Magic Weapons

Baleful Shriek
Aura Moderate evocation and necromancy; CL 9th; Price +3 Bonus

Upon command, a baleful shriek weapon hums with an aura of sonic energy that deals an extra 1d6 points of sonic damage on a successful attack. The weapon emits a shriek when thrown, forcing all enemies of the wielder within 20 feet of the weapon's path to succeed on a DC 16 Will save or become shaken for 1 round. When dealing a critical hit the weapon emits a pain-wracked scream, forcing the opponent struck to succeed on a DC 16 Will save or cower for 1 round. Except for the sonic damage, these are mind-affecting fear effects. Only thrown weapons can be so enchanted.

Craft Magic Arms and Armor, Heighten Spell, cause fear or doom, shout or sound burst

Bane, Athasian
Aura Moderate conjuration; CL 8th; Price +1 Bonus

A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table.

Craft Magic Arms and Armor, summon monster I or summon nature’s ally I

Bloodlust
Aura Faint enchantment; CL 5th Price +1 Bonus

When you drop an opponent with a bloodlust weapon during a rage, you gain a +2 morale bonus to your Strength score until the end of your rage. You can only gain an increase in Strength once each round, no matter how many opponents you drop during a round, although this Strength bonus stacks with itself over the course of multiple rounds. Only melee weapons can be so enchanted.

Craft Magic Arms and Armor, rage

Chitin-Rot
Aura Moderate necromancy; CL 7th; Price +1 bonus

A chitin-rot weapon always uses sap from the Forest Ridge's trees in its fabrication and always seems slick with humidity, even in the hottest environment. Its wounds cause the exoskeleton of creatures such as insects and kreen to become dull and streaked with gray striations of fungal infection, effectively weakening it as if suffering from the chitin-rot disease. Any such creature succesfully hit by a chitin-rot weapon must make a DC 16 Fortitude save or suffer a –2 cumulative penalty to its natural armor, down to a minimum of 0. The penalty for this effect decreases naturally at a rate of 1 point per day. Any effect that heals ability damage may also be used to reduce or eliminate the penalty by the same amount. Bows, crossbows, and slings so crafted bestow the chitin-rot ability upon their ammunition.

Craft Magic Arms and Armor, contagion

Cleansing Flame
Aura Moderate evocation; CL 17th; Price +5 bonus.

Cleansing flame weapons were used during the Preserver Jihad to quickly destroy the defiler minions of Rajaat's armies. A cleansing flame weapon functions as a flaming weapon against most creatures, but against defilers, templars whose sorcerer-kings are defilers, creatures with the defiled template, items created through defiling magic, creatures with the evil subtype, and undead, the flames become extremely deadly. These targets must make a DC 23 Fortitude save or immediately be destroyed and turned to ash by the heat of the flames. Creatures killed by this spell have their remains consumed (but not their equipment and possessions) utterly. The only way to restore life to creatures killed in this way is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle, or the reality revision power. If a creature from the above list attempts to wield a cleansing flame weapon, he is affected as if he had been struck by it, needing to succeed on a Fortitude save each round that he holds the weapon to avoid fiery destruction. Only melee weapons can be so enchanted.

Craft Magic Arms and Armor, cleansing flame

Doom
Aura Strong necromancy; CL 17th; Price +3 bonus.

Doom weapons were used during the Preserver Jihad and the Cleansing Wars to bring down powerful opponents on both sides. A doom weapon is keyed to a particuliar individual. During the crafting of this weapon, something valuable to the individual to be exterminated must be incorporated into the crafting process of the weapon. Against the particular creature it was crafted to slay, the effective enhancement bonus of the weapon is +2 better than its normal enhancement bonus. On a critical hit the target must make a DC 23 Fortitude save or die instantly. This ability is a death effect. On a successful save the target is nevertheless dealt an extra 3d6+17 points of damage. Only melee weapons can be so enchanted.

Craft Magic Arms and Armor, Heighten Spell, finger of death

Expiation
Aura Moderate divination; CL 9th; Price +2 bonus.

An expiation weapon is a device created to purge the land of those who will continue to help it towards desolation and eventual destruction. The majority of these weapons were created at the end of the Preserver Jihad and the beginning of the Cleansing Wars; many were lost during battles, their powers forgotten by all but the most erudite. Some parts of these weapons are always crafted to resemble natural creatures or plants.

Against defilers, the effective enhancement bonus of the weapon is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against these foes. Also, upon a successful hit, the defender must succeed at a DC 17 Will save or be unable to cast spells, use spell-like abilities, or activate spell completion or spell trigger items for 2d4 rounds. Expiation effects are only found on melee weapons.

Craft Magic Arms and Armor, defiler scent

Malison
Aura Strong necromancy; CL 12th; Price +4 bonus.

A malison weapon deals wounds that are fouled by sorcery. All damage dealt by the weapon, calculated using the weapon type's base damage plus the wielder's Strength modifiers and before adding any magical bonuses or other damage-dealing effects, including feats, spells or powers, cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). The remaining damage dealt by the weapon, effects or as a result of this damage is considered of its usual type. If a creature is slain by a malison weapon, it can't be raised from the dead unless a remove curse spell (or similar effect) is first cast on the body, or a true resurrection spell is used. Only melee weapons can be so enchanted.

Craft Magic Arms and Armor, bestow curse

Parching
Aura Moderate evocation; CL 7th; Price +1 bonus.

A parching weapon drains the water from creatures hit. A creature is dealt an extra 1d6 points of nonlethal damage and is considered fatigued as if suffering from thirst. It must drink the necessary amount of water or, failing that, make a Fortitude save (DC 10, +1 for each previous check) each following hour or sustain 1d6 points of nonlethal damage. Further hits to the same creature deal the nonlethal damage and increase the DC of the subsequent Fortitude check(s) by a cumulative +2 per additional hit. Only melee weapons can be so enchanted.

Craft Magic Arms and Armor, sunstroke

Penetration
Aura Moderate transmutation; CL 5th; Price +2 bonus.

A penetration weapon is the bane of all kreen and insects. It deals +2d6 points of bonus damage on a successful hit against creatures possessing an exoskeleton or natural armor specified as being chitinous in nature. This enchantment is only found on piercing weapons. Bows and crossbows so crafted bestow the penetration effect upon their ammunition.

Craft Magic Arms and Armor, keen edge

Rumbling
Aura Strong evocation; CL 11th; Price +3 bonus.

Upon command, a rumbling weapon creates a continuous rumble like that of an approaching storm. A rumbling weapon deals an extra 1d8 points of sonic damage on a successful hit. The sonic energy does not harm the wielder. The effect remains until dismissed by another command. In addition to the sonic damage, a rumbling weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Subjects dealt a critical hit by a rumbling weapon must make a DC 19 Fortitude save or be stunned for 1 round. Bows, crossbows, and slings so crafted bestow this enchantment upon their ammunition.

Craft Magic Arms and Armor, Heighten Spell, sound burst

Shattering
Aura Moderate evocation; CL 8th; Price +2 bonus.

A shattering weapon increases the wielder's ability to sunder objects, and he is considered to have the Improved Sunder feat regardless of whether or not he meets the feat's prerequisites. When making a sundering attempt, a successful opposed attack roll on the part of the wielder causes the struck object, which can be up to the size category of the shattering weapon, to shatter and be destroyed. If a sunder attempt is made against the shattering weapon, then the attacker's weapon is also treated as being dealt a sundering attempt and thus is subject to destruction if the shattering weapon's wielder succeeds on the opposed attack roll. Only bludgeoning or slashing weapons can be shattering. A shattering weapon's shattering ability only works against objects made of bone, stone, or wood; the wielder is still considered to have the Improved Sunder feat against objects made from other materials, however.

Craft Magic Arms and Armor, shatter

Silencing
Aura Moderate abjuration; CL 9th; Price +2 bonus.

Silencing weapons were created to rid the land of the preservers opposing Rajaat's forces. The majority of these weapons were created at the beginning of the Preserver Jihad, but many were lost during the many battles, their powers forgotten by all but the most erudite. Some part of these weapons always depict anguished humanoid visages prevented from screaming by various means. Against preservers the effective enhancement bonus of the weapon is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against these foes. Also, upon a successful hit, the defender must succeed at a DC 17 Will save or be unable to cast spells, use spell-like abilities, or activate spell completion or spell trigger items for 2d4 rounds. Silencing effects are only found on melee weapons.

Craft Magic Arms and Armor, dispel magic

Soul-bleeder
Aura Faint necromancy; CL 5th; Price +1 bonus.

This ability causes a weapon to have a special bond with the Gray, creating wounds that drain the strength from living creatures. Each hit from a soul-bleeder weapon inflicts 1 point of Strength damage to a living creature hit in addition to normal damage. The Strength damage lasts for 5 minutes unless cured by other means, and is considered temporary ability damage caused by a necromantic source for all other purposes. The soul-bleeding ability is only found on melee weapons. A soul-bleeder weapon made of Gray-forged steel instead deals 1d4 points of Strength damage in addition to normal damage upon a successful hit.

Craft Magical Arms and Armor, ray of enfeeblement

Soul-crushing
Aura Strong necromancy; CL 13th; Price +2 bonus.

This ability causes a weapon to have a powerful connection with the life-sapping energies of the Gray, enabling it to suppress an opponent's very life energy. On a successful critical, an opponent struck by a soul-crushing weapon gains 1 negative level. Assuming the subject survives, it regains the lost level after 1 hour. The negative levels gained from a soul-crushing weapon don't last long enough to have a chance of permanently draining the victim's levels. Soul-crushing effects are only found on melee weapons. A soul-crushing weapon made of Gray-forged steel instead bestows 2 negative levels upon a successful critical hit.

Craft Magical Arms and Armor, enervation

Battle Dancer's Blade
Aura Faint transmutation; CL 5th; Weight 3 lb.; Price 13,600 Cp,

This +1 keen bone elven longblade is an exquisitely made weapon, potent in its own right, but its true potential is revealed when wielded by someone with levels in the battle dancer prestige class. In the hands of a battle dancer, this sword increases the bonuses granted by the battle dance and sidestep class features by +1 each.

Craft Magic Arms and Armor, creator must be an elf

Keening Staff
Aura Moderate evocation; CL 10th; Price 23,315 Cp.

Upon command this +1 trident hums with an aura of sonic energy that deals an extra 1d6 points of sonic damage on a successful attack. In addition, the staff can create a shatter spell with a range of 50 ft. and a radius of effect of 15 ft. Besides the normal uses for shatter, the spell effect can be targeted at a surface, pulverizing stone or any softer material within its area of effect to a depth of 6 inches; ground so pulverized is treated as difficult terrain. A keening staff has 50 charges when created, and each use of the spell effect uses one charge. When drained of charges, the staff retains its aura of sonic energy and its enhancement bonus.

Craft Magic Arms and Armor, shatter

Serpent Strike
Aura Strong transmutation; CL 9th; Price 34,301 Cp.

This +1 whip of speed is made from elven rope tentacles braided together after having first removed the needles that cover them. The whip snakes and lashes around when used and attempts to grab anything it hits. It confers a +2 bonus to disarm and trip attempts made using the whip. Disarm and trip attempts made with the serpent strike do not provoke attacks of opportunity.

Craft Magic Arms and Armor, haste, web

Thunderclap
Aura Faint evocation and necromancy; CL 5th; Weight 12 lb.; Price 14,708 Cp

This Large +2 thundering wooden greatclub is engraved with renditions of clouds and gusting wind. It can be struck on the ground, once per day as a standard action, to produce a thunderclap. The thunderclap is a 20-ft.-radius burst of concussive force that travels along the ground, disorienting victims. The thunderclap only affects creatures within the burst radius that are standing on the ground. Affected creatures must make a DC 14 Fortitude save or take 5d4 points of nonlethal damage, become dazed for 1 round and deafened for 1d4 rounds. A successful Fortitude save reduces the damage by half and negates the dazed and deafening effects. Creatures that are immune to nonlethal damage cannot be dazed by this effect, although they can still become deafened (if possible).

Craft Magic Arms and Armor, blindness/deafness, gust of wind

Wastewalker's Sting
Aura Moderate conjuration; CL 8th; Weight 4 lb.; Price 18,640 Cp

The weapon of druids and rangers, one head of this agafari quarterstaff is a +1 animal bane merciful weapon, while the other is a +1 magical beast bane merciful weapon. The weapon inflicts only nonlethal damage and deals an extra 1d6 points of damage on each strike. Against animals and magical beasts this weapon deals an extra 2d6 points of damage.

Craft Magic Arms and Armor, cure light wounds, summon monster I or summon nature's ally I