Post by DM Tom/Damakos/Zanna on Jul 14, 2015 18:04:06 GMT
Most magical items are limited by a number of charges that can be used, some items that have charges can be recharged and some can not. Most items that can be recharged, do so at dawn. Since it does not say what time exactly I am making the rule that "dawn" is 5 am game time.
For those of you with magic items you may want to look at the DMG book and see what charges the item has if any and if it is rechargeable. When using those items make sure you are keeping track of the amount of charges you have used and what happens if you use all the charges up. Some items crumble away to dust if all charges are used. If you are using these items and I ask how many charges you have left and you didn't keep track, you might find yourself with a pile of dust in your hands.
Those magic items that have no charges are either one time use items or they may work all the time so long as you are wearing/holding the item. They could also be a combination of the two.
A couple examples:
Ring of Protection: This item does not have charges but grants you a bonus to AC and Saves as long as you are wearing the ring.
Wand of Magic Missiles: This item has up to 7 charges. It regains 1d6+1 charge at dawn. If you use the last charge, roll a d20 on a 1, the wand crumbles into ashes and is destroyed. But this item does not give you any benefits just from carrying it.
Ring of Elemental Command: This item gives you advantage on attack rolls against some elementals just by wearing it. It also has 5 charges to use to cast certain spells.
Always read up and note what your magic item is, they are in the game to help your character and the party. When I add in Magical Items, I do so cause I know they will help in the future and I usually have something in mind that you might need the items for. Especially if you cant find the item in the DMG and it is a special item that was made for the game.
For those of you with magic items you may want to look at the DMG book and see what charges the item has if any and if it is rechargeable. When using those items make sure you are keeping track of the amount of charges you have used and what happens if you use all the charges up. Some items crumble away to dust if all charges are used. If you are using these items and I ask how many charges you have left and you didn't keep track, you might find yourself with a pile of dust in your hands.
Those magic items that have no charges are either one time use items or they may work all the time so long as you are wearing/holding the item. They could also be a combination of the two.
A couple examples:
Ring of Protection: This item does not have charges but grants you a bonus to AC and Saves as long as you are wearing the ring.
Wand of Magic Missiles: This item has up to 7 charges. It regains 1d6+1 charge at dawn. If you use the last charge, roll a d20 on a 1, the wand crumbles into ashes and is destroyed. But this item does not give you any benefits just from carrying it.
Ring of Elemental Command: This item gives you advantage on attack rolls against some elementals just by wearing it. It also has 5 charges to use to cast certain spells.
Always read up and note what your magic item is, they are in the game to help your character and the party. When I add in Magical Items, I do so cause I know they will help in the future and I usually have something in mind that you might need the items for. Especially if you cant find the item in the DMG and it is a special item that was made for the game.