Inzeladun Weapon Special Ability Descriptions

Morphic: Weapons made of Ferroplasm can be given this ability during item creation. Ferroplasmic weapons holds its shape only in the hands of a psionic being.  Ferroplamic weapons appear as an amorphous glob of liquid metal with a blue tint when not in the hands of a psionic being and loses all special powers. A morphic weapon can take the form of any weapon with which its wielder is proficient. A morphic weapon may only change to other weapons of its size. For example, a morphic ferroplasm shortsword wielded by a Psychic Warrior can be morphed into a rapier, handaxe, light mace, etc. It cannot however be morphed into a longsword. The weapon retains all magical abilities no matter what form it takes. Switching the form of the weapon is a standard action that does not provoke an attack of opportunity. Ferroplasm has hardness 20 and 40 hit points per inch of thickness when in its true form, and a hardness of 5 and 10 hit points per inch of thickness when soft.   A ferroplasm item glows with a violet light (illuminating a 10-foot-radius), unless the item’s owner mentally quenches it. 

Manifester Level: 14th; Prerequisites: Craft Psionic Arms and Armor, Matter Rearrangement, Major Creation, Improved Fabricate; Market Price: +3 bonus.

Adaptation: A weapon of adaptation permits any feat the wielder has that concerns weapons to also affect this weapon.  I.E.  If a character has Weapon Focus (dagger) and this property is on a scimitar he possesses, he effectively has the Weapon Focus feat for the scimitar.  The weapon adapts itself to the wielder and the type of weapons he prefers.  Ranged weapon feats permit the weapon to be thrown.  However, this property does not allow proficiency with the weapon wielded if the character does not already have proficiency.

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, Tenser's Transformation, Limited Wish; Market Price: +3 bonus

Proficiency: This property, as its name suggests, allows the wielder to have proficiency with the weapon enchanted. If the wielder already has proficiency with the weapon he gains an additional +1 circumstance bonus to attack, but not to damage.

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Tenser's Transformation; Market Price: +1 bonus to cost

Racial: This ability allows any member of the caster's race to be proficient with the weapon. It also causes the magic in the weapon to become dormant when wielded by a creature not of that race. Example: an elf falls in battle and his +1 flaming racial scimitar is picked up by a human. When the human wields the weapon it is only considered masterwork while in his hands.  This trait is especially used by the elves and the Gith.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Antipathy, Sympathy, member of the requisite race; Market Price: +2 bonus to cost