Table: Weapons
| Minor | Medium | Major | Weapon | Bonus Base Price1 |
| 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 |
| — | — | — | +62 | 72,000 gp |
| — | — | — | +72 | 98,000 gp |
| — | — | — | +82 | 128,000 gp |
| — | — | — | +92 | 162,000 gp |
| — | — | — | +102 | 200,000 gp |
| 86–90 | 63–68 | 50–63 | Specific weapon3 | — |
| 91–100 | 69–100 | 64–100 | Special ability and roll again4 | — |
| 1 For ammunition, this price is for 50 arrows, bolts, or bullets. |
| 2 A weapon can't have an enhancement 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 and Table: Ranged Weapon Special Abilities for ranged weapons. |
Table: 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 | — | Slaying arrow (greater) | 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 |
A
magic weapon is enhanced to strike more truly and deliver more damage.
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 bonuses on attack rolls do not stack with their enhancement
bonuses 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 bonuses apply to both melee and ranged attacks.
Some
magic weapons 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 also have at least a +1 enhancement bonus. Weapons
cannot possess the same special ability more than once.
Weapons
or ammunition can 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.
Magic Ammunition and Breakage:
When a magic arrow, crossbow bolt, or sling bullet misses its target,
there is a 50% chance it breaks or is otherwise rendered useless. A
magic arrow, bolt, or bullet that successfully hits a target is
automatically destroyed after it delivers its damage.
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell.
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.
Damaging Magic Weapons: An
attacker cannot damage a magic weapon that has an enhancement bonus
unless his weapon has at least as high an enhancement bonus as the
weapon struck.
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). A character can activate the
special abilities of 50 pieces of ammunition at the same time, assuming
each piece has identical abilities.
Magic Weapons and Critical Hits:
Some weapon qualities and some specific weapons have an extra effect on
a critical hit. This special effect also functions against creatures
not normally subject to critical hits. On a successful critical roll,
apply the special effect, but do not multiply the weapon's regular
damage.
Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities:
Roll d%. 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.
Magic Weapon Special Ability Descriptions
A weapon with a special ability must also have at least a +1 enhancement bonus.
Table: Melee Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier1 |
| 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 | — | Keen2 | +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 | Disruption3 | +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 | Vorpal2 | +5 bonus |
| 100 | 96–100 | 91–100 | Roll again twice4 | — |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. |
| 2 Piercing or slashing weapons only (slashing only for vorpal). 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. |
Table: Ranged Weapon Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier1 |
| 01–12 | 01–08 | 01–04 | Bane2 | +1 bonus |
| 13–25 | 09–16 | 05–08 | Distance | +1 bonus |
| 26–40 | 17–28 | 09–12 | Flaming2 | +1 bonus |
| 41–55 | 29–40 | 13–16 | Frost2 | +1 bonus |
| 56–60 | 41–42 | — | Merciful2 | +1 bonus |
| 61–68 | 43–47 | 17–21 | Returning | +1 bonus |
| 69–83 | 48–59 | 22–25 | Shock2 | +1 bonus |
| 84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
| 94–99 | 65–68 | 28–29 | Thundering2 | +1 bonus |
| — | 69–71 | 30–34 | Anarchic2 | +2 bonus |
| — | 72–74 | 35–39 | Axiomatic2 | +2 bonus |
| — | 75–79 | 40–49 | Flaming burst2 | +2 bonus |
| — | 80–82 | 50–54 | Holy2 | +2 bonus |
| — | 83–87 | 55–64 | Icy burst2 | +2 bonus |
| — | 88–92 | 65–74 | Shocking burst2 | +2 bonus |
| — | 93–95 | 75–79 | Unholy2 | +2 bonus |
| — | — | 80–84 | Speed | +3 bonus |
| — | — | 85–90 | Brilliant energy | +4 bonus |
| 100 | 96–100 | 91–100 | Roll again twice2 | — |
| 1 Add to enhancement bonus on Table: Weapons to determine total market price. |
| 2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition. |
| 3 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. |
Anarchic
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.
Axiomatic
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order's wrath, creator must be lawful; Price +2 bonus.
Bane
A bane weapon
excels against certain foes. Against a designated foe, the weapon's
enhancement bonus is +2 better than its actual bonus. It also deals an
extra 2d6 points of damage against the foe. To randomly determine a
weapon's designated foe, roll on the following table. | d% | Designated Foe |
| 01–05 | Aberrations |
| 06–09 | Animals |
| 10–16 | Constructs |
| 17–22 | Dragons |
| 23–27 | Fey |
| 28–60 | Humanoids (pick one subtype) |
| 61–65 | Magical beasts |
| 66–70 | Monstrous humanoids |
| 71–72 | Oozes |
| 73–88 | Outsiders (pick one subtype) |
| 89–90 | Plants |
| 91–98 | Undead |
| 99–100 | Vermin |
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.
Brilliant Energy
A brilliant energy weapon
has its significant portion transformed into light, although this does
not modify the item's weight. It always gives off light as a torch
(20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon
cannot harm undead, constructs, and objects. This property can only be
applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.
Dancing
As a standard action, a dancing weapon can
be loosed to attack on its own. It fights for 4 rounds using the base
attack bonus of the one who loosed it and then drops. While dancing, it
cannot make attacks of opportunity, and the person who activated it is
not considered armed with the weapon. The weapon is considered wielded
or attended by the creature for all maneuvers and effects that target
items. While dancing, the weapon shares the same space as the
activating character and can attack adjacent foes (weapons with reach
can attack opponents up to 10 feet away). The dancing weapon
accompanies the person who activated it everywhere, whether she moves
by physical or magical means. If the wielder who loosed it has an
unoccupied hand, she can grasp it while it is attacking on its own as a
free action; when so retrieved, the weapon can't dance (attack on its
own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.
Defending
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC
as a bonus that stacks with all others. As a free action, the wielder
chooses how to allocate the weapon's enhancement bonus at the start of
his turn before using the weapon, and the bonus to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.
Disruption
A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption weapon must be a bludgeoning melee weapon.
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.
Distance
This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
Flaming
Upon command, a flaming weapon
is sheathed in fire that deals an extra 1d6 points of fire damage on a
successful hit. The fire does not harm the wielder. The effect remains
until another command is given.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.
Flaming Burst
A flaming burst weapon functions as a flaming weapon
that also explodes with flame upon striking a successful critical hit.
The fire does not harm the wielder. In addition to the extra fire
damage from the flaming ability (see above), a flaming burst weapon
deals an extra 1d10 points of fire damage on a successful critical hit.
If the weapon's critical multiplier is ×3, add an extra 2d10 points of
fire damage instead, and if the multiplier is ×4, add an extra 3d10
points of fire damage.
Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
Frost
Upon command, a frost weapon
is sheathed in icy cold that deals an extra 1d6 points of cold damage
on a successful hit. The cold does not harm the wielder. The effect
remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.
Ghost Touch
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.
Holy
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst
An icy burst weapon functions as a frost weapon
that also explodes with frost upon striking a successful critical hit.
The frost does not harm the wielder. In addition to the extra damage
from the frost ability, an icy burst weapon deals an
extra 1d10 points of cold damage on a successful critical hit. If the
weapon's critical multiplier is ×3, add an extra 2d10 points of cold
damage instead, and if the multiplier is ×4, add an extra 3d10 points.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
Keen
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen.
If you roll this property randomly for an inappropriate weapon, reroll.
This benefit doesn't stack with any other effect that expands the
threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.
Ki Focus
The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk's ki strike, quivering palm, and the Stunning Fist feat (including any condition that the monk can apply using this feat). Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.
Merciful
The weapon deals an extra 1d6 points of damage, and all damage it deals
is nonlethal damage. On command, the weapon suppresses this ability
until told to resume it (allowing it to deal lethal damage, but without
any bonus damage from this ability).
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.
Mighty Cleaving
A mighty cleaving weapon allows a wielder using the Cleave
feat to make one additional attack if the first attack hits, as long as
the next foe is adjacent to the first and also within reach. This
additional attack cannot be against the first foe. Only melee weapons
can be mighty cleaving weapons.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.
Returning
This special ability can only be placed on a weapon that can be thrown. A returning weapon
flies through the air back to the creature that threw it. It returns to
the thrower just before the creature's next turn (and is therefore
ready to use again in that turn). Catching a returning weapon
when it comes back is a free action. If the character can't catch it,
or if the character has moved since throwing it, the weapon drops to
the ground in the square from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
Seeking
Only ranged weapons can have the seeking ability.
The weapon veers toward its target, negating any miss chances that
would otherwise apply, such as from concealment. The wielder still has
to aim the weapon at the right square. Arrows mistakenly shot into an
empty space, for example, do not veer and hit invisible enemies, even
if they are nearby.
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.
Shock
Upon command, a shock weapon
is sheathed in crackling electricity that deals an extra 1d6 points of
electricity damage on a successful hit. The electricity does not harm
the wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.
Shocking Burst
A shocking burst weapon functions as a shock weapon
that explodes with electricity upon striking a successful critical hit.
The electricity does not harm the wielder. In addition to the extra
electricity damage from the shock ability, a shocking burst weapon
deals an extra 1d10 points of electricity damage on a successful
critical hit. If the weapon's critical multiplier is ×3, add an extra
2d10 points of electricity damage instead, and if the multiplier is ×4,
add an extra 3d10 points.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.
Speed
When making a full-attack action, the wielder of a speed weapon
may make one extra attack with it. The attack uses the wielder's full
base attack bonus, plus any modifiers appropriate to the situation.
(This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
Spell Storing
A spell storing weapon
allows a spellcaster to store a single targeted spell of up to 3rd
level in the weapon. (The spell must have a casting time of 1 standard
action.) Anytime the weapon strikes a creature and the creature takes
damage from it, the weapon can immediately cast the spell on that
creature as a free action if the wielder desires. (This special ability
is an exception to the general rule that casting a spell from an item
takes at least as long as casting that spell normally.) Once the spell
has been cast from the weapon, a spellcaster can cast any other
targeted spell of up to 3rd level into it. The weapon magically imparts
to the wielder the name of the spell currently stored within it. A
randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Thundering
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon
deals an extra 1d8 points of sonic damage on a successful critical hit.
If the weapon's critical multiplier is ×3, add an extra 2d8 points of
sonic damage instead, and if the multiplier is ×4, add an extra 3d8
points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.
Throwing
This ability can only be placed on a melee weapon. A melee weapon
crafted with this ability gains a range increment of 10 feet and can be
thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.
Unholy
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.
Vicious
When a vicious weapon
strikes an opponent, it creates a flash of disruptive energy that
resonates between the opponent and the wielder. This energy deals an
extra 2d6 points of damage to the opponent and 1d6 points of damage to
the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.
Vorpal
This potent and feared ability allows the weapon to sever the heads of
those it strikes. Upon a roll of natural 20 (followed by a successful
roll to confirm the critical hit), the weapon severs the opponent's
head (if it has one) from its body. Some creatures, such as many
aberrations and all oozes, have no heads. Others, such as golems and
undead creatures other than vampires, are not affected by the loss of
their heads. Most other creatures, however, die when their heads are
cut off. A vorpal weapon must be a slashing melee weapon. If you roll this property randomly for an inappropriate weapon, reroll.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.
Wounding
A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage dealt by this weapon. Creatures immune to critical hits are immune to the damage.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bleed; Price +2 bonus.
Specific Weapons
Adamantine Battleaxe
Aura no aura (nonmagical); CL — Slot none; Price 3,010 gp; Weight 6 lbs.
This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Adamantine Dagger
Aura no aura (nonmagical); CL — Slot none; Price 3,002 gp; Weight 1 lb.
This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Assassin's Dagger
Aura moderate necromancy; CL 9th Slot none; Price 10,302 gp; Weight 1 lb.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Construction Requirements Craft Magic Arms and Armor, slay living; Cost 5,302 gp
Dagger of Venom
Aura faint necromancy; CL 5th Slot none; Price 8,302 gp; Weight 1 lb.
This black +1 dagger has a serrated edge. It allows the wielder to use a poison
effect (as the spell, save DC 14) upon a creature struck by the blade
once per day. The wielder can decide to use the power after he has
struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
Construction Requirements Craft Magic Arms and Armor, poison; Cost 4,302 gp
Dwarven Thrower
Aura moderate evocation; CL 10th Slot none; Price 60,312 gp; Weight 5 lbs.
This weapon functions as a +2 warhammer
in the hands of most users. Yet in the hands of a dwarf, the warhammer
gains an additional +1 enhancement bonus (for a total enhancement bonus
of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower
deals an extra 2d8 points of damage against creatures of the giant
subtype or an extra 1d8 points of damage against any other target.
Construction Requirements Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Cost 30,312 gp
Flame Tongue
Aura strong evocation; CL 12th Slot none; Price 20,715 gp; Weight 4 lbs.
This is a +1 flaming burst longsword.
Once per day, the sword can blast forth a fiery ray at any target
within 30 feet as a ranged touch attack. The ray deals 4d6 points of
fire damage on a successful hit.
Construction Requirements Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike; Cost 10,515 gp
Frost Brand
Aura strong evocation; CL 14th Slot none; Price 54,475 gp; Weight 8 lbs.
This +3 frost greatsword
sheds light as a torch when the temperature drops below 0° F. At such
times it cannot be concealed when drawn, nor can its light be shut off.
Its wielder is protected from fire; the sword absorbs the first 10
points of fire damage each round that the wielder would otherwise take.
A frost brand
extinguishes all nonmagical fires in a 20-foot radius. As a standard
action, it can also dispel lasting fire spells, but not instantaneous
effects. You must succeed on a dispel check (1d20 +14) against each
spell to dispel it. The DC to dispel such spells is 11 + the caster
level of the fire spell.
Construction Requirements Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy; Cost 27,375 gp and 5 sp
Grudge Blade
Aura minor necromancy; CL 9th
Slot none; Price 10,320 gp; Weight 2 lbs.
Grudge blades play a role in
many of the conflicts driven by the diabolical elite, both petty and
epic. The dull, dark-gray steel of the blades almost appears blunt on
the edges, but these +1 rapiers
are wickedly sharp. Each elegantly carved hilt displays an engraved,
glaring eye that appears to wink and flash as you fight.
The true power of a grudge blade
reveals itself against an opponent you have already injured with the
sword. If you hit a creature with the sword on your previous turn, you
gain an extra +1 bonus on damage rolls against that creature. As long
as you continue to hit that creature at least once per round and attack
no other creatures with the grudge
blade, this damage bonus continues to build, to a maximum of +5;
failing to hit that target or attacking anyone else resets the damage
bonus to +0.
Construction Requirements Craft Magic Arms and Armor, deathknell, magic weapon; Cost 5,320 gp
Section 15 Copyright Notice
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
Hellcaller's Edge
Aura moderate evocation;
CL 9th
Slot none; Price 20,350 gp; Weight 8 lbs.
Bestowed as rewards for unwavering loyalty to Hellknight paravicars of
greate renown, these filigreed +2
greatswords pulse with a sickening carmine light in rhythm with
the heartbeats of their bearers. Prized trophies, these weapons are
brandished eagerly by staunch champions of the Empire.
Once per day as a standard action, you may strike the blade against the
ground to create a one-way rift from Phlegethon (the fieriest layer of
Hell) centered where the sword hits. The rift spews magical flames
upward in a 10-ft-radius, 40-foot-high cylinder. All creatures in this
area (including you) take 9d6 points of damage (Reflex half DC 17).
Half the damage is fire, but the other half results directly from divine
power and is therefore not subject to fire resistance or immunity.
Construction Requirements Craft Magic Arms and Armor, flame strike, caster level 6th; Cost 10,350 gp
Section 15 Copyright Notice
Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
Holy Avenger
Aura strong abjuration; CL 18th Slot none; Price 120,630 gp; Weight 4 lbs.
This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
This sacred weapon provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic
(once per round as a standard action) at the class level of the
paladin. Only the area dispel is possible, not the targeted dispel or
counterspell versions of greater dispel magic.
Construction Requirements Craft Magic Arms and Armor, holy aura, creator must be good; Cost 60,630 gp
Javelin of Lightning
Aura faint evocation; CL 5th Slot none; Price 1,500 gp; Weight 2 lbs.
This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.
Construction Requirements Craft Magic Arms and Armor, lightning bolt; Cost 750 gp
Life-Drinker
Aura strong necromancy; CL 13th Slot none; Price 40,320 gp; Weight 12 lbs.
This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels
on its target whenever it deals damage, just as if its target had been
struck by an undead creature. One day after being struck, subjects must
make a DC 16 Fortitude save for each negative level or the negative levels become permanent.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour.
Construction Requirements Craft Magic Arms and Armor, enervation; Cost 20,320 gp
Longsword, Cold Iron Masterwork
Aura no aura (nonmagical); CL — Slot none; Price 330 gp; Weight 4 lbs.
This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
Luck Blade
Aura strong evocation; CL 17th Slot none; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); Weight 2 lbs.
This +2 short sword
gives its possessor a +1 luck bonus on all saving throws. Its possessor
also gains the power of good fortune, usable once per day. This
extraordinary ability allows its possessor to reroll one roll that she
just made, before the results are revealed. She must take the result of
the reroll, even if it's worse than the original roll. In addition, a
luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
Construction Requirements Craft Magic Arms and Armor, wish or miracle; Cost 11,185 gp (0 wishes), 43,835 gp (1 wish), 76,485 gp (2 wishes), 109,135 gp (3 wishes).
Mace of Smiting
Aura moderate transmutation; CL 11th Slot none; Price 75,312 gp; Weight 8 lbs.
This +3 adamantine heavy mace
has a +5 enhancement bonus against constructs, and a successful
critical hit dealt to a construct completely destroys the construct (no
saving throw). A critical hit dealt to an outsider deals ×4 damage
rather than ×2.
Construction Requirements Craft Magic Arms and Armor, disintegrate; Cost 39,312 gp
Mace of Terror
Aura strong necromancy; CL 13th Slot none; Price 38,552 gp; Weight 8 lbs.
This weapon usually appears to be a particularly frightening-looking iron or steel mace. On command, this +2 heavy mace
causes the wielder's clothes and appearance to transform into an
illusion of darkest horror such that living creatures in a 30-foot cone
become panicked as if by a fear spell (Will
DC 16 partial). Those who fail take a –2 morale penalty on saving
throws, and they flee from the wielder. The wielder may use this
ability up to three times per day.
Construction Requirements Craft Magic Arms and Armor, fear; Cost 19,432 gp
Nine Lives Stealer
Aura strong necromancy [evil]; CL 13th Slot none; Price 23,057 gp; Weight 4 lbs.
This longsword always performs as a +2 longsword,
but it also has the power to draw the life force from an opponent. It
can do this nine times before the ability is lost. At that point, the
sword becomes a simple +2 longsword (with a faint evil aura). A
critical hit must be dealt for the sword's death-dealing ability to
function, and this weapon has no effect on creatures not subject to
critical hits. The victim is entitled to a DC 20 Fortitude
save to avoid death. If the save is successful, the sword's
death-dealing ability does not function, no use of the ability is
expended, and normal critical damage is determined. This sword is evil,
and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
Construction Requirements Craft Magic Arms and Armor, finger of death; Cost 11,528 gp 5 sp.
Oathbow
Aura strong evocation; CL 15th; Slot none; Price 25,600 gp; Weight 3 lbs.
Of elven make, this white +2 composite longbow (+2 Str
bonus) whispers, “Swift defeat to my enemies” in Elven when nocked and
pulled. Once per day, if the archer swears aloud to slay her target (a
free action), the bow's whisper becomes the shout “Death to those who
have wronged me!” Against such a sworn enemy, the bow has a +5
enhancement bonus, and arrows launched from it deal an additional 2d6
points of damage (and ×4 on a critical hit instead of the normal ×3).
After an enemy has been sworn, the bow is treated as only a masterwork
weapon against all foes other than the sworn enemy, and the archer
takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow
may only have one sworn enemy at a time. Once the wielder swears to
slay a target, he cannot make a new oath until he has slain that target
or 7 days have passed. Even if the wielder slays the sworn enemy on the
same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.
Construction Requirements Craft Magic Arms and Armor, creator must be an elf; Cost 13,100 gp
Rapier of Puncturing
Aura strong necromancy; CL 13th Slot none; Price 50,320 gp; Weight 2 lbs.
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Construction Requirements Craft Magic Arms and Armor, harm; Cost 25,320 gp
Screaming Bolt
Aura faint enchantment; CL 5th Slot none; Price 267 gp; Weight 1/10 lb.
These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.
Construction Requirements Craft Magic Arms and Armor, doom; Cost 137 gp
Shatterspike
Aura strong evocation; CL 13th Slot none; Price 4,315 gp; Weight 4 lbs.
This
intimidating weapon appears to be a longsword with multiple hooks,
barbs, and serrations along the blade, excellent for catching and
sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.
Construction Requirements Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter; Cost 2,315 gp
Shifter's Sorrow
Aura strong transmutation; CL 15th Slot none; Price 12,780 gp; Weight 10 lbs.
This +1/+1 two-bladed sword has blades of alchemical silver.
The weapon deals an extra 2d6 points of damage against any creature
with the shapechanger subtype. When a shapechanger or a creature in an
alternate form (such as a druid using wild shape) is struck by the
weapon, it must make a DC 15 Will save or return to its natural form.
Construction Requirements Craft Arms and Armor, baleful polymorph; Cost 6,780 gp
Silver Dagger, Masterwork
Aura no aura (nonmagical); CL — Slot none; Price 322 gp; Weight 1 lb.
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not to damage rolls).
Slaying Arrow
Aura strong necromancy; CL 13th Slot none; Price 2,282 gp (slaying arrow) or 4,057 gp (greater slaying arrow); Weight 1/10 lb.
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed.
Construction Requirements Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Cost 1,144 gp 5 sp (slaying arrow) or 2,032 gp (greater slaying arrow)
| d% | Designated Type or Subtype |
| 01–05 | Aberrations |
| 06–09 | Animals |
| 10–16 | Constructs |
| 17–27 | Dragons |
| 28–32 | Fey |
| 33 | Humanoids, aquatic |
| 34–35 | Humanoids, dwarf |
| 36–37 | Humanoids, elf |
| 38–44 | Humanoids, giant |
| 45 | Humanoids, gnoll |
| 46 | Humanoids, gnome |
| 47–49 | Humanoids, goblinoid |
| 50 | Humanoids, halfling |
| 51–54 | Humanoids, human |
| 55–57 | Humanoids, reptilian |
| 58–60 | Humanoids, orc |
| 61–65 | Magical beasts |
| 66–70 | Monstrous humanoids |
| 71–72 | Oozes |
| 73 | Outsiders, air |
| 74–76 | Outsiders, chaotic |
| 77 | Outsiders, earth |
| 78–80 | Outsiders, evil |
| 81 | Outsiders, fire |
| 82–84 | Outsiders, good |
| 85–87 | Outsiders, lawful |
| 88 | Outsiders, water |
| 89–90 | Plants |
| 91–98 | Undead |
| 99–100 | Vermin |
Sleep Arrow
Aura faint enchantment; CL 5th Slot none; Price 132 gp; Weight 1/10 lb.
This +1 arrow
is painted white and has white fletching. If it strikes a foe so that
it would normally deal damage, it instead bursts into magical energy
that deals nonlethal damage (in the same amount as would lethal damage)
and forces the target to make a DC 11 Will save or fall asleep.
Construction Requirements Craft Magic Arms and Armor, sleep; Cost 70 gp
Sun Blade
Aura moderate evocation; CL 10th Slot none; Price 50,335 gp; Weight 2 lbs.
This sword is the size of a bastard sword. However, a sun blade
is wielded as if it were a short sword with respect to weight and ease
of use. In other words, the weapon appears to all viewers to be a
bastard sword, and deals bastard sword damage, but the wielder feels
and reacts as if the weapon were a short sword. Any individual able to
use either a bastard sword or a short sword with proficiency is
proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword.
Against evil creatures, its enhancement bonus is +4. Against Negative
Energy Plane creatures or undead creatures, the sword deals double
damage (and ×3 on a critical hit instead of the usual ×2).
The
blade also has a special sunlight power. Once per day, the wielder can
swing the blade vigorously above his head while speaking a command
word. The sun blade then sheds a bright yellow radiance that
acts like bright light and affects creatures susceptible to light as if
it were natural sunlight. The radiance begins shining in a 10-foot
radius around the sword wielder and extends outward at 5 feet per round
for 10 rounds thereafter, to create a globe of light with a 60-foot
radius. When the wielder stops swinging, the radiance fades to a dim
glow that persists for another minute before disappearing entirely. All
sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.
Construction Requirements Craft Magic Arms and Armor, daylight, creator must be good; Cost 25,335 gp
Sword of Life Stealing
Aura strong necromancy; CL 17th Slot none; Price 25,715 gp; Weight 4 lbs.
This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level gained or they become permanent.
Construction Requirements Craft Magic Arms and Armor, enervation; Cost 13,015 gp
Sword of the Planes
Aura strong evocation; CL 15th Slot none; Price 22,315 gp; Weight 4 lbs.
This
longsword has an enhancement bonus of +1 on the Material Plane, but on
any Elemental Plane its enhancement bonus increases to +2. The +2
enhancement bonus also applies whenever the weapon is used against
creatures native to the Elemental Plane. It operates as a +3 longsword
on the Astral Plane and the Ethereal Plane, or when used against
opponents native to either of those planes. On any other plane, or
against any outsider, it functions as a +4 longsword.
Construction Requirements Craft Magic Arms and Armor, plane shift; Cost 11,315 gp
Sword of Subtlety
Aura moderate illusion; CL 7th Slot none; Price 22,310 gp; Weight 2 lbs.
A +1 short sword
with a thin, dull gray blade, this weapon provides a +4 bonus on its
wielder's attack and damage rolls when he is making a sneak attack with
it.
Construction Requirements Craft Magic Arms and Armor, blur; Cost 11,310 gp
Sylvan Scimitar
Aura moderate evocation; CL 11th Slot none; Price 47,315 gp; Weight 4 lbs.
This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
Construction Requirements Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; Cost 23,815 gp
Trident of Fish Command
Aura moderate enchantment; CL 7th Slot none; Price 18,650 gp; Weight 4 lbs.
The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals as per the spell charm animals (Will
DC 16 negates, animals get a +5 bonus if currently under attack by the
wielder or his allies), no two of which can be more than 30 feet apart.
The wielder can use this effect up to three times per day. The wielder
can communicate with the animals as if using a speak with animals spell. Animals making their saving throws are free of control, but they will not approach within 10 feet of the trident.
Construction Requirements Craft Magic Arms and Armor, charm animals, speak with animals; Cost 9,482 gp and 5 sp
Trident of Warning
Aura moderate divination; CL 7th Slot none; Price 10,115 gp; Weight 4 lbs.
A
weapon of this type enables its wielder to determine the location,
depth, kind, and number of aquatic predators within 680 feet. A trident of warning
must be grasped and pointed in order for the character using it to gain
such information, and it requires 1 round to scan a hemisphere with a
radius of 680 feet. The weapon is otherwise a +2 trident.
Construction Requirements Craft Magic Arms and Armor, locate creature; Cost 5,215 gp