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Magic Items
It wouldn’t be a true adventure without some fantastical magic items. This section covers the fantastic equipment that adventurers often come into possession of. Everything from flaming swords to rings of power fall into this category and this section not only covers them but how to use, buy, craft, and equip said items.
Charms, Trinkets, and Stuff
Anything under about 500 GP can be found in magic shops in major cities. Smaller settlements generally have a value cap of around 250 GP.
Proper “Magic Items”
Weapons, armor, and things of power generally cost more than 500 GP. These cannot be bought in game. They are generally quested for, crafted, or obtained through narrative convenience.
Gained At Character Creation
Items can be selected as part of character creation; when doing so use the base cost of the weapon (a bane weapon would count as if it cost 1,000 GP for that).
Buying/Selling
“What’s the street value of Excalibur?” If your players need to buy a magic item, you want to change this system norm, or you simply need to know how much a magic item would cost to buy, they’re generally 3-5x the crafting cost and you can sell it for about half of what it's worth on the open market.
For Example: A cratering weapon costs 1,000 GP but has other crafting requirements. If it were for sale it’d cost 3,000-5,000 GP to buy. It could be sold for 1,500-2,500 GP.
Enchanting Items
Making a piece of equipment magic is called “enchanting” and the effect that is put on it is called an “enchantment”. An item can only have 1 enchantment on it. Items are crafted with an enchantment in place (you can't add one to an existing item).
Strange Crafting Requirements
Some crafting requirements are intentionally vague such as requiring you to do things like “sew a cloud into the sole of the boots”. How do you do this? These requirements are supposed to be narrative hooks. A GM should be permissive with these and if the player has a reasonable idea it should work. If they come up with an idea to get a cloud giant to help them: yeah, sure, it works.
As with everything, if something gets in the way of having fun or slows things down too much- feel free to skip this and maybe come up with a simpler requirement (spend an extra 5,000 GP or something).
Cursed Items
Cursed items are items with a magically-imposed mechanical or roleplaying drawback. Such items will return if thrown away without removing the curse. The one afflicted with the curse will simply find it among their possessions within a day or so. Messing with cursed items (such as regularly throwing them away) may attract unsavory things; particularly fey.
Magic Item Slots & Attuning
Some powerful magic items need to be “attuned” to you. This can be done during a short rest. You can only have 3 magic items attuned to you at a time. In addition, most magic items occupy a particular slot on the body, and 2 magic items can’t occupy the same item slot.
Magic weapons and armors are always required to be attuned to be used.
Equipment Slots
Characters have 8 equipment slots. It should be noted that sometimes things overlap (such as “rings” as hand slot items or accessories). This is ok, use whatever is more advantageous. The equipment slots are:
- Head (x1): This covers things like crowns, helms, circlets, glasses, etc.
- Hands (x2): This is used for gloves, rings, etc.
- Accessory (x1): This generally applies to necklaces, rings, earrings, accent pieces, cloaks, etc.
- Worn (x1): This is what you are wearing for protection, typically armor. Some magic items can take up this slot (preventing you from wearing armor).
- Wielded (x2): This is what you are wielding in your hands and is typically taken up by weapons or shields.
- Legs (x1): Boots, pants, magic underwear, etc. This slot is mostly for magic items but things like cleats, climbing boots, flippers, etc., can take up the leg slot.
- Exotic: This is a catchall “slot” used for unusual items that affect your person but don’t take up one of the aforementioned item slots. These items aren’t worn or wielded, but still provide a benefit. A common example of exotic items are bags, quivers, and trinkets.
- Stored Items: This refers to anything not actively in use, such as the items in your backpack. Stored magic items don’t provide a benefit.
Deeper Rules
- Rings: So rings are cool because they can either take up your hand slot or your accessory slot. You can’t have more than 2 rings.
- “Modified”: Some items list a slot and then say (Modified). This means they change the item that is already in that slot. So for example: the Paladin’s banner is hung on a wielded weapon. So it is listed as “Wielded (modified)”.
- How Many Magic Items?: You can, by default, have 3 magic items active at a time.
- Extra Limbs: No matter how many limbs you have, you only have 2 hands worth of effort you can apply to anything unless otherwise noted.
- Not-Wielded: If you don’t have a hand to hold something, you don’t get the item’s magic benefit even though you have a slot for it.
- Equipment & Size: You can use equipment so long as it is within a size category of you (+ or -). When in doubt, players can freely swap equipment unless it would be ridiculous.
- Yes, You Can Wear Clothes: If your “worn” slot is taken up by something, yes, you can still wear clothing (so long as it provides no benefit beyond being clothed).
- Deactivation: A magic item (such as an armor or weapon) that is deactivated still functions as a mundane equivalent (example: a flaming longsword becomes a normal longsword).
- Cursed Item: You cannot de-attune a cursed item without first removing the curse.
- Consumable: Consumables (like potions or scrolls) do not need to be attuned to be used.
- Minor Magic Items: Minor magic items do not require attunement.
