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D&D 3E/3.5 D&D 3.5 Weapon Special Abilities Handbook Thread (jwt)

Endarire

First Post
Originally posted by jwt:

As noted elsewhere, we do not have an updated version of the Weapon Special abilities thread. I am personally pouring through my books trying to figure out what I want to put on my character's weapons. I was longing for a place to go to to get all the info in one place. This will be that place. I am looking to keep it all 3.5 and all WOTC material.

Book abbreviations are as follows:
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Dungeon Master's Guide: DMG
Complete Warrior: CW
Complete Arcane: CA
Complete Divine: CD
Complete Adventurer: CA
Complete Psionicist: CP
Book of Exaulted Deeds: BoED
Lords of Madness: LoM
Heroes of Battle: HoB
Heroes of Horror: HoH
Frostburn: Fb
Sandstorm: Sst
Stormwrack: Sw
Races of Destiny: RoD
Races of Stone: RoS
Races of the Wild: RoW
Races of Eberron: RoE
Tome of Magic: ToM
Miniature's Handbook: MH
Underdark: Ud
Dungeon Master's Guide II: DMGII
Shining South: SS
Unapproachable East: UE
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General Strategies: The key optimization strategy is to take as many special abilities as you can afford. All the way up to +9. You can make up for the lack of weapon pluses with Greater Magic Weapon. Consider putting it on a wand or a staff so you don't drive your cleric crazy. A few levels in UMD and you can buff up in the AM, and let your cleric memorize those other cool spells on his list. Also consider using a spell that mimicks a special ability to temporarily buff your weapon. If it's not a buff you will need often then put the buff in a scroll. If it is a buff you will use all the time, then try placing the buff in a staff or a wand. It is likely to be cheaper than putting it on your weapon directly, and it frees up your weapon for other cooler special abilities.

Posting Guidelines: References should give the book abbreviation and the page number. Some items may not have a page number (things from the SRD), but in that case you can hyperlink them. If you see something is missing, just let me know, and I will add it. I plan on listing each special ability by bonus (+1 to +5), then any 'unique' special abilities. At first, this will serve as a listing, but I plan on updating this list for optimization purposes as time goes on. I think a simple 5 * notation will serve for ratings of the ability. 1 * meaning bad and 5 *'s meaning boss - a must have for this price. In some specific campaigns (brilliant energy in an all undead campaign fer instance) a special ability that is typically decent may instead really stink on ice. If so, we can note that in the ratings. See the entry on brilliant energy for more details.

Credit goes to samoosa691 for the original version of this thread. Thanks, and enjoy!

Go out and frustrate your DM. (But not too much - (s)he does work hard to keep you happy.)

Originally posted by jwt:

+1 Special Abilities
Listed by Alphabetical
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Acidic Burst (MIC, p28) :- *** (Synergy) Acid is good, but it ain't no sonic.

Air Elemental Power (Large) (DMGII, p254) :- ***** Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not necessarily in combat.

Aptitude weapon () :- ***** Flexibility for such a cheap cost makes this a great special ability.

Arcane Might (MIC, p28) :- ** Really only good for gishes and the bonus to damage is not worth loosing a spell.

Bane (SRD) :- **** One of the best out there, and if you are in a certain campaign or adventure, this one would rate *****, easily. And its so cheap.

Berserker (MIC, p29) :- *** Nice for Barbarians. Useless otherwise.

Binding (MIC, p29) :- *** Again - cool power, but so situational. This is offset by the low cost. This can be renamed the comic-book villain killer.

Blessed (MIC, p29) :- *** A nice all round power that will come into play through most of your levels.

Blood Seeking (CW, p134) :- *** (Ranged Only) Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.

Bloodfeeding (was Bloodthirsty) (MIC, p29) :- ** Not too impressive. The requirement to get the +2 damage bonus is pretty onerous. Great ability for DMs though.

Brash (MIC, p30) :- ** The fear immunity removes a good vulnerability of the Barbarian, but who needs extra rounds of rage anyway?

Brutal surge (MIC, p30) :- **** (Slashing and Bludgeoning Only) How good is this. A free feat for 2k! Doesn't mean as much to fighters, but give this to your Ranger, or Cleric or Paladin.

Chargebreaker (MIC, p31) :- ** (Melee Only) If you are more tactical, this can be used to get you a good advantage. Only thing is that the DC is way too low to last for an entire career.

Charging (MIC, p31) :- *** (Melee Only) If you do mounted combat, this is a great one to consider. The extra damage is quite sweet, for a +1 bonus

Corrosive (MIC, p31) :- *** Other than sonic, this is probably the best choice for an energy dealing weapon. Unlike sonic, the damage isn't nerfed.

Deadly Precision (MIC, p32) :- *** Great for rogues. Not so good in certain campaigns.

Defending (SRD) :- **** (Note: Your DM may say no to this combo). It does not say that you have to attack or even be proficient with this weapon to get the AC bonus. So you might consider getting one of these to hold just to up your AC. As suggested below, weapons like a spiked gauntlet work well with this ability. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this.

Defensive Surge (MIC, p32) :- *** (Melee Only) Another cool ability, designed for your skill monkeys or a paladin.

Desiccating (MIC, p32) :- *** (Melee Only) Deals a special energy type damage that is harder than sonic to resist, but it only does 1d4 now. Still a pretty good power.

Desiccating Burst (MIC, p32) :- **** (Synergy) Like other burst weapons, it really shines on a critical. Deals a special energy type damage that is harder than sonic to resist, but it also fatigues the recipient, making this a four star ability.

Diseased (UE, p54) :- **** For a +1 ability this is fairly nasty. It doesn't require a crit (good), the fort save is low (bad), it does ability damage (good) to 2 scores (good), that doesn't stack (bad). This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving

Dissipater (SRD) :- * - Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

Dislocator (MIC, p32) :- *** The change in MIC makes this much more reasonable. Put this ability on your missile weapons!

Dislocator, Great (MIC, p33) :- ** (Synergy) The DC may increase, but not enough, and the extra 30 ft is nice. I can see this being used well on a set vs. charges weapon.

Dispelling (MIC, p33) :- **** Nice, and cheap, but consider that this ability will be less and less useful after 10th level.

Dispelling, Greater (MIC, p33) :- **** The MIC comes through again. This makes Dispelling better, and extends its usefulness for a reasonable price. Divine Wrath (MIC, p33) :- **** Yowza. If you are a paladin in an undead heavy game, please go get now.

Dissipater (SRD) :- * Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

Distance (SRD) :- *** (Ranged Only) Nice ability to keep your spell casters WAY out of combat.

Dragondoom (MIC, p33) :- ** (Melee Only) Rent this weapon when you go dragon slaying (large dragons only), otherwise don't bother.

Dragonhunter (MIC, p33) :- * (Ranged Only) Yeah - For dragons only, and even then its iffy. Now if it did Dex damage that'd be something that would be useful for dragon hunting.

Doomstrike (CoR, p42) :- * For DMs. Mainly because sundering your opponent's weapons is the last thing your average dungeon delver wants to do, especially if you are using the magic item reform rules from BoED. But the DM can have a field day. Drowcraft (Ud, p68) :- * Back to the old dissolving weapons from 2nd Ed. Bad for players, very good for DMs.

Eager (MIC, p34) :- ***** (Melee Only) - A must have for rogues, and pretty good for anyone else. Initiative bonuses are always welcome, esp. when they come so cheap.

Earth Elemental Power (Large) (DMGII, p256) :- ***** See Air Elemental Power.

Earthbound (ECS, p266) :- ***** If you aren't planning on flying this grants a nice UNNAMED bonus to attack and damage. Energy Surge (MIC, p34) :- **** (Synergy) - Very good power, especially if you have high con. In all likelihood it will come into play more often than the burst powers, and it does WAY more damage. As always with energy damage, pick your energy type wisely. Note this replaces all the surge abilities from the DMGII. Enfeebling (BoED, p113) :- **** Only damages on a crit, but the damage stacks (see ability damage in the DMG). Give it to your sneak attackers. Exhausting (SS, p54) :- ** A low DC (14 fort) to get an OK status nerf (fatigued - not exhausted as the name implies) that only works on certain creatures makes for a weak ability that will not scale well. Fear Burst (MH, p40) :- * Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely frightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements. Fiercebane (MIC, p35) :- *** (Synergy) Solid, especially if you know what critters you will be facing regularly. Fire Elemental Power (Large) (DMGII, p257) :- ***** See Air Elemental Power. Flaming (SRD) :- * Ahh yes, that old fantasy standby; Flaming. The energy type that everyone and their mother has some type of resistance to. You will start out liking this one, but you will probably regret the choice by level 8 or so. Skip this one. Frost (SRD) :- ** Not as many folks have resistance to this energy type. Fury (HoB, p130) :-
Ghost Strike (MIC, p35) :- ** (Synergy) So very cool to have when you need, but like Ghost Touch, you so seldom need it. Ghost touch (SRD) :- * So nice when you need it, but useless for most of your career (unless you are playing a Scooby Doo campaign.) Cast Ghost Touch Weapon (from SC) spell on a couple of scrolls, and save the cash. Harmonizing (MIC, p35) :- ** OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit. Heavenly Burst (MIC, p36) :- ***** Wow, MIC really fixed this power from * to *****. This is now a must have for good parties! Holy surge (MIC, p36) :- ***** (Melee Only) An extra 3d6 against evil creatures. Yes, please! This is another awesome one for paladins. Hunting (MIC, p36) :- *** For rangers only, but if you picked your favored enemy well then this is not a bad way to go. Homeland Champion (CoV, p60) :- ** Like many other +1 Special Abilities this one is very campaign specific. The right campaign and this one would rate ***** easy. And the DM should look at this one as well. Illusion Bane (MIC, p36) :- **** Thank you MIC! You fixed this ability but good. Now it is certainly worth considering, especially with the ignore miss chance power! Incorporeal Binding (MIC, p38) :- ** (Synergy) MIC nerfed this one, making it just not worth the cost. Impact (MIC, p37) :- ** See Keen. Impaling (MIC, p37) :- *** (Piercing Melee Only) - Makes a good holdout weapon for low BAB classes. Mix in other things like knockback to keep the burly fighter types away.

Keen (SRD) :- ** - Poor ability that doesn't hold a candle to any energy buff. Still, you can't beat rolling a critical for that in game rush! See Sean K. Reynold's analysis of Keen on his web site. Ki Focus (SRD) :- **** (Melee Only) - YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack. Knockback (MIC, p38) :- *** Nerfed slightly in the MIC, but the cost was lowered as well. Still fun for missile users of for folks with reach. Last Resort (CW, p135) :- ** Fun, especially if you are tired of getting grappled, but it doesn't come into play that often. Lucky (MIC, p38) :- **** A nice ability. Probably only worth *** but I bumped it 'cause I'm a sucker for the do over aspect. Magebane (MIC, p38) :- ** Well they nerfed this one in MIC as well. I think someone has been reading this thread. Anyway, now it is VERY specific (arcane casters only) and not worth the cost. Maiming (MH, p40) :- *** I like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25 - 37.5% of the time they are worse. In the long run you are better off. Martial discipline weapon (BoNS) :- **** For a plus one bonus and the cost of one pretty good feat (assuming you don't get stances from your class) you get a plus 3 to hit. Not too shabby. Merciful (SRD) :- *** It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-lethal; Unconscious + 1 round == Dead in D&D. Mighty Cleaving (SRD) :- ** This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round. Still, its always fun when your fighter gets to go to Cleveland Mighty Smiting (MIC, p39) :- *** - Extra smites are good. Shame it couldn't be more…. Mindfeeder (MIC, p39) :- ** Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword (and I think we all know who that might be!). If so then make this one a *** Morphing (MIC, p39) :- *** Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities. Power Storing (MIC, p40) :- **** This is spell storing for psionics, with the added bonus of manifesting as a swift action. Good stuff. Precise (MIC, p40) :- **** Free feat for a +1 bonus. Always a good tradeoff. Profane (MIC, p40) :- * This one isn't for you, 'cause your all living and stuff. DMs get this, or skip right to Profane Burst! Profane Burst (MIC, p40) :- * (Synergy) Icky. Unless you are dead, don't spend money on this one. DMs, however, ****. Psychokinetic (MIC, p41) :- *** Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4. Psychokinetic Burst (MIC, p41) :- *** (Synergy) Same as Sonic burst 'cept for the flavoring. Quick Loading (MIC, p41) :- **** (Crossbow Only) Anything that keeps a player in the game for longer is AOK by me. Resounding (MIC, p42) :- * Yuck, casts bless for 1 round only? It is really only good for 3 levels max. Returning (SRD) :- ** Good in certain circumstances. A must have for certain prestige classes (Master Thrower, anyone?) Revealing (MIC, p42) :- *** Pretty good, as it nerfs invisibility, and gives extra attacks. Scales pretty well too. Rusting (SS, p54) :- *** Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often. Sacred (MIC, p42) :- *** Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise. Sacred Burst (MIC, p42) :- *** (Synergy) Only good for undead campaigns. Otherwise skip it. Sacrificial Smiting (CoV, p60) :- * Bleeech. Get a negative level for one extra smite. Spend your money on a cloak of Charisma. Screaming (MIC, p42) :- *** Sonic is the best damage, but you only get 1d4 from it. Screaming Burst (MIC, p42) :- *** (Synergy) Standard sonic power - less damage, but more chances of it going through. Seeking (SRD) :- *** (Ranged Only) Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations. Shattermantle (MIC, p43) :- ***** Great synergy between fighters and spellcasters here. I like team helping items. Shielding (MIC, p43) :- ** (Light Melee only) Cool, but ultimately not too good power. Just use a buckler! Shock (SRD) :- ** Marginally better than flaming. Smoking (LoD, p180) :- **** For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon. Sonic (MH, p41) :- *** Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword Soulbound (MIC, p43) :- *** If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexible and powerful, albeit campaign specific.

Soulbreaker (MIC, p44) :- **** (Synergy) Now that's what I'm talking 'bout. Negative level goodness at a pretty cheap price. Souldrinking (MIC, p44) :- *** (Synergy) Temp hit points are nice. I can see the Death Knight using this to good effect. Spell storing (SRD) :- **** A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like. Spellstrike (MIC, p44) :- **** Another winner. Better still, it does not state this has to be wielded to be used. (See your DM before spending your cash!) Stunning (MIC, p44) :- ** (Synergy) Middle to low DC and a critical is bleh. On the other hand, stunned is a nice condition. It leaves 'em open to the rogues. Stunning Surge (MIC, p44) :- **** Oh look a DC that scales. This should be on all these abilities. Extra stars just for that! Stygian (MIC, p44) :- *** Negative levels are nice, but it limits the number of uses per day. So average ability.

Subjugating (HoB, p130) :-
Sundering (MIC, p44) :- * Thou shalt not destroy the enemy's weapons, for they can be sold for gold! (DM - consider using this with Doomstrike above. This will terrify your Fighters more than a bucket of Rust Monsters. For DMs this is a ***) Sure Striking (PGtF, p120) :- **** A weapon that auto aligns depending on who you are fighting. For a +1 ability, this is pretty sweet. Sweeping (MIC, p44) :- ** (Melee Only) - Good for certain builds, otherwise pass it over. Teleporting (SRD) :- *** Slightly better than returning, as it doesn't need a line of sight to get back to the wielder. Throwing (SRD) :- * Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one. Thundering (SRD) :- *** A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 (or more!) of an energy type that few can resist, plus potential deafening. Unholy surge (MIC, p45) :- **** (Melee Only, Synergy) See Holy, if you are the DM. Valorous (UE, p54) :- *** Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons. Vicious (SRD) :- * No thank you. Don't like weapons that hurt me. Go for Holy. Venomous (MIC, p45) :- ** Only 3 times per day with an absurdly low DC. Not too good. Viper (SK, p152) :- **** (Blades or Whips only) Viper poison is nasty. This ability on a scourge gets outrageous pretty fast. Warning (MIC, p46) :- ***** Yikes, +5 insight bonus to initiative? Awesome. It must be held tho…. Whirling (MIC, p46) :- **** (Slashing Melee Only) Free feat for +1 - and it is the feat at the top of a long chain. Very nice! Water Elemental Power (Large) (DMGII, p261) :- ***** See Air Elemental Power. Waterborn (ECS, p266) :- ** Similar to aquatic, but there is some overlap, and it is not quite as powerful. Weakening (MIC, p46) :- **** This one is great for a front line fighter. No crit, no save and it does ability damage. Yeah, this is a keeper! [/sblock]

Listed by Usefulness
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5 Star Special Abilities
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Air Elemental Power (Large) (DMGII, p254):- ***** Top notch. I especially like these as they give the fighter some flexability beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not neccessarily in combat. Aptitude weapon: (BoNS):- ***** Flexability for such a cheap cost makes this a great special ability. Earth Elemental Power (Large) (DMGII, p256):- ***** See Air Elemental Power. Earthbound (ECS, p266):- ***** If you arn't planning on flying this grants a nice UNNAMED bonus to attack and damage. Fire Elemental Power (Large) (DMGII, p257):- ***** See Air Elemental Power. Magebane (CA, p143):- ***** Nice, and effective against a whole range of creatures. Great if you can combine it with bane. Water Elemental Power (Large) (DMGII, p261):- ***** See Air Elemental Power. [/sblock]

4 Star Special Abilities
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Bane (DMG, srd):- **** One of the best out there, and if you are in a certain campaign or adventure, this one would rate 5 *, easily. And its so cheap. Defending (DMG, srd):- **** (Note: Your DM may say no to this combo). It does not say that you have to attack or even be profficient with this weapon to get the AC bonus. So you might consider getting one of these to hold just to up your AC. As suggested below weapons like a spiked gauntlet work well with this ability. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this though. Enfeebling (BoED , p113):- **** Only damages on a crit, but the damage stacks (see ability damage in the DMG). Give it to your sneak attackers. Ki Focus (DMG, srd):- **** (Note: melee only) Umm, YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack. Lucky (SRD):- **** A nice ability. Probably only worth *** but I bumped it 'cause I'm a sucker for the do-over aspect. Martial discipline weapon. (BoNS):- **** For a plus one bonus and the cost of one pretty good feat (assuming you don't get stances from your class) you get a plus 3 to hit. Not too shabby. Power Storing (SRD):- **** This is spell storing for psionics, with the added bonus of manefesting as a swift action. Good stuff. Sacred (LMo, p77):- **** Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise. Shattermantle (CoS, 146):- **** Great synergy between fighters and spellcasters here. Smoking (LoD, p180):- **** For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon. Spell storing (DMG, srd):- **** A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like. Spellstrike (CoS, p146):- **** Another winner. Better still, it does not state this has to be wielded to be used. (See your DM before spending your cash!) Sure Striking (PGtF, p120):- **** A weapon that autoaligns depending on who you are fighting. For a +1 ability, this is pretty sweet. Viper (SK, p152):- **** (Note: Blades or whips only) Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.
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3 Star Special Abilities
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Aquatic (SS, p54):- *** Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn) Berserker (UE, p54):- *** Nice for Barbarians. Useless otherwise. Blessed (BoED , p113):- *** Another solid +1 ability. Bypass DR and auto confirm crits. Good times. Blood Seeking (CW, 134):- *** (Note: Ranged only) Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types. Corrosive (CoS, p146; DMGII, p256; Sw p129):- *** Other than sonic, this is probably the best choice for an energy dealing weapon. Nlike sonic, the damage isn't nerfed. Diseased (UE, p54):- *** For a +1 ability this is fairly nasty. It doesn't require a crit (good), the fort save is low (bad), it does ability damage (good) to 2 scores (good), that doesn't stack (bad). This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving to PCs. Most NPCs facing adventures are SO not worried about getting a disease. Distance (DMG, srd):- *** (Note: Ranged only) Nice ability to keep your spell casters WAY out of combat. Doom Burst (MH, p40):- *** Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition. Maiming (MH, p40):- *** like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25-37.5% of the time they are worse. In the long run you are better off. Merciful (DMG, srd):- *** It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-leathal; Unconcious + 1 round == Dead in D&D. Morphing (Ud, p69):- *** Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities. Psychokinetic (Srd):- *** Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4. Rusting (SS, p54):- *** Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often. Seeking (DMG, srd):- *** (Note: Ranged only) Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations. Sizing (Ud, p69; CV p127):- *** This is pretty much for a polymorphing spellcaster, and it is nice for them. Slow Burst (MH, p41):- *** A nice effect, but we still have the Crit + Save problem. It does affect the uncritables though. Sonic (MH, p41):- *** Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword. Soulbound Weapon, Lesser (MoI):- *** If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexable and powerful, albiet campaign specific. Teleporting (DMG, srd):- *** Slightly better than returning, as it doesn't need a line of sight to get back to the wielder. Thundering (DMG, srd):- *** A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 (or more!) of an energy type that few can resist, plus potential deafening. Valorous (UE, p54):- *** Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.
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2 Star Special Abilities
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Bloodthirsty (Ud, p68):- ** Not too impressive. The requirement to get the +2 to hit and damage bonus is pretty onerous. Great ability for DM's though.

Exhausting (SS, p54):- ** A low DC (14 fort) to get an OK status nerf (fatigued - not exhausted as the name implys) that only works on certain creatures makes for a weak ability that will not scale well.

Fear Burst (MH, p40):- ** Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely freightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.

Frost (DMG, srd):- ** Not as many folks have resistance to this energy type.

Harmonizing (CoS, 146):- ** OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.

Homeland Champion (CoV, 60):- ** Like many other +1 Special Abilities this one is very campaign specific - the right campaign and this one would rate ***** easy. And the DM should look at this one as well.

Keen (DMG, srd):- ** Poor ability that doesn't hold a candle to any energy buff. Still, you can't beat rolling a critical for that in game rush! See Sean K. Reynold's analysis of Keen on his web site.

Last Resort (CW, 135):- ** Fun, especially if you are tired of getting grappelled, but it doesn't come into play that often. Mighty cleaving (DMG, srd):- ** This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round.

Returning (DMG, srd):- ** Good in certain circumstances. A must have for certain presteige classes (Master Thrower, anyone?)

Shock (DMG, srd):- ** Marginally better than flaming.

Waterborn (ECS, p266):- ** Similar to aquatic, but there is some overlap, and it is not quite as powerful.
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1 Star Special Abilities
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Dissipater (SRD) :- * Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

Dragonhunter (MIC, p33) :- * (Ranged Only) Yeah - For dragons only, and even then its iffy. Now if it did Dex damage that'd be something that would be useful for dragon hunting.

Doomstrike (CoR, p42) :- * For DMs. Mainly because sundering your opponent's weapons is the last thing your average dungeon delver wants to do, especially if you are using the magic item reform rules from BoED. But the DM can have a field day.

Drowcraft (Ud, p68) :- * Back to the old dissolving weapons from 2nd Ed. Bad for players, very good for DMs.

Fear Burst (MH, p40) :- * Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely frightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.

Flaming (SRD) :- * Ahh yes, that old fantasy standby; Flaming. The energy type that everyone and their mother has some type of resistance to. You will start out liking this one, but you will probably regret the choice by level 8 or so. Skip this one.

Ghost touch (SRD) :- * So nice when you need it, but useless for most of your career (unless you are playing a Scooby Doo campaign.) Cast Ghost Touch Weapon (from SC) spell on a couple of scrolls, and save the cash. Or use an augment crystal!

Profane (MIC, p40) :- * This one isn't for you, 'cause your all living and stuff. DMs get this, or skip right to Profane Burst!

Profane Burst (MIC, p40) :- * (Synergy) Icky. Unless you are dead, don't spend money on this one. DMs, however, ****.

Resounding (MIC, p42) :- * Yuck, casts bless for 1 round only? It is really only good for 3 levels max. Sacrificial Smiting (CoV, p60) :- * Bleeech. Get a negative level for one extra smite. Spend your money on a cloak of Charisma.

Sundering (MIC, p44) :- * Thou shalt not destroy the enemy's weapons, for they can be sold for gold! (DM - consider using this with Doomstrike above. This will terrify your Fighters more than a bucket of Rust Monsters. For DMs this is a ***)

Throwing (SRD) :- * Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.

Vicious (SRD) :- * No thank you. Don't like weapons that hurt me. Go for Holy.
[/sblock]

As of yet Unrated
[sblock]

Chargebreaker (HoB, p130):-
Fury (HoB, p130):-
Resounding (HoB, p130):-
Subjugating (HoB, p130):-
[/sblock]

[/sblock]

Originally posted by jwt:

+2 Special Abilities
Listed by Alphabetical
[sblock]
Air Elemental Power (Huge) (DMGII, p254) :- ***** - Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not necessarily in combat. Anarchic (SRD) :- *** - All the Law/Chaos special abilities are a little more campaign specific, making this slightly less valuable. But still pretty nice for the cost. Axiomatic (SRD) :- *** - See Anarchic Aquan (MIC, p28) :- ** - Neat, but at +2 it is a little too specific for what you get. Auran (MIC, p28) :- ** - Very limited in scope. Extra damage to earth subtypes? Wha? Banishing (MIC, p28) :- **** - So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars. Blindsighted (MIC, p29) :- **** - Hello free feat. Which is great if you are a warrior who isn't a fighter. Blurstrike (MIC, p29) :- **** - Man. If you have any sneak attack abilities, this one is a no brainer. Burning (ECS, p266) :- ** - Meh - fire damage. But you can set them on fire! (With a DC of 11 - oh well) Collision (MIC, p31) :- *** - An extra 5 pts of damage is always nice, but means less as you level up. Consumptive (MIC, p31) :- *** - Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well. Deflecting (CW, p134) :- ** - OK, but only pick it up if you have a decent reflex save. Disarming (MIC, p32) :- ** (Melee Only) - Eliminates penalties that don't come into play as often as the +2 bonus warrants. Disrupting (HoB, p134) :- *** (Siege Engines Only) Disruption (SRD) :- *** (Bludgeoning Only) - A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop. Domineering (MIC, p33) :- *** - Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition. Doom Burst (MIC, p33) :- *** - Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition. Earth Elemental Power (Huge) (DMGII, p256) :- ***** - See Air Elemental Power. Energy Aura (MIC, p34) :- **** - The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type. Enervating (MIC, p34) :- **** - Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work (no save, thank goodness.) DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. (MIC made it better by lowering the cost.) Exit Wound (CW, p134) :- ** (Ranged Only) - Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though. Explosive (CW, p134) :- ** (Melee Only) - I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion. Fire Elemental Power (Huge) (DMGII, p257) :- ***** - See Air Elemental Power. Flaming burst (SRD) :- ** - Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through. Fleshgrinding (MIC, p35) :- **** - Solid ability, and it gets an extra star for coolness. (Note this ability does not make your sword dance like Brittany) Force (MIC, p35) :- **** (Ranged Only) - This is a great power, since DR makes many ranged weapons useless at higher levels. Holy (SRD) :- ***** - One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! (If you are in an evil campaign, or are a DM see Unholy.) Icy burst (SRD) :- ** - Better than Flaming, but only slightly so. Ignan (MIC, p36) :- ** - Way, way, way too specific for the cost. Illithidwrought (Ud, p69) :- *** - Gives an small insight bonus to attacks and damage, which is hard to find. Illusion Theft (MIC, p37) :- ** (Synergy) - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold. Impedance (MIC, p37) :- *** - Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all. Metalline (MIC, p38) :- **** - Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter. Mindcrusher (MIC, p39) :- ** - Even in a psionics heavy campaign this is too specialized for a +2 ability. (If it was all psionics all the time this might rate ***) The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage. Paralytic Burst (MIC, p39) :- * - Crit + save (medium Will) + 1 round of effect. Bleeech Paralyzing (MIC, p39) :- *** - Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability. Parrying (MIC, p40) :- **** - Very nice. Insight bonuses are hard to come by. Psibane (MIC, p41) :- ** - Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it. Psychic (MIC, p41) :- *** - Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that. Ravenous (CoR, p42) :- ** (Evil Characters Only) - Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it. Self-Loading (HoB, p134) :- (Siege Engines Only) Shocking burst (SRD) :- *** - Better than flaming or Icy. Still not that great. Skillful (CA, p144) :- **** - You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please! Sonic Burst (MH, p41) :- *** - After further review we have decided to reverse our earlier call. 1st down sonic burst. (for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.) Soulbound, Greater (MIC, p43) :- *** (Synergy) - See soulbound Starburst (HoB, p134) :-
Suppression (SRD) :- *** - If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific. Terran (MIC, p45) :- ** - See Ignan, et al. Transmuting (MIC, p45) :- ***** - Very cool power. I love the flexibility it gives you. Unholy (SRD) :- ***** - See holy for details. Vampiric (MIC, p45) :- **** - This one is a doozie. In the hands of a fighter, you can really rack up the extra HP, that's means you will need less healing, and can last longer in a fight. Water Elemental Power (Huge) (DMGII, p261) :- ***** - See Air Elemental Power. Wounding (SRD) :- *** - I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly. [/sblock]
Listed by Usefullness
[sblock]
5 Star Special Abilities
[sblock]
Air Elemental Power (Huge) (DMGII, p254):- ***** Top notch. I especially like these as they give the fighter some flexability beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not neccessarily in combat. Earth Elemental Power (Huge) (DMGII, p256):- ***** See Air Elemental Power. Fire Elemental Power (Huge) (DMGII, p257):- ***** See Air Elemental Power. Holy (DMG, srd):- ***** One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! (If you are in an evil campaign, or are a DM see Unholy.) Unholy (DMG, srd):- ***** See holy for details. Transmuting (MIC, p45) :- ***** - Very cool power. I love the flexibility it gives you. Water Elemental Power (Huge) (DMGII, p261):- ***** See Air Elemental Power. [/sblock]
4 Star Special Abilities
[sblock]
Banishing (MIC, p28) :- **** - So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars. Blindsighted (MIC, p29) :- **** - Hello free feat. Which is great if you are a warrior who isn't a fighter. Blurstrike (MIC, p29) :- **** - Man. If you have any sneak attack abilities, this one is a no brainer. Energy Aura (MIC, p34) :- **** - The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type. Enervating (MIC, p34) :- **** - Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work (no save, thank goodness.) DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. (MIC made it better by lowering the cost.) Fleshgrinding (MIC, p35) :- **** - Solid ability, and it gets an extra star for coolness. (Note this ability does not make your sword dance like Brittany) Force (MIC, p35) :- **** (Ranged Only) - This is a great power, since DR makes many ranged weapons useless at higher levels. Metalline (Ud, p69):- **** Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter. Parrying (MIC, p40) :- **** - Very nice. Insight bonuses are hard to come by. Skillfull (CA, p144):- **** You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please! Vampiric (UE, p55):- **** This one is a doozie. In the hands of a fighter, you can really rack up the extra HP - thats means you will need less healing, and can last longer in a fight. [/sblock]
3 Star Special Abilities
[sblock]
Anarchic (SRD) :- *** - All the Law/Chaos special abilities are a little more campaign specific, making this slightly less valuable. But still pretty nice for the cost. Axiomatic (SRD) :- *** - See Anarchic Collision (MIC, p31) :- *** - An extra 5 pts of damage is always nice, but means less as you level up. Consumptive (MIC, p31) :- *** - Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well. Disruption (SRD) :- *** (Bludgeoning Only) - A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop. Domineering (MIC, p33) :- *** - Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition. Doom Burst (MIC, p33) :- *** - Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition. Illithidwrought (Ud, p69) :- *** - Gives an small insight bonus to attacks and damage, which is hard to find. Impedance (MIC, p37) :- *** - Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all. Paralyzing (MIC, p39) :- *** - Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability. Psychic (MIC, p41) :- *** - Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that. Shocking burst (SRD) :- *** - Better than flaming or Icy. Still not that great. Sonic Burst (MH, p41) :- *** - After further review we have decided to reverse our earlier call. 1st down sonic burst. (for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.) Soulbound, Greater (MIC, p43) :- *** (Synergy) - See soulbound Suppression (SRD) :- *** - If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific. Wounding (SRD) :- *** - I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly [/sblock]
2 Star Special Abilities
[sblock]
Aquan (MIC, p28) :- ** - Neat, but at +2 it is a little too specific for what you get. Auran (MIC, p28) :- ** - Very limited in scope. Extra damage to earth subtypes? Wha? Burning (ECS, p266) :- ** - Meh - fire damage. But you can set them on fire! (With a DC of 11 - oh well) Deflecting (CW, p134) :- ** - OK, but only pick it up if you have a decent reflex save. Disarming (MIC, p32) :- ** (Melee Only) - Eliminates penalties that don't come into play as often as the +2 bonus warrants. Exit Wound (CW, p134) :- ** (Ranged Only) - Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though. Explosive (CW, p134) :- ** (Melee Only) - I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion. Flaming burst (SRD) :- ** - Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through. Icy burst (SRD) :- ** - Better than Flaming, but only slightly so. Ignan (MIC, p36) :- ** - Way, way, way too specific for the cost. Illusion Theft (MIC, p37) :- ** (Synergy) - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold. Mindcrusher (MIC, p39) :- ** - Even in a psionics heavy campaign this is too specialized for a +2 ability. (If it was all psionics all the time this might rate ***) The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage. Psibane (MIC, p41) :- ** - Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it. Ravenous (CoR, p42) :- ** (Evil Characters Only) - Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it. Terran (MIC, p45) :- ** - See Ignan, et al. [/sblock]
1 Star Special Abilities
[sblock]
Paralytic Burst (MH, p40):- * - Crit + save (medium Will) + 1 round of effect. Bleeech [/sblock]
As Yet Unrated Special Abilities
[sblock]
Disrupting (HoB, p134):- (Note: Siege Engine only) Self-Loading (HoB, p134):- (Note: Siege Engine only) Starburst (HoB, p134):- (Note: Siege Engine only) Stunning (HoB, p131):- (Note: Siege Engine only) [/sblock]
[/sblock]

Originally posted by jwt:

+3 Special Abilities

Listed by Alphabetical
[sblock]
Air Elemental Power (Greater) (DMGII, p254) :- **** - Top notch. See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end. Bodyfeeder (MIC, p30) :- ** - Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt! Clouting (CA, p143) :- *** - No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face. Cursespewing (MIC, p31) :- **** - Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels. Dissmisser (UE, p54) :- *** - While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim. Duststorm (Sst, p131) :- ** (Melee Only) - The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon. Earth Elemental Power (Greater) (DMGII, p256) :- **** - See Air Elemental Power. Ethereal Reaver (MIC, p34) :- ** - Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not! Explosive (CW, p134) :- **** (Ranged Only) - Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement. Finesse (ECS, p266) :- **** - Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability. Fire Elemental Power (Greater) (DMGII, p257) :- **** - See Air Elemental Power. Implacable (MIC, p37) :- **** - Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage. Necrotic Focus (MIC, p39) :- *** (Melee Only) - This one is for the DM to play with. DMs give it to your undead vampire with energy drain, and watch the fur fly. Roaring (BoED, p114) :- **** - High DC on the will save and no crit needed coupled with extra (sonic!) damage on a crit makes this a sweet special ability. Speed (SRD) :- **** - An extra attack at your full bonus is always nice. Splitting (CoR, p42) :- **** (Ranged Only) - I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up. Stalactite (Ud, p69) :- ** - Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save. Water Elemental Power (Greater) (DMGII, p261) :- **** - See Air Elemental Power. [/sblock]
Listed by Usefullness
[sblock]
5 Star Special Abilities
[sblock]
Cursespewing (MIC, p31) :- ***** - Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels. [/sblock]
4 Star Special Abilities
[sblock]
Air Elemental Power (Greater) (DMGII, p254) :- **** - Top notch. See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end. Earth Elemental Power (Greater) (DMGII, p256) :- **** - See Air Elemental Power. Explosive (CW, p134) :- **** (Ranged Only) - Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement. Finesse (ECS, p266) :- **** - Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability. Fire Elemental Power (Greater) (DMGII, p257) :- **** - See Air Elemental Power. Implacable (MIC, p37) :- **** - Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage. Roaring (BoED, p114) :- **** - High DC on the will save and no crit needed coupled with extra (sonic!) damage on a crit makes this a sweet special ability. Speed (SRD) :- **** - An extra attack at your full bonus is always nice. Splitting (CoR, p42) :- **** (Ranged Only) - I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up. Water Elemental Power (Greater) (DMGII, p261) :- **** - See Air Elemental Power. [/sblock]
3 Star Special Abilities
[sblock]
Clouting (CA, p143) :- *** - No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face. Dissmisser (UE, p54) :- *** - While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim. Necrotic Focus (MIC, p39) :- *** (Melee Only) - This one is for the DM to play with. DMs give it to your undead vampire with energy drain, and watch the fur fly. [/sblock]
2 Star Special Abilities
[sblock]
Bodyfeeder (MIC, p30) :- ** - Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt! Duststorm (Sst, p131) :- ** (Melee Only) - The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon. Ethereal Reaver (MIC, p34) :- ** - Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not! Stalactite (Ud, p69) :- ** - Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save. [/sblock]
1 Star Special Abilities
[sblock] Empty [/sblock]
[/sblock]

Originally posted by jwt:

+4 Special Abilities

Listed by Alphabetical
[sblock]

Air Elemental Power (Elder) (DMGII) :- **** - See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.

Brilliant Energy (SRD) :- *** - This one varies wildly based on the campaign; in a martial / wartime themed campaign ***** ( If you got guys walking around in full plate then this is a must have - thanks ThePo); in an undead or construct campaign *.

Dancing (SRD) :- *** - Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal.

Earth Elemental Power (Elder) (DMGII, p256) :- **** - See Air Elemental Power.

Fire Elemental Power (Elder) (DMGII, p257) :- **** - See Air Elemental Power.

Keeper's Fang (ECS, p266) :- * (Melee Only) - Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly.

Righteous (BoED, p114) :- ** - Stinky - just +2 to attack and damage (and detect evil - Wheeee) for a +4 special ability. Mitigated somewhat by the bonus type (unnamed), but it only affects very naughty creatures.

Tentacle (Ud, p69) :- ** - Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often (The DC is ridiculously low). Plus, ewwwww.
Water Elemental Power (Elder) (DMGII, p261) :- **** - See Air Elemental Power. [/sblock]

Listed by Usefullness
[sblock]

5 Star Special Abilities
[sblock] Empty [/sblock]

4 Star Special Abilities
[sblock]
Air Elemental Power (Elder) (DMGII, p254):- **** See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end. Earth Elemental Power (Elder) (DMGII, p256):- **** See Air Elemental Power. Fire Elemental Power (Elder) (DMGII, p257):- **** See Air Elemental Power. Water Elemental Power (Elder) (DMGII, p261):- **** See Air Elemental Power. [/sblock]

3 Star Special Abilities
[sblock]
Brilliant Energy (SRD) :- *** - This one varies wildly based on the campaign; in a martial / wartime themed campaign ***** ( If you got guys walking around in full plate then this is a must have - thanks ThePo); in an undead or construct campaign *. Dancing (SRD) :- *** - Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal. [/sblock]

2 Star Special Abilities
[sblock]
Righteous (BoED, p114) :- ** - Stinky - just +2 to attack and damage (and detect evil - Wheeee) for a +4 special ability. Mitigated somewhat by the bonus type (unnamed), but it only affect very naughty creatures. Tentacle (Ud, p69) :- ** - Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often (The DC is ridiculously low). Plus, ewwwww. [/sblock]

1 Star Special Abilities
[sblock]

Keeper's Fang (ECS, p266) :- * (Melee Only) - Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly. [/sblock]
[/sblock]

Originally posted by jwt:

+5 Special Abilities

With only two entries, no sorting is needed here:

Coup de Grace (SRD) *** If it wern't so costly, this would be a must have. As it is, it affect most creatures, is not limited per day, and has a high DC on its ability. Worth considering.

Vorpal (DMG: srd) * Meh - A cool effect, but it will only come into play about once every 30 hits or so. In effect this insta-kill works out to roughly 1 or 2 hit points per attack (at CR of 16 assuming the beastie is at 1/2 hp already). And it doesn't work on about 1/3 of all the creatures. (Well technically, it still beheads the lich, but its only an inconvienience to it.) This makes it WAY too expensive for what you get.

Originally posted by jwt:

Note: These special abilities are worth more than the one's listed above. Why? Well think of them as slotless items. Unless you go epic, you get a maximum of 9 slots on a weapon. The following abilities allow you to imporve your weapon without limit. Except for the gold in your pocket that is.

Listed by Alphabetical
[sblock]
Aquatic (MIC, p28) :- *** +2,000 - Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn - Note: the MIC made this better by giving it a fixed gp price) Changeling (MIC, p31) :- ***** (Spear Only) +2000 - If you use a spear, then you must have this awesome enchantment. Doomwarding (PGtF, p120) :- ***** +38,500 - Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item. Everbright (MIC, p34) :- * +2000 - Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC. Finder (Ud, p69) :- *** +4,800 - If you are in an underground campaign, this one is a nice ability. Hideaway (MIC, p36) :- **** +2000 - Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now. Illuminating (MIC, p36) :- ** +500 - Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us? Manifester (SRD) :- ** +12,000 - A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day. Necromantic (HoB, p134) :- (Siege Engine) +3,000 Powerleech (LEoF) :- +8,000 Prismatic Burst (MH, p41) :- *** +30,000 - Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one. Shadowstrike (MIC, p43) :- *** +5,000 - Nerfed by the MIC, this is now more of a rogue only item, but its not too costly. Sizing (MIC, p43) :- *** +5,000 - This is pretty much for a polymorphing spellcaster, and it is nice for them. Slow Burst (MIC, p43) :- ** +5,000 - A nice effect, but we still have the Crit + low DC Save problem. Spellblade (PGtF, p120) :- ***** +6,000 - Are you kidding me. Best ability evah. How much is a ring of counterspells? Sudden Stunning (DMGII, p261) :- **** (Melee Only) +2,000 - Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales. Vanishing (MIC, p45) :- *** +8,000 - Hey, its cleave with a 60ft step. What fun! Shame its only once per day. [/sblock]
Listed by Usefulness
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5 Star Special Abilities
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Changeling (MIC, p31) :- ***** (Spear Only) +2000 - If you use a spear, then you must have this awesome enchantment. Doomwarding (PGtF, p120) :- ***** +38,500 - Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item. Spellblade (PGtF, p120) :- ***** +6,000 - Are you kidding me. Best ability evah. How much is a ring of counterspells? [/sblock]
4 Star Special Abilities
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Hideaway (MIC, p36) :- **** +2000 - Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now. Sudden Stunning (DMGII, p261) :- **** (Melee Only) +2,000 - Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales. [/sblock]
3 Star Special Abilities
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Aquatic (MIC, p28) :- *** +2,000 Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn - Note: the MIC made this better by giving it a fixed gp price) Finder (Ud, p69) :- *** +4,800 - If you are in an underground campaign, this one is a nice ability. Prismatic Burst (MH, p41) :- *** +30,000 - Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one. Shadowstrike (MIC, p43) :- *** +5,000 - Nerfed by the MIC, this is now more of a rogue only item, but its not too costly. Sizing (MIC, p43) :- *** +5,000 - This is pretty much for a polymorphing spellcaster, and it is nice for them. Vanishing (MIC, p45) :- *** +8,000 - Hey, its cleave with a 60ft step. What fun! Shame its only once per day. [/sblock]
2 Star Special Abilities
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Illuminating (MIC, p36) :- ** +500 - Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us? Manifester (SRD) :- ** +12,000 - A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day. Slow Burst (MIC, p43) :- ** +5,000 - A nice effect, but we still have the Crit + low DC Save problem. [/sblock]
1 Star Special Abilities
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Everbright (MIC, p34) :- * +2000 - Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC. [/sblock]
As of yet Unrated
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Necromantic (Siege Engine) (HoB, p134):- +3,000 Powerleech (LEoF, ):- +8000 gp [/sblock]
[/sblock]

Originally posted by jwt:

Augment crystals turn a great deal of the special abilities usefulness on their heads. Once an ability that was VERY useful but only in a few situations meant that you never pick it. You would instead just suck it up that one time out of 50 that you could use it. Now with Augment Crystals it is perfectly viable, even desirable, to get that ghosttouch ability, since it will not be using up precious space on your main weapon. Note too, that augment crystals do not add to the gp value of the weapon or armor. They are separate entities. So augment crystals also allow you to break that epic level cap on total gp value of an item; albeit through a back door, but still. So without further ado:

Listed by Alphabetical
[sblock]

Crystal of Adamant Weaponry, Least (MIC, p64) :- * 300gp - Sunder. I hateses sunder. If you are the PC you shouldn't sunder stuff! If you are the DM you are gonna tick people off if you sunder all their stuff. So why drop a load of cash on something that you may use once, and can be fixed cheaper with a spell.

Crystal of Adamant Weaponry, Lesser (MIC, p64) :- * 1,400gp - See Least version

Crystal of Adamant Weaponry, Greater (MIC, p64) :- * 3,400gp - See Least version

Crystal of Arcane Steel, Least (MIC, p64) :- ** 500gp - Clearly these crystals are for gishes, and not of much use to anyone else. The fact that it gives insight bonuses is a major point in its favor, but I am not so sure it is worth the price.

Crystal of Arcane Steel, Lesser (MIC, p64) :- *** 2,000gp - See Least version

Crystal of Arcane Steel, Greater (MIC, p64) :- *** 6,000gp - See Least version

Crystal of Energy Assault, Least (MIC, p64) :- *** 600gp - Why would these rate better than the weapon special abilities? Mainly because of the flexibility. You can afford to keep two in your pocket, and attach them as needed. Now something that was once an inherent part of your weapon is much more flexible.

Crystal of Energy Assault, Lesser (MIC, p64) :- **** 3,000gp - See Least version, my recommendation is to get one or two of these, and then one of the greater versions based off the extra effect you like.

Crystal of Energy Assault, Greater (MIC, p64) :- **** 6,000gp - See Least version, but also the greater versions have cool extra effects.

Crystal of Illumination, Least (MIC, p64) :- ** 100gp - The issue I have here is, what happens when you are using this in otherwise pitch blackness, and you need to use another crystal. You are hosed. So this crystal kinda flies in the face of the flexibility that these items are supposed to provide.

Crystal of Illumination, Lesser (MIC, p64) :- ** 400gp - See Least version

Crystal of Illumination, Greater (MIC, p64) :- ** 1,000gp - See Least version

Crystal of Lifedrinking, Least (MIC, p64) :- ** 400gp - Good, but kinda on the low side of the healing available vs. cost given character wealth. That is to say, each version is really only useful for a few levels.

Crystal of Lifedrinking, Lesser (MIC, p64) :- ** 1,500gp - See Least version

Crystal of Lifedrinking, Greater (MIC, p64) :- ** 6,000gp - See Least version

Crystal of Return, Least (MIC, p65) :- ***** 300gp - Free feat for 300gp!

Crystal of Return, Lesser (MIC, p65) :- ***** 1,000gp - I really like this ability. Rogues might consider it just to get the drop on someone.

Crystal of Return, Greater (MIC, p65) :- ***** 4,000gp - The lesser ability turns the return power into something really nice!

Crystal of Security, Least (MIC, p65) :- ** 300gp - This is one of those things where if you run a regular risk of being disarmed, then by all means. But how many times have you been disarmed. And its not like you can look at a person and say, "Oh man he looks like he has improved disarm. Better get my crystal out!"

Crystal of Security, Lesser (MIC, p65) :- ** 1,000gp - See Least version

Crystal of Security, Greater (MIC, p65) :- ** 3,000gp - See Least version

Demolition Crystal, Least (MIC, p65) :- ** 1,000gp - Pretty good, and built for the crystals flexibility.

Demolition Crystal, Lesser (MIC, p65) :- **** 3,000gp - Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

Demolition Crystal, Greater (MIC, p65) :- ***** 6,000gp - Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster.

Fiendslayer Crystal, Least (MIC, p65) :- **** 1,000gp - Extra untyped damage against a very broad (and almost always fought) type. I'll take one for me, and one for every member of my party please.

Fiendslayer Crystal, Lesser (MIC, p65) :- *** 3,000gp - See least, but the extra ability added here is no so grand. Get a Least or a Greater - don't stop here.

Fiendslayer Crystal, Greater (MIC, p65) :- ***** 5,000gp - Pretty cheap for a dimensional anchor spell. That gets no save.

Phoenix Ash Threat, Least (MIC, p65) :- * 500gp - Cool theme, but waa, waa, waaaaaa. Its fire damage. And at a fixed point(s) extra damage per hit you can forget it. By the time you can afford it you betcha that 3/4 + of the monsters you face are gonna ignore all of the extra damage.

Phoenix Ash Threat, Lesser (MIC, p65) :- * 2,000gp - See Least version

Phoenix Ash Threat, Greater (MIC, p65) :- * 6,000gp - See Least version

Revelation Crystal, Least (MIC, p66) :- * 400gp - A wonderful example of what these crystals should be used for. Not ever creature you fight will be invisible, so why add a permanent ability to your weapon. On the other hand, when you do fight invisible baddies wouldn't it be grand to have that ability for a short while. Thanks to crystals now you can. I like it!

Revelation Crystal, Lesser (MIC, p66) :- * 1,000gp - See Least version

Revelation Crystal, Greater (MIC, p66) :- * 5,000gp - See Least version

Truedeath Crystal, Least (MIC, p66) :- *** 1,000gp - Pretty good, especially if you fight undead

Truedeath Crystal, Lesser (MIC, p66) :- ***** 5,000gp - Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

Truedeath Crystal, Greater (MIC, p66) :- **** 10,000gp - Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster. Unfortunately it is a leeetle pricey.

Witchlight Reservoir (MIC, p66) :- *** 5,000gp - Flexibility, and such a cool theme. I like it, but it will cost you a bit, and it doesn't scale too well (except maybe the wine effect.)

[/sblock]

Listed by Usefulness
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5 Star Augment Crystals
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Crystal of Return, Least (MIC, p65) :- ***** 300gp Free feat for 300gp!

Crystal of Return, Lesser (MIC, p65) :- ***** 1,000gp I really like this ability. Rogues might consider it just to get the drop on someone.

Crystal of Return, Greater (MIC, p65) :- ***** 4,000gp The lesser ability turns the return power into something really nice!

Demolition Crystal, Greater (MIC, p65) :- ***** 6,000gp Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster.

Fiendslayer Crystal, Greater (MIC, p65) :- ***** 5,000gp Pretty cheap for a dimensional anchor spell. That gets no save.

Revelation Crystal, Lesser (MIC, p66) :- ***** 1,000gp See Least version

Truedeath Crystal, Lesser (MIC, p66) :- ***** 5,000gp Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.
[/sblock]

4 Star Augment Crystals
[sblock]

Crystal of Energy Assault, Lesser (MIC, p64) :- **** 3,000gp See Least version, my recommendation is to get one or two of these, and then one of the greater versions based off the extra effect you like.

Crystal of Energy Assault, Greater (MIC, p64) :- **** 6,000gp See Least version, but also the greater versions have cool extra effects.

Demolition Crystal, Lesser (MIC, p65) :- **** 3,000gp Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

Fiendslayer Crystal, Least (MIC, p65) :- **** 1,000gp Extra untyped damage against a very broad (and almost always fought) type. I'll take one for me, and one for every member of my party please.

Revelation Crystal, Greater (MIC, p66) :- **** 5,000gp See Least version

Truedeath Crystal, Greater (MIC, p66) :- **** 10,000gp Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster. Unfortunately it is a leeetle pricey.
[/sblock]

3 Star Augment Crystals
[sblock]

Crystal of Arcane Steel, Lesser (MIC, p64) :- *** 2,000gp See Least version

Crystal of Arcane Steel, Greater (MIC, p64) :- *** 6,000gp See Least version

Crystal of Energy Assault, Least (MIC, p64) :- *** 600gp Why would these rate better than the weapon special abilities? Mainly because of the flexibility. You can afford to keep two in your pocket, and attach them as needed. Now something that was once an inherent part of your weapon is much more flexible.

Fiendslayer Crystal, Lesser (MIC, p65) :- *** 3,000gp See least, but the extra ability added here is no so grand. Get a Least or a Greater - don't stop here.

Revelation Crystal, Least (MIC, p66) :- *** 400gp A wonderful example of what these crystals should be used for. Not ever creature you fight will be invisible, so why add a permanent ability to your weapon. On the other hand, when you do fight invisible baddies wouldn't it be grand to have that ability for a short while. Thanks to crystals now you can. I like it!

Truedeath Crystal, Least (MIC, p66) :- *** 1,000gp Pretty good, especially if you fight undead

Witchlight Reservoir (MIC, p66) :- *** 5,000gp Flexibility, and such a cool theme. I like it, but it will cost you a bit, and it doesn't scale too well (except maybe the wine effect.)
[/sblock]

2 Star Augment Crystals
[sblock]

Crystal of Arcane Steel, Least (MIC, p64) :- ** 500gp Clearly these crystals are for gishes, and not of much use to anyone else. The fact that it gives insight bonuses is a major point in its favor, but I am not so sure it is worth the price.

Crystal of Illumination, Least (MIC, p64) :- ** 100gp The issue I have here is, what happens when you are using this in otherwise pitch blackness, and you need to use another crystal. You are hosed. So this crystal kinda flies in the face of the flexibility that these items are supposed to provide.

Crystal of Illumination, Lesser (MIC, p64) :- ** 400gp See Least version

Crystal of Illumination, Greater (MIC, p64) :- ** 1,000gp See Least version

Crystal of Lifedrinking, Least (MIC, p64) :- ** 400gp Good, but kinda on the low side of the healing available vs. cost given character wealth. That is to say, each version is really only useful for a few levels.

Crystal of Lifedrinking, Lesser (MIC, p64) :- ** 1,500gp See Least version Crystal of Lifedrinking, Greater (MIC, p64) :- ** 6,000gp See Least version

Crystal of Security, Least (MIC, p65) :- ** 300gp This is one of those things where if you run a regular risk of being disarmed, then by all means. But how many times have you been disarmed. And its not like you can look at a person and say, "Oh man he looks like he has improved disarm. Better get my crystal out!"

Crystal of Security, Lesser (MIC, p65) :- ** 1,000gp See Least version

Crystal of Security, Greater (MIC, p65) :- ** 3,000gp See Least version

Demolition Crystal, Least (MIC, p65) :- ** 1,000gp Pretty good, and built for the crystals flexibility.
[/sblock]

1 Star Augment Crystals
[sblock]

Crystal of Adamant Weaponry, Least (MIC, p64) :- * 300gp Sunder. I hateses sunder. If you are the PC you shouldn't sunder stuff! If you are the DM you are gonna tick people off if you sunder all their stuff. So why drop a load of cash on something that you may use once, and can be fixed cheaper with a spell.

Crystal of Adamant Weaponry, Lesser (MIC, p64) :- * 1,400gp See Least version

Crystal of Adamant Weaponry, Greater (MIC, p64) :- * 3,400gp See Least version

Phoenix Ash Threat, Least (MIC, p65) :- * 500gp Cool theme, but waa, waa, waaaaaa. Its fire damage. And at a fixed point(s) extra damage per hit you can forget it. By the time you can afford it you betcha that 3/4 + of the monsters you face are gonna ignore all of the extra damage.

Phoenix Ash Threat, Lesser (MIC, p65) :- * 2,000gp See Least version

Phoenix Ash Threat, Greater (MIC, p65) :- * 6,000gp See Least version
[/sblock]

[/sblock]

Originally posted by jwt:

5/24/06: Thread Started; DMG items added.
5/25/06: Adding items from varios splatbooks: Mainly MH, HoB, Ud, also added in reccomendations from various posters.
5/30/06: Updating all Special Abilities from various sources culled over the weekend.
5/31/06: Still filling in holes. Started arranging the abilities by ranking.
3/4/07: I'm back and catching up with all the old postings.
7/4/07: Adding in the MIC, including augment crystals; moving some post info around.
11/12/07: Done adding the MIC stuff

Originally posted by jwt:

Master Alphabetical List
[sblock]

Acidic Burst (MIC, p28) :- *** (Synergy) lvl1 Acid is good, but it ain't no sonic.
Air Elemental Power (Elder) (DMGII) :- **** lvl4 See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.
Air Elemental Power (Greater) (DMGII, p254) :- **** lvl3 Top notch. See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.
Air Elemental Power (Huge) (DMGII, p254) :- ***** lvl2 Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not necessarily in combat.
Air Elemental Power (Large) (DMGII, p254) :- ***** lvl1 Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not necessarily in combat.
Anarchic (SRD) :- *** lvl2 All the Law/Chaos special abilities are a little more campaign specific, making this slightly less valuable. But still pretty nice for the cost.
Axiomatic (SRD) :- *** lvl2 See Anarchic
Aptitude weapon (BoNS) :- ***** lvl1 Flexibility for such a cheap cost makes this a great special ability.
Aquan (MIC, p28) :- ** lvl2 Neat, but at +2 it is a little too specific for what you get.
Aquatic (MIC, p28) :- *** +2,000 Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn - Note: the MIC made this better by giving it a fixed gp price)
Arcane Might (MIC, p28) :- ** lvl1 Really only good for gishes and the bonus to damage is not worth loosing a spell.
Auran (MIC, p28) :- ** lvl2 Very limited in scope. Extra damage to earth subtypes? Wha?
Bane (SRD) :- **** lvl1 One of the best out there, and if you are in a certain campaign or adventure, this one would rate *****, easily. And its so cheap.
Banishing (MIC, p28) :- **** lvl2 So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars.
Berserker (MIC, p29) :- *** lvl1 Nice for Barbarians. Useless otherwise.
Binding (MIC, p29) :- *** lvl1 Again - cool power, but so situational. This is offset by the low cost. This can be renamed the comic-book villain killer.
Blessed (MIC, p29) :- *** lvl1 A nice all round power that will come into play through most of your levels.
Blindsighted (MIC, p29) :- **** lvl2 Hello free feat. Which is great if you are a warrior who isn't a fighter.
Blood Seeking (CW, p134) :- *** (Ranged Only) lvl1 Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.
Bloodfeeding (was Bloodthirsty) (MIC, p29) :- ** lvl1 Not too impressive. The requirement to get the +2 damage bonus is pretty onerous. Great ability for DMs though.
Bodyfeeder (SRD) :- ** lvl3 Thematically Cool, but the extra HP don't stack. Still it may save your butt!
Blurstrike (MIC, p29) :- **** lvl2 Man. If you have any sneak attack abilities, this one is a no brainer.
Bodyfeeder (MIC, p30) :- ** lvl3 Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt!
Brash (MIC, p30) :- ** lvl1 The fear immunity removes a good vulnerability of the Barbarian, but who needs extra rounds of rage anyway?
Brilliant Energy (SRD) :- *** lvl4 This one varies wildly based on the campaign; in a martial / wartime themed campaign ***** ( If you got guys walking around in full plate then this is a must have - thanks ThePo); in an undead or construct campaign *.
Brutal surge (MIC, p30) :- **** (Slashing and Bludgeoning Only) lvl1 How good is this. A free feat for 2k! Doesn't mean as much to fighters, but give this to your Ranger, or Cleric or Paladin.
Burning (ECS, p266) :- ** lvl2 Meh - fire damage. But you can set them on fire! (With a DC of 11 - oh well)
Changeling (MIC, p31) :- ***** (Spear Only) +2000 If you use a spear, then you must have this awesome enchantment.
Chargebreaker (MIC, p31) :- ** (Melee Only) lvl1 If you are more tactical, this can be used to get you a good advantage. Only thing is that the DC is way too low to last for an entire career.
Charging (MIC, p31) :- *** (Melee Only) lvl1 If you do mounted combat, this is a great one to consider. The extra damage is quite sweet, for a +1 bonus
Clouting (CA, p143) :- *** lvl3 No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face.
Collision (MIC, p31) :- *** lvl2 An extra 5 pts of damage is always nice, but means less as you level up.
Consumptive (MIC, p31) :- *** lvl2 Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well.
Coup de Grace (SRD) :- *** lvl5 If it weren't so costly, this would be a must have. As it is, it affect most creatures, is not limited per day, and has a high DC on its ability. Worth considering.
Corrosive (MIC, p31) :- *** lvl1 Other than sonic, this is probably the best choice for an energy dealing weapon. Unlike sonic, the damage isn't nerfed.
Cursespewing (MIC, p31) :- **** lvl3 Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels.
Deadly Precision (MIC, p32) :- *** lvl1 Great for rogues. Not so good in certain campaigns.
Dancing (SRD) :- *** lvl4 Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal.
Defending (SRD) :- **** lvl1 (Note: Your DM may say no to this combo). It does not say that you have to attack or even be proficient with this weapon to get the AC bonus. So you might consider getting one of these to hold just to up your AC. As suggested below weapons like a spiked gauntlet work well with this ability. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this.
Defensive Surge (MIC, p32) :- *** (Melee Only) lvl1 Another cool ability, designed for your skill monkeys or a paladin.
Deflecting (CW, p134) :- ** lvl2 OK, but only pick it up if you have a decent reflex save.
Desiccating (MIC, p32) :- *** (Melee Only) lvl1 Deals a special energy type damage that is harder than sonic to resist, but it only does 1d4 now. Still a pretty good power.
Desiccating Burst (MIC, p32) :- **** (Synergy) lvl1 Like other burst weapons, it really shines on a critical. Deals a special energy type damage that is harder than sonic to resist, but it also fatigues the recipient, making this a four star ability.
Disarming (MIC, p32) :- ** (Melee Only) lvl2 Eliminates penalties that don't come into play as often as the +2 bonus warrants.
Diseased (UE, p54) :- **** lvl1 For a +1 ability this is fairly nasty. It doesn't require a crit (good), the fort save is low (bad), it does ability damage (good) to 2 scores (good), that doesn't stack (bad). This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving
Dissipater (SRD) :- * lvl1 Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***
Dislocator (MIC, p32) :- *** lvl1 The change in MIC makes this much more reasonable. Put this ability on your missile weapons!
Dislocator, Great (MIC, p33) :- ** (Synergy) lvl1 The DC may increase, but not enough, and the extra 30 ft is nice. I can see this being used well on a set vs. charges weapon.
Dispelling (MIC, p33) :- **** lvl1 Nice, and cheap, but consider that this ability will be less and less useful after 10th level.
Dispelling, Greater (MIC, p33) :- **** lvl1 The MIC comes through again. This makes Dispelling better, and extends its usefulness for a reasonable price.
Divine Wrath (MIC, p33) :- **** lvl1 Yowza. If you are a paladin in an undead heavy game, please go get now.
Dissmisser (UE, p54) :- *** lvl3 While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim.
Disrupting (HoB, p134) :- *** (Siege Engines Only) lvl2
Disruption (SRD) :- *** (Bludgeoning Only) lvl2 A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop.
Dissipater (SRD) :- * lvl1 Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***
Distance (SRD) :- *** (Ranged Only) lvl1 Nice ability to keep your spell casters WAY out of combat.
Domineering (MIC, p33) :- *** lvl2 Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition.
Doom Burst (MIC, p33) :- *** lvl2 Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.
Dragondoom (MIC, p33) :- ** (Melee Only) lvl1 Rent this weapon when you go dragon slaying (large dragons only), otherwise don't bother.
Dragonhunter (MIC, p33) :- * (Ranged Only) lvl1 Yeah - For dragons only, and even then its iffy. Now if it did Dex damage that'd be something that would be useful for dragon hunting.
Doomstrike (CoR, p42) :- * lvl1 For DMs. Mainly because sundering your opponent's weapons is the last thing your average dungeon delver wants to do, especially if you are using the magic item reform rules from BoED. But the DM can have a field day.
Doomwarding (PGtF, p120) :- ***** +38,500 Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item.
Drowcraft (Ud, p68) :- * lvl1 Back to the old dissolving weapons from 2nd Ed. Bad for players, very good for DMs.
Duststorm (Sst, p131) :- ** (Melee Only) lvl3 The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon.
Eager (MIC, p34) :- ***** (Melee Only) lvl1 A must have for rogues, and pretty good for anyone else. Initiative bonuses are always welcome, esp. when they come so cheap.
Earth Elemental Power (Elder) (DMGII, p256) :- **** lvl4 See Air Elemental Power.
Earth Elemental Power (Greater) (DMGII, p256) :- **** lvl3 See Air Elemental Power.
Earth Elemental Power (Huge) (DMGII, p256) :- ***** lvl2 See Air Elemental Power.
Earth Elemental Power (Large) (DMGII, p256) :- ***** lvl1 See Air Elemental Power.
Earthbound (ECS, p266) :- ***** lvl1 If you aren't planning on flying this grants a nice UNNAMED bonus to attack and damage.
Energy Aura (MIC, p34) :- **** lvl2 The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type.
Energy Surge (MIC, p34) :- **** (Synergy) lvl1 Very good power, especially if you have high con. In all likelihood it will come into play more often than the burst powers, and it does WAY more damage. As always with energy damage, pick your energy type wisely. Note this replaces all the surge abilities from the DMGII.
Enervating (MIC, p34) :- **** lvl2 Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work (no save, thank goodness.) DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. (MIC made it better by lowering the cost.)
Enfeebling (BoED, p113) :- **** lvl1 Only damages on a crit, but the damage stacks (see ability damage in the DMG). Give it to your sneak attackers.
Ethereal Reaver (MIC, p34) :- ** lvl3 Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not!
Everbright (MIC, p34) :- * +2000 Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC.
Exhausting (SS, p54) :- ** lvl1 A low DC (14 fort) to get an OK status nerf (fatigued - not exhausted as the name implies) that only works on certain creatures makes for a weak ability that will not scale well.
Exit Wound (CW, p134) :- ** (Ranged Only) lvl2 Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though.
Explosive (CW, p134) :- **** (Ranged Only) lvl3 Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement.
Explosive (CW, p134) :- ** (Melee Only) lvl2 I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion.
Fear Burst (MH, p40) :- * lvl1 Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely frightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.
Fiercebane (MIC, p35) :- *** (Synergy) lvl1 Solid, especially if you know what critters you will be facing regularly.
Finder (Ud, p69) :- *** +4,800 If you are in an underground campaign, this one is a nice ability.
Finesse (ECS, p266) :- **** lvl3 Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability.
Fire Elemental Power (Elder) (DMGII, p257) :- **** lvl4 See Air Elemental Power.
Fire Elemental Power (Greater) (DMGII, p257) :- **** lvl3 See Air Elemental Power.
Fire Elemental Power (Huge) (DMGII, p257) :- ***** lvl2 See Air Elemental Power.
Fire Elemental Power (Large) (DMGII, p257) :- ***** lvl1 See Air Elemental Power.
Flaming (SRD) :- * lvl1 Ahh yes, that old fantasy standby; Flaming. The energy type that everyone and their mother has some type of resistance to. You will start out liking this one, but you will probably regret the choice by level 8 or so. Skip this one.
Flaming burst (SRD) :- ** lvl2 Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through.
Fleshgrinding (MIC, p35) :- **** lvl2 Solid ability, and it gets an extra star for coolness. (Note this ability does not make your sword dance like Brittany)
Frost (SRD) :- ** lvl1 Not as many folks have resistance to this energy type.
Force (MIC, p35) :- **** (Ranged Only) lvl2 This is a great power, since DR makes many ranged weapons useless at higher levels.
Fury (HoB, p130) :- lvl1
Ghost Strike (MIC, p35) :- ** (Synergy) lvl1 So very cool to have when you need, but like Ghost Touch, you so seldom need it.
Ghost touch (SRD) :- * lvl1 So nice when you need it, but useless for most of your career (unless you are playing a Scooby Doo campaign.) Cast Ghost Touch Weapon (from SC) spell on a couple of scrolls, and save the cash.
Harmonizing (MIC, p35) :- ** lvl1 OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.
Heavenly Burst (MIC, p36) :- ***** lvl1 Wow, MIC really fixed this power from * to *****. This is now a must have for good parties!
Hideaway (MIC, p36) :- ***** +2000 Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now.
Holy (SRD) :- ***** lvl2 One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! (If you are in an evil campaign, or are a DM see Unholy.)
Holy surge (MIC, p36) :- ***** (Melee Only) lvl1 An extra 3d6 against evil creatures. Yes, please! This is another awesome one for paladins.
Hunting (MIC, p36) :- *** lvl1 For rangers only, but if you picked your favored enemy well then this is not a bad way to go.
Homeland Champion (CoV, p60) :- ** lvl1 Like many other +1 Special Abilities this one is very campaign specific. The right campaign and this one would rate ***** easy. And the DM should look at this one as well.
Icy burst (SRD) :- ** lvl2 Better than Flaming, but only slightly so.
Ignan (MIC, p36) :- ** lvl2 Way, way, way too specific for the cost.
Illithidwrought (Ud, p69) :- *** lvl2 Gives an small insight bonus to attacks and damage, which is hard to find.
Illusion Bane (MIC, p36) :- **** lvl1 Thank you MIC! You fixed this ability but good. Now it is certainly worth considering, especially with the ignore miss chance power!
Illuminating (MIC, p36) :- ** +500 Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us?
Illusion Theft (MIC, p37) :- ** (Synergy) lvl2 In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold.
Incorporeal Binding (MIC, p38) :- ** (Synergy) lvl1 MIC nerfed this one, making it just not worth the cost.
Impact (MIC, p37) :- ** lvl1 See Keen.
Impaling (MIC, p37) :- *** (Piercing Melee Only) lvl1 Makes a good holdout weapon for low BAB classes. Mix in other things like knockback to keep the burly fighter types away.
Impedance (MIC, p37) :- *** lvl2 Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all.
Implacable (MIC, p37) :- **** lvl3 Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage.
Keen (SRD) :- ** lvl1 Poor ability that doesn't hold a candle to any energy buff. Still, you can't beat rolling a critical for that in game rush! See Sean K. Reynold's analysis of Keen on his web site.
Keeper's Fang (ECS, p266) :- * (Melee Only) lvl4 Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly.
Ki Focus (SRD) :- **** (Melee Only) lvl1 YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack.
Knockback (MIC, p38) :- *** lvl1 Nerfed slightly in the MIC, but the cost was lowered as well. Still fun for missile users of for folks with reach.
Last Resort (CW, p135) :- ** lvl1 Fun, especially if you are tired of getting grappled, but it doesn't come into play that often.
Lucky (MIC, p38) :- **** lvl1 A nice ability. Probably only worth *** but I bumped it 'cause I'm a sucker for the do over aspect.
Magebane (MIC, p38) :- ** lvl1 Well they nerfed this one in MIC as well. I think someone has been reading this thread. Anyway, now it is VERY specific (arcane casters only) and not worth the cost.
Maiming (MH, p40) :- *** lvl1 I like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25 - 37.5% of the time they are worse. In the long run you are better off.
Manifester (SRD) :- ** +12,000 A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day.
Martial discipline weapon (BoNS) :- **** lvl1 For a plus one bonus and the cost of one pretty good feat (assuming you don't get stances from your class) you get a plus 3 to hit. Not too shabby.
Merciful (SRD) :- *** lvl1 It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-lethal; Unconscious + 1 round == Dead in D&D.
Metalline (MIC, p38) :- **** lvl2 Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter.
Mighty Cleaving (SRD) :- ** lvl1 This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round. Still, its always fun when your fighter gets to go to Cleveland
Mighty Smiting (MIC, p39) :- *** lvl1 Extra smites are good. Shame it couldn't be more….
Mindcrusher (MIC, p39) :- ** lvl2 Even in a psionics heavy campaign this is too specialized for a +2 ability. (If it was all psionics all the time this might rate ***) The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage.
Mindfeeder (MIC, p39) :- ** lvl1 Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword (and I think we all know who that might be!). If so then make this one a ***
Morphing (MIC, p39) :- *** lvl1 Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities.
Necromantic (HoB, p134) :- (Siege Engine) +3,000
Necrotic Focus (MIC, p39) :- *** (Melee Only) lvl3 This one is for the DM to play with. DMs give it to your undead vampire with energy drain, and watch the fur fly.
Paralytic Burst (MIC, p39) :- * lvl2 Crit + save (medium Will) + 1 round of effect. Bleeech
Paralyzing (MIC, p39) :- *** lvl2 Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability.
Parrying (MIC, p40) :- **** lvl2 Very nice. Insight bonuses are hard to come by.
Power Storing (MIC, p40) :- **** lvl1 This is spell storing for psionics, with the added bonus of manifesting as a swift action. Good stuff.
Powerleech (LEoF) :- +8,000
Prismatic Burst (MH, p41) :- *** +30,000 Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one.
Precise (MIC, p40) :- **** lvl1 Free feat for a +1 bonus. Always a good tradeoff.
Profane (MIC, p40) :- * lvl1 This one isn't for you, 'cause your all living and stuff. DMs get this, or skip right to Profane Burst!
Profane Burst (MIC, p40) :- * (Synergy) lvl1 Icky. Unless you are dead, don't spend money on this one. DMs, however, ****.
Psibane (MIC, p41) :- ** lvl2 Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it.
Psychic (MIC, p41) :- *** lvl2 Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that.
Psychokinetic (MIC, p41) :- *** lvl1 Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4.
Psychokinetic Burst (MIC, p41) :- *** (Synergy) lvl1 Same as Sonic burst 'cept for the flavoring.
Quick Loading (MIC, p41) :- **** (Crossbow Only) lvl1 Anything that keeps a player in the game for longer is AOK by me.
Ravenous (CoR, p42) :- ** (Evil Characters Only) lvl2 Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it.
Resounding (MIC, p42) :- * lvl1 Yuck, casts bless for 1 round only? It is really only good for 3 levels max.
Returning (SRD) :- ** lvl1 Good in certain circumstances. A must have for certain prestige classes (Master Thrower, anyone?)
Revealing (MIC, p42) :- *** lvl1 Pretty good, as it nerfs invisibility, and gives extra attacks. Scales pretty well too.
Righteous (BoED, p114) :- ** lvl4 Stinky - just +2 to attack and damage (and detect evil - Wheeee) for a +4 special ability. Mitigated somewhat by the bonus type (unnamed), but it only affect very naughty creatures.
Roaring (BoED, p114) :- **** lvl3 High DC on the will save and no crit needed coupled with extra (sonic!) damage on a crit makes this a sweet special ability.
Rusting (SS, p54) :- *** lvl1 Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often.
Sacred (MIC, p42) :- *** lvl1 Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise.
Sacred Burst (MIC, p42) :- *** (Synergy) lvl1 Only good for undead campaigns. Otherwise skip it.
Sacrificial Smiting (CoV, p60) :- * lvl1 Bleeech. Get a negative level for one extra smite. Spend your money on a cloak of Charisma.
Screaming (MIC, p42) :- *** lvl1 Sonic is the best damage, but you only get 1d4 from it.
Screaming Burst (MIC, p42) :- *** (Synergy) lvl1 Standard sonic power - less damage, but more chances of it going through.
Seeking (SRD) :- *** (Ranged Only) lvl1 Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations.
Self-Loading (HoB, p134) :- (Siege Engines Only) lvl2
Shadowstrike (MIC, p43) :- *** +5,000 Nerfed by the MIC, this is now more of a rogue only item, but its not too costly.
Shattermantle (MIC, p43) :- ***** lvl1 Great synergy between fighters and spellcasters here. I like team helping items.
Shielding (MIC, p43) :- ** (Light Melee only) lvl1 Cool, but ultimately not too good power. Just use a buckler!
Shock (SRD) :- ** lvl1 Marginally better than flaming.
Shocking burst (SRD) :- *** lvl2 Better than flaming or Icy. Still not that great.
Sizing (MIC, p43) :- *** +5,000 This is pretty much for a polymorphing spellcaster, and it is nice for them.
Skillful (CA, p144) :- **** lvl2 You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please!
Slow Burst (MIC, p43) :- ** +5,000 A nice effect, but we still have the Crit + low DC Save problem.
Smoking (LoD, p180) :- **** lvl1 For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon.
Sonic (MH, p41) :- *** lvl1 Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword
Sonic Burst (MH, p41) :- *** lvl2 After further review we have decided to reverse our earlier call. 1st down sonic burst. (for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.)
Soulbound, Greater (MIC, p43) :- *** (Synergy) lvl2 See soulbound
Soulbound (MIC, p43) :- *** lvl1 If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexible and powerful, albeit campaign specific.
Soulbreaker (MIC, p44) :- **** (Synergy) lvl1 Now that's what I'm talking 'bout. Negative level goodness at a pretty cheap price.
Souldrinking (MIC, p44) :- *** (Synergy) lvl1 Temp hit points are nice. I can see the Death Knight using this to good effect.
Speed (SRD) :- lvl3 An extra attack at your full bonus is always nice.
Spell storing (SRD) :- **** lvl1 A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like.
Spellblade (PGtF, p120) :- ***** +6,000 Are you kidding me. Best ability evah. How much is a ring of counterspells?
Spellstrike (MIC, p44) :- **** lvl1 Another winner. Better still, it does not state this has to be wielded to be used. (See your DM before spending your cash!)
Splitting (CoR, p42) :- **** (Ranged Only) lvl3 I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up!
Stalactite (Ud, p69) :- ** lvl3 Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save.
Starburst (HoB, p134) :- lvl2
Stunning (MIC, p44) :- ** (Synergy) lvl1 Middle to low DC and a critical is bleh. On the other hand, stunned is a nice condition. It leaves 'em open to the rogues.
Stunning Surge (MIC, p44) :- **** lvl1 Oh look a DC that scales. This should be on all these abilities. Extra stars just for that!
Stygian (MIC, p44) :- *** lvl1 Negative levels are nice, but it limits the number of uses per day. So average ability.
Subjugating (HoB, p130) :- lvl1
Sudden Stunning (DMGII, p261) :- **** (Melee Only) +2,000 Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales.
Sundering (MIC, p44) :- * lvl1 Thou shalt not destroy the enemy's weapons, for they can be sold for gold! (DM - consider using this with Doomstrike above. This will terrify your Fighters more than a bucket of Rust Monsters. For DMs this is a ***)
Suppression (SRD) :- *** lvl2 If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific.
Sure Striking (PGtF, p120) :- **** lvl1 A weapon that auto aligns depending on who you are fighting. For a +1 ability, this is pretty sweet.
Sweeping (MIC, p44) :- ** (Melee Only) lvl1 Good for certain builds, otherwise pass it over.
Teleporting (SRD) :- *** lvl1 Slightly better than returning, as it doesn't need a line of sight to get back to the wielder.
Terran (MIC, p45) :- ** lvl2 See Ignan, et al.
Tentacle (Ud, p69) :- ** lvl4 Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often (The DC is ridiculously low). Plus, ewwwww.
Throwing (SRD) :- * lvl1 Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.
Thundering (SRD) :- *** lvl1 A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 (or more!) of an energy type that few can resist, plus potential deafening.
Transmuting (MIC, p45) :- ***** lvl2 Very cool power. I love the flexibility it gives you.
Unholy (SRD) :- ***** lvl2 See holy for details.
Unholy surge (MIC, p45) :- **** (Melee Only, Synergy) lvl1 See Holy, if you are the DM.
Valorous (UE, p54) :- *** lvl1 Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.
Vampiric (MIC, p45) :- **** lvl2 This one is a doozie. In the hands of a fighter, you can really rack up the extra HP, that's means you will need less healing, and can last longer in a fight.
Vanishing (MIC, p45) :- *** +8,000 Hey, its cleave with a 60ft step. What fun! Shame its only once per day.
Vicious (SRD) :- * lvl1 No thank you. Don't like weapons that hurt me. Go for Holy.
Venomous (MIC, p45) :- ** lvl1 Only 3 times per day with an absurdly low DC. Not too good.
Viper (SK, p152) :- **** (Blades or Whips only) lvl1 Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.
Vorpal (SRD) :- * lvl5 A cool effect, but it will only come into play about once every 30 hits or so. In effect this insta-kill works out to roughly 1 or 2 hit points per attack (at CR of 16 assuming the beastie is at 1/2 hp already). And it doesn't work on about 1/3 of all the creatures. (Well technically, it still beheads the lich, but its only an inconvenience to it.) This makes it WAY too expensive for what you get.
Warning (MIC, p46) :- ***** lvl1 Yikes, +5 insight bonus to initiative? Awesome. It must be held tho….
Whirling (MIC, p46) :- **** (Slashing Melee Only) lvl1 Free feat for +1 - and it is the feat at the top of a long chain. Very nice!
Water Elemental Power (Elder) (DMGII, p261) :- **** lvl4 See Air Elemental Power.
Water Elemental Power (Greater) (DMGII, p261) :- **** lvl3 See Air Elemental Power.
Water Elemental Power (Huge) (DMGII, p261) :- ***** lvl2 See Air Elemental Power.
Water Elemental Power (Large) (DMGII, p261) :- ***** lvl1 See Air Elemental Power.
Waterborn (ECS, p266) :- ** lvl1 Similar to aquatic, but there is some overlap, and it is not quite as powerful.
Weakening (MIC, p46) :- **** lvl1 This one is great for a front line fighter. No crit, no save and it does ability damage. Yeah, this is a keeper!
Wounding (SRD) :- *** lvl2 I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly.

[/sblock]

Originally posted by jwt:

Feel free to comment on the relative merits of each Special Ability.

If you can't see your fave here, let me know, and I will add it.

I will be compiling as complete a list as I can over the weekend (Memorial day here in the US) So be patient about 'missing' items until 5/30. After that feel free to give me what for.

Thanks

Originally posted by lostone:

It's about time someone took over. :D Despite my lack of freetime to keep it updated I was about ready to start one (and I would guess it would stop being updated in a few months, which is why I have been avoiding starting it myself).

A few comments and questions. Is this thread intended to be just the best abilities or a comprehensive list of all weapon abilities rated by usefulness?

I think at the very least we need to have a list (maybe just in one post) of the 3.0 abilities. Many games allow both, and many of the 3.0 abilities that have not been updated do not need any mechanics changes to function normally in 3.5 rules. To leave some of them out is a shame.

At the very least, if you do not want 3.0 abilities in here, put a link to crystalkeep for people who are unaware of that site, and maybe a direct link to the 3.0 weapon abilities pdf. Also in the link to samoosa69's thread include a note for that thread including 3.0 abilities and people can look there for those.

Originally posted by surreal:

Dump from the mango index...
Show
[sblock]
Acidic Weapon Special Ability Freeport: The City of Adventure (3.0) p133
Acidic Blast Weapon Special Ability Epic Level Handbook (3.0) p129
Acidic Burst Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Acidic Burst Weapon Special Ability Magic of Faerûn (3.0) p138
Acidic Burst Weapon Special Ability Arms and Equipment Guide (3.0) p95
Acidic Burst Weapon Special Ability Dungeon Masters Guide II (3.5) p254
Adroit Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Air Elemental Power Weapon Special Ability Dungeon Masters Guide II (3.5) p254
Anarchic Weapon Special Ability Dungeon Masters Guide (3.5) p223
Anchoring Weapon Special Ability Dragon 309 (3.0) p110
Aquan Weapon Special Ability Planar Handbook (3.5) p79
Auran Weapon Special Ability Planar Handbook (3.5) p79
Axiomatic Weapon Special Ability Dungeon Masters Guide (3.5) p223
Balanced Weapon Special Ability Arms and Equipment Guide (3.0) p96
Bane Weapon Special Ability Dungeon Masters Guide (3.5) p224
Banishing Weapon Special Ability Book of Exalted Deeds (3.5) p113
Berserker Weapon Special Ability Races of Faerûn (3.5) p171
Berserker Weapon Special Ability Unapproachable East (3.5) p54
Binding Weapon Special Ability Arms and Equipment Guide (3.0) p96
Blessed Weapon Special Ability Book of Exalted Deeds (3.5) p113
Blindsighted Weapon Special Ability Underdark (3.5) p68
Blood Seeking Weapon Special Ability Complete Warrior (3.5) p134
Blooded Weapon Special Ability The Quintessential Kobold (3.5) p49
Bloodfeeding Weapon Special Ability Book of Vile Darkness (3.0) p111
Bloodthirsty Weapon Special Ability Underdark (3.5) p68
Blurstrike Weapon Special Ability Races of the Wild (3.5) p170
Bodyfeeder Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Brilliant Energy Weapon Special Ability Dungeon Masters Guide (3.5) p224
Brutal Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p255
Burning Weapon Special Ability Eberron Campaign Setting (3.5) p266
Caustic Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p255
Chaotic Power Weapon Special Ability Epic Level Handbook (3.0) p130
Chargebreaker Weapon Special Ability Heroes of Battle (3.5) p130
Clouting Weapon Special Ability Complete Arcane (3.5) p143
Collision Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Commanding Weapon Special Ability Arms and Equipment Guide (3.0) p96
Consumptive Weapon Special Ability Planar Handbook (3.5) p79
Corrosive Weapon Special Ability Arms and Equipment Guide (3.0) p96
Corrosive Weapon Special Ability Magic of Faerûn (3.0) p138
Corrosive Weapon Special Ability Dungeon Masters Guide II (3.5) p256
Coup de Grace Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Crazed Weapon Special Ability Arms and Equipment Guide (3.0) p96
Crippling Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Cursespewing Weapon Special Ability Book of Vile Darkness (3.0) p111
Dancing Weapon Special Ability Dungeon Masters Guide (3.5) p224
Deadly Precision Weapon Special Ability Miniatures Handbook (3.5) p40
Deadly Precision Weapon Special Ability Complete Adventurer (3.5) p127
Defending Weapon Special Ability Dungeon Masters Guide (3.5) p224
Defensive Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p256
Deflecting Weapon Special Ability Complete Warrior (3.5) p134
Dementia Weapon Special Ability Dungeon 116 (3.5) p47
Desiccating Weapon Special Ability Sandstorm (3.5) p131
Desiccating Burst Weapon Special Ability Sandstorm (3.5) p131
Disarming Weapon Special Ability Complete Warrior (3.5) p134
Disarming Weapon Special Ability Magic of Faerûn (3.0) p138
Disarming Weapon Special Ability Arms and Equipment Guide (3.0) p96
Diseased Weapon Special Ability Unapproachable East (3.5) p54
Dislocator Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Dismisser Weapon Special Ability Unapproachable East (3.5) p54
Dispelling Weapon Special Ability Players Guide to Faerûn (3.5) p119
Dispelling Weapon Special Ability Magic of Faerûn (3.0) p138
Dispelling, Greater Weapon Special Ability Players Guide to Faerûn (3.5) p119
Displacement Weapon Special Ability Dragon 318 (3.5) p42
Disrupting (Siege Engine) Weapon Special Ability Heroes of Battle (3.5) p134
Disruption Weapon Special Ability Dungeon Masters Guide (3.5) p224
Dissipater Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Distance Weapon Special Ability Dungeon Masters Guide (3.5) p224
Distant Shot Weapon Special Ability Epic Level Handbook (3.0) p130
Domineering Weapon Special Ability Magic of Faerûn (3.0) p138
Domineering Weapon Special Ability Players Guide to Faerûn (3.5) p119
Doom Burst Weapon Special Ability Miniatures Handbook (3.5) p40
Doomstrike Weapon Special Ability Champions of Ruin (3.5) p42
Doomwarding Weapon Special Ability Players Guide to Faerûn (3.5) p120
Doomwarding Weapon Special Ability Magic of Faerûn (3.0) p138
Dread Weapon Special Ability Epic Level Handbook (3.0) p130
Drowcraft Weapon Special Ability Underdark (3.5) p68
Duststorm Weapon Special Ability Sandstorm (3.5) p131
Eager Weapon Special Ability Arms and Equipment Guide (3.0) p96
Earth Elemental Power Weapon Special Ability Dungeon Masters Guide II (3.5) p256
Earthbound Weapon Special Ability Eberron Campaign Setting (3.5) p266
Elemental Aura Weapon Special Ability Magic of Faerûn (3.0) p138
Energy Aura Weapon Special Ability Arms and Equipment Guide (3.0) p96
Enervating Weapon Special Ability Shining South (3.5) p54
Enfeebling Weapon Special Ability Book of Exalted Deeds (3.5) p113
Everbright Weapon Special Ability Arms and Equipment Guide (3.0) p96
Everbright Weapon Special Ability Magic of Faerûn (3.0) p140
Everdancing Weapon Special Ability Epic Level Handbook (3.0) p131
Exhausting Weapon Special Ability Shining South (3.5) p54
Exhausting Weapon Special Ability Masters of the Wild (3.0) p28
Exit Wound Weapon Special Ability Complete Warrior (3.5) p134
Explosive Weapon Special Ability Complete Warrior (3.5) p134
Exposive Weapon Special Ability Heroes of Battle (3.5) p130
Extending Weapon Special Ability Dragon 302 (3.0) p84
Fear Burst Weapon Special Ability Miniatures Handbook (3.5) p40
Fierce Weapon Special Ability Arms and Equipment Guide (3.0) p96
Fiercebane Weapon Special Ability Dungeon Masters Guide II (3.5) p257
Fiervebane Weapon Special Ability Dungeon Masters Guide II (3.5) p257
Fiery Blast Weapon Special Ability Epic Level Handbook (3.0) p131
Finder Weapon Special Ability Underdark (3.5) p69
Finesse Weapon Special Ability Eberron Campaign Setting (3.5) p266
Fire Elemental Power Weapon Special Ability Dungeon Masters Guide II (3.5) p257
Flaming Weapon Special Ability Dungeon Masters Guide (3.5) p224
Flaming Burst Weapon Special Ability Dungeon Masters Guide (3.5) p224
Flaming Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p258
Fleshgrinding Weapon Special Ability Book of Vile Darkness (3.0) p111
Flying Weapon Special Ability Magic of Faerûn (3.0) p140
Force Weapon Special Ability Arms and Equipment Guide (3.0) p96
Forgetful Weapon Special Ability Dragon 316 (3.5) p43
Fortunate Weapon Special Ability Arms and Equipment Guide (3.0) p97
Frost Weapon Special Ability Dungeon Masters Guide (3.5) p224
Fury Weapon Special Ability Heroes of Battle (3.5) p130
Ghost Strike Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Ghost Touch Weapon Special Ability Dungeon Masters Guide (3.5) p224
Githyanki Silver Sword Weapon Special Ability Expanded Psionics Handbook (3.5) p167
Grasping Weapon Special Ability Arms and Equipment Guide (3.0) p97
Great Dislocator Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Greater Anchoring Weapon Special Ability Dragon 309 (3.0) p110
Greater Dispelling Weapon Special Ability Players Guide to Faerûn (3.5) p119
Harmony Weapon Special Ability Arms and Equipment Guide (3.0) p97
Heartfinder Weapon Special Ability Arms and Equipment Guide (3.0) p97
Heavenly Burst Weapon Special Ability Book of Exalted Deeds (3.5) p113
Hideaway Weapon Special Ability Races of the Wild (3.5) p171
Holy Weapon Special Ability Dungeon Masters Guide (3.5) p225
Holy Power Weapon Special Ability Epic Level Handbook (3.0) p131
Holy Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p258
Hornblade Weapon Special Ability Races of Faerûn (3.5) p171
Hunting Weapon Special Ability Masters of the Wild (3.0) p28
Icy Blast Weapon Special Ability Epic Level Handbook (3.0) p132
Icy Burst Weapon Special Ability Dungeon Masters Guide (3.5) p225
Icy Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p259
Ignan Weapon Special Ability Planar Handbook (3.5) p79
Illithidwrought Weapon Special Ability Underdark (3.5) p69
Illusion Bane Weapon Special Ability Dungeon Masters Guide II (3.5) p259
Illusion Theft Weapon Special Ability Dungeon Masters Guide II (3.5) p260
Impact Weapon Special Ability Magic of Faerûn (3.0) p140
Impact Weapon Special Ability Arms and Equipment Guide (3.0) p97
Impact Weapon Special Ability Dragon 312 (3.5) p87
Impedance Weapon Special Ability Planar Handbook (3.5) p79
Incorporeal Binding Weapon Special Ability Dungeon Masters Guide II (3.5) p260
Jumping Weapon Special Ability Magic of Faerûn (3.0) p140
Keen Weapon Special Ability Dungeon Masters Guide (3.5) p225
Keeper's Fang Weapon Special Ability Eberron Campaign Setting (3.5) p266
Ki Focus Weapon Special Ability Sword and Fist (3.0) p76
Ki Focus Weapon Special Ability Arms and Equipment Guide (3.0) p97
Ki Focus Weapon Special Ability Dungeon Masters Guide (3.5) p225
Knockback Weapon Special Ability Complete Warrior (3.5) p135
Knockback Weapon Special Ability Magic of Faerûn (3.0) p140
Knockback Weapon Special Ability Arms and Equipment Guide (3.0) p97
Knockback Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Knockback Weapon Special Ability Dragon 312 (3.5) p87
Last Resort Weapon Special Ability Complete Warrior (3.5) p135
Lawful Power Weapon Special Ability Epic Level Handbook (3.0) p132
Lightning Blast Weapon Special Ability Epic Level Handbook (3.0) p132
Lightning Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p260
Lucky Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Magebane Weapon Special Ability Complete Arcane (3.5) p143
Maiming Weapon Special Ability Miniatures Handbook (3.5) p40
Manifester Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Marrowcrushing Weapon Special Ability Book of Vile Darkness (3.0) p112
Masterslaying Weapon Special Ability Book of Vile Darkness (3.0) p112
Merciful Weapon Special Ability Sword and Fist (3.0) p76
Merciful Weapon Special Ability Arms and Equipment Guide (3.0) p97
Merciful Weapon Special Ability Magic of Faerûn (3.0) p140
Merciful Weapon Special Ability Dungeon Masters Guide (3.5) p225
Metalline Weapon Special Ability Underdark (3.5) p69
Mighty Cleaving Weapon Special Ability Dungeon Masters Guide (3.5) p225
Mighty Disruption Weapon Special Ability Epic Level Handbook (3.0) p132
Mindcrusher Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Mindfeeder Weapon Special Ability Expanded Psionics Handbook (3.5) p165
Morphing Weapon Special Ability Underdark (3.5) p69
Necromantic (Siege Engine) Weapon Special Ability Heroes of Battle (3.5) p134
Necrotic Focus Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Nervewrack Weapon Special Ability Dungeon 105 (3.5) p21
Obedient Weapon Special Ability Dragon 302 (3.0) p84
Opposable Weapon Special Ability Masters of the Wild (3.0) p28
Orcblood Weapon Special Ability Dungeon 118 (3.5) p78
Paralytic Burst Weapon Special Ability Miniatures Handbook (3.5) p40
Paralyzing Weapon Special Ability Shining South (3.5) p54
Paralyzing Weapon Special Ability Book of Exalted Deeds (3.5) p113
Parrying Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Phasing Weapon Special Ability Dragon 330 (3.5) p67
Power Storing Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Powerleech Weapon Special Ability Lost Empires of Faerun (3.5) p151
Precise Weapon Special Ability Magic of Faerûn (3.0) p140
Precise Weapon Special Ability Arms and Equipment Guide (3.0) p97
Prismatic Burst Weapon Special Ability Miniatures Handbook (3.5) p41
Profane Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Profane Burst Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Proficient Weapon Special Ability Arms and Equipment Guide (3.0) p97
Psibane Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Psychic Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Psychokinetic Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Psychokinetic Burst Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Quick-Loading Weapon Special Ability Magic of Faerûn (3.0) p140
Quick-Loading Weapon Special Ability Arms and Equipment Guide (3.0) p97
Quick-Loading Weapon Special Ability Dragon 312 (3.5) p87
Radiant Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Radiant Holding Weapon Special Ability Arms and Equipment Guide (3.0) p97
Radiant Holding Weapon Special Ability Magic of Faerûn (3.0) p140
Ravenous Weapon Special Ability Champions of Ruin (3.5) p42
Resounding Weapon Special Ability Heroes of Battle (3.5) p130
Returning Weapon Special Ability Dungeon Masters Guide (3.5) p225
Righteous Weapon Special Ability Book of Exalted Deeds (3.5) p114
Roaring Weapon Special Ability Book of Exalted Deeds (3.5) p114
Rummer Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Rusting Weapon Special Ability Shining South (3.5) p54
Sacred Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Sacred Burst Weapon Special Ability Libris Mortis: The Book of Undead (3.5) p77
Screaming Weapon Special Ability Arms and Equipment Guide (3.0) p97
Screaming Weapon Special Ability Magic of Faerûn (3.0) p140
Sea Legs Weapon Special Ability Freeport: The City of Adventure (3.0) p134
Seeking Weapon Special Ability Magic of Faerûn (3.0) p141
Seeking Weapon Special Ability Dungeon Masters Guide (3.5) p225
Seeking Weapon Special Ability Arms and Equipment Guide (3.0) p98
Seeking Weapon Special Ability Sword and Fist (3.0) p76
Self-Loading (Siege Engine) Weapon Special Ability Heroes of Battle (3.5) p134
Sending Weapon Special Ability Lost Empires of Faerun (3.5) p152
Septic Weapon Special Ability Freeport: The City of Adventure (3.0) p135
Shadowstrike Weapon Special Ability Arms and Equipment Guide (3.0) p98
Shock Weapon Special Ability Dungeon Masters Guide (3.5) p225
Shocking Burst Weapon Special Ability Dungeon Masters Guide (3.5) p225
Shrinking Weapon Special Ability Arms and Equipment Guide (3.0) p98
Silent Strike Weapon Special Ability Dragon 330 (3.5) p67
Silver Sword, Githyanki Weapon Special Ability Expanded Psionics Handbook (3.5) p167
Sizing Weapon Special Ability Complete Adventurer (3.5) p127
Sizing Weapon Special Ability Underdark (3.5) p69
Skillful Weapon Special Ability Complete Arcane (3.5) p144
Slow Burst Weapon Special Ability Miniatures Handbook (3.5) p41
Smoking Weapon Special Ability Lords of Darkness (3.0) p180
Sonic Weapon Special Ability Miniatures Handbook (3.5) p41
Sonic Blast Weapon Special Ability Epic Level Handbook (3.0) p133
Sonic Burst Weapon Special Ability Miniatures Handbook (3.5) p41
Soulbreaker Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Souldrinking Weapon Special Ability Book of Vile Darkness (3.0) p112
Speed Weapon Special Ability Dungeon Masters Guide (3.5) p225
Spell Bleeding Weapon Special Ability The Quintessential Kobold (3.5) p49
Spell Storing Weapon Special Ability Dungeon Masters Guide (3.5) p225
Spellblade Weapon Special Ability Magic of Faerûn (3.0) p141
Spellblade Weapon Special Ability Players Guide to Faerûn (3.5) p120
Spineshard Weapon Special Ability Dragon 315 (3.5) p46
Splitting Weapon Special Ability Champions of Ruin (3.5) p42
Stalatite Weapon Special Ability Underdark (3.5) p69
Starburst (Siege Engine) Weapon Special Ability Heroes of Battle (3.5) p134
Stealer Weapon Special Ability Dragon 315 (3.5) p46
Strength Sapping Weapon Special Ability Book of Vile Darkness (3.0) p112
Stunning Weapon Special Ability Heroes of Battle (3.5) p131
Stunning Weapon Special Ability Arms and Equipment Guide (3.0) p98
Subjugating Weapon Special Ability Heroes of Battle (3.5) p130
Sudden Stunning Weapon Special Ability Dungeon Masters Guide II (3.5) p261
Sundering Weapon Special Ability Expanded Psionics Handbook (3.5) p166
Suppressing Weapon Special Ability Dragon 306 (3.0) p55
Suppression Weapon Special Ability Expanded Psionics Handbook (3.5) p167
Sure Striking Weapon Special Ability Magic of Faerûn (3.0) p141
Sure Striking Weapon Special Ability Arms and Equipment Guide (3.0) p98
Sure Striking Weapon Special Ability Players Guide to Faerûn (3.5) p120
Sure Striking Weapon Special Ability Races of Faerûn (3.5) p171
Sure Striking Weapon Special Ability Sword and Fist (3.0) p76
Sweeping Weapon Special Ability Arms and Equipment Guide (3.0) p98
Sweeping Weapon Special Ability Magic of Faerûn (3.0) p141
Tangling Weapon Special Ability Freeport: The City of Adventure (3.0) p135
Teleporting Weapon Special Ability Expanded Psionics Handbook (3.5) p167
Tentacle Weapon Special Ability Underdark (3.5) p69
Terran Weapon Special Ability Planar Handbook (3.5) p80
Thirsting Weapon Special Ability Freeport: The City of Adventure (3.0) p135
Throwing Weapon Special Ability Dungeon Masters Guide (3.5) p226
Thundering Weapon Special Ability Dungeon Masters Guide (3.5) p225
Triple-Throw Weapon Special Ability Epic Level Handbook (3.0) p133
Unerring Accuracy Weapon Special Ability Epic Level Handbook (3.0) p133
Unholy Weapon Special Ability Dungeon Masters Guide (3.5) p226
Unholy Power Weapon Special Ability Epic Level Handbook (3.0) p133
Unholy Surge Weapon Special Ability Dungeon Masters Guide II (3.5) p261
Valorous Weapon Special Ability Unapproachable East (3.5) p54
Vampiric Weapon Special Ability Unapproachable East (3.5) p55
Vampiric Weapon Special Ability Magic of Faerûn (3.0) p141
Vemonous Weapon Special Ability Magic of Faerûn (3.0) p141
Vicious Weapon Special Ability Dungeon Masters Guide (3.5) p226
Vicious Weapon Special Ability Arms and Equipment Guide (3.0) p98
Vicious Weapon Special Ability Sword and Fist (3.0) p76
Vile Weapon Special Ability Book of Vile Darkness (3.0) p112
Viper Weapon Special Ability Serpent Kingdoms (3.5) p152
Vorpal Weapon Special Ability Dungeon Masters Guide (3.5) p226
Warning Weapon Special Ability Magic of Faerûn (3.0) p141
water Elemental Power Weapon Special Ability Dungeon Masters Guide II (3.5) p261
Waterbrn Weapon Special Ability Eberron Campaign Setting (3.5) p266
Weakening Weapon Special Ability Shining South (3.5) p54
Wounding Weapon Special Ability Dungeon Masters Guide (3.5) p226
Wrecker Weapon Special Ability Dragon 315 (3.5) p46
[/sblock]

Originally posted by jwt:

It's about time someone took over. :D Despite my lack of freetime to keep it updated I was about ready to start one (and I would guess it would stop being updated in a few months, which is why I have been avoiding starting it myself).

A few comments and questions. Is this thread intended to be just the best abilities or a comprehensive list of all weapon abilities rated by usefulness?

I think at the very least we need to have a list (maybe just in one post) of the 3.0 abilities. Many games allow both, and many of the 3.0 abilities that have not been updated do not need any mechanics changes to function normally in 3.5 rules. To leave some of them out is a shame.

At the very least, if you do not want 3.0 abilities in here, put a link to crystalkeep for people who are unaware of that site, and maybe a direct link to the 3.0 weapon abilities pdf. Also in the link to samoosa69's thread include a note for that thread including 3.0 abilities and people can look there for those.
I think I will leave the 3.0 abilities out of this thread. It was getting too confusing for me on the other thread. But post the links to the 3.0 stuff here, and I will add them to the header file.

As far as my intentions here, I wanted a comprehensive 3.5 list - sort of a one stop shop for weapon abilities. Once that is done, I plan on rating them - with input of course. Kinda like the substitution levels thread. Given the nature of the special abilities, the benefits are campaign / adventure dependant. But I think we can account for that in the write up.

Originally posted by jwt:

Dump from the mango index...
SCORE!

Thanks. Saved me a BUNCH of time.

Originally posted by lostone:

Where is this helpful Mango index at?

Originally posted by part-human2:

Enhancements that cost extra GP
Parrying (+8000 gp, EPH)
Manifester (+16000 gp, EPH)
Psychic (+35000 gp, EPH)
Dispelling (+6000 gp, PGtF)
Dispelling, Greater (+79200 gp, PGtF)
Spellblade (+60000 gp, PGtF)
Blindsighted (+30000 gp, FR:UD)
Finder (+4800 gp, FR:UD)
Powerleech (+8000 gp, LEoF)
Brutal surge (+2000 gp, DMG2)
Caustic surge (+2000 gp, DMG2)
Defensive surge (+2000 gp, DMG2)
Flaming surge (+2000 gp, DMG2)
Holy surge (+2000 gp, DMG2)
Unholy surge (+2000 gp, DMG2)
Icy surge (+2000 gp, DMG2)
Lightning surge (+2000 gp, DMG2)
Sudden Stunning (+2000 gp, DMG2)
Illusion bane (+7000 gp, DMG2)

Plus all the costs of Intelligent magic weapons

Originally posted by thepo:

Brilliant energy (DMG: srd):- Generally: **; in a dragon heavy campaign **** (dragons have low touch AC - very low); in an undead or construct campaign *
Actually brilliant energy is terrible against dragons as it only bypasses non-living armors. Natural armor, which every dragon has alot of, is not bypassed. Just FYI so you don't recommend this to Players.

Brilliant energy (DMG: srd):- Generally: *** (this is better on ranged weapons IMHO as the +4 does not exclude other valuable enchantments - you can place that on the ammo. Also this is great for delivering spell effects, etc. And is made doubly useful because the spellcaster can keep out of melee, but deliver nasty touch spells - with the right feat selection.); in a dragon heavy campaign **** (dragons have low touch attach - very low); in an undead or construct campaign *
Also same as above AND Brilliant Energy ranged weapons do not exist. The quality must be placed on ammunition.

Originally posted by Pellanor:

Where is this helpful Mango index at?
I beleive it's dead like, but Surreal saved a version in excel format before it died. If you PM either of us with your e-mail address, it can get sent to you.

I beleive it's a two meg excel spreadsheet.

I've been working on transfering it into database form, so it can be put back up on a website again, but I've been having some problems with it. I beleive the dump is to large to import into my database in a single run through.
Actually I kinda forgot about it for the last few weeks, as I've been uber busy. Not sure when I'll get another chance to work on it again.
That also reminds me, I need to PM Surreal about this.

Originally posted by zombiegleemax:

What about armor & shield special abilites?
Will you add them here or start another thread?

Tome of Magic: (pg 155)
Shadow Striking
Overcomes any damage reduction
Price +3 bonus

I'd give it a **** rating.

Originally posted by pvrhye:

Bane Weapon is probally the best if you have any clue of what you're fighting.

Cost of a +3 with 2 + 1d6 elemental properties (that may get resisted) 50k

for that price you can buy a bane weapon for 5 different kinds of monster and look like a badass with a walking armory.

Bane also lets you break +5 pre-epic. (tack on sacred and you can have +9 pre-epic effectively)

Originally posted by lostone:

What about armor & shield special abilites?
Will you add them here or start another thread?
That should be a seperate thread, this is The 3.5 Weapon Special Abilities thread.

Originally posted by jwt:

What about armor & shield special abilites?
Will you add them here or start another thread?
Lemme get this one up and running then I will likely start another thread. Although there are a couple of good ones already on armor and shields.

Originally posted by Dheran:

Libris Mortis has just a handful of new special weapon abilities to add to the list. I've included the cost and brief summary of each, as per JWT's original plan.

Ghost Strike (+2 cost) As ghost touch, and can deliver sneak attacks and critical hits to incorporeal undead
Necrotic Focus (+3 cost) Melee weapon allows wielder's energy or ability drain to function on a successful attack and adds enhancement bonus to save DC
Profane (+1 cost) 1 Con damage per round wielded by living creature, +1D6 damage to living creatures or +2D6 damage to good outsiders, evil aligned
Profane Burst (+2 cost) As profane, but does 1D4 Con damage/round to living wielder, +1D10 damage to living creatures on critical hit (+2D10 against good outsiders)
Sacred (+1 cost) 1 Cha damage per round wielded by undead creature, +1D6 damage to undead creatures or +2D6 damage to evil outsiders, good aligned
Sacred Burst (+2 cost) As sacred, but does 1D4 Cha damage/round to undead wielder, +1D10 damage to undead creatures on critical hit (+2D10 against evil outsiders)

There are also specific weapons like Bagpipes of the Damned, but that's outside the scope of this topic (and probably a copyright issue anyway) so I haven't included them.

Originally posted by lostone:

I'm curious what yall think of the Homeland Champion +1 weapon enhancement from Champions of Valor, along with its accompanied required feat Defender of the Homeland.
It's great, if you know the game will be spending most of its time in that location. Most games I'm in you don't know whether you'll be in one little region or traveling the world or planes. This seems like a character driven item ability, since the character has to take the feat. It isn't something the DM can just throw into a horde and expect it to be used.

Originally posted by zombiegleemax:

As a special note, these special abilities are worth more than the one's listed above. Why? Well think of them as slotless items. You get 5 slots on a weapon, and (unless you go epic) that is it. These abilities allow you to imporve your weapon without limit. Except for the gold in your pocket that is.
For weapon special abilities, you should be able to get up to +9 in special abilities without going epic.

Originally posted by lostone:

For weapon special abilities, you should be able to get up to +9 in special abilities without going epic.
Right, you can have a +1 enchancement and then have up to +9 in magical abilities, none of which can be more than +5. So a +1 vorpal keen flaming burst ghosttouch (+1 +5 +1 +2 +1) weapon is a non-epic weapon.

Originally posted by jwt:

Right, you can have a +1 enchancement and then have up to +9 in magical abilities, none of which can be more than +5. So a +1 vorpal keen flaming burst ghosttouch (+1 +5 +1 +2 +1) weapon is a non-epic weapon.
Ah. Thanks for the clarification. I will adjust accordingly. But this is still good to know, and a staff of Greater Magic Weapon will be a great boon, methinks...

Originally posted by jwt:

bump.gif


Originally posted by sunrider:

For a Spiked Chain Karmic Striker with Elusive Target, Improved Trip, Unbalancing Blow, Hold the Line and Stand Still (or even one without the last four), Fierce is hard to pass up - instead of getting your Dex bonus to AC, you get it to Damage instead.

For a barbarian, Berserker is pretty good.

Originally posted by jwt:

Or at least what I can tell the list is comprised of.

Let me know if anything is missing.

Also, I will next start ordering these abilities by thier rankings. This is highly subjective on my part, so feel free to comment and let me know if you disagree.

Originally posted by surreal:

Also, I will next start ordering these abilities by thier rankings. This is highly subjective on my part, so feel free to comment and let me know if you disagree.
I think it'd be easier to read if you just made it alphabetical.

Originally posted by lostone:

I think it'd be easier to read if you just made it alphabetical.
I noticed it's already been alphabetized since you suggested it. Too bad. I was going to suggest two lists, maybe in spoiler tags so it is easier to navigate.

In the first post have it setup like this:
+1 enhancements
[sblock]
Listed by Alphabetical
[sblock]Alphabetical listing of +1 enhancements[/sblock]
Listed by Usefulness
[sblock]List them from most useful (*****) to least useful (*)[/sblock][/sblock]

+2 enhancements
[sblock]
Listed by Alphabetical
[sblock]Alphabetical listing of +2 enhancements[/sblock]
Listed by Usefulness
[sblock]List them from most useful (*****) to least useful (*)[/sblock][/sblock]

+3 enhancements
[sblock]
Listed by Alphabetical
[sblock]Alphabetical listing of +3 enhancements[/sblock]
Listed by Usefulness
[sblock]List them from most useful (*****) to least useful (*)[/sblock][/sblock]

+4 enhancements
[sblock]
Listed by Alphabetical
[sblock]Alphabetical listing of +4 enhancements[/sblock]
Listed by Usefulness
[sblock]List them from most useful (*****) to least useful (*)[/sblock][/sblock]

+5 enhancements
[sblock]
Listed by Alphabetical
[sblock]Alphabetical listing of +5 enhancements[/sblock]
Listed by Usefulness
[sblock]List them from most useful (*****) to least useful (*)[/sblock][/sblock]

This is using the [ sblock ] tag like this:

[ sblock=+1 enhancements ]
[ sblock=Listed by Alphabetical ]Alphabetical listing of +1 enhancements[ /sblock ]
[ sblock=Listed by Usefulness ]List them from most useful (*****) to least useful (*)[ /sblock ][ /sblock ]

Originally posted by fwib:

Defending (DMG: srd):- **** (Note: Your DM may say no to this combo). It does not say that you have to wield this weapon to get the AC bonus. So you might consider getting one of these to hang on your belt. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this though.
Defending

A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
It seems to me that you do have to be wielding the weapon...

[edit] having said that, yay! nice list, keep it up.

Originally posted by gryftir:

That's why you have it on your Buckler Axe, Armor Spikes, Spiked helm etc.

Originally posted by kaiosama214:

You talked about morphing, not understanding the benefit...well, here it is. It's one of 4 enhancements that will allow your weapon to bypass nearly every DR/regen in the game. the list as follows:

Morphing (+1) - get's around damage type DR
Metalline (+2) - Get's around material type DR/regen
Sure Striking (+1) - get's around alignment type DR/regen
Elemental Aura (+3) - get's around Energy resistances, energy type regen

So, overall, a +3 weapon of this sort, and you can do at least normal damage to nearly everything you meet. Keeps the fighter from having to carry around a golfbag full of weapons.

On another note entirely, Skillful (+2) and Morphing (+1) are an exceptionally fun combo, especially if you want to be really flashy in combat.

Originally posted by jwt:

I was going to suggest two lists, maybe in spoiler tags so it is easier to navigate.
LostOne. I like this format Very Much. Consider it done once I get some more cycle time.

Originally posted by hogarth:

JWT, why do you think Thundering is so good? +1d8 on a critical hit? I'd much, much rather have +1d6 on every hit.

Originally posted by jwt:

JWT, why do you think Thundering is so good? +1d8 on a critical hit? I'd much, much rather have +1d6 on every hit.
Well, the typical burst type enchantments are +2, not +1 like Thundering. Plus, it does sonic damage, and you can't do much better than that energy type wise. Finally, it can deafen. All in all for a +1 ability, it is a star in my book.

While I too would like the 1d6 on every hit, unfortunately there is no 1d6 [Sonic] special ability. In fact, all the sonic special weapon abilities are messed up. The closest to this 1d6 unstoppable energy is likely to be Desiccating, but it is a +2 ability.

Originally posted by zombiegleemax:

Vorpal is not bad at all.

With a psychic weapon master with Imrpoved Crit on a Elven Thinblade, you can crit on a 13-20.

Originally posted by logicninja:

Which doesn't help you at all because Vorpal only works on natural 20s, not all crits.
 

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