Angelkiller: This +3 unholy greatsword forced any celestial it damages to make a DC 20 Fort saveor be destroyed.
Strong evocation; CL 13th; Craft Magic Arms & Armor, unholy blight,
110,350 gp
Axe of Anger: This +2 greataxe allows a raging barbarian wielder to extend his rage's duration by 2 rounds and is also not limited by height when making Jump checks during a rage.
Axe of Falls: This +2 returning throwing handaxe can be thrown normally or thrown in a special sweeping attack that trips foes. When making a ranged trip attack with the axe of falls, the wielder makes a ranged touch attack, and if successful makes an opposed Strength check against the target just like the opposed check for a normal trip attempt, but if the attempt fails, there is no return trip attempt. The axe of falls provides no special bonus on normal trip attempts. Feats that affect trip attacks, like Improved Trip, do not apply to the sweeping throw.
Axe of the Joyous Dance: This +3 dancing handaxe always looks well-polished and new, and its blade is covered with light ethcings of satyrs dancing. Once a day while dancing, the axe can, at the mental command of its owner, produce a 4th-level Tasha's hideous laughter (as the spell from a 4th level caster) instead of making a normal attack. Creatures affected can make a DC 19 Will save to resist the axe's effects.
Axe of Pairs: This +2 handaxe is easier to wield as an off-hand weapon. Whenever the axe of pairs is used in an off-hand attack, it's wielder may make an additional attack with the axe of pairs at a -5 penalty. This penalty is applied to the wielder's worst base attack bonus.
Axe of the Winds: This +3 battleaxe gives its possessor great power over the wind. The possessor is unaffected by severe winds, including magical effects such as the gust of wind spell. Furthermore, three times per day the wielder can cause a gust of wind by swinging the axe of the winds over his head as a standard action. Once a day, the wielder can create a wind wall in a similar manner.
Badgerclaw: Three times a day, the wielder of this +2 light pick, can swing the badgerclaw at stone and have the weapon cast stone shape s a 5th level caster. Additionally, the wielder may also use the badgerclaw to cast meld into stone once a day as a 5th level caster.
Battleaxe of the Bull: This +2 battleaxe has a thick, heavy blade and a large spike on the top of its haft ideal for charging foes. The axe grants its wielder the Improved Bull Rush feat. If used in both hands, the axe can push back foes. Any successful hit when used in a two-handed melee attack forces the target 5 feet directly away from the wielder in additional to dealing normal damage. Creatures of Large or larger size are immune to this effect.
Blackguard's Blade: Made of black iron and covered in evil symbols engraved in the blade, this +2 longsword adds +10 damage to the wielder's smite good ability.
Blade of Deception: This is a +3 rapier that provides a +2 bonus to Bluff checks made to feint in combat. Any opponent who is feinted against cannot make AoO's against the wielder, though others may.
Blade of Dragondoom: The wielder of this +3 greatsword may, as a free action, choose to deliver a smite attack against a dragon. This smite attack deals +1d6 damage for every size category above Medium the dragon possesses. This function may be used up to three times per day, but no more than once per round. The smite attempt must be declared prior to the attack roll and a miss counts against the daily limit.
Blade of the Duelist: This +2 rapier is doubly effective when facing a single opponent in melee combat. When threatened by only one foe in melee, the wielder gains a +2 insight bonus to AC effective only against that opponent's melee attacks, and a +2 bonus on all disarm checks made with the blade of the duelist. These benefits are lost until the wielder's next round if more than one opponent meets the wielder in melee.
Blade of Wind: This +2 dancing short sword allows its wielder to fly for up to one hour per day. This time need not be continuous.
Bonebreaker Hammer: This massive +2 warhammer glows on command with a fierce red light. The hammer sheds light as the spell of the same name. On a critical hit, the bonebreaker hammer deals 1d6 Dexterity damage in addition to its normal damage.
Breaking Blade: Cleverly shaped and magically enhanced to shatter opponents' weapons, the breaking blade grants its wielder the Improved Sunder feat while held. This +2 halberd is particularly effective against simple and martial reach weapons. When attacking such weapons, it deals double damage. The metal haft of this breaking blade has a hardness of 15 and 20 hit points.
Brimstone Hammer: When wielded by a fiendish or half-fiendish creature, this
+2 unholy greatclub grant an additional smite good attempt, provided
the hammer is used on that attempt.
Brutal Axe: This +1 keen battleaxe has a thick haft with a heavy, almost unbalanced head. Whenever the brutal axe scores a successful critical hit, the wielder may make a free trip attempt against the target. If the axe is wielded with both hands, the user may apply 1 1/2 times his Strength bonus to this trip attempt.
Crash: This +1 frost trident gives its wearer a +2 enhancement bonus to Wisdom when held or carried. The shaft is carved with symbols of octopi and inlaid with blue resin.
Cutlass of Surety: This +2 shortsword makes it impossible for its wielder to be disarmed. The sword grants no bonus on disarm attempts initiated by the wielder.
Demondoom: Favored by dwarven foes of the tanar'ri, this +2 holy demon bane
warhammer is fashioned from cold iron with a head shaped like two
clenched fists. Once per day, the wielder can make a blinding strike
against a demon. The wielder must declare he is using this strike
before making the attack roll; if the attack hits and the hammer
bypasses the demon's SR with a successful level check (1d20+15), the
demon is blinded as if by a power word blind spell. Failure to
overcome the SR or trying to use it on a nondemon uses up the daily
attack.
Desert's Heart: The dark metal of this +2 flaming falchion is imbued with a deep red tint. Any creature holding desert's heart gains the benefits and drawbacks of the fire subtype. Creatures of the cold subtype who try to use desert's heart suffer one negative level (not actual level loss) as long as they do so.
Doorbreaker: This plain-looking +1 battleaxe resembles mundane wood-chopping axes more than other battleaxes, and it is especially effective against wood and similar materials. A doorbreaker deals double damage to all objects made predominantly of wood and to plant creatures.
Dragontooth: made from a single tooth of an ancient blue dragon, this +2 shock rapier projects a fearsome aura around its wielder. Foes within 5 feet of the wielder must succeed on a DC 16 Will save or suffer the effects of the fear spell. Once foes have made a successful save against the fear aura, they are immune to the aura's effects for 24 hours.
Due Process: This +2 axiomatic longsword allows its wielder to invoke a protection from chaos spell upon himself once per day.
Dwarf Crusher: This +2 greatclub confers additional benefits to those with a
Strength score of at least 25 who use Power Attack at full effect.
Elf Edge: This +1 longsword grants a +4 enhancement bonus to Dexterity if its wielder is of elven blood.
Everchanging Blade: This +1 metalline morphing sizing longsword can become any single +1 weapon the wielder desires.
Fellstone: This +3 heavy pick is made entirely from stone, and its magical properties give its wielder great power over stone. Earth creatures struck with fellstone must succeed on a DC 13 Fort save or be dazed until tbe beginning of the wielder's next action. Whenever both the wielder and her opponent are touching the ground, fellstone grants a +1 bonus on attacks and damage. If an opponent is airborne or waterborne, the wielder takes a -4 penalty on attacks and damage. Furthermore, as long as the wielder is touching the ground, she can start a bull rush without provoking AoOs. The combat modifiers given above for melee attacks also apply to the wielder's opposed Strength check when attempting a bull rush.
Final Rest: This +1 morphing undead bane longsword allowers its wielder to benefit from a hide from undead effect with a command word up to three times per day.
Flail of Shadows: Made from forge-blackened iron and darkwood, this +2 shadowstrike heavy flail has a powerful bond with the Plane of Shadow. In addition to its shadowstrike ability, the flail of shadows allows its wielder to cast dimension door with a command word (but the dimension door must begin in and end in an area of shadow.)
Flameshroud Axe: Made from an incredibly hard red metal (hardness 15, 30 hp), this +3 flaming battleaxe can wrap its wielder in a protective shield of fire. Once per day, the flameshroud axe can produce am effect similar to the fire shield (cold version). Activating this ability is a full-round action that provokes AoOs.
Foe Reaper: This +2 mighty cleaving scythe can cut through foes three at a time. During extra attacks granted by the Cleave or Great Cleave feats, or the scythe's mighty cleaving ability, its threat range is doubled. Foe reaper is treated as a keen weapon for the purposes of spells interacting with it.
Foe Reaver: This +1 greataxe has a pale blue sheen and proves a great
surprise to those seeking to exploit a frost giant's
weakness to ice. A foe reaver grants a frost giant fire resistance
15.
Foretelling Blade: Otherwise unadorned, the pommel of this +2 longsword is carved to look like a large, unblinking eye. Once per day, the possessor of the foretelling blade may roll 1d20. Once over the course of the ensuing day, the wielder may choose to use the result of that roll instead of making an attack roll. To use this ability, the wielder must announce this choice before making the attack roll. For the chosen attack, the wielder simply uses the result of the earlier 1d20 roll as if that were his attack roll.
Fishgutter: This type of weapon is common to amphbious and aquatic cultures.
Flame Reaver: This +1 flaming glaive confers additional abilities to a
wielder with the fire subtype. If such a creature scores a critical
hit with the flame reaver, the subject must make a DC 15 Reflex save
or catch on fire. If used against another creature of the fire
subtype, that creature doesn't catch on fire.
Flint Basher: This +2 greatclub allows wielder to use stone shape, once a day
as a 5th level cleric. Creatures of the earth subtype gain a +4
enhancement bonus to Constitution when wielding flint basher, and
against creatures of the air subtype, the flint basher's threat range
improved to 19-20/x3.
Glaive of Torment: This +1 wounding glaive gains additional power in the hands of anyone capable of natural wounding attacks. Whenever such a creature wields this weapon, those struck by it are racked with pain, taking a -4 penalty on attack rolls, ability checks, and skill checks for 3 rounds. A successful Fort save (DC 16) halves this penalty.
Guisarme of Long Falls: The curved blade at the end of this +2 guisarme is hooked even more than for a normal guisarme and can cause particularly jarring falls. Whenever the wielder uses the guisare of long falls to make a successful trip attempt, the target must succeed on a DC 16 Fort save or be stunned for one round.
Halberd of Vaulting: This +2 halberd allows its wielder to make powerful leaping attacks. The halberd of vaulting gives its wielder a +30 bonus on Jump checks and removes the usual maximums for jumping distance. Whenever the wielder takes the charge action, she may attempt a vaulting charge. If the wielder can make a running high jump at least 5 feet high during the charge, the charge attack deals double damage. To make a vaulting charge, the wielder must have a clear path through the air to the target. In an area with a low ceiling or overhanging obstructions, a vaulting charge might not be possible.
Hammer of the Magesmith: This +1 warhammer is useful when creating other magic weapons. When used in the forging of another magical weapon, the hammer of the magesmith reduces the cost of the raw materials that must be supplised by 5%. This reduction applies only to the gold piece cost of materials, not the XP requirement. In addition, once per day the hammer of the magesmith can imbue a weapon with a magic weapon effect by touching the hammer to the target weapon.
Hammer of Sacrifice: Heavier than other weapons of its type, this +2 warhammer is made entirely from a single piece of black iron ore. At the beginning of each round, the wielder of the hammer of sacrifice can sacrifice up to 5 hit points. Hit points sacrificed in this way are then added to the daamge of each successful attack made with the hammer until the beginning of the following round. Hit points sacrifice to the hammer are treated as normal damage to the wielder.
Hand of Heironeous: This +3 longsword is greatly prized by paladins and cleric of Heironeous. The wielder of the hand of Heironeous can take a standard action and expend a turn undead attempt to imbue the sword with divine power. If the next successful attack by the sword hits an undead target, the sword deals an additional +1d6 damage per point of the wielder's Charisma bonus (minimum +1d6).
Harrowheart: This +2 rapier deals x3 damage when it scores a critical hit on good creatures instead of x2.
Havoc Blade: This +3 keen anarchic greataxe is a powerful weapon of disorder. In addition to its other properties, a havoc blade causes confusion with a successful critical hit. The target is allowed a DC 19 WIll save to avoid the confusion effect A target who fails the Will save is confused for 5 rounds. An ungainly-looking weapon at best, a havoc blade is a swirl of three different metals, apparently only partly blended. The shaft is also slightly twisted, as if warped by long exposure, although it can still be wielded without penalty.
Ice Scythe: This +1 frost scythe conveys further benefits to a cold subtyped
wielder. These benefits include: on a critical hit, the victim must
make a Will save (DC 14) or act as if slowed by a 5th level wizard.
If the critical is scored against another cold subtype creature, it
ignores this slowness.
Ice Talon: With blades carved from the pale claws of an ancient white dragon, this +2 frost greataxe radiates cold. The area within 5 feet of an ice talon is always 10 degrees cooler than the ambient temperature. Even without the aura of cold, an ice talon's frosty nature is evident from its appearance; the pale dragon claws sit atop a haft of magically strengthened ivory, making the entire weapon an eerie shade of white. An ice talon grants its wielder to ability to withstand cold temperatures, as by an endure elements spell. In addition, the wielder's movement is never reduced due to snow or ice, and she never needs to make a Balance check to keep her footing on ice. Although made from ivory, an ice talon has hardness 14 and 20 hit points from its magical reinforcement.
Incandescent Sword: This +4 holy greatsword glows with a bright light (a 30-foot-radius equivalent to a sunrod) when it is held by a chaotic good wielder. It is the preferred weapon of ghaele eladrins.
Knight's Sword: This +2 bastard sword deals double damage on a charge when used by a mounted wielder.
Krakentooth: This +2 wounding shocking burst trident is nearly seven feet in length and its head appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. Krakentooth tridents are favored by those undersea races who have extensive antagonistic dealings with land-folk.
Kukri of Crippling: Whenever this +2 kukri scores a critical hit, the opponent's movement rate is halved. This reduction remains for one day, or until the creature is successfully treated with a DC 15 Heal check or at least one point of magical healing. Creatures with multiple movement modes only have one affected each critical hit. Roll randomly to determine which movement mode is affected.
Lance of Bravery: A mounted wielder of this +2 heavy lance, as well as her mount are immune to fear effects as long as the lance of bravery is wielded.
Lance of Jousting: This +3 light lance has a reach of 10 feet in the hands of a Small humanoid.
Lance of the Last Rider: Whenever the wielder of this +1 lance charges a mounted foe while riding a steed, the lance initiaties a free bull rush attempt. Success knocks only the rider backward; the mount stays where it was.
Lance of Mangling: If the wielder of this +2 heavy lance scores a critical hit on an opponent using a shield, the opponent's shield is torn away and ruined in addition to the attack's normal effect.
Lance of the Unending Charge: This +2 mighty cleaving heavy lance allows the wielder to move any distance within the limit of its mount's movement and sitll make use of any extra attacks gained by Cleave, Great Cleave, or the weapon's cleaving quality.
Mageblade: This +2 longsword of spell storing is covered in arcane symbols. While holding a mageblade, the wielder can sacrifices a prepared arcane spell from her memory as a move action. Doing so removes any nonproficiency penalties the wielder would normally suffer for a number of rounds equal to the sacrificed spell's level. Furthermore, if the sacrificed spell inflicted energy damage, the mageblade deals +1d6 points of the appropriate energy type with each successful hit. This energy damage ability lasts a number of rounds equal to the sacrificed spell's level. If the sacrificed spell inflicted more than one energy type, the wielder of the mageblade may decide which type the weapon inflicts.
Maladur's Warhammer: This +2
disruption warhammer allows its wielder to
detect undead once per day on
command.
Manticore Blade: The wavy blade of this +3 greatsword begins in an oversized hilt adorned with six spikes. As an attack action, the wielder can launch one of the spikes from the sword as a ranged target. The spikes have a range increment of 20 feet, deal 1d6 piercing damage, and grant a +1 enhancement bonus on attack and damage rolls. When making a ranged attack with a spike, treat it as a thrown weapon instead of a projectile. Making a ranged attack with a spike provokes AoOs just like making a normal ranged attack. The spikes crumble to dust 1 round after being launched from the sword. The sword regenerates spikes at the rate of one per day.
Maul of Construction: This Large +2 warhammer gives its wielder great power over stone. The maul of construction allows its wielder to cast stone shape and wall of stone, each once a day.
Mirror Blade: Shined to a mirror-bright brilliance, this +2 longsword sheds magical light in a 20-foot-radius. The light glimmers along the sword's blade and through the many gems in its hilt, creating a dazzling pattern of light. All creatures within 5 feet of the wielder for an entire round must make a DC 15 Will save or become dazzled by the sword's light. Eyeless creatures are unaffected.
Namarra: This +2 keen longsword glows pale mauve when drawn, shedding light equal to a cnadle. Carved on one side of the blade is the word "Namarra," and ont he other is carved "Never sleeps." When the weapon strikes metal it spits white sparks. The sword floats on water as if it were wood, and the sword can cast a silence spell upon itself at the owner's command as often as desired. The effect ends if the wielder sheathes or loses contact with the weapon. This weapon is old, with no tales that date its creation or relate themselves to "before Namarra was forged." It is known as "the sword that never sleeps" because of its inscription, although none of its powers relate to watchfulness in any way.
Nightblade of Arvandor: This +2 longsword appears to be made of black steel.
Within the blade, one can see miniscule twinkling stars. Upon
command, the sword launches starlike pulses of light. Each round, as
a standard action, the nightblade can fire as many stars from its
blade as the wielder has ranged attacks. Using the sword in this
fashion provokes AoOs and each star requires its own ranged touch
attack roll. A nonevil creature struck by a star takes 1d8 damage,
half of which is nonlethal (rounded down). Evil creautres struck by
a star take 1d8 lethal damage. The stars are magical force, not
weapons, so they ignore DR and incorporeality.
Oath-Hammer: While normally a +2 warhammer, if its wielder swears an oath, it becomes a +5 warhammer, deals an extra 2d6 damage, and its critical multiplier increases to x4; these improvements only apply against creatures directly associated with the wielder's path of vengeance. Against all other creatures, the activated hammer functions like a masterwork weapon without enhancement bonuses.
Oathkeeper: This +1 thundering
warhammer allows its wielder to use a
discern lies effect once a day.
Orc Razor: This +1 falchion grants those of orcish blood a +2 enhancement
bonus to both Dexterity and Constitution.
Packmaster Flail: This +2 gnoll bane light flail is feared and revered by gnolls. Its head, carved to resemble the snarlign visage of a gnoll, inspires obedience in any gnoll who sees it. While holding the packmaster flail, the wielder gains +10 bonus on Diplomacy and Intimidate checks made against gnolls. Furthermore, once a day the wielder can summon 1d3 fiendish gnolls which obecy anyone holding the packmaster flail. The gnolls remain for 1 minute before disappearing.
Pearl Trident: This +3 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trider gains the Aquatic Shot feat for any ranged attacks made with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already has Aquatic Shot and Far Shot, the pearl trident's range increment underwater is 10 feet instead of 5 feet.
Pick of Ice Parting: This +2 cold bane heavy pick can score critical hits against creatures of the cold subtype who are normally immune to critical hits.
Plague Spreader: The head of this perpetually filthy +1 heavy flail always appears dingy and ill-cared for. Even the chain of the flail appears rusted and caked with small bits of long-rotten matter. Any successful hit from the plague spreader can potentially infect the target with filth fever (Fort 20 DC negates).
Poacher's Blade: A poacher's blade is a sickly yellow glowing longsword with a serrated blade. These weapons were initially developed by poachers to aid in their cruel harvest of trophies, but many adventurers have found the qualities of the blade to be especially helpful when exploring areas infested with creatures that have natural attacks. Druids and other guardians of nature find poacher's blades to be sickening and overly cruel, but the swords themselves are not intrinsically evil.
Prayer of Anger: This +2 greatsword makes its bearer immune to fear effects, and if the character has the ability to rage, each rage lasts 1 round longer than normal.
Moderate abjuration; CL 8th; Craft Magic Arms & Armor, remove fear; 14,350 gp
Quencher: This +1 aquan bane (fire outsiders) warhammer is a fire elemental's worst nightmare. Once a day, the wielder can cast quench as a standard action with a range of touch.
Rankbreaker Glaive: This +glaive allows its wielder to make use of the Cleave feat if she lacks it. Furthermore, whenever the wielder takes a charge action using a rankbreaker glaive, he deal an additional +1d6 damage on each successful hit.
Ranseur of Readiness: The magical properties of this +2 eager ranseur let its wielder make AoOs against charging opponents as if he had readied an action to set the ranseur against the charge, which deals double damage to charging foes. This ability does not allow the ranseur's user to gain two double-damage attacks against one charging attacker in the same round.
Reaver's Cutlass: This +1 wounding cutlass is the weapon favored by the most bloody-hearted of pirates. Its hilt is wrapped in tanned humanoid skin, and it seems to sing for blood as it is swung.
Ringsword: This +3 longsword allows its wielder to gain the benefits of a magical ring fitted to the narrow end of its hilt, while still benefiting from the effects of a magical ring on each hand. Only one magic ring can be attached at a time. Removing or attaching a ring is a move action that doesn't provoke AoOs.
Rogue Blade: This +2 rapier provides the benefit of a blink spell when
wielded.
Rusting Club: This +1 greatclub allows the wielder to make a melee touch
attack against an opponent's weapon or armor to deliver a rusting
grasp effect instead of damage. This effect has a limited use of up
to three times a day.
Sap of Stunning: Whenever someone denied their Dexterity bonus to Armor Class is struck by this +2 sap, the sap delibers a stunning attack. With each stunning attack, the target must succeed on a DC 15 Fort save or be stunned 1 round.
Scimitar of Colors: On command, the blade of this +3 scimitar becomes infused with a shimmering haze of multicolored magical energies. These have a variety of effects, similar in nature to the powerful prismatic spray spell. Whenever the wielder makes a successful melee attack with the scimitar of colors, consult the chart below to see what additional effects apply.
Scimitar of Exertion: Once a day by uttering a command word, the wielder of this +2 scimitar can invoke the scimitar's exertion ability. On the round the command word is uttered, the wielder gains a +2 enhancement bonus to Strength. Two round later this bonus becomes +4. two rounds thereafter, the bonuses becomes +2, and 2 rounds after that, the bonus fades entirely. For the next minute, the wielder takes 2 points of temporary Strength damage every other round. Once the command word is uttered, the progression of increasing and decreasing Strength continues regardless of whether the wielder continues to use or even possess the scimitar of exertion.
Scimitar of Stonestriking: The powerful scimitar of stonestriking looks like it was carved entirely out of a single piece of granite. Despite this appearance, it is a dangerous weapon and functions as a +3 keen scimitar. The scimitar of stonestriking is particularly effective against creatures made of stone or earth (including stone golems, clay golems, and any creatures with the Earth subtype). Against such creatures, the scimitar does +2d6 points of additional damage on a successful hit and penetrates any DR the creature may have. The scimitar's most terrible power, however, functions only against living creatures. If it scores a critical hit on such a creature, the creature must make a Fort (DC 19) or turn to stone. If the creature resists, it still suffers the critical damage. If a petrified creature is struck with a scimitar of stonestriking, the creature shatters into a thousand pieces and is slain.
Serrated Terror: This jagged +1 greatsword provides cold resistance 15 to a fire giant wielder.
Shield Blade: As a move action, this +2 short sword can turn into a large steel shield (with no enhancement bonus to AC, just an armor bonus). If used in a shield bash, the +2 enhancement bonus applies.
Singing Sword: This silver +1 greatsword sings loudly and constantly when drawn. As long as the bearer can hear the sword's song, she gains a +2 morale bonus on attack and damage rolls with the singing sword. Furthermore, she gains a +3 morale bonus on saves against mind-affecting spells and effect. The song is a sonic, mind-affecting effect.
Skullshaker Hammer: This +2 warhammer is favored by dwarven clerics of Moradin. If a skullshaker hammer is ever discovered in enemy hands, followers of Moradin go to great lengths to recover it. Three times per day, a skullshaker hammer can deal +1d6 Wisdom damage on a successful hit, causing painful ringing blows akin to the forge of Moradin to echo within the subject's head.
Soldier's Rest: Anyone wielding this +1 glaive is immune to the effects of fatigue. If the wielder becomes exhausted, he takes the normal penalties for that condition.
Songblade: When this +1 rapier is unsheathed, its wielder gains a +2 bonus to Perform checksas well as being able to use bardic music one additional time per day. These magical qualities do not function underwater, in a vacuum, or other environments where air cannot pass freely over the blade.
Spell Shield Falchion: Whenever the wielder of this +2 falchion takes the total defense action, spells targeting her reflect back at their caster. This ability works exactly as if spell turning protecting against seven spell levels. This protection applies only on round in which the wielder takes the total defense action and is renewed at the beginning of each such round.
Spinning Blade: This +2 returning throwing scimitar is ideal for disarming opponents. In addition to making normal attacks, the wielder can make a special ranged disarm attack with the spinning blade. This functions like a melee disarm attempt, except it provokes no AoOs (though the thrower may incur AoOs for other reasons, such as making a ranged attack next to an enemy's square). Ranged disarm attempts with the spinning blade incur the normal penalties for range.
Spiritwarder: This +1 short sword gives its wielder the ability to use protection from possession once a day. This ability triggers automatically upon the wielder if the wielder is ever subject to a possession attempt.
Sword of Avoidance: Also called the coward's sword, this +3 longsword grants its wielder a +4 luck bonus to AC whenever he takes the total defense action while holding the sword of avoidance. This bonus lasts until the beginning of his next turn.
Sword of Countering: Three times per day, this +1 longsword can use dispel magic to counterspell. The sword of countering is incapable of dispelling existing effects.
Sword of Crypts: The blade of this elegant +2 holy longsword is inscribed with runes and symbols sacred to the clergy of Heironeous. While holding the sword of crypts, a cleric gains one extra turn undead attempt per day. Also, if the wielder happens to be a cleric of Heironeous, the sword provides a +2 enhancemnt bonus on the wielder's turn damage on all attempts to turn undead.
Sword of the Diplomat: The gold hilt of this +3 defending short sword is elaborately carved to resemble the folded wings of a bird. The possessor of this ornate blade is protected exactly as if under a permanent mage armor spell.
Sword of Escape: This +2 short sword allows its wielder to duplicate the effects of the Travel domain's granted power for 10 rounds per day. This time need not be consutive. Also, when used against a creature or object holding the wielder, the sword of escape grants an additional +1 bonus on attack and damage.
Sword of Graceful Strikes: This +3 short sword uses its wielder's Dexterity modifer instead of Strength on damage rolls with it. Furthermore, an unsuccessful disarm attempt made with the sword of graceful strikes does not allow the target a chance to disarm the wielder.
Sword of Judgment: Up to three times per day, this +2 axiomatic longsword allows it wielder to utter a command word, causing the sword to emit a zone of truth. Creatures within 25 feet of the sword of judgment must succeed on a DC 13 Will save or be unable to speak any deliberate and intentional lie.
Sword of the Mammoth: The wielder of this +2 greatsword has 6 more hit points as long as he holds it; these are not temporary hit points. If the sword's wielder ever loses hold of the sword of the mammoth, he or she loses 6 hit points.
Sword of Opportunity: This +2 longsword allows its user to make one additional AoO each round. This extra AoO stacks with the Combat Reflexes feat. However, any situation that would prevent AoOs from Combat Reflexes to be taken prevents this extra AoO to be taken.
Sword of Sanctuary: This +2 longsword can create a sanctuary effect once per day, centered on the sword (as the spell heightened to 3rd level by a 5th level caster). While protected by the sanctuary effect, anyone attempting to strike the sword's wielder must make a DC 14 Will save to do so. In addition, the sword can cast obscuring mist (heightened to 3rd level by a 5th level caster). If the wielder drops or otherwise loses posssession of the sword of sanctuary, these effects cease to function.
Sword of the Schemer: This +2 greatsword grants its wielder a +4 enhancement
bonus to Intelligence and a +2 enhancement bonus to both Wisdom and
Charisma. These bonuses only apply when the weapon is drawn and
wielded.
Swordbow: The magical swordbow takes the concept of the elvencraft bow and does it one better. As the name imples, the weapon can transform from a sword to bow (or vice-versa) upon a mere thought by the wielder (a free action). A wielder can even interchange bow and sword attacks as part of the same full attack action.
Thirsting Blade: This +4 longsword can dehydrate those it strikes. Whenever the wielder scores a critical hit, the thirsting blade deals an additional 1d6 nonlethal damage that cannot be cured unless the victim first imbibes at least 1 quart of water. Creatures that receive nonlethal damage from a thirsting blade are also fatigued. Outsiders and creatures immune to critical hits are immune to this nonlethal damage.
Tourney Lance: This +2 axiomatic heavy lance can be used to inflict nonlethal damage without penalty.
Trespasser: The hilt of this +2 illithidwrought keen tentacle greatsword is swaddled in fine leather harvested from the past victims of illithids. The blade resembles a great black tentacle with phosphoresent green veining through its sinuous length. In addition, three times per day, the wielder can gain the benefits of death knell on creatures whose brains the blade extracts on a critical hit. The victim gets no saving throw against this effect.
Trident of the Depths: As long as it is held, this +1 trident grants its wielder a swim speed of 30 feet. When submerged in water of any kind, the trident gains an additional +1 bonus to attack and damage. When submerged in ocean water, this bonus increases to +2; the bonus for being underwater stacks with the trident's enhancement bonus.
Trident of Red Brine: Said by some to be the prototype of the infamous trident Wave, a trident of red brine is a +2 keen aquatic creatures bane trident made of magically hardened red coral. On a successful critical hit, the trident causes an additional 2d6 damage as it draws off blood and water from the target's body, desiccating the target horribly. A creature that suffers this additional damage must also make a successful Fort save (DC 14) or be nauseated for 1d4 rounds. Creatures that are immune to critical hits do not suffer this additional desiccation damage.
Twin Blade: Each side of this +3 guisarme's blade is etched with the image of a miniscule guisarme. Twice a day, the wielder of the twin blade can create a spiritual weapon (caster level 8th). The spiritual weapon has the BAB of an 8th level cleric, and the wielder of the twin blade directs it as a free action. Only one of a twin blade's weapon counterparts can be in existence at once. Creating the second always cuases the first to disappear harmlessly.
Twinblades Alight: This double-headed battleaxe is forged half of cold iron
and half of adamantine. In the hands of a lawful good dwarf, it
glows softly and functions as a +2 axiomatic holy battleaxe. In the
hands of anyone else, it is simply a nonglowing +2 battleaxe.
Vanishing Blade: A vanishing blade is a +3 rapier that allows its wielder to travel short distances instantaneously. Once a day, after a successful melee attack, the wielder of the vanishing blade can transfer himself instantaneously to any spot within 800 feet. This effect is identical to a dimension door spell.
Vigilant Halberd: Each side of this +4 defending halberd is etched with the faint image of a disembodied eye hovering over an unadorned shield. The vigilant halberd is a powerful weapon of good. When a paladin uses her smite evil ability using a vigilant halberd, the smite deals 2 points of damage per level instead of 1 per level.
War's Armor: This +1 battleaxe grants its bearer a +1 natural armor bonus at all times. A side effect of this benefit is that the bearer's skin takes on a metallic sheen and gains dark tattoolike markings on the joints, resembling the joints in armor. This discoloration disappears if the bearer is separated from the weapon for more than 24 hours.
Warpsword: This +2 greatsword infects anyone it strikes with warp touch (see Diseases in Chapter 2 of the Book of Vile Darkness) if the target fails a DC 14 Fort save.
Warrenguard: The hilt of this well-crafted +2 short sword has been shaped to resemble a heavily armored gnome solider standing at attention. Whenever a Small character wields warrenguard underground, attacks with the weapon receive a +1 morale bonus on melee damage rolls for eeach ally within 5 feet. If the wielder and an ally both flank an opponent, warrenguard's wielder gains a +4 flanking bonus on attack rolls instead of +2.
Wave Piercer: This +2 trident grants freedom of movement to an aquatic
wielder. If an aquatic wielder uses wave piercer against a fire
subtype creature, wave piercer's critical threat range becomes
19-20/x3.
Weapon of Transmutation: This plain-looking +1 longsword has been designed to deal with foes of any origin. After its wielder successfully hits a creature with DR (with the normal effects), over the next round the weapon transforms itself, taking on the properties required to overcome the creature's DR. The changes takes effect at the beginning of your next turn. Once changed, the weapon overcomes that type of DR for 1 minutes or until it strikes a creature with a different type of DR (then transforming into an acceptable property to overcome that kind of DR). If the creature has multiple types of DR, the weapon overcomes all of them. If the creature gains a new type of DR after initially being struck, such as from changing its form, the weapon must change before being able to overcome the new type.
Whirling Axe: The wielder of this +2 greataxe can make a tremendous, whirling attack as a full attack action, that functions identically to the Whirlwind Attack feat.
Whisperblade: Three times a day, the wielder of this +4 greataxe can make a special silent attack. If the attack hits, the target must make a DC 14 Fort save or be affected by silence (caster level 3rd). If the attack misses, the use is wasted. Otherwise plain, a whisperblade's sturdy blade bears stylized dwarven runes that read "Let dissenting voices be still."
Strong enchantment; CL 14th; Craft Magic Arms & Armor,
Moderate evocation; CL 6th; Craft Magic Arms & Armor, clairaudience/clairvoyance, grease, telekinesis; 50,308 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, animate objects, Tasha's hideous laughter; 54,106 gp
Moderate transmutation; CL 7th; Craft Magic Arms & Armor, haste; 50,306 gp
Moderate conjuration; CL 11th; Craft Magic Arms & Armor, gust of wind, wind wall; 65,830 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, meld into stone, stone shape; 32,304 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, bull's strength; 32,310 gp
Strong evocation; CL 13th; Craft Magic Arms & Armor, unholy blight, creator must be evil; 9,515 gp
Moderate illusion; CL 9th; Craft Magic Arms and Armor, blur; 19,820 gp
Moderate transmutation; CL 7th; Craft Magic Arms & Armor, fell the greatest foe; 34,350 gp; Wgt: 15 lbs.
Moderate illusion; CL 9th; Craft Magic Arms & Armor, minor image, shield; 16,320 gp
When used by a creature of the air subtype, the short sword conforms
to whatever size a short sword for that creature would be. Creatures
of the air subtype wielding a blade of wind also gain a +4
enhancement bonus to Dexterity and against earth subtype creatures,
the weapon's critical hit stats change to 17-20/x2.
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, animate
objects, fly; 97,510 gp
Strong necromancy; CL 13th; Craft Magic Arms & Armor, harm, light; 18,312 gp
Moderate evocation; CL 11th; Craft Magic Arms & Armor, shatter; 18,310 gp
Strong necromancy; Craft Magic Arms & Armor, unholy blight, divine
power, creator must be evil; 45,812 gp.
Moderate transmutation; CL 7th; Craft Magic Arms & Armor, keen edge; 18,310 gp
Moderate divination; CL 8th; Craft Magic Arms & Armor, chill metal or ice storm, commune or legend lore; 16,315 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, magic weapon; 18,310 gp
Strong enchantment; CL 15th; Craft Magic Arms and Armor, holy smite,
power word blind, creator must be good; 51,512 gp
Moderate evocation; CL 8th; Craft Magic Arms & Armor, fireball, protection from energy; 71,175 gp
Faint transmutation; CL 5th; Craft Magic Arms & Armor, warp wood; 8,310 gp
Moderate evocation; CL 8th; Craft Magic Arms & Armor, fear, lightning bolt; 40,720 gp
Moderate evocation; CL 7th; Craft Magic Arms & Armor, order's wrath, protection from chaos, creator must be lawful; 37,315 gp
This manifests in the form of ignoring the hardness of any nonliving
material the crusher strikes. Animated objects, constructs, and
elementals do not apply their natural armor bonus to attacks against
such a creature's attack with the crusher.
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, bull's
strength, creator must be a giant; 26,305 gp.
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, cat's grace; 18,315 gp
Strong transmutation; CL 15th; Craft Magic Arms & Armor, enlarge person, polymorph any object, reduce person; 50,315 gp
Strong conjuration; CL 12th; Craft Magic Arms & Armor, stone shape, summon monster VI; 32,308 gp
Moderate conjuration and transmutation; CL 9th; Craft Magic Arms & Armor, hide from undead, summon monster I; 28,035 gp
Moderate illusion; CL 11th; Craft Magic Arms & Armor, dimension door, shadow conjuration; 48,155 gp
Strong evocation; CL 13th; Craft Magic Arms & Armor, fireball, flame shield; 51,510 gp
Strong transmutation; CL 15th; Craft Magic Arms & Armor, divine power, keen edge; 32,318 gp
Faint abjuration; CL 5th; Craft Magic Arms & Armor, protection from
elements, creator must be a frost giant; 18,320 gp
Moderate divination; CL 9th; Craft Magic Arms & Armor, augury; 18,315 gp
A fishgutter is a +2 scimitar that allows its wielder to benefit from
a freedom of movement effect.
Moderate transmutation; CL 7th; Craft Magic Arms & Armor; freedom of
movement; 64,315 gp
Objects struck by the flame reaver are considered to have half their
usual hardness due to the intense heat of the weapon.
Moderate evocation; CL 6th; Craft Magic Arms & Armor plus flame
blade, flame strike, or fireball; 26,308 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, bear's
endurance, stone shape; 32,305 gp
Moderate conjuration; CL 10th; Craft Magic Arms & Armor, Mordenkainen's sword; 74,308 gp
Moderate conjuration; CL 11; Craft Magic Arms & Armor, telekinesis; 18,309 gp
Moderate transmutation; CL 11th; Craft Magic Arms & Armor, jump; 20,310 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, magic weapon; 45,912 gp
Moderate necromancy; CL 9th; Craft Magic Arms & Armor, vampiric touch; 32,312 gp; Wgt. 16 lbs.
Strong evocation; CL 13th; Craft Magic Arms & Armor, divine power, searing light, creator must good and able to turn undead; 50,315 gp
Faint necromancy; CL 5th; Craft Magic Arms & Armor, unholy blight; 15,320 gp
Strong enchantment; CL 15; Craft Magic Arms & Armor, chaos hammer, confusion, keen edge, creator must be chaotic; 98,320 gp
Objects struck by an ice scythe are treated as having half as much
hardness as usual, due to the extreme cold making items brittle.
Moderate evocation; CL 6th; Craft Magic Arms & Armor, slow and chill
metal or ice storm; 26,318 gp
Moderate evocation; CL 10th; Craft Magic Arms & Armor, cone of cold; 24,320 gp
Moderate evocation; CL 12; Craft Magic Arms & Armor, holy smite, light; creator must be chaotic good; 72,400 gp
Moderate conjuration; CL 7th; Craft Magic Arms & Armor, phantom steed; 18,335 gp
Moderate conjuration and evocation; CL 10th; Craft Magic Arms & Armor and call lightning or lightning bolt; 50,315 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, slow; 18,308 gp
Moderate abjuration; CL 11th; Craft Magic Arms & Armor, remove fear; 30,310 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, enlarge person; 32,306 gp
Faint transmutation; CL 5th; Craft Magic Arms & Armor, bull's strength; 8,306 gp
Moderate evocation; CL 7th; Craft Magic Arms & Armor, shatter; 18,310 gp
Strong transmutation; CL 13th; Craft Magic Arms & Armor, expeditious retreat, haste; 50,310 gp
Strong evocation; CL 17th; Craft Magic Arms & Armor; 90,315 gp
Strong conjuration; CL 14th; Craft Magic Arms & Armor, detect undead, heal; 35,912 gp
Moderate evocation; CL 10th; Craft Magic Arms & Armor, magic missile; 20,330 gp
Strong conjuration; CL 15th; Craft Magic Arms & Armor, stone shape, wall of stone; 51,824 gp
Moderate illusion; CL 7th; Craft Magic Arms & Armor, flare, hypnotic pattern, light; 38,315 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, keen edge, silence, water walk; 30,315 gp
Moderate evocation; CL 6th; Craft Magic Arms and Armor, stars of
Arvandor, creator must be good; 44,315 gp
As stated earlier, for the wielder to activate the weapon, he must take a sacred vow and uphold it until his vengeance is complete. Vows of abstinence, chastity, and purity are suitable vows, all of which are presented as feats in Book of Exalted Deeds; choosing one of these vows also provides the benefit associated with that feat. Other possible vows include silence, never smiling or laughing, eating only bread and water, and so on; these sorts of vows provide no game benefits other than activating the hammer's increased power.
When the wielder achieves his righteous vengeance, the hammer once against becomes a +2 warhammer and its wielder gains one negative level. If the wielder breaks his oath or abandons his quest for vengeance, the hammer temporarily loses all its magical bonuses and the wielder gains two negative levels.
Strong evocation; CL 15th; Craft Magic Arms & Armor, geas/quest or Sacred Vow; 30,600 gp
Faint divination; CL 5th; Craft Magic Arms & Armor,
blindness/deafness, discern lies;
29,312 gp
Faint transmutation; CL 5th; Craft Magic Arms & Armor, bear's
endurance, cat's grace; 17,375 gp
Moderate conjuration; CL 10th; Craft Magic Arms & Armor, summon monster I; 48,708 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, telekinesis; 36,815 gp
Once per day, a pick of iceparting can be swung at an icy surface (such as a glacial wall, the surface of a frozen lake, or an iceberg) as a standard action. Three tiny fractures radiate out from the point yous truck toward any three points within 50 feet; these three points can be chosen by you but must be connected to the initial impact points by a solid sheet of ice. When the cracks reach their targets, they cause the ice located there to explode violently. Any creature within 5 feet of this explosion takes 3d6 piercing damage (Reflex DC 14 half).
Moderate evocation; CL 8th; Craft Magic Arms and Armor, crack ice, summon monster I; 30,000 gp; Wgt. 6 lbs.
Strong necromancy; CL 15th; Craft Magic Arms & Armor, contagion; 104,715 gp
A poacher's blade has all of the abilities of a +1 animal bane keen longsword. In addition, if the user successfully inflicts a critical hit on a creature that has a natural attack, the strike inflicts normal critical damage and renders one of the creature's natural attacks (determine which one randomly if the creature has more than one) useless until all the damage from the critical hit is somehow healed, either naturally or through healing magic.
Strong transmutation; CL 13th; Craft Magic Arms & Armor, keen edge, summon monster I; 50,315 gp.
Moderate evocation; CL 7th; Craft Magic Arms & Armor, quench, summon monster I, creator must be of the water subtype; 40,317 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, righteous might; 32,308 gp
Moderate transmutation; CL 8th; Craft Magic Arms & Armor, cat's grace, haste; 50,310 gp
If a reaver's cutlass attaches to an opponent, it twists into the wond as though alive and continues to deal Constitution damage each round it remains attached. To remove it, an opponent must achieve a pin and spend one full round wrenching it free. The weapon makes a grapple check as the wielder (even though she no longer holds it) and takes no size penalty.
Strong evocation; CL 12th; Craft Magic Arms & Armor, animate objects, Mordenkainen's sword; 26,310 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, animate objects; 22,315 gp
Moderate illusion; CL 6th; Craft Magic Arms & Armor, blink; 44,320 gp
Any iron or iron alloy object struck by the rusting grasp effect
becomes rusted, pitted, and worthless, effectively destroyed. If the
item is larger than could be placed in a 3 foot radius, then only a
3 foot radius' worth of the object is rusted. Magic items are immune
to this rusting.
The rusting club can be used in a melee touch attack to negate 1d6
points of armor bonus from metal armor. A struck metal weapon is
destroyed.
Against ferrous creatures, the rusting club deals 3d6+1 per caster
level on a successful attack.
Moderate transmutation; CL 7th; Craft Magic Arms & Armor, rusting
grasp, 35,905 gp.
Moderate evocation; CL 6th; Craft Magic Arms & Armor, sound burst; 32,301 gp
1---Red---+2 fire damage
2---Orange---+4 acid damage
3---Yellow---+8 electricity damage
4---Green---Poison deals 1d2 Con/1d2 Con; Fort DC 15
5---Blue---+2 cold damage
6---Indigo---Causes confusion, Will DC 15 negates
7---Violet---+2 sonic damage
8---Two colors--Roll again twice, ignore further results of "8."
Moder transmutation; CL 8th; Craft Magic Arms & Armor, bull's strength; 18,315 gp
Moderate transmutation; CL 11th; Craft Magical Arms & Armor, flesh to stone, keen edge, shatter; 138,315 gp; Wgt. 4 lbs.
Faint abjuration; CL 5th; Craft Magic Arms & Armor, protection from energy; 18,350 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, animate objects, shield; 10,630 gp
Moderate enchantment; CL 9th; Craft Magic Arms & Armor, bless, emotion, creator must have 3+ ranks in Perform (singing); 24,450 gp.
Moderate conjuration; CL 6th; Craft Magic Arms & Armor, spiritual weapon; 18,312 gp
Moderate transmutation; CL 8th; Craft Magic Arms & Armor, bear's endurance; 4,408 gp
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, sculpt sound, creator must have bardic music class feature; 6,400 gp
Strong abjuration; CL 13th; Craft Magic Arms & Armor, spell turning; 38,708 gp
Moderate conjuration; CL 9th; Craft Magic Arms & Armor, magic stone, telekinesis; 50,315 gp
Faint abjuration; CL 3rd; Craft Magic Arms & Armor, protection from possession; 4,510 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, bless; 38,315 gp
Strong abjuration; CL 13th; Craft Magic Arms & Armor, dispel magic; 33,905 gp
Moderate evocation; CL 9th; Craft Magic Arms & Armor, holy smite, creator must be good; 42,315 gp
Strong abjuration; CL 15th; Craft Magic Arms & Armor, mage armor, shield; 64,310 gp
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, freedom of movement; 88,310 gp
Moderate transmutation; CL 9th; Craft Magic Arms & Armor, Tenser's transformation; 72,510 gp
Strong evocation; CL 13th; Craft Magic Arms & Armor, order's wrath, zone of truth; creator must be lawful
Moderate transmutation; CL 11th; Craft Magic Arms & Armor, bear's endurance; 18,350 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, cat's grace; 18,315 gp
Moderate abjuration and conjuration; CL 6th; Craft Magic Arms & Armor, obscuring mist, sanctuary; 19,115 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor; 32,350 gp
In sword form the weapon features a bowlike grip and a pommel that resembles the curving tip of a bow. the blade is often decorated with an arrow. In bow form, the weapon is made of metal, and each half of the bow's arc resembles a sword blade
In either form, a swordbow has the same enhancement bonus. A swordbow's enhancement bonus can be improved as if improving two seperate weapons. A swordbow may have special abilities added to it (such as flaming); such abilities cost twice the normal amount (again, as if improving two seperate weapons) and apply to both weapons if possible. If a special ability is added that only works on one of the swordbow's two forms, only that form gains the benefit.
Elves typically produce swordbows of the following kinds:
--Light Swordbow: This weapon can change between rapier and shortbow form. It is favored by elf rogues. Each weapon has a +1 enhancement bonus.
--Swordbow: This weapon can change between longsword and longbow form. It is favored by elf rangers. Each weapon has a +1 enhancement bonus.
--Great Swordbow: This weapon can change between greatsword and composite longbow form. It is favored by elf fighters. Each weapon has a +1 enhancement bonus. The composite longbow may have any desired strength rating at the time of creation; the example below has a +4 Str bonus.
Faint transmutation; CL 5th; Craft Magic Arms & Armor, shrink item, creator must be an elf; 6,650 gp (light swordbow), 6,690 gp (swordbow), or 7,150 gp (great swordbow)
Moderate transmutation; CL 12th; Craft Magic Arms & Armor, disintegrate; 72,315 gp
Moderate evocation; CL 9th; Craft Magic Arms & Armor, creator must be lawful, hold person, order's wrath; 50,310 gp
Strong necromancy; CL 15th; Craft Magic Arms & Armor or Craft Psionic Arms & Armor, death knell, creator must be a mind flayer; 177,350 gp
Moderate transmutation; CL 6th; Craft Magic Arms & Armor, water walk; 8,315 gp
Strong necromancy; CL 15th; Craft Magic Arms and Armor, horrid wilting, keen edge, summon monster I; 72,315 gp; Wg. 4 lbs.
Moderate evocation; CL 9th; Craft Magic Arms & Armor, spiritual weapon; 29829 gp
Strong necromancy & transmutation; CL 18th; Craft Magic Arms & Armor,
circle of death, keen edge; 82,215 gp; Wgt: 4 lbs.
Moderate conjuration; CL 10th; Craft Magic Arms & Armor, dimension door; 47,120 gp
Strong evocation; CL 12th; Craft Magic Arms & Armor, holy word and shield or shield of faith, creator must be of good alignment; 72,310 gp
Faint transmutation; CL 3rd; Craft Magic Arms & Armor, barkskin; 6,310 gp
Moderate necromancy; CL 9th; Craft Magic Arms & Armor, contagion, cloak of chaos; 78,350 gp
Moderate transmutation; CL 8th; Craft Magic Arms & Armor, bless; 40,310 gp
Moderate transmutation; CL 7th; Craft Magic Arms & Armor; freedom of
movement; 56,315 gp
This weapon doesn't gain any other benefit of the properties it takes on, and it always deals it normal damage.
Strong transmutation; CL 13th; Craft Magic Arms & Armor, limited wish; 30,315 gp
Moderate transmutation; CL 11th; Craft Magic Arms & Armor, haste; 18,320 gp
Strong illusion; CL 12th; Craft Magic Arms & Armor, silence; 48,520 gp