Revised Magic Item Rules

Using Magic Items

Classifying Magic Items

  • Consumable items need to be activated before to work, and are usually only usable once. This includes scrolls, potions, oils, dusts, ammunition, and other similarly limited use items. Any Consumable effect can be dispelled in an Area dispel magic or person-targeted effect (as appropriate).
  • Constant items provide a either a continuous effect, or a multiple-use triggered effect. Items providing a Constant effect must be specifically targeted by a dispel magic to be affected. These items can be further subdivided:
    • Wielded items are held in a hand and brandished, swung, or otherwise triggered to activate their power. This includes magic weapons, wands, staves, and most rods.
    • Worn items are placed somewhere on the body in order to make use of their power. This includes magic armor, rings, magical clothing, and the like.
    • Miscellaneous items are used in some other arbitrary way. This includes pretty much all wondrous items that aren’t clothing.


In order for a person to benefit from a Constant item, he must willingly don it and intend to activate it; this process is called attunement. Note that, since unconscious creatures are always considered willing, they can have others attune items on their behalf. A character cannot attune items that are attuned to another character.

Wielded and worn items can be attuned as a free action, but only on the user’s turn. Miscellaneous items require 15 minutes to attune. Items will remain attuned as long as they are within 5ft of the character, though the character does not benefit from them unless they are actually being worn/wielded/used. Attuned items can be unattuned as a free action at any time, or are automatically unattuned if the item remains more than 5ft from the character for 1d4 minutes.

Eight Effect Limit

You can have up to eight Constant items or spell/consumable effects operating on your body at one time. If you try to push past that limit, the most recent items won’t work. This can be any combination of items, although available space on the body is a limiting factor, meaning that you definitely can’t wear two sets of chain armor at the same time (no way to get two torsos), but you can wear several amulets (assuming you have a neck) or even two helmets (assuming you have two heads). Consumable items that have yet to be used do not count towards this limit.

Types of Magic Items

Minor Magic Items

Major Magic Items


Crafting Magic Items

Enchanting a magic (or psionic) item has four requirements:

  • Base Item – Must be a masterwork item.
  • Time – The item’s minimum caster level (or higher, if the crafter wishes to use a higher caster level) in days. Eight hours per day must be spent working on the item, though this time can be broken up into one-hour chunks. Spending more time in a day has no effect, as the time the item spends not being worked on is important, while spending less time in a day requires the process to be started anew. Day is defined as dawn-to-dawn for magical items, or dusk-to-dusk for psionic items.
  • Caster or Manifester Level – At least the minimum listed for the item. You can increase the caster level of the item (up to your actual caster level), though this increases the ime required as described above. If you have the appropriate Artifice ability can substitute some (or even all) of their ranks in Artifice for your caster level.
  • Magical Component – Each day of crafting, one of the spells required to create the item must be cast on it. This is usually something you’ll cast yourself, but the effect actually can come from any source – wand, scroll, or even convincing/hiring another caster to cast it on your behalf. Alternatively, you can substitute a reagent, a suitable portion of a creature who can use that spell or effect naturally, for a single casting of a spell. These reagents are usually acquired through adventuring, but can occasionally be bought.

Some categories of items require minor modifications of these rules:

Minor Items with Numeric Bonuses

Upgrading Minor Items to Major Items

Consumables – Potions and Ammunition

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Revised Magic Item Rules

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