Weapons may be enhanced through Magical means, akin to how they can be improved mundanely through Masterworking. During Character Creation, you may purchase the following enhancements at their listed values. During gameplay, such weapons may be found, crafted (with the appropriate skills), or bartered for (although they are typically much more expensive).
Most Magic Weapons fall into a Tier, of +1 to +5. A single weapon may never have more than a combined total of +10 in Magical effects.
Instead of a unique effect, you may instead buy simple Effects for your weapon. Each Magic Tier purchased grants your weapon its listed bonus towards attack and damage rolls with the weapon in question. For example, a +5 simple magic weapon grants the wielder +5 Enhancement Bonus to attack and damage rolls. Below is a table demonstrating the values of Magic Tiers:
| Magic Weapon Tier | TU Value |
|---|---|
| +1 Weapon | 20 |
| +2 Weapon | 80 |
| +3 Weapon | 180 |
| +4 Weapon | 320 |
| +5 Weapon | 500 |
| +6 Weapon | 720 |
| +7 Weapon | 980 |
| +8 Weapon | 1,280 |
| +9 Weapon | 1,620 |
| +10 Weapon | 2,000 |
An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired. This Effect may only be applied to composite bows.
This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack, but before the end of her turn. This movement does not count against her ability to move, or take a 5-foot step earlier or later in the round. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.
An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).
This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.
This ability can only be placed on a melee weapon. When the wielder of a benevolent weapon uses the aid another action to grant an ally a bonus on attack rolls, he increases the aid another bonus by the enhancement bonus of the weapon.
A called weapon can be teleported to the wielder’s hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature’s possession for at least 24 hours for this ability to function.
Countering can only be placed on melee weapons. A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder’s reach.
This special ability can only be placed on melee weapons.As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies its wielder everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can’t dance (attack on its own) again for 4 rounds.
This special ability can only be placed on melee weapons that normally deals nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume.
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed.
This special ability can only be placed on a ranged weapon or thrown weapons. A distance weapon has double the range increment of other weapons of its kind.
This weapon special ability can only be applied to alchemical or metal firearm cartridges. Dry load cartridges can be used to load guns underwater or in other airless environments, such as a vacuum. This special ability protects the cartridge’s contents as it is being loaded into a firearm and creates a residual bubble of air that surrounds that firearm, further protecting the ammunition and allowing the firearm with this ammunition loaded in it to be fired in an airless environment. After the cartridge is loaded, the bubble of air lasts for 3 minutes or until the firearm is fired, whichever occurs first. A firearm loaded with this ammunition still takes the —2 penalty on attack rolls when fired underwater for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When firing a dry load cartridge underwater or in an airless environment, a misfire that results in a firearm explosion occurs normally.
The listed price is for 50 dry load cartridges.
Only bows and crossbows can be made into endless ammunition weapons — firearms and other projectile weapons cannot. Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with ammunition.
If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired.
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
A glamored weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only True Seeing or similar magic reveals the true nature of a glamored weapon while it is disguised. After a glamored weapon is used to attack, this special ability is suppressed for 1 minute.
A huntsman weapon helps its wielder locate and capture their quarry.
When the weapon is held in hand, the wielder gains a bonus equal to the weapon's Masterwork tier on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.
This ability doubles the threat range of a weapon. This benefit doesn’t stack with any other effects that expand the threat range of a weapon, such as Badger's Ferocity.
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust, and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus.
This special ability can only be placed on melee weapons. A menacing weapon helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature.
All damage this weapon deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
This special ability can only be placed on ranged weapons. A nimble shot weapon doesn’t provoke attacks of opportunity when fired.
This special ability can only be placed on melee weapons. A nullifying weapon suppresses a creature’s spell resistance for a short amount of time. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target’s spell resistance is reduced by 1 for 1 minute. On a confirmed critical hit, its spell resistance is instead reduced by an amount equal to the weapon’s critical multiplier. Multiple hits from a nullifying weapon stack.
A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the Dimensional Anchor spell for 1 round.
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
This special ability can only be placed on melee weapons.
A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Athletics (STR) checks to swim equal to twice the weapon’s enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell Freedom of Movement.
This special ability can only be placed on ranged and thrown weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation (this benefit is not cumulative with similar effects, such as a Haste spell).
This special ability can only be placed on melee weapons. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder’s command, becoming any other melee weapon of the same general shape and handedness; the weapon’s categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can thus become an actual Medium longsword, usable by a Medium creature without the —2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities, including enhancement bonuses and weapon special abilities, except those prohibited by its current shape.
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
This special ability can only be placed on melee weapons. A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal (WIS) check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.
The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a nonlethal weapon if the weapon also has the Deadly effect. All of these are Enhancement Bonuses, and their damage is adjusted by their Elemental Type - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action.
This effect changes the weapons damage type to Anarchic, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Axiomatic, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Acid, and it loses its other damage types while active. The weapon now inflicts 1d8 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Fire, and it loses its other damage types while active. The weapon now inflicts 2d6 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Cold, and it loses its other damage types while active. The weapon now inflicts 1d8 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability may only be applied to Bludgeoning weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Holy, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Primal, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability may only be applied to Slashing weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Sonic, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Electricity, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability may only be applied to Piercing weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Unholy, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
This ability changes the weapons damage type to Venom, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below.
Multiple magical damage effects may be applied to a single weapon at the following cost:
A magical weapon with hybrid damage inflicts half of each damage type. The same damage type may be stacked with itself, if desired. These hybrid Effects often take on new forms of damage and are often referred to by the following hybrid names, but each type should be discussed with your GM.