De här är gjorda av Caliban på ENWorld, och skulle egentligen ha publicerats i Dragon. Men artikeln refuserades, så han postade dem på EN-forumen istället. Där finns en hel del originella effekter att använda. Here we go!
Acid: Upon command, an acid weapon becomes covered in a layer of greenish liquid acid. The acid will not drip onto the person wielding the weapon. Acid weapons deal +1d4 points of bonus acid damage on the round they successfully hit a target, and an additional 1d2 points of acid damage at the same initiative the following round. If the target is a spellcaster they must make a successful concentration check (DC 15+ spell level + ½ the initial acid damage) if they attempt to cast a spell between taking the initial acid damage and taking the additional acid damage. (Note: The DC for the concentration check is higher because the acid is in the wound, not on the skin.) Acid weapons cause no bonus damage when used underwater (the acid is diluted too quickly). Bows, crossbows, and slings so enchanted bestow the acid upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Melf’s Acid Arrow, Acid Fog; Market Price: +2 bonus.
Acid Burst: An Acid Burst weapon functions as an Acid weapon that also sprays more acid upon striking a successful critical hit. The acid will not harm the person holding the weapon. Acid burst weapons deal +1d6 points of bonus acid damage on a successful critical hit, with an additional 1d4 points of acid damage on the following round. If the weapon’s critical multiplier is x3, add +2d6 points of bonus acid damage with additional 2d4 points of acid damage on the following round. If the critical multiplier is x4, add +3d6 bonus acid damage, and 3d4 points of acid damage the round afterward. If the target is a spellcaster they must make a successful concentration check (DC 15+ spell level + ½ the initial acid damage) if they attempt to cast a spell between taking the initial acid damage and taking the additional acid damage. (Note: The DC for the concentration check is higher because the acid is in the wound, not on the skin.) Acid weapons cause no bonus damage when used underwater (the acid is diluted too quickly). Bows, crossbows, and slings so enchanted bestow the acid upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Melf’s Acid Arrow, Acid Fog; Market Price: +3 bonus.
Adroit Strike: An Adroit weapon grants the wielder unusual skill when making critical attacks. Critical threats with this weapon are automatically confirmed without the need for a Threat Confirmation roll. This ability does not stack with the Dense, Keen, or Vorpal abilities. Thrown weapons can be enchanted with this ability, but projectile weapons will not bestow it on their ammunition. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, True Strike and Mordenkainen’s Sword; Market Price: +3 bonus.
Bladestorm: Upon command, a bladestorm weapon becomes covered in a whirling halo of tiny white lights. Upon closer inspection it can be determined that the tiny white lights are small glowing blades orbiting closely around the weapons striking surfaces. The blades will not damage the person wielding the weapon. Bladestorm weapons deal +1d6 points of bonus Slashing damage when they successfully hit a target. Thrown weapons and metallic ammunition (arrows with metal heads, steel sling bullets, etc) can be enchanted with this ability. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Blade Barrier, metal weapons only; Market Price: +2 bonus.
Bladefury: A Bladefury weapon functions as a Bladestorm weapon that also explodes with slashing blades upon striking a successful critical hit. The blades will not harm the person holding the weapon. Bladefury weapons deal +1d10 points of bonus Slashing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Slashing instead, and if the critical multiplier is x4, add +3d10 bonus Slashing damage. Thrown weapons and metallic ammunition (arrows with metal heads, steel sling bullets, etc) can be enchanted with this ability. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Blade Barrier, metal weapons only; Market Price: +3 bonus.
Crushing: This weapon enchantment increases the critical multiplier of a Bludgeoning weapon by one step. A weapon with x2 critical damage becomes x3, while a weapon with x3 critical damage becomes x4. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (only for wooden weapons), True Strike, Divine Power, Harm; Market Price: +1 bonus.
Dense: This weapon enchantment doubles the threat range of a Bludgeoning weapon. For instance, if it is placed on a mace (which has a normal threat range of 20), the dense mace scores a threat on a 19-20. Only a Bludgeoning weapon can be enchanted to be Dense. The weight of a Dense weapon increases by half a pound if they are Tiny, 1 pound if they are Small, 2 pounds if they are Medium, 4 pounds if they are Large, and 8 pounds if they are Huge. Double the additional weight for each size class above huge. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (only for wooden weapons), Divine Power; Market Price: +1 bonus.
Deceptive: A Deceptive weapon adds +1d6 to the damage of a Sneak Attack. The wielder of the weapon must have the ability to make Sneak Attacks to make use of this power. Ranged weapons can be enchanted with this ability. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, True Strike, Nondetection, Market Price: +1 bonus.
Hardness: This enchantment can be applied to armor, shields, and weapons. It enhances the natural durability of the base material. This causes the Hardness rating and hit points of the base item to be doubled (Hardness and hit point increases from enhancement bonuses are not doubled, Ironwood items have the same base Hardness rating and hit points as steel items.) Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Stoneskin; Market Price: +1 bonus.
Impact: Impact weapons strike with unusual blunt force, and sometimes the edges of a force effect can be noticed when they strike their target. Impact weapons are usually Bludgeoning weapons, but not always. Impact weapons deal +1d6 points of bonus Bludgeoning damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Impact ability upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), or Animate Object, or Bigby’s Forceful Hand; Market Price: +2 bonus.
Insidious: An Insidious weapon adds +1d6 to the damage of a Sneak Attack. The wielder of the weapon must have the ability to make Sneak Attacks to make use of this power. If the Sneak Attack is also a successful critical strike, the weapon adds +3d6 Sneak Attack Damage. . Ranged weapons can be enchanted with this ability. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, True Strike, Nondetection, True Seeing; Market Price: +2 bonus.
Puissant Strike: The wielder of a Puissant melee weapon can silently activate this ability as a free action up to three times per day, before the first attack die is rolled. It can only be activated once in any given round. When activated the blade is covered with black energy for one round and the first successful attack during that round triggers any critical effects of the weapon (effects normally triggered only by a successful critical strike). For example, a Puissant Flaming Burst Handaxe would do +2d10 Fire damage in addition to the normal attack damage. The base damage of the weapon is not multiplied by this ability, as this is not a true critical strike. . This ability does not stack with the Dense, Keen, or Vorpal abilities. Ranged weapons can be enchanted with this ability. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, True Strike, Mordenkainen’s Sword; Market Price: +2 bonus.
Reaver: This weapon enchantment increases the critical multiplier of a Slashing or Piercing weapon by one step. A weapon with x2 critical damage becomes x3, while a weapon with x3 critical damage becomes x4. Ranged weapons can be enchanted with this ability. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), True Strike, Keen Edge, Harm; Market Price: +1 bonus.
Silent Strike: On a successful critical strike, this ability cloaks the target in an aura of Silence that extends one foot beyond their skin and lasts 1d6 rounds. A successful Spell Resistance negates this, and a successful Will save vs. DC 17 will cause the field to be stationary instead of attached to the target. This means that the target can take a 5’ step on their next action to leave the field of silence. . Bows, crossbows, and slings so enchanted bestow the Silent Strike ability upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Silence; Market Price: +1 bonus.
Spike: Spike weapons have spikes that thrust out of them when they strike. Spike weapons deal +1d6 points of bonus Piercing damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Spike ability upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Major Creation; Market Price: +2 bonus.
Spike Burst: A Spike Burst weapon functions as a Spike weapon that explodes with metal spikes upon striking a successful critical hit. Spike Burst weapons deal +1d10 points of bonus Piercing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Piercing instead, and if the critical multiplier is x4, add +3d10 bonus Piercing damage. Bows, crossbows, and slings so enchanted bestow the Spike Burst ability upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Major Creation, Mordenkainen's Sword; Market Price: +3 bonus.
Spirit Strike: Attacks with this weapon are considered to have a magical enhancement bonus of (1 + character level/5) for purposes of bypassing Damage Reduction. A 15th level character with this enchantment bypass damage reduction as if using a +4 magic weapon. This does not grant any bonus on attack or damage rolls. Caster Level: 9th;Prerequisites: Craft Magic Arms and Armor, Spectral Hand, Greater Magic Weapon; Market Price: +1 bonus. (This is what I use instead of Sure Strike in my campaign.)
Striking: A Striking weapon functions as an Impact weapon that multiplies the force of an attack upon a successful critical hit. Striking weapons deal +1d10 points of bonus Bludgeoning damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Bludgeoning instead, and if the critical multiplier is x4, add +3d10 bonus Bludgeoning damage. Bows, crossbows, and slings so enchanted bestow the Striking ability upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), or Animate Object, or Bigby's Forceful Hand; Market Price: +3 bonus.
Swarm: When a swarm weapon inflicts a successful critical hit, swarms of small insects’ leap out of the weapon and surround the target. The insects remain around the target for 1d6 rounds, causing 1 point of damage each round. As the insects crawl under armor and clothes, biting and stinging the whole time, the target loses any Dex bonus to AC, and has a -4 distraction modifier to any attacks made, and must make a concentration check at DC (14+lvl of spell) to cast a spell. The insects are counted as having an enhancement bonus equal to the weapon that summons them for purposes of defeating Damage Reduction. If they can’t defeat the Damage Reduction, the target has no penalties. The insects have 1 hit point each, if the target has an effect that causes damage for touching him (such as Fire Shield), the insects are immediately killed. If for some reason you are fighting in winds of Severe strength or above (DMG, page 87), the insects are swept away before they can do any harm. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Ironwood, wood/plant based weapon, Insect Plague; Market Price: +3 bonus.
Sundering: This weapon can ignore some portion of an object’s Hardness rating when used to "Strike an Object." (PHB, page 135-136) Identify what material the weapon is made of, then determine the hardness rating of that material using table 8-12 on page 136 of the PHB. Reduce the Hardness rating of the object you strike by 1/2 the Hardness Rating of the material of the weapon. (Wooden weapon = -2 Hardness, Stone weapon = -4 Hardness, Iron (or Ironwood) weapon = -5 Hardness, Mithral weapon = -7 Hardness, Adamantite weapon = -10 Hardness). Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Keen Edge, Passwall; Market Price: +2 bonus. (This may be too powerful when combined with the Improved Sundering ability from Sword and Fist.)
Thorn: Thorn weapons have thorns that grow out of them when they strike. Thorn weapons deal +1d6 points of bonus Piercing damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Thorns ability upon their ammunition. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Spike Growth, Ironwood, wood/plant based weapon; Market Price: +2 bonus. (Credit goes to Piratecat for the original idea.)
Thorn Burst: A Thorn Burst weapon functions as a Thorn weapon that explodes with thorns upon striking a successful critical hit. Thorn Burst weapons deal +1d10 points of bonus Piercing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Piercing instead, and if the critical multiplier is x4, add +3d10 bonus Piercing damage. Bows, crossbows, and slings so enchanted bestow the Thorn Burst ability upon their ammunition. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Ironwood, Spike Growth, Wall of Thorns, wood/plant based weapon; Market Price: +3 bonus.
Unseeing: When wielding a weapon of Unseeing, you gain the benefits of the Nondetection spell. The DC to overcome the non-detection effect is 11 + (Caster level of the creator). It is usually DC 20 for randomly found weapons. Note that you only gain this benefit while the weapon is drawn and in your hands, not while it is sheathed. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Nondetection; Market Price: +3 bonus.
Poison Weapons: Poison weapons come in several varieties and levels of power. Most of them use poisons that damage a specific ability score determined when the weapon is created. Most common are the weapons that use poison to damage the physical ability scores (Strength, Constitution, Dexterity). Far more rare are those weapons that use specific poisons or drugs to target the mental ability scores (Intelligence, Wisdom, or Charisma). Poison/Venom weapons that damage the mental scores add a +2 bonus to the Market Price modifier. If the same weapon poisons you more than once, keep only the highest ability damage roll, as the poison damage is not cumulative. A weapon that does 1d6 ability damage cannot cause you to lose more than 6 points from that ability. Poison weapons generally use Plant/chemical based poisons, while Venom weapons generally use animal based poisons. (I'm still not entirely pleased with the poison weapon enchantments, having so many may make them more common.)
Lesser Poison: When you make a successful critical hit with a weapon of Lesser Poison, the target is Poisoned and must make a Fortitude save with at DC 14 or take 1d2 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 14 or take another 1d2 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Poison, Market Price: +1 bonus (+3 bonus if it damages mental abilities).
Poison: When you make a successful critical hit with a weapon of Poison, the target is Poisoned and must make a Fortitude save with at DC 16 or take 1d3 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 16 or take another 1d3 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Poison; Market Price: +2 bonus (+4 bonus if it damages mental abilities).
Greater Poison: When you make a successful critical hit with a weapon of Poison, the target is Poisoned and must make a Fortitude save with at DC 16 or take 1d4 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 16 or take another 1d4 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Poison; Market Price: +3 bonus (+5 bonus if it damages mental abilities).
Lesser Venom: When you make a successful critical hit with a weapon of Lesser Venom, the target is Poisoned and must make a Fortitude save with at DC 20 or take 1d6 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 20 or take another 1d6 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +4 bonus (+6 bonus if it damages mental abilities).
Venom: When you make a successful critical hit with a weapon of Venom, the target is Poisoned and must make a Fortitude save with at DC 22 or take 1d8 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 22 or take another 1d8 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +5 bonus (+7 bonus if it damages mental abilities).
Greater Venom: When you make a successful critical hit with a weapon of Greater Venom, the target is Poisoned and must make a Fortitude save with at DC 24 or take 1d0 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 24 or take another 1d10 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +6 bonus (+8 bonus if it damages mental abilities).
Paralytic Strike: When you make a successful critical hit with a Paralytic Strike weapon, the target is Poisoned and must make a Fortitude save with at DC 20 or be Paralyzed for 1d6 rounds. If they make the save, they are slowed for 1d6 rounds instead. Once a person has been affected by the paralytic strike, they are immune to further paralyzing or slowing effects from that weapon for 24 hours. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Poison, Hold Monster; Market Price: +3.
Slumber: When you make a successful critical hit with a Slumber weapon, the target is Poisoned and must make a Fortitude save with at DC 17 or fall unconscious. After 1 minute, the subject must make a 2nd saving throw (Fortitude, DC 17) or remain unconscious for 2d4 hours. If they make the save, they feel woozy, but are unaffected. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Poison, Sleep; Market Price: +3.
Acid: Upon command, an acid weapon becomes covered in a layer of greenish liquid acid. The acid will not drip onto the person wielding the weapon. Acid weapons deal +1d4 points of bonus acid damage on the round they successfully hit a target, and an additional 1d2 points of acid damage at the same initiative the following round. If the target is a spellcaster they must make a successful concentration check (DC 15+ spell level + ½ the initial acid damage) if they attempt to cast a spell between taking the initial acid damage and taking the additional acid damage. (Note: The DC for the concentration check is higher because the acid is in the wound, not on the skin.) Acid weapons cause no bonus damage when used underwater (the acid is diluted too quickly). Bows, crossbows, and slings so enchanted bestow the acid upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Melf’s Acid Arrow, Acid Fog; Market Price: +2 bonus.
Acid Burst: An Acid Burst weapon functions as an Acid weapon that also sprays more acid upon striking a successful critical hit. The acid will not harm the person holding the weapon. Acid burst weapons deal +1d6 points of bonus acid damage on a successful critical hit, with an additional 1d4 points of acid damage on the following round. If the weapon’s critical multiplier is x3, add +2d6 points of bonus acid damage with additional 2d4 points of acid damage on the following round. If the critical multiplier is x4, add +3d6 bonus acid damage, and 3d4 points of acid damage the round afterward. If the target is a spellcaster they must make a successful concentration check (DC 15+ spell level + ½ the initial acid damage) if they attempt to cast a spell between taking the initial acid damage and taking the additional acid damage. (Note: The DC for the concentration check is higher because the acid is in the wound, not on the skin.) Acid weapons cause no bonus damage when used underwater (the acid is diluted too quickly). Bows, crossbows, and slings so enchanted bestow the acid upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Melf’s Acid Arrow, Acid Fog; Market Price: +3 bonus.
Adroit Strike: An Adroit weapon grants the wielder unusual skill when making critical attacks. Critical threats with this weapon are automatically confirmed without the need for a Threat Confirmation roll. This ability does not stack with the Dense, Keen, or Vorpal abilities. Thrown weapons can be enchanted with this ability, but projectile weapons will not bestow it on their ammunition. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, True Strike and Mordenkainen’s Sword; Market Price: +3 bonus.
Bladestorm: Upon command, a bladestorm weapon becomes covered in a whirling halo of tiny white lights. Upon closer inspection it can be determined that the tiny white lights are small glowing blades orbiting closely around the weapons striking surfaces. The blades will not damage the person wielding the weapon. Bladestorm weapons deal +1d6 points of bonus Slashing damage when they successfully hit a target. Thrown weapons and metallic ammunition (arrows with metal heads, steel sling bullets, etc) can be enchanted with this ability. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Blade Barrier, metal weapons only; Market Price: +2 bonus.
Bladefury: A Bladefury weapon functions as a Bladestorm weapon that also explodes with slashing blades upon striking a successful critical hit. The blades will not harm the person holding the weapon. Bladefury weapons deal +1d10 points of bonus Slashing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Slashing instead, and if the critical multiplier is x4, add +3d10 bonus Slashing damage. Thrown weapons and metallic ammunition (arrows with metal heads, steel sling bullets, etc) can be enchanted with this ability. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Blade Barrier, metal weapons only; Market Price: +3 bonus.
Crushing: This weapon enchantment increases the critical multiplier of a Bludgeoning weapon by one step. A weapon with x2 critical damage becomes x3, while a weapon with x3 critical damage becomes x4. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (only for wooden weapons), True Strike, Divine Power, Harm; Market Price: +1 bonus.
Dense: This weapon enchantment doubles the threat range of a Bludgeoning weapon. For instance, if it is placed on a mace (which has a normal threat range of 20), the dense mace scores a threat on a 19-20. Only a Bludgeoning weapon can be enchanted to be Dense. The weight of a Dense weapon increases by half a pound if they are Tiny, 1 pound if they are Small, 2 pounds if they are Medium, 4 pounds if they are Large, and 8 pounds if they are Huge. Double the additional weight for each size class above huge. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (only for wooden weapons), Divine Power; Market Price: +1 bonus.
Deceptive: A Deceptive weapon adds +1d6 to the damage of a Sneak Attack. The wielder of the weapon must have the ability to make Sneak Attacks to make use of this power. Ranged weapons can be enchanted with this ability. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, True Strike, Nondetection, Market Price: +1 bonus.
Hardness: This enchantment can be applied to armor, shields, and weapons. It enhances the natural durability of the base material. This causes the Hardness rating and hit points of the base item to be doubled (Hardness and hit point increases from enhancement bonuses are not doubled, Ironwood items have the same base Hardness rating and hit points as steel items.) Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Stoneskin; Market Price: +1 bonus.
Impact: Impact weapons strike with unusual blunt force, and sometimes the edges of a force effect can be noticed when they strike their target. Impact weapons are usually Bludgeoning weapons, but not always. Impact weapons deal +1d6 points of bonus Bludgeoning damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Impact ability upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), or Animate Object, or Bigby’s Forceful Hand; Market Price: +2 bonus.
Insidious: An Insidious weapon adds +1d6 to the damage of a Sneak Attack. The wielder of the weapon must have the ability to make Sneak Attacks to make use of this power. If the Sneak Attack is also a successful critical strike, the weapon adds +3d6 Sneak Attack Damage. . Ranged weapons can be enchanted with this ability. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, True Strike, Nondetection, True Seeing; Market Price: +2 bonus.
Puissant Strike: The wielder of a Puissant melee weapon can silently activate this ability as a free action up to three times per day, before the first attack die is rolled. It can only be activated once in any given round. When activated the blade is covered with black energy for one round and the first successful attack during that round triggers any critical effects of the weapon (effects normally triggered only by a successful critical strike). For example, a Puissant Flaming Burst Handaxe would do +2d10 Fire damage in addition to the normal attack damage. The base damage of the weapon is not multiplied by this ability, as this is not a true critical strike. . This ability does not stack with the Dense, Keen, or Vorpal abilities. Ranged weapons can be enchanted with this ability. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, True Strike, Mordenkainen’s Sword; Market Price: +2 bonus.
Reaver: This weapon enchantment increases the critical multiplier of a Slashing or Piercing weapon by one step. A weapon with x2 critical damage becomes x3, while a weapon with x3 critical damage becomes x4. Ranged weapons can be enchanted with this ability. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), True Strike, Keen Edge, Harm; Market Price: +1 bonus.
Silent Strike: On a successful critical strike, this ability cloaks the target in an aura of Silence that extends one foot beyond their skin and lasts 1d6 rounds. A successful Spell Resistance negates this, and a successful Will save vs. DC 17 will cause the field to be stationary instead of attached to the target. This means that the target can take a 5’ step on their next action to leave the field of silence. . Bows, crossbows, and slings so enchanted bestow the Silent Strike ability upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Silence; Market Price: +1 bonus.
Spike: Spike weapons have spikes that thrust out of them when they strike. Spike weapons deal +1d6 points of bonus Piercing damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Spike ability upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Major Creation; Market Price: +2 bonus.
Spike Burst: A Spike Burst weapon functions as a Spike weapon that explodes with metal spikes upon striking a successful critical hit. Spike Burst weapons deal +1d10 points of bonus Piercing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Piercing instead, and if the critical multiplier is x4, add +3d10 bonus Piercing damage. Bows, crossbows, and slings so enchanted bestow the Spike Burst ability upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Major Creation, Mordenkainen's Sword; Market Price: +3 bonus.
Spirit Strike: Attacks with this weapon are considered to have a magical enhancement bonus of (1 + character level/5) for purposes of bypassing Damage Reduction. A 15th level character with this enchantment bypass damage reduction as if using a +4 magic weapon. This does not grant any bonus on attack or damage rolls. Caster Level: 9th;Prerequisites: Craft Magic Arms and Armor, Spectral Hand, Greater Magic Weapon; Market Price: +1 bonus. (This is what I use instead of Sure Strike in my campaign.)
Striking: A Striking weapon functions as an Impact weapon that multiplies the force of an attack upon a successful critical hit. Striking weapons deal +1d10 points of bonus Bludgeoning damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Bludgeoning instead, and if the critical multiplier is x4, add +3d10 bonus Bludgeoning damage. Bows, crossbows, and slings so enchanted bestow the Striking ability upon their ammunition. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Ironwood (for wooden weapons), or Animate Object, or Bigby's Forceful Hand; Market Price: +3 bonus.
Swarm: When a swarm weapon inflicts a successful critical hit, swarms of small insects’ leap out of the weapon and surround the target. The insects remain around the target for 1d6 rounds, causing 1 point of damage each round. As the insects crawl under armor and clothes, biting and stinging the whole time, the target loses any Dex bonus to AC, and has a -4 distraction modifier to any attacks made, and must make a concentration check at DC (14+lvl of spell) to cast a spell. The insects are counted as having an enhancement bonus equal to the weapon that summons them for purposes of defeating Damage Reduction. If they can’t defeat the Damage Reduction, the target has no penalties. The insects have 1 hit point each, if the target has an effect that causes damage for touching him (such as Fire Shield), the insects are immediately killed. If for some reason you are fighting in winds of Severe strength or above (DMG, page 87), the insects are swept away before they can do any harm. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Ironwood, wood/plant based weapon, Insect Plague; Market Price: +3 bonus.
Sundering: This weapon can ignore some portion of an object’s Hardness rating when used to "Strike an Object." (PHB, page 135-136) Identify what material the weapon is made of, then determine the hardness rating of that material using table 8-12 on page 136 of the PHB. Reduce the Hardness rating of the object you strike by 1/2 the Hardness Rating of the material of the weapon. (Wooden weapon = -2 Hardness, Stone weapon = -4 Hardness, Iron (or Ironwood) weapon = -5 Hardness, Mithral weapon = -7 Hardness, Adamantite weapon = -10 Hardness). Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Keen Edge, Passwall; Market Price: +2 bonus. (This may be too powerful when combined with the Improved Sundering ability from Sword and Fist.)
Thorn: Thorn weapons have thorns that grow out of them when they strike. Thorn weapons deal +1d6 points of bonus Piercing damage when they successfully hit a target. Bows, crossbows, and slings so enchanted bestow the Thorns ability upon their ammunition. Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Spike Growth, Ironwood, wood/plant based weapon; Market Price: +2 bonus. (Credit goes to Piratecat for the original idea.)
Thorn Burst: A Thorn Burst weapon functions as a Thorn weapon that explodes with thorns upon striking a successful critical hit. Thorn Burst weapons deal +1d10 points of bonus Piercing damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus Piercing instead, and if the critical multiplier is x4, add +3d10 bonus Piercing damage. Bows, crossbows, and slings so enchanted bestow the Thorn Burst ability upon their ammunition. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Ironwood, Spike Growth, Wall of Thorns, wood/plant based weapon; Market Price: +3 bonus.
Unseeing: When wielding a weapon of Unseeing, you gain the benefits of the Nondetection spell. The DC to overcome the non-detection effect is 11 + (Caster level of the creator). It is usually DC 20 for randomly found weapons. Note that you only gain this benefit while the weapon is drawn and in your hands, not while it is sheathed. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Nondetection; Market Price: +3 bonus.
Poison Weapons: Poison weapons come in several varieties and levels of power. Most of them use poisons that damage a specific ability score determined when the weapon is created. Most common are the weapons that use poison to damage the physical ability scores (Strength, Constitution, Dexterity). Far more rare are those weapons that use specific poisons or drugs to target the mental ability scores (Intelligence, Wisdom, or Charisma). Poison/Venom weapons that damage the mental scores add a +2 bonus to the Market Price modifier. If the same weapon poisons you more than once, keep only the highest ability damage roll, as the poison damage is not cumulative. A weapon that does 1d6 ability damage cannot cause you to lose more than 6 points from that ability. Poison weapons generally use Plant/chemical based poisons, while Venom weapons generally use animal based poisons. (I'm still not entirely pleased with the poison weapon enchantments, having so many may make them more common.)
Lesser Poison: When you make a successful critical hit with a weapon of Lesser Poison, the target is Poisoned and must make a Fortitude save with at DC 14 or take 1d2 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 14 or take another 1d2 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Poison, Market Price: +1 bonus (+3 bonus if it damages mental abilities).
Poison: When you make a successful critical hit with a weapon of Poison, the target is Poisoned and must make a Fortitude save with at DC 16 or take 1d3 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 16 or take another 1d3 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Poison; Market Price: +2 bonus (+4 bonus if it damages mental abilities).
Greater Poison: When you make a successful critical hit with a weapon of Poison, the target is Poisoned and must make a Fortitude save with at DC 16 or take 1d4 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 16 or take another 1d4 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Poison; Market Price: +3 bonus (+5 bonus if it damages mental abilities).
Lesser Venom: When you make a successful critical hit with a weapon of Lesser Venom, the target is Poisoned and must make a Fortitude save with at DC 20 or take 1d6 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 20 or take another 1d6 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +4 bonus (+6 bonus if it damages mental abilities).
Venom: When you make a successful critical hit with a weapon of Venom, the target is Poisoned and must make a Fortitude save with at DC 22 or take 1d8 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 22 or take another 1d8 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +5 bonus (+7 bonus if it damages mental abilities).
Greater Venom: When you make a successful critical hit with a weapon of Greater Venom, the target is Poisoned and must make a Fortitude save with at DC 24 or take 1d0 points of temporary ability damage. One minute later the target must make a 2nd Fort Save at DC 24 or take another 1d10 points of temporary ability damage. The ability score that the weapon damages is determined when the weapon is created, and may not be changed. If the weapon poisons the same target more than once keep only the highest ability damage roll, as the poison damage is not cumulative. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Poison, Cloudkill; Market Price: +6 bonus (+8 bonus if it damages mental abilities).
Paralytic Strike: When you make a successful critical hit with a Paralytic Strike weapon, the target is Poisoned and must make a Fortitude save with at DC 20 or be Paralyzed for 1d6 rounds. If they make the save, they are slowed for 1d6 rounds instead. Once a person has been affected by the paralytic strike, they are immune to further paralyzing or slowing effects from that weapon for 24 hours. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Poison, Hold Monster; Market Price: +3.
Slumber: When you make a successful critical hit with a Slumber weapon, the target is Poisoned and must make a Fortitude save with at DC 17 or fall unconscious. After 1 minute, the subject must make a 2nd saving throw (Fortitude, DC 17) or remain unconscious for 2d4 hours. If they make the save, they feel woozy, but are unaffected. Bows, crossbows, and slings so enchanted bestow the Poison upon their ammunition. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Poison, Sleep; Market Price: +3.