Today we’re talking about cool magic items that you can get on a tight budget. The following items are all magic blades that grant players a sharply limited supply of extra magical power.
DETONATION DAGGER PRICE 7,702 gp
Slot none; CL 5th; Weight 1 lb.
Aura faint evocation
These obviously magical daggers feature bright red blades, forged to resemble a stylized fire, and thrum slightly when held. Typically, these daggers bear a rune or other mark indicating their dangerous nature.
In addition to functioning as a +1 dagger, once per day when the wielder of one of these daggers successfully hits a target, he can scream a command word to unleash a wave of explosive energy in a small area. If he does, a blast of raw force energy expands in a 20-foot-radius spread, dealing 5d6 points of fire damage to all characters in the area. A successful Reflex save (DC 14) halves this damage. A detonation dagger is never harmed by this explosion, even if its wielder rolls a natural 1 on his saving throw.
None of a detonation dagger’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magical Arms and Armor, fireball
GHOST HUNTER’S AXE PRICE 2,310 gp
Slot none; CL 9th; Weight 6 lbs.
Aura moderate conjuration
These curious weapons were originally created by Dreath the Vengeful, a ghost hunter in life who rose as a ghost upon his death. Though he hated what he had become, he thought he would make the best use out of his newfound change of state to create these masterworks. These axes have solid oak handles but blades made of ghostly steel, which can harm no mortal, but is lethal to ghosts and other incorporeal creatures.
While a ghost hunter’s axe is considered a +1 battleaxe, because of the unique way it was crafted, the blade cannot harm corporeal creatures or objects and passes clean through them. It does however, do full damage to incorporeal creatures. The handle of the axe can be used to make improvised weapon attacks against corporeal creatures, but such attacks never provoke an attack of opportunity.
None of a ghost hunter’s axe’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities. Any further enchantments placed on the ghost hunter’s axe do not function against corporeal creatures and objects.
Craft Magical Arms and Armor, plane shift
SWIFT SPIKE PRICE 3,320 gp
Slot none; CL 5th; Weight 2 lbs.
Aura faint transmutation
Rumor has it that the first of these silvery rapiers was created by the legendary wizard swashbuckler Mary Lee, to aid her in defending her ship crewed entirely by unseen servants. The rapier itself is weighted more heavily toward the point and is unusually rigid, making it feel like a short metal spear rather than a delicate sword.
In addition to functioning as a +1 rapier, these beautiful weapons increase the wielder’s movement speed by 10 feet whenever she makes the charge action. Additionally, if the wielder successfully confirms a critical hit with the swift spike as part of a charge action, then the critical multiplier of the swift spike is increased by 1. The bonus movement speed is considered an enhancement bonus.
None of a swift spike’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magical Arms and Armor, haste