Magic Item Crafting Rules: Difference between revisions

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= Having an Item Crafted =
[[Category:Epic Path]]
[[Category:Magic Item Creation]]
[[Image:Treasure.png|484px|right|"Nope," said the rogue, "that room was completely empty."]]


The player must provide the materials to create the item. The cost of these materials is subtracted from the base cost of the item, and then a diplomacy check is made against the appropriate merchant DC.


==Magic Item Pricing==
If you want to buy an item that isn't listed on the Epic Path page (such as something listed on d20pfsrd), you must first get GM approval for the item.  If it is approved, use the following pricing model, based on the caster level of the item.


Exceptions:
* Any item which grants armor class costs double the listed value for its caster level.
* Any item which grants a bonus to-hit costs quadruple the listed value for its caster level.
* Any slotless item costs triple the listed value for its caster level.
* You cannot buy any item from another site/source that already exists on the Epic Path page.


== Weapons ==
All of this is a stop-gap until the magic items on the Epic Path page have been built up to the point where we can safely say you cannot buy anything from other sites/sources.
The base pathfinder weapon rules: http://www.d20pfsrd.com/magic-items/magic-weapons


A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them:
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==Who Can Create Magic Items?==
In Epic Path, any character who has the skills, talents, and resources may create magic items.


;: Enhancements
*The Paladin praying before an altar, literally sweating blood from the force of her faithful devotion?  She's making that amulet with her Divinity.
Magical enhancements range from +1 to +9As a firm rule, the maximum enhancement a weapon may have is equal to one quarter of the campaign level, round up. Thus, +1 weapons are possible at levels 1 to 4, +2 at 5 to 8, +3 at 9 to 12, +4 at 12 to 16, +5 at 17 to 20, +6 at 21 to 24, +7 at 25 to 28, +8 at 29 to 32, and +9 weapons at 33 to 35. At level 36 and higher all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.
*The Fighter crisping at an anvil as he welds honest steel to dragon claws in a fire fueled by an elemental? He can use his Warfare for this job.
*The Ranger standing in a forgotten grotto, singing as she weaves a cloak out of dryad hair and assassin-vines? She's using Naturalism.
*The Rogue hiding in a bell tower, stealing chimes from the Great Bell to power her new Chime of Opening? That's Spycraft she's using to steal that magic.
*The Monk meditating under a waterfall, infusing his Gauntlets with the pounding might of the plunging river?  He's using his Reason to capture that power.
*And yes, that Wizard casting spells in his tower as he labors over dusty tomes of lore?  He's using boring old Spellcraft to get the job done.


They're ALL making things, and there's nothing any more or less magical about any of these methods of production.


;: Properties
==Pre-Built Magic Items==
[[Magic Item Properties]] are additional effects a weapon grants or performs on top of the normal functionality of a mundane version of that weapon.  The limit to the total value of all weapon properties that may be added to a weapon is the same as the limit for weapon enhancements: One quarter of the campaign level, rounded upThus, +1 weapon properties are possible at levels 1 to 4, +2 at 5 to 8, +3 at 9 to 12, +4 at 12 to 16, +5 at 17 to 20, +6 at 21 to 24, +7 at 25 to 28, +8 at 29 to 32, and +9 weapon properties at 33 to 35At level 36, all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.
Numerous pre-built magic items exist in Epic Path.  The costs for these magic items is listed in each item's writeup, as are the costs and requirements for a character with the Creator Feat to build one of those items for themselves. Doing so costs the character some time in-game, which is time they cannot adventure or do other activities, but they can save a considerable amount of coinWhether this is worth it to you depends upon the game, and we encourage all players and Game Masters to explore as many styles of play as they wish.   


== Upgrading Existing Items ==
It is certainly true that getting a new, shiny item is a thrill.  Many players greatly enjoy getting or making brand new magic items.  There are also players who like their existing items.  They have built back-story into an item, and it is now a part of the lore of their character.  A classic example is the heirloom sword, passed down for generations, that the character has sworn to use.  Sadly, that +2 Scimitar with the fancy engraving that was so awesome and overpowered at level 4, is seeming a little...under-performing at level 14.  Is the story-builder player just out of luck, stuck with an increasingly weaker weapon as they continue their career?


;: Materials
Of course not!
Mundane weapons are assumed to be made of good quality steel, similar to historical Damascus or Wootz.  Cheap weapons made of crude iron, bronze, or bone are also possible. More expensive weapons of fantastic materials are possible as well, such as the classic mithral and adamantium.  Some GM's may have campaign-specific special materials available also.  In all cases, only ONE material may be used in the construction of a single weapon.


It is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.  If you wish to devote the resources to it, that family heirloom can become a sky-splitting artifact of blinding power.  Indeed, GM's should encourage this sort of behavior!  Storied items are fun!


=== General rules ===
Simply put, you never lose value by enhancing an existing item.  Calculate the cost of the item as it will exist when you upgrade itFrom that, subtract the cost of the item as it exists now. The difference is the cost of the upgrade.
Weapons with enhancement bonuses apply these bonuses to both attack and damage rolls when used in combat, on all attacks madeAs a result, at higher levels enhancement bonuses may be used multiple times per round. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.


As an optional rule, a weapon may be enchanted in such as way as to 'trade' some of the enhancement bonus for weapon properties, and vice-versa.  You may trade two points of either enhancement bonus or weapon properties to gain one point in the other type of improvement.  This process may be done twice, so that you may trade away a maximum of 4 points of enhancement or properties for an extra +2 of the opposite.  This optional rule will allow +9 weapons to be available as low as level 25.  Magic weapons must always have a minimum of a +1 enhancement.  The maximum value of weapon properties before Apotheosis is 11 at level 33+. The maximum weapon enhancement is hard-capped at +9 before Apotheosis.  Swapping abilities in this way does NOT lower the cost of the weapon: All points of ability must be paid for, even if some are 'lost' in swapping.  Sorry all you power gamers out there.
For example: A +1 longsword can be made into a +2 Flaming Longsword, with the cost to create it being equal to that of a +2 flaming sword minus the cost of a +1 longsword.


Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.
Of course, no magic item may be imbued with an enchantment type that is not permitted in that slot. For example, only shields can be enchanted with [[Shield Magic Properties]] enchantments.


Weapon properties count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus weapon properties, including those from character abilities and spells) higher than half the campaign level, rounded up.  Thus, total +2 weapons are possible at levels 1 to 4, +4 at 5 to 8, +6 at 9 to 12, +8 at 12 to 16, +10 at 17 to 20, +12 at 21 to 24, +14 at 25 to 28, +16 at 29 to 32, and +18 at 33 to 35.  At level 36 and higher all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.
Any item listed in these rules can be Created by the player if they have the resources and skill to do so.


A weapon with a weapon property must always have at least a +1 enhancement bonus.  
=Custom Magic Items=
While it is incredibly cool to build your own items that do all sorts of cool, interesting stuff, such things are not allowed in Epic Path.  If you want to create your own awesome items, then you will need to work with your Game Master and see if the proposed item is allowed.  


Weapons cannot possess the same weapon property more than once.
We strongly recommend 'no', but every GM is allowed to run their own game, so if that's what you want to do, go for it!


== Magic Item Creation ==
See the [[Creator (Feat)]] and Bailiwick skills for rules for how to do this.


; Caster Level Required To Make Weapons:
There is also useful information on the following pages:
The caster level required to make a weapon with a weapon property is given in the description of the property.  If a weapon has more than one weapon property, the caster level required to place the weapon properties is the highest of all the properties.  For a weapon with only an enhancement bonus and no other abilities, the caster level required to make the weapon is three times the enhancement bonus.  Thus, it requires a third level caster to make a +1 weapon, sixth level to make a +2, etc.  If a weapon has both an enhancement bonus and a special ability, the higher of the caster level requirements must be met.


*[[Crafting Magic Armor]]
*[[Magic Shields]]
*[[Magic Weapons]]


; Additional Damage Dice:
== Magic Item Creator Level ==
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are considered bonuses and are not multiplied when the attacker scores a critical hit.
* Every magic item has a creator level (CL). This is the minimum character level required to create the item.  In Epic Path, a character with the [[Creator (Feat)|Creator]] feat has an effective creator level equal to the number of ranks in their bailiwick skill.


* You may not always know the exact CL of the item you are attempting to create.  In such a case, only the GM knows the true CL.


; Additional Base Damage Dice:
== Creation Requirements ==
Some magic weapons gain improved or additional base damage dice. These dice do not improve with level as normal base damage dice do, but are multiplied when the attacker scores a critical hit.
* All items have requirements in their descriptions. These requirements must be met for the item to be created. The DC to create a magic item increases by 5 for each requirement the creator does not meet. The only exception to this is the Creator feat, which is mandatory.


== Magic Item Creation Cost ==
* The cost to make an item yourself with the Creator feat is half of the cost to purchase the same item on the market.  This cost represents the material costs of building the item.  Whether the magic item creation check succeeds or fails, these materials are always used up in the creation process and cannot be recovered.  The cost of a workshop and its tools are not part of the cost of item creation.


; Ranged Weapons and Ammunition:
== Making the Creation Check ==
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon. Weapon properties of a ranged weapon do stack with weapon properties of ammunition, assuming there is a minimum +1 enhancement on the ammunition.  As always, no weapon may ever have the same property twice.  If ammunition and a ranged weapon have the same weapon properties, only count the property once.
* To create magic items, characters must have the [[Creator]] feat. No exceptions!  The Creator feat represents the innate talent required to handle magic and infuse it into an object, allowing a character to invest time and money in an item's creation.


[[Image:Workshop_1.png|484px|right|Where did I put that treatise on Time-Spalled Anguishes?]]


; Magic Thrown Weapons:
===Dual-Slot Items===
Weapons designed for throwing, such as the throwing axe or the careen (but not weapons with the ammunition property, such as skiprocks), gain the [[Magic Item Properties#Returning, Lesser|Lesser Returning]] property for free if they have an enhancement bonus or magic property worth an enhancement bonus of at least +1. If they have an enhancement bonus of +2 or greater (or magic properties equivalent to +2 enhancement or greater), thrown weapons gain the [[Magic Item Properties#Returning, Greater|Greater Returning]] magic property for free. These properties cost nothing extra, and never increase the overall cost of additional upgrades, but they do count against the maximum possible enchantments the weapon can have.
Some items can be treated as two different kinds of magic items, and enchanted once for each 'slot' they represent.  The most common example is a double weapon, which occupies the 'main hand' and 'off-hand' slots.  Each end of a double weapon must be enchanted separately, and each end is treated as a separate weapon as regards to properties, etc.  In NO case do any abilities ever stack!  Adding [[Precognitive (Melee Weapon Magic Property)|Precognitive]] to both ends of a staff does NOT allow you to stack twice the AC. Ever.


== Magic Item Slots==
Most magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time, plus another wielded in each hand for a total of 17 magic items. However, each of those items must be worn on (or over) a particular part of the body, known as a "slot."


; Magic Ammunition and Breakage:
A humanoid-shaped body can be decked out in magic gear consisting of one item in each slot, and never more than one item in each slot. Having some slots empty of magic items has no effect.
Magical ammunition follows the standard rules for recovering expended ammunition. If the attack hits, the arrow, bolt or bullet is expended and not recoverable. If the attack misses, there is a 50% chance that the piece of ammunition is recoverable.


; Wielded: Items that are held in the hands. These can be weapons, wands, shields, and numerous other items. Consumable items also require on or both hands to use. Wielded items may require one hand or both hands. See each item for details, or simply use common sense.  The GM adjudicates any unusual circumstances.
; Armor: This slot is used for suits of armor that are worn. Other items may also fit in the armor slot.
; Belts: This slot consists of belts and other items that can be worn around the waist.
; Body: This slot consists of cassocks, coats/overcoats, harnesses, robes, vestments and any other article of clothing that is large and loose, or very, very tight, over the entire body.
; Chest: This slot consists of shirts, corsets, body wraps, bandages, and other items that can be worn tightly against the torso or chest.
; Eyes: This slot consists of goggles, lenses, monocles, spectacles, masks and other items that can be worn over the eyes.
; Feet: This slot consists of boots, footwraps, sandals, shoes, slippers, and other items that can be worn on the feet.
; Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands.
; Head: This slot consists of circlets, crowns, hats, helms, hoods and other items that can be worn on the head.
; Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
; Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
; Ring (up to two): rings worn around the fingers... or... other appendages. Normally one per hand.
; Shield: This slot is for carried shields.  Note that a carried shield uses the same slot as a wielded weapon, and while it is possible to 'stack' these items, there are penalties for doing so, including the loss of all bonuses provided by the shield in any round that the wielded weapon sharing the shield's hand is used to attack. This also occurs if the shield is used as a weapon, using shield bash.
; Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
; Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
; Slotless: Items not worn or carried in one of the above slots are called "slotless" items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and/or activate the item.
; Consumables: Consumable magic items are slotless, but have no effect until consumed. These items include potions, scrolls, alchemical creations and ammunition.


; Light Generation:
Each of these items must be wielded, worn, or consumed, depending on the item, in order to gain their benefits. If an item is worn, it takes up one of the body's magic item slots and no additional items of the same slot may be worn there. If it is wielded, it takes up one or two hands.
30% of randomly generated magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some weapons always or never glow, as defined in their descriptions. If a weapon is specially crafted for hire, whether or not it gives off light is chosen by the player.


Magic rings, boots, hats, cloaks and basically "everything else" that isn't a weapon, armor, shield, rod, staff, wand or consumable magic item is considered a wondrous item.  For those of you who need a tramp stamp, tattoo, rune or other weird atypical magic item, those are all treated like slotless wondrous items.


; Hardness and Hit Points:
Magic items in each slot may only be enchanted with specific bonus types, to prevent stacking absurdities. As a rule of thumb, no magic items should stack with other magic items. Doing so quickly breaks the game, so don't do it. The GM is always the final decider on whether anything is allowed to stack with anything else.  
Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Common Armor, Weapon, and Shield Hardness and Hit Points.  Weapon properties usually have no effect on hardness or hit points. Special materials almost always have an effect on a weapon's hardness and hit points.


Of course, a character may carry or possess as many items of the same type as he wishes. However, only one item may be worn in a particular body slot, and additional items of the same body slot type grant no benefits to the character unless they swap out the other item first.


; Activation:
The exception to this rule is slotless items, which can be worn or carried without taking up a slot on a character's body. The description of an item indicates when it has this property.
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a weapon property that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
 
 
; Magic Weapons and Critical Hits:
Some weapon properties and some specific weapons have an extra effect on a critical hit. This special effect overcomes immunity to critical bits. Criticals rolled with these weapons function against creatures not normally subject to critical hits. In such instances, on a successful critical roll, apply the magic weapon's special effect, but otherwise resolve damage as though it were a normal hit.
 
 
; Weapons for Unusually Sized Creatures:
The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality and any magical enhancement remains the same.
 
 
 
==Armor==

Latest revision as of 20:58, 30 November 2019

"Nope," said the rogue, "that room was completely empty."


Magic Item Pricing

If you want to buy an item that isn't listed on the Epic Path page (such as something listed on d20pfsrd), you must first get GM approval for the item. If it is approved, use the following pricing model, based on the caster level of the item.

Exceptions:

  • Any item which grants armor class costs double the listed value for its caster level.
  • Any item which grants a bonus to-hit costs quadruple the listed value for its caster level.
  • Any slotless item costs triple the listed value for its caster level.
  • You cannot buy any item from another site/source that already exists on the Epic Path page.

All of this is a stop-gap until the magic items on the Epic Path page have been built up to the point where we can safely say you cannot buy anything from other sites/sources.

Caster Level Cost
1 2,200
2 5,600
3 10,000
4 16,000
5 25,000
6 37,600
7 56,000
8 96,600
9 180,000
10 320,000
11 570,000
12 1,000,000
13 1,750,000
14 3,100,000
15 5,450,000
16 7,200,000
17 9,450,000
18 12,500,000
19 16,550,000
20 22,050,000

Who Can Create Magic Items?

In Epic Path, any character who has the skills, talents, and resources may create magic items.

  • The Paladin praying before an altar, literally sweating blood from the force of her faithful devotion? She's making that amulet with her Divinity.
  • The Fighter crisping at an anvil as he welds honest steel to dragon claws in a fire fueled by an elemental? He can use his Warfare for this job.
  • The Ranger standing in a forgotten grotto, singing as she weaves a cloak out of dryad hair and assassin-vines? She's using Naturalism.
  • The Rogue hiding in a bell tower, stealing chimes from the Great Bell to power her new Chime of Opening? That's Spycraft she's using to steal that magic.
  • The Monk meditating under a waterfall, infusing his Gauntlets with the pounding might of the plunging river? He's using his Reason to capture that power.
  • And yes, that Wizard casting spells in his tower as he labors over dusty tomes of lore? He's using boring old Spellcraft to get the job done.

They're ALL making things, and there's nothing any more or less magical about any of these methods of production.

Pre-Built Magic Items

Numerous pre-built magic items exist in Epic Path. The costs for these magic items is listed in each item's writeup, as are the costs and requirements for a character with the Creator Feat to build one of those items for themselves. Doing so costs the character some time in-game, which is time they cannot adventure or do other activities, but they can save a considerable amount of coin. Whether this is worth it to you depends upon the game, and we encourage all players and Game Masters to explore as many styles of play as they wish.

Upgrading Existing Items

It is certainly true that getting a new, shiny item is a thrill. Many players greatly enjoy getting or making brand new magic items. There are also players who like their existing items. They have built back-story into an item, and it is now a part of the lore of their character. A classic example is the heirloom sword, passed down for generations, that the character has sworn to use. Sadly, that +2 Scimitar with the fancy engraving that was so awesome and overpowered at level 4, is seeming a little...under-performing at level 14. Is the story-builder player just out of luck, stuck with an increasingly weaker weapon as they continue their career?

Of course not!

It is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. If you wish to devote the resources to it, that family heirloom can become a sky-splitting artifact of blinding power. Indeed, GM's should encourage this sort of behavior! Storied items are fun!

Simply put, you never lose value by enhancing an existing item. Calculate the cost of the item as it will exist when you upgrade it. From that, subtract the cost of the item as it exists now. The difference is the cost of the upgrade.

For example: A +1 longsword can be made into a +2 Flaming Longsword, with the cost to create it being equal to that of a +2 flaming sword minus the cost of a +1 longsword.

Of course, no magic item may be imbued with an enchantment type that is not permitted in that slot. For example, only shields can be enchanted with Shield Magic Properties enchantments.

Any item listed in these rules can be Created by the player if they have the resources and skill to do so.

Custom Magic Items

While it is incredibly cool to build your own items that do all sorts of cool, interesting stuff, such things are not allowed in Epic Path. If you want to create your own awesome items, then you will need to work with your Game Master and see if the proposed item is allowed.

We strongly recommend 'no', but every GM is allowed to run their own game, so if that's what you want to do, go for it!

Magic Item Creation

See the Creator (Feat) and Bailiwick skills for rules for how to do this.

There is also useful information on the following pages:

Magic Item Creator Level

  • Every magic item has a creator level (CL). This is the minimum character level required to create the item. In Epic Path, a character with the Creator feat has an effective creator level equal to the number of ranks in their bailiwick skill.
  • You may not always know the exact CL of the item you are attempting to create. In such a case, only the GM knows the true CL.

Creation Requirements

  • All items have requirements in their descriptions. These requirements must be met for the item to be created. The DC to create a magic item increases by 5 for each requirement the creator does not meet. The only exception to this is the Creator feat, which is mandatory.

Magic Item Creation Cost

  • The cost to make an item yourself with the Creator feat is half of the cost to purchase the same item on the market. This cost represents the material costs of building the item. Whether the magic item creation check succeeds or fails, these materials are always used up in the creation process and cannot be recovered. The cost of a workshop and its tools are not part of the cost of item creation.

Making the Creation Check

  • To create magic items, characters must have the Creator feat. No exceptions! The Creator feat represents the innate talent required to handle magic and infuse it into an object, allowing a character to invest time and money in an item's creation.
Where did I put that treatise on Time-Spalled Anguishes?

Dual-Slot Items

Some items can be treated as two different kinds of magic items, and enchanted once for each 'slot' they represent. The most common example is a double weapon, which occupies the 'main hand' and 'off-hand' slots. Each end of a double weapon must be enchanted separately, and each end is treated as a separate weapon as regards to properties, etc. In NO case do any abilities ever stack! Adding Precognitive to both ends of a staff does NOT allow you to stack twice the AC. Ever.

Magic Item Slots

Most magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time, plus another wielded in each hand for a total of 17 magic items. However, each of those items must be worn on (or over) a particular part of the body, known as a "slot."

A humanoid-shaped body can be decked out in magic gear consisting of one item in each slot, and never more than one item in each slot. Having some slots empty of magic items has no effect.

Wielded
Items that are held in the hands. These can be weapons, wands, shields, and numerous other items. Consumable items also require on or both hands to use. Wielded items may require one hand or both hands. See each item for details, or simply use common sense. The GM adjudicates any unusual circumstances.
Armor
This slot is used for suits of armor that are worn. Other items may also fit in the armor slot.
Belts
This slot consists of belts and other items that can be worn around the waist.
Body
This slot consists of cassocks, coats/overcoats, harnesses, robes, vestments and any other article of clothing that is large and loose, or very, very tight, over the entire body.
Chest
This slot consists of shirts, corsets, body wraps, bandages, and other items that can be worn tightly against the torso or chest.
Eyes
This slot consists of goggles, lenses, monocles, spectacles, masks and other items that can be worn over the eyes.
Feet
This slot consists of boots, footwraps, sandals, shoes, slippers, and other items that can be worn on the feet.
Hands
This slot consists of gauntlets, gloves, and other items that can worn on the hands.
Head
This slot consists of circlets, crowns, hats, helms, hoods and other items that can be worn on the head.
Headband
This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
Neck
This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
Ring (up to two)
rings worn around the fingers... or... other appendages. Normally one per hand.
Shield
This slot is for carried shields. Note that a carried shield uses the same slot as a wielded weapon, and while it is possible to 'stack' these items, there are penalties for doing so, including the loss of all bonuses provided by the shield in any round that the wielded weapon sharing the shield's hand is used to attack. This also occurs if the shield is used as a weapon, using shield bash.
Shoulders
This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
Wrists
This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Slotless
Items not worn or carried in one of the above slots are called "slotless" items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and/or activate the item.
Consumables
Consumable magic items are slotless, but have no effect until consumed. These items include potions, scrolls, alchemical creations and ammunition.

Each of these items must be wielded, worn, or consumed, depending on the item, in order to gain their benefits. If an item is worn, it takes up one of the body's magic item slots and no additional items of the same slot may be worn there. If it is wielded, it takes up one or two hands.

Magic rings, boots, hats, cloaks and basically "everything else" that isn't a weapon, armor, shield, rod, staff, wand or consumable magic item is considered a wondrous item. For those of you who need a tramp stamp, tattoo, rune or other weird atypical magic item, those are all treated like slotless wondrous items.

Magic items in each slot may only be enchanted with specific bonus types, to prevent stacking absurdities. As a rule of thumb, no magic items should stack with other magic items. Doing so quickly breaks the game, so don't do it. The GM is always the final decider on whether anything is allowed to stack with anything else.

Of course, a character may carry or possess as many items of the same type as he wishes. However, only one item may be worn in a particular body slot, and additional items of the same body slot type grant no benefits to the character unless they swap out the other item first.

The exception to this rule is slotless items, which can be worn or carried without taking up a slot on a character's body. The description of an item indicates when it has this property.