Page 140 - Dungeon Master's Guide
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STAFFS longbow. If a magic weapon doesn't specify its weapon
A magic staff is about 5 or 6 feet long. Staffs vary widely type, you may choose the type or determine it randomly.
in appearance: some are of nearly equal diameter
throughout and smooth, others are gnarled and twisted, WONDROUS ITEMS
some are made of wood, and others are composed of Wondrous items include worn items such as boots,
polished metal or crystal. Depending on the material, a belts, capes, gloves, and various pieces of jewelry and
staff weighs between 2 and 7 pounds. decoration, such as amulets, brooches, and circlets.
Unless a staff's description says otherwise, a staff can Bags, carpets, crystal balls, figurines, horns, musical
be used as a quarterstaff. instruments, and other objects also fall into this catch-
all category.
WANDS
A magic wand is about 15 inches long and crafted of WEARING AND WIELDING ITEMS
metal, bone, or wood. It is tipped with metal, crystal, Using a magic item's properties might mean wearing
stone, or some other material. or wielding it. A magic item meant to be worn must be
donned in the intended fashion: boots go on the feet,
WEAPONS
gloves on the hands, hats and helmets on the head, and
Whether crafted for some fell purpose or forged to rings on the finger. Magic armor must be donned, a
serve the highest ideals of chivalry, magic weapons are shield strapped to the arm, a cloak fastened about the
coveted by many adventurers.
shoulders. A weapon must be held in hand.
Some magic weapons specify the type of weapon
In most cases, a magic item that's meant to be worn
they are in their descriptions, such as a longsword or
can fit a creature regardless of size or build. Many
magic garments are made to be easily adjustable, or the:
VARIANT: MIXING POTIONS magically adjust themselves to the wearer.
A character might drink one potion while still under the Rare exceptions exist. If the story suggests a good
effects of another, or pour several potions into a single reason for an item to fit only creatures of a certain
container. The strange ingredients used in creating potions size or shape, you can rule that it doesn't adjust. For
can result in unpredictable interactions. example, armor made by the drow might fit elves only.
When a character mixes two potions together, you can
roll on the Potion Miscibility table. If more than two are
combined, roll again for each subsequent potion, combining VARIANT: SCROLL MISHAPS
the results. Unless the effects are immediately obvious, A creature who tries and fails to cast a spell from a spell scroll
reveal them only when they become evident. must make a DC 10 Intelligence saving throw. If the saving
throw fails, roll on the Scroll Mishap table.
POTION MISCI BILITY
SCROLL MISHAP
d1 00 Result
d6 Result
01 The mixture creates a magical explosion,
dealing 6d10 force damage to the mixer and A surge of magical energy deals the caster 1d6
1d10 force damage to each creature within 5 force damage per level of the spell.
feet of the mixer. 2 The spell affects the caster or an ally
02-08 The mixture becomes an ingested poison of (determined randomly) instead of the intended
the OM 's choice. target, or it affects a random target nearby if the
09-15 Both potions lose their effects. caster was the intended target.
16-25 One potion loses its effect. 3 The spell affects a random location within the
26-35 Both potions work, but with their numerical spell's range.
effects and durations halved. A potion has no 4 The spell's effect is contrary to its normal one,
effect if it can't be halved in this way. but neither harmful nor beneficial. For instance,
36-90 Both potions work normally. a fireball might produce an area of harmless
91-99 The numerical effects and duration of one cold.
potion are doubled. If neither potion has 5 The caster suffers a minor but bizarre effect
anything to double in this way, they work related to the spell. Such effects last only
normally. as long as the original spell's duration, or
00 Only one potion works, but its effect is 1d10 minutes for spells that take effect
permanent. Choose the simplest effect to instantaneously. For example, a fireball might
make permanent, or the one that seems cause smoke to billow from the caster's ears for
the most fun. For example, a potion of 1d10 minutes.
healing might increase the drinker's hit point 6 The spell activates after 1d12 hours. If the
maximum by 4, or oil of etherealness might caster was the intended target, the spell takes
permanently trap the user in the Ethereal effect normally. If the caster was not the
Plane. At your discretion, an appropriate intended target, the spell goes off in the general
spell, such as dispel magic or remove curse, direction of the intended target, up to the spell's
might end this lasting effect. maximum range, ifthe target has moved away.
CHAPTER 7 I TREASURE