A magic weapon gives you a bonus on attack and damage rolls,
a special ability, or both. A magic weapon has a “plus” value,
like “+1 longsword.” You add this plus value to the regular
weapon’s attack roll and damage roll (magic weapons are
better, magical versions of masterwork weapons).
A +1 weapon always costs 2,300 gp more than a regular
weapon. A +2 weapon always costs 8,300 gp more than a
regular weapon.
Many of the magic weapons listed here are a specific type
of weapon, such as a +1 flaming longsword.This is the most
common form of that weapon, but other weapons with that
magic exist. Feel free to change the weapon type to suit one
of the PCs—if the PC fighter uses a battleaxe, it’s okay to
award a +1 flaming battle axeas treasure.
+1 WEAPON
|
Minor
|
1-88 |
Major
|
1-46 |
2,300 GP
|
+1 weapons exist for all types of weapons. Magic bows,
crossbows, and slings grant their damage bonus
to their ammunition. |
+1 FLAMING LONGSWORD
|
Minor
|
-- |
Major
|
47-49 |
8,315 GP
|
This weapon bursts into flame when you draw it. This fire doesn’t hurt you and stays lit until you sheathe or drop it. It adds +1d6 fire damage (this damage doesn’t multiply on a critical hit). |
+1 FROST BATTLEAXE
|
Minor
|
-- |
Major
|
50-52 |
8,310 GP
|
This weapon radiates intense cold when you draw
it. This cold doesn’t hurt you and stays active until
you sheathe or drop it. It adds +1d6 cold damage
(this damage doesn’t multiply on a critical hit) |
+1 KEEN SHORTBOW
|
Minor
|
-- |
Major
|
53-55 |
8,330 GP
|
This +1 shortbow has double the normal number
of critical threat numbers (it threatens a critical
hit on a 19 or 20 instead of a 20). This doesn’t
change the critical damage multiplier. |
+1 ORC-BANE LIGHT HAMMER
|
Minor
|
-- |
Major
|
56-59 |
8,301 GP
|
This +1 light hammer adds an additional +2 to attack and damage rolls against orcs. It also deals +2d6 damage to orcs (these extra damage dice don’t multiply on a critical hit).
|
+1 SHOCK WARHAMMER
|
Minor
|
-- |
Major
|
60-62 |
8,312 GP
|
This weapon crackles with electricity when you draw it. This electricity doesn’t hurt you and stays active until you sheathe or drop it. It adds +1d6 electricity damage (this damage doesn’t multiply on a critical).
|
+1 UNDEAD-BANE LIGHT MACE
|
Minor
|
-- |
Major
|
63-65 |
8,305 GP
|
This +1 light mace adds an additional +2 on
attack and damage rolls against all undead. It
also deals +2d6 damage to undead (these extra
damage dice don’t multiply on a critical hit). |
+2 WEAPON
|
Minor
|
89
|
Major
|
66-90 |
8,300 GP
|
+2 weapons exists for all types of weapons. Magic bows, crossbows, and slings grant their damage bonus to their ammunition. |
DRAGON-SLAYING AMMUNITION
|
Minor
|
90
|
Major
|
91
|
2,280 GP
|
If this hits a dragon, the dragon must make a
Fortitude save (DC 20) or take +50 damage (this
doesn’t multiply on a critical hit). If you miss, the
ammunition is destroyed and its power is lost. |
JAVELIN OF LIGHTNING
|
Minor
|
91-93
|
Major
|
92-100 |
1,500 GP
|
When you throw this javelin, it turns into a lightning bolt spell spanning from you to the target of the javelin (5d6 electricity damage, Reflex save DC 14 for half damage). This destroys the javelin. |
MASTERWORK SILVER DAGGER
|
Minor
|
94-95
|
Major
|
--
|
322 GP
|
This masterwork dagger has been magically altered so it is as hard as steel. Silver weapons can bypass the damage reduction of monsters that are vulnerable to silver, like werewolves. |
SILVER AMMUNITION
|
Minor
|
96-100
|
Major
|
--
|
2 GP
|
This silver arrow, bolt, or sling bullet is magically altered so it is as hard as steel. Silver ammunition can bypass the damage reduction of monsters that are vulnerable to silver, like werewolves. |
|
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