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  • 1Weapons
    • 1.18Specific Weapons
  • 2Epic Weapons

Weapons

Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Caster Level for Weapons

The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice

Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition

The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation

Fully 30% of magic weapons shed light equivalent to a lightspell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points

An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.

Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits

Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Weapons for Unusually Sized Creatures

The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities

Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.

If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Table: Weapons
MinorMediumMajorWeapon BonusBase Price1
01–7001–10+12,000 gp
71–8511–29+28,000 gp
30–5801–20+318,000 gp
59–6221–38+432,000 gp
39–49+550,000 gp
+6272,000 gp
+7298,000 gp
+82128,000 gp
+92162,000 gp
+102200,000 gp
86–9063–6850–63Specific weapon3
91–10069–10064–100Special ability and roll again4
  1. This price is for 50 arrows, crossbow bolts, or sling bullets.
  2. A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
  3. See Table: Specific Weapons.
  4. See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.
Table: Weapon Type Determination
d%Weapon Type
01–70Common melee weapon
71–80Uncommon weapon
81–100Common ranged weapon
Table: Common Melee Weapons
d%WeaponWeapon Cost1
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
55–57Quarterstaff2+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
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.
Table: Uncommon Weapons
d%WeaponWeapon Cost1
01–03Axe, orc double2+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating (heavy or light)+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire2+690 gp
27–31Flail, heavy+315 gp
32–35Flail+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
49–51Spear+301 gp
52–54Hammer, gnome hooked2+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-bladed2+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven2+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.
Table: Common Ranged Weapons
d%WeaponWeapon Cost1
01–10Ammunition (roll again):
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, 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
  1. Add to enhancement bonus on Table: Weapons to determine total market price.

All magic weapons are masterwork weapons.

Table: Melee Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1001–0601–03Bane+1 bonus
11–1707–12Defending+1 bonus
18–2713–1904–06Flaming+1 bonus
28–3720–2607–09Frost+1 bonus
38–4727–3310–12Shock+1 bonus
48–5634–3813–15Ghost touch+1 bonus
57–6739–44Keen2+1 bonus
68–7145–4816–19Ki Focus+1 bonus
72–7549–50Merciful+1 bonus
76–8251–5420–21Mighty cleaving+1 bonus
83–8755–5922–24Spell storing+1 bonus
88–9160–6325–28Throwing+1 bonus
92–9564–6529–32Thundering+1 bonus
96–9966–6933–36Vicious+1 bonus
70–7237–41Anarchic+2 bonus
73–7542–46Axiomatic+2 bonus
76–7847–49Disruption3+2 bonus
79–8150–54Flaming burst+2 bonus
82–8455–59Icy burst+2 bonus
85–8760–64Holy+2 bonus
88–9065–69Shocking burst+2 bonus
91–9370–74Unholy+2 bonus
94–9575–78Wounding+2 bonus
79–83Speed+3 bonus
84–86Brilliant energy+4 bonus
87–88Dancing+4 bonus
89–90Vorpal2 4+5 bonus
10096–10091–100Roll again twice4 5
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
  3. bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
  4. Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon.
  5. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
Table: Ranged Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1201–0801–04Bane+1 bonus
13–2509–1605–08Distance+1 bonus
26–4017–2809–12Flaming+1 bonus
41–5529–4013–16Frost+1 bonus
56–6041–42Merciful+1 bonus
61–6843–4717–21Returning+1 bonus
69–8348–5922–25Shock+1 bonus
84–9360–6426–27Seeking+1 bonus
94–9965–6828–29Thundering+1 bonus
69–7130–34Anarchic+2 bonus
72–7435–39Axiomatic+2 bonus
75–7940–49Flaming burst+2 bonus
80–8250–54Holy+2 bonus
83–8755–64Icy burst+2 bonus
88–9265–74Shocking burst+2 bonus
93–9575–79Unholy+2 bonus
80–84Speed+3 bonus
85–90Brilliant energy+4 bonus
10096–10091–100Roll again twice2
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Specific Weapons

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

Table: Specific Weapons
MinorMediumMajorSpecific WeaponMarket Price
01–15Sleep arrow132 gp
16–25Screaming bolt267 gp
26–45Silver dagger, masterwork322 gp
46–65Cold iron longsword, masterwork330 gp
66–7501–09Javelin of lightning1,500 gp
76–8010–15Slaying arrow2,282 gp
81–9016–24Adamantine dagger3,002 gp
91–10025–33Adamantine battleaxe3,010 gp
34–37Slaying arrow (greater)4,057 gp
38–40Shatterspike4,315 gp
41–46Dagger of venom8,302 gp
47–51Trident of warning10,115 gp
52–5701–04Assassin’s dagger10,302 gp
58–6205–07Shifter’s sorrow12,780 gp
63–6608–09Trident of fish command18,650 gp
67–7410–13Flame tongue20,715 gp
75–7914–17Luck blade (0 wishes)22,060 gp
80–8618–24Sword of subtlety22,310 gp
87–9125–31Sword of the planes22,315 gp
92–9532–37Nine lives stealer23,057 gp
96–9838–42Sword of life stealing25,715 gp
99–10043–46Oathbow25,600 gp
47–51Mace of terror38,552 gp
52–57Life-drinker40,320 gp
58–62Sylvan scimitar47,315 gp
63–67Rapier of puncturing50,320 gp
68–73Sun blade50,335 gp
74–79Frost brand54,475 gp
80–84Dwarven thrower60,312 gp
85–91Luck blade (1 wish)62,360 gp
92–95Mace of smiting75,312 gp
96–97Luck blade (2 wishes)102,660 gp
98–99Holy avenger120,630 gp
100Luck blade (3 wishes)142,960 gp

Epic 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 weaponsto determine price.

Table: Weapons

d%Enhancement BonusMarket Price1
01–03+1+2,000 gp
04–07+2+8,000 gp
08–13+3+18,000 gp
14–20+4+32,000 gp
21–28+5+50,000 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 BonusMarket 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: 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%Weapon1Weapon 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 weaponsdouble 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%Weapon1Weapon Cost 2
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 light or heavy+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
62–63Lance, heavy+310 gp
64–65Lance, light+306 gp
66–67Longspear+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 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 weaponsdouble weapons incur double the masterwork weapons cost to account for each head (+300 gp masterwork weapons 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: Ranged Weapons

d%WeaponWeapon Cost1
01–10Ammunition
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, 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+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: Melee Weapon Special Abilities

d%Special AbilityMarket 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: Ranged Weapon Special Abilities

d%Special AbilityMarket Price Modifier1
01–07Acidic blast+6 bonus
08–14Distant shot+6 bonus
15–21Fiery blast+6 bonus
22–28Icy blast+6 bonus
29–35Lightning blast+6 bonus
36–41Sonic blast+6 bonus
42–48Triple-throw+6 bonus
49–53Unerring accuracy+6 bonus
54–60Dread+7 bonus
61–65Anarchic power+8 bonus
66–70Holy power+8 bonus
71–75Axiomatic power+8 bonus
76–80Unholy power+8 bonus
81–88Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table.
89–96Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities.
97–100Roll twice again2
1 Add to enhancement bonus on Table: 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


Specific Epic Weapons

d%Specific WeaponMarket Price
01–18Stormbrand235,350 gp
19–33Quarterstaff of alacrity462,600 gp
34–48Souldrinker478,335 gp
49–60Backstabber770,310 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


Back to Main Page → 3.5e Open Game Content → System Reference Document → Magic Items

Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Retrieved from 'https://www.dandwiki.com/w/index.php?title=SRD:Magic_Weapons&oldid=350975'

These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.

As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.

Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.

Table 88:

Magical Items

D20 RollCategory
01-20Potions
21-35Scrolls
36-40Rings
41Rods
42Staves
43-45Wands
46Miscellaneous Magic: Books and Tomes
47-48Miscellaneous Magic: Jewels and Jewelry
49-50Miscellaneous Magic: Cloaks and Robes
51-52Miscellaneous Magic: Boots and Gloves
53Miscellaneous Magic: Girdles and Helms
54-55Miscellaneous Magic: Bags and Bottles
56Miscellaneous Magic: Dusts and Stones
57Miscellaneous Magic: Household Items and Tools
58Miscellaneous Magic: Musical Instruments
59-60Miscellaneous Magic: The Weird Stuff
61-75Armor and Shields
76-00Weapons


Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.

Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.


Potions and Oils (D6)

Subtable A (1-2)

D20
Roll
ItemXP
Value
GP
Value
1Animal Control*250400
2Clairaudience250400
3Clairvoyance300500
4Climbing300500
5-6Delusion**~~150
7Diminution300500
8Dragon Control*7005,000-9,000
9Elixir of Health3502,000
10-11Elixir of Madness**~~~~
12Elixir of Youth50010,000
13ESP500850
14-15Extra-Healing400800
16Fire Breath4004,000
17Fire Resistance250400
18Flying500750
19Gaseous Form300400
20DM's Choice~~~~


Subtable B (3-4)

D20
Roll
ItemXP
Value
GP
Value
1Giant Control*6001,000-6,000
2Giant Strength* (Warrior)550900-1,400
3Growth250300
4-5Healing200400
6Heroism (Warrior)300500
7Human Control*500900
8Invisibility250500
9Invulnerability (Warrior)350500
10Levitation250400
11Longevity5001,000
12Oil of Acid Resistance5005,000
13Oil of Disenchantment7503,500
14Oil of Elemental Invulnerability*5005,000
15Oil of Etherealness6001,500
16Oil of Fiery Burning5004,000
17Oil of Fumbling**~~1,000
18Oil of Impact7505,000
19Oil of Slipperiness400750
20DM's Choice~~~~



Subtable C (5-6)

D20
Roll
ItemXP
Value
GP
Value
1Oil of Timelessness5002,000
2Philter of Glibness5002,500
3Philter of Love200300
4Philter of Persuasiveness400850
5Philter of Stammering and Stuttering**~~1,500
6Plant Control250300
7-8Poison**~~~~
9Polymorph Self200350
10Rainbow Hues200800
11Speed200450
12-13Super-heroism (Warrior)450750
14Sweet Water200250
15Treasure Finding6002,000
16Undead Control*7002,500
17Ventriloquism200800
18Vitality3002,500
19Water Breathing400900
20DM's Choice~~~~


* The type of creature affected can be determined by die roll (seethe specific item description for more information).

** The DM shouldn't reveal the exact nature of the potion.


Scrolls (D6)


Subtable A (1-4)

D20
Roll
Item*Level Range**
1-31 spell1-4
4-51 spell1-6
61 spell2-9 (2-7**)
72 spells1-4
82 spells2-9 (2-7**)
93 spells1-4
103 spells2-9 (2-7**)
114 spells1-6
124 spells1-8 (1-6**)
135 spells1-6
145 spells1-8 (1-6**)
156 spells1-6
166 spells3-8 (3-6**)
177 spells1-8
187 spells2-9 (2-7**)
197 spells4-9 (4-7**)
20DM's Choice ~~


* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.

** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.


Experience Point Value:

The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.


Gold Piece Sale Value:

Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.



Dmg to usb windows magiciso

Subtable B (5-6)

D20
Roll
ItemXP
Value
1Map~~
2Protection - Acid2,500
3Protection - Cold2,000
4Protection - Dragon Breath2,000
5Protection - Electricity1,500
6-7Protection - Elementals1,500
8Protection - Fire2,000
9Protection - Gas2,000
10-11Protection - Lycanthropes1,000
12Protection - Magic1,500
13Protection - Petrification2,000
14Protection - Plants1,000
15Protection - Poison1,000
16Protection - Possession2,000
17Protection - Undead1,500
18Protection - Water1,500
19Curse~~
20DM'sChoice~~


Rings (D6)


Subtable A (1-4)

D20
Roll
ItemXP
Value
GP
Value
1Animal Friendship1,0005,000
2Blinking1,0005,000
3Chameleon Power1,0005,000
4Clumsiness~~3,000
5Contrariness~~1,000
6-7Delusion~~2,000
8Djinni Summoning*3,00020,000
9Elemental Command5,00025,000
10Feather Falling1,0005,000
11Fire Resistance1,0005,000
12Free Action1,0005,000
13Human Influence2,00010,000
14Invisibility1,5007,500
15-16Jumping1,0005,000
17Mammal Control*1,0005,000
18Mind Shielding5005,000
19Protection1,000**see below
20DM's Choice~~~~



Subtable B (5-6)

D20
Roll
ItemXP
Value
GP
Value
1-2Protection1,000**see below
3Ram, Ring of the*7507,500
4Regeneration5,00040,000
5Shocking Grasp1,0005,000
6Shooting Stars3,00015,000
7Spell Storing2,50022,500
8Spell Turning2,00017,500
9Sustenance5003,500
10Swimming1,0005,000
11Telekinesis*2,00010,000
12Truth1,0005,000
13Warmth1,0005,000
14Water Walking1,0005,000
15Weakness~~1,000
16Wishes, Multiple*5,00025,000
17Wishes, Three*3,00015,000
18Wizardry* (Wizard)4,00050,000
19X-Ray Vision4,00035,000
20DM's Choice~~~~


*The power of these rings is limited by the number of charges.

** per +1 of protection (XP only)

D100
Roll
Level of ProtectionMarket Value
01-70+15,000
71-82+212,000
83+2, 5-foot radius protection15,000
84-90+320,000
91+3, 5-foot radius protection25,000
92-97+4 on AC, +2 to saving throws24,000
98-00+6 on AC, +1 to saving throws30,000
40% of these rings have secondary bonuses vs. certain types of attacks, which further affects the price.


Rods


Dnd 5e Fun Magic Items

D20
Roll
ItemXP
Value
GP
Value
1-2Absorption (Priest, Wizard)7,50040,000
3-4Alertness7,00050,000
5Beguiling (Priest, Wizard, Rogue)5,00030,000
6-7Cancellation10,00015,000
8Flailing2,00020,000
9Lordly Might (Warrior)6,00020,000
10Passage5,00050,000
11Resurrection (Priest)10,00035,000
12Rulership8,00035,000
?Scepter of Entrapment3,00045,000
13-14Security3,00030,000
15-16Smiting (Priest, Wizard)4,00015,000
17Splendor2,50025,000
18-19Terror3,00015,000
20DM's Choice~~~~


Staves


D20
Roll
ItemXP
Value
GP
Value
1-2Mace1,50012,500
3Command (Priest, Wizard)5,00025,000
4-5Curing (Priest)6,00025,000
6Magi (Wizard)15,00075,000
7Power (Wizard)12,00060,000
8Serpent (Priest)7,00035,000
9-10Slinging (Priest)2,00010,000
11-12Spear1,000*5,000-25,000
13-14Striking (Priest, Wizard)6,00015,000
15Swarming Insects (Priest, Wizard)100**500**
16Thunder & Lightning8,00020,000
17-18Withering8,00035,000
19Woodlands (Druid)8,00040,000
20DM's Choice~~~~

* per +1 of power

** per charge


Wands


D20
Roll
ItemXP
Value
GP
Value
1Conjuration (Wizard)7,00035,000
2Earth and Stone1,00010,000-15,000
3Enemy Detection2,00010,000
4Fear (Priest, Wizard)3,00015,000
5Fire (Wizard)4,50025,000
6Flame Extinguishing1,50010,000
7Frost (Wizard)6,00050,000
8Illumination2,00010,000
9Illusion (Wizard)3,00020,000
10Lightning (Wizard)4,00030,000
11Magic Detection2,50025,000
12Magic Missiles4,00035,000
13Metal and Mineral Detection1,5007,500
14Negation3,50015,000
15Paralyzation (Wizard)3,50025,000
16Polymorphing (Wizard)3,50025,000
17Secret Door and Trap Location5,00040,000
18Size Alteration3,00020,000
19Wonder6,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Books, Librams, Manuals, Tomes


D20
Roll
ItemXP
Value
GP
Value
1-3Boccob's Blessed Book (Wizard)4,50035,000
4Book of Exalted Deeds (Priest)8,00040,000
5Book of Infinite Spells9,00050,000
6Book of Vile Darkness (Priest)8,00040,000
7Libram of Gainful Conjuration (Wizard)8,00040,000
8Libram of Ineffable Damnation (Wizard)8,00040,000
9Libram of Silver Magic (Wizard)8,00040,000
10Manual of Bodily Health5,00050,000
11Manual of Gainful Exercise5,00050,000
12Manual of Golems (Priest, Wizard)3,00030,000
13Manual of Puissant Skill at Arms (Warrior)8,00040,000
14Manual of Quickness in Action5,00050,000
15Manual of Stealthy Pilfering (Rogue)8,00040,000
16Tome of Clear Thought8,00048,000
17Tome of Leadership and Influence7,50040,000
18Tome of Understanding8,00043,500
19Vacuous Grimoire~~1,000
20DM's Choice~~~~



Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Amulet of Inescapable Location~~1,000
2Amulet of Life Protection5,00020,000
3Amulet of the Planes6,00030,000
4Amulet of Proof Against Detection and Location4,00015,000
5Amulet Versus Undead200*1000
6Beads of Force200 ea.1000 ea.
7Brooch of Shielding1,00010,000
8Gem of Brightness2,00017,500
9Gem of Insight3,00030,000
10Gem of Seeing2,00025,000
11Jewel of Attacks~~1,000
12Jewel of Flawlessness~~1,000/facet
13Medallion of ESP2,000
(was 1K/3K)
10,000/30,000
14Medallion of Thought Projection~~1,000
15Necklace of Adaptation1,00010,000
16-17Necklace of Missiles100**200**
18Necklace of Prayer Beads (Priest)500***3,000***
19Necklace of Strangulation~~1,000
20DM's Choice~~~~


Subtable B (4-6)

D20
Roll
ItemXP
Value
GP
Value
1Pearl of Power (Wizard)200*2,000*
2Pearl of the Sirines9004,500
3Pearl of Wisdom (Priest)5005,000
4Periapt of Foul Rotting~~1,000
5Periapt of Health1,00010,000
6Periapt of Proof Against Poison1,50012,500
7Periapt of Wound Closure1,00010,000
8Phylactery of Faithfulness (Priest)1,0007,500
9Phylactery of Long Years (Priest)3,00025,000
10Phylactery of Monstrous Attention (Priest)~~2,000
11Scarab of Death~~2,500
12Scarab of Enraging Enemies1,0008,000
13Scarab of Insanity1,50011,000
14Scarab of Protection2,50025,000
15Scarab Versus Golems****15,000
16Talisman of Pure Good (Priest)3,50027,500
17Talisman of the Sphere (Wizard)10010,000
18Talisman of Ultimate Evil (Priest)3,50032,500
19Talisman of Zagy1,00010,000
20DM's Choice~~~~

* Per level

** Per die of damage

*** Per special bead

**** See item description



Miscellaneous Magic: Cloaks and Robes


D20
Roll
ItemXP
Value
GP
Value
1Cloak of Arachnida3,00025,000
2Cloak of Displacement3,00017,500
3-4Cloak of Elvenkind1,0006,000
5Cloak of Poisonousness~~2,500
6-8Cloak of Protection1,000*10,000*
9Cloak of the Bat1,50015,000
10Cloak of the Manta Ray2,00012,500
11Robe of the Archmagi (Wizard)6,00065,000
12Robe of Blending3,50035,000
13Robe of Eyes (Wizard)4,50050,000
14Robe of Powerlessness (Wizard)~~1,000
15Robe of Scintillating Colors (Priest, Wizard)2,75025,000
16Robe of Stars (Wizard)4,00012,000
17-18Robe of Useful Items (Wizard)1,50015,000
19Robe of Vermin (Wizard)~~1,000
20DM's Choice~~~~

* Per plus


Miscellaneous Magic: Boots, Bracers, Gloves


D20
Roll
ItemXP
Value
GP
Value
1Boots of Dancing~~5,000
2Boots of Elvenkind1,0005,000
3Boots of Levitation2,00015,000
4Boots of Speed2,50020,000
5Boots of Striding and Springing2,50020,000
6Boots of the North1,5007,500
7Boots of Varied Tracks1,5007,500
8Boots, Winged2,00020,000
9Bracers of Archery (Warrior)1,00010,000
10Bracers of Brachiation1,00010,000
11-12Bracers of Defense500*3,000*
13Bracers of Defenselessness~~2,000
14Gauntlets of Dexterity1,00010,000
15Gauntets of Fumbling~~1,000
16Gauntlets of Ogre Power (Priest, Rogue, Warrior)1,00015,000
17Gauntlets of Swimming and Climbing (Priest, Rogue, Warrior)1,00010,000
18Gloves of Missile Snaring1,50010,000
19Slippers of Spider Climbing1,00010,000
20DM's Choice~~~~

* Per AC of protection less than 10


Miscellaneous Magic: Girdles, Hats, Helms


D20
Roll
ItemXP
Value
GP
Value
1-3Girdle of Dwarvenkind3,50020,000
4Girdle of Femininity/Masculinity (Priest, Rogue, Warrior)~~1,000
5-6Girdle of Giant Strength (Priest, Rogue Warrior)2,00025,000
7-9Girdle of Many Pouches1,00010,000
10Hat of Disguise1,0007,500
11Hat of Stupidity~~1,000
12Helm of Brilliance2,50060,000
13-14Helm of Comprehending Languages and Reading Magic1,00012,500
15Helm of Opposite Alignment~~1,000
16Helm of Telepathy3,00035,000
17Helm of Teleportation2,50030,000
18-19Helm of Underwater Action1,00010,000
20DM's Choice~~~~


Miscellaneous Magic: Bags, Bottles, Pouches, Containers


D20
Roll
ItemXP
Value
GP
Value
1Alchemy Jug3,00012,000
2Bag of Beans1,0005,000
3Bag of Devouring~~1,500
4-7Bag of Holding5,00025,000
8Bag of Transmuting~~500
9Bag of Tricks2,50015,000
10Beaker of Plentiful Potions1,50012,500
11Bucknard's Everfull Purse*15K/25K/40K
12Decanter of Endless Water1,0003,000
13Efreeti Bottle9,00045,000
14Eversmoking Bottle5002,500
15Flask of Curses~~1,000
16Heward's Handy Haversack3,00030,000
17Iron Flask~~~~
18Portable Hole5,00050,000
19Pouch of Accessibility1,50012,500
20DM's Choice~~~~

* See item description


Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones


D20
Roll
ItemXP
Value
GP
Value
1Candle of Invocation (Priest)1,0005,000
2Dust of Appearance1,0004,000
3Dust of Disappearance2,0008,000
4Dust of Dryness1,0008,000
5Dust of Illusion1,000100/pinch
6Dust of Tracelessness500200/pinch
7Dust of Sneezing and Choking~~1,000
8Incense of Meditation (Priest)5007,500
9Incense of Obsession (Priest)~~500
10Ioun Stones300*5,000*
11Keoghtom's Ointment50010,000
12Nolzur's Marvelous Pigments500*3,000*
13Philosopher's Stone1,00010,000
14Smoke Powder**~~30,000
15Sovereign Glue1,000/oz.1,000/oz.
16Stone of Controlling Earth Elementals1,50012,500
17Stone of Good Luck (Luckstone)3,00025,000
18Stone of Weight (Loadstone)~~1,000
19Universal Solvent1,0007,000
20DM's Choice~~~~

* Per stone or pot of pigment

** This item is optional and should not be given unless the arquebus isallowed in the campaign.


Miscellaneous Magic: Household Items and Tools


D20
Roll
ItemXP
Value
GP
Value
1Brazier Commanding Fire Elementals (Wizard)4,00025,000
2Brazier of Sleep Smoke (Wizard)~~1,000
3Broom of Animated Attack~~3,000
4Broom of Flying2,00010,000
5Carpet of Flying7,50025,000
6Mattock of the Titans (Warrior)3,5007,000
7Maul of the Titans (Warrior)4,00012,000
8Mirror of Life Trapping (Wizard)2,50025,000
9Mirror of Mental Prowess5,00050,000
10Mirror of Opposition~~2,000
11Murlynd's Spoon7504,000
12-13Rope of Climbing1,00010,000
14Rope of Constriction~~1,000
15Rope of Entanglement1,50012,000
16Rug of Smothering~~1,500
17Rug of Welcome (Wizard)6,50045,000
18Saw of Mighty Cutting (Warrior)2,00012,500
19Spade of Colossal Excavation (Warrior)1,0006,500
20DM's Choice~~~~


Miscellaneous Magic: Musical Instruments


D20
Roll
ItemXP
Value
GP
Value
1Chime of Interruption2,00020,000
2Chime of Opening3,50020,000
3Chime of Hunger~~~~
4Drums of Deafening~~500
5Drums of Panic6,50035,000
6Harp of Charming5,00025,000
7Harp of Discord~~20,000
8Horn of Blasting1,00055,000
9Horn of Bubbles~~~~
10Horn of Collapsing1,50025,000
11Horn of Fog4004,000
12Horn of Goodness (Evil)7503,250
13Horn of the Tritons (Priest, Warrior)2,00017,500
14Horn of Valhalla1,000*15,000*
15Lyre of Building5,00030,000
16Pipes of Haunting4005,000
17Pipes of Pain~~10,000
18Pipes of Sounding1,00010,000
19Pipes of the Sewers2,0008,500
20DM's Choice~~~~

* Only if used by character of appropriate class.



Miscellaneous Magic: The Weird Stuff (D6)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Apparatus of Kwalish8,00035,000
2-3Boat, Folding10,00025,000
4Bowl Commanding Water Elementals (Wizard)4,00025,000
5Bowl of Watery Death (Wizard)~~1,000
6Censer Controlling Air Elementals (Wizard)4,00025,000
7Censer of Summoning Hostile Air Elementals (Wizard)~~1,000
8-9Crystal Ball (Wizard)1,0005,000
10Crystal Hypnosis Ball (Wizard)~~3,000
11Cube of Force3,00020,000
12-13Cube of Frost Resistance2,00014,000
14Cubic Gate5,00017,500
15Daern's Instant Fortress7,00027,500
16Deck of Illusions1,50015,000
17Deck of Many Things~~10,000
18Eyes of Charming (Wizard)4,00024,000
19Eyes of Minute Seeing2,00012,500
20DM's Choice~~~~


Subtable B 4-6

D20
Roll
ItemXP
Value
GP
Value
1Eyes of Petrification~~ or 12,500~~ or 50,000
2Eyes of the Eagle3,50018,000
3-4Figurine of Wondrous Power100*1,000*
?Glowing Globe100200
5Horseshoes of a Zephyr1,5007,500
6-7Horseshoes of Speed2,00010,000
8Iron Bands of Bilarro7505,000
9Lens of Detection2501,500
10Quaal's Feather Token1,0002,000/7,000
11-12Quiver of Ehlonna1,50010,000
13Sheet of Smallness1,50012,500
14Sphere of Annihilation4,00030,000
15Stone Horse2,00012,000
16Well of Many Worlds6,00012,000
17-18Wind Fan5002,500
19Wings of Flying7507,500
20DM's Choice~~~~

* Per Hit Die of the figurine.




Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.



Armor Type


D20
Roll
Armor AC Standard
GP Value
Base Magic
GP Value
1Banded mail42002,000
2Brigandine61201,000
3-5Chain mail5751,500
6Field plate22000*
7Full plate14000 - 10,000*
8Leather850
9-12Plate mail36003,000
13Ring mail7100500
14Scale mail61201,000
15-17Shield+11, 3, 7 or 10500
18Splint mail4802,000
19Studded leather720500
20Special~~~~~~

Dnd Dmg Random Magic Item Chart

* Field Plate and Full Plate are priced on the following table:


+1+2+3+4+5
Field Plate15,00030,00050,00080,000120,000
Full Plate30,00050,00080,000120,000200,000


Armor Class Adjustment


D20
Roll
AC Adj.XP
Value
GP
Value
1-2-1~~~~
3-10+15002,000
11-14+21,0006,000
15-17+31,50012,000
18-19+42,00018,000
20+53,00025,000


Special Armors


D20
Roll
Armor TypeXP
Value
GP
Value
1-2Armor of Command1,00015,000
3-4Armor of Blending5005000
5-6Armor of Missile Attraction~~*1,500
7-8Armor of Rage~~*2,000
9-10Elven Chain Mail+1,000+5,000
11-12Plate Mail of Etherealness5,00030,000
13-14Plate Mail of Fear4,00035,000
15-16Plate Mail of Vulnerability~~1,500
17-18Shield, Large, +1, +4 vs. Missiles4004,000
19-20Shield -1, Missile Attractor~~750

* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.



Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.


Weapon Type (D6)


Subtable A (1-2)

D20
Roll
WeaponStandard
Damage
1Arrow (4d6)d6/d6
2Arrow (3d6)d6/d6
3Arrow (2d6)d6/d6
4-5Axed6/d4
6Battle axed8/d8
7Bolt (2d10)d4/d4
8Bolt (2d6)d4+1/d6+1
9Bullet, Slingd4+1/d6+1
10-12Daggerd4/d3
13Dart (3d4)d3/d2
14Flaild6+1/2d4
15Javelin (1d2)d6/d6
16Knifed3/d2
17Lance*
18-19Maced6+1/d6
20Special (roll on Table 110)~~

Subtable B (3-6)

D20
Roll
WeaponStandard
Damage
1Military Pickd6+1/2d4
2Morning Star2d4/d6+1
3Pole Arm*
4-5Scimitard8/d8
6-8Speard6/d8
9-17Sword*
18Tridentd6+1/3d4
19Warhammerd4+1/d4
20Special (roll on Table 110)~~

* See item description.


Attack Roll Adjustment


D20
Roll
Melee
Adj.
XP
Value
GP
Value
Range
Adj.
XP
Value
GP
Value*
1-2-1~~500-1~~500
3-10+14002,000+120120
11-14+28004,000+120120
15-17+31,4008,000+250300
18-19+42,00012,000+250300
20+53,00018,000+375450

* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.

If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.


Special Weapons (D10)


Subtable A (1-3)

D20
Roll
ItemXP
Value
GP
Value
1Arrow of Direction2,50017,500
2Arrow of Slaying2502,500
3Axe +2, Throwing7504,500
4Axe of Hurling1,500/+*15,000/+
5-6Bow +15003,500
7Crossbow of Accuracy, +32,00012,000
8Crossbow of Distance1,5007,500
9Crossbow of Speed1,5007,500
10-11Dagger +1, +2 vs. Tiny or Small creatures300750
12-13Dagger +2, +3 vs. larger than man-sized3002,000
14Dagger +2, Longtooth3002,500
15Dagger of Throwing150+100/+*1,500+1,000/+
16Dagger of Venom3503,000
17Dart of Homing4504,500
18Hammer +3, Dwarven Thrower1,50015,000
19Hammer of Thunderbolts2,50025,000
20DM's Choice~~~~

* See item description


Subtable B (4-6)

D20
Roll
ItemXP
Value
GP
Value
1Hornblade**
2Javelin of Lightning2503,000
3Javelin of Piercing2503,000
4-5Knife, Buckle100/+*1,000/+*
6-7Mace of Disruption2,00017,500
8Net of Entrapment1,0007,500
9Net of Snaring1,0006,000
10-11Quarterstaff, Magical250/+*1,500/+*
12Scimitar of Speed2,000+500/+*6,000+3,000/+
13-14Sling of Seeking +27007,000
15Spear, Cursed Backbiter~~1,000
16Trident of Fish Command5004,000
17Trident of Submission1,50012,500
18Trident of Warning1,00010,000
19Trident of Yearning~~1,000
20DM's Choice~~~~

* See item description


Subtable C (7-9)

D20
Roll
SwordXP
Value
GP
Value
1Sun Blade3,00020,000
2-7Sword +1, +2 vs. magic-using & enchanted creatures6003,000
8-10Sword +1, +3 vs. lycanthropes & shape-changers7003,500
11-12Sword +1, +3 vs. regenerating creatures8004,000
13Sword +1, +4 vs. reptiles8004,000
14-15Sword +1, Cursed~~1,000
16Sword +1, Flame Tongue9004,500
17Sword +1, Luck Blade1,0005,000
18Sword +2, Dragon Slayer9004,500
19Sword +2, Giant Slayer9004,500
20DM's Choice~~~~


Subtable D (10)

D20
Roll
SwordsXP
Value
GP
Value
1Sword +2, Nine Lives Stealer1,6008,000
2-3Sword +3, Frost Brand1,6008,000
4Sword +4, Defender3,00015,000
5Sword +5, Defender3,60018,000
6Sword +5, Holy Avenger4,00020,000
7-8Sword -2, Cursed~~500
9Sword of Dancing4,40022,000
10Sword of Life Stealing5,00025,000
11Sword of Sharpness7,00035,000
12Sword of the Planes2,00030,000
13Sword of Wounding4,40022,000
14-16Sword, Cursed Berserking~~500
17-18Sword, Short, Quickness (+2)1,00017,500
19Sword, Vorpal Weapon10,00050,000
20DM's Choice~~~~