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3rd Party Magic Weapons

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, including those from character abilities and spells) 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.

Special Materials: Weapons or ammunition can be made of an unusual 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 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.

Magic Weapon Special Ability Descriptions

A weapon with a special ability must also have at least a +1 enhancement bonus.

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, 5
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.
5 A weapon with a special ability must also have at least a +1 enhancement bonus.
Table: Melee Weapon Special Abilities
Special Ability Base Price Modifier Equivalent Enhancement Bonus
Alluria Publishing
Probability Weapon +1 or +2 bonus1 +1 or +2
Sticky Weapon2 +2 bonus1 +2
Twinned Weapon +2 bonus1 +2
Ascension Games, LLC
Blindstrike +2 bonus1 +2
Concealed +3,000 gp +1
Necrotic +2 bonus1 +2
Necrotic Burst +3 bonus1 +3
Umbral +1 bonus1 +1
Umbral, Greater +3 bonus1 +3
En Publishing
Frost Shackle Inscription4 +200 gp
Rite Publishing
Adaptable +1 bonus1 +1
Afflicting +3 bonus1 +3
Ambush +1 bonus1 +1
Anchoring +2 bonus1 +2
Avowed Death +3 bonus1 +3
Bane Burst +2 bonus1 +2
Bane, Lesser +1 bonus1 +1
Blood Bonded +500 gp
Breaker +2 bonus1 +2
Burst, Chosen +3 bonus1 +3
Bushwacking +4 bonus1 +4
Ceremonial +2 bonus1 +2
Contemplative +2 bonus1 +2
Consecrated +1 bonus1 +1
Counteracting +1 bonus1 +1
Counterstrike3 +3 bonus1 +3
Crippling +1 bonus1 +1
Dark +1 bonus1 +1
Deflecting +1 bonus1 +1
Desiccated +1 bonus1 +1
Dislocating +2 bonus1 +2
Disorienting +1 bonus1 +1
Disorienting Burst +2 bonus1 +2
Dispelling +2 bonus1 +2
Dispelling Burst +4 bonus1 +4
Energy, Chosen +2 bonus1 +2
Energy Ray +2,400 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price
2 Bludgeoning weapon only
3 Light weapons only
4 Single use only.
Table: Ranged Weapon Special Abilities
Special Ability Base Price Modifier Equivalent Enhancement Bonus
Adamant Entertainment
Everloaded +2 bonus1 +2
Alluria Publishing
Probability weapon +1 or +2 bonus1 +1 or +2
Sticky weapon2 +2 bonus1 +2
Twinned weapon +2 bonus1 +2
Ascension Games, LLC
Blindstrike +2 bonus1 +2
Concealed +3,000 gp +1
Necrotic +2 bonus1 +2
Necrotic burst +3 bonus1 +3
Bastion Press
Storing +1 bonus1 +1
En Publishing
Frost shackle inscription4 +200 gp
Rite Publishing
Adaptable +1 bonus1 +1
Afflicting +3 bonus1 +3
Ambush +1 bonus1 +1
Anchoring +2 bonus1 +2
Avowed death +3 bonus1 +3
Bane burst +2 bonus1 +2
Bane, lesser +1 bonus1 +1
Blastback +1 bonus1 +1
Blood bonded +500 gp
Boomeranging +2 bonus1 and +2000 gp
+2
Burst, chosen +3 bonus1 +3
Bushwacking +4 bonus1 +4
Ceremonial +2 bonus1 +2
Clinging3 +1 bonus1 +1
Contemplative +2 bonus1 +2
Consecrated +1 bonus1 +1
Counteracting +1 bonus1 +1
Crippling +1 bonus1 +1
Dark +1 bonus1 +1
Deflecting +1 bonus1 +1
Desiccated +1 bonus1 +1
Dislocating +2 bonus1 +2
Disorienting +1 bonus1 +1
Disorienting burst +2 bonus1 +2
Dispelling +2 bonus1 +2
Dispelling burst +4 bonus1 +4
Energy, chosen +2 bonus1 +2
Energy ray +2,400 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price
2 Bludgeoning weapon only
3 Nets only.
4 Single use only.

Specific Items