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EnergizingEquipment 6


UncommonAbjurationMagical
Source Pathfinder Lost Omens: The Grand Bazaar
Price 250 gp
Weight negligible

A weapon with this rune can absorb energy damage to empower it.


Activate Reaction envision

Trigger You take acid, cold, electricity, fire, or sonic damage


Effect The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the 1d8 damage to the new triggering type of damage and change the duration to the end of your next turn.

Effect: Energizing Rune (Acid)

Effect: Energizing Rune (Cold)

Effect: Energizing Rune (Electricity)

Effect: Energizing Rune (Fire)

Effect: Energizing Rune (Sonic)

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.