Difference between revisions of "Magic Item Overview"
Line 46: | Line 46: | ||
==Cursed Items== | ==Cursed Items== | ||
A few magic items are '''cursed.''' Most forms of identifying a magic item fail to reveal the curse or its effect. Once a character wears, wields, or is otherwise subjected to a cursed item, the curse cannot be broken without the {{S|remove curse}} spell or similar magic. The curse may not become apparent immediately, unlike most properties of a magic item. A cursed item usually harms or hinders the character who uses it, but may have a beneficial effect so powerful the curse could be worth bearing. See [[Gallery of Cursed Magic Items]]. | A few magic items are '''cursed.''' Most forms of identifying a magic item fail to reveal the curse or its effect. Once a character wears, wields, or is otherwise subjected to a cursed item, the curse cannot be broken without the {{S|remove curse}} spell or similar magic. The curse may not become apparent immediately, unlike most properties of a magic item. A cursed item usually harms or hinders the character who uses it, but may have a beneficial effect so powerful the curse could be worth bearing. See [[Gallery of Cursed Magic Items]]. | ||
+ | |||
+ | ==Item Categories== | ||
+ | Each magic item belongs to one of the following categories.{{a}}[[:Category:Armors|'''''Armor.''''']] This magic item functions as [[armor]], and unless otherwise stated it only has a magic effect when worn. An armor will usually specify what type of armor it is, such as {{I|scale mail}} or {{i|plate}}. If none is specified, the DM either decides one or chooses one type randomly.{{a}}[[:Category:Potions|'''''Potion.''''']] This fluid comes in a {{i|bottle}} and only has a magic effect when it is completely drunk by one creature. In Hyrule, drinking a potion only requires a [[bonus action]]. You can administer a potion to a willing or [[unconscious]] creature as an action.{{a}}[[:Category:Rings|'''''Ring.''''']] A small jeweled ring designed to be worn on your ring finger, it only has a magic effect when worn properly.{{a}}[[:Category:Shields|'''''Shields.''''']] This magic items functions as a shield, and unless otherwise specified it only has a magic effect when wielded. An armor will usually specify what type of armor it is, such as {{i|iron shield}} or {{i|heavy shield}}. If none is specified, the DM either decides one or chooses one type randomly.{{a}}[[:Category:Rods|'''''Rod.''''']] This is a scepter, wand, or staff usually composed of metal. It can be used as a {{i|club}}. You must normally hold a rod to have any effect. A rod usually functions better if you have proficiency with rods.{{a}}[[:Category:Weapons|'''''Weapon.''''']] This magic item functions as a [[weapon]], and unless otherwise stated it only has a magic effect when wielded. A weapon will often specify what type of armor it is, such as a {{i|broadsword}} or {{i|boomerang}}. If none is specified, the DM either decides one or chooses one type randomly.{{a}}[[:Category:Wondrous items|'''''Wondrous item.''''']] This catch-all category includes all magic items which don't fit in other categories, from {{MI|clawshot}}s to {{MI|hover boots}}. | ||
==Magic Items== | ==Magic Items== |
Latest revision as of 13:42, 4 January 2021
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives. | ||
Player's Guide |
System Reference |
Compendium |
Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.
The Magical World of HyruleMagic items are a little more intuitive and abundant in Hyrule compared to universes like the Forgotten Realms.
Wearing and Wielding ItemsUsing a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held. Multiple Items of the Same KindUse common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks. Paired ItemsItems that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a power glove on one hand and a fire glove on the other hand gains no benefit from either. Activating an ItemActivating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation. Command WordA command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented. ConsumablesSome items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. SpellsSome magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell power, doesn't expend any of the user's magic points, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell. ChargesSome magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained. |
Rank and RarityMagic items are divided into two ranks and six rarities. Buying, Selling, and Crafting
Common magic items like bombs and red potions can be bought sold like any other items. The cost of these items is listed on the gear page as well as each item's individual page. If a magic item doesn't have a price listed on its page, it can still be bought and sold as a downtime activity. Some magic items can also be crafted during downtime. See the downtime page for details on these activities. Cursed ItemsA few magic items are cursed. Most forms of identifying a magic item fail to reveal the curse or its effect. Once a character wears, wields, or is otherwise subjected to a cursed item, the curse cannot be broken without the remove curse spell or similar magic. The curse may not become apparent immediately, unlike most properties of a magic item. A cursed item usually harms or hinders the character who uses it, but may have a beneficial effect so powerful the curse could be worth bearing. See Gallery of Cursed Magic Items. Item CategoriesEach magic item belongs to one of the following categories. Magic Items |
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]