SRD:Magic Weapons

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Weapons[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

An attacker cannot damage a magic weapon that has an enhancement bonus unless his 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. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.

Activation[edit]

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[edit]

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.

Weapons for Unusually Sized Creatures[edit]

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[edit]

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.

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Magic Weapons[edit]

Table: 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: 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
(heavy or light)
+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 +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: 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: 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 +1 bonus
57–67 39–44 Keen2 +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 Disruption3 +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 Vorpal2 4 +5 bonus
100 96–100 91–100 Roll again twice4 5
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
  3. bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
  4. Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon.
  5. 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: 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.

Specific Weapons

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

Table: Specific Weapons
Minor Medium Major Specific Weapon Market Price
01–15 Sleep arrow 132 gp
16–25 Screaming bolt 267 gp
26–45 Silver dagger, masterwork 322 gp
46–65 Cold iron longsword, masterwork 330 gp
66–75 01–09 Javelin of lightning 1,500 gp
76–80 10–15 Slaying arrow 2,282 gp
81–90 16–24 Adamantine dagger 3,002 gp
91–100 25–33 Adamantine battleaxe 3,010 gp
34–37 Slaying arrow (greater) 4,057 gp
38–40 Shatterspike 4,315 gp
41–46 Dagger of venom 8,302 gp
47–51 Trident of warning 10,115 gp
52–57 01–04 Assassin’s dagger 10,302 gp
58–62 05–07 Shifter’s sorrow 12,780 gp
63–66 08–09 Trident of fish command 18,650 gp
67–74 10–13 Flame tongue 20,715 gp
75–79 14–17 Luck blade (0 wishes) 22,060 gp
80–86 18–24 Sword of subtlety 22,310 gp
87–91 25–31 Sword of the planes 22,315 gp
92–95 32–37 Nine lives stealer 23,057 gp
96–98 38–42 Sword of life stealing 25,715 gp
99–100 43–46 Oathbow 25,600 gp
47–51 Mace of terror 38,552 gp
52–57 Life-drinker 40,320 gp
58–62 Sylvan scimitar 47,315 gp
63–67 Rapier of puncturing 50,320 gp
68–73 Sun blade 50,335 gp
74–79 Frost brand 54,475 gp
80–84 Dwarven thrower 60,312 gp
85–91 Luck blade (1 wish) 62,360 gp
92–95 Mace of smiting 75,312 gp
96–97 Luck blade (2 wishes) 102,660 gp
98–99 Holy avenger 120,630 gp
100 Luck blade (3 wishes) 142,960 gp

Epic Weapons[edit]

Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier.

Epic Weapon Base Price[edit]

To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weapons to determine price.

Table: Weapons
d% Enhancement Bonus Market Price1
01–03 +1 +2,000 gp
04–07 +2 +8,000 gp
08–13 +3 +18,000 gp
14–20 +4 +32,000 gp
21–28 +5 +50,000 gp
29–36 +6 +720,000 gp
37–43 +7 +980,000 gp
44–49 +8 +1,280,000 gp
50–53 +9 +1,620,000 gp
54–56 +10 +2,000,000 gp
57–61 Specific weapon2
62–80 Melee weapon with special ability and roll again3
81–99 Ranged weapon with special ability and roll again3
100 Roll on Table: Epic Weapons
  1. This price is for 50 arrows, crossbow bolts, or sling bullets.
  2. See Table: Specific Weapons.
  3. See Table: Melee Weapon Special Abilities for melee weapons or
    Table: Ranged Weapon Special Abilities for ranged weapons.
Table: Epic Weapons
d% Enhancement Bonus Market Price
01–21 +11 +2,420,000 gp
22–39 +12 +2,880,000 gp
40–54 +13 +3,380,000 gp
55–66 +14 +3,920,000 gp
67–76 +15 +4,500,000 gp
77–84 +16 +5,120,000 gp
85–90 +17 +5,780,000 gp
91–94 +18 +6,480,000 gp
95–97 +19 +7,220,000 gp
98–99 +20 +8,000,000 gp
100 Roll again and add +10 to bonus1 2
  1. This is cumulative if rolled multiple times.
  2. For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp.
Table: Weapon Type Determination
d% Weapon Type
01–70 Roll on Table: Common Melee Weapons
71–80 Roll on Table: Uncommon Melee Weapons
81–100 Roll on Table: Ranged Weapons
Table: Epic Melee Weapon Special Abilities
   d%    Special Ability Market Price Modifier1
01–08 Acidic blast +6 bonus
09–16 Fiery blast +6 bonus
17–24 Icy blast +6 bonus
25–32 Lightning blast +6 bonus
33–40 Mighty disruption +6 bonus
41–48 Sonic blast +6 bonus
49–56 Dread +7 bonus
57–61 Anarchic power +8 bonus
62–66 Everdancing +8 bonus
67–71 Holy power +8 bonus
72–76 Axiomatic power +8 bonus
77–81 Unholy power +8 bonus
82–89 Roll on nonepic magic item Table: Melee Weapon Special Abilities,
then roll again on this table.
90–97 Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98–100 Roll twice again2
  1. Add to enhancement bonus on Table: Epic Weapons to determine total market price.
  2. If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.
Table: Epic Ranged Weapon Special Abilities
   d%    Special Ability Market Price Modifier1
01–07 Acidic blast +6 bonus
08–14 Distant shot +6 bonus
15–21 Fiery blast +6 bonus
22–28 Icy blast +6 bonus
29–35 Lightning blast +6 bonus
36–41 Sonic blast +6 bonus
42–48 Triple-throw +6 bonus
49–53 Unerring accuracy +6 bonus
54–60 Dread +7 bonus
61–65 Anarchic power +8 bonus
66–70 Holy power +8 bonus
71–75 Axiomatic power +8 bonus
76–80 Unholy power +8 bonus
81–88 Roll on nonepic magic item Table: Ranged Weapon Special Abilities,
then roll again on this table.
89–96 Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities.
97–100 Roll twice again2
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.
Table: Specific Epic Weapons
d% Specific Weapon Market Price
01–18 Stormbrand 235,350 gp
19–33 Quarterstaff of alacrity 462,600 gp
34–48 Souldrinker 478,335 gp
49–60 Backstabber 770,310 gp
61–68 Mace of ruin 1,000,312 gp
69–72 Gripsoul 1,856,500 gp
73–78 Elven greatbow 2,900,400 gp
79–64 Finaldeath 3,580,308 gp
85–90 Chaosbringer 4,025,350 gp
91–94 Holy devastator 4,620,315 gp
95–98 Unholy despoiler 4,620,315 gp
99–100 Everwhirling chain 5,220,325 gp

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