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Just attune to the item or stay away from the dragon for 24 hours. The rules for attunement state: A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. So if you are ...


20

Magic Items are secondary to the design of 5e In a tweet, Chris Perkins said If your 5E characters have no magic items, the game would still be balanced. Magic items are pure candy. The designers created D&D 5e to be able to function without assuming characters have magic items, and magic items do not appear in the Player's Handbook (Though some of ...


11

Coiling Grasp Tattoo requires the wearer to use an action. As you have noted, Grasping Tendrils states: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. This means that it requires the use of an action, in particular, the special action ...


9

Wish had specific rules for magic item creation only in 3.0/3.5e So far as I can tell the only editions in which the use of wish to create magical items is well-defined are 3.0e and 3.5e. 1e/2e AD&D 1e/2e AD&D rules contain the wish and limited wish spells, but don't describe how these spells could be used to create magical items. Limited wish ...


7

No, you do not have to maintain concentration when readying the use of a magic item to cast a spell. The Ready action states (emphasis mine): When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell'...


4

Can a homunculus servant use magic items? Yes. As you note, a homunculus servant is a creature, as noted in its description, where it is referred to several times as a creature. In general, a creature can use a magic item, subject to the limitations of that magic item, and the limitations of the creature's physique. The basic rules say, "In most cases, ...


3

Disclaimer First of all this sounds like a fun way to merge fun and functionality. I would advise discussing with your DM whether they meant this to be something explicitly useful in the long run or it was meant to be a fun way to reward your decision without further plans to emphasize on it. A Legendary item (even if it is one that is not all powerful at ...


2

The simple answer is that rarity and power level are only tangentially linked. Powerful magic items are comparatively rarer than less powerful magic items of the same type, simply due to the crafters capable of creating them being more rare, but that doesn't mean less powerful magic items are equally common when compared to each other across types. Some are ...


2

RAW Yes you can. I would rule based upon three things. You are infusing an item with magic, thus you must have a base item first. In this case, a needle. The wording of Spellwrought Tattoo that states, "To use the tattoo, you must hold the needle against your skin and speak the command word." The user must be able to speak the command word, and ...


2

As always, go back to the description, read it carefully, considering the meaning of each word. Often this alone can clear up confusion, or rules/mechanics that seem on their face unclear. "When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the ...


2

Yes, they share some properties of mundane manacles, namely, they can be used to bind a creature's limbs. But no, just because they serve as mundane manacles, doesn't mean they share all the properties of mundane manacles. In particular, DMG 141 says: Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and ...


2

So it seems that, as written, someone with Magery 0 would not actually be able to put any energy into the spell and therefore couldn't actually use the Sunbolt/Fireball/etc. I agree that's what the rules imply. This issue appeared at GURPS 4e, where Magery 0 was introduced (along with many other things), but the magic rules were not thoroughly overhauled, ...


1

Innate Attacks are specialized by type and method, in this case a projectile bolt. However other spells may be breath attacks and require IA Breath and so forth. Some spells/powers may say Any in which you can IA Vision, IA Belly Button, etc. My GURPS Magic (144) says in the first paragraph, in the spell description of the spell "Shoot a bolt of ...


1

Reading it up, the Imbue Item spell makes it clear, when creating the imbued spell "The target number is equal to the successes required for all the spells imbued into the item" You effectively cast the spell once (with duration set at that time), in an extended casting. Later you can activate the effects of that spell, however regardless of the ...


1

KRyan gives a very thorough answer but the quick answer is: Yes. The shields table in weapons and armor has listings for light and medium shields but not for spiked shields. Spikes are listed in the "Extras" table. Adding spikes or embossing does not change the shield type. Thus, the enchantment can be added.


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