System Reference Document v3.5



Epic Magic Items

While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. Epic magic items are objects of great power and value. The following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

  • Grants a bonus on attacks or damage greater than +5.
  • Grants an enhancement bonus to armor higher than +5.
  • Has a special ability with a market price modifier greater than +5.
  • Grants an armor bonus of greater than +10 (not including magic armor’s enhancement bonus).
  • Grants a natural armor, deflection, or resistance bonus greater than +5.
  • Grants an enhancement bonus to an ability score greater than +6.
  • Grants an enhancement bonus on a skill check greater than +30.
  • Mimics a spell of an effective level higher than 9th.
  • Has a caster level above 20th.
  • Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items.

An epic magic item that grants a bonus beyond those allowed for normal magic items has a higher market price than indicated by the formulas for non-epic items.

Epic magic items are not artifacts. They are not unique, though they are certainly very rare, and anyone with the proper item creation feats can build them. Even an epic magic item can never grant a dodge bonus, and the maximum inherent bonus that can be applied to an ability score is +5. An epic magic item cannot be created that uses or mimics an epic spell. A major artifact might be able to mimic such a spell, however.

CREATING EPIC MAGIC ITEMS
The process of creating an epic magic item is very similar to creating a nonepic magic item. However, certain important differences exist.
CASTER LEVEL
Spells with an effective level of 10th or higher are possible at epic levels. Because these spell slots aren’t automatically gained at a particular level like 0- to 9th-level spells are, they don’t have a minimum caster level. For this reason, the minimum caster level for any spell of 10th level or higher is set at 11 + spell level.
PREREQUISITES
In addition to the materials and tools required for nonepic magic items, any epic magic item requires at least two item creation feats: the epic and nonepic version.
MARKET PRICE
Use the guidelines for nonepic magic items to determine the market price of an epic magic item, with one addition: If the item gives a bonus beyond the limit allowed in for normal, nonepic magic items, multiply the portion of the market price derived from that characteristic by 10. Some epic characteristics, such as caster level, don’t trigger this multiplier.
EXPERIENCE POINT COST
The experience point cost to create an epic magic item is determined differently than for a normal magic item. For all epic magic items other than scrolls, divide the market price by 100, then add 10,000 XP to the result. The final number is the experience point cost to create the item.
For epic scrolls, divide the market price by 25 (as normal for creating a nonepic scroll), then add 1,000 XP to the result. The final number is the experience point cost to create the epic scroll.
MAGIC ITEM DESCRIPTIONS
In the following sections, each general type of magic item, such as armor or scrolls, has an overall description, followed by descriptions of specific items, if any. Each magic item description and table follows the same format used for nonepic magic items. Specific exceptions are noted as necessary.

ARMOR

Except when otherwise stated, epic magic armor and shields follow the rules for nonepic magic armor and shields.

There is no limit to the enhancement bonus of epic magic armor or shields, to the market price modifier of epic magic armor or shield special abilities, or to the total enhancement bonus and market price modifier of epic magic armor or shields.

EPIC ARMOR AND SHIELD BASE PRICE
To find the base price of an epic suit of magic armor or an epic magic shield, roll on Table: Armor and Shields. Note that the +6 to +10 rows apply only to armor and shields that provide an enhancement bonus of +6 to +10 or armor and shields with a single special ability whose market price modifier is +6 to +10. Magic armor and shields 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 armor to determine price.

Table: Armor and Shields
d%
Enhancement Bonus
Base Price
01
+1 shield11,000 gp
02
+1 armor21,000 gp
03
+2 shield14,000 gp
04
+2 armor24,000 gp
05-06
+3 shield19,000 gp
07-08
+3 armor29,000 gp
09-12
+4 shield116,000 gp
13-16
+4 armor216,000 gp
17-21
+5 shield125,000 gp
22-26
+5 armor225,000 gp
27-30
+6 armor360,000 gp
31-34
+6 shield
360,000 gp
35-38
+7 armor
490,000 gp
39-42
+7 shield
490,000 gp
43-45
+8 armor
640,000 gp
46-48
+8 shield
640,000 gp
49-50
+9 armor
810,000 gp
51-52
+9 shield
810,000 gp
53-54
+10 shield
1,000,000 gp
55-56
+10 armor
1,000,000 gp
57-62Specific armor or shield3
63-75Armor with special ability and roll again4    
76-98Shield with special ability and roll again4  
99Epic shield5
100
Epic armor5
1 Roll also on nonepic magic item Table: Shield Special Abilities.    
2 Roll also on nonepic magic item Table: Armor Special Abilities.    
3 Roll on Table: Specific Epic Magic Armor and Shields.    
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.    
5 Roll on Table: Epic Armor and Shields.    

Table: Random Shield Type
d% Shield Shield Cost1
01–10Buckler+165 gp
11–15Shield, light, wooden2+153 gp
16–20Shield, light, steel3+159 gp
21–30Shield, heavy, wooden2+157 gp
31–95Shield, heavy, steel3+170 gp
96–100Shield, tower2+180 gp
All magic shields are masterwork shields (with an armor check penalty 1 lower than normal).    
1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.    
2 Roll d% to determine material: 01-70 wood; 71-99 dark-wood; 100 other. Adjust price accordingly.    
3 Roll d% to determine material: 01-70 steel; 71-90 mithral; 91-99 adamantine; 100 other. Adjust price accordingly.

Table: Shield Special Abilities
d% Special Ability Market Price Modifier1
01-06Great invulnerability (10/magic)
+4 bonus
07-12Great invulnerability (15/magic)+5 bonus
13-19Acid warding+6 bonus
20-26Cold warding+6 bonus
27-33Fire warding+6 bonus
34-37Great invulnerability (5/epic)+6 bonus
38-43Great spell resistance (SR 21)+6 bonus
44-46Infinite arrow deflection
+6 bonus
47-53Lightning warding+6 bonus
54-60Sonic warding+6 bonus
61-63Great invulnerability (10/epic)+7 bonus
64-68Great spell resistance (SR 23)+7 bonus
69-71Exceptional arrow deflection+8 bonus
72-75Great spell resistance (SR 25)+8 bonus
76-78Great spell resistance (SR 27)+9 bonus
79Great reflection+10 bonus
80-87
Roll on nonepic magic item Table: Shield Special Abilities, then roll again on this table.
88-95
Roll twice on nonepic magic item Table: Shield Special Abilities.
96-100Roll twice again2
1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.    
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Epic Armors and Shields
d%
Enhancement Bonus
Base Price
01-21+11+1,210,000 gp
22-39+12
+1,440,000 gp
40-54+13
+1,690,000 gp
55-66+14
+1,960,000 gp
67-76+15
+2,250,000 gp
77-84+16
+2,560,000 gp
85-90+17
+2,890,000 gp
91-94+18
+3,240,000 gp
95-97+19
+3,610,000 gp
98-99+20
+4,000,000 gp
100Roll again and add +10 to bonus12
1 This is cumulative if rolled multiple times.        
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x10,000 gp.

Table: Random Armor Type
d% Armor Armor Cost1
01Padded+155 gp
02Leather+160 gp
03–12Hide+165 gp
13-27
Studded leather+175 gp
28-42
Chain shirts2+250 gp
43
Scale mail2+200 gp
44
Chainmail2+300 gp
45-57
Breastplate2+350 gp
58
Splint mail2+350 gp
59
Banded mail2+400 gp
60
Half-plate2+750 gp
61-100
Full plate2+1,650 gp
All magic armor is masterwork armor (with an armor check penalty 1 lower than normal).    
1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.    
2 Roll d% to determine material: 01-70 steel; 71-90 mithral; 91-99 adamantine; 100 other. Adjust price accordingly.

Table: Armor Special Abilities
d% Special Ability Market Price Modifier1
01-06Great invulnerability (10/magic)
+4 bonus
07-11Great invulnerability (15/magic)+5 bonus
12-19Negating+5 bonus
20-26Acid warding+6 bonus
27-33Cold warding+6 bonus
34-40Fire warding+6 bonus
41-44Great invulnerability (5/epic)+6 bonus
45-50Great spell resistance (SR 21) +6 bonus
51-57Lightning warding+6 bonus
58-64Sonic warding+6 bonus
65-67Great invulnerability (10/epic)+7 bonus
68-72Great spell resistance (SR 23)       
+7 bonus
73-76Great spell resistance (SR 25)+8 bonus
77-79Great spell resistance (SR 27)+9 bonus
80-87Roll on nonepic magic item Table: Armor Special Abilities, then roll again on this table.
88-95Roll twice on nonepic magic item Table: Armor Special Abilities.
96-100Roll twice again2
1 Add to enhancement bonus on Table: Epic Armor and Shields to determine total market price.    
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.


EPIC ARMOR AND SHIELD SPECIAL ABILITY DESCRIPTIONS
Most magic armor and shields only have enhancement bonuses. Such items can also have special abilities, such as those detailed below and nonepic abilities. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Acid Warding: The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

Cold Warding: The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield, wall of force; Market Price: +8 bonus.

Fire Warding: The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

Great Invulnerability: This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 5/epic, or 10/epic, depending on the armor.
Caster Level: 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin, wish, or miracle; Market Price:+4 bonus (10/magic),+5 bonus (15/magic),+6 bonus (5/epic),+7 bonus (10/epic).

Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning; Market Price: +10 bonus.

Great Spell Resistance: This suit of armor or shield grants the wearer spell resistance. The spell resistance can be 21, 23, 25, or 27, depending on the armor.
Caster Level: 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell resistance; Market Price: +6 bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR 27).

Infinite Arrow Deflection: This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or ranged spells, can’t be deflected.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: +6 bonus.

Lightning Warding: The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

Negating: Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispelling on the weapon. (In the case of projectile weapons, the armor casts greater dispelling on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing.) No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check).
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispelling; Market Price: +5 bonus.

Sonic Warding: The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.

SPECIFIC ARMORS AND SHIELDS
d% Specific Armor or Shield Market Price
01-20Shapeshifter’s armor
400,165 gp
21-40Warlord’s breastplate416,200 gp
41-57Dragonskin armor564,550 gp
58-71Armor of the celestial battalion616,300 gp
72-82
Armor of the abyssal horde768,260 gp
83-93Antimagic armor871,500 gp
94-100Bulwark of the great dragon1,612,980 gp

Antimagic Armor: This +1 negating full plate armor of invulnerability is crafted of adamantine (and thus has damage reduction 3/-). The armor provides a -5 penalty on dispel checks made against it or its wearer.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispelling, stoneskin, wish or miracle; Market Price: 871,500 gp; Cost to Create: 436,500 gp + 18,700 XP.

Armor of the Abyssal Horde: This+6 full plate armor’s clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 23). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be evil, energy drain; Market Price: 768,260 gp; Cost to Create: 385,260 gp + 17,660 XP.

Armor of the Celestial Battalion: This+7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be good, magic circle against evil; Market Price: 616,300 gp; Cost to Create: 308,300 gp + 16,160 XP.

Bulwark of the Great Dragon: This +6 heavy shield bears the image of a dragon’s head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage. In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. To determine what type of dragon shield is found, roll d% and consult the following table:

d% Color Breath
01-10Black
Line of acid
11-20BlueLine of lightning
21-30BrassLine of fire
31-40BronzeLine of lightning
41-50CopperLine of acid
51-60GoldCone of fire
61-70GreenCone of corrosive (acid) gas
71-80RedCone of fire
81-90SilverCone of cold
91-100WhiteCone of cold

Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128 XP.

Dragonskin Armor: This+5 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer’s command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Roll d% on the following table to determine the color and immunity.

d% Color Immunity
01-10Black
Acid
11-20BlueLightning
21-30BrassFire
31-40BronzeLightning
41-50CopperAcid
51-60GoldFire
61-70GreenAcid
71-80RedFire
81-90SilverCold
91-100WhiteCold

The wearer of the armor takes a -4 circumstance penalty on Diplomacy checks with dragons, but gains a +4 circumstance bonus on Intimidate checks against dragons.
Caster Level: 24th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy, shapechange; Market Price: 564,550 gp; Cost to Create: 283,250 gp + 15,629 XP.

Shapeshifter’s Armor: This suit of +6 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph, shapechange, wild shape, or similar abilities).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shapechange or wild shape ability; Market Price: 400,165 gp; Cost to Create: 200,165 gp + 14,000 XP.

Warlord’s Breastplate: This +6 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +4 enhancement bonus to Charisma and allows the wearer to attract and lead a number of followers as if he or she had the Leadership feat (though this power doesn’t allow the wearer to attract a cohort). If the wearer already has the Leadership feat, this armor has no cumulative effect on his or her followers.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm monster, sympathy; Market Price: 416,200 gp; Cost to Create: 210,200 gp + 14,120 XP.

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.

Table: Weapons
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
+50,000 gp
21-28+5
+32,000 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
57-61Specific weapon2

62-80Melee weapon with special ability and roll again3
81-99Ranged weapon with special ability and roll again3
100Roll on Table: Epic Weapons
1 This price is for 50 arrows, crossbow bolts, or sling bullets.    
2 See Table: Specific Weapons.    
3 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

Table: Epic 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
100Roll again and add +10 to bonus12
1This is cumulative if rolled multiple times.    
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp.

Table: Ranged Weapons
d% Weapon Weapon Cost1
01–10Ammunition (roll again):

01–50 Arrows (50)+350 gp

51–80 Bolts, crossbow (50)+350 gp

81–100 Bullets, sling (50)+350 gp
11–15Axe, throwing+308 gp
16–25Crossbow, heavy+350 gp
26–35Crossbow, light+335 gp
36–39Dart+300 gp 5 sp
40–41Javelin+301 gp
42–46Shortbow+330 gp
47–51Shortbow, composite (+0 Str bonus)+375 gp
52–56Shortbow, composite (+1 Str bonus)+450 gp
57–61Shortbow, composite (+2 Str bonus)+525 gp
62–65Sling+300 gp
66–75Longbow+375 gp
76–80Longbow, composite+400 gp
81–85Longbow, composite (+1 Str bonus)+500 gp
86–90Longbow, composite (+2 Str bonus)+600 gp
91–95Longbow, composite (+3 Str bonus)+700 gp
96–100Longbow, composite (+4 Str bonus)+800 gp
All magic weapons are masterwork weapons.
1 Add to enhancement bonus on Table: Weapons to determine total market price.



Table: Weapon Type Determination
d% Weapon Type
01–70Roll on Table: Common Melee Weapon
71–80Roll on Table: Uncommon Melee Weapons
81–100Roll on Table: Ranged Weapons

Table: Common Melee Weapons
d% Weapon1 Weapon Cost2
01–04Dagger+302 gp
05–14Greataxe+320 gp
15–24Greatsword+350 gp
25–28Kama+302 gp
29–41Longsword+315 gp
42–45Mace, light+305 gp
46–50Mace, heavy+312 gp
51–54Nunchaku+302 gp
55–57Quarterstaff3+600 gp
58–61Rapier+320 gp
62–66Scimitar+315 gp
67–70Shortspear+302 gp
71–74Siangham+303 gp
75–84Sword, bastard+335 gp
85–89Sword, short+310 gp
90–100Waraxe, dwarven+330 gp
All magic weapons are masterwork weapons.    
1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly.    
2 Add to enhancement bonus on Table: Weapons to determine total market price.    
3 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 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.

Table: Uncommon Melee Weapons
d% Weapon1 Weapon Cost2
01–03Axe, orc double3+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire3+690 gp
27–31Flail, heavy+315 gp
32–35Flail, light+308 gp
36–37Gauntlet+302 gp
38–39Gauntlet, spiked+305 gp
40–41Glaive+308 gp
42–43Greatclub+305 gp
44–45Guisarme+309 gp
46–48Halberd+310 gp
49–51Halfspear+301 gp
52–54Hammer, gnome hooked3+620 gp
55–56Hammer, light+301 gp
57–58Handaxe+306 gp
59–61Kukri+308 gp
62–64Lance+310 gp
65–67Longspear+305 gp
68–70Morningstar+308 gp
71–72Net+320 gp
73–74Pick, heavy+308 gp
75–76Pick, light+304 gp
77–78Ranseur+310 gp
79–80Sap+301 gp
81–82Scythe+318 gp
83–84Shuriken+301 gp
85–86Sickle+306 gp
87–89Sword, two-bladed3+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven3+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
All magic weapons are masterwork weapons.    
1 For weapons normally made of steel, roll d% to determine material: 01-85 steel; 86-99 adamantine; 100 other. Adjust price accordingly.    
2 Add to enhancement bonus on Table: Weapons to determine total market price.    
3 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 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.



Table: Melee Weapon Special Abilities
d% Special Ability Market Price Modifier1
01-08Acidic blast
+6 bonus
09-16Fiery blast
+6 bonus
17-24Icy blast+6 bonus
25-32Lightning blast+6 bonus
33-40Mighty disruption+6 bonus
41-48Sonic blast+6 bonus
49-56Dread+7 bonus
57-61Anarchic power+8 bonus
62-66Everdancing+8 bonus
67-71Holy power+8 bonus
72-76Axiomatic power+8 bonus
77-81Unholy power+8 bonus
82-89Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table.
90-97Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98-100Roll twice again2
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price.    
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.    


Table: Specific Weapons
d% Specific Weapon
Market Price
01-18Stormbrand
235,350 gp
19-33Quarterstaff of alacrity462,600 gp
34-48Souldrinker478,335 gp
49-60
Backstabber770,310 gp
61-68Mace of ruin1,000,312 gp
69-72Gripsoul1,856,500 gp
73-78Elven greatbow2,900,400 gp
79-64Finaldeath3,580,308 gp
85-90Chaosbringer4,025,350 gp
91-94Holy devastator4,620,315 gp
95-98Unholy despoiler4,620,315 gp
99-100Everwhirling chain5,220,325 gp


Table: Ranged Weapon Special Abilities
d% Special Ability Market Price Modifier1
01-08Acidic blast
+6 bonus
09-16Fiery blast
+6 bonus
17-24Icy blast+6 bonus
25-32Lightning blast+6 bonus
33-40Mighty disruption+6 bonus
41-48Sonic blast+6 bonus
49-56Dread+7 bonus
57-61Anarchic power+8 bonus
62-66Everdancing+8 bonus
67-71Holy power+8 bonus
72-76Axiomatic power+8 bonus
77-81Unholy power+8 bonus
82-89Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table.
90-97Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98-100Roll twice again2
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price.    
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.    



EPIC WEAPON SPECIAL ABILITY DESCRIPTIONS
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.

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 x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog; Market 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 x3, or +12d6 and four negative levels if the critical multiplier is x4). 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.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos; Market 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 x3, or +12d6 and four negative levels if the critical multiplier is x4). 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.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum; Market Price: +8 bonus.

Distant Shot: A distant shot weapon can be used against any target within line of sight at no penalty for range.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location; Market 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.
Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Market Price: +7 bonus.

d% Designated Foed%Designated Foe
01–05Aberrations58–60Humanoids, orc
06–09Animals61–65Magical beasts
10–16Constructs66–70Monstrous humanoids
17–22Dragons71–72Oozes
23–27Elementals73
Outsiders, air
28–32Fey74-76
Outsiders, chaotic
33–39Giants77
Outsiders, earth
40Humanoids, aquatic78-80
Outsiders, evil
41–42Humanoids, dwarf81
Outsiders, fire
43–44Humanoids, elf82-84
Outsiders, good
45Humanoids, gnoll85-87
Outsiders, lawful
46Humanoids, gnome88
Outsiders, water
47–49Humanoids, goblinoid89-90
Plants
50Humanoids, halfling91-98
Undead
51–54Humanoids, human99-100
Vermin
55–57Humanoids, reptilian

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).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects; Market 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 x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Market 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 x3, or +12d6 and four negative levels if the critical multiplier is x4). 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.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word; Market 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 x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Market 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 x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Market 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.)
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true resurrection; Market 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 x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout; Market 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.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades; Market 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).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true seeing; Market 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 x3, or +12d6 and four negative levels if the critical multiplier is x4). 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.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word; Market Price: +8 bonus.

SPECIFIC WEAPONS

Backstabber: This +6 short sword adds +2d6 to the wielder’s sneak attack damage. If the wielder does not have the sneak attack ability, this weapon does not grant it.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict moderate wounds; Market Price: 770,310 gp; Cost to Create: 385,310 gp + 17,700 XP.

Chaosbringer: This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian’s rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass charm monster; Market Price: 4,025,350 gp; Cost to Create: 2,012,850 gp + 50,250 XP.

Elven Greatbow: In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +5 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder’s current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, bull’s strength, keen edge, true seeing; Market Price: 2,900,400 gp; Cost to Create: 1,450,400 gp + 39,400 XP.

Everwhirling Chain: This +4 defending everdancing spiked chain of speed continuously twitches in its wielder’s hands. The wielder of the everwhirling chain can use it to make any number of attacks of opportunity per round (as if he or she had the Improved Combat Reflexes feat).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects, haste, shield (or shield of faith); Market Price: 5,220,325 gp; Cost to Create: 2,610,325 gp + 52,200 XP.

Finaldeath: This +5 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, he or she gains the Positive Energy Aura feat.
Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, death ward, plane shift, summon monster IX, creator must be able to turn undead; Market Price: 3,580,308 gp; Cost to Create: 1,790,308 gp + 45,800 XP.

Gripsoul: Gripsoul is a +6 keen long-sword, but instead of dealing additional damage on a critical hit, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 30). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. Only one creature can be so held, but the wielder can release the bound soul at any time with a command word.
Caster Level: 27th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding; Market Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP.

Holy Devastator: In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder’s saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura, holy smite, holy word; Market Price: 4,620,315 gp; Cost to Create: 2,310,315 gp + 56,200 XP.

Mace of Ruin: This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP.

Quarterstaff of Alacrity: Both ends of this +5 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: 462,600 gp; Cost to Create: 231,600 gp + 14,620 XP.

Souldrinker: This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword’s power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.

Stormbrand: This +4 thundering shocking burst greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/ deafness, call lightning or lightning bolt, control winds, fly, protection from energy; Market Price: 235,350 gp; Cost to Create: 117,850 gp + 12,350 XP.

Unholy Despoiler: In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder’s saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy, unholy aura, unholy blight; Market Price: 4,650,315 gp; Cost to Create: 2,325,315 gp + 56,500 XP.







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