Difference between revisions of "Magic Items (5A)"
m (→Who Can Use What: wk) |
m (→Who Can Use What: wk) |
||
Line 46: | Line 46: | ||
A creature must be able to speak to do this. Animal noises are not sufficient. | A creature must be able to speak to do this. Animal noises are not sufficient. | ||
This includes most familiars. | This includes most familiars. | ||
+ | |||
+ | '''Use-Activated Items | ||
+ | Any creature of intelligence 3 or more can use a use-activated item as long as it can do the action required. | ||
+ | Note that familiars cannot perform the Attack action, which is required for a number of use-activated items, such as the ''ring of the ram'''. | ||
+ | |||
+ | '''Command Word | ||
+ | Command word activated items are activated by words, not grunts or animal noises. | ||
+ | A creature must have an Intelligence of 5 or more and be able to speak to do this. | ||
+ | This precludes most familiars from using command word activated items. | ||
=== Attunement === | === Attunement === |
Revision as of 09:30, 27 August 2021
Starfox's 5th Edition Fan Page |
We will be using the values for magic items given in Sane Magic Item Prices and supplemented in Tasha's Sane Magic Item Prices. For items not on either of these lists, the GM will set the prices.
Magic Item Prices and Levels
Rather than using the very rough price guidelines and levels of the DMG, this table is to be used. This gives the lowest level at which a character can purchase items of the listed price. This is also the highest value item a character can craft.
Level This is the level of the character and restricts what items the character can make - you can craft anything up to the given price. This is also a limit on what items you can purchase. It reflects that your prestige that gives you access to new markets. This is somewhat artificial, but an easy way to maintain some balance.
Consumables This is the maximum cost of each consumable item you can make or buy. Items like wands, that have charges and a small chance to fail when overused, are not considered consumables. This number is inflated so that it is possible to pack more omph into a single-use item. Watch out for overspending in this category, which can make a character powerful at lower levels and then poor at higher levels.
Permanent This is the cost limit for all items that are not consumables.
Using Magic Items
Abilities Governed by User
I like it when the user matters more than the item.
- A magic item always uses your save DC and Spell Attack Bonus. If you lack such values, use the values listed in the item description.
- A magic item cannot do more dice of damage than the user's level.
Who Can Use What
Specific class abilities can override these general rules.
Scrolls can be used by any spellcaster who has or will gain the spell to their spell list from class choices already made.
Potions Any creature can gain the benefits of a potion, even creatures that lack a metabolism. Can be used by anyone who can open the bottle and drink the contents. This excludes creatures with an Int of 3 or less or who lack manipulator limbs. This includes most familiars. Such a creature can still be fed a potion.
Staffs and Wands either cast a spell or require a command word. If a staff or wand fails to note this in its description, it is still assumed to be so. A creature must be able to speak to do this. Animal noises are not sufficient. This includes most familiars.
Use-Activated Items Any creature of intelligence 3 or more can use a use-activated item as long as it can do the action required. Note that familiars cannot perform the Attack action, which is required for a number of use-activated items, such as the ring of the ram'.
Command Word Command word activated items are activated by words, not grunts or animal noises. A creature must have an Intelligence of 5 or more and be able to speak to do this. This precludes most familiars from using command word activated items.
Attunement
Any creature can attune the same number of magic items, intelligent or not. A creature need not be intelligent to attune a magic item, but its use of the item is certainly limited by Intelligence.
Minor Item Attunement
This is a radical rule, subject to change.
Any number of items can be attuned as if they were one item, as long as their total cost is less than or equal to the listed cost limit for a single item of your level -5.
Magic Item Prices
we use Sane Magic Item Prices and Tasha's Sane Magic Item Prices.
Price of Common Magic Items
Prices of common magic items.
Armor of Gleaming | 50 gp |
Bead of Nurishment | 5 gp |
Bead of Refreshment | 1 gp |
Boots of False Tracks | 200 gp |
Candle of The Deep | 2 gp |
Cast-Off Armor | 120 gp |
Charlatan's Die | 100 gp |
Cloak of Billowing | 10 gp |
Cloak of Many Fashions | 200 gp |
Clockwork Amulet | 150 gp |
Clothes of Mending | 100 gp |
Dark Shard Amulet | 120 gp |
Dread Helm | 20 gp |
Ear Horn of Hearing | 50 gp |
Enduring Spellbook | 100 gp |
Ersatz Eye | 80 gp |
Hat of Vermin | 40 gp |
Hat of Wizardry | 90 gp |
Heward's Handy Spice Pouch | 75 gp |
Horn of Silent Alarm | 50 gp |
Instrument of Illusions | 100 gp |
Instrument of Scribing | 75 gp |
Lock of Trickery | x5 gp |
Moon-Touched Sword | 70 gp |
Mystery Key | 10 gp |
Orb of Direction | 5 gp |
Orb of Time | 25 gp |
Perfume of Bewitching | 20 gp |
Pipe of Smoke Monsters | 20 gp |
Pole of Angling | 10 gp |
Pole of Collapsing | 25 gp |
Pot of Awakening | 15 gp |
Potion of Climbing (Dmg) | 180 gp |
Rope of Mending | 100 gp |
Ruby of The War Mage | 40 gp |
Shield of Expression | 25 gp |
Smoldering Armor | 10 gp |
Staff of Adornment | 75 gp |
Staff of Birdcalls | 150 gp |
Staff of Flowers | 60 gp |
Talking Doll | 100 gp |
Tankard of Sobriety | 120 gp |
Unbreakable Arrow | 50 gp |
Veteran's Cane | 75 gp |
Walloping Ammunition | 25 gp |
Wand of Conducting | 120 gp |
Wand of Pyrotechnics | 60 gp |
Wand of Scowls | 75 gp |
Wand of Smiles | 75 gp |