According to the SRD a weapon with a weapon enhancement bonus of +6 is an epic weapon and has a market price of 720,000 gp. Supposing a non epic special ability is added to the weapon, say for example flaming which has a +1 price bonus. Would the total market price not including weapon cost and masterwork quality be 722,000 gp or would it be 980,000 gp as per an epic weapon with a +7 enhancement bonus equivalence?
An epic weapon with non epic special abilities
craftingdnd-3.5eepic-tiermagic-itemsweapons
Related Solutions
When special abilities modify the enhancement bonus, you use the total enhancement bonus to determine cost. This applies to weapons, armor and shields.
Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.
Your example of a +1 Flaming weapon has a +2 enhancement bonus and thus costs 8000g + base item and masterworking.
Some qualities from outside of the SRD have direct cost modifiers like +300gp. These just add on to the price instead of changing the enhancement bonus.
Your pricing of the small masterwork light repeating crossbow is correct.
Your pricing of the continuous master’s touch is correct per the guidelines. As a DM, I might not be so sure I like that price, however.
Your pricing of the at-will use-activated magic missile is correct. However, it would not fire missiles that deal 3d4+1 damage, as you seem to imply. It would instead fire three separate missiles that deal 1d4+1 damage each.
You have a mistake when you add them together: firstly, you dropped the \$\times2\$ multiplier from the duration note on master’s touch: it should be \$10,000\text{ gp}+4000\text{ gp}\$, not \$+2000\text{ gp}\$. Moreover, you missed this note:
Multiple Different Abilities
Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
For one weapon with two different effects, you need to pay half-again the cost of the continuous master’s touch. So the cost should be \$10,000\text{ gp} + \left(4000\text{ gp} \times 1.5\right) = 16,000\text{ gp}\$.
Finally, Eberron Campaign Setting has a page (268, to be precise) on warforged components. It includes statements like
A warforged component usually occupies the same space on the body that a magic item of the same kind normally would.
Likewise, armbow specifies that it
attaches to the arm of a warforged, completely covering the hand.
So assuming that this item uses up your character’s hand like the armbow does, it should cost \$16,000\text{ gp}\$. If it does not,
Components that do not occupy any space on the body cost twice what they would cost as ordinary magic items.
Thus that would be \$16,000\text{ gp} \times 2 = 32,000\text{ gp}\$.
Either way, the fact that the base cost is less than the price of the armbow, despite having significant extra features, suggests to me that your DM may very well dispute these prices. I would.
A magic weapon must have a +1 bonus on it before receiving any other special weapon properties. But you aren’t enhancing this as a weapon, you are treating it like a wondrous item. The rules don’t really cover this possibility; I would probably require the +1. But a +1 is all you need; after that, you’re free to put as much other magic on there as you want without needing a higher enhancement bonus (with the exception of the more powerful weapon augment crystals).
Any enhancement bonus on the item would add to attack and damage, yes.
For costing these, the fact that you’re adding features to a magic weapon means that you need to consider that 50% premium again. You have a \$10,000\text{ gp}\$ component (the magic missiles), a \$4000\text{ gp}\$ component (the master’s touch), and a \$2000\text{ gp}\$ component (the enhancement bonus, assuming you go with the minimum +1). The second and third each cost 50% extra because you’re combining them on one item. Like so:
$$ 10,000\text{ gp} + \left(4000\text{ gp} \times 1.5\right) + \left(2000\text{ gp} \times 1.5\right) = 19,000\text{ gp} $$
This adds onto the \$550\text{ gp}\$ cost of the base item, so your total is \$19,550\text{ gp}\$. Again, twice that if it’s not taking up your hand.
Best Answer
To obtain the price of any enchanted weapon or armor, you add the actual bonus to the bonus modifier of any enchantments, and then use the total to look up the price on the chart. So yes, a +6 weapon with the flaming enchantment would be priced as a +7 weapon at 980,000gp. This might seem excessive, as flaming is not that significant a modifier at epic levels, and for this reason a wizard might be reluctant to bother putting a flaming enchantment on a +6 weapon, but that is how prices work in 3rd edition.
On the other hand, at epic levels, the amount of gold you can be expected to have acquired and have access to acquiring is monumental. There comes a certain point in a campaign where money often starts to seem like it is an unlimited resource... and if it doesn't, players may very well feel extremely underpowered because of it. A glance at various high level supplements will show you that both prices and quest rewards can start getting pretty ridiculous, which is why astral diamonds were invented as a currency.
A DM is of course free to houserule this, but I might advise against it. If you are playing at epic levels, it's probably a lot more reasonable to just lean into the insanity. Yes, this sword costs a veritable mountain of gold (or the equivalent in exotic materials) to enchant. That's just how you roll at this kind of power level. If you want to follow in Karsus' footsteps, you're going to need to bankroll it.