Using Magic Items
Magic items work through four distinct activation methods, require identifying before you know what they do, and occupy specific body slots that limit how many you can wear at once. This page covers the rules for using magic items. Individual item statistics are in the Magic Items database.
Identifying Magic Items
A magic item doesn't announce itself. Before using an unknown item, a character needs to identify it — either by casting detect magic and making a Spellcraft check, or by casting identify.
| Method | DC / Time | Result |
|---|---|---|
| Detect magic + Spellcraft check | DC 15 + item CL | Reveals school of magic and specific properties (requires handling the item for 1 minute) |
| Identify spell | 1 min cast, 100 gp focus | Full identification — all properties, command words, and charges |
| Trial and error (just use it) | Immediate | Discover effects by activating — includes cursed items triggering |
| Spellcraft after witnessing activation | DC 15 + spell level | Identify a spell-trigger or spell-completion item being used by another creature |
Activation Methods
Works automatically in the right situation. No activation needed — wearing, holding, or using triggers the effect. Example: ring of feather falling, most cloaks and boots.
Speak the magic word to trigger the effect. This is a free action (part of normal speech). The command word must be known — found by identifying the item. Example: Necklace of Fireballs, Sword of Flame (ignite).
The item holds a written spell that is cast when activated — like finishing reading a scroll. You must have the spell on your class list at the right level. If not, attempt a Use Magic Device check (DC 20 + spell level). Failure by 10+ = mishap. Examples: scrolls.
Activating the item is like casting a spell — but faster, and without components. You must have the spell on your class list (any level). If not, Use Magic Device (DC 20) lets you try. The item spends charges. Examples: wands, staves.
Charges & Uses Per Day
Wands hold up to 50 charges; each activation uses 1. A wand at 0 charges is inert and worth nothing (though you can still try UMD to coax 1 charge from a wand at 1 charge). Staves hold up to 10 charges; spells may cost multiple charges. Per-day items (rings, rods, wondrous items with X/day) reset at dawn — there is no recharging mechanism unless the item says so.
Saving Throws Against Magic Items
When a magic item forces a saving throw, the DC is 10 + item's caster level ÷ 2 (round down), unless the item specifies otherwise. Staves and wands powered by specific spells use the spell's normal DC formula instead (10 + spell level + key ability of the caster who imbued it — typically pre-calculated into the item's stat block).
Magic Item Body Slots
Each body location allows one slotted magic item. Wearing two items in the same slot means neither functions (unless both are mundane, non-magical items). Items without a slot (rods, staves, wands, most weapons) have no limit beyond what you can carry.
| Slot | Typical item types |
|---|---|
| Head | Hats, helmets, crowns, circlets |
| Headband | Headbands, phylacteries |
| Eyes | Goggles, lenses, monocles |
| Shoulders | Capes, cloaks, mantles, pauldrons |
| Neck | Amulets, brooches, medallions, necklaces, periapts, scarabs |
| Chest | Shirts, vests, jackets (worn under armor) |
| Body | Robes, vestments, full-body suits |
| Armor | Armor (including mithral and special material armors) |
| Belt | Belts, girdles |
| Wrists | Bracers, bracelets, armbands |
| Hands | Gloves, gauntlets |
| Ring (×2) | Rings — exactly two ring slots (one per hand) |
| Feet | Boots, sandals, shoes, slippers |
A creature with an unusual body (four arms, no legs, etc.) may have different slots — the GM determines which slots apply. Constructs and undead cannot use items requiring a living body unless the item says otherwise.
Size & Magic Items
Weapons and armor must be sized for the wielder/wearer to function normally. A Small character using a Medium weapon takes a −2 penalty on attack rolls; a Medium character using a Small weapon also takes −2. Magic wondrous items (belts, headbands, cloaks) automatically resize to fit the wearer when first worn — no size adjustment needed. Armor does not resize; it must be the correct size for the wearer's proficiency to apply. Resizing armor costs half the item's creation cost.
Use Magic Device (UMD)
The Use Magic Device skill lets characters activate items they normally couldn't. This covers scrolls of the wrong class, wands the character lacks spell access to, and items with alignment restrictions. See the Skills database for the full UMD DC table (emulate class, race, or alignment; activate blindly; etc.).
See Also
Item Category Guides
Each magic item category has its own rules for activation, pricing, and special properties.
Wands
Spell trigger activation, 50 charges, pricing formula (750 gp × spell level × CL), and Use Magic Device.
WandsScrolls
Spell completion activation, pricing (25 gp × SL × CL), using a scroll, mishaps, and UMD.
ScrollsPotions
Spell completion, 3rd-level spell cap, pricing (50 gp × SL × CL), and identifying potions by taste.
PotionsRings
Two-ring limit, command word vs. use-activated, special qualities, and physical description.
RingsWondrous Items
Body slot table (12 slots), activation types (command word, use-activated, continuous), extradimensional spaces.
Wondrous ItemsMagic Arms & Armor
Enhancement bonus stacking, adding special abilities to existing weapons and armor, and pricing.
Magic Arms & ArmorCursed Items
Identifying cursed items, removing curses, and common cursed item effects.
Cursed ItemsIntelligent Items
Designing intelligent items, alignment, ability scores, senses, powers, and purpose.
Intelligent ItemsArtifacts
Minor and major artifacts, why they can't be crafted, and destruction requirements.
Artifacts