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Unique Magical Weapons

These weapons are weapons that cannot be broken down into other weapons, either
because they are thematically tied to one type of ammunition/weapon, or because the
nature of the weapon enchantment renders it pointless to add any other WSAs. There are
a few on this list that you could add WSAs to, but the base magical weapon must remain
the same.

AMMUNITION OF CURE LIGHT WOUNDS
- MASTERS OF THE WILD (3.0)
[ARROW OF CURE LIGHTE WOUNDS]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 107 gp
Caster Level: 1st
Aura: Faint (DC 12) Conjuration
Activation:
Weight:
When this otherwise normal +1 ammunition strikes a target, it does no damage. Instead, the target is
affected as if by a cure light wounds spell, which cures 1d8+1 points of damage. If such an ammo strikes an
undead target, the creature is entitled to spell resistance and a Will save (DC 11) for half damage.
Prerequisites: Craft Magic Arms and Armor, cure light wounds
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. The +1 bonus costs 2,000 gp. That makes the spell effect
cost 3,000 gp for a lot of 50, or 60 gp an arrow. Do note, that in 3.5, the cost would be 106 gp.
Editor: Words fail me as to how cost ineffective this arrow is. Healing in combat is usually ineffective to
begin with. It is possible to be in a situation where you need to heal someone a mile away and you
have an elven archer with a greatbow, but how often has that come up?

AMMUNITION OF CURE MODERATE WOUNDS
- MASTERS OF THE WILD (3.0)
[ARROW OF CURE LIGHT WOUNDS]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 607 gp
Caster Level: 3rd
Aura: Faint (DC 14) Conjuration
Activation:
Weight:
When this otherwise normal +1 ammunition strikes a target, it does no damage. Instead, the target is
affected as if by a cure light wounds spell, which cures 2d8+3 points of damage. If such an ammo strikes an
undead target, the creature is entitled to spell resistance and a Will save (DC 12) for half damage.
Prerequisites: Craft Magic Arms and Armor, cure moderate wounds
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. The +1 bonus costs 2,000 gp. That makes the spell effect
cost 28,000 gp for a lot of 50, or 560 gp an arrow. Do note, that in 3.5, the cost would be 606 gp.
Editor: See Arrow of Cure Moderate Wounds.

AMMUNITION OF CURE SERIOUS WOUNDS
- MASTERS OF THE WILD (3.0)
[ARROW OF CURE MODERATE WOUNDS]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 1,507 gp
Caster Level: 5th
Aura: Moderate (DC 16) Conjuration
Activation:
Weight:
When this otherwise normal +1 arrow strikes a target, it does no damage. Instead, the target is affected as
if by a cure light wounds spell, which cures 3d8+5 points of damage. If such an arrow strikes an undead
target, the creature is entitled to spell resistance and a Will save (DC 13) for half damage.
Prerequisites: Craft Magic Arms and Armor, cure serious wounds
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. The +1 bonus costs 2,000 gp. That makes the spell effect
cost 73,000 gp for a lot of 50, or 1,460 gp an arrow. Do note, that in 3.5, the cost would be 1,506 gp.
Editor: See Arrow of Cure Moderate Wounds.

AMMUNITION OF CURE CRITICAL WOUNDS
- MASTERS OF THE WILD (3.0)
[ARROW OF CURE CRITICAL WOUNDS]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 2,807 gp
Caster Level: 7th
Aura: Moderate (DC 18) Conjuration
Activation:
Weight:
When this otherwise normal +1 ammunition strikes a target, it does no damage. Instead, the target is
affected as if by a cure light wounds spell, which cures 4d8+7 points of damage. If such an ammo strikes an
undead target, the creature is entitled to spell resistance and a Will save (DC 14) for half damage.
Prerequisites: Craft Magic Arms and Armor, cure critical wounds
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. That makes the spell effect cost 138,000 gp for a lot of 50,
or 2,760 gp an arrow. Do note, that in 3.5, the cost would be 2806 gp.
Editor: See Arrow of Cure Moderate Wounds.

AMMUNITION OF DISINTEGRATION
- ARMS AND EQUIPMENT GUIDE (3.0)
[ARROW OF DISINTEGRATION]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 3,307 gp
Caster Level: 11th
Aura: Moderate (DC 18) Transmutation
Activation:
Weight:
When this ammuniton strikes a target, the target must succeed on a Fortitude save (DC 19) or vanish as
though struck with a disintegrate spell. Like the spell, the arrow can be used to disintegrate nonliving
matter as well as creatures. A creature that makes a successful saving throw takes 5d6 points of damage.
The arrow is consumed in the attack.
Prerequisites: Craft Magic Arms and Armor, disintegrate
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. Now, the arrow must have a minimum bonus of +1, which
costs 2,000 gp for a lot of 50. That leaves 163,000 gp for the spell effect, or 3,260 gp for one arrow.
Note, that under 3.5, the cost would be 3.306 gp.
Editor (Disintegrate): The spell changed in 3.5, so the arrow would do a base of 22d6 if the target failed
its save. Regardless if the target makes a save or not, if the targets HPs are brought to 0 or lower, the
body is destroyed utterly, leaving behind only a trace of fine dust. A disintegrated creatures equipment
is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of
nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted.
The ray affects even objects constructed entirely of force, such as Bigbys forceful hand or a wall of
force, but not magical effects such as a globe of invulnerability or an antimagic field.
Editor: Wow. Horribly overpriced, and yet, it has one redeeming feature, the range is based on the weapon.
So if you need to disintegrate a 10 foot block of say the supporting structure of a bridge, or put a
hole in a dam, or in the side of the tower where the princess is being held prisoner, this has advantages
over a scroll. Also, the arrow itself does damage, and the attacker gets to choose the order damage
takes effect. So if you can weaken the target to where 5d6 will reduce him to 0 HPs, then it does not
matter if he saves or not.
Editor (Javelin of Obliteration): This weapon puts the cost for 50 units of ammunition at 462,700 gp.
Which is completely INSANE. I have seriously doubted that WotC ever checked its own rules and
this is proof.

AMMUNITION, SPECTRAL
- BOOK OF VILE DARKNESS (3.0)
[SPECTRAL ARROW]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 2,560 gp
Caster Level: 17th
Aura: Strong (DC 25) necromancy
Activation: Ranged Touch Attack
Weight:- lb
This ammunition looks like +1 ammunition, but it is an invisible brilliant energy projectile that bestows
two negative levels rather than dealing normal damage.
Prerequisites: Craft Magic Arms and Armor, energy drain, gaseous form, invisibility
Editor: Because it does no damage, there is no way to pull out the negative levels. In fact, all it does,
effectively, is deal negative levels. Since it does not specify, it is assumed they last until cured with
magic, making it one of the few ways to drain levels that there is no saving throw against. However,
since there is no time limit, I assume they are not permanently lost, they just dont come back without
a restore spell or something. Death ward and the like would be the only defense.

AMMUNITION, VAJRA
- ORIENTAL ADVENTURES (3.0)
[VAJRA ARROW]
Ammunition (Arrow)
Ammunition (Bolt)
Ammunition (Bone Bow Arrow)
Ammunition (Bullet)
Ammunition (Spike)
Cost: 480 gp
Caster Level: 3rd
Aura: Faint (DC 15) evocation
Activation: Attack
Weight:- lb
This ammunition becomes a 3d6 lightning bolt when fired from a bow (save DC 14). In addition, it creates
a loud clap of thunder. Creatures that are within the effect of the lightning bolt must make Fortitude saves
(DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a 4 penalty on initiative
and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast. The
ammunition is consumed in the attack.
Prerequisites: Craft Magic Arms and Armor, lightning bolt, 10 or more ranks in Alchemy
Editor: On the expensive side, but it is an arrow, so you could fire multiple arrows in the same round Alas,
since it turns into a lightning bolt, there is little point in adding any WSAs.

ARROW OF EYES
- ARMS AND EQUIPMENT GUIDE (3.0)
Ammunition (Arrow)
Ammunition (Bone Bow Arrow)
Cost: 1,047 gp
Caster Level: 10th
Aura: Moderate (DC 18) Divination
Activation: and Concentration
Weight:
The fletching of this +1 arrow is painted with brightly colored eyes. When fired, an arrow of eyes allows
its wielder to see through a magical sensor located within its fletching. The sensor behaves exactly like an
arcane eye spell cast by a 10th-level sorcerer, except that it moves only when the arrow moves. The
wielder must concentrate to use the magical sensor, which lasts for 10 minutes. If the arrow lodges in a
moving object, the sensor moves with it. Neither the arrow nor the sensor provide any illumination of their
own. The arcane eye ability functions only once. If an arrow of eyes is recovered intact after firing, it
functions only as a +1 arrow.
Prerequisites: Craft Magic Arms and Armor, arcane eye
Editor (Breakdown): Base cost 1 gp. Mwk 6 gp. The base +1 costs 2,000 gp for 50 arrows, so that leaves
50,000 gp for 50, or 1,000 gp for one. If you compare it to a wand of arcane eye (SL4/CL10) for
30,000 gp, it is fairly expensive, but if you consider that the arrow can be used by anyone, and the
wand only by spellcasters. Under 3.5, it would cost 1,046 gp.
Editor (Arcane Eye): The eye cant enter another plane of existence, even through a gate or similar
magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert
until you again concentrate. The spell has an unlimited range.
Editor: Heres the problem, when the arrow is fired into someone, the arrow is considered destroyed, I
suspect the intent is that the arrow isnt destroyed until it is removed, then it stops working. However,
what happens if you miss? Well, 50% of the time its destroyed. I suspect that the spell would go off if
you miss and it survives. The only practical way to use this weapon is to shoot it into an object, like a
tree or a wall. But then, if you successful hit, the arrow is destroyed when you remove it.
One must also consider the fact that the spell has an unlimited range and is invisible, where as an
arrow of eyes is visible, has a limited range, and cannot move. Over all, this arrow sucks.

ARROW OF FARSIGHT
- DEFENDER OF THE FAITH (3.0)
Ammunition (Arrow)
Ammunition (Bone Bow Arrow)
Cost: 3,507 gp
Caster Level: 5th
Aura: Faint (DC 16) Divination
Activation: and Concentration
Weight:
Rangers, scouts, spies, and many elves covet these arrows. By taking a full-round action to concentrate, the
user can see what is happening in the vicinity of the arrow as if using the clairvoyance spell. Five minutes
after being fired against a target, the arrow crumbles to dust. Otherwise, it is in all ways a +1 arrow.
Prerequisites: Craft Magic Arms and Armor, clairvoyance
Editor (Breakdown): Base cost 1 gp. Mwk 7 gp. The +1 is 2,000 gp for 50. That leaves 173,000 gp, or
3,460 gp per arrow. Under 3.5, it should cost 3,506 gp.
Editor (Clairvoyance): The spell changed in 3.5, adding audio. Unlike other scrying spells, this spell does
not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is
magically dark, you see nothing. If it is naturally pitch black, you can see in a 10 foot radius around the
center of the spells effect. Clairaudience/clairvoyance functions only on the plane of existence you
are currently occupying.
Editor: The original in 3.0 sucked in comparison to arrow of eyes. In 3.5 it gets an upgrade to include
sound, but its just not worth it except in very special situations where it might be helpful. Frankly, this
arrow is beyond overpriced for what it does.

ARROW, SUMMONING
- ARMS AND EQUIPMENT GUIDE (3.0)
Ammunition (Arrow)
Ammunition (Bone Bow Arrow)
[SUMMONING ARROW]
Cost: 257 gp
Caster Level: 5th
Aura: Faint (DC 15) conjuration
Activation: Ranged Touch Attack
Weight: - lb
The head of a summoning arrow is sculpted to look like a bird of prey, and the fletching is always made of
feathers from the same bird. When launched from a bow, a summoning arrow transforms into an eagle (see
the Animals section of the Monster Manual) and attacks the foe that the arrow was fired at. If not launched
at a specific target, a summoning arrow turns into an eagle when its 30 feet away from the wielder, then
attacks the nearest creature. The eagle remains for 5 rounds or until slain, whichever comes first. After 5
rounds, the eagle flies away. It does not return to arrow form.
Prerequisites: Craft Magic Arms and Armor, summon monster I
Editor: An eagle for five rounds isnt that impressive. If launched at a specific target you could, in theory,
attack someone 1000 feet away. I wish it did damage then turned into an eagle, but thats just me.

BLADE OF WIND
- SAVAGE SPECIES (3.0)
Martial Light Melee Weapon
Cost: 97,510 gp
Caster Level: 6th
Aura: Faint (DC 17) evocation
Activation:
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Weight: 2 lb
Type: P
This +2 dancing short sword allows its wielder to fly, as the spell cast by a 6th-level wizard, for up to an
hour per day, while holding the blade of wind. The time in flight need not be continuous. When wielded by
a creature of the air subtype, the blade of wind changes its size in proportion to its wielder, remaining a
light weapon. For example, a storm giant would wield it as a Large short sword. In addition, creatures of
the air subtype gain a +4 enhancement bonus to Dexterity while wielding a blade of wind, and against
creatures of the earth subtype the blade of winds threat range and critical multiplier improve to 1720/!3.
Construction: Craft Magic Arms and Armor, animate objects, fly
Editor: Alas, it is quite obvious that this needs to be specifically a short sword and a dancing one at that. It
is a weapon that is for air subtypes and nobody else. Frankly, Id never use it, even if I was an air
subtype.

BRACERS OF STRIKING
- MAGIC OF FAERUN (3.0)
[BRACERS OF STRIKING]
Price : 1,310 gp
Caster Level: 5th (Three times the magical bonus)
Aura: Faint (DC 15) transmutation
Activation: Worn
Body Slot: Bracers
Weight: 1 lb
The wearer of bracers of striking is considered armed even when unarmed (as if he had the Improved
Unarmed Strike feat). The bracers may be modified with special weapon abilities as if they were a blunt
weapon (though they count as a double weapon, so double the cost of any ability).
Construction: Craft Magic Arms and Armor, magic fang or magic weapon, plus any needed for additional
special powers
Editor: So you get the improved unarmed strike and can but WSAs on your hands. Id like to point out that
if you ever made a +10 BoS, you would need 401,310 gp and a 30
th
level spellcaster. Despite the math-
magical errors, it is still the second weapon a monk should buy, right after the necklace of natural
weapons. The two dovetail very nicely.
Editor (How Do They Work): They dont. Seriously, the wording on this is all kinds of screwed up. Do
they modify unarmed strikes? Are the weapons that do unarmed strikes? Can you use them with other
weapons that modify unarmed strikes? What about natural attacks? They very quickly get into grey
areas that are hard to define. So, like so many things, ASK YOUR DM. Dont blind side the guy,
figure out how he sees them. Me? I see them as NoNW that are twice as expensive and can only
modify your unarmed strike. Someone else might see them as true double weapons. Unfortunately,
they arent, but a DM can change that. Personally I see them working with NoNW and Ward Cestus,
and even Amulet of Might Fists, although Id never actually use AoMF.

EMERALD CALTROPS
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Ammunition (Caltrops)
Price: 166 gp
Property: Melee
Caster Level: 8th
Aura: Moderate (DC 19) conjuration
Range: 5 ft
Weight: 2 lb
These magic caltrops dissolve into small puddles of acid when stepped on. Like normal caltrops, emerald
caltrops are scattered on the ground to slow enemies, but the act of scattering them also activates their
magic. One 2-pound bag covers an area 5 feet square. Each time a creature moves into an area covered by
emerald caltrops, make an attack roll (with a +1 bonus) using the rules for caltrops. 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.

CLAW GLOVES
- MAGIC ITEM COMPENDIUM (3.5)
[CLAW GLOVES]
Price : 5,604 gp
Caster Level: 5th
Aura: Faint (DC 17) transmutation
Activation: Worn
Body Slot: Hands
Weight: 1 lb
Claw gloves are treated as a pair of +1 punching daggers for the purpose of fighting with them when both
are worn. However, wearing claw gloves does not inhibit your ability to wield other weapons or otherwise
use your hands. In addition, if you charge or use Spring Attack while you are wearing claw gloves and both
your hands are empty, you can make an off-hand claw glove attack in addition to the normal claw glove
attack granted (though both attacks take normal penalties for fighting with two weapons). You cant
combine this extra attack with an attack with any other weapon, nor is it cumulative with any other effect
that grants you extra attacks when charging or using Spring Attack.
Construction: Craft Wondrous Item, Craft Magic Arms and Armor, magic fang
Editor (Breakdown): So this is 300 gp x 2 for the pair of masterwork weapons, and 2 gp x 2 for the two
punching daggers. That leaves two +1 weapons at 2,000 gp each, so 1,000 gp left for an extra attack
while charging or spring attacking.
Editor: I am underwhelmed.

CLOAK OF BATTLE
- MAGIC ITEM COMPENDIUM (3.5)
[CLOAK OF BATTLE]
Price : 22,000 gp
Caster Level: 14th
Aura: Strong (DC 22) transmutation
Activation: Worn, Standard (command)
Body Slot: Shoulders
Weight: 1 lb
A cloak of battle grants you a +4 armor bonus to AC. This is a continuous effect and requires no activation.
The cloak also has two other abilities tied to unique command words. The first command transforms the
cloak into an iron +1/+1 quarterstaff that leaps into your hands (or falls at your feet if you dont have an
open hand). The same command transforms the staff back into a cloak, returning it to your shoulders. The
second command allows the cloak to make a disarm attempt against an adjacent opponent (using your base
attack bonus and size modifier, and with a +4 bonus on the roll). This attempt does not provoke attacks of
opportunity. If the disarm attempt succeeds, the cloak can fling the weapon up to 10 feet in any direction.
(The disarmed weapon cant be thrown at a creature as an attack). If the disarm attempt fails, you cant be
disarmed in return. This ability can be used three times per day.
Construction: Craft Wondrous Item, Craft Magic Arms and Armor, cats grace, magic armor, magic
weapon
Editor: I am underwhelmed. I have armor that I can turn into a weapon so I lose my armor. Why not just
buy a weapon and armor? Seriously, its like bracers of defense (16,000 gp) with a double quarterstaff
(4,600 gp) which leaves 1,400 gp for the three times a day disarm with a cloak. Why not disarm as an
attack, then you can do it multiple times depending on your BAB? Horrible, just horrible.

DWARF CRUSHER
- SAVAGE SPECIES (3.0)
- MAGIC ITEM COMPENDIUM (3.5)
Martial Two-Handed Melee Weapon
Cost: 9,010 gp
Caster Level: 6th
Aura: Moderate (DC 18) transmutation
Activation: Free (Mental), Held
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 8 lb
Type: B
Price (Item Level): 9,010 gp (12th) Body Slot: (held) Caster Level: 6th Aura: Moderate; (DC 18)
transmutation Activation: Swift (command) Weight: 8 lb.
This enormous greatclub bears thick patches of rusted metal bracing a spiked stone weight set within the
gnarled head.
This Large +1 adamantine greatclub can only be activated by a bearer who has a Strength of 21 or higher
and the Power Attack feat. When it is activated, the next attack you make with a dwarf crusher in that
round against a dwarf, a construct, or a creature that has the earth subtype is treated as a touch attack. You
must also take at least a 5 penalty on this attack roll using the Power Attack feat in order to gain this
benefit. This effect functions three times per day.
Prerequisites: Craft Magic Arms and Armor, bulls strength, giant.
Editor (Breakdown): Base cost 5 gp. Large version is 10 gp. Masterwork is included in the material, which
is 3000 gp for adamantine. Now, the text says it costs 6,000 gp to craft and 240 xp. Okay but the
weapon itself only costs 9,010 gp. Shouldnt that mean the weapon costs 15,010 gp, or cost 3,000
gp/120 xp to create? Furthermore, it doesnt seem like this weapon was well thought out. Why would a
weapon only weighing 8 pounds require a 21 strength to wield? Yes, I know, as a large weapon of
should weight 16 pounds, but it doesnt.
Editor (Suggestion): The heart seeker amulet allows the wearer to make his next melee attack a touch
attack, three times a day against any target for 3,000 gp. Except that it takes a swift action to activate.
This weapon does the same thing, but is severely limited and costs twice as much. I suspect that the
limitations were never factored into the weapons cost. Then again, the weapon apparently can activate
its dwarf crushing power as a free action, beating out the swift action cost of the heartseeking amulet.
If you are going to make this a WSA, go with the 6,000 gp cost, make it work against any target for
one melee attack, but have it cost a swift action. Math wise, that adds up and is balanced in comparison
to other magic items from the same source book.
Editor: Oh yeah, it sucks.

DWARVEN THROWER
- DUNGEON MASTERS GUIDE (3.5)
Martial One-Handed Melee Weapon
Price: 60,312 gp
Property: Warhammer
Caster Level: 10th
Aura: Moderate (DC 21) evocation
Activation: Attack
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 5 lb
Type: B
This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an
additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special
ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of
damage against giants or an extra 1d8 points of damage against any other target.
Construction: Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level
Editor: Its overpriced, even for a dwarf.

JAVELIN OF CHAIN LIGHTNING
- ARMS AND EQUIPMENT GUIDE (3.0)
[JAVELIN OF CHAIN LIGHTNING]
Price : 3,301 gp
Property: Javelin
Caster Level: 11th
Aura: Moderate (DC 20) evocation
Activation: Standard (Attack)
Target: One primary target, plus 11 secondary targets (each of which must be within 30 ft. of the
primary target)
Saving Throw: Reflex half
Spell Resistance: Yes
Weight: 1 lb
This dangerous magic weapon becomes a bolt of chain lightning when thrown. The character who throws
the javelin chooses the primary target, but the secondary bolts arc to the nearest eleven creatures within 30
feet of the target. The thrower has no control over the secondary bolts. The primary bolt deals 11d6 points
of damage to the target (Reflex half DC 19) and 5d6 points of damage to secondary targets (half with a
successful save). The javelin is consumed in the attack.
Construction: Craft Magic Arms and Armor, chain lightning
Editor: This is BEYOND over priced. Heres the problem, it is consumed in the attack. Which means that
the weapon does not ever hit the target. Any WSAs that work with this would have to trigger if the
weapon does damage. It wouldnt work with any WSAs that depend on a successful hit and damage, or
a touch attack.

JAVELIN OF LIGHTNING
- DUNGEON MASTERS GUIDE (3.5)
[JAVELIN OF LIGHTNING]
Simple Thrown Weapon
Price : 1,500 gp
Property: Javelin
Caster Level: 5th
Aura: Faint (DC 16) evocation
Activation: Attack
Weight: 1 lb
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.
Construction: Craft Magic Arms and Armor, lightning bolt
Editor: This is BEYOND over priced. Heres the problem, it is consumed in the attack. Which means that
the weapon does not ever hit the target. Any WSAs that work with this would have to trigger if the
weapon does damage. It wouldnt work with any WSAs that depend on a successful hit and damage, or
a touch attack. On the upside, unlike a spell, you can throw as many of these as you have actions to do
so.

JAVELIN OF LIGHTNING, GREATER
- ARMS AND EQUIPMENT GUIDE (3.0)
[GREATER JAVELIN OF LIGHTNING]
Simple Thrown Weapon
Price : 1,501 gp
Property: Javelin
Caster Level: 5th
Aura: Faint (DC 16) evocation
Activation: Attack
Weight: 1 lb
When thrown, this javelin becomes a 10d6 lightning bolt. It is consumed in the attack.
Construction: Craft Magic Arms and Armor, lightning bolt
Editor: What? Its 1 GP more expensive then the regular version? Yup. Thats the math! I do not
understand the javelin series of magical weapons at all. Now, give this to your two weapon fighter with
the really high BAB and watch him throw seven of these in a round. Expensive? Oh Hell Yes. Scary?
Damn straight.

JAVELIN OF OBLITERATION
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Thrown Weapon
[JAVELIN OF PRECISION]
Cost: 9,301 gp
Caster Level: 15th
Aura: Strong (DC 22) transmutation
Activation: Attack
Weight: 1 lb
When thrown, this javelin becomes a disintegrator ray that functions as a disintegrate spell from a 15th-
level caster. The wielder makes a touch attack using her normal ranged touch modifier to determine
whether or not the ray hits. The javelin is consumed in the attack.
Prerequisites: Craft Magic Arms and Armor, disintegrate
Editor: Use arrows of disintegrate instead. Just too expensive and way over priced.

JAVELIN STAFF
- ANIMATED SERIES HANDBOOK (3.5)
Simple Two-Handed Melee Weapon
Simple Ranged Weapon
[SMW]
Cost: 25,000 gp
Caster Level: 8th
Aura: Moderate (DC) transmutation
Activation: See Below
Damage (s): 1d4
Damage (m): 1d6
Critical: x2
Range: 30 ft
Weight: 2 lb
Type: B
Ammo: Thrown
This long green staff seems to be made of solidified light. It feels light in the hands but has tremendous heft
when swung.
Dianas javelin staff acts as a +2 ki strike quarterstaff when wielded or a +2 ki strike javelin when thrown,
allowing Diana to use her Stunning Fist feat with javelin staff attacks in melee or at range. The staff can
extend up to 20 feet in length or diminish to a mere inch, but in a longer or shorter form it is not useful as a
weapon. Extending or retracting the weapon is a standard action. Diana can also use the javelin staff to help
her jump, granting her a +5 bonus on jump checks.
In addition, Diana can knock down foes with her javelin staff attacks. When Diana hits with a javelin staff
in melee, she can attempt to trip the opponent as a free action without making a touch attack or provoking
attacks of opportunity. If the attempt fails, the opponent cannot react to trip Diana. Due to her improved trip
feat, Diana gains an additional +4 bonus on her Strength check to trip the foe, and if successful she gets a
free attack against the prone enemy.
Prerequisites: Craft Magic Arms and Armor, creator must be a monk.
Editor (Pricing Speculation): The weapon seems to be priced wrong. The weapon suffers from the same
problems of the swordbow and the bowstaff. The cost of switching back and forth from one weapon to
the next is difficult to price. Morphing is a +1 WSA, but that allows you to change to any weapon of
the same type. This weapon doesnt change form, so we cannot use that as a comparison. It is both a
javelin and a quarterstaff at the same time. Also, the way it is written indicates that it is both a
bludgeoning weapon and a piercing weapon, which contradicts the TV show. So what exactly do we
do with this mess? Well, we have to assume that it acts like a quarterstaff and acts like a javelin
without actually being either. It is a unique weapon type in and of itself. It is not actually a double
weapon or a triple weapon as the wording indicates.
Editor (Variable Size): Sizing is a 5,000 gp WSA. It is unclear if the weapon possesses this quality, but we
have to assume so. Being a two-handed weapon, increasing its size might make it possible to use to
climb or what not, but unless you are using the WSA balanced or monkey grip, or something of that
nature, you cannot take advantage of the oversized weapon. However, sizing is activated on command
as a swift action. This appears to be standard mental.
Editor (Unique Feat): I suspect that the ability for Diana to knock down foes is not part of the weapons
magical properties. The entire second section appears to be written in a fashion that just seems to be
part of the PCs abilities, not a magical WSA. I suspect it is an undocumented unique feat, not a WSA.
Editor (Breakdown): Base cost 0 and 1 gp. Mwk 300 gp. EB +2 costs 8,000. There is no Ki strike WSA,
only Ki focus, but it appears to be the intent of the author. That is another +1 for a base cost of 18,300
gp. Sizing costs 5,000 gp, brining the total to 23,300 gp. This means that the ability to use Ki Strike at
range, the javelin properties, and the +5 to jump checks costs 1,700 gp.
Editor: This weapon is a major headache to breakdown and have a small payoff. But still, a +5 untyped
bonus to jump would normally cost 2,500 gp, so it is a good bargain, for what little it does. Clearly its
best for a monk as it is the only way to use ki focus in a ranged attack.

NECKLACE OF NATURAL WEAPONS
- SAVAGE SPECIES (3.0)
[NECKLACE OF NATURAL WEAPONS]
Price : 600 gp
Caster Level: 3rd
Aura: Faint (DC 11) transmutation
Activation: Worn
Body Slot: Neck
Weight: lb
The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of
the wearers natural weapons. In addition, any weapon special quality may be applied to this necklace, and
the quality then applies to those natural weapons as well. For instance, a +1 throwing returning necklace of
natural weapons would apply its enhancement bonus and the throwing and returning special abilities to one
or more of the wearers natural weapons.
Construction: Craft Wondrous Item, Craft Magic Arms and Armor
Editor (Market Price): 600 gp, plus the cost of the enhancement bonuses, multiplied by the number of
natural weapons affected. A +1 necklace of natural weapons that affects one natural weapon costs
2,600 gp; if the same necklace affects six natural weapons, it costs 12,600 gp.
Editor (Monks): The obvious choice for this is to give it to a monk. While a monk has multiple parts of his
body that he can attack from they are not actually separate weapons. So a monk only has to buy this
once and it applies to all his attacks.
Editor (Two weapon unarmed): If a monk takes two weapon fighting and fights with his off-hand, is he
not attacking with two weapons, so therefore, would he not have to buy it as if he has two different
weapons? It is unclear, and it is possible to look at it both ways. My suggestion is to leave it up to the
player. I can see advantages for doing it both ways. If you wanted me to make a firm ruling, I would
say, you only have to buy it once. That would mean you cannot use raking WSA with unarmed attacks
more then once in a round, or have to buy it through other means, perhaps Bracers of Striking.
Editor (Mandated Enhancement Bonus): Its not a weapon, its a wondrous item that enhances your
unarmed strike. So do you have to buy the +1 Enhancement Bonus, or can you buy nothing but WSAs?
By RAW, you can buy +10 bonuses of WSAs and never buy an enhancement bonus.
Editor (Multiple Weapons): Do I have to make every weapon the same? The way it reads, it can be up to
as many weapons as you want. Now, there is an upward limit of 200,000 gp for a weapon, plus the
base cost. However, considering this is effectively a double weapon, there is no reason you cant buy 6
different weapons for six different natural attacks, making this monster a maximum of 1,200,600 gp.
Technically, it would be RAW and not even epic. Now, the problem is, how many natural weapons do
you have? If you are an Anthropomorphic Giant Octopus, you can have 6 weapons. If you are a monk,
you only have 1 natural weapon. Heres the thing, which weapon are you using?
By RAW, you could buy a +1 weapon, a corrosive weapon, a flaming weapon, a smoking
weapon and if you only have one natural attack, you can only use one, but you could switch back
and forth. In fact, the way it reads, it would be a free mental action that you could make before every
single attack. You see, the assumption is that you have to make every attack the same. In fact, it does
not say that. You could make one attack +3 EB, and one attack Flaming Burst (+2 bonus total), and
then make one Whirling (+1 bonus), assuming that one of your natural attacks was slashing, which
would be possible with the versatile strike feat. The cost would be 600 gp base, 18,000 gp, 8,000 gp,
and 2,000 gp. Add them together and you got 28,600 gp. Of course you could only use one at a time
(unless you are our hypothetical Anthropomorphic Giant Octopus, in which case, buy three more
weapons and go to town.)
Editor (Is It Broken): Now, heres the question, is it broken? Well, since you are actually buying each
weapon separately, and because it only works on natural weapons, technically, no. Sure, it has the
added advantage of basically being the most awesome double/triple/quadruple weapon ever, but you
could do the same thing with an elvencrafted longbow with a close fighting knife and a bow blade and
the cost would be only a few hundred more. The main problem with this is the lack of need to spend a
+1 on the EB. In this DMs opinion, that is the only thing that needs to be corrected. That primary +1
Weapon Bonus Tax changes the cost of this dramatically and results in 6,000 gp savings for each and
every WSA you stick in this thing, of which, there is no theoretical limit.
Yes, having the ability to freely switch between weapons as a free action is nice, but easily
reproduced for a few thousand gold. Being limited to natural attacks also limits its usefulness to a
select number of builds. Let us face facts, monks dont get enough love. They suck right out of the
PHB, so I see this as an attempt to fix the broken aspects of the class. Dont take away one of the few
magic items that makes them useful.
Editor: If you are a monk, you need to buy one of these, flat out. It is the most awesome weapon
enhancement you can get. The only other alternative is the Bracers of Striking which are twice as
expensive for some insane reason. I suspect because the two can be worn together and we need to put
some sort of limit on having +20 bonuses on a monks fist. A monk should also look into ward cestus.
It might be an exotic weapon feat, but it allows you to add EBs and WSAs to your unarmed attacks.
Just plain awesome.

SUN BLADE
- DUNGEON MASTERS GUIDE (3.0)
- DUNGEON MASTERS GUIDE (3.5)
Exotic One-Handed Melee Weapon
Martial Two-Handed Melee Weapon
Martial One-Handed Melee Weapon
Cost: 50,335 gp
Caster Level: 10th
Aura: Moderate (DC 20) evocation
Activation: Wielded, Standard (command)
Damage (s): 1d8
Damage (m): 1d10
Critical: 19-20/x2
Weight: 2 lb
Type: S
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with
respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword,
and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any
individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a
sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply
equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the
weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against
Negative Energy Plane creatures or undead creatures, the sword deals double damage (and !3 on a critical
hit instead of the usual !2). The blade also has a special sunlight power. Once per day, the wielder can
swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a
bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the
sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light
with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for
another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature
attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand
and disappears when the sword is no longer wielded. This negative level never results in actual level loss,
but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
Construction: Craft Magic Arms and Armor, daylight, creator must be good
Editor: So sad to see this neutered version of the 2
nd
edition sunblade. If you are going after undead, you
could do worse, but as a main weapon, its not the best choice. It used to do 6d6 every round to
creatures affected by sunlight, now it just creates normal sunlight. Sigh.

SWORD OF VERSATILITY
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Two-Handed Melee Weapon
[Double]
Cost: 36,700 gp
Caster Level: 9th
Aura: (DC) evocation
Activation:
Damage (s): 1d6/1d6
Damage (m): 1d8/1d8
Critical: 19-20/x2
Weight: 10 lb
Type: S
Martial One-Handed Melee Weapon
Damage (s): 1d6
Damage (m): 1d8
Critical: 19-20/x2
Weight: 4 lb
Type: S
As a move-equivalent action that does not provoke an attack of opportunity, the wielder can transform this
+2/+2 two-bladed sword into two +1 longswords. Recombining the swords is also a move-equivalent
action. Both halves of the sword of versatility function exactly like normal +1 longswords when separated
from each other.
Prerequisites: Craft Magic Arms and Armor, make whole, shatter; Market Price: 36,700 gp; Cost to
Create: 18,700 gp + 1,440 XP.
Editor (Conjecture): This weapon either sucks horribly, or is just plain awesome. At first glance, it sounds
like you have the power to break your weapon into two weaker weapons. However, it states that both
haves of the sword function exactly like normal. So, that make this is a quad-weapon, which each
half of the two-bladed sword and each longsword able to be enchanted separately. In that case, you
have a weapon that can be for all seasons. Chances are they didnt intend it that way, but because it
seems so much cooler this way, (and since its pointless as hell the other way.) Im breaking it down as
a quad-weapon.
Editor (Breakdown): Base cost 100 gp. Mwk 300 gp, 300 gp. That leaves 36,000 gp. EB +2 is 8,000 gp,
EB +2 is 8,000 gp, EB +1 is 2,000 gp, EB +1 is 2,000 gp. A total of 20,000 gp. That leaves the cost of
splitting into two longswords at a flat 16,000 gp.
Editor: Even imagining it as a quad-weapon, it still sucks. But it sucks less then being 20,000 gp to split
into two longswords you can never upgrade. Not to mention that using a one handed weapon in your
off hand is an issue.

THUNDER CLUB
- ANIMATED SERIES HANDBOOK (3.5)
Martial Two-Handed Melee Weapon
Cost: 31,305 gp
Caster Level: 15th
Aura: Strong (DC 22) evocation
Activation: Wielded
Damage (s): 1d8
Damage (m): 1d10
Critical: x2
Weight: 10 lb
Type: B
Description: This thick wooden club seems like little more than a log until you pick it up. When its in your
hands, you feel as strong as a bull.
Bobbys thunder club is a +2 greatclub that grants its wielder a +4 enhancement bonus to Strength. In
addition, three times per day, Bobby can strike the ground as an attack and cause earth tremors in a 30-foot
line. Creatures in the area must succeed at DC 20 reflex save or fall prone.
Construction: Craft Magic Arms and Armor, bulls strength, earthquake.
Editor (Breakdown): Base cost 5 gp. Mwk 300 gp. EB +2 is 8,000 gp. A +4 to strength is normally 16,000
gp. That leaves 7,000 gp for the power us cause a tremor three times a day.
Editor (Earthquake): The question is, does the weapon act like the spell, or does it only knock people
down. In the show, the weapon has collapsed structures, but at no point did anyone get swallowed up
and killed. I would assume that in the 30 foot line the effect is just like an earthquake spell, except for
the entry on open ground. That just appears to knock people down, not crush them in grinding fissures.
This limitation would explain why the power is available so cheap. Very effective against inanimate
objects, not so much against opponents.
Editor: Cost to benefit ratio, its up there. You get quite a bit so for a barbarian, might be okay to use.
When you get up in level, other sources of strength boost will overshadow this.

TRUESTONE HAMMER
- ARMS AND EQUIPMENT GUIDE (3.0)
Exotic Two-Handed Melee Weapon
[Double, Droppable, Tripping]
Cost: 51,120 gp
Caster Level: 15th
Aura: Strong (DC 22) evocation
Activation: Wielded
Damage (s): 1d6 (B)/1d4 (P)
Damage (m): 1d8 (B)/1d6 (P)
Critical: x3 (B)/x4 (P)
Weight: 6 lb
Type: B or P
This utilitarian +2/+1 gnome hooked hammer is useful as a tool as well as a weapon. Three times per day,
when in contact with an illusion or an object that is the target of an Illusion spell, the hammer can dispel
magic (as the spell cast by a 15th-level caster, except that it affects only spells from the school of Illusion).
Once per day, a truestone hammer can be used to cast stone shape, as the spell from a 15th-level caster.
Prerequisites: Craft Magic Arms and Armor, dispel magic, stone shape
Editor: Truth be told, I just couldnt figure out how to break it down. Regardless, its so all over the place
as well as clearly gnome specific, that I really have to give it a solid Meh.

TYRANNYS KNELL
- PLAYERS GUIDE TO FAERUN (3.5)
Martial One-Handed Melee Weapon
Price: 154,312 gp
Property: Warhammer
Caster Level: 10th
Aura: Moderate (DC 21) evocation
Activation: Attack
Damage (s): 1d6
Damage (m): 1d8
Critical: x3
Weight: 5 lb
Type: B
This golden warhammer functions like a dwarven thrower with the following additional abilities. Once per
tenday, the wielder of Tyrannys Knell may strike the hammer against the ground (a standard action) to
create an effect identical to that of the earthquake spell. Each time the hammer strikes a creature of the
giant type, the target must make a DC 16 Fortitude save or be affected as if by a reduce person spell (even
though that spell normally affects only humanoids).
Construction: Craft Magic Arms and Armor, reduce person
Editor: If Dwarven thrower is overpriced, this is beyond the pale.

WATER WHIP
- MAGIC ITEM COMPENDIUM (3.5)
Exotic One-Handed Melee Weapon
[Nonlethal, Droppable, Finesse, Tripping]
Cost: 20,301gp
Caster Level: 8th
Aura: Moderate (DC19) transmutation
Activation: Wielded
Damage (s): 1d2
Damage (m): 1d3
Critical: x2
Reach: 0 to 15
Weight: 2 lb
Type: S
Disarm: +2
Description: This strange weapon looks less like a traditional whip and more like a tube of water, tapering
along its length to icicle sharpness at one end. The handle is crafted from a pale blue crystal shard.
This +1 whip shimmers and undulates with deceptive grace when held. Unlike a normal whip, a water whip
deals lethal damage and can affect armored creatures. Furthermore, while wielding a water whip, you are
difficult to disarm. If the whip is knocked from your grasp, it immediately flows back into your hand at the
beginning of your next turn (even if it is within someone elses grasp) as long as it is within 30 feet of you.
Doing this requires no action on your part. In addition, drawing a water whip is always a free action. Both a
fire elemental and water elemental are bound within a water whip, allowing it to emanate either of two
energy properties, flaming or frost. You choose the property when you activate the whip, and it deals an
extra 1d6 points of the appropriate kind of damage (fire or cold).
Lore: The first water whip was created by a sahuagin druid named Akasheck, who roamed the fringes of
a great reef a decade ago (Knowledge [history] DC 20). Akasheck enjoyed preying on unwary folk
sailing south to trade with other sahuagin. He was famous for the trick of ensnaring a victim near the
railing of a ship passing at night, then pulling the victim overboard before an alarm could be raised
(Knowledge [history] DC 30).
Construction: Bind Elemental (ECS 51) or Craft Magic Arms and Armor, planar binding
Editor: It seems to offer quite a bit, but in reality, it doesnt perform. Why not just buy a +1 whip that does
both frost and flaming for 18,000 gp?

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