DnD 3.5 - Magic Item Compendium.pdf

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CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 1: Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Armor Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Specifi c Armor and Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Armor and Shield Augment Crystals . . . . . . . . . . . . . . . . . . . . . . 24
Chapter 2: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Weapon Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Specifi c Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Weapon Augment Crystals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Chapter 3: Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Chapter 4: Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149
Chapter 5: Magic Item Sets . . . . . . . . . . . . . . . . . . . .191
Armor of the Watching Master . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Array of the Manticore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Five Virtues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Fleet Warrior’s Array. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Garb of the Hunting Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Gharyn’s Monastic Array. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Instruments of the Blood Gift . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Raiment of the Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Raiment of the Stormwalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Regalia of the Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Regalia of the Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Seven Veils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Vestments of Divinity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Wraith’s Woe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Chapter 6: Using Magic Items . . . . . . . . . . . . . . . . .217
Identifying Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Body Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Size and Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Activating Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Special Magic Item Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Augment Crystals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Relics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Runestaffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Synergy Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Magic Item Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Item Levels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Placing Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Buying and Selling Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . 231
Crafting Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Appendix 1: Magic Items by Price . . . . . . . . . . . . .235
Appendix 2: Random Treasure . . . . . . . . . . . . . . . .265
Magic Item Record Sheet . . . . . . . . . . . . . . . . . . . . 286
Introduction
Magic items are an integral part of the D UNGEONS & D RAGONS ®
game experience. As long as D&D has been around, there have
been +1 s words and potions of healing —they’re as inextricably linked
with the game’s identity as 18th-level fi ghters and magic missile
spells. Every fi ghter saves up for his fi rst magic weapon, and no
one who’s played a paladin hasn’t dreamed about what it would
be like to wield a holy avenger .
Magic items also make up a crucial part of every D&D character’s
array of abilities. A magic weapon can slice through a creature’s
damage reduction, a ring of protection diverts otherwise deadly
attacks, and a handy potion or scroll can tip the balance in a critical
encounter. A character without magic items is like a wizard with
only half her spells prepared or a fi ghter who hasn’t bothered to
select all his feats—he’s simply incomplete.
But compared to spells and feats, magic items haven’t received
very much “quality time” in the current edition of the game. Not
only are they scattered across dozens of books with little sense of
organization or theme, but their effects are often poorly defi ned
and they’re frequently—some might even say usually—over-
priced or underwhelming. As a result, only a handful of magic
items are actually widely used, ranging from the humble +1 long-
sword to the renowned ring of invisibility .
That’s no longer the case.
Magic Item Compendium ushers in a brave new world of magic
items—a world with clearly defi ned effects and activation times,
with interesting items at every price point, and with exciting,
aggressively priced options for every class and character level.
Combining hundreds of revised and repriced items from previous
sources with a wagonload of brand-new, never-before-seen-or-
even-imagined magic items, this book is your D&D character’s
key to the candy store.
But don’t just take our word for it: Go ahead, start turning the
pages. Check out the revamped armor and weapon properties in
Chapters 1 and 2. Marvel at all the swift-action-activation gloves,
boots, and belts in Chapter 3. Drool over the handy adventuring
tools in Chapter 4, and imagine how cool your character will look
when he’s decked out in one of the item sets in Chapter 5. And
that doesn’t even cover the book’s exciting new take on relics, the
immensely handy augment crystals , the array of “sorcerer’s-best-
friend” runestaffs, and so on.
WHAT’S IN THIS BOOK
Traditionally, magic items have been divided into categories based
partially on form and partially on function, creating a system that
doesn’t always help the reader know where to go looking for some-
thing. An item holding 50 uses of a particular 1st- to 4th-level spell
is called a wand, but a similarly shaped item that has an unusual
nonspell effect that it can generate a few times per day might be
a rod or even a wondrous item. An item you wear that provides a
continuous magical effect is probably a wondrous item . . . but it
might be a ring, or even a suit of armor.
This book instead divides magic items into four basic catego-
ries—armor, weapons, clothing, and tools—with each category
receiving a separate chapter. This classifi cation has no effect on
game play—you still use Forge Ring to craft an item described
as a ring (or, more important, an item that has Forge Ring as a
prerequisite)—but it should make it a bit easier for you to fi nd
various items.
Armor (Chapter 1): This category includes both specifi c, pre-
constructed magic suits of armor or shields as well as the various
properties that can be added to any appropriate suit of armor or
shield (such as fortifi cation or acid resistance). It doesn’t include
robes (or other items worn in the same body slot as armor), since
most of those items don’t offer the same kinds of effects, nor does
it include bracers of armor or other items that provide similar pro-
tection—those are both clothing items.
We ap on s (Chapter 2): This category includes both specifi c,
preconstructed weapons as well as the various properties that
can be added to any appropriate weapon. It also includes rods
3
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that function primarily as weapons (such as the rod of fl ailing ), but
not those without such functions, or whose weapon functions
are clearly secondary to their other functions (such as the rod of
alertness )—those are tools. Similarly, it doesn’t include offensive-
based items that aren’t wielded as weapons (such as the circlet of
blasting or the iron bands of Bilarro )—such items are either clothing
or tools, based on whether they’re worn or just held.
Clothing (Chapter 3): This category includes all magic items
that must be worn in order to function, other than magic armor
and shields (which are in the armor category). The clothing cat-
egory also includes jewelry and similar baubles. Most clothing
items take up a body slot (see page 218).
Tools (Chapter 4): This broad category includes all magic items
that must be held, consumed, or otherwise manipulated in order
to function (rather than simply being worn), not including items
wielded as weapons. By defi nition, tools don’t occupy a body slot;
most but not all must be held to be activated. Potions, scrolls,
wands, and staffs are also considered tools.
Item Sets (Chapter 5): This category includes items that fall
into all four of the categories described above. Rather than split-
ting these sets up by item category, however, each complete set
is presented together for easy reference.
Using Magic Items (Chapter 6): This chapter collects, revises,
and expands various rules and guidelines for handling magic
items in play, from placing the right item in a treasure hoard to
identifying the item to wearing it properly.
Appendices: The book concludes with two sets of extensive
tables listing all the magic items in this book as well as those in
the Dungeon Master’s Guide . The tables are designed to allow quick
reference by DMs and players looking for just the right item, as
well as for random generation of treasure hoards.
than simply kept in a pocket, pouch, or backpack) for its power to
function. Augment crystals, a new type of magic item described
on page 221, have an entry of — (armor crystal), — (shield crystal),
or — (weapon crystal).
Caster Level: The item’s caster level, most often used to deter-
mine its resistance to dispel checks.
Aura: The item’s aura strength, which is revealed if it is sub-
jected to a detect magic spell, followed by a semicolon. Next, in
parentheses, is the Spellcra ft DC required to determine the school
of magic, followed by the school or schools of magic associated
with the item’s aura (usually determined by the spells listed in an
item’s prerequisites). If the item requires only universal spells, or
if it requires no spells, this reads “no school.”
If multiple spells of different schools are required, the item’s
aura is of the school of the highest-level spell. When two spells
of different schools are equally high in level, the entry mentions
both schools.
Activation: The type of action required to activate the item’s
effect, along with what the user must do to activate the item (see
Activating Magic Items, page 219). An entry of — indicates the
item operates continuously, without any need for activation.
Wei g ht : Item’s weight, in pounds. An entry of — indicates the
item has a negligible weight (less than 1/2 pound).
A visual description of the item, read by the DM to a player whose char-
acter has discovered the item.
A description of the item’s functions, including its effect, dura-
tion, range, uses per day, and so on.
Lore: Information about the item that may be learned by
making appropriate Knowledge checks. The item’s name and/or
functions must be known before Knowledge checks reveal this
information.
Prerequisites: The feats, spells, or other prerequisites required
of the creator of the item.
Cost to Create: The item’s gp cost, XP cost, and days to create.
MAGIC ITEM
FORMAT DESCRIPTION
This book introduces a new format for describing magic items,
which combines useful elements of past item formats with the
familiar functionality of spell descriptions from the Player’s Hand-
book . The new format presents the most important information
about each item—how it’s activated, how much it costs, where
it’s worn, and what it does—in a simple, predictable layout that’s
easy to refer to during play.
OTHER SOURCES
Magic Item Compendium draws on material from a number of
sources aside from the three D UNGEONS & D RAGONS ® core books—
the Player’s Handbook ( PH ), Dungeon Master’s Guide ( DMG ), and
Monster Manual ( MM ).
These other sources, and the abbreviations used to identify
them in the following text, are: Book of Exalted Deeds ( BoED ), Com-
plete Adventurer ( CAd ), Complete Arcane ( CAr ), Complete Divine ( CD ),
Complete Psionic ( CP ), Complete Warrior ( CW ), E BERRON Campaign
Setting ( ECS ), Epic Level Handbook ( ELH ), Expanded Psionics Hand-
book ( EPH ), Libris Mortis ( LM ), Miniatures Handbook ( MH ), Magic of
Incarnum ( MoI ), Player’s Handbook II ( PH2 ), Spell Compendium ( SC ),
Sandstorm ( Snd ), and Tome of Magic ( ToM ). In general, possession
of any or all of these other sources is not necessary to make use of
the material in this book.
pqqqqqqqqqqqqqqqqqqqqrs
ITEM NAME
Price (Item Level): The purchase price of the item, in
gold pieces (gp). The item’s level (see page 226) is given in
parentheses.
Body Slot: The location where the item is worn on the body
(see Body Slots, page 218). A n entr y of — indicates the item need
only be carried on the body to function. An entry of — (held)
indicates the item must be physically held or manipulated (rather
change, work with your DM to f ind an equitable solution. Maybe
the wizard who crafted it for you offers a rebate (or an extra
item) to make up the difference for an overpayment, or perhaps
the DM just promises to make it up to you with some extra
treasure in the next few encounters. And if you underpaid for
an item, well, consider yourself lucky . . . but don’t be surprised
if the next couple of encounters provide a little less gold than
you’d expect!
pqqqqqqqqqqqqqqqqqqqqrs
4
YOU CHANGED MY MAGIC ITEMS!
Yes, we did. Chances are, if your character owns a magic item
that doesn’t appear in the Dungeon Master’s Guide, something
about that item—its price, activation, effect, or even its body
slot—is different here from when it was originally published. We
didn’t change these items on a whim—the revisions here are
designed to create a better overall game experience.
If you own a magic item that underwent a drastic price
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