Sacred [Property]

Price: +1 bonus

Property: Weapon

Caster Level: 7th

Aura: Moderate; (DC 18) conjuration

Activation: Standard (command)

This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft.

By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it.

While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, cure light wounds.

Cost to Create: Varies.

Source: Magic Item Compendium, page 42. Originally published in Libris Mortis, page 77.

Sacred Burst [Property, Synergy]

Price: +1 bonus

Property: Weapon

Caster Level: 12th

Aura: Strong; (DC 21) conjuration

Activation:

Synergy Prerequisite: Sacred

This silver-white weapon is decorated with dozens of golden sun motifs. Runic phrases describing various heroic deeds run along its blade or haft and glow when it is wielded.

A sacred burst weapon functions as a sacred weapon.

In addition, the weapon explodes with positive energy on a successful critical hit, dealing extra positive energy damage to creatures as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) A sacred burst weapon deals even more damage to evil outsiders on a successful critical hit. This burst does not harm you or any creature other than the target unless you are undead; if you are, you take 1d4 points of Charisma damage from the burst. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the sacred property, the weapon still deals its extra positive energy damage on a successful critical hit.

Critical
Multiplier
Extra
Damage
Evil Outsider
Extra Damage
×21d102d10
×32d104d10
×43d106d10

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, cure critical wounds.

Cost to Create: Varies.

Source: Magic Item Compendium, page 42. Originally published in Libris Mortis, page 77, as a non-synergy property.