There are countless types of magic items. Aside from scrolls and potions, magic items can be created only by devoted specialists with decades of experience. The means to create the most powerful items are closely guarded by powerful artificers, or in some cases have been lost entirely. Therefore, adventurers will normally obtain magic items either by finding them as treasure, or by purchasing them from a previous owner.
Generally, an item with a persistent positive effect (e.g., gauntlets of ogre power) must be worn for 24 hours before its effects set in. The positive effects vanish as soon as the item is removed.
Some items have both positive and negative effects. For such an item, the negative effect begins only once the attunement is complete, but lingers for an extra 24 hours after the item is removed.
Magic items can be classified as minor, medium, or major. This determines how difficult the item is to identify, and the strength of the item’s saving throws against effects that would harm it. Usually, an item’s class corresponds to its base price.
Item Class |
Typical Base Price |
DC to Identify |
Item’s Saving Throw |
|---|---|---|---|
Minor |
0 sp to 8,000 sp |
12 |
+5 |
Medium |
8,000 sp to 29,999 sp |
20 |
+10 |
Major |
30,000 sp or more |
28 |
+15 |
Item saving throws. A magic items can make a saving throw to resist a spell or special attack that would harm or destroy it. A magic item uses the same saving throw modifier regardless of the type of attack.
Scrolls and potion bottles do not make saving throws. They can be destroyed as easily as a non-magical parchment and glass.
Usually, an item’s basic powers (such as bonuses to skills or combat statistics) can be identified by attuning to the item. Other powers, such as spells stored in an item, may be less obvious, though in some cases experimentation will be adequate to reveal them.
A sage can be hired to identify an item for a fee. However, adventurers should be aware that such sages are not completely reliable and sometimes make mistakes.
Sage’s Experience |
Fee per Item |
Check Bonus |
|---|---|---|
Junior sage |
50 sp |
+2 |
Senior sage |
250 sp |
+7 |
Wizened sage |
1,000 sp |
+12 |
When a sage studies an item, the referee makes a hidden roll (1d20 + sage’s bonus) and compares it to the DC for the item. On a success, the sage correctly identifies the item, including its major properties, number of charges, and command word if applicable. On a failure by 4 or less, the sage is unable to identify the item. On a failure by 5 or more, the sage arrives at a false conclusion.
Witches and other spellcasters with the Brew Potion feat can create the following potions.
Potion |
Spell |
Effects |
Duration |
|---|---|---|---|
Climbing |
1 |
+10 magic bonus on Climb checks |
1 hour |
Jumping |
1 |
+10 magic bonus on Jump checks |
1 hour |
Minor Healing |
1 |
Cures 1d8+1 hp |
— |
Sneaking |
1 |
+10 magic bonus on Move Silently checks |
1 hour |
Swimming |
1 |
+10 magic bonus on Swim checks |
1 hour |
Fire Breath |
2 |
Spit fire as a ray attack for 3d6 fire damage. |
10 minutes |
Invisibility |
2 |
As the Wizard spell invisibility. |
10 minutes |
Medium Healing |
2 |
Cures 2d8+3 hp |
— |
Alteration |
2 |
As Witch spell alter self, but must include a |
1 hour |
Remove Paralysis |
2 |
Cures a paralyzed creature. |
— |
See Invisibility |
2 |
As the Wizard spell see invisibility. |
10 minutes |
Water Breathing |
2 |
Creature can breathe underwater |
1 hour |
Flight |
3 |
As the Wizard spell fly. |
1 hour |
Gaseous Form |
3 |
As the Witch spell gaseous form. |
1 hour |
Heroism |
3 |
Add +2 magic bonus to all ability checks. |
1 hour |
Love |
3 |
Charmed by first creature seen (as the Bard |
1 day (charm); |
Major Healing |
3 |
Cures 3d8+5 hp |
— |
Resist Acid |
3 |
Gain 10 acid resistance. |
1 hour |
Resist Cold |
3 |
Gain 10 cold resistance. |
1 hour |
Resist Fire |
3 |
Gain 10 fire resistance. |
1 hour |
Resist Lightning |
3 |
Gain 10 electricity resistance. |
1 hour |
Resist Poison |
3 |
Advantage on saving throws against poison. |
1 hour |
Truth |
3 |
Subject cannot lie (no save) and must answer |
10 minutes |
Spell |
Cost to |
|---|---|
1st level |
25 sp |
2nd level |
150 sp |
3rd level |
375 sp |
Brewing a potion requires a cauldron and consumes magic materials with a cost based on the potion’s effective spell level (as shown in the table above). The brewing process takes one day per spell level. To brew a potion, you must be able to cast spells of the appropriate level, but no particular spell is required. New potions can be researched in the same way as spells.
In combat. Drinking a potion is a standard action and provokes an opportunity attack.
A magic scroll is a piece of parchment that contains a stored spell. A scroll can be used to cast a spell only once before it loses its power and crumbles to dust.
Scribing scrolls. Wizards and other spellcasters with the Scribe Scroll feat can create scrolls. You can scribe a scroll of any spell you can cast. This process consumes magical materials with a cost as shown in the table below, and takes one day per spell level. If the spell has any cost in XP or special materials, you must pay these costs as well. A scroll weighs 1/4 slot.
Spell |
Scroll |
Cost to |
Time to |
Spell |
|---|---|---|---|---|
1st level |
20 sp |
10 sp |
1 day |
11 |
2nd level |
120 sp |
60 sp |
2 days |
13 |
3rd level |
300 sp |
150 sp |
3 days |
14 |
4th level |
560 sp |
280 sp |
4 days |
16 |
5th level |
900 sp |
450 sp |
5 days |
17 |
Casting from a scroll. If you know the spell, casting it from a scroll is no more difficult than casting it normally. Otherwise, casting a spell from a scroll requires a Spellcraft check with a DC of 10 + twice the spell level. Make this check using your Spellcraft modifier for the class of the character that scribed the scroll. On a failure, the scroll is wasted.
Spell DCs. The DC of a spell cast from a scroll is based on the scroll’s level, not the ability score of the user. See the table above.
In combat. Reading a scroll is a standard action and provokes an opportunity attack.
A wand is a small stick charged with magical energy. A wand can be used (“zapped”) to cast a specific spell. Each wand has a limited number of charges. Once it runs out, it becomes a normal non-magical stick.
Spells found in wands. Wands usually hold spells that are “fire and forget.” They rarely contain spells with a long casting time, that affect only the caster, that require concentration, or whose effects require the caster’s discretion. Spells of 5th level or higher are too powerful to contain in a wand.
Zapping a wand. To zap a wand, you must flick it meaningfully in the direction of the target. This is trickier than it looks. You can zap a wand automatically if you are of an appropriate class and level to cast the spell it contains. Otherwise, you must make a Spellcraft check with a DC of 10 + twice the spell level, using your level in the class appropriate to the spell. On a failure, nothing happens (and the charge remains in the wand).
Spell DCs. The DC of a spell cast from a wand is the same as for a scroll (see above).
In combat. Zapping a wand (or attempting to do so) is a standard action, but it does not provoke an opportunity attack.
Touch spells and wands. If you zap a wand that contains a touch spell, the end of the wand becomes charged (and visibly sparkles) until the effect is discharged with a touch.
A staff is similar to a wand, but it has a larger form factor and requires a more vigorous brandishing motion to activate. A staff can hold more powerful spells than a wand, and usually has the ability to cast multiple different spells while drawing on a single pool of charges. For example, the staff of frost can be used to cast a wall of ice for 1 charge, or a cone of cold for 2 charges. A slightly different motion is required to produce each spell.
Using a staff. Each staff is designed for spellcasters of the same class as the character who created it. To cast a spell from a staff, your relevant ability score must be high enough to cast spells of that class and level. For example, to cast a 5th-level spell from a Wizard’s staff, you must have at least 15 Intelligence. Like with a wand, casting a spell from a staff is automatic if you have a high enough level in the appropriate class to cast it normally; otherwise, a Spellcraft check is required.
Spell DCs. Unlike with a scroll or a wand, the DC of a spell cast from a staff is based on the relevant ability score of the character using the staff. For example, if you cast a spell from a Wizard’s staff, the DC is 10 + the spell level + your Intelligence modifier.
In combat. Brandishing a staff is a standard action which does not provoke attacks of opportunity.