Magic Items Weapons

"Sigurd prüft das schwert Gram" (1901) by Johannes Gehrts.Date Published in 1901.
“Sigurd prüft das schwert Gram” (1901) by Johannes Gehrts.Date Published in 1901.

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
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
+6 2 72,000 gp
+7 2 98,000 gp
+8 2 128,000 gp
+9 2 162,000 gp
+10 2 200,000 gp
86-90 63-68 50-63 Specific weapon 3
91-100 69-100 64-100 Special ability and roll again 4
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

 

Weapon Type Determination
d% Weapon Type
01-70 Common melee weapon
65-75 Uncommon weapon
76-80 Rare melee weapon
81-95 Common ranged weapon
100 Uncommon ranged weapon

 

Common Melee Weapons
d% Weapon Weapon Cost 1
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
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 masterwork 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.

 

Uncommon Melee Weapons
d% Weapon Weapon Cost 1
01-03 Axe,double 2 +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, dire 2 +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 hooked 2 +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-bladed 2 +700 gp
90-91 Trident +315 gp
92-94 Urgrosh, dwarven2 +650 gp
95-97 Warhammer +312 gp
98-100 Whip +301 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 masterwork 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.

 

Rare Weapons
d% Weapon Weapon Cost 1
01-03 Stake, Wooden
04-07 Iron Nails 325 gp
08-10 Iron Teeth (bite) 325 gp
11-12 Battle Aspergillum 305 gp
13-16 Brass Knife 302 gp
17-19 Brass Knuckles 301 gp
20-21 Cestus 305 gp
22-23 Hook Hand 310 gp
24-26 Stiletto 304 gp
27-31 Club Mere 302 gp
32-33 Bayonet 305 gp
34 Spear, Boar 305 gp
35 Pike, boarding 308 gp
36 Axe, boarding 306 gp
37 Axe throwing 308 gp
38 Blade Boot 325 gp
39 Knife, Switchblade 305 gp
40 Gladius 315 gp
41 Rondel 308 gp
42 Starknife 324 gp
43 War Razor 308 gp
44 Whip, Cat-o’-nine-tails 301 gp
45 Scizore 320 gp
46 Cutlass 315 gp
47 Side-sword 313 gp
48 Flail, sprinkling 312 gp
49 Longflail 325 gp
50 Spatha 310 gp
51 Spear, Dory 310 gp
52 Sword cane 345 gp
53 Terbutje (Macuahuitl) 35 gp
54 Terbutje, steel 320 gp
55 Bardiche 313 gp
56 Bec de Corbin 315 gp
57 Bill 311 gp
58 Glaive-Guisarme 312 gp
59 Hammer, Lucerne 315 gp
60 Lance, blunt 308 gp
61 Lance, barbed 314 gp
62 Maul 345 gp
63 Military Fork 315 gp
64 Pickaxe 314 gp
65 Spear, syringe 3100 gp
66 Aklys 35 gp
67 Axe, knuckle 39 gp
68 Battle poi 35 gp
69 Chaindisc 325 gp
70 Combat Cloth 305 gp
71 Sica 310 gp
72 Dagger, swordbreaker 310 gp
73 Dirk 310 gp
74 Flying Talon 315 gp
75 Knife, butterfly 305 gp
76 Katar, tri-bladed 306 gp
77 Quadrens 308 gp
78 Sai 301 gp
79 Axe, hooked 320 gp
80 Bladechain 340 gp
81 Falcata 318 gp
82 Khopesh 320 gp
83 Kopis
365 gp
84 Magnet Chain 500 gp
85 Saw Flail 350 gp
86 Shotel 330 gp
87 Waraxe, dwarven double 360 gp
88 Boarding gaff 308 gp
89 Shield Halberd 450 gp
90 Claymore 375 gp
91 Fauchard 314 gp
92 Flail Dire 390 gp
93 Flambard 350 gp
94 Garrote 303 gp
95 Hammer Gnome Hooked 320 gp
96 Lance, Dire 320 gp
97 Mancatcher 315 gp
98 Ripsaw glaive 330 gp
99 Scimitar Two-Bladed 400 gp
100 Scythe Two-Bladed 420 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 masterwork 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.

 

Common Ranged 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 Strength bonus) +375 gp
52-56 Shortbow, composite (+1 Strength bonus) +450 gp
57-61 Shortbow, composite (+2 Strength bonus) +525 gp
62-65 sling +300 gp
66-75 longbow +375 gp
76-80 Longbow, composite +400 gp
81-85 Longbow, composite (+1 Strength bonus) +500 gp
86-90 Longbow, composite (+2 Strength bonus) +600 gp
91-95 Longbow, composite (+3 Strength bonus) +700 gp
96-100 Longbow, composite (+4 Strength bonus) +800 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

 

Rare Ranged Weapons
d% Weapon Weapon
Cost1
01-10 Ammunition (roll again)
11-15 Bullet(s) Sling, smoke (10) 1 gp
16-20 Bolt Crossbow(s), acid (1) 40 gp
21-25 Bolt Crossbow(s), Drow poison (1) 100 gp
26-30 Bolt Crossbow (s), fire (1) 50 gp
31-35 Bullet(s), groaning (10) 2 gp
36-40 Dart(s), blowgun (10) 5 sp
41-45 Arrow(s), Blunt (20) 2 gp
46-50 Arrow, Durable (1) 1 gp
51-55 Arrow, Dye (1) 1 gp
56-60 Arrow, Flight (20) 2 gp
61-65 Arrow, Lodestone (1) 10 gp
66-70 Arrows Merciless (10) 50 gp
71-75 Arrow, Pheromone (1) 15 gp
76-80 Arrow, Raining (1) 30 gp
81-85 Arrow, Slow Burn (1) 150 gp
86-90 Arrow, Smoke(1) 10 gp
91-92 Arrow, Splintercloud (1) 25 gp
93-94 Arrow, Tangleshot (1) 20 gp
95-96 Arrow(s), Whistling (20) 2 gp
97-98 Little starstones (10) 5 cp
99-00 Sharpstones (10) 1 gp
11-15 Blowgun 2 gp
16-17 Needlestorm 300 gp
18-19 Arbalest 100 gp
20-21 Amentum
22-25 Chakram 1 gp
26-35 Hunga munga 4 gp
36-39 Longbow 75 gp
40-41 Longbow, Composite 100 gp
42-46 Pilum 5 gp
47-51 Shortbow 30 gp
52-56 Shortbow composite 75 gp
57-61 Bolas 5 gp
62-65 Boomerang 3 gp
66-75 Crossbow, double 300 gp
76-80 Crossbow Hand 100 gp
81-85 Crossbow Repeating heavy 400 gp
86-87 Crossbow, launching 75 gp
88-89 Crossbow Repeating light 250 gp
90 Harpbow 500 gp
91 Lasso 1 sp
92-93 Luna Blade 300 gp
94-95 Net 20 gp
96 Net Bolas 70 gp
97-99 Shuriken (5) 1 gp
100 Sling glove 5 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

Magic Weapon Special Ability Descriptions

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.

Melee Weapon Special Abilities
Minor Medium Major Special Ability Base Price
Modifier 1
01-05 01-03 01 Bane Weapon +1 bonus
06-07 04 02 Biting Weapon +1 bonus
08 05 03 Blessed Weapon +1 bonus
09 06 04 Bloodfeeding Weapon +1 bonus
10 07 05 Cursespewing Weapon +1 bonus
11-17 08-12 Defending Weapon +1 bonus
18-19 10-11 06 Demon Bane Weapon  +1 bonus
20-21 12-13 07 Disfiguring Weapon +1 bonus
22-23 14-15 08 Dripping Weapon +1 bonus
24-25 16-17 09 Enfeebling Weapon +1 bonus
26-31 18-21 10 Flaming Weapon +1 bonus
32-37 22-23 11 Frost Weapon +1 bonus
38-41 24-25 12 Ghost Touch Weapon +1 bonus
42-47 26-27 13 Keen Weapon 2 +1 bonus
48-56 -32 14 Ki Focus Weapon +1 bonus
57-67 33-37 15 Lunar/ Solar Weapon  +1 bonus
68-70 38-41 16 Masochistic Weapon +1 bonus
71-72 42-45 17 Masterslaying +1 bonus
73-75 46-48 18 Merciful Weapon +1 bonus
76-77 49-50 17 Mighty Cleaving Weapon +1 bonus
78-82 51-53 18 Razor Burst Weapon +1 bonus
83-85 54-55 19 Sadistic Weapon +1 bonus
86-87 56-57 20-21 Shock Weapon +1 bonus
88-89 58-59 22-24 Spell Storing Weapon +1 bonus
90-91 60-63 25-28 Throwing Weapon +1 bonus
92-95 64-65 29-32 Thundering Weapon +1 bonus
96-99 66-67 33-34 Vicious Weapon +1 bonus
68-69 35-36 Vile Weapon +1 bonus
70-72 37-41 Anarchic Weapon +2 bonus
73-75 42-46 Axiomatic Weapon +2 bonus
76-77 47-48 Disruption Weapon 3 +2 bonus
78 49 Dripping Splash Weapon +2 bonus
79 50-51 Flaming Burst Weapon +2 bonus
80 52-53 Fleshgrinding Weapon +2 bonus
81 54-55 Heavenly Burst Weapon +2 bonus
82 56 Hellfire Weapon +2 bonus
83 57-59 Icy Burst Weapon +2 bonus
84 60 Holy Weapon +2 bonus
85 61 Masochistic Burst Weapon +2 bonus
86 62 Paralyzing Weapon +2 bonus
87 63 Pleasurable Weapon +2 bonus
88 64 Sadistic Burst Weapon +2 bonus
89 65-67 Shocking Burst Weapon +2 bonus
90 68-69 Strength Sapping Weapon +2 bonus
91 70-71 Will Sapping Weapon +2 bonus
92 72-73 Unholy Weapon +2 bonus
93 74 Wounding Weapon +2 bonus
94 75 Banishing Weapon +3 bonus
95 76 Hellfire Burst Weapon +3 bonus
96 77-78 Humiliating Weapon +3 bonus
97 79 Marrowcrushing
Weapon
+3 bonus
98 80-82 Roaring Weapon +3 bonus
99-00 83 Speed Weapon +3 bonus
84 Brilliant Energy Weapon +4 bonus
85 Dancing Weapon +4 bonus
86 Righteous Weapon +4 bonus
87 Souldrinking Weapon +4 bonus
88 Vorpal Weapon 2 +5 bonus
89 Demon Dread Weapon  +7 bonus
90 Hellfire Blasting Weapon +7 bonus
100 96-100 91-100 Roll again twice 4
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4 Reroll 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.

 

Ranged Weapon Special Abilities
Minor Medium Major Special Ability Base Price Modifier1
01-02 01 01- Bane Weapon +1 bonus
03-04 02 02 Blessed Weapon +1 bonus
05 03 03 Bloodfeeding Weapon
06 04 04 Cursespewing Weapon
07-08 05-06 03-04 Demon Bane Weapon  +1 bonus
09-12 07-08 05-06 Disfiguring Weapon
13- 09- 07 Distance Weapon +1 bonus
24 15 08 Dripping Weapon
25 16 09-10 Enfeebling Weapon
26-40 17-28 12 Flaming Weapon +1 bonus
41-49 29-34 13-16 Frost Weapon +1 bonus
50-54 35-36 17-18 Lunar/ Solar Weapon (New) +1 bonus
55 37-40 19 Masochistic Weapon
56-60 41-42 Merciful Weapon +1 bonus
61-65 43-45 20 Returning Weapon +1 bonus
66-68 46-47 21 Sadistic Weapon
69-83 48-59 22-25 Shock Weapon +1 bonus
84-93 60-64 26-27 Seeking Weapon +1 bonus
94-99 65 28 Thundering Weapon +1 bonus
68 29 Vile Weapon +1 bonus
69-71 30-34 Anarchic Weapon +2 bonus
72-73 35-36 Axiomatic Weapon +2 bonus
74 37-38 Disruption Weapon +2 bonus
75 39 Dripping Splash Weapon
76 40-42 Flaming Burst Weapon +2 bonus
77 43 Fleshgrinding Weapon
78 44 Heavenly Burst Weapon
79 45-50 Hellfire Weapon +2 bonus
80-82 51-54 Holy Weapon +2 bonus
83-84 55-63 Icy Burst Weapon +2 bonus
85-86 64 Masochistic Burst Weapon
87 65 Pleasurable Weapon
88 66 Sadistic Burst Weapon
89 67-69 Shocking Burst Weapon +2 bonus
91 70-73 Unholy Weapon +2 bonus
91 74 Will Sapping Weapon +2 bonus
92 75-76 Hellfire Burst Weapon +3 bonus
92 77-79 Humiliating Weapon +3 bonus
93 80-81 Marrowcrushing Weapon +3 bonus
94 82-83 Roaring Weapon +3 bonus
95 84 Speed Weapon +3 bonus
85-86 Brilliant Energy Weapon +4 bonus
87 Righteous Weapon +4 bonus
88 Souldrinking Weapon +4 bonus
89 Demon Dread Weapon  +7 bonus
90 Hellfire Blasting Weapon +7 bonus
100 96-100 91-100 Roll again twice2
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Reroll 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.

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.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Specific  Weapons
Minor Medium Major Specific Weapon Market Price
01-05 Hell’s  Heart Arrow 60 gp
06-15 Sleep Arrow 132 gp
16-25 Screaming Bolt 267 gp
26-45 Silver Dagger, Masterwork 322 gp
46-54 Masterwork Cold Iron Longsword 330 gp
55-65 01-04 Arrow, Witchfinder 150 gp
65-70 05-09 Javelin of Lightning 1,500 gp
71-75 10-15 Sword of Mercy (Cursed) 1,500 gp
76-80 16-20 Slaying Arrow 2,282 gp
81-82 21-22 Spectral Arrow 2,560 gp
83-90 23-24 Adamantine Dagger 3,002 gp
91-100 25-26 Adamantine Battleaxe 3,010 gp
27-29 Sacrificial Knife 3,305 gp
30-33 Hellpiercer 4,007 gp per arrow or bolt
34-37 Slaying Arrow (greater) 4,057 gp
38 Shatterspike 4,315 gp
39 Dagger +1, Deep Sleep 5,000gp
40 Athame Witchkiller  8,000 gp
41-44 Dagger of Venom 8,302 gp
45-46 Blackguard’s  Blade 9,515 gp
47-51 Trident of Warning 10,115 gp
52-57 01-04 Assassin’s Dagger 10,302 gp
58-60 05-06 Shifter’s Sorrow 12,780 gp
62 07-08 Harrowheart 15,320 gp
63 09 Celestial Blade 18,335 gp
64-66 10-11 Trident of Fish Command 18,650 gp
67-74 12-13 Flame Tongue 20,715 gp
75-79 14-17 Luck Blade (0 wishes) 22,060 gp
80-86 18-24 Sword of Subtlety 22,310 gp
87-91 25-31 Sword of the Planes 22,315 gp
92-94 32-34 Nine Lives Stealer 23,057 gp
95 35-37 Phallus of the Engorged Satyr 23,385 gp
96-98 38-42 Sword of Life Stealing 25,715 gp
99-100 43-44 Oathbow 25,600 gp
45-46 Chain of Barriers 29,325 gp
47-48 Dark  Talon: 32,335 gp
49-51 Mace of Terror 38,552 gp
52-55 Life-Drinker 40,320 gp
56-57 Nightblade of Arvandor 44,315 gp
58-6o Sylvan Scimitar 47,315 gp
61 Blade of the Sun and Moon 50,000 gp
62 Luna’s Bow 50,000 gp
63-64 Celestial Mace 50,312 gp
67-68 Rapier of Puncturing 50,320 gp
69-73 Sun Blade 50,335 gp
74-75 Demondoom 51,512 gp
78-79 Frost Brand 54,475 gp
80-84 Dwarven Thrower 60,312 gp
85-91 Luck Blade (1 wish) 62,360 gp
92 Mace of Smiting 75,312 gp
93 Warpsword 78,350 gp
94 Dart of the Phoenix 99,400 gp
95 Bow of the Solars 100,100 gp
96 Luck Blade (2 wishes) 102,660 gp
97 Charnel Reaver 108,330 gp
98 Angelkiller 110,350 gp
99 Holy Avenger 120,630 gp
100 Luck Blade (3 wishes) 142,960 gp

 

Copyright © 2018 Fantasy Worlds