All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Apex Items | Armor | Artifacts | Assistive Items | Blighted Boons | Censer | Consumables | Contracts | Cursed Items | Customizations | Figurehead | Grimoires | Held Items | High-Tech | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Trade Goods | Vehicles | Wands | Weapons | Worn Items


Accessory Runes | Armor Property Runes | Fundamental Armor Runes | Fundamental Weapon Runes | Shield Rune | Weapon Property Runes


There is a Legacy version here.

PFS StandardSpell ReservoirItem 13

Uncommon Magical 
Source GM Core pg. 239
Price 2,700 gp
Usage etched onto a melee weapon; Bulk
A spell reservoir rune creates a pool of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd rank or lower into the weapon. The spell must require 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later.
When you wield a spell reservoir weapon, you immediately know the name and rank of the stored spell. A spell reservoir weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it.

Activate—Channeled Release [two-actions] (concentrate); Requirements A spell is stored in the weapon; Effect Make a Strike with the weapon. You expend the stored spell as part of this Strike; this empties the spell from the weapon and allows a spell to be cast into it again. If the Strike hits, the spell targets the target of the attack. If the spell requires a spell attack roll, the result of your attack roll with the weapon determines the degree of success of the spell, and if the spell requires a saving throw, the DC is 30.

Activate—Safe Release [one-action] (concentrate); Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it.