Weapons

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: 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: 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: 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: 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: 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: 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.

Activation: 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: 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: 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: 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.

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

91-97

69-92

64-91

Special magical ability and roll again4

98-100

93-100

92-100

Special psionic ability and roll again5

1This price is for 50 arrows, crossbow bolts, or sling bullets.
2A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
3See Table: Specific Weapons.
4See Table: Magic Melee Weapon Special Abilities for melee weapons or Table: Magic Ranged Weapon Special Abilities for ranged weapons.
5See Table: Psionic Melee Weapon Special Abilities for melee weapons or Table: Psionic Ranged Weapon Special Abilities for ranged weapons.

d%

Weapon Type

01-70

Common melee weapon

71-80

Uncommon weapon

81-100

Common ranged weapon

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

1Add to enhancement bonus on Table: Weapons to determine total market price.
2Masterwork 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.

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

+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, light

+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

1Add to enhancement bonus on Table: Weapons to determine total market price.
2Masterwork 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.

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

1Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

Magic Weapon Special Abilities

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.

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

 

xx-xx

xx-xx

Bloodletting

+2 bonus

 

76-78

47-49

Disruption3

+2 bonus

 

79-81

50-54

Flaming

+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

 

xx-xx

xx-xx

Wandbearing

+6,000 gp

 

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

+5 bonus

100

96-100

91-100

Roll again twice4

1Add to enhancement bonus on Table: Weapons to determine total market price.
2Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
3Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4Reroll 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.

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

 

xx-xx

xx-xx

Bloodletting

+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

 

 

xx-xx

Expansion

+4 bonus

100

96-100

91-100

Roll again twice2

1Add to enhancement bonus on Table: Weapons to determine total market price.
2Reroll 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.

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

 

 

Masterwork Cold Iron Longsword

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 the Planes

22,310 gp

 

87-91

25-31

Sword of Subtlety

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

Weapon Ability Descriptions

Anarchic

An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.

Moderate evocation [chaotic]; CL 7th; Prerequisites: Craft Magic Arms and Armor, Chaos Hammer, creator must be chaotic; Price +2 bonus


Axiomatic

An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.

Moderate evocation [lawful]; CL 7th; Prerequisites: Craft Magic Arms and Armor, Order’s Wrath, creator must be lawful; Price +2 bonus


Bane

A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a 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

 

 

Moderate conjuration; CL 8th; Prerequisites: Craft Magic Arms and Armor, Summon Monster I; Price +1 bonus


Bloodletting

A bloodletting weapon deals 1 additional point of damage per round. Each successful hit on an enemy increases this damage by an additional point. Creatures immune to critical hits (such as plants and constructs) are immune to the extra damage dealt by a bloodletting weapon.

Magical healing of the same amount or more than the current amount of bleeding damage will stem the bleeding and prevent further damage. This type of healing does not prevent the creature from taking bleeding damage from subsequent hits, however.

This weapon enhancement can only be added to slashing or piercing weapons. Bows and crossbows bestow the extra damage upon their ammunition.

Moderate evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Mage’s Sword; Price +2 bonus


Brilliant Energy

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Strong transmutation; CL 16th; Prerequisites: Craft Magic Arms and Armor, Gaseous Form, Continual Flame; Price +4 bonus


Dancing

As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.

Strong transmutation; CL 15th; Prerequisites: Craft Magic Arms and Armor, Animate Objects; Price +4 bonus


Defending

A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Moderate abjuration; CL 8th; Prerequisites: Craft Magic Arms and Armor, Shield or Shield of Faith; Price +1 bonus


Disruption

A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)

Strong conjuration; CL 14th; Prerequisites: Craft Magic Arms and Armor, Heal; Price +2 bonus


Distance

This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.

Moderate divination; CL 6th; Prerequisites: Craft Magic Arms and Armor, Clairaudience/Clairvoyance; Price +1 bonus


Expansion

This property can only be placed on a ranged weapon. Projectiles fired from a weapon of expansion are treated as three size categories larger for the purpose of damage dealt.

Original Damage

New Damage

1

1d4

1d2

1d6

1d3

1d8

1d4

2d6

1d6

3d6

1d8

3d8

1d10

4d6

1d12

6d6

Strong transmutation; CL 15th; Prerequisites: Craft Magic Arms and Armor, Polymorph Any Object; Price +4 bonus


Flaming Burst

A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Strong evocation; CL 12th; Prerequisites: Craft Magic Arms and Armor, Flame Blade, Flame Strike, or Fireball; Price +2 bonus


Flaming

Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Moderate evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Flame Blade, Flame Strike, or Fireball; Price +1 bonus


Frost

Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Moderate evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor, Chill Metal or Ice Storm; Price +1 bonus


Ghost Touch

A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Moderate conjuration; CL 9th; Prerequisites: Craft Magic Arms and Armor, Plane Shift; Price +1 bonus


Holy

A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.

Moderate evocation [good]; CL 7th; Prerequisites: Craft Magic Arms and Armor, Holy Smite, creator must be good; Price +2 bonus


Icy Burst

An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.

Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Moderate evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Chill Metal or Ice Storm; Price +2 bonus


Keen

This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Keen Edge spell or the Improved Critical feat).

Moderate transmutation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Keen Edge; Price +1 bonus


Ki Focus

The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.

Moderate transmutation; CL 8th; Prerequisites: Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus


Merciful

The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.

Faint conjuration; CL 5th; Prerequisites: Craft Magic Arms and Armor, Cure Light Wounds; Price +1 bonus


Mighty Cleaving

A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.

Moderate evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor, Divine Power; Price +1 bonus


Returning

This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).

Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

Moderate transmutation; CL 7th; Prerequisites: Craft Magic Arms and Armor, Telekinesis; Price +1 bonus


Seeking

Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)

Strong divination; CL 12th; Prerequisites: Craft Magic Arms and Armor, True Seeing; Price +1 bonus


Shock

Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Moderate evocation; CL 8th; Prerequisites: Craft Magic Arms and Armor, Call Lightning or Lightning Bolt; Price +1 bonus


Shocking Burst

A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of electricity damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.

Moderate evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Call Lightning or Lightning Bolt; Price +2 bonus


Speed

When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a Haste spell.)

Moderate transmutation; CL 7th; Prerequisites: Craft Magic Arms and Armor, Haste; Price +3 bonus


Spell Storing

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Strong evocation (plus aura of stored spell); CL 12th; Prerequisites: Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus


Throwing

This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

Faint transmutation; CL 5th; Prerequisites: Craft Magic Arms and Armor, Magic Stone; Price +1 bonus


Thundering

A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Faint necromancy; CL 5th; Prerequisites: Craft Magic Arms and Armor, Blindness/Deafness; Price +1 bonus


Unholy

An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including Restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.

Moderate evocation [evil]; CL 7th; Prerequisites: Craft Magic Arms and Armor, Unholy Blight, creator must be evil; Price +2 bonus


Vicious

When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Prerequisites: Craft Magic Arms and Armor, Enervation; Price +1 bonus


Vorpal

This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Strong necromancy and transmutation; CL 18th; Prerequisites: Craft Magic Arms and Armor, Circle of Death, Keen Edge; Price +5 bonus


Wandbearing

A weapon built with this enhancement has a thin hollow area sized to fit a wand. The wielder or wearer of such an item is considered to be holding the wand when he is wielding the weapon, and can use the wand normally. Removing or stowing a wand in a weapon with the Wand Bearing property is a move action.

CL 9th; Prerequisites: Craft Magic Arms and Armor, Secret Chest; Price +6,000 gp


Wounding

A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Moderate evocation; CL 10th; Prerequisites: Craft Magic Arms and Armor, Mage’s Sword; Price +2 bonus