Armor Weapons Rods Wondrous Items Artifacts

As magic items go, magic weapons are a staple of all campaigns. Magic weapons have enhancement bonuses that apply 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, such as the ability to flame or the ability to attack on their own. Special abilities count as additional bonuses for determining the market vaule of the item, but do not modify attack or damage bonuses (except where specifically noted). A weapon with a special ability must have at least a +1 enhancement bonus.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.
Bow of the Gods: This +5 darkwood composite longbow has the distant shot and unerring accuracy abilities. Its pull always matches its wielder's Strength bonus.
Overwhelming divination; CL 25th; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location, true seeing; Price 5,800,430 gp; Cost 2,900,430 gp + 68,000 XP; Weight 1 lb.
Prismatic Arrow: Graced with a cold iron head, this +1 arrow of brilliant energy explodes in a burst of light upon impact, equivalent to an 18th-level intensified prismatic spray. Only the target is affected by the prismatic spray, otherwise behaving as the spell (DC 37).
Overwhelming evocation; CL 36th; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Improved Heighten Spell, Intensify Spell, continual flame, gaseous form, prismatic spray; Price 23,508 gp; Cost 11,758 g sp + 435 XP.
Thunder Kiss: Wreathed in black lightning and radiating with necrotic power, this +5 unholy shocking burst spiked chain is a vile weapon of darkness. Enemies killed by this weapon may rise up as a zombie under the weapon's control. Up to 42 HD of undead can be created and controlled, and they follow the orders of the weapon's wielder. These undead don't count toward the wielder's limit of controlled undead.
Overwhelming necromancy; CL 21st; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate dead, call lightning or lightning bolt, unholy blight; Price 290,825 gp; Cost 146,825 gp + 12,880 XP; Weight 10 lb.
Winter's Chill: This +5 cold iron frost scythe is cool to the touch and appears to be wreathed in an icy mist. Along with its afformentioned abilities the scythe sheathes the wielder in warmth, granting him cold resistance 30. The weapon also doubles as a staff, allowing use of the following spells:
  • Circle of death (heightened to 8th level) (3 charges)
  • Freezing sphere (heightened to 8th level) (1 charge)
  • Ice storm (1 charge)
After all charges are used up from the staff, it remains a +5 cold iron scythe with no special abilities.
Strong evocation; CL 15th; Craft Magic Arms and Armor, Craft Staff, Heighten Spell, circle of death, freezing sphere, ice storm; Price 208,336 gp; Cost 108,336 gp + 8,320 XP; Weight 10 lb.