Price: See table for property bonus
Property: Weapon
Caster Level: See table
Activation: Standard (command)
Synergy Prerequisite: Shock (air), corrosive (earth), flaming (fire), or frost (water)
An elemental power weapon allows its wielder to summon forth a powerful elemental of a particular size (Large, Huge, Greater, or Elder) and type (air, earth, fire, or water) once daily and communicate with it fluently in its native language (Auran, Terran, Ignan, or Aquan respectively). This creature serves the wielder both in and out of combat. The duration the elemental remains on a plane other than its native one is shown in the Elemental Power table. It can be dismissed before this duration expires, but doing so wastes any unused rounds.
The wielder can communicate with the summoned elemental as if fluent in its native language. He can give the elemental direction and suggest tactics in battle, or even induce it to provide services other than battle. For example, an elemental summoned with an air elemental power weapon can cause a distraction using its whirlwind ability or carry the wielder and his allies through the air; one summoned with an earth elemental power weapon can break down a wall or perform reconnaissance using its earth glide ability; one summoned with a fire elemental power weapon can burn through a door or set a field alight; one summoned with a water elemental power weapon can suck enemies into a whirlpool or extinguish a flame. Any elemental summoned can perform special combat maneuvers, such as the aid another action.
Hyperlinks to the statistics blocks of each of these elemental sizes and types are provided in the Elemental Summons table below.
The appearance of weapons with the elemental power property varies with the element of that property.
Air: An air elemental power weapon has barely visible etchings of blowing clouds and eddying winds along its length. The hilt or grip resembles puffs of clouds, and the pommel or crest is set with a single clear diamond.
An air elemental power weapon feels lighter than most comparable weapons. When used to summon an air elemental, it seems to become temporarily insubstantial, as though made of moving air.
Earth: Earth elemental power weapons are sturdily crafted, much like the elementals they summon. Even the most elegant one appears thicker of blade or haft than normal, and the weapon is decorated with earth like motifs. A single emerald is always set in the pommel or grip.
An earth elemental power weapon gives its wielder an added feeling of stability. When it is used to summon an elemental ally, its surface seems to grow craggy and rocky, roiling as if an avalanche had spilled down its length.
Fire: A fire elemental power weapon is flashy and ostentatious compared with other weapons of the same basic type. Flames are etched into its blade or handle, and graven or molded flames figure prominently in other aspects of its design. The pommel or crest is always set with a single ruby.
A fire elemental power weapon seems to crackle when wielded. As it cuts through the air, the wielder hears the faint roar of flames and smells a hint of smoke. When used to summon a fire elemental, the weapon appears to become liquid flame, although it does not burn the wielder.
Water: Water elemental power weapons look as if water were flowing along their surfaces, although they are as solid as any other weapons. Each weapon with this quality seems to have a faint blue cast, and the handle or grip is decorated with images of breaking waves. The pommel or crest is set with a single sapphire.
When it is used to summon an elemental ally, the weapon’s surface seems to become pure water for just a moment, and the sound of surf fills the wielder’s ears.
| Elemental Size | Property Bonus | Caster Level | Conjuration Aura (DC) | Duration (rounds) | Summon Monster Prerequisite |
|---|---|---|---|---|---|
| Large | +1 | 11th | Moderate (20) | 11 | Summon monster VI |
| Huge | +2 | 13th | Moderate (21) | 13 | Summon monster VII |
| Greater | +3 | 15th | Strong (22) | 15 | Summon monster VIII |
| Elder | +4 | 17th | Strong (23) | 17 | Summon monster IX |
Prerequisites: Craft Magic Arms and Armor, call lightning or lightning bolt (air only), acid fog or acid arrow (earth only), flame blade or flame strike or fireball (fire only), chill metal or ice storm (water only), plus the summon monster prerequisite spell for the elemental size shown in the Elemental Power table above.
Cost to Create: Varies.
Lore about each elemental power property differs for each element type as shown below.
Characters can gain the following pieces of information about the air elemental power property by making Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The first air elemental power weapons were crafted several thousand years ago by the elf smith Limbuth Shadarrahn. Known for creating delicate weapons that used raw elemental air to great effect, he also imbued his items with devious and clever magic that mimicked the ephemeral and elusive nature of his favorite element.
DC 30: Though he was fond of the finesse with which air could be manipulated, Limbuth was also fascinated with the savage power it had. His first air elemental power creation was a composite longbow he called Quickstrike, which his apprentices later used as a model to create similar weapons.
Characters can gain the following pieces of information about the earth elemental power property by making Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The first earth elemental power weapon was designed by the dwarf weaponsmith Daergal Ebonforge, who wanted a weapon capable of calling forth a powerful ally in battle.
DC 30: Ebonforge based his work on, of all things, the work of the elf smith Limbuth Shadarrahn. Daergal’s first earth elemental power weapon, the mighty war hammer known as Thunderstone, has achieved near-legendary status among some dwarf clans. It was lost nearly a thousand years ago when its last bearer was slain in a war against the drow, but dwarf adventurers are still mounting fruitless quests to locate it.
Characters can gain the following pieces of information about the fire elemental power property by making Knowledge (history) or Knowledge (arcana) checks at the appropriate DCs, as given below.
DC 20: Revelh Gnockrian was a young half-elf apprenticed to the master elf weaponsmith Limbuth Shadarrahn, who made the first air elemental power weapon. A promising student, Revelh quickly decided that elements other than air could be harnessed in a similar fashion.
DC 30: Known among his fellow apprentices as Flametongue, both for his favorite sort of weapon and for the trouble his human temper could lead him into, Revelh began to experiment with flaming weapons. He was the first to discover that the processes used to create one sort of elemental power weapon could not be used to create another sort. So using new methods and techniques, he constructed the first fire elemental power weapon—a longsword called Scorch.
Characters can gain the following pieces of information about the water elemental power ability by making Knowledge (arcana) or Knowledge (history) checks at the appropriate DCs, as given below.
DC 20: The half-elf weaponsmith Revelh Gnockrian did not cease his efforts to harness the elements into weapons with the creation of the first fire elemental weapon. Shortly thereafter, he turned his attention the flowing, rhythmic, yet still unpredictable element of water. Once again, he used new techniques that were especially suited to the element in question.
DC 30: The fact that Revelh had taken on a number of human apprentices over the years distanced him from the elven community he called home, and as his research progressed, both his business and his health suffered. Upon completing the first water elemental power weapon—a fierce spiked chain that he named Surge—he bequeathed it to his eldest son, then gasped his last breath.
Source: Dungeon Master’s Guide II, pages 254, 255, 256, 257, 258, 261, and 262. This property is a combination of the air elemental power, earth elemental power, fire elemental power, and water elemental power properties from those pages. Text has been rearranged and rewritten to reflect this, and additional tables added to organize data more clearly. The lore sections of each of the aformentioned properties have been moved out of the main description to the end of the page.