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.
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.
d% | Enhancement Bonus | Market Price1 |
---|---|---|
|
||
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 |
d% | Enhancement Bonus | Market Price |
---|---|---|
|
||
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 |
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 |
d% | Weapon1 | Weapon Cost2 |
---|---|---|
All magic weapons are masterwork weapons.
|
||
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 |
d% | Weapon1 | Weapon Cost2 |
---|---|---|
All magic weapons are masterwork weapons.
|
||
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 |
d% | Weapon | Weapon Cost1 |
---|---|---|
All magic weapons are masterwork weapons.
|
||
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 |
d% | Special Ability | Market Price Modifier1 |
---|---|---|
|
||
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 |
d% | Special Ability | Market Price Modifier1 |
---|---|---|
|
||
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 |
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 |
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.