Find magic items here: https://opendungeons.com/magic-items/

Check rolls are Chance Rolls: you take action and see if it works, or attempt something to see if it works.

Example, STR checks, you are attempting to try and do something with physical strength like lifting a fallen beam off a trapped ally.

These are "Chance Rolls." See Core Guide page 5.

Crafting magic items is not a skill or proficiency. It is a rare process that requires the right materials, the right conditions, and a reason.

Characters do not learn to craft magic items through training. Instead, the DN decides when creation is possible - usually involving rare ingredients, powerful magic, or an extraordinary source of energy.

Some items call for divine guidance, ancient formulas, or relic fragments. If characters pursue crafting, the DN decides what is required and what the result becomes - often serving as part of the adventure itself.

Some magic items come with a set number of charges. The number may be fixed or determined by a dice roll listed in the item's description. These are not daily uses unless the item states so. Charges do not regenerate on their own. Once an item's final charge is used, its magic is spent and the item becomes non-magical.

In rare cases, an item may retain a faint magical resonance. The DN may allow it to be recharged under special circumstances - the right ritual, a costly payment, or by seeking an individual or creature capable of re-infusing the item with new energy. Such methods are never assumed and always require DN discretion.

Magic items might be identified if DN states such behavior exists when near it, holding it, wielding, etc. including cursed items.

Magic items do not automatically reveal their properties. A character understands an item's exact function only after examining, testing, or attempting to use it under the DN's guidance. A short period of handling - a few moments or minutes - is usually enough for basic items such as simple weapons, armor, potions, or charms.

More complex items, items with multiple effects, or items tied to a specific tradition may require a longer inspection or relevant lore.

Cursed items can conceal their true nature and may appear entirely normal until used. The DN decides how much information an item reveals during examination and whether additional time, knowledge, or experimentation is needed.

Magic does not make an item indestructible. If fire burns leather or acid eats steel, a magic version of that item can also be burned or eaten. A magic sword can still chip. A magic cloak can still tear. Protect your gear.

Unlike ordinary equipment, magic items retain their enchantments indefinitely unless specifically dispelled, destroyed, or used up. Magic, however, does not make an item indestructible.

A potion is still a liquid in a simple glass vial that can crack or shatter. A scroll is still parchment that can tear or burn to ash. Magical armor can be eaten away by acid just as easily as mundane steel. Enchanted blades can chip or snap if struck with enough force.

If a magic item's physical form is broken, burned, corroded, or otherwise ruined, its enchantment is lost along with it. The only exceptions are true artifacts or other legendary relics, whose durability is tied directly to their immense power.

Any item may be cursed which can be determined by the DN and its effects that can be opposite of its magic description and bonus. DN could add flare and other details.

Cursed items usually hide their true nature until used or worn, and the DN decides when and how a curse reveals itself. A character can only be affected by one curse at a time. If another curse is applied, the stronger curse takes over and the weaker one ends or becomes dormant, as the DN decides.

Curses can be removed through many means: specific spells, rare potions, powerful blessings, magical items, rituals, or enough time under the right conditions. The DN determines which method applies based on the story, the strength of the curse, and the needs of the adventure.

This effect, Magical Backlash, does not apply to magical items being cast. Magic Backlash only applies to casters casting magic themselves.

A magic weapon that gives a bonus to hit or damage does not make a target roll a save. Saving Rolls are only for actual magic effects - like spells from rings, scrolls, wands, rods, staves, etc. should they be used to attack a target or unwilling creature.

A spell +2 AC and an amulet +1 AC stack for a total of +3 AC. Two effects of +2 or lower to the same destination can stack.

A spell +3 AC and a ring +2 AC do not stack. You get only +3 AC total. The +3 effect suppresses the smaller one.

You cannot use a potion +2 AC, a spell +2 AC, magic armor +2 AC, and a magic sword +1 AC all to AC: That is 4 effects trying to reach the same destination. Only 2 may apply. If more than 2 effects would apply, the creature chooses which 2 apply. Max allowed is 2 magical effects per stat if none are +3 or higher.

A potion of +4 Constitution and a spell +3 Constitution do not give +7 Constitution. You take only +4 Constitution, since a modifier of +3 or higher blocks other stacking on that destination.