Magic items are the staple of myths and legends, and no fantasy RPG would be
complete without them! This chapter contains a wide variety of items to enhance any
hero, villain, or monster. Magic items are divided into categories: armor, weapons,
potions, rings, scrolls, staves, wands, and wondrous items.
BUYING AND SELLING MAGIC ITEMS
The Game Master decides if the PCs can buy magic
items in cities, such as potions from a friendly
temple or scrolls from an old
wizard. It’s up to you
what magic items can be bought in a particular
town or city, or if there aren’t any available. Just like
they can do with nonmagical equipment, PCs can
sell magic items in cities for half the listed price.
MAGIC ITEM SLOTS
Many magic items have to be worn in order for them to work.
Magic items use “slots” that tell you where on the body they
have to be worn. You can only wear one magic item in a slot.
Trying to wear a second item doesn’t work and often doesn’t
make sense. For example, you couldn’t wear two pairs of
boots at once.
The magic item slots are:
- armor
- belt
- chest
- feet
- hands
- head
- headband
- neck
- ring (one for each hand)
- shield
- shoulders
- wrists
If a magic item’s slot is listed as
“none,” it means you don’t have to wear the item to gain its
powers, you just have to carry it with you.
IDENTIFYING MAGIC ITEMS
PCs can use the
detect magic spell or the
Spellcraft skill to identify
a magic item. For armor, weapons, rings, staves, and wondrous
items, the
Spellcraft DC is 20. For potions, scrolls, and wands, the
DC is 15 + the caster level of the magic item. Casting
detect magic
on a held item identifies it (no
Spellcraft check needed).
RANDOM MAGIC ITEMS
If you want to randomly generate a magic item for a treasure,
roll on the following table, then roll on the table of the type of
magic item indicated. Minor items are generally appropriate for
PCs of levels 1–3. Major items are for PCs of levels 4–5. Once you
know the item type, click on the Item Type to roll the exact item.
RANDOM MAGIC ITEM GENERATION