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.
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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