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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 PZO1123
02 Glamered +4,000 PZO1123
03 Allying +1 bonus PZO1123
04—08 Bane +1 bonus PZO1123
09 Benevolent +1 bonus PZO1123
10 Called +1 bonus PZO1123
11—12 Conductive +1 bonus PZO1123
13—16 Corrosive +1 bonus PZO1123
17 Countering +1 bonus PZO1123
18 Courageous +1 bonus PZO1123
19 Cruel +1 bonus PZO1123
20—21 Cunning +1 bonus PZO1123
22 Deadly +1 bonus PZO1123
23—26 Defending +1 bonus PZO1123
27 Dispelling +1 bonus PZO1123
28—33 Flaming +1 bonus PZO1123
34—39 Frost +1 bonus PZO1123
40—41 Furious +1 bonus PZO1123
42—45 Ghost touch +1 bonus PZO1123
46—47 Grayflame +1 bonus PZO1123
48 Grounding +1 bonus PZO1123
49 Guardian +1 bonus PZO1123
50 Heartseeker +1 bonus PZO1123
51—52 Huntsman +1 bonus PZO1123
53—54 Jurist +1 bonus PZO1123
55—59 Keen3 +1 bonus PZO1123
60—61 Ki focus +1 bonus PZO1123
62 Limning +1 bonus PZO1123
63—64 Menacing +1 bonus PZO1123
65 Merciful +1 bonus PZO1123
66—68 Mighty cleaving +1 bonus PZO1123
69 Mimetic +1 bonus PZO1123
70 Neutralizing +1 bonus PZO1123
71 Ominous +1 bonus PZO1123
72 Planar +1 bonus PZO1123
73 Quenching +1 bonus PZO1123
74 Seaborne +1 bonus PZO1123
75—80 Shock +1 bonus PZO1123
81—85 Spell storing +1 bonus PZO1123
86 Thawing +1 bonus PZO1123
87—91 Throwing +1 bonus PZO1123
92—96 Thundering +1 bonus PZO1123
Unaligned +1 bonus PRG:PA
97 Valiant +1 bonus PZO1123
98—100 Vicious +1 bonus PZO1123

+2 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01 Advancing +2 bonus PZO1123
02—10 Anarchic +2 bonus PZO1123
11—19 Anchoring +2 bonus PZO1123
20 Axiomatic +2 bonus PZO1123
21—27 Corrosive burst +2 bonus PZO1123
28 Defiant +2 bonus PZO1123
29 Dispelling burst +2 bonus PZO1123
30—38 Disruption2 +2 bonus PZO1123
39—47 Flaming burst +2 bonus PZO1123
48 Furyborn +2 bonus PZO1123
49 Glorious +2 bonus PZO1123
50—58 Holy +2 bonus PZO1123
59—67 Icy burst +2 bonus PZO1123
68 Igniting +2 bonus PZO1123
69 Impact4 +2 bonus PZO1123
70 Invigorating +2 bonus PZO1123
71 Ki intensifying +2 bonus PZO1123
72 Lifesurge +2 bonus PZO1123
73 Negating +2 bonus PZO1123
74 Phase locking +2 bonus PZO1123
Planestriking +2 bonus PRG:PA
75—83 Shocking burst +2 bonus PZO1123
84 Stalking +2 bonus PZO1123
85—91 Unholy +2 bonus PZO1123
92—100 Wounding +2 bonus PZO1123

+3 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—20 Nullifying +3 bonus PZO1123
21—40 Repositioning +3 bonus PZO1123
41—80 Speed +3 bonus PZO1123
81—100 Spell stealing +3 bonus PZO1123

+4 or +5 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—40 Brilliant energy +4 bonus PZO1123
41—80 Dancing +4 bonus PZO1123
81—90 Vorpal3 +5 bonus PZO1123
91—95 Transformative +10,000 PZO1123
96—100 Dueling +14,000 PZO1123

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 PZO1123
02 Impervious +3,000 PZO1123
03 Glamered +4,000 PZO1123
04—06 Allying +1 bonus PZO1123
07—15 Bane3 +1 bonus PZO1123
16 Called +1 bonus PZO1123
17—19 Conductive +1 bonus PZO1123
20 Conserving4 +1 bonus PZO1123
21—24 Corrosive3 +1 bonus PZO1123
25 Cruel +1 bonus PZO1123
26—28 Cunning +1 bonus PZO1123
29—36 Distance +1 bonus PZO1123
37—45 Flaming3 +1 bonus PZO1123
46—54 Frost3 +1 bonus PZO1123
55—58 Huntsman +1 bonus PZO1123
59—62 Jurist +1 bonus PZO1123
63 Limning +1 bonus PZO1123
64 Lucky5 +1 bonus PZO1123
65—66 Merciful3 +1 bonus PZO1123
67 Planar +1 bonus PZO1123
68 Reliable5 +1 bonus PZO1123
69—76 Returning6 +1 bonus PZO1123
77—84 Seeking +1 bonus PZO1123
85—92 Shock3 +1 bonus PZO1123
93—100 Thundering3 +1 bonus PZO1123

+2 Ranged Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—10 Anarchic3 +2 bonus PZO1123
11—13 Anchoring6 +2 bonus PZO1123
14—23 Axiomatic3 +2 bonus PZO1123
24—31 Corrosive burst3 +2 bonus PZO1123
32—34 Designating, lesser3 +2 bonus PZO1123
35—37 Endless ammunition7 +2 bonus PZO1123
38—48 Flaming burst3 +2 bonus PZO1123
49—58 Holy3 +2 bonus PZO1123
59—69 Icy burst3 +2 bonus PZO1123
70—73 Igniting3 +2 bonus PZO1123
74—76 Phase locking3 +2 bonus PZO1123
77—86 Shocking burst3 +2 bonus PZO1123
87—90 Stalking +2 bonus PZO1123
91—100 Unholy3 +2 bonus PZO1123

+3 or +4 Ranged Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—25 Lucky, greater5 +3 bonus PZO1123
26—45 Reliable, greater5 +3 bonus PZO1123
46—85 Speed +3 bonus PZO1123
86—94 Brilliant energy3 +4 bonus PZO1123
95—96 Designating, greater +4 bonus PZO1123
97—98 Nimble shot +4 bonus PZO1123
99—100 Second chance3 +4 bonus PZO1123

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 PZO1123
06—16 Bane +1 bonus PZO1123
17 Conductive +1 bonus PZO1123
18—28 Corrosive +1 bonus PZO1123
29 Cruel +1 bonus PZO1123
30 Cunning +1 bonus PZO1123
31—43 Flaming +1 bonus PZO1123
44—56 Frost +1 bonus PZO1123
57—64 Ghost touch +1 bonus PZO1123
65 Limning +1 bonus PZO1123
66—67 Merciful +1 bonus PZO1123
68 Planar +1 bonus PZO1123
69—73 Seeking +1 bonus PZO1123
74—86 Shock +1 bonus PZO1123
87—100 Thundering +1 bonus PZO1123

+2 Ammunition Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—10 Anarchic +2 bonus PZO1123
11—20 Axiomatic +2 bonus PZO1123
21—30 Corrosive burst +2 bonus PZO1123
31—33 Designating, lesser +2 bonus PZO1123
34—45 Flaming burst +2 bonus PZO1123
46—55 Holy +2 bonus PZO1123
56—67 Icy burst +2 bonus PZO1123
68—70 Igniting +2 bonus PZO1123
71—80 Phase locking +2 bonus PZO1123
81—90 Shocking burst +2 bonus PZO1123
91—100 Unholy +2 bonus PZO1123

+4 Ammunition Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—66 Brilliant energy +4 bonus PZO1123
67—00 Designating, greater +4 bonus PZO1123

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 PZO1123
03—08 Sleep arrow 132 PZO1123
09—10 Dustburst bullet 196 PZO1123
Mephit-head arrow 200 gp PRG:PA
11—16 Tangle bolt 226 PZO1123
17—22 Screaming bolt 267 PZO1123
23—32 Masterwork silver dagger 322 PZO1123
33—34 Alchemist’s bullet 330 PZO1123
35—44 Cold iron masterwork longsword 330 PZO1123
45—50 Hushing arrow 547 PZO1123
51—56 Hushing arrow, greater 1,047 PZO1123
57—66 Javelin of lightning 1,500 PZO1123
67—74 Searing arrow 1,516 PZO1123
75—82 Sizzling arrow 1,516 PZO1123
83—84 Burrowing bullet, lesser 1,722 PZO1123
85—92 Dust bolt 1,730 PZO1123
93—100 Slaying arrow 2,282 PZO1123

Greater Minor Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—20 Adamantine dagger 3,002 PZO1123
21—40 Adamantine battleaxe 3,010 PZO1123
41—50 Burrowing bullet, greater 3,447 PZO1123
51—70 Slaying arrow, greater 4,057 PZO1123
71—80 Lance of jousting 4,310 PZO1123
81—100 Shatterspike 4,315 PZO1123

Lesser Medium Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—03 Bloodletting kukri 6,308 PZO1123
04—09 Boulderhead mace 6,812 PZO1123
10—14 Beaststrike club 7,300 PZO1123
15—20 Fighter’s fork 7,315 PZO1123
21—23 Everflowing aspergillum 7,805 PZO1123
24—28 Hurricane quarterstaff 7,840 PZO1123
29—34 Dagger of venom 8,302 PZO1123
35—39 Gloom blade 8,810 PZO1123
45—49 Trident of stability 9,815 PZO1123
50—54 Trident of warning 10,115 PZO1123
55—60 Assassin’s dagger 10,302 PZO1123
61—66 Dagger of doubling 10,302 PZO1123
67—71 Earthenflail 11,315 PZO1123
72—79 Swift obsidian greataxe 11,320 PZO1123
80—85 Polarity hammer 12,310 PZO1123
86—93 Blade of binding 12,350 PZO1123
94—100 Shifter’s sorrow 12,780 PZO1123

Greater Medium Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—07 Dragoncatch guisarme 13,308 PZO1123
08—15 Ten-ring sword 14,315 PZO1123
16—21 Triton’s trident 15,065 PZO1123
22—29 Mace of smiting, lesser 16,012 PZO1123
Shard of Cocytus 16,302 gp PRG:PA
30—37 Disarming Blade 17,820 PZO1123
38—42 Lash of the Howler 18,305 PZO1123
43—47 Shieldsplitter lance 18,310 PZO1123
48—53 Trident of fish command 18,650 PZO1123
54—59 Quarterstaff of Vaulting 19,100 PZO1123
60—65 Firedrake Pistol 20,300 PZO1123
66—71 Ricochet hammer 20,301 PZO1123
72—77 Flame tongue 20,715 PZO1123
78—85 Sparkwake starknife 21,324 PZO1123
86—90 Luck blade (0 wishes) 22,060 PZO1123
91—95 Sword of subtlety 22,310 PZO1123
Erratic blade 22,315 gp PRG:PA
96—100 Sword of the planes 22,315 PZO1123

Lesser Major Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—12 Nine lives stealer 23,057 PZO1123
13—26 Undercutting Axe 23,310 PZO1123
27—40 Spirit Caller 25,302 PZO1123
41—55 Dwarfbond Hammer 25,312 PZO1123
56—70 Oathbow 25,600 PZO1123
71—85 Sword of life stealing 25,715 PZO1123
86—100 Cutthroat’s Apprentice 33,910 PZO1123

Greater Major Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—02 Ghoul’s Lament 35,312 PZO1123
03—05 Mace of Terror 38,552 PZO1123
06—07 Hellscourge 39,305 PZO1123
08—09 Dragon’s Doom 40,310 PZO1123
10—13 Life-Drinker 40,320 PZO1123
14—16 Valor’s Minion 41,335 PZO1123
17—18 Summoner’s Sorrow 42,816 PZO1123
19—21 Sylvan scimitar 47,315 PZO1123
22—23 Spirit blade 48,502 PZO1123
24—26 Heartswood Spear 50,302 PZO1123
27—29 Rapier of puncturing 50,320 PZO1123
30—32 Sun blade 50,335 PZO1123
33—37 Blade of the Rising Sun 51,850 PZO1123
38—40 Frost brand 54,475 PZO1123
41—45 Dwarven thrower 60,312 PZO1123
46—50 Bloodthirst dagger 60,802 PZO1123
51—53 Warbringer 61,375 PZO1123
54—57 Luck blade (1 wish) 62,360 PZO1123
58—61 Guarding blade 65,310 PZO1123
62—64 Pistol of the Infinite Sky 73,300 PZO1123
65—69 Mace of smiting 75,312 PZO1123
70—73 Blade of the Sword-Saint 75,350 PZO1123
74—76 Scimitar of the Spellthief 75,815 PZO1123
77—79 Spider’s Fang 79,102 PZO1123
80—82 Demonsorrow Curve Blade 90,469 PZO1123
83—85 Void Scythe 95,318 PZO1123
86—89 Luck blade (2 wishes) 102,660 PZO1123
90—92 Holy avenger 120,630 PZO1123
93—96 Bastard’s Sting 123,035 PZO1123
97—100 Luck blade (3 wishes) 142,960 PZO1123
 

Magic Weapon Special Ability Descriptions

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

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All Paizo Specific Magic Weapons

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

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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