Weapon Spirit

Enchantment 
Transfers the personality and some of the intelligence of a recently deceased being (humanoid or not – dogs are popular subjects) to a weapon, usually a sword. The enchantment is at -1 for each full day that elapsed between the donor’s death and the beginning of the enchantment. Most of the body must be present at the beginning of the enchantment, but may disposed of after it commences. 
The enchanter can pass on as little or as much of the donor’s IQ as he wishes to the weapon, as well as some of the donor’s skills, advantages, and disadvantages. The weapon has no memory of its former existence. Although it has no sensory organs, it possesses sight and hearing (Per 10). Quirks (or disadvantages reduced to quirk level) are sometimes transferred from the donor to the weapon, whether the enchanter wants them or not (this is why dogs are popular; their personalities tend to make biddable but effective weapons). 
The weapon can communicate with its wielder through an extremely basic empathy. When the wielder takes a course of action the weapon approves of, he gets a “good feeling,” and if he takes one the weapon disapproves of, he gets an equivalent “bad feeling.” The weapon may be enchanted with the Voices spell to give it a voice. Various Communication and Empathy enchantments may be added to the weapon to enhance the communication. 
Each time it gets a new wielder, the weapon must make a single reaction roll, which sets the tone for its relationship with the wielder from that point on. On a very good reaction, the weapon will do literally anything for its wielder; on a very bad one, it refuses to communicate or cooperate in any way. The GM should record the result; the weapon cannot be forced to roll a new reaction by being passed back and forth between wielders! 
The weapon’s skills cannot be improved, although skills such as Skills/G-J/History or Area Knowledge may be kept current through the absorption of new knowledge.

Energy cost to cast: 100 per point of IQ transferred, plus 25 times the CP cost of each skill, plus 50 times the total CP cost of all the advantages and disadvantages (minimum of zero). Add 300 for Voices. 
Prerequisites: Enchant and Summon Spirit.