Magical Items

Of all the new material in this book, magical items require the least effort to introduce. Many are simply treasures that can be discovered in a newly-won hoard. In this case, DMs are encouraged not to reveal all the powers of a newly-found item. Rather, the player should be forced to puzzle out an item's powers. For example, the characters find a magical quill. What does it do? How is it used? Answering these questions is a goal that players can set for their characters. After spending time, spells, and money on research and possibly more adventures, the characters may discover that they own a quill of law.

Another effective and logical method for introducing never-before-seen magical items is for NPCs to possess these fascinating new devices. Thus, a wild mage might own a rod of disruption or an elementalist a wand of corridors.

(See
Magic Item Tables, Tome of Magic, Table 88: Magical Items, Dungeon Master Guide)

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