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Magic Items Weapons

Magic Items Weapons
“Sigurd prüft das schwert Gram” (1901) by Johannes Gehrts. Date Published in 1901.

Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

Caster Level for Weapons

The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice

Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition

The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation

Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points.

Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon-by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits

Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Weapons
MinorMediumMajorWeapon BonusBase Price1
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
+6 272,000 gp
+7 298,000 gp
+8 2128,000 gp
+9 2162,000 gp
+10 2200,000 gp
86-9063-6850-63Specific weapon 3
91-10069-10064-100Special ability and roll again 4
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.
Weapon Type Determination
d%Weapon Type
01-70Common melee weapon
65-75Uncommon weapon
76-80Rare melee weapon
81-95Common ranged weapon
100Uncommon ranged weapon
Common Melee Weapons
d%WeaponWeapon Cost 1
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
55-57Quarterstaff2+600 gp
58-61Rapier+320 gp
62-66Scimitar+315 gp
67-70shortspear+302 gp
71-74Siangham+303 gp
75-84Sword,bastard+335 gp
85-89Sword,short+310 gp
90-100Waraxe, dwarven+330 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

Uncommon Melee Weapons
d%WeaponWeapon Cost 1
01-03Axe,double 2+660 gp
04-07Battleaxe+310 gp
08-10Chain, spiked+325 gp
11-12Club+300 gp
13-16Crossbow, hand+400 gp
17-19Crossbow, repeating +550 gp
20-21Dagger,punching+302 gp
22-23falchion+375 gp
24-26Flail, dire 2+690 gp
27-31Flail, heavy+315 gp
32-35Flail,light+308 gp
36-37Gauntlet+302 gp
38-39Gauntlet, spiked+305 gp
40-41Glaive+308 gp
42-43Greatclub+305 gp
44-45Guisarme+309 gp
46-48Halberd+310 gp
49-51Spear+301 gp
52-54Hammer, gnome hooked 2+620 gp
55-56Hammer, light+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
73-74Pick, heavy+308 gp
75-76Pick, light+304 gp
77-78Ranseur+310 gp
79-80Sap+301 gp
81-82Scythe+318 gp
83-84Shuriken+301 gp
85-86Sickle+306 gp
87-89Sword, two-bladed 2+700 gp
90-91Trident+315 gp
92-94Urgrosh, dwarven2+650 gp
95-97Warhammer+312 gp
98-100Whip+301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it has no special abilities. All magic weapons are masterwork weapons.

Rare Weapons
d%WeaponWeapon Cost 1
01-03Stake, Wooden
04-07Iron Nails325 gp
08-10Iron Teeth (bite)325 gp
11-12Battle Aspergillum305 gp
13-16Brass Knife302 gp
17-19Brass Knuckles301 gp
20-21Cestus305 gp
22-23Hook Hand310 gp
24-26Stiletto304 gp
27-31Club Mere302 gp
32-33Bayonet305 gp
34Spear, Boar305 gp
35Pike, boarding308 gp
36Axe, boarding306 gp
37Axe throwing308 gp
38Blade Boot325 gp
39Knife, Switchblade305 gp
40Gladius315 gp
41Rondel308 gp
42Starknife324 gp
43War Razor308 gp
44Whip, Cat-o’-nine-tails301 gp
45Scizore320 gp
46Cutlass315 gp
47Side-sword313 gp
48Flail, sprinkling312 gp
49Longflail325 gp
50Spatha310 gp
51Spear, Dory310 gp
52Sword cane345 gp
53Terbutje (Macuahuitl)35 gp
54Terbutje, steel320 gp
55Bardiche313 gp
56Bec de Corbin315 gp
57Bill311 gp
58Glaive-Guisarme312 gp
59Hammer, Lucerne315 gp
60Lance, blunt308 gp
61Lance, barbed314 gp
62Maul345 gp
63Military Fork315 gp
64Pickaxe314 gp
65Spear, syringe3100 gp
66Aklys35 gp
67Axe, knuckle39 gp
68Battle poi35 gp
69Chaindisc325 gp
70Combat Cloth305 gp
71Sica310 gp
72Dagger, swordbreaker310 gp
73Dirk310 gp
74Flying Talon 315 gp
75Knife, butterfly305 gp
76Katar, tri-bladed 306 gp
77Quadrens308 gp
78Sai301 gp
79Axe, hooked 320 gp
80Bladechain340 gp
81Falcata318 gp
82Khopesh320 gp
83Kopis
365 gp
84Magnet Chain500 gp
85Saw Flail350 gp
86Shotel330 gp
87Waraxe, dwarven double360 gp
88Boarding gaff308 gp
89Shield Halberd450 gp
90Claymore375 gp
91Fauchard314 gp
92Flail Dire390 gp
93Flambard350 gp
94Garrote303 gp
95Hammer Gnome Hooked320 gp
96Lance, Dire320 gp
97Mancatcher315 gp
98Ripsaw glaive330 gp
99Scimitar Two-Bladed 400 gp
100Scythe Two-Bladed420 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it has no special abilities. All magic weapons are masterwork weapons.

Common Ranged Weapons
d%WeaponWeapon Cost1
01-10Ammunition (roll again) 
01-50Arrows (50)+350 gp
51-80Bolts, crossbow (50)+350 gp
81-100Bullets, sling (50)+350 gp
11-15Axe, throwing+308 gp
16-25Crossbow, heavy+350 gp
26-35Crossbow, light+335 gp
36-39Dart+300 gp 5 sp
40-41javelin+301 gp
42-46shortbow+330 gp
47-51Shortbow, composite (+0 Strength bonus)+375 gp
52-56Shortbow, composite (+1 Strength bonus)+450 gp
57-61Shortbow, composite (+2 Strength bonus)+525 gp
62-65sling+300 gp
66-75longbow+375 gp
76-80Longbow, composite+400 gp
81-85Longbow, composite (+1 Strength bonus)+500 gp
86-90Longbow, composite (+2 Strength bonus)+600 gp
91-95Longbow, composite (+3 Strength bonus)+700 gp
96-100Longbow, composite (+4 Strength bonus)+800 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

All magic weapons are masterwork weapons.

Rare Ranged Weapons
d%WeaponWeapon Cost1
01-10Ammunition (roll again) 
11-15Bullet(s) Sling, smoke (10)1 gp
16-20Bolt Crossbow(s), acid (1)40 gp
21-25Bolt Crossbow(s), Drow poison (1)100 gp
26-30Bolt Crossbow (s), fire (1)50 gp
31-35Bullet(s), groaning (10)2 gp
36-40Dart(s), blowgun (10)5 sp
41-45Arrow(s), Blunt (20)2 gp
46-50Arrow, Durable (1)1 gp
51-55Arrow, Dye (1)1 gp
56-60Arrow, Flight (20)2 gp
61-65Arrow, Lodestone (1)10 gp
66-70Arrows Merciless (10)50 gp
71-75Arrow, Pheromone (1)15 gp
76-80Arrow, Raining (1)30 gp
81-85Arrow, Slow Burn (1)150 gp
86-90Arrow, Smoke(1)10 gp
91-92Arrow, Splintercloud (1)25 gp
93-94Arrow, Tangleshot (1)20 gp
95-96Arrow(s), Whistling (20)2 gp
97-98Little starstones (10)5 cp
99-00Sharpstones (10)1 gp
11-15Blowgun2 gp
16-17Needlestorm300 gp
18-19Arbalest100 gp
20-21Amentum
22-25Chakram1 gp
26-35Hunga munga4 gp
36-39Longbow75 gp
40-41Longbow, Composite100 gp
42-46Pilum5 gp
47-51Shortbow30 gp
52-56Shortbow composite75 gp
57-61Bolas5 gp
62-65Boomerang3 gp
66-75Crossbow, double300 gp
76-80Crossbow Hand100 gp
81-85Crossbow Repeating heavy400 gp
86-87Crossbow, launching75 gp
88-89Crossbow Repeating light250 gp
90Harpbow500 gp
91Lasso1 sp
92-93Luna Blade300 gp
94-95Net20 gp
96Net Bolas70 gp
97-99Shuriken (5)1 gp
100Sling glove5 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

All magic weapons are masterwork weapons.

Magic Weapon Special Ability Descriptions

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Melee Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier 1
01-0501-0301Bane Weapon+1 bonus
06-070402Biting Weapon+1 bonus
080503Blessed Weapon+1 bonus
090604Bloodfeeding Weapon+1 bonus
100705Cursespewing Weapon+1 bonus
11-1708-12Defending Weapon+1 bonus
18-1910-1106Demon Bane Weapon +1 bonus
20-2112-1307Disfiguring Weapon+1 bonus
22-2314-1508Dripping Weapon+1 bonus
24-2516-1709Enfeebling Weapon+1 bonus
26-3118-2110Flaming Weapon+1 bonus
32-3722-2311Frost Weapon+1 bonus
38-4124-2512Ghost Touch Weapon+1 bonus
42-4726-2713Keen Weapon 2+1 bonus
48-56-3214Ki Focus Weapon +1 bonus
57-6733-3715Lunar/ Solar Weapon +1 bonus
68-7038-4116Masochistic Weapon+1 bonus
71-7242-4517Masterslaying+1 bonus
73-7546-4818Merciful Weapon+1 bonus
76-7749-5017Mighty Cleaving Weapon+1 bonus
78-8251-5318Razor Burst Weapon+1 bonus
83-8554-5519Sadistic Weapon+1 bonus
86-8756-5720-21Shock Weapon+1 bonus
88-8958-5922-24Spell Storing Weapon+1 bonus
90-9160-6325-28Throwing Weapon+1 bonus
92-9564-6529-32Thundering Weapon+1 bonus
96-9966-6733-34Vicious Weapon+1 bonus
 68-6935-36Vile Weapon+1 bonus
70-7237-41Anarchic Weapon+2 bonus
73-7542-46Axiomatic Weapon+2 bonus
76-7747-48Disruption Weapon 3+2 bonus
 7849Dripping Splash Weapon+2 bonus
7950-51Flaming Burst Weapon+2 bonus
 8052-53Fleshgrinding Weapon+2 bonus
 8154-55Heavenly Burst Weapon+2 bonus
8256Hellfire Weapon+2 bonus
8357-59Icy Burst Weapon+2 bonus
8460Holy Weapon+2 bonus
 8561Masochistic Burst Weapon+2 bonus
 8662Paralyzing Weapon+2 bonus
 8763Pleasurable Weapon+2 bonus
 8864Sadistic Burst Weapon+2 bonus
8965-67Shocking Burst Weapon+2 bonus
 9068-69Strength Sapping Weapon+2 bonus
 9170-71Will Sapping Weapon+2 bonus
9272-73Unholy Weapon+2 bonus
9374Wounding Weapon+2 bonus
 9475Banishing Weapon+3 bonus
9576Hellfire Burst Weapon+3 bonus
9677-78Humiliating Weapon+3 bonus
 9779Marrowcrushing
Weapon
+3 bonus
 9880-82Roaring Weapon+3 bonus
99-0083Speed Weapon+3 bonus
84Brilliant Energy Weapon+4 bonus
85Dancing Weapon+4 bonus
  86Righteous Weapon+4 bonus
  87Souldrinking Weapon+4 bonus
88Vorpal Weapon 2+5 bonus
89Demon Dread Weapon +7 bonus
90Hellfire Blasting Weapon+7 bonus
10096-10091-100Roll again twice 4

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.

3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.

4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Ranged Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01-020101-Bane Weapon+1 bonus
03-040202Blessed Weapon+1 bonus
050303Bloodfeeding Weapon 
060404Cursespewing Weapon 
07-0805-0603-04Demon Bane Weapon +1 bonus
09-1207-0805-06Disfiguring Weapon 
13-09-07Distance Weapon+1 bonus
241508Dripping Weapon 
251609-10Enfeebling Weapon 
26-4017-2812Flaming Weapon+1 bonus
41-4929-3413-16Frost Weapon+1 bonus
50-5435-3617-18Lunar/ Solar Weapon (New)+1 bonus
5537-4019Masochistic Weapon 
56-6041-42Merciful Weapon+1 bonus
61-6543-4520Returning Weapon+1 bonus
66-6846-4721Sadistic Weapon 
69-8348-5922-25Shock Weapon+1 bonus
84-9360-6426-27Seeking Weapon+1 bonus
94-996528Thundering Weapon+1 bonus
 6829Vile Weapon+1 bonus
69-7130-34Anarchic Weapon +2 bonus
72-7335-36Axiomatic Weapon+2 bonus
7437-38Disruption Weapon+2 bonus
 7539Dripping Splash Weapon 
7640-42Flaming Burst Weapon+2 bonus
 7743Fleshgrinding Weapon 
 7844Heavenly Burst Weapon 
7945-50Hellfire Weapon+2 bonus
80-8251-54Holy Weapon+2 bonus
83-8455-63Icy Burst Weapon+2 bonus
 85-8664Masochistic Burst Weapon 
 8765Pleasurable Weapon 
 8866Sadistic Burst Weapon 
8967-69Shocking Burst Weapon+2 bonus
9170-73Unholy Weapon+2 bonus
 9174Will Sapping Weapon+2 bonus
9275-76Hellfire Burst Weapon+3 bonus
9277-79Humiliating Weapon+3 bonus
 9380-81Marrowcrushing Weapon+3 bonus
 9482-83Roaring Weapon+3 bonus
9584Speed Weapon+3 bonus
85-86Brilliant Energy Weapon+4 bonus
 87Righteous Weapon+4 bonus
 88Souldrinking Weapon+4 bonus
89Demon Dread Weapon +7 bonus
90Hellfire Blasting Weapon+7 bonus
10096-10091-100Roll again twice2

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Weapons for Unusually Sized Creatures:

The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities: Roll d%. If the item is a melee weapon, a 01-30 result indicates that the item sheds light, 31-45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46-100 indicates no special qualities.

If the item is a ranged weapon, a 01-15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16-100 indicates no special qualities.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Specific  Weapons
MinorMediumMajorSpecific WeaponMarket Price
01-05Hell’s  Heart Arrow60 gp
06-15Sleep Arrow132 gp
16-25Screaming Bolt267 gp
26-45Silver Dagger, Masterwork322 gp
46-54Masterwork Cold Iron Longsword330 gp
55-6501-04Arrow, Witchfinder150 gp
65-7005-09Javelin of Lightning1,500 gp
71-7510-15Sword of Mercy (Cursed)1,500 gp
76-8016-20Slaying Arrow2,282 gp
81-8221-22Spectral Arrow2,560 gp
83-9023-24Adamantine Dagger3,002 gp
91-10025-26Adamantine Battleaxe3,010 gp
27-29Sacrificial Knife3,305 gp
 30-33 Hellpiercer4,007 gp per arrow or bolt
34-37Slaying Arrow (greater)4,057 gp
38Shatterspike4,315 gp
39Dagger +1, Deep Sleep5,000gp
40Athame Witchkiller 8,000 gp
41-44Dagger of Venom8,302 gp
45-46Blackguard’s  Blade9,515 gp
47-51Trident of Warning10,115 gp
52-5701-04Assassin’s Dagger10,302 gp
58-6005-06Shifter’s Sorrow12,780 gp
6207-08Harrowheart15,320 gp
 6309Celestial Blade18,335 gp
64-6610-11Trident of Fish Command18,650 gp
67-7412-13Flame 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
92-9432-34Nine Lives Stealer23,057 gp
 9535-37Phallus of the Engorged Satyr23,385 gp
96-9838-42Sword of Life Stealing25,715 gp
99-10043-44Oathbow25,600 gp
45-46Chain of Barriers29,325 gp
  47-48Dark  Talon:32,335 gp
49-51Mace of Terror38,552 gp
52-55Life-Drinker40,320 gp
  56-57Nightblade of Arvandor44,315 gp
58-6oSylvan Scimitar47,315 gp
61Blade of the Sun and Moon50,000 gp
62Luna’s Bow50,000 gp
  63-64Celestial Mace50,312 gp
67-68Rapier of Puncturing50,320 gp
69-73Sun Blade50,335 gp
  74-75Demondoom51,512 gp
78-79Frost Brand54,475 gp
80-84Dwarven Thrower60,312 gp
85-91Luck Blade (1 wish)62,360 gp
92Mace of Smiting75,312 gp
93Warpsword78,350 gp
  94Dart of the Phoenix99,400 gp
  95Bow of the Solars100,100 gp
96Luck Blade (2 wishes)102,660 gp
97Charnel Reaver108,330 gp
98Angelkiller110,350 gp
99Holy Avenger120,630 gp
100Luck Blade (3 wishes)142,960 gp
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