This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
items are divided into categories: armor, weapons, potions, rings, rods, scrolls,
staffs, wands, and wondrous items. In addition, some magic items are cursed or
intelligent. Finally, a few magic items are of such rarity and power that they
are considered to belong to a category of their own: artifacts. Artifacts are
classified in turn as minor (extremely rare but not one-of-a-kind items) or major
(each one unique and extremely potent).
and Sheilds Magic armor (including shields) offers improved, magical
protection to the wearer. Some of these items confer abilities beyond a benefit
to Armor Class.
Weapons Magic weapons are created with a variety of combat powers and almost always
improve the attack and damage rolls of the wielder as well.
and Oils A potion is an elixir concocted with a spell-like effect that
affects only the drinker.
Rings A ring is a circular metal band worn on the finger (no more than two rings
per wearer) that has a spell-like power (often a constant effect that affects
Rods A rod is a scepter-like item with a special power unlike that of any known
Scrolls A scroll is a spell magically inscribed onto paper or parchment so that it
can be used later.
Staffs A staff has a number of different (but often related) spell effects. A newly
created staff has 50 charges, and each use of the staff depletes one or more of
Wands A wand is a short stick imbued with the power to cast a specific spell. A
newly created wand has 50 charges, and each use of the wand depletes one of those
Wondrous Items These objects include magic jewelry, tools, books, clothing, and much more.
Items and Detect Magic
magic identifies a magic item's school of magic, this information refers to
the school of the spell placed within the potion, scroll, or wand, or the prerequisite
given for the item. The description of each item provides its aura strength and
the school it belongs to.
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.
|Armor and protection items||Abjuration|
|Weapons or offensive items||Evocation|
|Bonus to ability score, on skill check, etc.||Transmutation|
use a magic item, it must be activated, although sometimes activation simply means
putting a ring on your finger. Some items, once donned, function constantly. In
most cases, using an item requires a standard action that does not provoke attacks
of opportunity. By contrast, spell completion items are treated like spells in
combat and do provoke attacks of opportunity.
a magic item is a standard action unless the item description indicates otherwise.
However, the casting time of a spell is the time required to activate the same
power in an item, regardless of the type of magic item, unless the item description
specifically states otherwise.
four ways to activate magic items are described below.
Completion This is the activation method for scrolls. A scroll is a spell
that is mostly finished. The preparation is done for the caster, so no preparation
time is needed beforehand as with normal spellcasting. All that's left to do is
perform the finishing parts of the spellcasting (the final gestures, words, and
so on). To use a spell completion item safely, a character must be of high enough
level in the right class to cast the spell already. If he can't already cast the
spell, there's a chance he'll make a mistake. Activating a spell completion item
is a standard action and provokes attacks of opportunity exactly as casting a
Trigger Spell trigger activation is similar to spell completion, but
it's even simpler. No gestures or spell finishing is needed, just a special knowledge
of spellcasting that an appropriate character would know, and a single word that
must be spoken. Anyone with a spell on his or her spell list knows how to use
a spell trigger item that stores that spell. (This is the case even for a character
who can't actually cast spells, such as a 3rd-level paladin.) The user must still
determine what spell is stored in the item before she can activate it. Activating
a spell trigger item is a standard action and does not provoke attacks of opportunity.
Command Word If no activation
method is suggested either in the magic item description or by the nature of the
item, assume that a command word is needed to activate it. Command word activation
means that a character speaks the word and the item activates. No other special
knowledge is needed.
command word can be a real word, but when this is the case, the holder of the
item runs the risk of activating the item accidentally by speaking the word in
normal conversation. More often, the command word is some seemingly nonsensical
word, or a word or phrase from an ancient language no longer in common use. Activating
a command word magic item is a standard action and does not provoke attacks of
the command word to activate an item is written right on the item. Occasionally,
it might be hidden within a pattern or design engraved on, carved into, or built
into the item, or the item might bear a clue to the command word.
The Knowledge (arcana)
and Knowledge (history)skills
might be useful in helping to identify command words or deciphering clues regarding
them. A successful check against DC 30 is needed to come up with the word itself.
If that check is failed, succeeding on a second check (DC 25) might provide
some insight into a clue.
The spells identify and analyze dweomer both reveal command
Activated This type of item simply has to be used in order to activate
it. A character has to drink a potion, swing a sword, interpose a shield to deflect
a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat.
Use activation is generally straightforward and self-explanatory.
use-activated items are objects that a character wears. Continually functioning
items are practically always items that one wears. A few must simply be in the
character's possession (on his person). However, some items made for wearing must
still be activated. Although this activation sometimes requires a command word
(see above), usually it means mentally willing the activation to happen. The description
of an item states whether a command word is needed in such a case.
stated otherwise, activating a use-activated magic item is either a standard action
or not an action at all and does not provoke attacks of opportunity, unless the
use involves performing an action that provokes an attack of opportunity in itself.
If the use of the item takes time before a magical effect occurs, then use activation
is a standard action. If the item's activation is subsumed in its use and takes
no extra time use activation is not an action at all.
Use activation doesn't mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such from drinking a potion or swinging a sword.
and Magic Items
When an article
of magic clothing or jewelry is discovered, most of the time size shouldn't be
an issue. Many magic garments are made to be easily adjustable, or they adjust
themselves magically to the wearer. Size should not keep characters of various
kinds from using magic items.
may be rare exceptions, especially with racial specific items.
Armor and Weapon Sizes Armor and weapons that are found at random have a 30% chance of being Small (01-30), a 60% chance of being Medium (31-90), and a 10% chance of being any other size (91-100).
Items on the Body
Many magic items
need to be donned by a character who wants to employ them or benefit from their
abilities. It's possible for a creature with a humanoid-shaped body to wear as
many as twelve magic items at the same time. However, each of those items must
be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear consisting of one item from
each of the following groups, keyed to which place on the body the item is worn.
o One headband,
hat, helmet, or phylactery on the head
One pair of eye lenses or goggles on or over the eyes
One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
o One vest,
vestment, or shirt on the torso
One robe or suit of armor on the body (over a vest, vestment, or shirt)
One belt around the waist (over a robe or suit of armor)
One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
o One pair of
bracers or bracelets on the arms or wrists
One glove, pair of gloves, or pair of gauntlets on the hands
One ring on each hand (or two rings on one hand)
One pair of boots or shoes on the feet
course, a character may carry or possess as many items of the same type as he
wishes. However, additional items beyond those listed above have no effect.
Some items can be worn or carried without taking up space on a character's body. The description of an item indicates when an item has this property.
Throws Against Magic Item Powers
produce spells or spell-like effects. For a saving throw against a spell or spell-like
effect from a magic item, the DC is 10 + the level of the spell or effect + the
ability modifier of the minimum ability score needed to cast that level of spell.
Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
A magic item
doesn't need to make a saving throw unless it is unattended, it is specifically
targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items
should always get a saving throw against spells that might deal damage to them-
even against attacks from which a nonmagical item would normally get no chance
to save. Magic items use the same saving throw bonus for all saves, no matter
what the type (Fortitude, Reflex, or Will). A magic item's saving throw bonus
equals 2 + one-half its caster level (round down). The only exceptions to this
are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.
Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The Make whole spell also repairs a damaged-but not completely broken-magic item.
magic items, particularly weapons, have an Intelligence all their own. Only permanent
magic items (as opposed to those with a single use or those with charges) can
be intelligent. (This means that potions, scrolls, and wands, among other items,
are never intelligent.)
In general, less than 1% of magic items have Intelligence.
Some items are cursed-incorrectly made, or corrupted by outside forces. Cursed items might be particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an unpredictable nature. Randomly generated items are cursed 5% of the time.
Doses and Multiple Uses
particularly wands and staffs, are limited in power by the number of charges they
hold. Normally, charged items have 50 charges at most. If such an item is found
as a random part of a treasure, roll d% and divide by 2 to determine the number
of charges left (round down, minimum 1). If the item has a maximum number of charges
other than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that's worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item's value is based on the number of charges left.
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.
System and the d20 System logo are trademarks of Wizards of
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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.