The Working of Magical Items (CB)

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Artifacts always work, due to their innate power, but at the DM's discretion certain spell effects could be limited while on Temporal Prime. To decide which effects to limit, consult the guidelines concerning the effect of Temporal Prime on spells.
Potions. Only a few potions are affected by the strange laws of Temporal Prime. Climbing, levitation, and speed are useless due to the laws governing movement. Oil of etherealness does not work. A potion of longevity does not have the 1% chance of reversing (but if others have been drunk, a check is required for these). Oil of timelessness coats twice as many items, and an elixir of youth reduces age by twice the stated amount.
Scrolls. All protection scrolls function normally, but protection from all elementals does not affect a time dimensional. All other scrolls are dependent on the spell being cast (see the above guidelines on spells).
Rings. Djinni summoning does not operate on Temporal Prime. Feather falling, jumping. swimming, and water walking are all mostly worthless. The ring of shooting stars does not work due to the absence of a night and day cycle. A ring of free action does not allow movement within tangles of lifelines but does still counter spells such as slow and web.
Rods. The functions of some rods are limited while on Temporal Prime. For the rod of lordly might, the climbing pole function and the indicator for magnetic north are useless. The astral travel and teleport without error func tions of the rod of passage cannot be used for the same reason that the wizard spells of the same (or similar) names cannot be used.
Staves. Staves with stored spells are limited by the spell explanations listed above. The staff of slinging can be used by druids, since the missile is treated as if magical. For the staff of thunder and lightning, the lightning bolts have a reduced damage of -1 per die.
Wands. Almost all wands have powers that relate directly to a magical spell. Refer to the above spell explanations to determine possible changes or penalties. The wand of conjuration does not work on Temporal Prime due to the inaccessibility of conjuration or summoning magic. The wand of wonder is useless as well, since its main function is to warp reality, and travelers of Temporal Prime are slightly beyond reality.
Miscellaneous Magic. Most magical items have no changes in their properties while on Temporal Prime. A quick review of the three basic spell guidelines and how they apply to items is given below, as well as some exceptions and special notes.
Items that aid in travel should be defined by their spell-like abilities to discover changes and limitations. An amulet of the planes is not going to work, and most magical boots are just as useless. Flying carpets or other magical items that are similar to the fly spell work as per that spell, but wings of flying do not work for lack of an atmosphere to push against.
Items that create matter do not function (or function for only a limited time) on Temporal Prime. The alchemy jug and Bucknard's everfull purse are examples of items which do not work until taken back to reality. Nolzur's marvelous pigments work, since they have a material base, but the created item only exists for 4d4 hours, after which the paints become nonmagical.
Items which are based on the severe alteration of reality should not work or should be limited in function. A deck of many things cannot be drawn from at all, and a bag of beans does not work on Temporal Prime. Manuals and librams that alter a character's experience points should only give half normal benefits.
Daern's Instant Fortress: Most characters throw the fortress cube away from them as they speak the command word, so that the expansion does not hit them. On Temporal Prime, the cube freezes as soon as it leaves the character's touch (it is not a magical missile), and the expansion hits them hard. Characters should drop the cube and move well away before raising it.
Decanter of Endless Water: If the Dungeon Master rules that this item is actually opening a channel to the Plane of Elemental Water, then it functions at half its normal ability. If it is creating water from nothing, then it does not work at all.
Phylactery of Long Years: Wearing this slows aging by half instead of by a quarter.
Sphere of Annihilation: This hole within the multiverse cannot exist on Temporal Prime. Attempts to bring it through result in the character not slipping from reality and experiencing a 5% chance of loss of control.
Talisman of Pure Good/Ultimate Evil: Use of this item results in the equivalent of the ﻿ 7th-level priest spell destruction (there is no ground to crack open). The saving throw is dictated by the rules for the talisman.
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