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Magical Weapons

Magical weapons are iconic and often held as the most important aspect of many a hero's arsenal. Many people dream of having their flaming sword or holy avenger. All magical weapons must be masterwork before that can be enhanced or imbued. Weapon enhancements cost (Bonus2 x 400) to a limit of +5. Ammo can be enhanced as well, which is done in groupings. For arrows/bolts the costs are for a quiver of 20. For thrown weapons costs are for a set of 5.

Cost in Gold Enhancement Modifier
400 +1
1,600 +2
3,600 +3
6,400 +4
10,000 +5



Minor Weapon Imbuements

Imbuements offer some flexibility and new options for those who rely on their weaponry. Many of these imbuements are universal. Some will only apply to ammunition. Below are the lists of imbuements and their respective costs. Imbuements are applied to ammo in groups just like enhancements are.

Bright: A bright weapon gives of 20 ft. of bright light and 40 ft. of shadowy light when unsheathed. This also infers the same sneak penalties associated with carrying a light source.

Dulling: With a command word you can tell your weapon to deal non-lethal damage without any penalties.

Sheathing: Allows weapon to attach to belt hoop and be hidden from sight until drawn. This adds +5 to the spot DC for others to see it.

Unbreaking: Ammo does not break from being fired or thrown. They can still be deliberately broken, or broken from misuse.

Minor Imbuement Cost
Unbreakinga 15 gp
Dulling 25 gp
Bright 40 gp
Sheathing 40 gp

a Applies to ammo only.

Lesser Weapon Imbuements

Lesser imbuements should range from 201 gp to 1599 gp in price. They are meant to be helpful but not world-shattering or legend worthy. A flaming sword is amazing, but it isn't the kind of thing that gets named and stored in a museum.

Boomerang: Ammo/Thrown Weapon returns to quiver, hoop, or hand by the beginning of your next turn.

Catching: Grant's +4 circumstance bonus to disarm attacks/defenses. Weapon becomes a disarming weapon if it was not previously.

Detonating: Ammo detonates on hit dealing 2d4 force damage. On critical deal an extra 1d10 force damage.Detonated ammo always breaks, even with Unbreaking.

Energy Aura: Gain +1d6 damage of a specified energy type. Applicable energy types are Acid, Cold, Electrical, and Heat. The energy type of the imbuement is selected at creation and cannot be changed.

Shattering: Shattering weapon gains 1d8 damage on successful shatter attempts, and a +2 circumstance bonus to shattering attacks/defenses.

Sweeping: Grants the weapon's enhancement bonus to tripping attacks/defenses. Weapon becomes a tripping weapon if it was not previously.

Toxic: Weapon sickens foes on first strike. Fortitude negates DC (10 + 1/2 HD + Weapon Enhancement). Only works the first time it deals damage to a foe.

Lesser Imbuement Cost (gp)
Detonatinga 400
Energy Aura 800
Boomeranga 900
Toxic 1,000
Catching 1,100
Shattering 1,100
Sweeping 1,100

a Applies to ammo only.
tr Applies to throwing weapons only.
r Only useful on ranged weapons.

Moderate Weapon Imbuements

Fanning: A fanning weapon will split into a quantity equal to the number of attacks the user has per round. Once the final one is thrown, the weapon will reappear in the user's hand at the beginning of their next turn.

Seeking: Ammo fired out of these weapons ignore all types of standard cover, so long as the wielder knows their

Moderate Imbuement Cost (gp)
Fanningtr 2,000
Seekingr 2,000

a Applies to ammo only.
tr Applies to throwing weapons only.
r Only useful on ranged weapons.

Greater Weapon Imbuements

Energy Detonating: Weapon will deal +1d6 of specified energy damage, this stacks with energy aura, and on critical will deal and extra 1d6 of the specified energy damage, 2d6 if it is a x3 critical weapon, and 3d6 if it is a x4. The energy type of the imbuement is selected at creation and cannot be changed.

Greater Imbuement Cost (gp)
Energy Detonating 8,000

a Applies to ammo only.
tr Applies to throwing weapons only.
r Only useful on ranged weapons.