Magic Items · Weapons

Magic Weapons

Magic weapons range from a simple enchanted blade to named relics that can define a campaign. Choose the rules edition first, then use that edition’s enhancement, rarity, special-ability and specific-weapon rules without mixing its generation tables with another system.

A dark enchanted longsword wreathed in supernatural shadow and ember-like light
An enchanted weapon may be a straightforward tool of war, an heirloom, a curse, or the centrepiece of an adventure.

At the Table

D&D 5.5e / 2024

Uses individual magic-item entries, rarity and attunement. Generic magic weapons and ammunition run from +1 to +3.

Pathfinder 1e

Uses +1 to +5 enhancement bonuses, bonus-equivalent special abilities and the familiar +10 effective-price ceiling.

D&D 3.5e

Uses +1 to +5 enhancement bonuses, masterwork bases and minor, medium and major random-generation tables.

Expanded SpiralWorlds play

Unusual weapons, firearms, special materials and cursed weapons are chosen outside the core edition percentile tables.

Game Statistics by Edition

Use one rules panel for the weapon being generated or adjudicated. A weapon converted between editions should be rebuilt using the destination edition’s item rules rather than carrying over its old price, rarity, bonus-equivalent value or random-table result unchanged.

D&D 5.5e / 2024 Magic Weapons

Core use. In the 2024 rules, a magic weapon is governed by its own item entry. Rarity, attunement and special properties belong to that item; the older minor/medium/major and +10-equivalent construction system is not used.

Generic bonuses. A +1, +2 or +3 magic weapon adds its bonus to attack rolls and damage rolls made with it. Magic ammunition uses the same +1, +2 or +3 progression.

Attunement. Attunement is required only when the item entry says so. A creature can normally be attuned to no more than three magic items at once.

Core 5.5e Quick Reference

ItemBaseRarityAttunementAt-a-glance
Weapon +1Any simple or martialUncommonNo+1 to attack and damage
Weapon +2Any simple or martialRareNo+2 to attack and damage
Weapon +3Any simple or martialVery RareNo+3 to attack and damage
Ammunition +1Any ammunitionUncommonNo+1 to attack and damage
Ammunition +2Any ammunitionRareNo+2 to attack and damage
Ammunition +3Any ammunitionVery RareNo+3 to attack and damage
Dragon SlayerAny simple or martialRareNo+1; extra damage against Dragons
Javelin of LightningJavelinUncommonNoLightning damage option; lightning-line power
Weapon of WarningAny simple or martialUncommonYesInitiative and combat-warning benefits
Sun BladeLongswordRareYes+2; radiant blade and sunlight
Frost BrandSeveral sword/glaive formsVery RareYesCold damage and fire resistance
Nine Lives StealerAny simple or martialVery RareYes+2; limited life-stealing charges
OathbowLongbow or shortbowVery RareYesSworn-enemy benefits
Dwarven ThrowerWarhammerVery RareYes — Dwarf or Belt of Dwarvenkind+3; thrown and returning
Holy AvengerAny simple or martialLegendaryYes — Paladin+3; anti-Fiend/Undead and protective aura
Luck BladeGlaive, greatsword, longsword, rapier, scimitar, sickle or shortswordLegendaryYes+1; luck and limited Wish charges

This is a quick reference to current 5.5e weapon entries most useful alongside the legacy conversion catalogue below; it is not an exhaustive SRD magic-weapon index or a replacement for the full item descriptions.

D&D 5.5e Specific Weapons — Legacy & Expanded Catalogue

Rarity and attunement below are set for the 5.5e version of each weapon. Named weapons that already have a current 5.5e counterpart retain that tier; legacy SpiralWorlds weapons use the tier appropriate to their power and use.

Specific weapon5.5e rarityAttunement
Sleep arrowUncommonNo
Screaming boltUncommonNo
Silver dagger, masterworkCommonNo
Cold iron longsword, masterworkCommonNo
Javelin of lightningUncommonNo
Slaying arrowVery RareNo
Adamantine daggerUncommonNo
Adamantine battleaxeUncommonNo
Greater slaying arrowVery RareNo
ShatterspikeUncommonYes
Dagger of venomRareNo
Trident of warningUncommonYes
Assassin’s daggerRareYes
Shifter’s sorrowRareNo
Trident of fish commandUncommonYes
Flame tongueRareYes
Luck bladeLegendaryYes
Sword of subtletyRareYes
Sword of the planesVery RareYes
Nine lives stealerVery RareYes
Sword of life stealingRareYes
OathbowVery RareYes
Mace of terrorRareYes
Life-drinkerVery RareYes
Sylvan scimitarVery RareYes
Rapier of puncturingVery RareYes
Sun bladeRareYes
Frost brandVery RareYes
Dwarven throwerVery RareYes — Dwarf or Belt of Dwarvenkind
Mace of smitingRareNo
Holy avengerLegendaryYes — Paladin
Expanded SpiralWorlds specific weapons
Hell’s Heart ArrowCommonNo
Witchfinder ArrowUncommonNo
Sword of MercyRareYes
Spectral ArrowVery RareNo
Sacrificial KnifeUncommonYes
HellpiercerRareNo
Dagger +1, Deep SleepRareYes
Athame WitchkillerRareYes
Blackguard’s BladeRareYes
HarrowheartRareYes
Celestial BladeRareYes
Phallus of the Engorged SatyrRareYes
Chain of BarriersVery RareYes
Nightblade of ArvandorVery RareYes
Blade of the Sun and MoonVery RareYes
Luna’s BowVery RareYes
Celestial MaceVery RareYes
DemondoomVery RareYes
WarpswordVery RareYes
Dart of the PhoenixLegendaryYes
Bow of the SolarsLegendaryYes
Charnel ReaverLegendaryYes
AngelkillerLegendaryYes
Dark TalonVery RareYes

The legacy Minor/Medium/Major percentile bands are not 5.5e mechanics. For D&D 5.5e, use rarity and attunement where listed.

Pathfinder 1e Magic Weapons

  • Enhancement bonuses run from +1 to +5 and apply to attack and damage rolls.
  • Magic weapons are masterwork weapons; the masterwork attack bonus does not stack with the magical enhancement bonus.
  • A weapon with a special ability must have at least a +1 enhancement bonus.
  • Enhancement bonus plus bonus-equivalent special abilities cannot exceed a +10 modified bonus for pricing.
  • For a weapon with only an enhancement bonus, caster level is three times the enhancement bonus.
  • Extra damage dice are not multiplied on a critical hit unless a rule specifically says otherwise.
  • For ranged weapons and ammunition, use only the higher enhancement bonus; the bonuses do not stack.
  • Ammunition fired from a +1 or better projectile weapon counts as magical for overcoming damage reduction; ammunition also inherits the projectile weapon’s alignment where applicable.
  • Magic ammunition that hits is destroyed. On a miss, it has a 50% chance to break or become useless.
  • Thirty percent of randomly generated magic weapons shed magical light unless the specific item says otherwise.
  • Each +1 enhancement bonus adds +2 hardness and +10 hit points to the weapon.
  • An activated weapon ability normally uses its stated activation; command-word activation is normally a standard action. Up to 50 pieces of otherwise identical ammunition can be activated together where the rule permits.
  • When randomly determining composition, 01–95 is the standard material and 96–100 uses a special material appropriate to the weapon.

Pathfinder 1e Weapon Bonus and Price

MinorMediumMajorResultBase price
01–7001–10+12,000 gp
71–8511–29+28,000 gp
30–5801–20+318,000 gp
59–6221–38+432,000 gp
39–49+550,000 gp
+6 equivalent72,000 gp
+7 equivalent98,000 gp
+8 equivalent128,000 gp
+9 equivalent162,000 gp
+10 equivalent200,000 gp
86–9063–6850–63Specific weapon
91–10069–10064–100Special ability; roll again — use the melee or ranged table
  • A weapon’s actual enhancement bonus cannot exceed +5. The +6 to +10 rows price combinations of enhancement bonuses and special abilities.
  • For ammunition, the listed enhancement price applies to a batch of 50 arrows, bolts or bullets.

Pathfinder 1e Melee Weapon Special Abilities

MinorMediumMajorSpecial abilityBase price modifier
01-1001-0601-03Bane+1 bonus
11-1707-12Defending+1 bonus
18-2713-1904-06Flaming+1 bonus
28-3720-2607-09Frost+1 bonus
38-4727-3310-12Shock+1 bonus
48-5634-3813-15Ghost touch+1 bonus
57-6739-44Keen+1 bonus
68-7145-4816-19Ki Focus+1 bonus
72-7549-50Merciful+1 bonus
76-8251-5420-21Mighty cleaving+1 bonus
83-8755-5922-24Spell storing+1 bonus
88-9160-6325-28Throwing+1 bonus
92-9564-6529-32Thundering+1 bonus
96-9966-6933-36Vicious+1 bonus
70-7237-41Anarchic+2 bonus
73-7542-46Axiomatic+2 bonus
76-7847-49Disruption+2 bonus
79-8150-54Flaming burst+2 bonus
82-8455-59Icy burst+2 bonus
85-8760-64Holy+2 bonus
88-9065-69Shocking burst+2 bonus
91-9370-74Unholy+2 bonus
94-9575-78Wounding+2 bonus
79-83Speed+3 bonus
84-86Brilliant energy+4 bonus
87-88Dancing+4 bonus
89-90Vorpal+5 bonus
10096-10091-100Roll again twice
  • Keen applies only to piercing or slashing weapons; vorpal applies only to slashing weapons.
  • Disruption is for bludgeoning weapons.
  • When “roll again twice” is generated, reroll duplicates, incompatible properties and any result that would exceed the +10 modified-bonus limit.

Pathfinder 1e Ranged Weapon Special Abilities

MinorMediumMajorSpecial abilityBase price modifier
01-1201-0801-04Bane+1 bonus
13-2509-1605-08Distance+1 bonus
26-4017-2809-12Flaming+1 bonus
41-5529-4013-16Frost+1 bonus
56-6041-42Merciful+1 bonus
61-6843-4717-21Returning+1 bonus
69-8348-5922-25Shock+1 bonus
84-9360-6426-27Seeking+1 bonus
94-9965-6828-29Thundering+1 bonus
69-7130-34Anarchic+2 bonus
72-7435-39Axiomatic+2 bonus
75-7940-49Flaming burst+2 bonus
80-8250-54Holy+2 bonus
83-8755-64Icy burst+2 bonus
88-9265-74Shocking burst+2 bonus
93-9575-79Unholy+2 bonus
80-84Speed+3 bonus
85-90Brilliant energy+4 bonus
10096-10091-100Roll again twice

When a ranged ability is unsuitable for the generated weapon, reroll it. Duplicate or incompatible abilities are also rerolled.

Pathfinder 1e Specific Weapons

MinorMediumMajorSpecific weaponMarket price
01-15Sleep arrow132 gp
16-25Screaming bolt267 gp
26-45Silver dagger, masterwork322 gp
46-65Cold iron longsword, masterwork330 gp
66-7501-09Javelin of lightning1,500 gp
76-8010-15Slaying arrow2,282 gp
81-9016-24Adamantine dagger3,002 gp
91-10025-33Adamantine battleaxe3,010 gp
34-37Greater slaying arrow4,057 gp
38-40Shatterspike4,315 gp
41-46Dagger of venom8,302 gp
47-51Trident of warning10,115 gp
52-5701-04Assassin’s dagger10,302 gp
58-6205-07Shifter’s sorrow12,780 gp
63-6608-09Trident of fish command18,650 gp
67-7410-13Flame tongue20,715 gp
75-7914-17Luck blade (0 wishes)22,060 gp
80-8618-24Sword of subtlety22,310 gp
87-9125-31Sword of the planes22,315 gp
92-9532-37Nine lives stealer23,057 gp
96-9838-42Oathbow25,600 gp
99-10043-46Sword of life stealing25,715 gp
47-51Mace of terror38,552 gp
52-57Life-drinker40,320 gp
58-62Sylvan scimitar47,315 gp
63-67Rapier of puncturing50,320 gp
68-73Sun blade50,335 gp
74-79Frost brand54,475 gp
80-84Dwarven thrower60,312 gp
85-91Luck blade (1 wish)62,360 gp
92-95Mace of smiting75,312 gp
96-97Luck blade (2 wishes)102,660 gp
98-99Holy avenger120,630 gp
100Luck blade (3 wishes)142,960 gp

These are the Core Rulebook random-table prices and percentile ranges. Later Pathfinder books contain additional specific weapons; keep those additions in their own source-specific tables rather than inserting them into this core d100 table.

Pathfinder 1e Special Qualities

For a randomly generated magic weapon, a d% result of 01–30 means the weapon sheds magical light, 31–45 gives a visible clue to its function, and 46–100 gives no additional special quality.

D&D 3.5e Magic Weapons

  • Enhancement bonuses run from +1 to +5 and apply to attack and damage rolls.
  • Every magic weapon is masterwork; the masterwork attack bonus does not stack with its enhancement bonus.
  • A weapon with a special ability must have at least a +1 enhancement bonus.
  • Enhancement bonus plus bonus-equivalent special abilities cannot exceed +10 for pricing.
  • For a weapon with only an enhancement bonus, caster level is three times the enhancement bonus.
  • Extra damage dice are not multiplied on a critical hit unless a specific rule says otherwise.
  • A ranged weapon’s enhancement bonus does not stack with its ammunition’s enhancement bonus; use the higher value.
  • Ammunition fired from a +1 or better projectile weapon counts as magical for overcoming damage reduction; ammunition also inherits the projectile weapon’s alignment where applicable.
  • Magic ammunition that hits is destroyed. On a miss, it has a 50% chance to break or become useless.
  • Thirty percent of random magic weapons shed light equivalent to the edition’s light effect unless the item says otherwise.
  • Each +1 enhancement bonus adds +2 hardness and +10 hit points to the weapon.
  • If an ability needs a command word, activation is normally a standard action. Up to 50 pieces of otherwise identical ammunition can be activated together where the rule permits.
  • When randomly determining composition, 01–95 is the standard material and 96–100 uses a special material appropriate to the weapon.

D&D 3.5e Weapon Bonus and Price

MinorMediumMajorResultBase price
01–7001–10+12,000 gp
71–8511–29+28,000 gp
30–5801–20+318,000 gp
59–6221–38+432,000 gp
39–49+550,000 gp
+6 equivalent72,000 gp
+7 equivalent98,000 gp
+8 equivalent128,000 gp
+9 equivalent162,000 gp
+10 equivalent200,000 gp
86–9063–6850–63Specific weapon
91–10069–10064–100Special ability; roll again — use the melee or ranged table
  • A weapon’s actual enhancement bonus cannot exceed +5. The +6 to +10 rows are pricing rows for combined enhancement and special-ability equivalents.
  • The enhancement price for ammunition applies to 50 arrows, crossbow bolts, shuriken or sling bullets.

Weapon Type Determination

d%Weapon type
01–70Common melee weapon
71–80Uncommon weapon
81–100Common ranged weapon

Common Melee Weapons

d%WeaponWeapon cost
01-04Dagger+302 gp
05-14Greataxe+320 gp
15-24Greatsword+350 gp
25-28Kama+302 gp
29-41Longsword+315 gp
42-45Mace, light+305 gp
46-50Mace, heavy+312 gp
51-54Nunchaku+302 gp
55-57Quarterstaff+600 gp
58-61Rapier+320 gp
62-66Scimitar+315 gp
67-70Shortspear+302 gp
71-74Siangham+303 gp
75-84Bastard sword+335 gp
85-89Short sword+310 gp
90-100Dwarven waraxe+330 gp

Uncommon Weapons

d%WeaponWeapon cost
01-03Orc double axe+660 gp
04-07Battleaxe+310 gp
08-10Spiked chain+325 gp
11-12Club+300 gp
13-16Hand crossbow+400 gp
17-19Repeating crossbow+550 gp
20-21Punching dagger+302 gp
22-23Falchion+375 gp
24-26Dire flail+690 gp
27-31Heavy flail+315 gp
32-35Light flail+308 gp
36-37Gauntlet+302 gp
38-39Spiked gauntlet+305 gp
40-41Glaive+308 gp
42-43Greatclub+305 gp
44-45Guisarme+309 gp
46-48Halberd+310 gp
49-51Spear+301 gp
52-54Gnome hooked hammer+620 gp
55-56Light hammer+301 gp
57-58Handaxe+306 gp
59-61Kukri+308 gp
62-64Lance+310 gp
65-67Longspear+305 gp
68-70Morningstar+308 gp
71-72Net+320 gp
73-74Heavy pick+308 gp
75-76Light pick+304 gp
77-78Ranseur+310 gp
79-80Sap+301 gp
81-82Scythe+318 gp
83-84Shuriken (50)+310 gp
85-86Sickle+306 gp
87-89Two-bladed sword+700 gp
90-91Trident+315 gp
92-94Dwarven urgrosh+650 gp
95-97Warhammer+312 gp
98-100Whip+301 gp

Common Ranged Weapons

d%WeaponWeapon cost
01-10Ammunition (roll on ammunition subtable)
11-15Throwing axe+308 gp
16-25Heavy crossbow+350 gp
26-35Light crossbow+335 gp
36-39Dart+300 gp 5 sp
40-41Javelin+301 gp
42-46Shortbow+330 gp
47-51Composite shortbow (+0 Str)+375 gp
52-56Composite shortbow (+1 Str)+450 gp
57-61Composite shortbow (+2 Str)+525 gp
62-65Sling+300 gp
66-75Longbow+375 gp
76-80Composite longbow (+0 Str)+400 gp
81-85Composite longbow (+1 Str)+500 gp
86-90Composite longbow (+2 Str)+600 gp
91-95Composite longbow (+3 Str)+700 gp
96-100Composite longbow (+4 Str)+800 gp

Ammunition Subtable

d%AmmunitionWeapon cost
01-50Arrows (50)+302 gp 5 sp
51-75Crossbow bolts (50)+305 gp
76-80Repeating crossbow bolts (50)+310 gp
81-100Sling bullets (50)+300 gp 5 sp
  • Add the weapon cost shown above to the magical enhancement price.
  • Masterwork double weapons pay the masterwork cost for both heads; their two heads are enchanted separately.

D&D 3.5e Melee Weapon Special Abilities

MinorMediumMajorSpecial abilityBase price modifier
01-1001-0601-03Bane+1 bonus
11-1707-12Defending+1 bonus
18-2713-1904-06Flaming+1 bonus
28-3720-2607-09Frost+1 bonus
38-4727-3310-12Shock+1 bonus
48-5634-3813-15Ghost touch+1 bonus
57-6739-44Keen+1 bonus
68-7145-4816-19Ki Focus+1 bonus
72-7549-50Merciful+1 bonus
76-8251-5420-21Mighty cleaving+1 bonus
83-8755-5922-24Spell storing+1 bonus
88-9160-6325-28Throwing+1 bonus
92-9564-6529-32Thundering+1 bonus
96-9966-6933-36Vicious+1 bonus
70-7237-41Anarchic+2 bonus
73-7542-46Axiomatic+2 bonus
76-7847-49Disruption+2 bonus
79-8150-54Flaming burst+2 bonus
82-8455-59Icy burst+2 bonus
85-8760-64Holy+2 bonus
88-9065-69Shocking burst+2 bonus
91-9370-74Unholy+2 bonus
94-9575-78Wounding+2 bonus
79-83Speed+3 bonus
84-86Brilliant energy+4 bonus
87-88Dancing+4 bonus
89-90Vorpal+5 bonus
10096-10091-100Roll again twice
  • Keen applies only to piercing or slashing weapons; vorpal applies only to slashing weapons.
  • Disruption is for bludgeoning weapons.
  • Reroll duplicate, incompatible or over-limit results.

D&D 3.5e Ranged Weapon Special Abilities

MinorMediumMajorSpecial abilityBase price modifier
01-1201-0801-04Bane+1 bonus
13-2509-1605-08Distance+1 bonus
26-4017-2809-12Flaming+1 bonus
41-5529-4013-16Frost+1 bonus
56-6041-42Merciful+1 bonus
61-6843-4717-21Returning+1 bonus
69-8348-5922-25Shock+1 bonus
84-9360-6426-27Seeking+1 bonus
94-9965-6828-29Thundering+1 bonus
69-7130-34Anarchic+2 bonus
72-7435-39Axiomatic+2 bonus
75-7940-49Flaming burst+2 bonus
80-8250-54Holy+2 bonus
83-8755-64Icy burst+2 bonus
88-9265-74Shocking burst+2 bonus
93-9575-79Unholy+2 bonus
80-84Speed+3 bonus
85-90Brilliant energy+4 bonus
10096-10091-100Roll again twice

D&D 3.5e Specific Weapons

MinorMediumMajorSpecific weaponMarket price
01-15Sleep arrow132 gp
16-25Screaming bolt267 gp
26-45Silver dagger, masterwork322 gp
46-65Cold iron longsword, masterwork330 gp
66-7501-09Javelin of lightning1,500 gp
76-8010-15Slaying arrow2,282 gp
81-9016-24Adamantine dagger3,002 gp
91-10025-33Adamantine battleaxe3,010 gp
34-37Greater slaying arrow4,057 gp
38-40Shatterspike4,315 gp
41-46Dagger of venom8,302 gp
47-51Trident of warning10,115 gp
52-5701-04Assassin’s dagger18,302 gp*
58-6205-07Shifter’s sorrow12,780 gp
63-6608-09Trident of fish command18,650 gp
67-7410-13Flame tongue20,715 gp
75-7914-17Luck blade (0 wishes)22,060 gp
80-8618-24Sword of subtlety22,310 gp
87-9125-31Sword of the planes22,315 gp
92-9532-37Nine lives stealer23,057 gp
96-9838-42Sword of life stealing25,715 gp
99-10043-46Oathbow25,600 gp
47-51Mace of terror38,552 gp
52-57Life-drinker40,320 gp
58-62Sylvan scimitar47,315 gp
63-67Rapier of puncturing50,320 gp
68-73Sun blade50,335 gp
74-79Frost brand54,475 gp
80-84Dwarven thrower60,312 gp
85-91Luck blade (1 wish)62,360 gp
92-95Mace of smiting75,312 gp
96-97Luck blade (2 wishes)102,660 gp
98-99Holy avenger120,630 gp
100Luck blade (3 wishes)142,960 gp

* Assassin’s dagger: the 3.5 SRD item description gives a market price of 18,302 gp. This reference uses the item description’s figure.

Special Qualities

For a randomly generated melee weapon, a d% result of 01–30 means the weapon sheds light, 31–45 gives a visible clue to its function, and 46–100 gives no additional special quality. For a ranged weapon, 01–15 gives a clue to its function and 16–100 gives no additional special quality.

Expanded Weapons and Campaign Options

SpiralWorlds contains far more weapon bases and magical variants than any single core random table. Choose unusual equipment from the appropriate catalogue, then apply the rules for the edition you are using. This keeps the core d100 tables usable while still allowing rare, regional and campaign-specific arms.

Expanded Weapon Properties

These properties belong to the wider SpiralWorlds legacy and campaign catalogue. Choose them deliberately, or place the ones you want on a separate campaign table rather than altering the core edition tables above.

Expanded Specific Weapons

These additional named weapons remain available as individual entries without being forced into the core minor, medium and major percentile bands.

Building a custom random table: if you add a new weapon or property to a d100 table, assign the entire 01–100 range again. Do not insert new entries into occupied percentile bands, because overlapping or missing results change the probabilities and can make the table impossible to roll cleanly.

Sources & Licence

D&D 5.5e / 2024 Rules Material

Rules material from SRD 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Retain the SRD’s required full attribution in the site licence notice.

Pathfinder 1e Rules Material

The Pathfinder 1e section is based on open rules material from the Pathfinder Roleplaying Game Core Rulebook as presented in the legacy Pathfinder Reference Document. Pathfinder Open Game Content remains subject to the Open Game License Version 1.0a and the applicable copyright notices.

D&D 3.5e Rules Material

The D&D 3.5e section is based on the open d20 System Reference Document, including the Magic Weapons rules, used under the Open Game License Version 1.0a.

Open Game Content derived from Pathfinder 1e and the D&D 3.5e SRD remains governed by the applicable OGL notices. SpiralWorlds-original presentation, navigation and commentary are separate site material.

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