New rules about using magic items, effective immediately! [Archive] - Wizards Community

Post/Author/DateTimePost
Ashenai

11-20-04, 02:13 AM
There are two new "Rules of the Game" articles up. You can find them HERE (http://www.wizards.com/default.asp?x=dnd/rg/20041109a) and HERE (http://www.wizards.com/default.asp?x=dnd/rg/20041116a). Here are the rules that will impact the Arena, and that we've been doing differently so far.

Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the kind of magic item or its activation method, unless the item description specifically states otherwise (see page 213 in the Dungeon Masters Guide). Potions (and oils) are an exception.

and also:

Activating a command word magic item is a standard action and does not provoke attacks of opportunity. If a command word item produces a spell effect and that spell has a casting time other than 1 standard action, that is the item's activation time.

What this means: For instance, Boots of Temporal Acceleration are now a swift action to activate.

If an attack hits you while you're drinking a potion or applying an oil, you must make a Concentration check. The check DC is 10 + the damage dealt. (...) If you fail a Concentration check while drinking a potion or applying an oil, you can't use the potion or oil, but the item isn't wasted. You foes, however, can direct their attacks (even attacks of opportunity) at the vial containing the potion or oil and could break the container and effectively destroy the potion or oil.

This part speaks for itself, I believe. Potion and oil use can now be interrupted.
Piuro

11-20-04, 04:39 AM
Hmm... cant say i like this rule. I think its rather stupid actually...