Weapons

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

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.

To determine the type of weapon generated, refer to the appropriate tables under nonepic armor and shields.

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

1This price is for 50 arrows, crossbow bolts, or sling bullets.
2See Table: Specific Weapons.
3See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged 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

1This is cumulative if rolled multiple times. For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus × 20,000 gp.

Epic Weapon Special Abilities

Most magic weapons only have enhancement bonuses. They can also have special abilities, such as those detailed below and nonepic abilities. A weapon with a special ability must have at least a +1 enhancement bonus.

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

1Add to enhancement bonus on Table: Epic Weapons to determine total market price.
2If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

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

1Add to enhancement bonus on Table: Weapons to determine total market price.
2If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

Specific 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

Epic Weapon Ability Descriptions

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Acid Fog; Price +6 bonus


Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon 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 weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. This special ability does not stack with the nonepic anarchic special ability.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Word of Chaos; Price +8 bonus


Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon 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 weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. This special ability does not stack with the nonepic axiomatic special ability.

CL 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Dictum; Price +8 bonus


Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Discern Location; Price +6 bonus


Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) To randomly determine a dread weapon’s designated foe, roll on the following table.

d%

Designated Foe

d%

Designated Foe

01-05

Aberrations

58-60

Humanoids, orc

06-09

Animals

61-65

Magical beasts

10-16

Constructs

66-70

Monstrous humanoids

17-22

Dragons

71-72

Oozes

23-27

Elementals

73

Outsiders, air

28-32

Fey

74-76

Outsiders, chaotic

33-39

Giants

77

Outsiders, earth

40

Humanoids, aquatic

78-80

Outsiders, evil

41-42

Humanoids, dwarf

81

Outsiders, fire

43-44

Humanoids, elf

82-84

Outsiders, good

45

Humanoids, gnoll

85-87

Outsiders, lawful

46

Humanoids, gnome

88

Outsiders, water

47-49

Humanoids, goblinoid

89-90

Plants

50

Humanoids, halfling

91-98

Undead

51-54

Humanoids, human

99-100

Vermin

55-57

Humanoids, reptilian

 

 

CL 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Summon Monster IX; Price +7 bonus


Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach).

CL 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Animate Objects; Price +8 bonus


Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Fireball; Price +6 bonus


Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon 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 weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the nonepic holy special ability.

CL 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Holy Word; Price +8 bonus


Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing+3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Cone of Cold; Price +6 bonus


Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing+3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Lightning Bolt; Price +6 bonus


Mighty Disruption

Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. A weapon of mighty disruption must be a bludgeoning weapon. (If this property is rolled for a piercing or slashing weapon, reroll.)

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, True Resurrection; Price +6 bonus


Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d6 points of sonic damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Shout; Price +6 bonus


Triple-Throw

This special ability can only be placed on a weapon that can be thrown. (If this property is rolled for a weapon that cannot be thrown, reroll.) A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger’s favored enemy bonus) apply only to the original weapon’s damage, not to the duplicates.

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Shades; Price +6 bonus


Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover short of total cover.The weapon’s ranged attacks also ignore any miss chance from concealment (including total concealment, but the must still aim his or her attacks at the correct square).

CL 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, True Seeing; Price +6 bonus


Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon 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 weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the nonepic unholy special ability.

CL 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Unholy Word; Price +8 bonus