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
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