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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
power weapon can cause a distraction using its whirlwind ability, carry the wielder and his allies
through the air, or perform special combat maneuvers, such as the aid another action.
Aura/Caster Level: Moderate or strong conjuration; CL 11th (Large), 13th (Huge), 15th
(greater), or 17th (elder). Construction: Craft Magic Arms and Armor plus call lightning or
lightning bolt plus summon monster VI (Large), summon monster VII (Huge), summon
monster VIII (greater), or summon monster IX (elder). Price: +1 bonus (Large), +2 bonus
(Huge), +3 bonus (greater), or +4 bonus (elder).

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, but
anyone with the right feats gains the weapon’s benefits just by wielding it. Effect: A wielder who
has feats that affect the use of a particular type of weapon, such as Weapon Focus, Greater
Weapon Focus, Weapon Specialization, or the like, can apply the benefits of those feats to any
weapon that has the aptitude quality. In addition, if any of the wielder’s weapon use feats are
specifically keyed to the aptitude weapon’s type, he gains a +1 bonus on attack and damage
rolls. Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, Weapon
Focus (weapon being enchanted). Weight: As normal for the weapon. Price: +1 bonus.

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 slots
available to cast arcane spells without preparation, or against creatures with the ability to
use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better
than normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane
spellcasters) and deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings
bestow this ability upon their ammunition. Moderate conjuration; CL 8th; Craft Magic Arms and
Armor, dispel magic; Price +1 bonus.
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 gains
a 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
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 turn
before using the weapon, and the effect to AC lasts until his next turn. Moderate abjuration; CL
8th; Craft Magic Arms and Armor, shield or shield of faith; Price: +1 bonus.

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
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 increases
to +3. A martial discipline weapon can bear multiple martial discipline special abilities, as
long as each is keyed to a different discipline. Thus, a martial adept could have a +1 Stone
Dragon Shadow Hand greatsword. In the hands of someone who knows maneuvers from both
disciplines, such a weapon would provide a +3 bonus on attack rolls. If the wielder were
actually using maneuvers from both schools—for example, a Stone Dragon stance with a
Shadow Hand strike—it would provide a +7 bonus on attack rolls. Most martial adepts use
this extra bonus in conjunction with feats such as Combat Expertise and Power Attack, or with
maneuvers that decrease their chances of hitting a foe in exchange for some other benefit.
Aura/Caster Level: Faint evocation. Construction: Craft Magic Arms and Armor, knowledge
of a maneuver from the discipline to which the weapon is keyed. Weight: As normal for the
weapon. Price: +1 bonus.

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
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 sparks
can be seen raging within this weapon. Function: A shattermantle weapon damages a foe’s
spell resistance. Each time the weapon strikes a foe that has spell resistance, the value of
that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the
same round stack. For example, if you succeed on three attacks in the same round against
the same foe, that foe’s spell resistance is reduced by 6 until the 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
desires. (This special ability is an exception to the general rule that casting a spell from an item
takes at
least as long as casting that spell normally.) Inflict serious wounds, contagion, blindness, and
hold person are all common choices for the stored spell. Once the spell has been cast from the
weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon
magically imparts to the wielder the name of the spell currently stored within it. A randomly
rolled spell storing weapon has a 50% chance to have a spell stored in it already. Strong
evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a
caster of at least 12th level; Price: +1 bonus.

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 and
any other applicable modifiers. A successful attack also delivers the viper's poison. When
thus transformed, viper weapons are always treated as piercing weapons. This ability can be
applied up to three times to a scourge, with each application converting one lash into a viper.
When a viper scourge is used with an attack action, only one viper can attack; when it is used
with a full attack action, all three can attack. Only bladed weapons (including daggers and
swords), scourges (see FORGOTTEN REALMS Campaign Setting), and whips can become
viper weapons. (If this special ability is rolled randomly for an inappropriate weapon, reroll.)
All weapons with this special ability are emerald-green in hue and covered in scales. A typical
bladed viper weapon is crafted with a 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 (Larger
or larger weapons); Price: +1 bonus.
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 creature
of 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 as
those with the blindsight special quality) and creatures with uncanny dodge aren’t treated
as flat-footed against this attack. The blurstrike property functions ten times per day.
Prerequisites: Craft Magic Arms and Armor, blur. Cost to Create: Varies.

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
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 property
don’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 weapon
Caster 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 automatically
damages 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 or
until 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 incorporeal
targets, 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.
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
defensive
precognition (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’s
base attack bonus improves to a minimum of 3/4 his level (as a cleric of the same character
level) when he attacks with a skillful weapon, though he gains no such bonus with any other
weapon, even if a skillful weapon is wielded at the same time. The skillful special ability can be
added only to melee weapons. Moderate transmutation; CL 11th; Craft Magic Arms and Armor,
Tenser’s transformation; Price: +2 bonus.

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 temporary
hit points (multiple additions of temporary hit points don't stack) and disappear after 1 hour.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, vampiric touch; Market Price:
+2 bonus.

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
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).

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, a
whip, 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.
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 creature
struck 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 effect
that 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 overcoming
the 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.
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 hit
rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect
does not apply to any weapon that already has a magical effect related to critical hits, such as
a keen weapon or vorpal weapon. Faint transmutation; CL 5th; Craft Magic Arms and Armor,
bless weapon; Price: +1 bonus.

Blood Seeking (CW, 134):- Weapons with the blood seeking ability often have strange-looking
sights on them. Ammunition fired from blood seeking weapons flies around cover if necessary
to strike a living creature, negating any bonus to Armor Class the target might have due to
intervening cover. The shooter can even 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
looks
dark and pitted, and the portion that deals damage to foes actually appears fragile, as if the
first blow might break it. This appearance is deceptive, however, since the weapon is as strong
as any other magic weapon. When activated, a corrosive weapon becomes slick with a thick
layer of acidic fluid. Small drops fall from its surface to the ground, hissing as if in anticipation
of combat. Activation: Activating or deactivating the corrosive ability is a standard action.
Effect: A corrosive weapon deals an extra 1d6 points of acid damage on each successful hit.
The wielder takes no damage from the corrosive properties of the acid coating the weapon.
Once activated, the effect lasts as long as the wielder desires. Bows, crossbows, and slings
with this ability bestow the acid energy upon their ammunition. Aura/Caster Level: Moderate
conjuration; CL 10th. Construction: Craft Magic Arms and Armor and acid fog, acid storm,
Melf’s acid arrow, or storm of vengeance. Price: +1 bonus.

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).
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 their
ammunition. 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 loses
1 point of armor bonus—shields are struck first. Once an item loses its entire armor bonus, it
falls to pieces, ruined. Bows, crossbows, and slings so crafted confer the rusting ability upon
their ammunition. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, rusting grasp;
Price: +1 bonus.

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
concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly
shot into an empty space, for example, do not veer and hit invisible enemies, even if they are
nearby.) Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price: +1 bonus.

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 the
character’s normal essentia capacity (see Table 2–1: Essentia Capacity), whichever is less.
Chakra Bind: A soulbound weapon grants extra power if you bind it to your arms, brow, or
hands chakra. Each day, you must choose one of the following benefits for which you qualify;
you cannot change your decision until 24 hours have passed. Arms: The wearer gains a +2
insight bonus on rolls made to confirm critical hits with the weapon. Brow: Once per round, if
you miss because of concealment, you can reroll your miss chance percentile roll one time to
see if you actually hit. Hands: You gain a +2 insight bonus on initiative checks while the weapon
is held. Aura and Caster Level: Moderate transmutation (lesser) or strong transmutation
(greater); CL 6th (lesser) or 18th (greater). Construction: Craft Magic Arms and Armor, magic
weapon, essentia pool 2 (lesser) or 4 (greater). Weight: As normal for weapon. Price: +1 bonus
(lesser) or +3 bonus (greater).

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’s
critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is
×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow
the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon
must make a DC 14 Fortitude save or be deafened permanently. Faint necromancy; CL 5th;
Craft Magic Arms and Armor, blindness/deafness; Price: +1 bonus.

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-
double
damage 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 into
your 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
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 render
an already shaken creature frightened, for example). Prerequisites: Craft Magic Arms and
Armor, 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.
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, the
target’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). The
DC 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 be
paralyzed. Each round on its turn, the target can attempt a new saving throw to end the effect;
otherwise, the paralysis lasts for 10 rounds. A paralyzing weapon functions once per day.
Prerequisites: Craft Magic Arms and Armor, hold monster. Cost to Create: Varies.

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 varying
brightness. 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* +1
1–29 +2
30–79 +3
80–129 +4
130 or higher +5
*Includes any wielder without power
points.
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
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 critical
multiplier, add an extra 1d8 points of sonic damage each time you successfully score a critical
hit. For weapons with a ×3 multiplier, add 2d8 points of sonic damage; for a ×4 multiplier, add
3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy
upon their ammunition. This effect activates even if the creature struck is not subject to critical
hits (roll to see if a critical hit occurs, then apply the extra damage if appropriate). Even if the
sonic ability is not active, the weapon still deals its extra sonic damage on a successful
critical hit. Strong evocation; CL 12th; Craft Magic Arms and Armor, sound burst; Price: +2
bonus.

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
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 against
the effect is allowed, add the weapon’s enhancement bonus to the save DC. Prerequisites:
Craft Magic Arms and Armor, enervation, spectral hand. Cost to Create: Varies.

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.
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 the
sheen 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 and
Armors, 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 property
to add 5 feet to the weapon’s reach for a single attack. The target is denied its Dexterity bonus
to AC for this attack. Prerequisites: Craft Magic Arms and Armor, shadow conjuration. Cost to
Create: 2,500 gp, 200 XP, 5 days.

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 and
Armor, 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
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
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.
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 this
blue-green weapon. Its grip is inlaid with mother-of-pearl in a wavelike design. An aquan
weapon automatically overcomes the damage reduction of any creature that has the 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 disappears
when the weapon is no longer held. This negative level never results in actual level loss, but it
cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Projectile weapons bestow this 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 of
this 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 creature
that has the earth subtype. In addition, the weapon deals an extra 2d6 points of damage against
such creatures. An auran weapon also bestows one negative level on any creature that has
the earth subtype and attempts to wield it. The negative level remains as long as the weapon is
in hand and disappears when the weapon is no longer held. This negative level never results in
actual level loss, but it cannot be overcome in any way (including restoration spells) while the
weapon is wielded. Projectile weapons bestow this 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,
you can try to knock projectiles aimed at you out of the air. Once per round when you would
normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged
weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed,
the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack
and not 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: 5th
Aura: 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 and
Armor, 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
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 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, 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 actually
dispelled 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
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, including
any 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 any
way 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.
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 from
crystal. 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: 12th
Aura: 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 see
invisible creatures as if you were subject to a see invisibility spell. Prerequisites: Craft Magic
Arms and Armor, see invisibility. Cost to Create: Varies.

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
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.
A
tentacle blade that achieves a critical hit pulls forth the target creature’s brain, instantly killing it
(Fort DC 21 negates). Constructs, elementals, oozes, plants, and undead are not affected by
this property, and creatures with multiple heads are not instantly killed. Strong necromancy;
CL 15th; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, mind flayer; Price: +4
bonus (+3 bonus if added to an illithidwrought weapon).

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 upon
this weapon. Function: When drawn, an illuminating weapon glows with pure white light,
brightly
illuminating a 20-foot-radius area and providing shadowy illumination for another 20 feet beyond
that. Prerequisites: Craft Magic Arms and Armor, light. Cost to Create: 250 gp, 20 XP, 1 day.

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
worked
into 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 is
slowed (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
ectoplasm; Price: +1 bonus.

Dragonhunter (MIC, p33) :- Price: +1 bonus Property: Projectile weapon Caster Level: 9th
Aura: 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’s
critical multiplier increases by 1 if the target is a dragon. For example, a critical hit from a
dragonhunter longbow has a ×4 damage multiplier (instead of the normal ×3) against a dragon,
so such a creature would take four times normal damage (but still only 1 point of Strength
damage) with a critical hit.Other effects related to threatening or confirming critical hits (such
as keen edge or bless weapon spells) don’t function when placed on a weapon that has this
property. Prerequisites: Craft Magic Arms and Armor, keen edge, ray of enfeeblement. Cost to
Create: Varies.

Doomstrike (CoR, p42) :- The wielder of a doomstrike weapon can cleave into an enemy
immediately upon sundering his weapon. Description: Doomstrike weapons have blades or
heads coated in a thin layer of blue-black frost or rime. In addition, they tend to have sinister yet
ornate designs worked into them. Activation: A melee weapon with the doomstrike ability only
functions if its wielder has the Improved Sunder feat. Effect: After successfully sundering an
enemy’s weapon, the wielder of a doomstrike weapon can cleave into the enemy, as though
using the Cleave feat. Aura/Caster Level: Faint evocation; CL 5th. Construction: Cleave, Craft
Magic Arms and Armor, shatter, +4,000 gp, +320 XP, +8 days. Weight: —. Price: +1 bonus.

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 normal
enhancement bonus. Outside a faerzress zone (for example, aboveground), the weapon does
not grant the luck bonuses, but it otherwise works normally. A drowcraft weapon exposed to
sunlight must make a DC 8 Fort save or dissolve utterly. A new save at the same DC is required
for each day of exposure. Sheathed weapons or weapons exposed to indirect light (such as
indoors) are still vulnerable to this effect, but a drowcraft weapon can be kept safe indefinitely
inside a lead-lined case. A drowcraft weapon treated with darkoil (see Special Items, above)
is immune to the effects of sunlight. Strong evocation; CL 12th; Craft Magic Arms and Armor,
drow, contingency, disintegrate; Price: +1 bonus.

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.
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
weapon
in crackling black negative energy. If you have no Constitution score, this energy does not harm
you; otherwise you take 1 point of Constitution damage for each round that you hold the weapon
while the effect is activated. This effect lasts until you speak another command word to end it.
While activated, a profane weapon deals an extra 1d6 points of damage to any living target (or
2d6 points against a good outsider) on a successful hit. Also, it is treated as evil-aligned for the
purpose of overcoming damage reduction. Projectile weapons bestow this 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
damage
as set out in the table below. (This effect activates even if the target is not normally subject to
extra damage from critical hits.) A profane burst weapon deals even more damage to good
outsiders on a successful critical hit. This burst does not harm you or any creature other
than the target if you are undead; otherwise, you take 1d4 points of Constitution damage (or
Charisma damage if you have no Constitution score). This is a continuous effect and requires
no 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
×2 1d10 2d10
×3 2d10 4d10
×4 3d10 6d10
Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic
Arms and Armor, inflict critical wounds. Cost to Create: Varies.

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 and
Armor, 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 (including
restoration spells). This weapon ability was devised by paladins of Ilmater, and weapons with
this ability are sometimes called martyrsmite weapons. Moderate evocation [good]; CL 7th; Craft
Magic Arms and Armor, creator must be a paladin; Price: +1 bonus.

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
sunder
attempt. Prerequisites: Craft Magic Arms and Armor, Improved Sunder, weapon of impact (SC
237) or metaphysical weapon (EPH 118). Cost to Create: Varies.

Throwing (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.
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 has
snatched 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
using
resurrection, 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 Magic
Arms 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
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 described
as psionic in origin. Power points gained by the use of a powerleech weapon can restore
expended power points but cannot increase the wielder’s current power point score
above its normal maximum.
• 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 point
reserves.Powerleech weapons were popular among the bladelords of ancient
Jhaamdath, many of whom were potent psychic warriors and psions.
Moderate psychometabolism; ML 6th; Craft Psionic Arms and Armor; Price: +8,000 gp.
Footnote: Great booklist found at: http://community.wizards.com/go/thread/view/75882/19868174/
Official_booklist_for_3.5_%28CO%29?pg=1
and SRD is at: http://www.d20srd.org

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