Navigation

    Magic Items‎ > ‎

    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.

    d% Special Material
    01–95 The item is of a standard sort
    96-100 The item 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.

    Hardness and Hit Points: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Common Armor, Weapon, and Shield 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 wielding (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.

    Random Special Qualities
    d% Special
    01–30 The item sheds light (equivalent to a light spell.)
    31–45 Something (a design, inscription, or the like) provides a clue to the weapon's function
    46–100 No special qualities
    Table: Weapon Pricing by Bonus
    Weapon Bonus Base Price (gp)1
    +1 2,000
    +2 8,000
    +3 18,000
    +4 32,000
    +5 50,000
    +62 72,000
    +72 98,000
    +82 128,000
    +92 162,000
    +102 200,000

    1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.
    2 A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in.

    Magic Weapons

    Lesser Minor Magic Weapons
    d% Weapon
    1—80 +1 weapon
    81—100 Lesser minor specific weapon
    Greater Minor Magic Weapons
    d% Weapon
    1—26 +1 weapon
    27—53 +2 weapon
    54—80 +1 weapon with one +1 special ability1
    81—100 Greater minor specific weapon
    Lesser Medium Magic Weapons
    d% Weapon
    1—10 +1 weapon
    11—20 +2 weapon
    21—32 +3 weapon
    33—44 +1 weapon with one +1 special ability1
    45—56 +1 weapon with two +1 special abilities1
    57—68 +1 weapon with one +2 special ability1
    69—80 +2 weapon with one +1 special ability1
    81—100 Lesser medium specific weapon
    Greater Medium Magic Weapons
    d% Weapon
    1—10 +2 weapon
    11—22 +3 weapon
    23—32 +1 weapon with one +1 special ability1
    33—44 +1 weapon with one +2 special ability1
    45—56 +2 weapon with one +1 special ability1
    57—68 +2 weapon with one +2 special ability1
    69—80 +3 weapon with one +1 special ability1
    81—100 Greater medium specific weapon
    Lesser Major Magic Weapons
    d% Weapon
    1—10 +3 weapon
    11—22 +4 weapon
    23—32 +1 weapon with one +2 special ability1
    33—44 +1 weapon with one +3 special ability1
    45—56 +2 weapon with one +2 special ability1
    57—68 +3 weapon with one +1 special ability1
    69—80 +4 weapon with one +1 special ability1
    81—100 Lesser major specific weapon
    Greater Major Magic Weapons
    d% Weapon
    1—10 +4 weapon
    11—20 +5 weapon
    21—30 +4 weapon with one +1 special ability1
    31—38 +4 weapon with one +2 special ability1
    39—46 +4 weapon with one +3 special ability1
    47—51 +4 weapon with one +4 special ability1
    52—59 +5 weapon with one +1 special ability1
    60—67 +5 weapon with one +2 special ability1
    68—71 +5 weapon with one +3 special ability1
    72—74 +5 weapon with one +4 special ability1
    75—77 +5 weapon with one +4 special ability and one +1 special ability1
    78—80 +5 weapon with one +3 special ability and one +2 special ability1
    81—100 Greater major specific weapon
    1 See Table: Melee Weapon Special Abilities, Table: Ranged Weapon Special Abilities, and Table: Ammunition Special Abilities.

    Melee Weapon Special Abilities

    +1 Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01 Impervious +3,000 UE
    02 Glamered +4,000 UE
    03 Allying +1 bonus UE
    04—08 Bane +1 bonus UE
    09 Benevolent +1 bonus UE
    10 Called +1 bonus UE
    11—12 Conductive +1 bonus UE
    13—16 Corrosive +1 bonus UE
    17 Countering +1 bonus UE
    18 Courageous +1 bonus UE
    19 Cruel +1 bonus UE
    20—21 Cunning +1 bonus UE
    22 Deadly +1 bonus UE
    23—26 Defending +1 bonus UE
    27 Dispelling +1 bonus UE
    28—33 Flaming +1 bonus UE
    34—39 Frost +1 bonus UE
    40—41 Furious +1 bonus UE
    42—45 Ghost touch +1 bonus UE
    46—47 Grayflame +1 bonus UE
    48 Grounding +1 bonus UE
    49 Guardian +1 bonus UE
    50 Heartseeker +1 bonus UE
    51—52 Huntsman +1 bonus UE
    53—54 Jurist +1 bonus UE
    55—59 Keen3 +1 bonus UE
    60—61 Ki focus +1 bonus UE
    62 Limning +1 bonus UE
    63—64 Menacing +1 bonus UE
    65 Merciful +1 bonus UE
    66—68 Mighty cleaving +1 bonus UE
    69 Mimetic +1 bonus UE
    70 Neutralizing +1 bonus UE
    71 Ominous +1 bonus UE
    72 Planar +1 bonus UE
    73 Quenching +1 bonus UE
    74 Seaborne +1 bonus UE
    75—80 Shock +1 bonus UE
    81—85 Spell storing +1 bonus UE
    86 Thawing +1 bonus UE
    87—91 Throwing +1 bonus UE
    92—96 Thundering +1 bonus UE
    97 Valiant +1 bonus UE
    98—100 Vicious +1 bonus UE
    +2 Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01 Advancing +2 bonus UE
    02—10 Anarchic +2 bonus UE
    11—19 Anchoring +2 bonus UE
    20 Axiomatic +2 bonus UE
    21—27 Corrosive burst +2 bonus UE
    28 Defiant +2 bonus UE
    29 Dispelling burst +2 bonus UE
    30—38 Disruption2 +2 bonus UE
    39—47 Flaming burst +2 bonus UE
    48 Furyborn +2 bonus UE
    49 Glorious +2 bonus UE
    50—58 Holy +2 bonus UE
    59—67 Icy burst +2 bonus UE
    68 Igniting +2 bonus UE
    69 Impact3 +2 bonus UE
    70 Invigorating +2 bonus UE
    71 Ki intensifying +2 bonus UE
    72 Lifesurge +2 bonus UE
    73 Negating +2 bonus UE
    74 Phase locking +2 bonus UE
    75—83 Shocking burst +2 bonus UE
    84 Stalking +2 bonus UE
    85—91 Unholy +2 bonus UE
    92—100 Wounding +2 bonus UE
    +3 Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—20 Nullifying +3 bonus UE
    21—40 Repositioning +3 bonus UE
    41—80 Speed +3 bonus UE
    81—100 Spell stealing +3 bonus UE
    +4 or +5 Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—40 Brilliant energy +4 bonus UE
    41—80 Dancing +4 bonus UE
    81—90 Vorpal3 +5 bonus UE
    91—95 Transformative +10,000 UE
    96—100 Dueling +14,000 UE

    1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price.
    2 Bludgeoning weapons only.
    3 Piercing or slashing weapons only (slashing only for vorpal).
    4 This special ability cannot be applied to light melee weapons.

    Table: Ranged Weapon Special Abilities

    +1 Ranged Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01 Adaptive2 +1,000 UE
    02 Impervious +3,000 UE
    03 Glamered +4,000 UE
    04—06 Allying +1 bonus UE
    07—15 Bane3 +1 bonus UE
    16 Called +1 bonus UE
    17—19 Conductive +1 bonus UE
    20 Conserving4 +1 bonus UE
    21—24 Corrosive3 +1 bonus UE
    25 Cruel +1 bonus UE
    26—28 Cunning +1 bonus UE
    29—36 Distance +1 bonus UE
    37—45 Flaming3 +1 bonus UE
    46—54 Frost3 +1 bonus UE
    55—58 Huntsman +1 bonus UE
    59—62 Jurist +1 bonus UE
    63 Limning +1 bonus UE
    64 Lucky5 +1 bonus UE
    65—66 Merciful3 +1 bonus UE
    67 Planar +1 bonus UE
    68 Reliable5 +1 bonus UE
    69—76 Returning6 +1 bonus UE
    77—84 Seeking +1 bonus UE
    85—92 Shock3 +1 bonus UE
    93—100 Thundering3 +1 bonus UE
    +2 Ranged Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—10 Anarchic3 +2 bonus UE
    11—13 Anchoring6 +2 bonus UE
    14—23 Axiomatic3 +2 bonus UE
    24—31 Corrosive burst3 +2 bonus UE
    32—34 Designating, lesser3 +2 bonus UE
    35—37 Endless ammunition7 +2 bonus UE
    38—48 Flaming burst3 +2 bonus UE
    49—58 Holy3 +2 bonus UE
    59—69 Icy burst3 +2 bonus UE
    70—73 Igniting3 +2 bonus UE
    74—76 Phase locking3 +2 bonus UE
    77—86 Shocking burst3 +2 bonus UE
    87—90 Stalking +2 bonus UE
    91—100 Unholy3 +2 bonus UE
    +3 or +4 Ranged Weapon Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—25 Lucky, greater5 +3 bonus UE
    26—45 Reliable, greater5 +3 bonus UE
    46—85 Speed +3 bonus UE
    86—94 Brilliant energy3 +4 bonus UE
    95—96 Designating, greater +4 bonus UE
    97—98 Nimble shot +4 bonus UE
    99—100 Second chance3 +4 bonus UE

    1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price.
    2 Only bows can have this ability (composite only for adaptive).
    3 Projectile weapons with this ability bestow this power upon their ammunition.
    4 Firearms cannot have this special ability.
    5 Only firearms can have this special ability.
    6 Only thrown ranged weapons can have this special ability.
    7 Only bows and crossbows can have this special ability.

    Table: Ammunition Special Abilities

    +1 Ammunition Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—05 Dry load2 +1,500 UE
    06—16 Bane +1 bonus UE
    17 Conductive +1 bonus UE
    18—28 Corrosive +1 bonus UE
    29 Cruel +1 bonus UE
    30 Cunning +1 bonus UE
    31—43 Flaming +1 bonus UE
    44—56 Frost +1 bonus UE
    57—64 Ghost touch +1 bonus UE
    65 Limning +1 bonus UE
    66—67 Merciful +1 bonus UE
    68 Planar +1 bonus UE
    69—73 Seeking +1 bonus UE
    74—86 Shock +1 bonus UE
    87—100 Thundering +1 bonus UE
    +2 Ammunition Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—10 Anarchic +2 bonus UE
    11—20 Axiomatic +2 bonus UE
    21—30 Corrosive burst +2 bonus UE
    31—33 Designating, lesser +2 bonus UE
    34—45 Flaming burst +2 bonus UE
    46—55 Holy +2 bonus UE
    56—67 Icy burst +2 bonus UE
    68—70 Igniting +2 bonus UE
    71—80 Phase locking +2 bonus UE
    81—90 Shocking burst +2 bonus UE
    91—100 Unholy +2 bonus UE
    +4 Ammunition Special Abilities
    d% Special Ability Base Price
    Modifier1
    Source
    01—66 Brilliant energy +4 bonus UE
    67—00 Designating, greater +4 bonus UE

    1 Add to enhancement bonus on Table: Weapon Pricing by Bonus to determine total price.
    2 This special ability can only be applied to alchemical or metal firearm cartridges.

    Table: Specific Weapons

    Lesser Minor Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—02 Tracer bullet 100 UE
    03—08 Sleep arrow 132 UE
    09—10 Dustburst bullet 196 UE
    11—16 Tangle bolt 226 UE
    17—22 Screaming bolt 267 UE
    23—32 Masterwork silver dagger 322 UE
    33—34 Alchemist's bullet 330 UE
    35—44 Cold iron masterwork longsword 330 UE
    45—50 Hushing arrow 547 UE
    51—56 Hushing arrow, greater 1,047 UE
    57—66 Javelin of lightning 1,500 UE
    67—74 Searing arrow 1,516 UE
    75—82 Sizzling arrow 1,516 UE
    83—84 Burrowing bullet, lesser 1,722 UE
    85—92 Dust bolt 1,730 UE
    93—100 Slaying arrow 2,282 UE
    Greater Minor Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—20 Adamantine dagger 3,002 UE
    21—40 Adamantine battleaxe 3,010 UE
    41—50 Burrowing bullet, greater 3,447 UE
    51—70 Slaying arrow, greater
    4,057 UE
    71—80 Lance of jousting 4,310 UE
    81—100 Shatterspike 4,315 UE
    Lesser Medium Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—03 Bloodletting kukri 6,308 UE
    04—09 Boulderhead mace 6,812 UE
    10—14 Beaststrike club 7,300 UE
    15—20 Fighter's fork 7,315 UE
    21—23 Everflowing aspergillum 7,805 UE
    24—28 Hurricane quarterstaff 7,840 UE
    29—34 Dagger of venom 8,302 UE
    35—39 Gloom blade 8,810 UE
    45—49 Trident of stability 9,815 UE
    50—54 Trident of warning 10,115 UE
    55—60 Assassin's dagger 10,302 UE
    61—66 Dagger of doubling 10,302 UE
    67—71 Earthenflail 11,315 UE
    72—79 Swift obsidian greataxe 11,320 UE
    80—85 Polarity hammer 12,310 UE
    86—93 Blade of binding 12,350 UE
    94—100 Shifter's sorrow 12,780 UE
    Greater Medium Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—07 Dragoncatch guisarme 13,308 UE
    08—15 Ten-ring sword 14,315 UE
    16—21 Triton's trident 15,065 UE
    22—29 Mace of smiting, lesser 16,012 UE
    30—37 Disarming blade 17,820 UE
    38—42 Lash of the howler 18,305 UE
    43—47 Shieldsplitter lance 18,310 UE
    48—53 Trident of fish command 18,650 UE
    54—59 Quarterstaff of vaulting 19,100 UE
    60—65 Firedrake pistol 20,300 UE
    66—71 Ricochet hammer 20,301 UE
    72—77 Flame tongue 20,715 UE
    78—85 Sparkwake starknife 21,324 UE
    86—90 Luck blade (0 wishes) 22,060 UE
    91—95 Sword of subtlety 22,310 UE
    96—100 Sword of the planes 22,315 UE
    Lesser Major Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—12 Nine lives stealer 23,057 UE
    13—26 Undercutting axe 23,310 UE
    27—40 Spirit caller 25,302 UE
    41—55 Dwarfbond hammer 25,312 UE
    56—70 Oathbow 25,600 UE
    71—85 Sword of life stealing 25,715 UE
    86—100 Cutthroat's apprentice 33,910 UE
    Greater Major Specific Magic Weapons
    d% Specific Weapon Price (gp) Source
    01—02 Ghoul's lament 35,312 UE
    03—05 Mace of terror 38,552 UE
    06—07 Hellscourge 39,305 UE
    08—09 Dragon's doom 40,310 UE
    10—13 Life-drinker 40,320 UE
    14—16 Valor's minion 41,335 UE
    17—18 Summoner's sorrow 42,816 UE
    19—21 Sylvan scimitar 47,315 UE
    22—23 Spirit blade 48,502 UE
    24—26 Heartswood spear 50,302 UE
    27—29 Rapier of puncturing 50,320 UE
    30—32 Sun blade 50,335 UE
    33—37 Blade of the rising sun 51,850 UE
    38—40 Frost brand 54,475 UE
    41—45 Dwarven thrower 60,312 UE
    46—50 Bloodthirst dagger 60,802 UE
    51—53 Warbringer 61,375 UE
    54—57 Luck blade (1 wish) 62,360 UE
    58—61 Guarding blade 65,310 UE
    62—64 Pistol of the infinite sky 73,300 UE
    65—69 Mace of smiting 75,312 UE
    70—73 Blade of the sword-saint 75,350 UE
    74—76 Scimitar of the spellthief 75,815 UE
    77—79 Spider's fang 79,102 UE
    80—82 Demonsorrow curve blade 90,469 UE
    83—85 Void scythe 95,318 UE
    86—89 Luck blade (2 wishes) 102,660 UE
    90—92 Holy avenger 120,630 UE
    93—96 Bastard's sting 123,035 UE
    97—100 Luck blade (3 wishes) 142,960 UE