Desiccating [Property]

Price: +1 bonus

Property: Weapon

Caster Level: 8th

Aura: Moderate; (DC 19) necromancy

Activation:

This weapon looks cracked and parched, as if it has spent decades baking in the desert sun.

A desiccating weapon destroys the water in a living creature that it strikes, dealing an extra 1d4 points of damage (or an extra 1d8 points against plants and against elementals that have the water subtype).

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, desiccating bubble.

Cost to Create: Varies.

Source: Magic Item Compendium, page 32. Originally published in Sandstorm, page 131, with different prerequisites.

Desiccating Burst [Property, Synergy]

Price: +1 bonus

Property: Weapon

Caster Level: 12th

Aura: Strong; (DC 21) necromancy

Activation:

Synergy Prerequisite: Desiccating

All the moisture seems to have been sapped from this brittle, gray weapon, as if it’s been buried below shifting sands for centuries.

A desiccating burst weapon functions as a desiccating weapon.

In addition, the weapon explodes with a dehydrating blast on a successful critical hit, dealing extra damage to living creatures as set out in the table below. (This effect activates even if the target is not normally vulnerable to extra damage from critical hits.) The amount of damage is determined by the weapon’s critical muliplier and is doubled against plants and against elementals that have the water subtype. This burst does not harm you or any creature other than the target. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the desiccating property, the weapon still deals its extra damage on a successful critical hit.

Critical
Multiplier
Extra
Damage
Plant/
Elemental
Damage
×21d82d8
×32d84d8
×43d86d8

In addition, the critical hit renders the struck creature fatigued for 8 hours or until it consumes at least 1 gallon of water or some other rehydrating liquid.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, horrid wilting.

Cost to Create: Varies.

Source: Magic Item Compendium, page 32. Originally published in Sandstorm, page 131, with different prerequisites.