Holy [Property]

Price: +2 bonus

Property: Weapon

Caster Level: 7th

Aura: Moderate; (DC 18) evocation [good]

Activation:

A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment.

A holy weapon bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, holy smite, creator must be good.

Cost to Create: Varies.

Source: Dungeon Master’s Guide, page 225.

Holy Surge [Property, Synergy]

Price: +1 bonus

Property: Melee weapon

Caster Level: 11th

Aura: Moderate; (DC 20) evocation

Activation: — and swift (command)

Synergy Prerequisite: Holy

This elegant weapon appears smooth and pristine.

Characters who serve gods of valor, honor, and other lofty principles craft these weapons of pure goodness for themselves and others who share their values. A holy surge weapon functions as a holy weapon. This is a continuous effect and requires no activation.

In addition, on a successful melee attack with a holy surge weapon, you can command it to emit a burst of holy energy. Against an evil target, this burst deals an extra 3d6 points of damage. If used against a non-evil creature, it deals no additional damage, and that use of the property is wasted.

This ability is usable a number of times per day equal to 1 + your Cha bonus (if any). Once you activate this property, it can’t be activated by any other creature until the following day.

Prerequisites: Craft Magic Arms and Armor, holy smite or holy word.

Cost to Create: Varies.

Source: Magic Item Compendium, page 36.