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.
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 fetish 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.