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ABBOT - ORIENTAL ADVENTURES (3.0) [ABBOTS STAFF] Price: +1 bonus Property: Melee Caster Level: 17th Aura: Strong (DC 22) transmutation Activation: — An abbot weapon grants the wielder a +1 to his caster level for the purpose of casting spells, but only for a specific spellcasting class. Typically it’s for a cleric, but it can be for bards, wizards, paladins, or any single class that casts spells. It does not stack with itself, but is an unspecified bonus, so it could stack with other sources, such as an ioun stone. Construction: Craft Magic Arms and Armor, Metamagic Feat Heighten Spell Editor: By the math, +1 caster level for a +1 bonus in your weapon is awesome. If your DM allows this (it is from oriental adventures) you can make a case to have +1 caster level in any weapon. I would not allow the PC to buy it multiple times. It’s +1 to caster level, period. I would not have the bonus stack with itself. Although, because it is an unspecified bonus, it could stack with other bonuses to caster level. It would be a purple, if it was not such a shaky foundation. There are a whole lot of “ifs” to get approved for this to be allowed. As a DM, I would. I do not find it terribly unbalancing, since it would have to be a +1 to caster level to a specific class. AFTERLIFE - PLANAR HANDBOOK (3.5) [AFTERLIFE] Price: 33,200 gp Property: Melee Caster Level: 7th Aura: Faint (DC 16) necromancy Activation: Standard (command) 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. Editor (Death Knell): You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells). These effects last for 10 minutes per HD of the subject creature. Construction: Craft Magic Arms and Armor, death knell, creator must be evil Editor: A complicated method of getting a +1 to caster level. That’s really what it boils down to. It’s the only explanation as to why the cost is so high. ANGELKILLER - BOOK OF VILE DARKNESS (3.0) [ANGELKILLER] Price: 60,000 gp Property: Melee Caster Level: 13th Aura: Strong (DC 21) necromancy Activation: — This weapon forces any celestial it damages to succeed at a Fortitude save (DC 20) or be destroyed. Construction: Craft Magic Arms and Armor, unholy blight, creator must be evil Editor: 60,000 sounds expensive, but Disruption is a DC 14 power that kills undead if they fail a will save. This is a DC 20 against fortitude. This is a much more deadly weapon against it’s chosen target then a disruption weapon. The difference between a +8 and +10 weapon is only 72,000 gp, so all things considered, it’s balanced, in comparison to other WSAs.

Extrapolated WSAs v2.01

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Page 1: Extrapolated WSAs v2.01

ABBOT - ORIENTAL ADVENTURES (3.0) [ABBOTS STAFF]

Price: +1 bonus Property: Melee Caster Level: 17th Aura: Strong (DC 22) transmutation Activation: —

An abbot weapon grants the wielder a +1 to his caster level for the purpose of casting spells, but only for a specific spellcasting class. Typically it’s for a cleric, but it can be for bards, wizards, paladins, or any single class that casts spells. It does not stack with itself, but is an unspecified bonus, so it could stack with other sources, such as an ioun stone. Construction: Craft Magic Arms and Armor, Metamagic Feat Heighten Spell Editor: By the math, +1 caster level for a +1 bonus in your weapon is awesome. If your DM allows this (it

is from oriental adventures) you can make a case to have +1 caster level in any weapon. I would not allow the PC to buy it multiple times. It’s +1 to caster level, period. I would not have the bonus stack with itself. Although, because it is an unspecified bonus, it could stack with other bonuses to caster level. It would be a purple, if it was not such a shaky foundation. There are a whole lot of “ifs” to get approved for this to be allowed. As a DM, I would. I do not find it terribly unbalancing, since it would have to be a +1 to caster level to a specific class.

AFTERLIFE - PLANAR HANDBOOK (3.5) [AFTERLIFE]

Price: 33,200 gp Property: Melee Caster Level: 7th Aura: Faint (DC 16) necromancy Activation: Standard (command)

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. Editor (Death Knell): You draw forth the ebbing life force of a creature and use it to fuel your own power.

Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells). These effects last for 10 minutes per HD of the subject creature.

Construction: Craft Magic Arms and Armor, death knell, creator must be evil Editor: A complicated method of getting a +1 to caster level. That’s really what it boils down to. It’s the

only explanation as to why the cost is so high. ANGELKILLER - BOOK OF VILE DARKNESS (3.0) [ANGELKILLER]

Price: 60,000 gp Property: Melee Caster Level: 13th Aura: Strong (DC 21) necromancy Activation: —

This weapon forces any celestial it damages to succeed at a Fortitude save (DC 20) or be destroyed. Construction: Craft Magic Arms and Armor, unholy blight, creator must be evil Editor: 60,000 sounds expensive, but Disruption is a DC 14 power that kills undead if they fail a will save.

This is a DC 20 against fortitude. This is a much more deadly weapon against it’s chosen target then a disruption weapon. The difference between a +8 and +10 weapon is only 72,000 gp, so all things considered, it’s balanced, in comparison to other WSAs.

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ANGER - MAGIC OF FAERUN (3.0) [PRAYER OF ANGER]

Price: 6,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) enchantment Activation: Wielded

Its bearer is immune to fear effects, and if the character has the ability to rage, each rage lasts 1 round longer than normal. Construction: Craft Magic Arms and Armor, remove fear Editor: This goes on the list of WSAs that increase the duration of your rage. In some respects this is better

because it’s a flat cost. ANGRY - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF ANGER]

Price: +1 Bonus Property: Two-Handed Melee Caster Level: 14th Aura: Strong (DC 21) evocation Activation: —

This WSA 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. Construction: Craft Magic Arms and Armor, creator must have the rage ability, jump, rage Editor: At first I didn’t understand why jumping would be included in this WSA, until my wife mentioned

that obviously this WSA makes you hopping mad. ANTI-FORCE - SHINING SOUTH (3.5) - MAGIC ITEM COMPENDIUM (3.5) [PICK OF PIERCING]

Price: 7,000 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 20) transmutation Activation: Touch Attack

Three times per day, you can touch any object created of force (such as Bigby’s forceful hand or a wall of force) with this +1 weapon. Treat this touch as a touch attack against the touch AC provided by the spell or AC 0, if the spell does not provide the force effect with an AC of its own. A successful touch attack destroys the object as if you had cast disintegrate on it. Construction: Craft Magic Arms and Armor, disintegrate Editor: Meh. ARMATHOR - LOST EMPIRES OF FAERUN (3.5) [ARMATHOR’S SLING STONES]

Price: 10,000 gp Property: Ammo Caster Level: 5th Aura: Faint (DC 17) transmutation Activation: —

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The ammo produces a slow effect (Will DC 14 negates) on any creature it strikes Construction: Craft Magic Arms and Armor, slow Editor: Like most flat cost WSAs, it depends on what weapon you are putting it on. On a +1 sling stone,

it’s expensive. On +9 ammunition, it’s a pittance. However, the actual effect sucks. Will DC 14 is far too easy to overcome. Still, with the right combo, say a WSA that causes the target to become nauseated, it could prove useful.

ARMORED - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF THE DIPLOMAT]

Price: +1 (2,000 gp), +2 (8,000 gp), +3 (18,000 gp), +4 (32,000 gp), +5 (50,000 gp), +6 (72,000 gp), +7 (98,000 gp), +8 (128,000 gp),

Property: Melee Caster Level: 15th Aura: Strong (DC 25) evocation Activation: Wielded

Basically it functions like bracers of armor, except that it’s built into your weapon. Construction: Craft Magic Arms and Armor, mage armor, shield Editor: Bracers of armor are already overpriced, this is twice as costly. Do the math. On the other hand, if

you shelled out just 2,000 gp for the +1 armor, you could then put armor weapon enhancements in your weapon. If you happen to be crushed for space, that might help. Maybe a necklace of natural attacks.

ARREST - CITYSCAPE (3.5) [BOLT OF ARREST]

Price: 13,000 gp Property: Ammo Caster Level: 3rd Aura: Faint (DC ) enchantment Activation: Touch Attack Target: One humanoid creature Duration: 3 rounds Saving Throw: Will negates Spell Resistance: Yes

Any humanoid struck by this WSA must make a DC 12 Will save or be paralyzed, as per the hold person spell. Construction: Craft Magic Arms and Armor, hold person Editor (Hold Person): The subject becomes paralyzed and freezes in place. It is aware and breathes

normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity). A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Editor: Meh. ARREST, GREATER - CITYSCAPE (3.5) [BOLT OF ARREST, GREATER]

Price: 55,000 gp Property: Ammo Caster Level: 7th Aura: Moderate (DC 18) enchantment Activation: Touch Attack Target: One living creature Duration: 7 rounds Saving Throw: Will negates

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Spell Resistance: Yes Prerequisite: Arrest

Any creature struck by this must make a DC 16 Will save or be paralyzed, as per the hold monster spell. Construction: Craft Magic Arms and Armor, hold monster Editor (Hold Monster): This spell functions like hold person, except that it affects any living creature that

fails its Will save. Editor: I’m not impressed. ARROWDEATH - ARMS AND EQUIPMENT GUIDE (3.0) [ARROWDEATH FLAIL]

Price: 13,000 gp Property: Melee Caster Level: 13th Aura: Strong (DC 22) evocation Activation: Total defense

When taking the total defense action, an arrowdeath weapon grants an additional deflection bonus to Armor Class that applies only to ranged weapon attacks. The deflection bonus is equal to the enhancement bonus of the weapon. Construction: Craft Magic Arms and Armor, Editor: I’m very shakey about the math on this one. The original source is a double weapon, so figuring

out which end got the WSA is difficult to determine. Alternately, this WSA could cost 17,000 gp, but since it sucks ass, I gave it the benefit of the doubt and went with the lower of the two costs.

AVOIDANCE - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF AVOIDANCE]

Price: 20,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Total Defense

Whenever the wielder takes the total defense action while holding a weapon 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. Construction: Craft Magic Arms and Armor, bless Editor: Meh. If you never attack, you can never win. BACKLIGHT - MAGIC OF FAERUN (3.0) [LIT WITH DANGER]

Price: +2 Bonus Property: Any Weapon Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Automatic Range: 720 ft Area: Creatures and objects within a 5-ft. radius burst Duration: 8 minutes (D) Saving Throw: None Spell Resistance: Yes

Once per day when the wielder is attacked in melee by an invisible creature, this weapon automatically casts a faerie fire on the attacking creature immediately after the attack resolves. Construction: Craft Magic Arms and Armor, faerie fire Editor: I’m not sure if the intent was that it would work against ANY invisible creature, but, technically, it

could light up an invisible creature sniping you from 720 ft away with an arrow.

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BADGERCLAW - ARMS AND EQUIPMENT GUIDE (3.0) [BADGERCLAW]

Price: 24,000 gp Property: Melee Caster Level: 5th Aura: Faint (DC 17) transmutation Activation: — Standard (command)

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. Construction: Craft Magic Arms and Armor, meld into stone, stone shape Editor (Stone Shape): You can form an existing piece of stone into any shape that suits your purpose. For

example, you can make a stone weapon, a special trapdoor, or a crude idol. Stone shape also permits you to reshape a stone door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.

Target: Stone or stone object touched, up to 15 cu. Ft. Duration: Instantaneous Saving Throw: None Spell Resistance: No

Editor (Meld Into Stone): Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude.

Range: Personal Target: You Duration: 50 minutes

Editor: I’m tempted to put it only in a pick, but there is no reason other then to be thematic. As it stands, in a weapon all by itself, it’s not a bad buy at 24,000 gp to stone shape 3/day and Meld into stone 1/day isn’t that bad. This is an average cost for those powers. Not bad, but not good either.

BALANCE - ARMS AND EQUIPMENT GUIDE (3.0) [QUARTERSTAFF OF BALANCE]

Price: 18,000 gp Property: Quarterstaff Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

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

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round. In addition, the wielder gains a +4 enhancement bonus on Strength checks made to resist being tripped. Construction: Craft Magic Arms and Armor, cat’s grace Editor: Meh. BALEFUL POLYMORPH - MAGIC OF FAERUN (3.0) [RUNEHAMMER]

Price: 18,100 gp Property: Melee Caster Level: 9th Aura: Faint (DC 18) evocation Activation: Standard Range: 45 ft Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; see text (DC 16) Spell Resistance: Yes (1d20+7)

This WSA allows the user to cast Baleful polymorph once per day. Construction: Craft Magic Arms and Armor, heat metal Editor (burning hands): A cone of searing flame shoots from your fingertips. Any creature in the area of

the flames takes 5d4 points of fire damage. Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.

Editor: Note, the original was polymorph other, which did not make it to 3.5. However, the effect was basically baleful polymorph, so the stats were just transferred over. Because the level of the caster had to go up, the cost was recalculated and it turns out that it is right in line with DMG’s rules on customized magic items. This one is mathematically balanced.

BANE, LESSER - SILVER MARCHES (3.0) [ORCBLINDER] [SELUNE MOON ARROWS]

Price: +1 Bonus Property: Any Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: —

This WSA operates just like bane, except that it does not grant a +2 to hit or damage. It only grants a +2d6 against a specific type that you can select from the list under the WSA bane. Construction: Craft Magic Arms and Armor, summon monster I Editor: Under 3.0 bane was a +2 bonus WSA, so there was in a number of weapons what calculates out to

a +1 WSA, that I can only call lesser bane. Under 3.5 bane was reduced to +1 Bonus, but technically, this version of bane is a separate WSA entirely. You’d almost always buy bane first, but there is no reason to buy lesser bane, if you really hate something. True, there is a law of diminishing returns at play here, but I see no reason why I shouldn’t allow it. Mathematically, there are better ways to spend your weapon bonuses.

BANSHEE - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [BANSHEE STONE]

Price: 13,150 gp Property: Ammo Caster Level: 3rd Aura: Faint (DC 14) necromancy

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Activation: — This ammunition gives a keening wail as it flies through the air. When it lands or hits a target, all creatures with less than 6 HD within a 15-foot radius must succeed at a Will save (DC 13) or become frightened. Construction: Craft Magic Arms and Armor, scare Editor: Originally meant for a catapult stone, there is no reason it cannot be used on any form of

ammunition. Not that impressive, but not horrible either. BARBED - ARMS AND EQUIPMENT GUIDE (3.0) [GRASPING DAGGER]

Price: +1 bonus Property: Piercing Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Melee attack

In addition to its main blade, this piercing weapon 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 weapon’s barbs. While grappling in this manner, the wielder can attack with the barbed weapon normally. Construction: Craft Magic Arms and Armor, hold person Editor: Unlike impaling which allows you to make a free grapple and a free pin on a critical, this just

allows you to make the free grappling attempt. Not too fond of critical activated WSAs, but it’s certainly more cost effective then impaled.

BARRIER - BOOK OF VILE DARKNESS (3.0) [CHAIN OF BARRIERS]

Price: 27,000 gp Property: Chains Caster Level: 5th Aura: Faint (DC 16) conjuration Activation: Standard (command) Effect: A wall whose area is up to 25-ft. square Duration: Unlimited Saving Throw: None Spell Resistance: No

When commanded with the proper word, the weapon expands to become a wall of chains. With a second command word, the chain of barriers reverts to weapon form. Construction: Craft Magic Arms and Armor, wall of chains Editor (Wall of Chains): The user causes a flat, vertical wall of woven, spiked chains to spring into being.

This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding non-living material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of chains is 1 inch thick. The user can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness. Creatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains.

Editor (Rules Clarification): The range is to create the wall anywhere within the threat range of the user. At least one section of the wall must occupy a square that is within the user’s threat range as if he was using weapon itself. The weapon retains none of the damage if the wall of chains is damaged. If the wall is breached it reverts to chain form. The user cannot recreate the wall while in wall form. If the user returns it to weapon form, then recreates the wall of chains, it retains no damage it took in a

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previous form and refreshes all hit points. Any WSAs on the weapon in wall form are dormant and have no effect. A +5 spiked chain does just as much damage as a +1 spiked chain in wall form. To change the wall back, you must be within threat range of at least one section of the wall as if you were still holding the weapon, then you must speak the command word. There is no apparent time limit, so you could leave it up for days, if one wished to. If it reverts back to normal when you are not around to grab it (or have a free hand to do so) the weapon falls to the ground in a random square determined by the DM.

Editor: Seems awesome. A wall of chains you can just keep renewing over and over. Excellent for when you want to camp and have a narrow opening you want to close off. Or, if you wish, you could double the area by halving the thickness, which would give you enough area to create a small dome over your sleeping body. Hope you don’t sleep walk! There is one downside. The command word to return to weapon form has to be spoken. That means if someone over hears you speak the command word when you revert the weapon, they can just walk up to it and drop it at will.

Editor (Any Melee): I recommend that you use this WSA only with weapons that have chains in the description, of which, there are many. Technically, there is no reason to deny it in any melee weapon. If you do so, then the actual spell effect remains the same, but I would personally change the special effect to something else. A sword turns into flashing blades. A mace turns into swirling mass of metal chunks. That sort of thing. The special effect changes, but the basic spell effect remains the same.

Editor (Monks: Necklace of Natural Weapons/Bracers of Striking): If some DM or player wishes to ask for, or allow it’s use in a non-chain melee weapon, I say go for it. However it presents a unique problem when you add that property to a NoNW or BoS. There are a number of ways to play it, the easiest would be to have the NoNW/BoS disappear and become the wall of chains. However, that isn’t technically accurate. No, the way it reads, one of the monk’s hands, feet, elbows, or knees vanishes (along with what ever attached limb it was supporting) and it becomes a wall of chains (or if you want to be dramatic about it, a wall of whatever the missing body part is.) While a wall of “fists” would be the same as a wall of chains, the effect on the monk would be… odd.

There are no bleeding rules to cover this, so I would just imagine the missing body part is simply “gone” with smooth skin to replace the missing body part. Whatever weapons, rings, or what have you on said limb, and I suspect whatever you are holding. Although a DM could make a case for it falling o the ground and only equipment that could not be “disarmed” would disappear. Said items would stop functioning and if it was a pair of magic items that needed both to function, the other remaining item would go dormant. This could be a way to hide something into the non-dimensional space that the weapon, or in this case, fist disappears to. One could leave the wall of chains somewhere to go off and pretend to be a beggar who has no leg below the knee. Alas, you would have to get within range of the wall to get your body part back. If the wall reverts back and you are not around, it would fall to the ground. Then you would need regeneration to reattach it, although there would be no immediate harm from it happening.

All that said, I HIGHLY recommend keeping this WSA for chains only, if for no other reason then to avoid legless monks.

BATTERING - DEFENDER OF THE FAITH (3.0) [BOLT OF BATTERING]

Price: 155,500 gp Property: Ammo Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

If it strikes a living target, it deals 3d6 damage and the target is subject to a bull rush (the ammo is considered Large and is considered to have Strength 25, with a +2 on the attempt). If it strikes an unliving object, it ignores the object’s first 5 points of hardness and deals 3d6 damage. If it strikes a door, it opens the door as a character with a Strength of 29. The bolt is destroyed when used. Note, this 3d6 damage replaces the base damage of the projectile weapon firing the battering ammo, it does not add. Construction: Craft Magic Arms and Armor, bull’s strength, telekinesis

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Editor: Originally I felt this was only available on a bolt, but considering how frickin’ overpriced this is, you can put it on any piece of ammo. For 155,500 gp, this thing better give me a back rub after it kills all my enemies and writes me a novel that makes The Odyssey look like it was written in crayon.

BATTLE - MAGIC OF FAERUN (3.0) - MAGIC ITEM COMPENDIUM (3.5) [QUARTERSTAFF OF BATTLE]

Price: 20,000 gp Property: Double Melee Caster Level: 12th Aura: Strong (DC 21) transmutation Activation: Swift (command)

While wielding this weapon, you can attempt to disarm opponents as if you had the Improved Disarm feat. In addition, this WSA has three abilities you can use when you activate the weapon: 1. For the next 2 rounds, the weapon automatically deflects all ranged attacks from Medium or smaller

attackers, as well as all ranged attacks created by spells of 2nd level or lower, that target you or any ally adjacent to you. This ability functions three times per day.

2. Both ends of the weapon gain the speed weapon property for 5 rounds. This ability functions once per day.

3. Your next attack on this turn can be a battlestrike. If the battlestrike hits, the quarterstaff deals an extra 2d6 points of damage, and the target is knocked prone and stunned for 1 round (Fort DC 22 negates the stun and prone effects). This ability functions once per day.

Construction: Craft Magic Arms and Armor, haste, protection from arrows, Tenser’s transformation Editor: I really don’t like this, but there you go. It’s very complicated and thus of dubious use. The more

bells and whistles, the more likely you are to forget what your equipment does during crunch time. BECALMING - CHAMPIONS OF VALOR (3.5) [CATAPULT STONE OF BECALMING]

Price: 2,200 Property: Ammo Caster Level: 11th Aura: Moderate (DC 20) evocation Activation: Touch Attack

This ammunition eliminates even the trace of a breeze within a 400-foot radius of whatever it strikes. Prevailing winds do not return for 10 minutes. Construction: Craft Magic Arms and Armor, control winds Editor: Do you wish to catch up with that pirate ship trying to get away? That’s what you use this for. Or,

you use it to suppress wind if you plan on using a wide number of gas-based spells. Or, you fire it to get rid of the bane of archers everywhere, windwall.

BERSERK - MAGIC OF FAERUN (3.0) [BERSERKER BLADE]

Price: 4,000 gp for a TWB of +1. 7,000 gp for a TWB of +2. 10,000 gp for a TWB of +3. 13,000 gp for a TWB of +4. 13,000 gp for a TWB of +5. 16,000 gp for a TWB of +6. 19,000 gp for a TWB of +7. 22,000 gp for a TWB of +8. 25,000 gp for a TWB of +9. 28,000 gp for a TWB of +10.

Property: Melee Caster Level: 7th Aura: Faint (DC 18) evocation Activation: —

You gain a +1 enhancement bonus when you rage. Construction: Craft Magic Arms and Armor, rage

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Editor: This WSA sucks. Yes, it’s slightly cheaper to buy this then another EB, but it only works when you are in a rage, instead of all the time, and it doesn’t save you THAT much. I suppose if I ran out of things to buy for the weapon of ultimate barbarian rage, I’d drop the coin. If I had the WBL to blow. If I didn’t have anything better to buy, Like dental floss.

BITING - MAGIC ITEM COMPENDIUM (3.5) [ARROW OF BITING]

Price: 23,000 gp Property: Piercing Ammo Caster Level: 7th Aura: Moderate (DC 18) necromancy Activation: —

This piercing ammo injects any creature it strikes with poison (injury, Fort DC 16, 1d6 Con/1d6 Con). Construction: Craft Magic Arms and Armor, poison Editor: A bit on the expensive side, and only available in piercing ammo. In theory you could use it with

any ammo or melee weapon, but for conversion purposes, I prefer to err on the side of caution. Basically it’s Venom for missiles.

BLACKGUARD - BOOK OF VILE DARKNESS (3.0) [BLACKGUARD’S BLADE]

Price: 1,200 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) necromancy Activation: —

This WSA adds +10 damage to the wielder’s smite good ability. Construction: Craft Magic Arms and Armor, unholy blight, creator must be evil Editor: I suppose you could figure out a version for another type of smite, but I leave that up to the apt

pupil. BLAZING - SHINING SOUTH (3.5) - MAGIC ITEM COMPENDIUM (3.5) [BLAZING LANCE]

Price: 6,000 gp. Property: Reach Caster Level: 5th Aura: Faint (DC ) evocation Activation: —

Three times per day, you can command this reach weapon to fire a 15-foot cone of searing flames from its tip, dealing 5d4 points of fire damage to targets within the cone’s area (Reflex DC 13 half). Construction: Craft Magic Arms and Armor, burning hands Editor: ARG! The original weapon says, “from its tip.” Well the original weapon had reach. Does that

mean the 15’ cone can start from 10 feet away? I assume so. So that indicates to me this WSA only works on a reach weapon. Maybe the backwash will burn the user. Dunno. Whatever the reason, I’m sticking with reach weapons only.

BLINK - SAVAGE SPECIES (3.0) - MAGIC ITEM COMPENDIUM (3.5) [ROGUE BLADE]

Price: 10,000 gp

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Property: Melee Caster Level: 6th Aura: Faint (DC 17) conjuration Activation: —

This WSA provides you with the effect of a blink spell for 6 rounds. The effect ends prematurely if you stop holding the weapon. This effect can be used twice per day. Construction: Craft Magic Arms and Armor, blink Editor: For a rogue, anything that might deny your target’s Dex AC should be on your Christmas list.

Expensive, alas. BLOODBRAND - MAGIC OF FAERUN (3.0) - PLAYER’S GUIDE TO FAERUN (3.5) [TARAGARTH, THE BLOODBRAND]

Price: 40,000 gp Property: Any Weapon Caster Level: 3th Aura: Faint (DC 15) abjuration Activation: Wielded

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. Construction: Craft Magic Arms and Armor, nondetection, resist energy Editor: How you create this WSA at caster level 3 is beyond me. That said, I don’t understand why it’s

called a bloodbrand. The funny thing is, it does nothing for a zone of truth. I’m going with, it sucks. BONEBREAKER - ARMS AND EQUIPMENT GUIDE (3.0) [BONEBREAKER HAMMER]

Price: +1 Bonus Property: Bludgeoning Caster Level: 13th Aura: Strong (DC 24) evocation Activation: —

On a critical hit, the bonebreaker deals 1d6 points of temporary Dexterity damage in addition to its normal damage. Construction: Craft Magic Arms and Armor, harm Editor: There are no WSAs that do exclusively damage Dex. I’m not a big fan of weapons that only

activate on a critical, but you don’t have any other options. BOULDER - SAVAGE SPECIES (3.0) [BAG OF BOULDERS]

Price: 3,750 gp Property: Bullet Caster Level: 5th Aura: Faint (DC 16) transmutation Activation: —

Unlike most other WSAs, this one changes the base damage of your sling bullet to 3d6. It can be thrown without a sling as a range increment of 10 feet. When thrown or launched, the bullet expands to 12 inches in diameter. Regardless of the base damage of the launcher, the base damage is changed to 3d6. Any other modification to the base damage is also over ridden by this WSA. You can add to the base damage with other WSAs, but the starting damage is now 3d6. If the stone misses, treat it as a grenade-like weapon and is never reusable. Construction: Craft Magic Arms and Armor, shrink item

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Editor: If you are a halfling into whipping rocks at people, you need this one. The return on damage for the cost is amazing. A pity you can only use this on sling bullets. Note, if you add this property to a adamantine sling stone, the adamantine is destroyed after it is used. I have no idea how. It’s magic. Deal with it.

Editor (comparison): Compare this to Battering. Are they on crack? Seriously? 3d6 base damage from both. One does bull rush, the other doesn’t. Difference in price? Battering costs 151,750 gp more. I suppose they would stack, but still…

BOWSTAFF - MAGIC ITEM COMPENDIUM (3.5) [BOWSTAFF]

Price: 2,000 gp Property: Quarterstaff Caster Level: 15th Aura: Strong (DC 22) transmutation Activation: Swift (command)

The Bowstaff is a strange WSA, not to be confused with the swordbow. It takes your quarterstaff and turns it into a longbow. The longbow is not calculated separately and as such has all the properties of one end or the other of the staff. If those WSAs are melee only, you cannot use them in longbow form. One could enchant the weapon with WSAs for longbows only, but those WSAs would lie dormant in staff form. When you change the staff from quarterstaff to bow, you choose which end of the staff the bow gets it’s WSAs from. While in bow form, you can, as a swift action, switch the WSAs from one end of the staff to the other. Construction: Craft Magic Arms and Armor, polymorph any object Editor: If it only allowed a strength bow… Alas, this weapon sucks, unless of course you are an assassin

who wants to shoot an arrow then appear as an old man with a stick as a swift action. There are easier ways to do this.

BRAVERY - ARMS AND EQUIPMENT GUIDE (3.0) [LANCE OF BRAVERY]

Price: 22,000 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: —

As long as a mounted rider holds a weapon of bravery, both she and her mount are immune to all fear effects. Construction: Craft Magic Arms and Armor, remove fear Editor: Way too expensive for what it does. BRIGHTWALKER - CHAMPIONS OF VALOR (3.5) [MACE OF THE BRIGHTWALKERS]

Price: 15,000 Property: Melee Caster Level: 9th Aura: Moderate (DC 19) necromancy [good/evil] Activation: Wielded

This WSA grants you a +6 sacred/profane bonus on turn/rebuke undead attempts. Construction: Craft Magic Arms and Armor, Craft Wondrous Item Editor: Alas, it only partially stacks with dark-child, but it is still cheaper to buy dark-child then buy

prowess. Combine all three for maximum undead repellent/control.

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BRIMSTONE - SAVAGE SPECIES (3.0) [BRIMSTONE HAMMER] [SKYSPEAR]

Price: 13,500 gp Property: Melee Caster Level: 12th Aura: Moderate (DC 23) evocation Activation: —

This WSA allows its wielder to smite one additional time per day, provided the wielder uses the brimstone weapon for that attack. You must select the type of smite at creation. Construction: Craft Magic Arms and Armor, holy smite or unholy blight, divine power, creator must be

evil or good Editor: Between the skyspear and the brimstone, you apparently can have an extra smite of either good or

evil. I assume there is also a lawful and chaotic smite out there, and they should all cost about the same. Regardless, the WSA is very expensive and doesn’t provide that much of a return.

BRUTAL - ARMS AND EQUIPMENT GUIDE (3.0) [BRUTAL AXE]

Price: +1 Bonus Property: One-Handed Melee Caster Level: 7th Aura: Faint (DC 19) evocation Activation: Critical

Whenever a brutal scores a successful critical hit, the wielder may make a free trip attempt against the target. If a brutal weapon is used in two hands, the wielder can apply 1.5 times his Strength bonus to this trip attempt. Construction: Craft Magic Arms and Armor, keen edge Editor: Not a big fan of critical only weapons, but a free trip attack on a critical could be fun. I’m not

certain about it being one-handed only, but it seems to fit the theme of the weapon. When in doubt, use the more restrictive choice.

BULL - ARMS AND EQUIPMENT GUIDE (3.0) [BATTLEAXE OF THE BULL]

Price: +2 Bonus Property: One-Handed Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: —

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. Construction: Craft Magic Arms and Armor, bull’s strength Editor: It grants a feat and gives you the ability to drive back enemies. Find a way to give the weapon

reach and you can keep your enemies at bay so they are constantly triggering attacks of opportunity. By being forced to make move actions to close, your enemy will never make a full attack against you again,

BURNING HANDS - MAGIC OF FAERUN (3.0) [RUNEHAMMER]

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Price: 7,900 gp Property: Melee Caster Level: 7th Aura: Faint (DC 18) evocation Activation: Standard Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

This WSA allows the user to cast burning hands once per day. Construction: Craft Magic Arms and Armor, heat metal Editor (burning hands): A cone of searing flame shoots from your fingertips. Any creature in the area of

the flames takes 5d4 points of fire damage. Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.

Editor: Expensive for a once a day 1st level spell. BURROWING - COMPLETE WARRIOR (3.5) [BURROWING ARROW]

Price: +1 Bonus Property: Piercing Ammo Caster Level: 4th Aura: Faint (DC 15) Necromancy Activation: —

This piercing projectile sticks into its target on a successful hit and embeds itself in the wound. A burrowing projectile 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. Construction: Craft Magic Arms and Armor, inflict light wounds Editor: You don’t buy it for the extra damage, you buy it to screw extraordinary regeneration. Spell, spell-

like, and supernatural fast healing will pop it out, for an additional 1d8 points of damage. Extraordinary fast healing, however, is considered natural and therefore would halt until the victim yanks it out. One arrow is all it takes to keep a troll or hydra down. One might prefer to use the arrow after the regenerator is in the negatives, so as to prevent them from pulling it out. It is a DM’s call if a regenerator is merely incapacitated or killed if this arrow brings the target to -10.

CHAIN LIGHTNING, LESSER - SILVER MARCHES (3.0) [STORM STAR]

Price: 18,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: —Standard (command) Range: 720 ft. Target: One primary target, plus 9 secondary targets (each of which must be within 30 ft. of the primary

target) Duration: Instantaneous Saving Throw: Reflex half (DC 19) Spell Resistance: Yes (1d20 +8)

Once per day the weapon can invoke a weakened chain lightning spell at caster level 8. Damage is 8d6. Construction: Craft Magic Arms and Armor, chain lightning Editor: Now this is much more cost effective, but still radically over priced.

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CHARNEL - BOOK OF VILE DARKNESS (3.0) [CHARNEL REAVER]

Price: 90,000 gp Property: Any Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: —

This WSA, usually created by duergar smiths, utterly consumes the physical form of any living creature it slays when used, thus requiring a true resurrection spell to bring the creature back to life (raise dead and resurrection will not work). Construction: Craft Magic Arms and Armor, charnel fire Editor: Wow. Expensive as all get out, but you get what you pay for. No more clean up. And you make it

expensive to come back and haunt you later. Good way to make people hate you. CHILL METAL - CITY OF SPLENDORS: WATERDEEP (3.5) [GURT’S GREATAXE]

Price: 4,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Standard (command) Range: 45 ft. Target: Metal equipment of four creatures, no two of which can be more than 30 ft. apart; or 200 lb. of

metal, none of which can be more than 30 ft. away from any of the rest Duration: 7 rounds Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Once per day, the weapon can use a chill metal effect upon command. Construction: Craft Magic Arms and Armor, chill metal Editor (Chill Metal): Chill metal makes metal extremely cold. Unattended, non-magical metal gets no

saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below. Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal. Round Damage 1 None 2 1d4 3-5 2d4 6 1d4 7 none

Editor: Normally a spell like this would cost 6,400 gp for one use per day, making this a bargain, if the spell itself wasn’t damage over time, and therefore the suck. Meh.

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CLOSING - ARMS AND EQUIPMENT GUIDE (3.0) [CLOSING BLADE]

Price: +2 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) abjuration Activation: —

This WSA 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 weapon were a light weapon. Construction: Craft Magic Arms and Armor, Editor: If you worry about getting grappled, this will allow you to fight back. May I suggest also picking

up the WSA last resort. COLORS - ARMS AND EQUIPMENT GUIDE (3.0) [SCIMITAR OF COLORS]

Price: 18,200 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) evocation Activation: —

Whenever the wielder makes a successful melee attack with the scimitar of colors, consult the chart below to see what additional effects apply (1d8):

1 (Red): Deals additional 2 points of fire damage 2 (Orange): Deals additional 4 points of acid damage 3 (Yellow): Deals additional 8 points of electrical damage 4 (Green): Poison deals 1d2 Con/1d2 Con. Fort (DC 15) negates 5 (Blue): Deals additional 2 points of cold damage 6 (Indigo): Causes confusion. Will (DC 15) negates 7 (Violet): Deals additional 2 points of sonic damage 8 (Roll Again Twice): Ignore subsequent “8” results

Construction: Craft Magic Arms and Armor, prismatic spray Editor: Way too expensive, but cool as all get out. CONFLAGRANT - PLANAR HANDBOOK (3.5) [CONFLAGRANT]

Price: 10,000 gp Property: Throwing Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Standard (mental) or Ranged Attack Prerequisite: Flaming Burst Range: 680 ft. Area: 20-ft. radius spread Duration: Instantaneous Saving Throw: Reflex half (DC 14) Spell Resistance: Yes

This WSA retains the qualities of its prerequisite. 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 weapon (this attack does not require an extra standard action beyond making the ranged attack). In such a case, the fireball detonates only if the weapon successfully strikes its target.

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Construction: Craft Magic Arms and Armor, fireball, creator must be of the fire subtype Editor (fireball): A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6

points of fire damage per caster level (in this case 7d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your weapon and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Editor: It’s way more expensive then it has to be, but then again, it has the option to be fired as a fireball, of to attack and fireball. Combo attacks are always better.

CONSTRICTING - SHINING SOUTH (3.0) [WHIP OF CONSTRICTING]

Price: 89,080 gp Property: Whip/Chain Caster Level: 17th Aura: Strong (DC 23) Evocation Activation: Attack

This WSA has the ability to entangle and crush opponents it strikes. A Large or smaller creature struck by the whip takes normal damage and must make a DC 15 Reflex save or become entangled, if the wielder so wishes. A creature capable of spellcasting that is bound by the WSA must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. If you’ve commanded the WSA to entangle someone, you can’t continue to use it as a weapon. Once per day, the whip’s wielder may command it to constrict whatever it has entangled. For 17 rounds, the WSA gains a Strength score of 35 and a grapple bonus of +41. Every grapple check that succeeds against the entangled creature deals 2d6+12 points of damage. Construction: Craft Magic Arms and Armor, animate rope, Bigby’s crushing hand Editor: Overpriced. CONSTRUCTION - ARMS AND EQUIPMENT GUIDE (3.0) [MAUL OF CONSTRUCTION]

Price: 43,500 gp Property: Melee Caster Level: 15th Aura: Strong (DC 23) transmutation Activation: Standard (command)

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. Construction: Craft Magic Arms and Armor, stone shape, wall of stone Editor: Overpriced. CONVOLUTION - COMPLETE PSIONIC (3.5) [CHAIN OF CONVOLUTION]

Price: 22,380 gp Property: Chain/Whip Manifest Level: 11th Aura: Moderate (DC 22) psychokinesis

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Activation: Standard (mental) Range: Threat Range Target: One creature Duration: Concentration, up to 11 rounds Saving Throw: None Power Resistance: Yes

This can be activated twice a day. When activated, a chain of convolution grants you the benefit of telekinetic maneuver. However, you can perform only the bull rush, disarm, and trip maneuvers with the weapon. Editor (telekinetic maneuver): You can affect a foe by concentrating your mind upon its current status and

the status you desire, once per round. You can perform a bull rush, a disarm, or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use the manifester level in place of your base attack bonus (which is 11) for disarms. You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.

Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, or trip attempts. The points must be spent at the time of activation.

Construction: Craft Magic Arms and Armor, telekinetic maneuver Editor: Even if you don’t have psionics, this is cool. It’s the re-targeting effect that makes it awesome. Plus

you use the weapon’s ML instead of your BAB when you try to disarm, which might be awesome, depending on your class and level.

CRASH - GHOSTWALK (3.0) [CRASH] - SAVAGE SPECIES (3.0) [ORC RAZOR]

Price: 8,000 gp Property: Any Weapon Caster Level: 8th Aura: Moderate (DC 19) transmutation Activation: —

This WSA gives its wearer a +2 enhancement bonus to Wisdom when held or carried. It does not grant bonuses if it is only carried or stored away. Construction: Craft Magic Arms and Armor, owl’s wisdom Editor: Twice the cost of a normal body slot occupying stat enhancement, this kind of sucks. If you wish,

you can have any ability for twice the cost of the normal enhancer that occupies a body slot. (+2 8,000 gp, +4, 32,000 gp, +6 72,000 gp) It’s an option, but I’d never do it.

CRIPPLING - ARMS AND EQUIPMENT GUIDE (3.0) [KUKRI OF CRIPPLING]

Price: +1 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: Critical

This weapon has been imbued with magic capable of laming a foe. Anytime the wielder of a crippling weapon 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. Construction: Craft Magic Arms and Armor, slow

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Editor: If you wanted to make a weapon that said, “You ain’t going anywhere!”, then this WSA is on that list. But besides making your enemies stay and fight, it doesn’t help much.

CRYPTS - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF CRYPTS]

Price: 10,000 gp Property: Any Weapon Caster Level: 9th Aura: Moderate (DC 20) conjuration Activation: Held

While holding a weapon of crypts, a cleric gains one extra turn undead attempt per day. In addition, if the wielder is a cleric of the specific god that the sword is made for, the sword provides a +2 enhancement bonus on the wielder’s turn damage on all attempts to turn undead. Construction: Craft Magic Arms and Armor, creator must be good, holy smite Editor: If turning undead is your thing, you could do worse. DARK-CHILD - MAGIC ITEM COMPENDIUM (3.5) [MACE OF THE DARK CHILDREN]

Price: 3,000 Property: Melee Caster Level: 6th Aura: Faint (DC 17) necromancy Activation: Wielded

This WSA grants you a +3 sacred/profane bonus on turn/rebuke undead attempts. You also treat your level as two higher when determining how many Hit Dice of undead you can rebuke. Construction: Craft Magic Arms and Armor, animate dead Editor: This is very cost effective for what it does. It gives you a +3 to the roll and increases your level.

Brightwalker gives you a +6, but does not stack with this bonus and grants no level increase. So pick and choose for your needs.

DEATH CLOUD - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [DEATHSTONE]

Price: 111,000 gp Property: Ammo Caster Level: 9th Duration: 9 minutes Aura: Moderate (DC 20) conjuration Activation: Free (mental)

A 30-foot wide, 20-foot high bank of yellowish-green poison gas emerges from this ammo on impact. The cloud kills creatures with 3 or fewer HD (no save), causes creatures with 4–6 HD to make Fortitude saves (DC 17) or die. Those with more than 6 HD and those who survive the Fortitude save take 1d10 points of damage each round in the cloud. The cloud moves away from the impact point at a speed of 10 ft a round until it fills up the full 30 foot wide area. It can be dispersed by wind just as a fog cloud can. Prerequisites: Craft Magic Arms and Armor, cloudkill Editor: Normally made for a ballista stone, there is no reason you can’t put it in an arrow. That said this is

insanely expensive for what it does. By the time you can afford it, you won’t be launching it against anyone who would be killed by it. Looks cool, but totally ineffective.

DEATH SPIKE - MAGIC ITEM COMPENDIUM (3.5) [DEATHSPIKE]

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Price: 2,000 gp Property: Melee Caster Level: 5th Aura: Faint (DC 17) necromancy Activation: Free (mental)

A death spike allows you to draw the life energy out of a dying target, granting you temporary vitality. Whenever you reduce a living creature to –1 or fewer hit points on a melee attack with the spear, you can activate it to gain 1d8 temporary hit points and a +2 morale bonus on damage rolls. These benefits last for 1 hour; multiple uses of the WSA don’t stack. The WSA can be activated three times per day. If you also wear a magic item that grants a bonus to your Charisma score, you can add the item’s bonus to the temporary hit points granted by the WSA. Construction: Craft Magic Arms and Armor, death knell Editor: Meh. Not that impressive. DEATHWAND - ARMS AND EQUIPMENT GUIDE (3.0) [DEATHWAND CROSSBOW]

Price: 2,000 gp Property: Crossbow Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: Standard

The wielder of a 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. Construction: Craft Magic Arms and Armor, Leomund’s secret chest Editor: Now consider adding this to a double crossbow instead. The price for a double light crossbow is 70

gp. Plus 300 gp for each bow, then +1 to each would be another 4,000 gp. But then you can buy deathwand twice for four total. That would make a +1/+1 double deathwand crossbow 8,670 gp. Say hello to my little friend. I only wish there was a way to trigger them both at the same time.

DECEPTION - COMPLETE ADVENTURER (3.0) [BLADE OF DECEPTION]

Price: 1,500 gp Property: Light/Finesse Caster Level: 9th Aura: Moderate (DC 20) illusion Activation: —

Any time a character uses the Bluff skill to feint in combat while wielding a blade of deception, the blade provides a +2 enhancement bonus on the Bluff check. A blade of deception provides no bonus on other Bluff checks. In addition, any opponent against whom the wielder successfully feints cannot make attacks of opportunity against the wielder until the beginning of the opponent’s next turn. Anyone who was not the target of the feint can make attacks of opportunity against the wielder normally. Construction: Craft Magic Arms and Armor, Editor: Nice for the price. A little too nice. Still, it’s dependant on you making a whole lot of skill checks,

so I’ve seen worse. DEFENSE - COMPLETE ADVENTURER (3.5) [DAGGER OF DEFENSE]

Price: 8,000 gp Property: Light Melee Caster Level: 12th

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Aura: Moderate (DC 20) abjuration Activation: —

As long as a character holds a defense weapon in his off hand, he cannot be flanked. Construction: Craft Magic Arms and Armor, shield Editor: 8,000 gp to never be flanked again? At low level, way too costly, at high levels, a pittance to

protect your ass. DEFIANCE - MAGIC ITEM COMPENDIUM (3.5) [DAGGER OF DEFIANCE]

Price: 4,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) abjuration Activation: —

This WSA grants you a +3 resistance bonus on saves against enchantment and fear effects. Construction: Craft Magic Arms and Armor, Editor: 9,000 gp gets you a +3 to all saves all the time in a cloak. Just saying. DEMONDOOM - BOOK OF EXALTED DEEDS (3.5) [DEMONDOOM]

Price: 1,200 gp Property: Melee Caster Level: 15th Aura: Strong (DC ) enchantment Activation: Touch Attack

Once per day, the wielder can make a blinding strike against a demon. The wielder must declare he is using the blinding strike before making the attack roll; if the attack hits and the hammer bypasses the demon’s spell resistance with a successful level check (1d20+15), the demon is blinded as if by a power word blind spell. If the attack misses or the blinding strike is used on a creature other than a demon, the blinding strike is wasted. Construction: Craft Magic Arms and Armor, power word blind, creator must be good Editor: Cheap, yet ineffective and limited. Meh. DEPTHS - ARMS AND EQUIPMENT GUIDE (3.0) [TRIDENT OF THE DEPTHS]

Price: +1 Bonus Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: Wielded

While holding depths, the wielder can swim at a speed of 30 feet. When submerged in water of any kind, the weapon 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. Construction: Craft Magic Arms and Armor, water walk Editor: Is there a version of airy water that creates a cloud of salt water? Hrmmm… DESERTHEART - ARMS AND EQUIPMENT GUIDE (3.0) [DESERT’S HEART]

Price: 52,800 gp Property: Any Weapon

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Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Wield

Any creature holding a desertheart 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. Construction: Craft Magic Arms and Armor, protection from elements Editor: Actually, the part that intrigues me is reversing it, or changing it to include different energy

sources. DETECT UNDEAD - GHOSTWALK (3.0) [MALADUR’S WARHAMMER]

Price: 3,600 gp Property: Any Weapon Caster Level: 5th Aura: Faint (DC 15) divination Activation: Standard (command)

It allows its wielder to detect undead once per day on command. Construction: Craft Magic Arms and Armor, detect undead Editor: Meh. DIFFICULT - DUNGEON MASTER’S GUIDE (3.5) [ASSASSIN’S DAGGER]

Price: +1 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: —

You can increase the DC of an attack or ability that you use through the weapon by one. For example, you can increase the DC of a monk’s stunning fist through a monk weapon. You could increase the DC of the death attack of an assassin. You could increase the DC of poison used on the weapon or through it. You must specify the type of attack or ability at the time of creation. A Difficult Dagger that helps an assassin with his death attack cannot help a monk with quivering palm. Construction: Craft Magic Arms and Armor, slay living Editor: A kind DM could allow you to buy multiple levels of this, but I discourage it because it is

unbalanced, and because it sets a dangerous precedent. A +1 to the save DC of poison is bad enough, but with certain other WSAs, it could be possible to hit someone with upwards of four different poisons in one blow.

DISCIPLINE - ARMS AND EQUIPMENT GUIDE (3.0) [STAFF OF DISCIPLINE]

Price: +1 Bonus Property: Melee Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Wielded

A monk may make attacks using her better unarmed rate with this weapon. Construction: Craft Magic Arms and Armor, creator must be lawful, order’s wrath Editor: The original weapon already could be used with flurry of blows. So what does “better unarmed

rate” mean? If it means damage, you can use scorpion for 4,000. If it means flurry of blows, serpent

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tooth does the same thing for 10,000 gp. I can only assume that the original author didn’t understand monks.

Editor (Suggested Change): I suggest that what this means is, whatever weapon you put it on is now a Monk Special Weapon, can be used for flurry of blows, and lets the monk do unarmed damage through it. It still sucks, but it’s better then useless.

DISINTEGRATOR - ARMS AND EQUIPMENT GUIDE (3.0) [ARROW OF DISINTEGRATION]

Price: 163,000 gp Property: Ammo Caster Level: 11th Aura: Moderate (DC 18) Transmutation Activation: —

When ammo with this WSA on it strikes a target, the target must succeed on a Fortitude save (DC 19) or take the full effect of a disintegrate spell. The target takes 22d6 points of damage and is destroyed utterly if brought to 0 hit points, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Like the spell, ammo with this property can be used to disintegrate non-living matter as well as creatures. It even affects objects constructed entirely of force, such as Bigby’s forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature that makes a successful saving throw takes 5d6 points of damage. The unit of ammunition is consumed in the attack. Construction: Craft Magic Arms and Armor, disintegrate Editor: Horribly overpriced, yet it has one redeeming feature, you use the range of your projectile weapon,

not the range of the spell. You can use it as a ranged touch attack, or if you roll to do damage, the ammo does full damage before the disintegrator WSA takes effect. However, if you miss while trying to do a normal attack, the ammo is consumed with no effect, even on near by targets.

DOORBREAKER - ARMS AND EQUIPMENT GUIDE (3.0) [DOORBREAKER]

Price: +1 Bonus Property: Melee Caster Level: 5th Aura: Faint (DC 16) evocation Activation: —

A doorbreaker deals double damage to all objects made predominantly of wood and to plant creatures Construction: Craft Magic Arms and Armor, warp wood Editor: I! HATE! PLANTS! RAR! I really don’t like the implications of this. Math-wise, I see no reason

one cannot make double damage dealing weapons for any specific type of critter under the WSA bane for a +1 bonus. Maybe that would be balanced and my reaction is just knee-jerk conservatism.

DRAIN - PLAYER’S GUIDE TO FAERUN (3.5) [NYCHYAELLA’S HEALING SPEAR]

Price: 36,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 21) necromancy Activation: Free (Mental)

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. Construction: Craft Magic Arms and Armor, vampiric touch Editor: Meh. 5d6. Meh.

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DUE PROCESS - GHOSTWALK (3.0) [DUE PROCESS]

Price: 5,000 gp Property: Melee Caster Level: 7th Aura: Faint (DC 18) evocation Activation: Standard (mental)

It allows the wielder to invoke a protection from chaos spell upon himself once per day. Construction: Craft Magic Arms and Armor, protection from chaos Editor: Meh. DUELIST - ARMS AND EQUIPMENT GUIDE (3.0) [BLADE OF THE DUELIST]

Price: 8,000 gp Property: Light/Finesse Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

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 a duelist weapon. 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. Construction: Craft Magic Arms and Armor, minor image, shield Editor: If you find yourself using a rapier, then this might be a good choice. Otherwise, meh. DUERGAR - UNDERDARK (3.5) [KING’S KNIFE]

Price: 4,850 gp Property: Melee Caster Level: 6th Aura: Moderate (DC 17) transmutation Activation: Standard

In the hands of a gray dwarf, this weapon grants two additional uses per day each of enlarge person and invisibility, for a total of three uses of each ability per day. Construction: Craft Magic Arms and Armor, enlarge person, invisibility, creator must be a duergar. Editor: Meh. DWARVEN MAULER - ARMS AND EQUIPMENT GUIDE (3.0) [DWARVEN MAULER CROSSBOW]

Price: +1 bonus Property: Crossbow Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

The weapon can be increased one size class without penalty. Load time does not increase. Furthermore, against all giants and goblinoids, the dwarven mauler’s critical multiplier is increased to x4. Construction: Craft Magic Arms and Armor, creator must be a dwarf Editor: A rather specific type of WSA, and not a bad one, it just doesn’t sing to me, you know?

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DWERWAEN - PLAYER’S GUIDE TO FAERUN (3.5) [DWERWAEN]

Price: 21,000 gp Property: Any Weapon Caster Level: 11th Aura: Moderate (DC 21) Adbjuration Activation: —

In forest settings, a character carrying Dyerwaen is camouflaged, gaining a +5 competence bonus on Hide checks. In addition, she can use pass without trace at will in such an environment and intuit direction at will anywhere. She also gains a +2 competence bonus on Survival check s. 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. Construction: Craft Magic Arms and Armor, creator must be a druid Editor: Ehhh… meh. EBON - UNAPPROACHABLE EAST (3.5) [EBON LASH]

Price: 12,000 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

Any living creature struck by the weapon in a successful melee attack must make a Fortitude save (DC 11) or be dazed for 1 round and crippled by pain for 6 rounds, taking a –2 penalty on all attack rolls, saving throws, and checks. Spellcasters suffering from this effect are distracted and must make Concentration checks to cast spells. The pain effect is the same as that caused by the spell Nybor’s gentle reminder, as if cast by a 6th-level sorcerer. Construction: Craft Magic Arms and Armor, Nybor’s gentle reminder Editor: Sadistic and not that useful. ECHOBLADE - MAGIC ITEM COMPENDIUM (3.5) [CRYSTAL ECHOBLADE]

Price: 2,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 20) evocation Activation: Use Bardic Music Ability

If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level. Construction: Craft Magic Arms and Armor, bardic music Editor: Holy Crap. For most people, this sucks, but every bard should drop the 2,000 gp to buy this. Editor (Bardic WSAs): Using this isn’t a separate action, but a USE of your bardic music. So, lets say you

buy this and the WSA Songs. Songs is a swift action to use one of your bardic music allotments. Since you are “using” bardic music, this kicks in. Although in that case, it only lasts for the next attack, since that’s how long the WSA Songs lasts. However, if you have bardic music running for a few rounds as you buff your party, this lasts as long as the buff does. Also look into echoblade, which will give you an extra bardic music per day.

Editor (Dragon Magazine 314): Heartfire Fanner PrC grants 5th lvl bardic music at 1st level. Not a big fan of dragon magazine (beta test, in my opinion), but if your DM allows you to use it, you really should

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look into it. That combined with this WSA and a number of others can give you multiple uses of Bardic Music that you can use to fuel your song based weaponry.

ELECTRIC - ARMS AND EQUIPMENT GUIDE (3.0) [ELECTRIC LASH]

Price: +2 Bonus Property: Melee Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Melee Attack and Free (mental) Prerequisite: Shock

This WSA retains the qualities of its prerequisite. Three times per day, the wielder of the electric weapon 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. Construction: Craft Magic Arms and Armor, Editor: Ehhh… Not bad. ELF BREAKER - SAVAGE SPECIES (3.0) [ELF BREAKER]

Price: 24,000 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

In the hands of a goblinoid, elf breaker’s enhancement bonus increases by +1. In the hands of a goblinoid in combat with an elf or with a group that includes at least one elf, it grants the wielder a +4 enhancement bonus to Constitution for the duration of the encounter. Construction: Craft Magic Arms and Armor, endurance Editor: Way over priced. Beyond over priced. That said, it would be really easy to make this into a WSA

where it’s basically a version of bane. By my math, the +4 enhancement to con is 16,000 gp, which would be the same as buying it in a wondrous item. Since weapons are x1.5 over a body slot, then back down to x1 because it only works in the presence of an elf. That would mean that the additional +1 in the hands of a goblinoid is a +1 bonus. So, in effect, you’d be better just buying a +1 EB. This WSA is just… useless. Maybe a +1 bonus for the whole thing. As it stands, useless, utterly useless.

ELF EDGE - SAVAGE SPECIES (3.0) [ELF EDGE]

Price: +2 bonus Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

In the hands of someone who has elven blood, it grants the wielder a +4 enhancement bonus to Dexterity. Construction: Craft Magic Arms and Armor, Editor: Expensive. ELVEN LEAF - ARMS AND EQUIPMENT GUIDE (3.0)

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[ELVEN LEAF ARROW] Price: 50,000 Property: Arrow Caster Level: 10th Aura: Moderate (DC 21) enchantment Activation: Ranged Attack Target: One living creature Duration: 10 days Saving Throw: Will negates Spell Resistance: Yes

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. Construction: Craft Magic Arms and Armor, Charm monster Editor (Charm Monster): This spell functions like charm person, except that the effect is not restricted by creature type or size. Editor (Charm Person): This charm makes a humanoid creature regard you as its trusted friend and ally

(treat the target’s attitude as friendly. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for “just a few seconds”. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Editor: Expensive for what it does, and the DC sucks ass. It doesn’t even make sense. The DC should be DC [10 + spell level (4) + Minimum Int of 14 (+2) = 16 I don’t get the DC 11. And 50,000 gp flat cost?

ELVENKIND - COMPLETE CHAMPION (3.5) [BOW OF ELVENKIND]

Price: 12,400 gp Property: Composite Bow Caster Level: 12th Aura: Moderate (DC 21) evocation Activation: —

In the hands of a cleric of Corellon Larethian, a bow of elvenkind gains the seeking weapon property, and any critical hit with an arrow fired from the bow renders the target shaken for 5 rounds (a mind-affecting fear effect; Will DC 14 negates). Furthermore, any elf or cleric of Corellon Larethian who uses the bow with arrows from the quiver of elvenkind gains the benefit of the Far Shot feat. The weapon also adjusts to the strength of the user. Construction: Craft Magic Arms and Armor, doom, true seeing, doom, elf. Editor: Only usable by elves, and even so, not very impressive. ELQILLAR - PLAYER’S GUIDE TO FAERUN (3.5) [ELQUILLAR]

Price: 165,000 gp Property: Scimitar/Dagger/Kukri/Any Sword Caster Level: 12th Aura: Strong (DC 23) illusion

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Activation: — 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). Construction: Craft Magic Arms and Armor, disguise self, nondetection, polymorph Editor: One of those weapons that was so complicated I can’t break down what was worth what. EMERALD - ARMS AND EQUIPMENT GUIDE (3.0) [EMERALD CALTROPS]

Price: 8,000 gp Property: Ammunition Caster Level: 4th Aura: Faint (DC 15) evocation Activation: Standard (Touch Attack)

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. Use the normal rules for what ever type of caltrop you are using as a base. 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. Construction: Craft Magic Arms and Armor, Melf’s acid arrow Editor: This is an excellent addition to caltrops because of the damage, and the fact that you could stack on

other forms of acid damage, which would add together, not affect the target separately. For truly evil destruction, see about adding the EWSA Hopping, which allows the caltrops to attack more.

ENERGY - ANIMATED SERIES HANDBOOK (3.5) [HANK’S ENERGY BOW]

Price: 14,200 gp Property: Composite Bow Caster Level: 6th Aura: Moderate (DC 18) evocation Activation: —

Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures. The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force. When drawn, the energy bow sheds light like a torch. In addition, you can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to your base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until yours next turn. Construction: Craft Magic Arms and Armor, magic missile Editor: Awesome. ENTANGLING - ARMS AND EQUIPMENT GUIDE (3.0) [CHAIN OF ENTANGLING]

Price: +2 Bonus Property: Chain/Whip Caster Level: 6th Aura: Faint (DC 19) conjuration

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Activation: — This weapon wraps around foes, entrapping them and dealing continuous damage. On a successful hit, an entangling weapon 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. Construction: Craft Magic Arms and Armor, Evard’s black tentacles Editor: The ability to add grapple with a chain or whip is not to be taken lightly. Yes, a bit on the

expensive side, put removing someone from the combat is just as good as killing them if you have allies. And if you happen to use a one-handed weapon, or make your spiked chain one-handed, there is no reason you couldn’t still attack with your off hand while holding someone at bay.

ENTHRALL - ARMS AND EQUIPMENT GUIDE (3.0) [MACE OF VOICES]

Price: 19.400 gp Property: Melee Caster Level: 13th Aura: Strong (DC 14) enchantment Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Target: Any number of creatures Duration: 1 hour or less Saving Throw: Will negates; see text Spell Resistance: Yes

This WSA allows clerics who wield it to channel divine energy to produce magically infused oratory. Once per day, while holding this weapon, 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. Construction: Craft Magic Arms and Armor, enthrall Editor (Enthrall): If you have the attention of a group of creatures, you can use this spell to hold them

spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist (as described in Aid Another, page 65). The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Editor: So normally a second level spell would cost 12,000 gp to be able to cast it EVERY ROUND, Or this WSA to cast once a day. Let me think…

ENTRY - ARMS AND EQUIPMENT GUIDE (3.0) [DAGGER OF ENTRY]

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Price: 16,200 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

This WSA 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) Construction: Craft Magic Arms and Armor, detect secret doors, find traps, knock Editor: EQUESTRIAN - ARMS AND EQUIPMENT GUIDE (3.0) [EQUESTRIAN’S SPEAR]

Price: 18,000 gp Property: Longspear/Heavy Lance Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: —

You can use this weapon as a longspear on foot, or as a heavy lance when on horseback. It does not grant you any special ability to use it, thus you must have proficiency from some other source. Construction: Craft Magic Arms and Armor, phantom steed, polymorph any object Editor: Just get morphing. Useless. ESCAPE - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF ESCAPE]

Price: 80,000 Property: Melee Caster Level: 10th Aura: Moderate (DC 21) abjuration Activation: Immediate (Mental)

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 weapon of escape grants an additional +1 bonus on attack and damage. The weapon of escape can be used to attack in a grapple even if it is not a light weapon for the wielder. Construction: Craft Magic Arms and Armor, freedom of movement Editor: Buy a ring, unless you plan on getting grappled often. ETHEREAL - ARMS AND EQUIPMENT GUIDE (3.0) [ETHERAL BOLT]

Price: 37,500 gp Property: Ammo Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

This ammo, once fired, flickers between the Material Plane and Ethereal Plane. This jumping between planes gives the ammo a hazy, insubstantial appearance. Flickering between the planes gives the ammo 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,

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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 Construction: Craft Magic Arms and Armor, blink Editor: A weapon with a built in 20% miss chance. This is a pile of fail. EVERBURNING - ARMS AND EQUIPMENT GUIDE (3.0) [EVERBURNING CHAIN]

Price: 4,400 gp Property: Reach Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Standard (command) Prerequisite: Flaming

This WSA retains the qualities of its prerequisite. As a standard action, the wielder can sweep the chain around her head, spreading flame in a radius equal to the reach of your weapon. This attack deals 1d6 points of fire damage to creatures within the area of effect (Reflex half DC 13) and can cause flammable materials to ignite. Trip attacks made with an everburning weapon may ignite the target’s clothing if it is flammable (Reflex half DC 13). The user is immune to the damage. Construction: Craft Magic Arms and Armor, burning hands, fireball Editor: Not that impressive, but on the cheap side. Meh. EVERCHANGING - UNDERDARK (3.5) [EVERYCHANGING BLADE]

Price: 13,000 gp Property: Melee/Thrown Caster Level: 15th Aura: Strong (DC 25) transmutation Activation: Free (mental) Prerequisite: Morphing

This weapon can become any single weapon the wielder desires. The size remains the same. You cannot turn it into ammunition. If it turns into a weapon that cannot use the WSAs on it in its new form, the WSAs go dormant. Example, you have a +1 Chargebreaker Morphing Everchanging Longsword and turn it into a short bow, you cannot use chargebreaker. If you turn it into a strength bow, you can choose the strength to match yours. Construction: Craft Magic Arms and Armor, polymorph any object. Editor: Unlike morphing which allows you to change the weapon into any other weapon of the same type,

this allows you to change the weapon type and number of hands. A longsword can become a longbow. A dagger can become a spiked chain. While you can do something similar with changeling, you can’t make a melee weapon into a projectile launcher with changeling/morphing. Everchanging is the only way to make it into truly any weapon.

EVITHYAN - PLAYER’S GUIDE TO FAERUN (3.5) [EVITHYAN’S BLADE]

Price: +3 Bonus Property: Melee Caster Level: 13th Aura: Strong (DC 22) evocation Activation: Attack

Similar to a bane weapon, a Evithyan weapon has a specific foe selected from the list for the WSA bane. It gains a +2 enhancement bonus that stacks with the base enhancement bonus of the weapon, but only against the chosen enemy. Rather then doing extra damage as a bane weapon would, it deals 2d4 points of Constitution damage. A DC 20 Fortitude save reduces the Constitution damage by half.

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Construction: Craft Magic Arms and Armor, Mordenkainen’s sword Editor: Expensive, yet still awesome. Useless against certain types of enemies on the bane list (like

undead), it still kicks ass and would be fearsome when combines with bane and the other bane-like WSAs.

EXERTION - ARMS AND EQUIPMENT GUIDE (3.0) [SCIMITAR OF EXERTION]

Price: +1 Bonus Property: Any Weapon Caster Level: 8th Aura: Moderate (DC 17) evocation Activation: —

Once per day by uttering a command word, the wielder can invoke the 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 weapon. Construction: Craft Magic Arms and Armor, bull’s strength Editor: This sucks. HARD. It’s an enhancement bonus so it doesn’t even stack with a belt of strength. This

is more of a curse then an enhancement. EXHILARATION - ARMS AND EQUIPMENT GUIDE (3.0) [MORNING STAR OF EXHILARATION]

Price: 20,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: —

Whenever a successful hit from a weapon 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. Construction: Craft Magic Arms and Armor, Editor: EXIT - ARMS AND EQUIPMENT GUIDE (3.0) [HALFLING’S EXIT]

Price: 4,000 gp Property: Ammo Caster Level: 6th Aura: Faint (DC 17) conjuration Activation: —

On a successful hit, the ammo 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 exit creates fog only once; ammo recovered intact are thereafter the base ammo. Construction: Craft Magic Arms and Armor, fog cloud Editor: The original was +2 ammo, which I don’t get. If you are just going to shoot it at the ground, then

what’s the point? How hard is it to hit the ground? For the price and duration, fairly awesome.

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EXPLOSION - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [EXPLODINGSTONE]

Price: 36,000 gp Property: Ammo Caster Level: 5th Area: 20-foot radius Aura: Moderate (DC 20) conjuration Activation: Ranged Touch Attack

This ammunition becomes a 5d6 fireball on impact (DC 14). Prerequisites: Craft Magic Arms and Armor, fireball Editor: A wand of fireballs that does the same damage is 11,250 gp. The only advantage of this is that you

get to hit the target then have the fireball go off. However, for the price, about the time you can afford exploding fireball arrows, your enemy will most likely make the saving throw and use evasion to avoid or laugh at the 17.5 points of fire damage that their fire resistance easily ate up. Still, maybe you could buy one or two for special occasions.

FANG - ARMS AND EQUIPMENT GUIDE (3.0) [ACID FANG DAGGER]

Price: 10,800 gp Property: Melee Caster Level: 4th Aura: Faint (DC 16) enchantment Activation: — and Standard (mental)

The wielder gains power over reptilian animals, including snakes. Once per day, the wielder can cast a specialized version of the animal friendship spell that affects only snakes and reptiles. The wielder can befriend a maximum of 8 Hit Dice worth of creatures at one time. While holding the weapon, the wielder can speak with reptiles as the speak with animals spell. Construction: Craft Magic Arms and Armor, animal friendship, speak with animals. Editor (Breakdown): The original weapon was 19,102 gp. The base weapon is 2 gp with 300 gp for mwk.

The +1 and WSA corrosive make it a +2 weapon which costs 8,000 gp. That leaves 10,800. I suspect that means that it has an 800 gp power and a +1 bonus power. If I were to take a guess, I would say that means that the power to speak with animals (one type only) is a +1 bonus. That leaves 800 gp for the cost on animal friendship once per day (one type only). However, as it stands, we must assume it’s a flat cost WSA for both.

Editor: If you happen to deal with snakes often, it’s okay. Otherwise, sort of a waste of time. FEAR AURA - ARMS AND EQUIPMENT GUIDE (3.0) [DRAGONTOOTH]

Price: 22,400 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) conjuration Activation: Ranged Touch Attack

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. Prerequisites: Craft Magic Arms and Armor, fireball Editor: A wand of fireballs that does the same damage is 11,250 gp. The only advantage of this is that you

get to hit the target then have the fireball go off. However, for the price, about the time you can afford exploding fireball arrows, your enemy will most likely make the saving throw and use evasion to avoid or laugh at the 17.5 points of fire damage that their fire resistance easily ate up. Still, maybe you could buy one or two for special occasions.

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FEATHER FALL - UNAPPROACHABLE EAST (3.5) [AGLARONDAN FLIGHT LANCE]

Price: 3,200 gp Property: Melee Caster Level: 8th Aura: Faint (DC 16) necromancy Activation: Standard (command)

Once per day, the wielder may use feather fall (caster level 8th), on herself only, as a free action. Editor (Feather Fall): The affected creatures or objects fall slowly, though faster than feathers typically

do. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

Construction: Craft Magic Arms and Armor, feather fall Editor: Not only is it 1,100 gp more expensive then a ring of feather fall, but it activates as a free action,

not an immediate action, so if you fall when it is not your turn, you go splat. FELLSTONE - ARMS AND EQUIPMENT GUIDE (3.0) [FELLSTONE]

Price: +1 bonus Property: Melee Caster Level: 12th Aura: Moderate (DC 21) evocation Activation: —

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. Construction: Craft Magic Arms and Armor, stone shape, summon monster VI Editor: Not impressed. FINAL ANSWER - COMPLETE WARRIOR (3.5) [OGLIEN’S FINAL ANSWER]

Price: 14,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 19) evocation Activation: —

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 a final answer. The weapon gives its wielder a +5 bonus on Perform (weapon drill) checks. Construction: Craft Magic Arms and Armor, nondetection

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Editor: Basically it’s a weapon you sneak into a fight where you want a magical edge but you aren’t allowed magical weapons. I guess the final answer is: Cheat.

FINAL REST - UNDERDARK (3.5) [FINAL REST]

Price: 9,720 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: Standard (command) Duration: 90 minutes (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes

Three times per day, the wielder can benefit from a hide from undead effect with a command word. Construction: Craft Magic Arms and Armor, hide from undead Editor (Hide from undead): Undead cannot see, hear, or smell the warded creatures. Even extraordinary or

supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Non-intelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. Will Save DC for undead is 11.

Editor: Basically it’s hide from mindless undead because any serious intelligent undead is going to make the saving throw.

FIRST THAW - GHOSTWALK (3.0) [FIRST THAW]

Price: 3,900 gp Property: Any Weapon Caster Level: 8th Aura: Moderate (DC 19) abjuration Activation: —

Its bearer is protected by the effects of an endure elements (cold) spell at all times. Construction: Craft Magic Arms and Armor, endure elements Editor: Meh. FISH COMMAND - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [TRIDENT OF FISH COMMAND]

Price: 16,300 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) enchantment Activation: Standard (command)

This WSA enables its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The WSA can be used up to three times per day. Construction: Craft Magic Arms and Armor, speak with animals Editor: Best if used in a weapon that can be used underwater.

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FISHING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [TRIDENT OF WARNING]

Price: 1,800 Property: Melee Caster Level: 7th Aura: Faint (DC 18) divination Activation: 1 round

A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. This weapon must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. Construction: Craft Magic Arms and Armor, locate creature; Editor: Cheap, yet almost useless unless you are in an aquatic campaign. FLAME REAVER - SAVAGE SPECIES (3.0) [FLAME REAVER]

Price: 18,000 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

When wielded by creatures of the fire subtype, the weapon feeds off their natural energy and produces additional powers. On a critical hit, a flame reaver does normal critical damage, and in addition the opponent must make a Reflex save (DC 15) or catch on fire. Creatures of the fire subtype ignore this ignition effect if struck by a flame reaver. Treat objects struck by a flame reaver as having half their usual hardness, because the extreme heat of the weapon causes the target to soften. Hardness does not lessen further if an object is struck multiple times. Construction: Craft Magic Arms and Armor, flame blade, flame strike, or fireball Editor: Weak. FLAME TONGUE - DUNGEON MASTER’S GUIDE (3.5) [FLAME TONGUE]

Price: 2,400 gp Property: Melee Caster Level: 12th Aura: Moderate (DC 23) evocation Activation: Standard (command)

Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit. Construction: Craft Magic Arms and Armor, scorching ray Editor: Kinda on the expensive side. FLAMELANCE - UNAPPROACHABLE EAST (3.5) [FLAMELANCE]

Price: 7,600 gp Property: Melee Caster Level: 12th Aura: Moderate (DC 23) evocation Activation: Standard (command)

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Prerequisite: Flaming Burst This WSA retains the qualities of its prerequisite. On command, the flamelance can fire a jet of white-hot flame as scorch 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. Construction: Craft Magic Arms and Armor, scorch Editor: Note, the original flamelance was 39,910. The power to be a lance and a longspear interchangeably

is 18,000 gp. +1 flaming burst is 18,000 gp. Between masterwork and the weapon, that left 3,900 gp for the Flamelance WSA. As a wand, the same would be 9,000 gp. Useable by anyone would be 18,000 gp. I have a feeling they meant for the interchangeable lance/longspear WSA to be a +1 bonus, thus making this WSA to be 7,600 gp, so that’s how I’m pricing it.

FLAMESHROUD - ARMS AND EQUIPMENT GUIDE (3.0) [FLAMESHROUD AXE]

Price: 19,200 gp Property: Any Weapon Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: Full Round

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. Construction: Craft Magic Arms and Armor, fire shield Editor: Expensive. FLINT BASHER - SAVAGE SPECIES (3.0) [FLINT BASHER]

Price: +2 Bonus Property: Melee Caster Level: 5th Aura: Faint (DC 15) evocation Activation: —

This WSA allows its wielder to use stone shape as the spell cast by a 5th-level cleric, once per day, while holding a flint basher. In addition, creatures of the earth subtype gain a +4 enhancement bonus to Constitution while wielding a flint basher, and against creatures of the air subtype the flint basher’s threat range and critical multiplier improve to 19– 20/x3. Construction: Craft Magic Arms and Armor, endurance, stone shape. Editor: Way over priced. FREEDOM - ARMS AND EQUIPMENT GUIDE (3.0) [BOLT OF FREEDOM]

Price: 10,000 gp Property: Ammo Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

Ammo with this WSA is constantly coated with a thin film of oil or grease. They leave a thin, oily residue wherever they lie. Any target hit 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. Construction: Craft Magic Arms and Armor, grease Editor: Meh.

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FOCUS - ARMS AND EQUIPMENT GUIDE (3.0) [SIANGHAM OF FOCUS]

Price: 1,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Wield

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 Construction: Craft Magic Arms and Armor, hold person, protection from arrows Editor: If you are a monk and plan on using a weapon and deflecting arrows, then this is 1,000 gp well

spent. Everyone else, a waste of money. FOG - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [FOGSTONE

Price: 13,500 gp Property: Ammo Caster Level: 3rd Duration: 30 minutes Aura: Faint (DC 15) conjuration Activation: Ranged Touch Attack

Often used to provide cover for advancing troops, fog ammunition covers a 30-foot radius area with a 20-foot high fogbank within 1 round of impact. The fog obscures all sight, including darkvision, beyond 5 feet. This fog can be dispersed by the wind just as the fog cloud spell can. Prerequisites: Craft Magic Arms and Armor, fog cloud Editor: This was meant for a catapult, but mathematically there is no reason it cannot go into any

ammunition. The one round delay is a little annoying, but the fact it lasts for 30 minutes means you can create a series of them and run from one to the other, providing cover for your men. It’s not that expensive so it’d be worth buying a few arrows.

FOOL - MAGIC OF FAERUN (3.0) [SCIMITAR OF THE FOOL]

Price: 1,000 gp Property: Any Weapon Caster Level: 6th Aura: Faint (DC ) necromancy Activation: —

This WSA 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. Construction: Craft Magic Arms and Armor, cause fear Editor: Words fail me as to how useless this is. FORCEFUL - SHINING SOUTH (3.5) - MAGIC ITEM COMPENDIUM (3.5) [FORCEFUL SKYLANCE]

Price: +1 bonus Property: Any Weapon Caster Level: 5th Aura: Faint (DC 16) evocation

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Activation: Standard (command) Three times per day, you can command this WSA to produce a magic missile effect, firing three missiles with each use. These missiles can be aimed at up to three targets within 150 feet of you. Construction: Craft Magic Arms and Armor, Magic Missile Editor: Okay, so I’m sitting there and I have nothing better to do then ping people with 1d4+1 damage.

Really? FORETELLING - ARMS AND EQUIPMENT GUIDE (3.0) [FORETELLING BLADE]

Price: +1 Bonus Property: Any weapon Caster Level: 9th Aura: Moderate (DC 20) divination Activation: Free (mental)

Once per day, the possessor of the foretelling weapon 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. Construction: Craft Magic Arms and Armor, augury Editor: Costly for such an erratic bonus, but, when you roll a 20, it’s nice to know you have an ace up your

sleeve. It looks nicer then it is. Oh, I assume they mean the attack roll for the weapon the WSA is on, not just ANY attack roll. If your DM is insane enough to allow this on ANY attack roll, this becomes a MUST for any spellcaster.

FORM - ARMS AND EQUIPMENT GUIDE (3.0) [MACE OF FORM]

Price: +3 Bonus Property: Melee Caster Level: 15th Aura: Strong (DC 25) transmutation Activation: Standard (attack)

This WSA 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 this WSA cannot change shape. While holding this weapon, 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. Construction: Craft Magic Arms and Armor, polymorph any object Editor: I assume that if the wielder is targeted, that the spell is resolved as usual, but just doesn’t take

place. So instants never happen, but continuous effects would kick in after the weapon is dropped. FOUNTAINHEAD - MAGIC ITEM COMPENDIUM (3.5) [FOUNTAINHEAD ARROW]

Price: 12,000 gp Property: Ammo Caster Level: 11th Aura: Moderate (DC 20) conjuration Activation: —

A fountainhead is an otherwise normal ammo designed to be targeted at a point on the ground, a wall, or any other flat surface. If you hit the target area (treat as AC 5), the arrow creates a geyser of spewing acid. Each round on your turn (starting on the turn you fired the arrow), the arrow creates a 10-foot-radius burst

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of acid that deals 2d8 points of acid damage to all creatures in the area (Reflex DC 14 half). This effect continues for 3 rounds. A fountainhead arrow can be created as a crossbow bolt for the same price. Construction: Craft Magic Arms and Armor, Melf’s acid arrow Editor: Now, the question is, what happens if you try and hit someone with it? I believe that what would

happen is that the arrow would not go off if you missed. If you hit, it would go off, but only in those squares. It would not be linked to the arrow, or the target. Even if you moved the arrow, it would still go off in the area that it first sprayed with acid.

FREEDOM OF MOVEMENT - SAVAGE SPECIES (3.0) [FISHGUTTER]

Price: 56,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) abjuration Activation: Held

This WSA allows its wielder to act as if under the influence of a freedom of movement spell while being held. Construction: Craft Magic Arms and Armor, freedom of movement Editor: Expensive, but cool. Cheaper to get it in a ring. FROST BRAND - DUNGEON MASTER’S GUIDE (3.5) [FROST BRAND]

Price: 22,100 gp Property: Melee Caster Level: 14th Aura: Strong (DC 23) evocation Activation: Standard Prerequisite: Frost

This WSA retains the qualities of its prerequisite. This WSA sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all non-magical fires in its area. As a standard action, it can also dispel lasting fire spells such as wall of fire, but not instantaneous effects such as fireball, meteor swarm, and flame strike, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Construction: Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy. Editor: FROST SHARD - ARMS AND EQUIPMENT GUIDE (3.0) [FROST SHARD DAGGER]

Price: 50,000 gp Property: Melee/Thrown Ammo Caster Level: 3rd Aura: Faint (DC 15) evocation Activation: —

The first successful attack made with a frost shard 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 is destroyed after one successful attack. Construction: Craft Magic Arms and Armor, cone of cold Editor: Well, technically you can put it in any melee or thrown weapon, but the weapon explodes

afterwards, so I suggest you stick with shuriken or daggers. However, maybe you have a weapon that

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you want to be destroyed after one use. In that case, this is perfect. I got no idea why you’d ever want to do that, but hey, the best combinations are based on powers you’d never use all by themselves. If you come up with a killer combo, let me know. It’s a very nice WSA, that’s very expensive

FUNNY - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF THE JOYOUS DANCE]

Price: 9,600 gp Property: Melee Caster Level: 4th Aura: Moderate (DC 20) enchantment Activation: Free (mental) Range: 35 ft Target: One creature Duration: 9 rounds Saving Throw: Will negates (DC 19) Spell Resistance: Yes Prerequisite: Dancing

This WSA retains the qualities of its prerequisite. Once per day while dancing, the weapon 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. Construction: Craft Magic Arms and Armor, Tasha’s Hideous Laughter Editor (Tasha’s Hideous Laughter): This spell afflicts the subject with uncontrollable laughter. It collapses

into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type (such as humanoid or dragon) is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.

Editor: Expensive for what it does, but if you are already paying for a dancing weapon, what’s another 9,600 gp? The additional cost is what brings the save DC to 19. Normally it would be DC 13.

GALEB DUHR - MAGIC ITEM COMPENDIUM (3.5) [GALEB DUHR HAMMER]

Price: 3,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 20) evocation Activation: Critical

If you have the stonecunning racial ability, the weapon gains an extra ability. Whenever you score a critical hit with a galeb duhr against a creature standing on the ground, the surface your target is standing on attempts to hold the creature in place. For 5 rounds, the victim’s speed falls to 5 feet and it takes a –2 penalty on attack rolls and to AC. Construction: Craft Magic Arms and Armor, stone shape Editor: Cheap, nice. Very specific, not nice. Critical activation, bleh. GHOST WARDED - ARMS AND EQUIPMENT GUIDE (3.0) [GHOST HANDS]

Price: +1 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) conjuration Activation: — Prerequisite: Ghost Touch

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This WSA retains the qualities of its prerequisite. The wielder is immune to the magic jar spell and a ghost’s malevolence ability. Construction: Craft Magic Arms and Armor, plane shift, protection from evil Editor: Not sure how often this comes up, but if it does, there you go. I would extrapolate that this also

makes the wielder immune to ANY for of possession that might come up from other means. Magic Jar is nothing more then taking over someone’s body by occupying it. Anything that imitates that should also be nullified.

GHOSTED - UNAPPROACHABLE EAST (3.5) [YUIR GHOSTBLADE]

Price: 26,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) abjuration Activation: Wielded

This WSA confers a +2 deflection bonus to the wielder’s Armor Class. Construction: Craft Magic Arms and Armor, shield of faith Editor: Way too expensive for what it does. GITHYANKI - MANUAL OF THE PLANES (3.0) - PSIONICS HANDBOOK (3.0) - MONSTER MANUAL 1 (3.5) - EXPANDED PSIONICS HANDBOOK (3.5) [GITHYANKI SILVER SWORD]

Price: +4 bonus Property: Melee Manifest Level: 11th Aura: Moderate (DC 21) psychometabolism Activation: —

The weapon looks much like a standard weapon while still in its sheath. When drawn, the silver weapon transforms into a column of silvery liquid, alternating the weapon’s balance round by round as the silver’s shape flows and shimmers. A githyanki weapon has the additional quality of reaching into the minds of the foes it strikes, disrupting their psionic powers. A target hit by the weapon must succeed on a DC 17 Fortitude save or lose any psionic abilities for 1d4 rounds. By using the sunder attack action, the wielder of a githyanki can attack an astral traveler’s silvery cord. The cord trails 5 feet behind the traveler it is attached to, and can only be attacked by someone adjacent to the traveler who is wielding a silver weapon. The normally insubstantial cord is treated as a tangible object with the owner’s Armor Class, a hardness of 10, and 20 hit points. If an astral traveler’s cord is damaged, he must succeed on a DC 13 Fortitude save or be forced to return to his physical body. If the silver cord is severed, the traveler is slain instantly. While this power can be applied to any melee weapon, githyanki make only greatswords with this ability. This ability can be applied only to a melee weapon manufactured with alchemical silver. Construction: Craft Psionic Arms and Armor, creator must be a githyanki, weapon must be made of

alchemical silver, psionic banishment Editor: Technically, you don’t have to be in the astral plane. It says you can attack the cord of ANY

ASTRAL TRAVELER. So, when a demon projects out of hell to the prime material, you can slash at the silver cord to kill them. Perhaps that RAI is that it was meant only for the astral plane, but I believe that by RAW, we all have silver cords when we astrally project, it’s only visible on the astral plane. So, you would have a 50% chance to miss. In this case, this becomes much more scary, because it kills or dispels without even so much as a save or die. Ask your DM before you buy it.

GLORIOUS - STORMWRACK (3.5) [SWORD OF THE GLORIOUS PEARL]

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Price: +1 bonus Property: Any Weapon Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Wielded

This WSA 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 weapon in order to use this benefit. The wielder must already possess the ability to turn/rebuke undead. Construction: Craft Magic Arms and Armor, creator must be good and must possess the Extra Turning

feat Editor (Extra Turning): Each time you take this feat, you can use your ability to turn or rebuke creatures

four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. This feat can be taken multiple times and stacks with itself.

Editor: For a +1 bonus you can gain four extra turning per day as well as an extra four that works with any other turn or rebuke you might have from multiple classes. If you happen to take a wide number of feats or other powers that let you burn turn/rebuke for benefits (like reducing your metamagic feat costs) this becomes a cheap way to power it. You don't need to hold it for 24 hours, but it must be on your person for 24 hours. You have to wield it only to use the feat.

Editor (Multiple Glorious Weapons): While the feat may stack with itself, the WSA ability Glorious clearly does not. So while you may own twelve +1 glorious weapons, you can only gain benefit from one of them. This does not stop you from getting the extra turning feat from another source, however.

GRACEFUL - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF GRACEFUL STRIKES]

Price: +3 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: Wielded

All melee attacks made with a graceful weapon adds the wielder’s Dexterity modifier to damage rather than his Strength modifier. Furthermore, an unsuccessful disarm attempt made with a graceful weapon does not allow the target a chance to disarm the wielder. Construction: Craft Magic Arms and Armor, Tenser’s transformation Editor: It replaces your strength damage with dexterity damage. For some people this would be useful, but

for most it would suck. As a +1 bonus, it would be worth considering. As a +3, not even the ability to prevent being disarmed makes this worth it. See, Surety is a +1 bonus that prevents you from being disarmed, no matter what. Now, if I could exchange Intelligence for strength, or charisma, maybe. A mental stat for a physical one could provide for some serious complications. As it stands, kill it. Kill it with fire.

Editor (Suggested Change): Graceful should only allow you to substitute your dexterity for strength when determining damage as a +1 bonus and do nothing else. Surety already covers the disarming part, and exchanging one Ability for another, as opposed to adding both, is simply not that impressive.

GREENROOT - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [GREENROOT BALLISTA BOLT]

Price: 700 gp Property: Ammo Caster Level: 3rd Aura: Faint (DC 15) evocation Activation: —

Trees, bushes, and undergrowth within 40 feet of the impact point entwine themselves around creatures (as the entangle spell cast by a 1st-level cleric).

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Construction: Craft Magic Arms and Armor, Editor: For the price, Awesome. I think they left off the cost of masterwork when they made the bolt. GUARDIAN - ARMS AND EQUIPMENT GUIDE (3.0) [GUARDIAN BOW]

Price: +3 bonus Property: Projectile Caster Level: 14th Aura: Strong (DC 25) evocation Activation: —

The guardian provokes an attack of opportunity only from the target of its attack. If someone fires the guardian while surrounded by enemies, only the foe shot at may take an attack of opportunity, even if other opponents threaten the archer. Construction: Craft Magic Arms and Armor, shield Editor: Nice WSA, but sucky cost. This is more of a +1 bonus. GUERRILLA - COMPLETE ADVENTURER (3.5) [GUERRILLA SPEAR]

Price: +2 Bonus Property: Melee Caster Level: 7th Aura: Moderate (DC 18) illusion Activation: —

Whenever the wielder makes a successful attack against an opponent who is denied his Dexterity bonus to Armor Class, a guerrilla weapon deals an extra 2d6 points of damage. Construction: Craft Magic Arms and Armor, invisibility Editor: For those sneak attackers, it’s an average WSA, but you can’t go wrong with more SA. HARROWHEART - BOOK OF VILE DARKNESS (3.0) [HARROWHEART]

Price: 7,000 gp Property: Any Caster Level: 5th Aura: Faint (DC 16) evocation Activation: Critical

Against a specific alignment (Good, Evil, Lawful, Chaotic) your weapon does an extra +1 to the critical multiplier. Construction: Craft Magic Arms and Armor, unholy blight Editor: Meh. HAVOC - ARMS AND EQUIPMENT GUIDE (3.0) [HAVOC BLADE]

Price: +1 Bonus Property: Melee Caster Level: 5th Aura: Faint (DC 16) evocation Activation: Critical Duration: 5 rounds Saving Throw: Will negates Spell Resistance: Yes

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A havoc weapon 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. Construction: Craft Magic Arms and Armor, confusion Editor (Confusion): This spell causes the targets to become confused, making them unable to

independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round. A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). 01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not

possible). 11–20 Act normally. 21–50 Do nothing but babble incoherently. 51–70 Flee away from caster at top possible speed. 71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

Editor: Not a big fan of critical only WSAs, but confusion is a rather good Save-or-Suck, and the Will save isn’t bad. Definitely something I would consider with keen at lower levels.

HEALING CIRCLE - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [BALLISTA BOLT OF HEALING]

Price: 110,750 gp Property: Ammo Caster Level: 9th Aura: Moderate (DC 20) Conjuration Activation: —

While you can shoot the ammunition at a target, normally you shoot it into the ground near your own troops. One round after it hits, everyone within 20 feet of the bolt is cured of 1d8+5 points of damage. Well-trained troops know to rush toward the ballista bolt when they see it land nearby. The ballista bolt of healing deals 1d8+5 points of damage to undead within 20 feet on the round after it lands. Construction: Craft Magic Arms and Armor, Healing Circle Editor: Horribly overpriced, it’s has an advantage in that undead do not get a saving throw against the

damage. The damage is pathetic, but no saving throw. I suppose there are some strange combinations where that might be useful, but none jump out at me. Originally the WSA was intended for a ballista bolt, but there is no reason it has to be restricted to a siege weapon. Mathematically, it would cost the same to put it in a sling stone.

Editor (Other versions): I suggest that using mass cause light wounds you could make a version that harms the living and heals undead. Or using the repair series of spells, you could make a version that heals warforged and constructs. I leave the math up to the apt pupil.

HEART - BOOK OF VILE DARKNESS (3.0) [HELL’S HEART ARROW]

Price: 650 gp Property: Ammo Caster Level: 1st Aura: Faint (DC 14) Divination Activation: —

This ammunition, once fired, passes through creatures of a specific alignment (Chaotic, Evil, Good, or Chaotic). Such creatures offer no cover bonus, nor do they count when determining whether the archer firing into a melee must take the –4 penalty. Construction: Craft Magic Arms and Armor, Detect Chaos/Evil/Good/Law (pick one)

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Editor: Damn this is cheap. If your party is all one type of alignment, it’s cheap as heck to add if you are an archer, then you never have to get the feat that lets you shoot into melee.

HEAT METAL - MAGIC OF FAERUN (3.0) [RUNEHAMMER]

Price: 8,100 gp Property: Melee Caster Level: 7th Aura: Faint (DC 18) evocation Activation: Standard Range: 40 ft) Target: Metal equipment of three creatues, no two of which can be more than 30 ft. apart; or 175 lbs of

metal, all of which must be within a 30-ft. circle Duration: 7 rounds Saving Throw: Will negates (object) Spell Resistance: Yes (object)

This WSA allows the user to cast Heat Metal once per day. Construction: Craft Magic Arms and Armor, heat metal Editor (Heat Metal): Heat metal makes metal extremely warm. Unattended, non-magical metal gets no

saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch bu t deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below. Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for point basis.

Round Metal Temp Damage 1 Warm None 2 Hot 1d4 hp 3-5 Searing 2d4 hp 6 Hot 1d4 hp 7 Warm None Editor: Expensive for a once a day 2nd level spell. HELLPIERCER - BOOK OF EXALTED DEEDS (3.5) [HELLPIERCER]

Price: +5 Bonus Property: Ammo Caster Level: 11th Aura: Moderate (DC 20) transmutation Activation: —

The head of the arrow or bolt contains a tiny reservoir of purified couatl venom. This ravage harms only evil creatures, including outsiders that are normally immune to poison (such as devils). It is also treated as a silvered weapon for the purpose of overcoming damage reduction. Construction: Craft Magic Arms and Armor, silvered weapon Editor (Purified Couatl Poison): The venom of a couatl, when milked from the creature and purified,

becomes a potent ravage that severely weakens the victim. Type: Injury Save DC: 16

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Initial Damage: 2d4 Str Secondary Damage: 4d4 Str

Editor: This is a +5 bonus. Normally, that would seem insane, except that the poison in question usually costs 3,000 gp a dose. You’d think that they meant for the poison to be just a flat 3,000 gp, but when you compare it with the cost to create, nope. If the poison was separate, cost to create would be 3,507 gp + 20 xp. Instead, the cost to create was 2,007 + 40 xp, which still doesn’t entirely make sense, but my best guess is, they created it as a +5 bonus. As a +5 bonus, it is actually cheaper then buying the poison flat out, or exactly the same, if you are making a total +10 arrow. So, in that regard, it’s a good buy. That said, The save DC blows and the damage isn’t that impressive until you get to the secondary damage. Then again, it effects evil creatures normally immune to poison. It’s a tough call. I rate this a blue because it’s worth looking at, the problem is by the time you can afford it, chances are it won’t be that helpful. Still, maybe buy one or three and save it for a special occation.

HIDE-PIERCING - DRACONOMICON (3.5) [LONGSPEAR OF PIERCING]

Price: 10,000 gp Property: Piercing Melee Caster Level: 9th Aura: Moderate (DC 20) divination Activation: Free (mental)

Three times per day, the wielder of this WSA 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. Construction: Craft Magic Arms and Armor, find the gap Editor: At first glance, it looked lame, then I noticed that this weapon would have to hit AC 5 against the

Tarrasque, instead of AC 35. (anyone who could take down the tarrasque in 3 blows won’t need it, however.) It’s a critter killer, basically.

HOLY AVENGER - DUNGEON MASTER’S GUIDE (3.5) [HOLY AVENGER]

Price: 20,000 gp Property: Melee Caster Level: 18th Aura: Strong (DC 27) abjuration Activation: Standard (command) Range: 0 Target or Area: 20-ft. radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

This WSA can only be used by paladins. It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic). Construction: Craft Magic Arms and Armor, Greater Dispel Magic Editor (Greater Dispel Magic): This spell functions like dispel magic, except that the maximum caster

level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.

Editor (Dispel Magic): Because magic is so powerful, so too is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells,

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as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Editor (Area Dispel): When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast.

Editor (Targeted Dispel): One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. For example, Mialee, at 5th level, targets dispel magic on a drow who is under the effects of haste, mage armor, and bull’s strength. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18) three times, once each for the haste, mage armor, and bull’s strength effects. If she succeeds on a particular check, that spell is dispelled (the drow’s spell resistance doesn’t help him); if she fails, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An inter-dimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.

Editor: I hate WotC. They don’t follow their own rules. They makes it nigh IMPOSSIBLE to figure things out. This extrapolation is my best guess, because the double what doesn’t need to be doubled, ignore class specific reductions, and in general make it up as they go along. That said, It appears to be 20,000 gp. Or 28,571 gp. Guess which one seems more likely.

HOPPING - COMPLETE ADVENTURER (3.5) - MAGIC ITEM COMPENDIUM (3.5) - SILVER MARCHES (3.0) [JUMPING CALTROPS]

Price: 12,500 gp Property: Ammunition Caster Level: 11th Aura: Moderate (DC 20) transmutation Activation: Standard (Touch Attack)

Description: This leather bag periodically twitches and jerks, as though it holds something alive. Jumping caltrops function just like normal ones, except that each round at the start of your turn, if no targets are in their square, they move 5 feet toward the nearest enemy (chosen randomly if more than one is equidistant). Upon entering an occupied square, the jumping caltrops “attack” that creature as normal for caltrops. They remain capable of movement for 5 rounds after being activated, then function like normal caltrops. Construction: Craft Magic Arms and Armor, animate object

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Editor (Extrapolated WSA): The original magic item was listed as a wondrous item. It is the only caltrop to be listed as such. All other magical caltrops are craft arms and armor. I believe this is a mistake from different authors not knowing the details and nuances of the game. If you look at what caltrops do, it’s clear they are ammunition of a sort. Since I am extrapolating here, I am making the editorial choice to return this to craft arms and armor.

Editor: If you are into caltrops, these are awesome. Caltrops are handy for anyone who is into battlefield control, and these things can take the fight to the enemy. Combine them with flaming, corrosive, or put them on crystal caltrops and the target falls asleep, thus you have some serious enemy harassment.

HOARFROST - SAVAGE SPECIES (3.0) [ICE SCYTHE]

Price: 18,000 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) conjuration Activation: Critical

When wielded by creatures of the cold subtype, it feeds off their natural energy and produces additional powers. On a critical hit, a hoarfrost weapon does normal critical damage, and the opponent must make a Will save (DC 14) or be affected as if by a slow spell cast by a 5th-level wizard. Creatures of the cold subtype ignore this slow effect if struck by an ice scythe. Treat objects struck by an ice scythe as having half their usual hardness, because the extreme cold of the weapon causes the target to become unusually brittle. Hardness does not lessen further if an object is struck multiple times. Construction: Craft Magic Arms and Armor, slow, and chill metal or ice storm Editor: The counterpart to the flame reaver. Both suck. HOSARK - CITY OF SPLENDORS: WATERDEEP (3.5) [BOW OF HOSARK]

Price: 70,000 gp Property: Projectile Caster Level: 15th Aura: Faint (DC ) evocation Activation: —

When the weapon is held or carried, 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). The weapon is also immune to legend lore. Construction: Craft Magic Arms and Armor, Craft Wondrous Item, clairaudience/clairvoyance, continual

flame, gaseous form, nondetection Editor: A confusing weapon, but when you break it down, this is how it works out. The immunity to

legend lore seems to be part of the cost of the weapon, but I can’t figure how to break that down. Note, the weapon is immune to legend lore, not the holder. At the time of creation, you have the option of making a message that will show up should anyone legend lore the weapon. For example, legend lore spells might only produce a beautiful illusion of an elf maiden’s face that cryptically asks the bearer to “take care of the Horn of Moon’s Dawning”. Have fun with it.

HUNT - ARMS AND EQUIPMENT GUIDE (3.0) [SPEAR OF THE HUNT]

Price: 10,000 gp Property: Any weapon Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Held

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When outdoors, hunt grants its wielder the Track feat, if the wielder does not already have it. The spear grants no bonus on Wilderness Lore or Search checks. Construction: Craft Magic Arms and Armor, creator must have the Track feat Editor: ICEPARTING - FROSTBURN (3.5) [PICK OF ICEPARTING]

Price: 11,600 gp Property: Piercing Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Standard

This WSA can score critical hits against creatures of the cold subtype normally immune to critical hits. Once per day, a pick of iceparting can be swung at an icy surface (such as a glacial wall, the surface of a frozen lake, or an iceberg) as a standard action. Three tiny fractures radiate out from the point you struck toward any three points within 50 feet; these three points can be chosen by you but must be connected to the initial impact point by a solid sheet of ice. When the cracks reach their targets, they cause the ice located there to explode violently. Any creature within 5 feet of this explosion takes 3d6 points of piercing damage (Reflex DC 14 half). Construction: Craft Magic Arms and Armor, crack ice Editor: Useless most of the time, but I have to admit, it looks damn cool. ICY - ARMS AND EQUIPMENT GUIDE (3.0) [ICE TALON]

Price: 6,000 gp Property: Any Weapon Caster Level: 10th Aura: Moderate (DC 21) abjuration Activation: Wielded

An icy weapon grants its wielder the ability to 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 she never needs to make a Balance check to keep her footing on ice. Construction: Craft Magic Arms and Armor, cone of cold Editor: Already have something in your boot slot and your DM won’t let you combine magic items? Well

then, consider Boots of the Winterlands in a weapon! ILBRATHA - PLAYER’S GUIDE TO FAERUN (3.5) [ILBRATHA, MISTRESS OF BATTLE]

Price: 28,800 gp Property: Any Weapon Caster Level: 5th Aura: Faint (DC 16) transmutation Activation: Standard (command)

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. Construction: Craft Magic Arms and Armor, blink, detect magic, jump, mirror image Editor: Again, another weapon so complicated I cannot separate the individual weapon properties. IMPALING - RACES OF FAERUN (3.0)

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- ARMS AND EQUIPMENT GUIDE (3.0) [SPEAR OF IMPALING]

Price: +2 bonus Property: Piercing Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Melee attack

The barbed head of this WSA holds foes fast once they have been run through. After a successful critical hit, the wielder of a weapon 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 weapon 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 weapon 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. Construction: Craft Magic Arms and Armor, hold person Editor: Meh. INEVITABLE - ARMS AND EQUIPMENT GUIDE (3.0) [INEVITABLE CROSSBOW]

Price: +2 Bonus Property: Projectile Caster Level: 15th Aura: Strong (DC 22) evocation Activation: Attack Roll

If ammo from an inevitable weapon 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 weapon’s insight bonus reverts to +0 Construction: Craft Magic Arms and Armor, true strike Editor: You’d be better off taking the base +2 EB over this. You’d always get a +2, and add +2 damage.

Mathematically, this WSA sucks. INFERNO - ARMS AND EQUIPMENT GUIDE (3.0) [PIERCING TONGUE OF KATH KADAN]

Price: 17,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 20) evocation Activation: Standard (Attack) Prerequisite: Flaming

It deals +1d8 points of bonus fire damage on a successful hit. Construction: Craft Magic Arms and Armor, flame blade, flame strike, or fireball Editor: Like all flat cost weapons, this depends on what other WSAs you have. If you are putting this in a

+1 weapon, it’s too expensive. Flaming would be cheaper. If you are putting this in a +5 weapon, it’s more cost effective to buy this then flaming. Unlike flaming, this only works on a melee weapon.

IOUN - ARMS AND EQUIPMENT GUIDE (3.0) [IOUN BLADE]

Price: 4,000 gp Property: Melee/Projectile

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Caster Level: 5th Aura: Faint (DC 16) evocation Activation: —

Any weapon with this WSA can hold any one ioun stone in a special socket in its pommel. As long as the wielder holds the ioun weapon, 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. Construction: Craft Magic Arms and Armor, fabricate Editor: Technically worthless, but if you worry about your ioun stone being knocked out of the air, you

could do worse then spending the 4,000 gp. IRONSOUL - COMPLETE PSIONIC (3.5) [SOUL IN IRON]

Price: 2,500 gp Property: Any weapon Caster Level: 9th Aura: Moderate (DC 20) psychometabolism Activation: Standard (command)

When commanded, you gain the benefit of stygian erasure and remove up to four negative levels you possess (if any) once per day. Construction: Craft Magic Arms and Armor, stygian erasure Editor (Stygian erasure): When you manifest this power, you form a temporary bond with the Positive

Energy Plane that removes one negative level you possess. Stygian erasure does not restore lost levels. Editor: I hate level drain, the WSA. This basically is the answer to fixing up to four levels of level drain

per day. Since you can only do it once, you have to keep in mind if you are going to be level drained again that day. Still, for the price, it’s very reasonable. I’d consider putting in a back up weapon to keep the costs down.

KERRENDERIT - RACES OF FAERUN (3.0) [KERRENDERIT ARROW]

Price: 15,150 gp Property: Arrows Caster Level: 12th Aura: Moderate (DC 23) necromancy Activation: Standard (attack)

Fashioned by the arctic dwarves, these 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. Construction: Craft Magic Arms and Armor, chill metal, creator must have access to arctic dwarf ice

caves Editor: A better deal then a normal wounding arrow, especially since Wounding is Melee only. However,

that melting thing make them rather useless. However, I wonder what temperature it is inside a bag of holding.

LASHING - PLAYER’S GUIDE TO FAERUN (3.5) [LASHING SWORD OF SAMOS THE SKULLREAVER]

Price: 54,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) conjuration Activation: Standard (touch attack)

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This WSA causes the weapon to trail a luminous arc of blue energy that resembles a whip. 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. Construction: Craft Magic Arms and Armor, disrupting weapon Editor: The weird thing is, it doesn’t say you can combine it with the regular attack. Go fig. LAST RIDER - COMPLETE WARRIOR (3.5) [LANCE OF THE LAST RIDER]

Price: +1 bonus Property: Lance Caster Level: 5th Aura: Faint (DC 16) transmutation Activation: Standard (attack)

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. Construction: Craft Magic Arms and Armor, bull’s strength Editor: Alas, this one is only for lances because it’s quite clear this is a method of winning a jousting

match. I suppose I wouldn’t use this in any other situation anyways. Still, if I was jousting, I guess this would be cool.

LETHE - PLANAR HANDBOOK (3.5) [LETHE’S LASH]

Price: 20,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) enchantment Activation: Touch Attack

A spellcaster struck by this weapon 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. Construction: Craft Magic Arms and Armor, modify memory Editor: I hate spellcasters, the WSA. I like it, expensive, but I like it. Note, it says “struck” not “damaged

by”. That means you can use this with a touch attack. Sweet. Put this on a ward cestus and watch your TWF monk neuter an offending spellcaster in one to three rounds.

LIFE STEALING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SWORD OF LIFE STEALING]

Price: 17,400 gp Property: Melee Caster Level: 17th Aura: Strong (DC 25) Necromancy Activation: Critical

This WSA bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Construction: Craft Magic Arms and Armor, enervation Editor: So much better then enervation and cheaper too. Sad. Just sad.

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LIFE-DRINKER - DUNGEON MASTER’S GUIDE (3.5) [LIFE DRINKER]

Price: 38,000 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) necromancy Activation: Standard (attack)

This WSA is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour. Construction: Craft Magic Arms and Armor, enervation Editor: Much better then any other level draining WSA, except for the fact it drains the wielder. However,

a simple death ward can fix that. Mmm… human life force. However, if you are immune to level drain, this and life stealing is a disgusting combination.

LIFEKEEPING - DUNGEON MASTER’S GUIDE 2 (3.5) [DAGGER OF LIFEKEEPING] - MYSTERIES OF THE MOONSEA (3.5) [HAMMER OF VORBYX]

Price: 8,000 gp Property: Melee Caster Level: 10th Aura: Strong (DC 22) necromancy Activation: Wield and Drawn

Once every 24 hours it grants 1d10+10 temporary hit points to anyone who draws it. These temporary hit points last for up to 10 hours. Construction: Craft Magic Arms and Armor, false life Editor: In comparing the two weapons it is determined that the true cost of just this WSA is 8,000 gp. LONG FALL - ARMS AND EQUIPMENT GUIDE (3.0) [GUISARME OF LONG FALLS]

Price: +1 Bonus Property: Any Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: —

Whenever the wielder uses a weapon 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. Construction: Craft Magic Arms and Armor, telekinesis Editor: While you can technically but it on anything, if you can’t make a trip attempt with the weapon in

question, there is little point. LOYAL - ARMS AND EQUIPMENT GUIDE (3.0) [KHOPESH OF THE LOYAL MINION]

Price: 4,000 gp Property: Melee Caster Level: 5th

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Aura: Faint (DC 16) transmutation Activation: —

When the wielder changes into a form that has a natural claw attack (such as an animal form), the weapon merges with the new form and grants its enhancement bonus/weapon special abilities to one of the creature’s claw attacks. When the wielder returns to a form that uses weapons, the weapon returns to its normal form and functionality as well. Both ends of a double weapon must have this WSA, or the end that does not will go dormant while in your alternate form. Construction: Craft Magic Arms and Armor, Editor: LUCK - DUNGEON MASTER’S GUIDE (3.5) [LUCK BLADE]

Price: 13,750 Property: Melee Caster Level: 17th Aura: Strong (DC 25) evocation Activation: Held

This WSA gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. Construction: Craft Magic Arms and Armor, wish or miracle Editor: MAGEBLADE - ARMS AND EQUIPMENT GUIDE (3.0) [MAGEBLADE]

Price: +2 Bonus Property: Melee Caster Level: 17th Aura: Strong (DC 22) evocation Activation: Move (Mental)

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 non-proficiency 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. Construction: Craft Magic Arms and Armor. Editor: So you spend a +2 weapon bonus to get proficiency and +1d6 energy damage, that only works

when you blow a spell? It only lasts a few rounds? If I hate my players and want to give them crappy treasure, I might use it, otherwise, this sucks. If it was a +1, I’d consider it. I’d still think it sucked, but in a limited number of circumstances, it might stand out. Still, it would stack with other energy damage, but is far too expensive for what it does. Why not just buy aptitude and be done with is? Well, some DMs might not allow you to apply weapon proficiencies to a weapon with aptitude, so you might get stuck with proficient or skillful, both of which are a +2 bonus. So maybe you don’t want people to use your weapon when you aren’t around. Maybe you got spells to burn. Quite a number of maybes, friend.

MAGESMITH - ARMS AND EQUIPMENT GUIDE (3.0) [HAMMER OF THE MAGESMITH]

Price: 43,600 gp Property: Bludgeoning Melee

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Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: —

When used in the forging of another magical weapon, a magesmith weapon 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 a magesmith weapon 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 a magesmith weapon touch its target. Construction: Craft Magic Arms and Armor, magic weapon Editor: The amount of time it would take to turn around an investment like this for the 5% return would be

years in game. Leave this one for the NPCs. MAMMOTH - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF THE MAMMOTH]

Price: +1 Bonus Property: Melee Caster Level: 11th Aura: Strong (DC 22) evocation Activation: Wielded

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. Construction: Craft Magic Arms and Armor, endurance Editor: Sucks. MAULING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [MAUL OF THE TITANS]

Price: 7,000 gp Property: Bludgeoning Melee Caster Level: 15th Aura: Strong (DC 22) transmutation Activation: Attack

This weapon deals triple damage against inanimate objects. However, the wielder must have a Strength score of at least 18 to wield it properly. Otherwise, she suffers a –4 attack penalty. Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Bigby’s clenched fist Editor: Put this in an adamantine weapon and smash your way through walls like the hulk. MIGHTY BELLOW - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [RAM OF THE MIGHTY BELLOW]

Price: 18,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Attack

This WSA deals 2d6 sonic damage on a successful hit, once every three rounds. Prerequisites: Craft Magic Arms and Armor, shout. Editor: This is one of those WSAs that suffers from the conversion from 3.0 to 3.5. Originally a ram could

only attack once every three rounds, but in 3.5 they moved to every round. But under the original, it could only attack once every three rounds, and I assume that was factored into the cost. So to convert it

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to 3.5, we have to keep the “rate of fire” the same. Still, in a weapon already heavy with bonuses, this gives a stackable +2d6 sonic damage for a reasonable price.

MIGHTY PULLING - HANDBOOK (3.0) [BOW OF MIGHTY PULLING]

Price: 8,000 gp Property: Composite bow Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Move

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. Construction: Craft Magic Arms and Armor, bull’s strength Editor: MISDIRECTION - ARMS AND EQUIPMENT GUIDE (3.0) [SLING OF MISDIRECTION]

Price: 12,000 gp Property: Projectile Caster Level: 4th Aura: Faint (DC 15) enchantment Activation: Ranged touch attack

This WSA 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 on 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. Construction: Craft Magic Arms and Armor, Editor: MANTICORE - ARMS AND EQUIPMENT GUIDE (3.0) [MANTICORE BLADE]

Price: 3,000 gp Property: Two-Handed Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Standard (attack)

This weapon comes adorned with six spikes. When you activate this weapon, you can launch either one spike (a standard action) or all six spikes (a full-round action) from its hilt as a ranged attack that provokes attacks of opportunity. Treat the spikes as thrown weapons. Each spike deals 1d6 points of piercing damage and has a range increment of 20 feet. The spikes have an enhancement bonus equal to that of the weapon, and are treated as being made of the same material and having the same alignment (if any) as the weapon. The spikes crumble to dust 1 round after they are launched from the weapon. A manticore greatsword regenerates any thrown spikes at dawn each day Construction: Craft Magic Arms and Armor, magic missile Editor: Ooo… I like it. So if it has the same EB as the main weapon, would it not have the same WSAs?

However, I assume it’s only WSAs that could be used at range. MANYFANG - SERPENT KINGDOMS (3.5) [MANYFANG DAGGER]

Price: +3 Bonus

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Property: Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Attack

Any weapon with this WSA creates, three phantom weapons that briefly whirl into existence around the main weapon, attacking the same target, then winking into nothingness again. A manyfang weapon thus deals quadruple damage on each successful hit, or +3 to the multiplier damage on a critical hit. Construction: Craft Magic Arms and Armor, major creation Editor: Proof that the writers of Serpent Kingdoms were on crack. The single most awesome WSA ever. It

should be banned. Seriously. When the party Min/Max guru comes up to you and says, “That’s broken. I’d take that if it was a +6 bonus.” It’s too much. The original designers thought that it was stuck in a dagger. However, if I apply morphing, I can make it any weapon I want for a total +4 bonus. They should have made it like this: +3 bonus, changes base damage to 4d4. That would still get sick on the critical roll, but at least it wouldn’t spiral out of control as you layer the enchantments and turn it into two handed weapon.

Editor (Original): Okay, lets say you rule that you have to buy the original dagger, so this WSA only works on daggers. Well, if you want to be that way, just pay the +1 for the WSA morphing and make it into whatever weapon you want. So, really all we are talking about is price.

Editor (Rules clarifying): So, if you are going to allow this, remember that you multiply only the base damage. YES, it says it makes three phantom weapons, but it doesn’t say those three weapons have any WSAs. So, I’d only have it multiply the weapon, the damage from EB, and Strength Bonuses, and WSAs that add to base damage. Collision would be multiplied, flaming would not. If you wouldn’t add it directly to the base damage roll, it doesn’t count. Anything that does any form of energy damage would be right out. Still, this could get awesomely powerful VERY QUICKLY, especially with some buffing from a friendly spellcaster.

MASTERY - ARMS AND EQUIPMENT GUIDE (3.0) [NUNCHAKU OF MASTERY]

Price: 14,000 gp Property: Melee Caster Level: 7th Aura: Faint (DC 16) evocation Activation: Full-round

By spending a full-round action showboating with your weapon of mastery, 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 true strike spell from a 7th-level caster. Construction: Craft Magic Arms and Armor, Editor: Way over priced and ineffective. The only reason for taking this WSA is it stacks with true strike.

True strike grants a +20 insight bonus, this is untyped. Definitely something to combine with whirlwind if you want to make sure you hit everyone. Definitely one for a reach weapon.

MEMORY - ARMS AND EQUIPMENT GUIDE (3.0) [STAFF OF MEMORY]

Price: +3 Bonus Property: Melee Caster Level: 17th Aura: Strong (DC 25) evocation Activation: Standard (action)

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. Construction: Craft Magic Arms and Armor, Rary’s mnemonic enhancer Editor: Expensive, but cheaper then some. Depends on your WBL at the time.

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METEORIC - MAGIC ITEM COMPENDIUM (3.5) [METEORIC KNIFE]

Price: 500 gp Property: Thrown Caster Level: 11th Aura: Moderate (DC 20) transmutation Activation: Swift (command)

A meteoric weapon has three charges, which are renewed each day at dawn. Spending 1 or more charges enhances the weapon’s magical properties as described below. The effects last for 1 round. 1 charge: The weapon gains the returning property. 2 charges: The weapon gains the flaming and returning properties. 3 charges: The weapon gains the flaming and returning properties. In addition, if it hits a creature, it deals

normal damage and creates an explosion of fire that deals an extra 3d6 points of fire damage to the target and all creatures adjacent to it (Reflex DC 14 half).

Construction: Craft Magic Arms and Armor, fireball, telekinesis Editor: Why is is blue? Not because of what it does, but because of what it implies. By the math, for 500

gp, I can have any +1 WSA for 3 charges a day on any weapon I want. I could justify having a second one that kicks in if I use 2 charges. That third one? That’s better then explosive, a normal WSA. By the math, that 3d6 fire explosion should be a +1 WSA. Sick, huh? I could justify a great deal of crap with this one.

MIGHTY SWEEPING - MAGIC OF FAERUN (3.0) [STAFF OF MIGHTY SWEEPING]

Price: 10,000 gp. Property: Tripping Caster Level: 5th Aura: Faint (DC 16) evocation Activation: Wielded

Grants the wielder the Improved Trip feat. Construction: Craft Magic Arms and Armor, Editor: What is the cost of a feat? 10k apparently. MIRRORED - ARMS AND EQUIPMENT GUIDE (3.0) [MIRROR BLADE]

Price: 30,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

Shined to a mirror-bright brilliance, a mirrored weapon sheds magical light in a 20-foot radius. The light glimmers along the weapon’s length 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. Construction: Craft Magic Arms and Armor, flare, hypnotic pattern, light Editor: Two things. One, what’s the duration? I assume as long as you remain with 5 feet. Two, I’m

assuming the wielder is immune. NAMARRA - MAGIC OF FAERUN (3.0) [NAMARRA]

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Price: 12,000 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: —

When the weapon strikes metal, it spits white sparks. The weapon 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. Construction: Craft Magic Arms and Armor, silence, water walk Editor: A weird WSA, but no reason it can’t work on any melee weapon. NIGHTBLADE - LORDS OF DARKNESS (3.0) - MAGIC OF FAERUN (3.0) [NIGHTBLADE] - CHAMPIONS OF VALOR [VILEBITER BLADE]

Price: 6,400 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) Necromancy Activation: Standard (Touch attack)

When used against opponents of a target alignment (Chaotic/Evil/Good/Lawful), the enhancement bonus of a nightblade increases by +1, and the target must make a Will save (DC 16) or take 1 point of temporary damage to a random ability score. Construction: Craft Magic Arms and Armor, enervation Editor: In champions of valor there is a redeemed nightblade that does the exact same thing except that it

works against evil. I see no reason that it cannot be used against any specific type of alignment. NIGHTWATCH - PLAYER’S GUIDE TO FAERUN (3.5) [NIGHTWATCHER]

Price: 68,000 gp Property: Slashing/Piercing Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

Nightwatch’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, Nightwatch hums loudly if anyone with intent to harm its owner approaches within 60 feet. Construction: Craft Magic Arms and Armor, alarm, dispel magic, light; Editor: Way too expensive for what it does. NIMBLESTEP - LOST EMPIRES OF FAERUN (3.5) [NIMBLESTEP]

Price: +2 bonus Property: Melee Manifest Level: 5th Aura: Moderate (DC 16) psychometabolism Activation: —

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.

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Construction: Craft Psionic Arms and Armor, Psionic Meditation, Up the Walls; Price Editor: This is effectively 3 psionic feats. One of which, psionic meditation, is the basis of any psionic

build. LIFE STEALER - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [NINE LIVES STEALER]

Price: 1,638 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) necromancy [evil] Activation: Critical

A critical hit must be dealt for the weapon’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded. The price is the cost of one charge. Normally a weapon comes with nine charges, but there is no reason you cannot make it with more or less. Construction: Craft Magic Arms and Armor, finger of death Editor: Waste of money OATHKEEPER - GHOSTWALK (3.0) [OATHKEEPER]

Price: 21,000 gp Property: Any Weapon Caster Level: 5th Aura: Faint (DC 16) divination Activation: —

It allows its wielder to use a discern lies effect once per day. Construction: Craft Magic Arms and Armor, discern lies Editor: Way over priced. OFF-HANDED - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF PAIRS]

Price: +3 bonus Property: Melee Caster Level: 7th Aura: Moderate (DC 19) evocation Activation: —

This WSA does not function in a primary weapon. It can only be used in a secondary weapon or in the off-hand end of a double weapon. Whenever an Off-Handed weapon 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. This extra attack stacks with haste or the WSA Speed. You need to be able to use your secondary weapon to gain the additional attack, this usually means you must make a full attack. Example: A fighter with a base attack of +6/+1 and the Ambidexterity, Two-Weapon Fighting, and

Improved Two-Weapon Fighting feats is wielding an Off-handed axe in his off hand and a normal axe in his primary. He would get a total of 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.

Construction: Craft Magic Arms and Armor, haste

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Editor: It may sound cool to get an extra attack, but you have to be a TWF to take advantage of it, and the extra attack is at an additional -5 to hit. In some respects, I consider this better then speed, since you can stack this with haste.

OPPORTUNITY - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF OPPORTUNITY]

Price: +1 bonus Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: Wielded

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. Construction: Craft Magic Arms and Armor, cat’s grace Editor: Expensive for what it’s does, but technically it doesn’t require you to attack with the weapon. So

you could buy armor spikes of opportunity, shield spikes of opportunity… you get the idea. PACKMASTER - ARMS AND EQUIPMENT GUIDE (3.0) [PACKMASTER FLAIL]

Price: 16,400 gp Property: Melee Caster Level: 10th Aura: Moderate (DC 21) conjuration Activation: Standard

While holding the packmaster, 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. The gnolls remain for 10 rounds before disappearing. Construction: Craft Magic Arms and Armor, summon monster I Editor: Clearly a WSA for whipping gnolls into shape. PAIN - SHINING SOUTH (3.5) - MAGIC ITEM COMPENDIUM (3.5) [SCOURGE OF PAIN]

Price: 24,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: Wielded

It deals an extra 1d8 points of nonlethal damage and causes agonizing pain in the creature struck. The target takes a –4 penalty on attack rolls, saving throws, and checks for 1d4 rounds (Fort DC 17 negates). Multiple strikes on the same creature don’t stack. Construction: Craft Magic Arms and Armor, symbol of pain Editor: Well, lets see, if you bought a +4 weapon it would be 32,000 gp. So if you stuck this on a +2

weapon, maybe a +1 Merciful weapon, the total cost would be 32,000 gp. So, in that regards, it’s okay. That said, it’s a very expensive way to take someone alive.

PATIENT - GHOSTWALK (3.0) [PATIENT LESSON]

Price: 3,600 gp

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Property: Any Weapon Caster Level: 5th Aura: Faint (DC 16) conjuration Activation: Standard

You can cure light wounds once per day, healing 1d8+5 points of damage with each use. Construction: Craft Magic Arms and Armor, Editor: You could buy almost 5 wands of lesser vigor for the same price. PEARL - STORMWRACK (3.5) [PEARL TRIDENT]

Price: 3,000 gp Property: Thrown Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: —

The wielder of the weapon gains the Aquatic Shot feat for any ranged attacks he makes with the weapon, allowing him to throw the weapon 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. Construction: Craft Magic Arms and Armor, telekinesis Editor: Meh. PENDANT - SILVER MARCHES (3.0) [COMMON SWORD PENDANT]

Price: 1,000 gp Property: Any Weapon Caster Level: 5th Aura: Faint (DC 15) transmutation Activation: Standard (command)

This battered and plain-looking steel pendant is shaped like a sword or possibly a simple holy symbol. On command, it transforms into a weapon or back into pendant form. These pendants are favored by people who have to travel into dangerous areas but do not want to risk carrying obvious weapons. Some of these items are designed to look like a brooch instead of an amulet. Construction: Craft Magic Arms and Armor, shrink item Editor: It doesn’t take up a body slot and you can turn it into a weapon as you need it. What makes this

useful is that you can have it be other things. I see no reason it can’t be a holy symbol, or a coffee pot, or a mug. My suggestion if you have it be something other then a pendant/brooch, then pay for whatever mundane object it can turn into.

Editor (Multi-weapon): Is there any reason you can’t use this as the basis to turn one weapon into any other weapon? Nope. Just remember that the pendant can only be bought once, so you can’t have it turn into ten different weapons. Frankly, I find this works better then all those stupid sword-bows. Just pay for each weapon separately and have them switch back and forth as a standard action. Whee.

Editor (Co-Editor): Why limit yourself to pendants? How about a doll? Then you can give it to a little girl who can ask the doll, “What do you think, Barbie? Should we kill the man?” Which is the command for turning it into a Deathblade or some such. The child eyes her victim and smiles, “Barbie says, ‘yes’.”

PHOENIX - BOOK OF EXALTED DEEDS (3.5) [DART OF THE PHOENIX]

Price: 91,300 gp Property: Thrown Caster Level: 13th

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Aura: Strong (DC 24) necromancy Activation: Touch Attack

Throwing the weapon requires a sacrifice of 1d4 points of temporary Strength damage. However, any creature struck by the weapon, regardless of whether it takes damage, must succeed on a DC 20 Fortitude save or be instantly slain and reduced to a small pile of ashes. If the save succeeds, the creature takes 13d6 points of fire damage instead. If a creature makes its saving throw but is slain by the damage, it is reduced to a pile of ashes as well. Any creature reduced to ashes by the weapon reforms after 2d6 rounds, appearing in the exact spot where it died and in whatever state it was before being incinerated. Although damage from the actual weapon remains, all fire damage is instantly restored. Creatures immune to fire take no fire damage and are not incinerated. Fire resistance applies to damage dealt if a creature makes its Fortitude save. Construction: Craft Magic Arms and Armor, phoenix fire Editor: Wow. So, you are better off blowing your save then resisting. This is by far the strangest WSA I’ve

ever seen. In my experience, it’s the weird exceptions that allow for the most powerful combinations. I’m not sure how this would work, but there is some bizarre killer combo in here somewhere.

PINNING - ARMS AND EQUIPMENT GUIDE (3.0) [DART OF PINNING]

Price: +1 bonus Property: Thrown Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: Touch Attack

Targets struck by a weapon 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 rounds. Construction: Craft Magic Arms and Armor, hold monster. Editor (carrion crawler brain juice): Contact poison - Paralysis/0 Editor (Paralyzed): A paralyzed character is frozen in place and unable to move or act. A paralyzed

character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Editor: It’d be far cheaper just to buy the poison and apply it yourself. The reusability is nice. PIXIE MEMORY LOSS - SAVAGE SPECIES (3.0) [PIXIE ARROWS, MEMORY LOSS]

Price: 30,000 gp Property: Ammunition Caster Level: 11th Aura: Moderate (DC 20) enchantment Activation: Touch Attack

Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. An opponent struck by the arrow must succeed on a Fortitude save (DC 15) or lose all memory. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration by means of limited wish, wish, or miracle. Prerequisites: Craft Magic Arms and Armor, modify memory Editor: There is no reason not to apply this to any for of ammo, except that the saving throw sucks and it

does no damage. That said, any damage from the base ammo fails to injure. Any additional damage from WSAs that do not directly add to the ammunition’s base damage would still damage the target. Flaming would cause 1d6 fire damage, collision would fail to cause any damage. However, what makes this nasty is the total memory loss. You screw up a save, you’re screwed.

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PIXIE SLEEP - SAVAGE SPECIES (3.0) [PIXIE ARROWS, SLEEP]

Price: 5,000 gp Property: Ammunition Caster Level: 1st Aura: Faint (DC 15) enchantment Activation: Touch Attack

Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. Any opponent struck by the arrow, regardless of Hit Dice, must succeed on a Fortitude save (DC 15) or be affected as though by a sleep spell. Prerequisites: Craft Magic Arms and Armor, sleep Editor: No reason you can’t put this on any for of ammo. Like the memory loss above, it does no base

damage. The main reason you might want to use this is because it can affect any target regardless of hit dice, which is the main draw back of a normal sleep spell.

PLANAR - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SWORD OF THE PLANES]

Price: 20,000 gp Property: Any Caster Level: 15th Aura: Strong (DC 25) Conjuration Activation: Wielded

This WSA has a normal enhancement bonus on the Material Plane, but on any Elemental Plane its enhancement bonus increases by +1. (The additional +1 enhancement bonus also applies on the Material Plane when the weapon is used against elementals). It operates with an additional +2 on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it gains an additional +3 enhancement bonus. Construction: Craft Magic Arms and Armor, plane shift Editor: Meh. POMARJ - ARMS AND EQUIPMENT GUIDE (3.0) [SCOURGE OF THE POMARJ]

Price: 4,000 gp Property: Any Weapon Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Wielded

The wielder can understand (but not speak) Orc and Goblin. Construction: Craft Magic Arms and Armor, Editor: An excellent precedent for making a weapon that lets you understand your enemies. I would link

the languages to what creature you had the weapon opposing under the WSA bane. PRECISION - ARMS AND EQUIPMENT GUIDE (3.0) [JAVELIN OF PRECISION]

Price: +2 Bonus Property: Thrown Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Standard (attack)

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When thrown, the weapon 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 a precision weapon. In addition to ignoring cover, the wielder never takes a penalty on her attack roll when throwing a precision weapon into melee. The weapon does not reduce the effects of concealment. Construction: Craft Magic Arms and Armor, Editor: You might say blood seeking is better, because it can hit total concealment. Blood seeking only

works against living targets, which this works against any targets and can fire into melee without issue. That said, they both kinda suck and show the downsides of ranged attacks. They are just too expensive.

PROWESS - GHOSTWALK (3.0) [MACE OF UNDEAD PROWESS]

Price: 5,500 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 19) necromancy Activation: Wielded

This allows a cleric (or other class that can turn/rebuke undead) wielding or carrying it to turn/rebuke or command undead as a cleric two levels higher than his actual class level. Construction: Craft Magic Arms and Armor, creator must be a 6th-level cleric Editor: This isn’t very cost effective, considering Dark-Child gives you a +3 bonus and +2 levels for 3.000

gp. But they technically stack. Also look at brightwalker, which only partially stacks with dark-child. PUNCTURING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [RAPIER OF PUNCTURING]

Price: +2 Bonus Property: Piercing Caster Level: 13th Aura: Strong (DC 22) necromancy Activation: Touch attack Prerequisite: Wounding

The weapon continues to function as a wounding weapon. Three times per day, this WSA allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon. Construction: Craft Magic Arms and Armor, harm Editor: Nasty against living targets and targets with blood. Otherwise, not so much. Tad bit too expensive

for my tastes. PURE AIM - ARMS AND EQUIPMENT GUIDE (3.0) [KAMA OF PURE AIM]

Price: +2 Bonus Property: Melee Caster Level: 15th Aura: Strong (DC 24) Divination Activation: Wisdom Check (DC 20)

Each round, the wielder of a weapon 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 a weapon 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. Construction: Craft Magic Arms and Armor, true seeing

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Editor: Expensive and a waste of time for the most part. I’d drop it a +1 bonus and make it monk only, myself.

QUEEN - UNDERDARK (3.5) [QUEEN’S SCOURGE]

Price: 29,200 gp Property: Whips/Chains Caster Level: 12th Aura: Strong (DC 21) evocation Activation: Free (Mental)

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. Construction: Craft Magic Arms and Armor, inflict critical wounds Editor: Meh. Stacking damage is okay. QUENCHER - PLANAR HANDBOOK (3.5) [QUENCHER]

Price: 8,000 gp Property: Melee Caster Level: 7th Aura: Faint (DC 17) evocation Activation: Standard

Once per day, the wielder can cast quench as a standard action with a range of touch. Construction: Craft Magic Arms and Armor, quench Editor: Meh. RADIANCE - ARMS AND EQUIPMENT GUIDE (3.0) [BOW OF RADIANCE]

Price: 32,000 gp Property: Projectile Caster Level: 9th Aura: Faint (DC ) evocation Activation: — and Free (command)

On command, this weapon radiates light out to 60 feet as the daylight spell. Furthermore, every projectile shot from the weapon 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 a projectile shot from the weapon lasts only 10 minutes. Construction: Craft Magic Arms and Armor, Editor (Light): This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius,

and dim light for an additional 20 feet. Editor: Wow. Words fail how useless this power is. It can’t even dispel darkness, since light is a 0-level

spell. RAKING - ARMS AND EQUIPMENT GUIDE (3.0) [RAKING BLADE]

Price: +3 bonus Property: Melee Caster Level: 12th Aura: Strong (DC 21) transmutation Activation: —

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Anytime the wielder hits the same target with the first attack made with her primary hand and the first offhand attack during the same round, the wielder may make an extra attack with the raking weapon. This extra attack is at –5 on the wielder’s best attack bonus. Construction: Craft Magic Arms and Armor, haste Editor: While you can technically put it in any melee weapon, unless you have a secondary weapon to use

with it, it’s useless. Also note, the WSA can be in either the primary or secondary weapon, it doesn’t matter which one, as long as you make two attacks with a primary and secondary and they both hit on the first swing. The weapon that does the Raking attack must be the weapon that has the Raking WSA

Editor (Stacking): The way this WSA reads, it stacks with itself. However, it only works with the FIRST attack of the round. So one raking weapon must be the primary, and one the secondary. If both hit on the first attack, then both get a second attack at -5. However, second, third, and subsequent blows do not count. Furthermore, you might have ten different weapons with raking all at the ready, but only “THE raking weapon” can be used. Which means, the primary and off-hand weapons that hit on the first blow must be the ones to do the follow up rake attack at -5. There is no point to having more then two raking weapons for any given round of combat. Raking does not work with Multi-attack, only two weapon fighting.

Editor (Monks: Necklace of Natural Weapons): If a monk buys raking for his necklace of natural weapons, he needs to buy it twice if he wants two attacks. The necklace of natural weapons does not effect every attack he uses, but one to six attacks, depending on how he bought it. One fist, One foot, One attack at a time. He can switch the bonus to around to any given hand/foot/elbow/knee/whatever as he chooses, so he normally only needs to buy a WSA once to have it effectively “work” on all his entire body. Switching which body part is being enhanced is a free action, because of the nature of a monk’s unarmed combat training. However, to have raking go off twice, you would need to buy it twice. In effect, when two raking attacks go off in the same round, they go off at the same time. Therefore, you cannot switch back and forth. This is different from Multi-attack, which the NoNW was originally developed for. In Multi-attack. All attacks happen at the same time, thus why you might need to buy the WSAs up to six times, depending on how many natural attacks you had.

Editor (Monks: Bracers of Striking): The way the bracers read, they effect all the monk’s natural attacks, so you only need to buy raking once, to be able to gain two raking attacks. This is fair, considering you are already paying double price for any WSAs put into a pair of bracers of striking.

Editor (Monks: Two Weapon Fighting): Just because flurry of blows allows a monk to hit with either hand interchangeably, this does not count as hitting with a primary and secondary weapon. A monk must either take the two weapon fighting feat, or fight at the -10/-6 penalty to hit for fighting untrained with two weapons.

RANKBREAKER - ARMS AND EQUIPMENT GUIDE (3.0) [RANKBREAKER GLAIVE]

Price: +1 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: — Prerequisite: Mighty Cleave

You retain the use of mighty cleave when you take this WSA. Whenever the wielder takes a charge action using a rankbreaker, he deals an additional 1d6 points of damage on each successful hit. Construction: Craft Magic Arms and Armor, Editor: If you like charging people, this might be for you. RAPID - GHOSTWALK (3.0) [RAPID WRATH]

Price: 3,400 gp Property: Any Weapon Caster Level: 8th

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Aura: Moderate (DC 19) transmutation Activation: Held

This WSA doubles the speed of a creature that carries it. Construction: Craft Magic Arms and Armor, expeditious retreat Editor: A must for a monk or a barbarian, but just about anyone can benefit from it. It doubles your speed.

Now, a Rules lawyer could claim that speed is a factor of how many attacks you make, but considering the base spell is expeditious retreat. It’s quite clear that the intent is to double movement. It doubles all movement. Swimming, Flying, Running, you name it, you go twice as fast. Cheap at twice the price.

Editor (Sick math): Okay, a monk maxes out at +60 feet, so get him a pair of boots with a permanent expeditious retreat and you got a base speed of 120 movement. This makes your base speed x2. The run feat is x5 movement. Add soldier and sandals of the vagabond and you can ignore all exhaustion and fatigue penalties. So every 6 seconds you move 1200 feet. 12,000 feet per minute. 720,000 feet an hour, or 138 mph. And I didn’t even dig up some of the really disgusting means of adding extra movement. ZOOM!

RAT - PLAYER’S GUIDE TO FAERUN (3.5) [CALATHANGAS]

Price: 13,480 gp Property: Melee Caster Level: 6th Aura: Moderate (DC 17) conjuration Activation: —

Any humanoid who wields it must make a DC 15 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 on a DC 15 Fortitude save or contract lycanthropy of the same sort. A rat weapon glows only when there are rats within 50 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. Construction: Craft Magic Arms and Armor, summon nature’s ally III, bestow curse Editor: Unless you are a wererat, this sucks. That said, it’s wonderful for a DM. Weapons that come with

horrible side effects make for excellent treasure, when you are trying to keep the WBL down. READY - ARMS AND EQUIPMENT GUIDE (3.0) [RANSEUR OF READINESS]

Price: +1 Bonus Property: Melee Weapon you can set Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: — Prerequisite: Eager

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 weapon 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. Construction: Craft Magic Arms and Armor, haste Editor: If you hate being charged, you could do worse. REAVER - STORMWRACK (3.5) [REAVER’S CUTLASS]

Price: 8,000 gp Property: Piercing/Slashing melee

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Caster Level: 12th Aura: Strong (DC 23) evocation Activation: — Prerequisite: Wounding

The weapon retains it’s wounding properties. When you hit a target, if the wounding WSA takes effect, you can choose to release the weapon. The reaver attaches to your opponent and twists into the wound as though alive and continues to deal Constitution damage each round it remains attached. It does no additional base damage, just the con damage. 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. If the target becomes immune to con damage or blood loss for any reason, the weapon falls to the ground. Note, this does not mean cured/healed/subject to heal skill roll. The target must become immune by some means, then the weapon will fall to the ground. If the opponent succeeds on his grapple with the weapon, he has the option of dropping the weapon, or wielding it. Construction: Craft Magic Arms and Armor, animate objects Editor: I like this in a dagger. Something that doesn’t do a great deal of damage, but that I can get bonuses

to use as a sneak attack or something to make it easier to hit. Editor (WSAs): Masterslaying is an obvious choice. The enemy needs to pull it out of himself. The desire

to wield it against you will be strong, Have it attack again once he’s pulled it out. Unless the target immediately drops it, you can have it attack him on your turn. If you really want to stick it in and break it off, follow up with fleshgrinding. You stab the guy, leave it in him. He pulls it out. He stabs himself again and it starts to burrow into his chest. Talk about having a bad day!

REAPER - ARMS AND EQUIPMENT GUIDE (3.0) [Foe Reaper]

Price: +1 Bonus Property: Melee Caster Level: 15th Aura: Strong (DC 24) evocation Activation: —

During extra attacks granted by the Cleave feat or the WSA 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. Construction: Craft Magic Arms and Armor, divine power, keen edge Editor: Wait a sec… it doesn’t stack with keen, so…why don’t I just buy keen for the same price? RELOADING - MINIATURES HANDBOOK (3.5) [CROSSBOW OF RELOADING]

Price: 4,000 gp Property: Crossbow Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

Reloading this weapon is a free action instead of a move action. If the crossbow takes less than, or more then a move action to reload, this WSA becomes dormant. It only changes move action to free action for the purpose of reloading. Construction: Craft Magic Arms and Armor, haste Editor: Different then quick loading or self-loading, I’m not entirely sure if it was replaced by either of

those or if it should be considered it’s own WSA. That said, I think I would err on the side of including it and allow a DM to disallow it, then to make the choice for them.

RETRIBUTION - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF RETRIBUTION]

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Price: +3 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Wielded

Whenever the wielder is wounded in melee combat, 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. Construction: Craft Magic Arms and Armor, righteous might Editor: A great big steaming pile of fail. A +3 bonus to get something that gives you a +2 morale bonus?

Who did the math on this one? RETRIEVING - ARMS AND EQUIPMENT GUIDE (3.0) [CROSSBOW OF RETRIEVING]

Price: 5,000 gp Property: Projectile Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Touch Attack Range: 40 ft Target: One non-magical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No

Any inanimate object struck by ammo from a projectile weapon of retrieving is affected by a mage hand spell. Construction: Craft Magic Arms and Armor, mage hand or telekinesis Editor (Mage Hand): You point your finger at an object and can lift it and move it at will from a distance.

As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Editor: Okay, you buy a hand held doohicky that does nothing but mage hand all day long. Cost? .5 x .5 x 2000 = 500 gp. WAY over priced.

REVENGE - ARMS AND EQUIPMENT GUIDE (3.0) [GRUUMSH’S REVENGE] [HAND OF HEIRONEOUS] [LARETHIAN PROTECTOR]

Price: +2 Bonus Property: Any Weapon Caster Level: 13th Aura: Strong (DC 22) evocation Activation: Standard (mental)

First you have to pick a creature type from the list under the WSA bane. Then you have to decide if it works off of Rebuke or Turn undead. If it is turn undead, then it is good aligned. If rebuke undead, then evil aligned. The wielder can choose to expend a rebuke/turn use and the weapon will do an additional 1d6 points of divine damage per point of the wielder’s charisma bonus (Minimum 1d6) against the specific target. If the target is invalid, then the “charge” is not expended and lingers until it is used/ Construction: Craft Magic Arms and Armor, (un)holy smite Editor: The original three weapons dealt damage to elves, evil humanoids, or undead, but math-wise, it’s

easy to repurpose them. Larethian protector was a bow, so we can determine that this works in any weapon, but it is unlikely to be a property of ammunition. As a side note, the wording of the originals

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seems to indicate that you could spend a rebuke/turn and the attack that hits the specific target type does extra damage, but there was no time limit on how long until that bow/arrow landed. Technically, if you hit the wrong type of target, the charge would wait until you did. You could charge it at the end of the night, go to sleep, get fresh rebuke/turn undead uses, and the weapon would still have a charge. I don’t know if this was the RAI, but it’s the RAW. Frankly, for a +2 bonus that takes a standard action to activate, I expect it to have some staying power.

RICOCHET - ARMS AND EQUIPMENT GUIDE (3.0) [RICOCHET SLING]

Price: +2 bonus Property: Projectile/Ammo/Thrown Caster Level: 11th Aura: Moderate (DC 20) evocation Activation: —

This WSA 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 effect before from this weapon. Construction: Craft Magic Arms and Armor, telekinesis Editor: Technically, the original read that if anyone experienced the ricochet effect before, it doesn’t work.

So, you can render your party immune just by using your ricochet sling to whip crackers at your friends. That makes no sense. So I added that it is by the individual weapon. Not every sling is the same. I believe the RAI is that you wise up after it works, not that you are immune to this WSA for the rest of your life. Basically, it’s so you can get in that one last sneak attack after the enemy figures out that you can sneak attack and stops giving you flanking.

RIGHTEOUS - COMPLETE CHAMPION (3.0) [BLADE OF RIGHTEOUS WAR]

Price: 10,000 gp Property: Melee Caster Level: 13th Aura: Moderate (DC 18) evocation Activation: — or free

Any time you roll a critical threat with a righteous weapon, you can sacrifice a turn/rebuke undead attempt as a free action to gain a +4 bonus on the roll made to confirm the critical threat. You must make this decision before making the confirmation roll. Construction: Craft Magic Arms and Armor, Editor: Wow. This sucks. Nuff said. RINGBEARER - ARMS AND EQUIPMENT GUIDE (3.0) [RINGSWORD]

Price: 4,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: —

Any weapon that has this WSA has a slot, or narrow part of the hilt that fits a magic ring perfectly. While holding a ringbearer, 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 weapon at a time. Removing or attaching a ring to the ringbearer weapon is a move equivalent action that does not provoke an attack of opportunity. You cannot buy this WSA more then once per weapon. The weapon must be at the ready and usable in combat. It cannot be hanging on your belt or in your backpack. You do not have to

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attack with it, but you must have the option to attack with it. If you are paralyzed, but still have the weapon at the ready, the ring still effects you. If you are affected by any condition that would cause you to drop the weapon, it stops working. Any condition or effect that would prevent you from being disarmed also has the added benefit of keeping the ring active on you. For example, a locked gauntlet would keep a ringbearer sword’s ring active, even if you were reduced to -5 hps. Construction: Craft Magic Arms and Armor, Editor: Needless to say, people quickly start building up secondary weapons to keep rings on. Armor

spikes, shield spikes, toe blades, spiked helmet, those sorts of things. As long as you could use it, it qualifies as active. That said, it’s WSAs like this that wind up making adventurers look awfully weird. Alas, your choice is often, color coordinate or min/max.

RUBY RAY - MAGIC ITEM COMPENDIUM (3.5) [TALON SCEPTER]

Price: 2,000 gp Property: Any Weapon Caster Level: 10th Aura: Moderate (DC 20) evocation Activation: Swift (mental)

You can, as a swift action create a ruby colored ray that extends up to 30 feet. This requires a ranged touch attack and deals 1d6 points of fire damage. Construction: Craft Magic Arms and Armor, flame blade Editor: So, as a swift action I can do 1d6 damage to any target within 30 feet as a touch attack, all day

long. This is, by far, one of the cost effective WSAs you can buy at low levels. At low levels you almost never use up your swift action. Now if you find yourself with nothing to do with your swift action, you can lance someone for 1d6 fire damage. Every fighter should have this. It gets long in the teeth about seventh level, but at that point, what’s 2,000 gp to you WBL?

SACRIFICE - ARMS AND EQUIPMENT GUIDE (3.0) [HAMMER OF SACRIFICE]

Price: +2 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) Necromancy Activation: —

At the beginning of each round, the wielder of a weapon 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 weapon until the beginning of the following round. Hit points sacrificed to the weapon are treated as normal damage to the wielder. Construction: Craft Magic Arms and Armor, vampiric touch Editor: Okay, in comparison to collision, this sucks. This should be only a +1 bonus. Then again, it adds

damage to the base so it multiplies on a crit. Meh. SACRIFICIAL - BOOK OF VILE DARKNESS (3.0) [SACRIFICIAL KNIFE]

Price: 1,000 gp Property: Melee Caster Level: 5th Aura: Faint (DC 16) evocation Activation: —

This WSA adds a +3 competence bonus on Knowledge (religion) checks required when a sacrifice is made with the weapon. Construction: Craft Magic Arms and Armor, bless

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Editor: Take 20 and be done with it. Next. SANCTUARY - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF SANCTUARY]

Price: 10,800 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: Standard

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. Construction: Craft Magic Arms and Armor, obscuring mist, sanctuary Editor: Sanctuary as a spell sucks. The mist part… meh. SAPLING - ARMS AND EQUIPMENT GUIDE (3.0) [SAPLING CLUB]

Price: 30,240 gp Property: Club (wooden) Caster Level: 12th Aura: Moderate (DC 22) transmutation Activation: Full-round

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. Construction: Craft Magic Arms and Armor, changestaff Editor: I prefer monsters that I summon that won’t take my weapon with it when I sacrifice them to save

my own hide. SCHEMER - SAVAGE SPECIES (3.0) [SWORD OF THE SCHEMER]

Price: +2 Bonus Property: Melee Caster Level: 6th Aura: Faint (DC 17) transmutation Activation: Wielded

This WSA grants its wielder a +4 enhancement bonus to Intelligence, and +2 enhancement bonuses to Wisdom and Charisma. The bonuses only apply when the owner wields the weapon. Sheathing the weapon or hanging it by a strap of some sort does not provide the bonuses. Construction: Craft Magic Arms and Armor, Editor: Actually a bargain in a +1 weapon, but in any other weapon, the price is far too high. SCORPION - MAGIC ITEM COMPEDIUM (3.5) [SCORPION KAMA]

Price: 4,000 gp Property: Melee

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Caster Level: 10th Aura: Moderate (DC 20) transmutation Activation: Wielded

This WSA allows the user to deal damage equal to your unarmed strike damage (if that is greater than the normal damage for the weapon this WSA is on.) Construction: Craft Magic Arms and Armor, Stunning Fist, magic weapon. Editor: The problem is, it only does the damage of your unarmed attack. It doesn’t allow flurry of blows.

You’ll have to figure out how to do that some other way. Oh, and it won’t stack with necklace of natural weapons or bracers of striking.

SEA REAVER - MAGIC ITEM COMPENDIUM (3.5) [AXE OF THE SEA REAVERS]

Price: 8,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) necromancy Activation: — and standard (command)

A Sea Reaver weapon allows you to float atop the water, no matter your weight. This effect functions continuously and requires no activation. You also have access two additional abilities. You can utter a war cry which causes you and all allies within 15 feet of you gain a +2 morale bonus on attack rolls, weapon damage, saves, skill checks, and ability checks for 1 round. In addition, you can speak a command word engraved upon the blade. All enemies within 15 feet of you become panicked for 1 round (Will DC 16 negates). Each of these abilities is usable once per day. Construction: Craft Magic Arms and Armor, fear, float, heroism Editor: The two secondary powers kind of suck, but it’s all part of the package. You really buy it so you

don’t have to worry about sinking in your full plate armor. SELF-LAUNCHING - HEROES OF BATTLE (3.5) [SELF-LAUNCHING STONE]

Price: 23,000 gp Property: Ammo Caster Level: 9th Aura: Moderate (DC 19) evocation Activation: Standard (command)

Self-launching ammunition provides all the benefit of a projectile launcher, without the trouble of firing it. On command, self-launching ammunition flies into the air and strikes as if fired from an ordinary weapon of the type that fires the ammunition. Self-launching ammunition only functions once, just like other magic siege weapon ammunition. It is fired from a weapon with no special perks, as if the user had straight 10’s for ability scores. The user does not need to be proficient in the type of weapon that shoots the ammunition. The ammunition does use the users’ BAB. No matter how many attacks the user gets a round, he cannot launch more then one self-launching ammo in a round. The ammunition can be enchanted with other WSAs, but it cannot gain any benefit from any WSAs usable for a launcher, nor can you buy WSAs for “the launcher” and put it into the ammunition. The creator decides at the time it is created what “ranged weapon” he will use for the “launcher”. He must use a normal, non-magical, non-masterwork weapon as the template. Construction: Craft Magic Arms and Armor, telekinesis Editor: So overpriced it’s not funny, but then again, there is no other way to carry around an arrow and

launch it. Slather that puppy with poison and let her fly. SERENITY - RACES OF FAERUN (3.0) - MAGIC ITEM COMPENDIUM (3.5) [TRIDENT OF SERENITY]

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Price: 3,000 gp Property: Melee Caster Level: 5th Aura: Faint (DC 17) enchantment Area: Creatures in a 20-ft. radius spread Duration: 5 Rounds, no concentration Saving Throw: Will negates (DC 16) Spell Resistance: Yes (5+1d20) Activation: 1 Standard action

It creates a calm emotions effect centered on you (Will DC 16 negates). The effect lasts for 5 rounds and does not require concentration. Any creature that successfully saves against this effect is immune to further uses of that ability for 24 hours. This ability functions three times per day. Construction: Craft Magic Arms and Armor, calm emotions Editor (Calm Emotions): This spell calms agitated creatures. You have no control over the affected

creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Editor: So, let me get this straight, I need to draw my weapon to calm emotions? Did anyone explain combat to you? On the upside, no concentration limitation, unlike the original spell. Basically, this is your “Screw You, Raging Barbarian” WSA. DMs, got a barbarian who loves to rage? Find out how good his will save is and watch him suffer from post-rage depression.

SERPENT TOOTH - ORIENTAL ADVENTURES (3.0) [SERPENT’S TOOTH]

Price: 10,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 17) evocation Activation: Full-Action

As a full action, the wielder of a serpent 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. Construction: Craft Magic Arms and Armor, haste Editor: If you are a monk, you must get this WSA in a ward cestus. Other fighters who like to do full

action combat attacks, this might be worth it as well, but you have to have flurry of blows to do so. If you already have flurry of blows, as far as I can read, it stacks, so you get an extra attack. Do you get an additional -2 to your attacks? Because a monk loses his negatives to flurry of blows as he advances in level, I assume you get the -2 when you take the extra attack. That makes a total -4 to -2, depending on the level of the user when he uses it.

Editor (Minority Opinion): It is possible to interpret that this WSA grants the wielder flurry of blows, in which cast, if you have flurry of blows, this only lets you use flurry of blows through the weapon. Since the weapon states that the wielder of a serpent tooth can attack with “A” flurry of blows, that would imply you must have flurry of blows to begin with. That “A” is the problem. With it, it gives an extra attack. Without it, it grants flurry of blows. So, by RAW, you need to have FoB to use this, but it’s possible to interpret it to read that the WSA grants the user FoB. Again, up to the DM to decide, but I suggest the majority interpretation.

SHADOW DOOR

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- ARMS AND EQUIPMENT GUIDE (3.0) [FLAIL OF SHADOWS]

Price: 15,840 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: Standard (command) Range: Long (840 ft.) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object)

This WSA 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. Construction: Craft Magic Arms and Armor, Dimension Door Editor (Dimension Door): You instantly transfer yourself from your current location to any other spot

within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction, such as “900 feet straight downward”, or “upward to the northwest, 45-degree angle, 1,200 feet”. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Editor: Meh. SHARDS - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF SHARDS]

Price: 1,000 gp Property: Any Weapon Caster Level: 9th Aura: Moderate (DC 20) transmutation Activation: —

Three crystal spikes protrude from the weapon and do not interfere with the normal function of the weapon. 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 and they cannot be reattached. Once a spike is removed a new one begins to grow slowly in its place. It takes a spike three days to grow, and spikes cannot be removed before they are completely formed. Construction: Craft Magic Arms and Armor, fabricate. Editor: Meh. I’m not a big fan of throwing daggers to begin with. Now, if I could enhance the shards…

Still, it looks cool and is fairly cheap. SHARKDOOM - STORMWRACK (3.5) [SHARKDOOM SPEAR]

Price: 12,000 gp Property: Melee Caster Level: 12th

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Aura: Strong (DC 23) evocation Activation: —

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. Construction: Craft Magic Arms and Armor, sink Editor: Meh. SHATTERSPIKE - SWORD AND FIST (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SHATTERSPIKE]

Price: 2,000 gp Property: Melee Caster Level: 13th Aura: Strong (DC 23) evocation Activation: —

When you make a roll using improved Sunder feat, you add +3 to the weapon’s enhancement bonus for to hit and damage. Construction: Craft Magic Arms and Armor, Power Attack, Improved Sunder, shatter Editor: If you like destroying treasure, it’s a good buy. SHIELDMANGLER - ARMS AND EQUIPMENT GUIDE (3.0) [LANCE OF MANGLING]

Price: +1 Bonus Property: Melee Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: —

This WSA 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. Construction: Craft Magic Arms and Armor, shatter Editor: What exactly does “ruined” mean? Well, we have to go back to the base spell that is required to

make this WSA, and that is Shatter. Alas, shatter doesn’t work on magic items, but this WSA seems to be an exception. So, we can only assume that since it “can destroy”, that the enemy shield is completely fubar. Now, depending on your campaign and how often your enemies use shields, this could be awesome, or it could be worthless. Now, if you happen to notice that the paladins/clerics/blackguards keep having their holy symbols on their shields, this could be useful. Otherwise, it’s yet another Destroy the Loot WSA

SHIFTER SORROW - DUNGEON MASTER’S GUIDE (3.5) [SHIFTER’S SORROW]

Price: 8,000 gp Property: Melee Caster Level: 15th Aura: Strong (DC ) transmutation Activation: Wielded

The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.

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Construction: Craft Magic Arms and Armor, weapon must be made of alchemical silver, baleful polymorph

Editor: Actually, if you hate shapechangers, this is very economical. SHIFTY - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF STORMS]

Price: +1 Bonus Property: Double Caster Level: 17th Aura: Strong (DC 23) evocation Activation: —

Shifty can only be placed in a double weapon. Weapons with more then two “ends” is also acceptable. The weapon must be masterwork for all “ends”, however, you buy the enhancement bonus and WSAs as if it was one weapon. At the beginning of each round, the wielder of a shifty weapon may allocate the weapon’s enhancement bonus between its “ends” (minimum +0). The allocation lasts until the beginning of the wielder’s next round. Example: A wielder has a Orc Double Axe. He buys it with Thundering on one end and shock on the other.

He then buys a +4 enhancement bonus. The weapon costs 600 gp for the masterwork at both ends, and 60 gp for the weapon itself. However, you do not calculate the WSA separately. The total weapon bonus is thus EB +4, Shock WSA +1, Thundering WSA +1, Shifty WSA +1 for a total cost of 98,660 gp.

Example: A wielder of the above weapon 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. Or put all +4 in one and leave the other +0. However, you cannot shift the WSAs from one end to the other, only the EB.

Construction: Craft Magic Arms and Armor. Editor: This WSA sucks. Maybe there is some killer combo out there, but I can’t see it. SHINING - LOST EMPIRES OF FAERUN (3.5) [DELIMBIYRA’S SHING BOW]

Price: 4,000 gp Property: Projectile Caster Level: 4th Aura: Faint (DC 15) evocation Activation: —

Ammo 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. Construction: Craft Magic Arms and Armor, faerie fire Editor: Ehhh… meh. SHRIEKING - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SCREAMING BOLT]

Price: 5,000 gp Property: Ammo Caster Level: 5th Aura: Faint (DC 16) enchantment Activation: Standard (Ranged Attack)

One of these WSA units of ammo screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect. Construction: Craft Magic Arms and Armor, doom Editor: A cheap WSA to add on any ammo.

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SINGING - MAGIC OF FAERUN (3.0) [SINGING SWORD]

Price: 22,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) enchantment Activation: Wield

When drawn, your weapon sing loudly and constantly. As long as the bearer can hear the 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. Construction: Craft Magic Arms and Armor, Editor: My sword will sing, “My Milkshake brings all the orcs to the yard! Their Life, is worth more XPs

then Yars!” Seriously? It’s like a weapon that says, “Monsters, run away or attack me!” Who needs sneak attack with this one? As in, you’ll never sneak attack again. Another WSA to put on my list of WSAs that your fellow party members will kill you for if you use it.

SIROCCO - RACES OF FAERUN (3.0) [SCIMITAR OF THE SIROCCO]

Price: +1 Bonus Property: Melee Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Wield

It doubles the speed of any horse or equine creature the bearer rides, much like horseshoes of speed Construction: Craft Magic Arms and Armor, haste Editor: It would work much better in a lance. SKIRMISH - ARMS AND EQUIPMENT GUIDE (3.0) [SKIRMISHING]

Price: +1 bonus Property: Thrown Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

Any round in which the wielder throws a weapon of skirmish, he may add 10 feet to his speed. Construction: Craft Magic Arms and Armor, expeditious retreat Editor: Good for chargers. SKULLSHAKER - ARMS AND EQUIPMENT GUIDE (3.0) [SKULLSHAKER HAMMER]

Price: +1 Bonus Property: Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: Free (mental)

Three times per day, a skullshaker deals an additional 1d6 points of temporary Wisdom damage on a successful hit. Construction: Craft Magic Arms and Armor, spiritual weapon

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Editor: I hate clerics, the WSA. An average of 11.5 wisdom damage should be enough to render a divine spellcaster useless, but not quite enough to incap a fighter. Depends on where his dump stat is.

SLAUGHTER - ARMS AND EQUIPMENT GUIDE (3.0) [ERYTHNUL’S SLAUGHTER]

Price: +2 Bonus Property: Melee Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: —

Any cleric wielding a slaughter weapon 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 his weapon, all prepared spells from the War domain are lost, unless the cleric normally has access to that domain. The weapon need not be continuously wielded, but must remain on your person at all times. Construction: Craft Magic Arms and Armor, creator must have access to War domain. Editor: The implication is, of course, that you can change it to equal any domain for the same price. Editor (RAW): By RAW, this WSA only gives you access to the spell list to add spells to your domain slot.

You have to hold it while you memorize and you must keep it on your person, but not held. Leaving at the front desk to enter a bar will cost you’re the memorized spells.

Editor (RAI): As far as the DM can determine, I believe that you actually have the domain. You would have to hold it to memorize spells, but also to activate the domain perk. I believe the confusion is because this was written in 3.0 and I believe the 3.5 conversion would allow access to the full domain. Let me put it this way. If I said it cost 18,000 gp to buy a wondrous item that gave a cleric full access to a Domain, would you think that was over priced? Well, that’s the minimum cost for a slaughter weapon.

SLAYER - BOOK OF EXALTED DEEDS (3.5) [BOW OF THE SOLARS]

Price: +5 Bonus Property: Projectile Caster Level: 13th Aura: Strong (DC 24) Necromancy Activation: —

This WSA turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses. Construction: Craft Magic Arms and Armor, finger of death Editor: Comparing to vorpal, this could be awesome, if the save DC wasn’t a 20. By the time your WBL

can afford this WSA, the saving throw will be easy to make. Far too expensive for the cost, but still, a projectile weapon/ammo combo can have more WSAs then a melee weapon alone, so perhaps there is a killer combo out there. Nothing is jumping out at me.

SLAYING - GHOSTWALK (3.0) - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SLAYING ARROW]

Price: 111,750 gp Property: Ammo Caster Level: 13th Aura: Strong (DC 24) necromancy Activation: Ranged Attack Saving Throw: Fortitude Negates (DC 20)

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This ammo is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save 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). To determine the type or subtype of creature the arrow is keyed to, roll on the bane table Construction: Craft Magic Arms and Armor, finger of death Editor: WAY over priced. About the time you can afford it, your enemies will be laughing at the saving

throw. I suggest you buy one arrow keyed against a given BBEG, because chances are you won’t get to use it twice.

SLAYING, GREATER [SYNERGY] - GHOSTWALK (3.0) - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SLAYING ARROW]

Price: 86,250 gp Property: Ammo Caster Level: 13th Aura: Strong (DC 24) necromancy Activation: Ranged Attack Saving Throw: Fortitude Negates (DC 23) Prerequisite: Slaying

This is just like slaying ammo, except that the DC is raised to 23. Construction: Craft Magic Arms and Armor, heightened finger of death Editor: I hate this WSA, because it breaks the rules. The greater version should not exist. It’s epic and

exceeds the 200,000 + cost of the ammo barrier. It should not be in the DMG as written. As such, I have taken the liberty of trimming off 4,500 gp to the cost that should not exist and made it so it was just on the edge of epic level weapon. Besides, by the math it should be about 182,000 gp or 306,000 gp, depending on how you cut it. Bringing it down to be in line with DMG weapon construction rules is the only sensible thing. Besides, it’s way past overpriced and I’d never buy it.

SLEEP - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SLEEP ARROW]

Price: 4,250 gp Property: Ammo Caster Level: 5th Aura: Faint (DC 16) enchantment Activation: Ranged Attack

If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep. Construction: Craft Magic Arms and Armor, sleep Editor: SMITE GOOD - ARMS AND EQUIPMENT GUIDE (3.0) [BALOR’S SWORD OF SMITING]

Price: 20,000 Property: Melee Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: —

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The wielder can smite good one per day. The wielder adds his Charisma modifier (if positive) to his attack roll and deals +10 damage. This special smite attack is in addition to any smite good ability the wielder might already have, but the wielder cannot use two different smite abilities on the same attack. Construction: Craft Magic Arms and Armor, Unholy Blight, creator must have the smite good ability. Editor: Unlike mighty smiting, this just gives you the ability to smite even if you don’t have the ability to

do it. I suppose you could figure out a version for another type of smite, but I leave that up to the apt pupil.

SMITING - DUNGEON MASTER’S GUIDE (3.5) [MACE OF SMITING]

Price: +3 Bonus Property: Melee Caster Level: 11th Aura: Moderate (DC 20) transmutation Activation: Critical

This weapon has a +2 EB against constructs that stack with the base EB. Any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals +2 to the damage multiplier. Construction: Craft Magic Arms and Armor, disintegrate Editor: I don’t get the part about outsiders, but okay. I’d call it deconstructor, personally. It destroys

constructs, so I’m not sure what it has to do with smiting. SNAIL - ARMS AND EQUIPMENT GUIDE (3.0) [MACE OF THE SNAIL]

Price: 30,680 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) evocation Activation: Standard (command), Total Defense Range: 40 ft Target: 7 creatures, no two of which can be more than 30 ft. apart Duration: 7 rounds Saving Throw: Will negates Spell Resistance: Yes

Three times per day, this WSA 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 WSA grants an additional +2 bonus to Armor Class that stacks with all other bonuses. Construction: Craft Magic Arms and Armor, shield, slow Editor (Slow): An affected creature moves and attacks at a drastically slowed rate. A slowed creature can

take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow counters and dispels haste.

Editor: Wish I could untangle the +2 to AC and slow effect, but I can’t, so they must be bought together. Overpriced if you ask me.

SOLDIER - ARMS AND EQUIPMENT GUIDE (3.0) [SOLDIER’S REST]

Price: 2,500 gp Property: Any Weapon Caster Level: 9th

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Aura: Moderate (DC 20) evocation Activation: Held

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. Construction: Craft Magic Arms and Armor, endurance Editor: Well, sandals of the vagabond turns all exhausted conditions to fatigue. This ignores fatigue. Put

the two together and you can stay up all night, and skip sleep the next day. And note, it is a HELD weapon, not a wielded weapon. Just having it in your sheath is enough to ignore the penalties.

SONGBLADE - ARMS AND EQUIPMENT GUIDE (3.0) - COMPLETE ADVENTURER (3.5) [SONGBLADE]

Price: 4,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Wielded

Every move made with this rapier fills the air with sweet sounds. While holding a songblade unsheathed, the sword’s wielder gains a +2 enhancement bonus on Perform checks. A bard wielding a songblade can use her bardic music abilities one additional time per day. The blade is scored in a beautiful, intricate pattern, and air moving across this magical etching generates the music of a songblade. The blade’s musical qualities do not function underwater, in a vacuum, or in other environments where air cannot freely pass over the blade. Construction: Craft Magic Arms and Armor, sculpt sound, creator must have bardic music class feature. Editor: If you never plan of sneaking again, and are a bard, there are worse choices. Editor (Bard WSAs): Definitely look into Songs and Echoblade. Editor (Dragon Magazine 314): Heartfire Fanner PrC grants 5th lvl bardic music at 1st level. Not a big fan

of dragon magazine (beta test, in my opinion), but if your DM allows you to use it, you really should look into it. That combined with this WSA and a number of others can give you multiple uses of Bardic Music that you can use to fuel your song based weaponry.

SONGS - MAGIC ITEM COMPENDIUM (3.5) [BOW OF SONGS]

Price: 10,000 gp Property: Any Weapon Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Swift (command)

On your turn, you can expend one daily use of your bardic music ability to gain a bonus equal to your Charisma bonus on the next attack roll and (if your attack hits) on the corresponding damage roll that you make with the weapon. Construction: Craft Magic Arms and Armor, sculpt sound, elf, bardic music. Editor: Being a bard sucks. Bards are jacks-of-all-trades and masters of none. They make great fifth

members of a group, helping to round out a party and cover other people’s buts. However, sometimes you just need to kick ass. This is a bit on the expensive side, but after buying echoblade, you might want to consider buying this. Now, the original was on a ranged weapon. I believe that there is no reason you cannot use this on any weapon (but not ammunition). A DM being a bit more strict might wish to limit this to Ranged weapons, and Echoblade to melee weapons. However, let’s be honest, It’s hard enough being a bard, don’t take away one of the few cool combinations in the game as well.

Editor (Dragon Magazine 314): Heartfire Fanner PrC grants 5th lvl bardic music at 1st level. Not a big fan of dragon magazine (beta test, in my opinion), but if your DM allows you to use it, you really should

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look into it. That combined with this WSA and a number of others can give you multiple uses of Bardic Music that you can use to fuel your song based weaponry.

SORCERER HAND - ARMS AND EQUIPMENT GUIDE (3.0) [SORCERER’S HAND]

Price: +1 Bonus Property: Crossbow Caster Level: 11th Aura: Moderate (DC 20) evocation Activation: —

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 it’s enhancement bonus and weapon special abilities on attack rolls for rays. Construction: Craft Magic Arms and Armor, any ray spell Editor: So, you are telling me for a +1 WSA, I can increase my ray spell’s Caster Level and add a +2

enhance bonus? Or it it adding the enhance bonus from the weapon? If the weapon was +1, would I only have a +1 enhance bonus on my ray spell? What if I put other WSA in the crossbow? If I made it an acidic crossbow, would all my ray spells do an extra +1d6 acid damage? I hate to say it, Oh yes it does appear that way. But before you drool over this, let me point out the implications to those DMs out there.

Editor (Rules Abuse): First of all I’m spending 2,000 gp to make this a deathwand crossbow. Two wands with ray spells should make sure I never run out of ammo. Next I’m reducing this to +1 to save on money. Then I’m adding exit wound. Note, exit wound says it affects the missile, not arrow, so it should apply to the ray spell. True, it is a +3 WSA, but for the ability to hit someone, go through them to the next target behind them and roll again at +4 difficulty? Worth. Every. Copper. Next WSA is splitting. Another +3 WSA, but it doubles every missile. Even a scorching ray becomes a blizzard of death. Tack on other WSAs as you wish that might help a specific ray spell, if you wish to specialize in a given spell. Oh. And it still shoots bolts. So, while it appears to add the whole package, you might want to limit it to enhancement bonus only.

SOUL STEALING [SYNERGY] - ARMS AND EQUIPMENT GUIDE (3.0) [BALOR’S SWORD OF SOUL STEALING]

Price: 90,000 gp Property: Slashing Melee Caster Level: 17th Aura: Strong (DC 28) necromancy Activation: Critical Prerequisite: Vorpal

This WSA retains the qualities of its prerequisite. 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. If you capture another soul while the sapphire is occupied, the current soul is released. The sapphire costs 1,000 gp and is counted separately from the cost of the weapon. You can pop the gemstone out and replace it with another sapphire as a move action. If the sapphire isn’t worth 1,000 gp, or you use a gemstone other then a black sapphire, the gem shatters when you activate this WSA. Construction: Craft Magic Arms and Armor, soul bind Editor: Eating souls is bad. SOUND - MINIATURES HANDBOOK (3.5)

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[BULLET OF SOUND] Price: 7,500 gp Property: Ammo Caster Level: 3rd Aura: Faint (DC 14) evocation Activation: —

If this ammo 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. Construction: Craft Magic Arms and Armor, sound burst Editor: Updating it to 3.5, I would assume that you would use grenade rules if you miss. Furthermore, I

assume you can aim at any target, so you could just aim for a given square. Also, a ranged touch attack would be a valid choice, you would just forgo the base damage of the ammunition.

SPEED LOADING - ARMS AND EQUIPMENT GUIDE (3.0) [SELF-LOADING CROSSBOW]

Price: 10,000 gp Property: Crossbow Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Weilded

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 Speed loading crossbow requires only a move equivalent action. Construction: Craft Magic Arms and Armor, Animate Objects Editor: I’m not sure if it was replaced by speed loading, converted to siege only, or replaced by quick

loading. As it stands, it should be it’s own WSA. SPELLSHIELD - ARMS AND EQUIPMENT GUIDE (3.0) [SPELL SHIELD FALCHION]

Price: 20,400 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) abjuration Activation: Total Defense

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. Construction: Craft Magic Arms and Armor, spell turning Editor: Expensive, but if you plan on using total defense action often, not a bad buy. SPIDERFANG - MAGIC OF FAERUN (3.0) - MAGIC ITEM COMPENDIUM (3.5) [SPIDER FANG]

Price: 3,000 gp Property: Slashing Melee Caster Level: 5th Aura: Faint (DC 16) conjuration Activation: —

As a move action, you can cut through a web entangling you or another creature. You can move through webs created by a web spell at half your normal speed (although the weapon doesn’t prevent you from

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being stuck in either of these webs in the first place). These are continuous effects and require no activation. Once per day, you can activate a spider fang to create a freestanding 10-foot-by-10-foot vertical curtain of cobwebs. This curtain doesn’t block movement, but does provide concealment to creatures behind it. Anyone touching the curtain causes it to collapse, dealing 2d4 points of acid damage to that creature. Construction: Craft Magic Arms and Armor, Melf’s acid arrow, web Editor: I’m not quite sure. It’s a once a day booby trap. It’s a very limited freedom of movement. It’s

cheap. Meh. SPIDERNEST - ARMS AND EQUIPMENT GUIDE (3.0) [SPIDER’S NEST BULLET]

Price: 50,500 gp Property: Ammo Caster Level: 10th Aura: Moderate (DC 21) evocation Activation: Ranged touch attack

On a successful hit, a spidernest 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 Construction: Craft Magic Arms and Armor, summon monster III, web Editor: Expensive, but might be worth it in a few arrows or sling stones. SPINNERET - UNDERDARK (3.5) [HAND SPINNERET]

Price: 18,000 gp Property: Crossbows Caster Level: 8th Aura: Moderate (DC 19) conjuration Activation: Standard (command) Range: 180 ft. Effect: Webs in a 20-ft. radius spread Duration: 80 minutes/ Saving Throw: Reflex negates; see text Spell Resistance: No

The wielder can use web (caster level 8th) as a standard action three times per day. Construction: Craft Magic Arms and Armor, web Editor (web): Web creates a many-layered mass of strong, sticky strands. These strands trap those caught

in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).

If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set

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the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Editor: Math-wise, this would normally cost 28,800 gp, so this one is a bargain. Web is an awesome spell. First you cast it to hold the enemy still, then you roll your flaming sphere right through them. They burn for the sphere, they burn for the webs, and you get to pick them off one at a time. A wonderful low level combination every wizard should apply against mass groupings of enemies.

SPINNING - ARMS AND EQUIPMENT GUIDE (3.0) [SPINNING BLADE]

Price: +1 Bonus Property: Thrown Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

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. Construction: Craft Magic Arms and Armor, magic stone Editor: Meh. SPIRIT - ORIENTAL ADVENTURES (3.0) [SPIRIT SWORD]

Price: 19,500 gp Property: Any Weapon Caster Level: 15th Aura: Strong (DC 24) evocation Activation: —

It has a normal enhancement bonus on the Material Plane, but in the Spirit World, the Shadowlands, or any other plane its enhancement bonus increases by +2. (The additional +1 enhancement bonus also applies on the Material Plane when the weapon is used against elementals, outsiders, or spirits). Construction: Craft Magic Arms and Armor, plane shift Editor: Meh. SPIRITWARD - GHOSTWALK (3.0) [SPIRITWARDER]

Price: 2,200 gp Property: Melee Caster Level: 3th Aura: Faint (DC 14) evocation Activation: Wielded

This WSA gives its wielder the ability to use protection from possession once per day. This ability triggers automatically upon the wielder if the wielder is ever subject to a possession attempt. Construction: Craft Magic Arms and Armor, protection from possession Editor: Meh. STANDARD - ARMS AND EQUIPMENT GUIDE (3.0) [STANDARD OF ULEK]

Price: 11,500 gp Property: Melee

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Caster Level: 11th Aura: Moderate (DC 21) evocation Activation: Wielded

Those 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. Construction: Craft Magic Arms and Armor, bless Editor: Meh. STARS - BOOK OF EXALTED DEEDS (3.5) [NIGHTBLADE OF ARVANDOR]

Price: 36,000 gp Property: Melee Caster Level: 6th Aura: Moderate (DC 17) evocation [good] Activation: Standard

Within the blade, one can see miniscule twinkling stars. Upon command, the weapon launches star-like pulses of light. Each round, as a standard action, the user can fire as many stars from his blade as the wielder has ranged attacks. Using the weapon in this fashion provokes attacks of opportunity, and each star requires its own ranged touch attack roll. A non-evil creature struck by a star takes 1d8 points of damage, half of which is nonlethal damage (rounded down). An evil creature struck by a star takes 1d8 points of lethal damage. The stars are magical force, not weapons, so they ignore damage reduction and incorporeality. Construction: Craft Magic Arms and Armor, stars of Arvandor, creator must be good Editor: Meh. STEAM - ARMS AND EQUIPMENT GUIDE (3.0) [GNOME STEAM BOW]

Price: 16,200 gp Property: Bow Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: —

Covered with levers and small repositories for alchemical fluids, and strung with a system of pulleys, this WSA 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. Construction: Craft Magic Arms and Armor, bull’s strength, clairaudience/clairvoyance, true strike Editor: Cute, but way too expensive for what it does. STEPPES - ARMS AND EQUIPMENT GUIDE (3.0) [BOW OF THE STEPPES]

Price: +1 Bonus Property: Bows Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: —

The magical properties imbued in this weapon make 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.

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Construction: Craft Magic Arms and Armor, phantom steed Editor: I suppose for a group of horsemen NPCs, this would be awesome, but for most players, no. If you

are going to get this, I suggest a strength bow. Note, while you could put this in a longbow, the longbow normally cannot be used on horse back.

STIRGE - ARMS AND EQUIPMENT GUIDE (3.0) [STIRGE BOLT]

Price: +2 Bonus Property: Piercing Ammo Caster Level: 12th Aura: Moderate (DC 21) necromancy Activation: —

Description: Each has a metal tip, hollow like the rest of the ammo, 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 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 that miss their targets are consumed. Construction: Craft Magic Arms and Armor, poison Editor: Can you ever go wrong with con drain? Yes, against undead. STOMPING - COMPLETE PSIONIC (3.5) [EARTH HAMMER]

Price: 4,000 gp Property: Melee Manifester Level: 5th Aura: Faint (DC 16) psychokinesis Activation: Standard (action)

This WSA produces the effect of the stomp power as augmented by a 5th-level manifester. Any creature standing on the ground in a 20-foot cone-shaped spread must succeed on a DC 11 Reflex save or be knocked prone and take 5d4 points of nonlethal damage. Construction: Craft Psionic Arms and Armor, stomp Editor: The saving throw does not impress me. STONE - ARMS AND EQUIPMENT GUIDE (3.0) [STONE SPEAR]

Price: +2 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Melee Attack, Ranged Attack

Because of it’s weight, the weapon has half it’s normal range increment. If it has no range increment, or you have feat that allows you to throw any weapon, the weapon cannot be thrown to do damage, ever. A stone weapon does 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. Construction: Craft Magic Arms and Armor, wall of stone Editor: If you hate chargers, this is a good one to have. The extra damage against Air subtypes seems to be

a waste. STONEREAVER

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- RACES OF FAERUN (3.0) - MAGIC ITEM COMPENDIUM (3.5) [STONEREAVER]

Price: 4,000 gp Property: Melee Caster Level: 8th Aura: Moderate (DC 19) transmutation Activation: Wielded

In the hands of a dwarf, the weapon also gains the bane property against elementals that have the earth subtype and against constructs primarily made of earth, stone, or metal. Construction: Craft Magic Arms and Armor, Creator must be a dwarf, stone shape Editor: If you are a dwarf who hates rock gnomes and constructs, there you go. Otherwise, useless. STRAPPED - MAGIC ITEM COMPENDIUM (3.5) [LASH OF SANDS]

Price: 4,000 gp Property: Whips Caster Level: 12th Aura: Strong (DC 21) necromancy Activation: Free (mental) Prerequisite: Desiccating Burst

This WSA retains the qualities of its prerequisite. This +1 desiccating burst whip is twice as heavy as a normal whip, deals lethal damage, and is effective even against opponents in armor. Once per day, you can activate the whip when you strike an opponent with it. Doing so creates a mass of leather bindings that enwrap the target, entangling it as if with a net for 3 rounds or until it escapes. Each round the creature remains entangled, it takes 1d4 points of damage, or 1d8 points if it is a plant or an elemental that has the water subtype. Nonliving creatures take no damage from this effect. Construction: Craft Magic Arms and Armor, animate rope, desiccate Editor: I see no reason why you couldn’t use this with chains as well, but since it explicitly makes whips

effective against armor, I feel I have to list it as whips only. STRENGTH - ORIENTAL ADVENTURES (3.0) [FLYING PHOENIX SWORD]

Price: 32,000 gp Property: Any Weapon Caster Level: 10th Aura: Moderate (DC 20) transmutation Activation: Wielded

This WSA grants a +4 enhancement bonus to its wielder’s Strength while it is in hand. Construction: Craft Magic Arms and Armor, Editor: Way over priced. STUN - ARMS AND EQUIPMENT GUIDE (3.0) [SAP OF STUNNING]

Price: +2 bonus Property: Bludgeoning Melee Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

Whenever the target of an attack made with this WSA is denied its Dexterity bonus to Armor Class, the WSA delivers a stunning attack. With each stunning attack, the target must succeed on a Fortitude save (DC 15) or be stunned for 1 round. The effect does not stack with itself.

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Construction: Craft Magic Arms and Armor, sound burst Editor: If you like taking people alive, this is a good one to have, for a rogue. Otherwise, way too

expensive. STUNNER - SHINING SOUTH (3.5) [STUN BOLT]

Price: 7,300 gp Property: Ammo Caster Level: 13th Aura: Strong (DC 22) evocation Activation: Ranged Touch

This ammo has been specially enhanced so that it deals normal damage and stuns a creature struck by it. A target struck by a stunner must make a DC 20 Will save or be stunned for 1d6 rounds. Creatures immune to mind-affecting spells and abilities are also immune to stun bolts. Construction: Craft Magic Arms and Armor, symbol of stunning Editor: One of the cheapest was to take someone alive. I suggest layering it with a few other incapasitators. STUNSHOT - MAGIC ITEM COMPENDIUM (3.5) [STUNSHOT SLING]

Price: 5,500 gp Property: Gnome Calculus, Sling, War Sling Caster Level: 5th Aura: Faint (DC 27) evocation Activation: —

Three times per day, you can activate a stunshot sling so that the next target you hit on your current turn must succeed on a Fortitude save (DC equal to your attack roll result) or be stunned for 1 round. Construction: Craft Magic Arms and Armor, Editor: At first I was thinking this should be any form of projectile weapon, but then I realized the intent

was that it be only for a sling. Still, well worth it because it scales up with your ability to hit. And it’s the next target you hit in your current turn. You can miss three times and if you get off a fourth shot that hits, that one has the stun effect on it. If you use slings, this is an excellent choice. However, I would actually recommend this more for the gnome calculus. Hit someone with alchemical fire then watch them be stunned. Sweet.

SUBTLE - HANDBOOK (3.0) [SWORD OF SUBTLETY]

Price: 20,000 gp Property: Melee Caster Level: 7th Aura: Moderate (DC 18) illusion Activation: Sneak attack

This weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it. Construction: Craft Magic Arms and Armor, blur Editor: For the right weapon, +4 for 20,000 isn’t bad, and it’s untyped bonus as well. SUNLIGHT - SILVER MARCHES (3.0) [SCOURING SUNLIGHT]

Price: 10,000 gp Property: Melee

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Caster Level: 5th Aura: Faint (DC 16) evocation Activation: Standard

Once per day the WSA can invoke searing light. Construction: Craft Magic Arms and Armor, searing light Editor: Meh. SURETY - ARMS AND EQUIPMENT GUIDE (3.0) [CUTLASS OF SURETY]

Price: +1 Bonus Property: Any Weapon Caster Level: 6th Aura: Faint (DC 17) evocation Activation: —

The wielder cannot be disarmed of this weapon. The sword grants no bonus on disarm attempts initiated by the wielder. Construction: Craft Magic Arms and Armor, magic weapon Editor: Expensive, but the only way to do this. SYLVAN - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) [SYLVAN SCIMITAR]

Price: 29,000 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 21) evocation Activation: —

When used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage. Construction: Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid Editor: Sucks. Totally sucks. SYMPATHETIC ENHANCMENT - ARMS AND EQUIPMENT GUIDE (3.5) [BOW OF SYMPATHETIC ENHANCEMENT]

Price: +2 Bonus Property: Projectile Caster Level: 10th Aura: Moderate (DC 20) evocation Activation: —

This WSA imparts a temporary enhancement bonus to any arrow shot from it. Arrows shot using a weapon with sympathetic enhancement are treated as +1 ammo for 1 round. Arrows that were magic to begin with gain no additional benefit. Construction: Craft Magic Arms and Armor, greater magical weapon Editor: I cannot even begin to describe how large a pile of fail this is. So the weapon you are using is a

minimum of +1. You give an arrow a +1. Now you have a total of +2? WRONG. Ammo and projectile weapons don’t stack. So you spend a +2 WSA to get a +1 that NEVER HELPS. If I could give this a negative score I would. I’ve seen some bad weapon enhancements, but this one actually makes your weapon worse.

TALON - ARMS AND EQUIPMENT GUIDE (3.0)

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[SICKLE OF TALONS] Price: 8,000 gp Property: Melee Caster Level: 6th Aura: Faint (DC 17) transmutation Activation: Wielded

Whenever its wielder transforms into a shape with natural claw or bite attacks, a talon weapon grants it’s enhancement bonus on the new form’s claw and bite attacks. It does not grant any other weapon special abilities, just the enhancement bonus. Construction: Craft Magic Arms and Armor, magic fang Editor: An expensive way to imitate a necklace of natural attacks, and it isn’t even as good. TENDRIL - MAGIC ITEM COMPENDIUM (3.5) [ASSASSIN WHIP]

Price: 3,000 gp Property: Whip Caster Level: 5th Aura: Faint (DC 17) transmutation Activation: Free (mental)

Twice per day, you can activate this WSA after successfully hitting a Medium or smaller target that is standing on the ground. Doing this causes tendrils of vegetation to spring forth from the ground, entangling the target and dealing 2d6 points of damage per round. This effect lasts for 3 rounds or until the affected creature escapes from the tendrils (a DC 20 Strength check or DC 20 Escape Artist check made as a full-round action). Construction: Craft Magic Arms and Armor, entangle Editor (Entangled): The character is ensnared. Be cause the bonds are anchored to an immobile object (the

ground), the target cannot move An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Editor: In theory you could buy this for any weapon (but not ammo), but due to the description on the source weapon, I believe this is a whip only property. When in doubt, I err on the side of caution.

TERROR - DUNGEON MASTER’S GUIDE (3.5) [MACE OF TERROR]

Price: 30,200 gp Property: Melee Caster Level: 13th Aura: Strong (DC 24) necromancy Activation: Standard (command)

On command, this WSA causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). They take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day. Construction: Craft Magic Arms and Armor, fear Editor: BOO! THIRSTING - ARMS AND EQUIPMENT GUIDE (3.0) [THIRSTING BLADE]

Price: +2 Bonus Property: Melee Caster Level: 12th Aura: Moderate (DC 23) evocation Activation: Critical

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Whenever the wielder scores a successful critical hit, the thirsting blade deals an additional 1d6 points of nonlethal damage. This damage cannot be recovered unless the victim first imbibes at least 1 quart of water. Creatures who take nonlethal damage from a thirsting blade are also considered fatigued. Outsiders and creatures immune to critical hits are immune to this subdual damage. Construction: Craft Magic Arms and Armor, disintegrate Editor: This sounds like a precursor to the Desiccating WSA, but is significantly different in damage type,

amount, and method of recovery. While expensive for what it does, I can see it’s usefulness with certain other WSAs, especially ones where fatigue can stack to make the target exhausted.

TRAILING FLAME - ARMS AND EQUIPMENT GUIDE (3.0) [CROSSBOW OF TRAILING FLAME]

Price: +1 bonus Property: Projectile Caster Level: 13th Aura: Strong (DC 22) evocation Activation: — Prerequisite: Flaming

This WSA retains the qualities of its prerequisite. Anytime a WSA 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. Construction: Craft Magic Arms and Armor, flame blade, flame strike, or fireball Editor: This, at first blush, seems to suck. However, what about Arrow Storm? What about splitting WSA?

You need to run this by your DM, but I can see how this could quickly scale up out of control. TRESPASSER - UNDERDARK (3.5) [TRESPASSER]

Price: 15,000 gp Property: Melee Caster Level: 15th Aura: Strong (DC 25) necromancy Activation: Free (Mental) Prerequisite: Tentacle

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. Construction: Craft Magic Arms and Armor or Craft Psionic Arms and Armor, death knell, mind flayer Editor: Sucks. TRIPPY - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF FALLS]

Price: +2 Bonus Property: Thrown Caster Level: 6th Aura: Moderate (DC 17) evocation Activation: —

This WSA can only be used on thrown weapons, or weapons with the throwing WSA. It can be thrown in a special attack that can trip foes. When making a ranged trip attempt, the wielder makes a ranged touch attack. If successful, he 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 weapon must be thrown and cannot be used in a normal trip attempt, unless it can be used as a tripping

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weapon normally. This WSA 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. Construction: Craft Magic Arms and Armor, clairaudience/clairvoyance, grease, telekinesis Editor: Overpriced, but it could prove useful in certain combinations, like with the WSA grasping, for

instance. TROLLBANE - MAGIC OF INCARNUM (3.5) [TROLLBANE]

Cost: 11,000 gp Property: Melee Caster Level: 9th Aura: Strong (DC 20) evocation Activation: Standard (command)

Three times per day, a wielder who has either an essentia pool or the ability to bind a soulmeld to his hands chakra can use haste as the spell (CL 9th; self only). When this ability is activated, the weapon begins to smoke with a weird, blue, flickering flame whenever a troll comes within 100 feet of it. This flame is harmless to the wielder or anyone else handling the weapon. Construction: Craft Magic Arms and Armor, essentia pool, summon monster I, haste Editor: Wow, how this is the bane of trolls, I have no idea. TRUE - SWORD AND FIST (3.0) [BOW OF TRUE ARROWS]

Price: 1,500 gp Property: Projectile Caster Level: 5th Aura: Faint (DC 19) evocation Activation: Standard (command)

This WSA stores the true strike spell, which the wielder can activate with a spell trigger (as with a wand). The wielder gains the benefits of the spell only when shooting ammo from the weapon. Unlike a wand, the weapon casts the spell any number of times. Construction: Craft Magic Arms and Armor, true strike Editor (True Strike): You gain temporary, intuitive insight into the immediate future during your next

attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Editor: At first glance, this is like, WHOA! Then you see it takes a standard action. Then true strike only works on the next arrow, so if you have multiple arrows, it only works on the first. Still, it’s cheap and I’d stick it on any bow. However, quickly learn disappointment when you discover how infrequently you use it. The sweet spot is for those who use sneak and surprise attacks frequently. Math wise, it actually matches up. An unlimited use True Strike would be 2,000 gp. This one can only be used on the bow itself. Well worth a -25% to the cost. You might be tempted to allow it on a melee weapon, I would not. True Strike and Power attack develop a synergy that should be handled through other means. See the WSA mastery for the melee version.

TWF - HANDBOOK (3.0) [SILVER SICKLES OF SORANTH]

Price: 10,000 gp Property: 2 One-handed Melee Weapons/Double Caster Level: 8th Aura: Moderate (DC 19) transmutation Activation: —

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This WSA is spread over two weapons. Either two one handed weapons, or one double weapon. The cost is split between the two halves or two weapons. So two sickles would be 5,000 gp each. While a TWF quarterstaff would have 5,000 gp on each end for a total of 10,000 gp. This WSA grants you two weapon fighting feat, but only if both weapons are used together. You see why this tends to be built into double weapons more then two one-handed weapons. Construction: Craft Magic Arms and Armor, Two Weapon Fighting Feat Editor: Is 10,000 gp the cost of a feat? That’s for you to decide. If you never plan on taking two weapon

fighting, then this might be worth the extra attack. I highly recommend looking at the WSA off-handed.

TWIN - ARMS AND EQUIPMENT GUIDE (3.0) [TWIN BLADE]

Price: 11,500 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Standard

Twice per day, the wielder of the twin blade can create a spiritual weapon (as 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 directs it as a free action. Only one of a twin’s weapon counterparts can be in existence at one time. Creating the second always causes the first to disappear harmlessly. Construction: Craft Magic Arms and Armor, Editor: UNENDING CHARGE - ARMS AND EQUIPMENT GUIDE (3.0) [LANCE OF THE UNENDING CHARGE]

Price: +2 Bonus Property: Melee Caster Level: 13th Aura: Strong (DC 22) evocation Activation: Standard (attack) Prerequisite: Mighty Cleaving

This WSA retains the qualities of its prerequisite. This weapon 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 movement before making that extra attack. The same benefit applies to the extra attack granted by the weapon’s mighty cleaving quality. Construction: Craft Magic Arms and Armor, Editor: Finally, a reason to take mighty cleaving. Being from 3.0, it doesn’t take into consideration of the

feat great cleave, but I assume that great cleave works with this just fine. Effectively, it’s spring attack, but only for charging. Not really that cost effective in anything but a lance, this still could be useful if you want to clear out a crowd.

UNLIFE - ARMS AND EQUIPMENT GUIDE (3.0) [MACE OF UNLIFE]

Price: 120,000 Property: Melee Caster Level: 10th Aura: Moderate (DC 21) necromancy Activation: Full-Round

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Whenever a weapon with this WSA 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 WSA from working as well. Construction: Craft Magic Arms and Armor, animate dead, control undead Editor: WAY overpriced, but as far as long term zombie production goes, well worth it. After you make

1200 HD of zombies, it’s WAY more cost effective then animate dead. Yeah, that actually sucks. Actually, what makes this awesome is there is no max on the HD of the zombie you can animate. Technically, you could animate the Tarrasque. You couldn’t control it, but you could make it. Dragons are a good choice, the small ones are usually under 20 HD. Once made, you can sell them to necromancers and what not.

UNUSUAL - MAGIC OF FAERUN (3.0) [IT BEARS AN UNUSUAL CURSE]

Price: 104,000 gp Property: Melee Caster Level: 15th Aura: Strong (DC 26) transmutation Activation: Standard (attack)

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. Construction: Craft Magic Arms and Armor, polymorph other Editor: Uhhh… Well, the name says it all. Unusual. The weird thing is, it could be quite useful, or it could

suck. It’s not something you use in combat, but something you use in between combat until you get a form that could be of use. This, of course, involves poking someone else a great deal, but with a little fast healing and some pulled punches, it’d only be a mild inconvenience.

VAULTING - ARMS AND EQUIPMENT GUIDE (3.0) [HALBERD OF VAULTING]

Price: 12,000 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: —

A vaulting weapon 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. Construction: Craft Magic Arms and Armor, Editor: If you are a barbarian or a charger you need this. VENOM - DUNGEON MASTER’S GUIDE (3.5) [DAGGER OF VENOM]

Price: +1 Bonus Property: Melee

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Caster Level: 5th Aura: faint (DC 17) necromancy Activation: Free (mental) Target: Living creature touched Duration: Instantaneous; see text Saving Throw: Fortitude negates; see text Spell Resistance: Yes

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 weapon strikes. Construction: Craft Magic Arms and Armor, poison Editor (poison): Calling upon the venomous powers of natural predators, you infect the subject with a

horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.

Editor: Low DC, boo. Con Damage, yay! VIGILANT - ARMS AND EQUIPMENT GUIDE (3.0) [VIGILANR HALBERD]

Price: +1 Bonus Property: Melee Caster Level: 12th Aura: Moderate (DC 23) evocation Activation: Wielded

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. Construction: Craft Magic Arms and Armor, Editor: VIPERBLADE - MAGIC ITEM COMPENDIUM (3.5) [VIPERBLADE]

Price: 4,000 gp Property: Piercing Melee Caster Level: 7th Aura: Moderate (DC 18) necromancy Activation: Swift (mental)

A viperblade has 5 charges, which are renewed each day at dawn. Spending 1 or more charges envenoms the blade (at no risk to you) for the next attack you make during this turn. The poison deals 1d6 points of Constitution damage (both primary and secondary). The save DC depends on the number of charges spent:

1 charge: Fortitude DC 12. 2 charges: Fortitude DC 15. 3 charges: Fortitude DC 18.

Construction: Craft Magic Arms and Armor, poison Editor: A poorman’s version of the poison effect. If you are looking to do something on the cheap, or to

augment another attack, this isn’t bad. VOICES - ARMS AND EQUIPMENT GUIDE (3.0) [BOLT OF VOICES]

Price: 30,000 gp Property: Ammo Caster Level: 9th Aura: Moderate (DC 20) evocation

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Activation: — Anyone hit must succeed on a Will save (DC 16) or suffer from the WSA’s distracting effects. Targets who fail their saves hear voices that seem to whisper inside their heads. Those affected must make a Concentration check (DC 16 + spell level) to cast any spells. This effect lasts for 1d6 rounds. Construction: Craft Magic Arms and Armor, feeblemind Editor: On the expensive side for causing only a concentration check, and a random amount of time at that. VOLATILE - HANDBOOK (3.0) [EXPLOSIVE SLING]

Price: 34,000 gp Property: Projectile Caster Level: 15th Aura: Strong (DC 22) evocation Activation: —

This WSA imbues ammo launched from it with an explosive charge. When you hit a target with ammo fired from an explosive weapon, the stone explodes, dealing an extra 2d6 points of fire damage to the target (no save). In addition, each other creature within 10 feet of the target creature when the ammo explodes is engulfed in flame from the burst of fire and takes 2d6 points of fire damage (Reflex DC 22 negates). Construction: Craft Magic Arms and Armor, fireball Editor: You might thing this is the same as explosive WSA. Explosive does untyped damage, this does fire

damage, one of the most common forms of energy resistance available. That said, it isn’t that impressive.

WALKING DEAD - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [BALLISTA BOLT OF THE WALKING DEAD]

Price: 38,150 gp Property: Ammo Caster Level: 5th Aura: Faint (DC 17) necromancy Activation: —

If ammunition with this WSA kills a target it may arise as a zombie 1d3 rounds later. The body must remain mostly intact. A headless body will not reanimate. A body that was disintegrated will not reassemble and reanimate. The target’s base creature type must not exceed 5 HD. A human is considered a 1 HD creature. A hill giant has 12 HD and would not reanimate. An ogre has 4 HD and would. The ammunition must be what kills the target. If the target dies the same round, but from a different source, the target will not arise. If the ammunition is modified so that it can hit multiple targets, or damage multiple targets, any target that dies as a result of direct damage is killed. If the ammunition causes continuous damage for some reason and the target dies on later rounds, it will arise. If the ammunition causes a secondary form of damage (setting the target on fire, for example), the target will not arise from that damage. The damage that kills the target must come from the ammunition itself. Construction: Craft Magic Arms and Armor, animate dead Editor: Originally this was in a ballista bolt, but there is no reason it couldn’t be placed in any form of

ammunition. It kinda sucks for the price. Stick it is a weapon that shoots Exit Wound arrows, or splitting arrows, or explosive arrows, you might be able to raise more then one target as a zombie. It’s a great deal of work for making an uncontrolled monster.

WAR ARMOR - GHOSTWALK (3.0) [WAR’S ARMOR]

Price: 4,000 gp Property: Melee Caster Level: 3th Aura: Faint (DC 15) transmutation

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Activation: Held This WSA grants its bearer a +1 natural armor bonus at all times. Construction: Craft Magic Arms and Armor, barkskin Editor: If you want to extrapolate the costs for better versions, they are as follows: +2 16,000 gp, +3

36,000 gp, +4 64,000 gp, and +5 100,000 gp. All of them are WAY overpriced. WARPED - BOOK OF VILE DARKNESS (3.0) [WARPSWORD]

Price: 70,000 gp Property: Melee Caster Level: 9th Aura: Moderate (DC 20) necromancy Activation: Touch attack

This WSA infects anyone it strikes with warp touch if the target fails a Fortitude save (DC 14) Construction: Craft Magic Arms and Armor, contagion, cloak of chaos Editor: Way past overpriced. WARRENGUARD - ARMS AND EQUIPMENT GUIDE (3.0) [WARRENGUARD]

Price: 32,000 gp Property: Light weapon Caster Level: 8th Aura: Moderate (DC 19) evocation Activation: Wielded

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. Construction: Craft Magic Arms and Armor, Editor: Unless you can afford to mass produce these things, they aren’t worth it. However, if you could

make say, a dozen and have your troops line up shoulder to shoulder, it could get nasty. WAVE PIERCER - SAVAGE SPECIES (3.0) [WAVE PIERCER]

Price: 48,000 gp Property: Piercing Melee Caster Level: 7th Aura: Faint (DC 17) abjuration Activation: Wielded

This WSA grants freedom of movement to its wielder if that individual has the aquatic subtype. When wielded by aquatic creatures against creatures of the fire subtype, a wave piercer’s threat range and critical multiplier increase to 19–20/x3. Construction: Craft Magic Arms and Armor, freedom of movement Editor: Words fail me as to how useless this is. WEAPONEATER - ARMS AND EQUIPMENT GUIDE (3.0) [WEAPONEATER]

Price: 40,000 gp Property: Melee Caster Level: 10th

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Aura: Moderate (DC 21) evocation Activation: Sunder

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. Construction: Craft Magic Arms and Armor, Editor: A money sink. Not only does it self-destruct, but it destroys treasure. WEBBING - STRONGHOLD BUILDER’S GUIDEBOOK (3.0) [LOLTH’S EGG]

Cost: 13,500 gp Type: Ammo Caster Level: 3th Aura: Faint (DC 15) conjuration Effect: Webs in a 20-ft. radius spread Duration: 30 minutes Saving Throw: Reflex negates; see text Spell Resistance: No Activation: Ranged Touch Attack

This ammunition bursts open on impact, sending tendrils of sticky webbing in all directions, just as if a web spell had been cast centered on the stone’s hit location. Prerequisites: Craft Magic Arms and Armor, web Editor (Web): Web creates a many-layered mass of strong, sticky strands. These strands trap those caught

in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).

If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Editor: Originally meant for a catapult, the math remains the same if it is used on any form of ammunition. It would be far cheaper to buy it in a wand. For an archer who doesn’t have a wide selection of options on casting web, this isn’t a horrible option. Considering the web needs to be anchored, I have no idea why it was made for a catapult, which assumes to have a wide open area for line of sight. Where are you going to find anchor points on a battlefield? Much more effective in a tunnel.

WEBS - SAVAGE SPECIES (3.0) - MAGIC ITEM COMPENDIUM (3.5) [WHIP OF WEBS]

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Price: 4,000 gp Property: Whips Caster Level: 6th Aura: Moderate (DC 18) evocation Activation: Touch Attack

When you strike a creature you can activate it to wrap the target in a web of tough, leathery filaments. The creature is entangled as if by a net for 3 rounds or until it escapes. Multiple strikes by a whip of webs aren’t cumulative. This ability functions three times per day. Construction: Craft Magic Arms and Armor, web Editor: Meh. WHISPER - ARMS AND EQUIPMENT GUIDE (3.0) [WHISPERBLADE]

Price: 16,200 gp Property: Melee Caster Level: 12th Aura: Moderate (DC 20) evocation Activation: Free (mental)

Three times per day the wielder 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. Construction: Craft Magic Arms and Armor, silence Editor: A bit on the expensive side, but not completely useless. I’d put it in my spellcaster killing weapon. WINDY - ARMS AND EQUIPMENT GUIDE (3.0) [AXE OF THE WINDS]

Price: 47,520 gp Property: Melee Caster Level: 11th Aura: Moderate (DC 22) evocation Activation: — and Standard

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. Construction: Craft Magic Arms and Armor, gust of wind, wind wall Editor (Gust of Wind): This spell creates a severe blast of air (approximately 50 mph) that originates from

you, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Range: 60 ft. Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range Duration: 1 round

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Saving Throw: Fortitude negates Spell Resistance: Yes

Editor (Wind Wall): An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object). Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected). Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Range: 210 ft Effect: Wall 110 ft long and 55 ft high (S) Duration: 11 rounds Saving Throw: None Spell Resistance: Yes

Editor: Very expensive for what you get out of it. WISH - DUNGEON MASTER’S GUIDE (3.5) [LUCK BLADE]

Price: 40,300 gp Property: Any Weapon Caster Level: 17th Aura: Strong (DC 25) evocation Activation: Standard (command)

When you buy this power, the weapon in question contains a wish. You can buy it multiple times, but Construction: Craft Magic Arms and Armor, wish or miracle Editor: Here’s the wacky thing, compared to a ring of wishes, this is a raw deal. A ring of three wishes

costs you 32,650 gp a wish, but when you look up the cost to make a ring of three wishes, it’s 11,475 gp and 15,918 xp. A Ring of Three Wishes is rather XP intense to create. So, when you work it out, it’s 5,000 xp per wish. The extra is just the price for carrying it around in a ring. So what’s my point?

My point is, the cost to make this WSA is 20,150 gp and 1,612 xp. So if like most high level spellcasters, you can’t afford to spend 5,000 xp on a wish, make your wish as a WSA and save yourself 3,388 xp. Also, it takes craft arms and armor, a much more useful crafting feat then forge ring. So the moral is, buy your wishes in rings, but craft them in swords.

WRITHE - MAGIC ITEM COMPENDIUM (3.5) [LIVING CHAIN]

Price: 2,000 gp Property: Tripping Melee Caster Level: 7th Aura: Moderate (DC 18) transmutation Activation: Standard (attack)

The weapon seems to write about with a life of it’s own, coiling and winding around your enemy when you strike him, giving you a +2 bonus on strength checks made to trip him. Construction: Craft Magic Arms and Armor, bull’s strength Editor: Needless to say, useless on a weapon that you can’t use to trip with. ZAP - SAVAGE SPECIES (3.0) [STAFF OF THE WHIP]

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Price: 8,100 gp Property: Grappling Caster Level: 6th Aura: Faint (DC 17) evocation Activation: Standard

This can be added to any weapon that can grapple. After you grapple a target with the weapon, you may zap him as an attack action for 1d8+6 points of electrical damage (as a shocking grasp spell from a 6th-level caster) to a creature already grappled Construction: Craft Magic Arms and Armor, shocking grasp Editor: Way over priced, but cool as heck. ZEAL - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF ZEAL]

Price: +2 Bonus Property: Melee Caster Level: 9th Aura: Moderate (DC 20) evocation Activation: Wielded

Attacks with zeal ignore outsiders’ damage reduction. In addition, paladins wielding 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 zeal. The paladin decides how many points of lay on hands to use in this manner after the attack hits. The attack with 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. Construction: Craft Magic Arms and Armor, Editor: At first I thought this might suck, but then it occurred to me, you can also add in smite evil on the

attack. Furthermore, it adds to base damage, meaning that it is subject to critical multipliers. For a paladin, might be a good choice.

ZONE OF TRUTH - ARMS AND EQUIPMENT GUIDE (3.0) [SWORD OF JUDGEMENT]

Price: 10,800 gp Property: Any Weapon Caster Level: 13th Aura: Strong (DC 24) divination Activation: Wielded

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 wielder must succeed on a Will save (DC 13) or be unable to speak any deliberate and intentional lie. Construction: Craft Magic Arms and Armor, zone of truth Editor: Far more thematic then useful.