Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow’s neck.
Benefit: When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled.
Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.
Enhancements
Material Enhancements | |||||
---|---|---|---|---|---|
Material | Average | Masterwork 1 | Hardness | Hit Points | Special |
Steel | 5 gp | 305 gp | 10 | 10 | |
Adamantine | 3,005 gp | 20 | 13 | Bypass hardness less than 20 | |
Bone | |||||
Iron, Cold | 10 gp | 310 gp | 10 | 10 | Magical enchantments cost an additional 2,000 gp |
Mithral | 2,005 gp | 15 | 10 | 1/2 weight | |
Silver, Alchemical | 25 gp | 325 gp | 8 | 6 | −1 damage |
1Masterwork weapons have a +1 enhancement bonus on attack rolls. |
Weapon Enhancements | |||
---|---|---|---|
Bonus Value | Additional Cost 1 | Hardness Increase 2 | Additional HP 2 |
+1 | +2,000 gp | +2 | +10 |
+2 | +8,000 gp | +4 | +20 |
+3 | +18,000 gp | +6 | +30 |
+4 | +32,000 gp | +8 | +40 |
+5 | +50,000 gp | +10 | +50 |
+6* | +72,000 gp 3 | +12 | +60 |
+7* | +98,000 gp 3 | +14 | +70 |
+8* | +128,000 gp 3 | +16 | +80 |
+9* | +162,000 gp 3 | +18 | +90 |
+10* | +200,000 gp 3 | +20 | +100 |
1 Increase total cost for magical enhancement by 2,000 gp for cold iron weapons. 2 Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities 3 If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10. |