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Magic

The document outlines errata and updates for magic items in the Dungeon Master's Guide, specifically regarding jewelry and its creation. It introduces a new jewelry section, modifies descriptions of magical items, and includes details on properties like rust immunity for armor and weapons. Additionally, it explains the process and requirements for creating magic jewelry, including necessary materials and costs.

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antonettiwilliam
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0% found this document useful (0 votes)
6 views

Magic

The document outlines errata and updates for magic items in the Dungeon Master's Guide, specifically regarding jewelry and its creation. It introduces a new jewelry section, modifies descriptions of magical items, and includes details on properties like rust immunity for armor and weapons. Additionally, it explains the process and requirements for creating magic jewelry, including necessary materials and costs.

Uploaded by

antonettiwilliam
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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MAGIC

[ Magic Items | Magic Armor and Shield Special Ability Descriptions | Magic Weapon Special Ability
Descriptions | Jewelry | Creating Magic Jewelry ]

GENERAL ERRATA
The Dungeon Master's Guide, MAGIC ITEMS.

• Change all descriptions of magical anklets, bracelets, brooches, circlets, earrings, medallions,
necklaces, periapts, and rings from reading "Craft Wondrous Item" or "Forge Ring" to "Forge Jewelry".
• Move all descriptions of magical anklets, bracelets, brooches, circlets, earrings, medallions,
necklaces, periapts, and rings from the "ring" and "wondrous item" sections to a new "jewelry" section.
• Remove all instances of "rings" as a section heading.

ERRATA
Page 211 of the Dungeon Master's Guide, MAGIC ITEMS.

Jewelry: Items of jewelry that have a spell-like power (often a constant effect that affects the wearer or
limited number of charges that run out).
Wondrous Items: These objects include magic tools, books, clothing, and much more.

INSERT
Page 217 of the Dungeon Master's Guide, Magic Armor and Shield Special Ability Descriptions.

Rust Immunity: A suit of armor or shield with this property appears to be covered with a clear
translucent resin. The armor never rusts and is immune to corrosion and rust effects (such as from a
rust monster).
Faint abjuration; CL 1st; Craft Magic Arms and Armor, endure elements; Price 1,000 gp.

INSERT
Page 223 of the Dungeon Master's Guide, Magic Weapon Special Ability Descriptions.

Rust Immunity: A weapon with this property appears to be covered with a clear translucent resin. The
metal weapon never rusts and is immune to corrosion and rust effects (such as from a rust monster).
Faint abjuration; CL 1st; Craft Magic Arms and Armor, endure elements; Price 1,000 gp.

INSERT
Page 229 of the Dungeon Master's Guide, after POTIONS AND OILS.

JEWELRY
Jewelry items bestow magical powers upon their wearers. Only a rare few have charges. Anyone can
use jewelry items (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually, a jewelry item's ability is activated by a command word (a standard action that
does not provoke attacks of opportunity) or it works continually. Some jewelry items have exceptional
activation methods, according to their descriptions.
Special Qualities: Roll d%. A result of 01 indicates the jewelry item is intelligent, 02–31 indicates that
something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no
special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special
purposes. Jewelry items with charges can never be intelligent.
INSERT
Page 286 of the Dungeon Master's Guide, after CREATING MAGIC WEAPONS.

CREATING MAGIC JEWELRY


To create jewelry item, a character usually needs a heat source and some sort of equipment or tools to
work on the item. A supply of materials is also needed, the most obvious being the item itself or the
pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the
item. Jewelry item costs are difficult to formularize. Refer to Table 7–33: Estimating Magic Item Gold
Piece Values on page 285 of the Dungeon Master's Guide and use the item prices in the item
descriptions as a guideline. Creating an item costs half the market value listed.
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells
to be cast (or must know the spells, in the case of a bard or sorcerer) but need not provide any material
components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred
in the creation of the item. The act of working on the item triggers the prepared spells, making them
unavailable for casting during each day of the item's creation. (That is, those spell slots are expended
from his currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual
descriptions beginning on page 246 of the Dungeon Master's Guide for details.
Crafting an jewelry item requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Forge Jewelry.

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