Name | Level | Summary |
Anchoring | 1 | A weapon with the anchoring fusion has a chance to immobilize its targets. |
Called | 1 | A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. |
Climbing | 1 | The climbing weapon fusion allows a weapon to grip onto most surfaces, allowing its wielder to climb while holding the weapon. |
Cunning | 1 | When you strike a creature with a cunning weapon and deal damage, you can attempt an Engineering, Life Science, or Mysticism check to identify the creature as appropriate (this takes no action). |
Defiant | 1 | A weapon with the defiant fusion resists efforts to be removed from its wielder. |
Durable | 1 | The durable fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. |
Familial | 1 | A familial weapon aims itself around all other creatures the wielder considers their family, and is usually decorated with a crest or other distinguishing mark. |
Glamered | 1 | As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. |
Harmonic | 1 | A harmonic weapon reverberates with a constant, almost distracting hum or makes pleasant twanging noises when moved around. |
Hindering | 1 | A hindering fusion turns a melee weapon into a device suitable for making your foes less capable of escaping and fighting back. |
Hybridized | 1 | A weapon with the hybridized fusion replaces much of its technological functions with magic counterparts. |
Illuminating | 1 | The illuminating fusion causes a weapon to gain the bright weapon special property (see page 181). |
Invigorating | 1 | The invigorating fusion fills its wielder with vigor when defeating foes. |
Mining | 1 | The mining weapon fusion allows a weapon to become a tool for digging through rock and dirt, carving through such materials easily. |
Ominous | 1 | A weapon with the ominous fusion trails a shadowy haze behind it and moans a menacing dirge in battle. |
Returning | 1 | You can add this fusion only to a weapon that has the thrown weapon special property. |
Secured | 1 | The secured fusion ties the weapon to a single owner. |
Soulfire | 1 | The soulfire fusion (and soulfire fusion seals) can only be applied to solarian weapon crystals. |
Stabilizing | 1 | The stabilizing fusion helps you keep your orientation in zero gravity. |
Trailblazer | 1 | A weapon with the trailblazer fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. |
Anarchic | 2 | The anarchic fusion imbues a weapon with divine energy from a chaotic deity. |
Axiomatic | 2 | The axiomatic fusion imbues a weapon with divine energy from a lawful deity. |
Blasting | 2 | The blasting fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. |
Burst | 2 | With the burst fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. |
Dimming | 2 | The dimming weapon fusion douses any technological lights carried by the targets of its attacks. |
Entangling | 2 | A weapon with the entangling fusion gains the entangle weapon special property (see page 181). |
Glowing | 2 | The glowing weapon fusion casts a target in a glowing sheen, allowing others to discern it even in the darkness. |
Holy | 2 | A weapon with the holy fusion becomes blessed with divine energy from a good deity. |
Inspiring | 2 | The inspiring fusion imbues a weapon with hope. |
Kindred | 2 | A kindred weapon bears the colors, iconography, and other designs of a specific culture. |
Merciful | 2 | A weapon with the merciful fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. |
Opportunistic | 2 | The opportunistic fusion guides your accuracy when making attacks of opportunity and leaves your foes vulnerable to your attack. |
Spellthrower | 2 | A weapon with the spellthrower fusion is able to have a single spell gem loaded into it at a time. |
Throwing | 2 | The throwing fusion makes even the most cumbersome melee weapon usable as a thrown weapon. |
Ulrikka Duster | 2 | Dwarven asteroid miners favor the Ulrikka duster fusion, which causes any weapon with it to take on an armored, stocky appearance. |
Unholy | 2 | The unholy fusion imbues a weapon with divine energy from an evil deity. |
Venomous | 2 | A weapon with the venomous fusion gains the injection weapon special property (see page 181). |
Astute | 3 | The fusion causes a weapon to become etched with glowing circuitry and ringed with faint blue-black flames. |
Binding | 3 | Weapons with the binding fusion often feature decorative images of bars, gates, and manacles. |
Conserving | 3 | Weapons with the conserving fusion preserve their ammunition and charges after a miss. |
Deafening | 3 | With the deafening fusion, a weapon releases a blast of low-frequency sonic energy on impact. |
Defending | 3 | Weapons with the defending fusion aid their wielder when blocking or fighting defensively. |
Dispelling | 3 | A weapon with the dispelling fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. |
Disruptive | 3 | The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. |
Launching | 3 | The launching weapon fusion allows you to either strike or fire a magically empowered shot into the ground to propel yourself into the air. |
Potent | 3 | The potent fusion boosts the DC of saving throws associated with the weapon. |
Seeking | 3 | The seeking fusion causes an attack from a weapon to veer toward its target. |
Sentinel | 3 | Like most weapon fusions designed for use on AbadarCorp weapons, the sentinel fusion makes a weapon richly ornamented, sometimes even gold-plated, and often adds icons of vault doors. |
Sundering | 3 | A weapon fitted with a sundering fusion triggers destructive shockwaves in objects it hits, granting glancing blows the forcefulness of direct hits. |
Valorous | 3 | Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. |
Bonding | 4 | A creation of the Brethedan biotech firm Life Innovations, a bonding weapon melds into your limb when you draw it (its coloration changes to match your skin tone). |
Burning | 4 | Weapons with the burning fusion often take on an appearance that includes numerous flame-like elements. |
Echoing | 4 | The echoing weapon fusion reflects the sound waves emitted by sonic weapons off nearby surfaces to reveal previously hidden creatures. |
Manufacturing | 4 | Followers of the Prophecies of Kalistrade use manufacturing weapon fusions to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. |
Radioactive | 4 | Once per day before making an attack with a weapon with the radioactive fusion, you can imbue the attack with toxic radioactivity. |
Tactical | 4 | You can add the tactical fusion only to a ranged weapon. |
Vanishing | 4 | The vanishing fusion can hide its wielder from the sight of one foe. |
Accurate | 5 | The accurate fusion bestows exceptional balance and handling on a weapon. |
Apprehending | 5 | The apprehending fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. |
Bane | 5 | The bane fusion enhances the power of critical hits against certain foes. |
Bending | 5 | When attached to an analog ranged weapon, a bending fusion enables you to adjust the weapon’s projectiles mid-flight. |
Bleeding | 5 | The bleeding fusion weaves entropic energy into the weapon’s form. |
Bombarding | 5 | The bombarding fusion allows a weapon to duplicate the effect of a single grenade that is loaded into an extradimensional space within the weapon. |
Devastating | 5 | You can apply the devastating fusion only to a weapon with two or more critical hit effects. |
Energetic | 5 | A projectile weapon with the energetic fusion relies on energy rather than physical ammunition to generate kinetic attacks. |
Flaming | 5 | The flaming fusion imbues a weapon with the fiery power of a star. |
Frost | 5 | The frost fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. |
Ghost Killer | 5 | Attacks from a weapon with this fusion deal full damage to incorporeal creatures. |
Interposing | 5 | You can add the interposing fusion only to a melee weapon. |
Limning | 5 | Successful attacks with a weapon with the limning fusion surround the target with a glowing aura. |
Numbing | 5 | Incorporating polar ice from particularly cold planets such as Vesk-7, this fusion causes the attached weapon to deliver a creeping numbness. |
Obscuring | 5 | A weapon with the obscuring fusion emits mist, smoke, or a similar obscuring vapor when wielded. |
Punishing | 5 | Subsequent wounds from a weapon with the punishing fusion have greater effect. |
Selective | 5 | With the selective weapon fusion, you can exclude a single target from a weapon’s area of effect. |
Shock | 5 | The shock fusion weaves the electrical energy of the universe into the weapon’s form. |
Supercharging | 5 | A supercharging weapon sometimes crackles with barely contained sparks or glows ominously while operated. |
Vicious | 5 | Vicious weapons have sinister appearances. |
Adaptive | 6 | An weapon fitted with an adaptive fusion adjusts to any target it hits repeatedly. |
Advancing | 6 | When you defeat a foe, a weapon with the advancing fusion draws you further into the fray. |
Agonizing | 6 | Once per day when you successfully attack a foe with a weapon with the agonizing fusion, you can cast inflict pain on the target as a spell-like ability (using the weapon's item level as the caster level). |
Chained | 6 | Weapons with the chained fusion gain a short chain that dangles from the haft or handle. |
Cruel | 6 | The cruel fusion feeds on fear and despair. |
Dampening | 6 | On a critical hit, a weapon with the dampening fusion can suppress any vibration-based blindsense the target has for 1d4 rounds. |
Data Spike | 6 | The data spike fusion imbues a weapon with technomagical code that can infect living creatures’ nervous systems, causing them to almost lose control of their limbs. |
Dimensional Disruption | 6 | This fusion infuses the disruption of kishalee weapons into the weapon’s output. |
EMP | 6 | The EMP weapon fusion gives the weapon an electromagnetic pulse critical hit effect. |
Ensnaring | 6 | The ensnaring fusion binds the target on a critical hit. |
Hacked Code | 6 | A weapon with the hacked code fusion crackles with disruptive digital energy. |
Hive Buster | 6 | A weapon with the hive buster fusion can temporarily disrupt the psychic ability of certain creatures on a critical hit. |
Knockdown | 6 | With the knockdown fusion, a weapon disrupts a target’s center of gravity. |
Menacing | 6 | A weapon with the menacing fusion aggressively pushes against your foe’s guard, making way for other attackers. |
Nanite | 6 | The nanite fusion gives a weapon the nanite burst critical effect. |
Quantum Storage | 6 | A weapon with a quantum storage fusion can be placed into rel-state, erasing it from existence; the weapon remains quantumly entangled with its wielder, and it can be retrieved at any time. |
Spellbane | 6 | A weapon with the spellbane fusion gains the spellbane critical hit effect. |
Tunneling | 6 | The tunneling weapon fusion transforms a heavy weapon into a tool that can carve tunnels into stone. |
Agile | 7 | This delicate fusion provides its weapon exceptional balance and lightweight lethality. |
Boosting | 7 | A boosting fusion provides its wielder a burst of confidence when delivering powerful blows with the weapon. |
Cellular Degenerating | 7 | This fusion causes the target’s cells to overheat and rapidly degenerate. |
Charge Disrupting | 7 | A weapon with the charge disrupting fusion disrupts power sources. |
Jinxing | 7 | A weapon with the jinxing weapon fusion gains the jinx critical hit effect. |
Mind Reading | 7 | Scoring a critical hit with a weapon with the mind rending fusion damages the psyche of the creature struck. |
Steady | 7 | A steady fusion often appears heavily reinforced or bears rocky motifs. |
Tattoo | 7 | Popular among the Xun of the Golden League, a tattoo weapon can be hidden in the form of a tattoo on your body. |
Wounding | 7 | The wounding fusion causes a weapon to deal exceptionally traumatic damage. |
Annihilator | 8 | A weapon with the annihilator fusion looks corroded, worn, and crudely formed. |
Continuous | 8 | The continuous fusion lets a weapon with the line special property sustain fire continuously by expending additional charges. |
Guarded | 8 | The guarded fusion guides timing so that ranged attacks don’t leave the wielder vulnerable. |
Leeching | 8 | The leeching weapon fusion gives a weapon the leech critical hit effect. |
Rebounding | 8 | The rebounding fusion lets you bounce your attacks off a wall to reach your target. |
Synesthetic | 8 | A weapon with the synesthetic fusion carries a trace of the Dreamers’ psychic energies. |
Temporal Disruption | 8 | With this fusion, a weapon’s energy damage can slow down the rate of subatomic movement in the target. |
Tritidair | 8 | An installed tritidair fusion causes a weapon to show a star field with one bright constellation, similar to the patterns on tritidair wings. |
Beneficent | 9 | When you score a critical hit against a significant enemy with a weapon that has the beneficent fusion, you gain one charge of beneficence. |
Burdening | 9 | First commissioned by the wardens of the prison-planet Daegox 4 and now used in prisons throughout Near Space, the burdening weapon fusion often bears chains or manacles. |
Corrosive | 9 | The corrosive fusion weaves the destructive power of acid into the weapon’s form. |
Malediction | 9 | Once per day when you successfully attack a foe with a weapon with the malediction fusion, as a reaction you can cast bestow curse on the target as a spell-like ability (using the weapon’s item level as the caster level). |
Ratjaw | 9 | Famously linked to criminals who worship Lao Shu Po, the ratjaw fusion aids in disarming and robbing foes. |
Rel-Entrapment | 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. |
Thundering | 9 | The thundering fusion imbues a weapon with heightened frequency vibrations. |
Disentanglement | 10 | Scoring a critical hit with a weapon with the disentanglement fusion alters the target at a subatomic level, causing debilitating and horrific mutations. |
Lightveiled | 10 | The lightveiled fusion renders a weapon invisible in bright light. |
Nullifying | 10 | Damage from a weapon with the nullifying fusion temporarily reduces spell resistance. |
Quantum | 10 | Three times per day as a standard action, you can use a quantum weapon to make two ranged attacks, each against a different target. |
Tracking | 10 | The tracking fusion lets you locate a creature recently damaged by the weapon. |
Vorpal | 10 | With the vorpal fusion, a weapon can tear between the molecules of a creature. |
Sheering | 12 | A sheering weapon has impossibly sharp edges, sports jagged serrations, or sharpens its projectiles upon firing for maximum lethality. |
Meltdown | 13 | A meltdown weapon can trigger brief but painful nuclear fission reactions within its target’s bodies. |
Mind-Reading | 13 | Developed by telepathic creatures such as the psychic gas oozes inhabiting Preluria, the mind-reading fusion reverberates with psychic feedback. |
Kaleidoscopic | 14 | The kaleidoscopic fusion augments a weapon’s attacks, causing them to appear unusually bright, colorful, and even mesmerizing. |