Difference between revisions of "Magic Melee"

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| [[#Ki Focus|Ki Focus]]||1+ Bonus
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| [[#Allying|Allying]]||1+ Bonus
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| [[#Bane|Bane]]||1+ bonus
 
| [[#Bane|Bane]]||1+ bonus

Revision as of 06:01, 13 July 2016

Magic Melee Weapon Abilities
Weapon Ability Price Modifier
Transformative 10000
Ki Focus +1 Bonus
Allying +1 Bonus
Bane 1+ bonus
Called 1+ bonus
Conductive 1+ bonus
Corrosive 1+ bonus
Countering 1+ Bonus
Cunning 1+ bonus
Deadly 1+ Bonus
Defending 1+ bonus
Defiant 1+ Bonus
Dispelling 1+ Bonus
Flaming 1+ bonus
Frost 1+ bonus
Ghost Touch 1+ bonus
Grayflame 1+ bonus
Grounding 1+ Bonus
Guardian 1+ Bonus
Huntsman 1+ bonus
Jurist 1+ bonus
Keen 1+ bonus
Merciful 1+ bonus
Mighty Cleaving 1+ bonus
Mimetic 1+ Bonus
Ominous 1+ Bonus
Quenching 1+ Bonus
Seaborne 1+ Bonus
Shock 1+ bonus
Spell Storing 1+ bonus
Thawing 1+ Bonus
Throwing 1+ bonus
Thundering 1+ bonus
Valiant 1+ Bonus
Vicious 1+ bonus
Advancing 2+ Bonus
Anarchic 2+ bonus
Anchoring 2+ Bonus
Axiomatic 2+ bonus
Corrosive Burst 2+ bonus
Dispelling Burst 2+ Bonus
Disruption 2+ bonus
Flaming Burst 2+ bonus
Glorious 2+ Bonus
Holy 2+ bonus
Icy Burst 2+ bonus
Igniting 2+ Bonus
Invigorating 2+ Bonus
Ki Intensifying 2+ bonus
Lifesurge 2+ Bonus
Phase Locking 2+ Bonus
Shocking Burst 2+ bonus
Stalking 2+ Bonus
Unholy 2+ bonus
Wounding 2+ bonus
Nullifying 3+ Bonus
Speed 3+ bonus
Spellstealing 3+ Bonus
Brilliant Energy 4+ bonus
Dancing 4+ bonus
Vorpal 5+ bonus

Descriptions

Advancing ( 2+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a —2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, feather step Cost 2+ Bonus
Allying ( 1+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. 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. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, magic weapon Cost 1+ Bonus
Anarchic ( 2+ bonus )
Aura Moderate evocation ; CL 7th
DESCRIPTION
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, chaos hammer, creator must be chaotic Cost 2+ bonus
Anchoring ( 2+ Bonus )
Aura moderate transmutation ; CL 10th
DESCRIPTION
This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, levitate Cost 2+ Bonus
Axiomatic ( 2+ bonus )
Aura Moderate evocation ; CL 7th
DESCRIPTION
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, order's wrath, creator must be lawful Cost 2+ bonus
Bane ( 1+ bonus )
Aura Moderate conjuration ; CL 8th
DESCRIPTION
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table.
d% Designated Foe
01—05 Aberrations
06—09 Animals
10—16 Constructs
17—22 Dragons
23—27 Fey
28—60 Humanoids (pick one subtype)
61—65 Magical beasts
66—70 Monstrous humanoids
71—72 Oozes
73—88 Outsiders (pick one subtype)
89—90 Plants
91—98 Undead
99—100 Vermin

CONSTRUCTION
Requirements Craft Magic Arms and Armor, summon monster I Cost 1+ bonus
Brilliant Energy ( 4+ bonus )
Aura Strong transmutation ; CL 16th
DESCRIPTION
A brilliant energy weapon has its significant portion 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 and shield 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 applied to melee weapons, thrown weapons, and ammunition.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, gaseous form, continual flame Cost 4+ bonus
Called ( 1+ bonus )
Aura Moderation conjuration ; CL 9th
DESCRIPTION
A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevents the return of a called weapon. A called weapon must be in a creature's position for at least 24 hours for this ability to function.
CONSTRUCTION
Requirements Craft Magic Arms and Armor. teleport Cost 1+ bonus
Conductive ( 1+ bonus )
Aura Moderate necromancy ; CL 8th
DESCRIPTION
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, spectral hand Cost 1+ bonus
Corrosive ( 1+ bonus )
Aura Moderate evocation ; CL 10th
DESCRIPTION
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, acid arrow Cost 1+ bonus
Corrosive Burst ( 2+ bonus )
Aura Moderate evocation ; CL 6th
DESCRIPTION
A corrosive burst weapon functions as a corrosive weapon that explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive ability, a corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, acid arrow Cost 2+ bonus
Countering ( 1+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder's reach. Countering can only be placed on melee weapons.
CONSTRUCTION
Requirements Combat Reflexes, Craft Magic Arms and Armor, cat's grace Cost 1+ Bonus
Cunning ( 1+ bonus )
Aura Moderate divination ; CL 6th
DESCRIPTION
This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in the Knowledge skill related to the target's creature type (such as Knowledge [planes] for an outsider opponent).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, true strike Cost 1+ bonus
Dancing ( 4+ bonus )
Aura Strong transmutation ; CL 15th
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. The weapon is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, the weapon shares 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 by physical or magical means. If the wielder who loosed it has an unoccupied hand, 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.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, animate objects Cost 4+ bonus
Deadly ( 1+ Bonus )
Aura faint necromancy ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, inflict light wounds Cost 1+ Bonus
Defending ( 1+ bonus )
Aura Moderate abjuration ; CL 8th
DESCRIPTION
A defending weapon allows the wielder to transfer some or all of the weapon'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 bonus to AC lasts until his next turn.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shield or shield of faith Cost 1+ bonus
Defiant ( 1+ Bonus )
Aura moderate conjuration ; CL 8th
DESCRIPTION
Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon's excelling against certain foes. Against the designated foe, the item's enhancement bonus to AC is +2 better than its actual bonus and provides DR 2/— against attacks from that foe. This increase in enhancement bonus applies only to the armor or shield's enhancement bonus, not to temporary bonuses (such as the magic vestment spell). To randomly determine the armor or shield's designated foe, use the table for the bane weapon special ability (page 136).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, summon monster I Cost 1+ Bonus
Dispelling ( 1+ Bonus )
Aura strong abjuration ; CL 10th
DESCRIPTION
A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, dispel magic, creator must be a caster of at least 10th level Cost 1+ Bonus
Dispelling Burst ( 2+ Bonus )
Aura strong abjuration ; CL 12th
DESCRIPTION
"A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action 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 dispel magic or greater dispel magic spell, yet if the wielder has 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 and then immediately discharge it into the target as a free action."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, greater dispel magic, creator must be a caster of at least 12th level Cost 2+ Bonus
Disruption ( 2+ bonus )
Aura Strong conjuration ; CL 14th
DESCRIPTION
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, heal Cost 2+ bonus
Flaming ( 1+ bonus )
Aura Moderate evocation ; CL 10th
DESCRIPTION
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION
Requirements Craft Magic Arms and Armor and flame blade, flame strike, or fireball Cost 1+ bonus
Flaming Burst ( 2+ bonus )
Aura Strong evocation ; CL 12th
DESCRIPTION
A flaming burst weapon functions 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 (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
CONSTRUCTION
Requirements Craft Magic Arms and Armor and flame blade, flame strike, or fireball Cost 2+ bonus
Frost ( 1+ bonus )
Aura Moderate evocation ; CL 8th
DESCRIPTION
Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, chill metal or ice storm Cost 1+ bonus
Ghost Touch ( 1+ bonus )
Aura Moderate conjuration ; CL 9th
DESCRIPTION
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it 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 both corporeal or incorporeal.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, plane shift Cost 1+ bonus
Glorious ( 2+ Bonus )
Aura moderate evocation ; CL 5th
DESCRIPTION
A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, and any creature the wielder attacks in melee is automatically dazzled until the beginning of the wielder's next turn. When a glorious weapon confirms a critical hit, the target is blinded until the beginning of the wielder's next turn (DC 14 Will negates); if the weapon's critical multiplier is greater than x2, this blindness lasts 1 additional round per multiple over x2. Only a melee weapon can have the glorious ability.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/deafness, daylight, flare Cost 2+ Bonus
Grayflame ( 1+ bonus )
Aura Moderate transmutation ; CL 6th
DESCRIPTION
This weapon responds to channeled positive or negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, Channel Smite, align weapon Cost 1+ bonus
Grounding ( 1+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. A grounding weapon can safely touch electrically charged surfaces without harm to its wielder. When used against a creature of the air subtype, it deals an extra 1d6 points of damage. The wielder of a grounding weapon receives a +2 competence bonus on saving throws against air- and electricity-based effects, and the weapon itself is immune to electricity damage."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shocking grasp Cost 1+ Bonus
Guardian ( 1+ Bonus )
Aura moderate abjuration ; CL 8th
DESCRIPTION
"This special ability can only be placed on melee weapons.

A guardian weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his saving throws 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. The bonus on saving throws lasts until his next turn. Only the weapon's own enhancement bonus can be sacrificed, not any enhancement bonus provided by other effects such as a greater magic weapon spell. However, the total of such effects is still diminished by the amount allocated to improving saving throws.

If a weapon has both the defending and guardian abilities , allocating a single point of enhancement bonus increases either AC or saving throws, but not both."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, resistance Cost 1+ Bonus
Holy ( 2+ bonus )
Aura Moderate evocation ; CL 7th
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 creatures of evil alignment. It bestows one permanent 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 cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, holy smite, creator must be good Cost 2+ bonus
Huntsman ( 1+ bonus )
Aura Moderate divination ; CL 7th
DESCRIPTION
A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, detect animals or plants Cost 1+ bonus
Icy Burst ( 2+ bonus )
Aura Moderate evocation ; CL 10th
DESCRIPTION
An icy burst weapon functions 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 ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, chill metal or ice storm Cost 2+ bonus
Igniting ( 2+ Bonus )
Aura strong evocation ; CL 12th
DESCRIPTION
An igniting weapon functions as a flaming weapon that also causes the target to catch fire upon striking it with a successful critical hit. The target does not get a saving throw to avoid catching fire, but can make a save each round on its turn to put out the fire. The flaming ability must be active for the weapon to set enemies on fire.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball (crafter may bypass one of these spell requirements for free if they are a gobber) Cost 2+ Bonus
Invigorating ( 2+ Bonus )
Aura faint enchantment ; CL 5th
DESCRIPTION
This special ability can only be placed on melee weapons. After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes fatigued instead. If neither exhausted nor fatigued, the wielder gains a +2 morale bonus on attack rolls and a +10 foot enhancement bonus to all modes of movement possessed until the end of the wielder's next turn.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, good hope Cost 2+ Bonus
Jurist ( 1+ bonus )
Aura Moderate transmutation ; CL 4th
DESCRIPTION
When an inquisitor wielder uses her judgment class ability, this weapon grants her an enhancement bonus on her Perception checks and CMD. The bonus is +1 on the first round of her judgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds
CONSTRUCTION
Requirements Craft Magic Arms and Armor, owl's wisdom Cost 1+ bonus
Keen ( 1+ bonus )
Aura moderate transmutation ; CL 10th
DESCRIPTION
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, keen edge Cost 1+ bonus
Ki Focus ( 1+ )
Aura moderate transmutation ; CL 8th
DESCRIPTION
This special ability can be placed only on melee weapons. 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 are: the monk's ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat).
Tenebrae Note: The only ki attacks allowed through the weapon are those listed.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be a monk Cost 1+
Ki Intensifying ( 2+ bonus )
Aura Strong transmutation ; CL 12th
DESCRIPTION
The weapon channels and amplifies the wielder's ki, allowing her to use her special ki attacks through the weapon as though they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat. The save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1).

After a successful strike with a ki intensifying weapon, the wielder can spend 1 ki point as a swift action to perform a combat maneuver to bull rush, disarm, reposition, or trip as a free action without provoking attacks of opportunity. Any bonuses or penalties applicable to the weapon attack also apply to this combat maneuver check. The wielder cannot move from her space as a part of the chosen maneuver.

Only melee weapons can have the ki intensifying ability. It cannot be placed on an amulet of mighty fist or similar non-weapon item. Weapons with the ki focus ability can be upgraded to be ki intensifying.

Tenebrae Note: The only ki attacks allowed through the weapon are those listed.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be a monk Cost 2+ bonus
Lifesurge ( 2+ Bonus )
Aura moderate conjuration ; CL 8th
DESCRIPTION
"This special ability can only be placed on melee weapons. A lifesurge weapon boosts and sustains the wielder's life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers of the undead—equal to the weapon's enhancement bonus. In addition, whenever the wielder receives temporary hit points from any source, he adds the weapon's enhancement bonus to these temporary hit points; this does not stack for temporary hit points from multiple sources, and these points are lost if the lifesurge weapon is not being wielded. In combat, the weapon's critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, Channel Smite, cure serious wounds, death ward, disrupt undead Cost 2+ Bonus
Merciful ( 1+ bonus )
Aura Faint conjuration ; CL 5th
DESCRIPTION
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cure light wounds Cost 1+ bonus
Mighty Cleaving ( 1+ bonus )
Aura Moderate evocation ; CL 8th
DESCRIPTION
A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the first foe. Only melee weapons can be mighty cleaving weapons.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, divine power Cost 1+ bonus
Mimetic ( 1+ Bonus )
Aura faint abjuration ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. Each time the wielder damages a creature using a mimetic weapon, he gains resistance 10 to one energy type that the creature is resistant or immune to for 1 round (if the creature damaged has multiple types of resistance, the wielder chooses one of those resistances to take). This resistance stacks with itself, to a maximum of 30 points of resistance against a given energy type, but not with other sources of energy resistance. The creature's own resistances and immunities are unaffected."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, resist energy Cost 1+ Bonus
Nullifying ( 3+ Bonus )
Aura strong abjuration ; CL 12th
DESCRIPTION
This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature's spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target's spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon's critical multiplier. Multiple hits from a nullifying weapon stack.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, antimagic field Cost 3+ Bonus
Ominous ( 1+ Bonus )
Aura faint evocation ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. An ominous weapon trails a shadowy haze behind every stroke, and moans a menacing dirge in battle. An ominous weapon adds its enhancement bonus on Intimidate checks made by the wielder. In addition, when an ominous weapon confirms a critical hit, the target is shaken for 1 minute (DC 13 Will negates); if the weapon's critical multiplier is greater than x2, this condition lasts 1 additional minute per multiple over x2. A creature that gains the shaken condition from an ominous weapon cannot gain that condition again from the same weapon for 24 hours."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, doom or scare Cost 1+ Bonus
Phase Locking ( 2+ Bonus )
Aura moderate abjuration ; CL 7th
DESCRIPTION
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the dimensional anchor spell for 1 round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, dimensional anchor Cost 2+ Bonus
Quenching ( 1+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. A quenching weapon thrust into a non-magical fire of Medium size or smaller extinguishes it. When used against a creature of the fire subtype, it deals an extra 1d6 points of damage. The wielder of a quenching weapon receives a +2 competence bonus on saving throws against fire-based effects, and the weapon itself is immune to fire damage."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, chill metal Cost 1+ Bonus
Seaborne ( 1+ Bonus )
Aura moderate transmutation ; CL 7th
DESCRIPTION
"This special ability can only be placed on melee weapons. A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon's enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, freedom of movement, touch of the sea Cost 1+ Bonus
Shock ( 1+ bonus )
Aura Moderate evocation ; CL 8th
DESCRIPTION
Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, call lightning or lightning bolt Cost 1+ bonus
Shocking Burst ( 2+ bonus )
Aura Moderate evocation ; CL 10th
DESCRIPTION
A shocking burst weapon functions as a shock weapon that 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 ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, call lightning or lightning bolt Cost 2+ bonus
Speed ( 3+ bonus )
Aura Moderate transmutation ; CL 7th
DESCRIPTION
When making a full-attack action, the wielder of a speed weapon may make 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.)
CONSTRUCTION
Requirements Craft Magic Arms and Armor, haste Cost 3+ bonus
Spell Storing ( 1+ bonus )
Aura Strong evocation (plus aura of stored spell ; CL 12th
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.) Once the spell has been cast from the weapon, a spellcaster 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.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be a caster of at least 12th level Cost 1+ bonus
Spellstealing ( 3+ Bonus )
Aura strong divination ; CL 13th
DESCRIPTION
This special ability can only be placed on melee weapons. A spellstealing 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 spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon's caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. 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 spellstealing weapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional spell effect per additional multiple beyond x2 (two effects for x3, and so on).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, greater arcane sight, limited wish Cost 3+ Bonus
Stalking ( 2+ Bonus )
Aura moderate divination ; CL 10th
DESCRIPTION
"The longer the wielder of a stalking weapon studies a target, the more effective her strike. As a standard action, a character wielding a stalking weapon can command it to study a creature within 60 feet. The wielder must have line of effect and line of sight to that target. When the wielder attacks the studied creature, on a successful hit the stalking weapon deals +1d6 points of bonus damage per consecutive round spent studying a target, up to a number of bonus dice equal to the stalking weapon's enhancement bonus. This bonus damage is precision damage and only applies to the first successful hit against that creature. If the wielder attacks a creature other than the studied creature, commands the weapon to study a different creature, or ends her turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, hunter's eye, true strike Cost 2+ Bonus
Thawing ( 1+ Bonus )
Aura faint transmutation ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. A thawing weapon thrust into a non-magical frozen object of Medium size or smaller melts the ice from it. When used against a creature with the cold subtype, it deals an extra 1d6 points of damage. The wielder of a thawing weapon receives a +2 competence bonus on saving throws against ice-based effects, and the weapon itself is immune to cold damage."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, heat metal Cost 1+ Bonus
Throwing ( 1+ bonus )
Aura Faint transmutation ; CL 5th
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 a wielder proficient in its normal use.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, magic stone Cost 1+ bonus
Thundering ( 1+ bonus )
Aura Faint necromancy ; CL 5th
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 ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/deafness Cost 1+ bonus
Transformative ( 10,000 )
Aura Moderate transmutation ; CL 10th
DESCRIPTION
This ability can only be placed on a melee weapon. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can become an actual Medium longsword, usable by a Medium creature without the –2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon properties, except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen property when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, major creation Cost 5000
Unholy ( 2+ bonus )
Aura Moderate evocation ; CL 7th
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 creatures of good alignment. It bestows one permanent negative level on any good 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, unholy blight, creator must be evil Cost 2+ bonus
Valiant ( 1+ Bonus )
Aura faint divination ; CL 5th
DESCRIPTION
"This special ability can only be placed on melee weapons. When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, true strike Cost 1+ Bonus
Vicious ( 1+ bonus )
Aura Moderate necromancy ; CL 9th
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.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, enervation Cost 1+ bonus
Vorpal ( 5+ bonus )
Aura Strong necromancy and transmutation ; CL 18th
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. A vorpal weapon must be a slashing melee weapon. If you roll this property randomly for an inappropriate weapon, reroll.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, circle of death, keen edge Cost 5+ bonus
Wounding ( 2+ bonus )
Aura strong abjuration ; CL 10th
DESCRIPTION
A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed Cost 2+ bonus