Limit of magic items.


Rules Questions


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While I was reading the magic section in the core. I noticed that you can only wear two magical items (like a ring or a headband) hybrid item included.

Is it true?

And if this is true, why is the reason for this?

Does the staff of the mystic count as a wearing item?


Hm. Dot.


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Magic Items, SFCRB, pg. 225 wrote:
Worn magic items are things like rings, cloaks, amulets, and gloves. Just as your armor has a limited number of upgrade slots, you can only wear up to two magic items at once and have both function normally—beyond that, the magical fields start to interfere with each other. You can’t wear more than one of the same type of item (two cloaks, two hats, etc.) except for rings. If you put on an additional worn magic item beyond these first two, it does not function until you have no more than two total magic items worn. This limitation applies specifically to worn magic items, and does not apply to armor upgrades, held items, weapon fusions, augmentations, magic armor, consumables, or other forms of magic, all of which function normally.

Fairly explict. So, your held staff (I assume you meant the "staff of mystic healing" or a mystic's spell cache in the form of a staff) does not count.

Liberty's Edge

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I recall a similar thread asking the same question not too long ago.


I imagine the reason is "to keep an excess of stacking from happening". Both to maintain game balance, and also to make things easier for the players themselves.

Dark Archive

It also prevents the "christmas tree effect" - whereby the GM feels obligated to make magic extremely common in order for characters to keep up with the game's math. Basically this allows magic to be kept rare and special (if the GM chooses) and technology is used to pick up the slack.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There's still a Christmas tree effect, just not with magical items.


I have noticed an all around limiting of bonus items and magic. Sure you have personal upgrades and a more generous stat gain but those are permanent bonuses. What you do not see is bonus to hit weapons and enhancement spells.

Also of note is damage progression of weapons. As you gain levels your weapons do more damage. Not as fast as your HP ans stamina progress but still makes an equal tier weapon threatening. At level 1 most class/ race combinations will have 10 HP and 7 stamina. A tier 1 projectile long arm does D8 damage (4.5 average) so you can take 3-4 hits. At level 10 you have 64 HP and 70 stamina. Weapons do 3D8 (average 13.5) damage, giving you 5-10 hits. Given that most encounters will have greater numbers of lower CR targets, thus can take fewer hits than the characters, even mid to high level combats will take about the same time as lower level ones, with the same risk.

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