The following specific weapons usually are preconstructed with exactly the qualities described here.
No aura (nonmagical); Price 3,010 gp.
No aura (nonmagical); Price 3,002 gp.
This wicked-looking, curved +2 dagger
provides a +1 bonus to the DC of a Fortitude save forced by the death attack
of an assassin
Dagger of Venom:
This black +1 dagger
has a serrated edge. It allows the wielder to use a poison
effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action
, but the poison
effect must be invoked in the same round that the dagger strikes.
This weapon commonly functions as a +2 warhammer.
In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability
. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage
against giants or an extra 1d8 points of damage
against any other target.
CL 10th; Craft Magic Arms and Armor
, creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost 30,312 gp + 2,400 XP.
This is a +1 flaming burst longsword.
Once per day, the sword can blast forth a fiery ray
at any target within 30 feet as a ranged touch attack. The ray
deals 4d6 points of fire damage
on a successful hit.
This +3 frost greatsword
as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light
be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage
each round that the wielder would otherwise take.
A frost brand
extinguishes all nonmagical fires in its area. As a standard action
, it can also dispel lasting fire spells,
but not instantaneous effects,
though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level
of the fire spell.
This +2 cold iron longsword
becomes a +5 holy cold iron longsword
in the hands of a paladin
Javelin of Lightning:
This javelin becomes a 5d6 lightning bolt
when thrown (Reflex DC 14 half ). It is consumed in the attack.
This +1 greataxe
is favored by undead and constructs, who do not suffer its drawback. A life-drinker
bestows two negative levels on its target whenever it deals damage
, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker
to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
This +2 short sword
gives its possessor a +1 luck bonus on all saving throws
. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade
may contain up to three wishes
(when randomly rolled, a luck blade
holds 1d4-1 wishes,
minimum 0). When the last wish
is used, the sword remains a +2 short sword,
still grants the +1 luck bonus, and still grants its reroll power.
Strong evocation; CL 17th; Craft Magic Arms and Armor
Price 22,060 gp (0 wishes
), 62,360 gp (1 wish
), 102,660 gp (2 wishes
), 142,960 gp (3 wishes
); Cost 11,030 gp + 882 XP (0 wishes
), 31,180 gp + 2,494 XP (1 wish
); 51,330 gp + 4,106 XP (2 wishes
), 71,480 gp + 5,718 XP (3 wishes
Mace of Smiting:
This +3 adamantine heavy mace
has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw
). A critical hit dealt to an outsider deals x4 damage
rather than x2.
Mace of Terror:
, this +2 heavy mace
causes the wielder's clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear
spell (Will DC 16 partial). They take a -2 morale penalty on saving throws
, and they flee from the wielder. The wielder may use this ability up to three times per day.
Masterwork Cold Iron Longsword:
This nonmagical longsword is crafted out of cold iron. As a masterwork weapon
, it has a +1 enhancement bonus on attack rolls
No aura (nonmagical); Price 330 gp.
Nine Lives Stealer:
This longsword always performs as a +2 longsword,
but it also has the power to draw the life force from an opponent. It can do this nine times before the ability
is lost. At that point, the sword becomes a simple +2 longsword
(with a hint of evil about it). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability
is expended, and normal critical damage
is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss
, but they cannot be overcome in any way (including restoration
spells) while the sword is wielded.
Of elven make, this white +2 composite longbow
(+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action
), the bow's whisper becomes the low shout
"Swift death to those who have wronged me." Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage
(and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon
against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls
with any weapon other than the oathbow.
These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow,
whichever comes first.
may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow
's special power again until 24 hours have passed from the time he made the oath.
Rapier of Puncturing:
Three times per day, this +2 wounding rapier
allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage
by draining blood. Creatures immune to critical hits are immune to the Constitution damage
dealt by this weapon.
One of these +2 bolts
screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear
Wielders without the Improved Sunder
feat use Shatterspike
as a +1 longsword
only; wielders with the Improved Sunder
feat add a +4 bonus (including the sword's +1 enhancement bonus) to the opposed roll when attempting to strike a foe's weapon. If successful, Shatterspike
deals 1d8+4 points of damage
plus the wielder's Strength modifier to the target weapon (the target weapon's hardness must still be overcome with each hit). Shatterspike
weapons with an enhancement bonus of +4 or lower.
This +1/+1 two-bladed sword
has blades of alchemical silver. The weapon deals an extra 2d6 points of damage
against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid
using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft
Arms and Armor, baleful polymorph;
Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
Silver Dagger, Masterwork:
This masterwork alchemical silver dagger is nonmagical. As a masterwork weapon
, it has a +1 enhancement bonus on attack rolls
No aura (nonmagical); Price 322 gp.
This +1 arrow
is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward
protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
Designated Type or Subtype
This +1 arrow
is painted white and has white fletching. If it strikes a foe so that it would normally deal damage
, it instead bursts into magical energy that deals nonlethal damage
(in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
This sword is the size of a bastard sword. However, a sun blade
is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage
, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade.
Likewise, Weapon Focus
and Weapon Specialization
in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword.
Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane
creatures or undead creatures, the sword deals double damage
(and x3 on a critical hit instead of the usual x2).
The blade also has a special sunlight
power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command
word. The sunblade
then sheds a bright yellow radiance that is like full daylight
. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light
with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades
are of good alignment
, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss
, but it cannot be overcome in any way (including restoration
spells) while the sword is wielded.
Sword of Life Stealing:
This black iron +2 longsword
bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points
each time a negative level is bestowed on another. These temporary hit points
last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Sword of the Planes:
This longsword has an enhancement bonus of +1 on the Material Plane
, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane
when the weapon is used against elementals.) It operates as a +3 longsword
on the Astral Plane
or the Ethereal Plane
or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
Sword of Subtlety:
A +1 short sword
with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage
rolls when he is making a sneak attack with it.
This +3 scimitar,
when used outdoors in a temperate climate, grants its wielder the use of the Cleave
feat and deals an extra 1d6 points of damage
Trident of Fish Command:
The magical properties of this +1 trident
with a 6-foot-long haft enable its wielder to charm
up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals
spell. Animals making their saving throw
are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day.
Trident of Warning:
A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning
must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.
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