Gold piece costs are given for single missiles. Full quivers (20 arrows, 10 bolts or bullets) cost 10% less when bought in bulk, and full braces (quantity of 50 or more) cost 20% less than the listed price. A brace of Dazer missiles would cost 1000 gp while a brace of Messengers would cost 5280 gp.
Using superior missiles in treasure determination
Using minor magic missiles in treasure determination
Missile Type Determination
d% | Missile Type |
01-40 | Arrow |
41-70 | Bolt |
76-95 | Sling Bullet |
96-100 | Staff Sling Bullet |
Minor Magic Missile Quantity
Minor | Medium | Major | Quantity | 01-70 | 01-30 | - | 1d6 | 71-85 | 31-50 | - | 1d10 | 86-90 | 51-70 | 01-10 | Full Quiver | 91-98 | 71-85 | 11-30 | Full Brace | 99-100 | 86-90 | 31-60 | 1d6 and roll again* | - | 91-95 | 61-80 | 1d10 and roll again* | - | 96-100 | 81-90 | Full Quiver and roll again* | - | - | 91-100 | Full Brace and roll again* |
Superior Missiles
   Barbed: Arrow or Bolt is unusually difficult to remove
d% Missile Market Price
01-15 Barbed 4 gp
16-45 Blunted 2 gp
46-75 Broadhead 2 gp
76-85 Glass Arrow 10 gp
86-100 Whistler 4 gp
   Blunted: Arrow, Bolt or Bullet does full subdual damage but only 1/2 regular damage
   Broadhead: Arrow, Bolt, or bullet is +1 damage vs unarmored/light armor, -1 damage vs medium/heavy armor
   Glass Arrow: Arrow only. Has no head and does only 1pt damage. It has a thick hollow shaft of blown glass that can be filled with liquid or powder (about 1 oz) and will shatter on striking. Glass arrows shatter when fired 5% of the time
   Whistler: Arrow, Bolt or bullet is -2 damage but makes a loud, piercing whistle during flight
Minor Magic Missiles
d% | Missile | Market Price |
01-03 | Attraction | 132 gp |
04-11 | Branding | 25 gp |
12-18 | Burning | 30 gp |
19-26 | Dazer | 25 gp |
27-34 | Distraction | 25 gp |
35-39 | Enfeeblement | 60 gp |
40-47 | Flarrow | 25 gp |
48-54 | Freeze | 30 gp |
55-59 | Greaser | 60 gp |
60-67 | Light Missile | 25 gp |
68-70 | Messenger | 132 gp |
71-73 | Ram | 132 gp |
74-78 | Reduction | 60 gp |
79-81 | Reproduction | 132 gp |
82-84 | Roping | 132 gp |
85-87 | Seeker | 132 gp |
88-94 | Speed | 30 gp |
95-97 | Sleep | 132 gp |
98-100 | Spark | 132 gp |
Unless otherwise noted below, missiles have normal attack and damage rolls in addition to listed special abilities.
   Attraction: On a successful hit, all other missiles fired by the same weapon get +4 attack against the same target
   Branding: Targets struck by this missile are marked as per the cantrip Arcane Mark. Firer describes the desired mark before firing the missile.
   Burning: On a successful hit, this missile does an additional 1d4 fire damage (no save)
   Dazer: Emits a disorienting noise. Creatures that can hear and are struck make a Will save vs DC 10 or are effected by a Daze spell
   Distraction: This missile gives off strange illusionary noises, as per the Ghost Sounds cantrip. The firer describes the desired sound which will begin to emit (and last for up to 5 rounds) once the missile strikes something or reaches the end of it's flight.
   Enfeeblement: Creatures struck by this missile are subject to a Ray of Enfeeblement spell cast at level 1
   Flarrow: Flashes brightly on hitting. Creatures struck make a Reflex save vs DC 10 or are effected by a Flare spell
   Freeze: On a successful hit, this missile does an additional 1d4 cold damage (no save)
   Greaser: Creatures struck by this missile are coated with Grease (as per the spell) spell cast at level 1
   Light Missile: Firing this missile causes it to glow as per the cantrip Light for 5 rounds
   Messenger: Arrow/Bolt only. User ties a message (or other similar cargo) to the missile, speaks the name of the recipient, and fires into the air. Missile flies through ether seeking recipient and re-materializes, striking a nearby wall/tree/whatever to deliver the message
   Ram: +1 attack. Creatures within one range increment make a Fortitude save vs DC 11 or are knocked prone. If within 30' add a bull rush at STR 25. Opens doors and targets objects at STR 25.
   Reduction: Creatures or objects struck make a Fortitude save vs DC 11 or are Reduced 10%
   Reproduction: If placed in a quiver (or if a bullet, a bullet pouch), this missile "divides" once per hour and creates a new non-magical missile. Will not "divide" if the container is already full.
   Roping: +1 attack. Arrow or Bolt (only - cannot be bullet) leaves trail of smoke. On a hit, tiny barbs deploy holding missile fast into target, and smoke trail coalesces into a stout hemp rope.
   Seeker: +1 attack. This missile ignores cover. Firer must be able to see target when missile launched, and there must be a path to the target (does not have to be a straight path)
   Sleep: +1 attack, does subdual damage, creature struck make a Will save vs DC 11 or fall asleep
   Spark: On a successful hit, this missile does an additional 1d4 electrical damage (no save)
   Speed: Readying this missile before an encounter gives the firer +5 initiative - but only if the user's action is to fire the missile