Magisches Schwert

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Version vom 13. November 2022, 01:08 Uhr von Yandere (Diskussion | Beiträge) (Die Seite wurde neu angelegt: „{{Aufarbeitung}} {{InfoboxSchatz |kategorie=Magisches Schwert |verflucht=1 }} All magic swords receive their bonus in both increased chances to hit and increased dam-age. A longsword +1 would therefore be 5% more likely to hit its target (+1 on all “to hit” rolls) and cause an additional 1 point of damage (+1 to damage rolled) to every successful attack. The section below details magical swords that go be-yond simple bonuses applying to hit probabilit…“)
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Magisches Schwert
Verfluchter Magischer Gegenstand
Schatzverfügbarkeit:_ A B C D E G H I U V Z
Erlaubte Klassen: Jede

All magic swords receive their bonus in both increased chances to hit and increased dam-age. A longsword +1 would therefore be 5% more likely to hit its target (+1 on all “to hit” rolls) and cause an additional 1 point of damage (+1 to damage rolled) to every successful attack. The section below details magical swords that go be-yond simple bonuses applying to hit probabilities and damage inf l icted. Last of all, this section also deals with the rarest of magic weapons: intelligent swords. The GM is free, of course, to apply the principles of unusual or intelligent swords to any weapon he or she chooses.

Some basic points concerning magical swords: most magical bladed weapons shed light when drawn, even though this property may not always be desirable. There are exceptions to the rule as noted in the individual descriptions but unless otherwise stated, the sword will glow. All holy swords are law-ful good in alignment. Some weapons, including some of these swords, do double or even triple damage when fi ghting certain types of opponents.

The GM must remember to double the damage from the attack before adding the damage bonus. Example: A long sword strik-ing a large opponent in combat deals 1d12 damage vs a large opponent. If the longsword was a +3 weapon and attacking a creature to which it magically dealt double damage, the GM would determine damage using the following formula: (1d12 x 2)+3—and NOT (1d12+3) x 2.