Secret Lesson 102
Magic Items I–R
In Lesson 101, you began the alphabetical:
MAGIC ITEM COMPENDIUM
and studied the catalogue from:
A THROUGH H
You learned that a magic item can be far more than a numerical bonus. It might create an extradimensional space, summon a creature, replace an Ability Score, store spells, impose a curse, provide supernatural movement, or completely change how a character approaches an encounter.
Now we continue from:
IMMOVABLE ROD
through:
ROPE OF ENTANGLEMENT
The next alphabetical entry after Rope of Entanglement is Scarab of Protection, so that item begins the S section and belongs in Lesson 103.
This lesson contains some of the most extraordinary items in the entire SRD, including:
IOUN STONES
IRON FLASK
LUCK BLADE
MANUAL OF GOLEMS
MYSTERIOUS DECK
NINE LIVES STEALER
OATHBOW
PORTABLE HOLE
POTIONS
QUARTERSTAFF OF THE ACROBAT
RINGS
ROBES
RODS
and:
MAGIC ROPES
WHAT YOU WILL LEARN
By the end of this lesson, you will understand magic items that can:
DEFY GRAVITY
CREATE A FORTRESS
CANCEL SPELLS
STORE SPELLS
IMPRISON EXTRAPLANAR CREATURES
CAST WISH
PERMANENTLY INCREASE ABILITY SCORES
CREATE GOLEMS
TURN PAINTINGS INTO REAL OBJECTS
IMPRISON CREATURES IN A MIRROR
ALTER FATE
SUMMON A DJINNI
COMMAND ELEMENTALS
REVERSE FAILED SAVING THROWS
REGENERATE BODY PARTS
REFLECT SPELLS
SEE THROUGH WALLS
ENTER THE ASTRAL PLANE
ABSORB SPELL ENERGY
CREATE A PERSONAL DEMIPLANE
and:
RESTRAIN CREATURES WITH MAGIC ROPE
As always, the exact wording of the individual item matters.
Two Legendary items can operate in completely different ways.
Two objects that both store spells can have different:
CAPACITIES
LEVEL LIMITS
ATTUNEMENT REQUIREMENTS
and:
ACTIVATION RULES
PART ONE: I ITEMS
The I entries are:
-
Immovable Rod
-
Instant Fortress
-
Ioun Stone
-
Iron Bands
-
Iron Flask
1. IMMOVABLE ROD
Rod
Uncommon
No Attunement
This iron rod contains a button.
Take the:
UTILIZE ACTION
to press it.
The rod becomes:
MAGICALLY FIXED IN PLACE
It remains there even if this means:
DEFYING GRAVITY
Another Utilize action presses the button again and releases it.
Maximum supported weight:
8,000 POUNDS
If more weight is applied:
THE ROD DEACTIVATES
and:
FALLS
A creature can try to physically move an activated rod.
It takes:
UTILIZE
and makes:
DC 30 STRENGTH (ATHLETICS)
Success:
MOVE THE ROD UP TO 10 FEET
AT THE TABLE
The rod is powerful because it creates a fixed point almost anywhere.
A player might use it to:
ANCHOR A ROPE
BLOCK A DOOR
CREATE A HANDHOLD
SUPPORT SOMETHING HEAVY
or invent another physical use.
But the item doesn't say:
“THE ROD CAN NEVER MOVE”
It provides two explicit limits:
8,000 POUNDS
and:
DC 30 STRENGTH (ATHLETICS)
Specific rules matter.
2. INSTANT FORTRESS
Wondrous Item
Rare
Requires Attunement
It begins as a tiny:
1 INCH ADAMANTINE STATUETTE
Take a:
MAGIC ACTION
place it on the ground, and use its command word.
It becomes:
AN ADAMANTINE TOWER
Dimensions:
20 FEET BY 20 FEET
30 FEET HIGH
It includes:
ARROW SLITS
BATTLEMENTS
TWO FLOORS
and your choice of:
LADDER
STAIRCASE
or:
RAMP
connecting the floors and roof.
WHEN THE FORTRESS APPEARS
Creatures in the area where it forms are:
PUSHED TO ADJACENT UNOCCUPIED SPACES OUTSIDE
Unattended objects are also:
PUSHED CLEAR
This is important.
The item doesn't describe the fortress appearing and crushing everything beneath it.
THE DOOR
The fortress has:
ONE GROUND LEVEL DOOR
on the side facing you when the tower forms.
The door opens only at:
YOUR COMMAND
You can issue that command as a:
BONUS ACTION
The door is also immune to:
KNOCK
and similar magic.
DEFENSES
The tower cannot be tipped over.
Its:
ROOF
DOOR
and:
WALLS
each have:
AC 20
100 HP
They have Immunity to:
BLUDGEONING
PIERCING
SLASHING
except damage from:
SIEGE EQUIPMENT
They have Resistance to:
ALL OTHER DAMAGE
SHRINKING THE FORTRESS
Repeat the command word to return it to statuette form.
But this works only if:
THE TOWER IS EMPTY
Shrinking it:
DOES NOT REPAIR IT
The SRD provides a remarkably specific repair method:
WISH
A casting of Wish restores all Hit Points to the fortress, and this use counts as replicating a spell of level 8 or lower.
3. IOUN STONE
Wondrous Item
Rarity Varies
Requires Attunement
Ioun Stones are small magical stones of different:
SHAPES
and:
COLORS
Take a:
MAGIC ACTION
to toss an attuned stone into the air.
It begins orbiting your head at a distance of:
1D3 FEET
You gain its benefit while it orbits.
Maximum simultaneously orbiting your head:
THREE IOUN STONES
An orbiting Ioun Stone counts as:
AN OBJECT YOU ARE WEARING
The stone magically avoids collisions and frustrates attempts by other creatures to:
ATTACK
or:
SNATCH
it.
You can take:
UTILIZE
to seize and stow any number of your orbiting stones.
If Attunement ends while one is orbiting:
IT FALLS
IOUN STONE VARIANTS
ABSORPTION
Very Rare
Reaction when a creature you can see casts a spell of:
LEVEL 4 OR LOWER
Cancel it.
The spell:
HAS NO EFFECT
and resources used to cast it are:
WASTED
The stone can cancel a total of:
20 SPELL LEVELS
Afterward it burns out and becomes:
NONMAGICAL
AGILITY
Very Rare
Dexterity:
+2
maximum:
20
AWARENESS
Rare
Advantage on:
INITIATIVE
and:
WISDOM (PERCEPTION)
FORTITUDE
Very Rare
Constitution:
+2
maximum:
20
GREATER ABSORPTION
Legendary
Works like the Absorption stone but can cancel spells of:
LEVEL 8 OR LOWER
It also burns out after canceling a total of:
20 SPELL LEVELS
INSIGHT
Very Rare
Wisdom:
+2
maximum:
20
INTELLECT
Very Rare
Intelligence:
+2
maximum:
20
LEADERSHIP
Very Rare
Charisma:
+2
maximum:
20
MASTERY
Legendary
Your:
PROFICIENCY BONUS
increases by:
+1
PROTECTION
Rare
Armor Class:
+1
REGENERATION
Legendary
At the:
END OF EACH HOUR
you regain:
15 HP
provided you have at least:
1 HP
This does not revive a creature at 0 HP.
RESERVE
Rare
Stores:
UP TO 4 SPELL LEVELS
A newly found stone contains:
1D4 LEVELS
chosen by the GM.
Any creature can cast a spell of level:
1 THROUGH 4
into the stone by touching it while casting.
The spell has no immediate effect.
Instead:
IT IS STORED
If there isn't enough remaining capacity:
THE SPELL IS EXPENDED WITHOUT EFFECT
The capacity consumed equals:
THE SLOT LEVEL USED
When the attuned wearer casts the stored spell, it uses the original caster's:
SLOT LEVEL
SPELL SAVE DC
SPELL ATTACK BONUS
and:
SPELLCASTING ABILITY
but is otherwise treated as though:
THE WEARER CAST THE SPELL
Afterward:
THAT SPELL LEAVES THE STONE
STRENGTH
Very Rare
Strength:
+2
maximum:
20
SUSTENANCE
Rare
You no longer need to:
EAT
or:
DRINK
while the stone orbits your head.
IMPORTANT IOUN STONE DISTINCTION
Some Ioun Stones:
INCREASE A SCORE BY 2
This differs from items such as:
GAUNTLETS OF OGRE POWER
which set Strength to a specific score.
For example:
Dexterity 17 with Ioun Stone of Agility:
17 + 2 =
19
Dexterity 19:
19 + 2 would be 21, but the stone's maximum is 20.
Result:
20
4. IRON BANDS
Wondrous Item
Rare
It appears to be a rusty sphere only:
3 INCHES IN DIAMETER
and weighing:
1 POUND
Take a:
MAGIC ACTION
and throw it at a:
HUGE OR SMALLER CREATURE
you can see within:
60 FEET
Make a ranged attack with:
DEXTERITY MODIFIER + PROFICIENCY BONUS
On a hit:
RESTRAINED
The creature remains Restrained until you use:
BONUS ACTION
to command the bands to release it.
A miss or a release causes the bands to collapse back into:
SPHERE FORM
BREAKING THE BANDS
A creature that can touch them can take an action and make:
DC 20 STRENGTH (ATHLETICS)
Success:
BANDS DESTROYED
TARGET FREED
Failure has an unusual consequence.
That same creature's further attempts automatically fail for:
24 HOURS
After the bands are used normally:
NEXT DAWN
before they can be used again.
5. IRON FLASK
Wondrous Item
Legendary
This is an extraplanar prison.
While holding an empty Iron Flask:
MAGIC ACTION
Target a creature you can see within:
60 FEET
But the creature must be:
NATIVE TO A DIFFERENT PLANE
than the plane you are currently on.
The target makes:
DC 17 WISDOM SAVING THROW
Failure:
TRAPPED IN THE FLASK
If that creature has previously been trapped by the flask:
ADVANTAGE ON THE SAVE
The flask can hold:
ONE CREATURE
WHILE TRAPPED
The creature:
DOESN'T AGE
and doesn't need to:
BREATHE
EAT
or:
DRINK
RELEASING IT
Take a:
MAGIC ACTION
and remove the stopper.
For:
1 HOUR
the released creature obeys your commands.
It understands those commands:
EVEN IF IT DOESN'T KNOW YOUR LANGUAGE
If you give no commands, or give one likely to result in its:
DEATH
or:
IMPRISONMENT
it defends itself but otherwise takes:
NO ACTIONS
After the hour:
NORMAL DISPOSITION AND ALIGNMENT RESUME
IDENTIFY AND THE IRON FLASK
Identify tells you:
WHETHER THE FLASK CONTAINS A CREATURE
It does not reveal:
WHAT CREATURE IS INSIDE
The only way to determine its type is:
OPEN THE FLASK
A newly discovered flask might already contain:
A GM CHOSEN CREATURE
That creates an obvious adventure problem.
You may know:
SOMETHING IS INSIDE
without knowing:
WHAT
PART TWO: J ITEMS
There is one J entry.
6. JAVELIN OF LIGHTNING
Javelin
Uncommon
Whenever you hit with it, you may have its damage be:
LIGHTNING
instead of:
PIERCING
That part is not limited to once per day.
Its major Lightning Bolt property is.
LIGHTNING BOLT
When throwing the javelin at a target no farther than:
120 FEET
you can forgo the ranged attack roll.
The javelin becomes a:
5 FOOT WIDE LINE OF LIGHTNING
between you and the target.
The target and every other creature in the Line except you make:
DC 13 DEXTERITY SAVING THROW
Failure:
4D6 LIGHTNING
Success:
HALF
After the damage:
THE JAVELIN REAPPEARS IN YOUR HAND
Lightning Bolt then cannot be used again until:
THE NEXT DAWN
PART THREE: K ITEMS
The SRD 5.2.1 alphabetical sequence moves directly from:
JAVELIN OF LIGHTNING
to:
LANTERN OF REVEALING
There is therefore:
NO K ENTRY
in this section of the SRD catalogue.
PART FOUR: L ITEMS
There are two L entries:
-
Lantern of Revealing
-
Luck Blade
7. LANTERN OF REVEALING
Wondrous Item
Uncommon
One pint of oil powers the lit lantern for:
6 HOURS
Normal light:
BRIGHT LIGHT 30 FEET
plus:
DIM LIGHT 30 MORE FEET
Invisible creatures and objects become:
VISIBLE
while inside the lantern's:
BRIGHT LIGHT
Utilize the hood to reduce the illumination to:
DIM LIGHT 5 FEET
Important
Its revealing property is tied to:
BRIGHT LIGHT
not merely being somewhere near the lantern.
8. LUCK BLADE
Weapon
Legendary
Requires Attunement
It can be a:
GLAIVE
GREATSWORD
LONGSWORD
RAPIER
SCIMITAR
SICKLE
or:
SHORTSWORD
Benefits:
+1 ATTACK
+1 DAMAGE
While the weapon is on your person:
+1 SAVING THROWS
LUCK
If the weapon is on your person and you aren't:
INCAPACITATED
you may reroll one:
FAILED D20 TEST
No action required.
You must:
USE THE SECOND ROLL
Recharge:
NEXT DAWN
WISH
The weapon has:
1D3 CHARGES
While holding it:
SPEND 1 CHARGE
to cast:
WISH
This property itself can be used only once before:
THE NEXT DAWN
When all Wish charges are gone:
THE WEAPON LOSES THE WISH PROPERTY
It doesn't say the entire weapon becomes nonmagical.
Its other properties remain unless another rule says otherwise.
PART FIVE: M ITEMS
The M section contains an extraordinary range of weapons, manuals, magical artwork, prisons, armor, and one of the most dangerous random items in the SRD.
9. MACE OF DISRUPTION
Mace
Rare
Requires Attunement
When you hit a:
FIEND
or:
UNDEAD
it takes an additional:
2D6 RADIANT DAMAGE
After that damage, if it has:
25 HP OR FEWER
it makes:
DC 15 WISDOM SAVING THROW
Failure:
DESTROYED
Success:
FRIGHTENED
until the end of your next turn.
While held, the mace emits:
BRIGHT LIGHT 20 FEET
and:
DIM LIGHT 20 MORE FEET
10. MACE OF SMITING
Mace
Rare
Normally:
+1 ATTACK
+1 DAMAGE
Against a:
CONSTRUCT
that becomes:
+3 ATTACK
+3 DAMAGE
When you roll:
20 ON THE D20
for an attack with the weapon, the target takes an extra:
7 BLUDGEONING DAMAGE
If the target is a Construct:
14 BLUDGEONING DAMAGE INSTEAD
If that Construct then has:
25 HP OR FEWER
it is:
DESTROYED
Notice the wording:
ROLL A 20 ON THE ATTACK ROLL
not merely:
SCORE A CRITICAL HIT BY SOME OTHER MEANS
11. MACE OF TERROR
Mace
Rare
Requires Attunement
Charges:
3
Regain:
1D3 AT DAWN
Magic action, spend one charge.
Choose creatures within:
30 FEET
Each chosen creature:
DC 15 WISDOM SAVE
Failure:
FRIGHTENED FOR 1 MINUTE
WHILE FRIGHTENED THIS WAY
The creature must try to move:
AS FAR AWAY FROM YOU AS POSSIBLE
It cannot make:
OPPORTUNITY ATTACKS
Its action can only be used to:
DASH
or try to:
ESCAPE AN EFFECT PREVENTING MOVEMENT
If it has nowhere to move:
DODGE
It repeats the save at:
END OF EACH TURN
Success ends the effect.
12. MANTLE OF SPELL RESISTANCE
Wondrous Item
Rare
Requires Attunement
While wearing the cloak:
ADVANTAGE ON SAVING THROWS AGAINST SPELLS
It does not say:
ALL MAGICAL EFFECTS
It says:
SPELLS
That distinction matters.
13. MANUAL OF BODILY HEALTH
Wondrous Item
Very Rare
Spend:
48 HOURS
over no more than:
6 DAYS
studying and practicing its teachings.
Constitution:
+2
maximum:
30
Then:
THE MANUAL LOSES ITS MAGIC
Its magic returns after:
ONE CENTURY
14. MANUAL OF GAINFUL EXERCISE
Wondrous Item
Very Rare
Same general procedure:
48 HOURS WITHIN 6 DAYS
Strength:
+2
maximum:
30
The book then loses its magic for:
ONE CENTURY
15. MANUAL OF GOLEMS
Wondrous Item
Very Rare
This item doesn't merely improve a character.
It lets a qualified spellcaster create:
A GOLEM
To decipher and use it, you must be:
A SPELLCASTER
with at least:
TWO LEVEL 5 SPELL SLOTS
If an unqualified creature attempts to read it:
6D6 PSYCHIC DAMAGE
GOLEM CREATION
You work with the manual for the required time.
You may rest no more than:
8 HOURS PER DAY
You must also pay the required supply cost.
| d20 | Golem | Time | Cost |
|---|---|---|---|
| 1 to 5 | Clay Golem | 30 days | 65,000 GP |
| 6 to 17 | Flesh Golem | 60 days | 50,000 GP |
| 18 | Iron Golem | 120 days | 100,000 GP |
| 19 to 20 | Stone Golem | 90 days | 80,000 GP |
When construction is complete:
THE BOOK BURNS AWAY
Sprinkle its ashes onto the creation.
The golem:
ANIMATES
IS UNDER YOUR CONTROL
UNDERSTANDS YOUR COMMANDS
and:
OBEYS THEM
16. MANUAL OF QUICKNESS OF ACTION
Wondrous Item
Very Rare
Study and practice:
48 HOURS WITHIN 6 DAYS
Dexterity:
+2
maximum:
30
Then the manual becomes nonmagical for:
ONE CENTURY
THE THREE ABILITY MANUALS IN THIS LESSON
| Manual | Ability | Increase | Maximum |
|---|---|---|---|
| Bodily Health | Constitution | +2 | 30 |
| Gainful Exercise | Strength | +2 | 30 |
| Quickness of Action | Dexterity | +2 | 30 |
These are unusual because the maximum can reach:
30
rather than the normal character creation ceiling of 20.
17. MARVELOUS PIGMENTS
Wondrous Item
Very Rare
The box contains:
1D4 POTS
plus a brush.
Spend:
ONE POT
to paint three dimensional objects and terrain within:
ONE 20 FOOT CUBE
Time:
10 MINUTES
You must remain:
INSIDE THE CUBE
and maintain:
CONCENTRATION
IF CONCENTRATION BREAKS
or you leave before completing the work:
EVERYTHING PAINTED VANISHES
and:
THE POT IS WASTED
When completed:
THE PAINTED OBJECTS BECOME REAL
Paint a door:
REAL DOOR
Paint a pit:
REAL PIT
But the entire pit depth must fit inside:
THE 20 FOOT CUBE
VALUE LIMITS
No single created object may be worth more than:
25 GP
Total real object value from one pot:
500 GP
Try to paint something more valuable and it may look authentic but actually be made from:
WORTHLESS MATERIAL
Paint pure energy such as fire or lightning:
IT DISSIPATES HARMLESSLY
when the painting is complete.
This is a perfect example of:
MAGIC WITH POWERFUL CREATIVE FREEDOM
but also:
EXPLICIT ECONOMIC AND PHYSICAL LIMITS
18. MEDALLION OF THOUGHTS
Wondrous Item
Uncommon
Requires Attunement
Charges:
5
Spend one:
CAST DETECT THOUGHTS
Save DC:
13
Regains:
1D4 CHARGES AT DAWN
19. MIRROR OF LIFE TRAPPING
Wondrous Item
Very Rare
Physical statistics:
4 FEET HIGH
2 FEET WIDE
50 POUNDS
AC 11
HP 10
Immunity:
POISON
PSYCHIC
Vulnerability:
BLUDGEONING
At 0 HP:
SHATTERS
ACTIVATING THE MIRROR
It must be hanging on:
A VERTICAL SURFACE
While within 5 feet:
MAGIC ACTION
plus command word.
It stays active until similarly deactivated.
THE TRAP
A creature other than you that:
SEES ITS OWN REFLECTION
while within:
30 FEET
must make:
DC 15 CHARISMA SAVING THROW
Failure:
TRAPPED
along with worn and carried possessions.
The mirror contains:
TWELVE EXTRADIMENSIONAL CELLS
A creature that knows the mirror's nature gets:
ADVANTAGE
Constructs:
AUTOMATICALLY SUCCEED
INSIDE A CELL
Each cell is an infinite foggy expanse with visibility limited to:
10 FEET
A prisoner:
DOESN'T AGE
and doesn't need to:
EAT
DRINK
or:
SLEEP
Planar travel magic can potentially provide escape.
Otherwise:
THE CREATURE REMAINS CONFINED
ALL TWELVE CELLS FULL
If another creature is trapped:
ONE CURRENT PRISONER IS RANDOMLY FREED
to make room.
Break the mirror:
EVERY PRISONER IS FREED
COMMUNICATING
While within 5 feet:
MAGIC ACTION
Name a prisoner or cell.
Its image appears on the mirror and:
YOU CAN COMMUNICATE
A second command word can:
RELEASE A SPECIFIC PRISONER
EXTRADIMENSIONAL DANGER
Place this mirror inside a:
BAG OF HOLDING
PORTABLE HOLE
or similar extradimensional space and:
BOTH ITEMS ARE DESTROYED
An Astral gate appears.
Creatures within:
10 FEET
that aren't protected by:
TOTAL COVER
are sucked to random locations on:
THE ASTRAL PLANE
The gate then closes and cannot be reopened.
20. MITHRAL ARMOR
Any Medium or Heavy Armor except Hide Armor
Uncommon
Mithral is light and flexible.
The armor can be worn:
UNDER NORMAL CLOTHES
If the normal armor:
IMPOSES DISADVANTAGE ON DEXTERITY (STEALTH)
or has:
A STRENGTH REQUIREMENT
the Mithral version:
DOESN'T
Example
Normal Plate has a Strength requirement and imposes Disadvantage on Dexterity (Stealth).
Mithral Plate removes:
BOTH OF THOSE PROPERTIES
It doesn't change every other property of Plate.
21. MYSTERIOUS DECK
Wondrous Item
Legendary
This is one of the most consequential items in the entire SRD.
Most decks contain:
13 CARDS
Some contain:
22 CARDS
Before drawing, you must declare:
HOW MANY CARDS YOU WILL DRAW
Then draw randomly.
A card drawn beyond that declared number:
HAS NO EFFECT
Each valid card normally takes effect:
IMMEDIATELY
You must draw each declared card within:
1 HOUR OF THE PREVIOUS DRAW
Fail to complete the declared number and the remaining cards:
FLY OUT ON THEIR OWN
and:
TAKE EFFECT ALL AT ONCE
WHAT HAPPENS TO DRAWN CARDS
A drawn card disappears.
Most later:
REAPPEAR IN THE DECK
The exceptions are:
FOOL
and:
JESTER
Once either has left the deck, later rolls for it are rerolled.
THE MYSTERIOUS DECK CARDS
The full 22 card version can contain:
BALANCE
COMET
DONJON
EURYALE
FATES
FLAMES
FOOL
GEM
JESTER
KEY
KNIGHT
MOON
PUZZLE
ROGUE
RUIN
SAGE
SKULL
STAR
SUN
TALONS
THRONE
VOID
BALANCE
Increase one Ability Score:
+2
maximum:
22
but also reduce another by:
2
You cannot reduce a score that is:
5 OR LOWER
You may instead decline the change.
COMET
The next time combat begins against Hostile creatures, choose one as your foe when Initiative is rolled.
If:
YOU
reduce that enemy to 0 HP during the combat:
ADVANTAGE ON DEATH SAVING THROWS FOR 1 YEAR
If somebody else reduces the foe to 0:
NO BENEFIT
DONJON
You vanish into:
SUSPENDED ANIMATION
inside an extradimensional sphere.
Your worn and carried equipment disappears with you except:
ARTIFACTS
which remain behind.
Divination can't locate you.
Wish can reveal:
THE LOCATION OF YOUR PRISON
You draw:
NO MORE CARDS
EURYALE
You suffer a curse:
MINUS 2 TO SAVING THROWS
Ending it requires the extraordinary means stated by the card.
FATES
You gain the ability to erase or avoid:
ONE EVENT
as though it had:
NEVER HAPPENED
You may use this power at any time before:
YOUR DEATH
This is far beyond an ordinary reroll.
FLAMES
A powerful:
DEVIL
becomes your enemy.
The feud continues until:
YOU
or:
THE DEVIL
dies.
FOOL
For:
72 HOURS
you have:
DISADVANTAGE ON D20 TESTS
You must also draw another card.
That additional draw doesn't count toward:
YOUR DECLARED NUMBER
GEM
You gain either:
25 PIECES OF JEWELRY WORTH 2,000 GP EACH
or:
50 GEMS WORTH 1,000 GP EACH
JESTER
Choose either:
ADVANTAGE ON D20 TESTS FOR 72 HOURS
or:
DRAW TWO ADDITIONAL CARDS
The two extra cards exceed your original declared number.
KEY
A:
RARE OR RARER MAGIC WEAPON
with which you are proficient appears.
The:
GM CHOOSES IT
KNIGHT
A loyal:
KNIGHT NPC
appears near you and serves you until death.
The GM can use another suitable stat block.
The character's name and story can be developed with:
THE GM
MOON
You gain the ability to cast:
WISH
a total of:
1D3 TIMES
PUZZLE
One of:
INTELLIGENCE
or:
WISDOM
is permanently reduced by:
1D4 + 1
minimum:
1
You may draw:
ONE EXTRA CARD
ROGUE
An NPC chosen by the GM becomes:
HOSTILE TO YOU
You might not immediately know:
WHO
Ending that hostility requires the exceptional means stated in the card.
RUIN
Your nonmagical wealth is devastated.
Portable property:
VANISHES
Businesses, buildings, and land:
ARE LOST
Records proving your ownership:
ALSO DISAPPEAR
Magic items are excluded from this particular loss.
SAGE
At any time during the next:
YEAR
you can meditate, ask one question, and mentally receive:
A TRUTHFUL ANSWER
SKULL
An:
AVATAR OF DEATH
appears near you.
It attacks:
ONLY YOU
If an ally damages your avatar:
ANOTHER AVATAR APPEARS FOR THAT ALLY
Each affected creature can summon only one in this way.
Most importantly:
A CREATURE SLAIN BY AN AVATAR CAN'T BE RESTORED TO LIFE
AVATAR OF DEATH BASICS
It is a:
MEDIUM UNDEAD
AC:
20
HP:
HALF ITS SUMMONER'S HP MAXIMUM
Speed:
60 FEET
Fly:
60 FEET, HOVER
Its Proficiency Bonus equals:
ITS SUMMONER'S
Its Multiattack makes a number of Reaping Scythe attacks equal to:
HALF THE SUMMONER'S PROFICIENCY BONUS
rounded up.
Its Reaping Scythe:
AUTOMATICALLY HITS
and deals:
1D8 + 3 SLASHING
plus:
1D8 NECROTIC
STAR
One Ability Score:
+2
maximum:
24
SUN
A magic item chosen by the GM appears on you.
You also gain:
10 TEMPORARY HIT POINTS
at each dawn until:
YOU DIE
TALONS
Every magic item you're wearing or carrying:
DISINTEGRATES
Artifacts:
VANISH INSTEAD
THRONE
Choose one:
HISTORY
INSIGHT
INTIMIDATION
PERSUASION
You gain:
PROFICIENCY
and:
EXPERTISE
in it.
You also gain rightful ownership of:
A SMALL KEEP
But monsters currently occupy it.
You need to:
CLEAR THEM OUT
before claiming it.
VOID
Your soul leaves your body and is trapped in an object in a:
GM CHOSEN LOCATION
Powerful beings guard it.
Your body becomes:
INERT
It:
DOESN'T AGE
and needs no:
FOOD
AIR
or:
WATER
Wish:
CANNOT RETURN THE SOUL
but can reveal the location of the object containing it.
You draw:
NO MORE CARDS
PRIME RULE OF THE MYSTERIOUS DECK
The deck is not:
A NORMAL TREASURE GENERATOR
Drawing from it can permanently alter:
ABILITY SCORES
WEALTH
NPC RELATIONSHIPS
PROPERTY
MAGIC ITEMS
LIFE
DEATH
HISTORY
and even:
THE CHARACTER'S SOUL
A player should therefore understand that drawing a card can change an entire campaign.
PART SIX: N ITEMS
22. NECKLACE OF ADAPTATION
Wondrous Item
Uncommon
Requires Attunement
While worn:
BREATHE NORMALLY IN ANY ENVIRONMENT
and gain Advantage on saves to:
AVOID
or:
END POISONED
23. NECKLACE OF FIREBALLS
Wondrous Item
Rare
Contains:
1D6 + 3 BEADS
Magic action:
Detach a bead and throw it up to:
60 FEET
It detonates as:
LEVEL 3 FIREBALL
Save DC:
15
You can throw multiple beads at once, even:
THE ENTIRE NECKLACE
Each bead after the first adds:
+1D6 DAMAGE
maximum total:
12D6
24. NECKLACE OF PRAYER BEADS
Wondrous Item
Rare
Requires Attunement by a Cleric, Druid, or Paladin
Contains:
1D4 + 2 MAGIC BEADS
A bead removed from the necklace:
LOSES ITS MAGIC
You must therefore:
WEAR THE NECKLACE
to use its magical beads.
Each bead lets you cast its spell as a:
BONUS ACTION
If a save is required, use:
YOUR SPELL SAVE DC
After use, that particular bead recharges:
NEXT DAWN
| d20 | Bead | Spell |
|---|---|---|
| 1 to 6 | Blessing | Bless |
| 7 to 12 | Curing | Cure Wounds, level 2 |
| 13 to 16 | Favor | Greater Restoration |
| 17 to 18 | Smiting | Shining Smite |
| 19 | Summons | Guardian of Faith |
| 20 | Wind Walking | Wind Walk |
A necklace may contain:
DUPLICATE BEADS
25. NINE LIVES STEALER
Any Simple or Martial Weapon
Very Rare
Requires Attunement
Base:
+2 ATTACK
+2 DAMAGE
It has:
1D8 + 1 CHARGES
When all charges are gone:
ONLY LIFE STEALING IS LOST
LIFE STEALING
Requirements:
Target has:
FEWER THAN 100 HP
and you roll:
20 ON THE D20
for the attack.
The target makes:
DC 15 CONSTITUTION SAVE
Failure:
INSTANTLY SLAIN
Constructs and Undead:
AUTOMATICALLY SUCCEED
The weapon loses one charge only when:
THE CREATURE IS ACTUALLY SLAIN
This is important.
A natural 20 against a target with 120 HP:
DOESN'T TRIGGER LIFE STEALING
PART SEVEN: O ITEMS
26. OATHBOW
Longbow or Shortbow
Very Rare
Requires Attunement
When making a ranged attack, you can issue its command and designate the target as:
YOUR SWORN ENEMY
The designation lasts until:
THE TARGET DIES
or:
DAWN 7 DAYS LATER
You can have only:
ONE SWORN ENEMY
at a time.
If that enemy dies, you can choose another after:
THE NEXT DAWN
AGAINST YOUR SWORN ENEMY
You gain:
ADVANTAGE ON RANGED ATTACK ROLLS WITH THE BOW
The enemy receives no benefit from:
HALF COVER
or:
THREE QUARTERS COVER
You receive no Disadvantage from:
LONG RANGE
A hit deals:
+3D6 PIERCING DAMAGE
But while that sworn enemy lives:
DISADVANTAGE ON ATTACK ROLLS WITH ALL OTHER WEAPONS
This creates a commitment.
The bow wants:
ONE ENEMY
27. OIL OF ETHEREALNESS
Potion
Rare
One vial covers:
ONE MEDIUM OR SMALLER CREATURE
plus its worn and carried equipment.
Each size category above Medium requires:
ONE ADDITIONAL VIAL
Application time:
10 MINUTES
Effect:
ETHEREALNESS
for:
1 HOUR
28. OIL OF SHARPNESS
Potion
Very Rare
One vial coats either:
ONE MELEE WEAPON
or:
TWENTY PIECES OF AMMUNITION
The affected weapon or ammunition must be:
NONMAGICAL
and deal:
SLASHING
or:
PIERCING
Application:
1 MINUTE
Afterward the weapon becomes:
+3 WEAPON
or the ammunition becomes:
+3 AMMUNITION
Important SRD detail
The item description doesn't specify a duration for this transformation.
Do not import a duration from another rules version.
29. OIL OF SLIPPERINESS
Potion
Uncommon
Apply to one Medium or smaller creature and its equipment.
One additional vial per size category above Medium.
Application:
10 MINUTES
Effect:
FREEDOM OF MOVEMENT
Duration:
8 HOURS
Alternatively:
MAGIC ACTION
Pour it onto the ground.
Area:
10 FOOT SQUARE
Effect:
GREASE
Duration:
8 HOURS
One item therefore has:
TWO DIFFERENT USE MODES
PART EIGHT: P ITEMS
The P section contains pendants, pipes, extradimensional storage, and the largest potion collection in the SRD catalogue.
30. PEARL OF POWER
Wondrous Item
Uncommon
Requires Attunement by a Spellcaster
While the pearl is on your person:
MAGIC ACTION
Regain one expended spell slot of:
LEVEL 3 OR LOWER
Recharge:
NEXT DAWN
This doesn't create an additional permanent slot.
It:
RESTORES ONE EXPENDED SLOT
31. PERIAPT OF HEALTH
Wondrous Item
Uncommon
Requires Attunement
Magic action:
REGAIN 2D4 + 2 HP
Recharge:
NEXT DAWN
While worn:
ADVANTAGE ON SAVES TO AVOID OR END POISONED
32. PERIAPT OF PROOF AGAINST POISON
Wondrous Item
Rare
Requires Attunement
While worn:
IMMUNITY TO POISON DAMAGE
and:
IMMUNITY TO THE POISONED CONDITION
This is much stronger protection than merely having Advantage on a save.
33. PERIAPT OF WOUND CLOSURE
Wondrous Item
Uncommon
Requires Attunement
Two benefits.
Life Preservation
Whenever you make a:
DEATH SAVING THROW
you may change any result of:
9 OR LOWER
to:
10
That converts a failure into:
A SUCCESS
Natural Healing Boost
Whenever you roll a:
HIT POINT DIE
to regain HP:
DOUBLE THE HP IT RESTORES
34. PHILTER OF LOVE
Potion
Uncommon
After drinking it, the next creature you see within:
10 MINUTES
causes you to have:
CHARMED
toward that creature for:
1 HOUR
Important:
THE DRINKER IS CHARMED
The drinker doesn't automatically charm somebody else.
35. PIPES OF HAUNTING
Wondrous Item
Uncommon
Charges:
3
Regain:
1D3 AT DAWN
Magic action, spend one.
Choose creatures within:
30 FEET
Each makes:
DC 15 WISDOM SAVE
Failure:
FRIGHTENED FOR 1 MINUTE
Repeat save:
END OF EACH TURN
Success ends the effect.
A creature that succeeds on the initial or later save becomes immune to the pipes' effect for:
24 HOURS
36. PIPES OF THE SEWERS
Wondrous Item
Uncommon
Requires Attunement
While the pipes are on your person:
ORDINARY RATS
and:
GIANT RATS
are:
INDIFFERENT
and normally won't attack unless you:
THREATEN
or:
HARM
them.
CALLING RAT SWARMS
Charges:
3
Regain:
1D3 AT DAWN
Play the pipes as a:
MAGIC ACTION
Then use a:
BONUS ACTION
to spend:
1 TO 3 CHARGES
Each charge can call:
ONE SWARM OF RATS
provided enough rats exist within:
HALF A MILE
The:
GM
determines whether enough rats are available.
No rats:
CHARGE WASTED
Called swarms approach by the shortest available route, but they aren't automatically under your control.
CONTROLLING A SWARM
An uncontrolled Swarm of Rats within:
30 FEET
while you play makes:
DC 15 WISDOM SAVE
Failure:
FRIENDLY
and obeys your commands while you continue playing each round as a:
MAGIC ACTION
No command:
DEFENDS ITSELF
but otherwise takes no actions.
If it starts its turn more than:
30 FEET AWAY
control ends.
A swarm that succeeds on its save or escapes your control can't be swayed again for:
24 HOURS
37. PLATE ARMOR OF ETHEREALNESS
Half Plate or Plate Armor
Legendary
Requires Attunement
Magic action plus command word:
GAIN ETHEREALNESS
It ends if:
YOU REMOVE THE ARMOR
or:
USE THE MAGIC ACTION AND COMMAND AGAIN
Recharge:
NEXT DAWN
38. PORTABLE HOLE
Wondrous Item
Rare
Normally a fine black cloth.
Unfolded diameter:
6 FEET
Magic action:
Place it on or against a solid surface.
It creates an extradimensional cylindrical space:
10 FEET DEEP
IT IS NOT A TUNNEL
The interior exists on:
ANOTHER PLANE
Therefore it cannot simply be used to make:
AN OPEN PASSAGE THROUGH A WALL
A creature in an open hole can:
CLIMB OUT
CLOSING THE HOLE
Magic action:
Fold the cloth.
Everything inside remains in:
THE EXTRADIMENSIONAL SPACE
The folded hole weighs almost:
NOTHING
ESCAPING A CLOSED HOLE
Creature inside:
ACTION
DC 10 STRENGTH (ATHLETICS)
Success:
APPEAR WITHIN 5 FEET OF THE PORTABLE HOLE
AIR
A closed Portable Hole contains:
1 HOUR OF BREATHABLE AIR
divided among all breathing creatures inside.
Example
Four breathing creatures:
60 minutes ÷ 4 =
15 MINUTES
EXTRADIMENSIONAL DISASTER
Put a Portable Hole inside:
BAG OF HOLDING
HANDY HAVERSACK
or similar extradimensional storage:
BOTH ITEMS ARE DESTROYED
An Astral gate opens.
Creatures within:
10 FEET
unless behind:
TOTAL COVER
are sucked to random locations on:
THE ASTRAL PLANE
Then the gate:
CLOSES
and:
CAN'T BE REOPENED
PART NINE: POTIONS
The SRD 5.2.1 provides a broad collection of potions.
The important lesson is:
DON'T ASSUME ALL POTIONS SIMPLY HEAL
Some alter:
MOVEMENT
SIZE
STRENGTH
VISIBILITY
RESISTANCE
AGE
EXHAUSTION
and:
SPELL EFFECTS
39. POTION OF ANIMAL FRIENDSHIP
Uncommon
Drink it to cast:
LEVEL 3 ANIMAL FRIENDSHIP
Save DC:
13
40. POTION OF CLAIRVOYANCE
Rare
Gain the effect of:
CLAIRVOYANCE
No:
CONCENTRATION
required.
41. POTION OF CLIMBING
Common
Duration:
1 HOUR
Gain:
CLIMB SPEED = YOUR SPEED
and Advantage on:
STRENGTH (ATHLETICS)
checks made to climb.
42. POTION OF DIMINUTION
Rare
Gain the:
REDUCE
effect of Enlarge/Reduce.
Duration:
1D4 HOURS
No Concentration.
43. POTION OF FLYING
Very Rare
Duration:
1 HOUR
Gain:
FLY SPEED = YOUR SPEED
and:
HOVER
If the effect ends while you're airborne without another way to stay aloft:
YOU FALL
44. POTION OF GASEOUS FORM
Rare
Gain Gaseous Form for:
1 HOUR
No Concentration.
You can end it early as a:
BONUS ACTION
45. POTION OF GIANT STRENGTH
Rarity Varies
Duration:
1 HOUR
The potion sets your Strength to a number determined by its giant type.
| Type | Strength | Rarity |
|---|---|---|
| Hill | 21 | Uncommon |
| Frost or Stone | 23 | Rare |
| Fire | 25 | Rare |
| Cloud | 27 | Very Rare |
| Storm | 29 | Legendary |
If your Strength is already equal to or greater than the potion's score:
NO EFFECT
46. POTION OF GROWTH
Uncommon
Gain the:
ENLARGE
effect of Enlarge/Reduce.
Duration:
10 MINUTES
No Concentration.
47. POTIONS OF HEALING
Rarity Varies
| Potion | HP Regained | Rarity |
|---|---|---|
| Healing | 2d4 + 2 | Common |
| Greater | 4d4 + 4 | Uncommon |
| Superior | 8d4 + 8 | Rare |
| Supreme | 10d4 + 20 | Very Rare |
48. POTION OF HEROISM
Rare
For:
1 HOUR
Gain:
10 TEMPORARY HP
and the effect of:
BLESS
No Concentration.
49. POTION OF INVISIBILITY
Rare
Gain:
INVISIBLE
for up to:
1 HOUR
Ends early if you:
MAKE AN ATTACK ROLL
DEAL DAMAGE
or:
CAST A SPELL
50. POTION OF INVULNERABILITY
Rare
For:
1 MINUTE
you have:
RESISTANCE TO ALL DAMAGE
Despite its name:
YOU ARE NOT IMMUNE TO ALL DAMAGE
You have:
RESISTANCE
51. POTION OF LONGEVITY
Very Rare
Physical age decreases by:
1D6 + 6 YEARS
minimum age:
13
But every subsequent Potion of Longevity creates a cumulative:
10 PERCENT CHANCE
that you instead:
AGE BY 1D6 + 6 YEARS
Example
First later use:
10%
Another subsequent use:
20%
Then:
30%
The risk keeps accumulating.
52. POTION OF MIND READING
Rare
Gain Detect Thoughts for:
10 MINUTES
Save DC:
13
No Concentration.
53. POTION OF POISON
Uncommon
This treacherous potion appears to be:
BENEFICIAL
Identify reveals:
ITS TRUE NATURE
Drink it:
4D6 POISON DAMAGE
Then:
DC 13 CONSTITUTION SAVE
Failure:
POISONED FOR 1 HOUR
54. POTION OF RESISTANCE
Uncommon
For:
1 HOUR
gain Resistance to one of:
-
Acid
-
Cold
-
Fire
-
Force
-
Lightning
-
Necrotic
-
Poison
-
Psychic
-
Radiant
-
Thunder
The GM chooses or rolls the type.
55. POTION OF SPEED
Very Rare
Gain Haste for:
1 MINUTE
No Concentration.
Crucially, this item specifically says you do:
NOT
suffer the normal wave of lethargy when the effect ends.
56. POTION OF VITALITY
Very Rare
Immediately:
REMOVE ALL EXHAUSTION LEVELS
and:
END POISONED
For the next:
24 HOURS
every Hit Point Die you spend restores:
ITS MAXIMUM POSSIBLE HP
Example
A d10 Hit Point Die would restore:
10
before any other applicable modifier rather than requiring the die to be rolled.
57. POTION OF WATER BREATHING
Uncommon
You can breathe underwater for:
24 HOURS
PART TEN: Q ITEMS
The Q section has one entry.
58. QUARTERSTAFF OF THE ACROBAT
Quarterstaff
Very Rare
Requires Attunement
Base weapon:
+2 ATTACK
+2 DAMAGE
While holding it, you can create:
GREEN DIM LIGHT 10 FEET
either as:
BONUS ACTION
or immediately after:
ROLLING INITIATIVE
Bonus Action:
EXTINGUISH IT
TRANSFORMING THE STAFF
Bonus Action:
Change the weapon into:
6 INCH ROD
for storage
or:
10 FOOT POLE
or back into:
QUARTERSTAFF
It expands only as far as:
SURROUNDING SPACE ALLOWS
ACROBATIC ASSIST
Works in:
QUARTERSTAFF FORM
and:
10 FOOT POLE FORM
Advantage on:
DEXTERITY (ACROBATICS)
ATTACK DEFLECTION
Quarterstaff form only.
When an attack hits you:
REACTION
Gain:
+5 AC
against the triggering attack.
That can turn:
HIT INTO MISS
Recharge:
SHORT OR LONG REST
RANGED WEAPON
Quarterstaff form only.
Thrown range:
30 / 120
Immediately after the ranged attack:
IT RETURNS TO YOUR HAND
PART ELEVEN: RINGS
The R section contains one of the largest families of related magic items.
Remember:
“RING”
is only the item category.
Each ring has its own rules.
59. RING OF ANIMAL INFLUENCE
Rare
Charges:
3
Regain:
1D3 AT DAWN
Spend one charge to cast one of:
ANIMAL FRIENDSHIP
FEAR, BEASTS ONLY
SPEAK WITH ANIMALS
Save DC:
13
60. RING OF DJINNI SUMMONING
Legendary
Requires Attunement
Magic action:
Summon the ring's particular:
DJINNI
within:
120 FEET
Duration:
CONCENTRATION, UP TO 1 HOUR
or until it reaches:
0 HP
The Djinni is:
FRIENDLY
and:
OBEYS YOUR COMMANDS
No command:
DEFENDS ITSELF
but otherwise:
TAKES NO ACTIONS
After it departs:
24 HOURS
before it can be summoned again.
If the Djinni dies:
THE RING BECOMES NONMAGICAL
61. RING OF ELEMENTAL COMMAND
Legendary
Requires Attunement
Every such ring is linked to one of four Elemental Planes:
AIR
EARTH
FIRE
WATER
All versions share two properties.
ELEMENTAL BANE
Your attack rolls against:
ELEMENTALS
have:
ADVANTAGE
Elementals attacking you have:
DISADVANTAGE
ELEMENTAL COMPULSION
Magic action.
Target an Elemental you can see within:
60 FEET
It makes:
DC 18 WISDOM SAVE
Failure:
CHARMED
until the start of your next turn.
You determine what it does with its:
MOVE
and:
ACTION
on its next turn.
AIR RING
You know:
AURAN
Resistance:
LIGHTNING
Gain:
FLY SPEED = SPEED
and:
HOVER
EARTH RING
You know:
TERRAN
Resistance:
ACID
Rubble, rock, and dirt do not create Difficult Terrain for you.
You can also move through solid earth or rock as though it were:
DIFFICULT TERRAIN
without disturbing it.
End your turn inside solid earth or rock:
SHUNTED TO THE NEAREST UNOCCUPIED SPACE YOU LAST OCCUPIED
FIRE RING
You know:
IGNAN
and have:
IMMUNITY TO FIRE DAMAGE
WATER RING
You know:
AQUAN
Gain:
SWIM SPEED 60 FEET
and:
BREATHE UNDERWATER
SPELLCASTING
Charges:
5
Regain:
1D4 + 1 AT DAWN
Save DC:
18
| Plane | Spells |
|---|---|
| Air | Chain Lightning 3, Feather Fall 0, Gust of Wind 2, Wind Wall 1 |
| Earth | Earthquake 5, Stone Shape 2, Stoneskin 3, Wall of Stone 3 |
| Fire | Burning Hands 1, Fireball 2, Fire Storm 4, Wall of Fire 3 |
| Water | Create or Destroy Water 1, Ice Storm 2, Tsunami 5, Wall of Ice 3, Water Walk 2 |
The numbers are:
CHARGE COSTS
62. RING OF EVASION
Rare
Requires Attunement
Charges:
3
Regain:
1D3 AT DAWN
When you:
FAIL A DEXTERITY SAVING THROW
Reaction:
SPEND 1 CHARGE
Result:
SUCCEED INSTEAD
It doesn't reroll the save.
It:
CHANGES FAILURE INTO SUCCESS
63. RING OF FEATHER FALLING
Rare
Requires Attunement
When you fall:
DESCEND 60 FEET PER ROUND
and:
TAKE NO FALLING DAMAGE
64. RING OF FREE ACTION
Rare
Requires Attunement
Difficult Terrain:
COSTS NO EXTRA MOVEMENT
Magic can't:
REDUCE ANY OF YOUR SPEEDS
or cause you to become:
PARALYZED
or:
RESTRAINED
Notice the scope:
MAGIC
The item doesn't universally prevent every nonmagical source of those conditions.
65. RING OF INVISIBILITY
Legendary
Requires Attunement
Magic action:
BECOME INVISIBLE
The condition lasts until:
RING REMOVED
or:
BONUS ACTION TO BECOME VISIBLE
Unlike Potion of Invisibility, this item's description does not say that attacking, dealing damage, or casting a spell automatically ends the condition.
Follow:
THIS ITEM'S SPECIFIC RULE
66. RING OF JUMPING
Uncommon
Requires Attunement
Cast:
JUMP
but can target:
ONLY YOURSELF
67. RING OF MIND SHIELDING
Uncommon
Requires Attunement
While worn, you are immune to magic that allows another creature to:
READ YOUR THOUGHTS
DETERMINE WHETHER YOU ARE LYING
KNOW YOUR ALIGNMENT
or:
KNOW YOUR CREATURE TYPE
Telepathic communication reaches you only if:
YOU ALLOW IT
HIDE THE RING
Magic action:
MAKE THE RING IMPERCEPTIBLE
It becomes perceptible when:
YOU CHOOSE
REMOVE IT
or:
DIE
SOUL STORAGE
If you die while wearing the ring and it doesn't already contain a soul:
YOUR SOUL ENTERS THE RING
You can:
REMAIN
or:
DEPART FOR THE AFTERLIFE
While inside, you can communicate telepathically with:
THE WEARER
The wearer:
CANNOT BLOCK THIS COMMUNICATION
68. RING OF PROTECTION
Rare
Requires Attunement
While worn:
+1 AC
and:
+1 SAVING THROWS
69. RING OF REGENERATION
Very Rare
Requires Attunement
If you have at least:
1 HP
you regain:
1D6 HP EVERY 10 MINUTES
Lose a body part:
It regrows after:
1D6 + 1 DAYS
provided you maintain at least:
1 HP THE WHOLE TIME
70. RING OF RESISTANCE
Rare
No Attunement
Gain Resistance determined by the gemstone.
| Damage | Gem |
|---|---|
| Acid | Pearl |
| Cold | Tourmaline |
| Fire | Garnet |
| Force | Sapphire |
| Lightning | Citrine |
| Necrotic | Jet |
| Poison | Amethyst |
| Psychic | Jade |
| Radiant | Topaz |
| Thunder | Spinel |
71. RING OF SHOOTING STARS
Very Rare
Requires Attunement
You can cast:
DANCING LIGHTS
or:
LIGHT
The ring also has:
6 CHARGES
Regains:
1D6 AT DAWN
FAERIE FIRE
Cost:
1 CHARGE
Cast:
FAERIE FIRE
LIGHTNING SPHERES
Cost:
2 CHARGES
Magic action:
Create up to:
FOUR 3 FOOT DIAMETER SPHERES
Each appears within:
120 FEET
Duration:
CONCENTRATION, UP TO 1 MINUTE
Each emits:
DIM LIGHT 30 FEET
Bonus Action:
Move each sphere up to:
30 FEET
but no farther than:
120 FEET FROM YOU
The first time a sphere gets within 5 feet of another creature not behind Total Cover:
THE SPHERE DISCHARGES
Target:
DC 15 DEXTERITY SAVE
Success:
HALF DAMAGE
The strange but exact SRD damage table is:
| Number of Spheres Created | Damage per Discharging Sphere |
|---|---|
| 1 | 4d12 Lightning |
| 2 | 5d4 Lightning |
| 3 | 2d6 Lightning |
| 4 | 2d4 Lightning |
So:
FEWER SPHERES MEANS MORE DAMAGE PER SPHERE
This is intentional in the table as presented in SRD 5.2.1.
SHOOTING STARS
Magic action.
Spend:
1 TO 3 CHARGES
For each charge:
Launch one glowing mote at a point within:
60 FEET
Each mote affects a:
15 FOOT CUBE
Creatures:
DC 15 DEXTERITY SAVE
Failure:
5D4 RADIANT
Success:
HALF
72. RING OF SPELL STORING
Rare
Requires Attunement
Capacity:
5 SPELL LEVELS
When found:
1D6 MINUS 1 SPELL LEVELS
are already stored, chosen by the GM.
Any creature can cast a spell of:
LEVEL 1 THROUGH 5
into the ring by touching it during the casting.
The spell:
DOESN'T TAKE EFFECT
It becomes:
STORED
If there isn't enough capacity:
SPELL EXPENDED WITHOUT EFFECT
Capacity consumed equals:
SLOT LEVEL USED
CASTING FROM THE RING
The wearer casts the stored spell.
It retains the original caster's:
SLOT LEVEL
SPELL SAVE DC
SPELL ATTACK BONUS
SPELLCASTING ABILITY
but is otherwise treated as though:
THE WEARER CAST IT
After casting:
SPELL REMOVED FROM THE RING
That frees capacity.
73. RING OF SPELL TURNING
Legendary
Requires Attunement
While worn:
ADVANTAGE ON SAVES AGAINST SPELLS
If you succeed on a save against a spell of:
LEVEL 7 OR LOWER
the spell has:
NO EFFECT ON YOU
If that spell:
TARGETED ONLY YOU
and:
DIDN'T CREATE AN AREA OF EFFECT
you may take a:
REACTION
to deflect it back at:
THE CASTER
The original caster then makes a save against the spell using:
THEIR OWN SPELL SAVE DC
74. RING OF SWIMMING
Uncommon
While worn:
SWIM SPEED 40 FEET
75. RING OF TELEKINESIS
Very Rare
Requires Attunement
While worn:
CAST TELEKINESIS
76. RING OF THE RAM
Rare
Requires Attunement
Charges:
3
Regain:
1D3 AT DAWN
Magic action:
Spend:
1 TO 3
Make a ranged spell attack against a creature within:
60 FEET
Attack bonus:
+7
Each charge spent adds:
2D10 FORCE DAMAGE
and:
5 FEET OF PUSH
Three charges
Damage:
6D10 FORCE
Push:
15 FEET
The ring can also be used against an unattended nonmagical object.
For that purpose it makes a Strength check with:
+5 PER CHARGE SPENT
77. RING OF THREE WISHES
Legendary
Charges:
3
While wearing:
SPEND 1
Cast:
WISH
Use the last charge:
RING BECOMES NONMAGICAL
Unlike Luck Blade:
THESE CHARGES DON'T RECHARGE
78. RING OF WARMTH
Uncommon
Requires Attunement
Whenever you take Cold damage:
REDUCE IT BY 2D8
Additionally:
YOU
and everything you:
WEAR
and:
CARRY
are unharmed by temperatures of:
0°F OR LOWER
This is:
DAMAGE REDUCTION
not:
COLD RESISTANCE
unless another effect supplies Resistance.
79. RING OF WATER WALKING
Uncommon
Cast:
WATER WALK
but target:
ONLY YOURSELF
80. RING OF X RAY VISION
Rare
Requires Attunement
Magic action:
Gain X ray vision:
30 FOOT RANGE
for:
1 MINUTE
Solid objects become transparent to you.
Penetration:
1 FOOT OF STONE
1 INCH OF COMMON METAL
3 FEET OF WOOD OR DIRT
Thicker material blocks it.
Even a thin sheet of:
LEAD
blocks it.
REPEATED USE
Use it again before completing a:
LONG REST
Make:
DC 15 CONSTITUTION SAVE
Failure:
+1 EXHAUSTION LEVEL
This risk occurs on every further use before the Long Rest.
PART TWELVE: ROBES
81. ROBE OF EYES
Wondrous Item
Rare
Requires Attunement
While worn:
ADVANTAGE ON WISDOM (PERCEPTION) CHECKS RELYING ON SIGHT
You also gain:
DARKVISION 120 FEET
and:
TRUESIGHT 120 FEET
THE DRAWBACK
If Light is cast:
ON THE ROBE
or Daylight is cast within:
5 FEET OF IT
you become:
BLINDED FOR 1 MINUTE
At the end of each of your turns:
CONSTITUTION SAVE
DC:
11 FOR LIGHT
15 FOR DAYLIGHT
Success:
BLINDED ENDS
A powerful magic item can therefore have:
A SPECIFIC COUNTER
without being cursed.
82. ROBE OF SCINTILLATING COLORS
Wondrous Item
Very Rare
Requires Attunement
Charges:
3
Regain:
1D3 AT DAWN
Magic action, spend one charge.
Until the end of your next turn:
BRIGHT LIGHT 30 FEET
DIM LIGHT 30 MORE FEET
Creatures that can see you have:
DISADVANTAGE ON ATTACK ROLLS AGAINST YOU
THE DAZZLING FLASH
When activated, every creature in the Bright Light that can see you makes:
DC 15 WISDOM SAVE
Failure:
STUNNED
until the robe's effect ends.
The effect is short:
UNTIL END OF YOUR NEXT TURN
But Stunned is a powerful condition.
83. ROBE OF STARS
Wondrous Item
Very Rare
Requires Attunement
While worn:
+1 SAVING THROWS
It begins with:
SIX LARGE MAGIC STARS
Magic action:
Remove one star.
Cast:
MAGIC MISSILE AT LEVEL 5
At:
DUSK
1D6 REMOVED STARS
reappear.
ASTRAL TRAVEL
While wearing the robe:
MAGIC ACTION
Enter:
THE ASTRAL PLANE
with everything worn and carried.
Another Magic action returns you to:
YOUR PREVIOUS PLANE
You appear in:
THE LAST SPACE YOU OCCUPIED
or nearest unoccupied space if necessary.
84. ROBE OF THE ARCHMAGI
Wondrous Item
Legendary
Requires Attunement by a Sorcerer, Warlock, or Wizard
Three enormous benefits.
Armor
If you aren't wearing armor:
BASE AC = 15 + DEXTERITY MODIFIER
Magic Resistance
Advantage on saves against:
SPELLS
and:
OTHER MAGICAL EFFECTS
War Mage
Increase both:
SPELL SAVE DC +2
and:
SPELL ATTACK BONUS +2
This is not:
+2 SPELL DAMAGE
The bonus applies specifically to:
SPELL SAVE DC
and:
SPELL ATTACK BONUS
85. ROBE OF USEFUL ITEMS
Wondrous Item
Uncommon
While wearing it:
MAGIC ACTION
remove a patch.
The patch becomes:
THE OBJECT OR CREATURE IT REPRESENTS
When all patches are gone:
ORDINARY ROBE
GUARANTEED PATCHES
Two of each:
BULLSEYE LANTERN
DAGGER
MIRROR
POLE
ROPE
SACK
It also has:
4D4 RANDOM ADDITIONAL PATCHES
Possible results include:
-
100 GP
-
a silver coffer worth 500 GP
-
an iron door
-
ten 100 GP gems
-
a 24 foot ladder
-
a Riding Horse and Riding Saddle
-
a 10 foot Cube pit
-
four Potions of Healing
-
a rowboat
-
a level 1 to 3 Spell Scroll
-
two Mastiffs
-
a window
-
a Portable Ram
This item is effectively:
A PORTABLE TOOLBOX OF IMPOSSIBLE OBJECTS
PART THIRTEEN: RODS
86. ROD OF ABSORPTION
Rod
Very Rare
Requires Attunement
While holding it:
REACTION
when a spell:
TARGETS ONLY YOU
and:
DOESN'T CREATE AN AREA OF EFFECT
The rod absorbs it.
Result:
SPELL EFFECT CANCELED
Resources spent casting it:
WASTED
The rod stores:
SPELL ENERGY
not the spell itself.
THE 50 LEVEL LIFETIME LIMIT
The rod can absorb:
50 TOTAL SPELL LEVELS
over its entire existence.
This is not a rechargeable 50 level capacity.
Once it has absorbed:
50 LIFETIME LEVELS
it can never absorb more.
When you attune to it, you know:
TOTAL LIFETIME LEVELS ABSORBED
and:
CURRENT ENERGY STORED
USING STORED ENERGY
If you're a spellcaster, you can use stored levels in place of slots when casting spells you:
KNOW
or:
HAVE PREPARED
Maximum created slot:
LEVEL 5
It also can't exceed the level of spell slot you normally possess.
Example
Rod stores:
7 LEVELS
You spend:
3 LEVELS
as a:
LEVEL 3 SPELL SLOT
Remaining:
7 − 3 =
4 LEVELS
A newly found rod normally has:
1D10 STORED LEVELS
Once the lifetime absorption limit has been reached and all remaining stored energy is gone:
THE ROD BECOMES NONMAGICAL
87. ROD OF ALERTNESS
Rod
Very Rare
Requires Attunement
While holding:
ADVANTAGE ON WISDOM (PERCEPTION)
and:
ADVANTAGE ON INITIATIVE
You can also cast:
DETECT EVIL AND GOOD
DETECT MAGIC
DETECT POISON AND DISEASE
SEE INVISIBILITY
PROTECTIVE AURA
Magic action:
Plant the rod in the ground.
Light:
BRIGHT 60 FEET
DIM 60 MORE FEET
While you and your allies are in the Bright Light:
+1 AC
+1 SAVING THROWS
and you can sense the location of Invisible creatures also inside the Bright Light.
Duration:
10 MINUTES
or until someone uses a Magic action to:
PULL OUT THE ROD
Recharge:
NEXT DAWN
88. ROD OF LORDLY MIGHT
Rod
Legendary
Requires Attunement
Its normal form works as a magic:
MACE +3
It has:
SIX BUTTONS
plus three additional combat powers.
BUTTON 1
Creates a fiery blade.
Choose:
LONGSWORD
or:
SHORTSWORD
Extra damage:
+2D6 FIRE
Light:
BRIGHT 40 FEET
DIM 40 MORE FEET
BUTTON 2
Transforms into:
BATTLEAXE +3
BUTTON 3
Transforms into:
SPEAR +3
with a:
6 FOOT HAFT
BUTTON 4
Transforms into a climbing pole up to:
50 FEET
It has:
ANCHORING SPIKE
HOOKS
and:
LADDER BARS
Maximum supported weight:
4,000 POUNDS
Too much weight or insufficient anchoring:
REVERTS TO NORMAL
BUTTON 5
Transforms into:
BATTERING RAM
Granting:
+10 STRENGTH (ATHLETICS)
checks to break doors, barricades, and similar barriers.
BUTTON 6
Normal form.
Indicates:
MAGNETIC NORTH
if one exists.
Also informs you of your approximate:
DEPTH BELOW GROUND
or:
HEIGHT ABOVE IT
DRAIN LIFE
When you hit with a melee attack using the rod:
DC 17 CONSTITUTION SAVE
Failure:
+4D6 NECROTIC DAMAGE
You regain HP equal to:
HALF THE NECROTIC DAMAGE
Recharge:
NEXT DAWN
PARALYZE
Melee hit:
DC 17 CONSTITUTION SAVE
Failure:
PARALYZED FOR 1 MINUTE
Repeat save:
END OF EACH TURN
Recharge:
NEXT DAWN
TERRIFY
Magic action.
Every creature you can see within:
30 FEET
makes:
DC 17 WISDOM SAVE
Failure:
FRIGHTENED FOR 1 MINUTE
Repeat save:
END OF EACH TURN
Recharge:
NEXT DAWN
Each of these three properties has:
ITS OWN USE LIMIT
89. ROD OF RESURRECTION
Rod
Legendary
Requires Attunement
Charges:
5
Cast:
HEAL FOR 1 CHARGE
or:
RESURRECTION FOR 5 CHARGES
Regains:
1 CHARGE AT DAWN
If you expend:
THE LAST CHARGE
roll:
1D20
On:
1
the rod disappears in a harmless burst of radiance.
90. ROD OF RULERSHIP
Rod
Rare
Requires Attunement
Magic action.
Choose creatures you can see within:
120 FEET
Each:
DC 15 WISDOM SAVE
Failure:
CHARMED FOR 8 HOURS
While Charmed this way, the creature considers you:
ITS TRUSTED LEADER
The effect ends early if:
YOU OR YOUR ALLIES HARM IT
or:
YOU COMMAND SOMETHING CONTRARY TO ITS NATURE
Recharge:
NEXT DAWN
91. ROD OF SECURITY
Rod
Very Rare
No Attunement Stated
Magic action.
Transport:
YOURSELF
plus up to:
199 OTHER WILLING CREATURES YOU CAN SEE
to:
A DEMIPLANE
You determine what the demiplane looks like.
It might resemble a:
GARDEN
TAVERN
PALACE
ISLAND
or almost any other environment you imagine.
THE SAFE DEMIPLANE
It contains enough:
FOOD
and:
WATER
for its visitors.
Its environment:
CANNOT HARM THE OCCUPANTS
Things created there for interaction exist only:
THERE
Take a flower out:
IT DISAPPEARS
HEALING
For every hour spent there, a visitor regains HP as if the creature had spent:
ONE HIT POINT DIE
Creatures:
DON'T AGE
while there.
But:
TIME PASSES NORMALLY
MAXIMUM DURATION
Maximum days:
200 ÷ NUMBER OF CREATURES PRESENT
round down.
Example
10 visitors:
200 ÷ 10 =
20 DAYS
100 visitors:
200 ÷ 100 =
2 DAYS
200 visitors:
200 ÷ 200 =
1 DAY
RETURN
When time expires or you use a Magic action to end it:
Everyone returns to:
THEIR ORIGINAL LOCATION
or the nearest available unoccupied space.
Recharge:
10 DAYS
Not:
NEXT DAWN
PART FOURTEEN: MAGIC ROPES
92. ROPE OF CLIMBING
Wondrous Item
Uncommon
Length:
60 FEET
Maximum load:
3,000 POUNDS
Hold one end and use:
MAGIC ACTION
Command the other end to animate toward a destination within the rope's length.
It moves:
10 FEET IMMEDIATELY
then:
10 FEET AT THE START OF EACH OF YOUR TURNS
until it arrives or you command it to stop.
OTHER COMMANDS
You can command it to:
FASTEN ITSELF
UNFASTEN ITSELF
KNOT ITSELF
UNKNOT ITSELF
COIL ITSELF
When knotted:
KNOTS EVERY 1 FOOT
The rope becomes:
50 FEET LONG
and grants:
ADVANTAGE ON ABILITY CHECKS TO CLIMB USING IT
ROPE DURABILITY
AC 20
HP 20
Immunity:
POISON DAMAGE
PSYCHIC DAMAGE
If it has at least 1 HP:
REGAINS 1 HP EVERY 5 MINUTES
At:
0 HP
it is:
DESTROYED
93. ROPE OF ENTANGLEMENT
Wondrous Item
Rare
Length:
30 FEET
Hold one end.
Magic action:
Target one creature you can see within:
20 FEET
Target:
DC 15 DEXTERITY SAVE
Failure:
RESTRAINED
RELEASING THE TARGET
Simply let go:
TARGET RELEASED
and rope coils in its space.
Or use:
BONUS ACTION
to command release.
Then the rope:
COILS INTO YOUR HAND
ESCAPING
A Restrained target can take an action and choose:
DC 15 STRENGTH (ATHLETICS)
or:
DC 15 DEXTERITY (ACROBATICS)
Success:
RESTRAINT ENDS
If you're still holding the rope when the target escapes:
REACTION
to command it to coil into your hand.
Otherwise:
IT COILS IN THE TARGET'S SPACE
Its object statistics match the Rope of Climbing:
AC 20
HP 20
IMMUNITY TO POISON AND PSYCHIC DAMAGE
1 HP REGENERATED EVERY 5 MINUTES IF IT HAS AT LEAST 1 HP
DESTROYED AT 0 HP
The next alphabetical item is:
SCARAB OF PROTECTION
and therefore belongs to Lesson 103.
PART FIFTEEN: THE BIG PATTERNS BEHIND I THROUGH R
After studying this huge group, several principles should now be obvious.
1. READ THE ACTION ECONOMY
An item may require:
ACTION
MAGIC ACTION
UTILIZE ACTION
BONUS ACTION
REACTION
or:
NO ACTION
These are not interchangeable.
For example:
Immovable Rod:
UTILIZE
Instant Fortress deployment:
MAGIC ACTION
Oathbow designation:
PART OF MAKING THE RANGED ATTACK
Ring of Evasion:
REACTION
Quarterstaff transformation:
BONUS ACTION
Luck Blade reroll:
NO ACTION
2. CHECK WHETHER THE ITEM NEEDS ATTUNEMENT
Some extremely powerful items don't state an Attunement requirement.
Examples in this lesson include:
RING OF THREE WISHES
and:
ROD OF SECURITY
Other items do require Attunement, sometimes by a specific type of character.
Examples:
PEARL OF POWER
requires:
A SPELLCASTER
Necklace of Prayer Beads requires:
CLERIC, DRUID, OR PALADIN
Robe of the Archmagi requires:
SORCERER, WARLOCK, OR WIZARD
3. “ONCE USED” DOESN'T ALWAYS MEAN THE SAME RECHARGE
Possible recharge structures in this lesson include:
NEXT DAWN
SHORT OR LONG REST
24 HOURS
10 DAYS
ONE CENTURY
or:
NEVER
for expendable charges.
Always read:
THE ITEM
4. SOME MAGIC ITEMS HAVE LIFETIME RESOURCES
Examples:
IOUN STONE OF ABSORPTION
can cancel only 20 total spell levels.
ROD OF ABSORPTION
can absorb only 50 total spell levels during its entire existence.
RING OF THREE WISHES
has three Wish charges and then becomes nonmagical.
These aren't ordinary:
DAILY CHARGES
5. SOME ITEMS MODIFY SCORES
Three different systems now exist in your knowledge.
Set a score
Storm Giant Strength item:
STRENGTH 29
Increase a score with a cap of 20
Ioun Stone of Strength:
+2, MAXIMUM 20
Permanently increase beyond 20
Manual of Gainful Exercise:
+2, MAXIMUM 30
Don't confuse them.
6. SOME ITEMS STORE SPELLS
Ioun Stone of Reserve:
4 SPELL LEVELS
Ring of Spell Storing:
5 SPELL LEVELS
They also have different maximum spell levels:
RESERVE: LEVEL 1 TO 4
RING: LEVEL 1 TO 5
The original caster's spell statistics remain relevant when the stored spell is later cast.
7. SOME ITEMS PROVIDE A SPELL EFFECT WITHOUT CONCENTRATION
Examples include certain:
POTIONS
But don't conclude:
ALL SPELL CASTING ITEMS REMOVE CONCENTRATION
If an item says:
NO CONCENTRATION REQUIRED
then no Concentration.
If it doesn't:
DON'T INVENT THAT EXCEPTION
Ring of Djinni Summoning explicitly requires:
CONCENTRATION
8. MAGIC ITEMS CAN INTERACT DANGEROUSLY
The Portable Hole joins:
BAG OF HOLDING
HANDY HAVERSACK
and other extradimensional storage items in the dangerous interaction you already learned.
Putting one inside another can:
DESTROY BOTH ITEMS
and:
OPEN AN ASTRAL GATE
The Mirror of Life Trapping has a similar interaction.
9. RARITY IS NOT A SUBSTITUTE FOR READING THE RULE
An Uncommon item might solve an entire exploration problem.
A Legendary item might create a campaign altering decision.
But rarity alone doesn't tell you:
HOW IT ACTIVATES
HOW OFTEN IT WORKS
WHETHER IT NEEDS ATTUNEMENT
WHETHER IT USES CONCENTRATION
WHETHER IT CAN BE DESTROYED
or:
WHETHER ITS EFFECT IS PERMANENT
COMMON BEGINNER MISTAKES
MISTAKE 1: THINKING IMMOVABLE ROD IS LITERALLY IMPOSSIBLE TO MOVE
It supports:
8,000 POUNDS
and a successful:
DC 30 STRENGTH (ATHLETICS)
can move it up to 10 feet.
MISTAKE 2: USING INSTANT FORTRESS TO CRUSH CREATURES
Its specific deployment rule:
PUSHES CREATURES OUT
MISTAKE 3: SHRINKING THE FORTRESS TO REPAIR IT
It:
DOESN'T REPAIR DAMAGE
MISTAKE 4: ORBITING UNLIMITED IOUN STONES
Maximum:
THREE
MISTAKE 5: THINKING THREE IOUN STONES REMOVE ATTUNEMENT LIMITS
They still:
REQUIRE ATTUNEMENT
The orbit limit and Attunement system are separate rules.
MISTAKE 6: TREATING IOUN STONE OF ABSORPTION LIKE COUNTERSPELL
It uses:
ITS OWN REACTION RULE
and automatically cancels qualifying spells according to its text.
Don't import Counterspell's procedure.
MISTAKE 7: THINKING IRON BANDS USE YOUR NORMAL WEAPON ATTACK BONUS
Their attack bonus is specifically:
DEX MODIFIER + PROFICIENCY BONUS
MISTAKE 8: TRYING TO TRAP ANY CREATURE IN IRON FLASK
Target must be native to:
ANOTHER PLANE
than the one you're currently on.
MISTAKE 9: ASSUMING IDENTIFY REVEALS WHAT IS INSIDE IRON FLASK
It reveals only:
WHETHER A CREATURE IS PRESENT
MISTAKE 10: ROLLING AN ATTACK FOR JAVELIN OF LIGHTNING'S LINE EFFECT
You explicitly:
FORGO THE ATTACK ROLL
The creatures make:
DEXTERITY SAVES
MISTAKE 11: THINKING LANTERN OF REVEALING WORKS IN ITS DIM LIGHT
Invisible creatures and objects are revealed in its:
BRIGHT LIGHT
MISTAKE 12: THINKING LUCK BLADE'S WISH CHARGES RETURN
They:
DO NOT
MISTAKE 13: THINKING MACE OF DISRUPTION AUTOMATICALLY DESTROYS AN UNDEAD AT 25 HP
It first makes:
DC 15 WISDOM SAVE
MISTAKE 14: TREATING MACE OF SMITING'S 20 AS ANY CRITICAL HIT
Its special rule specifically triggers when:
20 IS ROLLED ON THE ATTACK D20
MISTAKE 15: THINKING THE ABILITY MANUALS SET A SCORE
They:
INCREASE BY 2
They do not set the score to 30.
MISTAKE 16: IGNORING THE QUALIFICATION FOR MANUAL OF GOLEMS
You need:
SPELLCASTER
and at least:
TWO LEVEL 5 SPELL SLOTS
Trying to read it without qualification:
6D6 PSYCHIC DAMAGE
MISTAKE 17: USING MARVELOUS PIGMENTS TO CREATE LIMITLESS GOLD
Single object:
MAX 25 GP
Total per pot:
MAX 500 GP
MISTAKE 18: PAINTING A FIREBALL WITH MARVELOUS PIGMENTS
Painted energy:
DISSIPATES HARMLESSLY
MISTAKE 19: ASSUMING MIRROR OF LIFE TRAPPING AFFECTS ITS USER
The reflection trap targets:
CREATURES OTHER THAN THE USER
MISTAKE 20: THINKING MITHRAL ARMOR GIVES A NEW AC FORMULA
It removes its normal:
STEALTH DISADVANTAGE
and:
STRENGTH REQUIREMENT
where applicable.
It doesn't invent a new AC formula.
MISTAKE 21: DRAWING FROM MYSTERIOUS DECK WITHOUT DECLARING A NUMBER FIRST
You must:
DECLARE THE NUMBER
before drawing.
MISTAKE 22: TAKING HOURS BETWEEN DECLARED CARD DRAWS
Each must be drawn within:
1 HOUR
of the previous one.
MISTAKE 23: THINKING SKULL'S AVATAR IS A NORMAL MONSTER ENCOUNTER
Its attack specifically:
AUTOMATICALLY HITS
and being slain by it has:
SPECIAL PERMANENT CONSEQUENCES
MISTAKE 24: THINKING NINE LIVES STEALER TRIGGERS ON A TARGET WITH EXACTLY 100 HP
It requires:
FEWER THAN 100 HP
Not:
100 OR FEWER
MISTAKE 25: THINKING OATHBOW CAN HAVE MULTIPLE SWORN ENEMIES
Maximum:
ONE
MISTAKE 26: INVENTING A DURATION FOR OIL OF SHARPNESS
The SRD entry gives:
NO DURATION
Do not import one from somewhere else.
MISTAKE 27: THINKING PERIAPT OF WOUND CLOSURE AUTOMATICALLY STABILIZES YOU
It modifies your:
DEATH SAVING THROW
A result of 9 or lower becomes:
10
MISTAKE 28: THINKING PHILTER OF LOVE CHARMS THE PERSON YOU LOOK AT
It charms:
YOU
toward the next creature you see.
MISTAKE 29: THINKING PIPES OF THE SEWERS ALWAYS SUMMON RAT SWARMS
There must actually be enough rats within:
HALF A MILE
as determined by:
THE GM
MISTAKE 30: USING PORTABLE HOLE AS A TUNNEL THROUGH A WALL
Its interior exists:
EXTRADIMENSIONALLY
It explicitly doesn't create an open passage.
MISTAKE 31: THINKING POTION OF INVULNERABILITY GRANTS IMMUNITY
It grants:
RESISTANCE
MISTAKE 32: ADDING GIANT STRENGTH POTION VALUE TO YOUR STRENGTH
It:
SETS THE SCORE
MISTAKE 33: APPLYING HASTE'S LETHARGY TO POTION OF SPEED
The potion explicitly removes:
THAT AFTEREFFECT
MISTAKE 34: FORGETTING QUARTERSTAFF OF THE ACROBAT'S ATTACK DEFLECTION RECHARGE
Only once before:
SHORT OR LONG REST
MISTAKE 35: TREATING RING OF EVASION AS A REROLL
It converts:
FAILED SAVE
into:
SUCCESS
MISTAKE 36: MAKING RING OF INVISIBILITY END AFTER AN ATTACK
The item's text doesn't contain that ending condition.
MISTAKE 37: THINKING RING OF FREE ACTION PREVENTS EVERY RESTRAINED CONDITION
Its protection specifies:
MAGIC
MISTAKE 38: THINKING RING OF WARMTH GRANTS COLD RESISTANCE
It reduces Cold damage by:
2D8
That isn't mechanically identical to Resistance.
MISTAKE 39: FORGETTING CONCENTRATION ON RING OF SHOOTING STARS' LIGHTNING SPHERES
They last:
CONCENTRATION, UP TO 1 MINUTE
MISTAKE 40: ASSUMING MORE LIGHTNING SPHERES MEANS MORE DAMAGE PER SPHERE
The SRD table does the opposite.
One sphere:
4D12
Four spheres:
2D4 EACH
MISTAKE 41: THINKING RING OF SPELL STORING USES THE WEARER'S SPELL SAVE DC
It preserves the:
ORIGINAL CASTER'S SPELL STATISTICS
MISTAKE 42: REFLECTING EVERY SPELL WITH RING OF SPELL TURNING
The reflection requirement includes:
LEVEL 7 OR LOWER
SUCCESSFUL SAVE
TARGETED ONLY YOU
and:
NO AREA OF EFFECT
MISTAKE 43: USING ROBE OF EYES WITHOUT REMEMBERING ITS LIGHT WEAKNESS
Light and Daylight can:
BLIND YOU
under the robe's specific conditions.
MISTAKE 44: THINKING ROBE OF STARS' STARS RETURN AT DAWN
They return:
AT DUSK
MISTAKE 45: THINKING ROBE OF THE ARCHMAGI ADDS +2 SPELL DAMAGE
It adds:
+2 SPELL SAVE DC
and:
+2 SPELL ATTACK BONUS
MISTAKE 46: THINKING ROD OF ABSORPTION'S 50 SPELL LEVELS RECHARGE
They represent:
A LIFETIME ABSORPTION LIMIT
MISTAKE 47: USING ROD OF ABSORPTION AGAINST AN AREA SPELL
Its Reaction requires a spell that:
TARGETS ONLY YOU
and:
DOESN'T CREATE AN AREA OF EFFECT
MISTAKE 48: ASSUMING ALL THREE SPECIAL POWERS OF ROD OF LORDLY MIGHT SHARE ONE COOLDOWN
Drain Life, Paralyze, and Terrify each state:
THEIR OWN NEXT DAWN LIMIT
MISTAKE 49: THINKING ROD OF SECURITY STOPS TIME
It doesn't.
Creatures don't age there, but:
TIME PASSES NORMALLY
MISTAKE 50: ASSUMING ROD OF SECURITY RETURNS AT DAWN
Its recharge is:
10 DAYS
QUICK RECAP
From I through R, you have now seen magic items capable of almost every kind of supernatural effect.
IMMOVABLE ROD
creates a fixed point capable of supporting 8,000 pounds.
INSTANT FORTRESS
turns a tiny statuette into a heavily fortified adamantine tower.
IOUN STONES
orbit the user and provide abilities ranging from Ability Score increases to spell cancellation.
IRON BANDS
Restrains creatures with a magical thrown prison.
IRON FLASK
captures extraplanar creatures.
JAVELIN OF LIGHTNING
becomes a lightning Line.
LANTERN OF REVEALING
exposes Invisible creatures and objects.
LUCK BLADE
combines combat bonuses, rerolling, and Wish.
MANUALS
can permanently improve Strength, Dexterity, or Constitution.
MANUAL OF GOLEMS
can create a controlled Golem at enormous cost.
MARVELOUS PIGMENTS
turn painted objects into reality within strict limits.
MIRROR OF LIFE TRAPPING
contains twelve extradimensional prison cells.
MYSTERIOUS DECK
can radically alter a character, campaign, or reality itself.
NINE LIVES STEALER
can instantly slay weakened creatures when the attack d20 shows 20.
OATHBOW
turns one creature into a long term sworn enemy.
PORTABLE HOLE
creates extradimensional storage and dangerous Astral interactions.
POTIONS
can heal, enlarge, shrink, fly, grant Resistance, alter age, remove Exhaustion, and more.
QUARTERSTAFF OF THE ACROBAT
combines mobility, defense, transformation, and ranged attacks.
RINGS
can summon Djinn, command Elementals, turn failed saves into successes, store spells, turn spells back on their casters, grant regeneration, produce Wishes, or see through solid matter.
ROBES
can provide supernatural senses, Stun enemies with color, enter the Astral Plane, empower spellcasting, or produce physical objects from cloth patches.
RODS
can absorb spells, create protective zones, transform into multiple weapons, resurrect the dead, control creatures, or create a safe demiplane.
MAGIC ROPES
can climb on command or Restrict enemies.
PRIME HERO CHALLENGE
A high level adventuring party enters an ancient treasure vault.
Inside they discover:
AN IRON FLASK
A PORTABLE HOLE
A RING OF EVASION
A ROBE OF STARS
A ROD OF ABSORPTION
and:
A MYSTERIOUS DECK
Let's see whether you can correctly apply the rules.
CHALLENGE 1
A Wizard casts a level 6 spell targeting only the character holding a Rod of Absorption.
The spell creates no area.
Can the rod absorb it?
YES
The Rod of Absorption doesn't impose the level 4 limit of an Ioun Stone of Absorption.
If sufficient lifetime capacity remains, it can store the spell energy.
CHALLENGE 2
The rod has already absorbed 48 spell levels during its existence.
Can it absorb the level 6 spell?
NO
That would exceed its lifetime:
50 LEVEL
limit.
CHALLENGE 3
An attuned Ioun Stone of Absorption faces that same level 6 spell.
Can it cancel it?
NO
Normal Absorption works only on:
LEVEL 4 OR LOWER
Greater Absorption could handle level 6.
CHALLENGE 4
The Rogue fails a Dexterity save while wearing a Ring of Evasion.
They spend a charge.
Do they reroll?
NO
Their failed save becomes:
A SUCCESS
CHALLENGE 5
The party puts their Portable Hole inside a Bag of Holding.
What happens?
BOTH ITEMS ARE DESTROYED
An:
ASTRAL GATE
opens and eligible creatures within 10 feet can be sucked through.
CHALLENGE 6
A Fighter drinks Potion of Invulnerability.
Are they immune to damage?
NO
They have:
RESISTANCE TO ALL DAMAGE
for 1 minute.
CHALLENGE 7
A character with Strength 18 drinks a Potion of Storm Giant Strength.
Strength becomes:
29
It does not become:
18 + 29 = 47
CHALLENGE 8
A character with Strength 30 drinks the same potion.
Result?
NO EFFECT
Their own score is already greater than:
29
CHALLENGE 9
A Wizard wears a Robe of Stars and expends all six stars.
When do stars begin returning?
AT DUSK
They regain:
1D6 REMOVED STARS
CHALLENGE 10
A creature uses a Ring of Invisibility and then makes an attack.
Does this item's description automatically end Invisible?
NO
Unlike Potion of Invisibility, Ring of Invisibility doesn't state that attacking ends its Invisible condition.
CHALLENGE 11
A character draws from the Mysterious Deck after declaring:
THREE CARDS
They draw only two and then refuse to continue for more than one hour.
What happens?
THE REMAINING DECLARED CARD FLIES FROM THE DECK AND TAKES EFFECT
The character cannot simply abandon the declaration without consequence.
CHALLENGE 12
The Mysterious Deck produces:
SKULL
An ally attacks the Avatar of Death to help.
What happens?
ANOTHER AVATAR OF DEATH APPEARS
That new avatar targets:
THE ALLY WHO DAMAGED THE FIRST ONE
CHALLENGE 13
A creature with exactly:
100 HP
is hit by Nine Lives Stealer on a natural 20.
Does Life Stealing activate?
NO
The creature must have:
FEWER THAN 100 HP
CHALLENGE 14
A target has:
99 HP
Natural 20.
It fails the:
DC 15 CONSTITUTION SAVE
Result?
SLAIN INSTANTLY
assuming it isn't a Construct or Undead.
CHALLENGE 15
A creature uses Marvelous Pigments to paint a:
5,000 GP DIAMOND
Does a real 5,000 GP diamond appear?
NO
The item imposes a maximum individual object value of:
25 GP
CHALLENGE 16
A Paladin is wearing a Necklace of Prayer Beads.
They physically remove a magical bead to hand it to the Wizard.
Can the Wizard use that bead?
NO
A magical bead removed from the necklace:
LOSES ITS MAGIC
CHALLENGE 17
A character has the Ring of X ray Vision.
They use it once.
No problem.
Five minutes later, before a Long Rest, they use it again.
What happens?
DC 15 CONSTITUTION SAVING THROW
Failure:
+1 EXHAUSTION LEVEL
CHALLENGE 18
A character is wearing Mithral Plate.
Does the Plate's normal Strength requirement apply?
NO
Does its normal Dexterity (Stealth) Disadvantage apply?
NO
CHALLENGE 19
A character has a Ring of Spell Storing containing a spell placed there by a powerful Wizard.
Whose Spell Save DC does the stored spell use?
THE ORIGINAL CASTER'S
CHALLENGE 20
A group of 20 creatures enters a Rod of Security demiplane.
Maximum stay?
200 ÷ 20 =
10 DAYS
LESSON 102: KEY TAKEAWAYS
Remember:
MAGIC ITEM RULES ARE SPECIFIC
ACTIVATION TYPE MATTERS
ATTUNEMENT MATTERS
CHARGE SYSTEMS DIFFER
RECHARGE TIMES DIFFER
SOME RESOURCES NEVER RETURN
SOME ITEMS HAVE LIFETIME LIMITS
SOME ITEMS SET ABILITY SCORES
SOME INCREASE ABILITY SCORES
SOME PERMANENTLY INCREASE SCORES ABOVE 20
SPELL STORAGE PRESERVES SPECIFIC INFORMATION FROM THE ORIGINAL CASTER
SPELL EFFECTS FROM ITEMS DON'T AUTOMATICALLY IGNORE CONCENTRATION
EXTRADIMENSIONAL ITEMS CAN INTERACT CATASTROPHICALLY
ITEM NAMES DON'T DEFINE THEIR MECHANICS
RARITY DOESN'T TELL YOU HOW AN ITEM FUNCTIONS
A LEGENDARY ITEM MAY ALTER AN ENTIRE CAMPAIGN
and above all:
READ THE EXACT ITEM DESCRIPTION BEFORE USING IT
because in 5E, the difference between:
“RESISTANCE”
and:
“IMMUNITY”
between:
“100 HP OR FEWER”
and:
“FEWER THAN 100 HP”
between:
“DAWN”
and:
“DUSK”
or between:
“REROLL THE SAVE”
and:
“SUCCEED INSTEAD”
can completely change what happens at the table.
NEXT LESSON
LESSON 103: MAGIC ITEMS S–Z
The alphabetical Magic Item compendium concludes with the final entries of the SRD 5.2.1, beginning with:
SCARAB OF PROTECTION
and continuing through the final magic items in:
S
T
V
W
and the remaining alphabetic entries.
We will finish the complete magic item catalogue before moving into:
MONSTERS
where the final two lessons of the course will teach you how to read, understand, and run:
MONSTER STAT BLOCKS
and then explore the complete:
MONSTER AND ANIMAL COMPENDIUM
The SRD places Magic Items A to Z before its Monster chapter, with Monsters beginning afterward in the document's structure.
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.