Damaging a Rust Monster w/ a Magical Weapon

Eye Tyrant

First Post
Since magic items always get a save, and any metallic weapon that deals damage to a Rust Monster always corrodes, what kind of save penalty should be imposed on a magic weapon that damages a Rust Monster?

I realize that this was discussed not too long ago, but I can't find the thread.

I am of the mind that a -2 to -4 penalty should be imposed to the save in this situation.

What's the majority vote here?
 
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I have to agree with Pax here. The DMG states that magic items should get a save even if normally not allowed for nonmagical items. Furthermore, the item is attended and therefore gets the possessor's save.
 


thorian said:
I have to agree with Pax here. The DMG states that magic items should get a save even if normally not allowed for nonmagical items. Furthermore, the item is attended and therefore gets the possessor's 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."

To me, that sentence implies that magic items should get saves against any effect that has a save. However, I *don't* think it was intended to give magic items saves against effects that *don't* have saves. Being hit by a Fire Seed, for example. And, while it's open to interpretation, it looks to me like damaging (as opposed to being hit by) a Rust Monster may also be a "no save" situation.

"Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected."
 

Notice the bit about the save in what you quoted, allen. There IS a save for magic arms and armor, and it's DC 17.
 

Pax said:
Notice the bit about the save in what you quoted, allen. There IS a save for magic arms and armor, and it's DC 17.

I can see BOTH points here... The save is for the touch attack made by the monster, not the automatic corrosion from dealing damage...

I guess it's something that may need to be House Ruled.

IMO I think I might go ahead with the save penalty for magic weapons that deal damage... Not sure yet.
 

Expect loud protests and expressions of discontent from your players. The save DC is for the Rust special ability - of which the corrosion when you hit them is only a PART.
 


I've always favored the use of Occam's Razor. Give the magic weapons the very DC17 save presented in the ability itself. IT won't break anything, it won't unbalance the game, and it'll STILL be enough of a risk that folks with nonmetal "backup weapons" will be VERY likely to resort to using them, instead of risking their magic swords/maces/etc.
 

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