Magic Items (5A)

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Magic items follow the general rules of Gear (5A), but also these more detailed rules.

Using Magic Items

Magic items can't be used by just anyone.

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, elixirs, ointments etc. 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 2 or less or who lack manipulator limbs. This includes most familiars. Such a creature can still be fed a potion.

It is a bonus action to take out and use a potion (not ointment etc) on yourself, an action to take from and/or use a potion on a willing or helpless creature within 5 feet.

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 precludes familiars from using such items.

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.

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.

You can attune any number of items with a cost is less than or equal to the listed cost limit of a consumable of half your level. This does not count against your attunement limit.

Magic Item Prices and Levels

We will be using the values for magic items given in 5A Magic Item Prices. For items not on this list, the GM will set the prices.

Common Magic Items

These items are generally available on the market.

Item Attuned? Source Consumeable? Price
Candle of the Deep - XGE Consumeable 2
Bead of Nourishment - XGE Consumeable 5
Bead of Refreshment - XGE Consumeable 5
Moodmark Paint - GGR Consumeable 5
Spell Scroll (cantrip) - DMG Consumeable 10
Breathing Bubble (1-use) - EGW Consumeable 20
Perfume of Bewitching - XGE Consumeable 20
Pressure Capsule - GoS Consumeable 20
Ammunition +1 - DMG Consumeable 25
Mystery Key - XGE Consumeable 25
Walloping Ammunition - XGE Consumeable 25
Feather Token - E:RLW Consumeable 30
Spellwrought Tattoo (cantrip) - TCE Consumeable 40
Pot of Awakening - XGE Consumeable 50
Potion of Healing (2d4+2) - DMG Consumeable 50
Veteran's Cane - XGE Consumeable 60
Spell Scroll (level 1) - DMG Consumeable 60 plust component price
Philter of Love - DMG Consumeable 90
Pixie Dust - WBW Consumeable 100
Potion of Animal Friendship - DMG Consumeable 100
Potion of Climbing - DMG Consumeable 100
Spellshard - E:RLW - 1 per page
Shiftweave - E:RLW - 10 per outfit
Cloak of Billowing - XGE - 10
Pole of Angling - XGE - 10
Smoldering Armor - XGE - 10
Sekolahian Worshipping Statuette - GoS - 20
Cleansing Stone - E:RLW - 20
Ear Horn of Hearing - XGE - 20
Coin of Delving - EGW - 20
Dread Helm - XGE - 20
Pipe of Remembrance - GoS - 20
Pipe of Smoke Monsters - XGE - 20
Horn of Silent Alarm - XGE - 25
Orb of Direction - XGE - 25
Pole of Collapsing - XGE - 25
Shield of Expression - XGE - 25
Orb of Time - XGE - 30
Clothes of Mending - XGE - 40
Glamerweave - E:RLW - 40
Hat of Vermin - XGE - 40
Ruby of the War Mage Attuned XGE - 40
Armor of Gleaming - XGE - 50
Lock of Trickery - XGE - 5 x Lock Price, commonly 50
Masquerade Tattoo Attuned TCE - 50
Vox Seeker - EGW - 50
Rope of Mending - XGE - 60
Staff of Flowers - XGE - 60
Thermal Cube - ID:RF - 60
Wand of Pyrotechnics - XGE - 60
Scribe's Pen Attuned E:RLW - 65
Orb of Shielding Attuned E:RLW - 65
Wand Sheath Attuned E:RLW - 75
Heward's Handy Spice Pouch - XGE - 75
Instrument of Scribing Attuned XGE - 75
Staff of Adornment - XGE - 75
Wand of Scowls - XGE - 75
Wand of Smiles - XGE - 75
Ersatz Eye Attuned XGE - 80
Everbright Lantern - E:RLW - 80
Prosthetic Limb - TCE - 80
Imbued Wood Focus - E:RLW - 90
Hat of Wizardry Attuned XGE - 90
Illuminator's Tattoo Attuned TCE - 90
Charlatan's Die Attuned XGE - 100
Cracked Driftglobe - CM - 100
Enduring Spellbook - XGE - 100
Instrument of Illusions Attuned XGE - 100
Talking Doll Attuned XGE - 100
Cast-Off Armor - XGE - 120
Moon-Touched Sword - XGE - 120
Dark Shard Amulet Attuned XGE - 120
Tankard of Sobriety - XGE - 120
Wand of Conducting - XGE - 120
Breathing Bubble (reuseable) - EGW - 150
Clockwork Amulet - XGE - 150
Staff of Birdcalls - XGE - 150
Boots of False Tracks - XGE - 200
Pyroconverger Attuned GGR - 200
Alchemy Jug (Orange) - CM - 200
Hook of Fisher's Delight - ID:RF - 200
Cloak of Many Fashions - XGE - 200
Spellshard (book of 200 pages) - E:RLW - 200
Lantern of Tracking - ID:RF - 250

New Magic items

Gadget

A gadget is similar to a spell scroll in that it can cast a spell once, but instead of having the spell on your spell list, you need proficiency with tinker's tools to use a gadget. You do not need to cast the spell in order to craft a gadget. A gadget costs twice as much as a spell scroll, and can only hold spells up to 5th level.

Spell Fetish

Spell fetches are an earlier variant of spell scrolls

A spell fetish bears the magic of a single spell, expressed as a tiny work of art. If the spell is on your class’s spell list, you can use the fetish and cast its spell without providing any material components. Otherwise, the fetish is unintelligible. Casting the spell by using a scroll requires the spell’s normal casting time. Once the spell is cast, the fetish crumbles to dust. If the casting is interrupted, the fetish is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell the fetish crumbles to dust with no other effect.

Unlike a spell scroll, a wizard can't copy a spell from a fetish.

The cost, save DC, and rarity of a spell fetish is the same as that of a Spell Scroll of the same level.

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