In most cases, using an item requires a standard action that does not provoke attacks of opportunity. Ask yourself the following questions. Join Date Jan Posts 13, See the detect magic spell description for details. More could always be owned after all. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. HWR2 Kingdom of Nithia.

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Animals and Magic Items

Longer slot list from older editions. Shortened slot list from 4E. Further condense the slot list. Eliminate limits on worn magic items. Results 31 to 40 of Join Date Jan Posts 3, I think I would prefer that be left largely to common sense other than noting perhaps that similar items won't work if one over one another, so no wearing a hat and a helmet, or boots and slippers, or a cape and a cloak.

Really I guess of the worn items I'd like jewelry be slotless. Mostly though I'm hoping that magic items will be a fair bit rarer, rare enough that leaving it to common sense wouldn't be much of an issue.

The designers have stated their intent to de-couple magic items from the math progression. So hopefully, magic items will be less "arms race fuel" and more "magical item". If that's the case, I would be happy to do away with slots. Having "item slots" leads to the mentality that people's characters should end up with an item in every "slot.

Obviously one couldn't wear boots of elvenkind and boots of the winterlands at the same time. I am fine with any number of "slots" but what a horrible term But for once I would like to try something different, and abolish the concept altogether, thus allowing a character to wear any number of magic items they wish with some obvious exceptions like not more than 1 pair of boots. The concept of slots is a good idea because it creates a built-in limit, but the downside is that it actually also entitles the players to do whatever they want as long as they work within such limit.

IMXP the result is too many people concerned with filling the unused slots, rather than being more free and creative. Abolishing the limit means to make the DM more in charge, and everybody more responsible with their requests. I'd like to try that Beholder Drow dark elf Githyanki Illithid mind flayer Lich.

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Book of Artifacts , Encyclopedia Magica Vol 1 Secrets of the Lamp. City of Splendors, Waterdeep or Volo's Guide to All Things Magical Volo's Guide to the Dalelands.

Leaves from the Inn of the Last Home. HWR2 Kingdom of Nithia. MC8 Outer Planes Appendix. LC4 Port of Ravens Bluff. The Crystal Shard novel. City of Splendors Prince of Lies novel, Ruins of Zhentil Keep. Lost Caverns of Tsojcanth. Dragon Magazine 91, Forgotten Realms: Night Masks by R.

Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed. A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation.

More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity. Sometimes the command word to activate an item is written right on the item.

Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word. The Knowledge arcana and Knowledge history skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check DC 25 might provide some insight into a clue.

The spells identify and analyze dweomer both reveal command words. This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. However, some items made for wearing must still be activated. Although this activation sometimes requires a command word , usually it means mentally willing the activation to happen.

The description of an item states whether a command word is needed in such a case. Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity , unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. You must know or at least guess what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such from drinking a potion or swinging a sword.

Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items. Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. However, 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.

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. The description of an item indicates when an item has this property. Magic items produce spells or spell-like effects. 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.

Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical 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. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort.


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