MAGIC ITEMS (WEAPONS)

 

Weapons
Minor
Medium
Major
Weapon Bonus Base Price*
01-70
01-10
-
+1 2,000 gp
71-85
11-20
-
+2 8,000 gp
-
21-58
01-20 
+3 18,000 gp
-
59-62
21-38
+4 32,000 gp
-
-
39-49 
+5 50,000 gp
-
-
-
+6**  72,000 gp
-
-
-
+7**  98,000 gp
-
-
-
+8**  128,000 gp
-
-
-
+9** 162,000 gp
-
-
-
+10** 200,000 gp
-
63-68
50-63
Specific weapon† -
86-100
69-100
64-100
Special ability and roll again‡ -

 

*This price is for 50 arrows, crossbow bolts, or sling bullets.
**A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
†See Table: Specific Weapons.
‡See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

 

Weapon Type Determination
d% Weapon Type
01-70 Common melee weapon
71-80 Uncommon weapon
81-100 Common ranged weapon

 

Common Melee Weapons
d% 
Weapon
Weapon Cost*
01-04
Dagger
+302 gp
05­-14
Greataxe
+320 gp
15-24
Greatsword
+350 gp
25-28
Kama
+302 gp
29-41
Longsword 
+315 gp
42-45
Mace, light
+305 gp
46-50
Mace, heavy
+312 gp
51-54
Nunchaku
+302 gp
55-57 
Quarterstaff**
+600 gp
58-61
Rapier
+320 gp
62-66
Scimitar
+315 gp
67-70
Shortspear  
+302 gp
71-74
Siangham
+303 gp
75-84
Sword, bastard
+335 gp
85-89
Sword, short
+310 gp
90-100
Waraxe, dwarven
+330 gp
All magic weapons are masterwork weapons.
*Add to enhancement bonus on Table: Weapons to determine total market price.
**Masterwork double weapons incur double the masterwork cost to account for each head. 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.

 

Uncommon Weapons
d%
Weapon Weapon Cost*
01-03
Axe, orc double** +660 gp
04-07
Battleaxe +310 gp
08-10
Chain, spiked  +325 gp
11-12
Club +300 gp
13-16 
Crossbow, hand +400 gp
17-19
Crossbow, repeating +550 gp
20-21
Dagger, punching  +302 gp
22-23
Falchion +375 gp
24-26
Flail, dire**  +690 gp
27-31
Flail, heavy  +315 gp
32-35 
Flail, light +308 gp
36-37
Gauntlet +302 gp
38-39
Gauntlet, spiked +305 gp
40-41
Glaive +308 gp
42-43
Greatclub  +305 gp
44-45
Guisarme +309 gp
46-48 
Halberd  +310 gp
49-51
Halfspear +301 gp
52-54
Hammer, gnome hooked** +620 gp
55-56
Hammer, light  +301 gp
57-58
Handaxe  +306 gp
59-61
Kukri  +308 gp
62-63
Lance, heavy  +310 gp
64-65
Lance, light  +306 gp
66-67
Longspear +305 gp
68-70
Morningstar   +308 gp
71-72
Net +320 gp
73-74
Pick, heavy +308 gp
75-76
Pick, light  +304 gp
77-78
Ranseur +310 gp
79-80
Sap +301 gp
81-82
Scythe  +318 gp
83-84
Shuriken  +301 gp
85-86
Sickle +306 gp
87-89
Sword, two-bladed** +700 gp
90-91
Trident +315 gp
92-94
Urgrosh, dwarven** +650 gp
95-97
Warhammer +312 gp
98-100
Whip   +301 gp

 

All magic weapons are masterwork weapons.
*Add to enhancement bonus on Table: Weapons to determine total market price.
**Masterwork double weapons incur double the masterwork cost to account for each head. 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.

 

WEAPONS

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 bonus to attack does not stack with their enhancement bonus to attack.

 

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 bonus applies to either type of attack.

 

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) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

 

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.

 

Bonus Damage Dice

Some magic weapons deal bonus dice of damage. Unlike other modifiers to damage, bonus dice of damage are not multiplied when the attacker scores a critical hit.

 

Ranged Weapons and Ammunition

Masterwork ranged weapon bonuses to attack and masterwork ammunition (arrows, crossbow bolts, and sling bullets) attack bonuses stack with each other (but not with enhancement bonuses).

 

Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

 

Light Generation

Fully 30% of magic weapons shed light equivalent to a torch (20-foot radius). 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

An attacker cannot damage a magic weapon with an enhancement bonus unless the attacker’s own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points.

 

Activation

If a weapon has a special ability that the user needs to activate, then the user usually needs to utter the command word (a standard action).

 

Random Generation

To generate magic weapons randomly, first roll on Table: Weapons, and then roll on Table: Weapon Type Determination. Use Table: Melee Weapon Special Abilities, Table: Ranged Weapon Special Abilities, or Table: Specific Weapons if indicated by the roll.

 

Special Qualities

Roll d%. If the item is a melee weapon, a 01-20 result indicates that the item sheds light, 21-25 indicates that the weapon is intelligent, 26-35 indicates that the weapon is both intelligent and sheds light, 36-50 indicates that something (a design, inscription, etc.) provides a clue to the weapon’s function, and 51-100 indicates no special qualities. If the item is a ranged weapon, a 01-05 result indicates the weapon is intelligent, 06-25 indicates that something (a design, inscription, etc.) provides a clue to the weapon’s function, and 26-100 indicates no special qualities. Intelligent weapons have extra abilities and sometimes also extraordinary powers and special purposes. Use Table: Item Intelligence, Wisdom, Charisma, and Capabilities as indicated if a magic weapon is intelligent.

 

Common Ranged Weapons
d%  Weapon Weapon Cost*
01-10 Ammunition -
01-50
Arrows (50)  +350 gp
51-80
Bolts, crossbow (50) +350 gp
81-100
Bullets, sling (50) +350 gp
11-15 Axe, throwing +308 gp
16-25 Crossbow, heavy  +350 gp
26-35 Crossbow, light  +335 gp
36-39  Dart  +300 gp 5 sp
40-41 Javelin  +301 gp
42-46 Shortbow  +330 gp
47-51  Shortbow, composite +375 gp
52-56 Shortbow, mighty composite (+1 Str bonus) +450 gp
57-61 Shortbow, mighty composite (+2 Str bonus) +525 gp
62-65 Sling +300 gp
66-75 Longbow +375 gp
76-80 Longbow, composite  +400 gp
81-85 Longbow, mighty composite (+1 Str bonus) +500 gp
86-90  Longbow, mighty composite (+2 Str bonus)  +600 gp
91-95 Longbow, mighty composite (+3 Str bonus) +700 gp
96-100 Longbow, mighty composite (+4 Str bonus) +800 gp

 

All magic weapons are masterwork    weapons.
*Add to enhancement bonus on Table    8-10: Weapons to determine total market price.

 

Melee Weapon Special Abilities
Minor
Medium
Major
Special Ability Modifier*
01-15
01-10
-
Defending +1 bonus
16-25 
11-15
01-03
Flaming  +1 bonus
26-35
16-20
04-06
Frost +1 bonus
36-45
21-25
07-09 
Shock  +1 bonus
46-55
26-30
10-12
Ghost touch  +1 bonus
56-70
31-40
-
Keen‡ +1 bonus
71-80
41-50
13-17
Mighty cleaving +1 bonus
81-89
51
18-19
Spell storing +1 bonus
90-99
52-56
20-21
Throwing  +1 bonus
-
57-59
22-26
Bane +2 bonus
-
60-62
27-29
Disruption† +2 bonus
-
63-65
30-33
Flaming burst +2 bonus
-
66-68
34-37
Icy burst  +2 bonus
-
69-71
38-41
Shocking burst +2 bonus
-
72-76
42-44
Thundering  +2 bonus
-
77-79 
46-47
Wounding +2 bonus
-
80-82
48-52
Holy  +2 bonus
-
83-85
53-57 
Unholy +2 bonus
-
86-88
58-62 
Lawful +2 bonus
-
89-91
63­-67 
Chaotic +2 bonus
-
92
68-70
Brilliant energy +4 bonus
-
93
71-73
Dancing +4 bonus
-
94-95
74-76
Speed +4 bonus
-
-
77-80
Vorpal‡  +5 bonus
100
96-100
81-100
Roll again twice** -

 

*Add to enhancement bonus on Table 8-10: Weapons to determine total market price.
**Reroll if a duplicate special ability comes up, an ability incompatible with an ability that has already been rolled, or if the extra ability puts the weapon over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
†Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
‡Slashing weapons only. Reroll if randomly generated for a nonslashing weapon.

 

Ranged Weapon Special Abilities
Minor
Medium
Major
Special Ability Modifier*
01-20
01-15
-
Returning +1 bonus
21-40
16-30
-
Distance +1 bonus
41-60
31-35
01-10
Flaming  +1 bonus
61-80
36-40
11-20
Shock +1 bonus
81-100
41-45
21-30
Frost +1 bonus
-
46-50
31-40
Flaming burst  +2 bonus
-
51-55 
41-50
Icy burst  +2 bonus
-
56-60
51-60 
Shocking burst +2 bonus
-
61-66
61-65
Bane  +2 bonus
-
67-74 
66-70
Holy  +2 bonus
-
75-82
71-75
Unholy +2 bonus
-
83-90
76-80
Lawful   +2 bonus
-
91-98
81-85
Chaotic +2 bonus
-
-
86-90
Speed  +4 bonus
-
-
91-97
Brilliant energy +4 bonus
-
99-100
98-100
Roll again twice** -

 

*Add to enhancement bonus on Table: Weapons to determine total market price.
**Reroll if a duplicate special ability comes up, an ability incompatible with an ability that has already been rolled, or if the extra ability puts the weapon over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

 

MAGIC WEAPONS SPECIAL ABILITIES DESCRIPTIONS

Most magic weapons only have enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

 

Bane

Against its designated foe, a ban weapon’s effective enhancement bonus is +2 better than its normal enhancement bonus. Further, it deals +2d6 points of bonus damage against the foe. To randomly determine a weapon’s designated foe, roll on the following table:

 

d%  
Designated Foe
01-05 
Aberrations
06-08
Animals
09-13
Beasts
14-20
Constructs
21-25
Dragons
26-30
Elementals
31-35
Fey
36-40
Giants
41-45
Magical beasts
46-50
Monstrous humanoids
51-53
Oozes
54-58
Outsiders, chaotic
59-65
Outsiders, evil
66-70
Outsiders, good
71-75
Outsiders, lawful
76-77
Plants
78-85
Shapechangers
86-92
Undead
93-94 
Vermin
95-100
Humanoids (choose subtype)

 

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, summon monster I; Market Price: +2 bonus.

 

Brilliant Energy

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and enhancement AC bonuses do not count against it. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. Bows, crossbows, and slings cannot be enchanted with this ability.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, gaseous form, continual flame; Market Price: +4 bonus.

 

Chaotic

A chaotic weapon deals +2d6 points of bonus chaotic damage against all opponents of lawful alignment it strikes. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the chaotic power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Market Price: +2 bonus.

 

Dancing

A dancing weapon can be loosed (requiring a standard action) to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. It never leaves the side of the one who loosed it (never straying more than 5 feet) and fights on even if that creature falls. The wielder who loosed it can grasp it while it is attacking on its own as a free action, but when so retrieved it can’t dance (attack on its own) again for 4 rounds.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, animate objects; Market Price: +4 bonus.

 

Defending

A defender weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his or her AC as a special bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his or her turn before using the weapon, and the effect to AC lasts until the wielder’s next turn.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shield or shield of faith; Market Price: +1 bonus.

 

Disruption

Any undead creature struck in combat must succeed at a Fortitude save (DC 14) or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If this property is rolled randomly for a piercing or slashing weapon, reroll.)

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, heal; Market Price: a+2 bonus.

 

Distance

This enchantment can only be placed on a ranged weapon. A weapon of distance doubles its range increment.

Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, clairaudience/clairvoyance; Market Price: +1 bonus.

 

Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the hands that hold the weapon. Flaming weapons deal +1d6 points of bonus fire damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: +1 bonus.

 

Flaming Burst

Upon command a flaming burst weapon deals +1d6 points of bonus fire damage on a successful hit.  In addition it also explodes with flame upon striking a successful critical hit. The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: +2 bonus.

 

Frost

Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the hands that hold the weapon. Frost weapons deal +1d6 points of bonus cold damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the cold energy upon their ammunition.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, chill metal or ice storm; Market Price: +1 bonus.

 

Ghost Touch

A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to ghost touch weapons.) Further, it can be picked up and moved by incorporeal creatures at any time. A manifesting ghost can wield the weapon against corporeal foes.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: +1 bonus.

 

Holy

A holy weapon deals +2d6 points of bonus holy (good) damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the holy power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, holy smite, creator must be good; Market Price: +2 bonus.

 

Icy Burst

Upon command an icy burst weapon deals +1d6 points of bonus cold damage on a successful hit. In addition it also explodes with frost upon striking a successful critical hit. The frost does not harm the hands that hold the weapon. Icy burst weapons deal +1d10 points of bonus cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus cold damage instead, and if the multiplier is x4, add +3d10 points of bonus cold damage. Bows, crossbows, and slings so enchanted bestow the cold energy upon their ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, chill metal or ice storm; Market Price: +2 bonus.

 

Keen

This enchantment doubles the threat range of a weapon.  Only slashing and piercing weapons can be enchanted to be keen. (If this property is rolled randomly for an inappropriate weapon, reroll.)

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: +1 bonus.

 

Lawful

A lawful weapon deals +2d6 points of bonus lawful damage against all struck opponents of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the lawful power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Market Price: +2 bonus.

 

Mighty Cleaving

A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Only one extra cleave attempt is allowed per round.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divine power; Market Price: +1 bonus.

 

Returning

This enchantment can only be placed on a weapon that can be thrown. A returning weapon returns through the air back to the creature that threw it. It returns on the round following the round that it was thrown just before its throwing creature’s turn. It is therefore ready to use again that turn.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Market Price: +1 bonus.

 

Shock

Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the hands that hold the weapon. Shock weapons deal +1d6 points of bonus electricity damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the electricity energy upon their ammunition.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, call lightning or lightning bolt; Market Price: +1 bonus.

 

Shocking Burst

Upon command an shocking burst weapon deals +1d6 points of bonus electricity damage on a successful hit. In addition it also explodes with electricity upon striking a successful critical hit. The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus electricity damage instead, and if the multiplier is x4, add +3d10 points of bonus electricity damage. Bows, crossbows, and slings so enchanted bestow the electricity energy upon their ammunition.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, call lightning or lightning bolt; Market Price: +2 bonus.

 

Speed

A weapon of speed allows the wielder one single extra attack each round at the wielder’s highest bonus. It is not cumulative with haste. The extra attack must be with this weapon. The weapon does not grant the benefits of a haste spell, simply an extra single attack with this weapon.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, haste; Market Price: +4 bonus.

 

Spell Storing

A spell-storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.  Once the spell has been cast, the weapon is empty of spells, and a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell-storing weapon has a 50% chance to have a spell stored in it already.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Market Price: +1 bonus.

 

Thundering

A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d8 points of bonus sonic damage instead, and if the multiplier is x4, add +3d8 points of bonus sonic damage. Bows, crossbows, and slings so enchanted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a Fortitude save (DC 14) or be deafened permanently.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness; Market Price: +2 bonus.

 

Throwing

This enchantment can only be placed on a melee weapon. A melee weapon enchanted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic stone; Market Price: +1 bonus.

 

Unholy

An unholy weapon deals +2d6 points of bonus unholy (evil) damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the unholy power upon their ammunition.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: +2 bonus.

 

Vorpal

This enchantment allows the weapon to sever the heads of those it strikes. Upon a successful critical hit, the weapon severs the opponent’s head (if it has one) from its body. Some creatures have no heads. Others are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. The DM may have to make judgment calls about this sword’s effect. A vorpal weapon must be a slashing weapon. (If this property is rolled randomly for an inappropriate weapon, reroll.)

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, keen edge, death spell; Market Price: +5 bonus.

 

Wounding

A weapon of wounding deals damage to a creature such that a wound it inflicts bleeds for 1 point of damage per round thereafter in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding. The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any cure spell or other healing spell.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, sword; Market Price: +2 bonus.

 

Specific Weapons
Medium
Major
Specific Weapon Market Price
01-20
-
Sleep arrow 132 gp
21-40
-
Screaming bolt  257 gp
41-55
01-04
Javelin of lightning  751 gp
56-65
05-09
Slaying arrow 2,282 gp
66-70 
-
Adamantine dagger 3,302 gp
71-72 
10-11
Trident of fish command   3,815 gp
-
12-13
Slaying arrow (greater) 4,057 gp
73-74
14-17
Dagger of venom   9,302 gp
75-76
18-20
Adamantine battleaxe  9,310 gp
77-79
21-25
Trident of warning 9,815 gp
80-82
26-30
Assassin’s dagger  10,302 gp
83-85
31-35 
Sword of subtlety 15,310 gp
86-88
36-40
Mace of terror 17,812 gp
89-91
41-45
Nine lives stealer 25,315 gp
92-94
46-50
Oathbow 27,875 gp
95-96
51-55
Sword of life stealing 30,315 gp
97-98
56-60
Flame tongue 18,315 gp
99-100
61-66
Life-drinker 40,320 gp
-
67-72
Frost brand  49,350 gp
-
73-78
Rapier of puncturing 50,320 gp
-
79-81
Sun blade 50,335 gp
-
82-83
Sword of the planes 52,315 gp
-
84-85 
Sylvan scimitar 55,815 gp
-
86-87
Dwarven thrower 60,312 gp
-
88-90
Mace of smiting  75,312 gp
-
91-96
Holy avenger 120,315 gp
-
97-100
Luck blade 170,560 gp

SPECIFIC WEAPONS

The following specific weapons usually are preconstructed with exactly the qualities described here.

 

Adamantine Battleaxe

This nonmagical axe is made out of adamantine, giving it a natural +2 enhancement bonus.

Caster Level: -; Prerequisites: -; Market Price: 9,310 gp.

 

Adamantine Dagger

This nonmagical dagger is made out of adamantine, giving it a natural +1 enhancement bonus.

Caster Level: -; Prerequisites: -; Market Price: 3,302 gp.

 

Assassin’s Dagger

This +2 dagger adds a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, slay living; Market Price: 10,302 gp; Cost to Create: 5,302 gp + 400 XP.

 

Dagger of Venom

This +1 dagger allows the wielder to inflict a poison spell (DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison spell must be inflicted on the same round that the dagger strikes.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, poison; Market Price: 9,302 gp; Cost to Create: 4,802 gp + 360 XP.

 

Dwarven Thrower

This weapon commonly functions as a +2 warhammer. If in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and can be hurled with a 30-foot range increment. It returns to its thrower on the round after it was thrown and is then ready to be wielded or thrown again. When hurled, it deals +1d8 points of bonus damage or +2d8 points of bonus damage against giants.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Market Price: 60,312 gp; Cost to Create: 30,312 gp + 2,400 XP.

 

Flame Tongue

This is a +1 flaming burst longsword (+1d6 points of fire damage with each hit, +1d10 points of bonus fire damage on a critical).

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Market Price: 18,315 gp; Cost to Create: 9,315 + 720 XP.

 

Frost Brand

This +3 frost great­sword (+1d6 points of bonus cold damage with each hit) does not shed any light except when the air temperature is below 0°F. Its wielder is protected from fire, since the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise suffer.

The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius and includes lasting effects and spells but excludes instantaneous effects and spells.

Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, ice storm, dispel magic, protection from elements; Market Price: 49,350 gp; Cost to Create: 24,850 gp + 1,960 XP.

 

Holy Avenger

In the hands of any character other than a paladin, this sword performs only as a +2 longsword. In the hands of a paladin, this becomes a +5 holy (+2d6 points of bonus holy damage against evil creatures) longsword and grants spell resistance of 15 in a 5-foot radius, and casts dispel magic (usable every round as a standard action) in a 5-foot radius at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of dispel magic.)

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, holy aura, creator must be good; Market Price: 120,315 gp; Cost to Create: 60,315 gp + 4,800 XP.

 

Javelin of Lightning

This javelin becomes a 5d6 lightning bolt when thrown (DC 14). It is consumed in the attack.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, lightning bolt; Market Price: 751 gp; Cost to Create: 526 gp + 18 XP.

 

Life-Drinker

This +1 greataxe bestows two negative levels on its target whenever it deals damage. One day after being struck, subjects must make a Fortitude save (DC 23) for each negative level or lose a character level. However, each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. The negative level gained by the wielder lasts until the axe is put down. The axe can’t be used again for 1 hour without the wielder once again gaining the negative level.

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: 40,320 gp; Cost to Create: 20,320 gp + 1,600 XP.

 

Luck Blade

This +1 short sword gives its possessor a +1 luck bonus to all saving throws and contains five wish spells when newly created. When randomly rolled, the luck blade can contain fewer than five wishes (1d6-1, minimum 0). The DM should keep the number of wishes left a secret. When the last wish is used, the sword remains a +1 short sword, and it still grants the +1 luck bonus.

Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, wish or miracle; Market Price: 170,560 gp; Cost to Create: 22,935 gp + 26,810 XP.

 

Mace of Smiting

This +3 heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). Furthermore, a critical hit dealt to an outsider deals x4 critical damage rather than x2.

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death; Market Price: 75,312 gp; Cost to Create: 37,812 gp + 3,000 XP.

 

Mace of Terror

This +2 heavy mace has a spell-like ability allowing the wielder to envelop him or herself in a terrifying aura. The wielder’s clothes and appearance are transformed into an illusion, such that all within 20 feet who view him or her must roll successful Will saving throws (DC 16) or be struck motionless with terror (treat as hold person). Those who succeed on their saves are shaken. Each time the mace is used to cause terror, there is a 20% chance the wielder permanently loses 1 point from his Charisma score.

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, fear, hold person; Market Price: 17,812 gp; Cost to Create: 9,062 gp + 700 XP.

 

Nine Lives Stealer

This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword . A critical hit must be dealt for the sword’s death-dealing ability to function. The victim is entitled to a Fortitude saving throw (DC 17) to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no charge is used, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death; Market Price: 25,315 gp; Cost to Create: 12,815 gp + 1,000 XP.

 

Oathbow

Of elven make, this white +1 longbow has a +3 enhancement bonus, and arrows launched from it deal double normal damage (and x4 on a critical hit instead of the normal x3) against its sworn enemies. However, if the firer does not deal the killing blow on the sworn enemy within 24 hours, the bow falls inert for one week, during which it possesses no magical abilities or bonuses at all. Further, the character is demoralized and suffers a -1 morale penalty to attack rolls, saving throws, and skill checks during that week.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, creator must be an elf; Market Price: 27,875 gp; Cost to Create: 14,125 gp + 1,100 XP.

 

Rapier of Puncturing

Three times per day, this +2 rapier of wounding allows the wielder to make a touch attack with the weapon that deals 1d6 points of temporary Constitution damage by draining blood.

Caster Level

13th; Prerequisites: Craft Magic Arms and Armor, harm; Market Price: 50,320 gp; Cost to Create: 25,320 gp + 2,000 XP.

 

Screaming Bolt

One of these +2 bolts screams when fired, forcing all enemies of the firer within 20 feet of the path of the bolt to succeed at a Will save (DC 14) or become shaken. This is a mind-affecting fear effect.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, scare; Market Price: 257 gp; Cost to Create: 132 gp + 10 XP.

 

Slaying Arrow

This +1 arrow is keyed to a particular type of creature. If it strikes such a creature, the target must make a Fortitude save (DC 20) or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect. To determine the type of creature the arrow is keyed to, roll on the following table:

d%
Target Type
01-05
Aberrations
06-08
Animals
09-13
Beasts
14-20
Constructs
21-25
Dragons
26-30
Elementals
31-35
Fey
36-40
Giants
41-45
Magical beasts
46-50
Monstrous humanoid
51-53
Oozes
54-58
Outsiders, chaotic
59-65
Outsiders, evil
66-70
Outsiders, good
71-75
Outsiders, lawful
76-77
Plants
78-85
Shapechangers
86-92
Undead
93-94
Vermin
95-100
Humanoid (choose subtype)

 

 

 

A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23.

Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Market Price: 2,282 gp (slaying arrow) or 4,057 gp (greater slaying arrow); Cost to Create: 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).

 

Sleep Arrow

If this +1 arrow strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals subdual damage (in the same amount as would be normal damage) and forces the target to make a Will save (DC 11) or fall asleep.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, sleep; Market Price: 132 gp; Cost to Create: 69 gp 5 sp + 5 XP.

 

Sun Blade

This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally.

In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).

Furthermore, the blade has a special sunbeam power. Once a day, the wielder can swing the blade vigorously above his or her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and spreads outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, daylight, creator must be good; Market Price: 50,335 gp; Cost to Create: 25,335 gp + 2,000 XP.

 

Sword of Life Stealing

This +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last 24 hours. One day after being struck, subjects must make a Fort save (DC 16) for each negative level or lose a character level.

Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, energy drain; Market Price: 30,315 gp; Cost to Create: 15,315 gp + 1,200 XP.

 

Sword of the Planes

This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 longsword on the Astral or Ethereal plane or when used against opponents from either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, plane shift; Market Price: 52,315 gp; Cost to Create: 26,315 gp + 2,080 XP.

 

Sword of Subtlety

A +1 short sword, this sword adds a +4 bonus to its wielder’s attack roll and damage when he or she is making a sneak attack with it.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, blur; Market Price: 15,310 gp; Cost to Create: 7,810 gp + 600 XP.

 

Sylvan Scimitar

This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals +1d6 points of bonus damage.

Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor; divine power or caster must be druid level 7th+; Market Price: 55,815 gp; Cost to Create: 28,065 gp + 2,220 XP.

 

Trident of Fish Command

The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to cause all water-dwelling animals within a 60-foot radius to make a Will saving throw (DC 12). This uses 1 charge of the trident. Animals failing this save are completely under the empathic command of the wielder and will not attack the wielder or any of his or her allies within 10 feet of her. The wielder can make the controlled marine animals move in whatever direction desired and convey messages of emotion to them. Animals making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident. A school of fish should be checked as a single entity.

A newly created trident has 50 charges. When all the charges are used, it remains a +1 trident.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, speak with animals; Market Price: 3,815 gp; Cost to Create: 2,065 gp + 140 XP.

 

Trident of Warning

A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 240 feet. The weapon is otherwise a +2 trident.

Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, detect magic; Market Price: 9,815 gp; Cost to Create: 5,065 gp + 380 XP.