Quirks of Magical Staves (Enchantment)

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The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry.
The following tables have been created to add some spice and variety to existing magical items in the AD&D game worlds. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, and they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results may cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibilities of quirks existing (and the actual number of quirks) are determined by using the table below to determine the exact quirks a magical staff possesses.
Roll 	Quirks Present
01-86	No quirks
87-94	One quirk
95-98	Two quirks
99-00	Three quirks
 Staff Quirks
Roll 	Result
01-04	Staff is inefficient: double the number of charges expended for each use.
05-07	Staff has an extra command word that allows it to shrink to half its regular size or return to normal.
08-13	Staff is made of metal and is magnetic: consequently, the staff is attracted to any large concentration of metal of at least 30 pounds.
14-18	Staff glows a random color (as faerie fire) whenever its powers are used.
19-22	Staff radiates nondetection and registers negatively at any attempt to detect magic.
23-25	Staff does 1 point of damage to its wielder each time its powers are used.
26-30	Staff is easily broken: the staff must make all saving throws at 2 to the roll.
31-34	Somatic gestures, as well as a command word, are necessary to activate the staff's powers. The gestures force the user to suffer a -1d4+4 initiative penalty. If the gestures cannot be per formed (if, say, the wielder's arms are tied), the staff does not work.
35-39	Staff does not work if the wielder's hand is covered, gloved, or gauntleted.
40-44	Staff is unstable: it fizzles out and does nothing 10% of the time that is activated.
45-50	Staff is unaffected by fire, magical or normal.
51-52	Staff is invisible to everyone except its user.
53-55	Staff's wielder must concentrate for one round when speaking the command word in order to activate the staff's powers.
56-60	Staff is unaffected by acid.
61-63	Staff cannot be snapped or broken by any creature of less than 18/50 Strength. This also applies to any retributive strike made by another wand, staff, or rod.
64-68	Staff does not work if the wielder is wearing metal armor of any kind (including elven chain mail).
69-71	Staff has a tendency to overload. It can be used up to three times in a 24-hour period. Any attempted use beyond that limit causes the staff to short itself out for 24 hours, and the charges activated are lost.
72-74	Staff is extremely powerful: any saves against its effects are at -2 to the die roll.
75-79	Staff is unable to function in environments colder than freezing.
80-83	Staff is unable to function in environments warmer than normal human body temperature.
84-86	Staff does not function underwater.
87-89	Staff activates whenever the command word is spoken by anyone within 30 feet, whether it is being held or not.
90-93	Staff can be used as a weapon (if it is not already one). It has a -1 bonus with respect to hitting creatures unharmed by normal weapons, but has no actual bonus on attack or damage rolls. A wand does damage as a jo stick: a rod does damage as a club: and a staff does damage as a quarterstaff.
94-96	If all of the staff's charges are used, the staff explodes in a fiery blast. The blast has a radius of 15 feet and does 5d4 points of damage to anyone therein. Those within 5 feet of the staff receive no saving throw: others may save vs. breath weapon for half damage.
97-99	Staff is capable of being placed in automatic mode: every round, it performs one function as designated by the wielder, using the normal amount of charges, until it is taken out of automatic mode. During this time, the wielder is able to cast short spells (initiative modified spells of three or less), or with a-1 penalty on attack rolls.
00 	Staff is intelligent: roll on the Sword Intelligence Table (see Sword, Special) and disregard any result of no Intelligence. The staff also has an Ego: its personality must be determined as well. Though the staff does tell its owner of the powers it offers, it never reveals the number of charges it possesses. Note that an Intelligent staff never willingly uses its last few charges. These staffs can always be recharged, regardless of type.
Category:Encyclopedia Magica
Category:Encyclopedia Magica Quirks