Legendary Weapons Ability Menu's

Legendary Weapon

Regarding Weapon ability DC’s. Unless otherwise stated the DC of any weapon ability is 10 + 1/2 level + Charisma modifier.


ABILITY MENU A (Levels 5-10)
You choose one ability at 5th level, and one for each additional character level up to 10th level. Alternatively, you can “lose” Menu A choices to select abilities from Menus B and C, as described under those menus. Menu A abilities have a caster level of 5th.

Animate (SU)
This item can sprout limbs and move with a speed of 10 feet.

Cause Fear (Sp)
Three times per day on command, you can use cause fear as the spell.

Comprehend Languages (Su)

You continually understand all spoken and written languages, as if continually affected by the comprehend languages spell.

Creature Compass (Su)
While holding the weapon, you can detect any one type or subtype of creature within 60 feet, but you must concentrate (a standard action) to do so. Choose the creature type or subtype when you assign this ability to the item.

Cure Light Wounds (Sp)
Three times per day, you can use cure light wounds as the spell by touching the weapon to the creature to be healed (including yourself) and speaking a command word. This ability can instead deal damage to undead creatures.

Cure Light Wounds, Self (Sp)
Once per day as a swift action, you can use cure light wounds as the spell on yourself when holding the weapon.

Darkness, Self (Sp)
Once per day on command, you can cause the item to shed darkness as the spell.

Darkvision (Sp)
Once per day on command, you can use darkvision as the spell.

Deflection (Su)
The weapon grants you a +1 deflection bonus to Armor Class.

Detect Thoughts (Sp)
Once per day on command, you can use detect thoughts as the spell.

Enlarge Person (Sp)
Once per day on command, you can use enlarge person (self only) as the spell.

False Life (Sp)
Once per day on command, you can use false life as the spell.

Feather Falling (Su)
The weapon immediately confers the effect of a feather fall spell upon you if you fall for more than 5 feet.

Invisibility (Su)
Once per day, when you issue the command word and gesture with the weapon, you become invisible. This works like the invisibility spell.

Knock (Su)
Once per day on command, you can open locked or magically sealed doors, as with the knock spell. Doing this requires touching the weapon to or striking it against the object to be opened.

Lightbringer (Su)
You can use dancing lights, flare, or light at will as the spells, using a different command word for each effect.

Lock (Su)
Once per day on command, you can magically lock a door, chest, or portal, as with the arcane lock spell. Doing this requires you to touch the weapon to or strike it against the object to be locked.

Magic Missile (Sp)
Three times per day, when you issue the command word and gesture with the weapon, you cause it to launch three missiles of force, as the magic missile spell.

Magical Cipher (Su)
You can use detect magic, read magic, or arcane mark at will as the spells, using a different command word for each effect.

Metamagic, Lesser (Su)
You can apply the effect of one metamagic feat to a spell, up to three times per day, that you cast of up to 3rd level. This can be any metamagic feat that normally adjusts a spell’s slot by one level (such as Enlarge Spell, Extend Spell, or Silent Spell); choose the specific feat when assigning this ability to the item. Using this ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Mirror Image (Sp)
Once per day on command, you can use mirror image as the spell.

Mount (Su)
When you throw the weapon to the ground while speaking the command word, it transforms into a normal, living light horse or pony (your choice) to serve you as a mount for as long as you choose. The mount is equipped with a bit, bridle, and riding saddle. When you dismount and take hold of the reins, you can speak the command word again to cause the mount to revert to its original form. While your weapon is serving as a mount, you cannot use any of its other abilities. If the mount is slain, the item reverts to its original form and cannot be used as a mount again for 24 hours.

Protection from Arrows (Sp)
Once per day on command, you can use protection from arrows as the spell.

Read Magic (Sp)
This weapon allows you to use the spell Read magic at will. This ability doesn’t allow the weapon to activate scrolls or other spell-completion items. The weapon can suppress and resume this ability as a free action.

Rejuvenating, Lesser (SU)
The bearer of this weapon can rejuvenate their body. As a standard action, you can heal yourself of 3 points of damage per level. This ability functions once per day.

Resist Energy (Sp)
Once per day on command, you can use resist energy as the spell.

Resistance (Su)
The item grants you a +1 resistance bonus on all saving throws. You can select this option multiple times, each time increasing the resistance bonus by +1, to a maximum resistance bonus of +2.

See Invisibility (Sp)
Once per day on command, you can use see invisibility as the spell.

Skill Enhancement +5 (Su)
The weapon grants you a +5 competence bonus on one skill check. Choose the specific skill when assigning this ability to the weapon. You can select this option multiple times. Each time you do so, it applies to a different skill.

Speed Enhancement +5 (Su)
The weapon increases the speed of one of your modes of movement by 5 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

Summon Monster II (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster II as the spell.

Telekinetic (Su)
You can use mage hand, mending, and open/close at will as the spells, using a different command word for each effect.

Unceasing Servant (Su)
You enjoy the continual benefit of an unseen servant, as the spell. If dissipated by 6 or more points of damage from an area attack, or if it ceases to exist by moving more than 35 feet away from you, the servant re-forms 1 round later in any square adjacent to you.

Unyielding (SU)
A weapon with this ability has double the hardness of a typical weapon of its type and triple the hit points.

Weapon Enhancement
Your weapon gains an enhancement bonus of +1.


ABILITY MENU B
You can choose a Menu B ability at the cost of two Menu A slots. You cannot “trade in” existing Menu A abilities for an ability from this menu. A skipped slot means that no ability is available at that character level. For example, if you assigned a Menu A ability at 5th level, you could assign a Menu B ability at 7th level, gaining no new legacy ability at 6th level. You can choose one ability from Menu A in place of one from Menu B. Menu B abilities have a caster level of 7th.

Ability Enhancement +2 (Su)
The item grants a +2 enhancement bonus to one ability score. Choose the specific ability score when assigning this ability to the weapon—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can select this option multiple times. Each time you do so, it applies to a different ability score.

Charm Person (Sp)
Three times per day as a standard action, you can use charm person as the spell. You trigger the effect by willing it while speaking with an intended target.

Cure Moderate Wounds (Sp)
Three times per day, you can use cure moderate wounds as the spell by touching the weapon to the creature to be healed (including yourself) and speaking a command word. This ability instead can deal damage to undead creatures.

Daylight (Sp)
Once per day on command, you can cause the item to shed daylight as the spell.

Deflection (Su)
The deflection bonus to AC granted by the item increases by 1, to a maximum of +2. You can select this option multiple times. Its effects stack.

Energy Resistance, Least (Su)
The item protects you against damage from one type of energy—acid, cold, electricity, fire, or sonic. Each time you would normally take such damage, subtract 5 points from the damage dealt. Choose the specific type of energy when assigning this ability to the weapon. You can select this option multiple times. Each time you do so, it applies to a different type of energy.

Expanded Senses (60 ft.)
The weapon increases the range of one of the user senses by 60 feet..

Fireball (Sp)
Once per day on command, you can use fireball as the spell.

Flaming Sphere (Sp)
Three times per day on command, you can use flaming sphere as the spell.

Hold Person (Sp)
Once per day on command, you can use hold person as the spell.

Lightning Bolt (Sp)
Once per day on command, you can use lightning bolt as the spell.

Locate Object (Sp)
Three times per day on command, you can use locate object as the spell.

Obscuring Mist (Sp)
While you are holding or wielding the weapon, you can enshroud yourself in misty vapor on command as the obscuring mist spell. You can dissipate the mist as a swift action. The mist dissipates if you move 5 feet or more.

Resistance (Su)

The resistance bonus on saves granted by the weapon increases by 1, to a maximum of +3. You can select this option multiple times. Its effects stack.

Restoration, Lesser (Sp)
Three times per day, you can use lesser restoration by touching the weapon to the afflicted creature (including yourself) and speaking a command word.

Returning (SU)
This ability allows the weapon to teleport to your waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. For role play dynamics you may describe any way the weapon returns to your hand.

Shape Change (SP)
The item can change its shape into any other weapon of same size.

Speed Enhancement +10 (Su)
The weapon increases the speed of one of your modes of movement by 10 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

Summon Monster III (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster III as the spell.

Weapon Enhancement (Su)
The effective enhancement bonus of a weapon increases by 1, to a maximum of +2. You can instead choose any special ability whose market price is equivalent to a +1 bonus, such as flaming.

Web (Sp)
Three times per day on command, you can use web as the spell.

Whispering Wind (Sp)
Three times per day on command, you can use whispering wind as the spell.


ABILITY MENU C
You can choose a Menu C ability at the cost of three Menu A slots. You cannot “trade in” existing Menu A or B abilities for an ability from this menu. A skipped slot means that no ability is available at that character level. For example, if you assigned a Menu A ability at 5th level, you could assign a Menu C ability at 8th level, gaining no new legacy abilities at 6th or 7th level. You can choose one ability from any lower menu in place of one from Menu C. Menu C abilities have a caster level of 10th.

_ Acid Arrow (Sp)_
At will, when you issue the command word and gesture with the weapon, you cause it to fire an acidic arrow, as the spell acid arrow.

Blindsense (SU)_
This weapon gives the user blindsense with the same range as its other senses. The weapon must have the darkvision ability to have this ability.

Clairaudience/Clairvoyance (Su)
Two times per day, you can speak a command word and gaze into (or press your ear against) the weapon to see or hear at a distance, as the clairaudience/clairvoyance spell.

Constant Companion, Least (Su)
While you are holding or wielding the weapon, you can use a swift action to summon an allied creature. When assigning this ability to the weapon, choose one of the creatures from the 1st-level list of the Summon Monster or Summon Nature’s Ally table. Only that creature can be summoned using this ability. The allied creature attacks your foes and serves you to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. It remains with you unless dismissed (a standard action) or killed. If the creature is slain, it can be summoned again after 24 hours, fully healed. You can never have more than one least companion at any one time.

Cure Moderate Wounds, Self (Sp)
Once per day as a swift action, you can use cure moderate wounds as the spell on yourself when holding or wielding the weapon.

_ Cure Serious Wounds, Self (Sp)_
Once per day as a standard action, you can use cure serious wounds as the spell on yourself when holding or wielding the weapon.

Deep Slumber (Sp)
Two times per day, when you issue the command word and gesture with the item, you can use deep slumber as the spell.

Deflection (Su)
The deflection bonus to AC granted by the item increases by 1, to a maximum of +3. You can select this option multiple times. Its effects stack.

Dispel Magic (Sp)
Once per day, when you issue the command word and gesture with the item, you can use dispel magic as the spell.

Empower Spell, Lesser (Su)
You can cast up to three spells per day of up to 3rd level that are empowered as though using the Empower Spell metamagic feat. Using this ability does not change the spell slot of the altered spell. A spontaneous spell caster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Fly (Su)
Once per day, when you issue the command word and hold the weapon above your head, you can use fly (self only) as the spell.

Foe-Biting (SU)
When this weapon deals damage, its user can double the total amount of damage dice it deals. Damage from weapon special abilities (such as flaming) and precision-based damage are not doubled. This ability does not stack with vital strike.

Halt Undead (Sp)

Two times per day, when you issue the command word and gesture with the weapon, you can use halt undead as the spell.

Levitate (Su)

At will on command, you can move yourself up or down at your direction, as though affected by the levitate spell.

Resistance (Su)
The resistance bonus on saves granted by the weapon increases by 1, to a maximum of +5. You can select this option multiple times. Its effects stack.

Scorching Ray (Sp)
At will, when you issue the command word and gesture with the weapon, you cause it to shoot three rays of fire, as the scorching ray spell.

Spider Climb (Su)
While holding or wielding the weapon, you can walk on walls and ceilings, as if affected by the spider climb spell.

Suggestion (Sp)
Two times per day, when you issue the command word and follow it with a specific suggestion, you can use suggestion as the spell.

Water Breathing (Su)
While holding or wielding the weapon, you can breathe water freely, as if continually affected by the water breathing spell.


ABILITY MENU D (Levels 11-16)
You choose one ability at 11th level, and one for each additional character level up to 16th level. Alternatively, you can “lose” Menu D choices to select abilities from Menus E and F, as described under those menus. You can choose one ability from any lower menu in place of one from Menu D. Menu D abilities have a caster level of 10th.

Burning Hands (Sp)
At will, when you issue the command word and gesture with the weapon, you cause it to spray a fan of flame, as the burning hands spell.

Continual Wind (Su)
While you are holding or wielding the weapon, light gusts of wind constantly stream from you, billowing your cloak or hair. At will on command, you can focus the wind to blow away or knock down smaller creatures, as the gust of wind spell.

Cunning (Su)
While you are holding or wielding the weapon, you are never flat-footed.

Cure Serious Wounds (Sp)
Three times per day, you can use cure serious wounds as the spell by touching the weapon to the creature to be healed (including yourself) and speaking a command word. This ability can instead deal damage to undead creatures.

Darkness, Other (Sp)

At will, when you issue the command word and touch an object, you cause the touched object to shed darkness as the spell.

Darkvision (Su)
You have darkvision with a range of 60 feet.

Daylight (Sp)
At will on command, you can cause the weapon to shed daylight as the spell.

Detect Secret Doors (Su)
While you are holding or wielding the weapon, you can detect secret doors, compartments, caches, and so forth, as if using the detect secret doors spell. As with the spell, you must concentrate for a number of rounds to gain more detailed information.

_ Dimensional Anchor (Sp)_
Once per day, when you issue the command word and gesture with the weapon, you can use dimensional anchor as the spell.

Dismissal (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can force a creature to return to its native plane, as the dismissal spell.

Glitterdust (Sp)
At will, when you issue the command word and gesture with the weapon, you cause it to create glitterdust as the spell.

Glyph of Warding (Su)
Once per day, when you issue the command word and scribe a symbol with the weapon on an object or in an area, you can create a symbol that harms those who pass the warded object or area, as the glyph of warding spell.

Haste (Su)
Your weapon speeds up your perception of time. While you are holding or wielding the weapon, you can activate haste for 1 round as a swift action, as though wearing boots of speed. You can use this ability up to five times per day.

Knock (Su)
At will on command, you can open locked or magically sealed doors, as with the knock spell.

Magic Missile (Sp)
Three times per day, when you issue the command word and gesture with the weapon, you cause it to launch five missiles of force, as the magic missile spell.

Metamagic (Su)
You can apply the effect of one metamagic feat to up to three spells per day that you cast of up to 6th level. This can be any metamagic feat that normally adjusts a spell’s slot by one level, such as Enlarge Spell, Extend Spell, or Silent Spell; choose the specific feat when assigning this ability to the item. Using this ability does not change the spell slot of the altered spell. A spontaneous spell caster (such as a sorcerer) must still take a fullround action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Mirror Image (Sp)
Three times per day on command, you can use mirror image as the spell.

Obscurity (Su)
The weapon cannot be detected remotely through scrying, remote viewing, or other means of divination, as if continually affected by the obscure object spell.

Protection from Arrows (Su)
While you are holding or wielding the weapon, you gain damage reduction 10/magic against ranged weapons, as if affected by the protection from arrows spell. There is no limit to the amount of damage prevented.

Rejuvenating, (SU)
The bearer of this weapon can rejuvenate their body. As a standard action, you can heal yourself of 5 points of damage per level. This ability functions once per day.

Shocking Legacy (SU)
Five times per day as a standard action, you can imbue the item with electrical energy. (This does not harm you.) The item deals an extra 5d6 points of electricity damage on a successful hit. If the item is a projectile weapon, it bestows this effect on its ammunition. Alternatively, you can deal 5d6 points of electricity damage with a successful melee touch attack; if the item is a melee weapon, use it to make this attack. In either case, the energy is expended until you recharge the item (using another standard action).

Slippery Barrier (Su)
While you are holding or wielding the weapon and are standing on solid, open ground, you can use a swift action to cover the open ground with a layer of slippery grease. This effect resembles the grease spell but covers each eligible 5-foot square adjacent to your own (your space is free of the grease effect). Another swift action dismisses the effect; otherwise the grease dissipates in 1 minute. If there is no open ground in one or more adjacent squares, or if you leave the ground, the effect immediately ends.

Speak with Dead (Su)
Once per day, when you issue the command word and lay the weapon on the breast of a corpse, the corpse must answer five questions, as if affected by the speak with dead spell.

Summon Monster IV (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster IV as the spell.

Summon Swarm (Sp)
Five times per day on command, you can use summon swarm as the spell.

Teleport (Sp)
Once per day, you can teleport as the spell.

Weapon Enhancement (Su)
The effective enhancement bonus of a weapon increases by 1, to a maximum of +3. You can instead choose any special ability whose market price is equivalent to a +1 bonus, such as flaming. You can select this option multiple times. Its effects stack.


ABILITY MENU E
You can choose a Menu E ability at the cost of two Menu D slots. You cannot “trade in” existing Menu D abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu D ability at 11th level, you could assign a Menu E ability at 13th level, gaining no new legacy ability at 12th level. You can choose one ability from any lower menu in place of one from Menu E. Menu E abilities have a caster level of 11th.

Ability Enhancement +4
The weapon grants a +4 enhancement bonus to one ability score. Choose the specific ability score when assigning this ability to the item—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can select this option multiple times. Each time you do so, it applies to a different ability score.

Animate Dead (Su)
Once per day, when you issue the command word and touch the weapon to a corpse, you can transform that corpse into a skeleton or zombie of up to 10 Hit Dice, as with the animate dead spell.

Break Enchantment (Sp)
Once per day when you issue the command word and gesture with the weapon, you can free subjects from enchantments, transmutations, and curses, as with the break enchantment spell.

Cloudkill (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can create a cloud of poisonous fumes as the cloud kill spell.

Cone of Cold (Sp)
Once per day, when you issue the command word and gesture with the weapon, you cause it to blast an area with cold as the cone of cold spell.

Cure Critical Wounds, Self (Sp)
Once per day as a swift action, you can use cure critical wounds as the spell on yourself when holding, wearing, or wielding the weapon.

Deflection (Su)
The deflection bonus to AC granted by the item increases by 1, to a maximum of +5. You can select this option multiple times. Its effects stack.

Energy Resistance, Lesser (Su)
The item protects you against damage from one type of energy—acid, cold, electricity, fire, or sonic. Each time you would normally take such damage, subtract 10 points from the damage dealt. Choose the specific type of energy when assigning this ability. You can select this option multiple times. Each time you do so, it applies to a different type of energy. This ability does not stack with least energy resistance from Menu B.

Expanded Senses (120 ft.)
The weapon increases the range of one of the user senses by 120 feet. The item must have expanded senses (60 ft.) to have this ability.

Fireball (Sp)
Three times per day on command, you can use fireball as the spell.

Hold Person (Sp)
Three times per day on command, you can use hold person as the spell.

Invisibility (Su)
At will, when you issue the command word and gesture with the weapon, you become invisible as though affected by the invisibility spell.

Lightning Bolt (Sp)
Three times per day on command, you can use lightning bolt as the spell.

Magic Invulnerability (Su)
Once per day, when you issue the command word and gesture with the weapon, you are protected from 1st- through 3rd-level spell effects. This works like the lesser globe of invulnerability spell, except that only you gain this protection.

Maximize Spell, Lesser (Su)
You can cast up to three spells per day of up to 3rd level that are maximized as though using the Maximize Spell metamagic feat. Using this ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

See Invisibility (Su)
While you are holding or wielding the weapon, you can see invisible creatures or objects, as if continually affected by the see invisibility spell.

Skill Enhancement +10 (Su)
The item grants you a +10 competence bonus on one skill check. Choose the specific skill when assigning this ability to the weapon. You can select this option multiple times. Each time you do so, it applies to a different skill.

Spell Storing, Minor (Su)
You can store up to three levels of spells in the weapon, as though it were a ring of minor spell storing.

Summon Monster V (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster V as the spell.

Weapon Enhancement (Su)
The effective enhancement bonus of a weapon increases. This ability can be placed only on a weapon, and can be selected multiple times. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase. For example, if the effective enhancement bonus increases by 2, you could increase the weapon’s enhancement bonus by 1 and give it the flaming ability, or leave its enhancement bonus unchanged and give it a special ability whose market price is equivalent to a +2 bonus, such as holy.


ABILITY MENU F
You can choose a Menu F ability at the cost of three Menu D slots. You cannot “trade in” existing Menu D abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu D ability at 11th level, you could assign a Menu F ability at 14th level, gaining no new legacy abilities at 12th and 13th level. You can choose one ability from any lower menu in place of one from Menu F. Menu F abilities have a caster level of 13th

Blur (Su)
While you are holding or wielding the weapon, your actual location is difficult to pin down, granting you concealment (20% miss chance) as the blur spell.

Circle of Death (Sp)
Once per day, when you issue the command word and make a circular gesture with the weapon, you cause it to kill living creatures within 40 feet, as the circle of death spell.
_
Constant Companion, Lesser (Su)_
While you are holding, wearing, or wielding the weapon, you can use a swift action to summon an allied creature. When assigning this ability to the item, choose one of the creatures from the 3rd-level list of the Summon Monster or Summon Nature’s Ally table. Only that creature can be summoned using this ability. The allied creature attacks your foes and serves you to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. It remains with you unless dismissed (a standard action) or killed. If the creature is slain, it can be summoned again after 24 hours, fully healed. You can never have more than one lesser companion at any one time.

Contingency (Su)
Once per day, you can place a spell on yourself that triggers automatically on a trigger condition you specify, as though using the contingency spell.

Create Undead (Su)
Once per day, when you issue the command word and touch the weapon to a corpse, you can transform that corpse into a ghoul or ghast, as with the create undead spell.

Cure Critical Wounds (Sp)
Three times per day, you can use cure critical wounds as the spell by touching the weapon to the creature to be healed (including yourself) and speaking a command word. This ability can instead deal damage to undead creatures.

Enervation (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to emit a black beam of negative energy that bestows 1d4 negative levels on a subject, as the enervation spell.

Evasion (Su)
While you are holding, wearing, or wielding the weapon, you can avoid damage from certain attacks with a successful Reflex save as if you had the evasion class feature.

Fireball, Maximized (Sp)
Once per day on command, you can create a maximized fireball as the spell enhanced by the Maximize Spell metamagic feat.

Forceful Hand (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can create a Large magic hand that pushes creatures away from you, as the forceful hand spell.

Hold Monster (Sp)
Once per day on command, you can use hold monster as the spell.

Lightning Bolt, Maximized (Sp)
Once per day on command, you can create a maximized lightning bolt as the spell enhanced by the Maximize Spell metamagic feat.

Metamagic, Greater (Su)
You can apply the effect of one metamagic feat to up to three spells per day that you cast of up to 9th level. This can be any metamagic feat that normally adjusts a spell’s slot by one level (such as Enlarge Spell, Extend Spell, or Silent Spell); choose the specific feat when assigning this ability to the item. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Poison Immunity (Su)
While you are holding, wearing, or wielding the weapon, you are immune to poison.

True Seeing (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can see all things as they really are, as if under the effect of the true seeing spell.

Wall of Fire (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to conjure a curtain of shimmering violet fire, as the wall of fire spell.

Weapon Enhancement (Su)
The effective enhancement bonus of a weapon increases. This ability can be placed only on a weapon, and can be selected multiple times. You cannot increase the weapon’s actual enhancement bonus beyond +5. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase.

Wish (Su)
The item grants you a single wish as the spell. You must state the desired effect while holding the item. As long as you meet the level requirement, you gain this benefit, even if a previous owner has made a wish using the item. A given creature can never gain more than one wish in this way.

Wizardry I (Su)
While you are holding, wearing, or wielding the weapon you can prepare or cast double your normal number of 1st-level arcane spells per day, as though wearing a ring of wizardry I.

X-Ray Vision (Su)
When you issue the command word and gesture with the weapon, you can continually see through solid matter, as though wearing a ring of X-ray vision. Using the ability is physically exhausting, and you take 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.


ABILITY MENU G (Levels 17-20)
You choose one ability at 17th level, and one for each additional character level up to 20th level. Alternatively, you can “lose” Menu G choices to select abilities from Menus H and I, as described under those menus. You can choose one ability from any lower menu in place of one from Menu G. Menu G abilities have a caster level of 15th.

Ability Enhancement +6, Restricted (Su)
The item grants a +6 enhancement bonus to one ability score. Choose the specific ability score when assigning this ability to the weapon – strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You cannot select this option more than once.

Banishment (Sp)
Once per day, when you issue the command word and gesture with the weapon, you force extraplanar creatures out of your home plane, as the banishment spell.

Chain Lightning (Sp)
Once per day, when you issue the command word and gesture with the weapon, you cause it to blast lightning that arcs to other targets, as the chain lightning spell.

Charm Monster (Sp)
Three times per day on command, you can use charm monster as the spell.

Dimension Door (Sp)
Three times per day, when you issue the command word and gesture with the weapon, you can teleport a short distance, as if affected by the dimension door spell.

Dispel Magic, Greater (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can use greater dispel magic as the spell.

Dominate Person (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you can use dominate person as the spell.

Empower Spell (Su)
You can cast up to three spells per day of up to 6th level that are empowered as though using the Empower Spell metamagic feat. Using this ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Heal Self (Sp)
Once per day as a standard action, you can use heal on yourself when holding, wearing, or wielding the weapon.

Ice Storm (Sp)
Three times per day, when you issue the command word and gesture with the weapon, you cause it to fill an area with pounding hailstones, as the ice storm spell.

Invisibility, Greater (Su)
Two times per day, when you issue the command word and gesture with the weapon, you become invisible and remain so even if you make an attack. This works like the greater invisibility spell.

Mindarmor (Su)
The weapon grants you a +3 insight bonus on Will saving throws to resist mind-affecting and compulsion effects.

Passwall (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you can use passwall as the spell.

Phantasmal Killer (Sp)
Three times per day, when you issue the command word and gesture with the weapon, you can use phantasmal killer as the spell.

Planar Ally (Sp)
Once per day on command, you can call an extraplanar creature of 12 HD or less to perform a task for you, as the planar ally spell. You must still pay any gold piece cost required by the task.

Plane Shift (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can use plane shift as the spell. Only willing creatures can be transported with this effect.

Power Word Blind (Sp)
Once per day on command, you can use power word blind as the spell.

Quicken Spell, Lesser (Su)
You can cast up to three spells per day of up to 3rd level that are quickened as though using the Quicken Spell metamagic feat. Using this ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) does not take a full-round action when using this ability. You cannot use this ability if you cannot already cast spells.

Skill Enhancement +15 (Su)
The item grants you a +15 competence bonus on one skill check. Choose the specific skill when assigning this ability to the item. You can select this option multiple times. Each time you do so, it applies to a different skill.

Stoneskin (Sp)
Once per day, when you issue the command word and gesture with the item, you gain the benefit of the stoneskin spell.

Summon Monster VI (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster VI as the spell.

Telekinesis (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you can move or hurl an object, or attack a creature, as the telekinesis spell. Use your Charisma score, for the purpose of adjudicating this effect.

Teleport (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you can use teleport as the spell.

Wall of Force (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to conjure an invisible barrier of force, as the wall of force spell.

Wall of Iron (Sp)
Once per day, when you issue the command word and gesture with the weapon, you cause it to conjure a flat, vertical iron wall, as the wall of iron spell.

Wall of Stone (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to conjure a wall of rock that merges into adjoining rock surfaces, as the wall of stone spell.

Weapon Enhancement (Su)
The effective enhancement bonus of a weapon increases. This ability can be placed only on a weapon, and it can be selected multiple times. You cannot increase the weapon’s actual enhancement bonus beyond +5. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase.

Wizardry II (Su)
While you are holding, wearing, or wielding the weapon, you can prepare or cast double your normal number of 2nd-level arcane spells per day, as though wearing a ring of wizardry II.


ABILITY MENU H
You can choose a Menu H ability at the cost of two Menu G slots. You cannot “trade in” existing Menu G abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu G ability at 17th level, you could assign a Menu H ability at 19th level, gaining no new legacy ability at 18th level. You can choose one ability from any lower menu in place of one from Menu H. Menu H abilities have a caster level of 17th.

Clenched Fist (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can create a Large magic hand that can attack foes, as the clenched fist spell.

Cure Moderate Wounds, Mass (Sp)
Three times per day on command, you can use mass cure moderate wounds as the spell. This instead deals damage to undead creatures.

Disintegrate (Sp)
Once per day, when you issue the command word and gesture with the weapon, you cause it to emit a thin green ray that destroys one creature utterly, as the disintegrate spell.

Displacement (Su)
While you are holding, wearing, or wielding the weapon, you can activate displacement for 1 round as a swift action, as though wearing a major cloak of displacement. You can use this ability up to three times per day.

Energy Resistance, Greater (Su)
The weapon protects you against damage from one type of energy—acid, cold, electricity, fire, or sonic. Each time you would normally take such damage, subtract 30 points from the damage dealt. Choose the specific type of energy when assigning this ability to the item. You can select this option multiple times. Each time you do so, it applies to a different type of energy. This ability does not stack with energy resistance from previous menus.

Ethereal Jaunt (Su)
Once per day, when you issue the command word and gesture with the weapon, you can become ethereal. This works like the ethereal jaunt spell. You can remain ethereal for as long as you wish, but once you return to material form, you cannot become ethereal again for 24 hours.

Finger of Death (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can kill one living creature, as the finger of death spell.

Heal Self, Swift (Sp)
Once per day as a swift action, you can use heal on yourself when holding, wearing, or wielding the weapon.

Horrid Wilting (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can use horrid wilting as the spell.

Iron Body (Sp)
Once per day, when you issue the command word and gesture with the weapon, you gain the benefit of the iron body spell.

Maximize Spell (Su)
You can cast up to three spells per day of up to 6th level that are maximized as though using the Maximize Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Mind Blank (Su)
While you are holding, wearing, or wielding the weapon, your mind is protected from mental and emotional tampering, as if continually affected by the mind blank spell.

Moment of Prescience (Su)
Once per day, while you are holding, wearing, or wielding theweapon, you can gain a +20 insight bonus on a single roll, as the moment of prescience spell. You must declare that you are activating the effect before you make the roll.

Prismatic Spray (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to emit shimmering, multicolored beams of light with a variety of effects, as the prismatic spray spell.

Spell Storing (Su)
You can store up to five levels of spells in the weapon, as though it were a ring of spell storing.

Summon Monster VII (Sp)
Two times per day when you issue the command word and gesture with the weapon, you can use summon monster VII as the spell.

Wishes, Two (Su)
The weapon grants you two wishes as the wish spell. You must state the desired effect while holding the item. As long as you meet the level requirement, you gain this benefit, even if a previous owner has made two wishes using the item. A given creature can never gain more than two wishes in this way.

Wizardry III (Su)
While you are holding, wearing, or wielding the weapon, you can prepare or cast double your normal number of 3rd-level arcane spells per day, as though wearing a ring of wizardry III.


ABILITY MENU I
You can choose a Menu I ability at the cost of three Menu G slots. You cannot “trade in” existing Menu G abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu G ability at 17th level, you could assign a Menu I ability at 20th level, gaining no new legacy abilities at 18th and 19th level. You can choose one ability from any lower menu in place of one from Menu I. Menu I abilities have a caster level of 20th.

Constant Companion, Greater (Su)
While you are holding, wearing, or wielding the weapon, you can use a swift action to summon an allied creature. When assigning this ability to the item, choose one of the creatures from the 5th-level list of the Summon Monster or Summon Nature’s Ally table. Only that creature can be summoned using this ability. The allied creature attacks your foes and serves you to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. It remains with you unless dismissed (a standard action) or killed. If the creature is slain, it can be summoned again after 24 hours, fully healed. You can never have more than one greater companion at any one time.

Crushing Hand (Sp)
Once per day, when you issue the command word and gesture with the weapon, you can create a Large magic hand that can crush foes, as the crushing hand spell.

Dominate Monster (Sp)
Once per day, when you issue the command word and gesture with theweapon, you can use dominate monster as the spell.

Empower Spell, Greater (Su)
You can cast up to three spells per day of up to 9th level that are empowered as though using the Empower Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

Energy Drain (Sp)
Once per day, when you issue the command word and gesture with the weapon, you cause it to emit a black beam of negative energy that bestows 2d4 negative levels on a subject, as the energy drain spell.

Heal, Mass (Sp)
Three times per day on command, you can use mass heal as the spell. This ability can instead deal damage to undead creatures.

Imprisonment (Su)
Once per day, when you make a successful melee touch attack against a foe, you can imprison that foe beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll.

Meteor Swarm (Sp)
Once per day on command, you can use meteor swarm as the spell.

Polar Ray (Sp)
Two times per day, when you issue the command word and gesture with the weapon, you cause it to emit a blue-white ray of freezing air and ice, as the polar ray spell.

Power Word Stun (Sp)
Two times per day on command, you can use power word stun as the spell.

Quicken Spell (Su)
You can cast up to three spells per day of up to 6th level that are quickened as though using the Quicken Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) does not take a full-round action when using this ability. You cannot use this ability if you cannot already cast spells.

Regeneration (Su)
While you are holding, wearing, or wielding the weapon, you heal 1 point of damage per level every hour rather than every day and regrow lost body parts, as though wearing a ring of regeneration.

Summon Monster IX (Sp)
Once per day when you issue the command word and gesture with the weapon, you can use summon monster IX as the spell.

Time Stop (Sp)
Once per day on command, you can use time stop as the spell.

Weird (Sp)
Once per day on command, you can frighten to death all creatures within 30 feet, as the weird spell.

Wishes, Three (Su)
The weapon grants you three wishes as the wish spell. You must state the desired effect while holding the weapon. As long as you meet the level requirement, you gain this benefit, even if a previous owner has made three wishes using the item. A given creature can never gain more than three wishes in this way.

Wizardry IV (Su)
While you are holding, wearing, or wielding the weapon, you can prepare or cast double your normal number of 4th-level arcane spells per day, as though wearing a ring of wizardry IV.


Weapon Ascension 30th Level
A Demigod may choose one of the following abilities.

Everlasting
This ability grants its bearer limited immortality. While in contact with this item, the bonded creature doesn’t age; doesn’t need to eat, drink, or breathe; and doesn’t suffer any ill effects from extreme heat or extreme cold.

Rejuvenating
The bearer of this item can rejuvenate her body. Once per day as a standard action, you can heal yourself of 10 points of damage per level.

Unstoppable Strike
Once per day The weapon bypasses all armor. The wielder can make a full round of attacks against touch AC.

Legendary Weapons Ability Menu's

Gods Among Us AlanUnderwood