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SYSTEM REFERENCE DOCUMENT 3.5

 
Melee Weapon Special Abilities Table

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. 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.

 

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