Weapon can hold one spell of spell level 2 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Weapon can hold one spell of spell level 3 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Weapon can hold one spell of spell level 4 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Once per day, when the weapon is thrown and hits, the weapon can unleash a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.
Once per day, you may speak the command word to emanate black smoke around your weapon. Each creature you choose in a 30 foot radius must succeed on a DC 15 WIS Saving throw or become frightened for 1 minute.
When you critically hit, the target takes an extra 3d6 necrotic dmg (except for undead or constructs). You gain temporary hit points equal to the extra dmg dealt.
This jet-black ultrahard metal is incredibly rare and incredibly durable. These weapon are unusually effective when used to break objects. Whenever an adamantine weapon or ammunition hits an object, the hit is a critical.
This steel contains an intricate wavy pattern due to the way it was made (Damascus steel in our world). These weapons maintain their edge far longer than standard weapons and such have a +1 to damage. This metal is a signature part of the Dalenrike Empire.