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These glowing weapons are quite obviously magical. A magic arrow, bolt, bullet, or shuriken that hits is destroyed.įully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius).
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When a magic arrow, crossbow bolt, shuriken, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have). Only the higher of the two enhancement bonuses applies.Īmmunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit. Some magic weapons deal additional dice of damage. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. The caster level of a weapon with a special ability is given in the item description. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material. A weapon with a special ability must have at least a +1 enhancement bonus.Ī weapon or a kind of ammunition may be made of an unusual material.
Magic trail weapon plus#
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. 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). In addition to an enhancement bonus, weapons may have special abilities. In this case, their enhancement bonus applies to either type of attack. Some of the weapons listed as melee weapons can also be used as ranged weapons. Weapons come in two basic categories: melee and ranged. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. They apply these bonuses to both attack and damage rolls when used in combat. Magic weapons have enhancement bonuses ranging from +1 to +5. All magic weapons are masterwork weapons.Īll magic weapons are masterwork weapons. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100) and it has no special abilities. Double weapons have separate magical bonuses for their different heads. Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp).All magic weapons are masterwork weapons. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities. Add to enhancement bonus on Table: Weapons to determine total market price.See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.Use these lines to determine price when special abilities are added in. A weapon can’t actually have a bonus higher than +5.This price is for 50 arrows, crossbow bolts, shuriken, or sling bullets.
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