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:
-
Take a Magic action.
-
Spend 1 charge.
-
Choose a point within 120 feet.
-
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.