Post by Advice on Oct 2, 2023 3:33:21 GMT
Fandom Scams:
The Fandom is a place where you can write about almost anything and I have found that their site scams people. They will have people post information that will lead people to sites that are owned by Fandom members. Here is what Fandom had said on their site. Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item always makes a character more powerful or versatile than a generic character. Below are some more information about Fandom Scams.
Magic items can go from nice to necessary in the rare group that has no spellcasters, no monks, and no NPCs capable of casting magic weapons. Having no magic makes it extremely difficult for a party to overcome monsters that have resistance or immunity to nonmagical damage. In such a game, you'll want to be generous with magic weapons or else avoid using such monsters. Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a Potion of Healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items can't be easily created. Thus, many magic items are well-preserved antiquities.
Rarity provides a rough measure of an item's power relative to other magic items. Each rarity corresponds to a character level, as shown in the Magic Item Rarity table. A character doesn't typically find a rare magic item, for example, until around the 5th level. That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event. If your campaign allows for trade-in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table.
The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity. Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a Potion of Healing, can be procured from an alchemist, herbalist, or spellcaster. Doing so is rarely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than a coin. In a large city with an academy of magic or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these items might be more common.
Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves. Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves. Selling magic items is difficult in most D&D worlds primarily because of the challenge of finding a buyer. Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an item usually have more practical things to spend on. Refer to Between Adventures for one way to handle selling magic items.
In your campaign, magic items might be prevalent enough that adventurers can buy and sell them. Magic items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or in more ordinary cities. The sale of magic items might be regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. You might also allow characters to craft their own magic items, as discussed on the Crafting Page. Magic Item Formulas: A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items, as explained on the Crafting Page.
You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items. If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item. Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items are conspicuously magical. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however.
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items are conspicuously magical. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a Ring of Jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high. Variant: More Difficult Identification. If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the Identify spell, experimentation, or both to reveal what a magic item does.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement if the item has been more. Comment down below and let me know what you think about Fandom Scams. Even though they don't sell magic items, they do give false information about magic items. Now, that is why I posted this Fandom Scams website forum Now, I would love to hear your thoughts about Fandom Scams. Thanks!
www.fandom.com
The Fandom is a place where you can write about almost anything and I have found that their site scams people. They will have people post information that will lead people to sites that are owned by Fandom members. Here is what Fandom had said on their site. Magic items are gleaned from the hordes of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways. The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item always makes a character more powerful or versatile than a generic character. Below are some more information about Fandom Scams.
Magic items can go from nice to necessary in the rare group that has no spellcasters, no monks, and no NPCs capable of casting magic weapons. Having no magic makes it extremely difficult for a party to overcome monsters that have resistance or immunity to nonmagical damage. In such a game, you'll want to be generous with magic weapons or else avoid using such monsters. Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a Potion of Healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items can't be easily created. Thus, many magic items are well-preserved antiquities.
Rarity provides a rough measure of an item's power relative to other magic items. Each rarity corresponds to a character level, as shown in the Magic Item Rarity table. A character doesn't typically find a rare magic item, for example, until around the 5th level. That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event. If your campaign allows for trade-in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table.
The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity. Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a Potion of Healing, can be procured from an alchemist, herbalist, or spellcaster. Doing so is rarely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than a coin. In a large city with an academy of magic or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these items might be more common.
Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves. Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves. Selling magic items is difficult in most D&D worlds primarily because of the challenge of finding a buyer. Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an item usually have more practical things to spend on. Refer to Between Adventures for one way to handle selling magic items.
In your campaign, magic items might be prevalent enough that adventurers can buy and sell them. Magic items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or in more ordinary cities. The sale of magic items might be regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. You might also allow characters to craft their own magic items, as discussed on the Crafting Page. Magic Item Formulas: A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items, as explained on the Crafting Page.
You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items. If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item. Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items are conspicuously magical. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however.
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items are conspicuously magical. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however. The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a Ring of Jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high. Variant: More Difficult Identification. If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the Identify spell, experimentation, or both to reveal what a magic item does.
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement if the item has been more. Comment down below and let me know what you think about Fandom Scams. Even though they don't sell magic items, they do give false information about magic items. Now, that is why I posted this Fandom Scams website forum Now, I would love to hear your thoughts about Fandom Scams. Thanks!
www.fandom.com