Minor Magics:  
	Most dms including myself often use magical items as a common occurence, but most  worlds magic is feared, hated, and or  rare.  For those worlds, and if a magical item is given or lent to PCs for lowlevel adventures you don’t want to just give them a battleaxe +1 this takes away form the mystique and accomplishment of magical weapons.  Usually the 1st time a person gets a magical weapon they want more, more, more, but realistically how many weapons or suits of armor can a person have.  Below I have found, created, and use these minor magical items to reward lowlevel PC’s with out the worry of overpowerring or overbalancing any campaign.  Fighters are generally the hardest to modify. A wizard and priest can use wands, rods, staves, etc. while a fighter and thief have a more limited selection.  So here is what I use.
Silver-Iron weapons:  created by the magical bonding of silver and cold iron these weapons have a mottled silver-black appearance.  These weapons do not have any + to hit or damage however they can hit Supernatural creatures.  These silver weapons can hit demons, devils, lycantropes, gargoyles, and most undead (most notably the vampire.) These weapons don’t seem real impressive, but most inflict more damage depending on the creature and its aversion to silver.  Another plus about these weapons is they remain equally effective fighting on other planes of existence.  A silver weapon is a weak alternative to the ordinary hum drum battleaxe +1.  The cost of a silver weapon or suit of armor is roughly 1/2 of the cost of magical variant.  This is not to be confused with a weapon fashioned from silver (which is made wholly from silver and suffers from silvers weakness.)  A rod of Cancellation or a wand of negation (on a failed save will destroy the weapon as the components seperate.)  Silver-Iron weapons save as hard metal.  The positive note is that silver iron saves 1 vs. the rusting attack of a rust monster.
Blessed Weapons:  These weapons are soaked in holy water for use against evil creatures.  The priest than blesses and consecrates the weapon for battling evil (similar to a dedicated weapon.)  The weapon when used against evil creatures confer a +1 to hit.  Any other creatures the item is mundane.  If the weapon is despoiled used against a good creature it reverts permanently to a mundane weapon.  Other methods of defilement is having defile, curse, or the weapon treated with disrespect cause the weapon to disenchant.  The cost of a blessed weapon is the same cost for silver Iron weapon. (standard price 1,000gp) and can only be purchased at a temple (please note the temple are not usually willing to part with blessed weapons, without at least a task or quest or the purchasor, and this is over and above the price of the weapon.)
Consecrated Weapons:  These are weaker versions of magical items that are created by priests and made to combat certain types of creatures (i.e. a sword made to fight Golems.) These weapons offer no bonuses to attack or damage, but do allow the character to hit creatures (even those immune to non-magical weapons) of the type the creature is dedicated to (i.e. the golem sword can hit any golem type )regardless of non-magical weapon immunity and inflict damage.  The weapon also recieves a +1 bonus to saving throws against special attacks by the weapons dedicated foe including spells cast by that foe.
Dedicated Weapons:  a third form of holy weapon these weapons are fashioned to fight certain creatures who don’t require pluses to hit, but still present special problems in combat. For instance a weapon dedicated to fighting rust monsters would have 100% immunity to rust, while a weapon used to fight adheres would never stick to the opponent.  These weapons don’t offer any bonuses to hit or damage.
Consecrated Armor:  a suit of armor, or shield is blessed by a priest and used for the purpose of fighting a type of monster.  For instance a chainmail suit consecrated to fighting dragons would add a +1 bonus to AC against a dragons physical attacks, and a +1 bonus to when saving against a dragons breath weapon or magic spells.  Consecration works against general groups of monsters (not specific, or individuals) So a weapon consecrated to fight dragons works on all dragons (not just red dragons).  Against opponents the armor is not consecrated to the armor functions as an ordianary suit of that type. worth 10x the gp of a normal item.
Dedicated Items: same as consecrated Armor, but fashioned into more mundane items such as rings, cloaks, helms, etc.  Against opponents the item is not consecrated to, it functions as an ordianary item and is worthless in battle.  These are worth 5,000gp
Trivial Magical Items: Weapons, and Armor:  These weapons, Items, and Armor are imbued with minor magics.  They are great for low level characters.  The weapon, Item, or Armor can be imbued with 1 of the following effects.  The item has no real game effects (like pluses to hit or damage against any creature) however  they can be useful and often are prized  by the owner.  
1d12 roll	Type		Uses			Effect
1-3		Light		3/day		continual light on itself  
4-5		Shine		at will		Immune to effects of Rust, Age, dirt, dust
6-7		Fire		when held	Fearie fire on item (no effect )
8		Heat/Chill	3/day		Minor Heat metal (very warm\cold only)
9		Sharpness	perm		Never needs sharpening ever.		
10		Find		2/day		Casts detect food & water (30 yd radius)	
11		Detect		when held	30 yards. a creature type (i.e. goblins)
12		Special		special		Dms choice

Use this chart when you wish to add flavor to the consecrated, blessed, dedicated weapons or even ordinary magical weapons.  
Charged Magical Items:  Weapons and Armor are faulty in the creation process.  Each item has roughly 2-8 charges.  The charges are spent at the players whim (they must be announced before initiative.) each use cost 1 charge. The charge lasts 1 turn.  While charged the weapon glows brillantly (as bright as a torch this will limit ability to surprise opponents.)  When the weapon is charge the weapon has a +1 to hit, and Armor, rings, cloaks, etc while charged has a +1 bonus to the AC.  Although these weapons are charged they cannot be recharged because of the flawed dweomer that infuses them.  After the weapon has run out of charges the weapon reverts to a normal weapon that is unable to ever hold magical properties again.   These items cost 5 times the value of a normal weapon.