Archives of Nethys

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Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Weapon Fusions

A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The hybridized fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.
Click here for the remaining rules on Weapon Fusions.

Rel-Entrapment

SFS Note: This relic can be sold for 50% of its value instead of 10%.
Source Starfinder #33: Dominion’s End pg. 50
Item Level 9
Scoring a critical hit with a weapon with the rel-entrapment fusion forces the target to attempt a Will save; on a failure, the creature is forced into rel-state, temporarily ceasing to exist. Each round, the target can attempt a new Will save; on a success, they return to existence in the same space where they entered rel-state. If this space is filled with a solid object, such as another creature, the target appears in the nearest open space. Targets have a cumulative +1 bonus to their Will saving throw for every round they have been in rel-state.