[magic items index]

Magic Weapons

Table: Weapon Pricing by Bonus
WEAPON
BONUS
BASE PRICE
+1
2,000 gp
+2
8,000 gp
+3
18,000 gp
+4
32,000 gp
+5
50,000 gp
+62
72,000 gp
+52
98,000 gp
+82
128,000 gp
+92
162,000 gp
+102
200,000 gp
  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.
Table: Melee Weapon Special Abilities
d% LESSER MINOR WEAPON
01-80 +1 weapon
81-100 Lesser minor specific weapon
d% GREATER MINOR WEAPON
01-26 +1 weapon
27-53 +2 weapon
54-80 +1 weapon with one +1 special ability*
81-100 Greater minor specific weapon
d% LESSER MEDIUM WEAPON
01-10 +1 weapon
11-20 +2 weapon
21-32 +3 weapon
33-44 +1 weapon with one +1 special ability*
45-56 +1 weapon with two +1 special abilities*
57-68 +1 weapon with one +2 special ability*
69-80 +2 weapon with one +1 special ability*
81-100 Lesser medium specific weapon
d% GREATER MEDIUM WEAPON
01-10 +2 weapon
11-22 +3 weapon
23-32 +1 weapon with one +1 special ability*
33-44 +1 weapon with one +2 special ability*
45-56 +2 weapon with one +1 special ability*
57-68 +2 weapon with one +2 special ability*
69-80 +3 weapon with one +1 special ability*
81-100 Greater medium specific weapon
d% LESSER MAJOR WEAPON
01-10 +3 weapon
11-22 +4 weapon
23-32 +1 weapon with one +2 special ability*
33-44 +1 weapon with one +3 special ability*
45-56 +2 weapon with one +2 special ability*
57-68 +3 weapon with one +1 special ability*
69-80 +4 weapon with one +1 special ability*
81-100 Lesser major specific weapon
d% GREATER MAJOR WEAPON
01-10 +4 weapon
11-20 +5 weapon
21-30 +4 weapon with one +1 special ability*
31-38 +4 weapon with one +2 special ability*
39-46 +4 weapon with one +3 special ability*
47-51 +4 weapon with one +4 special ability*
52-59 +5 weapon with one +1 special ability*
60-67 +5 weapon with one +2 special ability*
68-71 +5 weapon with one +3 special ability*
72-74 +5 weapon with one +4 special ability*
75-77 +5 weapon with one +4 special ability and one +1 special ability*
78-80 +5 weapon with one +3 special ability and one +2 special ability*
81-100 Greater major specific weapon
* See Table for Melee Weapon Special Abilities, Table for Ranged Weapon Special
Abilities, and Table for Ammunition Special Abilities.
Table: Weapon Type Determination
d% Weapon Type
01-70Common melee weapon
71-80Uncommon weapon
81-100Common ranged weapon
Table: Common Melee Weapons
d% Weapon Weapon Cost1
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each
    head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have
    separate magical bonuses for their different heads. If randomly determined, the second
    head of a double weapon has the same enhancement bonus as the main head (01-50 on
    d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%)
    and it has no special abilities. All magic weapons are masterwork weapons.
01-04Dagger+302 gp
05-14Greataxe+320 gp
15-24Greatsword+350 gp
25-28Kama+302 gp
29-41Longsword+315 gp
42-45Mace, light+305 gp
46-50Mace, heavy+312 gp
51-54Nunchaku+302 gp
55-57Quarterstaff2+600 gp
58-61Rapier+320 gp
62-66Scimitar+315 gp
67-70Shortspear+302 gp
71-74Siangham+303 gp
75-84Sword, bastard+335 gp
85-89Sword, short+310 gp
90-100Waraxe, dwarven+330 gp
Table: Uncommon Weapons
d% Weapon Weapon Cost1
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each
    head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have
    separate magical bonuses for their different heads. If randomly determined, the second
    head of a double weapon has the same enhancement bonus as the main head (01-50 on
    d%
    ), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it
    has no special abilities. All magic weapons are masterwork weapons.
01-03Axe, orc double2+660 gp
04-07Battleaxe+310 gp
08-10Chain, spiked+325 gp
11-12Club+300 gp
13-16Crossbow, hand+400 gp
17-19Crossbow, repeating+550 gp
20-21Dagger, punching+302 gp
22-23Falchion+375 gp
24-26Flail, dire2+690 gp
27-31Flail, heavy+315 gp
32-35Flail+308 gp
36-37Gauntlet+302 gp
38-39Gauntlet, spiked+305 gp
40-41Glaive+308 gp
42-43Greatclub+305 gp
44-45Guisarme+309 gp
46-48Halberd+310 gp
49-51Spear+301 gp
52-54Hammer, gnome hooked2+620 gp
55-56Hammer, light+301 gp
57-58Handaxe+306 gp
59-61Kukri+308 gp
62-64Lance+310 gp
65-67Longspear+305 gp
68-70Morningstar+308 gp
71-72Net+320 gp
73-74Pick, heavy+308 gp
75-76Pick, light+304 gp
77-78Ranseur+310 gp
79-80Sap+301 gp
81-82Scythe+318 gp
83-84Shuriken+301 gp
85-86Sickle+306 gp
87-89Sword, two-bladed2+700 gp
90-91Trident+315 gp
92-94Urgrosh, dwarven2+650 gp
95-97Warhammer+312 gp
98-100Whip+301 gp
Table: Common Ranged Weapons
d% Weapon Weapon Cost1
  1. Add to enhancement bonus on Table:
    Weapons
    to determine total market price.
  2. All magic weapons are masterwork weapons.
01-10Ammunition (roll again):
01-50Arrows (50)+350 gp
51-80Bolts, crossbow (50)+350 gp
81-100Bullets, sling (50)+350 gp
11-15Axe, throwing+308 gp
16-25Crossbow, heavy+350 gp
26-35Crossbow, light+335 gp
36-39Dart+300 gp 5 sp
40-41Javelin+301 gp
42-46Shortbow+330 gp
47-51Shortbow, composite (+0 Str bonus)+375 gp
52-56Shortbow, composite (+1 Str bonus)+450 gp
57-61Shortbow, composite (+2 Str bonus)+525 gp
62-65Sling+300 gp
66-75Longbow+375 gp
76-80Longbow, composite+400 gp
81-85Longbow, composite (+1 Str bonus)+500 gp
86-90Longbow, composite (+2 Str bonus)+600 gp
91-95Longbow, composite (+3 Str bonus)+700 gp
96-100Longbow, composite (+4 Str bonus)+800 gp

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.

Weapons or ammunition can be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it 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.
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. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities

Roll d%. A 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon's function, and 46–100 indicates no special qualities.

[Special Abilities]
[Specific Weapons]