Black Pudding acid vs. magic weapons?

Fanog

First Post
This situation came up in our game last night: The party was fighting a black pudding. They didn't recognize it as such, and happely started hacking it apart with their magic swords and rapiers. I initially forgot about the acid effect on items, so I asked them to make Reflex saves the round after they attacked. Succes meant they managed to lose the residue of acid on the weapons, failure meant the adic had eaten away part of the weapon. Minor penalty on damage, the enchantments were still fine though. A Make Whole fixed the weapons the next day.

Now, the Ooze description just says that any weapon is affected. Is there a general rule that makes magic weapons immune to this? I think the monsters description would have said so if magic weapons were safe. Could it be that it doesn't need to specify this, because there's a general rule for this?

Thanks for taking the time. :)

Fanog
 

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There is no generic rule about magic weapon immunity to acid. Keep in mind, though, the two rules on damaging and repairing magic weapon. I think you did just fine.

DAMAGING MAGIC ITEMS
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

REPAIRING MAGIC ITEMS
Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The make whole spell also repairs a damaged—but not completely broken—magic item.
 


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