Magic staves vs DR


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I use my staff of fire (without runes) to bop a creature with resistance physical 5 (except magical) on the head, do I ignore the resistance?

Or do I need a +1 rune on my staff to kill that barghest more quickly?


I would rule that without weapon runes, a staff of fire having no baseline magical property that affects it as a melee weapon wouldn't bypass resistances against nonmagical attacks, the same way wearing healer's gloves won't make your fists magic unarmed attacks.


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The staff of fire has the magical trait, so yes.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Well I'm glad we cleared that one up! XD


I second Salamileg's position.

Each Stave has the magical trait, ergo would bypass any resistance bypassed by Magic. I don't see any reason why they wouldn't.


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The magical trait does not seem to have a specific interaction with Resistance to damage, so I would say unclear.

So...maybe, but it needs to be clarified.

Personally, I would want the answer to be no. Just because the staff has magical power does not make it magical as a weapon.


Claxon wrote:

The magical trait does not seem to have a specific interaction with Resistance to damage, so I would say unclear.

So...maybe, but it needs to be clarified.

Personally, I would want the answer to be no. Just because the staff has magical power does not make it magical as a weapon.

Except the Magical trait is the only thing that tells you whether or not an attack is magical in the first place. So it is the only way you could ever bypass such a resistance.

Look at it this way. Why does a weapon potency rune allow you to bypass that resistance? It isn't because the Rune states that you bypass it specifically and it isn't because your weapon is doing any "extra" damage. It is because the rune provides that weapon with the Magical trait.

Grand Archive

It seems to me that the core of the issue is whether a potential monster is actually resistant to magic weapons (in which case yes the staff would bypass resistance as would punching with healer's gloves because these items are magical)
OR
if a monster is resistant to magic damage (in which case a Potency Rune works because it is adding a magical increase to base damage and a physical bop with the staff or a punch with healer's glove would not bypass the resistance because while they are magic, their magic does not affect the damage being done in those scenarios).

the entry for resistances starts with:
"Resistance
Source Core Rulebook pg. 453
If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount"

This indicates to me that the second interpretation is the correct one.


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Goldryno wrote:
if a monster is resistant to magic damage (in which case a Potency Rune works because it is adding a magical increase to base damage

Potency rune don't increase damage.

Grand Archive

That was a really good catch that I missed Squiggit! Looks like I may be too used to 5e where the +1 Weapons add to both the attack rolls and to the damage the weapon does.

That does make it a bit murkier but the +1 still does contribute directly to the attack roll. I'd still go with interpretation #2 in my mind (the magic of the weapon is affecting the attack that deals the damage). But that does make it less clear cut.


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I would also like to point out that a pair of Healer's Gloves aren't actually a weapon. You are still using your "fist" to attack the opponent. A Stave can be used to attack as a staff weapon, thus granting all of the traits of the stave to attacks made with the weapon.

Edit: I believe that this is an important distinction to make. Handwraps of the Mighty Fist for instance specifically call out that they apply to your unarmed attacks. Which makes sense, you aren't always going to be punching. You could be kicking or headbutting etc...

Handwraps are written this way because they are not the weapon you are striking with, they enhance the weapon you are striking with.

Healer's Gloves or other glove like items don't confer any benefit to your unarmed attacks simply because they don't say that they do, and you don't attack with them.


beowulf99 wrote:
Claxon wrote:

The magical trait does not seem to have a specific interaction with Resistance to damage, so I would say unclear.

So...maybe, but it needs to be clarified.

Personally, I would want the answer to be no. Just because the staff has magical power does not make it magical as a weapon.

Except the Magical trait is the only thing that tells you whether or not an attack is magical in the first place. So it is the only way you could ever bypass such a resistance.

Look at it this way. Why does a weapon potency rune allow you to bypass that resistance? It isn't because the Rune states that you bypass it specifically and it isn't because your weapon is doing any "extra" damage. It is because the rune provides that weapon with the Magical trait.

That's a fair, but it should be more explicitly clear in the description of the magical trait.

Because otherwise, I think magical gloves would bypass magical resistance with punches, because the rules aren't explicit on how the magical trait is supposed to interact with resistance.

Grand Archive

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I understand for Unarmed Strikes we have the old familiar statement.

"However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so." So I can see the healer glove example go down the toilet with that.

But quick thought experiment here, would you say that means if someone has a +1 Longbow, runs out of arrows, and decides to hit the boss monster with it. It's an improvised weapon at that point so negatives to the attack roll and the GM determines damage, but does that damage ignore resistance to non-magical weapons?


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There is this to consider.

CRB, p. 580 wrote:
A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).

So it seems that without a Potency Rune the staff isn't a magic weapon.


Gisher wrote:

There is this to consider.

CRB, p. 580 wrote:
A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).
So it seems that without a Potency Rune the staff isn't a magic weapon.

But it is a staff when wielded in combat, and items dont lose traits due to different usage. Since the stave itself has the magical trait, it would count.


Claxon wrote:
beowulf99 wrote:
Claxon wrote:

The magical trait does not seem to have a specific interaction with Resistance to damage, so I would say unclear.

So...maybe, but it needs to be clarified.

Personally, I would want the answer to be no. Just because the staff has magical power does not make it magical as a weapon.

Except the Magical trait is the only thing that tells you whether or not an attack is magical in the first place. So it is the only way you could ever bypass such a resistance.

Look at it this way. Why does a weapon potency rune allow you to bypass that resistance? It isn't because the Rune states that you bypass it specifically and it isn't because your weapon is doing any "extra" damage. It is because the rune provides that weapon with the Magical trait.

That's a fair, but it should be more explicitly clear in the description of the magical trait.

Because otherwise, I think magical gloves would bypass magical resistance with punches, because the rules aren't explicit on how the magical trait is supposed to interact with resistance.

Well the magical trait only mentions that the item in imbued with magical energies that don't belong to a specific tradition. If every item with the magical trait can bypass resistances to nonmagical attacks rather than only weapons with potency runes, I guess any magic item can be used as an improvised magic weapon. Considering the staff of fire without runes as a magic weapon makes just as much sense. Plus it gives magic items more properties pulled out of thin air that they're not supposed to have, and pushing this reasoning a little further would cause serious balance issues that would go further than improvised magic weapons that deal a pittance of damage and don't look too outrageous for now.

Trust me, I had a DM who saw magic items as an excuse to allow this kind of nonsense and having a specialized magical crafter or two in the party was always the best way to destroy his sandbox campaigns.


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I agree with Gisher and Goldryno, the statement from the CRB seems pretty definitive. "Magic weapon" is a specific term that refers to a weapon with a potency rune, so any weapon that doesn't have a potency rune or equivalent isn't a "magic weapon" even if it is magical.


I disagree. When looking at resistances, the primary consideration is the traits of the attack being resisted. Since wielded weapons confer their traits to any attack made with them, their traits count for both being resisted and bypassing resistance.

And since we dont have rules for taking away traits based on usage, a stave being used to attack would bypass a resistance bypassed by magic.


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Then is a wand effectively an improvised magic light mace? And does casting barkskin on my wolf companion make it effectively a magical animal companion and make its unarmed attacks magical?

Be consistent with your logic and you will see how much sense it makes.


FlashRebel wrote:

Then is a wand effectively an improvised magic light mace? And does casting barkskin on my wolf companion make it effectively a magical animal companion and make its unarmed attacks magical?

Be consistent with your logic and you will see how much sense it makes.

Barkskin doesn't grant the Magical Trait, so no.

I'd treat the wand as an improvised magical piercing weapon that deals 1 damage if you wanted to poke things with it. Wands are too flimsy to be maces.


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FlashRebel wrote:
Then is a wand effectively an improvised magic light mace? And does casting barkskin on my wolf companion make it effectively a magical animal companion and make its unarmed attacks magical?

Do scrolls produce magic paper cuts that bypass DR?


graystone wrote:
FlashRebel wrote:
Then is a wand effectively an improvised magic light mace? And does casting barkskin on my wolf companion make it effectively a magical animal companion and make its unarmed attacks magical?
Do scrolls produce magic paper cuts that bypass DR?

Sure, but if you try to use that offensively you're going to destroy the scroll as it gets ripped to shreds.


By the way, I noticed something interesting: a magic weapon is clearly described as a weapon with fundamental runes and has the magical trait:

Magic Weapon (equipment) wrote:

A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon’s number of weapon damage dice.

The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron.

The magic weapon spell makes no mention of etching runes or the magical trait:

Magic Weapon (spell) wrote:
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Does this mean that the magic weapon spell doesn't give the magical trait to weapons and doesn't allow them to bypass resistances accordingly?


FlashRebel wrote:

By the way, I noticed something interesting: a magic weapon is clearly described as a weapon with fundamental runes and has the magical trait:

Magic Weapon (equipment) wrote:

A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon’s number of weapon damage dice.

The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron.

The magic weapon spell makes no mention of etching runes or the magical trait:

Magic Weapon (spell) wrote:
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Does this mean that the magic weapon spell doesn't give the magical trait to weapons and doesn't allow them to bypass resistances accordingly?

Well, let's examine what it means to be a "+1 Striking Weapon". What confers +1? A Potency rune. Which provides the Magical trait.

Checks out.

As to your argument that "Magical" bypassing DR is somehow an exploit... how exactly? What situations exactly do you mean? How many creatures have Resistance except Magical wherein something like this would even matter?

CRB PG. 492 "Special Circumstances" wrote:

You can also add traits to actions. Let’s say that during a

fight, Seelah dips her sword into a brazier of hot coals before
swinging it at an enemy with a weakness to fire. You could
add the fire trait to this attack. A PC getting an advantage
in this way should usually have to use an action to do so,
so Seelah would get the benefit for one attack, but to do it
again she’d need to bury her sword in the coals once more.

Why would a player spend an action to add the fire trait to their attack if it didn't confer a benefit? The fire trait itself doesn't deal extra damage, nor does it mention specifically bypassing resistance:

CRB PG. 632 "Fire Trait" wrote:

fire (trait) Effects with the fire trait deal fire damage or either conjure or manipulate

fire. Those that manipulate fire have no effect in an area without fire. Creatures
with this trait consist primarily of fire or have a magical connection to that element.

The Magical trait, or any of the tradition traits, indicate that an item is magical. There is no "magical weapon" trait that states that an item does "magical damage". So the only trait that could ever bypass resistance except Magical, would be Magical.

Staves have Magical. Therefore they bypass such a resistance.


The phrasing in most stat blocks where it's relevant is either "Resistance: X physical (except magical)" or in the case of incorporeal things "X all (double resistance vs. non-magical)". The sidebar in the CRB on damage types further specifies that "non-magical" means "lacks the magical trait."

Since a staff has the magical trait, it should count as magical damage.


FlashRebel wrote:

By the way, I noticed something interesting: a magic weapon is clearly described as a weapon with fundamental runes and has the magical trait:

Magic Weapon (equipment) wrote:

A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon’s number of weapon damage dice.

The Prices here are for all types of weapons. You don’t need to adjust the Price from a club to a greataxe or the like. These weapons are made of standard materials, not precious materials such as cold iron.

The magic weapon spell makes no mention of etching runes or the magical trait:

Magic Weapon (spell) wrote:
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Does this mean that the magic weapon spell doesn't give the magical trait to weapons and doesn't allow them to bypass resistances accordingly?

Nice try, but you took that quote completely out of context. It is referring to a specific Magic Weapon entry, not magic weapons generally.

What it is actually saying is that a 35gp +1 Weapon does not also have a Flaming Rune.

CRB 599 wrote:

MAGIC WEAPON ITEM 2+

EVOCATION MAGICAL
Usage held in 1 hand
A magic weapon is a weapon etched with only fundamental
runes. A weapon potency rune gives an item bonus to attack
rolls with the weapon, and a striking rune increases the
weapon’s number of weapon damage dice.
The Prices here are for all types of weapons. You don’t need
to adjust the Price from a club to a greataxe or the like. These
weapons are made of standard materials, not precious
materials such as cold iron.
Type +1 weapon; Level 2; Price 35 gp
This weapon has a +1 weapon potency rune (+1 item bonus to
attack rolls with the weapon).
Type +1 striking weapon; Level 4; Price 100 gp
This weapon has a +1 weapon potency rune (+1 item
bonus to attack rolls with the weapon) and a striking
rune (one extra damage die).
Type +2 striking weapon; Level 10; Price 1,000 gp
This weapon has a +2 weapon potency rune (+2 item bonus
to attack rolls with the weapon) and a striking rune (one
additional damage die).
Type +2 greater striking weapon; Level 12; Price 2,000 gp
This weapon has a +2 weapon potency rune (+2 item bonus
to attack rolls with the weapon) and a greater striking rune
(two extra damage dice).
Type +3 greater striking weapon; Level 16; Price 10,000 gp
This weapon has a +3 weapon potency rune (+3 item bonus to
attack rolls with the weapon) and a greater striking rune (two
extra damage dice).
Type +3 major striking weapon; Level 19; Price 40,000 gp
This weapon has a +3 weapon potency rune (+3 item bonus to
attack rolls with the weapon) and a major striking rune (three
extra damage dice).


Sure, "Basic Magic Weapons" is as specific as you can get. And you keep proving my point that you rely on inconsistent logic in your arguments: anything with the magical trait is apparently supposed to be treated as a magic weapon even when it's not and ignore certain resistances, the magical trait merely amounts to being imbued with some form of magic by its very definition, but apparently being imbued with magic via a spell isn't enough to have the magical trait except when a specific spell is concerned, then it's right to ignore non-magical resistances.

Pathfinder works under a hard magic system - the same as D&D anyway - and this means that there are different specific sorts of magic that do different specific sorts of things, with some overlap on a few domains at best, and magic items work on this logic: a magic item that hasn't received any specific property to be a magic weapon isn't a magic weapon. Just having the magical trait doesn't mean the staff of fire is automatically treated as a magic weapon since it's been created to cast fire spells and needs weapon runes to be a magic weapon. I wouldn't argue for a magic staff with a built-in magical property that affects melee attacks, and for now the staff of power and the staff of the magi are the only ones with such properties.


FlashRebel wrote:
Just having the magical trait doesn't mean the staff of fire is automatically treated as a magic weapon since it's been created to cast fire spells and needs weapon runes to be a magic weapon. I wouldn't argue for a magic staff with a built-in magical property that affects melee attacks, and for now the staff of power and the staff of the magi are the only ones with such properties.

What about a potency rune makes a weapon magic? Does a potency rune specifically say that it is the only way for a weapon to bypass resistance or trigger weaknesses?

The answer is no. The Magical trait does that by virtue of being the magical trait. It doesnt need to spell out that it bypasses said resistance or trigger said weakness in the same way that a blunt weapon or fire weapon doesnt. Those weaknesses and resistances work on the keyword provided by the trait.

Staves have magical. Therefore they interact with weaknesses and resistances.


Except it's not the definition of the magical trait, like, at all. You're making it up. The only explanation is that you have a problem with hard magic systems in general and shouldn't play Pathfinder in such a case.


FlashRebel wrote:
Except it's not the definition of the magical trait, like, at all. You're making it up. The only explanation is that you have a problem with hard magic systems in general and shouldn't play Pathfinder in such a case.

Lol Wut?

Resistances and Weaknesses both operate on traits. You are the one inventing rules.

CRB PG 581 "Weapon Potency" wrote:

Magical enhancements make this weapon strike true. Attack

rolls with this weapon gain a +1 item bonus, and the weapon
can be etched with one property rune.
You can upgrade the weapon potency rune already
etched on a weapon to a stronger version, increasing the
values of the existing rune to those of the new rune. You
must have the formula of the stronger rune to do so, and
the Price of the upgrade is the difference between the two
runes’ Prices.

What about this says that it specifically interacts with Weaknesses and Resistances, but no other magical "item" does?

The only thing that indicates that a Potency Rune makes a weapon interact with such weaknesses and resistances is the fact that the rune itself is magical, and thus confers that trait to the weapon it is etched onto and any attack made with that weapon.

Who here doesn't have a grasp of the "hard magic system"?


You.

In literally every edition of D&D and in Pathfinder a specific magic enhancement to weapons or unarmed strikes is needed to ignore resistances against non-magical attacks (i.e magical upgrades specific to weapons), and any other item that doesn't get the same kind of magical enhancement is not a valid magical damage source when striking with it.

The text about resistances that mentions magical attacks mentions magic weapons precisely. Everything that allows to ignore resistances against non-magical attacks mentions that it works like magic weapons if they don't mention anything more precise like spells that add the effects of fundamental runes.

Or be consistent with your logic that anything magical works since using spells is apparently enough to have a magic weapon even when the magical trait isn't mentioned, and admit that anyone or anything under an ongoing magical effect should definitely count as a magical source of damage. Until then You don't make any sense.


As an aside to Ravingdork, by the time you have access to a Staff of Fire, you have access to at least Potency Runes, and probably Striking Runes as well. Why not just put Runes on the damn thing and avoid the argument entirely?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Aratorin wrote:
As an aside to Ravingdork, by the time you have access to a Staff of Fire, you have access to at least Potency Runes, and probably Striking Runes as well. Why not just put Runes on the damn thing and avoid the argument entirely?

Because then none of us would ever learn anything.


FlashRebel wrote:

You.

In literally every edition of D&D and in Pathfinder a specific magic enhancement to weapons or unarmed strikes is needed to ignore resistances against non-magical attacks (i.e magical upgrades specific to weapons), and any other item that doesn't get the same kind of magical enhancement is not a valid magical damage source when striking with it.

The text about resistances that mentions magical attacks mentions magic weapons precisely. Everything that allows to ignore resistances against non-magical attacks mentions that it works like magic weapons if they don't mention anything more precise like spells that add the effects of fundamental runes.

Or be consistent with your logic that anything magical works since using spells is apparently enough to have a magic weapon even when the magical trait isn't mentioned, and admit that anyone or anything under an ongoing magical effect should definitely count as a magical source of damage. Until then You don't make any sense.

Magic weapon makes a weapon operate as a +X striking weapon. Shilleleigh does the same for a stick. This confers the magical trait to a weapon, making it a magical weapon, even though it doesnt actually have a rune attached.

The only thing that resistances and weaknesses care about are traits. If you don't know this to be true, you are not playing the game as intended.

Traits are;

CRB PG 13 "Traits" wrote:
A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.

Nothing about using a stave as a weapon takes away the magical trait. So it does in fact qualify as a "magical" weapon. If you were to use a wand as an improvised weapon, sure it would have the magical trait. It just wouldn't be a very good weapon as Aratorin pointed out.

What I am not saying is that being under the effects of a magical effect gives you magical by default. An effect has to specify in some way that it is granting such an effect, and in fact all of the examples I can find do.

Barkskin doesnt make you or any of your equipment magical. You are simply under the effects of a magic effect. There is a subtle difference that I dont think you quite grasp.

Run it how you will. If you dont want staves to count as magical weapons, that is your prerogative. But don't claim that the rules support your position. Because they certainly do not.


beowulf99 wrote:
The only thing that resistances and weaknesses care about are traits. If you don't know this to be true, you are not playing the game as intended.

Adamantine is neither a damage type nor a trait while many resistances mention it. If only traits matter, how do you explain this?

beowulf99 wrote:
What I am not saying is that being under the effects of a magical effect gives you magical by default. An effect has to specify in some way that it is granting such an effect, and in fact all of the examples I can find do.

The magic weapon spell doesn't mention the magical trait. Neither do magic fang and shillelagh.

beowulf99 wrote:
Barkskin doesnt make you or any of your equipment magical. You are simply under the effects of a magic effect.

So does a weapon affected by magic weapon, claws affected by magic fang and a staff affected by shillelagh.

beowulf99 wrote:
Run it how you will. If you dont want staves to count as magical weapons, that is your prerogative. But don't claim that the rules support your position. Because they certainly do not.

It's not as if they supported yours either. Every DM I know would laugh at your face if you told them about your opinions on magic items and resistances.


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Ravingdork wrote:
Because then none of us would ever learn anything.

You just like poking the hornets nest with a stick don't you...


Ravingdork wrote:
Aratorin wrote:
As an aside to Ravingdork, by the time you have access to a Staff of Fire, you have access to at least Potency Runes, and probably Striking Runes as well. Why not just put Runes on the damn thing and avoid the argument entirely?
Because then none of us would ever learn anything.

ROFL!


FlashRebel wrote:
beowulf99 wrote:
The only thing that resistances and weaknesses care about are traits. If you don't know this to be true, you are not playing the game as intended.
Adamantine is neither a damage type nor a trait while many resistances mention it. If only traits matter, how do you explain this?

Precious trait essentially covers this, with the descriptor being the specific material in question.

FlashRebel wrote:
beowulf99 wrote:
What I am not saying is that being under the effects of a magical effect gives you magical by default. An effect has to specify in some way that it is granting such an effect, and in fact all of the examples I can find do.
The magic weapon spell doesn't mention the magical trait. Neither do magic fang and shillelagh.

No but they do mention treating the affected weapon as though it was a +X Striking weapon, meaning it gains all of the traits of such a weapon.

FlashRebel wrote:
beowulf99 wrote:
Barkskin doesnt make you or any of your equipment magical. You are simply under the effects of a magic effect.
So does a weapon affected by magic weapon, claws affected by magic fang and a staff affected by shillelagh.

Not wrong, but incomplete. Those spells, as stated previously specifically provide the benefits of being a magic weapon, as though they had the proper runes.

FlashRebel wrote:
beowulf99 wrote:
Run it how you will. If you dont want staves to count as magical weapons, that is your prerogative. But don't claim that the rules support your position. Because they certainly do not.
It's not as if they supported yours either. Every DM I know would laugh at your face if you told them about your opinions on magic items and resistances.

And you haven't provided a scrap of evidence to support your claim. Quote me a rule that states that an item loses a trait when used as a weapon. I'll wait.

Edit: You actually bring up a good point. Precious metals dont inherently have a trait. But what zi dont think you realize is this is destructive unto your own argument. If traits are not factored into resistances and weaknesses as you claim, then how does a +1 weapon interact with them? A potency rune only makes a weapon magical by conferring the magical trait to it.

Even more interesting: the scrollstaff. It is identified as a Specific Magic Weapon as far as I can tell, away from home at the moment so dont have my books in front of me. But it operates exactly like a standard Stave.

It doesnt have a potency rune by default. Shouldn't this item appear with Stave rather than specific magic weapon on Nethys if this was not the case?


beowulf99 wrote:
FlashRebel wrote:
beowulf99 wrote:
The only thing that resistances and weaknesses care about are traits. If you don't know this to be true, you are not playing the game as intended.
Adamantine is neither a damage type nor a trait while many resistances mention it. If only traits matter, how do you explain this?
Precious trait essentially covers this, with the descriptor being the specific material in question.

Precious is not a weapon trait and isn't used to describe weapons.

beowulf99 wrote:
FlashRebel wrote:
beowulf99 wrote:
What I am not saying is that being under the effects of a magical effect gives you magical by default. An effect has to specify in some way that it is granting such an effect, and in fact all of the examples I can find do.
The magic weapon spell doesn't mention the magical trait. Neither do magic fang and shillelagh.
No but they do mention treating the affected weapon as though it was a +X Striking weapon, meaning it gains all of the traits of such a weapon.

The weapon is treated as such, it doesn't gain any additional traits not explicitly mentioned. The only spells that give extra traits to their targets that I could find are polymorph spells and they certainly do not give the magical trait. Giving a new trait to a target is not implicit and claiming otherwise is an outright lie.

beowulf99 wrote:
FlashRebel wrote:
beowulf99 wrote:
Barkskin doesnt make you or any of your equipment magical. You are simply under the effects of a magic effect.
So does a weapon affected by magic weapon, claws affected by magic fang and a staff affected by shillelagh.
Not wrong, but incomplete. Those spells, as stated previously specifically provide the benefits of being a magic weapon, as though they had the proper runes.

They deal more damage and have more chances to hit. Your point? Show me the part where the spell gives the magical trait to the affected weapon.

beowulf99 wrote:
FlashRebel wrote:
beowulf99 wrote:
Run it how you will. If you dont want staves to count as magical weapons, that is your prerogative. But don't claim that the rules support your position. Because they certainly do not.
It's not as if they supported yours either. Every DM I know would laugh at your face if you told them about your opinions on magic items and resistances.
And you haven't provided a scrap of evidence to support your claim. Quote me a rule that states that an item loses a trait when used as a weapon. I'll wait.

Everything you've provided until now is based on inconsistent interpretations: anything that doesn't have the magical trait is not magical unless you say otherwise. You don't get to act like you have a solid point.

beowulf99 wrote:
Edit: You actually bring up a good point. Precious metals dont inherently have a trait. But what zi dont think you realize is this is destructive unto your own argument. If traits are not factored into resistances and weaknesses as you claim, then how does a +1 weapon interact with them? A potency rune only makes a weapon magical by conferring the magical trait to it.

Then admit that the rules are unclear or incomplete instead of claiming to have the right answer to a question the rules don't address clearly.

beowulf99 wrote:

Even more interesting: the scrollstaff. It is identified as a Specific Magic Weapon as far as I can tell, away from home at the moment so dont have my books in front of me. But it operates exactly like a standard Stave.

It doesnt have a potency rune by default. Shouldn't this item appear with Stave rather than specific magic weapon on Nethys if this was not the case?

The scrollstaff doesn't function like a standard magic staff at all: it doesn't provide any spells on its own and doesn't use the charge system.

What we've learned so far is that the rules about resistances mention traits and damage types being important but also take parameters that aren't traits into account, unless "trait" wasn't used to mean what it generally means in the rules but for its broader meaning outside of them, we still don't know what constitutes a source of magical damage by the rules except for spells and a few explicit examples, and that a magic weapon may not even have the magical trait if its magic comes from a temporary effect.

- If traits are the only thing that matters for resistances, then any permanent magic item is effectively a source of magical damage for the purpose of resistances and using spells to enhance weapons won't bypass anything since the magical trait is conspicuously absent in these cases, and this doesn't explain how resistances bypassed by precious materials that don't come with extra traits work.
- If traits aren't actually what matters and anything with magic in it, whatever its type or usual function, is valid to bypass non-magical resistances, then any beneficial spell on anything effectively makes it a source of magical damage by this logic (and this type of resistance becomes nearly pointless).
- If you have common sense, you simply look at the 1st Edition rules about the matter and they clearly mention that DR/magic (reminder: DR only worked against the base damage of weapons and unarmed/natural attacks, everything else being covered by specific resistances) is bypassed by weapons with at least a +1 enhancement bonus to attack rolls (the bare minimum to be considered a magic weapon but still exclusive to weapons for the most part) and make the deduction that the 2nd Edition equivalent of this enhancement bonus (the item bonus given by the magic weapon spell or potency runes) is what makes a weapon/unarmed attack a magical source of damage.


Indeed, instead of traits being the only descriptors that indicates what does and does not interact with resistances, in fact they are simply key descriptors. I was mistaken in this I will fully admit. After spending some time perusing the book this became very clear to me. It is easy to begin thinking that traits are the sole descriptor that qualifies an item or action due to their use: They are general descriptors that describe how other rules interact with them. Notable exceptions being damage types like slashing, blunt and piercing. Those are not specifically traits and are instead simply spelled out in the weapon stat block.

However, it is important to note that Traits are a factor that resistances and weaknesses look at. For instance;

CRB PG. 451 "Damage Types and Traits" wrote:


When an attack deals a type of damage, the attack action
gains that trait. For example, the Strikes and attack
actions you use wielding a sword when its flaming rune is
active gain the fire trait, since the rune gives the weapon
the ability to deal fire damage.

Going back to my original argument, nothing has really changed. A stave does in fact have the Magical Trait, which means that it interacts with any rule that looks at magic. A resistance or weakness to magic would trigger based on that trait, as there are no rules for removing or ignoring the traits of a weapon based on usage.

Again, I point to the difference between using a non-Handwraps of Mighty Fist glove to punch and a Stave to attack. You are not using that magical glove as your weapon, you are using whichever part of your body you decide you hit the enemy with. Handwraps bypass this by stating that they apply to any unarmed attack you make.

A stave specifically is the weapon that you are attacking with, and thus ALL of it's descriptors and traits are applied to an attack with it. So it does blunt and magical damage. Adding a Potency and Striking wound to such a Stave does not suddenly make the stave "more magical".

I do apologize for my error earlier, however my point still stands. And the rules do address this point clearly. A Potency Rune does not state that it makes the weapon magical. It provides the weapon with the Magical Trait. You can't dispute this.


FlashRebel wrote:
Pathfinder works under a hard magic system - the same as D&D anyway - and this means that there are different specific sorts of magic that do different specific sorts of things, with some overlap on a few domains at best, and magic items work on this logic: a magic item that hasn't received any specific property to be a magic weapon isn't a magic weapon. Just having the magical trait doesn't mean the staff of fire is automatically treated as a magic weapon since it's been created to cast fire spells and needs weapon runes to be a magic weapon.

The only place in the rules that specify what "non-magical" means in the context of resistances is the sidebar on different damage types, where it says: "Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren’t magical (attacks that lack the magical trait)."

A staff of fire has the Magical trait, therefore it is magical, and therefore it deals Magical damage.

This is a change from PF1 where a "magic weapon" was defined as "any weapon with a +1 or higher enhancement bonus".


Can we also just remember how bad this is as a strategy? If you are trying to bypass resistance with magic damage, is the damage of a non striking staff really OP in any way? Seems to me like improvised attacks with wands or unarmed attacks with healer's gloves are so ineffective to be begin with that who cares if they deal magic damage? Rule of cool. If you get the killing blow on some monster because you stabbed it in the nose with a wand, harry potter style.... more power to you man

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