Dungeon Master's Guide
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
STAFFS<br />
A magic staff is about 5 or 6 feet long. Staffs vary widely<br />
in appearance: some are of nearly equal diameter<br />
throughout and smooth, others are gnarled and twisted,<br />
some are made of wood, and others are composed of<br />
polished metal or crystal. Depending on the material, a<br />
staff weighs between 2 and 7 pounds.<br />
Unless a staff's description says otherwise, a staff can<br />
be used as a quarterstaff.<br />
WANDS<br />
A magic wand is about 15 inches long and crafted of<br />
metal, bone, or wood. It is tipped with metal, crystal,<br />
stone, or some other material.<br />
WEAPONS<br />
Whether crafted for some fell purpose or forged to<br />
serve the highest ideals of chivalry, magic weapons are<br />
coveted by many adventurers.<br />
Some magic weapons specify the type of weapon<br />
they are in their descriptions, such as a longsword or<br />
VARIANT: MIXING POTIONS<br />
A character might drink one potion while still under the<br />
effects of another, or pour several potions into a single<br />
container. The strange ingredients used in creating potions<br />
can result in unpredictable interactions.<br />
When a character mixes two potions together, you can<br />
roll on the Potion Miscibility table. If more than two are<br />
combined, roll again for each subsequent potion, combining<br />
the results. Unless the effects are immediately obvious,<br />
reveal them only when they become evident.<br />
POTION MISCI BILITY<br />
d1 00<br />
01<br />
02-08<br />
09-15<br />
16-25<br />
26-35<br />
36-90<br />
91-99<br />
00<br />
Result<br />
The mixture creates a magical explosion,<br />
dealing 6d10 force damage to the mixer and<br />
1d10 force damage to each creature within 5<br />
feet of the mixer.<br />
The mixture becomes an ingested poison of<br />
the OM 's choice.<br />
Both potions lose their effects.<br />
One potion loses its effect.<br />
Both potions work, but with their numerical<br />
effects and durations halved. A potion has no<br />
effect if it can't be halved in this way.<br />
Both potions work normally.<br />
The numerical effects and duration of one<br />
potion are doubled. If neither potion has<br />
anything to double in this way, they work<br />
normally.<br />
Only one potion works, but its effect is<br />
permanent. Choose the simplest effect to<br />
make permanent, or the one that seems<br />
the most fun. For example, a potion of<br />
healing might increase the drinker's hit point<br />
maximum by 4, or oil of etherealness might<br />
permanently trap the user in the Ethereal<br />
Plane. At your discretion, an appropriate<br />
spell, such as dispel magic or remove curse,<br />
might end this lasting effect.<br />
longbow. If a magic weapon doesn't specify its weapon<br />
type, you may choose the type or determine it randomly.<br />
WONDROUS ITEMS<br />
Wondrous items include worn items such as boots,<br />
belts, capes, gloves, and various pieces of jewelry and<br />
decoration, such as amulets, brooches, and circlets.<br />
Bags, carpets, crystal balls, figurines, horns, musical<br />
instruments, and other objects also fall into this catchall<br />
category.<br />
WEARING AND WIELDING ITEMS<br />
Using a magic item's properties might mean wearing<br />
or wielding it. A magic item meant to be worn must be<br />
donned in the intended fashion: boots go on the feet,<br />
gloves on the hands, hats and helmets on the head, and<br />
rings on the finger. Magic armor must be donned, a<br />
shield strapped to the arm, a cloak fastened about the<br />
shoulders. A weapon must be held in hand.<br />
In most cases, a magic item that's meant to be worn<br />
can fit a creature regardless of size or build. Many<br />
magic garments are made to be easily adjustable, or the:<br />
magically adjust themselves to the wearer.<br />
Rare exceptions exist. If the story suggests a good<br />
reason for an item to fit only creatures of a certain<br />
size or shape, you can rule that it doesn't adjust. For<br />
example, armor made by the drow might fit elves only.<br />
VARIANT: SCROLL MISHAPS<br />
A creature who tries and fails to cast a spell from a spell scroll<br />
must make a DC 10 Intelligence saving throw. If the saving<br />
throw fails, roll on the Scroll Mishap table.<br />
SCROLL MISHAP<br />
d6<br />
Result<br />
A surge of magical energy deals the caster 1d6<br />
force damage per level of the spell.<br />
2 The spell affects the caster or an ally<br />
(determined randomly) instead of the intended<br />
target, or it affects a random target nearby if the<br />
caster was the intended target.<br />
3 The spell affects a random location within the<br />
spell's range.<br />
4 The spell's effect is contrary to its normal one,<br />
but neither harmful nor beneficial. For instance,<br />
a fireball might produce an area of harmless<br />
cold.<br />
5 The caster suffers a minor but bizarre effect<br />
related to the spell. Such effects last only<br />
as long as the original spell's duration, or<br />
1d10 minutes for spells that take effect<br />
instantaneously. For example, a fireball might<br />
cause smoke to billow from the caster's ears for<br />
1d10 minutes.<br />
6 The spell activates after 1d12 hours. If the<br />
caster was the intended target, the spell takes<br />
effect normally. If the caster was not the<br />
intended target, the spell goes off in the general<br />
direction of the intended target, up to the spell's<br />
maximum range, ifthe target has moved away.<br />
CHAPTER 7 I TREASURE