Magic Item Overview

From Legends of Hyrule
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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.

Identifying a Magic Item

This page or section is incomplete, and will eventually be expanded with more information.


Wearing and Wielding Items

Using 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.
     In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, goron-made armor might fit gorons only. Items made by minish might only be usable for minish-sized folk.
     When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a lynel with four hooves instead of feet can't wear boots.

Multiple Items of the Same Kind

Use 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 Items

Items 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 Item

Activating 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.
     If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as Fast Hands can't be used to activate the item.

Command Word

A 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.

Consumables

Some 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.

Spells

Some 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.
     A magic item may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability, your spellcasting ability modifier is +0 for the item, and your proficiency bonus applies.

Charges

Some 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 Rarity

This page or section is incomplete, and will eventually be expanded with more information.


Buying and Selling

This page or section is incomplete, and will eventually be expanded with more information.


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 remove curse spell or similar magic. The curse may not become apparent immediately. A cursed item usually harms or hinders the character who attunes to it, but may have a beneficial effect so powerful the curse could be worth bearing. See Gallery of Cursed Magic Items.

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]