Page 136 - Dungeon Master's Guide
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Plenty of people might like to have a magic sword, but   physical contact with the item. At the end of the rest, the
            few of them can afford it. Those who can afford such an   character learns the item's properties, as well as how
            item usually have more practical things to spend on. See   to use them. Potions are an exception; a little taste is
            chapter 6, "Between Adventures," for one way to handle   enough to tell the taster what the potion does.
            selling magic items.                               Sometimes a magic item carries a clue to its
             In your campaign, magic items might be prevalent   properties. The command word to activate a ring mighr
            enough that adventurers can buy and sell them with   be etched in tiny letters inside it, or a feathered design
            some effort. Magic items might be for sale in bazaars or   might suggest that it's a ring of feather falling.
            auction houses in fantastical locations, such as the City   Wearing or experimenting with an item can also offer
            of Brass, the planar metropolis of Sigil, or even in more   hints about its properties. For example, if a character
            ordinary cities. Sale of magic items might be highly   puts on a ring of jumping, you could say, "Your steps fee
            regulated, accompanied by a thriving black market.   strangely springy." Perhaps the character then jumps
            Artificers might craft items for use by military forces   up and down to see what happens. You then say the
            or adventurers, as they do in the world of Eberron. You   character jumps unexpectedly high.
            might also allow characters to craft their own magic
            items, as discussed in chapters 6.                VARIANT:  MORE DIFFICULT IDENTIFICATION
                                                              If you prefer magic items to have a greater mystique,
            IDENTIFYING A  MAGIC  ITEM                        consider removing the ability to identify the properties
                                                              of a magic item during a short rest, and require the
            Some magic items are indistinguishable from their   identify spell, experimentation, or both to reveal what a
            nonmagical counterparts, whereas other magic items
                                                              magic item does.
            display their magical nature conspicuously. Whatever a
            magic item's appearance, handling the item is enough to
                                                              ATTUNEMENT
            give a character a sense that something is extraordinary
            about it. Discovering a magic item's properties isn't   Some magic items require a creature to form a bond
            automatic, however.                               with them before their magical properties can be used.
             The identify spell is the fastest way to reveal an   This bond is called attunement, and certain items
            item's properties. Alternatively, a character can focus   have a prerequisite for it. If the prerequisite is a class,
            on one magic item during a short rest, while being in   a creature must be a member of that class to attune to
                                                              the item. (If the class is a spellcasting class, a monster

            INDIVIDUAL TREASURE:  CHALLENGE 0-4
              dlOO        CP              SP              EP             GP              pp
             01-30      Sd6  (17)
             31-60                      4d6  (14)
             61-70                                      3d6 (10)
             71-95                                                     3d6 (10)
             96- 00                                                                     ld6 (3)

            INDIVIDUAL TREASURE:  CHALLENGE  5-10
              dlOO        CP              SP              EP             GP              pp
             01-30   4d6 X  lQQ  (1,400)              ld6 X  lQ  (35)
             31-60                    6d6 X  lQ  (210)                2d6 X  lQ  (70)
             61 -70                                  3d6 X  10  (lOS)   2d6 X  lQ  (70)
             71-95                                                   4d6 X  lQ  (140)
             96- 00                                                   2d6 X  lQ  (70)   3d6 (10)

            INDIVIDUAL TREASURE:  CHALLENGE  11-16
              dlOO        CP              SP              EP             GP              pp
             01-20                  4d6 X  lQQ  (1 ,400)             ld6 X  lQQ  (350)
             21 - 35                                 ld6 X  lQQ  (350)   ld6 X  lQQ  (350)
             36- 75                                                  2d6 X  lQQ  (7QQ)   ld6 X  lQ  (35)
             76- 00                                                  2d6 X  lQQ  (7QQ)   2d6 X  lQ  (70)

            INDIVIDUAL TREASURE:  CHALLENGE  17+
              dlOO        CP              SP              EP             GP              pp
             01-15                                  2d6 X  l ,QQQ  (7,QQQ)   8d6 X  lQQ  (2,8QQ)
             16-55                                                 ld6 X  1,000 (3,500)   ld6 X  100 (350)
             56- 00                                                ld6 X  1,000 (3,500)   2d6 X 100 (700)



            CHAPTER 7  I TREASURE
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