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Nonmagical items and gear are generally available in a community of any size unless the item is particularly expensive, such as full plate, or made of an unusual material, such as an adamantine longsword.

These items should follow the base value guidelines to determine their availability, subject to GM discretion.

Each general type of magic item gets an overall description, followed by descriptions of specific items.

General descriptions include notes on activation, random generation, and other material. The AC , hardness , hit points , and break DC are given for typical examples of some magic items.

Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form as part of its entry.

Aura : Most of the time, a detect magic spell reveals the school of magic associated with a magic item and the strength of the aura an item emits.

See the detect magic spell description for details. Caster Level CL : The next item in a notational entry gives the caster level of the item, indicating its relative power.

It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

For potions , scrolls , and wands , the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.

For other magic items, the caster level is determined by the item itself. Slot : Most magic items can only be utilized if worn or wielded in their proper slots.

If the item is stowed or placed elsewhere, it does not function. Price : This is the cost, in gold pieces, to purchase the item, if it is available for sale.

Generally speaking, magic items can be sold by PCs for half this value. Weight : This is the weight of an item.

When a weight figure is not given, the item has no weight worth noting for purposes of determining how much of a load a character can carry.

Potions, scrolls , staves, and wands refer to various spells as part of their descriptions see Spell Lists for details on these spells.

Construction : With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites.

This section describes those prerequisites. Requirements : Certain requirements must be met in order for a character to create a magic item.

These include feats, spells, and miscellaneous requirements such as level, alignment , and race or kind. A spell prerequisite may be provided by a character who has prepared the spell or who knows the spell, in the case of a sorcerer or bard , or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect.

For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites.

In some cases, cooperation may even be necessary. Cost : This is the cost in gold pieces to create the item.

Generally this cost is equal to half the price of an item, but additional material components might increase this number. Standard items can be made unique without changing their mechanics by adding flavorful descriptions or backstories.

Alternatively, making an item intelligent or cursed, combining two items into one, or adding an unusual power to an existing item are all perfectly good changes that can make items more memorable.

Family Relic : Similar to providing a historical background for an item, creating a story that directly connects the item to one or more player characters in the game allows a GM to spin a fascinating story—possibly one that is directly connected to a story feat.

Haunted : A restless spirit haunts the item. This lingering spirit might be something that evokes sympathy from the PCs, such as a young child who died in a tragic way or a grandmother who was killed by her family so they could gain her fortune.

Alternatively, a nasty spirit could inhabit the item, in which case each use might require a battle of wills.

A mundane sword wielded by a famous war hero or a suit of leather armor crafted by artisans of a long-lost civilization could provide adventure hooks involving the historical figures or cultures associated with the item.

Historians and collectors alike would prize such items simply to study or own, and may send PCs on adventures to retrieve them.

Bards in particular may be interested in tracking down such pieces, as the recovery could earn the lore masters prestige as procurers of museum-worthy items.

Intelligent : Give an item a spark of intelligence to make it more intriguing. Certainly the player characters are used to intelligent weapons, but what about an intelligent folding boat?

Once an item is imbued with intelligence, its use can no longer be taken for granted, instead requiring a diplomatic encounter or battle of wills.

Can the PCs convince the boat to unfold? If so, can they then persuade or cajole it to allow them aboard to make their journey?

Named : When you name an item, many players automatically think of it as something special. Proper names pique interest, and you may find players asking to research the named item at various libraries and taking notes about the discovered references.

Adventure Prerequisite : Sometimes, finding an item is necessary before a larger adventure can commence. Though required, such an item may have no further importance beyond being necessary to achieve another goal.

For example, suppose the PCs need to find the key to an otherwise impenetrable vault. The search for the sword thus becomes part of a larger campaign.

Cosmetic Variation : Who says every rod of rulership , cape of the mountebank , or flying carpet has to look exactly the same? Sure, the item works the same as the other ones, but making a small variation, even if just a minor or superficial change, opens a tremendous host of possibilities for making treasure more wondrous.

Valuable Material : To make a fairly mundane item more prized, alter the materials used to craft it.

Toggle navigation. Picture created by, and used with permission of, Mike Beals; Permission is granted to print and use for personal, non-commercial use.

Patreon Supporters. Wondrous items. Archaeopteryx, axe beak , bustard, dimorphodon , dinosaur pteranodon , dire bat , eagle , giant owl , giant raven, giant vulture , hawk , moa, ornithomimosaur, owl , quetzalcoatlus , roc , trumpeter swan.

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Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

The four ways to activate magic items are described below:. Spell Completion : This is the activation method for scrolls.

A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting.

To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already.

No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken.

Spell trigger items can be used by anyone whose class can cast the corresponding spell. The user must still determine what spell is stored in the item before she can activate it.

Activating a spell trigger item is a standard action and does not provoke attacks of opportunity. Command Word : If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it.

Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation.

More often, the command word is some nonsensical word, or a word or phrase from an ancient language.

Activating a command word magic item is a standard action and does not provoke attacks of opportunity. Sometimes the command word to activate an item is written right on the item.

Occasionally, it might be hidden within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word.

The Knowledge arcana and Knowledge history skills might be useful in helping to identify command words or deciphering clues regarding them.

A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check DC 25 might provide some insight into a clue.

The spells detect magic , identify , and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Use Activated : This type of item simply has to be used in order to activate it. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears.

However, some items made for wearing must still be activated. Although this activation sometimes requires a command word see above , usually it means mentally willing the activation to happen.

The description of an item states whether a command word is needed in such a case. Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity , unless the use involves performing an action that provokes an attack of opportunity in itself.

If the use of the item takes time before a magical effect occurs, then use activation is a standard action. You must know or at least guess what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.

Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

Note : If you click on the image at right of a person showing the body slots, you can download a PDF that you can print and fill in yourself!

Armor : This slot is used for suits of armor that are worn. Belts : This slot consists of belts and other items that can be worn around the waist.

Body : This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.

Chest : This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest. Eyes : This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.

Feet : This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.

Hands : This slot consists of gauntlets, gloves, and other items that can worn on the hands. Head : This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.

Headband : This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.

Neck : This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.

Ring up to two : rings. Shield : This slot is for carried shields. Shoulders : This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.

Wrists : This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.

Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying.

Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item. Of course, a character may carry or possess as many items of the same type as he wishes.

However, additional items beyond those in the slots listed above have no effect. The description of an item indicates when an item has this property.

The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear.

While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.

The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them.

Specific animals may be able to wear different types of items as specified in their original monster entry. If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures.

Additionally, GMs may use this table as a guide to determine what kinds of magical gear non- humanoid monsters can wear and use.

Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.

Magic items produce spells or spell-like effects. Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent making its level otherwise difficult to determine quickly.

Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a non-magical item would normally get no chance to save.

Magic items use the same saving throw bonus for all saves, no matter what the type Fortitude , Reflex , or Will. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as non-magical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

Magic items that take damage in excess of half their total hit points , but not more than their total hit points , gain the Broken condition, and might not function properly see the Appendix.

Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time.

The make whole spell can also repair a damaged or even a destroyed magic items—if the caster is high enough level. Many items, particularly wands and staves, are limited in power by the number of charges they hold.

Normally, charged items have 50 charges at most 10 for staves. If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.

Prices listed are always for fully charged items. When an item is created, it is fully charged. This is because wands are the most cost-effective form of expendable spellcasting in the game the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion.

Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.

Magic items are valuable, and most major cities have at least one or two purveyors of magic items, from a simple potion merchant to a weapon smith that specializes in magic swords.

Of course, not every item in this book is available in every town.

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