Secret Lesson 69

Spellcasting Equipment, Casting in Armor, and Basic Magic Item Rules

In Lesson 68, we completed the everyday economy of adventuring:

FOOD

LODGING

HIRELINGS

and:

SPELLCASTING SERVICES

Now we cross an important boundary.

So far, equipment has mostly been about:

WHAT YOU CARRY

WHAT YOU WEAR

and:

WHAT YOU BUY

But spellcasters also depend on physical objects to channel or provide the requirements of their magic.

These include:

COMPONENT POUCHES

ARCANE FOCUSES

DRUIDIC FOCUSES

HOLY SYMBOLS

MUSICAL INSTRUMENTS

and, for Wizards:

SPELLBOOKS

We will also answer one of the most common beginner questions:

CAN A SPELLCASTER CAST SPELLS WHILE WEARING ARMOR?

Finally, we will enter the world of:

MAGIC ITEMS

and learn the basic rules for:

IDENTIFYING THEM

ATTUNING TO THEM

WEARING THEM

WIELDING THEM

and:

USING THEM

The SRD introduces these rules in the Equipment section before developing magic items in full later in the document.


PART ONE — SPELLS HAVE PHYSICAL REQUIREMENTS

A spell isn't necessarily cast merely by deciding:

"I CAST THE SPELL"

Each spell description tells you which:

COMPONENTS

the spell requires.

The three component types are:

VERBAL — V

SOMATIC — S

MATERIAL — M

If you cannot provide one or more of the components a spell requires:

YOU CAN'T CAST THE SPELL

 


PART TWO — VERBAL COMPONENTS

A:

VERBAL COMPONENT

requires the caster to utter the spell's words in:

A NORMAL SPEAKING VOICE

This means effects that prevent the necessary speech can prevent the spell from being cast.

For example, the SRD specifically notes a creature that is:

GAGGED

or in an area of:

MAGICAL SILENCE

can't cast a spell requiring a Verbal component.

We will examine Verbal components in greater depth in:

LESSON 75

For now, remember:

V = YOU MUST BE ABLE TO SPEAK AS REQUIRED


PART THREE — SOMATIC COMPONENTS

A:

SOMATIC COMPONENT

is a forceful or intricate:

PHYSICAL GESTURE

The caster must use:

AT LEAST ONE HAND

to perform it.

So:

S = A HAND IS INVOLVED

Again, the detailed hand-management consequences will be covered later.


PART FOUR — MATERIAL COMPONENTS

A:

MATERIAL COMPONENT

is a physical material specified by the spell.

It appears in parentheses in the spell's:

COMPONENTS ENTRY

Material components aren't automatically destroyed when a spell is cast.

The general rule is:

MATERIALS AREN'T CONSUMED

unless the spell specifically says:

THEY ARE CONSUMED

 


PART FIVE — YOU NEED ACCESS TO THE MATERIAL

If a spell requires a Material component, the caster needs:

A FREE HAND

to access it.

However, that can be:

THE SAME HAND

used for the spell's Somatic component, if the spell has one.

This is an important piece of spellcasting logistics.

You don't automatically need:

ONE HAND FOR MATERIAL

and:

A DIFFERENT HAND FOR SOMATIC

The same hand can perform both jobs under the Material-component rule.


PART SIX — MATERIAL COMPONENTS COME IN DIFFERENT TYPES

For practical purposes, ask two questions.

QUESTION 1

Does the spell specify:

A COST?

QUESTION 2

Does the spell say the material is:

CONSUMED?

Those questions determine whether a:

COMPONENT POUCH

or:

SPELLCASTING FOCUS

can substitute for the specified material.


PART SEVEN — THE GENERAL SUBSTITUTION RULE

A Component Pouch or permitted Spellcasting Focus can substitute for a spell's specified Material component only when:

THE MATERIAL IS NOT CONSUMED

and:

THE SPELL DOESN'T SPECIFY A COST FOR IT

 

So the simple rule is:

Material Pouch/Focus Can Substitute?
No cost, not consumed Yes
Has a specified cost No
Consumed No
Has a cost and is consumed No

PART EIGHT — WHAT IS A COMPONENT POUCH?

A:

COMPONENT POUCH

is a watertight pouch containing compartments for the:

FREE MATERIAL COMPONENTS

of your spells.

Cost:

25 GP

Weight:

2 LB.

 

Instead of tracking every ordinary no-cost Material component individually, the pouch can provide them when the spellcasting substitution rule allows it.


PART NINE — USING A COMPONENT POUCH

To use your Component Pouch:

YOU NEED A FREE HAND

to reach into it.

You don't merely need:

"A COMPONENT POUCH SOMEWHERE IN MY INVENTORY"

You must be able to:

ACCESS IT

when casting the spell.


PART TEN — COMPONENT POUCH EXAMPLE

Imagine a spell requires:

M — A SMALL FEATHER

The spell:

  • doesn't assign the feather a monetary cost

  • doesn't say the feather is consumed

A caster with a Component Pouch can use:

THE COMPONENT POUCH

instead of separately tracking and presenting that specific ordinary feather.


PART ELEVEN — WHEN THE COMPONENT POUCH DOESN'T WORK

Now imagine a spell specifies a Material component worth:

100 GP

The Component Pouch doesn't substitute for it.

Why?

Because the Material component has:

A SPECIFIED COST

Similarly, if the spell says the material is:

CONSUMED

the general Component Pouch substitution doesn't apply.

The actual required material must be available.


PART TWELVE — WHAT IS A SPELLCASTING FOCUS?

A:

SPELLCASTING FOCUS

is an object that a spellcasting feature allows you to use as a substitute for certain:

MATERIAL COMPONENTS

It doesn't replace every component of every spell.

Its central purpose under this rule is to replace:

NON-CONSUMED

NO-COST

Material components.


PART THIRTEEN — YOU NEED PERMISSION TO USE A FOCUS

Owning a crystal doesn't automatically let every character use it as a:

SPELLCASTING FOCUS

The SRD says the substitution works if the caster has:

A FEATURE THAT ALLOWS THAT SUBSTITUTION

 

Your class or another feature therefore tells you:

WHICH KIND OF FOCUS YOU CAN USE


PART FOURTEEN — USING A SPELLCASTING FOCUS

Normally, you must:

HOLD THE FOCUS

to use it.

However:

THE FOCUS'S DESCRIPTION CAN SAY OTHERWISE

 

This exception becomes important with:

HOLY SYMBOLS

because some can be:

WORN

or:

BORNE ON A SHIELD OR FABRIC


PART FIFTEEN — ARCANE FOCUSES

An:

ARCANE FOCUS

channels:

ARCANE MAGIC

The available forms are:

Arcane Focus Weight Cost
Crystal 1 lb. 10 GP
Orb 3 lb. 20 GP
Rod 2 lb. 10 GP
Staff 4 lb. 5 GP
Wand 1 lb. 10 GP

The Staff also functions as:

A QUARTERSTAFF

 


PART SIXTEEN — WHO USES AN ARCANE FOCUS?

The equipment description specifically permits:

SORCERERS

WARLOCKS

and:

WIZARDS

to use an Arcane Focus as a Spellcasting Focus, and their class Spellcasting features confirm that permission.


SORCERER

ARCANE FOCUS

for Sorcerer spells.


WARLOCK

ARCANE FOCUS

for Warlock spells.


WIZARD

ARCANE FOCUS

or:

SPELLBOOK

for Wizard spells.


PART SEVENTEEN — THE WIZARD'S SPELLBOOK IS SPECIAL

The Wizard has an additional option.

Its Spellcasting feature says a Wizard can use:

AN ARCANE FOCUS

or:

THEIR SPELLBOOK

as a Spellcasting Focus for:

WIZARD SPELLS

 

So a Wizard doesn't necessarily need a:

WAND

ORB

or:

STAFF

to serve as the focus.

The Wizard's own:

SPELLBOOK

can fill that role.


PART EIGHTEEN — DRUIDIC FOCUSES

A:

DRUIDIC FOCUS

channels primal magic.

The SRD gives three forms:

Druidic Focus Weight Cost
Sprig of mistletoe 1 GP
Wooden staff 4 lb. 5 GP
Yew wand 1 lb. 10 GP

The Wooden Staff is also:

A QUARTERSTAFF

 


PART NINETEEN — WHO USES A DRUIDIC FOCUS?

Two SRD classes use it.

DRUID

A Druid can use a:

DRUIDIC FOCUS

for Druid spells.


RANGER

A Ranger can use a:

DRUIDIC FOCUS

for Ranger spells.


PART TWENTY — HOLY SYMBOLS

A:

HOLY SYMBOL

is an object used to channel:

DIVINE MAGIC

The SRD provides:

Holy Symbol Use Weight Cost
Amulet Worn or held 1 lb. 5 GP
Emblem Borne on fabric or a Shield 5 GP
Reliquary Held 2 lb. 5 GP

 


PART TWENTY-ONE — WHO USES A HOLY SYMBOL?

CLERIC

A Cleric can use:

A HOLY SYMBOL

as a Spellcasting Focus for Cleric spells.


PALADIN

A Paladin can use:

A HOLY SYMBOL

as a Spellcasting Focus for Paladin spells.


PART TWENTY-TWO — HOLY SYMBOLS CAN CHANGE HAND MANAGEMENT

Remember the general focus rule:

HOLD THE FOCUS

unless its description says otherwise.

The Holy Symbol description:

DOES SAY OTHERWISE

for certain forms.

An:

AMULET

can be:

WORN OR HELD

An:

EMBLEM

can be borne on:

FABRIC

or:

A SHIELD

A:

RELIQUARY

must be:

HELD

This is a perfect example of:

SPECIFIC RULE OVERRIDES GENERAL RULE


PART TWENTY-THREE — THE BARD'S SPELLCASTING FOCUS

The Bard uses something different.

A Bard can use:

A MUSICAL INSTRUMENT

as a Spellcasting Focus for:

BARD SPELLS

 

This is one reason musical instruments are more than decorative equipment for a Bard.

They can be part of:

THE CHARACTER'S ACTUAL SPELLCASTING SYSTEM


PART TWENTY-FOUR — COMPLETE CLASS FOCUS REFERENCE

Class Spellcasting Focus Allowed by SRD Class Feature
Bard Musical Instrument
Cleric Holy Symbol
Druid Druidic Focus
Paladin Holy Symbol
Ranger Druidic Focus
Sorcerer Arcane Focus
Warlock Arcane Focus
Wizard Arcane Focus or Spellbook

These permissions come from the respective class Spellcasting features.


PART TWENTY-FIVE — A FOCUS DOESN'T REPLACE VERBAL COMPONENTS

Suppose a spell requires:

V, M

You have the correct focus.

The focus can potentially handle the qualifying:

MATERIAL COMPONENT

But you still need to provide:

THE VERBAL COMPONENT

A focus doesn't replace:

V


PART TWENTY-SIX — A FOCUS DOESN'T SIMPLY DELETE SOMATIC COMPONENTS

Suppose the spell has:

S

The spell still has a:

SOMATIC REQUIREMENT

The existence of a focus doesn't erase it.

The Material-component rule does allow the same hand used to access the material to perform:

SOMATIC COMPONENTS

when applicable.

But:

FOCUS ≠ IGNORE ALL HAND RULES


PART TWENTY-SEVEN — A FOCUS DOESN'T REPLACE COSTLY MATERIALS

Suppose a spell requires:

A DIAMOND WORTH 300 GP

as a hypothetical example.

Even if you hold:

AN ARCANE FOCUS

you still need:

THE COSTLY COMPONENT

because the spell specifies a price.


PART TWENTY-EIGHT — A FOCUS DOESN'T REPLACE CONSUMED MATERIALS

If a spell explicitly says its Material component is:

CONSUMED

the general Focus substitution rule doesn't apply.

Even a magnificent magical-looking:

ORB

STAFF

HOLY SYMBOL

or:

WAND

doesn't eliminate that requirement.


PART TWENTY-NINE — FOCUS DOESN'T MEAN MAGIC BONUS

A normal Spellcasting Focus doesn't inherently provide:

+1 TO SPELL ATTACKS

+1 TO SPELL SAVE DC

EXTRA SPELL SLOTS

or:

EXTRA DAMAGE

Its basic function is:

COMPONENT SUBSTITUTION

Any additional benefit would need to come from:

ANOTHER RULE

such as a particular:

MAGIC ITEM


PART THIRTY — SPELLCASTING EQUIPMENT CHECKLIST

When you cast a spell with Material components, ask:

1 — DOES THE SPELL REQUIRE M?

If no:

COMPONENT POUCH/FOCUS ISN'T NEEDED FOR M


2 — DOES THE MATERIAL HAVE A COST?

If yes:

PROVIDE THE ACTUAL COSTLY MATERIAL


3 — IS THE MATERIAL CONSUMED?

If yes:

PROVIDE THE ACTUAL MATERIAL


4 — IF NEITHER APPLIES, DO YOU HAVE A COMPONENT POUCH?

If yes:

IT CAN SUBSTITUTE


5 — OR DOES YOUR FEATURE LET YOU USE A FOCUS?

If yes:

THE FOCUS CAN SUBSTITUTE


6 — CAN YOU ACCESS OR HOLD IT AS REQUIRED?

If no:

YOU HAVEN'T MET THE COMPONENT REQUIREMENT


PART THIRTY-ONE — CASTING IN ARMOR

Now to one of the most frequently misunderstood spellcasting rules.

The SRD rule is remarkably simple:

YOU MUST HAVE TRAINING WITH ANY ARMOR YOU ARE WEARING TO CAST SPELLS WHILE WEARING IT

Otherwise, the armor hampers you too much to cast.


PART THIRTY-TWO — SPELLCASTERS ARE NOT AUTOMATICALLY FORBIDDEN FROM ARMOR

A common misconception is:

"SPELLCASTERS CAN'T CAST IN ARMOR"

That is:

NOT THE RULE

The actual question is:

ARE YOU TRAINED WITH THAT ARMOR?

If yes:

ARMOR ITSELF DOESN'T PREVENT YOUR SPELLCASTING

under this general rule.


PART THIRTY-THREE — PALADIN EXAMPLE

A level 1 Paladin has training with:

LIGHT ARMOR

MEDIUM ARMOR

HEAVY ARMOR

and:

SHIELDS

 

Therefore, wearing:

CHAIN MAIL

doesn't prevent that Paladin from casting Paladin spells.

The Paladin is:

TRAINED WITH HEAVY ARMOR


PART THIRTY-FOUR — A SPELLCASTER CAN GAIN ARMOR TRAINING

Suppose a character's class normally doesn't grant training with a certain armor category.

If another legitimate feature later grants that:

ARMOR TRAINING

the casting rule cares about:

WHETHER YOU HAVE THE TRAINING

not whether your original class traditionally wore that armor.

So don't memorize stereotypes such as:

"ARCANE CASTER = NEVER ARMOR"

Use:

THE ACTUAL CHARACTER FEATURES


PART THIRTY-FIVE — UNTRAINED ARMOR IS A REAL PROBLEM

If you put on armor with which you lack the required training:

YOU CAN'T CAST SPELLS WHILE WEARING IT

This isn't:

DISADVANTAGE ON SPELLCASTING

It is:

CAN'T CAST

 

That distinction matters enormously.


PART THIRTY-SIX — ARMOR DOESN'T CHANGE SPELL COMPONENT RULES

Being trained with your armor solves:

THE ARMOR RESTRICTION

It doesn't automatically solve:

VERBAL COMPONENTS

SOMATIC COMPONENTS

or:

MATERIAL COMPONENTS

Those requirements still apply normally.


PART THIRTY-SEVEN — EQUIPMENT AND SPELLCASTING ARE SEPARATE QUESTIONS

When casting in combat, you may need to consider several independent rules.

For example:

AM I TRAINED WITH MY ARMOR?

CAN I SPEAK?

CAN I PERFORM THE REQUIRED GESTURES?

CAN I ACCESS THE MATERIAL COMPONENT?

CAN MY FOCUS SUBSTITUTE FOR IT?

Passing one test doesn't automatically satisfy:

ALL THE OTHERS


PART THIRTY-EIGHT — NOW ENTER MAGIC ITEMS

Ordinary equipment can already do extraordinary things.

But a:

MAGIC ITEM

contains supernatural properties.

The SRD makes an important point:

Adventures offer the possibility of finding magic items, but:

FINDING THEM IS NOT GUARANTEED

 

Magic items therefore aren't something every character automatically receives merely for reaching:

A CERTAIN LEVEL


PART THIRTY-NINE — KNOWING AN ITEM IS SPECIAL

Some magic items look:

OBVIOUSLY MAGICAL

Others may be almost indistinguishable from:

ORDINARY OBJECTS

Handling a magic item is enough to give you a sense that:

THE ITEM IS EXTRAORDINARY

But that doesn't automatically reveal:

ITS PROPERTIES

 


PART FORTY — MAGICAL DOES NOT MEAN FULLY IDENTIFIED

Imagine you discover a strange sword.

You pick it up.

The GM tells you:

YOU CAN SENSE SOMETHING EXTRAORDINARY ABOUT IT

That does not automatically mean you now know:

ITS BONUSES

ITS COMMAND WORD

ITS SPECIAL POWERS

or:

EVERY HIDDEN PROPERTY

You know:

SOMETHING IS SPECIAL

not necessarily:

EVERYTHING IT DOES


PART FORTY-ONE — IDENTIFYING A MAGIC ITEM

The SRD gives two principal ways to learn an item's properties.

The fastest is:

THE IDENTIFY SPELL

Alternatively, you can spend:

A SHORT REST

focused on:

ONE MAGIC ITEM

while remaining:

IN PHYSICAL CONTACT WITH IT

At the end of that rest, you learn:

ITS PROPERTIES

and:

HOW TO USE THEM

but you do not learn:

ANY CURSE IT MIGHT BEAR

through that Short-Rest method.


PART FORTY-TWO — IDENTIFICATION REQUIRES FOCUS

This isn't simply:

"THE ITEM IS IN MY BACKPACK DURING A SHORT REST"

You focus on:

THAT ONE ITEM

and remain in:

PHYSICAL CONTACT

with it.

At the end:

ITS PROPERTIES BECOME KNOWN

under the rule.


PART FORTY-THREE — MAGIC ITEMS MAY GIVE CLUES

Some items provide clues through:

APPEARANCE

WRITING

SYMBOLS

or:

DESIGN

The SRD gives examples such as a command word being engraved on a ring or a design hinting at the item's function.

These clues can become part of:

EXPLORATION

and:

DISCOVERY


PART FORTY-FOUR — EXPERIMENTATION CAN REVEAL INFORMATION

Characters can also:

WEAR

or:

EXPERIMENT WITH

a magic item.

The GM may reveal clues based on what happens.

The SRD's example uses a:

RING OF SWIMMING

A character might notice an unusual feeling and then discover its effect by:

TESTING IT IN WATER

 


PART FORTY-FIVE — POTIONS ARE AN EXCEPTIONALLY EASY CASE

For:

POTIONS

the SRD states that:

A LITTLE TASTE

is enough to tell the taster:

WHAT THE POTION DOES

 

You don't have to drink the entire potion merely to identify its effect.


PART FORTY-SIX — WHAT IS ATTUNEMENT?

Some magic items require a special magical bond between:

CREATURE

and:

ITEM

This bond is called:

ATTUNEMENT

Not every magic item requires it.

The individual magic item's description tells you whether it does.


PART FORTY-SEVEN — WITHOUT REQUIRED ATTUNEMENT

If an item:

REQUIRES ATTUNEMENT

and you aren't attuned to it, you normally gain only:

ITS NONMAGICAL BENEFITS

unless its description says otherwise.


PART FORTY-EIGHT — MAGIC SHIELD EXAMPLE

The SRD gives a particularly clear example.

Suppose you possess a:

MAGIC SHIELD

that requires Attunement.

Before Attunement, it can still provide the benefits of:

A NORMAL SHIELD

when otherwise usable.

But you don't gain:

ITS MAGICAL PROPERTIES

until the Attunement requirement is satisfied.


PART FORTY-NINE — HOW TO ATTUNE

To attune to an eligible magic item:

SPEND A SHORT REST

focused only on:

THAT ITEM

while maintaining:

PHYSICAL CONTACT

 

The type of focus can fit the item.

For example:

WEAPON PRACTICE

for a Weapon.

Or:

MEDITATION

for a Wand.


PART FIFTY — INTERRUPTED ATTUNEMENT

If that Short Rest is:

INTERRUPTED

the Attunement attempt:

FAILS

If the rest is successfully completed:

YOU BECOME ATTUNED

and can access the item's magical capabilities, subject to its rules.


PART FIFTY-ONE — IDENTIFICATION AND ATTUNEMENT ARE NOT THE SAME REST

This is critical.

The Short Rest used to:

LEARN AN ITEM'S PROPERTIES

can't be the same Short Rest used to:

ATTUNE TO THAT ITEM

 

So if you use the resting method for both processes:

FIRST SHORT REST — IDENTIFY

SECOND SHORT REST — ATTUNE


PART FIFTY-TWO — EXAMPLE: THE MYSTERIOUS SWORD

You discover a strange magical sword.

You don't know what it does.


FIRST SHORT REST

You remain in contact with the sword and focus on it.

At the end:

YOU LEARN ITS PROPERTIES AND HOW TO USE THEM

except a curse isn't revealed by this method.


The sword's description says:

REQUIRES ATTUNEMENT

You still don't have its attunement-dependent powers.


SECOND SHORT REST

You focus only on the sword while maintaining physical contact.

The rest succeeds.

Now:

YOU ARE ATTUNED

and can use its full magical capabilities, subject to the item's description.


PART FIFTY-THREE — MAXIMUM ATTUNED ITEMS

A creature can be attuned to no more than:

THREE MAGIC ITEMS

at one time.

Try to attune to a fourth?

THE ATTEMPT FAILS

You must first:

END ATTUNEMENT

to one of your existing three.


PART FIFTY-FOUR — THREE IS NOT THE NUMBER OF MAGIC ITEMS YOU MAY OWN

This distinction is essential.

The rule is not:

"YOU CAN POSSESS ONLY THREE MAGIC ITEMS"

It is:

YOU CAN BE ATTUNED TO NO MORE THAN THREE

You may potentially possess or use other magic items that:

DON'T REQUIRE ATTUNEMENT

according to their individual rules.


PART FIFTY-FIVE — YOU CAN'T ATTUNE TO TWO COPIES OF THE SAME ITEM

The SRD also says:

YOU CAN'T ATTUNE TO MORE THAN ONE COPY OF AN ITEM

Example:

RING OF PROTECTION

You cannot attune to two copies simultaneously.


PART FIFTY-SIX — HOW ATTUNEMENT ENDS

Attunement ends if:

  • you no longer satisfy its Attunement prerequisites

  • the item has been more than 100 feet from you for at least 24 hours

  • you die

  • another creature attunes to the item

You may also voluntarily end Attunement by spending:

ANOTHER SHORT REST

focused on that item, unless:

THE ITEM IS CURSED

 


PART FIFTY-SEVEN — THE 100-FOOT RULE

Suppose your attuned sword is stolen.

It remains:

MORE THAN 100 FEET AWAY

for:

AT LEAST 24 HOURS

Your Attunement ends.

Distance alone for a brief period isn't enough.

The rule requires both:

MORE THAN 100 FEET

and:

AT LEAST 24 HOURS


PART FIFTY-EIGHT — CURSED ITEMS REQUIRE CAUTION

A cursed item can complicate these normal rules.

The basic Equipment rule already tells us that you cannot simply voluntarily end Attunement to a cursed item by taking the normal Short Rest.

The broader Magic Items rules later explain curses in more detail.

We will cover them properly in:

LESSON 99

and:

LESSON 100

For now:

DON'T ASSUME IDENTIFICATION MAKES CURSES HARMLESS


PART FIFTY-NINE — WEARING MAGIC ITEMS

If a magic item's properties require it to be:

WORN

you must wear it in the intended fashion.

Examples:

BOOTS → FEET

GLOVES → HANDS

HAT OR HELMET → HEAD

RING → FINGER

ARMOR → DONNED

SHIELD → STRAPPED TO ARM

CLOAK → FASTENED AROUND SHOULDERS

WEAPON → HELD

 


PART SIXTY — CARRYING AN ITEM IS NOT ALWAYS ENOUGH

Suppose a magic cloak grants a special property while:

WORN

Keeping it folded in your:

BACKPACK

doesn't mean you gain that property.

The item must be used:

AS INTENDED


PART SIXTY-ONE — MAGIC ITEMS OFTEN ADJUST TO THE WEARER

In most cases, wearable magic items can fit creatures regardless of:

SIZE

or:

BUILD

They may be:

EASILY ADJUSTABLE

or magically:

ADJUST THEMSELVES

to their wearer.

This prevents most magical clothing from requiring a perfect mundane tailoring match.


PART SIXTY-TWO — YOU CAN'T NORMALLY STACK UNLIMITED WEARABLE ITEMS

The SRD limits certain physical categories.

Normally you can't wear more than:

ONE PAIR OF FOOTWEAR

ONE PAIR OF GLOVES OR GAUNTLETS

ONE PAIR OF BRACERS

ONE SUIT OF ARMOR

ONE ITEM OF HEADWEAR

or:

ONE CLOAK

at the same time for magic-item use.

The GM may make exceptions.


PART SIXTY-THREE — THIS IS A PHYSICAL LIMIT, NOT THE ATTUNEMENT LIMIT

Don't confuse:

WEARING LIMITS

with:

ATTUNEMENT LIMITS

They are different rules.

You might have:

THREE ATTUNEMENT SLOTS

available.

That doesn't mean you can wear:

THREE MAGIC HELMETS

at once.

Likewise, a magic item may not require Attunement but can still compete for:

THE SAME PHYSICAL WEAR LOCATION


PART SIXTY-FOUR — PAIRED ITEMS

Certain magic items come as:

A PAIR

Examples include:

BOOTS

BRACERS

GAUNTLETS

and:

GLOVES

Their benefit normally functions only when:

BOTH ITEMS OF THE PAIR ARE WORN

 


PART SIXTY-FIVE — YOU CAN'T MIX TWO DIFFERENT MAGIC BOOTS

The SRD gives a very useful example.

One foot wears:

A BOOT OF STRIDING AND SPRINGING

The other wears:

A BOOT OF ELVENKIND

Result:

NEITHER ITEM GIVES ITS BENEFIT

because neither complete pair is being worn.


PART SIXTY-SIX — BASIC MAGIC ITEM ACTIVATION

The detailed Magic Item chapter later gives a general activation rule:

IT USUALLY TAKES A MAGIC ACTION TO ACTIVATE A MAGIC ITEM

But the item's description can specify:

SOMETHING DIFFERENT

or require:

A SPECIAL ACTION OR CONDITION

 

So the ultimate rule is:

READ THE ITEM DESCRIPTION


PART SIXTY-SEVEN — COMMAND WORDS

Some items require:

A COMMAND WORD

This can be:

SPOKEN

or:

SIGNED

as specified by the rule.

A spoken command word must be:

AUDIBLE

and fails in an area where all sound is suppressed, such as the area of:

SILENCE

 


PART SIXTY-EIGHT — CONSUMABLE MAGIC ITEMS

Some magic items are:

CONSUMED WHEN USED

The SRD gives examples:

POTION OF HEALING

must be swallowed.

For a scroll:

THE WRITING VANISHES

when its magic is invoked.

Once used:

THE CONSUMABLE ITEM LOSES ITS MAGIC

 


PART SIXTY-NINE — SPELLS CAST FROM MAGIC ITEMS

Some magic items allow their user to:

CAST A SPELL FROM THE ITEM

Under the general rule, the spell:

  • doesn't expend one of the user's Spell Slots

  • requires no components unless the item's description says otherwise

  • uses its normal casting time, range, and duration

  • requires the user to Concentrate if the spell normally requires Concentration

The item can make specific exceptions.


PART SEVENTY — ITEM SPELLS DON'T USE YOUR SPELL SLOT

Suppose a magic item permits you to cast a spell from it.

Under the general item rule:

THE ITEM DOESN'T SPEND ONE OF YOUR SPELL SLOTS

This is fundamentally different from:

CASTING ONE OF YOUR OWN PREPARED SPELLS WITH A SLOT


PART SEVENTY-ONE — ITEM SPELLS NORMALLY NEED NO COMPONENTS

The general magic-item rule says a spell cast from an item requires:

NO COMPONENTS

unless:

THE ITEM DESCRIPTION SAYS OTHERWISE

 

This means magic-item spellcasting can operate differently from the ordinary:

V

S

M

system we studied earlier in this lesson.

Specific item descriptions can override this general rule.


PART SEVENTY-TWO — CONCENTRATION STILL MATTERS

Casting a spell from an item does not automatically remove:

CONCENTRATION

If the spell requires Concentration:

THE USER MUST CONCENTRATE

unless the specific item changes the rule.


PART SEVENTY-THREE — THIS IS ONLY THE BASIC MAGIC ITEM INTRODUCTION

Magic items become a major subject later in the course.

We still have to learn:

MAGIC ITEM CATEGORIES

RARITY

VALUES

CHARGES

RECHARGING

CURSES

RESILIENCE

CRAFTING MAGIC ITEMS

SENTIENT MAGIC ITEMS

and:

THE COMPLETE SRD MAGIC ITEM COLLECTION

Those belong principally to:

LESSONS 99–103

For now, you only need the:

CORE USAGE FRAMEWORK


AT THE TABLE — CASTING WITH EQUIPMENT

A spellcaster wants to cast a spell.

Follow this sequence.


STEP 1 — READ THE COMPONENTS

Does it require:

V?

S?

M?


STEP 2 — SATISFY V AND S

Can the caster speak and gesture as required?


STEP 3 — CHECK MATERIALS

If it has M:

DOES IT HAVE A COST?

IS IT CONSUMED?


STEP 4 — IF IT IS ORDINARY AND NON-CONSUMED

Use:

THE SPECIFIED MATERIAL

or:

A COMPONENT POUCH

or an authorized:

SPELLCASTING FOCUS


STEP 5 — MANAGE YOUR HAND

Can you:

ACCESS THE COMPONENT

or:

USE THE FOCUS

as required?


STEP 6 — CHECK ARMOR

Are you wearing armor?

If so:

ARE YOU TRAINED WITH IT?

If not:

YOU CAN'T CAST THE SPELL


AT THE TABLE — FINDING A MAGIC ITEM

The party finds a mysterious ring.


STEP 1

Handle it.

You can tell:

SOMETHING ABOUT IT IS EXTRAORDINARY


STEP 2

Determine its properties through:

IDENTIFY

or:

A SHORT REST FOCUSED ON IT

or possibly through clues and experimentation.


STEP 3

Check whether it:

REQUIRES ATTUNEMENT


STEP 4

If it does, check:

DO YOU QUALIFY?

and:

DO YOU HAVE AN ATTUNEMENT SLOT?


STEP 5

Spend a separate:

SHORT REST

to attune.


STEP 6

Wear, wield, or use the item:

AS ITS DESCRIPTION REQUIRES


STEP 7

When activating it:

FOLLOW THE ITEM'S ACTIVATION RULE


COMPLETE EXAMPLE — THE ARMORED PALADIN

A Paladin wears:

CHAIN MAIL

and carries:

A SHIELD

bearing the emblem of their Holy Symbol.

The Paladin wants to cast a Paladin spell with:

V, S, M

The Material component:

HAS NO COST

and:

ISN'T CONSUMED


ARMOR CHECK

Paladin has Heavy Armor training.

Therefore:

CHAIN MAIL DOESN'T PREVENT CASTING


FOCUS CHECK

The Paladin can use:

A HOLY SYMBOL

as a focus.

The Emblem form may be:

BORNE ON A SHIELD

So the qualifying no-cost, non-consumed Material component can be replaced by:

THE HOLY SYMBOL


OTHER COMPONENTS

The Paladin must still satisfy:

V

and:

S

The focus doesn't erase those requirements.


COMPLETE EXAMPLE — THE WIZARD

A Wizard wants to cast a spell requiring:

V, S, M

The material:

HAS NO COST

and:

ISN'T CONSUMED

The Wizard has their:

SPELLBOOK

in hand.

Wizard Spellcasting allows the spellbook to function as:

A SPELLCASTING FOCUS

So the Wizard may use it to satisfy the qualifying:

M

component.

The Wizard must still satisfy:

V

and:

S


COMPLETE EXAMPLE — COSTLY COMPONENT

A Cleric holds a:

HOLY SYMBOL

The desired spell requires:

M — A PARTICULAR OBJECT WORTH 500 GP

The Cleric cannot say:

"MY HOLY SYMBOL REPLACES IT"

The cost prevents focus substitution.

The Cleric needs:

THE ACTUAL REQUIRED MATERIAL


COMPLETE EXAMPLE — MAGIC ITEM DISCOVERY

The party finds:

A MAGICAL RING

The Fighter picks it up.

The Fighter senses:

THE RING IS EXTRAORDINARY

but doesn't automatically know its complete properties.


The Fighter spends:

A SHORT REST

focused on the ring while touching it.

At the end:

THE PROPERTIES AND METHOD OF USE BECOME KNOWN

except any curse isn't revealed by that Short-Rest method.


The ring says:

REQUIRES ATTUNEMENT

The Fighter already has:

TWO ATTUNED ITEMS

So there is room for:

ONE MORE


The Fighter takes:

A SECOND SHORT REST

focused on the ring.

At the end:

ATTUNEMENT SUCCEEDS

The Fighter now has:

THREE ATTUNED ITEMS


Later the Fighter finds another item requiring Attunement.

Attempting to attune to it immediately would:

FAIL

unless the Fighter first ends Attunement to one of the three existing items.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING EVERY SPELL NEEDS A FOCUS

No.

Read:

THE SPELL'S COMPONENTS

A focus is relevant to qualifying:

MATERIAL COMPONENTS


MISTAKE 2 — THINKING A FOCUS REPLACES VERBAL COMPONENTS

It doesn't.

V STILL REQUIRES V


MISTAKE 3 — THINKING A FOCUS ERASES SOMATIC COMPONENTS

It doesn't.

S STILL MATTERS


MISTAKE 4 — THINKING A FOCUS REPLACES EVERY MATERIAL COMPONENT

It doesn't.

The general substitution requires:

NO SPECIFIED COST

and:

NOT CONSUMED


MISTAKE 5 — REPLACING AN EXPENSIVE COMPONENT WITH A 5 GP FOCUS

No.

A specified-cost Material component:

MUST BE PROVIDED


MISTAKE 6 — REPLACING A CONSUMED COMPONENT WITH A FOCUS

No.

The general Focus substitution doesn't apply when the material is:

CONSUMED


MISTAKE 7 — THINKING MATERIALS ARE ALWAYS CONSUMED

They aren't.

The default is:

NOT CONSUMED

unless the spell says otherwise.


MISTAKE 8 — THINKING YOU NEED TWO HANDS FOR S + M

The Material rule allows the hand accessing the Material component to also perform:

SOMATIC COMPONENTS

when applicable.


MISTAKE 9 — HAVING A COMPONENT POUCH BUT BEING UNABLE TO ACCESS IT

To use it, you need:

A FREE HAND TO REACH INTO IT


MISTAKE 10 — THINKING ANY CHARACTER CAN USE AN ARCANE FOCUS

The caster needs:

A FEATURE ALLOWING THE SUBSTITUTION


MISTAKE 11 — THINKING EVERY SPELLCASTER USES THE SAME FOCUS

They don't.

Different classes have different permitted:

SPELLCASTING FOCUSES


MISTAKE 12 — FORGETTING BARD USES A MUSICAL INSTRUMENT

A Bard can use:

A MUSICAL INSTRUMENT

for Bard spells.


MISTAKE 13 — FORGETTING WIZARD CAN USE THE SPELLBOOK

Wizard:

ARCANE FOCUS OR SPELLBOOK


MISTAKE 14 — THINKING RANGER CAN'T USE A FOCUS

Ranger:

DRUIDIC FOCUS


MISTAKE 15 — THINKING A PALADIN MUST HOLD EVERY HOLY SYMBOL

Not necessarily.

An Emblem may be:

BORNE ON FABRIC OR A SHIELD

An Amulet can be:

WORN OR HELD


MISTAKE 16 — THINKING A NORMAL SPELLCASTING FOCUS INCREASES SPELL SAVE DC

Not inherently.

Its basic function is:

MATERIAL COMPONENT SUBSTITUTION


MISTAKE 17 — THINKING SPELLCASTERS CAN NEVER WEAR ARMOR

Wrong.

The question is:

DO YOU HAVE TRAINING WITH THE ARMOR?


MISTAKE 18 — THINKING ARCANE SPELLS FAIL IN ARMOR BUT DIVINE SPELLS DON'T

The general Casting in Armor rule doesn't make that distinction.

It asks whether you have:

THE REQUIRED ARMOR TRAINING


MISTAKE 19 — THINKING UNTRAINED ARMOR ONLY GIVES DISADVANTAGE TO SPELLS

For spellcasting:

YOU CAN'T CAST WHILE WEARING IT

under the Casting in Armor rule.


MISTAKE 20 — THINKING HANDLING A MAGIC ITEM TELLS YOU EVERYTHING IT DOES

Handling tells you it is:

EXTRAORDINARY

not all its properties.


MISTAKE 21 — THINKING EVERY MAGIC ITEM REQUIRES ATTUNEMENT

Only items whose descriptions say:

REQUIRES ATTUNEMENT

do.


MISTAKE 22 — THINKING IDENTIFYING AND ATTUNING ARE THE SAME THING

They aren't.

IDENTIFICATION = LEARN WHAT IT DOES

ATTUNEMENT = FORM THE REQUIRED MAGICAL BOND


MISTAKE 23 — USING ONE SHORT REST FOR BOTH

The same Short Rest:

CAN'T DO BOTH

for the item under these rules.


MISTAKE 24 — THINKING YOU CAN ATTUNE TO FOUR ITEMS

Maximum:

THREE


MISTAKE 25 — THINKING YOU CAN OWN ONLY THREE MAGIC ITEMS

The limitation is:

THREE ATTUNED ITEMS

not three owned items.


MISTAKE 26 — ATTUNING TO TWO COPIES OF THE SAME MAGIC ITEM

You can't.


MISTAKE 27 — THINKING ATTUNEMENT LASTS FOREVER REGARDLESS OF DISTANCE

If the item is more than:

100 FEET AWAY

for at least:

24 HOURS

Attunement ends.


MISTAKE 28 — THINKING DEATH LEAVES ATTUNEMENT ACTIVE

Death:

ENDS ATTUNEMENT


MISTAKE 29 — THINKING A CURSED ITEM CAN ALWAYS BE UNATTUNED WITH A SHORT REST

The basic voluntary method doesn't work if:

THE ITEM IS CURSED


MISTAKE 30 — WEARING TWO DIFFERENT MAGIC BOOTS

Paired items need:

THE COMPLETE PAIR

to give their benefit.


MISTAKE 31 — PUTTING A MAGIC CLOAK IN YOUR BAG AND CLAIMING ITS WORN BENEFIT

A worn item must be:

WORN AS INTENDED


MISTAKE 32 — THINKING ALL MAGIC ITEMS USE A MAGIC ACTION

The general rule says activation:

USUALLY

takes a Magic action.

The item's description can say otherwise.


MISTAKE 33 — THINKING A SPELL CAST FROM AN ITEM SPENDS YOUR SPELL SLOT

Under the general magic-item rule:

IT DOESN'T


MISTAKE 34 — ASSUMING A SPELL CAST FROM AN ITEM ALWAYS NEEDS NORMAL COMPONENTS

The general item rule says:

NO COMPONENTS

unless the item's description says otherwise.


MISTAKE 35 — FORGETTING CONCENTRATION ON ITEM SPELLS

If the spell requires:

CONCENTRATION

the user normally must maintain it.


QUICK RECAP

SPELL COMPONENTS

V = VERBAL

S = SOMATIC

M = MATERIAL

Can't provide a required component?

CAN'T CAST


MATERIAL COMPONENT

Default:

NOT CONSUMED

unless stated otherwise.

Requires:

ACCESS WITH A FREE HAND

That hand may also perform:

SOMATIC COMPONENTS

when applicable.


COMPONENT POUCH

Cost:

25 GP

Weight:

2 LB.

Substitutes for qualifying:

NO-COST

NON-CONSUMED

Material components.


SPELLCASTING FOCUS

Can substitute for the same qualifying materials if:

YOUR FEATURE ALLOWS IT

Normally:

MUST BE HELD

unless its description says otherwise.


ARCANE FOCUS

Used by:

SORCERER

WARLOCK

WIZARD


DRUIDIC FOCUS

Used by:

DRUID

RANGER


HOLY SYMBOL

Used by:

CLERIC

PALADIN


MUSICAL INSTRUMENT

Used as focus by:

BARD


SPELLBOOK

Can be used as focus by:

WIZARD


CASTING IN ARMOR

If wearing armor:

YOU NEED TRAINING WITH IT TO CAST SPELLS


IDENTIFYING MAGIC ITEMS

Handling:

YOU SENSE IT IS EXTRAORDINARY

Properties:

IDENTIFY

or:

SHORT REST + PHYSICAL CONTACT + FOCUS

Short-Rest identification:

DOESN'T REVEAL A CURSE


ATTUNEMENT

If required:

SEPARATE SHORT REST

focused on the item while maintaining physical contact.

Maximum:

THREE ATTUNED ITEMS

Can't attune to:

MULTIPLE COPIES OF THE SAME ITEM


ENDING ATTUNEMENT

Can end through several conditions, including:

>100 FEET AWAY FOR 24 HOURS

DEATH

LOSING PREREQUISITES

ANOTHER CREATURE ATTUNING

or voluntarily:

SHORT REST

unless:

CURSED


WEARING MAGIC ITEMS

Use them:

AS INTENDED

Paired items:

BOTH PIECES REQUIRED


ACTIVATION

Usually:

MAGIC ACTION

but:

READ THE ITEM DESCRIPTION


PRIME HERO CHALLENGE

A Cleric is wearing armor with which they have proper training.

They hold a:

RELIQUARY HOLY SYMBOL

The Cleric wants to cast three hypothetical spells.


SPELL A

Components:

V, S, M

Material:

A PINCH OF ORDINARY DUST

No cost.

Not consumed.

Can the Holy Symbol replace it?

YES

The Cleric's Spellcasting feature permits a Holy Symbol as a focus, and the material has:

NO COST

and:

ISN'T CONSUMED

The Cleric must still satisfy:

V

and:

S


SPELL B

Components:

V, S, M

Material:

A GEM WORTH 250 GP

Can the Holy Symbol replace it?

NO

The Material component has:

A SPECIFIED COST

The actual required component must be provided.


SPELL C

Components:

V, S, M

Material:

A SMALL HERB, WHICH THE SPELL CONSUMES

No monetary cost is specified.

Can the Holy Symbol replace it?

NO

Even without a price, the spell:

CONSUMES THE MATERIAL

The general focus substitution requires the material to be:

NOT CONSUMED


BONUS CHALLENGE — THE FOURTH MAGIC ITEM

The Cleric already has:

THREE ATTUNED MAGIC ITEMS

They discover a fourth item that:

REQUIRES ATTUNEMENT

Can they simply take a Short Rest and gain its powers?

NO

The fourth Attunement attempt:

FAILS

until they first end Attunement to:

ONE OF THE THREE EXISTING ITEMS


LESSON 69 — KEY TAKEAWAYS

Spellcasting is not purely:

ABSTRACT MAGIC

It has physical requirements.

The spell description tells you what you need:

V

S

M

Equipment helps you satisfy those requirements.

A:

COMPONENT POUCH

provides a universal practical solution for qualifying ordinary Material components.

A:

SPELLCASTING FOCUS

allows a permitted spellcaster to channel magic through an object associated with their magical tradition.

But neither allows you to ignore:

COSTLY COMPONENTS

CONSUMED COMPONENTS

or:

OTHER REQUIRED COMPONENT TYPES


Armor follows an equally simple principle:

TRAINED = YOU CAN CAST WHILE WEARING IT

NOT TRAINED = YOU CAN'T

The game doesn't universally divide characters into:

"ARMORED PEOPLE"

and:

"MAGIC PEOPLE"

A character can be both.


Magic items introduce an entirely new equipment layer.

Finding one creates several questions:

IS IT MAGICAL?

WHAT DOES IT DO?

DOES IT REQUIRE ATTUNEMENT?

DO I HAVE AN ATTUNEMENT SLOT?

HOW MUST I WEAR OR WIELD IT?

HOW IS IT ACTIVATED?

Understanding those questions is the foundation for using:

MAGICAL EQUIPMENT

correctly.


NEXT LESSON

LESSON 70 — CRAFTING NONMAGICAL ITEMS, BREWING POTIONS OF HEALING, AND SCRIBING SPELL SCROLLS

We have now learned how to:

BUY EQUIPMENT

USE EQUIPMENT

CAST WITH EQUIPMENT

and:

USE THE BASIC RULES FOR MAGIC ITEMS

The final Equipment lesson asks a different question:

CAN YOU MAKE THESE THINGS YOURSELF?

Lesson 70 will cover the complete SRD rules for:

CRAFTING NONMAGICAL ITEMS

including:

REQUIRED TOOLS

TOOL PROFICIENCY

RAW MATERIAL COST

CRAFTING TIME

MULTIPLE CRAFTERS

Then we will learn the special rules for:

BREWING A POTION OF HEALING

and:

SCRIBING SPELL SCROLLS

including the full:

SPELL SCROLL COST TABLE

from:

CANTRIPS

through:

LEVEL 9 SPELLS

and the exact requirements for:

THE SCRIBE

MATERIAL COMPONENTS

SPELL SAVE DC

SPELL ATTACK BONUS

and:

CANTRIP SCALING

This will complete the Equipment section and prepare us to begin:

SPELLCASTING AND SPELLS

in Lesson 71.

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.