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.