Specific Magic Weapons

The following specific weapons usually are pre-constructed with exactly the qualities described here.

General and Common (and Uncommom) Faerûnian Weapons

Acid Fang Dagger

Etched with a seemingly random pattern of thin lines, this +1 dagger is constantly covered with a thin sheen of acid. Although the weapon's magic prevents the acid from harming the wielder, an acid fang dagger deals an additional +1d6 points of acid damage with each hit. in addition, the wielder gains power over reptilian animals, including snakes. Once per day, the dagger can cast a specialized version of the animal friendship spell that affects only snakes and reptiles. The dagger's wielder can befriend a maximum of 8 Hit Dice worth of creatures at one time. While holding the dagger, the wielder can speak with reptiles as the speak with animals spell.
Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, speak with animals, Melf's acid arrow; Market Price: 19,102 gp; Cost to Create: 9,702 gp; 752 XP
Source: Arms and Equipment Guide

Adamantine Battleaxe

This nonmagical axe is made out of adamantine, giving it a natural +2 enhancement bonus. 9,310 gp.
Source: Dungeon Master's Guide v.3.5

Adamantine Dagger

This nonmagical dagger is made out of adamantine, giving it a natural +1 enhancement bonus. 3,302 gp.
Source: Dungeon Master's Guide v.3.5

Aglarondan Flight Lance

This +2 shock lance is made especially for griffonriders. Once per day, the wielder may use feather fall (caster level 8th), on herself only, as a free action.
CL 8th; Craft Magic Arms and Armor, feather fall, call lightning or lightning bolt; 10,910 gp + 848 XP 21,510 gp
Source: Unapproachable East

Agony Sais

Both sais are identical, beautifully crafted so the center blade resembles a serpent. Green leather covers the handle and the tines are fashioned to look like recoiling vipers, fangs bared. Agony sais are always sold in pairs. Each one functions as a +2 silver sai. Whenever the wielder strikes a living creature with both sais in the same round, she can leave one or both weapons buried in her opponent's flesh, wracking the target with terrible pain. Such targets take 1d6 points of damage per sai each round and function as if under the effect of the slow spell. Removing a sai is a standard action and both must be removed to end the slow effect.
Moderate; (DC 20) necromancy; CL 20th; Craft Magic Arms and Armor, slow, wracking touch. 10,000 gp (642 gp for two masterwork alchemically silvered sais), 800 XP. Weight: 2 lb. for the pair; Market price: 20,640 gp.
Source: Dragon #356

Albruin

Albruin is a powerful magic sword coated in silver, which makes it effective against undead and lycanthropes. It is intelligent, with a mischievous personality that may drag you on unplanned adventures. You are but the latest in a long and varied line of wielders who have ranged from Cormyr to Impiltur to the Moonsea, with many adventures along the way.
History: Albruin is believed to be the creation of the long-dead smith Surdee, who was famous in his day for the craftsmanship of his work that came out of the forges of ice-bound Glister, where he worked ore fresh from the mines above the city on the edge of the glacier. The blade itself evades questions about its origins: It has no markings or definite touches of workmanship that identify Albruin as the work of anyone in particular.
Albruin was held for decades in the royal house of Cormyr, kept as a family treasure but seldom (due to its alignment) borne by the kings of that land. It was stolen from the palace at Suzail in the Year of Daystars (1268 DR) by the thief Nypan ("Nipe"), a halfling who was soon arrested in Wheboon by soldiers of Cormyr and slain when he attempted to escape. Nipe did not have the blade when seized, and he did not reveal its whereabouts. It was rumored among the thieves of that place that Nypan sold it to a "gray trader" (fence) named Blusken Shult, who delivered the sword to a waiting buyer.
The blade's whereabouts were uncertain until the Year of the Wandering Waves (1292 DR), when a lady of high birth in Selgaunt, one Shamur Karn (later Uskreven), found the blade left behind in her bedchamber by a visitor fleeing the city guard. He never returned, and Shamur sold it in the Year of the Talking Skull (1293 DR) before she disappeared. The sword was bought by a recruiter visiting the city of Selgaunt on matters of trade (gold for mercenaries) on behalf of Prince Thaum of Telflamm. With his army in tow, Thaum sailed across the Easting Reach
Source: Champions of Valor

Armathor's Sling Stones

These +1 sling bullets were crafted especially for Sammkol Thistlestar, one of the only two halfling armathors of Myth Drannor. Each stone produces a slow effect (Will DC 14 negates) on any creature it strikes, so that a halfling's shorter legs will not prove disadvantageous when chasing down a malefactor. At least two hundred armathor's sling stones were created before Sammkol's murder in 119 DR. These items are usually found in groups of fifty.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, slow; Price 12,301 gp for 10 stones; Cost 6,301 gp + 480 XP for 50 stones.
Source: Lost Empires of Faerûn

Arrowdeath Flail

This +2/+1 dire flail provides excellent protection against projectile attacks. While holding an arrowdeath flail, the wielder can deflect projectiles and thrown weapons as if she had the Deflect Arrows feat. When taking the total defense action, an arrowdeath flail grants an additional +2 deflection bonus to Armor Class that applies only to ranged weapon attacks.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, protection from arrows; Market Price: 33,690 gp; Cost to Create: 17,190 gp + 1,320 XP.
Source: Arms and Equipment Guide

Arrow of Biting

This arrow injects poison (Fort DC 16, 1d10 Con/1d10 Con) into its target. If the projectile misses, it is destroyed. Arrows of biting are manufactured individually, not in lots of fifty as with other projectiles. They are sometimes crafted as crossbow bolts or javelins.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, poison; Market Price: 1,457 gp; Cost to Create: 732 gp + 58 XP.
Source: Magic of Faerûn

Arrow of Disintegration

When this arrow strikes a target, the target must succeed on a Fortitude save (DC 19) or vanish as though struck with a disintegrate spell. Like the spell, the arrow can be used to disintegrate nonliving matter as well as creatures. A creature that makes a successful saving throw takes 5d6 points of damage. The arrow is consumed in the attack.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, disintegrate; Market Price: 3,307 gp; Cost to Create: 1,657 gp + 132 XP.
Source: Arms and Equipment Guide

Arrow of Eyes

The fletching of this +1 arrow is painted with brightly colored eyes. When fired, an arrow of eyes allows its wielder to see through a magical sensor located within its fletching. The sensor behaves exactly like an Arcane Eye spell cast by a 10th-level sorcerer, except that it moves only when the arrow moves. The wielder must concentrate to use the magical sensor, which lasts for 10 minutes. If the arrow lodges in a moving object, the sensor moves with it. Neither the arrow nor the sensor provide any illumination of their own. The arcane eye ability functions only once. If an arrow of eyes is recovered intact after firing, it functions only as a +1 arrow.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, arcane eye; Market Price: 1,047 gp; Cost to Create: 527 gp + 42 XP.
Source: Arms and Equipment Guide

Arrow of Glory

This unusual arrow has a white shaft and fletching and is inscribed all along its length with tiny lettering, prayers to the good gods to guide the arrow to its mark. An arrow of glory is a +3 evil outsider bane arrow. Whenever it strikes a creature, it explodes in bright white light, dazzling all creatures within 20 feet for 1d6 rounds unless they succeed on a DC 20 Fortitude save. In addition to the normal bane effects, should these arrows strike an evil outsider, the target must succeed on a DC 20 Fortitude save or be prevented from running or charging for 1d6 rounds.
CL 12th; Strong; (DC 21) conjuration and evocation; Craft Magic Arms and Armor, radiance, summon monster I, creator must be good. 246 gp, 5 sp (plus 7 gp for masterwork arrow), 20 XP.; Weight: - ; Market Price: 500 gp.
Source: Dragon #356

Assassin's Dagger

This wicked-looking, curved +2 dagger adds a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, slay living; Market Price: 10,302 gp; Cost to Create: 5,302 gp + 400 XP.
Source: Dungeon Master's Guide v.3.5

Axe of Anger

This +2 greataxe allows its wielder to push himself beyond the normal limits of rage. Whenever a character wielding the axe of anger uses the barbarian rage ability, he may sustain the rage for 2 additional rounds. In addition the raging character is not limited by height when using the Jump skill.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, creator must have the rage ability, rage; Market Price: 18,320 gp; Cost to Create: 9,320 gp + 720 XP.
Source: Arms and Equipment Guide

Axe of Falls

This +2 returning throwing axe of distance can be thrown normally, or it can be thrown in a special sweeping attack that can trip foes. When making a ranged trip attempt with the axe of falls, the wielder makes a touch attack, and if successful, makes an opposed Strength check against the target. This opposed check works exactly like a normal trip attempt, but if the wielder loses there is no return trip attempt possible. The axe of falls provides no bonus on normal trip attacks. Feats that affect normal trip attempts, such as Improved Trip, do not apply to the ranged trip attack.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, clairaudience/clairvoyance, grease, telekinesis; Market Price: 50,308 gp; Cost to Create: 25,308 gp + 2,000 XP.
Source: Arms and Equipment Guide

Axe of Pairs

This +2 handaxe is easier to wield as an off-hand weapon. Whenever the axe of pairs is used in the off hand, its wielder may make one additional off-hand attack at a -5 penalty. This penalty is subtracted from the wielder's worst off-hand attack bonus. For example, a fighter with a base attack of +6/+1 and the Two-Weapon Fighting, and Improved Two-Weapon Fighting feats wielding an axe of pairs in the off-hand would get five attacks. The two attacks with the primary weapon would be at +4/-1, and the attacks with the axe of pairs in the off-hand would be at +4/-1/-6.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: 50,306 gp; Cost to Create: 25,306 gp + 2,000 XP.
Source: Arms and Equipment Guide

Axe of Shards

This +3 dwarven waraxe has a clear, crystalline blade. Three crystal spikes protrude from the back of the axe head. Although the main blade is as hard as normal steel, all of the three crystal spikes can easily be removed by the weapon's wielder. Each sharp, balanced spike is treated as a masterwork throwing dagger. The spikes last for only one day once removed from the axe, and they cannot be reattached. Once a spike is removed from the axe, a new one begins to grow slowly in its place. It takes a spike three days to grow, and spikes cannot be removed from the axe before they are completely formed.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, fabricate; Market Price: 19,330 gp; Cost to Create: 9,830 gp + 760 XP
Source: Arms and Equipment Guide

Axe of Storms

This powerful orc double axe has two intricately carved heads joined by a shaft made of a strange blue-tinted wood. Each head bears an ability that gives the weapon part of its name. One head is thundering, and the other is shock. Furthermore, the axe is imbued with a flexible enhancement bonus. At the beginning of each round, the wielder of an axe of storms may allocate the weapon's +4 enhancement bonus between its two heads (minimum +0). The allocation lasts until the beginning of the wielder's next round. For example, on one round the wielder could allocate +2 to each head of the weapon, then change the allocation to +3 shock in the primary hand and +1 thundering in the off hand on the following round.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt; Market Price: 98,660 gp; Cost to Create: 49,660 gp + 3,920 XP.
Source: Arms and Equipment Guide

Axe of the Joyous Dance

This +3 dancing handaxe always looks well-polished and new, and its blade is covered with light etchings of satyrs dancing. Once per day while dancing, the axe can, at the mental command of its owner, produce Tasha's hideous laughter (as the spell from a 4th-level caster) instead of making a normal attack. Creatures affected can make a Will save (DC 19) to resist the axe's effects.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, animate objects, Tasha's hideous laughter; Market Price: 107,906 gp; Cost to Create: 54,106 gp + 4,304 XP
Source: Arms and Equipment Guide

Axe of the Sea Reavers

This +2 greataxe of Illuskan manufacture gives its wielder the ability to float atop the water, no matter what his weight. Furthermore, the wielder can, with the war cry engraved into the haft, give all allies within 15 feet a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for one round. By saying the command word engraved on the blade itself, the wielder can force all foes within 15 feet to make a Will save (DC 16) or flee, as the fear spell from a 7th-level caster. The war cry and the command word can each be used once per day.
Prerequisites: Craft Magic Arms and Armor, fear; Market Price: 13,920 gp; Cost to Create: 7,120 gp + 544 XP.
Source: Races of Faerûn

Axe of the Winds

This +3 battleaxe gives its possessor great power over the wind. The possessor is unaffected by severe winds, including magical effects such as the gust of wind spell. Furthermore, three times per day the wielder can cause a gust of wind by swinging the axe of the winds over his head as a standard action. Once per day, the wielder can create a wind wall in a similar manner. Both effects are as the spells from an 11th-level caster.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, gust of wind, wind wall; Market Price: 65,830 gp; Cost to Create: 33,070 + 2,621 XP
Source: Arms and Equipment Guide

Badgerclaw

This +2 light pick grants its wielder powerful abilities to shape and move stone. Three times per day its wielder may swing it at stone and have the weapon cast stone shape as a 5th-level caster. In addition, the wielder may meld into stone once per day as a 5th-level caster.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, meld into stone, stone shape; Market Price: 32,304 gp; Cost to Create: 16,304 gp + 1,280 XP
Source: Arms and Equipment Guide

Balor's Sword of Flame

The traditional weapon of the balor demon is a Large +1 vorpal bastard sword that can Detect Good as the spell from a 12th-level caster, except that its range is 30 feet. These weapons are often mistaken for flaming swords because they look like tongues of flame.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, detect good, keen edge; Market Price: 115,870 gp; Cost to Create: 58,270 gp + 4,608 XP
Source: Arms and Equipment Guide

Balor's Sword of Lightning

A variation on the traditional balor's blade is this Large +1 brilliant energy shock bastard sword. This weapon can detect law as cast by a 12th-level sorcerer, but with a range of 30 feet. These weapons resemble bolts of lightning.
Because the market price of this item is the same as for the balor's sword of flame, it can be substituted for that weapon with no adjustment to the balor's treasure.
Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, continual flame, detect law, gaseous form, and call lightning or lightning bolt; Market Price: 115,870 gp; Cost to Create: 58,270 gp + 4,635 XP.
Source: Arms and Equipment Guide

Balor's Sword of Smiting

This Large +5 unholy bastard sword allows its wielder to smite good once per day The wielder adds his Charisma modifier (if positive) to his attack roll and deals +10 damage, in addition to the +2d6 points of unholy damage the weapon normally deals. This special smite attack is in addition to any smite ability the wielder might already have, but the wielder cannot use two different smite abilities on the same attack. This weapon looks like a bolt of red lightning.
Because the market price of this item is close to that of the balor's sword of flame, it can be substituted for that weapon with no adjustment to the balor's treasure.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil and have a smite ability; Market Price: 118,670 gp; Cost to Create: 59,670 gp + 4,720 XP
Source: Arms and Equipment Guide

Balor's Sword of Soul Stealing

The most fearsome weapon carried by the balors, this Large +3 vorpal bastard sword appears as a crackling black-and-purple flame. A precious black sapphire is set in the weapon's pommel. When it severs the head of a living creature, the sword draws forth the soul of the victim and imprisons it in the black sapphire, as the soul bind spell. The victim receives a Will save (DC 23) to avoid the soul bind effect. If the weapon severs the head of a creature with more than 30 Hit Dice, the sapphire shatters without imprisoning the soul, and it must be replaced. The sapphire can contain only one soul at a time, but balors are rumored to know mystic rituals that can draw the soul out of the gem, allowing them to use it for various vile purposes.
This item is significantly more expensive than the standard-issue balor weapon. A balor equipped with a sword of soul stealing typically has only its sword and its whip, and no additional treasure.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, keen edge, soul bind; Market Price: 219,870 gp; Cost to Create: 125,270 gp + 7,568 XP.
Source: Arms and Equipment Guide

Baneblades of Demron

The six powerful swords known as the baneblades of Demron were created over the course of 300 years. Though the archmage Demron receives the credit for their creation, the weapons were actually cooperative efforts, created jointly by all the races that inhabited Myth Drannor before its fall. Each of the blades was keyed to one particular type of wielder. (In game terms, only members of a specific race or class may use a given baneblade.) The baneblade functions as a masterwork, nonmagical weapon if the wielder is of an inappropriate race and/or class.
All of the baneblades are +4 holy, evil outsider and undead bane swords. Each sheds light equivalent to that of a torch; though the wielder may suppress this light with a mental command. The individual blades also have their own additional powers, as described below. Unless otherwise noted, each power of a baneblade is activated by command word.


Source: Player's Guide to Faerûn

Banesword

These +1 lawful longswords have been appearing in greater numbers in the hands of devout Banites. Because the blades and hilts are adorned with symbols of Bane, good folk have been hesitant to wield them after taking them from slain worshipers of the Black Lord.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, order's wrath, creator must be lawful; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 720 XP.
Source: Magic of Faerûn

Battleaxe of the Bull

This +2 battleaxe has a thick, heavy blade and a large spike on the top of its haft ideal for charging foes. The axe grants the Improved Bull Rush feat to anyone holding it. If used in both hands, the axe's powerful blows can push foes back. When used to make a two-handed melee attack, any successful hit forces the target 5 feet directly away from the wielder in addition to dealing normal damage. Creatures bigger than Large are immune to this effect.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: 32,310 gp; Cost to Create: 16,310 gp + 1,280 XP
Source: Arms and Equipment Guide

Berserker Blade

These +1 or +2 bastard swords gain an extra +1 enhancement bonus when the wielder flies into a barbarian rage. The witches of Rashemen create them for their fighting comrades.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, rage; Market Price: +1 weapon 6,335 gp; +2 weapon 11,335 gp; Cost to Create: +1 weapon 3,331 gp + 240 XP; +2 weapon 7,831 gp + 600 XP.
Source: Magic of Faerûn

Bladed Crossbow

This +2 heavy crossbow is magically strengthened and fitted with sharp metal blade. In addition to functioning as a normal +2 heavy crossbow, the bladed crossbow can be used as a melee weapon with a +2 enhancement bonus that deals 1d8+2 points of damage (critical X2). Unless the wielder takes the Exotic Weapon Proficiency (bladed crossbow) fear, melee attacks made with the weapon incur the -4 nonproficiency penalty.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, blade barrier; Market Price: 32,350 gp; Cost to Create: 16,350 gp + 1,280 XP.
Source: Arms and Equipment Guide

Blade of Deception

The flat steel blade of this +3 rapier is hard to follow in combat. Any time the wielder uses the Bluff skill to feint in combat while wielding the blade of deception, the blade provides a +2 enhancement bonus on the Bluff check. The blade of deception provides no bonus on other Bluff checks. In addition, any time a feint is successful in combat, the wielder can move freely without provoking attacks of opportunity from the target of the feint. Anyone not the target of the feint may take attacks of opportunity against the wielder normally.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, blur; Market Price: 19,820 gp; Cost to Create: 10,070 gp + 780 XP.
Source: Arms and Equipment Guide

Blade of Dragondoom

The wielder of this +3 greatsword may, as a free action, choose to deliver a smite attack upon a dragon. For every size category of the dragon larger than Medium, the smite attack deals an extra 1d6 points of damage (+1d6 against a large creature, +2d6 against Huge, +3d6 against Gargantuan, and +4d6 against Colossal). The smite function may be used three times per day but no more than once per round. The wielder must declare the use of the smite before the attack is made, and if the attack misses, the smite is wasted.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, fell the greatest foe; Price: 34,350 gp; Cost 17,305 gp + 1,360 XP; Weight 15 lb.
Source: Draconomicon

Blade of the Duelist

A potent weapon in nearly any situation, this +2 rapier is doubly effective when facing a single opponent in melee combat. When threatened by only one foe in melee, the wielder gains a +2 insight bonus to AC effective only against melee attacks from that opponent, and a +2 bonus on all disarm checks made with the blade of the duelist. If at any time during the round the wielder is threatened by more than one opponent, she loses these benefits until the beginning of her next turn. Attacks and spells made from a distance do not remove the benefits.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, minor image, shield; Market Price: 16,320 gp; Cost to Create: 8,320 gp + 640 XP.
Source: Arms and Equipment Guide

Blingdenstone Warpick

While many of these +1 corrosive heavy picks are in the hands of the homeless deep gnomes living in the Silver Marches, some have begun to circulate because of adventurers who have looted the drow-infested city of Blingdenstone.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, acid fog, acid storm, Melf's acid arrow, or storm of vengeance; Market Price: 8,308 gp; Cost to Create: 4,308 gp + 320 XP.
Source: Magic of Faerûn

Bolt of Freedom

These +1 bolts are constantly coated with a thin film of oil or grease. They leave a thin, oily residue wherever they lie, and even the fletching seems soaked in oil. Any target hit by a bolt of freedom is covered with a thin layer of grease. This coating grants a +10 bonus on Escape Artist checks and on grapple checks made to escape a grapple. A creature so coated takes a -10 penalty on grapple checks made to hold another creature. The effect lasts for 1d4 rounds.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, grease; Market Price: 247 gp; Cost to Create: 127 gp+ 10 XP
Source: Arms and Equipment Guide

Bolt of Voices

These +2 bolts have bright fletching and often have brightly painted shafts as well. Also known as magebane bolts, they are feared by many spellcasters. Anyone hit by a bolt of voices must succeed on a Will save (DC 16) or suffer from the bolt's distracting effects. Targets who fail their saves hear voices that seem to whisper inside their heads. Those affected by a bolt of voices must make a Concentration check (DC 16 + spell level) to cast any spells. This effect lasts for 1d6 rounds.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Market Price: 767 gp; Cost to Create: 387 gp + 31 XP
Source: Arms and Equipment Guide

Bonebreaker Hammer

This massive +2 warhammer glows on command with a fierce red light. The hammer sheds light as the light spell. On a critical hit, the bonebreaker hammer deals 1d6 points of temporary Dexterity damage in addition to its normal damage.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, harm; Market Price: 18,312 gp; Cost to Create: 9,312 gp + 720 XP.
Source: Arms and Equipment Guide

Bowstaff

As a move-equivalent action, the wielder can change this thin, flexible +2 quarterstaff into a +2 longbow or back again. Both forms perform exactly like a regular magic weapon of their type.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object; Market Price: 10,975 gp; Cost to Create: 5,975 gp + 400 XP
Source: Arms and Equipment Guide

Bow of Arcane Might

This +1 mighty (+2) composite longbow is covered in intricate arcane runes. The bow of arcane might allows its wielder to channel the energy of arcane spells through it to make attacks with the bow more damaging. As a move-equivalent action that does not provoke an attack of opportunity, the wielder can sacrifice a prepared arcane spell from memory (or a unused spell slot if a spontaneous arcane caster). Doing so adds a damage bonus equal to the sacrificed spell's level to the next attack made with the bow of arcane might. This damage bonus stacks with the normal enhancement bonus from the bow and any magic arrows used in the attack.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: 8,600 gp; Cost to Create: 4,600 gp + 320 XP
Source: Arms and Equipment Guide

Bow of Force

This +2 mighty (+3) composite longbow imbues each arrow shot from it with magical force. Arrows shot from the bow of force become force attacks that have no miss chance against incorporeal targets and bypass damage reduction, but they don't damage creatures immune to force effects.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, magic missile; Market Price: 32,700 gp; Cost to Create: 16,700 gp + 1,280 XP.
Source: Arms and Equipment Guide

Bow of Mighty Pulling

Made of thick but flexible wood, this +3 composite shortbow allows its wielder to put all of his strength into a shot. While using the bow of mighty pulling, the wielder may take a move-equivalent action to pull the bow. This allows the wielder to apply up to his full Strength modifier to damage on the next single shot with the bow, provided that shot occurs within 1 round of the pull action.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: 26,375 gp; Cost to Create: 13,375 gp + 1,040 XP.
Source: Arms and Equipment Guide

Bow of Radiance

On command, this +2 longbow radiates light out to 60 feet as the daylight spell. Furthermore, every arrow shot from the bow of radiance sheds light as the spell. There is no limit to the amount of time that the bow itself can radiate light, but the light shed by an arrow shot from the bow lasts only 10 minutes.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, light, daylight; Market Price: 40,375 gp; Cost to Create: 20,375 + 1,600 XP
Source: Arms and Equipment Guide

Bow of Songs

Made from fine wood by elven hands, this +2 short bow blends music with every shot to deadly effect. As a move-equivalent action that does not provoke an attack of opportunity, the wielder may give up one daily use of bardic music to add his Charisma bonus to attack and damage rolls on the next single attack made with the bow of songs.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, creator must be elven, creator must have bardic music ability, sculpt sound; Market Price: 32,331 gp; Cost to Create: 16,330 gp + 1,280 XP
Source: Arms and Equipment Guide

Bow of Sympathetic Enhancement

In addition to its own magical enhancement, this +2 shortbow imparts a temporary enhancement bonus to any arrow shot from it. Arrows shot from the bow of sympathetic enhancement are treated as +1 arrows for 1 round. Arrows that were magic to begin with gain no additional benefit.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic weapon; Market Price: 32,330 gp; Cost to Create: 16,330 gp + 1,280 XP.
Source: Arms and Equipment Guide

Bow of the Mighty Dragonhunter

This +2 dragon bane composite longbow (+4 Str bonus) is carved from the thigh bone of a Huge or Large dragon (and is thus considered a dragonbone bow). If an arrow fired from this bow hits a dragon, the dragon takes 1 point of Strength damage. Furthermore, any critical hit inflicted on a dragon by an arrow fired from this bow deals x5 damage, not x3 (this benefit doesn't stack with any quality that improves the critical multiplier of a weapon). Thus, a critical hit deals normal arrow damage x5 plus 5 points of Strength damage. (Other effects related to threatening or confirming critical hits, such as the keen edge or bless weapon spells, don't function if applied to this bow or the arrows it fires.)
Moderate transmutation and necromancy; CL 9th; Craft Magic Arms and Armor, Dragoncrafter, keen edge, ray of enfeeblement; Price 36,900 gp; Cost 18,900 gp + 440 XP; Weight 3 lb.
Source: Draconomicon

Bow of the Solars

This Large +2 mighty (+5) composite longbow turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death; Market Price: 100,100 gp; Cost to Create: 50,500 gp + 3,968 XP.
Source: Arms and Equipment Guide

Bow of the Steppes

The magical properties imbued in this +2 mighty (+2) composite short bow makes it easier to use when mounted. Shots fired from the bow of the steppes while mounted incur only a -2 penalty on attacks if the wielder's mount takes a double move. Shots fired while the wielder's mount is running take only a -4 penalty on attacks.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, phantom steed; Market Price: 18,525 gp; Cost to Create: 9,525 gp + 720 XP
Source: Arms and Equipment Guide

Breaking Blade

Cleverly shaped and magically enhanced to shatter opponent's weapons, the breaking blade grants its wielder the Sunder feat while she holds the weapon. This +2 halberd is particularly effective when used against simple and martial reach weapons. When attacking such weapons, it deals double damage. The metal haft of the breaking blade has a hardness of 15 and 20 hit points.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, shatter; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 XP
Source: Arms and Equipment Guide

Brutal Axe

This +1 keen battleaxe has a thick haft and a heavy, almost unbalanced head. Whenever the brutal axe scores a successful critical hit, the wielder may make a free trip attempt against the target. If the brutal axe is used in two hands, the wielder can apply 1 1/2 times his Strength bonus to this trip attempt.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 XP
Source: Arms and Equipment Guide

Bullet of Sound

If this +1 sling bullet strikes a foe, it blasts an area with a tremendous cacophony. Every creature within a 10-foot radius takes 1d8 points of sonic damage and must succeed on a DC 13 Fortitude saving throw to avoid being stunned for 1 round.
CL 3rd; Faint evocation; Craft Magic Arms and Armor, sound burst; Price 196 gp.
Source: Miniatures Handbook

Burning Battle Gauntlets

Created by the fiends of Hellgate Keep for their tanarukk minions, these +1 flaming battle gauntlets are not actually on fire but are constantly hot to the touch and deal fire damage whenever the wearer punches an opponent. The weapons also deal their fire damage when the wearer is grappling in addition to any grappling damage. They are hot enough to ignite flammable objects just as easily as an open flame would. The constant heat of the gauntlets means that anyone wearing them also suffers 1d6 fire damage per round, making them unsuitable weapons for anyone not resistant to fire damage. Burning battle gauntlets are crafted singly; a tanarukk with two of them is considered very wealthy and powerful.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Market Price: 8,310 gp; Cost to Create: 4,320 gp + 320 XP.
Source: Races of Faerûn

Burrowing Arrow

This +1 arrow sticks into its target on a successful hit and embeds itself in the wound. A burrowing arrow must be pulled out before natural healing can occur, and this removal deals a further 1d8 points of damage. If the target receives magical healing, the burrowing arrow immediately deals 1d8 points of damage as the magic forces it out of the wound.
Faint necromancy; CL 4th; Craft Magic Arms and Armor, inflict light wounds; Price 167 gp; Cost 87 gp + 6 XP.
Source: Compete Warrior

Calathangas

Also called the rat blade and the sting of Xerastos, this +1 rapier first appeared in the Dalelands nearly a century ago. Any humanoid who wields it must make a DC 13 Fortitude save each tenday that the blade is in his possession; failure indicates that he has contracted lycanthropy and become an afflicted wererat. Likewise, any humanoid hit by the blade must succeed oh a DC 13 Fortitude save or contract lycanthropy of the same sort.
Calathangas glows only when there are rats within 30 feet of it. Once per day, the wielder can call forth 1d6+1 rat swarms or a pack of 3d6 dire rats as a standard action. These creatures arrive in 2d6 rounds and serve the wielder for up to 1 hour.
Moderate conjuration; CL 6th; Craft Magic Arms and Armor, summon nature's ally III; Price 13,800 gp; Cost 8,060 gp + 620 XP.
Source: Dragon #188

Celestial Blade

This Large +3 bastard sword is the favored weapon of planetars. It always shines light equivalent to a torch (20-foot radius), and its blade is typically engraved with the symbol of the deity served by the planetar.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor; Market Price: 18,335 gp; Cost to Create: 9,335 gp + 720 XP.
Source: Arms and Equipment Guide

Celestial Mace

This +3 disruption heavy mace is the favored weapon of astral devas. It always shines light equivalent to a torch (20-foot radius).
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, heal; Market Price: 50,312 gp; Cost to Create: 25,312 gp + 2,000 XP.
Source: Arms and Equipment Guide

Chain of Entangling:

This hooked +2 spiked chain wraps around foes, entrapping them and dealing continuous damage. On a successful hit, the chain of entangling allows its wielder to attempt to grapple the target. On subsequent attacks, the wielder can attempt to hold the target in the chain. Treat the attack as a normal hold attempt that it deals the damage of the spiked chain rather than unarmed damage. The target may attempt to break the grapple as normal.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Evard's black tentacles; Market Price: 32,325 gp; Cost to Create: 16,325 gp + 1,280 XP.
Source: Arms and Equipment Guide

Changeling Spear

This +2 halfspear can easily shift forms. As a free action, the wielder can change the weapon into a shortspear, a longspear, or back to a halfspear. The wielder may change the spear in this way once per round.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, alter self; Market Price: 18,301 gp; Cost to Create: 9,301 gp + 720 XP
Source: Arms and Equipment Guide

Chargebreaker

This +1 keen longspear has a barbed shaft that deals even more damage when set against a charging opponent. When a character uses a ready action to set chargebreaker against a charge, it deals triple damage on a successful hit.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: 18,305 gp; Cost to Create: 9,305 gp + 720 XP
Source: Arms and Equipment Guide

Cheldaorn Katar

This +1 punch dagger, carved from the tooth of a black dragon, functions identically to a dagger of venom. The first of these weapons was crafted by a renegade elf assassin from the city of Ascalhorn, which is now known as Hellgate Keep. Since Hellgate Keep's destruction, copies of this weapon have begun appearing in the hands of hired killers across Faerûn.
CL 5th; Faint necromancy; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP; Weight 1 lb.
Source: Player's Guide to Faerûn

Claws of the Leopard

This pair of +2 spiked gauntlets have been shaped to look like the paws of an oversized cat. In addition to their enhancement bonus, they provide several felinelike advantages. While wearing the claws of the leopard, the wielder gains low-light vision and a +10 enhancement bonus on Climb checks. During the first round of combat, the wielder can leap on a foe, allowing her to make a full attack with the claws of the leopard even if she has already taken a move action. This ability functions exactly like the leopard's pounce ability.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must have 5 ranks in Climb, cat's grace; Market Price: 38,305 gp; Cost to Create: 19,305 gp + 1,520 XP
Source: Arms and Equipment Guide

Closing Blade

This +3/+2 two-bladed sword allows its wielder to continue fighting effectively when grappled. Any time the wielder is grappled, he can make attacks against the creature he is grappling as if the closing blade were a Tiny weapon.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, freedom of movement; Market Price: 58,700 gp; Cost to Create: 29,700 gp + 2,320 XP
Source: Arms and Equipment Guide

Cormanthyrian Elfblade

These +1 keen longswords bear symbols of the old elven houses of Cormanthor, who were the first to develop keen magic.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: 8,315 gp; Cost to Create: 4,315 gp + 320 XP.
Source: Magic of Faerûn

Cormyrian Goblinthrasher

These +1 goblinoid bane longswords are adorned with the rampant purple dragon symbol of Cormyr. Royal Magician Caladneis has commissioned the War Wizards to create many of these weapons for distribution among the Purple Dragon knights and general sale, in order to generate revenue for the country and improve morale. The ones awarded to the knights are typically inscribed with marks of honor and distinction appropriate to the recipient.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Market Price: 18,315 gp; Cost to Create: 9,315 gp, 720 XP.
Source: Magic of Faerûn

Craemmol's Hammer

Owned by a dwarf warrior legendary for both his battle prowess and his greed, this +3 warhammer sheds bright yellow light equivalent to that of a torch. Whenever a drow comes within 60 feet of the wielder, the weapon makes a loud ringing sound like a tremendous bell. If the wielder concentrates on the hammer for 1 full round, she learns the precise location of the nearest drow and the total number of drow that are within the weapon's detection radius.
Moderate evocation; CL 11th; Craft Magic Arms and Armor, true seeing; Price 43,312 gp; Cost 21,812 gp + 1,720 XP; Weight 3 lb.
Source: Player's Guide to Faerûn

Crossbow, Deathwand

The two thin hollows in this +2 light crossbow's stock have a magical affinity with wands. The wielder of the deathwand crossbow is considered to be holding either of the wands when she wields the crossbow, and she can use either wand normally without letting go of the crossbow. Removing or stowing a wand in the crossbow takes a move-equivalent action. If the crossbow is destroyed, any wands it holds are also destroyed.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Leomund's secret chest; Market Price: 10,335 gp; Cost to Create: 5,335 gp + 400 XP.
Source: Arms and Equipment Guide

Crossbow, Dwarven Mauler

This Large +2 heavy crossbow is covered with dwarven runes, and the intricate stock has been carved to resemble the head of a hammer. Because of its increased size, the dwarven mauler deals 1d12 points of damage on a successful hit. This increase in size does not affect the time it takes to load the crossbow. Furthermore, against all giants and goblinoids, the dwarven mauler's critical multiplier is increased to x4.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf; Market Price: 18,700 gp; Cost to Create: 9,700 gp + 720 XP.
Source: Arms and Equipment Guide

Crossbow, Inevitable

The stock and rest of this +1 light crossbow are covered in carvings, each resembling a slightly different eye. If a bolt from an inevitable crossbow misses, the wielder's next shot, if aimed at the same target, gains an additional +1 insight bonus on the attack roll. If the second shot misses, the insight bonus increases to +2. As long as the wielder continues to fire at the same target and continues to miss, subsequent shots gain bigger insight bonuses, increasing by +1 each time, up to a maximum of +5. This sequence of shots must occur on consecutive rounds; if a round passes without the wielder shooting at the same target, the crossbow's insight bonus reverts to +0.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, true strike; Market Price: 18,335 gp; Cost to Create: 9,335 gp + 720 XP.
Source: Arms and Equipment Guide

Crossbow of Reloading

An elegantly designed weapon, this +1 light crossbow is decorated with ancient symbols of wind and energy along its handle. Reloading this weapon is a free action instead of a move action.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price 6,335 gp.
Source: Miniatures Handbook

Crossbow of Retrieving

This +2 hand crossbow has a cleverly carved stock that resembles a beckoning hand. Any inanimate object struck by a bolt from a crossbow of retrieving is affected by a mage hand spell. See Attack an Object in Chapter 8 of the Player's Handbook for rules on attacking inanimate objects.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, mage hand or telekinesis; Market Price: 13,400 gp; Cost to Create: 6,900 gp + 520 XP
Source: Arms and Equipment Guide

Crossbow of Trailing Flame

Made from a deep red-hued wood, this +1 flaming repeating crossbow is strengthened by bands of wrought iron and carved with shallow markings that resemble flickering flames. Anytime the crossbow of trailing flame is fired more than once in the same round, its additional property is activated. Each shot after the first in the round deals a cumulative +1 point of fire damage. For example, the second shot in a round deals 1d8+1 normal damage and 1d6+1 fire damage, and the third shot in the same round deals 1d8+1 normal damage and 1d6+2 fire damage.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Market Price: 18,550 gp; Cost to Create: 9,550 gp + 720 XP
Source: Arms and Equipment Guide

Cutlass of Surety

The magical properties of this +2 shortsword make it impossible for the wielder to be disarmed. The sword grants no bonus on disarm attempts initiated by the wielder.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 XP.
Source: Arms and Equipment Guide

Dagger of Chaos

This +1 dagger is exquisitely wrought and decorated with abstract patterns and inlays. It bears an unusual curse: If it successfully strikes a creature and inflicts damage, the wielder randomly assumes a new shape as if someone had successfully cast polymorph other on him. To determine the shape assumed, flip to a random page in the Monster Manual and select a creature whose form can be assumed with polymorph other.
The transformation lasts until the wielder makes another successful hit with the dagger, at which point he assumes a different random form. If the new form doesn't use equipment, its primary attack natural method (such as a bite or claw) gains a silvered appearance, and this primary attack counts as the dagger for the purposes of assuming a new form. If the wielder discards the dagger, he remains in his transformed shape.
Caster Level: 15th; Prerequisite: Craft Magic Arms and Armor, baleful polymorph; Market Price: 106,302 gp; Cost to Create: 53,000 gp + 4,240 XP.
Source: Magic of Faerûn

Dagger of Defense

This +4 defending dagger has a long, thin blade and a broad guard, and is an excellent parrying weapon. As long as the wielder holds the dagger of defense in his off hand, he cannot be flanked. Rogues of 16th level or higher can flank the character normally.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, shield; Market Price: 58,302 gp; Cost to Create: 29,302 gp + 2,320 XP
Source: Arms and Equipment Guide

Dagger of Defiance

These daggers were first created in Myth Drannor. The bearer of one of these +1 daggers is immune to fear and compulsion effects and gains a +3 resistance bonus on saves against enchantments.
CL: 7th; Craft Magic Arms and Armor, remove fear, resistance; Market Price: 12,302 gp; Cost to Create: 6,302 gp + 480 XP.
Source: Magic of Faerûn

Dagger of Entry

Greatly prized by rogues and others with larceny on their minds, a dagger of entry looks like a plain, if finely crafted dagger. This +1 dagger's one oddity is its strangely shaped hilt, which looks like an oversized key The dagger is capable of opening almost any door, allowing its possessor to cast knock once per day as a 9th-level caster. In addition, the dagger allows its wielder to cast find traps once per day and detect secret doors once per day (both as the spells from a 9th-level caster).
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, detect secret doors, find traps, knock; Market Price: 18,502 gp; Cost to Create: 9,402 gp + 728 XP
Source: Arms and Equipment Guide

Dagger of Venom

This black +1 dagger has a serrated edge. It allows the wielder to inflict a poison spell (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 spell must be inflicted on the same round that the dagger strikes.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, Poison; Market Price: 9,302 gp; Cost to Create: 4,802 gp + 360 XP.
Source: Dungeon Master's Guide v.3.5

Dart of Pinning

Although it looks more like a large needle than an instrument of war, this +2 dart has the deadly ability to hold a foe motionless. Targets struck by a dart of pinning must make a successful Fortitude save (DC 13) or be paralyzed as though by carrion crawler brain juice . The effect lasts for 7 round.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, hold monster; Market Price: 18,300 gp; Cost to Create: 9,300 gp + 720 XP
Source: Arms and Equipment Guide

Delimbiyra's Shining Bow

Crafted of phandar wood before the fall of Eaerlann, this +1 composite longbow (+4 Str bonus) glows with a silvery light equivalent to that of a torch. Arrows shot from this longbow become silvered weapons in flight, and any creature struck by one is subject to the effects of a silver-hued faerie fire spell. The weapon has never been recovered from fallen Myth Glaurach, and legend asserts that it still lies within the City of Scrolls.
Faint evocation; CL 4th; Craft Magic Arms and Armor, faerie fire; Price 6,800 gp; Cost 3,800 gp + 240 XP.
Source: Lost Empires of Faerûn

Demonward

This weapon is a +1 holy greatsword made of cold iron. Demonward weapons were crafted for use in planar wars against terrifying opponents from the deepest pits of the underworld. They are scarred and notched from their frequent contact with demonic skin.
CL 7th; Moderate evocation (good); Craft Magic Arms and Armor, holy smite, creator must be good; Price 20,400 gp.
Source: Miniatures Handbook

Desert's Heart

The dark metal of this +2 flensing falchion is imbued with a deep red tint. Any creature holding desert's heart is immune to fire damage and takes double damage from cold effects. Creatures with the cold subtype do not gain this benefit, instead, desert's heart bestows a negative level on them, which persists as long as they hold the blade. 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.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, fireball, protection From elements; Market Price: 71,175 gp; Cost to Create: 35,775 gp + 2,832 XP.
Source: Arms and Equipment Guide

Devilward

This weapon is a +1 holy greatsword made with alchemical silver. Devilward weapons were forged in heavenly fires to be used against pit fiends and similar powers of hell. The alchemical silver material of this weapon imposes a -1 penalty on its damage, effectively canceling the +1 enhancement bonus.
Moderate evocation (good); CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price 18,480 gp.
Source: Miniatures Handbook

Disarming Flail

The magic chain on this +2 heavy flail gives the weapon a greater ability to pull opponents' weapons from their grasp. The disarming flail grants a +2 circumstance bonus on disarm checks and allows the wielder to make disarm attempts as though she possessed the Improved Disarm feat. This bonus stacks with the normal bonus flails receive on disarm checks.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: 18,395 gp; Cost to Create: 9,355 gp + 723 XP.
Source: Arms and Equipment Guide

Doomslayer Bow

Possibly the Order of the Storm's deadliest achievement, the means of crafting these bows remained a closely guarded secret for millenia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 strength) this bow allows the wielder to find the weak spots in this enemy's hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made.
Strong divination; CL 16th; Craft Magic Arms and Armor, true strike; Price 50,900 gp; Weight 3 lb.
Source: Dragon #342

Doorbreaker

This plain-looking +1 battleaxe resembles mundane wood-chopping axes mote than other battleaxes, and it is especially effective against wood and similar materials. A doorbreaker deals double damage to all objects made predominantly of wood and to plant creatures.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, warp wood; Market Price: 8,310 gp; Cost to Create: 4,310 gp + 320 XP
Source: Arms and Equipment Guide

Dragontooth

Made from a single tooth of an ancient blue dragon, this +2 shock rapier projects a fearsome aura around its wielder. Foes within 5 feet of the wielder must succeed on a Will save (DC 16) or suffer the effects of the fear spell from an 8th-level caster. Once foes have made a successful saving throw against the fear aura, they are immune to the aura's effects for one day.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, fear, lightning bolt; Market Price: 40,720 gp; Cost to Create: 20,520 gp + 1,616 XP
Source: Arms and Equipment Guide

Dwarven Thrower

This weapon commonly functions as a +2 warhammer. If in the hands of a dwarf, the warhammer gains an additional +2 enhancement bonus (for a total enhancement bonus of +3) and can be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown and is then ready to be wielded or thrown again. When hurled, it deals +1d8 points of bonus damage +2d8 points of bonus damage against giants.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Market Price: 60,312 gp; Cost to Create: 30,312 gp + 2,400 XP.
Source: Dungeon Master's Guide v.3.5

Dyerwaen

Forged by the elves of old Myth Drannor, this +2 bastard sword was given as a token of friendship to the first human settlers in the Dalelands. It grants a number of magical abilities to its wielder. In forest settings, a character carrying Dyerwaen is camouflaged, gaining a +3 competence bonus on Hide checks. In addition, she can use pass without trace at will in such an environment. She also gains a +2 competence bonus on Survival checks, On command, Dyerwaen can produce a hide from animals effect (usable at will) and a speak with plants effect (usable once per day): Finally, the wielder gains a +2 competence bonus on Diplomacy checks against elves, fey, and woodland creatures of good alignment. Dyerwaen is a chaotic and good weapon, so it, can bypass the damage reduction of certain lawful or evil outsiders.
Moderate abjuration; CL 11th; creator must be a druid; Price 29,333 gp; Cost 14,667 gp and 3 sp + 1,173 XP.
Source: Dragon #74

Ebon Lash

Created by and for the Red Wizards and their agents, these black +1 whips require any creature struck to make a Will save (DC 10) or be dazed for 1 round as if affected by a daze spell (in addition to normal whip damage). Once per day the wielder can invoke a charm person spell.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, daze, dominate person; Market Price: 4,526 gp; Cost to Create: 2;413 gp + 169 XP.
Source: Unapproachable East

Electric Lash

The blue-tinged leather of this +2 shock whip seems to spark with small motes of electric energy. Three times per day, the wielder of the electric lash may make an arcing strike. This attack deals an additional +2d6 points of electricity damage (3d6 total) to the target if the attack is successful. Furthermore, the electric jolt arcs to any one creature within 5 feet of the target. That target takes half as much electricity damage as the first target did. If more than one creature is within 5 feet of the target, roll randomly to see which one is affected by the arc of electricity. Arcing strike damage is not multiplied by critical hits.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, lightning bolt; Market Price: 50,301 gp; Cost to Create: 25,301 gp + 2,000 XP.
Source: Arms and Equipment Guide

Elqillar

A Calishite illusionist named Akhir Ahad, who intended it to help him escape assassination at the hands of political rivals, crafted this +1 scimitar. At the wielder's command, Elqillar can transform into a scimitar, dagger, kukri, or sword of any kind sized for a Small, Medium, or Large creature. Whatever its guise, it retains its +1 enhancement bonus, and multicolored runes spelling its name appear on its blade.
A character who has Elqillar on his person can use disguise self at will. When holding the weapon in his hand, he is immune to detect thoughts, discern lies, and any attempt to magically discern his alignment, as though he were wearing a ring of mind shielding . Finally, when Elqillar strikes a creature that is in any form other than its natural one, that creature must make a DC 18 Will saving throw or immediately revert to its natural form (humanoid or giant is the natural form for both afflicted and natural lycanthropes).
Strong illusion; CL 12th; Craft Magic Arms and Armor, disguise self, nondetection, polymorph; Price 167,313 gp; Cost 83,813 gp + 6,680 XP.
Source: Dragon #74

Elven Leaf Arrow

These +2 arrows are tipped with magically strengthened leaves rather than metal tips. Anyone firing an elven leaf arrow can, as a free action, declare that the arrow deals subdual rather than regular damage. Furthermore, whenever an elven leaf arrow deals subdual damage in a temperate woodland environment, the target must succeed on a Will save (DC 11) or be charmed as the charm monster spell from a 10th-level caster.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, creator must be an elf, charm monster; Market Price: 1,167 gp; Cost to Create: 587 gp + 47 XP
Source: Arms and Equipment Guide

Emerald Caltrops

These magic caltrops dissolve into small puddles of acid when stepped on. Like normal caltrops, emerald caltrops are scattered on the ground to slow enemies, but the act of scattering them also activates their magic. One 2-pound bag covers an area 5 feet square. Each time a creature moves into an area covered by emerald caltrops, make an attack roll (with a +1 bonus) using the rules for caltrops found in Chapter 7 of the Player's Handbook. Any creature struck by the caltrops takes an additional +1 point of damage and 1d6 points of acid damage. Emerald caltrops turn to vapor 1 hour after being removed from their original container.
Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Market Price: 166 gp; Cost to Create: 86 gp + 7 XP
Source: Arms and Equipment Guide

Equestrian's Spear

The magical properties of this +2 longspear make it suited for use on foot or on horseback. When used by a character on foot, the equestrian's spear functions exactly like a longspear. When used by a mounted character proficient with the heavy lance, the equestrian's spear is treated in all respects as a heavy lance. Mounted characters not proficient in the heavy lance may still use the weapon as a longspear.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, phantom steed, polymorph any object; Market Price: 26,615 gp; Cost to Create: 13,615 gp + 1,040 XP
Source: Arms and Equipment Guide

Erythnul's Slaughter

This +2 unholy morningstar is sacred to clerics of Erythnul, the god of slaughter. Any cleric wielding Erythnul's slaughter can prepare spells as if he had access to the War domain in addition to his other domains. Clerics who already have access to the War domain gain no additional benefit. If for any reason the cleric loses possession of Erythnul's slaughter, all prepared spells from the War domain are lost, unless the cleric normally has access to that domain.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, creator must have access to War domain, unholy blight; Market Price: 72,308 gp; Cost to Create: 36,308 gp + 2,880 XP
Source: Arms and Equipment Guide

Ethereal Bolt

These +1 bolts, once fired, flicker between the Material Plane and Ethereal Plane. This jumping between planes gives the bolts a hazy, insubstantial appearance. Flickering between the planes gives the bolts several powers. Although they provide no ability to see onto the Ethereal Plane, the bolts themselves affect ethereal creatures normally. Furthermore, they can pass through solid objects. For each 5 feet of solid material the bolt passes through, there's a 50% chance that the bolt is on the Material Plane when it passes, stopping the bolt and ending its flight. All attacks with ethereal bolts have a 20% miss chance. The planar flickering lasts only for one shot; if recovered intact after being fired, an ethereal bolt is thereafter treated as a normal +1 bolt.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, blink; Market Price: 797 gp; Cost to Create: 402 gp + 32 XP
Source: Arms and Equipment Guide

Everburning Chain

On command, this +2 flaming spiked chain turns into a column of fire. Like other flaming weapons, the fire does not harm the wielder. As a standard action, the wielder can sweep the chain around her head, spreading flame in a 10-foot radius. This attack deals 1d6 points of damage to creatures within the area of effect (Reflex half DC 13) and can cause flammable material to ignite. Trip attacks made with an everburning chain may ignite the target's clothing if it is flammable.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, burning hands, fireball; Market Price: 22,725 gp; Cost to Create: 11,525 gp + 896 XP
Source: Arms and Equipment Guide

Evithyan's Blade

This +3 longsword was fashioned in Myth Drannor by the ancient elf hero whose name it carries, then used to fight the drow in the Underdark. Similar to a bane weapon, Evithyan's blade becomes a +5 longsword against drow. Rather than dealing extra damage as a bane weapon would, however, it deals 2d4 points of Constitution damage to any drow it hits. A DC 20 Fortitude save reduces the Constitution damage by half.
Strong evocation; CL 13th; Craft Magic Arms and Armor, Mordenkainen's sword; Price 72,313 gp; Cost 36,313 gp + 2,880 XP.
Source: Dragon #74

Fellstone

This +3 heavy pick is made entirely from stone, and its magical properties give its wielder great power over stone. Earth creatures struck with fellstone must succeed on a Fortitude save (DC 13) or be dazed until the beginning of the wielder's next action. Whenever both the wielder and her opponent are touching the ground, fellstone grants a +1 bonus on attacks and damage. If an opponent is airborne or waterborne, the wielder takes a -4 penalty on attacks and damage. Furthermore, as long as the wielder is touching the ground, she can start a bull rush without provoking an attack of opportunity. The combat modifiers given above for melee attacks also apply to the wielder's opposed Strength check when attempting a bull rush.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, stone shape, summon monster VI; Market Price: 32,308 gp; Cost to Create: 16,308 gp + 1,280 XP.
Source: Arms and Equipment Guide

Fey Arrow

This light, slender +1 arrow has a small point and brightly colored fletching. On a successful hit, a pale glow surrounds the target. The glow functions exactly like the faerie fire spell from a 5th-level caster, preventing an outlined target from gaining the benefits of concealment caused by darkness, blur, displacement, invisibility, or similar effects.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, faerie fire; Market Price: 297 gp; Cost to Create 152 gp + 12 XP
Source: Arms and Equipment Guide

Fiendhunter Two-Bladed Sword

This two-bladed sword has one tip that crackles with green sparks and another limned with a dull red glow. Evil outsiders worry about the green side of the sword, but in the hands of a competent wielder they should fear the red end even more.
The green side of the weapon is a +1 sure striking weapon that forces any evil extraplanar creature hit by it to succeed at a Will save (DC 16) or suffer a dismissal effect, as the spell from an 8th-level caster. This effect functions three times per day.
The red side of the weapon is also a +1 sure striking weapon, but evil extraplanar creatures hit by it are unable to engage in extradimensional travel (as the dimensional anchor spell) for 8 minutes. This traps fiends near the wielder of the fiendhunter, denying them the escape route they may need. The dimensional anchor effect also works three times a day.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, dimensional anchor, dismissal; Market Price: 32,380 gp; Cost to Create: 16,540 gp + 1,267 XP.
Source: Races of Faerûn

Flail of Shadows

Made from forge-blackened iron and darkwood, this +2 shadowstrike heavy flail has a powerful bond with the Plane of Shadow. In addition to its shadowstrike ability, the flail of shadows allows its wielder to cast dimension door with a command word (as the spell from an 11th-level caster, but the dimension door must originate and terminate in an area of shadow).
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, dimension door, shadow conjuration, shadow walk; Market Price: 48,155 gp; Cost to Create: 24,235 gp + 1,914 XP.
Source: Arms and Equipment Guide

Flamelance

Crafted by Red Wizards for their favored warriors, the flamelance is a +1 flaming burst lance that may be wielded as a longspear by a character on foot at no penalty. On command, the flamelance can fire a jet of white-hot flame as Adganazzar's scorcher cast by a 6th-level sorcerer. This deals 3d8 points of damage (Reflex half DC 13) in a 5-foot wide path 40 feet long. The flamelance can produce fifty such blasts before this power is exhausted, after which it is simply a +1 flaming burst lance.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, scorch, and flame blade, flame strike, or fireball; Market Price: 39,910 gp; Cost to Create: 20,110 gp + 1,584 XP.
Source: Unapproachable East

Flameshroud Axe

Made from an incredibly hard red metal (hardness 15, 30 hp), this +3 flaming battleaxe can wrap its wielder in a protective shield of fire. Once per day, the flameshroud axe can produce an effect similar to the fire shield spell (chill version) from an 11th-level sorcerer. Activating the axe's fire shield ability is a full-round action that provokes an attack of opportunity.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, fireball, fire shield; Market Price: 51,510 gp; Cost to Create: 25,910 gp + 2,048 XP
Source: Arms and Equipment Guide

Flame Tongue

This +1 flaming longsword (+1d6 points of fire damage with each hit) is also a flaming burst weapon (+1d10 points of bonus fire damage on a critical; see flaming burst, above).
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: 32,315 gp; Cost to Create: 16,315 + 1,280 XP.
Source: Dungeon Master's Guide v.3.5

Foesplitter Axe

Crafted by the shield dwarves of the North, a Foesplitter axe is a +1 keen battleaxe with a steel haft (hardness 10, 25 hp).
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, keen edge, shield dwarf; Market Price: 7,480 gp; Cost to Create: 3,895 gp + 287 XP.
Source: Races of Faerûn

Foe Reaper

This +2 mighty cleaving scythe can cut through foes three at a time. During extra attacks granted by the Cleave feat or the scythe's mighty cleaving ability, its threat range is doubled. Foe reaper is treated as a keen weapon for purposes of spells interacting with it, meaning it cannot be the target of keen edge or Bless Weapon, nor can it receive the vicious ability.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, divine power, keen edge; Market Price: 32,318 gp; Cost to Create: 16,318 gp + 1,280 XP.
Source: Arms and Equipment Guide

Force Web

This +4 net is made of pure magical force and can hold even incorporeal creatures. A creature entangled in a force web can attempt to escape as a full-round action (Escape Artist check, DC 20). The net has a hardness of 10 and 30 hit points and can be burst with a DC 40 Strength check as a full-round action.
Caster Level: 13th, Prerequisites: Craft Magic Arms and Armor, forcecage; Market Price: 72,320 gp; Cost to Create: 36,320 gp + 2,880 XP
Source: Arms and Equipment Guide

Foretelling Blade

Otherwise unadorned, the pommel of this +2 longsword is carved to look like a large, unblinking eye. Once per day, the possessor of the foretelling sword may roll 1d20. Once over the course of the ensuing day, the wielder may choose to use the result of that roll instead of making an attack roll. To use this ability, the wielder must announce this choice before making the attack roll. For the chosen attack, the wielder simply uses the result of the earlier 1d20 roll as if that were his attack roll.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, augury; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 720 XP.
Source: Arms and Equipment Guide

Frost Brand

This +3 frost greatsword (+1d6 points of bonus cold damage with each hit) does not shed any light except when the air temperature is below 0° F. Its wielder is protected from fire, since the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise suffer.
The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball, meteor swarm, and flame strike.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, ice storm, dispel magic, protection from elements; Market Price: 49,350 gp; Cost to Create: 24,850 gp + 1,960 XP.
Source: Dungeon Master's Guide v.3.5

Frost Shard Dagger

This completely translucent +1 dagger radiates cold and looks as if it is sculpted out of ice. Despite its appearance, the dagger is as resilient as normal steel until used to make a successful melee or ranged attack. The first successful attack made with a frost shard dagger causes it to explode in a burst of cold energy, dealing 3d6 points of cold damage to everyone within 5 feet of the target. All creatures other than the original target may attempt a Reflex save (DC 17) to take half damage. The frost shard dagger is destroyed after one successful attack.
Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, cone of cold; Market Price: 1,052 gp; Cost to Create: 677 gp + 30 XP
Source: Arms and Equipment Guide

Gauntlets of the Valorous

Made for the heroes of Myth Drannor, these +3 gauntlets come in many forms, from massive silvery elbow-length gauntlets to five finger-rings chained to a bracelet. Usually only one gauntlet of a pair is found. They grant no bonus to Armor Class (their enhancement bonus applies only to their weapon characteristics) and do not interfere with arcane spellcasting. When both gauntlets of a matching pair are worn together, they have one of the following additional command-activated abilities, depending upon the pair:

Additional AbilityAdditional PrerequisiteMarket Price
Chain lightning 1/daychain lightning+56,000 gp
Flame blade 2/dayflame blade+38,000 gp
Heal 1/dayheal+48,000 gp
Hold monster by touch 1/dayhold monster+ 30,000 gp
Polymorph other by touch 1/daypolymorph other+26,000 gp
Regenerate 1/day regenerate+66,000 gp
Repulsion 1/dayrepulsion+56,000 gp
Shocking grasp 3/dayshocking grasp+66,000 gp
Stone to flesh or flesh to stone (by touch) 1/daystone to flesh or flesh to stone+50,000 gp
Telekinesis (violent thrust) by touch 2/daytelekinesis+20,000 gp


Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, prerequisite spells; Market Price: 18,302; Cost to Create: 9,302 gp + 360 XP.
Source: Magic of Faerûn

Ghost Hands

These roughly wrought iron gauntlets remain a dull, dark gray regardless of how often they are polished. Despite their crude appearance, ghost hands are a surprisingly light pair of +1 ghost touch gauntlets. While wearing ghost hands, the wielder is immune to the magic jar spell and a ghost's malevolence ability. Ghost hands provide a +1 enhancement bonus on attack and damage rolls but attacks with them are still considered unarmed for purposes of provoking attacks of opportunity.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, plane shift, protection from evil; Market Price: 18,302 gp; Cost to Create: 9,302 gp + 720 XP
Source: Arms and Equipment Guide

Giant-Tooth Arrow

The drow take teeth from their fallen enemies to craft these blunt-tipped arrows. Sszaral, the drow chieftain, made his arrows from teeth of the sacred skulls. Designed to help them combat giants, the drow do not hesitate to fire these arrows at any intruder, giant or not, who enters their vale.
This black-shafted arrow possesses a wedge-shaped ivory tip. Dark red sinew binds the arrowhead to the shaft.
Firing a giant-tooth arrow is sufficient to activate its magic properties. A giant-tooth arrow functions as a +2 giant bane arrow. In addition, whenever the arrow deals damage to a target, the arrowhead burrows beneath the target's flesh. The target receives a -2 penalty on attack rolls, Reflex saves, and Concentration checks while the arrow remains lodged in her flesh. The target can take a standard action to remove the arrow. The burrowing property does not affect constructs, oozes, or undead. Moderate conjuration and necromancy; CL 9th; Craft Magic Arms and Armor, bestow curse, summon monster I, 327 gp, 26 XP, 1 day. Weight: - Price: 647 gp per arrow
Source: Dragon #345

Glaive of Torment

This wounding glaive gains additional power in the hands of a barbazu or any other creature with a natural wounding ability. Whenever such a creature wields the weapon, those struck by it are racked with pain, taking a -4 penalty on attack rolls, skill checks, and ability checks, for 3 rounds. A successful Fortitude save (DC 16) lessens the penalty to -2.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bestow curse, Mordenkainen's sword; Market Price: 74,308 gp; Cost to Create: 37,308 gp + 2,960 XP
Source: Arms and Equipment Guide

Gnome's Toolkit

Covered in hooks, small sliding compartments, and tiny nooks perfect for potion vials, this +2 light crossbow can hold several small items. The gnome's toolkit stores a set of masterwork lockpicks, a magnifying glass, and a small silver mirror. These items are magically bonded to the crossbow, and they disappear if taken more than 20 feet from it. Items removed like this reappear within the crossbow after 1 minute. The gnome's toolkit can also hold up to six more small items such as keys or potion vials. No item stored in the crossbow can be more than 2 inches long or weigh more than 6 ounces. Additional stored items do not become bonded to the crossbow and function normally if removed. While holding a gnomes toolkit, the wielder can retrieve any item stored in the crossbow as a free action.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Leomund's secret chest; Market Price: 10,335 gp; Cost to Create: 5,335 gp + 400 XP
Source: Arms and Equipment Guide

Gnome Steam Bow

Covered with levers and small repositories for alchemical fluids, and strung with a system of pulleys, this +1 shortbow offers several advantages. The wielder can choose from the following three options, each requiring a move-equivalent action to activate. The wielder can remove any penalty on damage rolls from a low Strength score for the next shot from the bow. The wielder can add his Intelligence modifier to the attack roll for the next shot from the bow. Finally, the wielder can double the range increment of the bow for the next shot from it. None of these actions provokes an attack of opportunity. If the wielder spends the time, it's possible to set up a shot that benefits from all three abilities.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bull's strength, clairaudience/clairvoyance, true strike; Market Price: 18,530 gp; Cost to Create: 9,430 gp + 728 XP
Source: Arms and Equipment Guide

Golden Axe of the Great Rift

These +1 aberration bane battleaxes have dwarven runes inlaid in gold along both sides of the blade. Created by the gold dwarves of the Great Rift, they are much in demand in regions where tunnels to the Underdark are common.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, Summon Monster I; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 XP.
Source: Magic of Faerûn

Grasping Dagger

In addition to its main blade, this +3 keen punching dagger has two large barbs that project from the dagger's hilt. On a successful critical hit, these barbs can hook into the target's flesh, holding it fast. After a successful critical hit, the wielder may make a grapple attempt as a free action. If successful, the target is hooked on the dagger's barbs. While grappling in this manner, the wielder can attack with the grasping dagger normally.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, hold person, keen edge; Market Price: 50,302 gp; Cost to Create: 25,302 gp + 2,000 XP.
Source: Arms and Equipment Guide

Gray Snare

The rubbery gray strands of this +1 net are tightly woven and give off a tangy, acidic scent. Although the gray snare lacks the hooks of other combat nets, its sticky strands are just as hard to escape. Once per day on command, the net transforms into a gray ooze. If the net transforms while it entangles a target, the ooze is considered to have grappled the target. The transformation takes a full round, and once complete the ooze acts on the wielder's initiative. The wielder has no special ability to control the ooze but can transform it back into a net with a command word. See the Ooze entry in the Monster Manual for more information on the gray ooze. If killed while in ooze form, the net is destroyed.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, summon monster IV, Market Price: 74,320 gp; Cost to Create: 37,320 gp + 2,960 XP.
Source: Arms and Equipment Guide

Gruumsh's Revenge

This +3 longspear is greatly prized by clerics of Gruumsh. The wielder of Gruumsh's revenge can take a standard action and expend a rebuke undead attempt to imbue the spear with divine power. If the next successful attack with the longspear hits an eli; the spear deals an additional 1d6 points of divine damage per point of the wielder's Charisma bonus (minimum 1d6).
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor; creator must be an evil humanoid with the ability to rebuke undead, unholy blight; Market Price: 50,305 gp; Cost to Create: 25,305 gp + 2,000 XP
Source: Arms and Equipment Guide

Guardian Bow

The magical properties imbued in this +2 mighty (+3) composite longbow protect its wielder when enemies are near. The guardian bow provokes an attack of opportunity only from the target of its attack. If someone fires the guardian bow while surrounded by enemies, only the foe shot at may take an attack of opportunity, even if other opponents threaten the archer.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, shield; Market Price: 50,700 gp; Cost to Create: 25,700 gp + 2,000 XP
Source: Arms and Equipment Guide

Guerrilla Spear

This +2 shortspear is extremely effective when used in ambush. Whenever the wielder makes a successful attack against an opponent who is denied his Dexterity bonus to Armor Class, the guerrilla spear deals an additional 2d6 points of damage.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, invisibility; Market Price: 32,302 gp; Cost to Create: 16,302 gp + 1,280 XP
Source: Arms and Equipment Guide

Guisarme of Long Falls

The curved blade at the end of this +2 guisarme is hooked even more than that of a normal guisarme and can cause particularly jarring falls. Whenever the wielder uses the guisarme of long falls to make a successful trip attempt, the target must succeed on a Fortitude save (DC 16) or be stunned for one round.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: 18,309 gp; Cost to Create: 9,309 gp + 720 XP
Source: Arms and Equipment Guide

Halberd of Vaulting

This +2 halberd allows its wielder to make powerful leaping attacks. The halberd of vaulting gives its wielder a +30 bonus on Jump checks and removes the usual maximums for jumping distance. Whenever the wielder takes the charge action, she may attempt a vaulting charge. If the wielder can make a running high jump at least 5 feet high during the charge, the charge attack deals double damage. To make a vaulting charge, the wielder must have a clear path through the air to the target. In an area with a low ceiling or overhanging obstructions, a vaulting charge might not be possible.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, jump; Market Price: 20,310 gp; Cost to Create: 10,310 gp + 800 XP
Source: Arms and Equipment Guide

Halfling's Exit

These +2 sling bullets provide a ready cover for those needing a quick escape and are often carried by rogues in case such situations arise. These gray sling bullets seem filled with swirls of thick, black fog, and their surface roils with constant motion. On a successful hit, the bullet releases a billowing cloud of fog that fills a 30-foot radius with a fog cloud (as the spell from a 6th-level caster). The fog lasts for 1 hour, although it can be dispersed by strong wind. The cloud blocks all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker can't use sight to locate the target). Each halfling's exit creates fog only once; bullets recovered intact are thereafter +2 sling bullets.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must be a halfling, fog cloud; Market Price: 247 gp; Cost to Create: 127 gp + 10 XP.
Source: Arms and Equipment Guide

Hammer of Sacrifice

Heavier than other weapons of its type, this +2 warhammer weighs 16 pounds and is made entirely from a single piece of black iron ore. At the beginning of each round, the wielder of the hammer of sacrifice can sacrifice up to 5 hit points. Hit points sacrificed in this manner are then added to the damage of each successful attack made with the hammer until the beginning of the following round. Hit points sacrificed to the hammer are treated as normal damage to the wielder.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, vampiric touch; Market Price: 32,312 gp; Cost to Create: 16,312 gp + 1,280 XP
Source: Arms and Equipment Guide

Hammer of the Magesmith

This +1 warhammer is useful when creating other magic weapons. When used in the forging of another magical weapon, the hammer of the magesmith reduces the cost of the raw materials that must be supplied by 5%. This reduction applies only to the gold piece cost of materials, not the XP requirement. In addition, once per day the hammer of the magesmith can imbue another weapon with temporary magic power. This works exactly like the magic weapon spell from a 10th-level caster, including the requirement that the hammer of the magesmith touch its target.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: 45,912 gp; Cost to Create: 23,112 gp + 1,824 XP.
Source: Arms and Equipment Guide

Hand of Heironeous

This +3 longsword is greatly prized by paladins and clerics of Heironeous. The wielder of the hand of Heironeous can take a standard action and expend a turn undead attempt to imbue the sword with divine power. If the next successful attack by the sword hits an undead target, the sword deals an additional 1d6 points of divine damage for each point of the wielder's Charisma bonus (minimum 1d6).
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, creator must have the turn undead ability, creator must be good, divine power, searing light; Market Price: 50,315 gp; Cost to Create: 25,315 gp + 2,000 XP
Source: Arms and Equipment Guide

Havoc Blade

This +3 keen chaotic greataxe is a powerful weapon of disorder. In addition to its other properties, a havoc blade causes confusion (as the spell from a 5th-level caster) with a successful critical hit. The target is allowed a Will save (DC 19) to avoid the confusion effect. A target who fails the Will save is confused for 5 rounds. An ungainly-looking weapon at best, a havoc blade is a swirl of three different metals, apparently only partly blended. The shaft is also slightly twisted, as if warped by long exposure, although it can still be wielded without penalty.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, chaos hammer, confusion, keen edge, creator must be chaotic; Market Price: 98,320 gp; Cost to Create: 49,320 gp + 3,920 XP
Source: Arms and Equipment Guide

Heartcleaver

Originally wielded by the nycaloth lord Gaulguth, this fearsome +2 vorpal battleaxe is sized for a Large creature. Heartcleaver's blade constantly drips a foul, greenish ichor, which inhibits magical healing of the wounds it inflicts.
Any character attempting to cast a conjuration (healing) spell on a creature that has been struck by Heartcleaver must make a DC 20 caster level check, or the spell has no effect. This inhibiting effect wears off once a creature wounded by Heartcleaver has been restored to full normal hit points (either through rest and natural healing or through magical healing that overcomes the weapon's special power).
Heartcleaver was last seen in the hands of a great hero who died at the Final Stand on the Evening Star, when the city of Myth Drannor fell. It is believed to lie somewhere within the rubble of the city.
CL 18th; Strong evocation; Craft Magic Arms and Armor, circle of death, keen edge, bestow curse; Price 314,320 gp; Cost 157,320 gp + 12,560 XP; Weight 12 lb.
Source: Player's Guide to Faerûn

Holy Avenger

In the hands of any character other than a paladin, this sword performs only as a +2 longsword. In the hands of a paladin, this holy (+1d6 points of bonus holy damage against evil creatures) becomes a +5 longsword, creates a spell resistance of 15 in a 5-foot radius, and casts dispel magic (usable every round as a standard action) in a 5-foot radius at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of dispel magic.)
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, holy aura, creator must be good; Market Price: 120,315 gp; Cost to Create: 60,315 gp + 4,800 XP.
Source: Dungeon Master's Guide v.3.5

Ice Talon

With blades carved from the pale claw of an ancient white dragon, this +2 frost greataxe radiates cold. The area within 5 feet of an ice talon always 10 degrees cooler than the ambient temperature. Even without the aura of cold, an ice talon's frosty nature is evident from its appearance; the pale dragon claws sit atop a haft of magically strengthened ivory, making the entire weapon an eerie shade white. An ice talon grants its wielder the ability withstand cold as the endure elements (cold) spell from a 10th-level caster. In addition, the wielder's movement is never reduced due to snow or ice, and never needs to make a Balance check to keep his footing on ice. Although it is made from ivory, and talon has a hardness of 15 and 20 hit points due to magical reinforcement.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, cone of cold; Market Price: 24,320 gp; Cost Create: 12,320 gp + 960 XP
Source: Arms and Equipment Guide

Ilbratha, Mistress of Battle

This +1 longsword was forged at the behest of King Azoun I of Cormyr, but it was subsequently lost in a storm at sea. In addition to its enhancement bonus, Ilbratha allows the wielder to use jump three times per day, blink once per day, and mirror image once per day with the proper command words. It also rings like struck chimes when it touches spell effects or magic items.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, blink, detect magic, jump, mirror image; Price 31,113 gp; Cost 15,713 gp + 1,232 XP.
Source: Dragon #74

Incandescent Sword

This +4 holy greatsword glows with a bright light (a 30-foot radius equivalent to a sunrod) when it is held by a character who is chaotic good alignment. It is the preferred weapon of ghaele eladrins.
Caster Level: 12th; Prerequisites: Craft Magic and Armor,holy smite, light, creator must be chaotic good; Market Price: 72,400 gp; Cost to Create 36,375 + 2,882 XP
Source: Arms and Equipment Guide

Ioun Blade

This +1 dagger can hold any one ioun stone in a special socket in its pommel. As long as the wielder holds the ioun blade, any stone held in the pommel affects her as if it were spinning around her head normally. Placing or removing an ioun stone from the socket is a move-equivalent action that provokes an attack of opportunity.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, fabricate; Market Price: 6,302 gp; Cost to Create: 3,302 gp + 240 XP
Source: Arms and Equipment Guide

Javelin of Chain Lightning

This dangerous magic weapon becomes a bolt of chain lightning when thrown. The character who throws the javelin chooses the primary target, but the secondary bolts arc to the nearest eleven creatures within 30 feet of the target. The thrower has no control over the secondary bolts. The primary bolt deals 11d6 points of damage to the target (Reflex half DC 19) and 5d6 points of damage to secondary targets (half with a successful save). The javelin is consumed in the attack.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, chain lightning; Market Price: 3,301 gp; Cost to Create: 1,651 gp + 132 XP
Source: Arms and Equipment Guide

Javelin of Lightning

This javelin becomes a 5d6 lightning bolt when thrown (DC 14). It is consumed in the attack.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, lightning bolt; Market Price: 751 gp; Cost to Create: 526 gp + 18 XP.
Source: Dungeon Master's Guide v.3.5

Javelin of Lightning, Greater

When thrown, this javelin becomes a 10d6 lightning bolt. It is consumed in the attack.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, lightning bolt; Market Price: 1,501 gp; Cost to Create: 751 gp + 60 XP.
Source: Arms and Equipment Guide

Javelin of Obliteration

When thrown, this javelin becomes a disintegrator ray that functions as a disintegrate spell from a 15th-level caster. The wielder makes a touch attack using her normal ranged touch modifier to determine whether or not the ray hits. The javelin is consumed in the attack.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, disintegrate; Market Price: 9,301 gp; Cost to Create: 4,801 gp + 360 XP
Source: Arms and Equipment Guide

Javelin of Precision

This +3 javelin has a long, narrow point and incredible balance. When thrown, the javelin ignores cover bonuses to AC. This ability does not allow the wielder to make attacks that would otherwise not be possible, so total cover prevents attacks from the javelin of precision. In addition to ignoring cover, the wielder never takes a penalty on her attack roll when throwing the javelin of precision into melee. The javelin does not reduce the effects of concealment.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, true strike; Market Price: 50,301 gp; Cost to Create: 25,301 gp + 2,000 XP
Source: Arms and Equipment Guide

Justice Blade

The church of Torm has manufactured many of these +1 holy mighty cleaving longswords. Seemingly made of magically hardened bronze and inscribed with the hammer and scales symbol of Tyr, a justice blade always sheds pure white light in a 20-foot radius when drawn.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divine power, holy smite, creator must be good; Market Price: 32,315 gp; Cost to Create: 16,315 gp + 1,280 XP.
Source: Magic of Faerûn

Kama of Pure Aim

This +2 kama allows a wielder with great mental fortitude to ignore many effects that would disrupt his aim. Each round, the wielder of the kama of pure aim can attempt a Wisdom check (DC 20). If this check is successful, the wielder may ignore any miss chance created by concealment, including effects such as blur and invisibility, but not miss chances from other conditions such as incorporeality or the blink spell. Although the kama of pure aim can potentially remove the miss chance from an invisible foe, the attacker must still target the correct space. The wielder does not automatically know which space an invisible or otherwise concealed foe is in. The weapon is otherwise identical to a +2 kama.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, creator must have a Wisdom score of 20, true seeing; Market Price: 32,302 gp; Cost to Create: 16,302 gp + 1,280 XP.
Source: Arms and Equipment Guide

Kerrenderit Arrow

Fashioned by the arctic dwarves, these +1 arrows are made from ice crystals from the Great Glacier. Kerrenderit arrows have the wounding special ability. In addition, they have a range increment 25 feet farther than normal arrows. If kerrenderit arrows are exposed to temperatures above 50 degrees for more than 1 hour, their icy arrowheads melt into uselessness.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, chill metal, creator must have access to arctic dwarf ice caves; Market Price: 350 gp; Cost to Create: 172 gp + 14 XP.
Source: Races of Faerûn

Khopesh of the Loyal Minion

This +1 khopesh is a favored weapon of minions of Set (an evil god detailed in Deities and Demigods). When the wielder changes into a form that has a natural claw attack (such as an animal form), the khopesh merges with the new form and grants its +1 enhancement bonus to one of the creature's claw attacks, as if the magic fang spell had been cast on the creature. When the wielder returns to a form that uses weapons, the khopesh returns to its normal form and functionality as well.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, polymorph or creator must have a shape-altering ability (including wild shape or alternate form); Market Price: 6,320 gp; Cost to Create: 3,320 gp + 240 XP
Source: Arms and Equipment Guide

King's Knife

In the hands of a gray dwarf, this +2 short sword grants two additional uses per day each of enlarge person and invisibility, for a total of three uses of each ability per day.
Moderate transmutation; CL 6th; Craft Magic Arms and Armor, enlarge person, invisibility, creator must be duergar; Price 13,170 gp; Cost 6,740 gp + 514 XP.
Source: Underdark

Knight's Sword

This +2 bastard sword is extremely effective from horseback. When riding a mount and performing the charge action, the wielder can double the damage dealt with the knight's sword during the attack.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, phantom steed; Market Price: 18,335 gp; Cost to Create: 9,335 gp + 720 XP
Source: Arms and Equipment Guide

Kukri of Crippling

The curved blade of this +2 kukri has been imbued with magic capable of laming a foe. Anytime the wielder of the kukri of crippling scores a critical hit, the target's move rate is halved. This reduction lasts for one day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least 1 point of magical healing. Creatures with multiple movement rates have only one of their movement rates reduced by each critical hit. Roll randomly to determine which movement rate is affected.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, slow; Market Price: 18,308 gp; Cost to Create: 9,308 gp + 720 XP
Source: Arms and Equipment Guide

Lance of Bravery

As long as a mounted rider holds the lance of bravery, both she and her mount are immune to all fear effects. The lance of bravery is otherwise identical to a +2 heavy lance.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, remove fear; Market Price: 30,310 gp; Cost to Create: 15,310 gp + 1,200 XP.
Source: Arms and Equipment Guide

Lance of Faerûn

This lance is fashioned of hardwood and capped with a steel point. Created specifically for mounted combat by warriors who follow Torm, some of these have found their way into the hands of other good-aligned orders as well. Most (90%) of these are heavy lances; a few Small warriors also employ light lances in combat, and the remaining 10% are designed for their use.
The lance of Faerûn is a +2 holy lance that grants its wielder the ability to use the Spirited Charge feat. In addition, if the wielder's patron is Torm, the lance gains a bane effect against evil outsiders.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster I, holy smite, creator must be good; Market Price: 98,310 gp.
Source: Magic of Faerûn

Lance of Jousting

This +3 light lance was created to put smaller riders on par with their larger counterparts. When in the hands of a Small humanoid, the lance of jousting has a reach of 10 feet. In all other respects, the weapon functions like a normal +3 light lance.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, enlarge; Market Price: 32,306 gp; Cost to Create: 16,306 gp + 1,280 XP.
Source: Arms and Equipment Guide

Lance of Mangling

This +2 heavy lance can destroy an opponent's shield with a successful critical hit. If the wielder scores a successful critical hit against an opponent using a shield, the opponent's shield is torn away and ruined in addition to the attack's normal effect.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, shatter; Market Price: 18,310 gp; Cost to Create: 9,310 gp + 720 XP.
Source: Arms and Equipment Guide

Lance of the Last Rider

Whenever the wielder of this +1 lance charges a mounted foe from the back of a steed, the weapon allows a free bull rush attempt on a successful hit. If the bull rush attempt succeeds, the enemy rider moves back, but the enemy's mount stays where it is.
CL 5th; Faint transmutation; Craft Magic Arms and Armor, bull's strength; Price 8,306 gp; Cost 4,306 gp + 320 XP.
Source: Compete Warrior

Lance of the Unending Charge

This +2 mighty cleaving heavy lance allows a charging wielder to plow through multiple foes. Whenever the wielder takes the charge action, she gains the ability to move great distances between Cleave attempts. Anytime during a charge that the wielder is granted an extra attack by the Cleave feat, she can continue moving in the direction of her charge up to the limit of her mount's movement before making that extra attack. The same benefit applies to the extra attack granted by the weapon's mighty cleaving quality.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, haste; Market Price: 50,310 gp; Cost to Create: 25,310 gp + 2,000 XP
Source: Arms and Equipment Guide

Larethian Protector

This +2 longbow is greatly prized by clerics of the elven god Corellon Larethian. The wielder of the Larethian protector can take a standard action and expend a turn undead attempt to imbue the bow with divine power. The next arrow from the bow that hits an evil humanoid deals an additional 1d6 points of divine damage per point of the wielder's Charisma bonus (minimum 1d6).
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, creator must be an elf with the ability to turn undead, holy smite; Market Price: 50,375 gp; Cost to Create: 25,375 gp + 2,000 XP.
Source: Arms and Equipment Guide

Lashing Sword of Samos the Skullreaver

This peculiar +1 short sword, once owned, by a dwarf undead hunter, trails a luminous arc of blue energy that resembles a whip from its pommel. This whip harmlessly and insubstantially passes through most creatures, but it is devastating to undead. The wielder of the lashing sword may use this energy "whip" to make a touch attack against an undead creature, which must make a DC 17 Will save or be destroyed. A character need not be proficient with the whip to make this attack.
CL 9th; Moderate conjuration; Craft Magic Arms and Armor, disrupting weapon; Price 56,310 gp; Cost 27,310 gp + 2,160 XP; Weight 2 lb.
Source: Player's Guide to Faerûn

Lash of the Sands

This +2 dessicating burst whip is formed of permanently stabilized shapesand. It is twice as heavy as a normal whip and deals lethal damage, which is effective even against opponents in armor. The whip can also entangle an opponent that it hits, as an animate rope spell (caster level 12th). The entangled opponent takes 1d6 points of dessication damage per round it remains entangled.
CL 12th; Strong necromancy; Craft Magic Arms and Armor, animate rope and dessicate, wither, or horrid wilting; Price 56,400 gp; Cost 28,400 gp + 2,256 XP.
Source: Sandstorm

Life-Drinker

This +1 greataxe 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 Fortitude save (DC 23) for each negative level or lose a character level. However, each time a life-drinker deals damage also bestows one negative level on the wielder. The negative level gained by the wielder lasts until the axe is put down. The axe can't be used again for 1 hour without the wielder once again gaining the negative level.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: 40,320 gp; Cost to Create: 20,320 gp +1,600 XP.
Source: Dungeon Master's Guide v.3.5

Lit with Danger

Once per day when the wielder is attacked in melee by an invisible creature, this +1 shortspear automatically casts a faerie fire on the attacking creature immediately after the attack resolves.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, faerie fire; Market Price: 18,302 gp; Cost to Create: 9,302 gp + 720 XP.
Source: Magic of Faerûn

Living Chain

This weapon seems possessed of some basic form of sentience. When it is used on an attempt to trip an opponent, this +2 spiked chain coils around the victim's limbs, adding a +4 bonus on the wielder's Strength check to trip the opponent. This bonus is in addition to the normal benefits that chains get when attempting to trip.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, bull's strength; Price 12,325 gp.
Source: Miniatures Handbook

Living Net

This well-made +2 net seems to writhe of its own accord. The wielder of the living net can attack targets up to 20 feet away. Any time a foe is entangled by the living net, the wielder may make a trip attack as a free action. If the wielder is tripped during his own trip attempt, he may drop the living net's trailing cord to avoid being tripped. Folding the living net is a move-equivalent action that provokes an attack of opportunity.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: 18,320 gp; Cost to Create: 9,320 gp + 720 XP
Source: Arms and Equipment Guide

Longspear of Piercing

Three times per day, the wielder of this +3 longspear may ignore the natural armor (including any enhancement bonuses) of a target he attacks with the weapon. The wielder decides to use this ability as a free action before the attack roll is made. Armor bonuses and all other bonuses to AC still apply normally.
Moderate divination; CL 9th; Craft Magic Arms and Armor, find the gap; Price 28,305 gp; Price: 14,305 gp + 1,120 XP; Weight 9 lb.
Source: Draconomicon

Luck Blade

This +1 short sword gives its possessor a +1 luck bonus to all saving throws and contains five wish spells. When randomly rolled, the luck blade can contain fewer than five wishes (1d6-1, minimum 0). The DM should keep the number of wishes left a secret. When the last wish is used, the sword remains a +1 short sword, and it still grants the +1 luck bonus.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, wish or miracle; Market Price: 170,560 gp; Cost to Create: 22,935 gp + 26,810 XP.
Source: Dungeon Master's Guide v.3.5

Luiren Shortbow

These +1 seeking shortbows have become well known in the northern lands because of the many Luiren halflings bearing them. Some of them have been sold by down-on-their-luck kin and become prized by other folk.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: 8,330 gp; Cost to Create: 4,330 gp + 320 XP.
Source: Magic of Faerûn

Mace of Form

This +2 bane (shapechanger) light mace protects its wielder from shapechanging magic and can dispel such effects on others. Any successful hit against a creature not in its natural form forces the target to succeed on a Fortitude save (DC 22) or return to its natural form. This effect does nothing to prevent subsequent shapechanging effects. In addition, the wielder of the mace of form cannot change shape. While holding the mace of form, the wielder simply ignores the effects of all shapechanging magic, including self-targeting spells such as alter self. Note that the mace of form does nothing to prevent illusory changes to appearance from taking effect, so spells like change self still function normally for the wielder.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object; Market Price: 100,312 gp; Cost to Create: 50,312 gp + 4,000 XP.
Source: Arms and Equipment Guide

Mace of Smiting

This +3 heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw), Furthermore, a critical hit dealt to an outsider deals x4 critical damage rather than x2.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death; Market Price: 75,312 gp; Cost to Create: 37,812 gp + 3,000 XP.
Source: Dungeon Master's Guide v.3.5

Mace of Terror

This +2 heavy mace has a potent spell-like ability allowing the wielder to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 20 feet who view him must roll successful Will saving throws (DC 16) or be struck motionless with terror (treat as hold person). Those who succeed on their saves are shaken. Each time the mace is used to cause terror, there is a 20% chance the wielder permanently loses 1 point from his Charisma score.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, fear, hold person; Market Price: 17,812 gp; Cost to Create: 9,062 gp + 700 XP.
Source: Dungeon Master's Guide v.3.5

Mace of the Darkchildren

This adamantine heavy mace has a natural enhancement bonus of +2. It grants the wielder a +6 profane bonus on turning checks made to rebuke or control undead. The wielder treats his level as two higher when determining how many Hit Dice of undead he can control.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate dead; Market Price: 17,000 gp; Cost to Create: 13,000 gp + 320 XP.
Source: Magic of Faerûn

Mace of the Snail

This +2 heavy mace has an unadorned shiny metal head. Three times per day, the mace of the snail allows its wielder to cast Slow as a 7th-level caster. Targets must make a Will save (DC 14) to resist this effect. In addition, whenever its wielder takes the total defense action, the mace grants an additional +2 bonus to Armor Class that stacks with all other bonuses.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, shield, slow; Market Price: 30,992 gp; Cost to Create: 15,612 gp + 1,224 XP
Source: Arms and Equipment Guide

Mace of Unlife

This +3 heavy mace can bring the dead back as undead servants of its wielder. Whenever the mace of unlife is used to deliver the killing blow to a creature, its wielder can cause that creature to rise as a zombie. Using this ability is a full-round action. Zombies raised in this manner are under the control of the mace's wielder. Up to 20 Hit Dice of zombies may be controlled at any one time. Any condition that would normally prevent a creature from being animated as a zombie prevents the mace of unlife from working as well.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate dead, control undead; Market Price: 138,312 gp; Cost to Create: 69,312 gp + 5,520 XP
Source: Arms and Equipment Guide

Mace of Voices

The bell-shaped head of the mace of voices produces several sonic effects, from peals of thunder to soothing tones that magically enhance the wielder's oratory. This +2 thundering heavy mace allows clerics who wield it to channel divine energy to produce magically infused oratory. Once per day, while holding the mace of voices, a cleric can give up one turn undead attempt to cast enthrall. The spell is treated as if cast by the cleric himself, and the save DC and caster level are figured accordingly In addition, the mace of voices grants a +2 bonus on the wielder's Diplomacy checks to adjust a creature's attitude.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, enthrall; Market Price 37,712 gp; Cost to Create: 19,012 gp + 1,496 XP.
Source: Arms and Equipment Guide

Mageblade

This +2 longsword of spell storing is covered in arcane symbols. While holding a mageblade, the wielder can sacrifice a prepared arcane spell from memory as a move-equivalent action that does not provoke an attack of opportunity. Doing so removes the nonproficiency penalty (if any) for using the mageblade for a number of rounds equal to the sacrificed spell's level. Furthermore, if the sacrificed spell dealt damage of a particular energy type, the mageblade deals an additional 1d6 points of damage of that energy type with each successful hit. The energy damage lasts 1 round per level of the sacrificed spell. If the sacrificed spell has more than one energy type associated with it, the mageblade wielder may choose the energy type.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, creator must be at least 15th level; Market Price: 50,315 gp; Cost to Create: 25,315 gp + 2,000 XP.
Source: Arms and Equipment Guide

Manticore Blade

The wavy blade of this +3 greatsword begins in an oversized hilt adorned with six spikes. As an attack action, the wielder can launch one of the spikes from the sword at a ranged target. The spikes have a range increment of 20 feet, deal 1d6 points of piercing damage, and grant a +1 enhancement bonus on attack and damage rolls. When making a ranged attack with a spike, the wielder applies her Dexterity modifier to her attack roll and her Strength modifier to her damage roll. Making a ranged attack with a spike provokes an attack of opportunity just like making a normal ranged attack. The spikes crumble to dust 1 round after being launched from the sword. The sword regenerates spikes at the rate of one per day.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, magic missile; Market Price: 20,350 gp; Cost to Create: 10,350 gp + 800 XP.
Source: Arms and Equipment Guide

Maul of Construction

This Large +2 warhammer gives its wielder power over stone. Because of its size, a maul of construction deals 2d6 base damage, weighs 16 pounds, and must be used in two hands by Medium-size characters. The maul allows its wielder to cast stone shape and wall of stone once per day each, as the spells from a 15th-level caster.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, stone shape, wall of stone; Market Price: 51,824 gp; Cost to Create: 26,224 gp + 2,048 XP.
Source: Arms and Equipment Guide

Mirror Blade

Shined to a mirror-bright brilliance, this +2 longsword sheds magical light in a 20-foot radius. The light glimmers along the sword's blade and through the many gems in its hilt, creating a dazzling pattern of light. All creatures that remain within 5 feet of the wielder for an entire round must succeed on a Will save (DC 15) or become dazzled by the sword's light. Creatures without eyes are not susceptible to this effect.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, flare, hypnotic pattern, light; Market Price: 38,315 gp; Cost to Create: 19,315 gp + 1,520 XP
Source: Arms and Equipment Guide

Moonsilver Shard

This silvery dart turns into a small bolt of magical force when thrown and unerringly strikes its target for 1d4+1 points of damage. Once thrown, a moonsilver shard behaves in all manner like a dart from the magic missile spell, except that it has an effective range of 150 feet. Attempting to throw a moonsilver shard at a target beyond this range causes the dart to transform and then dissipate harmlessly. A moonsilver shard vanishes after one use.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic missile; Market Price: 50 gp; Cost to Create: 25 gp + 2 XP.
Source: Arms and Equipment Guide

Morningstar of Exhilaration

The magical properties imbued in this +2 morningstar grant the wielder tremendous benefits if she is victorious in combat. Whenever a successful hit from the morningstar of exhilaration drops a foe below 0 hit points, the wielder gains 6 temporary hit points and a +1 morale bonus on attack rolls and saving throws. The temporary hit points and morale bonus last for 10 rounds. Repeat triggering of this power does not stack.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, aid, bless; Market Price: 28,308 gp; Cost to Create: 14,308 gp + 1,120 XP
Source: Arms and Equipment Guide

Namarra

This +2 keen longsword glows pale mauve when drawn, shedding light equal to a candle. Carved, on one side of the blade is the word "Namarra," and on the other is carved "Never sleeps." When the weapon strikes metal, it spits white sparks. The sword floats on water as if it were wood, and the sword can cast a silence spell upon itself at the owner's command as often as desired. The effect ends if the wielder sheathes or loses contact with the weapon. This weapon is old, with no tales that date its creation or relate themselves to "before Namarra was forged."
It is known as "the sword that never sleeps" because of its inscription, although none of its powers relate to watchfulness in any way.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge, silence, water walk; Market Price: 30,315 gp; Cost to Create: 15,315 gp + 1,200 XP.
Source: Magic of Faerûn

Nightblade

The Red Wizards make these +1 daggers for their spies and counterspies. When used against opponents of good alignment, the enhancement bonus of a nightblade increases to +2, and a good target hit must make a Will save (DC 16) or take 1 point of temporary damage to a random ability score.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: 8,702 gp; Cost to Create: 4,502 gp + 336 XP.
Source: Magic of Faerûn

Nightwatcher

This adamantine +3 longsword is a relic of ancient Netheril. Its blade is black and its pommel is silver, worked in ivory and set with a large black pearl. Nightwatcher's bearer gains low-light vision, and the blade disperses magical darkness within 30 feet if it succeeds on a caster level check (as if casting dispel magic). When planted firmly into the ground, Nightwatcher hums loudly if anyone with intent to harm its owner approaches within 60 feet.
CL 9th; Moderate evocation; Craft Magic Arms and Armor, alarm, dispel magic, light; Price 89,313 gp; Cost 44,813 gp + 3,360 XP.
Source: Dragon #188

Nimblestep

A small number of these psionically empowered +1 short swords were retrieved from the basin floor of the Vilhon Reach by the traveling merchant Vodarn (CN male water genasi rogue 7), who sells recovered sunken treasures in markets throughout the Dragon Reach. The genasi claims the blades originated from the ruins of the drowned Jhaamdathan city known as Corrant.
A psionic character wielding a nimblestep can take a move action instead of a full-round action to become psionically focused. A psionic wielder also gains Up the Walls as a bonus feat, but only so long as he carries the weapon in his hand. In addition, a psionically focused wielder of a nimblestep can expend his psionic focus to gain a +10 bonus on a single Jump check.
ML 5th; Moderate psychometabolism; Craft Psionic Arms and Armor, Psionic Meditation, Up the Walls; Price: 18,310 gp; Cost 9,310 gp + 720 XP.
Source: Lost Empires of Faerûn

Nine Lives Stealer

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 perhaps a hint of evil about it). A critical hit must be dealt for the sword's death-dealing ability to function. The victim is entitled to a Fortitude saving throw (DC 17) to avoid death. If the save is successful, the sword's death-dealing ability does not function, no charge is used, 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.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death, Market Price: 25,315 gp; Cost to Create 12,815 gp +1,000 XP.
Source: Dungeon Master's Guide v.3.5

Nunchaku of Mastery

Joined by a wrought-iron chain, the jet-black handles of this +2 nunchaku reflect almost no light. By spending a full-round action twirling the nunchaku of mastery around his head and body, the wielder gains a +20 bonus on his next attack roll with the nunchaku, provided that the attack occurs on the following round. In all other respects, this effect functions exactly like the trot' strike spell from a 7th-level caster.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, true strike; Market Price: 22,302 gp; Cost to Create: 11,302 gp + 880 XP.
Source: Arms and Equipment Guide

Nychyaella's Healing Spear

This +2 spear has a shaft of shadowtop-wood and a head of gleaming alchemical silver. Three times per day on a successful attack, the wielder may drain hit points from the victim and heal herself of the same amount of damage, as if affected by a vampiric touch spell. She may elect to use this ability after a successful attack has been made.
CL 10th; Moderate necromancy; Craft Magic Arms and Armor, vampiric touch; Price 44,392 gp; Cost 22,392 gp + 1,760 XP; Weight 6 lb.
Source: Player's Guide to Faerûn

Oathbow

Of elven make, this white +1 longbow whispers "Swift defeat to my enemies" in Elven when nocked and pulled. If the firer swears aloud to slay her target, 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 +3 enhancement bonus, and arrows launched from it deal double normal damage (and x4 on a critical hit instead of the normal x3). However, if the firer does not deal the killing blow on the sworn enemy within 24 hours, the bow falls inert for one week, during which it possesses no magical abilities or bonuses at all. Further, the character is demoralized and suffers a -1 morale penalty to attack rolls, saving throws, and skill checks during that week.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, creator must be an elf; Market Price: 27,875 gp; Cost to Create: 14,125 gp + 1,100 XP.
Source: Dungeon Master's Guide v.3.5

Oglien's Final Answer

This +2 spiked chain has a glittering sheen, but most spellcasters don't identify it as magic due to the persistent nondetection effect on it. A DC 25 Spellcraft check is required for a spellcaster to detect the magic of Oglien's final answer. The weapon gives its wielder a +5 bonus on Perform (weapon drill) checks. Oglien, a noted gladiator from a bygone age, used his "final answer" to get an edge in the arena. Since his death, the weapon has passed from gladiator to gladiator, with many unaware of its magical nature.
Moderate transmutation and abjuration; CL 10th; Craft Magic Arms and Armor, nondetection; Price 26,325 gp; Cost 13,325 gp + 1,040 XP.
Source: Compete Warrior

One Thousand Broken Dreams

This mithral elven warblade is a +3 holy drow bane longsword created by the elven hero Datharian Mistwatcher, a worshiper of Sehanine Moonbow, when dark elves destroyed his home city thousands of years ago. While he fell in battle to a host of driders shortly after the weapon was created, it eventually reached the hands of another elven hero known only in ballads as the Stargazer, who used it to slay hundreds of drow over the course of her life. The Stargazer died of grief after the Battle of Nine Arrows when she realized her sister had been slain, and a young elven archer left with the weapon before drow reinforcements could arrive and seize it. The sword has appeared in the hands of an elf at least once every few hundred years since ,that battle, only to disappear again each time.
The sword bestows one negative level on any evil creature that holds it. The negative level remains as long as the sword is in hand and disappears when it is no longer carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the Sword is held. It is rumored that if the sword is ever drawn by a good-aligned drow, it would shatter into a thousand small (50 gp) moonstones. If the rumor is true, each of these moonstones could be used once as an atonement spell to redeem a dark elf.
Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, holy smite, summon monster I, creator must be a good elf; Market Price: 100,315 gp; Cost to Create: 51,315 gp +1,960 XP.
Source: Magic of Faerûn

Packmaster Flail

This +2 bane (gnoll) light flail is feared and revered by gnolls. Its head, carved to resemble the snarling visage of a gnoll, inspires obedience in any gnoll who sees it. While holding the packmaster flail, the wielder gains a +10 bonus on Intimidate and Diplomacy checks made against gnolls. Furthermore, once per day the wielder can summon 1d3 fiendish gnolls. The fiendish gnolls obey anyone holding the packmaster flail. The gnolls remain for 10 rounds before disappearing.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Market Price: 48,708 gp; Cost to Create: 24,508 gp + 1,936 XP.
Source: Arms and Equipment Guide

Piercing Tongue of Kath Kadan

This impressive name belongs to the traditional weapon of the noble salamander. It is a Huge +3 longspear that is always wreathed in fire like a flaming weapon, and it deals +1d8 points of bonus fire damage on a successful hit.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Market Price: 35,610 gp; Cost to Create: 18,810 gp + 1,400 XP
Source: Arms and Equipment Guide

Plague Spreader

The head of this perpetually filthy +3 heavy flail always appears dingy and ill cared for. Even the chain of the flail appears rusted and caked with small bits of long-rotten matter. Any successful hit from the plague spreader can potentially infect the target with filth fever. A target hit by the plague spreader must succeed on a Fortitude save (DC 20) or be infected with the disease. The disease has an incubation period of 1d3 days, after which it deals 1d3 points of temporary Dexterity damage and 1d3 points of temporary Constitution damage. See Disease in Chapter 3 of the DUNGEON MASTER'S Guide for more information. Creatures immune to disease are immune to this effect.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, contagion; Market Price: 104,715 gp; Cost to Create: 52,515 gp + 4,176 XP
Source: Arms and Equipment Guide

Prayer of Anger

This +2 greatsword is inscribed with the holy symbol of Tempus. Its bearer is immune to fear effects, and if the character has the ability to rage, each rage lasts 1 round longer than normal.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, remove fear; Market Price: 14,350 gp; Cost to Create: 7,350 gp + 560 XP.
Source: Magic of Faerûn

Quarterstaff of Battle

This +3 quarterstaff of speed cannot be damaged by piercing or slashing attacks. The wielder of the quarterstaff of battle may attempt to disarm opponents as if she had the Improved Disarm feat, and gains a +4 bonus on any attack roll made to disarm.
Three times per day the wielder can, as a standard action, activate the quarterstaff's arrow deflection ability. This power lasts for 2 rounds. While active, the quarterstaff automatically deflects all ranged weapon attacks (of weapons up to Medium-size) and absorbs any missiles or ranged attacks created by spells of 2nd level or less (such as magic missile or Melf's acid arrow) that target the wielder or any ally within 5 feet of the wielder. The quarterstaff takes no damage from any attacks or spells it deflects or absorbs in this manner.
Once per day, the wielder can create a repulsion effect on command.
Also once per day, the wielder can turn any hit from the staff into a battlestrike. A battlestrike deals double damage (triple if it is a critical hit). The battlestrike's target must also make a Reflex save (DC 22) to avoid being thrown to the ground and a Fortitude save (DC 22) to avoid being stunned for 1d4 rounds.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, protection from arrows, repulsion, Bigby's clenched fist; Market Price: 162,600 gp; Cost to Create: 81,600 gp + 6,480 XP.
Source: Magic of Faerûn

Raking Blade

The wielder of this +4/+3 two-bladed sword can make an additional raking attack if she manages to get inside her opponent's defenses. Anytime the wielder hits the same target with the first attack made with her primary hand and the first off-hand attack during the same round, the wielder may make an extra attack with the raking blade. This extra attack is at -5 on the wielder's best attack bonus.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cat's grace, haste; Market Price: 116,700 gp; Cost to Create: 58,700 gp + 4,640 XP
Source: Arms and Equipment Guide

Rankbreaker Glaive

Created to deal with formations of polearm-wielding foes, this completely unadorned +2 glaive looks like a normal soldier's weapon. When used in combat, its fearsome powers become evident. While using a rankbreaker glaive, the wielder can act as if he had the Cleave feat. A wielder who already has the Cleave feat gains no additional benefit. Whenever the wielder takes a charge action using a rankbreaker glaive, he deals an additional 1d6 points of damage on each successful hit.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, righteous might; Market Price: 32,308 gp; Cost to Create: 16,308 gp + 1,280 XP.
Source: Arms and Equipment Guide

Ranseur of Readiness

The magical properties of this +2 eager ranseur make it a deadly tool against charging foes. Any time the wielder gets an attack of opportunity against a charging foe, he may make that attack as if he had readied an action to set the ranseur against the charge. Attacks set in this manner deal double damage to charging foes. Anytime the wielder readies a ranseur of readiness against a charging foe, any attacks of opportunity triggered by that foe are also resolved normally This ability does not allow the wielder to make two double-damage attacks against one charging attacker in the same round.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, cat's grace, haste; Market Price: 50,310 gp; Cost to Create: 25,310 gp + 2,000 XP.
Source: Arms and Equipment Guide

Rapier of Puncturing

Three times per day this +2 rapier of wounding allows the wielder to make a touch attack with the weapon that deals 1d6 points of temporary Constitution damage by draining blood.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, harm; Market Price: 50,320 gp; Cost to Create: 25,320 gp + 2,000 XP
Source: Dungeon Master's Guide v.3.5

Ricochet Sling

This +2 sling allows the wielder to bounce attacks off nearby surfaces and catch opponents off guard. Any time the wielder makes an attack against a target within 5 feet of a wall, that target is denied its Dexterity bonus to Armor Class. This ability does not function against a foe of Intelligence 5 or greater who has experienced the ricochet sling effect before.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: 32,300 gp; Cost to Create: 16,300 gp + 1,280 XP.
Source: Arms and Equipment Guide

Ringsword

The narrow end of this +3 longsword's hilt fits a magic ring perfectly While holding the ringsword, the wielder gains the benefit of the ring held on its hilt without compromising her ability to wear a magic ring on each hand. Only one magic ring may be attached to the sword at a time. Removing or attaching a ring to the ringsword is a move-equivalent action that does not provoke an attack of opportunity.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: 22,315 gp; Cost to Create: 11,315 gp + 880 XP.
Source: Arms and Equipment Guide

Runehammer

This +1 warhammer made of darksteel bears a large rune on its head, representing a spell stored in the hammer. Unlike with a spell storing weapon, a runehammer's spell is not expended, and can be used once per day. Rune powers common to the runehammers are:

As a darksteel weapon, the runehammer inflicts +1 point of electricity damage each time it hits. If this treasure is generated randomly, roll 1d6 to determine which runehammer is found: 1-2 Alhalbrin; 3-5 Faerindyl; 6 Thundaril.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Inscribe Rune, burning hands, heat metal, or baleful polymorph, creator must be at least 12th level; Market Price: 11,912 gp (Alhalbrin), 11,712 (Faerindyl), 17,912 (Thundaril); Cost to Create: 6,912 gp + 400 XP (Alhalbrin), 6,812 gp + 392 XP (Faerindyl), 9,912 gp + 640 XP (Thundaril).
Source: Magic of Faerûn

Rustblade

These +1 daggers always look pitted and rusted, though they suffer no adverse effects of corrosion. Any object made of iron or iron alloy that is touched by a rustblade crumbles away as if affected by a rusting grasp spell.
CL 7th; Moderate transmutation, Craft Magic Arms and Armor, rusting grasp; Price 58,302 gp; Cost 29,302 gp + 2,320 XP; Weight 1 lb.
Source: Player's Guide to Faerûn

Sapling Club

This irregular +1 club always has a leaf or three adorning it, and the wood retains the resiliency of a freshly cut branch. By spending a full-round action holding the sapling club to the ground, the wielder can cause the club to transform into a treant. The treant acts as a summoned creature, attacking the nearest foe unless the wielder commands otherwise. A sapling club may spend up to 12 rounds as a treant each day, although the rounds need not be consecutive. At any time, the wielder of the club can utter a command word to transform the sapling club back to its original form. If killed while in treant form, the sapling club is destroyed.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, changestaff; Market Price: 32,540 gp; Cost to Create: 16,420 gp + 1,290 XP.
Source: Arms and Equipment Guide

Sap of Stunning

This +2 sap delivers stunning blows to the unaware, making them easy to subdue. Whenever the target of an attack made with the sap of stunning is denied its Dexterity bonus to Armor Class, the sap delivers a stunning attack. With each stunning attack, the target must succeed on a Fortitude save (DC is) or be stunned for 1 round.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, sound burst; Market Price: 32,301 gp; Cost to Create: 16,301 gp + 1,280 XP.
Source: Arms and Equipment Guide

Scimitar of Colors

On command, the blade of this +3 scimitar becomes infused with a shimmering haze of multicolored magical energies. These have a variety of effects, similar in nature to the powerful prismatic spray spell. Whenever the wielder makes a successful melee attack with the scimitar of colors, consult the chart below to see what additional effects apply.

d8ColorEffect
1RedDeals additional 2 points of fire damage
2OrangeDeals additional 4 points of acid damage
3YellowDeals additional 8 points of electricity damage
4GreenPoison deals 1d2 Con/1d2 Con, DC 15
5BlueDeals additional 2 points of cold damage
6IndigoCauses confusion, Will (DC 15) negates
7VioletDeals additional 2 points of sonic damage
8Two colorsRoll again twice; ignore subsequent "8" results

Caster Level 13th; Prerequisites: Craft Magic Arms and Armor, prismatic spray; Market Price: 36,515 gp; Cost to Create: 18,415 gp + 1,448 XP
Source: Arms and Equipment Guide

Scimitar of Exertion

This +2 scimitar allows its wielder to undertake tremendous feats of strength. Once per day by uttering a command word, the wielder can invoke the scimitar's exertion ability. On the round the command word is uttered, the wielder gains a +2 enhancement bonus to Strength. Two rounds later, the bonus increases to +4. Two rounds after that, the bonus subsides to +2, and 2 rounds after that, the bonus fades entirely. For the next 10 rounds, the wielder takes 2 points of temporary Strength damage every other round. Once the command word is uttered, the progression of increasing and decreasing Strength continues regardless of whether the wielder continues to use or even possess the scimitar of exertion.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 720 XP
Source: Arms and Equipment Guide

Scimitar of the Fool

This +1 scimitar gives the creature that carries it a -3 morale penalty on all Will saves. These weapons are popular with tyrants who don't entirely trust their guards.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, cause fear; Market Price: 3,000 gp.
Source: Magic of Faerûn

Scimitar of the Sirocco

Graced by a pommel shaped like the head of a desert hawk, this elegant and graceful weapon is a +1 keen scimitar. It also doubles the speed of any horse or equine creature the bearer rides, much like horseshoes of speed.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, haste, keen edge, creator must be Calishite; Market Price: 9,530 gp; Cost to Create: 4,922 gp + 367 XP.
Source: Races of Faerûn

Scourge of the Pomarj

One side of this +2/+2 dire flail is bane (monstrous humanoids), and the other is bane (goblinoids). While holding the scourge of the Pomarj, the wielder can understand (but not speak) Orc and Goblin.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, comprehend languages, summon monster I; Market Price: 68,690 gp; Cost to Create: 34,690 gp + 2,720 XP
Source: Arms and Equipment Guide

Screaming Bolt

One of these +2 bolts screams when fired, forcing all enemies of the firer within 20 feet of the path of the bolt to succeed at a Will save (DC 14) or become shaken. This is a mind-affecting fear effect.
Caster Level: 5th; Faint enchantment; Prerequisites; Craft Magic Arms and Armor, doom; Market Price: 267 gp; Cost to Create: 128 gp + 5 XP
Source: Dungeon Master's Guide v.3.5

Self-Loading Crossbow

This +1 heavy crossbow is much easier to load than mundane crossbows. After firing, the crossbow's string is magically reset to the cocked position, requiring the wielder to simply place a bolt in the weapon to load it. Loading a self-loading crossbow requires only a move-equivalent action.
If the wielder has the Rapid Reload feat described in Sword and Fist, loading a self-loading crossbow is a free action, and the weapon does not restrict the wielder's ability to make multiple attacks in a round.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: 12,350 gp; Cost to Create: 6,350 gp + 480 XP
Source: Arms and Equipment Guide

Sembian Guardblade

These +1 defending rapiers are fairly common among the nobility of Sembia, particularly those who study the twin sword style of fighting.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: 8,320 gp; Cost to Create: 4,320 gp + 320 XP:
Source: Magic of Faerûn

Shadow's Hand

Although it is made from obsidian, the magical properties of this +2 wounding shuriken make it as strong as steel. Once per day, the wielder can make a blinding strike with shadow hand. To make a blinding strike, the wielder makes a normal ranged attack with the weapon. If the attack is successful, the target must succeed on a Fortitude save (DC 14) or be blinded as the blindness/deafness spell from a 10th-level caster.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, Mordenkainen's sword; Market Price: 30,301 gp; Cost to Create: 15,301 gp + 1,200 XP
Source: Arms and Equipment Guide

Shatterspike

Crafted by the ancient elders of the Tol Gorum during the fall of their civilization, shatterspike is a deadly weapon capable of savagely destroying foes. In the hands of a desperate wielder, this club can rend the earth itself. This Large greatclub is made from a single piece of weathered gray stone, engraved with bands of earth symbols around the base. Up near the head of the club, a carving depicts stone giants tearing the ground asunder.
Swinging shatterspike is sufficient to activate its basic properties. Activating the shatter or earthquake effect is a standard action. Shatterspike functions as a Large +2 thundering greatclub. In addition, the wielder of shatterspike can use the weapon to cast shatter three times per day (CL 12th, DC 13). The most powerful effect of the club, however, requires the sacrifice of its wielder, draining his life to power the magic. Built to be the ultimate weapon, shatterspike can cast earthquake (CL 15th, DC 22), but doing so causes the death of the wielder. This function can only be activated with the full intent of its wielder and no amount of trickery or control can force this sacrifice. This ability can be used no more than once per month. Drogann used this ability while hunting the drow, thinking, in his hubris, that he might survive.
CL 15th; Strong evocation; Craft Magic Arms and Armor, blindness/deafness, earthquake, shatter, 17,905 gp, 1,408 XP, 36 days. Weight: 12 lb. Price: 35,505 gp
Source: Dragon #345

Shatterspike

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.
Caster Level: 13th, Strong evocation; Str 13, Craft Magic Arms and Armor Power Attack, Improved Sunder, shatter; Market Price 4,315 gp; Cost 2,315 gp + 160 XP; Weight 4 lb.
Source: Dungeon Master's Guide v.3.5

Shield Blade

This versatile +2 short sword is most often employed as an off-hand weapon. As a move-equivalent action, the wielder can transform the shield blade into a large steel shield. The shield provides an armor bonus but no enhancement bonus to the wielder's Armor Class. It does retain a +2 enhancement bonus on attack and damage rolls when used in shield bash attacks.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, animate objects, shield; Market Price: 10,630 gp; Cost to Create: 5,630 gp + 400 XP.
Source: Arms and Equipment Guide

Shifter's Sorrow

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 turn to its natural form.
Caster Level: 15th, Strong transmutation; Craft Magic Arms and Armor, baleful polymorph; Market Price: 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
Source: Dungeon Master's Guide v.3.5

Siangham of Focus

This +3 siangham enhances the wielder's ability to focus on combat. When using a siangham of focus, the wielder gains a +2 enhancement bonus on Reflex saves made to deflect ranged weapons using the Deflect Arrows feat. Furthermore, monks and other characters with the Stunning Fist feat may make stunning attacks while attacking with the siangham of focus.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, hold person, protection from arrows; Market Price: 19,303 gp; Cost to Create: 9,803 gp + 760 XP
Source: Arms and Equipment Guide

Sickle of Talons

This +2 keen sickle is particularly useful to those who can change their shape. Whenever its wielder transforms into a shape with natural claw or bite attacks, the sickle of talons grants a +2 enhancement bonus on the new form's claw and bite attacks.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, keen edge, magic fang; Market Price: 26,306 gp; Cost to Create: 13,306 gp + 1,040 XP
Source: Arms and Equipment Guide

Silvermane's Axe

This +3 evil outsider bane battleaxe is inscribed with the symbol of Moradin and a phrase in dwarven: "Let the fiends fall before me, to the greatest glory of my clan, as I stand upon their heaped corpses and bellow the Soul Forger's name."
Caster Level: 8th; Prerequisite: Craft Magic Arms and Armor, summon monster I, creator must be a dwarf and at least 9th level; Market Price: 50,302 gp; Cost to Create: 25,302 gp + 2,000 XP.
Source: Magic of Faerûn

Silver Dagger, Masterwork

This masterwork alchemical silver dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 322 gp.
Source: Dungeon Master's Guide v.3.5

Singing Sword

These silver +1 greatswords were created for use by the Harpers. When drawn, they sing loudly and constantly. As long as the bearer can hear the sword's song, she gains a +2 morale bonus on attack and damage rolls with the singing sword. Furthermore, she gains a +3 morale bonus on saves against mind-affecting spells and effects. The song is a sonic, mind-affecting effect.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, bless, good hope, creator must have 3 ranks of Perform (melody); Market Price: 24,450 gp; Cost to Create: 12,450 gp + 960 XP.
Source: Magic of Faerûn

Skullshaker Hammer

This +2 warhammer is favored by dwarven clerics of Moradin. If a skullshaker hammer is ever discovered in enemy hands, followers of Moradin go to great lengths to recover it. The hammer delivers painful, ringing blows that are said to echo with the sounds of Moradin's forge. Three times per day, a skullshaker hammer deals an additional 1d6 points of temporary Wisdom damage on a successful hit.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf, spiritual weapon; Market Price: 18,312 gp; Cost to Create: 9,312 gp + 720 XP
Source: Arms and Equipment Guide

Skull Blade

These +1 unholy longswords bear the symbol of Cyric on the blade and hilt. Cyricists traveling incognito usually wrap the hilt to prevent the symbols from being seen, but leave the mark on the blade uncovered.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: 18,315 gp; Cost to Create: 9,315 gp + 720 XP.
Source: Lords of Darkness

Skybow

This +2 longbow functions as a bane weapon against all earth creatures. In addition, once per day the wielder may launch an arrow against any target known to be in range, and the arrow travels to the target around all forms of cover, even around corners. This ability functions in all respects like the seeker arrow class feature of the 4th-level arcane archer, except that the wielder of a skybow must be under the open sky to use this ability.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, gust of wind, true strike; Market Price: 25,975 gp; Cost to Create: 13,175 gp + 1,024 XP
Source: Arms and Equipment Guide

Slaying Arrow

This +1 arrow is keyed to a particular type of creature. If it strikes such a creature, the target must make a Fortitude save (DC 20) or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Market Price: 2,282 gp (slaying arrow) or 4,057 gp (greater slaying arrow); Cost to Create: 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp 162 XP (greater slaying arrow).
Source: Dungeon Master's Guide v.3.5

Sleep Arrow

This strange +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 subdual damage (in the same amount as would be normal damage) and forces the target to make a Will save (DC 11) or fall asleep.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, sleep; Market Price: 132 gp; Cost to Create: 69 gp 5 sp + 5 XP.
Source: Dungeon Master's Guide v.3.5

Sling of Misdirection

This +1 bane (construct) sling temporarily robs constructs of their ability to follow their instructions. Any construct hit by a bullet or stone from a sling of misdirection must succeed oh a Will save (DC 12) or suffer the effects of the random action spell. This ability affects even creatures otherwise immune to mind-influencing magic.
Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, random action; Market Price: 30,300 gp; Cost to Create: 15,300 gp + 1,200 XP
Source: Arms and Equipment Guide

Soldier's Rest

The magical properties of this +1 glaive are a great boon to anyone engaging in long marches, protracted battles, or other extended physical exertion. While holding soldier's rest, the wielder ignores the effects of fatigue. Anytime the wielder becomes fatigued, he does not take the penalties associated with the condition. Although helpful, soldier's rest does not allow unending exertion. If the character becomes exhausted, he takes the normal penalties associated with that condition.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, endurance; Market Price: 4,808 gp; Cost to Create: 2,558 gp + 180 XP
Source: Arms and Equipment Guide

Songblade

Every move made with this +1 rapier fills the air with sweet sounds. While holding songblade unsheathed, the sword's wielder gains a +2 enhancement bonus on Perform checks. A bard wielding the songblade may use his bardic music abilities one additional time per day. The blade is scored in a beautiful, intricate pattern, and air moving across this magic etching generates the music of the songblade. Thus, the blade's musical qualities do not function underwater, in a vacuum, or in other environments where air cannot freely pass over the blade.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, creator must have the bardic music ability, sculpt sound; Market Price: 6,400 gp; Cost to Create: 3,360 gp + 243 XP.
Source: Arms and Equipment Guide

Sorcerer's Hand

The stock of this +2 light crossbow has been carved to resemble a humanoid forearm ending in a closed hand with two outstretched fingers. Despite its unusual appearance, this crossbow is a potent tool for casting ray spells. If held and used as an additional arcane focus when casting a ray spell, the spell's effective caster level is increased by 1. This increase affects all aspects of the spell, including damage, range, and duration. Furthermore, the sorcerer's hand grants a +2 enhancement bonus on attack rolls for rays.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, any ray spell; Market Price: 18,335 gp; Cost to Create: 9,335 gp + 720 XP
Source: Arms and Equipment Guide

Spear of Impaling

The barbed head of this +2 longspear holds foes fast once they have been run through. After a successful critical hit, the wielder of a spear of impaling may make a grapple attempt as a free action. If this grapple attempt succeeds, the wielder may then make a pin attempt as part of the same action. Grapples and pins caused by a spear of impaling can be broken normally If a foe is grappled in this manner, but not pinned, the wielder can use subsequent attacks to attempt to deal damage or initiate a pin. Opponents grappled by a spear of impaling can make an opposed grapple check to break the pin and escape the grapple, but not to deal damage or initiate pins of their own.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, hold person; Market Price: 32,305 gp; Cost to Create: 16,305 gp + 1,280 XP
Source: Arms and Equipment Guide

Spear of Impaling

These +1 wounding shortspears are deadly to elves and dwarves. If the spear hits an elf or dwarf, the target must succeed at a Reflex save (DC 19) or be impaled by the spear (treat as an extra attack from the spear that hits automatically but cannot score a critical hit).
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, divine power; Market Price. 32,301 gp; Cost to Create: 15,301 gp + 640 XP.
Source: Races of Faerûn

Spear of Morgur

Plundered from Illusk by Uthgar Gardolfsson's raiders, this duskwood lance is tipped with a spearhead fashioned from dragon bone and bathed in rose-hued flames. Upon its owner's death, it passed on to one of Uthgar's twelve sons, eventually becoming the traditional weapon of the leader of the Red Pony tribe. The spear of Morgur was lost when a Red Pony chieftain ventured into the Underdark by way of a passage beneath the One Stone ancestor mound.
The spear of Morgur is a +1 brilliant energy longspear. In addition, any creature touched by it is bathed in rose-hued faerie fire for 1 round.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, continual flame, faerie fire, gaseous form; Price 52,303 gp; Cost 26,305 gp + 2,080 XP.
Source: Lost Empires of Faerûn

Spear of Skirmishing

This +2 returning halfspear grants its wielder superior speed in combat. Any round in which the wielder throws the spear of skirmishing, he may add 10 feet to his speed.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, telekinesis; Market Price: 32,301 gp; Cost to Create: 16,301 gp + 1,280 XP
Source: Arms and Equipment Guide

Spear of the Hunt

This shaft of this light +1 bane (animal) shortspear is eternally fresh, appearing to be newly cut wood. The spear is tipped with a bone point rather than metal, but its magic ensures that it is no less effective than a typical spear. When outdoors, the spear of the hunt grants its wielder the Track feat, if the wielder does not already have it. The spear grants no bonus on Survival or Search checks.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, creator must have the Track feat; Market Price: 28,302 gp; Cost to Create: 14,302 gp + 1,120 XP
Source: Arms and Equipment Guide

Spectral Dagger

Fashioned from a bone of a creature that died violently, this appears to be just a dagger hilt made of bone. When a creature grasps the hilt, a dagger "blade" of light appears. (Treat the weapon as a dagger for proficiency, feats, and so on.) The blade winks out when the hilt leaves the wielder's hand.
The spectral dagger has no attack bonus and deals no damage, but any target struck is affected by a chill touch spell (DC 11). Striking with the spectral dagger is considered a touch attack. Creatures with multiple attacks may use the spectral dagger in a full attack action to strike more than once per round just as if they wielded a normal dagger.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, chill touch; Market Price: 20,000 gp.
Source: Unapproachable East

Spell Shield Falchion

This +2 falchion is particularly effective against spellcasters. Any round in which the wielder takes the total defense action, spells targeting her reflect back at their caster. This ability works exactly as if spell turning protecting against seven spell levels. This protection applies only on rounds in which the wielder takes the total defense action and is renewed at the beginning of each such round.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, spell turning; Market Price: 38,708 gp; Cost to Create: 19,541 gp + 1,533 XP
Source: Arms and Equipment Guide

Spider's Nest Bullet

This oddly shaped sling bullet consists of a tightly packed cluster of small spheres rather than one smooth mass. On a successful hit, a spider's nest bullet creates a web, as the spell from a 7th-level caster, and releases 2d4 Small monstrous spiders. The spiders move through the web freely and swarm over any creatures caught in it. The spiders do not leave the web and are destroyed if it is. The spiders and the web last for 10 minutes.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, summon monster III, web; Market Price: 1,057 gp; Cost to Create: 532 gp + 42 XP
Source: Arms and Equipment Guide

Spider Fang

This +1 dagger is black or dark purple. It quickly cuts through webs (magical or otherwise) without getting stuck, allowing the wielder to move through an existing web at half her normal speed (although it does not prevent her from becoming stuck in a web if she fails her saving throw). The wielder can use the dagger to create a web once per day. Once per day it can also create a curtain of cobwebs, a 10-foot-square plane of wispy strands that grants one-half concealment to creatures hiding behind it. Any creature that touches the curtain causes it to collapse upon the creature and deal 2d4 points of acid damage.
Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, grease, Melf's acid arrow, web; Market Price: 11,782 gp; Cost to Create: 6,042 gp + 459 XP.
Source: Magic of Faerûn

Spinning Blade

This +2 returning throwing scimitar is ideal for knocking opponents' weapons out of their hands. In addition to making normal attacks, the wielder can make a special ranged disarm attack with the spinning blade. This functions exactly like a melee disarm attempt except that it does not provoke an attack of opportunity. The spinning blade does nothing to prevent attacks of opportunity that the wielder provokes for other reasons, such as attacking with a ranged weapon while threatened in melee. Ranged disarm attempts with the spinning blade incur the normal penalties for range.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, magic stone, telekinesis; Market Price: 50,315 gp; Cost to Create: 25,315 gp + 2,000 XP
Source: Arms and Equipment Guide

Staff of Balance

Longer and thinner than most, this +2 quarterstaff improves the wielder's sense of equilibrium. Any round in which the wielder holds the staff of balance in both hands and does not make a melee attack, the staff grants a +10 enhancement bonus on Balance checks. While holding the staff in this manner, the wielder can move at his full movement rate without incurring penalties on Balance checks made during that round. In addition, the wielder gains a +4 enhancement bonus on Strength checks made to resist being tripped.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Market Price: 26,600 gp; Cost to Create: 13,600 gp + 1,040 XP.
Source: Arms and Equipment Guide

Staff of Discipline

This +2 lawful quarterstaff reinforces a monk's martial abilities. While wielding the staff of discipline, a monk may make attacks using her better unarmed rate. She can use the staff of discipline as a double weapon and still get the benefit of her increased rate of attacks, but she takes all of the normal penalties while doing so.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, creator must be lawful, order's wrath; Market Price: 50,600 gp; Cost to Create: 25,600 gp + 2,000 XP
Source: Arms and Equipment Guide

Staff of Memory

More the tool of a wizard than a warrior, this sturdy +1 quarterstaff can enhance the memory of its wielder. Once per day, the wielder can lose a prepared spell from memory in order to recall a spell of lower level that she has already cast. The recalled spell is treated exactly as if the spell caster had prepared it normally. Exchanging prepared spells in this manner is a standard action that does not incur an attack of opportunity.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, creator must be at least 12th level, Rary's mnemonic enhancer; Market Price: 32,600 gp; Cost to Create: 16,600 gp + 1,280 XP.
Source: Arms and Equipment Guide

Staff of Mighty Sweeping

This sturdy ash +2 sweeping quarterstaff also grants the wielder the Improved Trip feat.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: 28,600 gp; Cost to Create: 14,600 gp + 1,120 XP.
Source: Magic of Faerûn

Standard of Ulek

Each side of this +2 mithral dwarven waraxe is engraved with the red axe symbol of the Principality of Ulek. Dwarves allied with the wielder gain a +1 morale bonus on their attack rolls as long as they stay within 10 feet of the wielder. The wielder does not benefit from the morale bonus.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, bless; Market Price: 23,830 gp; Cost to Create: 15,830 gp + 640 XP.
Source: Arms and Equipment Guide

Stirge Bolt

These +3 bolts are hollow tubes designed to draw out the blood of the target. Each has a metal tip, hollow like the rest of the bolt, with thin flanges molded to look like the double wings of a stirge. The round after a successful hit, the bolt begins to drain the target's blood, dealing 1d4 points of temporary Constitution damage each round until destroyed. As a Tiny wooden weapon, each stirge bolt has a hardness of 5 and 1 hit point. While draining blood from a target, the bolt has an AC of 12 (+2 size). Stirge bolts that miss their targets are consumed.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, poison; Market Price: 1,007 gp; Cost to Create: 507 gp + 40 XP
Source: Arms and Equipment Guide

Stonereaver

This +2 greataxe has a slightly curved cleaving-blade on one side of its head and a long chisel-point pick on the opposite side. The weapon is specifically designed for dwarves, taking into account their size, strength, physique, and magical ties to the stone. In the hands of a dwarf, a stonereaver gains the construct bane (against any construct primarily made of earth, stone, or metal only) and earth elemental bane special abilities.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster I, creator must be a dwarf; Market Price: 50,320 gp; Cost to Create: 25,320 gp + 2,000 XP.
Source: Races of Faerûn

Stone Spear

Made entirely from magically augmented stone, this +2 shortspear weighs 10 pounds. Because of its weight and unwieldy nature, the stone spear has a range increment of only 10 feet. A stone spear deals double damage against any creatures with the Air subtype on a successful hit. if a wielder standing on the ground uses a ready action to set the stone spear against a charge, it deals triple rather than double damage.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, wall of stone; Market Price: 32,302 gp; Cost to Create: 16,302 gp + 1,280 XP.
Source: Arms and Equipment Guide

Summoning Arrow

The head of a summoning arrow is sculpted to look like a bird of prey, and the fletching is always made of feathers from the same bird. When launched from a bow, a summoning arrow transforms into an eagle (see the Animals section of the Monster Manual) and attacks the foe that the arrow was fired at. if not launched at a specific target, a summoning arrow turns into an eagle when it's 30 feet away from the wielder, then attacks the nearest creature. The eagle remains for 5 rounds or until slain, whichever comes first. After 5 rounds, the eagle flies away. It does not return to arrow form.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Market Price: 257 gp; Cost to Create: 132 gp + 10 XP.
Source: Arms and Equipment Guide

Sun Blade

This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be 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.
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 x3 on a critical hit instead of the usual x2).
Furthermore, the blade has a special sunbeam power. Once a 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 spreads 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.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, daylight, creator must be good; Market Price: 50,335 gp; Cost to Create: 25,335 gp + 2,000 XP.
Source: Dungeon Master's Guide v.3.5

Sword of Avoidance

Also called the coward's sword, this +3 longsword grants its wielder a better chance to avoid mishaps of all kinds. Whenever the wielder takes the total defense action while holding the sword of avoidance, he gains a +4 luck bonus to AC and on all saving throws. This bonus lasts until the beginning of the wielder's next turn.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bless; Market Price: 38,315 gp; Cost to Create: 19,315 gp + 1,520 XP
Source: Arms and Equipment Guide

Sword of Countering

This +1 longsword is feared by spellcasters for its ability to disrupt their spells. Three times per day, a sword of countering can use dispel magic to counterspell, as the spell from a 13th-level caster. The sword of countering is incapable of dispelling existing effects.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, dispel magic; Market Price: 33,905 gp; Cost to Create: 17,110 gp + 1,344 XP.
Source: Arms and Equipment Guide

Sword of Crypts

The blade of this elegant +2 holy longsword is inscribed with runes and symbols sacred to the clergy of Heironeous. While holding the sword of crypts, a cleric gains one extra turn undead attempt per day. In addition, if the wielder is a cleric of Heironeous, the sword provides a +2 enhancement bonus on the wielder's turn damage on all attempts to turn undead.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, creator must be good, holy smite; Market Price: 42,315 gp; Cost to Create: 21,315 gp + 1,680 XP
Source: Arms and Equipment Guide

Sword of Escape

This +2 short sword allows its user to escape almost any confining situation. For up to 10 rounds per day, the wielder can act normally regardless of magical effects that impede movement. This power is similar to the granted power of the Travel domain in that the effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day up to the total daily limit of rounds. In addition, when used against a creature or object holding the wielder, the sword of escape grants an additional +1 bonus on attack and damage. The sword of escape can be used to attack in a grapple even if it is not a light weapon for the wielder (see Grapple in Chapter 8 of the Player's Handbook).
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, freedom of movement; Market Price: 88,310 gp; Cost to Create: 44,155 gp + 3,532 XP.
Source: Arms and Equipment Guide

Sword of Giant Rending

A sword of giant rending is a versatile weapon, adapting to its foes and exploiting their weaknesses. It gains extraordinary powers by slaying giants and removing their hearts. This angular, blunt-tipped bastard sword has a jagged blade. Its tip glows with a faint and ghostly flame that dances as if touched by a breeze, changing its color as if on a whim. When used to strike a giant the sword erupts in colorful explosions of energy. A sword of giant rending is activated by wielding it in combat. When you attack a giant, it gains additional powers.
A sword of giant rending is a +2 giant bane bastard sword. When you succeed at an attack against a giant, the sword deals an additional amount of damage, the type of which depends on the kind of giant struck.

Giant KindSpecial AbilityGreater Special Ability
Cloud Giantshockshocking burst
Fire giantfrosticy burst
Frost Giantflamingflaming burst
Hill giantlawfulaxiomatic
Stone Giantshockshocking burst
Storm giantlawfulaxiomatic
Otherwielder's choice-

When you kill a giant and use this sword's blade to ritualistically remove its heart, a sword of giant rending gains greater power. This ritual requires 1 hour. If you remove three hearts of the same kind of giant in this manner within 24 hours, the blade thereafter gains the appropriate special ability. The sword of giant rending retains the special ability granted by the ritual until you perform three more rituals on a different kind of giant, which grants the blade a new special ability based on the kind of giant used in the ritual.
CL 12th; Strong evocation, moderate conjuration, Craft Magic Arms and Armor, call lightning or lightning bolt, chill metal or ice storm, flame blade or flame strike or fireball, order's wrath, 36,335 gp, 2,880 XP, 72 days. Weight 6 lb. Price: 72,335 gp.
Source: Dragon #345

Sword of Graceful Strikes

This +3 short sword allows graceful wielders to deal extra damage based on agility, not brute force. All melee attacks made with the sword of graceful strikes add the wielder's Dexterity modifier to damage rather than his Strength modifier. Furthermore, an unsuccessful disarm attempt made with the sword of graceful strikes does not allow the target a chance to disarm the wielder.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Tenser's transformation; Market Price: 72,310 gp; Cost to Create: 36,310 gp + 2,880 XP
Source: Arms and Equipment Guide

Sword of Judgment

This +2 lawful longsword prevents those near it from lying. Up to three times per day, the wielder may utter a command word and cause the sword to emit a zone of truth. Creatures coming within 25 feet of the sword of judgment must succeed on a Will save (DC 13) or be unable to speak any deliberate and intentional lie.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, creator must be lawful, order's wrath, zone of truth; Market Price: 43,115 gp; Cost to Create: 21,715 gp + 1,712 XP
Source: Arms and Equipment Guide

Sword of Life Stealing

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 24 hours.
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, energy drain; Market Price: 30,315 gp; Cost to Create: 15,315 gp + 1,200 XP.
Source: Dungeon Master's Guide v.3.5

Sword of Opportunity

This +2 longsword allows its wielder to take advantage of openings in its opponent's defenses. A sword of opportunity grants its wielder the ability to make one additional attack of opportunity per round. This ability stacks with the Combat Reflexes feat, but any condition that would prevent that feat from being used also prevents the additional attack of opportunity from the sword.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Market Price: 18,315 gp; Cost to Create: 9,315 gp+ 720 XP.
Source: Arms and Equipment Guide

Sword of Readiness

The wielder of this +2/+2 two-bladed sword can anticipate foes' movements and attack accordingly When readying an action to attack with the sword of readiness, the wielder can ready a full attack action. The wielder can do nothing else in the turn she readies the action.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: 36,700 gp; Cost to Create: 18,700 gp + 1,440 XP
Source: Arms and Equipment Guide

Sword of Retribution

This +3 bastard sword allows the wielder to return blows against successful attackers. Whenever the wielder is wounded in melee combat, the sword of retribution adds a +2 morale bonus on both the attack and damage rolls of the wielder's next attack, as long as that attack is directed against the opponent who damaged him. The bonus lasts for only 1 round after the wielder is struck, and it is lost if the wielder does not attack that foe with his next attack action. If more than one foe strikes the wielder in melee combat in a round, the bonus applies only to attacks against the source of his most recent injury.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, righteous might; Market Price: 72,335 gp; Cost to Create: 36,335 gp + 2,880 XP
Source: Arms and Equipment Guide

Sword of Sanctuary

A +2 longsword, the sword of sanctuary offers its wielder temporary protection when in battle. Once per day, the sword of sanctuary can create a sanctuary effect centered on the sword (as the spell heightened to 3rd level by a 5th-level caster). While protected by the sword's sanctuary, any opponent attempting to attack the wielder must succeed on a Will save (DC 14) to do so. In addition, the sword can cast an Obscuring Mist spell once per day (heightened to 3rd level by a 5th-level caster). If the wielder drops or otherwise loses possession of the sword of sanctuary, these effects cease to function.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, obscuring mist, sanctuary; Market Price: 19,115 gp; Cost to Create: 9,715 gp + 752 XP.
Source: Arms and Equipment Guide

Sword of Subtlety

A +1 short sword with a thin, dull gray blade, this sword adds a +4 bonus to its wielder's attack roll and damage when he is making a sneak attack with it.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, blur; Market Price: 15,310 gp; Cost to Create: 7,810 gp + 600 XP.
Source: Dungeon Master's Guide v.3.5

Sword of the Diplomat

The gold hilt of this +3 defending short sword is elaborately carved to resemble the folded wings of a bird. The possessor of this ornate blade is shielded by a constant aura of magical force. This force effect functions exactly like a permanent version of the mage armor spell, providing a +4 armor bonus to the possessor's AC. Like the mage armor spell, this bonus applies to incorporeal attacks.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mage armor, shield; Market Price: 64,310 gp; Cost to Create: 32,310 gp + 2,560 XP
Source: Arms and Equipment Guide

Sword of the Mammoth

This +2 greatsword grants its wielder an enhanced ability to withstand blows. Anyone holding a sword of the mammoth gains 6 temporary hit points. These hit points are added to the wielder's maximum and current totals. Unlike other temporary hit points, the bonus hit points supplied by the sword of the mammoth are not lost first. Instead, should the wielder ever lose hold of the sword, the hit points are subtracted from both his maximum and current total. The only way to regain these hit points in such a situation is to regain the sword.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Endurance; Market Price: 18,350 gp; Cost to Create: 9,350 gp + 720 XP
Source: Arms and Equipment Guide

Sword of the Planes

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 or Ethereal plane or when used against opponents from either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: 52,315 gp; Cost to Create: 26,315 gp + 2,080 XP.
Source: Dungeon Master's Guide v.3.5

Sword of the Solars

This awesome weapon is a large +5 dancing vorpal bastard sword. It always shines light equivalent to a torch (20-foot radius). This weapon's high effective enhancement bonus makes it an epic weapon, beyond the reach of most player characters. The Epic Level Handbook has rules for creating such weapons.
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects, any death spell, keen edge; Market Price: 3,920,335 gp; Cost to Create: 1,960,335 gp + 49,200 XP
Source: Arms and Equipment Guide

Sword of Versatility

As a move-equivalent action that does not provoke an attack of opportunity, the wielder can transform this +2/+2 two-bladed sword into two +1 longswords. Recombining the swords is also a move-equivalent action. Both halves of the sword of versatility function exactly like normal +1 longswords when separated from each other.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, make whole, shatter; Market Price: 36,700 gp; Cost to Create: 18,700 gp + 1,440 XP.
Source: Arms and Equipment Guide

Sword of Zeal

This +2 holy bastard sword is doubly effective in the hands of a paladin. Attacks with the sword of zeal ignore outsiders' damage reduction. In addition, paladins wielding the sword of zeal can channel their positive energy from their lay on hands ability through the sword against evil outsiders and undead. When channeling the ability in this way, the paladin can give up points of her daily healing allotment in order to add an equivalent amount of damage to her next attack with the sword of zeal. The paladin decides how many points of lay on hands to use in this manner after the attack hits. The attack with the sword of zeal is always a regular melee attack, dealing normal damage in addition to the channeled energy from lay on hands. Creatures other than evil outsiders and undead are not affected by the channeled energy.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, creator must be good, bless weapon, holy smite; Market Price: 72,335 gp; Cost to Create: 36,335 gp + 2,880 XP.
Source: Arms and Equipment Guide

Sylvan Scimitar

This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals +1d6 points of bonus damage.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor; divine power or caster must be druid level 7th+; Market Price: 55,815 gp; Cost to Create: 28,065 gp + 2,220 XP.
Source: Dungeon Master's Guide v.3.5

Talosian Shortspear

These +1 flaming shock shortspears are fairly common among the experienced members of the church of Talos.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, electricity spell (call lightning, lightning bolt, or mystic lash), fire spell (fireball, flame blade, or flame strike); Market Price: 18,302 gp; Cost to Create: 9,302 gp + 720 XP.
Source: Magic of Faerûn

Taragarth

This unique +3 mighty cleaving bastard sword is made of fire-blackened steel. Just ahead of the crossguard is a rune. When unsheathed, resist elements (fire) and featherfall protect the bearer automatically. When gripped (even when sheathed), the bearer is protected by nondetection. Forged by Elfgar of Silverymoon in the early days of the North, it got its nickname "the Bloodbrand" from its use at the Long Battle, where the champion Aeroth brandished the blood-slick blade in victory over fallen trolls time and again.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, divine power, feather fall, nondetection, resist energy; Market Price: 86,335 gp; Cost to Create: 43,335 gp + 3,440 XP.
Source: Magic of Faerûn

Taragarth, the Bloodbrand

This +1 short sword was forged in Silverymoon in the early days of the North and first wetted in battle against the trolls of the Evermoors. While holding it unsheathed, the wielder gains resistance to fire 10 and is immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, nondetection, resist energy; Price 42,310 gp; Cost 21,310 gp + 1,680 XP.
Source: Dragon #74

Thayan Bombard

The Thayan bombard is a magical cannon that can launch a variety of dangerous or noxious bombs. The effects depend on the missile launched. Firing the weapon is a standard action, requiring a ranged touch attack to strike the desired space. (The touch AC of an empty square is 5.) The Thayan bombard has a range increment of 150 feet, and like any projectile weapon, can fire up to 10 range increments at the normal -2 penalty per range increment. If the ranged touch attack misses, resolve the bomb's effect as a grenadelike weapon.
Once fired, the Thayan bombard requires three separate Profession (siege engineer) skill checks (DC 10) to clear, load with a new bomb, and prepare for firing. A skilled crew of four can fire the weapon every round with a little cooperation, while a smaller or less proficient crew takes longer (although a single skilled character can fire the bombard once every 4 rounds, provided he makes successful checks).
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: 22,500 gp; Weight: 500 lb.
Typical bombs are listed below. Most bombs are single-use magic items that can be triggered only through being launched from a Thayan bombard, although similar actions such as being flung from a catapult or hurled by a giant might also work. A bomb is a thick glass sphere about 1 foot in diameter and weighing 20 pounds.


Source: Unapproachable East

The Fist

This adamantine chainmail gauntlet has pointed knuckles of solid metal. Forged long ago by dwarves (who don't like seeing it in nondwarven hands), it is a +2 spiked gauntlet (+1 enhancement bonus from adamantine, +1 enhancement bonus from magic). The wielder of the gauntlet is protected from chill metal and heat metal spells. Once per day the wielder can declare a piledriver blow, which deals an additional +2d6 points of damage on a successful hit (if the attack misses, the piledriver blow is wasted for that day). A creature struck by the piledriver blow must make a Fortitude save (DC 22) or be stunned for 1d4 rounds and a Reflex save (DC 22) to avoid being knocked prone.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Bigby's clenched fist, resist energy; Market Price: 23,305 gp; Cost to Create: 13,305 gp + 800 XP.
Source: Magic of Faerûn

Thirsting Blade

This +4 longsword can dehydrate those it strikes. Whenever the wielder scores a successful critical hit, the thirsting blade deals an additional 1d6 points of subdual damage. This damage cannot be recovered unless the victim first imbibes at least 1 quart of water. Creatures who take subdual damage from a thirsting blade are also considered fatigued (see Environment in Chapter 3 of the DUNGEON MASTER's Guide). Outsiders and creatures immune to critical hits are immune to this subdual damage.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, disintegrate; Market Price: 72,315 gp; Cost to Create: 36,315 gp + 2,880 XP
Source: Arms and Equipment Guide

Tourney Lance

This +2 lawful heavy lance is prized by any who wish to fight without killing their opponents. If the wielder of the tourney lance strikes to deal subdual rather than normal damage, she takes no attack penalty.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, creator must be lawful, hold person, order's wrath; Market Price: 50,310 gp; Cost to Create: 25,310 gp + 2,000 XP
Source: Arms and Equipment Guide

Trident of Fish Command

The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to cause all water-dwelling animals within a 60-foot radius to make a Will saving throw (DC 12). This uses 1 charge of the trident. Animals failing this save are completely under the empathic command of the wielder and will not attack her or any of her allies within 10 feet of her. The wielder can make the controlled marine animals move in whatever direction she desires and convey messages of emotion to them (in other words, fear, hunger, anger, indifference, repletion, and so on). Animals making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident. A school of fish should be checked as a single entity. A newly created trident has 50 charges. When all the charges are used, it remains a +1 trident.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, speak with animals; Market Price: 3,815 gp; Cost to Create: 2,065 gp + 140 XP.
Source: Dungeon Master's Guide v.3.5

Trident of Serenity

A +1 trident, this item has the additional quality of suppressing any effects or class features within 15 feet that rely on anger or fear, including a barbarian's ability to rage, a sahuagin blood frenzy, and a black dragon's frightful presence.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, calm emotions; Market Price: 5,315 gp; Cost to Create: 2,815 gp + 200 XP.
Source: Races of Faerûn

Trident of the Depths

This +1 trident allows its wielder to move through water with ease. While holding a trident of the depths, the wielder can swim at a speed of 30 feet. When submerged in water of any kind, the trident gains an additional +1 bonus on attack and damage. When submerged in ocean water, this bonus increases to +2; the bonus for being underwater stacks with the trident's enhancement bonus.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, water walk; Market Price: 8,315 gp; Cost to Create: 4,315 gp + 320 XP
Source: Arms and Equipment Guide

Trident of Warning

A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 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 240 feet. The weapon is otherwise a +2 trident.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, detect magic; Market Price: 9,815 gp; Cost to Create: 5,065 gp + 380 XP.
Source: Dungeon Master's Guide v.3.5

Truestone Hammer

This utilitarian +2/+1 gnome hooked hammer is useful as a tool as well as a weapon. Three times per day, when in contact with an illusion or an object that is the target of an Illusion spell, the hammer can dispel magic (as the spell cast by a 15th-level caster, except that it affects only spells from the school of Illusion). Once per day, a truestone hammer can be used to cast Stone Shape, as the spell from a 15th-level caster.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, dispel magic, stone shape; Market Price: 51,120 gp; Cost to Create: 25,870 gp + 2,020 XP
Source: Arms and Equipment Guide

Twinblades Alight

This double-headed battleaxe is forged half of cold iron and half of adamantine, allowing it to overcome the damage reduction of creatures resistant to either material. In the hands of a lawful good dwarf, it glows softly and functions as a +2 axiomatic holy battleaxe. When wielded by anyone else, it is simply a +2 battleaxe and does not glow.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price 82,213 gp; Cost 40,543 gp + 3,216; Weight 4 lb.
Source: Player's Guide to Faerûn

Twin Blade

Each side of this +3 guisarme's blade is etched with the image of a miniscule guisarme. Twice per day, the wielder of the twin blade can create a spiritual weapon (ass the spell from an 8th-level caster). The spiritual weapon has the +6 attack bonus of an 8th-level cleric, and the wielder of the twin blade directs it as a free action. Only one of a twin blade's weapon counterparts can be in existence at one time. Creating the second always causes the first to disappear harmlessly.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, spiritual weapon; Market Price: 29,829 gp; Cost to Create: 15,069 gp + 1,181 XP.
Source: Arms and Equipment Guide

Tyranny's Knell

This golden warhammer functions like a dwarven thrower with the following additional abilities. Once per tenday, the wielder of Tyranny's Knell may strike the hammer against the ground (a standard action) to create an effect identical to that of the earthquake spell. Each time the hammer strikes a creature of the giant type, the target must make a DC 16 Fortitude save or be affected as if by a reduce person spell (even though that spell normally affects only humanoids).
CL 10th; Moderate evocation and transmutation; Craft Magic Arms and Armor, reduce person, creator must be a dwarf of at least 10th level; Price 134,312 gp; Cost 77,312 gp + 6,160 XP; Weight 3 lb.
Source: Player's Guide to Faerûn

Vanishing Blade

A vanishing blade is a +3 rapier that allows its wielder to travel short distances instantaneously Once per day, after a successful melee attack, the wielder of the vanishing blade may transfer himself instantaneously to any spot within 800 feet. This effect functions exactly as the Dimension Door spell from a 10th-level caster.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, dimension door; Market Price: 47,120 gp; Cost to Create: 23,720 gp + 1,872 XP
Source: Arms and Equipment Guide

Vigilant Halberd

Each side of this +4 defending halberd is etched with the faint image of a disembodied eye hovering over an unadorned shield. The vigilant halberd is a powerful weapon of good. When a paladin uses her smite evil ability and successfully attacks with a vigilant halberd, the smite deals 2 points of damage per level instead of 1 point of damage per level.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, creator must be good, holy word, shield or shield of faith; Market Price: 72,310 gp; Cost to Create: 36,155 gp + 732 XP
Source: Arms and Equipment Guide

Viper Dagger

Once per day, this +2 dagger can turn into a Small viper under the control of the dagger's owner.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, summon nature's ally II, creator must be 6th level; Market Price: 10,462 gp; Cost to Create: 5,382 gp + 406 XP.
Source: Magic of Faerûn

Viper Whip

This +2 whip is made of braided pieces of multicolored leather cut to look like the scaly skin of a snake. On command, the tip of the weapon transforms into the head of a Tiny viper. While transformed, the weapon delivers poison with each successful melee attack. The poison deals 1d6 points of temporary Constitution damage (both initial and secondary). Struck opponents must succeed on a Fortitude save (DC 11) to resist the poison. The weapon can remain transformed for a total of 10 rounds each day, and these need not be consecutive.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object, summon nature's ally I; Market Price: 38,301 gp; Cost to Create: 19,301 gp + 1,532 XP.
Source: Arms and Equipment Guide

Vryll's Whip

Used by the Rashemen witches, Vryll's whip causes 1d4+1 points of damage when it hits, and can project a ray of enfeeblement 3 times per day.
Craft Magic Arms and Armor, ray of enfeeblement
Source: Spellbound

Warrenguard

The hilt of this well-crafted +2 short sword has been shaped to resemble a heavily armored gnome soldier standing at attention. Small characters wielding warrenguard underground gain a +1 morale bonus on their melee attack damage for each ally within 5 feet. Warrenguard also helps its wielder coordinate blows with companions. If the wielder and an ally flank an opponent, the wielder of a warrenguard gains a +4 flanking bonus on his attack roll instead of the usual +2 bonus.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, bless; Market Price: 40,310 gp; Cost to Create: 20,310 gp + 1,600 XP
Source: Arms and Equipment Guide

Weaponeater

This +3 club can cause most metal weapons to instantly rust away. In order to activate the rusting ability, the wielder of a weaponeater must attack his opponent's weapon. Unless the wielder has the Sunder feat, this provokes an attack of opportunity from the target. If the wielder succeeds in striking a metal weapon in this manner, the target must succeed on a Fortitude save (DC 16) or the struck weapon instantly crumbles to dust. Magic weapons struck in this manner provide a bonus equivalent to their enhancement bonus on their wielder's saving throw. After 50 uses of the rusting ability, a weaponeater crumbles to dust itself.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, rusting grasp; Market Price: 58,300 gp; Cost to Create: 29,300 gp + 2,320 XP
Source: Arms and Equipment Guide

Weapon of Transmutation

This plain-looking +1 longsword has been designed to deal with foes of any origin. After its wielder successfully hits a creature that has damage reduction (with the normal effects), over the next round the weapon transforms itself, taking on the properties required to overcome that creature's damage reduction. The change takes effect at the beginning of your next turn. Once changed, the weapon overcomes that type of damage reduction for 10 rounds or until it strikes a creature with a different type of damage reduction (at which point it changes to overcome that type). If the creature struck has multiple types of damage reduction, the weapon overcomes all of them. If the creature gains a new type of damage reduction after initially being struck, such as from changing its form, the weapon must change before being able to overcome the new type.
The weapon does not gain any other benefit of the properties t takes on, and it always deals its normal damage.
CL 13th; Strong transmutation; Craft Magic Arms and Armor, limited wish; Price 50,315 gp.
Source: Miniatures Handbook

Whirling Axe

This +2 greataxe gives its wielder the ability to make tremendous, whirling attacks. Once per day, the wielder of a whirling axe can make an attack that has a chance of striking all opponents within 5 feet. This functions like the Whirlwind Attack feat and requires a full action. Instead of making his regular attacks, the wielder instead makes one melee attack at his full base attack bonus against each adjacent opponent.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: 18,320 gp; Cost to Create: 9,320 gp + 720 XP
Source: Arms and Equipment Guide

Whisperblade

Three times per day, the wielder of this +4 greataxe can make a special silent attack. If the attack hits, the target must make a successful Will save (DC 14) or be affected by silence (as the spell heightened to 3rd level by a 5th-level caster). If the attack misses, the use is wasted. Otherwise plain, a whisperblade's sturdy blade bears stylized dwarven runes that read, "Let dissenting voices be still."
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, silence; Market Price: 48,520 gp; Cost to Create: 24,420 gp + 1,928 XP.
Source: Arms and Equipment Guide

Yuir Ghostblade

Made by the star elves to battle the extradimensional marauders threatening their home, this +1 aberration bane ghost touch longsword also confers a +2 deflection bonus to the wielder's Armor Class.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, dimensional anchor, plane shift, shield of faith, summon monster II; Market Price: 44,315 gp; Cost to Create: 22,315 gp + 1,760 XP.
Source: Unapproachable East

Underdark

Many weird weapons with special powers are crafted in the Underdark. Some are described here. Most of them feature special abilities.

Black Sword

This item is a +3 bastard sword created at the height of the Imaskari Empire to overthrow the emperor. Its statistics are as follows: AL LN; Int 10, Wis 14, Cha 14; Speech, 120-ft. vision and hearing; Ego score 13.
Lesser Powers: Darkness 3/day, silence 3/day.
Greater Power: Dispel magic 3/day.
Special Purpose: Overthrow tyrants.
Dedicated Power: Wielder gets a +2 luck bonus on attack rolls, saves, and checks.
Personality: The black sword is haughty and single-minded. It does not like to be wielded by creatures it thinks are beneath it (which includes most characters), and it speaks little when it is in such unpleasant circumstances. If placed in a position of being able to fight a tyrant, however, it grows extremely excited and constantly urges its wielder on.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, darkness, dispel magic, divine favor, silence; Price 131,333 gp; Cost 55,833 gp + 5,240 XP.
Source: Player's Guide to Faerûn

Death Spear, Lesser or Greater

This +1 longspear is bathed in an aura of negative energy that deals an additional 1d6 points of negative energy damage on a successful attack. In addition, the spear can be used to deliver an enervation (lesser death spear) or energy drain (greater death spear) effect on a successful hit. A death spear has 10 charges when created, and each use of a spell effect uses one charge. When drained of charges, the spear retains its aura of negative energy and its enhancement bonus.
Caster Level: 7th (lesser death spear) or 17th (greater death spear); Prerequisites: Craft Magic Arms and Armor, energy drain (greater death spear) or enervation (lesser death spear); Market Price: 13,905 gp (lesser death spear), 38,905 gp (greater death spear); Cost to Create: 7,105 gp + 544 XP (lesser death spear), 19,605 gp + 1,544 XP (greater death spear).
Source: Drow of the Underdark

Drow Mission Blade

This weapon is a +1 drowcraft finder short sword. (A drowcraft weapon grants the wielder a +2 luck bonus on attack and damage rolls in addition to its normal enhancement bonus, so a drow mission blade functions as a +3 weapon in areas of faerzress.) In addition to gaining bonuses on various skill checks, the wielder can use blindsight (caster level 3rd) as a standard action once per day.
Strong varied; CL 12th; Craft Magic Arms and Armor, drow, blindsight, contingency, disintegrate, divination; Price 15,270 gp; Cost 7,790 gp + 598 XP.
Source: Underdark

Everchanging Blade

This +1 metalline morphing sizing longsword can become any single +1 weapon the wielder desires.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, enlarge person, polymorph any object, reduce person; Price 50,315 gp; Cost 25,315 gp + 2,000 XP.
Source: Underdark

Final Rest

This +1 morphing undead bane longsword has a +3 bonus against undead and deals +2d6 points of bonus damage to such foes. In addition, three times per day, the wielder can benefit from a hide from undead effect with a command word.
Moderate conjuration and transmutation; CL 9th; Craft Magic Arms and Armor; hide from undead, summon monster I; Price 28,035 gp; Cost 14,175 gp + 1,109 XP.
Source: Underdark

Hand Spinneret (Drow)

A favored drow weapon, the hand spinneret is a +2 drowcraft unholy hand crossbow. (A drowcraft weapon grants the wielder a +2 luck bonus on attack and damage rolls in addition to its normal enhancement bonus, so a hand spinneret functions as a +5 weapon in areas of faerzress.) In addition, the wielder can use web (caster level 8th) as a standard action three-times per day.
CL 12th; Strong evocation; Craft Magic Arms and Armor, contingency, disintegrate, web, drow; Price 90,400 gp; Cost 45,400 gp + 3,600 XP.
Source: Underdark

Nature's Wrath

That which should not be alive shall die is the philosophy behind this +2 aberration, construct, and undead bane club. Against any of these foes, it has a +4 bonus and deals +2d6 points of bonus damage.
CL 11th; Strong conjuration; Craft Magic Arms and Armor; summon monster I; Price 50,300 gp; Cost 25,000 gp + 2,000 XP.
Source: Underdark

Queen's Scourge (Drow)

This black, whiplike weapon appears to be crafted of thick webs woven through with cruel barbs. A queen's scourge is a +2 drowcraft scourge. (A drowcraft weapon grants the wielder a +2 luck bonus on attack and damage rolls in addition to its normal enhancement bonus, so a queen's scourge functions as a +4 weapon in areas of faerzress.) A character proficient with either the scourge or the whip may employ the queen's scourge at no penalty. Like a spiked chain, it may be used to strike adjacent opponents or opponents 10 feet away. In addition, once per day, the wielder can choose to affect a living creature struck by the queen's scourge with inflict critical wounds, dealing 4d8+12 points of damage (Will DC 17 half) in addition to the weapon's normal damage.
Strong evocation; CL 12th; Craft Magic Arms and Armor, drow, contingency, disintegrate, inflict critical wounds; Price 47,520 gp; Cost 23,920 gp + 1,888 XP.
Source: Underdark

Shazzellim

This +1 keen scimitar was created by the Red Wizards of Thay to combat the Harpers. Its cross piece has an ornament shaped like a pair of rearing serpents. Its statistics are as follows: AL NE; Int 17, Wis 10, Cha 17; Speech and telepathy, 120-ft. darkvision and hearing; Ego score 17.
Lesser Powers: Detect magic at will, locate object 3/day, 10 ranks in Search (total modifier +13).
Special Purpose: Slay members of the Harpers.
Dedicated Power: Fireball (10d6 fire damage).
Personality: Shazzellim is mean and dour. It almost seems to resent its existence and sentience, and it certainly loathes the poor quality of care it has received since its forging, as demonstrated by a few nicks in the blade and some damage to the ornament of its cross piece. Shazzellim speaks Common, Orc, Abyssal, and Infernal.
CL 10th; Moderate evocation; Craft Magic Arms and Armor, detect magic, fireball, locate object; Price 92,413 gp; Cost 46,363 gp + 3,684 XP.
Source: Dragon #74

Spiderbane

This +2 spiderkind bane spiked chain has a +4 bonus and deals +2d6 points of bonus damage against spiderkind foes.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor; summon monster I; Price 18,325 gp; Cost 9,325 gp + 720 XP.
Source: Underdark

Trespasser (Illithid)

The hilt of this +2 illithidwrought keen tentacle greatsword is swaddled in fine leather harvested from the past victims of illithids. The blade resembles a great black tentacle with phosphorescent green veining through its sinuous length. (An illithidwrought weapon grants a psionic wielder an additional +2 insight bonus on attack and damage rolls, so a trespasser functions as a +4 weapon in the hands of such a creature. When wielded by a nonpsionic creature, it functions as a +3 weapon.) In addition, three times per day, the wielder can gain the benefits of death knell on creatures whose brains the blade extracts on a critical hit. The victim gets no saving throw against the death knell effect.
CL 15th; Strong necromancy; Craft Magic Arms and Armor or Craft Psionic Arms and Armor, death knell, mind flayer; Price 177,350 gp; Cost 88,850 gp + 7,080 XP.
Source: Underdark

Ancestor Weapons

When a truly great dwarf passes away, her ashes are often saved and incorporated into some structure or item that either meant something to the individual during her life or is considered representative of her skills and greatness in some way. Dwarves being the martial individuals they are, this object is usually a building or weapon of some type. The latter is much more common. The weapon is then given to whichever descendant of the deceased is judged to be the most worthy.

Since this weapon is intended to be a tribute, such a weapon is always of dwarvencraft quality. The weapon must be made of metal, so as to allow the ashes to he incorporated with the weapon during forging. A priest is always present for the entire forging of the weapon, and must give an appropriate blessing at each critical juncture of the process.

In the end, an ancestor weapon is an intelligent magic item. The smiths and clerics who forge ancestor weapons claim that an ancestor weapon contains a link to the spirit of the deceased, and they believe that the spirit dictates the magical qualities of the weapon, from its basic capabilities (its enhancement bonus and special abilities, such as holy or flaming) to the particular powers it manifests as a result of its intelligence. An ancestor weapon has an Ego score 2 points higher than a normal intelligent item with the same powers and abilities, and it generally resists using its powers in the service of anyone who is not a member of its bloodline.

Like a dwarf, an ancestor weapon has a Charisma score 2 points lower than normal, and even the least powerful ancestor weapons have darkvision with a range equal to their normal vision. Ancestor weapons with ranks in Search gain the dwarven racial bonus on Search checks to notice unusual stonework. Most ancestor weapons are lawful good.

Gharriakha, the Hearthwarden

+4 defending dwarven waraxe; AL LG; Int 13, Wis 13, Cha 8; Empathy, 60-ft. darkvision and hearing; Ego score 10.
Lesser Powers: Cure moderate wounds 3/day, deathwatch.
Personality: In life Gharriakha was a dwarven defender, and the weapon that contains her ashes shares her selfless, protective spirit. It is content to remain quiet and stay out of the spotlight, while offering all the help it can to its wielder. Generally, its only communications are the feelings of encouragement and support it sends to its wielder.
Strong abjuration; CL 13th; Craft Magic Arms and Armor, shield or shield of faith, creator must be a dwarf; Price 61,830 gp.
Source: Races of Stone

Morzhul, the Forgeheart

+2 flaming burst warhammer; AL CN; Int 18, Wis 10, Cha 16; Speech, telepathy, 120-ft. darkvision, blindsense, and hearing; Ego score 25.
Lesser Powers: Daze monster 3/day, faerie fire 3/day, item has 10 ranks in Intimidate (total modifier +13).
Greater Power: Wall of fire 1/day (in a ring centered on the wielder).
Special Purpose: Defeat/slay creatures with the cold subtype.
Dedicated Power: 10d6 fireball.
Personality: Morzhul, in life, was an adventuring dwarf cleric of the forge-god, Tharmekhfil. He was dedicated to eradicating creatures of cold, and Morzhul's spirit continues that mission now that it is bound to this hammer. The weapon's personality is best described as fiery - it speaks loudly and with passion, urging its wielder into battle.
CL 15th; Strong evocation; Craft Magic Arms and Armor, flame blade, Flame Strike, or fireball, creator must be a dwarf; Price 127,212 gp.
Source: Races of Stone

Truthseeker

+1 axiomatic greataxe; Al LN; Int 10, Wis 14, Cha 12; Speech, 120-ft. darkvision and hearing; Ego score 10.
Lesser Powers: Zone of truth 3/day, item has 10 ranks in Sense Motive (total modifier +12).
Personality: The name of the once-living dwarf whose spirit is linked to this greataxe is no longer known, and the weapon will not reveal it. It is known, however, that in life he was a judge, and his obsession with truth is manifested in the personality of the weapon that carries his spirit. The weapon immediately initiates conflict with a wielder who lies.
CL 15th; Strong evocation (lawful); Craft Magic Arms and Armor, order's wrath, creator must be a dwarf and lawful; Price 34,120 gp.
Source: Races of Destiny

Zhavak the Sunderer

+2 bane (constructs) adamantine battleaxe; Al LG; Int 10, Wis 17, Cha 15; Speech, telepathy, 120-ft. darkvision and hearing; Ego score 18.
Lesser Powers: Bless 3/day, cure moderate wounds 3/day, item has 10 ranks in Knowledge (arcana) (total modifier +13).
Special Purpose: Defeat/slay constructs.
Dedicated Power: Rusting grasp.
Personality: Generally as dour as the most taciturn dwarf, Zhavak's personality springs to life when the weapon is in battle with constructs. The dwarf whose spirit is linked to the weapon was a mighty cleric of Moradin slain in battle with an iron golem, and Zhavak loves to fight such foes above all others. It is prone to giving its wielder tactical advice in battle with golems, which is not always sound. Devoutly religious, it immediately initiates conflict if its wielder does not demonstrate proper piety.
CL 15th; Strong conjuration; Craft Magic Arms and Armor, summon monster I, creator must be a dwarf; Price 99,110 gp.
Source: Races of Stone

Elven and Raptoran Weapons

Swordbow

The elven affinity with swords and bows reaches its apotheosis with the swordbow. The magical swordbow takes the concept of the elvencraft bow and does it one better. As the name implies, the weapon can transform from a sword to a bow (or vice versa) upon a mere thought by the wielder (a free action). A wielder can even interchange bow and sword attacks as part of the same full attack action.
In sword form, the weapon features a bowlike grip and a pommel that resembles the curving rip of a bow. The blade is often decorated with an arrow. In bow form, the weapon is made of metal, and each half of the bow's arc resembles a sword blade. In either form, a swordbow has the same enhancement bonus. A swordbow's enhancement bonus can be improved as if improving two separate weapons (for example, improving a +1 swordbow to a +2 swordbow costs 12,000 gp, just as if you were improving two +1 weapons to +2). A swordbow may have special abilities added to it (such as flaming); such abilities cost twice the normal amount (again, as if improving two separate weapons) and apply to both weapons if possible. If a special ability is added that can't apply to both weapons (such as vorpal or distance), it applies only to the sword bow when it is in an eligible form (for instance, a +1 swordbow of distance is a distance weapon only in bow form).
Elves typically produce swordbows of the following kinds:
Light Swordbow: This weapon can change between rapier and shortbow form. It is favored by elf rogues. Each weapon has a +1 enhancement bonus.
Swordbow: This weapon can change between longsword and longbow form. It is favored by elf rangers. Each weapon has a +1 enhancement bonus.
Great Swordbow: This weapon can change between greatsword and composite longbow form. It is favored by elf fighters. Each weapon has a +1 enhancement bonus. The composite longbow may have any desired strength rating at the time of creation; the example below has a +4 Str bonus.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, shrink item, creator must be an elf, Price 6,650 gp (light swordbow) , 6,690 gp (sword bow), or 7,150 gp (great swordbow), Cost 3,650 gp + 240 XP (light swordbow) , 3,690 gp + 240 XP (swordbow), or 4,150 gp + 240 XP (great sword bow)
Source: Races of the Wild

More Evil Weapons

Angelkiller

This +3 unholy greatsword forces any celestial it damages to succeed at a Fortitude save (DC 20) or be destroyed.
CL: 13th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: 110,350 gp; weight: 15 lb.
Source: Book of Vile Darkness

Blackguard's Blade

Made of black iron and covered in evil symbols engraved in the blade, this +2 longsword adds +10 damage no the wielder's smite good ability.
CL: 13th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: 9,515 gp; weight: 4 lb.
Source: Book of Vile Darkness

Chain of Barriers

This item is a +1 spiked chain. When commanded with the proper word, however, it expands to become a wall of chains. With a second command word, the choirs of barriers reverts to weapon form.
CL 5th; Craft Magic Arms and Armor, wall of chains; Market Price: 29,325 gp; Weight: 15 lb.
Source: Book of Vile Darkness

Charnel Reaver

This +3 dwarven waraxe, usually created by duergar smiths, utterly consumes the physical form of any living creature it slays, requiring a true resurrection spell so bring the creature back to life (raise dead and resurrection will not work).
CL 9th; Craft Magic Arms and Armor, charnel fire; Market Price: 108,330 gp; weight: 15 lb.
Source: Book of Vile Darkness

Flensing Gauntlet

Villains and vicious characters enjoy weapons that inflict pain in creative or devastating ways. This hideous spiked gauntlet literally strips flesh from its target.
A flensing gauntlet is a ragged-looking, tattered glove and armband of untanned humanoid skin. When the item is activated, the fleshy tatters writhe, and bony hooks sprout from the palm and fingers. It is otherwise a +1 spiked gauntlet.
As a move action, curl your gloved hand into a claw to activate the gauntlets. The effect lasts for 1 round. You can activate the gauntlets up to three times per day.
A successful attack with an activated gauntlet tears a strip of flesh away from a living corporeal opponent, causing pain and trauma that weakens as well as dealing damage. This effect occurs even if the opponent is wearing armor. The opponent takes an extra 1d6 points of damage plus 1d4 points of Constitution damage and 1d4 points of Charisma damage. A Fortitude saving throw negates the ability damage and halves the extra hit point damage.
Incorporeal creatures or creatures of a gaseous nature (such as air elementals) are not affected by this item.
Strong evocation; CL 12th; Construction: Craft Magic Arms and Armor, flensing, 8,805 gp, 680 XP, 17 days; Weight: 1 lb; Price: 17,305 gp.
Source: Champions of Ruin

Harrowheart

This +2 rapier deals x3 damage when it scores a critical hit on a creature of good alignment, rather than the normal x2 damage.
CL: 5th; Craft Magic Arms and Armor, unholy blight; Market Price: 15,320 gp; weight: 3 lb.
Source: Book of Vile Darkness

Hell's Heart Arrow

This +1 arrow, once fired, passes through creatures of evil alignment. Such creatures offer no cover bonus, nor do they count when determining whether the archer firing into a melee must take the -4 penalty.
CL 1st; Craft Magic Arms and Armor, detect evil; Market Price: 60 gp.
Source: Book of Vile Darkness

Sacrificial Knife

This +1 dagger adds a +3 competence bonus on Knowledge (religion) checks required when a sacrifice is made with the knife.
CL 5th; Craft Magic Arms and Armor, bless; Market Price: 3,305 gp; Weight: 1 lb.
Source: Book of Vile Darkness

Spectral Arrow

This arrow looks like a +1 arrow, but it is an invisible brilliant energy projectile that bestows two negative levels rather than dealing normal damage.
CL 17th; Craft Magic Arms and Armor, energy drain, gaseous form, invisibility; Market Price: 2,560 gp.
Source: Book of Vile Darkness

Warpsword

This +2 greatsword infects anyone it strikes with warp touch (see Diseases in Chapter 2, Book of Vile Darkness) if the target fails a Fortitude save (DC 14).
CL 9th; Craft Magic Arms and Armor, contagion, cloak of chaos; Market Price: 78,350 gp; Weight: 10 lb.
Source: Book of Vile Darkness

Planar Weapons

Afterlife

This +2 consumptive burst unholy greatsword hungers for the life force of its victims. In addition to its evil nature, once per day the wielder can use death knell as a standard action when the wielder touches the tip of Afterlife to the body of a fallen foe.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, death knell, unholy blight, creator must be evil; Price 105,550 gp; Cost 52,950 gp + 4,208 XP.
Source: Planar Handbook

Blade of Fiery Might

Mighty efreeti wizards working on the Elemental Plane of Fire created this scimitar. The Grand Sultan of the efreet wielded it in a legendary battle with their enemies, the djinn. However, a cunning jann rogue working with adventurers from the Material Plane managed to steal the blade from the sultan's throne room and, with the help of great powers, shattered the blade and scattered its shards across the multiverse.
Intact, the Blade of Fiery Might is a Huge (damage 1d10) +5 unholy keen flaming burst scimitar. When drawn, the blade sheathes its wielder in a constant warm fire shield effect and grants a constant triple-strength (360-ft. range) arcane true seeing effect on its wielder. The sword's great heat also deals 1d6 points of fire damage to anyone holding it each round. Finally, the wielder can rebuke or command fire creatures (as a 20th-level cleric) up to ten times each day The blade is also intelligent (Int 11, Wis 19, Cha 22, Ego 28) and lawful evil. It only speaks Ignan, and prefers to communicate telepathically.
As a unique major artifact, the Blade of Fiery Might has no set market price. Even discounting its unique nature, its value as a magic weapon well exceeds 250,000 gp.
Source: Lord of the Iron Fortress

Conflagrant

This +1 ignan flaming burst longspear can be used in melee or as a thrown weapon. In addition to its fiery traits, once per day the wielder can use fireball as a standard action. If the wielder wishes, he may choose to activate the fireball use for the day in conjunction with throwing the spear (this attack does not require an extra standard action beyond making the ranged attack). In such a case, the fireball detonates only if the spear successfully strikes its target.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, fireball, creator must be of the fire subtype; Price 60,305 gp; Cost 30,305 gp + 2,400 XP.
Source: Planar Handbook

Demonfoe

This bastard sword sits in a black leather sheath. When drawn, it sheds a soft green light from the green steel of the blade. Matching black leather winds around the handle and the pommel resembles a beautiful angelic face. This weapon is a +2 evil outsider bane bastard sword. As a swift action, you may suppress the evil outsider bane ability to gain damage reduction 5/- for 1 round. You can only use this ability three times per day. When used against an evil outsider, you may make a single attack as a full-round action. If the attack hits and deals at least 1 point of damage, you may immediately make a second attack using the same attack modifier as the first. Further successful strikes do not grant additional attacks. When drawn, demonfoe sheds light as the light spell.
Strong; (DC 21) conjuration and transmutation; CL 12th ; Craft Magic Arms and Armor, haste, light, summon monster I. 10,500 gp (plus 335 for masterwork bastard sword), 840 XP. Weight: 6 lb, Market Price: 21,335 gp.
Source: Dragon #356

Lethe's Lash

A spellcaster struck by this +1 whip loses one spell or spell slot from the highest spell level he can cast. If two or more spells fit this criterion, the caster decides which one becomes inaccessible. The lost spell becomes available again the next time the caster rests and regains spells.
Moderate enchantment; CL 7th; Craft Magic Arms and Armor, modify memory; Price 22,301 gp; Cost 11,301 gp + 880 XP.
Source: Planar Handbook

Lightning Sword

The lightning sword is a +2 shocking burst mithral short sword. Used by the Wind Duke Icosiol on the battlefield of Pesh, the lightning sword is the companion blade to the sword of Aaqa. The lightning sword's pommel is a single huge star sapphire that glitters with electrical energy. Three times per day by drawing the lightning sword, the wielder can gain the effects of a fly spell (caster level 9). This effect springs into being as part of the act of drawing the sword.
If the wielder fights with the lightning sword and the sword of Aaqa, he may strike the two swords together as a standard action to generate 30-foot line of sonic energy. All creatures in this area take 6d6 sonic damage (Reflex DC 18 half). This ability can be used three times per day.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, call lightning or lightning bolt, fly; Price 35,000 gp.
Source: Dungeon #129

Quencher

This +1 aquan bane (fire outsiders) warhammer is a fire elemental's worst nightmare. Once per day, the wielder can cast quench as a standard action with a range of touch.
CL 7th; Moderate evocation; Craft Magic Arms and Armor, quench, summon monster I, creator must be of the water subtype; Price 40,312 gp; Cost 20,312 gp + 1,600 XP.
Source: Planar Handbook

Sword of Aaqa

The sword of Aaqa is a +2 axiomatic mithral longsword with a hilt set with six pale sapphires the size of grapes. Used by the Wind Duke Icosiol on the battlefield of Pesh, the sword of Aaqa is the companion blade to the lightning sword. Whenever the wielder scores a critical hit on a creature with the sword of Aaqa (even if that creature is normally immune to damage from critical hits), the sword creates a powerful blast of windstorm-force wind. The creature hit can make a DC 15 Fortitude save to resist the effects of the wind. Small or smaller creatures (or flying Medium creatures) are blown away by this blast of wind. Creatures on the ground are knocked down and roll 1d4x10 feet, taking 1d4 points of nonlethal damage per in feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of nonlethal damage. Medium creatures (or flying Large creatures) that fail this save are knocked down. Huge (or land-bound Large) and larger creatures suffer no noticeable effect from the blast of wind.
If the wielder fights with the lightning sword and the sword of Aaqa, he may strike the two swords together as a standard action to generate 30-foot line of sonic energy. All creatures in this area take 6d6 sonic damage (Reflex DC 18 half). This ability can be used three times per day.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, order's wrath, control winds; Price 35,000 gp.
Source: Dungeon #129

Specific Magic Weapons of Waterdeep

Over the years, Waterdhavians have crafted a wide range of magic weapons, many of them for use in battle against orcs and trolls. The following is a brief sampling of rare and unique magic weapons found within the City of Splendors.

Axe of Heavenly Fire

This Large +3 holy greataxe sheds light equivalent to a light spell (bright illumination in a 20-foot radius, shadowy illumination in a 40-foot radius) and is considered sacred to Tyr. It was given to Madeiron Sunderstone by Lord High Justiciar High Avenger Deren Eriach of the Abbey of the Just Hammer in Tasseldale.
Moderate evocation; CL 15th; Craft Magic Arms and Armor, holy smite, creator must be good; Price 50,340 gp; Cost 25,340 gp + 2,000 XP; Weight 16 lb.
Source: City of Splendors: Waterdeep

Bow of Hosark

Carved from an unknown creamy-white wood resembling ivory, this unique weapon has been in the possession of Travis Deepdell for over thirty years, despite the efforts of Elaith Craulnober and others to steal it. No sages have been able to identify the bow's origin, and legend lore spells only produce the beautiful illusion of an elf maiden's face that cryptically asks the bearer to "take care of the Horn of Moon's Dawning." Some rangers and druids who gaze at the bow see a faint carved outline of a unicorn's head along its outer curve, suggesting the weapon is connected in some way to Mielikki or Lurue.
The bow of Hosark is a beautiful +2 distance mighty composite longbow (4 Str bonus). When the bow is held or worn over the back, it acts as an amulet of proof against detection and location. Two times per day, the wielder can add the brilliant energy special ability to any arrow shot from the bow (so long as the total arrow bonus, including the brilliant energy special ability, does not exceed +10).
Strong transmutation; CL 15th; Craft Magic Arms and Armor, Craft Wondrous Item, clairaudience/clairvoyance, continual flame, gaseous form, nondetection; Price 102,900 gp; Cost 54,900 gp + 4,080 XP; Weight 3 lb.
Source: City of Splendors: Waterdeep

Ettin Axe of Uruth

This unique +1 icy burst/+1 flaming burst orc double axe is imbued with two sentiences, Ur and Krypt, respectively, and can illuminate its surroundings at will as a torch.
Ur: AL LE; Int 14, Wis 14, Cha 10; speaks Common, Orc, and Troll; 120-ft. vision and hearing; Ego score 9. Lesser Power: Item has 10 ranks in Sense Motive (total modifier +12) and 10 ranks in Spellcraft (total modifier +12).
Krypt: AL CE; Int 14, Wis 10, Cha 14; speaks Common, Orc, and Troll; 120-ft. vision and hearing; Ego score 9. Lesser Power: Item has 10 ranks in Intimidate (total modifier +12) and 10 ranks in Bluff (total modifier +12).
Although one axe head is lawful evil and one axe head is chaotic evil, the weapon is considered neutral evil for purposes of determining which bearers can wield it. If the heads work in concert, which is rare, the item's ego is considered equal to 13.
Fashioned by Lethchauntos the Black and wielded by King Uruth before his death in the Battle of the Westwood, this orc double axe is famous for the endless verbal spats between its twin personalities. Most intelligent items try their best to mislead or distract their host so that she ignores or destroys rival item's within 60 feet. This common trait manifests in the ettin axe of Uruth in the form of nigh-constant attempts to denigrate the other sentience.
Claimed by War Lord Gharl in the aftermath of the Orcfastings War, but quickly interred and forgotten in the depths of Nimoar's Hold, the ettin axe of Uruth vanished during the Siege of the Black Horde, apparently stolen by orc infiltrators. Subsequent divinations performed after the weapon was stolen revealed only that the double axe remained within Waterdeep, suggesting that the Black Horde interlopers had failed to escape with this potent symbol of orc might. The weapon's current location and recent history remain unknown.
Strong evocation; CL 15th; Craft Magic Arms and Armor, either chill metal or ice storm either flame blade, flame strike, or fireball; Price 64,660 gp; Cost 32,660 gp + 2,560 XP; Weight 15 lb.
Source: City of Splendors: Waterdeep

Gurt's Greataxe

In the Year of the Icy Axe (123 DR), Gurt, Lord of the Pale Giants, fell to Uthgar Gardolfsson - leader of the folk who would become the Uthgardt barbarians - in an epic battle that marked the ascendance of humankind over the giants in the Dessarin River valley. Gurt's greataxe is said to have been buried in Morgur's Mound until the Second Trollwar, when it was brought back to Waterdeep by Amphail the Just. After decades of obscurity, lying forgotten in the city's vaults, Piergeiron gave the legendary weapon to Harshnag the Grim in recognition of his service to Waterdeep.
Gurt's greataxe is a Large +1 human bane thundering greataxe. It sheds light as a torch when the temperature drops below 0°F. It cannot be concealed when drawn, nor can its light be shut off in these conditions. Once per day, the greataxe can use a chill metal effect upon command.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, blindness/deafness, chill metal, summon monster I; Price 22,660 gp; Cost 11,500 gp + 893 XP; Weight 24 lb.
Source: City of Splendors: Waterdeep

Lance of Burning Blackfire

Favored by the griffonriders of Waterdeep, these otherwise rare +1 corrosive flaming heavy lances are fashioned from the trunk of a zalantar or "blackwood" tree and inscribed with sacred runes of Mystra. (Zalantar has the properties of darkwood.)
CL 10th; Moderate evocation; Craft Magic Arms and Armor, acid fog, acid storm, Melf's acid arrow, or storm of vengeance, and flame blade, flame strike, or fireball; Price 18,410 gp; Cost 9,410 gp + 720 XP; Weight 5 lb.
Source: City of Splendors: Waterdeep

Magebane

This intelligent +2 bastard sword is made of an unusual black metal, hilt and blade all one piece. Runes of green fire twist up and down the blade endlessly, but the blade does not otherwise glow. Forged during the Seventh Age of Calimshan as a sword of state for one of the ruling mameluks, Magebane was employed to hunt down wizards of the qysar's court who survived the fall of the Imperium. Its last owner was a satrap of Manshaka who died nearly a century ago, and the blade has been missing ever since. Only Keilier Twistbeard knows that it lies in the Blue Alley, a seeming reward for anyone who survives the deathtrap.
Magebane AL NE; Int 17, Wis 10, Cha 17; speaks Auran, Alzhedo, and Common; telepathy; 120-ft. darkvision and hearing; Ego score 16.
Lesser Powers: Detect magic at will, item has 10 ranks in Knowledge (arcana) (total modifier +13) and Spot (total modifier +13).
Special Purpose: Defeating or slaying arcane spellcasters (including spellcasting monsters and those that use spell-like abilities).
Dedicated Power: Feeblemind.
CL 4th; Strong transmutation; Craft Magic Arms and Armor; Price 102,935 gp; Cost 51,635 gp + 2,052 XP; Weight 6 lb.
Source: City of Splendors: Waterdeep

Muiral's Decapitator

Custom-made by Halaster for Muiral during his days as the Mad Mage's bodyguard, this +3 adamantine vorpal greatsword is now a Large weapon, as Muiral had it reforged by a renegade of Clan Melairkyn after his transformation. Magic items touched or struck by the blade glow with a pale radiance for 1d4+1 rounds. Muiral's decapitator is still in Muiral's possession, and given the power and temperament of its owner, it's probably not going anywhere else soon.
CL 18th; Strong necromancy and transmutation; Craft Magic Arms and Armor, detect magic, circle of death, keen edge; Price 135,400 gp; Cost 67,900 gp + 5,400 XP; Weight 16 lb.
Source: City of Splendors: Waterdeep

Quarterstaff of Alcedor

Custom-made by Alcedor Kolat for his own use, this 7-foot-long +3 spellstrike/+3 shattermantle quarterstaff is made from a gnarled duskwood branch with its ends shod in brass.
CL 10th; Moderate evocation; Craft Magic Arms and Armor, resistance, shatter; Price 64,600 gp; Cost 32,600 gp + 2,560 XP; Weight 4 lb.
Source: City of Splendors: Waterdeep

Spiked Gauntlet of Ulbaerag

This unique +3 wounding spiked gauntlet drips blood for as long as a victim wounded by it continues to bleed. (The victim suffers damage from the wounding effect normally.)
After serving as the symbol of authority in Bloodhand Hold for Ulbaerag and his successors, the gauntlet was lost during Nimoar's sacking of the settlement. The Shadow Thieves found it centuries later, and the Citadel of the Bloody Hand is the gauntlet's namesake. Ulbaerag's gauntlet was lost again after the Shadow Thieves were banished from Waterdeep, but the weapon is believed to remain within the City of Splendor.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, Mordenkainen's sword; Price 50,305 gp; Cost 25,305 gp + 2,000 XP; Weight 1 lb.
Source: City of Splendors: Waterdeep

Viperfang

Custom-built to the Black Viper's specifications by Hadrhune, making it a Shadow Magic item, this unique black +2 corrosive assassin's dagger of venom has a curved blade and 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. In addition, the dagger provides a +1 bonus to the DC of the Fortitude save forced by the death attack of an assassin.
CL 15th; Moderate necromancy; Craft Magic Arms and Armor, acid fog, acid storm, Melf's acid arrow, or storm of vengeance, poison; Price 50,302 gp; Cost 25,302 gp + 2,000 XP; Weight 4 lb.
Source: City of Splendors: Waterdeep

Magic Aquatic Weapons

Krakentooth

A mighty trident nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. Krakentooth tridents are favored by those undersea races who have extensive antagonistic dealings with land-folk. The krakentooth is a +2 wounding shocking burst trident.
CL 10th; Moderate conjuration and evocation; Craft Magic Arms and Armor, call lightning or lightning bolt; Price 50,315 gp; Cost: 25,315 gp + 2,012 XP.
Source: Stormwrack

Pearl Trident

This +3 returning pearlsteel trident has a shaft decorated with coral and mother-of-pearl. In addition, the wielder of the trident gains the Aquatic Shot feat for any ranged attacks he makes with the trident, allowing him to throw the trident at underwater targets without penalty (range increment 5 feet). If he already knows Aquatic Shot or Far Shot, the pearl trident's range increment underwater is 10 feet instead of 5 feet.
CL 9th; Moderate transmutation; Craft Magic Arms and Armor, telekinesis; Price 36,815 gp; Cost 17,815 gp + 1,280 XP.
Source: Stormwrack

Reaver's Cutlass

This +1 wounding cutlass is the weapon favored by the most bloody-hearted of pirates. Its hilt is wrapped in tanned humanoid skin, and it seems to sing for blood as it is swung. If a reaver's cutlass attaches to an opponent, it twists into the wound as though alive and continues to deal Constitution damage each round it remains attached. To remove it, an opponent must achieve a pin and spend one full round wrenching it free. The weapon makes a grapple check as the wielder (even though she no longer holds it) and takes no size penalty.
CL 12th; Strong evocation; Craft Magic Arms and Armor, animate objects, Mordenkainen's sword; Price 26,310 gp; Cost 13,310 gp + 1,040 XP.
Source: Stormwrack

Sharkdoom Spear

This +2 keen thundering spear is tipped a heavy, four-flanged spearhead with a spiraling blade. Although well suited to dispatching sharks, as its name suggests, it is also popular with those who hunt other large aquatic creatures.
An aquatic creature that takes damage from the sharkdoom spear must succeed on a DC 13 Fortitude save or be affected as by a sink spell (-10 ft. penalty to its swim speed, sink 5 feet every round unless it succeeds on a DC 25 Swim check) for 12 minutes. A creature already affected by the sink effect takes no additional penalty for multiple hits.
Strong evocation; CL 12th; Craft Magic Arms and Armor, keen edge, sink, sound burst; Price 44,302 gp; Cost 22,302 gp + 1,760 XP.
Source: Stormwrack

Sword of the Glorious Pearl

A +3 aquatic holy pearlsteel bastard sword, the sword of the glorious pearl is treasured by the aventi people, and the Order of the Pearl undertakes quests to recover one should it fall out of aventi hands.
In addition to the benefits, granted by the sword's aquatic and holy special abilities, the sword of the glorious pearl also grants its wielder the benefits of the Extra Turning feat as long as he grips its hilt. More than one user cannot benefit from this ability in a day - it takes 24 hours for a new user to attune to the sword in order to use this benefit. The wielder must already possess the ability to turn undead.
CL 7th; Strong abjuration and evocation (good); Craft Magic Arms and Armor, holy smite, freedom of movement, creator must be good and must possess the Extra Turning feat; Price 75,335 gp; Cost to Create: 37,835 gp + 3,000 XP.
Source: Stormwrack

Weapons Associated with Dragons

Dragontooth of Lareth

A dragontooth of Lareth is a dagger made from a fang of the fallen King of Justice in the wake of Sammaster's Rage and given to an elite member of the Talons of Justice (see page 99 Dragons Of Faerûn).
A dragontooth of Lareth is a curved dagger with a serrated blade made from a dragon's tooth and a gold, dragon-shaped hilt and pommel. The "mouth" of the dragon pommel holds a large ruby.
A dragontooth of Lareth is a +1 flaming burst dragonfang dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of fire damage on each successful hit. Once per round, the bearer of a dragontooth of Lareth can cast guidance as a swift action, in effect calling upon the wisdom of the fallen King of Justice.
Characters can gain the following pieces of information about a dragontooth of Lareth by making successful Knowledge (arcana) or Knowledge (history) checks.

Strong divination and evocation (good); CL 12th; Craft Magic Arms and Armor, Dragoncrafter, Quicken Spell, Craft (weaponsmithing), flame blade, flame strike, or fireball plus guidance; Price 39,900 gp; Cost 21,100 gp + 1,584 XP.
Source: Dragons of Faerûn

Silver Sickles of Soranth

The silver sickles of Soranth are the legendary weapons of a fallen hierophant of Mielikki. Each silver sickle is forged in the shape of a crescent moon. Four pictographs (one on each side of each blade) depict one of the elements killing a wolflike beast. One shows the canine drowning, one shows the canine burning, one shows the canine being crushed under a rock, and one shows the canine gasping for air. The handles are made of duskwood and wrapped in the blackened leather of a werewolf pelt.
The silver sickles of Soranth are both +1 silvered lycanthrope bane sickles. When employed together, they grant the wearer the Two-Weapon Fighting feat.
Characters can gain the following pieces of information about the silver sickles of Soranth by making Knowledge (arcana) or Knowledge (history) checks.

CL 8th; Moderate conjuration; Craft Magic Arms and Armor, summon monster I, Price 18,326 gp each (46,652 gp as a pair); Cost 23,612 gp + 1,840 XP. Weight 2 lb. each.
Source: Dragons of Faerûn

Sword of Dragonblood

These swords appear to be made from fine steel forged in Sembia. They each bear a number of small tally marks at the bottom of the blade near the hilt.
These swords revel in the opportunity to slay dragons. The more dragons a sword of dragonblood slays, the more it aids its owner in killing wyrms in the future.
The swords are typically +2 dragon bane longswords (though they can be other types of weapons). In addition to those enchantments, they have a special power in relation to dragons. When the wielder of a sword of dragonblood slays a dragon with the weapon for the first time, he or she gains a +1 bonus on any subsequent attack roll against a dragon once per day. For each additional dragon slain by the sword, this daily bonus increases by 1. The wielder can spend any or all of this bonus at any time during a day, using all of it on a single attack roll or splitting it or among two or more rolls. Only true dragons count for the purpose of gaining this bonus - not half-dragons, drakes, dragon turtles, or other draconic creatures.
The bonus resets at sunrise each day, if any points were spent during the preceding 24 hours. If the weapon changes hands, the new wielder gains no bonus until he or she kills a dragon with the sword. Should the sword ever be separated from its wielder for more than 24 hours, any bonus it has accrued is lost.
Nothing is required to activate the sword other than swinging it, but using the pool saved within requires a free action.
Characters can gain the following pieces of information about swords of dragonblood by making Knowledge (arcana) checks.

CL 10th; Moderate conjuration; Craft Magic Arms and Armor, summon monster I; Price 25,000 gp; Cost 12,500 gp + 1,000 XP; Weight 4 lb.
Source: Dragons of Faerûn

Sword of the Great Harrowing

When bathed in the blood of dragons, no sword is deadlier against a draconic foe than a sword of the great harrowing. A longsword imbued with sentience and a seething hatred for all dragons, the blade and its bearer seek out dragons to behead - but the sword is ever watchful for a more powerful wielder. These swords, created by the Harrowers (see page 143 Dragon Magic), are more powerful versions of dragonbane swords (DC 15 Knowledge [arcana]). Seven swords of the great harrowing are known to exist, and all are fully sentient. However, not all are still in the hands of the Harrowers (DC 25 Knowledge [arcana]).
A sword of the great harrowing is a wide-bladed longsword with a fang-decorated crossguard and a ruby inset in the pommel.
The sword glows like many magic weapons, but its true power becomes apparent once it activates its dragonblood consumption power (described below). Then the sword turns bright red, and a whirling cascade of crimson energy surrounds the sword, the wielder, and the dragon they are fighting. Originally created by the Harrowers, the swords of the great harrowing are in many ways similar to the dragons they hate: single-minded, ruthless, and endlessly patient. A sword of the great harrowing knows it needs a strong hand to wield it, though, so it acts as friend and confidant to its bearer, offering counsel and support when asked.
Only two occurrences can put such a sword at odds with its wielder. First, if the wielder refuses to face a dragon in combat, the sword of the great harrowing immediately attempts to take control of him. Second, if the sword becomes aware of a more powerful potential owner, it silently observes for a time, and then tries to subtly engineer a conflict between its current owner and what it hopes will be its future master.
These swords speak Common, Elven, Dwarven, and Draconic.
(Al N; Int 10, Wis 17, Cha 17; speech and telepathy; 120 ft. darkvision and hearing; Ego score 17.
Because it's an intelligent weapon, a sword of the great harrowing takes actions of its own during its wielder's turn. Its actions are generally limited to activating one of its three powers.
A sword of the great harrowing is a +1 dragon bane longsword with two lesser powers that it is eager to use on behalf of its master. Three times per day each, it can use resist energy (20 points, sword's choice of energy type) and remove fear.
But in battle with a wounded dragon, a sword of the great harrowing becomes something much more. Immediately after the wielder successfully deals damage to a dragon with the sword, it activates its dragonblood consumption power. At the end of each of the wielder's turns, check whether the sword dealt damage to the dragon that round. If it did, its enhancement bonus increases by 1 for future attacks against that dragon. If it did not, its enhancement bonus decreases by 1 for future attacks against that dragon. One hour after the last time the sword deals damage to a dragon, this effect fades, and the sword's enhancement bonus returns to normal.
A sword of the great harrowing's enhancement bonus can't drop below +1 (or the normal enhancement bonus of the sword, if improved beyond +1), nor can it rise above the dragon's age category (including the benefit of the bane quality). For dragons without an age category, treat the age category as 1/4 the dragon's Hit Dice (maximum age category of 10 for a dragon with 40 or more Hit Dice).
Variants: As written, a sword of the great harrowing is neutral, an implacable foe of both chromatic and metallic dragons. But the DM can change its alignment and narrow its focus to produce a variant sword that hates only evil dragons (or only good ones). It's also possible to change the sword into another type of weapon. Simply subtract 15 gp from the cost, and add the cost of the new weapon.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, locate creature, resist energy, remove fear, 30,315 gp, 2,400 XP, 60 days; Weight: 4 lb; Price: 60,315 gp.
Source: Dragon Magic

Serpent Weapons

Manyfang Dagger

This +1 dagger looks like a normal masterwork dagger, but when it hits, three phantom blades briefly whirl into existence around the main blade, stabbing and slicing the same target, then winking into nothingness again. A manyfang dagger thus deals quadruple damage on each successful hit, or quintuple damage on a critical hit.
CL 10th; Moderate evocation;Craft Magic Arms and Armor; major creation; Price: 32,302 gp; Weight 1 lb.
Source: Serpent Kingdoms

Scourge of Fangs

Favored by the yuan-ti and drow clerics of Lolth, this +2 scourge has a handle made of adamantine and five serpentine constructs as lashes. The snakes are extensions of the wielder's will that hiss and writhe in response to her thoughts and emotions. The weapon deals damage normally, and in addition, at the wielder's mental command, the serpents can attack as separate and independent creatures, using the statistics below. If the wielder chooses to attack only with the snakes, she can substitute her own base attack bonus for that of the snakes in their attacks. The enhancement bonus of the scourge ion already included in the attack bonuses of the snakes in the statistics below.
When a scourge of fangs is used with an attack action, only one serpent lash can attack; when it is used with a full attack action, all five can attack. If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the intended target.
If a serpent lash is slain, it falls off the whip. The remaining heads continue to function normally until all are destroyed.
Serpent Lash (5). CR 1; Tiny construct; HD 2d10; hp 11; Init +3; Spd O ft., AC 17, touch 15, flat-footed 14; Base Atk +1; Grp -; Atk +8 melee (1d2-2 plus pain, bite); Full Atk +8 melee (1d2-2 plus pain, bite); Space/Reach 2-1/2 ft/0 ft.; SA pain; SQ construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +3, Will +0; Str 6, Dex 17, Con -, Int -, Wis 11, Cha 1.
Skills and Feats: Hide +11; Weapon Finesse.
Pain (Su): Anyone hit by a serpent lash's bite attack takes a -4 penalty on attack rolls, skill checks, and ability checks for 2d4 rounds because of the wracking pain its venom produces. A successful DC 11 Fortitude save reduces the penalty to -2.
Construct Traits. A serpent lash has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.
CL 11th; Moderate necromancy and transmutation; Craft Construct, Craft Wondrous Item, animate objects, bestow curse; Price 32,000 gp; Weight 5 lb.
Source: Serpent Kingdoms

Scourge of Tiamat

This +1 corrosive viper scourge is favored by the Dark Scaled Ones (high priests of Tiamat) in the city of Unthalass. The weapons date back to the height of Okoth, the ancient sarrukh realm located in what is now southern Mulhorand. Most of the existing scourges of Tiamat have been recovered from the scattered remnants of that civilization.
In addition to its normal properties, each viper head of a scourge of Tiamat can spit its corrosive venom up to 30 feet as a ranged attack. A target hit by this attack is affected by the poison of the viper and also takes 1d6 points of acid damage for the corrosive special ability.
CL 17th; Strong conjuration; Craft Magic Arms and Armor, Spit Venom, Melf's acid arrow, storm of vengeance, summon monster II; Price 60,320 gp.
Source: Serpent Kingdoms

Weapons of the Orient

Abbot's Staff

This is a lacquered quarterstaff of exceptional beauty, topped with a golden dragon head. It is a double weapon of +3/+1 quality, and all shaman spells cast by its wielder are treated as if the caster were one level higher.
CL 17th; Craft Magic Arms and Armor, Heighten Spell; Market Price: 26,850 gp; Cost to Create: 13,725 gp + 1,050 XP.
Source: Oriental Adventures

Flying Phoenix Sword

This +2 throwing and returning longsword grants a +4 enhancement bonus to its wielder's Strength while it is in hand.
CL: 10th; Craft Magic Arms and Armor, magic stone, telekinesis, bull's strength; Market Price: 64,315 gp; Cost to Create: 32,315 gp - 2,560 XP.
Source: Oriental Adventures

Kakita Katana

The master smiths of the Kakita family claim that they produce the finest blades in the Empire. A Kakita katana is made of exceptionally fine steel, durable and flexible, and is able to withstand the passage of a thousand years. The master smiths use only Hida steel in their blades, claiming that it far outshines any other in the Empire. A Kakita blade is distinguished by its light weight and flexibility, and by the fine lines of bluish damask running down the cutting edge, causing the entire blade to shine with a slight tint. These blades are usually bestowed only upon samurai who have proven their honor and courage, and only very rarely upon samurai who are not of the Crane clan.
A nonmagical Kakita katana has a natural +2 enhancement bonus.
CL: - ; Market Price: 9,400 gp.
Source: Oriental Adventures

Nekode of Spider Climbing

When worn, this pair of +1 nekodes enables movement on vertical surfaces or even upside down, though both the wearer's hands must be used for climbing. The wearer's speed is 15 feet. Because of the nekode's sharp claws, even extremely slippery surfaces can be negotiated with ease.
CL: 4th; Craft Magic Arms and Armor, spider climb; Market Price: 8,610 gp; Cost to Create: 4,610 gp + 320 XP.
Source: Oriental Adventures

Serpent's Tooth

This +2 initiative yari is made of an unusual green wood, and its blade is shaped such that it makes a hissing noise as it moves through the air. As a full action, the wielder of a serpent's tooth can attack with a flurry of blows, making one extra attack at her highest attack bonus. All the wielder's attacks in that round suffer a -2 penalty, however, including the extra attack.
CL: 8th; Craft Magic Arms and Armor, haste; Market Price: 38,302 gp; Cost to Create: 19,302 gp 1520 XP.
Source: Oriental Adventures

Spirit Sword

This passage scimitar has nine rings set into the back edge of the blade. It has an enhancement bonus of +1 on the Material Plane, but in the Spirit World, the Shadowlands, or any other plane its enhancement bonus increases to +3. (The +3 enhancement bonus also applies on the Material Plane when the weapon is used against elementals, outsiders, or spirits).
CL: 15th; Craft Magic Arms and Armor, plane shift; Market Price: 52,215 gp; Cost to Create: 6,265 gp + 2,076 XP.
Source: Oriental Adventures


Magic in the Realms