# List of all specific weapons of the d20srd # - name: "Assassin's Dagger" aliases: [Assassins Dagger] type: Dagger school: necromancy grade: moderate cl: 9 feats: [Craft Magic Arms and Armor] spells: [Slay Living] price: 18302 craft: price: 9302 xp: 720 description: >- This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. - name: "Dagger of Venom" type: Dagger school: necromancy grade: faint cl: 5 feats: [Craft Magic Arms and Armor] spells: [Poison] price: 8302 craft: price: 4302 xp: 320 description: >- This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. - name: Dwarven Thrower type: Warhammer school: evocation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] price: 60312 craft: price: 30312 xp: 2400 description: >- This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target. - name: Flame Tongue type: Longsword school: evocation grade: moderate cl: 12 feats: [Craft Magic Arms and Armor] spells: [Scorching Ray, Flame Blade, Flame Strike, Fireball] price: 20715 craft: price: 10515 xp: 816 description: >- This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit. - name: Frost Brand type: Greatsword school: evocation grade: strong cl: 14 feats: [Craft Magic Arms and Armor] spells: [Ice Storm, Dispel Magic, Protection from Energy] price: 54475 craft: price: 27376 xp: 2179 description: >- This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. - name: Holy Avenger type: Longsword school: abjuration grade: strong cl: 18 feats: [Craft Magic Arms and Armor] spells: [Holy Aura] price: 120630 craft: price: 60630 xp: 4800 description: >- This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.) - name: Javelin of Lightning type: Javelin school: evocation grade: faint cl: 5 feats: [Craft Magic Arms and Armor] spells: [Lightning Bolt] price: 1500 craft: price: 750 xp: 30 description: >- This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack. - name: Life-Drinker type: Greataxe school: necromancy grade: strong cl: 13 feats: [Craft Magic Arms and Armor] spells: [Enervation] price: 40320 craft: price: 20320 xp: 1600 description: >- This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour. - name: Luck Blade (0 Wishes) aliases: [Luck Blade] type: Shortsword school: evocation grade: strong cl: 17 feats: [Craft Magic Arms and Armor] spells: [Wish, Miracle] price: 22060 craft: price: 11030 xp: 882 description: >- This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power. - name: Luck Blade (1 Wish) aliases: ["Luck Blade (1)"] type: Shortsword school: evocation grade: strong cl: 17 feats: [Craft Magic Arms and Armor] spells: [Wish, Miracle] price: 62360 craft: price: 31180 xp: 2494 description: >- This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power. - name: Luck Blade (2 Wishes) aliases: ["Luck Blade (2)"] type: Shortsword school: evocation grade: strong cl: 17 feats: [Craft Magic Arms and Armor] spells: [Wish, Miracle] price: 102660 craft: price: 51330 xp: 4106 description: >- This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power. - name: Luck Blade (3 Wishes) aliases: ["Luck Blade (3)"] type: Shortsword school: evocation grade: strong cl: 17 feats: [Craft Magic Arms and Armor] spells: [Wish, Miracle] price: 142960 craft: price: 71480 xp: 5718 description: >- This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power. - name: Mace of Smiting type: Heavy Mace school: transmutation grade: moderate cl: 11 feats: [Craft Magic Arms and Armor] spells: [Disintegrate] price: 75312 craft: price: 39312 xp: 2880 description: >- This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2. - name: Mace of Terror type: Heavy Mace school: necromancy grade: strong cl: 13 feats: [Craft Magic Arms and Armor] spells: [Fear] price: 38552 craft: price: 19276 xp: 1542 description: >- On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). They take a -2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day. - name: Nine Lives Stealer type: Longsword school: necromancy alignment: evil grade: strong cl: 13 feats: [Craft Magic Arms and Armor] spells: [Finger of Death] price: 23057 craft: price: 11528 xp: 922 description: >- This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded. - name: Oathbow type: Composite Longbow school: evocation grade: strong cl: 15 feats: [Craft Magic Arms and Armor] price: 25600 craft: price: 13100 xp: 1000 description: >- Of elven make, this white +2 composite longbow (+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout "Swift death to those who have wronged me." Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and ×4 on a critical hit instead of the normal ×3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath. - name: Rapier of Puncturing type: Rapier school: necromancy grade: strong cl: 13 feats: [Craft Magic Arms and Armor] spells: [Harm] price: 50320 craft: price: 25320 xp: 2000 description: >- Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. - name: Screaming Bolt type: Bolt school: enchantment grade: faint cl: 5 feats: [Craft Magic Arms and Armor] spells: [Doom] price: 267 craft: price: 128 xp: 10 description: >- One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect. - name: Shatterspike type: Longsword school: evocation grade: strong cl: 13 feats: [Craft Magic Arms and Armor] spells: [Shatter] price: 4315 craft: price: 2315 xp: 160 description: >- Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including the sword’s +1 enhancement bonus) to the opposed roll when attempting to strike a foe’s weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder’s Strength modifier to the target weapon (the target weapon’s hardness must still be overcome with each hit). Shatterspike can damage weapons with an enhancement bonus of +4 or lower. - name: "Shifter's Sorrow" type: Two-Bladed Sword school: transmutation grade: strong cl: 15 feats: [Craft Magic Arms and Armor] spells: [Baleful Polymorth] price: 12780 craft: price: 6780 xp: 480 description: >- This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form. # TODO: Slaying Arrow/Bolt - name: Sleep Arrow type: Arrow school: enchantment grade: faint cl: 5 feats: [Craft Magic Arms and Armor] spells: [Sleep] price: 132 craft: price: 69 xp: 5 description: >- This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep. - name: Sun Blade type: Bastard Sword school: evocation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] spells: [Daylight] price: 50335 craft: price: 25335 xp: 2000 description: >- This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2). The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded. - name: Sword of Life Stealing type: Longsword school: necromancy grade: strong cl: 17 feats: [Craft Magic Arms and Armor] spells: [Enervation] price: 25715 craft: price: 12875 xp: 1029 description: >- This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. - name: Sword of the Planes type: Longsword school: evocation grade: strong cl: 15 feats: [Craft Magic Arms and Armor] spells: [Plane Shift] price: 22315 craft: price: 11157 xp: 893 description: >- This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword. - name: Sword of Subtlety type: Shortsword school: illusion grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Blur] price: 22310 craft: price: 11155 xp: 892 description: >- A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it. - name: Sylvan Scimitar type: scimitar school: evocation grade: moderate cl: 11 feats: [Craft Magic Arms and Armor] spells: [Divine Power] price: 44315 craft: price: 23657 xp: 1893 description: >- This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage. - name: Trident of Fish Command type: trident school: enchantment grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Speak with Animals] price: 18650 craft: price: 9325 xp: 746 description: >- The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day. - name: Trident of Warning type: trident school: divination grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Locate Creature] price: 10115 craft: price: 5057 xp: 405 description: >- A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident. #EOF