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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