Speical Abilities For Weapons

 How to make a weapon with Special Abilities: 3.5 DnD Rules
Pick your weapon, we'll go with Rapier. It normally cost 20gp, but you want master craft which add 300 to the cost. Total so far 320gp. To add any Special Abilities the weapon needs to be magical. Initial cost of 2,000. Then you figure into the cost for the Abilities being added to the Weapon. Let take Keen. Keen has a price of +1 bonus.  that mean it's adds to the weapon bonus  on the chart below. Making the Rapier a +2 (for cost only), and you add in the weapon cost 320gp. Now we have a Magical Rapier +1 with Keen for a price is 8,320gp.

If you want to just magic up your weapon the bonus is the same, but you can only make a weapon with a magical bonus of +5. so for a +5 magical Rapier than it cost 50, 320gp.

When adding Special Abilities the weapon can only go up to a +10 bonus. So if I wanted to make a Magical Light Crossbow  with Keen (+1), Blood Seeking(+1), Exit wound(+2), Explosive (+3/Range). How much Magical Bonus can you add to it before the weapon Maxes out? It's +7 for Special Abilities, so you can only add +3 Magical Bonus on the Weapon making it maxed out. 
If there is no bonus in the cost of the item but a price, than that is the price to put ability onto weapon and it doesn't count in the Bonus calculation. 


Table
Weapon Bonus                 Base Price                              Weapon Bonus                     Base Price
+1                                        2000gp                                +6                                       72,000gp
+2                                        8,000gp                               +7                                        98,000gp
+3                                       18,000gp                              +8                                      128,000gp
+4                                        32,000gp                             +9                                       162,000gp
+5                                       50,000gp                              +10                                     200,000gp



BOOK OF EXALTED DEEDS (3.5)
BANISHING
Any extraplanar creature with 25 Hit Dice or fewer that is struck by the weapon must succeed on a DC 24 Will save or be banished back to its home plane. Spell resistance applies, and a creature so banished cannot return for at least 24 hours.
The wielder may choose to deactivate this special ability as a free action.
Bows, crossbows, and slings so crafted confer the banishing power upon their ammunition.
Strong abjuration; CL 13th; Craft Magic Arms and Armor, banishment; Price +3 bonus.

BLESSED
This replicates the effect of the bless weapon spell, but it is permanent and always in effect.
The weapon becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil
outsiders. Furthermore, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or vorpal weapon.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, bless weapon; Price +1 bonus.

ENFEEBLING
On a critical hit, this weapon deals 1d6+2 points of temporary Strength damage in addition to its regular damage. Spell resistance applies. Bows, crossbows, and slings so crafted confer the enfeebling power upon their ammunition.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, ray of enfeeblement; Price +1 bonus.

HEAVENLY BURST
On a successful critical hit against an evil creature, this weapon discharges a radiant burst that deals +3d6 points of damage to the target and blinds it for 1 round. A successful DC 14 Fortitude save negates the blindness. Bows, crossbows, and slings so crafted confer the heavenly burst power upon their ammunition. Every time this weapon discharges a radiant burst, the wielder takes 1d2 points of temporary Strength damage.
Faint evocation; CL 5th; Craft Magic Arms and Armor, Ayailla’s radiant burst, creator must be good; Price +2 bonus.

PARALYZING
Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end the effect; otherwise, the paralysis lasts 10 rounds. Spell resistance applies. Bows, crossbows, and slings so crafted confer the paralyzing power upon their ammunition.
Moderate enchantment; CL 10th; Craft Magic Arms and Armor, hold monster; Price +2 bonus.

RIGHTEOUS
This weapon acts as though it has the spell detect evil upon it. This enchantment is always active unless the wielder commands the weapon to deactivate (a free action). The wielder receives a +2 bonus on attack and damage rolls against any creature with a strong or overwhelming aura of evil (see the detect evil spell description in the Player’s  Handbook). Bows, crossbows, and slings so crafted confer the righteous power upon their ammunition.
Moderate divination and evocation; CL 7th; Craft Magic Arms and Armor, detect evil, holy smite, creator must be good; Price +4 bonus.

ROARING
This weapon unleashes a tremendous roar with each swing. Any evil creature struck by the roaring weapon must succeed on a DC 22 Will save or be shaken. A roaring weapon also deals +2d6 points of sonic damage on a successful critical hit. A roaring weapon cannot also have the thundering ability (see the Dungeon Master’s Guide), and vice versa.
Strong evocation; CL 15th; Craft Magic Arms and Armor, leonal’s roar, creator must be good; Price +3 bonus.

CHAMPIONS OF RUIN (3.5)
DOOMSTRIKE
The wielder of a doomstrike weapon can cleave into an enemy immediately upon sundering his weapon. Description: Doomstrike weapons have blades or heads coated in a thin layer of blue-black frost or rime. In addition, they tend to have sinister yet ornate designs worked into them. Activation: A melee weapon with the doomstrike ability only functions if its wielder has the Improved Sunder feat. Effect: After successfully sundering an enemy’s weapon, the wielder of a doomstrike weapon can cleave into the enemy, as though using the Cleave feat.
Aura/Caster Level: Faint evocation; CL 5th. Construction: Cleave, Craft Magic Arms and Armor, shatter, +4,000 gp, +320 XP, +8 days. Weight: —. Price: +1 bonus.

RAVENOUS
A ravenous weapon acquires a taste for the blood of those it wounds, dealing extra damage on subsequent attacks. Description: Ravenous weapons are adorned with teeth or fangs (real or engraved). They make terrible slurping and gnashing noises as they smash bones and carve through flesh. Activation: A melee weapon with the ravenous ability only functions if its wielder is evil and can make multiple attacks in a single round. Effect: When a ravenous weapon wounds a creature, it acquires a taste for that creature’s flesh and blood. Subsequent attacks made against the same creature during the same round deal an extra 2d6 points of damage (of the same type the weapon normally deals—bludgeoning, piercing, or slashing). For example, Xokarus the blackguard makes three attacks with his +1 ravenous greataxe, hitting Andril the paladin all three times. The first attack deals normal damage, while the second and third attacks each deal an extra 2d6 points of slashing damage.
Aura/Caster Level: Moderate necromancy; CL 9th. Construction: Craft Magic Arms and Armor, slay living, creator must be evil, +9,000 gp, +720 XP, +18 days. Weight: —. Price: +2 bonus.

SPLITTING
Any missile fired from a splitting weapon, or an arrow or bolt enchanted with the splitting ability, breaks into two identical missiles before striking the intended target. Description: V-shaped engravings adorn a splitting weapon or splitting ammunition. Activation: The splitting ability of a ranged weapon (must be a bow, crossbow, arrow, or bolt) only functions if its wielder has the Precise Shot feat. Effect: Any arrow or bolt fired from a splitting weapon magically splits into two missiles in mid-flight. Both missiles are identical, sharing the nonsplitting properties of the original missile; for example, a +1 splitting arrow splits into two +1 arrows in mid-flight. Both missiles strike the same target. Make a separate attack roll for each missile using the same attack bonus.
Aura/Caster Level: Moderate conjuration (creation); CL 7th. Construction: Craft Magic Arms and Armor, Precise Shot, arrowsplit, +9,000 gp, +720 XP, +18 days.Weight: —. Price: +3 bonus.

CHAMPIONS OF VALOR (3.5)
HOMELAND CHAMPION
This weapon ability invokes a mystical tie between the weapon and a particular country (determined at the time of creation). When the weapon is wielded by a character with the Defender of the Homeland feat (see page 28) whose homeland matches the weapon’s associated country and it is used against an evil creature within this homeland, its enhancement bonus increases by 2 and it deals an extra 2d6 points of damage. Bows, crossbows, and slings so crafted bestow the homeland champion quality upon their ammunition. A hit by the weapon bestows one negative level on any enemy of the weapon’s homeland. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Defender of the Homeland; Price +1 bonus.

SACRIFICIAL SMITING
Only melee weapons can have this special ability. Useable only by paladins or characters able to smite evil, this good-aligned weapon property allows the wielder to sacrifice some of her own vitality to gain extra uses of smite evil. By accepting one negative level, the wielder can use smite evil on a creature struck by the weapon even if the wielder has expended all her uses of smite evil for the day.
For example, Aelryndai Martyr-Sister is a 10th-level paladin with 14 Charisma; even though she has expended all of her own smite evil uses against her enemies today, she can call upon the power of her sacrificial smiting weapon, accept a negative level, and smite again to gain +2 on the attack roll and +9 on the damage roll (normally +10, but 1 lower because of the negative level). The wielder decides at the time of the attack whether to make the sacrifice, instantly applying the effect of the smite and the negative level to her attack roll and damage roll. The negative level gained by this sacrifice lasts for 24 hours, never results in actual level loss, and cannot be overcome in any way (including restoration spells). This weapon ability was devised by paladins of Ilmater, and weapons with this ability are sometimes called martyrsmite weapons.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, creator must be a paladin; Price +1 bonus.

CITY OF SPLENDORS WATERDEEP (3.5)
CORROSIVE
Upon command, a corrosive weapon becomes slick with a thick layer of acidic fluid (the wielder takes no damage from this effect). Corrosive weapons deal an extra 1d6 points of acid damage on a successful hit. Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition.
Moderate conjuration or evocation; CL 10th; Craft Magic Arms and Armor, acid fog, acid storm, Melf’s acid arrow, or storm of vengeance; Price +1 bonus.

HARMONIZING
This enchantment can only be placed on melee weapons. A harmonizing weapon accompanies its wielder in song if drawn, granting a +6 enhancement bonus on Perform checks that involve singing. Beginning on the second round of singing, the harmonizing weapon begins to sing alongside the wielder. If the wielder stops singing at any time after the second round, the weapon continues singing for a number of rounds equal to the wielder’s Charisma bonus or until sheathed. This extended singing is equivalent in effect to the wielder continuing to sing. For example, a bard with a 16 Charisma could start singing for 1 round to inspire courage in his allies. In the second round, his harmonizing weapon would join in. If the bard stopped singing in the third round, the harmonizing weapon would sing for up to 3 additional rounds, continuing to inspire courage in the bard’s allies. If the bard restarted his song any time before the end of the 6th round, the harmonizing weapon would continue to sing with him, uninterrupted. (Restarting the song in this manner does not count as another use of bardic music). If you start using another form of bardic music while your harmonizing weapon is maintaining a song, the weapon stops maintaining the first song and begins aiding the second.
Faint illusion; CL 5th; Craft Magic Arms and Armor, ghost sound; Price +1 bonus.

SHATTERMANTLE
A shattermantle weapon damages an opponent’s spell resistance. Each time the weapon strikes a foe with spell resistance, the value of that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the same round stack. For example, if the wielder succeeds on three attacks in the same round against the same foe with spell resistance, that foe’s spell resistance is reduced by 6 until the beginning of the wielder’s next turn. This weapon property does not grant the bearer the ability to determine how much spell resistance (if any) a target might have.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, Spell Penetration; Price +1 bonus.

SPELLSTRIKE
A spellstrike weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus as a bonus on his saving throws against spells and spell-like abilities. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect on saving throws lasts until his next turn. This bonus stacks with all other bonuses that benefit the wielder’s saving throws.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, resistance; Price +1 bonus.

SUNDERING
A sundering weapon deals an extra 1d6 points of damage on a successful sunder attempt. This property can only be added to a slashing or bludgeoning weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, shatter; Price +1 bonus.

CITYSCAPE (3.5)
ASSASSINATION
Price: +1 Caster Level: 7th Aura: Moderate; (DC 13) divination Activation: —
The striking surface of this weapon is jet black. Although it shows little sign of use, you cannot help but picture it covered in freshly spilled blood. An assassination weapon deals an extra 1d6 points of damage against a foe who is flat-footed or otherwise denied a Dexterity bonus to AC, or who is flanked. If the wielder deals sneak attack damage from other sources, such as levels in the rogue class, the extra damage stacks. In addition, the weapon seems to eagerly drink in poison. The wielder never risks poisoning herself when applying poison to an assassination weapon, and the save DC of any poison applied to the weapon increases by an amount equal to the weapon’s enhancement bonus. (Thus, a +1 assassination dagger increases the DC of any applied poison by 1, while a +3 assassination dagger increases the DC by 3).
Prerequisites: Craft Magic Arms and Armor, true strike, sneak attack +2d6. Cost to Create: Varies.

COMPLETE ADVENTURER (3.5)
DEADLY PRECISION
A deadly precision weapon deals an extra 2d6 points of damage when its wielder makes a successful sneak attack. This ability does not bestow the ability to make sneak attacks upon a user who does not already have it. Moderate transmutation; CL 12th; Craft Magic Arms and Armor, keen edge; Price +2 bonus.

SIZING
The wielder of a sizing weapon can change the weapon’s size category to any other size category as a standard action. Spellcasters who frequently polymorph themselves appreciate weapons with the sizing special ability.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, enlarge person, reduce person; Price +1 bonus.

COMPLETE ARCANE (3.5)
CLOUTING
A weapon enhanced by this property has the ability to drive its targets back.On a successful hit, the target of the attack must succeed on a DC 19 Fortitude save or be knocked back 10 feet (falling to the ground instead if such movement is impossible). If the first save fails, the target must succeed on another DC 19 Fortitude save or be stunned for 1 round.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, repulsion; Price +3 bonus.

MAGEBANE
Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better than normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, dispel magic; Price +1 bonus.

SKILLFUL
Highly prized by many arcane spellcasters, a skillful weapon can be wielded without penalty by a character not normally proficient with it. In addition, the wielder’s base attack bonus improves to a minimum of 3/4 his level (as a cleric of the same character level) when he attacks with a skillful weapon, though he gains no such bonus with any other weapon, even if a skillful weapon is wielded at the same time. The skillful special ability can be added only to melee weapons.
Moderate transmutation; CL 11th; Craft Magic Arms and Armor, Tenser’s transformation; Price +2 bonus.

COMPLETE WARRIOR (3.5)
BLOOD SEEKING
Weapons with the blood seeking ability often have strangelooking sights on them. Ammunition fired from blood seeking weapons flies around cover if necessary to strike a living creature, negating any bonus to Armor Class the target might have due to intervening cover. The shooter can even fire at a target with full cover, but she must know the target is there, there must be an unobstructed path for the ammunition to reach the target, and the target still has total concealment (and thus a 50% miss chance).
The blood seeking ability doesn’t function against plants, oozes, undead, and constructs.
Moderate divination; CL 9th; Craft Magic Arms and Armor, arcane eye; Price +1 bonus.

DEFLECTING
If you’re wielding a deflecting weapon of your size or one size larger, you can try to knock projectiles aimed at you out of the air. Once per round when you would normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flat-footed. Only melee weapons can have this ability.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.

DISARMING
This weapon ability functions differently depending on whether it’s applied to a melee weapon or a ranged weapon. If applied to a melee weapon, the disarming ability eliminates the opponent’s bonuses for both weapon size and two-handed weapons. If applied to a ranged weapon, the disarming ability makes possible a disarm attack; you can shoot a weapon out of someone’s hand. The relative weapon sizes don’t matter for a ranged disarm attempt, but the defender gains a +4 bonus for wielding a weapon in two hands.
Moderate transmutation; CL 11th; Craft Magic Arms and Armor, telekinesis; Price +2 bonus.

EXIT WOUND
Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The weapon or projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops. The exit wound ability can be applied to any ranged weapon; projectile weapons so enhanced bestow the ability on their ammunition.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, Melf’s acid arrow; Price +2 bonus.

EXPLOSIVE
Always slightly warm to the touch, weapons with the explosive ability deal extra damage to anyone near the intended target. Each successful hit with an explosive weapon deals 2d4 points of damage to all targets in a 5-foot burst (Reflex DC 15 half), including the original target. The explosive ability can be applied to any melee weapon (though the wielder may be subject to the extra damage) or ranged weapon. Projectile weapons so enhanced bestow the explosive ability on their ammunition.
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, shatter; Price +2 bonus (+3 bonus for ranged weapons).

KNOCKBACK
Knockback weapons often emit a low, almost inaudible hum when drawn. Whenever a knockback weapon hits its target, it initiates a bull rush attack in addition to dealing normal damage. To resolve the bull rush attempt, treat the projectile as a Medium creature with a +8 Strength bonus. The projectile doesn’t provoke an attack of opportunity, and it always tries to push the target as far back as possible. Only ranged weapons can have the knockback ability, and they bestow it on their ammunition.
Moderate evocation; CL 11th; Craft Magic Arms and Armor, Bigby’s forceful hand; Price +3 bonus.

LAST RESORT
A melee weapon (usually a dagger) with the last resort ability is particularly effective in a grapple. Its wielder doesn’t take the –4 penalty for attacking with a weapon while grappling, and the weapon deals an extra 1d6 points of damage in a grapple for every size category the target is bigger than the wielder. For example, a halfling armed with a +1 last resort dagger would deal an extra 2d6 points of damage when being grappled by an ogre.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price +1 bonus.

DROW OF THE UNDERDARK (3.5)
ACCURATE
Price:+1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) divination Activation: —
This weapon is finely balanced and made of exceptional materials. An accurate weapon helps its wielder correct his mistakes. When you miss, the weapon provides a +2 circumstance bonus on your next attack roll.
Prerequisite: Craft Magic Arms and Armor, true strike. Cost to Create: Varies.

LIGHT BURST
Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: —
Images of the sun are etched onto the surface of this weapon, and it feels warm to the touch. A light burst weapon explodes with dazzling light upon striking a successful critical hit. The light does not affect you (in case you have light sensitivity, light blindness, or some other vulnerability to light). The target of your critical hit is dazzled for 5 rounds. If it has a weakness to light, it suffers the effects of its weakness for 1 round as if it was in the presence of a daylight spell, and is dazzled for 5 rounds afterward. For example, if you wield a light burst weapon and score a critical hit against a drow, the drow is blinded for 1 round, and then dazzled for 5 rounds as normal. Projectile weapons bestow the light burst property upon their ammunition.
Prerequisite: Craft Magic Arms and Armor, daylight. Cost to Create: Varies.


SPARKLING
Price: +2 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: —
Gleaming specks of blue, purple, and red lie just below the weapon’s surface, reflecting oddly in the light. A sparkling weapon causes a target it strikes to erupt in pale multicolored flame, as if affected by the faerie fire spell. The flames last for 5 rounds. Multiple hits by sparkling weapons have no additional effect. Projectile weapons bestow the sparkling property upon their ammunition.
Prerequisite: Craft Magic Arms and Armor, faerie fire, creator must be drow. Cost to Create: Varies.

SPIDERKISSED
Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
Tracery suggestive of a spider’s web covers the entire surface of this weapon. When you confirm a critical hit with a spiderkissed weapon, the target must succeed on a DC 13 Reflex save or become entangled for 5 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition.
Prerequisite: Craft Magic Arms and Armor, web, drow. Cost to Create: Varies.

TOXIC
Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
When exposed to any light, this weapon gleams with an unhealthy ochre glow. When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one.
Prerequisite: Craft Magic Arms and Armor, gentle repose. Cost to Create: Varies.

VIRULENT
Price: +1 bonus Property: Melee weapon or ammunition Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: —
Oozing pits mar the surface of this weapon. When you apply contact or injury poison to a virulent weapon, the poison becomes fast acting. Targets struck by a virulent weapon must make the saving throw to resist secondary damage 5 rounds after the initial damage instead of the customary 1 minute.
Prerequisite: Craft Magic Arms and Armor, poison. Cost to Create: Varies.

DUNGEON MASTER’S GUIDE 1 3.5 (3.5)
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 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.

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 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Price +2 bonus.

BANE
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table.

BRILLIANT ENERGY
A brilliant energy weapon has its significant portion—such as its blade, axe head, or arrowhead—transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply). A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.

DANCING
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items (such as the sunder action or a heat metal spell). While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.

DEFENDING
A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.

DISRUPTION
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll).
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.



DISTANCE
This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.

FLAMING
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

FLAMING BURST
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.

FROST
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.

GHOST TOUCH
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons). The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.

HOLY
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 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.

ICY BURST
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.

KEEN
This ability doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19–20), the keen longsword scores a threat on a 17–20. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll). This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.

KI FOCUS
The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.

MERCIFUL
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.

MIGHTY CLEAVING
A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.

RETURNING
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.

SEEKING
Only ranged weapons can have the seeking ability.The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby).
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.

SHOCK
Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.

SHOCKING BURST
A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.

SPEED
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell).
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.

SPELL STORING
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action). Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally). Inflict serious wounds, contagion, blindness, and hold person are all common choices for the stored spell. Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

THUNDERING
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.

THROWING
This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.

UNHOLY
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 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.

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 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

VORPAL
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads.Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. The DM may have to make judgment calls about this sword’s effect. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll).
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.

WOUNDING
A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, Mordenkainen’s sword; Price +2 bonus.

DUNGEON MASTER’S GUIDE 2 (3.5)
ACIDIC BURST
An acidic burst weapon is similar to a corrosive weapon (see page 256), except that it deals even more acid damage. When the wielder scores a critical hit with it, the weapon showers the opponent with slick acid that burns its flesh to the bone.
Description: An acidic burst weapon looks much like a corrosive weapon. Its surface is pitted and worn, although it remains as strong as any comparable magic weapon. Like a corrosive weapon, an acidic burst weapon is coated with a thick layer of burning acid that drips from its tip when the corrosive ability is active. Activation: Activating or deactivating the corrosive ability is a standard action. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit, with no action required on the part of the wielder.
Effect: At its most basic, an acidic burst weapon functions like a corrosive weapon. Once activated, this effect lasts as long as the wielder desires. In addition, an acidic burst weapon explodes with acid on a successful critical hit. The acid does not harm the wielder as long as she has the weapon in hand. In addition to the acid damage dealt by the corrosive ability, an acidic burst weapon deals extra acid damage on a successful critical hit. The amount depends on its critical multiplier, as follows. Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition.
Aura/Caster Level: Strong conjuration; CL 12th. Construction: Craft Magic Arms and Armor plus acid fog, acid storm, Melf’s acid arrow, or storm of vengeance. Price: +2 bonus.


AIR ELEMENTAL POWER [SYNERGY]
An air elemental power weapon allows its wielder to summon forth a powerful air elemental and communicate with it in its native language. This creature serves the wielder both in and out of combat.
Lore: Characters can gain the following pieces of information about the air elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The first air elemental power weapons were crafted several thousand years ago by the elf smith Limbuth Shadarrahn. Known for creating delicate weapons that used raw elemental air to great effect, he also imbued his items with devious and clever magic that mimicked the ephemeral and elusive nature of his favorite element.
DC 30: Though he was fond of the finesse with which air could be manipulated, Limbuth was also fascinated with the savage power it had. His first air elemental power creation was a composite longbow he called Quickstrike, which his apprentices later used as a model to create similar weapons.
Description: An air elemental power weapon has barely visible etchings of blowing clouds and eddying winds along its length. The hilt or grip resembles puffs of clouds, and the pommel or crest is set with a single clear diamond. An air elemental power weapon feels lighter than most comparable weapons. When used to summon an air elemental, it seems to become temporarily insubstantial, as though made of moving air.
Prerequisite: The air elemental power ability can be added only to a weapon that already has the shock ability or the shocking burst ability. Activation: The wielder of an air elemental power weapon can summon an elemental once per day as a standard action.
Effect: A weapon with this ability allows the wielder to summon a powerful air elemental ally. The exact kind of air elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder air elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. The elemental can be dismissed before its duration expires, but doing so wastes the unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Auran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle.
For example, an elemental summoned with an air elemental power weapon can cause a distraction using its whirlwind ability, carry the wielder and his allies through the air, or perform special combat maneuvers, such as the aid another action.
Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th (greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder).

BRUTAL SURGE
Brutal surge weapons deal crushing blows and occasionally imbue a strike with a blast of magical force that hurls the affected creature away from the wielder. Most wielders of brutal surge weapons are physically powerful warriors, but smaller, swifter characters find them useful for their ability to drive away a dangerous creature long enough to allow a quick escape.
Description: Weapons with the brutal surge ability are broader and thicker than normal versions, and they usually have darker coloring as well. For example, a brutal surge spear has a dark, nearly charred wooden haft and a head made of blackened iron. The heavy blades and shafts of these weapons enable them to deliver abnormally powerful blows.
Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action).
Effect: Once per day, upon a successful melee attack, the brutal surge weapon can initiate a bull rush attempt in addition to dealing its normal damage. The attempt does not provoke attacks of opportunity and is resolved using the wielder’s size, Strength, and other relevant characteristics. A character who wields a brutal surge weapon in two hands gains a +2 bonus on the bull rush attempt. If successful, the bull rush pushes the affected creature back the greatest possible distance allowed by the result of the opposed check, but the wielder does not move along with the target. Movement caused by this bull rush attempt provokes attacks of opportunity normally, except that it never allows the wielder of the brutal surge weapon an attack of opportunity against the affected creature. Only slashing and bludgeoning melee weapons can have the brutal surge ability.
Aura/Caster Level: Moderate evocation; CL 7th. Construction: Craft Magic Arms and Armor, Bigby’s forceful hand. Price: +2,000 gp.

CAUSTIC SURGE
A caustic surge weapon spews forth a deadly burst of acid for a short time each day. Caustic surge weapons are generally favored by characters who prefer to strike from hiding, or by those who make a practice of breaking into secured areas. The weapon’s ability to deliver damage quickly works well with the sneak attack ability, and the fact that acid quickly and quietly damages objects such as doors or locks can prove very useful to a stealthy cat burglar or a quickstriking thug. Description: Caustic surge weapons typically have a sickly green tint, and many are of unusual design. A bladed weapon with this property, for example, typically has an exotic wavy blade rather than a straight one. In addition, a caustic surge weapon bears a single green gem, such as an emerald. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder can cause the weapon to expel its acidic burst, which deals an extra 2d6 points of acid damage to the target. This acid does not harm the wielder. This ability is usable a number of times per day equal to the wielder’s Constitution bonus.
Aura/Caster Level: Moderate evocation; CL 5th. Construction: Craft Magic Arms and Armor, Melf’s acid arrow. Price: +2,000 gp.

CORROSIVE
A corrosive weapon harnesses the effects of acid, burning enemies with every blow. Description: The surface of a corrosive weapon looks dark and pitted, and the portion that deals damage to foes actually appears fragile, as if the first blow might break it. This appearance is deceptive, however, since the weapon is as strong as any other magic weapon. When activated, a corrosive weapon becomes slick with a thick layer of acidic fluid. Small drops fall from its surface to the ground, hissing as if in anticipation of combat. Activation: Activating or deactivating the corrosive ability is a standard action. Effect: A corrosive weapon deals an extra 1d6 points of acid damage on each successful hit. The wielder takes no damage from the corrosive properties of the acid coating the weapon. Once activated, the effect lasts as long as the wielder desires. Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition.
Aura/Caster Level: Moderate conjuration; CL 10th. Construction: Craft Magic Arms and Armor and acid fog, acid storm, Melf’s acid arrow, or storm of vengeance. Price: +1 bonus.

DEFENSIVE SURGE
Weapons with this special ability protect the wielder at crucial moments or during particularly desperate encounters. Description: Weapons with the defensive surge quality are thicker and heavier than normal versions. Regardless of their appearance, defensive surge weapons feel well balanced in the hands of any wielder. This trait does not allow a nonproficient wielder to use the weapon any better than he normally could, but anyone who handles the weapon knows that it’s special in some way. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: During any round in which the wielder uses the Combat Expertise feat or fights defensively, he can trigger the sword’s magic and gain an additional +2 bonus to Armor Class. During a round in which he takes the total defense option, he gains an additional +4 bonus to Armor Class. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate abjuration; CL 5th. Construction: Craft Magic Arms and Armor, shield. Price: +2,000 gp.

EARTH ELEMENTAL POWER
[SYNERGY]
Much like an air elemental power weapon, a weapon with this ability allows the wielder to call forth a powerful ally to aid him in battle. In this case, the ally takes the form of an earth elemental, which the wielder directs as desired.Lore: Characters can gain the following pieces of information about the earth elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The first earth elemental power weapon was designed by the dwarf weaponsmith Daergal Ebonforge, who wanted a weapon capable of calling forth a powerful ally in battle.
DC 30: Ebonforge based his work on, of all things, the work of the elf smith Limbuth Shadarrahn. Daergal’s first earth elemental power weapon, the mighty war hammer known as Thunderstone, has achieved nearlegendary status among some dwarf clans. It was lost nearly a thousand years ago when its last bearer was slain in a war against the drow, but dwarf adventurers are still mounting fruitless quests to locate it.
Description: Earth elemental power weapons are sturdily crafted, much like the elementals they summon. Even the most elegant one appears thicker of blade or haft than normal, and the weapon is decorated with earth like motifs. A single emerald is always set in the pommel or grip. An earth elemental power weapon gives its wielder an added feeling of stability. When it is used to summon an elemental ally, its surface seems to grow craggy and rocky, roiling as if an avalanche had spilled down its length.
Prerequisite: The earth elemental power ability can be added only to a weapon that already has the corrosive ability or the acidic burst ability (both described above). Activation: The wielder of an earth elemental power weapon can summon an earth elemental once per day as a standard action.
Effect: A weapon with this ability allows the wielder to summon a powerful earth elemental ally. The exact kind of earth elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder earth elementals.The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. The elemental can be dismissed before its duration expires, but doing so wastes any unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Terran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an earth elemental power weapon can break down a wall, perform reconnaissance using its earth glide ability, or perform special combat maneuvers, such as the aid another action.
Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th (greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus acid fog or Melf’s acid arrow plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder).

FIERCEBANE [SYNERGY]
A bane weapon with this ability deals even more devastating attacks against the designated creatures than usual.
Lore: Characters can gain the following pieces of information about the fiercebane ability by making Knowledge (history) or Knowledge (arcana) checks at the appropriate DCs, as given below.
DC 20: Few rangers acquire the skills needed to create magic items, but the gnome ranger Tir Hearthand had learned to hate orcs at an early age. Unsatisfied with normal orc bane weapons, he devoted the last half of his life to creating the ultimate weapon for slaying orcs.
DC 30: The first fiercebane weapon was an orc bane scimitar sized for a gnome and named Hearthand, after its creator. Tir Hearthand wielded this weapon for many years, and it eventually achieved a near-legendary status. Gnomes with an interest in weaponcraft now believe it to be a potent artifact capable of striking dead any orc that even sets eyes upon it. Hearthand is believed to have been lost in the dark hills near the long-dead orc kingdom where Tir Hearthand met his end.
Description: Carved into the pommel or handle of a fiercebane weapon is a single rune in the Gnome language that represents the foe the weapon is dedicated to slaying. When one of these weapons strikes its bane enemy, it begins to emit a low, eager hum that the wielder feels thrumming in her hand, as if the weapon were actually feeding off the lifeblood of its enemy. Energy pulses along the weapon in barely visible waves while it fights the foes it was intended to destroy. Activation: Like the bane special ability, the fiercebane ability is always active. The weapon must be wielded against the appropriate type of creature to provide its benefits.
Effect: A fiercebane weapon excels at attacking one type or subtype of creature. It gains all the benefits that a bane weapon has against its designated foe, plus a few more. A fiercebane weapon glows when its designated foe comes within 100 feet, even if the wielder cannot see or detect it. In addition, a fiercebane weapon deals extra damage on a successful critical hit. The amount depends on its critical multiplier, as follows. Bows, crossbows, and slings with this ability bestow the fiercebane ability upon their ammunition.
Aura/Caster Level: Strong conjuration; CL 12th. Construction: Craft Magic Arms and Armor, summon monster I. Price: +2 bonus.

FIRE ELEMENTAL POWER [SYNERGY]
A fire elemental power weapon allows its wielder to summon forth a powerful fire elemental and communicate with it in its native language. This creature serves the wielder both in and out of combat.
Lore: Characters can gain the following pieces of information about the fire elemental power ability by making Knowledge (history) or Knowledge (arcana) checks at the appropriate DCs, as given below.
DC 20: Revelh Gnockrian was a young half-elf apprenticed to the master elf weaponsmith Limbuth Shadarrahn, who made the first air elemental power weapon. A promising student, Revelh quickly decided that elements other than air could be harnessed in a similar fashion.
DC 30: Known among his fellow apprentices as Flametongue, both for his favorite sort of weapon and for the trouble his human temper could lead him into, Revelh began to experiment with flaming weapons. He was the first to discover that the processes used to create one sort of elemental power weapon could not be used to create another sort. So using new methods and techniques, he constructed the first fire elemental power weapon—a longsword called Scorch.
Description: A fire elemental power weapon is flashy and ostentatious compared with other weapons of the same basic type. Flames are etched into its blade or handle, and graven or molded flames figure prominently in other aspects of its design.  The pommel or crest is always set with a single ruby. A fire elemental power weapon seems to crackle when wielded. As it cuts through the air, the wielder hears the faint roar of flames and smells a hint of smoke. When used to summon a fire elemental, the weapon appears to become liquid flame, although it does not burn the wielder. Prerequisite: The fire elemental power ability can be added only to a weapon that already has the flaming ability or the flaming burst ability. Activation: The wielder of a fire elemental power weapon can summon a fire elemental once per day as a standard action.
Effect: A weapon with this ability allows the wielder to summon a powerful fire elemental ally. The exact kind of fire elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder fire elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. The elemental can be dismissed before its duration expires, but doing so wastes the unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Ignan language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with a fire elemental power weapon can burn through a door, set a field alight, or perform special combat maneuvers, such as the aid another action.
Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th (greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder).

FLAMING SURGE
A flaming surge weapon flares with dangerous bursts of flame at its wielder’s command, burning any creatures hit by its deadly fire. Description: Flaming surge weapons typically have wavy blades, or heads or points that resemble flames caught and held within solid metal forms. Its metal surfaces easily catch and reflect the light of any open flame and seem to move subtly with the fire. In addition, a flaming surge weapon is adorned with red or orange gems, such as rubies or amber, that flash like fire when the weapon is wielded. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder can cause the weapon to burst into flames, which deal an extra 2d6 points of fire damage to the target. This fire does not harm the wielder. This ability is usable a number of times per day equal to the wielder’s Constitution bonus.
Aura/Caster Level: Moderate evocation; CL 5th. Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball. Price: +2,000 gp.

HOLY SURGE
Holy surge weapons carry the power of pure good within them, and their wielders use this energy to deal extra damage to evil foes. While paladins and martially oriented clerics of good deities do prize these weapons, they tend to prefer the rare and coveted holy weapons. On the other hand, detectives, sentries, investigators, and other heroes who know how to drop a vulnerable foe with a few well-placed attacks find holy surge weapons extremely handy. Description: These blessed weapons combine graceful artistry with deadly function. Many are decorated with the holy symbols of good gods whose portfolios have martial aspects. Characters who serve gods of valor, honor, and the like craft these weapons for themselves and for others who share their values. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder of a holy surge weapon causes it to give off a burst of holy energy that deals an extra 2d6 points of holy damage to an evil foe. If used against a nonevil creature, it deals no additional damage, and that use of the ability is wasted. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate evocation; CL 11th. Construction: Craft Magic Arms and Armor plus holy smite or holy word. Price: +2,000 gp.

ICY SURGE
An icy surge weapon emits bursts of dangerous freezing cold at its wielder’s command, delivering a deadly magical chill to foes. Characters who wish to strike from hiding or with surprise covet such weapons. Although an icy surge weapon might prove less powerful in a long, drawn-out combat than one with the frost ability, any character who can fell a foe with a few well-placed sneak attacks profits from the weapon’s ability to deliver damage at a faster rate. Description: An icy surge weapon usually has a slender blade with a very subtle blue tint that grows more pronounced in areas with low ambient temperatures. In a tropical clime, an icy surge weapon looks almost normal, but in the midst of a frozen tundra or deep within an icy cave, it has a distinct pale blue sheen that seems to come from within the metal. Portions of the weapon made from wood or other nonmetallic materials do not display this blue tint. In addition, an icy surge weapon is adorned with sapphires or light blue diamonds. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder causes the weapon to emit a burst of deadly chill, which deals an extra 2d6 points of cold damage to the target. This cold aura does not harm the wielder. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate evocation; CL 5th. Construction: Craft Magic Arms and Armor plus chill metal or ice storm. Price: +2,000 gp.

ILLUSION BANE
This weapon special ability allows the wielder to pierce the veil of illusion surrounding her foes and see them as they truly are.Creatures with poor ability to resist insidious illusions tend to favor illusion bane weapons.
Lore: Characters can gain the following pieces of information about the illusion bane ability by making Gather Information checks at the appropriate DCs, as given below.
DC 20: A sect of the church of St. Cuthbert whose members despised illusions and those who used them originally created the illusion bane ability. An illusion bane weapon allows its wielder to destroy protective illusions.
DC 25: An illusion bane weapon functions much like the dispel magic spell, but only against illusion effects active on a creature struck by the weapon. Illusion bane weapons are characterized by simple black iron ornamentation along the handles or crosspieces.
Description: An illusion bane weapon strikes to the heart of the matter, dispelling illusions that protect creatures from harm.  As such, it is typically quite simple in design. Black iron and adamantine are favored materials for illusion bane weapons, and some symbology of St. Cuthbert is worked into the design as a form of homage to the original creators. Wielders of illusion bane weapons claim that they feel more focused than ever before in their quests and pursuits, as if the weapons help them see situations more clearly. This added focus is not a property of the weapon, but rather a side effect of the confidence that wielding such a weapon brings. When used to destroy an illusion, an illusion bane weapon shimmers with power in an effect reminiscent of heat waves, as if the weapon were burning away the magical energy of the illusory effect.
Activation: An illusion bane weapon can be activated upon striking a creature affected by illusion magic, or when touched to an illusion. Within these limitations, the wielder decides when to activate the illusion bane ability, which is usable only once per day. If it is used against a creature not under the influence of illusion magic, or against a perceived but not actual illusion, it has no effect, but the use is not wasted for the day.
Effect: The wielder of an illusion bane weapon has no miss chance with it against a creature affected by any illusion magic that normally provides one (such as blur or displacement), even if a magic item generates the effect. In addition, a successful hit with such a weapon allows the wielder to attempt an immediate dispel check (1d20+10) to dispel any illusion magic currently affecting the target— whether or not the blow deals any damage. This effect is a targeted dispel, but it functions only against illusion magic. Thus, the wielder makes a check for each illusion spell affecting the target. Alternatively, the wielder can attempt to dispel a single illusion by touching it with the illusion bane weapon. For example, touching a silent image spell (or an image generated by the mirror image spell) with the weapon subjects it to the dispel check immediately. A successful check dispels the illusion, so dispelling one mirror image ends the spell entirely for the target creature. Such a use of an illusion bane weapon still counts as a use of the weapon’s dispel ability.
Aura/Caster Level: Moderate abjuration and divination; CL 10th.Construction: Craft Magic Arms and Armor, true seeing, dispel magic. Price: +7,000 gp.

ILLUSION THEFT [SYNERGY]
An illusion theft weapon is similar to an illusion bane weapon, except that its propensity for disrupting illusions is matched by its ability to reproduce them. The wielder of such a weapon can transfer the power of beneficial illusions to himself.
Description: An illusion theft weapon looks much like an illusion bane weapon with its simple design and dark metal construction. The difference is that an illusion theft weapon always has a cut and polished piece of quartz set in the pommel or crest. When activated, an illusion theft weapon thrums with power that resembles heat waves. When used to activate a stored illusion, it shifts and jumps within the wielder’s grip, as if eager to unleash its power.
Prerequisite: The illusion theft ability can be added only to a weapon that already has the illusion bane special ability. Activation: The illusion bane special ability can be activated in the normal fashion.
Activating an illusion spell stored within the weapon (see below) takes a standard action. Once a stored illusion spell has been discharged, the wielder cannot activate the illusion theft ability until he has successfully dispelled another illusion, which is then stored within the weapon. Unlike a spell storing weapon, an illusion theft weapon need not actually strike a creature to activate the stored spell.
Effect: The first illusion spell that an illusion theft weapon successfully dispels (because of its illusion bane ability) is automatically stored within it. This ability functions like spell storing, except that the illusion theft weapon is not limited to storing a 3rd-level or lower spell. An illusion theft weapon can store only one spell at a time. A spell cannot be cast into the weapon; it can store only a spell that it has actually dispelled with a touch. The stored spell is preserved as originally cast in every way, except that its duration is effectively arrested at its most recent point. The wielder immediately becomes aware of its remaining duration as soon as it is stored, and he can activate it at any time. When the spell is activated, the duration begins passing again as if no time had passed.
Aura/Caster Level: Strong evocation (plus illusion if the weapon currently stores a spell); CL 17th. Construction: Craft Magic Arms and Armor, true seeing, dispel magic. Price: +3 bonus.

INCORPOREAL BINDING [SYNERGY]
Adventurers—particularly those who hunt undead—favor the ghost touch weapon special ability because it consistently allows a weapon to damage creatures that are mostly immune to physical attacks. However, ghost touch weapons are really valuable only to those who wield them directly. Realizing this drawback, a clever smith of long ago rationalized that a ghost touch weapon would be much more potent if it could extend some benefit to the wielder’s allies as well.
Description: An incorporeal binding weapon is always misty gray in color, even if the base material used in its construction has a distinct color of its own (such as adamantine). The weapon is simple in design, with no special frills or ornamentation. When an incorporeal binding weapon strikes an incorporeal creature, it temporarily anchors the target entity more firmly to the material world. In so doing, it emits a single pulse of gray energy and seems to slow for a fraction of a second while passing through the creature’s body. The wielder is aware of this slowing effect, but it doesn’t actually hamper his combat ability.
Prerequisite: The incorporeal binding ability can be added only to a weapon that already has the ghost touch special ability. Activation: The incorporeal binding ability activates automatically whenever the weapon strikes an incorporeal creature.
Effect: An incorporeal creature damaged by this weapon loses the benefit of its incorporeal miss chance (50%) for 1 round. It also does not benefit from its normal 50% chance to ignore damage from spells originating from a corporeal source. It does, however, retain all other benefits of incorporeality, including immunity to all nonmagical attack forms, the ability to pass through solid objects, and a deflection bonus to AC equal to its Charisma bonus (if any).
Aura/Caster Level: Moderate abjuration; CL 9th. Construction: Craft Magic Arms and Armor, plane shift, dimensional anchor. Price: +3 bonus.

LIGHTNING SURGE
A lighting surge weapon exudes a deadly spark at its wielder’s command, scorching its target with electrical energy. Like other surge weapons, it is an excellent choice for a character who likes to strike from hiding or finish off opponents with one or two well-placed attacks. Description: Lightning surge weapons occasionally crackle with tiny sparks of electrical energy, but they have no other physical traits that reflect their true nature. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder causes the weapon to emit a jolt of electrical energy, which deals an extra 2d6 points of electricity damage to the target. This electrical energy does not harm the wielder. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate evocation; CL 5th. Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt. Price: +2,000 gp.

SUDDEN STUNNING
Weapons with the sudden stunning ability can, to put it simply, knock their targets into next week. Description: A sudden stunning weapon is usually broad and heavy compared to other weapons of its kind. It displays a rough but solid craftsmanship that speaks of straightforward functionality. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder causes the weapon to emit a surge of magical energy. Unless the target succeeds on a Reflex save (DC 10 + ½ wielder’s level + wielder’s Cha modifier), it is stunned for 1d4+1 rounds. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate enchantment; CL 9th. Construction: Craft Magic Arms and Armor, hold monster. Price: +2,000 gp.

UNHOLY SURG
Unholy surge weapons carry the power of pure evil within them, and their wielders use this energy to deal extra damage to good foes. Blackguards, thugs, and other servants of evil prize these weapons for their insidious ability to deliver a significant amount of harm to a good creature with just a few blows. Description: These vile weapons usually have an abundance of menacing features—typically jagged spikes, skulls, and other macabre designs. Many are decorated with the holy symbols of evil gods whose portfolios have martial aspects. Characters who serve gods of murder, strife, and the like craft these weapons for themselves and for others who share their foul desires. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the definition of a swift action). Effect: On a successful melee attack, the wielder of an unholy surge weapon causes it to give off a burst of unholy energy that deals an extra 2d6 points of unholy damage to a good foe. If used against a nongood creature, it deals no additional damage, and that use of the ability is wasted. This ability is usable a number of times per day equal to the wielder’s Charisma bonus.
Aura/Caster Level: Moderate evocation; CL 11th. Construction: Craft Magic Arms and Armor plus unholy blight or unholy word. Price: +2,000 gp.

WATER ELEMENTAL POWER [SYNERGY]
Like other weapons of elemental power, a weapon with this ability allows the wielder to call forth a powerful ally to aid him in battle. In this case, the ally takes the form of a water elemental, which the wielder directs as desired.
Lore: Characters can gain the following pieces of information about the water elemental power ability by making Knowledge (arcana) or Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The half-elf weaponsmith Revelh Gnockrian did not cease his efforts to harness the elements into weapons with the creation of the first fire elemental weapon. Shortly thereafter, he turned his attention the flowing, rhythmic, yet still unpredictable element of water. Once again, he used new techniques that were especially suited to the element in question.
DC 30: The fact that Revelh had taken on a number of human apprentices over the years distanced him from the elven community he called home, and as his research progressed, both his business and his health suffered. Upon completing the first water elemental power weapon—a fierce spiked chain that he named Surge—he bequeathed it to his eldest son, then gasped his last breath.
Description: Water elemental power weapons look as if water were flowing along their surfaces, although they are as solid as any other weapons. Each weapon with this quality seems to have a faint blue cast, and the handle or grip is decorated with images of breaking waves. The pommel or crest is set with a single sapphire. When it is used to summon an elemental ally, the weapon’s surface seems to become pure water for just a moment, and the sound of surf fills the wielder’s ears. Prerequisite: The water elemental power ability can be added only to a weapon that already has the frost or icy burst special ability. Activation: The wielder of a water elemental power weapon can summon a water elemental once per day as a standard action.
Effect: A weapon with this ability allows the wielder to summon a powerful water elemental ally. The exact kind of water elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder water elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. The elemental can be dismissed before its duration expires, but doing so wastes any unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Aquan language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with a water elemental power weapon can suck enemies into a whirlpool, extinguish a flame, or perform special combat maneuvers, such as the aid another action.
Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th (greater), 17th (elder). Construction: Craft Magic Arms and Armor plus chill metal or ice storm plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder).

DUNGEONSCAPE (3.5)
SWARMSTRIKE
Standard weapons are not terribly effective at dealing with insect swarms, but a weapon that has the swarmstrike special ability is much more capable of killing the pests. Description: A swarmstrike weapon is slightly flexible so that you can swing it quickly enough to swat the insects that make up most swarms. Arrows or bolts that have this special ability are crafted with a wide, flat head that resembles a shovel. The ammunition splatters bugs on its leading edge as it passes through the swarm’s space. Activation: The swarmstrike ability activates automatically when you attack a creature of the swarm subtype. No other action on your part is required. Effect: When used to attack creatures of the swarm subtype, the weapon’s enhancement bonus increases by 2. Further, a swarmstrike weapon deals lethal damage against a creature of the swarm subtype, regardless of the size of the component creatures or the type of damage dealt by the weapon.
Aura/Caster Level: Moderate abjuration; CL 7th. Construction: Craft Magic Arms and Armor, repel vermin. Price: +1 bonus.

EXPANDED PSIONICS HANDBOOK (3.5)
BODYFEEDER
All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: Either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.
Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, claws of the vampire; Price +3 bonus.

COLLISION
Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.
Moderate metacreativity; ML 10th; Craft Psionic Arms and Armor, matter manipulation; Price +2 bonus.

COUP DE GRACE
Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.
Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic dominate; Price +5 bonus.

DISLOCATOR
The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1–100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.
Strong psychoportation; ML 12th; Craft Psionic Arms and Armor, psionic teleport; Price +3 bonus.

DISSIPATER
This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.
Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, dismiss ectoplasm; Price +1 bonus.

GREAT DISLOCATOR
The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence (such as the Astral Plane, the Plane of Shadow, or even the Abyss). If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.
Strong psychoportation; ML 12th; Craft Psionic Arms and Armor, psionic plane shift; Price +4 bonus.

LUCKY
A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.
Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, fate of one; Price +1 bonus.

MANIFESTER
This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the shield must be used for discrete
manifestations.
Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, knowledge of any 3rd-level power; Price +16,000 gp.

MINDCRUSHER
Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of
Wisdom damage.
Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, psychic vampire; Price +2 bonus.

MINDFEEDER
All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A mindfeeder weapon grants its wielder temporary power points equal to the total damage dealt by a successful critical hit. These temporary power points last for 10 minutes. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.
Strong psychometabolism; ML 15th; Craft Psionic Arms and Armor, psychic vampire; Price +3 bonus.

PARRYING
A parrying weapon perceives an instant into the future, and of its own accord resists melee and ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder’s Armor Class. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.
Faint clairsentience; ML 5th; Craft Psionic Arms and Armor, defensive precognition; Price +8,000 gp.

POWER STORING
A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action). Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally). Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.
Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level; Price +1 bonus.

PSIBANE
A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus (so a +1 psibane longsword has a +3 enhancement bonus against psionic foes). It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.
Strong clairsentience; ML 15th; Craft Psionic Arms and Armor, bend reality; Price +2 bonus.



PSYCHIC
A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.
Strong clairsentience; ML 17th; Craft Psionic Arms and Armor, reality revision; Price +35,000.

PSYCHOKINETIC
Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Moderate psychokinesis; ML 10th; Craft Psionic Arms and Armor, concussion blast; Price +1 bonus.

PSYCHOKINETIC BURST
This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d6 points of extra damage instead, and if the multiplier is ×4, add 3d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, concussion blast; Price +2 bonus.

SOULBREAKER
This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.
Strong telepathy; ML 12th; Craft Psionic Arms and Armor, mindwipe; Price +3 bonus.

SUNDERING
This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.
Faint metacreativity; ML 5th; Craft Psionic Arms and Armor, Great Sunder, metaphysical weapon; Price +1 bonus.

SUPPRESSION
An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power (see page 94). The wielder makes a power check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.
Moderate psychokinesis ML 10th; Craft Psionic Arms and Armor, dispel psionics; Price +2 bonus.

TELEPORTING
This ability can be imbedded only in weapons that can be thrown. (Reroll on Table 7–6: Psionic Ranged Weapon Special Abilities if this result is indicated for an inappropriate type of ranged weapon). A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.
Faint psychoportation; ML 5th; Craft Psionic Arms and Armor, psionic dimension door; Price +1 bonus.

FIEND FOLIO (3.5)
BLASPHEMOUS
Weapons with this property are a blight upon the world, and a paladin or good cleric who learns of one’s existence is duty-bound to work unceasingly toward its destruction. A blasphemous weapon is evilly aligned due to the fiendish spirit bound within it. Like an unholy weapon, it deals 2d6 points of bonus unholy (evil) damage against all of good alignment; on a critical hit this damage is increased to 2d10 and the weapon unleashes a limited blasphemy effect that targets only the creature hit. A blasphemous weapon bestows two negative levels on any good creature attempting to wield it. The negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Blasphemous bows, crossbows, and slings bestow the property upon their ammunition. Anathemas often equip their most powerful cultists with blasphemous scimitars and falchions.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, blasphemy, unholy blight, creator must be evil; Market Price: +4 bonus.

SICKENING
A sickening weapon functions as an unholy weapon that releases extra unholy power upon striking a successful critical hit against a good creature. The struck creature hit must make a successful Fortitude save (DC 16) or take a –2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks for 1d4 rounds. Lower-level yuan-ti cultists often wield sickening weapons.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: +3 bonus.

FIENDISH CODEX 2 (3.5)
CURSESPEWING
When this weapon deals damage, the victim must make a Will save (DC 15) or take a –4 morale penalty on attacks, saves, and ability and skill checks.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, bestow curse; Market Price: +1 bonus.

MAGEBANE
Against creatures with prepared spells or available spell slots to cast spells without preparation, or those with arcane spell-like abilities that are not all used up for the day, this weapon has an additional +2 bonus on attack and damage and does an additional 2d6 points of damage.

HEROES OF BATTLE (3.5)
CHARGEBREAKER
Only weapons that can be set to receive a charge (such as a spear) can have the chargebreaker special ability. Any charging creature struck by a chargebreaker weapon must succeed on a DC 14 Fortitude save or be knocked prone.
Faint evocation; CL 5th; Craft Magic Arms and Armor, daze monster; Price +1 bonus.

EXPLOSIVE
This property can be added only to ammunition. The ammunition explodes upon hitting its target, dealing 1d6 points of fire damage to the target. Each creature within 10 feet of the explosive projectile when it explodes also takes 1d6 points of fire damage (Reflex DC 14 negates).
Faint evocation; CL 5th; Craft Magic Arms and Armor, fireball; Price +2 bonus.

FURY
A weapon with this property deals an extra 1d6 points of damage when the wielder is raging.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, rage; Price +1 bonus.

RESOUNDING
Only melee weapons can have the resounding special ability.  A resounding weapon emits a deep, ringing chime each  time it successfully hits a target.  The sound carries over the din of battle, encouraging the wielder’s allies.  When the wielder of a resounding weapon hits a foe with the weapon, allies within 30 feet gain a +1 morale bonus on attack rolls and on saves against fear effects for 1 round.
Strong enchantment; CL 11th; Craft Magic Arms and Armor, bless; Price +1 bonus.

HEROES OF BATTLE (3.5): SIEGE ENGINES AND AMMUNITIONS
DISRUPTING
In addition to dealing its normal damage, a projectile from a disrupting siege weapon can destroy undead creatures within 60 feet of the impact. Treat this effect as if the projectile had performed a turning check as a 5th-level cleric (the projectile has no Charisma modifier). Undead that would be turned by the check are unaffected, but any undead that would be destroyed by the check are destroyed. Undead closest to the impact spot are affected first.
Moderate transmutation; CL 5th; Craft Magic Arms and Armor, ability to turn undead; Price +2 bonus.

NECROMANTIC
In addition to dealing its normal damage, a projectile from a necromantic siege weapon animates dead creatures within 60 feet of the impact spot, turning them into zombies for the next 10 rounds. A single necromantic projectile can create up to 20 HD of zombies. The undead created by a necromantic projectile are uncontrolled and will attack the nearest living creature.
Faint necromancy; CL 10th; Craft Magic Arms and Armor; animate legion; Price +3,000 gp.

SELF-LOADING
A self-loading siege weapon automatically winches the throwing arm back into firing position and loads the next projectile in line. This replaces the Strength check and Profession (siege engineer) check required to reload a weapon and reduces the time needed to load a siege weapon by one full-round action (to a minimum of one full-round action).
Strong transmutation; CL 11th; Craft Magic Arms and Armor; telekinesis; Price +2 bonus.

STARBURST
Stones fired from a starburst siege weapon explode above the ground, spraying the area below with a deadly shower of rock fragments. A stone fired from a starburst siege weapon deals piercing and slashing damage (equal to its normal damage) to all creatures within 20 feet of the impact square (Reflex DC 15 half).
Moderate abjuration; CL 7th; Craft Magic Arms and Armor; stone shape; Price +2 bonus.

SUBJUGATING
A subjugating weapon damages an opponent’s morale in addition to dealing physical damage. Any creature struck by a subjugating weapon must succeed on a DC 20 Will save or become shaken for 5 rounds. If the creature is already shaken, it instead becomes frightened. Multiple strikes by a subjugating weapon do not stack. This property is a mind-affecting fear effect.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, fear; Price +2 bonus.

STUNNING
This property can be added only to ammunition that deals bludgeoning damage, such as catapult stones. Any target hit by stunning ammunition is stunned for 1 round (Fortitude DC 13 negates).
Faint evocation; CL 5th; Craft Magic Arms and Armor, sound burst; Price +1 bonus.

LIBRIS MORTIS (3.5)
GHOST STRIKE
A ghost strike weapon deals damage normally against incorporeal creatures, regardless of its bonus, just as if it were a ghost touch weapon. In addition, a ghost strike weapon can deliver sneak attacks or critical hits to an incorporeal undead creature as if the creature were not undead. Only melee weapons can have the ghost strike ability.
Moderate conjuration; CL 11th; Craft Magic Arms and Armor, ghost touch weapon, undeath to death; Price +2 bonus.

PROFANE
Upon command, a profane weapon is sheathed in crackling black negative energy. A living creature who wields a profane weapon when it is so energized takes 1 point of Con damage each round he holds the weapon. The effect remains until another command is given. A profane weapon deals an extra 1d6 points of damage to living creatures (or 2d6 against good outsiders) on a successful hit. Bows, crossbows, and slings so crafted bestow the negative energy upon their ammunition. The weapon is also treated as being evil-aligned (for the purpose of overcoming damage reduction) when sheathed in negative energy.
Moderate conjuration; CL 7th; Craft Magic Arms andArmor, inflict light wounds; Price +1 bonus.

PROFANE BURST
A profane burst weapon functions as a profane weapon that also explodes with negative energy upon striking a successful critical hit. (This effect occurs even if the target is normally immune to critical hits). The negative energy burst also deals 1d4 points of Constitution damage to a living wielder. In addition to the extra damage from the profane ability (see above), a profane burst weapon deals an extra 1d10 points of damage to living creatures on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of damage instead, and if the multiplier is ×4, add an extra 3d10 points. (Double the bonus dice of damage against good outsiders). Bows, crossbows, and slings so crafted bestow the negative energy upon their ammunition. Even if the profane ability is not active, the weapon still deals its extra damage on a successful critical hit.
Strong conjuration; CL 12th; Craft Magic Arms and Armor, inflict critical wounds; Price +2 bonus.

SACRED
Upon command, a sacred weapon is sheathed in luminous positive energy. This energy does not harm the wielder unless it is undead, in which case it takes 1 point of Charisma damage per round it holds the weapon when it is so energized. The effect remains until another command is given. A sacred weapon deals an extra 1d6 points of damage to undead (or 2d6 against evil outsiders) on a successful hit. Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition. The weapon is also treated as being good-aligned (for the purpose of overcoming damage reduction) when sheathed in positive energy.
Moderate conjuration; CL 7th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.

SACRED BURST
A sacred burst weapon functions as a sacred weapon that also explodes with positive energy upon striking a successful critical hit. (This effect occurs even if the target is normally immune to critical hits). The positive energy burst does not harm the wielder unless it is undead, in which case it takes 1d4 points of Charisma damage each time the weapon bursts. In addition to the extra damage from the sacred ability (see above), a sacred burst weapon deals an extra 1d10 points of damage to undead on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of damage instead, and if the multiplier is ×4, add an extra 3d10 points. (Double the bonus dice of damage against evil outsiders). Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition. Even if the sacred ability is not active, the weapon still deals its extra damage on a successful critical hit.
Strong conjuration; CL 12th; Craft Magic Arms and Armor, cure critical wounds; Price +2 bonus.

NECROTIC FOCUS
The magic weapon serves as a channel for the wielder’s ability drain or energy drain supernatural ability, allowing the wielder to deal ability drain or bestow negative levels through the weapon as if attacking with its natural weapons. If a saving throw against the effect is allowed, add the weapon’s enhancement bonus to the save DC. Only melee weapons can have the necrotic focus ability.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, enervation, spectral hand; Price +3 bonus.

LORDS OF MADNESS (3.5)
MOUTHPICK
Although most beholders are content with the vast power afforded by their eye rays and antimagic cone, some revel in the act of melee combat and enjoy the sensation of crushing bone and cutting flesh. For these beholders, a mouthpick weapon is a valued treasure indeed. Mouthpick is a weapon quality that can be added to any melee weapon. The weapon must be of a size the beholder would normally use, or it takes a penalty for using an awkwardly sized weapon. Mouthpick weapons are of Large size. Only creatures with a natural bite attack can wield a mouthpick weapon. A mouthpick weapon looks similar to a normal weapon, but when a qualifying creature places the handle of the weapon in its mouth, the handle writhes and transforms into a shape that can be wielded easily in the creature’s jaws. The creature’s natural bite attack is now replaced by the weapon attack; if the creature has a sufficiently high base attack, it can even gain additional attacks with the mouthpick weapon. While wielded in a creature’s mouth, the weapon automatically grants the creature proficiency in its use. Recently, mouthpick weapons have begun to gain favor among other creatures that lack hands but have a natural bite attack. They are particularly useful to druids who wish to continue wielding their favorite weapon while in a wild shape form.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, fabricate; Price +1 bonus.

LOST EMPIRES OF FAERÛN (3.5)
POWERLEECH
The powerleech special ability can be added only to melee weapons. A weapon with this ability drains psychic energy from the creature struck and transfers it to the wielder, thereby producing the following effects.
• Any creature that has a psionic power point reserve loses 1 power point when struck with a powerleech weapon, just as if it had expended that amount to manifest a psionic power. The creature can regain the power point normally when it rests or by any other normal means of regaining power points.
• A wielder who has a power point reserve gains 1 power point upon striking a creature that has a power point reserve, psi-like abilities, or spell-like abilities that are described as psionic in origin. Power points gained by the use of a powerleech weapon can restore expended power points but cannot increase the wielder’s current power point score above its normal maximum. nothing from the strike, although he can still drain power points from creatures that do possess power point reserves. Powerleech weapons were popular among the bladelords of ancient Jhaamdath, many of whom were potent psychic warriors and psions.
Moderate psychometabolism; ML 6th; Craft Psionic Arms and Armor; Price +8,000 gp.


SENDING
A weapon with this ability transports any creature it strikes to a place of the wielder’s choosing on a roll of natural 20, followed by a successful roll to confirm the critical hit. The wielder must select the opponent’s destination as a free action when the confirmation roll is made. The selected location must be a place that the wielder has personally visited or seen, and it must be on the same plane as the wielder is at the time. If no location is indicated, the opponent is not transported. This ability otherwise functions like the teleport spell.
Strong conjuration; CL 17th; Craft Magic Arms and Armor, teleportation circle; Price +4 bonus.

MAGIC OF INCARNUM (3.5)
SOULBOUND WEAPON
A soulbound weapon allows its wearer to invest essentia to improve his ability to hit and deal damage. Description: Soulbound weapons have no special appearance except when essentia is invested in them, at which point they crackle with faintly visible blue sparks. Prerequisite: Anyone can wield a soulbound weapon, though only those with an essentia pool can take advantage of its full benefit.
Activation: Investing essentia in or reallocating essential invested in a soulbound weapon is part of the swift action required to invest or reallocate essentia. Effect: A soulbound weapon serves as a receptacle for the wearer’s essentia much like a soulmeld. Every point of essentia invested in the weapon increases its enhancement bonus on attack rolls and damage rolls by 1, up to a maximum of +5. Soulbound weapons have an essentia capacity. Lesser soulbound weapons have a maximum essential capacity of 2, while greater soulbound weapons have a maximum essentia capacity of 4.  The maximum value of essentia that can be invested in the weapon is equal to this capacity or the character’s normal essentia capacity (see Table 2–1: Essentia Capacity), whichever is less.
Chakra Bind: A soulbound weapon grants extra power if you bind it to your arms, brow, or hands chakra. Each day, you must choose one of the following benefits for which you qualify; you cannot change your decision until 24 hours have passed.
Arms: The wearer gains a +2 insight bonus on rolls made to confirm critical hits with the weapon.
Brow: Once per round, if you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Hands: You gain a +2 insight bonus on initiative checks while the weapon is held.
Aura and Caster Level: Moderate transmutation (lesser) or strong transmutation (greater); CL 6th (lesser) or 18th (greater).
Construction: Craft Magic Arms and Armor, magic weapon, essentia pool 2 (lesser) or 4 (greater). Weight: As normal for weapon. Price: +1 bonus (lesser) or +3 bonus (greater).

MINIATURES HANDBOOK (3.5)
DEADLY PRECISION
A weapon with this ability deals an extra 2d6 points of damage when its wielder makes a successful sneak attack. This ability does not bestow the ability to make sneak attacks upon a user who does not already have it.
Strong enchantment; CL 12th; Craft Magic Arms and Armor, keen edge; Price +2 bonus.

DOOM BURST
A cascade of blackness pours from this weapon when its wielder strikes true. On a successful critical hit, the weapon causes the victim to become shaken (no saving throw) for 5 minutes. This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the shaken effect if appropriate). A creature that is already shaken is not affected (aside from the critical hit damage).
Faint necromancy; CL 5th; Craft Magic Arms and Armor; doom; Price +1 bonus.

FEAR BURST
A horrific vision of impending death rises out of the weapon when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with cause fear (Will DC 11 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the fear effect if appropriate), but it does not affect creatures immune to mind-affecting spells.
Faint necromancy; CL 5th; Craft Magic Arms and Armor; cause fear; Price +1 bonus.

MAIMING
A weapon with this special ability twists and digs into the flesh of the creatures it strikes true. This weapon has a random multiplier for critical hits. If the weapon normally has a ×2 critical multiplier, roll 1d4 each time you successfully score a critical hit to determine your multiplier. For weapons with a ×3 multiplier, roll 1d6 to determine the new multiplier. For a ×4 multiplier, roll 1d8.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.

PARALYTIC BURST
A wave of green energy washes over the victim of this weapon when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with hold monster (Will DC 17 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the hold monster effect if appropriate).
Moderate enchantment; CL 9th; Craft Magic Arms and Armor, hold monster; Price +2 bonus.

PRISMATIC BURST
A multicolored beam of light plays over the victim of this weapon when its wielder strikes true. On a successful critical hit, the weapon strikes the target with a prismatic spray effect (save DC 20). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the prismatic spray effect if appropriate).
Strong evocation; CL 13th; Craft Magic Arms and Armor, prismatic spray; Price +3 bonus.

SLOW BURST
A chill aura numbs this weapon’s victim when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with a slow effect (Will DC 14 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the slow effect if appropriate).
Faint transmutation; CL 5th; Craft Magic Arms and Armor, slow; Price +1 bonus.

SONIC
Upon command, a sonic weapon is surrounded with waves of sound energy. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d4 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, sound burst; Price +1 bonus.

SONIC BURST
A sonic burst weapon functions as a sonic weapon that also explodes with sonic energy upon striking a successful critical hit. If the weapon normally has a ×2 critical multiplier, add an extra 1d8 points of sonic damage each time you successfully score a critical hit. For weapons with a ×3 multiplier, add 2d8 points of sonic damage; for a ×4 multiplier, add 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the extra damage if appropriate). Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor, sound burst; Price +2 bonus.

PLANAR HANDBOOK (3.5)
AQUAN
An aquan weapon is imbued with the water-dominant planar trait. This power grants the weapon the ability to overcome the damage reduction of any creature with the fire subtype (regardless of what the damage reduction normally specifies). It deals an extra 2d6 points of damage against creatures with the fire subtype. It bestows one negative level on any fire creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the aquan special ability upon their ammunition.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must be of the water subtype; Price +2 bonus.

AURAN
An auran weapon is imbued with the air-dominant planar trait. This power grants the weapon the ability to overcome the damage reduction of any creature with the earth subtype (regardless of what the damage reduction normally specifies). It deals an extra 2d6 points of damage against creatures with the earth subtype. It bestows one negative level on any earth creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the auran special ability upon their ammunition.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must be of the air subtype; Price +2 bonus.

CONSUMPTIVE
Upon command, a consumptive weapon is sheathed in light-sucking negative energy. The energy does not harm the wielder. The effect remains until another command is given. A consumptive weapon deals an extra 1d6 points of damage on a successful hit. Bows, crossbows, and slings so crafted bestow the energy upon their ammunition.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, enervation; Price +2 bonus.

CONSUMPTIVE BURST
A consumptive burst weapon functions as a consumptive weapon that also flares with excess negative energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra negative energy damage from the consumptive ability, a consumptive burst weapon bestows one negative level. Bows, crossbows, and slings so crafted bestow the effect upon their ammunition. Even if the consumptive ability is not active, the weapon still bestows one negative level on a successful critical hit.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, enervation; Price +3 bonus.

IGNAN
An ignan weapon is imbued with the fire-dominant planar trait. This power grants the weapon the ability to overcome the damage reduction of any creature with the water subtype (regardless of what the damage reduction normally specifies). It deals an extra 2d6 points of damage against creatures with the water subtype. It bestows one negative level on any water creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the ignan special ability upon their ammunition.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must be of the fire subtype; Price +2 bonus.

IMPEDANCE
An impedance weapon mimics the impeded magic planar trait. When the wielder strikes a creature that uses spells or spell like abilities, that creature’s ability to use its spells is impeded for 1d6 rounds. To cast an impeded spell or use an impeded spell-like ability, the creature must make a Spellcraft check, Intelligence check, or Charisma check (whatever is most beneficial to the creature) against a DC of 15 + the level of the spell. If the check fails, the spell does not function but is still lost as a prepared spell or a use of a spell-like ability. If the check succeeds, the spell functions normally.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, antimagic field; Price +3 bonus.

TERRAN
A terran weapon is imbued with the earth-dominant planar trait. This power grants the weapon the ability to overcome the damage reduction of any creature with the air subtype (regardless of what the damage reduction normally specifies). It deals an extra 2d6 points of damage against creatures with the air subtype. It bestows one negative level on any air creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the terran  power upon their ammunition.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, creator must be of the earth subtype; Price +2 bonus.

PLAYER’S GUIDE TO FAERÛN (3.5)
DISPELLING
Once per day as a free action, the wielder of a dispelling weapon can use a targeted dispel magic effect upon a creature the weapon strikes. The wielder can decide to use this power after the blow has landed, but the dispel magic must be used in the same round that the weapon strikes.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, dispel magic; Price 6,000 gp.

DISPELLING, GREATER
Three times per day as a free action, the wielder of a greater dispelling weapon can use a targeted greater dispel magic effect upon a creature the weapon strikes. The wielder can decide to use this power after the blow has landed, but the greater dispel magic must be used in the same round that the weapon strikes.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, greater dispel magic; Price 79,200 gp.

DOMINEERING
A creature hit by a domineering weapon must make a DC 16 Will save or become shaken.
Moderate enchantment; CL 11th; Craft Magic Arms and Armor, fear; Price +2 bonus.

DOOMWARDING
Weapons with this ability are sometimes bestowed on adventurers favored by the church of Tymora. Typically, each is created with 7 charges. The wielder can spend 1 charge on his turn (as a free action) to make an extra attack with the weapon. She can also use 1 charge at any time, but no more than once per round, to reroll any die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll.
Strong transmutation; CL 13th; Craft Magic Arms and Armor, limited wish; Price 38,500 gp; Cost 14,000 gp + 3,220XP.

SPELLBLADE
The wielder of a spellblade weapon is immune to a single spell chosen at the time the weapon is created. The selected spell must be one that is targeted against the wielder, not one that affects an area or creates an effect. When the wielder is next subjected to the chosen spell, the weapon absorbs it. On his next turn, he can opt to either let the spell drain harmlessly away or direct it at a new target as a free action.
Strong abjuration; CL 13th; Craft Magic Arms and Armor, spell turning; Price 6,000 gp.

SURE STRIKING
A sure striking weapon overcomes damage reduction as though it were aligned chaotic, evil, good, or lawful— whichever is most appropriate for the foe.
Moderate transmutation; CL 6th; Craft Magic Arms and Armor, align weapon; Price +1 bonus.

POWER OF FAERÛN (3.5)
SHADOWSCOURGE
A shadowscourge weapon excels at attacking creatures with ties to the Plane of Shadow. Such creatures include, but are not limited to, gloamings, krinth, malaugrym, nightshades, shadar-kai, shades, shadows, shadowswyfts, shadow asps, shadow dragons, shadow mastiffs, shadow spiders, shadurakul, and creatures with the shadow template. Against such foes, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so created bestow the shadowscourge quality upon their ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, daylight; Price +1 bonus.

RACES OF THE WILD (3.5)
BLURSTRIKE
On command (a free action), a weapon with this special ability fades partially from view, appearing as only a faint outline, though the wielder can see it normally. When used in an attack, an activated blurstrike weapon (along with its wielder’s hand and arm) appears as nothing
but an amorphous blur near the wielder’s body. The blurring effect prevents a foe from knowing exactly where the blow is aimed. The first attack made with a blurstrike weapon each round is made as if the target were flat-footed. Foes that don’t rely on sight for combat (such as creatures with the blindsight special quality) and creatures with the uncanny dodge class feature retain their Dexterity bonus and dodge bonuses to AC against the wielder’s attacks. A blurstrike weapon can remain blurry for up to 10 rounds a day. The duration of the effect need not be in consecutive rounds; deactivating the effect is also a free action. This property can be applied only to melee weapons.
Faint illusion; CL 3rd; Craft Magic Arms and Armor, blur or invisibility; Price +2 bonus.

HIDEAWAY
The races of the wild like to travel light. To help satisfy this desire, elf and halfling wizards have developed hideaway weapons, which can made to fold up simply by pressing a stud on a handle or haft. Hideaway weapons are easy to conceal when folded and not easily recognizable as weapons, making them very popular with rogues. When folded, a hideaway weapon collapses into a small cylinder small enough to fit comfortably in the wielder’s hand. Pressing a second stud unfolds the weapon, which always appears in the wielder’s hand, ready for use. Pressing the stud to fold or unfold the weapon is a free action. If you use the Sleight of Hand skill to conceal a folded hideaway weapon, you get a +2 circumstance bonus on your check. Since the folded weapon fits easily in your hand, you can attempt to conceal a weapon of any size.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, shrink item; Price +7,500 gp.

SANDSTORM (3.5)
DESICCATING
A desiccating weapon destroys the water in a living creature that it strikes. Upon command, it is surrounded by a glow like the desert sun, which does not harm the wielder. A desiccating weapon deals an extra 1d6 points of dessication damage (1d8 points against plants and elementals of the water subtype). Bows, crossbows, slings, and other projectile weapons so crafted bestow the desiccating effect on their ammunition.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, desiccate, wither, or horrid wilting; Price +2 bonus.

DESICCATING BURST
A desiccating burst weapon functions as a desiccating weapon that also explodes with a dehydrating blast upon striking a successful critical hit. The burst does not harm the wielder. In addition to the dessication damage from the desiccating ability (see above), a desiccating burst weapon deals an extra 1d10 points of dessication damage on a successful critical hit (2d8 points against plants and elementals of the water subtype). If the weapon’s critical multiplier is ×3, add an extra 2d10 points of dessication damage instead, and if the multiplier is ×4, add an extra 3d10 points of dessication damage (4d8 and 6d8 points, respectively, against plants and elementals of the water subtype). Bows, crossbows, slings, and other projectile weapons so crafted bestow the desiccating burst effect on their  ammunition. Even if the desiccating ability is not active, the weapon still deals its extra dessication damage on a successful critical hit.
Strong necromancy; CL 12th; Craft Magic Arms and Armor, desiccate, wither, or horrid wilting; Price +3 bonus.

DUSTSTORM
This special ability can be placed only on a melee weapon. Three times per day, the wielder of a duststorm weapon can use it to activate haboob, as the spell. The wielder has immunity to the effect. To cast the spell, the wielder must take a full-round action to swing the weapon about in circles, provoking attacks of opportunity.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor, freedom of breath and haboob; Price +3 bonus.

SERPENT KINGDOMS (3.5)
VIPER
Upon command, a viper weapon transforms its blade or lash into a viper one size category smaller than the wielder for which it is sized. For example, the blade of a greatsword sized for a Large character temporarily becomes a Medium viper, while the blade of a dagger sized for a Small character temporarily becomes a Tiny viper. The wielder of a viper weapon uses his own attack bonus or that of the viper, whichever is higher, when making an attack with the transformed weapon. The damage dealt is always equivalent to the base damage for the bite attack of the appropriate kind of viper, plus the weapon’s enhancement bonus and any other applicable modifiers. A successful attack also delivers the viper’s poison. When thus transformed, viper weapons are always treated as piercing weapons. This ability can be applied up to three times to a scourge, with each application converting one lash into a viper. When a viper scourge is used with an attack action, only one viper can attack; when it is used with a full attack action, all three can attack. Only bladed weapons (including daggers and swords), scourges (see FORGOTTEN REALMS Campaign Setting), and whips can become viper weapons. (If this special ability is rolled randomly for an inappropriate weapon, reroll). All weapons with this special ability are emerald-green in hue and covered in scales. A typical bladed viper weapon is crafted with a ringpommel that allows the bearer to hang it from a belt, tie it to his wrist for use in mounted combat, or lower it on a cord through trapdoors onto intruders below. (This last usage always employs the viper’s attack bonus for attacks).
Moderate conjuration; CL 6th; Craft Magic Arms and Armor, summon monster I (Small or smaller weapons), summon monster II (Medium weapons), or summon monster III (Larger or larger weapons); Price +1 bonus.

SHINING SOUTH (3.5)
ENERVATING
An enervating weapon is particularly insidious and favored by dark-hearted cultures such as that found in Dambrath or Veldorn. On a critical hit, a creature hit by an enervating weapon takes damage and also gains one negative level, and that creature dies if it has total negative levels equal to or exceeding its HD. Spell resistance applies. If the creature survives, any negative level bestowed by this weapon is removed after 13 hours. Undead struck by an enervating weapon take weapon damage normally, but they also gain 5 temporary hit points instead of a negative level. Bows, crossbows, and slings so crafted confer the enervating ability upon their ammunition.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation; Price +3 bonus.

EXHAUSTING
Any creature struck by an exhausting weapon must make a DC 14 Fortitude save or become fatigued for 5 minutes. Spell resistance applies. The ability has no effect on creatures that are already fatigued or those immune to fatigue. Bows, crossbows, and slings so crafted confer the exhausting ability upon their ammunition.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, ray of exhaustion; Price +1 bonus.

PARALYZING
On a successful critical hit, a paralyzing weapon renders any living creature immobile for 10 rounds unless it succeeds on DC 17 a Will save. Each round on its turn, the paralyzed creature gets a new saving throw to break the effect. Spell resistance applies. Creatures immune to mind-affecting magic are immune to this property. Bows, crossbows, and slings so crafted confer the paralyzing ability upon their ammunition.
Moderate enchantment; CL 10th; Craft Magic Arms and Armor, hold monster; Price +2 bonus.

RUSTING
A rusting weapon is never constructed of any iron parts, but must be built of wood, bone, stone, or other nonferrous materials. When it is employed, it can cause metal objects with which it comes into contact to quickly rust. A wearer of a ferrous armor or shield that is struck by a rusting weapon must make a DC 16 Fortitude saving throw or the item loses 1 point of armor bonus—shields are  struck first. Once an item loses its entire armor bonus, it falls to pieces, ruined. Bows, crossbows, and slings so crafted confer the rusting ability upon their ammunition.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, rusting grasp; Price +1 bonus.

WEAKENING
Weakening weapons deal 1 point of Strength damage in addition to their regular damage with each successful attack. Spell resistance applies. This weakness lasts for 10 minutes, and multiple strikes on the same creature are cumulative, but the creature’s Strength score cannot drop below 1 as a result of this ability. Bows, crossbows, and slings so crafted confer the weakening power upon their ammunition.
Moderate necromancy; CL 10th; Craft Magic Arms and Armor, ray of enfeeblement; Price +3 bonus.

STORMWRACK (3.5)
ACIDIC BURST
An acidic burst weapon functions as a corrosive weapon (see below) that also releases a burst of acid upon making a critical hit. The acid does not harm the wielder or the weapon. In addition to the extra acid damage from the corrosive special weapon ability, an acidic burst weapon deals an extra 1d10 points of acid damage on a critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of acid damage instead;. if the multiplier is ×4, add an extra 3d10 points of acid damage. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and acid fog or Melf’s acid arrow; Price +2 bonus.

AQUATIC
Weapons with this enhancement have a silvery-blue tinge, similar in sheen to the scales of certain fish. The wielder is treated as though he were under the effects of a freedom of movement spell for the purpose of using this
weapon while underwater; it negates the penalties that would otherwise apply from using the weapon underwater.
Moderate abjuration; CL 5th; Craft Magic Arms and Armors, freedom of movement; Price +1 bonus.

CORROSIVE
Upon command, a corrosive weapon becomes slick with a thick layer of acidic slime. The acid does not harm the wielder and does not wash away in water. The effect remains until a counter command is given. A corrosive weapon deals an extra 1d6 points of acid damage per hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and acid fog or Melf’s acid arrow; Price +1 bonus.

TOME OF BATTLE (3.5)
APTITUDE
The aptitude property lets a wielder apply his expertise with another type of weapon to the aptitude weapon. Thus, the master of a greatswords the also the master of any aptitude weapon. Description: Aptitude weapons have no special appearance. Prerequisite: Anyone can wield an aptitude weapon, but to gain any benefit from it, a wielder must have feats that are tied to the use of a particular weapon type. Activation: An aptitude weapon’s magic is worthless in the hands of someone who lacks the appropriate feats, but anyone with the right feats gains the weapon’s benefits just by wielding it. Effect: A wielder who has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater Weapon Focus, Weapon Specialization, or the like, can apply the benefits of those feats to any weapon that has the aptitude quality. In addition, if any of the wielder’s weapon use feats are specifically keyed to the aptitude weapon’s type, he gains a +1 bonus on attack and damage rolls.
Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, Weapon Focus (weapon being enchanted). Weight: As normal for the weapon. Price: +1 bonus.

MARTIAL DISCIPLINE
A martial discipline enhancement seems worthless in the hands of a wielder not initiated in the use of the discipline’s maneuvers, and even to someone with appropriate training, it might appear to be a weak substitute for more traditional enhancements. Yet when used in conjunction with a maneuver 1 ram the right discipline, the weapon seems to come alive in the wielder’s hands, seeking its target’s blood like a living predator.
Description: Martial discipline weapons need not possess any special appearance, but most magic item crafters decorate them with emblems and add special effects relating to their associated disciplines. For example, a +1 Shadow Hand siangham might have black hand emblems that appear on the blade when its wielder swings it. Or a +2 Iron Heart shocking bastard sword might crackle with electricity with even the smallest shift in position and spit a trail of sparks with every swing.
Prerequisite: Anyone can wield a martial discipline weapon, but its greatest benefits are reserved for a wielder who knows and uses maneuvers from the discipline to which the weapon is keyed.
Activation: A wielder who knows a maneuver from the appropriate discipline gains a small bonus on attack rolls, but to gain the true benefits of a martial discipline weapon, the wielder must use a maneuver from the correct discipline while attacking.
Effect: Each martial discipline weapon is keyed to a particular martial discipline. For someone who doesn’t know any maneuvers from that discipline, this property provides no benefit. But when the weapon is wielded by a martial adept who knows at least one maneuver from the associated discipline, the property provides a +1 bonus on attack rolls. And when the wielder is actually using a maneuver from the appropriate discipline, the bonus on attack rolls increases to +3. A martial discipline weapon can bear multiple martial discipline special abilities, as long as each is keyed to a different discipline. Thus, a martial adept could have a +1 Stone Dragon Shadow Hand greatsword. In the hands of someone who knows maneuvers from both disciplines, such a weapon would provide a +3 bonus on attack rolls. If the wielder were actually using maneuvers from both schools—for example, a Stone Dragon stance with a Shadow Hand strike—it would provide a +7 bonus on attack rolls. Most martial adepts use this extra bonus in conjunction with feats such as Combat Expertise and Power Attack, or with maneuvers that decrease their chances of hitting a foe in exchange for some other benefit.
Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, knowledge of a maneuver from the discipline to which the weapon is keyed. Weight: As normal for the weapon. Price: +1 bonus.

TOME OF MAGIC (3.5)
SHADOW STRIKING
Although mystery users are not normally martial combatants, they have developed the shadow striking weapon special ability to aid them and their companions in battle. A shadow striking weapon takes on the properties of a creature it hits, developing the ability to overcome damage reduction.
Description: A shadow striking weapon is an Un reflective jet black. It seems almost to ripple on occasion, like an object viewed under a thin layer of uneasy water. It is uncomfortably cold, but not painful, to the touch.
Prerequisite: The striking surface of a shadow striking weapon must be made of metal. Weapons that are made entirely of wood cannot be shadow striking. Bows, crossbows, and slings cannot benefit from the shadow striking ability, but metal ammunition can.
Activation: A shadow striking weapon automatically attunes itself to the target. When it strikes a target that has damage reduction, it adjusts itself to overcome the damage reduction of that creature.
Effect: Shadow striking weapons draw on the reflective nature of shadow to alter their nature and overcome damage reduction. A shadow striking weapon can adjust to emulate any alignment or substance required to overcome damage reduction. A shadow striking weapon’s attunement to a particular sort of damage reduction fades 1d4 minutes after the last time it made contact with the appropriate creature.
Aura/Caster Level: Moderate universal (shadow). CL 9th. Construction: Craft Magic Arms and Armor, creation of the weapon must take place on the Plane of Shadow.
Price: +3 bonus.

UNAPPROACHABLE EAST (3.5)
BERSERKER
A berserker weapon is valuable to barbarians and other creatures that can enter a rage. When the wielder is raging, the weapon’s enhancement bonus increases by +2. The vremyonni of Rashemen craft many axes and swords with this ability.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, divine power or rage; Market Price: +1 bonus.

DISEASED
Sometimes found in the hands of Talontar blightlords or minions of the most sinister Red Wizards, this foul weapon immediately infects the creature struck with disease—no incubation time is required. Any living creature struck must succeed at a Fortitude save (DC 12) or contract filth fever. This deals 1d3 points of temporary Dexterity damage and 1d3 points of temporary Constitution damage, and the subject continues to suffer from the effects of the disease until he recovers on his own or is cured through magical means. Multiple infections against the same target have no additional effect—the subject either has filth fever or he doesn’t.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, contagion; Market Price: +1 bonus.

DISMISSER
Created long ago by the warlords of Raumathar to deal with the infernal legions of Narfell, a dismisser weapon has a chance to blast an extraplanar creature back to its plane of origin with every hit. Any creature subject to a dismissal spell (including called or
summoned creatures, celestial or fiendish creatures, outsiders, and some elementals) struck in combat by this weapon must succeed at a Will save (DC 17) or be dismissed as by the spell. The subject adds a modifier to its saving throw equal to its Hit Dice –9. For example, a 6 HD succubus would save at a –3 penalty, while a 13 HD pit fiend saves at a +4 bonus.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, dismissal; Market Price: +3 bonus.

VALOROUS
A valorous weapon allows its wielder to make powerful charge attacks. When used in a charge, the valorous weapon deals double damage, much like a mounted warrior with the Spirited Charge feat. More than one doubling of damage increases the damage multiple by one per additional doubling, so double-double damage is triple damage, triple-double damage is quadruple damage, and so on.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, righteous might; Market Price: +1 bonus.

VAMPIRIC
Any living opponent struck by a vampiric weapon must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immediately added to the wielder’s current hit point total. Any hit points above the wielder’s maximum are treated as temporary hit points (multiple additions of temporary hit points don’t stack) and disappear after 1 hour.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, vampiric touch; Market Price: +2 bonus.

UNDERDARK (3.5)
BLINDSIGHTED
A blindsighted weapon constantly emits a susurrus of whispered notes (Listen DC 10). A wielder actively grasping the weapon gains blindsight to a range of 30 feet. This ability allows the wielder to see invisible creatures and objects, see through darkness, and ignore many forms of concealment, but it does not confer any special immunity to illusions or any special ability to find hidden objects. The weapon’s blindsight effect is canceled by silence spells and effects.
Moderate divination; CL 6th; Craft Magic Arms and Armor, see invisibility; Price 30,000 gp more than the weapon’s normal price.

BLOODTHIRSTY
A bloodthirsty weapon grants its wielder a +2 morale bonus on attack rolls so long as the blade is sated. To keep it sated, the wielder must use the weapon to kill a creature of at least 4 HD every 24 hours. When this blood price goes unpaid, the bonus on attack rolls is replaced by a –2 penalty. The bonus replaces the penalty again as soon as the wielder has slaked the weapon’s need to slay.
Moderate enchantment; CL 6th; Craft Magic Arms and Armor, rage; Price +1 bonus.



DROWCRAFT
Drowcraft weapons were once quite common, but they have fallen out of favor in some drow cities. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls, in addition to its normal enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonuses, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors) are still vulnerable to this effect, but a drowcraft weapon can be kept safe indefinitely inside a lead-lined case. A drowcraft weapon treated with darkoil (see Special Items, above) is immune to the effects of sunlight.
Strong evocation; CL 12th; Craft Magic Arms and Armor, drow, contingency, disintegrate; Price +1 bonus.

FINDER
A finder weapon helps its bearer navigate the pathless depths of the Underdark. Via silent warnings and hunches, it grants its wielder a +4 insight bonus on Search, Spot, and Survival checks made underground.
Moderate divination; CL 9th; Craft Magic Arms and Armor, divination; Price 4,800 gp more than the weapon’s normal price.

ILLITHID WROUGHT
Weapons with this ability are common enough within the confines of illithid-controlled areas, but they are little known outside the Lowerdark. Illithid wrought items sometimes seem to have minds of their own, moving and shifting almost imperceptibly, even when not being wielded. An illithid wrought weapon grants any wielder a +1 insight bonus on attack and damage rolls. This bonus rises to +2 for a psionic wielder.
Moderate divination; CL 8th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, psionic creature; Price +2 bonus.

METALLINE
The wielder can alter the composition of a metalline weapon from one kind of metal to another as a standard action. For instance, a metalline bastard sword can become an adamantine bastard sword or an iron bastard sword.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, polymorph any object; Price +2 bonus.

MORPHING
The wielder of a morphing weapon can reshape it into any other weapon of the same type (light, one-handed, or two handed) as a standard action. For instance, a morphing long sword could become a battle axe or a composite longbow. If a single weapon created with the morphing property becomes a double weapon, only one end of the double weapon has the weapon’s magical bonus. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon.  The properties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, polymorph any object; Price +1 bonus.

SIZING
The wielder of a sizing weapon can change its size category as a standard action. For example, a Small short sword can be changed into a Large short sword. Spellcasters who polymorph themselves frequently tend to appreciate weapons with the sizing property.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, enlarge person, reduce person; Price +1 bonus.

STALACTITE
This property is normally reserved for bladed weapons. A stalactite blade resembles a long, thin stalactite instead of standard blade.  This difference in appearance does not affect the weapon’s statistics in any way. A critical hit with a stalactite blade turns the target to stone (Fort DC 19 negates).
Strong transmutation; CL 12th; Craft Magic Arms and Armor, flesh to stone; Price +3 bonus.

TENTACLE
A tentacle weapon’s blade sprouts writhing, metallic tentacles around the striking edge. This difference in appearance does not affect the weapon’s statistics in any way. A tentacle blade that achieves a critical hit pulls forth the target creature’s brain, instantly killing it (Fort DC 21 negates). Constructs, elementals, oozes, plants, and undead are not affected by this property, and creatures with multiple heads are not instantly killed.
Strong necromancy; CL 15th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, mind flayer; Price +4 bonus (+3 bonus if added to an illithidwrought weapon).

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