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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 on attack rolls does not stack with their enhancement bonus 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 bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may 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) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may 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 (in addition to any alignment it may already have).
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 light spell (bright light in a 20-foot radius, shadowy light in a 40-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: Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s 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 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).
Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.
| Table: Magic Weapons | ||||
|---|---|---|---|---|
| Minor | Medium | Major | Weapon Bonus | Base Price1 |
| 01–70 | 01–10 | — | +1 | 2,000 gp |
| 71–85 | 11–29 | — | +2 | 8,000 gp |
| — | 30–58 | 01–20 | +3 | 18,000 gp |
| — | 59–62 | 21–38 | +4 | 32,000 gp |
| — | — | 39–49 | +5 | 50,000 gp |
| — | — | — | +62 | 72,000 gp |
| — | — | — | +72 | 98,000 gp |
| — | — | — | +82 | 128,000 gp |
| — | — | — | +92 | 162,000 gp |
| — | — | — | +102 | 200,000 gp |
| 86–90 | 63–68 | 50–63 | Specific weapon3 | — |
| 91–100 | 69–100 | 64–100 | Special ability and roll again4 | — |
| 1 This price is for 50 arrows, crossbow bolts, or sling bullets. | ||||
| 2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. | ||||
| 3 See Table: Specific Weapons. | ||||
| 4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons. | ||||
| Table: Weapon Type Determination | |
|---|---|
| d% | Weapon Type |
| 01–70 | Common melee weapon |
| 71–80 | Uncommon weapon |
| 81–100 | Common ranged weapon |
| Table: Common Melee Weapons | ||
|---|---|---|
| d% | Weapon | Weapon Cost1 |
| 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 | Quarterstaff2 | +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 |
| 1 Add to enhancement bonus on Table: Magic 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. | ||
| Table: Uncommon Weapons | ||
|---|---|---|
| d% | Weapon | Weapon Cost1 |
| 01–03 | Axe, orc double2 | +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, dire2 | +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 | Spear | +301 gp |
| 52–54 | Hammer, gnome hooked2 | +620 gp |
| 55–56 | Hammer, light | +301 gp |
| 57–58 | Handaxe | +306 gp |
| 59–61 | Kukri | +308 gp |
| 62–64 | Lance | +310 gp |
| 65–67 | 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-bladed2 | +700 gp |
| 90–91 | Trident | +315 gp |
| 92–94 | Urgrosh, dwarven2 | +650 gp |
| 95–97 | Warhammer | +312 gp |
| 98–100 | Whip | +301 gp |
| 1 Add to enhancement bonus on Table: Magic 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. | ||
| Table: Common Ranged Weapons | |||
|---|---|---|---|
| d% | Weapon | Weapon Cost1 | |
| 01–10 | Ammunition (roll again): | ||
| 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 (+0 Str bonus) | +375 gp | |
| 52–56 | Shortbow, composite (+1 Str bonus) | +450 gp | |
| 57–61 | Shortbow, 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, composite (+1 Str bonus) | +500 gp | |
| 86–90 | Longbow, composite (+2 Str bonus) | +600 gp | |
| 91–95 | Longbow, composite (+3 Str bonus) | +700 gp | |
| 96–100 | Longbow, composite (+4 Str bonus) | +800 gp | |
| 1 Add to enhancement bonus on Table: Magic Weapons to determine total market price. | |||
| All magic weapons are masterwork weapons. | |||
| Table: Melee Weapon Special Abilities | ||||
|---|---|---|---|---|
| Minor | Medium | Major | Special Ability | Base Price Modifier1 |
| 01–10 | 01–06 | 01–03 | Bane | +1 bonus |
| 11–17 | 07–12 | — | Defending | +1 bonus |
| 18–27 | 13–19 | 04–06 | Flaming | +1 bonus |
| 28–37 | 20–26 | 07–09 | Frost | +1 bonus |
| 38–47 | 27–33 | 10–12 | Shock | +1 bonus |
| 48–56 | 34–38 | 13–15 | Ghost touch weapon | +1 bonus |
| 57–67 | 39–44 | — | Keen 2 | +1 bonus |
| 68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus |
| 72–75 | 49–50 | — | Merciful | +1 bonus |
| 76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus |
| 83–87 | 55–59 | 22–24 | Spell storing | +1 bonus |
| 88–91 | 60–63 | 25–28 | Throwing | +1 bonus |
| 92–95 | 64–65 | 29–32 | Thundering | +1 bonus |
| 96–99 | 66–69 | 33–36 | Vicious | +1 bonus |
| — | 70–72 | 37–41 | Anarchic | +2 bonus |
| — | 73–75 | 42–46 | Axiomatic | +2 bonus |
| — | 76–78 | 47–49 | Disruption 3 | +2 bonus |
| — | 79–81 | 50–54 | Flaming burst | +2 bonus |
| — | 82–84 | 55–59 | Icy burst | +2 bonus |
| — | 85–87 | 60–64 | Holy | +2 bonus |
| — | 88–90 | 65–69 | Shocking burst | +2 bonus |
| — | 91–93 | 70–74 | Unholy | +2 bonus |
| — | 94–95 | 75–78 | Wounding | +2 bonus |
| — | — | 79–83 | Speed | +3 bonus |
| — | — | 84–86 | Brilliant energy | +4 bonus |
| — | — | 87–88 | Dancing | +4 bonus |
| — | — | 89–90 | Vorpal 2 | +5 bonus |
| 100 | 96–100 | 91–100 | Roll again twice4 | — |
| 1 Add to enhancement bonus on Table: Magic Weapons to determine total market price. | ||||
| 2 Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon. | ||||
| 3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon. | ||||
| 4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. | ||||
| Table: Ranged Weapon Special Abilities | ||||
|---|---|---|---|---|
| Minor | Medium | Major | Special Ability | Base Price Modifier1 |
| 01–12 | 01–08 | 01–04 | Bane | +1 bonus |
| 13–25 | 09–16 | 05–08 | Distance | +1 bonus |
| 26–40 | 17–28 | 09–12 | Flaming | +1 bonus |
| 41–55 | 29–40 | 13–16 | Frost | +1 bonus |
| 56–60 | 41–42 | — | Merciful | +1 bonus |
| 61–68 | 43–47 | 17–21 | Returning | +1 bonus |
| 69–83 | 48–59 | 22–25 | Shock | +1 bonus |
| 84–93 | 60–64 | 26–27 | Seeking | +1 bonus |
| 94–99 | 65–68 | 28–29 | Thundering | +1 bonus |
| — | 69–71 | 30–34 | Anarchic | +2 bonus |
| — | 72–74 | 35–39 | Axiomatic | +2 bonus |
| — | 75–79 | 40–49 | Flaming burst | +2 bonus |
| — | 80–82 | 50–54 | Holy | +2 bonus |
| — | 83–87 | 55–64 | Icy burst | +2 bonus |
| — | 88–92 | 65–74 | Shocking burst | +2 bonus |
| — | 93–95 | 75–79 | Unholy | +2 bonus |
| — | — | 80–84 | Speed | +3 bonus |
| — | — | 85–90 | Brilliant energy | +4 bonus |
| 100 | 96–100 | 91–100 | Roll again twice2 | — |
| 1 Add to enhancement bonus on Table: Magic Weapons to determine total market price. | ||||
| 2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10. | ||||
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%. If the item is a melee weapon, 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.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.
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