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Published by Chris Winnower, 2020-01-10 12:04:00

Magic Item Compendium

Magic Item Compendium

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 CONTENTS INTRODUCTION

Chapter 1: Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Regalia of the Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Seven Veils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Armor Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Vestments of Divinity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Specific Armor and Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Wraith’s Woe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Armor and Shield Augment Crystals . . . . . . . . . . . . . . . . . . . . . . 24
Chapter 6: Using Magic Items. . . . . . . . . . . . . . . . .217
Chapter 2: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Identifying Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Weapon Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Body Slots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Specific Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Size and Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Weapon Augment Crystals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Activating Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Special Magic Item Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Chapter 3: Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Augment Crystals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Chapter 4: Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149 Relics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Runestaffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Chapter 5: Magic Item Sets. . . . . . . . . . . . . . . . . . . .191 Synergy Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Magic Item Sets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Armor of the Watching Master . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Item Levels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Array of the Manticore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Placing Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Five Virtues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 Buying and Selling Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . 231
Fleet Warrior’s Array. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Crafting Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Garb of the Hunting Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Gharyn’s Monastic Array. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Appendix 1: Magic Items by Price . . . . . . . . . . . . .235
Instruments of the Blood Gift . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Appendix 2: Random Treasure . . . . . . . . . . . . . . . .265
Raiment of the Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203 Magic Item Record Sheet . . . . . . . . . . . . . . . . . . . . 286
Raiment of the Stormwalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Regalia of the Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207

Introduction boots, and belts in Chapter 3. Drool over the handy adventuring
tools in Chapter 4, and imagine how cool your character will look
Magic items are an integral part of the DUNGEONS & DRAGONS® when he’s decked out in one of the item sets in Chapter 5. And
game experience. As long as D&D has been around, there have that doesn’t even cover the book’s exciting new take on relics, the
been +1 swords and potions of healing—they’re as inextricably linked immensely handy augment crystals, the array of “sorcerer’s-best-
with the game’s identity as 18th-level fighters and magic missile friend” runestaffs, and so on.
spells. Every fighter saves up for his first magic weapon, and no
one who’s played a paladin hasn’t dreamed about what it would WHAT’S IN THIS BOOK
be like to wield a holy avenger.
Traditionally, magic items have been divided into categories based
Magic items also make up a crucial part of every D&D character’s partially on form and partially on function, creating a system that
array of abilities. A magic weapon can slice through a creature’s doesn’t always help the reader know where to go looking for some-
damage reduction, a ring of protection diverts otherwise deadly thing. An item holding 50 uses of a particular 1st- to 4th-level spell
attacks, and a handy potion or scroll can tip the balance in a critical is called a wand, but a similarly shaped item that has an unusual
encounter. A character without magic items is like a wizard with nonspell effect that it can generate a few times per day might be
only half her spells prepared or a fighter who hasn’t bothered to a rod or even a wondrous item. An item you wear that provides a
select all his feats—he’s simply incomplete. continuous magical effect is probably a wondrous item . . . but it
might be a ring, or even a suit of armor.
But compared to spells and feats, magic items haven’t received
very much “quality time” in the current edition of the game. Not This book instead divides magic items into four basic catego-
only are they scattered across dozens of books with little sense of ries—armor, weapons, clothing, and tools—with each category
organization or theme, but their effects are often poorly defined receiving a separate chapter. This classification has no effect on
and they’re frequently—some might even say usually—over- game play—you still use Forge Ring to craft an item described
priced or underwhelming. As a result, only a handful of magic as a ring (or, more important, an item that has Forge Ring as a
items are actually widely used, ranging from the humble +1 long- prerequisite)—but it should make it a bit easier for you to find
sword to the renowned ring of invisibility. various items.

That’s no longer the case. Armor (Chapter 1): This category includes both specific, pre-
Magic Item Compendium ushers in a brave new world of magic constructed magic suits of armor or shields as well as the various
items—a world with clearly defined effects and activation times, properties that can be added to any appropriate suit of armor or
with interesting items at every price point, and with exciting, shield (such as fortification or acid resistance). It doesn’t include
aggressively priced options for every class and character level. robes (or other items worn in the same body slot as armor), since
Combining hundreds of revised and repriced items from previous most of those items don’t offer the same kinds of effects, nor does
sources with a wagonload of brand-new, never-before-seen-or- it include bracers of armor or other items that provide similar pro-
even-imagined magic items, this book is your D&D character’s tection—those are both clothing items.
key to the candy store.
But don’t just take our word for it: Go ahead, start turning the Weapons (Chapter 2): This category includes both specific,
pages. Check out the revamped armor and weapon properties in preconstructed weapons as well as the various properties that
Chapters 1 and 2. Marvel at all the swift-action-activation gloves, can be added to any appropriate weapon. It also includes rods

3

INTRODUCTION that function primarily as weapons (such as the rod of flailing), but than simply kept in a pocket, pouch, or backpack) for its power to
not those without such functions, or whose weapon functions function. Augment crystals, a new type of magic item described
are clearly secondary to their other functions (such as the rod of on page 221, have an entry of — (armor crystal), — (shield crystal),
alertness)—those are tools. Similarly, it doesn’t include offensive- or — (weapon crystal).
based items that aren’t wielded as weapons (such as the circlet of
blasting or the iron bands of Bilarro)—such items are either clothing Caster Level: The item’s caster level, most often used to deter-
or tools, based on whether they’re worn or just held. mine its resistance to dispel checks.

Clothing (Chapter 3): This category includes all magic items Aura: The item’s aura strength, which is revealed if it is sub-
that must be worn in order to function, other than magic armor jected to a detect magic spell, followed by a semicolon. Next, in
and shields (which are in the armor category). The clothing cat- parentheses, is the Spellcraft DC required to determine the school
egory also includes jewelry and similar baubles. Most clothing of magic, followed by the school or schools of magic associated
items take up a body slot (see page 218). with the item’s aura (usually determined by the spells listed in an
item’s prerequisites). If the item requires only universal spells, or
Tools (Chapter 4): This broad category includes all magic items if it requires no spells, this reads “no school.”
that must be held, consumed, or otherwise manipulated in order
to function (rather than simply being worn), not including items If multiple spells of different schools are required, the item’s
wielded as weapons. By definition, tools don’t occupy a body slot; aura is of the school of the highest-level spell. When two spells
most but not all must be held to be activated. Potions, scrolls, of different schools are equally high in level, the entry mentions
wands, and staffs are also considered tools. both schools.

Item Sets (Chapter 5): This category includes items that fall Activation: The type of action required to activate the item’s
into all four of the categories described above. Rather than split- effect, along with what the user must do to activate the item (see
ting these sets up by item category, however, each complete set Activating Magic Items, page 219). An entry of — indicates the
is presented together for easy reference. item operates continuously, without any need for activation.

Using Magic Items (Chapter 6): This chapter collects, revises, Weight: Item’s weight, in pounds. An entry of — indicates the
and expands various rules and guidelines for handling magic item has a negligible weight (less than 1/2 pound).
items in play, from placing the right item in a treasure hoard to
identifying the item to wearing it properly. A visual description of the item, read by the DM to a player whose char-
acter has discovered the item.
Appendices: The book concludes with two sets of extensive
tables listing all the magic items in this book as well as those in A description of the item’s functions, including its effect, dura-
the Dungeon Master’s Guide. The tables are designed to allow quick tion, range, uses per day, and so on.
reference by DMs and players looking for just the right item, as
well as for random generation of treasure hoards. Lore: Information about the item that may be learned by
making appropriate Knowledge checks. The item’s name and/or
MAGIC ITEM functions must be known before Knowledge checks reveal this
FORMAT DESCRIPTION information.

This book introduces a new format for describing magic items, Prerequisites: The feats, spells, or other prerequisites required
which combines useful elements of past item formats with the of the creator of the item.
familiar functionality of spell descriptions from the Player’s Hand-
book. The new format presents the most important information Cost to Create: The item’s gp cost, XP cost, and days to create.
about each item—how it’s activated, how much it costs, where
it’s worn, and what it does—in a simple, predictable layout that’s OTHER SOURCES
easy to refer to during play.
Magic Item Compendium draws on material from a number of
ITEM NAME sources aside from the three DUNGEONS & DRAGONS® core books—
the Player’s Handbook (PH), Dungeon Master’s Guide (DMG), and
Price (Item Level): The purchase price of the item, in Monster Manual (MM).
gold pieces (gp). The item’s level (see page 226) is given in
parentheses. These other sources, and the abbreviations used to identify
them in the following text, are: Book of Exalted Deeds (BoED), Com-
Body Slot: The location where the item is worn on the body plete Adventurer (CAd), Complete Arcane (CAr), Complete Divine (CD),
(see Body Slots, page 218). An entry of — indicates the item need Complete Psionic (CP), Complete Warrior (CW), EBERRON Campaign
only be carried on the body to function. An entry of — (held) Setting (ECS), Epic Level Handbook (ELH), Expanded Psionics Hand-
indicates the item must be physically held or manipulated (rather book (EPH), Libris Mortis (LM), Miniatures Handbook (MH), Magic of
Incarnum (MoI), Player’s Handbook II (PH2), Spell Compendium (SC),
Sandstorm (Snd), and Tome of Magic (ToM). In general, possession
of any or all of these other sources is not necessary to make use of
the material in this book.

pqqqqqqqqqqqqqqqqqqqqrs

YOU CHANGED MY MAGIC ITEMS! change, work with your DM to find an equitable solution. Maybe
the wizard who crafted it for you offers a rebate (or an extra
Yes, we did. Chances are, if your character owns a magic item item) to make up the difference for an overpayment, or perhaps
that doesn’t appear in the Dungeon Master’s Guide, something the DM just promises to make it up to you with some extra
about that item—its price, activation, effect, or even its body treasure in the next few encounters. And if you underpaid for
slot—is different here from when it was originally published. We an item, well, consider yourself lucky . . . but don’t be surprised
didn’t change these items on a whim—the revisions here are if the next couple of encounters provide a little less gold than
designed to create a better overall game experience. you’d expect!

If you own a magic item that underwent a drastic price

4 pqqqqqqqqqqqqqqqqqqqqrs

Illus. by C. Lukacs

or the average adventurer, a suit of magic armor is the Table 1–2: Darkwood Shields

first and most important defense against enemies. Not Armor

much can compare with the effectiveness of a magically Type Check Penalty Weight Cost

enhanced coat of tough leather, steel rings, or sturdy plates. Light — 2-1/2 lb. 203 gp

But the potential protection of a suit of armor or shield doesn’t Heavy — 5 lb. 257 gp

stop with its enhancement bonus. This chapter collects dozens Table 1–3: Dragonhide Armor

of magical properties applicable to armor and shields, along with Type Cost
many specific suits of armor and shields constructed with a par-
ticular array of useful properties. Shield, light 318 gp

Shield, heavy 340 gp

Breastplate 700 gp

“My armor? +3 adamantine light fortification Banded mail 800 gp

full plate. I wouldn’t leave home without it.” Half-plate 1,500 gp
Full plate 3,300 gp
—Tordek

Hardness and Hit Points: Each +1 of enhancement bonus

Special Materials: Five percent of armor or shields are made adds 2 to the hardness of a suit of armor or shield, and 10 to

of special materials, such as adamantine, darkwood, dragonhide, its hit points. Only the armor or shield’s actual enhance-

or mithral. Tables 1–1 through 1–4 summarize the effects of the ment bonus to Armor Class applies; special properties

most common special materials used in armor and shields; see with an enhancement bonus equivalent for the purpose

Special Materials, DMG 283, for more details. All adamantine, of determining market price don’t increase the hardness

darkwood, dragonhide, and mithral items are automatically of or hit points of armor or a shield.

masterwork quality, and the costs in Tables 1–1 through 1–4 Armor Subtypes: Some armor or shield entries have

include masterwork costs. a subtype, either “synergy” or “relic,” in brackets follow-

ing the entry’s name. A synergy item has a prerequisite,

Table 1–1: Adamantine Armor typically an existing special property already imbued

Type DR Cost Modifier into the armor to be enhanced. A relic item has special

Light 1/— +5,000 gp effectiveness for a character devoted to a particular deity.

Medium 2/— +10,000 gp Additional rules for creating and using these items appear

Heavy 3/— +15,000 gp in Chapter 6.

5

Table 1–4: Mithral Armor ARMOR PROPERTIES

Arcane To add a special property to a shield or suit of armor, the shield or
armor must already have at least a +1 enhancement bonus. A single
Max Armor Spell suit of armor or shield cannot have a modified bonus (enhance-
ment bonus plus special ability bonus equivalents) higher than
Dex Check Failure +10, nor can it have a market price (not counting special materials
or the price of the masterwork armor or shield itself) of greater
Type Bonus Pen. Chance Weight Cost than 200,000 gp. For armor or shields that exceed these limits,
see Epic Level Handbook.
Chain shirt +6 — 10% 12-1/2 lb. 1,100 gp
Unless noted otherwise in the property’s Property entry, each
Chainmail1 +4 –2 20% 20 lb. 4,150 gp special property in this chapter can be added either to a suit of
armor or shield. Some properties can be applied only to a particu-
Breastplate1 +5 –1 15% 15 lb. 4,200 gp lar category, and are so noted. A few properties can be added only
to a smaller subset of a category (such as heavy armor); these are
Full plate2 +3 –3 25% 25 lb. 10,500 gp indicated in the item’s Property entry.

1 Treated as light armor for the purpose of movement, The items in this section are arranged alphabetically.

CHAPTER 1 proficiency, and other limitations.

ARMOR 2 Treated as medium armor for the purpose of movement,

proficiency, and other limitations.

ACIDIC Prerequisites: Craft Magic Arms and When wearing armor or a shield that has
Armor, cat’s grace, resistance. this property, you are difficult to move
Price: +1 bonus from your position during a fight. You
Property: Armor or shield Cost to Create: 250 gp, 20 XP, 1 day. gain a +5 enhancement bonus on any abil-
Caster Level: 6th ity check to resist a bull rush, overrun, or
Aura: Moderate; (DC 18) conjuration AGILITY, GREATER trip attack.
Activation: —
[SYNERGY] Prerequisites: Craft Magic Arms and
This item has a slick-looking, greenish sheen, Armor, bull’s strength.
and a light, acrid-smelling mist constantly rises Price: +8,000 gp
from its surface. Caster Level: 15th Cost to Create: Varies.
Aura: Strong; (DC 22) transmutation
A thin film of acid continuously covers Synergy Prerequisite: Improved ANCHORING, GREATER
the surface of this armor or shield, which
is not damaged by this effect. An acidic agility [SYNERGY]
suit of armor or shield deals 2d4 points of
acid damage per full round of contact to As agility, except the armor grants a Price: +1 bonus
each opponent grappling you, and to any +5 resistance bonus on Reflex saving Caster Level: 10th
object that remains in direct contact with throws. Aura: Moderate; (DC 20) transmutation
it (except objects you are holding) for that Synergy Prerequisite: Anchoring
amount of time. However, the acid deals Cost to Create: 4,000 gp, 320 XP, 8 days.
no damage to creatures or objects that A single stylized anchor covers the chest of this
remain in contact with it for less than a AGILITY, IMPROVED hulking armor.
full round, such as when a creature makes
a melee attack against you. [SYNERGY] This armor functions as anchoring armor,
except that it grants a +10 enhancement
Prerequisites: Craft Magic Arms and Price: +4,000 gp bonus on ability checks against bull rush,
Armor, Melf’s acid arrow. Caster Level: 9th overrun, and trip attacks.
Aura: Moderate; (DC 19) transmutation
Cost to Create: Varies. Synergy Prerequisite: Agility Cost to Create: Varies.

AGILIT Y As agility, except the armor grants a APORTER
+3 resistance bonus on Reflex saving
Price: +500 gp throws. Price: +20,000 gp
Property: Armor Property: Armor or shield
Caster Level: 5th Cost to Create: 2,000 gp, 160 XP, 4 days. Caster Level: 10th
Aura: Faint; (DC 17) transmutation Aura: Moderate; (DC 20) conjuration
Activation: — ANCHORING Activation: Standard (mental)

This suit of armor appears more streamlined Price: +1 bonus Your eyes skip around this aqua-tinged item, as
and elegant than others of its type. It has a Property: Armor or shield if having difficulty precisely locating it.
smoothly worked surface and no spikes or other Caster Level: 5th
accoutrements. Aura: Faint; (DC 17) transmutation When it is activated, a suit of armor or
Activation: — shield that has this property transports
While wearing armor that has this prop- you and your equipment to any spot
erty, you gain a +1 resistance bonus on Several images of stylized anchors cover this within 800 feet that you can visualize or
Reflex saving throws. strangely dense-looking armor. specify, as the dimension door spell.

6

The aporter property functions two While wearing armor that has this prop- or Outsider, the DM chooses the specific
times per day. erty, you gain a +5 competence bonus on subtype that this armor affects.
Balance checks.
Prerequisites: Craft Magic Arms and d% Creature Type (Subtype) CHAPTER 1
Armor, dimension door. Prerequisites: Craft Magic Arms and 01–06 Aberration
Armor, balancing lorecall (SC 23). 07–13 Animal ARMOR
Cost to Create: 10,000 gp, 800 XP, 14–16 Construct
20 days. Cost to Create: 1,875 gp, 150 XP, 4 days. 17–26 Dragon
27–29 Elemental
AVERTER BALANCE, GREATER 30 –32 Fey
33–42 Giant
Price: +13,000 gp [SYNERGY] 43–54 Humanoid
Property: Shield 55–60 Magical beast
Caster Level: 5th Price: +18,750 gp 61–65 Monstrous humanoid
Aura: Faint; (DC 17) enchantment Caster Level: 15th 66–68 Ooze
Activation: Standard (mental) Aura: Strong; (DC 22) abjuration 69–71 Outsider, chaotic
Synergy Prerequisite: Improved 72–74 Outsider, lawful
This finely wrought black shield emanates an 75–81 Outsider, evil
aura of barely contained menace. balance 82–83 Outsider, good
84–86 Plant
When you activate an averter shield, all As the balance property, except the armor 87–95 Undead
enemies who can see it must succeed on grants a +15 competence bonus on Bal- 96–100 Vermin
DC 14 Will saves or be overcome by a pow- ance checks.
erful aversion to the shield. For the next 3 Prerequisites: Craft Magic Arms and
rounds, affected creatures do not approach Cost to Create: 9,375 gp, 750 XP, 19 days. Armor, greater invisibility.
within 30 feet of you. This effect is a mind-
affecting compulsion ability. BALANCE, IMPROVED Cost to Create: 7,500 gp, 600 XP, 15 days.

The averter property functions three [SYNERGY] BEASTSKIN
times per day.
Price: +11,250 gp Price: +2 bonus
Prerequisites: Craft Magic Arms and Caster Level: 10th Property: Armor
Armor, suggestion or aversion (EPH 79). Aura: Moderate; (DC 20) abjuration Caster Level: 13th
Synergy Prerequisite: Balance Aura: Strong; (DC 21) transmutation
Cost to Create: 6,500 gp, 520 XP, 13 days. Activation: —
As the balance property, except the armor
AXEBLOCK grants a +10 competence bonus on Bal- This armor is lightly patterned with lines
ance checks. resembling fur, scales, and feathers. Its color-
Price: +2 bonus ation continuously shifts among muted tones
Property: Armor or shield Cost to Create: 5,625 gp, 450 XP, 12 days. of brown, green, and gray.
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration BANE BLIND First created by powerful druids, armor
Activation: — that has this property is particularly
Price: +15,000 gp useful to characters of that class. When-
The surface of this item appears serrated, sport- Property: Armor ever you use wild shape, you can expend
ing hundreds of tiny, knifelike edges. Caster Level: 7th one additional daily use of that ability to
Aura: Moderate; (DC 18) illusion transform your beastskin armor along
An axeblock shield or suit of armor magi- Activation: Swift (mental) with you, rather than simply allowing it
cally turns away slashing weapons, such to merge with your body. When you do so,
as axes and most swords. While wearing This armor is patterned with muted colors, the armor transforms into a suit of armor
armor or carrying a shield that has this textures, and shading. On its chestpiece is an of the same type, fitted for your new form.
property, you gain damage reduction 5/ image of a beholder with its eyes closed. The armor’s weight changes to match your
bludgeoning or piercing. new size (and shape, if you assume a form
Originally designed for rangers and with a different body shape).
Prerequisites: Craft Magic Arms and bounty hunters, bane blind armor affects a
Armor, stoneskin. specific type or subtype of creature. Three If you are proficient with your suit of
times per day while wearing this armor, beastskin armor in your natural form,
Cost to Create: Varies. you can render yourself imperceptible to then you are proficient with the trans-
creatures of the designated type or sub- formed version as well, regardless of what
BALANCE type. Such creatures cannot detect your shape you take.
presence using any nonmagical sensory
Price: +3,750 gp method (including scent, hearing, trem- Prerequisites: Craft Magic Arms and
Property: Armor orsense, blindsense, and the like). This Armor, ironwood.
Caster Level: 5th effect lasts for 10 rounds or until you
Aura: Faint; (DC 17) abjuration attack (as defined for the purpose of the Cost to Create: Varies.
Activation: — invisibility spell; PH 245).

This elegant armor appears streamlined yet To randomly determine the armor’s des-
sturdy. Its surface is decorated with precise, ignated creature, roll d% and consult the
perfectly symmetrical, geometric designs. following table. On a result of Humanoid

7

What’s scarier than fighting a giant bear?
Fighting a giant bear wearing beastskin armor.

BLINKING BLURRING, GREATER it, or in your space or a designated adjacent CHAPTER 1
space if you are.
Price: +15,000 gp [SYNERGY] ARMOR
Property: Armor If any other creature has worn your
Caster Level: 10th Price: +2 bonus called armor or shield since you last wore Illus. by E. Cox
Aura: Moderate; (DC 20) transmutation Caster Level: 12th it, you can no longer call it until you wear
Activation: Standard (command) Aura: Strong; (DC 21) illusion it again.
Synergy Prerequisite: Blurring
Parts of this semitransparent armor seem to Prerequisites: Craft Magic Arms and
fade in and out of existence, there one moment A light mist surrounds this armor, obscuring Armor, teleport.
and gone the next. its exact details.
Cost to Create: 1,000 gp, 80 XP, 2 days.
When you activate armor that has this As blurring armor, except that the effect’s
property, you can “blink” back and forth duration is 10 minutes, and you can acti- COMMANDER
between the Material Plane and the Ethe- vate the blurring property any number of
real Plane, as if affected by a blink spell. times per day. Price: +2,000 gp
Property: Armor or shield
The blinking property functions once Cost to Create: Varies. Caster Level: 5th
per day, and the effect lasts for 1 minute. Aura: Faint; (DC 17) transmutation
BUOYANT Activation: —
Prerequisites: Craft Magic Arms and
Armor, blink. Price: +4,000 gp This item looks particularly clean and
Property: Armor bright—in fact, it almost seems to shine with
Cost to Create: 7,500 gp, 600 XP, 15 days. Caster Level: 5th its own light.
Aura: Faint; (DC 17) transmutation
BLUESHINE Activation: — A suit of armor or shield that has this
property always appears brilliant and
Price: +1,500 gp This bluish metal armor seems oddly light in gleaming, even in filthy or squalid condi-
Property: Metal armor your hands, with a liquid sheen. tions, though it doesn’t shed any useful
Caster Level: 12th light. Attempts to paint over or obscure its
Aura: Strong; (DC 21) abjuration This armor is buoyant in water or similar finish do not diminish its brightness.
Activation: — liquids. Armor that has this property does
not apply an armor check penalty on your While wearing commander armor or
This armor glistens with a blue-black sheen, as Swim checks. Additionally, it grants you carrying a commander shield, you gain
if it were covered in oily liquid sapphire. a +2 competence bonus on Swim checks a +2 competence bonus on Diplomacy
while you wear it. checks, and each ally within 30 feet of
A suit of armor imbued with this prop- you (not including yourself) gains a +1
erty never tarnishes and is immune to Prerequisites: Craft Magic Arms and morale bonus on Will saves. However, the
acid damage and rusting effects. While Armor, swim (SC 217). shiny finish makes you so noticeable that
wearing blueshine armor, you gain a +2 you also take a –5 penalty on Hide checks
competence bonus on Hide checks. Cost to Create: 2,000 gp, 160 XP, 4 days. (in addition to the normal armor check
penalty).
Prerequisites: Craft Magic Arms and CALLED
Armor, Craft (alchemy) 5 ranks. Prerequisites: Craft Magic Arms and
Price: +2,000 gp Armor, eagle’s splendor.
Cost to Create: 750 gp, 60 XP, 2 days. Property: Armor or shield
Caster Level: 9th Cost to Create: 1,000 gp, 80 XP, 2 days.
BLURRING Aura: Moderate; (DC 19) conjuration
Activation: Standard (command) DAYLIGHT
Price: +1 bonus
Property: Armor At first glance, this armor or shield looks like Price: +3,000 gp
Caster Level: 5th any other item of its kind. Closer inspection Property: Armor or shield
Aura: Faint; (DC 17) illusion reveals a small image of a beckoning hand Caster Level: 5th
Activation: Swift (command) inscribed on its surface. Aura: Faint; (DC 17) evocation
Activation: Swift (command)
This armor appears indistinct, as though its Provided that you and your called armor
edges were smeared. or shield are on the same plane, you can This brightly polished item bears an image of
call it to you by speaking the proper com- the sun and has a golden tinge.
When you activate this armor, your mand word, regardless of the intervening
appearance becomes distorted and hazy, distance. If you aren’t wearing armor at the When activated, a suit of armor or a shield
as if you were affected by a blur spell. time, a suit of called armor appears on your that has this property glows with the
body, as though you had donned it in the brilliance of a daylight spell. This effect
The blurring property functions three normal fashion. If you are wearing other functions for up to 30 minutes per day,
times per day, and the effect lasts for 5 armor when you speak the command but the duration need not be continuous;
rounds. word, the called armor appears in your you can turn the effect off with a swift
space or in an adjacent space you designate action.
Prerequisites: Craft Magic Arms and that is capable of holding it. A called shield
Armor, blur. appears on the proper arm if you are not Prerequisites: Craft Magic Arms and
already using another shield when you call Armor, daylight.
Cost to Create: Varies.
Cost to Create: 1,500 gp, 120 XP, 3 days.

9

DEATH WARD against breath weapons. When-
ever a breath weapon would
Price: +1 bonus normally allow you a Reflex
Property: Armor or shield saving throw for half damage,
Caster Level: 7th you instead take no damage on
Aura: Moderate; (DC 18) a successful save.

necromancy Prerequisites: Craft Magic
Arms and Armor, cat’s grace.
Activation: Immediate
(mental) Cost to Create: Varies.

CHAPTER 1 This black-enameled item has a EASY TRAVEL
translucent quality, as through
ARMOR
it were not entirely of this world. Price: +1,500 gp

Small, white images of skulls Property: Armor

decorate the armor’s shoulders, Caster Level: 5th

like grotesque epaulets. Aura: Faint; (DC 17)

transmutation

Armor and shields that have Activation: —

this property are favored by

those dedicated to fighting This armor seems to weigh less than

the foul art of necromancy. it should.

While wearing or using death

ward armor or a death ward +1 menacing large steel shield, +1 anchoring small wooden shield, When wearing armor that has
shield, you can activate the +1 blurring spiked full plate this property, you can carry up
armor to ignore any death to a medium load as if it were a

effect (including death spells, light load (ignoring the maxi-
mum Dexterity bonus, check penalty,
magical death effects, and energy drain) DISPLACEMENT

or negative energy effect (such as inflict Price: +1 bonus and reduced speed normally incurred by

Illus. by W. England spells or chill touch). Property: Armor a medium load). These reductions apply

The death ward property functions once Caster Level: 5th only to penalties for the load you carry,

per day. Aura: Faint; (DC 17) illusion not to any reduction in speed caused by

Prerequisites: Craft Magic Arms and Activation: Swift (command) the armor itself.

Armor, death ward. In addition, you can walk for up to 10

Cost to Create: Varies. The shoulder pieces of this armor are embossed hours in a day before having to make Con-

with tiny arrows pointing outward in opposite stitution checks to avoid taking nonlethal

DEEPDWELLER directions. damage (PH 164).
Prerequisites: Craft Magic Arms and
Price: +12,000 gp When you activate displacement armor,
Property: Armor you appear to be standing right next to Armor, bear’s endurance.
Caster Level: 9th your actual location, as if affected by a Cost to Create: 750 gp, 60 XP, 2 days.
Aura: Moderate; (DC 19) transmutation displacement spell.
Activation: — ECTOPLASMIC
The displacement property functions FEEDBACK
Dull black, the substance of this armor is once per day, and the effect lasts for 5
flecked with tiny particles and seems to swirl rounds. Price: +1 bonus
like the depths of the sea. Property: Armor
Prerequisites: Craft Magic Arms and Caster Level: 5th
Armor, displacement.

While wearing deepdweller armor, you Cost to Create: Varies. Aura: Faint; (DC 17) abjuration
can breathe water and are immune to Activation: —
damage from cold water and from pres- DRAGONDODGER
sure in extreme depths. Armor that has This armor appears translucent. Holy symbols
this property does not apply an armor Price: +1 bonus of a good-aligned deity decorate the armor,
check penalty on your Swim checks, and Property: Light armor and they glow with a soft white light when
wearing deepdweller armor allows you to Caster Level: 9th it is donned.
Aura: Moderate; (DC 19) transmutation

converse with any water-breathing crea- Activation: — A suit of armor that has this property cre-
ture that has a language. Additionally, you ates a backlash of positive energy against
can see twice as far underwater as normal This suit of light armor has a particularly hard incorporeal attackers. Any time you are
(see DMG 93 for details on underwater and shiny finish. The protective glyphs that hit by an incorporeal touch attack while
effects and dangers). ring its collar and waist glow briefly when wearing it, the armor deals 1d6 points
it is donned. of damage to the attacker (with no miss
Prerequisites: Craft Magic Arms and chance for incorporealness).
Armor, darkvision, water breathing. When wearing armor that has this prop-
erty, you gain the evasion ability (see Prerequisites: Craft Magic Arms and
Cost to Create: 6,000 gp, 480 XP, 12 days. the monk class feature, PH 41), but only Armor, ectoplasmic feedback (SC 78).

Cost to Create: Varies.

10

ECTOPLASMIC WALL manufactured melee weapon deals normal mare instead of you, becoming panicked CHAPTER 1
damage but also takes 1d6+10 points of for 1 round. On a successful DC 16 Will
Price: +2 bonus energy damage of the specified type. save, the creature is shaken for 1 round ARMOR
Property: Shield instead.
Caster Level: 11th The energy defense property functions
Aura: Moderate; (DC 20) conjuration three times per day. The effect lasts for The fearsome property functions three
Activation: Standard (command) 5 rounds or until you dismiss it (a swift times per day.
action).
Composed of a substance so pale as to be trans- Prerequisites: Craft Magic Arms and
parent, this shield has four protrusions around Prerequisites: Craft Magic Arms and Armor, fear.
the rim that hold it off the ground even when Armor, fire shield, resist energy.
it is laid face down. Cost to Create: 7,500 gp, 600 XP,
Cost to Create: Varies. 15 days.
When you activate a shield that has this
property and drop it at your feet, a wall of ENERGY IMMUNITY FREEDOM
ectoplasm comes into being, as though cre-
ated by the wall of ectoplasm psionic power. Price: +2 bonus Price: +5 bonus
The wall has an area of up to ten 10-foot Property: Armor or shield Property: Armor
squares or forms a sphere or hemisphere Caster Level: 13th Caster Level: 7th
with a radius of up to 10 feet. The shield Aura: Strong; (DC 21) abjuration Aura: Moderate; (DC 18) abjuration
is the point of origin for the effect. Once Activation: Immediate (mental) Activation: —
created, the wall is stationary.
This item is decorated with elemental motifs. This armor exudes a slick of fine oil, giving it a
The wall of ectoplasm is 2 inches thick No particular element is favored in the design; scintillating sheen and a pungent scent.
and has 20 hit points and hardness 5. The waves, flames, rock formations, and billows
Strength check DC to break through the of wind are all represented equally in bright While wearing armor that has this prop-
wall is 19. The wall can be dispelled, but enamel. erty, you move and attack normally,
checks to dispel it are made with a –4 even under circumstances that impede
penalty. Spells, powers, and most effects Upon activating armor or a shield that movement, as if affected by a freedom of
can’t pass through the opaque wall, nor has this property, you gain immunity movement spell.
can ethereal creatures, but it doesn’t block to damage from one energy type of your
teleportation. choice (acid, cold, electricity, or fire). Prerequisites: Craft Magic Arms and
Armor, freedom of movement.
The ectoplasmic wall property func- Each type of energy immunity produces
tions once per day; the effect lasts for 7 a corresponding minor effect that does not Cost to Create: Varies.
rounds or until you pick up the shield. alter the item’s function. For example, you
feel a rush of warmth if the armor or shield GHOST WARD
Prerequisites: Craft Magic Arms and is protecting you against cold damage, or
Armor, wall of iron or wall of ectoplasm a chill wind if it is protecting you against Price: +1 bonus
(EPH 140). fire. A metallic tang fills your mouth and Property: Armor or shield
nostrils if electricity protection is in force, Caster Level: 5th
Cost to Create: Varies. and an acrid tang pervades the air around Aura: Faint; (DC 17) conjuration
you if acid protection has been activated. Activation: —
ENERGY DEFENSE
The energy immunity property func- This item appears normal at first glance, but
[SYNERGY] tions once per day. The effect lasts for 1 closer examination reveals the image of a
minute or until you dismiss it (a swift ghostly face on its surface.
Price: +1 bonus action).
Property: Armor or shield A suit of armor or shield that has this prop-
Caster Level: 10th Prerequisites: Craft Magic Arms and erty allows you to add its enhancement
Aura: Moderate; (DC 20) evocation Armor, protection from energy. bonus (but not its armor or shield bonus)
Activation: Immediate (command) to your Armor Class against touch attacks
Synergy Prerequisite: Energy Cost to Create: Varies. (including incorporeal touch attacks).

resistance, improved energy FEARSOME Prerequisites: Craft Magic Arms and
resistance, or greater energy Armor, mage armor.
resistance Price: +15,000 gp
Property: Armor or shield Cost to Create: Varies.
This item bears a stylized elemental motif. Caster Level: 7th
However, its flanges and spikes indicate that it Aura: Moderate; (DC 18) necromancy GILLED
has some offensive capability as well. Activation: Swift (command)
Price: +6,000 gp
This armor continues to give you the This item is dark in color, and anyone view- Property: Armor
benefit of its prerequisite property. In ing it sees fleeting, grotesque images on its Caster Level: 5th
addition, while wearing or using this kind surface. Aura: Faint; (DC 17) transmutation
of armor or shield, you can wreathe it in Activation: —
the type of energy specified by its energy When you activate armor or a shield that
resistance. While this effect is active, any has this property, you create an aura of A decorative fluted border surrounds the neck
creature that strikes you with a natural terror in a 20-foot radius around your- of this scale-etched armor.
weapon, unarmed attack, or nonreach self. Every creature in this area briefly
perceives a creature from its worst night- A water-breathing wearer of gilled armor
can breathe and speak freely in air.

11

CHAPTER 1 Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and do not share a language. No special effect
Armor, air breathing (SC 8). Armor, cure serious wounds. or influence is established as a result of
ARMOR the bond.
Cost to Create: 3,000 gp, 240 XP, 6 days. Cost to Create: 12,000 gp, 960 XP,
24 days. The linked property functions three
HAMMERBLOCK times per day, and the effect lasts for 1
HEARTENING hour.
Price: +2 bonus
Property: Armor or shield Price: +2,000 gp Prerequisites: Craft Magic Arms and
Caster Level: 7th Property: Shield Armor, Rary’s telepathic bond or mindlink
Aura: Moderate; (DC 18) abjuration Caster Level: 5th (EPH 120)
Activation: — Aura: Faint; (DC 17) necromancy
Activation: Immediate (mental) Cost to Create: 3,000 gp, 240 XP, 6 days.
The surface of this item is covered with a pat-
tern of tiny indentations. This sturdy shield is reinforced with plates and MAGIC-EATING
rivets but is no heavier than normal.
A hammerblock shield or suit of armor Price: +10,000 gp
magically turns away bludgeoning weap- When activated, a heartening shield Property: Armor
ons, such as maces and clubs. While grants you 5 temporary hit points, which Caster Level: 16th
wearing armor or carrying a shield that last up to 5 minutes. These temporary Aura: Strong; (DC 23) abjuration
has this property, you gain damage reduc- hit points don’t stack with temporary hit Activation: —
tion 5/piercing or slashing. points from any other source.
Spirals and reliefs of fanged mouths cover this
Prerequisites: Craft Magic Arms and The heartening property functions two dull-colored armor.
Armor, stoneskin. times per day.
While wearing magic-eating armor,
Cost to Create: Varies. Prerequisites: Craft Magic Arms and whenever you succeed on a saving throw
Armor, false life. against a spell that targets you, the armor
HEALING heals you of 1 point of damage per level
Cost to Create: 1,000 gp, 80 XP, 1 day. of the spell. This healing occurs after the
Price: +8,000 gp spell takes effect.
Property: Armor LANDING
Caster Level: 5th Prerequisites: Craft Magic Arms and
Aura: Faint; (DC 17) conjuration Price: +4,000 gp Armor, spell resistance.
Activation: Swift (command) and —; Property: Armor
Caster Level: 5th Cost to Create: 5,000 gp, 400 XP, 10 days.
see text Aura: Faint; (DC 17) transmutation
Activation: — MANIFESTER
This armor has a faint golden sheen, and its
surface is embossed with healing runes. On its Although rotund in form, this silvery armor is Price: +6,000 gp
breastplate is a depiction of an open eye. no more encumbering than usual for its type. Property: Shield
Caster Level: 6th
When activated, armor that has this prop- A suit of armor that has this property Aura: Moderate; (DC 18) abjuration
erty heals you of 2d8+5 points of damage. allows you to ignore any damage dealt by Activation: Free (mental)
If your hit points are reduced to –1 to –9, the first 60 feet of a fall. Regardless of how
this effect occurs automatically, without far you fall, you can always land on your Faintly glowing with inner power, this shield
requiring any action. feet if you so choose. seems to invigorate you.

The healing property functions once Prerequisites: Craft Magic Arms and While using a shield that has this prop-
per day. Armor, feather fall. erty, you can draw 3 power points from
it to manifest a psionic power. You must
Prerequisites: Craft Magic Arms and Cost to Create: 2,000 gp, 160 XP, 4 days. use all these points on the same power,
Armor, cure moderate wounds. which cannot use power points from any
LINKED other source.
Cost to Create: 4,000 gp, 320 XP, 8 days.
Price: +6,000 gp The manifester property functions once
HEALING, GREATER Property: Armor or shield per day.
Caster Level: 7th
[SYNERGY] Aura: Moderate; (DC 18) divination Prerequisites: Craft Magic Arms and
Activation: Standard (mental) Armor, any 2nd-level psionic power.
Price: +24,000 gp
Caster Level: 15th You sense this item’s inner power more with Cost to Create: 3,000 gp, 240 XP, 6 days.
Aura: Strong; (DC 22) conjuration your mind than your sight.
Synergy Prerequisite: Healing MASKING
When you activate a suit of armor or a
As healing armor, except that greater shield that has this property, you can form Price: +40,000 gp
healing armor heals you of 3d8+15 points a telepathic bond with any or all known Property: Armor
of damage. wearers of other linked items within 10 Caster Level: 10th
miles. Wearers can communicate tele- Aura: Moderate; (DC 20) abjuration
The greater healing property functions pathically through the bond even if they Activation: —
twice per day.

12

Tendrils of dense black smoke stream from affecting spells and abilities until the start RADIANT CHAPTER 1
every opening in this dark armor, obscuring of your next turn.
all detail. Price: +4 bonus ARMOR
The mindarmor property functions Property: Armor
Masking armor protects you and your gear three times per day. Caster Level: 9th
from divination spells and items (such Aura: Moderate; (DC 19) abjuration
as crystal balls) as if you were constantly Prerequisites: Craft Magic Arms and Activation: —
under the effect of a nondetection spell. Armor, heroism or empty mind (EPH 99).
Whenever a divination spell or effect is This armor shimmers with a variety of hues,
attempted against you, the caster must Cost to Create: 1,500 gp, 120 XP, 3 days. and it feels slick to the touch.
succeed on a DC 25 caster level check or
the divination fails. MOBILIT Y A suit of armor that has this property
grants resistance 10 against all energy
Prerequisites: Craft Magic Arms and Price: +1 bonus attacks (acid, cold, electricity, fire, and
Armor, nondetection. Property: Light armor sonic). When you are the subject of an
Caster Level: 5th energy attack, the armor also radiates
Cost to Create: 20,000 gp, 1,600 XP, Aura: Faint; (DC 17) transmutation light for a number of rounds equal to the
40 days. Activation: — points of damage absorbed (to a maximum
of 10 rounds). This light is sufficient to
MENACING This suit of light armor seems exceptionally brightly illuminate a 30-foot-radius area
slick and supple. An abstract tracery in a silvery and casts shadowy illumination in a 60-
Price: +30,000 gp metal decorates the limbs and torso. foot-radius area.
Property: Armor
Caster Level: 9th While wearing a suit of light armor that If the armor absorbs more energy
Aura: Moderate; (DC 19) necromancy has this property, you gain the benefit of damage while it is radiating light, the
Activation: Standard (command) the Mobility feat, even if you do not meet first effect overlaps (does not stack with)
its prerequisite. the effect that was already in place. For
The realistic visage of a heavily scarred, horned example, if the armor absorbs 4 points
demon covers much of this armor. Seemingly Prerequisites: Craft Magic Arms and of damage from one attack and another
crafted from fiendish flesh, the armor seems Armor, cat’s grace. 6 points from an attack 2 rounds later, it
merely grisly . . . until it twitches. radiates light for a total of 8 consecutive
Cost to Create: Varies. rounds (4 –2 + 6). Likewise, if the armor
When you activate menacing armor, you absorbs 10 points from one attack and
become frightening. Any one creature NIMBLENESS another 5 points from an attack 2 rounds
(your choice) within 30 feet and with later, it radiates light for 10 consecutive
fewer HD than you must make a success- Price: +1 bonus rounds (because 8 rounds remain from
ful Will saving throw (DC 10 + 1/2 your Property: Armor the earlier effect, continuing past the end
HD + your Cha modifier) or be panicked Caster Level: 8th of the second effect’s 5 rounds).
for 5 rounds. A creature that succeeds on Aura: Moderate; (DC 19) transmutation
the saving throw is shaken for 1 round Activation: — Prerequisites: Craft Magic Arms and
instead, and is immune to further uses of Armor, resist energy.
this property from the same suit of armor This suit of armor looks much less restrictive
for 24 hours. than others of its type. Cost to Create: Varies.

The menacing property functions three A suit of armor that has this property has RANGED
times per day. a maximum Dexterity bonus 1 higher
than normal, and its armor check penalty Price: +1 bonus
Prerequisites: Craft Magic Arms and is reduced by 2. Property: Shield (except a tower
Armor, fear.
Prerequisites: Craft Magic Arms and shields)
Cost to Create: 15,000 gp, 1,200 XP, Armor, cat’s grace. Caster Level: 5th
30 days. Aura: Faint; (DC 17) transmutation
Cost to Create: Varies. Activation: —
MINDARMOR
QUICKNESS This streamlined, gray metallic shield is keenly
Price: +3,000 gp balanced and features a razor-sharp edge.
Property: Armor or shield Price: +5,000 gp
Caster Level: 5th Property: Armor While using a ranged shield, you can
Aura: Faint; (DC 17) enchantment Caster Level: 5th throw it in combat. The thrown shield
Activation: Immediate (mental) Aura: Faint; (DC 17) transmutation has a range increment of 30 feet. While
Activation: — in the air, the shield is treated in all ways
Constructed of seamless and tightly bound as a ranged weapon, and it cannot be
layers, this item steadies your thoughts when This silvery armor feels light and flexible to blocked or grabbed except by those with
worn. the touch. appropriate feats. Regardless of your size,
a ranged buckler or ranged light shield
When activated, a suit of armor or a A suit of armor that has this property deals 1d6 points of slashing damage, and
shield that has this property grants you grants a +5-foot enhancement bonus to a ranged heavy shield deals 1d8 points.
a +5 bonus on Will saves to resist mind- your land speed. You add your Strength modifier and the

Prerequisites: Craft Magic Arms and
Armor, longstrider.

Cost to Create: 2,500 gp, 200 XP, 5 days.

13

CHAPTER 1 shield’s enhancement bonus (but not its 10 or fewer points of damage, you take Prerequisites: Craft Magic Arms and
effective bonus from this or other special no damage from that attack. The armor Armor, magic vestment, essentia pool 2.
ARMOR properties) to this base damage. automatically turns back the projectile to
strike the creature that fired it. Reroll the Cost to Create: Varies.
After you have thrown it, a ranged damage against the original attacker.
shield flies through the air back to you. It SOULBOUND, GREATER
returns just before your next turn (and is While you wear this armor, the
therefore ready to use again on that turn). embossed dragon head roars whenever [SYNERGY]
You do not benefit from its shield bonus battle is imminent, granting you a +4
to AC while it is not in your possession. competence bonus on initiative checks. Price: +2 bonus
Caster Level: 18th
Catching a ranged shield when it comes Prerequisites: Craft Magic Arms and Aura: Strong; (DC 24) abjuration
back is a free action. If you can’t catch it, or Armor, protection from arrows, true seeing. Synergy Prerequisite: Soulbound
if you have moved since throwing it, the
shield drops to the ground in the square Cost to Create: Varies. This property functions as the soulbound
from which it was thrown. property, except a greater soulbound
SOULBOUND shield or suit of armor has a maximum
Prerequisites: Craft Magic Arms and essentia capacity of 4, for a maximum
Armor, hurl (SC 117) or far hand (EPH Price: +1 bonus enhancement bonus to AC of +5.
106). Property: Armor or shield
Caster Level: 6th Prerequisites: Craft Magic Arms and
Cost to Create: Varies. Aura: Moderate; (DC 18) abjuration Armor, magic vestment, essentia pool 4.
Activation: Swift (mental)
RETALIATION SPEARBLOCK
This looks like a normal item of its kind except
Price: +2 bonus for a faint blue sheen. Price: +2 bonus
Property: Armor Property: Armor or shield
Caster Level: 9th A soulbound shield or suit of armor serves Caster Level: 7th
Aura: Moderate; (DC 19) necromancy as a receptacle for your essentia, much like Aura: Moderate; (DC 18) abjuration
Activation: — a soulmeld does. Every point of essentia Activation: —
invested in the shield or armor increases
The surface of this armor roils with pent-up its enhancement bonus to Armor Class The surface of this item appears rough, being
energy. by 1, up to a maximum enhancement covered with hundreds of tiny points reminis-
bonus of +3. cent of spearheads.
A suit of armor that has this property
strikes back at foes who hit hard in melee. Each soulbound shield or suit of armor A spearblock shield or suit of armor magi-
While wearing retaliation armor, each has an essentia capacity. The maximum cally turns away piercing weapons, such as
time you take 10 or more points of damage number of essentia points that can be spears and arrows. While wearing armor
from a single melee attack, the armor deals invested in it equals this value or your or carrying a shield that has this property,
1d6 points of damage to the attacker. If a normal essentia capacity (see Table 2–1: you gain damage reduction 5/bludgeoning
single melee attack drops your hit points Essentia Capacity, Magic of Incarnum 19), or slashing.
below 0, the armor strikes the attacker for whichever is lower.
3d6 points of damage. Prerequisites: Craft Magic Arms and
A soulbound shield or suit of armor has Armor, stoneskin.
Damage from retaliation armor is a maximum essentia capacity of 2.
treated as magic for the purpose of over- Cost to Create: Varies.
coming damage reduction. Chakra Bind: A soulbound shield or
suit of armor grants bonuses when it is SPEED
Prerequisites: Craft Magic Arms and bound to a chakra, as described below.
Armor, symbol of pain. These effects function continuously, Price: +6,000 gp
with no need for activation. See Bind- Property: Armor or shield
Cost to Create: Varies. ing Items to Chakras (MoI 108) for more Caster Level: 5th
information. Aura: Faint; (DC 17) transmutation
ROARING Activation: Swift (mental)
Arms: Binding a soulbound shield to
Price: +3 bonus your arms chakra grants you a +4 insight This item is decorated with silvery arabesques
Property: Armor bonus on checks or rolls made to avoid and seems to vibrate with restless energy.
Caster Level: 13th being bull rushed or overrun, or to avoid
Aura: Strong; (DC 21) divination having the item sundered. A suit of armor or shield that has this
Activation: — property can quicken your movements.
Soul: Binding soulbound armor to your Three times per day, you can command
The sculpted visage of a dragon adorns the soul chakra grants you a +4 insight bonus it to produce a haste effect on you (as the
chestpiece of this gleaming armor. Embel- on saves made against the attacks of crea- haste spell) that lasts for 1 round.
lishments in the shapes of claws and draconic tures whose alignments are opposed to
wings accent the rest of its intimidating yours in any way. For example, a lawful Prerequisites: Craft Magic Arms and
appearance. good character would gain this bonus Armor, haste.
against the spells, spell-like abilities, and
While you are wearing armor that has this supernatural attacks of chaotic or evil Cost to Create: 3,000 gp, 240 XP, 6 days.
property, you gain some protection from creatures, while a neutral good character
ranged attacks. Whenever you are hit by would gain it only against the attacks of
a nonmagical projectile that would deal evil creatures. Neutral characters gain no
benefit from this chakra bind.

14

STAMINA stitution, such as a vampire’s or stirge’s A suit of armor or shield that has this prop- CHAPTER 1
blood drain ability, or the property of a erty renders you and all your equipment
Price: +500 gp wounding weapon. completely imperceptible to other crea- ARMOR
Property: Armor tures. When you activate it, you become
Caster Level: 5th Prerequisites: Craft Magic Arms and invisible and inaudible, and you cannot
Aura: Faint; (DC 17) transmutation Armor, cure critical wounds, Heal 10 be detected by any nonmagical sensory
Activation: — ranks. method (including scent, hearing, trem-
orsense, blindsense, and the like). Once
This armor appears sturdier than other armor Cost to Create: Varies. activated, this effect lasts for 3 minutes or
of its type. until you attack (as defined for the purpose
TIME BUTTRESS of the invisibility spell; PH 245). Creatures
While wearing armor that has this prop- immune to mind-affecting spells and abili-
erty, you gain a +1 resistance bonus on Price: +5 bonus ties can perceive you normally.
Fortitude saving throws. Property: Shield
Caster Level: 17th The vanishing property functions two
Prerequisites: Craft Magic Arms and Aura: Strong; (DC 23) transmutation times per day.
Armor, bear’s endurance, resistance. Activation: Standard (mental)
Prerequisites: Craft Magic Arms and
Cost to Create: 250 gp, 20 XP, 1 day. This magnificent platinum shield seems to Armor, suggestion or cloud mind (EPH 84).
pulse with an air of invincibility.
STAMINA, GREATER Cost to Create: Varies.
When you activate a shield that has this
[SYNERGY] property, you can avoid injury by manipu- VARIABLE
lating time. You are invulnerable to all
Price: +8,000 gp attacks, spells, and powers (both harmful Price: +1 bonus
Caster Level: 15th and helpful), beginning immediately after Property: Shield
Aura: Strong; (DC 22) transmutation you activate the effect and ending at the Caster Level: 5th
Synergy Prerequisite: Improved end of your next turn. Aura: Faint; (DC 17) transmutation
Activation: Swift (mental)
stamina The time buttress property functions
once per day. This shield is made up of many smooth, over-
As stamina, except the armor grants a lapping strips.
+5 resistance bonus on Fortitude saving Prerequisites: Craft Magic Arms and
throws. Armor, temporal stasis or timeless body A variable shield can change its size,
(EPH 138). becoming a buckler, light shield, heavy
Cost to Create: 4,000 gp, 320 XP, 8 days. shield, or tower shield (sized appropriately
Cost to Create: Varies. for you) upon activation. All the rules for
STAMINA, IMPROVED carrying items while using shields apply
TWILIGHT to the new shield size (see Armor Descrip-
[SYNERGY] tions, PH 124).
Price: +1 bonus
Price: +4,000 gp Property: Armor Prerequisites: Craft Magic Arms and
Caster Level: 9th Caster Level: 5th Armor, shrink item.
Aura: Moderate; (DC 19) transmutation Aura: Faint; (DC 17) transmutation
Synergy Prerequisite: Stamina Activation: — Cost to Create: Varies.

As stamina, except the armor grants a This armor possesses a faint, sunset-colored WOODWALK
+3 resistance bonus on Fortitude saving sheen.
throws. Price: +9,000 gp
Armor that has this property is favored by Property: Armor
Cost to Create: 2,000 gp, 160 XP, 4 days. elves and other characters who mix arcane Caster Level: 9th
magic and melee combat. A suit of twilight Aura: Moderate; (DC 19) conjuration
ST YPTIC armor looks translucent and semi-incor- Activation: Standard (command)
poreal when donned, reducing the chance
Price: +1 bonus of arcane spell failure by 10%. This armor’s surface is etched to look like a tree,
Property: Armor with the chest serving as the trunk and lower
Caster Level: 7th Prerequisites: Craft Magic Arms and branches, and the arms as thick boughs.
Aura: Moderate; (DC 18) conjuration Armor, cat’s grace.
Activation: — If you have the woodland stride class fea-
Cost to Create: Varies. ture, you can activate woodwalk armor to
This blood-red armor is lined with a chalky step into a tree and exit from another, as if
substance and has an astringent scent. VANISHING affected by the tree stride spell.

While wearing armor that has this prop- Price: +3 bonus The woodwalk property functions three
erty, you do not suffer ongoing blood loss Property: Armor or shield times per day, and the effect lasts for 1
for any reason. Regardless of their source, Caster Level: 5th round.
bleeding wounds automatically close. Aura: Faint; (DC 17) enchantment
You sustain no further hit point loss and Activation: Standard (mental) Prerequisites: Craft Magic Arms and
stabilize if you are dying. In addition, you Armor, tree stride.
have a 25% chance to be unaffected by any This dull gray item appears unremarkable.
blood-draining attack that depletes Con- Indeed, your eye easily strays from it. Cost to Create: 4,500 gp, 360 XP, 9 days.

15

CHAPTER 1 SPECIFIC ARMOR command word to return the buckler to
AND SHIELDS its normal condition.
ARMOR
The following suits of armor and shields The wall of force ability functions three
are usually constructed with exactly times per day.
the properties described here. You can
increase the enhancement bonus of these Prerequisites: Craft Magic Arms and
armors and shields or add more special Armor, wall of force.
properties, just as you would for any
other item. Cost to Create: 2,000 gp (plus 165 gp for
masterwork buckler), 160 XP, 4 days.
The items in this section are arranged
alphabetically. BEARSKIN ARMOR

ARMOR OF THE Price (Item Level): 14,350 gp (14th)
FALLEN LEAVES [RELIC] Body Slot: Body
Caster Level: 9th
Price (Item Level): 17,350 gp (14th) Aura: Moderate; (DC 19)
Body Slot: Body
Caster Level: 20th transmutation
Aura: Strong; (DC 25) transmutation Activation: — and swift
Activation: Standard (command) (command)
Weight: 15 lb. Weight: 30 lb.

A riot of red, yellow, and orange leaves has Shaggy black fur, like that
been sewn together into a rigid suit of of a great bear, covers this
armor resembling a breastplate. metal breastplate.

Illus. by W. Reynolds This suit of armor functions as a +1 wild While wearing this +1
breastplate if you are neutral good, lawful breastplate, you gain a
neutral, neutral, chaotic neutral, or neutral Armor of the fallen leaves +2 competence bonus on
evil. Because it is nonmetallic, wear- grapple checks. In addi-
ing this armor does not violate a druid’s Cost to Create: 8,500 gp (plus 350 gp tion, the armor has three
spiritual oaths, though it has the durabil- for masterwork breastplate), 680 XP, special properties.
ity of steel. 17 days. Once per day, you can
activate the armor to
Relic Power: If you have established BARRICADE BUCKLER gain a +4 enhancement
the proper divine connection, once per bonus to Constitution
day you can cause the leaves of the armor Price (Item Level): 4,165 gp (9th) for 9 minutes.
to turn brown and scatter on the breeze. Body Slot: — (held) Two times per day, you
During this process, you merge with the Caster Level: 9th can activate the armor to
fallen leaves and disappear. Though the Aura: Moderate; (DC 19) evocation gain the scent special qual-
leaves appear to flutter near the ground, Activation: Swift (command) ity (MM 314) for 5 rounds.
they are actually under your disembodied Weight: 5 lb. Three times per day on command, the
control. While in this state, you can move armor allows you to sprout a pair of claws.
and interact with your environment as This buckler is set with numerous polished These claws deal 1d6 points of damage
if you were under the effect of a gaseous green stones: one at its center, and the rest in each (assuming you are Medium) and
form spell. This effect lasts for up to 30 concentric rings around it. The center stone is extend your natural reach by 5 feet. You
minutes or until you use a standard action the smallest, with larger stones in each ring can attack with both claws as though they
to end it. toward the buckler’s edge. were primary natural weapons. Alterna-
tively, you can use a single claw to make an
To use the relic power, you must wor- By speaking the command word, you can attack as a natural secondary weapon (–5
ship Obad-Hai and either sacrifice a transform this +1 buckler into a 5-foot-by-5- on the attack roll, no effect on your other
4th-level divine spell slot or have the True foot vertical wall of force. The wall persists attacks). These claws last for 5 rounds.
Believer feat and at least 7 HD. If you sacri- for 1 minute or until you speak a second The special properties of a suit of bear-
fice a 6th-level divine slot (or have the True skin armor function normally while you
Believer feat and at least 11 HD), you can are in wild shape (although it does not
use the relic power two times per day. grant its armor bonus to AC).
Prerequisites: Craft Magic Arms and
Lore: The first suit of armor of the fallen Armor, bear’s endurance, wild shape.
leaves was sewn together by Ehlonna and Cost to Create: 7,000 gp (plus 350 gp
presented as a gift to Obad-Hai (Knowl- for masterwork breastplate), 560 XP,
edge [religion] DC 20). 14 days.

Prerequisites: Craft Magic Arms and
Armor, Sanctify Relic, baleful polymorph,
gust of wind.

16

DRAGONRIDER ARMOR EARTHPLATE ARMOR ELECTRIC EEL HIDE

Price (Item Level): 18,300 gp (15th) Price (Item Level): 41,650 gp (17th) Price (Item Level): 14,165 gp (14th)
Body Slot: Body Body Slot: Body Body Slot: Body
Caster Level: 5th Caster Level: 9th Caster Level: 9th
Aura: Faint; (DC 17) transmutation Aura: Moderate; (DC 19) conjuration Aura: Moderate; (DC 19) abjuration
Activation: — Activation: Standard (command) Activation: Standard (mental)
Weight: 50 lb. Weight: 70 lb. Weight: 25 lb.

This armor seems to be made from old, worn At first glance, this suit of full plate looks filthy This armor is made from the rubbery black CHAPTER 1
dragon scales, which give it a pleasantly rustic and ill kept. On closer examination, you can hide of some finely scaled fish or eel and is slick
look. see it is expertly crafted, and what appears to with a thin slime. ARMOR
be dirt is actually the color of the metal itself. A
This suit of +1 dragonhide full plate is made black crystal shard is set horizontally into the When you activate this suit of +1 buoy- Illus. by D. Griffith
from cast-off scales rather than the hide of front of the armor across the abdomen. Runes ant slick hide, it generates an electricity
a slain dragon. While wearing it, you have in the Gnome language mark its greaves and shield that lasts 5 rounds. Any creature
resistance 10 against the form of energy gauntlets, and the aroma of fresh earth seems that strikes you with a natural weapon,
associated with the breath weapon of the to emanate from the suit. unarmed attack, or nonreach manu-
dragon that provided the scales (such as factured weapon takes 1d6 points of
fire, in the case of red dragonrider armor). A suit of earthplate armor functions as +1 electricity damage. This shield can be
You also gain a +5 competence bonus on full plate. Once per day while wearing this activated three times per day.
Ride checks you make while riding any armor, you can activate a stoneskin effect,
creature of the dragon type. as the stoneskin spell. As long as this effect In addition, while the electricity shield
is active, you also gain tremorsense out is active, you can make a melee touch
In addition, dragonrider armor automati- to 5 feet (MM 316). Both effects last for attack to deal 5d6 points of electricity
cally produces a feather fall effect (as the 90 minutes or until the stoneskin effect damage. If underwater, you can produce
feather fall spell) if you fall more than 5 feet absorbs 90 points of damage, whichever a lightning burst that deals 2d6 points of
while wearing it. comes first. electricity damage to all other adjacent
creatures. Using either of these abilities
Prerequisites: Craft Magic Arms and Prerequisites: Bind Elemental (ECS 51) ends the electricity shield effect.
Armor, cat’s grace. or Craft Magic Arms and Armor, planar
binding, stoneskin. Prerequisites: Craft Magic Arms and
Cost to Create: 7,500 gp (plus 3,300 gp for Armor, freedom of movement, grease, shocking
dragonhide full plate), 600 XP, 15 days. Cost to Create: 20,000 gp (plus 1,650 gp grasp.
for masterwork full plate), 1,600 XP,
40 days. Cost to Create: 7,000 gp (plus 165 gp for
masterwork hide), 560 XP, 14 days.

Barricade buckler Dragonrider armor Electric eel hide 17

CHAPTER 1

ARMOR

Illus. by W. England Zombie hide armor Exoskeleton armor Ghoul shell armor Vampire hide armor

EXOSKELETON ARMOR FOXHIDE ARMOR normal speed without taking damage or
suffering any other impairment (as the
Price (Item Level): 21,350 gp (15th) Price (Item Level): 10,160 gp (13th) druid’s woodland stride class feature). This
Body Slot: Body Body Slot: Body effect lasts for 1 hour.
Caster Level: 5th Caster Level: 9th
Aura: Faint; (DC 17) necromancy Aura: Moderate; (DC 19) transmutation The special properties of a suit of foxhide
Activation: — Activation: — and swift (command) armor function normally while you are in
Weight: 30 lb. Weight: 15 lb. wild shape (although it does not grant its
armor bonus to AC).
Prepared from the remains of an animated skel- This subtly crafted leather armor seems to have
eton, this armor covers the upper body with a been formed from the hide of a single large fox, Prerequisites: Craft Magic Arms and
white, riblike structure that resembles bleached patches of red fur adorning many of the armor’s Armor, fox’s cunning, pass without trace,
bones. Large skulls serve as epaulets. curves and ridges. wild shape.

A suit of exoskeleton armor provides pro- While wearing this suit of +1 leather, you Cost to Create: 5,000 gp (plus 160 gp for
tection as a +1 breastplate and grants you gain a +2 competence bonus on Hide and masterwork leather), 400 XP, 10 days.
damage reduction 5/bludgeoning while Move Silently checks. In addition, the
you wear it. armor has three other special properties. GHOUL SHELL ARMOR

Prerequisites: Craft Magic Arms and Once per day, you can activate the armor Price (Item Level): 10,160 gp (13th)
Armor, animate dead, Knowledge (religion) to gain a +4 enhancement bonus to Intel- Body Slot: Body
5 ranks. ligence for 9 minutes. Caster Level: 12th
Aura: Strong; (DC 21) necromancy
Cost to Create: 10,500 gp (plus 350 gp Two times per day, you can activate the Activation: Standard (mental)
for masterwork breastplate), 840 XP, armor to gain the scent special quality Weight: 15 lb.
21 days. (MM 314) for 5 rounds.
This armor consists of shaped and fitted sections
Three times per day, you can activate the of ghoul flesh sewn together to cover the entire
armor to gain the benefit of a pass without body, except for the head, hands, and feet. A
trace spell. While this effect is active, you gaunt face is emblazoned on the chestpiece.
can move through undergrowth at your

18

This suit of +1 leather allows you to
make up to three touch attacks per
day that replicate the ghoul touch
spell (Fort DC 15 negates).

Prerequisites: Craft Magic Arms and
Armor, create undead, Knowledge (reli-
gion) 5 ranks.

Cost to Create: 5,000 gp (plus 160 gp for
masterwork leather), 400 XP, 10 days.

HAWKFEATHER CHAPTER 1
ARMOR
ARMOR
Price (Item Level): 12,175 gp (13th)
Body Slot: Body Three times per day, you can cause the your choice. The chain deals 1d6 points Illus. by S. Belledin & D. Griffith
Caster Level: 9th armor to sprout wings, allowing you to of bludgeoning damage (no Str bonus on
Aura: Moderate; (DC 19) transmutation fly at a speed of 60 feet (good maneuver- damage), and is treated as a magic weapon
Activation: — and swift (command) ability) for 5 rounds. with an enhancement bonus equal to the
Weight: 20 lb. armor’s enhancement bonus to AC.
The special properties of a suit of hawk-
This suit of armor is covered by a layer of feather armor function normally while you Prerequisites: Craft Magic Arms and
gigantic golden feathers that seem to shimmer are in wild shape (although it does not Armor, animate objects.
in even the dimmest light. grant its armor bonus to AC). This armor
includes no metal parts, and thus druids Cost to Create: 6,000 gp (plus 1,100 gp for
While wearing this +1 studded leather are not prohibited from wearing it. mithral shirt), 480 XP, 12 days.
armor, you gain a continuous +5 compe-
tence bonus on Spot checks. In addition, Prerequisites: Craft Magic Arms and Kyton armor
the armor has two other special abilities. Armor, eagle’s splendor, wild shape.

Once per day, you can activate the armor Cost to Create: 6,000 gp (plus 175 gp for
to gain a +4 enhancement bonus to your masterwork studded leather), 480 XP,
Charisma for 9 minutes. 12 days.

Foxhide armor KYTON ARMOR

Price (Item Level): 13,100 gp (14th)
Body Slot: Body
Caster Level: 11th
Aura: Moderate; (DC 20)

transmutation
Activation: Swift (command)
Weight: 12 lb.

This armor of black chain links has obviously
seen heavy use: Five long lengths of chain, to
which nasty-looking barbs and small blades
are affixed, have unraveled and now dangle
free from the bottom of the chest piece.

This suit of armor functions as a +1
mithral shirt. When you activate it,
one of the five dangling chains makes
one melee attack (using your base attack
bonus) against an adjacent creature of

19

CHAPTER 1 MILLENNIAL as you concentrate, up to a maximum of
CHAINMAIL [RELIC] 10 rounds. Because you must keep your
ARMOR shield arm raised while the wall of force is
Price (Item Level): 8,150 gp (12th) active, you gain no benefit to AC from this
Illus. by D. Griffith Body Slot: Body Millennial chainmail shield for the duration of the effect.
Caster Level: 20th
Aura: Strong; (DC 25) conjuration but does not interfere with your vision. Prerequisites: Craft Magic Arms and
Activation: — The mist lasts for 1 minute per activation, Armor, wall of force.
Weight: 20 lb. and it remains in the space where you
activated the effect (it doesn’t move with Cost to Create: 12,000 gp (plus 170 gp for
This suit of armor feels like mithral chain- you if you leave that space). masterwork heavy steel shield), 960 XP,
mail to the touch, but its minuscule rings
are a pale green color that turn brighter Prerequisites: Craft Magic Arms and 24 days.
when exposed to the sun. Armor, obscuring mist.
If you are chaotic good, chaotic OWLFEATHER
neutral, or neutral good, millennial Cost to Create: 1,150 gp (plus 1,100 gp for ARMOR
chainmail functions as +1 mithral mithral shirt), 92 XP, 3 days.
chainmail while you wear it. It is Price (Item Level): 8,160 gp (12th)
considered light armor and has a OVERHEAD SHIELD Body Slot: Body
maximum Dexterity bonus of +8, an Caster Level: 9th
armor check penalty of –2, and an arcane Price (Item Level): 24,170 gp (15th) Aura: Moderate; (DC 19) transmutation
spell failure chance of 15%. Body Slot: — (held) Activation: — and swift (command)
Caster Level: 10th Weight: 15 lb.
Relic Power: If you have established Aura: Moderate; (DC 20) evocation
the proper divine connection, a suit of mil- Activation: Standard (command) A layer of white down and long gray owl feath-
lennial chainmail painlessly extends tiny Weight: 15 lb. ers covers this strange leather armor. Affixed
green roots into your skin when you don to the matching helm are a pair of sweeping,
it. This effect grants you fast healing 3 as This whitewashed circular shield has a flat, feathery horns.
long as you are in brighter than shadowy perfectly smooth face interrupted only by
illumination. a small blue rectangular crystal set into its While wearing this +1 leather, you gain a
exact center. +2 competence bonus on Listen and Move
To use the relic power, you must worship Silently checks. In addition, the armor has
Corellon Larethian and either sacrifice a Once per day, you can raise this +1 heavy three other special abilities.
4th-level divine spell slot or have the True steel shield skyward and command a hori-
Believer feat and at least 7 HD. zontal wall of force into existence. The wall Once per day, you can activate the
of force has a 20-foot radius and hovers 5 armor to gain a +4 enhancement bonus
Lore: The original suit of millennial feet above you, remaining above you as to Wisdom for 9 minutes.
chainmail was created by a dryad cleric you move. It blocks all attacks from above,
for her lover, an elf hero who kept the including catapult missiles and indirect Twice per day, you can activate the
surrounding woodlands safe. Upon the fire (PH2 161). The wall of force lasts as long armor to gain a +5 competence bonus
elf’s death, the armor was consecrated to on Spot checks for 10 minutes; this
Corellon Larethian, who duplicated it for effect functions only while in shadowy
several of his chosen heroes (Knowledge illumination.
[religion] DC 20).
Three times per day, you can cause the
Prerequisites: Craft Magic Arms and armor to sprout wings, allowing you to
Armor, Sanctify Relic, regenerate. fly at a speed of 40 feet (good maneuver-
ability) for 5 rounds.
Cost to Create: 2,000 gp (plus 4,150 gp
for mithral chainmail), 160 XP, 4 days. The special properties of a suit of owl-
feather armor function normally while you
MITHRALMIST SHIRT are in wild shape (although it does not
grant its armor bonus to AC).
Price (Item Level): 3,400 gp (8th)
Body Slot: Body Prerequisites: Craft Magic Arms and
Caster Level: 6th Armor, owl’s wisdom, wild shape.
Aura: Moderate; (DC 18) conjuration
Activation: Swift (mental) Cost to Create: 4,000 gp (plus 160 gp for
Weight: 10 lb. masterwork leather), 320 XP, 8 days.

This delicate-looking chain shirt is forged SERPENT ARMOR
from a silver-white mithral alloy that gleams
like starlight. Price (Item Level): 12,160 gp (13th)
Body Slot: Body
Up to seven times per day, you can activate Caster Level: 9th
this +1 mithral shirt to fill your space with Aura: Moderate; (DC 19) transmutation
a billowing silver mist. This gleaming fog Activation: —
grants you concealment against attacks Weight: 15 lb.

This suit of armor looks to have been made
from the deep green scales of some giant snake.
A serpentine motif gives the armor’s gauntlets

20

Owlfeather
armor

CHAPTER 1

ARMOR

Overhead shield

Serpent armor

the appearance of fanged reptilian heads. Its to heal a creature by touch. The touched If you also wear a magic item that Illus. by D. Griffith
belt looks like a coiled snake, and a gemlike creature is healed of a number of points of grants an enhancement bonus to your
slitted eye stares out from the gorget. damage equal to the extra damage that you Wisdom score, you add the item’s bonus
would have dealt with the smite attack. to the amount of damage healed by the
This +1 leather provides you with a +1 For example, a 10th-level paladin could shield of mercy. For example, if the 10th-
resistance bonus on Reflex saving throws. expend one use of her smite evil ability level paladin described above also wore
While you wear it, you gain the benefit of to heal 10 points of damage. a periapt of Wisdom +2, each use of smite
the Combat Reflexes feat. evil she expended would heal 12 points
Shield of mercy of damage.
Prerequisites: Craft Magic Arms and
Armor, cat’s grace. Prerequisites: Craft Magic Arms and
Armor, cure moderate wounds, owl’s
Cost to Create: 6,000 gp (plus 160 gp for wisdom.
masterwork leather), 480 XP, 12 days.
Cost to Create: 1,000 gp (plus 170 gp for
SHIELD OF MERCY masterwork heavy steel shield), 80 XP,
2 days.
Price (Item Level): 2,170 gp (6th)
Body Slot: — (held) SHIELD OF THE
Caster Level: 5th RESOLUTE [RELIC]
Aura: Faint; (DC 17) conjuration,
Price (Item Level): 5,520 gp (10th)
transmutation Body Slot: — (held)
Activation: Standard (command) Caster Level: 20th
Weight: 15 lb. Aura: Strong; (DC 25) necromancy
Activation: —
This finely crafted shield is engraved with the Weight: 7 lb.
image of a holy warrior healing a wounded
beggar. This shield is made from hundreds of strips of
mithral, each a different size, color, and tex-
A shield of mercy functions as a +1 heavy ture, riveted together in a patchwork design.
steel shield and also allows you to channel Like other mithral shields, it is unusually light
your destructive power into healing. You for its size.
can expend a smite attempt (such as from
a paladin’s smite evil class feature or the
granted power of the Destruction domain)

21

CHAPTER 1 Despite its motley appearance, a shield of Lore: Shields of the resolute are said to
the resolute is a bulwark of defense. It func- be assembled from pieces of the shields
ARMOR tions as a +1 light fortification heavy mithral carried by dwarves who fell in battle
shield, provided that you are lawful good, defending their homelands. When the
Illus. by W. England & W. Reynolds neutral good, or lawful neutral. Soul Forger gathers their souls, he creates
these shields in his forge in remembrance
Relic Power: If you have established of their valor (Knowledge [religion]
the proper divine connection, a shield of the DC 20).
resolute terrorizes enemies of the dwarves.
Every goblinoid and giant within 30 feet Prerequisites: Craft Magic Arms and
of you that gazes upon the shield must Armor, Sanctify Relic, fear, limited wish
succeed on a DC 17 Will save or be shaken or miracle.
(if its Hit Dice are equal to or greater
than yours) or frightened (if it has fewer Cost to Create: 2,250 gp (plus
Hit Dice than you do) for 2 rounds. This 1,020 gp for heavy mithral shield),
effect functions like a gaze attack, so the 180 XP, 5 days.
saves must be made at the beginning of
each affected creature’s turn every round, SHIELD OF THE
unless it takes measures to avoid seeing SEVERED HAND [RELIC]
the shield (see DMG 294 for gaze attack
rules). Unlike with a true gaze attack, you Price (Item Level): 4,657 gp (9th)
can’t use a standard action on your turn Body Slot: — (held)
to use this effect against a creature. Once Caster Level: 20th
a creature has failed the save, the shield’s Aura: Strong; (DC 25) evocation
power has no further effect on that crea- Activation: Immediate (command)
ture for 24 hours. Weight: 10 lb.

To use the relic power, you must This heavy wooden shield is emblazoned
worship Moradin and either sacrifice a with a gory handprint and decorated with
6th-level divine spell slot or have the True bloody symbols. The bloody marks appear
Believer feat and at least 11 HD. fresh and wet.

Shield of the resolute This gory item is favored by orcs for its Shield of the severed hand
shock value to enemies, as well as for its
special properties. A shield of the severed Prerequisites: Craft Magic Arms and
hand functions as a +2 heavy wooden shield Armor, Sanctify Relic, Bigby’s forceful hand.

if you are chaotic evil, chaotic neutral, Cost to Create: 2,250 gp (plus 157 gp
or neutral evil. for masterwork heavy wooden shield),
180 XP, 5 days.
Relic Power: If you have estab-
lished the proper divine connection, TIGERSKIN ARMOR
you can activate this shield to make
Price (Item Level): 17,100 gp (14th)
an immediate bull rush attempt Body Slot: Body
(with a +4 bonus on the Strength Caster Level: 9th
check) against an adjacent oppo- Aura: Moderate; (DC 19) transmutation
nent that has just attacked you in Activation: — and swift (command)
melee. This action does not provoke an Weight: 25 lb.
attack of opportunity from that opponent.
You can’t fall prone during this attempt, Striped fur, smelling thickly of some great beast,
and you can’t follow the opponent if you covers this chain shirt.
push it back.
To use the relic power, you must While wearing this +1 mithral shirt, you
worship Gruumsh and either sacrifice gain a +2 competence bonus on Climb,
a 4th-level divine spell slot or have the Hide, Jump, and Move Silently checks.
True Believer feat and at least 7 HD.
Lore: The original shield of the severed
hand was created when an orc warrior
chopped off the hand of an elf king
and mounted it on his shield. Upon the
warrior’s death, the shield was placed on
his blazing funeral pyre. Afterward, it was
found intact amid the ashes, still bearing
the palm print of its grisly burden (Knowl-
edge [religion] DC 20).

22

This armor is prepared from a single layer This property functions three times per CHAPTER 1
of vampire skin and decorated with flanges day, and the effect lasts for 1 hour.
and spikes. A gaunt, skull-like face with ARMOR
bat wings at the temples decorates the Prerequisites: Craft Magic Arms and
chestpiece. Armor, darkvision, hide from undead.

In addition to providing the protective Cost to Create: 7,000 gp (plus 175 gp for
qualities of +1 studded leather, a suit of masterwork studded leather), 560 XP,
vampire hide armor grants you damage 14 days.
reduction 5/silver or magic.
WIGHT HIDE SHIELD
Prerequisites: Craft Magic Arms
and Armor, create undead, Knowledge Price (Item Level): 9,159 gp (12th)
(religion) 5 ranks. Body Slot: — (held)
Caster Level: 12th
Cost to Create: 10,500 gp (plus Aura: Strong; (DC 21) necromancy
175 gp for masterwork studded Activation: —
leather), 840 XP, 21 days. Weight: 6 lb.

Tigerskin armor WIGHT ARMOR Wight hide shield Illus. by W. England & D. Griffith

In addition, the armor has three other Price (Item Level): 14,175 gp (14th) This shield is covered in the hide of a wight,
special abilities. Body Slot: Body and in its center is a grotesque mockery of a
Caster Level: 6th humanoid face. When held, it seems to throb
Once per day, you can activate the armor Aura: Moderate; (DC 18) transmutation and pulse with unholy hunger.
to gain a +4 enhancement bonus to Dexter- Activation: Standard (command)
ity for 9 minutes. Weight: 20 lb. A wight hide shield functions as a +1 light
steel shield. When you use a shield bash
Two times per day, you can activate the On the breast of this black studded leather attack with a wight hide shield to deal
armor to gain the scent special quality armor is the image of an oversized skull gnash- damage to a living creature, the target
(MM 314) for 5 rounds. ing its pointed teeth. Severe edges give the must succeed on a DC 14 Fortitude save
armor a decidedly intimidating appearance. or gain one negative level (see PH 125 for
Three times per day on command, the rules on shield bash attacks).
armor allows you to sprout a pair of claws. When you activate this +1 shadow studded
These claws deal 1d4 points of damage leather, it makes a single touched creature A wight hide shield can bestow no more
each (assuming you are Medium) and or yourself imperceptible to undead (as than three negative levels per day.
extend your natural reach by 5 feet. You if affected by the hide from undead spell).
can attack with both claws as though they That creature also gains darkvision out to Prerequisites: Craft Magic Arms and
were primary natural weapons. Alterna- 60 feet while so affected. Armor, create undead, Knowledge (religion)
tively, you can use a single claw to make 5 ranks.
an attack as a natural secondary weapon
(–5 on the attack roll, no effect on your Cost to Create: 4,500 gp (plus 159 gp for
other attacks). If you charge a foe, you masterwork light steel shield), 360 XP,
can attack with both claws at the end 9 days.
of the charge. These claws last for 5
rounds.

The special properties of a suit of
tigerskin armor function normally
while you are in wild shape (although
it does not grant its armor bonus to
AC). Despite its mithral construction,
druids are not prohibited from wear-
ing this armor.

Prerequisites: Craft Magic Arms
and Armor, cat’s grace, wild shape.

Cost to Create: 8,000 gp (plus 1,100 gp
for mithral shirt), 640 XP, 16 days.

VAMPIRE HIDE ARMOR Wight armor

Price (Item Level): 21,175 gp (17th)
Body Slot: Body
Caster Level: 12th
Aura: Strong; (DC 21) necromancy
Activation: —
Weight: 30 lb.

23

WRAPPED TOWER ARMOR Cost to Create: 250 gp, 20 XP, 1 day (least);
AND SHIELD 750 gp, 60 XP, 2 days (lesser); 1,500 gp,
Price (Item Level): 6,180 gp (10th) 120 XP, 3 days (greater).
Body Slot: — (held) AUGMENT
Caster Level: 12th CRYSTALS CRYSTAL OF
Aura: Strong; (DC 21) necromancy ADAMANT ARMOR
Activation: Immediate (command) Augment crystals are a new category of
Weight: 45 lb. magic item. See page 221 for details Price (Item Level): 300 gp (2nd) (least),
on how they function. 1,400 gp (5th) (lesser), or 3,400 gp
CHAPTER 1 This tower shield is par- (8th) (greater)
tially swathed in the CLASP OF ENERGY
ARMOR funerary wrappings of PROTECTION Body Slot: — (armor or shield crystal)
a mummy. Atop it is a Caster Level: 9th
crest modeled to depict Price (Item Level): 500 gp (3rd) Aura: Moderate; (DC 19) transmutation
the creature’s horrifying, (least), 1,500 gp (5th) (lesser), or Activation: —
unwrapped visage. 3,000 gp (7th) (greater) Weight: —

Illus. by W. England Once per day while Wrapped Body Slot: — (shield crystal) This clasp holds a small diamond orb with a
using this +1 tower shield tower Caster Level: 5th sphere of steel at its center.
to gain total cover (PH Aura: Faint; (DC 17) abjuration
125), you can activate Activation: — A crystal of adamant armor strengthens
its special property. At Weight: — your armor or shield against damage.
your command, the
mere sight of the shield’s Fire Protection Least: This augment crystal improves
mummylike facade the hardness of a suit of armor or shield
requires each viewer in This fiery red crystal is slightly warm by 2.
front of it to succeed on to the touch.
a DC 16 Will save or be Lesser: This augment crystal improves
paralyzed with fear for Cold Protection the hardness of a suit of armor or shield
1d4 rounds. by 5.
This icy clear crystal is covered in a
Prerequisites: Craft thin layer of frost. Greater: This augment crystal improves
Magic Arms and Armor, the hardness of a suit of armor or shield
create undead, Knowl- Acid Protection by 10.
edge (religion) 5 ranks.
This hazy green crystal hisses faintly Prerequisites: Craft Magic Arms and
Cost to Create: when exposed to the open air. Armor, diamondsteel (SC 64).
3,000 gp (plus 180 gp
for masterwork tower Electricity Protection Cost to Create: 150 gp, 12 XP, 1 day (least);
shield), 240 XP, 6 days. 700 gp, 56 XP, 2 days (lesser); 1,700 gp,
This brilliant blue-white crystal crackles with 136 XP, 4 days (greater).
ZOMBIE HIDE ARMOR static discharge when touched.
CRYSTAL OF
Price (Item Level): 16,165 gp (14th) Sonic Protection ADAPTATION
Body Slot: Body
Caster Level: 5th This deep purple crystal gives off a faint Price (Item Level): 500 gp (3rd) (least);
Aura: Faint; (DC 17) necromancy hum, and rings with a sonorous chime when 1,500 gp (5th) (lesser); or 3,000 gp
Activation: — tapped. (7th) (greater)
Weight: 25 lb.
A crystal of energy protection protects against Body Slot: — (armor crystal)
This armor is prepared from a single layer of a specific form of energy: acid, cold, elec- Caster Level: 7th
pieced and stitched zombie skin. Sections of the tricity, fire, or sonic. Aura: Moderate; (DC 18) necromancy
flesh appear rotted and torn. Activation: —
Least: This augment crystal grants Weight: —
This suit of +1 hide grants you damage resistance 5 to the designated energy type.
reduction 5/slashing. Though the armor Once the crystal has prevented a total of This bright green, circular crystal is pleasantly
sports various holes and rents, these 25 points of energy damage, it becomes warm to the touch.
imperfections in no way compromise its inert until the following day.
integrity. A crystal of adaptation protects you from
Lesser: As above, except the crystal hostile environments, both terrestrial
Prerequisites: Craft Magic Arms and grants resistance 10, up to a maximum of and extraplanar.
Armor, animate dead, Knowledge (religion) 50 points per day.
5 ranks. Least: This augment crystal protects
Greater: As above, except the crystal you from temperature extremes as an
Cost to Create: 8,000 gp (plus 165 gp for grants resistance 15, up to a maximum of endure elements spell.
masterwork hide), 640 XP, 16 days. 75 points per day.
Lesser: As the least crystal, and you are
Prerequisites: Craft Magic Arms and also protected from all alignment traits of
Armor, resist energy. any plane (DMG 149).

24

Greater: As the lesser crystal, and you A crystal of arrow deflection protects you Lesser: As the least crystal, but the CHAPTER 1
are also protected from the positive-domi- from ranged weapon attacks. bonus is +5.
nant and negative-dominant traits of any ARMOR
planes (DMG 149). Least: This augment crystal grants you Greater: As the least crystal, but the
a +2 bonus to AC against ranged attacks. bonus is +10.
Prerequisites: Craft Magic Arms and
Armor, death ward, endure elements, protec- Lesser: As the least crystal, except the Prerequisites: Craft Magic Arms and
tion from chaos/good/evil/law. bonus is +5. Armor, freedom of movement.

Cost to Create: 250 gp, 20 XP, 1 day (least); Greater: As the least crystal, and you Cost to Create: 250 gp, 20 XP, 1 day (least);
750 gp, 60 XP, 2 days (lesser); 1,500 gp, can deflect one ranged attack per round 1,500 gp, 120 XP, 3 days (lesser); 2,500 gp,
120 XP, 3 days (greater). as if you had the Deflect Arrows feat. 200 XP, 5 days (greater)

CRYSTAL OF Prerequisites: Craft Magic Arms and CRYSTAL OF
AQUATIC ACTION Armor, shield. LIFEKEEPING

Price (Item Level): 250 gp (2nd) (least), Cost to Create: 250 gp, 20 XP, 1 day (least); Price (Item Level): 200 gp (2nd) (least),
1,000 gp (4th) (lesser), or 3,000 gp 1,250 gp, 100 XP, 3 days (lesser); 2,500 gp, 1,000 gp (4th) (lesser), or 5,000 gp
(7th) (greater) 200 XP, 5 days (greater). (9th) (greater)

Body Slot: — (armor crystal) CRYSTAL OF Body Slot: — (armor crystal)
Caster Level: 5th BENT SIGHT Caster Level: 7th
Aura: Faint; (DC 17) transmutation Aura: Moderate; (DC 18) necromancy
Activation: — Price (Item Level): 500 gp (3rd) Activation: —; see text
Weight: — Body Slot: — (shield crystal) Weight: —
Caster Level: 5th
This sea-green crystal always feels moist to Aura: Faint; (DC 17) divination This bright crystal gleams and sparkles in
the touch. Activation: — the light.
Weight: —
A crystal of aquatic action aids the wearer A crystal of lifekeeping wards you against
while underwater. This small crystal is affixed to a plate of pol- necromantic and death effects.
ished silver.
Least: Any armor bearing this augment Least: This augment crystal grants you
crystal does not impose an armor check A crystal of bent sight offers a great boon a +1 competence bonus on saving throws
penalty on your Swim checks. to any who face creatures that have gaze against energy drain attacks, inflict spells,
attacks. When this augment crystal is death spells, and death effects.
Lesser: As the least crystal, and you attached to your shield, you can avert your
also gain a Swim speed equal to one-half eyes from a creature that has a gaze attack Lesser: As the least crystal, except the
your land speed (round down to the next without suffering a miss chance on your bonus is +3.
5-foot increment). attack rolls against that creature.
Greater: As the least crystal, except
Greater: As the lesser crystal, and you Prerequisites: Craft Magic Arms and the bonus is +5. In addition, if you fail a
also take no penalties on attacks or move- Armor, clairaudience/clairvoyance. save against any of these effects, you can
ment while underwater (as if under the choose to reroll the save as an immediate
effect of freedom of movement) and you can Cost to Create: 250 gp, 20 XP, 1 day. (mental) action. This ability functions
breathe water as easily as air. once per day.
CRYSTAL OF
Prerequisites: Craft Magic Arms and GLANCING BLOWS Prerequisites: Craft Magic Arms and
Armor, freedom of movement, water Armor, death ward.
breathing. Price (Item Level): 500 gp (3rd) (least),
3,000 gp (7th) (lesser), or 5,000 gp Cost to Create: 100 gp, 8 XP, 1 day (least);
Cost to Create: 125 gp, 10 XP, 1 day (least); (9th) (greater) 500 gp, 40 XP, 1 day (lesser); 2,500 gp,
500 gp, 40 XP, 1 day (lesser); 1,500 gp, 200 XP, 5 days (greater).
120 XP, 3 days (greater). Body Slot: — (armor crystal)
Caster Level: 7th CRYSTAL OF
CRYSTAL OF Aura: Moderate; (DC 18) abjuration MIND CLOAKING
ARROW DEFLECTION Activation: —
Weight: — Price (Item Level): 500 gp (3rd) (least),
Price (Item Level): 500 gp (3rd) (least), 4,000 gp (8th) (lesser), or 10,000 gp
2,500 gp (7th) (lesser), or 5,000 gp All the hues of the rainbow—and many (12th) (greater)
(9th) (greater) more—shimmer and dance across the surface
of this multifaceted crystal. Body Slot: — (armor crystal)
Body Slot: — (shield crystal) Caster Level: 5th
Caster Level: 5th A crystal of glancing blows causes your armor Aura: Faint; (DC 17) abjuration
Aura: Faint; (DC 17) divination to turn aside grasping attacks. Activation: —; see text
Activation: — Weight: —
Weight: — Least: This augment crystal grants you
a +2 competence bonus on grapple checks This crystal is black as a clouded night sky.
This blue sapphire is cut into a large cabo- to prevent a grapple from being initiated
chon. It contains a small flint arrowhead in (but not any other kind of grapple check, A crystal of mind cloaking protects you
its center. including those to initiate or escape a against mental infiltration.
grapple).

25

CHAPTER 1 Least: This augment crystal grants This dull red crystal pulses in time with your RESTFUL CRYSTAL
you a +1 competence bonus on saving heartbeat.
ARMOR throws against mind-affecting spells and Price (Item Level): 500 gp (3rd)
abilities. A crystal of stamina protects you from Body Slot: — (armor crystal)
assaults against your physical health. Caster Level: 5th
Lesser: As above, except the crystal Aura: Faint; (DC 17) enchantment
grants a +3 competence bonus. Least: This augment crystal grants you Activation: —
a +1 competence bonus on saving throws Weight: —
Greater: As above, except the crystal against disease and poison.
grants a +5 competence bonus. In addition, This silver clasp is decorated with sparkling
if you fail a save against a mind-affecting Lesser: As the least crystal, except the crystals shaped like stars.
spell or ability, you can choose to reroll bonus is +3.
the save as an immediate (mental) action. A restful crystal is a great boon to any war-
This ability functions once per day. Greater: As the least crystal, except the rior who must stay always at the ready.
bonus is +5. In addition, if you fail a save Sleeping in armor that has this augment
Prerequisites: Craft Magic Arms and against a poison or disease effect, you can crystal attached does not make you
Armor, resistance. choose to reroll the save as an immediate fatigued.
(mental) action. This ability functions
Cost to Create: 250 gp, 20 XP, 1 day (least); once per day. Prerequisites: Craft Magic Arms and
2,000 gp, 160 XP, 4 days (lesser); 5,000 gp, Armor, sleep.
400 XP, 10 days (greater). Prerequisites: Craft Magic Arms and
Armor, neutralize poison, remove disease. Cost to Create: 250 gp, 20 XP, 1 day.
CRYSTAL OF
SCREENING Cost to Create: 150 gp, 12 XP, 1 day (least); RUBICUND FRENZY
450 gp, 36 XP, 1 day (lesser); 1,350 gp,
Price (Item Level): 400 gp (2nd) (least), 108 XP, 3 days (greater). Price (Item Level): 500 gp (3rd) (least),
1,000 gp (4th) (lesser), or 3,000 gp 2,000 gp (6th) (lesser), or 6,000 gp
(7th) (greater) IRON WARD DIAMOND (10th) (greater)

Body Slot: — (armor crystal) Price (Item Level): 500 gp (3rd) (least), Body Slot: — (armor crystal)
Caster Level: 5th 2,000 gp (6th) (lesser), or 8,000 gp Caster Level: 11th
Aura: Faint; (DC 17) abjuration (11th) (greater) Aura: Moderate; (DC 20) enchantment
Activation: — Activation: —
Weight: — Body Slot: — (armor crystal) Weight: —
Caster Level: 7th
This smooth, deep blue crystal is warm to Aura: Moderate; (DC 18) evocation This ruby is cut into a torus—beveled on top,
the touch. Activation: — flat below. It is meant to be attached to a suit
Weight: — of armor.
A crystal of screening enhances a suit of
armor with force, enabling it to protect This dun and ecru diamond is incredibly A rubicund frenzy drinks your blood when
you against the attacks of incorporeal durable. you are wounded, whipping you into a
foes. savage frenzy. This item functions only
An iron ward diamond lends its tough- for living creatures.
Least: This augment crystal imposes a ness to armor, helping it absorb blows
–2 penalty on touch attacks made against in combat. Least: As long as your current hit point
you by incorporeal creatures. total is no greater than half your full
Least: The least version of this augment normal hit points, this augment crystal
Lesser: As the least crystal, except the crystal grants you damage reduction 1/—. grants you a +1 morale bonus on weapon
penalty is –5. This damage reduction stacks with similar damage rolls and saves against fear.
damage reduction granted by any other
Greater: As the least crystal, except the source. Once the clasp has prevented a Lesser: As the least crystal, except
penalty is –10. total of 10 points of damage, it becomes it grants a +3 morale bonus on weapon
inert until the following day. damage rolls and saves against fear.
Prerequisites: Craft Magic Arms and
Armor, mage armor. Lesser: As the least crystal, except that Greater: As the least crystal, except
it grants damage reduction 3/— until it grants a +5 morale bonus on weapon
Cost to Create: 200 gp, 16 XP, 1 day (least); it has prevented a total of 30 points of damage rolls and saves against fear.
500 gp, 40 XP, 1 day (lesser); 1,500 gp, damage. A lesser iron ward diamond func-
120 XP, 3 days (greater). tions only when attached to medium or Prerequisites: Craft Magic Arms and
heavy armor. Armor, heroism.
CRYSTAL OF STAMINA
Greater: As the least crystal, except that Cost to Create: 250 gp, 20 XP, 1 day (least);
Price (Item Level): 300 gp (2nd) (least), it grants damage reduction 5/— until it has 1,000 gp, 80 XP, 2 days (lesser); 3,000 gp,
900 gp (4th) (lesser), or 2,700 gp (7th) prevented a total of 50 points of damage. A 240 XP, 6 days (greater).
(greater) greater iron ward diamond functions only
when attached to heavy armor.
Body Slot: — (armor crystal)
Caster Level: 7th Prerequisites: Craft Magic Arms and
Aura: Moderate; (DC 18) conjuration Armor, stoneskin.
Activation: —; see text
Weight: — Cost to Create: 250 gp, 20 XP, 1 day (least);
1,000 gp, 80 XP, 2 days (lesser); 4,000 gp,
320 XP, 8 days (greater).

26

Illus. by D. Kovacs

sking a warrior to enter battle without his most trusted Adamantine weapons are automatically of masterwork quality,

blade is like asking him to give up his right arm. A and this cost is included in the weapon cost.

sturdy suit of armor might keep a fighter or barbarian Hardness and Hit Points: Each +1 of enhancement bonus

alive, but without a good weapon in his hand, he can’t adds 1 to a weapon’s hardness and 1 to its hit points. Only the weap-

win the battle. on’s actual enhancement bonus applies; special properties with an

This chapter collects over 100 special enhancement bonus equivalent for the purpose

weapon properties, plus dozens of specific “The best defense is a of determining market price don’t increase the
magic weapons, each constructed with a par- really angry offense.” hardness or hit points of a weapon.
ticular array of useful properties.
Weapon Subtypes: Some weapon entries

Special Materials: Five percent of weap- —Krusk, have a subtype, either “synergy” or “relic,” in

ons are made of unusual materials, such as half-orc barbarian brackets following the entry’s name. A syn-

adamantine, cold iron, or alchemical silver. ergy item has a synergy prerequisite, typically

Each of these special materials allows the weapon to overcome an existing special property already imbued into the weapon

the damage reduction of certain creatures. Table 2–1 summarizes to be enhanced. A relic item has special effectiveness for a

the additional effects of the most common special materials used character devoted to a particular deity. Additional rules for

in weapons; see Special Materials, DMG 283, for more details. creating and using these items appear in Chapter 6.

Table 2–1: Weapon Special Materials

Material Effect Cost
Adamantine Ignore hardness of less than 20 Modif ier
Cold iron Magical enhancements ×2 cost +3,000 gp*
Silver, alchemical –1 damage +2,000 gp
+2 gp (ammunition)
+20 gp (light weapon)
+90 gp (one-handed weapon)
+180 gp (two-handed or double weapon)

*Includes 300 gp for masterwork component.

27

WEAPON Critical Extra ARCANE MIGHT
PROPERTIES Multiplier Acid Damage
×2 1d10 Price: +1 bonus
A weapon with a special property must ×3 2d10 Property: Bows (not crossbows)
have at least a +1 enhancement bonus. You ×4 3d10 Caster Level: 15th
can’t simply have a flaming longsword—it Aura: Strong; (DC 22) transmutation
would have to be at least a +1 flaming Projectile weapons bestow this property Activation: Swift (mental)
longsword. A single weapon cannot have a upon their ammunition.
modified bonus (enhancement bonus plus This elegant, supple bow has intricate runes
property bonus equivalents) higher than Prerequisites: Craft Magic Arms and carved along its length.
+10, nor can it have a market price (not Armor, Melf’s acid arrow.
counting special materials or the price of You can channel the energy of your
the masterwork weapon itself) of greater Cost to Create: Varies. arcane spells through this bow to make
than 200,000 gp (or 200,000 gp for each the arrows fired from it more damaging.
CHAPTER 2 end of a double weapon). For weapons AQUAN As a swift action, you can sacrifice a pre-
that exceed these limits, see Epic Level pared arcane spell from memory (or an
WEAPONS Handbook. Price: +2 bonus unused spell slot if you are a spontaneous
Property: Weapon arcane caster). Doing so grants a bonus
Unless noted otherwise in the Prop- Caster Level: 7th equal to the sacrificed spell’s level on the
erty entry, each special property in this Aura: Moderate; (DC 18) evocation next damage roll you make with the bow
chapter can be added to any weapon. Activation: — that turn.
Some properties can be applied only to a
particular category of weapons, and are so Water constantly drips from the tip of this Prerequisites: Craft Magic Arms and
noted. A few properties can be added only blue-green weapon. Its grip is inlaid with Armor, greater magic weapon.
to a smaller subset of a category (such as mother-of-pearl in a wavelike design.
projectile weapons); this fact is stated in Cost to Create: Varies.
the item’s Property entry. An aquan weapon automatically overcomes
the damage reduction of any creature AURAN
The items in this section are arranged that has the fire subtype. In addition, the
alphabetically. weapon deals an extra 2d6 points of damage Price: +2 bonus
against such creatures. Property: Weapon
ACIDIC BURST Caster Level: 7th
An aquan weapon also bestows one Aura: Moderate; (DC 18) evocation
[SYNERGY] negative level on any creature that has Activation: —
the fire subtype and attempts to wield
Price: +1 bonus it. The negative level remains as long as Wind constantly whistles along the length of
Property: Weapon the weapon is in hand and disappears this white-enameled weapon. Its grip is inlaid
Caster Level: 12th when the weapon is no longer held. This with whorls of silver that resemble clouds.
Aura: Strong; (DC 21) conjuration negative level never results in actual level
Activation: Standard (command) and loss, but it cannot be overcome in any way An auran weapon automatically overcomes
(including restoration spells) while the the damage reduction of any creature
— weapon is wielded. that has the earth subtype. In addition,
Synergy Prerequisite: Corrosive the weapon deals an extra 2d6 points of
Projectile weapons bestow this prop- damage against such creatures.
The surface of this weapon is pitted and erty upon their ammunition.
worn. An auran weapon also bestows one
Prerequisites: Craft Magic Arms and negative level on any creature that has
An acidic burst weapon functions as a Armor, water subtype. the earth subtype and attempts to wield
corrosive weapon (see page 31). it. The negative level remains as long as
Cost to Create: Varies. the weapon is in hand and disappears
In addition, the weapon automatically when the weapon is no longer held. This
showers an opponent with acid upon a AQUATIC negative level never results in actual level
successful critical hit, dealing extra acid loss, but it cannot be overcome in any way
damage as set out on the table below. This Price: +2,000 gp (including restoration spells) while the
acid does not harm you or any creature Property: Weapon weapon is wielded.
other than the target. This is a continuous Caster Level: 7th
effect and requires no activation. Even if Aura: Moderate; (DC 18) abjuration Projectile weapons bestow this prop-
the weapon has not been activated to deal Activation: — erty upon their ammunition.
the extra 1d6 points of acid damage that
comes from the corrosive property, the This weapon has a silvery-blue tinge, like the Prerequisites: Craft Magic Arms and
weapon still deals its extra acid damage sheen of white scales in sunlight. Armor, air subtype.
on a successful critical hit.
While wielding an aquatic weapon, you Cost to Create: Varies.
do not incur any penalties that would
otherwise apply to using the weapon BANISHING
underwater (DMG 92), as though you were
affected by a freedom of movement spell. Price: +2 bonus
Property: Weapon
Prerequisites: Craft Magic Arms and Caster Level: 13th
Armors, freedom of movement. Aura: Strong; (DC 21) abjuration
Activation: Free (command)
Cost to Create: 1,000 gp, 80 XP, 2 days.

28

A barely visible bead of light slowly traces the with it before the end of your turn pre- Prerequisites: Craft Magic Arms and CHAPTER 2
outline of this weapon. vents the target from using any form of Armor, see invisibility.
extradimensional travel, as the dimensional WEAPONS
When you strike an extraplanar creature anchor spell. Cost to Create: Varies.
of 26 Hit Dice or fewer while wielding a
weapon that has this property, you can The binding property functions two BLOODFEEDING
activate the weapon to banish that crea- times per day, and the effect lasts for 10
ture back to its home plane (Will DC 20 minutes. Price: +1 bonus
negates). A creature so banished cannot Property: Melee weapon
return for at least 24 hours. A creature that Projectile weapons bestow this prop- Caster Level: 7th
succeeds on its save cannot be banished by erty upon their ammunition. Aura: Moderate; (DC 18) necromancy
the same weapon for 24 hours. Activation: — and free (command)
Prerequisites: Craft Magic Arms and
If the creature struck has damage Armor, dimensional anchor. This weapon has a blood-red tint.
reduction that requires a particular
weapon alignment or special material Cost to Create: Varies. Every time a bloodfeeding weapon deals
to overcome, increase the save DC by damage to a living creature, it gains 1
2 for each such property shared by the BLESSED “blood point,” which it can store for up to
weapon. For example, if you use a holy 1 hour. The weapon can store a maximum
banishing cold iron weapon against a Price: +1 bonus of 10 blood points. This effect is continu-
hezrou (damage reduction 10/good), Property: Weapon ous and requires no activation.
the save DC would increase by 2, while Caster Level: 5th
against a marilith (damage reduction 10/ Aura: Faint; (DC 17) transmutation When you deal damage to a creature
good and cold iron), the save DC would Activation: — and swift (command) while wielding a bloodfeeding weapon,
increase by 4. you can activate the weapon to spend
This weapon has a faint glow emanating from up to 5 stored blood points. Each blood
The banishing property can be acti- within it. point you spend in this way deals an extra
vated three times per day. 2 points of damage to that creature. The
A blessed weapon is treated as good- weapon doesn’t gain any blood points from
Projectile weapons bestow this prop- aligned for the purpose of overcoming a strike on which you use this ability.
erty upon their ammunition. damage reduction. This effect is continu-
ous and requires no activation. Prerequisites: Craft Magic Arms and
Prerequisites: Craft Magic Arms and Armor, vampiric touch.
Armor, banishment. In addition, three times per day you can
activate a blessed weapon to automatically Cost to Create: Varies.
Cost to Create: Varies. confirm all critical threats against evil foes
for 1 round (as if the weapon were affected BLOODSTONE
BERSERKER by the bless weapon spell).
Price: +1 bonus
Price: +1 bonus Other effects related to threatening or Property: Melee weapon
Property: Two-handed melee weapon confirming critical hits (such as the keen Caster Level: 10th
Caster Level: 7th edge spell or the vorpal weapon property) Aura: Moderate; (DC 20) necromancy
Aura: Moderate; (DC 18) enchantment don’t confer an additional benefit on a Activation: Free (command)
Activation: — weapon that has this property.
The blade of this weapon bears red crystals
Though tarnished and battered, this simple Prerequisites: Craft Magic Arms and carefully inlaid in intricate designs.
weapon is incredibly durable, the scars of a Armor, bless weapon.
hundred battles marring its surface. A bloodstone weapon can store and cast
Cost to Create: Varies. a vampiric touch spell against a creature
In your hands, a berserker weapon deals it strikes, just as if it were a spell storing
an extra 1d8 points of damage on any suc- BLINDSIGHTED weapon (DMG 225). Any such spell cast
cessful attack while you are raging. from a bloodstone weapon is automati-
Price: +2 bonus cally empowered (as if by the Empower
Prerequisites: Craft Magic Arms and Property: Weapon Spell feat). A bloodstone weapon can
Armor, rage. Caster Level: 6th store no more than one such spell at any
Aura: Moderate; (DC 18) divination time, and it cannot store a spell other than
Cost to Create: Varies. Activation: Standard (command) vampiric touch.

BINDING The form of a screeching bat’s head adorns Prerequisites: Craft Magic Arms and
the end of this weapon, and images of wings Armor, Empower Spell, vampiric touch.
Price: +1 bonus and fluttering nocturnal forms run along its
Property: Weapon length. Cost to Create: Varies.
Caster Level: 10th
Aura: Moderate; (DC 20) abjuration When activated, a blindsighted weapon BLURSTRIKE
Activation: Swift (command) emits a susurrus of whispered notes
(Listen DC 10). While wielding the acti- Price: +2 bonus
This weapon has a length of chain looped deco- vated weapon, you gain blindsight out to Property: Melee weapon
ratively around its grip or head. 30 feet. This effect is negated by silence Caster Level: 6th
spells and effects. Aura: Moderate; (DC 18) illusion
When you activate a binding weapon, Activation: Swift (command)
the next successful attack you make The blindsighted property functions
three times per day, and the effect lasts
for 1 minute.

29

CHAPTER 2 BRASH

WEAPONS Price: +1 bonus
Property: Melee weapon
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —

A slight vibration runs through this weapon,
and a barely audible sound, like that of a dis-
tant 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 immu-
nity to fear effects.

Prerequisites: Craft Magic Arms and
Armor, remove fear.

Cost to Create: Varies.

BRUTAL SURGE

Price: +1 bonus
Property: Melee weapon
Caster Level: 11th
Aura: Moderate; (DC 20) evocation
Activation: Swift (command)

Illus. by M. Faulkner This weapon is broader, thicker, and darker in
color than a normal weapon of its type.

A blurstrike weapon After a successful melee attack with a
brutal surge weapon, you can command
This weapon is semitransparent, almost as BODYFEEDER the weapon to initiate a bull rush attempt
though it were glass, but it is obviously of against the target of the attack in addition
sturdier make. Price: +3 bonus to dealing its normal damage. This attempt
Property: Weapon does not provoke attacks of opportunity
When activated, a blurstrike weapon Caster Level: 9th and is resolved using your size, Strength,
partially fades from view for 1 round, Aura: Moderate; (DC 19) necromancy and other relevant characteristics. If
appearing only as a faint outline (though Activation: — you wield a brutal surge weapon in two
you, as the wielder, can see it normally). hands, you gain a +2 bonus on the opposed
When you attack, an activated blurstrike Composed of a dark, dull metal, this weapon Strength check.
weapon (along with your hand and arm) is cold to the touch. Indeed, it seems to absorb
appears to others as an amorphous blur, your body heat. If successful, the bull rush pushes
preventing a foe from knowing exactly the affected creature back the greatest
where the blow is aimed. After you activate Whenever a bodyfeeder weapon you wield possible distance allowed by the result
this property, your opponent is consid- scores a successful critical hit against a of the opposed check, but you do not
ered flat-footed against the first attack living creature, you gain temporary hit move along with the target. Movement
you make with the blurstrike weapon in points equal to half the damage dealt caused by this bull rush attempt provokes
the round when you activate it. Creatures by the critical hit. These temporary hit attacks of opportunity from other crea-
that don’t rely on sight for combat (such as points last for up to 1 minute and don’t tures normally, but you cannot make an
those with the blindsight special quality) stack with those from any other source, attack of opportunity against the affected
and creatures with uncanny dodge aren’t including additional critical hits with creature.
treated as flat-footed against this attack. this weapon.
The brutal surge property is usable a
The blurstrike property functions ten Prerequisites: Craft Magic Arms and number of times per day equal to 1 + your
times per day. Armor, vampiric touch or claws of the vam- Con bonus (if any). Once you activate this
pire (EPH 84). property, it can’t be activated by any other
Prerequisites: Craft Magic Arms and creature until the following day.
Armor, blur. Cost to Create: Varies.
Prerequisites: Craft Magic Arms and
Cost to Create: Varies. Armor, Bigby’s forceful hand.

Cost to Create: Varies.

30

CHANGELING Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and CHAPTER 2
Armor, Spirited Charge, keen edge. Armor, weapon of impact (SC 237).
Price: +2,000 gp WEAPONS
Property: Spear, shortspear, or Cost to Create: Varies. Cost to Create: Varies.

longspear COLLISION CONSUMPTIVE
Caster Level: 5th
Aura: Faint; (DC 17) transmutation Price: +2 bonus Price: +2 bonus
Activation: Swift (command) Property: Weapon Property: Weapon
Caster Level: 6th Caster Level: 7th
This spear appears to be made entirely of a Aura: Moderate; (DC 18) transmutation Aura: Moderate; (DC 18) necromancy
metal with a bright silver sheen, and the head Activation: — Activation: Standard (command)
is joined seamlessly to the haft.
This delicately balanced weapon settles into This weapon is dark in color, and its blade or
A changeling weapon allows you to choose your grip as if you had wielded it for years. head is covered with menacing runes.
its length and appearance each time you Its blue-gray hue shimmers as you heft the
attack with it. Once per round, by speak- weapon. When activated, a consumptive weapon
ing the appropriate command word, you is shrouded in negative energy that seems
can change the weapon into a spear, a A collision weapon temporarily increases to draw light into it. The negative energy
shortspear, or a longspear sized appropri- its own mass at the end point of each does not harm you as long as you have the
ately for you. As part of the same action, swing or shot. When you wield such a weapon in hand. The effect persists until
you can make its haft and head appear to weapon, you deal an extra 5 points of you speak a second command word. A
be composed of any wood, stone, metal, damage with each hit. weapon that has this property deals an
or combination thereof that you want, extra 1d8 points of damage to any living
and add any decorative flourishes desired, Projectile weapons bestow this prop- creature on a successful hit.
though the spear’s actual composition erty upon their ammunition.
does not change. Projectile weapons bestow this prop-
erty upon their ammunition. Illus. by W. England
Prerequisites: Craft Magic Arms and
Armor, shrink item. Prerequisites: Craft Magic Arms and
Armor, enervation.
Cost to Create: 1,000 gp, 80 XP, 2 days.
Cost to Create: Varies.

CHARGEBREAKER CORROSIVE

Price: +1 bonus Price: +1 bonus
Property: Melee weapon Property: Weapon
Caster Level: 5th Caster Level: 10th
Aura: Faint; (DC 17) enchantment Aura: Moderate; (DC 20) conjuration
Activation: — Activation: Standard (command)

This weapon’s tip is rounded slightly, like that The surface of this weapon looks dark and
of a jousting lance. pitted, and the blade, point, or head appears
fragile, as if the first blow might break it.
Any charging creature hit by a charge-
breaker weapon must succeed on a When activated, a corrosive weapon is
DC 14 Fortitude save or be knocked sheathed in acid. The acid does not harm
prone. you as long as you have the weapon in
hand. The effect persists until you speak
Prerequisites: Craft Magic Arms and a second command word. A weapon that
Armor, daze monster. has this property deals an extra 1d6 points
of acid damage on a successful hit.
Cost to Create: Varies. Projectile weapons bestow this prop-
erty upon their ammunition.
CHARGING Prerequisites: Craft Magic Arms and
Armor, acid fog, acid storm (SC 7), Melf’s acid
Price: +1 bonus arrow, or storm of vengeance.
Property: Melee weapon Cost to Create: Varies.
Caster Level: 8th
Aura: Moderate; (DC 19) transmutation CURSESPEWING
Activation: —
Price: +3 bonus
The image of a heavily armored, mounted Property: Weapon
knight, leveling a ribbon-covered lance for a Caster Level: 11th
charge, adorns this weapon. Aura: Moderate; (DC 20) necromancy
Activation: —
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.

A brutal surge longsword 31

A barely perceptible dark glow surrounds this Prerequisites: Craft Magic Arms and Critical Extra Plant/
weapon. Armor, shield. Multiplier Damage Elemental
×2 1d8 Damage
Whenever this weapon scores a critical Cost to Create: Varies. ×3 2d8 2d8
hit against a target, it bestows a curse ×4 3d8 4d8
that imposes a –4 penalty on attack rolls, DESICCATING 6d8
saving throws, skill checks, and ability
CHAPTER 2 checks for 1 minute. Multiple strikes Price: +1 bonus In addition, the critical hit renders the
aren’t cumulative with one another. Property: Weapon struck creature fatigued for 8 hours or
WEAPONS Caster Level: 8th until it consumes at least 1 gallon of water
Prerequisites: Craft Magic Arms and Aura: Moderate; (DC 19) necromancy or some other rehydrating liquid.
Armor, bestow curse. Activation: —
Projectile weapons bestow this prop-
Cost to Create: Varies. This weapon looks cracked and parched, as if it erty upon their ammunition.
has spent decades baking in the desert sun.
DEADLY PRECISION Prerequisites: Craft Magic Arms and
A desiccating weapon destroys the water Armor, horrid wilting.
Price: +1 bonus in a living creature that it strikes, deal-
Property: Weapon ing an extra 1d4 points of damage (or an Cost to Create: Varies.
Caster Level: 5th extra 1d8 points against plants and against
Aura: Faint; (DC 17) transmutation elementals that have the water subtype). DISARMING
Activation: —
Projectile weapons bestow this prop- Price: +2 bonus
This weapon looks more slender and elegant erty upon their ammunition. Property: Weapon
than others of its type. Its blade, point, or head Caster Level: 5th
glitters as though a thousand tiny facets were Prerequisites: Craft Magic Arms and Aura: Moderate; (DC 17) transmutation
reflecting the ambient light. Armor, desiccating bubble (SC 63). Activation: —

A deadly precision weapon deals an extra Cost to Create: Varies. Several jutting prongs and ridges extend from
1d6 points of damage whenever you make this weapon.
a successful sneak attack or sudden strike DESICCATING BURST
(CAd 8) with it. The property grants no A disarming weapon grants you a +2 bonus
benefit if you don’t already have one of [SYNERGY] on disarm attempts. In addition, oppo-
these class features, and its bonus doesn’t nents cannot disarm you of this weapon.
increase if you have both. Price: +1 bonus
Property: Weapon Prerequisites: Craft Magic Arms and
Prerequisites: Craft Magic Arms and Caster Level: 12th Armor, bull’s strength.
Armor, keen edge. Aura: Strong; (DC 21) necromancy
Activation: — Cost to Create: Varies.
Cost to Create: Varies. Synergy Prerequisite: Dessicating
DISLOCATOR
DEFENSIVE SURGE All the moisture seems to have been sapped
from this brittle, gray weapon, as if it’s been Price: +1 bonus
Price: +1 bonus buried below shifting sands for centuries. Property: Weapon
Property: Melee weapon Caster Level: 12th
Caster Level: 5th A desiccating burst weapon functions as a Aura: Strong; (DC 21) conjuration
Aura: Faint; (DC 17) abjuration desiccating weapon (see above). Activation: Swift (mental)
Activation: Swift (command)
In addition, the weapon explodes with Discolorations in the surface of this weapon
This weapon is thicker and heavier than a a dehydrating blast on a successful criti- appear, then fade in a random pattern. An
normal weapon of its type, but it feels well cal hit, dealing extra damage as set out in elaborate handle contains a thumb-sized
balanced. Its hilt or grip is set with a smoothly the table below. (This effect activates even indent.
rounded topaz. if the target is not normally vulnerable
to extra damage from critical hits.) The When you activate a dislocator weapon,
After a successful melee attack with a amount of damage is determined by the the next successful attack you make before
defensive surge weapon in any round in weapon’s critical muliplier and is doubled the end of your turn causes your target to
which you use the Combat Expertise feat against plants and against elementals that be teleported up to 10 feet in any direction
or fight defensively, you can activate the have the water subtype. This burst does you choose (Will DC 17 negates). You can’t
weapon and gain an additional +2 bonus not harm you or any creature other than teleport a target into an occupied space
to Armor Class until the start of your the target. This is a continuous effect (such an attempt automatically fails and
next turn. and requires no activation. Even if the wastes the effect).
weapon has not been activated to deal
This ability is usable a number of times extra damage because of the desiccating Projectile weapons bestow this prop-
per day equal to 1 + your Int bonus (if any). property, the weapon still deals its extra erty on their ammunition.
Once you activate this property, it can’t be damage on a successful critical hit.
activated by any other creature until the A dislocator weapon functions three
following day. times per day.

Prerequisites: Craft Magic Arms and
Armor, teleport.

Cost to Create: Varies.

32

DISLOCATOR, GREAT DIVINE WRATH normally subject to extra damage from criti- CHAPTER 2
cal hits. This effect doesn’t stack with itself
[SYNERGY] Price: +1 bonus or with any other fear effects (it can’t render WEAPONS
Property: Weapon an already shaken creature frightened, for
Price: +1 bonus Caster Level: 13th example).
Synergy Prerequisite: Dislocator Aura: Strong; (DC 21) evocation
Activation: Swift (mental) Prerequisites: Craft Magic Arms and
Brilliant discolorations in the surface of this Armor, fear.
weapon appear, then fade in a random pattern. This weapon has a golden sheen, and its grip
An elaborate handle contains a thumb-sized is imprinted with a hand holding a lightning Cost to Create: Varies.
indent coated in gold filigree. bolt.
DRAGONDOOM
This property functions as a dislocator Divine wrath weapons are especially
weapon (see above), except the target can prized by paladins and clerics of Heirone- Price: +1 bonus
be teleported up to 30 feet in any direction ous. Whenever you hold such a weapon in Property: Melee weapon
(Will DC 20 negates). your hand, you can expend a turn undead Caster Level: 7th
attempt to imbue it with divine power for Aura: Moderate; (DC 18) transmutation
Prerequisites: Craft Magic Arms and 1 round. If your next successful attack Activation: Swift (command)
Armor, greater teleport. with it hits an undead target, the weapon
deals an extra 1d6 points of damage per This weapon is engraved with a severed
Cost to Create: Varies. point of Charisma bonus you possess dragon’s head.
(minimum 1d6).
DISPELLING When wielding a dragondoom weapon,
Prerequisites: Craft Magic Arms and you can choose to deliver a smite attack
Price: +1 bonus Armor, searing light, turn undead, good against a Large or larger creature of the
Property: Weapon alignment. dragon type up to three times each day.
Caster Level: 5th For every size category of the dragon larger
Aura: Faint; (DC 17) abjuration Cost to Create: Varies. than Medium, the smite attack deals an
Activation: Free (command) extra 1d6 points of damage (+1d6 against
DOMINEERING a Large dragon, +2d6 against Huge, +3d6
Arcane symbols cover this weapon, but many against Gargantuan, and +4d6 against
are scratched out and defaced, obscuring any Price: +2 bonus Colossal). You must declare the smite
meaning. Property: Weapon attack before you make your attack roll.
Caster Level: 11th If the attack misses (or the creature you
When you strike a creature or object with Aura: Moderate; (DC 20) necromancy strike is not of the dragon type), the smite
a dispelling weapon, you can activate it to Activation: — is wasted.
target that creature or object with a tar-
geted dispel magic effect (as the spell). A single, screaming skull adorns this weapon, Prerequisites: Craft Magic Arms and
its eyes set with raw black onyx inlays that give Armor, fell the greatest foe (SC 90).
A dispelling weapon functions three it a soulless look.
times per day. Cost to Create: Varies.
A creature hit by a domineering weapon
Prerequisites: Craft Magic Arms and becomes shaken for 1 minute (Will DC 16 DRAGONHUNTER
Armor, dispel magic. negates). This effect doesn’t stack with
itself or with any other fear effects (it Price: +1 bonus
Cost to Create: Varies. can’t render an already shaken creature Property: Projectile weapon
frightened, for example). Caster Level: 9th
DISPELLING, GREATER Aura: Moderate; (DC 19) transmutation,
Prerequisites: Craft Magic Arms and
[SYNERGY] Armor, fear. necromancy
Activation: —
Price: +1 bonus Cost to Create: Varies.
Caster Level: 15th This weapon is carved from a dragon’s thigh-
Aura: Strong; (DC 22) abjuration DOOM BURST bone. The image of a dragon’s skeleton is
Synergy Prerequisite: Dispelling inlaid in jet.
Price: +2 bonus
A single, incredibly complex arcane formula Property: Weapon A creature of the dragon type that is hit
covers every inch of this weapon, but deep Caster Level: 11th by a projectile fired from this weapon
gashes and complex scratches cover it, as if Aura: Moderate; (DC 20) necromancy takes 1 point of Strength damage in
purposefully destroying its meaning. Activation: — addition to the normal damage from
the weapon. In addition, the weapon’s
This weapon functions as a dispelling This weapon is enveloped in a shroud of critical multiplier increases by 1 if the
weapon (see above), except that when you darkness. target is a dragon. For example, a critical
activate it, the creature or object struck is hit from a dragonhunter longbow has
affected by a targeted greater dispel magic Whenever you score a critical hit with this a ×4 damage multiplier (instead of the
effect (as the spell). weapon, a wave of blackness washes over normal ×3) against a dragon, so such a
the target, causing it to become shaken creature would take four times normal
A greater dispelling weapon functions (no saving throw) for 5 rounds. This effect damage (but still only 1 point of Strength
three times per day. activates even if the creature struck is not damage) with a critical hit.

Prerequisites: Craft Magic Arms and
Armor, greater dispel magic.

Cost to Create: Varies.

33

CHAPTER 2 Other effects related to threatening ENERGY SURGE ENERVATING
or confirming critical hits (such as keen
WEAPONS edge or bless weapon spells) don’t function [SYNERGY] Price: +2 bonus
when placed on a weapon that has this Property: Weapon
Illus. by W. England property. Price: +1 bonus Caster Level: 11th
Property: Melee weapon Aura: Moderate; (DC 20) necromancy
Prerequisites: Craft Magic Arms and Caster Level: 5th Activation: —
Armor, keen edge, ray of enfeeblement. Aura: Faint; (DC 17) evocation
Activation: Swift (command) This weapon looks worn and its blade has
Cost to Create: Varies. Synergy Prerequisite: Corrosive, ruddy tinge, as though it has been stained
with blood. Four blood-red rubies surround
EAGER flaming, frost, or shock the weapon’s bronze pommel.

Price: +1 bonus The pommel of this weapon bears a single dia- When you score a critical hit against
Property: Melee weapon mond that flashes with an inner radiance. a living creature with an enervating
Caster Level: 9th weapon, the weapon bestows one negative
Aura: Moderate; (DC 19) evocation An energy surge weapon functions as a level on the target.
Activation: — weapon of the prerequisite type (corrosive,
flaming, frost, or shock). Assuming the subject survives, it
This weapon, which is decorated with a regains lost levels after 1 hour. Usually,
wing motif, vibrates slightly, as though with In addition, on a successful melee attack negative levels have a chance of perma-
excitement. with an energy surge weapon, you can nently draining a victim’s levels, but the
command it to expel a blast of energy, of negative levels from the enervating prop-
An eager weapon can be drawn as a free the same type as the prerequisite property, erty don’t last long enough to do so.
action. While wielding it, you gain a +2 which deals an extra 3d6 points of damage
bonus on initiative checks and a +2 bonus to the target of the attack. The synergy Prerequisites: Craft Magic Arms and
on damage rolls made during a surprise prerequisite property need not be active to Armor, enervation.
round and the first round of combat. activate the energy surge property.
Cost to Create: Varies.
Prerequisites: Craft Magic Arms and This ability is usable a number of times
Armor, cat’s grace. per day equal to 1 + your Con bonus (if ETHEREAL REAVER
any). Once you activate this property, it
Cost to Create: Varies. can’t be activated by any other creature Price: +3 bonus
until the following day. Property: Melee weapon
ENERGY AURA Caster Level: 12th
A weapon can have this property more Aura: Strong; (DC 21) divination
Price: +2 bonus than once, but only once per synergy pre- Activation: —
Property: Weapon requisite, and each activation only triggers
Caster Level: 15th one type of surge. For example, you could This weapon appears ghostly, but it is as solid
Aura: Strong; (DC 22) evocation and unforgiving as any other of its type.
Activation: Standard (command) have a +1 corrosive surge flaming surge
longsword, and each activation would An ethereal reaver weapon functions as a
The surface of this weapon seems to gleam deal either 3d6 points of acid damage ghost touch weapon (DMG 224). In addi-
with ever-shifting colors. From time to time, or 3d6 points of fire damage. tion, such a weapon allows you to see
it glows with heat, crackles with electricity, invisible creatures as if you were subject
emits acrid-smelling fumes, or develops a Each diamond set into the pommel to a see invisibility spell.
rime of frost. or haft of an energy surge weapon radi-
ates a different color that corresponds Prerequisites: Craft Magic Arms and
Once activated, each hit by this weapon Armor, see invisibility.
deals an extra 1d6 points of damage of to the energy damage dealt by the
an energy type of your choice (acid, cold, weapon: green (acid), blue (cold), Cost to Create: Varies.
electricity, or fire, chosen when activated). yellow (electricity), or red (fire).
This energy does not harm you, regardless Prerequisites: Craft Magic Arms EVERBRIGHT
of the type selected. The energy damage and Armor, spell for the prereq-
remains the same until you activate the uisite property. Price: +2,000 gp
weapon again. Cost to Create: Varies. Property: Weapon
Caster Level: 12th
Projectile weapons bestow this prop- +1 enervating kukri Aura: Strong; (DC 21) evocation
erty upon their ammunition. Activation: Standard (command)

Prerequisites: Craft Magic Arms and Flecks of marble and pearl shimmer across this
Armor, chill metal, flame blade, Melf’s acid weapon, set within images of bursting stars
arrow, shocking grasp. and beaming suns.

Cost to Create: Varies. An everbright weapon can flash with a
brilliant light twice per day at your com-
mand. When it is activated, all creatures
within 20 feet of you are blinded for 1
round (Reflex DC 14 negates).

34

An everbright weapon is also immune (Knowledge [arcana] or Knowledge [his- from a force weapon deals the same amount
to acid damage and rusting effects. tory] DC 30). of damage as normal ammunition.

Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and
Armor, searing light. Armor, summon monster I. Armor, magic missile.

Cost to Create: Varies. Cost to Create: Varies. Cost to Create: Varies.

FIERCEBANE [SYNERGY] FLESHGRINDING GHOST STRIKE CHAPTER 2

Price: +1 bonus Price: +2 bonus [SYNERGY] WEAPONS
Property: Weapon Property: Piercing or slashing melee
Caster Level: 12th Price: +1 bonus
Aura: Strong; (DC 21) conjuration weapon Property: Melee weapon
Activation: — Caster Level: 11th Caster Level: 11th
Synergy Prerequisite: Bane Aura: Moderate; (DC 20) transmutation Aura: Moderate; (DC 20) conjuration
Activation: Free (command) Activation: —
Carved into the handle of this weapon is a Synergy Prerequisite: Ghost touch
single rune in the Gnome language represent- Upon close inspection, this weapon appears to
ing the foe the weapon is dedicated to slaying. have shallow serrations along its blade. Fine tendrils of white smoke slowly rise from
this weapon’s surface.
A fiercebane weapon excels at attacking You can activate a fleshgrinding weapon
one type or subtype of creature. It acts any time you deal damage with it to a living A ghost strike weapon functions as a
as a bane weapon against the creature creature in melee. When this occurs, you ghost touch weapon (DMG 224). In addi-
type (and subtype, if relevant) to which let go of the weapon and it magically ani- tion, sneak attacks and critical hits made
its synergy prerequisite ability was at- mates, grinding itself into the foe’s flesh. In with a ghost strike weapon against an
tuned. Whenever it strikes its designated each round at the start of your turn, it au- undead creature affect it as if it were a
bane enemy, it begins to emit a low, eager tomatically damages that creature as if you living creature.
hum, as if it were actually feeding off the had scored a normal hit with it (including
victim’s life blood. damage from the weapon’s enhancement Prerequisites: Craft Magic Arms and
bonus, other weapon properties, and your Armor, undeath to death.
A fiercebane weapon glows when a des- normal bonus from Strength, but not extra
ignated foe comes within 60 feet, even if damage from feats such as Power Attack). Cost to Create: Varies.
you cannot see or detect it. In addition, the
weapon deals extra damage on every suc- The grinding continues for 5 rounds or HARMONIZING
cessful critical hit. The amount depends until you or someone else pulls the flesh-
on its critical multiplier, as follows. grinding weapon free; doing this requires a Price: +1 bonus
standard action and (for anyone other than Property: Melee weapon
Critical Multiplier Extra Damage you) a successful DC 20 Strength check. Caster Level: 5th
×2 1d10 After the duration expires, a fleshgrind- Aura: Faint; (DC 17) illusion
×3 2d10 ing weapon returns to your hand (as the Activation: —; see text
×4 3d10 returning weapon property). It will not
return to your hand if the target has pulled A strange melody seems to emanate from
Projectile weapons bestow this property the weapon free and still holds it. within this weapon.
upon their ammunition.
Prerequisites: Craft Magic Arms and A harmonizing weapon accompanies you
Lore: Few rangers acquire the skills Armor, animate objects. in song if drawn, granting a +2 compe-
needed to create magic items, but the tence bonus on Perform (sing) checks.
gnome ranger Tir Hearthand learned to Cost to Create: Varies.
hate orcs at an early age. Unsatisfied with In addition, if you hold a harmonizing
normal orc bane weapons, he devoted the FORCE weapon when you begin a bardic music
last half of his life to creating the ulti- effect, the weapon can continue the
mate weapon for slaying orcs (Knowledge Price: +2 bonus effect for you, allowing you to focus on
[arcana] or Knowledge [history] DC 20). Property: Projectile weapon other efforts. One round after you begin a
Caster Level: 9th bardic music effect that allows or requires
The first fiercebane weapon was an Aura: Moderate; (DC 19) evocation continued use or concentration (including
orc bane scimitar sized for a gnome and Activation: — inspire courage, countersong, fascinate,
named Hearthand, after its creator. Tir inspire competence, inspire greatness,
Hearthand wielded this weapon for many This weapon appears translucent, as though its song of freedom, and inspire heroics), the
years, and it eventually achieved a near-leg- substance is not entirely of this world. weapon picks up and continues the per-
endary status. Gnomes with an interest in formance flawlessly for 10 rounds, until
weaponcraft now believe it to be a potent A projectile weapon with the force prop- you start another bardic music effect, or
artifact capable of striking dead any orc erty turns ammunition shot from it into a until you command it to end as a swift
that even sets eyes upon it. The original force attack. These force projectiles auto- (mental) action.
weapon is believed to have been lost in matically overcome damage reduction and
the dark hills near the long-dead orc king- suffer no miss chance against incorporeal Prerequisites: Craft Magic Arms and
dom where Tir Hearthand met his end targets, but they don’t damage creatures Armor, ghost sound, bardic music.
immune to force effects. Ammunition shot
Cost to Create: Varies.

35

CHAPTER 2 HEAVENLY BURST and others who share their values. A holy overcome in any way (including restoration
surge weapon functions as a holy weapon spells) while the weapon is wielded.
WEAPONS Price: +1 bonus (DMG 225). This is a continuous effect and
Property: Weapon requires no activation. Projectile weapons bestow this prop-
Caster Level: 7th erty upon their ammunition.
Aura: Moderate; (DC 18) evocation In addition, on a successful melee
Activation: — attack with a holy surge weapon, you Prerequisites: Craft Magic Arms and
can command it to emit a burst of holy Armor, fire subtype.
This weapon emits a low hum that sounds energy. Against an evil target, this burst
distinctly like a chorus chanting slowly. deals an extra 3d6 points of damage. If Cost to Create: Varies.
used against a non-evil creature, it deals
On a critical hit against an evil creature, no additional damage, and that use of the ILLUMINATING
a heavenly burst weapon discharges a property is wasted.
shower of radiance that deals 3d6 points Price: +500 gp
of damage to the target and blinds it for 1 This ability is usable a number of times Property: Weapon
round. A successful DC 14 Fortitude save per day equal to 1 + your Cha bonus (if Caster Level: 5th
negates the blindness. any). Once you activate this property, it Aura: Faint; (DC 17) evocation
can’t be activated by any other creature Activation: —
Projectile weapons bestow this prop- until the following day.
erty upon their ammunition. A sunburst set with topaz flecks gleams upon
Prerequisites: Craft Magic Arms and this weapon.
Prerequisites: Craft Magic Arms and Armor, holy smite or holy word.
Armor, holy smite. When drawn, an illuminating weapon
Cost to Create: Varies. glows with pure white light, brightly
Cost to Create: Varies. illuminating a 20-foot-radius area and pro-
HUNTING viding shadowy illumination for another
HIDEAWAY 20 feet beyond that.
Price: +1 bonus
Price: +2,000 gp Property: Weapon Prerequisites: Craft Magic Arms and
Property: Weapon Caster Level: 6th Armor, light.
Caster Level: 5th Aura: Moderate; (DC 18) abjuration
Aura: Faint; (DC 17) transmutation Activation: — Cost to Create: 250 gp, 20 XP, 1 day.
Activation: Swift (command)
This weapon bears toothlike inscriptions across ILLUSION BANE
Several studs texture this weapon, as do numer- its surface.
ous hinges and slots, though none seems to Price: +1 bonus
impede its effectiveness. A hunting weapon increases your bonus Property: Weapon
on weapon damage rolls by 4 against your Caster Level: 10th
When activated, a hideaway weapon favored enemies (see the ranger class fea- Aura: Moderate; (DC 20) divination
folds up into a bundle two size catego- ture; PH 47). Activation: — and swift (command)
ries smaller than you, making it easy to
conceal. You gain a +2 bonus on Sleight Prerequisites: Craft Magic Arms and Worked into the grip of this weapon is an
of Hand checks to conceal a hideaway Armor, greater magic fang. iron cross set in the center of two concentric
weapon when it’s folded up (as if it were circles.
a dagger). Cost to Create: Varies.
Any attack with an illusion bane weapon
A second command word (also a swift IGNAN ignores any miss chance created by an illu-
action) causes the weapon to unfold to its sion effect (including effects that mimic
normal shape. Price: +2 bonus illusions, such as a displacer beast’s dis-
Property: Weapon placement effect). However, you must still
Prerequisites: Craft Magic Arms and Caster Level: 7th target the correct square when making
Armor, shrink item. Aura: Moderate; (DC 18) evocation an attack against a for that has total con-
Activation: — cealment. This is a continuous effect and
Cost to Create: 1,000 gp, 80 XP, 2 days. requires no activation.
Tiny flames constantly flicker along the surface
HOLY SURGE [SYNERGY] of this red-tinted weapon. Its grip is inlaid with In addition, once per day you can acti-
amber in a flamelike design. vate an illusion bane weapon to destroy
Price: +1 bonus illusion effects. This ability can take one
Property: Melee weapon An ignan weapon automatically over- of two forms:
Caster Level: 11th comes the damage reduction of any
Aura: Moderate; (DC 20) evocation creature that has the water subtype. In After hitting a creature, you can activate
Activation: — and swift (command) addition, the weapon deals an extra 2d6 the weapon in the same round to make a
Synergy Prerequisite: Holy points of damage against such targets. dispel check (1d20+10) against each illu-
sion spell currently affecting the target.
This elegant weapon appears smooth and An ignan weapon also bestows one This effect essentially acts as a targeted
pristine. negative level on any creature that has the dispel magic spell, but it functions only
water subtype and attempts to wield it. against magic of the illusion school. You
Characters who serve gods of valor, honor, The negative level remains as long as the must make a separate check for each illu-
and other lofty principles craft these weapon is in hand and disappears when it sion spell affecting the target.
weapons of pure goodness for themselves is no longer held. This negative level never
results in actual level loss, but it cannot be Alternatively, you can attempt to dispel
a single illusion by touching it with the

36

illusion bane weapon and speaking the diately become aware of its effect and its IMPEDANCE CHAPTER 2
appropriate command word. For example, remaining duration, and you can activate
touching a silent image spell (or an image it at any time. You can choose a different Price: +2 bonus WEAPONS
generated by the mirror image spell) with target to be affected by the stored spell if Property: Weapon
the weapon subjects it to the dispel check you so desire. When the spell is activated, Caster Level: 11th
immediately. A successful check against the duration begins passing again as if no Aura: Moderate; (DC 20) abjuration
any part of the illusion dispels the whole time had elapsed. Activation: —
effect, so dispelling one mirror image ends
the spell entirely for the target creature. Once a stored illusion spell has been This weapon is reinforced with cold iron and
discharged, you cannot activate the set with chunks of obsidian in a foursquare
Lore: The illusion bane property was weapon’s illusion theft property again pattern.
created by a sect of the church of St. until you have successfully dispelled
Cuthbert whose members despised illu- another illusion (using the illusion bane An impedance weapon mimics the
sionists and desired a way to destroy their property), which is then stored within impeded magic planar trait (DMG 150).
protective illusions (Knowledge [religion] the weapon. When you use it to strike a creature, the
DC 20). target’s ability to cast spells or use spell-
Prerequisites: Craft Magic Arms and like abilities is impeded for 1d6 rounds. To
An illusion bane weapon functions Armor, true seeing, dispel magic. cast an impeded spell or use an impeded
much like the dispel magic spell, but spell-like ability, the creature must
only against illusion effects (Knowledge Cost to Create: Varies. attempt a Spellcraft check, Intelligence
[arcana] DC 25). check, or Charisma check (whichever
IMPACT one is made with the highest bonus). The
Prerequisites: Craft Magic Arms and DC for this check is 15 + the spell level. If
Armor, true seeing, dispel magic. Price: +1 bonus the check succeeds, the effect functions
Property: Bludgeoning weapon normally; if the check fails, the effect does
Cost to Create: Varies. Caster Level: 10th not function and the spell or the use of the
Aura: Moderate; (DC 20) evocation spell-like ability is lost.
ILLUSION THEFT Activation: —
Prerequisites: Craft Magic Arms and
[SYNERGY] This weapon seems heavier than a typical Armor, antimagic field.
weapon of its type, and its head and haft have
Price: +2 bonus a square design. Cost to Create: Varies.
Property: Weapon
Caster Level: 17th An impact weapon has double the threat IMPLACABLE
Aura: Strong; (DC 23) divination range of a normal weapon of its type. For
Activation: Standard (command) example, an impact quarterstaff scores a Price: +3 bonus
Synergy Prerequisite: Illusion bane threat on a roll of 19–20, and an impact Property: Weapon
heavy flail scores a threat on a roll of Caster Level: 9th
This dark metal weapon is crafted of black iron 17–20. This effect doesn’t stack with any Aura: Moderate; (DC 18) necromancy
and adamantine worked into a simple design. other effect that expands a weapon’s criti- Activation: —
Set into its pommel or grip is a cut and polished cal threat range.
piece of quartz. This weapon has a lustrous purple sheen.
Prerequisites: Craft Magic Arms and
An illusion theft weapon functions as an Armor, weapon of impact (SC 237). When an implacable weapon deals damage
illusion bane weapon (see above). to a living creature, the wound bleeds pro-
Cost to Create: Varies. fusely and the creature takes 2 additional
In addition, such a weapon allows you points of damage at the start of each of
to disrupt opponents’ illusions and trans- IMPALING the wielder’s turns for the next 5 rounds.
fer their protective qualities to yourself. Multiple wounds are cumulative (a crea-
The first illusion spell that this weapon Price: +1 bonus ture struck three times in the same round
dispels with its illusion bane property Property: Piercing melee weapon would take 6 points of damage per round
is automatically stored within it. This Caster Level: 9th for the next 5 rounds).
ability functions like the spell storing Aura: Moderate; (DC 19) transmutation
property (DMG 225), with the following Activation: Swift (command) This bleeding can be stopped by a suc-
exceptions. cessful DC 15 Heal check or any effect
• It must be an illusion spell, but it need This weapon has a particularly sharp and that restores hit points (such as cure light
slim point. wounds). However, while the wound is
not be 3rd level or lower. active, anyone attempting to cast a spell
• A spell cannot be cast into the weapon; Three times per day, you can activate this on the target that would restore hit
weapon to treat its next attack (if made points must succeed on a DC 15 caster
it can store only a spell that it has actu- before the end of your turn) as a touch level check.
ally dispelled through the illusion bane attack. You must declare that you are
ability. using this property before making your An implacable weapon counts as ada-
• An illusion theft weapon need not attack roll. If the attack misses, the use mantine for the purpose of overcoming
actually strike a creature to activate the is wasted. the damage reduction of aberrations.
stored spell.
Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and
The stored spell is preserved as originally Armor, find the gap (SC 91). Armor, vampiric touch.
cast in every way, except that its duration
is effectively arrested at the time you steal Cost to Create: Varies. Cost to Create: Varies.
it. As soon as the spell is stored, you imme-

37

INCORPOREAL LUCKY A maiming weapon twists and digs into
BINDING [SYNERGY] the flesh of its target, rending, tearing,
Price: +1 bonus smashing, and bruising it. Whenever you
Price: +1 bonus Property: Weapon score a critical hit with this weapon, it
Property: Melee weapon Caster Level: 15th deals an amount of extra damage depend-
Caster Level: 9th Aura: Strong; (DC 22) divination ing on its critical multiplier.
Aura: Moderate; (DC 19) conjuration Activation: Free (mental)
Activation: — Critical Multiplier Extra Damage
Synergy Prerequisite: Ghost touch The golden sheen on this weapon raises your ×2 1d6
spirits and fills you with confidence in your ×3 2d6
This weapon is simple in design and appears fighting prowess. ×4 3d6
misty gray, even though the base material
CHAPTER 2 used in its construction has a distinct color A lucky weapon offers a second chance Prerequisites: Craft Magic Arms and
of its own. at success. Once per day, you can reroll a Armor, keen edge.
WEAPONS single failed attack roll.
An incorporeal binding weapon func- Cost to Create: Varies.
tions as a ghost touch weapon (DMG 224). Prerequisites: Craft Magic Arms and
In addition, when this weapon strikes Armor, moment of prescience or fate of one MANIFESTER
an incorporeal creature, it emits a single (EPH 107).
pulse of gray energy that temporarily Price: +12,000 gp
anchors the target more firmly to the Cost to Create: Varies. Property: Weapon
material world. An incorporeal creature Caster Level: 8th
damaged by this weapon loses the ben- MAGEBANE Aura: Moderate; (DC 19) divination
efit of its incorporeal miss chance (50%) Activation: Free (mental)
and its 50% chance to ignore spells for 1 Price: +1 bonus
round. It does, however, retain all other Property: Weapon Radiating inner power, this princely weapon
benefits of incorporealness, including Caster Level: 8th settles and clarifies your thoughts.
immunity to all nonmagical attack forms, Aura: Moderate; (DC 19) evocation
the ability to pass through solid objects, Activation: — When manifesting a power, the bearer
and a deflection bonus to AC equal to its of this weapon can draw 5 power points
Charisma bonus (if any). The surface of this black iron weapon is from it. These points must be all be used
inscribed with runes representing the ground- on the same power, and that power cannot
Prerequisites: Craft Magic Arms and ing of energy, and its pommel or grip is set with be imbued with power points from any
Armor, dimensional anchor, plane shift. three diamonds. other source.

Cost to Create: Varies. Weapons that have this property are A manifester weapon functions once
feared by arcane spellcasters. Against per day.
KNOCKBACK any creature that can cast arcane spells
or use invocations (CAr 7), a magebane Prerequisites: Craft Magic Arms and
Price: +1 bonus weapon’s enhancement bonus is 2 higher Armor, any 3rd-level psionic power.
Property: Weapon than normal. (Thus, a +1 longsword with
Caster Level: 11th the magebane property becomes a +3 long- Cost to Create: 6,000 gp, 480 XP, 12 days.
Aura: Moderate; (DC 20) evocation sword when wielded against such targets.)
Activation: Swift (command) Furthermore, a magebane weapon deals an METALLINE
extra 2d6 points of damage against targets
This weapon looks broader and thicker than a capable of casting arcane spells or using Price: +2 bonus
typical item of its type. A ram’s head with curl- invocations. Property: Weapon
ing horns decorates its head or hilt. Caster Level: 9th
The magebane property can be added Aura: Moderate; (DC 19) transmutation
Three times per day, you can activate this to a cold iron weapon without paying the Activation: Standard (command)
weapon and use it to drive your opponent extra 2,000 gp (DMG 284).
back. The next time you hit a creature The color and texture of this weapon seem to
with the weapon before the end of your Projectile weapons bestow this prop- shift with each passing moment.
turn, the target must succeed on a DC 19 erty upon their ammunition.
Fortitude save or be pushed back 5 feet. When you activate a metalline weapon,
If the target can’t move back, this ability Prerequisites: Craft Magic Arms and you can change its composition to ada-
has no effect. The knockback property Armor, dispel magic. mantine, alchemical silver, cold iron, or
works only on creatures of your own size ordinary steel.
category or smaller. Cost to Create: Varies.
Prerequisites: Craft Magic Arms and
Prerequisites: Craft Magic Arms and MAIMING Armor, fabricate.
Armor, repulsion.
Price: +1 bonus Cost to Create: Varies.
Cost to Create: Varies. Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —

This weapon has a twisted haft or grip and
spikes along its blade, head, or point.

38

MIGHTY SMITING MINDFEEDER ties of the other end are dormant but not CHAPTER 2
lost; they become active again when the
Price: +1 bonus Price: +1 bonus morphing weapon once again becomes a WEAPONS
Property: Melee weapon Property: Weapon double weapon.
Caster Level: 8th Caster Level: 15th
Aura: Moderate; (DC 19) evocation Aura: Strong; (DC 22) necromancy Prerequisites: Craft Magic Arms and
Activation: — Activation: — Armor, fabricate.

This weapon feels heavier than a normal Composed of a flat, rough, slate-gray crystal, Cost to Create: Varies.
weapon of its type. Inscribed on its surface is this weapon seems to absorb your thoughts.
a message affirming its superiority over some NECROTIC FOCUS
category of creature. When you score a critical hit with a mind-
feeder weapon, you gain 1 temporary power Price: +3 bonus
If you have a smite ability (smite, smite point for every 5 points of damage dealt Property: Melee weapon
evil, smite shadowlands, or the like), you by the critical hit. These temporary power Caster Level: 7th
gain an extra +2 bonus on your smite points last for up to 1 minute. You gain Aura: Moderate; (DC 18) necromancy
attack rolls and damage rolls. In addi- power points even if the target has none. Activation: —
tion, you gain one additional use of your
smite ability each day while wielding this As with temporary hit points, tempo- This weapon has a golden sheen and a series
weapon. If you have more than one smite rary power points do not stack with each of black runes inlaid in jet along its length.
ability, you must choose which one gains other; they overlap. Thus, if the wielder of Its pommel or grip is set with a black star
the extra use. a mindfeeder weapon successfully scores sapphire.
a critical hit while still enjoying tempo-
A weapon of mighty smiting only rary power points from a previous critical A necrotic focus weapon serves as a chan-
grants one extra smite per day, regardless hit, the wielder gains only the higher of nel for your ability drain or energy drain
of how many characters wield it. the two values: either her current number supernatural ability. While wielding it,
of temporary power points, or the new you deal ability drain or bestow negative
Prerequisites: Craft Magic Arms and influx of temporary power points, which- levels through it as if attacking with your
Armor, divine power. ever is greater. Creatures immune to extra natural weapons. If a saving throw against
damage from critical hits do not trigger the effect is allowed, add the weapon’s
Cost to Create: Varies. mindfeeder weapons. enhancement bonus to the save DC.

MINDCRUSHER Projectile weapons bestow this prop- Prerequisites: Craft Magic Arms and
erty upon their ammunition. Armor, enervation, spectral hand.
Price: +2 bonus
Property: Weapon Prerequisites: Craft Magic Arms and Cost to Create: Varies.
Caster Level: 12th Armor, vampiric touch or psychic vampire
Aura: Strong; (DC 21) necromancy (EPH 127). PARALYTIC BURST
Activation: —
Cost to Create: Varies. Price: +2 bonus
This red-tinted weapon seems to draw light and Property: Weapon
feeling from around it. You sense its hunger. MORPHING Caster Level: 9th
Aura: Moderate; (DC 19) enchantment
Any psionic creature struck in combat by Price: +1 bonus Activation: —
a mindcrusher weapon loses a number of Property: Melee or thrown weapon
power points equal to half the amount Caster Level: 9th This weapon appears unusually straight and
of hit point damage the weapon deals Aura: Moderate; (DC 19) transmutation stiff. Set into the base of its blade or head is
on that strike. Only the base damage Activation: Standard a smoothly polished piece of aventurine that
of the weapon contributes to the power seems to glow with an energy all its own.
point loss; additional damage from high This weapon’s shape constantly flows and
Strength or other sources does not cause reforms in slightly different compositions. Whenever you score a critical hit with this
additional power point loss. A crea- weapon, a wave of green energy washes
ture with no power points, including You can reshape a morphing weapon into over the target, paralyzing it for 1 round
any nonpsionic creature, must succeed any other melee or thrown weapon of the (Will DC 17 negates). This effect activates
on a DC 17 Will save or take 1 point of same size and type (light, one-handed, even if the target is not normally subject
Wisdom damage. or two-handed). For instance, a morph- to extra damage from critical hits.
ing greatsword could become a spear,
A projectile weapon bestows this prop- greataxe, or dire flail. Prerequisites: Craft Magic Arms and
erty upon its ammunition. Armor, hold monster.
If a single weapon created with the mor-
Prerequisites: Craft Magic Arms and phing property becomes a double weapon, Cost to Create: Varies.
Armor, vampiric touch or psychic vampire only one end of the double weapon retains
(EPH 127). the weapon’s magical bonus, although PARALYZING
the other end is masterwork. If a double
Cost to Create: Varies. weapon created with the morphing Price: +1 bonus
property becomes a single weapon, it Property: Melee weapon
can have the properties of either end of Caster Level: 10th
the original double weapon. The proper- Aura: Moderate; (DC 20) enchantment
Activation: Swift (command)

39

CHAPTER 2 This weapon bears a number of hard-to-see telepathically whispers to you the name By speaking the appropriate command
parallel striations near its handle. of the power currently stored within it. word, you can sheathe a profane weapon
WEAPONS A randomly generated power storing in crackling black negative energy. If you
When a paralyzing weapon is activated, weapon has a 50% chance to have a power have no Constitution score, this energy
the next creature struck by the weapon stored in it already. does not harm you; otherwise you take
must succeed on a DC 17 Will save or be 1 point of Constitution damage for each
paralyzed. Each round on its turn, the Prerequisites: Craft Magic Arms and round that you hold the weapon while
target can attempt a new saving throw to Armor, manifester level 12th. the effect is activated. This effect lasts
end the effect; otherwise, the paralysis until you speak another command word
lasts for 10 rounds. Cost to Create: Varies. to end it.

A paralyzing weapon functions once PRECISE While activated, a profane weapon
per day. deals an extra 1d6 points of damage to
Price: +1 bonus any living target (or 2d6 points against a
Prerequisites: Craft Magic Arms and Property: Ranged weapon good outsider) on a successful hit. Also, it
Armor, hold monster. Caster Level: 5th is treated as evil-aligned for the purpose of
Aura: Faint; (DC 17) evocation overcoming damage reduction.
Cost to Create: Varies. Activation: —
Projectile weapons bestow this prop-
PARRYING This weapon has a carved peephole or sighting erty upon their ammunition.
tube worked into its design, and its hilt is set
Price: +2 bonus with a faceted diamond. Prerequisites: Craft Magic Arms and
Property: Weapon Armor, inflict light wounds.
Caster Level: 15th You can shoot or throw a precise weapon
Aura: Strong; (DC 22) enchantment at an opponent engaged in melee without Cost to Create: Varies.
Activation: — incurring the standard –4 penalty. This
benefit does not apply if you already have PROFANE BURST
The detailed engravings on this shiny weapon the Precise Shot feat.
appear to spin and jump about. Even when [SYNERGY]
grasped, it twitches and bucks. Prerequisites: Craft Magic Arms and
Armor, Precise Shot. Price: +1 bonus
A parrying weapon allows you to discern Property: Weapon
events an instant into the future, grant- Cost to Create: Varies. Caster Level: 12th
ing you a +1 insight bonus to AC. The Aura: Strong; (DC 21) necromancy
weapon makes you so adept at parrying PRISMATIC BURST Activation: Standard (command)
that it grants you a +1 insight bonus on
saving throws. The bonuses are granted Price: +30,000 gp and —
whenever you hold the weapon, even if Property: Weapon Synergy Prerequisite: Profane
you are flat-footed. Caster Level: 13th
Aura: Strong; (DC 21) evocation This black iron weapon is decorated with
Prerequisites: Craft Magic Arms and Activation: — dozens of silver skulls. Runic phrases describing
Armor, divine protection (SC 70) or defensive vile acts run along its blade or haft and glow
precognition (EPH 124). This smoothly polished weapon is set with a when it is wielded.
ruby, a fire opal, a yellow topaz, an emerald, a
Cost to Create: Varies. blue topaz, a sapphire, and an amethyst. A profane burst weapon functions as a
profane weapon (see above).
POWER STORING Whenever you score a successful critical
hit with this weapon, multicolored light In addition, the weapon explodes with
Price: +1 bonus springs from the gems and cascades along negative energy on a successful critical
Property: Weapon its blade or head, subjecting the target to a hit, dealing extra negative energy damage
Caster Level: 12th prismatic spray effect (save DC 20; see spell as set out in the table below. (This effect
Aura: Strong; (DC 21) evocation description, PH 264). This effect activates activates even if the target is not normally
Activation: Free (command) even if the target is not normally subject subject to extra damage from critical hits.)
to extra damage from critical hits. A profane burst weapon deals even more
This weapon is composed of a white, honeycomb damage to good outsiders on a successful
substance of substantial weight. Prerequisites: Craft Magic Arms and critical hit. This burst does not harm you or
Armor, prismatic spray. any creature other than the target if you are
A power storing weapon allows a mani- undead; otherwise, you take 1d4 points of
fester to store a single targeted power of Cost to Create: Varies. Constitution damage (or Charisma damage
up to 5 power points in the weapon. (The if you have no Constitution score). This is
power must have a manifesting time of PROFANE a continuous effect and requires no acti-
1 standard action.) Any time the weapon vation. Even if the weapon has not been
strikes a creature and the creature takes Price: +1 bonus activated to deal extra damage because
damage from it, the weapon can mani- Property: Weapon of the profane property, the weapon still
fest the power on that creature if you Caster Level: 7th deals its extra negative energy damage on
desire. Once the power is manifested, Aura: Moderate; (DC 17) necromancy a successful critical hit.
the weapon is empty, and a manifester Activation: Standard (command)
can store any other targeted power of
up to 5 power points into it. The weapon This black iron weapon is decorated with a
single silver skull. A runic phrase describing
a vile act runs along its blade or haft.

40

Critical Extra Good based on the wielder’s current power point Silvery-black and potent, this weapon is very
Multiplier Damage Outsider reserve, as shown on the table below. (This smooth and difficult to grip tightly.
×2 1d10 Extra Damage benefit doesn’t stack with the weapon’s
×3 2d10 2d10 normal enhancement bonus.) The weap- This weapon functions as a pschokinetic
×4 3d10 4d10 on’s enhancement bonus decreases (to a weapon (see above).
6d10 minimum of +1) as the wielder spends
power points, and it increases whenever In addition, the weapon releases a blast
Projectile weapons bestow this property the wielder gains enough power points (by of destructive psionic energy on a success-
upon their ammunition. any means) to put his power point reserve ful critical hit, dealing extra force damage
into the next higher category. as set out in the table below. (This effect
Prerequisites: Craft Magic Arms and activates even if the target is not normally
Armor, inflict critical wounds. Power Point Enhancement subject to extra damage from critical CHAPTER 2
hits.) This burst does not harm you or
Cost to Create: Varies. any creature other than the target. This is WEAPONS
a continuous effect and requires no acti-
Reserve Bonus vation. Even if the weapon has not been
activated to deal extra damage because of
PSIBANE 0* +1 the psychokinetic property, the weapon
still deals its extra force damage on a suc-
Price: +2 bonus 1–29 +2 cessful critical hit.
Property: Weapon
Caster Level: 15th 30 –79 +3
Aura: Strong; (DC 22) divination
Activation: — 80 –129 +4

This extraordinary weapon is shot through 130 or higher +5
with translucent purple crystal shards. You
detect a vague air of menace about it. *Includes any wielder without power

A psibane weapon is crafted to oppose points.
psionic beings. When used against any
creature that has the psionic subtype (EPH Prerequisites: Craft Magic Arms and Critical Extra
183), its effective enhancement bonus is 2 Armor, wish or reality revision (EPH 128). Multiplier Force Damage
higher than its actual enhancement bonus ×2 1d6
(so a +1 psibane longsword instead has a +3 Cost to Create: Varies. ×3 2d6
enhancement bonus against psionic foes). It ×4 3d6
deals an extra 2d6 points of damage against PSYCHOKINETIC
psionic opponents. This extra damage is not affected by
Price: +1 bonus damage reduction, and it affects incor-
A psibane weapon bestows one negative Property: Weapon poreal creatures even if the attack would
level on any psionic creature attempting to Caster Level: 10th normally miss due to the incorporeal
wield it. This negative level remains as long Aura: Moderate; (DC 20) evocation miss chance.
as the weapon is in hand and disappears Activation: Standard (command)
when the weapon is no longer wielded. Projectile weapons bestow this prop-
This negative level never results in actual This silvery-white weapon has a smooth sheen erty upon their ammunition.
level loss, but it cannot be overcome in any and is difficult to grip tightly.
way while the weapon is wielded. Prerequisites: Craft Magic Arms and
Upon command, a psychokinetic weapon Armor, blast of force (SC 31) or concussive
Projectile weapons bestow this prop- glows from the inside with lethal psionic blast (EPH 85).
erty upon their ammunition. energy. Such a weapon deals an extra 1d4
points of force damage on a successful Cost to Create: Varies.
Prerequisites: Craft Magic Arms hit. This extra damage is not affected by
and Armor, dispel magic or bend reality damage reduction, and it affects incor- QUICK LOADING
(EPH 80). poreal creatures even if the attack would
normally miss due to the incorporeal miss Price: +1 bonus
Cost to Create: Varies. chance. The energy does not harm you Property: Crossbow
while wielding the weapon. Caster Level: 9th
PSYCHIC Aura: Moderate; (DC 19) conjuration
Projectile weapons bestow this prop- Activation: Free (manipulation) or
Price: +2 bonus erty upon their ammunition.
Property: Weapon move (manipulation); see text
Caster Level: 17th Prerequisites: Craft Magic Arms and
Aura: Strong; (DC 23) no school Armor, blast of force (SC 31) or concussive Volleys of soaring bolts are engraved upon this
Activation: — blast (EPH 85). loaded crossbow.

This weapon has an inner glow of varying Cost to Create: Varies. A quick loading crossbow accesses an
brightness. It glows more brightly when extradimensional space that can hold up to
brought near those with psionic ability. PSYCHOKINETIC 100 bolts, allowing you to reload the cross-
BURST [SYNERGY] bow more rapidly than normal. Reloading
A psychic weapon’s power depends on its a quick loading hand or light crossbow is a
wielder. It gains an enhancement bonus Price: +1 bonus free action (allowing a character with mul-
Property: Weapon tiple attacks to use his full attack rate), and
Caster Level: 12th reloading a quick loading heavy crossbow
Aura: Strong; (DC 21) evocation is a move action.
Activation: Standard (command)
Different types of bolts can be held in
and — the extradimensional space, and you can
Synergy Prerequisite: Psychokinetic select freely from these when reloading
the crossbow. Adding or removing a bolt

41

CHAPTER 2 by hand from an extradimensional space weapon. This effect lasts until you speak SCREAMING
requires a move (manipulation) action. another command word to end it.
WEAPONS Price: +1 bonus
Prerequisites: Craft Magic Arms and While activated, a sacred weapon deals Property: Weapon
Armor, Leomund’s secret chest, shrink item. an extra 1d6 points of damage to any Caster Level: 7th
undead target (or 2d6 points against an Aura: Moderate; (DC 18) evocation
Cost to Create: Varies. evil outsider) on a successful hit. Also, it Activation: Standard (command)
is treated as good-aligned for the purpose
RESOUNDING of overcoming damage reduction. This weapon is pierced with numerous tiny
holes in a decorative pattern. These holes
Price: +1 bonus Projectile weapons bestow this prop- produce a whistling sound when air moves
Property: Melee weapon erty upon their ammunition. through them.
Caster Level: 5th
Aura: Faint; (DC 17) enchantment Prerequisites: Craft Magic Arms and Upon command, this weapon begins to
Activation: — Armor, cure light wounds. vibrate gently, though it emits no actual
sound in this mode. Whenever an acti-
This weapon bears a small engraving of a bell. Cost to Create: Varies. vated screaming weapon hits, it produces a
high-pitched sound and deals an extra 1d4
A resounding weapon emits a deep, ring- SACRED BURST points of sonic damage to the target. This
ing chime each time it successfully hits a noise is unpleasant, but it has no adverse
target. The sound carries over the din of [SYNERGY] effect upon any creatures other than
battle, encouraging your allies. When you the one struck. The ability of a scream-
strike a foe with a resounding weapon, Price: +1 bonus ing weapon to deal extra sonic damage
allies (including you) within 30 feet gain Property: Weapon is negated in any area of magical silence.
a +1 morale bonus on attack rolls and saves Caster Level: 12th Screaming weapons have no additional
against fear effects for 1 round. Aura: Strong; (DC 21) conjuration adverse effect on creatures with unusually
Activation: — acute hearing, although such creatures
Prerequisites: Craft Magic Arms and Synergy Prerequisite: Sacred tend to dislike them.
Armor, bless.
This silver-white weapon is decorated with Projectile weapons bestow this prop-
Cost to Create: Varies. dozens of golden sun motifs. Runic phrases erty upon their ammunition.
describing various heroic deeds run along its
REVEALING blade or haft and glow when it is wielded. Prerequisites: Craft Magic Arms and
Armor, shout or sound burst.
Price: +1 bonus A sacred burst weapon functions as a
Property: Weapon sacred weapon (see above). Cost to Create: Varies.
Caster Level: 5th
Aura: Faint; (DC 17) evocation In addition, the weapon explodes with SCREAMING BURST
Activation: — positive energy on a successful critical
hit, dealing extra positive energy damage [SYNERGY]
A sea of flames flickers upon this weapon, to creatures as set out in the table below.
though it is perfectly cool to the touch. (This effect activates even if the target Price: +1 bonus
is not normally subject to extra damage Property: Weapon
Any opponent struck by a weapon that from critical hits.) A sacred burst weapon Caster Level: 12th
has this property is outlined in magical deals even more damage to evil outsiders Aura: Strong; (DC 21) evocation
flames, as the faerie fire spell, for 1 round. on a successful critical hit. This burst Activation: —
does not harm you or any creature other Synergy Prerequisite: Screaming
Prerequisites: Craft Magic Arms and than the target unless you are undead; if
Armor, faerie fire. you are, you take 1d4 points of Charisma This weapon is decorated with engravings of
damage from the burst. This is a continu- bells, cymbals, drums, and other images associ-
Cost to Create: Varies. ous effect and requires no activation. Even ated with loud noises.
if the weapon has not been activated to
SACRED deal extra damage because of the sacred A screaming burst weapon functions as a
property, the weapon still deals its extra screaming weapon (see above).
Price: +1 bonus positive energy damage on a successful
Property: Weapon critical hit. In addition, the weapon explodes with
Caster Level: 7th sonic energy on a successful critical hit,
Aura: Moderate; (DC 18) conjuration Critical Extra Evil dealing extra sonic damage as set out
Activation: Standard (command) Multiplier Damage Outsider in the table below. (This effect activates
×2 1d10 Damage even if the target is not normally subject
This silver-white weapon is decorated with a ×3 2d10 2d10 to extra damage from critical hits.) This
single golden sun. A runic phrase describing a ×4 3d10 4d10 burst does not harm you or any creature
heroic deed runs along its blade or haft. 6d10 other than the target. This is a continuous
effect and requires no activation. Even if
By speaking the appropriate command Projectile weapons bestow this property the weapon has not been activated to deal
word, you can sheathe a sacred weapon in upon their ammunition. extra damage because of the screaming
luminous positive energy. If you are not property, the weapon still deals its extra
undead, this energy does not harm you; Prerequisites: Craft Magic Arms and sonic damage on a successful critical hit.
otherwise, you take 1 point of Charisma Armor, cure critical wounds.
damage for each round that you hold the
Cost to Create: Varies.

42

Critical Extra Sonic Damage The handle of this weapon has a handguard A soulbound weapon serves as a recepta-
Multiplier 1d8 shaped like a shield. cle for your essentia, much as a soulmeld
×2 2d8 does. Every point of essentia invested in
×3 3d8 A shielding weapon is most often employed the weapon increases its enhancement
×4 as an off-hand weapon. Activating a shield- bonus on attack rolls and damage rolls
ing weapon transforms it into a heavy steel by 1, up to a maximum enhancement
Projectile weapons bestow this property shield, with the same enhancement bonus bonus of +3. CHAPTER 2
upon their ammunition. as the weapon itself (both for AC and when
making shield bash attacks). Each soulbound weapon has an essentia WEAPONS
Prerequisites: Craft Magic Arms and capacity. The maximum number of essen-
Armor, shout or sound burst. Prerequisites: Craft Magic Arms and tia points that can be invested in it equals
Armor, animate objects, shield. this value or your normal essentia capacity
Cost to Create: Varies. (see Table 2–1: Essentia Capacity, Magic of
Cost to Create: Varies. Incarnum 19), whichever is lower.
SHADOWSTRIKE
SIZING A soulbound weapon has a maximum
Price: +5,000 gp essentia capacity of 2.
Property: Weapon Price: +5,000 gp
Caster Level: 15th Property: Weapon Chakra Bind: A soulbound weapon
Aura: Strong; (DC 22) illusion Caster Level: 9th grants bonuses when it is bound to a
Activation: Swift (mental) Aura: Moderate; (DC 19) transmutation chakra, as described below. These effects
Activation: Swift (command) function continuously, with no need for
This weapon is made of a dull black material, activation. See Binding Items to Chakras
and its edges seem indistinct. This weapon features a series of decorative nubs (MoI 108) for more information.
on the hilt or haft.
A shadowstrike weapon can reach through Arms: Binding a soulbound weapon to
your own shadow to catch foes off guard. Activating a sizing weapon changes its size your arms chakra grants you a +2 insight
Once per day, you can activate the prop- category to any other that you desire. bonus on rolls made to confirm critical
erty to add 5 feet to the weapon’s reach hits with the weapon.
for a single attack. The target is denied its Prerequisites: Craft Magic Arms and
Dexterity bonus to AC for this attack. Armor, shrink item. Brow: Binding a soulbound weapon to
your brow chakra allows you, if you miss
Prerequisites: Craft Magic Arms and Cost to Create: 2,500 gp, 200 XP, 5 days. an attack because of concealment, to reroll
Armor, shadow conjuration. your miss chance percentile roll one time
SLOW BURST to see if you actually hit. This benefit is
Cost to Create: 2,500 gp, 200 XP, 5 days. usable once per round.
Price: +5,000 gp
SHATTERMANTLE Property: Weapon Hands: Binding a soulbound weapon
Caster Level: 5th to your hands chakra grants you a +2
Price: +1 bonus Aura: Faint; (DC 17) transmutation insight bonus on initiative checks while
Property: Weapon Activation: — the weapon is held.
Caster Level: 5th
Aura: Faint; (DC 17) divination This weapon has an image of a snail worked Prerequisites: Craft Magic Arms and
Activation: — into its hilt or grip, and it feels cold to the Armor, magic weapon, essentia pool 2.
touch.
Translucent, writhing energy and blue sparks Cost to Create: Varies.
can be seen raging within this weapon. A chill aura numbs this weapon’s victim
when you strike true. Whenever you score SOULBOUND, GREATER
A shattermantle weapon damages a foe’s a critical hit with this weapon, the target is
spell resistance. Each time the weapon slowed (as the slow spell) for 3 rounds (Will [SYNERGY]
strikes a foe that has spell resistance, the DC 14 negates). This effect activates even if
value of that spell resistance is reduced by 2 the creature struck is not normally subject Price (Item Level): +2 bonus
for 1 round. The penalties for multiple hits to extra damage from critical hits. Caster Level: 18th
during the same round stack. For example, Aura: Strong; (DC 24) abjuration
if you succeed on three attacks in the same Prerequisites: Craft Magic Arms and
round against the same foe, that foe’s spell Armor, slow. This entire weapon seems composed of some
resistance is reduced by 6 until the begin- blue material, and it moves through the air
ning of your next turn. Cost to Create: 2,500 gp, 200 XP, 5 days. effortlessly.

Prerequisites: Craft Magic Arms and SOULBOUND This property functions as the soulbound
Armor, assay spell resistance (SC 17). property (see above), except a greater
Price (Item Level): +1 bonus soulbound weapon has a maximum
Cost to Create: Varies. Property: Weapon essentia capacity of 4 (instead of 2), for
Caster Level: 6th a maximum enhancement bonus of +5
SHIELDING Aura: Moderate; (DC 18) abjuration (instead of +3).
Activation: Swift (mental)
Price: +1 bonus Prerequisites: Craft Magic Arms and
Property: Light melee weapon This looks like a normal item of its kind except Armor, magic weapon, essentia pool 4.
Caster Level: 10th for a faint, blue sheen.
Aura: Moderate; (DC 20) transmutation
Activation: Swift (command)

43

CHAPTER 2 SOULBREAKER A spellstrike weapon allows you to transfer activate this ability, it can’t be activated
some or all of the weapon’s enhancement by any other creature until the follow-
WEAPONS [SYNERGY] bonus, using it as a bonus on your saving ing day.
throws against spells or spell-like abilities.
Illus. by W. England Price: +1 bonus As a free action, you choose how to allocate Prerequisites: Craft Magic Arms and
Property: Weapon the weapon’s enhancement bonus at the Armor, hold monster.
Caster Level: 17th start of your turn before using the weapon,
Aura: Strong; (DC 23) necromancy and the effect on saving throws lasts until Cost to Create: Varies.
Activation: — the start of your next turn.
Synergy Prerequisite: Enervating ST YGIAN
Prerequisites: Craft Magic Arms and
Shrouded by motes of darkness, this weapon is Armor, resistance. Price: +1 bonus
the color of a deep bruise. Property: Weapon
Cost to Create: Varies. Caster Level: 9th
This weapon functions as an enervating Aura: Moderate; (DC 19) necromancy
weapon (see page 34). However, a nega- STUNNING [SYNERGY] Activation: Swift (mental)
tive level gained from an attack from a
soulbreaker weapon doesn’t fade 1 hour Price: +1 bonus This weapon is composed of a black crystal that
later. Instead, 24 hours after being struck, Property: Weapon seems to absorb the light around it.
if the negative level or levels have not been Caster Level: 9th
purged, the subject must succeed on a Aura: Moderate; (DC 19) enchantment When you activate a stygian weapon, the
DC 18 Fortitude save for each negative Activation: — next successful attack you make before
level or lose a character level. Synergy Prerequisite: Screaming the end of your turn bestows one negative
level on the target in addition to dealing
Prerequisites: Craft Magic Arms and The surface of this weapon is covered with normal damage. This negative level lasts
Armor, energy drain. jagged lines resembling lightning bolts. for 10 minutes, and thus can’t result in a
permanent level decrease.
Cost to Create: Varies. A stunning weapon functions as a scream-
ing weapon (see page 42). A stygian weapon functions three
SOULDRINKING times per day.
In addition, on a successful critical hit
[SYNERGY] with a stunning weapon, the target must Prerequisites: Craft Magic Arms and
succeed on a DC 17 Fortitude save or be Armor, enervation.
Price: +1 bonus stunned for 1 round.
Property: Melee weapon Cost to Create: Varies.
Caster Level: 5th Projectile weapons bestow this prop-
Aura: Faint; (DC 17) necromancy erty on their ammunition. SUNDERING
Activation: —
Synergy Prerequisite: Enervating Prerequisites: Craft Magic Arms and Price: +1 bonus
Armor, hold monster. Property: Melee weapon
A barely perceptible shadow, in the shape of a Caster Level: 5th
screaming humanoid face, seems to flicker on Cost to Create: Varies.
this weapon. Aura: Faint; (DC 17) transmutation
STUNNING SURGE Activation: —
This weapon functions as an enervating
weapon (see page 34). In addition, when a Price: +1 bonus Decorated with sculpted, imposing fists,
souldrinking weapon scores a critical hit Property: Weapon this item seems denser than normal.
on a living creature, it grants you 5 tem- Caster Level: 9th
porary hit points and a +2 morale bonus Aura: Moderate; (DC 19) A sundering weapon allows you to
on melee damage rolls. The temporary attack as if you have the Improved
hit points don’t stack with temporary hit enchantment Sunder feat, and it deals an extra
points from any other source. This effect Activation: Swift (command) 1d6 points of damage on a sunder
fades after 10 minutes. attempt.
This weapon is broad and heavy com-
Prerequisites: Craft Magic Arms and pared to other weapons of its kind. Its Prerequisites: Craft Magic Arms and
Armor, vampiric touch. rough but solid craftsmanship bespeaks Armor, Improved Sunder, weapon of
straightforward functionality. impact (SC 237) or metaphysical weapon
Cost to Create: Varies. (EPH 118).
On a successful melee attack, you can
SPELLSTRIKE command this weapon to emit a surge Cost to Create: Varies.
of magical energy. Unless the target
Price: +1 bonus succeeds on a Fortitude save (DC 10 SWEEPING
Property: Weapon + 1/2 your character level + your Cha
Caster Level: 8th modifier), it is stunned for Price: +1 bonus
Aura: Moderate; (DC 19) abjuration 1 round. Property: Melee weapon
Activation: Free (mental)
This ability is Caster Level: 5th
The image of a great helm ornaments the end usable a number Aura: Faint;
of this hefty, unusually solid weapon. of times per day (DC 17)
equal to 1+ your transmutation
Charisma bonus Activation: —
(if any). Once you

44 +1 sundering
warhammer

Images of clouds and gusting wind cover this Once so changed, the weapon overcomes A gaping maw with elongated incisors adorns CHAPTER 2
strangely flexible weapon. the designated type of damage reduction this weapon. The fangs shimmer wetly.
for 10 rounds, or until you strike a creature WEAPONS
This property grants you a +2 competence that has a different type of damage reduc- A vampiric weapon deals an extra 1d6
bonus on any Strength check made to trip tion. In this case, the weapon transforms in points of damage to any living creature
an opponent with the weapon. the same manner to overcome that damage it hits, and you heal damage equal to this
reduction instead. If the target has multiple amount.
Prerequisites: Craft Magic Arms and types of damage reduction, the weapon
Armor, bull’s strength. overcomes all of them. If the creature gains Prerequisites: Craft Magic Arms and
a new type of damage reduction after ini- Armor, vampiric touch.
Cost to Create: Varies. tially being struck (from changing its form,
for example), the weapon must change again Cost to Create: Varies.
TERRAN before it can overcome the new type.
VANISHING
Price: +2 bonus A transmuting weapon does not gain
Property: Weapon any other benefit of the properties it takes Price: +8,000 gp
Caster Level: 7th on, and it always deals normal damage. Property: Melee weapon
Aura: Moderate; (DC 18) evocation Caster Level: 10th
Activation: — Prerequisites: Craft Magic Arms and Aura: Moderate; (DC 20) conjuration
Armor, fabricate. Activation: Swift (command)
This weapon appears to have been hewn from
crystal. Its grip is inlaid with gems in a cir- Cost to Create: Varies. The grip of this weapon is transparent,
cular design. and its pommel or guard is set with white
UNHOLY SURGE diamonds.
A terran weapon automatically overcomes
the damage reduction of any creature [SYNERGY] A vanishing weapon allows you to travel
that has the air subtype. In addition, short distances instantaneously. Once
the weapon deals an extra 2d6 points of Price: +1 bonus per day, after a successful melee attack,
damage against such targets. Property: Melee weapon you can transport yourself and any equip-
Caster Level: 11th ment you are carrying to any spot within
A terran weapon also bestows one Aura: Moderate; (DC 20) evocation 60 feet by activating the weapon. This
negative level on any creature that has Activation: — and swift (command) movement otherwise conforms to the
the air subtype and attempts to wield it. Synergy Prerequisite: Unholy limitations given for the dimension door
The negative level remains as long as the spell (PH 221).
weapon is in hand and disappears when it This vile weapon is decorated with jagged
is no longer held. This negative level never spikes, skulls, and other macabre designs. Prerequisites: Craft Magic Arms and
results in actual level loss, but it cannot be Armor, dimension door.
overcome in any way (including restoration Characters who serve gods of murder,
spells) while the weapon is wielded. strife, and other base deeds craft these Cost to Create: 4,000 gp, 320 XP, 8 days.
weapons of pure evil for themselves and
Projectile weapons bestow this prop- for others who share their foul desires. VENOMOUS
erty upon their ammunition. This weapon functions as an unholy
weapon (DMG 226). This is a continuous Price: +1 bonus
Prerequisites: Craft Magic Arms and effect and requires no activation. Property: Weapon
Armor, earth subtype. Caster Level: 9th
In addition, on a successful melee Aura: Moderate; (DC 19) necromancy
Cost to Create: Varies. attack with an unholy surge weapon, you Activation: Swift (command)
can command it to emit a burst of unholy
TRANSMUTING energy, which deals an extra 3d6 points of A carved snake coils around much of this
damage to a good-aligned target. If used weapon, its body tensed to strike.
Price: +2 bonus against a non-good creature, it deals no
Property: Weapon additional damage, and that use of the When activated, a venomous weapon coats
Caster Level: 13th ability is wasted. itself in injury poison (Fort DC 14, 1d4
Aura: Strong; (DC 21) transmutation Str/1d4 Str), which lasts for 1 minute or
Activation: — This ability is usable a number of times until your next successful attack with the
per day equal to 1 + your Cha bonus (if weapon, whichever comes first.
This odd-looking weapon has both sharp and any). Once you activate this property, it
blunt sections. Its pommel or grip is set with a can’t be activated by any other creature A venomous weapon functions three
diamond, a piece of jet, a sapphire, and a ruby. until the following day. times per day.
In addition, it is inlaid with both adamantine
and silver. Prerequisites: Craft Magic Arms and Projectile weapons bestow this prop-
Armor, unholy blight or unholy word. erty on their ammunition.
When you score a successful hit with a
transmuting weapon against a creature Cost to Create: Varies. Prerequisites: Craft Magic Arms and
that has damage reduction, that attack is Armor, poison.
resolved normally. At the start of your next VAMPIRIC
turn, however, the weapon transforms, Cost to Create: Varies.
taking on the properties required to over- Price: +2 bonus
come that creature’s damage reduction. Property: Melee weapon
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: —

45

CHAPTER 2 WARNING SPECIFIC Twice per day, you can activate this +1
WEAPONS whip after successfully hitting a Medium
WEAPONS Price: +1 bonus or smaller target that is standing on the
Property: Weapon The following weapons are usually con- ground. Doing this causes tendrils of veg-
Illus. by D. Martin Caster Level: 7th structed with the properties described etation to spring forth from the ground,
Aura: Moderate; (DC 18) transmutation here. You can increase the enhancement entangling the target and dealing 2d6
Activation: — bonus of these weapons or add more spe- points of damage per round. This effect
cial properties just as you would for any lasts for 3 rounds or until the affected crea-
Four glass eyes circle this weapon, each watch- other item. ture escapes from the tendrils (a DC 20
ing a different direction. Strength check or DC 20 Escape Artist
The items in this section are arranged check made as a full-round action).
A warning weapon grants you a +5 insight alphabetically.
bonus on initiative checks as long as it Prerequisites: Craft Magic Arms and
is held. ARROW OF BITING Armor, entangle.

Prerequisites: Craft Magic Arms and Price (Item Level): 506 gp (3rd) Cost to Create: 2,500 gp (plus 301 gp for
Armor, cat’s grace. Body Slot: — (held) masterwork whip), 200 XP, 5 days.
Caster Level: 7th
Cost to Create: Varies. Aura: Moderate; (DC 18) necromancy AXE OF ANCESTRAL
Activation: — (ammunition) VIRTUE [RELIC]
WEAKENING Weight: —
Price (Item Level): 8,530 gp (12th)
Price: +1 bonus This long arrow features alternating bands of Body Slot: — (held)
Property: Weapon red, yellow, and black, similar to the markings Caster Level: 20th
Caster Level: 5th of a poisonous serpent. Instead of an arrow- Aura: Strong; (DC 25) transmutation
Aura: Faint; (DC 17) necromancy head, the fang of a gigantic snake is fastened Activation: —
Activation: — to its tip. Weight: 8 lb.

Macabre ornamentation and stretched bits of This +1 arrow injects any creature it strikes A holy symbol of Moradin decorates the joint
leather make this weapon look as though it with poison (injury, Fort DC 16, 1d6 between the head and the haft of this sturdy
were made from a shriveled limb. Con/1d6 Con). adamantine waraxe.

When you score a critical hit with a An arrow of biting can also be created as When you wield an axe of ancestral
weakening weapon, the target takes a –4 a crossbow bolt for the same price. virtue, it functions as a +1 keen adamantine
penalty to its Strength score (to a mini- dwarven waraxe if you are lawful good,
mum score of 1) for 10 minutes. Multiple Prerequisites: Craft Magic Arms and lawful neutral, or neutral good. Prized by
strikes aren’t cumulative. Armor, poison. the faithful of the Soul Forger, these weap-
ons have long been used in the defense of
Projectile weapons bestow this prop- Cost to Create: 250 gp (plus 6 gp for mas- dwarf holdings.
erty upon their ammunition. terwork arrow), 20 XP, 1 day.
Relic Power: If you have established
Prerequisites: Craft Magic Arms and ASSASSIN WHIP the proper divine connection, an axe of
Armor, ray of enfeeblement. ancestral virtue reveals its intelligence
Price (Item Level): 5,301 gp (10th) and sentience (AL LN; Int 10, Wis 17,
Cost to Create: Varies. Body Slot: — (held) Cha 17; speech, telepathy, darkvision 120
Caster Level: 5th ft., hearing; Ego score 17). In addition,
WHIRLING Aura: Faint; (DC 17) transmutation the axe can use bless, cure moderate wounds
Activation: Free (command) (wielder only), and faerie fire, each three
Price: +1 bonus Weight: 1 lb. times per day.
Property: Slashing melee weapon
Caster Level: 11th Although this seems to be nothing more than To use the relic power, you must worship
Aura: Moderate; (DC 20) transmutation a tangled, long-leafed vine, one end has been Moradin and either sacrifice a 5th-level
Activation: Full-round (mental) knotted into a sturdy handle like that of a divine spell slot or have the True Believer
whip. feat and at least 9 HD. If you sacrifice a
The hilt of this weapon is twisted into a cork-
screw design, and its blade is dramatically
curved.

Three times per day, you can use this Arrow of biting
weapon to make a whirling attack that
has a chance of striking all nearby oppo-
nents. 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 func-
tions like the Whirlwind Attack feat.

Prerequisites: Craft Magic Arms and
Armor, haste.

Cost to Create: Varies.

46

7th-level divine Prerequisites: Craft Magic Arms axe’s haft. You and all allies within 15 feet
and Armor, Sanctify Relic, of you gain a +2 morale bonus on attack
slot (or have the bless, cure moderate rolls, weapon damage, saves, skill checks,
wounds, faerie fire, and ability checks for 1 round.
True Believer haste, keen edge.
Cost to Create: In addition, you can speak a com-
feat and at least 2,500 gp (plus mand word engraved upon the blade. All
enemies within 15 feet of you become pan-
13 HD), the 3,030 gp for adamantine dwarven icked for 1 round (Will DC 16 negates).
waraxe), 200 XP, 5 days.
weapon can Each of these abilities is usable once
AXE OF THE per day.
also use haste SEA REAVERS
Prerequisites: Craft Magic Arms and
(wielder only) Price (Item Level): 10,320 gp Armor, fear, heroism.
(13th)
three times per Cost to Create: 5,000 gp (plus 320 gp for
Body Slot: — (held) masterwork greataxe), 400 XP, 10 days.
day. Caster Level: 7th
Aura: Moderate; (DC 18) BLADED CROSSBOW
Lore: Untold Axe of CHAPTER 2
years ago, one of ancestral necromancy Price (Item Level): 4,660 gp (9th)
Moradin’s high priests Activation: — and standard Body Slot: — (held) WEAPONS
volunteered to be bound virtue Caster Level: 11th
(command) Aura: Moderate; (DC 20) evocation
into the original axe of Weight: 12 lb. Activation: —
Weight: 12 lb.
ancestral virtue so that the weapon would The blade of this large greataxe looks like
the curved tail fin of some great fish, and The front of this heavy crossbow is fitted with a
have both intelligence and the virtu- the haft is sculpted to look like a long pair of curved, sharp blades. The gap between
series of complex sailor’s knots. The axe them is perfectly positioned to allow the unhin-
ous nature to serve Moradin well. This smells of brine. dered passage of a crossbow bolt.

priest’s personality has been duplicated This +1 greataxe allows you to float atop the This crossbow has an exceptionally strong
water, no matter your weight. This effect stock, which is shaped so that you can grip
into the few copies of the weapon that functions continuously and requires no and swing it as a melee weapon. You can
activation. use a bladed crossbow as either a +1 heavy
have been forged since. The weapon crossbow for ranged attacks, or as a +1 bat-
You can also activate an axe of the sea tleaxe for melee attacks.
has never revealed the priest’s original reavers to access two additional abilities.
You can utter a war cry engraved into the
name to any user, but judging from the

fact that the axe constantly urges its

wielder to attack the ancient enemies

of the dwarves (goblinoids and giants), Illus. by D. Griffith & B. Trott

he must have been a fierce warrior

indeed. The weapon takes great delight

in “illuminating targets” (faerie fire), “salv-

ing honor-wounds” (cure moderate wounds),

and granting “godspeed” (haste). The axe

also judges its wielders on how well they

adhere to traditional dwarf culture, and

it rebels mightily against nondwarves

who so much as pick it up (Knowledge

[religion] DC 20).

Assassin whip

Axe of the
sea reavers

Crystal
echoblade

Blazing
skylance

47

Prerequisites: Craft Magic Arms BOW OF THE Cost to Create: 2,000 gp (plus 600 gp
and Armor, blade barrier. WINTERMOON for masterwork quarterstaff), 160 XP,
4 days.
Cost to Create: 2,000 gp (plus 660 gp [RELIC]
for masterwork heavy crossbow and CHAIN OF OBEISANCE

masterwork battleaxe), 80 XP, 4 days. Price (Item Level): 3,400 gp (8th) [RELIC]

Body Slot: — (held) Price (Item Level): 20,400 gp (15th)
Body Slot: — (held)
BLAZING SKYLANCE Caster Level: 20th Caster Level: 20th
Aura: Strong; (DC 25) evocation Aura: Strong; (DC 25) enchantment
Price (Item Level): 8,310 gp (12th) Activation: — Activation: —
Weight: 3 lb. Weight: 12 lb.
Body Slot: — (held)
This spiked chain is forged of thick metal bands
Caster Level: 5th interspersed with long, sharp dagger points.

CHAPTER 2 Aura: Faint; (DC 17) evocation This elegant composite longbow is Followers of Hextor prize these grisly
Activation: Standard (command) carved of rowan and inlaid with silver weapons for keeping their prisoners sub-
WEAPONS Weight: 10 lb. tracery in an elven design. Its tips are dued. A chain of obeisance functions as a +1
unholy spiked chain if you are lawful evil,
Red and orange flames lick the length of shod with silver, and its grip is wound neutral evil, or lawful neutral.
this silver lance. The haft is wrapped in with blue metal wire.
Chain of
strips of red scaled leather. When you wield this bow, it functions obeisance

Illus. by W. England & C. Critchlow Three times per day, you can com- as a +1 composite longbow if you are chaotic Relic Power: Despite its size and
mand this +1 lance to fire a 15-foot good, neutral good, or chaotic neutral. It apparent unwieldiness, if you have estab-
cone of searing flames from its tip, adjusts its pull automatically, allowing you lished the proper divine connection, you
dealing 5d4 points of fire damage to add your full Strength bonus to your can wield this weapon in a grapple as if it
to targets within the cone’s area damage roll with each arrow fired. were a light weapon. If you pin your oppo-
(Reflex DC 13 half). nent while wielding a chain of obeisance,
Relic Power: If you have established the foe must succeed on a DC 22 Will
Prerequisites: Craft Magic Arms the proper divine connection, this bow save or be dominated as by the dominate
and Armor, burning hands. gains the frost and drow bane weapon monster spell. No more than one creature
properties (DMG 224). can be dominated at a time; if you use
Cost to Create: 4,000 gp (plus this power on a second creature, the first
310 gp for masterwork lance), To use the relic power, you must effect ends.
320 XP, 8 days. worship Corellon Larethian and either
sacrifice a 5th-level divine spell slot To use the relic power, you must wor-
ship Hextor and either sacrifice a 7th-level
BOW OF SONGS or have the True Believer feat and at divine spell slot or have the True Believer
least 9 HD. feat and at least 13 HD.

Price (Item Level): 12,330 gp (13th) Lore: Corellon Larethian gave the Lore: These weapons are forged from
the shackles in Hextor’s hellish prison-
Body Slot: — (held) original bow of the wintermoon to the fortress. The first of them were used by
the strongest warriors in Hextor’s horde to
Caster Level: 8th elf hero Seskaya more than two thou- subdue prisoners taken on the battlefields

Aura: Moderate; (DC 19) sand years ago, but his clerics have

evocation Bow of the since made several copies (Knowl-
Activation: Swift wintermoon edge [religion] DC 20).

(command) Prerequisites: Craft Magic Arms

Weight: 2 lb. and Armor, Sanctify Relic, ice

storm, summon monster I.

This bow is made of fine wood and appears Cost to Create: 1,500 gp (plus 400 gp

to be of elven design. for masterwork composite longbow),

120 XP, 3 days.

This +1 shortbow blends music with

every shot to deadly effect. On your BOWSTAFF
turn, you can expend one daily use of
your bardic music ability to gain a bonus Price (Item Level): 4,600 gp (9th)
equal to your Charisma bonus on the next Body Slot: — (held)
attack roll and (if your attack hits) on the Caster Level: 15th
corresponding damage roll that you make Aura: Strong; (DC 22) transmutation
with the bow. Activation: Swift (command)
Weight: 4 lb.
Prerequisites: Craft Magic Arms and

Armor, sculpt sound, elf, bardic music. This thin, flexible quarterstaff has a bulge in
Cost to Create: 6,000 gp (plus 330 gp for the center and tapered tips.

masterwork shortbow), 480 XP, 12 days.

By activating a bowstaff, you can change this
+1/masterwork quarterstaff into a +1 longbow
or back again. Each version performs like a
regular magic weapon of its kind.

Prerequisites: Craft Magic Arms and
Armor, polymorph any object.

48

of the Outer Planes To use these spell- This heavy mace has a flanged iron head and
like abilities, you must a thick wooden shaft wrapped in leather cord.
(Knowledge [reli- At its base is an intricately carved metal rep-
worship Tiamat and resentation of a stern, bearded face.
gion] DC 20). either sacrifice a
divine spell slot This weapon was created to aid the fol-
Prerequisites: lowers of St. Cuthbert in exacting just
or have the True retribution for wrongful acts. When you
Craft Magic Arms Believer feat and a wield a cudgel that never forgets, it func-
certain number of Hit Dice. tions as a +1 axiomatic heavy mace if you are
and Armor, Sanc- The spell slot level and Hit lawful neutral, lawful good, or neutral.
Dice required are given for each
tify Relic, dominate entry in the table. Relic Power: If you have established
Lore: The first chromatic rod was the proper divine connection, this
monster. forged in hellfire by the five consorts weapon reveals its intelligence and sen-
of Tiamat as a gift for their queen tience (AL LN; Int 16, Wis 10, Cha 16;
Cost to Create: (Knowledge [religion] DC 20). speech [Abyssal, Celestial, Common,
Prerequisites: Craft Magic Arms and Infernal], darkvision 60 ft., hearing,
10,000 gp (plus Chromatic and Armor, Craft Rod, Sanctify Relic, Intimidate 10 ranks for a total modifier CHAPTER 2
400 gp for mas- rod dominate person, find the path, insect of +13). In addition, the mace can pro-
terwork spiked plague, veil, wall of ice. duce a cure moderate wounds effect three WEAPONS
times per day.
chain), 800 XP, 20 days. CRYSTAL
ECHOBLADE To use the relic power, you must wor-
CHROMATIC ROD ship St. Cuthbert and either sacrifice Illus. by W. Reynolds & W. England
Price (Item Level): 4,310 gp (9th) a 5th-level divine spell slot or have the
[RELIC] Body Slot: — (held) True Believer feat and at least 9 HD. If
Caster Level: 10th you sacrifice a 7th-level divine slot (or you
Price (Item Level): 12,308 gp (13th) have the True Believer feat and at least
Body Slot: — (held) Aura: Moderate; (DC 20) evocation
Caster Level: 20th Activation: — 13 HD), the cudgel also remembers
Aura: Strong; (DC 25) conjuration Weight: 4 lb. which foes have struck you and
Activation: Standard (command) deals extra damage to them in
Weight: 1 lb. retribution thereafter. If an
enemy hits you with a weapon
This iron-shod rod is crowned with five (including a natural weapon),
dragon heads—one each of black, blue, the cudgel thereafter has
green, red, and white. The heads all an enhancement bonus
face outward, their jaws parted as if 2 higher than normal
to breathe. against that foe. It also
deals an extra 2d6 points
When you wield a chromatic rod, This longsword’s blade is of damage against that foe.
it functions as a +1 morningstar crafted from jagged violet No disguise or shapechang-
with the corrosive, frost, flam- crystal. When you hold it ing ability can guard against
ing, or shock property if you close to your ear, you hear this ability.
are chaotic evil, neutral evil, or chaotic a faint hum. A cudgel that never forgets
neutral. You can select or change the prop- speaks little except during
erty by speaking the command word, but A crystal echoblade normally combat, during which it reminds
it can have no more than one such prop- functions as a +1 longsword, you in stentorian tones about the
erty at a time. but is enhanced by your musi- transgressions of each enemy,
cal ability. If you use your bardic whether it has witnessed them
Relic Power: If you have established music ability while wielding personally (“That bugbear hath
the proper divine connection, you can also the weapon, the blade resonates wounded Lidda most grievously”)
use the chromatic rod’s spell-like abilities, in harmony, dealing additional or simply assumed wrongdoing
as given on the table below. Each is usable sonic damage on each attack equal based on creature type (“That suc-
once per day. to half your bard level. cubus hath surely tempted many
good men toward evil”). The impre-
Cost to Create: 6,000 gp (plus 308 gp Prerequisites: Craft Magic Arms cations of a cudgel that never forgets
for masterwork morningstar), 480 XP, and Armor, bardic music. count as an attempt to demoralize
12 days. an opponent with the Intimidate
Cost to Create: 2,000 gp (plus skill (PH 76). Unless it’s healing
Spell Slot Spell-Like Abilities 310 gp for masterwork long- you, a cudgel attempts to demor-
Level/HD Gained sword), 160 XP, 4 days. alize an opponent every round
5th/9 Wall of ice (300-ft. range, during your turn.
CUDGEL THAT Lore: The first cudgel that never
7th/13 covering up to twenty NEVER FORGETS forgets was crafted by a master
10-foot squares) [RELIC]
Insect plague (1,200-ft.
range, creating six Price (Item Level): 20,312 gp (15th)
adjacent swarms) Body Slot: — (held)
Dominate person (75-ft. Caster Level: 20th
range, Will DC 20 Aura: Strong; (DC 25)
negates)
Find the path (duration conjuration
200 minutes) Activation: —; see text
Veil (Will DC 21) Weight: 8 lb.

Cudgel that 49
never forgets


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