This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description). Unless indicated otherwise, a wondrous item that is worn will resize to fit and can be used by any size creature with the appropriate limb(s).
Physical Description. Varies.
Activation. Usually use-activated or command word, but details vary from item to item.
Special Qualities. Roll d%. An 01 result indicates the wondrous item is intelligent, 02-31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32-100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items).
Wondrous items with charges can never be intelligent.
Identification. Unless the item description states the item imparts it's abilities, the item can only be identified using magic or trial and error use.
Educated Checks. A successful educated check (DC 15) will allow the magic-user to narrow down the general class of item. This check is modified by the rarity of the item (minor +0, medium +1, major +3, legendary +5). To determine the item's rarity, find the lowest order list with a chance to randomly find an item.
For example, a small statue is found and determined to be magical. The magic-user examines the object carefully and notes the likeness is of an owl. The item is a figurine of wondrous power (medium rarity). The result of the magic-user's educated check is an 18 and they guess the item is one of the storied figurines. This knowledge may help the magic-user in their quest to guess the command word that activates the item. The GM may determine multiple checks are required to know the abilities of items with several different abilities.
Caster Level Most wondrous items function at Caster Level 12 unless stated otherwise.
Casting Time Most wondrous items requiring an action to bring about an effect are treated as innate abilities (minor action). The item description will detail how it is used.
Range An effect centered on the wielder is "0"; Otherwise other effects will list a range (similar to spells).
Area of Effect See Casting Spells.
Duration See Casting Spells.
Save See Casting Spells.
Aura The notation is used for detect magic effects (priest-cast detection is larger grained than magic-user): [priest]/[magic-user]
Class Requirement If only certain character classes can use the item, it will be noted here. Creatures without character classes typically cannot use items meant for a specific character class (per the GM).
Encumbrance This will note the encumbrance weight of the item.
Charges Most wondrous items do not possess charges. If the specific item does, the charges will be listed here.
XP Value/GP Value These are the requisite values for whole and fully charged items. If partially used (i.e. if not fully charges), the values are at the remaining ratio. See also XP for Treasure and Magic Items.
Effects If a spell effect is indicated, it will be a mage spell, or, if not a mage spell, a cleric spell (unless the spell-type is indicated).
Unless described otherwise, items that require attunement may be removed by the attuned possessor without losing the attunement for up to 24 hours (unless the item is attuned by another).