Ultimate Equipment | Rules | Magic Arms and Armor | Weapon Special Abilities

Weapon Special Abilities

Weapon Special Abilities

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Weapons or ammunition can be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Caster Level for Weapons

The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice

Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition

The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

Light Generation

Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. They can't be concealed when drawn, nor can their light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points

Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.

Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

Magic Weapons and Critical Hits

Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.

Weapons for Unusually Sized Creatures

The cost of weapons for creatures that are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities

Roll d%. A 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon's function, and 46–100 indicates no special qualities.

Magic Weapons

Magic Weapons
d%Lesser Minor Weapon
01–80+1 weapon
81–100Lesser minor specific weapon
d%Greater Minor Weapon
01–26+1 weapon
27–53+2 weapon
54–80+1 weapon with one +1 special ability*
81–100Greater minor specific weapon
d%Lesser Medium Weapon
01–10+1 weapon
11–20+2 weapon
21–32+3 weapon
33–44+1 weapon with one +1 special ability*
45–56+1 weapon with two +1 special abilities*
57–68+1 weapon with one +2 special ability*
69–80+2 weapon with one +1 special ability*
81–100Lesser medium specific weapon
d%Greater Medium Weapon
01–10+2 weapon
11–22+3 weapon
23–32+1 weapon with one +1 special ability*
33–44+1 weapon with one +2 special ability*
45–56+2 weapon with one +1 special ability*
57–68+2 weapon with one +2 special ability*
69–80+3 weapon with one +1 special ability*
81–100Greater medium specific weapon
d%Lesser Major Weapon
01–10+3 weapon
11–22+4 weapon
23–32+1 weapon with one +2 special ability*
33–44+1 weapon with one +3 special ability*
45–56+2 weapon with one +2 special ability*
57–68+3 weapon with one +1 special ability*
69–80+4 weapon with one +1 special ability*
81–100Lesser major specific weapon
d%Greater Major Weapon
01–10+4 weapon
11–20+5 weapon
21–30+4 weapon with one +1 special ability*
31–38+4 weapon with one +2 special ability*
39–46+4 weapon with one +3 special ability*
47–51+4 weapon with one +4 special ability*
52–59+5 weapon with one +1 special ability*
60–67+5 weapon with one +2 special ability*
68–71+5 weapon with one +3 special ability*
72–74+5 weapon with one +4 special ability*
75–77+5 weapon with one +4 special ability and one +1 special ability*
78–80+5 weapon with one +3 special ability and one +2 special ability*
81–100Greater major specific weapon
* See the Melee Weapon Special Abilities table for Melee Weapon Special Abilities, the Ranged Weapons Special Abilities table forRanged Weapon Special Abilities, and the Ammunition Special Abilities table for Ammunition Special Abilities.

Melee Weapon Special Abilities

Melee Weapon Special Abilities
d%+1 Weapon Special AbilityBase Price Modifier1
01Impervious+3,000 gp
02Glamered+4,000 gp
03Allying+1 bonus
04–08Bane+1 bonus
09Benevolent+1 bonus
10Called+1 bonus
11–12Conductive+1 bonus
13–16Corrosive+1 bonus
17Countering+1 bonus
18Courageous+1 bonus
19Cruel+1 bonus
20–21Cunning+1 bonus
22Deadly+1 bonus
23–26Defending+1 bonus
27Dispelling+1 bonus
28–33Flaming+1 bonus
34–39Frost+1 bonus
40–41Furious+1 bonus
42–45Ghost touch+1 bonus
46–47Grayflame+1 bonus
48Grounding+1 bonus
49Guardian+1 bonus
50Heartseeker+1 bonus
51–52Huntsman+1 bonus
53–54Jurist+1 bonus
55–59Keen3+1 bonus
60–61Ki focus+1 bonus
62Limning+1 bonus
63–64Menacing+1 bonus
65Merciful+1 bonus
66–68Mighty cleaving+1 bonus
69Mimetic+1 bonus
70Neutralizing+1 bonus
71Ominous+1 bonus
72Planar+1 bonus
73Quenching+1 bonus
74Seaborne+1 bonus
75–80Shock+1 bonus
81–85Spell storing+1 bonus
86Thawing+1 bonus
87–91Throwing+1 bonus
92–96Thundering +1 bonus
97Valiant+1 bonus
98–100Vicious+1 bonus
d%+2 Weapon Special AbilityBase Price Modifier1
01Advancing+2 bonus
02–10Anarchic+2 bonus
11–19Anchoring+2 bonus
20Axiomatic+2 bonus
21–27Corrosive burst+2 bonus
28Defiant+2 bonus
29Dispelling burst+2 bonus
30–38Disruption2+2 bonus
39–47Flaming burst+2 bonus
48Furyborn+2 bonus
49Glorious+2 bonus
50–58Holy+2 bonus
59–67Icy burst+2 bonus
68Igniting+2 bonus
69Impact3+2 bonus
70Invigorating+2 bonus
71Ki intensifying+2 bonus
72Lifesurge+2 bonus
73Negating+2 bonus
74Phase locking+2 bonus
75–83Shocking burst+2 bonus
84Stalking+2 bonus
85–91Unholy+2 bonus
92–100Wounding+2 bonus
d%+3 Weapon Special AbilityBase Price Modifier1
01–20Nullifying+3 bonus
21–40Repositioning+3 bonus
41–80Speed+3 bonus
81–100Spellstealing+3 bonus
d%+4 or +5 Weapon Special AbilityBase Price Modifier1
01–40Brilliant energy+4 bonus
41–80Dancing+4 bonus
81–90Vorpal3+5 bonus
91–95Transformative+10,000 gp
96–100Dueling+14,000 gp
1 Add to enhancement bonus on the Weapon Pricing by Bonus table to determine total price.2 Bludgeoning weapons only.3 Piercing or slashing weapons only (slashing only for vorpal).4 This special ability cannot be applied to light melee weapons.

Weapon Pricing by Bonus

Weapon Pricing by Bonus
Weapon BonusBase Price1
+12,000 gp
+28,000 gp
+318,000 gp
+432,000 gp
+550,000 gp
+6272,000 gp
+7298,000 gp
+82128,000 gp
+92162,000 gp
+102200,000 gp
1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.2 A weapon can't have an enhancement bonus higher than +5.Use these lines to determine price when special ability are added in.

Ranged Weapon Special Abilities

Ranged Weapon Special Abilities
d%+1 Weapon Special AbilityBase Price Modifier1
01Adaptive2+1,000 gp
02Impervious+3,000 gp
03Glamered+4,000 gp
04–06Allying+1 bonus
07–15Bane3+1 bonus
16Called+1 bonus
17–19Conductive+1 bonus
20Conserving4+1 bonus
21–24Corrosive3+1 bonus
25Cruel+1 bonus
26–28Cunning+1 bonus
29–36Distance+1 bonus
37–45Flaming3+1 bonus
46–54Frost3+1 bonus
55–58Huntsman+1 bonus
59–62Jurist+1 bonus
63Limning+1 bonus
64Lucky5+1 bonus
65–66Merciful3+1 bonus
67Planar+1 bonus
68Reliable5+1 bonus
69–76Returning6+1 bonus
77–84Seeking+1 bonus
85–92Shock3+1 bonus
93–100Thundering3+1 bonus
d%+2 Weapon Special AbilityBase Price Modifier1
01–10Anarchic3+2 bonus
11–13Anchoring6+2 bonus
14–23Axiomatic3+2 bonus
24–31Corrosive burst3+2 bonus
32–34Designating, lesser3+2 bonus
35–37Endless ammunition7+2 bonus
38–48Flaming burst3+2 bonus
49–58Holy3+2 bonus
59–69Icy burst3+2 bonus
70–73Igniting3+2 bonus
74–76Phase locking3+2 bonus
77–86Shocking burst3+2 bonus
87–90Stalking+2 bonus
91–100Unholy3+2 bonus
d%+3 Weapon Special AbilityBase Price Modifier1
01–25Lucky, greater5+3 bonus
26–45Reliable, greater5+3 bonus
46–85Speed+3 bonus
86–94Brilliant energy3+4 bonus
95–96Designating, greater+4 bonus
97–98Nimble shot+4 bonus
99–100Second chance3+4 bonus
1Add to enhancement bonus on the Weapon Pricing by Bonus table to determine total price.2 Only bows can have this ability (composite only for adaptive).3 Projectile weapons with this ability bestow this power upon their ammunition.4 Firearms cannot have this special ability.5Only firearms can have this special ability.6Only thrown ranged weapons can have this special ability.7Only bows and crossbows can have this special ability.

Ammunition Special Abilities

Ammunition Special Abilities
d%+1 Ammunition Special AbilityBase Price Modifier1
01–05Dry load2+1,500 gp
06–16Bane+1 bonus
17Conductive+1 bonus
18–28Corrosive+1 bonus
29Cruel+1 bonus
30Cunning+1 bonus
31–43Flaming+1 bonus
44–56Frost+1 bonus
57–64Ghost touch+1 bonus
65Limning+1 bonus
66–67Merciful+1 bonus
68Planar+1 bonus
69–73Seeking+1 bonus
74–86Shock+1 bonus
87–100Thundering+1 bonus
d%+2 Ammunition Special AbilityBase Price Modifier1
01–10Anarchic+2 bonus
11–20Axiomatic+2 bonus
21–30Corrosive burst+2 bonus
31–33Designating, lesser+2 bonus
34–45Flaming burst+2 bonus
46–55Holy+2 bonus
56–67Icy burst+2 bonus
68–70Igniting+2 bonus
71–80Phase locking+2 bonus
81–90Shocking burst+2 bonus
91–100Unholy+2 bonus
d%+4 Ammunition Special AbilityBase Price Modifier1
01–66Brilliant energy+4 bonus
67–00Designating, greater+4 bonus
1 Add to enhancement bonus on the Weapon Pricing by Bonus table to determine total price.2 This special ability can only be applied to alchemical or metal firearm cartridges.

Magic Weapon Special Ability Descriptions

A weapon with a special ability must also have at least a +1 enhancement bonus.

Adaptive

Aura: faint transmutation
CLl: 1st
Price: +1,000 gp
Weight: &mdash

This ability can only be placed on composite bows. An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder's Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired.

Advancing

Aura: faint transmutation
CLl: 5th
Price: +2 bonus
Weight: &mdash

This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. This movement does not count against her ability to move or take a 5-foot step earlier or later in the round, though using this ability imposes a –2 penalty on all attack rolls until the start of her next turn. This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.

Allying

Aura: faint transmutation
CLl: 5th
Price: +1 bonus
Weight: &mdash

An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon's enhancement bonus. The bonus to the ally's weapon lasts until the allying weapon's wielder's next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally's weapon (if any).

Anarchic

Aura: moderate evocation
CLl: 7th
Price: +2 bonus
Weight: &mdash

An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level (Core Rulebook 562) on any lawful creature 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Anchoring

Aura: moderate transmutation
CLl: 10th
Price: +2 bonus
Weight: &mdash

This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. This ability can also be used when the wielder hits a creature with a melee attack using an anchoring weapon. This anchors the target to the weapon, preventing it from moving away from the weapon. The target is not entangled or paralyzed; it simply cannot move from its location without first destroying the weapon or making a successful DC 30 Strength check as a full-round action to move with the weapon up to 10 feet. An anchoring weapon remains motionless and cannot be used to attack while it is anchoring a creature. An anchoring weapon has no effect on amorphous creatures, including elementals, oozes, and creatures in gaseous or liquid form. It also cannot anchor incorporeal creatures unless the weapon also has the ghost touch special ability.

Axiomatic

Aura: moderate evocation
CLl: 7th
Price: +2 bonus
Weight: &mdash

An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature 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 cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Bane

Aura: moderate conjuration
CLl: 8th
Price: +1 bonus
Weight: &mdash

A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon's designated foe, roll on the following table.

d%

d%Designated Foe
01–05Aberrations
06–09Animals
10–16Constructs
17–22Dragons
23–27Fey
28–60Humanoids (pick one subtype)
61–65Magical beasts
66–70Monstrous humanoids
71–72Oozes
73–88Outsiders (pick one subtype)
89–90Plants
91–98Undead
99–100Vermin

Benevolent

Aura: faint enchantment
CLl: 5th
Price: +1 bonus
Weight: &mdash

This ability can only be placed on a melee weapon. When the wielder of a benevolent weapon uses the aid another action to grant an ally a bonus on attack rolls, he increases the aid another bonus by the enhancement bonus of the weapon.

Brilliant Energy

Aura: strong transmutation
CLl: 16th
Price: +4 bonus
Weight: &mdash

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.

Called

Aura: moderate conjuration
CLl: 9th
Price: +1 bonus
Weight: &mdash

A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.

Conductive

Aura: moderate necromancy
CLl: 8th
Price: +1 bonus
Weight: &mdash

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Conserving

Aura: moderate conjuration
CLl: 7th
Price: +1 bonus
Weight: &mdash

This ability cannot be placed on firearms. Only projectile weapons can be made conserving. When the wielder misses with a ranged attack, the fired ammunition teleports unharmed to its quiver, case, or pouch. If the ammunition in question would be destroyed for other reasons than merely being launched, such as an arrow that breaks apart in flight, this special ability does not function and the ammunition is destroyed as normal. Effects that block teleportation prevent this special ability from working.

Corrosive

Aura: moderate evocation
CLl: 10th
Price: +1 bonus
Weight: &mdash

Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.

Corrosive Burst

Aura: moderate evocation
CLl: 12th
Price: +2 bonus
Weight: &mdash

A Corrosive burst weapon functions as a corrosive weapon that explodes with searing acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the corrosive special ability, a Corrosive burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical modifier is ×3, add an extra 2d10 points of acid damage instead, and if the modifier is ×4, add an extra 3d10 points.

Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a successful critical hit.

Countering

Aura: faint transmutation
CLl: 5th
Price: +1 bonus
Weight: &mdash

A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder's reach. Countering can only be placed on melee weapons.

Courageous

Aura: faint enchantment
CLl: 3rd
Price: +1 bonus
Weight: &mdash

This special ability can only be added to a melee weapon. A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

Cruel

Aura: faint necromancy
CLl: 5th
Price: +1 bonus
Weight: &mdash

When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Cunning

Aura: moderate divination
CLl: 6th
Price: +1 bonus
Weight: &mdash

This special ability allows a weapon to find chinks in a foe's defenses using the wielder's knowledge of the target. Whenever the weapon's attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in a Knowledge skill that is related to the target's creature type (such as Knowledge [planes] for an outsider opponent).

Dancing

Aura: strong transmutation
CLl: 15th
Price: +4 bonus
Weight: &mdash

As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the activating character it is not considered armed with the weapon. The weapon is considered wielded or attended by the activating character for all maneuvers and effects that target items. While dancing, the weapon shares the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the activating character everywhere, whether she moves by physical or magical means. If the activating character has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved, the weapon can't dance (attack on its own) again for 4 rounds. This special ability can only be placed on melee weapons.

Deadly

Aura: faint necromancy
CLl: 5th
Price: +1 bonus
Weight: &mdash

This special ability can only be placed on melee weapons that normally deal nonlethal damage, such as whips and saps. All damage a deadly weapon deals is normal (lethal) damage. A whip (or similar weapon that is not normally able to damage creatures with armor or natural armor bonuses) with this special ability deals damage even to creatures with armor or natural armor. On command, the weapon suppresses this ability until the wielder commands it to resume.

Defending

Aura: moderate abjuration
CLl: 8th
Price: +1 bonus
Weight: &mdash

A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn. This ability can only be placed on melee weapons.

Defiant

Aura: strong abjuration
CLl: 10th
Price: +2 bonus
Weight: &mdash

This special ability can only be placed on melee weapons. A defiant weapon helps its wielder stay alive in desperate conditions. It stays in its wielder's hand even if she is panicked, stunned, or unconscious. She adds the weapon's enhancement bonus as a bonus on checks to stabilize when dying and on saving throws to end ongoing conditions such as disease, poison, and hold person. If the wielder possesses Heroic Defiance, Heroic Recovery, Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes, she gains a number of additional daily uses equal to the weapon's enhancement bonus that can be used on any of these feats.

Designating, Greater

Aura: moderate enchantment
CLl: 12th
Price: +4 Bonus
Weight: &mdash

This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.

Designating, Lesser

Aura: moderate enchantment
CLl: 7th
Price: +2 bonus
Weight: &mdash

This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.

Dispelling

Aura: strong abjuration
CLl: 10th
Price: +1 bonus
Weight: &mdash

A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon's enhancement bonus. This bonus also applies to a magus's dispelling strike arcana or a barbarian's spell sunder or sunder enchantment combat maneuver check.

Dispelling Burst

Aura: strong abjuration
CLl: 12th
Price: +2 bonus
Weight: &mdash

A dispelling burst weapon functions like a dispelling weapon but may store dispel magic or greater dispel magic. In addition, these spells can be discharged as a free action when the wielder of a dispelling burst weapon confirms a critical hit. When the wielder does so, the bonus to the check made to dispel (including from dispelling strike, spell sunder, or sunder enchantment) increases by an amount equal to the weapon's enhancement bonus or the weapon's critical multiplier (whichever is higher).

If a dispelling burst weapon confirms a critical hit while it is not currently storing a dispel magic or greater dispel magic spell, yet if the wielder has either spell prepared (or is a spontaneous caster able to cast either spell), she may cast either spell into the weapon as a swift action and then immediately discharge it into the target as a free action.

Disruption

Aura: strong conjuration
CLl: 14th
Price: +2 bonus
Weight: &mdash

A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed at a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.

Distance

Aura: moderate divination
CLl: 6th
Price: +1 bonus
Weight: &mdash

This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.

Dry Load

Aura: faint abjuration
CLl: 3rd
Price: +1,500 gp
Weight: &mdash

This weapon special ability can only be applied to alchemical or metal firearm cartridges. Dry load cartridges can be used to load guns underwater or in other airless environments, such as a vacuum. This special ability protects the cartridge's contents as it is being loaded into a firearm and creates a residual bubble of air that surrounds that firearm, further protecting the ammunition and allowing the firearm with this ammunition loaded in it to be fired in an airless environment. After the cartridge is loaded, the bubble of air lasts for 3 minutes or until the firearm is fired, whichever occurs first.

A firearm loaded with this ammunition still takes the –2 penalty on attack rolls when fired underwater for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When firing a dry load cartridge underwater or in an airless environment, a misfire that results in a firearm explosion occurs normally.

The listed price is for 50 dry load cartridges.

Dueling

Aura: faint transmutation
CLl: 5th
Price: +14,000 gp
Weight: &mdash

This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

endless ammunition

Aura: moderate conjuration
CLl: 9th
Price: +2 bonus
Weight: &mdash

Only bows and crossbows can be made into endless ammunition weapons—firearms and other projectile weapons cannot. Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created by the magic, so the weapon's wielder never needs to load the weapon with ammunition.

If the wielder attempts to load the weapon with other ammunition, the created arrow or bolt immediately vanishes and the wielder can load the weapon as normal. This ability does not reduce the amount of time required to load or fire the weapon. The created arrow or bolt vanishes if removed from the weapon; it persists only if fired. Unlike normal bow and crossbow ammunition, these arrows and bolts are always destroyed when fired.

Flaming

Aura: moderate evocation
CLl: 10th
Price: +1 bonus
Weight: &mdash

Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Flaming Burst

Aura: strong evocation
CLl: 12th
Price: +2 bonus
Weight: &mdash

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

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