Non-Diablo Magic Slots (3.5e Variant Rule)
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This is a different magic item slot system intended to bring not only a separation from arbitrary chakra points or whatever the hell the wizards on the coast were trying to copy, but also a bit of balance to magic items in general.
Contents
Non-Diablo Magic Slots[edit]
This rule is concerned entirely with how many items are active on a person. "Active" will be defined as any item that is conferring benefits to their bearer or functioning at the behest of the speaker of a command word or other activation method. Now that that is out of the way, lets jump into it.
Item Slots[edit]
While magic items are determined normally, they will be categorized by function instead of type as follows:
- Protection: Any item that bestows a bonus to armor class or saving throws, damage reduction, or resistance/immunity to energies, spells, or other special attacks. Active Limit- 3
- Ability Enhancement: Self explanatory. Active Limit- 2
- Super Capacity: Bags, quivers, scabbards, pockets or any other container that either has extra dimensional storage space, transforms or enhances items placed within it, or magically produces material. Active Limit- 4
- Skill Enhancement: Again, self explanatory. Active Limit- 2
- Movement: Any item that increase the speed of an existing movement type, grants extra actions, teleports or otherwise crosses planar or space/time barriers, or grants a new movement type. Active Limit- 1
- Tools: Weapons, Wands, Staves, Rods and special ability items not covered above. Active Limit- 3
Multifunction Items[edit]
If an item would be described as fitting into multiple categories, it takes up one slot in each category it could belong to. Example: the Robe of Stars takes up a Protection, Super Capacity, and a Movement slot.
- Important Note: if an item has multple functions that belong to the same category, it is counted as one item slot, not multiple. Example: +5 Plate armor of Greater Fortitude, Greater Fire Resistance and Greater Stamina would take one Protection slot.
Consumable Item Limits[edit]
Consumable Items, like wands, scrolls, potions and their ilk, have different rules for limits depending on kind:
- Ammunition: Magical arrows, bullets, bolts or any other item needed for a projectile weapon to function. (Note: thrown weapons are rarely considered ammunition. As a rule, if it is typically sold in groups (like shuriken), it is ammunition, but this is left purely to GM discretion) Carrying Limit- 50
- Potions: This category contains any magical item that is ingested or inhaled as it's activation method, like incense, bottles of smoke, wafers, beetles, etc. In any given hour only one can be activated (ie consumed) safely. Any additional items of this type consumed force a Fortitude save with a DC of 10+the caster level of the item, +1 for each item consumed after the first infraction within the hour. Failure deals 1d6 damage times the combined spell levels in the items creation, and the item does not function. Success means the item functions normally.
- Scrolls: This items may be activated at any time. Scrolls with multiple spells written on them may activate any/all spells written at the same time on the same target.
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