Dweomermetals: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 101: | Line 101: | ||
|- | |- | ||
! align="left" | Ammunition | ! align="left" | Ammunition | ||
| - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection= | | - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=10-10 }}}}}} gp per 50 missiles | ||
|- | |- | ||
! align="left" | Light Weapons | ! align="left" | Light Weapons | ||
| - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection= | | - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=11-10 }}}}}} gp | ||
|- | |- | ||
! align="left" | One-Handed Weapons | ! align="left" | One-Handed Weapons | ||
Line 110: | Line 110: | ||
|- | |- | ||
! align="left" | Two-Handed Weapons | ! align="left" | Two-Handed Weapons | ||
| - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection= | | - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=13-10 }}}}}} gp | ||
|- | |- | ||
! align="left" | Magic Implements | ! align="left" | Magic Implements | ||
| - || align="left" | +1 additional damage die (same die as magical effect's damage) of elemental damage (fire, cold, acid, sonic, or lightning; must match spell's damage type). Can exceed maximum damage of spell or effect due to this additional die of bonus damage. || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection= | | - || align="left" | +1 additional damage die (same die as magical effect's damage) of elemental damage (fire, cold, acid, sonic, or lightning; must match spell's damage type). Can exceed maximum damage of spell or effect due to this additional die of bonus damage. || align="right" | +{{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=15-10 }}}}}} gp | ||
|} | |} | ||