To determine a weapon's type randomly, use the Weapon Type tables.
Any plus (or minus) noted in a magic weapon's description is typically an adjustment to the wielder's attack roll and damage roll. The damage adjustment is applied to the total result, not per die. A bonus attributed to a weapons magic bonus (e.g. a "+1" sword), is called a magical enhancement bonus.
Missile Weapons and Ammunition
Ammunition fired or launched from a magic missile weapon is considered magical (same plus as the weapon and this applies to all ammunition fired/launched).
Magical ammunition pluses with stack with magic weapon bonuses to both attack and damage. Thus, a +2 arrow fired from a +1 long bow will be +3 to attack and damage.
In regard to damage resistance, the bonus is considered to be the highest individual bonus. Thus, in the example above, the weapon could damage creatures requiring +2 weapons to overcome damage resistance.
Each piece of ammunition that misses the target will be broken or rendered non-magical (01-50) or will survive intact and can be used again (51-00). Any ammunition that hits it's target is destroyed or rendered non-magical. Ammunition includes arrows, bolts, bullets, and stones.
Most magic weapons do not emit a illumination of any kind. The exception are magical swords and daggers.
Magic daggers shed normal light in a 10-ft. radius
Magic short swords shed normal light in a 15-ft. radius
Longer magic swords shed normal light in a 20-ft. radius.
The light emanates from the blade and is blocked normally by objects—a typical scabbard will block all of the weapon's light.
If not known or noted in the items description all blades of the type listed above will either shed continuous light (01-95) or will shed no light at all (96-00). The color and characteristics of the magical illumination will be described by the GM—most weapons shed a steady cool white light.
All magic weapons have the speed factor and encumbrance of a mundane weapon of their type unless the item description states otherwise.
Standard Metal Alloys. The composition of metallic weapons vary based on power but frequently include alloys of adamantite, meteorite-iron, and mithral.
Non-metallic Weapons. These are typically made of standard material types, although sometimes rare materials (bone, rare or petrified woods, etc.) are used.
Special Make. Rarely, weapons are made by expert craftsfolk following a special process created by their race: Dwarf-craft items, Elven items, or Giant-make. These items may have special properties per the GM: Enduring (offering additional bonuses to item saves), Agile (weighing half the normal weight), or Dense (offering saves versus effects that would otherwise destroy it).
Magic Aura. All magic weapons will radiate evocation magic unless they contain additional magics (per the GM).
All magic weapons add a minimum cost of 150 g.p. on to the typical price of the weapon and the cost noted in the magic item tables (ammunition adds 20 g.p. per piece).
Some magic weapons are enchanted beyond simply raising the protection bonus of the item. The bonus noted by the special ability adds a "+" bonus to the XP/GP of the final weapon—this does not affect the attack/damage bonus or item saves in any way. Thus, a +2 wounding short sword is worth a base 3,200 XP/16,000 g.p. (i.e. it is rated as a +4 weapon) but the wielder's bonus to attack and damage is +2 before adding wounding effects.
If an effect calls for multiplying damage, the following damage will be multiplied on a successful strike:
Weapon damage dice are multiplied. A 1d8 becomes 2d8, etc.
Any magical enhancement bonus attributed to the weapon is multiplied.
Examples of damage not multiplied:
Strength bonus
Class or racial bonuses
Temporary bonuses such as magical effects, rage, etc.
[innate; alteration-evocation]
A weapon with this special ability grants a stacking +2 bonus to the attack roll.
In addition, in cases of random determination for targeting, the wielder can target the individual desired.
Concealment less than 100% or soft cover AC bonuses for the defender is ignored for any ranged attacks.
Thus, a +2 accurate hand axe can be thrown at targets in melee without a chance for an ally to be hit with a +4 bonus on the attack roll and a +2 bonus on the damage roll. Likewise, when attacking a target grappling an ally, the wielder can target the hostile grappler with melee or missile attacks using the axe without a chance of striking the ally.
Only one accurate ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
A sling with this dweomer is called a "sling of seeking".
Weapon Type Any/no restrictions.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP The accuracy ability adds a +2 to the standard weapon's base XP/GP.
[innate; evocation]
A weapon with this special ability grants a stacking bonus to attack and damage versus certain types of creatures. The bonus is determined by the Weapon Special Abilities table. Notation can be either as a "bane" weapon or "vs. creature type". For example, a +1 long sword, +4 vs. reptiles OR a +1 reptile bane long sword (+4). The weapon is a +1 long sword with the ability of bane ability of +3 against reptiles (and is worth a base 400 XP/2,000 GP). The bane bonus stacks on top of the weapon's base +1 bonus against reptiles.
Only one bane ability can be on an item at a time, unless the weapon is unique (per the GM; if indicated again, re-roll on the Weapon Special Abilities table). Notably, the bane bonus allows a weapon to surpass the normal +5 maximum bonus against the specific creature type (only).
To determine the creature type, the GM can use the table provided. Where appropriate, the bane bonus applies to creatures possessing either the creature type or creature sub-type listed. Certain categories are more expansive, such as those based on the size of the creature.
The list is short and the GM can freely add creature types as desired.
Weapon Type Any/no restrictions.
Frequency Uncommon; Caster Level 12; Aura Strong/Strong; XP/GP A bane +1 adds a multiplier of 1.5 to the standard weapon's XP/GP. A bane +2 adds a multiplier of 1.75 to XP/GP and a bane +3 adds a multiplier of 2 to XP/GP.
[innate; evocation, curse]
A weapon with this special ability is cursed. See Cursed Items.
In addition to the standard nature of cursed weapons, if the wielder is damaged in combat, the wielder will become enraged. Once enraged, the wielder must enter melee with the creature closest to him or her using the berserker weapon. The typical enraged condition is adjusted in the following ways:
The wielder doubles the typical enraged bonus to attacks.
The wielder gains temporary hit points equal to +2 per hit dice.
The wielder gains multi-attack (+1).
If the wielder has not been struck or damaged for 3 consecutive rounds, the wielder can make a -2 save vs. Spell to shake off the rage and act normally again.
Breaking the Curse. The curse on this weapon is a strong curse.
Only one berserker ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "of berserking". e.g. A +1 broad sword of berserking.
Weapon Type If a missile weapon or ammunition is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A cursed berserker ability adds a +0 to the standard weapon's base XP/GP.
Enraged creatures in melee will attack the nearest creature (normally, even allies, determine randomly if multiple) and gain the following adjustments:
Enraged creatures gain a +1 bonus to attack rolls and a +2 bonus to damage rolls.
Enraged creatures suffer a -3 penalty to armor class (limited to AC 10).
Enraged creatures are immune to fear effects.
An enraged creature will continue to attack the nearest creature (beginning with the creature that most recently caused him or her damage) until it falls before moving to the next nearest creature until no living/moving creatures remain in sight.
In melee, the enraged creature always attacks the creature that most recently caused him or her damage. Otherwise, the enraged creature attacks any creature in melee range (determined randomly).
The enraged creature will not stop fighting (entering melee or attacking in melee) until all creatures are further than 60-ft. away (at the beginning of any combat round). If not within 60 feet of another creature, the enraged condition will cease (unless otherwise indicated).
While these are the typical attributes of the condition, see the description of the cause for differences that will supersede these.
[innate; evocation]
A weapon with this special ability adds a stackable +1 bonus to attack and damage cumulatively for each contiguous round spent attacking with the weapon after the first round.
After 4 rounds (achieving a stacking +3 bonus), on the 5th round, the stackable bonus drops to +0 and the bonus will begin to climb again. In addition, after the 4th round of continuous use, the weapon can be let go to "dance", striking as the wielder (using the wielder's AAC0) while the wielder attacks with another weapon or performs other actions. Concentration is not required but the wielder must use an innate ability as a minor action to have the weapon switch targets (it can attack any creature within 30 feet). When the weapon begins to dance, it will continue to attack the last foe the wielder attacked unless commanded otherwise.
While dancing, the weapon uses the wielder's AAC0 and gains the weapon's standard bonus to attack rolls and damage rolls (increasing over time as per above). The dancing weapon also gains the multi-attack ability if the wielder had the ability (that would normally apply if they were wielding it) and any other class-based adjustments (not including racial adjustments) to attack or damage (e.g. weapon specialization, or ranger damage bonus). The wielder's Strength or bonuses due to spells, etc. do not apply to a dancing weapon's attacks.
Once the weapon has danced for 4 rounds, it returns to the wielder and the wielder can grab it as a minor action if they have a free hand. If the wielder does not have a hand free, the weapon drops to the ground in their space.
While dancing, the weapon cannot be targeted by attacks, but is treated as an unattended object with respect to area of effect abilities/magic. ie. The weapon must make item saving throws for any damaging area effects (at the weapon's full XP bonus; a +1 sword of dancing saves as a +4 item).
A dancing weapon does not have a limit of +5 while being used but the overall weapon value is limited to a +6 weapon. i.e. If a dancing weapon is indicated, then a +4 weapon is rolled, the weapon will be a +3 weapon of dancing (treated as a +6 item).
Only one dancing ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "of dancing". e.g. A +1 dagger of dancing.
Example. A dwarven 7th level fighter, 8th level thief with an 18/32 Strength and 17 Dexterity is attacking with a +2 short sword and +1 dagger of dancing. On round 1, the dwarf's attacks are normal (using multi-attack). The dagger will do 1d4+4 damage if it strikes. On round 2, the dwarf's dagger increases to a +2 dagger. On round 3, the dwarf's dagger increases to a +3 dagger (and the dwarf attacks using multi-attack). On round 4, the dwarf's dagger increases to a +4 dagger. On round 5, the dwarf drops the dagger and draws a +1 hand axe. The dwarf strikes 3 times using using multi-attack (sword-axe, then again with the sword at the end of group actions) and the (now) +1 dagger of dancing flies about, striking twice (once then again at the end of the group actions). The dagger does 1d4+1 points of damage if it strikes a man-sized foe. On round 6, the dagger strikes as a +2 dagger (1d4+2). And so on. On round 9, the dwarf drops his hand-axe and catches the dagger that returns to his hand. He uses the dagger to attack with multi-attack (and the dagger is again +1). If the dagger was a +3 dagger of dancing, the weapon bonus for each round would be +3, +4, +5, +6, before dancing and becoming +3 again.
Weapon Type If ammunition is indicated, re-roll for weapon type.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP A dancing ability adds a +3 to the standard weapon's base XP/GP.
[innate; abjuration-evocation] (minor)
A weapon with this special ability allows the wielder to divert some or all of the weapon's bonus to be used to enhance their armor class against melee weapon attacks (only). The weapon must be in hand and the wielder must use a minor action as an innate ability to begin the protection or change the protection.
This bonus stacks with any combination of armor, Dexterity modifier, or protective devices (rings, bracers, cloaks, shields, etc.).
Thus, a +2 defending heavy mace wielded by a cleric wearing chain mail can be used to divert all of its bonus to be used as an AC bonus, granting an AC 3 (AD 5) against melee attacks while missile attacks are against an AC 5 (AD 5). The weapon is a +2 heavy mace with the defending ability for a total base weapon value of 1,200 XP/6,000 GP (the +2 weapon value multiplied by 1.5).
Only one defending ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapon Type Any/no restrictions.
Frequency Uncommon; Caster Level 12; Aura Strong/Strong; XP/GP A defending ability adds a multiplier of 1.5 to the standard weapon's XP/GP.
[innate; evocation-necromantic]
A weapon with this special ability is Good-aligned and causes 5d4 damage to Evil creatures that handle it.
If the weapon strikes an undead or Evil outsider from Hades, Hell, or the Abyss, it will do double damage and the wielder can make a turn undead check at a 9th level of ability against the undead or outsider struck. If the check is successful, the creature struck (only) is disrupted (destroyed). Note the limits on turning Evil outsiders (double damage will still apply in any case). This special ability does not otherwise change the base weapon's bonus to attack or damage.
Weapons with this ability are typically noted as being "of disruption". e.g. A +2 light mace of disruption.
Weapon Type Any/no restrictions.
Frequency Very rare; Caster Level 12; Aura Strong/Strong (Good); XP/GP A wounding ability adds a +3 to the standard weapon's base XP/GP.
[innate; evocation; fire]
While held in a hand, a weapon with this special ability can be commanded to become limned in flame as an innate ability (minor).
The flame shed light as a torch, is as hot as a torch, and will light fires as would a torch.
In addition, the weapon gains the following stackable bonuses to attack rolls and damage when used against the following creature types:
+1 when attacking regenerating creatures.
+2 when attacking creatures with the avian sub-type.
+2 when attacking creatures with the cold attribute.
+2 when attacking creatures that are covered in inflammable or combustible material (such as oil).
+2 when attacking creatures that have the weakness, vulnerability to fire.
+3 when attacking undead.
All bonuses stack with the base weapon's magical pluses. e.g. A +2 flaming spear will is a +5 spear versus undead.
The bonus due to flaming allows a weapon to surpass the normal +5 maximum bonus against the specific creature types (only).
The weapon must be held, uncovered in the hand or the flame will go out. The commands to "flame-on" or "flame-off" are verbal and used as an innate ability (minor). Even flammable material that is difficult to light will eventually burn as the flame cannot be extinguished by wind or rain or snow. The flame will burn underwater, shedding light, but it will loses attack and damage bonuses due to the flame.
Weapon Type Any.
Frequency Uncommon; Caster Level 12; Aura Strong/Strong; XP/GP A flaming ability adds a +3 to the standard weapon's base XP/GP.
[innate; alteration-evocation]
A weapon with this special ability allows the wielder to attack creatures partially or wholly on the Ethereal plane including creatures that have the ability to phase between the Ethereal and the Prime.
No additional bonuses to attack or damage are given but if an incorporeal creature is noted as having a different armor class versus creatures attacking it from the Ethereal plane, the wielder can strike against that AC (cf. ghost).
The weapon provides no special ability to see or detect such creatures, and unless otherwise indicated in the creature's description, ethereal creatures are invisible to those on the Prime plane.
A ghost touch weapon can also be wielded by incorporeal creatures to attack others. This does not allow a creature wholly on the Ethereal plane to attack those on the Prime plane, but allows creatures that are semi-material to wield the weapon against those on the Prime plane. The weapon can be taken to the Ethereal plane and wielded by incorporeal creatures there as well.
Only one ghost touch ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapon Type Any/no restrictions.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP A ghost touch ability adds a +1 to the standard weapon's base XP/GP.
[innate; evocation-necromantic]
A creature struck by this weapon with a natural 20 and that takes damage will be energy drained for 1 level. This is a supernatural ability and cannot be resisted with magic resistance.
The wielder is healed the same number of hit points the target loses due to energy drain. Otherwise, the hit points are temporary, lasting 1 hour.
If the wielder strikes an undead creature that drains energy levels, and the attack roll is a natural 20, the wielder will instead be the victim of energy drain and the target will gain the hit points. Undead that do not drain levels are simply immune to energy drain (as is normal).
If an creature that drains energy levels uses a weapon with life stealing ability, the undead can drain levels with each strike that hits (as if striking the target with a typical attack that would cause energy drain, draining the typical number of levels).
The weapon does not otherwise gain any bonuses to attack rolls or damage.
Only one life stealing ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "of life stealing". e.g. A +1 arrow of life stealing. The color of these items are invariably black (particularly the area that would typically strike a foe).
Life stealing weapons never shed illumination.
Good creatures, particularly those with a divine connection, will gain continuous performance marks for the (knowing) use of this weapon ability.
Weapon Type Any.
Frequency Very rare; Caster Level 12; Aura Strong/Strong (Evil); XP/GP A wounding ability adds a +3 to the standard weapon's base XP/GP.
[innate; conjuration/summoning-evocation]
A weapon with this special ability grants its possessor +1/+5% on all saving throws.
In addition, the possessor may re-roll a saving throw once per day as an immediate action (even after failing a save).
Weapons with this ability also have the ability to grant wishes. These weapons will typically possess 1d4+1 wishes, each usable as a wish spell.
The possessor will not know the number of wishes unless wish-type magic is employed to discover the number. The possessor may also inadvertently cause a wish to be used by saying the phrase, "I wish...".
Only one luck ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "lucky". e.g. A +1 lucky rapier.
Weapon Type If ammunition is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 18; Aura Strong/Strong; XP/GP A luck ability adds a +2 to the standard weapon's base XP/GP and each wish contained in the item adds 2,500 XP/13,000 GP to the item value (XP is given only when a wish is used and gold piece value may be impossible to ascertain ahead of wishes being used).
[innate; conjuration/summoning-evocation]
A weapon with this ability gains stackable bonuses when attacking extra-planar creatures or when used on planes other than the Prime plane.
The stackable bonuses are as follows:
+1 when attacking extra-planar creatures from the Inner planes (e.g. Elemental planes).
+1 when used while located in one of the Inner planes (e.g. Elemental planes).
+2 when attacking extra-planar creatures from the Outer planes (e.g. the Abyss, or Heaven, or Hell).
+2 when used while located anywhere on one of the Outer planes.
+3 when attacking extra-planar creatures from either the Ethereal plane or the Astral plane.
+3 when used while located on the Ethereal or Astral plane.
If attacking from the Prime plane, creatures must have the creature sub-type, extra-planar and be noted as being native to the particular plane. For example, a human ghost is partially on the Ethereal plane but is not an extra-planar creature (and the weapon gains no special bonus unless the wielder actually travels to the Ethereal plane to battle the ghost).
This weapon never decreases in overall bonuses for travel to the Outer planes (no matter how deep into the plane the wielder might travel).
The bonus due to the planar natural of the weapon allows a weapon to surpass the normal +5 maximum bonus (although the limit of +6 overall value still applies, thus the maximum base weapon plus is +3).
Only one planar ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Planar swords or daggers only glow if taken off the Prime plane.
Weapons with this ability are typically noted as being "of the Planes". e.g. A +1 glaive of the Planes.
Weapon Type Any.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A planar ability adds a +3 to the standard weapon's base XP/GP.
[innate; evocation]
A weapon with this special ability will remove a random limb from a creature struck with a natural 18, 19, or 20. A creature must have definable limbs for the sword to operate this way.
The required attack roll is a function of size and type:
natural 18: This will remove a limb any creature except for creatures larger than man-sized or those made of solid metal or one made of stone.
natural 19: This will remove a limb any creature except for those made of solid metal or one made of stone.
natural 20: This will remove a limb any creature struck.
The limb removed is determined by rolling a d6:
Head
Left leg
Right leg
Left arm
Right arm
Roll again
If the creature has more limbs or a tail, the GM will use a larger die to determine the limb, the legs and arms listed above will always be the fore-limbs. For example, a horse will require a d8 (6=left hind leg; 7=right hind leg; 8=tail).
If a creature's head is severed, it will die (unless a construct, a troll, or similar).
A creature that has it's limb removed must make a System Save or become stunned for 1d6 rounds. In addition, the creature (if not a regenerating creature) will take 1d8 bleed damage each round until the wound is bandaged or the creature receives magical healing.
Other effects are based on the limb removed. A biped that loses a leg will fall prone and can move at 10-ft. per round. A quadruped that loses a leg will move at 75% normal speed. Loss of an arm or similar limb means it cannot be used. Loss of a tail may or may not hinder movement per the GM.
A weapon of sharpness is always treated as at least +3 in regards to damage resistance. Once the weapon's powers are known, if the weapon is a sword, the wielder can also mentally command it to produce magical illumination from 5-ft. to 30-ft. in radius. The wielder can also command the weapon to produce no light at all. Mental commands are performed as an innate ability (minor).
Limitation. The weapon cannot sever a limb from any creature that can only take partial damage from the attack (i.e. the creature has some special immunity or resistance causing it not to take full damage from the attack.)
Only one sharpness ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "of sharpness". e.g. A +1 bastard sword of sharpness.
Weapon Type If any weapon other than a medium or large slashing or chopping weapon is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A sharpness ability adds a +4 to the standard weapon's base XP/GP.
[innate; evocation]
A weapon with this special ability gains the bane ability against a particular creature type or sub-type. See the table below to determine type and the Bane weapon ability for details. The bane ability will apply to all creatures of the appropriate type regardless of alignment.
In addition, the weapon will multiply damage against a specific type of creature based on the bane ability. See the tables below.
Only one slaying ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being a "..., x-slayer". Based on the type of slaying being done, the weapon will be noted more or less specifically. For example, a blue dragon slaying weapon will be noted as "dragon slayer": +2 medium lance, dragon-slayer, while a demon slaying halberd will be noted as such: +1 halberd, demon-slayer.
Weapon Type If ammunition is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A slaying ability adds a +4 to the standard weapon's base XP/GP.
[innate; alteration-evocation]
When wielded, a weapon with this special ability grants the following benefits to it's wielder:
The wielder will Go First in Initiative.
The wielder gains multi-attack (+1) when attacking with the weapon.
If the weapon is a missile weapon that is thrown, the fire rate does not increase, but the weapon of speed will be thrown as a Go First action (any additional thrown weapons, eg. daggers, will be thrown during the missile phase on the wielder's turn).
If the weapon is a loading missile weapon, the fire rate will be doubled. The wielder still needs both hands free to access ammunition and operate a missile weapon that uses ammunition (unless the weapon is pre-loaded and a crossbow able to be fired in one hand).
If the weapon is a missile weapon that uses ammunition with a fire rate over 1 (ie. a bow), the fire rate will increase by 1. The wielder still needs both hands free to access ammunition and operate a missile weapon that uses ammunition.
The weapon removes the delayed condition from the wielder while being wielded.
If the wielder is magically slowed, the effect is cancelled with regard to the wielder and the weapon operates without the speed ability benefits. This period lasts for 1d4 rounds before beginning to operate normally again.
In order to gain the multi-attack ability, the weapon must be used as part of the primary attack routine.
Only one speed ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table). If two speed melee weapons are being wielded, the wielder gains a maximum of two attacks with the secondary weapon regardless of other abilities.
Melee weapons with this ability are typically noted as being "of quickness", while missile weapons are noted as "of speed". e.g. A +2 long bow of speed.
Weapon Type If ammunition is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A speed ability adds a +3 to the standard weapon's base XP/GP.
[innate; alteration-evocation]
A weapon with this special ability grants the wielder the ability to throw it with a stacking +2 bonus to the attack roll. In addition, the wielder's Strength bonus (if any) is added to the damage roll.
If the weapon is normally a weapon able to be thrown (see the Missile Weapons table), that weapon will return to the wielder's hand after it is thrown. Even though the weapon returns quickly, only one thrown attack is allowed per round with that particular weapon, although if the wielder has multi-attack, they will have time to attack with another weapon. If the weapon returns and the wielder does not have a hand free to catch it, the weapon will fall to the ground in their space.
The Armor Defense AC Adjustment is unchanged, although if the weapon is one normally able to be thrown, the worst adjustment for the defender is used.
The range category is short: 10/medium: 20/long: 30 unless the weapon is normally able to be thrown, in which case, the standard range categories are doubled.
Thus, a 7th level fighter with an 18/77 Strength and 12 Dexterity hurling a +2 throwing short spear, will gain a +4 on the attack roll and a +6 to damage if the spear hits, and the spear will automatically return to the fighter's hand after it is thrown. The spear can be thrown out to 60-ft. at long range.
Only one throwing ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapon Type If a non-thrown missile weapon or ammunition is indicated, re-roll for weapon type.
Frequency Uncommon; Caster Level 12; Aura Strong/Strong; XP/GP A throwing ability adds a +2 to the standard weapon's base XP/GP.
[innate; alteration-evocation]
A weapon with this special ability has a hollow hilt where up to 6 oz. of liquid can be stored. The liquid is kept magically fresh and at full potency indefinitely. Typically, the liquid used is poisonous although other types of liquids by be used (per the GM) including acid, potions, or oils.
When the wielder attacks with the weapon and lands a strike with a natural 20, the liquid will be administered to the target struck.
A 6 oz. dosage will be good for three uses (successful strikes).
If poison is used, the victim is not granted a bonus to their save based on the training level (with poisons) of the wielder. The wielder cannot poison themselves on a roll of a natural 1.
Blunt/bludgeoning weapons can only dispense a contact poison (or administer a magical oil).
If venom from a poisonous creature is collected within 10 rounds of it's death (or while alive), that liquid (up to 6 oz.) can be added to the weapon (effectiveness may be nil if the weapon is blunt). Less liquid will result in fewer uses (the GM may rule the creature has less if it recently used it's venom). Note that collecting poison from a dead creature is not without risk and special containers must be used for the collection (that allow venom extraction).
If the liquid contained is not a poison, the weapon will deliver the liquid in such a way that it's full effectiveness will be transferred even if a partial dose is administered. For example, a potion of gaseous form can be administered through a single strike (requiring a natural 20 on the attack roll) causing the creature struck to become gaseous (no save). However, no further uses of the potion are allowed. If the weapon is filled with acid, each strike that hits with a natural 20 will do an additional 2d4 acid damage, for up to three such strikes.
A weapon of this type randomly generated will have a poison appropriate to the weapon type (01-60) or will be empty (61-00). A successful search check will discover the way to open the hilt.
Only one venom ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapon Type If a non-thrown missile weapon or ammunition is indicated, re-roll for weapon type.
Frequency Rare; Caster Level 12; Aura Strong/Strong; XP/GP A venom ability adds a +2 to the standard weapon's base XP/GP.
[innate; evocation-necromantic]
A weapon with this special ability causes wounds to bleed for 10 successive rounds after a successful strike. The bleeding causes 1 point of damage per round due to blood loss. Each strike with the weapon causes cumulative blood loss for 10 rounds unless the wound is bandaged.
The creature struck or an ally can use a complex activity to bind the wounds stopping all blood loss for a single or multiple strikes going forward (unless struck again by the wounding weapon).
Damage from blood loss cannot be healed with magical healing of any kind. The damage can only be healed through rest and time.
Only one wounding ability can be on an item at a time (if indicated again, re-roll on the Weapon Special Abilities table).
Weapons with this ability are typically noted as being "of wounding". e.g. A +3 falchion of wounding.
Weapon Type If a blunt/bludgeoning weapon (including blunt ammunition) or non-thrown missile weapon is indicated, re-roll for weapon type.
Frequency Very rare; Caster Level 12; Aura Strong/Strong; XP/GP A wounding ability adds a +2 to the standard weapon's base XP/GP.