Weapon Enhancements (EM)

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All the enchantments that can be added to almost any weapon, are to be found here. There are exceptions, however, but the DM should reroll these.
Light Generation: As a general rule, magical weapons, armor, or items should not shed light when drawn or being used. This makes it too easy for the players to determine if a weapon is magical, unless the item's description states that it sheds light. However, if the DM chooses, he or she can rule that magical weapons (particularly swords, daggers, and +3 or greater items) shed light and can't be concealed when drawn. In this case, a magical weapon should never glow until the wielder is aware of its magical properties the light properly of a weapon should never be used as an excuse to identify a magical item.
Note that the flame tongue, frost brand, holy avenger, life stealing, and sharpness swords have special properties with regard to light. These are dealt with in the individual weapon descriptions.
When the Random Tables are used, the DM should roll on the table below in order to determine which enchantment is gained for the weapon. Once rolled, refer to the specific entry below for full details.
Roll 	Enhancement Gained
01 	of Adaptation*
02 	Agoraphobic*
03 	Anti-stoneskin*
04 	Anything
05 	Aquatic*
06 	Aquatic with Free Action*
07 	of Balance*
08 	Bloodfearer*
09 	Boneiron*
10 	Bonewood*
11 	Bonus vs. Opponent*
12 	of Breathing*
13 	Brittleblade*
14 	of Charming*
15 	of Clairaudience*
16 	of Clairvoyance*
17 	Claustrophobic*
18 	of Concealed Wizardry*
19 	of Deceiving*
20 	of Defending*
21 	of Deflecting*
22 	of Detect Evil/Good*
23 	of Detect Gems*
24 	of Detect Magic*
25 	of Detect Metal*
26 	of Detect Shifting Walls & Rooms*
27 	of Detect Slopes*
28 	of Detection*
29 	of Disruption*
30 	of Draining*
31 	of Enchantment*
32 	of ESP*
33 	of Extinguishing*
34 	of Extra Damage*
35 	of Find Secret Doors*
36 	of Find Traps*
37 	of Finding*
38 	of Flame*
39 	of Flaming*
40 	of Flying*
41 	of Flying II*
42 	of Forgetfulness*
43 	Fossilized*
44 	of Healing*
45 	of Healing II*
46 	of Hiding*
47 	with Hilt of Conjuring*
48 	of Holding*
49 	of Illumination*
50 	of Illusion*
51 	Intelligent*
52 	Intelligent II*
53 	Invisible*
54 	of Levitation*
55 	of Lighting*
56 	Lightweight*
57 	Living*
58 	Miniature*
59 	Narcissistic*
60 	Petrified*
61 	Polymorphed*
62 	of Proficiency*
63 	Purple-Leaf*
64 	Quirk*
65-67	Racial*
68 	of Returning*
69 	of See Invisible*
70 	Shivering*
71 	of Silence*
72 	of Silencing*
73 	of Slaying*
74 	of Slicing*
75 	of Slowing*
76 	of Specialization*
77 	Spectral*
78 	of Speed
79-80	of Speed II*
81 	of Speeding*
82 	Stoneiron*
83 	of Stunning
84 	of Surrender*
85 	of Telekinesis*
86 	of Telepathy*
87 	of Teleportation*
88 	of Translating*
89 	Unbreakable*
90 	Uncharged*
91 	of Venom
92 	of Watching*
93 	Weightless*
94 	of Wishing*
95 	Woodiron*
96 	of X-Ray Vision*
97-99	Roll twice, ignoring 97-00 results
00 	Roll three times, ignoring 97-00 results
As an added feature, DMs may choose to roll on the table below to determine the construction material of a weapon. Often, the weapon's description states what the weapon is made of, but this can be superseded by choosing a material or rolling on the table below.
Roll 	Construction Material
01 	Adamantite
02-10	Bone
11-20	Copper
21-60	Iron
61-70	Obsidian
71-75	Silver
76-85	Steel
86-95	Stone
96-00	Wood
: Encyclopedia Magica Pages 1506 to 1507
Category:Encyclopedia Magica