Do magic weapons exist in Starfinder at all?


General Discussion


There is no magic weapon spell. It seems that the weapons and other gear just have higher and higher level versions rather than getting any magic abilities. So do magic weapons exist at all in Starfinder?

Silver Crusade

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Pathfinder Adventure Path Subscriber

Yes, they're called weapon fusions and are magical doodads which you attach to a weapon in order to give it magic abilities such as holy, defending, disruptive etc.


Yeah, fusions are explicitly magic.

But if you're asking are there any "Rifle +1s" then no.

Weapons and armor don't follow the sort of progression structure that they did it Pathfinder 1E.


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Ghosts must have been really unhappy with the proliferation of consumer level magic items.


By all accounts, +1 magic weapons were pretty common in the base setting of Pathfinder.


While no, they did away with +1s and such, in general it's very likely magic items still exist. Though in a different form.

They'd be artifacts of legendary power. I can foresee entire APs about finding a pre-gap legendary sword or something.


Yqatuba wrote:
There is no magic weapon spell. It seems that the weapons and other gear just have higher and higher level versions rather than getting any magic abilities. So do magic weapons exist at all in Starfinder?

In the main book and in Armory, you can get weapon fusions. These weapon fusions are infused with magic and can give your weapon certain weapon qualities.


Isaac Zephyr wrote:

While no, they did away with +1s and such, in general it's very likely magic items still exist. Though in a different form.

They'd be artifacts of legendary power. I can foresee entire APs about finding a pre-gap legendary sword or something.

There's a pre-Gap legendary sword in the very first AP. It functions as a high level tech weapon with some fusions and a minor special ability.


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Its sort of stated fluff wise that any high functioning technology is largely possible due to integration with magic. So while not explicitly a +1 laser pistol, you can be certain that the super ionizing crystal in you 4d8 fire gun was treated in an arcanoforge.


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Claxon wrote:
By all accounts, +1 magic weapons were pretty common in the base setting of Pathfinder.

Yeah, but bob the peasant saved up 150 gp worth of stuff to begin his adventuring career, and a +1 sword cost over 15 times that.

Whereas Spacebob the Janitor heads out to clean up the galaxy he has 1000 gp and can very easily afford 140 credits to put trailblazer on his gun. (not to mention the laser pistols that will also hurt ghosts)


Is there anything akin to vorpal in Starfinder? Like maybe a gun that shoots them right in the heart on a 20 crit?


VorpalLevel 10

(from Starfinder Core Rulebook)

With the vorpal fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit 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 severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion.

Roll twice on the Wounding Weapons table below and choose your desired result. The target can still attempt any associated save.


Also, any weapon with the Hybrid quality is considered both a technological and a magical device.


This is actually a question I have. My character took the Mystic Strike feat, but then later found that any weapon fusion acts as magic for the purpose of bypassing DR/magic. Is their any other benefit to having this feat? Or is it that you can also strike incorporeal creatures?


Azelator Ereus wrote:
This is actually a question I have. My character took the Mystic Strike feat, but then later found that any weapon fusion acts as magic for the purpose of bypassing DR/magic. Is their any other benefit to having this feat? Or is it that you can also strike incorporeal creatures?

you can punch ghosts in the face with it

Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Sovereign Court

Azelator Ereus wrote:
This is actually a question I have. My character took the Mystic Strike feat, but then later found that any weapon fusion acts as magic for the purpose of bypassing DR/magic. Is their any other benefit to having this feat? Or is it that you can also strike incorporeal creatures?

It's useful if you rely on unarmed strikes / natural weapons. For regular weapons, it's redundant because there will almost always be some fusion that's good for your weapon, and that has the side effect of making your weapon magical.


Well its like having Ghost Killer as well, I suppose. But I am beginning to regret taking it. While I get into plenty of longarms combat with my fusioned plasma fork, I have never benefited in a way I otherwise could not, now that I know the mechanic.

My character was considering a side hustle injecting incorporeal undead with drugs they enjoyed in life in a safe environment and charging handsomely to become the Eoxian Dr. Feelgood. But there are so many variables to consider in that kind of scenario..

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