Magical Weapons and Armor Pricing

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Table: Estimating Magic Item Gold Piece Values

Effect

Base Price

Example

Ability bonus (enhancement)

Bonus squared  x 1,000 gp

Gloves of Dexterity +2

Armor bonus (enhancement)

Bonus squared  x 1,000 gp

+1 chainmail

Bonus spell

Spell level squared  x 1,000 gp

Pearl of power

AC bonus (deflection)

Bonus squared  x 2,000 gp

Ring of protection +3

AC bonus (other)1

Bonus squared  x 2,500 gp

Ioun stone, dusty rose prism

Natural armor bonus (enhancement)

Bonus squared  x 2,000 gp

Amulet of natural armor +1

Save bonus (resistance)

Bonus squared  x 1,000 gp

Cloak of resistance +5

Save bonus (other)1

Bonus squared  x 2,000 gp

Stone of good luck

Skill bonus (competence)

Bonus squared  x 100 gp

Cloak of elvenkind

Spell resistance

10,000 gp per point over SR 12;

SR 13 minimum

Mantle of spell resistance

Weapon bonus (enhancement)

Bonus squared  x 2,000 gp

+1 longsword

Spell Effect

Base Price

Example

Single use, spell completion

Spell level  x caster level  x 25 gp

Scroll of haste

Single use, use-activated

Spell level  x caster level  x 50 gp

Potion of cure light wounds

50 charges, spell trigger

Spell level  x caster level  x 750 gp

Wand of fireball

Command word

Spell level  x caster level  x 1,800 gp

Cape of the mountebank

Use-activated or continuous

Spell level  x caster level  x 2,000 gp2

Lantern of revealing

Special

Base Price Adjustment

Example

Charges per day

Divide by (5 divided by charges per day)

Boots of teleportation

Uncustomary space limitation3

Multiply entire cost by 1.5

Helm of teleportation

No space limitation4

Multiply entire cost by 2

Ioun stone

Multiple different abilities

Multiply higher item cost by 2

Helm of brilliance

Charged (50 charges)

1/2 unlimited use base price

Ring of the ram

Component

Extra Cost

Example

Armor, shield, or weapon

Add cost of masterwork item

+1 composite longbow

Spell has material component cost

Add directly into price of item per charge5

Wand of stoneskin

Spell has XP cost

Add 5 gp per 1 XP per charge5

Ring of three wishes

Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.

1 Such as a luck, insight, sacred, or profane bonus.

2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

3 See Body Slot Affinities, below.

4 An item that does not take up one of the spaces on a body costs double.

5 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

 

 

Weapons

Table: Weapons

Minor

Medium

Major

Weapon Bonus

Base Price1

01–70

01–10

—

+1

2,000 gp

71–85

11–29

—

+2

8,000 gp

—

30–58

01–20

+3

18,000 gp

—

59–62

21–38

+4

32,000 gp

—

—

39–49

+5

50,000 gp

—

—

—

+62

72,000 gp

—

—

—

+72

98,000 gp

—

—

—

+82

128,000 gp

—

—

—

+92

162,000 gp

—

—

—

+102

200,000 gp

86–90

63–68

50–63

Specific weapon3

—

91–100

69–100

64–100

Special 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.

 

Melee

Table: Common Melee Weapons

d%

Weapon

Weapon Cost1

01–04

Dagger

+302 gp

05–14

Greataxe

+320 gp

15–24

Greatsword

+350 gp

25–28

Kama

+302 gp

29–41

Longsword

+315 gp

42–45

Mace, light

+305 gp

46–50

Mace, heavy

+312 gp

51–54

Nunchaku

+302 gp

55–57

Quarterstaff2

+600 gp

58–61

Rapier

+320 gp

62–66

Scimitar

+315 gp

67–70

Shortspear

+302 gp

71–74

Siangham

+303 gp

75–84

Sword, bastard

+335 gp

85–89

Sword, short

+310 gp

90–100

Waraxe, dwarven

+330 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

 

 

Table: Uncommon Weapons

d%

Weapon

Weapon Cost1

01–03

Axe, orc double2

+660 gp

04–07

Battleaxe

+310 gp

08–10

Chain, spiked

+325 gp

11–12

Club

+300 gp

13–16

Crossbow, hand

+400 gp

17–19

Crossbow, repeating

+550 gp

20–21

Dagger, punching

+302 gp

22–23

Falchion

+375 gp

24–26

Flail, dire2

+690 gp

27–31

Flail, heavy

+315 gp

32–35

Flail, light

+308 gp

36–37

Gauntlet

+302 gp

38–39

Gauntlet, spiked

+305 gp

40–41

Glaive

+308 gp

42–43

Greatclub

+305 gp

44–45

Guisarme

+309 gp

46–48

Halberd

+310 gp

49–51

Spear

+301 gp

52–54

Hammer, gnome hooked2

+620 gp

55–56

Hammer, light

+301 gp

57–58

Handaxe

+306 gp

59–61

Kukri

+308 gp

62–64

Lance

+310 gp

65–67

Longspear

+305 gp

68–70

Morningstar

+308 gp

71–72

Net

+320 gp

73–74

Pick, heavy

+308 gp

75–76

Pick, light

+304 gp

77–78

Ranseur

+310 gp

79–80

Sap

+301 gp

81–82

Scythe

+318 gp

83–84

Shuriken

+301 gp

85–86

Sickle

+306 gp

87–89

Sword, two-bladed2

+700 gp

90–91

Trident

+315 gp

92–94

Urgrosh, dwarven2

+650 gp

95–97

Warhammer

+312 gp

98–100

Whip

+301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.

Ranged

Table: Common Ranged Weapons

d%

Weapon

Weapon Cost1

01–10

Ammunition (roll again):

 

 

01–50

Arrows (50)

+350 gp

 

51–80

Bolts, crossbow (50)

+350 gp

 

81–100

Bullets, sling (50)

+350 gp

11–15

Axe, throwing

+308 gp

16–25

Crossbow, heavy

+350 gp

26–35

Crossbow, light

+335 gp

36–39

Dart

+300 gp 5 sp

40–41

Javelin

+301 gp

42–46

Shortbow

+330 gp

47–51

Shortbow, composite (+0 Str bonus)

+375 gp

52–56

Shortbow, composite (+1 Str bonus)

+450 gp

57–61

Shortbow, composite (+2 Str bonus)

+525 gp

62–65

Sling

+300 gp

66–75

Longbow

+375 gp

76–80

Longbow, composite

+400 gp

81–85

Longbow, composite (+1 Str bonus)

+500 gp

86–90

Longbow, composite (+2 Str bonus)

+600 gp

91–95

Longbow, composite (+3 Str bonus)

+700 gp

96–100

Longbow, 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.

 

Specific Weapons

Table: Specific Weapons

Minor

Medium

Major

Specific Weapon

Market Price

01–15

—

—

Sleep arrow

132 gp

16–25

—

—

Screaming bolt

267 gp

26–45

—

—

Silver dagger, masterwork

322 gp

46–65

—

—

Cold iron longsword, masterwork

330 gp

66–75

01–09

—

Javelin of lightning

1,500 gp

76–80

10–15

—

Slaying arrow

2,282 gp

81–90

16–24

—

Adamantine dagger

3,002 gp

91–100

25–33

—

Adamantine battleaxe

3,010 gp

—

34–37

—

Slaying arrow (greater)

4,057 gp

—

38–40

—

Shatterspike

4,315 gp

—

41–46

—

Dagger of venom

8,302 gp

—

47–51

—

Trident of warning

10,115 gp

—

52–57

01–04

Assassin’s dagger

10,302 gp

—

58–62

05–07

Shifter’s sorrow

12,780 gp

—

63–66

08–09

Trident of fish command

18,650 gp

—

67–74

10–13

Flame tongue

20,715 gp

—

75–79

14–17

Luck blade (0 wishes)

22,060 gp

—

80–86

18–24

Sword of subtlety

22,310 gp

—

87–91

25–31

Sword of the planes

22,315 gp

—

92–95

32–37

Nine lives stealer

23,057 gp

—

96–98

38–42

Sword of life stealing

25,715 gp

—

99–100

43–46

Oathbow

25,600 gp

—

—

47–51

Mace of terror

38,552 gp

—

—

52–57

Life-drinker

40,320 gp

—

—

58–62

Sylvan scimitar

47,315 gp

—

—

63–67

Rapier of puncturing

50,320 gp

—

—

68–73

Sun blade

50,335 gp

—

—

74–79

Frost brand

54,475 gp

—

—

80–84

Dwarven thrower

60,312 gp

—

—

85–91

Luck blade (1 wish)

62,360 gp

—

—

92–95

Mace of smiting

75,312 gp

—

—

96–97

Luck blade (2 wishes)

102,660 gp

—

—

98–99

Holy avenger

120,630 gp

—

—

100

Luck blade (3 wishes)

142,960 gp

 

 

 

Armor

Table: Armor and Shields

Minor

Medium

Major

Item

Base Price

01–60

01–05

—

+1 shield

1,000 gp

61–80

06–10

-

+1 armor

1,000 gp

81–85

11–20

—

+2 shield

4,000 gp

86–87

21–30

—

+2 armor

4,000 gp

—

31–40

01–08

+3 shield

9,000 gp

—

41–50

09–16

+3 armor

9,000 gp

—

51–55

17–27

+4 shield

16,000 gp

—

56–57

28–38

+4 armor

16,000 gp

—

—

39–49

+5 shield

25,000 gp

—

—

50–57

+5 armor

25,000 gp

—

—

—

+6 armor/shield1

36,000 gp

—

—

—

+7 armor/shield1

49,000 gp

—

—

—

+8 armor/shield1

64,000 gp

—

—

—

+9 armor/shield1

81,000 gp

—

—

—

+10 armor/shield1

100,000 gp

88–89

58–60

58–60

Specific armor2

—

90–91

61–63

61–63

Specific shield3

—

92–100

64–100

64–100

Special ability and roll again4

—

1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.

2 Roll on Table: Specific Armors.

3 Roll on Table: Specific Shields.

4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

 

Table: Random Armor Type

d%

Armor

Armor Cost1

01

Padded

+155 gp

02

Leather

+160 gp

03–17

Studded leather

+175 gp

18–32

Chain shirt

+250 gp

33–42

Hide

+165 gp

43

Scale mail

+200 gp

44

Chainmail

+300 gp

45–57

Breastplate

+350 gp

58

Splint mail

+350 gp

59

Banded mail

+400 gp

60

Half-plate

+750 gp

61–100

Full plate

+1,650 gp

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less than normal).