weapon abilities

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Weapon Abilities Ratings and Original forum thread by: JWT on this page . Descriptions for each ability compiled by: Justin “Cookie Monster” Harless (Disclaimer: If you cannot figure out which book is in the heading of each ability, drop me a line. Also, not all entries look the same due to the text being copied from several different sourcebooks.) 5 Star Special Abilities Air Elemental Power (Large) (DMGII, p254):- An air elemental power weapon allows its wielder to summon forth a powerful air elemental and communicate with it in its native language. This creature serves the wielder both in and out of combat. Lore: Characters can gain the following pieces of information about the air elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below. DC 20: The first air elemental power weapons were crafted several thousand years ago by the elf smith Limbuth Shadarrahn. Known for creating delicate weapons that used raw elemental air to great effect, he also imbued his items with devious and clever magic that mimicked the ephemeral and elusive nature of his favorite element. DC 30: Though he was fond of the finesse with which air could be manipulated, Limbuth was also fascinated with the savage power it had. His first air elemental power creation was a composite longbow he called Quickstrike, which his apprentices later used as a model to create similar weapons. Description: An air elemental power weapon has barely visible etchings of blowing clouds and eddying winds along its length. The hilt or grip resembles puffs of clouds, and the pommel or crest is set with a single clear diamond. An air elemental power weapon feels lighter than most comparable weapons. When used to summon an air elemental, it seems to become temporarily insubstantial, as though made of moving air. Prerequisite: The air elemental power ability can be added only to a weapon that already has the shock ability or the shocking burst ability. Activation: The wielder of an air elemental power weapon can summon an elemental once per day as a standard action. Effect: A weapon with this ability allows the wielder to summon a powerful air elemental ally. The exact kind of air elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder air elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. Air Elemental Maximum Time Large 11 rounds Huge 13 rounds Greater 15 rounds Elder 17 rounds The elemental can be dismissed before its duration expires, but doing so wastes the unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Auran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an air elemental

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Page 1: Weapon Abilities

Weapon Abilities

Ratings and Original forum thread by: JWT on this page.Descriptions for each ability compiled by: Justin “Cookie Monster” Harless

(Disclaimer: If you cannot figure out which book is in the heading of each ability, drop me a line. Also, not all entries look the same due to the text being copied from several different sourcebooks.) 5 Star Special Abilities Air Elemental Power (Large) (DMGII, p254):- An air elemental power weapon allows its wielder to summon forth a powerful air elemental and communicate with it in its native language. This creature serves the wielder both in and out of combat. Lore: Characters can gain the following pieces of information about the air elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below. DC 20: The first air elemental power weapons were crafted several thousand years ago by the elf smith Limbuth Shadarrahn. Known for creating delicate weapons that used raw elemental air to great effect, he also imbued his items with devious and clever magic that mimicked the ephemeral and elusive nature of his favorite element. DC 30: Though he was fond of the finesse with which air could be manipulated, Limbuth was also fascinated with the savage power it had. His first air elemental power creation was a composite longbow he called Quickstrike, which his apprentices later used as a model to create similar weapons. Description: An air elemental power weapon has barely visible etchings of blowing clouds and eddying winds along its length. The hilt or grip resembles puffs of clouds, and the pommel or crest is set with a single clear diamond. An air elemental power weapon feels lighter than most comparable weapons. When used to summon an air elemental, it seems to become temporarily insubstantial, as though made of moving air. Prerequisite: The air elemental power ability can be added only to a weapon that already has the shock ability or the shocking burst ability. Activation: The wielder of an air elemental power weapon can summon an elemental once per day as a standard action. Effect: A weapon with this ability allows the wielder to summon a powerful air elemental ally. The exact kind of air elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder air elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows.Air Elemental Maximum TimeLarge 11 roundsHuge 13 roundsGreater 15 roundsElder 17 roundsThe elemental can be dismissed before its duration expires, but doing so wastes the unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Auran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an air elemental

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power weapon can cause a distraction using its whirlwind ability, carry the wielder and his allies through the air, or perform special combat maneuvers, such as the aid another action.Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th(greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VI (Large), summon monster VII (Huge), summonmonster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus (Huge), +3 bonus (greater), or +4 bonus (elder). Aptitude weapon: (BoNS, p148):- The aptitude property lets a wielder apply his expertise with another type of weapon to the aptitude weapon. Thus, the master of a greatsword is the also the master of any aptitude weapon. Description: Aptitude weapons have no special appearance. Prerequisite: Anyone can wield an aptitude weapon, but to gain any benefit from it, a wielder must have feats that are tied to the use of a particular weapon type. Activation: An aptitude weapon’s magic is worthless in the hands of someone who lacks the appropriate feats, butanyone with the right feats gains the weapon’s benefits just by wielding it. Effect: A wielder who has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater Weapon Focus, Weapon Specialization, or the like, can apply the benefits of those feats to any weapon that has the aptitude quality. In addition, if any of the wielder’s weapon use feats are specifically keyed to the aptitude weapon’s type, he gains a +1 bonus on attack and damage rolls. Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, Weapon Focus (weapon being enchanted). Weight: As normal for the weapon. Price: +1 bonus. Earth Elemental Power (Large) (DMGII, p256):- See Air Elemental Power. Earthbound (ECS, p266):- An earthbound weapon has a Small earth elemental bound to it, and has a heavy, crystalline appearance. As long as the wielder and his opponent are both touching the ground, the weapon grants its wielder an additional +2 bonus on attack and damage rolls. If the wielder is flying, the weapon’s enhancement bonus from this property does not apply to his attacks (though the +1 enhancement bonus on his attack rolls for using a masterwork weapon still applies). Moderate conjuration; CL 9th; Bind Elemental, lesser planar binding; Price: +1 bonus. Fire Elemental Power (Large) (DMGII, p257):- ***** See Air Elemental Power. Magebane (CAr, p143):- Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with arcane spells currently prepared or spell slotsavailable to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better than normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition. Moderate conjuration; CL 8th; Craft Magic Arms and Armor, dispel magic; Price +1 bonus.

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Water Elemental Power (Large) (DMGII, p261):- ***** See Air Elemental Power. Holy (DMG, srd):- A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price: +2 bonus. Unholy (DMG, srd):- ***** See holy for details. Transmuting (MIC, p45) :- Price: +2 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: n/a Description: 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. Function: 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 overcome 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 reduction. 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 gainsa new type of damage reduction after initially 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. Cursespewing (MIC, p31) :- Price: +3 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: N/A Description: A barely perceptible dark glow surrounds this weapon. Function: 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. Changeling (MIC, p31) :- Price: +2,000 gp Property: Spear, shortspear, or longspear Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Description: This spear appears to be made entirely of a metal with a bright silver sheen, and the head is joined seamlessly to the haft. Function: A changeling weapon allows you to choose its length and appearance each time you attack with it. Once per round, by speaking the appropriate

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command word, you can change the weapon into a spear, a shortspear, or a longspear sized appropriately 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 Doomwarding (PGtF, p120) :- Weapons with this ability are sometimes bestowed on adventurers favored by the church of Tymora. Typically, each is created with 7 charges. The wielder can spend 1 charge on his turn (as a free action) to make an extra attack with the weapon. She can also use 1 charge at any time, but no more than once per round, to reroll any die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. Strong transmutation; CL 13th; Craft Magic Arms and Armor, limited wish; Price: 38,500 gp; Cost: 14,000 gp + 3,220 XP. Spellblade (PGtF, p120) :- The wielder of a spellblade weapon is immune to a single spell chosen at the time the weapon is created. The selected spell must be one that is targeted against the wielder, not one that affects an area or creates an effect. When the wielder is next subjected to the chosen spell, the weapon absorbs it. On his next turn, he can opt to either let the spell drain harmlessly away or direct it at a new target as a free action. Strong abjuration; CL 13th; Craft Magic Arms and Armor, spell turning; Price: 6,000 gp. 4 Star Special Abilities Bane (DMG, srd):- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. Moderate conjuration; CL 8th; Craft Magic Arms and Armor,summon monster I; Price: +1 bonus. Defending (DMG, srd):- A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turnbefore using the weapon, and the effect to AC lasts until his next turn. Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price: +1 bonus. Enfeebling (BoED , p113):- On a critical hit, this weapon deals 1d6+2 points of temporary Strength damage in addition to its regular damage. Spell resistance applies. Bows, crossbows, and slings so crafted confer the enfeebling power upon their ammunition. Faint necromancy; CL 5th; Craft Magic Arms and Armor, ray of enfeeblement; Price: +1 bonus. Ki Focus (DMG, srd):- 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

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attacks include the monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability. Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price: +1 bonus. Lucky (SRD):- A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll. Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, fate of one; Price: +1 bonus Martial discipline weapon. (BoNS, p148):- A martial discipline enhancement seems worthless in the hands of a wielder not initiated in the use of the discipline’s maneuvers, and even to someone with appropriate training, it might appear to be a weak substitute for more traditional enhancements. Yet when used in conjunction with a maneuver from the right discipline, the weapon seems to come alive in the wielder’s hands, seeking its target’s blood like a living predator. Description: Martial discipline weapons need not possess any special appearance, but most magic item crafters decorate them with emblems and add special effects relating to their associated disciplines. For example, a +1 Shadow Hand siangham might have black hand emblems that appear on the blade when its wielder swings it. Or a +2 Iron Heart shocking bastard sword might crackle with electricity with even the smallest shift in position and spit a trail of sparks with every swing. Prerequisite: Anyone can wield a martial discipline weapon, but its greatest benefi ts are reserved for a wielder who knows and uses maneuvers from the discipline to which the weapon is keyed. Activation: A wielder who knows a maneuver from the appropriate discipline gains a small bonus on attack rolls, but to gain the true benefits of a martial discipline weapon, the wielder must use a maneuver from the correct discipline while attacking.Effect: Each martial discipline weapon is keyed to a particular martial discipline. For someone who doesn’t know any maneuvers from that discipline, this property provides no benefit. But when the weapon is wielded by a martial adept who knows at least one maneuver from the associated discipline, the property provides a +1 bonus on attack rolls. And when the wielder is actually using a maneuver from the appropriate discipline, the bonus on attack rolls increasesto +3. A martial discipline weapon can bear multiple martial discipline special abilities, as long as each is keyed to a different discipline. Thus, a martial adept could have a +1 Stone Dragon Shadow Hand greatsword. In the hands of someone who knows maneuvers from both disciplines, such a weapon would provide a +3 bonus on attack rolls. If the wielder wereactually using maneuvers from both schools—for example, a Stone Dragon stance with a Shadow Hand strike—it would provide a +7 bonus on attack rolls. Most martial adepts use this extra bonus in conjunction with feats such as Combat Expertise and Power Attack, or with maneuvers that decrease their chances of hitting a foe in exchange for some other benefit.Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, knowledgeof a maneuver from the discipline to which the weapon is keyed. Weight: As normal for the weapon. Price: +1 bonus. Power Storing (SRD):- 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

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standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can embed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already. Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level; Price: +1 bonus. Sacred (LiMo, p77):- Upon command, a sacred weapon is sheathed in luminous positive energy. This energy does not harm the wielder unless it is undead, in which case it takes 1 point of Charisma damage per round it holds the weapon when it is so energized. The effect remains until another command is given. A sacred weapon deals an extra 1d6 points of damage to undead (or 2d6 against evil outsiders) on a successful hit. Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition. The weapon is also treated as being good-aligned (for the purpose of overcoming damage reduction) when sheathed in positive energy. Moderate conjuration; CL 7th; Craft Magic Arms and Armor, cure light wounds; Price: +1 bonus. Shattermantle (MiC, 43):- Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) divination Activation: N/A Description: Translucent, writhing energy and blue sparkscan be seen raging within this weapon. Function: A shattermantle weapon damages a foe’sspell 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 beginning of your next turn. Prerequisites: Craft Magic Arms and Armor, assay spell resistance (SC 17). Cost to Create: Varies. Smoking (LoD, p180):- Upon command, a smoking weapon fills the wielder’s area (a 5-foot square) with noxious smoke equal to a stinking cloud spell. The smoke affects any creature that enters the wielder’s area (such as to make a grapple attempt) and provides one-half concealment for the wielder. The wielder is not affected by the nauseating fumes and can see through them normally. The smoke dissipates instantly if the wielder leaves the smoke-filled square, forming again in whatever area the wielder ends his movement. A creature with a face larger than 5 ft by 5 ft. still only has one square enveloped in smoke; only attacks that cross or enter the smoke-filled area are subject to the miss chance. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, stinking cloud; Price: +1 bonus. Spell storing (DMG, srd):- A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder

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desires. (This special ability is an exception to the general rule that casting a spell from an item takes atleast as long as casting that spell normally.) Inflict serious wounds, contagion, blindness, and hold person are all common choices for the stored spell. Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already. Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price: +1 bonus. Spellstrike (CoSp, p146):- A spellstrike weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus as a bonus on his saving throws against spells and spell-like abilities. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect on saving throws lasts until his next turn. This bonus stacks with all other bonuses that benefit the wielder’s saving throws.Moderate abjuration; CL 8th; Craft Magic Arms and Armor, resistance; Price: +1 bonus. Sure Striking (PGtF, p120):- A sure striking weapon overcomes damage reduction as though it were aligned chaotic, evil, good, or lawful — whichever is most appropriate for the foe. Moderate transmutation; CL 6th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus. Viper (SK, p152):- Upon command, a viper weapon transforms its blade or lash into a viper one size category smaller than the wielder for which it is sized. For example, the blade of a greatsword sized for a Large character temporarily becomes a Medium viper, while the blade of a dagger sized for a Small character temporarily becomes a Tiny viper. The wielder of a viper weapon uses his own attack bonus or that of the viper, whichever is higher, when making an attack with the transformed weapon. The damage dealt is always equivalent to the base damage for the bite attack of the appropriate kind of viper, plus the weapon's enhancement bonus andany other applicable modifiers. A successful attack also delivers the viper's poison. When thus transformed, viper weapons are always treated as piercing weapons. This ability can be applied up to three times to a scourge, with each application converting one lash into a viper. When a viper scourge is used with an attack action, only one viper can attack; when it is used with a full attack action, all three can attack. Only bladed weapons (including daggers and swords), scourges (see FORGOTTEN REALMS Campaign Setting), and whips can become viper weapons. (If this special ability is rolled randomly for an inappropriate weapon, reroll.) All weapons with this special ability are emerald-green in hue and covered in scales. A typical bladed viper weapon is crafted with a ring-pommel that allows the bearer to hang it from a belt, tie it to his wrist for use in mounted combat, or lower it on a cord through trapdoors onto intruders below. (This last usage always employs the viper's attack bonus for attacks.)Moderate conjuration; CL 6th; Craft Magic Arms and Armor, summon monster I (Small or smaller weapons), summon monster II (Medium weapons), or summon monster III (Largeror larger weapons); Price: +1 bonus.

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Banishing (MIC, p28) :- Price: +2 bonus Property: Weapon Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: Free (command) Description: A barely visible bead of light slowly traces the outline of this weapon. Function: When you strike an extraplanar creatureof 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that creature back to its home plane (Will DC 20 negates). 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 activated three times per day. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, banishment.Cost to Create: Varies. Blindsighted (MIC, p29) :- Price: +2 bonus Property: Weapon Caster Level: 6th Aura: Moderate; (DC 18) divination Activation: Standard (command) Description: 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. Function: 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. Blurstrike (MIC, p29) :- Price: +2 bonus Property: Melee weapon Caster Level: 6th Aura: Moderate; (DC 18) illusion Activation: Swift (command) Description: This weapon is semitransparent, almost as though it were glass, but it is obviously of sturdier make. Function: 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 considered fl at-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 asthose 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. Energy Aura (MIC, p34) :- Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) evocation Activation: Standard (command) Description: 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. Function: 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 fire, chosen when activated). This energy does

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not harm you, regardless of the type selected. The energy damage remains the same until you activate the weapon again. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, chill metal, fl ame blade, Melf’s acid arrow, shocking grasp. Cost to Create: Varies. Enervating (MIC, p34) :- Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: N/A Description: 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. Function: 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 permanently draining a victim’s levels, but the negative levels from the enervating propertydon’t last long enough to do so. Prerequisites: Craft Magic Arms and Armor, enervation. Cost to Create: Varies. Fleshgrinding (MIC, p35) :- Price: +2 bonus Property: Piercing or slashing melee weaponCaster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Free (command)Description: Upon close inspection, this weapon appears to have shallow serrations along its blade. Function: You can activate a fleshgrinding weapon any time you deal damage with it to a living creature in melee. When this occurs, you let go of the weapon and it magically animates,grinding itself into the foe’s flesh. In each round at the start of your turn, it automaticallydamages that creature as if you had scored a normal hit with it (including damage from the weapon’s enhancement bonus, other weapon properties, and your normal bonus from Strength, but not extra damage from feats such as Power Attack). The grinding continues for 5 rounds oruntil you or someone else pulls the fleshgrinding weapon free; doing this requires a standard action and (for anyone other than you) a successful DC 20 Strength check. After the duration expires, a fleshgrinding weapon returns to your hand (as the returning weapon property). It will not return to your hand if the target has pulled the weapon free and still holds it. Prerequisites: Craft Magic Arms and Armor, animate objects. Cost to Create: Varies. Force (MIC, p35) :- Price: +2 bonus Property: Projectile weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: N/A Description: This weapon appears translucent, as though its substance is not entirely of this world. Function: A projectile weapon with the force property turns ammunition shot from it into a force attack. These force projectiles automatically overcome damage reduction and suffer no miss chance against incorporealtargets, but they don’t damage creatures immune to force effects. Ammunition shot from a force weapon deals the same amount of damage as normal ammunition. Prerequisites: Craft Magic Arms and Armor, magic missile. Cost to Create: Varies. Metalline (Ud, p69):- The wielder can alter the composition of a metalline weapon from one kind of metal to another as a standard action. For instance, a metalline bastard sword can become an adamantine bastard sword or an iron bastard sword. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, polymorph any object; Price: +2 bonus.

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Parrying (MIC, p40) :- Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) enchantment Activation: N/A Description: The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. Function: 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 flat-footed. Prerequisites: Craft Magic Arms and Armor, divine protection (SC 70) or defensiveprecognition (EPH 124). Cost to Create: Varies. Skillfull (CAr, p144):- Highly prized by many arcane spellcasters, a skillful weapon can be wielded without penalty by a character not normally proficient with it. In addition, the wielder’sbase attack bonus improves to a minimum of 3/4 his level (as a cleric of the same character level) when he attacks with a skillful weapon, though he gains no such bonus with any other weapon, even if a skillful weapon is wielded at the same time. The skillful special ability can be added only to melee weapons. Moderate transmutation; CL 11th; Craft Magic Arms and Armor, Tenser’s transformation; Price: +2 bonus. Vampiric (UE, p55):- Any living opponent struck by a vampiric weapon must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immediately added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporaryhit points (multiple additions of temporary hit points don't stack) and disappear after 1 hour.Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, vampiric touch; Market Price: +2 bonus. Air Elemental Power (Greater) (DMGII, p254) :- (See Air Elemental Power Large) Earth Elemental Power (Greater) (DMGII, p256) :- (See Air Elemental Power Large) Explosive (CW, p134) :- Always slightly warm to the touch, weapons with the explosive ability deal extra damage to anyone near the intended target. Each successful hit with an explosive weapon deals 2d4 points of damage to all targets in a 5-foot burst (Reflex DC 15 half), including the original target. The explosive ability can be applied to any melee weapon (though the wielder may be subject to the extra damage) or ranged weapon. Projectile weapons so enhancedbestow the explosive ability on their ammunition. Moderate transmutation; CL 10th; Craft Magic Arms and Armor, shatter; Price: +2 bonus (+3 bonus for ranged weapons). Finesse (ECS, p266) :- A finesse weapon has a Small air elemental bound to it, and has a slightly translucent appearance. This property can be applied only to a light weapon, a rapier, awhip, or a spiked chain, and its benefits apply only if the wielder is the size of creature that the weapon was made for. The wielder can use a finesse weapon as if he had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder’s Dexterity score.Moderate conjuration; CL 9th; Bind Elemental, lesser planar binding; Price: +3 bonus.

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Fire Elemental Power (Greater) (DMGII, p257) :- **** - See Air Elemental Power. Implacable (MIC, p37) :- Price: +3 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 18) necromancy Activation: N/A Description: This weapon has a lustrous purple sheen. Function: When an implacable weapon deals damage to a living creature, the wound bleeds profusely and the creature takes 2 additional points of damage at the start of each of the wielder’s turns for the next 5 rounds. Multiple wounds are cumulative (a creaturestruck three times in the same round would take 6 points of damage per round for the next 5 rounds). This bleeding can be stopped by a successful DC 15 Heal check or any effectthat restores hit points (such as cure light wounds). However, while the wound is active, anyone attempting to cast a spell on the target that would restore hit points must succeed on a DC 15 caster level check. An implacable weapon counts as adamantine for the purpose of overcomingthe damage reduction of aberrations. Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: Varies. Roaring (BoED, p114) :- This weapon unleashes a tremendous roar with each swing. Any evil creature struck by the roaring weapon must succeed on a DC 22 Will save or be shaken. A roaring weapon also deals +2d6 points of sonic damage on a successful critical hit. A roaring weapon cannot also have the thundering ability (see the Dungeon Master’s Guide), and vice versa. Strong evocation; CL 15th; Craft Magic Arms and Armor, leonal’s roar, creator must be good; Price: +3 bonus. Speed (SRD) :- When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price: +3 bonus. Splitting (CoR, p42) :- Any missile fired from a splitting weapon, or an arrow or bolt enchanted with the splitting ability, breaks into two identical missiles before striking the intended target. Description: V-shaped engravings adorn a splitting weapon or splitting ammunition. Activation: The splitting ability of a ranged weapon (must be a bow, crossbow, arrow, or bolt) only functions if its wielder has the Precise Shot feat. Effect: Any arrow or bolt fired from a splitting weapon magically splits into two missiles in mid-flight. Both missiles are identical, sharing the nonsplitting properties of the original missile; for example, a +1 splitting arrow splits into two +1 arrows in mid-flight. Both missiles strike the same target. Make a separate attack roll for each missile using the same attack bonus. Aura/Caster Level: Moderate conjuration (creation); CL 7th. Construction: Craft Magic Arms and Armor, Precise Shot, arrowsplit, +9,000 gp, +720 XP, +18 days. Weight: —. Price: +3 bonus. Water Elemental Power (Greater) (DMGII, p261) :- **** - See Air Elemental Power. Air Elemental Power (Elder) (DMGII, p254):- **** See other entries in the +1 and +2 categories, but note that this loses some attractiveness at the higher end.

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Earth Elemental Power (Elder) (DMGII, p256):- **** See Air Elemental Power. Fire Elemental Power (Elder) (DMGII, p257):- **** See Air Elemental Power. Water Elemental Power (Elder) (DMGII, p261):- **** See Air Elemental Power. Hideaway (MIC, p36) :- Price: +2,000 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Description: Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness.Function: When activated, a hideaway weapon folds up into a bundle two size categories 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. Sudden Stunning (DMGII, p261) :- Weapons with the sudden stunning ability can, to put it simply, knock their targets into next week. Description: A sudden stunning weapon is usually broad and heavy compared to other weapons of its kind. It displays a rough but solid craftsmanship that speaks of straightforward functionality. Activation: Activating a weapon with this ability is a swift action that must occur immediately after the wielder makes a successful melee attack. (See page 237 for the defi nition of a swift action.) Effect: On a successful melee attack, the wielder causes the weapon to emit a surge of magical energy. Unless the target succeeds on a Reflex save (DC 10 + 1/2 wielder’s level + wielder’s Cha modifier), it is stunned for 1d4+1 rounds. This ability is usable a number of times per day equal to the wielder’s Charisma bonus. Aura/Caster Level: Moderate enchantment; CL 9th. Construction: Craft Magic Arms and Armor, hold monster. Price: +2,000 gp. 3 Star Special Abilities Aquatic (StW, p54):- *** Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn) Berserker (UE, p54):- A berserker weapon is valuable to barbarians and other creatures that can enter a rage. When the wielder is raging, the weapon’s enhancement bonus increases by +2. The vremyonni of Rashemen craft many axes and swords with this ability. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, divine power or rage; Market Price: +1 bonus. Blessed (BoED , p113):- This replicates the effect of the bless weapon spell, but it is permanent and always in effect. The weapon becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. Furthermore, all critical hitrolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or vorpal weapon. Faint transmutation; CL 5th; Craft Magic Arms and Armor,

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bless weapon; Price: +1 bonus. Blood Seeking (CW, 134):- Weapons with the blood seeking ability often have strange-lookingsights on them. Ammunition fired from blood seeking weapons flies around cover if necessary to strike a living creature, negating any bonus to Armor Class the target might have due to intervening cover. The shooter can even fi re at a target with full cover, but she must know the target is there, there must be an unobstructed path for the ammunition to reach the target, and the target still has total concealment (and thus a 50% miss chance). The blood seeking ability doesn’t function against plants, oozes, undead, and constructs. Moderate divination; CL 9th; Craft Magic Arms and Armor, arcane eye; Price: +1 bonus. Corrosive (CoSp, p146; DMGII, p256; Sw p129):- A corrosive weapon harnesses the effects of acid, burning enemies with every blow. Description: The surface of a corrosive weapon looksdark and pitted, and the portion that deals damage to foes actually appears fragile, as if the first blow might break it. This appearance is deceptive, however, since the weapon is as strong as any other magic weapon. When activated, a corrosive weapon becomes slick with a thick layer of acidic fluid. Small drops fall from its surface to the ground, hissing as if in anticipation of combat. Activation: Activating or deactivating the corrosive ability is a standard action. Effect: A corrosive weapon deals an extra 1d6 points of acid damage on each successful hit. The wielder takes no damage from the corrosive properties of the acid coating the weapon. Once activated, the effect lasts as long as the wielder desires. Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition. Aura/Caster Level: Moderate conjuration; CL 10th. Construction: Craft Magic Arms and Armor and acid fog, acid storm, Melf’s acid arrow, or storm of vengeance. Price: +1 bonus. Diseased (UE, p54):- Sometimes found in the hands of Talontar blightlords or minions of the most sinister Red Wizards, this foul weapon immediately infects the creature struck with disease — no incubation time is required. Any living creature struck must succeed at a Fortitude save (DC 12) or contract filth fever. This deals 1d3 points of temporary Dexterity damage and 1d3 points of temporary Constitution damage, and the subject continues to suffer from the effects of the disease until he recovers on his own or is cured through magical means. Multiple infections against the same target have no additional effect—the subject either has filth fever or he doesn’t. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, contagion; Market Price: +1 bonus. Distance (DMG, srd):- This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind. Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price: +1 bonus. Doom Burst (MH, p40):- A cascade of blackness pours from this weapon when its wielder strikes true. On a successful critical hit, the weapon causes the victim to become shaken (no saving throw) for 5 minutes. This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the shaken effect if appropriate).

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A creature that is already shaken is not affected (aside from the critical hit damage). Faint necromancy; CL 5th; Craft Magic Arms and Armor; doom; Price: +1 bonus. Maiming (MH, p40):- A weapon with this special ability twists and digs into the flesh of the creatures it strikes true. This weapon has a random multiplier for critical hits. If the weapon normally has a ×2 critical multiplier, roll 1d4 each time you successfully score a critical hit to determine your multiplier. For weapons with a ×3 multiplier, roll 1d6 to determine the new multiplier. For a ×4 multiplier, roll 1d8. Faint transmutation; CL 5th; Craft Magic Arms and Armor,keen edge; Price: +1 bonus. Merciful (DMG, srd):- The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon theirammunition. Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price: +1 bonus. Morphing (Ud, p69):- The wielder of a morphing weapon can reshape it into any other weapon of the same type (light, one-handed, or two-handed) as a standard action. For instance, a morphing longsword could become a battleaxe or a composite longbow. If a single weapon created with the morphing property becomes a double weapon, only one end of the double weapon has the weapon’s magical bonus. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon. The properties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, polymorph any object; Price: +1 bonus. Psychokinetic (Srd):- Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition. Moderate psychokinesis; ML 10th; Craft Psionic Arms and Armor, concussion blast; Price: +1 bonus. Rusting (ShS, p54):- A rusting weapon is never constructed of any iron parts, but must be built of wood, bone, stone, or other nonferrous materials. When it is employed, it can cause metal objects with which it comes into contact to quickly rust. A wearer of a ferrous armor or shield that is struck by a rusting weapon must make a DC 16 Fortitude saving throw or the item loses1 point of armor bonus—shields are struck first. Once an item loses its entire armor bonus, it falls to pieces, ruined. Bows, crossbows, and slings so crafted confer the rusting ability upontheir ammunition. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, rusting grasp; Price: +1 bonus. Seeking (DMG, srd):- Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from

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concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenlyshot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price: +1 bonus. Sizing (Ud, p69; CV p127):- The wielder of a sizing weapon can change its size category as a standard action. For example, a Small short sword can be changed into a Large short sword. Spellcasters who polymorph themselves frequently tend to appreciate weapons with the sizing property. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, enlarge person, reduce person; Price: +1 bonus. Slow Burst (MH, p41):- A chill aura numbs this weapon’s victim when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with a slow effect (Will DC 14 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the slow effect if appropriate). Faint transmutation; CL 5th; Craft Magic Arms and Armor, slow; Price: +1 bonus. Sonic (MH, p41):- Upon command, a sonic weapon is surrounded with waves of sound energy. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d4 points of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Moderate evocation; CL 8th; Craft Magic Arms and Armor, sound burst; Price: +1 bonus. Soulbound Weapon, Lesser (MoI):- A soulbound weapon allows its wearer to invest essentia to improve his ability to hit and deal damage. Description: Soulbound weapons have no special appearance except when essentia is invested in them, at which point they crackle with faintly visible blue sparks. Prerequisite: Anyone can wield a soulbound weapon, though only those with an essentia pool can take advantage of its full benefit. Activation: Investing essentia in or reallocating essentia invested in a soulbound weapon is part of the swift action required to invest or reallocate essentia. Effect: A soulbound weapon serves as a receptacle for the wearer’s essentia much like a soulmeld. Every point of essentia invested in the weapon increases its enhancement bonus on attack rolls and damage rolls by 1, up to a maximum of +5. Soulbound weapons have an essentia capacity. Lesser soulbound weapons have a maximum essentia capacity of 2, while greater soulbound weapons have a maximum essentia capacity of 4. The maximum value of essentia that can be invested in the weapon is equal to this capacity or thecharacter’s normal essentia capacity (see Table 2–1: Essentia Capacity), whichever is less.Chakra Bind: A soulbound weapon grants extra power if you bind it to your arms, brow, or hands chakra. Each day, you must choose one of the following benefits for which you qualify; you cannot change your decision until 24 hours have passed. Arms: The wearer gains a +2 insight bonus on rolls made to confirm critical hits with the weapon. Brow: Once per round, if you miss because of concealment, you can reroll your miss chance percentile roll one time tosee if you actually hit. Hands: You gain a +2 insight bonus on initiative checks while the weapon is held. Aura and Caster Level: Moderate transmutation (lesser) or strong transmutation (greater); CL 6th (lesser) or 18th (greater). Construction: Craft Magic Arms and Armor, magic

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weapon, essentia pool 2 (lesser) or 4 (greater). Weight: As normal for weapon. Price: +1 bonus (lesser) or +3 bonus (greater). Teleporting (DMG, srd):- This ability can be embedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn. Faint psychoportation; ML 5th; Craft Psionic Arms and Armor, psionic dimension door; Price: +1 bonus. Thundering (DMG, srd):- A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’scritical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently. Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price: +1 bonus. Valorous (UE, p54):- A valorous weapon allows its wielder to make powerful charge attacks. When used in a charge, the valorous weapon deals double damage, much like a mounted warrior with the Spirited Charge feat. More than one doubling of damage increases the damage multiple by one per additional doubling, so double-double damage is triple damage, triple-doubledamage is quadruple damage, and so on. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, righteous might; Market Price: +1 bonus. Anarchic (SRD) :- An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition. Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price: +2 bonus. Axiomatic (SRD) :- See Anarchic, Polar Opposite (Lawful Aligned) Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful. Collision (MIC, p31) :- Price: +2 bonus Property: Weapon Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: — Description: This delicately balanced weapon settles intoyour grip as if you had wielded it for years. Its blue-gray hue shimmers as you heft the weapon.Function: A collision weapon temporarily increases its own mass at the end point of each swing

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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. Consumptive (MIC, p31) :- Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Standard (command) Description: This weapon is dark in color, and its blade or head is covered with menacing runes. Function: 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 property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, enervation.Cost to Create: Varies. Disruption (SRD) :- A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.) Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price: +2 bonus. Domineering (MIC, p33) :- Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: — Description: A single, screaming skull adorns this weapon, its eyes set with raw black onyx inlays that give it a soulless look. Function: A creature hit by a domineering weapon becomes shaken for 1 minute (Will DC 16 negates). 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. Doom Burst (MIC, p33) :- Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: — Description: This weapon is enveloped in a shroud of darkness. Function: 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 critical hits. This effect doesn’t stack with itself or with any other fear effects (it can’t renderan already shaken creature frightened, for example). Prerequisites: Craft Magic Arms andArmor, fear. Cost to Create: Varies. Illithidwrought (Ud, p69) :- Weapons with this ability are common enough within the confines of illithid-controlled areas, but they are little known outside the Lowerdark. Illithidwrought items sometimes seem to have minds of their own, moving and shifting almost imperceptibly, even when not being wielded. An illithidwrought weapon grants any wielder a +1 insight bonus on attack and damage rolls. This bonus rises to +2 for a psionic wielder. Moderate divination; CL 8th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, psionic creature; Price:+2 bonus.

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Impedance (MIC, p37) :- Price: +2 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) abjuration Activation: — Description: This weapon is reinforced with cold iron and set with chunks of obsidian in a foursquare pattern. Function: An impedance weapon mimics the impeded magic planar trait (DMG 150). When you use it to strike a creature, thetarget’s ability to cast spells or use spelllike abilities is impeded for 1d6 rounds. To cast an impeded spell or use an impeded spell-like ability, the creature must attempt a Spellcraft check, Intelligence check, or Charisma check (whichever one is made with the highest bonus). TheDC for this check is 15 + the spell level. If the check succeeds, the effect functions normally; if the check fails, the effect does not function and the spell or the use of the spell-like ability is lost.Prerequisites: Craft Magic Arms and Armor, antimagic field. Cost to Create: Varies. Paralyzing (MIC, p39) :- Price: +1 bonus Property: Melee weapon Caster Level: 10th Aura: Moderate; (DC 20) enchantment Activation: Swift (command) Description: This weapon bears a number of hard-to-see parallel striations near its handle. Function: When a paralyzing weapon is activated, the next creature struck by the weapon must succeed on a DC 17 Will save or beparalyzed. 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. Psychic (MIC, p41) :- Price: +2 bonus Property: Weapon Caster Level: 17th Aura: Strong; (DC 23) no school Activation: — Description: This weapon has an inner glow of varyingbrightness. It glows more brightly when brought near those with psionic ability. Function: A psychic weapon’s power depends on its wielder. It gains an enhancement bonus based on the wielder’s current power point reserve, as shown on the table below. (This benefit doesn’t stack with the weapon’s normal enhancement bonus.) The weapon’s enhancement bonus decreases (to a minimum of +1) as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category. Power Point Enhancement Reserve Bonus

0* +11–29 +230–79 +380–129 +4130 or higher +5*Includes any wielder without powerpoints.

Prerequisites: Craft Magic Arms and Armor, wish or reality revision (EPH 128). Cost to Create: Varies.. Shocking burst (SRD) :- A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst

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weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price: +2 bonus. Sonic Burst (MH, p41) :- A sonic burst weapon functions as a sonic weapon that also explodes with sonic energy upon striking a successful critical hit. If the weapon normally has a ×2 criticalmultiplier, add an extra 1d8 points of sonic damage each time you successfully score a critical hit. For weapons with a ×3 multiplier, add 2d8 points of sonic damage; for a ×4 multiplier, add3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. This effect activates even if the creature struck is not subject to criticalhits (roll to see if a critical hit occurs, then apply the extra damage if appropriate). Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a successfulcritical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor, sound burst; Price: +2 bonus. Soulbound, Greater (MIC, p43) :- *** (Synergy) - See Soulbound, Lesser Suppression (SRD) :- An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a dispel check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day. Moderate psychokinesis ML 10th; Craft Psionic Arms and Armor, dispel psionics; Price: +2 bonus. Wounding (SRD) :- A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price: +2 bonus. Clouting (CAr, p143) :- A weapon enhanced by this property has the ability to drive its targets back. On a successful hit, the target of the attack must succeed on a DC 19 Fortitude save or be knocked back 10 feet (falling to the ground instead if such movement is impossible). If the first save fails, the target must succeed on another DC 19 Fortitude save or be stunned for 1 round.Moderate abjuration; CL 11th; Craft Magic Arms and Armor, repulsion; Price: +3 bonus. Dismisser (UE, p54) :- Created long ago by the warlords of Raumathar to deal with the infernal legions of Narfell, a dismisser weapon has a chance to blast an extraplanar creature back to its plane of origin with every hit. Any creature subject to a dismissal spell (including called or summoned creatures, celestial or fiendish creatures, outsiders, and some elementals) struck in

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combat by this weapon must succeed at a Will save (DC 17) or be dismissed as by the spell. The subject adds a modifier to its saving throw equal to its Hit Dice – 9. For example, a 6 HD succubus would save at a –3 penalty, while a 13 HD pit fiend saves at a +4 bonus. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, dismissal; Market Price: +3 bonus. Necrotic Focus (MIC, p39) :- Price: +3 bonus Property: Melee weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: — Description: 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. Function: A necrotic focus weapon serves as a channel 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 againstthe 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. Brilliant Energy (SRD) :- 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, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition. Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price:+4 bonus. Dancing (SRD) :- As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds. Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price: +4 bonus. Coup de Grace (SRD) Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition. Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic dominate; Price +5 bonus.

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Aquatic (MIC, p28) :- Price: +2,000 gp Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: — Description: This weapon has a silvery-blue tinge, like thesheen of white scales in sunlight. Function: 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 andArmors, freedom of movement. Cost to Create: 1,000 gp, 80 XP, 2 days. Finder (Ud, p69) :- A finder weapon helps its bearer navigate the pathless depths of the Underdark. Via silent warnings and hunches, it grants its wielder a +4 insight bonus on Search, Spot, and Survival checks made underground. Moderate divination; CL 9th; Craft Magic Arms and Armor, divination; Price: 4,800 gp more than the weapon’s normal price. Prismatic Burst (MH, p41) :- A finder weapon helps its bearer navigate the pathless depths of the Underdark. Via silent warnings and hunches, it grants its wielder a +4 insight bonus on Search, Spot, and Survival checks made underground. Moderate divination; CL 9th; Craft Magic Arms and Armor, divination; Price: 4,800 gp more than the weapon’s normal price. Shadowstrike (MIC, p43) :- Price: +5,000 gp Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) illusion Activation: Swift (mental) Description: This weapon is made of a dull black material, and its edges seem indistinct. Function: A shadowstrike weapon can reach through your own shadow to catch foes off guard. Once per day, you can activate the propertyto 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. Sizing (MIC, p43) :- Price: +5,000 gp Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Description: This weapon features a series of decorative nubs on the hilt or haft. Function: 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. Vanishing (MIC, p45) :- Price: +8,000 gp Property: Melee weapon Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: Swift (command) Description: The grip of this weapon is transparent, and its pommel or guard is set with white diamonds. Function: A vanishing weapon allows you to travel short distances instantaneously. Once per day, after a successful melee attack, you can transport yourself and any equipment 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 andArmor, dimension door. Cost to Create: 4,000 gp, 320 XP, 8 days. 2 Star Special Abilities Bloodthirsty (Ud, p68):- A bloodthirsty weapon grants its wielder a +2 morale bonus on attack rolls so long as the blade is sated. To keep it sated, the wielder must use the weapon to kill

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a creature of at least 4 HD every 24 hours. When this blood price goes unpaid, the bonus on attack rolls is replaced by a –2 penalty. The bonus replaces the penalty again as soon as the wielder has slaked the weapon’s need to slay. Moderate enchantment; CL 6th; Craft Magic Arms and Armor, rage; Price: +1 bonus. Exhausting (ShS, p54):- Any creature struck by an exhausting weapon must make a DC 14 Fortitude save or become fatigued for 5 minutes. Spell resistance applies. The ability has no effect on creatures that are already fatigued or those immune to fatigue. Bows, crossbows, and slings so crafted confer the exhausting ability upon their ammunition. Faint necromancy; CL 5th; Craft Magic Arms and Armor, ray of exhaustion; Price: +1 bonus. Fear Burst (MH, p40):- A horrific vision of impending death rises out of the weapon when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with cause fear (Will DC 11 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the fear effect if appropriate), but it does not affect creatures immune to mind-affecting spells. Faint necromancy; CL 5th; Craft Magic Arms and Armor; cause fear; Price: +1 bonus. Frost (DMG, srd):- Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price: +1 bonus. Harmonizing (CoSp, 146):- This enchantment can only be placed on melee weapons. A harmonizing weapon accompanies its wielder in song if drawn, granting a +6 enhancement bonus on Perform checks that involve singing. Beginning on the second round of singing, the harmonizing weapon begins to sing alongside the wielder. If the wielder stops singing at any time after the second round, the weapon continues singing for a number of rounds equal to the wielder’s Charisma bonus or until sheathed. This extended singing is equivalent in effect to the wielder continuing to sing. For example, a bard with a 16 Charisma could start singing for 1 round to inspire courage in his allies. In the second round, his harmonizing weapon would join in. If the bard stopped singing in the third round, the harmonizing weapon would sing for up to 3 additional rounds, continuing to inspire courage in the bard’s allies. If the bard restarted his song any time before the end of the 6th round, the harmonizing weapon would continue to sing with him, uninterrupted. (Restarting the song in this manner does not count as another use of bardic music.) If you start using another form of bardic music while your harmonizing weapon is maintaining a song, the weapon stops maintaining the first song and begins aiding the second.Faint illusion; CL 5th; Craft Magic Arms and Armor, ghost sound; Price: +1 bonus. Homeland Champion (CoV, 60):- This weapon ability invokes a mystical tie between the weapon and a particular country (determined at the time of creation). When the weapon is wielded by a character with the Defender of the Homeland feat (see page 28) whose homeland matches the weapon’s associated country and it is used against an evil creature within this

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homeland, its enhancement bonus increases by 2 and it deals an extra 2d6 points of damage. Bows, crossbows, and slings so crafted bestow the homeland champion quality upon their ammunition. A hit by the weapon bestows one negative level on any enemy of the weapon’s homeland. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Defender of the Homeland; Price: +1 bonus. Keen (DMG, srd):- This ability doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19–20), the keen longsword scores a threat on a 17–20. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat). Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price: +1 bonus. Last Resort (CW, 135):- A melee weapon (usually a dagger) with the last resort ability is particularly effective in a grapple. Its wielder doesn’t take the –4 penalty for attacking with a weapon while grappling, and the weapon deals an extra 1d6 points of damage in a grapple for every size category the target is bigger than the wielder. For example, a halfling armed with a +1 last resort dagger would deal an extra 2d6 points of damage when being grappled by an ogre.Moderate transmutation; CL 7th; Craft Magic Arms and Armor, freedom of movement; Price:+1 bonus. Mighty cleaving (DMG, srd):- A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price: +1 bonus. Returning (DMG, srd):- This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price: +1 bonus. Shock (DMG, srd):- Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price: +1 bonus.

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Waterborn (ECS, p266):- A waterborn weapon has a Small water elemental bound to it, and takes on a milky blue-white appearance. If the weapon is a slashing or bludgeoning weapon, this property negates the normal penalties for using such a weapon underwater, as if the wielder were under the effect of a freedom of movement spell. If the weapon is a piercing weapon, this property grants an additional +2 bonus on its wielder’s attack rolls and damage rolls when both the wielder and his opponent are touching water. When the wielder of a waterborn weapon uses it from land to attack a creature in the water, this property negates the cover normally granted to swimming creatures against attacks from land, again as if the wielder were under the effect of freedom of movement. Moderate conjuration; CL 9th; Bind Elemental, lesser planar binding; Price: +1 bonus. Aquan (MIC, p28) :- Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Description: Water constantly drips from the tip of thisblue-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 fi re subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. Function: An aquan weapon also bestows one negative level on any creature that has the fi re subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappearswhen 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 property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, water subtype. Cost to Create: Varies. Auran (MIC, p28) :- Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Description: Wind constantly whistles along the length ofthis white-enameled weapon. Its grip is inlaid with whorls of silver that resemble clouds. Function: An auran weapon automatically overcomes the damage reduction of any creaturethat 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 hasthe 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 theweapon is wielded. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, air subtype. Cost to Create: Varies. Burning (ECS, p266) :- A burning weapon has a Small fi re elemental bound to it, and has all the characteristics of a flaming weapon. In addition, creatures hit by the weapon must succeed on a DC 11 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The wielder also gains a +2 bonus on his initiative check if he is holding the weapon at the start of combat. Moderate conjuration; CL 9th; Bind Elemental, lesser planar binding; Price: +2 bonus. Deflecting (CW, p134) :- If you’re wielding a deflecting weapon of your size or one size larger,

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you can try to knock projectiles aimed at you out of the air. Once per round when you wouldnormally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flatfooted. Only melee weapons can have this ability. Faint transmutation; CL 5th; Craft Magic Arms and Armor, entropic shield; Price: +1 bonus. Disarming (MIC, p32; CW, p134) :- Price: +2 bonus Property: Weapon Caster Level: 5thAura: Moderate; (DC 17) transmutation Activation: — Description: Several jutting prongs and ridges extend from this weapon. Function: A disarming weapon grants you a +2 bonus on disarm attempts. In addition, opponents cannot disarm you of this weapon. (From CW) This weapon ability functions differently depending on whether it’s applied to a melee weapon or a ranged weapon. If applied to a melee weapon, the disarming ability eliminates the opponent’s bonuses for both weapon size and two-handed weapons. If applied to a ranged weapon, the disarming ability makes possible a disarm attack; you can shoot a weapon out of someone’s hand. The relative weapon sizes don’t matter for a ranged disarm attempt, but the defender gains a +4 bonus for wielding a weapon in two hands. Prerequisites: Craft Magic Arms andArmor, bull’s strength. Cost to Create: Varies. Exit Wound (CW, p134) :- Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The weapon or projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops. The exit wound ability can be applied to any ranged weapon; projectile weapons so enhanced bestow the ability on their ammunition. Moderate transmutation; CL 8th; Craft Magic Arms and Armor, Melf’s acid arrow; Price: +2 bonus. Explosive (CW, p134) :- Always slightly warm to the touch, weapons with the explosive ability deal extra damage to anyone near the intended target. Each successful hit with an explosive weapon deals 2d4 points of damage to all targets in a 5-foot burst (Reflex DC 15 half), including the original target. The explosive ability can be applied to any melee weapon (though the wielder may be subject to the extra damage) or ranged weapon. Projectile weapons so enhanced bestow the explosive ability on their ammunition. Moderate transmutation; CL 10th; Craft Magic Arms and Armor, shatter; Price: +2 bonus (+3 bonus for ranged weapons). Flaming burst (SRD) :- A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit. Strong evocation; CL 12th; Craft Magic Arms and

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Armor and flame blade, flame strike, or fireball; Price: +2 bonus. Icy burst (SRD) :- An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price: +2 bonus. Ignan (MIC, p36) :- Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Description: Tiny flames constantly flicker along the surface of this red-tinted weapon. Its grip is inlaid with amber in a flamelike design. Function: An ignan weapon automatically overcomes the damage reduction of any creature that has the water subtype. In addition, the weapon deals an extra 2d6 points of damage against such targets. An ignan weapon also bestows one negative level on any creature that has the water subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when it is no longer held. This negative level never results in actual level loss, but it cannot beovercome in any way (including restoration spells) while the weapon is wielded. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms andArmor, fire subtype. Cost to Create: Varies. Illusion Theft (MIC, p37) :- Price: +2 bonus Property: Weapon Caster Level: 17th Aura: Strong; (DC 23) divination Activation: Standard (command) Synergy Prerequisite: Illusion bane Description: 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. Function: An illusion theft weapon functions as an illusion bane weapon (see MIC p37). In addition, such a weapon allows you to disrupt opponents’ illusions and transfer 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 need not be 3rd level or lower.• A spell cannot be cast into the weapon; it can store only a spell that it has actuallydispelled through the illusion bane ability.• An illusion theft weapon need not actually strike a creature to activate the stored 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 immediately 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

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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. Mindcrusher (MIC, p39) :- Price: +2 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: — Description: This red-tinted weapon seems to draw light and feeling from around it. You sense its hunger. Function: Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals on that strike. Only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss. A creature with no power points, includingany nonpsionic creature, must succeed on a DC 17 Will save or take 1 point of Wisdom damage. A projectile weapon bestows this property upon its ammunition. Prerequisites: Craft Magic Arms and Armor, vampiric touch or psychic vampire (EPH 127). Cost to Create: Varies. Psibane (MIC, p41) :- Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) divination Activation: — Description: This extraordinary weapon is shot through with translucent purple crystal shards. You detect a vague air of menace about it. Function: 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 anyway while the weapon is wielded. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, dispel magic or bend reality (EPH 80). Cost to Create: Varies. Ravenous (CoR, p42) :- A ravenous weapon acquires a taste for the blood of those it wounds, dealing extra damage on subsequent attacks. Description: Ravenous weapons are adorned with teeth or fangs (real or engraved). They make terrible slurping and gnashing noises as they smash bones and carve through flesh. Activation: A melee weapon with the ravenous ability only functions if its wielder is evil and can make multiple attacks in a single round. Effect: When a ravenous weapon wounds a creature, it acquires a taste for that creature’s flesh and blood. Subsequent attacks made against the same creature during the same round deal an extra 2d6 points of damage (of the same type the weapon normally deals—bludgeoning, piercing, or slashing). For example, Xokarus the blackguard makes three attacks with his +1 ravenous greataxe, hitting Andril the paladin all three times. The first attack deals normal damage, while the second and third attacks each deal an extra 2d6 points of slashing damage. Aura/Caster Level: Moderate necromancy; CL 9th. Construction: Craft Magic Arms and Armor, slay living,creator must be evil, +9,000 gp, +720 XP, +18 days. Weight: —. Price: +2 bonus.

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Terran (MIC, p45) :- Price: +2 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Description: This weapon appears to have been hewn fromcrystal. Its grip is inlaid with gems in a circular design. Function: A terran weapon automatically overcomes the damage reduction of any creature that has the air subtype. In addition, the weapon deals an extra 2d6 points of damage against such targets. A terran weapon also bestows one negative level on any creature that has the air subtype and attempts to wield it.The negative level remains as long as the weapon is in hand and disappears when it 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 property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, earth subtype. Cost to Create: Varies. Bodyfeeder (MIC, p30) :- Price: +3 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — Description: Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat. Function: 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 vampire (EPH 84). Cost to Create: Varies. Duststorm (Sst, p131) :- This special ability can be placed only on a melee weapon. Three times per day, the wielder of a duststorm weapon can use it to activate haboob†, as the spell(SSt p117). The wielder has immunity to the effect. To cast the spell, the wielder must take a full-round action to swing the weapon about in circles, provoking attacks of opportunity. Moderate conjuration; CL 10th; Craft Magic Arms and Armor, freedom of breath† and haboob†; Price: +3 bonus. Ethereal Reaver (MIC, p34) :- Price: +3 bonus Property: Melee weapon Caster Level: 12thAura: Strong; (DC 21) divination Activation: — Description: This weapon appears ghostly, but it is as solid and unforgiving as any other of its type. Function: An ethereal reaver weapon functions as a ghost touch weapon (DMG 224). In addition, such a weapon allows you to seeinvisible creatures as if you were subject to a see invisibility spell. Prerequisites: Craft Magic Arms and Armor, see invisibility. Cost to Create: Varies. Stalactite (Ud, p69) :- This property is normally reserved for bladed weapons. A stalactite blade resembles a long, thin stalactite instead of standard blade. This difference in appearance does not affect the weapon’s statistics in any way. A critical hit with a stalactite blade turns the target to stone (Fort DC 19 negates). Strong transmutation; CL 12th; Craft Magic Arms and Armor, flesh to stone; Price: +3 bonus. Righteous (BoED, p114) :- This weapon acts as though it has the spell detect evil upon it. This enchantment is always active unless the wielder commands the weapon to deactivate (a free action). The wielder receives a +2 bonus on attack and damage rolls against any creature

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with a strong or overwhelming aura of evil (see the detect evil spell description in the Player’s Handbook). Bows, crossbows, and slings so crafted confer the righteous power upon their ammunition. Moderate divination and evocation; CL 7th; Craft Magic Arms and Armor, detect evil, holy smite, creator must be good; Price: +4 bonus. Tentacle (Ud, p69) :- A tentacle weapon’s blade sprouts writhing, metallic tentacles around the striking edge. This difference in appearance does not affect the weapon’s statistics in any way. Atentacle blade that achieves a critical hit pulls forth the target creature’s brain, instantly killing it (Fort DC 21 negates). Constructs, elementals, oozes, plants, and undead are not affected bythis property, and creatures with multiple heads are not instantly killed. Strong necromancy; CL 15th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, mind flayer; Price: +4 bonus (+3 bonus if added to an illithidwrought weapon). Illuminating (MIC, p36) :- Price: +500 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Description: A sunburst set with topaz flecks gleams uponthis weapon. Function: When drawn, an illuminating weapon glows with pure white light, brightlyilluminating 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. Manifester (SRD) :- This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the weapon must be used for discrete manifestations. Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, knowledge of any 3rd-level power; Price: +16,000 gp. Slow Burst (MIC, p43) :- Price: +5,000 gp Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Description: This weapon has an image of a snail workedinto its hilt or grip, and it feels cold to the touch. Function: A chill aura numbs this weapon’s victim when you strike true. Whenever you score a critical hit with this weapon, the target isslowed (as the slow spell) for 3 rounds (Will DC 14 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. 1 Star Special Abilities Dissipater (SRD) :- This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits. Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, dismiss

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ectoplasm; Price: +1 bonus. Dragonhunter (MIC, p33) :- Price: +1 bonus Property: Projectile weapon Caster Level: 9thAura: Moderate; (DC 19) transmutation, necromancy Activation: — Description: This weapon is carved from a dragon’s thighbone. The image of a dragon’s skeleton is inlaid in jet. Function: 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’scritical 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. Doomstrike (CoR, p42) :- The wielder of a doomstrike weapon can cleave into an enemyimmediately upon sundering his weapon. Description: Doomstrike weapons have blades or heads coated in a thin layer of blue-black frost or rime. In addition, they tend to have sinister yet ornate designs worked into them. Activation: A melee weapon with the doomstrike ability onlyfunctions if its wielder has the Improved Sunder feat. Effect: After successfully sundering an enemy’s weapon, the wielder of a doomstrike weapon can cleave into the enemy, as though using the Cleave feat. Aura/Caster Level: Faint evocation; CL 5th. Construction: Cleave, Craft Magic Arms and Armor, shatter, +4,000 gp, +320 XP, +8 days. Weight: —. Price: +1 bonus. Drowcraft (Ud, p68) :- Drowcraft weapons were once quite common, but they have fallen out of favor in some drow cities. A drowcraft weapon is energized by local earth nodes and the surrounding aura of faerzress. As long as it remains within an earth node or a zone of faerzress, it grants its wielder a +2 luck bonus on attack and damage rolls, in addition to its normalenhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does not grant the luck bonuses, but it otherwise works normally. A drowcraft weapon exposed to sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as indoors) are still vulnerable to this effect, but a drowcraft weapon can be kept safe indefinitelyinside a lead-lined case. A drowcraft weapon treated with darkoil (see Special Items, above) is immune to the effects of sunlight. Strong evocation; CL 12th; Craft Magic Arms and Armor, drow, contingency, disintegrate; Price: +1 bonus. Fear Burst (MH, p40) :- A horrific vision of impending death rises out of the weapon when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with cause fear (Will DC 11 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the fear effect if appropriate), but it does not affect creatures immune to mind-affecting spells. Faint necromancy; CL 5th; Craft Magic Arms and Armor; cause fear; Price: +1 bonus.

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Flaming (SRD) :- Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price: +1 bonus. Ghost touch (SRD) :- A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price: +1 bonus. Profane (MIC, p40) :- Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 17) necromancy Activation: Standard (command) Description: This black iron weapon is decorated with a single silver skull. A runic phrase describing a vile act runs along its blade or haft. Function: By speaking the appropriate command word, you can sheathe a profane weaponin 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 property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, inflict light wounds. Cost to Create: Varies. Profane Burst (MIC, p40) :- Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (command) and — Synergy Prerequisite: Profane Description: 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. Function: 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 damageas 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 activation. 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.Critical Multiplier | Extra Damage | Good Outsider Extra Damage

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×2 1d10 2d10×3 2d10 4d10×4 3d10 6d10Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, inflict critical wounds. Cost to Create: Varies. Resounding (MIC, p42) :- Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: — Description: This weapon bears a small engraving of a bell. Function: A resounding weapon emits a deep, ringing chime each time it successfully hits a target. The sound carries over the din of battle, encouraging your allies. When you strike a foe with a resounding weapon, allies (including you) within 30 feet gain a +1 morale bonus on attack rolls and saves against fear effects for 1 round. Prerequisites: Craft Magic Arms andArmor, bless. Cost to Create: Varies. Sacrificial Smiting (CoV, p60) :- Only melee weapons can have this special ability. Useable only by paladins or characters able to smite evil, this good-aligned weapon property allows the wielder to sacrifi ce some of her own vitality to gain extra uses of smite evil. By accepting one negative level, the wielder can use smite evil on a creature struck by the weapon even if the wielder has expended all her uses of smite evil for the day. For example, Aelryndai Martyr-Sister is a 10th-level paladin with 14 Charisma; even though she has expended all of her own smite evil uses against her enemies today, she can call upon the power of her sacrifi cial smiting weapon, accept a negative level, and smite again to gain +2 on the attack roll and +9 on the damage roll (normally +10, but 1 lower because of the negative level). The wielder decides at the time of the attack whether to make the sacrifice, instantly applying the effect of the smite and the negative level to her attack roll and damage roll. The negative level gained by this sacrifice lasts for 24 hours, never results in actual level loss, and cannot be overcome in any way (includingrestoration spells). This weapon ability was devised by paladins of Ilmater, and weapons with this ability are sometimes called martyrsmite weapons. Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, creator must be a paladin; Price: +1 bonus. Sundering (MIC, p44) :- Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Description: Decorated with sculpted, imposing fists, this item seems denser than normal. Function: 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 sunderattempt. Prerequisites: Craft Magic Arms and Armor, Improved Sunder, weapon of impact (SC 237) or metaphysical weapon (EPH 118). Cost to Create: Varies. Throwing (SRD) :- This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price: +1 bonus.

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Vicious (SRD) :- When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price: +1 bonus. Paralytic Burst (MH, p40):- A wave of green energy washes over the victim of this weapon when its wielder strikes true. On a successful critical hit, the weapon afflicts the target with hold monster (Will DC 17 negates). This effect activates even if the creature struck is not subject to critical hits (roll to see if a critical hit occurs, then apply the hold monster effect if appropriate).Moderate enchantment; CL 9th; Craft Magic Arms and Armor, hold monster; Price: +2 bonus. Keeper's Fang (ECS, p266) :- The Keeper is the Sovereign Lord of Death and Decay. He is said to have a vast domain hidden beneath the Demon Wastes, populated by souls that he hassnatched away from Dolurrh. A Keeper’s fang weapon has been consecrated to the Lord of Death, and incorporates a Khyber shard into the hilt. If it is used to strike a killing blow, the soul of the victim is trapped in the Keeper’s domain, and the victim cannot be brought back to life usingresurrection, raise dead, reincarnate, or similar effects. But all is not lost—stories tell of heroes who have found the lair of the Keeper and brought the souls of their companions back from bondage. A Keeper’s fang weapon is evil-aligned. The blade or stock of the weapon is engraved with the runes of the Keeper; a successful DC 20 Knowledge (religion) check allows a character to recognize the nature and purpose of the weapon. Most followers of the Sovereign Host consider the mere possession of a Keeper’s fang weapon to be an abominable act; the use of the weapon is a heinous and unforgivable crime. Only melee weapons can be dedicated as Keeper’s fang weapons. Strong necromancy; CL 17th; Craft Magic Arms and Armor, align weapon, soul bind; Price: +4 bonus. Vorpal (DMG: srd) This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. The DM may have to make judgment calls about this sword’s effect. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.) Strong necromancy and transmutation; CL 18th; Craft MagicArms and Armor, circle of death, keen edge; Price: +5 bonus. Everbright (MIC, p34) :- Price: +2,000 gp Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) Description: Flecks of marble and pearl shimmer across this weapon, set within images of bursting stars and beaming suns. Function: An everbright weapon can flash with a brilliant light twice per day at your command. When it is activated, all creatures within 20 feet of you are blinded for 1 round (Refl ex DC 14 negates).An everbright weapon is also immune to acid damage and rusting effects. Prerequisites: Craft

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Magic Arms and Armor, searing light. Cost to Create: Varies. Unrated Special Abilities Chargebreaker (HoB, p130):- Only weapons that can be set to receive a charge (such as a spear) can have the chargebreaker special ability. Any charging creature struck by a chargebreaker weapon must succeed on a DC 14 Fortitude save or be knocked prone. Faint evocation; CL 5th; Craft Magic Arms and Armor, daze monster; Price: +1 bonus. Fury (HoB, p130):- A weapon with this property deals an extra 1d6 points of damage when the wielder is raging. Faint enchantment; CL 5th; Craft Magic Arms and Armor, rage; Price: +1 bonus. Resounding (HoB, p130):- Only melee weapons can have the resounding special ability. A resounding weapon emits a deep, ringing chime each time it successfully hits a target. The sound carries over the din of battle, encouraging the wielder’s allies. When the wielder of a resounding weapon hits a foe with the weapon, allies within 30 feet gain a +1 morale bonus on attack rolls and on saves against fear effects for 1 round. Strong enchantment; CL 11th; Craft Magic Arms and Armor, bless; Price: +1 bonus. Subjugating (HoB, p130):- A subjugating weapon damages an opponent’s morale in addition to dealing physical damage. Any creature struck by a subjugating weapon must succeed on a DC 20 Will save or become shaken for 5 rounds. If the creature is already shaken, it instead becomes frightened. Multiple strikes by a subjugating weapon do not stack. This property is a mind-affecting fear effect. Moderate necromancy; CL 7th; Craft Magic Arms and Armor, fear; Price: +2 bonus. Powerleech (LEoF, p151):- The powerleech special ability can be added only to melee weapons. A weapon with this ability drains psychic energy from the creature struck and transfers it to the wielder, thereby producing the following effects.

• Any creature that has a psionic power point reserve loses 1 power point when struck with a powerleech weapon, just as if it had expended that amount to manifest a psionic power. The creature can regain the power point normally when it rests or by any other normal means of regaining power points.• A wielder who has a power point reserve gains 1 power point upon striking a creature that has a power point reserve, psi-like abilities, or spell-like abilities that are describedas psionic in origin. Power points gained by the use of a powerleech weapon can restore expended power points but cannot increase the wielder’s current power point score above its normal maximum.• A wielder who does not have a power point reserve gains nothing from the strike, although he can still drain power points from creatures that do possess power pointreserves.Powerleech weapons were popular among the bladelords of ancient Jhaamdath, many of whom were potent psychic warriors and psions.

Moderate psychometabolism; ML 6th; Craft Psionic Arms and Armor; Price: +8,000 gp.

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Footnote: Great booklist found at: http://community.wizards.com/go/thread/view/75882/19868174/Official_booklist_for_3.5_%28CO%29?pg=1and SRD is at: http://www.d20srd.org