Talk:Magic Items

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Need to discuss which items should require a 24-hour attunement period.  One suggestion is that effects which grant a numerical plus attune instantly, but any other effect requires a 24-hour attunement.  Another possibility would be 'wielded items don't require attunement, but everything else does'.
  • Least (1)
  • Lesser (2)
  • Minor (3)
  • Common (1-3)
  • Moderate (4)
  • Steady (5)
  • Balanced (6)
  • Great (4-6)
  • Major (7)
  • Vital (8)
  • Absolute (9)
  • Prime (7-9)
  • Perfect (1-9)


I want to convert all the magic items into individual templates, akin to the equipment templates (in fact, identical to them).  I can still aggregate the related items together into a single page for easy viewing, but they should also be viewable separately, in my opinion.  I think this will end up being more flexible, easier to browse, and a much easier template to fill out.
  • Remove the ability to place spells on magic items.
  • All items have one bonus type (enhancement?) No items stack, period. Expand/improve items following the acculturated model we're already using instead.
  • Potions and scrolls are simply casting a spell as a one-use item (pricing model? remove caps?)
  • Create non-spell effect potions and scrolls (call them alchemical instead?)
  • Rewrite/remove the item creation rules (eeeesh....)
  • Look hard at the number of item slots. (Has large pricing implications.)


Design notes: Divide all wondrous items for each slot into two categories:

"Standard" items, which are things like the below, or rings of protection or cloaks of resistance, which are items you can purchase without issue.

"Special" items, which are all the other stuff, which can only be purchased (or found) with DM permission.

This allows us to populate all the slots with 'non-game-breaking' items for right now, and then we can adapt all the unique stuff as time permits.



Ideas for Boots

  • Boots of Haste
  • Boots of Striding and Springing
  • Boots of Sure Footing
  • Boots of Rooting
  • Boots of Stealthy Steps

Ideas for Gloves

  • Gloves of Sparks
  • Gloves of Grasping
  • Gloves of Lightfingers
  • Gloves of Soothing
  • Gloves of the Maestro

Ideas for Amulets

  • natural armor + other things
    • energy drain resistance
    • ability drain resistance
    • daily/encounter instant self heal

Spell Components Pouch

  • provides spell components of 1 gp or less for the spell level they are purchased for:
  • lvl 0 = 10 gp
  • lvl 1 = 150 gp
  • lvl 2 = 500 gp
  • lvl 3 =


Ideas for Spellcaster Items

  • one additional target for spells with a fixed number of targets
  • adjust starting square of a cone attack to be any square within 5 feet of you
  • include one additional square (or more) adjacent to your area of effect in the area of effect
  • magic items will be created to enable a spell to last beyond its listed duration, perhaps to a second encounter, or even all day.


Ideas for Anyone

  • use scrolls for mana burning
  • lay a charge on a target creature (to activate a synergy)