "2". More info: EffectPoison

Monster On Hit version applies a particular poison.2da one.
20Disease50% chanceSpecial: Dependent on disease chosen from disease.2daSpecial

EffectDisease() of the given poision disease type is applied.

See disease.2da for more info on diseases.
21Slay Racial Group50% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save vs. Death

InstantEffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH
22Slay Alignment50% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save vs. Death

InstantEffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH
23Slay Alignment Group50% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save vs. Death

InstantEffectDeath(FALSE, TRUE) applied with the instant VFX VFX_IMP_DEATH
24Vorpal100% chance if a critical

Item Cost Parameter (iprp_onhitcost.2da)

Reflex save

InstantEffectDeath(FALSE, TRUE) appliedNotably no VFX is run, and the saving throw isn't vs. Death (Which is more "death magic" really).
25Wounding100% chance

Item Cost Parameter (iprp_onhitcost.2da)

Fortitude Save

PermanentInternal Wounding effect draining 1 HP/round, the effect type isn't magical it's the same as Feat: Knockdown and others being "not of any type" (or subtype: 0)

Notably no VFX is run

Monster version doesn't use the saving throw it seems, and will apply variable amount of damage.

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