Archives of Nethys

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All Rules in Magic Items

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Damaging Magic Items

Source PRPG Core Rulebook pg. 459
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. 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, Ref lex, or Will). A magic item’s saving throw bonus equals 2 + 1/2 its caster level (rounded down). 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. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost. Magic items that take damage in excess of half their total hit points, but not more than their total hit points, gain the broken condition, and might not function properly (see the Appendix).

Repairing Magic Items

Source PRPG Core Rulebook pg. 459
Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even a destroyed) magic item—if the caster is high enough level.

Charges, Doses, and Multiple Uses

Source PRPG Core Rulebook pg. 459
Many items, particularly wands and staves, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most (10 for staves). If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.

Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that’s worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left.