Magic weapons improve a character’s combat abilities. They must be wielded to gain their effects.
Ranged Weapons and Ammunition: Any magical properties of a Projectile weapon also apply to all ammunition fired from that
weapon.
Craft Skills: The craft skills used to create and repair items are listed in parentheses before the item’s description. All magic weapons simply
use the same materials as the original, nonmagical weapon.
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You can activate this weapon as a standard action. When you do, you teleport horizontally to a location within Short (30 ft.) range. Then, you can
make a mundane melee strike at your destination. Unlike most teleportation effects, both your departure and arrival with this effect are
silent.
After you activate this item, you briefly cannot activate it again.
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Rank 5 (2,500 gp): The strike deals double weapon damage against creatures that are at least partially unaware(50% miss chance, -2 Armor and
Ref).
Rank 7 (62,500 gp): The damage multiplier increases to triple weapon damage.
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Whenever you get a damaging hit with this weapon, that target becomes dimensionally anchored. Creatures are anchored as a condition, and
objects are anchored briefly. While dimensionally anchored, the target cannot be teleported. An object subject to this effect is left behind if it is
carried by a creature that teleports.
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As a standard action, you can make a mundane strike using this weapon. On a damaging hit, the target briefly cannot be teleported. An object
subject to this effect is left behind if it is carried by a creature that teleports.
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You do not take an accuracy penalty with attacks using this weapon while submerged(-2 accuracy, Armor, Ref).
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This weapon continuously crackles with electricity. You can suppress or resume this charge as a free action. While charged, the
weapon deals 1d4 extra damage, and all strikes with it have the Electricity tag. It also sheds light in a 5 foot radius of bright
illumination.
As a standard action while the weapon is charged, you can make a mundane strike using this weapon that is imbued with electrical energy. It
chains once.
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Rank 5 (2,500 gp): The extra damage increases to 1d8. In addition, the chaining attack deals 2d6 extra damage.
Rank 7 (62,500 gp): The extra damage increases to 3d6. In addition, the chaining attack’s extra damage increases to 4d10.
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You can activate this weapon as a standard action. When you do, you may remove a condition affecting you. If you remove a condition in this way,
you briefly gain a +2 accuracy bonus with this weapon.
After you activate this item, you increase your fatigue level by one.
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Rank 5 (2,500 gp): Activating this weapon does not increase your fatigue level.
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You can activate this weapon as a standard action. When you do, you make a mundane melee strike using this weapon that spawns
a swarm of blades. The strike targets all creatures in a Small (15 ft.) cone from you. For each previous consecutive round in
which you used this ability, you gain a +2 accuracy bonus with the strike, up to a maximum of +4. On a miss, you deal half
damage.
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Rank 4 (500 gp): If you used this ability during the previous round, the strike deals double weapon damage.
Rank 6 (12,500 gp): The strike always deals double weapon damage.
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Whenever you cause a creature to lose hit points with a strike using this weapon, you briefly gain a +2 accuracy bonus with strikes
against that creature. As normal, this bonus does not stack with itself, even if you make the same creature lose hit points multiple
times.
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Rank 5 (2,500 gp): The accuracy bonus increases to +4.
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You can feed this weapon your blood as a minor action. When you do, you lose 4 hit points. In exchange, you deal 1d8 extra damage with
strikes using this weapon during the current round.
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Rank 5 (2,500 gp): The HP loss increases to 8, and the extra damage increases to 2d8.
Rank 7 (62,500 gp): The HP loss increases to 16, and the extra damage increases to 4d8.
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After being thrown, this weapon flies back into your hand immediately after attacking all targets. If you can’t catch it, the weapon drops to the
ground in the square from which it was thrown.
As a standard action, you can throw this weapon in a spinning arc. When you do, make a mundane thrown strike against up to three
targets within Short (30 ft.) range. The targets must still be within your range limits, and you take any longshot penalty as
normal.
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Rank 5 (2,500 gp): You gain a +2 accuracy bonus with the spinning arc strike.
Rank 7 (62,500 gp): The spinning arc strike deals double weapon damage.
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If your Strength is at least 3, this weapon deals +1d6 damage, but the damage is also reduced by 2. This changes your weapon damage, and is not
considered extra damage.
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Rank 5 (2,500 gp): If your Strength is at least 4, the damage die increases to 1d8.
Rank 7 (62,500 gp): If your Strength is at least 5, the damage die increases to 1d10.
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Whenever you would inflict a condition on a non-cursed creature with a strike using this weapon, that condition becomes a curse instead. The
curse cannot be removed by effects that remove conditions, and lasts until the target takes a short rest. If the effect has a special method of being
removed, such as the entangle spell, that removal method still functions normally.
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Rank 6 (12,500 gp): The target does not have to be non-cursed, allowing you to apply multiple curses to the same creature.
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As a standard action, you can make a strike using this weapon. If the target takes damage, you can apply a dimensional trace on it that lasts briefly.
While the dimensional trace lasts, you can activate this weapon as a minor action. When you do, you teleport into the closest unoccupied square
adjacent to that creature, if such a space exists within Medium (60 ft.) range.
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You can draw this weapon as a free action that does not count as an object manipulation (see Manipulating Objects). When you draw this weapon,
if you did not also sheathe it this round, you gain a +1 accuracy bonus to strikes using it this round.
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Rank 5 (2,500 gp): The accuracy bonus increases to +2.
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If your Intelligence is at least 3, this weapon deals 1d4 extra damage.
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Rank 4 (500 gp): If your Intelligence is at least 4, the extra damage increases to 1d8.
Rank 6 (12,500 gp): If your Intelligence is at least 5, the extra damage increases to 3d6.
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Whenever you miss with an attack using this weapon, you can reroll the attack and take the higher result. After you reroll an attack in this way, you
briefly cannot do so again.
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If your Dexterity is at least 4, you gain a +1 accuracy bonus with this weapon.
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Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Dexterity is at least 5.
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This weapon constantly burns. You can suppress or resume this fire as a free action. While burning, the weapon deals 1d4 extra damage, and all
strikes with it have the Fire tag. It also sheds light in a 15 foot radius of bright illumination.
As a standard action while the weapon is burning, you can make a mundane strike using this weapon that is imbued with fiery energy. If the target
takes damage and your attack result also beats its Reflex defense, the target burns. A burning creature takes 2d6 damage during your next
action.
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Rank 5 (2,500 gp): The extra damage increases to 1d8. In addition, the burning damage increases to 4d10.
Rank 7 (62,500 gp): The extra damage increases to 3d6. In addition, the burning damage increases to 10d10.
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This weapon is bitterly cold to the touch. You can suppress or resume this chill as a free action. While chilled, the weapon deals 1d4 extra
damage, and all strikes with it have the Cold tag.
As a standard action, you can make a mundane strike using this weapon that is imbued with frigid energy. If the target loses hit points from the
strike, it becomes slowed(half speed, -2 Armor and Ref) as a condition.
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Rank 5 (2,500 gp): The extra damage increases to 1d8. In addition, the slowing attack deals 2d6 extra damage.
Rank 7 (62,500 gp): The extra damage increases to 3d6. In addition, the slowing attack’s extra damage increases to 4d10.
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Whenever you make a strike with this weapon, you briefly gain a +1 bonus to accuracy with all strikes. As normal, this bonus does not stack with
itself.
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Rank 6 (12,500 gp): The bonus increases to +2.
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At the start of each action phase, if you are in the same location you were in at the start of the round, you gain a +1 accuracy bonus during that
round. You immediately lose this accuracy bonus if you leave that location.
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Rank 5 (2,500 gp): The accuracy bonus increases to +2.
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This weapon shimmers with a chaotic pattern of colors, shedding multicolored bright illumination in a Small (15 ft.) radius. As a standard
action, you can make a mundane melee strike using this weapon that accentuates its bewildering effect. This attack has the
Visual tag. If your attack result beats the target’s Reflex defense, it becomes dazzled(20% miss chance, no special vision) as a
condition.
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Rank 3 (100 gp): When you make the strike, you also make an attack vs. Reflex against all enemies within a Small (15 ft.) radius of the strike’s
target. This attack has the Visual tag. Your minimum accuracy with this area attack is +5.
Hit: Each target is dazzled(20% miss chance, no special vision) as a condition.
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When you throw this weapon, it teleports directly from your hand to your intended target. This allows you to ignore any intervening cover with the
attack, as long as you still have line of effect.
The weapon teleports back into your hand immediately after hitting or missing all targets of the strike. If you can’t catch it, the weapon drops to the
ground in the square from which it was thrown.
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Rank 7 (62,500 gp): You also reduces your longshot penalty with thrown attacks using the weapon by 2.
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When you make a ranged attack using this weapon, you reduce your longshot penalty by 1.
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Rank 5 (2,500 gp): The penalty reduction increases to 2.
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When you roll an 8 or 9 on your first die for an attack roll, the attack roll explodes (see Exploding Attacks). This does not affect bonus dice from
explosions.
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Rank 6 (12,500 gp): The die also explodes if you roll an 6 or 7.
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You can activate this weapon as a minor action. When you do, it changes shape into a new weapon of your choice from the weapon’s original
weapon group. If the weapon’s original form belongs to multiple weapon groups, the weapon can only change into weapons from one of those
weapon groups. The new shape lasts until you activate the weapon again.
When this effect ends for any reason, the weapon returns to its original form.
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All strikes with this weapon, including projectiles fired by this weapon, can pass through a single solid obstacle of up to one foot thick on the way
to their target. This can allow you to ignore cover, or even attack without line of effect. It does not allow you to ignore any equipment used by the
target of your attack.
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Rank 6 (12,500 gp): Your strikes can penetrate through any number of solid objects with a combined thickness of ten feet or
less.
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This weapon is infused with prismatic energy. You can suppress or resume this infusion as a free action. While infused, the weapon deals 1d4
extra damage, and all strikes with it have the Cold, Electricity, and Fire tags. In addition, it sheds gradually shifting red, blue, and yellow light in
a 15 foot radius of bright illumination.
As a standard action, you can make a mundane strike using this weapon that intensifies the energy. The strike deals double weapon
damage.
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Rank 6 (12,500 gp): The extra damage increases to 1d8. In addition, the transformed attack deals triple weapon damage.
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This weapon’s striking surface is ephemeral, and it echoes the thoughts of anyone touching it back into their head. You can suppress or resume its
psionic nature as a free action. While psionic, the weapon deals 1d4 extra damage, and all strikes with it have the Compulsion tag. This means
that it is unable to damage most objects.
As a standard action while this weapon is psionic, you can make a mundane strike using this weapon that is imbued with psychic power. The strike
is made against the target’s Mental defense instead of its Armor defense. If the target takes damage, it becomes stunned(-2 defenses) as a
condition. If it was already stunned, it takes double damage from this attack instead.
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Rank 6 (12,500 gp): The extra damage increases to 1d8. In addition, the psychic attack deals triple damage to stunned creatures.
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As a standard action, you can make a mundane strike using this weapon that is imbued with psychic power. The strike is made against the target’s
Mental defense instead of its Armor defense, and it gains the Compulsion tag.
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You gain a +1 accuracy bonus against creatures adjacent to you. However, you also take a -1 penalty to all defenses against creatures adjacent to
you.
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Rank 6 (12,500 gp): The bonus and penalty both increase to +2.
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After being thrown, this weapon flies back into your hand at the end of the current round as long as it is still unattended. If you can’t catch it, the
weapon drops to the ground in the square from which it was thrown.
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You gain a +1 bonus to accuracy with strikes using this weapon against creatures that are suffering penalties for being frightened(-2 Mental, -2
accuracy vs. source) or panicked(-4 Mental, cannot attack source).
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Rank 3 (100 gp): The accuracy bonus increases to +2.
Rank 5 (2,500 gp): The accuracy bonus increases to +3.
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This weapon automatically veers towards its intended target. Any miss chance the strike would normally have is reduced. A 50% miss chance is
reduced to a 20% miss chance, and a 20% miss chance is removed entirely.
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Rank 5 (2,500 gp): Any miss chance the strike would normally have is removed completely instead of only being reduced.
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This weapon is transluscent and has no physical presence for anyone except you. It has no effect on objects or constructs, and creatures do not feel
any pain or even notice attacks from it.
Attacks with this weapon deal no damage immediately. This means that any effects which trigger when you deal damage with the attack,
such as conditions, do not happen. Instead, the damage is delayed. Damage that would be dealt by the weapon can be delayed
indefinitely. While the damage is delayed, it cannot be removed by any means short of the destruction of this weapon or the creature’s
death.
As a minor action, you can hurt yourself with this weapon to activate it. This deals a single point of damage to you. When you do, each creature
with delayed damage from this weapon takes untyped damage equal to the total delayed damage built up by the weapon for that target. Creatures
farther than one mile away from the weapon are unaffected by this damage. This ability expends all delayed damage built up by the weapon for all
targets, including targets farther than one mile from the weapon.
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Rank 7 (62,500 gp): You gain a +1 accuracy bonus with strikes using this weapon against creatures that have delayed damage from this
weapon.
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You reduce your fatigue penalty by 2 when determining your accuracy with strikes using this weapon.
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Rank 4 (500 gp): You ignore your fatigue penalty when determining your accuracy with strikes using this weapon.
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This weapon’s striking surface is liquified into a sinister poison. You can suppress or resume its poisonous nature as a free action. While
poisonous, the weapon deals 1d4 extra damage, and all strikes with it have the Poison tag. This means that it is unable to damage most
objects.
As a standard action while this weapon is poisonous, you can make a mundane strike using this weapon that fully transforms the striking surface to
poison. The strike is made against the target’s Fortitude defense instead of its Armor defense. If the target loses hit points from this strike, it
becomes poisoned by the weapon. The poison’s accuracy is equal to the original strike’s accuracy. It inflicts 2d10 damage per poison stage. Its
stage 3 effect also ends the poison.
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Rank 6 (12,500 gp): The extra damage increases to 1d8. In addition, the poison’s damage increases to 6d10.
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As a standard action, you can make a mundane strike using this weapon that transforms the striking surface to poison. The strike is made against
the target’s Fortitude defense instead of its Armor defense, and it gains the Poison tag.
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You take a -1 accuracy penalty to strikes using this weapon. However, you gain a +3 bonus to your accuracy with strikes using this weapon for
the purpose of determining whether you get a critical hit.
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Rank 5 (2,500 gp): The accuracy penalty increases to -2, but the critical hit accuracy bonus increases to +6.
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As a standard action, you can make a mundane strike using this weapon. The strike deals 1d4 extra damage. If a living creature loses hit
points from this strike, you can increase your fatigue level by one. When you do, you regain 3d6 hit points at the end of the
round.
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Rank 5 (2,500 gp): The extra damage increases to 2d8, and the healing increases to 5d8.
Rank 7 (62,500 gp): The extra damage increases to 5d10, and the healing increases to 8d10.
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This weapon continuously emits a low-pitched rumbling noise and vibrates in the hand. Strikes with it deal 1d6 extra damage.
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Rank 6 (12,500 gp): The extra damage increases to 2d8.
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As a standard action, you can make a mundane melee strike using this weapon that can decapitate enemies. The strike deals triple weapon
damage. If you get a critical hit against a creature and it loses hit points, it immediately dies. Creatures that do not have a head are immune to this
death effect.