Item: Nightmare
A nightmare rune creates minor phantasmal alterations to a weapon's appearance so that those who look upon it see subtle reminders of their deepest fears. An arachnophobe might interpret the cross guard of a nightmare longsword to look like curving, twitching spider legs, for example, while someone who's afraid of sickness might see a nightmare club as a diseased length of bone crawling with flies. These images are all in the mind of the observer, but they also infuse the weapon with additional power. When you hit with a nightmare weapon, add 1d6 mental damage to the damage dealt. In addition, on a critical hit, the target becomes Stupefied 1 by overwhelming visions in their mind of personal horrors that linger. If you critically hit a creature that's already stupefied, it becomes Frightened 2 as well. These critical hit effects have the emotion, fear, and mental traits.
Activate 10 minutes (envision, Interact)
Frequency once per day
Effect The nightmare weapon casts Nightmare to your specifications.
Trait Effects
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Advancing | 9 | Common |
| Ashen | 9 | Uncommon |
| Bitter | 9 | Uncommon |
| Coating | 9 | Common |
| Crushing (Greater) | 9 | Uncommon |
| Extending | 9 | Common |
| Grievous | 9 | Common |
| Malleable | 9 | Common |
| Portable | 9 | Common |
| Shadow (Greater) | 9 | Common |
| Stanching (Greater) | 9 | Uncommon |
| Swarming | 9 | Common |
| Anchoring | 10 | Uncommon |
| Astral | 8 | Common |
| Corrosive | 8 | Common |
| Decaying | 8 | Common |
| Energy-Resistant | 8 | Common |
| Fanged (Greater) | 8 | Uncommon |
| Flaming | 8 | Common |
| Frost | 8 | Common |