Magic Weapon Abilities - Vampiric

Any living opponent struck by a vampiric weapon must make a Fortitude save (DC 16) or lose an additional 1d4 hit points, which are immediately added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hit points (multiple additions of temporary hit points don't stack) and disappear after 1 hour.
Caster Level: 7th
Requirements: Craft Magic Arms and Armor, vampiric touch
Price: +2 bonus
Magic of Faerûn
Unapproachable East

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