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.

Synesthetic

Source Alien Archive 2 pg. 45
Item Level 8
A weapon with the synesthetic fusion carries a trace of the Dreamers’ psychic energies. When you score a critical hit using a weapon with this fusion, the target must succeed at a Will save or the distinctions between its senses begin to blur in a particularly disorienting fashion. For 1d3 rounds, the affected creature’s speeds are halved and it takes a –4 penalty to attack rolls, AC, Reflex saves, and skill checks. A creature affected by a synesthetic weapon is immune to this effect from the same weapon for 24 hours. This is a mind-affecting effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the synesthetic effect.