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Disarming

(Magic Item Compendium, page 32)

Price (Item Level): 8,300 gp (12th)
Body Slot: Weapon
Caster Level: 12th
Aura: Strong; (DC 21) necromancy
Activation:
Weight:

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 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.

Plant/Critical
Multiplier
Extra
Damage
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: 4,000 gp (plus 300 gp for base item), 320 XP, 8 days.