Magic Weapon Abilities - Enervating

An enervating weapon is particularly insidious and favored by dark-hearted cultures such as that found in Dambrath or Veldorn. On a critical hit, a creature hit by an enervating weapon takes damage and also gains one negative level, and that creature dies if it has total negative levels equal to or exceeding its HD. Spell resistance applies. If the creature survives, any negative level bestowed by this weapon is removed after 13 hours. Undead struck by an enervating weapon take weapon damage normally, but they also gain 5 temporary hit points instead of a negative level. Bows, crossbows, and slings so crafted confer the enervating ability upon their ammunition.
Aura: Strong necromancy
Caster Level: 13th
Requirements: Craft Magic Arms and Armor, enervation
Price: +3 bonus
Shining South

About Magic Weapons