3.5 Magic Item Slots

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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

NameLevelCostSlot/PropertyRulebook nameEdition
Acidic +1 bonus Armor or shield Magic Item CompendiumSupplementals (3.5)
Agility 500 gp
Armor Magic Item CompendiumSupplementals (3.5)
Agility, Greater 8,000 gp
Armor Magic Item CompendiumSupplementals (3.5)
Agility, Improved 4,000 gp
Armor Magic Item CompendiumSupplementals (3.5)
Anchoring +1 bonus Armor or shield Magic Item CompendiumSupplementals (3.5)
Anchoring, Greater +1 bonus Armor or shield Magic Item CompendiumSupplementals (3.5)
Aporter 20,000 gp
Armor or shield Magic Item CompendiumSupplementals (3.5)
Armor of the fallen leaves 14th 17,350 gp
Body Magic Item CompendiumSupplementals (3.5)
Arrow of Biting 3rd 506 gp
Ammunition Magic Item CompendiumSupplementals (3.5)
Averter 13,000 gp
Shield Magic Item CompendiumSupplementals (3.5)
Axeblock +2 bonus Armor or shield Magic Item CompendiumSupplementals (3.5)
Balance 3,750 gp
Armor Magic Item CompendiumSupplementals (3.5)
Balance, Greater 18,750 gp
Armor Magic Item CompendiumSupplementals (3.5)
Balance, Improved 11,250 gp
Armor Magic Item CompendiumSupplementals (3.5)
Bane Blind 15,000 gp
Armor Magic Item CompendiumSupplementals (3.5)
Beastskin +2 bonus Armor Magic Item CompendiumSupplementals (3.5)
Blinking 15,000 gp
Armor Magic Item CompendiumSupplementals (3.5)
Blueshine 1,500 gp
Metal armor Magic Item CompendiumSupplementals (3.5)
Blurring +1 bonus Armor Magic Item CompendiumSupplementals (3.5)
Blurring, Greater +2 bonus Armor Magic Item CompendiumSupplementals (3.5)
‹‹ previous12next ›› (total 37 items)
3.5 Magic Item Slots

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.

Magic

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 nameKey abilityTrained onlyArmor check penalty
ConcentrationCON
CraftINT
DiplomacyCHA
HealWIS
KnowledgeInt
ProfessionWIS
SpellcraftINT
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 nameKey abilityTrained onlyArmor check penalty
ConcentrationCON
CraftINT
DiplomacyCHA
HealWIS
KnowledgeInt
ProfessionWIS
SpellcraftINT

D&d 3.5 Items

Also appears in

Spells for Dweomerkeeper





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