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
01–95The item is of a standard sort
96-100The 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
01–30The item sheds light (equivalent to a light spell.)
31–45Something (a design, inscription, or the like) provides a clue to the weapon’s function
46–100No special qualities
Table: Weapon Pricing by Bonus
Weapon BonusBase Price (gp)1
+12,000
+28,000
+318,000
+432,000
+550,000
+6272,000
+7298,000
+82128,000
+92162,000
+102200,000

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—100Lesser 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—100Greater 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—100Lesser 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—100Greater 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—100Lesser 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—100Greater 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 AbilityBase Price
Modifier1
Source
01Impervious+3,000PRG:UE
02Glamered+4,000PRG:UE
03Allying+1 bonusPRG:UE
04—08Bane+1 bonusPRG:UE
09Benevolent+1 bonusPRG:UE
10Called+1 bonusPRG:UE
11—12Conductive+1 bonusPRG:UE
13—16Corrosive+1 bonusPRG:UE
17Countering+1 bonusPRG:UE
18Courageous+1 bonusPRG:UE
19Cruel+1 bonusPRG:UE
20—21Cunning+1 bonusPRG:UE
22Deadly+1 bonusPRG:UE
23—26Defending+1 bonusPRG:UE
27Dispelling+1 bonusPRG:UE
28—33Flaming+1 bonusPRG:UE
34—39Frost+1 bonusPRG:UE
40—41Furious+1 bonusPRG:UE
42—45Ghost touch+1 bonusPRG:UE
46—47Grayflame+1 bonusPRG:UE
48Grounding+1 bonusPRG:UE
49Guardian+1 bonusPRG:UE
50Heartseeker+1 bonusPRG:UE
51—52Huntsman+1 bonusPRG:UE
53—54Jurist+1 bonusPRG:UE
55—59Keen3+1 bonusPRG:UE
60—61Ki focus+1 bonusPRG:UE
62Limning+1 bonusPRG:UE
63—64Menacing+1 bonusPRG:UE
65Merciful+1 bonusPRG:UE
66—68Mighty cleaving+1 bonusPRG:UE
69Mimetic+1 bonusPRG:UE
70Neutralizing+1 bonusPRG:UE
71Ominous+1 bonusPRG:UE
72Planar+1 bonusPRG:UE
73Quenching+1 bonusPRG:UE
74Seaborne+1 bonusPRG:UE
75—80Shock+1 bonusPRG:UE
81—85Spell storing+1 bonusPRG:UE
86Thawing+1 bonusPRG:UE
87—91Throwing+1 bonusPRG:UE
92—96Thundering+1 bonusPRG:UE
97Valiant+1 bonusPRG:UE
98—100Vicious+1 bonusPRG:UE
+2 Weapon Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01Advancing+2 bonusPRG:UE
02—10Anarchic+2 bonusPRG:UE
11—19Anchoring+2 bonusPRG:UE
20Axiomatic+2 bonusPRG:UE
21—27Corrosive burst+2 bonusPRG:UE
28Defiant+2 bonusPRG:UE
29Dispelling burst+2 bonusPRG:UE
30—38Disruption2+2 bonusPRG:UE
39—47Flaming burst+2 bonusPRG:UE
48Furyborn+2 bonusPRG:UE
49Glorious+2 bonusPRG:UE
50—58Holy+2 bonusPRG:UE
59—67Icy burst+2 bonusPRG:UE
68Igniting+2 bonusPRG:UE
69Impact4+2 bonusPRG:UE
70Invigorating+2 bonusPRG:UE
71Ki intensifying+2 bonusPRG:UE
72Lifesurge+2 bonusPRG:UE
73Negating+2 bonusPRG:UE
74Phase locking+2 bonusPRG:UE
75—83Shocking burst+2 bonusPRG:UE
84Stalking+2 bonusPRG:UE
85—91Unholy+2 bonusPRG:UE
92—100Wounding+2 bonusPRG:UE
+3 Weapon Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—20Nullifying+3 bonusPRG:UE
21—40Repositioning+3 bonusPRG:UE
41—80Speed+3 bonusPRG:UE
81—100Spell stealing+3 bonusPRG:UE
+4 or +5 Weapon Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—40Brilliant energy+4 bonusPRG:UE
41—80Dancing+4 bonusPRG:UE
81—90Vorpal3+5 bonusPRG:UE
91—95Transformative+10,000PRG:UE
96—100Dueling+14,000PRG: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 AbilityBase Price
Modifier1
Source
01Adaptive2+1,000PRG:UE
02Impervious+3,000PRG:UE
03Glamered+4,000PRG:UE
04—06Allying+1 bonusPRG:UE
07—15Bane3+1 bonusPRG:UE
16Called+1 bonusPRG:UE
17—19Conductive+1 bonusPRG:UE
20Conserving4+1 bonusPRG:UE
21—24Corrosive3+1 bonusPRG:UE
25Cruel+1 bonusPRG:UE
26—28Cunning+1 bonusPRG:UE
29—36Distance+1 bonusPRG:UE
37—45Flaming3+1 bonusPRG:UE
46—54Frost3+1 bonusPRG:UE
55—58Huntsman+1 bonusPRG:UE
59—62Jurist+1 bonusPRG:UE
63Limning+1 bonusPRG:UE
64Lucky5+1 bonusPRG:UE
65—66Merciful3+1 bonusPRG:UE
67Planar+1 bonusPRG:UE
68Reliable5+1 bonusPRG:UE
69—76Returning6+1 bonusPRG:UE
77—84Seeking+1 bonusPRG:UE
85—92Shock3+1 bonusPRG:UE
93—100Thundering3+1 bonusPRG:UE
+2 Ranged Weapon Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—10Anarchic3+2 bonusPRG:UE
11—13Anchoring6+2 bonusPRG:UE
14—23Axiomatic3+2 bonusPRG:UE
24—31Corrosive burst3+2 bonusPRG:UE
32—34Designating, lesser3+2 bonusPRG:UE
35—37Endless ammunition7+2 bonusPRG:UE
38—48Flaming burst3+2 bonusPRG:UE
49—58Holy3+2 bonusPRG:UE
59—69Icy burst3+2 bonusPRG:UE
70—73Igniting3+2 bonusPRG:UE
74—76Phase locking3+2 bonusPRG:UE
77—86Shocking burst3+2 bonusPRG:UE
87—90Stalking+2 bonusPRG:UE
91—100Unholy3+2 bonusPRG:UE
+3 or +4 Ranged Weapon Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—25Lucky, greater5+3 bonusPRG:UE
26—45Reliable, greater5+3 bonusPRG:UE
46—85Speed+3 bonusPRG:UE
86—94Brilliant energy3+4 bonusPRG:UE
95—96Designating, greater+4 bonusPRG:UE
97—98Nimble shot+4 bonusPRG:UE
99—100Second chance3+4 bonusPRG: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 AbilityBase Price
Modifier1
Source
01—05Dry load2+1,500PRG:UE
06—16Bane+1 bonusPRG:UE
17Conductive+1 bonusPRG:UE
18—28Corrosive+1 bonusPRG:UE
29Cruel+1 bonusPRG:UE
30Cunning+1 bonusPRG:UE
31—43Flaming+1 bonusPRG:UE
44—56Frost+1 bonusPRG:UE
57—64Ghost touch+1 bonusPRG:UE
65Limning+1 bonusPRG:UE
66—67Merciful+1 bonusPRG:UE
68Planar+1 bonusPRG:UE
69—73Seeking+1 bonusPRG:UE
74—86Shock+1 bonusPRG:UE
87—100Thundering+1 bonusPRG:UE
+2 Ammunition Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—10Anarchic+2 bonusPRG:UE
11—20Axiomatic+2 bonusPRG:UE
21—30Corrosive burst+2 bonusPRG:UE
31—33Designating, lesser+2 bonusPRG:UE
34—45Flaming burst+2 bonusPRG:UE
46—55Holy+2 bonusPRG:UE
56—67Icy burst+2 bonusPRG:UE
68—70Igniting+2 bonusPRG:UE
71—80Phase locking+2 bonusPRG:UE
81—90Shocking burst+2 bonusPRG:UE
91—100Unholy+2 bonusPRG:UE
+4 Ammunition Special Abilities
d%Special AbilityBase Price
Modifier1
Source
01—66Brilliant energy+4 bonusPRG:UE
67—00Designating, greater+4 bonusPRG: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 WeaponPrice (gp)Source
01—02Tracer bullet100PRG:UE
03—08Sleep arrow132PRG:UE
09—10Dustburst bullet196PRG:UE
11—16Tangle bolt226PRG:UE
17—22Screaming bolt267PRG:UE
23—32Masterwork silver dagger322PRG:UE
33—34Alchemist’s bullet330PRG:UE
35—44Cold iron masterwork longsword330PRG:UE
45—50Hushing arrow547PRG:UE
51—56Hushing arrow, greater1,047PRG:UE
57—66Javelin of lightning1,500PRG:UE
67—74Searing arrow1,516PRG:UE
75—82Sizzling arrow1,516PRG:UE
83—84Burrowing bullet, lesser1,722PRG:UE
85—92Dust bolt1,730PRG:UE
93—100Slaying arrow2,282PRG:UE
Greater Minor Specific Magic Weapons
d%Specific WeaponPrice (gp)Source
01—20Adamantine dagger3,002PRG:UE
21—40Adamantine battleaxe3,010PRG:UE
41—50Burrowing bullet, greater3,447PRG:UE
51—70Slaying arrow, greater4,057PRG:UE
71—80Lance of jousting4,310PRG:UE
81—100Shatterspike4,315PRG:UE
Lesser Medium Specific Magic Weapons
d%Specific WeaponPrice (gp)Source
01—03Bloodletting kukri6,308PRG:UE
04—09Boulderhead mace6,812PRG:UE
10—14Beaststrike club7,300PRG:UE
15—20Fighter’s fork7,315PRG:UE
21—23Everflowing aspergillum7,805PRG:UE
24—28Hurricane quarterstaff7,840PRG:UE
29—34Dagger of venom8,302PRG:UE
35—39Gloom blade8,810PRG:UE
45—49Trident of stability9,815PRG:UE
50—54Trident of warning10,115PRG:UE
55—60Assassin’s dagger10,302PRG:UE
61—66Dagger of doubling10,302PRG:UE
67—71Earthenflail11,315PRG:UE
72—79Swift obsidian greataxe11,320PRG:UE
80—85Polarity hammer12,310PRG:UE
86—93Blade of binding12,350PRG:UE
94—100Shifter’s sorrow12,780PRG:UE
Greater Medium Specific Magic Weapons
d%Specific WeaponPrice (gp)Source
01—07Dragoncatch guisarme13,308PRG:UE
08—15Ten-ring sword14,315PRG:UE
16—21Triton’s trident15,065PRG:UE
22—29Mace of smiting, lesser16,012PRG:UE
30—37Disarming Blade17,820PRG:UE
38—42Lash of the Howler18,305PRG:UE
43—47Shieldsplitter lance18,310PRG:UE
48—53Trident of fish command18,650PRG:UE
54—59Quarterstaff of Vaulting19,100PRG:UE
60—65Firedrake Pistol20,300PRG:UE
66—71Ricochet hammer20,301PRG:UE
72—77Flame tongue20,715PRG:UE
78—85Sparkwake starknife21,324PRG:UE
86—90Luck blade (0 wishes)22,060PRG:UE
91—95Sword of subtlety22,310PRG:UE
96—100Sword of the planes22,315PRG:UE
Lesser Major Specific Magic Weapons
d%Specific WeaponPrice (gp)Source
01—12Nine lives stealer23,057PRG:UE
13—26Undercutting Axe23,310PRG:UE
27—40Spirit Caller25,302PRG:UE
41—55Dwarfbond Hammer25,312PRG:UE
56—70Oathbow25,600PRG:UE
71—85Sword of life stealing25,715PRG:UE
86—100Cutthroat’s Apprentice33,910PRG:UE
Greater Major Specific Magic Weapons
d%Specific WeaponPrice (gp)Source
01—02Ghoul’s Lament35,312PRG:UE
03—05Mace of Terror38,552PRG:UE
06—07Hellscourge39,305PRG:UE
08—09Dragon’s Doom40,310PRG:UE
10—13Life-Drinker40,320PRG:UE
14—16Valor’s Minion41,335PRG:UE
17—18Summoner’s Sorrow42,816PRG:UE
19—21Sylvan scimitar47,315PRG:UE
22—23Spirit blade48,502PRG:UE
24—26Heartswood Spear50,302PRG:UE
27—29Rapier of puncturing50,320PRG:UE
30—32Sun blade50,335PRG:UE
33—37Blade of the Rising Sun51,850PRG:UE
38—40Frost brand54,475PRG:UE
41—45Dwarven thrower60,312PRG:UE
46—50Bloodthirst dagger60,802PRG:UE
51—53Warbringer61,375PRG:UE
54—57Luck blade (1 wish)62,360PRG:UE
58—61Guarding blade65,310PRG:UE
62—64Pistol of the Infinite Sky73,300PRG:UE
65—69Mace of smiting75,312PRG:UE
70—73Blade of the Sword-Saint75,350PRG:UE
74—76Scimitar of the Spellthief75,815PRG:UE
77—79Spider’s Fang79,102PRG:UE
80—82Demonsorrow Curve Blade90,469PRG:UE
83—85Void Scythe95,318PRG:UE
86—89Luck blade (2 wishes)102,660PRG:UE
90—92Holy avenger120,630PRG:UE
93—96Bastard’s Sting123,035PRG:UE
97—100Luck blade (3 wishes)142,960PRG:UE
 
    
 
 

Magic Weapon Special Ability Descriptions

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

All Paizo Specific Magic Weapons

The lists below include ALL Specific Magic Weapons from multiple Paizo sources.

 

3rd Party Publisher Magic Weapons

Magic weapons and weapon special abilities d20pfsrd.com has added from various 3rd Party Publisher sources can be found at the link below.

3rd Party Magic Weapons

Bonus!

The following chart is compliments of Wyatt Nelson

This chart should include every magical weapon and armor property sorted by both price (including enhancement bonus versus flat cost) and name. Each entry also shows the caster level of the property, which items can have the property in question, with which (if any) class or character abilities the property interacts, and properties with similar and analogous function (such as and ). There are also separate tabs displaying valid properties individually for light armor, medium armor, heavy armor, bucklers, light shields, medium shields, and tower shields.