You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
This magic item category includes various weapons of various types (bows, swords, and so on) with unusual powers not available as special abilities in the previous section.
Magic weapons may have abilities activated by a command word or function automatically when the weapon is used to attack.
|d%||Lesser Minor Specific Weapons||Price|
|01–02||Tracer bullet||100 gp|
|03–08||Sleep arrow||132 gp|
|09–10||Dustburst bullet||196 gp|
|11–16||Tangle bolt||226 gp|
|17–22||Screaming bolt||267 gp|
|23–32||Masterwork silver dagger||322 gp|
|33–34||Alchemist's bullet||330 gp|
|35–44||Cold iron masterwork longsword||330 gp|
|45–50||Hushing arrow||547 gp|
|51–56||Hushing arrow, greater||1,047 gp|
|57–66||Javelin of lightning||1,500 gp|
|67–74||Searing arrow||1,516 gp|
|75–82||Sizzling arrow||1,516 gp|
|83–84||Burrowing bullet, lesser||1,722 gp|
|85–92||Dust bolt||1,730 gp|
|93–100||Slaying arrow||2,282 gp|
|d%||Greater Minor Specific Weapons||Price|
|01–20||Adamantine dagger||3,002 gp|
|21–40||Adamantine battleaxe||3,010 gp|
|41–50||Burrowing bullet, greater||3,447 gp|
|51–70||Slaying arrow, greater||4,057 gp|
|71–80||Lance of jousting||4,310 gp|
|d%||Lesser Medium Specific Weapons||Price|
|01–03||Bloodletting kukri||6,308 gp|
|04–09||Boulderhead mace||6,812 gp|
|10–14||Beaststrike club||7,300 gp|
|15–20||Fighter's fork||7,315 gp|
|21–23||Everflowing aspergillum||7,805 gp|
|24–28||Hurricane quarterstaff||7,840 gp|
|29–34||Dagger of venom||8,302 gp|
|35–39||Gloom blade||8,810 gp|
|40–44||Frostbite sling||9,380 gp|
|45–49||Trident of stability||9,815 gp|
|50–54||Trident of warning||10,115 gp|
|55–60||Assassin's dagger||10,302 gp|
|61–66||Dagger of doubling||10,302 gp|
|72–79||Swift obsidian greataxe||11,320 gp|
|80–85||Polarity hammer||12,310 gp|
|86–93||Blade of binding||12,350 gp|
|94–100||Shifter's sorrow||12,780 gp|
|d%||Greater Medium Specific Weapons||Price|
|01–07||Dragoncatch guisarme||13,308 gp|
|08–15||Ten-ring sword||14,315 gp|
|16–21||Triton's trident||15,065 gp|
|22–29||Mace of smiting, lesser||16,012 gp|
|30–37||Disarming blade||17,820 gp|
|38–42||Lash of the howler||18,305 gp|
|43–47||Shieldsplitter lance||18,310 gp|
|48–53||Trident of fish command||18,650 gp|
|54–59||Quarterstaff of vaulting||19,100 gp|
|60–65||Firedrake pistol||20,300 gp|
|66–71||Ricochet hammer||20,301 gp|
|72–77||Flame tongue||20,715 gp|
|78–85||Sparkwake starknife||21,324 gp|
|86–90||Luck blade (0 wishes)||22,060 gp|
|91–95||Sword of subtlety||22,310 gp|
|96–100||Sword of the planes||22,315 gp|
|d%||Lesser Major Specific Weapons||Price|
|01–12||Nine lives stealer||23,057 gp|
|13–26||Undercutting axe||23,310 gp|
|27–40||Spirit caller||25,302 gp|
|41–55||Dwarfbond hammer||25,312 gp|
|71–85||Sword of life stealing||25,715 gp|
|86–100||Cutthroat's apprentice||33,910 gp|
|d%||Greater Major Specific Weapons||Price|
|01–02||Ghoul's lament||35,312 gp|
|03–05||Mace of terror||38,552 gp|
|08–09||Dragon's doom||40,310 gp|
|14–16||Valor's minion||41,335 gp|
|17–18||Summoner's sorrow||42,816 gp|
|19–21||Sylvan scimitar||47,315 gp|
|22–23||Spirit blade||48,502 gp|
|24–26||Heartswood spear||50,302 gp|
|27–29||Rapier of puncturing||50,320 gp|
|30–32||Sun blade||50,335 gp|
|33–37||Blade of the rising sun||51,850 gp|
|38–40||Frost brand||54,475 gp|
|41–45||Dwarven thrower||60,312 gp|
|46–50||Bloodthirst dagger||60,802 gp|
|54–57||Luck blade (1 wish)||62,360 gp|
|58–61||Guarding blade||65,310 gp|
|62–64||Pistol of the infinite sky||73,300 gp|
|65–69||Mace of smiting||75,312 gp|
|70–73||Blade of the sword-saint||75,350 gp|
|74–76||Scimitar of the spellthief||75,815 gp|
|77–79||Spider's fang||79,102 gp|
|80–82||Demonsorrow curve blade||90,469 gp|
|83–85||Void scythe||95,318 gp|
|86–89||Luck blade (2 wishes)||102,660 gp|
|90–92||Holy avenger||120,630 gp|
|93–96||Bastard's sting||123,035 gp|
|97–100||Luck blade (3 wishes)||142,960 gp|
Price 3,010 gp; Aura no aura (nonmagical); CL —; Weight 6 lbs.
This nonmagical axe is made of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Price 3,002 gp; Aura no aura (nonmagical); CL —; Weight 1 lb.
This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Price 330 gp; Aura faint transmutation; CL 3rd; Weight 1/2 lb.
This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon. If the alchemist bullet hits, the splash weapon also strikes the target and causes splash damage as normal. If the alchemist's bullet misses but is not destroyed, the alchemical substance remains stored within, and the bullet does not explode and can be reused. If it misses and is destroyed, the bullet is destroyed as well without effect.
Cost 180 gp
Craft Magic Arms and Armor, shrink item
Price 10,302 gp; Aura moderate necromancy; CL 9th; Weight 1 lb.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Cost 5,302 gp
Craft Magic Arms and Armor, slay living
Price 123,035 gp; Aura strong necromancy; CL 18th; Weight 6 lbs.
This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin.
While wielded by an antipaladin, a bastard's sting deals 2d6 points of negative energy damage to all living creatures that start their turn adjacent to the wielder. The antipaladin also gains fast healing 5 as long as at least one living creature takes damage from this negative energy. This negative energy has no effect on undead. The sword also enables the antipaladin to use unholy blight at will on command at the class level of the antipaladin. Paladins take a –2 saving throw penalty against this effect.
Cost 63,035 gp
Price 7,300 gp; Aura moderate transmutation; CL 6th; Weight 3 lbs.
This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to one of the following to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell. If the wielder has the wild shape ability, she can expend one use of wildshape to increase the weapon's damage by one step for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape.
Cost 3,800 gp
Craft Magic Arms and Armor, shillelagh
Blade of Binding
Price 12,350 gp; Aura faint conjuration; CL 3rd; Weight 8 lbs.
This +1 greatsword is decorated with a lock motif. On a successful hit with the sword against a creature that is the wielder's size or smaller, the wielder can attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. If the wielder succeeds at the grapple, the sword's blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle).
The wielder can also let go of the chain's handle while grappling or pinning the target; if he does so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain's handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition.
Cost 6,350 gp
Craft Magic Arms and Armor, animate rope
Blade of the Rising Sun
Price 51,850 gp; Aura strong evocation and necromancy; CL 15th; Weight 6 lbs.
This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder's next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn.
The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder's body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword's caster level plus 1/2 the wielder's level (maximum 25th level).
A sacrificial strike destroys the wielder's body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder's gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant.
Cost 28,100 gp
Blade of the Sword-Saint
Price 75,350 gp; Aura moderate transmutation; CL 8th; Weight 6 lbs.
This exquisitely forged katana is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form.
A blade of the sword-saint is a +3 ki intensifying katana. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.
Cost 37,850 gp
Craft Magic Arms and Armor, creator must be a monk
Price 6,308 gp; Aura faint necromancy; CL 5th; Weight 2 lbs.
On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute.
Cost 3,308 gp
Price 60,802 gp; Aura moderate evocation; CL 10th; Weight 1 lb.
The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim's blood, it appears clean and dry moments later, as though it has been newly cleaned.
A bloodthirst dagger rewards its wielder most when used relentlessly against a single target. When attacking a creature that is still bleeding from the bloodthirst dagger's wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder.
Cost 30,552 gp
Price 6,812 gp; Aura moderate transmutation; CL 9th; Weight 8 lbs.
The head of this +1 heavy mace is made from a single piece of roughly spherical, polished granite. Once per day, the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line for up to 60 feet, crushing everything in its path for 3d8+5 points of damage (Reflex DC 19 half). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.
Cost 3,652 gp
Craft Magic Arms and Armor, wall of stone
Price Varies; Aura moderate necromancy; CL 3rd; Weight —
Lesser burrowing bullet 1,722 gp; Greater burrowing bullet 3,447 gp
This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action).
Lesser burrowing bullet 861 gp; Greater burrowing bullet 1,723 gp
Cold Iron Masterwork Longsword
Price 330 gp; Aura no aura (nonmagical); CL —; Weight 4 lbs.
This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Price 33,910 gp; Aura strong transmutation; CL 15th; Weight 2 lbs.
This simply made +1 dancing shortsword leaps to hand at the slightest touch. It can be drawn as a free action as though using the Quick Draw feat. The cutthroat's apprentice dances for 8 rounds instead of 4 when activated, but can only dance twice per day. When dancing and attacking a creature, it moves into the target's space and provides the person who activated it (but no other creatures) with flanking during his turn if he attacks the same target in melee. Once the sword's activator completes his turn, the sword moves back to her space. If directed to attack multiple creatures in the same turn, the cutthroat's apprentice provides a flank against only the last creature attacked.
Cost 17,110 gp
Dagger of Doubling
Price 10,302 gp; Aura faint conjuration; CL 5th; Weight 1 lb.
A wielder with a free hand can split this +1 dagger into two identical +1 daggers as a swift action, or a free action if she has the Quick Draw feat. The doubled daggers can't be split again. If either dagger is thrown while doubled, the hurled dagger vanishes after resolving the attack and the remaining dagger can be split again. If the wielder drops a doubled dagger or it otherwise leaves her person, it vanishes. If both daggers leave the wielder's hands at the same time, determine randomly which dagger vanishes.
Spells or effects placed on a dagger of doubling don't duplicate when the dagger is split. Any active effects on a dagger end when it vanishes. Destroying one of the doubled daggers just causes the duplicate to disappear, but any damage to a single dagger of doubling remains on both daggers when it doubles.
Cost 5,302 gp
Craft Magic Arms and Armor, shadow weapon
Dagger of Venom
Price 8,302 gp; Aura faint necromancy; CL 5th; Weight 1 lb.
This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
Cost 4,302 gp
Craft Magic Arms and Armor, poison
Demonsorrow Curve Blade
Price 90,469 gp; Aura strong evocation and necromancy; CL 14th; Weight 7 lbs.
This blade's hilt is shaped as a beautiful angel with elven features. Elaborately detailed feathered wings spread from the hilt to form the guard, with the angel's face at the base of the blade. This +3 cold iron holy demon bane elven curve blade hinders those it was created to destroy. It bars all creatures with the demon subtype that are within 60 feet of the wielder from teleporting, as if they were under the effect of a dimensional anchor spell (no saving throw).
Cost 46,460 gp
Price 17,820 gp; Aura faint transmutation; CL 5th; Weight 2 lbs.
This +1 dueling rapier ends duels quickly and decisively by depriving the wielder's opponent of her weapon. Following a successful disarm attempt with the weapon, the wielder can move the disarmed weapon 5 feet in any direction as a swift action.
Cost 9,070 gp
Price 13,308 gp; Aura moderate conjuration; CL 8th; Weight 5 lbs.
This +1 dragon bane guisarme is has a shaft wound tightly with dragonhide. A dragoncatch guisarme can be used to make a special trip maneuver against creatures using wings to fly. If the maneuver succeeds, the target's wings are fouled and the creature is knocked off balance, falling to the ground and gaining the entangled condition. A creature tripped in this way can attempt a DC 15 Fly check as a move action to remove the entangled condition.
Cost 6,808 gp
Price 40,310 gp; Aura moderate divination and evocation; CL 8th; Weight 12 lbs.
This polearm's axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon's DR as a free action.
Cost 20,310 gp
Price 1,730 gp; Aura faint transmutation; CL 5th; Weight 1/10 lb.
This barbed +1 outsider (water) bane bolt is etched with runes of thirst and desiccation. Any living creature struck by a dust bolt begins dying of thirst, as the spell cup of dust (DC 14 Fortitude negates). Creatures with the aquatic or water subtype save with a –4 penalty, and on a failed save they are also sickened and staggered for 1 round.
Cost 880 gp
Price 196 gp; Aura faint conjuration; CL 5th; Weight 1/2 lb.
This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This cloud fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a successful DC 13 Fortitude save or be sickened and blinded for 1 round.
Cost 98 gp
Craft Magic Arms and Armor, stinking cloud
Price 25,312 gp; Aura moderate evocation; CL 7th; Weight 5 lbs.
In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype.
Cost 12,812 gp
Craft Magic Arms and Armor, creator must be a dwarf of at least 7th level
Price 60,312 gp; Aura moderate evocation; CL 10th; Weight 5 lbs.
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.
Cost 30,312 gp
Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level
Price 11,315 gp; Aura strong evocation and transmutation; CL 13th; Weight 10 lbs.
This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 shattering heavy flail can strike devastating blows against objects. As a swift action, however, the wielder can suppress its shattering property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected.
Cost 5,815 gp
Price 7,805 gp; Aura faint conjuration; CL 5th; Weight 4 lbs.
The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial's worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction.
Cost 3,905 gp
Price 7,315 gp; Aura faint transmutation; CL 3rd; Weight 4 lbs.
This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter's fork in any form.
Cost 3,815 gp
Craft Magic Arms and Armor, shrink item
Price 20,300 gp; Aura faint evocation; CL 5th; Weight 4 lbs.
This hefty +1 flaming pistol is elaborately carved with its barrel in the semblance of a roaring dragon and its grip wrapped in polished red dragonhide. When firing ordinary ammunition, the wielder may choose to have the firedrake pistol deal all of its damage as fire damage instead of normal damage. In addition, as a standard action the wielder may expend 1 unit of ammunition and create a cone of fire equivalent to burning hands rather than resolving that shot as a normal attack.
Cost 10,800 gp
Price 20,715 gp; Aura strong evocation; CL 12th; Weight 4 lbs.
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
Cost 10,515 gp
Price 54,475 gp; Aura strong evocation; CL 14th; Weight 8 lbs.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed at a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Cost 27,375 gp
Price 9,380 gp; Aura moderate evocation; CL 6th; Weight —
This +1 frost sling is crafted of blue-dyed leather. In lieu of adding cold damage to normal ammunition, three times per day wielder may create and hurl a magical snowball with the sling instead. This ranged touch attack has a maximum range of 40 feet, deals 1d6+6 points of nonlethal cold damage, and leaves the target fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This effect cannot make the target exhausted even if it is already fatigued.
Cost 4,840 gp
Craft Magic Arms and Armor, frostbite
Price 35,312 gp; Aura moderate evocation; CL 11th; Weight 5 lbs.
This massive +1 ghost touch disrupting warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone.
Cost 17,812 gp
Price 8,810 gp; Aura strong evocation; CL 13th; Weight 2 lbs.
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light.
Cost 4,560 gp
Craft Magic Arms and Armor, deeper darkness
Price 65,310 gp; Aura moderate transmutation; CL 15th; Weight 2 lbs.
This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round.
Cost 32,810 gp
Price 50,302 gp; Aura strong conjuration; CL 14th; Weight 6 lbs.
This humble weapon appears to be little more than a crudely sharpened stake or makeshift spear, but in truth it is a far more formidable weapon. In addition to being a +2 undead bane spear, a heartswood spear deals bludgeoning damage when it is swung as a staff. When employed in such a manner, it also possesses the disruption property.
Cost 25,302 gp
Craft Magic Arms and Armor, heal, summon monster
Price 39,305 gp; Aura moderate necromancy; CL 7th; Weight 3 lbs.
This +1 unholy scorpion whip (Ultimate Combat 144) is fashioned from skin flayed from a barbed devil's back. It grants its wielder a +5 competence bonus on Intimidate checks. A shaken creature struck by the hellscourge must succeed at a DC 17 Will save or become frightened for 1 round. A frightened or panicked creature struck must instead save or cower for 1d4 rounds. Both of these are mind-affecting fear effects.
If wielded by a person who wears hamatula hide armor, the hellscourge functions as a +1 flaming unholy whip. Such a wielder can lash the whip once per day to hurl flames as a scorching ray (creating two rays); doing so extinguishes the whip's flames until the next day.
Cost 19,805 gp
Price 120,630 gp; Aura strong abjuration; CL 18th; Weight 4 lbs.
This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin's class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.
Cost 60,630 gp
Craft Magic Arms and Armor, holy aura, creator must be good
Price 7,840 gp; Aura faint evocation; CL 3rd; Weight 4 lbs.
This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff's gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder's Wisdom modifier.
Cost 4,220 gp
Craft Magic Arms and Armor, gust of wind
Price Varies; Aura faint illusion; CL 5th; Weight 1/20 lb.
Hushing arrow 547 gp; Greater hushing arrow 1,047 gp
This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object.
A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt.
Hushing arrow 277 gp; Greater hushing arrow 527 gp
Javelin of Lightning
Price 1,500 gp; Aura faint evocation; CL 5th; Weight 2 lbs.
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.
Cost 750 gp
Craft Magic Arms and Armor, lightning bolt
Lance of Jousting
Price 4,310 gp; Aura faint evocation; CL 5th; Weight 10 lbs.
This ornately designed +1 lance, decorated with ribbons and small favors, allows its wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although this lance is used in combat to remove a mounted foe's advantage, use of one in a tournament or similar contest is generally considered a dishonorable form of cheating.
Cost 2,105 gp
Craft Magic Arms and Armor, bull's strength
Lash of the Howler
Price 18,305 gp; Aura moderate necromancy; CL 9th; Weight 3 lbs.
The lash of the howler is a +1 vicious scorpion whip tipped with quills torn from a howler's mane. Each time a creature takes damage from the lash of the howler, it must succeed at a DC 14 Reflex save or a quill breaks off and lodges in its flesh. The whip instantly sprouts a new quill to replace the one lost. The quill leaves the target sickened until it is removed. Removing a single quill from a creature requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed but the process deals 1d4+1 points of damage to the victim.
Cost 9,305 gp
Price 40,320 gp; Aura strong necromancy; CL 13th; Weight 12 lbs.
This +1 greataxe is favored by undead and constructs, who do not suffer its drawbacks. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour.
Cost 20,320 gp
Craft Magic Arms and Armor, enervation
Price Varies; Aura strong evocation; CL 17th; Weight 2 lbs.
Luck blade (0 wishes) 22,060 gp; Luck blade (1 wish) 62,360 gp; Luck blade (2 wishes) 102,660 gp; Luck blade (4 wishes) 142,960 gp
This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
Luck blade (0 wishes) 11,185 gp; Luck blade (1 wish) 43,835 gp; Luck blade (2 wishes) 76,485 gp; Luck blade (4 wishes) 109,135 gp
Mace of Smiting
Price varies; Aura moderate transmutation; CL varies; Weight 8 lbs.
Lesser mace of smiting Price 15,012 gp CL 7th; Mace of smiting Price 75,312 gp CL 11th
A lesser mace of smiting is a +1 adamantine heavy mace with a +3 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it deals ×4 damage rather than ×2. A critical hit dealt to an outsider deals ×3 damage rather than ×2.
A mace of smiting is a +3 adamantine heavy mace has a +5 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2.
Lesser mace of smiting Price 9,512 gp; Mace of smiting Price 39,312 gp
Craft Magic Arms and Armor, disintegrate
Mace of Terror
Price 38,552 gp; Aura strong necromancy; CL 13th; Weight 8 lbs.
This weapon usually appears to be a particularly frightening- looking iron or steel mace. On command, this +2 heavy mace causes the wielder's clothes and appearance to transform into an illusion of darkest horror, such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail this save take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.
Cost 19,432 gp
Craft Magic Arms and Armor, fear
Masterwork Silver Dagger
Price 322 gp; Aura no aura (nonmagical); CL —; Weight 1 lb.
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not on damage rolls).
Nine Lives Stealer
Price 23,057 gp; Aura strong necromancy; CL 13th; Weight 4 lbs.
This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword's death-dealing ability to function, and this ability has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including by restoration spells) while the sword is wielded.
Cost 11,528 gp
Craft Magic Arms and Armor, finger of death
Price 25,600 gp; Aura strong evocation; CL 15th; Weight 3 lbs.
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow's whisper becomes the shout "Death to those who have wronged me!" Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and ×4 on a critical hit instead of the normal ×3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.
Cost 13,100 gp
Craft Magic Arms and Armor, creator must be an elf
Pistol of the Infinite Sky
Price 73,300 gp; Aura strong conjuration; CL 15th; Weight 4 lbs.
An infinity symbol is engraved on both sides of this +5 pistol's mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.
Cost 37,300 gp
Craft Magic Arms and Armor, reloading hands
Price 12,310 gp; Aura moderate transmutation; CL 8th; Weight 10 lbs.
This +1/+1 meteor hammer is always made of ferrous metals, and has weighted spheres on either end of its sturdy dark chain. A wielder can use the magic within a polarity hammer to attract or repel metal objects. In meteor mode, a wielder gains a +2 bonus on all drag and reposition combat maneuvers against any opponent wearing metal armor, carrying a metal shield, or made of metal (like an iron golem). In addition, if the wielder makes a successful trip attempt against such an opponent, she can push her enemy 5 feet away rather than pulling it forward.
In fortress mode, the wielder can use a move action to pick up any unattended metal object within her reach and deposit the item in any other square within her reach. Items so affected cannot exceed the size of a one-handed weapon equal to the wielder's size category. In this mode, the +1 shield bonus to Armor Class normally granted from wielding a meteor hammer increases to +3, but only against opponents wearing metal armor, carrying metal shields, or made of metal (as above).
Cost 6,155 gp
Quarterstaff of Vaulting
Price 19,100 gp; Aura faint transmutation; CL 5th; Weight 4 lbs.
This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4.
In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent's head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity.
Cost 9,850 gp
Craft Magic Arms and Armor, jump
Rapier of Puncturing
Price 50,320 gp; Aura strong necromancy; CL 13th; Weight 2 lbs.
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Cost 25,320 gp
Craft Magic Arms and Armor, harm
Price 20,301 gp; Aura moderate transmutation; CL 7th; Weight 2 lbs.
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Cost 10,301 gp
Craft Magic Arms and Armor, telekinesis
Scimitar of the Spellthief
Price 75,815 gp; Aura strong divination; CL 13th; Weight 4 lbs.
This curved blade of golden metal, a +1 keen heartseeking spellstealing scimitar, is the bane of spellcasters. Inscribed with flowing magical script that purports to reveal the inner secrets of magic, the scimitar of the spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The scimitar also reveals magical auras by touch; this functions as detect magic but affects only a single object or creature at a time, which must be touched with the blade while the wielder concentrates on detection, and the magical auras revealed are clearly visible to all.
Cost 37,815 gp
Price 267 gp; Aura faint enchantment; CL 5th; Weight 1/10 lb.
This +2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful DC 14 Will save or become shaken. This is a mind-affecting fear effect.
Cost 137 gp
Craft Magic Arms and Armor, doom
Price 1,516 gp; Aura moderate evocation; CL 9th; Weight —
This +1 flaming arrow continues to burn its target each round, dealing 1d6 points of fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.
Cost 758 gp
Price 4,315 gp; Aura strong evocation; CL 13th; Weight 4 lbs.
This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.
Cost 2,315 gp
Price 18,310 gp; Aura moderate evocation; CL 10th; Weight 10 lbs.
This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness.
Cost 9,310 gp
Price 12,780 gp; Aura strong transmutation; CL 15th; Weight 10 lbs.
This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a successful DC 15 Will save or return to its natural form.
Cost 6,780 gp
Craft Arms and Armor, baleful polymorph
Price 1,516 gp; Aura moderate evocation; CL 9th; Weight —
This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 points of acid damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from herself). Removing the arrow destroys it. The arrow dissolves once the 3 rounds pass.
Cost 758 gp
Craft Magic Arms and Armor, acid arrow
Price Varies; Aura strong necromancy; CL 13th; Weight 1/10 lb.
Slaying arrow 2,282 gp; Greater slaying arrow 4,057 gp
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed.
Slaying arrow 1,144 gp; Greater slaying arrow 2,032 gp
|d%||Designated Type or Subtype|
Price 132 gp; Aura faint enchantment; CL 5th; Weight 1/10 lb.
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.
Cost 70 gp
Craft Magic Arms and Armor, sleep
Price 21,324 gp; Aura moderate evocation; CL 8th; Weight 3 lbs.
A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day, its wielder may throw it so it transforms into an 8th-level lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt's path.
Cost 10,824 gp
Craft Magic Arms and Armor, lightning bolt
Price 79,102 gp; Aura moderate evocation; CL 10th; Weight 1 lb.
This punching dagger's blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on Acrobatics checks made to move through an enemy's threatened area without provoking an attack of opportunity.
Cost 39,702 gp
Price 48,502 gp; Aura moderate abjuration; CL 10th; Weight 1 lb.
Cost 24,402 gp
Price 25,302 gp; Aura moderate necromancy; CL 9th; Weight 2 lbs.
The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.
Cost 12,802 gp
Price 42,816 gp; Aura moderate abjuration; CL 9th; Weight 10 lbs.
The summoner's sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner's sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder's base attack bonus is used in place of the wielder's or item's caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner's eidolon.
Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round.
Cost 21,566 gp
Price 50,335 gp; Aura moderate evocation; CL 10th; Weight 2 lbs.
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.
Cost 25,335 gp
Craft Magic Arms and Armor, daylight, creator must be good
Swift Obsidian Greataxe
Price 11,320 gp; Aura moderate transmutation; CL 10th; Weight 12 lbs.
The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round.
Cost 5,802 gp
Sword of Life Stealing
Price 25,715 gp; Aura strong necromancy; CL 17th; Weight 4 lbs.
This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level gained or any such levels become permanent.
Cost 13,015 gp
Craft Magic Arms and Armor, enervation
Sword of Subtlety
Price 22,310 gp; Aura moderate illusion; CL 7th; Weight 2 lbs.
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when she makes a sneak attack with it.
Cost 11,310 gp
Craft Magic Arms and Armor, blur
Sword of the Planes
Price 22,315 gp; Aura strong evocation; CL 15th; Weight 4 lbs.
This longsword has an enhancement bonus of +1 on the Material Plane, but on any elemental planes its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the elemental planes. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
Cost 11,315 gp
Craft Magic Arms and Armor, plane shift
Price 47,315 gp; Aura moderate evocation; CL 11th; Weight 4 lbs.
When used outdoors in a temperate climate, this +3 scimitar grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
Cost 23,815 gp
Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid
Price 226 gp; Aura strong conjuration; CL 12th; Weight —
Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt's damage, the target is entangled as if it had been hit by a tanglefoot bag.
Cost 113 gp
Price 14,315 gp; Aura moderate transmutation; CL 7th; Weight 4 lbs.
This finely crafted +2 nine-ring broadsword has an extra gap at the base of the blade's unsharpened edge, closest to the hilt, seemingly to fit an extra ring. The wielder of a ten-ring sword can use a full-round action to place a magic ring into the empty slot, where the ring then rests until removed (another full-round action). Once a ring is fitted to the tenth slot, the sword's wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings.
Alternatively, the sword's wielder can fit a ring made of a specific metal like adamantine or cold iron into the tenth slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring. Using this property does not grant the weapon any additional properties of that metal (such as bypassing hardness, etc.). Typically, such metal rings cost one-tenth the cost of a nine-ring broadsword made from that material. In the event that a magic ring made from a specific metal, like silver, is affixed to the sword's tenth slot, the sword's wielder decides which of the weapon's two properties will be in effect when the ring is placed. However, the sword's wielder can use a move action to switch between properties.
Cost 7,157 gp
Price 100 gp; Aura faint evocation; CL 2nd; Weight —
These +1 firearm bullets deal no damage, but instead cause a pale glow to outline the target, granting the effect of a faerie fire spell and causing the target to take a –2 penalty to AC against ranged attacks. These effects last for 1d4 rounds.
Cost 50 gp
Craft Magic Arms and Armor, faerie fire
Trident of Fish Command
Price 18,650 gp; Aura moderate enchantment; CL 7th; Weight 4 lbs.
The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 Hit Dice of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or her allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals that successfully make their saving throws are free of control, but they will not approach within 10 feet of the trident.
Cost 9,482 gp
Craft Magic Arms and Armor, charm animals, speak with animals
Trident of Stability
Price 9,815 gp; Aura faint transmutation; CL 3rd; Weight 4 lbs.
The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of step. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.
Cost 5,065 gp
Craft Magic Arms and Armor, levitate
Trident of Warning
Price 10,115 gp; Aura moderate divination; CL 7th; Weight 4 lbs.
A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and scanning a hemisphere with a radius of 680 feet takes 1 round. The weapon is otherwise a +2 trident.
Cost 5,215 gp
Craft Magic Arms and Armor, locate creature
Price 15,065 gp; Aura moderate evocation; CL 6th; Weight 4 lbs.
This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton's trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6.
Cost 7,690 gp
Price 23,310 gp; Aura moderate necromancy; CL 9th; Weight 6 lbs.
This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half).
Cost 11,810 gp
Price 41,335 gp; Aura strong evocation; CL 15th; Weight 6 lbs.
The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor's minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher.
Cost 20,168 gp
Craft Magic Arms and Armor, holy smite
Price 95,318 gp; Aura strong necromancy; CL 13th; Weight 10 lbs.
Instead of a blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant-energy scythe, except the blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe to charge it with life-destroying energy for 1 round per die of channeling. For example, channeling negative energy for 5d6 points of damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent.
Black energy utterly consumes any creature that is slain by the void scythe, leaving no body behind but leaving the creature's equipment unharmed. A victim of the void scythe can be restored only by true resurrection or carefully worded miracle or wish.
Cost 47,815 gp
Price 61,375 gp; Aura strong enchantment; CL 14th; Weight 8 lbs.
This massive, wickedly curved red-bladed sword is a +3 keen vicious falchion that murmurs a low, rumbling battle chant when drawn. Whenever the wielder confirms a critical hit with a warbringer, the wielder gains the benefits of rage for 1 round (if a barbarian, the wielder gains 1 additional round of rage for that day), while the creature struck is compelled to move toward and attack its nearest ally with a melee weapon, natural weapon, or unarmed strike on its next turn (DC 14 Will negates), as the murderous command spell.
Cost 30,875 gp