Dungeons And Dragons 3.5 Dmg Reduction Vs Magic

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The Problem with Illusions in D&D Nerdarchy dives into the illusion school of magic for 5th Edition Dungeons and Dragons. No wizard school of magic in 5e D&D relies on the Dungeon Master more than.

  1. Dungeons And Dragons 3.5 Dmg Reduction Vs Magic Card
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For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction. Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction. The world's most popular fantasy role-playing table-top game wouldn't be the same without magic. And we're not talking about the 'magic' of using your imagination. A lot of characters you'll encounter in Dungeons & Dragons have access to spells. Wizards, Warlocks, Sorcerers and Druids rely on it while Bards, Clerics, Paladins and certain types. All Dungeons and Dragons Spells 3.5 Spell Description Schl Comp Time Range Target, Effect, Area Duration Save SR PHB. £Magic Stone +1 att,1d6+1 dmg, 2d6+2 vs undeadTransV,S,DF1 aTouch1-3 Stones 30 min or till usedWill negsYes251. Dungeons and Dragons (3.5 Edition). May 28, 2014 Dungeons & Dragons 3.5 Edition Index – Magic Items – Weapons & Armor February 28, 2006 Magic Options for Weapons & Ammunition Page 5 Weapon Options Reference Type Description Aura Lvl Requirements Extra as GP Cost as Bonus Anarchic (DMG p223) Any Weapon +2d6 damage vs. Lawful opponents.

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Damage Reduction (Ex or Su)

A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.

The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.

Some monsters are vulnerable to piercing, bludgeoning, or slashing damage (Ex).

Some monsters are vulnerable to certain materials, such as alchemical silver (Su), adamantine (Ex), or cold-forged iron (Su). Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.

Some monsters are vulnerable to magic weapons (Su). Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. Ammunition 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.

A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons (Su). When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. 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).

When a damage reduction entry has a dash (–) after the slash, no weapon negates the damage reduction (Ex).

A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.

A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.


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  • 1Weapons
    • 1.18Specific Weapons
  • 2Epic Weapons

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, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may 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 (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may 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 with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice

Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores 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 projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. 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).

Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation

Fully 30% of magic weapons shed light equivalent to a lightspell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points

An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.

Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane 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 (a standard action).

Magic Weapons and Critical Hits

Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Weapons for Unusually Sized Creatures

The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities

Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.

If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Table: Weapons
MinorMediumMajorWeapon BonusBase Price1
01–7001–10+12,000 gp
71–8511–29+28,000 gp
30–5801–20+318,000 gp
59–6221–38+432,000 gp
39–49+550,000 gp
+6272,000 gp
+7298,000 gp
+82128,000 gp
+92162,000 gp
+102200,000 gp
86–9063–6850–63Specific weapon3
91–10069–10064–100Special ability and roll again4
  1. This price is for 50 arrows, crossbow bolts, or sling bullets.
  2. A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
  3. See Table: Specific Weapons.
  4. See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.
Table: Weapon Type Determination
d%Weapon Type
01–70Common melee weapon
71–80Uncommon weapon
81–100Common ranged weapon
Table: Common Melee Weapons
d%WeaponWeapon Cost1
01–04Dagger+302 gp
05–14Greataxe+320 gp
15–24Greatsword+350 gp
25–28Kama+302 gp
29–41Longsword+315 gp
42–45Mace, light+305 gp
46–50Mace, heavy+312 gp
51–54Nunchaku+302 gp
55–57Quarterstaff2+600 gp
58–61Rapier+320 gp
62–66Scimitar+315 gp
67–70Shortspear+302 gp
71–74Siangham+303 gp
75–84Sword, bastard+335 gp
85–89Sword, short+310 gp
90–100Waraxe, dwarven+330 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. 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). Double weapons have separate magical bonuses for their different heads. 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. All magic weapons are masterwork weapons.
Table: Uncommon Weapons
d%WeaponWeapon Cost1
01–03Axe, orc double2+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating (heavy or light)+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire2+690 gp
27–31Flail, heavy+315 gp
32–35Flail+308 gp
36–37Gauntlet+302 gp
38–39Gauntlet, spiked+305 gp
40–41Glaive+308 gp
42–43Greatclub+305 gp
44–45Guisarme+309 gp
46–48Halberd+310 gp
49–51Spear+301 gp
52–54Hammer, gnome hooked2+620 gp
55–56Hammer, light+301 gp
57–58Handaxe+306 gp
59–61Kukri+308 gp
62–64Lance+310 gp
65–67Longspear+305 gp
68–70Morningstar+308 gp
71–72Net+320 gp
73–74Pick, heavy+308 gp
75–76Pick, light+304 gp
77–78Ranseur+310 gp
79–80Sap+301 gp
81–82Scythe+318 gp
83–84Shuriken+301 gp
85–86Sickle+306 gp
87–89Sword, two-bladed2+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven2+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. 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). Double weapons have separate magical bonuses for their different heads. 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. All magic weapons are masterwork weapons.
Table: Common Ranged Weapons
d%WeaponWeapon Cost1
01–10Ammunition (roll again):
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, sling (50)+350 gp
11–15Axe, throwing+308 gp
16–25Crossbow, heavy+350 gp
26–35Crossbow, light+335 gp
36–39Dart+300 gp 5 sp
40–41Javelin+301 gp
42–46Shortbow+330 gp
47–51Shortbow, composite (+0 Str bonus)+375 gp
52–56Shortbow, composite (+1 Str bonus)+450 gp
57–61Shortbow, composite (+2 Str bonus)+525 gp
62–65Sling+300 gp
66–75Longbow+375 gp
76–80Longbow, composite+400 gp
81–85Longbow, composite (+1 Str bonus)+500 gp
86–90Longbow, composite (+2 Str bonus)+600 gp
91–95Longbow, composite (+3 Str bonus)+700 gp
96–100Longbow, composite (+4 Str bonus)+800 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.

All magic weapons are masterwork weapons.

Table: Melee Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1001–0601–03Bane+1 bonus
11–1707–12Defending+1 bonus
18–2713–1904–06Flaming+1 bonus
28–3720–2607–09Frost+1 bonus
38–4727–3310–12Shock+1 bonus
48–5634–3813–15Ghost touch+1 bonus
57–6739–44Keen2+1 bonus
68–7145–4816–19Ki Focus+1 bonus
72–7549–50Merciful+1 bonus
76–8251–5420–21Mighty cleaving+1 bonus
83–8755–5922–24Spell storing+1 bonus
88–9160–6325–28Throwing+1 bonus
92–9564–6529–32Thundering+1 bonus
96–9966–6933–36Vicious+1 bonus
70–7237–41Anarchic+2 bonus
73–7542–46Axiomatic+2 bonus
76–7847–49Disruption3+2 bonus
79–8150–54Flaming burst+2 bonus
82–8455–59Icy burst+2 bonus
85–8760–64Holy+2 bonus
88–9065–69Shocking burst+2 bonus
91–9370–74Unholy+2 bonus
94–9575–78Wounding+2 bonus
79–83Speed+3 bonus
84–86Brilliant energy+4 bonus
87–88Dancing+4 bonus
89–90Vorpal2 4+5 bonus
10096–10091–100Roll again twice4 5
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
  3. bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
  4. Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon.
  5. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
Table: Ranged Weapon Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier1
01–1201–0801–04Bane+1 bonus
13–2509–1605–08Distance+1 bonus
26–4017–2809–12Flaming+1 bonus
41–5529–4013–16Frost+1 bonus
56–6041–42Merciful+1 bonus
61–6843–4717–21Returning+1 bonus
69–8348–5922–25Shock+1 bonus
84–9360–6426–27Seeking+1 bonus
94–9965–6828–29Thundering+1 bonus
69–7130–34Anarchic+2 bonus
72–7435–39Axiomatic+2 bonus
75–7940–49Flaming burst+2 bonus
80–8250–54Holy+2 bonus
83–8755–64Icy burst+2 bonus
88–9265–74Shocking burst+2 bonus
93–9575–79Unholy+2 bonus
80–84Speed+3 bonus
85–90Brilliant energy+4 bonus
10096–10091–100Roll again twice2
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Table: Specific Weapons
MinorMediumMajorSpecific WeaponMarket Price
01–15Sleep arrow132 gp
16–25Screaming bolt267 gp
26–45Silver dagger, masterwork322 gp
46–65Cold iron longsword, masterwork330 gp
66–7501–09Javelin of lightning1,500 gp
76–8010–15Slaying arrow2,282 gp
81–9016–24Adamantine dagger3,002 gp
91–10025–33Adamantine battleaxe3,010 gp
34–37Slaying arrow (greater)4,057 gp
38–40Shatterspike4,315 gp
41–46Dagger of venom8,302 gp
47–51Trident of warning10,115 gp
52–5701–04Assassin’s dagger10,302 gp
58–6205–07Shifter’s sorrow12,780 gp
63–6608–09Trident of fish command18,650 gp
67–7410–13Flame tongue20,715 gp
75–7914–17Luck blade (0 wishes)22,060 gp
80–8618–24Sword of subtlety22,310 gp
87–9125–31Sword of the planes22,315 gp
92–9532–37Nine lives stealer23,057 gp
96–9838–42Sword of life stealing25,715 gp
99–10043–46Oathbow25,600 gp
47–51Mace of terror38,552 gp
52–57Life-drinker40,320 gp
58–62Sylvan scimitar47,315 gp
63–67Rapier of puncturing50,320 gp
68–73Sun blade50,335 gp
74–79Frost brand54,475 gp
80–84Dwarven thrower60,312 gp
85–91Luck blade (1 wish)62,360 gp
92–95Mace of smiting75,312 gp
96–97Luck blade (2 wishes)102,660 gp
98–99Holy avenger120,630 gp
100Luck blade (3 wishes)142,960 gp

Epic Weapons

Except when otherwise stated, epic magic weapons follow the rules for nonepic magic weapons. There is no limit to an epic magic weapon’s enhancement bonus, to the market price modifier of an epic magic weapon special ability, or to the total of an epic magic weapon’s enhancement bonus and market price modifier.

EPIC WEAPON BASE PRICE

To find the base price of an epic magic weapon, roll on Table: Weapons. Note that the +6 to +10 rows apply only to weapons that provide an enhancement bonus of +6 to +10 or weapons with a single special ability whose market price modifier is +6 to +10. Magic weapons with a total effective bonus of +6 to +10 but that have an enhancement bonus of +5 or less and special abilities whose individual market price modifiers are +5 or less use the table for nonepic magic weaponsto determine price.

Dungeons And Dragons 3.5 Dmg Reduction Vs Magic Card

Table: Weapons

d%Enhancement BonusMarket Price1
01–03+1+2,000 gp
04–07+2+8,000 gp
08–13+3+18,000 gp
14–20+4+32,000 gp
21–28+5+50,000 gp
29–36+6+720,000 gp
37–43+7+980,000 gp
44–49+8+1,280,000 gp
50–53+9+1,620,000 gp
54–56+10+2,000,000 gp
57–61Specific weapon2
62–80Melee weapon with special ability and roll again3
81–99Ranged weapon with special ability and roll again3
100Roll on Table: Epic Weapons
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 See Table: Specific Weapons.
3 See Table: Melee Weapon Special Abilities for melee weapons or
Table: Ranged Weapon Special Abilities for ranged weapons.

Table: Epic Weapons Mavericks bootable usb from dmg.

d%Enhancement BonusMarket Price
01–21+11+2,420,000 gp
22–39+12+2,880,000 gp
40–54+13+3,380,000 gp
55–66+14+3,920,000 gp
67–76+15+4,500,000 gp
77–84+16+5,120,000 gp
85–90+17+5,780,000 gp
91–94+18+6,480,000 gp
95–97+19+7,220,000 gp
98–99+20+8,000,000 gp
100Roll again and add +10 to bonus12
1This is cumulative if rolled multiple times.
2 For enhancement bonuses higher than +20, the market price modifier is equal to the square of the bonus x20,000 gp.

Table: Weapon Type Determination

d%Weapon Type
01–70Roll on Table: Common Melee Weapon
71–80Roll on Table: Uncommon Melee Weapons
81–100Roll on Table: Ranged Weapons

Table: Common Melee Weapons

d%Weapon1Weapon Cost2
01–04Dagger+302 gp
05–14Greataxe+320 gp
15–24Greatsword+350 gp
25–28Kama+302 gp
29–41Longsword+315 gp
42–45Mace, light+305 gp
46–50Mace, heavy+312 gp
51–54Nunchaku+302 gp
55–57Quarterstaff3+600 gp
58–61Rapier+320 gp
62–66Scimitar+315 gp
67–70Shortspear+302 gp
71–74Siangham+303 gp
75–84Sword, bastard+335 gp
85–89Sword, short+310 gp
90–100Waraxe, dwarven+330 gp
All magic weapons are masterwork weapons.
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly.
2 Add to enhancement bonus on Table: Weapons to determine total market price.
3 masterwork weaponsdouble weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. 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.

Table: Uncommon Melee Weapons

d%Weapon1Weapon Cost 2
01–03Axe, orc double3+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating light or heavy+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire3+690 gp
27–31Flail, heavy+315 gp
32–35Flail, light+308 gp
36–37Gauntlet+302 gp
38–39Gauntlet, spiked+305 gp
40–41Glaive+308 gp
42–43Greatclub+305 gp
44–45Guisarme+309 gp
46–48Halberd+310 gp
49–51Halfspear+301 gp
52–54Hammer, gnome hooked3+620 gp
55–56Hammer, light+301 gp
57–58Handaxe+306 gp
59–61Kukri+308 gp
62–63Lance, heavy+310 gp
64–65Lance, light+306 gp
66–67Longspear+305 gp
68–70Morningstar+308 gp
71–72Net+320 gp
73–74Pick, heavy+308 gp
75–76Pick, light+304 gp
77–78Ranseur+310 gp
79–80Sap+301 gp
81–82Scythe+318 gp
83–84Shuriken+301 gp
85–86Sickle+306 gp
87–89Sword, two-bladed3+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven3+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
All magic weapons are masterwork weapons weapons.
1 For weapons normally made of steel, roll d% to determine material: 01–85 steel; 86–99 adamantine; 100 other. Adjust price accordingly.
2 Add to enhancement bonus on Table: Weapons to determine total market price.
3 masterwork weaponsdouble weapons incur double the masterwork weapons cost to account for each head (+300 gp masterwork weapons cost per head for a total of +600 gp). Double weapons have separate bonuses for their different heads. 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.

Table: Ranged Weapons

d%WeaponWeapon Cost1
01–10Ammunition
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, sling (50)+350 gp
11–15Axe, throwing+308 gp
16–25Crossbow, heavy+350 gp
26–35Crossbow, light+335 gp
36–39Dart+300 gp 5 sp
40–41Javelin+301 gp
42–46Shortbow+330 gp
47–51Shortbow, composite+375 gp
52–56Shortbow, composite (+1 Str bonus)+450 gp
57–61Shortbow, composite (+2 Str bonus)+525 gp
62–65Sling+300 gp
66–75Longbow+375 gp
76–80Longbow, composite+400 gp
81–85Longbow, composite (+1 Str bonus)+500 gp
86–90Longbow, composite (+2 Str bonus)+600 gp
91–95Longbow, composite (+3 Str bonus)+700 gp
96–100Longbow, composite (+4 Str bonus)+800 gp
All magic weapons are masterwork weapons.
1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Melee Weapon Special Abilities

d%Special AbilityMarket Price Modifier1
01–08Acidic blast+6 bonus
09–16Fiery blast+6 bonus
17–24Icy blast+6 bonus
25–32Lightning blast+6 bonus
33–40Mighty disruption+6 bonus
41–48Sonic blast+6 bonus
49–56Dread+7 bonus
57–61Anarchic power+8 bonus
62–66Everdancing+8 bonus
67–71Holy power+8 bonus
72–76Axiomatic power+8 bonus
77–81Unholy power+8 bonus
82–89Roll on nonepic magic item Table: Melee Weapon Special Abilities, then roll again on this table.
90–97Roll twice on nonepic magic item Table: Melee Weapon Special Abilities.
98–100Roll twice again2
1 Add to enhancement bonus on Table: Epic Weapons to determine total market price.
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

Table: Ranged Weapon Special Abilities

d%Special AbilityMarket Price Modifier1
01–07Acidic blast+6 bonus
08–14Distant shot+6 bonus
15–21Fiery blast+6 bonus
22–28Icy blast+6 bonus
29–35Lightning blast+6 bonus
36–41Sonic blast+6 bonus
42–48Triple-throw+6 bonus
49–53Unerring accuracy+6 bonus
54–60Dread+7 bonus
61–65Anarchic power+8 bonus
66–70Holy power+8 bonus
71–75Axiomatic power+8 bonus
76–80Unholy power+8 bonus
81–88Roll on nonepic magic item Table: Ranged Weapon Special Abilities, then roll again on this table.
89–96Roll twice on nonepic magic item Table: Ranged Weapon Special Abilities.
97–100Roll twice again2
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 If a special ability is rolled twice, only one counts. If two versions of the same special ability are rolled, use the better.

Table: Specific Weapons


Specific Epic Weapons

Dungeons and dragons 3.5 dmg reduction vs magic card
d%Specific WeaponMarket Price
01–18Stormbrand235,350 gp
19–33Quarterstaff of alacrity462,600 gp
34–48Souldrinker478,335 gp
49–60Backstabber770,310 gp
61–68Mace of ruin1,000,312 gp
69–72Gripsoul1,856,500 gp
73–78Elven greatbow2,900,400 gp
79–64Finaldeath3,580,308 gp
85–90Chaosbringer4,025,350 gp
91–94Holy devastator4,620,315 gp
95–98Unholy despoiler4,620,315 gp
99–100Everwhirling chain5,220,325 gp


Dungeons And Dragons 3.5 Dmg Reduction Vs Magic Game

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Dungeons And Dragons 3.5 Dmg Reduction Vs Magic Game

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