Imbued Magic Weapons


Imbued weapons are weapons that have runes or glyphs etched into them, allowing them to enchant themselves with 'Magic Weapon' for brief period of time.

Imbued weapons that are do not have a +1 Enchantment Bonus are considered Master Work Weapons.  With the use of a Command word, these weapons Imbue themselves with 'Magic Weapon', per the 'First Level' spell.  The only Special Ability available for these weapons, 'True Strike'.

Imbued weapons with a +1 Enchantment Bonus are considered 'True' Magical Weapons.  With the use of a command word, these weapons imbue themselves with a burst of extra magic, increasing them briefly to +2 Enchantment, or an 'Special Ability', with a Base Price Modifier of '+1 Bonus'.

Minor Medium Major Weapon Base Price
01 - 7001 - 3501 - 30Magic Weapon {1/Day} MW Weapon cost + 400gp
71 - 8536 - 5531 - 45Magic Weapon {2/Day} MW Weapon cost + 800gp
86 - 9056 - 6546 - 50Magic Weapon {3/Day} MW Weapon cost +1200gp
-- - --66 - 7051 - 54Magic Weapon {4/Day} MW Weapon cost +1600gp
-- - --71 - 8055 - 65True Magic Weapon +1 MW Weapon cost +2000gp
-- - --81 - 9066 - 73True Magic Weapon +1
Magic Weapon {1/Day}
MW Weapon cost +3200gp
-- - ---- - --74 - 77 True Magic Weapon +1
Magic Weapon {2/Day}
MW Weapon cost +4400gp
-- - ---- - -- 78 - 81 True Magic Weapon +1
Magic Weapon {3/Day}
MW Weapon cost +5600gp
-- - ---- - -- 82 - 85 True Magic Weapon +1
Magic Weapon {4/Day}
MW Weapon cost +6800gp
-- - ---- - -- 86 - 90 True Magic Weapon +2 MW Weapon cost +8000gp
91-10091-10091-100 Special Abilityor Roll again on next column