Demon Weapon, Lesser (3.5e Equipment)

Unlike most weapon enhancements, this can be applied to a non-magical (and, for that matter, a non-masterwork) weapon. To do so requires a lesser demonic essence.

This gives the weapon an enhancement bonus to attack damage rolls equal to the wielder's character level/3 (rounding down, minimum +1). Additionally, it gains additional abilities equivalent to other weapon enhancements. When this enhancement is first applied, roll 1d6, and then roll 1d12 on the following table to determine the abilities gained. If the 1d6 roll came up even, add 1 to the result to determine the ability. If it came up odd, don't add anything.

Additionally, the abilities of the weapon can be changed. This requires an hour-long ritual, a DC 22 Knowledge (the planes) check, and either another lesser demonic essence, or a living creature of at least CR 7 that is killed as part of the ritual. If the check is successful, the essence is expended (or the creature's soul is consumed, preventing any revival short of true resurrection), and the ritualist can roll 1d12 on the above table again. If the ritual was done at night, add 1 to the result; if it was during the day, don't add anything.

If thirteen essences or creatures are provided for the ritual, and the check DC is increased to 26, the ritualist can choose what ability the weapon gets. However, this can only be done once for any lesser demon weapon.

Note that a lesser demon weapon can never possess more than one ability from the chart. It can be enchanted normally to have abilities (including those that are listed), but this weapon property can never give more than one of the abilities on the table.

A character which is not evil or not possessed takes a negative level while wielding a lesser demon weapon, or even having it on their person. This can never cause actual level loss, but it cannot be removed unless the weapon is no longer carried or used. Additionally, if the creature wielding or carrying this item is lower than 7th character level, it takes an additional negative level per level of difference (with the same rules as above). Lastly, the weapon seeps into its wearer's mind and makes it more prone to swings of emotion. This gives a -3 penalty on Charisma checks against non-chaotic creatures, and a -2 penalty on saves against abilities that cause emotion in the target (most fear abilities, and abilities that cause morale bonuses, for example, cause emotion).

Moderate (DC 19) evil; CL 7th; Craft Magic Arms and Armour or an appropriate Craft skill to the weapon 10 ranks; Price: Cost::3,000gp.