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You can create magic armor, shields, and weapons. Prerequisite: Caster level 5th. Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features.


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Weapon Special Abilities A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.


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Pathfinder Community - Magic Weapons. Magic Weapons


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The idea likely originates from D&D 3.0 rules. In 3.0 magic weapons overcame damage reduction. That's right : in 3.0, damage reductions was not cancelled by weapon types, but by enhancement bonuses on your weapon. For example, there was a 30/+3. If you got a +3 weapon or better, you ignored it.


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Specific Magic Weapons Subpages Arachnid's Fang Arrow of Charming Arrow Slicer Arrow Splitter Assassin's Blade Assassin's Dagger Avalanche Sling Staff Axe of Felling Axe of Forced Life Banshee's Howl Bastard's Sting Battleaxe, Adamantine Beast Wrestler's Gauntlets Beaststrike Club Biting Bracelet Blade of Binding Blade of the Rising Sun


Dungeons Deep & Caverns Old Three Unique Magical Weapons

Character Creation + Ancestries Archetypes Backgrounds Classes Skills Equipment + All Equipment Adventuring Gear Alchemical Items Armor Held Items Runes Shields Weapons Worn Items Feats + All Feats General General (No Skill) Skill Game Mastery + Afflictions Creatures Hazards Rules + All Rules Actions/Activities Conditions GM Screen


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DESCRIPTION These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease ). The wearer doesn't drop held weapons when panicked or stunned.


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Magic Weapon, Greater. School transmutation; Level cleric 4, paladin 3, sorcerer/wizard 3. Target one weapon or 50 projectiles (all of which must be together at the time of casting) Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) This spell functions like magic weapon, except that it gives a weapon an.


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Uncommon but Aeon Stones - the Pearly White Spindle is the best one for a lowish level PC, and might as well give the PC's a Wayfinder to put it in. On Scrolls, Staves, and Wands - utility spells that aren't sexy is nice - Fairie Fire, Long Strider, Mage Armor, Comprehend Lanugages.


[ART] Ranged weapon inspiration for you DMs r/DnD

A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage. Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off.


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Description. Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can.


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Magic Weapons Magic Weapon Special Abilities Specific Weapons Rings Staves Rods Potions Scrolls Wands Wondrous Items Artifacts Intelligent Items Cursed Items Magic Item Creation Magic Plants Relics 3rd Party Magic Items Magic Items Database Sin Runes (3.5) Magic Items and Detect Magic


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Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details. Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.


Pin on Fantasy, Magic weapons, and steampunk

Scaling Magic Weapons Source Pathfinder Unchained pg. 163 The following section includes weapons with unusual powers and magical abilities. Magic weapons can have abilities that need to be activated to function or powers that work passively and constantly. Legacy Arrow Slot none; CL 4th; Weight 1/10 lb. Aura faint transmutation; Price 305 gp.


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DESCRIPTION This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50 arrows, bolts, or bullets.


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