Magic Weapons

Magic Weapons
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. A single weapon cannot have a modified bonus higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus.
Weapons or ammunition can be made of an unusual material. 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.

Caster Level for Weapons: The caster level of a weapon is equal to 3 times the enhancement bonus of the weapon or the enhancement bonus of the special ability if it was higher.

Additional Damage Dice: Some magic weapons deal additional dice of damage that are not multiplied on a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a magic projectile weapon is treated as a magic weapon for the purpose of overcoming damage reduction.

Magic Ammunition and Breakage: Magic ammunition is destroyed if a shot hits or misses its target.

Light Generation: Magic weapons shed light equivalent to a light spell upon command.

Hardness and Hit Points: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points.

Activation: You benefit from a magic weapon by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word.

Magic Weapons and Critical Hits: Some weapon special abilities and some specific weapons have an extra effect on a critical hit. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Special Qualities: Roll d%. 0–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.