Site hosted by Angelfire.com: Build your free website today!

WEAPON ABILITIES

This chart exists solely as an attempt to catalog all the various weapon abilities I've encountered in my library of 3E books.  I'm sure there's plenty more out there, and if you find (or create) a special ability that's not on this list, we'll talk over coffee and you'll probably get it added to the list as well as your weapon.

 

Ability

Equiv. Bonus

C.L.

Prerequisites1

Brief Description

Source

Acidic Burst +2 12th acid fog, acid storm, Melf's acid arrow or storm of vengeance As corrosive weapon.  Plus, deals an additional 1d10 HP acid damage on critical hit if x2.  Deals 2d10 if x3 & 3d10 if x4. Magic of Faerūn
Agility +1, +2, +3 5th caster level must 3x weapon's bonus, resistance Gives wielder a +2, +4, or +6 resistance bonus on all Reflex saves. Oriental Adventures

Anarchic

+2

7th

creator must be chaotic, chaos hammer

Chaos-aligned & bypasses DR/chaos.  Deals +2d6 HP to lawful creatures.  Gives 1 negative level to lawful creature who wields it.

DMG

Ancient +1 6th magic weapon Hardness and HP of weapon are doubled. Mercenaries
Arcane Puissance +1 11th Tenser's transformation Wielder gains +1 competence bonus to attack per two 2 arcane spellcaster levels. Relics & Rituals II

Axiomatic

+2

7th

creator must be lawful, order's wrath

Law-aligned & bypasses DR/law.  Deals +2d6 HP to chaotic creatures.  Gives 1 negative level to chaotic creature who wields it.

DMG

Balance +1 5th cat's grace Gives wielder a +8 competence bonus on all Balance checks. Oriental Adventures

Bane

+1

8th

summon monster I

Against designated foe (see chart in DMG), its effective enhancement bonus +2 better than normal, and it deals +2d6 HP to that foe.

DMG

Blurring +5 3rd blur Makes wielder appear blurred and hazy. Oriental Adventures
Bonding +1 13th Bigby's grasping hand Wielder cannot be disarmed of this weapon. Mercenaries

Brilliant Energy

+4

16th

gaseous form, continual flame

Gives off light as torch.  Ignores non-living matter, like armor & shields.  Weight not affected.

DMG

Ceremonial +1 4th alter self Wielder gains +5 circumstance bonus to Bluff and Diplomacy. Mercenaries
Corrosive +1 10th acid fog, acid storm, Melf's acid arrow or storm of vengeance Becomes slick with thick acid on command.  Deals extra 1d6 HP fire damage. Magic of Faerūn

Dancing

+4

15th

animate objects

May be loosed to attack on its own for 4 rounds, then drops (or the wielder may grasp it).  Must rest for 4 rounds before being employed again.

DMG

Deathbane +2 9th cure moderate wounds, detect undead Must also have ghost touch or undead bane ability.  Critical hits vs. undead inflict +1d10 HP positive energy damage if target fails Fort save DC 14.  Also shines in the presence of undead. Relics & Rituals II

Defending

+1

8th

shield or shield of faith

May transfer some or all of weapon's enhancement bonus(es) to the wielder's AC.

DMG

Demonbane +2 8th detect evil, holy smite Must also have the evil outsider bane ability.  Critical hits vs. evil outsiders inflict +5d8 holy damage if target fails Ref save DC 16.  Also detects evil at will. Relics & Rituals II
Disarming +2 7th   Eliminates foe's bonuses for both weapon size and two-handed weapons.  Wielder gains +1 to attack roll for disarming purposes only. Magic of Faerūn
Dispelling +1 10th dispel magic Melee weapons only.  1/day wielder can make an attack that acts as a targeted dispel magic. Magic of Faerūn
Displacement +5 5th displacement Makes wielder appear to be standing next to his actual position. Oriental Adventures

Disruption

+2

14th

heal

Bludgeoning weapons only.  Undead struck with weapon must make Will save DC 14 or be destroyed.

DMG

Distance

+1

6th

clairaudience/

clairvoyance

Ranged weapons only.  Doubles range increment.

DMG

Domineering +3 11th fear Anyone attacking the wielder must make Will save DC 16 or fight defensively. Magic of Faerūn
Doomwarding +3 13th limited wish Made with 7 seven charges.  1 charge may be used to gain an extra partial action in a round.  Or, 1 charge may be used to reroll any die.  Up to 2 charges may be used in a round, one of each kind. Magic of Faerūn
Elemental Aura +3 15th blindness/deafness, chill metal, flame blade, lightning bolt, Melf's acid arrow Deals extra 1d6 HP of an elemental damage of wielder's choice (acid, cold, electricity, fire, sonic).  Damage type may be changed 1/round as free action. Magic of Faerūn
Empowerment +3 13th greater magic weapon, spell turning Melee weapons only.  Absorbs one spell/round cast at wielder (up to 10 spell levels, which fade away at 2 levels/minute).  Each 2 spell levels absorbed gives wielder +1 to attack, dmg & saves. Relics & Rituals II
Everbright +2 12th blindness/deafness, searing light Flashed with brilliant light up to 2/day on command.  All w/in 20' (except wielder) must make Ref save DC 14 or be blinded 1d4 rounds. Magic of Faerūn
Flaming +1 10th flame blade, flame strike or fireball Sheathed in fire on command.  Deals extra 1d6 HP fire damage. DMG
Flaming Burst +2 12th flame blade, flame strike or fireball As flaming weapon.  Plus, deals an additional 1d10 HP fire damage on critical hit if x2.  Deals 2d10 if x3 & 3d10 if x4. DMG
Flying +1 9th animate objects, fly or telekinesis Melee weapon only.  Weapon flies at 30'/round & obeys owner to the limits of its physical abilities. Magic of Faerūn
Flying II +3 5th fly Up to 3/day, wielder can fly for up to 50 minutes.  Weapons pulls PC through the air. Oriental Adventures
Focused +1 6th magic weapon On a successful hit, weapon delivers any touch spell previously cast into it. Mercenaries
Force +3 10th bull's strength, gust of wind Successful hit immediately initiates a bull rush combat maneuver as a free action.  Wielder can suppress. Mercenaries
Frost +1 8th chill metal or ice storm Sheathed in icy cold on command.  Deals extra 1d6 HP cold damage. DMG
Furious +2 5th emotion Enhances the rage of a character with that ability, increasing to +6 STR, +6 CON & +3 Will.  Also enhances greater rage similarly. Oriental Adventures
Ghost Touch +1 9th plane shift Deals damage normally to incorporeal creatures, regardless of bonus.  Can be wielded by incorporeal creatures. DMG
Healing +5 18th aid, heal, regenerate Wielder regenerates 1 HP per round up to 25/day. Mercenaries
Holy +2 7th holy smite Good-aligned & bypasses DR/good.  Deals +2d6 HP to evil creatures.  Gives 1 negative level to evil creature who wields it. DMG
Honorable +2 7th creator must be LN or LG, castigate Deals +2d6 HP damage against "dishonorable" creatures, incl. non-good and non-lawful alignments, those associated with Shadow, or those who have violated the Code of their class. Oriental Adventures
Icy Burst +2 10th chill metal or ice storm As frost weapon.  Plus, deals an additional 1d10 HP cold damage on critical hit if x2.  Deals 2d10 if x3 & 3d10 if x4. DMG
Imbuement +1 7th   Missile weapons only.  Ammunition can be "charged" with any 0- to 3rd-level touch spell.  Spell is cast upon whatever ammo hits. Relics & Rituals II
Impact +1 10th weapon of impact Bludgeoning weapons only.  Doubles critical threat range.  In Lorenvale this ability does stack with the Improved Critical feat. Magic of Faerūn
Initiative +2 5th haste Gives wielder +2 luck bonus to initiative. Oriental Adventures
Invisible +2 6th improved invisibility Weapon is invisible.  Spot DC 30 to notice its presence.  Wielder is +1 to hit. Mercenaries
Jumping +3 5th jump, mage hand Acts as a ring of feather falling.  Also, once per 2 rounds, wielder gains +30 bonus to Jump checks. Magic of Faerūn
Keen +1 10th keen edge Slashing or piercing weapons only.  Doubles critical threat range.  Does not stack with keen edge, but in Lorenvale it does stack with the Improved Critical feat. DMG

Ki Focus

+1

8th

creator must be a monk

Only melee weapons.  Allows a monk to deliver ki attacks (stunning attack, ki strike, quivering palm, Stunning Fist feat) with the weapon.

DMG

Knockback +3 11th repulsion Melee weapons only.  Drives targets back 10' if target fails Fort save DC 19.  Also, if save fails, make 2nd Fort save DC 19 or be stunned 1 round. Magic of Faerūn

Merciful

+1

5th

cure light wounds

Weapon deals extra 1d6 HP damage, and ALL damage is non-lethal.  May be suppressed on command.

DMG

Mighty Cleaving +1 8th divine power Allows wielder with Cleave feat to make an additional attempt in a round DMG
Mighty Smiting +1 8th divine power Allows wielder with Smite ability to use it one additional time per day. Oriental Adventures
Passage +4 15th plane shift 1/day wielder can slice open a portal that works as the plane shift spell, but remains open only 1d4 minutes. Oriental Adventures
Precise +1 5th creator must have Precise Shot feat Ranged weapons only.  Grants the Precise Shot feat to any wielder who doesn't already have it. Magic of Faerūn
Proficient +1 10th divine power, keen, true strike Grants proficiency with this weapon to anyone who wields it. Mercenaries
Quick-loading +2 9th Leomund's secret chest, shrink item Crossbows only.  Up to 100 bolts (even of mixed types) stored in extra-dimensional space.  Reloading a hand or light crossbow is a free action, and wielder may freely choose what type of ammo to fire. Magic of Faerūn
Radiant Holding +3 9th magic missile, hold monster Only missile ammo.  Ammo deals 1 HP force damage instead of normal damage, and target must make Will save DC 17 or be held. Magic of Faerūn
Reach +3 12th astral projection Only small or medium melee weapons.  On command, weapon may be used to hit targets up to 10' away with no penalty. Mercenaries

Returning

+1

7th

telekinesis

Only thrown weapons.  After its attack, the weapon flies back to the one who threw it.  Catch as a free action just before next turn.

DMG

Screaming +1 10th shout or sound burst Emits low hum that is grating to the ears.  Deals extra 1d6 HP sonic damage. Magic of Faerūn

Seeking

+1

12th

true seeing

Only ranged weapons.  Ammunition veers toward target, negating miss chances.  Attacker must still aim.

DMG

Shattering +1 9th shatter Always deals double damage to all non-living objects. Mercenaries

Shock

+1

8th

call lightning or lightning bolt

Sheathed in crackling electricity on command.  Deals extra 1d6 HP electricity damage.

DMG

Shocking Burst

+2

10th

call lightning or lightning bolt

As shock weapon.  Plus, deals an additional 1d10 HP electricity damage on critical hit if x2.  Deals 2d10 if x3 & 3d10 if x4.

DMG

Silent Moves +1 5th silence Gives wielder a +10 circumstance bonus to Move Silently checks. Oriental Adventures
Silverbane +1 8th polymorph other Must also have the shapechanger bane ability.  Critical hits vs. shapechangers force the creature into original form if target fails Fort save DC 14. Relics & Rituals II
Socketed varies var   Metal (mostly) weapons only.  Channels the sympathetic resonances of a one-carat gem.  Unlike other abilities, the base weapon need not possess an enhancement bonus of any kind. home

Speed

+3

7th

haste

During full attack action, wielder may make one additional attack at full attack bonus.  Does not stack with haste spell.

DMG

Spellblade +1 13th spell turning Wielder is immune to one spell chosen at weapon creation.  If spell is targeted at wielder, weapon absorbs it.  On next turn, wielder may let the spell energy drain away, or he may direct the spell at a new target as a free action. Magic of Faerūn

Spell Storing

+1

12th

 

Stores a single targeted spell of up to 3rd level (with a casting time of 1 action).  Wielder can discharge the spell (once) at will as a free action when he hits.

DMG

Sure Striking +1 6th greater magic weapon Grants ability similar to greater magic weapon. Magic of Faerūn
Sweeping +1 5th bull's strength Grants +4 bonus to Strength checks during trip attacks. Magic of Faerūn

Thundering

+1

5th

blindness/deafness

Creates deafening roar with critical hit, dealing extra 1d8 HP sonic damage if critical is x2; extra 2d8 if x3; extra 3d8 if x4.  Target must make Fort save DC 14 or be permanently deaf.

DMG

Throwing

+1

5th

magic stone

Melee weapons only.  Weapon gains range increment of 10 feet and can be thrown with no penalty.

DMG

Unholy

+2

7th

unholy blight

Evil-aligned & bypasses DR/evil.  Deals +2d6 HP to good creatures.  Gives 1 negative level to good creature who wields it.

DMG

Vampiric +2 7th vampiric touch Targets hit must make a Fort Save DC 16 or lose an additional 1d4 HP, which are immediately added to the wielder's total as temporary HP. Magic of Faerūn
Venomous +1 9th poison 1/day this weapon can inflict a poison spell DC 14 on target.  Can decide to use the ability after he hits as a free action. Magic of Faerūn

Vicious

+1

9th

enervation

Only melee weapons.  Additional 2d6 HP damage to target, but 1d6 HP damage to wielder.

DMG

Vorpal

+5

18th

circle of death, keen edge

Slashing weapons only.  Severs the head of target on a natural critical hit (in Lorenvale).

DMG

Warning +1 7th caster must have Uncanny Dodge ability Wielder never loses DEX bonus to AC if caught flat-footed.  Does not stack with uncanny dodge. Magic of Faerūn

Wounding

+2

10th

Mordenkainen's sword

Deals 1 point of Constitution damage when it hits; critical hits do not multiply this damage.

DMG

 

 

 

 

 

 

1All prerequisites include the item creation feat Craft Magic Arms & Armor.