Secret Lesson 100

Crafting and Sentient Magic Items

Lesson 99 established the universal rules for:

MAGIC ITEMS

You learned how magic items are:

IDENTIFIED

ATTUNED

ACTIVATED

WORN

WIELDED

and:

USED

Now we move to two advanced parts of the Magic Item system.

First:

HOW DO CHARACTERS CREATE MAGIC ITEMS?

Then:

WHAT HAPPENS WHEN THE MAGIC ITEM HAS A MIND OF ITS OWN?

The SRD 5.2.1 provides rules for both:

CRAFTING MAGIC ITEMS

and:

SENTIENT MAGIC ITEMS

For crafting, the important ingredients are:

ARCANA PROFICIENCY

TOOL PROFICIENCY

SPELLS, WHEN REQUIRED

TIME

RAW MATERIALS

and sometimes:

ASSISTANTS

For Sentient Magic Items, the Game Master can create an item with:

INTELLIGENCE

WISDOM

CHARISMA

ALIGNMENT

COMMUNICATION

SENSES

A SPECIAL PURPOSE

and potentially:

CONFLICT WITH ITS BEARER

 

There is also an accuracy point worth establishing immediately.

SRD 5.2.1 DOES NOT GIVE A CHARACTER-LEVEL REQUIREMENT FOR THIS MAGIC-ITEM CRAFTING PROCEDURE

The crafting section gives requirements involving Arcana, tools, spells where applicable, time, and cost, but it doesn't provide a table saying that a character must be a particular level to craft Common, Rare, Very Rare, or Legendary items.

So we will not import a level prerequisite from:

ANOTHER RULESET


PART ONE — SPECIAL CRAFTING RULES ALREADY EXIST

The Magic Item crafting section begins by pointing back to two special crafting procedures you already learned in Lesson 70:

BREWING POTIONS OF HEALING

and:

SCRIBING SPELL SCROLLS

Those procedures appear in:

EQUIPMENT

The new Magic Item crafting rules are for:

OTHER MAGIC ITEMS

 

This matters because you should not replace the existing Potion of Healing or Spell Scroll procedures with:

THE GENERIC MAGIC ITEM TABLE


POTION OF HEALING

Uses its own:

HERBALISM KIT

25 GP

1 DAY

procedure.


SPELL SCROLL

Uses its own table based on:

SPELL LEVEL

with specific:

TIME

COST

and:

SCRIBING PREREQUISITES

 


OTHER MAGIC ITEMS

Use the rules we are about to learn.


PART TWO — FIRST REQUIREMENT: ARCANA PROFICIENCY

To craft a magic item:

YOU MUST HAVE PROFICIENCY IN ARCANA

Any characters helping you must also have:

ARCANA PROFICIENCY

 

This requirement is explicit.


EXAMPLE

A Fighter has:

SMITH'S TOOLS PROFICIENCY

but does not have:

ARCANA PROFICIENCY

Can the Fighter use the Magic Item crafting procedure to create a magical sword?

NO

Knowing how to forge a sword is not enough.

The character also needs:

ARCANA PROFICIENCY


ANOTHER EXAMPLE

A Wizard has:

ARCANA PROFICIENCY

but doesn't have proficiency with:

THE REQUIRED CRAFTING TOOL

Is Arcana alone enough?

NO

Crafting requires:

ARCANA

and:

THE APPROPRIATE TOOL PROFICIENCY


PART THREE — MAGIC ITEM CRAFTING IS BOTH MAGICAL AND PRACTICAL

This gives us a useful conceptual formula:

ARCANA = UNDERSTANDING THE MAGIC

while:

TOOL PROFICIENCY = CONSTRUCTING THE ITEM

You need:

BOTH

when using this procedure.

A magic sword isn't created merely by:

KNOWING MAGIC

and it isn't created merely by:

KNOWING BLACKSMITHING

The character needs the combination the SRD specifies.


PART FOUR — REQUIRED TOOLS

The required tool depends on:

THE MAGIC ITEM CATEGORY

The SRD gives a complete:

MAGIC ITEM TOOLS TABLE

 

Magic Item Category Required Tool
Armor Leatherworker's Tools, Smith's Tools, or Weaver's Tools, depending on the armor
Potion Alchemist's Supplies or Herbalism Kit
Ring Jeweler's Tools
Rod Woodcarver's Tools
Scroll Calligrapher's Supplies
Staff Woodcarver's Tools
Wand Woodcarver's Tools
Weapon Leatherworker's Tools, Smith's Tools, or Woodcarver's Tools, depending on the weapon
Wondrous Item Tinker's Tools or the tool required to create the nonmagical item on which it is based

The required character must:

USE THE TOOL

and:

BE PROFICIENT WITH IT

Any assistant must also have:

PROFICIENCY WITH THE REQUIRED TOOL


PART FIVE — ARMOR TOOLS

Magic Armor doesn't always use:

SMITH'S TOOLS

It depends on what kind of armor is being created.

Possible tools are:

LEATHERWORKER'S TOOLS

SMITH'S TOOLS

or:

WEAVER'S TOOLS

depending on the armor, as established by the Equipment tool descriptions.


EXAMPLE

Magic Plate Armor naturally involves:

SMITH'S TOOLS

But magical armor made primarily from another appropriate material may require:

A DIFFERENT LISTED TOOL

Use:

THE TOOL ASSOCIATED WITH THAT TYPE OF ARMOR


PART SIX — POTION TOOLS

For most potions under this general Magic Item procedure, the tool can be:

ALCHEMIST'S SUPPLIES

or:

HERBALISM KIT

 

Remember the special exception:

POTION OF HEALING

has its own crafting procedure in Equipment.

Don't replace that specific rule with:

THE GENERAL MAGIC ITEM PROCEDURE


PART SEVEN — RINGS

Magic Rings require:

JEWELER'S TOOLS

That makes sense mechanically:

ARCANA PROFICIENCY

provides the magical expertise,

while:

JEWELER'S TOOLS

provide the practical ability to create:

THE RING


PART EIGHT — RODS, STAFFS, AND WANDS

All three use:

WOODCARVER'S TOOLS

under the Magic Item Tools table.

That includes:

RODS

STAFFS

and:

WANDS

 


PART NINE — SCROLLS

The general table lists:

CALLIGRAPHER'S SUPPLIES

for Scrolls.

But remember:

SPELL SCROLLS

already have their own specific procedure in Equipment.

For a Spell Scroll, use:

THE SPELL SCROLL SCRIBING RULES

rather than silently replacing them with this table.


PART TEN — MAGIC WEAPONS

A magic Weapon requires one of:

LEATHERWORKER'S TOOLS

SMITH'S TOOLS

or:

WOODCARVER'S TOOLS

depending on:

THE KIND OF WEAPON

 


EXAMPLE

A metal sword could call for:

SMITH'S TOOLS

A primarily wooden weapon might instead use:

WOODCARVER'S TOOLS

The exact choice follows:

THE TOOL RULES FOR THAT WEAPON


PART ELEVEN — WONDROUS ITEMS

Wondrous Items are the broadest magic-item category.

The required tool is:

TINKER'S TOOLS

or:

THE TOOL REQUIRED TO MAKE THE NONMAGICAL ITEM ON WHICH THE MAGIC ITEM IS BASED

 


EXAMPLE

Suppose a Wondrous Item is based on:

A PARTICULAR KIND OF CRAFTED OBJECT

If creating that mundane object normally requires a specific tool:

USE THAT TOOL

rather than automatically:

TINKER'S TOOLS


PART TWELVE — ASSISTANTS NEED THE SAME CORE PROFICIENCIES

Suppose you want another character to help.

That assistant must have:

ARCANA PROFICIENCY

and:

PROFICIENCY WITH THE REQUIRED TOOL

 


WRONG EXAMPLE

Primary crafter:

ARCANA + SMITH'S TOOLS

Assistant:

ONLY SMITH'S TOOLS

Can that character qualify as an assistant under this procedure?

NO

The assistant must also have:

ARCANA PROFICIENCY


ANOTHER WRONG EXAMPLE

Assistant:

ARCANA

but no Smith's Tools proficiency.

Also:

NOT QUALIFIED

The helper must satisfy:

BOTH REQUIREMENTS


PART THIRTEEN — SPELL REQUIREMENTS

Some magic items allow their users to:

CAST SPELLS FROM THE ITEM

If the magic item allows its user to cast any spells:

YOU MUST HAVE ALL THOSE SPELLS PREPARED

on:

EVERY DAY YOU SPEND CRAFTING THE ITEM

 

This is one of the most important crafting requirements.


EXAMPLE

You are creating a magic item that allows its user to cast:

SPELL A

and:

SPELL B

During every crafting day:

BOTH SPELLS MUST BE PREPARED

If one isn't prepared that day:

YOU DON'T SATISFY THE CRAFTING REQUIREMENT FOR THAT DAY


PART FOURTEEN — PREPARED DOES NOT MEAN EXPENDED

Read the rule carefully.

It says the spells must be:

PREPARED

It does not say that you must:

CAST EACH SPELL EVERY DAY

or:

EXPEND A SPELL SLOT FOR EACH SPELL EVERY DAY

Don't invent a spell-slot expenditure that:

THE CRAFTING RULE DOESN'T REQUIRE

The requirement stated in the SRD is:

HAVE THE SPELLS PREPARED


PART FIFTEEN — NOT EVERY MAGIC ITEM REQUIRES A SPELL

The spell requirement applies:

IF THE MAGIC ITEM ALLOWS ITS USER TO CAST SPELLS FROM IT

So don't assume:

EVERY MAGIC ITEM REQUIRES A SPECIFIC SPELL

A +1 weapon, for example, should be crafted according to:

THE REQUIREMENTS ACTUALLY GIVEN

not by inventing:

A MANDATORY MAGIC-WEAPON SPELL

that the SRD crafting section never requires.


PART SIXTEEN — TIME AND COST

Crafting time and raw-material cost are determined by:

ITEM RARITY

The SRD gives five crafting categories:

COMMON

UNCOMMON

RARE

VERY RARE

and:

LEGENDARY

 


COMPLETE MAGIC ITEM CRAFTING TABLE

Rarity Crafting Time Raw Material Cost
Common 5 days 50 GP
Uncommon 10 days 200 GP
Rare 50 days 2,000 GP
Very Rare 125 days 20,000 GP
Legendary 250 days 100,000 GP

These values represent:

CRAFTING COST

not:

NORMAL PURCHASE VALUE

Remember from Lesson 99 that normal rarity values are higher.


PART SEVENTEEN — THERE IS NO ARTIFACT ROW

Notice what isn't in the crafting table:

ARTIFACT

The Magic Item Rarity system includes Artifacts.

But the crafting table only gives procedures through:

LEGENDARY

Therefore:

THIS SRD SECTION DOES NOT PROVIDE A NORMAL ARTIFACT-CRAFTING TIME OR COST

Do not invent:

“500 DAYS AND 500,000 GP”

or any other unsupported Artifact recipe.

Artifacts follow their own extraordinary narrative place in the magic-item system.


PART EIGHTEEN — EACH CRAFTING DAY MEANS EIGHT HOURS OF WORK

For each day of crafting, you must work:

8 HOURS

 


EXAMPLE — UNCOMMON ITEM

Time:

10 DAYS

Work:

10 × 8 =

80 HOURS

The character must provide:

80 HOURS OF CRAFTING WORK

under this procedure.


PART NINETEEN — CRAFTING DAYS NEED NOT BE CONSECUTIVE

If an item requires multiple days:

THE DAYS DON'T HAVE TO BE CONSECUTIVE

 


EXAMPLE

Rare item:

50 DAYS

The character works:

10 DAYS

Then goes on an adventure.

Later:

20 DAYS

Another adventure.

Then:

20 DAYS

Total:

10 + 20 + 20 =

50 CRAFTING DAYS

The rule doesn't require the character to:

START OVER

merely because those crafting periods were interrupted.


IMPORTANT

A crafting day still requires:

8 HOURS OF WORK

Simply owning the unfinished item for:

A CALENDAR DAY

doesn't count as:

A CRAFTING DAY


PART TWENTY — ASSISTANTS REDUCE CRAFTING TIME

Characters can combine their efforts.

Take the normal crafting time and:

DIVIDE IT BY THE NUMBER OF CHARACTERS WORKING ON THE ITEM

 


EXAMPLE — RARE ITEM

Normal time:

50 DAYS

Crafter:

1

Qualified assistant:

1

Characters working:

2

50 ÷ 2 =

25 DAYS

The Rare item now requires:

25 DAYS

provided both characters satisfy the required:

ARCANA

and:

TOOL PROFICIENCIES


PART TWENTY-ONE — NORMALLY ONLY ONE ASSISTANT

Normally:

ONLY ONE OTHER CHARACTER CAN ASSIST

So the normal team is:

PRIMARY CRAFTER + ONE ASSISTANT

However:

THE GM MAY ALLOW MORE ASSISTANTS

 


IMPORTANT

The rule does not automatically permit:

TWENTY WIZARDS

to reduce a Legendary item to an absurdly short project.

More than one assistant requires:

GM PERMISSION


PART TWENTY-TWO — ASSISTANCE REDUCES TIME, NOT RAW-MATERIAL COST

The assistant rule tells you to:

DIVIDE THE TIME

It does not say:

DIVIDE THE RAW-MATERIAL COST


EXAMPLE

Rare item:

Normal:

50 DAYS

2,000 GP

With one qualified assistant:

25 DAYS

Cost:

STILL 2,000 GP

The assistants make the work:

FASTER

They do not magically make the required materials:

CHEAPER


PART TWENTY-THREE — RAW MATERIALS

The cost in the crafting table represents:

RAW MATERIALS NEEDED TO MAKE THE MAGIC ITEM

 

But possessing enough money is not necessarily enough.

The materials must also be:

AVAILABLE

The GM determines availability.


PART TWENTY-FOUR — MATERIAL AVAILABILITY IN A CITY

In:

A CITY

there is a:

75 PERCENT CHANCE

that the appropriate raw materials are available.


HOW TO RESOLVE 75 PERCENT

A practical d100 implementation is:

01–75 = AVAILABLE

76–00 = UNAVAILABLE

That exact d100 mapping is an application of the percentage stated by the rule.


EXAMPLE

d100:

42

Within 75%.

Materials:

AVAILABLE


ANOTHER EXAMPLE

d100:

91

Materials:

UNAVAILABLE


PART TWENTY-FIVE — MATERIAL AVAILABILITY IN OTHER SETTLEMENTS

In:

ANY OTHER SETTLEMENT

the chance is only:

25 PERCENT

 

So a:

TOWN

VILLAGE

or other non-city settlement uses:

25%

under this rule.


EXAMPLE

d100 implementation:

01–25 = AVAILABLE

26–00 = UNAVAILABLE

Again, the percentage is the rule; the roll range is a straightforward way to execute it.


PART TWENTY-SIX — IF THE MATERIALS AREN'T AVAILABLE

If the required raw materials aren't available:

WAIT AT LEAST 7 DAYS

before checking:

AGAIN

 


WRONG

Check at breakfast.

Fail.

Check at lunch.

Fail.

Check tomorrow.

This is not the procedure.


CORRECT

Materials unavailable.

Wait:

AT LEAST 7 DAYS

Then:

CHECK AVAILABILITY AGAIN


PART TWENTY-SEVEN — THE GM CONTROLS MATERIAL AVAILABILITY

The rule says:

THE GM DETERMINES WHETHER APPROPRIATE RAW MATERIALS ARE AVAILABLE

The percentages then provide:

THE AVAILABILITY CHANCES

for settlements.

This means magic-item crafting can naturally become:

PART OF THE ADVENTURE

A character might have:

THE MONEY

but still need access to:

THE APPROPRIATE MATERIALS


PART TWENTY-EIGHT — BASE ITEMS ALSO COST MONEY

Some magic items incorporate an object that already has:

A PURCHASE COST

Examples include:

WEAPONS

and:

ARMOR

In that case, the crafter must also:

PAY THE FULL PURCHASE COST OF THAT ITEM

or:

CRAFT THE BASE ITEM USING THE EQUIPMENT RULES

 

The Magic Item raw-material cost does not automatically include:

THE NONMAGICAL BASE ITEM


PART TWENTY-NINE — +1 PLATE ARMOR EXAMPLE

The SRD gives a direct example.

To create:

+1 ARMOR (PLATE ARMOR)

+1 Armor is:

RARE

Magic Item crafting raw materials:

2,000 GP

Plate Armor normal purchase cost:

1,500 GP

If you buy the Plate Armor:

2,000 + 1,500 =

3,500 GP

That is the SRD's example total.


ALTERNATIVE

Instead of buying the Plate Armor:

CRAFT THE PLATE ARMOR

using:

THE NONMAGICAL CRAFTING RULES

Then separately satisfy the:

2,000 GP MAGIC ITEM CRAFTING COST

The mundane armor crafting has:

ITS OWN MATERIAL AND TIME REQUIREMENTS

from Equipment.

Do not pretend the:

2,000 GP

magically creates the Plate Armor itself.


PART THIRTY — CONSUMABLE MAGIC ITEMS ARE FASTER AND CHEAPER

For a consumable magic item other than:

A SPELL SCROLL

halve:

CRAFTING TIME

and:

CRAFTING COST

 


EXAMPLE — RARE CONSUMABLE

Normal Rare magic item:

50 DAYS

2,000 GP

Rare consumable:

50 ÷ 2 =

25 DAYS

2,000 ÷ 2 =

1,000 GP


IMPORTANT

This applies to:

CONSUMABLE MAGIC ITEMS

but:

NOT SPELL SCROLLS

Spell Scrolls already have:

THEIR OWN CRAFTING TABLE


PART THIRTY-ONE — POTION OF HEALING IS ALSO A SPECIAL CASE

Do not say:

“POTION OF HEALING IS COMMON, SO I USE 5 DAYS, HALVE IT, AND USE THE GENERIC TABLE.”

The SRD explicitly directs:

POTION OF HEALING

to its existing:

EQUIPMENT CRAFTING RULE

That rule is:

1 DAY

25 GP

and:

HERBALISM KIT PROFICIENCY

 

Specific procedure:

OVERRIDES THE GENERAL ONE


PART THIRTY-TWO — COMPLETE MAGIC ITEM CRAFTING CHECKLIST

Before beginning a project, ask:

1. IS THIS A POTION OF HEALING OR SPELL SCROLL?

If yes:

USE ITS SPECIAL EQUIPMENT PROCEDURE


2. DO I HAVE ARCANA PROFICIENCY?

Required:

YES


3. DO I HAVE THE REQUIRED TOOL?

Required:

YES


4. AM I PROFICIENT WITH THAT TOOL?

Required:

YES


5. DOES THE ITEM CAST SPELLS?

If yes:

HAVE ALL THOSE SPELLS PREPARED ON EVERY CRAFTING DAY


6. WHAT IS ITS RARITY?

This gives:

TIME

and:

RAW-MATERIAL COST


7. IS IT CONSUMABLE?

If yes, and it isn't a Spell Scroll:

HALVE TIME AND COST


8. DOES IT REQUIRE A BASE ITEM?

If yes:

BUY IT AT FULL COST

or:

CRAFT IT SEPARATELY


9. ARE MATERIALS AVAILABLE?

City:

75%

Other settlement:

25%

Unavailable?

WAIT AT LEAST 7 DAYS BEFORE CHECKING AGAIN


10. ARE THERE ASSISTANTS?

They need:

ARCANA PROFICIENCY

and:

REQUIRED TOOL PROFICIENCY

Normally:

ONE ASSISTANT MAXIMUM

unless the GM allows more.


PART THIRTY-THREE — COMPLETE CRAFTING EXAMPLE

A character wants to create:

A RARE MAGIC RING

This is an example project; the crafting numbers come from the SRD.


REQUIREMENT 1 — ARCANA

Character:

PROFICIENT IN ARCANA

Good.


REQUIREMENT 2 — TOOL

Ring requires:

JEWELER'S TOOLS

Character:

PROFICIENT

Good.


REQUIREMENT 3 — RARITY

Rare:

50 DAYS

2,000 GP


REQUIREMENT 4 — CONSUMABLE?

Ring:

NO

So:

DON'T HALVE TIME OR COST


REQUIREMENT 5 — ASSISTANT

A second character has:

ARCANA PROFICIENCY

and:

JEWELER'S TOOLS PROFICIENCY

They assist.

Time:

50 ÷ 2 =

25 DAYS

Cost remains:

2,000 GP


REQUIREMENT 6 — WORK

Each crafting day:

8 HOURS

25 days:

25 × 8 =

200 HOURS OF CALENDAR CRAFTING TIME FOR THE TWO-PERSON PROJECT

Both characters perform the required daily work while participating.


REQUIREMENT 7 — MATERIALS

They search for appropriate materials in:

A CITY

Availability:

75%

Assume the materials are available.

The project can proceed.


PART THIRTY-FOUR — NO CHARACTER-LEVEL PREREQUISITE IS LISTED HERE

Suppose that same crafter is:

LEVEL 5

Can we say:

“YOU MUST BE LEVEL 9 TO CRAFT A RARE ITEM”?

NO

Not from this SRD section.

The requirements given here are:

ARCANA PROFICIENCY

TOOL PROFICIENCY

SPELL PREPARATION IF APPLICABLE

TIME

RAW MATERIALS

and the other crafting requirements already discussed.

A GM can establish campaign restrictions if desired.

But that would be:

A GM DECISION

not:

THE SRD 5.2.1 CRAFTING RULE


PART THIRTY-FIVE — NOW ENTER THE SENTIENT MAGIC ITEM

A normal magic sword is:

AN OBJECT WITH MAGICAL PROPERTIES

A Sentient Magic Item is something far more unusual.

It has:

SENTIENCE

and:

PERSONALITY

It might be:

POSSESSED

HAUNTED BY A PREVIOUS OWNER'S SPIRIT

or:

SELF-AWARE BECAUSE OF THE MAGIC USED TO CREATE IT

 

A Sentient Item might become:

A CHERISHED ALLY

or:

A CONSTANT PROBLEM

for its bearer.


PART THIRTY-SIX — MOST SENTIENT ITEMS ARE WEAPONS, BUT THEY DON'T HAVE TO BE

The SRD says:

MOST SENTIENT ITEMS ARE WEAPONS

But:

OTHER MAGIC ITEM TYPES CAN ALSO BE SENTIENT

 

So a Sentient Item could potentially be something other than:

A SWORD

The rules don't restrict sentience exclusively to:

WEAPONS


PART THIRTY-SEVEN — SINGLE-USE ITEMS ARE NEVER SENTIENT

The SRD explicitly says:

SINGLE-USE ITEMS SUCH AS POTIONS AND SCROLLS ARE NEVER SENTIENT

 


EXAMPLE

Could the GM use these rules to create:

A TALKING POTION OF HEALING

that begs not to be drunk?

Not as a Sentient Magic Item under this SRD rule.

Single-use items such as:

POTIONS

and:

SCROLLS

are:

NEVER SENTIENT

under this framework.


PART THIRTY-EIGHT — WHO CONTROLS A SENTIENT ITEM?

THE GAME MASTER

The GM controls:

THE SENTIENT MAGIC ITEM

and:

ITS ACTIVATED PROPERTIES

 

This means the player doesn't automatically control the item's:

PERSONALITY

DECISIONS

GOALS

or:

REACTIONS

A Sentient Item functions almost like:

AN NPC THAT HAPPENS TO BE AN OBJECT


PART THIRTY-NINE — RELATIONSHIP MATTERS

If the bearer maintains:

A GOOD RELATIONSHIP

with the item,

the bearer can access:

ITS ACTIVATED PROPERTIES

If that relationship becomes strained:

CONFLICT CAN OCCUR

 

So a Sentient Item isn't simply:

A STAT BONUS WITH A VOICE

It can have:

GOALS

and:

EXPECTATIONS


PART FORTY — CREATING A SENTIENT ITEM'S PERSONA

When the GM creates a Sentient Magic Item, the SRD says to create its persona much like:

AN NPC

with a set of special traits.

Those traits are:

ABILITIES

ALIGNMENT

COMMUNICATION

SENSES

and optionally:

SPECIAL PURPOSE

 

The SRD does not provide a separate:

“PERSONALITY TABLE”

in this section.

Its personality emerges from these traits and:

HOW THE GM ROLEPLAYS IT


PART FORTY-ONE — SENTIENT ITEM ABILITY SCORES

A Sentient Magic Item has:

INTELLIGENCE

WISDOM

and:

CHARISMA

scores.

The GM can:

CHOOSE THEM

or:

ROLL THEM RANDOMLY


RANDOM METHOD

For each of the three abilities:

ROLL 4D6

DROP THE LOWEST DIE

ADD THE OTHER THREE

This is done separately for:

INTELLIGENCE

WISDOM

and:

CHARISMA


PART FORTY-TWO — ABILITY SCORE EXAMPLE

For Intelligence:

Roll:

6, 5, 3, 2

Drop:

2

Total:

6 + 5 + 3 =

14 INTELLIGENCE


For Wisdom:

Roll:

6, 4, 4, 1

Drop:

1

Total:

6 + 4 + 4 =

14 WISDOM


For Charisma:

Roll:

5, 5, 4, 3

Drop:

3

Total:

5 + 5 + 4 =

14 CHARISMA

The item now has:

INT 14

WIS 14

CHA 14

Its Charisma modifier is:

+2

That will become very important when:

CONFLICT

occurs.


PART FORTY-THREE — SENTIENT ITEM ALIGNMENT

A Sentient Magic Item has:

AN ALIGNMENT

The item's:

CREATOR

or:

NATURE

might logically suggest that alignment.

Otherwise the GM can:

CHOOSE

or:

ROLL RANDOMLY

 


SENTIENT ITEM ALIGNMENT TABLE

d100 Alignment
01–15 Lawful Good
16–35 Neutral Good
36–50 Chaotic Good
51–63 Lawful Neutral
64–73 Neutral
74–85 Chaotic Neutral
86–89 Lawful Evil
90–96 Neutral Evil
97–00 Chaotic Evil

 


PART FORTY-FOUR — ALIGNMENT IS MORE THAN DECORATION HERE

For a normal character, Alignment is primarily:

A DESCRIPTION OF MORAL AND ETHICAL ATTITUDE

For a Sentient Item, Alignment can also directly contribute to:

CONFLICT

If the bearer acts in a manner opposed to:

THE ITEM'S ALIGNMENT

the item can become:

HOSTILE TO THAT COURSE OF ACTION

and the Conflict rules can activate.


PART FORTY-FIVE — COMMUNICATION

A Sentient Item can communicate in several ways.

The GM can:

CHOOSE

or:

ROLL 1D10

 


SENTIENT ITEM COMMUNICATION TABLE

d10 Communication
1–6 Transmits emotions to the creature carrying or wielding it
7–9 Speaks one or more languages
10 Speaks one or more languages and can communicate telepathically with any creature carrying or wielding it

 


PART FORTY-SIX — EMOTIONAL COMMUNICATION

The most common random result is:

1–6

The item communicates through:

EMOTIONS

It might convey things such as:

APPROVAL

DISAPPROVAL

FEAR

ANGER

URGENCY

or:

SATISFACTION

Those examples are narrative interpretations.

The actual rule is:

TRANSMITTING EMOTION TO ITS CARRIER OR WIELDER


IMPORTANT

An emotion-transmitting item doesn't automatically:

SPEAK

or:

USE TELEPATHIC WORDS

unless its Communication trait grants those things.


PART FORTY-SEVEN — SPEAKING ITEMS

On:

7–9

the item can speak:

ONE OR MORE LANGUAGES

The GM can therefore give the item:

A VOICE

The item might:

ARGUE

WARN

PRAISE

INSULT

or:

NEGOTIATE

with its bearer.

Those behaviors come from its persona.

The mechanical permission is:

IT CAN SPEAK ONE OR MORE LANGUAGES


PART FORTY-EIGHT — TELEPATHIC SENTIENT ITEMS

On:

10

the item:

SPEAKS ONE OR MORE LANGUAGES

and can communicate:

TELEPATHICALLY

with any creature:

CARRYING OR WIELDING IT

 


IMPORTANT RANGE DETAIL

This trait doesn't give a broad:

120-FOOT TELEPATHY RANGE

It specifically communicates telepathically with:

A CREATURE CARRYING OR WIELDING THE ITEM

Do not silently expand that into:

REMOTE TELEPATHY ACROSS THE DUNGEON


PART FORTY-NINE — SENTIENT ITEM SENSES

A Sentient Item can perceive:

ITS SURROUNDINGS

The GM can choose the senses or:

ROLL 1D4

 


SENTIENT ITEM SENSES TABLE

d4 Senses
1 Hearing and standard vision to 30 feet
2 Hearing and standard vision to 60 feet
3 Hearing and standard vision to 120 feet
4 Hearing and Darkvision to 120 feet

 


PART FIFTY — THE ITEM CAN PERCEIVE THINGS INDEPENDENTLY

This means the Sentient Item isn't necessarily limited to:

WHAT ITS BEARER NOTICES

If it has:

HEARING AND VISION TO 120 FEET

it has its own ability to perceive within:

THAT RANGE

according to its senses.


EXAMPLE

The bearer is facing:

FORWARD

The item might still perceive something within its own sensory capability according to:

THE GM'S ADJUDICATION

The important rule is that the item possesses:

ITS OWN SENSES


PART FIFTY-ONE — DARKVISION RESULT

On:

4

the item has:

HEARING

and:

DARKVISION

to:

120 FEET

That can make the Sentient Item particularly useful in:

DARK ENVIRONMENTS

But remember:

THE ITEM HAS THE SENSE

The bearer does not automatically gain:

DARKVISION 120 FEET

merely because the item can perceive that way.

The item can instead:

COMMUNICATE WHAT IT PERCEIVES

subject to its communication method.


EXAMPLE

Item has:

DARKVISION 120 FEET

Bearer:

NO DARKVISION

The bearer does not suddenly personally:

SEE IN DARKNESS

But an item capable of communication could potentially:

WARN THE BEARER

about what it detects.

That is an application of:

TWO SEPARATE SENTIENT ITEM TRAITS


PART FIFTY-TWO — SPECIAL PURPOSE

A Sentient Item can have:

A SPECIAL PURPOSE

This is an objective the item pursues:

PERHAPS TO THE EXCLUSION OF EVERYTHING ELSE

 


GOOD RELATIONSHIP

If the bearer's use of the item supports:

THE SPECIAL PURPOSE

the item remains:

COOPERATIVE


DEVIATION

If the bearer acts against that purpose:

CONFLICT MAY ARISE

This makes a Sentient Item's special purpose one of the strongest ways to turn:

TREASURE

into:

STORY


PART FIFTY-THREE — THE TEN SPECIAL PURPOSES

The GM can choose one or:

ROLL 1D10

The SRD gives ten options.


1 — ALIGNED

The item seeks to:

DEFEAT OR DESTROY CREATURES OF A DIAMETRICALLY OPPOSED ALIGNMENT

An item with this Special Purpose is:

NEVER NEUTRAL


EXAMPLE

A Lawful Good item might be strongly opposed to:

CHAOTIC EVIL

The exact behavior remains part of:

GM ROLEPLAY


2 — BANE

The item seeks to:

THWART OR DESTROY CREATURES OF A PARTICULAR TYPE

Examples given by the SRD include:

CONSTRUCTS

FIENDS

and:

UNDEAD


EXAMPLE

A Bane sword might exist primarily to destroy:

UNDEAD

If its bearer repeatedly refuses to oppose Undead when opportunities arise:

CONFLICT COULD DEVELOP

depending on the circumstances and the GM's application of the item purpose.


3 — CREATOR SEEKER

The item seeks:

ITS CREATOR

and wants to understand:

WHY IT WAS CREATED

This can immediately create:

AN ADVENTURE HOOK

The bearer finds the item.

The item says:

“FIND THE ONE WHO MADE ME.”

The exact words are narrative.

The purpose is:

CREATOR SEEKER


4 — DESTINY SEEKER

The item believes:

IT

and:

ITS BEARER

have important roles to play in:

FUTURE EVENTS

This can create a Sentient Item that constantly interprets:

PROPHECIES

SIGNS

or:

EVENTS

as part of its destiny.

Again, those are narrative expressions of the actual:

SPECIAL PURPOSE


5 — DESTROYER

The item:

CRAVES DESTRUCTION

and goads its user to:

FIGHT ARBITRARILY

 

This can make even a mechanically powerful weapon:

DANGEROUS TO CARRY

The problem isn't necessarily:

A CURSE

The problem is:

THE ITEM'S PERSONALITY AND PURPOSE


PART FIFTY-FOUR — SENTIENT DOES NOT AUTOMATICALLY MEAN CURSED

This distinction is extremely important.

A Sentient Item can:

DISAGREE WITH YOU

MAKE DEMANDS

SUPPRESS ACTIVATED PROPERTIES

or even attempt to:

CONTROL YOU

But that does not automatically mean the item is:

A CURSED MAGIC ITEM

Sentience and Curse are:

DIFFERENT MAGIC ITEM CONCEPTS

A specific item could potentially be both if its description establishes both.

But:

SENTIENT ≠ CURSED


6 — GLORY SEEKER

The item wants to become:

THE GREATEST MAGIC ITEM IN THE WORLD

It seeks:

FAME

or:

NOTORIETY

for its user.


EXAMPLE

A Glory Seeker might urge its bearer to:

ACCEPT DUELS

TAKE CREDIT FOR HEROIC ACTS

or:

FACE FAMOUS ENEMIES

Those exact behaviors are roleplaying examples.

The rule is:

IT SEEKS RENOWN THROUGH ITS USER


7 — LORE SEEKER

The item:

CRAVES KNOWLEDGE

or is determined to:

SOLVE A MYSTERY

LEARN A SECRET

or:

UNRAVEL A CRYPTIC PROPHECY

 

This makes it ideal for adventures based on:

DISCOVERY

rather than:

COMBAT


8 — PROTECTOR

The item seeks to defend:

A PARTICULAR KIND OF CREATURE

The SRD examples include:

ELVES

or:

WEREWOLVES

 

The GM chooses:

WHAT KIND OF CREATURE IT PROTECTS


9 — SOULMATE SEEKER

The item seeks:

ANOTHER SENTIENT MAGIC ITEM

perhaps one:

SIMILAR TO ITSELF

This can create a campaign where:

ONE TREASURE IS SEARCHING FOR ANOTHER TREASURE

The party can become:

THE MEANS BY WHICH THE ITEMS REUNITE


10 — TEMPLAR

The item seeks to defend:

THE SERVANTS

and:

INTERESTS

of:

A PARTICULAR DEITY

 

This can make the item deeply involved in:

RELIGIOUS CONFLICT

TEMPLES

PILGRIMAGES

or:

DIVINE MISSIONS

depending on the campaign.


PART FIFTY-FIVE — SPECIAL PURPOSE SUMMARY

d10 Purpose
1 Aligned
2 Bane
3 Creator Seeker
4 Destiny Seeker
5 Destroyer
6 Glory Seeker
7 Lore Seeker
8 Protector
9 Soulmate Seeker
10 Templar

These purposes aren't:

EXTRA COMBAT POWERS

They are:

MOTIVATIONS

that help define how the GM plays:

THE ITEM


PART FIFTY-SIX — CONFLICT

Now we reach the most important Sentient Item mechanic.

Conflict can occur when the bearer acts:

IN A MANNER OPPOSED TO THE ITEM'S ALIGNMENT

or:

IN A MANNER OPPOSED TO ITS PURPOSE

 

The item isn't simply allowed to:

AUTOMATICALLY TAKE CONTROL

There is a defined procedure.


PART FIFTY-SEVEN — THE INITIAL CONFLICT SAVE

When Conflict occurs:

BEARER MAKES A CHARISMA SAVING THROW

DC:

12 + THE ITEM'S CHARISMA MODIFIER

 


FORMULA

CONFLICT DC = 12 + SENTIENT ITEM'S CHARISMA MODIFIER


EXAMPLE

Item Charisma:

14

Modifier:

+2

Conflict DC:

12 + 2 =

14

Bearer must make:

DC 14 CHARISMA SAVE


ANOTHER EXAMPLE

Item Charisma:

18

Modifier:

+4

Conflict DC:

12 + 4 =

16

The more Charismatic the item is:

THE HARDER IT CAN BE TO RESIST ITS DEMANDS


PART FIFTY-EIGHT — WHAT HAPPENS ON A FAILED CONFLICT SAVE?

On a failed save, the item makes:

ONE OR MORE DEMANDS

The SRD gives four demand types:

CHASE MY DREAMS

GET RID OF IT

IT'S TIME FOR A CHANGE

and:

KEEP ME CLOSE

 


PART FIFTY-NINE — CHASE MY DREAMS

The item demands that the bearer:

PURSUE THE ITEM'S GOALS

to the exclusion of:

ALL OTHER GOALS


EXAMPLE

Item purpose:

LORE SEEKER

The party wants to leave an ancient library.

The item has discovered evidence of:

A MAJOR SECRET

It might demand:

“WE ARE NOT LEAVING UNTIL WE FIND IT.”

That dialogue is example narration.

Mechanically:

CHASE MY DREAMS

demands that the bearer pursue:

THE ITEM'S GOALS ABOVE ALL ELSE


PART SIXTY — GET RID OF IT

The item demands that its bearer:

DISPOSE OF SOMETHING THE ITEM FINDS REPUGNANT

 


EXAMPLE

A good-aligned Sentient Item might despise:

AN EVIL RELIC

It could demand:

GET RID OF IT

The exact object depends on:

THE ITEM'S PERSONA

and:

THE SITUATION


PART SIXTY-ONE — IT'S TIME FOR A CHANGE

The item demands:

TO BE GIVEN TO SOMEONE ELSE

 

The Sentient Item might decide:

YOU ARE NO LONGER THE RIGHT BEARER

and want:

A DIFFERENT ONE

This makes Sentient Items unusually independent.

The character may own the physical object.

But the item can have:

ITS OWN OPINION ABOUT WHO SHOULD WIELD IT


PART SIXTY-TWO — KEEP ME CLOSE

The item insists on being:

CARRIED

or:

WORN

at:

ALL TIMES

 

This could conflict with a bearer who wants to:

STORE IT

HIDE IT

or:

LEAVE IT BEHIND


PART SIXTY-THREE — THE BEARER CAN REFUSE

A failed Conflict save causes:

DEMANDS

It does not instantly say:

THE BEARER MUST OBEY

The bearer can:

REFUSE

But refusal gives the item access to:

STRONGER RESPONSES

 

This is a very important distinction for:

PLAYER AGENCY

The item asks.

The character can refuse.

Then:

CONSEQUENCES MAY FOLLOW


PART SIXTY-FOUR — CONSEQUENCE 1: BLOCK ATTUNEMENT

If the bearer refuses the demands, the item can:

MAKE IT IMPOSSIBLE FOR THE BEARER TO ATTUNE TO IT

 

This can matter if:

ATTUNEMENT HAS ENDED

or:

THE CHARACTER IS TRYING TO FORM THE BOND

The Sentient Item can effectively say:

“I REFUSE YOU.”


PART SIXTY-FIVE — CONSEQUENCE 2: SUPPRESS ACTIVATED PROPERTIES

The item can:

SUPPRESS ONE OR MORE OF ITS ACTIVATED PROPERTIES

 


IMPORTANT

The rule specifically says:

ACTIVATED PROPERTIES

Do not automatically conclude that the item can erase:

EVERY POSSIBLE NONACTIVATED PROPERTY

unless the specific item or another rule says so.


EXAMPLE

A Sentient Item has multiple properties.

One is activated through:

A MAGIC ACTION

The item may refuse to provide:

THAT ACTIVATED POWER

during a serious Conflict.

This reinforces a rule we established at the start:

THE GM CONTROLS THE SENTIENT ITEM AND ITS ACTIVATED PROPERTIES


PART SIXTY-SIX — CONSEQUENCE 3: ATTEMPT TO TAKE CONTROL

The most severe option is:

TAKE CONTROL OF THE BEARER

But even then:

THE ITEM DOES NOT AUTOMATICALLY SUCCEED

The bearer gets another:

CHARISMA SAVING THROW

DC:

12 + ITEM'S CHARISMA MODIFIER

 


EXAMPLE

Item Charisma:

16

Modifier:

+3

Control DC:

12 + 3 =

15

Bearer rolls:

DC 15 CHARISMA SAVE


PART SIXTY-SEVEN — FAILED CONTROL SAVE

On failure:

BEARER GAINS CHARMED

Duration:

1D12 HOURS

While Charmed this way:

THE BEARER MUST TRY TO FOLLOW THE ITEM'S COMMANDS

 


EXAMPLE

1d12:

7

Failed control save.

Potential duration:

7 HOURS

During that time:

BEARER MUST TRY TO FOLLOW ITEM'S COMMANDS

unless the effect ends sooner.


PART SIXTY-EIGHT — APPLY THE CHARMED CONDITION TOO

The bearer has:

CHARMED

So apply the:

CHARMED CONDITION

in addition to the special instruction that the bearer must:

TRY TO FOLLOW THE ITEM'S COMMANDS

Remember the base Charmed condition includes restrictions involving:

THE CHARMER

and gives the charmer an advantage in certain:

SOCIAL INTERACTIONS

The Sentient Item effect then adds its specific:

COMMAND-FOLLOWING REQUIREMENT

Specific rule plus:

CONDITION RULE


PART SIXTY-NINE — DAMAGE GIVES ANOTHER SAVE

The control doesn't necessarily last:

THE FULL 1D12 HOURS

If the bearer:

TAKES DAMAGE

the bearer repeats:

THE CHARISMA SAVING THROW

Success:

CONTROL EFFECT ENDS

 


EXAMPLE

Bearer failed DC 15 and became Charmed.

Later takes:

8 SLASHING DAMAGE

Immediately receives:

ANOTHER DC 15 CHARISMA SAVE

Success:

CONTROL ENDS

Failure:

CONTROL CONTINUES


PART SEVENTY — THE ITEM'S CONTROL ATTEMPT HAS A COOLDOWN

Whether the control attempt:

SUCCEEDS

or:

FAILS

the Sentient Item can't use:

THIS CONTROL POWER AGAIN

until:

THE NEXT DAWN

 

This is crucial.


EXAMPLE

Item tries to control bearer.

Bearer succeeds:

CONTROL FAILS

Can the item try again:

NEXT ROUND?

NO

Wait until:

NEXT DAWN


ANOTHER EXAMPLE

Item successfully controls bearer.

Damage ends the effect:

TEN MINUTES LATER

Can the item immediately attempt control again?

NO

Still:

NEXT DAWN


PART SEVENTY-ONE — THE COOLDOWN APPLIES TO CONTROL, NOT ALL CONFLICT

The text specifically says:

THE ITEM CAN'T USE THIS POWER AGAIN UNTIL THE NEXT DAWN

referring to:

THE ATTEMPT TO TAKE CONTROL

It does not state that every aspect of:

SENTIENT ITEM CONFLICT

is disabled until dawn.

So don't turn it into:

“THE ITEM CAN'T DISAGREE WITH YOU AGAIN TODAY.”

The explicit recharge restriction concerns:

THE CONTROL POWER


PART SEVENTY-TWO — COMPLETE SENTIENT ITEM CONFLICT FLOW

Use this sequence:

STEP 1

Bearer acts against:

ITEM ALIGNMENT

or:

ITEM PURPOSE


STEP 2

Conflict can arise.

Bearer makes:

CHARISMA SAVE

DC:

12 + ITEM CHARISMA MODIFIER


STEP 3

Success:

The failed-save demand procedure:

DOESN'T OCCUR FROM THAT SAVE


STEP 4

Failure:

Item makes:

ONE OR MORE DEMANDS


STEP 5

Bearer may:

COMPLY

or:

REFUSE


STEP 6

If bearer refuses, the item can:

BLOCK ATTUNEMENT

SUPPRESS ACTIVATED PROPERTIES

or:

ATTEMPT CONTROL


STEP 7

Control attempt:

CHARISMA SAVE

DC:

12 + ITEM CHARISMA MODIFIER


STEP 8

Failure:

CHARMED FOR 1D12 HOURS

and must try to:

FOLLOW ITEM COMMANDS


STEP 9

Bearer takes damage:

REPEAT SAVE

Success:

END CONTROL


STEP 10

Whether control succeeded or failed:

NO NEW CONTROL ATTEMPT UNTIL NEXT DAWN

That is the complete mechanical structure.


PART SEVENTY-THREE — COMPLETE SENTIENT ITEM CREATION EXAMPLE

Now we will create an original Sentient Item using:

ONLY THE SRD FRAMEWORK

The item itself is:

AN ORIGINAL EXAMPLE

Its mechanics for sentience come directly from:

THE SENTIENT MAGIC ITEM RULES


THE STARWARD BLADE

Item form:

MAGIC SWORD

Sentient?

YES

Single-use item?

NO

Therefore Sentience is possible under the framework.


ABILITY SCORES

Roll Intelligence:

6, 5, 4, 2

Drop 2.

Intelligence:

15


Roll Wisdom:

6, 4, 3, 3

Drop 3.

Wisdom:

13


Roll Charisma:

6, 6, 4, 1

Drop 1.

Charisma:

6 + 6 + 4 =

16

Charisma modifier:

+3


ALIGNMENT

GM rolls d100:

12

Alignment:

LAWFUL GOOD


COMMUNICATION

GM rolls:

8

Result:

SPEAKS ONE OR MORE LANGUAGES

The GM chooses appropriate languages for:

THE ITEM'S PERSONA


SENSES

GM rolls:

4

Result:

HEARING AND DARKVISION TO 120 FEET


SPECIAL PURPOSE

GM rolls:

8

Result:

PROTECTOR

The GM decides the item seeks to protect:

A PARTICULAR KIND OF CREATURE

The exact choice is:

CAMPAIGN DESIGN


RESULT

The sword now has:

A MIND

AN ALIGNMENT

A VOICE

ITS OWN SENSES

and:

A PURPOSE

That is enough to turn it from:

EQUIPMENT

into something approaching:

A CHARACTER IN THE STORY


PART SEVENTY-FOUR — CONFLICT EXAMPLE

The Starward Blade has:

CHARISMA 16

Modifier:

+3

Conflict DC:

12 + 3 =

15

The bearer deliberately abandons creatures the sword has sworn to protect.

The GM determines:

CONFLICT ARISES


INITIAL SAVE

Bearer:

CHARISMA SAVING THROW DC 15

Roll:

8

Modifier:

+4

Total:

12

Failure.


DEMAND

The sword chooses:

CHASE MY DREAMS

It demands that the bearer return and:

PROTECT THOSE CREATURES


BEARER REFUSES

The item can now choose one of its:

CONFLICT RESPONSES

It decides to suppress:

ONE ACTIVATED PROPERTY


IMPORTANT

The item has not:

MIND-CONTROLLED THE PLAYER

It first:

MADE A DEMAND

The player refused.

The item responded using:

A SPECIFIC RULE

This creates conflict while preserving:

A CLEAR MECHANICAL STRUCTURE


PART SEVENTY-FIVE — CONTROL EXAMPLE

Later the conflict becomes severe.

The item attempts:

CONTROL

Save:

DC 15 CHARISMA

Bearer rolls:

9 TOTAL

Failure.

Roll duration:

1D12 = 5

Bearer has:

CHARMED

for up to:

5 HOURS

and must try to:

FOLLOW THE SWORD'S COMMANDS


THEN THE BEARER TAKES DAMAGE

An enemy deals:

12 DAMAGE

Bearer repeats:

DC 15 CHARISMA SAVE

Roll:

18

Success.

Result:

CONTROL ENDS

Can the sword try control again immediately?

NO

Not until:

NEXT DAWN


PART SEVENTY-SIX — SENTIENT ITEMS ARE GM CHARACTERS, NOT EXTRA PLAYER CHARACTERS

A Sentient Item can:

SPEAK

THINK

PERCEIVE

WANT THINGS

and:

RESIST ITS BEARER

But the rules say:

THE GM CONTROLS IT

 

This prevents the item from simply becoming:

AN EXTRA POWER PACKAGE OWNED BY THE PLAYER

Its independence is:

PART OF ITS DESIGN


PART SEVENTY-SEVEN — SPECIAL PURPOSE DOES NOT AUTOMATICALLY GRANT POWERS

Suppose an item rolls:

BANE — UNDEAD

Does it automatically deal:

EXTRA RADIANT DAMAGE TO UNDEAD?

NO

Not from Special Purpose alone.

Bane describes:

WHAT THE ITEM WANTS

It does not create:

A DAMAGE BONUS

unless the item's actual magic-item properties say so.


ANOTHER EXAMPLE

A Protector item exists to defend:

ELVES

Does every Elf automatically receive:

+2 AC

near it?

NO

Again:

SPECIAL PURPOSE = MOTIVATION

not:

UNWRITTEN COMBAT POWER


PART SEVENTY-EIGHT — SENSES DO NOT AUTOMATICALLY TRANSFER TO THE BEARER

Item:

DARKVISION 120 FEET

Bearer:

NO DARKVISION

Bearer gains:

NO AUTOMATIC DARKVISION

The item has:

THE SENSE


COMMUNICATION CAN MAKE THE SENSE USEFUL

If the item can communicate, it may tell the bearer:

WHAT IT PERCEIVES

But this isn't identical to the bearer:

PERSONALLY SEEING IT

That difference can matter when a rule specifically requires:

THE CREATURE TO SEE A TARGET


PART SEVENTY-NINE — TELEPATHY DOES NOT MEAN MIND READING

A sentient item with the communication result:

10

can communicate telepathically with its carrier or wielder.

That doesn't automatically allow it to:

READ EVERY THOUGHT

The communication rule says:

COMMUNICATE TELEPATHICALLY

Do not add:

DETECT THOUGHTS

unless another rule provides it.


PART EIGHTY — HIGH CHARISMA MAKES THE ITEM HARDER TO RESIST

Because both the initial Conflict save and control save use:

DC 12 + ITEM'S CHARISMA MODIFIER

Charisma is mechanically important.


EXAMPLES

Charisma 10:

Modifier:

+0

DC:

12


Charisma 14:

Modifier:

+2

DC:

14


Charisma 18:

Modifier:

+4

DC:

16


Charisma 20:

Modifier:

+5

DC:

17

So when designing a Sentient Item:

CHARISMA DIRECTLY AFFECTS CONFLICT POWER


PART EIGHTY-ONE — INTELLIGENCE AND WISDOM STILL MATTER FOR ROLEPLAY AND CHECKS

The SRD gives the item:

INTELLIGENCE

and:

WISDOM

as well as Charisma.

That allows the GM to treat it more like:

A THINKING PERSONA

when an Ability Check or other rule appropriately calls upon those scores.

But the explicit Conflict DC uses:

CHARISMA MODIFIER

not:

INTELLIGENCE

or:

WISDOM


PART EIGHTY-TWO — SENTIENT ITEMS CAN CREATE QUESTS

Look at the Special Purpose list:

CREATOR SEEKER

DESTINY SEEKER

LORE SEEKER

SOULMATE SEEKER

TEMPLAR

These can naturally generate:

ADVENTURE OBJECTIVES


CREATOR SEEKER

Question:

WHO CREATED ME?


DESTINY SEEKER

Question:

WHAT IS OUR ROLE IN THE FUTURE?


LORE SEEKER

Question:

WHAT SECRET MUST BE DISCOVERED?


SOULMATE SEEKER

Question:

WHERE IS THE OTHER SENTIENT ITEM?


TEMPLAR

Question:

WHICH DIVINE INTEREST MUST BE PROTECTED?

The exact adventures are:

GM-CREATED STORY

But the motivations come directly from:

THE SRD SPECIAL PURPOSE TABLE


PART EIGHTY-THREE — COMMON BEGINNER MISTAKES

MISTAKE 1 — USING THE GENERIC MAGIC ITEM TABLE FOR POTIONS OF HEALING

Potion of Healing has:

ITS OWN EQUIPMENT CRAFTING RULE


MISTAKE 2 — USING THE GENERIC TABLE FOR SPELL SCROLLS

Spell Scrolls have:

THEIR OWN SCRIBING TABLE


MISTAKE 3 — CRAFTING A MAGIC ITEM WITH TOOL PROFICIENCY BUT NO ARCANA

Magic-item crafting requires:

ARCANA PROFICIENCY


MISTAKE 4 — HAVING ARCANA BUT NOT THE REQUIRED TOOL PROFICIENCY

You need:

BOTH


MISTAKE 5 — LETTING AN UNQUALIFIED ASSISTANT HELP

Assistants also need:

ARCANA

and:

REQUIRED TOOL PROFICIENCY


MISTAKE 6 — USING SMITH'S TOOLS FOR EVERY MAGIC ARMOR

Armor tool depends on:

ARMOR TYPE


MISTAKE 7 — USING SMITH'S TOOLS FOR EVERY MAGIC WEAPON

Weapon tool also depends on:

WEAPON TYPE


MISTAKE 8 — AUTOMATICALLY USING TINKER'S TOOLS FOR EVERY WONDROUS ITEM

A Wondrous Item may instead require:

THE TOOL USED FOR ITS NONMAGICAL BASE ITEM


MISTAKE 9 — INVENTING A MANDATORY SPELL FOR EVERY MAGIC ITEM

The spell rule applies if the item:

ALLOWS ITS USER TO CAST SPELLS


MISTAKE 10 — PREPARING ONLY ONE OF AN ITEM'S MULTIPLE SPELLS

If it casts several:

ALL MUST BE PREPARED

on every crafting day.


MISTAKE 11 — EXPENDING SPELL SLOTS EVERY CRAFTING DAY WITHOUT A RULE REQUIRING IT

The crafting rule says:

PREPARED

not:

CAST


MISTAKE 12 — THINKING CRAFTING DAYS MUST BE CONSECUTIVE

They:

NEEDN'T BE


MISTAKE 13 — COUNTING A DAY WITH ONE HOUR OF WORK AS A FULL CRAFTING DAY

A crafting day requires:

8 HOURS


MISTAKE 14 — REDUCING COST BECAUSE AN ASSISTANT HELPS

Assistants reduce:

TIME

not:

COST


MISTAKE 15 — AUTOMATICALLY ALLOWING TEN ASSISTANTS

Normally:

ONE OTHER CHARACTER

The GM can allow:

MORE


MISTAKE 16 — ASSUMING MONEY GUARANTEES MATERIAL AVAILABILITY

City chance:

75%

Other settlement:

25%


MISTAKE 17 — CHECKING FOR MATERIALS AGAIN TOMORROW AFTER FAILURE

Wait:

AT LEAST 7 DAYS


MISTAKE 18 — FORGETTING THE PRICE OF THE BASE WEAPON OR ARMOR

If the magic item incorporates a normally priced item:

PAY ITS FULL COST

or:

CRAFT IT


MISTAKE 19 — THINKING RARE +1 PLATE COSTS ONLY 2,000 GP TO MAKE WHEN BUYING THE BASE ARMOR

Magic crafting:

2,000 GP

Plate:

1,500 GP

Total:

3,500 GP


MISTAKE 20 — FORGETTING CONSUMABLE MAGIC ITEMS ARE GENERALLY HALVED IN TIME AND COST

Except:

SPELL SCROLLS

which use their specific rules.


MISTAKE 21 — INVENTING AN ARTIFACT CRAFTING TABLE

The SRD table stops at:

LEGENDARY


MISTAKE 22 — INVENTING CHARACTER-LEVEL REQUIREMENTS

This SRD crafting section doesn't provide:

CHARACTER-LEVEL PREREQUISITES


MISTAKE 23 — THINKING EVERY SENTIENT ITEM MUST BE A WEAPON

Most are weapons.

But:

OTHER ITEMS CAN BE SENTIENT


MISTAKE 24 — MAKING A POTION SENTIENT

Single-use items such as Potions and Scrolls:

ARE NEVER SENTIENT

under this framework.


MISTAKE 25 — GIVING CONTROL OF THE SENTIENT ITEM TO ITS BEARER

The item is controlled by:

THE GM


MISTAKE 26 — THINKING THE BEARER AUTOMATICALLY HAS ACCESS TO EVERY ACTIVATED PROPERTY REGARDLESS OF RELATIONSHIP

The Sentient Item rules make:

THE RELATIONSHIP MATTER


MISTAKE 27 — GIVING A SENTIENT ITEM SIX ABILITY SCORES THROUGH THIS PROCEDURE

The Sentient Item framework explicitly gives:

INTELLIGENCE

WISDOM

CHARISMA


MISTAKE 28 — ROLLING 3D6 STRAIGHT FOR SENTIENT ITEM ABILITIES

Random method:

4D6

DROP LOWEST

TOTAL THREE


MISTAKE 29 — FORGETTING SENTIENT ITEMS HAVE ALIGNMENT

They do.


MISTAKE 30 — THINKING ALL SENTIENT ITEMS CAN TALK

Communication might be:

EMOTION ONLY


MISTAKE 31 — THINKING ALL SENTIENT ITEMS HAVE TELEPATHY

Only Communication result:

10

includes the listed telepathic capability.


MISTAKE 32 — GIVING TELEPATHY UNLIMITED RANGE

The listed telepathy works with:

THE CREATURE CARRYING OR WIELDING THE ITEM


MISTAKE 33 — THINKING TELEPATHY MEANS DETECT THOUGHTS

It does not.


MISTAKE 34 — THINKING ALL SENTIENT ITEMS HAVE DARKVISION

Only one Senses result gives:

DARKVISION 120 FEET


MISTAKE 35 — GIVING THE ITEM'S DARKVISION TO THE BEARER

The sense belongs to:

THE ITEM


MISTAKE 36 — TREATING SPECIAL PURPOSE AS A COMBAT FEATURE

It is:

THE ITEM'S OBJECTIVE


MISTAKE 37 — GIVING BANE EXTRA DAMAGE AUTOMATICALLY

Bane Special Purpose does not itself grant:

EXTRA DAMAGE


MISTAKE 38 — THINKING A SENTIENT ITEM IS AUTOMATICALLY CURSED

Sentient and Cursed are:

DIFFERENT CONCEPTS


MISTAKE 39 — STARTING CONFLICT BECAUSE THE ITEM IS IN A BAD MOOD FOR NO REASON

The rule connects Conflict to the bearer acting against:

ITEM ALIGNMENT

or:

ITEM PURPOSE


MISTAKE 40 — USING WISDOM SAVE FOR SENTIENT ITEM CONFLICT

Correct:

CHARISMA SAVING THROW


MISTAKE 41 — USING A FIXED DC 15 FOR EVERY SENTIENT ITEM

Formula:

12 + ITEM'S CHARISMA MODIFIER


MISTAKE 42 — THINKING FAILED CONFLICT SAVE AUTOMATICALLY CHARMS THE BEARER

First:

THE ITEM MAKES ONE OR MORE DEMANDS


MISTAKE 43 — THINKING THE BEARER HAS NO CHOICE AFTER THOSE DEMANDS

Bearer may:

REFUSE

but the item can then respond.


MISTAKE 44 — THINKING AN ITEM CAN ONLY MAKE ONE DEMAND

The SRD says:

ONE OR MORE


MISTAKE 45 — THINKING THE ONLY CONSEQUENCE OF REFUSAL IS MIND CONTROL

The item can also:

BLOCK ATTUNEMENT

or:

SUPPRESS ACTIVATED PROPERTIES


MISTAKE 46 — AUTOMATICALLY MIND-CONTROLLING THE BEARER

Control requires:

ANOTHER CHARISMA SAVE


MISTAKE 47 — FORGETTING THE CHARMED DURATION

Failed control save:

1D12 HOURS


MISTAKE 48 — FORGETTING THE SPECIAL COMMAND RULE

While Charmed this way:

BEARER MUST TRY TO FOLLOW THE ITEM'S COMMANDS


MISTAKE 49 — FORGETTING DAMAGE ALLOWS ANOTHER SAVE

If the controlled bearer takes damage:

REPEAT CHARISMA SAVE

Success:

END CONTROL


MISTAKE 50 — TRYING TO CONTROL THE BEARER AGAIN NEXT ROUND

Whether the control attempt succeeded or failed:

WAIT UNTIL NEXT DAWN


MISTAKE 51 — APPLYING THE NEXT-DAWN LIMIT TO EVERY FORM OF DISAGREEMENT

The restriction specifically applies to:

THE CONTROL POWER


QUICK RECAP

CRAFTING MAGIC ITEMS

Potion of Healing and Spell Scrolls:

USE THEIR SPECIAL EQUIPMENT RULES

Other magic items:

USE THIS CRAFTING PROCEDURE


REQUIRED PROFICIENCY

Crafter:

ARCANA

Assistant:

ARCANA


REQUIRED TOOL

Category Tool
Armor Leatherworker's, Smith's, or Weaver's
Potion Alchemist's Supplies or Herbalism Kit
Ring Jeweler's Tools
Rod Woodcarver's Tools
Scroll Calligrapher's Supplies
Staff Woodcarver's Tools
Wand Woodcarver's Tools
Weapon Leatherworker's, Smith's, or Woodcarver's
Wondrous Tinker's Tools or base-item tool

Crafter and assistants must also be:

PROFICIENT WITH THE REQUIRED TOOL


SPELL-CASTING ITEMS

If the item allows spells to be cast from it:

HAVE ALL THOSE SPELLS PREPARED EVERY CRAFTING DAY


MAGIC ITEM CRAFTING TABLE

COMMON — 5 DAYS / 50 GP

UNCOMMON — 10 DAYS / 200 GP

RARE — 50 DAYS / 2,000 GP

VERY RARE — 125 DAYS / 20,000 GP

LEGENDARY — 250 DAYS / 100,000 GP

No Artifact crafting entry is provided.


CRAFTING DAY

8 HOURS

Days:

NEEDN'T BE CONSECUTIVE


ASSISTANTS

Divide crafting time by:

NUMBER OF QUALIFIED CHARACTERS WORKING

Normally:

ONE ASSISTANT

GM may allow:

MORE

Cost:

NOT REDUCED BY ASSISTANTS


RAW MATERIAL AVAILABILITY

City:

75%

Other settlement:

25%

Unavailable:

WAIT AT LEAST 7 DAYS BEFORE CHECKING AGAIN


BASE ITEMS

If the magical item uses a priced mundane item:

BUY IT AT FULL COST

or:

CRAFT IT USING EQUIPMENT RULES


CONSUMABLES

Other than Spell Scrolls:

HALF CRAFTING TIME

and:

HALF CRAFTING COST


LEVEL REQUIREMENT

This SRD section provides:

NO CHARACTER-LEVEL CRAFTING PREREQUISITE


SENTIENT MAGIC ITEMS

Most:

WEAPONS

Other item types:

POSSIBLE

Single-use items such as Potions and Scrolls:

NEVER SENTIENT

Controlled by:

THE GM


SENTIENT ABILITIES

INTELLIGENCE

WISDOM

CHARISMA

Choose or:

4D6, DROP LOWEST, TOTAL THREE

for each.


ALIGNMENT

Choose based on:

CREATOR

NATURE

or:

ROLL D100


COMMUNICATION

1–6:

EMOTIONS

7–9:

SPEECH

10:

SPEECH + TELEPATHY WITH CARRIER/WIELDER


SENSES

1:

HEARING + STANDARD VISION 30 FT.

2:

HEARING + STANDARD VISION 60 FT.

3:

HEARING + STANDARD VISION 120 FT.

4:

HEARING + DARKVISION 120 FT.


SPECIAL PURPOSES

ALIGNED

BANE

CREATOR SEEKER

DESTINY SEEKER

DESTROYER

GLORY SEEKER

LORE SEEKER

PROTECTOR

SOULMATE SEEKER

TEMPLAR


CONFLICT TRIGGER

Bearer acts against:

ITEM ALIGNMENT

or:

ITEM PURPOSE


CONFLICT SAVE

CHARISMA SAVING THROW

DC:

12 + ITEM CHARISMA MODIFIER


FAILED SAVE DEMANDS

CHASE MY DREAMS

GET RID OF IT

IT'S TIME FOR A CHANGE

KEEP ME CLOSE


IF BEARER REFUSES

Item can:

PREVENT ATTUNEMENT

SUPPRESS ACTIVATED PROPERTIES

or:

ATTEMPT CONTROL


CONTROL SAVE

CHARISMA

DC:

12 + ITEM CHARISMA MODIFIER

Failure:

CHARMED FOR 1D12 HOURS

and:

MUST TRY TO FOLLOW ITEM'S COMMANDS

Damage:

REPEAT SAVE

Success:

END CONTROL

Control power again:

NOT UNTIL NEXT DAWN


PRIME HERO CHALLENGE

You are the Game Master.

A player wants to craft a:

VERY RARE MAGIC WAND

The wand allows its user to cast:

TWO SPELLS

The character has:

ARCANA PROFICIENCY

WOODCARVER'S TOOLS PROFICIENCY

and both spells:

PREPARED

Resolve the project.


CHALLENGE 1 — CORRECT TOOL

A Wand requires:

WOODCARVER'S TOOLS

Character is proficient.

REQUIREMENT SATISFIED


CHALLENGE 2 — ARCANA

Character has:

ARCANA PROFICIENCY

REQUIREMENT SATISFIED


CHALLENGE 3 — SPELLS

The wand allows two spells.

What must happen every crafting day?

BOTH SPELLS MUST BE PREPARED

Does the rule require the character to cast both every day?

NO


CHALLENGE 4 — TIME

Very Rare:

125 DAYS


CHALLENGE 5 — COST

Very Rare:

20,000 GP

in raw materials.


CHALLENGE 6 — ASSISTANT

Another character wants to help.

They have:

WOODCARVER'S TOOLS PROFICIENCY

but:

NO ARCANA PROFICIENCY

Can they qualify as an assistant?

NO


CHALLENGE 7 — QUALIFIED ASSISTANT

A second character instead has:

ARCANA

and:

WOODCARVER'S TOOLS

Now can they assist?

YES

Normally one other character:

MAY ASSIST


CHALLENGE 8 — DOES THE ASSISTANT HALVE COST?

NO

Assistance modifies:

TIME

not:

RAW-MATERIAL COST


CHALLENGE 9 — INTERRUPTED SCHEDULE

The character crafts for 30 days, adventures for a month, then returns.

Do they automatically lose the first 30 days?

NO

Crafting days:

NEEDN'T BE CONSECUTIVE


CHALLENGE 10 — MATERIALS

The characters look for the magical raw materials in:

A CITY

Chance:

75%

They fail the availability check.

How soon can they check again?

AFTER AT LEAST 7 DAYS


CHALLENGE 11 — CHARACTER LEVEL

The crafter is Level 8.

Does this SRD section say:

“YOU MUST BE LEVEL 11 TO CRAFT VERY RARE ITEMS”?

NO

No character-level crafting prerequisite appears in this procedure.


CHALLENGE 12 — ARTIFACT

The player asks to use the same table to craft:

AN ARTIFACT

What is the Artifact time and cost?

THE SRD DOES NOT PROVIDE ONE IN THIS TABLE

Do not invent it.


SENTIENT ITEM CHALLENGE

Later, the completed wand somehow becomes a Sentient Magic Item as part of the campaign story.

This is:

GM-CREATED STORY

The Sentient Item mechanics use the SRD framework.


CHALLENGE 13 — ABILITIES

Its Charisma is:

18

Modifier:

+4

What is its Conflict DC?

12 + 4 =

DC 16


CHALLENGE 14 — COMMUNICATION

GM rolls:

5

Result:

COMMUNICATES BY TRANSMITTING EMOTION

Can it automatically speak Common?

NO

Not from that result.


CHALLENGE 15 — SENSES

GM rolls:

4

Result:

HEARING + DARKVISION 120 FEET

Does the bearer automatically gain:

DARKVISION 120 FEET?

NO

The item possesses:

THE SENSE


CHALLENGE 16 — SPECIAL PURPOSE

GM rolls:

7

Result:

LORE SEEKER

The item wants to:

GAIN KNOWLEDGE, SOLVE A MYSTERY, LEARN A SECRET, OR UNRAVEL A PROPHECY

Does that automatically grant the bearer:

EXPERTISE IN ARCANA?

NO

Special Purpose is:

MOTIVATION

not an extra mechanical proficiency.


CHALLENGE 17 — CONFLICT

The bearer deliberately destroys the only known record of an ancient mystery.

This directly opposes the item's:

LORE SEEKER PURPOSE

Conflict arises.

Save:

DC 16 CHARISMA

Bearer total:

12

Failure.

What happens first?

THE ITEM MAKES ONE OR MORE DEMANDS


CHALLENGE 18 — REFUSAL

The bearer refuses.

The item chooses:

SUPPRESS ONE OF ITS ACTIVATED PROPERTIES

Is that permitted?

YES


CHALLENGE 19 — CONTROL

The item attempts to take control.

Save:

DC 16 CHARISMA

Bearer rolls:

11

Failure.

Duration roll:

1D12 = 8

Result:

CHARMED FOR UP TO 8 HOURS

and must try to:

FOLLOW THE ITEM'S COMMANDS


CHALLENGE 20 — DAMAGE

Twenty minutes later, bearer takes:

6 DAMAGE

What happens?

REPEAT DC 16 CHARISMA SAVE

Result:

18

Success.

Control:

ENDS


CHALLENGE 21 — SECOND CONTROL ATTEMPT

Can the item attempt control again:

FIVE MINUTES LATER?

NO

Whether the first attempt succeeded or failed:

IT CAN'T USE THAT POWER AGAIN UNTIL NEXT DAWN


LESSON 100 — KEY TAKEAWAYS

Crafting a magic item requires much more than:

MONEY

The SRD 5.2.1 establishes a clear combination of:

MAGICAL KNOWLEDGE

PRACTICAL CRAFT

MATERIALS

and:

TIME

Remember:

POTIONS OF HEALING AND SPELL SCROLLS HAVE THEIR OWN CRAFTING PROCEDURES

OTHER MAGIC ITEMS USE THE MAGIC ITEM CRAFTING RULES

THE CRAFTER MUST HAVE ARCANA PROFICIENCY

ASSISTANTS MUST ALSO HAVE ARCANA PROFICIENCY

THE CRAFTER MUST USE AND BE PROFICIENT WITH THE TOOL REQUIRED BY THE ITEM CATEGORY

ASSISTANTS MUST ALSO HAVE THAT TOOL PROFICIENCY

ITEMS THAT ALLOW SPELLS TO BE CAST REQUIRE THOSE SPELLS TO BE PREPARED ON EVERY CRAFTING DAY

THE RULE REQUIRES THE SPELLS TO BE PREPARED, NOT EXPENDED

CRAFTING TIME AND COST DEPEND ON RARITY

COMMON MAGIC ITEMS REQUIRE 5 DAYS AND 50 GP

UNCOMMON REQUIRE 10 DAYS AND 200 GP

RARE REQUIRE 50 DAYS AND 2,000 GP

VERY RARE REQUIRE 125 DAYS AND 20,000 GP

LEGENDARY REQUIRE 250 DAYS AND 100,000 GP

THE TABLE PROVIDES NO NORMAL ARTIFACT CRAFTING PROCEDURE

EACH CRAFTING DAY REQUIRES 8 HOURS OF WORK

CRAFTING DAYS DON'T NEED TO BE CONSECUTIVE

QUALIFIED ASSISTANTS DIVIDE THE REQUIRED TIME

NORMALLY ONLY ONE OTHER CHARACTER CAN ASSIST

THE GM MAY ALLOW MORE

ASSISTANTS DON'T REDUCE RAW-MATERIAL COST

MAGIC RAW MATERIALS HAVE A 75 PERCENT AVAILABILITY CHANCE IN A CITY

THEY HAVE A 25 PERCENT CHANCE IN OTHER SETTLEMENTS

IF MATERIALS AREN'T AVAILABLE, WAIT AT LEAST 7 DAYS BEFORE CHECKING AGAIN

MAGIC WEAPONS, ARMOR, AND OTHER PRICED BASE ITEMS ALSO REQUIRE THE UNDERLYING ITEM TO BE BOUGHT OR CRAFTED

CONSUMABLE MAGIC ITEMS OTHER THAN SPELL SCROLLS HALVE THEIR NORMAL MAGIC-CRAFTING TIME AND COST

THIS SRD 5.2.1 CRAFTING SECTION DOES NOT ESTABLISH A CHARACTER-LEVEL PREREQUISITE

Sentient Magic Items introduce an entirely different concept:

THE TREASURE CAN BECOME A CHARACTER

Remember:

MOST SENTIENT ITEMS ARE WEAPONS, BUT OTHER MAGIC ITEM TYPES CAN BE SENTIENT

SINGLE-USE ITEMS SUCH AS POTIONS AND SCROLLS ARE NEVER SENTIENT

THE GM CONTROLS THE SENTIENT ITEM

A SENTIENT ITEM HAS INTELLIGENCE, WISDOM, AND CHARISMA

THOSE SCORES CAN BE CHOSEN OR GENERATED WITH 4D6 DROP THE LOWEST

A SENTIENT ITEM HAS ALIGNMENT

IT CAN COMMUNICATE THROUGH EMOTIONS, SPEECH, OR SPEECH PLUS TELEPATHY

IT HAS ITS OWN SENSES

ITS SENSES DON'T AUTOMATICALLY BECOME THE BEARER'S SENSES

A SENTIENT ITEM CAN HAVE A SPECIAL PURPOSE

SPECIAL PURPOSE IS A MOTIVATION, NOT AN AUTOMATIC COMBAT POWER

THE TEN PURPOSES ARE ALIGNED, BANE, CREATOR SEEKER, DESTINY SEEKER, DESTROYER, GLORY SEEKER, LORE SEEKER, PROTECTOR, SOULMATE SEEKER, AND TEMPLAR

SENTIENT DOES NOT AUTOMATICALLY MEAN CURSED

CONFLICT CAN OCCUR WHEN THE BEARER ACTS AGAINST THE ITEM'S ALIGNMENT OR PURPOSE

CONFLICT USES A CHARISMA SAVE

THE DC IS 12 + THE ITEM'S CHARISMA MODIFIER

FAILED CONFLICT CAN CAUSE ONE OR MORE ITEM DEMANDS

A BEARER CAN REFUSE THOSE DEMANDS

REFUSAL CAN CAUSE THE ITEM TO BLOCK ATTUNEMENT OR SUPPRESS ACTIVATED PROPERTIES

THE ITEM CAN ALSO ATTEMPT TO TAKE CONTROL

CONTROL REQUIRES ANOTHER CHARISMA SAVE AGAINST THE SAME DC FORMULA

FAILURE CAUSES CHARMED FOR 1D12 HOURS

WHILE CHARMED THIS WAY, THE BEARER MUST TRY TO FOLLOW THE ITEM'S COMMANDS

TAKING DAMAGE ALLOWS ANOTHER SAVE TO END THE CONTROL

and:

WHETHER CONTROL SUCCEEDS OR FAILS, THE ITEM CAN'T TRY IT AGAIN UNTIL THE NEXT DAWN

A normal magic item asks:

“WHAT CAN I DO?”

A Sentient Magic Item also asks:

“WHAT DO I WANT?”

And sometimes the most dangerous question becomes:

“WHAT HAPPENS WHEN MY WIELDER AND I WANT DIFFERENT THINGS?”


NEXT LESSON

LESSON 101 — MAGIC ITEMS A–H

The general Magic Item rules are now complete.

From this point forward, we begin the actual:

MAGIC ITEM COMPENDIUM

Lesson 101 will cover every SRD 5.2.1 Magic Item from:

A THROUGH H

in alphabetical order.

For each item, we will identify:

CATEGORY

RARITY

ATTUNEMENT

ACTIVATION

BONUSES

SPELLS

CHARGES

RECHARGE

CONDITIONS

DAMAGE

SPECIAL PROPERTIES

and:

IMPORTANT RULE INTERACTIONS

We will also distinguish carefully between:

PASSIVE PROPERTIES

ACTIVATED PROPERTIES

CONSUMABLE EFFECTS

ATTUNEMENT REQUIREMENTS

and:

SPECIFIC EXCEPTIONS

Lesson 101 begins the final detailed journey through the treasures of:

SRD 5.2.1

SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.