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 (25,000 gp): The strike deals double weapon damage against creatures that are at least partially unaware(50% miss chance, -2 Armor
and Ref).
Rank 7 (625,000 gp): The damage multiplier increases to triple weapon damage.
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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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Rank 5 (25,000 gp): This effect no longer requires a special attack. It automatically affects the target whenever you get a damaging hit with a strike
using this weapon.
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You do not take an accuracy penalty with attacks using this weapon while swimming(-2 accuracy, defenses).
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This weapon continuously crackles with electricity. It sheds light in a 5 foot radius of bright illumination. All strikes with it have the Electricity
tag.
As a standard action, you can make a mundane strike using this weapon that is imbued with electrical energy. The strike’s minimum accuracy is
+5. It chains once.
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Rank 5 (25,000 gp): The chaining strike also deals 2d6 extra damage. In addition, the strike’s minimum accuracy increases to
+8.
Rank 7 (625,000 gp): The chaining strike’s extra damage increases to 4d10. In addition, the strike’s minimum accuracy increases to
+12.
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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 (25,000 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 (5,000 gp): If you used this ability during the previous round, the strike deals double weapon damage.
Rank 6 (125,000 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 (25,000 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 (25,000 gp): The HP loss increases to 8, and the extra damage increases to 2d6.
Rank 7 (625,000 gp): The HP loss increases to 16, and the extra damage increases to 4d6.
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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 (25,000 gp): You gain a +2 accuracy bonus with the spinning arc strike.
Rank 7 (625,000 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 (25,000 gp): If your Strength is at least 4, the damage die increases to 1d8.
Rank 7 (625,000 gp): If your Strength is at least 5, the damage dice increase to 2d6.
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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 (125,000 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. The strike’s minimum accuracy is +5. 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 (25,000 gp): The accuracy bonus increases to +2.
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If your Intelligence is at least 3, this weapon gains a +1 bonus to its weapon damage. This is not considered extra damage.
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Rank 4 (5,000 gp): If your Intelligence is at least 4, the damage bonus increases to +2.
Rank 6 (125,000 gp): If your Intelligence is at least 5, the damage bonus increases to +4.
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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 (625,000 gp): The accuracy bonus increases to +2 if your Dexterity is at least 5.
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This weapon is on fire. It sheds light in a 15 foot radius of bright illumination. All strikes with it have the Fire tag.
As a standard action, you can make a mundane strike using this weapon that is imbued with fiery energy. The strike’s minimum accuracy is +5.
Each damaged creature burns if your attack result beats its Reflex defense. A burning creature takes 2d6 fire damage during your next
action.
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Rank 5 (25,000 gp): The burning damage increases to 4d10 fire damage. In addition, the strike’s minimum accuracy increases to
+8.
Rank 7 (625,000 gp): The burning damage increases to 9d10 fire damage. In addition, the strike’s minimum accuracy increases to
+12.
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This weapon is bitterly cold to the touch. 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. The strike’s minimum accuracy is +3. If
the target loses hit points from the strike, it is slowed(half speed, -2 Armor and Ref) as a condition.
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Rank 4 (5,000 gp): The target of the strike is slowed if it takes damage, even if it does not lose hit points. In addition, the strike’s minimum
accuracy increases to +7.
Rank 6 (125,000 gp): The frigid strike also deals 2d10 extra damage. In addition, the strike’s minimum accuracy increases to
+10.
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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 (125,000 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 (25,000 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 is dazzled(20% miss chance, no special vision) as a
condition.
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Rank 3 (1,000 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 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 (625,000 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 (25,000 gp): The penalty reduction increases to 2.
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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 (125,000 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 glows with 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 transforms the striking surface to elemental energy. The strike is made against the
target’s Reflex defense instead of its Armor defense, and it has the Cold, Electricity, and Fire tags. Its minimum accuracy is
+5.
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Rank 7 (625,000 gp): All strikes with this weapon have the Cold, Electricity, and Fire tags. When you imbue this weapon with energy as a
standard action, the strike deals triple weapon damage, and its minimum accuracy is +12.
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As a standard action, you can make a mundane strike using this weapon that is imbued with psionic power. The strike is made
against the target’s Mental defense instead of its Armor defense, and it gains the Compulsion tag. Its minimum accuracy is
+3.
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Rank 5 (25,000 gp): All strikes with this weapon are made against the target’s Mental defense instead of its Armor defense, and they have the
Compulsion tag. When you imbue this weapon with psionic power as a standard action, the strike deals double weapon damage, and its
minimum accuracy is +8.
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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 (125,000 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 (1,000 gp): The accuracy bonus increases to +2.
Rank 5 (25,000 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 (25,000 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 physical 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 (625,000 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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As a standard action, you can make a mundane strike with a +3 accuracy bonus using this weapon. Your minimum accuracy with the strike is
+6.
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Rank 4 (5,000 gp): The accuracy bonus increases to +6, and the minimum accuracy increases to +13.
Rank 6 (125,000 gp): The accuracy bonus increases to +12, and the minimum accuracy increases to +22.
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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 (5,000 gp): You ignore your fatigue penalty when determining your accuracy with strikes using this weapon.
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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. Its minimum accuracy is
+3.
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Rank 5 (25,000 gp): Strikes with this weapon are made against the target’s Fortitude defense instead of its Armor defense, and they have the Poison
tag. When you imbue this weapon with poison as a standard action, the strike deals double weapon damage, and its minimum accuracy is
+8.
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You take a -1 accuracy penalty to strikes using this weapon. However, you reduce your explosion target with strikes using this weapon by 2 (see
Exploding Attacks).
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Rank 5 (25,000 gp): The accuracy penalty increases to -2, but the explosion target reduction increases to 4.
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As a standard action, you can make a mundane strike using this weapon. The strike’s minimum accuracy is +5. 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 (25,000 gp): The extra damage increases to 2d8, and the healing increases to 5d8. In addition, the strike’s minimum accuracy increases to
+8.
Rank 7 (625,000 gp): The extra damage increases to 5d10, and the healing increases to 8d10. In addition, the strike’s minimum accuracy increases
to +12.
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This weapon continuously emits a low-pitched rumbling noise and vibrates in the hand. Strikes with it deal 1d4 extra damage.
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Rank 6 (125,000 gp): The extra damage increases to 1d10.
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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.