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Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus. You can’t simply have a flaming longsword—it would have to be at least a +1 flaming longsword.
Caster Level for Weapons
The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Weapons and Critical Hits
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
Approved Weapon Enchantments
Name | Prerequisites | Weapon Type | Description | Bonus Value | Edit |
Acidic Burst | Any Weapon |
The weapon automatically showers an opponent with acid upon a successful critical hit, dealing extra acid damage. |
+1 | edit |
Anarchic |
None |
Any Weapon |
An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. |
+2 | edit |
Aquan |
None |
Any Weapon |
An aquan weapon automatically overcomes the damage reduction of any creature that has the fire subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. |
+2 | edit |
Aquatic |
None |
Any Weapon |
While wielding an aquatic weapon, you do not incur any penalties that would otherwise apply to using the weapon underwater, as though you were affected by a freedom of movement spell. |
+1 | edit |
Arcane Might |
None |
Bows |
You can channel the energy of your arcane spells through this bow to make the arrows fired from it more damaging. |
+1 | edit |
Auran |
None |
Any Weapon |
An auran weapon automatically overcomes the damage reduction of any creature that has the earth subtype. In addition, the weapon deals an extra 2d6 points of damage against such creatures. |
+2 | edit |
Axiomatic |
None |
Any Weapon |
An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. |
+2 | edit |
Bane |
None |
Any Weapon |
A bane weapon excels at attacking one type or subtype of creature. |
+1 | edit |
Banishing |
None |
Any Weapon |
When you strike an extraplanar creature of 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that creature back to its home plane (Will DC 20 negates). |
+2 | edit |
Berserker |
None |
Two-Handed Melee Weapon |
In your hands, a berserker weapon deals an extra 1d8 points of damage on any successful attack while you are raging. |
+1 | edit |
Binding |
None |
Any Weapons |
When you activate a binding weapon, the next successful attack you make with it before the end of your turn prevents the target from using any form of extradimensional travel, as the dimensional anchor spell. |
+1 | edit |
Blessed |
None |
Any Weapon |
A blessed weapon is treated as good-aligned for the purpose of overcoming damage reduction. This effect is continuous and requires no activation. |
+1 | edit |
Blindsighted |
None |
Any Weapon |
When activated, a blindsighted weapon emits a susurrus of whispered notes (Listen DC 10). While wielding the activated weapon, you gain blindsight out to 30 feet. |
+2 | edit |
Bloodfeeding |
None |
Melee Weapon |
Every time a bloodfeeding weapon deals damage to a living creature, it gains 1 “blood point,” which it can store for up to 1 hour. The weapon can store a maximum of 10 blood points. This effect is continuous and requires no activation. |
+1 | edit |
Blurstrike |
None |
Melee Weapon |
When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). |
+2 | edit |
Bodyfeeder |
None |
Any Weapon |
Whenever a bodyfeeder weapon you wield scores a successful critical hit against a living creature, you gain temporary hit points equal to half the damage dealt by the critical hit. |
+3 | edit |
Brash |
None |
Melee Weapon |
If you enter a rage while wielding a brash weapon, the rage lasts for an extra 3 rounds. In addition, while raging and wielding a brash weapon, you gain immunity to fear effects. |
+1 | edit |
Brilliant Energy |
None |
Melee and Thrown Weapons |
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). |
+4 | edit |
Brutal Surge |
None |
Melee Weapon |
After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack in addition to dealing its normal damage. |
+1 | edit |
Changeling |
None |
Spear, Shortspear, or Longspear |
A changeling weapon allows you to choose its length and appearance each time you attack with it. |
+1 | edit |
Chargebreaker |
None |
Melee Weapon |
Any charging creature hit by a chargebreaker weapon must succeed on a DC 14 Fortitude save or be knocked prone. |
+1 | edit |
Charging |
None |
Melee Weapon |
When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge attack. |
+1 | edit |
Collision |
None |
Any Weapon |
A collision weapon temporarily increases its own mass at the end point of each swing or shot. When you wield such a weapon, you deal an extra 5 points of damage with each hit. |
+2 | edit |
Consumptive |
None |
Any Weapon |
When activated, a consumptive weapon is shrouded in negative energy that seems to draw light into it. |
+2 | edit |
Corrosive |
None |
Any Weapon |
When activated, a corrosive weapon is sheathed in acid. The acid does not harm you as long as you have the weapon in hand. The effect persists until you speak a second command word. A weapon that has this property deals an extra 1d6 points of acid damage on a successful hit. |
+1 | edit |
Cursespewing |
None |
Any Weapon |
Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. |
+3 | edit |
Dancing |
None |
Melee Weapon |
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. |
+4 | edit |
Deadly Precision |
None |
Any Weapon |
A deadly precision weapon deals an extra 1d6 points of damage whenever you make a successful sneak attack or sudden strike with it. |
+1 | edit |
Defending |
None |
Any Weapon |
A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. |
+1 | edit |
Defensive Surge |
None |
Melee Weapon |
After a successful melee attack with a defensive surge weapon in any round in which you use the Combat Expertise feat or fight defensively, you can activate the weapon and gain an additional +2 bonus to Armor Class until the start of your next turn. |
+1 | edit |
Desiccating |
None |
Any Weapon |
A desiccating weapon destroys the water in a living creature that it strikes, dealing an extra 1d4 points of damage. |
+1 | edit |
Desiccating Burst | Any Weapon |
The weapon explodes with a dehydrating blast on a successful critical hit, dealing extra damage. |
+1 | edit |
Disarming |
None |
Melee Weapon |
A disarming weapon grants you a +2 bonus on disarm attempts. In addition, opponents cannot disarm you of this weapon. |
+2 | edit |
Dislocator |
None |
Any Weapon |
When you activate a dislocator weapon, the next successful attack you make before the end of your turn causes your target to be teleported up to 10 feet in any direction you choose (Will DC 17 negates). |
+1 | edit |
Dispelling |
None |
Any Weapon |
When you strike a creature or object with a dispelling weapon, you can activate it to target that creature or object with a targeted dispel magic effect (as the spell). |
+1 | edit |
Disruption |
None |
Bludgeoning Weapon |
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. |
+2 | edit |
Distance |
None |
Ranged Weapon |
This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind. |
+1 | edit |
Divine Wrath |
None |
Any Weapon |
Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6). |
+1 | edit |
Domineering |
None |
Any Weapon |
A creature hit by a domineering weapon becomes shaken for 1 minute (Will DC 16 negates). |
+2 | edit |
Eager |
None |
Melee Weapon |
An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat. |
+1 | edit |
Energy Aura |
None |
Any Weapon |
Once activated, each hit by this weapon deals an extra 1d6 points of damage of an energy type of your choice (acid, cold, electricity, or fire, chosen when activated). |
+2 | edit |
Everbright |
None |
Any Weapon |
An everbright weapon can fl ash with a brilliant light twice per day at your command. When it is activated, all creatures within 20 feet of you are blinded for 1 round (Reflex DC 14 negates). |
+1 | edit |
Fiercebane | Any Weapon |
A fiercebane weapon excels at attacking one type or subtype of creature. |
+1 | edit |
Flaming |
None |
Any Weapon |
Upon command, a flaming weapon is sheathed in fire. |
+1 | edit |
Flaming Burst | Any Weapon |
A flaming burst weapon explodes with flame upon striking a successful critical hit. |
+1 | edit |
Fleshgrinding |
None |
Piercing or Slashing Melee Weapon |
You can activate a fleshgrinding weapon any time you deal damage with it to a living creature in melee. When this occurs, you let go of the weapon and it magically animates, grinding itself into the foe’s flesh. |
+2 | edit |
Force |
None |
Projectile Weapon |
A projectile weapon with the force enchantment turns ammunition shot from it into a force attack. |
+2 | edit |
Frost |
None |
Any Weapon |
Upon command, a frost weapon is sheathed in icy cold. |
+1 | edit |
Ghost Strike | Melee Weapon |
Sneak attacks and critical hits made with a ghost strike weapon against an undead creature affect it as if it were a living creature. |
+1 | edit |
Ghost Touch |
None |
Melee Weapon |
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. |
+1 | edit |
Greater Dispelling | Any Weapon |
When you strike a creature or object with a dispelling weapon, you can activate it to target that creature or object with a targeted greater dispel magic effect (as the spell). |
+1 | edit |
Harmonizing |
None |
Melee Weapon |
A harmonizing weapon accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. |
+1 | edit |
Hideaway |
None |
Any Weapon |
When activated, a hideaway weapon folds up into a bundle two size categories smaller than you, making it easy to conceal. |
+1 | edit |
Holy |
None |
Any Weapon |
A holy weapon is imbued with holy power. |
+2 | edit |
Holy Surge | Any Weapon |
On a successful melee attack with a holy surge weapon, you can command it to emit a burst of holy energy. |
+1 | edit |
Hunting |
None |
Any Weapon |
A hunting weapon increases your bonus on weapon damage rolls by 4 against your favored enemies. |
+1 | edit |
Icy Burst | Any Weapon |
An icy burst weapon explodes with frost upon striking a successful critical hit. |
+1 | edit |
Ignan |
None |
Any Weapon |
An ignan weapon automatically overcomes the damage reduction of any creature that has the water subtype. In addition, the weapon deals an extra 2d6 points of damage against such targets. |
+2 | edit |
Impact |
None |
Bludgeoning |
An impact weapon has double the threat range of a normal weapon of its type. |
+1 | edit |
Impaling |
None |
Piercing Melee Weapon |
Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. |
+1 | edit |
Impedance |
None |
Any Weapon |
When you use an impedance weapon to strike a creature, the target’s ability to cast spells or use spell-like abilities is impeded for 1d6 rounds. |
+2 | edit |
Incorporeal Binding | Melee Weapon |
When this weapon strikes an incorporeal creature, it emits a single pulse of gray energy that temporarily anchors the target more firmly to the material world. |
+1 | edit |
Keen |
None |
Piercing or Slashing Weapons |
This ability doubles the threat range of a weapon. |
+1 | edit |
Ki Focus |
None |
Any Weapon |
The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. |
+1 | edit |
Knockback |
None |
Any Weapon |
Three times per day, you can activate this weapon and use it to drive your opponent back. |
+1 | edit |
Lucky |
None |
Any Weapon |
A lucky weapon offers a second chance at success. Once per day, you can reroll a single failed attack roll. |
+1 | edit |
Maiming |
None |
Any Weapon |
A maiming weapon twists and digs into the flesh of its target, rending, tearing, smashing, and bruising it. |
+1 | edit |
Manifester |
None |
Any Weapon |
When manifesting a power, the bearer of this weapon can draw 5 power points from it. |
+2 | edit |
Merciful |
None |
Any Weapon |
The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. |
+1 | edit |
Metalline |
None |
Melee Weapon |
When you activate a metalline weapon, you can change its composition to adamantine, alchemical silver, cold iron, or ordinary steel. |
+2 | edit |
Mighty Cleaving |
None |
Slashing Melee Weapon |
A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. |
+1 | edit |
Mighty Smiting |
None |
Melee Weapon |
If you have a smite ability, you gain an extra +2 bonus on your smite attack rolls and damage rolls. |
+1 | edit |
Mindcrusher |
None |
Any Weapon |
Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals on that strike. |
+2 | edit |
Mindfeeder |
None |
Any Weapon |
When you score a critical hit with a mindfeeder weapon, you gain 1 temporary power point for every 5 points of damage dealt by the critical hit. |
+1 | edit |
Morphing |
None |
Melee or Thrown Weapon |
You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). |
+1 | edit |
Paralytic Burst |
None |
Any Weapon |
Whenever you score a critical hit with this weapon, a wave of green energy washes over the target, paralyzing it for 1 round (Will DC 17 negates). |
+2 | edit |
Paralyzing |
None |
Melee Weapon |
When a paralyzing weapon is activated, the next creature struck by the weapon must succeed on a DC 17 Will save or be paralyzed. |
+1 | edit |
Parrying |
None |
Any Weapon |
A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC. |
+2 | edit |
Power Storing |
None |
Any Weapon |
A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. |
+1 | edit |
Precise |
None |
Ranged Weapon |
You can shoot or throw a precise weapon at an opponent engaged in melee without incurring the standard –4 penalty. |
+1 | edit |
Prismatic Burst |
None |
Any Weapon |
Whenever you score a successful critical hit with this weapon, multicolored light springs from the gems and cascades along its blade or head, subjecting the target to a prismatic spray effect (save DC 20). |
+4 | edit |
Profane |
None |
Any Weapon |
By speaking the appropriate command word, you can sheathe a profane weapon in crackling black negative energy. |
+1 | edit |
Profane Burst | Any Weapon |
The weapon explodes with negative energy on a successful critical hit, dealing extra negative energy damage. |
+1 | edit |
Psychic |
None |
Any Weapon |
A psychic weapon’s power depends on its wielder. It gains an enhancement bonus based on the wielder’s current power point reserve. |
+2 | edit |
Psychokinetic |
None |
Any Weapon |
Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. |
+1 | edit |
Psychokinetic Burst | Any Weapon |
The weapon releases a blast of destructive psionic energy on a successful critical hit, dealing extra force damage. |
+1 | edit |
Quick Loading |
None |
Crossbow |
A quick loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing you to reload the crossbow more rapidly than normal. |
+1 | edit |
Returning |
None |
Thrown Melee Weapon |
A returning weapon flies through the air back to the creature that threw it. |
+1 | edit |
Revealing |
None |
Any Weapon |
Any opponent struck by a weapon that has this property is outlined in magical flames, as the faerie fire spell, for 5 rounds. |
+1 | edit |
Sacred |
None |
Any Weapon |
By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. |
+1 | edit |
Sacred Burst | Any Weapon |
The weapon explodes with positive energy on a successful critical hit, dealing extra positive energy damage to creatures. |
+1 | edit |
Screaming |
None |
Any Weapon |
Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. |
+1 | edit |
Screaming Burst | Any Weapon |
The weapon explodes with sonic energy on a successful critical hit, dealing extra sonic damage. |
+1 | edit |
Seeking |
None |
Ranged Weapon |
The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. |
+1 | edit |
Shattermantle |
None |
Any Weapon |
A shattermantle weapon damages a foe’s spell resistance. |
+1 | edit |
Shielding |
None |
Light Melee Weapon |
A shielding weapon is most often employed as an off-hand weapon. |
+1 | edit |
Shock |
None |
Any Weapon |
Upon command, a shock weapon is sheathed in crackling electricity. |
+1 | edit |
Shocking Burst | Any Weapon |
A shocking burst weapon explodes with electricity upon striking a successful critical hit. |
+1 | edit |
Slow Burst |
None |
Any Weapon |
A chill aura numbs this weapon’s victim when you strike true. |
+2 | edit |
Speed |
None |
Any Weapon |
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. |
+3 | edit |
Spell Storing |
None |
Any Weapon |
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. |
+1 | edit |
Spellstrike |
None |
Any Weapon |
A spellstrike weapon allows you to transfer some or all of the weapon’s enhancement bonus, using it as a bonus on your saving throws against spells or spell-like abilities. |
+1 | edit |
Stunning | Any Weapon |
On a successful critical hit with a stunning weapon, the target must succeed on a DC 17 Fortitude save or be stunned for 1 round. |
+1 | edit |
Sweeping |
None |
Melee Weapon |
This property grants you a +2 competence bonus on any Strength check made to trip an opponent with the weapon. |
+1 | edit |
Terran |
None |
Any Weapon |
A terran weapon automatically overcomes the damage reduction of any creature that has the air subtype. In addition, the weapon deals an extra 2d6 points of damage against such targets. |
+2 | edit |
Throwing |
None |
Melee Weapon |
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. |
+1 | edit |
Thundering |
None |
Any Weapon |
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. |
+1 | edit |
Unholy |
None |
Any Weapon |
An unholy weapon is imbued with unholy power. |
+2 | edit |
Unholy Surge | Any Weapon |
On a successful melee attack with an unholy surge weapon, you can command it to emit a burst of unholy energy, which deals an extra 3d6 points of damage to a good-aligned target. |
+1 | edit |
Vampiric |
None |
Melee Weapon |
A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount. |
+2 | edit |
Vanishing |
None |
Melee Weapon |
A vanishing weapon allows you to travel short distances instantaneously. |
+2 | edit |
Venomous |
None |
Any Weapon |
When activated, a venomous weapon coats itself in injury poison (Fort DC 14, 1d4 Str/1d4 Str), which lasts for 1 minute or until your next successful attack with the weapon, whichever comes first. |
+1 | edit |
Vicious |
None |
Melee Weapon |
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. |
+1 | edit |
Vorpal |
None |
Slashing Weapon |
This potent and feared ability allows the weapon to sever the heads of those it strikes. |
+5 | edit |
Warning |
None |
Any Weapon |
A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held. |
+1 | edit |
Weakening |
None |
Any Weapon |
When you score a critical hit with a weakening weapon, the target takes a –4 penalty to its Strength score (to a minimum score of 1) for 10 minutes. |
+1 | edit |
Whirling |
None |
Slashing Melee Weapon |
Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby opponents. |
+1 | edit |
Banned Weapon Enchantments
We don't allow everything. Here's what has already been denied. Please do not add or request these be added.
Bloodstone: Bodyfeeder is better, less complicated.
Dragondoom: Bane enchantment will suffice thematically, and is more flexible.
Dragonhunter: Bane enchantment will suffice thematically, and is more flexible.
Energy Surge: Somewhat redundant with Burst enchantments.
Enervating: Drains Levels from target. Overly complicated to figure out on the fly, drags combat to a crawl as stats/abilities are re-calculated.
Implacable: Ongoing damage too much to keep track of.