Table: Random Magic Item Generation Minor Medium Major Item 01–04 01–10 01–10 Armor and shields 05–09 11–20 11–20 Weapons 10–44 21–30 21–25 Potions 45–46 31–40 26–35 Rings — 41–50 36–45 Rods 47–81 51–65 46–55 Scrolls — 66–68 56–75 Staves 82–91 69–83 76–80 Wands 92–100 84–100 81–100 Wondrous items 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 again2,3 — 1 Armor and shields can't have enhancement bonuses higher than +5. Use these lines to determine price when special abilities are added in. 2 Roll on Table: Specific Armors. 3 Roll on Table: Specific Shields. Table: Armor Special Abilities Minor Medium Major Special Ability Base Price Modifier 01–25 01–05 01–03 Glamered +2,700 gp 26–32 06–08 04 Fortification, light +1 bonus1 33–52 09–11 — Slick +3,750 gp 53–92 12–17 — Shadow +3,750 gp 93–96 18–19 — Spell resistance (13) +2 bonus1 97 20–29 05–07 Slick, improved +15,000 gp 98–99 30–49 08–13 Shadow, improved +15,000 gp — 50–74 14–28 Energy resistance +18,000 gp — 75–79 29–33 Ghost touch +3 bonus1 — 80–84 34–35 Invulnerability +3 bonus1 — 85–89 36–40 Fortification, moderate +3 bonus1 — 90–94 41–42 Spell resistance (15) +3 bonus1 — 95–99 43 Wild +3 bonus1 — — 44–48 Slick, greater +33,750 gp — — 49–58 Shadow, greater +33,750 gp — — 59–83 Energy resistance, improved +42,000 gp — — 84–88 Spell resistance (17) +4 bonus1 — — 89 Etherealness +49,000 gp — — 90 Undead controlling +49,000 gp — — 91–92 Fortification, heavy +5 bonus1 — — 93–94 Spell resistance (19) +5 bonus1 — — 95–99 Energy resistance, greater +66,000 gp 100 100 100 Roll twice again2 — 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. Table: Shield Special Abilities Minor Medium Major Special Ability Base Price Modifier 01–20 01–10 01–05 Arrow catching +1 bonus1 21–40 11–20 06–08 Bashing +1 bonus1 41–50 21–25 09–10 Blinding +1 bonus1 51–75 26–40 11–15 Fortification, light +1 bonus1 76–92 41–50 16–20 Arrow deflection +2 bonus1 93–97 51–57 21–25 Animated +2 bonus1 98–99 58–59 — Spell resistance (13) +2 bonus1 — 60–79 26–41 Energy resistance +18,000 gp — 80–85 42–46 Ghost touch +3 bonus1 — 86–95 47–56 Fortification, moderate +3 bonus1 — 96–98 57–58 Spell resistance (15) +3 bonus1 — 99 59 Wild +3 bonus1 — — 60–84 Energy resistance, improved +42,000 gp — — 85–86 Spell resistance (17) +4 bonus1 — — 87 Undead controlling +49,000 gp — — 88–91 Fortification, heavy +5 bonus1 — — 92–93 Reflecting +5 bonus1 — — 94 Spell resistance (19) +5 bonus1 — — 95–99 Energy resistance, greater +66,000 gp 100 100 100 Roll twice again2 — 1 Add to enhancement bonus on Table: Armor and Shields to determine total market price 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. Table: 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 For ammunition, this price is for 50 arrows, bolts, or bullets. 2 A weapon can't have an enhancement 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 and Table: Ranged Weapon Special Abilities for ranged weapons. Table: Melee Weapon Special Abilities Minor Medium Major Special Ability Base Price Modifier1 01–10 01–06 01–03 Bane +1 bonus 11–17 07–12 — Defending +1 bonus 18–27 13–19 04–06 Flaming +1 bonus 28–37 20–26 07–09 Frost +1 bonus 38–47 27–33 10–12 Shock +1 bonus 48–56 34–38 13–15 Ghost touch +1 bonus 57–67 39–44 — Keen2 +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 96–99 66–69 33–36 Vicious +1 bonus — 70–72 37–41 Anarchic +2 bonus — 73–75 42–46 Axiomatic +2 bonus — 76–78 47–49 Disruption3 +2 bonus — 79–81 50–54 Flaming burst +2 bonus — 82–84 55–59 Icy burst +2 bonus — 85–87 60–64 Holy +2 bonus — 88–90 65–69 Shocking burst +2 bonus — 91–93 70–74 Unholy +2 bonus — 94–95 75–78 Wounding +2 bonus — — 79–83 Speed +3 bonus — — 84–86 Brilliant energy +4 bonus — — 87–88 Dancing +4 bonus — — 89–90 Vorpal2 +5 bonus 100 96–100 91–100 Roll again twice4 — 1 Add to enhancement bonus on Table: Weapons to determine total market price. 2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon. 3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon. 4 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 Minor Medium Major Special Ability Base Price Modifier1 01–12 01–08 01–04 Bane2 +1 bonus 13–25 09–16 05–08 Distance +1 bonus 26–40 17–28 09–12 Flaming2 +1 bonus 41–55 29–40 13–16 Frost2 +1 bonus 56–60 41–42 — Merciful2 +1 bonus 61–68 43–47 17–21 Returning +1 bonus 69–83 48–59 22–25 Shock2 +1 bonus 84–93 60–64 26–27 Seeking +1 bonus 94–99 65–68 28–29 Thundering2 +1 bonus — 69–71 30–34 Anarchic2 +2 bonus — 72–74 35–39 Axiomatic2 +2 bonus — 75–79 40–49 Flaming burst2 +2 bonus — 80–82 50–54 Holy2 +2 bonus — 83–87 55–64 Icy burst2 +2 bonus — 88–92 65–74 Shocking burst2 +2 bonus — 93–95 75–79 Unholy2 +2 bonus — — 80–84 Speed +3 bonus — — 85–90 Brilliant energy +4 bonus 100 96–100 91–100 Roll again twice2 — 1 Add to enhancement bonus on Table: Weapons to determine total market price. 2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition. 3 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: 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 Oathbow 25,600 gp — 99–100 43–46 Sword of life stealing 25,715 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 Table: Potions Minor Medium Major Spell Level Caster Level 01–20 — — 0 1st 21–60 01–20 — 1st 1st 61–100 21–60 01–20 2nd 3rd — 61–100 21–100 3rd 5th Potion Costs Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger 0 25 gp 25 gp 25 gp — 1st 50 gp 50 gp 50 gp 50 gp 2nd 300 gp 400 gp 400 gp 400 gp 3rd 750 gp 900 gp 1,050 gp 1,050 gp Table: Scrolls Minor Medium Major Spell Level Caster Level 01–05 — — 0 1st 06–50 — — 1st 1st 51–95 01–05 — 2nd 3rd 96–100 06–65 — 3rd 5th — 66–95 01–05 4th 7th — 96–100 06–50 5th 9th — — 51–70 6th 11th — — 71–85 7th 13th — — 86–95 8th 15th — — 96–100 9th 17th Scroll Costs Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger 0 12.5 gp 12.5 gp 12.5 gp — 1st 25 gp 25 gp 25 gp 25 gp 2nd 150 gp 200 gp 200 gp 200 gp 3rd 375 gp 450 gp 525 gp 525 gp 4th 700 gp 800 gp 1,000 gp 1,000 gp 5th 1,125 gp 1,250 gp 1,625 gp — 6th 1,650 gp 1,800 gp 2,400 gp — 7th 2,275 gp 2,450 gp — — 8th 3,000 gp 3,200 gp — — 9th 3,825 gp 4,050 gp — — Table: Wands Minor Medium Major Spell Level Caster Level 01–05 — — 0 1st 06–60 — — 1st 1st 61–100 01–60 — 2nd 3rd — 61–100 01–60 3rd 5th — — 61–100 4th 7th A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand's spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell Χ the creator's caster level Χ 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 Χ material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand. Wand Costs Spell Level Cleric, Druid, Wizard Sorcerer Bard Paladin, Ranger 0 375 gp 375 gp 375 gp — 1st 750 gp 750 gp 750 gp 750 gp 2nd 4,500 gp 6,000 gp 6,000 gp 6,000 gp 3rd 11,250 gp 13,500 gp 15,750 gp 15,750 gp 4th 21,000 gp 24,000 gp 30,000 gp 30,000 gp Table: Weapons Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Unarmed Attacks Gauntlet 2 gp 1d2 1d3 Χ2 — 1 lb. B — Unarmed strike — 1d2 1d3 Χ2 — — B nonlethal Light Melee Weapons Dagger 2 gp 1d3 1d4 19–20/Χ2 10 ft. 1 lb. P or S — Dagger, punching 2 gp 1d3 1d4 Χ3 — 1 lb. P — Gauntlet, spiked 5 gp 1d3 1d4 Χ2 — 1 lb. P — Mace, light 5 gp 1d4 1d6 Χ2 — 4 lbs. B — Sickle 6 gp 1d4 1d6 Χ2 — 2 lbs. S trip One-Handed Melee Weapons Club — 1d4 1d6 Χ2 10 ft. 3 lbs. B — Mace, heavy 12 gp 1d6 1d8 Χ2 — 8 lbs. B — Morningstar 8 gp 1d6 1d8 Χ2 — 6 lbs. B and P — Shortspear 1 gp 1d4 1d6 Χ2 20 ft. 3 lbs. P — Two-Handed Melee Weapons Longspear 5 gp 1d6 1d8 Χ3 — 9 lbs. P brace, reach Quarterstaff — 1d4/1d4 1d6/1d6 Χ2 — 4 lbs. B double, monk Spear 2 gp 1d6 1d8 Χ3 20 ft. 6 lbs. P brace Ranged Weapons Blowgun 2 gp 1 1d2 Χ2 20 ft. 1 lb. P — Darts, blowgun (10) 5 sp — — — — — — — Crossbow, heavy 50 gp 1d8 1d10 19–20/Χ2 120 ft. 8 lbs. P — Bolts, crossbow (10) 1 gp — — — — 1 lb. — — Crossbow, light 35 gp 1d6 1d8 19–20/Χ2 80 ft. 4 lbs. P — Bolts, crossbow (10) 1 gp — — — — 1 lb. — — Dart 5 sp 1d3 1d4 Χ2 20 ft. 1/2 lb. P — Javelin 1 gp 1d4 1d6 Χ2 30 ft. 2 lbs. P — Sling — 1d3 1d4 Χ2 50 ft. — B — Bullets, sling (10) 1 sp — — — — 5 lbs. — — Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Light Melee Weapons Axe, throwing 8 gp 1d4 1d6 Χ2 10 ft. 2 lbs. S — Hammer, light 1 gp 1d3 1d4 Χ2 20 ft. 2 lbs. B — Handaxe 6 gp 1d4 1d6 Χ3 — 3 lbs. S — Kukri 8 gp 1d3 1d4 18–20/Χ2 — 2 lbs. S — Pick, light 4 gp 1d3 1d4 Χ4 — 3 lbs. P — Sap 1 gp 1d4 1d6 Χ2 — 2 lbs. B nonlethal Shield, light special 1d2 1d3 Χ2 — special B — Spiked armor special 1d4 1d6 Χ2 — special P — Spiked shield, light special 1d3 1d4 Χ2 — special P — Starknife 24 gp 1d3 1d4 Χ3 20 ft. 3 lbs. P — Sword, short 10 gp 1d4 1d6 19–20/Χ2 — 2 lbs. P — One-Handed Melee Weapons Battleaxe 10 gp 1d6 1d8 Χ3 — 6 lbs. S — Flail 8 gp 1d6 1d8 Χ2 — 5 lbs. B disarm, trip Longsword 15 gp 1d6 1d8 19–20/Χ2 — 4 lbs. S — Pick, heavy 8 gp 1d4 1d6 Χ4 — 6 lbs. P — Rapier 20 gp 1d4 1d6 18–20/Χ2 — 2 lbs. P — Scimitar 15 gp 1d4 1d6 18–20/Χ2 — 4 lbs. S — Shield, heavy special 1d3 1d4 Χ2 — special B — Spiked shield, heavy special 1d4 1d6 Χ2 — special P — Trident 15 gp 1d6 1d8 Χ2 10 ft. 4 lbs. P brace Warhammer 12 gp 1d6 1d8 Χ3 — 5 lbs. B — Two-Handed Melee Weapons Falchion 75 gp 1d6 2d4 18–20/Χ2 — 8 lbs. S — Glaive 8 gp 1d8 1d10 Χ3 — 10 lbs. S reach Greataxe 20 gp 1d10 1d12 Χ3 — 12 lbs. S — Greatclub 5 gp 1d8 1d10 Χ2 — 8 lbs. B — Flail, heavy 15 gp 1d8 1d10 19–20/Χ2 — 10 lbs. B disarm, trip Greatsword 50 gp 1d10 2d6 19–20/Χ2 — 8 lbs. S — Guisarme 9 gp 1d6 2d4 Χ3 — 12 lbs. S reach, trip Halberd 10 gp 1d8 1d10 Χ3 — 12 lbs. P or S brace, trip Lance 10 gp 1d6 1d8 Χ3 — 10 lbs. P reach Ranseur 10 gp 1d6 2d4 Χ3 — 12 lbs. P disarm, reach Scythe 18 gp 1d6 2d4 Χ4 — 10 lbs. P or S trip Ranged Weapons Longbow 75 gp 1d6 1d8 Χ3 100 ft. 3 lbs. P — Arrows (20) 1 gp — — — — 3 lbs. — — Longbow, composite 100 gp 1d6 1d8 Χ3 110 ft. 3 lbs. P — Arrows (20) 1 gp — — — — 3 lbs. — — Shortbow 30 gp 1d4 1d6 Χ3 60 ft. 2 lbs. P — Arrows (20) 1 gp — — — — 3 lbs. — — Shortbow, composite 75 gp 1d4 1d6 Χ3 70 ft. 2 lbs. P — Arrows (20) 1 gp — — — — 3 lbs. — — Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special Light Melee Weapons Kama 2 gp 1d4 1d6 Χ2 — 2 lbs. S monk, trip Nunchaku 2 gp 1d4 1d6 Χ2 — 2 lbs. B disarm, monk Sai 1 gp 1d3 1d4 Χ2 — 1 lb. B disarm, monk Siangham 3 gp 1d4 1d6 Χ2 — 1 lb. P monk One-Handed Melee Weapons Sword, bastard 35 gp 1d8 1d10 19–20/Χ2 — 6 lbs. S — Waraxe, dwarven 30 gp 1d8 1d10 Χ3 — 8 lbs. S — Whip 1 gp 1d2 1d3 Χ2 — 2 lbs. S disarm, nonlethal, reach, trip Two-Handed Melee Weapons Axe, orc double 60 gp 1d6/1d6 1d8/1d8 Χ3 — 15 lbs. S double Chain, spiked 25 gp 1d6 2d4 Χ2 — 10 lbs. P disarm, trip Curve blade, elven 80 gp 1d8 1d10 18–20/Χ2 — 7 lbs. S — Flail, dire 90 gp 1d6/1d6 1d8/1d8 Χ2 — 10 lbs. B disarm, double, trip Hammer, gnome hooked 20 gp 1d6/1d4 1d8/1d6 Χ3/Χ4 — 6 lbs. B or P double, trip Sword, two-bladed 100 gp 1d6/1d6 1d8/1d8 19–20/Χ2 — 10 lbs. S double Urgrosh, dwarven 50 gp 1d6/1d4 1d8/1d6 Χ3 — 12 lbs. P or S brace, double Ranged Weapons Bolas 5 gp 1d3 1d4 Χ2 10 ft. 2 lbs. B nonlethal, trip Crossbow, hand 100 gp 1d3 1d4 19–20/Χ2 30 ft. 2 lbs. P — Bolts (10) 1 gp — — — — 1 lb. — — Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/Χ2 120 ft. 12 lbs. P — Bolts (5) 1 gp — — — — 1 lb. — — Crossbow, repeating light 250 gp 1d6 1d8 19–20/Χ2 80 ft. 6 lbs. P — Bolts (5) 1 gp — — — — 1 lb. — — Net 20 gp — — — 10 ft. 6 lbs. — — Shuriken (5) 1 gp 1 1d2 Χ2 10 ft. 1/2 lb. P monk Sling staff, halfling 20 gp 1d6 1d8 Χ3 80 ft. 3 lbs. B — Bullets, sling (10) 1 sp — — — — 5 lbs. — — 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.” Table: Armor and Shields Armor Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight1 30 ft. 20 ft. Light armor Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs. Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs. Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs. Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs. Medium armor Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs. Scale mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs. Chainmail 150 gp +6 +2 –5 30% 20 ft. 15 ft. 40 lbs. Breastplate 200 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs. Heavy armor Splint mail 200 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs. Banded mail 250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs. Half-plate 600 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs. Full plate 1,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs. Shields Buckler 5 gp +1 — –1 5% — — 5 lbs. Shield, light wooden 3 gp +1 — –1 5% — — 5 lbs. Shield, light steel 9 gp +1 — –1 5% — — 6 lbs. Shield, heavy wooden 7 gp +2 — –2 15% — — 10 lbs. Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs. Shield, tower 30 gp +43 +2 –10 50% — — 45 lbs. Extras Armor spikes +50 gp — — — — — — +10 lbs. Gauntlet, locked 8 gp — — special n/a4 — — +5 lbs. Shield spikes +10 gp — — — — — — +5 lbs. 1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much. 2 When running in heavy armor, you move only triple your speed, not quadruple. 3 A tower shield can instead grant you cover. See the description. 4 Hand not free to cast spells.