The following enchantments can be applied to weapons. Unless specified, a weapon can only have 1 enchantment applied to it.
Each bane weapon is linked to an oath to destroy a specific creature or type of creature. On attacks against such creatures you can add 1 stacking bonus damage dice to any damage rolls made with this weapon against such creatures. While actively wielding a bane weapon you temporarily gain the weapon’s oath.
Additionally, bane weapons faintly glow while within 30 feet of their specific target. This isn’t enough to shed light like a torch, but can be used to alert you to the presence or absence of the target.
2,500 GP. You must finish the weapon by stabbing it into an enemy of the chosen type, or otherwise quenching it in its blood.
This enchantment can only be placed on melee weapons with a bulk of at least 2. These over-sized melee weapons are magically imbued with even more weight, so that when swung they create devastating impacts. As an action, you may strike the weapon against the ground. All adjacent enemies must make a Reflex save (DC 10 + weapon proficiency) or be knocked prone. Additionally, all squares adjacent to you become difficult terrain after doing this (provided you can damage the ground).
1,000 GP. Must be forged in a place of extreme gravity (at least 3 times that of normal) or forged by a creature of at least giant or larger size.
Much of this weapon is transmogrified into magically attuned crystals (this has no effect on any effects granted by the weapon’s material). This weapon adds your highest mental ability score to damage rolls with this weapon in place of Strength (only when Strength would be added to a damage roll). Crystal weapons always deal magic damage.
5,000 GP. You must be at least Professional in Spellcasting or Arcane Lore to craft crystal weapons.
Weapons with this enchantment can be made to float in the air and attack on their own. As an action, you may command the weapon to dance (or stop dancing). This functions as if it were under the effects of a base Dancing Weapon spell. This specifically counts against your summon limit.
2,500 GP. You must bind a spirit, ghost, or elemental to the weapon as part of crafting.
This enchantment can only be placed on staves and wands. These weapons can deal your choice of cold, electricity, or fire damage. This can be chosen on a per-attack basis. This weapon cannot cause damage to elementals or plants and while wielding the wand/stave you must adhere to the following bonus oath, “I will honor and respect nature while attempting to maintain its balance.”
If it is a wand it deals 1d6 damage (instead of 1d4) and if it is a stave it deals 1d10 damage (instead of 1d8).
5,000 GP. You must seek a spirit of nature or powerful elemental to bless your crafting.
Any weapon that deals physical damage can be turned into an elemental weapon. While they take many different forms the most common is a relatively mundane weapon adorned in iconography associated with the weapons element that, when drawn or readied, transforms (entirely or partially) into a mass of that element.
Elemental weapons change the damage type of the weapon wielded (a fiery longsword would only deal fire damage for example). Despite this, they have a physical form and otherwise function as their base weapon.
This magic weapon property can only be applied to 2-handed weapons. You can take a transform action to convert a two-handed weapon to a hovering mode. While in this hovering mode you can hover 5 feet off the ground and “surf” on it, treating it as a mount. Riding a hovering weapon is normally trivial but doing so in combat requires an Average (15) check per round (typically Arcane Lore or Athletics).
1,000 GP. The weapon must be crafted by someone Exceptional in Athletics or someone who has achieved great things in the field of extreme sports.
A living weapon is crafted primarily from organic flesh or wood. They have musculature within them that allow them to flex, twist, or extend. A living weapon requires 1 meal a day, 4 hours of rest, and can be healed as if it were a living creature rather than an object.
A living weapon gains the following benefit:
2,500 GP. You must be at least Professional in Medicine to craft living weapons. To craft a living weapon you must be in an area of an abundance of life (such as deep within the Land Without Death), on the Plane of Life, or have the spell resurrect cast on it as part of the crafting.
A mortal weapon is one that can kill immortal creatures by robbing them of their immortality. This weapon is mundane until it detects the presence of an immortal within 1 mile of it. A mortal weapon deals Absolute damage to immortals. If a mortal weapon reduces an immortal to 0 or lower HP, the creature is destroyed utterly and leaves no trace. Mortal weapons specifically interrupt mechanics designed to cause a creature to resurrect (such as a lich or immortal slimes). Upon killing an immortal with a mortal weapon you become immortal for 1 hour, so long as you remain in contact with the weapon (reiving in the same spot after 1 minute, upon death).
10,000 GP. The weapon must be forged with the blood, willingly given, of an immortal or forged deep in the Plane of Death.
This enchantment can only be placed on ammunition (arrows, bolts, sling bullets, etc). These arrows have runic arrowheads designed to hunt down particular foes. As an action, you may whisper the name of a particular foe (e.g “Yani the Butcher”) to a named arrow. If you fire that arrow within the next minute, it attempts to find and strike that creature, turning corners as needed. It travels a maximum distance equal to its maximum range, turning and swerving to find its target. You gain a Free Hero Dice on attack rolls if you use an active named arrow to attack the creature you named. The named arrow automatically knows the location of the creature (as if it had an Absolute bonus to detect it) so long as the creature is clearly indicated (you need to know the target's name, some details about them, etc).
While traditionally called named arrows, this magic item exists as all forms of ranged weapon ammunition (crossbow bolts, sling stones, etc).
1,000 GP. You must either compose a song about vengeance or hunting or have one composed for the express purpose of the creation of this ammunition. The song must have a DC of at least 20 to create. Crafting this item creates a single piece of ammunition.
A hero’s weapon is an extremely useful weapon devised by ancient adventurers to be as versatile as possible. Hero’s weapons are universally well-worn, laden with semiprecious gems that faintly glow as the weapon switches between its various uses. They are often called “venerable” or “veteran” weapons. Any weapon can be crafted into a hero’s weapon (hero’s axe, hero’s spear, etc). A hero’s weapon comes with the following abilities:
When casting the spells from a hero’s weapon, use your highest mental ability score for any variables and the highest of your: Spellcasting, Arcane Lore, Religion, or Fieldcraft.
The spells are chosen at the time of crafting and cannot be changed.
5,000 GP. The base weapon must be a well-loved and long-used weapon. You must have someone cast the chosen divine spell and the chosen arcane spell into the weapon when crafting it.
This enchantment can only be placed on a flail or a whip. Penitent weapons resemble nothing so much as an ornate cat-of-nine-tails and they deal life damage. The collective total amount of HP healed by this weapon cannot exceed 10x your level per long rest. Creatures not healed by life damage, such as the undead, are damaged normally.
2,500 GP. You must be Professional in Religion to craft this weapon. Additionally this weapon must either be crafted by someone who has gone through a period of genuine penance (often a reformed criminal) or forged in a place of incarceration or penance (a jail, a convent, Hell, etc).
The weapon's striking surface is a dull, glowing rainbow. Most will lazily cycle through 2-3 colors at a time but when their wielder gets riled up they begin to quickly cycle through the entire spectrum. Under great duress and in moments of great heroism it will cycle so fast it looks like a blade of blinding white light!
This weapon deals magic damage, has Absolute penetration, deals double damage to objects on sunder attempts, and can strike intangible targets.
5,000 GP. You must forge the weapon on the Astral Plane or while in the presence of a beautiful rainbow.
A repelling weapon is one that can strike with waves of gravity to repel things. They sport a dark, ominous, purple or turquoise glow with a black striking surface. Little fragments or dust motes sometimes orbit around it. This magic weapon property can only be applied to melee weapons with a bulk of at least 2 or a ranged/thrown weapon with at least 3 bulk.
1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting.
The weapon’s striking surface sheds a brilliant light, which flares up when the weapon is swung. This counts as daylight for the purpose of interaction with creatures sensitive to it. As an action, you may raise the weapon and cry a command word to release a blinding light; foes within 30 feet must make a Challenging Fortitude save (DC 20) or become blind for 1 round. Finally, when drawn, this weapon sheds like a torch.
1,000 GP. You must forge this weapon only during the noon hour and the hour of dawn’s first light. This limits how much work can be done each day when trying to craft it. If you are in a place where the sun never sets, you may work on it continuously.
Made of living quicksilver, a silversteel weapon can assume the form of any other weapon of its handedness as a free action. The weapon may only assume the form of a weapon you are at least Professional in the use of and can only replicate base weapons found on the weapon table in this book (others may be allowed by your GM). It takes a transform action to switch the form of this weapon.
The weapon itself resembles a glinting silver replica of whatever weapon it is taking the form of until, upon a mental command from its wielder, turns into flowing mercury for a second as it gracefully transforms into a new kind of weapon. When not wielded it flows into a bottle where it sloshes and dances, forming itself into artistic shapes. Upon a mental command it can flow out into your hand (the same kind of action as drawing a weapon). If rendered non-magical it reverts to its base form, a mercury-like liquid.
A DC 15 Arcane Lore, Investigation, Merchant Lore, or Military Lore check can identify its true nature while wielded (no check is required when it is not).
A silversteel weapon costs 1,000 GP (there is no “base weapon”) and requires the creation of living quicksilver. This can be done by casting a spell that bestows some level of intelligence such as awaken or animate object on 5 GP worth of mercury (included in the price). There are several types of silversteel weapons (the type determines the DC):
The weapon trails a ghostly afterimage and is a little transparent. This weapon can strike intangible targets when in the hands of a tangible creature and can strike tangible targets when in the hands of an intangible creature. It also glows dimly when an intangible creature is within 30 feet of it; it has Detect (intangible) with an Absolute bonus. It does not glow in the presence of its wielder if they are intangible.
1,000 GP. You must forge this weapon in a graveyard while intangible or while on the astral plane.
This enchantment can only be placed on ranged weapons with a Tech. Lore requirement. Through time magic you shift a weapon into a form of higher technology found in the future. These weapons lose their slow reload quality and increase their range by +100 feet. The weapon also gains a distinctly “out of time” appearance; it may look more like weapons from the early 20th century. Finally, the weapon gains the Tech Lore (Professional) quality.
5,000 GP. You must cast haste and time stop as part of the creation of this weapon and be at least Professional in Tech. Lore.
This weapon inflicts wounds against those who have wronged you. Treat a single, specific, named creature as being vulnerable to this weapon. Instead of taking x2 damage though, they take x5. However, if the target of your vengeance is slain by your hands (or if you have contributed significantly) you too die without a save. A Twin-Grave Weapon glows faintly when within 1 mile of the one who wronged them; this functions as Detect (target of vengeance).
If you willingly and sincerely renounce your vengeance the weapon shatters and you are freed of the curse. This counts as breaking an oath. Curse-Bonded Fate: Once you have slain your enemy you will die without a save. This effect occurs even if the weapon is stored or otherwise not on your person.
5,000 GP. To forge such a weapon you must have suffered a grievous injustice or indignity at the hands of a single creature, or you must possess a litter of blood from a creature who has been so offended. An oath of vengeance must be sworn over the weapon by the offended party- adding a new oath to your character.
This weapon is filled with unbridled petty rage. You deal 1 additional bonus damage dice to any damage rolls made with this weapon against the last creature who hit you. This bonus damage dice stacks with other bonus damage dice and other damage bonuses. You are also compelled by oath to take hostile actions towards the last creature who hit you. This compulsion and the bonus damage dice last for 1 minute or until the target is dead.
You gain an oath of vengeance against those who have struck you while wielding this weapon.
2,500 GP. The weapon must be crafted while you are in a stage of irate rage or while you recite a genuine and sincere oath of vengeance.
A seafoam weapon is one crafted of sacred solid seafoam, pearl, and razor sharp coral. The weapon gains aquatic quality. Additionally, while wielding it you can breathe underwater (as well as normally), and while wielding it you gain a 15 foot swim speed (as it drags you in the direction you mentally command it).
Finally, while fighting underwater you can use your proficiency in the Aquatic skill in place of your weapon proficiency to make attack rolls.
2,5500 GP. Must receive a blessing from some great and powerful sea-creature or forge the weapon with an abundance of sacred solid seafoam (harvestable only at the deepest depths of the ocean).
This weapon resonates with the thrum of dangerous weather. While in an area of storms (high winds, thunderstorms, etc) or on a turn after an enemy dealt electricity damage while within 100 feet of you can cast lightning bolt as an innate spell (weapon proficiency).
Additionally, this weapon deals electricity damage instead of its normal damage type.
Finally, lightning that strikes within 1 mile of you strikes your weapon instead if it is being wielded. This does not harm its wielder but does cause the weapon to shed light like a torch for 1 hour.
2,500 GP. The weapon must be crafted while you are in an extreme storm (a tornado, hurricane, etc) or with the remains of 3 powerful outsiders (at least 10th level) fueled by weather or electricity.
A vortex weapon is one that can strike with sucking waves of gravity. They sport a dark, ominous, red or yellow glow with a black striking surface. It frequently attracts dust and other small fragments.
This magic weapon property can only be applied to hinged melee weapons or ranged/thrown weapons.
1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting.
This enchantment can only be placed on wands and staves. These reinforced wands and staves are designed to be equally viable melee weapons.
Unlike a normal combination weapon, a warmage’s weapon has a requirement of being at least Skilled in Arcane Lore instead of Tech Lore.
(Being a crystal weapon means a warmage’s scepter or staff adds your highest mental ability score to melee damage rolls in place of Strength (only when Strength would be added to a damage roll) and always deals magic damage.)
7,500 GP. You must be at least Professional in Arcane Lore to craft his weapon.
This enchantment can only be placed on weapons with the ranged or thrown property. This weapon is adorned with many feathers and swirling embellishments. Double the maximum range of the weapon, and it ignores the effects of powerful winds on its projectiles.
1,000 GP. You must craft the weapon in an area of high winds, such as a windswept mountain or a tornado.