Secret Lesson 99
Magic Item Basic Rules
Lesson 98 completed the:
GAMEPLAY TOOLBOX
Now we begin a new major section of the course:
MAGIC ITEMS
Magic items are among the most iconic rewards in a 5E role-playing game.
A character might discover:
A MAGICAL SWORD
AN ENCHANTED SHIELD
A POTION
A MYSTERIOUS RING
A WAND
A STAFF
A SPELL SCROLL
or something far stranger, such as:
A BAG OF HOLDING
But finding a magic item doesn't automatically mean the character understands:
WHAT IT DOES
HOW TO ACTIVATE IT
WHETHER IT REQUIRES ATTUNEMENT
HOW MANY MAGIC ITEMS CAN BE ATTUNED AT ONCE
WHETHER IT HAS CHARGES
WHETHER IT IS CURSED
or:
WHETHER IT CAN BE DESTROYED
The SRD 5.2.1 establishes a complete framework for all of these questions. Magic items belong to nine categories, have a rarity, may require identification or Attunement, and can use activation systems such as command words, charges, or spell casting.
This lesson teaches those universal rules before Lessons 101–103 begin the individual:
MAGIC ITEMS A–Z
PART ONE — WHAT IS A MAGIC ITEM?
Magic items are extraordinary objects that can grant capabilities a character might rarely possess otherwise or enhance abilities the character already has. The SRD presents them as treasures that might be recovered from defeated monsters or discovered in lost vaults.
The important rules principle is:
A MAGIC ITEM IS STILL AN ITEM
Its magical nature doesn't erase all the ordinary rules that apply to:
ARMOR
WEAPONS
OBJECTS
EQUIPMENT
or:
SPELLCASTING
Instead, its specific magic item description adds:
SPECIAL RULES
EXAMPLE
A magical Longsword is still:
A LONGSWORD
It still uses the normal Longsword rules unless the magic item's description:
CHANGES SOMETHING
A magical Shield is still:
A SHIELD
Its magical properties are added to:
THE NORMAL SHIELD
unless the item says otherwise.
This is another example of:
GENERAL RULE + SPECIFIC EXCEPTION
PART TWO — THE NINE MAGIC ITEM CATEGORIES
Every magic item belongs to one of:
NINE CATEGORIES
| Category | SRD Example |
|---|---|
| Armor | +1 Leather Armor, +1 Shield |
| Potions | Potion of Healing |
| Rings | Ring of Invisibility |
| Rods | Immovable Rod |
| Scrolls | Spell Scroll |
| Staffs | Staff of Striking |
| Wands | Wand of Fireballs |
| Weapons | +1 Ammunition, +1 Longsword |
| Wondrous Items | Bag of Holding, Boots of Elvenkind |
These categories are important because they determine some of the item's:
GENERAL PHYSICAL RULES
and sometimes:
HOW IT IS USED
PART THREE — ARMOR
A magic item in the:
ARMOR
category is normally a magical version of armor found in the Equipment rules.
Unless its description says otherwise:
THE ARMOR MUST BE WORN
for its magic to function.
SPECIFIED ARMOR TYPE
Some magic armor tells you exactly what it is.
For example:
PLATE ARMOR
or:
CHAIN MAIL
In that case:
USE THAT ARMOR TYPE
UNSPECIFIED ARMOR TYPE
If the magic item doesn't specify the type of armor:
THE TYPE CAN BE CHOSEN OR DETERMINED RANDOMLY
according to the Magic Item rules.
IMPORTANT
A magical suit of armor doesn't automatically grant:
ARMOR TRAINING
If a character lacks the training required for the armor:
THE NORMAL ARMOR-TRAINING RULES STILL MATTER
unless the specific item says otherwise.
EXAMPLE
A Wizard finds magical Plate Armor.
The armor being magical doesn't automatically mean:
THE WIZARD CAN USE IT WITHOUT CONSEQUENCES
The character still follows the armor rules unless:
THE ITEM SPECIFICALLY OVERRIDES THEM
PART FOUR — POTIONS
A:
POTION
might be:
A MAGICAL LIQUID TO DRINK
or:
AN OIL APPLIED TO A CREATURE OR OBJECT
A typical potion contains:
1 OUNCE OF LIQUID
in a vial.
POTIONS ARE CONSUMABLE
When a potion is used:
IT IS USED UP
Its magic doesn't normally remain in the empty vial.
DRINKING A POTION
Drinking a potion requires:
BONUS ACTION
ADMINISTERING A POTION TO ANOTHER CREATURE
Also:
BONUS ACTION
This reinforces the rule we already learned with:
POTION OF HEALING
OILS
Applying a magical oil might take:
LONGER
The item's own description tells you:
HOW LONG
IMMEDIATE EFFECT
Once used:
THE POTION TAKES EFFECT IMMEDIATELY
and:
IS USED UP
EXAMPLE
A Fighter has:
8 HP REMAINING
and drinks a Potion of Healing.
Cost in action economy:
BONUS ACTION
The potion takes effect:
IMMEDIATELY
Then the potion:
IS GONE
PART FIVE — MIXING POTIONS
This is one of the strangest rules in the Magic Item section.
A character can potentially:
DRINK ONE POTION WHILE ANOTHER IS STILL ACTIVE
or:
MIX MULTIPLE POTIONS IN ONE CONTAINER
But magical ingredients can interact:
UNPREDICTABLY
When two potions are mixed:
ROLL 1D100
on the:
POTION MISCIBILITY TABLE
POTION MISCIBILITY TABLE
| d100 | Result |
|---|---|
| 01 | Both lose their effects; mixture explodes in a 5-foot-radius Sphere, dealing 4d10 Force damage to every creature in the area |
| 02–08 | Both lose their effects; mixture becomes an Ingested poison chosen by the GM |
| 09–15 | Both potions lose their effects |
| 16–25 | One potion loses its effect |
| 26–35 | Both work, but numerical effects and durations are halved; a potion with neither loses its effect instead |
| 36–90 | Both work normally |
| 91–99 | Both work, but one potion's numerical effects and duration are doubled; if neither has something that can be doubled, both work normally |
| 00 | Only one potion works, but its effects become permanent |
PART SIX — RESULT 01: MAGICAL EXPLOSION
On:
01
both potions:
LOSE THEIR EFFECTS
and the mixture explodes.
Area:
5-FOOT-RADIUS SPHERE
Damage:
4D10 FORCE
Every creature in the area takes that damage.
EXAMPLE
4d10:
8 + 6 + 9 + 4 = 27
Each creature in the Sphere takes:
27 FORCE DAMAGE
The table doesn't list:
A SAVING THROW
So do not invent one.
PART SEVEN — RESULT 02–08: POISON
Both potions lose their original effects.
The mixture becomes:
AN INGESTED POISON
The GM chooses a poison from the Poison rules.
This directly connects Lesson 96 to:
MAGIC ITEMS
PART EIGHT — RESULT 09–15: NOTHING
Both potions:
LOSE THEIR EFFECTS
The mixture provides:
NO ORIGINAL POTION BENEFIT
PART NINE — RESULT 16–25: ONE FAILS
One potion:
LOSES ITS EFFECT
The other functions.
The table doesn't require:
BOTH TO FAIL
PART TEN — RESULT 26–35: BOTH ARE WEAKENED
Both potions function.
But their:
NUMERICAL EFFECTS
and:
DURATIONS
are:
HALVED
If a potion has:
NO NUMERICAL EFFECT
and:
NO DURATION
it instead:
LOSES ITS EFFECT
EXAMPLE
Potion A normally lasts:
1 HOUR
Now:
30 MINUTES
Potion B normally gives:
+4
to a numerical effect.
Now:
+2
Apply normal:
ROUNDING RULES
when a calculation produces a fraction.
PART ELEVEN — RESULT 36–90: NORMAL
This is the most likely range.
Both potions:
WORK NORMALLY
PART TWELVE — RESULT 91–99: ONE IS AMPLIFIED
Both potions work.
But one potion has its:
NUMERICAL EFFECTS
and:
DURATION
doubled.
If neither potion contains something that can be doubled this way:
BOTH WORK NORMALLY
PART THIRTEEN — RESULT 00: PERMANENT MAGIC
This is the extraordinary result.
Only:
ONE POTION
works.
But its effect becomes:
PERMANENT
The GM chooses:
THE SIMPLEST EFFECT TO MAKE PERMANENT
or:
THE ONE THAT SEEMS MOST FUN
SRD EXAMPLES
A Potion of Healing might permanently increase:
HIT POINT MAXIMUM
by:
2D4 + 2
A Potion of Invisibility might grant:
INVISIBLE
indefinitely.
The SRD also says that at the GM's discretion:
DISPEL MAGIC
or similar magic might end the permanent effect.
IMPORTANT
This result does not create a universal rule saying:
ALL PERMANENT POTION EFFECTS ARE IMMUNE TO DISPEL MAGIC
or:
ALL ARE AUTOMATICALLY DISPELLABLE
The table gives:
GM DISCRETION
PART FOURTEEN — MIXING MORE THAN TWO POTIONS
If more than:
TWO POTIONS
are combined:
roll again for:
EACH SUBSEQUENT POTION
combining the results.
EXAMPLE
Three potions are mixed.
First:
RESOLVE POTION 1 + POTION 2
Then incorporate:
POTION 3
and:
ROLL AGAIN
The results can become:
VERY STRANGE
HIDDEN RESULTS
Unless the result is immediately obvious:
THE GM DOESN'T NEED TO REVEAL IT IMMEDIATELY
The result is revealed when:
IT BECOMES EVIDENT
That allows Potion Miscibility to create genuine:
MAGICAL UNCERTAINTY
PART FIFTEEN — RINGS
For a magic:
RING
to function:
IT MUST BE WORN ON A FINGER
or:
A SIMILAR DIGIT
unless its description says otherwise.
IMPORTANT
Merely carrying:
A RING OF INVISIBILITY
in your backpack doesn't mean:
ITS MAGIC IS ACTIVE
if its rules require it to be worn.
PART SIXTEEN — RODS
A:
ROD
is usually a scepter made from:
METAL
WOOD
or:
BONE
A typical rod weighs:
2–5 POUNDS
Unless its description says otherwise:
A ROD CAN BE USED AS AN ARCANE FOCUS
PART SEVENTEEN — SCROLLS
A:
SCROLL
is typically a roll of:
PAPER
or:
PARCHMENT
The most common type is:
SPELL SCROLL
which stores a spell in written form.
SCROLLS ARE CONSUMABLE
To release a scroll's magic:
READ IT
Once its magic is invoked:
IT CAN'T BE USED AGAIN
Its writing might:
FADE
or the scroll might:
CRUMBLE INTO DUST
WHO CAN TRY TO USE A SCROLL?
Unless the scroll says otherwise:
ANY CREATURE THAT CAN UNDERSTAND A WRITTEN LANGUAGE
can:
READ THE SCROLL
and:
ATTEMPT TO ACTIVATE IT
IMPORTANT — SPELL SCROLLS HAVE ADDITIONAL RULES
The individual:
SPELL SCROLL
magic item has its own restrictions.
For example, the spell normally needs to be on:
YOUR SPELL LIST
for you to cast it from that specific item.
We'll study the complete Spell Scroll entry in:
LESSON 103
The general Scroll category rule doesn't erase:
THE SPECIFIC SPELL SCROLL RULES
PART EIGHTEEN — STAFFS
Magic:
STAFFS
vary greatly in material and appearance.
They normally weigh:
2–7 POUNDS
Unless their description says otherwise, a staff can be used as:
A NONMAGICAL QUARTERSTAFF
and:
AN ARCANE FOCUS
IMPORTANT
The rule says:
NONMAGICAL QUARTERSTAFF
for this default use.
The staff's own magical description might separately give:
MAGICAL WEAPON PROPERTIES
But don't automatically assume every magic Staff gives magical Quarterstaff attacks merely because:
THE STAFF ITSELF IS A MAGIC ITEM
Follow:
THE ITEM DESCRIPTION
PART NINETEEN — WANDS
A:
WAND
is typically:
12–15 INCHES LONG
and made from materials such as:
METAL
BONE
or:
WOOD
Unless its description says otherwise:
A WAND CAN BE USED AS AN ARCANE FOCUS
PART TWENTY — WEAPONS
A magic:
WEAPON
is normally a magical version of a weapon from:
EQUIPMENT
Some specify their exact type.
For example:
LONGSWORD
or:
LONGBOW
If the magic item doesn't specify the weapon type:
THE TYPE MAY BE CHOSEN OR RANDOMLY DETERMINED
AMMUNITION FROM A MAGIC WEAPON
If a magic weapon has:
AMMUNITION
property,
ammunition fired from it counts as:
MAGICAL
for any rule that cares whether the weapon is magical.
EXAMPLE
A magical Longbow fires:
AN ORDINARY ARROW
For a rule that asks whether the weapon is magical:
THE FIRED AMMUNITION COUNTS AS MAGICAL
This doesn't automatically mean the arrow acquires:
EVERY OTHER PROPERTY OF THE BOW
Only apply:
WHAT THE RULE ACTUALLY SAYS
PART TWENTY-ONE — WONDROUS ITEMS
The broadest category is:
WONDROUS ITEMS
It includes wearable objects such as:
BOOTS
BELTS
CAPES
AMULETS
BROOCHES
CIRCLETS
and also many non-wearable magical objects, including:
BAGS
CARPETS
FIGURINES
HORNS
MUSICAL INSTRUMENTS
and much more.
Think of Wondrous Items as:
THE LARGE CATCH-ALL CATEGORY
for magic objects that don't belong naturally to the other eight categories.
PART TWENTY-TWO — MAGIC ITEM RARITY
Every magic item has:
A RARITY
Rarity gives:
A ROUGH MEASURE OF THE ITEM'S POWER RELATIVE TO OTHER MAGIC ITEMS
The rarities are:
COMMON
UNCOMMON
RARE
VERY RARE
LEGENDARY
and:
ARTIFACT
GENERAL PROGRESSION
At one end:
COMMON
These are the most plentiful.
At the other:
ARTIFACTS
These are:
PRICELESS
UNIQUE
and:
DIFFICULT TO ACQUIRE
IMPORTANT
Rarity is:
A ROUGH MEASURE
It doesn't say:
EVERY RARE ITEM IS EXACTLY EQUALLY POWERFUL
Individual magic items can have very different purposes.
PART TWENTY-THREE — MAGIC ITEM VALUES
The SRD provides standard value guidelines.
| Rarity | Value |
|---|---|
| Common | 100 GP |
| Uncommon | 400 GP |
| Rare | 4,000 GP |
| Very Rare | 40,000 GP |
| Legendary | 200,000 GP |
| Artifact | Priceless |
THESE VALUES ARE NOT A GUARANTEE OF AVAILABILITY
Common magic items can often be bought in:
A TOWN OR CITY
Uncommon and Rare items are usually found only in:
CITIES
Rarer items might be sold only in extraordinary places, such as:
A CITY ON ANOTHER PLANE OF EXISTENCE
THE GM CONTROLS MAGIC ITEM COMMERCE
The SRD says:
IF YOU ALLOW CHARACTERS TO BUY AND SELL MAGIC ITEMS
rarity can help establish price.
That means the rules do not promise:
A UNIVERSAL MAGIC ITEM SUPERMARKET
in every campaign.
A seller might even request:
A SERVICE
rather than:
GOLD
PART TWENTY-FOUR — CONSUMABLE ITEM VALUES
For a:
CONSUMABLE MAGIC ITEM
other than a Spell Scroll:
HALVE THE RARITY VALUE
EXAMPLE — COMMON CONSUMABLE
Common base value:
100 GP
Consumable:
100 ÷ 2 =
50 GP
SPELL SCROLLS ARE DIFFERENT
A Spell Scroll's value is:
TWICE THE COST REQUIRED TO SCRIBE IT
according to the Scribing Spell Scrolls rules.
So don't use:
THE NORMAL CONSUMABLE HALF-PRICE RULE
for Spell Scrolls.
PART TWENTY-FIVE — ADD THE BASE ITEM'S COST
If the magic item includes a normal piece of equipment that already has a purchase price:
ADD THAT NORMAL ITEM'S COST
to:
THE MAGIC ITEM VALUE
SRD EXAMPLE — +1 PLATE ARMOR
+1 Armor is:
RARE
Rare magic value:
4,000 GP
Plate Armor:
1,500 GP
Total:
4,000 + 1,500 =
5,500 GP
This is the value of:
+1 ARMOR (PLATE ARMOR)
PART TWENTY-SIX — IDENTIFYING A MAGIC ITEM
Finding a magic item doesn't automatically tell you:
WHAT IT DOES
Simply handling it is enough to realize that:
SOMETHING ABOUT IT IS EXTRAORDINARY
but learning its actual properties requires:
IDENTIFICATION
METHOD 1 — IDENTIFY SPELL
The fastest method is:
IDENTIFY
The spell reveals the item's properties according to its spell rules.
METHOD 2 — SHORT REST
You can focus on:
ONE MAGIC ITEM
during:
A SHORT REST
while remaining:
IN PHYSICAL CONTACT WITH IT
At the end of that Short Rest:
YOU LEARN ITS PROPERTIES
and:
HOW TO USE THEM
But:
YOU DON'T LEARN A CURSE THE ITEM MIGHT HAVE
IMPORTANT
This Short Rest is for:
LEARNING THE ITEM
It is not necessarily:
ATTUNEMENT
Those are two distinct procedures.
PART TWENTY-SEVEN — MAGIC ITEMS CAN CONTAIN CLUES
Sometimes the item itself hints at:
ITS FUNCTION
A command word might be:
ENGRAVED ON THE ITEM
A visual design might suggest:
WHAT THE ITEM DOES
The SRD encourages discovery through:
OBSERVATION
and:
EXPERIMENTATION
EXAMPLE
A ring decorated with feathers might suggest:
FALLING OR FLIGHT MAGIC
That is:
A CLUE
not necessarily automatic rules knowledge.
PART TWENTY-EIGHT — IDENTIFYING POTIONS BY TASTE
Potions have a special practical rule.
A:
SMALL TASTE
is enough to tell the taster:
WHAT THE POTION DOES
IMPORTANT
A tiny identifying taste is not the same as:
DRINKING THE FULL POTION
You don't consume the entire magic item merely by:
IDENTIFYING IT THIS WAY
PART TWENTY-NINE — EXPERIMENTING WITH AN ITEM
A character can also learn about an item by:
USING IT
or:
EXPERIMENTING WITH IT
The SRD's example is a Ring of Swimming.
Putting it on might make movement feel:
STRANGELY FLUID
Then entering water reveals:
WHAT IT ACTUALLY DOES
This allows magic items to be discovered through:
PLAY
rather than always:
IMMEDIATE RULE EXPOSITION
PART THIRTY — ATTUNEMENT
Some magic items require:
ATTUNEMENT
Attunement is a magical bond between:
CREATURE
and:
ITEM
Without Attunement to an item that requires it:
YOU DON'T GET ITS MAGICAL PROPERTIES
unless the item says otherwise.
NONMAGICAL BENEFITS STILL APPLY
Suppose you have:
A MAGIC SHIELD THAT REQUIRES ATTUNEMENT
but you aren't attuned.
You can still gain:
THE BENEFITS OF AN ORDINARY SHIELD
if you use it correctly.
You simply don't receive:
THE MAGICAL PROPERTIES
PART THIRTY-ONE — HOW TO ATTUNE
Attuning requires:
A SHORT REST
During that Short Rest you must:
FOCUS ONLY ON THAT ITEM
and remain:
IN PHYSICAL CONTACT WITH IT
THE FOCUS CAN FIT THE ITEM
Examples from the SRD include:
Weapon
WEAPON PRACTICE
Wand
MEDITATION
or another appropriate activity.
INTERRUPTED REST
If the Short Rest is interrupted:
ATTUNEMENT FAILS
If completed:
YOU BECOME ATTUNED
and can access:
THE ITEM'S FULL MAGICAL CAPABILITIES
PART THIRTY-TWO — IDENTIFICATION AND ATTUNEMENT REQUIRE SEPARATE SHORT RESTS
This is critical.
The Short Rest used to:
LEARN THE ITEM'S PROPERTIES
cannot be the same Short Rest used to:
ATTUNE TO THE ITEM
EXAMPLE
You find a mysterious sword.
Short Rest 1
Focus on sword to:
IDENTIFY ITS PROPERTIES
You discover:
IT REQUIRES ATTUNEMENT
Can you say:
“I ALSO ATTUNED DURING THAT SAME REST”?
NO
Short Rest 2
Focus specifically on:
ATTUNING TO THE SWORD
Complete it successfully.
Now:
ATTUNED
PART THIRTY-THREE — MAXIMUM THREE ATTUNED ITEMS
A creature can normally be attuned to:
NO MORE THAN THREE MAGIC ITEMS AT ONCE
EXAMPLE
You are attuned to:
ITEM A
ITEM B
ITEM C
You find:
ITEM D
Can you attune immediately?
NO
The attempt to attune to a fourth:
FAILS
You must first end Attunement to:
ONE EXISTING ITEM
IMPORTANT
You can still possess:
MORE THAN THREE MAGIC ITEMS
The limit is specifically:
ATTUNEMENT
Items that don't require Attunement aren't automatically counted against:
THE THREE-ITEM LIMIT
PART THIRTY-FOUR — YOU CAN'T ATTUNE TO TWO COPIES OF THE SAME ITEM
You also can't attune to:
MORE THAN ONE COPY OF AN ITEM
The SRD gives:
RING OF PROTECTION
as its example.
EXAMPLE
You possess two Rings of Protection.
Can you attune to:
BOTH?
NO
Even though you have:
TWO ATTUNEMENT SLOTS AVAILABLE
the duplicate-item rule prevents it.
PART THIRTY-FIVE — ATTUNEMENT PREREQUISITES
Some items require more than:
AN AVAILABLE ATTUNEMENT SLOT
They might have:
A CLASS PREREQUISITE
or require:
A SPELLCASTER
CLASS PREREQUISITE
If an item requires Attunement by:
A PARTICULAR CLASS
the creature must actually be:
A MEMBER OF THAT CLASS
EXAMPLE
An item says:
REQUIRES ATTUNEMENT BY A PALADIN
A Fighter with religious beliefs doesn't qualify merely because:
THE CHARACTER ACTS LIKE A PALADIN
The creature must be:
A PALADIN
PART THIRTY-SIX — SPELLCASTER PREREQUISITE
If an item requires Attunement by:
A SPELLCASTER
you qualify if you can cast at least:
ONE SPELL
using:
YOUR TRAITS
or:
YOUR FEATURES
MAGIC ITEMS DON'T COUNT FOR THIS PREREQUISITE
You do not qualify merely because another magic item allows you to:
CAST A SPELL
The ability must come from:
YOUR TRAITS OR FEATURES
not:
A MAGIC ITEM OR SIMILAR SOURCE
PART THIRTY-SEVEN — ENDING ATTUNEMENT
Attunement can end in several ways.
It ends if:
1 — YOU NO LONGER SATISFY ITS ATTUNEMENT PREREQUISITES
2 — THE ITEM HAS BEEN MORE THAN 100 FEET AWAY FOR AT LEAST 24 HOURS
3 — YOU DIE
4 — ANOTHER CREATURE ATTUNES TO THE ITEM
You can also voluntarily end Attunement by:
SPENDING A SHORT REST FOCUSED ON THE ITEM
unless:
THE ITEM IS CURSED
PART THIRTY-EIGHT — DISTANCE EXAMPLE
You are attuned to a magical amulet.
The amulet is stolen and taken:
200 FEET AWAY
for:
6 HOURS
Does Attunement end?
NO
The distance condition requires:
MORE THAN 100 FEET AWAY
for:
AT LEAST 24 HOURS
AFTER 24 HOURS
If it remains more than 100 feet away:
ATTUNEMENT ENDS
PART THIRTY-NINE — WEARING AND WIELDING MAGIC ITEMS
A magic item's properties might require:
WEARING
or:
WIELDING
it.
The item must be used in:
THE INTENDED FASHION
EXAMPLES
Boots:
ON FEET
Gloves:
ON HANDS
Hat or helmet:
ON HEAD
Ring:
ON FINGER
Magic Armor:
DONNED
Shield:
STRAPPED TO ARM
Cloak:
FASTENED ABOUT SHOULDERS
Weapon:
HELD
IMPORTANT
A magical helmet carried:
UNDER YOUR ARM
isn't being worn:
AS A HELMET
A magical sword tied to your backpack isn't being:
WIELDED
Follow the item's use requirements.
PART FORTY — MAGIC ITEMS USUALLY ADJUST TO THEIR WEARER
Most wearable magic items can fit:
CREATURES OF DIFFERENT SIZES OR BUILDS
They are typically either:
EASILY ADJUSTABLE
or:
MAGICALLY ADJUST THEMSELVES
BUT THE GM CAN CREATE EXCEPTIONS
The Magic Item rules explicitly allow the GM to decide that a particular item:
DOESN'T ADJUST TO EVERY WEARER
For example, a craftsman might have created it specifically for creatures shaped like:
DWARVES
This is a:
GM OPTION PROVIDED BY THE SRD
not the default assumption for every magic item.
PART FORTY-ONE — UNUSUAL ANATOMY
The GM also decides whether a creature with unusual anatomy can physically use:
A PARTICULAR ITEM
SRD EXAMPLE
A ring might work when placed on:
A TENTACLE
But a creature with:
A SNAKELIKE TAIL INSTEAD OF LEGS
can't normally wear:
MAGIC BOOTS
This is not a numerical rule.
It is:
GM ADJUDICATION BASED ON ANATOMY
PART FORTY-TWO — MULTIPLE ITEMS OF THE SAME KIND
You normally can't wear more than one of certain categories of wearable equipment simultaneously.
Examples include:
ONE PAIR OF FOOTWEAR
ONE PAIR OF GLOVES OR GAUNTLETS
ONE PAIR OF BRACERS
ONE SUIT OF ARMOR
ONE ITEM OF HEADWEAR
and:
ONE CLOAK
The GM can:
MAKE EXCEPTIONS
IMPORTANT
This isn't the same as:
ATTUNEMENT LIMIT
You might have enough Attunement slots to use two pairs of magical boots.
But the physical wearing rule normally says:
ONE PAIR OF FOOTWEAR
PART FORTY-THREE — PAIRED ITEMS
Some items come in:
PAIRS
Examples:
BOOTS
BRACERS
GAUNTLETS
GLOVES
Normally, such an item grants its benefit only if:
BOTH PARTS OF THE PAIR ARE WORN
SRD EXAMPLE
One foot:
BOOT OF STRIDING AND SPRINGING
Other foot:
BOOT OF ELVENKIND
Result:
NEITHER ITEM GRANTS ITS BENEFIT
You can't normally create a magical:
MIX-AND-MATCH BOOT COMBO
PART FORTY-FOUR — PAIRED ITEM EXCEPTIONS
The later Magic Item rules allow the GM to make sensible exceptions for:
CREATURE ANATOMY
For example, a character with only one arm might be allowed to use:
ONE GLOVE
from a magical pair,
provided the matching glove remains:
ON THEIR PERSON
This is explicit:
GM DISCRETION
PART FORTY-FIVE — ACTIVATING A MAGIC ITEM
Usually, activating a magic item requires:
MAGIC ACTION
But:
READ THE ITEM
because a category or specific item may require:
SOMETHING DIFFERENT
EXAMPLES OF DIFFERENT ACTIVATIONS
A potion:
BONUS ACTION
A scroll:
READ IT
Some items:
MAGIC ACTION
Some:
COMMAND WORD
Some:
EXPEND CHARGES
Some might activate:
AUTOMATICALLY
when their trigger occurs.
The specific item determines:
THE FINAL PROCEDURE
PART FORTY-SIX — COMMAND WORDS
A:
COMMAND WORD
is a word or short phrase that must be:
SPOKEN
or:
SIGNED
for an item to work.
SPOKEN COMMAND WORDS
A spoken command word must be:
AUDIBLE
Therefore it fails in an area where:
ALL SOUND IS SUPPRESSED
such as the area of:
SILENCE
IMPORTANT
The general command-word rule explicitly permits:
SPOKEN OR SIGNED
But if you are relying on a:
SPOKEN
command word:
IT MUST BE HEARD
in the sense required by the rule.
PART FORTY-SEVEN — CONSUMABLE MAGIC ITEMS
Some magic items are:
CONSUMED
when activated.
Examples:
POTIONS
and:
SCROLLS
POTION
The liquid is:
SWALLOWED OR APPLIED
SCROLL
Its writing:
DISAPPEARS
or the scroll is otherwise expended.
AFTER USE
A consumable item:
LOSES ITS MAGIC
It isn't:
A RECHARGEABLE EMPTY POTION BOTTLE
unless a specific item says otherwise.
PART FORTY-EIGHT — SPELLS CAST FROM MAGIC ITEMS
Some magic items let their user:
CAST A SPELL FROM THE ITEM
The general rules are important.
Unless the item says otherwise:
THE SPELL USES THE LOWEST POSSIBLE SPELL AND CASTER LEVEL
IT DOESN'T EXPEND THE USER'S SPELL SLOTS
IT REQUIRES NO COMPONENTS
and uses its normal:
CASTING TIME
RANGE
and:
DURATION
NO SPELL SLOT EXPENDED
Suppose a wand lets you cast a spell.
Normally:
YOUR OWN SPELL SLOT IS NOT SPENT
The magic comes from:
THE ITEM
PART FORTY-NINE — NO COMPONENTS BY DEFAULT
A spell cast from a magic item requires:
NO COMPONENTS
unless:
THE ITEM DESCRIPTION SAYS OTHERWISE
So the general magic-item spell rule removes:
VERBAL
SOMATIC
and:
MATERIAL
components unless the specific item says differently.
IMPORTANT
This rule applies to:
SPELLS CAST FROM MAGIC ITEMS
It does not mean:
ALL SPELLS YOU CAST WHILE HOLDING A MAGIC ITEM HAVE NO COMPONENTS
Only the spell:
BEING CAST FROM THE ITEM
gets this default rule.
PART FIFTY — CASTING TIME STILL MATTERS
The spell normally retains:
ITS NORMAL CASTING TIME
EXAMPLE
Spell's normal Casting Time:
ACTION
Casting it from a magic item normally requires:
THAT NORMAL CASTING TIME
unless:
THE ITEM SAYS OTHERWISE
PART FIFTY-ONE — RANGE AND DURATION STILL MATTER
Likewise, the spell normally uses:
ITS NORMAL RANGE
and:
ITS NORMAL DURATION
unless the item changes them.
PART FIFTY-TWO — CONCENTRATION STILL MATTERS
If a spell cast from an item requires:
CONCENTRATION
the user must:
CONCENTRATE
EXAMPLE
You are already concentrating on:
SPELL A
Then use a magic item to cast:
SPELL B
Spell B also requires Concentration.
You can't maintain:
BOTH
The normal Concentration rules still apply.
IMPORTANT
The item providing the magic doesn't:
CONCENTRATE FOR YOU
The user does, unless:
A SPECIFIC ITEM SAYS OTHERWISE
PART FIFTY-THREE — POTIONS CAN BYPASS SPELLCASTING
Many items—especially:
POTIONS
don't actually make the character:
CAST A SPELL
Instead they directly give:
THE SPELL'S EFFECT
with its normal duration.
This distinction matters.
If the item says:
YOU GAIN THE EFFECT OF A SPELL
that isn't automatically identical to:
YOU CAST THAT SPELL
Always read:
THE ITEM'S WORDING
PART FIFTY-FOUR — ITEMS CAN OVERRIDE SPELL RULES
Some magic items explicitly change:
CASTING TIME
DURATION
or:
OTHER PARTS OF THE SPELL
When that happens:
THE ITEM'S SPECIFIC RULE WINS
GENERAL
Spell uses:
NORMAL CASTING TIME, RANGE, DURATION
SPECIFIC ITEM
Says something different?
FOLLOW THE ITEM
PART FIFTY-FIVE — SPELLCASTING ABILITY FROM AN ITEM
Some magic items require the user to use:
THEIR OWN SPELLCASTING ABILITY
If the user has more than one:
THEY CHOOSE WHICH SPELLCASTING ABILITY TO USE WITH THE ITEM
EXAMPLE
A multiclass character has:
WISDOM SPELLCASTING
and:
CHARISMA SPELLCASTING
If the item tells the user to use their spellcasting ability:
THE USER CHOOSES BETWEEN THEM
NO SPELLCASTING ABILITY?
If the user has no spellcasting ability:
SPELLCASTING ABILITY MODIFIER = +0
for that item,
and:
THE USER'S PROFICIENCY BONUS APPLIES
IMPORTANT
Some items instead provide:
THEIR OWN FIXED SAVE DC
or:
THEIR OWN ATTACK BONUS
If so:
USE THE ITEM'S SPECIFIC NUMBERS
Do not replace them with your own spellcasting ability.
PART FIFTY-SIX — CHARGES
Some magic items contain:
CHARGES
Activating certain properties requires:
EXPENDING CHARGES
EXAMPLE
A wand might have:
7 CHARGES
Property A costs:
1 CHARGE
Property B costs:
3 CHARGES
You choose which property to activate and subtract:
THE REQUIRED NUMBER
NO UNIVERSAL CHARGE NUMBER
There isn't one rule saying:
EVERY WAND HAS 7 CHARGES
Each item tells you:
HOW MANY
and:
WHAT THEY DO
PART FIFTY-SEVEN — KNOWING HOW MANY CHARGES REMAIN
The:
IDENTIFY
spell reveals:
HOW MANY CHARGES REMAIN
A creature attuned to a charged item knows:
HOW MANY CHARGES IT HAS
and:
HOW MANY IT REGAINS
IMPORTANT
That doesn't mean:
EVERY CREATURE HOLDING EVERY CHARGED ITEM AUTOMATICALLY KNOWS ITS CHARGES
The specific rules provide:
IDENTIFY
or:
ATTUNEMENT KNOWLEDGE
PART FIFTY-EIGHT — “THE NEXT DAWN”
Many magic items recharge at:
THE NEXT DAWN
or:
ANOTHER SPECIFIED TIME
But fantasy adventures may occur somewhere that:
DOESN'T HAVE A NORMAL DAWN
For example:
ANOTHER PLANE OF EXISTENCE
If the specified event doesn't occur where the item currently exists:
THE GM DETERMINES WHEN IT RECHARGES
IMPORTANT
“The next dawn” isn't automatically equivalent to:
FINISHING A LONG REST
unless an item specifically says:
LONG REST
These are:
DIFFERENT TRIGGERS
EXAMPLE
A wand regains charges:
AT DAWN
The character takes a Long Rest:
DURING THE DAY
Does the Long Rest itself automatically recharge the wand?
NO
The recharge condition is:
DAWN
PART FIFTY-NINE — CURSED MAGIC ITEMS
A magic item's description tells the GM whether:
IT IS CURSED
The dangerous part is:
IDENTIFICATION USUALLY DOESN'T REVEAL THE CURSE
EVEN IDENTIFY CAN FAIL TO REVEAL IT
Most identification methods—including:
IDENTIFY
do not reveal:
THE CURSE
That means a character can correctly learn:
THE ITEM'S MAGICAL PROPERTIES
without discovering:
THE HIDDEN CURSE
PART SIXTY — CURSED ATTUNEMENT
If you attune to a cursed item:
YOU CAN'T VOLUNTARILY END ATTUNEMENT
until:
THE CURSE IS BROKEN
EXAMPLE
You discover a magical sword.
You Identify it.
Nothing reveals:
THE CURSE
You attune.
The curse manifests.
Can you simply spend:
A SHORT REST
to end Attunement?
NO
Not while the curse prevents voluntary ending.
PART SIXTY-ONE — REMOVE CURSE AND CURSED MAGIC ITEMS
The spell:
REMOVE CURSE
has a special rule for:
CURSED MAGIC ITEMS
If cast on the cursed item:
THE CURSE REMAINS ON THE ITEM
but the spell breaks:
THE OWNER'S ATTUNEMENT
so the object can be:
REMOVED
or:
DISCARDED
THIS IS EXTREMELY IMPORTANT
Remove Curse does not normally transform:
A CURSED SWORD
into:
AN UNCursed SWORD
Instead:
THE ITEM REMAINS CURSED
but:
YOU CAN GET RID OF IT
PART SIXTY-TWO — MAGIC ITEM RESILIENCE
Magic items are generally tougher than their ordinary counterparts.
A magic item is at least as durable as:
A NONMAGICAL ITEM OF THE SAME KIND
Most magic items—except:
POTIONS
and:
SCROLLS
have:
RESISTANCE TO ALL DAMAGE
EXAMPLE
A magic sword takes:
17 DAMAGE
from an effect that can damage objects.
If its general magic-item Resistance applies:
17 ÷ 2 = 8.5
Round down:
8 DAMAGE
POTIONS AND SCROLLS
The general Resistance rule specifically excludes:
POTIONS
and:
SCROLLS
Do not automatically halve all damage dealt to:
A SPELL SCROLL
merely because it is magical.
PART SIXTY-THREE — ARTIFACTS ARE DIFFERENT
An:
ARTIFACT
can be destroyed only in:
A SPECIAL WAY
Otherwise:
IT IS IMPERVIOUS TO DAMAGE
HOW DO YOU LEARN THE METHOD?
Discovering how to destroy an Artifact usually requires:
RESEARCH
or:
A QUEST
This means an Artifact can become:
AN ADVENTURE OBJECTIVE
rather than simply:
AN OBJECT WITH LOTS OF HIT POINTS
IMPORTANT
You don't destroy an Artifact merely by:
DEALING ENOUGH ORDINARY DAMAGE
unless its particular description establishes:
THAT AS ITS SPECIAL METHOD
PART SIXTY-FOUR — IDENTIFYING VS ATTUNING VS ACTIVATING
These three ideas are easy to confuse.
IDENTIFY
Answers:
WHAT DOES THIS ITEM DO?
ATTUNE
Answers:
HAVE I FORMED THE REQUIRED MAGICAL BOND?
ACTIVATE
Answers:
HOW DO I USE A PARTICULAR PROPERTY RIGHT NOW?
EXAMPLE
You find a magical wand.
Identify
You learn:
ITS PROPERTIES
Attunement
If required, spend:
A SEPARATE SHORT REST
to bond with it.
Activation
Later in battle:
TAKE THE REQUIRED ACTION
and perhaps:
EXPEND CHARGES
to use its magic.
These are:
THREE DISTINCT STEPS
PART SIXTY-FIVE — ATTUNEMENT IS NOT ACTIVATION
Being attuned to:
A WAND OF FIREBALLS
doesn't mean:
FIREBALL IS CONSTANTLY ACTIVE
Attunement merely permits access to:
ITS MAGICAL CAPABILITIES
You must still activate the specific property according to:
THE ITEM DESCRIPTION
PART SIXTY-SIX — IDENTIFICATION IS NOT ATTUNEMENT
Knowing every property of:
A MAGIC SWORD
doesn't mean:
YOU ARE ATTUNED TO IT
Even Identify doesn't automatically establish:
THE BOND
If Attunement is required:
COMPLETE THE ATTUNEMENT PROCEDURE
PART SIXTY-SEVEN — ATTUNEMENT IS NOT OWNERSHIP
You can own:
TEN MAGIC ITEMS
without being attuned to all ten.
You can be attuned to:
AT MOST THREE
under the normal rule.
Some of the other seven might:
NOT REQUIRE ATTUNEMENT
and function normally.
Others might need:
AN AVAILABLE SLOT
before their magical properties can be used.
PART SIXTY-EIGHT — ATTUNEMENT IS A MAJOR CHARACTER RESOURCE
Because the normal maximum is:
THREE
choosing an attuned item can become:
A TACTICAL DECISION
Imagine you already have:
A DEFENSIVE ITEM
A MOBILITY ITEM
AN OFFENSIVE ITEM
Then you discover a powerful:
NEW RING
To use it, you may need to decide:
WHICH EXISTING BOND TO END
That makes Attunement a natural limit on:
STACKING MANY POWERFUL MAGIC ITEMS
PART SIXTY-NINE — COMPLETE EXAMPLE: DISCOVERING A MAGIC ITEM
A party defeats an ancient guardian and finds:
A MAGICAL RING
The ring is an original narrative setup.
The procedures below use the actual SRD rules.
STEP 1 — PICK IT UP
The Fighter handles it.
They can tell:
THE RING IS EXTRAORDINARY
But they don't automatically know:
ITS PROPERTIES
STEP 2 — LOOK FOR CLUES
An inscription exists inside.
The GM might provide:
A CLUE
about its use.
STEP 3 — IDENTIFY
The Wizard casts:
IDENTIFY
Now the item's properties are revealed according to the spell.
Suppose it requires:
ATTUNEMENT
STEP 4 — CURSE?
Does Identify guarantee discovery of:
A CURSE?
NO
Most curses aren't revealed by:
IDENTIFY
STEP 5 — ATTUNE
The Fighter spends:
A SHORT REST
focused only on:
THE RING
while remaining:
IN PHYSICAL CONTACT
STEP 6 — CHECK ATTUNEMENT SLOTS
Current attuned items:
TWO
New ring would become:
THIRD
Legal?
YES
STEP 7 — WEAR IT
The ring must normally be worn on:
A FINGER OR SIMILAR DIGIT
STEP 8 — USE IT
If the item has an activated property:
FOLLOW ITS ACTIVATION RULE
If it is a passive property:
FOLLOW ITS DESCRIPTION
That is the full lifecycle of a typical magic-item discovery.
PART SEVENTY — COMPLETE EXAMPLE: FOURTH ATTUNEMENT ITEM
A Ranger is attuned to:
MAGIC BOW
MAGIC CLOAK
MAGIC RING
The Ranger discovers:
MAGIC BOOTS
All four require:
ATTUNEMENT
Can the Ranger attune to the Boots immediately?
NO
Current total:
THREE
Maximum:
THREE
The Ranger must first end Attunement to:
ONE ITEM
VOLUNTARY ENDING
If the chosen item isn't cursed:
SPEND A SHORT REST FOCUSED ON IT
Then:
ATTUNEMENT ENDS
Later, another Short Rest can be used to:
ATTUNE TO THE BOOTS
PART SEVENTY-ONE — COMPLETE EXAMPLE: SPELL FROM AN ITEM
A magic item allows a non-spellcasting Fighter to cast a spell and says to use:
THE USER'S SPELLCASTING ABILITY
The Fighter has:
NO SPELLCASTING ABILITY
Therefore:
SPELLCASTING ABILITY MODIFIER = +0
The Fighter's Proficiency Bonus still:
APPLIES
under the magic-item rule.
If the item instead gives:
A FIXED SAVE DC
use:
THAT FIXED DC
SPELL SLOT?
The item says it lets the Fighter cast the spell.
Does the Fighter spend:
A CLASS SPELL SLOT?
NO
The general magic-item spell rule says:
NO USER SPELL SLOT IS EXPENDED
unless the item gives another specific rule.
COMPONENTS?
Normally:
NONE
unless:
ITEM SAYS OTHERWISE
CONCENTRATION?
If the spell requires:
CONCENTRATION
the Fighter must:
CONCENTRATE
PART SEVENTY-TWO — COMPLETE EXAMPLE: CHARGED WAND
Suppose a hypothetical wand has:
7 CHARGES
and can spend:
2 CHARGES
for one property.
This is an example structure, not the statistics of a specific SRD wand.
Current charges:
5
Use property once:
5 − 2 =
3 CHARGES
Use again:
3 − 2 =
1 CHARGE
Can you use the same 2-charge property again?
NOT UNLESS THE ITEM PROVIDES ENOUGH CHARGES
The item description tells you:
WHETHER ANOTHER OPTION COSTS ONLY 1
and:
WHEN CHARGES RETURN
PART SEVENTY-THREE — COMPLETE EXAMPLE: CURSED ITEM
A Paladin discovers a magical weapon requiring:
ATTUNEMENT
Identify reveals:
ITS NORMAL MAGICAL PROPERTIES
But fails to reveal:
A HIDDEN CURSE
The Paladin attunes.
The curse manifests.
CAN THE PALADIN END ATTUNEMENT WITH A SHORT REST?
NO
not voluntarily while the curse prevents it.
CLERIC CASTS REMOVE CURSE
Result:
PALADIN'S ATTUNEMENT BREAKS
Can the weapon be:
DISCARDED?
YES
Is the weapon now:
UNCursed?
NO
Its curse:
REMAINS
PART SEVENTY-FOUR — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING ALL MAGIC ITEMS WORK THE SAME WAY
There are:
NINE CATEGORIES
and every individual item can have:
SPECIFIC RULES
MISTAKE 2 — THINKING MAGIC ARMOR WORKS WHILE CARRIED
Unless it says otherwise:
IT MUST BE WORN
MISTAKE 3 — THINKING MAGIC ARMOR AUTOMATICALLY GRANTS ARMOR TRAINING
It doesn't unless:
A RULE SAYS SO
MISTAKE 4 — USING AN ACTION TO DRINK A POTION
General SRD 5.2.1 Potion rule:
BONUS ACTION
MISTAKE 5 — USING AN ACTION TO ADMINISTER A POTION TO ANOTHER CREATURE
Also:
BONUS ACTION
MISTAKE 6 — THINKING A POTION CAN BE REUSED
Potions are:
CONSUMABLE
MISTAKE 7 — ASSUMING MIXING POTIONS IS ALWAYS SAFE
Roll:
POTION MISCIBILITY
MISTAKE 8 — THINKING TWO MIXED POTIONS SIMPLY STACK NORMALLY
Only:
36–90
guarantees that straightforward result.
MISTAKE 9 — ADDING A SAVE TO THE 01 POTION EXPLOSION
The table doesn't list one.
MISTAKE 10 — THINKING THE 00 RESULT MAKES BOTH POTIONS PERMANENT
Only:
ONE
works permanently.
MISTAKE 11 — FORGETTING TO ROLL AGAIN FOR A THIRD POTION
For each additional potion:
ROLL AGAIN
MISTAKE 12 — ACTIVATING A RING WHILE IT IS IN YOUR BACKPACK
Ring magic normally requires:
BEING WORN
MISTAKE 13 — FORGETTING RODS CAN NORMALLY BE ARCANE FOCUSES
Unless description says otherwise:
THEY CAN
MISTAKE 14 — THINKING SCROLLS ARE REUSABLE BOOKS
Scrolls are:
CONSUMABLE
MISTAKE 15 — THINKING THE GENERAL SCROLL RULE OVERRIDES THE SPECIFIC SPELL SCROLL RULE
It doesn't.
Specific:
SPELL SCROLL
rules still apply.
MISTAKE 16 — THINKING EVERY MAGIC STAFF AUTOMATICALLY MAKES MAGICAL QUARTERSTAFF ATTACKS
Default category rule says it can function as:
A NONMAGICAL QUARTERSTAFF
unless its description says otherwise.
MISTAKE 17 — FORGETTING WANDS CAN NORMALLY BE ARCANE FOCUSES
They can unless:
ITEM SAYS OTHERWISE
MISTAKE 18 — ASSUMING EVERY MAGIC WEAPON HAS A FIXED WEAPON TYPE
If the magic item doesn't specify one:
CHOOSE OR RANDOMLY DETERMINE IT
MISTAKE 19 — THINKING WONDROUS ITEM MEANS ONLY CLOTHING
Wondrous Items also include:
BAGS
CARPETS
FIGURINES
HORNS
and much more.
MISTAKE 20 — THINKING RARITY IS AN EXACT POWER SCORE
It is a:
ROUGH MEASURE
MISTAKE 21 — THINKING EVERY COMMON ITEM COSTS EXACTLY 100 GP IN EVERY CAMPAIGN SHOP
The value is guidance.
Availability and transactions remain:
CAMPAIGN DEPENDENT
MISTAKE 22 — USING FULL RARITY VALUE FOR MOST CONSUMABLES
Most consumable magic items:
HALF THE VALUE
MISTAKE 23 — HALVING SPELL SCROLL VALUES LIKE OTHER CONSUMABLES
Spell Scrolls use:
TWICE THEIR SCRIBING COST
MISTAKE 24 — FORGETTING BASE EQUIPMENT COST
A magic Plate Armor's value includes:
MAGIC VALUE + PLATE ARMOR COST
MISTAKE 25 — KNOWING A MAGIC ITEM'S PROPERTIES JUST BY TOUCHING IT
Touching tells you it is:
EXTRAORDINARY
not automatically:
EVERYTHING IT DOES
MISTAKE 26 — THINKING A SHORT REST IDENTIFICATION REVEALS CURSES
It:
DOESN'T
MISTAKE 27 — THINKING IDENTIFY ALWAYS REVEALS CURSES
Most cursed items:
HIDE THEIR CURSES EVEN FROM IDENTIFY
MISTAKE 28 — USING ONE SHORT REST TO IDENTIFY AND ATTUNE
They require:
SEPARATE SHORT RESTS
MISTAKE 29 — THINKING EVERY MAGIC ITEM REQUIRES ATTUNEMENT
Only items that:
SAY THEY REQUIRE IT
MISTAKE 30 — THINKING ATTUNEMENT IS REQUIRED TO RECEIVE ANY BENEFIT WHATSOEVER
If an item requiring Attunement also has normal nonmagical benefits:
THOSE CAN STILL APPLY
unless item says otherwise.
MISTAKE 31 — ATTUNING TO FOUR ITEMS
Normal maximum:
THREE
MISTAKE 32 — ATTUNING TO TWO COPIES OF RING OF PROTECTION
You can't normally attune to:
MORE THAN ONE COPY OF THE SAME ITEM
MISTAKE 33 — QUALIFYING AS A “SPELLCASTER” ONLY BECAUSE A MAGIC ITEM CASTS A SPELL FOR YOU
That doesn't satisfy:
SPELLCASTER ATTUNEMENT PREREQUISITE
The spell must come from:
YOUR TRAIT OR FEATURE
MISTAKE 34 — THINKING ATTUNEMENT ONLY ENDS VOLUNTARILY
It can also end through:
LOST PREREQUISITE
DISTANCE
DEATH
or:
ANOTHER CREATURE ATTUNING
MISTAKE 35 — ENDING ATTUNEMENT THE MOMENT AN ITEM MOVES 101 FEET AWAY
Distance must persist for:
AT LEAST 24 HOURS
MISTAKE 36 — WEARING TWO PAIRS OF MAGIC BOOTS NORMALLY
Normally:
ONE PAIR OF FOOTWEAR
MISTAKE 37 — WEARING ONE BOOT FROM EACH MAGICAL PAIR AND GETTING BOTH EFFECTS
Normally:
NEITHER PAIR WORKS
MISTAKE 38 — ASSUMING EVERY ITEM AUTOMATICALLY FITS EVERY POSSIBLE ANATOMY
The GM can adjudicate:
UNUSUAL ANATOMY
MISTAKE 39 — ASSUMING ACTIVATING EVERY MAGIC ITEM USES AN ACTION
Usually:
MAGIC ACTION
But category and item rules can specify:
SOMETHING ELSE
MISTAKE 40 — USING A SPOKEN COMMAND WORD INSIDE SILENCE
Spoken command word must be:
AUDIBLE
MISTAKE 41 — THINKING A CONSUMABLE MAGIC ITEM RECHARGES LATER
Once consumed:
IT LOSES ITS MAGIC
MISTAKE 42 — SPENDING YOUR OWN SPELL SLOT TO CAST A SPELL FROM AN ITEM
Normally:
NO USER SPELL SLOT
MISTAKE 43 — PROVIDING NORMAL SPELL COMPONENTS FOR A SPELL CAST FROM AN ITEM
Normally:
NO COMPONENTS
unless item says otherwise.
MISTAKE 44 — IGNORING CONCENTRATION WHEN CASTING FROM AN ITEM
If spell requires:
CONCENTRATION
the user:
MUST CONCENTRATE
MISTAKE 45 — ASSUMING THE MAGIC ITEM CONCENTRATES FOR YOU
It doesn't under the general rule.
MISTAKE 46 — ASSUMING EVERY POTION MAKES YOU CAST A SPELL
Many potions simply grant:
THE SPELL'S EFFECT
without casting it.
MISTAKE 47 — IGNORING THE ITEM'S OWN SPELLCASTING DC OR ATTACK BONUS
If the item specifies one:
USE IT
MISTAKE 48 — ASSUMING EVERY CHARGED ITEM REGAINS ALL CHARGES AT DAWN
Each item says:
HOW MANY IT REGAINS
MISTAKE 49 — THINKING A LONG REST AUTOMATICALLY MEANS “NEXT DAWN”
They are:
DIFFERENT TRIGGERS
MISTAKE 50 — THINKING A CURSED ITEM'S CURSE IS ALWAYS DISCOVERED BEFORE ATTUNEMENT
Often:
IT ISN'T
MISTAKE 51 — VOLUNTARILY ENDING ATTUNEMENT TO A CURSED ITEM
Normally you can't until:
THE CURSE IS BROKEN
MISTAKE 52 — THINKING REMOVE CURSE REMOVES THE CURSE FROM A CURSED MAGIC ITEM
The item remains:
CURSED
Remove Curse instead breaks:
THE OWNER'S ATTUNEMENT
MISTAKE 53 — TREATING MAGIC ITEMS AS FRAGILE ORDINARY OBJECTS
Most magic items other than Potions and Scrolls have:
RESISTANCE TO ALL DAMAGE
MISTAKE 54 — TRYING TO DESTROY AN ARTIFACT WITH ORDINARY DAMAGE
An Artifact requires:
A SPECIAL METHOD
QUICK RECAP
NINE MAGIC ITEM CATEGORIES
ARMOR
POTIONS
RINGS
RODS
SCROLLS
STAFFS
WANDS
WEAPONS
WONDROUS ITEMS
POTIONS
Drink or administer:
BONUS ACTION
Consumable:
YES
Mixing multiple potions:
POTION MISCIBILITY TABLE
RINGS
Normally must be:
WORN ON A FINGER OR SIMILAR DIGIT
RODS
Normally usable as:
ARCANE FOCUS
SCROLLS
CONSUMABLE
Activate by:
READING
General category rule allows a creature that understands a written language to attempt use unless the scroll says otherwise.
STAFFS
Normally:
NONMAGICAL QUARTERSTAFF
and:
ARCANE FOCUS
WANDS
Normally:
ARCANE FOCUS
WEAPONS
Usually magical versions of:
NORMAL WEAPONS
Ammunition fired from a magical Ammunition weapon counts as:
MAGICAL
for rules that care.
WONDROUS ITEMS
The broad catch-all category for:
WEARABLE
and:
OTHER MAGICAL OBJECTS
RARITY
COMMON — 100 GP
UNCOMMON — 400 GP
RARE — 4,000 GP
VERY RARE — 40,000 GP
LEGENDARY — 200,000 GP
ARTIFACT — PRICELESS
Consumables other than Spell Scrolls:
HALF VALUE
Spell Scroll:
TWICE SCRIBING COST
Base equipment cost:
ADD IT TO MAGIC VALUE
IDENTIFYING
Handling:
TELLS YOU SOMETHING IS EXTRAORDINARY
Properties:
NOT AUTOMATIC
Fastest method:
IDENTIFY
Alternative:
SHORT REST + PHYSICAL CONTACT
Curse:
NOT REVEALED
Potion:
SMALL TASTE IDENTIFIES IT
ATTUNEMENT
Some items require:
A MAGICAL BOND
Attune with:
SHORT REST
focused only on item while:
IN PHYSICAL CONTACT
Identification and Attunement:
SEPARATE SHORT RESTS
Maximum:
THREE ATTUNED ITEMS
Duplicate item Attunement:
NOT ALLOWED
ATTUNEMENT CAN END THROUGH
LOST PREREQUISITE
100+ FEET OF SEPARATION FOR 24 HOURS
DEATH
ANOTHER CREATURE ATTUNES
or:
VOLUNTARY SHORT REST
unless:
CURSED
USING WEARABLE ITEMS
Wear them:
AS INTENDED
Paired items normally require:
BOTH PIECES
Multiple same-kind wearable items:
NORMALLY RESTRICTED
ACTIVATION
Usually:
MAGIC ACTION
but:
SPECIFIC ITEM RULES CONTROL
SPELLS FROM ITEMS
Normally:
NO USER SPELL SLOT
NO COMPONENTS
NORMAL CASTING TIME
NORMAL RANGE
NORMAL DURATION
CONCENTRATION STILL REQUIRED
unless:
ITEM SAYS OTHERWISE
CHARGES
Some items expend:
CHARGES
Identify can reveal:
CURRENT CHARGES
Attuned user knows:
CHARGES AND RECHARGE
NEXT DAWN
If dawn or another required event doesn't occur on that world or plane:
GM DETERMINES RECHARGE TIME
CURSED ITEMS
Identification normally:
DOESN'T REVEAL CURSE
Cursed Attunement:
CAN'T NORMALLY BE ENDED VOLUNTARILY
Remove Curse:
BREAKS ATTUNEMENT
but:
CURSE REMAINS ON ITEM
MAGIC ITEM RESILIENCE
Most magic items except:
POTIONS
and:
SCROLLS
have:
RESISTANCE TO ALL DAMAGE
Artifacts:
SPECIAL DESTRUCTION METHOD ONLY
PRIME HERO CHALLENGE
A party discovers the following treasure after defeating an ancient guardian:
A MAGIC SWORD
A MAGIC RING
TWO POTIONS
and:
A WAND
Resolve the following questions.
CHALLENGE 1 — THE SWORD
The Fighter picks up the sword.
Does simply touching it tell the Fighter:
EVERY MAGICAL PROPERTY?
NO
The Fighter can sense:
IT IS EXTRAORDINARY
but the properties aren't automatic knowledge.
CHALLENGE 2 — SHORT REST IDENTIFICATION
The Fighter spends a Short Rest:
IN PHYSICAL CONTACT WITH THE SWORD
focused on it.
Result:
LEARNS ITS PROPERTIES AND HOW TO USE THEM
Does this reveal a hidden curse?
NO
CHALLENGE 3 — ATTUNEMENT
The sword requires:
ATTUNEMENT
Can that same Short Rest also attune the Fighter?
NO
Identification and Attunement require:
SEPARATE SHORT RESTS
CHALLENGE 4 — ATTUNEMENT LIMIT
The Fighter is already attuned to:
THREE ITEMS
Can the Fighter attune to the sword?
NO
One existing Attunement must:
END FIRST
CHALLENGE 5 — THE RING
The Rogue identifies a magical ring.
Does carrying it in a pocket normally activate its Ring-category magic?
NO
It normally must be worn on:
A FINGER OR SIMILAR DIGIT
CHALLENGE 6 — TWO POTIONS
The Wizard tastes each potion.
Can a tiny taste identify what each potion does?
YES
CHALLENGE 7 — DRINKING ONE
Action economy:
BONUS ACTION
Potion:
CONSUMED
CHALLENGE 8 — MIXING THEM
The two potions are mixed.
Required:
1D100 POTION MISCIBILITY ROLL
Result:
01
What happens?
BOTH POTION EFFECTS ARE LOST
and:
5-FOOT-RADIUS MAGICAL EXPLOSION
Damage:
4D10 FORCE
CHALLENGE 9 — WAND
The wand allows the Fighter to cast a spell.
Does the Fighter normally spend:
A SPELL SLOT?
NO
CHALLENGE 10 — COMPONENTS
Does the Fighter normally provide:
V, S, OR M COMPONENTS?
NO
unless:
THE ITEM SAYS OTHERWISE
CHALLENGE 11 — CONCENTRATION
The spell requires:
CONCENTRATION
Does the wand maintain it?
NO
The Fighter must:
CONCENTRATE
CHALLENGE 12 — CHARGES
The wand requires charges.
The Fighter doesn't know how many remain.
What can reveal the number?
IDENTIFY
If the Fighter becomes attuned:
THE FIGHTER KNOWS HOW MANY CHARGES IT HAS AND REGAINS
CHALLENGE 13 — NEXT DAWN
The wand regains charges:
AT DAWN
The party travels to a plane where normal dawn never occurs.
Who determines when it recharges?
THE GM
CHALLENGE 14 — CURSED SWORD
The sword later proves cursed.
Can the Fighter simply spend a Short Rest to voluntarily stop being attuned?
NO
not until:
THE CURSE IS BROKEN
CHALLENGE 15 — REMOVE CURSE
A Cleric casts:
REMOVE CURSE
on the cursed sword.
What happens?
THE FIGHTER'S ATTUNEMENT IS BROKEN
Can the sword be discarded?
YES
Is the sword itself now free of its curse?
NO
The curse:
REMAINS ON THE ITEM
CHALLENGE 16 — DESTROYING A NORMAL MAGIC ITEM
The party wants to destroy a normal nonconsumable magic item.
Does it usually have some extra durability?
YES
Most such magic items have:
RESISTANCE TO ALL DAMAGE
CHALLENGE 17 — ARTIFACT
The item is instead:
AN ARTIFACT
Can the Fighter simply hit it until it reaches:
0 HP?
NOT UNDER THE GENERAL ARTIFACT RULE
It can be destroyed only by:
ITS SPECIAL METHOD
LESSON 99 — KEY TAKEAWAYS
Magic items add extraordinary abilities to the game, but their use follows a precise framework.
Remember:
EVERY MAGIC ITEM BELONGS TO ONE OF NINE CATEGORIES
ARMOR MUST NORMALLY BE WORN FOR ITS MAGIC TO FUNCTION
POTIONS ARE CONSUMABLE ITEMS
DRINKING OR ADMINISTERING A POTION REQUIRES A BONUS ACTION
MIXING POTIONS CAN CREATE UNPREDICTABLE MAGICAL RESULTS
RINGS NORMALLY MUST BE WORN ON A FINGER OR SIMILAR DIGIT
RODS, WANDS, AND STAFFS CAN NORMALLY FUNCTION AS ARCANE FOCUSES
STAFFS CAN NORMALLY FUNCTION AS NONMAGICAL QUARTERSTAFFS
SCROLLS ARE CONSUMABLE AND ARE ACTIVATED BY READING THEM
MAGIC WEAPONS ARE GENERALLY MAGICAL VERSIONS OF NORMAL WEAPONS
WONDROUS ITEMS FORM THE BROADEST MAGIC ITEM CATEGORY
RARITY IS A ROUGH MEASURE OF MAGIC ITEM POWER
THE SIX RARITIES ARE COMMON, UNCOMMON, RARE, VERY RARE, LEGENDARY, AND ARTIFACT
RARITY ALSO PROVIDES VALUE GUIDANCE
MOST CONSUMABLE MAGIC ITEMS ARE WORTH HALF THE NORMAL RARITY VALUE
SPELL SCROLLS USE A DIFFERENT VALUE RULE
THE COST OF THE UNDERLYING EQUIPMENT IS ADDED WHEN RELEVANT
FINDING A MAGIC ITEM DOESN'T AUTOMATICALLY REVEAL ITS PROPERTIES
IDENTIFY IS THE FASTEST IDENTIFICATION METHOD
A SHORT REST IN PHYSICAL CONTACT WITH AN ITEM CAN ALSO REVEAL ITS PROPERTIES
IDENTIFICATION DOESN'T NORMALLY REVEAL A CURSE
A SMALL TASTE IDENTIFIES A POTION
SOME MAGIC ITEMS REQUIRE ATTUNEMENT
ATTUNEMENT REQUIRES A SHORT REST FOCUSED ON ONE ITEM
IDENTIFICATION AND ATTUNEMENT CAN'T USE THE SAME SHORT REST
THE NORMAL ATTUNEMENT LIMIT IS THREE ITEMS
YOU CAN'T ATTUNE TO TWO COPIES OF THE SAME ITEM
SOME ATTUNEMENT ITEMS HAVE CLASS OR SPELLCASTER PREREQUISITES
A SPELLCASTER ATTUNEMENT PREREQUISITE MUST BE SATISFIED THROUGH TRAITS OR FEATURES, NOT ANOTHER MAGIC ITEM
ATTUNEMENT CAN END BECAUSE OF LOST PREREQUISITES, PROLONGED DISTANCE, DEATH, ANOTHER CREATURE ATTUNING, OR VOLUNTARY RELEASE
CURSED ATTUNEMENT CAN'T NORMALLY BE ENDED VOLUNTARILY
MAGIC ITEMS MUST BE WORN OR WIELDED IN THE INTENDED WAY
PAIRED ITEMS NORMALLY REQUIRE BOTH PARTS
THE GM CAN ADJUDICATE UNUSUAL ANATOMY AND SPECIAL FITTING
MAGIC ITEMS USUALLY ACTIVATE WITH A MAGIC ACTION
SPECIFIC ITEMS CAN USE OTHER ACTIVATION METHODS
COMMAND WORDS CAN BE SPOKEN OR SIGNED
SPOKEN COMMAND WORDS MUST BE AUDIBLE
SPELLS CAST FROM ITEMS NORMALLY COST NO USER SPELL SLOT
SPELLS CAST FROM ITEMS NORMALLY REQUIRE NO COMPONENTS
NORMAL CASTING TIME, RANGE, DURATION, AND CONCENTRATION STILL APPLY UNLESS THE ITEM SAYS OTHERWISE
SOME ITEMS USE CHARGES
IDENTIFY CAN REVEAL AN ITEM'S REMAINING CHARGES
AN ATTUNED CREATURE KNOWS AN ITEM'S CHARGES AND RECHARGE
“NEXT DAWN” IS NOT THE SAME THING AS “AFTER A LONG REST”
CURSES ARE NORMALLY HIDDEN FROM IDENTIFICATION
REMOVE CURSE BREAKS ATTUNEMENT TO A CURSED MAGIC ITEM BUT DOES NOT REMOVE THE ITEM'S CURSE
MOST NONCONSUMABLE MAGIC ITEMS HAVE RESISTANCE TO ALL DAMAGE
and:
ARTIFACTS REQUIRE SPECIAL METHODS TO DESTROY
The single most important rule for magic items is:
READ THE ITEM DESCRIPTION
The category tells you:
THE GENERAL RULE
The rarity tells you:
ITS GENERAL PLACE IN THE MAGIC ITEM SYSTEM
Attunement tells you:
WHETHER A BOND IS REQUIRED
And the individual item tells you:
EXACTLY WHAT ITS MAGIC DOES
NEXT LESSON
LESSON 100 — CRAFTING AND SENTIENT MAGIC ITEMS
Now that we understand how magic items work, the next lesson explores how they can be:
CREATED
and how some extraordinary magic items can possess:
THEIR OWN MINDS
We will cover the complete SRD 5.2.1 rules for:
ARCANA PROFICIENCY
REQUIRED TOOLS BY MAGIC ITEM CATEGORY
REQUIRED SPELLS
CRAFTING TIME
CRAFTING COST
ASSISTANTS
LEVEL REQUIREMENTS
CRAFTING MAGIC ITEMS BY RARITY
SENTIENT MAGIC ITEMS
ABILITY SCORES
COMMUNICATION
SENSES
ALIGNMENT
SPECIAL PURPOSE
CONFLICT
and:
PERSONALITY
After that, Lesson 101 begins the complete:
MAGIC ITEMS A–H
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.