Mac items on the body

Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time, although some races vary this total slightly. Each of those items must be worn on (or over) a particular part of the body.

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn. Specific exceptions for certain races are listed after these general slot definitions.

• One headband, hat, helmet or phylactery on the head.

• One pair of eye lenses or goggles on or over the eyes.

• One amulet, brooch, medallion, necklace, periapt or scarab around the neck.

• One vest, vestment or shirt on the torso.

• One robe or suit of armor on the body (over a vest, vestment or shirt).

• One belt around the waist (over a robe or suit of armor).

• One banner, cloak, cape or mantle around the shoulders or on the back (over a robe or suit of armor).

• One pair of bracers or bracelets on the arms or wrists.

• One glove, pair of gloves, or pair of gauntlets on the hands.

• One ring on each hand (or two rings on one hand).

• One pair of boots, shoes, sandals or slippers on the feet.

Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.

Some items can be worn or carried without taking up space on a character's body. The description of an item indicates when an item has this property.

Racial Body Slots

Some races have additional item slots. If a race is not listed below, it has no changes to the standard item slot arrangement.

A goblin can wear a single magic ring in either his left or right ear. This ring may not be of a higher caster level than his other magic rings, nor may it have a caster level greater than 7. Rings attached as ear piercings require one full round to remove or attach.

Orcs, furbolgs and pandaren can attach certain small magic items to their long, sharp canine teeth, which are generally referred to as "jaws." Jaw slot items usually grant the creature bonuses to a natural bite attack, or permit the character to do something special by means of a bite. Items without such affinities are not allowed in the jaw slot. (No jaw slot items appear in this book, though a few show up in Magic & Mayhem. Furbolgs appear in the Alliance Player's Guide, and pandaren appear in the Manual of Monsters II).

Tauren have two additional slots. A tauren may attach a magic ring to her nose, which bears the same restrictions as goblin earrings. Tauren also possess a slot for their horns. Horn items normally improve the character's gore attack, provide protection for the head, or provide similar abilities. Items without such affinities are not allowed in the horn slot. (One slot includes both horns. No horn slot items appear in this book, though a few show up in Magic & Mayhem.) Because they have hooves instead of feet, tauren may not wear boots, shoes or similar items, although they can use certain magic items that take up those slots (such as greaves), and a magic item crafter can create leg wrappings that function as magic boots for tauren (or anyone else).

Naga can wear one ring on each hand they possess, and can wear one set of gloves on each pair of hands (but not on tentacles). They may not wear boots, nor may they wear helms if they have snakes for hair (though they can employ circlets and similar items). A naga with a natural bite attack can employ the same jaw slot as orcs and furbolgs. (Naga appear in the Manual of Monsters II).

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).

might deal damage to them — even against attacks from which a nonmagic item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex or Will). A magic item's saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Spirit scores.

Magic items, unless otherwise noted, take damage as nonmagic items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

Damaging Magic Items Repairing Magic Items

A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that

Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagic counterpart.

Intelligent Items

Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls and wands, among other items, are never intelligent.) No intelligent items appear in this book, though the GM may create some or draw some from other sources.

In general, less than 1% of magic items have intelligence.

Cursed Items

Charges,

Doses and Multiple Uses r ularb

Some items are cursed—incorrectly made, or corrupted by outside forces. Cursed items might be particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an unpredictable nature. Randomly generated items are cursed 5% of the time, and the GM is encouraged to imagine a suitable curse for such an item.

Many items, particularly wands and staffs, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.

Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that's worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item's value is based on the number of charges left.

0 0

Post a comment