The Headband of Vast Intelligence continues to grant an enhancement bonus to Intelligence of +2, +4, or +6. This bonus is treated as a temporary ability increase for the first 24 hours the headband is worn. Unlike previous versions, this headband no longer assigns skill ranks to a specific skill directly linked to the Headband. Instead, after being worn for 24 hours, the wearer gains a number of flexible skill ranks equal to the number they would typically receive from the increased Intelligence score. These ranks can be allocated at the wearer's discretion. Additionally, instead of granting specific skill ranks in a randomly determined Knowledge skill, the headband now confers trained status in that random Knowledge skill.
In Edrilia, the Caster Level (CL) of a magic item is used to determine its availability in markets or as loot. This system applies to magic items that have a set base CL but vary in enchantment bonus (e.g., Cloaks of Resistance, Rings of Protection, or Amulets of Natural Armor).
The Caster Level (CL) for a scaling magic item is determined by:
The listed base CL in the item's description, or
Three times the enhancement bonus,
whichever is higher.
Cloak of Resistance +1:
Base CL: 5th (from description).
Bonus Scaling: 3 × 1 = 3.
Result: CL 5th (default entry-level).
Cloak of Resistance +2:
Base CL: 5th (from description).
Bonus Scaling: 3 × 2 = 6.
Result: CL 6th (bonus scaling higher).
Cloak of Resistance +3:
Base CL: 5th (from description).
Bonus Scaling: 3 × 3 = 9.
Result: CL 9th (bonus scaling higher).
Cloak of Resistance +4:
Base CL: 5th (from description).
Bonus Scaling: 3 × 4 = 12.
Result: CL 12th.
Cloak of Resistance +5:
Base CL: 5th (from description).
Bonus Scaling: 3 × 5 = 15.
Result: CL 15th.
For Item Creation:
The item remains accessible to lower-level casters for creation at the base CL, retaining the item's intended entry point (e.g., CL 5th for +1 cloak).
For Effects Like Dispel Magic:
Higher bonuses provide greater resistance to dispel attempts as the CL scales with the enhancement bonus, ensuring the item's increased power correlates to greater magical resilience.
Consistency with Existing Rules:
Follows the same logic as magic armor and shields, tying item strength to its caster level while preserving clarity for gameplay mechanics.
Magic items in Edrilia do not automatically resize to fit the wearer. Items fitted to the body (such as gloves, boots, cloaks, and armor) must be crafted or adjusted to a specific size category: Small, Medium, or Large. Certain items such as jewelry, belts, headbands, and eyewear can generally be used interchangeably between these sizes without penalty.
One Size Category Too Large or Too Small:
The wearer takes a –2 penalty on skill checks related to physical actions (e.g., Acrobatics, Climb, and Stealth) while using the item.
Armor imposes an additional –1 penalty to AC and +1 to Armor Check Penalty.
Spell failure chance for arcane spellcasters increases by 10% if applicable.
Two or More Size Categories Too Large or Small:
The item cannot be effectively worn or used.
Armor or clothing cannot be donned at all; weapons may require GM discretion.
Magical Adjustment:
A spellcaster with the appropriate Craft Wondrous Item feat can resize an item by spending 10% of the item’s base cost and 1 hour per 100 gp of the item's price. This process requires access to crafting tools and the spell mending or a similar effect.
Non-Magical Adjustment:
A skilled artisan (requiring a Craft [appropriate skill] check, DC 15 + the item’s caster level) can resize a magic item. This process costs 20% of the item’s base cost and requires 1 day of work per 200 gp of the item's price.
Note: An item can only be adjusted one size category from its original size. For example:
A Medium-sized item can be adjusted to Small or Large.
A Small-sized item can only be adjusted to Medium, not Large.
A Large-sized item can only be adjusted to Medium, not Small.
Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or refills their mana pool, they can also imbue one staff with a portion of their power so long as one or more of the spells cast by the staff is on their spell list. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo an amount of mana equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
Example: A 1st level wizard with a staff of Minor Conjuration could imbue the staff with one charge per day by using up 1 point of mana.
Example: A 4th level wizard with a staff of fire could imbue the staff with one charge per day by using up 4 points of mana.