Secret Lesson 103

Magic Items S to Z

In Lesson 102, we continued through the alphabetical collection of magic items and reached the end of the letter:

R

Now we complete the entire Magic Items A to Z section of the SRD 5.2.1.

This lesson covers every remaining magic item beginning with:

S

through the end of the magic item collection.

The SRD confirms that after the final W entries, the next major section is:

MONSTERS

There are no magic item entries beginning with X, Y, or Z in the SRD 5.2.1.

This means that by the end of this lesson, you will have completed the entire SRD magic item catalogue.

WHAT YOU WILL LEARN

You will learn how the remaining SRD magic items work, including:

MAGICAL SHIELDS

POWERFUL STAFFS

MAGICAL SWORDS

TALISMANS

TOMES

WANDS

MAGICAL WEAPONS

PORTALS

FLIGHT ITEMS

and one of the strangest items in the entire SRD:

WAND OF WONDER

You will also learn to recognize several recurring magic item mechanics:

ATTUNEMENT

CHARGES

THE NEXT DAWN

SPELL CASTING FROM ITEMS

SAVING THROW DCS

DESTRUCTION AFTER THE LAST CHARGE

and:

CURSES

PART ONE: SCARAB OF PROTECTION

Wondrous Item

Legendary

Requires Attunement

The Scarab of Protection provides three separate benefits while it is on your person.

DEFENSE

You gain:

PLUS 1 TO ARMOR CLASS

PRESERVATION

The scarab has:

12 CHARGES

If you fail a saving throw against either:

a Necromancy spell

or:

a harmful effect originating from an Undead

you can use:

A REACTION

and expend:

1 CHARGE

to turn that failed saving throw into:

A SUCCESSFUL SAVING THROW

When the final charge is expended:

THE SCARAB CRUMBLES INTO POWDER

and is destroyed.

SPELL RESISTANCE

You have:

ADVANTAGE ON SAVING THROWS AGAINST SPELLS

The three benefits operate independently.

PART TWO: SCIMITAR OF SPEED

Weapon: Scimitar

Very Rare

Requires Attunement

You gain:

PLUS 2 TO ATTACK ROLLS

and:

PLUS 2 TO DAMAGE ROLLS

made with the weapon.

In addition, on each of your turns you can make:

ONE ATTACK WITH THE SCIMITAR AS A BONUS ACTION

This is especially important because the item itself grants the Bonus Action attack.

You do not need a separate feature to create that attack.

PART THREE: SENDING STONES

Wondrous Item

Uncommon

Sending Stones are found as:

A MATCHING PAIR

While touching one stone, you can cast:

SENDING

The target is automatically:

THE BEARER OF THE OTHER STONE

If nobody is carrying the other stone, you immediately know that fact and the spell is not cast.

Once Sending has been cast using either stone:

NEITHER STONE CAN BE USED AGAIN UNTIL THE NEXT DAWN

If one stone is destroyed:

THE OTHER BECOMES NONMAGICAL

So the magic belongs to the pair rather than to two independently functioning communication stones.

PART FOUR: SENTINEL SHIELD

Armor: Shield

Uncommon

While holding the shield, you have Advantage on:

INITIATIVE ROLLS

and:

WISDOM PERCEPTION CHECKS

This makes the shield useful both:

before combat begins

and:

while exploring dangerous locations.

PART FIVE: SHIELD PLUS 1, PLUS 2, OR PLUS 3

These are improved magical Shields.

Their rarities are:

Plus 1: Uncommon

Plus 2: Rare

Plus 3: Very Rare

While holding one, you receive the corresponding bonus to your:

ARMOR CLASS

and this is explicitly:

IN ADDITION TO THE SHIELD'S NORMAL AC BONUS

For example, the magical enhancement does not replace the ordinary defensive benefit of a Shield.

It adds to it.

PART SIX: SHIELD OF MISSILE ATTRACTION

Armor: Shield

Rare

Requires Attunement

While holding the Shield, you have:

RESISTANCE TO DAMAGE FROM ATTACKS MADE WITH RANGED WEAPONS

That sounds extremely useful.

But this item is:

CURSED

THE CURSE

When you attune to the Shield:

YOU BECOME CURSED

The curse remains until you are targeted by:

REMOVE CURSE

or similar magic.

Simply taking off or abandoning the Shield:

DOES NOT END THE CURSE

Whenever an attack with a Ranged weapon targets another creature within:

10 FEET OF YOU

the curse causes:

YOU TO BECOME THE TARGET INSTEAD

This is an excellent example of an item whose beneficial property and curse are deeply connected.

It protects you from Ranged weapon damage through Resistance while simultaneously attracting those attacks toward you.

PART SEVEN: SHIELD OF THE CAVALIER

Armor: Shield

Very Rare

Requires Attunement

This Shield provides:

PLUS 2 AC

in addition to the Shield's normal AC bonus.

It also contains two substantial magical properties.

FORCEFUL BASH

When you take:

THE ATTACK ACTION

you can make one of those attack rolls using the Shield against a target within:

5 FEET

The attack roll uses:

PROFICIENCY BONUS

plus:

STRENGTH MODIFIER

On a hit, it deals:

2D6 PLUS 2 PLUS STRENGTH MODIFIER FORCE DAMAGE

If the target is a creature, you can also push it:

UP TO 10 FEET DIRECTLY AWAY

If the creature is your size or smaller, you can additionally knock it down and give it:

THE PRONE CONDITION

EXAMPLE

A Fighter has:

Strength modifier: plus 4

Proficiency Bonus: plus 4

The Shield attack bonus is:

plus 8

If it hits, the damage is:

2d6 plus 6 Force

The Shield can then push the creature up to 10 feet away.

If the creature is no larger than the Fighter, the Fighter can also make it Prone.

PROTECTIVE FIELD

You can use a Reaction when either:

you

or:

an ally you can see within 5 feet

is targeted by an attack or makes a saving throw against an area of effect.

The Shield creates an immobile:

5 FOOT EMANATION

originating from you.

Creatures and objects that aren't fully inside the Emanation when it appears are pushed into the nearest unoccupied spaces outside it.

The triggering attack or area of effect:

HAS NO EFFECT ON CREATURES OR OBJECTS INSIDE

The field requires:

CONCENTRATION

and can last for:

UP TO 1 MINUTE

Nothing can pass into or out of it.

Creatures and objects inside cannot be damaged by attacks or effects originating outside.

Likewise, a creature inside cannot damage anything outside.

Once Protective Field is used:

IT CANNOT BE USED AGAIN UNTIL THE NEXT DAWN

This is much more than an AC bonus.

It is a temporary magical defensive enclosure.

PART EIGHT: SLIPPERS OF SPIDER CLIMBING

Wondrous Item

Uncommon

Requires Attunement

While wearing the slippers, you can move:

up vertical surfaces

down vertical surfaces

across vertical surfaces

and:

along ceilings

without needing your hands.

You gain:

A CLIMB SPEED EQUAL TO YOUR SPEED

There is an important exception.

The slippers do not allow this special movement on a:

SLIPPERY SURFACE

such as one covered in:

ice

or:

oil.

PART NINE: SOVEREIGN GLUE

Wondrous Item

Legendary

This magical adhesive can create:

A PERMANENT BOND BETWEEN TWO OBJECTS

A found container holds:

1D6 PLUS 1 OUNCES

One ounce covers:

1 SQUARE FOOT

Applying the glue requires:

A UTILIZE ACTION

After application, it takes:

1 MINUTE

to set.

Once the bond has set, only specific magic can break it:

UNIVERSAL SOLVENT

OIL OF ETHEREALNESS

or:

WISH

The container itself must be coated internally with Oil of Slipperiness so the Glue does not permanently adhere to its own container.

PART TEN: SPELLGUARD SHIELD

Armor: Shield

Very Rare

Requires Attunement

While holding the Shield:

YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST SPELLS AND OTHER MAGICAL EFFECTS

In addition:

SPELL ATTACK ROLLS HAVE DISADVANTAGE AGAINST YOU

Notice the two different forms of magical defense.

Against magic requiring a saving throw:

YOU GAIN ADVANTAGE

Against magic using a spell attack roll:

THE ATTACKER HAS DISADVANTAGE

That distinction matters.

PART ELEVEN: SPELL SCROLL

Scroll

Rarity Varies

A Spell Scroll contains:

ONE SPELL

written in a mystical cipher.

If that spell appears on your:

SPELL LIST

you can read the Scroll and cast the spell.

You do not provide:

MATERIAL COMPONENTS

If the spell isn't on your spell list:

THE SCROLL IS UNINTELLIGIBLE TO YOU

Casting from the Scroll uses:

THE SPELL'S NORMAL CASTING TIME

Once successfully cast:

THE SCROLL CRUMBLES TO DUST

If the casting is interrupted:

THE SCROLL IS NOT LOST

SPELL TOO HIGH FOR YOU

There is another possibility.

The spell might be on your spell list but be of a higher level than you can normally cast.

In that case, make:

AN ABILITY CHECK USING YOUR SPELLCASTING ABILITY

The DC is:

10 PLUS THE SPELL'S LEVEL

If the check succeeds:

YOU CAST THE SPELL

If it fails:

THE SPELL DISAPPEARS FROM THE SCROLL

with no other effect.

SCROLL POWER

The spell's level determines the Scroll's:

rarity

save DC

and:

spell attack bonus.

The progression is:

Cantrip: Common, DC 13, attack plus 5

Level 1: Common, DC 13, attack plus 5

Level 2: Uncommon, DC 13, attack plus 5

Level 3: Uncommon, DC 15, attack plus 7

Level 4: Rare, DC 15, attack plus 7

Level 5: Rare, DC 17, attack plus 9

Level 6: Very Rare, DC 17, attack plus 9

Level 7: Very Rare, DC 18, attack plus 10

Level 8: Very Rare, DC 18, attack plus 10

Level 9: Legendary, DC 19, attack plus 11

WIZARDS AND SPELL SCROLLS

A Wizard spell on a Spell Scroll can potentially be copied into a spellbook.

The Wizard makes:

AN INTELLIGENCE ARCANA CHECK

with DC:

10 PLUS THE SPELL'S LEVEL

On success:

THE SPELL IS COPIED

But whether that check:

SUCCEEDS OR FAILS

the Scroll is:

DESTROYED

after the attempt.

PART TWELVE: SPHERE OF ANNIHILATION

Wondrous Item

Legendary

A Sphere of Annihilation is a hovering black sphere:

2 FEET IN DIAMETER

It is effectively:

A HOLE IN THE MULTIVERSE

The Sphere obliterates matter passing through it and matter through which it passes.

Artifacts are an exception unless a particular Artifact is susceptible to the Sphere.

If something touches the Sphere without being completely engulfed and obliterated, it takes:

8D10 FORCE DAMAGE

CONTROLLING THE SPHERE

If you are within:

60 FEET

you can take:

A MAGIC ACTION

and make:

DC 25 INTELLIGENCE ARCANA

On success:

YOU CONTROL THE SPHERE UNTIL THE START OF YOUR NEXT TURN

If another creature controlled it, that creature loses control.

On failure:

THE SPHERE MOVES 10 FEET DIRECTLY TOWARD YOU

That makes failed attempts dangerous.

MOVING A CONTROLLED SPHERE

While controlling it, you can use:

A BONUS ACTION

to move it in one direction.

Distance:

5 TIMES YOUR INTELLIGENCE MODIFIER IN FEET

minimum:

5 FEET

EXAMPLE

Intelligence modifier plus 4:

5 × 4 = 20 feet

So you can move the Sphere:

20 FEET

CREATURES IN ITS PATH

A creature whose space the Sphere enters makes:

DC 19 DEXTERITY SAVING THROW

On failure:

8D10 FORCE DAMAGE

If this damage reduces the creature to:

0 HIT POINTS

the creature is:

OBLITERATED

It leaves its possessions behind but no other physical remains.

PORTAL INTERACTIONS

If the Sphere touches a planar portal or an extradimensional space, roll:

D100

01 to 50: the Sphere is destroyed.

51 to 85: the Sphere moves through the portal or into the extradimensional space.

86 to 00: a spatial rift sends the Sphere and every creature and object within 180 feet to a random plane of existence.

This is one of the most dangerous magic items in the SRD.

Not because it merely deals damage.

Because:

EVEN TRYING TO CONTROL IT CAN GO WRONG

PART THIRTEEN: STAFF OF CHARMING

Staff

Rare

Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

The Staff has:

10 CHARGES

CAST SPELL

You can expend 1 charge to cast:

CHARM PERSON

COMMAND

or:

COMPREHEND LANGUAGES

using your own spell save DC.

REFLECT ENCHANTMENT

If you succeed on a saving throw against an Enchantment spell that targets only you, you can use:

A REACTION

spend:

1 CHARGE

and turn the spell back on its caster as though:

YOU HAD CAST IT

RESIST ENCHANTMENT

If you fail a saving throw against an Enchantment spell targeting only you:

YOU CAN TURN THE FAILURE INTO A SUCCESS

After using this property, you cannot use it again until:

THE NEXT DAWN

CHARGES

At dawn the Staff regains:

1D8 PLUS 2 CHARGES

If you spend the final charge, roll:

1D20

On a 1:

THE STAFF CRUMBLES TO DUST AND IS DESTROYED

 

PART FOURTEEN: STAFF OF FIRE

Staff

Very Rare

Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

While holding it, you have:

RESISTANCE TO FIRE DAMAGE

The Staff has:

10 CHARGES

Its spells use your:

SPELL SAVE DC

Charge costs are:

Burning Hands: 1

Fireball: 3

Wall of Fire: 4

At dawn:

REGAIN 1D6 PLUS 4 CHARGES

If the final charge is spent, roll 1d20.

On a 1:

THE STAFF CRUMBLES INTO CINDERS AND IS DESTROYED

 

PART FIFTEEN: STAFF OF FROST

Staff

Very Rare

Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

While holding it:

RESISTANCE TO COLD DAMAGE

It has:

10 CHARGES

Spells:

Cone of Cold: 5 charges

Fog Cloud: 1 charge

Ice Storm: 4 charges

Wall of Ice: 4 charges

The spells use:

YOUR SPELL SAVE DC

At dawn:

REGAIN 1D6 PLUS 4

If the last charge is expended, roll 1d20.

On a 1:

THE STAFF TURNS TO WATER AND IS DESTROYED

 

PART SIXTEEN: STAFF OF HEALING

Staff

Rare

Requires Attunement by a Bard, Cleric, or Druid

The Staff has:

10 CHARGES

It can cast:

Cure Wounds: 1 charge per spell level, maximum level 4

Lesser Restoration: 2 charges

Mass Cure Wounds: 5 charges

It uses your:

SPELLCASTING ABILITY MODIFIER

At dawn it regains:

1D6 PLUS 4 CHARGES

If you expend the last charge and roll a 1 on 1d20:

THE STAFF VANISHES IN A FLASH OF LIGHT

and is lost forever.

PART SEVENTEEN: STAFF OF POWER

Staff

Very Rare

Requires Attunement by a Sorcerer, Warlock, or Wizard

The Staff has:

20 CHARGES

It is also a magical Quarterstaff granting:

PLUS 2 TO ATTACK AND DAMAGE ROLLS

While holding it, you additionally gain:

PLUS 2 AC

PLUS 2 TO SAVING THROWS

PLUS 2 TO SPELL ATTACK ROLLS

That is an extraordinary combination of offensive and defensive benefits.

SPELLS

The Staff uses your spell save DC.

Its spells include:

Cone of Cold: 5

Fireball at level 5: 5

Globe of Invulnerability: 6

Hold Monster: 5

Levitate: 2

Lightning Bolt at level 5: 5

Magic Missile: 1

Ray of Enfeeblement: 1

Wall of Force: 5

REGAINING CHARGES

At dawn:

2D8 PLUS 4 CHARGES

If you spend the final charge, roll 1d20.

On a 1:

the Staff retains its plus 2 bonus to weapon attack and damage rolls

but:

LOSES ALL OTHER MAGICAL PROPERTIES

On a 20:

IT REGAINS 1D8 PLUS 2 CHARGES

RETRIBUTIVE STRIKE

You may take:

A MAGIC ACTION

to deliberately:

BREAK THE STAFF

The Staff is destroyed.

An explosion fills a:

30 FOOT EMANATION

You have a:

50 PERCENT CHANCE

of instantly traveling to a random plane of existence and avoiding the explosion.

If you don't escape:

YOU TAKE FORCE DAMAGE EQUAL TO 16 TIMES THE STAFF'S CURRENT CHARGES

Every other creature in the area makes:

DC 17 DEXTERITY SAVING THROW

Failure:

FORCE DAMAGE EQUAL TO 4 TIMES THE STAFF'S CURRENT CHARGES

Success:

HALF DAMAGE

 

PART EIGHTEEN: STAFF OF STRIKING

Staff

Very Rare

Requires Attunement

The Staff functions as a magical Quarterstaff granting:

PLUS 3 TO ATTACK ROLLS

and:

PLUS 3 TO DAMAGE ROLLS

It contains:

10 CHARGES

Whenever you hit with a melee attack using it, you can spend:

UP TO 3 CHARGES

For every charge spent:

PLUS 1D6 FORCE DAMAGE

So spending three charges adds:

3D6 FORCE DAMAGE

At dawn:

REGAIN 1D6 PLUS 4 CHARGES

If the last charge is spent, roll 1d20.

On a 1:

IT BECOMES A NONMAGICAL QUARTERSTAFF

It isn't destroyed.

It simply loses its magic.

PART NINETEEN: STAFF OF SWARMING INSECTS

Staff

Rare

Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

The Staff has:

10 CHARGES

INSECT CLOUD

Magic action.

Spend:

1 CHARGE

A swarm of harmless flying insects fills a:

30 FOOT EMANATION

originating from you.

Duration:

10 MINUTES

The area is:

HEAVILY OBSCURED

for creatures other than you.

A strong wind, such as one produced by Gust of Wind, disperses the swarm and ends the effect.

SPELLS

Using your spell save DC and spell attack modifier:

Giant Insect: 4 charges

Insect Plague: 5 charges

At dawn:

REGAIN 1D6 PLUS 4

If the final charge is spent and the destruction roll is a 1, a swarm of insects consumes and destroys the Staff before dispersing.

PART TWENTY: STAFF OF THE MAGI

Staff

Legendary

Requires Attunement by a Sorcerer, Warlock, or Wizard

This is one of the most powerful spellcaster items in the SRD.

It contains:

50 CHARGES

It is a magical Quarterstaff granting:

PLUS 2 ATTACK AND DAMAGE

While holding it:

PLUS 2 TO SPELL ATTACK ROLLS

SPELL ABSORPTION

You have:

ADVANTAGE ON SAVING THROWS AGAINST SPELLS

In addition, when another creature casts a spell targeting:

ONLY YOU

you can use:

A REACTION

The Staff absorbs the spell.

The spell's effect is canceled.

The Staff gains:

CHARGES EQUAL TO THE SPELL'S LEVEL

But there is a major danger.

If absorbing the spell would increase the Staff above:

50 CHARGES

the Staff explodes as though you had activated:

RETRIBUTIVE STRIKE

SPELLS

The Staff can cast:

Arcane Lock: 0 charges

Conjure Elemental: 7

Detect Magic: 0

Dispel Magic: 3

Enlarge Reduce: 0

Fireball at level 7: 7

Flaming Sphere: 2

Ice Storm: 4

Invisibility: 2

Knock: 2

Light: 0

Lightning Bolt at level 7: 7

Mage Hand: 0

Passwall: 5

Plane Shift: 7

Protection from Evil and Good: 0

Telekinesis: 5

Wall of Fire: 4

Web: 2

The spells use:

YOUR SPELL SAVE DC

REGAINING CHARGES

At dawn:

4D6 PLUS 2 CHARGES

If you expend the final charge, roll 1d20.

On a 20:

REGAIN 1D12 PLUS 1 CHARGES

RETRIBUTIVE STRIKE

You can deliberately break the Staff with:

A MAGIC ACTION

The explosion fills:

A 30 FOOT EMANATION

You have a:

50 PERCENT CHANCE

to travel instantly to a random plane and avoid the explosion.

If you remain:

YOU TAKE 16 TIMES THE CURRENT CHARGES IN FORCE DAMAGE

Other creatures make:

DC 17 DEXTERITY SAVING THROW

Failure:

6 TIMES THE CURRENT CHARGES IN FORCE DAMAGE

Success:

HALF DAMAGE

Notice that the Staff of the Magi's explosion is even more dangerous to other creatures than the Staff of Power's version.

PART TWENTY ONE: STAFF OF THE PYTHON

Staff

Uncommon

Requires Attunement

You can use:

A MAGIC ACTION

to throw the Staff into an unoccupied space within:

10 FEET

It becomes:

A GIANT CONSTRICTOR SNAKE

The snake:

is under your control

shares your Initiative count

and:

takes its turn immediately after yours.

On your turn, you can mentally command it:

WITHOUT AN ACTION

provided:

it is within 60 feet

and:

you are not Incapacitated.

You decide what it does or give it a general command.

Without commands:

IT DEFENDS ITSELF

You can use a:

BONUS ACTION

to command it to return to Staff form.

After doing so:

THE PROPERTY CANNOT BE USED AGAIN FOR 1 HOUR

If the snake reaches:

0 HIT POINTS

it dies, returns to Staff form, and:

THE STAFF SHATTERS AND IS DESTROYED

If it returns to Staff form before losing all its Hit Points:

IT REGAINS ALL OF THEM

 

PART TWENTY TWO: STAFF OF THE WOODLANDS

Staff

Rare

Requires Attunement by a Druid

The Staff has:

6 CHARGES

It is a magical Quarterstaff giving:

PLUS 2 ATTACK AND DAMAGE

While holding it:

PLUS 2 TO SPELL ATTACK ROLLS

SPELLS

Using your spell save DC:

Animal Friendship: 1

Awaken: 5

Barkskin: 2

Locate Animals or Plants: 2

Pass without Trace: 2

Speak with Animals: 1

Speak with Plants: 3

Wall of Thorns: 6

TREE FORM

Take:

A MAGIC ACTION

Plant one end of the Staff in earth in an unoccupied space and spend:

1 CHARGE

The Staff becomes a healthy tree:

Height: 60 feet

Trunk diameter: 5 feet

Top branch radius: 20 feet

It looks ordinary but radiates faint Transmutation magic detectable with Detect Magic.

While touching the tree, use a Magic action to return it to Staff form.

Any creature in the tree when it reverts:

FALLS

The Staff regains:

1D6 CHARGES AT DAWN

 

PART TWENTY THREE: STAFF OF THUNDER AND LIGHTNING

Staff

Very Rare

Requires Attunement

It is a magical Quarterstaff granting:

PLUS 2 ATTACK AND DAMAGE

It has several properties.

Each normally becomes unavailable after use until:

THE NEXT DAWN

LIGHTNING

When you hit with a melee attack:

PLUS 2D6 LIGHTNING DAMAGE

No action required.

THUNDER

When you hit with a melee attack, the Staff produces thunder audible to:

300 FEET

The target makes:

DC 17 CONSTITUTION SAVING THROW

Failure:

STUNNED UNTIL THE END OF YOUR NEXT TURN

No action required.

THUNDER AND LIGHTNING

Immediately after a melee hit you can use:

A BONUS ACTION

to activate both Lightning and Thunder simultaneously.

An unusual detail:

THIS DOES NOT EXPEND THE SEPARATE DAILY USES OF LIGHTNING OR THUNDER

It expends only the use of the combined property.

LIGHTNING STRIKE

Magic action.

A Line:

Length: 120 feet

Width: 5 feet

Every creature in it makes:

DC 17 DEXTERITY SAVING THROW

Failure:

9D6 LIGHTNING

Success:

HALF

THUNDERCLAP

Magic action.

Thunder audible to:

600 FEET

Creatures in a:

60 FOOT EMANATION

make:

DC 17 CONSTITUTION SAVING THROW

Failure:

2D6 THUNDER

and:

DEAFENED FOR 1 MINUTE

Success:

HALF DAMAGE ONLY

 

PART TWENTY FOUR: STAFF OF WITHERING

Staff

Rare

Requires Attunement

The Staff has:

3 CHARGES

and regains:

1D3 CHARGES AT DAWN

It can be wielded as a magical Quarterstaff.

On a hit, you can spend:

1 CHARGE

for:

PLUS 2D10 NECROTIC DAMAGE

The target then makes:

DC 15 CONSTITUTION SAVING THROW

On failure it has Disadvantage for:

1 HOUR

on any:

ABILITY CHECK

or:

SAVING THROW

using either:

STRENGTH

or:

CONSTITUTION

 

PART TWENTY FIVE: STONE OF CONTROLLING EARTH ELEMENTALS

Wondrous Item

Rare

This is a:

5 POUND STONE

While touching it to the ground, you can use:

A MAGIC ACTION

to summon:

AN EARTH ELEMENTAL

It appears in an unoccupied space within:

30 FEET

The elemental:

obeys your commands

and:

takes its turn immediately after yours on your Initiative count.

It disappears when:

1 hour passes

it dies

or:

you dismiss it with a Bonus Action.

After summoning the elemental, the Stone cannot do so again until:

THE NEXT DAWN

 

PART TWENTY SIX: STONE OF GOOD LUCK

Also called:

LUCKSTONE

Wondrous Item

Uncommon

Requires Attunement

While the polished agate is on your person:

PLUS 1 TO ABILITY CHECKS

and:

PLUS 1 TO SAVING THROWS

Simple rule.

Very broad application.

PART TWENTY SEVEN: SUN BLADE

Weapon: Longsword

Rare

Requires Attunement

At first glance, the item appears to be only:

A SWORD HILT

While grasping it, use:

A BONUS ACTION

to create or dismiss a blade of pure radiance.

While active, it functions as:

A LONGSWORD WITH FINESSE

If you are proficient with:

Longswords

or:

Shortswords

you are proficient with:

THE SUN BLADE

It gives:

PLUS 2 ATTACK AND DAMAGE

Its damage becomes:

RADIANT

instead of Slashing.

When you hit an:

UNDEAD

it deals:

PLUS 1D8 RADIANT DAMAGE

SUNLIGHT

The blade produces:

BRIGHT LIGHT 15 FEET

and:

DIM LIGHT FOR ANOTHER 15 FEET

The light explicitly counts as:

SUNLIGHT

While the blade exists, use a Magic action to increase or reduce both radii in increments of:

5 FEET

Maximum:

30 FEET EACH

Minimum:

10 FEET EACH

 

PART TWENTY EIGHT: SWORD OF LIFE STEALING

Weapon

Possible forms:

Glaive

Greatsword

Longsword

Rapier

Scimitar

Shortsword

Rare

Requires Attunement

When you attack a creature and roll:

20 ON THE D20

the target takes:

PLUS 15 NECROTIC DAMAGE

provided it isn't:

A CONSTRUCT

or:

AN UNDEAD

You then gain Temporary Hit Points equal to:

THE NECROTIC DAMAGE ACTUALLY TAKEN

Remember the distinction from earlier lessons:

TEMPORARY HIT POINTS ARE NOT HEALING

 

PART TWENTY NINE: SWORD OF SHARPNESS

Weapon

Possible forms:

Glaive

Greatsword

Longsword

Scimitar

Very Rare

Requires Attunement

When you hit an object:

MAXIMIZE THE WEAPON DAMAGE DICE

When you attack a creature and roll:

20 ON THE D20

the target takes:

PLUS 14 SLASHING DAMAGE

and gains:

1 EXHAUSTION LEVEL

Notice that this trigger specifically requires a 20 on the d20.

It does not merely say:

A CRITICAL HIT

Those concepts can sometimes overlap, but you should follow the item's exact trigger.

PART THIRTY: SWORD OF WOUNDING

Weapon

Possible forms:

Glaive

Greatsword

Longsword

Rapier

Scimitar

Shortsword

Rare

Requires Attunement

Every hit deals:

PLUS 2D6 NECROTIC DAMAGE

The target makes:

DC 15 CONSTITUTION SAVING THROW

On failure:

IT CANNOT REGAIN HIT POINTS FOR 1 HOUR

At the end of each of its turns, it repeats the saving throw.

On success:

THE EFFECT ENDS

 

PART THIRTY ONE: TALISMAN OF PURE GOOD

Wondrous Item

Legendary

Requires Attunement by a Cleric or Paladin

A:

FIEND

or:

UNDEAD

that touches the Talisman takes:

8D6 RADIANT DAMAGE

If such a creature continues to hold or carry it, the damage occurs again whenever that creature:

ENDS ITS TURN

holding or carrying it.

HOLY SYMBOL

The Talisman can function as:

A HOLY SYMBOL

While holding or wearing it:

PLUS 2 TO SPELL ATTACK ROLLS

PURE REBUKE

The Talisman has:

7 CHARGES

As a Magic action, spend one charge and choose a creature:

you can see

on the ground

within:

120 FEET

The target makes:

DC 20 DEXTERITY SAVING THROW

Fiends and Undead have:

DISADVANTAGE

On failure:

THE CREATURE FALLS INTO A FLAMING FISSURE AND IS DESTROYED

It leaves:

NO REMAINS

On success:

4D6 PSYCHIC DAMAGE

The fissure then closes.

When the last charge is expended:

THE TALISMAN DISPERSES INTO MOTES OF GOLDEN LIGHT

and is destroyed.

PART THIRTY TWO: TALISMAN OF THE SPHERE

Wondrous Item

Legendary

Requires Attunement

While holding or wearing it:

ADVANTAGE ON INTELLIGENCE ARCANA CHECKS TO CONTROL A SPHERE OF ANNIHILATION

There is also an additional movement option.

If you begin your turn already controlling the Sphere, you can use:

A MAGIC ACTION

to move it:

10 FEET PLUS 10 TIMES YOUR INTELLIGENCE MODIFIER

The movement:

DOES NOT NEED TO BE IN A STRAIGHT LINE

EXAMPLE

Intelligence modifier plus 4:

10 + 40 =

50 FEET

Notice that this property gives its own specific method of moving the Sphere.

Follow the Talisman's rule when using it.

PART THIRTY THREE: TALISMAN OF ULTIMATE EVIL

Wondrous Item

Legendary

Requires Attunement

Unlike the Talisman of Pure Good, its attunement entry does not restrict the item to Clerics or Paladins.

A creature that is neither:

FIEND

nor:

UNDEAD

takes:

8D6 NECROTIC DAMAGE

when it touches the Talisman.

The damage occurs again whenever such a creature ends its turn holding or carrying it.

HOLY SYMBOL

It can function as a Holy Symbol.

While holding or wearing it:

PLUS 2 TO SPELL ATTACK ROLLS

ULTIMATE END

It has:

6 CHARGES

Magic action.

Spend 1.

Choose a visible creature on the ground within:

120 FEET

The target makes:

DC 20 DEXTERITY SAVING THROW

A Celestial has:

DISADVANTAGE

Failure:

DESTROYED THROUGH A FLAMING FISSURE

leaving no remains.

Success:

4D6 PSYCHIC DAMAGE

When the final charge is spent:

THE TALISMAN DISSOLVES INTO FOUL SMELLING SLIME

and is destroyed.

PART THIRTY FOUR: THUNDEROUS GREATCLUB

Weapon: Greatclub

Very Rare

Requires Attunement

While attuned:

YOUR STRENGTH IS 20

unless it is already:

20 OR HIGHER

The weapon deals:

PLUS 1D8 THUNDER DAMAGE TO CREATURES

and:

PLUS 3D8 THUNDER DAMAGE TO OBJECTS NOT WORN OR CARRIED

CLAP OF THUNDER

Magic action.

Strike the weapon against a hard surface.

The thunder is audible out to:

300 FEET

You create a:

30 FOOT CONE

Each creature makes:

DC 15 STRENGTH SAVING THROW

Failure:

PRONE

Nonmagical objects in the Cone that aren't worn or carried take:

3D8 THUNDER DAMAGE

EARTHQUAKE

Magic action.

Strike the ground.

An intense seismic disturbance fills a:

50 FOOT RADIUS CIRCLE

Structures touching the ground in the area take:

50 BLUDGEONING DAMAGE

Every creature on the ground makes:

DC 20 DEXTERITY SAVING THROW

Failure:

PRONE

If that creature is also concentrating, it must make:

DC 20 CONSTITUTION SAVING THROW

Failure:

CONCENTRATION BREAKS

You may also create a fissure in the area:

Depth: 30 feet

Width: 10 feet

A creature standing where the fissure opens makes:

DC 20 DEXTERITY SAVING THROW

Failure:

FALL INTO THE FISSURE

Success:

MOVE WITH THE FISSURE'S EDGE

Any structure positioned where the fissure opens:

COLLAPSES INTO IT

After using Earthquake:

IT CANNOT BE USED AGAIN UNTIL THE NEXT DAWN

 

PART THIRTY FIVE: TOME OF CLEAR THOUGHT

Wondrous Item

Very Rare

To gain its benefit, spend:

48 HOURS

during a period of:

6 DAYS OR FEWER

studying and practicing its exercises.

Your:

INTELLIGENCE INCREASES BY 2

to a maximum of:

30

The Tome then:

LOSES ITS MAGIC

but regains it after:

ONE CENTURY

 

PART THIRTY SIX: TOME OF LEADERSHIP AND INFLUENCE

Wondrous Item

Very Rare

Same study requirement:

48 HOURS WITHIN 6 DAYS OR FEWER

The result is:

CHARISMA PLUS 2

maximum:

30

Then the book becomes nonmagical for:

ONE CENTURY

before its magic returns.

PART THIRTY SEVEN: TOME OF UNDERSTANDING

Wondrous Item

Very Rare

Again:

48 HOURS OF STUDY WITHIN 6 DAYS OR FEWER

The benefit is:

WISDOM PLUS 2

maximum:

30

The Tome then loses its magic for:

ONE CENTURY

 

PART THIRTY EIGHT: TRIDENT OF FISH COMMAND

Weapon: Trident

Uncommon

Requires Attunement

The weapon has:

3 CHARGES

At dawn:

REGAIN 1D3 CHARGES

While carrying it, expend 1 charge to cast:

DOMINATE BEAST

Save DC:

15

But the target must specifically be:

A BEAST WITH A SWIM SPEED

 

PART THIRTY NINE: UNIVERSAL SOLVENT

Wondrous Item

Legendary

A found tube contains:

1D6 PLUS 1 OUNCES

Take:

A UTILIZE ACTION

to pour one or more ounces onto a surface within reach.

Every ounce instantly dissolves:

UP TO 1 SQUARE FOOT OF ADHESIVE

This explicitly includes:

SOVEREIGN GLUE

So the SRD contains both sides of the interaction:

Sovereign Glue: creates the nearly permanent magical bond.

Universal Solvent: can dissolve it.

PART FORTY: VICIOUS WEAPON

Weapon: Any Simple or Martial Weapon

Rare

Every creature hit by this weapon takes:

PLUS 2D6 DAMAGE

The extra damage uses:

THE SAME DAMAGE TYPE AS THE WEAPON'S NORMAL DAMAGE

There is no attunement requirement in the item's entry.

PART FORTY ONE: VORPAL SWORD

Weapon

Possible forms:

Glaive

Greatsword

Longsword

Scimitar

Legendary

Requires Attunement

The weapon gives:

PLUS 3 ATTACK

and:

PLUS 3 DAMAGE

It also:

IGNORES RESISTANCE TO SLASHING DAMAGE

THE VORPAL EFFECT

When you attack a creature that has at least one head and roll:

20 ON THE D20

you cut off:

ONE OF ITS HEADS

The creature dies if:

IT CANNOT SURVIVE WITHOUT THAT HEAD

But several creatures are immune to this decapitation effect.

The effect does not work if:

the target has Immunity to Slashing damage

the target doesn't have or need a head

or:

the GM determines that the creature is too large for its head to be cut off with the weapon.

In those situations, the creature instead takes:

PLUS 30 SLASHING DAMAGE

LEGENDARY RESISTANCE

If the creature has:

LEGENDARY RESISTANCE

it can expend one daily use of that trait to avoid losing its head.

It then takes:

THE EXTRA 30 SLASHING DAMAGE INSTEAD

This is an excellent example of a specific magic item rule interacting directly with a monster feature.

PART FORTY TWO: WAND OF BINDING

Wand

Rare

Requires Attunement

The Wand has:

7 CHARGES

It can cast:

Hold Monster: 5 charges

Hold Person: 2 charges

Save DC:

17

At dawn:

REGAIN 1D6 PLUS 1 CHARGES

If you expend the last charge, roll 1d20.

On a 1:

THE WAND CRUMBLES INTO ASHES

and is destroyed.

PART FORTY THREE: WAND OF ENEMY DETECTION

Wand

Rare

Requires Attunement

It has:

7 CHARGES

While holding it, take:

A MAGIC ACTION

spend:

1 CHARGE

For:

1 MINUTE

you know the direction of:

THE NEAREST HOSTILE CREATURE WITHIN 60 FEET

You do not learn:

ITS DISTANCE

The Wand can sense Hostile creatures that are:

Invisible

ethereal

disguised

hidden

or:

in plain sight.

The effect ends if:

YOU STOP HOLDING THE WAND

At dawn:

REGAIN 1D6 PLUS 1

Last charge plus natural 1 on the destruction roll:

WAND DESTROYED

 

PART FORTY FOUR: WAND OF FEAR

Wand

Rare

Requires Attunement

The Wand has:

7 CHARGES

It casts:

Command, only Flee or Grovel: 1 charge

Fear with a 60 foot Cone: 3 charges

Save DC:

15

At dawn:

REGAIN 1D6 PLUS 1

Last charge and a 1 on the d20:

DESTROYED

 

PART FORTY FIVE: WAND OF FIREBALLS

Wand

Rare

Requires Attunement by a Spellcaster

The Wand has:

7 CHARGES

You can spend:

NO MORE THAN 3 CHARGES PER CAST

One charge casts:

FIREBALL AT LEVEL 3

Save DC:

15

Each additional charge raises the spell by:

ONE SPELL LEVEL

Therefore:

1 charge: level 3

2 charges: level 4

3 charges: level 5

At dawn:

REGAIN 1D6 PLUS 1

Last charge and d20 result 1:

DESTROYED

 

PART FORTY SIX: WAND OF LIGHTNING BOLTS

Wand

Rare

Requires Attunement by a Spellcaster

This works similarly to the Wand of Fireballs.

It has:

7 CHARGES

One charge:

LIGHTNING BOLT AT LEVEL 3

Save DC:

15

Maximum spent at once:

3 CHARGES

Each extra charge increases the spell's level by one.

At dawn:

1D6 PLUS 1 CHARGES RETURN

Last charge and a 1 on the d20:

WAND DESTROYED

 

PART FORTY SEVEN: WAND OF MAGIC DETECTION

Wand

Uncommon

The Wand has:

3 CHARGES

Spend one to cast:

DETECT MAGIC

At dawn:

REGAIN 1D3 CHARGES

Its entry does not contain the final charge destruction rule used by many other Wands.

PART FORTY EIGHT: WAND OF MAGIC MISSILES

Wand

Uncommon

It has:

7 CHARGES

You can spend no more than:

3 CHARGES

on one casting.

One charge casts:

MAGIC MISSILE AT LEVEL 1

Each additional charge raises the spell by:

ONE LEVEL

At dawn:

REGAIN 1D6 PLUS 1

If the final charge is expended, a 1 on 1d20 destroys the Wand.

PART FORTY NINE: WAND OF PARALYSIS

Wand

Rare

Requires Attunement by a Spellcaster

The Wand has:

7 CHARGES

Magic action.

Spend:

1 CHARGE

Choose a creature you can see within:

60 FEET

The target makes:

DC 15 CONSTITUTION SAVING THROW

Failure:

PARALYZED FOR 1 MINUTE

At the end of each of its turns, the creature repeats the save.

Success:

THE EFFECT ENDS

At dawn:

REGAIN 1D6 PLUS 1

Last charge plus d20 result 1:

DESTROYED

 

PART FIFTY: WAND OF POLYMORPH

Wand

Very Rare

Requires Attunement by a Spellcaster

The Wand has:

7 CHARGES

Spend:

1 CHARGE

to cast:

POLYMORPH

Save DC:

15

At dawn:

REGAIN 1D6 PLUS 1

A 1 on the d20 after spending the final charge destroys it.

PART FIFTY ONE: WAND OF SECRETS

Wand

Uncommon

It has:

3 CHARGES

At dawn:

REGAIN 1D3

While holding it, use:

A MAGIC ACTION

and spend:

1 CHARGE

If there is a:

SECRET DOOR

or:

TRAP

within:

60 FEET

the Wand:

PULSES AND POINTS TOWARD THE NEAREST ONE

Notice what the item tells you.

It points to:

THE NEAREST SECRET DOOR OR TRAP

The rule does not say it gives you a complete map of every hidden danger within 60 feet.

PART FIFTY TWO: WAND OF THE WAR MAGE

Versions:

PLUS 1

PLUS 2

PLUS 3

Rarity:

Plus 1: Uncommon

Plus 2: Rare

Plus 3: Very Rare

Requires Attunement by a Spellcaster

While holding the Wand, you gain its enhancement bonus to:

SPELL ATTACK ROLLS

You also ignore:

HALF COVER

when making:

A SPELL ATTACK ROLL

This does not say that the Wand ignores Half Cover for every spell.

The specific benefit concerns:

SPELL ATTACK ROLLS

 

PART FIFTY THREE: WAND OF WEB

Wand

Uncommon

Requires Attunement by a Spellcaster

The Wand has:

7 CHARGES

Spend:

1 CHARGE

to cast:

WEB

Save DC:

13

At dawn:

REGAIN 1D6 PLUS 1

Spending the last charge creates the usual destruction roll.

On a 1:

THE WAND CRUMBLES INTO ASHES

 

PART FIFTY FOUR: WAND OF WONDER

Wand

Rare

Requires Attunement

This is one of the most unpredictable magic items in the SRD.

It has:

7 CHARGES

While holding it:

  1. Take a Magic action.

  2. Spend 1 charge.

  3. Choose a point within 120 feet.

  4. Roll on the Wand of Wonder Effects table.

The chosen point becomes the origin of whatever spell or magical effect the random roll produces.

Spells produced by the Wand have:

SAVE DC 15

If a generated spell normally has a maximum range below 120 feet:

ITS RANGE BECOMES 120 FEET

If an effect could have multiple possible subjects:

THE GM RANDOMLY DETERMINES WHICH ARE AFFECTED

At dawn:

REGAIN 1D6 PLUS 1 CHARGES

After spending the final charge, a 1 on 1d20 causes the Wand to crumble into dust and be destroyed.

THE COMPLETE WAND OF WONDER TABLE

01 TO 20

A random spell originates from the chosen point.

Roll 1d10:

1 or 2: Darkness

3 or 4: Faerie Fire

5 or 6: Fireball

7 or 8: Slow

9 or 10: Stinking Cloud

21 TO 25

Nothing happens at the chosen point.

Instead:

YOU BECOME STUNNED

until the start of your next turn while believing something amazing just happened.

26 TO 30

You cast:

GUST OF WIND

Its Line extends:

FROM YOU TO THE CHOSEN POINT

31 TO 35

Nothing occurs at the chosen point.

Instead:

YOU TAKE 1D6 PSYCHIC DAMAGE

36 TO 40

Heavy rain falls for:

1 MINUTE

in a Cylinder:

Height: 120 feet

Radius: 60 feet

The area becomes:

LIGHTLY OBSCURED

41 TO 45

A cloud of:

600 OVERSIZED BUTTERFLIES

fills a Cylinder:

Height: 60 feet

Radius: 30 feet

Duration:

10 MINUTES

The area is:

HEAVILY OBSCURED

46 TO 50

You cast:

LIGHTNING BOLT

The Line extends from you toward the chosen point.

51 TO 55

The creature nearest the chosen point is:

ENLARGED

as if affected by Enlarge Reduce.

If that creature isn't you and can't be affected by the spell:

YOU BECOME THE TARGET INSTEAD

 

56 TO 60

A magically formed creature appears in the nearest possible unoccupied space to the chosen point.

It:

IS NOT UNDER YOUR CONTROL

It acts normally and disappears after:

1 HOUR

or when reduced to:

0 HIT POINTS

Roll 1d4:

1: Rhinoceros

2: Elephant

3 or 4: Rat

61 TO 64

Grass covers a:

60 FOOT RADIUS CIRCLE

of ground as close to the chosen point as possible.

Existing grass grows to:

TEN TIMES NORMAL SIZE

for:

1 MINUTE

65 TO 68

The GM chooses an object that:

is within 120 feet of the chosen point

isn't worn or carried

and:

is no larger than 10 feet in any dimension.

The object disappears into:

THE ETHEREAL PLANE

If no qualifying object exists:

NOTHING HAPPENS

69 TO 72

Nothing happens at the target point.

Instead:

YOU SHRINK

as if Enlarge Reduce had been cast on you.

Duration:

1 MINUTE

73 TO 77

Leaves grow from:

THE CREATURE NEAREST THE CHOSEN POINT

Unless removed, they turn brown and fall off after:

24 HOURS

78 TO 82

A burst of colorful shimmering light extends from you in a:

30 FOOT EMANATION

Each creature in it makes:

DC 15 CONSTITUTION SAVING THROW

Failure:

BLINDED FOR 1 MINUTE

The creature repeats the save at the end of each of its turns and ends the effect on itself on a success.

83 TO 87

Nothing happens at the chosen point.

Instead:

YOU CAST INVISIBILITY ON YOURSELF

88 TO 92

A stream of:

1D4 TIMES 10 GEMS

erupts from the Wand.

Each gem is worth:

1 GP

They travel in a:

30 FOOT LONG, 5 FOOT WIDE LINE

Each gem deals:

1 BLUDGEONING DAMAGE

The total damage from all gems is divided equally among all creatures in the Line.

93 TO 97

You cast:

POLYMORPH

on the creature nearest the chosen point.

Roll 1d4 for the new form:

1: Black Bear

2: Giant Wasp

3 or 4: Frog

98 TO 00

The creature nearest the point makes:

DC 15 CONSTITUTION SAVING THROW

Failure:

RESTRAINED

and begins turning to stone.

At the end of its next turn, while Restrained this way, it repeats the saving throw.

Success:

THE EFFECT ENDS

Failure:

PETRIFIED

instead of Restrained.

The Petrification lasts until removed by:

GREATER RESTORATION

or similar magic.

The Wand of Wonder demonstrates something important about magic items:

POWER DOES NOT ALWAYS MEAN CONTROL

Sometimes magic gives you enormous possibilities while forcing you to accept uncertainty.

PART FIFTY FIVE: WEAPON PLUS 1, PLUS 2, OR PLUS 3

Any Simple or Martial Weapon

Rarity:

Plus 1: Uncommon

Plus 2: Rare

Plus 3: Very Rare

The weapon provides its corresponding bonus to:

ATTACK ROLLS

and:

DAMAGE ROLLS

made with it.

Unlike many powerful weapons in this lesson:

ATTUNEMENT IS NOT REQUIRED

by this item's entry.

PART FIFTY SIX: WEAPON OF WARNING

Any Simple or Martial Weapon

Uncommon

Requires Attunement

As long as the Weapon is:

WITHIN YOUR REACH

you and allies within:

30 FEET

gain two benefits.

ALARM

When combat begins, the Weapon magically awakens each qualifying creature who is:

NATURALLY ASLEEP

It does not awaken someone from:

MAGICALLY INDUCED SLEEP

SUPERNATURAL READINESS

Every qualifying subject has:

ADVANTAGE ON INITIATIVE ROLLS

Notice that this benefit affects:

YOU AND NEARBY ALLIES

not merely the attuned wielder.

PART FIFTY SEVEN: WELL OF MANY WORLDS

Wondrous Item

Legendary

The item initially appears as a fine black cloth about the size of:

A HANDKERCHIEF

When unfolded, it becomes a circular sheet:

6 FEET IN DIAMETER

Take:

A MAGIC ACTION

to unfold it and place it on a solid surface.

It forms:

A TWO WAY CIRCULAR PORTAL

six feet in diameter.

The portal leads to:

ANOTHER WORLD OR PLANE OF EXISTENCE

Where exactly?

THE GM DECIDES EACH TIME THE WELL OPENS A PORTAL

The portal remains open until a creature within:

5 FEET

uses a Magic action to grab the cloth's edges and fold it closed.

After opening a portal:

THE WELL CANNOT OPEN ANOTHER FOR 1D8 HOURS

This is not simply a player selected teleport destination.

The destination is under:

GM DETERMINATION

 

PART FIFTY EIGHT: WIND FAN

Wondrous Item

Uncommon

While holding the Fan, you can cast:

GUST OF WIND

Save DC:

13

The first use before the next dawn carries no stated failure chance.

Each subsequent use before the next dawn creates a cumulative:

20 PERCENT CHANCE OF FAILURE

So repeated use becomes increasingly dangerous to the item.

If the Fan fails:

IT TEARS INTO USELESS NONMAGICAL TATTERS

 

PART FIFTY NINE: WINGED BOOTS

Wondrous Item

Uncommon

Requires Attunement

The Boots have:

4 CHARGES

At dawn:

REGAIN 1D4 CHARGES

While wearing them:

take a Magic action

spend 1 charge

and gain:

FLY SPEED 30 FEET

for:

1 HOUR

If the duration expires while you are still flying:

YOU DO NOT IMMEDIATELY FALL

Instead, you descend at:

30 FEET PER ROUND

until you land.

PART SIXTY: WINGS OF FLYING

Wondrous Item

Rare

Requires Attunement

This item is initially:

A CLOAK

While wearing it, use:

A MAGIC ACTION

to transform it into wings on your back.

Duration:

1 HOUR

or until you end the effect early with another Magic action.

The wings provide:

FLY SPEED 60 FEET

There is an important difference from the Winged Boots.

If you are still in the air when these wings disappear:

YOU FALL

Once the wings disappear:

YOU CANNOT USE THEM AGAIN FOR 1D12 HOURS

 

PART SIXTY ONE: WINGED BOOTS VERSUS WINGS OF FLYING

These two items demonstrate why you should never assume that similar magic follows identical rules.

WINGED BOOTS

Fly Speed:

30 FEET

Duration:

1 HOUR PER CHARGE

Charges:

4

Recovery:

1D4 AT DAWN

If flight ends in the air:

DESCEND 30 FEET PER ROUND

WINGS OF FLYING

Fly Speed:

60 FEET

Duration:

1 HOUR

Recharge:

1D12 HOURS

If flight ends in the air:

FALL

Similar theme.

Different rules.

READ THE ITEM

That principle applies to the entire magic item system.

PART SIXTY TWO: THERE ARE NO X, Y, OR Z MAGIC ITEMS

After:

WINGS OF FLYING

the SRD begins:

MONSTERS

Therefore, within the SRD 5.2.1 Magic Items A to Z collection:

THERE ARE NO X ENTRIES

THERE ARE NO Y ENTRIES

THERE ARE NO Z ENTRIES

The final alphabetical magic item is:

WINGS OF FLYING

 

AT THE TABLE

Suppose the party defeats a powerful enemy and discovers three items:

STAFF OF POWER

WEAPON OF WARNING

and:

WINGED BOOTS

The Wizard wants the Staff.

The Fighter wants the Weapon.

The Rogue wants the Boots.

Before anyone starts using them, the group should ask:

DOES IT REQUIRE ATTUNEMENT?

All three do.

Then:

WHAT DOES ATTUNEMENT ACTUALLY GIVE?

The Wizard gains the Staff's large collection of benefits.

The Fighter can grant Initiative Advantage not only to themselves but to nearby allies while the Weapon is within reach.

The Rogue can gain a Fly Speed but must track:

CHARGES

and:

DURATION

This is what experienced play looks like.

You don't merely write:

MAGIC STAFF

or:

FLYING BOOTS

on the character sheet.

You track the item's actual rules.

EXAMPLE: SPENDING THE LAST CHARGE

A Wizard has a Wand of Fireballs with:

2 CHARGES REMAINING

They cast Fireball using:

2 CHARGES

The Wand reaches:

0 CHARGES

Now roll:

1D20

Suppose the result is:

7

The Wand survives.

It remains at zero charges until its recharge rule restores charges at the next dawn.

If the result had been:

1

the Wand would have:

CRUMBLED INTO ASHES AND BEEN DESTROYED

This destruction roll does not happen every time the Wand is used.

It happens when:

YOU EXPEND THE LAST CHARGE

for an item whose description contains that rule.

EXAMPLE: VORPAL SWORD AGAINST A HUGE MONSTER

A hero attacks a creature with a Vorpal Sword.

The d20 result is:

20

Normally this can trigger the decapitation property.

But the GM determines that this particular creature is too massive for the sword to sever its head.

The creature therefore does not lose its head.

Instead:

PLUS 30 SLASHING DAMAGE

This is not the GM arbitrarily ignoring the item.

The item itself explicitly grants the GM that determination for creatures too large to be decapitated by it.

EXAMPLE: SPHERE OF ANNIHILATION

A Wizard with Intelligence 18 has:

INTELLIGENCE MODIFIER PLUS 4

They stand 40 feet from an uncontrolled Sphere of Annihilation.

They use a Magic action and make:

DC 25 INTELLIGENCE ARCANA

Suppose their total is:

27

Success.

They control the Sphere until the start of their next turn.

They then use:

A BONUS ACTION

to move it:

5 × 4 = 20 feet

An enemy's space lies in that path.

The enemy makes:

DC 19 DEXTERITY SAVING THROW

If the enemy fails:

8D10 FORCE DAMAGE

If that damage reduces it to zero Hit Points:

THE CREATURE IS OBLITERATED

and leaves its possessions behind.

This is a perfect example of several rules interacting:

MAGIC ACTION

ABILITY CHECK

BONUS ACTION

SAVING THROW

DAMAGE

HIT POINTS

and:

A SPECIFIC MAGIC ITEM EFFECT

IMPORTANT RULES TO REMEMBER

First:

ITEM TEXT CONTROLS THE ITEM

Do not assume that two Staffs, Wands, Swords, or flying items operate identically.

Second:

ATTUNEMENT MATTERS

If the item says Requires Attunement, its attunement requirement must be satisfied before receiving the appropriate attunement dependent magical benefits.

Third:

TRACK CHARGES EXACTLY

Different items recover different amounts.

Examples include:

1D3

1D6 PLUS 1

1D6 PLUS 4

2D8 PLUS 4

and:

4D6 PLUS 2

Fourth:

SPENDING THE LAST CHARGE IS NOT UNIVERSALLY SAFE

Some items:

are destroyed

become nonmagical

lose most properties

or:

have some other specific consequence.

Fifth:

READ THE ACTUAL ACTION COST

Properties in this lesson can use:

ACTIONS

MAGIC ACTIONS

BONUS ACTIONS

REACTIONS

or:

NO ACTION

Sixth:

SPELLS CAST FROM ITEMS FOLLOW THE ITEM'S INSTRUCTIONS

An item may provide:

a fixed save DC

your spell save DC

a specified version of a spell

or:

a special modification to the spell.

Seventh:

SPECIFIC RULES OVERRIDE GENERAL EXPECTATIONS

A Wand of Wonder can alter a spell's normal range.

A Sun Blade produces actual sunlight.

A Vorpal Sword interacts specially with Legendary Resistance.

A Talisman of Pure Good can destroy a creature outright on a failed save.

A Sphere of Annihilation can obliterate a creature instead of leaving a normal corpse.

COMMON BEGINNER MISTAKES

MISTAKE 1: ASSUMING EVERY MAGIC ITEM REQUIRES ATTUNEMENT

It does not.

For example:

VICIOUS WEAPON

does not list an attunement requirement.

Always read the item's header.

MISTAKE 2: ASSUMING EVERY PLUS 2 SHIELD GIVES ONLY PLUS 2 AC TOTAL

A Shield plus 2 gives its magical bonus:

IN ADDITION TO THE NORMAL SHIELD BONUS

MISTAKE 3: REMOVING A CURSED SHIELD AND ASSUMING THE CURSE ENDS

For the Shield of Missile Attraction:

REMOVING THE SHIELD DOES NOT END THE CURSE

MISTAKE 4: THINKING SPELL SCROLLS CAN BE USED BY EVERY SPELLCASTER

The spell must be:

ON YOUR SPELL LIST

Otherwise the Scroll is unintelligible to you.

MISTAKE 5: USING YOUR OWN SPELL SAVE DC FOR EVERY ITEM

Some items provide their own DC.

Examples:

WAND OF FIREBALLS DC 15

WAND OF WEB DC 13

Other items explicitly use:

YOUR SPELL SAVE DC

Read the individual item.

MISTAKE 6: THINKING A FAILED SPHERE CONTROL CHECK DOES NOTHING

Failure causes:

THE SPHERE TO MOVE 10 FEET TOWARD YOU

MISTAKE 7: THINKING STAFF OF THE PYTHON SUMMONS AN INDEPENDENT ALLY

The Giant Constrictor Snake is:

UNDER YOUR CONTROL

and follows the Staff's own command rules.

MISTAKE 8: THINKING STAFF OF STRIKING ALWAYS ADDS 3D6 FORCE

You choose whether to spend charges.

Maximum:

THREE CHARGES PER HIT

Each adds:

1D6 FORCE

MISTAKE 9: THINKING SUN BLADE DEALS SLASHING DAMAGE

Its blade deals:

RADIANT DAMAGE

instead.

MISTAKE 10: THINKING A NATURAL 20 ALWAYS DECAPITATES WITH A VORPAL SWORD

There are explicit exceptions.

The target can be protected by:

Slashing Immunity

lack of a necessary head

GM determination based on size

or:

Legendary Resistance.

MISTAKE 11: THINKING WEAPON OF WARNING ONLY HELPS THE WIELDER

It can benefit:

YOU AND ALLIES WITHIN 30 FEET

provided the Weapon is within your reach and you remain attuned.

MISTAKE 12: CHOOSING THE DESTINATION OF WELL OF MANY WORLDS

The SRD says:

THE GM DECIDES WHERE EACH PORTAL LEADS

MISTAKE 13: THINKING WAND OF WONDER IS JUST A RANDOM DAMAGE WAND

Its results can cause:

spells

conditions

creatures

weather

vegetation

gems

Invisibility

Polymorph

Petrification

and other strange magical effects.

MISTAKE 14: ASSUMING ALL FLYING ITEMS PREVENT FALLING

Winged Boots provide a controlled descent when their duration expires.

Wings of Flying say:

YOU FALL

if you are aloft when the wings disappear.

QUICK RECAP

The final SRD magic items range from:

SCARAB OF PROTECTION

to:

WINGS OF FLYING

The collection includes defensive items such as:

SENTINEL SHIELD

SPELLGUARD SHIELD

SHIELD OF THE CAVALIER

Powerful spellcasting Staffs include:

STAFF OF POWER

STAFF OF THE MAGI

STAFF OF FIRE

STAFF OF FROST

Weapons include:

SUN BLADE

SWORD OF SHARPNESS

VICIOUS WEAPON

VORPAL SWORD

Travel and movement items include:

WELL OF MANY WORLDS

WINGED BOOTS

WINGS OF FLYING

And unpredictable magical tools include:

WAND OF WONDER

The most important practical lesson is:

READ EACH MAGIC ITEM AS ITS OWN RULE SET

Two similar items can have completely different:

activation methods

charges

recharge rules

saving throws

durations

and:

failure consequences.

PRIME HERO CHALLENGE

A Wizard possesses a Staff of the Magi with:

48 CHARGES

An enemy casts a:

LEVEL 3 SPELL

that targets only the Wizard.

The Wizard uses Spell Absorption.

What happens?

Think carefully before reading the answer.

The Staff would attempt to gain:

3 CHARGES

48 + 3 =

51

But the Staff cannot safely exceed:

50 CHARGES

Therefore the absorption causes:

THE STAFF TO EXPLODE AS IF RETRIBUTIVE STRIKE HAD BEEN ACTIVATED

The power that normally protects the Wizard becomes catastrophic because the Staff was already nearly full.

That is exactly the kind of detail advanced players learn to watch.

LESSON 103: KEY TAKEAWAYS

You have now completed:

THE ENTIRE SRD 5.2.1 MAGIC ITEM CATALOGUE

You should understand that magic items can modify almost every part of play:

ARMOR CLASS

ATTACK ROLLS

DAMAGE

SAVING THROWS

SPELLCASTING

MOVEMENT

FLIGHT

CONDITIONS

COMMUNICATION

SUMMONING

PLANAR TRAVEL

HEALING

ABILITY SCORES

and even:

LIFE AND DEATH

Magic items frequently introduce specific rules that override ordinary expectations.

The correct procedure is always:

READ THE ITEM

IDENTIFY ATTUNEMENT

IDENTIFY ACTIVATION

TRACK CHARGES

TRACK RECHARGE

APPLY THE EXACT EFFECT

CHECK ANY SPECIAL FAILURE OR DESTRUCTION RULE

With the Magic Items section complete, only one enormous stage of the course remains:

MONSTERS

NEXT LESSON

LESSON 104: UNDERSTANDING MONSTER STAT BLOCKS AND RUNNING MONSTERS

For the first time, we will move from primarily understanding:

WHAT PLAYER CHARACTERS CAN DO

to understanding:

HOW THE GM RUNS CREATURES

You will learn how to read every major part of an SRD monster stat block, including:

NAME

SIZE

CREATURE TYPE

ALIGNMENT

ARMOR CLASS

HIT POINTS

SPEED

INITIATIVE

ABILITY SCORES

SAVING THROWS

SKILLS

RESISTANCES

IMMUNITIES

SENSES

LANGUAGES

CHALLENGE RATING

PROFICIENCY BONUS

TRAITS

ACTIONS

BONUS ACTIONS

REACTIONS

and:

LEGENDARY ACTIONS

Then we will learn what the GM actually does with all of that information at the table.

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.