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Price +1 bonus; Aura faint healingCL 5th; Weight —


This ability can only be placed on a melee weapon.

neutralizing weapon thrust into up to 1 gallon of non-magical corrosive liquid transforms it into harmless water. When used against a creature of the earth subtype, it deals an extra 1d6 points of damage. The wielder of a neutralizing weapon receives a +2 competence bonus on saving throws against earth-based effects, and the weapon itself is immune to earth damage.


Feats Craft Magic Arms and Armor; Spells purify food and drink; Cost +1 bonus