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Psionic Weapons





Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy.

Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus 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 bonus applies to either type of attack. In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

The rules for manifester level (caster level) for weapons, additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below).

Mentally Audible

Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.

Activation: Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project a command thought (a standard action).

Table: Melee Weapon Special Abilities

Minor Medium Major Special Ability Base Price Modifier
01-15 01-10 Psychokinetic +1 bonus1
16-45 11-25 01-09 Dissipater +1 bonus1
46-55 26-30 10-12 Lucky +1 bonus1
56-70 31-40 13-17 Sundering +1 bonus1
71-80 41-46 18-21 Power storing +1 bonus1
81-99 51-56 22-30 Collision +2 bonus1
57-65 31-37 Mindcrusher +2 bonus1
66-71 38-41 Psychokinetic burst +2 bonus1
72-75 42-49 Suppression +2 bonus1
76-78 50-58 Psibane +2 bonus1
79-81 59-61 Parrying +8,000 gp
82-85 62-65 Manifester +16,000 gp
86-88 66-71 Bodyfeeder +3 bonus1
89-91 72-77 Mindfeeder +3 bonus1
92-93 78-83 Soulbreaker +3 bonus1
94 84-86 Psychic +35,000 gp
95 87-90 Coup de grace +5 bonus1
100 96-100 91-100 Roll again twice2

1 Add to enhancement bonus to determine total market price

2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Table: Ranged Weapon Special Abilities

Minor Medium Major Special Ability Base Price Modifier
01-20 01-15 Teleporting +1 bonus1
21-40 16-30 Psychokinetic +1 bonus1
41-100 31-45 01-30 Collision +2 bonus1
46-50 31-40 Suppression +2 bonus1
51-66 41-65 Psychokinetic burst +2 bonus1
67-74 66-69 Psibane +2 bonus1
75-78 70-73 Manifester +16,000 gp
79-82 74-79 Dislocator +3 bonus1
83-98 80-90 Great dislocator +4 bonus1
91-97 Coup de grace +5 bonus1
99-100 98-100 Roll again twice2

1 Add to enhancement bonus to determine total market price

2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Psionics Expanded Weapon Special Abilities

Table: Melee Weapon Special Abilities

Special Ability Base Price Modifier
Agile +1 bonus
Dueling +1 bonus
Guardian +1 bonus
Linked striking +2 bonus1
Psychodisruptive +3 bonus

1 Add to enhancement bonus to determine total market price.

Table: Ranged Weapon Special Abilities

Special Ability Base Price Modifier
Guardian +1 bonus
Linked striking +2 bonus1
Wrenching +2 bonus1
Energy +12,000 gp
Rebounding +12,000 gp
Psychodisruptive +3 bonus
Greater energy +4 bonus1

1 Add to enhancement bonus to determine total market price.

Psionic Weapon Special Ability Descriptions

Most psionic weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

Agile

This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat. 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 the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Aura Moderate transmutation; ML 7th; Craft Magic Arms and Armor, animal affinity; Price +1 bonus.

Bodyfeeder

All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.

Aura Strong psychometabolism; ML 12th; Craft Magic Arms and Armor, claws of the vampire; Price +3 bonus.

Collision

Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.

Aura Moderate metacreativity; ML 10th; Craft Magic Arms and Armor, matter manipulation; Price +2 bonus.

Coup de Grace

Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.

Aura Strong telepathy; ML 19th; Craft Magic Arms and Armor, mind control; Price +5 bonus.

Dislocator

The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1-100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.

Aura Strong psychoportation; ML 12th; Craft Magic Arms and Armor, psychoport; Price +3 bonus.

Dissipater

This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.

Aura Strong metacreativity; ML 12th; Craft Magic Arms and Armor, dismiss ectoplasm; Price +1 bonus.

Dueling

This ability can only be placed on a melee weapon. A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.

Aura Moderate transmutation; ML 7th; Craft Magic Arms and Armor, cat’s grace; Price +1 bonus.

Energy

This ability can only be applied to ranged weapons, but not thrown weapons. Weapons with this ability create missiles of energy when drawn. These missiles deal appropriately-sized damage of an energy type determined at the time the weapon is created (cold, fire, or electricity). Attacks made with an energy weapon are not subject to damage reduction, but are subject to any applicable energy resistance, immunity, or vulnerability. Weapons with this ability cannot use standard ammunition, magical or otherwise.

Aura Moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, energy ray; Price +12,000 gp.

Energy, Greater

This ability can only be applied to ranged weapons, but not thrown weapons. When this ability is activated, ammunition fired from the weapon is converted into pure energy of the type set at time of creation (cold, fire, or electricity), allowing the attack to bypass damage reduction, but it is subject to any applicable energy resistance, immunity, or vulnerability. This ability can be deactivated at will as a free action.

Aura Strong psychokinesis; ML 12th; Craft Magic Arms and Armor, energy ray; Price +4 bonus.

Guardian

A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws 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 on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply—it does not function while the weapon is sheathed or otherwise stowed.

Aura Moderate enchantment; ML 9th; Craft Magic Arms and Armor, fortify; Price +1 bonus.

Great Dislocator

The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.

Aura Strong psychoportation; ML 12th; Craft Magic Arms and Armor, planar travel; Price +4 bonus.

Linked Striking

Weapons with this special ability gain no benefit the first time they strike an enemy, but establish a link that on subsequent hits treats the weapon’s enhancement bonus as 2 higher and deals an additional +2d6 points of damage. Striking another creature resets this link. A creature wielding multiple weapons with this quality treats all weapons as using the same link, so subsequent attacks with any linked striking weapon against the linked target gain the benefit, while attacks with any of the linked striking weapons against another target resets the link.

Aura Moderate psychokinesis; ML 12th; Craft Magic Arms and Armor, gravitational well; Price +2 bonus.

Lucky

A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.

Aura Moderate clairsentience; ML 8th; Craft Magic Arms and Armor, fate of one; Price +1 bonus.

Manifester

This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the weapon must be used for discrete manifestations.

Aura Moderate clairsentience; ML 8th; Craft Magic Arms and Armor, knowledge of any 3rd-level power; Price +16,000 gp.

Mindcrusher

Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.

Aura Strong psychometabolism; ML 12th; Craft Magic Arms and Armor, psychic vampire; Price +2 bonus.

Mindfeeder

All feeder weapons have a special ability that functions only upon scoring a successful critical hit. Once per day, a mindfeeder weapon grants its wielder temporary power points equal to the total lethal damage dealt by a successful critical hit. The wielder must decide to use the mindfeeder ability after successfully confirming a critical hit, but prior to rolling critical hit damage. These temporary power points last for 10 minutes. The wielder may not exceed his natural maximum power points per day using the mindfeeder ability. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.

Aura Strong psychometabolism; ML 15th; Craft Magic Arms and Armor, psychic vampire; Price +3 bonus.

Parrying

A parrying weapon perceives an instant into the future, and of its own accord resists melee and ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder’s Armor Class. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.

Aura Faint clairsentience; ML 5th; Craft Magic Arms and Armor, defensive precognition; Price +8,000 gp.

Power Storing

A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.

Aura Strong psychokinesis; ML 12th; Craft Magic Arms and Armor, creator must be a manifester of at least 12th level; Price +1 bonus.

Psibane

A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.

Aura Strong clairsentience; ML 15th; Craft Magic Arms and Armor, bend reality; Price +2 bonus.

Psychic

A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.

Power Point Reserve Enhancement Bonus
01-04 +1
05-29 +2
30-79 +3
80-129 +4
130 or higher +5

Aura Strong clairsentience; ML 17th; Craft Magic Arms and Armor, reality revision; Price +35,000.

Psychodisruptive

A psychodisruptive weapon is devastating to anyone with psionic talent. Used by those who hunt manifesters, any weapon with this ability found by one with psionic talent feels anathema. When used against an opponent with a power point reserve, this weapon, upon a successful attack, temporarily disrupts the opponent’s ability to use anything requiring a power point reserve. This includes denying the use of psionic feats or powers. This effect also disrupts creatures who utilize psi-like abilities. The creature may attempt a Will saving throw (DC 16) to ignore the effect. Once affected, the disruption lasts for one round. The affected creature’s items are unaffected. If using the default psionics-magic transparency, this effect prevents spellcasters from casting spells or expending prepared spells or spell slots on feats or abilities. It also prevents creatures from utilizing any spell-like abilities.

Aura Strong metacreativity; ML 13th; Craft Magic Arms and Armor, null psionics field; Price +3 bonus.

Psychokinetic

Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Aura Moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, concussion blast; Price +1 bonus.

Psychokinetic Burst

This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d8 points of damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d8 points of extra damage instead, and if the multiplier is ×4, add 3d8 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Aura Strong psychokinesis; ML 12th; Craft Magic Arms and Armor, concussion blast; Price +2 bonus.

Rebounding

This special ability may only be applied to thrown weapons. If the wielder of a rebounding weapon has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw a +1 rebounding light hammer using his +6 base attack bonus at a target 20 feet away (within one range increment, no range penalty); if it hits, he rebounds it to an attack using his +1 base attack bonus at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The weapon can only rebound if it successfully hits a target; if it misses, it stops rebounding and has no further attacks that round. Because rebounding attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack. The rebounding attacks count as the wielder’s additional attacks for that round.

Aura Moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, flexible trajectory; Price +12,000 gp.

Soulbreaker

This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or it becomes a permanent negative level.

Aura Strong telepathy; ML 12th; Craft Magic Arms and Armor, mindwipe; Price +3 bonus.

Sundering

This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.

Aura Faint metacreativity; ML 5th; Craft Magic Arms and Armor, Great Sunder, metaphysical weapon; Price +1 bonus.

Suppression

An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a dispel check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.

Aura Moderate psychokinesis ML 10th; Craft Magic Arms and Armor, dispel psionics; Price +2 bonus.

Teleporting

This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.

Aura Faint psychoportation; ML 5th; Craft Magic Arms and Armor, fold space; Price +1 bonus.

Wrenching

This special ability can only be applied to ranged and thrown weapons. Weapons with this ability allow the wielder to make a ranged reposition attempt on the target, but the target may only be moved in a direct path toward the weapon’s wielder, rather than in any direction.

Aura Moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, flexible trajectory; Price +2 bonus.

Section 15: Copyright Notice

Psionics Unleashed. Copyright 2010, Dreamscarred Press.