Weapon Descriptions

Table 1: Melee and Ranged Weapon Special Abilities
Special Ability Base Price
Modifier1
Bane +1 bonus
Defending +1 bonus2
Distance +1 bonus
Flaming +1 bonus
Frost +1 bonus
Shock +1 bonus
Ghost touch +1 bonus2
Heartseeker +1 bonus3
Keen +1 bonus
Ki Focus +1 bonus2
Merciful +1 bonus
Mighty cleaving +1 bonus2
Piercing +1 bonus
Returning +1 bonus3
Seeking +1 bonus3
Spell storing +1 bonus2
Throwing +1 bonus2
Thundering +1 bonus
Vicious +1 bonus2
Anarchic +2 bonus
Axiomatic +2 bonus
Disruption +2 bonus2
Flaming burst +2 bonus
Icy burst +2 bonus
Holy +2 bonus
Shadowstrike +2 bonus
Shocking burst +2 bonus
Unholy +2 bonus
Wounding +2 bonus2
Darkfire +3 bonus
Serrated +3 bonus
Shadow +3 bonus
Speed +3 bonus
Whitefire +3 bonus
Anarchic power +4 bonus
Antimagic +4 bonus
Axiomatic power +4 bonus
Brilliant energy +4 bonus
Dancing +4 bonus2
Distant shot +4 bonus3
Holy power +4 bonus
Unholy power +4 bonus
Acidic blast +5 bonus
Fiery blast +5 bonus
Icy blast +5 bonus
Lightning blast +5 bonus
Sonic blast +5 bonus
Unerring accuracy +5 bonus3
Vorpal +5 bonus2
Everdancing +6 bonus2
Triple-throw +6 bonus2

1 Add to enhancement bonus on Table 1: Weapons to determine total market price. This price assumes a +1 craft bonus, except for composite bows.

2 Can be applied to melee weapons only.

3 Can be applied to ranged weapons only.

Magic Weapon Special Ability Descriptions

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus. Weapons that deal energy damage (flaming, frost, etc.) can be activated or deactivated as a free action.

Acidic Blast: On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +2d6 points of acid damage. On a successful critical hit it instead deals +2d10 points of acid damage (or +3d10 if the critical multiplier is x3, or +4d10 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.

Strong evocation; CL 18th; acid fog; Price +5 bonus.

Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos; it thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment and drains one HD from any lawful creature attempting to wield it. The drained HD remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This drain cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.

Moderate evocation [chaotic]; CL 7th; chaos hammer, creator must be chaotic; Price +2 bonus.

Anarchic Power: This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, it deals an extra 3d6 points damage. On a successful critical hit it deals an extra 6d6 points of damage (or +9d6 if the crit multiplier is x3, or +12d6 if the crit multiplier is x4) and stuns the target for 1d4 rounds (DC 25 Fort save negates). The weapon drains three Hit Dice from any lawful creature attempting to wield it. These Hit Dice remain lost as long as the weapon is in hand and are regained when it is no longer wielded. They cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings with this special ability bestow the power upon their ammunition. This special ability does not stack with the anarchic special ability.

Strong evocation [chaotic]; CL 15th; word of chaos, creator must be chaotic; Price +4 bonus.

Antimagic: This enchantment enables the weapon to strike the target, regardless of any magical protections the target might have, without any ill effects to the wielder (such as the backlash dealt by a flame shield, for instance). Magical bonuses from armor, rings, bracers, and other protective items are ignored for purposes of computing AC against an antimagic weapon. A weapon bearing this enchantment cannot have any other abilities (but it can have an enhancement bonus).

Moderate abjuration; CL 9th; antimagic blade; Price +4 bonus.

Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law; it thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment and drains one HD from any chaotic creature attempting to wield it. The drained HD remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This drain cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.

Moderate evocation [lawful]; CL 7th; order's wrath, creator must be lawful; Price +2 bonus.

Axiomatic Power: This weapon is lawful-aligned and thus bypasses the corresponding damage reduction. When a weapon of axiomatic power strikes a chaotic target, it deals an extra 3d6 points of damage. On a successful critical hit it deals an extra 6d6 points of damage (or +9d6 if the crit multiplier is x3, or +12d6 if the crit multiplier is x4) and stuns the target for 1d4 rounds (DC 25 Fort save negates). The weapon drains three Hit Dice from any lawful creature attempting to wield it. These Hit Dice remain lost as long as the weapon is in hand and are regained when it is no longer wielded. They cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings with this special ability bestow the power upon their ammunition. This special ability does not stack with the axiomatic special ability.

Strong evocation [lawful]; CL 15th; dictum, creator must be lawful; Price +4 bonus.

Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than normal and it deals an extra 2d6 points of damage. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition.

Moderate conjuration; CL 8th; summon monster I; Price +1 bonus.

Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Strong transmutation; CL 16th; gaseous form, continual flame; Price +4 bonus.

Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can't dance (attack on its own) again for 4 rounds.

Strong transmutation; CL 15th; animate objects; Price +4 bonus.

Darkfire: Weapons with this enchantment flicker with dark flames when they are drawn. Darkfire weapons deal an additional 1d6 points of negative energy damage to living beings. Any creature killed by one bursts into darkflame and burns away to fine ash in one round and cannot be brought back by any means short of a true resurrection.

Moderate evocation; CL 13th; darkfire; Price +3 bonus.

Defending: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Moderate abjuration; CL 8th; shield or shield of faith; Price +1 bonus.

Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 23 Will save or be destroyed; even if it successfully saves, it takes double damage. This property can only be applied to a bludgeoning weapon.

Strong conjuration; CL 14th; heal; Price +2 bonus.

Distance: This property can only be placed on a ranged weapon. The range increment for a bow or crossbow is increased by 50%; a thrown weapon's increment is doubled.

Moderate divination; CL 6th; clairaudience/clairvoyance; Price +1 bonus.

Distant Shot: A distant shot weapon's range penalties are halved (round down). It still cannot shoot beyond ten increments or be thrown beyond five increments unless it has the distance special ability.

Strong divination; CL 15th; discern location; Price +4 bonus.

Everdancing: An everdancing weapon is much like a dancing weapon, but it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach).

Overwhelming transmutation; CL 21st; animate objects; Price +6 bonus.

Fiery Blast: On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +2d6 points of fire damage. On a successful critical hit it instead deals +2d10 points of fire damage (or +3d10 if the critical multiplier is x3, or +4d10 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Strong evocation; CL 18th; delayed blast fireball or firestorm; Price +5 bonus.

Flaming: Upon command, a flaming weapon is sheathed in fire, which does not harm the wielder; the effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Moderate evocation; CL 10th; flame blade, flame strike, or fireball; Price +1 bonus.

Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add 2d10 points instead; if the multiplier is x4, add 3d10 points. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Strong evocation; CL 12th; flame blade, flame strike, or fireball; Price +2 bonus.

Frost: Upon command, a frost weapon is sheathed in icy cold, which does not harm the wielder; the effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Moderate evocation; CL 8th; chill metal or ice storm; Price +1 bonus.

Ghost Touch: A ghost touch weapon ignores the +4 deflection bonus incorporeal creatures normally gain against attacks from corporeal sources, regardless of its bonus. The weapon can be picked up and moved by an incorporeal creature at any time; a manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Moderate conjuration; CL 9th; plane shift; Price +1 bonus.

Heartseeker: Heartseeker weapons are enchanted to exploit the weak spots in a target. As such, they increase the weapon's crit multiplier by 1. For example, if this enchantment were placed on a longbow (crit multiplier x3), it would increase to x4. This enchantment can only be applied to ranged weapons.

Moderate transmutation; CL 7th; heartseeker; Price +1 bonus.

Holy: A holy weapon is imbued with holy power; it thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment and drains one HD from any evil creature attempting to wield it. The drained HD remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This drain cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Moderate evocation [good]; CL 7th; holy smite, creator must be good; Price +2 bonus.

Holy Power: This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, it deals an extra 3d6 points of damage. On a successful critical hit it deals an extra 6d6 points of damage (or +9d6 if the crit multiplier is x3, or +12d6 if the crit multiplier is x4) and stuns the target for 1d4 rounds (DC 25 Fort save negates). The weapon drains three Hit Dice from any evil creature attempting to wield it. These Hit Dice remain lost as long as the weapon is in hand and are regained when it is no longer wielded. They cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the holy special ability.

Strong evocation [good]; CL 15th; holy word, creator must good; Price +4 bonus.

Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with cold upon striking a successful critical hit. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add 2d10 points; if the multiplier is x4, add 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Moderate evocation; CL 10th; chill metal or ice storm; Price +2 bonus.

Icy Blast: On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +2d6 points of cold damage. On a successful critical hit it instead deals +2d10 points of cold damage (or +3d10 if the crit multiplier is x3, or +4d10 if the crit multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.

Strong evocation; CL 18th; cone of cold; Price +5 bonus.

Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Moderate transmutation; CL 10th; keen edge; Price +1 bonus.

Ki Focus: The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk's stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.

Moderate transmutation; CL 8th; creator must be a monk; Price +1 bonus.

Lightning Blast: On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.

Strong evocation; CL 18th; lightning bolt; Price +5 bonus.

Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

Faint conjuration; CL 5th; cure light wounds; Price +1 bonus.

Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.

Moderate evocation; CL 8th; divine power; Price +1 bonus.

Returning: This special ability can only be placed on a thrown weapon. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).

Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if he has moved since throwing it, the weapon drops to the ground in the spot where the character threw it.

Moderate transmutation; CL 7th; telekinesis; Price +1 bonus.

Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any bonuses to AC that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)

Strong divination; CL 12th; true seeing; Price +1 bonus.

Serrated: Weapons with this enchantment are altered to have a sharp, serrated edge. They deal an additional 1d4 points of damage per strike as they open up horrific wounds that can only be healed by magical means – fast healing and regeneration won't work. This enchantment can only be placed on a slashing weapon, or on arrows or bolts.

Faint transmutation; CL 5th; serrated blade; Price +3 bonus.

Shadow: Weapons and missiles with this enchantment appear as a hilt, handle, or haft with a blade or head of some dark, shadowy substance. The blades or heads or such weapons are incorporeal and can strike incorporeal creatures. A shadow weapon deals 1d4 additional points of negative energy damage per hit and 1d4 points of Strength damage on a critical hit.

Moderate necromancy; CL 7th; shadowblade; Price +3 bonus.

Shadowstrike: Weapons with this enchantment can be used to deal damage to a creature by striking at its shadow. A creature's shadow is AC 10 plus any deflection or luck bonuses to Armor Class. When used to attack a creature's shadow, shadowstrike weapons cannot be used for sneak attacks or death attacks and cannot deal critical hits.

Moderate necromancy; CL 7th; shadow strike; Price +2 bonus.

Shock: Upon command, a shock weapon is sheathed in crackling electricity, which does not harm the wielder; the effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electrical energy upon their ammunition.

Moderate evocation; CL 8th; call lightning or lightning bolt; Price +1 bonus.

Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points instead; if the multiplier is x4, add 3d10 points. Bows, crossbows, and slings so crafted bestow the electrical energy upon their ammunition.

Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.

Moderate evocation; CL 10th; call lightning or lightning bolt; Price +2 bonus.

Sonic Blast: On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of sonic damage to the creature struck. On a successful critical hit it instead deals +2d10 points of sonic damage (or +3d10 if the crit multiplier is x3, or +4d10 if the crit multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.

Strong evocation; CL 18th; shout; Price +5 bonus.

Speed: When making a full attack action, the wielder of a speed weapon can make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)

Moderate transmutation; CL 7th; haste; Price +3 bonus.

Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Strong evocation (plus aura of stored spell); CL 12th; Price +1 bonus.

Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit; it does not harm the wielder. It deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add 2d8 points instead; if the multiplier is x4, add 3d8 points. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be permanently deafened.

Faint necromancy; CL 5th; blindness/deafness; Price +1 bonus.

Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

Faint transmutation; CL 5th; magic stone; Price +1 bonus.

Triple-Throw: This special ability can only be placed on a weapon that can be thrown. A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates.

Overwhelming illusion; CL 21st; shades; Price +6 bonus.

Unerring Accuracy: Ranged attacks made with this weapon negate the AC bonus granted by any cover short of total cover, and negate any AC bonus granted by concealment (including total concealment, but the wielder must know where the target is).

Strong divination; CL 15th; true seeing; Price +5 bonus.

Unholy: A unholy weapon is imbued with unholy power; it thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment and drains one HD from any good creature attempting to wield it. The drained HD remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This drain cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.

Moderate evocation [evil]; CL 7th; unholy blight, creator must be evil; Price +2 bonus.

Unholy Power: This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, it deals an extra 3d6 points of damage. On a successful critical hit it deals an extra 6d6 points of damage (or +9d6 if the crit multiplier is x3, or +12d6 if the crit multiplier is x4) and stuns the target for 1d4 rounds (DC 25 Fort save negates). The weapon drains three Hit Dice from any good creature attempting to wield it. These Hit Dice remain lost as long as the weapon is in hand and are regained when it is no longer wielded. They cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the unholy special ability.

Strong evocation; CL 15th; unholy word, creator must be evil; Price +4 bonus.

Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; enervation; Price +1 bonus.

Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon.

Strong necromancy and transmutation; CL 18th; circle of death, keen edge; Price +5 bonus.

Whitefire: Weapons with this enchantment flicker with white flames when they are drawn. Whitefire weapons deal an additional 1d6 points of positive energy damage to undead beings; any undead creature killed by a whitefire weapon bursts into whiteflame and burns away to fine ash in one round, utterly destroyed. Liches and other undead whose souls are stored elsewhere have only a 50% chance of being able to reform.

Moderate evocation; CL 13th; whitefire; Price +3 bonus.

Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Living creatures that have no blood (elementals, plants, and oozes) and unliving beings (constructs and undead) are immune to the Constitution damage dealt by this weapon.

Moderate evocation; CL 10th; sword; Price +2 bonus.

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