MAGIC ITEMS I (BASICS & CREATION)
Magic 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).
Armor and Shields: 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.
Potions: 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 the wearer).
Rods: A
rod is a scepter-like item with a special power unlike that of any known spell.
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 those charges.
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 charges.
Wondrous Items: These objects include magic jewelry, tools, books,
clothing, and much more.
Magic Items and Detect Magic
When
detect 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.
Item Nature
|
School
|
Armor and protection items |
Abjuration |
Weapons or offensive items |
Evocation |
Bonus to ability score, on skill check, etc. |
Transmutation |