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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 PRG:UE
02 Glamered +4,000 PRG:UE
03 Allying +1 bonus PRG:UE
04—08 Bane +1 bonus PRG:UE
09 Benevolent +1 bonus PRG:UE
10 Called +1 bonus PRG:UE
11—12 Conductive +1 bonus PRG:UE
13—16 Corrosive +1 bonus PRG:UE
17 Countering +1 bonus PRG:UE
18 Courageous +1 bonus PRG:UE
19 Cruel +1 bonus PRG:UE
20—21 Cunning +1 bonus PRG:UE
22 Deadly +1 bonus PRG:UE
23—26 Defending +1 bonus PRG:UE
27 Dispelling +1 bonus PRG:UE
28—33 Flaming +1 bonus PRG:UE
34—39 Frost +1 bonus PRG:UE
40—41 Furious +1 bonus PRG:UE
42—45 Ghost touch +1 bonus PRG:UE
46—47 Grayflame +1 bonus PRG:UE
48 Grounding +1 bonus PRG:UE
49 Guardian +1 bonus PRG:UE
50 Heartseeker +1 bonus PRG:UE
51—52 Huntsman +1 bonus PRG:UE
53—54 Jurist +1 bonus PRG:UE
55—59 Keen3 +1 bonus PRG:UE
60—61 Ki focus +1 bonus PRG:UE
62 Limning +1 bonus PRG:UE
63—64 Menacing +1 bonus PRG:UE
65 Merciful +1 bonus PRG:UE
66—68 Mighty cleaving +1 bonus PRG:UE
69 Mimetic +1 bonus PRG:UE
70 Neutralizing +1 bonus PRG:UE
71 Ominous +1 bonus PRG:UE
72 Planar +1 bonus PRG:UE
73 Quenching +1 bonus PRG:UE
74 Seaborne +1 bonus PRG:UE
75—80 Shock +1 bonus PRG:UE
81—85 Spell storing +1 bonus PRG:UE
86 Thawing +1 bonus PRG:UE
87—91 Throwing +1 bonus PRG:UE
92—96 Thundering +1 bonus PRG:UE
97 Valiant +1 bonus PRG:UE
98—100 Vicious +1 bonus PRG:UE
+2 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01 Advancing +2 bonus PRG:UE
02—10 Anarchic +2 bonus PRG:UE
11—19 Anchoring +2 bonus PRG:UE
20 Axiomatic +2 bonus PRG:UE
21—27 Corrosive burst +2 bonus PRG:UE
28 Defiant +2 bonus PRG:UE
29 Dispelling burst +2 bonus PRG:UE
30—38 Disruption2 +2 bonus PRG:UE
39—47 Flaming burst +2 bonus PRG:UE
48 Furyborn +2 bonus PRG:UE
49 Glorious +2 bonus PRG:UE
50—58 Holy +2 bonus PRG:UE
59—67 Icy burst +2 bonus PRG:UE
68 Igniting +2 bonus PRG:UE
69 Impact4 +2 bonus PRG:UE
70 Invigorating +2 bonus PRG:UE
71 Ki intensifying +2 bonus PRG:UE
72 Lifesurge +2 bonus PRG:UE
73 Negating +2 bonus PRG:UE
74 Phase locking +2 bonus PRG:UE
75—83 Shocking burst +2 bonus PRG:UE
84 Stalking +2 bonus PRG:UE
85—91 Unholy +2 bonus PRG:UE
92—100 Wounding +2 bonus PRG:UE
+3 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—20 Nullifying +3 bonus PRG:UE
21—40 Repositioning +3 bonus PRG:UE
41—80 Speed +3 bonus PRG:UE
81—100 Spell stealing +3 bonus PRG:UE
+4 or +5 Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—40 Brilliant energy +4 bonus PRG:UE
41—80 Dancing +4 bonus PRG:UE
81—90 Vorpal3 +5 bonus PRG:UE
91—95 Transformative +10,000 PRG:UE
96—100 Dueling +14,000 PRG: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 PRG:UE
02 Impervious +3,000 PRG:UE
03 Glamered +4,000 PRG:UE
04—06 Allying +1 bonus PRG:UE
07—15 Bane3 +1 bonus PRG:UE
16 Called +1 bonus PRG:UE
17—19 Conductive +1 bonus PRG:UE
20 Conserving4 +1 bonus PRG:UE
21—24 Corrosive3 +1 bonus PRG:UE
25 Cruel +1 bonus PRG:UE
26—28 Cunning +1 bonus PRG:UE
29—36 Distance +1 bonus PRG:UE
37—45 Flaming3 +1 bonus PRG:UE
46—54 Frost3 +1 bonus PRG:UE
55—58 Huntsman +1 bonus PRG:UE
59—62 Jurist +1 bonus PRG:UE
63 Limning +1 bonus PRG:UE
64 Lucky5 +1 bonus PRG:UE
65—66 Merciful3 +1 bonus PRG:UE
67 Planar +1 bonus PRG:UE
68 Reliable5 +1 bonus PRG:UE
69—76 Returning6 +1 bonus PRG:UE
77—84 Seeking +1 bonus PRG:UE
85—92 Shock3 +1 bonus PRG:UE
93—100 Thundering3 +1 bonus PRG:UE
+2 Ranged Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—10 Anarchic3 +2 bonus PRG:UE
11—13 Anchoring6 +2 bonus PRG:UE
14—23 Axiomatic3 +2 bonus PRG:UE
24—31 Corrosive burst3 +2 bonus PRG:UE
32—34 Designating, lesser3 +2 bonus PRG:UE
35—37 Endless ammunition7 +2 bonus PRG:UE
38—48 Flaming burst3 +2 bonus PRG:UE
49—58 Holy3 +2 bonus PRG:UE
59—69 Icy burst3 +2 bonus PRG:UE
70—73 Igniting3 +2 bonus PRG:UE
74—76 Phase locking3 +2 bonus PRG:UE
77—86 Shocking burst3 +2 bonus PRG:UE
87—90 Stalking +2 bonus PRG:UE
91—100 Unholy3 +2 bonus PRG:UE
+3 or +4 Ranged Weapon Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—25 Lucky, greater5 +3 bonus PRG:UE
26—45 Reliable, greater5 +3 bonus PRG:UE
46—85 Speed +3 bonus PRG:UE
86—94 Brilliant energy3 +4 bonus PRG:UE
95—96 Designating, greater +4 bonus PRG:UE
97—98 Nimble shot +4 bonus PRG:UE
99—100 Second chance3 +4 bonus PRG: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 PRG:UE
06—16 Bane +1 bonus PRG:UE
17 Conductive +1 bonus PRG:UE
18—28 Corrosive +1 bonus PRG:UE
29 Cruel +1 bonus PRG:UE
30 Cunning +1 bonus PRG:UE
31—43 Flaming +1 bonus PRG:UE
44—56 Frost +1 bonus PRG:UE
57—64 Ghost touch +1 bonus PRG:UE
65 Limning +1 bonus PRG:UE
66—67 Merciful +1 bonus PRG:UE
68 Planar +1 bonus PRG:UE
69—73 Seeking +1 bonus PRG:UE
74—86 Shock +1 bonus PRG:UE
87—100 Thundering +1 bonus PRG:UE
+2 Ammunition Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—10 Anarchic +2 bonus PRG:UE
11—20 Axiomatic +2 bonus PRG:UE
21—30 Corrosive burst +2 bonus PRG:UE
31—33 Designating, lesser +2 bonus PRG:UE
34—45 Flaming burst +2 bonus PRG:UE
46—55 Holy +2 bonus PRG:UE
56—67 Icy burst +2 bonus PRG:UE
68—70 Igniting +2 bonus PRG:UE
71—80 Phase locking +2 bonus PRG:UE
81—90 Shocking burst +2 bonus PRG:UE
91—100 Unholy +2 bonus PRG:UE
+4 Ammunition Special Abilities
d% Special Ability Base Price
Modifier1
Source
01—66 Brilliant energy +4 bonus PRG:UE
67—00 Designating, greater +4 bonus PRG: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 PRG:UE
03—08 Sleep arrow 132 PRG:UE
09—10 Dustburst bullet 196 PRG:UE
11—16 Tangle bolt 226 PRG:UE
17—22 Screaming bolt 267 PRG:UE
23—32 Masterwork silver dagger 322 PRG:UE
33—34 Alchemist's bullet 330 PRG:UE
35—44 Cold iron masterwork longsword 330 PRG:UE
45—50 Hushing arrow 547 PRG:UE
51—56 Hushing arrow, greater 1,047 PRG:UE
57—66 Javelin of lightning 1,500 PRG:UE
67—74 Searing arrow 1,516 PRG:UE
75—82 Sizzling arrow 1,516 PRG:UE
83—84 Burrowing bullet, lesser 1,722 PRG:UE
85—92 Dust bolt 1,730 PRG:UE
93—100 Slaying arrow 2,282 PRG:UE
Greater Minor Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—20 Adamantine dagger 3,002 PRG:UE
21—40 Adamantine battleaxe 3,010 PRG:UE
41—50 Burrowing bullet, greater 3,447 PRG:UE
51—70 Slaying arrow, greater 4,057 PRG:UE
71—80 Lance of jousting 4,310 PRG:UE
81—100 Shatterspike 4,315 PRG:UE
Lesser Medium Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—03 Bloodletting kukri 6,308 PRG:UE
04—09 Boulderhead mace 6,812 PRG:UE
10—14 Beaststrike club 7,300 PRG:UE
15—20 Fighter's fork 7,315 PRG:UE
21—23 Everflowing aspergillum 7,805 PRG:UE
24—28 Hurricane quarterstaff 7,840 PRG:UE
29—34 Dagger of venom 8,302 PRG:UE
35—39 Gloom blade 8,810 PRG:UE
45—49 Trident of stability 9,815 PRG:UE
50—54 Trident of warning 10,115 PRG:UE
55—60 Assassin's dagger 10,302 PRG:UE
61—66 Dagger of doubling 10,302 PRG:UE
67—71 Earthenflail 11,315 PRG:UE
72—79 Swift obsidian greataxe 11,320 PRG:UE
80—85 Polarity hammer 12,310 PRG:UE
86—93 Blade of binding 12,350 PRG:UE
94—100 Shifter's sorrow 12,780 PRG:UE
Greater Medium Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—07 Dragoncatch guisarme 13,308 PRG:UE
08—15 Ten-ring sword 14,315 PRG:UE
16—21 Triton's trident 15,065 PRG:UE
22—29 Mace of smiting, lesser 16,012 PRG:UE
30—37 Disarming Blade 17,820 PRG:UE
38—42 Lash of the Howler 18,305 PRG:UE
43—47 Shieldsplitter lance 18,310 PRG:UE
48—53 Trident of fish command 18,650 PRG:UE
54—59 Quarterstaff of Vaulting 19,100 PRG:UE
60—65 Firedrake Pistol 20,300 PRG:UE
66—71 Ricochet hammer 20,301 PRG:UE
72—77 Flame tongue 20,715 PRG:UE
78—85 Sparkwake starknife 21,324 PRG:UE
86—90 Luck blade (0 wishes) 22,060 PRG:UE
91—95 Sword of subtlety 22,310 PRG:UE
96—100 Sword of the planes 22,315 PRG:UE
Lesser Major Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—12 Nine lives stealer 23,057 PRG:UE
13—26 Undercutting Axe 23,310 PRG:UE
27—40 Spirit Caller 25,302 PRG:UE
41—55 Dwarfbond Hammer 25,312 PRG:UE
56—70 Oathbow 25,600 PRG:UE
71—85 Sword of life stealing 25,715 PRG:UE
86—100 Cutthroat's Apprentice 33,910 PRG:UE
Greater Major Specific Magic Weapons
d% Specific Weapon Price (gp) Source
01—02 Ghoul's Lament 35,312 PRG:UE
03—05 Mace of Terror 38,552 PRG:UE
06—07 Hellscourge 39,305 PRG:UE
08—09 Dragon's Doom 40,310 PRG:UE
10—13 Life-Drinker 40,320 PRG:UE
14—16 Valor's Minion 41,335 PRG:UE
17—18 Summoner's Sorrow 42,816 PRG:UE
19—21 Sylvan scimitar 47,315 PRG:UE
22—23 Spirit blade 48,502 PRG:UE
24—26 Heartswood Spear 50,302 PRG:UE
27—29 Rapier of puncturing 50,320 PRG:UE
30—32 Sun blade 50,335 PRG:UE
33—37 Blade of the Rising Sun 51,850 PRG:UE
38—40 Frost brand 54,475 PRG:UE
41—45 Dwarven thrower 60,312 PRG:UE
46—50 Bloodthirst dagger 60,802 PRG:UE
51—53 Warbringer 61,375 PRG:UE
54—57 Luck blade (1 wish) 62,360 PRG:UE
58—61 Guarding blade 65,310 PRG:UE
62—64 Pistol of the Infinite Sky 73,300 PRG:UE
65—69 Mace of smiting 75,312 PRG:UE
70—73 Blade of the Sword-Saint 75,350 PRG:UE
74—76 Scimitar of the Spellthief 75,815 PRG:UE
77—79 Spider's Fang 79,102 PRG:UE
80—82 Demonsorrow Curve Blade 90,469 PRG:UE
83—85 Void Scythe 95,318 PRG:UE
86—89 Luck blade (2 wishes) 102,660 PRG:UE
90—92 Holy avenger 120,630 PRG:UE
93—96 Bastard's Sting 123,035 PRG:UE
97—100 Luck blade (3 wishes) 142,960 PRG:UE
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