Magic weapons have an enhancement bonus of +1 or more. The weapon gains +1 hardness and grants a +1 enhancement bonus to attack and to damage. All magic weapons are also masterwork weapons, but their masterwork enhancement bonus on attack rolls does not stack with their magic 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.
Creating a magic weapon requires an enhance object spell.
| Magic Weapon |
Purchase DC
|
Raw Materials DC
|
Magic Power
|
Half Magic Power
|
| +1 weapon |
object + 13
|
object + 11
|
1
|
1
|
| +2 weapon |
object + 19
|
object + 17
|
5
|
3
|
| +3 weapon |
object + 25
|
object + 23
|
9
|
5
|
| +4 weapon |
object + 31
|
object + 29
|
13
|
7
|
| +5 weapon |
object + 37
|
object + 35
|
17
|
9
|
In addition to an enhancement bonus, weapons may have special abilities. This requires a second spell, which will increase the Purchase DC of the weapon by at least +1.
Flaming longsword: This +2 longsword is wrapped in flames whenever it is drawn from its scabbard. The flames cause 4 points of fire damage on a successful attack, and shed bright light for 20 ft and dim light for a further 40 ft.
Faint Transmutation & Evocation; Create Constant Item, Aura Spell, enhance object (5 power), energy (5 power); Purchase DC 35 (masterwork longsword +14, strongest spell +16, continuous effect +3, second spell +2), raw materials DC 33, XP Cost 1040 (495 for strongest spell raw materials +495 for second spell raw materials + 50 for 2 permanent spells).