This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Each general type of magic
item gets an overall description, followed by descriptions of specific items.
General descriptions include
notes on activation, random generation, and other material. The AC, hardness,
hit points, and break DC are given for typical examples of some magic items.
The AC assumes that the item is unattended and includes a -5 penalty for the
item's effective Dexterity of 0.
If a creature holds the item, use the creature's Dexterity modifier in place of the -5 penalty.
Some individual items,
notably those that simply store spells and nothing else, don't get full-blown
descriptions. Reference the spell's description for details, modified by the
form of the item (potion, scroll, wand, and so on). Assume that the spell is
cast at the minimum level required to cast it
Items with full descriptions
have their powers detailed, and each of the following topics is covered in notational
form at the end of the description.
o Aura Most
of the time, a Detect Magic spell will
reveal the school of magic associated with a magic item and the strength of
the aura an item emits. This information (when applicable) is given at the beginning
of the item's notational entry. See the Detect
Magic spell description for details.
o Caster Level The
next item in a notational entry gives the caster level of the item, indicating
its relative power. The caster level determines the item's saving throw bonus,
as well as range or other level-dependent aspects of the powers of the item
(if variable). It also determines the level that must be contended with should
the item come under the effect of a dispel
magic spell or similar situation. This information is given in the form
"CL x," where "CL" is an abbreviation for caster level and
"x" is an ordinal number representing the caster level itself.
For potions, scrolls, and
wands, the creator can set the caster level of an item at any number high enough
to cast the stored spell and not higher than her own caster level. For other
magic items, the caster level is determined by the item itself. In this case,
the creator's caster level must be as high as the item's caster level (and prerequisites
may effectively put a higher minimum on the creator's level).
o Prerequisites Certain requirements must be met in order for a character to create a magic
item. These include feats, spells, and miscellaneous requirements such as level,
alignment, and race or kind. The prerequisites for creation of an item are given
immediately following the item's caster level.
A spell prerequisite may
be provided by a character who has prepared the spell (or who knows the spell,
in the case of a sorcerer or bard), or through the
use of a spell completion or spell trigger magic item or a spell-like ability
that produces the desired spell effect. For each day that passes in the creation
process, the creator must expend one spell completion item or one charge from
a spell trigger item if either of those objects is used to supply a prerequisite.
It is possible for more
than one character to cooperate in the creation of an item, with each participant
providing one or more of the prerequisites. In some cases, cooperation may even
If two or more characters
cooperate to create an item, they must agree among themselves who will be considered
the creator for the purpose of determinations where the creator's level must
be known. The character designated as the creator pays the XP required to make
Typically, a list of prerequisites
includes one feat and one or more spells (or some other requirement in addition
to the feat).
When two spells at the end of a list are separated by "or," one of those spells is required in addition to every other spell mentioned prior to the last two.
o Market Price This gold piece value, given following the word "Price," represents
the price someone should expect to pay to buy the item. The market price for
an item that can be constructed with an item creation feat is usually equal
to the base price plus the price for any components (material or XP).
o Cost to Create The next part of a notational entry is the cost in gp and XP to create the
item, given following the word "Cost." This information appears only
for items with components (material or XP), which make their market prices higher
than their base prices. The cost to create includes the costs derived from the
base cost plus the costs of the components.
Items without components
do not have a "Cost" entry. For them, the market price and the base
price are the same. The cost in gp is 1/2 the market price, and the cost in
XP is 1/25 the market price.
o Weight The notational entry for many wondrous items ends with a value for the item's weight. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).
|Random Magic Item Generation|
|01-04||01-10||01-10||Armor and shields|
The Worlds of Mankind is owned and created by Mark John Goodwin
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.