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It is not known who devised these strange weapons-small, sharp-edged, circular metal plates with thick centers that taper smoothly toward the edges. Often used by halflings (who may sell them to humans, elves, and giff), they are missile weapons, and may be used without penalty by those proficient in slings or throwing stars. A discus striking a being causes 1d4+1 points of damage, and interrupts any ongoing spellcasting or activity requiring dexterity. It forces a Dexterity check on characters who are climbing or clinging to rigging. A failed check indicates a fall.

Its strike also forces a saving throw vs. crushing blow for all glass and other fragile items it strikes. All magical items except helms and artifacts struck by a discus of disenchantment must save vs. spell at +2, in addition to any usual bonuses, or be rendered magically inert for 1d4+1 turns. The DM should also make another, secret saving throw for any such inert item. If it fails, it has been drained of all magic, forever. Any discus striking a magical item exhausts its own magical powers at once, releasing this magical energy and that of the drained item harmlessly into the surrounding area.

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