WEAPONS As magic items go, magic weapons are a staple of all campaigns. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack. In addition to an enhancement bonus, weapons may have special abilities, such as the ability to flame or the ability to attack on their own. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus. You can’t simply have a flaming longsword—it would have to be at least a +1 flaming longsword. Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit. Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. • A sling stone hurled from a +1 sling is treated as a magic weapon. Similarly, ammunition fired from a projectile weapon with an alignment (such as a +1 holy longbow or a masterwork crossbow under the effect of the align weapon spell) gains the alignment of that projectile weapon (in addition to any alignment it may already have). • A +1 unholy arrow fired from a +2 anarchic shortbow would be both evil-aligned and chaos- aligned (the former from its own unholy special ability, the latter from the shortbow). Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed. Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20- foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions. Hardness and Hit Points: Each +1 of enhancement bonus adds 1 to a weapon’s hardness and 1 to its hit points. Only the weapon’s actual enhancement bonus applies; special properties with an enhancement bonus equivalent for the purpose of determining market price don’t increase the hardness or hit points of a weapon.

Magic Weapon Special Ability Descriptions Name: Each entry begins with the feat name, it's source, then a summary of the feat. The name of the spell is color coded to indicate what feats are useful and what feats is a waste of space. The color scheme is as follows, using colors in the following order: Below Average Feat (Orange), Average (Green), An Above Average Feat (Blue), You’d be a fool not to take this (Purple) Price: All weapon abilities have a price which is either an increase in the enhancement bonus for purposes of calculating the price, or a flat gold piece value. A single weapon cannot have a modified bonus (enhancement bonus plus property bonus equivalents) higher than +10, nor can it have a market price (not counting special materials or the price of the masterwork weapon itself) of greater than 200,000 gp (or 200,000 gp for each end of a double weapon). Property: This indicates what the property can be added to. Usually it is any weapon. Some properties can be applied only to a particular category of weapons, and are so noted. A few properties can be added only to a smaller subset of a category (such as projectile weapons). Not all properties can be added to ammunition. Properties that can only be used a limited number of times per day are not available for use in ammunition. Other weapon abilities are not available in ammunition, and you will find that in this part of the stat block. • Ammo - This means you can apply it any ammunition. Only radiant holding has this quality. • Ammo/Melee/Thrown - This means you can apply it to any ammo, melee, or thrown weapon. This is usually a weapon ability that must directly contact the target. • Any - This means you can apply it to any weapon or ammunition. • Any Weapon - This can be applied to any weapon, but not ammunition. Weapon abilities that have a limited use per day typically cannot be applied to ammunition. • Bludgeoning Ammo/Melee/Thrown - This means you can apply it to any blunt ammo, melee, or thrown weapon. Only impact has this quality. • Bludgeoning Melee - This means you can apply it to any bludgeoning melee weapon. Only disruption has this quality. • Bow - This means you can apply it to any bow, but you cannot apply it to the ammunition. Only arcane might has this quality. • Bow, Crossbow, Arrow, Bolt - This means you can apply it to any bow, crossbow, arrow, or bolt. Only splitting has this quality. • Crossbow - This means you can apply it to any crossbow, but you cannot apply it to the ammunition. Only quick loading has this quality. • Katana - This means you can apply it only to a katana. Only focus has his quality. • Light Melee - This means you can apply it to any light melee weapon. Only shielding has this quality. • Light Weapon, Rapier, Whip, Spiked Chain - This means you can apply it to any light weapon, or a rapier, whip, or spiked chain. Only Finesse has this quality. • Melee - This means you can apply it to any melee weapon. Any weapon ability that is melee only becomes dormant if, for any reason, the weapon is used as a ranged attack. • Melee/Thrown - This means you can apply it to any melee or thrown weapon. Only morphing has this quality. • Piercing Melee - This means you can apply it to any piecing melee weapon. • Piercing/Slashing Melee - This means you can apply it to any piercing or slashing melee weapon. Usually that means a bladed weapon. • Piercing/Slashing Melee, Whip, Scourge - This means you can apply it to any piercing or slashing melee weapon, and to a whip or a scourge. Only viper has this quality. • Projectile - This means you can apply it to any bow, crossbow, sling, or weapon that throws a projectile. You can also apply this against the weapon’s ammunition. Only bloodseeking, dragonhunter, and force have this quality. • Ranged - This means you can apply it to any ranged weapon or ammunition. Only distance, exit wound, precise, and seeking have this quality. • Siege - This means you can apply it to siege weapons. You cannot apply it to the ammo itself. Only disrupting, necromantic, self-loading, and starburst have this quality. • Slashing Melee - This means you can apply it to any slashing melee weapon. Only passage, vorpal, and whirling has this quality. • Spear, Shortspear, Longspear - This means you can apply it only to a spear, shortspear, or longspear. Only changeling has this quality. • Thrown - This means you can apply it to any thrown weapon. This includes melee weapons that have gained the weapon ability throwing. Only returning and teleporting have this quality. • Two-Handed Melee - This means you can apply it to any two-handed melee weapon. Only berserker has this quality. Caster Level: The caster level of a weapon with a special ability is given in the item stat block. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Aura: The item’s aura strength, which is revealed if it is subjected to a detect magic spell, followed by a semicolon. Next, in parentheses, is the Spellcraft DC required to determine the school of magic, followed by the school or schools of magic associated with the item’s aura (usually determined by the spells listed in an item’s prerequisites). If the item requires only universal spells, or if it requires no spells, this reads “no school.” If multiple spells of different schools are required, the item’s aura is of the school of the highest-level spell. When two spells of different schools are equally high in level, the entry mentions both schools. Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate (such as the sunlight power of a sun blade), then the type of action required to activate the item’s effect, along with what the user must do to activate the item is include in this entry. An entry of — indicates the item operates continuously, without any need for activation. Prerequisite: Some weapon abilities have the quality of synergy. A synergy property has a prerequisite, much as a feat does. Specifically, the item must already possess another particular property before a synergy ability can be added to it. Otherwise, synergy abilities function the same as any other weapon property. Despite the requirements for adding synergy abilities to armor and weapons, most adventurers consider them well worth the cost. These properties allow you to upgrade a favored ability of an item over time, rather than paying for it all at once. Synergy properties always replace their prerequisite property. Many synergy properties expand upon or improve the prerequisite property, and others both subsume the prerequisite property and add new abilities. To determine a synergy item’s effective enhancement bonus (and thus its aura strength and overall gp value), add together the bonus equivalent of the synergy property, the bonus equivalent of the synergy prerequisite property, the item’s enhancement bonus, and any bonus equivalents for other properties the item has. However, after adding a synergy property, the item loses its synergy prerequisite abilities. A synergy property still counts as any of its synergy prerequisite properties for the purpose of qualifying an item for still more synergy properties. • +1 greater anchoring full plate has a total effective enhancement bonus of +3 (+1 enhancement + 1 anchoring + 1 greater anchoring), with a value of 9,170 gp and an aura strength equal to that of +3 full plate. However, +1 greater anchoring full plate does not still give its wearer the anchoring property’s +5 bonus on checks to resist being tripped, overrun, or bull rushed. It instead gives the wearer the greater anchoring property’s benefit (a +10 bonus on such checks). • A +1 acidic burst longsword is still considered a corrosive weapon for the purpose of qualifying to receive the energy surge synergy property. Description: A visual description of the item, read by the DM to a player whose character has discovered the item. A description of the item’s functions, including its effect, duration, range, uses per day, and so on. Lore: Information about the item that may be learned by making appropriate Knowledge checks. The item’s name and/or functions must be known before Knowledge checks reveal this information. Construction: What you need to add this particular weapon ability to a weapon. Upgrade: If a weapon ability has any synergies that require that particular ability as a prerequisite, then those synergies are listed here. It should be noted that when you stack multiple synergies on the same base prerequisite, you only have to buy the base weapon ability once. Only the base prerequisite is suppressed by a synergy and it can be suppressed multiple times, but it has no additional effect. • A +1 acidic burst/energy surge longsword is a total +4 weapon, because it still has corrosive as a weapon ability, it is just not active. Both acidic burst and energy surge act like corrosive. Since corrosive gives an extra +1d6 acid damage, those two synergies would add together for +2d6 acid damage, but not a total of +3d6 acid damage, because the original corrosive weapon ability is suppressed. Alternate: When a weapon ability is almost exactly the same as another, they are listed here, in case you want to see if a different “flavor” is to your liking. Synergy: When a particular weapon ability works well with another weapon ability, or a group of weapon abilities, those abilities are listed here along with a short explanation as to how you might use it. Editor: This is where general notes and observations are made. They are entirely subjective.

General Strategies The key optimization strategy is to take as many special abilities as you can afford. All the way up to +9. You can make up for the lack of weapon pluses with Greater Magic Weapon. Consider putting it on a wand or a staff so you don't drive your cleric crazy. A few levels in UMD and you can buff up in the AM, and let your cleric memorize those other cool spells on his list. Also consider using a spell that mimics a special ability to temporarily buff your weapon. If it's not a buff you will need often then put the buff in a scroll. If it is a buff you will use all the time, then try placing the buff in a staff or a wand. It is likely to be cheaper than putting it on your weapon directly, and it frees up your weapon for other cooler special abilities. Editor (Minority Opinion): As a general rule, making out your weapon’s special abilities is a good rule of thumb. However, what if you can’t hit the target? GMW is nice, if you have access to the spell and your enemies don’t dispel magic your buffs. A +1 to hit and +1 damage increases the chances to hit, which is a force multiplier on top of the extra +1 damage. Every +1 in your weapon is one more point of BAB you can switch to power attack without having to worry about missing. Editor (Metagaming): If you are playing with a strict DM who uses WBL to the letter, you can capitalize on that. Players are often afraid to give up equipment, afraid they won’t get something cool again. They become packrats, afraid to use scrolls or sell stuff for fear of never getting it again. If your WBL says you will only have 30,000 gp of equipment, then using or giving equipment up merely means you have a delay before getting something new. So I would suggest you get one general purpose weapon, and then have money set aside for a slayer weapon. What kind? What ever you have next as your big boss monster. What do you do with your old slayer? Give it to a friendly NPC. If should you need your slayer back, go to the NPC and switch out your current slayer for your old one. WBL is only concerned with what you have, not what you can exchange something for. Editor (Projectile Weapons): For a projectile weapon, the enhancement bonus in the weapon and the ammo don’t stack. This means that you’d be better off keeping the enhancement bonus in the weapon higher then the ammo. You also can keep your WBL down by only buying 5 to 10 special arrows, rather then a whole bundle of 50. The advantage of projectile weapons is that you can diversify your ammo selection and deal with many different types of encounters better then someone who specialized. The fighter who poured everything into one expensive two-handed greatsword ,might have limited options if he is fighting an enemy who is immune to metal. Editor (Touch Attacks): You need to look at each WA very carefully. WAs sometimes only work on a successful attack, where as some only function when you damage. If you have to damage the target, then you more then likely have to make a normal attack. However, you can make a touch attack with any weapon, it’s just that you forgo any chance to do damage. For example, if you have a binding shortbow, you don’t care about the 1d6 damage, you just want the evil necromancer (as opposed to all those good necromancers out there) to stick around so you can murder the crap out of him. A touch attack is all you need to activate your weapons dimensional anchor effect. Keep that in mind, especially for specialty weapons you might pick up.

Ability Buffs (Finesse) There is only one ability buff built into a sword, and that is Finesse. Now, it is a +3 bonus that only works in certain melee weapons and it is only a +2 enhancement bonus to dexterity. Frankly, your choices for ability buff in a weapon suck. But that’s okay. Buying ability enhancement bonuses in a weapon would be x1.5 cost anyways. Get your ability buffs in wearable wondrous items.

Ability Damage/Penalties (Diseased, Dragonhunter, Enfeebling, Marrowcrushing, Mindcrusher, Necrotic Focus, Weakening, Wounding) The ability damage available in a weapon are constitution, dexterity, strength and wisdom. There is only one strength penalty. You can also damage abilities with poison, but that is in it’s own section called, poison. Really creative, eh? Constitution: Now this can get scary. Diseased, Marrowcrushing, and Wounding all do constitution damage. The problems are, diseased only works once for an average loss of 2 points. Marrowcrushing is a +3 bonus, and wounding is a +2, but is blocked by anyone who is immune to critical hits. Still, con damage is the great equalizer. Every two points of con drops your hit point maximum by your level. If you lose enough con, you just flat out die. Alas, if can be quite expensive to buy, and rightly so. Dexterity: There is only one dexterity lowering weapon ability, but it isn’t bad. That is diseased. The saving throw DC is low, but they have to save every time you hit them. The problem is, once you inflict the damage, it doesn’t stack with itself. So you do an average 2 dexterity damage. Meh. Not impressive. Strength: If you are looking for strength damage, enfeebling is nice, except that it’s only on a critical with no modification for having a high multiplier. So look to add keen if you want to make it effective. If you are targeting , dragonhunter does 1 strength damage on each hit, but only to dragons and those with the subtype. Bummer. And if you don’t mind non-stacking penalties, then consider weakening. A flat -4 to strength when you land a critical for 10 minutes. So if you aren’t planning on criticals to begin with, the total +2 of enfeebling and weakening would reduce your target’s strength by 8.5 on average, when you confirm a critical, that is. Undead: Now, if you are an undead that can do ability damage, you’d have to be on crack to take necrotic focus. Sure, it let’s you channel your drain, but at a +3 cost. Please. While we include it in the ability damage section, just ignore it. Wisdom: There is only one wisdom drain and that is Mindcrusher. Each blow makes the target make a will save against DC 17. The thing is, once you start failing, it gets harder and harder to make the save. This is best in a weapon where you make a many attacks in a wrong, not in a weapon where you are hoping to make one massive hit a round.

Antimagic (Binding, Dispelling, Greater Dispelling, Illusion Bane, Impedance, Shattermantle, Spellblade) Sometimes half the trouble of hitting someone is getting through all the buff spells. Sometimes you just want the target to stand still. Since warriors often can take the time to learn magic so they can counter it, putting your antimagic in your weapon can help. Anti-Spell Resistance: Shattermantle helps take down spell resistance. The problem is, it does it so poorly. To use it effectively, you need multiple attacks, and you need someone else to be casting spells, or the ability to cast quickened spells yourself. You could put it in a scourge and go for the touch attack, I suppose, but otherwise, it’s fairly useless. Now if it lasted a minute instead of a round, that might be something. Anti-Spell-Like Ability: Impedance is supposed to make all spellcasting more difficult, but really is only a hassle to those who use spell-like abilities. See, any spellcaster worth spit will have maxed out his spellcraft check. That means by the time you can afford this WA, your enemies will automatically pass the spellcraft check. Now those with spell-like abilities often skimp on spellcraft, so it’s much more effective against them. Still, it’s one of the few ways to harass a wizard and maybe he’ll roll a one, or been cheap and though a 10 was good enough. Anti-Spell: There is one anti-spell WA and that is Spellblade. You become immune to one targeting spell that you are a valid target for. Your weapon absorbs that spell if it is used against you and can then fire the spell next round as a free action. For 6,000 gp, it is one of the best WAs available. Dispel Magic: Dispelling, Greater Dispelling, and Illusion Bane all do the same thing, cast dispel magic. Illusion bane only works on illusions, of course Illusion Bane comes with the ability to overcome any miss chance from an illusion, so it’s a wash, cost wise. I guess it depends on what sort of buff spell annoys you most. Stay Here: Binding is for those people who hate it when the villain teleports away. I’d suggest putting it in a bow, since it only functions twice a day and you often will need to peg someone who is hiding in the back of the enemy horde. Also note it says “successful attack”. A touch attack is a successful attack, it just doesn’t do any damage.

Arrow Management (Agility, Deflecting) If you wish to deflect incoming arrows, then you are left with deflecting. Now, deflecting is a reflex save, and agility is a buff to you reflex save only. If you wanted to make a sword that could casually knock one arrow out of the air a round, then this would be the way to go.

Attack Modifiers (Blurstrike, Brilliant Energy, Impaling, Shadowstrike) When you got to fight dirty, these are the WAs. These four WAs make it easier to hit by making your attacks touch attacks, by-pass armor, reduce your enemy to flat-footed, or eliminate dexterity bonuses to armor class. All excellent choices for someone into sneak attack or weapons that deal poison. Mix and match to meet your specific killing needs.

Avoiding Getting Hit (Blurring, Defending, Defensive Surge, Displacement, Duststorm, Parrying, Shielding, Smoking) Now, you would think that magic item abilities of a defensive nature would be best bought in armor. That said there are a few WAs worth taking a look at. Miss Chance: Blurring and Displacement both give the wielder a miss chance. The blurring works all the time and displacement only for 15 rounds. Basically it’s like the cloak of displacement except much more expensive and it ends if you are disarmed or put your weapon away. Don’t be fooled. It’s a waste of money and of no real value. Back before the errata and displacement was 100,000 gp and on all the time, it might have been worth it, but not now. No, instead go with Smoking. Smoking gives a 20% miss chance that is due to cover as well as a number of other perks. I do recommend blurring or displacement, but get those in wondrous items or spells. Smoking is a keeper. Finally, duststorm. The problem is that it screws over your allies just as much as your enemies, but to have a damage causing cloud of total non-illusion concealment surrounding you is awesome. Combine it with smoking for real AoE cheese. Armor Class: Defensive surge costs +1 bonus and gives you a +2 AC until the end of your next turn for a limited number of times per day and only when you fight defensively. If you happen to be made of gold, this still would be dead last on the list. Shielding actually turns your weapon into a shield. Of course, you could just buy a shield. No, the best WA for AC is Defending. And since you don’t have to actually use the weapon in combat, you could put it in a weapon you are holding but don’t use much. Shield Spikes, armor razors, the other end of your two headed weapon. Alas, it doesn’t stack with itself, although it does stack with all other AC modifiers. What The…: Finally we have parrying that gives you precognition. Huh? You get a +1 insight bonus to AC and +1 insight bonus to saving throws. I don’t know what the hell this has to do with parrying. I always thought parrying was blocking a blow with your weapon or something, not visions of what’s going to happen a half a second in the future. That said, it costs +2 bonus. Meh.

Ballista (Disrupting, Necromantic, Self-Loading, Starburst, Quick Loading) Most siege weapons are catapults or the like, but for a PC, the Ballista is the sweet spot. Ballista: A light ballista is essentially a Huge heavy crossbow. A heavy ballista is a Colossal Heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it, as described. Unless the crew chief has the Ballista Proficiency feat, a Medium creature takes a –4 penalty on attack rolls when using a ballista, and a Small creature takes a –6 penalty. This applies to both light and heavy ballista. If the heavy ballista is not fixed to the ground, the penalty becomes -8 and -10 respectfully. Additional members of the crew can use the aid another action to grant the crew chief a +2 bonus on the attack roll by succeeding on a DC 10 Profession (siege engineer) check. The max crew size, including crew chief, is 2 and 4 respectfully. Unlike most other catapults, a ballista aims at either a creature or an object (such as a section of wall) rather than a square. Loading a light ballista requires two full-round actions. Loading a heavy ballista requires four full-round actions. The crew can share the action cost, thus a four man crew can load a heavy ballista in 1 full-round. A large crew member’s counts as two medium for purposes of calculating action cost. Huge size or greater can just pick up the thing and treat it as a normal crossbow. A ballista need not be re-aimed; each attack succeeds or fails independent of previous attack rolls. A light ballista takes up a 5-foot square, while a heavy ballista takes up a 15-foot-by-15-foot space. Loading Speed: Self-loading does away with one full-round of loading time. Quick Loading, which works on crossbows, which a ballista is, reduces reload time to a move action, if you reduce the over all loading time down to 1 full-round. For example, four men are loading a quick loading heavy ballista. They can do it in a move action. One man is loading a self-loading, quick loading heavy ballista. The self-loading takes care of one full-round action. The man then spends his first and second round using a full-round action to load, then on the third round, he only needs to use a move action, then can fire. Self-loading and Quick loading are usually used only on a light ballista, which means one man can reload as a move action. It should be noted, that a light ballista only takes up one 5 foot square, so one could load it on a ’s floating disk with little trouble. Since wizards usually have lousy BABs and don’t often get multiple attacks anyways… Can you see where I’m going with this? Ammunition Modification: By the time you could afford disrupting, the undead you will be fighting will ignore this effect. Necromantic is disgustingly underpriced at +3,000 gp. Seriously. 20 HD of zombies for 10 rounds for shooting a bolt of wood within 60 feet of a pile of bodies? You can’t beat that with a stick. Now starburst, that’s the ticket. It takes your bolt and makes it an area effect explosion that does piercing and slashing damage equal to the damage rolled on a normal attack. The only downside is that it now comes with a DC 15 reflex save. So make sure you make the ballista with the ability to turn this weapon function on and off. Sometimes you’re just going to want to hit someone right in the face with a sharpened tree and it would suck if it instead exploded and the target used evasion to ignore it.

Bless (Resounding) There is one WA that acts like Bless and that is resounding. Every blow you land acts like a bless to you allies in the nearby area. It’s not really my thing, but it does make a little bell ring on every hit. Thematically, it’s cute.

Casting Spells (Duststorm, Illusion Theft, Prismatic Burst, Spell Storing) These WAs allow you to cast various spells. Duststorm allows you to cast Haboob, which since you are immune to it, can be just awesome. Illusion Theft allows you to store any illusion spell you counter with your weapon. ANY. That includes shadow conjuration and shadow evocation. That includes 9th level spells. That is a wide selection of spells at your disposal, if you have a friendly spellcaster or two willing to help get your preferred illusion preloaded into the weapon. You can do the same thing with any 3rd level targeting spell with spell storing. Finally, Prismatic Burst does only one spell, and only on a critical, Prismatic Spray. I've seen it used by someone who could crit on a 15-20. It was impressive. They stopped using it because the enemy would turn to stone, then the stone statue would get blown up by a fireball and destroy the target's equipment. Or the enemy would be sent to another dimension. Sometimes both. Once, they turned a colossal purple worm into stone and then sent in into another plane. I rolled randomly both for universe, population density at the point of arrival, and how bad it's arrival would be. It landed on top of a hill and rolled down over a village. They felt bad until I mentioned it was . Then it was okay. Eberron had it coming, apparently.

Charged By Something (Chargebreaker, Intercepting) If something is charging you, chargebreaker is useful while your level is still in the single digits. A fortitude save to knock someone down at DC 14 is okay, but once you get to the double digit levels, most targets will easily make it. Fortunately it's fairly cheap and affordable at low levels, so it might be something to stick on the end of a pike. Still, I don't see getting charged often enough to make it worth it, unless you happen to be a professional jouster. No, intercepting is much more useful, because it covers multiple situations. Even better to use both together. You see, unless you have a held action, chargebreaker won't knock someone down until after they charge. With intercepting, you will always have a chance to go first, and note, you don't have to do damage with chargebreaker, you just have to hit them, so you can forgo damage to go for the touch attack. I wouldn't recommend it, because the chances of chargebreaker working are 50/50 on a good day, but sometimes you need to stop playing the odds and hope to get lucky.

Charging at Something (Charging, Valorous) Occationally you might find yourself on horseback riding at something while holding something pointy. Charging helps by making that weapon do an extra 2d6 damage. Valorous increases the damage multiplier by one step.

Concealment (Hideaway, Shrinking) Hideaway is cheaper, shrinking is more useful. Both make it easier to get weapons past those who would search you.

Critical Modifiers (Blessed, Dragonhunter, Impact, Keen) Blessed is useful against evil for confirming criticals. No evil version of this WA exists. It only works three times a day, but for someone focusing on criticals, that could be important. Dragonhunter bumps up the critical multiplier for dragons, but not really that special. No, the two that are important are impact and keen. Impact works with any bludgeoning weapon, including projectiles, where as keen only works with slashing or piercing melee weapons. Both double the critical range of a weapon. So you know, I cannot find any weapons that are 17-20 critical range. I also cannot find any 18-20/x3 or 18-20/x4 or 19-20/x3 Weapon Recommendations (18-20/x2 Melee): For light martial melee we have the kukri. Rapier and Scimitar is also popular one handed marital weapons, depending if you want piercing or slashing. Falchion is the winner in the two-handed marital melee category. Eagle’s claw or elven lightblade for the light exotic weapon, but eagle’s claw gets the edge in versatility. The Elven thinblade and great scimitar are the top of the one-handed exotic melee list. And finally, The great falchion and the jovar tie for best two-handed exotic melee weapon, with elven courtblade getting an honorable mention. Weapon Recommendations (19-20/x4 Melee): We have only one weapon for this critical group. That is the Great Hammer, an exotic two-handed melee weapon that does 1d10(s)/1d12(m) bludgeoning damage. That means you will have to use impact with it. Weapon Recommendations (18-20/x2 Ranged): The only ranged bludgeoning weapon worth putting impact on is the ranged exotic weapon called a Glot. The glot is a specially balanced sphere of metal designed to be thrown low to the ground. It then skips and bounces across the ground with little reduction in velocity to strike its target. If the ground between you and your target is solid, flat, and relatively free of obstructions, the glot’s range increment increases to 20 feet. If the ground is also icy, the glot skips even more readily over the frozen ground and its range increment increases to 30 feet. If you use a glot to attack an airborne target, its range increment is always 10 feet. You can make ranged trip attacks with a thrown glot. The glot costs 1 gp, does 1d3(s)/1d4(m) bludgeoning damage. You aren’t buying it for the damage, you are buying it for the best critical range on a thrown weapon available.

Damage Bonus (Arcane Might, Bloodfeeding, Collision, Eager, Fierce) These only give non-random untyped damage bonuses to the base damage of the weapon. This means that damage is multiplied by critical rolls. Arcane might is for chumps, just trust me on this. Bloodfeeding is actually a good choice because it takes a while to get going, but you can choose to apply the extra damage after you hit, which means you can wait for the confirmed critical before adding the extra damage. Collision is good, even if +2 bonus is a steep price to pay. A flat, non-random 5 points of damage is too less then the average damage done by picking up +2d6 from some other WAs, but it always does 5 damage and it stacks with your base damage, unlike energy damage. Eager deserves an honorable mention for the extra two points of damage in the surprise round. Would-be sneak attackers should keep it in mind. Finally, Fierce, the dexterity power attack. Alas, it doesn’t double if you use a two handed weapon, but it still lets you do extra damage to targets. You should focus it’s use on easy to hit targets.

Damage: Acid (Acidic Burst, Corrosive, Energy Aura, Energy Surge) Acid might be the best over-all energy damage available. It isn’t as commonly defended against and it’s got a nice spread. You start with corrosive, then upgrade to Energy Surge. Follow up with acidic burst to raise your base acid damage to +2d6. Finally, energy aura. Now, energy aura can be any of four different types of energy damage, but it’s the only way to get your base acid damage up to +3d6.

Damage: Cold (Energy Aura, Energy Surge, Frost, Icy Burst) Cold might be the worst over-all energy damage available. It is the second most common energy defense, yet lacks any of the extra perks fire damage comes with. You start with frost, then upgrade to Energy Surge. Follow up with icy burst to raise your base cold damage to +2d6. Finally, energy aura. Now, energy aura can be any of four different types of energy damage, but it’s the only way to get your base cold damage up to +3d6.

Damage: Dehydration (Desiccating, Desiccating Burst) If you hate water type critters or plants, then have I got an energy type for you. 1d4 to most targets, 1d8 to everyone else. The burst is double damage against plants and water subtype AND it causes fatigue. Not my top pick as far as energy damage, but not the bottom of the list, either.

Damage: Electrical (Energy Aura, Energy Surge, Shock, Shocking Burst) Electrical is middle of the road energy damage. It isn’t as commonly defended against as some, but more then others. You start with Shock, then upgrade to Energy Surge. Follow up with shocking burst to raise your base electrical damage to +2d6. Finally, energy aura. Now, energy aura can be any of four different types of energy damage, but it’s the only way to get your base cold damage up to +3d6.

Damage: Evil (Blasphemous) This loser of a WA costs a +4 bonus. Yet, it is the only way to do evil damage. Yes, unholy doesn’t do evil damage, it does damage that is evil-aligned, but blasphemous is actually Evil Type Damage. Still, I can’t see any use for evil damage. I’d rather have damage that added to my base damage then damage that is a separate energy type, but then again, I don’t know of any defenses against evil damage.

Damage: Fire (Burning, Energy Aura, Energy Surge, Flaming, Flaming Burst) Fire is a middle of the road energy type of damage. It is the most commonly defended against but it’s got more options. You start with flaming, then upgrade to Energy Surge. Follow up with flaming burst to raise your base acid damage to +2d6. Next you look at burning, because it has a chance of setting your target on fire and doing damage for a few extra rounds. The save DC is 11, so by the time you might buy it for a weapon, it’s kinda useless. Still, a better fire damage choice then energy aura. Energy aura can be any of four different types of energy damage, but it’s the only way to get your base acid damage up to +3d6.

Damage: Force (Force, Psychokinetic, Psychokinetic Burst) Force is a nice damage type. It gets around a whole lot of damage reduction as well as hits incorporeal targets. I can see why it got nerfed. Force changes the base damage of your projectile to force damage. Psychokinetic actually adds 1d4 force damage. Psychokinetic burst, on the other hand, is worthless. Don’t bother.

Damage: Nonlethal (Merciful) You only have no choice for non-lethal damage, and that's merciful. Now you might say nonlethal sucks, but here's where it's awesome. It's a +1d6 for +1 bonus, AND it turns ALL damage the weapon does into nonlethal. There is no Fire Nonlethal. There is no Acid nonlethal. There is only nonlethal. So that means if you have a have dozen energy types on your weapon for +1d6 each, a merciful weapon turns that all into nonlethal and stacks it together. Great for overcoming damage reduction.

Damage: Sonic (Roaring, Screaming, Screaming Burst, Stunning, Thundering) For some reason sonic got nerfed. I don’t know why. It doesn’t do anything special. The defenses are just as easy to get as all the others. Sonic attacks are completely blocked by silence, a second level spell. I don’t know of anything that does the same for fire or cold or anything else. Yet, the damage is 1d4, 1d8 for the burst critical. The order to buy is screaming, thundering, screaming burst. Thundering and screaming burst are the same damage/cost wise, but thundering also makes people deaf. Only consider upgrading to roaring if you are looking at a critical weapon that has a multiplier of x2, and if the fear-causing feature is worth it to you. Stacking Damage: Stunning is a synergy that requires screaming. So it and screaming burst stack as far as base sonic damage concerned. So if you take stunning and screaming burst, you do +2d4 sonic damage. Not that impressive, but hey, it’s available.

Damage: Universal (Charged, Maiming, Ravenous) These three are the WAs that add to your damage with few strings attached. Charged is a flat +1d4. Kind of sucks, but it's universal. Maiming only triggers on a crate, and the damage sucks. Still, universal. Ravenous only kicks in after the first blow lands in one round, then every blow after that does an extra 2d6. It sucks over all. Still, universal.

Damage: Vile (Vile) Vile damage cannot be healed by any normal means, so while you might be saying, “it’s only one point of damage.” It’s one point that won’t come back. To maximize it’s effectiveness, you need to stack it with con and level drain. That will make sure to not only take off the hit points, but keep them off.

Destroying Treasure (Doomstrike, Rusting, Sundering) Yes, I said it. Anything that involves destroying your enemy’s equipment destroys one of the primary sources of income for a PC. There are three treasure destroying WAs. Combine them in a weapon at your own risk. (Your party is likely to kill you on principle.) Destroying Armor: Rusting is the most obvious equipment destroying, except that you can only rust armor with it. I don’t get that. I mean, if I poke metal with it, it doesn’t actually rust metal, it just makes armor fall apart. On the upside, you don’t have to make a damaging attack, you can just touch attack for the rust. Destroying Weapons: So you want to destroy someone’s weapon while he’s holding it. Sundering is an obvious first choice. It gives you the improved sunder feat as well as an extra 1d6 for damage against what you are trying to sunder. Doomstrike works well with that in that it gives you a free attack when you successfully sunder. Sort of like, when you break the sword, your weapon stroke continues through to hit the guy holding the sword, or something.

Disabling Conditions (Coup De Grace, Cursespewing, Desiccating Burst, Exhausting, Radiant Holding, Paralytic Burst, Paralyzing, Sickening, Slow Burst, Smoking, Spiderkissed, Stalactite, Strength Sapping, Stunning, Stunning Surge, Torturous) There are a number of WAs that impose disabling conditions on your enemies. These disabling conditions range from the annoying to dead. Dead: There are two weapon abilities that cut to the chase and go straight for the kill. Vorpal is the old favorite, killing your enemy on a 20 and a confirmed critical. Scary as hell when it works, the problem is, it doesn’t work very often. Now for a runner up is Tentacle. Tentacle is cheaper, but it gives your target a DC 21 fortitude save, while still retaining the activate on a 20 thing vorpal has. Yet, there is something about watching a sword sprout tentacles and rip out someone’s brain. You can talk about lack of practicality all day, but you just can’t beat it for sheer STYLE. Entangling/Slow: Entangling isn’t as impressive as it sounds, but it can slow someone down and limit their movement. The only WA that does that is Spiderkissed. The DC isn’t that impressive, and it works only on a critical. This is more a thematic WA then a useful one. If your goal is to slow people down, then look at adding slow burst. Slow burst only works on a critical, but it is a flat 5,000 gp which makes it cheap to add to high bonus weapons. The two working together could reduce the target to a crawl. Exhausted: Exhausted is a rather serious limitation and a rather good Debuff. Strength Sapping requires the target save on every single damaging blow. This combined with weakening, you can reduce an enemy to -10 strength and leave your average spellcaster helpless at your feet. Fatigued: Not that impressive a Debuff in an of itself, but it is possible to stack it with some other source of fatigue. Desiccating Burst causes fatigue on a critical that stacks with other sources of fatigue to cause the target to become exhausted. Exhausting causes fatigue that does NOT stack with any other form of fatigue, but it is on every blow, not just a critical. Frankly, I would just skip right to strength sapping. Nauseated: Awesome. If you like to grapple, then you need Smoking. Not only goes it give you a miss chance, but you get to grapple your enemies and make them nauseated, reducing them to a single move action and unable to attack. Paralyzed: Who is your daddy? You are the daddy if your enemy can’t even twitch. But which WA to use? Coup De Grace looks nice, but is a +5 for a WA that only works on a critical. Sure, a will save DC 27 is good, but at the level you can afford this weapon, your enemies will have freedom of movement. Compare to paralytic burst which is a DC 17 on a critical, but costs only a +2 bonus. Or Paralyzing which only works once a day, but when you want it to (again DC 17), and for a mere +1 bonus. Now, if you can afford expensive, yet expendable ammo, there is Radiant Holding, which gives you a hold monster spell in an arrow. This one is useful when you are trying to take someone alive as the base damage is reduced to one. Finally, for a +3 bonus, you can turn your enemies into stone with a critical, if your weapon has Stalactite. Sure, it’s only on a critical, but it is a Fortitude save, and once it works, it works. Stunning: Stunning definitely makes it easier to hit someone, so once you stun someone, you are more likely to hit them, making it easier to stun them. There is Stunning, Stunning Surge, Torturous and Improved Torturous. Stunning only works on a critical. Stunning surge is a limited number of times per day, but the Save DC scales with your level and is on demand, not on a critical. Torturous works on every damaging blow, but you should buy the upgrade to have a halfway decent chance of actually stunning someone. Untyped: Cursespewing is an untyped Debuff that stacks with other conditions. A -4 to hit combined with strength sapping and weakening can leave a melee fighter completely ineffective. If you bought unholy, you might want to consider sickening, which causes an untyped -2 to hit with a saving throw. It’s more of a thematic WA then an effective one.

Disarm/Trip (Disarming, Grasping, Sweeping) I’m including these three together because of the synergy. Disarming is just a bonus to disarm. Sweeping is a bonus to trip, and grasping is a bonus to both. Personally, I don’t see disarming or tripping working very well in the games I run, but if you like that sort of thing, here you go.

Extra Actions (Dancing, Doomwarding, Eager, Fleshgrinding, Flying, Intercepting, Lucky, Mighty Cleaving, Speed, Vanishing, Whirling) Kicking ass is kind of like voting, do it early and often. He who goes first and goes more often wins. You can hit AC 100 on a 2, but if you only make one attack a round, the guy who hits on a 10 making 9 attacks a round is going to win (all other things being equal.) So as Goose says, I feel the need, the need for weapon special abilities that grant me extra actions. Extra Actions: Some WAs give you extra actions without giving you extra attacks. Eager starts off as giving you the ability to draw your weapon as a free action. This might not seem like much, but it does save you some time if you don’t have the ability to quick draw. Vanishing is the second one, allowing you to turn your swift action into a 60 foot dimension door once a day after any successful attack. That’s like a full-round of combat maneuvers right there. Extra Weapon Attacks: Some WAs give your weapon the ability to make extra attacks, either independently, or as an extension of you. Either way, you aren’t able to make other attacks with the weapon while it’s acting on it’s own. Dancing is the original. +4 to give you +4 rounds of attacks using your BAB, which could turn into multiple attacks, if you got enough. Fleshgrinding is half the cost, but only gives you one attack a round and then returns to your hand. The problem is, the returning WA drops the weapon at the square you were in when you activates the WA. Keep that in mind. Finally, Flying makes the weapon an animated object for a mere +1 bonus. Alas, it has the stats of an animated object, so it doesn’t get your feats, BAB, or any other perks. Still, It lasts forever, so you can use it normally without issue, then leave it to watch over you as you sleep. Extra Wielder Attacks: Some WAs give you extra attacks. Doomwarding can, but you are better off saving it for rerolls. Intercepting gives you an extra attack that stacks with everything, but only in a limited number of circumstances. If you are subject to a charge, bull rush, overrun, or grapple, you get a free attack that is not a haste action and not a AoO. It only works in limited situations, but for a +1 bonus, I’d keep it in mind. Finally, speed. Alas, Speed is way over priced. For a +3 bonus you get an extra attack, but only during a full attack, and it doesn’t stack with haste, which gives you bonuses to AC and Movement on top of the haste attack. Keep your haste in a spell and save your weapon bonuses for more useful WAs. Rerolls: Rerolling the dice is effectively an extra action, but only usable when you screw up. There are two WAs that do this, Doomwarding and Lucky. Lucky allows you to reroll one attack once a day. For a +1 bonus, this is good deal. Doomwarding is effectively 7 built in charges that allow you to reroll, or take an extra attack, or more importantly, reroll a saving throw. Each charge works out to 5,500 gp retail, so you don’t have to buy the full 38,500 gp if you are making a custom weapon. It’s like an insurance policy against save-or-suck that you can turn in for an extra attack if you need to.

Fear Effects (Domineering, Doom Burst, Fear Burst, Frightful, Roaring, Subjugating) This is any weapon ability that causes a fear effect ranging from shaken, frightened to panicked. Shaken: Domineering causes anyone it hits to become shaken, but it doesn’t stack with any other form of fear, including itself. Now doom burst does the same thing without a saving throw, but only on a critical. Now, subjugating, that is a nice fear effect. Every time you hit someone, they make a DC 20 will save or be shaken. Those already shaken are now frightened. Finally, Roaring makes targets on a critical make a will save at 22 or be shaken. Expensive to buy, but it stacks with other sources of shaken, so it’s worth taking a look at. Frightened: Now fear burst acts like cause fear, which only works on HD 6 or lower and has a will save of 11. However, if the target makes it’s save, it is still shaken, but it only activates on a critical hit. Panicked: Frightful causes a fear effect within 30 feet on every attack. Not every hit, but every attack. Now, it is a +3 bonus, so it is a fairly steep price, but it still causes multiple rolls against everyone within 30 feet every time you swing the weapon. Now, those in the radius are merely shaken, but the target of your attack, if he fails his save, is panicked. In order to maximize the terror in your enemies, I recommend including subjugating. The two acting in tandem are certain to leave your enemies either panicked or frightened.

Feats (Aptitude, Finesse, Proficient, Skillful) There are a few WAs that help you by effectively simulating feats and make it easier to use the weapon. Using Dexterity: If you have a low strength, a finesse weapon allows you to use the weapon finesse feat and use your dexterity instead of strength for your to hit. This is much more useful in weapons where you are hoping to do some sort of non-standard attack. Cause fear, Debuff, or poison. In those situations, it’s more important to hit then to do extra damage. Most of the time, you are far better off with a high strength when using a melee weapon. Weapon Proficiency: Aptitude allows you to apply and weapon feat to your current weapon, regardless of qualifications. This leads to using lightning mace on great scimitars and that sort of thing. Technically, however, it allows you to wield the weapon without non-weapon proficiency penalties because everyone is proficient in at least one weapon. Proficient is only useful in ranged weapons, since skillful is only melee. Skillful is also preferred because it increases your base BAB, if it is worse then a cleric.

Gaining Hit Points. (Bloodstone, Bodyfeeder, Souldrinking, Vampiric, Wrathful Healing) Some weapon abilities heal you or give you temporary hit points as you fight. Temporary Hit Points: Temporary hit points are usually of a short duration and often don’t stack with other sources. Bodyfeeder gives you temp HP equal to half the damage from your critical, but don’t stack with anything, including another critical hit. Bloodstone could give you a ton of hit points, but you need the means to keep the weapon charged with a vampiric touch spell. Souldrinking only grants 5 temp HP on a hit, but at least it stacks with itself. Healing: Healing is only useful if you are currently injured, then it is a waste of time. Vampiric heals you 1d6 hit points a blow. For a +2 bonus, I’m not that excited. Now, for a +3 bonus, you can buy wrathful healing and heal half the damage the weapon inflicts. I should note that wrathful healing is 3.0 and in my opinion, broken. Combined with self-damaging weapon abilities like explosive or vicious, then the healing will really start to add up.

Going First (Burning, Eager, Initiative, Warning) Going First is a good thing. To go first, you need to win initiative. To that end, there are a number of bonuses you can gain with your weapon abilities. Warning comes in at number one with a +5 insight bonus. Coming in a close second is eager, which only grants an untyped +2 bonus to initiative, but you can draw your weapon as a free action, so it’s in your hand when you roll for initiative. It sucks to have a bonus to your initiative that you can’t use because you are caught by surprise. Burning also has an untyped +2 bonus, but it’s more expensive and less useful then eager. Finally, we have initiative which is 20,000 gp flat cost for a +2 luck bonus to your initiative. Make it your last choice when you run out of things to waste your money on.

Grappled (Intercepting, Last Resort) If you are resisting being grappled, you got only two choices. Intercepting gives you an extra attack before the grapple can take place, which is useful. Last Resort gives you the ability to attack with your weapon while grappled and gives you extra damage, if the attacker is bigger then you, which makes the weapon much more useful for a then a human.

Increased Threat Range (Shadowstrike) There is only one way to increase your reach in a weapon, and that is to take shadowstrike. It gives you an extra 5 feet for one attack once per day, but it’s cheap at a mere 5,000 gp flat cost. Now, for most, this won’t be that useful. For a weapon that also comes with whirling, that extra 5 feet is for the next attack can open up a whole world of new targets. Remember, whirling is only one attack roll against multiple targets, so shadowstrike would apply to that one roll.

Injure Wielder (Explosive, Masterslaying, Vicious) Some weapons injure the wielder, either as a side effect or on purpose. Minion Killer: So you are an evil wizard who wants to prove how badass he is. Then you need masterslaying. With a single command your minion will attack himself. Combine it with fleshgrinding and vicious and your minion will die a horrible death at his own hands. Add explosive if you wish to discourage people from getting close enough to help him. Wrathful Healing: If you take wrathful healing, then you want to stack up the damage as much as possible, regardless of who is getting injured. Vicious does 2d6 to your enemies, and 1d6 to you. Explosive does damage to everyone around the target, including you. Watch it stack up.

Level Drain (Consumptive Burst, Enervating, Necrotic Focus, Soulbreaker, Stygian) For each negative level gained, a creature takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, loses 5 hit points, and takes a –1 penalty to effective level. (That is, whenever the creature’s level is used in a die roll or calculation, reduce its value by 1 for each negative level.) In addition, a spellcaster loses one spell or spell slot from the highest spell level he can cast. If two or more spells fit this criterion, the caster decides which one becomes inaccessible. So you can see, level loss is no joke. Critical Activation: Consumptive Burst and Enervating both activate on criticals. The total cost for consumptive burst is +3 and +2 for enervating. So if you have a weapon with a decent critical range, and have the cash, combining the two might be interesting to see in action. Channeling: Necrotic focus only channels what you already have. A waste on gold, if you ask me. Limited Activation: Stygian only works three times a day, but you get to pick those three times, and it’s not randomly when you roll a critical. By far the best choice at a mere +1 bonus cost. If some how you can afford this, Consumptive burst, enervation, keen, and put it in a nice 18-20 critical range weapon so you critical hit on a 15-20, that would be a very scary weapon indeed, potentially draining 3 levels on a hit. Permanent Loss: Only soulbreaker makes level loss permanent. Now, why would you do that unless you are an NPC attacking a PC?

Light (Everbright, Illuminating, Light Burst, Radiant, Revealing, Sparkling) All these weapon abilities rely on light for one end or another. Creating Light: Illuminating makes your weapon glow for 500 gp and light things up out to 20 feet. An excellent way to attract monsters. Radiant does the same thing for a +2 bonus, but goes out to 60 feet. Both are crazy expensive for weapon abilities of no great use and possible harm. Light Attacks: Everbright is a mere 2,000 gp, protects your weapon from rusting, and allows you to blind everyone within 20 feet twice a day. That is a real bargain. Light burst causes your enemy to have a non-stacking -1 to hit IF you roll a critical. Burn it. Burn it with fire. Faerie Fire: Now, Revealing and it’s upgrade, sparkling both do the same thing, they create a faerie fire around your target for 1 round or 5 rounds respectively. Not a bad ability if you run into invisible people often and want to make sure the rest of your party can find them. Alas, sparkling can only be crafted by , so finding it might be problematic.

Movement (Banishing, Brutal Surge, Clouting, Dislocator, Dismisser, Fly, Great Dislocator, Jumping, Knockback, Passage, Sending, Vanishing) Sometimes you need to get from point A to point B and running just ain’t going to cut it. Sometimes you want someone else to go where they don’t want to. In both these cases, you need movement based WAs. Jumping: If moving along the ground isn’t an option, then consider jumping. A flat cost of 13,750 might seem steep, but it actually is on the cheap side. Consider that a ring of feather fall costs 2,200 gp and a +30 competency bonus to jump would cost 90,000 gp. Now you can only use the jump every other round, so we would halve that, it would still cost 47,200 gp by the DMG’s magic item creation rules. Also it’s an untyped bonus. If you wish, you can buy an improved ring of jumping for 10,000 gp and get a total +40 to jump. Flying: Instead of jumping, shell out another 2,450 gp and forget about having to come back down. A wand of fly with 50 charges runs you 11,250 gp and might require a UMD check. Boots of flying which work 3 times a day for 5 minutes costs 16,000 gp. Fly works the same way for 200 gp more and doesn’t take up a body slot. Most adventuring parties only have three major encounters a day and combat rarely lasts more then five minutes. A flat cost of 16,200 gp might be expensive at low levels, but becomes more attractive as you get into the double digits. The only advantage the boots have over this WA is that you can’t lose your boots if someone successfully disarms you. Teleporting, Self: If you want to teleport, you have two choices. For 8,000 gp flat cost, Vanishing allows you to dimension door once a day, up to 60 feet, but only after a successful melee attack. Sending allows you to teleport any creature you hit on a natural 20 (and confirm critical) to any location available to a teleport spell. Now, normally you’d use this on your enemies. But, consider using it with merciful and whack yourself in the head until you roll a 20. Painful? Yes. But at minimum cost, such a weapon would be about 72,000 gp. A helm of teleportation is 73,500 gp and only works three times a day. Of course, your DM might hit you with a rule book if you try this, so I wouldn’t make it your standard method of long range transport. Plane Shift: Passage is a form of plane shifting available in a weapon and it isn’t usable in an offensive manner. It opens up a portal into the “spirit world” once a day that is open in both directions for 1d4 minutes. The spirit world is a campaign specific location for , but you could use this as a basis to make a portal to any plane, in theory. Discuss with your DM. Banishing also allows extra- dimensional movement, but only to send someone back to their home plane. Which, when you think about it, could be used to send yourself home, if you happen to get sent to the outer darkness against your will. Dismisser does the same thing, except that the save is worse (17 as opposed to 20). On the other hand, dismisser works on every hit, where as banishing only works three times a day. Banishing is cheaper, dismisser is more effective over the long term. Weight your options and pick the one best for your situation. Teleport, Other: Sending is the best at this, but is very expensive (+4 bonus) and unreliable (natural 20 and critical confirmation.) Dislocator works 3 times a day to teleport a target up to 10 feet. The upgrade allows you to send someone 30 feet. Useful for people who like AoO and dropping people off the edge of nearby cliffs. Shove: Sometimes you just want to push people around. In that case, you have three options. Depending on your constitution, you can activate Brutal Surge a number of times per day after a successful attack to initiate a bull rush without actually moving. This could range from five feet to fifty, depending on how well you roll. If you want to do it on every blow, I recommend Clouting. With every successful hit your enemy will have to make a saving throw or move back 10 feet, possibly fall prone, and maybe even be stunned. If you want to do it on the cheap, there is knockback, which is only usable three times a day and only goes back 5 feet. However, I see no reason why you can’t combine the three and have someone go flying backwards 20+ feet.

Non-Standard Body Slot (Mouthpick, Opposable) If you want the weapon usable in a non-standard spot, like your tail or your mouth, then you need mouthpiece or opposable. Excellent choices for people who are monsters without limbs or druids who shapeshift often.

Overcoming Damage Reduction (Anarchic, Aquan, Auran, Axiomatic, Blasphemous, Blessed, Force, Holy, Holy Surge, Ignan, Keeper’s Fang, Metalline, Morphing, Profane, Sacred, Sacred Burst, Sacrificial Smiting, Shadow Striking, Soul of Honor, Sure Striking, Terran, Transmuting, Truesilver, Unholy, Unholy Surge) Many WAs overcome some form or multiple forms of damage reduction. By alignment: Chaos: Anarchic, Sure Striking Law: Axiomatic, Sure Striking Evil: Blasphemous, Keeper’s Fang, Profane, Profane Burst, Sure Striking, Unholy, Unholy Surge Good: Blessed, Holy, Holy Surge, Sacred, Sacred Burst, Sacrificial Smiting, Sure Striking Honorable: Soul of Honor Overcomes Damage Reduction for: Fire-subtype: Aquan Earth-subtype: Auran Air-subtype: Terran Water-subtype: Ignan Acts As: Adamantine: Metalline Alchemical Silver: Metalline, True Silver Cold Iron: Metalline Bludgeoning/Piercing/Slashing: Morphing And finally, can over come any damage reduction: Any: Force, Shadow Striking, Transmuting

Poison (Assassination, Toxic, Venomous, Viper, Virulent) We all know how poison works. Poison is normally (XdX/XdX) damage against an attribute or two and sometimes has a weird side effect. Regardless of the success or failure of the first saving throw, you still roll the second one a minute later. Now, once a dose of poison is smeared on a weapon, it affects just a single target, normally (see toxic). It retails it’s dose until the weapon hits a target or is touched or the poison is wiped off. Exposure to the elements normally doesn’t wash the poison away. There are two types of poison usable with a weapon: Contact and Injury. Contact: Merely touching this type of poison necessitates a saving throw. A weapon attack or a touch attack can actively deliver it. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. The upside of this is that if you need to, you can make a touch attack with your weapon and forgo the damage that round to deliver the poison. Injury: This type of poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison doesn’t affect it. You cannot make a touch attack and have the weapon deal poison damage. Editor (Using poison underwater) Unless specifically made for the situation, poison cannot be used on weapons underwater. However, I would rule that an assassination weapon which “drinks” in poison can be used underwater. This is a ruling by the editor, there are no rules about poison underwater anywhere. Editor (Whirling): You might get the bright idea to use poison on a whirling weapon because it’s one roll to hit multiple targets. Alas, the poison takes effect on the first TARGET, not the first attack roll. A poisoned whirling weapon still hits a whole bunch of targets, but you need to pick which one it effects. You would think that the exception would be the viper weapon ability, except that whirling is a slashing melee only WA. When you activate the viper ability, it becomes a piercing weapon, and the whirling WA goes dormant. Creating Poison (Venomous): Now, if you are worried about getting poison in the first place, There are two WAs that do just that. Venomous coats itself in injury poison. Lousy strength damaging injury poison with a pathetic fortitude save, but poison that you can’t accidentally poison yourself with, since it applies itself, and it’s available as a swift action, so you can hit someone with it every round. This would work great with enfeebling or weakening, if those WAs didn’t suck so much. Creating Poison (Viper): Viper is a good amount of damage (1d6/1d6 Con), but a lousy fortitude save. I suggest looking at Marrowcrushing and Wounding for synergy. Also note that it doesn’t work with toxic, since every bite from the viper does poison damage and there is no limit to how much poison it can make. Assassination would allow you to apply poison to the snake, since the snake is a piercing weapon, but it would not help with the viper’s save DC, since the poison is created by the viper, not applied to the weapon. Virulent is also pointless because you aren’t applying the poison, it’s being created with each bite. You could have a venomous viper weapon, but you would need to use a swift action to reapply the poison after the first strike. Maximizing Effectiveness: Assassination allows you to add the weapons enhancement bonus to the poison’s save DC. This can make a lousy poison deadly very quickly. The second most useful is toxic. Doubling the number of times you get to use one dose of poison can get ugly very quickly. There is no poison that you can apply to a weapon that cannot take advantage of that. Finally, virulent makes it work twice as fast. Normally, most player distain poison because usually the fight is over long before the second roll takes effect. Shortening the time from 10 rounds to 5 rounds is a step in the right direction. Still, most enemies don’t last 5 rounds after the first blow. So this last poison WA isn’t that useful to a PC, but much more useful to a DM, since you expect the PCs to still be up in 5 rounds. Still, there’s no kill like overkill. If you want the ultimate poison weapon and got the WBL to blow, go ahead. It might come in handy now and again.

Poly-Weapon (Changeling, Morphing, Sizing) If you truly want an anything weapon, then add morphing to changeling. If you took changeling AND morphing, they you could make any one handed, two handed, or light weapon that you can think of. Of course if requires that the base weapon be a spear, but that don’t matter much. Sizing changes the size of the weapon, so if you are willing to suck up the size difference penalty to hit, you can make the weapon as big or as small as you want. Combining it with flying or dancing is strictly cheese that should be discouraged by DMs everywhere.

Rage (Berserker, Brash, Crazed, Furious, Fury) There are a number of rage enhancing WAs. Extra Damage: If you are using a two handed weapon and like to rage, you need Berserker. It does an extra 1d8 damage. Fury only does an extra 1d6 while raging, but it works in any weapon. Enhancement: If you want your rage to last longer, brash will have it last an extra 3 rounds. If you need an extra rage, or can’t rage at all and want to be able to rage once a day, then crazed is for you. It’s not as good as a true barbarian rage, but the other WAs will work while it’s activated, especially furious. Furious improves a barbarian’s rage and crazed to the same level of effectiveness.

Ranged Weapons (Blood Seeking, Distance, Exit Wound, Force, Precise, Quick Loading, Returning, Seeking, Splitting, Teleporting, Throwing) There are many WAs that are useful by ranged weapons, but this is a look at only the WAs that can only be used specifically by ranged weapons. All Purpose: Distance is useful, but not very much so. How often have you found yourself in a fight where double the range would have made a difference? Most d20 fights are under 30 feet, or can be with a a little effort. Still, if you dream of using a greatbow to poke someone from a thousand yards away, you’re going to need it. Seeking is good against concealment, but also for people who love using blur, displacement, and smoking. If you hate concealment and miss chance defenses, then seeking is for you. Crossbow: The only WA that is crossbow only is quick loading. You must take it if you want to use crossbows. It speeds them up, and also acts as quiver of holding for your bolts. If you want a really impressive crossbow, look at ballista. Extra Attacks: There are two WAs for extra attacks. Splitting doubles the number of arrows or bolts when you fire, thus doing an extra attack on every target. Exit wound not only does an extra 1d6 damage, but it also allows you to make an extra attack on the target behind the lead target. So for a total +5, you can up the number of attack rolls up to four or more, with a little luck. Expensive? Yes, but you get what you pay for. Precise Shot Feat: You can imitate the precise shot feat for a +1 bonus when you add Precise to your weapon. Normally that is a feat you would pick up is you were serious about using ranged weapons, but for the casual user, it’s not a bad choice. If you are tossing a weapon into the hands of a poorly trained commoner, this and skilled or the like wouldn’t be that bad. Also, it is a requirement to use Splitting, so if you want anyone to pick up a splitting crossbow, for instance, you should consider including precise. Projectile: Blood seeking negates cover, but only for a limited number of targets. I could pass on it. Force is expensive and only useful in specific situations. Thrown: First, the obvious WA throwing. This WA turns a melee weapon into a throwing weapon. Which, of course, begs the question, “How do you get it back?” The answer is returning or teleporting. Now, of the two, teleporting is much better because you can move after you throw and the weapon still comes back to you. Returning returns to the square where you threw it from. Now, I can think of a few situations where this might be preferred. I can also think of being in anti-teleport areas, or dimensionally locked areas, so teleporting might be not quite as useful. But over all, go teleport.

Removing Weapon Abilities For whatever reason, you want to either move, or get rid of a weapon ability in a weapon. Well, by the rules, it can’t be done. There is no process by RAW that would allow you to do that. That said, I provide to you some suggestions on how to do just that. Cash Out The XPs: The DMG suggests that any magic item can be sold for 50% of face value. I suggest allowing the PCs to go to the temple of the God of Magic for the and cashing out the XPs in much the same fashion. The result is a vial of Distilled Joy, as per the spell. You get half the xps put into the magic item. The remaining xp and the "gold" that went into the magic item goes to feed the god of magic. Now you can take your XPs to a wizard and have him make the weapon the way you want it. The XPs can only be spent on making new magic items. Limited Wish: For a limited wish, you can "Switch out" enchantments. However, when doing so, it is only between two weapons at a time. They must be the same type of weapon. The new combined value of the weapons cannot be greater then the original value of the two. A +4 sword and a +1 sword can be made into a +3 sword and a +2 sword, for instance. Miracle: This is the one for people who are religious. A miracle can be cast without an XP cost. So it costs the cleric nothing except time. If you have done great deeds for your god, you can approach and request that magic items be re-arranged. You just need a 17th level cleric who says, "Yo! Hairy Thunder Dude! He wants a Magebane, not this piece of crap!" And Poof! You have a new sword. Wish: Instantly rearrange your weapon in any configuration you wish. You can exchange one +1 for another +1 as long as the final value of the weapon is the same as the one you started plus 25,000 gp.

Saving Throws (Agility, Parrying, Spellstrike, Taint Resistant) There’s no real strategy here. Agility adds only to reflex and is way over priced. Parrying gives a +1 insight bonus to saving throws and is way over priced. Spellstrike allows you to shift your enhancement bonus to your saving throws, but only against spells, but as a free mental action. For a +1 bonus, it might save your ass, but don’t count on it. Finally, taint resistant is a campaign setting specific bonus to fortitude in a very limited situation, so as to be useless anywhere else but in oriental adventures.

Size Modification (Balanced, Hornblade) Both make it possible to hold a weapon bigger then you normally can. Hornblade only works for and gnomes, alas. However, the way they read, they stack. One treats the wielder bigger, one treats the weapon smaller. I suspect that they won't stack with monkey grip or the like, but that's a judgment call for your DM.

Skills (Balance, Commanding, Finder, Focus, Silent Moves) Balance gives you a +8 bonus to only balance rolls for way too much cost. Commanding is vastly overpriced. Finder isn’t bad for the cost if you plan on many dungeon crawls, but spend your money elsewhere first. Focus is only good in an oriental adventures campaign. Finally, silent moves. Again, it’s over priced, but this time, not by much. For someone who has run out of body slots, or a DM who wants a thematic weapon for an NPC, this is the one skill enhancing weapon ability I would look at.

Slayer There are a number of WAs that are directed against a specific type of critter. There are a wide range of types, so I prefer to just call them slayer WAs. Alignment (Anarchic, Axiomatic, Holy, Holy Surge, Righteous, Unholy, Unholy Surge): These all follow the same pattern. They do an extra +2d6 damage to anyone of the alignment they want to crush. Alas, what this means is, you are spending +2 bonus to get +2d6 damage against only 1/3 of the people on the planet, and none of the animals or anything else that defaults to neutral. Sounds like a bad deal, except it does add to the base damage, rather then +1d6 of some sort of energy attack. It’s useful in putting into a weapon that you want to use against something specific, like demons, or dragons. If you are buying holy because you hate evil, then you aren’t getting your money’s worth, because chances are you are going to carry it around all the time. This isn’t for your every day weapon. This is for your Sword of X Slaying. The surges are useful and just enhance your alignment damage. Any (Bane, Fiercebane, Hunting): These slayer WAs can be applied to just about any critter type, but once applied, you can’t change it later. Bane is the most bang for your buck when you hate one specific type of critter. Hunting is only good for a ranger, which comes with a form of bane built in to the class. Fiercebane is more for the detection power then how well it helps you kill things. Dragon (Dragondoom, Dragonhunter): Strangely enough, these are the two specific anti-dragon WAs and they kinda suck. Seriously. I'd go with bane (dragons) and one of the element slayers (all dragons have an element subtype), maybe an alignment slayer or two. Such a weapon would be useful against a particular type of dragon, and yet still be useful in other situations as well. But that's just me. Your situation may be different depending on your campaign setting. Take Eberron for example. Dragons are not morally color coordinated. Alignment weapons are not as useful against those dragons. Element (Aquan, Auran, Ignan, Terran): These target specific creature types, namely the four elements. Most laugh at these WAs, but don’t discount them. They are useful in a weapon that targets a specific critter. Dragons, for instance, have element subtypes. Aquan would be very useful in a red dragon slayer. Incorporeal (Dissipater, Ethereal Reaver, Ghost Bane, Ghost Strike, Ghost Touch, Incorporeal Binding, Truesilver): If you hate insubstantial critters, then these are your anti-ghost WAs. They basically all do the same thing, hit that which normally has a 50% miss chance. Ghost strike allows you to critical ALL undead, which is nice. Ghost bane stacks with bane, but is way over priced. Incorporeal binding lets your fellow party members take a whack at the ghost. Ethereal Reaver lets you see invisible, which is nice, but for a +2 bonus, it's expensive. Again, your situation will greatly effect which one is for you. Living (Bodyfeeder, Consumptive, Consumptive Burst, Profane, Profane Burst): These are only usable against targets that are living. Most harm the wielder if they aren't undead. Bodyfeeder being the only exception. Oddball (Homeland Champion, Magebane, Shadowscourge, Soul of Honor, Snakebiter, Swarmstrike, Tainted): These are oddball slayers. Homeland champion, shadowscourge, Soul of Honro, and tainted are all campaign specific in usefulness. Magebane is one of the best. A +1 bonus to target all arcane users. Many of the dangerous monsters you wish to kill are arcane users. Something to consider when making that X-slayer. Snakebite is anti-yaun-ti. Swarmstrike is anti-swarms. Psionics (Manifester, Mindcrusher, Mindfeeder, Power Storing, Powerleech, Psibane, Psychic, Suppression): I'm gonna be honest here, I don't play with psionics. I hate the system and so do my players. So, I got no help here for you. You are on your own. But hey, here's everything to help you kill, or be better at being, a psychic. Have fun. Undead (Disruption, Divine Wrath, Sacred, Sacred Burst): Disruption is a lousy save, but will destroy weak undead fairly easily, leaving room to fight the big ones. Divine wrath is for the cute ones, since the extra damage is boosted by your charisma. Sacred is simply the counterpart to profane. Extra damage for the undead. Whee.

Smite Evil (Mighty Smiting, Sacrificial Smiting) If you like to smite, mighty smiting is a must have. That +2 untyped bonus to hit and damage is hard to pass up for a +1, on top of the extra smiting it gives you each day. You also need it if you ever plan on taking sacrificial smiting. Now, normally I wouldn’t dream of recommending sacrificial smiting to anyone. That said, if you combine it with mighty smiting, you get a +2 to offset the level loss, and sometimes you just need to go nova. It’s more of a role-playing combination then a practical, combat-effective combination.

Sneak Attack (Assassination, Deadly Precision, Harmony, Heartfinder) All Assassination, Deadly Precision, and Heartfinder all improve your sneak attack damage by +1d6. Consider using them with a weapon ability that denies your enemy his Dexterity or makes him flatfooted. Harmony is included here because it improves your attack bonus when flanking and might be considered in a weapon where that is a PCs primary method of getting to use sneak attack.

Summoning Critters (Air/Earth/Fire/Water Elemental Power, Large/Huge/Greater/Elder) How to rate these ones. It's only once a day and for a limited number of rounds. Basically it works out to be a monster summoning spell that only summons one particular critter and is usable once a day every day. I'm not a big fan of summon spam, mostly because it tends to bog down the game and take away the spotlight from the players, but if that's your thing, I suggest putting it in a weapon that you can drop and pick up later after you summon your elemental. Either that, or put it in shield spikes, armor spikes, or a boot blade.

To Hit Bonus (Accurate) There is only one weapon ability that only increases your chances of hitting and nothing else. That is Accurate. It gives you a +2 circumstance bonus to hit when you miss. The problem is, it doesn’t stack. If ever time you missed you gained another +2 to hit until you finally hit or changed targets, then I could see this being a fair and balanced ability worth taking. As it stands, it sucks.

To Hit/Damage Bonus (Bloodthirsty, Drowcraft, Earthbound, Illithidwrought, Waterborn) There are five abilities that add to your to hit and damage without some other form of random damage. Now, they are all lame for one reason or another, but they do have the advantage that non-random untyped bonuses to the weapon’s damage are multiplied in the advent of a confirmed critical. That said, I would not recommend any of these for a player and leave them for the NPCs.

Underwater Weapons (Aquatic, Waterborn) If you want to use a weapon underwater, you have two choices. Aquatic for 2,000 gp flat cost, and waterborn for a +1 bonus cost. Now, aquatic gets the job done, but waterborn has a few perks. Some mild bonuses to hit and the ability to ignore concealment penalties if you are shooting from the shore into the water. There is no point in getting both. Weapon Special Abilities There are 272 individual weapon special abilities. Each and every one was updated to be in compliance with magic item compendium format and updated rules. A number of abilities were eliminated and replaced in MIC. I only include the latest version of each one. I also have broken down WAs into different synergies in order to be compliant with synergy rules. The powers and cost are the same but how the math works has been updated to reflect the changes in MIC. After that is Appendix A, which is the extrapolated list of WSAs. The extrapolated WSAs are from magic items that were published. The parts we know the cost of are removed and what is left behind is what is presented in Appendix A. While by no means “official” it is as close to official that we can get without making up new WSAs out of whole cloth. An uncomfortable truth is, there simply are no new “official” 3.5 books being published. So if you wish to expand your choices without going completely off the reservation, then may I recommend you try using Appendix A. If nothing else, it’ll give you new possibilities to drool over.

ACCURATE - DROW OF THE (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) divination Activation: Touch Attack Description: This weapon is finely balanced and made of exceptional materials. An accurate weapon helps its wielder correct his mistakes. When you miss, the weapon provides a +2 circumstance bonus on your next attack roll. Construction: Craft Magic Arms and Armor, true strike. Editor: So when you compare this to a normal +1 bonus, you give up a +1 to hit and +1 damage for +2 to hit as a circumstance bonus (that does not stack with other circumstance bonuses) but only when you miss. Then you get a +2 until you hit, then you lose the +2 for the hit after that. Now, if this stacked with itself and kept giving more and more +2 until it eventually hit, then this would be blue. It still involves missing to be useful, but the power to hit eventually, no matter what, that could be very useful. As it stands it does give you a +2 on your next attack roll, so technically you could take a swing at a friend and miss, then store that +2 until the next fight. Still sucks.

ACIDIC BURST [SYNERGY] - ARMS AND EQUIPMENT (3.0) - ’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Standard (command) and Critical Prerequisite: Corrosive Description: The surface of this weapon is pitted and worn. An acidic burst weapon functions as a corrosive weapon. In addition, the weapon automatically showers an opponent with acid upon a successful critical hit, dealing extra acid damage as set out below. This acid does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal the extra 1d6 points of acid damage that comes from the corrosive property, the weapon still deals its extra acid damage on a successful critical hit. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Acid Damage): x2 (1d10), x3 (2d10), x4 (3d10) Construction: Craft Magic Arms and Armor, Melf’s acid arrow. Alternate: Flaming Burst, Icy Burst, Shocking Burst. Editor: Now synergy WA replace the powers of the prerequisite. So, that means all you are gaining is the ability to do extra damage when you crit. Tell me, how well do you critical hit? If you suck, then avoid this like the plague.

AGILITY - ORIENTAL ADVENTURES (3.0) (3.5 UPDATE) Price: +2,000 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Wielded An agility weapon gives its wielder a +2 resistance bonus on all Reflex saving throws made while holding the weapon. Construction: Craft Magic Arms and Armor, resistance, caster level must be three times weapon’s bonus. Upgrade: Greater Agility Editor: You are effectively paying x1.5 cost to have it only while you are holding the weapon. Not very cost effective. Seriously. Buy a cloak of resistance.

AGILITY, GREATER [SYNERGY] - ORIENTAL ADVENTURES (3.0) (3.5 UPDATE) Price: +6,000 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Wielded Prerequisite: Agility An agility weapon gives its wielder a +4 resistance bonus on all Reflex saving throws made while holding the weapon. Construction: Craft Magic Arms and Armor, resistance, caster level must be three times weapon’s bonus. Upgrade: Superior Agility Editor: Buy a cloak of resistance.

AGILITY, SUPERIOR [SYNERGY] - ORIENTAL ADVENTURES (3.0) (3.5 UPDATE) Price: +10,000 gp. Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Wielded Prerequisite: Greater Agility An agility weapon gives its wielder a +6 resistance bonus on all Reflex saving throws made while holding the weapon. Construction: Craft Magic Arms and Armor, resistance, caster level must be three times weapon’s bonus. Editor: One of the few ways to break out of the +5 limitation on saving throws, but at a grand total of 18,000 gp, it is still not worth it. Buy a cloak of resistance and cover your ass, figuratively as well as literally.

AIR ELEMENTAL POWER, LARGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Shock 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. An air elemental power weapon allows its wielder to summon forth a powerful air elemental and communicate with it in its native language once per day. This creature serves the wielder both in and out of combat. 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: Large (11 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. 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 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. Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VI (Large) Upgrade: Huge Air Elemental Power Editor (Shock): Now, when you take this, you lose the Shock WA, but you can gain it back by taking energy surge or shocking burst. If you take both, they stack and you gain 2d6 electrical damage. Editor: Not a big fan of summoning spells, but you can summon an elemental every day for 11 rounds, that’s not a bad deal. A flying ball of air could be useful in many situations. For most people, a waste of money. Keep in mind a censer of controlling air elementals costs 100,000 gp and the activation is a bit more effort, but the effect lasts all day and never ends. Weigh your costs to benefit ratio and your WBL needs.

AIR ELEMENTAL POWER, HUGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 13th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Large Air Elemental Power Description: See Large Air Elemental Power This behaves just like large air elemental power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 13 rounds. You summon a huge air elemental. Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VII. Upgrade: Greater Air Elemental Power Editor: I’d go with a large elemental or an elder elemental. No need to pussy foot around.

AIR ELEMENTAL POWER, GREATER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Huge Air Elemental Power Description: See Large Air Elemental Power This behaves just like large air elemental power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 15 rounds. You summon a greater air elemental. Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster VIII. Upgrade: Elder Air Elemental Power Editor: I’d go with a large elemental or an elder elemental. No need to pussy foot around.

AIR ELEMENTAL POWER, ELDER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 17th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Greater Air Elemental Power Description: See Large Air Elemental Power This behaves just like large air elemental power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 17 rounds. You summon an elder air elemental. Construction: Craft Magic Arms and Armor plus call lightning or lightning bolt plus summon monster IX. Editor: 17 rounds of monster summon IX once a day in a +6 weapon and nothing else without adding a lot more to the cost. As I pointed out, a bowl of air elemental command is 100,000 gp and doesn’t get nearly as powerful an elemental as this, but the weapon is a minimum of 72,000 gp all by it self. See what I’m saying?

ANARCHIC - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) evocation [chaotic] Activation: Attack Roll 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. Construction: Craft Magic Arms and Armor, chaos hammer, creator must be chaotic. Alternate: Aquan, Auran, Axiomatic, Holy, Ignan, Terran, Unholy Editor: Assuming that over half the targets you want to hit are lawful. Assuming you hit on a 11 or better, that means that your average additional damage is about 1.75. Or you could buy a +2 to the weapon for +2 damage and +2 to hit, which means you will hit on a 9. Your average damage goes up by 1.2, and your base damage goes up by 10%. Assuming you are using a long sword, that would make your average damage for a +2 instead of this weapon ability would be 1.65. Basically it’s a wash, depending on a whole number of other variables. Its not amazing, but it’s not horrible either. It boils down to how often do you fight someone who is of an opposite alignment? If you fight a TON of lawful dudes, then yes, it’s awesome. If you can afford to have a golf bag full of anti-alignment weapons at your disposal, even better. But as a walking around weapon? It all depends on your concept and focus.

APTITUDE - TOME OF BATTLE (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Faint; (DC 17) evocation Activation: Wielded Description: Aptitude weapons have no special appearance. 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. The aptitude property lets a wielder apply his expertise with another type of weapon to the aptitude weapon. Thus, the master of a greatsword the also the master of any aptitude weapon. 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. Construction: Craft Magic Arms and Armor, Weapon Focus (weapon being enchanted). Editor: RAI, if you plan on loading up on weapon specific feats and want to be able to switch them around to different weapons, (for example, the lightning mace feat works well with a weapon that has a larger critical range then a mace.) this is a good weapon ability. RAW, if you have any weapon proficiency feat, this ability acts like skillful, but better, because it’s only a +1 bonus. A smart DM will make it clear that this doesn’t cover weapon proficiency feats. A smart player will abuse the hell out of this.

AQUAN - MAGIC ITEM COMPENDIUM (3.5) - (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation [water] Activation: Attack Roll 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 fire subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. An aquan weapon also bestows one negative level on any creature that has the fire subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, water subtype. Alternate: Anarchic, Auran, Axiomatic, Holy, Ignan, Terran, Unholy Editor (Dragonslaying): If you hate dragons, remember that all have an element type. So if you want to go after a red dragon, you need aquan. If you want to go after a green dragon, you need terran. Editor: For all the alignment and elemental bane WAs, this one is slightly better then the rest. You see, fire subtype is both an element, and an energy type. So this one covers more then the other elemental bane WAs. Not much more, but slightly more. It’s that slight edge that makes it slightly better then the rest. For some reason, the most common type of attack is fire, so WotC also gives you more weapons and defenses against fire. Also see Anarchic.

AQUATIC - MAGIC ITEM COMPENDIUM (3.5) - STORMWRACK (3.5) Price: +2,000 gp Property: Any Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Wielded Description: This weapon has a silvery-blue tinge, like the sheen of white scales in sunlight. While wielding an aquatic weapon, you do not incur any penalties that would otherwise apply to using the weapon underwater, as though you were affected by a freedom of movement spell. Construction: Craft Magic Arms and Armors, freedom of movement. Editor: I love weapon abilities with a flat cost. While this power is situation specific, for the cost it gets the job done. For 2,000 gp you never have to worry about being able to use your weapon underwater. If you need to negate the cover penalty from shore, look at waterborn. If you want to shoot your bow, you need to hop in the water to take your shot, unfortunately. It does state you have to be underwater to negate underwater penalties. When you get up to over 8th level, it couldn’t hurt to spend a few thousand of your WBL to cover this sort of situation.

ARCANE MIGHT - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Bows [Not Crossbows, Not Ammo] Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: Swift (mental) Description: This elegant, supple bow has intricate runes carved along its length. You can channel the energy of your arcane spells through this bow to make the arrows fired from it more damaging. As a swift action, you can sacrifice a prepared arcane spell from memory (or an unused spell slot if you are a spontaneous arcane caster). Doing so grants a bonus equal to the sacrificed spell’s level on the next damage roll you make with the bow that turn. Construction: Craft Magic Arms and Armor, greater magic weapon. Editor: Okay, you are giving up +1 to hit and +1 damage for the ability to give up an ARCANE spell to do +1 to +9 damage AND it is costing you a swift action to do it. Maybe… MAYBE if it was divine spells, I can see a cleric wanting this. After I ran out of other bonuses to buy, I can see a Mystic Ranger considering this, but for 99 out of a 100 builds, this is worthless. I mean, seriously. Even an elven wizard has better things to do with his spells then use this.

ASSASSINATION - CITYSCAPE (3.5) Price: +1 Property: Ammo/Melee/Thrown Caster Level: 7th Aura: Moderate; (DC 13) divination Activation: — and Wielded Description: The striking surface of this weapon is jet black. Although it shows little sign of use, you cannot help but picture it covered in freshly spilled blood. An assassination weapon deals an extra 1d6 points of damage against a foe who is flat-footed or otherwise denied a Dexterity bonus to AC, or who is flanked. If the wielder deals sneak attack damage from other sources, such as levels in the rogue class, the extra damage stacks. In addition, the weapon seems to eagerly drink in poison. The wielder never risks poisoning herself when applying poison to an assassination weapon, and the save DC of any poison applied to the weapon increases by an amount equal to the weapon’s enhancement bonus. (Thus, a +1 assassination dagger increases the DC of any applied poison by 1, while a +3 assassination dagger increases the DC by 3). Construction: Craft Magic Arms and Armor, true strike, sneak attack +2d6. Editor: If you like sneak attacks, this is awesome. Not only does it do extra damage, but you never have to worry about poisoning yourself when you try to apply it to your blade. You just negated half the reason for ever taking a level in the Assassin PrC. And the bonus of the weapon adds to the poison’s DC? Oh heaven. If you ever plan on using poison, this is a must have for your weapon. I should note that it doesn’t say Melee Weapons Only, but it doesn’t say that ranged weapons apply the effect to ammunition, either. So, alas, you cannot buy it in a projective weapon, but you should be able to buy it for ammunition. Sure, it’s not reusable, but it’s a small price to pay for being able to dip an arrow into a vial of couatl poison without killing yourself. Do note, it’s the weapon’s enhancement that raises the DC. The ammunition’s enhancement bonus stacks with the projectile weapon’s enhancement bonus, so you could, in theory, raise the DC of your poison by +10. DC 26 fortitude saves are a BITCH. Run that by your DM before you try it, however. He might use only the ammo’s bonus, or the weapon’s bonus, but not both. It’s up for interpretation.

AURAN - MAGIC ITEM COMPENDIUM (3.5) - PLANAR HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation [air] Activation: Wielded Description: Wind constantly whistles along the length of this white-enameled weapon. Its grip is inlaid with whorls of silver that resemble clouds. An auran weapon automatically overcomes the damage reduction of any creature that has the earth subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. An auran weapon also bestows one negative level on any creature that has the earth subtype and attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer held. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, air subtype. Alternate: Anarchic, Aquan, Axiomatic, Holy, Ignan, Terran, Unholy. Editor: See Anarchic.

AXIOMATIC - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation [lawful] Activation: Wielded An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law- aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition. Construction: Craft Magic Arms and Armor, order’s wrath, creator must be lawful Alternate: Anarchic, Aquan, Auran, Holy, Ignan, Terran, Unholy. Editor: See Anarchic.

BALANCE - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +9,600 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Held A balance weapon gives its wielder a +8 competence bonus on all Balance checks while carrying the weapon. Construction: Craft Magic Arms and Armor, cat’s grace. Editor: Let’s do the math. The DMG states that a +8 competence bonus to Tumble would be 8x8x100 = 6,400 gp. Now it’s not in a body slot so you multiply by that by x1.5, but it’s only usable when you are holding the weapon, so that reduces it back down to x1.0. So you are reducing the cost to 20% to have it only apply to balance checks. Personally, I think it’s too expensive. I suppose it depends on how often your DM requires you to make a balance check. If your DM never remembers to make them, then it’s gold flushed away. If he loves grease spells, then you could do worse.

BALANCED (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Wielded A balanced weapon can be wielded more easily by smaller characters. A creature one size smaller than the weapon can use it in one hand. For example, a halfling could wield a balanced battleaxe in one hand. Construction: Craft Magic Arms and Armor, Reduce. Editor: The example points out a halfling, but it could be any race. A minotaur wielding an oversized greatsword for example. A human could use a large longbow. The damage would go from 1d8 to 2d6. However, the cost is +2 bonus, for what amounts to a very limited return. Still, there are feats that let you use oversized weapons and this will up the size of your weapon just a little bit more. While it isn’t practical, it sure would be impressive to swing around a sword that’s bigger then you. Oh, this is the RAI editorial of the weapon ability. The RAW would be that it takes a larger weapon and makes it usable in one hand. For example, a two handed medium sized sword could be used in one hand by a halfling. Clearly that is not the intent, but the way it reads, its ANY weapon is usable with one hand by a creature one size class smaller. DMs, do not allow your player to get away with this crap. Oh, this doesn’t stack with monkey grip feat, or anything else that lets you use a bigger weapon.

BANE - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 18) conjuration Activation: Wielded A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table. 01–05 Aberrations 06–09 Animals 10–16 Constructs 17–22 Dragons 23–27 Elementals 28–32 Fey 33–39 Giants 40 Humanoids, aquatic 41–42 Humanoids, 43–44 Humanoids, elf 45 Humanoids, gnoll 46 Humanoids, gnome 47–49 Humanoids, goblinoid 50 Humanoids, halfling 51–54 Humanoids, human 55–57 Humanoids, reptilian 58–60 Humanoids, 61–65 Magical beasts 66–70 Monstrous humanoids 71–72 Oozes 73 Outsiders, air 74–76 Outsiders, chaotic 77 Outsiders, earth 78–80 Outsiders, evil 81 Outsiders, fire 82–84 Outsiders, good 85–87 Outsiders, lawful 88 Outsiders, water 89–90 Plants 91–98 Undead 99–100 Vermin Construction: Craft Magic Arms and Armor, summon monster I. Alternate: Homeland Champion, Magebane, Shadowscourge. Upgrade: Fiercebane. Editor (Damage Reduction): Bane does not help you overcome damage reduction. Bane does add extra damage to the base attack so that the weapon has a better chance of overcoming the damage reduction. Editor: +1 bonus for +2 to hit and +2d6+2 damage against a very specific target. If you made a sword that was +3 with +2 weapon abilities that added up to 2d6 (fire and acid damage, for example) it would cost you 50,000 gp. A +1 Sword with bane (anything) costs you 4,000 gp. You could have 12 different bane swords for the cost of one universal sword. So, if you know exactly what you want to kill, bane is a very good weapon enhancement. If you don’t, it’s not that bad of a backup. It may be worth it to keep a few Bane-arrows for more prominent types around. Unlike with normal weapons, due to the fact that a stack of 10 +2 arrows costs basically nothing (~1700gp) compared to midgame wealth, you can afford to keep a few Bane-weapons of appropriate types around. Aberrations are a good bet, as are Undead. Those types cover a wide variety of creatures and should come up often enough. Evil Outsiders, Magical Beasts and Fey are other solid options. Unfortunately Humanoids tend to be too specific, so unless your campaign is overwhelmingly based on one Humanoid-type, I'd steer clear of the Humanoid pumps (and if there's such an overwhelming number of type X in campaign, maybe your bow should be Bane X instead of arrows).

BANISHING - (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Any 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. When you strike an extra-planar 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. Construction: Craft Magic Arms and Armor, banishment. Editor: You can only use it three times a day and the saving throw is a 20 will save. Demons tend to have worse will saves then devils, but it’s still a crap shoot. Still, since you can tailor it against certain types by adding silver or holy or what not, and thus increase the save DC, it’s not that bad. It’s a situation specific weapon. It’s more of a mid-level or higher WA. Useful when you start fighting armies of darkness and what not.

BERSERKER - MAGIC ITEM COMPENDIUM (3.5) - RACES OF FAERUN (3.0) - UNAPPROACHABLE EAST (3.5) Price: +1 bonus Property: Two-Handed Melee Caster Level: 7th Aura: Moderate; (DC 18) enchantment Activation: Rage and Wielded Description: Though tarnished and battered, this simple weapon is incredibly durable, the scars of a hundred battles marring its surface. In your hands, a berserker weapon deals an extra 1d8 points of damage on any successful attack while you are raging. Construction: Craft Magic Arms and Armor, rage. Editor: If you are a barbarian, and love swinging a greatclub while shouting, “Oog SMASH!” then you could do worse then a berserker weapon. Since most barbarians use two handed weapons, an additional 1d8 is better then the 1d6 from the Fury ability. So for a barbarian who loves to rage, this becomes a must have.

BINDING - ARMS AND EQUIPMENT (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 10th Aura: Moderate; (DC 20) abjuration Activation: Swift (command) Description: This weapon has a length of chain looped decoratively around its grip or head. When you activate a binding weapon, the next successful attack you make with it before the end of your turn prevents the target from using any form of extra-dimensional travel, as the dimensional anchor spell. The binding property functions two times per day, and the effect lasts for 10 minutes. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, dimensional anchor. Editor: Definitely one to pick up. When you get to the higher levels, the bad guy tends to teleport away when the going gets tough. So once your party can start teleporting with regularity, you need to consider picking up a bow with this weapon ability, because the enemy will start teleporting as well. Consider renaming it the Boss Killer.

BLASPHEMOUS - (3.5) Price: +4 bonus Property: Any Caster Level: 13th Aura: Strong; (DC 21) evocation [evil] Activation: Wielded and Critical. Weapons with this property are a blight upon the world, and a paladin or good cleric who learns of one’s existence is duty-bound to work unceasingly toward its destruction. A blasphemous weapon is evil-aligned due to the fiendish spirit bound within it. Like an unholy weapon, it deals 2d6 points of bonus unholy (evil) damage against all of good alignment; on a critical hit this damage is increased to 2d10 and the weapon unleashes a limited blasphemy effect that targets only the creature hit. A blasphemous weapon bestows two negative levels on any good creature attempting to wield it. The negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Blasphemous bows, crossbows, and slings bestow the property upon their ammunition. Anathemas often equip their most powerful cultists with blasphemous scimitars and falchions. Construction: Craft Magic Arms and Armor, blasphemy, unholy blight, creator must be evil. Editor: Frankly, not a big fan of weapon abilities that require you to crit. If your goal is to make an evil critical master, then hey, go for it. Math wise, the juice just ain’t here.

BLESSED - BOOK OF EXALTED DEEDS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Wielded and swift (command) Description: This weapon has a faint glow emanating from within it. A blessed weapon is treated as good-aligned for the purpose of overcoming damage reduction. This effect is continuous and requires no activation. In addition, three times per day you can activate a blessed weapon to automatically confirm all critical threats against evil foes for 1 round (as if the weapon were affected by the bless weapon spell). Other effects related to threatening or confirming critical hits (such as the keen edge spell or the vorpal weapon property) don’t confer an additional benefit on a weapon that has this property. Construction: Craft Magic Arms and Armor, bless weapon Editor: Do you play with confirming critical hits, then this could be useful for someone making a critical specialist. If you don’t, it’s a loser. It does over come DR as a good weapon. That could be useful.

BLINDSIGHTED - MAGIC ITEM COMPENDIUM (3.5) - UNDERDARK (3.5) Price: +2 bonus Property: Any 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. 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. Construction: Craft Magic Arms and Armor, see invisibility Editor: So 30 rounds of being able to navigate in total darkness while not worrying about invisibility, mirror image, blur, or displacement. A tad bit on the expensive side, but you can put it in an off hand weapon and keep your main ass kicker at the ready. Even if you are a sword and board fighter you can put a spike on your shield and then put this enchantment in it.

BLOOD SEEKING - (3.5) Price: +1 bonus Property: Projectile Caster Level: 9th Aura: Moderate; (DC 18) divination Activation: Touch Attack Description: 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 fire at a target with full cover, but she must know the target is there, there must be an unobstructed path for the ammunition to reach the target, and the target still has total concealment (and thus a 50% miss chance). The blood seeking ability doesn’t function against plants, oozes, undead, and constructs. Construction: Craft Magic Arms and Armor, arcane eye. Editor: Now, the down side is the limited number of targets, but that said, if your DM throws cover modifiers up all the time, then you could do worse then adding this one.

BLOODFEEDING - (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Attack Roll and free (command) Description: This weapon has a blood-red tint. Every time a bloodfeeding weapon deals damage to a living creature, it gains 1 “blood point”, which it can store for up to 1 hour. The weapon can store a maximum of 10 blood points. This effect is continuous and requires no activation. When you deal damage to a creature while wielding a bloodfeeding weapon, you can activate the weapon to spend up to 5 stored blood points. Each blood point you spend in this way deals an extra 2 points of damage to that creature. The weapon doesn’t gain any blood points from a strike on which you use this ability. Construction: Craft Magic Arms and Armor, vampiric touch. Editor: A ton of work to make it pay off. What makes it useful is that the damage isn’t typed or random. Thus you only activate it on a critical. The upside is, you get to decide which blow it lands on as a free action.

BLOODSTONE - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 10th Aura: Moderate; (DC 20) necromancy Activation: Free (command) Description: The blade of this weapon bears red crystals carefully inlaid in intricate designs. A bloodstone weapon can store and cast a vampiric touch spell against a creature it strikes, just as if it were a spell storing weapon. Any such spell cast from a bloodstone weapon is automatically empowered (as if by the Empower Spell feat). A bloodstone weapon can store no more than one such spell at any time, and it cannot store a spell other than vampiric touch. Construction: Craft Magic Arms and Armor, Empower Spell, vampiric touch. Editor (Vampiric Touch): You deal 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. The level of the spell is dependant on the level of the one casting the spell into the weapon. Editor: Awesome WA. The problem is being able to cast vampiric touch. Once you find a wizard who can keep you hooked up with that, this WA rocks. Alas, you can’t use this one a projectile weapon or in ammo, but if you want it in a ranged attack, consider a thrown weapon of some sort and just put returning on it. Editor (Magic Item Creation): This Weapon ability sets the president that you can basically take any 3rd level or lower targeting spell and make a weapon ability that allows you to store that spell, and that spell only, and it gets empowered. Something to run past your DM, but math wise, I see no reason why not.

BLOODTHIRSTY - UNDERDARK (3.5) Price: +1 bonus Property: Piercing/Slashing Melee Caster Level: 6th Aura: Moderate; (DC 18) enchantment Activation: Wielded 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. Construction: Craft Magic Arms and Armor, rage. Editor: The likelihood that you are the last person to land the blow before your enemy dies decreases with every ally helping you. If you plan on working alone, it might be okay. Might. But if you are never sure where you are going to find your next 4 HD murder victim, then there are far better choices.

BLURRING - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +36,000 gp Property: Any Weapon Caster Level: 3rd Aura: Faint; (DC 17) illusion Activation: Wielded This weapon makes its wielder appear blurred and hazy, just like the blur spell. It functions whenever the weapon is held. Construction: Craft Magic Arms and Armor, blur. Editor: A minor cloak of displacement costs 24,000 gp and can be worn all the time as opposed to only when you are holding it. Just saying.

BLURSTRIKE - MAGIC ITEM COMPENDIUM (3.5) - (3.5) Price: +2 bonus Property: Melee Caster Level: 6th Aura: Moderate; (DC 18) illusion Activation: Swift (command) Description: This weapon is semi-transparent, almost as though it were glass, but it is obviously of sturdier make. When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). When you attack, an activated blurstrike weapon (along with your hand and arm) appears to others as an amorphous blur, preventing a foe from knowing exactly where the blow is aimed. After you activate this property, your opponent is considered flat-footed against the first attack you make with the blurstrike weapon in the round when you activate it. Creatures that don’t rely on sight for combat (such as those with the blindsight special quality) and creatures with uncanny dodge aren’t treated as flat-footed against this attack. The blurstrike property functions ten times per day. Construction: Craft Magic Arms and Armor, blur. Editor (Flat-Footed): A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity. Editor: Great power. Made especially for rogues and people with sneak attack. Not so awesome against tanks with high base AC and natural armor, but awesome against monks and those who rely on dexterity or dodge bonuses for AC. This is an absolute necessity for a sneak attacker. Make sure to take a look at shadowstrike. Sure it’s once a day, but it’s cheap. The two work well together because shadowstrike ignores uncanny dodge.

BODYFEEDER - EXPANDED (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +3 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: Critical Description: Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat. Whenever a bodyfeeder weapon you wield scores a successful critical hit against a living creature, you gain temporary hit points equal to half the damage dealt by the critical hit. These temporary hit points last for up to 1 minute and don’t stack with those from any other source, including additional critical hits with this weapon. Construction: Craft Magic Arms and Armor, vampiric touch or claws of the vampire. Editor: A cool power, but it’s only on a critical hit and costs you a +3 bonus. For a specific build that wish to take advantage of it, maybe. I’d go with wrathful healing, myself. The lack of stacking also makes it less then ideal.

BRASH - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Rage and Wielded Description: A slight vibration runs through this weapon, and a barely audible sound, like that of a distant battle cry, seems to echo from within it. If you enter a rage while wielding a brash weapon, the rage lasts for an extra 3 rounds. In addition, while raging and wielding a brash weapon, you gain immunity to fear effects. Construction: Craft Magic Arms and Armor, remove fear. Editor: So you can rage longer, but you also gain immunity to fear effects. Not sure how often someone will try to make you scared while you are raging, but it can happen. For a barbarian who enters long combats, this is very useful. Everyone else, not so much.

BRILLIANT ENERGY - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +4 bonus Property: Ammo/Melee/Thrown Caster Level: 16th Aura: Strong; (DC 21) transmutation Activation: — A brilliant energy weapon has its significant portion, such as its blade, axe head, or arrowhead, transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply). A brilliant energy weapon cannot harm undead, constructs, and objects. Construction: Craft Magic Arms and Armor, gaseous form, continual flame. Editor: Very nice power. Very expensive. It’s the sort of thing I’d make a one shot and kill arrow out of, not my every day weapon. It a fighter killer, not a monster killer weapon. If it ain’t in a tin can, use something else.

BRUTAL SURGE - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Swift (command) Description: This weapon is broader, thicker, and darker in color than a normal weapon of its type. After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack in addition to dealing its normal damage. This attempt does not provoke attacks of opportunity and is resolved using your size, Strength, and other relevant characteristics. If you wield a brutal surge weapon in two hands, you gain a +2 bonus on the opposed Strength check. If successful, the bull rush pushes the affected creature back the greatest possible distance allowed by the result of the opposed check, but you do not move along with the target. Movement caused by this bull rush attempt provokes attacks of opportunity from other creatures normally, but you cannot make an attack of opportunity against the affected creature. The brutal surge property is usable a number of times per day equal to 1 + your Con bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. Construction: Craft Magic Arms and Armor, Bigby’s forceful hand. Editor: Sometimes you just want to put some distance between you and your enemy. If so, you can’t go wrong with this, assuming you are a big, burly fighter. Alas, it can be hit or miss, but the ability to push away your enemies without going with them cannot be underestimated, especially if you find yourself fighting near a cliff. Turning your swift action into an additional attack is rarely a bad thing.

BURNING [SYNERGY] - EBERRON CAMPAIGN SETTING (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 21) conjuration Activation: Standard (Command) Prerequisite: Flaming A burning weapon has a Small fire 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. Construction: Bind Elemental, lesser planar binding. Editor (Catching on Fire): If a character catches fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Editor: Tied for last choice for improving initiative with initiative, but only because one might be cheaper then the other, depending on how many bonuses the weapon has when you add one of them. The multiple rounds things actually is kinda cool. Pity that reflex save sucks.

CHANGELING - MAGIC ITEM COMPENDIUM (3.5) Price: +2,000 gp Property: Spear, Shortspear, 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. 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. Construction: Craft Magic Arms and Armor, shrink item. Editor: So if you ever wanted a long pointy thing, a medium sized pointy thing, and a short pointy thing all in one, this is your WA. Add morphing for truly versatile options. Editor (Halfspear): This WSA suffered an oversight, which is to say, I think it used to be that the shortspear was light, the spear was one handed, and the longspear was two handed. Well, Now it’s One handed, two handed, two handed with reach. Considering the original was based off a weapon from 3.0, I believe that this WSA is suffering from Cutpasteitis. It was cut and pasted into the MIC without someone checking on it. With the halfspear being the light version of a spear, but it being dropped from 3.5, this weapon cannot turn into a light weapon. I think that’s wrong. So, while the RAW does not support it, I highly recommend that this WSA include the Halfspear as well, which I have brought back and updated for 3.5 in my big list of base weapons.

CHARGEBREAKER - HEROES OF BATTLE (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Touch Attack Description: This weapon’s tip is rounded slightly, like that of a jousting lance. A charging creature hit by a chargebreaker weapon must succeed on a DC 14 Fortitude save or be knocked prone. Construction: Craft Magic Arms and Armor, daze monster. Editor (Prone): The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. Editor: Okay, you get the ability to make your enemy make a 50/50 chance to fall down IF he happens to be running at you. Maybe. At mid levels, this is almost pointless. Double digits and it’s useless. However, if you are going to be jousting professionally, nothing says you can’t be charging while someone else is charging at you.

CHARGED (3.0) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Caster Level: 10th Aura: Moderate; (DC 19) evocation Activation: Standard (command) and attack roll Upon command, this weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Charged weapons deal, +1d4 points of bonus damage on a successful hit. Bows, crossbows, and slings bestow the energy upon their ammunition. Construction: Craft Psionic Arms and Armor, Psionic Weapon, metaphysical weapon. Editor: While it seems like force damage, it actually is just a flat +1d4 damage. While there are a number of +1d6 damage, they are energy typed. This adds damage to the weapon, no if, ands, or buts. A lousy amount of damage, but straight up damage none the less.

CHARGING - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: Attack Roll Description: The image of a heavily armored, mounted knight, leveling a ribbon-covered lance for a charge, adorns this weapon. When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge attack. Construction: Craft Magic Arms and Armor, Spirited Charge, keen edge. Editor: An extra +2d6 is good. Only when you are on horseback is bad. This is basically made only for lances and that’s about it.

CLOUTING - (3.5) Price: +3 bonus Property: Any Caster Level: 11th Aura: Moderate; (DC 19) abjuration Activation: Touch Attack 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. Construction: Craft Magic Arms and Armor, repulsion. Editor: A cool power, but way too expensive for what it does. Pushing people back stops them from making full round attacks against you and makes them move causing AoO. Expensive, but you get what you pay for.

COLLISION - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Any Caster Level: 6th Aura: Moderate; (DC 18) transmutation Activation: Attack Roll 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. 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. Construction: Craft Magic Arms and Armor, weapon of impact. Editor: A flat extra 5 points of damage that is subject to critical multipliers. Expensive at +2 bonus, but with the right build, it might be useful.

COMMANDING (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 7th Aura: Moderate; (DC 19) enchantment Activation: Held and Wielded Description: A commanding weapon looks imposing and lends force to the wielder’s personality. Even when sheathed or stowed, this weapon grants a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate checks. When held or drawn, a commanding weapon provides a +4 enhancement bonus on Intimidate checks. In addition, the wielder can cast suggestion once per day as a 7th-level sorcerer. Construction: Craft Magic Arms and Armor, suggestion. Editor: Uhh… how to rate this one… Well. It got skills, which is totals up to 2,400 gp. The suggestion once a day is about 6,000 gp. So, in a low level weapon where this is the only power, your sword would be about 18,000, so you are wasting about 10,000 gp with this power. Next.

CONSUMPTIVE - MAGIC ITEM COMPENDIUM (3.5) - PLANAR HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: Standard (command) and Touch Attack Description: This weapon is dark in color, and its blade or head is covered with menacing runes. When activated, a consumptive weapon is shrouded in negative energy that seems to draw light into it. The negative energy does not harm you as long as you have the weapon in hand. The effect persists until you speak a second command word. A weapon that has this property deals an extra 1d8 points of damage to any living creature on a successful hit. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, enervation. Upgrade: Consumptive Burst. Editor: For a +2 bonus you get +1d8, but only against the living. Not really the end all be all of damage, for the cost.

CONSUMPTIVE BURST [SYNERGY] - PLANAR HANDBOOK (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (command) and Critical Prerequisite: Consumptive A consumptive burst weapon functions as a consumptive weapon that also flares with excess negative energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra negative energy damage from the consumptive ability, a consumptive burst weapon bestows one negative level. Bows, crossbows, and slings so crafted bestow the effect upon their ammunition. Even if the consumptive ability is not active, the weapon still bestows one negative level on a successful critical hit. Construction: Craft Magic Arms and Armor, enervation. Editor: I’m not a big fan of WA that activate only when you cause a critical.

CORROSIVE - ARMS AND EQUIPMENT (3.0) - CITY OF SPLENDORS (3.5) - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - STORMWRACK (3.5) Price: +1 bonus Property: Any Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: Standard (command) and Touch Attack Description: The surface of this weapon looks dark and pitted, and the blade, point, or head appears fragile, as if the first blow might break it. When activated, a corrosive weapon is sheathed in acid. The acid 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 1d6 points of acid damage on a successful hit. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, acid fog, acid storm, Melf’s acid arrow, or storm of vengeance. Alternate: Flaming, Frost, Shock. Upgrades: Acidic Burst, Earth Elemental Power, Energy Surge. Editor (Ammo): You can activate the WA on up to 50 projectiles at a time, assuming they are all touching. Editor (Surge): If you add surge to this, the base corrosive damage stacks. Editor: One of the standard energy damage WA. This one is acid. An extra +1d6 damage isn’t bad. Out of all the energy damage types, I’d go with this one. It’s not nerfed like sonic, yet it’s not that common a energy resistance.

COUP DE GRACE - EXPANDED PSIONICS HANDBOOK (3.5) - PSIONICS HANDBOOK (3.0) Price: +5 bonus Property: Any Caster Level: 19th Aura: Strong; (DC 23) telepathy Activation: Critical 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. Construction: Craft Psionic Arms and Armor, psionic dominate. Editor (paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature, ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Editor: Exceptionally Dangerous? To Whom, exactly? The enemy is paralyzed for one round. One. And only on a crit. Against a crowd of targets, this is hardly long enough to Coup de grace someone. By the time you can afford a 72,000 gp weapon, your enemies are going to have half way decent will saves. It’s more like a +4 or +3 in my book. For the cost, it just doesn’t cut it.

CRAZED (3.0) - ARMS AND EQUIPMENT (3.0) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 19) enchantment Activation: Wielder This weapon gives its wielder the ability to fly into a rage once per day as though affected by rage, but without the compulsion to fight heedless of danger. While in a rage, the wielder gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves, but takes a –1 penalty to Armor Class. This effect does not stack with rage or with barbarian rage. While in a rage, the wielder of a crazed weapon suffers the same restrictions to feat and skill use that a barbarian suffers while raging. The rage lasts for 3 rounds. Construction: Craft Magic Arms and Armor, emotion. Editor: If you have a weapon that makes you rage better, this might help you by letting you fly into a rage to use those powers. Emotion is no longer available as a spell. Substitute rage.

CURSESPEWING - BOOK OF VILE DARKNESS (3.0) - FIENDISH CODEX 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +3 bonus Property: Any Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: Critical Description: A barely perceptible dark glow surrounds this weapon. 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. Construction: Craft Magic Arms and Armor, bestow curse. Editor: Okay, I hate critical weapons, but it does cause a -4 to a whole lot of things with no saving throw to avoid. If you are trying to get something to work on a target with high saving throws, this can help.

DANCING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +4 bonus Property: Melee Caster Level: 15th Aura: Strong; (DC 23) transmutation Activation: Standard (mental) As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items (such as the sunder action or a heat metal spell). While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds. Construction: Craft Magic Arms and Armor, animate objects. Synergy (Teleporting): If a DM allows, you could take a variant teleporting ability that instead of teleporting back to your hand, it goes back to it’s sheath/storage area. If you choose this variant, it can never teleport to your hand, but if you also take eager, the point would be moot, as you could draw it as a free action. This is for people who would worry about not having a hand free to grab a dancing sword when your four rounds are up. Editor (BAB): The dancing weapon uses its owner’s base attack bonus and its enhancement bonus, but it doesn’t get any of its owner’s other attack modifiers (such as his Strength modifier, Weapon Focus, and so on). The dancing weapon makes a full attack (with multiple attacks if the owner’s base attack bonus is +6 or higher) each round, starting on the round it is released. Editor: We all have dreams of unleashing a series weapons, letting them dance, drawing another weapon, letting them dance, and repeating until you have half a half dozen floating around at any given time. Well, if you can afford to get it going, power to you. Chances are your WBL won’t allow you to really take advantage of this ability until high level. I recommend dancing reach weapons.

DEADLY PRECISION - COMPLETE ADVENTURER (3.5) - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Attack Roll Description: This weapon looks more slender and elegant than others of its type. Its blade, point, or head glitters as though a thousand tiny facets were reflecting the ambient light. A deadly precision weapon deals an extra 1d6 points of damage whenever you make a successful sneak attack or sudden strike with it. The property grants no benefit if you don’t already have one of these class features, and its bonus doesn’t increase if you have both. Construction: Craft Magic Arms and Armor, keen edge. Editor: An extra 1d6 damage if you can sneak attack. For a +1 bonus, it’s par for the course.

DEFENDING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) abjuration Activation: Free (mental) 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. Construction: Craft Magic Arms and Armor, shield or shield of faith. Editor: What makes this blue? Well, you can add spikes to your shield and then transfer the weapon bonus to your AC and just never make a shield bash. You can have a double weapon with one half defending all the time. For those who have reached a WBL where AC is more important then cash, you can’t go wrong with defending. Consider adding it to spiked gauntlets, a weapon that lets you hold other weapons. And the way it reads, by RAW, you should be able to cast greater magic weapon on it and then transfer that bonus to your AC. So a 4,000 gp shield spike can get pumped by a GMW and then you can turn that GMW into AC. If the one buffing the party is using chain GMW, then it’s not that big of a deal to enhance more then one weapon per party member.

DEFENSIVE SURGE - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Swift (command) Description: This weapon is thicker and heavier than a normal weapon of its type, but it feels well balanced. Its hilt or grip is set with a smoothly rounded topaz. After a successful melee attack with a defensive surge weapon in any round in which you use the Combat Expertise feat or fight defensively, you can activate the weapon and gain an additional +2 bonus to Armor Class until the start of your next turn. This ability is usable a number of times per day equal to 1 + your Int bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. Construction: Craft Magic Arms and Armor, shield. Editor: When it was only a flat 2,000 gp, this was worth it. Since it became a +1 bonus, it became too expensive. The gain just ain’t worth the cost.

DEFLECTING - COMPLETE WARRIOR (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Immediate (mental) If you’re wielding a deflecting weapon of your size or one size larger, you can try to knock projectiles aimed at you out of the air. Once per round when you would normally be hit by a ranged weapon, you may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the DC increases by that amount). If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not flat-footed. Construction: Craft Magic Arms and Armor, entropic shield. Editor: And now we see why nobody ever takes deflect arrows feat. For a +1 bonus, you can knock one ranged attack out of the air a round. Works best with PCs that have high reflex saves.

DESICCATING - MAGIC ITEM COMPENDIUM (3.5) - SANDSTORM (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) necromancy Activation: Standard (command) and Touch Attack Description: This weapon looks cracked and parched, as if it has spent decades baking in the desert sun. A desiccating weapon destroys the water in a living creature that it strikes, dealing an extra 1d4 points of damage (or an extra 1d8 points against plants and against elementals that have the water subtype). Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, desiccating bubble. Upgrade: Desiccating Burst. Editor: If you hate plants or water elementals, this is the WA for you. Plus it’s damn near unstoppable damage to anyone who needs water.

DESICCATING BURST [SYNERGY] - MAGIC ITEM COMPENDIUM (3.5) - SANDSTORM (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (command) and Critical Prerequisite: Desiccating Description: All the moisture seems to have been sapped from this brittle, gray weapon, as if it’s been buried below shifting sands for centuries. A desiccating burst weapon functions as a desiccating weapon. In addition, the weapon explodes with a dehydrating blast on a successful critical hit, dealing extra damage as set out in the table below. (This effect activates even if the target is not normally vulnerable to extra damage from critical hits). The amount of damage is determined by the weapon’s critical multiplier and is doubled against plants and against elementals that have the water subtype. This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the desiccating property, the weapon still deals its extra damage on a successful critical hit. In addition, the critical hit renders the struck creature fatigued for 8 hours or until it consumes at least 1 gallon of water or some other rehydrating liquid. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Desiccation Damage/Against Plants and Water Subtype): x2 (1d8/2d8), x3 (2d8/4d8), x4 (3d8/6d8) Construction: Craft Magic Arms and Armor, horrid wilting. Editor (fatigued): A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Editor: This used to be cool until they redid it under MIC. Now, it no longer makes the target dehydrated, it just makes you fatigued for 8 hours. Now, if the target is fatigued by any other source of fatigue, then the target becomes exhausted, which is a -6, instead of a -2. Keep that in mind.

DISARMING - ARMS AND EQUIPMENT (3.0) - COMPLETE WARRIOR (3.5) - MAGIC OF FAERUN (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 5th Aura: Moderate; (DC 17) transmutation Activation: Wielded Description: Several jutting prongs and ridges extend from this weapon. A disarming weapon grants you a +2 bonus on disarm attempts. In addition, opponents cannot disarm you of this weapon. Construction: Craft Magic Arms and Armor, bull’s strength. Editor: You don’t buy it to disarm. You buy it to never lose your weapon. Now, for a +2 bonus, that’s kinda steep, especially when a locked gauntlet isn’t that expensive. But, if you plan on disarming your targets on a regular basis, then this is a must have. If your DM loves disarming you, this becomes a must have.

DISEASED - UNAPPROACHABLE EAST (3.5) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 17) transmutation Activation: Touch Attack 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. Construction: Craft Magic Arms and Armor, contagion. Editor: Not a big fan of disease, but this does do con damage every time you hit. The target gets a save every time, but it’s still con damage. Con damage lowers hit points, especially high HD targets. Against a 3 HD orc, this is useless. Against a 20 HD dragon, -2 con is -20 hp he can’t heal. As for multiple infections have no additional effect, I would make a case for rerolling the damage each time he’s re-infected until it’s maxed out. That’s something to try and get past your DM, however.

DISLOCATOR - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (mental) Description: Discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent. When you activate a dislocator weapon, the next successful attack you make before the end of your turn causes your target to be teleported up to 10 feet in any direction you choose (Will DC 17 negates). You can’t teleport a target into an occupied space (such an attempt automatically fails and wastes the effect). Projectile weapons bestow this property on their ammunition. A dislocator weapon functions three times per day. Construction: Craft Magic Arms and Armor, teleport. Upgrade: Great Dislocator. Editor: For fighters, your swift action has a tendency to go to waste. If you can turn it into another attack or something, then you are ahead of the game. In this case, you drive your enemy away 10 feet. 5 feet more then the 5 foot step allowed with a full attack. Plus your target may trigger AoO when he comes back to hand to hand range. Great choice with a reach weapon.

DISLOCATOR, GREAT [SYNERGY] - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Swift (mental) Prerequisite: Dislocator Description: Brilliant discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent coated in gold filigree. This property functions as a dislocator weapon except the target can be teleported up to 30 feet in any direction (Will DC 20 negates). Construction: Craft Magic Arms and Armor, greater teleport. Editor: Better will and an extra 20 feet. Well worth the cost. That three times a day limit is a pain. See clouting if you want unlimited usage.

DISMISSER - UNAPPROACHABLE EAST (3.5) Price: +3 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: Touch Attack 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 extra-planar 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. Construction: Craft Magic Arms and Armor, dismissal. Editor (Dismissal): This spell forces an extra-planar creature back to its proper plane if it fails a special Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. Editor: Sort of a steep price, and the saving throw sucks, but they have to save with every successful blow. And remember, it says “struck” in combat, not damaged in combat. Technically, you can forgo doing damage to make touch attacks with a weapon. So if you are having a hard time hitting the target, drop the damage and hope the target rolls badly on his will save. Banishing is only a +2 and has a save DC of 20, but that only works three times a day.

DISPLACEMENT - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +72,000 gp Property: Any Weapon Caster Level: 7th Aura: faint; (DC 17) illusion Activation: Free (command) On command, this weapon’s magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wielder can divide up as she sees fit. Construction: Craft Magic Arms and Armor, extend spell, displacement. Editor: A major cloak of displacement will cost you 50,000. Also, it won’t stack with blurring, even though you technically can buy them together.

DISPELLING - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Free (command) Description: Arcane symbols cover this weapon, but many are scratched out and defaced, obscuring any meaning. When you strike a creature or object with a dispelling weapon, you can activate it to target that creature or object with a targeted dispel magic effect (as the spell). A dispelling weapon functions three times per day. Construction: Craft Magic Arms and Armor, dispel magic. Upgrade: Greater Dispelling. Editor: Two ways to nullify a spell. Get rid of the spell, get rid of the person using the spell. You decide which choice is better for you. If you choose the get rid of the spell option, this is useful at low levels, but becomes increasingly ineffective as your level climbs into the double digits.

DISPELLING, GREATER [SYNERGY] - MAGIC ITEM COMPENDIUM (3.5) - PLAYER’S GUIDE TO FAERUN (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 22) abjuration Prerequisite: Dispelling Description: A single, incredibly complex arcane formula covers every inch of this weapon, but deep gashes and complex scratches cover it, as if purposefully destroying its meaning. This weapon functions as a dispelling weapon, except that when you activate it, the creature or object struck is affected by a targeted greater dispel magic effect (as the spell). A greater dispelling weapon functions three times per day. Construction: Craft Magic Arms and Armor, greater dispel magic. Editor: Well, when your level gets to double digits, if you liked hitting targets with dispelling, it’ll become time to upgrade.

DISRUPTING - HEROES OF BATTLE (3.5) Price: +2 bonus Property: Siege Caster Level: 5th Aura: Faint; (DC 17) Transmutation Activation: Touch Attack In addition to dealing its normal damage, a projectile from a disrupting siege weapon can destroy undead creatures within 60 feet of the impact. Treat this effect as if the projectile had performed a turning check as a 5th-level cleric (the projectile has no Charisma modifier). Undead that would be turned by the check are unaffected, but any undead that would be destroyed by the check are destroyed. Undead closest to the impact spot are affected first. Construction: Craft Magic Arms and Armor, ability to turn undead Editor: Not sure if it’s worth a +2 bonus, but then again, I haven’t run many mass battles with skeletons.

DISRUPTION - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Bludgeoning Melee Caster Level: 14th Aura: Strong; (DC 21) conjuration Activation: Touch Attack 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. Construction: Craft Magic Arms and Armor, heal. Editor: So you hate undead. This is awesome in that the will save is on every successful blow. The downside is the lousy will save. A skeleton has a will save of 2. A vampire spawn has a 4. An elite vampire has a 13. The sample lich in the MM1 has a will save of 10. A cloak of resistance and that will save becomes a joke. So much for being the “bane of all undead”. That said, if your DM plays with auto-fail, the target could always roll a 1. If you want to make this work, you need will save de-buffs that work on undead. Look into lowering the target’s will save with de-buffs.

DISSIPATER - EXPANDED PSIONICS HANDBOOK (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Ammo/Melee/Thrown Caster Level: 12th Aura: Strong; (DC 21) metacreativity Activation: Attack Roll 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. Construction: Craft Psionic Arms and Armor, dismiss ectoplasm. Editor: Against the target in question, it’s useful. If you don’t usually fight things made of ectoplasm, this WA is of limited use.

DISTANCE - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Ranged Caster Level: 6th Aura: Moderate; (DC 19) divination Activation: Wielded A weapon of distance has double the range increment of other weapons of its kind. Construction: Craft Magic Arms and Armor, clairaudience/clairvoyance. Editor: How often do you have fights out past 50 feet? That determines this WA’s usefulness. For something with a small range increment, this effectively adds bonuses to hit. If your fights are at let then 30 feet most of the time, this is a waste of cash. If you are an archer, you should consider picking up a few of these as arrows, most likely swiftwing arrows, so you can pop the ace at a thousand yards.

DIVINE WRATH - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 13th Aura: Strong; (DC 21) evocation Activation: Swift (mental) Description: This weapon has a golden sheen, and its grip is imprinted with a hand holding a lightning bolt. Divine wrath weapons are especially prized by paladins and clerics of Heironeous. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6). Construction: Craft Magic Arms and Armor, searing light, turn undead, good alignment. Editor: If you have a high charisma, WOW! If you took charisma as a dump stat, next. A very good reason for cute paladins. Do note, being unspecified damage that adds to your weapon, it is affected by the critical multiplier when you crit.

DOMINEERING - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) Price: +2 bonus Property: Ammo/Melee/Thrown Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: Touch Attack Description: A single, screaming skull adorns this weapon, its eyes set with raw black onyx inlays that give it a soulless look. 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). Construction: Craft Magic Arms and Armor, fear. Editor (Shaken): A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Editor: Wait a sec, you can’t stack this with any other fear effect? What’s the point then? Not too happy with the will save, either. On the other hand, it works on any hit, not when the target is damaged. That means you can touch attack someone with this weapon, as long as you are willing to forgo damage. That makes it green. Barely.

DOOM BURST - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: Critical Description: This weapon is enveloped in a shroud of darkness. Whenever you score a critical hit with this weapon, a wave of blackness washes over the target, causing it to become shaken (no saving throw) for 5 rounds. This effect activates even if the creature struck is not normally subject to extra damage from 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). This is a mind-affecting effect. Construction: Craft Magic Arms and Armor, fear. Editor (shaken): A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Editor: a -2 to saving throws is nice, being a fear based effect is bad. So many things get immunity to fear, unfortunately. Add to that it is only on a critical and a +2 bonus cost, you got yourself a loser.

DOOMSTRIKE - CHAMPIONS OF RUIN (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Immediate (mental) 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. The wielder of a doomstrike weapon can cleave into an enemy immediately upon sundering his weapon. A melee weapon with the doomstrike ability only functions if its wielder has the Improved Sunder feat. After successfully sundering an enemy’s weapon, the wielder of a doomstrike weapon can cleave into the enemy, as though using the Cleave feat. Construction: Cleave, Craft Magic Arms and Armor, shatter. Editor: Anything that encourages you to destroy enemy equipment will get you lynched by your own party member for destroying treasure. As a DM, might be cool, if you enjoy pissing off your players, or you need to bring down that WBL.

DOOMWARDING - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) Price: +38,500 gp (Cost 14,000 gp + 3,220 XP) Property: Any Weapon Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: Free (mental) 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 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. Construction: Craft Magic Arms and Armor, limited wish. Editor (Charges): If you break it down, it is 5,500 gp retail per charge. Editor: So, what’s it worth to you to be able to re-roll that save-or-die when you roll a 1? At low levels, the DM doesn’t do save-or-die. Double digits? Yeah. They start to pop up. Yes, it’s expendable. Yes, you flush your money away. But can you spend your money when you are dead?

DRAGONDOOM - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (command) Description: This weapon is engraved with a severed dragon’s head. When wielding a dragondoom weapon, you can choose to deliver a smite attack against a Large or larger creature of the dragon type up to three times each day. For every size category of the dragon larger than Medium, the smite attack deals an extra 1d6 points of damage (+1d6 against a Large dragon, +2d6 against Huge, +3d6 against Gargantuan, and +4d6 against Colossal). You must declare the smite attack before you make your attack roll. If the attack misses (or the creature you strike is not of the dragon type), the smite is wasted. Construction: Craft Magic Arms and Armor, fell the greatest foe. Editor: It sounds nice. It’s only a +1 bonus. It’s that 3 times a day thing that gets to me. Meh.

DRAGONHUNTER - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Projectile Caster Level: 9th Aura: Moderate; (DC 19) transmutation, necromancy Activation: Touch Attack Description: This weapon is carved from a dragon’s thighbone. The image of a dragon’s skeleton is inlaid in jet. A creature of the dragon type that is hit by a projectile fired 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 x4 damage multiplier (instead of the normal x3) 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. Construction: Craft Magic Arms and Armor, keen edge, ray of enfeeblement. Editor: You increase the critical hit multiplier by 1 but lose being able to increase the critical range. It’s only for dragons. This WA requires mucho work to make it work. Now if it did Dex damage, that would be awesome.

DROWCRAFT - UNDERDARK (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Wielder 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 is immune to the effects of sunlight. Construction: Craft Magic Arms and Armor, drow, contingency, disintegrate. Editor: Drow use this so people don’t take their stuff.

DUSTSTORM - SANDSTORM (3.5) Price: +3 bonus Property: Melee Caster Level: 10th Aura: Moderate; (DC 19) conjuration Activation: Full-Round Action Range: 200 ft Effect: Abrasive dust spreads in 20-ft. radius, 20 ft. high Duration: 10 minutes Saving Throw: None or Reflex half; see text Spell Resistance: No Three times per day, the wielder of a duststorm weapon can use it to activate haboob, as the spell. The wielder has immunity to the effect. To cast the spell, the wielder must take a full-round action to swing the weapon about in circles, provoking attacks of opportunity. Construction: Craft Magic Arms and Armor, freedom of breath and haboob. Editor (Haboob): A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including , beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, non-magical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed. In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 5d4 points of damage with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save). A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater. Editor: The spell has been copied over for your review. True, it’s a +3 bonus, but you get to make a 10 minute dust storm 3 times a day that does unstoppable damage to anything that enters the cloud and you can stand in the middle and laugh, or drop it up to 200 ft away. I think they meant for it to have a range of 0. Ah well! They didn’t write it correctly, not my problem. Editor (Minority Opinion): It has been suggested that the RAI is that the cloud has no range and that it instead remains on top of you. If that is the case, even better. If it always surrounds you, then it moves with you. I’d give up range for having the haboob follow me around. As it stands, by RAW, once you activate the power, it remains in one location and doesn’t move. Check with your DM for confirmation as to which way he will play it.

EAGER - ARMS AND EQUIPMENT (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: Wielded and Free (mental) Description: This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement. An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat. Construction: Craft Magic Arms and Armor, cat’s grace. Editor: Yes, you get +2 to initiative. Yes, you get +2 damage in the surprise and first round of combat. It’s the drawing your weapon as a free action that makes this a must have. Speed kills and losing any part of your first action to drawing your weapon can get you killed.

EARTH ELEMENTAL POWER, LARGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Corrosive Description: Earth elemental power weapons are sturdily crafted, much like the elementals they summon. Even the most elegant one appears thicker of blade or haft than normal, and the weapon is decorated with earth like motifs. A single emerald is always set in the pommel or grip. An earth elemental power weapon gives its wielder an added feeling of stability. When it is used to summon an elemental ally, its surface seems to grow craggy and rocky, roiling as if an avalanche had spilled down its length. Much like an air elemental power weapon, a weapon with this ability allows the wielder to call forth a powerful ally to aid him in battle once per day. In this case, the ally takes the form of an earth elemental, which the wielder directs as desired. A weapon with this ability allows the wielder to summon a powerful earth elemental ally. The exact kind of earth elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder earth elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows: Large (11 rounds). The elemental can be dismissed before its duration expires, but doing so wastes any unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Terran language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an earth elemental power weapon can break down a wall, perform reconnaissance using its earth glide ability, or perform special combat maneuvers, such as the aid another action. Lore: Characters can gain the following pieces of information about the earth elemental power ability by making Knowledge (history) checks at the appropriate DCs, as given below. DC 20: The first earth elemental power weapon was designed by the dwarf weaponsmith Daergal Ebonforge, who wanted a weapon capable of calling forth a powerful ally in battle. DC 30: Ebonforge based his work on, of all things, the work of the elf smith Limbuth Shadarrahn. Daergal’s first earth elemental power weapon, the mighty hammer known as Thunderstone, has achieved near legendary status among some dwarf clans. It was lost nearly a thousand years ago when its last bearer was slain in a war against the drow, but dwarf adventurers are still mounting fruitless quests to locate it. Construction: Craft Magic Arms and Armor plus acid fog or Melf’s acid arrow plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Editor (Corrosive): Now, when you take this, you lose the corrosive WA, but you can gain it back by taking energy surge or acidic burst. If you take both, they stack and you gain 2d6 acid damage. Editor: See air elemental power.

EARTH ELEMENTAL POWER, HUGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 13th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Large Earth Elemental Power Description: See Large Earth Elemental Power This behaves just like Large Earth Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 13 rounds. You summon a Huge Earth elemental. Construction: Craft Magic Arms and Armor plus acid fog or Melf’s acid arrow plus summon monster VII. Upgrade: Greater Earth Elemental Power

EARTH ELEMENTAL POWER, GREATER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Huge Earth Elemental Power Description: See Large Earth Elemental Power This behaves just like Large Earth Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 15 rounds. You summon a Greater Earth elemental. Construction: Craft Magic Arms and Armor plus acid fog or Melf’s acid arrow plus summon monster VIII. Upgrade: Elder Earth Elemental Power

EARTH ELEMENTAL POWER, ELDER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 17th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Greater Earth Elemental Power Description: See Large Earth Elemental Power This behaves just like Large Earth Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 17 rounds. You summon an Elder Earth elemental. Construction: Craft Magic Arms and Armor plus acid fog or Melf’s acid arrow plus summon monster IX.

EARTHBOUND - EBERRON CAMPAIGN SETTING (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Wielded Description: 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). Construction: Bind Elemental, lesser planar binding. Editor: One of the other guides made this a 5 star WA simply because it’s an unnamed bonus. I think this WA sucks my left nut. The problem is, what is “ground”? And no, I’m not talking about the whale falling next to a potted petunia plant. Is it any solid surface? What about a floating island? That’s rock, but I wouldn’t call it “the ground”. What about a castle? It’s made of rock, but the rock has been worked. I wouldn’t call it “ground”. What about a wooden siege tower attacking a castle? What about the top of a tree? If the DM rules it only applies to natural and unworked surfaces, then even a carved tunnel will render this WA pointless. Personally, I’d go with, “You and your target must be in a square that is touching something that connects to the other without being interrupted by water, air, fire, or vacuum. Mud, Thick dust clouds, lava, and organic material may be considered on a case by case basis.” If your DM accepts my interpretation, then this moves up to green.

ENERGY AURA - ARMS AND EQUIPMENT (3.0) - FAITHS AND PANTHEONS (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +2 bonus Property: Any 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. 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. Construction: Craft Magic Arms and Armor, chill metal, flame blade, Melf’s acid arrow, shocking grasp. Editor: Energy damage gets no love. So you got to spend +3 bonus to get a base +2d6 fire in your weapon? Why nerf the energy damage, WotC? Sigh, we may never know. Okay, you can change the energy damage as you need to, but how often does that happen? It’d be cheaper to get two different types of energy damage. Who is immune to fire and cold?

ENERGY SURGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Swift (command) Prerequisite: Corrosive, flaming, frost, or shock Description: The pommel of this weapon bears a single diamond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type (corrosive, flaming, frost, or shock). In addition, on a successful melee attack with an energy surge weapon, you can command it to expel a blast of energy, of the same type as the prerequisite property, which deals an extra 3d6 points of damage to the target of the attack. The synergy prerequisite property need not be active to activate the energy surge property. This ability is usable a number of times per day equal to 1 + your Con bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. A weapon can have this property more than once, but only once per synergy prerequisite, and each activation only triggers one type of surge. For example, you could have a +1 corrosive surge flaming surge longsword, and each activation would deal either 3d6 points of acid damage or 3d6 points of fire damage. Each diamond set into the pommel or haft of an energy surge weapon radiates a different color that corresponds to the energy damage dealt by the weapon: green (acid), blue (cold), yellow (electricity), or red (fire). Construction: Craft Magic Arms and Armor, spell for the prerequisite property. Editor: Oh yeah. Loved it when this was a flat 2,000 gp in DMG2, but that was just broken. Now it’s +1 bonus and what I would call fair. It’s 3d6 damage AFTER you hit as a swift action, so you get a choice when to apply it. Fighters usually have a high con, so you can get 3-4 uses out of this a day. Pity it’s a swift activation or you could use it more then once in a round.

ENERVATING - MAGIC ITEM COMPENDIUM (3.5) - THE SHINING SOUTH (3.5) Price: +2 bonus Property: Ammo/Melee/Thrown Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: Critical 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. 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. Construction: Craft Magic Arms and Armor, enervation. Upgrade: Soulbreaker, Souldrinking. Editor: Ugh. I hate critical activation. I love level drain. It’s a push.

ENFEEBLING - BOOK OF EXALTED DEEDS (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Critical 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. Construction: Craft Magic Arms and Armor, ray of enfeeblement. Editor: Not a big fan of critical only WA, but this one does strength damage, not penalties, so it stacks with itself. At a mere +1 bonus, this is a must for anyone going the critical route.

ETHEREAL REAVER [SYNERGY] - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Melee Caster Level: 12th Aura: Strong; (DC 21) divination Activation: Wielded Prerequisite: Ghost Touch Description: This weapon appears ghostly, but it is as solid and unforgiving as any other of its type. An ethereal reaver weapon functions as a ghost touch weapon. In addition, such a weapon allows you to see invisible creatures as if you were subject to a see invisibility spell. Construction: Craft Magic Arms and Armor, see invisibility. Editor: So, if you buy ghost touch, maybe you’ll want to buy this, if you don’t plan on ever buying up the weapon abilities or bonuses. If you do, it will get expensive, fast. You would be far better off buying see invisible in a wearable wondrous item then having it in your blade. Not only will it be cheaper, but you will be able to keep it on all the time, not just when you are wielding a blade. Editor (Correction): Originally the price was a +3 bonus but included all the powers of ghost touch. So to be compliant with chapter 6 of the MIC concerning retroactive upgrades to WA, I have reduced the cost of ethereal reaver WA and made it a synergy WA with the prerequisite of ghost touch. In effect, the WA remains the same and costs the same, but the accounting is more accurate.

EVERBRIGHT - ARMS AND EQUIPMENT (3.0) - FAITHS AND PANTHEONS (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +2,000 gp Property: Any 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. 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 (Reflex DC 14 negates). An everbright weapon is also immune to acid damage and rusting effects. The wielder is not affected by the blinding ability. Construction: Craft Magic Arms and Armor, searing light. Editor (Blind): Unable to see. A blind character takes –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character. Editor: For a flat 2,000 gp you get to ignore rusting and can do a really lousy flash attack that might accidentally catch your allies if you aren’t careful. Don’t get it for the flash, get it for the immunity. And maybe you’ll find yourself out of options, alone, in a pit of evil, and maybe you could flash and buy yourself some time. Maybe you want to signal a passing dragon to come down and pick you up at night. Maybe you are floating in the water after your ship sank and want to get the attention of a passing tuna trawler. It’s mostly useless in combat, but I can think of a few reasons to make a bright flash of light.

EXHAUSTING - (3.0) - THE SHINING SOUTH (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Touch Attack 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. Construction: Craft Magic Arms and Armor, ray of exhaustion Editor (fatigued): A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Editor: What? Exhausting causes you to become… fatigued? And normally if you get fatigued while you are fatigued to become exhausted. But you can’t with this WA. Why is the Exhausting power called exhausting when it can’t exhaust anyone? Forget that the DC save sucks. It just doesn’t make any logical sense! By the math, you give up a +1 to gain the ability to maybe… MAYBE cause a target to go -1 to hit, -1 damage, and -1 to AC for 5 minutes. Words cannot describe how much I hate this WA.

EXIT WOUND - COMPLETE WARRIOR (3.5) Price: +2 bonus Property: Ranged Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: Attack Roll 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. Construction: Craft Magic Arms and Armor, Melf’s acid arrow. Synergy (Throwing/Distance) Take your two handed great sword. Power attack the crap out that sucker. Rage. Whatever to increase damage. Then, if you are a 5th level cleric, you cast Surge of Fortune for an auto 20. Throw your weapon. Hit everyone in a straight line for 100 feet. (max distance is 5 range increments.) Tack on teleporting so it comes back to your hand next round to do it again. BOOM goes the dynamite! Editor: This is a useful ability. 1d6 damage for +2 isn't horrible, but the real use of this ability is to mimic the feat "Penetrating Shot" [PHBII Pg. 73] without actually taking it. I just love this thing. Expensive for what it does, but in theory you could roll a 20 and have it go through a dozen targets. Remember, each additional target uses the same attack roll of the first target and a 20 always hits. So, I would actually consider banning this. Or, I would make you roll for every target after the first. Don’t think it’s that bad? Check this out… Editor (min/max math): Okay, Str 16, +1 Throwing/Distance/Exit Wound/Teleporting Heavy Pick I’m holding with two hands. I got a BAB: 7 as a cleric. I power attack for +7 which I add to my +3 for Str and since it’s with two hands, my damage is now 1d6+1d6+16. I cast surge of fortune a few rounds before, so now I get to throw it. I take the auto 20 and get lucky for a confirmed critical. Let’s say damage is a nice average 23. Now the critical is x4 for 92 points of damage to everyone in a straight line for 100 feet. Next round it appears in my hand and I look at the next row of targets, “Sorry to - pick- on you.”

EXPLOSIVE - COMPLETE WARRIOR (3.5) - HEROES OF BATTLE (3.5) Price: +2 bonus (+3 bonus for ranged weapons). Property: Any Caster Level: 10th Aura: Moderate; (DC 19) transmutation Activation: Touch Attack Description: This weapon is 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. Construction: Craft Magic Arms and Armor, shatter. Synergy (Wrathful Healing): Beat the crap out of your enemies while injuring yourself and healing at the same time. WHEE! Editor: Ugh. So you buy it in a reach weapon you only can poke people 10 feet away with, or you waste another +1 bonus to put it in a bow for… what? An extra 5 average damage to anyone standing in a 10’ cube? Is there something better to spend your money on? The only real use for this WA is with vicious and wrathful healing in a two handed something-or-other in the hands of a raging barbarian. Sure as hell will scare the crap out of anyone in his path. It’ll scare his allies. Damn, I wanna make this now. Greatclub of Oog the Masochist. This does have a role, but not in normal adventure. The biggest use of this is against armies and craptons of mooks; as such this is better on arrows than a bow, although getting an Explosive Bow for an army fight could be a solid option. The damage is sad for +2 (1d6 = average of 3.5 damage, the average for +1 abilities and this one allows a save) though so this has a very specific application and is going to suck outside that.

FEAR BURST - MINIATURES HANDBOOK (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Critical Duration: 1d4 rounds or 1 round 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. Construction: Craft Magic Arms and Armor; cause fear. Editor (cause fear): The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Editor (Shaken): A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Editor (Frightened): A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. Editor: I hate critical activation. I hate will saves. I hate DC 11 saves. I hate this WA. Fear just means you have to deal with them later, like when they regroup, heal, and call in reinforcements. Let’s not forget that anyone over 6 HD is immune. It’s for hitting commoners, little else.

FIERCE (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 19) transmutation Activation: Free (mental) Description: The weapon has faint runes carved into the blade that are very harsh and angular. If its wielder is willing to forgo the opportunity to evade foes, a fierce weapon can land tremendous blows. It allows the wielder to transfer some or all of his Dexterity bonus to damage rolls (reducing his Armor Class by the same amount). As a free action, the wielder chooses how to allocate his Dexterity bonus at the start of his turn, and the effect lasts until his next turn. Construction: Craft Magic Arms and Armor, bull’s strength. Editor: It’s like power attack except it uses dexterity instead of strength. Very useful for anyone who typically has a high Dex, like rogues and monks. Fair and balanced, this is a WA that I would have no problem allowing, even though it is 3.0 and never updated for 3.5. Excellent for the surprise round when you are backstabbing someone, then you can switch it back as you need it. Highly recommended for two handed weapons. Discouraged for anyone who uses weapon finesse. Good for those who want to maximize critical damage since this is multiplied by criticals.

FIERCEBANE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Wielded and Critical Prerequisite: Bane Description: Carved into the handle of this weapon is a single rune in the Gnome language representing the foe the weapon is dedicated to slaying. A fiercebane weapon excels at attacking one type or subtype of creature. It acts as a bane weapon against the creature type (and subtype, if relevant) to which its synergy prerequisite ability was attuned. Whenever it strikes its designated bane enemy, it begins to emit a low, eager hum, as if it were actually feeding off the victim’s life blood. A fiercebane weapon glows when a designated foe comes within 60 feet, even if you cannot see or detect it. In addition, the weapon deals extra damage on every successful critical hit. The amount depends on its critical multiplier, as shown below. Projectile weapons bestow this property upon their ammunition. Lore: Few rangers acquire the skills needed to create magic items, but the gnome ranger Tir Hearthand learned to hate at an early age. Unsatisfied with normal orc bane weapons, he devoted the last half of his life to creating the ultimate weapon for slaying orcs (Knowledge [arcana] or Knowledge [history]DC 20). The first fiercebane weapon was an orc bane scimitar sized for a gnome and named Hearthand, after its creator. Tir Hearthand wielded this weapon for many years, and it eventually achieved a near-legendary status. Gnomes with an interest in weaponcraft now believe it to be a potent artifact capable of striking dead any orc that even sets eyes upon it. The original weapon is believed to have been lost in the dark hills near the long-dead orc kingdom where Tir Hearthand met his end (Knowledge [arcana] or Knowledge [history] DC 30). Critical Multiplier (Extra Damage): x2 (1d10), x3 (2d10), x4 (3d10) Construction: Craft Magic Arms and Armor, summon monster I. Editor: I hate critical activation. I love 60’ warning field of approaching enemy. “I shall call you… Sting!” (No, the sword from The Hobbit, not the singer!)

FINDER - UNDERDARK (3.5) Price: +4,800 gp Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) divination Activation: Wielded 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. Construction: Craft Magic Arms and Armor, divination. Editor: So you get a total +12 to skills, only one of which you will use with any regularity. It only works underground. It’s an insight bonus, which stacks with most things, and it’s a flat cost. When you run out of things to spend money on…

FINESSE - EBERRON CAMPAIGN SETTING (3.5) Price: +3 bonus Property: Light/Finesse Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Wielded 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. Construction: Bind Elemental, lesser planar binding. Editor: Okay, the only way to get weapon finesse without buying the feat. So why orange? Because the limited number of weapons you can use it on. The +2 enhancement bonus to Dex is nice, but a waste because if you can afford a +3 bonus, you can afford a better dexterity enhancement wondrous item. Besides, air elementals are nice. Let him out of the sword. That said, if you are going to use this, I know what the description says, you can use it on any light weapon, or any weapon that has the sub- property finesse. In other words, if you could apply the finesse feat to it, you can apply this WSA.

FIRE ELEMENTAL POWER, LARGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Flaming Description: A fire elemental power weapon is flashy and ostentatious compared with other weapons of the same basic type. Flames are etched into its blade or handle, and graven or molded flames figure prominently in other aspects of its design. The pommel or crest is always set with a single ruby. A fire elemental power weapon seems to crackle when wielded. As it cuts through the air, the wielder hears the faint roar of flames and smells a hint of smoke. When used to summon a fire elemental, the weapon appears to become liquid flame, although it does not burn the wielder. A fire elemental power weapon allows its wielder to summon forth a powerful fire elemental and communicate with it in its native language once per day. This creature serves the wielder both in and out of combat. A weapon with this ability allows the wielder to summon a powerful fire elemental ally. The exact kind of fire elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder fire elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows: Large (11 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 Ignan language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with a fire elemental power weapon can burn through a door, set a field alight, or perform special combat maneuvers, such as the aid another action. Lore: Characters can gain the following pieces of information about the fire elemental power ability by making Knowledge (history) or Knowledge (arcana) checks at the appropriate DCs, as given below. DC 20: Revelh Gnockrian was a young half-elf apprenticed to the master elf weaponsmith Limbuth Shadarrahn, who made the first air elemental power weapon. A promising student, Revelh quickly decided that elements other than air could be harnessed in a similar fashion. DC 30: Known among his fellow apprentices as Flametongue, both for his favorite sort of weapon and for the trouble his human temper could lead him into, Revelh began to experiment with flaming weapons. He was the first to discover that the processes used to create one sort of elemental power weapon could not be used to create another sort. So using new methods and techniques, he constructed the first fire elemental power weapon, a longsword called Scorch. Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Editor (Flaming): Now, when you take this, you lose the flaming WA, but you can gain it back by taking energy surge or flaming burst. If you take both, they stack and you gain 2d6 fire damage. Editor: See air elemental power.

FIRE ELEMENTAL POWER, HUGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 13th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Large Fire Elemental Power Description: See Large Fire Elemental Power This behaves just like Large Fire Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 13 rounds. You summon a Huge Fire elemental. Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball plus summon monster VII Upgrade: Greater Fire Elemental Power

FIRE ELEMENTAL POWER, GREATER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Huge Fire Elemental Power Description: See Large Fire Elemental Power This behaves just like Large Fire Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 15 rounds. You summon a Greater Fire elemental. Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball plus summon monster VIII Upgrade: Elder Fire Elemental Power

FIRE ELEMENTAL POWER, ELDER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 17th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Greater Fire Elemental Power Description: See Large Fire Elemental Power This behaves just like Large Fire Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 17 rounds. You summon an Elder Fire elemental. Construction: Craft Magic Arms and Armor plus flame blade, flame strike, or fireball plus summon monster IX

FLAMING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 10th Aura: Moderate evocation; (DC 19) evocation Activation: Standard (command) and Touch Attack 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. Construction: Craft Magic Arms and Armor and flame blade, flame strike, or fireball. Alternate: Corrosive, Frost, Shock. Upgrade: Burning, Energy Surge, Fire Elemental Power, Flaming Burst Editor: It does +1d6 fire damage. Meh.

FLAMING BURST [SYNERGY] - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and Critical Prerequisite: Flaming 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, a flaming burst weapon deals extra fire damage on a critical depending on the critical. 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. Critical Multiplier (Fire Damage): x2 (1d10), x3 (2d10), x4 (3d10) Construction: Craft Magic Arms and Armor and flame blade, flame strike, or fireball. Alternate: Acidic Burst, Icy Burst, Shocking Burst. Editor: Unless you are into critical hits, don’t. Get energy surge before you get this.

FLESHGRINDING - BOOK OF VILE DARKNESS (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Piercing/Slashing Melee 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. 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 a creature other than you has pulled the weapon free and still holds it. Construction: Craft Magic Arms and Armor, animate objects. Editor (Returning): remember, the weapon returns to the square you were in when you started the WA, not the square you are currently in. Consider asking your DM if you can use Teleporting instead. It’s the same cost so he should allow it. If he won’t, ask if you can buy it separately. Editor: Evil. Just evil. I love it. This is for the guy who has a bunch of dancing or fleshgrinding weapons with a dash of eager. You draw as a free action. Attack and let it stick in the guy. Attack and let it fight on it’s own. Attack and let it stick in the guy. Eventually they come back to your hand and you repeat the process.

FLY - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +16,200 gp Property: Any Weapon Caster Level: 5th Duration: 5 minutes Aura: Faint; (DC 17) transmutation Activation: Standard (command) Up to three times a day, by holding the weapon aloft in one hand and speaking the command word, the wielder can fly for up to 5 minutes, almost as if using the fly spell. The weapon pulls the character through the air, so the character cannot use the arm holding the weapon while flying. The character need not hold the weapon in his primary hand, and can use his free hand to attack or perform other actions. Construction: Craft Magic Arms and Armor, fly. Synergy (Wind Wall): Raining death down on your enemies from 80 feet up puts you outside of range from hand to hand as well as close range for most spellcasters. Casting wind wall takes care of most projectile attacks. Just remember it works both ways, so don’t plan on using arrows with this trick. Editor (Fly): The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. Editor (Name Change): This used to be called Flying, just like the magic of faerun WA below, but the two had very different effects. They had the same name, but it was clear that one was not a revision of the previous. Since Flying [ORIENTAL ADVENTURES] seemed needlessly long, this WA’s name was shortened to Fly. Editor (Disarming): What happens if you are disarmed? Well, reading the WA description carefully, you speak the command word then you can fly, but the weapon pulls you through the air, so you need to keep holding it. That being the case, I would assume this is more like a flying carpet then the fly spell, so you would fall and the sword would remain hovering, unattended, until the duration was up. Editor: 15 minutes of fly a day for 16,200 gp. Kinda on the expensive side, but a wand of fly would be 11,250 gp. If you like flying all over the place while holding your sword over your head and shouting, “The power of Blah Blah Blah!” Then this might be for you.

FLYING (3.0) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — A flying weapon can fly at speed 30 feet and is treated as an animated object with hardness and hit points equal to a typical weapon of its kind. A flying weapon follows orders subject to the limits of its ability (it has no Intelligence) but can be ordered to guard a location just as an animated skeleton can. Construction: Craft Magic Arms and Armor, animate objects, fly, or telekinesis. Synergy (Eager): Dropping a weapon is a free action. If it is flying, it can instead just float there at the ready. If it is eager, you can “draw” it as a free action. So if all your weapons were flying and eager, they just float around near you and you can pick and choose as you desire. Synergy (Opposable): If you make a flying opposable weapon, it could, in theory, pick up things and carry them. Talk to your DM before doing this, as he may think it is silly and disallow it on principle. Editor (Thrown): You can make any weapon flying, but thrown weapons cannot throw themselves. They have nothing to leverage themselves against. They are limited to 30 feet when attacking (which is a move action) and they then attack at a range of 0, so they have no range penalties. Editor (Projectile): Projectile weapons have a problem. They aren’t self loading (except for a crossbow, if you buy Quick Loading). You can get around this when you buy flying for your ammo. While an arrow can be used as a melee weapon, it is an improvised weapon. That is not a typical use for ammunition. the weapon is a “typical weapon of its kind.” Ergo, flying ammo cannot attack on it’s own. Flying ammo can load itself, however. So a cloud of flying arrows floating next to a flying greatbow could load itself and shoot you, as an animated object. The arrows cannot fly at you and poke you with 50 separate attacks. They don’t “know” how as this is not typical behavior for ammo. Editor (Strength Bow): You can make a flying strength bow, but then it could not pull itself, because it only has a strength of 10. Editor (Monk Abuse): Okay, considering that a monk’s body is an unarmed and armed strike, you can put this in an amulet of natural weapons or a BoS. You are now, technically, an animated object. For a monk this is just amazing. Not only can he have his body move him into position, allowing him to set up flurry with ease, but it gets a 40ft land speed due to having legs (if you have a need for speed, there's a maug graft that gives you wheels. Plus it can't be damaged, though it can be dispelled (or separated from him if the enchantment comes from an item). If you're about to die you can even order your corpse to run away and seek out a cleric! Now, it definitely gives you 30 feet of flying, which should be independent of your normal movement. However, you do need to order your body to do the flying, so a silence field would stop this. The 40 feet of land movement is REALLY iffy, but by RAW, it works. As for your corpse continuing to be a “weapon” after you are dead, well, that is a DM call. The minute you are dead you are no longer a monk, but zombies get a slam attack, so I suppose a dead body would be considered a Slam attack. Even if your DM has a grand mal seizure over this, you can focus on just getting flying 30 feet, but more importantly, set up conditional statements for your body. When you sleep, your body watches for assassins. When you die, seek out the nearest cleric. When you get incapacitated, fly away. Now, if you die and your body starts doing things, that could be an issue. Once down to -10, you become a corpse. Going off the rules for zombies, your average human corpse has 2d12 hit points, or 13 hit points on average before you are “destroyed”. A kind DM will give your animated corpse down to -10 hit points again. Also, you would be immune to bleeding. When reduced to negatives, your body would fall down, helpless. If reduced to -10 hit points a second time, your body is destroyed entirely and raise dead is no longer an option. Editor: Animated objects suck in combat. That said, maybe you want some animated objects hanging around while you sleep.

FOCUS - ORIENTAL ADVENTURES (3.0) (3.5 Update) Price: +640 gp Property: Katana Caster Level: 5th Aura: Faint; (DC 17) Divination Activation: Held A focus weapon adds a +4 insight bonus to the wielder’s Iaijutsu Focus checks while carrying the weapon, even if the weapon is sheathed. Construction: Craft Magic Arms and Armor, true strike. Synergy (Blurstrike/Eager): Blurstrike makes your target flat-footed. This skill requires your target be flat- footed. Eager lets you pull your weapon as a free action. Do I need to make it any more clear? Editor (Iaijutsu Focus[cha]): Use this skill to gather your personal energy (ki) in an iaijutsu duel. If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat. In an iaijutsu duel you and your opponent make opposed Iaijutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table. You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects. Iaitjutsu Focus Check Result (Extra Damage): 10–14 +1d6, 15–19 +2d6, 20–24 +3d6, 25–29 +4d6, 30– 34 +5d6, 35–39 +6d6, 40–44 +7d6, 45–49 +8d6, 50+ +9d6 (maximum) Editor: Way past campaign specific. However, it is one of the best kills ever created all the same. Look at that extra dice! Alas, it is unlikely a DM will ever allow anyone who is not playing OA to take. Still, it’s a sneak attacker’s wet dream. Not to mention blurstrike and eager really takes this skill to the next level. I like it. I’d never allow it for anyone who wasn’t a samurai, but I like it.

FORCE - ARMS AND EQUIPMENT (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Projectile Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: Attack Roll Description: This weapon appears translucent, as though its substance is not entirely of this world. 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. Construction: Craft Magic Arms and Armor, magic missile. Editor: You ever see the cartoon Dungeons and Dragons? Remember the blond kid and his bow? There you go. Archers usually have relatively low damage per arrow. That means Damage Reduction is a real bitch (save for very specific Sniper-builds). Enter Force. This +2 ability allows you to completely ignore Damage Reduction against everything except the Über Epic monster Force Dragon (CR Larger Than You'll Ever Face). Not only that, but it gives you perfect accuracy against Incorporeals and Ethereals. Oh, and since your arrow becomes Force Attack, Windwall - the perennial bane of Archers everywhere - doesn't work against it either. In other words, for a simple +2 ability, you get to ignore three of the biggest thorns Archers face. Thank you sir, may I have another? Even archers with natural abilities to overcome DR will want to consider this. The only reason not to get Force bow is if you already happen to have Energy Bow (or play in a campaign without MIC).

FRIGHTFUL (3.0) - DEITIES AND DEMIGODS (3.0) Price: +3 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 19) necromancy Activation: Touch Attack This weapon makes an unearthly wailing noise whenever the wielder attacks. This sonic, mind-affecting fear effect extends in a 30-foot burst. The wielder’s allies are not affected, but foes who are not the target of the weapon’s attack must make Will saves (DC 16). Those who fail their saves become shaken for 3d6 rounds. Targets of the weapon’s attack become panicked for 3d6 rounds if they fail their saving throws. Foes who make successful saving throws are unaffected by the weapon’s power for one day. Construction: Craft Magic Arms and Armor, fear. Editor: Works all the time, and is just awesome. Too awesome. A fear effect in a 30 ft radius EVERY ATTACK? You want this with Subjugating and all will cower at your feet. DMs should consider banning this. Of course it is most effective when you are dealing with large crowds of enemies. Since it stops working after the first save, against small groups, it’s hit or miss. Especially it is likely that b y the time you can afford this, your BBEG enemies will be making the saving throw without even trying. So this is more of a way to deal with minions.

FROST Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: Standard (command) and Touch Attack 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. Construction: Craft Magic Arms and Armor, chill metal or ice storm. Alternate: Corrosive, Flaming, Shock. Upgrade: Energy Surge, Icy Burst, Water Elemental Power. Editor: +1d6 cold damage. Whee.

FURIOUS (3.0) - ORIENTAL ADVENTURES (3.0) Price: +2 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: Wielded A furious weapon enhances the rage of a character with that class ability (including a barbarian, a Hida defender, a singh rager, or a Moto avenger). When raging and wielding the furious weapon, the bonuses granted by the rage increase to +6 Strength, +6 Constitution, and +3 on Will saves. If the character has the greater rage ability (or its equivalent), these bonuses rise to +8 Strength, +8 Constitution, and +4 on Will saves. Construction: Craft Magic Arms and Armor, emotion. Editor: Another +2 to Str and con is good. A +2 bonus is kinda steep price, but for the true rage fan, it works very well.

FURY - HEROES OF BATTLE (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) Enchantment Activation: Rage and Wielded A weapon with this property deals an extra 1d6 points of damage when the wielder is raging. Construction: Craft Magic Arms and Armor, rage. Editor: If you like to rage with one handed weapons, this is good.

GHOST BANE (3.0) - (3.0) Price: +2 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 17) Enchantment Activation: Attack Roll This special ability functions like the bane weapon ability, except the effective enhancement bonus and extra damage apply only to ghosts, regardless of alignment. Construction: Craft Magic Arms and Armor, disrupt ectoplasm. Editor: Ghosts are undead. Undead is an available bane target. You don’t even gain the ability to hit insubstantial targets. This is useless.

GHOST STRIKE [SYNERGY] - (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 20) conjuration Activation: Attack Roll Prerequisite: Ghost Touch Description: Fine tendrils of white smoke slowly rise from this weapon’s surface. A ghost strike weapon functions as a ghost touch weapon. In addition, sneak attacks and critical hits made with a ghost strike weapon against an undead creature affect it as if it were a living creature. Construction: Craft Magic Arms and Armor, undeath to death. Editor: The redeeming value of this is it allows you to sneak attack and critical hit the undead. For a rogue, this is just awesome.

GHOST TOUCH - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Attack Roll 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. Construction: Craft Magic Arms and Armor, plane shift. Upgrade: Ethereal Reaver, Ghost Strike, Incorporeal Binding. Editor: It’s one of those powers you wish you had every once in a while, but not enough to want to pop for the gold. There are spells which do the same thing as this WA, but your spellcaster might not always be available. Ghost strike is cool. Being able to critical hit undead is nice, especially for rogues, and you can’t have it without buying this.

GRASPING (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Wielded A grasping weapon is more effective when attempting to trip or disarm an opponent. It grants its wielder a +2 circumstance bonus on trip and disarm attempts. Disarm attempts made with grasping weapons do not provoke attacks of opportunity. Construction: Craft Magic Arms and Armor, web. Editor: Okay, you get improved disarm, but at half the bonus. A +2 instead of a +4. It costs you a +2 bonus in your weapon. If you buy improved disarm, then a +2 to your weapon would be more effective then this feat, which is only +2 on the attempt.

HARMONY (3.0) - ARMS AND EQUIPMENT (3.0) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Wielded Harmony weapons help their wielders press the advantage against a flanked opponent. When flanking an opponent, the wielder of this weapon gains a +4 bonus on attacks rather than the normal +2 bonus for flanking. Construction: Craft Magic Arms and Armor, detect thoughts. Editor: give up a +1 for a +2 that only works during flanking. If you are building an assassination weapon, well, this might be okay, but only if you made a few and shared them with a group. Now, a group of rogues who all have harmony daggers. That might be an interesting NPC organization.

HARMONIZING - CITY OF SPLENDORS WATERDEEP (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) illusion Activation: Wielded; see text Description: A strange melody seems to emanate from within this weapon. A harmonizing weapon accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. In addition, if you hold a harmonizing weapon when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action. Construction: Craft Magic Arms and Armor, ghost sound, bardic music. Editor: If you are a bard who wants a “singing sword”, this is the WA for you. Bards aren’t popular, but this might help make you more useful, so you can buff the rest of your party, then do something useful while your blade keeps the effect going. I recommend it in every weapon you can wield because there is nothing that says you can’t have three different bardic music effects running at the same time. It doesn’t even say you have to keep holding the weapon. You could hold the dagger. Start the music effect, then put it back in it’s sheath, or drop it on the ground, or if your DM is a pain about it being held the whole time, buy flying or dancing.

HEARTFINDER (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Piercing Melee Caster Level: 9th Aura: Moderate; (DC 19) divination Activation: Attack Roll This weapon allows its wielder to strike particularly vulnerable areas of a foe. Much like a rogue’s sneak attack ability, heartfinder weapons deal extra damage to flat-footed or flanked foes. Any time the wielder’s target would be denied its Dexterity bonus to AC, or when the wielder flanks the target, this weapon deals an additional 1d6 points of damage. This bonus damage has no effect against creatures that are immune to critical hits. Construction: Craft Magic Arms and Armor, keen edge. Editor: Of the three, heartfinder is the last WA you will get, after assassination and deadly precision, in that order, when it comes to sneak attack damage. But, if you want to go for overkill in the backstabbing department, waste your money and pick this one up as well.

HEAVENLY BURST - BOOK OF EXALTED DEEDS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Critical Description: This weapon emits a low hum that sounds distinctly like a chorus chanting slowly. On a critical hit against an evil creature, a heavenly burst weapon discharges a shower of radiance that deals 3d6 points of damage to the target and blinds it for 1 round. A successful DC 14 Fortitude save negates the blindness. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, holy smite. Editor (Blind): Unable to see. A blind character takes –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character. Editor: A really nice power that relies on criticals. Sigh.

HIDEAWAY - MAGIC ITEM COMPENDIUM (3.5) - RACES OF THE WILD (3.5) Price: +2,000 gp Property: Any 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. 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. Construction: Craft Magic Arms and Armor, shrink item. Editor: Sizing would work much better, but this is far cheaper. Best for use with sneaky people.

HOLY - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) evocation [good] Activation: — 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. Construction: Craft Magic Arms and Armor, holy smite, creator must be good. Upgrade: Holy Surge. Alternate: Anarchic, Aquan, Auran, Axiomatic, Ignan, Terran, Unholy. Editor (Evil): As per the FAQ, evil is anyone who has the evil alignment, or anyone who has the evil subtype, regardless of his current alignment. Editor: See Anarchic. Editor: Let's face it, most campaigns have evil guys as the prominent enemies. Holy is a +2 ability that works on all of them. And it gives you the equivalent to two dice of elemental damage vs. each and every one. Oh, and it makes your weapon good for passing Damage Reduction (and archer can just have arrows/bolts of different materials around to switch as needed essentially allowing you bypass all Good and X-DRs; much easier than trying to have the right melee weapon). Not much to say, if you can afford it, it's one of the best abilities to get.

HOLY SURGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 20) evocation [good] Activation: — and swift (command) Prerequisite: Holy Description: This elegant weapon appears smooth and pristine. Characters who serve gods of valor, honor, and other lofty principles craft these weapons of pure goodness for themselves and others who share their values. A holy surge weapon functions as a holy weapon. This is a continuous effect and requires no activation. In addition, on a successful melee attack with a holy surge weapon, you can command it to emit a burst of holy energy. Against an evil target, this burst deals an extra 3d6 points of damage. If used against a non-evil creature, it deals no additional damage, and that use of the property is wasted. This ability is usable a number of times per day equal to 1 + your Cha bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. Construction: Craft Magic Arms and Armor, holy smite or holy word. Editor: Surging damage is great and this works against evil. Good choice for a paladin.

HOMELAND CHAMPION - CHAMPIONS OF VALOR (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) conjuration Activation: — 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 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. Construction: Craft Magic Arms and Armor, Defender of the Homeland. Alternate: Bane, Magebane, Shadowscourge. Editor: So, it only works against evil, in my homeland, IF I have taken the defender of the homeland feat. Not, enemy of the homeland, but evil. An enemy of the homeland gains a negative level holding it, but an evil dude who likes your country does not lose a negative level. Kill it. Kill it with fire.

HORNBLADE (3.0) - RACES OF FAERUN (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 10th Aura: Moderate; (DC 19) transmutation Activation: — This special ability was developed by gnomes and halflings to allow them to use larger weapons. In the hands of a halfling or gnome, a hornblade weapon is treated as one size category smaller than its actual size for the purpose of determining if the weapon is light, one-handed, two-handed, or too large to use. For example, a Medium longsword is normally a two-handed weapon for a Small creature, but if it were a hornblade longsword it would be treated as a Small weapon when held by a gnome or halfling, allowing them to wield it one-handed. The weapon is considered a normal weapon of its type for the purpose of feats such as Weapon Focus. The weapon functions normally for anyone other than a gnome or halfling. Most hornblades are short swords or longswords with curving blades, although in rare cases spears are given this special ability. The first hornblades were crafted from actual animal horns or antlers, and many are decorated with bits of horn or designs that resemble horns. Construction: Craft Magic Arms and Armor, shrink item. Editor: +1 bonus for a minor increase in damage. However, since the weapon is “smaller”, you can stack it with monkey grip.

HUNTING - MAGIC ITEM COMPENDIUM (3.5) - MASTERS OF THE WILD (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 6th Aura: Moderate; (DC 18) abjuration Activation: — Description: This weapon bears tooth-like inscriptions across its surface. A hunting weapon increases your bonus on weapon damage rolls by 4 against your favored enemies. Construction: Craft Magic Arms and Armor, greater magic fang. Editor: If you are a ranger and have favored enemies, then this isn’t a bad trade off, especially since it adds to base damage without rolling dice. That means it stacks with criticals, unlike bane.

ICY BURST [SYNERGY] - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and Critical Prerequisite: Frost 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 extra cold damage on a successful critical hit based on the critical multiplier. 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. Critical Multiplier (Cold Damage): x2 (1d10), x3 (2d10), x4 (3d10) Construction: Craft Magic Arms and Armor, chill metal or ice storm. Alternate: Acidic Burst, Flaming Burst, Shocking Burst. Editor: Unless you are into critical hits, don’t. Get energy surge before you get this.

IGNAN - MAGIC ITEM COMPENDIUM (3.5) - PLANAR HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation [fire] Activation: — Description: Tiny flames constantly flicker along the surface of this red-tinted weapon. Its grip is inlaid with amber in a flame-like design. 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. Construction: Craft Magic Arms and Armor, fire subtype. Alternate: Anarchic, Aquan, Auran, Axiomatic, Holy, Terran, Unholy. Editor: See Anarchic.

ILLITHIDWROUGHT - UNDERDARK (3.5) Price: +2 bonus Property: Any Weapon Caster Level: 8th Aura: Moderate; (DC 19) divination Activation: — Weapons with this ability are common enough within the confines of -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. Construction: Craft Magic Arms and Armor or Craft Psionic Arms and Armor, psionic creature. Editor: Good for DMs, bad for players unless you have a very specific build in mind.

ILLUMINATING - MAGIC ITEM COMPENDIUM (3.5) Price: +500 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Description: A sunburst set with topaz flecks gleams upon this weapon. When drawn, an illuminating weapon glows with pure white light, brightly illuminating a 20-foot-radius area and providing shadowy illumination for another 20 feet beyond that. Construction: Craft Magic Arms and Armor, light. Editor (Light Generation): At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding. Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. (Source: DMG) Editor: Oh look, no need for a light source. Oh look, we can’t turn it off when we have the weapon out. Oh look, we are surrounded by monsters. If I was creating weapons only usable by my minions, I would pop for this, just because it would mean my minions can’t sneak off, and no hero is going to use the glow stick that can’t be shut off. Editor (What does it mean): Double rainbows aside, this WSA comes from MIC. So does that mean that the DMG’s light generation has been replaced with a cost of +500 gp to make your weapon glow? I don’t think so. A correction to the DMG would require more documentation then this. I suspect that this was just poorly thought out, or that it needs to have the following correction. Note, even with the correction, this WSA sucks. Editor (Suggested Addendum): “You can turn this WSA on and off as a free action.”

ILLUSION BANE - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 10th Aura: Moderate; (DC 20) divination Activation: — and swift (command) Description: Worked into the grip of this weapon is an iron cross set in the center of two concentric circles. Any attack with an illusion bane weapon ignores any miss chance created by an illusion effect (including effects that mimic illusions, such as a displacer beast’s displacement effect). However, you must still target the correct square when making an attack against a target that has total concealment. This is a continuous effect and requires no activation. In addition, once per day you can activate an illusion bane weapon to destroy illusion effects. This ability can take one of two forms: After hitting a creature, you can activate the weapon in the same round to make a dispel check (1d20+10) against each illusion spell currently affecting the target. This effect essentially acts as a targeted dispel magic spell, but it functions only against magic of the illusion school. You must make a separate check for each illusion spell affecting the target. Alternatively, you can attempt to dispel a single illusion by touching it with the illusion bane weapon and speaking the appropriate command word. For example, touching a silent image spell (or an image generated by the mirror image spell) with the weapon subjects it to the dispel check immediately. A successful check against any part of the illusion dispels the whole effect, so dispelling one mirror image ends the spell entirely for the target creature. Lore: The illusion bane property was created by a sect of the church of St. Cuthbert whose members despised illusionists and desired a way to destroy their protective illusions (Knowledge [religion] DC 20). An illusion bane weapon functions much like the dispel magic spell, but only against illusion effects (Knowledge [arcana] DC 25). Construction: Craft Magic Arms and Armor, true seeing, dispel magic. Upgrade: Illusion Theft. Editor: Yes. Awesome. It overcomes so much.

ILLUSION THEFT [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Any Weapon Caster Level: 17th Aura: Strong; (DC 23) divination Activation: Standard (command) 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. An illusion theft weapon functions as an illusion bane weapon (see above). 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 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. Construction: Craft Magic Arms and Armor, true seeing, dispel magic. Editor: Nice, but in a very specific sort of way. Only good for really creative thinkers would want to put 9th level illusions in their weapons.

IMPACT - ARMS AND EQUIPMENT (3.0) - FAITHS AND PANTHEONS (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - PSIONICS HANDBOOK (3.0) Price: +1 Bonus Property: Bludgeoning Ammo/Melee/Thrown Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: — Description: This weapon seems heavier than a typical weapon of its type, and its head and haft have a square design. An impact weapon has double the threat range of a normal weapon of its type. For example, an impact quarterstaff scores a threat on a roll of 19–20, and an impact heavy flail scores a threat on a roll of 17–20. This effect doesn’t stack with any other effect that expands a weapon’s critical threat range. Construction: Craft Magic Arms and Armor, weapon of impact. Alternate: Keen. Editor: Criticals suck, unless you are trying to make a go of it. Then you need to stack all the critical bonuses on top of each other that you can. You can make it work, but it’s effort. It might help if you have a DM who doesn’t bother to confirm criticals. Check with your DM to see if he wants combat to be on the deadly side.

IMPALING - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Piercing Melee Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Description: This weapon has a particularly sharp and slim point. Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. You must declare that you are using this property before making your attack roll. If the attack misses, the use is wasted. Construction: Craft Magic Arms and Armor, find the gap. Editor: This puts brilliant energy to shame. It just doesn’t last as long. Alas, a touch attack doesn’t take care of Dex AC, so you can’t use this to sneak attack. But it’s still awesome for when you absolutely need to hit someone.

IMPEDANCE - MAGIC ITEM COMPENDIUM (3.5) - PLANAR HANDBOOK (3.5) Price: +2 bonus Property: Any 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. An impedance weapon mimics the impeded magic planar trait. When you use it to strike a creature, the target’s ability to cast spells or use spell-like 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. Construction: Craft Magic Arms and Armor, antimagic field. Editor: Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all.

IMPLACABLE - MAGIC ITEM COMPENDIUM (3.5) Price: +3 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 18) necromancy Activation: — Description: This weapon has a lustrous purple sheen. 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. Construction: Craft Magic Arms and Armor, vampiric touch. Editor: This replaces greater wounding from 2 (3.0) It is an awesome power. If you are a two weapon fighter, into maxing out your AoO, or anything that involves as many different hits in a round as possible, you need this. Trust me, the bleeding will snowball very quickly in the right hands.

INCORPOREAL BINDING [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: — Prerequisite: Ghost touch Description: This weapon is simple in design and appears misty gray, even though the base material used in its construction has a distinct color of its own. An incorporeal binding weapon functions as a ghost touch weapon. In addition, when this weapon strikes an incorporeal creature, it emits a single pulse of gray energy that temporarily anchors the target more firmly to the material world. An incorporeal creature damaged by this weapon loses the benefit of its incorporeal miss chance (50%) and its 50% chance to ignore spells for 1 round. It does, however, retain all other benefits of incorporealness, including immunity to all non-magical attack forms, the ability to pass through solid objects, and a deflection bonus to AC equal to its Charisma bonus (if any). Construction: Craft Magic Arms and Armor, dimensional anchor, plane shift. Editor: Just call it, I hate ghosts. Not only will you hit the ghost, but you will give your allies a chance to hit ghosts. If you are a team player, this steps up to blue.

INITIATIVE - ORIENTAL ADVENTURES (3.0) (3.5 Update) Price: +20,000 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Held An initiative weapon gives its bearer a +2 luck bonus on initiative checks made while carrying the weapon. Construction: Craft Magic Arms and Armor, haste. Editor: The only thing this has going for it is that it’s a luck bonus, and that it’s a flat cost, not a bonus. When you run out of things to spend money on, consider this.

INTERCEPTING - FORGE OF WAR (3.5) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: Free (command) Weight: — Description: You find the weapon unusually light for its length, and remarkably easy to swing into position. It has a spiked end-cap at the base of the haft. This weapon grants you one extra attack in a round. If a foe attempts to charge, bull rush, overrun, or grapple you, you make a single melee attack against that foe before he attempts his action. This attack is not an attack of opportunity, which means it functions against targets that normally do not provoke attacks of opportunity when they attempt such special maneuvers. If you make a successful intercepting attack against a charging, bull rushing, or overrunning opponent, the weapon deals double damage. In addition, if the attack lands against a charging opponent, that foe loses the normal +2 bonus to hit due to the charge, but retains the associated Armor Class penalty. Construction: Craft Magic Arms and Armor, cat’s grace. Editor (RAW): This is written wrong. The first line states, “This weapon grants you one extra attack in a round.” End of statement. Technically, by RAW, as a free action, you speak the command word and get an extra attack. Furthermore, since it is a free action and not an immediate action, you can never activate the power to actually intercept someone’s attack, because you can only activate it on your turn, not on your attacker’s. Although you could make a case that you activate it on your turn and hold the action to use later. In fact, it doesn’t even say this extra action has to be with the weapon. You could cast a spell, for instance. For a +1 WSA, this is flat out BROKEN. As DM, you should use the RAI below. As a player, maybe you can get this past your DM, if he’s playing an ultra-RAW campaign. But should you? Editor (RAI): I would guess that the intent was that this was an immediate action, not a free one. It can only be used to attack a foe who charges, bull rushes, overruns, or tries to grapple you. If he attempts any of these maneuvers against anyone else, you can’t use the WSA, even if he’s running past you. You have to use the weapon in the attack, it doesn’t give you ANY free attack. If you do use it, then the extra perks kick in. This is how everyone views it, this is the intent. Editor: Extra attacks are good, very limited extra attacks aren’t. Now me? I never bother with bull rush, over run, and I very rarely grapple and charge. It’s simply too much of a hassle. At lower levels I used it more. After the PCs achieved double digit levels, those attacks fell to the wayside. You have to feel out your DM. Does he enjoy charging/pouncing/raging barbarians? Then this is a wise investment. Outfitting a platoon of NPCs against charging horses? Again, a good choice. Dungeon crawling sneaky guy or wizard who hangs in the back? This is not for you. So while it’s cheap and useful, the limits and extra work of keeping track of when it applies reduces this to an average WSA overall. Editor (Breaking The Game): Even if you could only use this while grappled, it might still be useful if you buy it for ALL your weapons. Like, two boot blades, two knee blades, two elbow blades, Spiked and Razored armor, and a helmet. The perfered weapon to use would be an elvencrafted longbow with a bow blade (gives you three more melee weapons at the ready). In theory, every weapon could attack as a free action if any of the conditions are met.

JUMPING (3.0) - MAGIC OF FAERUN (3.0) Price: +13,750 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — When grasped, the weapon acts as a ring of feather falling. Once every other round, the wielder can jump with a +30 bonus on the Jump check. The character’s height does not limit the distance jumped. Construction: Craft Magic Arms and Armor, jump, mage hand. Editor (Ring of feather fall): It is activated immediately if the wearer falls more than 5 feet. The affected creature falls slowly. Feather fall instantly changes the rate at which the target falls to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subject takes no damage upon landing while the spell is in effect. Unlike the feather fall spell, this lasts until the wearer lands and never expires. Editor: Underpriced and very effective and it doesn’t eat up your bonus types. True, it’s every other round, but if you are doing the old death from above combo, you would have to take a round to back up 10 feet anyways. The downside is, if you aren’t a jumper, it’s a waste of cash. Oh, to put things in perspective, a ring of feather falling is 2,200 gp and an improved ring of jumping (+10 to jump) is 10,000 gp) Editor (Rules Abuse): If you really like jumping every round, consider getting a double headed weapon and putting it in both ends. True, the feather fall doesn’t stack, but you can alternate your use of the jumping. (credit to the wife for being awesome)

KEEN - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Piercing/Slashing Melee Caster Level: 10th Aura: Moderate; (DC 19) transmutation Activation: — 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). Construction: Craft Magic Arms and Armor, keen edge. Alternate: Impact. Editor: Criticals suck, unless you are trying to make a go of it. Then you need to stack all the critical bonuses on top of each other that you can. You can make it work, but it’s effort. It might help if you have a DM who doesn’t bother to confirm criticals. Check with your DM to see if he wants combat to be on the deadly side.

KEEPER’S FANG - EBERRON CAMPAIGN SETTING (3.5) Price: +4 bonus Property: Melee Caster Level: 17th Aura: Strong; (DC 22) Necromancy Activation: — Description: A Keeper's fang weapon has been consecrated to the Lord of Death, and incorporates a Khyber shard into the hilt. 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. 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. Construction: Craft Magic Arms and Armor, align weapon, soul bind. Editor: Unless you want to make sure they stay dead, this is useless. Besides, this doesn’t, it just makes it harder to get them back, this is a waste of money.

KI FOCUS - ARMS AND EQUIPMENT (3.0) - DUNGEON MASTER’S GUIDE (3.5) - (3.0) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: — 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. Construction: Craft Magic Arms and Armor, creator must be a monk. Editor: It sucks for even a monk to take it, so move on. First of all, it says that a monk can use his stunning attack and stunning fist through the weapon. That’s the same thing. Who plays a monk long enough to take quivering palm? And read it carefully, it doesn’t allow you to use your monk unarmed damage through the weapon. The point of a monk using a monk weapon is so he can use the weapon’s critical hit range and multiplier along with his unarmed damage. Its crap like this that makes everyone think monks suck.

KNOCKBACK - ARMS AND EQUIPMENT (3.0) - COMPLETE WARRIOR (3.5) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Swift (command) Description: This weapon looks broader and thicker than a typical item of its type. A ram’s head with curling horns decorates its head or hilt. Three times per day, you can activate this weapon and use it to drive your opponent back. The next time you hit a creature with the weapon before the end of your turn, the target must succeed on a DC 19 Fortitude save or be pushed back 5 feet. If the target can’t move back, this ability has no effect. The knockback property works only on creatures of your own size category or smaller. Construction: Craft Magic Arms and Armor, repulsion. Editor: Almost forgot about this one. It’s kinda like a really lousy... Well. It’s just lousy.

LAST RESORT - COMPLETE WARRIOR (3.5) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 19) transmutation Activation: — 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 . Construction: Craft Magic Arms and Armor, freedom of movement. Editor: Do you hate being grappled? Do you have a DM who thinks being swallowed is like being grappled? Then this is the WA for you. I find it strange that you can use this when you are being crushed by a snake, but not if you have been eaten by one. Consider taking eager to make sure this weapon is in your hand when you need it.

LIGHT BURST - DROW OF THE UNDERDARK (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Critical Description: Images of the sun are etched onto the surface of this weapon, and it feels warm to the touch. A light burst weapon explodes with dazzling light upon striking a successful critical hit. The light does not affect you (in case you have light sensitivity, light blindness, or some other vulnerability to light). The target of your critical hit is dazzled for 5 rounds. If it has a weakness to light, it suffers the effects of its weakness for 1 round as if it was in the presence of a daylight spell, and is dazzled for 5 rounds afterward. For example, if you wield a light burst weapon and score a critical hit against a drow, the drow is blinded for 1 round, and then dazzled for 5 rounds as normal. Projectile weapons bestow the light burst property upon their ammunition. Construction: Craft Magic Arms and Armor, daylight. Editor (Dazzled): Unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls, Spot checks, and Search checks. Editor: It sucks. It just sucks.

LUCKY - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 22) divination Activation: Free (mental) Description: The golden sheen on this weapon raises your spirits and fills you with confidence in your fighting prowess. A lucky weapon offers a second chance at success. Once per day, you can reroll a single failed attack roll. Construction: Craft Magic Arms and Armor, moment of prescience or fate of one. Editor: One do-over a day for a +1 bonus. Now, if it was ANY one failed roll, I’d love it. I’d much prefer to be able to reroll my failed save then a failed attack roll. That said, sometimes you really need to hit. If you aren’t high enough level to cast surge of fortune, then this isn’t bad.

MAGEBANE - COMPLETE ARCANE (3.5) - FIENDISH CODEX 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: — Description: The surface of this black iron weapon is inscribed with runes representing the grounding of energy, and its pommel or grip is set with three diamonds. Weapons that have this property are feared by arcane spellcasters. Against any creature that can cast arcane spells or use invocations, a magebane weapon’s enhancement bonus is 2 higher than normal. (Thus, a +1 longsword with the magebane property becomes a +3 longsword when wielded against such targets). Furthermore, a magebane weapon deals an extra 2d6 points of damage against targets capable of casting arcane spells or using invocations. The magebane property can be added to a cold iron weapon without paying the extra 2,000 gp. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, dispel magic. Alternate: Bane, Homeland Champion, Shadowscourge. Editor: Ooo! Arcane spellcaster bane. This is above average because of the extra to hit and damage for the cheap cost. Also, it stacks with bane. Don’t forget that a wide number of critters come with arcane powers built in. And DM’s, this is a cheap one to stack on arrows and hand out to archers before going after the party wizard. 10 archers with 5 arrows of magebane will only cost 4,000 total, but make the mage who hangs in the back a pin cushion. Expect him to start keeping protection from arrows up more often.

MAIMING - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +1 bonus Property: Ammo/Melee/Thrown Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Critical Description: This weapon has a twisted haft or grip and spikes along its blade, head, or point. A maiming weapon twists and digs into the flesh of its target, rending, tearing, smashing, and bruising it. Whenever you score a critical hit with this weapon, it deals an amount of extra damage depending on its critical multiplier. Critical Multiplier (damage): x2 (1d6), x3 (2d6), x4 (3d6) Construction: Craft Magic Arms and Armor, keen edge. Editor: A +1 to do +1d6, but only when I critical hit? Maybe in a weird specific build but seriously. Take any energy burst instead.

MANIFESTER - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +12,000 gp Property: Any Weapon Caster Level: 8th Aura: Moderate; (DC 19) divination Activation: Free (mental) Description: Radiating inner power, this princely weapon settles and clarifies your thoughts. When manifesting a power, the bearer of this weapon can draw 5 power points from it. These points must be all be used on the same power, and that power cannot be imbued with power points from any other source. A manifester weapon functions once per day. Construction: Craft Magic Arms and Armor, any 3rd-level . Editor: I don’t know much about psionic powers, but most flat cost WAs are usually at least average in use. I think if you were going Nova, it might be helpful, but I believe the cost far exceeds the benefit.

MARROWCRUSHING (3.0) - BOOK OF VILE DARKNESS (3.0) Price: +3 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Every time this weapon deals damage, it also deals 1 point of Constitution damage. Construction: Craft Magic Arms and Armor, boneblast. Editor: When you need to put terror into the heart of a high level boss monster, this and wounding are the way to go. No save con damage will kill when dealing with targets that heal far too quickly to put down normally.

MARTIAL DISCIPLINE - TOME OF BATTLE (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — 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. A martial discipline enhancement seems worthless in the hands of a wielder not initiated in the use of the discipline’s maneuvers, and even to someone with appropriate training, it might appear to be a weak substitute for more traditional enhancements. Yet when used in conjunction with a maneuver 1 ram the right discipline, the weapon seems to come alive in the wielder’s hands, seeking its target’s blood like a living predator. 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. Anyone can wield a martial discipline weapon, but its greatest benefits are reserved for a wielder who knows and uses maneuvers from the discipline to which the weapon is keyed. 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. 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. Construction: Craft Magic Arms and Armor, knowledge of a maneuver from the discipline to which the weapon is keyed. Editor: If you are using maneuvers from tome of battle, then this is useful. If not, it’s useless.

MASTERSLAYING (3.0) - BOOK OF VILE DARKNESS (3.0) Price: +1 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) This melee weapon comes with a scabbard, belt hook, or other holder that is keyed to it in a special way. At the command of the character wearing the scabbard, the weapon attacks its current wielder with the scabbard wearer’s attack bonus, and the wielder is considered flatfooted (no sneak attack is possible, even if the scabbard wearer is a rogue). If it hits, the masterslaying weapon deals critical hit damage. This weapon is useful against rogues, foes that enjoy disarming and grabbing weapons, and in conjunction with the fleshgrinding ability. Construction: Craft Magic Arms and Armor, animate objects. Synergy (Fleshgrinding):The target hits itself, then the weapon grinds itself inside your minion until he dies. Vicious is also a nice touch. Editor: Wow! Nothing says Minion like stabbing yourself to death. Weapons like this are perfect when you want your minion to die if he fails you. You can even say something cold like, “You will never fail me again.”

MERCIFUL - ARMS AND EQUIPMENT (3.0) - DUNGEON MASTER’S GUIDE (3.5) - GHOSTWALK (3.0) - MAGIC OF FAERUN (3.0) - SWORD AND FIST (3.0) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — 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. Construction: Craft Magic Arms and Armor, cure light wounds. Editor: Nonlethal damage is resisted by a number of targets, downside. Upside, you get a +1d6. ALL damage the weapon does becomes nonlethal. That means regardless of damage type, its now nonlethal. So instead of doing with a merciful flaming longsword, 1d8 base and 1d6 fire, you do 1d8+2d6 base. That means it isn’t resisted separately by energy resistance. Focusing damage, even nonlethal, allows you to concentrate the effect and punch through defenses that would otherwise shrug off your attack. And remember, unconscious + 1 round = dead.

METALLINE - MAGIC ITEM COMPENDIUM (3.5) - UNDERDARK (3.5) Price: +2 bonus Property: Ammo/Melee/Thrown Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) Description: The color and texture of this weapon seem to shift with each passing moment. When you activate a metalline weapon, you can change its composition to adamantine, alchemical silver, cold iron, or ordinary steel. Construction: Craft Magic Arms and Armor, fabricate. Editor: When you could change to any material, it was awesome. Now, it’s basically the means to overcome damage reduction. Still, adamantine works as a good standard with a shift to cold iron or silver as needed. I suppose it’s a fair price to not have to actually have the material when you make the weapon.

MIGHTY CLEAVING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: — A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Construction: Craft Magic Arms and Armor, divine power. Editor: So you need a feat to use this. If you have the feat, chances are you are going to move on to taking great cleave which has no limit to the number of cleave attempts. Next.

MIGHTY SMITING - MAGIC ITEM COMPENDIUM (3.5) - ORIENTAL ADVENTURES (3.0) Price: +1 bonus Property: Melee Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: — Description: This weapon feels heavier than a normal weapon of its type. Inscribed on its surface is a message affirming its superiority over some category of creature. If you have a smite ability (smite, smite evil, smite shadowlands, or the like), you gain an extra +2 bonus on your smite attack rolls and damage rolls. In addition, you gain one additional use of your smite ability each day while wielding this weapon. If you have more than one smite ability, you must choose which one gains the extra use. A weapon of mighty smiting only grants one extra smite per day, regardless of how many characters wield it. Construction: Craft Magic Arms and Armor, divine power. Editor: You know, the first time I saw this I thought it said Mighty Smurf. If you are a paladin and rely on smiting, then this is a good WA to pick up. The +2 bonus to hit and damage is worth it, but really helps out with that extra smite. And if you have feats that work off burning Smite uses, this could work for them as well.

MINDCRUSHER - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +2 bonus Property: Any 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. 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 non-psionic 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. Construction: Craft Magic Arms and Armor, vampiric touch or psychic vampire. Editor: You buy it for the wisdom damage, which eventually starts to lower the target’s will save, making it easier to do more wisdom damage. It also shuts down divine spellcasters, since they quickly lose access to high level spells.

MINDFEEDER - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Caster Level: 15th Aura: Strong; (DC 22) necromancy Activation: Critical Description: Composed of a flat, rough, slate-gray crystal, this weapon seems to absorb your thoughts. When you score a critical hit with a mindfeeder weapon, you gain 1 temporary power point for every 5 points of damage dealt by the critical hit. These temporary power points last for up to 1 minute. You gain power points even if the target has none. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if the wielder of a mindfeeder weapon successfully scores a critical hit while still enjoying temporary power points from a previous critical hit, the wielder gains only the higher of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is greater. Creatures immune to extra damage from critical hits do not trigger mindfeeder weapons. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, vampiric touch or psychic vampire. Editor: Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword

MORPHING - MAGIC ITEM COMPENDIUM (3.5) - UNDERDARK (3.5) Price: +1 bonus Property: Melee/Thrown Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) Description: This weapon’s shape constantly flows and reforms in slightly different compositions. You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). For instance, a morphing greatsword could become a spear, great-axe, or dire flail. If a single weapon created with the morphing property becomes a double weapon, only one end of the double weapon retains the weapon’s magical bonus, although the other end is masterwork. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon. The properties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon. Construction: Craft Magic Arms and Armor, fabricate. Editor: A neat power that lets you switch around your weapon to whatever is to your best advantage. For fighters with many weapon proficiencies that could be very helpful. The downside is that it’s a standard action to change the weapon. Still, not a bad choice for a +1 bonus. Editor (Shuriken): As per the SRD, they are throwing weapons, but have a greatly reduced cost and are also considered ammunition. Effectively, if you build a morphing Shuriken, you get the weapon at 1/50th the cost (although you have to buy them in groups of 5.) So, you buy 5 Shuriken at 1/10th the cost, and then morph them into other light throwing weapons. Great idea, except for the following from the SRD, “Although they are thrown weapons, shuriken are treated as ammunition for the purposes of what happens to them after they are thrown.” A morphing weapon turns into another WEAPON of the same type, but the Shuriken retain their other properties, which means they are still treated as ammunition. So after you throw them they break, just like arrows and bolts, regardless of what you morph the weapon into. You can upgrade the shuriken into light throwing axes with Morphing, but axes break after they hit and are not reusable. If you want to be able to throw axes or daggers around like they are nothing, then this is a cheap way to do it without having to worry about recovering your thrown weapons afterwards. Editor (changing it back): If you want to make the weapon it’s original form, you have to do it by wielding it. Morphing is a moderate transmutation. Dispel magic won't cut it. Yes, it should suppress the effects of a magic item for 1d4 rounds. But it is based on the spell fabricate, which is Instantaneous. However, what it WILL do is suppress the ability to morph AGAIN for 1d4 rounds, so, for those 4 rounds, you are stuck in your current form. Antimagic will just suppress the morphing power while it is in the field. So why bother to keep track of what sort of weapon it is? Because certain WAs only can be on certain weapons, and you can only enchant based on the base weapon. Editor (changing to an illegal weapon): So you want to make a vorpal sword and turn it into a club. That’s fine, it works. But do you see how a double weapon made into a single weapon has a “suppressed” end? That’s what happens when you turn a weapon into a form that is illegal for a given weapon ability. So in the case of the Vorpal club, you get a club with the vorpal ability suppressed. Editor (Minority opinion): Sizing changes the number of hands that is required to use something, so why shouldn’t it work with morphing to allow any weapon? Yes, technically it’s unclear, but is hardly the most disruptive ability out there. Why make things needlessly complicated and just let morphing and sizing work together.

MOUTHPICK - LORDS OF MADNESS (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Although most beholders are content with the vast power afforded by their eye rays and antimagic cone, some revel in the act of melee combat and enjoy the sensation of crushing bone and cutting flesh. For these beholders, a mouthpick weapon is a valued treasure indeed. Mouthpick is a weapon quality that can be added to any melee weapon. The weapon must be of a size the beholder would normally use, or it takes a penalty for using an awkwardly sized weapon. Mouthpick weapons are of Large size. Only creatures with a natural bite attack can wield a mouthpick weapon. A mouthpick weapon looks similar to a normal weapon, but when a qualifying creature places the handle of the weapon in its mouth, the handle writhes and transforms into a shape that can be wielded easily in the creature’s jaws. The creature’s natural bite attack is now replaced by the weapon attack; if the creature has a sufficiently high base attack, it can even gain additional attacks with the mouthpick weapon. While wielded in a creature’s mouth, the weapon automatically grants the creature proficiency in its use. Recently, mouthpick weapons have begun to gain favor among other creatures that lack hands but have a natural bite attack. They are particularly useful to druids who wish to continue wielding their favorite weapon while in a wild shape form. Construction: Craft Magic Arms and Armor, fabricate. Editor: If you change shape, then you should look into this. Far more forms have teeth then hands and if you like hitting things with your weapon instead of natural attacks, this is very useful. Change to a form with massive strength and the mouthpick pays for itself.

NECROMANTIC - HEROES OF BATTLE (3.5) Price: +3,000 gp Property: Siege Caster Level: 10th Aura: Moderate; (DC 19) necromancy Activation: — In addition to dealing its normal damage, a projectile from a necromantic siege weapon animates dead creatures within 60 feet of the impact spot, turning them into zombies for the next 10 rounds. A single necromantic projectile can create up to 20 HD of zombies. The undead created by a necromantic projectile are uncontrolled and will attack the nearest living creature. Construction: Craft Magic Arms and Armor; animate legion Editor: 3,000 gp to make zombies with every shot. Awesome.

NECROTIC FOCUS - LIBRIS MORTIS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +3 bonus Property: Melee 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. 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. Construction: Craft Magic Arms and Armor, enervation, spectral hand. Editor: Are you a vampire? No? Next. Yes? Why you spending +3 bonus on this crap? Next.

OPPOSABLE (3.0) - MASTERS OF THE WILD (3.0) Price: +1 bonus Property: Any Caster Level: 6th Aura: Faint; (DC 17) transmutation Activation: — Even a creature that lacks the proper hands for weapon use can wield an opposable weapon. This enchantment creates one or more thumb-like projections on the weapon. These artificial “thumbs” fold around the appropriate limb of the wielder to allow proper use. To wield an opposable weapon, a creature must be corporeal, have limbs, have proficiency with the weapon, and be able to stand without the limb(s) that wield the opposable weapon. Construction: Craft Magic Arms and Armor, greater magic fang. Editor (Projectiles): If you are using a crossbow with opposable, you have the problem of loading it, which you cannot. You can manipulate the weapon, no problem, but you cannot load the ammo (or if you can, why do you need opposable?) For a crossbow, you either need to pop for the Quick Loading WA, or your bolts must have opposable so you can manipulate them. For a sling or a bow, you need opposable arrows or sling stones or someone else has to load your weapon before every shot. Editor: Very useful for shapechangers. I’d go with Sizing Mouthpick, myself, but that’s just me. More alternate forms have mouths instead of free limbs. Snakes for instance. However, I personally think this would work just fine on your head. Oh course, if a DM allows that, only a two-headed creature could wield a two handed sword with his head. (I just typed that, and I suddenly realize how silly that is.)

PARALYTIC BURST - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Critical Description: This weapon appears unusually straight and stiff. Set into the base of its blade or head is a smoothly polished piece of aventurine that seems to glow with an energy all its own. Whenever you score a critical hit with this weapon, a wave of green energy washes over the target, paralyzing it for 1 round (Will DC 17 negates). This effect activates even if the target is not normally subject to extra damage from critical hits. Construction: Craft Magic Arms and Armor, hold monster. Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Editor: Okay, look at the very next WA. Except for allowing you to put it in a ranged weapon, this WA SUCKS compared to paralyzing, and what I don’t get is, that they were right next to each other in the MIC. I believe someone screwed up. I suggest that you make this a Synergy, with the next power as the prerequisite and add to this WA, “This weapon acts as a paralyzing weapon.”

PARALYZING - BOOK OF EXALTED DEEDS (3.5) - MAGIC ITEM COMPENDIUM (3.5) - THE SHINING SOUTH (3.5) Price: +1 bonus Property: Melee 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. When a paralyzing weapon is activated, the next time you hit a creature with the weapon before the end of your turn the target 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. Construction: Craft Magic Arms and Armor, hold monster. Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Editor: Once a day paralyzing blow. Not happy with the will save. Not happy they get to keep rerolling. But you don’t have to worry about rolling a critical and it’s not that expensive.

PARRYING - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 22) enchantment Activation: — Description: The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC. The weapon makes you so adept at parrying that it grants you a +1 insight bonus on saving throws. The bonuses are granted whenever you hold the weapon, even if you are flat-footed. Construction: Craft Magic Arms and Armor, divine protection or defensive precognition. Editor: I don’t understand how being good at parrying gives you an insight bonus to saving throws. Putting aside the fact this WA doesn’t make sense thematically, it sucks. A +1 bonus? Maybe. A +2 bonus? Just not cost effective. Maybe when you are 30th level and have WBL to blow.

PASSAGE - ORIENTAL ADVENTURES (3.0) (3.5 Update) Price: +32,400 gp Property: Slashing Melee Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: — Once per day, a passage weapon can slice open a portal into the Spirit World. This works as the plane shift spell, but creates a portal that remains open for 1d4 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again. Construction: Craft Magic Arms and Armor, plane shift. Editor: Just plain cool. Most likely a one way trip to getting yourself killed by multi-tentacle horrors, but cool as hell. Personally, I’d cut open a hole and use it to get rid of my garbage. Or the piles of dead bodies I made while killing a bunch of evil minions. I’m unlikely to go through it, but it sure would come in handy to have a few minutes to say, take a dump when I’m on an adventure.

POWER STORING - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 Bonus Property: Melee Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Free (command) Description: This weapon is composed of a white, honeycomb substance of substantial weight. A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action). Any time the weapon strikes a creature and the creature takes damage from it, the weapon can manifest the power on that creature if you desire. Once the power is manifested, the weapon is empty, and a manifester can store any other targeted power of up to 5 power points into it. The weapon telepathically whispers to you the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already. Construction: Craft Magic Arms and Armor, manifester level 12th. Editor: It’s spell storing, but for psionics. With the added bonus of manifesting as a swift action. Good choice for psionic PC.

POWERLEECH - LOST EMPIRES OF FAERUN (3.5) Price: +8,000 gp Property: Melee Caster Level: 6th Aura: Moderate; (DC 19) psychometabolism Activation: — Powerleech weapons were popular among the bladelords of ancient Jhaamdath, many of whom were potent psychic warriors and psions. 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. Construction: Craft Psionic Arms and Armor. Editor: Useless to most. But in a psionic campaign, not horrible. It’s cheap and doesn’t eat up bonuses in your weapon. What it’s best used for it transerfering around PP between party members in a 1:1 ratio

PRECISE - ARMS AND EQUIPMENT (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Ranged Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Description: This weapon has a carved peephole or sighting tube worked into its design, and its hilt is set with a faceted diamond. You can shoot or throw a precise weapon at an opponent engaged in melee without incurring the standard – 4 penalty. This benefit does not apply if you already have the Precise Shot feat. Construction: Craft Magic Arms and Armor, Precise Shot. Editor: If you don’t plan on being a serious archer, then this can help you avoid having to spend a feat on being able to fire into melee. Frankly, it sucks that archers need to take precise shot in the first place.

PRISMATIC BURST - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +30,000 gp Property: Any Weapon Caster Level: 13th Aura: Strong; (DC 21) evocation Activation: Critical Description: This smoothly polished weapon is set with a ruby, a fire opal, a yellow topaz, an emerald, a blue topaz, a sapphire, and an amethyst. Whenever you score a successful critical hit with this weapon, multicolored light springs from the gems and cascades along its blade or head, subjecting the target to a prismatic spray effect (DC 20). This effect activates even if the target is not normally subject to extra damage from critical hits. Creatures with 8 HD or less are automatically blinded for 2d4 rounds. The target is struck by one or more effects. Roll 1d8 on the table below. Color of Beam (1d8): 1 - (Red) 20 points fire damage (Reflex half) 2 - (Orange) 40 points acid damage (Reflex half) 3 - (Yellow) 80 points electricity damage (Reflex half) 4 - (Green) Poison (Kills; Fortitude partial, take 1d6 Con damage instead) 5 - (Blue) Turned to stone (Fortitude negates) 6 - (Indigo) Insane, as insanity spell (Will negates) 7 - (Violet) Sent to another plane (Will negates) 8 - (—)Two effects; roll twice more, ignoring any “8” results Construction: Craft Magic Arms and Armor, prismatic spray. Editor (Blind): Unable to see. A blind character takes –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) relative to the blinded character. Editor: Normally critical hit WAs suck. This is just so damn cool. I saw a player use it. It was awesome. It can be added to anything. It also lowers income. Seriously. Turn to stone means you have the break enchantment on the whole statue. If someone casts a fireball while an enemy is a statue, no more statue. And plane shift? Say goodbye to equipment and say hello to recurring villain.

PROFANE - LIBRIS MORTIS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any 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. 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. Construction: Craft Magic Arms and Armor, inflict light wounds. Upgrade: Profane Burst. Editor: This is clearly undead only, and it isn’t that impressive an amount of damage. That said, DMs should look at this for undead hoards and to make sure the PCs can’t use the enemies weapons.

PROFANE BURST [SYNERGY] - LIBRIS MORTIS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: Standard (command) and Critical 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. A profane burst weapon functions as a profane weapon. 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. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Negative Energy Damage/Good Outsiders): x2 (1d10/2d10), x3 (2d10/4d10), x4 (3d10/6d10) Construction: Craft Magic Arms and Armor, inflict critical wounds. Editor: Unless you are undead, into critical hits, and… look. This one is horrible. If it did the Con damage instead of the extra 1d10, I might consider it.

PROFICIENT (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 19) transmutation Activation: — The wielder of a proficient weapon never takes a non-proficiency penalty when attacking with it. Construction: Craft Magic Arms and Armor, Tenser’s transformation. Editor: Aptitude, Skillful, and Proficient. Aptitude is the best, in that for +1 you can use the weapon if you have any weapon proficiency as a feat. Proficient is a +2 and works on any weapon, where as this one only works on melee. This WA comes with a boost to your BAB which can be in the dumpster for anyone who is a wizard or multi-classes often. So aptitude is you just wanna use the weapon, but skillful if you want to use it well. Proficient if you need it for a ranged weapon.

PSIBANE - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +2 bonus Property: Any 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. A psibane weapon is crafted to oppose psionic beings. When used against any creature that has the psionic subtype, 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. Construction: Craft Magic Arms and Armor, dispel magic or bend reality. Editor: I believe that this WA has the wrong price. I believe that it should be +1, not +2. When you compare it to all the other Bane-ish WAs out there, this is more like Magebane then Terran or Holy. I suppose it’s campaign specific. If your DM plays with psionics and everything has psionics, it’s a blue. If your DM never uses psionics, it’s orange. I’d still make it +1 just because all the other WAs that match up with this WA’s stats are +1. (bane, shadowscourge, homeland champion, magebane)

PSYCHIC - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +2 bonus Property: Any 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. 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 Reserve (Bonus): 0 (+1), 1-29 (+2), 30-79 (+3), 80-129 (+4), 130+ (+5) Construction: Craft Magic Arms and Armor, wish or reality revision. Editor: This goes into the list of WAs to add to weapons to make them useless in your player’s hands.

PSYCHOKINETIC - ARMS AND EQUIPMENT (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 10th Aura: Moderate; (DC 20) evocation Activation: Standard (command) and Touch Attack Description: This silvery-white weapon has a smooth sheen and is difficult to grip tightly. Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. Such a weapon deals an extra 1d4 points of force damage on a successful hit. This extra damage is not affected by damage reduction, and it affects incorporeal creatures even if the attack would normally miss due to the incorporeal miss chance. The energy does not harm you while wielding the weapon. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, blast of force or concussive blast. Upgrade: Psychokinetic Burst. Editor: It does force damage. Yay! It only does 1d4. Boo!

PSYCHOKINETIC BURST [SYNERGY] - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and Critical Prerequisite: Psychokinetic Description: Silvery-black and potent, this weapon is very smooth and difficult to grip tightly. This weapon functions as a psychokinetic weapon. In addition, the weapon releases a blast of destructive psionic energy on a successful critical hit, dealing extra force damage as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits). This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the psychokinetic property, the weapon still deals its extra force damage on a successful critical hit. This extra damage is not affected by damage reduction, and it affects incorporeal creatures even if the attack would normally miss due to the incorporeal miss chance. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Force Damage): x2 (1d6), x3 (2d6), x4 (3d6) Construction: Craft Magic Arms and Armor, blast of force or concussive blast. Editor: Wow. Even if it’s force damage, this critical damage sucks. Maiming is just as bad, but at least this one is force damage. Then again, this one has a prerequisite.

QUICK LOADING - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Crossbow Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Free (manipulation) or move (manipulation); see text Description: Volleys of soaring bolts are engraved upon this loaded crossbow. A quick loading crossbow accesses an extra-dimensional space that can hold up to 100 bolts, allowing you to reload the crossbow more rapidly than normal. Reloading a quick loading hand or light crossbow is a free action (allowing a character with multiple attacks to use his full attack rate), and reloading a quick loading heavy crossbow is a move action. Different types of bolts can be held in the extra-dimensional space, and you can select freely from these when reloading the crossbow. Adding or removing a bolt by hand from an extra-dimensional space requires a move (manipulation) action. Construction: Craft Magic Arms and Armor, Leomund’s secret chest, shrink item. Editor: This is awesome for crossbows. A must have for anyone who is a casual projectile weapon user. The best part is that you can select your bolts as you need them with the self-sorting extra-dimensional space.

RADIANT (3.0) - ARMS AND EQUIPMENT (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation [light] Activation: Standard (mental) Saving Throw: None Spell Resistance: No A radiant weapon can give off brilliant light. At will, it emits daylight as the spell cast by a 9th-level cleric. Construction: Craft Magic Arms and Armor, daylight. Editor (daylight): The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires). If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. Editor: No. Just… no. Seriously? +2 bonus for light?

RADIANT HOLDING (3.0) - MAGIC OF FAERUN (3.0) Price: +3 bonus Property: Ammo Caster Level: 9th Aura: Moderate; (DC 17) enchantment Activation: — Duration: 9 rounds (D); see text Saving Throw: Will negates; see text Spell Resistance: Yes This property (sometimes employed by wizard’s guards in the ) can only be placed on ranged weapon ammunition. A radiant holding projectile turns into a pulse of silvery radiance when shot. Any attack with such a projectile is a ranged touch attack. The projectile inflicts 1 point of force damage (instead of its normal damage), but the target must also make a Will save (DC 17) or be held (as the hold monster spell). Construction: Craft Magic Arms and Armor, magic missile, hold monster. Editor (Hold Monster): This spell functions like hold person, except that it affects any living creature that fails its Will save. Editor (Hold Person): The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity). A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Editor: I might consider some of these with sleep poison in a hand crossbow. The other cool thing is, it will almost always do one point of damage. So if you need anything that will activate on inflicting any amount of damage, this will usually do the job.

RAVENOUS - CHAMPIONS OF RUIN (3.5) Price: +2 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — 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. A ravenous weapon acquires a taste for the blood of those it wounds, dealing extra damage on subsequent attacks. A melee weapon with the ravenous ability only functions if its wielder is evil and can make multiple attacks in a single round. 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. Construction: Craft Magic Arms and Armor, slay living, creator must be evil. Editor: How about unholy and do damage on every blow? Next.

RESOUNDING - HEROES OF BATTLE (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: — Description: This weapon bears a small engraving of a bell. 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. Construction: Craft Magic Arms and Armor, bless. Editor: It’s cute. I like it. Personally I’d add in something like… it keeps track. So you can keep score of how many blows you land in a combat.

RETURNING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Thrown Caster Level: 7th Aura: Moderate; (DC 19) transmutation Activation: — This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Construction: Craft Magic Arms and Armor, telekinesis. Editor: Looks nice on paper, but then they came out with teleporting. Go on. I’ll wait. … See? Why use a weapon that you have to wait until it comes back when it can just teleport straight into your hand? The answer, if you are fighting in a teleport warded area. But how often does that happen?

REVEALING - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Description: A sea of flames flickers upon this weapon, though it is perfectly cool to the touch. Any opponent struck by a weapon that has this property is outlined in magical flames, as the faerie fire spell, for 1 round. Construction: Craft Magic Arms and Armor, faerie fire. Upgrade: Sparkling. Editor (faerie fire): A pale glow surrounds and outlines the subject. The outlined subject sheds light as a candle. The outlined creature does not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of activation. The faerie fire does not cause any harm to the creature thus outlined. Editor: Ehhh… meh. It’s okay. I’d upgrade to sparkling.

RIGHTEOUS - BOOK OF EXALTED DEEDS (3.5) Price: +4 bonus Property: Any Weapon Caster Level: 7th Aura: Moderate; (DC 19) evocation Activation: Free (command) Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration. Saving Throw: None Spell Resistance: No 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. Bows, crossbows, and slings so crafted confer the righteous power upon their ammunition. Construction: Craft Magic Arms and Armor, detect evil, holy smite, creator must be good. Editor (Detect Evil): Okay, it takes THREE ROUNDS to really get detect evil going. Seriously, three rounds? How is this worth a +4 bonus. Editor: You get a +2 to attack and damage, but only REALLY evil people. Not the sort of evil that Holy covers. REALLY evil. If I could change the color of this one to infrared, I would.

ROARING [SYNERGY] - BOOK OF EXALTED DEEDS (3.5) Price: +2 bonus Property: Melee Caster Level: 15th Aura: Strong; (DC 21) evocation Activation: — and Critical Prerequisite: Thundering 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. Construction: Craft Magic Arms and Armor, leonal’s roar, creator must be good. Editor: You don’t buy it for the critical. You buy it for the fear it causes in the hearts of evil. Sort of like batman. In fact, I want a spiked gauntlet that roars, “I’m Batman” with every punch.

RUSTING - THE SHINING SOUTH (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) transmutation Activation: — 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. Construction: Craft Magic Arms and Armor, rusting grasp. Editor: Question, if the projectile weapon gives this ability to it’s ammo, what happens if I load metal bolt into my crossbow? While you are thinking about that, think about the fact that this WA destroys loot. This is great for DMs to torture players and cost them cash. No PC should ever use this and expect the other players to let him live. Editor (Special Weapons): Rustblade, Rusting club, and weaponeater all destroy weapons on touch by imitating rusting grasp, but they are 3.0 weapons. I believe that in 3.5 they replaced them with this WSA for a reason.

SACRED - LIBRIS MORTIS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Standard (command) Description: This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it. While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, cure light wounds. Upgrade: Sacred Burst. Editor: A +1d6 damage against a specific type of target for a +1 bonus. Doesn’t bane already do this and do it better? The only thing this brings to the party is good-aligned. Consider holy instead.

SACRED BURST [SYNERGY] - LIBRIS MORTIS (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Critical Prerequisite: Sacred Description: This silver-white weapon is decorated with dozens of golden sun motifs. Runic phrases describing various heroic deeds run along its blade or haft and glow when it is wielded. A sacred burst weapon functions as a sacred weapon. In addition, the weapon explodes with positive energy on a successful critical hit, dealing extra positive energy damage to creatures as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits). A sacred burst weapon deals even more damage to evil outsiders on a successful critical hit. This burst does not harm you or any creature other than the target unless you are undead; if you are, you take 1d4 points of Charisma damage from the burst. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the sacred property, the weapon still deals its extra positive energy damage on a successful critical hit. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Positive Energy Damage/Evil Outsider): x2 (1d10/2d10), x3 (2d10/4d10), x4 (3d10/6d10) Construction: Craft Magic Arms and Armor, cure critical wounds. Editor: Okay, it only damages on a critical, which sucks. It requires a prerequisite that sucks. The damage is okay. Meh.

SACRIFICIAL SMITING - CHAMPIONS OF VALOR (3.5) Price: +1 bonus Property: Melee Caster Level: 7th Aura: Moderate; (DC 19) evocation [good] Activation: Free (mental) Only melee weapons can have this special ability. Useable only by paladins or characters able to smite evil, this good-aligned weapon property allows the wielder to sacrifice some of her own vitality to gain extra uses of smite evil. By accepting one negative level, the wielder can use smite evil on a creature struck by the weapon even if the wielder has expended all her uses of smite evil for the day. For example, Aelryndai Martyr-Sister is a 10th-level paladin with 14 Charisma; even though she has expended all of her own smite evil uses against her enemies today, she can call upon the power of her sacrificial smiting weapon, accept a negative level, and smite again to gain +2 on the attack roll and +9 on the damage roll (normally +10, but 1 lower because of the negative level). The wielder decides at the time of the attack whether to make the sacrifice, instantly applying the effect of the smite and the negative level to her attack roll and damage roll. The negative level gained by this sacrifice lasts for 24 hours, never results in actual level loss, and cannot be overcome in any way (including restoration spells). This weapon ability was devised by paladins of Ilmater, and weapons with this ability are sometimes called martyr-smite weapons. Construction: Craft Magic Arms and Armor, creator must be a paladin. Editor: If you are a user of smite evil and find yourself running out of smite evil and willing to burn through levels to finish off your enemies so you become less effective with every blow and can die in glory… Holy crap this weapon ability sucks. It’s like, suicide in a stick.

SCREAMING - ARMS AND EQUIPMENT (3.0) - FAITHS AND PANTHEONS (3.0) - GHOSTWALK (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Standard (command) and Touch Attack Description: This weapon is pierced with numerous tiny holes in a decorative pattern. These holes produce a whistling sound when air moves through them. Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. Whenever an activated screaming weapon hits, it produces a high-pitched sound and deals an extra 1d4 points of sonic damage to the target. This noise is unpleasant, but it has no adverse effect upon any creatures other than the one struck. The ability of a screaming weapon to deal extra sonic damage is negated in any area of magical silence. Screaming weapons have no additional adverse effect on creatures with unusually acute hearing, although such creatures tend to dislike them. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, shout or sound burst. Upgrade: Screaming Burst, Stunning. Editor: This replaces Sonic. Sonic damage is nerfed for no reason. Sonic damage can be canceled by a silence spell. There is no equivalent spell for acid or frost. I don’t get it.

SCREAMING BURST [SYNERGY] - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and Critical Prerequisite: Screaming Description: This weapon is decorated with engravings of bells, cymbals, drums, and other images associated with loud noises. A screaming burst weapon functions as a screaming weapon. In addition, the weapon explodes with sonic energy on a successful critical hit, dealing extra sonic damage as set out below. (This effect activates even if the target is not normally subject to extra damage from critical hits). This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the screaming property, the weapon still deals its extra sonic damage on a successful critical hit. Projectile weapons bestow this property upon their ammunition. Critical Multiplier (Sonic Damage): x2 (1d8), x3 (2d8), x4 (3d8) Construction: Craft Magic Arms and Armor, shout or sound burst. Editor: Sonic was nerfed. There is no sonic surge. Critical suck. This sucks.

SEEKING - ARMS AND EQUIPMENT (3.0) - DUNGEON MASTER’S GUIDE (3.5) - FAITHS AND PANTHEONS (3.0) - MAGIC OF FAERUN (3.0) - SWORD AND FIST (3.0) Price: +1 bonus Property: Ranged Caster Level: 12th Aura: Strong; (DC 21) Divination Activation: — 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). Construction: Craft Magic Arms and Armor, true seeing. Editor (Cover): The phrase “miss chance” specifically refers to percentile rolls used to determine whether an otherwise successful attack actually misses. Concealment is the most common effect that creates a miss chance, but it would also apply to similar effects such as the displacement spell, but not to incorporealness. Editor: Well, if you hate concealment and have a problem with fog and the like, and/or can figure out which square the invisible critter is in but just can’t seem to hit, then this is the WA for you. If your DM forgets about concealment rules, then it’s a waste of money. Alas, this doesn’t cover firing into melee. I wish it did, but it doesn’t.

SELF-IDENTIFYING - MAGIC OF FAERUN (3.0) Price: Free Property: Any Caster Level: 3rd Aura: Universal Activation: — When someone holds a self-identifying item and concentrates, she learns one of the item’s powers each minute until the item has revealed all its powers. The item always reveals powers in the order they are listed in the item’s description. A successful Spellcraft or bardic knowledge check (DC 20) reveals all the powers at once. At the time of creation, the caster must decide if the item is self-identifying or not. This capability does not affect the price or creation time of an item, but once the item is finished, the decision is binding. Construction: Craft Magic Arms and Armor. Editor: It’s a judgment call to use this or not. Personally, if you are playing in Magic Mart, I’d have every magic item have this property, except the cursed ones, of course. That said, I suppose there is no reason you can’t add this and have it lie.

SELF-LOADING - HEROES OF BATTLE (3.5) Price: +2 bonus Property: Siege Caster Level: 11th Aura: Strong; (DC 21) transmutation Activation: — A self-loading siege weapon automatically winches the throwing arm back into firing position and loads the next projectile in line. This replaces the Strength check and Profession (siege engineer) check required to reload a weapon and reduces the time needed to load a siege weapon by one full-round action (to a minimum of one full-round action). Construction: Craft Magic Arms and Armor; telekinesis Editor: Expensive, but speed kills.

SENDING - LOST EMPIRES OF FAERUN (3.5) Price: +4 bonus Property: Any Caster Level: 17th Maximum Distance: 1700 miles. Aura: Strong; (DC 21) conjuration Activation: Critical A weapon with this ability transports any creature it strikes to a place of the wielder’s choosing on a roll of natural 20, followed by a successful roll to confirm the critical hit. The wielder must select the opponent’s destination as a free action when the confirmation roll is made. The selected location must be a place that the wielder has personally visited or seen, and it must be on the same plane as the wielder is at the time. If no location is indicated, the opponent is not transported. This ability otherwise functions like the teleport spell. Construction: Craft Magic Arms and Armor, teleportation circle. Editor: Pure. Awesome. Send people to a volcano. Add mercy and now you can whack yourself in the head until you teleport. Put it in a golf club and REALLY get those hole-in-ones.

SHADOW STRIKING - ARMS AND EQUIPMENT (3.0) - TOME OF MAGIC (3.5) Price: +3 bonus Property: Ammo/Melee/Thrown Caster Level: 9th Aura: Moderate; (DC 19) universal (shadow) Activation: — Description: A shadow striking weapon is a non-reflective jet black. It seems almost to ripple on occasion, like an object viewed under a thin layer of uneasy water. It is uncomfortably cold, but not painful, to the touch. Although mystery users are not normally martial combatants, they have developed the shadow striking weapon special ability to aid them and their companions in battle. A shadow striking weapon takes on the properties of a creature it hits, developing the ability to overcome damage reduction. The striking surface of a shadow striking weapon must be made of metal. Weapons that are made entirely of wood cannot be shadow striking. Bows, crossbows, and slings cannot benefit from the shadow striking ability, but metal ammunition can. A shadow striking weapon automatically attunes itself to the target. When it strikes a target that has damage reduction, it adjusts itself to overcome the damage reduction of that creature. Shadow striking weapons draw on the reflective nature of shadow to alter their nature and overcome damage reduction. A shadow striking weapon can adjust to emulate any alignment or substance required to overcome damage reduction. A shadow striking weapon’s attunement to a particular sort of damage reduction fades 1d4 minutes after the last time it made contact with the appropriate creature. Construction: Craft Magic Arms and Armor, creation of the weapon must take place on the Plane of Shadow. Editor: Transmuting does the same thing, but only lasts 1 minute. Transmuting has a one blow delay before it can overcome damage reduction, this does not. That’s what the +1 bonus gets you.

SHADOWSCOURGE - POWER OF FAERUN (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) conjuration Activation: — A shadowscourge weapon excels at attacking creatures with ties to the Plane of Shadow. Such creatures include, but are not limited to, gloamings, krinth, malaugrym, nightshades, shadar-kai, shades, shadows, shadowswyfts, shadow asps, shadow dragons, shadow mastiffs, shadow spiders, shadurakul, and creatures with the shadow template. Against such foes, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so created bestow the shadowscourge quality upon their ammunition. Construction: Craft Magic Arms and Armor, daylight. Alternate: Bane, Homeland Champion, Magebane, Shadowscourge. Editor: If you hate shadow crap, this is the WA for you.

SHADOWSTRIKE - MAGIC ITEM COMPENDIUM (3.5) Price: +5,000 gp Property: Melee 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. 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. Construction: Craft Magic Arms and Armor, shadow conjuration Editor: Words cannot describe how cool this is. For only 5,000 gp, that you can add to any weapon, you get one attack per day that has +5 reach and denies the target it’s Dex AC. Even if you don’t have sneak attack, that alone is awesome. Where this becomes really awesome is with whirling. It might only give you a +5’ for one attack, but whirling is one attack that hits everyone within your reach. Awesome.

SHATTERMANTLE - CITY OF SPLENDORS WATERDEEP (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) divination Activation: — Description: Translucent, writhing energy and blue sparks can be seen raging within this weapon. A shattermantle weapon damages a foe’s spell resistance. Each time the weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the same round stack. For example, if you succeed on three attacks in the same round against the same foe, that foe’s spell resistance is reduced by 6 until the beginning of your next turn. Construction: Craft Magic Arms and Armor, assay spell resistance. Synergy (Spell Storing): Shattermantle sets up the lowered SR and spell storing brings it home. Editor: Got a two weapon fighter who likes to hit a hundred times a round for a scratch each time? Add this to his twin scimitars and tell the Drizzit wanna be to focus on the foe with the most spell resistance so the wizard can take him out. Don’t forget it’s “strike” a foe, not “damage” a foe, so remember that this works just fine if you strike for no damage as a touch attack.

SHIELDING - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Light Melee Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Swift (command) Description: The handle of this weapon has a hand guard shaped like a shield. A shielding weapon is most often employed as an off-hand weapon. Activating a shielding weapon transforms it into a heavy steel shield, with the same enhancement bonus as the weapon itself (both for AC and when making shield bash attacks). Construction: Craft Magic Arms and Armor, animate objects, shield. Editor: Buy a weapon or buy a shield. Don’t buy this.

SHOCK - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: Standard (command) and Touch Attack 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. Construction: Craft Magic Arms and Armor, call lightning or lightning bolt. Alternate: Corrosive, Flaming, Frost. Upgrade: Air Elemental Power, Energy Surge, Shocking Burst. Editor: Bzzzt.

SHOCKING BURST [SYNERGY] - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) and Critical Prerequisite: Shock 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 extra electricity damage on a successful critical hit, depending on the critical multiplier. 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. Critical Multiplier (Electrical Damage): x2 (1d10), x3 (2d10), x4 (3d10) Construction: Craft Magic Arms and Armor, call lightning or lightning bolt. Alternate: Acidic Burst, Flaming Burst, Icy Burst. Editor: Unless you are into critical hits, don’t. Get energy surge before you get this.

SHRINKING - ARMS AND EQUIPMENT (3.0) (3.5 UPDATE) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Standard (command) This weapon can shrink, as if affected by the shrink item spell, on command. You are able to shrink the weapon to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories (for instance, from Large to Diminutive). Optionally, you can also change its now-shrunken composition to a cloth-like one. Weapons changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command. Construction: Craft Magic Arms and Armor, shrink item. Synergy (Dancing):You take a spiked chain. Make it four times bigger then your size class. Shrink it. Use it shrunk. Let it go to dance for four rounds. Un-shrink it. Now it’s using damage for a weapon four size classes bigger. Then your DM beats you with a rule book. Editor: First, the WA was updated with the new 3.5 rules for shrink item. So, you have the advantage that this works on magic items, when normally you can’t shrink item them. Second, it technically is a still functioning weapon, just 4 size classes smaller. Might be handy if you ever get shrunk. Third, you can now disguise it as a piece of cloth.

SICKENING [SYNERGY] - FIEND FOLIO (3.5) Price: +1 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — and Critical. Prerequisite: Unholy. A sickening weapon functions as an unholy weapon that releases extra unholy power upon striking a successful critical hit against a good creature. The struck creature hit must make a successful Fortitude save (DC 16) or take a –2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks for 1d4 rounds. Lower-level yuan-ti cultists often wield sickening weapons. Construction: Craft Magic Arms and Armor, unholy blight, creator must be evil. Editor: It only triggers on a critical. It has a save that I could do without. The results are only a minor Debuff for a few rounds. NEXT!

SILENT MOVES - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +3,750 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — A silent moves weapon gives a +5 circumstance bonus on its owner’s Move Silently checks when it is carried. Construction: Craft Magic Arms and Armor, silence. Upgrade: Improved Silent Moves

SILENT MOVES, IMPROVED [SYNERGY] - ORIENTAL ADVENTURES (3.0) (3.5 update) Price: +11,250 gp Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Prerequisite: Silent Moves A silent moves weapon gives a +10 circumstance bonus on its owner’s Move Silently checks when it is carried. Construction: Craft Magic Arms and Armor, silence. Editor: Pricy. Nuff said.

SIZING - COMPLETE ADVENTURER (3.5) - MAGIC ITEM COMPENDIUM (3.5) - UNDERDARK (3.5) Price: +5,000 gp Property: Any 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. Activating a sizing weapon changes its size category to any other that you desire. Construction: Craft Magic Arms and Armor, shrink item. Synergy (Mouthpick): If you change shape into critters with bite attacks and like to size up, then your weapon can change size to meet your requirements for your new form. Dancing. Turn your weapon into a colossal whatever right before you let it dance. The extra dice of damage should be disgusting. No DM should ever allow it to work. Editor (Monk Abuse): There are two ways to look at a monk. Either his whole body is a weapon, or only the listed body parts are a weapon. By RAW, only the hands, feet, elbows, knees, and head are considered weapons. So you can shrink and increase those specific body parts, but the rest of your body remains the same size. An insane DM would allow it to work over your entire body. Why would you do this? Well, you can turn your light unarmed strike into a one-handed unarmed strike, that would allow you to use your hand two-handed. It would also increase your damage and give you a negative -2 to hit. If you go up two sizes, your attacks must ALL be two-handed attacks. If your DM allows the whole body option, there should be no strength increase with size, although I would make the Monk suffer all penalties due to size increase with none of the benefits. Also, if you shrink your hands below light, you cannot use them. Also, without balanced or hornblade, you cannot exceed two size classes larger without making it impossible to use your unarmed strike. Editor: Nice to have if you change shape often. Also useful for handing off to other party members who might be smaller or larger then you. I also like the flat cost so it doesn’t eat up your weapon bonuses. Also, remember that you can make it diminutive. Turn your two-handed sword into a tiny sword that you stick an olive and leave in your drink during a party. Heck, just pick your teeth with it. Best of all, flat cost. Far better then shrinking.

SKILLFUL - COMPLETE ARCANE (3.5) Price: +2 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 19) transmutation Activation: — 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. Construction: Craft Magic Arms and Armor, Tenser’s transformation. Editor: Aptitude, Skillful, and Proficient. Aptitude is the best, in that for +1 you can use the weapon if you have any weapon proficiency as a feat. Proficient is a +2 and works on any weapon, where as this one only works on melee. This WA comes with a boost to your BAB which can be in the dumpster for anyone who is a wizard or multi-classes often. So aptitude is you just wanna use the weapon, but skillful if you want to use it well. Proficient if you need it for a ranged weapon.

SLOW BURST - MAGIC ITEM COMPENDIUM (3.5) - MINIATURES HANDBOOK (3.5) Price: +5,000 gp Property: Any Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Critical Description: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. A chill aura numbs this weapon’s victim when you strike true. Whenever you score a critical hit with this weapon, the target is slowed (as the slow spell) for 3 rounds (Will DC 14 negates). This effect activates even if the creature struck is not normally subject to extra damage from critical hits. Construction: Craft Magic Arms and Armor, slow. Editor: It’s a critical attack, strike one. It’s a DC 14 will save, strike two. It affects targets that are immune to critical hits and is a flat cost, not a weapon bonus. Okay, take a walk to first.

SMOKING (3.0) - (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Standard (command) Saving Throw: Fortitude (DC 14) 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 concealment (attacks have a 20% miss chance) 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. Construction: Craft Magic Arms and Armor, stinking cloud. Editor (stinking cloud): Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character). Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Editor (nauseated): Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Editor: I don’t understand why this is a weapon ability and not an armor ability, but hey, 3.0 stuff is strange. That said, this is a grappler’s dream. Get these in a spiked gauntlet and jump your target. He’ll be so busy puking he won’t even be able to escape. On top of that you get 20% miss chance that stacks with blurring or displacement? Awesome. Too Awesome. I’d consider banning this.

SNAKEBITER (3.0) - GHOSTWALK (3.0) Price: +2 bonus Property: Any Caster Level: 8th Aura: Moderate; (DC 18) conjuration Activation: — This special ability functions like the bane weapon ability except the effective enhancement bonus and extra damage apply only to yuan-ti of all types. Construction: Craft Magic Arms and Armor, summon monster I. Editor: Bane is a +1 and already covers yuan-ti. I suppose if you really hate yuan-ti the two stack.

SOUL OF HONOR - ORIENTAL ADVENTURES (3.0) (3.5 UPDATE) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) conjuration Activation: — An honorable weapon is imbued with the spiritual essence of a samurai’s honor. It deals +2d6 bonus points of damage against dishonorable characters and creatures, including all the following: creatures of non-good and non-lawful alignment, creatures with the Shadowlands Taint or the Shadowlands subtype, and samurai (and paladins) who have violated their code of conduct and lost their class abilities. It is considered an honorable weapon for the purposes of bypassing damage reduction. (Primarily undead and a few non-oni residents of the Shadowlands). It bestows one negative level on any dishonorable 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 enchanted bestow the honorable power upon their ammunition. Construction: Craft Magic Arms and Armor, castigate, creator must be lawful neutral or lawful good. Editor: Sort of like homeland champion, mixed with shadowscourge and a little anti-CE thrown together. I’m sure for the campaign setting it’s much more useful then in a generic setting. That said, I kinda like it. I’d expand it to anyone breaking their word or oath. Not a casual lie, but a “I swear on the blood of my father…” kinda oath. What makes it rock is that it bypasses damage reduction in undead. Still, it’s a weirdly written WA, so check with your DM.

SOULBOUND - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF INCARNUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 6th Aura: Moderate; (DC 18) abjuration Activation: Swift (mental) Description: This looks like a normal item of its kind except for a faint, blue sheen. A soulbound weapon serves as a receptacle for your essentia, much as a soulmeld does. Every point of essentia invested in the weapon increases its enhancement bonus on attack rolls and damage rolls by 1, up to a maximum enhancement bonus of +3. Each soulbound weapon has an essentia capacity. The maximum number of essentia points that can be invested in it equals this value or your normal essentia capacity, whichever is lower. A soulbound weapon has a maximum essentia capacity of 2. Chakra Bind: A soulbound weapon grants bonuses when it is bound to a chakra, as described below. These effects function continuously, with no need for activation. Arms: Binding a soulbound weapon to your arms chakra grants you a +2 insight bonus on rolls made to confirm critical hits with the weapon. Brow: Binding a soulbound weapon to your brow chakra allows you, if you miss an attack because of concealment, to reroll your miss chance percentile roll one time to see if you actually hit. This benefit is usable once per round. Hands: Binding a soulbound weapon to your hands chakra grants you a +2 insight bonus on initiative checks while the weapon is held. Construction: Craft Magic Arms and Armor, magic weapon, essentia pool 2. Upgrade: Greater Soulbound. Editor: Uhhhh… I don’t get incarnum.

SOULBOUND, GREATER [SYNERGY] - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Any Weapon Caster Level: 18th Aura: Strong; (DC 24) abjuration Activation: Swift (mental) Prerequisite: Soulbound Description: This entire weapon seems composed of some blue material, and it moves through the air effortlessly. This property functions as the soulbound property except a greater soulbound weapon has a maximum essentia capacity of 4 (instead of 2), for a maximum enhancement bonus of +5 (instead of +3). Construction: Craft Magic Arms and Armor, magic weapon, essentia pool 4. Editor: I still don’t get incarnum.

SOULBREAKER [SYNERGY] - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Ammo/Melee/Thrown Caster Level: 17th Aura: Strong; (DC 23) necromancy Activation: — Prerequisite: Enervating Description: Shrouded by motes of darkness, this weapon is the color of a deep bruise. This weapon functions as an enervating weapon. However, a negative level gained from an attack from a soulbreaker weapon doesn’t fade 1 hour later. Instead, 24 hours after being struck, if the negative level or levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level. Construction: Craft Magic Arms and Armor, energy drain. Editor: The goal is to kill someone, not hope they permanently lose a level in 24 hours. You want them DEAD, not licking their wounds.

SOULDRINKING [SYNERGY] - BOOK OF VILE DARKNESS (3.0) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Critical Prerequisite: Enervating Description: A barely perceptible shadow, in the shape of a screaming humanoid face, seems to flicker on this weapon. This weapon functions as an enervating weapon. In addition, when a souldrinking weapon scores a critical hit on a living creature, it grants you 5 temporary hit points and a +2 morale bonus on melee damage rolls. The temporary hit points don’t stack with temporary hit points from any other source. This effect fades after 10 minutes. Construction: Craft Magic Arms and Armor, vampiric touch. Editor: I dislike critical weapons. That said, gaining temp HP is good. Meh.

SPARKLING [SYNERGY] - DROW OF THE UNDERDARK (3.5) Price: +1 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: — Prerequisite: Revealing Description: Gleaming specks of blue, purple, and red lie just below the weapon’s surface, reflecting oddly in the light. A sparkling weapon causes a target it strikes to erupt in pale multicolored flame, as if affected by the faerie fire spell. The flames last for 5 rounds. Multiple hits by sparkling weapons have no additional effect. Projectile weapons bestow the sparkling property upon their ammunition. Construction: Craft Magic Arms and Armor, faerie fire, creator must be drow. Editor: Worth the +1 bonus for the upgrade. Faerie fire over comes a great deal of illusion BS, plus you can tap people to make them glow. You only have to hit with a touch attack, you don’t have to do damage.

SPEED - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +3 bonus Property: Any Weapon Caster Level: 7th Aura: Moderate; (DC 19) transmutation Activation: — When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell). Construction: Craft Magic Arms and Armor, haste. Editor: So, for a +3 bonus, you get an extra attack IF you do nothing but attack. Or, you could get someone to cast haste on you. Get the same deal, a +1 to hit and AC, and get +30’ added to all forms of movement. Not worth the price. Get haste in a buff, not in a sword. That said, the way it reads, it might be useful with a heavy crossbow.

SPELL STORING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Melee Caster Level: 12th Aura: Strong; (DC 21) evocation [and aura of the stored spell] Activation: Free (mental) 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. Construction: Craft Magic Arms and Armor, creator must be a caster of at least 12th level. Editor: People love this one for some reason. One, it’s most likely a one shot per fight. Two, if you are a spellcaster, what are you doing in melee?

SPELLBLADE - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) Price: +6,000 gp Property: Any Weapon Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: — 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. Construction: Craft Magic Arms and Armor, spell turning. Editor: Pick your most hated targeted spell. That’s what you want. Magic missile and disintegrate are popular choices, but I suggest you wait until you get hit with a spell enough to piss you off. Suggestion, for instance,

SPELLSTRIKE - CITY OF SPLENDORS WATERDEEP (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 8th Aura: Moderate; (DC 19) abjuration Activation: Free (mental) Description: The image of a great helm ornaments the end of this hefty, unusually solid weapon. A spellstrike weapon allows you to transfer some or all of the weapon’s enhancement bonus, using it as a bonus on your saving throws against spells or spell-like abilities. As a free action, you choose how to allocate the weapon’s enhancement bonus at the start of your turn before using the weapon, and the effect on saving throws lasts until the start of your next turn. Construction: Craft Magic Arms and Armor, resistance. Editor: Increasing your saving throws, but only against spells. However, most of the things you should be afraid of are spells. Meh.

SPIDERKISSED - DROW OF THE UNDERDARK (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Critical Description: Tracery suggestive of a spider’s web covers the entire surface of this weapon. When you confirm a critical hit with a spiderkissed weapon, the target must succeed on a DC 13 Reflex save or become entangled for 5 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition. Construction: Craft Magic Arms and Armor, web, drow. Editor (Entangled): The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. Editor: Meh. Kinda cute. I hate criticals, but 5 rounds of entangled isn’t bad. Might be something to tack on a merciful weapon for capturing people. The save sucks, however.

SPLITTING - CHAMPIONS OF RUIN (3.5) Price: +3 bonus Property: Bow, Crossbow, Arrow, Bolt Caster Level: 7th Aura: Moderate; (DC 19) conjuration Activation: Ranged Touch Attack Description: V-shaped engravings adorn a splitting weapon or splitting ammunition. 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. The splitting ability of a ranged weapon only functions if its wielder has the Precise Shot feat. Any arrow or bolt fired from a splitting weapon magically splits into two missiles in mid-flight. Both missiles are identical, sharing the non-splitting 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. Construction: Craft Magic Arms and Armor, Precise Shot, arrowsplit. Editor: Ok, so this is the best ability in the books. By far. It requires Precise Shot (just one extra reason to get it) and is a +3 ability, but by gods does it kick ass. Every attack you do hits. Twice. In effect, this doubles your damage output. Also, getting two attack rolls is incredibly useful for having higher hit percentage and goes perfectly with Woodland Archer [RoTW Pg. 154]. There is a little ambiguity to whether this works with Precision Damage though; it does have two attack rolls which would suggest that it does, but effectively they act as a volley attack, hitting the same place and therefore wouldn't get Precision Damage added twice. You should check with your DM before getting this for your Precision Damage archer; it's probably still worth it if Precision Damage isn't doubled (since it increases the odds of hitting with it by tons), but that would make it much less awesome. Personally I wouldn't allow twice the Precision Damage for Splitting since the archer doesn't get to aim the pieces separately. Editor (Advice): So you put this in a box and start shooting arrows at your monk friend who starts to catch them. Is there any limit to the number of arrows you can make? No. Hence my advice. Either flat out ban it, or limit it to ammunition only. At least in ammunition only, you won’t get infinite recursive loops, since the cost of re-enchanting the arrows with splitting will far outweigh the gain.

STALACTITE - UNDERDARK (3.5) Price: +3 bonus Property: Piercing/Slashing Melee Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: Critical Description: 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). Construction: Craft Magic Arms and Armor, flesh to stone. Editor (Petrified): A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. Editor: Hate criticals, love Save-or-suck. +3 bonus for a Fort 19 save… Not bad.

STARBURST - HEROES OF BATTLE (3.5) Price: +2 bonus Property: Siege Caster Level: 7th Aura: Moderate; (DC 19) abjuration Activation: — Stones fired from a starburst siege weapon explode above the ground, spraying the area below with a deadly shower of rock fragments. A stone fired from a starburst siege weapon deals piercing and slashing damage (equal to its normal damage) to all creatures within 20 feet of the impact square (Reflex DC 15 half). Construction: Craft Magic Arms and Armor; stone shape. Editor: Okay, the way I read it, your attack does an equal amount of piercing and slashing damage, effectively doubling the damage and spreading it out over two different damage types. Sweet. Reflex saves suck. Boo.

STRENGTH SAPPING - BOOK OF VILE DARKNESS (3.0) Price: +2 bonus Property: Any Caster Level: 3rd Aura: Faint; (DC 15) necromancy Activation: — Every time this weapon deals damage, the target must succeed at a Fortitude save (DC 15) or become exhausted. Construction: Craft Magic Arms and Armor, sap strength. Editor (Exhausted): An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Editor: Why mess around with fatigue inflicting WAs when you can just go straight to exhausted. A wonderful de-buff. Something I’d mix with level drain, or cursing, or strength drain.

STUNNING [SYNERGY] - ARMS AND EQUIPMENT (3.0) - HEROES OF BATTLE (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Critical Prerequisite: Screaming Description: The surface of this weapon is covered with jagged lines resembling lightning bolts. A stunning weapon functions as a screaming weapon. In addition, on a successful critical hit with a stunning weapon, the target must succeed on a DC 17 Fortitude save or be stunned for 1 round. Projectile weapons bestow this property on their ammunition. Construction: Craft Magic Arms and Armor, hold monster. Editor (Stunned): A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any). Editor: Not a fan of criticals. A DC 17 fortitude isn’t bad, but only one round? Sigh.

STUNNING SURGE - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Swift (command) Description: This weapon is broad and heavy compared to other weapons of its kind. Its rough but solid craftsmanship bespeaks straightforward functionality On a successful melee attack, you can command this weapon to emit a surge of magical energy. Unless the target succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier), it is stunned for 1 round. This ability is usable a number of times per day equal to 1+ your Charisma bonus (if any). Once you activate this ability, it can’t be activated by any other creature until the following day. Construction: Craft Magic Arms and Armor, hold monster. Editor (Stunned): A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any). Editor: This replaces sudden stunning from DM2, which was only 2,000 gp and had a reflex save instead of a fortitude save. Alas, the errata is quite clear. Most of the DM2 WAs were broken, so I can understand replacing it. That said, A scaling WA? Well, that’s good. A fortitude save is better then reflex. I like it.

STYGIAN - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: Swift (mental) Description: This weapon is composed of a black crystal that seems to absorb the light around it. When you activate a stygian weapon, the next successful attack you make before the end of your turn bestows one negative level on the target in addition to dealing normal damage. This negative level lasts for 10 minutes, and thus can’t result in a permanent level decrease. A stygian weapon functions three times per day. Construction: Craft Magic Arms and Armor, enervation. Editor: Level loss is a good all around de-buff. Of the many ways to weaken an enemy, this is a good choice, assuming you aren’t getting into too many fights in the same day.

SUBJUGATING - HEROES OF BATTLE (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) necromancy Activation: — 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. Construction: Craft Magic Arms and Armor, fear. Editor (Shaken): A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Editor: A nice power if you like scared enemies.

SUNDERING - CITY OF SPLENDORS WATERDEEP (3.5) - EXPANDED PSIONICS HANDBOOK (3.5) - MAGIC ITEM COMPENDIUM (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Description: Decorated with sculpted, imposing fists, this item seems denser than normal. A sundering weapon allows you to attack as if you have the Improved Sunder feat, and it deals an extra 1d6 points of damage on a sunder attempt. Construction: Craft Magic Arms and Armor, Improved Sunder, weapon of impact or metaphysical weapon. Editor: Your allies will try to kill you. As a side note, originally in the A&EG, this was the Breaking Blade. Being a big fan of Breaking Bad, I suggest you name any weapon that gets this property Heisenberg. “Say My Name… SAY IT.”

SUPPRESSION - EXPANDED PSIONICS HANDBOOK (3.5) - PSIONICS HANDBOOK (3.0) Price: +2 bonus Property: Any Weapon Caster Level: 10th Aura: Moderate; (DC 19) psychokinesis Activation: — An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a power check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day. Construction: Craft Psionic Arms and Armor, dispel psionics. Editor: I don’t get psionics. I’m told this sucks. I feel good about that assessment.

SURE STRIKING - ARMS AND EQUIPMENT (3.0) - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) - RACES OF FAERUN (3.0) - SWORD AND FIST (3.0) Price: +1 bonus Property: Any Caster Level: 6th Aura: Moderate; (DC 19) transmutation Activation: — A sure striking weapon overcomes damage reduction as though it were aligned chaotic, evil, good, or lawful— whichever is most appropriate for the foe. Construction: Craft Magic Arms and Armor, align weapon. Editor: If all you care about is overcoming damage reduction, this in an adamantine weapon should cover 90% of the DR out there. Personally, I prefer to just hit harder.

SWARMSTRIKE - DUNGEONSCAPE (3.5) Price: +1 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) abjuration Activation: — Description: A swarmstrike weapon is slightly flexible so that you can swing it quickly enough to swat the insects that make up most swarms. Standard weapons are not terribly effective at dealing with insect swarms, but a weapon that has the swarmstrike special ability is much more capable of killing the pests. Arrows or bolts that have this special ability are crafted with a wide, flat head that resembles a shovel. The ammunition splatters bugs on its leading edge as it passes through the swarm’s space. The swarmstrike ability activates automatically when you attack a creature of the swarm subtype. No other action on your part is required. When used to attack creatures of the swarm subtype, the weapon’s enhancement bonus increases by +2. Further, a swarmstrike weapon deals lethal damage against a creature of the swarm subtype, regardless of the size of the component creatures or the type of damage dealt by the weapon. Construction: Craft Magic Arms and Armor, repel vermin. Synergy (Bane): Vermin bane goes well with swarmstrike. Editor: I hate bugs, the weapon ability.

SWEEPING - ARMS AND EQUIPMENT (3.0) - FAITHS AND PANTHEONS (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Description: Images of clouds and gusting wind cover this strangely flexible weapon. This property grants you a +2 competence bonus on any Strength check made to trip an opponent with the weapon. Construction: Craft Magic Arms and Armor, bull’s strength. Editor: So a +1 to hit and +1 damage for a +2 strength bonus to trip only? Sigh.

TAINTED (3.0) - ORIENTAL ADVENTURES (3.0) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) necromancy Activation: — A Tainted weapon is corrupted with the Shadowlands Taint. It deals +1d6 bonus points of damage against honorable characters and creatures, including all creatures of lawful good, lawful neutral, or neutral good alignment. Each time it deals this extra damage, the wielder must make a Fortitude save (DC 15 + bonus damage dealt) or increase his Taint score by 1. Bows, crossbows, and slings so enchanted bestow the Tainted power upon their ammunition. Construction: Craft Magic Arms and Armor, castigate, creator must be lawful neutral or lawful good. Editor: So it slowly corrupts you, does damage to only 3 out of 9 alignments, and is +1d6 damage for +2 bonus. Take unholy and be done with it.

TAINT RESISTANT (3.0) - ORIENTAL ADVENTURES (3.0) Price: +8,000 gp Property: Any Weapon Caster Level: 7th Aura: Moderate; (DC 19) abjuration Activation: — Description: A Taint resistant weapon usually has jade inlay on the hilt, blade, or other part of the weapon. This jade does not decay in the presence of the Shadowlands Taint, and gives its wielder a +4 resistance bonus on Fortitude saves made to resist the Taint while carrying the weapon. Construction: Craft Magic Arms and Armor, resistance, creator cannot have any Shadowlands Taint. Editor: So a flat out bonus to fortitude of +4 is 5,333 gp. Kill it. Kill it with fire.

TELEPORTING - EXPANDED PSIONICS HANDBOOK (3.5) - PSIONICS HANDBOOK (3.0) Price: +1 bonus Property: Thrown Caster Level: 5th Aura: Faint; (DC 17) psychoportation Activation: — This ability can be imbedded 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. Construction: Craft Psionic Arms and Armor, psionic dimension door. Synergy (Throwing): make your melee weapon throwing. Toss your greatsword through someone’s chest. Editor: Far better then returning. If you have a choice between teleporting or returning, get teleporting every time.

TENTACLE - UNDERDARK (3.5) Price: +4 bonus (+3 bonus if added to an illithidwrought weapon) Property: Piercing/Slashing Melee Caster Level: 15th Aura: Strong; (DC 21) Necromancy Activation: Critical 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. Construction: Craft Magic Arms and Armor or Craft Psionic Arms and Armor, mind flayer. Editor: Pure style. It works on any critical, not just a 20 (unlike vorpal). The target gets a fortitude save (Unlike vorpal). Your sword yanks out people’s brains. I’d like a version that yanks out hearts. Awesome power if you can get it. DMs should never let a player get this.

TERRAN - MAGIC ITEM COMPENDIUM (3.5) - PLANAR HANDBOOK (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 18) evocation [earth] Activation: — Description: This weapon appears to have been hewn from crystal. Its grip is inlaid with gems in a circular design. 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. Construction: Craft Magic Arms and Armor, earth subtype. Alternate: Anarchic, Aquan, Auran, Axiomatic, Holy, Ignan, Unholy. Editor (Dragonslaying): If you hate dragons, remember that the dragons all have an element type. So if you want to go after a red dragon, you need aquan. If you want to go after a green dragon, you need terran. Editor: See Anarchic.

THROWING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. Construction: Craft Magic Arms and Armor, magic stone. Synergy (Explosive): Ironically, explosive is cheaper if you put it in a melee weapon that you made throwing. This is the one exception to melee WA going dormant when you throw your weapon. Editor (Monk Abuse): The rules are ambiguous here. Your DM may rule that applying the throwing enchantment to your unarmed strikes lets you throw your entire body at enemies. If so then this is excellent (you can make your first attack at range and follow up with melee attacks), but if he instead rules that you get extending limbs or a rocket punch then this is of moderate use to a monk, but should work with flurry of blows. If you need anything to look at for ideas on how to use this, I suggest looking at the (Cleric 1/Wiz-Sor 1) spell blood wind, which does basically the same thing. As a side note, you could do the same thing with blood wind in a wondrous item. So for 2,000 gp you could blow your swift action to make all your unarmed strikes ranged each and every round. It would have to be a custom job, but that’s how the math reads. Editor: Could be awesome. Could get your weapon lost. Oh, important point, any WA that is only usable with a melee only weapon, goes dormant when you throw the weapon. It’s not a melee weapon while it’s thrown. Same sort of thing happens with a morphing weapon. So any plans of throwing your vorpal sword 50 feet and cutting off the head of your enemies just ain’t going to work.

THUNDERING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Critical 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 sonic damage on a successful critical hit. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Critical Multiplier (Sonic Damage): x2 (1d8), x3 (2d8), x4 (3d8) Construction: Craft Magic Arms and Armor, blindness/deafness. Upgrade: Roaring. Editor (Deafened): A deafened character cannot hear. She takes a -4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. Editor: Deaf spellcasters are kinda funny. I’d put this in an anti-spellcaster or a sneak attack weapon, because of the initiative de-buff.

TORTUROUS (3.0) - GHOSTWALK (3.0) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Upon a successful hit, the target of this weapon must make a Fortitude save (DC 12) or be stunned for 1 round from pain. Construction: Craft Magic Arms and Armor, death knell. Editor (Stunned): A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any). Editor: Lousy DC, but it is every blow. Meh.

TORTUROUS, IMPROVED [SYNERGY] (3.0) - GHOSTWALK (3.0) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — This has the same effect as torturous, except you increase the Fortitude save DC to 17. Construction: Craft Magic Arms and Armor, death knell. Editor (Stunned): A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any). Editor: Okay, Now we’re talking. Not bad.

TOXIC - DROW OF THE UNDERDARK (3.5) Price: +1 bonus Property: Melee Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Description: When exposed to any light, this weapon gleams with an unhealthy ochre glow. When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one. Construction: Craft Magic Arms and Armor, gentle repose. Editor: If you use poison on your weapons, you need this WA. It saves you time and money for only a +1 bonus. Score.

TRANSMUTING - MAGIC ITEM COMPENDIUM (3.5) Price: +2 bonus Property: Any Weapon Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: — 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. 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. Construction: Craft Magic Arms and Armor, fabricate. Editor: I hate damage reduction, the weapon ability. Basically, it’s for people who have no idea what they need to overcome someone’s defenses, so lets just cover all our bases.

TRUESILVER (3.0) - GHOSTWALK (3.0) Price: +1 bonus Property: Ammo/Melee/Thrown Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — This ability incorporates magically purified and hardened silver into the weapon. It is treated as a silver weapon for the purpose of harming creatures particularly vulnerable to silver, such as ghosts. Furthermore, a truesilver weapon allows sneak attacks or critical hits on ghosts. Even though it is a change to the composition of the weapon rather than simply a magical property, truesilver can be added to an existing weapon. Construction: Craft Magic Arms and Armor, Craft (metalworking) 5 ranks. Editor: So, it’s like ghost strike, but not against all undead. It’s like silver, except it eats up your bonus instead of a flat cost to the cost of creating the weapon. It doesn’t actually give you the ability to hit insubstantial. It sucks.

UNHOLY - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Any Caster Level: 7th Aura: Moderate; (DC 19) evocation [evil] Activation: — An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition. Construction: Craft Magic Arms and Armor, unholy blight, creator must be evil. Upgrade: Sickening, Unholy Surge. Alternate: Anarchic, Aquan, Auran, Axiomatic, Holy, Ignan, Terran. Editor: See Anarchic.

UNHOLY SURGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Melee Caster Level: 11th Aura: Moderate; (DC 20) evocation [evil] Activation: — and swift (command) Prerequisite: Unholy Description: This vile weapon is decorated with jagged spikes, skulls, and other macabre designs. Characters who serve gods of murder, strife, and other base deeds craft these weapons of pure evil for themselves and for others who share their foul desires. This weapon functions as an unholy weapon. This is a continuous effect and requires no activation. In addition, on a successful melee attack with an unholy surge weapon, you can command it to emit a burst of unholy energy, which deals an extra 3d6 points of damage to a good-aligned target. If used against a non-good creature, it deals no additional damage, and that use of the ability is wasted. This ability is usable a number of times per day equal to 1 + your Cha bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day. Construction: Craft Magic Arms and Armor, unholy blight or unholy word. Editor: If you are evil and like killing good, this is a nice upgrade. Unfortunately you have to be a sexy kind of evil to use it well.

VALOROUS - UNAPPROACHABLE EAST (3.5) Price: +1 bonus Property: Melee Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: — 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. Construction: Craft Magic Arms and Armor, righteous might. Editor: It stacks. That makes it somewhat good, but only if you are a charger build. Otherwise, useless.

VAMPIRIC - GHOSTWALK (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) - UNAPPROACHABLE EAST (3.5) Price: +2 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — Description: A gaping maw with elongated incisors adorns this weapon. The fangs shimmer wetly. A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount. Construction: Craft Magic Arms and Armor, vampiric touch. Editor: You hurt, I heal. That is awesome. This is a must for anyone who isn’t allowed wrathful healing and wants to use a vicious weapon.

VANISHING - MAGIC ITEM COMPENDIUM (3.5) Price: +8,000 gp Property: Melee 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. 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. Construction: Craft Magic Arms and Armor, dimension door. Editor: It’s cleave with a 60ft step! Who couldn’t benefit from this? Make a melee touch attack on an ally for no damage and use the teleport at the end of your regular movement! You get to use it off of attacks of opportunity to make a move out of turn. How does this not rock?

VENOMOUS - GHOSTWALK (3.0) - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: Swift (command) Description: A carved snake coils around much of this weapon, its body tensed to strike. When activated, a venomous weapon coats itself in injury poison (Fort DC 14, 1d4 Str/1d4 Str), which lasts for 1 minute or until your next successful attack with the weapon, whichever comes first. A venomous weapon functions three times per day. Projectile weapons bestow this property on their ammunition. Construction: Craft Magic Arms and Armor, poison. Editor: The poison is applied to itself which means it can be modified as an applied poison. The save DC sucks, the ability damage type isn’t my favorite, and the damage is only 1d4. However, it is only a +1 bonus, so what do you expect? You could do worse.

VICIOUS - ARMS AND EQUIPMENT (3.0) - DUNGEON MASTER’S GUIDE (3.5) - SWORD AND FIST (3.0) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Construction: Craft Magic Arms and Armor, enervation. Synergy (Wrathful Healing): Heal as you harm. Editor: +2d6 damage at the cost of your own health. Useful when combined with a means to heal yourself, like vampiric touch or wrathful healing. Fast healers and clerics won’t mind the damage too much, especially clerics of gods who love pain and suffering.

VILE (3.0) - BOOK OF VILE DARKNESS (3.0) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — and Critical Every time this weapon deals damage, it deals an additional 1 point of vile damage. If the weapon scores a critical hit, it deals 2 additional points of vile damage. Construction: Craft Magic Arms and Armor, vile lance. Editor (Vile Damage): Vile damage, like regular damage, results in the loss of hit points or ability score points. Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character’s body or soul that only in a holy place can healing magic repair the damage. Editor: You are saying to yourself, “one point of damage? That sucks.” And it does. But, it’s one point that doesn’t heal. Against some targets, that could be the only way to kill them. Vile damage could take down the Tarrasque. Maybe not kill him, but put him in a coma.

VIPER - (3.5) Price: +1 bonus Property: Piercing/Slashing Melee, Whip, Scourge Caster Level: 6th Aura: Moderate; (DC 17) conjuration Activation: Standard (command) Description: All weapons with this special ability are emerald-green in hue and covered in scales. 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, and whips can become viper weapons. (If this special ability is rolled randomly for an inappropriate weapon, reroll). 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). Construction: 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). Editor (Viper Snake Melee Attack): Tiny +5, Small +4, Medium +4, Large +4, Huge +6. Editor (Viper Snake Damage): Tiny 1, Small 1d2, Medium 1d3, Large 1d4, Huge 1d4+4. Editor (Viper Snake Poison): A viper does injury poison for (1d6/1d6) constitution damage. The fortitude save DC is dependant on the size of viper. Tiny 10, Small 10, Medium 11, Large 11, Huge 14. Editor: Viper poison ain’t too shabby. The save DC is kinda low, but it is Con damage and Con damage is awesome. Since the number of hands used to hold the weapon has no effect on the size of the viper, it is recommended you take a light weapon for your size and increase it’s size twice. For example, a light weapon for a medium sized creature (like a dagger) becomes a one handed weapon if it is large, and a two handed weapon if it is huge. If you use Balanced, you could up the size class one more and have a gargantuan dagger that turns into a huge viper snake. Of course, you would have a -4 to hit with it, so I recommend allowing the snake to fight with it’s melee attack bonus. It’s size doesn’t affect it, because it’s not wielding itself. Editor (DMs): If your player tries this crap, hit him with a book. A nice and heavy one.

VIRULENT - DROW OF THE UNDERDARK (3.5) Price: +1 bonus Property: Ammo/Melee/Thrown Caster Level: 7th Aura: Moderate; (DC 18) necromancy Activation: — Description: Oozing pits mar the surface of this weapon. When you apply contact or injury poison to a virulent weapon, the poison becomes fast acting. Targets struck by a virulent weapon must make the saving throw to resist secondary damage 5 rounds after the initial damage instead of the customary 1 minute. Construction: Craft Magic Arms and Armor, poison. Editor: Damage over time sucks. Waiting 10 rounds to kill someone is suicidal, but 5 rounds… I’ve seen boss monsters last 5 rounds. Virulent isn’t quite a waste of money, so much as overkill. It might be too much. Then again, if you got the money to blow, you can’t spend it when you are dead.

VORPAL - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +5 bonus Property: Slashing Melee Caster Level: 18th Aura: Strong; (DC 21) necromancy Activation: Critical 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). Construction: Craft Magic Arms and Armor, circle of death, keen edge. Editor (Fortification): A vorpal weapon’s trademark effect is triggered on a special kind of critical—on the roll of a 20 (and a confirmed critical) it cuts off a head. Creatures without a head are, of course, immune to this effect, but the description calls out a number of creatures immune to critical hits, but that have heads, as subject to the weapon’s effect. Furthermore, it states that while these creatures can be subject to a vorpal weapon’s decapitation ability, the decapitation might not kill or destroy them. These statements create an exception to the normal critical hit rules in a way similar to (though not as clear as) some of the weapon burst powers featured in MIC. Because of these exceptions, being immune to a critical or having an ability that negates a critical has no effect on the vorpal’s head-taking properties. Only the lack of a head makes you immune to the vorpal’s decapitation, and only in the cases where a head is not necessary for the creature to be alive (or it does not destroy creatures that are not alive) can a creature survive its decapitation effect Editor: A ton of effort for very little pay off. This is a weapon for people who can cast surge of fortune, or just like the feeling of the occasional, “WOO HOO! I’Z CUTZ OFF SOMEONES HED!” Which is, let’s face it, just plan fun.

WARNING - MAGIC ITEM COMPENDIUM (3.5) - MAGIC OF FAERUN (3.0) Price: +1 bonus Property: Any Weapon Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: — Description: Four glass eyes circle this weapon, each watching a different direction. A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held. Construction: Craft Magic Arms and Armor, cat’s grace. Synergy (Eager): May I recommend eager so as to make sure the weapon is in your hand when you need it for initiative? Drawing your weapon is a free action with eager. Not to mention the bonus from eager stacks with warning. Editor: The best initiative bonus you can buy in a weapon.

WATER ELEMENTAL POWER, LARGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 11th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Frost Description: Water elemental power weapons look as if water were flowing along their surfaces, although they are as solid as any other weapons. Each weapon with this quality seems to have a faint blue cast, and the handle or grip is decorated with images of breaking waves. The pommel or crest is set with a single sapphire. When it is used to summon an elemental ally, the weapon’s surface seems to become pure water for just a moment, and the sound of surf fills the wielder’s ears. Like other weapons of elemental power, a weapon with this ability allows the wielder to call forth a powerful ally to aid him in battle once per day. In this case, the ally takes the form of a water elemental, which the wielder directs as desired. A weapon with this ability allows the wielder to summon a powerful water elemental ally. The exact kind of water elemental summoned depends on the potency of the special ability. The least powerful version summons a Large elemental, and more powerful versions summon Huge, greater, or elder water elementals. The amount of time that the elemental remains on a plane other than its native one depends on its kind, as follows. The elemental can be dismissed before its duration expires, but doing so wastes any unused rounds. The wielder can communicate with the summoned elemental as if fluent in the Aquan language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with a water elemental power weapon can suck enemies into a whirlpool, extinguish a flame, or perform special combat maneuvers, such as the aid another action. Lore: Characters can gain the following pieces of information about the water elemental power ability by making Knowledge (arcana) or Knowledge (history) checks at the appropriate DCs, as given below. DC 20: The half-elf weaponsmith Revelh Gnockrian did not cease his efforts to harness the elements into weapons with the creation of the first fire elemental weapon. Shortly thereafter, he turned his attention the flowing, rhythmic, yet still unpredictable element of water. Once again, he used new techniques that were especially suited to the element in question. DC 30: The fact that Revelh had taken on a number of human apprentices over the years distanced him from the elven community he called home, and as his research progressed, both his business and his health suffered. Upon completing the first water elemental power weapon—a fierce spiked chain that he named Surge—he bequeathed it to his eldest son, then gasped his last breath. Construction: Craft Magic Arms and Armor plus chill metal or ice storm plus summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder). Editor (Frost): Now, when you take this, you lose the frost WA, but you can gain it back by taking energy surge or icy burst. If you take both, they stack and you gain 2d6 frost damage. Editor: See air elemental power.

WATER ELEMENTAL POWER, HUGE [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 13th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Prerequisite: Large Water Elemental Power Description: See Large Water Elemental Power This behaves just like Large Water Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 13 rounds. You summon a Huge Water elemental. Construction: Craft Magic Arms and Armor plus chill metal or ice storm plus summon monster VII. Upgrade: Greater Water Elemental Power

WATER ELEMENTAL POWER, GREATER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Huge Water Elemental Power Description: See Large Water Elemental Power This behaves just like Large Water Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 15 rounds. You summon a Greater Water elemental. Construction: Craft Magic Arms and Armor plus chill metal or ice storm plus summon monster VIII. Upgrade: Elder Water Elemental Power

WATER ELEMENTAL POWER, ELDER [SYNERGY] - DUNGEON MASTER’S GUIDE 2 (3.5) Price: +1 bonus Property: Any Weapon Caster Level: 17th Aura: Strong; (DC 21) conjuration Activation: Standard (command) Prerequisite: Greater Water Elemental Power Description: See Large Water Elemental Power This behaves just like Large Water Elemental Power with the following exceptions. The amount of time that the elemental remains on a plane other than its native one is 17 rounds. You summon an Elder Water elemental. Construction: Craft Magic Arms and Armor plus chill metal or ice storm plus summon monster IX.

WATERBORN - EBERRON CAMPAIGN SETTING (3.5) Price: +1 bonus Property: Melee Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: — 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. Construction: Bind Elemental, lesser planar binding. Editor: At first glance, aquatic would seem to be the better choice. It is cheaper and covers a wider number of weapon selection. However, in a few select situations, this is superior. If you plan on spending a great deal of time in the water with a piercing weapon, this is better. Also, if you plan on fighting from shore or the deck of a ship, you want waterborn to counter the cover bonus. So if you are using a reach piercing weapon and are a sailor who gets attacked by water critters on a regular basis, this would be a better choice. Although, you could use blood seeking and aquatic and get the same effect.

WEAKENING - MAGIC ITEM COMPENDIUM (3.5) - THE SHINING SOUTH (3.5) Price: +1 bonus Property: Any Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Critical Description: Macabre ornamentation and stretched bits of leather make this weapon look as though it were made from a shriveled limb. When you score a critical hit with a weakening weapon, the target takes a –4 penalty to its Strength score (to a minimum score of 1) for 10 minutes. Multiple strikes aren’t cumulative. Projectile weapons bestow this property upon their ammunition. Construction: Craft Magic Arms and Armor, ray of enfeeblement. Editor: Ugh. Only on a critical. Non-cumulative. A mere -4 to strength which is only a -2 to hit and -2 damage. Sucks. Sucks. Sucks.

WHIRLING - MAGIC ITEM COMPENDIUM (3.5) Price: +1 bonus Property: Slashing Melee Caster Level: 11th Aura: Moderate; (DC 20) transmutation Activation: Full-round (mental) Description: The hilt of this weapon is twisted into a corkscrew design, and its blade is dramatically curved. Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby opponents. Instead of making your regular attacks, you instead make one melee attack at your full attack bonus against each opponent within reach of the weapon. This property otherwise functions like the Whirlwind Attack feat. Construction: Craft Magic Arms and Armor, haste. Synergy (Shadowstrike): For one attack, your melee attack range is an extra five feet. You only make one attack roll when you use whirling. Do the math. Editor: A +1 bonus to perform a feat with about three thousand prerequisites? This is begging to be in a reach weapon, on top of being hit with a enlarge person spell. Add shadowstrike, put it all on a spiked chain, and once a day you could, in theory, hit everyone within 25 feet of you. Boom goes the dynamite.

WOUNDING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Price: +2 bonus Property: Melee Caster Level: 10th Aura: Moderate; (DC 19) evocation Activation: — 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. Construction: Craft Magic Arms and Armor, ’s sword. Editor: Con damage, the great equalizer. Pathetic against a 3 HD orc, damn scary when you get into the double digits. Alas, the wording is off, as the con damage is from blood loss. So if the target has no blood, there is no con drain? Could use some clarification there.

WRATHFUL HEALING (3.0) - (3.0) Price: +3 bonus Property: Melee Caster Level: 15th Aura: Strong; (DC 21) conjuration Activation: — Description: The hilt has a soft, warm feel to it. This enchantment creates positive energy that flows to its wielder. When the weapon deals damage to a creature, the wielder heals a number of hit points equal to half the damage dealt. If the wielder already has full hit points, there is no effect. Because the weapon channels positive energy, it damages an undead wielder instead. Construction: Craft Magic Arms and Armor, regenerate. Editor: One of the best enchantments you can buy. Practically broken and definitely one to consider banning. Combined with WAs that harm you and you wind up healing as fast as you hurt. An excellent choice for a raging barbarian because you don’t have to worry about having a crappy AC as long as you can keep dishing out the damage. APPENDIX A: Breakdown by price. FLAT COST AGILITY (2,000 gp) AQUATIC (2,000 gp) BALANCE (9,600 gp) BLURRING (36,000 gp) CHANGELING (2,000 gp) DISPLACEMENT (72,000 gp) DOOMWARDING (38,500 gp) EVERBRIGHT (2,000 gp) FINDER (4,800 gp) FLY (16,200 gp) FOCUS (640 gp) HIDEAWAY (2,000 gp) ILLUMINATING (500 gp) INITIATIVE (20,000 gp) JUMPING (3.0) (13,750 gp) MANIFESTER (12,000 gp) NECROMANTIC (3,000 gp) PASSAGE (32,400 gp) POWERLEECH (8,000 gp) PRISMATIC BURST (30,000 gp) SELF-IDENTIFYING (0 gp) SHADOWSTRIKE (5,000 gp) SILENT MOVES (3,750 gp) SIZING (5,000 gp) SLOW BURST (5,000 gp) SPELLBLADE (6,000 gp) TAINT RESISTANT (8,000 gp) VANISHING (8,000 gp)

FLAT COST [SYNERGY] AGILITY, GREATER (6.000 gp) AGILITY, SUPERIOR (10.000 gp) SILENT MOVES, IMPROVED (11,250 gp)

+1 ACCURATE APTITUDE ARCANE MIGHT ASSASSINATION BANE BERSERKER BINDING BLESSED BLOOD SEEKING BLOODFEEDING BLOODSTONE BLOODTHIRSTY BRASH BRUTAL SURGE CHARGEBREAKER CHARGED (3.0) CHARGING CORROSIVE CRAZED (3.0) DEADLY PRECISION DEFENDING DEFENSIVE SURGE DEFLECTING DESICCATING DISEASED DISLOCATOR DISPELLING DISSIPATER DISTANCE DIVINE WRATH DOMINEERING DOOMSTRIKE DRAGONDOOM DRAGONHUNTER DROWCRAFT EAGER EARTHBOUND ENFEEBLING EXHAUSTING FEAR BURST FLAMING FLYING (3.0) FROST FURY GHOST TOUCH HARMONY (3.0) HARMONIZING HEAVENLY BURST HOMELAND CHAMPION HORNBLADE (3.0) HUNTING ILLUSION BANE IMPACT IMPALING INTERCEPTING KEEN KI FOCUS KNOCKBACK LAST RESORT LIGHT BURST LUCKY MAGEBANE MAIMING MARTIAL DISCIPLINE MASTERSLAYING (3.0) MERCIFUL MIGHTY CLEAVING MIGHTY SMITING MINDFEEDER MORPHING MOUTHPICK OPPOSABLE (3.0) PARALYZING POWER STORING PRECISE PROFANE PSYCHOKINETIC QUICK LOADING RESOUNDING RETURNING REVEALING RUSTING SACRED SACRIFICIAL SMITING SCREAMING SEEKING SHADOWSCOURGE SHATTERMANTLE SHIELDING SHOCK SHRINKING SMOKING (3.0) SOUL OF HONOR SOULBOUND SPELL STORING SPELLSTRIKE SPIDERKISSED STUNNING SURGE STYGIAN SUNDERING SURE STRIKING SWARMSTRIKE SWEEPING TELEPORTING THROWING THUNDERING TORTUROUS (3.0) TOXIC TRUESILVER (3.0) VALOROUS VENOMOUS VICIOUS VILE (3.0) VIPER VIRULENT WARNING WATERBORN WEAKENING WHIRLING

+1 [SYNERGY] ACIDIC BURST AIR ELEMENTAL POWER, LARGE AIR ELEMENTAL POWER, HUGE AIR ELEMENTAL POWER, GREATER AIR ELEMENTAL POWER, ELDER BURNING CONSUMPTIVE BURST DESICCATING BURST DISLOCATOR, GREAT DISPELLING, GREATER EARTH ELEMENTAL POWER, LARGE EARTH ELEMENTAL POWER, HUGE EARTH ELEMENTAL POWER, GREATER EARTH ELEMENTAL POWER, ELDER ENERGY SURGE FIERCEBANE FIRE ELEMENTAL POWER, LARGE FIRE ELEMENTAL POWER, HUGE FIRE ELEMENTAL POWER, GREATER FIRE ELEMENTAL POWER, ELDER FLAMING BURST GHOST STRIKE HOLY SURGE ICY BURST INCORPOREAL BINDING PROFANE BURST PSYCHOKINETIC BURST SACRED BURST SCREAMING BURST SHOCKING BURST SICKENING SOULBREAKER SOULDRINKING SPARKLING STUNNING TORTUROUS, IMPROVED (3.0) UNHOLY SURGE WATER ELEMENTAL POWER, LARGE WATER ELEMENTAL POWER, HUGE WATER ELEMENTAL POWER, GREATER WATER ELEMENTAL POWER, ELDER

+2 ANARCHIC AQUAN AURAN AXIOMATIC BALANCED (3.0) BANISHING BLINDSIGHTED BLURSTRIKE COLLISION COMMANDING (3.0) CONSUMPTIVE DISARMING DISRUPTING DISRUPTION DOOM BURST ENERGY AURA ENERVATING EXIT WOUND EXPLOSIVE (Melee Only) FIERCE (3.0) FLESHGRINDING FORCE FURIOUS (3.0) GHOST BANE (3.0) GRASPING (3.0) HEARTFINDER (3.0) HOLY IGNAN ILLITHIDWROUGHT IMPEDANCE METALLINE MINDCRUSHER PARALYTIC BURST PARRYING PROFICIENT (3.0) PSIBANE PSYCHIC RADIANT (3.0) RAVENOUS SELF-LOADING SKILLFUL SNAKEBITER (3.0) STARBURST STRENGTH SAPPING SUBJUGATING SUPPRESSION TAINTED TERRAN TRANSMUTING UNHOLY VAMPIRIC WOUNDING

+2 [SYNERGY] ETHEREAL REAVER ILLUSION THEFT ROARING SOULBOUND, GREATER

+3 BODYFEEDER CLOUTING CURSESPEWING DISMISSER DUSTSTORM EXPLOSIVE (Ranged Only) FINESSE FRIGHTFUL (3.0) IMPLACABLE MARROWCRUSHING (3.0) NECROTIC FOCUS RADIANT HOLDING (3.0) SHADOW STRIKING SPEED SPLITTING STALACTITE WRATHFUL HEALING (3.0)

+3 [SYNERGY] TENTACLE (Illithidwrought)

+4 BLASPHEMOUS BRILLIANT ENERGY DANCING KEEPER’S FANG RIGHTEOUS SENDING TENTACLE

+5 COUP DE GRACE VORPAL

APPENDIX B: Breakdown by weapon. Ammo RADIANT HOLDING (3.0)

Ammo/Melee/Thrown ASSASSINATION BRILLIANT ENERGY DISSIPATER DOMINEERING ENERVATING MAIMING METALLINE SHADOW STRIKING SOULBREAKER TRUESILVER (3.0) VIRULENT

Any ACIDIC BURST ANARCHIC APTITUDE AQUAN AQUATIC AURAN AXIOMATIC BANE BLASPHEMOUS BODYFEEDER CHARGED (3.0) CLOUTING COLLISION CONSUMPTIVE CONSUMPTIVE BURST CORROSIVE COUP DE GRACE CURSESPEWING DEADLY PRECISION DESICCATING DESICCATING BURST DISMISSER DOOM BURST DROWCRAFT ENERGY AURA ENFEEBLING EXHAUSTING EXPLOSIVE FEAR BURST FIERCEBANE FLAMING FLAMING BURST FLYING (3.0) FROST GHOST BANE (3.0) HEAVENLY BURST HIDEAWAY HOLY HOMELAND CHAMPION HUNTING ICY BURST IGNAN IMPEDANCE IMPLACABLE LIGHT BURST MAGEBANE MERCIFUL MINDCRUSHER MINDFEEDER OPPOSABLE (3.0) PARALYTIC BURST PROFANE PROFANE BURST PSIBANE PSYCHIC PSYCHOKINETIC PSYCHOKINETIC BURST REVEALING RUSTING SACRED SACRED BURST SCREAMING SCREAMING BURST SELF-IDENTIFYING SENDING SHADOWSCOURGE SHATTERMANTLE SHOCK SHOCKING BURST SICKENING SLOW BURST SNAKEBITER (3.0) SOUL OF HONOR SPARKLING SPIDERKISSED STRENGTH SAPPING STUNNING SUBJUGATING SURE STRIKING SWARMSTRIKE TAINTED (3.0) TERRAN THUNDERING TORTUROUS (3.0) TORTUROUS, IMPROVED (3.0) UNHOLY VILE (3.0) WEAKENING

Any Weapon ACCURATE AGILITY AGILITY AGILITY, GREATER AGILITY, SUPERIOR AIR ELEMENTAL POWER, LARGE AIR ELEMENTAL POWER, HUGE AIR ELEMENTAL POWER, GREATER AIR ELEMENTAL POWER, ELDER BALANCE BALANCED (3.0) BANISHING BINDING BLESSED BLINDSIGHTED BLURRING BURNING COMMANDING (3.0) DISARMING DISLOCATOR DISLOCATOR, GREAT DISPLACEMENT DISPELLING DISPELLING, GREATER DIVINE WRATH DOOMWARDING EARTH ELEMENTAL POWER, LARGE EARTH ELEMENTAL POWER, HUGE EARTH ELEMENTAL POWER, GREATER EARTH ELEMENTAL POWER, ELDER EARTHBOUND EVERBRIGHT FINDER FIRE ELEMENTAL POWER, LARGE FIRE ELEMENTAL POWER, HUGE FIRE ELEMENTAL POWER, GREATER FIRE ELEMENTAL POWER, ELDER FLY HORNBLADE (3.0) ILLITHIDWROUGHT ILLUMINATING ILLUSION BANE ILLUSION THEFT INITIATIVE JUMPING (3.0) KNOCKBACK LUCKY MANIFESTER MARTIAL DISCIPLINE PARRYING PRISMATIC BURST PROFICIENT (3.0) RADIANT (3.0) RIGHTEOUS SHRINKING SILENT MOVES SILENT MOVES, IMPROVED SIZING SMOKING (3.0) SOULBOUND SOULBOUND, GREATER SPEED SPELLBLADE SPELLSTRIKE STYGIAN SUPPRESSION TAINT RESISTANT (3.0) TRANSMUTING VENOMOUS WARNING WATER ELEMENTAL POWER, LARGE WATER ELEMENTAL POWER, HUGE WATER ELEMENTAL POWER, GREATER WATER ELEMENTAL POWER, ELDER

Bludgeoning Ammo/Melee/Thrown IMPACT

Bludgeoning Melee DISRUPTION

Bow, Crossbow, Arrow, Bolt SPLITTING

Bows ARCANE MIGHT

Critical Activation ACIDIC BURST [SYNERGY] BLASPHEMOUS BODYFEEDER CONSUMPTIVE BURST [SYNERGY] COUP DE GRACE CURSESPEWING DESICCATING BURST [SYNERGY] DOOM BURST ENERVATING ENFEEBLING FEAR BURST FIERCEBANE [SYNERGY] FLAMING BURST [SYNERGY] HEAVENLY BURST ICY BURST [SYNERGY] LIGHT BURST MAIMING MINDFEEDER PARALYTIC BURST PRISMATIC BURST PROFANE BURST [SYNERGY] PSYCHOKINETIC BURST [SYNERGY] ROARING [SYNERGY] SACRED BURST [SYNERGY] SCREAMING BURST [SYNERGY] SENDING SHOCKING BURST [SYNERGY] SICKENING [SYNERGY] SLOW BURST SOULDRINKING [SYNERGY] SPIDERKISSED STALACTITE STUNNING [SYNERGY] TENTACLE THUNDERING VILE (3.0) VORPAL WEAKENING

Crossbow QUICK LOADING

Katana FOCUS

Light Melee SHIELDING

Light/Finesse FINESSE

Melee BLOODFEEDING BLOODSTONE BLURSTRIKE BRASH BRILLIANT ENERGY BRUTAL SURGE CHARGEBREAKER CHARGING CRAZED (3.0) DANCING DEFENDING DEFENSIVE SURGE DEFLECTING DISEASED DISSIPATER DOOMSTRIKE DRAGONDOOM DUSTSTORM EAGER ENERGY SURGE ETHEREAL REAVER FIERCE (3.0) FRIGHTFUL (3.0) FURIOUS (3.0) FURY GHOST STRIKE GHOST TOUCH GRASPING (3.0) HARMONY (3.0) HARMONIZING HOLY SURGE INCORPOREAL BINDING INTERCEPTING KEEPER’S FANG KI FOCUS LAST RESORT MARROWCRUSHING (3.0) MASTERSLAYING (3.0) MIGHTY CLEAVING MIGHTY SMITING MOUTHPICK NECROTIC FOCUS PARALYZING POWER STORING POWERLEECH RAVENOUS RESOUNDING ROARING SACRIFICIAL SMITING SHADOWSTRIKE SKILLFUL SOULDRINKING SPELL STORING STUNNING SURGE SUNDERING SWEEPING THROWING TOXIC UNHOLY SURGE VALOROUS VAMPIRIC VANISHING VICIOUS WATERBORN WOUNDING WRATHFUL HEALING (3.0)

Melee/Thrown MORPHING

Piercing Melee HEARTFINDER (3.0) IMPALING

Piercing/Slashing Melee BLOODTHIRSTY KEEN FLESHGRINDING STALACTITE TENTACLE

Piercing/Slashing Melee, Whip, Scourge VIPER

Projectile BLOOD SEEKING DRAGONHUNTER FORCE

Ranged DISTANCE EXIT WOUND PRECISE SEEKING

Siege DISRUPTING NECROMANTIC SELF-LOADING STARBURST

Slashing Melee PASSAGE VORPAL WHIRLING

Spear, Shortspear, Longspear CHANGELING

Thrown RETURNING TELEPORTING

Two-Handed Melee BERSERKER MASTER RANDOM WSA TABLES d100 +2 Weapon d100 Table A 01-62 +2 EB 01-95 +1 WSA 63-00 +1 EB, Table A 96-00 WP d100 +3 Weapon d100 Table B 01-44 +3 EB 01-80 +2 WSA 45-79 +2 EB, Table A 81-95 (2) +1 WSA 80-00 +1 EB, Table B 96-00 +1 WSA, WP d100 +4 Weapon d100 Table C 01-44 +4 EB 01-70 +3 WSA 45-79 +3 EB, Table A 71-80 +2 WSA, +1 WSA 80-91 +2 EB, Table B 81-85 +2 WSA, WP 92-00 +1 EB, Table C 86-95 (3) +1 WSA 96-00 (2) +1 WSA, WP d100 +5 Weapon 01-40 +5 EB d100 Table D 41-75 +4 EB, Table A 01-50 +4 WSA 76-88 +3 EB, Table B 51-60 +3 WSA, +1 WSA 89-95 +2 EB, Table C 61-65 +3 WSA, WP 96-00 +1 EB, Table D 66-75 (2) +2 WSA 76-80 +2 WSA, +1 WSA, WP d100 +6 Weapon 81-90 (4) +1 WSA 01-43 +5 EB, Table A 91-95 (3) +1 WSA, WP 44-77 +4 EB, Table B 96-00 (2) +1 WSA, (2) WP 78-89 +3 EB, Table C 90-95 +2 EB, Table D d100 Table E 96-00 +1 EB, Table E 01-15 +5 WSA 16-25 +4 WSA, +1 WSA d100 +7 Weapon 26-30 +4 WSA, WP 01-47 +5 EB, Table B 31-40 +3 WSA, +2 WSA 48-79 +4 EB, Table C 41-45 +3 WSA, +1 WSA, WP 80-92 +3 EB, Table D 46-55 (2) +2 WSA, +1 WSA 93-98 +2 EB, Table E 56-60 (2) +2 WSA, WP 99-00 +1 EB, Table E,A 61-70 +2 WSA, (3) +1 WSA 71-75 +2 WSA, (2) +1 WSA, WP d100 +8 Weapon 76-80 +2 WSA, +1 WSA, (2) WP 01-52 +5 EB, Table C 81-90 (5) +1 WSA 53-85 +4 EB, Table D 91-95 (4) +1 WSA, WP 86-95 +3 EB, Table E 96-00 (3) +1 WSA, (2) WP 96-98 +2 EB, Table E, A 99-00 +1 EB, Table E, B d100 +9 Weapon 01-52 +5 EB, Table D 53-85 +4 EB, Table E 86-97 +3 EB, Table E, A 98-99 +2 EB, Table E, B 00 +1 EB, Table E, C d100 +10 Weapon 01-52 +5 EB, Table E 53-85 +4 EB, Table E, A 86-97 +3 EB, Table E, B 98-99 +2 EB, Table E, C 00 +1 EB, Table E, D For Melee +1 WSA, roll 1d6. on a 1-3, roll 1d100. on a 4-6, roll 1d100+100 All Other Tables Roll Only 1d100 +1 WSA Melee Thrown Ranged Ammo ACCURATE 01 01 01 APTITUDE 02 02 02-03 01-02 ARCANE MIGHT [Bow Only] 04 ASSASSINATION 03 03 03-04 BANE 04-10 04-08 05-09 05-14 BERSERKER [Two-Handed Melee Only] 11 BINDING 12 09 10 BLESSED 13 10 11 BLOOD SEEKING 15 BLOODFEEDING 14 BLOODSTONE 15 BLOODTHIRSTY [Piercing/Slashing Only] 16 BRASH 17 BRUTAL SURGE 18 CHARGEBREAKER 19 CHARGED (3.0) 20 11 12 16 CHARGING 21 CORROSIVE 22-24 12 13-15 17-21 CRAZED (3.0) 25 DEADLY PRECISION 26 13 16 22 DEFENDING 27-33 DEFENSIVE SURGE 34 DEFLECTING 35 DESICCATING 36-42 14 17 23 DISEASED 43 DISLOCATOR 44 15 18 DISPELLING 45 16 19 DISSIPATER 46 17 24 DISTANCE 18-22 20-24 25-34 DIVINE WRATH 47 25 DOOMSTRIKE 48 DRAGONDOOM 49 DRAGONHUNTER 26 DROWCRAFT 50 23 27 35 EAGER 51-57 EARTHBOUND 58 24 28 ENFEEBLING 59 25 29 36 EXHAUSTING 60 26 30 37 FEAR BURST 61 27 31 38 FLAMING 62-68 28-32 32-36 39-43 FLYING (3.0) 69 33 37 44 FROST 70-76 34-38 38-42 45-49 FURY 77 GHOST TOUCH 78-84 HARMONY (3.0) 85 HARMONIZING 86 HEAVENLY BURST 87 39 43 50 HOMELAND CHAMPION 88 40 44 51 HORNBLADE (3.0) 89 41 45 HUNTING 90 42 46 ILLUSION BANE 91 43 47 IMPACT [Bludgeoning Only] 44 52-56 IMPALING [Piercing Only] 92 INTERCEPTING 93 KEEN [Piercing/Shashing Only] or Impact [Bludgeoning Only] 94-100 KI FOCUS 101-105 KNOCKBACK 106 45 48 LAST RESORT 107 LIGHT BURST 108 46 49 57 LUCKY 109 47 50 MAGEBANE 110 48 51 58 MAIMING 111 49 59 MARTIAL DISCIPLINE 112 50 52 MASTERSLAYING (3.0) 113 MERCIFUL 114-120 51-55 53-57 60-64 MIGHTY CLEAVING 121-125 MIGHTY SMITING 126 MINDFEEDER 127 56 58 65 MORPHING 128 57 MOUTHPICK 129 OPPOSABLE (3.0) 130 58 59 66 PARALYZING 131 POWER STORING 132 PRECISE 59 60 67 PROFANE 133 60 61 68 PSYCHOKINETIC 134 61 62 69 QUICK LOADING [Crossbow Only] 63 RESOUNDING 135 RETURNING 62-66 REVEALING 136 67 64 70 RUSTING 137 68 65 71 SACRED 138 69 66 72 SACRIFICIAL SMITING 139 SCREAMING 140 70 67 73 SEEKING 71-75 68-72 74-78 SHADOWSCOURGE 141 76 73 79 SHATTERMANTLE 142 77 74 80 SHIELDING [Light Only] 143 SHOCK 144-150 78-82 75-79 81-85 SHRINKING 151 83 80 SMOKING (3.0) 152 81 SOUL OF HONOR 153 84 82 86 SOULBOUND 154 83 SPELL STORING 155-161 SPELLSTRIKE 162 84 SPIDERKISSED 163 85 85 87 STUNNING SURGE 164 STYGIAN 165 86 86 SUNDERING 166 SURE STRIKING 167 87 87-88 88 SWARMSTRIKE 168 88 89-90 89 SWEEPING 169 TELEPORTING 89 THROWING [Non-Ranged Only] 170-176 THUNDERING 177-181 90-94 91-95 90-94 TORTUROUS (3.0) 182 95 96 95 TOXIC 183 TRUESILVER (3.0) 184 96 96 VALOROUS 185 VENOMOUS 186 97 97 VICIOUS 187-193 VILE (3.0) 194 98 98 97 VIPER [Piercing/Slashing Melee, Whip, Scourge Only] 195 VIRULENT 196 99 98-99 WARNING 197 99 WATERBORN 198 WEAKENING 199 100 100 100 WHIRLING [Slashing Only] 200

+2 WSA Melee Thrown Ranged Ammo ACIDIC BURST/CORROSIVE 01 01 01 01 AIR ELEMENTAL POWER, LARGE/SHOCK 02 02 02 ANARCHIC 03-07 03-10 03-10 02-11 AQUAN 08 11 11 12 AURAN 09 12 12 13 AXIOMATIC 10-14 13-20 13-20 14-23 BALANCED (3.0) 15 21 21 BANISHING 16 22 22 BLINDSIGHTED 17 23 BLURSTRIKE 18 BURNING/FLAMING 19 23 24 COLLISION 20 24 25 25 COMMANDING (3.0) 21 26 CONSUMPTIVE 22 25 27 26 DESICCATING BURST/DESICCATING 23 26 28 27 DISARMING 24 27 29 DISLOCATOR, GREAT/DISLOCATOR 25 28 30 DISPELLING, GREATER/DISPELLING 26 29 31 DISRUPTION [Bludgeoning Only] 27 DOMINEERING 28 30 28 DOOM BURST 29 31 32 29 EARTH ELEMENTAL POWER, LARGE/CORROSIVE 30 33 ENERGY AURA 31 32 34 30 ENERGY SURGE/CORROSIVE 32 ENERGY SURGE/FLAMING 33 ENERGY SURGE/FROST 34 ENERGY SURGE/SHOCK 35 ENERVATING 36 33 31 EXIT WOUND 34 35 32 EXPLOSIVE [Melee] 37 FIERCE (3.0) 38 FIERCEBANE/BANE 39 35 36 33 FIRE ELEMENTAL POWER, LARGE/FLAMING 40 37 FLAMING BURST/FLAMING 41-44 36-42 38-45 34-43 FLESHGRINDING [Piercing/Slashing Only] 45 FORCE 46 FURIOUS (3.0) 46 GHOST BANE (3.0) 47 43 47 44 GHOST STRIKE/GHOST TOUCH 48 GRASPING (3.0) 49 HEARTFINDER [Piercing Only] (3.0) 50 HOLY 51-55 44-51 48-54 45-53 ICY BURST/FROST 56-59 52-59 55-61 54-63 IGNAN 60 60 62 64 ILLITHIDWROUGHT 61 61 63 IMPEDANCE 62 62 64 65 INCORPOREAL BINDING/GHOST TOUCH 63 METALLINE 64 63 66 MINDCRUSHER 65 64 65 67 PARALYTIC BURST 66 65 66 68 PARRYING 67 66 67 PROFANE BURST/PROFANE 68 67 68 69 PROFICIENT (3.0) 69 68 69 PSIBANE 70 69 70 70 PSYCHIC 71 70 71 71 PSYCHOKINETIC BURST/PSYCHOKINETIC 72 71 72 72 RADIANT (3.0) 73 72 73 RAVENOUS 74 SACRED BURST/SACRED 75 73 74 73 SCREAMING BURST/SCREAMING 76 74 75 74 SHOCKING BURST/SHOCK 77-80 75-82 76-83 73-84 SKILLFUL 81 SNAKEBITER (3.0) 82 83 84 85 SPARKLING/REVEALING 83 84 85 86 STRENGTH SAPPING 84 85 86 87 STUNNING/SCREAMING 85 86 87 88 SUBJUGATING 86 87 88 89 SUPPRESSION 87 88 89 TAINTED (3.0) 88 89 90 90 TERRAN 89 90 91 91 THROWING/RETURNING 90 THROWING/TELEPORTING 91 TORTUROUS, IMPROVED (3.0)/TORTUROUS (3.0) 92 91 92 92 TRANSMUTING 93 92 UNHOLY 94-97 93-100 93-99 93-100 VAMPIRIC 98 WATER ELEMENTAL POWER, LARGE/FROST 99 100 WOUNDING 100

+3 WSA Melee Thrown Ranged Ammo AIR ELEMENTAL POWER, HUGE/LARGE/SHOCK 01-03 01-05 BODYFEEDER 04-06 01-09 06-10 01-08 CLOUTING 07-09 10-18 11-15 09-16 CONSUMPTIVE BURST/CONSUMPTIVE 10-12 19-27 16-20 17-24 CURSESPEWING 13-15 28-36 21-25 25-32 DISMISSER 16-18 37-45 26-30 33-40 DUSTSTORM 19-21 EARTH ELEMENTAL POWER, HUGE/LARGE/CORROSIVE 22-24 31-35 ETHEREAL REAVER/GHOST TOUCH 25-27 EXPLOSIVE [Ranged] 46-54 36-40 41-48 FINESSE [Light/Finesse Only] 28-30 FIRE ELEMENTAL POWER, HUGE/LARGE/FLAMING 31-33 41-45 FRIGHTFUL (3.0) 34-36 HOLY SURGE/HOLY 37-39 ILLUSION THEFT/ILLUSION BANE 40-42 55-63 46-50 IMPLACABLE 43-45 64-72 51-55 49-56 MARROWCRUSHING (3.0) 46-48 NECROTIC FOCUS 49-51 RADIANT HOLDING (3.0) 57-64 ROARING/THUNDERING 52-54 SHADOW STRIKING 55-57 73-82 65-73 SICKENING/UNHOLY 58-60 83-91 56-60 74-82 SOULBOUND, GREATER/SOULBOUND 61-63 61-65 SOULBREAKER/ENERVATING 64-66 92-100 83-91 SOULDRINKING/ENERVATING 67-69 SPEED 70-88 66-90 SPLITTING [Bow, Crossbow, Arrow, Bolt Only] 91-95 92-100 STALACTITE [Pieercing/Slashing Only] 89-91 UNHOLY SURGE/UNHOLY 92-94 WATER ELEMENTAL POWER, HUGE/LARGE/FROST 95-97 96-100 WRATHFUL HEALING (3.0) 98-100

+4 WSA Melee Thrown Ranged Ammo AIR ELEMENTAL POWER, GREATER/HUGE/LARGE/SHOCK 01-05 01-15 BLASPHEMOUS 06-10 01-10 16-25 01-10 BRILLIANT ENERGY 11-35 11-90 11-90 DANCING 36-65 EARTH ELEMENTAL POWER, GREATER/HUGE/LARGE/CORROSIVE 66-70 26-40 FIRE ELEMENTAL POWER, GREATER/HUGE/LARGE/FLAMING 71-75 41-55 KEEPER’S FANG 76-80 RIGHTEOUS 81-85 56-70 SENDING 86-90 91-100 71-85 91-100 TENTACLE [Piercing/Shashing Only] 91-95 WATER ELEMENTAL POWER, GREATER/HUGE/LARGE/FROST 96-100 86-100

+5 WSA Melee Thrown Ranged Ammo AIR ELEMENTAL POWER, ELDER/GREATER/HUGE/LARGE/SHOCK 01-15 01-20 COUP DE GRACE 16-25 01-100 21-40 01-100 EARTH ELEMENTAL POWER, ELDER/GREATER/HUGE/LARGE/CORROSIVE 26-40 41-60 FIRE ELEMENTAL POWER, ELDER/GREATER/HUGE/LARGE/FLAMING 41-55 61-80 TENTACLE/ILLITHIDWROUGHT [Piercing/Shashing Only] 56-70 VORPAL [Slashing Only] 71-85 WATER ELEMENTAL POWER, ELDER/GREATER/HUGE/LARGE/FROST 86-100 81-100

WEAPON PROPERTY Melee Thrown Ranged Ammo SELF-IDENTIFYING (0 gp) 01-15 01-25 01-15 01-50 ILLUMINATING (500 gp) 16-25 26-40 11-25 FOCUS [Katana Only] (640 gp) 26 AGILITY (2000 gp) 27-31 26-31 AQUATIC (2000 gp) 32-36 41-50 32-37 51-70 CHANGELING [Spear/Shortspear/Longspear Only] (2000 gp) 37-41 EVERBRIGHT (2000 gp) 42-46 51-60 38-43 HIDEAWAY (2000 gp) 47-51 61-70 44-49 71-90 SILENT MOVES (3750 gp) 52-56 50-55 FINDER (4800 gp) 57-61 56-60 SHADOWSTRIKE (5000 gp) 62-66 61-65 SIZING (5000 gp) 67-71 71-80 66-70 SLOW BURST (5000 gp) 72-76 81-90 71-75 91-100 SPELLBLADE (6000 gp) 77-80 76-80 AGILITY, GREATER/AGILITY (8000 gp) 81-82 81-84 POWERLEECH (8000 gp) 83-84 TAINT RESISTANT (8000 gp) 85-86 91-97 85-88 VANISHING (8000 gp) 87-88 BALANCE (9600 gp) 89 89-90 MANIFESTER (12000 gp) 90 91 JUMPING (3.0) (13750 gp) 91 92 SILENT MOVES, IMPROVED/SILENT MOVES (15000 gp) 92 93 FLY (16200 gp) 93 94 AGILITY, SUPERIOR/GREATER/AGILITY (18000 gp) 94 95 INITIATIVE (20000 gp) 95 98 96 PRISMATIC BURST (30000 gp) 96 99 97 PASSAGE [Slashing Only] (32400 gp) 97 BLURRING (36000 gp) 98 98 DOOMWARDING (38500 gp) 99 100 99 DISPLACEMENT (72000 gp) 100 100