Dungeon Master's Guide
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Plenty of people might like to have a magic sword, but<br />
few of them can afford it. Those who can afford such an<br />
item usually have more practical things to spend on. See<br />
chapter 6, "Between Adventures," for one way to handle<br />
selling magic items.<br />
In your campaign, magic items might be prevalent<br />
enough that adventurers can buy and sell them with<br />
some effort. Magic items might be for sale in bazaars or<br />
auction houses in fantastical locations, such as the City<br />
of Brass, the planar metropolis of Sigil, or even in more<br />
ordinary cities. Sale of magic items might be highly<br />
regulated, accompanied by a thriving black market.<br />
Artificers might craft items for use by military forces<br />
or adventurers, as they do in the world of Eberron. You<br />
might also allow characters to craft their own magic<br />
items, as discussed in chapters 6.<br />
IDENTIFYING A MAGIC ITEM<br />
Some magic items are indistinguishable from their<br />
nonmagical counterparts, whereas other magic items<br />
display their magical nature conspicuously. Whatever a<br />
magic item's appearance, handling the item is enough to<br />
give a character a sense that something is extraordinary<br />
about it. Discovering a magic item's properties isn't<br />
automatic, however.<br />
The identify spell is the fastest way to reveal an<br />
item's properties. Alternatively, a character can focus<br />
on one magic item during a short rest, while being in<br />
physical contact with the item. At the end of the rest, the<br />
character learns the item's properties, as well as how<br />
to use them. Potions are an exception; a little taste is<br />
enough to tell the taster what the potion does.<br />
Sometimes a magic item carries a clue to its<br />
properties. The command word to activate a ring mighr<br />
be etched in tiny letters inside it, or a feathered design<br />
might suggest that it's a ring of feather falling.<br />
Wearing or experimenting with an item can also offer<br />
hints about its properties. For example, if a character<br />
puts on a ring of jumping, you could say, "Your steps fee<br />
strangely springy." Perhaps the character then jumps<br />
up and down to see what happens. You then say the<br />
character jumps unexpectedly high.<br />
VARIANT: MORE DIFFICULT IDENTIFICATION<br />
If you prefer magic items to have a greater mystique,<br />
consider removing the ability to identify the properties<br />
of a magic item during a short rest, and require the<br />
identify spell, experimentation, or both to reveal what a<br />
magic item does.<br />
ATTUNEMENT<br />
Some magic items require a creature to form a bond<br />
with them before their magical properties can be used.<br />
This bond is called attunement, and certain items<br />
have a prerequisite for it. If the prerequisite is a class,<br />
a creature must be a member of that class to attune to<br />
the item. (If the class is a spellcasting class, a monster<br />
INDIVIDUAL TREASURE: CHALLENGE 0-4<br />
dlOO CP SP<br />
EP<br />
01-30 Sd6 (17)<br />
31-60 4d6 (14)<br />
61-70 3d6 (10)<br />
71-95<br />
96- 00<br />
GP<br />
3d6 (10)<br />
pp<br />
ld6 (3)<br />
INDIVIDUAL TREASURE: CHALLENGE 5-10<br />
dlOO<br />
CP SP EP<br />
GP<br />
pp<br />
01-30<br />
4d6 X lQQ (1,400) ld6 X lQ (35)<br />
31-60<br />
6d6 X lQ (210)<br />
2d6 X lQ (70)<br />
61 -70<br />
3d6 X 10 (lOS)<br />
2d6 X lQ (70)<br />
71-95<br />
4d6 X lQ (140)<br />
96- 00<br />
2d6 X lQ (70)<br />
3d6 (10)<br />
INDIVIDUAL TREASURE: CHALLENGE 11-16<br />
dlOO CP SP EP<br />
01-20 4d6 X lQQ (1 ,400)<br />
21 - 35 ld6 X lQQ (350)<br />
36- 75<br />
76- 00<br />
GP<br />
ld6 X lQQ (350)<br />
ld6 X lQQ (350)<br />
2d6 X lQQ (7QQ)<br />
2d6 X lQQ (7QQ)<br />
pp<br />
ld6 X lQ (35)<br />
2d6 X lQ (70)<br />
INDIVIDUAL TREASURE: CHALLENGE 17+<br />
dlOO<br />
CP<br />
SP<br />
EP<br />
GP<br />
pp<br />
01-15<br />
2d6 X l ,QQQ (7,QQQ)<br />
8d6 X lQQ (2,8QQ)<br />
16-55<br />
ld6 X 1,000 (3 ,500)<br />
ld6 X 100 (350)<br />
56- 00<br />
ld6 X 1,000 (3 ,500)<br />
2d6 X 100 (700)<br />
CHAPTER 7 I TREASURE