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Epic Magic Weapons




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Epic Magic 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 weapons to determine price.

Table: Weapons
d% Enhancement Bonus Market Price1
  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.
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
57-61 Specific weapon2
62-80 Melee weapon with special ability and roll again3
81-99 Ranged weapon with special ability and roll again3
100 Roll on Table: Epic Weapons
Table: Epic Weapons
d% Enhancement Bonus Market Price
  1. This 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 ×20,000 gp.
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
100 Roll again and add +10 to bonus1 2
Table: Weapon Type Determination
d% Weapon Type
01-70 Roll on Table: Common Melee Weapons
71-80 Roll on Table: Uncommon Melee Weapons
81-100 Roll on Table: Ranged Weapons
Table: Common Melee Weapons
d% Weapon1 Weapon Cost2

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 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 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.
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 Quarterstaff3 +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
Table: Uncommon Melee Weapons
d% Weapon1 Weapon Cost2

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 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 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.
01-03 Axe, orc double3 +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, dire3 +690 gp
27-31 Flail, heavy +315 gp
32-35 Flail +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 Halfspear +301 gp
52-54 Hammer, gnome hooked3 +620 gp
55-56 Hammer, light +301 gp
57-58 Handaxe +306 gp
59-61 Kukri +308 gp
62-65 Lance +310 gp
66-67 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-bladed3 +700 gp
90-91 Trident +315 gp
92-94 Urgrosh, dwarven3 +650 gp
95-97 Warhammer +312 gp
98-100 Whip +301 gp
Table: Ranged Weapons
d% Weapon Weapon Cost1

All magic weapons are masterwork weapons.

  1. Add to enhancement bonus on Table: Weapons to determine total market price.
01-10 Ammunition
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 +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
Table: Melee Weapon Special Abilities
d% Special Ability Market Price Modifier1
  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.
01-08 Acidic blast +6 bonus
09-16 Fiery blast +6 bonus
17-24 Icy blast +6 bonus
25-32 Lightning blast +6 bonus
33-40 Mighty disruption +6 bonus
41-48 Sonic blast +6 bonus
49-56 Dread +7 bonus
57-61 Anarchic power +8 bonus
62-66 Everdancing +8 bonus
67-71 Holy power +8 bonus
72-76 Axiomatic power +8 bonus
77-81 Unholy power +8 bonus
82-89 Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table.
90-97 Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98-100 Roll twice again2
Table: Ranged Weapon Special Abilities
d% Special Ability Market Price
Modifier1
  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.
01-07 Acidic blast +6 bonus
08-14 Distant shot +6 bonus
15-21 Fiery blast +6 bonus
22-28 Icy blast +6 bonus
29-35 Lightning blast +6 bonus
36-41 Sonic blast +6 bonus
42-48 Triple-throw +6 bonus
49-53 Unerring accuracy +6 bonus
54-60 Dread +7 bonus
61-65 Anarchic power +8 bonus
66-70 Holy power +8 bonus
71-75 Axiomatic power +8 bonus
76-80 Unholy power +8 bonus
81-88 Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table.
89-96 Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities.
97-100 Roll twice again2
Table: Specific Weapons
d% Specific Weapon Market Price
01-18 Stormbrand 235,350 gp
19-33 Quarterstaff of alacrity 462,600 gp
34-48 Souldrinker 478,335 gp
49-60 Backstabber 770,310 gp
61-68 Mace of ruin 1,000,312 gp
69-72 Gripsoul 1,856,500 gp
73-78 Elven greatbow 2,900,400 gp
79-64 Finaldeath 3,580,308 gp
85-90 Chaosbringer 4,025,350 gp
91-94 Holy devastator 4,620,315 gp
95-98 Unholy despoiler 4,620,315 gp
99-100 Everwhirling chain 5,220,325 gp

Epic Weapon Special Ability Descriptions

Most magic weapons only have enhancement bonuses. They can also have special abilities, such as those detailed below and nonepic abilities. A weapon with a special ability must have at least a +1 enhancement bonus.

Acidic Blast

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog; Market Price: +6 bonus.

Anarchic Power

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. This special ability does not stack with the nonepic anarchic special ability.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos; Market Price: +8 bonus.

Axiomatic Power

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. This special ability does not stack with the nonepic axiomatic special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum; Market Price: +8 bonus.

Distant Shot

A distant shot weapon can be used against any target within line of sight at no penalty for range.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location; Market Price: +6 bonus.

Dread

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) To randomly determine a dread weapon’s designated foe, roll on the following table.

Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Market Price: +7 bonus.

d% Designated Foe
01-05 Aberrations
06-09 Animals
10-16 Constructs
17-22 Dragons
23-27 Elementals
28-32 Fey
33-39 Giants
40 Humanoids, aquatic
41-42 Humanoids, dwarf
43-44 Humanoids, elf
45 Humanoids, gnoll
46 Humanoids, gnome
47-49 Humanoids, goblinoid
50 Humanoids, halfling
51-54 Humanoids, human
55-57 Humanoids, reptilian
58-60 Humanoids, orc
61-65 Magical beasts
66-70 Monstrous humanoids
71-72 Oozes
73 Outsiders, air
74-76 Outsiders, chaotic
77 Outsiders, earth
78-80 Outsiders, evil
81 Outsiders, fire
82-84 Outsiders, good
85-87 Outsiders, lawful
88 Outsiders, water
89-90 Plants
91-98 Undead
99-100 Vermin
Everdancing

An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach).

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects; Market Price: +8 bonus.

Fiery Blast

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Market Price: +6 bonus.

Holy Power

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the nonepic holy special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word; Market Price: +8 bonus.

Icy Blast

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Market Price: +6 bonus.

Lightning Blast

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Market Price: +6 bonus.

Mighty Disruption

Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. A weapon of mighty disruption must be a bludgeoning weapon. (If this property is rolled for a piercing or slashing weapon, reroll.)

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true resurrection; Market Price: +6 bonus.

Sonic Blast

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d6 points of sonic damage (or +9d6 if the critical multiplier is ×3, or +12d6 if the critical multiplier is ×4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout; Market Price: +6 bonus.

Triple-Throw

This special ability can only be placed on a weapon that can be thrown. (If this property is rolled for a weapon that cannot be thrown, reroll.) A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger’s favored enemy bonus) apply only to the original weapon’s damage, not to the duplicates.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades; Market Price: +6 bonus.

Unerring Accuracy

Ranged attacks made with this weapon negate the AC bonus granted by any cover short of total cover. The weapon’s ranged attacks also ignore any miss chance from concealment (including total concealment, but the wielder must still aim his or her attacks at the correct square).

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true seeing; Market Price: +6 bonus.

Unholy Power

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4).

The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the nonepic unholy special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word; Market Price: +8 bonus.

Specific Weapons

Backstabber

This +6 short sword adds +2d6 to the wielder’s sneak attack damage. If the wielder does not have the sneak attack ability, this weapon does not grant it.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict moderate wounds; Market Price: 770,310 gp; Cost to Create: 385,310 gp + 17,700 XP.

Chaosbringer

This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian’s rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass charm monster; Market Price: 4,025,350 gp; Cost to Create: 2,012,850 gp + 50,250 XP.

Elven Greatbow

In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +5 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder’s current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, bull’s strength, keen edge, true seeing; Market Price: 2,900,400 gp; Cost to Create: 1,450,400 gp + 39,400 XP.

Everwhirling Chain

This +4 defending everdancing spiked chain of speed continuously twitches in its wielder’s hands. The wielder of the everwhirling chain can use it to make any number of attacks of opportunity per round (as if he or she had the Improved Combat Reflexes feat).

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects, haste, shield (or shield of faith); Market Price: 5,220,325 gp; Cost to Create: 2,610,325 gp + 52,200 XP.

Finaldeath

This +5 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, he or she gains the Positive Energy Aura feat.

Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, death ward, plane shift, summon monster IX, creator must be able to turn undead; Market Price: 3,580,308 gp; Cost to Create: 1,790,308 gp + 45,800 XP.

Gripsoul

Gripsoul is a +6 keen long-sword, but instead of dealing additional damage on a critical hit, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 30). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. Only one creature can be so held, but the wielder can release the bound soul at any time with a command word.

Caster Level: 27th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding; Market Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP.

Holy Devastator

In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder’s saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he or she adds twice his or her paladin level to damage (rather than his or her paladin level).

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura, holy smite, holy word; Market Price: 4,620,315 gp; Cost to Create: 2,310,315 gp + 56,200 XP.

Mace of Ruin

This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP.

Quarterstaff of Alacrity

Both ends of this +5 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield; Market Price: 462,600 gp; Cost to Create: 231,600 gp + 14,620 XP.

Souldrinker

This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword’s power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.

Stormbrand

This +4 thundering shocking burst greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt, control winds, fly, protection from energy; Market Price: 235,350 gp; Cost to Create: 117,850 gp + 12,350 XP.

Unholy Despoiler

In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder’s saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level).

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy, unholy aura, unholy blight; Market Price: 4,650,315 gp; Cost to Create: 2,325,315 gp + 56,500 XP.