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Magical Weapons and Armor Lists

Every adventurer wants to find and/or purchase some magical weapons or armor from time to time. The problem usually come when trying to buy one and knowing its cost. Here are several simple charts to figure out the cost of your magical weapon or armor. As with everything else for sale, these are the average prices, some cities may charger more while others may charge less.

First, when it comes to a weapon, it take a specially made weapon to be enchanted, so if the magical weapon you wish to purchase is a single or two handed, you will add 300 gp to the base price of the weapon. If it is a dual weapon, add 600 gp. Similarly, light armor needs 100 gp added to its base price, medium 250 gp, and heavy is 500 gp. Shields all cost 100 gp more.

Next is the tables. I am going to use tables with % dice rolls for ease of making random items later. Remember, no item can have a modifier of more than +5 and no item can be enchanted with abilities to be above a +10 overall. Attempts to do so usually end with the item melting into nothing, and occasionally the death of the enchanter.


Weapons

Minor Medium Major Bonus Price
01-70 01-10 - +1 2000 gp
71-85 11-29 - +2 8000 gp
- 30-58 01-20 +3 18000 gp
- 59-62 21-38 +4 32000 gp
- - 39-49 +5 50000 gp
- - - +6 72000 gp
- - - +7 98000 gp
- - - +8 128000 gp
- - - +9 162000 gp
- - - +10 200000 gp
86-90 63-68 50-63 Specific Weapon -
91-100 69-100 64-100

Special Ability

Roll Again

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Armor

Minor Medium Major Bonus Price
01-60 01-05 - +1 Shield 1000 gp
61-80 06-10 - +1 Armor 1000 gp
81-85 11-20 - +2 Shield 4000 gp
86-87 21-30 - +2 Armor 4000 gp
- 31-40 01-08 +3 Shield 9000 gp
- 41-50 09-16 +3 Armor 9000 gp
- 51-55 17-27 +4 Shield 16000 gp
- 56-57 28-38 +4 Armor 16000 gp
- - 39-49 +5 Shield 25000 gp
- - 50-57 +5 Armor 25000 gp
- - - +6 36000 gp
- - - +7 49000 gp
- - - +8 64000 gp
- - - +9 81000 gp
- - - +10 100000 gp
88-89 58-60 58-60 Specific Armor -
90-91 61-63 61-63 Specific Shield -
92-100 64-100 64-100

Special Ability

Roll Again

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Special Abilities

When it comes to weapon and armor abilities, there are a wide variety of enchantments that may be applied to the item. Some of these abilities come with a direct price tag increase, while others simply move price up a notch on the above tables, (I.E. a Flaming +1 Longsword would be 8315 gp). Don't increase an item above +10, (I.E. a +5 Vorpal Longsword can have no other enchantments, but a +5 Holy Undead Bane Flaming Burst Longsword can exist).  

Weapons

 

Melee Weapons

 
Minor Medium Major Ability Price Modifier
01-08 01-06 01-03 Bane +1 Bonus
09-14 01-10 - Psychokinetic +1 Bonus
15-18 07-12 - Defending +1 Bonus
19-35 11-25 01-09 Dissipater +1 Bonus
36-45 13-19 04-06 Flaming +1 Bonus
46-50 26-30 10-12 Lucky +1 Bonus
51-37 20-26 07-09 Frost +1 Bonus
56-70 31-40 13-17 Sundering +1 Bonus
38-47 27-33 10-12 Shock +1 Bonus
71-80 41-46 18-21 Power Storing +1 Bonus
48-56 34-38 13-15 Ghost Touch +1 Bonus
57-67 39-44 - Keen1 +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
96-8 66-69 33-36 Vicious +1 Bonus
-89 70-72 37-41 Anarchic +2 Bonus
90-99 51-56 22-30 Collision +2 Bonus
- 73-75 42-46 Axiomatic +2 Bonus
- 76-78 47-49 Disruption2 +2 Bonus
- 79-81 50-54 Flaming Burst +2 Bonus
- 57-65 31-37 Mindcrusher +2 Bonus
- 82-84 55-59 Icy Burst +2 Bonus
- 66-71 38-41 Psychokinetic Burst +2 Bonus
- 85-87 60-64 Holy +2 Bonus
- 72-75 42-49 Suppression +2 Bonus
- 88-90 65-69 Shocking Burst +2 Bonus
- 76-78 50-58 Psibane +2 Bonus
- 91-93 70-74 Unholy +2 Bonus
- 79-81 59-61 Parrying +8000 gp
- 94-95 75-78 Wounding +2 Bonus
- 82-85 62-65 Manifester +16000 gp
- 86-88 66-71 Bodyfeeder +3 Bonus
- - 79-83 Speed +3 Bonus
- 89-91 72-77 Mindfeeder +3 Bonus
- 92-93 78-83 Soulbreaker +3 Bonus
- - 84-86 Brilliant Energy +4 Bonus
- - 87-88 Dancing +4 Bonus
- 94 84-86 Psychic +35000 gp
- 95 87-90 Coup de Grace +5 Bonus
- - 89-90 Vorpal1 +5 Bonus
100 96-100 91-100 Roll again Twice3 -

  1. Piercing or Slashing weapons only. Reroll if randomly generated
  2. Bludgeoning weapons only. Reroll if randomly generated.
  3. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

 

Ranged Weapons (arcane/divine)

 
Minor Medium Major Ability Price Modifier
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
- 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
100 96-100 91-100 Roll again Twice1 -
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.
 

Psionic Ranged Weapons

Minor Medium Major Ability Price Modifier
01-20 01-15 - Teleporting +1 Bonus
21-40 16-30 - Psychokinetic +1 Bonus
41-100 31-45 01-30 Collision +2 Bonus
- 46-50 31-40 Suppression +2 Bonus
- 51-66 41-65 Psychokinetic Burst +2 Bonus
- 67-74 66-69 Psibane +2 Bonus
- 75-78 70-73 Manifester +16000 gp
- 79-82 74-79 Dislocator +3 Bonus
- 83-98 80-90 Great Dislocator +4 Bonus
- - 91-97 Coup De Grace +5 Bonus
- 99-100 98-100 Roll again Twice1 -
 
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

Armor & Shields

Armor (arcane/divine)

Minor Medium Major Ability Price Modifier
01-25 01-05 01-03 Glamered +2700 gp
26-32 06-08 04 Fortification, Light +1 Bonus
33-52 09-11 - Slick +3750 gp
53-72 12-14 - Shadow +3750 gp
73-92 15-17 - Silent Moves +3750 gp
93-96 18-19 - Spell Resistance (13) +2 Bonus
97 20-29 05-07 Slick, Improved +15000 gp
98 30-39 08-10 Shadow, Improved +15000 gp
99 40-49 11-13 Silent Moves, Improved +15000 gp
- 50-54 14-16 Acid Resistance +18000 gp
- 55-59 17-19 Cold Resistance +18000 gp
- 60-64 20-22 Electricity Resistance +18000 gp
- 65-69 23-25 Fire Resistance +18000 gp
- 70-74 26-28 Sonic Resistance +18000 gp
- 75-79 29-33 Ghost Touch +3 Bonus
- 80-84 34-35 Invulnerability +3 Bonus
- 85-89 36-40 Fortification, Moderate +3 Bonus
- 90-94 41-42 Spell Resistance (15) +3 Bonus
- 95-99 43 Wild +3 Bonus
- - 44-48 Slick, Greater +33750 gp
- - 49-53 Shadow, Greater +33750 gp
- - 54-58 Silent Moves, Greater +33750 gp
- - 59-63 Acid Resistance, Improved +42000 gp
- - 64-68 Cold Resistance, Improved +42000 gp
- - 69-73 Electricity Resistance, Improved +42000 gp
- - 74-78 Fire Resistance, Improved +42000 gp
- - 79-83 Sonic Resistance, Improved +42000 gp
- - 84-88 Spell Resistance (17) +4 Bonus
- - 89 Etherealness +49000 gp
- - 90 Undead Controlling +49000 gp
- - 91-92 Fortification, Heavy +5 Bonus
- - 93-94 Spell Resistance (19) +5 Bonus
- - 95 Acid Resistance, Greater +66000 gp
- - 96 Cold Resistance, Greater +66000 gp
- - 97 Electricity Resistance, Greater +66000 gp
- - 98 Fire Resistance, Greater +66000 gp
- - 99 Sonic Resistance, Greater +66000 gp
100 100 100 Roll again Twice1 -
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

Psionic Armor

Minor Medium Major Ability Price Modification
01-30 01-07 01-03 Quickness +1 Bonus
31-74 08-30 04-05 Landing +4000 gp
75-80 31-46 06-10 Floating +4000 gp
81-96 47-55 11-20 Linked +6000 gp
97 56-66 21-30 Seeing +6000 gp
98 67-75 31-40 Power Resistance (13) +2 Bonus
99 76-83 41-50 Ectoplasmic +10800 gp
- 84-89 51-60 Gleaming +3 Bonus
- 90-94 61-70 Power Resistance (15) +3 Bonus
- 95-98 71-77 Vanishing +3 Bonus
- 99 78-83 Mindarmor +24000 gp
- - 84-89 Power Resistance (17) +4 Bonus
- - 90-94 Radiant +4 Bonus
- - 95-96 Aporter +40320 gp
- - 97-98 Power Resistance (19) +5 Bonus
- - 99 Phasing +65520 gp
100 100 100 Roll again Twice1 -
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

Shields (arcane/divine)

Minor Medium Major Ability Price Modifier
01-20 01-10 01-05 Arrow Catching +1 Bonus
21-40 11-20 06-08 Bashing +1 Bonus
41-50 21-25 09-10 Blinding +1 Bonus
51-75 26-40 11-15 Fortification, Light +1 Bonus
76-92 41-50 16-20 Arrow Deflection +2 Bonus
93-97 51-57 21-25 Animated +2 Bonus
98-99 58-59 - Spell Resistance (13) +2 Bonus
- 60-63 26-28 Acid Resistance +18000 gp
- 64-67 29-31 Cold Resistance +18000 gp
- 68-71 32-34 Electricity Resistance +18000 gp
- 72-75 35-37 Fire Resistance +18000 gp
- 76-79 38-40 Sonic Resistance +18000 gp
- 80-85 41-46 Ghost Touch +3 Bonus
- 86-95 47-56 Fortification, Moderate +3 Bonus
- 96-98 57-58 Spell Resistance (15) +3 Bonus
- 99 59 Wild +3 Bonus
- - 60-64 Acid Resistance, Improved +42000 gp
- - 65-69 Cold Resistance, Improved +42000 gp
- - 70-74 Electricity Resistance, Improved +42000 gp
- - 75-79 Fire Resistance, Improved +42000 gp
- - 80-84 Sonic Resistance, Improved +42000 gp
- - 85-86 Spell Resistance (17) +4 Bonus
- - 87 Undead Controlling +49000 gp
- - 88-91 Fortification, Heavy +5 Bonus
- - 92-93 Reflecting +5 Bonus
- - 94 Spell Resistance (19) +5 Bonus
- - 95 Acid Resistance, Greater +66000 gp
- - 96 Cold Resistance, Greater +66000 gp
- - 97 Electricity Resistance, Greater +66000 gp
- - 98 Fire Resistance, Greater +66000 gp
- - 99 Sonic Resistance, Greater +66000 gp
100 100 100 Roll again Twice1 -
 
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

Psionic Shield

Minor Medium Major Ability Price Modification
01-35 01-05 01-03 Heartening
36-60 06-10 04-05 Ranged
61-89 11-15 06-10 Linked
90-97 16-35 11-24 Power Resistance (13)
98 36-58 25-34 Manifester
99 59-72 35-44 Averter
- 72-88 45-54 Vanishing
- 89-92 55-64 Power Resistance (15)
- 93-96 65-74 Wall
- 97-98 75-81 Mindarmor
- 99 82-88 Power Resistance (17)
- - 89-93 Aporter
- - 94-96 Time Buttress
- - 97-99 Power Resistance (19)
100 100 100 Roll again Twice1 -
  1. Reroll if you get a duplicate ability, or an ability incompatible with an ability that you've already rolled, or if the extra ability puts you over the +10 limit.

Descriptions


Acid Resistance: A Suite of armor or a shield with this property normally has a dull grey appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take. Improved resistance absorbs the first 20 points of acid damage, Greater absorbs the first 30 points of acid damage.
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 lawful alignment creatures. 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 anyway (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
themselves, but freeing up both hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance and nonproficiency.
Aporter: As a standard action, a suit of aporter armor or an aporter shield transports the wearer and their equipment to any spot within 800 feet that they can visualize or specify, as the psionic dimension door power. The armor or shield can transport the wearer in this fashion twice per day.
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projected or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's increased AC bonus still applies against these weapons.) The wielder can activate or deactivate this ability with a command word.
Arrow Deflection: This shield protects the wielder as if he had a Deflect Arrows Feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as a n action. Exceptional ranged weapons, such as boulders hurled by giants or any magic bolts can't me deflected.
Averter: On command, up to three times per day, any creature to whom the wearer presents and averter shield must succeed on a DC 14 Will save or be overcome by a powerful aversion to the wielder (actually the shield), and will not approach within 30 feet. This is a mind-affecting compulsion effect.
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 chaotic alignment creatures. 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 anyway (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
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 (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the power upon their ammunition.
d% Designated Foe
01-05 Aberration
06-09 Animals
10-16 Constructs
17-22 Dragons
23-27 Fey
33-39 Giants
40 Humanoids, Aquatic
41-42 Humanoids, Dwarf
43-44 Humanoids, Elf
45 Humanoids, Gnoll
46 Humanoids, Gnome
47-49 Humanoids, Goblinoid
50 Humanoids, Halfling
51-54 Humanoids, Human
55-57 Humanoids, Reptilian
d% Designated Foe
58-60 Humanoids, Orc
61-65 Magical Beast
66-70 Monstrous Humanoids
71-72 Oozes
73 Outsiders, Air
74-76 Outsiders, Chaotic
77 Outsiders, Earth
78-80 Outsiders, Evil
81 Outsiders, Fire
82-84 Outsiders, Good
85-87 Outsiders, Lawful
88 Outsiders, Water
89-90 Plants
91-98 Undead
99-100 Vermin
 
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability).
Blinding: A shield with this ability flashes with brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Bodyfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.
Brilliant Energy: A brilliant energy weapon has its significant portion - such as its blade, axe head, or arrowhead - transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20ft radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it becaus 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.
Cold Resistance: A Suite of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take. Improved resistance absorbs the first 20 points of cold damage, Greater absorbs the first 30 points of cold damage.
Collision: Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.
Coup De Grace: Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.
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 (such as the sunder action or a heat metal spell). 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, weather they move by physical or magical means. If the wielder who loosed it has an unoccupied hand, they 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.
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 their turn before using the weapon, and the effect to AC last until their next turn.
Dislocator: The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1–100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.
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 of be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll).
Dissipater: This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.
Distance: This property can only be places on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Ectoplasmic: As a standard action, ectoplasmic armor converts itself, its wearer, and all the wearer's equipment into ectoplasmic form for up to 5 minutes once per day, as the mental power of the same name. In this semisolid state, the wearer gains damage reduction 10/psionics.
Electricity Resistance: A Suite of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electric damage per attack that the wearer would normally take. Improved resistance absorbs the first 20 points of electricity damage, Greater absorbs the first 30 points of electricity damage.
Etherealness: On command, this ability allows the wearer of the armor to become ethereal once per day. The character can remain ethereal for as long as desired, but once they return to normal, they cannot become ethereal again that day.
Fire Resistance: A Suite of armor or a shield with this property normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take. Improved resistance absorbs the first 20 points of fire damage, Greater absorbs the first 30 points of fire damage.
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.
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 critical multiplier is x3, add an extra 2d10, if the multiplier is x4, add an extra 3d10, and if the multiplier is x5, add an extra 4d10. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Floating: This kind of armor is psionically buoyant in water or a similar liquid, negating the normal penalty for wearing armor when making a swim check. Additionally, it grants a +4 circumstance bonus on swim checks.
Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Fortification Type Chance of Normal Damage Price Modification
Light 25% +1 Bonus
Moderate 75% +3 Bonus
Heavy 100% +5 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 damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Ghost Touch (Armor/ Shield): This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Ghost Touch (Weapon): A ghost touch weapon deals damages normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with a ghost touch weapon). 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.
Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Gleaming: This kind of armor is usually made of crystal, though it doesn't have to be. Gleams and flashes from the armor give the wearer and his armor a "fuzzy" appearance, granting the wearer concealment.
Great Dislocator: The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence (such as the Astral Plane, the Plane of Shadow, or even the Abyss). If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.
Heartening: This kind of shield grants the wearer up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as an immediate action at any time.
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 evil alignment creatures. It bestows one negative level to 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. The negative level never results in actual level loss, but it cannot be overcome in anyway (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
Icy Burst: A 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 fire damage from the Frost ability (see above), a icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the critical multiplier is x3, add an extra 2d10, if the multiplier is x4, add an extra 3d10, and if the multiplier is x5, add an extra 4d10. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Invulnerability: This suit of armor grants the wearer damage reduction of 5/ magic.
Keen: This ability doubles the threat range of a weapon. For instance, if its placed on a longsword (which has a normal treat range of 19-20), the keen longsword scores a threat on a 17-20. Only piercing or slashing weapons can be keen. This benefit doesn't stack with any other effect that expands the threat range of the weapon (such as the keen edge spell or the improved critical feat).
Ki Focus: the magic weapon serves as a channel for the wielder's ki, allowing them to use their special ki attacks through the weapon as if they were unarmed attacks. These attacks include the ki strike, and quivering palm, as well as the stunning fist feat. Only melee weapons can have ki focus ability.
Landing: A suit of armor with this capability allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on their feet.
Linked: This kind of armor or shield allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink mental power.
Lucky: A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.
Manifester (Shield): This kind of shield generates 3 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power's cost with power points from more than one source, so the power points in the shield must be used for discrete manifestations.
Manifester (Weapon): This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the shield must be used for discrete manifestations.
Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is non-leathal 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.
Mighty Cleaving: A mighty cleaving weapon allows the wielder with the cleave feat to make one additional cleave attempt in a round.
Mindarmor: This kind of armor or shield grants the wearer a +3 insight bonus on a Will save to resist all mind-affecting and or compulsion powers.
Mindcrusher: Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.
Mindfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A mindfeeder weapon grants its wielder temporary power points equal to the total damage dealt by a successful critical hit. These temporary power points last for 10 minutes. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.
Parrying: A parrying weapon perceives an instant into the future, and of its own accord resists melee and ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder’s Armor Class. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.
Phasing: The wearer of this kind of armor can move through wooden, plaster, or stone walls, but not other materials. The wearer can call on this special ability as a standard action. When the phasing ability is active, the wearer can pass through a wall or some other kind of appropriate object for a a total distance of 60 feet per day, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable barrier. Phasing through a wall that separates two adjacent squares on the grid counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as a distance equal to the barrier's thickness plus 5 feet; for example, phasing through a 10-foot thick stone wall counts as 15 feet of distance.
Power Resistance: This kind of armor or shield grants the wearer power resistance while it is worn. The power resistance can be 13, 15, 17, or 19, depending on the amount that was built into the armor or shield.
Power Storing: A power storing weapon allows a manifester to store a single targeted power of up to 10 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 10 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.
Psibane: A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus (so a +1 psibane longsword has a +3 enhancement bonus against psionic foes). It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This 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 while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.
Psychic: A psychic weapon’s power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder’s current power point reserve, as shown on the following table. The weapon’s enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.
Power Points Reserve Enhancement Bonus
1-4 +1
5-29 +2
30-79 +3
80-129 +4
130 or higher +5

Psychokinetic: Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Psychokinetic Burst: This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the critical multiplier is ×3, add 2d6 points of extra damage instead, if the multiplier is ×4, add 3d6 points of extra damage, and if the multiplier is ×5, add 4d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Quickness: This kind of armor increases the wearer's speed by 5 feet. Thus a character whose normal speed in armor is 20 feet moves 25 feet in armor of quickness.
Radiant: The wearer of this kind of armor gains resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The armor absorbs the first 10 points of damage dealt by any such attack, and this absorption cause it to radiate light for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60 foot radius area. If the armor absorbs more damage while it is radiating light, the newer radiant effect overlaps (doesn't stack with) the effect that was already in place. For example, if the armor absorbs 4 points of damage from one attack and another 6 points from an attack 2 rounds later, the armor radiates light for a total of 8 consecutive rounds. Likewise, if the armor absorbs 10 points of damage from one attack and another 5 points from an attack 2 rounds later, the armor radiates light for a total of 10 consecutive rounds.
Ranged: The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage, and a heavy one 1d8 points (a tower shield cannot be created with this ability). The wielder's Strength modifier and the shield's enhancement bonus add to the base damage. A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature's next turn (and is therefore ready to be used again in that turn). Catching a ranged shield when it comes back is a free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown.
Reflecting: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at is caster exactly like the spell turning spell.
Returning: this 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, of if it character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negated 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).
Shadow: This armor is jet black and blurs the wearer whenever they try to hid, granting a +5 competence bonus on Hide checks (armor check penalty still applies). Improved grants a +10 and Greater grants a +15 competence 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 electrical damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
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 shocking ability (see above), a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the critical multiplier is x3, add an extra 2d10, if the multiplier is x4, add an extra 3d10, and if the multiplier is x5, add an extra 4d10. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer's Move Silently checks (armor check penalty still applies). Improved grants a +10 and Greater grants a +15 competence bonus.
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks, (armor check penalty still applies). Improved grants a +10 and Greater grants a +15 competence bonus.
Sonic Resistance: A Suite of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take. Improved resistance absorbs the first 20 points of sonic damage, Greater absorbs the first 30 points of sonic damage.
Soulbreaker: This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.
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 appropriated to the situation. (This benefit is not cumulative with similar effects such as a haste spell).
Spell Resistance: This property grants the armor's wearer spell resistance while the armor is worn. the spell resistance can be 13, 15, 17, or 19, depending on the armor worn.
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 10 mana points 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). Cause Wounds, Contagion, Blindness, and Gold person are all common choices for the stored spell. Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell up to 10 mana points 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.
Sundering: This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Rank 2 Sunder feat.
Suppression: An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a power check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.
Teleporting: This ability can be imbedded only in weapons that can be thrown. (Reroll on Psionic Ranged Weapon Abilities if this result is indicated for an inappropriate type of ranged weapon.) A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.
Time Buttress: This kind of shield gives the wielder a chance to avoid telling blows by using time itself as a shield. Once per day, the wielder can use timeless body as though manifesting the power.
Throwing: This ability can only be places 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.
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 and extra 1d8 points of sonic damage on a successful critical hit. If the critical multiplier is x3, add an extra 2d8, if the multiplier is x4, add an extra 3d8, and if the multiplier is x5, add an extra 4d8. 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.
Undead Controlling: The wearer of a suit of armor or a shield with this property may control up to 26HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
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 good alignment creatures. It bestows 1 negative level on any good creatures 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 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.
Vanishing: On command, this suit of armor or shield renders its wearer and all the wearer's equipment invisible to the minds of others, as if he had manifested the power cloud mind. The wearer can use this ability twice per day.
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 damage to the opponent and 1d6 damage to the wielder. Only melee weapons can be vicious.
Vorpal: This potent and feared ability allows the weapon to sever the heads of those its strikes. Upon a roll of a natural 20 (followed by a x2 or greater result on the critical damage table), 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. The DM may have to make judgment calls about the sword's effect. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll).
Wall: As a standard action once per day, the wielder can drop this kind of shield at his feet and command a wall of ectoplasm (as the mental power) to come into being, with the shield as the point of origin for the effect. This effect forms a wall whose area is up to twelve 10 foot squares or a sphere or hemisphere with a radius of up to 12 feet. The wall dissipates after 7 minutes, or sooner if the wielder of the shield reclaims it (thus dismissing the effect).
Wild: The wearer of a suit of armor of a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a Wild Shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a Wild Shape, the armor cannot be seen.
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, but rather extends the number of rounds it occurs by the critical modifier. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

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