This question is an exact duplicate of:
- Does an improvised attack using a magic item count as a magical attack?
Stemming from this question’s answers, there seems to be ambiguity if a magic item being used for an improvised attack is a magical attack.
The PHB describes an improvised weapon as:
Sometimes characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.
Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.
Is the improvised weapon attack with a magic item considered a “magical improvised weapon” if it doesn’t fall into the second descriptor of being “similar to an actual weapon”?
Some similar, but not exactly the same, questions have been asked, such as attacking with magical gauntlets.
My party has a Barbarian who multiclassed to wizard. Levels 3 and 1, respectively.
He has incorporated the Staff of Defense (from Glasstaff, Lost Mines of P) into the handle of his great axe and is attuned to it. He also has Shield in his spellbook.
When raging he loses his ability to cast his Wizard spells, but can he use the Staff’s ability to cast Shield as a reaction while enraged?
I’m looking to develop a magical pet for one of my wizard PCs, I’m the DM and this is my first time as such so I wanted to ensure I wasn’t creating something which could cause chaos.
After watching the Critical Role campaign, one of the players had a magical cat, which he is able to instantly summon and dismissed, had a psychic link which allowed him to control but the disadvantage was to render his physical body blind and the cat was fairly weak.
To allow my PC a similar pet, I have the following
It’s a rat which is in astral form yet has a physical presents, just translucent (whether it glows or not I’m not sure).
- Able to be summoned and dismissed with a snap of the finger (May require ring to limit it to a single hand) so it requires a hand free to use it and requires line of sight to summon.
- A psychic link allows the Wizard to control the rat within 1 mile however it also renders the Wizard blind, they can speak and move with assistance from other PCs.
- It’s fairly weak, maybe 4 hit points and when it reaches 0, it will instantly jump to the astral plane which the Wizard requires time to meditate in order to search for the rat in the astral plane (thinking rolling a D20 during each long rest to indicate success of finding the rat or getting attacked by another astral creature with the risk of causing psychic damage (or something similar).
The rat is purely there as a tool, doesn’t attack, able to carry or tug very light items, similar to a real life rat. More of a companion to the Wizard. Allows the chance to send the rat to investigate a location.
I’m running an AD&D campaign for a party of usually-three PCs, who were first level until our most recent session. (As for what they are now, we’ll get to that…) I have the 1e DMG (door cover) and Unearthed Arcana, and a Monster Manual that might be older than that, judging by its condition. The players are using the 2e PHB; these are all inherited books, and the previous owner only ever DM’d in 1e and PC’d in 2e.
My issue is with treasure generation– I’ve been using the standard dungeon generation tables from the DMG, and it works well except for the outcome of treasure rolls. Specifically, magic items don’t seem to be segregated by dungeon level. That first-level party happened upon a Mirror of Mental Prowess, which had some fairly powerful effects but nothing game-breaking, and was worth five thousand experience. Divided among the party, this alone was enough to bring the priest and rogue to second level. Combined with the remainder of the treasure, those two reached level three, and the ranger reached level two.
Now building a dungeon for a later adventure, another magic item roll came up, resulting in… a Ring of Three Wishes. I simply vetoed that and re-rolled, getting something more reasonable this time, but now the question is in my mind of whether this is actually correct.
So, the simple version of the question:
Is there a method in AD&D to limit magic item rolls for treasure based on dungeon level or some other factor, or does this need to be created manually by the DM?
Note that this is not the same question as “What can I do when I accidentally gave out an overpowered item?” This relates purely to the RAW methods for generating magical treasures.
As there are items that do not require concentration and allow the casting of spells through them, such as the wind fan, is it possible to have the familiar take the concentration for this spell?
While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Note that this fan does not require attunement and is a totally stand-alone tool in your familiar’s hands. An octopus, rat or weasel would arguably have the ability to hold and wave such an object around.
So, who I plan on making the big bad of my current campaign (a powerful wizard who tapped into the magic of the void and is almost invincible [ofc not really cause they need to be beatable] when it comes to magic), I want to give the goal of trying to absorb and ‘delete’ all magic in the universe other than themselves, making them the sole magic user and holder. But, this is D&D and I want a huge epic final battle and it will be hard with no magic! Basically, what this villain is doing is going under the guise of this omniscient being that stops really powerful magic disasters (that they put into play) so that they can convince everyone to reject magic (all magics arcane and divine). But I just don’t know what to do to keep this idea going, I would really appreciate some help!
I was thinking about throwing in two “home made” magic/special items for when my players go up to level two this weekend, but I’m not sure if it would be at risk of being unbalanced because I was hoping to create two common permanents (just two players; a Fighter and a Sorcerer).
A sword with a couple of features that makes it seem like more than it is but it only gives a +2 to initiative as well as be able to harm creatures that need a magic item to harm.
A coat made of winter wolf pelt that will give a resistance to cold.
Would either of these be too much too soon? I’m planning on holding back a bit on the real deal magical items as to not flood it but I want to give my players a couple of “oooh shiny…” items that will give a small boost and also compliment their characters.
After reading an interesting comment in another question, I realized there are some rare cases when the difference between a magic weapon and a weapon considered magical for the purposes of overcoming resistances (WCMFTPOOR) actually becomes mechanically relevant.
An example is the Magic Weapon spell, which explicitly requires nonmagical weapons in its casting. Another is the Animate Objects spell. A third one is the Elemental Weapon spell. Likely, there are other effects that require nonmagical weapons.
Meanwhile, there are effects that create a WCMFTPOOR. One example is the Warlock’s Pact of the Blade.
So, as the title states: are magic weapons different from WCMFTPOOR?
All of the magic staves in the 5E DMG simply state that the wielder can use an action and expend 1 or more of its charges to cast one of the spells from it. Literally none of them require the spell to be on the caster’s spell list.
But a few of the magic staves from the Lost Mines of Phandelver–the Staff of Defense and the Spider Staff–specifically say “if the spell is on your class’s spell list”…is this a typo? A new addition to the rules on magic staves? Or just something specific to these particular staves (for some unknown reason)?
I’m toying with the idea of giving a player a wand, and this wand would allow him cast all Necromancy spells as one level higher, if the spell can be cast using a higher level spell slot (e.g., vampiric touch, ray of sickness, animate dead).
I haven’t seen a similar item so it is hard for me to sort this out. I’m happy with this item having uncommon/rare qualities.