by Robert Anderson and me Mostly these are Robert's creations, I came up with a few of the weapon names and a some of the powers. These weapons have drawbacks which are not listed yet. When you look at them, remember when using these weapons, your character must be willing to pay the price. 2 Elemental Weapons 3 Inferno: The Fire Long Sword Long Sword +5, +10 vs. Water Creatures * STRONG Meteor Swarm (1 × week), Conjure Fire Elemental (16 HD, 1 × day), Delayed Blast Fireball (2 × day) * STRONG Fire Shield (3 × day), Fireball (3 × day), Flame Arrow (3 × day), Fire Burst (5 × day), Heat Metal (5 × day) * STRONG The wielder is immune to Fire, and can sense Water creatures within a 60' radius 3 Earthquake: The Earth Maul Maul +5, +10 vs. Air Creatures * STRONG Earthquake (1 × week), Conjure Earth Elemental (16 HD, 1 × day), Iron Body (1 × day) * STRONG Wall of Stone (3 × day), Transmute Rock to Mud / Mud to Rock (3 × day), Stoneskin (3 × day), Meld into Stone (3 × day), Strength of Stone (5 × day) * STRONG The wielder is immune to Earth attacks, and can sense Air creatures within a 60' radius 3 Tornado: The Air Spear Spear +5, +10 vs. Earth Creatures * STRONG Whirlwind (1 × week), Conjure Air Elemental (16 HD, 1 × day), Suffocate (1 × day) * STRONG Wind Wall (3 × day), Fly (3 × day), Wind Servant (3 × day), Stinking Cloud (5 × day), Lance of Disruption (3 × day) * STRONG The wielder is immune to Air attacks, and can sense Earth creatures within a 60' radius 3 Tsunami: The Water Trident Trident +5, +10 vs. Fire Creatures * STRONG Tsunami (1 × week), Conjure Water Elemental (16 HD, 1 × day), Acid Storm (1 × day) * STRONG Part Water (3 × day), Vile Venom (3 × day), Vitriolic Sphere (3 × day), Watery Double (5 × day), Insatiable Thirst (5 × day) * STRONG The wielder is immune to Water attacks, and can sense Fire creatures within a 60' radius 2 Para-Elemental Weapons 3 Frostbite: The Ice Short Sword Short Sword +3, +6 vs. Fire and Earth Creatures * STRONG Otiluke's Freezing Sphere (1 × day), Cone of Cold (1 × day) * STRONG Ice Storm (3 × day), Chill Shield (3 × day), Snilloc's Snowballs (5 × day) * STRONG ½ damage from Air and Water attacks, sense Fire and Earth creatures in a 30' radius 3 Volcano: The Magma Mace Mace +3, +6 vs. Air and Water Creatures * STRONG Transmute Rock to Magma / Magma to Rock (1 × day), Wall of Magma (1 × day) * STRONG Melf's Minute Meteors (3 × day), Flaming Sphere (3 × day), Magma Missile (5 × day) * STRONG ½ damage from Fire and Earth attacks, sense Air and Water creatures in a 30' radius. 3 Sludge: The Ooze Dagger Dagger +3, +6 vs. Fire and Air Creatures * STRONG Transmute Rock to Mud / Mud to Rock (1 × day), Wall of Ooze (1 × day) * STRONG Ooze Ball (3 × day), Watery Double (3 × day), Create Ooze (3 × day) * STRONG ½ damage from Water and Earth attacks, sense Fire and Air creatures in a 30' radius 3 Asphyxiator: The Smoke Flail Flail +3, +6 vs. Earth and Water Creatures * STRONG Suffocate (1 × day), Death Fog (1 × day) * STRONG Wall of Smoke (3 × day), Stinking Cloud (3 × day), Pyrotechnics (5 × day) * STRONG ½ damage from Fire and Air attacks, sense Water and Earth creatures in a 30' radius 2 Quasi-Elemental Weapons 3 Shocker: The Lightning Dagger Dagger +2, +4 vs. Earth and Undead Creatures * STRONG Chain Lightning (1 × day) * STRONG Lightning Bolt (3 × day), Shocking Grasp (5 × day, on hit) * STRONG +4 save vs. Air attacks 3 Imploder: The Vacuum QuarterStaff QuarterStaff +2, +4 vs. Earth and Living Creatures * STRONG Implode (1 × day, on hit) * STRONG Destroy Air (3 × day), Vacuum Ball (3 × day) * STRONG +4 save vs. Air attacks 3 Decapitator: The Mineral Long Sword Long Sword +2, +4 vs. Air and Undead Creatures * STRONG Functions as a +2 Vorpal Blade * STRONG Spike Stones (3 × day), Stone Lance (3 × day) * STRONG +4 save vs. Earth Attacks 3 Disintegrator: The Dust Mace Mace +2, +4 vs. Air and Living Creatures * STRONG Disintegrate (1 × day) * STRONG Transmute Rock to Dust (3 × day), Dust Devil (5 × day) * STRONG +4 save vs. Earth attacks 3 Scalder: The Steam Spear Spear +2, +4 vs. Fire and Undead Creatures * STRONG Cone of Steam (1 × day) * STRONG Wall of Fog (5 × day), Steam Spray (5 × day) * STRONG +4 save vs. Water attacks 3 Agonizer: The Salt Scourge Whip Scourge Whip +2, +4 vs. Fire and Living Creatures * STRONG Stun target on a successful hit for 1d4 rounds from excessive pain (save vs. poison avoids). Multiple hit effects are cumulative. This power functions constantly * STRONG Destroy Water (5 × day), Insatiable Thirst (5 × day) * STRONG +4 save vs. Water attacks 3 FlashBurn: The Radience Scimitar Scimitar +2, +4 vs. Water and Undead Creatures * STRONG Sunray (1 × day) * STRONG Continual Light (3 × day), SunScorch (5 × day, No sunlight needed) * STRONG +4 save vs. Fire attacks 3 Debilitator: The Ash Flail Flail +2, +4 vs. Water and Living Creatures * STRONG Wither (1 × day, as per Staff of Withering with 3 charges expended) * STRONG Chill Touch (5 × day, on flail), Paralysis (as per Wand of Paralyzation, 3 × day) * STRONG +4 save vs. Fire Attacks 2 Astral and Ethereal Weapons 3 ShadowStaff: The Ethereal QuarterStaff QuarterStaff +3 * STRONG Plane Shift (1 × day), Duo-Dimension (1 × day) * STRONG Etherealness (3 × day), Detect Phase (5 × day), Dimension Door (3 × day) * STRONG Functions as a Blur spell when wielded 3 ChronoFlow: The Astral QuarterStaff QuarterStaff +3 * STRONG Astral Spell (1 × day), Time Stop (1 × day) * STRONG Repeat Action (3 × day), Know Time (5 × day), Speak With Astral Traveler (5 × day) * STRONG Subjective time flows at 1/1000 (1 day = 1000 years) for the wielder as long as the staff is possessed. The wielder is also immune to magical aging. Also, any potions ingested by the wielder are permanent as long as the staff is possessed 2 Energy Plane Weapons 3 DeathBane: The Positive Material Mace Mace +5, +10 vs. Undead * STRONG Resurrection (1 × day), Regenerate (1 × day), Restoration (1 × day) * STRONG Heal (2 × day), Cure Critical Wounds (3 × day), Remove Curse (3 × day), Cure Disease (3 × day), Cure Blindness or Deafness (3 × day) * STRONG Acts as a Ring of Rapid Regeneration (1 hp healed per round) when wielded 3 LifeBane: The Negative Material Mace Mace +5, +10 vs. Living Creatures * STRONG Destruction (1 × day), Wither (1 × day), Energy Drain (1 × day) * STRONG Harm (2 × day), Cause Critical Wounds (3 × day), Bestow Curse (3 × day), Cause Disease (3 × day), Cause Blindness or Deafness (3 × day) * STRONG Acts as a Ring of Vampiric Regeneration when wielded 2 Lower Planes Weapons 3 Dark Wind: The Pandemonium Military Fork Military Fork +3, +6 vs. Lawful Good Creatures * STRONG Uncontrolled Weather (1 × day), Wail of the Banshee (1 × day) * STRONG Inverted Ethics (3 × day), Shout (3 × day), Wind Wall (3 × day) * STRONG The wielder is immune to wind-based spells and sonic attacks. If the wielder is not Evil and attempts to use Dark Wind's powers, the wielder must save vs. Spells or be deafened. If the wielder is Lawful Good and picks up Dark Wind, the wielder must save vs. Death Magic at a -5 penalty or be instantly slain. Only a Chaotic Evil creature can use Dark Wind's major powers, all other non-good creatures can only use the minor and constant powers 3 Eviscerater: The Abyss Long Sword Long Sword +3, +6 vs. Lawful Good Creatures * STRONG Acts as a Sword of Sharpness (continuous), Gate in 1d8 lesser Tanar'ri (1 × day) * STRONG Chaotic Combat (3 × day), Unluck (3 × day), Phantasmal Killer (3 × day) * STRONG The wielder is immune to slashing attacks. If the wielder is not Evil and attempts to use Eviscerater's powers, the wielder must save vs. Spells or be burned for 5d10 points of damage. If the wielder is Lawful Good and picks up Eviscerater, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Chaotic Evil creature can use Eviscerater's major powers, all other non-good creatures can only use the minor and constant powers 3 Blood Light: The Carceri Broad Sword Broad Sword +3, +6 vs. Lawful Good Creatures * STRONG Acts as a Sword of Wounding (continuous), Sphere of Ultimate Destruction (1 × day) * STRONG Domination (3 × day), Fire Charm (3 × day), Vampiric Touch (3 × day) * STRONG The wielder is immune to bludgeoning attacks. If the wielder is not Evil and attempts to use Blood Light's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Lawful Good and picks up Blood Light, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Chaotic Evil creature can use Blood Light's major powers, all other non-good creatures can only use the minor and constant powers 3 Tormentor: The Hades Whip Whip +3, +6 vs. Neutral Good Creatures * STRONG Abi-Dalzim's Horrid Wilting (1 × day), Symbol of Pain (1 × day) * STRONG Ray of Enfeeblement (3 × day), Bone Blight (3 × day), Brainkill (3 × day) * STRONG The wielder is immune to pain spells and attacks. If the wielder is not Evil and attempts to use Tormentor's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Neutral Good and picks up Tormentor, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Neutral Evil creature can use Tormentor's major powers, all other non-good creatures can only use the minor and constant powers 3 Combuster: The Gehenna Short Sword Short Sword +3, +6 vs. Neutral Good Creatures * STRONG Acts as a Flame Tongue (continuous), Meteor Swarm (1 × day) * STRONG Fireball (3 × day), Wall of Fire (3 × day), Flame Arrow (3 × day) * STRONG The wielder is immune to fire. If the wielder is not Evil and attempts to use Combuster's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Neutral Good and picks up Combuster, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Neutral Evil creature can use Combuster's major powers, all other non-good creatures can only use the minor and constant powers 3 Torturer: The The Nine Hells Military Fork Military Fork +3, +6 vs. Chaotic Good Creatures * STRONG Trap the Soul (1 × day), Energy Drain (1 × day) * STRONG Fear (3 × day), Feeblemind (3 × day), Solvent of Corrosion (3 × day) * STRONG The fork acts as a ring of Mind Shielding when wielded. If the wielder is not Evil and attempts to use Torturer's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Chaotic Good and picks up Torturer, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Lawful Evil creature can use Torturer's major powers, all other non-good creatures can only use the minor and constant powers 3 Tyrant's Hand: The Acheron Long Sword Long Sword +3, +6 vs. Chaotic Good Creatures * STRONG Mass Domination (1 × day), Mass Charm (1 × day) * STRONG Domination (3 × day), Confusion (3 × day), Suggestion (3 × day) * STRONG The wielder is immune to Charm-type Spells. If the wielder is not Evil, and attempts to use Tyrant's Hand's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Chaotic Good and picks up Tyrant's Hand, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Lawful Evil creature can use Tyrant's Hand's major powers, all other non-good creatures can only use the minor and constant powers 2 Upper Planes Weapons 3 The Reaper: The Arcadia Scythe Scythe +3, +6 vs. Chaotic Evil Creatures * STRONG Wall of Thorns (1 × day), Creeping Doom (1 × day) * STRONG Hold Monster (3 × day), Locate Creature (3 × day), Hold Person (3 × day) * STRONG The wielder is immune to Plant spells. If the wielder is not Good and attempts to use The Reaper's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Chaotic Evil and picks up The Reaper, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Lawful Good creature can use The Reaper's major powers, all other non-evil creatures can only use the minor and constant powers 3 Illuminator: The Mount Celestia War Hammer War Hammer +3, +6 vs. Chaotic Evil Creatures * STRONG Blade Barrier (1 × day), Iron Body (1 × day) * STRONG Defensive Harmony (3 × day), Strength of One (3 × day), Dismissal (3 × day) * STRONG The wielder is immune to Chaos magic. If the wielder is not Good and attempts to use Illuminator's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Chaotic Evil and picks up Illuminator, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Lawful Good creature can use Illuminator's major powers, all other non-evil creatures can only use the minor and constant powers 3 Endurer: The Bytopia Club Club +3, +6 vs. Neutral Evil Creatures * STRONG Control Weather (1 × day), Intensify Nature (1 × day) * STRONG Pass Plant (3 × day), Control Temperature 10' (3 × day), Spike Growth (3 × day) * STRONG The wielder is immune to weather magic. If the wielder is not Good and attempts to use Endurer's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Neutral Evil and picks up Endurer, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Neutral Good creature can use Endurer's major powers, all other non-evil creatures can only use the minor and constant powers 3 Finder: The Elysium Dagger Dagger +3, +6 Neutral Evil Creatures * STRONG Foresight (1 × day), Find the Path (1 × day) * STRONG True Seeing (3 × day), Locate Creature (3 × day), Locate Object (3 × day) * STRONG The wielder is immune to Scrying magic. If the wielder is not Good and attempts to use Finder's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Neutral Evil and picks up Finder, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Neutral Good creature can use Finder's major powers, all other non-evil creatures can only use the minor and constant powers 3 Soul of the Beast: The Beastlands Short Bow Short Bow +3, +6 vs. Lawful Evil Creatures * STRONG Anti-Animal Shell (1 × day), Arrow of Bone (1 × day) * STRONG Insect Plague (3 × day), Call Woodland Beings (3 × day), Flame Arrow (3 × day) * STRONG The wielder is immune to ALL missile weapons. If the wielder is not Good and attempts to use Soul of the Beast's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Lawful Evil and picks up Soul of the Beast, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Chaotic Good creature can use Soul of the Beast's major powers, all other non-evil creatures can only use the minor and constant powers 3 Joy Bringer: The Arborea Short Sword Short Sword +3, +6 vs. Lawful Evil Creatures * STRONG Antipathy - Sympathy (1 × day), Mass Charm (1 × day) * STRONG Seeming (3 × day), Emotion (3 × day), Lightning Bolt (3 × day) * STRONG The wielder is immune to Emotion Magic. If the wielder is not Good and attempts to use Joy Bringer's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Lawful Evil and picks up Joy Bringer, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Chaotic Good creature can use Joy Bringer's major powers, all other non-evil creatures can only use the minor and constant powers 3 Berserker: The Ysgard War Hammer War Hammer +3, +6 vs. Lawful Evil Creatures * STRONG Functions as a Cursed Beserking Sword against enemies only, Iron Body (1 × day) * STRONG Tenser's Destructive Resonance (3 × day), Chaotic Combat (3 × day), Random Causality (3 × day) * STRONG The wielder is immune to Fear attacks and spells. If the wielder is not Good and attempts to use Berserker's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Lawful Evil and picks up Berserker, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Chaotic Good creature can use Berserker's major powers, all other non-evil creatures can only use the minor and constant powers 2 Neutral Planes Weapons 3 Order: The Mechanus Crossbow Crossbow +3, +6 vs. Chaotic Creatures * STRONG Mordenkainen's Disjunction (1 × day), Legal Thoughts (1 × day) * STRONG Impending Permission (3 × day), Compulsive Order (3 × day), Rigid Thinking (3 × day) * STRONG The wielder is immune to Chaotic magic and magical attacks by Chaotic creatures. If the wielder is not Lawful and attempts to use Order's powers, the wielder must save vs. Spells or be burned for 5d10 damage. If the wielder is Chaotic and picks up Order, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a Lawful Neutral creature can use Order's major powers, all other non-evil creatures can only use the minor and constant powers 3 Mirror: The Outlands Chakram Chakram +3, +6 vs. Non-Neutral Creatures * STRONG Time Stop (1 × day), Spell Turning (1 × day) * STRONG Antimagic Shell (3 × day), Weather Stasis (3 × day), Choose Future (3 × day) * STRONG The wielder is immune to all Non-Neutral magic and magical attacks from Non-Neutral creatures. If a Non-Neutral creature picks up Mirror, the wielder must save vs. Death Magic at a -5 penalty or be disintegrated. Only a True Neutral creature can use Mirror's powers 3 Chaos: The Limbo Chaos Weapon Chaos Weapon +3, +6 vs. Lawful Creatures * STRONG Chaos has no set powers and randomly changes its shape. Even if the user does not will it, Chaos will randomly spit out powers. It IS pure chaos 2 Demiplane Weapons 3 Twilight: The Shadow Dagger Dagger +2, +4 vs. vs. Energy Creatures * STRONG Shadow Walk (1 × day) * STRONG Evard's Black Tentacles (3 × day), Wall of Gloom (3 × day) * STRONG It enables wielder to see in the dark as if it were daylight 3 Metal Master: The Electromagnetism Flail Flail +2, +4 Stone Creatures * STRONG Reverse Gravity (1 × day) * STRONG Superior Magnetism (2 × day), Avoidance (2 × day) * STRONG The wielder is affected as if wearing a Ring of Free Action 3 Vortex: The Time Quarterstaff Quarterstaff +2, +4 vs. Undead Creatures * STRONG Time Stop (1 × day) * STRONG Haste (3 × day), Age Creature (2 × day) * STRONG The wielder is immune to aging effects and does not age naturally 3 Banisher: The Imprisonment Whip Whip +2, +4 vs. Extraplanear Creatures * STRONG Imprisonment (1 × day) * STRONG Flesh to Stone (2 × day), Polymorph Other (3 × day) * STRONG The wielder is immune to petrification, polymorph, and imprisonment magic 3 Heart of Darkness: The Ravenloft Long Sword Long Sword +5 * STRONG Wish (1 × day) Wish is always twisted to cause the most suffering * STRONG Control Undead (3 × day), Enervation (3 × day) * STRONG Functions as a Vorpal Blade / Sword of Life Stealing