Major Wounding (Weapon Ability) [Evil]
The stab wound that the necromancer gave Lorath simply would -not- heal, despite the best efforts of the local clerics.
When struck by a weapon of major wounding, a character must make a Fortitude save (DC 20) or suffer a major wound.
Initally a major wound works exactly like the weapon ability wounding, causing 1 point of Constitution damage. Though skin may regrow over the wound, the wound will never fully heal and may break open again during strenuous physical exertion. Whenever someone who has suffered a major wound takes a full attack action (or at any other time of exertion, at DM's option), they must succede on a Fortitude save (DC 25), or the wound will break open, causing 1 additional point of Constitution damage and 1d4 points of normal damage. This damage happens each time the wound breaks open, but can only occur after the wound has been healed. Example: Bob suffered a major wound early in his career. He is now in a battle with some goblins. He uses a full attack action and passes his Fortitude save. Next round, he again uses a full attack action, but this time he fails his Fortitude save. He takes 1 point of Constitution damage and 1d4 hit points of damage. Next round he uses the full attack action again, but since his wound has already broken open, he does not need to again roll his Fortitude save, and no further damage will be done from his wound until it has healed over again.
A Greater Restoration spell is the only method short of a Wish or a Maximized Empowered Cure Critical Wounds spell that can heal such wounds.
Only evil characters may wield a weapon with the major wounding attribute. Weapons of major wounding are considered so evil characters like paladins would immediately lose their class abilities.