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tableCore p166

Magic Weapons (Generation Tables)

First, roll d% on the following table to determine the weapon type: d% Weapon Type 01-02 Great Axe 03-09 Battle Axe 10-11 Hand Axe 12-19 Shortbow 20-27 Shortbow Arrow 28-31 Longbow 32-35 Longbow Arrow 36-43 Light Quarrel 44-47 Heavy Quarrel 48-59 Dagger 60-65 Shortsword 66-79 Longsword 80-81 Scimitar 82-83 Two-Handed Sword 84-86 Warhammer 87-94 Mace 95 Maul 96 Pole Arm 97 Sling Bullet 98-00 Spear Next, roll on the Weapon Bonus tables. Follow the directions given if a roll on the Special Enemy or Special Ability tables are indicated; generally multiple rolls on the Special Ability table should be ignored when rolled. d% Roll Melee Missile Weapon Bonus 01-40 01-46 +1 41-50 47-58 +2 51-55 59-64 +3 56-57 +4 58 +5 59-75 65-82 +1, +2 vs. Special Enemy 76-85 83-94 +1, +3 vs. Special Enemy 86-95 Roll Again + Special Ability 96-98 95-98 Cursed, -1* 99-00 99-00 Cursed, -2* * If cursed weapons are rolled along with special abilities, ignore the special ability roll. 1d6 Special Enemy 1d6 Special Enemy 1 Dragons 4 Regenerators 2 Enchanted 5 Spell Users 3 Lycanthropes 6 Undead 1d20 Special Ability 01-09 Casts Light on Command 10-11 Charm Person 12 Drains Energy 13-16 Flames on Command 17-19 Locate Objects 20 Wishes