d20 Modern System Reference Document



FX


ITEMS


Magic items and psionic items are divided into categories: armor, weapons, potions, rings, scrolls, staffs, tattoos, wands, and wondrous items.

Using FX Items

To use a magic item or psionic item, it must be activated. The three ways to activate FX items are described below.

Command Word: If no activation method is suggested either in the item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

The Knowledge (arcane lore) skill might be useful in identifying secret command words or deciphering clues regarding them. A successful check (DC 30) is needed to come up with the word itself. If that check is failed, succeeding at a second check (DC 25) might provide some insight or clue to discovering the command word or phrase.

tivating a command word FX item is an attack action and does not provoke attacks of opportunity.

FX Completion: This is the activation method for scrolls. To use an FX completion item safely, a character must be high enough level in the right class to cast the spell already.

Activating an FX completion item is an attack action and provokes attacks of opportunity.

Use Activated: This type of item is activated simply by use. 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. A few must simply be in the character’s possession. However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed.

Unless stated otherwise, activating a use-activated FX item is either an attack action or a free action and does not provoke attacks of opportunity, unless the use involves committing an action that provokes an attack of opportunity in itself. If the use of the item takes time before an effect occurs, then use activation is an attack action. If the item’s activation is subsumed in use and takes no extra time, use activation is a free action.

Use activation doesn’t mean that if a character uses an item, he or she automatically knows what it can do. A character must know (or at least guess) what the item can do and then use the item to activate it, unless the benefit of the item comes automatically.

Size and FX Items

When an article of magic clothing, jewelry, or armor is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer.

Limit on FX Items Worn

Characters are limited in their ability to use certain magic items, based on the item’s type. Only so many magic items of a certain kind can be worn and be effective at the same time. The limits are:

  • 1 headband, headset, hat, or helmet
  • 1 pair of eyeglasses, contact lenses, sunglasses, or goggles
  • 1 amulet, brooch, medallion, necklace, necktie, or scarab
  • 1 suit of armor (archaic or modern)
  • 1 robe, jacket, windbreaker, or coat
  • 1 cloak, cape, poncho, sweater, or mantle
  • 1 vest or shirt
  • 1 pair of bracers or bracelets, or 1 watch
  • 1 pair of gloves or gauntlets
  • 1 pair of earrings
  • 2 rings
  • 1 belt
  • 1 pair of boots, shoes, or sandals
  • 6 tattoos

Of course, a character may carry or possess as many items of the same type as he or she wishes.

Saving Throws against FX Items

Magic and psionic items either duplicate spells or psionic powers, or they have spell-like effects. The saving throw against an effect from a magic item has a DC equal to 10 + (1.5 x the level of the spell, power, or effect).

Most item descriptions give saving throw DCs for various effects, particularly when an effect has no exact spell equivalent.

FX Item Saving Throws

A magic item’s saving throw bonuses are each equal to 2 + one-half its caster level or manifester level.

FX Item Descriptions

Each entry includes a description of the item and its game effects. Following the description is a line indicating the caster level or manifester level of the effect, the item’s type, a typical purchase DC, and the item’s weight (in pounds).

The GM may increase the purchase DC of an item to account for its rarity in the campaign or lower the purchase DC of items that are readily available and easy to mass-produce.