WEAPONS, Magical- Descriptions in Aertrea | World Anvil
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WEAPONS, Magical- Descriptions

weapons

 

ACIDIC BURST

[SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Standard (command) and — Synergy Prerequisite: Corrosive
The surface of this weapon is pitted and worn. An acidic burst weapon functions as a corrosive weapon.
In addition, the weapon automatically showers an opponent with acid upon a successful critical hit, dealing extra acid damage as set out on the table below. This acid does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal the extra 1d6 points of acid damage that comes from the corrosive property, the weapon still deals its extra acid damage on a successful critical hit.  


ADAPTIVE

+1,000 GP AURA faint transmutation CL 1st WEIGHT —
This ability can only be placed on composite bows. An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired.
CONSTRUCTION REQUIREMENTS COST +500 GP Craft Magic Arms and Armor, warp wood


ADVANCING

+2 BONUS AURA faint transmutation CL 5th WEIGHT —
This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a –2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, feather step (Advanced Player’s Guide)


ANARCHIC

+2 BONUS AURA moderate evocation CL 7th WEIGHT —
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 to lawful foes.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, feather step (Advanced Player’s Guide)
 


ANCHORING

+2 BONUS AURA moderate transmutation CL 10th WEIGHT —
This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 eet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, levitate


AQUAN

Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: —
Water constantly drips from the tip of this blue-green weapon. Its grip is inlaid with mother-of-pearl in a wavelike design. An aquan weapon automatically overcomes the damage reduction of any creature that has the fire subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures.
An aquan weapon also bestows one negative level on any creature that has the fire subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer held. 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. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, water subtype. Cost to Create: Varies.


AQUATIC

Price: +2,000 gp Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: —
This weapon has a silvery-blue tinge, like the sheen of white scales in sunlight. While wielding an aquatic weapon, you do not incur any penalties that would otherwise apply to using the weapon underwater (DMG 92), as though you were affected by a freedom of movement spell.
Prerequisites: Craft Magic Arms and Armors, freedom of movement. Cost to Create: 1,000 gp, 80 XP, 2 days.


ARCANE MIGHT

Price: +1 bonus Property: Bows (not crossbows) Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: Swift (mental)
This elegant, supple bow has intricate runes carved along its length.
You can channel the energy of your arcane spells through this bow to make the arrows fired from it more damaging. As a swift action, you can sacrifice a pre- pared arcane spell from memory (or an unused spell slot if you are a spontaneous arcane caster). Doing so grants a bonus equal to the sacrificed spell’s level on the next damage roll you make with the bow that turn.
Prerequisites: Craft Magic Arms and Armor, greater magic weapon. Cost to Create: Varies.


AURAN

Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: —
Wind constantly whistles along the length of this white-enameled weapon. Its grip is inlaid with whorls of silver that resemble clouds. An auran weapon automatically overcomes the damage reduction of any creature that has the earth subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. An auran weapon also bestows one negative level on any creature that has the earth subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer held. 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.
Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, air subtype. Cost to Create: Varies.  

AXIOMATIC

+2 BONUS AURA moderate evocation CL 7th WEIGHT —
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.
CONSTRUCTION REQUIREMENTS COST +2 bonus, Craft Magic Arms and Armor, order’s wrath, creator must be lawful


BANE

+1 BONUS AURA moderate conjuration CL 8th WEIGHT —
A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon’s designated foe, roll on the following table. d% DESIGNATED FOE 01–05 Aberrations 06–09 Animals 10–16 Constructs 17–22 Dragons 23–27 Fey 28–60 Humanoids (pick one subtype) 61–65 Magical beasts 66–70 Monstrous humanoids 71–72 Oozes 73–88 Outsiders (pick one subtype) 89–90 Plants 91–98 Undead 99–100 Vermin
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, summon monster I


BANISHING

Price: +2 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: Free (command)
A barely visible bead of light slowly traces the outline of this weapon. When you strike an extraplanar creature of 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that crea- ture back to its home plane (Will DC 20 negates, HOUSE RULE: add your CHA to the DC). A creature so banished cannot return for at least 24 hours. A creature that succeeds on its save cannot be banished by the same weapon for 24 hours. If the creature struck has damage reduction that requires a particular weapon alignment or special material to overcome, increase the save DC by 2 for each such property shared by the weapon. For example, if you use a holy banishing cold iron weapon against a hezrou (damage reduction 10/good), the save DC would increase by 2, while against a marilith (damage reduction 10/ good and cold iron), the save DC would increase by 4.
The banishing property can be acti- vated three times per day. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, banishment. Cost to Create: Varies.


BERSERKER

Price: +1 bonus Property: Two-handed melee weapon Caster Level: 7th Aura: Moderate; (DC 18) enchantment Activation: —
Though tarnished and battered, this simple weapon is incredibly durable, the scars of a hundred battles marring its surface. In your hands, a berserker weapon deals an extra 1d8 points of damage on any successful attack while you are raging. Prerequisites: Craft Magic Arms and Armor, rage. Cost to Create: Varies.


BINDING

Price: +1 bonus Property: Weapon Caster Level: 10th Aura: Moderate; (DC 20) abjuration Activation: Swift (command)
This weapon has a length of chain looped decoratively around its grip or head. When you activate a binding weapon, the next successful attack you make with it before the end of your turn prevents the target from using any form of extradimensional travel, as the dimensional anchor spell.
The binding property functions two times per day, and the effect lasts for 10 minutes.
Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, dimensional anchor. Cost to Create: Varies.
 


BLESSED

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — and swift (command)
This weapon has a faint glow emanating from within it. A blessed weapon is treated as good- aligned for the purpose of overcoming damage reduction. This effect is continu- ous and requires no activation.
In addition, three times per day you can activate a blessed weapon to automatically confirm all critical threats against evil foes for 1 round (as if the weapon were affected by the bless weapon spell).
Other effects related to threatening or confirming critical hits (such as the keen edge spell or the vorpal weapon property) don’t confer an additional benefit on a weapon that has this property.
Prerequisites: Craft Magic Arms and Armor, bless weapon. Cost to Create: Varies.


BLINDSIGHTED

Price: +2 bonus Property: Weapon Caster Level: 6th Aura: Moderate; (DC 18) divination Activation: Standard (command)
The form of a screeching bat’s head adorns the end of this weapon, and images of wings and fluttering nocturnal forms run along its length. When activated, a blindsighted weapon emits a susurrus of whispered notes (Listen DC 10). While wielding the activated weapon, you gain blindsight out to 30 feet. This effect is negated by silence spells and effects. The blindsighted property functions three times per day, and the effect lasts for 1 minute.
Prerequisites: Craft Magic Arms and Armor, see invisibility. Cost to Create: Varies.  


BLOODFEEDING

Price: +1 bonus Property: Melee weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: — and free (command)
This weapon has a blood-red tint. Every time a bloodfeeding weapon deals damage to a living creature, it gains 1 “blood point,” which it can store for up to 1 hour. The weapon can store a maximum of 10 blood points. This effect is continu- ous and requires no activation.
When you deal damage to a creature while wielding a bloodfeeding weapon, you can activate the weapon to spend up to 5 stored blood points. Each blood point you spend in this way deals an extra 2 points of damage to that creature. The weapon doesn’t gain any blood points from a strike on which you use this ability.
Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: Varies.


BLOODSTONE

Price: +1 bonus Property: Melee weapon Caster Level: 10th Aura: Moderate; (DC 20) necromancy Activation: Free (command)
The blade of this weapon bears red crystals carefully inlaid in intricate designs. A bloodstone weapon can store and cast a vampiric touch spell against a creature it strikes, just as if it were a spell storing weapon (DMG 225). Any such spell cast from a bloodstone weapon is automati- cally empowered (as if by the Empower Spell feat). A bloodstone weapon can store no more than one such spell at any time, and it cannot store a spell other than vampiric touch.
Prerequisites: Craft Magic Arms and Armor, Empower Spell, vampiric touch. Cost to Create: Varies.


BLURSTRIKE

Price: +2 bonus Property: Melee weapon Caster Level: 6th Aura: Moderate; (DC 18) illusion Activation: Swift (command)
This weapon is semitransparent, almost as though it were glass, but it is obviously of sturdier make.
When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). When you attack, an activated blurstrike weapon (along with your hand and arm) appears to others as an amorphous blur, preventing a foe from knowing exactly where the blow is aimed. After you activate this property, your opponent is consid- ered flat-footed against the first attack you make with the blurstrike weapon in the round when you activate it. Creatures that don’t rely on sight for combat (such as those with the blindsight special quality) and creatures with uncanny dodge aren’t treated as flat-footed against this attack. The blurstrike property functions ten times per day.
Prerequisites: Craft Magic Arms and Armor, blur. Cost to Create: Varies. weapon


BODYFEEDER

Price: +3 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: —
Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat.
Whenever a bodyfeeder weapon you wield scores a successful critical hit against a living creature, you gain temporary hit points equal to half the damage dealt by the critical hit. These temporary hit points last for up to 1 minute and don’t stack with those from any other source, including additional critical hits with this weapon.
Prerequisites: Craft Magic Arms and Armor, vampiric touch or claws of the vam- pire (EPH 84). Cost to Create: Varies.
   


BRILLIANT ENERGY

+4 BONUS AURA strong transmutation CL 16th WEIGHT — A brilliant energy weapon has its significant portion 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 and shield 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, or objects.
CONSTRUCTION REQUIREMENTS COST +4 bonus Craft Magic Arms and Armor, gaseous form, continual flame


BRUTAL SURGE

Price: +1 bonus Property: Melee weapon Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Swift (command)
This weapon is broader, thicker, and darker in color than a normal weapon of its type. After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack in addition to dealing its normal damage. This attempt does not provoke attacks of opportunity and is resolved using your size, Strength, and other relevant characteristics. If you wield a brutal surge weapon in two hands, you gain a +2 bonus on the opposed Strength check.
If successful, the bull rush pushes the affected creature back the greatest possible distance allowed by the result of the opposed check, but you do not move along with the target. Movement caused by this bull rush attempt provokes attacks of opportunity from other crea- tures normally, but you cannot make an attack of opportunity against the affected creature.
The brutal surge property is usable a number of times per day equal to 1 + your Con bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.
Prerequisites: Craft Magic Arms and Armor, Bigby’s forceful hand. Cost to Create: Varies  

CALLED

+1 BONUS
AURA moderate conjuration CL 9th WEIGHT —
A called weapon can be teleported to the wielder’s hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature’s possession for at least 24 hours for this ability to function.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, teleport


 


CHANGELING

Price: +2,000 gp Property: Spear, shortspear, or longspear Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command)
This spear appears to be made entirely of a metal with a bright silver sheen, and the head is joined seamlessly to the haft. A changeling weapon allows you to choose its length and appearance each time you attack with it. Once per round, by speak- ing the appropriate command word, you can change the weapon into a spear, a shortspear, or a longspear sized appropri- ately for you. As part of the same action, you can make its haft and head appear to be composed of any wood, stone, metal, or combination thereof that you want, and add any decorative flourishes desired, though the spear’s actual composition does not change.
Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: 1,000 gp, 80 XP, 2 days.


CHARGEBREAKER

Price: +2500 gp Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: —
This weapon’s tip is rounded slightly, like that of a jousting lance. Any charging creature hit by a charge- breaker weapon must succeed on a DC 14 Fortitude save or be knocked prone. HOUSE RULE: Add your CHA to the DC. Prerequisites: Craft Magic Arms and Armor, daze monster. Cost to Create: Varies.


CHARGING

Price: +1 bonus Property: Melee weapon Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: —
The image of a heavily armored, mounted knight, leveling a ribbon-covered lance for a charge, adorns this weapon. When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge attack.
Prerequisites: Craft Magic Arms and Armor, Spirited Charge, keen edge. Cost to Create: Varies.


COLLISION

Price: +2 bonus Property: Weapon Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: —
This delicately balanced weapon settles into your grip as if you had wielded it for years. Its blue-gray hue shimmers as you heft the weapon.
A collision weapon temporarily increases its own mass at the end point of each swing or shot. When you wield such a weapon, you deal an extra 5 points of damage with each hit.
Projectile weapons bestow this property upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, weapon of impact (SC 237). Cost to Create: Varies.


CONSERVING

+1 BONUS AURA moderate conjuration CL 7th WEIGHT — This ability cannot be placed on firearms. Only projectile weapons can be made conserving. When the wielder   misses with a ranged attack, the fired ammunition teleports unharmed to its quiver, case, or pouch. If the ammunition in question would be destroyed for other reasons than merely being launched, such as an arrow that breaks apart in flight, this special ability does not function and the ammunition is destroyed as normal. Effects that block teleportation prevent this special ability from working. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, abundant ammunition (Ultimate Combat), dimension door  


CONSUMPTIVE

Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Standard (command)
This weapon is dark in color, and its blade or head is covered with menacing runes. When activated, a consumptive weapon is shrouded in negative energy that seems to draw light into it. The negative energy does not harm you as long as you have the weapon in hand. The effect persists until you speak a second command word. A weapon that has this property deals an extra 1d8 points of damage to any living creature on a successful hit.
Projectile weapons bestow this prop- erty upon their ammunition. Prerequisites: Craft Magic Arms and Armor, enervation. Cost to Create: Varies.  


CORROSIVE

+1 BONUS AURA moderate evocation CL 10th WEIGHT —
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, acid arrow

CORROSIVE BURST

+2 BONUS AURA moderate evocation CL 12th WEIGHT —
A corrosive burst weapon functions as a corrosive weapon that explodes with searing acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive special ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon’s critical modifier is �3, add an extra 2d10 points of acid damage instead, and if the modifier is �4, add an extra 3d10 points. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, acid arrow


COUNTERING

+1 BONUS AURA faint transmutation CL 5th WEIGHT —
A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder’s reach. Countering can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS COST +1 bonus Combat Reflexes, Craft Magic Arms and Armor, cat’s grace


COURAGEOUS

Cost: +2500 gp AURA faint enchantment CL 3rd WEIGHT —
This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus on saving throws against fear the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1).
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, heroism, remove fear


CRUEL

+1 BONUS AURA faint necromancy CL 5th WEIGHT —
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, cause fear, death knell


CURSESPEWING

Price: +3 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: —
Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple strikes aren’t cumulative with one another.
Prerequisites: Craft Magic Arms and Armor, bestow curse. Cost to Create: Varies.  


DANCING

+4 BONUS 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 activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares 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 activating character everywhere, whether she moves by physical or magical means. If the activating character 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. This special ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS COST +4 bonus Craft Magic Arms and Armor, animate objects


DEADLY

+1 BONUS AURA faint necromancy CL 5th WEIGHT —
This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, inflict light wounds  


DEADLY PRECISION

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This weapon looks more slender and elegant than others of its type. Its blade, point, or head glitters as though a thousand tiny facets were reflecting the ambient light.
A deadly precision weapon deals an extra 1d6 points of damage whenever you make a successful sneak attack or sudden strike (CAd 8) with it. The property grants no benefit if you don’t already have one of these class features, and its bonus doesn’t increase if you have both.
Prerequisites: Craft Magic Arms and Armor, keen edge. Cost to Create: Varies.  


DEFENDING

+1 BONUS AURA moderate abjuration CL 8th WEIGHT —
A defending weapon allows the wielder to transfer some or all of the weapon’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 bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, shield or shield of faith  


DEFENSIVE SURGE

Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Swift (command)
This weapon is thicker and heavier than a normal weapon of its type, but it feels well balanced. Its hilt or grip is set with a smoothly rounded topaz.
After a successful melee attack with a defensive surge weapon in any round in which you use the Combat Expertise feat or fight defensively, you can activate the weapon and gain an additional +2 bonus to Armor Class until the start of your next turn.
This ability is usable a number of times per day equal to 3 + your Int bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.    


DESICCATING

Price: +1 bonus Property: Weapon Caster Level: 8th Aura: Moderate; (DC 19) necromancy Activation: —
This weapon looks cracked and parched, as if it has spent decades baking in the desert sun. A desiccating weapon destroys the water in a living creature that it strikes, deal- ing an extra 1d4 points of damage (or an extra 1d8 points against plants and against elementals that have the water subtype). Projectile weapons bestow this property upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, desiccating bubble (SC 63). Cost to Create: Varies.    


DESICCATING BURST

[SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: — Synergy Prerequisite: Desiccating
All the moisture seems to have been sapped from this brittle, gray weapon, as if it’s been buried below shifting sands for centuries. A desiccating burst weapon functions as a desiccating weapon (see above).
In addition, the weapon explodes with a dehydrating blast on a successful criti- cal hit, dealing extra damage as set out in the table below. (This effect activates even if the target is not normally vulnerable to extra damage from critical hits.) The amount of damage is determined by the weapon’s critical muliplier and is doubled against plants and against elementals that have the water subtype. This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the desiccating property, the weapon still deals its extra damage on a successful critical hit.  


DESIGNATING, GREATER

+4 BONUS
AURA moderate enchantment CL 12th WEIGHT — This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.
CONSTRUCTION REQUIREMENTS COST +4 bonus Craft Magic Arms and Armor, instant enemy (Advanced Player’s Guide)  


Designating, Lesser

+2 BONUS AURA moderate enchantment CL 7th WEIGHT —
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, instant enemy (Advanced Player’s Guide)  


DISARMING

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Moderate; (DC 17) transmutation Activation: —
Several jutting prongs and ridges extend from this weapon. A disarming weapon grants you a +2 bonus on disarm attempts. In addition, opponents cannot disarm you of this weapon.
Prerequisites: Craft Magic Arms and Armor, bull’s strength. Cost to Create: Varies.  


DISLOCATOR

Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (mental)
Discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent.
When you activate a dislocator weapon, the next successful attack you make before the end of your turn causes your target to be teleported up to 10 feet in any direction you choose (Will DC 17 + CHA negates). You can’t teleport a target into an occupied space (such an attempt automatically fails and wastes the effect).
Projectile weapons bestow this prop- erty on their ammunition. A dislocator weapon functions three times per day.
Prerequisites: Craft Magic Arms and Armor, teleport. Cost to Create: Varies.  

DISLOCATOR, GREAT

[SYNERGY] Price: +1 bonus Synergy Prerequisite: Dislocator
Brilliant discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent coated in gold filigree. This property functions as a dislocator weapon (see above), except the target can be teleported up to 30 feet in any direction (Will DC 20 negates).
Prerequisites: Craft Magic Arms and Armor, greater teleport. Cost to Create: Varies.    


DISPELLING

+1 BONUS AURA strong abjuration CL 10th WEIGHT —
A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to any class abilities that include a dispel magic effect.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level


DISPELLING BURST

+2 BONUS AURA strong abjuration CL 12th WEIGHT —
A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher).
If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, greater dispel magic, creator must be a caster of at least 12th level
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed at a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon. CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, heal  


Disruption

Price +2 bonus; Aura strong conjuration; CL 14th; Weight –
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon. HOUSE RULE: add your CHA to the DC of this effect.
Craft Magic Arms and Armor; Spells heal; Cost +2 bonus.


DIVINE WRATH

Price: +1 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) evocation Activation: Swift (mental)
This weapon has a golden sheen, and its grip is imprinted with a hand holding a lightning bolt.
Divine wrath weapons are especially prized by paladins and clerics. Whenever you hold such a weapon in your hand, you can expend a channel energy attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).
Prerequisites: Craft Magic Arms and Armor, searing light, turn undead, good alignment. Cost to Create: Varies.  

DISTANCE

+1 BONUS
AURA moderate divination CL 6th WEIGHT — This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, clairaudience/clairvoyance


DOOM BURST

Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: —
This weapon is enveloped in a shroud of darkness. Whenever you score a critical hit with this weapon, a wave of blackness washes over the target, causing it to become shaken (no saving throw) for 5 rounds. This effect activates even if the creature struck is not normally subject to extra damage from criti- cal hits. This effect doesn’t stack with itself or with any other fear effects (it can’t render an already shaken creature frightened, for example).
Prerequisites: Craft Magic Arms and Armor, fear. Cost to Create: Varies.


DRAGONHUNTER

Price: +1 bonus Property: Projectile weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation, necromancy Activation: —
This weapon is carved from a dragon’s thigh- bone. The image of a dragon’s skeleton is inlaid in jet.
A creature of the dragon type that is hit by a projectile fi red from this weapon takes 1 point of Strength damage in addition to the normal damage from the weapon. In addition, the weapon’s critical multiplier increases by 1 if the target is a dragon. For example, a critical hit from a dragonhunter longbow has a ×4 damage multiplier (instead of the normal ×3) against a dragon, so such a creature would take four times normal damage (but still only 1 point of Strength damage) with a critical hit. Other effects related to threatening or confirming critical hits (such as keen edge or bless weapon spells) don’t function when placed on a weapon that has this property.
Prerequisites: Craft Magic Arms and Armor, keen edge, ray of enfeeblement. Cost to Create: Varies

DRAGON DOOM

Price: +1 bonus Property: Melee weapon Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (command)
This weapon is engraved with a severed dragon’s head. When wielding a dragondoom weapon, you can choose to deliver a smite attack against a Large or larger creature of the dragon type up to three times each day. For every size category of the dragon larger than Medium, the smite attack deals an extra 1d6 points of damage + CHA (+1d6 against a Large dragon, +2d6 against Huge, +3d6 against Gargantuan, and +4d6 against Colossal). You must declare the smite attack before you make your attack roll. If the attack misses (or the creature you strike is not of the dragon type), the smite is wasted.
Prerequisites: Craft Magic Arms and Armor, fell the greatest foe (SC 90). Cost to Create: Varies.  


DUELING

+14,000 GP AURA faint transmutation CL 5th WEIGHT —
This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.
CONSTRUCTION REQUIREMENTS COST +7,000 GP Craft Magic Arms and Armor, cat’s grace

ENDLESS AMMUNITION

+2 BONUS AURA moderate conjuration CL 9th WEIGHT —
Only bows and crossbows can be made into endless ammunition weapons. Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition.
If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, minor creation
 


EAGER

Price: +1 bonus Property: Melee weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: —
This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement.
An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies.


ENERGY AURA

Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) evocation Activation: Standard (command)
The surface of this weapon seems to gleam with ever-shifting colors. From time to time, it glows with heat, crackles with electricity, emits acrid-smelling fumes, or develops a rime of frost.
Once activated, each hit by this weapon deals an extra 1d6 points of damage of an energy type of your choice (acid, cold, electricity, or fi re, chosen when activated). This energy does not harm you, regardless of the type selected. The energy damage remains the same until you activate the weapon again.
Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, chill metal, flame blade, Melf’s acid arrow, shocking grasp. Cost to Create: Varies.


ENERGY SURGE

[SYNERGY] Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Swift (command) Synergy Prerequisite: Corrosive, flaming, frost, or shock The pommel of this weapon bears a single dia- mond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type (corrosive, flaming, frost, or shock).
In addition, on a successful melee attack with an energy surge weapon, you can command it to expel a blast of energy, of the same type as the prerequisite property, which deals an extra 3d6 points of damage to the target of the attack. The synergy prerequisite property need not be active to activate the energy surge property. This ability is usable a number of times per day equal to 1 + your Con bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.
A weapon can have this property more than once, but only once per synergy pre- requisite, and each activation only triggers one type of surge. For example, you could have a +1 corrosive surge flaming surge longsword, and each activation would deal either 3d6 points of acid damage or 3d6 points of fire damage.
Each diamond set into the pommel or haft of an energy surge weapon radi- ates a different color that corresponds to the energy damage dealt by the weapon: green (acid), blue (cold), yellow (electricity), or red (fire).
Prerequisites: Craft Magic Arms and Armor, spell for the prereq- uisite property. Cost to Create: Varies.


ENERVATING

Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: — This weapon looks worn and its blade has ruddy tinge, as though it has been stained with blood. Four blood-red rubies surround the weapon’s bronze pommel.
When you score a critical hit against a living creature with an enervating weapon, the weapon bestows one negative level on the target.
Assuming the subject survives, it regains lost levels after 1 hour. Usually, negative levels have a chance of perma- nently draining a victim’s levels, but the negative levels from the enervating prop- erty don’t last long enough to do so.
Prerequisites: Craft Magic Arms and Armor, enervation. Cost to Create: Varies.


ETHEREAL REAVER

Price: +2 bonus (House Ruled from +3) Property: Melee weapon Caster Level: 12th Aura: Strong; (DC 21) divination Activation: —
This weapon appears ghostly, but it is as solid and unforgiving as any other of its type. An ethereal reaver weapon functions as a ghost touch weapon (DMG 224). In addi- tion, such a weapon allows you to see invisible creatures as if you were subject to a see invisibility spell.
Prerequisites: Craft Magic Arms and Armor, see invisibility. Cost to Create: Varies.


EVERBRIGHT

Price: +2,000 gp Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) Flecks of marble and pearl shimmer across this weapon, set within images
of bursting stars and beaming suns. An everbright weapon can flash with a brilliant light twice per day at your com- mand. When it is activated, all creatures within 20 feet of you are blinded for 1 round (Reflex DC 14 negates + CHA). An everbright weapon is also immune to acid damage and rusting effects.
Prerequisites: Craft Magic Arms and Armor, searing light. Cost to Create: Varies.  


Flaming

+1 BONUS AURA moderate evocation CL 10th WEIGHT — Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor and fireball, flame blade, or flame strike  


FLAMING BURST

+2 BONUS
AURA strong evocation CL 12th WEIGHT — 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. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor and fireball, flame blade, or flame strike


FIERCEBANE

Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: — Synergy Prerequisite: Bane
Carved into the handle of this weapon is a single rune in the draconic language represent- ing the foe the weapon is dedicated to slaying. A fiercebane weapon excels at attacking one type or subtype of creature. It acts as a bane weapon against the creature type (and subtype, if relevant) to which its synergy prerequisite ability was at- tuned. Whenever it strikes its designated bane enemy, it begins to emit a low, eager hum, as if it were actually feeding off the victim’s life blood.
A fiercebane weapon glows when a designated foe comes within 60 feet, even if you cannot see or detect it. In addition, the weapon deals extra damage on every successful critical hit. The amount depends on its critical multiplier, as follows: Critical×2 +1d10, ×3 +2d10, ×4 +3d10, Projectile weapons bestow this property upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, summon monster I. Cost to Create: Varies.
   


FROST

  +1 BONUS AURA moderate evocation CL 8th WEIGHT —
Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, chill metal or ice storm  


Furious

+1 Bonus This special ability can only be placed on melee weapons. A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in her hand, even when she is not raging. This bonus is equal to the enhancement bonus of the weapon (and also includes the +2 if the wielder is raging).
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, rage


FURYBORN

+2 BONUS AURA moderate enchantment CL 7th WEIGHT —
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, rage


GHOST TOUCH

+1 BONUS AURA moderate conjuration CL 9th WEIGHT —
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it 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 both
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, plane shift  


GHOST STRIKE

[SYNERGY] Price: +1 bonus Property: Melee weapon Caster Level: 11th Aura: Moderate; (DC 20) conjuration Activation: — Synergy Prerequisite: Ghost touch
Fine tendrils of white smoke slowly rise from this weapon’s surface. A ghost strike weapon functions as a ghost touch weapon (DMG 224). In addition, sneak attacks and critical hits made with a ghost strike weapon against an undead creature affect it as if it were a living creature.
Prerequisites: Craft Magic Arms and Armor, undeath to death. Cost to Create: Varies.  


GLAMERED

+4,000 GP AURA moderate illusion CL 10th WEIGHT —
A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute.
CONSTRUCTION REQUIREMENTS COST +2,000 GP Craft Magic Arms and Armor, disguise self, magic aura  


GLORIOUS

+2 BONUS AURA moderate evocation CL 5th WEIGHT —
A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, and any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder’s next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder’s next turn (DC 14 + CHA Will negates if the weapon’s critical multiplier is greater than ×2, this blindness lasts 1 additional round per multiple over ×2. Only a melee weapon can have the glorious ability.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, blindness/deafness, daylight, flare


GRAYFLAME

+1 BONUS AURA moderate transmutation CL 6th WEIGHT —
This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides.
When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon’s extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction.
When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon’s extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, Channel Smite, align weapon  


GUARDIAN

+1 BONUS AURA moderate abjuration CL 8th WEIGHT —
This special ability can only be placed on melee weapons. A guardian weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws 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. The bonus on saving throws lasts until his next turn. Only the weapon’s own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws.
If a weapon has both the defending and guardian abilities, allocating a single point of enhancement bonus increases either AC or saving throws, but not both.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, resistance    


HARMONIZING

Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) illusion Activation: —; see text
A strange melody seems to emanate from within this weapon.
A harmonizing weapon accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. In addition, if you hold a harmonizing weapon when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action.
Prerequisites: Craft Magic Arms and Armor, ghost sound, bardic music. Cost to Create: Varies.

HEARTSEEKER

+1 BONUS AURA moderate necromancy CL 7th WEIGHT —
iThis special ability can only be placed on melee weapons. A heartseeker weapon is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, death knell  

HEAVENLY BURST

Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: —
This weapon emits a low hum that sounds distinctly like a chorus chanting slowly. On a critical hit against an evil creature, a heavenly burst weapon discharges a shower of radiance that deals 3d6 points of damage to the target and blinds it for 1 round. A successful DC 14 + CHA Fortitude save negates the blindness. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, holy smite. Cost to Create: Varies.

HIDEAWAY

Price: +2,000 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command)
Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness. When activated, a hideaway weapon folds up into a bundle two size catego- ries smaller than you, making it easy to conceal. You gain a +2 bonus on Sleight of Hand checks to conceal a hideaway weapon when it’s folded up (as if it were a dagger).
A second command word (also a swift action) causes the weapon to unfold to its normal shape.
Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: 1,000 gp, 80 XP, 2 days.  


HOLY

+2 BONUS AURA moderate evocation CL 7th WEIGHT —
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 creatures of evil alignment. It bestows one permanent 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 cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, holy smite, creator must be good  


HOLY SURGE

Price: +1 bonus Property: Melee weapon Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: — and swift (command) Synergy Prerequisite: Holy
This elegant weapon appears smooth and pristine. Characters who serve gods of valor, honor, and other lofty principles craft these weapons of pure goodness for themselves and others who share their values. A holy surge weapon functions as a holy weapon (DMG 225). This is a continuous effect and requires no activation.
In addition, on a successful melee attack with a holy surge weapon, you can command it to emit a burst of holy energy. Against an evil target, this burst deals an extra 3d6 points of damage. If used against a non-evil creature, it deals no additional damage, and that use of the property is wasted.
This ability is usable a number of times per day equal to 1 + your Cha bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.
Prerequisites: Craft Magic Arms and Armor, holy smite or holy word. Cost to Create: Varies.  


HUNTING

Price: +1 bonus Property: Weapon Caster Level: 6th Aura: Moderate; (DC 18) abjuration Activation: —
This weapon bears toothlike inscriptions across its surface. A hunting weapon increases your bonus on weapon damage rolls by 4 against your favored enemies (see the ranger class fea- ture; PH 47).
Prerequisites: Craft Magic Arms and Armor, greater magic fang.  


HUNTSMAN

+1 BONUS AURA moderate divination CL 7th WEIGHT —
A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, detect animals or plants  


ICY BURST

+2 BONUS AURA moderate evocation CL 10th WEIGHT —
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. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, chill metal or ice storm  

IGNITING

+2 BONUS AURA strong evocation CL 12th WEIGHT —
An igniting weapon functions as a flaming weapon that also causes the target to catch fire upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round on its turn to put out the fire. The flaming ability must be active for the weapon to set enemies on fire.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, flame blade, flame strike, or fireball  


ILLUMINATING

Price: +500 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: —
A sunburst set with topaz flecks gleams upon this weapon. When drawn, an illuminating weapon glows with pure white light, brightly illuminating a 20-foot-radius area and providing shadowy illumination for another 20 feet beyond that.
Prerequisites: Craft Magic Arms and Armor, light. Cost to Create: 250 gp, 20 XP, 1 day.


ILLUSION BANE

Price: +1 bonus Property: Weapon Caster Level: 10th Aura: Moderate; (DC 20) divination Activation: — and swift (command)
Worked into the grip of this weapon is an iron cross set in the center of two concentric circles.
Any attack with an illusion bane weapon ignores any miss chance created by an illusion effect (including effects that mimic illusions, such as a displacer beast’s dis- placement effect). However, you must still target the correct square when making an attack against a for that has total concealment. This is a continuous effect and requires no activation.
In addition, once per day you can activate an illusion bane weapon to destroy illusion effects. This ability can take one of two forms:
After hitting a creature, you can activate the weapon in the same round to make a dispel check (1d20+10) against each illu- sion spell currently affecting the target. This effect essentially acts as a targeted dispel magic spell, but it functions only against magic of the illusion school. You must make a separate check for each illu- sion spell affecting the target.
Alternatively, you can attempt to dispel illusion by speaking the appropriate command word. 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 against any part of the illusion dispels the whole effect, so dispelling one mirror image ends the spell entirely for the target creature. An illusion bane weapon functions much like the dispel magic spell, but only against illusion effects (Knowledge [arcana] DC 25).
Prerequisites: Craft Magic Arms and Armor, true seeing, dispel magi  


ILLUSION THEFT

Price: +2 bonus Property: Weapon Caster Level: 17th Aura: Strong; (DC 23) divination Activation: Standard (command) Synergy Prerequisite: Illusion bane
This dark metal weapon is crafted of black iron and adamantine worked into a simple design. Set into its pommel or grip is a cut and polished piece of quartz.
An illusion theft weapon functions as an illusion bane weapon (see above). In addition, such a weapon allows you to disrupt opponents’ illusions and trans- fer their protective qualities to yourself. The first illusion spell that this weapon dispels with its illusion bane property is automatically stored within it. This ability functions like the spell storing property (DMG 225), with the following exceptions.
  • It must be an illusion spell, but it neednot be 3rd level or lower.
  • A spell cannot be cast into the weapon;it can store only a spell that it has actually dispelled through the illusion baneability.
  • An illusion theft weapon need notactually strike a creature to activate thestored spell.
The stored spell is preserved as originally cast in every way, except that its duration is effectively arrested at the time you steal it. As soon as the spell is stored, you imme- diately become aware of its effect and its remaining duration, and you can activate it at any time. You can choose a different target to be affected by the stored spell if you so desire. When the spell is activated, the duration begins passing again as if no time had elapsed.
Once a stored illusion spell has been discharged, you cannot activate the weapon’s illusion theft property again until you have successfully dispelled another illusion (using the illusion bane property), which is then stored within the weapon.
Prerequisites: Craft Magic Arms and Armor, true seeing, dispel magic. Cost to Create: Varies.

IMPACT

Price: +1 bonus Property: Bludgeoning weapon Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: —
This weapon seems heavier than a typical weapon of its type, and its head and haft have a square design. An impact weapon has double the threat range of a normal weapon of its type. For example, an impact quarterstaff scores a threat on a roll of 19–20, and an impact heavy flail scores a threat on a roll of 17–20. This effect doesn’t stack with any other effect that expands a weapon’s criti- cal threat range.
Prerequisites: Craft Magic Arms and Armor, weapon of impact (SC 237). Cost to Create: Varies.  

IMPACTFUL

+2 BONUS AURA moderate transmutation CL 9th WEIGHT — This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one   size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, bull’s strength, lead blades (Advanced Player’s Guide), righteous might or giant form I Cost to Create: Varies.


IMPALING

Price: +1 bonus Property: Piercing melee weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command)
This weapon has a particularly sharp and slim point. Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. You must declare that you are using this property before making your attack roll. If the attack misses, the use is wasted.
Prerequisites: Craft Magic Arms and Armor, find the gap (SC 91). Cost to Create: Varies.
 


IMPERVIOUS

+3,000 GP AURA moderate transmutation CL 7th WEIGHT —
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus.
CONSTRUCTION REQUIREMENTS COST +1,500 GP Craft Magic Arms and Armor, fabricate, make whole  

INVIGORATING

+2 BONUS AURA faint enchantment CL 5th WEIGHT —
This special ability can only be placed on melee weapons. After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder’s next turn.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, good hope
 


KEEN

+1 BONUS AURA moderate transmutation CL 10th WEIGHT —
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, keen edge


KI FOCUS

  +1 BONUS AURA moderate transmutation CL 8th WEIGHT —
This special ability can be placed only on melee weapons. 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 ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat).
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, creator must be a monk

KI INTENSIFYING

+2 BONUS AURA strong transmutation CL 12th WEIGHT —
The weapon channels and amplifies the wielder’s ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk’s ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1).
After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver. Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, creator must be a monk  


KNOCKBACK

Price: +1 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Swift (command)
This weapon looks broader and thicker than a typical item of its type. A ram’s head with curl- ing horns decorates its head or hilt. Three times per day, you can activate this weapon and use it to drive your opponent back. The next time you hit a creature with the weapon before the end of your turn, the target must succeed on a DC 19 + CHA Fortitude save or be pushed back 5 feet. If the target can’t move back, this ability has no effect. The knockback property works only on creatures of your own size category or smaller.
Prerequisites: Craft Magic Arms and Armor, repulsion. Cost to Create: Varies.      

Lifesurge

Price +2 bonus; Aura moderate conjuration; CL 8th; Weight —
This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon’s enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon’s enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded.
In combat, the weapon’s critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4 the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.
Craft Magic Arms and Armor, Channel Smite, cure serious wounds, death ward, disrupt undead; Cost +2 bonus    


MAGEBANE

Price: +1 bonus Property: Weapon Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: —
The surface of this black iron weapon is inscribed with runes representing the ground- ing of energy, and its pommel or grip is set with three diamonds.
Weapons that have this property are feared by arcane spellcasters. Against any creature that can cast arcane spells or use invocations (CAr 7), a magebane weapon’s enhancement bonus is 2 higher than normal. (Thus, a +1 longsword with the magebane property becomes a +3 long- sword when wielded against such targets.) Furthermore, a magebane weapon deals an extra 2d6 points of damage against targets capable of casting arcane spells or using invocations.
Projectile weapons bestow this prop- erty upon their ammunition. Prerequisites: Craft Magic Arms and Armor, dispel magic. Cost to Create: Varies.


MAIMING

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This weapon has a twisted haft or grip and spikes along its blade, head, or point. A maiming weapon twists and digs into the flesh of its target, rending, tearing, smashing, and bruising it. Whenever you score a critical hit with this weapon, it deals an amount of extra damage depend- ing on its critical multiplier. Critical×2, +1d6, ×3 +2d6, ×4 +3d6
Prerequisites: Craft Magic Arms and Armor, keen edge. Cost to Create: Varies.

MANIFESTER

Price: +12,000 gp Property: Weapon Caster Level: 8th Aura: Moderate; (DC 19) divination Activation: Free (mental) Radiating inner power, this princely weapon settles and clarifies your thoughts. When manifesting a power, the bearer of this weapon can draw 5 power points from it. These points must be all be used on the same power, and that power cannot be imbued with power points from any other source. A manifester weapon functions once per day.
Prerequisites: Craft Magic Arms and Armor, any 3rd-level psionic power. Cost to Create: 6,000 gp, 480 XP, 12 days.      


MENACING

+1 BONUS AURA moderate illusion CL 10th WEIGHT —
This special ability can only be placed on melee weapons. A menacing weapon helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature. CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, phantasmal killer


MERCIFUL

+1 BONUS AURA faint conjuration CL 5th WEIGHT —
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, cure light wounds This special ability can only be placed on melee weapons.      

METALLINE

Price: +2 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command)
The color and texture of this weapon seem to shift with each passing moment. When you activate a metalline weapon, you can change its composition to ada- mantine, alchemical silver, cold iron, or ordinary steel.
Prerequisites: Craft Magic Arms and Armor, fabricate. Cost to Create: Varies.  


MIGHTY SMITING

Price: +1 bonus Property: Melee weapon Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: —
This weapon feels heavier than a normal weapon of its type. Inscribed on its surface is a message affirming its superiority over some category of creature. If you have a smite ability (smite, smite evil, smite shadowlands, or the like), you gain an extra +2 bonus on your smite attack rolls and damage rolls. In addi- tion, you gain one additional use of your smite ability each day while wielding this weapon. If you have more than one smite ability, you must choose which one gains the extra use.
A weapon of mighty smiting only grants one extra smite per day, regardless of how many characters wield it.
Prerequisites: Craft Magic Arms and Armor, divine power. Cost to Create: Varies.


NEGATING

+2 BONUS AURA moderate abjuration CL 5th WEIGHT —
A negating weapon briefly nullifies some forms of damage reduction when it damages a creature. Whenever a negating weapon damages a foe with DR/chaotic, DR/evil, DR/good, DR/lawful, or DR/magic, it reduces the value of that damage reduction by 5 points for 1 round. For example, a +1 negating lance hitting a creature with DR 10/good and lawful reduces the creature’s DR to 5/good and lawful. If the creature has a component to its damage reduction other than the alignment types listed above, that component is unaffected.
Thus, if the +1 negating lance above hits a demon with DR 10/good and cold iron, it would leave the demon with DR 10/cold iron and 5/good for 1 round. The effects of multiple negating weapons (or multiple hits from the same weapon) do not stack. This ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, dispel chaos, evil, good, or law    

MINDFEEDER

Price: +1 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) necromancy Activation: —
Composed of a flat, rough, slate-gray crystal, this weapon seems to absorb your thoughts. When you score a critical hit with a mind- feeder weapon, you gain 1 temporary power point for every 5 points of damage dealt by the critical hit. These temporary power points last for up to 1 minute. You gain power points even if the target has none. As with temporary hit points, tempo- rary power points do not stack with each other; they overlap. Thus, if the wielder of a mindfeeder weapon successfully scores a critical hit while still enjoying tempo- rary power points from a previous critical hit, the wielder gains only the higher of the two values: either her current number of temporary power points, or the new influx of temporary power points, which- ever is greater. Creatures immune to extra damage from critical hits do not trigger mindfeeder weapons.
Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, vampiric touch or psychic vampire Cost to Create: Varies.


MORPHING

Price: +1 bonus Property: Melee or thrown weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard
This weapon’s shape constantly flows and reforms in slightly different compositions. You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). For instance, a morph- ing greatsword could become a spear, greataxe, or dire flail.
If a single weapon created with the mor- phing property becomes a double weapon, only one end of the double weapon retains the weapon’s magical bonus, although the other end is masterwork. 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 proper- ties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon.
Prerequisites: Craft Magic Arms and Armor, fabricate. Cost to Create: Varies.


NECROTIC FOCUS

Price: +3 bonus Property: Melee weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: —
This weapon has a golden sheen and a series of black runes inlaid in jet along its length. Its pommel or grip is set with a black star sapphire.
A necrotic focus weapon serves as a chan- nel for your ability drain or energy drain supernatural ability. While wielding it, you deal ability drain or bestow negative levels through it as if attacking with your natural weapons. If a saving throw against the effect is allowed, add the weapon’s enhancement bonus to the save DC.
Prerequisites: Craft Magic Arms and Armor, enervation, spectral hand. Cost to Create: Varies.    


NIMBLE SHOT

+4 BONUS AURA moderate abjuration CL 11th WEIGHT — This special ability can only be placed on ranged weapons. A nimble shot weapon doesn’t provoke attacks of opportunity when fired.
CONSTRUCTION REQUIREMENTS COST +4 bonus Craft Magic Arms and Armor, bow spirit (Advanced Player’s Guide)


NULLIFYING

+3 BONUS AURA strong abjuration CL 12th WEIGHT —
This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature’s spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target’s spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon’s critical multiplier. Multiple hits from a nullification weapon stack.
CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, antimagic field


OMINOUS

+1 BONUS AURA faint evocation CL 5th WEIGHT —
This special ability can only be placed on melee weapons. An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 + CHA Will negates if the weapon’s critical multiplier is greater than ×2, this condition lasts 1 additional minute per multiple over ×2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, doom or scare  


Paralytic Burst

Price: +2 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: —
This weapon appears unusually straight and stiff. Set into the base of its blade or head is a smoothly polished piece of aventurine that seems to glow with an energy all its own. Whenever you score a critical hit with this weapon, a wave of green energy washes over the target, paralyzing it for 1 round (Will DC 17 + CHA negates). This effect activates even if the target is not normally subject to extra damage from critical hits.
Prerequisites: Craft Magic Arms and Armor, hold monster. Cost to Create: Varies.


PARALYZING

Price: +1 bonus Property: Melee weapon Caster Level: 10th Aura: Moderate; (DC 20) enchantment Activation: Swift (command)
This weapon bears a number of hard-to-see parallel striations near its handle. When a paralyzing weapon is activated, the next creature struck by the weapon must succeed on a DC 17 + CHA Will save or be paralyzed. Each round on its turn, the target can attempt a new saving throw to end the effect; otherwise, the paralysis lasts for 10 rounds. A paralyzing weapon functions once per day.
Prerequisites: Craft Magic Arms and Armor, hold monster. Cost to Create: Varies.  


PARRYING

Price: +1 bonus (House ruled from +2) Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) enchantment Activation: —
The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC. The weapon makes you so adept at parrying that it grants you a +1 insight bonus on saving throws. The bonuses are granted whenever you hold the weapon, even if you are fl at-footed.
Prerequisites: Craft Magic Arms and Armor, divine protection (SC 70) or defensive precognition (EPH 124). Cost to Create: Varies.      


PHASE LOCKING

+2 BONUS AURA moderate abjuration CL 7th WEIGHT —
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, dimensional anchor


PLANAR

+1 BONUS AURA moderate conjuration CL 9th WEIGHT —
A planar weapon is effective against all types of extradimensional beings, able to pierce their resistance to physical harm. When used to attack outsiders, a planar weapon ignores 5 points of their damage reduction.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, plane shift  


POWER STORING

Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Free (command)
This weapon is composed of a white, honeycomb substance of substantial weight. 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 manifest the power on that creature if you desire. Once the power is manifested, the weapon is empty, and a manifester can store any other targeted power of up to 5 power points into it. The weapon telepathically whispers to you 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.
Prerequisites: Craft Magic Arms and Armor, manifester level 12th. Cost to Create: Varies.


PRECISE

Price: +1 bonus Property: Ranged weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: —
This weapon has a carved peephole or sighting tube worked into its design, and its hilt is set with a faceted diamond.
You can shoot or throw a precise weapon at an opponent engaged in melee without incurring the standard –4 penalty. This benefit does not apply if you already have the Precise Shot feat.
Prerequisites: Craft Magic Arms and Armor, Precise Shot. Cost to Create: Varies.


Prismatic Burst

Price: +30,000 gp Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) evocation Activation: —
This smoothly polished weapon is set with a ruby, a fire opal, a yellow topaz, an emerald, a blue topaz, a sapphire, and an amethyst. Whenever you score a successful critical hit with this weapon, multicolored light springs from the gems and cascades along its blade or head, subjecting the target to a prismatic spray effect (save DC 20; see spell description, PH 264). This effect activates even if the target is not normally subject to extra damage from critical hits. Prerequisites: Craft Magic Arms and Armor, prismatic spray. Cost to Create: Varies.


Profane

Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 17) necromancy Activation: Standard (command)
This black iron weapon is decorated with a single silver skull. A runic phrase describing a vile act runs along its blade or haft. By speaking the appropriate command word, you can sheathe a profane weapon in crackling black negative energy. If you have no Constitution score, this energy does not harm you; otherwise you take 1 point of Constitution damage for each round that you hold the weapon while the effect is activated. This effect lasts until you speak another command word to end it.
While activated, a profane weapon deals an extra 1d6 points of damage to any living target (or 2d6 points against a good outsider) on a successful hit. Also, it is treated as evil-aligned for the purpose of overcoming damage reduction. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, inflict light wounds. Cost to Create: Varies.

PROFANE BURST

[SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (command) and — Synergy Prerequisite: Profane
This black iron weapon is decorated with dozens of silver skulls. Runic phrases describing vile acts run along its blade or haft and glow when it is wielded. A profane burst weapon functions as a profane weapon (see above).
In addition, the weapon explodes with negative energy on a successful critical hit, dealing extra negative energy damage as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) A profane burst weapon deals even more damage to good outsiders on a successful critical hit. This burst does not harm you or any creature other than the target if you are undead; otherwise, you take 1d4 points of Constitution damage (or Charisma damage if you have no Constitution score). This is a continuous effect and requires no acti- vation. Even if the weapon has not been activated to deal extra damage because of the profane property, the weapon still deals its extra negative energy damage on a successful critical hit.     ×2 1d110, 2d10   ×3 2d10 4d10 ×4 3d10 6d10 Projectile weapons bestow this property upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, inflict critical wounds. Cost to Create: Varies.

PSIBANE

Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) divination Activation: — This extraordinary weapon is shot through with translucent purple crystal shards. You detect a vague air of menace about it. A psibane weapon is crafted to oppose psionic beings. When used against any creature that has the psionic subtype (EPH 183), its effective enhancement bonus is 2 higher than its actual enhancement bonus (so a +1 psibane longsword instead has a +3 enhancement bonus against psionic foes). It deals an extra 2d6 points of damage against psionic opponents.
A psibane weapon 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.
Projectile weapons bestow this prop- erty upon their ammunition. Prerequisites: Craft Magic Arms and Armor, dispel magic or bend reality (EPH 80). Cost to Create: Varies.




PSYCHOKINETIC

Price: +1 bonus Property: Weapon Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: Standard (command)
This silvery-white weapon has a smooth sheen and is diffi cult to grip tightly. Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. Such a weapon deals an extra 1d4 points of force damage on a successful hit. This extra damage is not affected by damage reduction, and it affects incor- poreal creatures even if the attack would normally miss due to the incorporeal miss chance. The energy does not harm you while wielding the weapon.
Projectile weapons bestow this prop- erty upon their ammunition. Prerequisites: Craft Magic Arms and Armor, blast of force (SC 31) or concussive blast (EPH 85). Cost to Create: Varies.  

Psychokinetic Burst

Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and — Synergy Prerequisite: Psychokinetic
Silvery-black and potent, this weapon is very smooth and diffi cult to grip tightly. This weapon functions as a pschokinetic weapon (see above).
In addition, the weapon releases a blast of destructive psionic energy on a success- ful critical hit, dealing extra force damage as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) This burst does not harm you or any creature other than the target. This is a continuous effect and requires no acti- vation. Even if the weapon has not been activated to deal extra damage because of the psychokinetic property, the weapon still deals its extra force damage on a suc- cessful critical hit. Critical Multiplier ×2- 1d6 ×3- 2d6 ×4- 3d6
This extra damage is not affected by damage reduction, and it affects incor- poreal creatures even if the attack would normally miss due to the incorporeal miss chance.
Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, blast of force (SC 31) or concussive blast (EPH 85). Cost to Create: Varies.  


QUENCHING

+1 BONUS AURA faint transmutation CL 5th WEIGHT —
This special ability can only be placed on melee weapons. A quenching weapon thrust into a nonmagical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, chill metal  


QUICK LOADING

Price: +1 bonus Property: Crossbow Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Free (manipulation) or move (manipulation see text Volleys of soaring bolts are engraved upon this loaded crossbow.
A quick loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing you to reload the cross- bow more rapidly than normal. Reloading a quick loading hand or light crossbow is a free action (allowing a character with mul- tiple attacks to use his full attack rate), and reloading a quick loading heavy crossbow is a move action.
Different types of bolts can be held in the extradimensional space, and you can select freely from these when reloading the crossbow. Adding or removing a bolt by hand from an extradimensional space requires a move (manipulation) action.
Prerequisites: Craft Magic Arms and Armor, Leomund’s secret chest, shrink item. Cost to Create: Varies.    


RETURNING

+1 BONUS AURA moderate transmutation CL 7th WEIGHT —
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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, telekinesis
 


SACRED

Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Standard (command)
This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it.
While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, cure light wounds. Cost to Create: Varies.  

SACRED BURST

[SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: — Synergy Prerequisite: Sacred
This silver-white weapon is decorated with dozens of golden sun motifs. Runic phrases describing various heroic deeds run along its blade or haft and glow when it is wielded. A sacred burst weapon functions as a sacred weapon (see above).
In addition, the weapon explodes with positive energy on a successful critical hit, dealing extra positive energy damage to creatures as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) A sacred burst weapon deals even more damage to evil outsiders on a successful critical hit. This burst does not harm you or any creature other than the target unless you are undead; if you are, you take 1d4 points of Charisma damage from the burst. This is a continu- ous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the sacred property, the weapon still deals its extra positive energy damage on a successful critical hit. 1d10 and 2d10 for x2 weapons increasing from there.
Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, cure critical wounds. Cost to Create: Varies.


SCREAMING

Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Standard (command)
This weapon is pierced with numerous tiny holes in a decorative pattern. These holes produce a whistling sound when air moves through them. Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. Whenever an acti- vated screaming weapon hits, it produces a high-pitched sound and deals an extra 1d4 points of sonic damage to the target. This noise is unpleasant, but it has no adverse effect upon any creatures other than the one struck. The ability of a scream- ing weapon to deal extra sonic damage is negated in any area of magical silence. Screaming weapons have no additional adverse effect on creatures with unusually acute hearing, although
such creatures tend to dislike them. Projectile weapons bestow this prop- erty upon their ammunition. Prerequisites: Craft Magic Arms and Armor, shout or sound burst. Cost to Create: Varies.
 

Screaming Burst

Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: — Synergy Prerequisite: Screaming
This weapon is decorated with engravings of bells, cymbals, drums, and other images associ- ated with loud noises. A screaming burst weapon functions as a screaming weapon (see above). In addition, the weapon explodes with sonic energy on a successful critical hit, dealing extra sonic damage as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the screaming property, the weapon still deals its extra sonic damage on a successful critical hit. Critical x2 +1d8 and increasing from there. Projectile weapons bestow this property upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, shout or sound burst. Cost to Create: Varies.    

SEABORNE

+1 BONUS AURA moderate transmutation CL 7th WEIGHT —
This special ability can only be placed on melee weapons. A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon’s enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, freedom of movement, touch of the sea (Advanced Player’s Guide)


SECOND CHANCE

+2 BONUS (house ruled from +4) AURA moderate abjuration CL 11th WEIGHT —
This special ability can only be placed on bows. Once per round, when a shot made with this weapon misses its target, as a free action the weapon’s wielder can cause that shot to swerve and try to hit the target again. The arrow fired gets a second attack at the same attack bonus as the first attack it made.
CONSTRUCTION REQUIREMENTS COST +4 bonus Craft Magic Arms and Armor, ricochet shot (Ultimate Combat)  


SEEKING

+1 BONUS AURA strong divination CL 12th WEIGHT —
This special ability can only be placed on ranged weapons. A seeking 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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, true seeing

SHADOWSTRIKE

Price: +5,000 gp Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) illusion Activation: Swift (mental)
This weapon is made of a dull black material, and its edges seem indistinct. A shadowstrike weapon can reach through your own shadow to catch foes off guard. Once per day, you can activate the property to add 5 feet to the weapon’s reach for a single attack. The target is denied its Dexterity bonus to AC for this attack.
Prerequisites: Craft Magic Arms and Armor, shadow conjuration. Cost to Create: 2,500 gp, 200 XP, 5 days.

SHATTERMANTLE

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) divination Activation: —
Translucent, writhing energy and blue sparks can be seen raging within this weapon. A shattermantle weapon damages a foe’s spell resistance. Each time the weapon strikes a foe that has 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 you succeed on three attacks in the same round against the same foe, that foe’s spell resistance is reduced by 6 until the begin- ning of your next turn. Prerequisites: Craft Magic Arms and Armor, assay spell resistance (SC 17). Cost to Create: Varies.  

SHIELDING

Price: +1 bonus Property: Light melee weapon Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) The handle of this weapon has a handguard shaped like a shield.
A shielding weapon is most often employed as an off-hand weapon. Activating a shield- ing weapon transforms it into a heavy steel shield, with the same enhancement bonus as the weapon itself (both for AC and when making shield bash attacks).
Prerequisites: Craft Magic Arms and Armor, animate objects, shield. Cost to Create: Varies.  


SHOCK

+1 BONUS
AURA moderate evocation CL 8th WEIGHT — Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, call lightning or lightning bolt

SHOCKING BURST

+2 BONUS AURA moderate evocation CL 10th WEIGHT —
A shocking burst weapon functions as a shock weapon that 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. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, call lightning or lightning bolt  

SIZING

Price: +5,000 gp Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command)
This weapon features a series of decorative nubs on the hilt or haft. Activating a sizing weapon changes its size category to any other that you desire.
Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: 2,500 gp, 200 XP, 5 days.


SLOW BURST

Price: +5,000 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon’s victim when you strike true. Whenever you score a critical hit with this weapon, the target is slowed (as the slow spell) for 3 rounds (Will DC 14 + CHA negates). This effect activates even if the creature struck is not normally subject to extra damage from critical hits.
Prerequisites: Craft Magic Arms and Armor, slow. Cost to Create: 2,500 gp, 200 XP, 5 days.
 


SOULDRINKING

[SYNERGY] Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Synergy Prerequisite: Enervating
A barely perceptible shadow, in the shape of a screaming humanoid face, seems to flicker on this weapon.
This weapon functions as an enervating weapon. In addition, when a souldrinking weapon scores a critical hit on a living creature, it grants you 5 tem- porary hit points and a +2 morale bonus on melee damage rolls. The temporary hit points don’t stack with temporary hit points from any other source. This effect fades after 10 minutes.
Prerequisites: Craft Magic Arms and Armor, vampiric touch.    


SPEED

+3 BONUS AURA moderate transmutation CL 7th WEIGHT —
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.)
CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, haste


SPELL STORING

+1 BONUS AURA strong evocation and varies CL 12th WEIGHT —
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.) Anytime 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.) 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 of having a spell stored in it already. This special ability can only be placed on melee weapons.
A spell storing weapon emits a strong aura of the evocation school, plus the aura of the spell currently stored.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, creator must be a caster of at least 12th level

SPELLSTEALING

+3 BONUS AURA strong divination CL 13th WEIGHT —
This special ability can only be placed on melee weapons. A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon’s caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealing weapon has a critical multiplier greater than ×2, the wielder may attempt to steal one additional spell effect per additional multiple beyond ×2 (two effects for ×3, and so on).
CONSTRUCTION REQUIREMENTS COST +3 bonus Craft Magic Arms and Armor, greater arcane sight, limited wish


STALKING

+2 BONUS AURA moderate divination CL 10th WEIGHT —
The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon’s enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature.
If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, hunter’s eye, true strike  


STUNNING

Price: +1 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: — Synergy Prerequisite: Screaming
The surface of this weapon is covered with jagged lines resembling lightning bolts. A stunning weapon functions as a scream- ing weapon (see page 42).
In addition, on a successful critical hit with a stunning weapon, the target must succeed on a DC 17 + CHA Fortitude save or be stunned for 1 round. Projectile weapons bestow this prop- erty on their ammunition.
Prerequisites: Craft Magic Arms and Armor, hold monster. Cost to Create: Varies.

STUNNING SURGE

Price: +1 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Swift (command)
This weapon is broad and heavy com- pared to other weapons of its kind. Its rough but solid craftsmanship bespeaks straightforward functionality.
On a successful melee attack, you can command this weapon to emit a surge of magical energy. Unless the target succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier), it is stunned for 1 round. This ability is usable a number of times per day equal to 1+ your Charisma bonus (if any). Once you activate this ability, it can’t be activated by any other creature until the follow- ing day.
Prerequisites: Craft Magic Arms and Armor, hold monster. Cost to Create: Varies.


STYGIAN

Price: +1 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: Swift (mental)
This weapon is composed of a black crystal that seems to absorb the light around it. When you activate a stygian weapon, the next successful attack you make before the end of your turn bestows one negative level on the target in addition to dealing normal damage. This negative level lasts for 10 minutes, and thus can’t result in a permanent level decrease. A stygian weapon functions three times per day.
Prerequisites: Craft Magic Arms and Armor, enervation. Cost to Create: Varies.


SUNDERING

Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: —
Decorated with sculpted, imposing fists, this item seems denser than normal. A sundering weapon allows you to attack as if you have the Improved Sunder feat, and it deals an extra 1d6 points of damage on a sunder attempt.
Prerequisites: Craft Magic Arms and Armor, Improved Sunder, weapon of impact (SC 237) or metaphysical weapon (EPH 118). Cost to Create: Varies.
 


THROWING

+1 BONUS AURA faint transmutation CL 5th WEIGHT —
This special ability can only be placed on melee weapons. 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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, magic stone


THUNDERING

+1 BONUS AURA faint necromancy CL 5th WEIGHT —
  A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with 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. Subjects dealt critical hits by a thundering weapon must make a successful DC 14 Fortitude save or be deafened permanently.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, blindness/deafness
 


TRANSMUTING

Price: +3 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: —
This odd-looking weapon has both sharp and blunt sections. Its pommel or grip is set with a diamond, a piece of jet, a sapphire, and a ruby. In addition, it is inlaid with both adamantine and silver.
When you score a successful hit with a transmuting weapon against a creature that has damage reduction, that attack is resolved normally. At the start of your next turn, however, the weapon transforms, taking on the properties required to over- come that creature’s damage reduction. Once so changed, the weapon overcomes the designated type of damage reduction for 10 rounds, or until you strike a creature that has a different type of damage reduc- tion. In this case, the weapon transforms in the same manner to overcome that damage reduction instead. If the target has multiple types of damage reduction, the weapon overcomes all of them. If the creature gains a new type of damage reduction after ini- tially being struck (from changing its form, for example), the weapon must change again before it can overcome the new type. A transmuting weapon does not gain any other benefit of the properties it takes on, and it always deals normal damage.
Prerequisites: Craft Magic Arms and Armor, fabricate. Cost to Create: Varies.    


UNHOLY

+2 BONUS AURA moderate evocation CL 7th WEIGHT —
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 creatures of good alignment. It bestows one permanent 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, unholy blight, creator must be evil  


UNHOLY SURGE

Price: +1 bonus Property: Melee weapon Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: — and swift (command) Synergy Prerequisite: Unholy
This vile weapon is decorated with jagged spikes, skulls, and other macabre designs. Characters who serve gods of murder, strife, and other base deeds craft these weapons of pure evil for themselves and for others who share their foul desires. This weapon functions as an unholy weapon (DMG 226). This is a continuous effect and requires no activation. In addition, on a successful melee attack with an unholy surge weapon, you can command it to emit a burst of unholy energy, which deals an extra 3d6 points of damage to a good-aligned target. If used against a non-good 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 1 + your Cha bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.
Prerequisites: Craft Magic Arms and Armor, unholy blight or unholy word. Cost to Create: Varies.    


VALIANT

+1 BONUS AURA faint divination CL 5th WEIGHT —
This special ability can only be placed on melee weapons. When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe’s weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, true strike  


VAMPIRIC

Price: +2 bonus Property: Melee weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: —
A gaping maw with elongated incisors adorns this weapon. The fangs shimmer wetly. A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount.
Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: Varies.


VANISHING

Price: +8,000 gp Property: Melee weapon Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: Swift (command)
The grip of this weapon is transparent, and its pommel or guard is set with white diamonds.
A vanishing weapon allows you to travel short distances instantaneously. Once per day, after a successful melee attack, you can transport yourself and any equip- ment you are carrying to any spot within 60 feet by activating the weapon. This movement otherwise conforms to the limitations given for the dimension door spell (PH 221).
Prerequisites: Craft Magic Arms and Armor, dimension door. Cost to Create: 4,000 gp, 320 XP, 8 days.


VENOMOU
S

Price: +1 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: Swift (command)
A carved snake coils around much of this weapon, its body tensed to strike. When activated, a venomous weapon coats itself in injury poison (Fort DC 14 + CHA, 1d4 Str/1d4 Str), which lasts for 1 minute or until your next successful attack with the weapon, whichever comes first.
A venomous weapon functions three times per day. Projectile weapons bestow this prop- erty on their ammunition.
Prerequisites: Craft Magic Arms and Armor, poison. Cost to Create: Varies  

VICIOUS

+1 BONUS AURA moderate necromancy CL 9th WEIGHT —
This special ability can only be placed on melee weapons. 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.
CONSTRUCTION REQUIREMENTS COST +1 bonus Craft Magic Arms and Armor, enervation

VORPAL

+5 BONUS AURA strong necromancy and transmutation CL 18th WEIGHT —
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. A vorpal weapon must be a slashing melee weapon. If you roll this special ability randomly for an inappropriate weapon, reroll.
CONSTRUCTION REQUIREMENTS COST +5 bonus Craft Magic Arms and Armor, circle of death, keen edge  


WARNING

Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: —
Four glass eyes circle this weapon, each watch- ing a different direction. A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held.
Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies.


WEAKENING

Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: —
Macabre ornamentation and stretched bits of leather make this weapon look as though it were made from a shriveled limb. When you score a critical hit with a weakening weapon, the target takes a –4 penalty to its Strength score (to a mini- mum score of 1) for 10 minutes. Multiple strikes aren’t cumulative. Projectile weapons bestow this prop- erty upon their ammunition.
Prerequisites: Craft Magic Arms and Armor, ray of enfeeblement. Cost to Create: Varies.


WHIRLING

Price: +1 bonus Property: Slashing melee weapon Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Full-round (mental)
The hilt of this weapon is twisted into a cork- screw design, and its blade is dramatically curved. Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby oppo- nents. Instead of making your regular attacks, you instead make one melee attack at your full attack bonus against each opponent within reach of the weapon. This property otherwise func- tions like the Whirlwind Attack feat.
Prerequisites: Craft Magic Arms and Armor, haste. Cost to Create: Varies.  


WOUNDING

+2 BONUS AURA moderate evocation CL 10th WEIGHT —
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
CONSTRUCTION REQUIREMENTS COST +2 bonus Craft Magic Arms and Armor, bleed  

Specific Weapons:

 


ADAMANTINE DAGGER

3,002 GP AURA no aura (nonmagical) CL — WEIGHT 1 lb.
This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.  


ARROW OF BITING

Price (Item Level): 506 gp (3rd) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: — (ammunition) Weight: —
This long arrow features alternating bands of red, yellow, and black, similar to the markings of a poisonous serpent. Instead of an arrow- head, the fang of a gigantic snake is fastened to its tip. This +1 arrow injects any creature it strikes with poison (injury, Fort DC 16, 1d6 Con/1d6 Con). An arrow of biting can also be created as a crossbow bolt for the same price. Prerequisites: Craft Magic Arms and Armor, poison. Cost to Create: 250 gp (plus 6 gp for mas- terwork arrow), 20 XP, 1 day.


ASSASSIN WHIP

Price (Item Level): 5,301 gp (10th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Free (command) Weight: 1 lb.
Although this seems to be nothing more than a tangled, long-leafed vine, one end has been knotted into a sturdy handle like that of a whip. Twice per day, you can activate this +1 whip after successfully hitting a Medium or smaller target that is standing on the ground. Doing this causes tendrils of veg- etation to spring forth from the ground, entangling the target and dealing 2d6 points of damage per round. This effect lasts for 3 rounds or until the affected creature escapes from the tendrils (a DC 20 Strength check or DC 20 Escape Artist check made as a full-round action).
Prerequisites: Craft Magic Arms and Armor, entangle. Cost to Create: 2,500 gp (plus 301 gp for masterwork whip), 200 XP, 5 days.    


ASSASSIN’S DAGGER

10,302 GP AURA moderate necromancy CL 9th WEIGHT 1 lb.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
CONSTRUCTION REQUIREMENTS COST 5,302 GP Craft Magic Arms and Armor, slay living


BASTARD’S STING

123,035 GP AURA strong necromancy CL 18th WEIGHT 6 lbs.
This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an evil paladin. While wielded by an antipaladin, a bastard’s sting deals 2d6 points of negative energy damage to all living creatures that start their turn adjacent to the wielder. The antipaladin also gains fast healing 5 as long as at least one living creature takes damage from this negative energy. This negative energy has no effect on undead. The sword also enables the antipaladin to use unholy blight at will on command at the class level of the antipaladin. Paladins take a –2 saving throw penalty against this effect.
CONSTRUCTION REQUIREMENTS COST 63,035 GP Craft Magic Arms and Armor, unholy aura, unholy blight, creator must be evil  

Axe of Ancestral Virtue (relic Moradin)

Price (Item Level): 8,530 gp (12th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: — Weight: 8 lb.
A holy symbol of Moradin decorates the joint between the head and the haft of this sturdy adamantine waraxe. When you wield an axe of ancestral virtue, it functions as a +1 keen adamantine dwarven waraxe if you are lawful good, lawful neutral, or neutral good. Prized by the faithful of the Soul Forger, these weap- ons have long been used in the defense of dwarf holdings.
Relic Power: If you have established the proper divine connection, an axe of ancestral virtue reveals its intelligence and sentience (AL LN; Int 10, Wis 17, Cha 17; speech, telepathy, darkvision 120 ft., hearing; Ego score 17). In addition, the axe can use bless, cure moderate wounds (wielder only), and faerie fire, each three times per day. have To use the relic power, you must worship Moradin and at least 9 HD. If you sacrifice a 7th-level divine slot (or have the True Believer feat and at least 13 HD), the weapon can also use Haste (wielder only) three times per day.    


BEASTSTRIKE CLUB

7,300 GP AURA moderate transmutation CL 6th WEIGHT 3 lbs.
This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon’s damage does not change but the type of damage changes to one of the following to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing).
When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell (Advanced Player’s Guide).
If the wielder has the wild shape ability, she can expend one use of wildshape to increase the weapon’s damage by one step (Core Rulebook 145) for the duration of that wild shape as long as the druid remains in contact with the weapon; if the
 


Axe of the Sea Reavers

Price (Item Level): 10,320 gp (13th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: — and standard (command) Weight: 12 lb.
The blade of this large greataxe looks like the curved tail fin of some great fish, and the haft is sculpted to look like a long series of complex sailor’s knots. The axe smells of brine. This +1 greataxe allows you to float atop the water, no matter your weight. This effect functions continuously and requires no activation.
You can also activate an axe of the sea reavers to access two additional abilities. You can utter a war cry engraved into the axe’s haft. You and all allies within 15 feet of you gain a +2 morale bonus on attack rolls, weapon damage, saves, skill checks, and ability checks for 1 round.
In addition, you can speak a com- mand word engraved upon the blade. All enemies within 15 feet of you become pan- icked for 1 round (Will DC 16 negates). Each of these abilities is usable once per day.
Prerequisites: Craft Magic Arms and Armor, fear, heroism. Cost to Create: 5,000 gp (plus 320 gp fo  

BLADE OF BINDING

12,350 GP AURA faint conjuration CL 3rd WEIGHT 8 lbs.
This +1 greatsword is decorated with a lock motif. On a successful hit with the sword against a creature that is the wielder’s size or smaller, the wielder can attempt to start a grapple as a free action that doesn’t provoke an attack of opportunity. If the wielder succeeds at the grapple, the sword’s blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle).
The wielder can also let go of the chain’s handle while grappling or pinning the target; if he does so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain’s handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition.
CONSTRUCTION REQUIREMENTS COST 6,350 GP Craft Magic Arms and Armor, animate rope  

BLADE OF THE RISING SUN

51,850 GP AURA strong evocation and necromancy CL 15th WEIGHT 6 lbs.
This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder’s next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn.
The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder’s body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword’s caster level plus 1/2 the wielder’s level (maximum 25th level).
A sacrificial strike destroys the wielder’s body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder’s gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant.
CONSTRUCTION REQUIREMENTS COST 28,100 GP Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburst , miracle, sunburst

BLADE OF THE SWORD-SAINT

75,350 GP
AURA moderate transmutation CL 8th WEIGHT 6 lbs. This exquisitely forged katana is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form
. A blade of the sword-saint is a +3 ki intensifying katana. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.
CONSTRUCTION REQUIREMENTS COST 37,850 GP Craft Magic Arms and Armor, creator must be a monk  

BLADED CROSSBOW

Price (Item Level): 4,660 gp (9th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: — Weight: 12 lb.
The front of this heavy crossbow is fitted with a pair of curved, sharp blades. The gap between them is perfectly positioned to allow the unhindered passage of a crossbow bolt.
This crossbow has an exceptionally strong stock, which is shaped so that you can grip and swing it as a melee weapon. You can use a bladed crossbow as either a +1 heavy crossbow for ranged attacks, or as a +1 battleaxe for melee attacks.
Prerequisites: Craft Magic Arms and Armor, blade barrier. Cost to Create: 2,000 gp (plus 660 gp for masterwork heavy crossbow and masterwork battleaxe), 80 XP, 4 days.

BLAZING SKYLANCE

Price (Item Level): 8,310 gp (12th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (command) Weight: 10 lb.
Red and orange flames lick the length of this silver lance. The haft is wrapped in strips of red scaled leather.
Three times per day, you can command this +1 lance to fire a 15-foot cone of searing flames from its tip, dealing 5d4 points of fire damage to targets within the cone’s area (Reflex DC 13 + CHA for half).
Prerequisites: Craft Magic Arms and Armor, burning hands. Cost to Create: 4,000 gp (plus 310 gp for masterwork lance), 320 XP, 8 days.      

BLOODLETTING KUKRI

6,308 GP AURA faint necromancy CL 5th WEIGHT 2 lbs.
On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute.
CONSTRUCTION REQUIREMENTS COST 3,308 GP Craft Magic Arms and Armor, bleed, vampiric touch

BLOODTHIRST DAGGER

60,802 GP AURA moderate evocation CL 10th WEIGHT 1 lb.
The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim’s blood, it appears clean and dry moments later, as though it has been newly cleaned. A bloodthirst dagger rewards its wielder most when used relentlessly against a single target.
When attacking a creature that is still bleeding from the bloodthirst dagger’s wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder.
CONSTRUCTION REQUIREMENTS COST 30,552 GP Craft Magic Arms and Armor, bleed, inflict serious wounds

BOULDERHEAD MACE

6,812 GP AURA moderate transmutation CL 9th WEIGHT 8 lbs.
The head of this +1 heavy mace is made from a single piece of roughly spherical, polished granite. Once per day, the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line for up to 60 feet, crushing everything in its path for 3d8+5 points of damage (Reflex DC 19 half). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon’s haft over the next 24 hours, and it is unusable as a weapon until the head regrows.
CONSTRUCTION REQUIREMENTS COST 3,652 GP Craft Magic Arms and Armor, wall of stone    

BOW OF SONGS

Price (Item Level): 12,330 gp (13th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) evocation Bow of the Activation: Swift Weight: 2 lb.
This bow is made of fine wood and appears to be of elven design.
This +1 shortbow blends music with every shot to deadly effect. On your turn, you can expend one daily use of your bardic music ability to gain a bonus equal to your Charisma bonus on the next attack roll and (if your attack hits) on the corresponding damage roll that you make with the bow.
Prerequisites: Craft Magic Arms and Armor, sculpt sound, elf, bardic music. Cost to Create: 6,000 gp (plus 330 gp for masterwork shortbow), 480 XP, 12 days.

Bow of the Wintermoon.

  [RELIC] Price (Item Level): 3,400 gp (8th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) evocation Activation: — Weight: 3 lb. This elegant composite longbow is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a +1 composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add your full Strength bonus to your damage roll with each arrow fired. Relic Power: If you have established the proper divine connection, this bow gains the frost and drow bane weapon properties (DMG 224). To use the relic power, you must worship Corelleon and t least 9 HD.
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, ice storm, summon monster I. Cost to Create: 1,500 gp (plus 400 gp for masterwork composite longbow), 120 XP, 3 days.

BOWSTAFF

Price (Item Level): 4,600 gp (9th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: Swift (command) Weight: 4 lb.
This thin, flexible quarterstaff has a bulge in the center and tapered tips. By activating a bowstaff, you can change this +1/masterwork quarterstaff into a +1 longbow or back again. Each version performs like a regular magic weapon of its kind. Prerequisites: Craft Magic Arms and Armor, polymorph any object.
Cost to Create: 2,000 gp (plus 600 gp for masterwork quarterstaff), 160 XP, 4 days.  


CHAIN OF OBEISANCE (relic- Asmodeus)

Price (Item Level): 20,400 gp (15th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) enchantment Activation: — Weight: 12 lb.
This spiked chain is forged of thick metal bands interspersed with long, sharp dagger points. Followers of Hextor prize these grisly weapons for keeping their prisoners sub- dued. A chain of obeisance functions as a +1 unholy spiked chain if you are lawful evil, neutral evil, or lawful neutral.
Relic Power: Despite its size and apparent unwieldiness, if you have estab- lished the proper divine connection, you can wield this weapon in a grapple as if it were a light weapon. If you pin your oppo- nent while wielding a chain of obeisance, the foe must succeed on a DC 22 Will save or be dominated as by the dominate monster spell. No more than one creature can be dominated at a time; if you use this power on a second creature, the first effect ends.
To use the relic power, you must wor- ship Asmodeus and at least 13 HD.  


Chromatic Rod (relic of Tiamat)

Price (Item Level): 12,308 gp (13th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) conjuration Activation: Standard (command) Weight: 1 lb.

This iron-shod rod is crowned with five dragon heads—one each of black, blue, green, red, and white. The heads all face outward, their jaws parted as if to breathe. The weapon normally functions as a +1 morning star which can have the frost, flame, or corrosive ability with a swift action to switch between them. To use these spell- like abilities, you must worship Tiamat and 13 HD. Each is useable once per day.  
  • Insect plague with a 1,040 foot range, creating five adjacent swarms.
  • Veil with a Will disbelief save of DC 19.
  • Dominate person with a 65-foot range. A DC 17 Will save negates the effect.
  • Find the path lasting 160 minutes.
  • Wall of ice with a 65-foot range, covering up to sixteen 10-foot squares.
  • Cost to Create: 6,000 gp (plus 308 gpfor masterwork morningstar), 480 XP,12 days.

 


Crystal Echoblade

Crystal-EchobladePrice (Item Level): 4,310 gp (9th) Body Slot: — (held) Activation: — Weight: 4 lb.
This longsword’s blade is crafted from jagged violet crystal. When you hold it close to your ear, you hear a faint hum. A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level.
Caster Level: 10th Aura: Moderate; (DC 20) Evocation Prerequisites: Craft Magic Arms and Armor, Bardic Music Cost to Create: 2,000 gp (plus 310 gp for masterwork longsword), 160 XP, 4 days.


CUTTHROAT’S APPRENTICE

33,910 GP AURA strong transmutation CL 15th WEIGHT 2 lbs.
This simply made +1 dancing shortsword leaps to hand at the slightest touch. It can be drawn as a free action as though using the Quick Draw feat. The cutthroat’s apprentice dances for 8 rounds instead of 4 when activated, but can only dance twice per day. When dancing and attacking a creature, it moves into the target’s space and provides the person who activated it (but no other creatures) with flanking during his turn if he attacks the same target in melee. Once the sword’s activator completes her turn, the sword moves back to her space. If directed to attack multiple creatures in the same turn, the cutthroat’s apprentice provides a flank against only the last creature attacked.
CONSTRUCTION REQUIREMENTS COST 17,110 GP Craft Magic Arms and Armor, animate objects,


DAGGER OF DEFIANCE

Price (Item Level): 6,302 gp (10th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — Weight: 1 lb.
This ornate dagger seems light, almost fragile, with its stylized porcelain hilt. Its blade is long and thin, like a tiny rapier. This +1 dagger grants you a +3 resistance bonus on saves against enchantment and fear effects.
Prerequisites: Craft Magic Arms and Armor, remove fear. Cost to Create: 3,000 gp (plus 302 gp for masterwork dagger), 240 XP, 6 days.  


DAGGER OF DENIAL (relic- Vecna)

Price (Item Level): 20,302 gp (15th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) abjuration Activation: —; see text Weight: 1 lb.
This black-bladed dagger has a wavy blade and a hilt set with a chunk of fool’s gold.
When you wield this weapon, it functions as a +1 unholy dagger. Unlike most relics, a dagger of Dagger of denial functions for a wielder of any alignment, and it retains its sentience and basic relic powers even if you don’t establish the proper divine connection, though it will not reveal its intelligence to you or use any relic powers on your behalf. However, if you aren’t neutral, lawful evil, neutral evil, or chaotic evil, the dagger betrays you at the first available opportunity. A dagger of denial starts working against you by surreptitiously dispelling your spells and those of your allies, leaving you without the magic you depend on for battle. Relic Power: If you have established the proper divine connection, a dagger of denial reveals its intelligence and sentience (AL NE; Int 18, Wis 10, Cha 18; speech, telepathy, darkvision 120 ft., blindsense, hearing, Intimidate 10 ranks for a total modifier of +13, Spellcraft 10 ranks for a total modifier of +14, Bluff 10 ranks for a total modifier of +14, Ego score 26). In addition, the dagger can use detect magic at will and greater dispel magic once per day.
To use the relic power, you must wor- ship Vecna and at least 11 HD. If you sacrifice an 8th-level divine spell slot (or you have the True Believer feat and at least 15 HD), the dagger grants you a continuous detect scrying effect and can use arcane eye once per day. Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, arcane eye, detect magic, detect scrying, greater dispel magic. Cost to Create: 10,000 gp (plus 302 gp for masterwork dagger), 800 XP, 20 days.  


DAGGER OF DOUBLING

10,302 GP AURA faint conjuration CL 5th WEIGHT 1 lb.
A wielder with a free hand can split this +1 dagger into two identical +1 daggers as a swift action, or a free action if she has the Quick Draw feat. The doubled daggers can’t be split again. If either dagger is thrown while doubled, the hurled dagger vanishes after resolving the attack and the remaining dagger can be split again. If the wielder drops a doubled dagger or it otherwise leaves her person, it vanishes. If both daggers leave the wielder’s hands at the same time, determine randomly which dagger vanishes.
Spells or effects placed on a dagger of doubling don’t duplicate when the dagger is split. Any active effects on a dagger end when it vanishes. Destroying one of the doubled daggers just causes the duplicate to disappear, but any damage to a single dagger of doubling remains on both daggers when it doubles.
CONSTRUCTION REQUIREMENTS COST 5,302 GP Craft Magic Arms and Armor, shadow weapon (Ultimate Magic)  


DAGGER OF VENOM

8,302 GP AURA faint necromancy CL 5th WEIGHT 1 lb.
This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14+ CHA) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must
be invoked in the same round that the dagger strikes. CONSTRUCTION REQUIREMENTS COST 4,302 GP Craft Magic Arms and Armor, poison  


DAWNSTAR [RELIC- Pelor]

Price (Item Level): 9,308 gp (12th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) evocation Activation: — Weight: 2 lb. This morningstar has a spiked adamantine head and a knob of the same metal bonded to the end of the haft. The junctures of the haft and the metal portions are decorated with glowing, cabochon-cut rubies. Created to help bring the light of goodness into places of the darkest evil, a dawnstar is a favorite of Pelor’s clergy. When you wield a dawnstar, it functions as a +2 morningstar if you are lawful good, neutral good, cha- otic good, or neutral.
Relic Power: If you have established the proper divine connection, a dawnstar gains the brilliant energy property (DMG 224). This ability can be activated as a swift action for 10 rounds per day. Furthermore, if it is ever sundered or otherwise broken, it explodes, dealing 200 points of damage to every creature and object within 10 feet, 150 points of damage to all within 20 feet, and 100 points of damage to all within 30 feet. Each affected creature can attempt a DC 17 Reflex save to halve the damage. You are unharmed by the explosion. To use the relic power, you must wor- ship Pelor and at least 13 HD.
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, sunburst. Cost to Create: 4,500 gp (plus 308 gp for masterwork morningstar), 360 XP, 9 days.  


DEATH SPIKE

Price (Item Level): 6,304 gp (10th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Free (command) Weight: 6 lb.
This long, wrought iron spear is clearly capable of causing devastating wounds. Blackened ritual runes of death appear along its length. A death spike allows you to draw the life energy out of a dying target, granting you temporary vitality. It functions as a +1 cold iron spear, but whenever you reduce a living creature to –1 or fewer hit points on a melee attack with the spear, you can activate it to gain 1d8 temporary hit points and a +2 morale bonus on damage rolls. These benefits last for 1 hour; multiple uses of the spear don’t stack. The spear can be activated three times per day.
If you also wear a magic item that grants a bonus to your Charisma score, you can add the item’s bonus to the temporary hit points granted by the spear.
Prerequisites: Craft Magic Arms and Armor, death knell, magic weapon. Cost to Create: 2,000 gp (plus 304 gp for masterwork cold iron spear, plus 2,000 gp for enhancing cold iron), 160 XP, 4 days.    


DEMONSORROW CURVE BLADE

90,469 GP AURA strong evocation and necromancy CL 14th WEIGHT 7 lbs.
This blade’s hilt is shaped as a beautiful angel with elven features. Elaborately detailed feathered wings spread from the hilt to form the guard, with the angel’s face at the base of the blade. This +3 cold iron holy demon bane elven curve blade hinders those it was created to destroy. It bars all creatures with the demon subtype that are within 60 feet of the wielder from teleporting, as if they were under the effect of a dimensional anchor spell (no saving throw).
CONSTRUCTION REQUIREMENTS COST 46,460 GP Craft Magic Arms and Armor, dimensional anchor, holy smite, summon monster I


DISARMING BLADE

17,820 GP AURA faint transmutation CL 5th WEIGHT 2 lbs.
This +1 dueling rapier ends duels quickly and decisively by depriving the wielder’s opponent of her weapon. Following a successful disarm attempt with the weapon, the wielder can move the disarmed weapon 5 feet in any direction as a swift action.
CONSTRUCTION REQUIREMENTS COST 9,070 GP Craft Magic Arms and Armor, cat’s grace, mage hand


DRAGONCATCH GUISARME

13,308 GP AURA moderate conjuration CL 8th WEIGHT 5 lbs.
This +1 dragon bane guisarme has a shaft wound tightly with dragonhide. A dragoncatch guisarme can be used to make a special trip maneuver against creatures using wings to fly. If the maneuver succeeds, the target’s wings are fouled and the creature is knocked off balance, falling to the ground and gaining the entangled condition. A creature tripped in this way can attempt a DC 15+STR reflex save as a move action to remove the entangled condition.
CONSTRUCTION REQUIREMENTS COST 6,808 GP Craft Magic Arms and Armor, black tentacles, summon monster I


DRAGON’S DOOM

40,310 GP AURA moderate divination and evocation CL 8th WEIGHT 12 lbs.
This polearm’s axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon’s DR as a free action.
CONSTRUCTION REQUIREMENTS COST 20,310 GP Craft Magic Arms and Armor, discern location, light, summon monster I


DUST BOLT

1,730 GP AURA faint transmutation CL 5th WEIGHT 1/10 lb.
This barbed +1 outsider (water) bane bolt is etched with runes of thirst and desiccation. Living creatures struck must make a DC 14+CHA fort save or be sickened for 1d3 rounds.
CONSTRUCTION REQUIREMENTS COST 880 GP Craft Magic Arms and Armor, cup of dust (Advanced Player’s Guide), summon monster  


DUSTBURST BULLET

196 GP AURA faint conjuration CL 5th WEIGHT 1/2 lb.
This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This cloud fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a successful DC 13+CHA Fortitude save or be sickened and blinded for 1 round.
CONSTRUCTION REQUIREMENTS COST 98 GP Craft Magic Arms and Armor, stinking cloud  


DWARF CRUSHER

Price (Item Level): 9,010 gp (12th) Body Slot: — (held) Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: Swift (command) Weight: 8 lb.
This enormous greatclub bears thick patches of rusted metal bracing a spiked stone weight set within the gnarled head.
This Large +1 adamantine greatclub can only be activated by a bearer who has a Strength of 21 or higher and the Power Attack feat.
When it is activated, the next attack you make with a dwarf crusher in that round against a dwarf, a construct, or a creature that has the earth subtype is treated as a touch attack. You must also take at least a –5 penalty on this attack roll using the Power Attack feat in order to gain this benefit. This effect functions three times per day.
Prerequisites: Craft Magic Arms and Armor, bull’s strength, giant. Cost to Create: 6,000 gp (plus 3,010 gp for Large adamantine greatclub), 240 XP, 6 days.  


DWARFBOND HAMMER

25,312 GP AURA moderate evocation CL 7th WEIGHT 5 lbs.
In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype.
CONSTRUCTION REQUIREMENTS COST 12,812 GP Craft Magic Arms and Armor, creator must be a dwarf of at least 7th level


DWARVEN THROWER

60,312 GP AURA moderate evocation CL 10th WEIGHT 5 lbs.
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.
CONSTRUCTION REQUIREMENTS COST 30,312 GP Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level

EARTHENFLAIL

11,315 GP AURA strong evocation and transmutation CL 13th WEIGHT 10 lbs.
This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 heavy flail ignores the hardness of any object with hardness less than 20. As a swift action, however, the wielder can suppress this property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected.
CONSTRUCTION REQUIREMENTS COST 5,815 GP Craft Magic Arms and Armor, phase door, shatter


EVERFLOWING ASPERGILLUM

7,805 GP AURA faint conjuration CL 5th WEIGHT 4 lbs.
The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial’s worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction. Craft Magic Arms and Armor, bless water, create water


FIGHTER’S FORK

7,315 GP AURA faint transmutation CL 3rd WEIGHT 4 lbs.
This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter’s fork in any form.
CONSTRUCTION REQUIREMENTS COST 3,815 GP Craft Magic Arms and Armor, shrink item  


EXPLOSIVE SLING

Price (Item Level): 36,300 gp (17th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) evocation Activation: — Weight: —
This sling is made of leather that has been blackened by fire. This +1 sling imbues stones launched from it with an explosive charge. When you hit a target with a stone fired from an explosive sling, the stone explodes, dealing an extra 2d6 points of fire damage to the target (no save). In addition, each other creature within 10 feet of the target creature when the stone explodes is engulfed in flame from the burst of fire and takes 2d6 points of fire damage (Reflex DC 22 negates).
Prerequisites: Craft Magic Arms and Armor, fireball. Cost to Create: 18,000 gp (plus 300 gp for masterwork sling), 1,440 XP, 36 days.
   


(The) Fist

Price (Item Level): 7,005 gp (11th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) evocation Activation: — and swift (command) Weight: —
Thousands of black links make up this chain- mail gauntlet, its knuckles ending in pitted, battle-worn spikes. Forged long ago by dwarf hands, the fist is a +1 adamantine spiked gauntlet. While wearing the gauntlet, you are protected from chill metal and heat metal spells. This is a continuous effect and requires no activation.
In addition, once per day you can activate the fist. When you do, your next attack with the gauntlet before the end of your turn deals an extra 2d6 points of damage, knocks the target prone, and stuns it for 1 round (Fort DC 22 negates the stun and prone effects).
Prerequisites: Craft Magic Arms and Armor, Bigby’s clenched fist, endure elements. Cost to Create: 2,000 gp (plus 3,005 for adamantine)  

FLAME TONGUE

20,715 GP AURA strong evocation CL 12th WEIGHT 4 lbs.
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
CONSTRUCTION REQUIREMENTS COST 10,515 GP Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike

FROST BRAND

54,475 GP AURA strong evocation CL 14th WEIGHT 8 lbs.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed at a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
CONSTRUCTION REQUIREMENTS COST 27,375 GP Craft Magic Arms and Armor, dispel magic, ice storm, protection from energy  


FROSTBITE SLING

9,380 GP AURA moderate evocation CL 6th WEIGHT —
This +1 frost sling is crafted of blue-dyed leather. In lieu of adding cold damage to normal ammunition, three times per day, the wielder may create and hurl a magical snowball with the sling instead. This ranged touch attack has a maximum range of 40 feet, deals 1d6+6 points of nonlethal cold damage, and leaves the target fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This effect cannot make the target exhausted even if it is already fatigued.
CONSTRUCTION REQUIREMENTS COST 4,840 GP Craft Magic Arms and Armor, frostbite (Ultimate Magic)  


FORCEFUL SKYLANCE

Price (Item Level): 8,310 gp (12th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (command) Weight: 10 lb.
Images of blazing blue comets streak across this slender silver lance. Blue ribbons trail from the weapon’s handle. Three times per day, you can command this +1 lance to produce a magic missile effect, firing three missiles with each use. These missiles can be aimed at up to three targets within 150 feet of you.
Prerequisites: Craft Magic Arms and Armor, magic missile. Cost to Create: 4,000 gp (plus 310 gp for masterwork lance), 320 XP, 8 days.


Fountainhead Arrow

Price (Item Level): 306 gp (2nd) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) conjuration Activation: — (ammunition) Weight: —
This redwood arrow smells acrid and feels damp to the touch. A fountainhead arrow is an otherwise normal arrow designed to be targeted at a point on the ground, a wall, or any other flat sur- face. If you hit the target area (treat as AC 5), the arrow creates a geyser of spewing acid. Each round on your turn (starting on the turn you fired the arrow), the arrow creates a 10-foot-radius burst of acid that deals 2d8 points of acid damage to all crea- tures in the area (Reflex DC 14 half). This effect continues for 3 rounds.
A fountainhead arrow can be created as a crossbow bolt for the same price.
Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow. Cost to Create: 150 gp (plus 6 gp for mas- terwork arrow), 12 XP, 1 day.  


GALEB DUHR HAMMER

Price (Item Level): 5,312 gp (10th) Body Slot: — Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: — Weight: 15 lb.
The head of this massive warhammer is made of living rock. A galeb duhr hammer acts as a +1 warhammer. In addition, if you have the stonecunning racial ability, the hammer gains an extra ability. Whenever you score a critical hit with a galeb duhr hammer against a creature standing on the ground, the surface your target is standing on attempts to hold the creature in place. For 5 rounds, the victim’s speed falls to 5 feet and it takes a –2 penalty on attack rolls and to AC.
Prerequisites: Craft Magic Arms and Armor, stone shape. Cost to Create: 2,500 gp (plus 312 gp for masterwork warhammer), 200 XP, 5 days.  


GHOUL’S LAMENT

35,312 GP AURA moderate evocation CL 11th WEIGHT 5 lbs.
This massive +1 ghost touch disruption warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone.
CONSTRUCTION REQUIREMENTS COST 17,812 GP Craft Magic Arms and Armor, heal, plane shift  


GHOST NET

Price (Item Level): 8,320 gp (11th) Body Slot: — (held) Caster Level: 13th Aura: Moderate; (DC 21) abjuration Activation: — Weight: 1 lb.
This sheet of gossamer-thin netting has an iridescent sheen. You can throw this item at a target as though it were an ordinary net. It has no effect against corporeal targets, but any incorporeal target hit by a ghost net is treated as corporeal for the purpose of dealng damage to it with physical or magical attacks (though the net doesn’t entangle an incorporeal target). It can be hit with normal weapons (though its normal damage reduction, if any, still applies), and it does not have the usual 50% chance to ignore damage from corporeal sources. A creature ensnared by a ghost net also cannot turn ethereal (or, if snared on the Ethereal Plane, can’t return to the Material Plane). The creature retains all its other special abilities and can extract itself from the net with a successful DC 20 Escape Artist check as a full-round action. However, a ghost net can’t be burst with a Strength check as a normal net can. When you catch a ghost, you are required to say "Who ya gonna call"
Prerequisites: Craft Magic Arms and Armor, ghost trap (SC 103). Cost to Create: 4,000 gp (plus 320 gp for masterwork net), 320 XP, 8 days.  


GLOOM BLADE

8,810 GP AURA strong evocation CL 13th WEIGHT 2 lbs.
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light.
CONSTRUCTION REQUIREMENTS COST 4,560 GP Craft Magic Arms and Armor, deeper darkness

GUARDING BLADE

65,310 GP AURA moderate transmutation CL 15th WEIGHT 2 lbs.
This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder’s square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round.
CONSTRUCTION REQUIREMENTS COST 32,810 GP Craft Magic Arms and Armor, animate objects, mage’s faithful hound

HEARTSWOOD SPEAR

50,302 GP AURA strong conjuration CL 14th WEIGHT 6 lbs.
This humble weapon appears to be little more than a crudely sharpened stake or makeshift spear, but in truth it is a far more formidable weapon. In addition to being a +2 undead bane spear, a heartswood spear deals bludgeoning damage when it is swung as a staff. When employed in such a manner, it also possesses the disruption property.
CONSTRUCTION REQUIREMENTS COST 25,302 GP Craft Magic Arms and Armor, heal, summon monster I

HELLSCOURGE

39,305 GP AURA moderate necromancy CL 7th WEIGHT 3 lbs.
This +1 unholy scorpion whip is fashioned from skin flayed from a barbed devil’s back. It grants its wielder a +5 competence bonus on Intimidate checks. A shaken creature struck by the hellscourge must succeed at a DC 17 Will save or become frightened for 1 round. A frightened or panicked creature struck must instead save or cower for 1d4 rounds. Both of these are mind-affecting fear effects.
If wielded by a person who wears hamatula hide armor, the hellscourge functions as a +1 flaming unholy whip. Such a wielder can lash the whip once per day to hurl flames as a scorching ray (creating two rays doing so extinguishes the whip’s flames until the next day.
CONSTRUCTION REQUIREMENTS COST 19,805 GP Craft Magic Arms and Armor, fear, scorching ray, unholy blight


HOLY AVENGER

120,630 GP AURA strong abjuration CL 18th WEIGHT 4 lbs. This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin’s class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.
CONSTRUCTION REQUIREMENTS COST 60,630 GP Craft Magic Arms and Armor, holy aura, creator must be good


HURRICANE QUARTERSTAFF

7,840 GP AURA faint evocation CL 3rd WEIGHT 4 lbs.
This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff’s gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder’s Wisdom modifier.
CONSTRUCTION REQUIREMENTS COST 4,220 GP Craft Magic Arms and Armor, gust of wind

HUSHING ARROW

VARIES Hushing arrow 547 GP Greater hushing arrow 1,047 GP AURA faint illusion CL 5th WEIGHT 1/20 lb.
This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 + CHA Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object.
A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt.
CONSTRUCTION REQUIREMENTS COST varies Hushing arrow 277 GP Greater hushing arrow 527 GP Craft Magic Arms and Armor, Heighten Spell (greater hushing arrow only), silence


JAVELIN OF LIGHTNING

1,500 GP AURA faint evocation CL 5th WEIGHT 2 lbs.
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half + CHA). It is consumed in the attack.
CONSTRUCTION REQUIREMENTS COST 750 GP Craft Magic Arms and Armor, lightning bolt


LANCE OF JOUSTING

4,310 GP AURA faint evocation CL 5th WEIGHT 10 lbs.
This ornately designed +1 lance, decorated with ribbons and small favors, allows its wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although this lance is used in combat to remove a mounted foe’s advantage, use of one in a tournament or similar contest is generally considered a dishonorable form of cheating.
CONSTRUCTION REQUIREMENTS COST 2,105 GP Craft Magic Arms and Armor, bull’s strength


LASH OF THE HOWLER

18,305 GP AURA moderate necromancy CL 9th WEIGHT 3 lbs.
The lash of the howler is a +1 vicious scorpion whip tipped with quills torn from a howler’s mane. Each time a creature takes damage from the lash of the howler, it must succeed at a DC 14 Reflex save or a quill breaks off and lodges in its flesh. The whip instantly sprouts a new quill to replace the one lost. The quill leaves the target sickened until it is removed. Removing a single quill from a creature requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed but the process deals 1d4+1 points of damage to the victim.
CONSTRUCTION REQUIREMENTS COST 9,305 GP Craft Magic Arms and Armor, enervation, ray of sickening (Ultimate Magic)
 

LASH OF SANDS

Price (Item Level): 22,301 gp (15th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Free (mental) Weight: 4 lb.
Strips of camel skin wrap the handle of this strange whip, but the rest of its length seems to be a ribbon of cohesive sand. This +1 desiccating burst whip is twice as heavy as a normal whip, deals lethal damage, and is effective even against opponents in armor.
Once per day, you can activate the whip when you strike an opponent with it. Doing so creates a mass of leather bindings that enwrap the target, entangling it as if with a net (PH 119) for 3 rounds or until it escapes. Each round the creature remains entangled, it takes 1d4 points of damage, or 1d8 points if it is a plant or an elemental that has the water subtype. Nonliving creatures take no damage from this effect.
Prerequisites: Craft Magic Arms and Armor, animate rope, desiccate (Snd 114). Cost to Create: 11,000 gp (plus 301 gp for masterwork whip), 880 XP, 22 days.      


LIFE-DRINKER

40,320 GP AURA strong necromancy CL 13th WEIGHT 12 lbs.
This +1 greataxe is favored by undead and constructs, who do not suffer its drawbacks. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour.
CONSTRUCTION REQUIREMENTS COST 20,320 GP Craft Magic Arms and Armor, enervation


LIVING CHAIN

Price (Item Level): 4,325 gp (9th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: — Weight: 10 lb.
This chain sports wicked-look- ing, razor-sharp barbs and seems to writhe with a life of its own. This +1 spiked chain coils around the target’s limbs on a successful attack, granting you a +2 bonus on Strength checks made to trip the target.
Prerequisites: Craft Magic Arms and Armor, bull’s strength. Cost to Create: 2,000 gp (plus 325 gp for masterwork spiked chain), 160 XP, 4 days.    


LUCK BLADE

VARIES Luck blade (0 wishes) 22,060 GP Luck blade (1 wish) 62,360 GP Luck blade (2 wishes) 102,660 GP Luck blade (3 wishes) 142,960 GP AURA strong evocation CL 17th WEIGHT 2 lbs.
This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
CONSTRUCTION REQUIREMENTS COST varies Luck blade (0 wishes) 11,185 GP Luck blade (1 wish) 43,835 GP Luck blade (2 wishes) 76,485 GP Luck blade (3 wishes) 109,135 GP Craft Magic Arms and Armor, miracle or wish  


Mace of the Dark Children

Price (Item Level): 8,012 gp (12th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — Weight: 8 lb.
This heavy mace’s blackened metal haft looks like a fleshless human femur. Its head is shaped like a skull with three screaming skeletal faces, each howling in a different direction.
This +1 adamantine heavy mace grants you a +3 profane bonus on rebuke undead attempts. You also treat your level as two higher when determining how many Hit Dice of undead you can rebuke.
Prerequisites: Craft Magic Arms and Armor, animate dead. Cost to Create: 2,500 gp (plus 3,012 for adamantine heavy mace), 200 XP, 5 days.    


MACE OF SMITING

Lesser mace of smiting CL 7th 16,012 GP Mace of smiting CL 11th 75,312 GP AURA moderate transmutation WEIGHT 8 lbs.
A lesser mace of smiting is a +1 adamantine heavy mace with a +3 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it deals ×4 damage rather than ×2. A critical hit dealt to an outsider deals ×3 damage rather than ×2.
A mace of smiting is a +3 adamantine heavy mace has a +5 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2.
CONSTRUCTION REQUIREMENTS COST varies Lesser mace of smiting 9,512 GP Mace of smiting 39,312 GP Craft Magic Arms and Armor, disintegrate


MACE OF TERROR

38,552 GP AURA strong necromancy CL 13th WEIGHT 8 lbs.
This weapon usually appears to be a particularly frightening looking iron or steel mace. On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror, such that living creatures in a 30- foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail this save take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.
CONSTRUCTION REQUIREMENTS COST 19,432 GP Craft Magic Arms and Armor, fear


MASTERWORK SILVER DAGGER

322 GP AURA no aura (nonmagical) CL — WEIGHT 1 lb.
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not on damage rolls).  

NINE LIVES STEALER

23,057 GP AURA strong necromancy CL 13th WEIGHT 4 lbs.
This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword’s death-dealing ability to function, and this ability has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including by restoration spells) while the sword is wielded.
CONSTRUCTION REQUIREMENTS COST 11,528 GP Craft Magic Arms and Armor, finger of death    

Manticore Greatsword

Price (Item Level): 5,350 gp (10th) Body Slot: — (held) Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: Standard (command) or full-round (command) Weight: —
This greatsword has a wavy blade and an oversized hilt adorned with six spikes. Manticore greatswords were designed to mimic the spike-throwing ability of their namesake creature. Such a weapon functions as a +1 greatsword. When you activate this weapon, you can launch either one spike (a standard action) or all six spikes (a full-round action) from its hilt as a ranged attack that provokes attacks of opportunity. Treat the spikes as thrown weapons. Each spike deals 1d6 points of piercing damage and has a range increment of 20 feet. The spikes have an enhancement bonus equal to that of the weapon, and are treated as being made of the same material and having the same alignment (if any) as the weapon. The spikes crumble to dust 1 round after they are launched from the weapon. A manticore greatsword regenerates any thrown spikes at dawn each day.
Prerequisites: Craft Magic Arms and Armor, magic missile. Cost to Create: 2,500 gp (plus 350 gp for masterwork greatsword), 200 XP, 5 days.  


METEORIC KNIFE

Price (Item Level): 2,802 gp (7th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) Weight: 1/2 lb.
This throwing knife is made from a seamless piece of shining black metal. This knife functions as a +1 dagger. In addition, a meteoric knife has three charges, which are renewed each day at dawn. Spending 1 or more charges enhances the dagger’s magical properties as described below. The effects last for 1 round.
  • 1 charge: The dagger gains the returning property.
  • 2 charges: The dagger gains the flamingand returning properties.
  • 3 charges: The dagger gains the flamingand returning properties
In addition, if it hits a creature, it deals normal damage and creates an explosion of fire that deals an extra 3d6 points of fire damage to the target and all creatures adjacent to it (Reflex DC 14 + CHA for half).
Prerequisites: Craft Magic Arms and Armor, fireball, telekinesis. Cost to Create: 1,250 gp (plus 302 gp for masterwo    


OATHBOW

25,600 GP AURA strong evocation CL 15th WEIGHT 3 lbs.
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow’s whisper becomes the shout “Death to those who have wronged me!” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and ×4 on a critical hit instead of the normal ×3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath.
CONSTRUCTION REQUIREMENTS COST 13,100 GP Craft Magic Arms and Armor, creator must be an el


Pick of Piercing

Price (Item Level): 9,308 gp (12th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Free (command) Weight: 6 lb.
The tips of this heavy pick taper to needlelike points. The stylized image of a stern, bearded dwarf glowers from the center of the weapon. Pick of piercing
Three times per day, you can touch any object created of force (such as Bigby’s force- ful hand or a wall of force) with this +1 heavy pick. Treat this touch as a touch attack against the touch AC provided by the spell or AC 0, if the spell does not provide the force effect with an AC of its own. A suc- cessful touch attack destroys the object as if you had cast disintegrate on it.
Prerequisites: Craft Magic Arms and Armor, disintegrate. Cost to Create: 4,500 gp (plus 308 gp for masterwork pick), 360 XP, 9 days.  


Quarter Staff of Battle

Price (Item Level): 24,600 gp (15th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Swift (command) Weight: 4 lb.
A ring of snapped arrows has been etched at one end of this metal quarterstaff, while around the other runs a ring of broken skulls. While wielding this +1/+1 quarterstaff, you can attempt to disarm opponents as if you had the Improved Disarm feat.
In addition, a quarterstaff of battle has three abilities you can use when you activate the weapon.
1. For the next 2 rounds, the staff auto-matically deflects all ranged attacks from Medium or smaller attackers, as well as all ranged attacks created by spells of 2nd level or lower, that target you or any ally adjacent to you. This ability functions three times per day.
2. Both ends of the staff gain the speed weapon prop- erty (DMG 225) for 5 rounds. This ability functions once per day.
3. Your next attack with the quarter- staff of battle on this turn is a battlestrike. If the battlestrike hits, the quarterstaff deals an extra 2d6 points of damage, and the target is knocked prone and stunned for 1 round (Fort DC 22 negates the stun and prone effects). This ability functions once per day.
Prerequisites: Craft Magic Arms and Armor, haste, protection from arrows, Tenser’s transformation. Cost to Create: 12,000 gp (plus 600 for masterwork/masterwo    

QUARTERSTAFF OF VAULTING

19,100 GP AURA faint transmutation CL 5th WEIGHT 4 lbs.
This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Tumble, balance and jump checks and can move at full speed without penalty when using tumble to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the jump DC is equal to 3 times the height to be reached instead of 4. In addition, with a successful DC 25 ump check, the wielder can use the staff to vault over an opponent’s head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 9,850 GP Craft Magic Arms and Armor, jump  

RAPIER OF PUNCTURING

50,320 GP AURA strong necromancy CL 13th WEIGHT 2 lbs.
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
CONSTRUCTION REQUIREMENTS COST 25,320 GP Craft Magic Arms and Ar  


RICOCHET HAMMER

20,301 GP AURA moderate transmutation CL 7th WEIGHT 2 lbs.
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder’s additional attacks for that round.
CONSTRUCTION REQUIREMENTS COST 10,301 GP Craft Magic Arms and Armor, telekinesis    


ROD OF CATS

Price (Item Level): 10,600 gp (13th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation and transmutation Activation: — and standard (command) Weight: 4 lb.
The head of this long rod of black wood bears the stylized visage of a wise-looking feline, its green gemstone eyes glimmering as if alive. When held, this +1/masterwork quarterstaff grants you low-light vision and a +5 com- petence bonus on Hide and Move Silently checks. These are continuous effects and requires no activation.
Once per day, you can activate a rod of cats to gain one of two different effects: The rod creates a spider climb effect on you with a duration of 50 minutes, or it creates a dark- ness effect, targeted on the rod. You and anyone else touching the rod of cats can see normally within this darkness.
The rod also has a secret compartment (requiring a suc- cessful DC 25 Search check to fi nd) large enough to hold a set of thieves’ tools, a scroll, or another object of similar size.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, cat’s grace, darkness, low-light vision (SC 134), spider climb. Cost to Create: 5,000 gp (plus 600 gp for masterwork/ masterwork quarterstaff ), 400 XP, 10 days.


Rod of Celestial Might

Price (Item Level): 38,600 gp (17th) Body Slot: — (held) Caster Level: 13th Aura: Strong; (DC 21) conjuration Activation: See text Weight: 5 lb.
As long as a quarterstaff, this rod is carved from a single length of arrow-straight ash, and its ends are shod in gold and silver bands. Designed to battle the denizens of the Lower Planes, a rod of celestial might functions as a +1/+1 quarterstaff. Its abilities can be activated only by a non-evil character. A rod of celestial might has two abilities you can activate under specific circumstances.
1. After a successful attack with the rod against an evil outsider, you can trigger a holy smite effect centered on the target as an immediate (command) action. This ability functions three times per day.
2. If you are within 60 feet of an evil outsider, you can summon an avoral guar- dinal (as summon monster VII) as a standard (command) action. This ability functions once per day.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, holy smite, summon monster VII. Cost to Create: 19,000 gp (plus 600 gp for masterwork/masterwork quar- terstaff), 1,520 XP, 38 days.  


Rod of Defiance

Price (Item Level): 7,312 gp (11th) Body Slot: — (held) Caster Level: 10th Au ra: Moderate; (DC 20) necromancy Activation: — Weight: 3 lb.
This crudely shaped, bone-white rod resembles a cudgel. You can use a rod of defiance in combat as a +1 heavy mace. In addition, each undead creature within 30 feet of you while you hold the rod is treated as if it had 4 fewer Hit Dice (minimum 1 HD) for the purpose of turn or rebuke undead checks.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, turn undead or rebuke undead. Cost to Create: 3,500 gp (plus 312 gp for masterwork heavy mace), 280 XP, 7 days.  


Rod of Enervating Strike

Price (Item Level): 18,312 gp (15th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) necromancy Activation: — Weight: 8 lb.
This iron-shod oaken rod is blackened and weathered, yet sturdy. Crafted from wood exposed to the Negative Energy Plane, a rod of enervating strike functions as a +1 heavy mace. In addition, when you successfully strike a creature with the rod in melee, the target is sub- jected to an inflict light wounds effect (1d8+5 damage; Will DC 11 + CHA half). If you score a critical hit with the rod, the creature is instead subjected to an inflict serious wounds effect (3d8+15 damage; Will DC 14 + CHA half).
When you use the rod on a minor nega- tive-dominant plane, its inflict effects are empowered as if by the Empower Spell feat. When used on a major negative-domi- nant plane, these effects are maximized as if by the Maximize Spell feat.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, inflict serious wounds. Cost to Create: 9,000 gp (plus 312 gp for masterwork heavy mace), 720 XP, 18 days.


ROD OF FREEDOM

Price (Item Level): 18,402 gp (15th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: See text Weight: 6 lb. This macelike scepter has an ornate head fashioned of gold filigree mounted on a thick copper shaft.
This +1 silver heavy mace has three special abilities. As long as the rod of freedom is in your hand, you gain a +4 morale bonus on saving throws against charm or compul- sion effects. This is a continuous effect and requires no activation.
In addition, you can activate a rod of freedom as a free (mental) action at will to deal nonlethal damage without penalty on your next attack roll. You must decide before you make the attack whether you will activate this ability.
Third, any time you strike a creature that is under a charm or compulsion effect with the rod, you can activate it as a swift (command) action to make a special caster level check (1d20+9) and attempt to dispel the effect (DC 11 + caster level of the effect). This ability functions five times per day.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, break enchantment. Cost to Create: 9,000 gp (plus 402 gp for masterwork silver    


Rod of the Recluse (Llolth Relic)

Price (Item Level): 9,305 gp (12th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) necromancy Activation: Swift (command) Weight: 5 lb.
This rod resembles a giant spider leg, complete with segmentations and coarse black hairs. Rods of the recluse are usually found in the possession of Lolth’s high priestesses. When you wield this rod, it functions as a +2 light mace if you are cha- otic evil, neutral evil, or chaotic neutral.
Relic Power: If you have established the proper divine connection, you can activate the rod to deliver poison (Fort DC 20, 2d6 Str/2d6 Str) with the next melee attack you make with it. If you score a critical hit, the Strength damage from that blow (both initial and second- ary) becomes Strength drain instead. This ability functions five times per day.
To use the relic power, you must worship Lolth and at least 11 HD
Prerequisites: Craft Magic Arms and Armor, Craft Rod, Sanctify Relic, poison. Cost to Create: 4,500 gp (plus 305 gp for masterwork light mace), 360 XP, 9 days  


Rod of Surprises

Price (Item Level): 6,000 gp (10th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) illusion, transmutation Activation: Standard (manipulation) Weight: 2 lb.
Numerous seams, hinges, and bolts cover this otherwise simple-looking blunt metal rod. At one end, five black buttons jut forth. Similar to a rod of lordly might, a rod of surprises has both combat and utilitarian features. Its buttons can be depressed, singly or in various combinations, to cause the rod to lengthen and even sprout a blade. It can be used as a javelin, kama, longspear, quarterstaff, scythe, shortspear, short sword, or spear. A rod is treated as a +1 weapon in any of these forms.
The rod can store a message of up to twenty-five words as the magic mouth spell, replaying the message when the trigger- ing conditions are met (such as when a specific word is spoken). You can reset the message as a standard action, and you choose the trigger.
The rod can also lengthen up to 60 feet and support up to 800 pounds without bending.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, levitate, magic mouth, wood shape. Cost to Create: 3,000 gp, 240 XP, 9 days.


ROD OF WHIPS

Price (Item Level): 15,000 gp (14th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Standard (command) Weight: 2 lb.
Tightly wrapped and knot- ted strands of black leather make up this short rod, allowing for a solid grip, which nonetheless looks incomplete. On command, a rod of whips grows a magic tendril of force from one end that functions as a whip.
Once activated, a rod of whips acts as a +1 dancing whip that can strike incor- poreal creatures as a force effect. A rod of whips can be activated three times per day, and each acti- vation lasts for 10 rounds.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, animate objects, spiritual weapon. Cost to Create: 7,500 gp, 600 XP, 15 days.
 


ROGUE BLADE

Price (Item Level): 12,320 gp (13th) Body Slot: — (held) Caster Level: 6th Aura: Moderate; (DC 18) illusion Activation: Swift (mental) Weight: 2 lb.
The edges of this elegant rapier seem to fade and twitch, making it difficult to look at directly and surrounding it with a blur of motion though it remains pefectly still. When you activate this +1 rapier, it provides you with the effect of a blink spell for 6 rounds. The effect ends prematurely if you stop holding the rogue blade. This effect can be used twice per day.
Prerequisites: Craft Magic Arms and Armor, blink. Cost to Create: 6,000 gp (plus 320 gp for masterwork rapier), 480 XP, 12 days.    


SCIMITAR OF THE SPELLTHIEF

75,815 GP AURA strong divination CL 13th WEIGHT 4 lbs.
This curved blade of golden metal, a +1 keen heartseeking spellstealing scimitar, is the bane of spellcasters. Inscribed with flowing magical script that purports to reveal the inner secrets of magic, the scimitar of the spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks.
The scimitar also reveals magical auras by touch; this functions as detect magic but affects only a single object or creature at a time, which must be touched with the blade while the wielder concentrates on detection, and the magical auras revealed are clearly visible to all
CONSTRUCTION REQUIREMENTS COST 37,815 GP Craft Magic Arms and Armor, death knell, greater arcane sight, keen edge, limited wish  


Screaming Bolt

267 gp
This +2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful DC 14 Will save or become shaken for 1 round. This is a mind-affecting fear effect.
CONSTRUCTION REQUIREMENTS COST 137 GP Craft Magic Arms and Armor, doom  


SCOURGE OF PAIN

Price (Item Level): 26,320 gp (16th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — Weight: 2 lb.
The black leather lashes of this terrible scourge are covered in lengths of rusted wire, bits of broken red glass, and tiny fangs.
Each time this +1 scourge strikes, it deals an extra 1d8 points of nonlethal damage and causes agonizing pain in the creature struck. The target takes a –4 penalty on attack rolls, saving throws, and checks for 1d4 rounds (Fort DC 17 negates). Multiple strikes on the same creature don’t stack.
Prerequisites: Craft Magic Arms and Armor, symbol of pain. Cost to Create: 13,000 gp (plus 320 gp for masterwork scourge), 1,040 XP, 26 days.    


SEARING ARROW

1,516 GP AURA moderate evocation CL 9th WEIGHT —
This +1 flaming arrow continues to burn its target each round, dealing 1d6 points of fire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.
CONSTRUCTION REQUIREMENTS COST 758 GP Craft Magic Arms and Armor; flame blade, flame strike, or fireball


SHATTERSPIKE

4,315 GP AURA strong evocation CL 13th WEIGHT 4 lbs.
This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent’s weapon.
CONSTRUCTION REQUIREMENTS COST 2,315 GP Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter


SHIELDSPLITTER LANCE

18,310 GP AURA moderate evocation CL 10th WEIGHT 10 lbs.
This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent’s shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield’s hardness.
CONSTRUCTION REQUIREMENTS COST 9,310 GP Craft Magic Arms and Armor, keen edge, shatter


SHIFTER’S SORROW

12,780 GP AURA strong transmutation CL 15th WEIGHT 10 lbs.
This +1/+1 silver two-bladed sword deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a successful DC 15 Will save or return to its natural form.
CONSTRUCTION REQUIREMENTS COST 6,780 GP Craft Arms and Armor, baleful polymorph


SIZZLING ARROW

1,516 GP AURA moderate evocation CL 9th WEIGHT —
This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 points of acid damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from herself). Removing the arrow destroys it. The arrow dissolves once the 3 rounds pass.
CONSTRUCTION REQUIREMENTS COST 758 GP Craft Magic Arms and Armor, acid arrow    


SLAYING ARROW

VARIES Slaying arrow 2,282 GP Greater slaying arrow 4,057 GP AURA strong necromancy CL 13th WEIGHT 1/10 lb.
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed.
CONSTRUCTION REQUIREMENTS COST varies Slaying arrow 1,144 GP Greater slaying arrow 2,032 GP Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow)  


SLEEP ARROW

132 GP AURA faint enchantment CL 5th WEIGHT 1/10 lb.
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.
CONSTRUCTION REQUIREMENTS COST 70 GP Craft Magic Arms and Armor, sleep


SPARKWAKE KNIFE

21,324 GP AURA moderate evocation CL 8th WEIGHT 3 lbs.
A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day, its wielder may throw it so it transforms into an 8th-level lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt’s path.
CONSTRUCTION REQUIREMENTS COST 10,824 GP Craft Magic Arms and Armor, lightning bolt  


SPIDER’S FANG

79,102 GP AURA moderate evocation CL 10th WEIGHT 1 lb.
This punching dagger’s blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on tumble checks made to move through an enemy’s threatened area without provoking an attack of opportunity.
CONSTRUCTION REQUIREMENTS COST 39,702 GP Craft Magic Arms and Armor, bleed, keen edge, ray of enfeeblement    


Spear of Retribution (Gruumsh Relic)

Price (Item Level): 9,302 gp (12th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: — Weight: 6 lb.
The shaft of this rowanwood spear appears slightly curved, and its base is shod with a metal arrow point. Spears of retribution are widely known as the instruments of Gruumsh’s wrath. When you wield a spear of retribution, it functions as a +1 returning spear if you are chaotic evil, chaotic neutral, or neutral evil.   Relic Power: If you have established the proper divine connection, you gain a +2 morale bonus on attack rolls and damage rolls made with a spear of retribution against any enemy that dealt damage to you in the previous round. Against an enemy that scored a critical hit against you in the previous round, the spear also gains the keen property. To use the relic power, you must wor- ship Gruumsh and at least 9 HD.
Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, righteous might. Cost to Create: 4,500 gp (plus 302 gp for masterwork spear), 180 XP, 9 days.    


SPECTRAL DAGGER

Price (Item Level): 6,000 gp (10th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: 1 lb.
This pocked and notched piece of yellowed bone seems to have once been used as the pommel for a dagger, though the blade is now missing. When you grasp the hilt of a spectral dagger, a “blade” of ghostly light coalesces into existence. The weapon has no enhance- ment bonus (and can’t be imbued with one). Attacks with a spectral dagger are treated as touch attacks, but the weapon does not deal damage normally. Instead, any target struck by the weapon is affected by a chill touch spell (Fort DC 11 partial or Will DC 11 negates; add CHA to DC). A spectral dagger fades away if it leaves your hand, so the weapon can’t be used to make ranged attacks.
Prerequisites: Craft Magic Arms and Armor, chill touch. Cost to Create: 3,000 gp, 240 XP, 6 days.


SPIDER FANG

Price (Item Level): 5,302 gp (9th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — and standard (command) Weight: 1 lb.
Of grotesque design, this seemingly organic dagger appears to be made from sharpened layers of purple-black chitin. Sinister weblike patterns cover its surface, and the blade occa- sionally twitches and jerks of its own accord. This +1 dagger quickly cuts through webs (magical or otherwise) without getting stuck. As a move action, you can cut through a web entangling you or another creature. You can move through webs created by a web spell at half your normal speed (although the weapon doesn’t prevent you from being stuck in either of these webs in the fi rst place). These are con- tinuous effects and require no activation.
Once per day, you can activate a spider fang to create a freestanding 10- foot-by-10-foot vertical curtain of cobwebs. This curtain doesn’t block move- ment, but does provide concealment to creatures behind it. Anyone touch- ing the curtain causes it to collapse, dealing 2d4 points of acid damage to that creature.
Prerequisites: Craft Magic Arms and Armor, Melf’s acid arrow, web. Cost to Create: 2,500 gp (plus 302 gp for masterwork dagger), 200 XP, 5 days    


SPIRIT BLADE

48,502 GP AURA moderate abjuration CL 10th WEIGHT 1 lb.
This wavy blade is almost transparently thin, and glows with ethereal energy upon being grasped. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.
CONSTRUCTION REQUIREMENTS COST 24,402 GP Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level


SPIRIT CALLER

25,302 GP AURA moderate necromancy CL 9th WEIGHT 2 lbs.
The spirit caller is a +1 ghost touch club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane club. The club consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.
CONSTRUCTION REQUIREMENTS COST 12,802 GP Craft Magic Arms and Armor, magic jar, plane shift  


STONEREAVER

Price (Item Level): 6,320 gp (10th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 12 lb.
In the hands of a nondwarf, stonereaver functions as a +1 greataxe. In the hands of a dwarf, the weapon also gains the bane property (DMG 224) against elementals that have the earth subtype and against constructs primarily made of earth, stone, or metal.
Prerequisites: Craft Magic Arms and Armor, stone shape. Cost to Create: 3,000 gp (plus 320 gp for masterwork greataxe), 240 XP, 6 days.    


STUNSHOT SLING

Price (Item Level): 7,800 gp (11th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Free (command) Weight: —
This sling is stitched with tiny images of styl- ized bull’s heads.
This weapon functions as a +1 sling. Three times per day, you can activate a stunshot sling so that the next target you hit on your current turn must succeed on a Fortitude save (DC equal to your attack roll result) or be stunned for 1 round.
Prerequisites: Craft Magic Arms and Armor, sound burst. Cost to Create: 3,750 gp (plus 300 gp for masterwork sling), 300 XP, 8 days.


SUMMONER’S SORROW

42,816 GP AURA moderate abjuration CL 9th WEIGHT 10 lbs.
The summoner’s sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner’s sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder’s base attack bonus is used in place of the wielder’s or item’s caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner’s eidolon.
Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round.
CONSTRUCTION REQUIREMENTS COST 21,566 GP Craft Magic Arms and Armor, dismissal, dispel magic


SUN BLADE

50,335 GP AURA moderate evocation CL 10th WEIGHT 2 lbs.
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60- foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely.
All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.
CONSTRUCTION REQUIREMENTS COST 25,335 GP Craft Magic Arms and Armor, daylight, creator must be good    


SWIFT OBSIDIAN GREATAXE

11,320 GP AURA moderate transmutation CL 10th WEIGHT 12 lbs. The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round    

SWORD OF LIFE STEALING

25,715 GP AURA strong necromancy CL 17th WEIGHT 4 lbs.
This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level gained or any such levels become permanent.
CONSTRUCTION REQUIREMENTS COST 13,015 GP Craft Magic Arms and Armor, enervation      


SWORD OF SUBTLETY

22,310 GP AURA moderate illusion CL 7th WEIGHT 2 lbs.
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when she makes a sneak attack with it.
CONSTRUCTION REQUIREMENTS COST 11,310 GP Craft Magic Arms and Armor, blur


SWORD OF THE PLANES

22,315 GP AURA strong evocation CL 15th WEIGHT 4 lbs.
This longsword has an enhancement bonus of +1 on the Material Plane, but on any elemental planes its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the elemental planes. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
CONSTRUCTION REQUIREMENTS COST 11,315 GP Craft Magic Arms and Armor, plane shift


SYLVAN SCIMITAR

47,315 GP AURA moderate evocation CL 11th WEIGHT 4 lbs.
When used outdoors in a temperate climate, this +3 scimitar grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
CONSTRUCTION REQUIREMENTS COST 23,815 GP Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid


TANGLE BOLT

226 GP AURA strong conjuration CL 12th WEIGHT —
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt’s damage, the target is entangled as if it had been hit by a tanglefoot bag.
CONSTRUCTION REQUIREMENTS COST 113 GP Craft Magic Arms and Armor, true seeing, and either web or creator must have 5 ranks in Craft (alchemy)


TEN-RING SWORD

14,315 GP AURA moderate transmutation CL 7th WEIGHT 4 lbs.
This finely crafted +2 nine-ring broadsword has an extra gap at the base of the blade’s unsharpened edge, closest to the hilt, seemingly to fit an extra ring. The wielder of a ten-ring sword can use a full-round action to place a magic ring into the empty slot, where the ring then rests until removed (another full-round action). Once a ring is fitted to the tenth slot, the sword’s wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings.
Alternatively, the sword’s wielder can fit a ring made of a specific metal like adamantine or cold iron into the tenth slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring. Using this property does not grant the weapon any additional properties of that metal (such as bypassing hardness, etc.). In the event that a magic ring made from a specific metal, like silver, is affixed to the sword’s tenth slot, the sword’s wielder decides which of the weapon’s two properties will be in effect when the ring is placed. However, the sword’s wielder can use a move action to switch between properties.
CONSTRUCTION REQUIREMENTS COST 7,157 GP Craft Magic Arms and Armor, mage hand, versatile weapon  


TENTACLE ROD

Price (Item Level): 14,000 gp (14th) Body Slot: — (held) Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: Standard (command) Weight: 3 lb.
Three long, russet-colored tentacles sprout from the end of this 2-foot-long rod, writhing sinuously.
When activated, a tentacle rod makes three attacks (one per tentacle) against a single target within your melee reach that you designate. The rod uses its own attack bonus (+12) rather than yours, and each attack deals 6 points of bludgeoning damage. Treat the rod as a magic weapon for the purpose of overcoming damage reduction.
If all three tentacles strike the same living creature in a round, that creature becomes slowed (as the slow spell) for 5 rounds (Fort DC 14 negates).
Prerequisites: Craft Magic Arms and Armor, Craft Rod, animate objects, Evard’s black tentacles, slow. Cost to Create: 7,000 gp, 560 XP, 14 days.


Tentacle Rod, Greater

Price (Item Level): 36,000 gp (17th) Caster Level: 12th Aura: Strong; (DC 21) transmutation Weight: 6 lb.
Six long violet tentacles sprout from the end of this 2-foot-long rod, writhing sinuously when you grasp the handle.
When activated, a greater tentacle rod makes six attacks (one per tentacle) against a single target within your melee reach that you designate. The rod uses its own attack bonus (+18), and each attack deals 9 points of bludgeoning damage. Treat the rod as a magic weapon for the purpose of overcoming damage reduction.
If at least three of a greater tentacle rod’s tentacles strike the same living creature in a round, that creature becomes fatigued (Fort DC 20 negates creatures already fatigued suffer no additional effect. If all six tentacles strike the same living creature in a round, that creature instead becomes exhausted (Fort DC 20 negates).
Prerequisites: Craft Magic Arms and Armor, Craft Rod, animate objects, Evard’s black tentacles, ray of exhaustion, ray of fatigue. Cost to Create: 18,000 gp, 1,440 XP, 36 days.    




TRIDENT OF FISH COMMAND

18,650 GP AURA moderate enchantment CL 7th WEIGHT 4 lbs.
The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 Hit Dice of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or her allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals that successfully make their saving throws are free of control, but they will not approach within 10 feet of the trident.
CONSTRUCTION REQUIREMENTS COST 9,482 GP ABILITIES Craft Magic Arms and Armor, charm animals, speak with animals
 


TRIDENT OF SERENITY

Price (Item Level): 5,315 gp (10th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Standard (command) Weight: 4 lb.
This trident looks almost delicate, with fine points on its gradually curving prongs. Silver and pearl inlays form lazy swirls down the weapon’s haft.
When you activate this +1 trident, it creates a calm emotions effect centered on you (Will DC 16 negates). The effect lasts for 5 rounds and does not require concentration. Any creature that successfully saves against this effect is immune to further uses of that ability for 24 hours. This ability functions three times per day. Prerequisites: Craft Magic Arms and Armor, calm emotions.    


TRIDENT OF WARNING

10,115 GP AURA moderate divination CL 7th WEIGHT 4 lbs.
A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and scanning a hemisphere with a radius of 680 feet takes 1 round. The weapon is otherwise a +2 trident.
CONSTRUCTION REQUIREMENTS COST 5,215 GP Craft Magic Arms and Armor, locate creature


TRITON’S TRIDENT

15,065 GP AURA moderate evocation CL 6th WEIGHT 4 lbs.
This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton’s trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6.
CONSTRUCTION REQUIREMENTS COST 7,690 GP Craft Magic Arms and Armor, hydraulic push, hydraulic torrent, summon monster I


UNDERCUTTING AXE

23,310 GP AURA moderate necromancy CL 9th WEIGHT 6 lbs.
This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half).
CONSTRUCTION REQUIREMENTS COST 11,810 GP Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I  


VALOR’S MINION

41,335 GP
The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor’s minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher.
CONSTRUCTION REQUIREMENTS COST 20,168 GP Craft Magic Arms and Armor, holy smite


VIPERBLADE

Price (Item Level): 6,302 gp (10th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Swift (mental) Weight: 1 lb.
The hilt of this dagger is shaped like a snake, and the twisted blade looks like an impossibly long tongue.
Created by cults that worship serpent deities, these +1 daggers are prized for their ability to secrete toxic venom. A viperblade has 5 charges, which are renewed each day at dawn. Spending 1 or more charges envenoms the blade (at no risk to you) for the next attack you make during this turn. The poison deals 1d6 points of Constitution damage (both primary and secondary). The save DC depends on the number of charges spent:
  1. charge: Fortitude DC 12.
  2. charges: Fortitude DC 15.
  3. charges: Fortitude DC 18.
Prerequisites: Craft Magic Arms and Armor, poison. Cost to Create: 3,000 gp (plus 302 gp for masterwork dagger), 300 XP, 6 days.    


VOID SCYTHE

95,318 GP AURA strong necromancy CL 13th WEIGHT 10 lbs.
Instead of a blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant energy scythe, except the blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe to charge it with life-destroying energy for 1 round per die of channeling. For example, channeling negative energy for 5d6 points of damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Black energy utterly consumes any creature that is slain by the void scythe, leaving no body behind but leaving the creature’s equipment unharmed. A victim of the void scythe can be restored only by true resurrection or a carefully worded miracle or wish.
CONSTRUCTION REQUIREMENTS COST 47,815 GP Craft Magic Arms and Armor, disintegrate, enervation


WARBRINGER

61,375 GP AURA strong enchantment CL 14th WEIGHT 8 lbs.
This massive, wickedly curved red-bladed sword is a +3 keen vicious falchion that murmurs a low, rumbling battle chant when drawn. Whenever the wielder confirms a critical hit with a warbringer, the wielder gains the benefits of rage for 1 round (if a barbarian, the wielder gains 1 additional round of rage for that day), while the creature struck is compelled to move toward and attack its nearest ally with a melee weapon, natural weapon, or unarmed strike on its next turn (DC 14 Will negates), as the murderous command spell.
CONSTRUCTION REQUIREMENTS COST 30,875 GP Craft Magic Arms and Armor, keen edge, murderous command (Ultimate Magic), rage  

WARLOCK’S SCEPTER

Price (Item Level): 8,305 gp (12th) Body Slot: — (held) Caster Level: 10th Aura: Moderate; (DC 20) necromancy Activation: — or swift (mental see text Weight: 3 lb.
This sturdy ebony rod is surmounted by a carving of a demonic, horned skull. This +1 light mace confers a +1 profane bonus on your ranged touch attack rolls while you hold it. This is a continuous effect and requires no activation.
Furthermore, a warlock’s scepter has 5 charges, which are renewed each day at dawn. Spending 1 or more charges improves the damage of the next eldritch blast (CAr 7) you make in that round.
  • 1 charge: +1d6 damage.
  • 3 charges: +2d6 damage.
  • 5 charges: +4d6 damage.
After these charges have been expended, the rod remains a +1 light mace, but it no longer provides a bonus on ranged touch attack rolls until its charges are restored.
Prerequisites: Craft Magic Arms and Armor, Craft Rod, bestow curse. Cost to Create: 4,000 gp (plus 305 gp for masterwork light mace), 320 XP, 8 days.


WATER WHIP

Price (Item Level): 20,301 gp (15th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: — and standard (command) Weight: 2 lb.
This strange weapon looks less like a tradi- tional whip and more like a tube of water, tapering along its length to icicle sharpness at one end. The handle is crafted from a pale blue crystal shard.
This +1 whip shimmers and undulates with deceptive grace when held. Unlike a normal whip, a water whip deals lethal damage and can affect armored creatures. Furthermore, while wielding a water whip, you are difficult to disarm. If the whip is knocked from your grasp, it immediately flows back into your hand at the beginning of your next turn (even if it is within some- one else’s grasp) as long as it is within 30 feet of you. Doing this requires no action on your part. In addition, drawing a water whip is always a free action.
Both a fire elemental and water elemen- tal are bound within a water whip, allowing it to emanate either of two energy prop- erties, flaming or frost (DMG 224). You choose the property when you activate the whip, and it deals an extra 1d6 points of the appropriate kind of damage (fi re or cold). Prerequisites: Bind Elemental (ECS 51) or Craft Magic Arms and Armor, planar binding. Cost to Create: 10,000 (plus 301 gp for masterwork whip), 800 XP, 20 days.


WHIP OF WEBS

Price (Item Level): 6,301 gp (10th) Body Slot: — (held) Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Free (command) Weight: 1 lb.
Complex strands of tightly braided spider webs have been woven together to create this unusual whip. Tiny, multilegged black shapes skitter up and down its length, hiding amid its countless knots. When you strike a creature with this +1 whip, you can activate it to wrap the target in a web of tough, leathery filaments. The creature is entangled as if by a net (PH 119) for 3 rounds or until it escapes. Multiple strikes by a whip of webs aren’t cumulative. This ability functions three times per day.
Prerequisites: Craft Magic Arms and Armor, web. Cost to Create: 3,000 gp (plus 301 gp for masterwork whip), 240 XP, 6 days.

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