Magic Weapons
Magic: 1k (Bypasses DR/Magic, Required for all other enhancements, x2 Weapon HP)
Gr. Magic: 20k (Bypasses DR/Greater Magic)
Epic: 500k (Bypasses DR/Epic, Required for epic enhancements)
Sure Striking: 3k (+2 Attack)
Imp. Sure Striking: 15k (+4 Attack)
Gr. Sure Striking: 75k (+6 Attack)
Impact: 2k (+2 Damage)
Imp Impact: 10k (+5 Damage)
Gr. Impact: 50k (+10 Damage)
Hardened: 1k (+2 Weapon Hardness)
Aligned: 18k (+2D6 Damage vs Opposed Alignment, Bypasses DR/Alignment)
Speed: 40k (Gain an extra attack when attacking)
Wounding: 54k (+1 Con Damage)
Vorpal: 100k (On a successful critical, sever the opponents limb, rolled randomly)
Vicious: 7.5k (+2D6 Damage, Receive 1D6 Empathic Damage in return)
Energy: 4k (+1D6 Fire, Cold, or Electricity Damage, or +1D4 Sonic Damage)
Energy Burst: 5.5k (+1d10/8 Energy Damage on a successful critical, with extra dice for higher critical multipliers)
Merciful 3k (+1D6 Damage, all damage from weapon is nonlethal)
Keen: 8k (+1 Threat Range)
Imp. Keen: 20k (+2 Threat Range)
Ghost Touch: 5k (No incorporeal miss chance when striking incorporeal opponents)
Defending: 10k (+1 Dodge bonus to AC)
Dancing: 90k (Jak, explain how you want this to work)(currently just like the DMG)
Brilliant Energy: 60k (Ignores all nonliving materiel when striking)
Bane: 14k (+2 Enhancement bonus to attack, +2D6 Damage to Bane creature type)
Returning: 8k (Thrown weapon returns to wielder at beginning of their turn)
Gravestriking: 15k (Weapon allows precision based damage against Undead)
Golemstriking: 10k (Weapon allows precision based damage against Constructs)