Magic Items
The Basics
Magic items are divided into categories:
armor, weapons, potions, rings, rods, scrolls, staffs, wands, and
wondrous items. In addition, some magic items are cursed or
intelligent. Finally, a few magic items are of such rarity and
power that they are considered to belong to a category of their
own: artifacts. Artifacts are classified in turn as minor
(extremely rare but not one-of-a-kind items) or major (each one
unique and extremely potent).
Armor and Shields: Magic armor (including shields)
offers improved, magical protection to the wearer. Some of these
items confer abilities beyond a benefit to Armor Class.
Weapons: Magic weapons are created with a variety of
combat powers and almost always improve the attack and damage
rolls of the wielder as well.
Potions: A potion is an elixir concocted with a
spell-like effect that affects only the drinker.
Rings: A ring is a circular metal band worn on the
finger (no more than two rings per wearer) that has a spell-like
power (often a constant effect that affects the wearer).
Rods: A rod is a scepter-like item with a special power
unlike that of any known spell.
Scrolls: A scroll is a spell magically inscribed onto
paper or parchment so that it can be used later.
Staffs: A staff has a number of different (but often
related) spell effects. A newly created staff has 50 charges, and
each use of the staff depletes one or more of those charges.
Wands: A wand is a short stick imbued with the power to
cast a specific spell. A newly created wand has 50 charges, and
each use of the wand depletes one of those charges.
Wondrous Items: These objects include magic jewelry,
tools, books, clothing, and much more.
Magic Items and Detect Magic
When detect magic identifies a magic
item’s school of magic, this information refers to the
school of the spell placed within the potion, scroll, or wand, or
the prerequisite given for the item. The description of each item
provides its aura strength and the school it belongs to.
If more than one spell is given as a prerequisite, use the
highest-level spell. If no spells are included in the
prerequisites, use the following default guidelines.
Item Nature |
School |
Armor and protection items |
Abjuration |
Weapons or offensive items |
Evocation |
Bonus to ability score, on skill check, etc. |
Transmutation |
USING ITEMS
To use a magic item, it must be activated,
although sometimes activation simply means putting a ring on your
finger. Some items, once donned, function constantly. In most
cases, using an item requires a standard action that does not
provoke attacks of opportunity. By contrast, spell completion
items are treated like spells in combat and do provoke attacks of
opportunity.
Activating a magic item is a standard action unless the item
description indicates otherwise. However, the casting time of a
spell is the time required to activate the same power in an item,
regardless of the type of magic item, unless the item description
specifically states otherwise.
The four ways to activate magic items are described below.
Spell Completion: This is the activation method for
scrolls. A scroll is a spell that is mostly finished. The
preparation is done for the caster, so no preparation time is
needed beforehand as with normal spellcasting. All that’s
left to do is perform the finishing parts of the spellcasting
(the final gestures, words, and so on). To use a spell completion
item safely, a character must be of high enough level in the
right class to cast the spell already. If he can’t already
cast the spell, there’s a chance he’ll make a
mistake. Activating a spell completion item is a standard action
and provokes attacks of opportunity exactly as casting a spell
does.
Spell Trigger: Spell trigger activation is similar to
spell completion, but it’s even simpler. No gestures or
spell finishing is needed, just a special knowledge of
spellcasting that an appropriate character would know, and a
single word that must be spoken. Anyone with a spell on his or
her spell list knows how to use a spell trigger item that stores
that spell. (This is the case even for a character who
can’t actually cast spells, such as a 3rd-level paladin.)
The user must still determine what spell is stored in the item
before she can activate it. Activating a spell trigger item is a
standard action and does not provoke attacks of opportunity.
Command Word: If no activation method is suggested
either in the magic item description or by the nature of the
item, assume that a command word is needed to activate it.
Command word activation means that a character speaks the word
and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case,
the holder of the item runs the risk of activating the item
accidentally by speaking the word in normal conversation. More
often, the command word is some seemingly nonsensical word, or a
word or phrase from an ancient language no longer in common use.
Activating a command word magic item is a standard action and
does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written
right on the item. Occasionally, it might be hidden within a
pattern or design engraved on, carved into, or built into the
item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be
useful in helping to identify command words or deciphering clues
regarding them. A successful check against DC 30 is needed to
come up with the word itself. If that check is failed, succeeding
on a second check (DC 25) might provide some insight into a
clue.
The spells identify and analyze dweomer both reveal command
words.
Use Activated: This type of item simply has to be used
in order to activate it. A character has to drink a potion, swing
a sword, interpose a shield to deflect a blow in combat, look
through a lens, sprinkle dust, wear a ring, or don a hat. Use
activation is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears.
Continually functioning items are practically always items that
one wears. A few must simply be in the character’s
possession (on his person). However, some items made for wearing
must still be activated. Although this activation sometimes
requires a command word (see above), usually it means mentally
willing the activation to happen. The description of an item
states whether a command word is needed in such a case.
Unless stated otherwise, activating a use-activated magic item
is either a standard action or not an action at all and does not
provoke attacks of opportunity, unless the use involves
performing an action that provokes an attack of opportunity in
itself. If the use of the item takes time before a magical effect
occurs, then use activation is a standard action. If the
item’s activation is subsumed in its use and takes no extra
time use activation is not an action at all.
Use activation doesn’t mean that if you use an item, you
automatically know what it can do. You must know (or at least
guess) what the item can do and then use the item in order to
activate it, unless the benefit of the item comes automatically,
such from drinking a potion or swinging a sword.
SIZE AND MAGIC ITEMS
When an article of magic clothing or jewelry
is discovered, most of the time size shouldn’t be an issue.
Many magic garments are made to be easily adjustable, or they
adjust themselves magically to the wearer. Size should not keep
characters of various kinds from using magic items.
There may be rare exceptions, especially with racial specific
items.
Armor and Weapon Sizes: Armor and weapons that are
found at random have a 30% chance of being Small (01–30), a
60% chance of being Medium (31–90), and a 10% chance of
being any other size (91–100).
MAGIC ITEMS ON THE BODY
Many magic items need to be donned by a
character who wants to employ them or benefit from their
abilities. It’s possible for a creature with a
humanoid-shaped body to wear as many as twelve magic items at the
same time. However, each of those items must be worn on (or over)
a particular part of the body.
A humanoid-shaped body can be decked out in magic gear
consisting of one item from each of the following groups, keyed
to which place on the body the item is worn.
- One headband, hat, helmet, or phylactery on the head
- One pair of eye lenses or goggles on or over the eyes
- One amulet, brooch, medallion, necklace, periapt, or scarab
around the neck
- One vest, vestment, or shirt on the torso
- One robe or suit of armor on the body (over a vest, vestment,
or shirt)
- One belt around the waist (over a robe or suit of armor)
- One cloak, cape, or mantle around the shoulders (over a robe
or suit of armor)
- One pair of bracers or bracelets on the arms or wrists
- One glove, pair of gloves, or pair of gauntlets on the
hands
- One ring on each hand (or two rings on one hand)
- One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of
the same type as he wishes. However, additional items beyond
those listed above have no effect.
Some items can be worn or carried without taking up space on a
character’s body. The description of an item indicates when
an item has this property.
SAVING THROWS AGAINST MAGIC ITEM POWERS
Magic items produce spells or spell-like
effects. For a saving throw against a spell or spell-like effect
from a magic item, the DC is 10 + the level of the spell or
effect + the ability modifier of the minimum ability score needed
to cast that level of spell.
Staffs are an exception to the rule. Treat the saving throw as
if the wielder cast the spell, including caster level and all
modifiers to save DC.
Most item descriptions give saving throw DCs for various
effects, particularly when the effect has no exact spell
equivalent (making its level otherwise difficult to determine
quickly).
DAMAGING MAGIC ITEMS
A magic item doesn’t need to make a
saving throw unless it is unattended, it is specifically targeted
by the effect, or its wielder rolls a natural 1 on his save.
Magic items should always get a saving throw against spells that
might deal damage to them— even against attacks from which
a nonmagical item would normally get no chance to save. Magic
items use the same saving throw bonus for all saves, no matter
what the type (Fortitude, Reflex, or Will). A magic item’s
saving throw bonus equals 2 + one-half its caster level (round
down). The only exceptions to this are intelligent magic items,
which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical
items of the same sort. A damaged magic item continues to
function, but if it is destroyed, all its magical power is
lost.
REPAIRING MAGIC ITEMS
Some magic items take damage over the course
of an adventure. It costs no more to repair a magic item with the
Craft skill than it does to repair its nonmagical counterpart.
The make whole spell also repairs a damaged—but not
completely broken—magic item.
INTELLIGENT ITEMS
Some magic items, particularly weapons, have
an intelligence all their own. Only permanent magic items (as
opposed to those with a single use or those with charges) can be
intelligent. (This means that potions, scrolls, and wands, among
other items, are never intelligent.)
In general, less than 1% of magic items have intelligence.
CURSED ITEMS
Some items are cursed—incorrectly made,
or corrupted by outside forces. Cursed items might be
particularly dangerous to the user, or they might be normal items
with a minor flaw, an inconvenient requirement, or an
unpredictable nature. Randomly generated items are cursed 5% of
the time.
CHARGES, DOSES, AND MULTIPLE USES
Many items, particularly wands and staffs, are
limited in power by the number of charges they hold. Normally,
charged items have 50 charges at most. If such an item is found
as a random part of a treasure, roll d% and divide by 2 to
determine the number of charges left (round down, minimum 1). If
the item has a maximum number of charges other than 50, roll
randomly to determine how many charges are left.
Prices listed are always for fully charged items. (When an
item is created, it is fully charged.) For an item that’s
worthless when its charges run out (which is the case for almost
all charged items), the value of the partially used item is
proportional to the number of charges left. For an item that has
usefulness in addition to its charges, only part of the
item’s value is based on the number of charges left.
MAGIC ITEM DESCRIPTIONS
Each general type of magic item gets an
overall description, followed by descriptions of specific
items.
General descriptions include notes on activation, random
generation, and other material. The AC, hardness, hit points, and
break DC are given for typical examples of some magic items. The
AC assumes that the item is unattended and includes a –5
penalty for the item’s effective Dexterity of 0. If a
creature holds the item, use the creature’s Dexterity
modifier in place of the –5 penalty.
Some individual items, notably those that simply store spells
and nothing else, don’t get full-blown descriptions.
Reference the spell’s description for details, modified by
the form of the item (potion, scroll, wand, and so on). Assume
that the spell is cast at the minimum level required to cast
it
Items with full descriptions have their powers detailed, and
each of the following topics is covered in notational form at the
end of the description.
Aura: Most of the time, a detect magic spell will
reveal the school of magic associated with a magic item and the
strength of the aura an item emits. This information (when
applicable) is given at the beginning of the item’s
notational entry. See the detect magic spell description for
details.
Caster Level: The next item in a notational entry gives
the caster level of the item, indicating its relative power. The
caster level determines the item’s saving throw bonus, as
well as range or other level-dependent aspects of the powers of
the item (if variable). It also determines the level that must be
contended with should the item come under the effect of a dispel
magic spell or similar situation. This information is given in
the form “CL x,” where “CL” is an
abbreviation for caster level and “x” is an ordinal
number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the
caster level of an item at any number high enough to cast the
stored spell and not higher than her own caster level. For other
magic items, the caster level is determined by the creator. The
minimum caster level is that which is needed to meet the
prerequisites given.
Prerequisites: Certain requirements must be met in
order for a character to create a magic item. These include
feats, spells, and miscellaneous requirements such as level,
alignment, and race or kind. The prerequisites for creation of an
item are given immediately following the item’s caster
level.
A spell prerequisite may be provided by a character who has
prepared the spell (or who knows the spell, in the case of a
sorcerer or bard), or through the use of a spell completion or
spell trigger magic item or a spell-like ability that produces
the desired spell effect. For each day that passes in the
creation process, the creator must expend one spell completion
item or one charge from a spell trigger item if either of those
objects is used to supply a prerequisite.
It is possible for more than one character to cooperate in the
creation of an item, with each participant providing one or more
of the prerequisites. In some cases, cooperation may even be
necessary.
If two or more characters cooperate to create an item, they
must agree among themselves who will be considered the creator
for the purpose of determinations where the creator’s level
must be known. The character designated as the creator pays the
XP required to make the item.
Typically, a list of prerequisites includes one feat and one
or more spells (or some other requirement in addition to the
feat). When two spells at the end of a list are separated by
“or,” one of those spells is required in addition to
every other spell mentioned prior to the last two.
Market Price: This gold piece value, given following
the word “Price,” represents the price someone should
expect to pay to buy the item. The market price for an item that
can be constructed with an item creation feat is usually equal to
the base price plus the price for any components (material or
XP).
Cost to Create: The next part of a notational entry is
the cost in gp and XP to create the item, given following the
word “Cost.” This information appears only for items
with components (material or XP), which make their market prices
higher than their base prices. The cost to create includes the
costs derived from the base cost plus the costs of the
components. Items without components do not have a
“Cost” entry. For them, the market price and the base
price are the same. The cost in gp is 1/2 the market price, and
the cost in XP is 1/25 the market price.
Weight: The notational entry for many wondrous items
ends with a value for the item’s weight. When a weight
figure is not given, the item has no weight worth noting (for
purposes of determining how much of a load a character can
carry).
Table: Random Magic Item Generation
Minor |
Medium |
Major |
Item |
01–04 |
01–10 |
01–10 |
Armor and shields |
05–09 |
11–20 |
11–20 |
Weapons |
10–44 |
21–30 |
21–25 |
Potions |
45–46 |
31–40 |
26–35 |
Rings |
— |
41–50 |
36–45 |
Rods |
47–81 |
51–65 |
46–55 |
Scrolls |
— |
66–68 |
56–75 |
Staffs |
82–91 |
69–83 |
76–80 |
Wands |
92–100 |
84–100 |
81–100 |
Wondrous items |
|