Magical Item Archetypes
A magical item archetype is a family of magic items made the same way: start from an ordinary item, apply one kind of magic, and get a predictable result. Archetypes help a GM invent treasure that fits the rules, help players understand what an unfamiliar item is likely to do, and tell crafters which rules apply when they make one. One-of-a-kind items in the Magic Item Compendium don’t need an archetype.
Enhanced Items
Section titled “Enhanced Items”A weapon, shield, armor or Aethyr focus carrying the Enchanted +1, +2 or +3 feature. The bonus applies to attack and damage rolls for a weapon, Armor Class for armor or a shield, and spell attack rolls and spell save DC for a focus. As a starting point, treat +1 as uncommon, +2 as rare and +3 as very rare.
Two mundane features sit alongside them: Masterwork gives a weapon +1 through skill rather than magic, and the Worn features are penalties a smith can repair.
Aspected Weapons
Section titled “Aspected Weapons”A weapon imbued with an elemental or other aspect that adds damage of one type and inflicts a condition on a hit. Each aspect pairs a damage type with a condition, as the table shows. As a starting point, treat an aspected weapon as uncommon, or rare if it also carries Enchanted +1.
| Item Feature Name | Description | Conditions |
|---|---|---|
| Corrosive | This weapon has been imbued with a magical enchantment to give it an acidic aspect.This weapon deals an extra 1d4 magical acid damage to any target it hits and… more | Melting |
| Frozen | This weapon has been imbued with a magical enchantment to give it a freezing aspect.This weapon deals an extra 1d8 magical cold damage to any target it hits and… more | Chilled |
| Flaming | This weapon has been imbued with a magical enchantment to give it a firey aspect.This weapon deals an extra 1d6 magical fire damage to any target it hits and… more | Inflamed |
| Forceful | This weapon has been imbued with a magical enchantment to give it an impactful aspect.This weapon deals an extra 1d8 magical force damage to any target it hits… more | Off Balance |
| Shocking | This weapon has been imbued with a magical enchantment to give it an electric aspect.This weapon deals an extra 1d8 magical lightning damage to any target it… more | Shocked |
| Decaying | This weapon has been imbued with a magical enchantment to give it a withering aspect.This weapon deals an extra 1d10 magical necrotic damage to any target it… more | Withering |
| Toxic | This weapon has been imbued with a magical enchantment to give it a noxious aspect.This weapon deals an extra 1d8 magical poison damage to any target it hits… more | Poisoned |
| Psionic | This weapon has been imbued with a magical enchantment to give it a mind-rending aspect.This weapon deals an extra 1d4 magical psychic damage to any target it… more | Dazed |
| Dazzling | This weapon has been imbued with a magical enchantment to give it a brilliant aspect.This weapon deals an extra 1d6 magical radiant damage to any target it… more | Blinded |
| Thunderous | This weapon has been imbued with a magical enchantment to give it a booming aspect.This weapon deals an extra 1d8 magical thunder damage to any target it hits… more | Off Balance |
Rune-Bound Items
Section titled “Rune-Bound Items”An item with an artifact enchantment rune affixed by a Runesmith. Any rune-bound item becomes magical and requires attunement, resizes to fit its wielder, can be summoned to the attuned creature’s hand as a bonus action, and grows stronger as its wielder reaches Aethyrflame Intensity levels 7 and 13. Runes come in four families: offense, defense, control and utility. Most creatures with an Aethyrflame can attune to only one rune-bound item. See Enchanting.
Infused Items
Section titled “Infused Items”An ordinary object turned into a magic item by the Infuse Item feature. Infused items are prototypes: each infusion lasts until its creator learns a different one, and vanishes a few days after the creator dies. They are rarely found as treasure for long.
Consumables
Section titled “Consumables”Potions, elixirs, oils and scrolls, used up when activated (see Consumables). Most potions reproduce a spell’s effect for its usual duration; Geminaea’s rules for drinking potions apply. Potions and elixirs are made through Alchemy, and spell scrolls through Spellcrafting.
Spell-Bearing and Charged Items
Section titled “Spell-Bearing and Charged Items”Wands, staffs, rods and similar items that let their user cast spells or use powers a set number of times, using the rules for spells from items and charges. Their rarity follows the highest-level spell they hold.
Wondrous Items and Rings
Section titled “Wondrous Items and Rings”Everything else: cloaks, boots, amulets, rings and stranger things, each with its own effect. Most require attunement. These make up the largest share of the compendium, and the rarity of a similar item there is the best guide to a new one’s.
All Item Features
Section titled “All Item Features”The full list of item features, magical and mundane, is in the Item Features compendium.