Description: This weapon is jagged and barbed.

Powers: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra +2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.


Description: A faint hum and a violet aura play around the edges of this weapon's blade. Strange etchings gyre and gimble across its surface.

Powers: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, greater magic weapom; Price +5 bonus.


Description: Etchings of hungry mouths and goblets adorn this cruel-looking weapon.

Powers: A wounding weapon deals 1 point of Stamina damage from blood loss when it hits a creature. A critical hit does not multiply the Stamina damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Stamina damage dealt by this weapon.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, greater magic weapon; Price +2 bonus.

Specific Magic Weapons

This section lists a few of the more well-known weapons found across the lands of Azeroth.

Archaic Defender

Description: This slightly curved blade is of exceptional craftsmanship. The metal bears a light blue tint. The sword's pommel is wrapped with smooth leather straps that wind themselves about the wielder's hands in combat, allowing him to keep a tight and even grip on his weapon.

Powers: The archaic defender is a +2 parrying shortsword that provides an additional +2 dodge bonus to AC when the wielder takes the total defense action in combat. The wielder also gains a +4 bonus on checks to resist being disarmed.

Moderate abjuraton; CL 12th; Craft Magic Arms and Armor, shield; Price 31,310; Cost 15,810 + 1,240 XP

Ardent Custodian

Description: This golden mace is designed for defense, not offense. When held, it substantially increases the wielder's staying power in combat, but adds no fighting ability whatsoever. No self-respecting warrior would carry such a thing, but it is a favorite among healers and other classes known strictly for combat support.

Powers: The ardent custodian is a heavy mace of magic defense that grants its wielder a +2 deflection bonus to AC. (Note that the weapon provides no enhancement bonus on attack or damage rolls; this is an exception to the normal rules that weapons must have at least a + 1 enhancement bonus to receive other benefits.) In addition, once per day as a standard action, the wielder can plant the mace in the ground, where it functions as a healing stream totem*.

Strong conjuration; CL 13 th; Craft Magic Arms and Armor, break enchantment, healing stream totem*; Price 49,072 gp; Cost 24,692 gp + 1,950 XP

AzuResong Mageblade

Description: These thin blades are designed for arcane casters, who can wield them with proficiency regardless of whether or not they have the appropriate feat. Any arcane spellcaster can identify this weapon and its powers by simply holding it and making a DC 15 Spellcraft check. The sword's pommel is wrapped in an azure leather strap encrusted with musical notes that, if played on a wind instrument, produce a hauntingly beautiful melody.

Powers: The azuresong mageblade is a + 1 warblade of spell power. The weapon also functions as a permanent spellstone, of the sort create spellstone* creates, and all spellcasters are considered proficient with the weapon.

Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Empower Spell, create spellstone*; Price 120,320 gp; Cost 60,320 gp + 4,800 XP

Black Malice

Description: Made entirely of thorium, this massive mace is intended only for the strongest of wielders. The weapon is extremely large and heavy. The mace is entirely black in color, save for silver metal spikes jutting out from the thick, evil-looking head.

Powers: Black malice is a thorium +2 shadowbolt heavy mace that grants its wielder protection from good. Black malice radiates evil that detect evil and similar divinations can detect (moderate aura).

This weapon bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon 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 weapon is wielded.

Strong necromancy; CL 12th; Craft Magic Arms and Armor, protection from good, shadow bolt*; creator must be evil; Price 54,312 gp; Cost 37,312 gp + 1,360 XP

Blade of Hanna

Description: The famous weaponsmith Hanna was a pragmatist. He could imbue any number of enchantments into the weapons he created, but he always believed the greatest way to improve a weapon was to enhance the person who wielded it. To this end, he crafted an ultimate weapon for himself — a sword that improved his own body to its ultimate potential. The sword served him well and passed on to his son, who attempted to slay a dragon alone. Since then, the blade of Hanna has been lost to legend.

Powers: This weapon is a +5 longsword that adds a +4 enhancement bonus to all of its wielder's ability scores.

Strong transmutation; CL 13 th; Craft Magic Arms and Armor, arcane intellect, bear's endurance, bull's strength, cat's grace, eagle's splendor, owl's wisdom; Price 194,315 gp; Cost 97,315 gp + 7,760 XP


Description: This long-handled halberd has a narrow, razor-sharp blade and wickedly barbed tip that bears a faintly glowing, sickly green aura. The shaft is wrapped in dried skin peeled from the corpses of zombies. The faint odor of rotting eggs surrounds the wielder in combat.

Powers: These nasty-looking and nasty-smelling items are not a favorite among the living, for obvious reasons. A blight is a +3 corrupting halberd that glows faintly green instead of the reddish purple typical of a corrupting weapon. In the hands of an undead creature, the wielder receives +2 turn resistance.

Strong evocation; CL 12th; Craft Magic Arms and Armor, stinking cloud, creator must be evil and capable of bolstering undead; Price 54,310 gp; Cost 27,310 gp + 2,160 XP

Bow of SeaRing Arrows

Description: This crimson bow is trimmed in black and gold, with a string that appears to be constantly on fire. It sheds no heat, however, and the wielder can employ the bow without fear of damaging either himself or the weapon.

Powers: The bow of searing arrows is a +3 composite longbow (+4) of fiery wrath. Although the user can employ any ammunition he wishes, he can also will the bow to create its own searing arrows in unlimited quantities. These arrows appear as the wielder makes the normal motion of reaching into a quiver. A searing arrow deals an additional +1d6 points of fire damage on a hit.

Strong enchantment; CL 13th; Craft Magic Arms and Armor, fire shield, firebolt*, resist energy; Price 72,800 gp; Cost 36,800 gp + 2,880 XP

BRain HackeR

Description: The end of this massive axe is jagged and irregular, with a single jutting spike that resembles the metal end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum.

Powers: The brain hacker is specially designed to slay arcane spellcasters. It is a +2 mana burn** greataxe. Against creatures capable of casting arcane spells, its bonus improves to +4 and it deals an extra +2d6 points of damage. If the brain hacker strikes a successful critical hit, it deals 1d6 points of Intellect damage in addition to its normal (critical) damage.

Strong enchantment; CL 13th; Craft Magic Arms and Armor, feeblemind, mana burn; Price 117,320 gp; Cost 58,820 gp + 4,680 XP

ColdRage DaggeR

Description: The origin of these powerful daggers is not known, though some scholars believe they may have extra-dimensional origins. At least three are known to exist on Kalimdor, although ancient tales suggest at least one other surfaced in Lordaeron. A coldrage dagger appears to have a blade made entirely of ice, although it is not cold to the touch and does not melt in hot conditions. Snowflakes appear and disappear in a swirling cloud about the blade when it is used in combat. The wielder's skin takes on a bluish hue, as if he were suffering from frostbite, althoug] 11 rs no ill effects from this condition.

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