Weapons must be carried (either in a scabbard or in the hand) to grant their benefits.
Masterworks: All magical weapons are masterwork items, increasing their AP by 1.
The wielder adds +2 to damage rolls when successfully attacking a Vulnerable opponent or one he’s gotten The Drop on.
Price: 10,302 gp; Weight: 1 lb; Craft: Darkness; 5,302 gp.
This heavy club (Str+d6+1, AP 1, Damaging) is often decorated with large teeth and carved with stylized images of different animals. As an action, the wielder may transform the club into the head or limb of an animal; the weapon’s damage doesn't change when the shape of the club does: bite, claw, gore, slam, or sting.
If the wielder has the Wild Shape Edge, she can spend 2 Power Points to increase the weapon’s damage by one die type for five rounds as long as the character remains in contact with the weapon.
Price: 7,300 gp; Weight: 3 lbs; Craft: Smite; 3,800 gp.
This greatsword (Str+d10, AP 3, Accurate) is decorated with a chain motif. With a successful hit against a creature of the wielder’s Size or smaller, the attacker may transform the sword into a metal chain as a free action. If she does, it wraps around the creature hit, giving the Entangled status (Bound with a raise on the attack).
If the target escapes the grapple or the wielder decides to release the victim, the chain reverts to sword form (with the wielder holding the handle).
The wielder can also let go of the chain’s handle while a creature is Entangled or Bound with this item. Someone else can grab the chain’s handle and will it to revert to sword form as a free action, which releases the bound creature.
Price: 12,350 gp; Weight: 8 lbs; Craft: Telekinesis; 6,350 gp.
The head of this heavy mace (Str+d8, AP 2, Accurate) is made from a single piece of roughly spherical granite. Once per day as a limited action, the wielder can command the mace to release the head, which grows to the size of a large boulder (SBT) and rolls quickly in a direction the wielder specifies.
The boulder rolls in a straight line up to 60 feet away, trampling everything in its path for 3d6+5 damage (this can be Evaded). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over.
A new stone mace-head grows on the weapon’s haft over the next 24 hours.
Price: 6,812 gp; Weight: 8 lbs; Craft: Barrier; 3,652 gp.
This firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature’s flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. Until the bullet is removed or the combat ends, the creature is Distracted.
Price: 1,722 gp; Weight: —; Craft: Burrow; 861 gp.
This black dagger (Damaging) has a serrated edge. Once per day, the wielder can cause a magical Mild Poison to be applied to a creature struck by the weapon. The wielder can decide to use the power after he has struck.
Price: 8,302 gp; Weight: 1 lb; Craft: Lower Trait; 4,302 gp.
This special ability can only be applied to alchemical or metal firearm cartridges. Dry load cartridges can be used to load guns underwater or in other airless environments, such as a vacuum. This ability protects the cartridge’s contents as it is being loaded and creates a residual bubble of air that surrounds the firearm, further protecting the ammunition and allowing the firearm with this ammunition to be fired in an airless environment.
Price: 9,000 gp; Weight: —; Craft: Elemental manipulation; 30 gp/cartridge.
This gritty and irregular sling bullet (Damaging) explodes into a cloud of choking dust when it successfully strikes its target. This fills a Small Blast Template and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud is affected by major blind.
Price: 196 gp; Weight: —; Craft: Damage field; 98 gp.
The wielder of this longsword can cause it to burst into flame as a free action. When it does so, it causes +1 damage and can cast a flaming bolt, AP 2, as an action once per day (using Shooting as the casting roll).
Price: 20,715 gp; Weight: 4 lbs; Craft: Bolt, 10,515 gp.
This greatsword (Damaging, Elemental (cold)) 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 gains Environmental Resistance (fire).
A frost brand extinguishes all nonmagical fires in a Large Blast Template. As a limited action and a Spirit check, it can also dispel lasting spells with a fire Trapping.
Price: 57,475 gp; Weight: 8 lbs; Craft: Any two powers with cold Trappings; 27,375 gp.
This short sword (Str+d6, AP 1, Accurate, Dancing) automatically rises up to defend its wielder if he falls unconscious or is asleep with it in hand. Should any creature other than an ally of the wielder attempt to touch or strike him with melee attacks (not ranged attacks), the sword attacks that creature for up to five rounds.
Price: 65,310 gp; Weight: 2 lbs; Craft: Telekinesis; 32,810 gp.
This iron longsword (Str+d10, AP 2) adds +1 to its user’s Fighting rolls (+2 if wielded by a paladin). A paladin also gains the Arcane Resistance Edge, and may cast dispel using Spirit as an action three times per encounter.
Price: 120,630 gp; Weight: 4 lbs; Craft: Good aligned; 60,630 gp.
When thrown, the javelin becomes a streak of lightning. The user places a Stream Template in front of himself. The attack does 4d6 electricity damage to anyone who fails to Evade. The javelin is consumed in the attack.
Price: 1,500 gp; Weight: 2 lbs; Craft: Bolt; 750 gp.
This ornately designed lance (Str+d8+1, AP 3, Reach 2, Damaging) streams with ribbons and small pennants, allowing the wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Riding roll (at -2 with a raise) to avoid being knocked off his mount and prone. Use of such a weapon in a tournament or similar contest is generally considered dishonorable, and perhaps even cheating.
Price: 4,310 gp; Weight: 10 lbs; Craft: Boost Trait; 2,105 gp.
This plain-looking short sword grants the wielder the Luck Edge. Some luck blades may contain d4-1 wishes! (GM’s call.) The user should never know how many are left, and once used, the wishes are gone forever.
Price: 22,060 gp (0 wishes), 62,360 (1 wish), 102,660 gp (2 wishes),142,960 gp (3 wishes); Weight: 2 lbs; Craft: Wish; 11,185 gp (0 wishes), 43,835 (1 wish), 76,485 gp (2 wishes), 109,135gp (3 wishes).
This adamantine (Accurate, Damaging) heavy mace doubles its magical bonuses against Constructs. If the attack gets a raise and the Construct is Shaken or Wounded, the Construct is completely destroyed unless it makes a Vigor check (at -2 with a raise on the attack). A raise on attacks against Outsiders does an additional d8 damage instead of a d6.
Price: 75,312 gp; Weight: 8 lbs; Craft: Bolt with Disintegrate; 39,312 gp.
This elvencraft composite longbow (+1 Shooting) whispers “Swift defeat to my enemies” in Elven when pulled. Once per day, the archer can swear aloud to slay a specific target (in Elvish). The bow responds “Death to those who have wronged me!” Attacking that target with the bow causes +d6 damage and the user gets a free reroll on his Shooting roll.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until the target is slain or seven days have passed.
Price: 25,600 gp; Weight: 3 lbs; Craft: Elf; 13,100 gp.
This throwing hammer functions as a handaxe (Range 3/6/12, Damage Str+d6, AP 1, Returning) that can strike multiple foes with a single throw. If the wielder takes multiple actions to attack with the hammer, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total Range of the weapon.
For example, a dwarf can throw the hammer at a target 3" away; if it hits, he ricochets it to a second target 6" away from the first target (within Medium Range).
The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the Returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll only apply to that attack and not the others.
Price: 20,301 gp; Weight: 2 lbs; Craft: Telekinesis; 10,301 gp.
This arrow (Elemental (fire or acid)) continues to burn its target each round, dealing 1d6 fire (or acid) damage on the attacker’s turn for the next three rounds. Removing the arrow (a limited free action) prevents any further damage. It's destroyed once it burns out.
Price: 1,516 gp; Weight: —; Craft: Bolt (fire or acid); 758 gp.
This intimidating weapon is a longsword (Accurate) with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon. Wielders using this weapon deal +2 damage when attempting to break objects (see Breaking Things).
Price: 4,315 gp; Weight: 8 lbs; Craft: Bolt; 2,315 gp.
This lance (Str+d8+1, AP 3, Reach 2, Keen) has the ability to penetrate and destroy shields. Whenever its wielder gets a raise on a Fighting roll against an opponent who bears a shield, it takes the same damage as the opponent.
Price: 18,310 gp; Weight: 10 lbs; Craft: Smite; 9,310 gp.
This enchanted arrow (Damaging) is painted white with white fletching. It deals nonlethal damage and anyone hit with it must resist the effects of slumber, using the attack roll as the casting roll.
Price: 132 gp; Weight: 1/10 lb; Craft: Slumber; 70 gp.
A faint trail of sparks marks the passage of this starknife (Range 3/6/12, Damage Str+d4, AP 1, Elemental (electricity), Light) whenever it is thrown. Once per day as a limited action, its wielder may choose to have it transform into a 4d6 lightning bolt (this can be Evaded). It returns to its physical form at the end of its path and may be thrown normally until it recharges the following day.
Price: 21,324 gp; Weight: 3 lbs; Craft: Burst (electric); 10,824 gp.
This magical short sword (Str+d6, AP 1, Accurate) has a thin, dull-gray blade. Its wielder may use her Sneak Attack ability whenever she has at least a +2 Gang Up bonus on her attack.
Price: 22,310 gp; Weight: 2 lbs; Craft: Deflection; 11,310 gp.
The sword’s magical qualities change depending on its current plane of existence, or if used against a creature from that plane. Use whichever bonus is greater if two conditions apply.
Outsider: Against an Outsider, the bearer also gets a free reroll on damage.
Material: +1 Fighting, Str+d8, AP 1.
Elemental: +2 Fighting, Str+d8, AP 1.
Astral/Ethereal/Others: +2 Fighting, Str+d10, AP 2.
Price: 22,315 gp; Weight: 4 lbs; Craft: Plane shift; 11,315 gp.
This scimitar (Accurate, Damaging), when used outdoors in a temperate climate, grants its wielder the use of the Sweep Edge and increases the weapon damage one die type.
Price: 47,315 gp; Weight: 4 lbs; Craft: Druid Edge; 23,815 gp.
These firearm bullets deal no damage, but instead cause a pale glow to outline the target. Characters ignore all Illumination penalties and up to 2 points of penalties when targeting an invisible creature hit by a tracer bullet until the end of your next turn.
Price: 100 gp; Weight: —; Craft: Light; 50 gp.
This battleaxe (Str+d8+1, AP 1, Bane (giant), Damaging) feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day, when its wielder gets a raise on a Fighting roll, the target is affected by lower Trait (Strength) (as if it were cast with a raise).
Price: 23,310 gp; Weight: 6 lbs; Craft: Lower Trait; 11,810 gp.