Magic Items: Difference between revisions

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|[[Rods]]||''[[Immovable Rod]]''
|[[Rods]]||''[[Immovable Rod]]''
|-
|-
|''[Scrolls]]||''[[Spell Scroll
|[[Scrolls]]||''[[Spell Scroll]]''
|-
|-
|[[Staffs]]||''[[Staff of Striking
|[[Staffs]]||''[[Staff of Striking]]''
|-
|-
|[[Wands]]||||''[[Wand of Fireballs
|[[Wands]]||''[[Wand of Fireballs]]''
|-
|-
|[[Weapons]]||''[[+1 Ammunition]'', ''[[+1 Longsword
|[[Weapons]]||''[[+1 Ammunition]'', ''[[+1 Longsword]]''
|-
|-
|[[Wondrous Items]]||''[[Bag of Holding]'', ''[[ Boots of Elvenkind
|[[Wondrous Items]]||''[[Bag of Holding]'', ''[[Boots of Elvenkind]]''
|}
|}


==Armor==
An item in the Armor category is typically a magical
version of armor from “Equipment.” Unless an armor’s
description notes otherwise, the armor must
be worn for its magic to function.
Some suits of magic armor specify the type of armor
they are, such as Chain Mail or Plate Armor. If
no type is specified, choose the type or determine it
randomly.
==Potions==
An item in the Potion category might be a magical
brew that must be imbibed or an oil that must be
applied to a creature or an object. A typical potion
consists of 1 ounce of liquid in a vial.
'''Using a Potion.''' Potions are consumable items.
Drinking a potion or administering it to another
creature requires a Bonus Action. Applying an oil
might take longer as specified in its description.
Once used, a potion takes effect immediately, and it
is used up.
'''Mixing Potions.''' A character might drink one potion
while still under the effects of another or pour
several potions into a single container. The strange
ingredients used in creating potions can result in
unpredictable interactions.
When a character mixes two potions together, roll
on the Potion Miscibility table. If more than two are
combined, roll again for each subsequent potion,
combining the results. Unless the effects are immediately
obvious, reveal them only when they become
evident.
{|class="wikitable"
|+'''Potion Miscibility'''
1d100 Result
01 Both potions lose their effects, and the
mixture creates a magical explosion in a
5-foot-radius Sphere centered on itself.
Each creature in that area takes 4d10 Force
damage.
02–08 Both potions lose their effects, and the mixture
becomes an ingested poison of your
choice (see “Poison” in “Gameplay Toolbox”).
09–15 Both potions lose their effects.
16–25 One potion loses its effect.
26–35 Both potions work, but with their numerical
effects and durations halved. If a potion has
no numerical effect and no duration, it instead
loses its effect.
36–90 Both potions work normally.
91–99 Both potions work, but the numerical effects
and duration of one potion are doubled. If neither
potion has anything to double in this way,
they work normally.
00 Only one potion works, but its effects are
permanent. Choose the simplest effect to
make permanent or the one that seems the
most fun. For example, a Potion of Healing
might increase the drinker’s Hit Point maximum
by 2d4 + 2, or a Potion of Invisibility might
give the drinker the Invisible condition indefinitely.
At your discretion, a Dispel Magic spell
or similar magic might end this lasting effect.
|}
==Rings==
For its magic to function, an item in the Ring category
must be worn on a finger or a similar digit unless
its description notes otherwise.
==Rods==
An item in the Rod category is a scepter usually
made of metal, wood, or bone. A typical rod weighs
2 to 5 pounds.
Unless its description notes otherwise, a rod can
be used as an Arcane Focus.
==Scrolls==
An item in the Scroll category is a roll of paper or
parchment, sometimes attached to wooden rods
and typically kept safe in a tube of ivory, jade,
leather, metal, or wood. The most prevalent scroll is
the Spell Scroll, a spell stored in written form.
'''Using a Scroll.''' Scrolls are consumable items. Unleashing
the magic in a scroll requires the user to
read the scroll. When its magic has been invoked,
the scroll can’t be used again. Its words fade, or it
crumbles into dust.
Any creature that can understand a written language
can read a scroll and attempt to activate it
unless its description notes otherwise.
==Staffs==
Items in the Staff category vary widely in appearance:
some are of nearly equal diameter throughout
and smooth, others are gnarled and twisted, some
are made of wood, and others are composed of polished
metal or crystal. A staff weighs between 2 and
7 pounds and serves well as a walking stick or cane.
Unless its description notes otherwise, a staff can
be used as a nonmagical Quarterstaff and an Arcane
Focus.
==Wands==
An item in the Wand category is typically 12 to 15
inches long and crafted of metal, bone, or wood. It
is tipped with metal, crystal, stone, or some other
material.
Unless its description notes otherwise, a wand
can be used as an Arcane Focus.
==Weapons==
A magic weapon is typically a magical version of a
weapon from “Equipment.” Some magic weapons
specify the type of weapon they are in their descriptions,
such as a Longsword or Longbow. If no
weapon type is specified, you may choose the type
or determine it randomly.
'''Ammunition.''' If a magic weapon has the Ammunition
property, ammunition fired from it is considered
magical for the purpose of any rule that cares
whether a weapon is magical or not.
==Wondrous Items==
Wondrous Items include wearable items such
as boots, belts, capes, amulets, brooches, and
circlets. Bags, carpets, figurines, horns, musical
instruments, and more also fall into this category.


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Revision as of 06:05, 2 May 2025

Equipment

Coins
Weapons
Armor
Tools
Adventuring Gear
Mounts and Vehicles
Lifestyle Expenses
Food, Drink, and Lodging
Hirelings
Spellcasting
Magic Items

Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.

Magic Item Categories

Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table.

Magic Item Categories
Category Examples
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

Armor

An item in the Armor category is typically a magical version of armor from “Equipment.” Unless an armor’s description notes otherwise, the armor must be worn for its magic to function.

Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly.

Potions

An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial.

Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility 1d100 Result 01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage. 02–08 Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in “Gameplay Toolbox”). 09–15 Both potions lose their effects. 16–25 One potion loses its effect. 26–35 Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect. 36–90 Both potions work normally. 91–99 Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. 00 Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect.

Rings

For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise.

Rods

An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds.

Unless its description notes otherwise, a rod can be used as an Arcane Focus.

Scrolls

An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form.

Using a Scroll. Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise.

Staffs

Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane.

Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus.

Wands

An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Unless its description notes otherwise, a wand can be used as an Arcane Focus.

Weapons

A magic weapon is typically a magical version of a weapon from “Equipment.” Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly.

Ammunition. If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not.

Wondrous Items

Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.

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