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 is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.

Installing and Transferring Fusions

A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in Engineering or Mysticism can also install fusions, if necessary (for instance, if the PCs find an unused fusion as part of a treasure cache, or in the case of a character who used Mysticism to craft a fusion). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering.

Fusion Seals

It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed.

A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours. A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used.

A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A thundering fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of storms if affixed by a worshiper of such a god. However, these alterations of appearance are not enough to conceal a weapon’s basic function or type (a heavy reaction cannon with a vorpal fusion seal is still clearly a heavy reaction cannon, even if its appearance is altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group’s iconography are often used by organizations as a way of unifying the appearance of their members’ weaponry.

Item Level

Each weapon fusion has an item level, and a fusion can’t be placed on a weapon that has a lower level than the fusion’s item level. Once it is attached to a weapon, a weapon fusion uses the weapon’s item level for any of the weapon fusion’s level-based effects.

Multiple Fusions and Multiple Targets

You can place multiple fusions on the same weapon, but only if the weapon’s item level is equal to or greater than the combined total of all the fusions’ item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.


The price of a weapon fusion depends on the item level of the weapon into which it’s being installed. Installing a fusion into a 7th-level weapon costs more than applying the same fusion into a 6th-level weapon, for instance. You can install a fusion into a grenade, a piece of ammunition, or another consumable item; such a fusion costs half the normal price of a weapon fusion for a weapon of the same level.

Weapon's Item LevelFusion Price

All Weapon Fusions

Weapon Fusion Level Source
Accurate 5 Starfinder Armory
Advancing 6 Starfinder Armory
Anarchic 2 Starfinder Core Rulebook
Anchoring 1 Starfinder Core Rulebook
Annihilator 8 Starfinder Adventure Path #2: Temple of the Twelve
Apprehending 5 Starfinder Pact Worlds
Astute 3 Starfinder Pact Worlds
Axiomatic 2 Starfinder Core Rulebook
Bane 5 Starfinder Core Rulebook
Beneficent 9 Starfinder Armory
Binding 3 Starfinder Adventure Path #1: Incident at Absalom Station
Blasting 2 Starfinder Core Rulebook
Bleeding 5 Starfinder Core Rulebook
Bombarding 5 Starfinder Armory
Bonding 4 Starfinder Pact Worlds
Burst 2 Starfinder Core Rulebook
Called 1 Starfinder Core Rulebook
Chained 6 Starfinder Adventure Path #1: Incident at Absalom Station
Charge Disrupting 7 Starfinder Armory
Conserving 3 Starfinder Armory
Continuous 8 Starfinder Armory
Corrosive 9 Starfinder Core Rulebook
Cruel 6 Starfinder Armory
Deafening 3 Starfinder Core Rulebook
Defending 3 Starfinder Armory
Defiant 1 Starfinder Core Rulebook
Devastating 5 Starfinder Core Rulebook
Dimensional Disruption 6 Starfinder Adventure Path #5: The Thirteenth Gate
Dispelling 3 Starfinder Core Rulebook
Disruptive 3 Starfinder Core Rulebook
Durable 1 Starfinder Core Rulebook
Duster 2 Starfinder Pact Worlds
Energetic 5 Starfinder Armory
Ensnaring 6 Starfinder Armory
Entangling 2 Starfinder Core Rulebook
Flaming 5 Starfinder Core Rulebook
Frost 5 Starfinder Core Rulebook
Ghost Killer 5 Starfinder Core Rulebook
Glamered 1 Starfinder Core Rulebook
Guarded 8 Starfinder Armory
Holy 2 Starfinder Core Rulebook
Hybridized 1 Starfinder Core Rulebook
Illuminating 1 Starfinder Core Rulebook
Inspiring 2 Starfinder Armory
Interposing 5 Starfinder Pact Worlds
Invigorating 1 Starfinder Armory
Knockdown 6 Starfinder Core Rulebook
Limning 5 Starfinder Armory
Malediction 9 Starfinder Armory
Manufacturing 4 Starfinder Pact Worlds
Menacing 6 Starfinder Armory
Merciful 2 Starfinder Core Rulebook
Mind Rending 7 Starfinder Armory
Nullifying 10 Starfinder Armory
Obscuring 5 Starfinder Armory
Ominous 1 Starfinder Core Rulebook
Opportunistic 2 Starfinder Armory
Potent 3 Starfinder Armory
Punishing 5 Starfinder Armory
Ratjaw 9 Starfinder Pact Worlds
Rebounding 8 Starfinder Armory
Returning 1 Starfinder Core Rulebook
Secured 1 Starfinder Armory
Seeking 3 Starfinder Core Rulebook
Selective 5 Starfinder Armory
Sentinel 3 Starfinder Pact Worlds
Shock 5 Starfinder Core Rulebook
Soulfire 1 Starfinder Armory
Spellbane 6 Starfinder Adventure Path #1: Incident at Absalom Station
Spellthrower 2 Starfinder Core Rulebook
Stabilizing 1 Starfinder Armory
Tactical 4 Starfinder Pact Worlds
Tattoo 7 Starfinder Pact Worlds
Temporal Disruption 8 Starfinder Adventure Path #5: The Thirteenth Gate
Throwing 2 Starfinder Armory
Thundering 9 Starfinder Core Rulebook
Tracking 10 Starfinder Armory
Trailblazer 1 Starfinder Core Rulebook
Unholy 2 Starfinder Core Rulebook
Vanishing 4 Starfinder Armory
Venomous 2 Starfinder Core Rulebook
Vicious 5 Starfinder Adventure Path #2: Temple of the Twelve
Vorpal 10 Starfinder Core Rulebook
Wounding 7 Starfinder Core Rulebook
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