Confusion about Magus weapon enhancements


Rules Questions

Dark Archive

A little confused about a few things. Specifically two arcanas; Bane Blade and Ghost Blade.

Ghost blade says: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

Does that meant if I enhance my weapon with Keen, for an additional point I can add brilliant energy and ghost touch properties to the weapon as well? I.E. If my black blade is a +5 and I enhance with Keen, then spend another point to add Brilliant and Ghost touch will I have a +5 Keen Ghost Touch Katana of Brillance?

Same with the Bane enhancement, if I choose to enhance with Vorpal, do I get to spend a point to add Bane in addition to the Vorpal mod? +5 Vorpal Katana of Bane?

These arcana's a throwing me for a loop ><

Thanks in advance!

Grand Lodge

No, rather, for that extra point, you get to choose from your normal enhancement choices, PLUS you add Brilliant (+4) and Ghost Touch (+1) to the list of choices, or Bane (+1) to the list of choices as options.

Dark Archive

Ok, ty for the clarification. So I can never add more than 1 modifier at a time to my black blade if I'm understanding correctly.

Follow up question, if I spend a point to give my weapon Vorpal(+5) and have the arcana:

Ultimate Eldritch Athame (Su)
Prerequisite: Magus 15, eldritch athame arcana

Ultimate Eldritch Athame:
Benefit: As a free action, the magus can cause his weapon to manifest new powers as she literally sculpts its magical form with her arcana. Once per round as a free action, the magus can alter the weapon’s magical properties. She can choose to spend its total enhancement bonus on weapon traits and powers, or she can devote them to an enhancement bonus on attack rolls and damage rolls (+5 maximum as normal). For example, an magus’s weapon is a +5 weapon and has been given the frost (+1), keen (+1), and speed (+3) special abilities. The eldritch blade could alter the +5 bonus spent on abilities to gain a different set of powers, such as dancing (+4) and flaming (+1). This change is permanent until the magus changes them yet again.

Can I use this arcana to swap out vorpal for Keen, Speed and Flaming, having them become permanent?

Grand Lodge

You can add more than one modifier to your blade, but the total modifier cost must be equal to or less than the total modifiers you have available.

At 5th level, you only get to add +2, so +1 Keen is legal, as is, if the weapon is at least +1 already, is frost, keen. At that level, though, because oif the limitations, you cannot make your blade vorpal or dancing or brilliant, because they cost more enhancement than you have available at that level.

At 17th level, when you add +5, you get a lot more options. Vorpal uses up all 5 enhancement "points" available, and requires the weapon to already be at least +1. +1 dancing would be 5 points, IIRC, as well, or +1 Brilliant.

Of course, this is also why a Bladebound Magus can never put any other enhancements on his blade but the ones it achieves from his level (+12 at 3rd, top +5 at 17th), and what his arcane pool lets him add to it temporarily (Again, +1 at 3rd, to +5 at 17th). Because any other enhancements would put the Black Blade over the +10 equivalent cap at higher levels.

Grand Lodge

On the Ultimate Eldritch Athame, if I understand it correctly, all it does is allow you to change the enhancements you paid for with your Arcane Pool Point(s), as long as you stay with enhancements within the value you can do.

Normally, you would have to spend another batch of points to change how your weapon s enhanced for the duration. This just lets you change it during the duration without additional point cost.

At the end of the duration, the enhancements go away, as normal.

But it means you can change the effects on your weapon to better tailor it against the specific opponent you are fighting, whether it is a human in heavy armor (Brilliant), or a golem (extra energy damage, keen) or something you hope to crit fast (vorpal) or an incorporeal undead (Ghost Touch).


Bane Blade and Ghost blade works differently. Read the text carefully and you'll notice the differences

ghost Blade wrote:
Benefit: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.
Bane Blade wrote:
Benefit: Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the bane special ability to the weapon.

Ghost Blade add to the list of options, meaning you actually have to chose it spending the relative amount of enhancment bonus. Bane Blade instead actually add up directly on the weapon itself, maning you don't have to chose it and it doesnt eat up plusses from your total (remember that you still can't surpass the +10 total cap on the weapon).

Dark Archive

Dekalinder wrote:
Bane Blade instead actually add up directly on the weapon itself, maning you don't have to chose it and it doesnt eat up plusses from your total (remember that you still can't surpass the +10 total cap on the weapon).

This is were I'm getting confused. If I spend points to give my +5 Blackblade the Vorpal quality (effectively giving it its full +10) and I then spend a point for the bane quality, do I get a +5 Vorpal Blackblade of Bane?

Again, thank you for the responses and sorry that I'm still a bit confused -_-. My group, including me, are all first timers, I just want to make sure we do things correctly.


No Veldrin. Think it as if the weapon has 10 boxes, with each box being able to contein one plus equivalent ability. Now, your weapon is +5, meaning it has 5 box full and 5 boxes empty.
When you activate your arcane pool, you can spend 2 point to have it give to you Bane and other 5 box worth of stuff to fit into the weapon.
But the weapon has only 5 more box empty, so among those 6 thing (bane plus 5) you gotta chose only a maximum of 5 bonus to put into your weapon.

Dark Archive

Ok thanks. I got it now. I just wasnt sure if bane was tacked on no matter what or if it had to follow the +10 rule. Thanks for the clarification!


I suggest sticking to a +4 weapon to save money ^_^

Grand Lodge

Dekalinder wrote:
I suggest sticking to a +4 weapon to save money ^_^

Black Blades, from the Bladebound archetype, cost no money,m but automatically increment up the scale as the Magus gains levels.

At 3rd level, when the Bladebound Magus gains his Black Blade, it is a +1 equivalent weapon.

At 17th level, the Black Blade is, effectively, a +5 weapon before the Magus uses his arcane pool points to enhance it further.

At 17th level, as well, a Magus can use 1 point from his arcane pool to add +5 worth of enhancements to shi weapon. If the weapon isn't magical, the first +1 has to go to make it magical, the rest (or all of it if the weapon is already magical) can be used for special enhancements off a limited list.

There are various Magus Arcana that can add options to the list, which was where this discussion started.

Note, also, that the Black Blade is an intelligent weapon, which can cause other issues...

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