Skip to content

Magical Accessories

A character is only half a character without all of their magical accessories. There is a number of body slots for your character. Only one item per slot, with the exception of rings, of which characters have two slots. Slots have an affinity for certain types of enhancements or imbuements. You are not limited to only your item slots, but they are, typically, the only way to get continuous buffs while worn. On top of these slots your character has an armor, shield, and weapon slot which are covered in other pages.

Available slots and their affinities

Bonus type Cost Formula in gp
Attribute Enhancement BonusI Bonus2 x 200
Armor/Shield Enhancement BonusII* Bonus2 x 200
Natural Armor Enhancement BonusII Bonus2 x 400
Deflection Armor BonusII Bonus2 x 400
Holy/Unholy AC BonusII Bonus2 x 800
Spell Resistance III SR 11 costs 2500 and + 2500 for every point higher
Single Save Enhancement bonusII Bonus2 x 75
All Saves Enhancement bonusII Bonus2 x 250
Skill Enhancement BonusIV Bonus2 x 25
Energy ResistanceV 5 Resistance costs 800 + 800 for every 5 points higher
Damage ReductionVI 1/- costs 800 + 800 for every point higher

I - Bonuses higher than +7 cost ten times as much.   
II - Bonuses higher than +3 cost ten times as much.
III - Spell resistance higher than 28 costs ten times as much.  
* - If armor enhancement is on armor, bracers, or shield: bonuses higher than +5 cost ten times as much.

IV - Skill enhancements higher than +10 cost ten times as much.
V - Energy resistance higher than 25 cost ten times as much.   
VI - Damage reduction higher than 7/- cost ten times as much.

Circumstance Price Multiplier
Slot Affinity matches bonus 1x
Slot Affinity does not match bonus 1.5x
Item is slot-less 2.5x
Multiple bonuses Multiply higher cost by 2 then add the lower costs

Crown

This slot has an affinity for enhancements to anything that involves intelligence, knowledge, and religious armor bonuses

Face

This slot has an affinity for enhancements to anything that involves sight, social skills, or charisma.

Feet

This slot has an affinity for anything that involves movement and dexterity.

Forearms

This slot has an affinity for strength and armor enhancement bonuses.

Hands

This slot has an affinity for dexterity and any fine control motions, like lock picking.

Neck

This slot has an affinity for things involving health, constitution, and natural armor enhancement.

Ring 1 / Ring 2

These slots has affinity with anything.

Shoulders

This slot has an affinity for spell resistances, save enhancements, and charisma.

Torso

This slot has an affinity for armor enhancement, health, and combat maneuvers.

Upper Arms

This slot has an affinity for damage reduction, energy resistances, and luck.

Waist

This slot has an affinity of strength and destructive powers.


Circumstance Price Multiplier
Slot Affinity matches bonus 1x
Slot Affinity does not match bonus 1.5x
Item is slot-less 2.5x
Multiple bonuses Multiply higher cost by 2 then add the lower costs

Whether or not the imbuement being applied to an accessory has an affinity with the slot will affect the price. The price modifier for an item with the correct affinity will be one to one. Please refer to the table to the right to see how the slot affinity, or if the item even occupies an item slot, will affect the price.

Spell Imbuement Cost in gp
Activated or Continuous Spell Level x Caster Level x 450
Voice Activated Spell Level x Caster Level x 375
50 Charges Spell Level x Caster level x 150
Single Use (Spell Level x Caster Level x 5) x competency modifier
Competency Cost Multiplier
Apprentice x1.0
Journeyman x2.0
Professional x3.0
Elite x3.5
Master x4.0

There are imbuement effects that can go onto accessories as well. Most of these are based on spells that might be made permanent, or be activated. Below is the set of rules on how to apply spells to an accessory. Affinities also apply to these effects as well, for a matching spell pick a slot's affinity that matches the most. For example making haste an activated affect on boots will be a matching affinity.


The HD of the spell caster that made the item determines which competency it falls into. HD 1 - 4 is apprentice, HD 5 - 9 is journeyman, HD 10 - 14 is professiona, HD 15 - 19 is Elite, and HD 20 is master.

Circumstance Cost Multiplier
Continuous spell for 1 hour per CL 1x
Continuous spell for 10 minutes per CL 1.5x
Continuous spell for 1 minute per CL 2x
Continuous spell for 1 round per CL 4x
Charges per day Activated (or Voice Activated) cost ÷ (6 ÷ charges per day)

These too can have price modifiers based on how they function and the root spell used to make them. Please refer to the table on the right for these.

Examples of Magical Items

Please do not think this is an exhaustive list of all potential magical items, as many can exist that are not expressed below. Be creative in your construction of magical items to create your own unique and interesting games. Though the ones that are provided are intended to be more commonly available and often standard issue depending on the level and focus of the campaign. It is never intended for this system to be used in a low-magic.

Slotted Magical Items

Crown

Circlet of Intelligence: Often taking the form of a tiara, crown, headband, or phylactery. This item will grant enhancement to intelligence. Enhancement for intelligence does not offer extra skill points, but will impact anything that intelligence is a key ability for.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp) , +6 (7,200 gp), and +7 (9,800 gp).

Face

Goggles of Awareness: These goggles enhance the user's vision and hearing so they have more situational awareness. They grant a +5 enhancement bonus to Spot, and Listen.
(1,562 gp)

Feet

Expedient Boots: These boots grant +30 to the ground speed of a selected character.
(1,800 gp)

Forearms

Bracelet of Armor: Broad bracelets that attach to the user's forarms or wrists. They provide armor enhancement bonus, with the unique bonus of going higher than any typical armor enhancement on armor; with the caveat that they only work while not wearing any physical armor; shields not included.
This come in a variety of costs as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (72,000 gp), +7 (98,000 gp), and +8 (128,000 gp).

Hands

Gloves of Dexterity: These gloves of various shapes and configurations, enhance the fine muscle strength and control of the user's hands and legs. As a result it gives enhancement bonuses to dexterity.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).

Neck

Necklace of Natural Armor: This brooch, necklace, or choker, offers natural armor enhancement to the creature, giving them more protection from incoming attacks, even if they don't see them coming.
These come in various bonuses as listed: +1 (400 gp), +2 (1,600 gp), +3 (3,600 gp), +4 (64,000 gp), and +5 (100,000 gp).

Rings

Ring of Deflection: This ring creates a barrier around the user giving them a deflection bonus to AC. This AC bonus applies even if the user is unaware or being touched.
These come in various bonuses as listed: +1 (400 gp), +2 (1,600 gp), +3 (3,600 gp), +4 (64,000 gp), and +5 (100,000 gp).

Ring of Wisdom: This ring will grant a sense of understanding and comprehension. Things that were difficult for your character will now be a bit easier to apply. As a result this ring grants Wisdom enhancement.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).

Shoulders

Cloak of Charisma: This mantle, scarf, caplet, cape, or cloak are grand and attractive. They grant charisma enhancement bonus to the user.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).

Torso

Vest of Constitution: This vest, shirt, wrap, or article of clothing on the chest, will grant the user good health and a stronger immune system. The user will gain constitution enhancement while wearing this item.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).

Upper Armor

Bangles of Mitigation: These bangles make the user's harder and grant damage reduction /- to a certain value.
These resistance options are as listed: 1/- (800 gp), 2/- (1,600 gp), 3/- (2,400 gp), 4/- (3,200 gp), 5/- (4,000 gp), 6/- (4,800 gp), or 7/- (5,600 gp), 8/- (64,000 gp) etc...

Waist

Belt of Strength: This leather belt will bolster the user's physical strength. As a result wearing the belt of strength will grant the user strength enhancement.
This item comes in a variety of bonuses as listed: +1 (200 gp), +2 (800 gp), +3 (1,800 gp), +4 (3,200 gp), +5 (5,000 gp), +6 (7,200 gp), and +7 (9,800 gp).

Non-slotted / Misc. Items

Reliable Ready-Pack: These come in many shapes, sizes, connection methods, and external materials. Most often they are 12" x 12" x 6" in size and take the place of a backpack. They can be worn anywhere and be of other sizes. No matter the orientation or size, all of these offer extra-dimensional storage where any object can fit in. This is so long as it fits into the mouth of the pack and don't rip it. The pack can hold up to 120 lbs of objects of any kind and the weight is not counted against the inventory weight of the wearer's inventory. Overfilling the bag will cause it to break, as will putting sharp objects into it. Retrieving an item from a Reliable Ready-Pack is a move action.
Item Weight: 8 lbs (750 gp)