Magical Weapons (DMG)

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Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls. Any weapon that is not totally self-explanatory is detailed in one of the special paragraphs below.
Most weapons are of the specific type listed. However, 70% of swords are long swords, 20% are scimitars or broad swords, 5% are short (small) swords, 4% are bastard swords, and 1% are two-handed swords, unless the description of a specific item indicates otherwise. Magical polearms can be of any type desired. Magical lances are always heavy lances. Other unusual weapons may have special restrictions given in the description of the item.
Spears can be used as hand or missile weapons. As missile weapons, they can be broken by any creature with 18/00 or greater Strength or by one that is massive (cave bear, hippo, or rhino, for example). Intelligent creatures will be 70% likely to use the hurled spear against the hurler if struck by the weapon, 25% likely to break it (the spear must save versus crushing blow). Unintelligent creatures will be 25% likely to break it (save as above).
Hand Axes (not battle-axes) can be thrown up to 30 yards and still gain any magical attack roll bonus, but no damage bonus.
==Light Generation==
The DM can rule that magical weapons (particularly swords, daggers, and +3 or greater items) shed light and can't be concealed when drawn. However, a magical sword should never glow until the wielder is aware of its magical properties—the light-giving property of a weapon should never be used as an excuse to identify a magical item. Note that the flame tongue, frost brand, holy avenger, life stealing, and sharpness swords have special properties with regard to light. These are dealt with in the individual weapon descriptions.
==Unknown or Unusual Qualities==
Intelligent Weapons: One of the rare and more significant properties of a magical weapon is the chance that it is intelligent. The feature is most common among swords, but there are occasional instances of other weapons possessing intelligence. The chance of intelligence varies according to the type of weapon.
Swords have a 25% chance of some form of intelligence. Other melee weapons (axes, spears, polearms, etc.) have a 5% chance of intelligence, provided they do not already possess special powers. Missile weapons (including bows, crossbows, arrows, and bolts) never possess intelligence. Single-use items and those items that do not have a bonus to hit (such as a magical net) never possess intelligence.
If you determine that a weapon is intelligent, it will have one or more special powers. It may also have a special purpose or limitations on its use. This information is found under "Intelligent Weapons."
Unknown Qualities: Whenever a weapon has some unknown quality—such as the wishes in a luck blade—the DM should prepare a special 3-inch by 5-inch index card on it and keep the information handy whenever the possessor of the weapon is playing.
Magical arrows: When a magical arrow misses its target, there is a 50% chance it will break or otherwise be rendered useless. A magical arrow that hits is destroyed.