Quicksilver Pike Of Phasing, +1

Editors Note: In the Epic Legacy Campaign codex new rarities beyond legendary were introduced: extraordinary and mythic. These items are far too powerful for an ordinary game of 5th Edition, possessing extremely potent properties (or many weaker properties). While they may seem like just more-powerful items, their significance is easy to understand in the context of Epic Legacy. An extraordinary or mythic magic item is considered an Epic object and a source of Epic magical effects. Extraordinary items are still balanced around their rarity and are appropriate equipment for characters of 21st level or higher. However, some items take things even further: mythic items. Mythic rarity is for pieces of magical equipment whose power exceeds that of extraordinary items by any amount. Whenever an item’s rarity increase is +6 or greater, it is a mythic item. Mythic items are not intended to be balanced but allow a DM to build items of such power to make an Epic character’s jaw drop.


Quicksilver Pike of Phasing, +1

Weapon (pike), extraordinary (requires attunement)

This weapon is composed of magical silver mined on seven different planes and combined into a single alloy, it tempered on a demiplane. Every 24 hours it was transported through a magical portal, with each passage slowly distorting and warping its composition. Its tip is sharpened to a needle point, and its shaft spirals in a quadruple helix. The grip is bound in leather from an astral dreadnought, and its pommel faceted with a black pearl carved into the shape of an eye.

Enhancement. This pyke grants a +1 bonus to attack and damage rolls made with it.

Quicksilver. This weapon has the finesse property, and while you hold the weapon your movement does not provoke attacks of opportunity.

Phasing. This weapon can open magical portals, allowing you to make attacks against enemies from a safe distance. As a bonus action you can open a small magical entrance portal within 5 feet of you and another magical exit portal within 5 feet of an unoccupied space you can see within 60 feet. Both portals last until the end of your turn. If you are within 5 feet of the entrance portal, you can make attacks through it against any targets within reach of your weapon as though you were in the space occupied by your exit portal.


Ref: ELCC p40