Vampiric Weapon

Vampiric Weapon
  • Transmutation
  • Level: Black 7
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Melee weapon touched
  • Duration: 1 round/level
  • Saving Throw: None
  • Spell Resistance: Yes

This spell allows you to channel consumptive power into a melee weapon, turning it into a dark blade that steals vital energy from your foes. The weapon acts as a +4 Greater Vampiric weapon. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one vampiric weapon at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancements and enhancements of the weapon inoperative for the duration of the spell, though the normal powers of the weapon still function. This spell is not cumulative with any spells that modify the weapon in any way. A masterwork weapon’s bonus to attack does not stack with this spell’s enhancement bonus to attack.

The enhancement bonus provided by this spell does not allow a weapon to bypass damage reduction aside from magic.

Greater Vampiric: Every time a weapon with greater vampiric deals damage to an opponent the weapon deals additional 2d6 points of arcane damage to the opponent and heals the wielder for an equivalent amount. If the wielder is already at full hit points, this healing is instead granted as temporary vampiric hit points. If the wielder is already at full hit points, this healing is instead granted as temporary vampiric hit points. Multiple instances of temporary hit points gained by this enchantment stack (maximum 5 temporary hit points per enhancement bonus on the weapon), but not with other sources of temporary vampiric hit points. These temporary hit points last for 10 minutes.

Vampiric Weapon

Skies of Glass Planeswalker Ganny