Magic Weapon Abilities - Exhausting

Any creature struck by an exhausting weapon must make a DC 14 Fortitude save or become fatigued for 5 minutes. Spell resistance applies. The ability has no effect on creatures that are already fatigued or those immune to fatigue. Bows, crossbows, and slings so crafted confer the exhausting ability upon their ammunition.
Aura: Faint necromancy
Caster Level: 5th
Requirements: Craft Magic Arms and Armor, ray of exhaustion
Price: +1 bonus
Shining South

About Magic Weapons