Magic Item Saving Throws

I just want to check that I am doing this correctly.

Last session my group PC's got hit by a fireball. The sorcerer managed to roll a 1 on his saving throw, the first time this has happened. If I am doing this correctly then 4 magic items that he has have to make a saving throw. (Just out of interest, what happens to any non-magical items that he's wearing? Do I have to make a saving throw for his non-magical weapons too?)

I went through the top 10 list of things you don't want to be destroyed and ended up with.

A Cloak of Charisma +2 (worn)
An Empower Metamagic Rod (in his hands)
A +1 Ghost Touch Shocking Long Spear (sheathed/carried)
A Ring of Swimming +5

I then rolled saving throws for the magic items. Do they get to use the highest save modifier out of the PC and the magic item saving throw? What are the saving throws for the various items?

I'm assuming that the Rod passed and the rest failed. I then apply damage. Fire damage only does 1/2 damage to objects, correct? The fireball did 27 points of damage so it does 13 points of damage to the Cloak, the Ring and the Spear while the Rod only takes 6 points of damage.

I then apply hardness. The rod takes no damage after all that since it has toughness 10. The spear takes 2 points of damage (Hardness 11 by my calculation). What is the hardness for a ring? I'm assuming that the Cloak is toast since it is made of cloth, correct? I don't think the ring stands much of a chance either.

Is what I have done here correct? Am I missing anything? Could this system be any more convoluted?

Olaf the Stout
 

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I am not 100% sure, but:


Olaf the Stout said:
Just out of interest, what happens to any non-magical items that he's wearing? Do I have to make a saving throw for his non-magical weapons too?

They can be affected too. See http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#itemsSurvivingafteraSavingThrow .


Olaf the Stout said:
I then rolled saving throws for the magic items. Do they get to use the highest save modifier out of the PC and the magic item saving throw? What are the saving throws for the various items?

They use their own saving throw based on the caster level (2 + CL/2). Same for all 3 types of ST. Roll a save even if the spell doesn't allow the character to roll.

If they are acquired items, use the caster level listed in the DMG. If they are crafted by the players you might have needed to keep track of the caster level (which could vary between the minimum required to cast the prerequisite spells and the caster level of the character who crafts the item).

Actually I think that non-magical items might roll a Reflex save using the PC's bonus, but not sure.


Olaf the Stout said:
I'm assuming that the Rod passed and the rest failed. I then apply damage. Fire damage only does 1/2 damage to objects, correct?

Not sure, but I'd say yes.


Olaf the Stout said:
The fireball did 27 points of damage so it does 13 points of damage to the Cloak, the Ring and the Spear while the Rod only takes 6 points of damage.

Only 1 item is affected, either magical or non magical, not ALL! Which one is roll randomly among the 4 "most likely to be affected" according to the table in DMG.

I am actually not sure if a successful roll only halves the damage or completely negates it, in case of an item.

Olaf the Stout said:
I then apply hardness.

Yes.


Olaf the Stout said:
The rod takes no damage after all that since it has toughness 10. The spear takes 2 points of damage (Hardness 11 by my calculation). What is the hardness for a ring? I'm assuming that the Cloak is toast since it is made of cloth, correct? I don't think the ring stands much of a chance either.

Hardness depends mostly on material, if the ring is made of metal it is probably 10.

Hit points depend on size and material as well, 30/inch in this case so maybe 10 or 15 for a ring.
 

BTW, you really need to roll ONE saving throw during the whole process:

1. Identify the 4 "most likely" items to be affected according to the table

2. Roll randomly among them

3. Figure out the ST bonus for that item and roll the ST

4. If failed, apply the damage (halved if fire, divided by four if cold) minus the hardness
 

Li Shenron said:
BTW, you really need to roll ONE saving throw during the whole process:

1. Identify the 4 "most likely" items to be affected according to the table

2. Roll randomly among them

3. Figure out the ST bonus for that item and roll the ST

4. If failed, apply the damage (halved if fire, divided by four if cold) minus the hardness

I definitely missed the part about 4 most likely items to be affected. I thought it was 4 in total that were affected not 1 of those 4 that would be affected. This makes things a bit fairer. Otherwise one of my player's PC was going to lose 2 magic items. As it is now he will only have 1 item that is slightly damaged.

Thanks

Olaf the Stout
 


Here is something that the rules are a little vague about. The list of things that are likely to be affected as listed below in order of precedence.

1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else

What about non-magical items? Shouldn't they be included? According to the list though the only spots they might fit in are under Item in hand, Stowed or sheathed weapon, or Anything else. That seems a little silly to me. If you have a magical cloak it is more likely to be damaged than a normal cloak!

Unless of course non-magical items automatically are affected by rolling a 1 on a saving throw. If this is the case then most characters won't be wearing any clothing after rolling a 1!

Olaf the Stout
 

Olaf the Stout said:
Here is something that the rules are a little vague about. The list of things that are likely to be affected as listed below in order of precedence.

1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else

What about non-magical items? Shouldn't they be included? According to the list though the only spots they might fit in are under Item in hand, Stowed or sheathed weapon, or Anything else. That seems a little silly to me. If you have a magical cloak it is more likely to be damaged than a normal cloak!

Unless of course non-magical items automatically are affected by rolling a 1 on a saving throw. If this is the case then most characters won't be wearing any clothing after rolling a 1!

Olaf the Stout

Maybe because rules don't care if your non-magical clothes are burned?
 

Olaf the Stout said:
Here is something that the rules are a little vague about. The list of things that are likely to be affected as listed below in order of precedence.

1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (including weapon, wand, or the like)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else

What about non-magical items? Shouldn't they be included? According to the list though the only spots they might fit in are under Item in hand, Stowed or sheathed weapon, or Anything else. That seems a little silly to me. If you have a magical cloak it is more likely to be damaged than a normal cloak!

Unless of course non-magical items automatically are affected by rolling a 1 on a saving throw. If this is the case then most characters won't be wearing any clothing after rolling a 1!

Olaf the Stout

Well maybe you should ignore "magic" in that list, and consider for example anything worn on the head be at spot 3.
 

They are included.

I thought that non-magic items are affected if the word magic doesn't appear in the description of the 10 most likely items.

For example the shield isn't defined as magic shield, just shield. Same for armor, item in hand, stowed or sheathed weapon and perhaps anything else.
The other "slots" are explicitly described as magic.
So if you hold a masterwork gold weapon with a fortune of jewels but no magic on it, it is not safe. I'm not even sure if it gets a save or is just instantly damaged / destroyed.

That's how I see this wicked rule.

EDIT: Ah, late late. All said. But I agree that it's unlikely important if a nonmagical cloak is burned. Cloaks aren't that expensive. A masterwork full plate is worth about 1650gm. That will have an impact on characters wealth.
 
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