Guildmasters Guide to Ravnica

(Nancy Kaufman) #1
Mizzium

Mizzium is a magic-infused steel alloy used by the lzzet
League in a tremendous variety of ways, from providing
the physical structure of weirds to crafting the tools used
in other manufacturing. Runic markings help to chan-
nel and control the elemental energy that flows through
the metal.
The magical properties of the metal are difficult to de-
fine succinctly. It is as hard as adamantine, except when
it is transformed into a gaseous suspension. It has a high
melting point, except when it is found in liquid form at
cool autumn temperatures. lzzet chemisters can readily
explain that mizzium helps to maximize metasteam po-
tentials, realize fractional element-binding, and transduce
local weird-field radicals, but no one understands what any
of that means.

Mizzium Apparatus

Wondrous item, uncommon (requires attunement by a
sorcerer, warlock, or wizard)


Innovation is a dangerous pursuit, at least the way the
mages of the Izzet League engage in it. As protection
against the risk of an experiment going awry, they have
developed a device to help channel and control their
magic. This apparatus is a collection of leather straps,
flexible tubing, glass cylinders, and plates, bracers,
and fittings made from a magic-infused metal alloy
called mizzium, all assembled into a harness. The item
weighs 8 pounds.
While you are wearing the mizzium apparatus, you
can use it as an arcane focus. In addition, you can
attempt to cast a spell that you do not know or have
prepared. The spell you choose must be on your class's
spell list and of a level for which you have a spell slot,
and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but
before resolving it you must make an Intelligence (Ar-
cana) check. The DC is 10 +twice the level of the spell
slot you expend to cast the spell.
On a successful check, you cast the spell as normal,
using your spell save DC and spellcasting ability mod-
ifier. On a failed check, you cast a different spell from
the one you intended. Randomly determine the spell you
cast by rolling on the table for the level of the spell slot
you expended. If the slot is 6th level or higher, roll on the
table for 5th-level spells.


If you try to cast a cantrip you don't know, the DC for

the Intelligence (Arcana) check is 10, and on a failed
check, there is no effect.

lST-LEVEL SPELLS
d6 Spell
1 burning hands
2 chaos bolt (see chapter 2)
3 color spray

(^4) faerie fire
s fog cloud
6 thunderwave
2ND·LEVEL SPELLS
d6 Spell
1 blur
2 gust of wind
3 heat metal
4 Melfs acid arrow
s scorching ray
6 shatter
3RD·LEVEL SPELLS
d6 Spell
1 fear
2 feign death
3 fireball
4 gaseous form
5 sleet storm
6 stinking cloud
4TH-LEVEL SPELLS
d4 Spell
1 confusion
2 conjure minor elementals
3 Evard's black tentacles
4 ice storm
STH·LEVEL SPELLS
d4 Spell
animate objects
2 cloud kill
3 cone of cold
4 flame strike


Mizzium Armor

Armor (medium or heavy, but not hide), rare
This suit of armor is reinforced with a magically en-
hanced metal alloy called mizzium, which is made in
Izzet foundries. While you're wearing the a r mor, any
critical hit against you becomes a normal hit. Jn addi-
tion, when you are subjected to a magical effect that
allows you to make a Strength or Constitution saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw.

Mizzium Mortar

Wondrous item, rare
This short tube, about 2 feet long and 6 inches in diame-
ter, is made from mizzium, a magically enhanced metal
alloy forged by the lzzet League. The end that's pointed
toward a target is open, and a glowing ball of molten
metal can be seen at the other end as long as the mortar
has at least 1 charge remaining.
The mortar has^4 charges for the following properties.
It regains ld4 expended charges daily at dawn.
Molten Spray. You can expend 1 charge as an action
to loose a 30-foot cone of molten mizzium. Each crea-
ture in the area must make a DC^15 Dexterity saving

CllAP'l f.R 5 TRE'\SulHS 179
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