Though deadly-sharp, this weapon has no adornments, radiates no magic, and its steel is tarnished and lifeless.
Level 7+ Uncommon
Weapon: Axe, heavy blade, light blade, or spear.
Critical: +1d6 damage per plus, and see daily power below.
Property The complicated process involved in crafting a malice-wrought weapon is what warrants it to be priced as a magic item – in reality, it is not magical at all, and cannot be affected by rituals like transfer enchantment or disenchant magic item.
Property This item can never be used as an implement. Its enhancement bonus does not fade in dead magic zones like Danor.
Power (Daily) Free Action.
Trigger: You critically hit a creature with an origin other than natural while using this weapon.
Effect: The creature cannot perceive you until the end of the encounter, or until you attack (this means you are invisible even to blindsight, truesight, scent, hearing, and other forms of perception).
A malice-wrought rapier was given to the constables by Wolfgang Von Recklinghausen in thanks for saving his life in the Nettles (but nobody wanted it, so it went to the quartermaster). Its nonmagical nature makes it impossible to customize with transfer enchantment, but perhaps a similar weapon could be crafted on request? It might take a while to import from the Malice Lands, though.