How does D&D 3.5 magic item pricing work?
Weapon, armor, and shield prices use DMG equivalent bonus tables plus base item cost. This tool applies DMG pricing and Complete-series special abilities.
Price magic weapons, armor, and shields using DMG 3.5 rules (Tables 7-5–7-11), extended with special abilities from the Complete series (Warrior, Arcane, Adventurer, Divine, Scoundrel, Mage, Champion). Base item cost and total equivalent bonus are included in every calculation.
DMG Tables 7-10 / 7-11 plus Complete-series weapon properties. Filtered for melee weapons.
+2 bonus on attack and +2d6 damage against creatures of the chosen type or subtype (e.g. undead).
When set against a charge, a piercing weapon deals double damage on a hit against charging targets.
Piercing weapons only.
Ignores armor, shield, and natural armor bonuses to AC. Does not harm undead or objects.
As a free action, transfers up to +5 of the weapon's enhancement bonus to AC (deflection bonus).
Bludgeoning weapon: undead hit must make Fortitude save DC 14 or be destroyed (as disruption).
Bludgeoning weapons only.
Deals +1d6 fire damage on each successful hit.
+1d6 fire on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 fire.
Deals +1d6 cold damage on each successful hit.
Can affect incorporeal creatures as though they were corporeal.
+2d6 against evil targets; non-good wielder takes 1 negative level while wielding the weapon.
+1d6 cold on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 cold.
Doubles the weapon's critical threat range (e.g. 19–20 becomes 17–20).
Slashing or piercing only.
A monk can use ki abilities and unarmed strikes through this weapon.
+1d6 nonlethal damage; if damage would reduce the target to −1 hp or less, the target falls unconscious instead.
If you drop an enemy with this weapon, you may make one extra Cleave attack (1/day).
A thrown weapon returns to the wielder's hand immediately after the throw.
Ignores miss chance from total cover or concealment; +1d6 damage against targets with miss chance.
Deals +1d6 electricity damage on each successful hit.
+1d6 electricity on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 electricity.
Grants one extra attack action per round (as haste) with this weapon only.
Stores one touch spell of up to 3rd level; releases on the next successful hit.
A melee weapon can be thrown with range increment 10 ft.
On a critical hit or when damage is ≥10 above what was needed, target makes Fortitude save DC 14 or is deafened.
+2d6 against good targets; non-evil wielder takes 1 negative level while wielding the weapon.
On a confirmed critical hit with a slashing weapon, Fortitude save DC 20+enhancement or decapitation.
Slashing weapons only.
Target struck cannot heal damage naturally and loses 1 hp/round until magical healing (Fortitude negates).
On a successful hit, deals an extra 5 points of damage in addition to the weapon's enhancement bonus.
Bows, crossbows, and slings bestow the extra damage upon their ammunition.
On command, deals +1d6 acid damage on each successful hit.
+1d6 acid on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 acid.
On a critical hit, the target must make a Will save (DC 10 + weapon enhancement + wielder's Cha mod) or become shaken for 1 minute.
When the wielder is raging, the weapon's enhancement bonus increases by +2 (does not stack with other enhancement increases).
On a successful hit, deals +1d6 sonic damage.
+1d6 sonic on a hit; on a critical hit or when damage exceeds the target's HP by 10+, adds +1d10 sonic.
The wielder gains a +4 bonus on attack rolls made to sunder and on opposed attack rolls to avoid being disarmed.
Allows the wielder to apply a touch spell through the weapon on a successful melee attack.
Allows the wielder to channel a touch spell through the weapon as a free action when making a melee attack.
Can be wielded without penalty by a character not proficient with it. Wielder's BAB improves to at least 3/4 level when attacking with this weapon.
When you draw this weapon, you can also draw a linked weapon as a free action (if it is available).
As a move action, the weapon transforms into another weapon of the same size category that the wielder is proficient with.
Good-aligned weapon: +2d6 damage against evil targets. Evil wielder gains one negative level while wielding.
Evil-aligned weapon: +2d6 damage against good targets. Good wielder gains one negative level while wielding.
Once per day, the wielder can reroll a failed attack roll as a free action.
When casting a spell through the weapon (such as with spell storing), the save DC increases by +1.
Good-aligned weapon: +2d6 damage against evil targets. Evil wielder gains one negative level while wielding.
Similar to holy but from Complete Champion.
Weapon, armor, and shield prices use DMG equivalent bonus tables plus base item cost. This tool applies DMG pricing and Complete-series special abilities.
Enhancement bonus and special abilities are converted to a single equivalent bonus number, which determines the gold piece cost multiplier on the base item.
Yes. Many special abilities from the Complete series are included alongside core DMG options for weapons and armor.