Chapter 11: Magic items

Depending on the trust level, and eager to collaborate with the group, the GM can ask each player for a quick list of magic items that the player would like to encounter. A good starting point is a list with 2 uncommon, 1 rare, and 1 very rare item. The GM can convert this into a random table. When the players find a hoard of treasure, they can roll on the table. If the item is already secured, they can reroll until a new item is picked randomly. This can lead to some fun and unpredictable moments in the campaign or a more game feel, which some groups doesn’t enjoy, still it’s a quick and easy way to strike a middle ground between the power of the GM and the wishes of the players.

Discovering magic treasures can be the crowning achievement of any campaign session.

This section outlines the rules for magical objects and presents a vast array of enchantments that players may stumble upon. Among the many spoils of adventure, magic items stand out as the most coveted, being unique, challenging to find, and highly valuable.

The GM has complete control over where magic items appear, often bestowing them upon brave adventurers who successfully navigate treacherous dungeons or vanquish the fearsome creatures that guard them. While acquiring magical objects through commerce is possible, it largely depends on the specific setting.

Elements of a magic item

When a character interacts with a magic item, the fundamental rules apply no matter the type of item. Each item’s description provides its type, rarity, whether attunement is needed, its cost, and details about its abilities.

Type

All magical objects fall into specific categories based on their design and purpose, which are detailed below.

Armor

Glinting more brilliantly than ordinary armor, magic armor must be worn or wielded to provide its magical benefits. It follows the same rules as regular armor. Some magic items specify the armor type, while others allow the user to choose or let the GM determine it randomly, any specific limitations are noted in the item’s description.

Potions

Potions are single-use, consumable magic items. These include liquids, salves, and oils. Drinking or applying a potion generally requires an action unless otherwise stated, and its effects occur immediately upon use.

Rings

Magic rings, favored by spellcasters, must be worn on a finger or another appropriate appendage to activate their effects unless stated otherwise in the description.

In many cases, rare or higher-quality rings doen’t count to the attuned items of your character.

Rods

Rods are sturdy, cylindrical items used to channel potent magic, typically weighing around 2.5 kg and made from various materials. A rod can serve as an Arcane spellcasting focus and, unless otherwise noted, can also function as a club.

Scrolls

Scrolls store spells in physical form and are single-use consumable magic items. Any creature with an Intelligence score of at least 5 can cast the spell inscribed on a scroll. Once used, the scroll is destroyed. Wizards may copy spells from scrolls into their spellbooks without destroying the scroll.

Staffs

Magic staffs, which vary in design and material, are usually around 1.5m long and weigh about 2kg. They can serve as an Arcane spellcasting focus and, unless noted otherwise, may also be used as a quarterstaff.

To attune with this magic items the wielder must have the spellcasting feature.

Wands

Magic wands are lightweight, typically about a 30cm long, and often feature a focus at one end. They can be used as an Arcane spellcasting focus.

To attune with this magic items the wielder must have the spellcasting feature.

Weapons

A magic weapon must be actively wielded to grant its magical effects. Magic weapons follow the same rules as nonmagical ones (see Weapons in this chapter). Some specify the weapon type, while others may be chosen by the user or determined randomly by the GM, with any restrictions noted in the description.

To attune with a magical weapon you must have proficiency with the weapon fist. You can’t attune if you don’t have proficiency with the weapon.

Wondrous items

Wondrous items are magical objects that don’t fit into other categories. They include wearable items like amulets, boots, belts, capes, and gloves, as well as more unique objects such as figurines, instruments, and even furniture.

Rarity

Every magic item has a rarity that indicates how difficult it is to find and offers a rough measure of its power compared to other magic items.

Rarity categories include common, uncommon, rare, very rare, and legendary. Additionally, artifacts are unique, one-of-a-kind items that can impact entire campaigns and are typically handled by GM.

As expected, common items are more widespread than uncommon ones, with rare items being even scarcer, and so on. Few know the secrets of creating magical items of any rarity, and crafting legendary items is beyond the reach of most mortals.

In terms of gameplay, the rules suggest that at lower levels, a party should only have one or two items of common or uncommon rarity. Rare magic items are generally introduced to PCs around mid-levels (5th level or higher), very rare items at higher levels (9th level and beyond), and legendary items at the highest levels (15th and beyond).

Of course, a GM can introduce a legendary item at 1st level for story reasons, but doing so without careful rebalancing could shift the game heavily in favor of the players.

Attunement

All magic items require a creature to form a bond with them before their magical properties can be accessed. This bond is known as attunement. Potions and Scrolls doen’t require attunement.

Certain items have prerequisites for attunement. If a class is specified, a creature must belong to that class to attune to the item. If the prerequisite is spellcasting, the creature must be able to cast at least one spell through a trait or feature, not from an external source like another magic item. Items requiring attunement will have it marked in parentheses in their description.

Without attuning to an item that requires attunement, a creature only benefits from the item’s nonmagical properties, unless otherwise stated. For instance, a magic shield requiring attunement functions as a regular shield for an unattuned creature but won’t provide its magical abilities.

To attune to a magic item, the item must first be identified. The attunement process requires the creature to spend three uninterrupted hours focused on the item while maintaining physical contact with it. This can be done as part of a long rest, but only one attunement can be completed per long rest. If the attunement is interrupted, the attempt fails. Upon completion, the creature gains an intuitive understanding of the item’s magical properties, including any necessary command words. However, any hidden properties not revealed by the identify spell are not learned through attunement.

An item can only be attuned to one creature at a time, and a creature can be attuned to a number of items up to its proficiency bonus. If a creature attempts to attune to more than this number, it must choose to end attunement to one of its current items immediately. Additionally, a creature can’t attune to multiple copies of the same item. For example, a creature cannot be attuned to more than one ring of protection at the same time.

Attunement ends if the creature no longer meets the prerequisites, if the item has been more than 30 meters away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also choose to end attunement at any time by using an action, unless the item is cursed.

Price

Magic items are extremely rare and not easily found for sale in ordinary shops. However, each item description includes a general cost estimate for situations where a magic item might be available for purchase. For more detailed guidance on pricing and the availability of magic items. Keep in mind that the GM has the final say on both the cost and availability of any magic item, regardless of the listed price.

Identifying magic items

Magic items can take many forms, and some are visibly magical, while others conceal their true nature. A creature handling a magic item can sense its magical nature, but learning more about it, such as its rarity or properties, requires effort.

The quickest method to identify an unknown magic item is by casting the identify spell. Alternatively the player can use a long rest action to attempt to identify the item.

It’s possible to use some of a magic item’s properties without formally identifying it. Simply using the item might offer clues. For example, a PC wearing boots of elvenkind may notice their steps are unusually silent, hinting at the item’s effect before it’s fully identified.

Equipping magic items

To use a magic item’s properties, the item must be equipped properly. This includes reading, holding, ingesting, wearing, or wielding it. For instance, boots must be worn on the feet, gloves on the hands, helmets on the head, rings on the fingers, and cloaks fastened around the shoulders. A weapon or shield must be held or strapped to the arm, and magic armor must be worn like regular armor.

Most magic items adjust to the wearer, fitting regardless of their size or build. However, some items may have specific size or shape requirements if the story suggests a good reason. In such cases, the GM may rule that the item doesn’t adjust.

When nonhumanoids try to equip magic items, the GM decides if the item functions as intended. For example, a ring placed on a tentacle might work, but a serpentfolk with a tail instead of legs wouldn’t be able to wear boots.

Multiple items of the same kind

Common sense dictates whether a character can wear more than one of the same type of magic item. For instance, a character can’t usually wear more than one pair of boots, gloves, bracers, or armor, or more than one helmet or cloak. However, the GM may allow exceptions, such as wearing a circlet under a helmet or layering two cloaks.

Paired items

Items that come in pairs, such as boots, bracers, gauntlets, or gloves, only grant their benefits when both items of the pair are worn. For example, wearing one boot of striding and springing and one boot of elvenkind provides no benefit from either.

Activating magic items

Some magic items require specific actions to activate, such as holding the item and speaking a command word. The item’s description will detail how it is activated. Activation may require actions, bonus actions, or reactions, and doesn’t use the standard Use an Object action.

Command word

A command word is a phrase that must be spoken aloud for the item to activate. If you are in an area where sound is restricted, like within a silence spell, the item cannot be activated.

Casting spells from an item

Certain magic items allow you to cast spells. When you do, the spell is cast at its lowest level, doesn’t consume your mana points, and requires no components unless otherwise stated. Concentration is still required if the spell demands it. Items specify whether an action, bonus action, or reaction is required for spellcasting. If not, follow the spell’s standard rules. Some items modify the spell’s casting time, duration, or other aspects, and these variations are noted in the item’s description.

Charges

Many magic items have charges that must be used to activate their properties. When an item is identified or attuned, the remaining charges are revealed. If an item regains charges, the attuned creature learns how many it regained. If no charge limit is given, the item can be used without restriction, provided you spend the necessary action.

Special magic items

Certain magic items have special rules that govern their use. These unique items include categories like cursed items and others with specific conditions.

Cursed magic items

Some items bear curses that activate upon attunement. Standard identification methods, like the identify spell, usually don’t reveal curses. If a curse is detected, it will be noted. Once attuned, a cursed item can’t be removed without breaking the curse, typically using a spell like remove curse.

Buying and selling magic items

Magic items are rare, expensive, and challenging to find. Characters usually cannot buy or sell magic items easily, as finding a buyer or seller often involves downtime or narrative challenges. While this section offers guidelines for pricing, the GM has the final say on availability and cost.

Setting-based availability

The availability of magic items depends on the setting. In high-magic settings, where magic is common, magic items are easier to find and may be 25% cheaper. In low-magic settings, where magic is rare, magic items may be 25% more expensive.

Item type and value

Magic items fall into three pricing categories:

Consumable pricing by spell level

SpellCircle CostRarityEquivalent
1st Circle50 gpCommonAmmunition +1
2nd Circle100 gpUncommonAmmunition +2
3rd Circle200 gpUncommonPotion of gaseous form
4th Circle350 gpRareAmmunition +3
5th Circle650 gpRareArrow of slaying
6th Circle1.500 gpVery RarePotion of supreme healing
7th Circle2.500 gpVery RareOil of etherealness
8th Circle5.000 gpVery RareSpell scroll (8th circle)
9th Circle10.500 gpLegendaryPotion of storm giant strength

Enchanted magic item pricing by magic bonus

BonusCostRarityEquivalent Enchanted Item
+11.000 gp + base item costUncommonWeapon, +1
+11.500 gp + base item costRareVicious weapon
+25.000 gp + base item costRareDragon Scale Mail
+27.500 gp + base item costVery RareArmor, +2
+315.000 gp + base item costVery RareWeapon, +3
+325.000 gp + base item costLegendaryArmor, +3

Permanent pricing by rarity

RarityBase Value
Common25-100 gp
Uncommon500-5.000 gp
Rare2.000-20.000 gp
Very Rare15.000-50.000 gp
Legendary25.000-200.000 gp