Price: +2 bonus
Property: Weapon
Caster Level: 11th
Aura: Moderate; (DC 20) necromancy
Activation: —
This weapon looks worn and its blade has ruddy tinge, as though it has been stained with blood. Four blood-red rubies surround the weapon’s bronze pommel.
When you score a critical hit against a living creature with an enervating weapon, the weapon bestows one negative level on the target.
Assuming the subject survives, it regains lost levels after 1 hour. Usually, negative levels have a chance of permanently draining a victim’s levels, but the negative levels from the enervating property don’t last long enough to do so.
Prerequisites: Craft Magic Arms and Armor, enervation.
Cost to Create: Varies.
Source: Magic Item Compendium, page 34.
Shrouded by motes of darkness, this weapon is the color of a deep bruise.
This weapon functions as an enervating weapon. However, a negative level gained from an attack from a soulbreaker weapon doesn’t fade 1 hour later. Instead, 24 hours after being struck, if the negative level or levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.
Prerequisites: Craft Magic Arms and Armor, energy drain.
Cost to Create: Varies.
Source: Magic Item Compendium, page 44.
Price: +1 bonus
Property: Melee weapon
Caster Level: 5th
Aura: Faint; (DC 17) necromancy
Activation: —
A barely perceptible shadow, in the shape of a screaming humanoid face, seems to flicker on this weapon.
This weapon functions as an enervating weapon. In addition, when a souldrinking weapon scores a critical hit on a living creature, it grants you 5 temporary hit points and a +2 morale bonus on melee damage rolls. The temporary hit points don’t stack with temporary hit points from any other source. This effect fades after 10 minutes.
Prerequisites: Craft Magic Arms and Armor, vampiric touch.
Cost to Create: Varies.
Source: Magic Item Compendium, page 44.