Weapons

The following are new weapons and weapon special abilities. If you want to enchant a staff with new abilities, see the Staves page.


Weapons

Blade of the Inspiring Herald

A fine steel blade with gold filigree inlaid at the handle bearing a crest from a noble house.
Aura strong Mind; CL 14th;
Slot none; Price 98,000 gp; Weight 4 lbs
Description
The blade of the inspiring herald is a +1 courageous rapier that also grants its user a +5 enhancement bonus to caster level with the Mind sphere.
Construction Requirements
Smith Magical Weapons and Armor, Craft Staff, Mind sphere; Cost 49,000 gp

Dragonbone Pistol

Aura moderate Enhancement; CL 10
Slot weapon; Price 33,300; Weight 4 lbs.
Description
A dragonbone firearm is a +1 flaming pistol that appears to be mostly carved from a single piece of bone, with small pieces made of other bone fragments. Draconic runes are inscribed along its barrel, and a DC 20 Heal check will reveal that it is alive. In fact, if damaged or even destroyed, the weapon will regenerate in 1d6 hours.

A dragonbone pistol can be used to deliver sphere effects. The spell must have a single target, require an attack roll, and must have a range beyond touch, such as a destructive blast (Destruction sphere) or ghost strike (Death sphere). When used to deliver spells this way, an attack is made as part of the casting, and if it hits, the target takes the effects of the spell and of being hit with the firearm. The firearm must fire a single shot as part of the spell, the charge can not be held and used later. A critical hit does not change any damage the sphere ability might do.

A misfire with a dragonbone pistol causes the spell to be immediately lost. The enhancement bonus from a dragonbone pistol increases the caster level of a spell used with it in the same way a power staff would, and the bonus from a staff does not stack with the bonus from this weapon.
Construction Requirements
Smith Magical Weapons and Armor, Enhancement sphere, Destruction sphere, Fire Blast; Cost 17,300 gp

Energy Sword

Cost 12,000 gp
Type one-handed melee; Proficiency exotic; Weight 1 lbs.
Damage 1d8 (Small), 1d10 (Medium); Damage Type E and F; Critical 19-20/x3
Range —; Capacity 10; Usage 1 charge/10 minutes

Description
When activated, an energy sword’s ornate handle projects a quantum field that contains energized plasma in a 2- to 3-ft.-long “blade.” Attacks made with an energy blade resolve as touch attacks. Half the damage it deals is electricity and the other half is fire. This damage bypasses resistance to fire and electricity, but not immunity. Creatures which are immune to fire or electricity take half damage from an energy sword and creatures immune to both take no damage. When the wielder attacks an object, damage from an energy sword ignores the first 20 points of hardness and its damage is not halved (even though energy damage is usually halved when applied to objects). Thanks to its quantum containment, an energy sword deals half damage against incorporeal creatures, despite not being a magical weapon.

Ghost Grip Gauntlets

Aura moderate Death; CL 10
Price 30,304 gp; Weight 1 lb.
Description
These +1 cold iron ghost touch gauntlets allow the wearer to ignore the immunity to tripping and grappling granted by the incorporeal property. The wearer may treat attacks made with these gloves as unarmed strikes if beneficial.
Construction Requirements
Smith Magical Weapons and Armor; Warp sphere, Price 15,304 gp

Horror’s Ruin

Price 1,375 gp; Slot none; CL 3rd; Weight 20 lb.; Aura moderate Fate; Scaling wonder
This articulately made cane unsheathes a masterwork sword cane pistol made of mithril.
5th Level – 3,375 gp: The blade portion of the weapon gains a +1 enhancement bonus.
7th Level – 7,625 gp: The pistol portion gains a +1 enhancement bonus. In addition, once per round the pistol will reload itself after it has been shot, if commanded to do so as a free action.
9th Level – 13,625 gp: The blade gains the greyflame weapon special.
11th Level – 19,625 gp: The pistol gains the distance weapon special.
13th Level – 39,625 gp: The blade gains the ghost touch weapon special; The pistol gains the Reliable weapon special.
15th Level – 67,625 gp: The blade gains the undead bane weapon special. The pistol gains the aberration bane weapon special.
17th Level – 103,625 gp: Both the blade and the pistol gain the evil outsider bane weapon special. The pistol if commanded to reload itself, will proceed to do so for the entire round (not just once).
Construction Requirements
Cost 51,812 gp; Feats Smith Magical Weapons and Armor; Spells Enhancement sphere, Fate sphere

Name Cost Dmg (S) Dmg (M) Crit Range Misfire Capacity Weight Type
Pistol, sword cane 775 1d3 1d4 x3 10 ft. 1 (5 ft.) 1 20 lbs. B and P

Pole of Unlife

Aura moderate Death, Fate; CL 6th
Slot none; Price 32,100 gp; Weight 4 lbs.
Description
This quarterstaff is topped with a multitude of what appear to be burning wax candles, except these candles never burn out, and are as hard as steel when used in combat.

This staff functions as both a +2 grayflame quarterstaff and a death wand with 3 spell points. The staff cannot create a ghost strike, but it may reanimate a touched creature of 6 HD or less, may control a total of 12 HD of creatures at once, and has access to the Expanded Necromancy talent.

Construction Requirements
Craft Magical Arms and Armor, Craft Wand, Death Sphere, Fate Sphere, masterwork quarterstaff; Cost 15,750 gp

Pouch of Many Stars

Price 100 gp; Slot none; CL 1st; Weight 1 lb.; Aura faint Enhancement and Warp; **Scaling prize
This pouch which is usually strapped to the waist or thigh has two flaps that open from the top, which each hold a set of 5 masterwork shuriken, which may drawn as a free action. If any of these 10 shuriken strike a target or the ground (such as on a miss), become damaged, or move more than 400 ft. from the pouch, those shuriken rematerialize instantaneously inside the pouch undamaged.
3rd Level – 400 gp: The two sets of shuriken each gain a +1 enhancement bonus to attack and damage rolls.
5th Level – 1,600 gp: The enhancement bonus of the shuriken increases to +2.
7th Level – 3,600 gp: The enhancement bonus of the shuriken increases to +3.
9th Level – 6,400 gp: The enhancement bonus of the shuriken increases to +4.
11th Level – 10,000 gp: The enhancement bonus of the shuriken increases to +5.
Construction Requirements
Cost 5,000 gp; Feats Smith Magical Weapons and Armor; Spells Enhancement sphere, Warp sphere


Ammunition

Arrow, Vial

Price 5 gp; Weight 0.3 lb.
This arrow carries a small vial, large enough to carry a single dose of a contact poison, inhaled poison, formulae, liquid alchemical item, potion, oil, or dust. The vial is designed to shatter upon impact, releasing its content on or centered on the target. A vial arrow deals no weapon damage. Filling the vial requires a full-round action.

Bolt, Vial

Price 5 gp; Weight 0.3 lb.
This crossbow bolt carries a small vial, large enough to carry a single dose of a contact poison, inhaled poison, formulae, liquid alchemical item, potion, oil, or dust. The vial is designed to shatter upon impact, releasing its content on or centered on the target. A vial bolt deals no weapon damage. Filling the vial requires a full-round action.

Injector Shot

Price 15 gp; Weight 0.1 lbs.
An injector shot is a special kind of alchemical cartridge often used by bounty hunters and others who wish to subdue targets while keeping them alive. An injector shot is designed to hold a dose of injury poison, and while most injury poisons can simply be applies to a shot like any other type of ammunition, an injector shot is designed to deliver the poison through injection; an injector shot deals nonlethal damage instead of lethal damage in addition to delivering the poison. Filling an injector shot requires a full-round action.

Living Crystal Bullet

Aura moderate Destruction; CL 9th
Slot none; Price 160 gp; Weight
Description
This +1 firearm bullet deals normal damage, but when it hits a creature or object, it spreads quickly, covering the target in crystal. The target must make a DC 14 Reflex save or be entangled and immobilized as by a caster level 9th crystal blast.
Construction Requirements
Craft Magic Arms and Armor, Destruction sphere, Crystal Blast; Cost 80 gp

Shatter Shot

Price 15 gp; Weight 0.1 lbs.
A shatter shot is a special type of alchemical cartridge designed to hold a single dose of a contact poison, inhaled poison, formulae, liquid alchemical item, potion, oil, or dust. The shatter shot is designed to shatter upon impact, releasing its content on or centered on the target. A shatter shot deals no weapon damage. Filling the vial requires a full-round action.

Splatter Shot

Price 25 gp; Weight -
A splatter shot is a special type of alchemical cartridge designed for firearms with the scatter weapon quality. A splatter shot is designed to hold 2 doses of a contact or injury poison; if only loaded with one dose or a dose from 2 different poisons, it is ineffective. When fired, every target damaged by the scatter shot are also affected by the included poison. Filling a splatter shot requires a full-round action.


New Weapon Properties

Arcing

This special ability can only be placed on ranged weapons.

You may alter the trajectory of your attack once when making a ranged attack with an arcing weapon. Rather than having your attack travel in a straight line, you may have it make a single turn of up to 90 degrees, and determine the effects of cover from the square in which your attack turns. You may even use this to attack a target that would normally be behind total cover. However, you still determine line of sight from your own square, suffering concealment normally.

Faint transmutation; CL: 5th; Craft Magical Arms and Armor, Telekinesis Sphere; Price: +1 Bonus

Attendant

This enchantment can be applied to any handheld magic item, including weapons, shields, or staves.

An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function.

Faint transmutation; CL: 5th; Craft Wondrous Item, Telekinesis Sphere, Call to Hand; Price: +1,000 gp

Avalanche

This enhancement can only be placed on a nonlight melee weapon. Like the avalanche of a mountain, avalanche weapons apply the power of momentum from the wielder’s full body to the attack instead of its Strength. A wielder of an avalanche weapon can choose to apply her Constitution modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Moderate Enhancement; CL 7th; Craft Magic Arms and Armor, physical enhancement; Price +1 bonus.

Blast Vessel

A blast vessel weapon may be imbued with a blast type talent that the wielder possesses as a standard action. Once imbued, it deals 1 die of bonus damage, with die size, damage type, and additional effects as appropriate to the blast type. The weapon keeps this blast type for 24 hours or until another blast type is imbued. The save DC of any additional effects are equal to that of the creature imbuing the weapon. Blast type talents that carry an SP cost cannot be imbued.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, Destruction sphere; Price +2 bonus

Blood Dowsing

Aura faint Divination; CL 5
Slot weapon; Price +6,000 gp; Weight -
Description
This weapon special ability may be applied to any melee weapon. Whenever a blood dowsing weapon is used to deal damage to a creature, as a free action the wielder may attune the weapon to the damaged creature. A willing creature can be attuned by using the weapon to inflict 1 point of damage on themselves.

Once attuned, the wielder can spend a full-round action to have the weapon point in the direction of the attuned creature. This effect has a range of 1 mile per point of enhancement bonus of the weapon. A blood dowsing weapon may be attuned to a number of creatures equal to its enhancement bonus; if the wielder attempts to attune additional creatures beyond this limit, he may choose which previously attuned creature to become unattuned. This is a (divine) effect but is not blocked by wood or stone, though is still blocked by lead.

Any creature that wields the weapon becomes aware of the creature type and age of any attuned creatures as well as how long ago they were attuned, but not any further information.
Construction Requirements
Smith Magical Weapons and Armor, Divination Sphere, Dowsing; Price +3,000 gp

Conscription

A conscription weapon forces enemies to become allies, often turning the tide of battle in wars where such weapons are common. Creatures who take damage from conscription weapons must make a DC 17 Will save. Failure means that the creature must cease attacking the weapon’s wielder or known allies of the weapon’s wielder. The creature is then under the influence of the Command charm’s powerful variant, as if cast by the wielder of the sword. This control lasts for 12 rounds, but the creature may make a saving throw at the end of its turn every round to try and shake off the effect. Similarly, if the sword leaves the wielder’s possession, the effect immediately ends. When the weapon successfully conscripts a creature in this fashion, the weapon’s power can’t be used again for 1d6+1 rounds.

Construction Requirements: Craft Magic Arms and Armor, Mind sphere, the Command talent, the Powerful Charm talent; Price +3 bonus

Courageous

Price +1 bonus; Aura faint Mind; CL 3rd; Weight

This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1).

Construction Requirements
Craft Magic Arms and Armor; Mind sphere; Cost +1 bonus

Crackling

While wielding a crackling weapon in precipitation of severity level 4 or higher, the wielder may hold it aloft as a full-round action, causing the weapon to be struck by lightning. For 1 round per enhancement bonus, attacks with the weapon deal an extra 1d6 lightning damage per severity level above 3, to a maximum of 1d6 per +1 enhancement bonus the weapon has.

Construction Requirements: Craft Magic Arms and Armor, Weather sphere, Lightning Lord; Cost +2,500 gp, CL: 5th

Decisive

This property may only be applied to melee weapons. As a standard action, the wielder of this weapon may make an attack on a creature not native to the current plane of existence. If the attack hits, in addition to normal damage, the outsider must make a Will saving throw against a DC equal to 10 + 1/2 the Hit Dice of the attacker + their Charisma modifier. If they fail, they are forced to return to their home plane of existence. If the attack is a critical hit, they must save against this ability twice. Source: The Abjurer's Handbook

Construction Requirements: Craft Arms and Armor, Protection sphere; Price +2 bonus

Destructive Focus

A destructive focus weapon allows the wielder to transfer the weapon’s enhancement bonus to the destructive blasts of the wielder. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus, either to his attack with the weapon or his destructive blast. The bonus to the destructive blast lasts until the weapon’s wielder’s next turn. The enhancement bonus from the weapon applies to attack rolls and damage of the destructive blast.

Faint evocation; CL 5th; Craft Magic Arms and Armor, Destruction sphere; Price +1 bonus

Destructive Focus, Greater

A greater destructive focus functions as a destructive focus weapon, but half of the transferred enhancement bonus also applies to save DCs of the destructive blast.

Moderate evocation; CL: 10th; Craft Magic Arms and Armor, Destruction sphere; Price +2 bonus

Dimensional

Aura faint Warp; CL 5
Slot weapon; Price +4 bonus; Weight -
Description
A dimensional weapon warps space, allowing it to slash through two places at once. Whenever a dimensional weapon is used to make an attack action, it can issue the same attack against another creature standing within 5 ft. of the intended target; attack rolls are applied to both targets, though damage is rolled separately.
Construction Requirements
Smith Magical Weapons and Armor, Warp Sphere, Quick Teleport

Dispelling

The wielder of a dispelling weapon may store a spell point or dispel magic spell into the weapon, as if using a spell storing weapon. Just as with a spell storing weapon, the wielder may expend the spell or spell point to perform a targeted dispel against a target damaged by the weapon. However, the MSB check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. This bonus also applies to a magus’s dispelling strike arcana or a barbarian’s spell sunder or sunder enchantment combat maneuver check.
Construction Requirements
Smith Magical Weapons and Armor, Life Sphere, Cost +1 bonus

Dispelling Burst

A dispelling burst weapon functions like a dispelling weapon but may store greater dispel magic spells or up to 2 spell points, which may be spend jointly as if using the Improved Counterspell feat. In addition, the spell or spell point may be discharged when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon’s enhancement bonus or the weapon’s critical multiplier (whichever is higher).

If a dispelling burst weapon confirms a critical hit while it is not currently storing a spell point or dispel magic or greater dispel magic spell, yet if the wielder has the Counterspell feat or either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action or place 1 or 2 spell points into the weapon as a swift action, and then immediately discharge it into the target as a free action.
Construction Requirements
Smith Magical Weapons and Armor, Life Sphere, Cost +2 bonus

Entangling

When a weapon with this enhancement scores a critical hit on a target, it also bestows the entangled condition to that target. A creature entangled by this ability may, on its turn, attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to 15 + twice the weapon’s enhancement bonus. The entangled condition ends on it’s own after 1 minute.

Moderate Nature; CL 5th; Craft Magic Arms and Armor, entangle; Price +1 bonus.

Fey-Forged

This enhancement can only be placed on a light or one-handed melee weapon. A wielder of a fey-forged weapon can choose to apply her Charisma modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed light weapons nor reduced for off-hand weapons. If a fey-forged weapon is used to attack a creature with the fey creature type, the attacker suffers a -2 penalty to attack rolls and damage rolls.

Moderate Enhancement; CL 7th; Craft Magic Arms and Armor, mental enhancement; Price +1 bonus.

Flying

This special ability can only be placed on thrown weapons. When you make a full attack, you may direct a flying weapon to perform as many of those attacks as you desire. A flying weapon can focus all of your attacks on a single target, or may move up to its range increment between each attack. At the end of your full attack action it drops in the square it made its last attack in.

Faint transmutation; CL: 5th; Craft Magic Arms and Armor, Telekinesis Sphere, Dancing Weapon, Mobile Bludgeon; Price: +1 Bonus

Fortuitous

This special ability can be placed only on melee weapons. A fortuitous weapon grants the wielder more attacks of opportunity. Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a –5 penalty.

Moderate transmutation; CL: 8th; Craft Magic Arms And Armor, haste; Price: +1 bonus

Howling

While wielding a howling weapon in Wind of severity level 3 or higher, the wielder may hold it aloft as a full-round action. All creatures within 10 ft. + 10 ft. per Wind severity level above 3 must make a saving throw against a DC of 10 + 1/2 the wielder’s HD + the Wind severity level or become frightened for 1 round.

Construction Requirements: Craft Magic Arms and Armor, Weather sphere, Wind Lord; Cost +1 bonus, CL: 5th

Hungry

Aura faint Alteration; CL 5
Slot weapon; Price +1 bonus; Weight -
Description
This enchantment can only be placed on a melee weapon or a piece of ammunition. A hungry weapon has been enchanted with a mouth; when this weapon strikes a target, the weapon bites and tears its flesh. A hungry weapon deals bludgeoning, piercing, and slashing damage. Additionally, the hungry weapon can roar and snarl, granting the wielder of the hungry weapon a circumstance bonus to Intimidate checks equal to the enhancement bonus of the hungry weapon.
Construction Requirements
Smith Magical Weapons and Armor, Alteration Sphere, Object Transformation

Hypochondriac

Injuries made by this weapon seem worse than they actually are. Creatures damaged by this weapon take nonlethal bleed damage equal to twice the weapon’s enhancement bonus. Unlike normal bleed damage this can only be ended if the creature makes a Will save DC 15 + the weapon’s enhancement bonus. Afflicted creatures are allowed a save every time they take damage from this effect.

Faint Illusion or Faint Mind; CL: 5th; Price: +1 Bonus

Invisible

Invisible weapons can only be seen by creatures making physical contact with the weapon, or if no creature is making physical contact with the weapon. Being stowed in a worn pocket, bag, sheath or similar arrangement counts as physical contact for the purpose of this enhancement. Once per round as part of the action required to make an attack invisible weapons deny their targets their Dexterity bonus to AC. This enhancement interacts with spells and sphere effects as the glamer version of Invisibility when cast upon an object.

Moderate Illusion (Concealed Aura MSD 19); CL: 8th; Price: +3 bonus (+4 for firearms)

Phasic

Aura faint Warp; CL 5th; Price +2 bonus
A weapon with this special ability can bend its way through space, bypassing barriers between itself and its target. Attacks from this weapon bypass all cover. If the attacker cannot see the target on the other side of the cover, then the attack suffers a 50% miss chance as if the target were invisible. Only a single object that provides cover can be bypassed by a weapon with this special ability, with a thickness of no more than 2 ft. (thus, while a bow with this enhancement could fire through a wall to hit a target on the other side, it could not bypass an entire house, which contains several walls).
Construction Requirements
Craft Magic Arms and Armor; Warp sphere; Cost +2 bonus

Plasma Blade

Aura moderate creation; CL 9th
Slot weapon; Price +3 bonus; Weight

Description
A plasma blade weapon has its significant portion transformed into magical energy, this reduces the weight of the weapon by 80% and the weapon deals half electric and half fire damage though it uses the base weapon’s damage dice, critical threat range, and critical multiplier. Treat this damage as an energy sword’s, bypassing electric and fire resistance but not immunity.

Special: Any effect which would allow Brilliant Energy (+4) to be added to a weapon (for example, the ethereal equipment arsenal trick) can also be used to add Plasma Blade (+3) to a weapon instead.

Construction Requirements Craft Magic Arms and Armor, Creation sphere, Expanded Materials: Plasma Production; Price

Preventative

Whenever you hit a creature with this weapon, you receive a circumstance bonus to your AC against that creature equal to this weapon’s enhancement bonus for 1 minute or until you strike a different creature. Source: The Abjurer's Handbook

Construction Requirements: Craft Arms and Armor, Protection sphere; Price +1 bonus

Radiant Edge

This special ability may only be placed on melee weapons. A radiant edge weapon projects deadly light from its edge when wielded correctly, allowing its wielder to make attacks as if their reach was 5 ft. longer than normal. However, it takes specific motions and precise setup to use this effectively and so this does not increase the wielder’s threatened area, only their reach when making attacks on their own turn.

In addition, you can use a radiant edge weapon much like a torch. It sheds normal light in a 20 ft. radius and increases the light level for an additional 20 ft. by one step, up to normal light. You may turn this light on or off as a free action.

Faint evocation; CL: 5th; Craft Magical Arms and Armor, Light sphere; Price: +2 Bonus

Sail Torch

Aura faint Destruction; CL 5
Slot weapon; Price +500 gp; Weight -
Description
This enchantment makes siege weapon ammunition more effective against sails and rigging, creating a burst of flame upon striking its target to ignite what it does not tear apart. This enchantment may be applied to a single piece of siege weapon ammunition. Upon striking a target the ammunition releases a burst of flame, which deals 3d6 fire damage in a 15 ft. burst. Any creature or object that takes damage must make a DC 12 Reflex save or catch fire, taking 1d6 fire damage per round. This fire damage ignores the hardness of normal sails and rigging.
Construction Requirements
Distill Compound, Destruction sphere, Explosive Orb, Fire Blast; Price +250 gp

Shade-Hexed (5,000 gp)

A shade-hexed weapon feeds on darkness and is more powerful when wielded inside it, but is weaker when in areas of illumination. When in areas of darkness, shade-hexed weapons gain a +1 to their enhancement bonus, but they suffer a -1 to their enhancement bonus when wielded in areas of bright light. In areas of dim light or normal light their enhancement bonus is unchanged. A shade-hexed weapon with an effective enhancement bonus of 0 no longer counts as a magic weapon for bypassing damage reduction, but retains its +1 bonus to hit as a masterwork weapon.

Shadowstrike

Shadowstrike weapons allow you to assail unaware targets through their shadows. Attacks against flanked targets or targets denied their Dexterity bonus to AC resolve as touch attacks. Any creature damaged by such an attack becomes immune to this weapon ability regardless of source for 1d4 rounds.

Moderate Illusion or Moderate Dark CL: 8th; Price: +2 bonus (melee weapon) or +3 bonus (ranged weapon or ammunition)

Shadow Wake

Shadow wake weapons leave a short lived trail of unstable shadowstuff when used in an attack. This quasi-real energy deals an additional 1d6 nonlethal damage. If an attack with a shadow wake weapon misses but would have hit the touch AC of the target the target still takes 1d6 nonlethal damage.

Faint Illusion; CL: 5th; Price: +1 bonus

Skeptical

Skeptical weapons help their wielder combat magical trickery. The wielder adds the weapon’s enhancement bonus to Will saves and MSD against illusions as well as opposed skill checks against skills augmented by illusion magic. Attacks made with a skeptical weapon also attempt to make a dispel check against against all illusions within 10 ft. of the target with a MSB equal to 5+ twice the weapon’s enhancement bonus.

Moderate Divination; CL: 8th; Price: +1 bonus

Spell Stealing

This special ability can only be placed on melee weapons. A spell stealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which magical effects are active upon the target. The wielder may then make a magic skill check to steal her choice of one of those effects, using the spell stealing weapon’s caster level plus its enhancement bonus against the effect’s MSD. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spell stealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional effect per additional multiple beyond x2 (two effects for x3, and so on).

Smith Magical Arms and Armor, Destruction Sphere; Cost +3 Bonus

Spell Storing

A spell storing weapon allows a caster to store a single targeted sphere effect that does not cost a spell point, or a spell of up to 3rd level, in the weapon itself. (The spell or sphere effect must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the sphere effect or cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that creating a magical effect from an item takes at least as long as creating the magical effect normally.) Once the spell or sphere effect has been cast from the weapon, a caster can cast another targeted spell or sphere effect into it that fits the criteria listed above. The weapon magically imparts to the wielder the name and nature of the spell or effect currently stored within it. A randomly rolled spell storing weapon has a 50% chance of having a magic effect stored in it already. This special ability can only be placed on melee weapons.

A spell storing weapon emits a strong aura of the Destruction sphere, plus the aura of the spell or sphere effect currently stored.

Smith Magical Arms and Armor, Destruction Sphere; Cost +1 Bonus

Tenebrous (4,000 gp)

A tenebrous weapon can be stored in your shadow as if you possessed the Shadow Stash talent. It may be stored and retrieved at any time at the same action cast as drawing the weapon normally. If you already possess the Shadow Stash talent, you may store or retrieve it as a free action. Weapons with the tenebrous quality can be used to make disarm or sunder attempts against items stored in a Shadow Stash.

Thirsty

This weapon special ability can be applied to any melee weapon that deals piercing or slashing damage. When confirming a critical hit with a thirsty weapon against a creature that is not immune to bleed damage, the wielder may cause the weapon to absorb a portion of the creature’s blood as a free action. The wielder may instead expend a blood point from the Reservoir feat to fill the weapon as a full-round action. This stored blood counts as having a blood point as per the Reservoir feat and may be spent per that feat. A thirsty weapon may store a number of blood points equal to its enhancement bonus. Blood points stored in the weapon last indefinitely.

Aura faint Blood; CL 5; Price +1 bonus

Umbral Edged

An umbral edged weapon’s blade is particularly effective at severing a target’s shadow. A creature using an umbral edged weapon only has to threaten a critical hit in order to activate the shadow theft ability rather than successfully confirm a critical threat.

Price: +1 bonus

Wiki Note: Other information on enchanting with this effect was not provided. We suggest Craft Magical Arms and Armor as the feat, CL 5th, and the Dark sphere as a prerequisite.

Wild Critical

A confirmed critical hit with a wild critical weapon increases the target’s wild magic chance by 100% for a number of rounds equal to its enhancement bonus.

Faint fate, CL 5th; Craft Magic Arms and Armor, Fate sphere; Cost +1 bonus

Wild Fang

Weapons with this special ability usually appear to have claw, horn, or antler worked into their hilts or shafts. The bearer of a weapon with this ability may apply any enhancement bonus or other magic properties of this weapon to a single natural weapon while in a wild shape or under the effects of the Alteration sphere’s shapeshift and the chosen natural weapon can bypass material based DR as if it was made of the same material as the weapon. While the bearer is in a wild shape or shapeshift, the weapon cannot be seen. Ranged weapon properties do not apply to melee natural attacks and melee weapon properties do not apply to ranged natural attacks.

Faint transmutation; CL: 5th; Craft Magic Arms and Armor, baleful polymorph or Alteration sphere; Cost +1 bonus

Windblast

On a successful critical hit with a windblast weapon, the wielder may make a bull rush attempt as a free action against the target and every creature in a 15-ft. cone originating from the wielder that includes the target. This bull rush is made at range, does not provoke an attack of opportunity, nor can the wielder move with the target. The weapon’s enhancement bonus, along with any feats or talents the wielder has that modify bull rushes, applies to the bull rush. This special ability may only be added to melee weapons.

Construction Requirements: Craft Magic Arms and Armor, Weather sphere, Squamish; Cost +2 bonus, CL: 5th


Artifact Weapons

Finis

"Hello! Would you like to DESTROY EVIL?!"

Aura overwhelming Destruction; CL 20
Slot none; Cost -; Weight 8 lbs

Statistics
Alignment neutral; Ego 20
Senses 60 ft.
Int 6, Wis 10, Cha 22
Communication telepathy (all languages)

Description
Upon first inspection, Finis is a pure black greatsword in a silver sheath. When sheathed, Finis functions as a normal greatsword and can be wielded without any penalty, although it deals bludgeoning damage instead of slashing or piercing damage.

When drawn, all attacks made with Finis resolve against touch AC. A living target takes no damage; the creature instead must pass a DC 25 Fortitude save or be rapidly reduced to black smoke, killing it instantly. Against non-living targets, Finis instead deals bonus damage equal to three times its wielder’s base attack bonus. When drawn from its sheath and each round it remains drawn, Finis drains 1d4 spell points or twice that number in spell levels from the wielder. If the wielder lacks sufficient spell slots or spell points, 2 Constitution damage per round is instead dealt to the wielder. The costs of wielding the sword doubles every 1d6 rounds.

If not in the possession of a Good creature (even if simply set on the ground in an open area), any creature of non-Good alignment within 60 ft. of Finis must make a DC 20 Will save each round at the start of its turn or be compelled to attempt to take the sword. Finis will attempt to overwhelm the mind of any such creature, forcing it to slay every creature that has failed a save against this ability. Once there are no more such creatures, Finis will force the wielder to kill itself.

Destruction
A wielder of a Good alignment must bear Finis for 50 years without drawing it, after which the item loses all power.


Wiki Weapons

The following weapons were created by the Wiki or by members of the community, using the guidelines presented in Spheres of Power.

Hammer of the Tunnel Defender

This +3 Preventative Warhammer is emblazoned with the symbol of a Dwarven Protector and functions with whoever wields it, but whispers a war chant into the ears of any Dwarf that holds it and makes its powers known immediately.

As a standard action three times per day, the Hammer of the Tunnel Defender can create a stone wall up to 30 feet wide, ten feet tall, and one inch thick, extending no more than 30 feet from the user in either direction. This wall persists for 3 rounds. This wall must be made adjacent to the wielder, and can include a 5-foot hole if they so please.

Cost: 48,512 GP

Construction Requirements
Craft Arms and Armor, Craft Wondrous Item, Creation Sphere, Expanded Materials; Cost 24,256 GP


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