Magische Waffe

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Version vom 13. November 2022, 00:10 Uhr von Yandere (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „{{Aufarbeitung}} {{InfoboxSchatz |kategorie=Magische Waffe }} Like swords, miscellaneous weapons add their bonus to both the “to hit” probability and damage die rolls. Weapons from the table which are not self-explanatory (e.g. a simple mace +1) are detailed here. Magic arrows that hit their intended tar-get are destroyed; those that miss have a 50% chance of being broken or otherwise rendered unusable. Magic hand axes and hammers can be hurled up to…“)
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Magische Waffe
Magischer Gegenstand
Schatzverfügbarkeit:_ A B C D E G H I U V Z
Erlaubte Klassen: Jede

Like swords, miscellaneous weapons add their bonus to both the “to hit” probability and damage die rolls. Weapons from the table which are not self-explanatory (e.g. a simple mace +1) are detailed here. Magic arrows that hit their intended tar-get are destroyed; those that miss have a 50% chance of being broken or otherwise rendered unusable. Magic hand axes and hammers can be hurled up to 30 ft with the benef i t of the at-tack bonus but losing the damage bonus. Magic spears may be used as either melee or missile weapons. When thrown at a very strong (18.99) or very massive creatures, there is a 50% chance the spear will break. Intelligent creatures, if struck by the thrown spear, have a 70% chance of using it against the at-tacker if struck by the weapon, or 25% likely to attempt to break the spear (spear must save vs a crushing blow). Unintelligent creatures are 25% likely to attempt to break the spear. Missile weapons (pulled bows, crossbows, slings, etc.) grant their to hit and damage bonus to missiles launched from them. Bonuses from magic ammunition are cumulative with bonuses from magic missile weapons.