Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or more of the
special abilities detailed below. A weapon with a
special ability must have at least a +1 enhancement bonus.
Anarchic: An
anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage against all of lawful
alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including
restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
Axiomatic: An
axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage against all of chaotic
alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including
restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
Bane: A
bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. 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.
d%
|
Designated Foe
|
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, dwarf |
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, orc |
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 |
Brilliant Energy: A
brilliant energy weapon has its significant portion transformed into
light, although this does not modify the item's weight. It always gives off
light as a torch (20-foot radius). A
brilliant energy weapon ignores nonliving matter. Armor and
shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection,
dodge, natural armor, and other such bonuses still apply.) A
brilliant energy weapon cannot
harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
Dancing: As a
standard action, a
dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base
attack bonus of the one who loosed it and then drops. While
dancing, it cannot make
attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. 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.
Defending: A
defending weapon allows the wielder to transfer some or all of the sword's enhancement bonus to his AC as a bonus that stacks with all others. As a
free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
Disruption: A weapon of
disruption is the
bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of
disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)
Distance: This property can only be placed on a ranged weapon. A weapon of
distance has double the range increment of other weapons of its kind.
Flaming: Upon
command, a
flaming weapon is sheathed in fire. The fire does not
harm the wielder. The effect remains until another
command is given. A
flaming weapon deals an extra 1d6 points of fire
damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Flaming Burst: A
flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not
harm the wielder. In addition to the extra fire
damage from the flaming ability (see above), a
flaming burst weapon deals an extra 1d10 points of fire
damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire
damage instead, and if the multiplier is x4, add an extra 3d10 points of fire
damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Even if the
flaming ability is not active, the weapon still deals its extra fire
damage on a successful critical hit.
Frost: Upon
command, a
frost weapon is sheathed in icy cold. The cold does not
harm the wielder. The effect remains until another
command is given. A
frost weapon deals an extra 1d6 points of cold
damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Ghost Touch: A
ghost touch weapon deals
damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid
damage does not apply to attacks with
ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a
ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Holy: A
holy weapon is imbued with
holy power. This power makes the weapon good-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage against all of evil
alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including
restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the
holy power upon their ammunition.
Icy Burst: An
icy burst weapon functions as a
frost weapon that also explodes with
frost upon striking a successful critical hit. The
frost does not
harm the wielder. In addition to the extra
damage from the
frost ability, an
icy burst weapon deals an extra 1d10 points of cold
damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of cold
damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Even if the
frost ability is not active, the weapon still deals its extra cold
damage on a successful critical hit.
Keen: This ability doubles the threat range of a weapon. 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).
Ki
Focus: The
magic weapon serves as a channel for the wielder's
ki, allowing her to use her special
ki attacks through the weapon as if they were unarmed attacks. These attacks include the
monk's stunning attack,
ki strike, and quivering palm, as well as the
Stunning Fist feat. Only melee weapons can have the
ki focus ability.
Merciful: The weapon deals an extra 1d6 points of
damage, and all
damage it deals is
nonlethal damage. On
command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the
merciful effect upon their ammunition.
Returning: This
special ability can only be placed on a weapon that can be thrown. A
returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore
ready to use again in that turn).
Catching a
returning weapon when it comes back is a
free action. If the character can't catch it, or if the character has moved since
throwing it, the weapon drops to the ground in the square from which it was thrown.
Seeking: Only ranged weapons can have the
seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from
concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
Shock: Upon
command, a
shock weapon is sheathed in crackling electricity. The electricity does not
harm the wielder. The effect remains until another
command is given. A
shock weapon deals an extra 1d6 points of electricity
damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Shocking Burst: A
shocking burst weapon functions as a
shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not
harm the wielder. In addition to the extra electricity
damage from the
shock ability, a
shocking burst weapon deals an extra 1d10 points of electricity
damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity
damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Even if the
shock ability is not active, the weapon still deals its extra electricity
damage on a successful critical hit.
Speed: When making a full attack action, the wielder of a
speed weapon may make one extra attack with it. The attack uses the wielder's full base
attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a
haste spell.)
Spell Storing: A
spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a
casting time of 1
standard action.) Any time the weapon strikes a creature and the creature takes
damage from it, the weapon can immediately cast the spell on that creature as a
free action if the wielder desires. (This
special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled
spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell)
; CL 12th;
Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Thundering: A
thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not
harm the wielder. A
thundering weapon deals an extra 1d8 points of sonic
damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic
damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic
damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a
thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Unholy: An
unholy weapon is imbued with
unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of damage against all of good
alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including
restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the
unholy power upon their ammunition.
Vicious: When a
vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of
damage to the opponent and 1d6 points of
damage to the wielder. Only melee weapons can be
vicious.
Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A
vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Wounding: A
wounding weapon deals 1 point of Constitution
damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution
damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution
damage dealt by this weapon.
Table: Specific Weapons
|
Minor
|
Medium
|
Major
|
Specific Weapon
|
Market Price
|
01-15
|
-
|
-
|
Sleep arrow
|
132 gp |
16-25
|
-
|
-
|
Screaming bolt
|
267 gp |
26-45
|
-
|
-
|
Silver dagger, masterwork
|
322 gp |
46-65
|
-
|
-
|
Cold iron longsword, masterwork |
330 gp |
66-75
|
01-09
|
-
|
Javelin of lightning
|
1,500 gp |
76-80
|
10-15
|
-
|
Slaying arrow
|
2,282 gp |
81-90
|
16-24
|
-
|
Adamantine dagger
|
3,002 gp |
91-100
|
25-33
|
-
|
Adamantine battleaxe
|
3,010 gp |
-
|
34-37
|
-
|
Slaying arrow (greater)
|
4,057 gp |
-
|
38-40
|
-
|
Shatterspike
|
4,315 gp |
-
|
41-46
|
-
|
Dagger of venom
|
8,302 gp |
-
|
47-51
|
-
|
Trident of warning
|
10,115 gp |
-
|
52-57
|
01-04
|
Assassin's dagger
|
10,302 gp |
-
|
58-62
|
05-07
|
Shifter's sorrow
|
12,780 gp |
-
|
63-66
|
08-09
|
Trident of fish command
|
18,650 gp |
-
|
67-74
|
10-13
|
Flame tongue
|
20,715 gp |
-
|
75-79
|
14-17
|
Luck blade (0 wishes)
|
22,060 gp |
-
|
80-86
|
18-24
|
Sword of subtlety
|
22,310 gp |
-
|
87-91
|
25-31
|
Sword of the planes
|
22,315 gp |
-
|
92-95
|
32-37
|
Nine lives stealer
|
23,057 gp |
-
|
96-98
|
38-42
|
Sword of life stealing
|
25,715 gp |
-
|
99-100
|
43-46
|
Oathbow
|
25,600 gp |
-
|
-
|
47-51
|
Mace of terror
|
38,552 gp |
-
|
-
|
52-57
|
Life-drinker
|
40,320 gp |
-
|
-
|
58-62
|
Sylvan scimitar
|
47,315 gp |
-
|
-
|
63-67
|
Rapier of puncturing
|
50,320 gp |
-
|
-
|
68-73
|
Sun blade
|
50,335 gp |
-
|
-
|
74-79
|
Frost brand
|
54,475 gp |
-
|
-
|
80-84
|
Dwarven thrower
|
60,312 gp |
-
|
-
|
85-91
|
Luck blade (1 wish)
|
62,360 gp |
-
|
-
|
92-95
|
Mace of smiting
|
75,312 gp |
-
|
-
|
96-97
|
Luck blade (2 wishes)
|
102,660 gp |
-
|
-
|
98-99
|
Holy avenger
|
120,630 gp |
-
|
-
|
100
|
Luck blade (3 wishes)
|
142,960 gp |