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.