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.
At the Table
Uses individual magic-item entries, rarity and attunement. Generic magic weapons and ammunition run from +1 to +3.
Uses +1 to +5 enhancement bonuses, bonus-equivalent special abilities and the familiar +10 effective-price ceiling.
Uses +1 to +5 enhancement bonuses, masterwork bases and minor, medium and major random-generation tables.
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
| Item | Base | Rarity | Attunement | At-a-glance |
|---|---|---|---|---|
| Weapon +1 | Any simple or martial | Uncommon | No | +1 to attack and damage |
| Weapon +2 | Any simple or martial | Rare | No | +2 to attack and damage |
| Weapon +3 | Any simple or martial | Very Rare | No | +3 to attack and damage |
| Ammunition +1 | Any ammunition | Uncommon | No | +1 to attack and damage |
| Ammunition +2 | Any ammunition | Rare | No | +2 to attack and damage |
| Ammunition +3 | Any ammunition | Very Rare | No | +3 to attack and damage |
| Dragon Slayer | Any simple or martial | Rare | No | +1; extra damage against Dragons |
| Javelin of Lightning | Javelin | Uncommon | No | Lightning damage option; lightning-line power |
| Weapon of Warning | Any simple or martial | Uncommon | Yes | Initiative and combat-warning benefits |
| Sun Blade | Longsword | Rare | Yes | +2; radiant blade and sunlight |
| Frost Brand | Several sword/glaive forms | Very Rare | Yes | Cold damage and fire resistance |
| Nine Lives Stealer | Any simple or martial | Very Rare | Yes | +2; limited life-stealing charges |
| Oathbow | Longbow or shortbow | Very Rare | Yes | Sworn-enemy benefits |
| Dwarven Thrower | Warhammer | Very Rare | Yes — Dwarf or Belt of Dwarvenkind | +3; thrown and returning |
| Holy Avenger | Any simple or martial | Legendary | Yes — Paladin | +3; anti-Fiend/Undead and protective aura |
| Luck Blade | Glaive, greatsword, longsword, rapier, scimitar, sickle or shortsword | Legendary | Yes | +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.
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
| Minor | Medium | Major | Result | Base price |
|---|---|---|---|---|
| 01–70 | 01–10 | — | +1 | 2,000 gp |
| 71–85 | 11–29 | — | +2 | 8,000 gp |
| — | 30–58 | 01–20 | +3 | 18,000 gp |
| — | 59–62 | 21–38 | +4 | 32,000 gp |
| — | — | 39–49 | +5 | 50,000 gp |
| — | — | — | +6 equivalent | 72,000 gp |
| — | — | — | +7 equivalent | 98,000 gp |
| — | — | — | +8 equivalent | 128,000 gp |
| — | — | — | +9 equivalent | 162,000 gp |
| — | — | — | +10 equivalent | 200,000 gp |
| 86–90 | 63–68 | 50–63 | Specific weapon | — |
| 91–100 | 69–100 | 64–100 | Special 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
| Minor | Medium | Major | Special ability | Base price modifier |
|---|---|---|---|---|
| 01-10 | 01-06 | 01-03 | Bane | +1 bonus |
| 11-17 | 07-12 | — | Defending | +1 bonus |
| 18-27 | 13-19 | 04-06 | Flaming | +1 bonus |
| 28-37 | 20-26 | 07-09 | Frost | +1 bonus |
| 38-47 | 27-33 | 10-12 | Shock | +1 bonus |
| 48-56 | 34-38 | 13-15 | Ghost touch | +1 bonus |
| 57-67 | 39-44 | — | Keen | +1 bonus |
| 68-71 | 45-48 | 16-19 | Ki Focus | +1 bonus |
| 72-75 | 49-50 | — | Merciful | +1 bonus |
| 76-82 | 51-54 | 20-21 | Mighty cleaving | +1 bonus |
| 83-87 | 55-59 | 22-24 | Spell storing | +1 bonus |
| 88-91 | 60-63 | 25-28 | Throwing | +1 bonus |
| 92-95 | 64-65 | 29-32 | Thundering | +1 bonus |
| 96-99 | 66-69 | 33-36 | Vicious | +1 bonus |
| — | 70-72 | 37-41 | Anarchic | +2 bonus |
| — | 73-75 | 42-46 | Axiomatic | +2 bonus |
| — | 76-78 | 47-49 | Disruption | +2 bonus |
| — | 79-81 | 50-54 | Flaming burst | +2 bonus |
| — | 82-84 | 55-59 | Icy burst | +2 bonus |
| — | 85-87 | 60-64 | Holy | +2 bonus |
| — | 88-90 | 65-69 | Shocking burst | +2 bonus |
| — | 91-93 | 70-74 | Unholy | +2 bonus |
| — | 94-95 | 75-78 | Wounding | +2 bonus |
| — | — | 79-83 | Speed | +3 bonus |
| — | — | 84-86 | Brilliant energy | +4 bonus |
| — | — | 87-88 | Dancing | +4 bonus |
| — | — | 89-90 | Vorpal | +5 bonus |
| 100 | 96-100 | 91-100 | Roll 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
| Minor | Medium | Major | Special ability | Base price modifier |
|---|---|---|---|---|
| 01-12 | 01-08 | 01-04 | Bane | +1 bonus |
| 13-25 | 09-16 | 05-08 | Distance | +1 bonus |
| 26-40 | 17-28 | 09-12 | Flaming | +1 bonus |
| 41-55 | 29-40 | 13-16 | Frost | +1 bonus |
| 56-60 | 41-42 | — | Merciful | +1 bonus |
| 61-68 | 43-47 | 17-21 | Returning | +1 bonus |
| 69-83 | 48-59 | 22-25 | Shock | +1 bonus |
| 84-93 | 60-64 | 26-27 | Seeking | +1 bonus |
| 94-99 | 65-68 | 28-29 | Thundering | +1 bonus |
| — | 69-71 | 30-34 | Anarchic | +2 bonus |
| — | 72-74 | 35-39 | Axiomatic | +2 bonus |
| — | 75-79 | 40-49 | Flaming burst | +2 bonus |
| — | 80-82 | 50-54 | Holy | +2 bonus |
| — | 83-87 | 55-64 | Icy burst | +2 bonus |
| — | 88-92 | 65-74 | Shocking burst | +2 bonus |
| — | 93-95 | 75-79 | Unholy | +2 bonus |
| — | — | 80-84 | Speed | +3 bonus |
| — | — | 85-90 | Brilliant energy | +4 bonus |
| 100 | 96-100 | 91-100 | Roll 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
| Minor | Medium | Major | Specific weapon | Market price |
|---|---|---|---|---|
| 01-15 | — | — | Sleep arrow | 132 gp |
| 16-25 | — | — | Screaming bolt | 267 gp |
| 26-45 | — | — | Silver dagger, masterwork | 322 gp |
| 46-65 | — | — | Cold iron longsword, masterwork | 330 gp |
| 66-75 | 01-09 | — | Javelin of lightning | 1,500 gp |
| 76-80 | 10-15 | — | Slaying arrow | 2,282 gp |
| 81-90 | 16-24 | — | Adamantine dagger | 3,002 gp |
| 91-100 | 25-33 | — | Adamantine battleaxe | 3,010 gp |
| — | 34-37 | — | Greater slaying arrow | 4,057 gp |
| — | 38-40 | — | Shatterspike | 4,315 gp |
| — | 41-46 | — | Dagger of venom | 8,302 gp |
| — | 47-51 | — | Trident of warning | 10,115 gp |
| — | 52-57 | 01-04 | Assassin’s dagger | 10,302 gp |
| — | 58-62 | 05-07 | Shifter’s sorrow | 12,780 gp |
| — | 63-66 | 08-09 | Trident of fish command | 18,650 gp |
| — | 67-74 | 10-13 | Flame tongue | 20,715 gp |
| — | 75-79 | 14-17 | Luck blade (0 wishes) | 22,060 gp |
| — | 80-86 | 18-24 | Sword of subtlety | 22,310 gp |
| — | 87-91 | 25-31 | Sword of the planes | 22,315 gp |
| — | 92-95 | 32-37 | Nine lives stealer | 23,057 gp |
| — | 96-98 | 38-42 | Oathbow | 25,600 gp |
| — | 99-100 | 43-46 | Sword of life stealing | 25,715 gp |
| — | — | 47-51 | Mace of terror | 38,552 gp |
| — | — | 52-57 | Life-drinker | 40,320 gp |
| — | — | 58-62 | Sylvan scimitar | 47,315 gp |
| — | — | 63-67 | Rapier of puncturing | 50,320 gp |
| — | — | 68-73 | Sun blade | 50,335 gp |
| — | — | 74-79 | Frost brand | 54,475 gp |
| — | — | 80-84 | Dwarven thrower | 60,312 gp |
| — | — | 85-91 | Luck blade (1 wish) | 62,360 gp |
| — | — | 92-95 | Mace of smiting | 75,312 gp |
| — | — | 96-97 | Luck blade (2 wishes) | 102,660 gp |
| — | — | 98-99 | Holy avenger | 120,630 gp |
| — | — | 100 | Luck 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
| Minor | Medium | Major | Result | Base price |
|---|---|---|---|---|
| 01–70 | 01–10 | — | +1 | 2,000 gp |
| 71–85 | 11–29 | — | +2 | 8,000 gp |
| — | 30–58 | 01–20 | +3 | 18,000 gp |
| — | 59–62 | 21–38 | +4 | 32,000 gp |
| — | — | 39–49 | +5 | 50,000 gp |
| — | — | — | +6 equivalent | 72,000 gp |
| — | — | — | +7 equivalent | 98,000 gp |
| — | — | — | +8 equivalent | 128,000 gp |
| — | — | — | +9 equivalent | 162,000 gp |
| — | — | — | +10 equivalent | 200,000 gp |
| 86–90 | 63–68 | 50–63 | Specific weapon | — |
| 91–100 | 69–100 | 64–100 | Special 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 |
|---|---|
| 01–70 | Common melee weapon |
| 71–80 | Uncommon weapon |
| 81–100 | Common ranged weapon |
Common Melee Weapons
| d% | Weapon | Weapon cost |
|---|---|---|
| 01-04 | Dagger | +302 gp |
| 05-14 | Greataxe | +320 gp |
| 15-24 | Greatsword | +350 gp |
| 25-28 | Kama | +302 gp |
| 29-41 | Longsword | +315 gp |
| 42-45 | Mace, light | +305 gp |
| 46-50 | Mace, heavy | +312 gp |
| 51-54 | Nunchaku | +302 gp |
| 55-57 | Quarterstaff | +600 gp |
| 58-61 | Rapier | +320 gp |
| 62-66 | Scimitar | +315 gp |
| 67-70 | Shortspear | +302 gp |
| 71-74 | Siangham | +303 gp |
| 75-84 | Bastard sword | +335 gp |
| 85-89 | Short sword | +310 gp |
| 90-100 | Dwarven waraxe | +330 gp |
Uncommon Weapons
| d% | Weapon | Weapon cost |
|---|---|---|
| 01-03 | Orc double axe | +660 gp |
| 04-07 | Battleaxe | +310 gp |
| 08-10 | Spiked chain | +325 gp |
| 11-12 | Club | +300 gp |
| 13-16 | Hand crossbow | +400 gp |
| 17-19 | Repeating crossbow | +550 gp |
| 20-21 | Punching dagger | +302 gp |
| 22-23 | Falchion | +375 gp |
| 24-26 | Dire flail | +690 gp |
| 27-31 | Heavy flail | +315 gp |
| 32-35 | Light flail | +308 gp |
| 36-37 | Gauntlet | +302 gp |
| 38-39 | Spiked gauntlet | +305 gp |
| 40-41 | Glaive | +308 gp |
| 42-43 | Greatclub | +305 gp |
| 44-45 | Guisarme | +309 gp |
| 46-48 | Halberd | +310 gp |
| 49-51 | Spear | +301 gp |
| 52-54 | Gnome hooked hammer | +620 gp |
| 55-56 | Light hammer | +301 gp |
| 57-58 | Handaxe | +306 gp |
| 59-61 | Kukri | +308 gp |
| 62-64 | Lance | +310 gp |
| 65-67 | Longspear | +305 gp |
| 68-70 | Morningstar | +308 gp |
| 71-72 | Net | +320 gp |
| 73-74 | Heavy pick | +308 gp |
| 75-76 | Light pick | +304 gp |
| 77-78 | Ranseur | +310 gp |
| 79-80 | Sap | +301 gp |
| 81-82 | Scythe | +318 gp |
| 83-84 | Shuriken (50) | +310 gp |
| 85-86 | Sickle | +306 gp |
| 87-89 | Two-bladed sword | +700 gp |
| 90-91 | Trident | +315 gp |
| 92-94 | Dwarven urgrosh | +650 gp |
| 95-97 | Warhammer | +312 gp |
| 98-100 | Whip | +301 gp |
Common Ranged Weapons
| d% | Weapon | Weapon cost |
|---|---|---|
| 01-10 | Ammunition (roll on ammunition subtable) | — |
| 11-15 | Throwing axe | +308 gp |
| 16-25 | Heavy crossbow | +350 gp |
| 26-35 | Light crossbow | +335 gp |
| 36-39 | Dart | +300 gp 5 sp |
| 40-41 | Javelin | +301 gp |
| 42-46 | Shortbow | +330 gp |
| 47-51 | Composite shortbow (+0 Str) | +375 gp |
| 52-56 | Composite shortbow (+1 Str) | +450 gp |
| 57-61 | Composite shortbow (+2 Str) | +525 gp |
| 62-65 | Sling | +300 gp |
| 66-75 | Longbow | +375 gp |
| 76-80 | Composite longbow (+0 Str) | +400 gp |
| 81-85 | Composite longbow (+1 Str) | +500 gp |
| 86-90 | Composite longbow (+2 Str) | +600 gp |
| 91-95 | Composite longbow (+3 Str) | +700 gp |
| 96-100 | Composite longbow (+4 Str) | +800 gp |
Ammunition Subtable
| d% | Ammunition | Weapon cost |
|---|---|---|
| 01-50 | Arrows (50) | +302 gp 5 sp |
| 51-75 | Crossbow bolts (50) | +305 gp |
| 76-80 | Repeating crossbow bolts (50) | +310 gp |
| 81-100 | Sling 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
| Minor | Medium | Major | Special ability | Base price modifier |
|---|---|---|---|---|
| 01-10 | 01-06 | 01-03 | Bane | +1 bonus |
| 11-17 | 07-12 | — | Defending | +1 bonus |
| 18-27 | 13-19 | 04-06 | Flaming | +1 bonus |
| 28-37 | 20-26 | 07-09 | Frost | +1 bonus |
| 38-47 | 27-33 | 10-12 | Shock | +1 bonus |
| 48-56 | 34-38 | 13-15 | Ghost touch | +1 bonus |
| 57-67 | 39-44 | — | Keen | +1 bonus |
| 68-71 | 45-48 | 16-19 | Ki Focus | +1 bonus |
| 72-75 | 49-50 | — | Merciful | +1 bonus |
| 76-82 | 51-54 | 20-21 | Mighty cleaving | +1 bonus |
| 83-87 | 55-59 | 22-24 | Spell storing | +1 bonus |
| 88-91 | 60-63 | 25-28 | Throwing | +1 bonus |
| 92-95 | 64-65 | 29-32 | Thundering | +1 bonus |
| 96-99 | 66-69 | 33-36 | Vicious | +1 bonus |
| — | 70-72 | 37-41 | Anarchic | +2 bonus |
| — | 73-75 | 42-46 | Axiomatic | +2 bonus |
| — | 76-78 | 47-49 | Disruption | +2 bonus |
| — | 79-81 | 50-54 | Flaming burst | +2 bonus |
| — | 82-84 | 55-59 | Icy burst | +2 bonus |
| — | 85-87 | 60-64 | Holy | +2 bonus |
| — | 88-90 | 65-69 | Shocking burst | +2 bonus |
| — | 91-93 | 70-74 | Unholy | +2 bonus |
| — | 94-95 | 75-78 | Wounding | +2 bonus |
| — | — | 79-83 | Speed | +3 bonus |
| — | — | 84-86 | Brilliant energy | +4 bonus |
| — | — | 87-88 | Dancing | +4 bonus |
| — | — | 89-90 | Vorpal | +5 bonus |
| 100 | 96-100 | 91-100 | Roll 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
| Minor | Medium | Major | Special ability | Base price modifier |
|---|---|---|---|---|
| 01-12 | 01-08 | 01-04 | Bane | +1 bonus |
| 13-25 | 09-16 | 05-08 | Distance | +1 bonus |
| 26-40 | 17-28 | 09-12 | Flaming | +1 bonus |
| 41-55 | 29-40 | 13-16 | Frost | +1 bonus |
| 56-60 | 41-42 | — | Merciful | +1 bonus |
| 61-68 | 43-47 | 17-21 | Returning | +1 bonus |
| 69-83 | 48-59 | 22-25 | Shock | +1 bonus |
| 84-93 | 60-64 | 26-27 | Seeking | +1 bonus |
| 94-99 | 65-68 | 28-29 | Thundering | +1 bonus |
| — | 69-71 | 30-34 | Anarchic | +2 bonus |
| — | 72-74 | 35-39 | Axiomatic | +2 bonus |
| — | 75-79 | 40-49 | Flaming burst | +2 bonus |
| — | 80-82 | 50-54 | Holy | +2 bonus |
| — | 83-87 | 55-64 | Icy burst | +2 bonus |
| — | 88-92 | 65-74 | Shocking burst | +2 bonus |
| — | 93-95 | 75-79 | Unholy | +2 bonus |
| — | — | 80-84 | Speed | +3 bonus |
| — | — | 85-90 | Brilliant energy | +4 bonus |
| 100 | 96-100 | 91-100 | Roll again twice | — |
D&D 3.5e Specific Weapons
| Minor | Medium | Major | Specific weapon | Market price |
|---|---|---|---|---|
| 01-15 | — | — | Sleep arrow | 132 gp |
| 16-25 | — | — | Screaming bolt | 267 gp |
| 26-45 | — | — | Silver dagger, masterwork | 322 gp |
| 46-65 | — | — | Cold iron longsword, masterwork | 330 gp |
| 66-75 | 01-09 | — | Javelin of lightning | 1,500 gp |
| 76-80 | 10-15 | — | Slaying arrow | 2,282 gp |
| 81-90 | 16-24 | — | Adamantine dagger | 3,002 gp |
| 91-100 | 25-33 | — | Adamantine battleaxe | 3,010 gp |
| — | 34-37 | — | Greater slaying arrow | 4,057 gp |
| — | 38-40 | — | Shatterspike | 4,315 gp |
| — | 41-46 | — | Dagger of venom | 8,302 gp |
| — | 47-51 | — | Trident of warning | 10,115 gp |
| — | 52-57 | 01-04 | Assassin’s dagger | 18,302 gp* |
| — | 58-62 | 05-07 | Shifter’s sorrow | 12,780 gp |
| — | 63-66 | 08-09 | Trident of fish command | 18,650 gp |
| — | 67-74 | 10-13 | Flame tongue | 20,715 gp |
| — | 75-79 | 14-17 | Luck blade (0 wishes) | 22,060 gp |
| — | 80-86 | 18-24 | Sword of subtlety | 22,310 gp |
| — | 87-91 | 25-31 | Sword of the planes | 22,315 gp |
| — | 92-95 | 32-37 | Nine lives stealer | 23,057 gp |
| — | 96-98 | 38-42 | Sword of life stealing | 25,715 gp |
| — | 99-100 | 43-46 | Oathbow | 25,600 gp |
| — | — | 47-51 | Mace of terror | 38,552 gp |
| — | — | 52-57 | Life-drinker | 40,320 gp |
| — | — | 58-62 | Sylvan scimitar | 47,315 gp |
| — | — | 63-67 | Rapier of puncturing | 50,320 gp |
| — | — | 68-73 | Sun blade | 50,335 gp |
| — | — | 74-79 | Frost brand | 54,475 gp |
| — | — | 80-84 | Dwarven thrower | 60,312 gp |
| — | — | 85-91 | Luck blade (1 wish) | 62,360 gp |
| — | — | 92-95 | Mace of smiting | 75,312 gp |
| — | — | 96-97 | Luck blade (2 wishes) | 102,660 gp |
| — | — | 98-99 | Holy avenger | 120,630 gp |
| — | — | 100 | Luck 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.
Mundane melee and ranged weapon bases, including uncommon and regional forms.
Black-powder and later firearm options for campaigns in which guns exist.
Adamantine, cold iron, alchemical silver and other unusual construction materials.
Treacherous weapons and other magic items whose drawbacks matter as much as their powers.
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.
- Biting Weapon
- Blessed Weapon
- Bloodfeeding Weapon
- Cursespewing Weapon
- Demon Bane Weapon
- Disfiguring Weapon
- Dripping Weapon
- Enfeebling Weapon
- Lunar / Solar Weapon
- Masochistic Weapon
- Masterslaying
- Razor Burst Weapon
- Sadistic Weapon
- Vile Weapon
- Dripping Splash Weapon
- Fleshgrinding Weapon
- Heavenly Burst Weapon
- Hellfire Weapon
- Masochistic Burst Weapon
- Paralyzing Weapon
- Pleasurable Weapon
- Sadistic Burst Weapon
- Strength Sapping Weapon
- Will Sapping Weapon
- Banishing Weapon
- Hellfire Burst Weapon
- Humiliating Weapon
- Marrowcrushing Weapon
- Roaring Weapon
- Righteous Weapon
- Souldrinking Weapon
- Demon Dread Weapon
- Hellfire Blasting Weapon
Expanded Specific Weapons
These additional named weapons remain available as individual entries without being forced into the core minor, medium and major percentile bands.
- Hell’s Heart Arrow
- Witchfinder Arrow
- Sword of Mercy
- Spectral Arrow
- Sacrificial Knife
- Hellpiercer
- Dagger +1, Deep Sleep
- Athame Witchkiller
- Blackguard’s Blade
- Harrowheart
- Celestial Blade
- Phallus of the Engorged Satyr
- Chain of Barriers
- Nightblade of Arvandor
- Blade of the Sun and Moon
- Luna’s Bow
- Celestial Mace
- Demondoom
- Warpsword
- Dart of the Phoenix
- Bow of the Solars
- Charnel Reaver
- Angelkiller
- Dark Talon
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.
