Weapons can be enhanced with magical effects to increase their potency. These magical enhancements can be bought and applied to weapons, however some enhancements can only be applied to certain weapons. These prerequisites for weapons are listed in the description of the weapon enhancement.
Weapons can receive a ‘mundane’ magical enchantment which allows them to deal ‘enchanted damage’. This is increased damage potential granted from the magic imbued within a weapon.
This bonus applies to the attack and damage of a weapon it is applied to to a maximum bonus of +10 for 50,000 G.
These are ‘powers’ and ‘abilities’ which can be applied to weapons in order to give them extra uses, or grant them abnormal special qualities.
Spirit String
Price: 1,500 G
Description: This only applies to bow-type weapons (including crossbows). You can add either Magic or Agility to damage (whichever is higher) in place of Strength on Composite weapons.
Elemental
Price: 1,500 G
Description: On a successful hit you can choose to deal the weapon’s damage as a chosen element instead of the weapon’s normal damage type, or you can choose to deal ½ standard damage and ½ elemental damage. The elemental damage chosen must be arcane elements (except sonic and arcane).
Heavy Hitting
Price: 1,500 G
Description: This weapon receives the Brutish quality if it did not already possess it. If it does, this weapon now grants a +1 STR while wielded. This stacks with existing STR enhancements, but not itself. This can not be added to a weapon twice to gain the Strength enhancement.
Tearing
Price: 1,500 G
Description: This weapon receives the Savage quality if it did not already possess it. If it does, this weapon rerolls 1s and 2s on damage, and Savage is renamed “Savage+”. This can be added twice to the weapon to gain Savage+.
Divine
Price: 1,500 G
Description: On a successful hit you can choose to deal the weapon’s damage as a chosen element instead of the weapon’s normal damage type, or you can choose to deal ½ standard damage and ½ elemental damage. The elemental damage chosen must be divine elements (holy or unholy).
Divine weapons using Holy can heal living creatures and Unholy can heal undead creatures. In order to do this, the wielder must only do that divine element’s damage. Doing this is a Standard action, and a full-round attack in order to heal cannot be taken.
Backlash
Price: 2,000 G
Description: On an attack with a weapon with this enchantment, you deal an additional 1d5 points of damage (bypassing Soak) to an opponent, however you take whatever damage you deal to your opponent in this manner as well.
Blessed
Price: 4,000 G
Description: This weapon is bathed in holy energy. Against demons this weapon deals +50% more damage, and demons that try to wield this weapon take its damage every minute.
Tainted
Price: 4,000 G
Description: This weapon is bathed in unholy energy. Against angels this weapon deals +50% more damage, and angels that try to wield this weapon take its damage every minute.
Explosive
Price: 4,000 G
Description: This weapon receives the Bursting 4 quality if it does not already possess it. If a weapon already possesses the Bursting quality and it is under 4, this enhancement raises it to 4. If it is 4 or above, it increases it by 1. This can only be applied to a weapon once, and does not stack with itself if placed on a weapon multiple times.
Sealing
Price: 5,000 G
Description: Opponents who are hit by this weapon and take damage are reduced to a 1 square move speed for 1d5 rounds. In addition to this, opponents who are able to teleport cannot teleport until the duration ends. Multiple hits from this weapon do not restart the counter until the effect has gone away.
Accelerated Bullets
Price: 6,000 G
Description: This firearm adds Agility to damage as if it is Strength on a melee or Composite weapon.
Ranged Cyclone
Price: 6,000 G
Description: You can make a 6 sq. ranged attack with a melee weapon you enchant with this ability. This damage is wind and slashing, and uses either the wielder’s STR, MAG, or AGI for attack and damage.
Splitting
Price: 8,000 G
Description: This weapon can ‘split’ into an additional magical clone of the weapon. This copy lasts for as long as you wish unless separated from the wielder, and the copy has all of the same properties of the other weapon. If separated from the wielder, the copied weapon is ‘destroyed’ and returns to the original weapon. Splitting a weapon is a swift action.
Blood Drawing
Price: 8,000 G
Description: When dealing damage with this weapon you deal an additional 1d5 points of bleed damage against an opponent for 2 rounds.
Mystic Link
Price: 8,000 G
Description: This weapon receives the Æther quality if it did not already possess it.
Quick
Price: 10,000 G
Description: When making a full-round attack you can make an additional attack at a -1k0 penalty.
Spirit Weapon
Price: 10,000 G
Description: This weapon is bathed in spiritual energy. Against creatures with the [incorporeal] tag this weapon deals double damage.
Intoxicating
Price: 10,000 G
Description: As a swift action a wielder of an Intoxicating weapon can apply an injury poison, or any disease or drug. The attack made to hit Bodily Defense with the drug/disease/poison uses your weapon's to-hit. Bonuses which apply to the poison/drug/disease's to hit from outside sources apply to this as well.
Armor Piercing
Price: 12,000 G
Description: After striking an opponent with this weapon the opponent takes a -1 to Deflection for a number of rounds equal to the weapon’s unmodified rolled dice (example, a Longsword would last 3 rounds due to it being 3k2).
Energy Piercing
Price: 12,000 G
Description: After striking an opponent with this weapon the opponent takes a -1 to all Energy Resistances for a number of rounds equal to the weapon’s unmodified rolled dice.
Hands Free
Price: 18,000 G
Description: As a move action you can activate this weapon’s “hands free” function. This allows the weapon to float around you in your square, and attack on its own. The weapon has a single attack per turn, and unless you direct the blade as a swift action the attack made is chosen by the GM. The attack made by the weapon is made as if you’re wielding it.
Vorpal
Price: 25,000 G
Description: On a successful attack against the head and the head is unarmored (or Penetration reduces the Head's Deflection to 0) the head is severed and if this would kill the target they are instantly killed. Otherwise a critical hit against the head instantly kills the target, regardless of being armored or not.