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Magic Weapons


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.