Weapon Enchantments

**Weapon Enchantments:**

In addition to the following weapon enchantments, all of the ones found here are available as well.

Some enchantments have different strengths. These are listed as follows: Lesser, Normal, Improved, Greater, Master, Epic, Godly.

Epic strength are at least a +6 bonus, and Godly are at least a +10.

**+Gold bonus**

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* **Attended (+1,000):** An attended item is always considered attended. As a swift action you can call for an attended item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. If it is held by another creature, they can attempt a DC 15 reflex save to hold onto it. You must possess an attended item for at least 24 hours before you can use this function. Any type of item may have this property, except armor.

* **Heroic (+10,000):** Your maximum amount of hero points is increased by 1 while wielding this weapon. In addition, anytime you spend a hero point to get a numerical bonus (such as +8 to an attack roll), that bonus is increased by +1. This stacks with itself if added to armor or a shield (or both).

* **Leaping (+14,000):** While wielded, a leaping weapon's wielder is treated as if under the effects of a feather fall spell. Additionally, the item can grant a +30 bonus on acrobatics checks made to jump 3 times/day.

* **Multitasking (+8,000):** A multitasking weapon can have multiple command based abilities (such as flaming burst and shock) active at once.

* **Overcharged (+20,000x):** Any limited use/day abilities granted by the overcharged weapon have one additional use per day. This ability can be added to a single weapon up to five times, granting a maximum of five additional uses of abilities per day for 100,000.

* **Parrying (+5,000):** A parrying weapon grants a +1 insight bonus to the wielder’s Armor Class. The bonus is granted whenever the wielder holds the weapon, even if flat-footed.

​**+1 Bonus**

* **Accurate, Lesser:** When you miss an attack with this weapon, you gain a +2 circumstance bonus on your next attack roll.

* **Aptitude:** A wielder who has feats that affect the use of a particular type of weapon (Weapon Focus, Greater Weapon Focus, Weapon Specialization, etc) can apply the benefits of those feats to any weapon that has the aptitude quality. In addition, if any of the wielder's  feats are specifically keyed to the aptitude weapon's type he gains a +1 bonus on attack and damage rolls.

* **Entangling:** When a weapon with this enhancement scores a critical hit on a target, it also bestows the entangled condition to that target. A creature entangled by this ability may, on its turn, attempt to break free as a move action, making a Strength or Escape Artist check against a DC of 14. The entangled condition ends on it’s own after 1 minute.

* **Extended:** This enhancement may only be applied to weapons with reach. Weapons with this enhancement increase their reach 5 feet. Small sized creatures and below cannot wield extended weapons. Weapons that have a reach but are incapable of damaging opponents next to the individual wielding the weapon still cannot attack adjacent opponents. Weapons capable of attacking all within its range can attack the same range plus 5 feet. There is a strength requirement of x, where x is the reach of the weapon that is extended. Finesse weapons may use dexterity in place of strength. Each point below the requirement adds a -3 to attack rolls. Extended can be applied any number of times to a single weapon; however, this can only be done without penalty a number of times equal to the number of size tiers above small the character is (i.e. medium equals once, large twice, etc.). Each time after the safety limit causes a penalty to attack rolls equal to the number of additional iterations of this enhancement, squared (i.e. a medium sized creature wielding a 2x extended weapon takes a -1 to attack rolls, a 3x extended weapon a -4 to attack rolls, and a 4x extended weapon a -9 to attack rolls).

* **Flanking:** A flanking weapon grants its wielder an additional +2 bonus while flanking a creature. Only melee weapons can have this ability.

* **Knockback:** Three times per day upon a successful critical hit, the wielder of a knockback weapon can push a creature in a straight line away from itself 5 ft plus an additional 5 ft per point of the weapon's enhancement modifier.

* **Monastic:** A Monastic weapon is considered an unarmed strike or monk weapon if it is advantageous to do so.

* **Penetrating, Lesser:** Any time extra damage from precision damage would be ignored this weapon has a 25% chance to deal the extra damage anyway. This ability does not allow you to deal ability damage, death attacks, or any effect other than extra hit point damage.

* **Proficient:** Any character wielding this weapon is considered proficient with it.

* **Screaming:** Upon command, a screaming weapon emits a loud hum that deals an extra 1d6 points of sonic damage on a successful hit. The sound does not harm the wielder. The effect remains until another command is given. Screaming weapons do not have any additional adverse affects upon creatures that use enhanced hearing, although such creatures tend to dislike screaming weapons.
* **Star:** A star weapon deals +1d4 force damage on each hit. This increases to 1d8 on a critical hit

* **Swarmstrike:** A swarmstrike weapon deals regular damage against swarms.

​**+2 Bonus**

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* **Accurate:** This functions as lesser accurate, but the bonus is +4.

* **Alert:** As a standard action, an alert weapon’s possessor can will it to alertness. The weapon senses any creatures within a 120 ft radius who intend harm to its possessor. Immediately, thereafter. the weapon sends forth a mental alert to friendly creatures also within 120 ft, warning them of the possible danger from the unfriendly creature or creatures. This property cannot be applied to ammunition.

* **Blurred:** A weapon with this special ability fades partially from view, appearing as only a faint outline, though the wielder can see it normally. When used in an attack, an activated blurred weapon (along with its wielder's hand and arm) appears as nothing but an amorphous blur near the wielder's body. The blurring effect prevents a foe from knowing exactly where the blow is aimed. The first attack made with a blurred weapon each round is made as if the target were flat-footed. Foes that don't rely on sight for combat (such as creatures with the blindsight special quality) and creatures with the uncanny dodge class feature are unaffected by a blurred weapon. A blurred weapon can remain blurry for up to 10 rounds a day. The duration of the effect need not be in consecutive rounds, but must be spent in one round increments  This property can be applied only to melee weapons.

* **Collision:** Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.

* **Deadly Precision:** A weapon with this ability deals an extra 2d6 points of damage when its wielder makes a successful sneak attack. This ability does not bestow the ability to make sneak attacks upon a user who does not already have it.

* **Eager:** An eager weapon grants a +2 bonus on its owner's initiative checks, regardless of whether it is being used. An eager weapon may be drawn as a free action. Only melee weapons can have this ability.

* **Exit Wound:** An exit wound weapon or projectile continues in a straight line beyond the original target if the attack is successful. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops. The exit wound ability can be applied to any ranged weapon; projectile weapons so enhanced bestow the ability on their ammunition.

* **Failsafe:** Upon rolling a natural 1 when using a failsafe weapon, you can choose to ignore the effects of a natural 1 (typically an automatic miss, or worse in some games). Your attack is not re-rolled, but if your blow would have hit otherwise with 1 + your attack modifiers, then you hit. Otherwise you miss, but incur no further effects of a fumble. You may activate this power 3/day as a free action. If you have luck points, such as from feats, domain, or enhancement, you gain 1 additional luck point a day when using this weapon and your maximum is increased by one.

* **Fierce:** The wielder of a fierce weapon may forfeit some or all of his Dexterity bonus to AC to gain a bonus to attack rolls equal to that amount. The amount forfeited can be changed at the beginning of the wielder's turn and lasts for one round.

* **Masterslaying:** This melee weapon comes with a scabbard, belt hook, or other holder that is keyed to it in a special way. At the command of the character wearing the scabbard, the weapon attacks its current wielder with the scabbard wearer's attack bonus, and the wielder is considered flat-footed (no sneak attack is possible, even if the scabbard wearer can do so). If it hits, the masterslaying weapon deals critical hit damage.

* **Materializing:** This enhancement allows the wielder to keep his weapon ready to draw in an instant. You can draw your weapon, attack, and then stow your weapon once more all as a standard action. The weapon is made to be bound to another object, of any kind that takes up a space on the body (includes armor, ring, amulet, belt, glove, etc., even a sheild or different drawn weapon). Simply by wanting the weapon to appear it appears. If the object the weapon is bound to is destroyed at any time, the weapon is also destroyed. If a materialized weapon's grip is released, it disappears.

* **Prismatic:** Upon command, a prismatic weapon glimmers with a multicolored light. The light does not harm the wielder. The effect remains until another command is given. A prismatic weapon deals an extra 1 point of acid damage, 1 point of cold damage, 1 point of electricity damage, 1 point of fire damage and 1 point of sonic damage on a successful hit. Bows, crossbows, and slings so crafted bestow the energy upon their ammunition.

* **Screaming Burst:** A screaming burst weapon functions as a screaming weapon that explodes with sound upon striking a successful critical hit. The sound does not harm the wielder. In addition to the extra sonic damage from the screaming ability, a screaming burst weapon deals an extra 1d10 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of sonic damage instead, and if the multiplier is x4, add an extra 3d10 points. Even if the screaming ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.

* **Sparkling:** A sparkling weapon causes a target it strikes to erupt in pale multicolored flame, as if affected by the faerie fire spell. The flames last for 5 rounds. Multiple hits by sparkling weapons have no additional effect. Projectile weapons bestow the sparkling property upon their ammunition.

* **Severe Bane:** A severe bane weapon functions as a bane weapon that also deals an extra 1d10 points damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of damage instead, and if the multiplier is x4, add an extra 3d10 points. In addition, A severe bane weapon glows when a designated foe comes within 60 feet, even if you cannot see or detect it.

* **Synchronized:** Three times per day as part of the initiative roll, the wielder of a synchronized weapon may activate this ability. Any allies within 30 ft of the creature that activated  this go on the same initiative as the wielder if their initiative was lower. If it was higher, they instead get a +2 bonus to initiative. This stacks with itself if multiple creatures activate synchronized weapons at the same time.

* **Thought Stopping:** A thought stopping weapon clouds an enemy's mind. On a successful critical hit against a creature with an intelligence score, the creature must make a DC 15 Will save. If they fail, they can take no actions on their next turn. This is treated as a confusion effect.

* **Vanishing:** Once per day as a free action after a successful melee attack, you can transport yourself and any equipment you are carrying to any spot within 60 feet. This movement otherwise conforms to the limitations given for the dimension door spell.

**+3 Bonus**

* **Accurate, Improved:** This functions as lesser accurate, but the bonus is +6.

* **Ambivalent:** An ambivalent weapon is neutrally aligned and infused with the power of irresolution. It makes the weapon neutral-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures without at least one neutral alignment. For instance, chaotic good or lawful evil. It bestows one negative level on any creature without at least one neutral alignment attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level does not result in level loss, but it cannot be over come in any way (including restoration spells) while the weapon is wielded. Bow, crossbows and slings so crafted bestow the ambivalent power upon their ammunition.

* **Baneful:** A baneful weapon is forged in the utter hatred and malice towards a particular type or subtype of creature. It functions as a bane weapon but deals twice the damage of a normal version of the weapon to its chosen foe. The damage for the weapon is rolled normally then multiplied by 2. Only the damage value of the weapon and not the additional 2d6 points of damage is multiplied. It cannot harm any other creature besides its hated enemy. Bows, crossbows and slings bestow their hatred upon their ammunition.

* **Bodyfeeder:** A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher. This only applies against living creatures or corporeal undead.

* **Dislocator:** The wielder of this kind of weapon can attempt to dislocate a designated foe once per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1–100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.

* **Explosive:** When you slay a creature with a weapon that has this enchantment, it fills them with explosive force. All creatures within five feet take 3d6 damage. A successful DC 15 reflex save cuts this damage in half. This damage is the same type as the weapon deals. Ranged weapons bestow this property to their ammunition.

* **Fleshgrinding:** When this weapon deals damage to a living creature, the wielder may command the weapon to 'grind' as a free action. At that time, the wielder lets go of the weapon and it continues, magically animated, to grind itself into the foe's flesh. Each round, it deals damage as if the character who had been wielding it had dealt a successful hit with it. The wielder need not concentrate or devote any time or attention to the weapon. The original wielder can grab it at any time as a standard action. The foe (or someone else) can attempt to rid herself of the grinding weapon by making a Strength check (DC 20). if the foe succeeds at the Strength check and has a free hand, she is now holding the fleshgrinding weapon. In any event, the fleshgrinding weapon stops grinding after 5 rounds. Only melee piercing or slashing weapons can be fleshgrinding.

* **Heavy:** Only two-handed weapons made primarily of metal (such as a longsword or a greatsword, but not a quarterstaff) can be enchanted with this enhancement. When a weapon enchanted with heavy is used with two hands, the damage from your strength bonus is multiplied by 2 instead of 1.5 and because of the sheer weight of the weapon add 2 damage die that the weapon already does (a Heavy greatsword would deal 4d6 damage). However, any weapon enchanted with heavy also has a strength requirement to wield correctly of 19 or higher or, if it already has a strength score requirement to wield, the minimum strength score requirement is increased by 2. The weight of the weapon is doubled.

* **Mindfeeder:** A mindfeeder weapon steals a spell slot from the target on a successful critical hit. The target loses a slot of the highest level it can cast and you gain a single slot of the highest level you can cast. If used on a creature with spell-like abilities, they lose one use per day of the highest level they possess.

* **Penetrating:** Any time extra damage from precision damage would be ignored this weapon has a 50% chance to deal the extra damage anyway. This ability does not allow you to deal ability damage, death attacks, or any effect other than extra hit point damage.

* **Resounding:** This functions identically to Impact, and stacks with it. You must have Impact to select this Enchantment.

* **Soulfeeder:** A soulfeeder weapon bestows a negative level on the target on a successful critical hit. This only effects living creatures.

* **Spectrum:** A spectrum weapon functions as a prismatic one, except it also deals an extra 1 point of disintegration damage, 1 point of force damage, 1 point of holy damage, 1 point of radiation damage and 1 point of unholy damage on a successful hit.

* **Spell Storing, Improved:** An improved spell storing weapon functions as a spell storing weapon, except the maximum spell level is 4th and the spell may have a casting time of one full round action or less.

* **Spell Catching:** A spell catching weapon can, three times per day, absorb a spell of third level or lower that is cast at it's wielder as an immediate action if the wielder makes the required save or if the attack roll against the wielder misses. It cannot catch spells that do not require a save or an attack roll. The weapon functions as a spell storing weapon for a number of rounds equal to the weapon's enhancement bonus once it catches a spell. After this time, the spell fades from the weapon.

* **Splitting:** Only ranged weapons or ammunition may have the splitting ability. Any arrow or bolt fired from a splitting weapon magically splits into two missiles in mid-flight. Both missiles are identical, sharing the nonsplitting properties of the original missile (for example, a +1 splitting arrow splits into two +1 arrows in mid-flight). Both missiles strike the same target. Make a separate attack roll for each missile using the same attack bonus.

**+4 Bonus**

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* **Accurate, Greater:** This functions as lesser accurate, but the bonus is +8.

* **Blocking:** A Blocking weapon gives the wielder a 50% chance to block all incoming melee and non-magical ranged attacks. Blocking can only be applied to melee weapons.

* **Critical:** A critical weapon increases it's critical multiplier by one and it's critical range by one (applied after effects such as keen). Additionally, a critical weapon automatically confirms all critical hits.

* **Dangerous:** A weapon with this property flashes with a disruptive energy that accumulates in both power and the chance of harmful dismissal. The dangerous weapon deals extra damage starting with 1d2 points of damage. With each successful attack, the weapon’s extra damage increases as follows: 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8, 2d10, 2d12, 4d6, 5d6, 8d6, 10d6. Along with the damage increase, a chance of energy dismissal increases starting at 2% and accumulating 2% with each successful attack up to a total of 30%. The d% roll is made along with each attack roll to determine a possible dismissal. The weapon releases its generated energy upon a failed d% roll. The flash of released negative energy deals the weapon’s wielder damage equal to that of its extra damage roll. In addition, its wielder and all creatures within a 20 ft radius of the weapon are blinded for rounds equal to the amount of additional dice (1 round at 2%, 10 rounds at 30%) unless they make a DC 16 Fort save. The weapon resets with each energy dismissal.

* **Prismatic Burst:** A prismatic burst weapon functions as a prismatic weapon that also explodes with multicolored energy upon striking a successful critical hit. The energy does not harm the wielder. In addition to the extra damage from the prismatic ability, a prismatic burst weapon deals an extra 1d4 points of acid, cold, electricity, fire and sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d4 points of each damage type instead, and if the multiplier is ×4, add an extra 3d4 points of each damage type. Bows, crossbows, and slings so crafted bestow the energy upon their ammunition. Even if the prismatic ability is not active, the weapon still deals its extra damage types on a successful critical hit.

* **Relentless:** When you confirm a critical hit with a relentless weapon, you may make an additional attack against the same creature at a -4 penalty. You can only use this ability once per round.

* **Slaying:** A slaying weapon functions as a bane weapon. In addition, you may smite a creature that your bane applies to 3/day as if you were a paladin of your level.

**+5 Bonus**

* **Accurate, Master:** This functions as lesser accurate, but the bonus is +10.

* **Coup de Grace:** Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.

* **Maiming:** A maiming weapon has a random multiplier for critical hits. If the weapon normally has a x2 critical multiplier, roll 1d4 each time you successfully score a critical hit to determine your multiplier. For weapons with a x3 multiplier, roll 1d6 to determine the new multiplier. For a x4 multiplier, roll 1d8. For a x5 multiplier, roll 1d10. For a x6 multiplier, roll 1d12. For a x7 multiplier, roll 2d6. For multipliers higher than x7, roll an additional d6 per multiplier above 7.

* **Penetrating, Greater:** Any time extra damage from precision damage would be ignored this weapon has a 75% chance to deal the extra damage anyway. This ability does not allow you to deal ability damage, death attacks, or any effect other than extra hit point damage.

* **Spectrum Burst:** A spectrum burst weapon functions as a prismatic burst weapon, except it also deals an extra 1d4 points of disintegration, force, holy, radiation, and unholy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d4 points of each damage type instead, and if the multiplier is ×4, add an extra 3d4 points of each damage type.

* **Spell Storing, Greater:** A greater spell storing weapon functions as an improved spell storing weapon, except its maximum spell level is 5th and it can continue to store the same spell indefinitely until the wielder chooses to replace it.

**Epic Bonuses**

* **Turbo (+6, or +3 with Speed):** Turbo weapons function as a speed weapon, except they also grant a second additional attack in a full attack, a +2 dodge bonus to AC and Reflex saves, and increases all of your move speeds by 10 ft. per point of the weapon's total effective bonus.

* **Accurate, Epic (+6):** This functions as lesser accurate, but the bonus is +15. Additionally, 3/day as a swift action you may automatically hit a target.

* **Disruption, Epic (+6):** Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. An epic disruption weapon must be a bludgeoning weapon.

* **Relentless, Epic (+6):** This functions as Relentless, except you may keep making additional attacks at a cumulative -4 penalty if you continue to confirm crits.

* **Battle Master *(+7):*** A battle master weapon grants a number of advantages to make you a more fearsome opponent on the battlefield. You are treated as if you had the feats Improved Disarm, Improved Feint, Improved Sunder, and Improved Trip, but only in regards to the battle master weapon. If you already possess these feats, you gain an enhancement bonus equal to the weapon's enhancement on any checks made when performing those actions in combat. In addition, if the battle master weapon is one that benefits from the Weapon Finesse feat, you can use your Dexterity in place of Strength for any of the related checks, such as when tripping. Finally, you can never be forcefully disarmed of a battle master weapon.

* **Dread (+7):** A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. This applies even against creatures immune to death effects and critical hits. Use the chart for Bane to determine what creature is the subject of the dread.  ​

* **Penetrating, Epic (+7):** Any time extra damage from precision damage would be ignored this weapon deals the extra damage anyway. This ability does not allow you to deal ability damage, death attacks, or any effect other than additional hit point damage.

* **Spell Storing, Epic (+7):** An epic spell storing weapon functions as a greater spell storing weapon, except it can hold up to three spells and discharge any number of them on a successful hit.

* **Critical, Epic (+8):** An epic critical weapon increases it's critical multiplier by one and it's critical range by one (applied after effects such as keen). This stacks with the critical enchantment.

* **Everdancing (+8):** An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired and uses their full bonus to hit, not just BAB. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move action. If its owner is rendered unconscious or otherwise unable to direct it, it drops from the air. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach).

* **Holy Power (+8):** This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition.

* ​**Panimistic (+8):** A panimistic weapon hates all things. It is treated as a bane weapon against every type and subtype of creature.

* **Unholy Power (+8):** This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the nonepic unholy special ability.

* **Critical, Godly (+12):** A godly critical weapon increases it's critical multiplier by two and it's critical range by two (applied after effects such as keen). This stacks with the critical and epic critical enchantments.