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Price +1 bonus; Aura moderate transmutation; CL 7th


Three times per day, when the wielder of a bewildering weapon makes a successful attack with this weapon, in addition to dealing the weapon's normal damage, the wielder can inflict the confused condition on that enemy for 1d6 rounds. The target can attempt a DC 17 Will saving throw each round to end this effect.


Cost +1 bonus; Feats Craft Magic Arms and Armor; Spells confusion