A magic item that risks damage because of a 1 on a saving roll always gets a saving throw to negate damage, having a bonus of 2 + (1/2 caster level) in all categories. If no item is carried in a specific slot. Items are organized in a new way, dividing them up into: armor, weapons, clothing (which takes up slots), tools, and magic items. It was an attempt to do away with the minute differentiation between things like rods, staves, and wands, but was one of the few innovations in the Magic Item Compendium that didn't carry forward to D&D 4e. 100 Magic Items for a Rogue One hundred magical weapons and items that would be useful to a rogue/thief! The Skeleton Key – Whenever the rogue is attempting to pick the lock with The Skeleton Key, the DC of the lock is reduced significantly. Given that you require the lyre to be held in both hands to be able to use it's magic abilities, you should treat it as a slotted item, as it takes up both weapon slots. The rules don't say so, but you must hold a magic.
Items in Magic Item Compendium
Name | Level | Cost | Slot/Property | Rulebook name | Edition |
---|---|---|---|---|---|
Acidic | — | +1 bonus | Armor or shield | Magic Item Compendium | Supplementals (3.5) |
Agility | — | 500 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Agility, Greater | — | 8,000 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Agility, Improved | — | 4,000 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Anchoring | — | +1 bonus | Armor or shield | Magic Item Compendium | Supplementals (3.5) |
Anchoring, Greater | — | +1 bonus | Armor or shield | Magic Item Compendium | Supplementals (3.5) |
Aporter | — | 20,000 gp | Armor or shield | Magic Item Compendium | Supplementals (3.5) |
Armor of the fallen leaves | 14th | 17,350 gp | Body | Magic Item Compendium | Supplementals (3.5) |
Arrow of Biting | 3rd | 506 gp | Ammunition | Magic Item Compendium | Supplementals (3.5) |
Averter | — | 13,000 gp | Shield | Magic Item Compendium | Supplementals (3.5) |
Axeblock | — | +2 bonus | Armor or shield | Magic Item Compendium | Supplementals (3.5) |
Balance | — | 3,750 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Balance, Greater | — | 18,750 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Balance, Improved | — | 11,250 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Bane Blind | — | 15,000 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Beastskin | — | +2 bonus | Armor | Magic Item Compendium | Supplementals (3.5) |
Blinking | — | 15,000 gp | Armor | Magic Item Compendium | Supplementals (3.5) |
Blueshine | — | 1,500 gp | Metal armor | Magic Item Compendium | Supplementals (3.5) |
Blurring | — | +1 bonus | Armor | Magic Item Compendium | Supplementals (3.5) |
Blurring, Greater | — | +2 bonus | Armor | Magic Item Compendium | Supplementals (3.5) |
Dweomerkeeper
(Complete Divine variant, p. None)
Dweomerkeepers are Mystra's shepherds, safeguarding the Weave against threats to its integrity.
Requirements
Skills:Knowledge (arcana)8 ranks,Spellcraft8 ranks
Feats: Any item creation feat and any metamagic feat.
Spells: Ability to cast arcane and divine spells.
Domain: Magic.
Special: The candidate must have created at least one magic item, whether of a permanent nature or not.
Hit die
d6
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Dweomerkeepers gain no proficiency with any weapon, armor, or shield.
3.5 D&d Magic Items
Spells per Day/Spells Known: When a new level of dweomerkeeper is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of dweomerkeeper is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.
If the character had more than one spellcasting class before she became a dweomerkeeper, the player must decide to which class to add each level of dweomerkeeper for the purpose of determining spells per day and spells known.
Mantle of Spells: At 1st level, a dweomerkeeper creates a personal mantle of arcane and/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric's ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.
Arcane Sight (Su): Upon attaining 2nd level, a dweomerkeeper can use arcane sight at will. This ability functions like the spell of the same name, except that its duration is concentration.
D&d 3.5 Item List
Supernatural Spell (Su): At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.
Cloak of Mysteries (Su): At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.
Advancement
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day/Spells Known |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Mantle of spells 1 | +1 level of existing spellcasting class |
2nd | +1 | +0 | +0 | +3 | Arcane sight | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Mantle of spells 2 | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Supernatural spell 1/day | +1 level of existing spellcasting class |
5th | +2 | +1 | +1 | +4 | Mantle of spells 3 | +1 level of existing spellcasting class |
6th | +3 | +2 | +2 | +5 | Supernatural spell 2/day | +1 level of existing spellcasting class |
7th | +3 | +2 | +2 | +5 | Mantle of spells 4 | +1 level of existing spellcasting class |
8th | +4 | +2 | +2 | +6 | Supernatural spell 3/day | +1 level of existing spellcasting class |
9th | +4 | +3 | +3 | +6 | Mantle of spells 5 | +1 level of existing spellcasting class |
10th | +5 | +3 | +3 | +7 | Cloak of mysteries, supernatural spell 4/day | +1 level of existing spellcasting class |
D&d 3.5 Magic Item Slots
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Concentration | CON | ||
Craft | INT | ||
Diplomacy | CHA | ||
Heal | WIS | ||
Knowledge | Int | ||
Profession | WIS | ||
Spellcraft | INT |
Dweomerkeeper
(Complete Divine variant, p. None)
Dweomerkeepers are Mystra's shepherds, safeguarding the Weave against threats to its integrity.
Requirements
Skills:Knowledge (arcana)8 ranks,Spellcraft8 ranks
Feats: Any item creation feat and any metamagic feat.
Spells: Ability to cast arcane and divine spells.
Domain: Magic.
Special: The candidate must have created at least one magic item, whether of a permanent nature or not.
Hit die
d6
Skill points
2 + Int
Class Features
Weapon and Armor Proficiency: Dweomerkeepers gain no proficiency with any weapon, armor, or shield.
3.5 D&d Magic Items
Spells per Day/Spells Known: When a new level of dweomerkeeper is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of dweomerkeeper is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.
If the character had more than one spellcasting class before she became a dweomerkeeper, the player must decide to which class to add each level of dweomerkeeper for the purpose of determining spells per day and spells known.
Mantle of Spells: At 1st level, a dweomerkeeper creates a personal mantle of arcane and/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric's ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.
Arcane Sight (Su): Upon attaining 2nd level, a dweomerkeeper can use arcane sight at will. This ability functions like the spell of the same name, except that its duration is concentration.
D&d 3.5 Item List
Supernatural Spell (Su): At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.
Cloak of Mysteries (Su): At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.
Advancement
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day/Spells Known |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Mantle of spells 1 | +1 level of existing spellcasting class |
2nd | +1 | +0 | +0 | +3 | Arcane sight | +1 level of existing spellcasting class |
3rd | +1 | +1 | +1 | +3 | Mantle of spells 2 | +1 level of existing spellcasting class |
4th | +2 | +1 | +1 | +4 | Supernatural spell 1/day | +1 level of existing spellcasting class |
5th | +2 | +1 | +1 | +4 | Mantle of spells 3 | +1 level of existing spellcasting class |
6th | +3 | +2 | +2 | +5 | Supernatural spell 2/day | +1 level of existing spellcasting class |
7th | +3 | +2 | +2 | +5 | Mantle of spells 4 | +1 level of existing spellcasting class |
8th | +4 | +2 | +2 | +6 | Supernatural spell 3/day | +1 level of existing spellcasting class |
9th | +4 | +3 | +3 | +6 | Mantle of spells 5 | +1 level of existing spellcasting class |
10th | +5 | +3 | +3 | +7 | Cloak of mysteries, supernatural spell 4/day | +1 level of existing spellcasting class |
D&d 3.5 Magic Item Slots
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Concentration | CON | ||
Craft | INT | ||
Diplomacy | CHA | ||
Heal | WIS | ||
Knowledge | Int | ||
Profession | WIS | ||
Spellcraft | INT |