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Dungeons & Dragons 3.5 Index - Magic Items (Weapons, Armor)

Dungeons & Dragons 3.5 Index - Magic Items (Weapons, Armor)

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Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons
http://www.crystalkeep.com/d20Collected by Chet Erez (cerez@crystalkeep.com)
April 1, 2005
Table of Contents Page
Weapons & Ammunition..........................................................2
 
Magic Options for Weapons & Ammunition........................2
 
Weapons................................................................................6
 
Ammunitions.......................................................................13
 
Armors....................................................................................14
 
Magic Options for Armor....................................................14
 
Armors................................................................................17
 
Shields......................................................................................19
 
Magic Options for Shields...................................................19
 
Shields..................................................................................21
 
Appendix..................................................................................22
 
Revision History..................................................................22
 
Key to Sourcebooks.............................................................22
 
 
Dungeons & Dragons 3.5 Edition Index Magic Items Armor & Weapons April 1, 2005Magic Options for Weapons & Ammunition Page 2
Weapons & Ammunition
Magic Options for Weapons & Ammunition
Weapon Options
Type Description Aura Lvl RequirementsExtraas GPCostasBonus
Dispelling
 (PGF p119)
 
Any Weapon
 Dispel Magic (targeted)
on an opponent hit by the weapon as aFree Action. The wielder may decide to use the effect after the weapon has hit. Usable 1/day.FaintAbj5Craft Arms & Armor 
 Dispel Magic
+6,000 — 
Anchoring
 (DR309 p110)
 
Any Weapon
 Dimensional Anchor 
, for 1 minute on an opponent hit by thisweapon. The decision to use this ability is made after theweapon hits, but on the same round as the hit.Usable once per day.ModAbj7Craft Arms & Armor 
 Dimensional Anchor 
+11,200 — 
Doomwarding
 (PGF p120)
 
Any WeaponWeapon is created with 7 charges (which cannot be replaced).By spending 1 charge on the wielder’s turn, the wielder maytake an extra attack as a Free Action.By spending 1 charge, the wielder may reroll any one die atany time, but only once per round.StrongTrans13Craft Arms & Armor 
 Limited Wish
+38,500 gpon price+3,200 XP+14,000 gpto create — 
Spellblade
 (PGF p120)
 
Any WeaponThe wielder is immune to a single spell, which is chosen whenthe weapon is created. The spell must be one that is targetedon the wielder, not an area of effect spell.When targeted with the spell, the weapon absorbs it. On thefollowing round, the wielder may direct the spell at a target asa Free Action, or may let it drain harmlessly away.StrongAbj13Craft Arms & Armor 
Spell Turning 
+60,000 — 
Greater Dispelling
 (PGF p119)
 
Any Weapon
Greater Dispel Magic (targeted)
on an opponent hit by theweapon as a Free Action. The wielder may decide to use theeffect after the weapon has hit. Usable 3/day.ModAbj11Craft Arms & Armor 
Greater Dispel Magic
+79,200 — 
Greater Anchoring
 (DR309 p110)
 
Any Weapon
 Dimensional Anchor 
, for 1 minute on an opponent hit by thisweapon. The decision to use this ability is made after theweapon hits, but on the same round as the hit.Unlimited uses.ModAbj10Craft Arms & Armor 
 Dimensional Anchor 
+80,000 — 
Bane
 (DMG p224)
 
Any WeaponWhen created, the weapon has a designated target creaturetype. Against that creature type, the weapon gains an extra+2 attack bonus & does an extra +2d6 damage.ModConj8Craft Arms & Armor 
Summon Monster I 
 — +1
Blessed
 (BoED p113)
 
Any Weapon
 Bless Weapon
, always on. Specifically, the weapon does‘good’ damage (with regards to Damage Reduction) and anyThreatened Critical on an Evil opponent is automaticallyconfirmed (does not stack with ‘Keen’, ‘Vorpal’, etc.).FaintTrans5Craft Arms & Armor 
 Bless Weapon
 — +1
Blood Seeking
 (CWar p134)
 
Ranged or Ammo onlyIgnores the target’s Cover bonus. If target has Full Cover, butthere is an unobstructed path between the attacker & thetarget & the attacker knows where the target is, then the FullCover bonus is also ignored, but the target has TotalConcealment.Ability does not work against Plants, Oozes, Constructs, etc.ModDiv9Craft Arms & Armor 
 Arcane Eye
 — +1
Defending
 (DMG p224)
 
Melee onlyOnce per round as a free action, the wielder can transfer someor all of the weapon’s Enhancement bonus to his/her AC(bonus stacks with everything).ModAbj8Craft Arms & Armor 
Shield of Faith
–or– 
Shield 
 
 — +1
Deflecting
 (CWar p134)
 
Melee only Negate a ranged attack that hit the wielder by making a Reflexsave vs. DC 20 + weapon’s Enhancement bonus. May only be attempted once per round. You must be aware of theattack & not flat-footed.FaintTrans5Craft Arms & Armor 
 Entropic Shield 
 — +1
Distance
 (DMG p224)
 
Ranged only Doubles the weapon’s range increment.ModDiv6Craft Arms & Armor 
Clairaudience / Clairvoyance
 
 — +1
Earthbound
 (Eb p266)
 
Any WeaponIf the wielder and his/her opponent are both touching theground, the weapon had a +2 bonus to attack & damage rolls.If the wielder is flying, the weapon looses its Enhancement bonus on attack rolls (but keeps its +1 bonus due to beingMasterwork).ModConj9Bind Elemental
 Planar Binding, Lesser 
 — +1
Enfeebling
 (BoED p113)
 
Any WeaponOn a critical hit, the opponent takes 1d6+2 Strength damage(no save, SR applies).When hitting a creature not susceptible to critical hits, makethe confirmation roll anyway. If successful, the opponenttakes the Strength damage, but not the weapon’s criticalmultiplier.
(DMG p222)
 Faint Necro5Craft Arms & Armor 
 Ray of Enfeeblement 
 — +1
Flaming
 (DMG p224)
 
Any WeaponOn command, the weapon (or the ammunition it launches) does+1d6 of Fire damage.ModEvoc10Craft Arms & Armor 
 Flame Blade
 –or– 
 Flame Strike
–or– 
 Fireball 
 
 — +1
Frost
 (DMG p224)
 
Any WeaponOn command, the weapon (or the ammunition it launches) does+1d6 of Cold damage.ModEvoc8Craft Arms & Armor 
Chill Metal 
–or– 
 Ice Storm
 
 — +1
 
Dungeons & Dragons 3.5 Edition Index Magic Items Armor & Weapons April 1, 2005Magic Options for Weapons & Ammunition Page 3
Weapon Options
Type Description Aura Lvl RequirementsExtraas GPCostasBonus
Ghost Touch
 (DMG p224)
 
Melee onlyIgnores the normal 50% miss chance when fighting Incorporealcreatures.Can also be touched & moved (or even wielded!) by anIncorporeal creatureModConj9Craft Arms & Armor 
 Plane Shift 
 — +1
Keen
 (DMG p225)
 
Slashing &PiercingMelee onlyDoubles the weapon’s threat range.ModTrans10Craft Arms & Armor 
 Keen Edge
 — +1
Ki Focus
 (DMG p225)
 
Melee onlyMonks can use the following class abilities through theweapon:Stunning Attack, Ki Strike, & Quivering Palm.Anyone with Feat: Stunning Fist can use that ability throughthe weapon.ModTrans8Craft Arms & Armor Creator must be aMonk 
 
 — +1
Last Resort
 (CWar p135)
 
Melee onlyIf the wielder is Grappled, this weapon does not have thestandard –4 penalty to attack while Grappled.Also, the weapon does +1d6 damage for each size category thegrappler is larger than the wielder.ModTrans7Craft Arms & Armor 
 Freedom of Movement 
 — +1
Magebane
(CArc p143)
 
Any WeaponAgainst any creature that casts Arcane spells or has Arcanespell-like abilities, the weapon gains an extra +2 attack bonus& does an extra +2d6 damage.ModConj8Craft Arms & Armor 
 Dispel Magic
 — +1
Merciful
 (DMG p225)
 
Any WeaponOn command, the weapon does +1d6 damage but all damage issubdual.FaintConj5Craft Arms & Armor 
Cure Light Wounds
 
 — +1
Mighty Cleaving
 (DMG p225)
 
Melee onlyWielder with Feat: Cleave only:May make one additional Cleave attempt per round.ModEvoc8Craft Arms & Armor 
 Divine Power 
 — +1
Returning
 (DMG p225)
 
Thrown onlyAfter being thrown, the weapon returns to thrower at the startof the next round. It may be caught by its thrower as a FreeAction.ModTrans7Craft Arms & Armor 
Telekinesis
 — +1
Seeking
 (DMG p225)
 
Ranged only Negates the Miss Chance due to Concealment,
 Blur 
, etc. Theattack must be aimed at a hex containing a creature to work (i.e., it cannot find random Invisible foes in the battlefield).StrongDiv12Craft Arms & Armor 
True Seeing 
 
 — +1
Shock 
 (DMG p225)
 
Any WeaponOn command, the weapon (or the ammunition it launches) does+1d6 of Electrical damage.ModEvoc8Craft Arms & Armor 
Call Lightning 
–or– 
 Lightning Bolt 
 
 — +1
Spell Storing
 (DMG p225)
 
Melee onlyCan store one spell of up to 3
rd
level (must have a casting timeof 1 Standard Action).On a successful hit that does damage, the wielder can “cast”the spell as a Free Action on the opponent. This “emptiesthe weapon, leaving it ready for a new spell.StrongEvoc +aura of storedspell12 Craft Arms & Armor 
 
 — +1
Sure Striking
 (PGF p120)
 
Any WeaponOvercomes Damage Reduction as if it were ‘chaotic’, ‘evil’,‘good’, or ‘lawful’, whichever is most appropriate for thetarget.ModTrans6Craft Arms & Armor 
 Align Weapon
 
 — +1
Throwing
 (DMG p226)
 
Melee onlyWeapon becomes a throwing weapon with a range incrementof 10’.FaintTrans5Craft Arms & Armor 
Magic Stone
 — +1
Thundering
 (DMG p225)
 
Any WeaponOn a critical hit, the weapon does +1d8 in Sonic damage (+2d8if x3, +3d8 if x4) & the target must make a Fortitude save vs.DC 14 or become Permanently Deaf.When hitting a creature not susceptible to critical hits, makethe confirmation roll anyway. If successful, the opponenttakes the extra Sonic damage, but not the weapon’s criticalmultiplier.
(DMG p222)
A weapon cannot have both ‘Roaring’ & ‘Thundering’ options.Faint Necro5Craft Arms & Armor 
 Blindness / Deafness
 — +1
Vicious
 (DMG p226)
 
Melee only +2d6 damage to opponent & 1d6 damage to wielder.Mod Necro7Craft Arms & Armor 
 Enervation
 
 — +1
Waterborn
 (Eb p266)
 
Any WeaponWhen the weapon is used underwater, the penalties for fightingunderwater are negated.If the wielder is on land and attacks a foe who is underwater,the foe looses the Cover bonus to AC granted by the water.Piercing weapons only:If both the wielder and the opponent are underwater, theweapon has a +2 bonus on attack & damage rolls.ModConj9Bind Elemental
 Planar Binding, Lesser 
 — +1
Anarchic
 (DMG p223)
 
Any Weapon+2d6 damage vs. Lawful opponents.Weapon is ‘chaotically’ aligned, for purposes of DamageReduction.Lawful creature only:1 Persistent Negative Level.ModEvoc[chaos]7Craft Arms & Armor 
Chaos Hammer 
Creator must beChaotic — +2
Axiomatic
 (DMG p223)
 
Any Weapon+2d6 damage vs. Chaotic opponents.Weapon is ‘lawfully’ aligned, for purposes of DamageReduction.Chaotic creature only:1 Persistent Negative Level.ModEvoc[law]7Craft Arms & Armor 
Order’s Wrath
Creator must beLawful — +2

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