Archives of Nethys

Pathfinder 1E | Pathfinder 2E | Starfinder

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | Other Items | Special Materials

Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
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.


Source Starfinder Armory pg. 62
Item Level 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. As long as you are wielding the same weapon, you can expend a charge of beneficence to cast either remove affliction or lesser remove condition as a spell-like ability, using the weapon’s item level as your caster level. You cannot have more than one charge of beneficence at a time, and you lose all charges of beneficence if you take a 10 minute rest and spend a Resolve Point to regain your Stamina Points or if you take an 8-hour rest and regain your daily-use abilities and spells. If the weapon with the beneficent fusion has an item level of 14 or higher, you can instead use a charge of beneficence to cast remove condition. If the weapon has an item level of 19 or higher, you can instead use a charge of beneficence to cast greater remove condition. A weapon cannot have the beneficent weapon fusion if it also has the unholy or wounding weapon fusions.