Thursday, July 2, 2026

BXDMG (WIP): Light & Vision

In support of my continuing work towards a BX DMG, here's where my Light & Vision rules stand. (BTW, you'll note a reference to Campfire rules. I'm still working on those, but should have them up here next week some time.) As always, if you think something seems off or could use some tweaking, please let me know in the comments section.


Light & Vision

Vision depends upon the amount of available light. Creatures relying on normal sight require illumination to see clearly. Darkness conceals hazards, obscures monsters, and limits exploration. Managing light is therefore one of the most important aspects of dungeon adventuring.

Every location falls into one of four light levels.

  • Bright light allows creatures with normal vision to see clearly. Color, movement, writing, tracks, and fine details are readily visible. Examples of bright light include: daylight, sunlit rooms, a magical light spell, within a few feet of a campfire, close to a lantern.
  • Low light provides enough illumination for ordinary travel but not for careful observation. In low light, characters can walk safely, recognize creatures, fight normally, and navigate familiar terrain. However, in low light, small details become difficult to notice. Examples of low light include: twilight, the light of a full moon, the outer edge of torchlight, or a large chamber faintly illuminated by distant fires. The DM may, at their own discretion, require extra time, appropriate ability checks, and/or modifiers in order to notice hidden details.
  • Dim light barely illuminates the surroundings. In dim light, characters can usually distinguish walls, doorways, large objects, movement, and silhouettes, but cannot reliably distinguish facial features, colors, writing, hidden doors, fine mechanisms, tracks. Under such conditions, the DM should only describe uncertain shapes rather than precise details (e.g., “Something crouches beside the pillar,” rather than “an orc stands beside the pillar.”) 
  • Darkness provide no useful vision whatsoever. In darknesss, creatures relying on normal sight are effectively blind. They cannot read, search, identify creatures, fight accurately, or detect most hazards visually. Other senses function normally.


Typical Light Sources

Light Source Bright Low Dim Duration
candle 5' 10' 15' 6 turns (1 hour)
torch 15' 30' 45' 6 turns (1 hour)
hooded lantern 20' 40' 60' 24 turns/4 hours (1 flash of oil)
bullseye lantern* 30' 60' 90' 24 turns/4 hours (1 flash of oil)
campfire, small 20' 40' 60' See “Campfires" (p.00).
campfire, medium 30' 60' 80' See “Campfires" (p.00).
campfire, large 40' 80' 120' See “Campfires" (p.00).


*A bullseye lantern illuminates only its forward cone. It typically has a fixed convex lens and a static internal mirror that shines line in an arc of approximately 50°.


Special Lighting Conditions

LIGHT OVERLAPS: When multiple light sources overlap, use the brightest available illumination. Natural lighting does not “stack” to create brighter light. Several torches do not double their radius, but they may eliminate shadows or illuminate a larger area.

BLOCKING LIGHT: Light does not pass through closed doors, solid walls, heavy curtains, thick fog, or dense smoke. Corners cast shadows. A single torch rarely illuminates an entire dungeon chamber.

CONCEALING LIGHT: Light advertises a party's presence. In dark underground passages, a torch or lantern may be visible from hundreds of feet away down a straight corridor. Monsters often notice the light before they hear approaching adventurers.

CARRYING LIGHT: A character carrying a light source usually occupies one hand. The may prevent the use of two-handed weapons, bows, and shields (if the shield hand carries the light). Lanterns may be hung, placed on the ground, or set upon furniture when circumstances allow.

EXTINGUISHING LIGHT: Light sources may be extinguished by circumstances such as a strong wind, deep water, deliberate action, lack of fuel, or magical darkness. Relighting a torch or lantern generally requires one combat round if suitable flame is available.


Extraordinary Vision

While infravision is a standard extraordinary form of vision in the game, some campaigns may feature additional forms of sight. These optional abilities may be assigned to monsters, player ancestries, or magical effects at the DM’s discretion. Unless otherwise noted, these abilities function only to their listed range.

Infravision

Infravision allows a creature to perceive differences in heat rather than visible light. Warm-blooded creatures, recently disturbed objects, open flames, and lingering heat sources appear as varying intensities of brightness against cooler surroundings. Infravision functions best in complete darkness and becomes increasingly unreliable in brightly illuminated areas or near powerful heat sources such as large fires, lava, or furnaces. 

Infravision cannot normally see through solid objects, detect hidden doors solely by sight, read writing, distinguish colors, or recognize paintings or heraldry. It merely reveals heat patterns rather than visible detail.

Heat Interference: Infravision functions by detecting heat rather than visible light. Nearby heat sources—including torches, lanterns, campfires, lava, and similar sources—reduce or negate its effectiveness by masking the subtle temperature differences it normally detects. Creatures carrying a light source generally rely on ordinary vision instead of infravision until the light is extinguished.


Ultravision (Optional)

Ultravision allows a creature to perceive ultraviolet light naturally present in sunlight, moonlight, and starlight. Even on a moonlit night or beneath an overcast sky, creatures possessing ultravision can often see remarkably well outdoors. It is most useful for night travel, recognizing distant movement across open terrain, tracking beneath moonlight, and recognizing distant movement across open terrain. 

Ultravision functions only where the sky is visible or where ultraviolet light is otherwise present. It provides no benefit underground or within enclosed structures where ultraviolet light is absent. 

Ordinary torches, lanterns, candles, and similar light sources neither improve nor hinder ultravision.

Darkvision (Optional)

Darkvision allows a creature to see in complete darkness without relying upon heat. Within its listed range, darkness is perceived as though it were dimly lit. Objects remain visible but lack fine detail and appear only in shades of gray. Darkvision does not reveal color, not does it improve vision in fog, smoke, magical darkness, or other effects that specifically block sight. Because darkvision is unaffected by heat, it functions normally around fires or lava.

Low-Light Vision (Optional)

Creatures with low-light vision make exceptionally efficient use of even the faintest illumination. Whenever at least a small amount of natural or artificial light is present, they see as though the illumination were one step brighter; that is, dim light appears as bright light and low light appears as dim light.

Low-light vision simply makes existing light go farther. The creature's eyes are exceptionally sensitive, allowing it to make use of illumination that would be insufficient for normal sight. Because it is still seeing visible light, everything appears in full color. A creature with low-light vision can distinguish painted heraldry, identify the color of potions, appreciate artwork, and notice bloodstains just as well as a human standing in bright daylight—provided there is at least some light available.

Low light vision does not provide any benefit in complete darkness.

Supernatural Visual Abilities

The vision types presented above describe the natural means by which creatures perceive the world. Some monsters, magical beings, and enchanted individuals possess additional supernatural forms of sight that transcend normal vision. Abilities such as seeing invisible creatures, perceiving through illusions, viewing the true forms of shapechangers, or seeing through solid objects are not separate vision types, but extraordinary powers granted by magic, divine favor, or other supernatural means. Unless an ability specifically states otherwise, extraordinary vision supplements a creature's normal forms of sight rather than replacing it.


Visibility Conditions

These can occur under any light level.

Shadows are areas receiving little direct illumination, such as the space behind pillars, beneath furniture, in deep alcoves, or at the edge of a light source. Shadows are not a separate light level, but represent locations where concealment is possible despite nearby illumination.

Glare occurs when an exceptionally bright light overwhelms the eyes, making nearby details difficult to distinguish. Direct sunlight, polished mirrors, magical radiance, or intense reflections from water, snow, or ice may produce glare at the referee's discretion.

Smoke scatters and absorbs light, reducing visibility even in brightly illuminated areas. Thin smoke obscures distant objects, while thick smoke may reduce visibility to only a few feet or create conditions equivalent to darkness.

Fog and mist diffuse light, making distant objects appear indistinct or disappear altogether. Even under bright illumination, visibility may be severely limited by dense banks of fog.

Dust, ash, and blowing sand fill the air with countless suspended particles that obscure vision and soften detail. Dense clouds may reduce visibility dramatically until they settle or disperse.

Heavy rainfall reduces visibility by masking distant objects behind a curtain of falling water. Wind-driven rain may further limit sight and make identifying creatures or landmarks difficult.

Dense vegetation (e.g., hanging vines, dense hedges, and closely packed trees0 blocks lines of sight regardless of the available light. Creatures may remain partially or completely obscured behind vegetation even in broad daylight.

Heat distortion (e.g., intense heat from lava, roaring fires, furnaces, or similar sources) creates shimmering air and overpowering thermal radiation. Such conditions may make distant objects difficult to discern and greatly reduce or negate the usefulness of infravision.

Extreme cold reduces temperature differences between surrounding objects, diminishing the contrast upon which infravision depends. Although warm creatures remain visible, subtle heat signatures and environmental details become more difficult to distinguish.

Magical darkness suppresses and absorbs light beyond natural means, creating an area of supernatural blackness. Unless an ability or spell specifically states otherwise, creatures relying on ordinary vision—and often even extraordinary vision—cannot see within it.

Tuesday, June 30, 2026

New Monster: Vorash-Kul



DESCRIPTION:

The vorash-kul resembles an immense, pallid mass of swollen flesh nearly 10' long. It is both worm-like and not, seeming more like a pile of worm flesh with only hints of elongation in asymmetry. Its body is covered in thick folds of bruised purple hide punctuated with numerous pustules, numerous sensory slits and a large, almond-shaped mouth with a protruding green muscular tongue, split partially at its inner end.

ABILITIES:

Sensory Detection. Each of the vorash-kul's six sensory orifices allows it to sense location and presence of certain phenomenon to a range of 120', including: echolocation (sound), aromalocation (smell), thermolocation (heat differences), electrolocation (bioelectric fields), hemolocation (presence of blood) and psilocation (presence of mind/thoughts), "Blinding" a vorash-kul requires simultaneously negating/deadening all of these abilities. 

Rancid Aura. The vorash-kul emits a foul and deathly odor. Any smelling creature that comes within 30' of it must save vs. poison or suffer extreme nausea and vomiting for 1d4+1 rounds, suffering a –2 penalty on all "to hit" rolls anD saving throws for the duration.

Lunge Attack.
 Though it is generally sluggish as it pulls itself across the gound, it can lunge with shocking speed when prey ventures too near, striking quickly with its tongue (melee attack) to a distance of 8' away (5' body stretch + 3' tongue stretch), or to a distance of 5' with its bite attack, before pulling back quickly—so quickly, it dodges any attacks of opportunity or similar 

Bite Attack.
Though toothless, the bite of a vorash-kul clamps down with tremendous force, so much so that, on a natural "to hit" roll of 20, the victim of its bite must save vs. death or lose a limb, which the vorash-kul swallows whole to digest later.

Caustic Saliva. The mouth and tongue of the vorash-kul is coated in a caustic slime. On a successful "to hit" roll, its bite does an additional 1d8 acid damage, and its tongue does an additional 1d6 acid damage. This acid immediately ruins soft materials (e.g., leather armor, wooden shields, etc.).

Psionics. Vorash-kul possess a number of psionic abilities, which they are able to use as a 7th level mystic. 

Limited Telepathy. Vorash-kul are able to use a limited form of telepathy. They are able to "commune" with intelligent creature within 60'. The target creature will sense the request from the vorash-kul and must permit the communing before the vorash-kul may communicate telepathically with the target. Once the two are communing, the telepathic connection persists as long as the vorash-kul desires. While communicating with the creature, the vorash-kul is able to sense whether the creatures projected messages are truthful or misleading; if the target is intentionally untruthful or misleading, the vorash-kul is not able to discern what the truth is, only that what is being communicated is not truth. There is also a chance that creatures with below average Intelligence (8 or lower) will be overwhelmed by the vorash-kul's alien mind; there is a 10% chance for creatures with an Intelligence of 6–8, a 20% chance for creatures with an Intelligence of 4–5, and a 30% chance for creatures with an Intelligence of 3, that the creature will become confused (as the magic-user spell) by communing with the vorash-kul. The vorash-kul's telepathic ability is psionic, but costs no PSPs to use. This ability may not be used at the same time as any other psionic ability, except for the mind blank defense mode.

ECOLOGY:

A vorash-kul often spends weeks without moving, digesting prey internally before slowly creeping to a new hunting ground. Their lairs often contain scattered bones, rusted equipment, and partially dissolved corpses.

STATS
ARMOR CLASS: 3
HIT DICE: 7**
MOVE: 90'(30')
ATTACKS: 1 bite or 1 tongue
DAMAGE: 2d6+1d8 or1d6+1d4
NO. APPEARING: 1 (1d3)
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Chaotic

PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
ATTACK MODES: ego whip, id insinuation, mind thrust
DEFENSE MODES: mind blank, thought shield, mental barrier
PSYCHOMETABOLIC: S) complete healing, life draining; D) absorption, adrenaline control, cell adjustment, chameleon ability, suspend animation


Tuesday, April 28, 2026

House Rule: Sharing Potions

 


Something my players have tried (off and on again) is splitting potions—particularly if many in the party are in need of healing. In furtherance of my BXDMG, I thought I'd go ahead and set out how I intend to handle this from now on...

Sharing Potions

In general, it takes the full dose of a potion for its properties to take take full effect. This is especially true when other factors are taken into consideration, like age of the potion and settling of its ingredients. The size of the dose is never in question (it's the full phial), only the duration of that dose is to be determined (1d6+1 turns, except where indicated by the potion). The exception to this is, of course, "potions" that are actually ointments and salves (which typically contain a number of uses/applications). Two different characters each imbibing half of a potion might have completely different consequences, except for poison potions, which are always deadly, regardless of how little is imbibed.

When PCs choose to share a potion, roll 1d6 on the following table for each PC to determine the effects of the partial dose on that PC.

  1. Potion has full effect for half duration (1d3 turns + 5 minutes).
  2. Potion has half effect/strength for full duration (1d6+1 turns).
  3. Potion has half effect for half duration.
  4. Potion has no effect; if other portion of dose is consumed within 1d6 rounds of the first portion, there is a 50% chance the potion will have full effect for full duration; otherwise, it still has no effect).
  5. Imbiber must save vs. poison or be nauseated (–1 on all "to hit" rolls and saving throws for 1d6+1 turns) unless the potion is neutralized (neutralize poison).
  6. Imbiber must save vs. poison or die at the end of 1d6+1 turns, unless the potion is neutralized (neutralize poison).
Partial doses are subject to the effects of potion miscibility, regardless of the result on the table above, for the duration indicated for each result.

Coming soon—recharging wands, rods, and other items.

Tuesday, March 24, 2026

Simplifying Magic Resistance for B/X

In furtherance of my new d30 project mentioned in recent posts, I'm working on a demons encounter table. As a fan of Tom Moldvay's approach to creating a clear hierarchy for monsters with different strengths (a la Basic's dragons and many of his creatures in Lords of Creation), I'm attempting something similar as I adapt (and expand) the demons from the various AD&D resources. 

Something B/X doesn't really accommodate in its RAW, but I'm also not willing to fully abandon, is the concept of Magic Resistance as a stat for demons (even at very low levels/Hit Dice). 

Eric Diaz over at the Methods & Madness blog wrote about this a couple of years ago. I agree with Eric that only a few creature types should have this kind of magic resistance, and I do generally like the suggestions he's made for handling this. That being said, neither quite fits my personal style or house rules approach, so here's what I've come up with...

Magic Resistance

Some creatures (most notably demons and other supernatural entities) possess an innate Magic Resistance that disrupts spellcasting around them. When a spell is cast upon such a creature, there is a chance the magic simply fails in its presence.

Essentially, Magic Resistance (MR) permits a “preemptive” Saving Throw for a creature with this trait against magical effects. If the MR check succeeds, the creature ignores completely the spell or effect; if the check fails, the creature is affected normally by the spell or effect.

To resolve Magic Resistance, start with a base target of 10, add the caster’s level, and then subtract the creature’s Magic Resistance rating (typically 1–20) to determine the final number needed on a d20 roll (made by the DM for the creature). If the roll result meets or exceeds this number, the spell or effect fails against the creature, otherwise, the spell or effect affects the creature normally. A spell or effect with a target chance of 1 or less will always fail against the creature and a spell with a target chance or 20 or higher will always succeed.

  • Cast Against/Direct Interaction: MR functions against targeted spells (e.g., charm person, magic missile) and, if successful, negates the spell entirely.
  • Area Effect: If MR succeeds against an area effect, the resistant creature inside the area can ignore the effect entirely, though it affects others around them normally unless they are also magic resistant.
  • Proximity: MR does not affect any spell simply because it is cast nearby; the spell must target or affect the creature directly.
  • Environmental Magic: MR is not effective against indirect magical consequences (e.g., Earthquake causing a ceiling to fall, or a magical charm causing a rock to fall), only the direct energy of the spell.
  • Duration: The resistance is innate, always active, and even applies to beneficial spells (e.g,. even a cure light wounds spell cast against a magic-resistant creature would require a check to see if the spell succeeds, regardless of the wishes of the magic-resistant creature).
  • Ongoing Effects: For spells or effects that persist or repeat (e.g., cloudkill, wall of fire), Magic Resistance is checked once per round of exposure; a successful check negates the effect for that round only.
  • Magic Items: Magic Resistance also applies to spells or spell-like effects produced by magic items (e.g., wands, rods, staves, scrolls). Instead of using caster level, the DM should apply a flat adjustment based on the item’s strength: weak items (e.g., most wands) are treated as +5, intermediate items (e.g., most rods) as +10, and strong items (e.g., staves) as +15.
  • Standard Saving Throws: Even if a Magic Resistance roll fails, the resistant creature is still permitted any standard Saving Throw to avoid or adjust consequences of a spell or effect as prescribed by that particular spell or effect (e.g., if a Magic Resistance roll fails against a hold monster spell, the resistant creature is sill permitted the standard save vs. spells to avoid the effect).

Friday, March 13, 2026

Reaction Tables for Creatures with Low Intelligence

If you've seen my article in the Petty Gods Expanded Edition, have a copy of Fang, Faith, and Legerdemain, you know that I don't feel like a single reaction table is broad enough to cover every D&D encounter. While the Hippocratic Humorism approach of those tables works okay for intelligent creatures, I realized it wasn't really good for non-intelligent creatures or those with only animal intelligence. Those are creatures that react based mainly on instinct. 

As part of a yet-to-be-announced d30 project I've had in the works quietly for the last couple of years (and hope to be able to tease more substantially this summer), I've worked out the following Reaction tables based on instinctual behaviors. 

More to come!

Wednesday, February 25, 2026

French-Inspired Campaign

I haven't told my players group yet, and we haven't gamed regularly in quite some time, but I'm hoping to pick back up this summer with a bi-weekly session. (Fingers crossed the summer allows it after I return from a delayed honeymoon). 

I'm working on some encounter areas and a map based on a personal version of Clark Ashton Smith's Averoigne stories. But I'm also planning on supplementing with a whole host of creatures out of more traditional French legend/mythology. 

Below is the working version of the list, and my goal is to stat a few a week from now through early June. I may be dropping some of those here as I go. Even if I don't do much with the campaign setting, at a minimum, I'll likely collect the monsters into a published book in the 6"×9" format like the Creature Cache (available in print from Lulu.com and in PDF from DriveThruRPG). 

Working List: "Bestiaire Fantastique" (a.k.a. "Le Grand Grimoire")

  1. Ankou (medium undead)
  2. Babau  (large dragon)
  3. Barbegazi (small humanoid)
  4. Bigorne (medium monstrosity)
  5. Camba Crusa (small aberration)
  6. Carcolh (huge monstrosity)
  7. Cheval Gauvin (large fiend)
  8. Cheval Mallet (large fiend)
  9. Chevalier Géant (huge giant)
  10. Chicheface (medium monstrosity)
  11. Chien Noir (medium fiend)
  12. Codrille (large-to-gargantuan dragon)
  13. Coulobre (huge dragon)
  14. Craqueuhhe (medium undead)
  15. Dame Blanche (medium undead)
  16. Dame Verte (medium undead)
  17. Dard (large dragon)
  18. Dormette (tiny fey)
  19. Drac (large dragon/shapeshifter)
  20. Duphon (small monstrosity)
  21. Ech Goblin (small humanoid/shapechanger)
  22. Fadet (small fey)
  23. Fion (small humanoid)
  24. Gargouille (huge monstrosity)
  25. Gavant (medium monstrosity)
  26. Giant, Basajaun (large giant)
  27. Giant, Jentil (huge giant)
  28. Giant, Mairu (large giant)
  29. Giant, Tartalo (huge giant)
  30. Goubelin (small fiend)
  31. Groac'h (medium fey)
  32. Guivre (huge dragon)
  33. Houeron (medium fey)
  34. Houle (medium fey)
  35. Irrwurz (small plant)
  36. Jetin (tiny humanoid)
  37. Karnobo (medium fiend)
  38. Loup Garou (medium humanoid/shapechanger)
  39. Lupeux (medium fiend)
  40. Marioche (large fiend/shapechanger)
  41. Matagot (small fey)
  42. Melusine (medium fey)
  43. Nain Rouge (small humanoid)
  44. Peluda (huge monstrosity)
  45. Peteu (huge monstrosity)
  46. Picolaton (medium monstrosity)
  47. Quinotaur (large monstrosity)
  48. (huge dragon) 
  49. Tarasque (gargantuan monstrosity)
  50. Tempêtte (medium fey)
  51. Varou (medium undead/shapechanger)
  52. Volo Biou (large monstrosity)
  53. Vouivre (huge dragon)
  54. Yan-gant-y-tan (medium fiend)


Saturday, February 21, 2026

Silvered Weapons Information

One of my long-term projects is to continue collecting and expanding my house rules into a sort of "BX DMG."  A lot of these were compiled into RS1 Fang, Faith, and Legerdemain (like the manufacture of holy water, arming and disarming traps, and alchemy rules), But there are a lot of cool things I have planned for this future edition (like information for creating campaign-specific pantheons to support thing like this worksheet).

Today's information comes via my home campaign, where they players were a good distance from civilization and found themselves facing a den of werewolves. They realized that they were significantly short on silver ammo and tried to improvise. With a bit of hindsight, it turns out that what I allowed them to accomplish in the field was far from reasonable, even in the context of a game. 

So, to that point, below are my revised house rules for silvered weapons.



SILVERED WEAPONS

In many campaigns, there are creatures may only be harmed by silvered weapons. Although it is ultimately up to the DM to determine which creatures are affected by silvered weapons, these typically include: lycanthropes and other shapechangers, certain demons & devils, a number of undead, and a selection of fey and spirits.

A silvered weapon is one whose striking surfaces have been plated, bonded, or inlaid with sufficient silver to count as “silver” for purposes of overcoming specific creature defenses. 
Silvering a weapon does not make it magical. It merely allows the weapon to strike creatures vulnerable to silver. 

PROFESSIONAL SILVERING

Silvering Normal (Mundane) Weapons
Any normal, non-magical weapon may be silvered, assuming there is access to a properly equipped forge and a qualified smith (a master weaponsmith, silversmith, or white-smith). In small settlements, such equipment and/or expertise may not be available.

Standard professional silvering methods include:

  • silver plating or bonding onto the striking edge
  • silver inlay along cutting surfaces
  • partial surface alloying
  • reinforced edge wrapping
The time and cost required to silver a weapons is based on the weapon’s maximum damage. 

The base cost in silver pieces equals 100 sp (10 gp) × the weapon’s maximum damage. For example, a weapon that deals 1d4 damage (maximum 4) costs 400 sp (40 gp) to silver, while a weapon that deals 1d8 damage (maximum 8) costs 800 sp (80 gp). This cost includes both material and skilled labor. The silver used represents enough precious metal to properly plate or bond the striking surfaces. 

The time required to silver a weapon equals one day per 2 points of maximum damage (rounded up). Work cannot be rushed without risk of failure. Particularly large or complex weapons may require additional time (at the DM’s discretion).

Pre-Silvered Weapons

In larger towns and cities, merchants may occasionally offer weapons that have already been silvered. These are typically produced in small batches for resale rather than commissioned individually.
Pre-silvered weapons are sold at approximately 75% of the normal custom silvering cost. This reduced price reflects simpler workmanship, thinner bonding, or less refined finishing compared to bespoke work ordered from a master smith.

In regions plagued by creatures vulnerable to silver, demand for silvered weapons increases sharply. Prices for both stock and bespoke silvered arms may rise accordingly — sometimes well above the standard rates (2–3× or more) — or, in heavily fortified settlements, modestly decrease if production is common and competition among smiths is strong. Availability should reflect local fear, trade routes, and access to silver.

While fully functional against creatures vulnerable to silver, such weapons may be somewhat less durable than custom-silvered arms at the DM’s discretion (see Limitations of Silvered Weapons, below). Availability is never guaranteed and should depend upon settlement size, trade activity, and local demand.

Silvering Magical Weapons

As a rule, magical weapons resist alteration. The enchantment binds the material in a fixed mystical state. Attempts to silver a magical weapon generally fail unless special research, ritual, or rare alchemical silver is employed.

The DM may allow such work in exceptional cases, but the work should require significant cost (5,000–10,000 gp or more), substantial downtime (1–2 months at a minimum), and a high risk of permanently damaging or diminishing the weapon’s enchantment (50% or greater).

IMPROVISED SILVERING BY PLAYER CHARACTERS

Characters without access to a silvering resource may attempt to silver weapons themselves. Such efforts are not likely to succeed without the proper equipment and expertise.

To work with silver, it must be brought to full melting temperature. A campfire alone is insufficient unless carefully enclosed and fed with sustained airflow. At a minimum, a small clay furnace, charcoal fuel, and improvised bellows (or steady forced air) would be required for silver to reach workable heat; this might make melting silver to a workable state in the field possible, but far from guaranteed. 

At most, and only with the required heat and equipment, the DM may permit the casting of rudimentary silver slings bullets and the forming of silver arrowheads in the field. Additionally, unless the character (or characters) working the silver have any significant expertise, the resulting silver ammunition is incur minor to major penalties to both “to hit” and damage rolls (–1 to –3) due to flaws in the workmanship. 

LIMITATIONS OF SILVERED WEAPONS

Silvered weapons require occasional maintenance to remain effective.

Silver is softer than steel. Even when properly bonded, a silvered weapon is less durable than an untreated steel weapon. Whenever a silvered weapon rolls a natural 1, it takes a significant amount of damage. After 3 such instances, the weapon no longer counts as silvered. It must then be re-silvered to restore its status as silvered.

Even in the absence of such critical fails, any silvered weapon that has seen significant use during a full adventure is considered to have incurred the same amount of damage as a single failed “to hit” roll with that weapon.

Silver ammunition has lower recovery rate than standard ammunition. Assuming the standard recovery rate for ammunition (non-magical sling bullets and arrows) is 50%, the recovery rate for silver ammunition in good enough condition to be used again is 25%. If not recoverable for re-use, there is 50% chance of recovering the raw silver from the lost ammunition (usually 1–2 sp for a silver arrowhead and 4–5 sp for a silver sling bullet 1 sp for a silver arrowhead and 2 sp for a silver sling bullet).