So anyway, it was recently pointed out to me that magic items produce spell-like effects. It's a very obscure rule, in the section on DMG saves vs magic items effects.
In some cases, this is reasonable. Spell-like effects can be dispelled, so the guy using a ring of invisibility is just as liable to be revealed as someone using an invisibility spell. Also, it explains why saves against magic item effects have a formula of 10 + spell level + ability mod.
In some other cases, it's less clear. If an item produces a spell-like effect, does it therefore have to penetrate SR? Examples:
- horn of blasting (attack item, technically does not "cast" a spell)
- circlet of blasting (attack item, emulates the searing light spell)
- +1 sword (I would assume you don't have to worry about SR to gain the benefit of the +1)
- +1 flaming sword (would the flaming bit have to penetrate SR?)
- 9 lives stealer (if you score a crit, do you have to penetrate SR to force an instakill?)
- amulet of health (affects wearer only)
- amulet of inescapable location (cursed item)
In some cases, this is reasonable. Spell-like effects can be dispelled, so the guy using a ring of invisibility is just as liable to be revealed as someone using an invisibility spell. Also, it explains why saves against magic item effects have a formula of 10 + spell level + ability mod.
In some other cases, it's less clear. If an item produces a spell-like effect, does it therefore have to penetrate SR? Examples:
- horn of blasting (attack item, technically does not "cast" a spell)
- circlet of blasting (attack item, emulates the searing light spell)
- +1 sword (I would assume you don't have to worry about SR to gain the benefit of the +1)
- +1 flaming sword (would the flaming bit have to penetrate SR?)
- 9 lives stealer (if you score a crit, do you have to penetrate SR to force an instakill?)
- amulet of health (affects wearer only)
- amulet of inescapable location (cursed item)