Skip to content

Magic Weapons

This page contains a comprehensive list of magical weapons available in the world. Magic weapons provide enhanced combat capabilities and often grant additional magical properties to those who wield them.

Magic Weapons Summary

Melee

Item Name School of Magic Price Mechanical Effect Location Worn Requires Attunement Brief Description
Ak-Tra Fae 1,500 gp Chain weapon, wounds difficult to heal Hand Yes Orcish chain weapon with sharpened edges on each link. Wounds are difficult to heal.
Atlas Gauntlets Arcane 5,000 gp Unarmed strikes deal 1d6 force, propulsion ability (4 charges) Hands Yes Powerful arcane gauntlets that enhance unarmed strikes and provide propulsion.
Dagger of Venom Fae 2,000 gp +1, can coat blade with poison (2d10) Hand No Dagger that can be envenomed once per day.
Flame Tongue Infernal 5,000 gp +2d6 fire damage when activated Hand Yes Sword that bursts into flames on command.
Frost Brand Arcane 5,000 gp +1d6 cold damage, fire resistance Hand Yes Sword that deals cold damage and grants fire resistance.
Giant Slayer Arcane/Divine 2,500 gp +1, extra 2d6 vs giants, prone on hit Hand No Weapon designed to combat giants.
Hovercutter Arcane 3,000 gp Concealed blade, 1d4 force damage Hand Yes Gauntlet with concealed magical blade that extends from the forearm.
Ley Blade Arcane 200 gp 1d8 force (melee, customizable to other energy types) Hand Yes Projects blade of pure arcane energy. Default force damage, customizable to other energy types.
Mace of Disruption Divine 3,500 gp +1, extra 2d6 radiant vs fiends/undead Hand Yes Divine mace that disrupts undead and fiends.
Mithral Dagger Priceless Ignores magic, cuts non-mithral armor, crit destroys target's items Hand No Legendary dagger produced by dwarven kingdoms in small numbers. Ignores magic, cuts non-mithral armor.
Mithral Sword Priceless Ignores magic, cuts non-mithral armor, crit destroys target's items Hand No Mythical sword found only in Elder God ruins. Ignores magic, cuts non-mithral armor.
Ring of Lightning Strikes Arcane 100 gp First unarmed strike each turn deals 1d8 lightning, prevents reactions Finger Yes Ring that enhances unarmed strikes with lightning damage.
Runic Knuckles Arcane 200 gp +1d6 lightning damage to unarmed attacks Hands Yes A favorite of Thieves Guild enforcers, these apply 1d6 lightning damage to all unarmed attacks.
Scimitar of Speed Fae 8,000 gp +2, bonus action attack Hand Yes Swift scimitar allowing extra attacks.
Sun Blade Divine 5,000 gp +2 radiant longsword, extra 1d8 vs undead Hand Yes Divine weapon that projects blade of pure radiance. Effective against undead.
Sword of Life Stealing Infernal 6,000 gp +1, extra 10 necrotic on crit, temp HP Hand Yes Infernal blade that steals life force.
Sword of Sharpness Arcane 8,000 gp Maximize damage vs objects, +14 slashing on crit Hand Yes Extremely sharp blade that can sever limbs on critical hits.
Sword of Wounding Infernal 5,000 gp +1, wounds prevent healing Hand Yes Infernal blade that creates wounds resistant to healing.

Ranged

Item Name School of Magic Price Mechanical Effect Location Worn Requires Attunement Brief Description
Ekalavya's Hexbow Arcane 25,000 gp +2 longbow, Int to damage, critical hit ability, volley attack Two hands Yes Powerful arcane longbow that fires magical bolts and can unleash devastating volleys.
Ethereal Boltcaster Arcane 500 gp +1 crossbow, ignores cover, force damage Two hands Yes Crossbow that fires ethereal bolts through solid objects.
Oathbow Fae 3,000 gp +3 vs sworn enemy, extra 3d6 damage Two hands Yes Fae-enchanted longbow favored by elves. Creates bond with sworn enemy.

Wands and Staves

Item Name School of Magic Price Mechanical Effect Location Worn Requires Attunement Brief Description
Battlestaff Arcane 350 gp 3d6 lightning (ranged, enhanced power) Two hands Yes Military two-handed staff with runic engravings. Fires powerful magical bolts.
Flame Wand Arcane 175 gp 2d6 fire (ranged, 15-ft cone) Hand Yes Specialty wand spraying a cone of fire. 15-ft cone, 2d6 fire damage.
Lightning Wand Arcane 125 gp 1d8 lightning (ranged, 60/180 ft) Hand Yes Specialty wand shooting a low-power lightning bolt. Range 60/180 ft, 1d8 lightning damage.
Palm Wand Arcane 50 gp 1d6 force (ranged, 30/90 ft) Hand Yes Small one-handed wand firing force bolts. Range 30/90 ft, 1d6 force damage.
Radiant Wand Arcane 300 gp 2d6 radiant (ranged, 120 ft, single beam) Hand Yes Specialty wand firing a thin beam of light. Range 120 ft, 2d6 radiant damage.
Staff Arcane 250 gp 1d12 force (ranged, 100/300 ft) Two hands Yes Two-handed magical staff. Range 100/300 ft, 1d12 force damage.
Standard Wand Arcane 75 gp 1d8 force (ranged, 60/180 ft) Hand Yes Medium-sized wand, most common type. Range 60/180 ft, 1d8 force damage.
Thunderbuss Arcane 100 gp 1d6 lightning + 1d6 thunder (ranged, 15/30 ft, 10-ft cone scatter) Hand Yes Short-range scatter wand. Range 15/30 ft, 1d6 lightning + 1d6 thunder damage, 10-ft cone.

Siege

Item Name School of Magic Price Mechanical Effect Location Worn Requires Attunement Brief Description
Mag Cannon Arcane 85,000 gp Devastating (area effect, siege weapon) Mounted No Large-scale arcane artillery using huge power crystals for devastating damage.

Consumables

Item Name School of Magic Price Mechanical Effect Location Worn Requires Attunement Brief Description
Clockwork Grenade Arcane 200 gp 2d10+2 fire damage, 15ft radius, knocks prone Carried No Mechanical grenade that explodes on impact, dealing fire damage and knocking creatures prone.
Thunderstrike Grenade Arcane 1,000 gp 3d8 thunder damage, 30ft radius, blinds and deafens Carried No Single-use grenade that explodes with thunder damage, blinding and deafening creatures in the area.

Detailed Descriptions

Melee

Ak-Tra

Price: 1,500 gp | Location: Hand | Attunement: Required | School of Magic: Fae | Mechanical Effect: Chain weapon, wounds difficult to heal

An orcish weapon consisting of a chain with sharpened edges on every link. The ak-tra was traditionally used by specialized warriors known as headhunters, who wielded it like a flail to inflict grievous wounds. Proper technique involves wrapping the chain around an opponent's limbs and pulling, causing severe lacerations and broken bones. The weapon is imbued through fae rituals, making its wounds particularly difficult to heal and highly prone to infection. The ak-tra has been illegal in the Empire for centuries and is now considered a rare artifact. Those who use it must be trained in its proper techniques, as improper use can be dangerous to the wielder. The fae enchantments that make the wounds difficult to heal are what give the ak-tra its fearsome reputation, as even magical healing may be less effective against wounds inflicted by this weapon.

Atlas Gauntlets

Price: 5,000 gp | Location: Hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Unarmed strikes deal 1d6 force damage, propulsion ability (4 charges)

Exceedingly rare and powerful arcane gauntlets that considerably boost the wearer's strength and dexterity. Continued usage has resulted in skeletal damage to some wearers, but this has not halted demand for such items.

While wearing these gauntlets, your unarmed strikes deal 1d6 force damage. This weapon's attacks and damage are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The gauntlets have 4 charges. While wearing them, you can use an action to expend 1 of its charges to activate the gauntlets' propulsion system. At the start of your next turn, you are propelled forward 20 feet in a straight line. Each creature in your path must make a DC 15 Dexterity saving throw, becoming prone and taking 1d10 bludgeoning damage on a failed save, and half as much on a successful one. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location. If you collide with an object or structure, you deal 2d10 force damage to it.

The gauntlets regain 1d4 expended charges after you finish a short or long rest. If you expend the gauntlet's last charge, roll a d20. On a 1, your hit point maximum is reduced by 1. This reduction can be reversed by a greater restoration spell.

Dagger of Venom

Price: 2,000 gp | Location: Hand | Attunement: Not required | School of Magic: Fae | Mechanical Effect: +1 to attack and damage, poison coating (2d10 damage, DC 15)

A +1 dagger that can be activated with an action to coat the blade with thick, black poison. The poison remains for 1 minute or until the dagger hits a creature. On a hit, the target must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. This property can be used once per day. These daggers are Fae-enchanted creations, favored by rogues and assassins who need an edge in close combat.

Flame Tongue

Price: 5,000 gp | Location: Hand | Attunement: Required | School of Magic: Infernal | Mechanical Effect: +2d6 fire damage when activated

A sword that can be activated with a bonus action to burst into flames. While ablaze, the weapon deals an extra 2d6 fire damage on a hit and sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The flames can be extinguished with another bonus action or by dropping or sheathing the sword. Flame Tongues are infernal creations, representing one of the more advanced melee weapon enchantments still being produced, though they are far less common than arcane ranged weapons.

Frost Brand

Price: 5,000 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Mechanical Effect: +1d6 cold damage, fire resistance

A sword that deals an extra 1d6 cold damage on a hit and grants the wielder resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius. When drawn, the sword can extinguish all nonmagical flames within 30 feet (once per hour). Frost Brands are arcane creations, useful for combating fire-based threats and surviving harsh cold environments.

Giant Slayer

Price: 2,500 gp | Location: Hand/Two hands | Attunement: Not required | School of Magic: Arcane/Divine | Mechanical Effect: +1 to attack and damage, extra 2d6 vs giants, prone on hit

A +1 weapon designed to combat giants. When the weapon hits a creature with the giant type (including ettins and trolls), it deals an extra 2d6 damage and the target must succeed on a DC 15 Strength saving throw or fall prone. Giant Slayers are valuable weapons for those who expect to face giant-kind, whether through arcane or divine enhancement.

Hovercutter

Price: 3,000 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Concealed blade, 1d4 force damage

A gauntlet with a concealed magical blade that extends from the forearm. The Hovercutter appears as an elegant gauntlet, typically made of dark metal with glowing blue crystals embedded throughout. When activated, a blade of pure arcane energy extends from the top of the forearm, creating a weapon that deals 1d4 force damage. The blade can be extended or retracted as a bonus action, allowing the wielder to keep the weapon hidden until needed. The blade is composed entirely of magical energy, giving it an ethereal appearance and making it particularly effective against incorporeal creatures. Hovercutters are arcane creations that combine the utility of a gauntlet with the lethality of a concealed weapon, making them popular among rogues, assassins, and those who need a weapon that can be easily hidden.

Ley Blade

Price: 200 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 1d8 force (melee, customizable to other energy types)

A cutting-edge innovation in melee combat, Ley Blades represent one of the most advanced applications of arcane enchanting technology. These weapons project a blade of pure arcane energy from a hilt, creating a weapon that combines the precision of a blade with the devastating power of arcane magic. By default, Ley Blades deal 1d8 force damage, channeling raw magical energy into a cutting edge that can slice through armor and flesh with equal ease. However, the true innovation lies in their customizability: skilled enchanters can modify a Ley Blade to channel different types of energy damage—fire, lightning, cold, or other elemental forces—allowing warriors to adapt their weapons to specific threats or combat situations. While still a relatively new technology and not yet widely adopted, Ley Blades represent a significant leap forward in melee combat capabilities, offering advantages that traditional steel weapons cannot match. The weapons require power crystals to function and skilled maintenance to keep their energy projection stable, making them expensive and currently limited to elite warriors, adventurers, and wealthy military units. As the technology continues to develop and production costs decrease, Ley Blades may eventually become more common, potentially revolutionizing melee combat in the same way that wands and battlestaves transformed ranged warfare.

Mace of Disruption

Price: 3,500 gp | Location: Hand | Attunement: Required | School of Magic: Divine | Mechanical Effect: +1 to attack and damage, extra 2d6 radiant vs fiends/undead, destroy on crit

A +1 mace that deals an extra 2d6 radiant damage to fiends and undead. If such a creature has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. The mace sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Maces of Disruption are divine creations, blessed weapons designed specifically to combat the forces of darkness and evil.

Mithral Dagger

Price: Priceless (cannot be purchased) | Location: Hand | Attunement: Not required | School of Magic: — | Mechanical Effect: Normal dagger damage, ignores all magic, cuts through non-mithral armor, crit chance to destroy magic items

A legendary dagger forged from pure mithral, one of the rarest and most powerful materials in existence. Unlike larger mithral weapons, mithral daggers are known to exist and can be produced by the dwarven kingdoms, though only an incredibly small number each year. These weapons are beyond price and cannot be purchased through normal means—they are artifacts of immense power, often passed down through generations or commissioned from the dwarven smiths at great cost. The Mithral Dagger deals normal dagger damage (1d4 piercing), but its true power lies in its ability to ignore all forms of magic. Magical barriers, shields, and protections offer no defense against a mithral weapon. Additionally, the dagger cuts through all non-mithral armor as if it were not there, making it devastating against even the most heavily protected foes. On a critical hit, the dagger has a chance to destroy magic items the target is carrying or wearing—a property that makes these weapons both feared and coveted. The wielder's own items are safe from this effect. Mithral daggers are among the most sought-after weapons in existence, and those who possess them guard them jealously, knowing that such power attracts both admirers and enemies.

Mithral Sword

Price: Priceless (cannot be purchased) | Location: Hand | Attunement: Not required | School of Magic: — | Mechanical Effect: Normal sword damage, ignores all magic, cuts through non-mithral armor, crit chance to destroy magic items

A legendary sword forged from pure mithral, one of the rarest and most powerful materials in existence. Unlike mithral daggers, which can be produced by the dwarven kingdoms in small numbers, mithral swords and other larger mithral weapons are practically myths. They cannot be created by any known smithing techniques and can only be found as treasures in the deepest ruins of the Elder Gods. These weapons are beyond price and represent artifacts of immense power from an age long past. The Mithral Sword deals normal sword damage (1d8 slashing for a longsword, or 1d6 for a shortsword), but its true power lies in its ability to ignore all forms of magic. Magical barriers, shields, and protections offer no defense against a mithral weapon. Additionally, the sword cuts through all non-mithral armor as if it were not there, making it devastating against even the most heavily protected foes. On a critical hit, the sword has a chance to destroy magic items the target is carrying or wearing—a property that makes these weapons both feared and coveted. The wielder's own items are safe from this effect. Mithral swords are so rare that most people consider them legends, and those who possess them guard them jealously, knowing that such power attracts both admirers and enemies.

Ring of Lightning Strikes

Price: 100 gp | Location: Finger | Attunement: Required | School of Magic: Arcane | Mechanical Effect: First unarmed strike each turn deals 1d8 lightning damage, prevents reactions

This ring enhances the first unarmed strike you connect on each turn by producing the effects of the shocking grasp cantrip. If the target is wearing metal armor, you have advantage on this attack. The target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. Rings of Lightning Strikes are arcane creations that channel electrical energy through unarmed strikes, making them valuable for monks and unarmed combatants.

Runic Knuckles

Price: 200 gp | Location: Hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: +1d6 lightning damage to unarmed attacks

A favorite of Thieves Guild enforcers, these arcane-enchanted knuckles apply 1d6 lightning damage to all unarmed attacks. The knuckles are typically made of metal or reinforced leather with arcane runes etched into the surface, channeling lightning energy through the wearer's fists. When worn, any unarmed strike made by the wearer deals an additional 1d6 lightning damage. The enchantment is powered by arcane magic and requires attunement. Runic Knuckles are particularly popular among Thieves Guild enforcers and other combatants who rely on unarmed combat, as they provide a significant boost to damage without requiring a weapon. The lightning damage can be particularly effective against creatures vulnerable to electrical attacks, and the crackling energy can serve as an intimidating display.

Scimitar of Speed

Price: 8,000 gp | Location: Hand | Attunement: Required | School of Magic: Fae | Mechanical Effect: +2 to attack and damage, bonus action attack

A +2 scimitar that allows the wielder to make one attack with it as a bonus action on each turn. This represents one of the more advanced melee weapon enchantments still being produced, though such weapons are increasingly rare as enchanters focus on ranged weapons. Scimitars of Speed are Fae-enchanted creations, favored by warriors who need to maximize their combat effectiveness.

Sun Blade

Price: 5,000 gp | Location: Hand | Attunement: Required | School of Magic: Divine | Mechanical Effect: +2 radiant damage, extra 1d8 vs undead, finesse property

A divine weapon that appears as a longsword hilt. When activated with a bonus action, a blade of pure radiance springs into existence. The weapon has the finesse property and deals radiant damage instead of slashing. It grants a +2 bonus to attack and damage rolls, and deals an extra 1d8 radiant damage to undead. The blade emits bright light in a 15-foot radius and dim light for an additional 15 feet, and this radius can be adjusted. Sun Blades are divine creations, often blessed by clerics or paladins, and are particularly effective against undead and creatures of darkness.

Sword of Life Stealing

Price: 6,000 gp | Location: Hand | Attunement: Required | School of Magic: Infernal | Mechanical Effect: +1 to attack and damage, extra 10 necrotic on crit, gain 10 temp HP

A +1 sword that deals an extra 10 necrotic damage when the wielder scores a critical hit against a creature that isn't a construct or undead. When this happens, the wielder also gains 10 temporary hit points. Swords of Life Stealing are infernal creations, channeling the corrupting power of Hell to steal life force from the living. These weapons are rare and often considered dangerous or cursed by those who understand their nature.

Sword of Sharpness

Price: 8,000 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Mechanical Effect: Maximize damage vs objects, +14 slashing on crit, can sever limbs

A sword that maximizes damage dice when attacking objects. When the wielder rolls a 20 on an attack roll against a creature, the target takes an extra 14 slashing damage, and the wielder rolls another d20. On a second 20, the sword severs one of the target's limbs (or a portion of its body if it has no limbs to sever). The sword can also be commanded to shed bright light in a 10-foot radius. Swords of Sharpness are arcane creations, representing advanced melee weapon enchantments that are extremely rare in the modern era.

Sword of Wounding

Price: 5,000 gp | Location: Hand | Attunement: Required | School of Magic: Infernal | Mechanical Effect: +1 to attack and damage, wounds prevent healing

A +1 sword that creates wounds resistant to healing. Once per turn, when the sword hits a creature, the wielder can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time it has been wounded, and it can make a DC 15 Constitution saving throw to end the effect. Alternatively, the wounded creature or a creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check to end the effect. Hit points lost to this weapon's damage can only be regained through a short or long rest, not through regeneration, magic, or other means. Swords of Wounding are infernal creations, their wounds tainted by hellish energy that resists normal healing.

Ranged

Ekalavya's Hexbow

Price: 25,000 gp | Location: Two hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: +2 longbow, Intelligence to damage, critical hit ability, volley attack

A legendary arcane longbow of exceptional power. The arcane coils in this bow make its bolts so powerful that they can punch through cold forged iron.

This longbow doesn't require ammunition to function. You gain a +2 bonus to attack and damage rolls made with this magic weapon. You add your Intelligence modifier to damage rolls made with this weapon.

Punch Through: As a bonus action, you can tune the bow's arcane frequency. You add your Intelligence modifier to the attack roll. If the attack hits its target, it is a critical hit.

Rapid Fire: As an action, you unleash a volley of arcane bolts. Each creature in a 60-foot cone must succeed on a DC 17 Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. This property can't be used again until the next dawn.

Scope: This longbow has a built-in spyglass, allowing you to make precise shots at extreme range.

Ethereal Boltcaster

Price: 500 gp | Location: Two hands | Attunement: Required | School of Magic: Arcane | Mechanical Effect: +1 crossbow, ignores cover, force damage

This crossbow has been carved from rare enchanted wood and strung with ethereal silk. While it has the stopping power of a heavy crossbow, its lightweight construction makes it much easier to wield.

When the bow is drawn, an ethereal bolt of energy is extracted from an embedded power crystal. The magical bolt flies towards its target through the border ethereal plane (the Fey Realm), allowing it to pass through solid objects before reaching its intended target. The bolt's path intersects the material plane at the target and deals force damage.

So long as you know where your target is within range, they gain no benefits from cover. Anything that would prevent ethereal travel (like a wall of force) will still block the shot.

Type: Martial Ranged | Damage: 1d12 Force | Range: 100/400 ft

Oathbow

Price: 3,000 gp | Location: Two hands | Attunement: Required | School of Magic: Fae | Mechanical Effect: +3 vs sworn enemy, extra 3d6 damage, ignores cover

A Fae-enchanted longbow that remains popular among elven tribes despite the proliferation of arcane wands. When an arrow is nocked, the bow whispers in Elvish, "Swift defeat to my enemies." The wielder can name a sworn enemy, and the bow grants significant advantages against that target: +3 to attack and damage rolls, extra 3d6 piercing damage, and the ability to ignore cover (except total cover). The bond with a sworn enemy lasts until the enemy dies or until dawn seven days later. While arcane wands have largely replaced traditional ranged weapons in human society, elven tribes maintain their preference for Fae-enchanted bows, seeing them as more in harmony with nature and their traditional ways.

Wands and Staves

Battlestaff

Price: 350 gp | Location: Two hands | Attunement: Required | School of Magic: Arcane | Damage: 3d6 lightning (ranged, enhanced power)

A larger two-handed staff weapon used by military forces, particularly the Imperial Army and House guards. Battlestaves feature runic engravings along their length that glow when activated, and fire powerful bolts of lightning energy dealing 3d6 lightning damage. These weapons are standard issue for many Imperial military units, providing reliable ranged firepower that doesn't require traditional ammunition. Battlestaves can be activated with a thumb lock, causing the runic engravings to glow and the tip to crackle with electrical energy ready to be unleashed. They represent a significant advancement in military technology, allowing even non-magical soldiers to wield arcane firepower effectively. The lightning damage makes them particularly effective against heavily armored targets and groups of enemies.

Flame Wand

Price: 175 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 2d6 fire (ranged, 15-ft cone)

A specialty wand that sprays a cone of fire from its tip. The flame wand projects a 15-foot cone of fire, dealing 2d6 fire damage to all creatures in the area. Creatures in the cone must make a Dexterity saving throw, taking half damage on a successful save. The wand requires 1 charge per shot and is particularly effective against groups of enemies or flammable targets. Flame wands are popular among adventurers who need area-effect capabilities in a compact weapon.

Lightning Wand

Price: 125 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 1d8 lightning (ranged, 60/180 ft)

A specialty wand that shoots a low-power lightning bolt. The lightning wand fires a crackling bolt of electrical energy with a range of 60 feet (normal) and 180 feet (long range), dealing 1d8 lightning damage. The bolt can arc to a second target within 5 feet of the first if the first target is hit, dealing half damage to the second target. The wand requires 1 charge per shot and is valued for its ability to potentially hit multiple targets in close formation.

Palm Wand

Price: 50 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 1d6 force (ranged, 30/90 ft)

A small wand designed for one-handed use, the palm wand is compact and easily concealed. It fires magical bolts of force energy with a range of 30 feet (normal) and 90 feet (long range), dealing 1d6 force damage per shot. The wand requires 1 charge per shot and is popular among adventurers and civilians who need a reliable ranged weapon without the bulk of larger wands. Palm wands are particularly favored by those who need to keep a hand free for other tasks or who prefer a more discreet weapon.

Radiant Wand

Price: 300 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 2d6 radiant (ranged, 120 ft, single beam)

A specialty wand that fires a thin, focused beam of pure light energy. The radiant wand projects a single powerful beam of radiant energy with a range of 120 feet, dealing 2d6 radiant damage. The beam is precise and focused, making it effective against undead and creatures vulnerable to radiant damage. The wand requires 1 charge per shot and is favored by those who need a longer-range option or who frequently face undead or shadowy creatures.

Staff

Price: 250 gp | Location: Two hands | Attunement: Required | School of Magic: Arcane | Damage: 1d12 force (ranged, 100/300 ft)

A two-handed magical staff that represents a step up in power from standard wands. Staffs fire more powerful bolts of force energy with significantly greater range: 100 feet (normal) and 300 feet (long range), dealing 1d12 force damage per shot. The staff requires 1 charge per shot and is favored by those who need maximum range and power. While less portable than wands, staffs offer superior combat capabilities for those who can dedicate both hands to wielding them.

Standard Wand

Price: 75 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 1d8 force (ranged, 60/180 ft)

The most common type of wand, the standard wand represents the baseline for arcane ranged weaponry. It fires magical bolts of force energy with a range of 60 feet (normal) and 180 feet (long range), dealing 1d8 force damage per shot. The wand requires 1 charge per shot and has become the primary ranged weapon for many Imperial soldiers and adventurers. Standard wands offer a good balance between power, range, and portability, making them versatile weapons suitable for a wide range of combat situations.

Thunderbuss

Price: 100 gp | Location: Hand | Attunement: Required | School of Magic: Arcane | Damage: 1d6 lightning + 1d6 thunder (ranged, 15/30 ft, 10-ft cone scatter)

A specialized short-range wand designed for close-quarters combat, the thunderbuss fires a wide-area blast of electrical and concussive energy. It has a range of 15 feet (normal) and 30 feet (long range), dealing 1d6 lightning damage and 1d6 thunder damage. The weapon has the scatter property: all creatures in a 10-foot cone must make a Dexterity saving throw or take half damage. The thunderbuss requires 2 charges per shot, making it more power-intensive than standard wands, but its area effect and dual damage types make it devastating in close combat situations.

Siege

Mag Cannon

Price: 85,000 gp | Location: Mounted | Attunement: Not required | School of Magic: Arcane | Damage: Devastating (area effect, siege weapon)

Large-scale arcane artillery weapons that represent the pinnacle of arcane military technology. These massive weapons use huge power crystals designed for short but intense discharges, capable of devastating damage against fortifications, large creatures, and enemy formations. Mag cannons are typically mounted on fortifications, ships, or specialized vehicles, requiring significant power infrastructure to operate. The power crystals used in mag cannons are among the largest and most powerful enchantments produced, representing a major investment in both materials and enchanting expertise. While primarily military weapons, mag cannons have also found use in frontier defense and exploration, where their firepower can be crucial against dangerous threats. The development of mag cannons has fundamentally changed siege warfare and naval combat, making traditional fortifications more vulnerable and requiring new defensive strategies.

Consumables

Clockwork Grenade

Price: 200 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Explosive device dealing 2d10+2 fire damage in 15ft radius

A mechanical grenade with a steampunk aesthetic, constructed from aged gold or bronze metal with a winding key mechanism. When used, this item creates a large explosion dealing 2d10 + 2 fire damage to all creatures in a 15-foot radius of the blast point. All creatures within this 15-foot radius must succeed on a DC 15 Dexterity saving throw or be knocked prone. This item takes one action to throw and a bonus action can be used to prime a grenade. Clockwork Grenades are arcane creations that combine mechanical engineering with magical enhancement, making them effective weapons for those who need area damage capabilities.

Thunderstrike Grenade

Price: 1,000 gp | Location: Carried | Attunement: Not required | School of Magic: Arcane | Mechanical Effect: Single-use explosive with thunder damage and blinding effect

A rare, single-use consumable item that appears as a metallic grenade with a faceted, crystalline body containing crackling blue and white lightning bolts. As an action, you can pull the pin and throw this grenade at a point up to 60 feet away. When it hits the ground, the grenade shatters and explodes in a flash of bright light, emitting a thunderous bang that can be heard up to 1,000 feet away.

All creatures within 30 feet of the point of impact have to make a Constitution saving throw (DC 16). On a failed save, they take 3d8 Thunder damage, and they are Blinded and Deafened until the end of their next turn. On a successful save, they only take half damage and are neither Blinded nor Deafened.

Thunderstrike Grenades are rare arcane creations that combine thunder damage with sensory disruption, making them effective for both combat and creating diversions.


Related: Mechanics Index | Mechanics/Items/Magic Item Attunement | Mechanics/Items/Magic/Magic Armor | Mechanics/Items/Magic/Magic Vehicles | Mechanics/Items/Magic/General Magic Items | Mechanics/Items/Mundane/Weapons