Library / Treasure
Items Compendium
Search magic items, treasures, artifacts, and other enchanted gear by slot, source, aura, price, and Forge universe.
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| Name | Type | Slot | Aura | CL | Price | Source |
|---|---|---|---|---|---|---|
|
Adaptive
This ability can only be placed on composite bows.
|
Weapon | — | faint transmutation | 1 | 1000 gp | Ultimate Equipment |
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Advancing
This ability can only be placed on melee weapons.
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Weapon | — | faint transmutation | 5 | 2 gp | Ultimate Equipment |
|
Alchemist's Bullet
This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon.
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Weapon | — | faint transmutation | 3 | 330 gp | Ultimate Equipment |
|
Allying
An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder.
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Weapon | — | faint transmutation | 5 | 1 gp | Ultimate Equipment |
|
Anarchic
An anarchic weapon is infused with the power of chaos.
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Weapon | — | moderate evocation | 7 | 2 gp | Ultimate Equipment |
|
Anchoring
This special ability can only be added to a melee weapon or a thrown weapon.
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Weapon | — | moderate transmutation | 10 | 2 gp | Ultimate Equipment |
|
Axiomatic
An axiomatic weapon is infused with lawful power.
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Weapon | — | moderate evocation | 7 | 2 gp | Ultimate Equipment |
|
Bane
A bane weapon excels against certain foes.
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Weapon | — | moderate conjuration | 8 | 1 gp | Ultimate Equipment |
|
Bastard's Sting
This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin.
|
Weapon | — | strong necromancy | 18 | 123035 gp | Ultimate Equipment |
|
Benevolent
This ability can only be placed on a melee weapon.
|
Weapon | — | faint enchantment | 5 | 1 gp | Ultimate Equipment |
|
Blade of the Rising Sun
This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun.
|
Weapon | — | strong evocation and necromancy | 15 | 51850 gp | Ultimate Equipment |
|
Blade of the Sword-Saint
This exquisitely forged katana is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form.
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Weapon | — | moderate transmutation | 8 | 75350 gp | Ultimate Equipment |
|
Bloodletting Kukri
On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack.
|
Weapon | — | faint necromancy | 5 | 6308 gp | Ultimate Equipment |
|
Bloodthirst Dagger
The blade of this +2 wounding dagger is brightly polished.
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Weapon | — | moderate evocation | 10 | 60802 gp | Ultimate Equipment |
|
Brilliant Energy
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight.
|
Weapon | — | strong transmutation | 16 | 4 gp | Ultimate Equipment |
|
Burrowing Bullet
This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the
|
Weapon | — | moderate necromancy | 3 | — | Ultimate Equipment |
|
Called
A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature.
|
Weapon | — | moderate conjuration | 9 | 1 gp | Ultimate Equipment |
|
Conductive
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power,
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Weapon | — | moderate necromancy | 8 | 1 gp | Ultimate Equipment |
|
Conserving
This ability cannot be placed on firearms.
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Weapon | — | moderate conjuration | 7 | 1 gp | Ultimate Equipment |
|
Corrosive
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit.
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Weapon | — | moderate evocation | 10 | 1 gp | Ultimate Equipment |
|
Corrosive Burst
A Corrosive burst weapon functions as a corrosive weapon that explodes with searing acid upon striking a successful critical hit.
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Weapon | — | moderate evocation | 12 | 2 gp | Ultimate Equipment |
|
Countering
A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon.
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Weapon | — | faint transmutation | 5 | 1 gp | Ultimate Equipment |
|
Courageous
This special ability can only be added to a melee weapon.
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Weapon | — | faint enchantment | 3 | 1 gp | Ultimate Equipment |
|
Cruel
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round.
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Weapon | — | faint necromancy | 5 | 1 gp | Ultimate Equipment |
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