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. |
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 | +6 bonus | |
09-16 | +6 bonus | |
17-24 | +6 bonus | |
25-32 | +6 bonus | |
33-40 | +6 bonus | |
41-48 | +6 bonus | |
49-56 | +7 bonus | |
57-61 | +8 bonus | |
62-66 | +8 bonus | |
67-71 | +8 bonus | |
72-76 | +8 bonus | |
77-81 | +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. |
d% | Special Ability | Market Price Modifier1 |
---|---|---|
01-07 | +6 bonus | |
08-14 | +6 bonus | |
15-21 | +6 bonus | |
22-28 | +6 bonus | |
29-35 | +6 bonus | |
36-41 | +6 bonus | |
42-48 | +6 bonus | |
49-53 | +6 bonus | |
54-60 | +7 bonus | |
61-65 | +8 bonus | |
66-70 | +8 bonus | |
71-75 | +8 bonus | |
76-80 | +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. |
Specific Weapons
d% | Specific Weapon | Market Price |
---|---|---|
01-18 | 235,350 gp | |
19-33 | 462,600 gp | |
34-48 | 478,335 gp | |
49-60 | 770,310 gp | |
61-68 | 1,000,312 gp | |
69-72 | 1,856,500 gp | |
73-78 | 2,900,400 gp | |
79-64 | 3,580,308 gp | |
85-90 | 4,025,350 gp | |
91-94 | 4,620,315 gp | |
95-98 | 4,620,315 gp | |
99-100 | 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