# Enchantment? ENCHANTMENT! # Weapons - name: Anarchic slots: [weapon] school: Evocation grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Chaos Hammer] alignments: [chaotic] modifier: 2 description: >- An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creatureattempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon 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 weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition. - name: Axiomatic slots: [weapon] school: Evocation grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Order\'s Wrath] alignments: [lawful] modifier: 2 description: >- An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon 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 weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon thier ammunition. - name: Aberration Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Animal Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Construct Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Dragon Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Elemental Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Fey Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Giants Bane aliases: [Giant Bane] slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Aquatic Humanoid Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Dwarven Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Elven Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Gnoll Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Gnome Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Goblinoid Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Halfling Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Human Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Reptilian Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Orc Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Magical Beast Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Monstrous Humanoid Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Ooze Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Air Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Chaotic Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Earth Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Evil Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Fire Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Good Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Lawful Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Water Outsider Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Plant Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Undead Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Vermin Bane slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Summon Monster I] modifier: 1 description: >- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. - name: Brilliant Energy slots: [weapon] weapon: ranged: 0 school: Transmutation grade: strong cl: 16 feats: [Craft Magic Arms and Armor] spells: [Gaseous Form, Continual Flame] modifier: 4 description: >- A brilliant energy weapon has its significant portition - such as the blade, axe head or arrowhead - transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20 foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor (dexterity, deflection, dodge, natural armor and other such bonuses still apply). A brilliant energy weapon cannot harm undead, constructs and objects. This property can only be applies to melee weapons, thrown weapons and ammunition. - name: Dancing slots: [weapon] school: Transmutation grade: strong cl: 15 feats: [Craft Magic Arms and Armor] spells: [Animate Objects] modifier: 4 description: >- As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects it is considered wielded or attened by the creature for all maneuvers and effects that target items (such as the sunder action or a heat metal spell). While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves physically or by magical means. If the wielder who loosed it has an unoccupied, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can't dance (attack on its own) again for 4 rounds. - name: Defending slots: [weapon] school: Abjuration grade: medium cl: 8 feats: [Craft Magic Arms and Armor] spells: [Shield of Shield of Faith] modifier: 1 description: >- A defending weapon allows the wielder to transfer some or all of the sword's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. - name: Disruption slots: [weapon] weapon: damagetypes: [bludgeoning] school: Conjuration grade: strong cl: 14 feats: [Craft Magic Arms and Armor] spells: [Heal] modifier: 2 description: >- A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. - name: Distance slots: [weapon] weapon: ranged: 1 school: Divination grade: medium cl: 6 feats: [Craft Magic Arms and Armor] spells: [Clairaudience/Clairvoyance] modifier: 1 description: >- This property can only be placed on a ranged weapon. A weapon of distance has double the range of other weapons of its kind. - name: Flaming slots: [weapon] school: Evocation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] spells: [Flame Blade, Flame Strike, Fireball] modifier: 1 description: >- Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. - name: Flaming Burst slots: [weapon] school: Evocation grade: strong cl: 12 feats: [Craft Magic Arms and Armor] spells: [Flame Blade, Flame Strike, Fireball] modifier: 2 description: >- A flaming burst weapon function as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability , a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful hit. - name: Frost slots: [weapon] school: Evocation grade: moderate cl: 8 feats: [Craft Magic Arms and Armor] spells: [Chill Metal, Ice Storm] modifier: 1 description: >- Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows and slings so crafted bestow the cold energy upon their ammunition. - name: Ghost Touch slots: [weapon] school: Conjuration grade: moderate cl: 9 feats: [Craft Magic Arms and Armor] spells: [Plane Shift] modifier: 1 description: >- A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creatures 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. - name: Holy slots: [weapon] school: Evocation alignment: good alignments: [good] grade: moderate cl: 7 feats: [Craft Magic Arms and Armor] spells: [Holy Smite] modifier: 2 description: >- A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon 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 weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. - name: Icy Burst slots: [weapon] school: Evocation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] spells: [Chill Metal, Ice Storm] modifier: 2 description: >- An icy burst weapon function as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the modifier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted add the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still does extra cold damage on a successful critical hit. - name: Keen slots: [weapon] weapon: damagetypes: [slashing, piercing] school: Transmutation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] spells: [Keen Edge] modifier: 1 description: >- This ability doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19-20), the keen longsword scores a threat on a 17-20. Only piercing or slashing weapons can be keen. This benefit doesn't stack with any other effect that expands the threat range of the weapon (such as the keen edge spell or the Improved Critical feat). - name: Ki Focus slots: [weapon] weapon: ranged: 0 school: Conjuration grade: faint cl: 5 feats: [Craft magic Arms and Armor] spells: [Cure Light Wounds] modifier: 1 description: >- The magic weapon serves as a channel for the wielder\'s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk\'s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability. - name: Merciful slots: [weapon] school: Conjuration grade: faint cl: 5 feats: [Craft magic Arms and Armor] spells: [Cure Light Wounds] modifier: 1 description: >- The weapon deals an extra 1d6 points of damage, and all damage it deals is non lethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition. - name: Mighty Cleaving slots: [weapon] school: Conjuration grade: moderate cl: 8 feats: [Craft magic Arms and Armor] spells: [Divine Power] modifier: 1 description: >- A mighty cleaving weapon allows a wielder with the cleave feat to make one additional cleave attempt in a round. - name: Returning slots: [weapon] weapon: class: [thrown] school: Transmutation grade: moderate cl: 7 feats: [Craft magic Arms and Armor] spells: [Telekinesis] modifier: 1 description: >- This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. - name: Seeking slots: [weapon] weapon: ranged: 1 school: Divination grade: strong cl: 12 feats: [Craft magic Arms and Armor] spells: [True Seeing] modifier: 1 description: >- Only ranged weapons can have the seeking ability. The weapon veers towards its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an enemy space, for example, do not veer and hit invisible enemies, even if they are nearby.) - name: Shock slots: [weapon] school: Evocation grade: moderate cl: 8 feats: [Craft magic Arms and Armor] spells: [Call Lightning, Lightning Bolt] modifier: 1 description: >- Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. - name: Shocking Burst slots: [weapon] school: Evocation grade: moderate cl: 10 feats: [Craft magic Arms and Armor] spells: [Call Lightning, Lightning Bolt] modifier: 2 description: >- A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. - name: Speed slots: [weapon] school: Transmutation grade: moderate cl: 7 feats: [Craft magic Arms and Armor] spells: [Haste] modifier: 3 description: >- When making a full attack action, the wielder of a speed weapon may take one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) - name: Spell Storing slots: [weapon] school: Evocation grade: strong cl: 12 feats: [Craft magic Arms and Armor] modifier: 1 description: >- A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell 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 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 casting a spell from an item takes at least as long as casting that spell normally.) Inflict serious wounds, contagion, blindness, and hold person are all common choices for the stored spell. Once the spell has been cast from the weapon, a spell caster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already. - name: Thundering slots: [weapon] school: Necromancy grade: faint cl: 5 feats: [Craft magic Arms and Armor] spells: [Blindness/deafness] modifier: 1 description: >- A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently. - name: Throwing slots: [weapon] weapon: ranged: 0 school: Transmutation grade: faint cl: 5 feats: [Craft magic Arms and Armor] spells: [Magic Stone] modifier: 1 description: >- This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by wielder proficient in its normal use. - name: Unholy slots: [weapon] school: Evocation grade: moderate alignment: evil cl: 7 feats: [Craft magic Arms and Armor] spells: [Unholy Blight] modifier: 2 description: >- An unholy weapon is imbued with unholy power. This power makes the weapon evil aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the is in hand and disappears when the weapon 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 weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition. - name: Vicious slots: [weapon] weapon: ranged: 0 school: Necromancy grade: moderate cl: 9 feats: [Craft magic Arms and Armor] spells: [Enervation] modifier: 1 description: >- When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious. - name: Vorpal slots: [weapon] weapon: damagetypes: [slashing] school: Necromancy grade: strong cl: 18 feats: [Craft magic Arms and Armor] spells: [Circle of Death, Keen Edge] modifier: 5 description: >- This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. The DM may have to make judgement calls about this sword's effect. A vorpal weapon must be slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.) - name: Wounding slots: [weapon] school: Evocation grade: moderate cl: 10 feats: [Craft Magic Arms and Armor] spells: [Mordenkainen\'s Sword] modifier: 2 description: >- A wounding weapon deals 1 point of constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.