Weapons can be strengthened with magic in order to take on new abilities as well as increasing its potency. Due to magic's incredible scarcity, strengthening through magic is expensive and usually costs gold pieces as opposed to silver pieces. Weapons which have any of these enchantments are magic weapons and thus function as magic weapons for any resistances or abilities.
Weapons coated in an elemental wreath deal additional damage of a specific element to those they hit, the damage type being chosen when the enchantment is being applied. These weapons deal an additional 6d6 points of elemental damage on a successful hit. Only arcane elements (Fire, Water, Earth, Wind, Electricity, Ice, Acid, or Corruption) can be applied to weapons with this enchantment. Multiple instances of this enchantment cannot be applied to the same weapon.
This costs 10 gold pieces.
Vampiric drain the life force of opponents it strikes, converting it for the wielder. On a successful hit you recover Hit Points equal to half the damage you deal to the opponent's Hit Points (if any). Creatures without a life force (such as constructs and undead) are immune to this weapon's damage and the wielder cannot be healed, however creatures which are nothing but life force (such as ghosts) take double damage instead.
This costs 14 gold pieces.
This weapon is magically enchanted to be more accurate and deadlier in the hands of those trained with it; attack and damage rolls made with this weapon receive a +1 bonus, and this bonus can be increased through additional purchases of this enchantment to a maximum of a +10 bonus.
This costs 2 gold per +1 bonus.
This melee weapon can now be used to make a ranged attack with a range of 6 squares, and deals 3d8 points of wind damage, adding Precision to damage in place of Power. This can only be applied to melee weapons.
This costs 15 gold.
Bows enchanted with a spirit string are capable of striking targets accurately, and add Precision to damage. If the weapon had Composite, they add both Precision and Power to damage. This can only be applied to weapons of the Bow type.
This costs 18 gold.
Magically enchanted to maximize brutality in its strikes, this weapon increases the step of Bleed or Pain conditions applied by using the weapon, for example from the Bleed special quality. This can only be applied to slashing melee weapons.
This costs 13 gold.
On a successful hit with this weapon against an opponent capable of using the Spellcasting skill, the opponent takes a -20 to Spellcraft checks for 1 round. If you instead dealt Hit Point damage to the opponent, roll damage again and subtract that from the opponent's MP pool as well.
This costs 40 gold.
You can apply this onto a weapon in order to treat it as another kind of weapon for the purpose of abilities and weapon techniques. For example you can use this to make a Fauchard count as a Sword in order for the Weapon Focus (Swords) talent to apply to it. Doing this causes the weapon to take on a shape more akin to that of the weapon group it's counting as, though otherwise its stats remain unchanged.
This costs 15 gold.
When dealing damage while still in stealth you deal an additional d4 points of damage with the amount of d4s equal to your Precision plus Agility.
This costs 35 gold.
This weapon is attuned to you, and instead of being made of solid material it is instead made of your own magical essence and power. It is instead the haft/hilt without a blade, and upon being activated by you (doesn't cost Stamina or MP) a beam of transparent magical energy emerges. This weapon has the Skilled (Spellcasting) special quality, enabling Spellcasting to be used in place of the appropriate Weapon roll for attack rolls, and you add the average of your Primary and Secondary Attributes to damage with this weapon.
This costs 1 platinum.
This can only be applied to Bow-type weapons. Once per round you can choose to draw a 'blowback' arrow, a special magically enhanced arrow which creates an explosion of force at the tip upon hitting something. On a successful hit the arrow deals 2d8 points of bludgeoning damage and pushes the target forcibly 1 square back. This doesn't move walls or ceilings however it still deals damage.
This costs 10 gold.
A dull gray glow surrounds this weapon, and it possesses an MP pool as if it were made of silver (if it's already made of silver it doesn't modify the MP pool). Upon hitting an opponent your weapon absorbs 2d4 MP from the target so long as it has done HP damage to the opponent with its attack. It cannot absorb over its maximum MP pool, and excess MP is considered spent and wasted upon acquiring it.
This costs 14 gold.
Upon speaking a command word the weapon becomes squishy and malleable like clay, able to be molded into a new shape and purpose. With this the weapon can be made to deal bludgeoning, piercing, or slashing damage (depending on how it is molded) and the weapon's handedness can be changed. The command word must be spoken again by the wielder to apply the changes made to their weapon, as if they drop it while modifying it the weapon will revert to its previous form.
This costs 2 gold.