Magic Weapon Abilities - Elemental Aura

Any weapon enhanced by this special property may add an additional amount of damage from an element of the wielder's choice (acid, cold, electricity, fire, or sonic), exactly as described under the flaming special property, including bestowing an additional 1d6 points of damage of the appropriate elemental subtype on a normal hit. Determining the weapon's elemental aura is a free action that may be taken no more than once per round (thus, you can't change the subtype between attacks in the same round). Bows, crossbows, and slings with this ability bestow the energy upon their ammunition.
Caster Level: 11th
Requirements: Craft Magic Arms and Armor, blindness/deafness, chill metal, flame blade, lightning bolt, Melf's acid arrow
Price: +3 bonus
Magic of Faerûn

About Magic Weapons