Weapon Enchatments are weapon's special abilities in Pathfinder: Wrath of the Righteous that can increase the effectiveness of a Weapon  Some Weapons may have magic properties ranging from +1 to +5 imbued into them. These bonuses affect both attack and damage rolls during a combat.

 

All Weapon Enchantments in Pathfinder: WOTR

 

Quick Search of All Weapon Enchantments 

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Name
Description
Agile Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier (whichever is higher). This modifier to damage is not increased for two-handed weapons, but still reduced for off-hand weapons.
Anarchic An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment.
Arcane Inscriptions Owner of this item gets +2 enhancement bonus to attack with touch spells.
Axiomatic An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures.
Bane 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.
Beguiling The wielder of this weapon gets a +4 bonus to Persuasion skill checks.
Blessed Weapon All critical hit rolls against evil foes are automatically successful.
Breaker of Wills Creature hit by this dagger suffer a -3 penalty to Will saving throws for 1 minute.
Brilliant Energy 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.
Composite This feature allows you to add your Strength bonus to damage with a bow.
Corrosive Corrosive weapon deals an extra 1d6 points of acid damage on a successful hit.
Death Reservoir Whenever you score a critical hit with this weapon, you emit a wave of negative energy that deals 4d6 damage to everyone around you. Creatures that take damage from negative energy receive a Will save DC 15 to halve the damage.
Destructive Critical modifier of this weapon is increased by 1.
Deteriorative Deteriorative weapons a bane to all living things and deals 3d6 points of negative energy damage on a successful hit.
Elite Expertise Wielder of this weapon performs ranged attacks as if they had Point-Blank Shot and Precise Shot feats.
Enhancement +n Attacks with this weapon get +n enhancement bonus on both attack and damage rolls.
Extinguisher Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better than its actual bonus.
Eye Gouger Whenever you score a critical hit with this weapon, your opponent becomes permanently blinded. A successful Fortitude save DC 15 reduce the duration for 1 round.
Fire Gemstone This staff contains six charges that are replenished each day. By spending three charges the owner or it may cast Fireball, and by spending two charges, he may cast Scorching Ray.
Flaming Flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit.
Freezing Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit.
Furious A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal.
Ghost Touch An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypass the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment.
Greater Corrosive Weapon deals an extra 2d6 points of acid damage on a successful hit.
Greater Flaming Flaming weapon is sheathed in fire that deals an extra 2d8 points of fire damage on a successful hit.
Greater Frost Greater frost weapon is sheathed in a terrible, icy cold that deals an extra 2d8 points of cold damage on a successful hit.
Greater Necrotic Greater necrotic weapons are a bane to all living things and deals 2d8 points of negative energy damage on a successful hit.
Greater Shock Improved shock weapon is sheathed in crackling electricity that deals an extra 2d6 points of electricity damage on a successful hit.
Greater Speed When making a full attack, the wielder of a speed weapon may make two extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)
Heavy Blow Whenever you score a critical hit with this weapon, your opponent becomes stunned for 1d4 rounds. A successful Fortitude DC 17 save reduces this to staggered for 1 round. These effects do not stack. Additional hits instead add to the duration.
Holy A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment.
Impervious The wielder of this weapon gets DR 5/piercing.
Improved Critical Multiplier Increases weapon's critical multiplier by one.
Incinerating Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit.
Keen Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon.
Lethal Ability doubles the threat range of a weapon. This benefit doesn't stack with any other effects that expand the threat range of a weapon.
Longshank Bane A bane weapon excels against certain foes. Against a designated foe. This weapon is designated against Giants, Humans, Elves, Orcs and other humanoids goblins call longshank. 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.
Loyal A loyal weapon refuses to damage the allies of its weilder. Weapon's enhancement bonus is reduced by -5 against friendly targets.
Necrotic Necrotic weapons a bane to all living things and deal 1d6 points of negative energy damage on a successful hit.
Necrotic Burst This weapon deals an additional 1d6 negative damage on hit. In addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of negative energy damage instead, and if multiplier is x4, add an extra 3d10 points of negative energy damage.
Oversized Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls.
Poison Resistance A +4 bonus on all saving throws against poison.
Runic Mageblade When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus.
Sacrificial Against a helpless foe, the weapon's enhancement bonus is +2 better than its actual bonus.
Shock Shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit.
Slowdown Whenever you score a hit with this weapon, your opponent becomes slowed for 1d4 rounds. A successful Will DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration.
Speed When making a full attack, the wielder of a speed weapon may make one extra attack with it. The attack uses wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)
Strength This feature allows you to add your Strength bonus to damage with a bow.
The luck of the draw Critical multiplier of this weapon is x4 instead of x3.
Thundering A Thundering weapon creates a cacophonous roar like thunder whenever it strikes a target, dealing an extra 1d6 points of sonic damage.
Torpor Whenever you score a hit with this weapon, your opponent becomes stunned for 1 round. A successful Fortitude DC 14 save negates this. These effects do not stack. Additional hits instead add to the duration.
Ultrasound An ultrasound weapon creates a hardly hearable noise whenever it strikes a target, dealing an extra 2d6 points of sonic damage.
Unfair Advantage Whenever the wielder of this weapon successfully lands a hit, the target must succeed at a Fortitude saving throw (DC 15) or be injected with acid that deals 2d4 damage every round for 3 rounds.
Unholy A unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment.
Unstoppable This weapon ignores all damage reduction and immunities.
Unyielding The wielder of this weapon gets a +8 bonus on saving throws against mind-affecting effects.
Venomous Creatures hit by the Khanda must succeed at a DC 17 Fortitude saving throw or be affected by poison for 6 rounds. Poison deals 1d2 Widsom damage and dazed a target for 1 round.
Vicious When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
Wrath of the Bear God Any creature struck by a critical hit, either from a natural attack or from this scimitar, becomes a target of lightning, as per the Call Lightning Strom spell (5d6 damage, 24 DC Reflex half).
All natural attacks from both the wielder of this scimitar and the wielder's animal companion have concussive and shocking modifier applied to them. If the wielder is wild shaped into a bear or if their animal companion is a bear, the sonic and electrical damage from their attacks is increased to 1d10.

 




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