Weapons
Table of Contents
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Note: Some weapons require flash shards for upgrades. For more information about these, see the Marvelous Items page.


Weapons

Alfur Vendi [TS]

Aura strong Nature; CL 12th
Slot none; Price 80,320 gp; Weight 3 lbs.

This +3 fey-forged wooden dueling sword is difficult to master, but also a popular choice among agile and charismatic magic warriors who have the traits required for getting the most from it. It’s particularly popular among elite elven warriors, who often carve the sword by hand as part of the long process of making it. Unlike regular dueling swords, the alfur vendi deals bludgeoning damage due to the difficulty of properly sharpening its edge. In addition to its regular weapon traits, this weapon is a +4 Nature implement that helps spherecasters gather and control their powers.

Construction Requirements
Smith Magical Weapons And Armor, Craft Implement Of Power, Enhancement sphere (Mental Enhancement (enhance)), Nature sphere; Cost 40,160 gp

Banishing Blade [TS]

Aura faint Protection; CL 5th
Slot none; Price 18,315 gp; Weight 3 lbs.

Light and easy to handle, these +1 decisive gladiuses are often used to help repel extraplanar creatures in cases where outright defeating them would take more time and be more dangerous.

Construction Requirements
Smith Magical Weapons And Armor, Protection sphere, Cost 9,157.5 gp

Banishing Blade, Greater [TS]

Aura faint Protection and strong Enhancement; CL 12th
Slot none; Cost 86,315 gp; Weight 3 lbs.

More expensive but also noticeably more powerful than their lesser cousins, these +3 decisive gladiuses also bestow a +6 enhancement bonus to Charisma upon their wielders, helping to maximize the chance of banishing extraplanar creatures away from the material realm. Rumors exist of banishing blades that also have the keen enchantment, though most people who specialize in using this weapon prefer to focus their training on achieving critical hits without needing to rely on weapon enchantments.

Construction Requirements
Smith Magical Weapons And Armor, Forge Charm, Enhancement sphere (Mental Enhancement (enhance)), Protection sphere; Cost 43,157.5 gp

Banner of the Saints [TS]

Aura moderate Protection; CL 5th
Slot none; Cost 28,505 gp; Weight 9 lbs.

This +1 holy mithral longspear has a gleaming banner tied to its end. Once per day, as an immediate action, a creature can activate the banner of the saints to create a ward that repels magic. This functions as the Spell Ward (aegis, ward) talent of the Protection sphere, but instead of attempting a check against your MSD, creatures must attempt a check against a DC of 10 + your character level. This ward remains for one round per caster level of this item.

Flask Shard Effect: Increase the CL of this item to the next increment of 5, increase its enhancement bonus by +1, increase the number of times the Spell Ward can be used each day by 1, and increase the DC to overcome the spell ward by 2. At +2, this item becomes a minor artifact. Flask Shard Limit: +4

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Fate sphere (Align Object (word)), Protection sphere (Spell Ward (aegis, ward)); Cost 14,252.5 gp

Barbarian’s Furry [Jester's HB]

“Oho? What’s this?” -Yarsgall, the Furred King
Aura faint Alteration; CL 6th
Slot weapon; Price 18,500 gp; Weight 10 lbs.

Barbarian’s furry is a +2 battleaxe adorned in furs and skulls which brings out the inner beast of its victims. Twice per day, when the wielder of barbarian’s furry deals damage to a creature with an attack action, the wielder can choose to activate its secondary effect. The target must succeed at a DC 13 Will save or be affected by a shapeshift, gaining the Animalistic Transformation and Bestial Mind trait, and must succeed at an additional DC 13 Will save or be affected by the Bestial Mind trait. This shapeshift lasts 6 minutes. The barbarian’s furry’s ability cannot be used alongside other strike talents.

Construction Requirements
Smith Magical Weapons and Armor, Craft Marvelous Item, Alteration sphere (Animal Mind, Animalistic Transformation (transformation), Transforming Strike), Beast Soul (drawback) Fleshwarper (drawback); Cost 9,250 gp

Blade of the Inspiring Herald

Aura strong Mind; CL 14th
Slot none; Price 98,000 gp; Weight 4 lbs.

Description
A fine steel blade with gold filigree inlaid at the handle bearing a crest from a noble house, 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 Implement Of Power, Mind sphere; Cost 49,000 gp

Blasting Stick [TS]

Aura faint Destruction; CL 5th
Slot none; Price 9,300 gp; Weight 3 lbs.

This long, thin +1 destructive focus elysian bronze club has ornate runes carved down its length that glow and smolder when the wielder casts a spell. Casters with the Destruction sphere may upgrade this weapon’s enhancement bonus or improve its special ability to the greater destructive focus ability as if they possessed the Smith Magical Weapons And Armor feat, but their base caster level (not counting any bonuses, such as from implements or class abilities) must be at least 3x the total enhancement bonus. This cannot be bypassed by raising the DC of the Spellcraft check to finish crafting. Casters must also provide the appropriate amount of additional crafting materials to upgrade this item; this item counts as half its total value in crafting materials and may be used normally throughout the crafting process. (For example, upgrading the blasting stick to a +2 weapon, which gives it +3 total bonus, changes its base cost from 9,300 gp to 19,300 gp and requires an additional 5,000 gp in materials, a caster level of 9, and 10 days of crafting to complete.)

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere; Cost 4,650 gp

Bow of Order [TS]

Aura moderate Fate; CL 9th
Slot none; Price 35,100 gp; Weight 3 lbs.

This +1 axiomatic composite longbow (Str +5) is a favored tool of lawmen who hunt chaotic individuals or outsiders, and many pay to enhance it further. Three times per day, when you or one of your allies within 45 feet is making an attack roll, skill check, ability score check, or saving throw, you may activate the bow of order as an immediate action to allow them to make the roll twice and take the highest roll. You must activate this effect before the roll in question is made. You may only activate the bow of order’s reroll effect if your alignment is lawful.

Construction Requirements
Smith Magical Weapons And Armor, Fate sphere (Bless (word)); Cost 17,550 gp

Chainblade [TS]

Aura moderate Destruction; CL 4th
Slot none; Price 25,700 gp; Weight 10 lbs.

One of the most fiendishly complex (and intimidating) weapons, the chainblade is a +1 blast vessel tenebrous chainsawInv. HB in the shape of a two-handed sword that can hold three charges that let it run for up to one hour each, and they can be recharged by spending 15 minutes with it. In addition to their ability to be stored in shadows and channel destructive energies, chainblades also contain sockets to attach up to three chainblade spell engines (although only one can power the blast vessel effect at once). The price of this item includes one of these spell engines. The blast vessel effect of this weapon is inactive unless the chainblade is running, but immediately takes effect (if it has been applied that day) whenever the wielder begins running it.

Construction Requirements
Smith Magical Weapons And Armor, Craft Spell Engine, Destruction sphere (any (blast type) talent); Cost 12,850 gp

Chainblade Spell Engine [TS]

Aura faint Destruction; CL 2nd
Slot special; Price 1,000 gp; Weight 2 lbs.

Chainblade spell engines are small, disc-shaped spell engines of the Destruction sphere that contain a single (blast type) talent. However, these items can only be used to activate the blast vessel special weapon ability on a weapon designed to use them and cannot be used to cast effects independently. Using a chainblade spell engine requires a DC 20 Use Magic Device check unless the user has the Destruction sphere.

Construction Requirements
Craft Spell Engine, Destruction sphere (any (blast type) talent); Cost 500 gp

Claw of Chaos [TS]

Aura moderate Fate; CL 9th
Slot none; Price 25,502 gp; Weight 3 lbs.

This +1 anarchic tekko-kagiUE is a flexible piece of equipment favored by warriors who have erratic combat styles. Three times per day, when a creature within 45 feet succeeds at a saving throw, skill check, or ability check, or hits with an attack, you may activate the claw of chaos as an immediate action to force them to reroll the saving throw, skill check, ability check, or attack roll. However, starting after the reroll, they gain a +4 bonus to that category of roll until they succeed at another such saving throw or check or, if they reroll an attack roll, until they hit with another attack. Succeeding on the rerolled saving throw or check or hitting with the rerolled attack does not end this effect. You may only activate the claw of chaos’s reroll effect if your alignment is chaotic.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Fate sphere (Align Object (word), Borrow Trouble (word)); Cost 12,751 gp

Commander’s Blade [TS]

Aura faint War; CL 3rd
Slot none; Price 18,322.5 gp; Weight 3 lbs.

This +1 adamantine gladius has ornate gold decorations covering its broader sides, making it as much a work of art as a weapon of war. Three times per day, when an enemy misses an ally within 520 feet (including yourself) with a melee attack, you may spend an immediate action to allow that ally to make an attack with a natural or manufactured weapon against the enemy that missed them. If the attack hits, the ally gains a +4 dodge bonus against that enemy until the end of their next turn. If the ally was flat-footed against the enemy, they are no longer flat-footed, unless they are somehow immobilized or the attacker successfully feints after the counterattack.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, War sphere (Counterattack (rally)); Cost 9,161.25 gp

Crystal Laser Axe [TS]

Aura moderate Light; CL 6th
Slot none; Price 33,810 gp; Weight 6 lbs.

This +2 radiant edge blood crystalUE battleaxe can project deadly light in combat, allowing its wielder to reach foes who are farther away. When bleeding foes are struck this way, the blood crystal at the weapon’s core draws the target’s blood up through the light, creating bright red lines in its radiant edge and briefly increasing the intensity of its glow when the blood reaches the crystal. The wielder may activate or deactivate the radiant edge effect as a free action during their turn.

Construction Requirements
Smith Magical Weapons And Armor, Light sphere; Cost 16,905 gp

Devouring Axe [TS]

Aura faint Alteration And Blood; CL 5th
Slot none; Price 18,310 gp; Weight 6 lbs.

This +1 hungry thirsty battleaxe actively tries to devour enemies in combat, greedily tearing at their flesh and drinking their blood. It often acts much tamer around masters who feed it regularly, and while most casters swear it is not actually intelligent (or alive), wielders often treat it like a pet.

Construction Requirements
Smith Magical Weapons And Armor, Alteration sphere (Object Transformation (transformation)), Blood sphere; Cost 9,155 gp

Dragonbone Pistol

Aura moderate Enhancement; CL 10th
Slot weapon; Price 33,300 gp; Weight 4 lbs.

Description
A dragonbone pistol 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 magical sphere effects 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 an implement would, and the bonus from an implement does not stack with the bonus from this weapon.

Construction Requirements
Smith Magical Weapons And Armor, Craft Implement Of Power, Destruction sphere (Fire Blast (blast type, fire)), Enhancement sphere; Cost 17,300 gp

Duelist’s Rapier [TS]

Aura faint Protection; CL 5th
Slot none; Price 32,320 gp; Weight 2 lbs.

Normally used only by the wealthiest duelists, this +3 preventative rapier helps defend its bearer after striking a foe, and that can make all the difference in a serious duel between two nearly-matched competitors. Lesser (+1/18,320 gp) and greater (+5/72,320 gp) versions exist, though the weaker effect of lesser versions makes them less popular and the sheer cost of greater versions often keeps them out of reach.

Construction Requirements
Smith Magical Weapons And Armor, Protection sphere; Cost 16,160 gp

Elemental Blade [TS]

Aura faint Destruction; CL 5th
Slot none; Price 53,018 gp; Weight 4 lbs.

While they take extensive training to use, these +1 corrosive flaming frost shock adamantine falcata can strike foes with a barrage of elemental damage to pinpoint their weakness. As each element can be disabled separately, users are rarely at risk of benefiting their foes.

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere (any four (blast type) talents that deal acid, cold, electricity, and fire damage); Cost 26,509 gp

Elemental Blade, Greater [TS]

Aura strong Destruction; CL 12th
Slot none; Price 203,018 gp; Weight 4 lbs.

Usually spoken of only in reverent whispers, greater elemental blades are +1 corrosive burst flaming burst icy burst shocking burst thundering adamantine falcata. While they act like their lesser cousins most of the times, critical hits trigger a titanic explosion of elemental damage matched by few other weapons in reality (2d10 each of acid, cold, electricity, and fire damage, 2d8 sonic damage, and the chance to deafen foes, all on top of their regular elemental damage). Only a few greater elemental blades are known to exist, and it takes a true specialist to maximize their potential.

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere (any five (blast type) talents that deal acid, cold, electricity, fire, and sonic damage); Cost 101,509 gp

Ghost Grip Gauntlets

Aura moderate Death; CL 10th
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; Cost 15,304 gp

Hammer of Expulsion [TS]

Aura faint Creation; CL 3rd
Slot none; Price 4,812 gp; Weight 5 lbs.

This +1 warhammer has a large quartz orb embedded into its side. Whenever the user would use their thunderous blows feature to sunder a creature’s natural armor or natural weapons, they may instead attempt to reduce a creature’s deflection bonus to armor class (as if sundering natural armor) or enhancement bonuses (as if sundering natural weapons), subject to the same limits on reductions described in the thunderous blows feature.

Construction Requirements
Smith Magical Weapons And Armor, Creation sphere; Cost 2,406 gp

Horror’s Ruin

Aura moderate Fate; CL 3rd; Scaling wonder
Slot none; Price 1,375 gp; Weight 20 lbs.

Description
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 ability.
11th Level – 19,625 gp: The pistol gains the distance weapon special ability.
13th Level – 39,625 gp: The blade gains the ghost touch weapon special ability. The pistol gains the reliable weapon special ability.
15th Level – 67,625 gp: The blade gains the undead-bane weapon special ability. The pistol gains the aberration-bane weapon special ability.
17th Level – 103,625 gp: Both the blade and the pistol gain the evil-outsider-bane weapon special ability. The pistol if commanded to reload itself, will proceed to do so for the entire round (not just once).

Construction Requirements
Smith Magical Weapons And Armor, Enhancement sphere, Fate sphere; Cost 51,812.5 gp

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

Hungering Pistol [TS]

Aura faint Death and Telekinesis; CL 5th
Slot none; Price 17,700 gp; Weight 4 lbs.

This +1 arcing revolver is excellent at striking foes behind cover, making it a favored tool of gunslingers who often find themselves fighting foes in cramped, complex areas. However, these pistols also carry the effects of a vampiric maw (see Marvelous Items), allowing gunslingers in tight quarters to harm some of their enemies while restoring their own health.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Death sphere (Greater Ghost Strike, Vampiric Strike (ghost strike)), Telekinesis sphere; Cost 8,850 gp

Inferno Blade [TS]

Aura moderate Creation and strong Destruction; CL 20th
Slot none; Price 690,975 gp; Weight 1.6 lbs.
SP 10; Range as weapon

“Craftsman, I fear you may have misunderstood me. I did not say I wanted this sword enchanted with some fire. I said I wanted it enchanted with ALL the fire. The funds you need will be in your account this evening.”

The inferno blade is a +5 flaming burst plasma blade fire-forged steelUE greatsword, though its plasma blade special ability only deals (and bypasses resistance, but not immunity, to) fire damage, rather than being half fire and half electricity. Its blade may be activated or deactivated by the wielder as a swift action; none of its other special abilities function while it is deactivated, and the blade completely disappears in this state, leaving it looking like nothing more than an ornate hilt.

The inferno blade also functions as a CL 20th Destruction spell engine with the Energy Strike (blast shape) and Searing Blast (blast type) talents, as well as the Energy Focus (fire) and Shape Focus (Energy Strike) drawbacks. The inferno blade’s wielder can activate its spell engine as part of making a single attack as a standard action, or as part of an attack action if they possess the Spell Attack feat, though they cannot activate this special ability when making attacks or attack actions faster than a standard action. The spell engine adds 10d8 fire damage to a successful strike when used, or 20d8 fire damage if the wielder spends one of its spell points.

As a standard action a wielder can activate any number of times per day, the inferno blade can unleash a torrent of fire in a 30-foot radius burst, a 75-foot cone, or a 300- foot line (Reflex DC 20 halves). This wave of power deals 20d8 fire damage to all creatures and objects in range, affects ethereal targets, and is not halved or subject to a 50% failure chance against incorporeal targets.

Rumors hotly contest the origins and purpose of this item. Some say it was crafted at the behest of an efreeti king, while others say it is part of a set of legendary elemental blades, the lost sword of an angelic general, or even the personal weapon of a harbinger of the apocalypse. Whatever the reality, there’s no denying that it is one of the most expensive weapons ever forged.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Craft Spell Engine, Creation sphere (Plasma Production (material)), Destruction sphere (Energy Strike (blast shape), Sculpt Blast (blast shape), Searing Blast (blast type), Spirit Blast); Cost 345,487.5 gp

Invisible Gun [TS]

Aura moderate Illusion; CL 8th
Slot none; Price 50,487.5 gp; Weight 1 lb.

This +1 invisible coat pistol is easy to conceal on the body, but its real value comes from the fact that most creatures besides the wielder cannot see it. More than a few adventurers have ‘pretended’ to be holding a weapon in order to trick foes into letting their guard down.

Construction Requirements
Smith Magical Weapons And Armor, Illusion sphere (Suppression (glamer)); Cost 25,243.75 gp

Iron Wall [TS]

Aura moderate Enhancement; CL 7th
Slot none and belt; Price 14,340 gp; Weight 14 lbs.

The sheer size of this +1 avalanche earth breaker’s hammer head evokes images of being smashed by something more akin to a wall than a weapon. Particularly prized by iron mage hedgewitches who have the Fortified Casting boon as part of their casting tradition, the iron wall also provides the benefits of a +2 belt of mountains, improving both the wielder’s offense with this weapon and their ability to endure blows.

Construction Requirements
Smith Magical Weapons And Armor, Forge Charm, Enhancement sphere (Physical Enhancement (enhance)); Cost 7,170 gp

Knife Wife [TS]

Aura moderate Life; CL 9th
Slot none; Price 47,902 gp; Weight 2 lbs.

This healing shiv (see Marvelous Items) is a +3 attendant living steelUE dagger. However, it is also an intelligent item, motivated to be owned by people who are eager to use it on both themselves and others. This item can be rather clingy and jealous, and it often activates its attendant power to fly towards its current owner anytime they start to get too far away from it. This knife is also known to use its diplomatic prowess to convince potential owners to pick it up and start using it… or to interject in conversations and convince potential challengers to go away.

Statistics
Alignment chaotic neutral (accepts any good, chaotic, or true neutral owners)
Int 10, Wis 10, Cha 20, Ego 9
Senses 120 ft., read languages, read magic
Languages Common
Abilities The knife wife has a +10 bonus to Diplomacy (total +15).

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Life sphere (Clarified Strike [strike], Deeper Healing); Cost 23,951 gp

Lasso of Honesty [TS]

Aura moderate Fate; CL 9th
Slot none; Price 54,300.15 gp; Weight 5 lbs.

This +3 lasso generates light with a strobe effect whenever the wielder successfully entangles a foe with it, causing it to generate light as a torch until the start of your next turn. As part of making a successful entanglement with the lasso of honesty, or as a standard action against an entangled creature, the wielder can also force the target to speak honestly as the Truth word of the Fate sphere (Will DC 13 negates). This effect may be used an unlimited number of times per day and lasts for six minutes when successful.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Fate sphere (Shrieking Strike [strike], Truth (word)); Cost 27,150.075 gp

Lucky Pistol [TS]

Aura faint Divination and Telekinesis; CL 5th
Slot none; Price 10,085 gp; Weight 1 lb.

These +1 arcing dagger pistols also function as lucky charms for their owner (see Marvelous Items), granting the ability to improve the chance of hitting a foe hidden behind cover when it is needed most.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Divination sphere (Divine Future), Telekinesis sphere; Cost 5,042.5 gp

Magebane [TS]

Aura moderate Fate; CL 6th
Slot none; Price 32,375 gp; Weight 8 lbs.

Magebanes are +2 keen wild critical falchions often carried by warriors who face a lot of spellcasters and want to disrupt their spellcasting. Magebanes have a +2 bonus to critical hit confirmation rolls.

Construction Requirements
Smith Magical Weapons And Armor, Enhancement sphere (Deadly Weapon (enhance)), Fate sphere, Cost 16,187.5 gp

Phasing Glaive [TS]

Aura faint Warp; CL 5th
Slot none; Price 38,308 gp; Weight 10 lbs.

Phasing glaives are +1 phasic glaives, endowed with the ability to strike foes straight through their cover. Twice per day, on a successful hit, a creature wielding a phasing glaive can teleport the struck creature (as the Warp sphere effect) to any location within close range (25 feet + 5 feet per 2 caster levels of this item). A Will save negates this teleport. Creatures teleported this way suffer 1d6 damage per 2 caster levels; this damage bypasses hardness, damage reduction, and energy resistance. While often considered something of a specialty weapon, warriors occasionally use these to teleport foes into prepared traps.

Flask Shard Effect: Increase this item’s caster level to the next increment of 5 and increase the number of times it can teleport a creature each day by 1. This weapon is already considered a +1 item for the purpose of flask shards, and therefore can only start its upgrade process with a +2 shard. Flask Shard Limit: +4

Construction Requirements
Smith Magical Weapons And Armor, Warp sphere (Splinter, Unwilling Teleport, Warping Strike [strike]); Cost 19,154 gp

Pole of Unlife

Aura moderate Death and 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 spell engine with 3 spell points. The staff cannot create a ghost strike, but it may reanimate a touched creature of 6 Hit Dice or less, may control a total of 12 Hit Dice of creatures at once, and has access to the Expanded Necromancy talent.

Construction Requirements
Smith Magical Weapons And Armor, Craft Spell Engine, Death sphere, Fate sphere, masterwork quarterstaff; Cost 15,750 gp

Pouch of Many Stars

Aura faint Enhancement and Warp; CL 1st; Scaling prize
Slot none; Price 100 gp; Weight 1 lb.

Description
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 be 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 feet 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
Smith Magical Weapons And Armor, Enhancement sphere, Warp sphere; Cost 5,000 gp

Pulsemage’s Glove of Channeling [Mana HB]

Aura strong Mana; CL 3rd;
Slot None; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 128,000 gp (+8), 162,000 gp (+9), 200,000 gp (+10) Weight 1lb.

Description
This special, mithral and silver laced glove allows a creature to create and empower pulse shots, as a 1st level arcanopulser. The glove is worn over one hand and pulse shots can only be created in the hand it is worn on.

The glove may be purchased with an enhancement bonus, bestowing the bonus to all attack and damage rolls made with the pulse shots. Alternatively, the glove can grant melee or ranged weapon special abilities. Special abilities count as additional bonuses for determining the market value of the gloves, but do not modify attack or damage bonuses. A pulsemage’s gloves of channeling cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10, and may not have an enhancement bonus higher than +5 (prices for gloves higher than that require any bonus above +5 to be spent on special ability bonus equivalents). A pulsemage’s gloves of channeling must have a +1 enhancement bonus to grant a weapon special ability. Ranged special abilities only apply to ranged pulse shots, and melee special abilities only apply to melee pulse shots.

An arcanopulser who utilizes this item can apply the enhancement bonuses and weapon special abilities to any pulse shots made with the hand it is worn with.

Construction Requirements
Smith Magical Weapons and Armor, Mana sphere Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10)

Pulsemage’s Glove of Protection [Mana HB]

Aura strong Mana; CL 8th;
Slot None; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10) Weight 1lb.

Description
This thick, adamantine-lined glove allows a creature to create pulse shields, as a 1st level arcanopulser. The glove is worn over one hand and pulse shields can only be created in the hand it is worn on.

The glove may be purchased with an enhancement bonus, bestowing the wearer a shield enhancement bonus to their armor class as long as the pulse shield is active. Alternatively, the glove can grant a shield special ability. Special abilities count as additional bonuses for determining the market value of the gloves, but do not grant an additional shield enhancement bonus. A pulsemage’s gloves of protection cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10, and may not have an enhancement bonus higher than +5 (prices for gloves higher than that require any bonus above +5 to be spent on special ability bonus equivalents). A pulsemage’s glove of protection must have a +1 enhancement bonus to grant a shield special ability.

An arcanopulser who utilizes this item can apply the enhancement bonuses and shield special abilities to any pulse shields made with the hand it is worn with.

Construction Requirements
Smith Magical Weapons and Armor, Mana sphere Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 32,000 gp (+8), 40,500 gp (+9), 50,000 gp (+10)

Returning Javelin [TS]

Aura faint Telekinesis; CL 5th
Slot none; Price 3,301 gp; Weight 2 lbs.

Favored by warriors and hunters of intermediate skill, this +1 attendant javelin can be hurled, summoned back, and hurled again to help take down distant foes.

Construction Requirements
Smith Magical Weapons And Armor, Telekinesis sphere; Cost 1,650.5 gp

Shadow Axe [TS]

Aura faint Illusion and Light; CL 5th
Slot none; Price 17,920 gp; Weight 12 lbs.

This +1 shadow wake greataxe has a black, slightly transparent blade, as if it is not quite real. In addition to its regular effects, this weapon also has the benefits of an invisible edge (see the chapter on Marvelous Items), granting its wielder the ability to strike harder, and at foes further away, when calling upon its power.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Illusion sphere, Light sphere (Black Light, Encompassing Light (light)); Cost 8,960 gp

Shrapnel Glove [TS]

Aura moderate Destruction; CL 10th
Slot hands; Price 34,302 gp; Weight 1 lb.

Popular with many mageknights who like to brawl in close combat, this +1 blast vessel gauntlet is excellent at channeling destructive energies. Once per day, as part of making an attack with a shrapnel glove as a standard action (or when making an attack action, if you possess the Spell Attack feat), you may trigger the shrapnel glove’s additional effect and deal an additional 10d4 slashing damage and 5 bleed damage to the creature you attacked as a barrage of tiny blades shoot out of the front of the glove. This effect ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or as magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic. If you did not strike the creature with your original attack, they avoid the additional burst of blades from the shrapnel glove.

Construction Requirements
Smith Magical Weapons And Armor, Craft Marvelous Item, Destruction sphere (Energy Strike (blast shape), Shrapnel Blast (blast type)); Cost 17,151 gp

Swallow-Slaying Sword [TS]

Aura faint Warp; CL 5th
Slot none; Price 75,050 gp; Weight 6 lbs.

The swallow-slaying sword is a +3 dimensional mithril katana with ornate decorations on both the hilt and the blade. They are especially popular with warriors who often face crowds of foes and want to cut them down more efficiently.

Construction Requirements
Smith Magical Weapons And Armor, Warp sphere (Quick Teleport); Cost 37,525 gp

Sword Of The Storm [TS]

Aura strong Creation and Weather; CL 15th
Slot none; Price 92,515 gp; Weight 4 lbs.

The sword of the storm is a +3 crackling howling windblast longsword. However, it only shows its true powers in the hands of a weather mage, because it is also a +1 Weather implement with the Greater Weather talent, though it can only be used to affect both Precipitation and Wind at the same time. Once per day, you may call upon the sword of the storm to control both Precipitation and Wind, then allow the changing weather to last for 15 minutes without concentration (without spending any spell points for these effects).

Construction Requirements
Smith Magical Weapons And Armor, Craft Implement Of Power, Weather sphere (Greater Weather, Storm Lord); Cost 46,257.5 gp

The Shiniest of Spears [TS]

Aura strong Mind; CL 20th
Slot none; Price 40,310 gp; Weight 3 lbs.

This javelin made of solid goldUC is a poor weapon (and strangely light for its size), but it is rarely used as such anyway. Rather, its true power lies in the +20 competence bonus to diplomacy it offers to any creature who carries it, courtesy of the undeniable allure of so much gold. How the small tribe that first created this weapon managed to do so is unknown, but their leader was certainly able to inspire fanatical loyalty in their followers.

Construction Requirements
Smith Magical Weapons And Armor, Forge Charm, Mind sphere; Cost 20,155 gp

Whip of Command [TS]

Aura moderate Mind; CL 10th; SP 6
Slot none; Price 30,707.5 gp; Weight 2 lbs.

A favored weapon of wealthy slavers, the whip of command is a +1 blood crystalUE scorpion whipAdv.Arm. with cruel, jagged edges. Aside from its value as a weapon, this item is a spell engine for the Mind sphere with the Charming Strike, Expanded Charm, and Powerful Charm talents, as well as five additional spell points. It also possesses the Blatant Side-Effects, Empath (Command (charm)), Lost In Translation, and Tactile Charm drawbacks, which together mean that its effects on creatures are very obvious and can only be delivered through weapon strikes.

Normally, users can only activate the whip of command’s mind control when making a single attack as a standard action, but they may also do it as an attack action if they possess the Spell Attack feat. A DC 15 Will save negates the effects of the Command charm.

Construction Requirements
Smith Magical Weapons And Armor, Craft Spell Engine, Mind sphere (Charming Strike [strike], Expanded Charm, Powerful Charm); Cost 15,353.75 gp


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, and on a miss calculate the new center as with a splash weapon. 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 applied 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 succeed at a DC 14 Reflex save or be entangled and immobilized as by a caster level 9th crystal blast.

Construction Requirements
Smith Magical Weapons And Armor, Destruction sphere (Crystal Blast (blast type, crystal)); 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.


Artifact Weapons

Finis (Major Artifact)

Aura overwhelming Destruction; CL 20th
Slot none; 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 as normal, 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 succeed at 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 feet of Finis must succeed at 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.

Holy King’s Blade (Minor Artifact) [TS]

Aura strong Creation and Illusion; CL 20th
Slot none; Price -; Weight 4 lbs.

The holy king’s blade is a +5 attendant holy longsword with the unusual ability to switch between two different modes. Normally, it has the invisible weapon special ability while held, making it difficult for foes to see and excellent at piercing their defenses. However, by speaking a command word as a free action during their turn, a wielder can remove the invisible weapon special ability and replace it with the plasma blade weapon special ability, allowing it to deal both electricity and fire damage (and bypassing resistance, but not immunity, to both elements). Repeating the command word restores the invisible special ability and removes the plasma blade special ability. As a standard action that can be made three times per day, though only while the plasma blade special ability is active, the wielder can unleash a blast of destructive light taking the form of either a line or a cone in close (75 feet) or medium (300 feet) range. This blast deals 20d6 sacred damage to creatures and objects, increasing to d8’s against evil undead and evil outsiders, but dealing no damage to good-aligned creatures. This blast deals its full damage to incorporeal targets (rather than being halved, as many attacks against incorporeal targets are) and bypasses all hardness. Effects that hide or change alignments must either have a higher caster level than the holy king’s blade or be mythic abilities to fool it.

Destruction
The holy king’s blade cannot be destroyed, but it can be reclaimed from mortal hands if the rightful bearer (or their designated representative) tosses it into a specific heavenly pool in the Neutral Good plane and calls upon the gods to take it back.

The Canceller (Minor Artifact) [TS]

Aura overwhelming Mana; CL 22nd
Slot none; Price -; Weight 2 lbs.

This dagger is made of an unknown metal and looks a little like an exaggerated lightning bolt with unreadable runes carved into the sides. The canceller normally acts as a +1 keen dagger; its enhancement bonus increases for higher-level characters by +1 at 4th level and every 4 levels thereafter (to a maximum of +5 at 16th level). In addition, the canceller is capable of negating magical effects it comes into physical contact with; this includes all effects that are subject to (counterspell) feats, as well as all effects that can be removed by break enchantment, remove curse, miracle, or wish. The wielder may choose to not negate specific magical effects, but they must be aware of those effects to exclude them from this artifact’s powers.

The canceller does not affect most instantaneous effects after they have been used, but if the wielder possesses the Smash From The Air (Weapon Mastery) feat or any reasonably similar ability, they may ready an action to use the canceller and negate any spell effect that targets them or would include them in its area of effect. A character who readies this action must use one attack of opportunity for each spell they negate (spells with multiple attack rolls targeting them count as one spell), but can negate multiple spells each round if they have enough attacks of opportunity. The canceller does not affect other artifacts or magical effects created by deities.

Destruction
The canceller can only be destroyed by using it as part of a ritual designed by the dagger’s creator on a world with access to magic. The backlash of its destruction encases the entire planet in a permanent magic-dead zone where only artifacts, godly powers, and self-powered magic items function.

White Scythe (Minor Artifact) [TS]

Aura overwhelming Destruction; CL 22nd
Slot none; Price -; Weight 10 lbs.

This scythe looks organic in origin, as if it was made from the limb of an enormous spider that had developed a mantis’ claw on the end of one leg. Treat the white scythe as a +5 vorpal adamantine scythe (though it is made of organic materials instead of metal). If you make a single attack with this weapon as a standard action, or as a special attack action if you have the Spell Attack feat, this scythe deals an additional 20d6 untyped damage and may reduce objects or creatures to dust (as described in the Disintegrate advanced Destruction talent).

As a standard action a wielder can activate five times per day, the white scythe can unleash a disintegrating burst of energy in a 30-foot radius burst, an 80-foot cone, or a 320-foot line (Reflex DC 30 halves). This wave of power deals 20d6 untyped damage to all creatures and protected objects (such as magic items) in range, affects ethereal targets, and is not halved or subject to a 50% failure chance against incorporeal targets. This blast simply disintegrates unprotected objects and matter (such as walls or dirt) within range, but does not harm the scythe’s bearer or the bearer’s other equipment.

Destruction
The white scythe can only be destroyed by striking it with an attack that does at least 20d6 damage to it and rolls maximum damage on all of its damage dice. These dice must be rolled and cannot be modified by effects like the Maximize Spell metamagic (although abilities that reroll damage dice still work). It is otherwise impervious to harm.


New Weapon Special Abilities

Arcing

This special ability may only be applied to 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.

Aura faint Telekinesis; CL 5th; Smith Magical Weapons And Armor, Telekinesis sphere; Price +1 bonus

Attendant

This special ability may only be applied to any handheld magic item, including weapons, shields, or implements. 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 feet 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, and only one creature can have the ability to use this function at a time.

Aura faint Telekinesis; CL 5th; Craft Implement Of Power or Smith Magical Weapons And Armor, Telekinesis sphere (Whirlwind Assembly); Cost +500 gp

Avalanche

This special ability may only be applied to a non-light 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.

Aura moderate Enhancement; CL 7th; Smith Magical Weapons And Armor, Enhancement sphere (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.

Aura moderate Destruction; CL 10th; Smith Magical Weapons And Armor, Destruction sphere; Price +2 bonus

Blood Dowsing

This special ability may only be applied to melee weapons.

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.

Aura faint Divination; CL 5th; Smith Magical Weapons And Armor, Divination sphere (Dowsing (divine)); Price +6,000 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 attempt 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 powerful charm, as if cast by the wielder of the sword. This control lasts for 12 rounds, but the creature may attempt 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 cannot be used again for 1d6+1 rounds.

Aura moderate Mind; CL 9th; Smith Magical Weapons And Armor, Mind sphere (Command (charm), Powerful Charm); Price +3 bonus

Courageous

This special ability may only be applied to melee weapons.

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 on saving throws against fear the wielder gains from any other source is increased by half the weapon’s enhancement bonus (minimum 1).

Aura faint Mind; CL 3rd; Smith Magical Weapons And Armor, Mind sphere; Price +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 electricity damage per severity level above 3, to a maximum of 1d6 per +1 enhancement bonus the weapon has.

Aura faint Weather; CL 5th; Smith Magical Weapons And Armor, Weather sphere (Storm Lord); Price +2,500 gp

Decisive

This special ability 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 attempt 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.

Aura moderate Protection; CL 5th; Smith Magical Weapons 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.

Aura faint Destruction; CL 5th; Smith Magical Weapons 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.

Aura moderate Destruction; CL 10th; Smith Magical Weapons And Armor, Destruction sphere; Price +2 bonus

Dimensional

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 feet of the intended target; attack rolls are applied to both targets, though damage is rolled separately.

Aura faint Warp; CL 5th; Smith Magical Weapons And Armor, Warp sphere (Quick Teleport); Price +4 bonus

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 magical skill 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.

Aura faint Life; CL 5th; Smith Magical Weapons And Armor, Life sphere; Price +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 spent 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.

Aura moderate Life; CL 10th; Smith Magical Weapons And Armor, Life sphere; Price +2 bonus

Entangling

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

Aura faint Nature; CL 5th; Smith Magical Weapons And Armor, Nature sphere ((plant) package); Price +1 bonus.

Fey-Forged

This special ability may only be applied to 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.

Aura moderate Mind; CL 7th; Smith Magical Weapons And Armor, Enhancement sphere (Mental Enhancement); 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 feet + 10 feet per Wind severity level above 3 must succeed at a saving throw against a DC of 10 + 1/2 the wielder’s Hit Dice + the Wind severity level or become frightened for 1 round.

Aura faint Weather; CL 5th; Smith Magical Weapons And Armor, Weather sphere (Wind Lord); Price +1 bonus

Hungry

This special ability may only be applied to 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.

Aura faint Alteration; CL 5th; Smith Magical Weapons And Armor, Alteration sphere (Object Transformation (transformation)); Price +1 bonus

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 succeeds at a Will save DC 15 + the weapon’s enhancement bonus. Afflicted creatures are allowed a save every time they take damage from this effect. This is a mind-affecting effect.

Aura faint Illusion or faint Mind; CL 5th; Smith Magical Weapons And Armor, Illusion sphere or Mind sphere; 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 special ability. The first attack each round made with an invisible weapon denies the target their Dexterity bonus to AC. This special ability interacts with spells and sphere effects as the glamer version of Suppression when cast upon an object.

Aura moderate Illusion (concealed aura MSD 19); CL 8th; Smith Magical Weapons And Armor, Illusion sphere (Manipulate Aura (sensory, magic), Suppression (glamer)); Price +3 bonus (+4 for firearms)

Leaping

This special ability may only be applied to thrown weapons.

When you make a full attack, you may direct a leaping weapon to perform as many of those attacks as you desire. A leaping 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.

Aura faint Telekinesis; CL 5th; Smith Magical Weapons And Armor, Telekinesis sphere (Dancing Weapon, Mobile Bludgeon); Price +1 bonus

Phasic

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 feet (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).

Aura faint Warp; CL 5th; Smith Magical Weapons And Armor, Warp sphere; Price +2 bonus

Plasma Blade

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.

Aura moderate Creation; CL 9th; Smith Magical Weapons And Armor, Creation sphere (Plasma Production (materials)); Price +3 bonus

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 with this weapon.

Aura faint Protection; CL 5th; Smith Magical Weapons And Armor, Protection sphere; Price +1 bonus

Radiant Edge

This special ability may only be applied to 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 feet 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-foot radius and increases the light level for an additional 20 feet by one step, up to normal light. You may turn this light on or off as a free action.

Aura faint Light; CL 5th; Smith Magical Weapons And Armor, Light sphere; Price +2 bonus

Sail Torch

This special ability 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 special ability 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-foot burst. Any creature or object that takes damage must succeed at 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.

Aura faint Destruction; CL 5th; Distill Compound, Destruction sphere (Explosive Orb (blast shape), Fire Blast (blast type, fire)); Price +500 gp

Shade-Hexed

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 (maximum +5), 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.

Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, Dark sphere; Price +5,000 gp

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 special ability regardless of source for 1d4 rounds.

Aura moderate Illusion or moderate Dark; CL 8th; Smith Magical Weapons And Armor, Dark sphere; 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.

Aura faint Illusion; CL 5th; Smith Magical Weapons and Armor, Divination sphere (Dowsing (divine)); 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 attempt a dispel check against against all illusions within 10 feet of the target with an MSB equal to 5 + twice the weapon’s enhancement bonus.

Aura moderate Divination; CL 8th; Smith Magical Weapons and Armor, Divination sphere; Price +1 bonus

Spell Stealing

This special ability may only be applied to 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 attempt 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).

Aura moderate Destruction; CL 9th; Smith Magical Weapons And Armor, Destruction sphere; Price +3 bonus

Spell Storing

This special ability may only be applied to melee weapons.

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.

Aura faint Destruction + aura of any spell or sphere effect currently stored; CL 5th; Smith Magical Weapons And Armor, Destruction sphere; Price +1 bonus

Tenebrous

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 special ability can be used to make disarm or sunder attempts against items stored in a shadow stash.

Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, Dark sphere (Shadow Stash); Price +4,000 gp

Thirsty

This special ability may only 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 5th; Smith Magical Weapons And Armor, Blood sphere; 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 talent thief’s shadow theft ability (unchained rogue archetype) rather than successfully confirm a critical threat.

Aura faint Dark; CL 5th; Smith Magical Weapons And Armor, Dark sphere; Price +1 bonus

Wild Critical [WM]

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.

Aura faint Fate; CL 5th; Smith Magical Weapons And Armor, Fate sphere; Price +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 special ability may apply any enhancement bonus or other magic special abilities 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 damage reduction as if it were 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 special abilities do not apply to melee natural attacks and melee weapon special abilities do not apply to ranged natural attacks.

Aura faint Alteration; CL 5th; Smith Magical Weapons And Armor, Alteration sphere or baleful polymorph; Price +1 bonus

Windblast

This special ability may only be applied to melee weapons.

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-foot 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.

Aura faint Weather; CL 5th; Smith Magical Weapons And Armor, Weather sphere (Squamish (shroud, wind)); Price +2 bonus


Spheres of Power by Drop Dead Studios
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