

Last but not least, alchemical bombs are not magical and thus trigger neither the "Golem antimagic" immunities nor the "Harmed by" weaknesses. These work the same as otherwise casted spells do. Wands, scrolls and staves are clearly a form of spell-casting, so I see no conflicts there. This is considerably more complex to automate in FG, though, because again: there is no "magical" damage trait. On the other hand, if you count property runes as "magical abilities" that Golems are immune against, then the "Harmed by" part is also triggered (like a flaming rune against a flesh golem). Of course you would also have to argue that property runes to not trigger the "Harmed by" vulnerability then. And frankly, this would be the easiest and most sane way of handling things in FG. You can still perfectly well argue that the rune affects/enhanced the weapon, not the target. Since there still is no "magical" damage trait you have a situation where a "flaming" property rune adds extra "fire" damage to a weapon. Said possible dispute is about "Property runes", because these runes are worded as adding "special abilities" to weapons, which of course are "magical". Unfortunately Paizo botched to deliver concise wording again, so the "creatures'" part is less than clear and can be disputed. This "Golem Antimagic" usually pertains to creatures using "spells and innate magical abilities other than its own" (its own = the golem's).
#Magical weapons how to
The latter is unfortunately somewhat badly worded by Paizo, but I understand why they did not want to add a special "magical" damage trait to the game just for these very few exceptions on how to handle physical damage.įurthermore golems do not have "immunity: magic", they have "immunity: magic ( see below)", with "see below" pointing to their "Golem Antimagic" abilities. And there are "incorporeal" creatures whose resistances are doubled against "non-magical damage", but there still is no "magical" damage trait. These creatures' resistances are negated by the fact that the weapon/damage source is magical, but the damage is still physical with no extra "magical" trait. There are some rare creatures that have "Resistance: physical X ( except magical)". So golems' resistance against physical attacks affect mundane and magical weapons the same. These runes enhance/affect the weapon itself. "Fundamental" weapon runes do not cause "magic" damage, they are "magical" runes that turn a weapon into a "magical" weapon, but still cause physical damage (or rather the original weapon type) without adding a special "magical" damage trait. Just concise, evocative names to get your gears turning.Instead of starting a discussion in the ruleset development thread or old generically named "resistance issues" thread, I prefer to start a new discussion on how Golem immunities and weapon runes are to be handled. You won't find paragraphs of fiction describing the back story of these weapons, nor dialogue from a scene depicting its origin.

#Magical weapons generator
Each property in this generator lends to an evocative name, either to be used as-is or to offer inspiration for something better. +1 items are also guilty of being boring. These are the kind of weapons that are better than nothing, but each weaker than a +1 item. What magical weapons should we line the tombs and treasure chests that we put in the path of our players' early adventures? I have created this generator that uses a table of 200 properties to generate millions weak and unique magical items. And yet the allure of killing monsters and taking their stuff never grows old. HOME | SUGGEST A PROPERTY | RANDOM TABLESĪ +1 item is a kingly gift in the newest edition of Dungeons and Dragons.
