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.
Property Limits: Normally, a weapon can only have one magic item property. Heavy items can have two magic item properties instead of one.
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Whenever you 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 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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This weapon continuously crackles with electricity. You can suppress or resume this charge as a free action. While the weapon is
charged:
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Whenever you injure a living creature 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 injure the same creature multiple times.
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Rank 5 (2,500 gp): The accuracy bonus increases to +3.
Rank 7 (62,500 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 1d4 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 1d8.
Rank 7 (62,500 gp): The HP loss increases to 16, and the extra damage increases to 2d6.
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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.
In addition, whenever you make a thrown strike with this weapon, choose one creature within a line between you and one target of the strike. The
strike also targets that creature in addition to any other targets.
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Rank 5 (2,500 gp): The weapon also deals 1d4 extra damage when thrown.
Rank 7 (62,500 gp): The extra damage increases to 1d8.
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If your Strength is at least 3, this weapon deals extra damage equal to its weapon damage die - 3. For example, a brutish battleaxe would deal
1d8-3 extra damage.
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Rank 5 (2,500 gp): If your Strength is at least 4, the extra damage increases to be equal to the weapon damage die - 1.
Rank 7 (62,500 gp): If your Strength is at least 5, the extra damage increases to be equal to twice the weapon damage die -
4.
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This weapon has two different rank 1 magic weapon properties. Each property must not already require a deep attunement.
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This weapon has two different magic weapon properties that are rank 2 or lower. Each property must not already require a deep
attunement.
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This weapon has two different magic weapon properties that are rank 3 or lower. Each property must not already require a deep
attunement.
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This weapon has two different magic weapon properties that are rank 4 or lower. Each property must not already require a deep
attunement.
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This weapon has two different magic weapon properties that are rank 5 or lower. Each property must not already require a deep
attunement.
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This weapon has two different magic weapon properties that are rank 6 or lower. Each property must not already require a deep
attunement.
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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 7 (62,500 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. Each creature you hit with the strike briefly has a dimensional trace applied to it.
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 a traced 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 enhancement bonus to accuracy with strikes using it this
round.
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Rank 7 (62,500 gp): The accuracy bonus increases to +2.
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If your Intelligence is at least 3, this weapon deals 2 extra damage.
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Rank 5 (2,500 gp): If your Intelligence is at least 4, the extra damage increases to 1d6.
Rank 7 (62,500 gp): If your Intelligence is at least 5, the extra damage increases to 1d10.
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Whenever you miss with an attack using this weapon, you can reroll the attack and keep 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 3, you gain a +1 enhancement bonus to accuracy with strikes using 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 the weapon is burning:
Whenever you hit a creature with a strike using it, the creature burns. It takes 1d4 damage during your next action. This damage
is doubled by critical hits and attacks that deal double damage.
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This weapon is bitterly cold to the touch. You can suppress or resume this chill as a free action. While the weapon is chilled:
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Whenever you make a strike, if you have not changed location since start of the round, you gain a +1 enhancement bonus to accuracy with that
strike.
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Rank 6 (12,500 gp): The accuracy bonus increases to +2.
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When you make a thrown strike using this weapon, it teleports directly from your hand to your intended target. This gives you a +1 enhancement
bonus to accuracy with the strike and allows you to ignore any intervening cover with the attack, as long as you still have line of
effect.
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Rank 7 (62,500 gp): You also reduce 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 5 (2,500 gp): The die also explodes if you roll an 5, 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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If your Perception is at least 3, you gain a +1 enhancement bonus to accuracy with strikes using this weapon.
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Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Perception is at least 5.
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All strikes with this weapon, including projectiles fired by this weapon, can pass through a single solid unattended 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 unattended objects with a combined thickness of five 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 the weapon is
infused:
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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 the weapon is psionic:
All strikes with it have the Compulsion tag. This means that it is unable to damage most objects.
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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 enhancement bonus to accuracy with melee strikes using this weapon. 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 increases 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 deal 1d4 extra damage 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 5 (2,500 gp): The extra damage increases to 1d10.
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This weapon automatically veers towards its intended target. Your strikes with the weapon are unaffected by cover and 20% miss chances, such as
from concealment.
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Rank 5 (2,500 gp): Your strikes with the weapon are also unaffected by 50% miss chances.
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This weapon is transluscent and has no physical presence for anyone except you. It has no effect on anything without a soul, such as an object or
construct. Creatures with a soul cannot be impervious(+4 defenses) or immune to damage from this weapon.
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 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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You do not take an accuracy penalty with attacks using this weapon while unsteady(-2 accuracy, Armor, Brawn, Ref).
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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 the
weapon is poisonous:
All strikes with it have the Poison tag. This means that it is usually unable to damage objects and nonliving creatures.
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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 4 (500 gp): The accuracy penalty increases to -2, but the critical hit accuracy bonus increases to +6.
Rank 7 (62,500 gp): The accuracy penalty increases to -3, but the critical hit accuracy bonus increases to +8.
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At the end of each round, if you injured a living creature other than yourself with a strike using this weapon that round, you regain 1d10 hit
points.
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Rank 4 (500 gp): The weapon also deals 2 extra damage to living creatures, and the healing increases to 3d8.
Rank 6 (12,500 gp): The extra damage increases to 1d6, and the healing increases to 5d10.
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This weapon continuously emits a low-pitched rumbling noise and vibrates in the hand. Strikes with it deal 1 extra damage. However, you take a
-10 penalty to Stealth checks.
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Rank 4 (500 gp): The damage bonus increases to 2.
Rank 6 (12,500 gp): The damage bonus increases to 1d6.
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Strikes with this weapon deal 1d8 extra damage.
As a standard action, you can make a mundane melee strike. If the target is injured and your attack result hits its Reflex defense, the strike deals
quadruple damage. If the damage dealt by this strike is at least half the creature’s maximum hit points, it immediately dies. Creatures that do not
have a head are immune to this death effect.