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Complete Dragon & Dungeon Magazine 3.

5 Magic Items – Introduction

CONTENTS
Introduction to the 4.0 version…………………………...1 Chapter 5: Grafts………………………….........................153
Introduction………………………….....................................1 Chapter 6: Magic Face Paints…………………………..155
Item Descriptions…………………………...........................2 Chapter 7: Magic Item Sets…………………………......159
Images…………………………...............................................2 Archmage’s Apparel…………………………..................159
Who Am I? …………………………......................................2 Bardic Ensemble…….…………………….......................161
Chapter 1: Armor………………………….............................3 Sorcerer’s Regalia…...……………………........................162
Armor Properties…………………………............................3 Chapter 8: Magic Poison Qualities…….………………164
Specific Armor and Shields…………………………..........4 Chapter 9: Warforged Magic Items……………………166
Chapter 2: Weapons………………………….....................10 Chapter 10: Vehicles……………………………………171
Weapon Properties…………………………......................10 Chapter 11: Vehicle Augments………...………….……174
Specific Weapons………………………….........................13 Appendix 1: Magic Items by price……………………..177
Chapter 3: Clothing…………………………......................34 Appendix 2: Magic Items by level……………………...189
Chapter 4: Tools………………………….............................74 Appendix 3: Magic Items by source………….…...……193

Every item here has been entered by OCR and


INTRODUCTION TO painstakingly proofread. In some cases, the OCR was so bad
that entire items had to be completely manually transcribed.
Most items appear as they did in the magazine with these
THE 4.0 VERSION exceptions:
• Whenever an item description was apparent in the text
In this version, I added over 150 items from DUNGEON it was broken out and moved to the top and italicized
MAGAZINE! There was no “official” launch magazine for 3.5 to fit the new format. This sometimes meant changing
for DUNGEON MAGAZINE, meaning, there was no single issue the original text for readability. For instances, “it” or
that had stamped “First Issue D&D 3.5” the way DRAGON “this” was changed to the item name or part of the item
MAGAZINE did. However, DRAGON MAGAZINE’s first 3.5 issue name.
was released in June of 2003, therefore, I assumed DUNGEON
• For a few issues a new standardization was adopted
MAGAZINE 100, which was released in the same month, to be
that was not the final standardization found in the
the first 3.5 issue.
MAGIC ITEM COMPENDIUM. These items were the most
Also, I went back through the issues of DRAGON MAGAZINE
changed since there entries were often redundant. For
and added some items I missed the first time around and
example, there was an “activation” section which was
some items I just plain skipped such as the magic item sets.
sometimes unnecessary and eliminated or was
Formatting has been changed in an attempt to emulate the
repeated in another section labeled “description”.
MAGIC ITEM COMPENDIUM more closely. Chapters were
added and two columns were changed to three. • Text that was simply informational (i.e. had no bearing
I hope everyone enjoys this release. I don’t see any more on game play), was broken out and moved to a section
additions in the future unless I add some web content. called “Lore”.
Hmm… • Text that told what body slot the item uses was
eliminated.
INTRODUCTION • Some items coming from DUNGEON MAGAZINES had
adventure specific text omitted or changed to read
I started compiling items for my own benefit quite more generally. Any changes had no impact on how
sometime ago. There is so much information in each the magic item operates or its statistics.
magazine that it is nearly impossible to remember where it
all came from. With every magic item in one place I could Any changes are by no means detrimental to the actual
quickly search through them and see if anything fits into my item. I have not changed a single word because I didn’t like
campaign. it. Anything that was changed or eliminated was done with
With the advent of the MAGIC ITEM COMPENDIUM, WotC a specific reasoning in mind. If for any reason you do not
released a new format for magic items. I went back through trust my judgment, feel free to reference the actual
my old entries and decided to convert them all to this new magazine. However, I feel confident everything has been
format. What better time to finish this project than with the entered relatively correctly.
demise of 3.5. Since there is no new “official” 3.5 material this
compilation can be closed forever. I hope some one finds this
useful.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Introduction

ITEM DESCRIPTIONS IMAGES


Below is a reference as to how items were converted. I tried All images that appeared along with the items are
to reason through these as best I could (especially reproduced here with one exception – Arrows of Glory came
activations). A value of “Unknown” was assigned when a stat from a bad scan and the image itself is rather unimpressive.
was not given in the article or the appropriate value was not Instead of taking the time to clean it up I opted to just not
apparent. include it.
Prices: Prices have not been altered or added. Artifacts Some images come from really bad scans. There is nothing
have been listed as “Priceless” rather than ––. I can do about that. If you want better images, buy the
Item Level: The item level for items has been assigned magazines or find better scans of the images.
based on Table 6-3: Item Levels By Price on page 226 of the No images were drastically altered except to remove text
MAGIC ITEM COMPENDIUM. around images or to create white space.
Body Slot: Body slots were based on similar items found in Most images have the item name tagged along with it.
the MAGIC ITEM COMPENDIUM along with referencing the Some names have been omitted if, due to positioning, it was
entries under Body Slots on page 218. Some items were obvious as to what the item was.
changed from the original listing to match this new
classification (for instance, some masks were listed as a Head WHO AM I?
slot when they should be listed as Face or a robe may have Plain and simple: nobody. I’m not a graphic artist. I do not
been listed as Torso when it should have been Body). design layouts for magazines or newsletters of any sort.
Caster Level: This was never a problem and has not been While I would love to say who I am, I’d rather not be hassled
modified in any way. for creating this compliation for the gaming community. I
Aura: DC’s for auras were calculated based on the detect often go by the name of EldritchHorror or some variation
magic spell – ½ caster level + 15. Auras were not changed or and sometimes can be found as Strider.
added in any way. Look for my other compliations: Arms and Equipment,
Activation: If DRAGON MAGAZINE is 100% official Feats and Flaws, Monsters, and Spells.
content, I am surprised at the lack of continuity between the
magazine and the books. Although, doing this project I can
see how easy it is to make mistakes or forget formatting. The
MAGIC ITEM COMPENDIUM lists action types with a qualifier
(such as command, mental, or manipulation) and items using
the new layout in the later DRAGON MAGAZINE’s seem to
omit this. Also, in the MAGIC ITEM COMPENDIUM, multiple
activations are listed (such as –– and Standard (command)),
the items in the magazine don’t list activation like this.
Weight: Weight has never been assumed when not given
other than to list a non-weight for items such as rings,
brooches, or similar items that should weigh less than 1 lb. I
took it upon myself to list the items that were greater than 1
lb. in weight in the plural (lbs.) instead of the silly standard
(which of all the standards they seem to have stuck to) of
listing something as lb.
Source: Here I listed from which magazine and article the
item appeared.
Prerequisites: These have not been changed and have not
been assumed in the case where none was given.
Cost to Create: Any creation costs listed are from the
magazine when given. I contemplated adding these myself
but didn’t feel confident enough that they would be correct.
Trying to work backwards through some of the items didn’t
always yield the expected result. Cost to Create is left up to
the reader to determine.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Armor Properties
materials or the price of the
BLADEJINX
CHAPTER 1: masterwork armor or shield itself) of
greater than 200,000 gp. For armor or Price: +2 bonus
shields that exceed these limits, see Caster Level: 9th
ARMOR EPIC LEVEL HANDBOOK.
Unless noted otherwise in the
Aura: Moderate; (DC 19) abjuration
Activation: ––
Source: Dragon 339 (Class Acts:
ARMOR
property’s Property entry, each
special property in this chapter can be Hexblade Curses)
added either to a suit of armor or
PROPERTIES shield. Bladejinx armor harnesses the
hexblade’s power to manipulate
To add a special property to a shield
fortune. A hexblade wearing
or suit of armor, the shield or armor
bladejinx armor can, up to three times
must already have at least a +1
per day, force an enemy who just
enhancement bonus. A single suit of
confirmed a critical hit to reroll his
armor or shield cannot have a modifi
confirmation roll. The foe must take
ed bonus (enhancement bonus plus
the result of the second roll.
special ability bonus equivalents)
Prerequisites: Craft Magic Arms and
higher than +10, nor can it have a
Armor, creator must be a hexblade.
market price (not counting special

A secret, well‐guarded vault holds the Treasures of Greyhawk

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
of fatigue caused by traveling. Combat
SPECIFIC ARMOR and other conditions (such as swimming,
raging, and certain spells) fatigue the
AND SHIELDS wearer normally.
Prerequisites: Craft Magic Arms and
The following suits of armor and
shields are usually constructed with Armor, bear's endurance, resist energy.
exactly the properties described here.
You can increase the enhancement ARMOR OF THE
bonus of these armors and shields or add
more special properties, just as you WOODLAND
would for any other item. The items in Price (Item Level): 75,755 gp (19th)
this section are arranged alphabetically. Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
AGUSTINIUS’S FOLLY Activation: –– and Standard (command)
Price (Item Level): 6,000 gp (10th) Weight: 1 lb.
Body Slot: Body Source: Dragon 322 (Sneaky, Stealthy,
Caster Level: 8th & Stylish: New Magic Items for
Aura: Moderate; (DC 19) enchantment Assassins, Rogues, and Bards)
Activation: Full (command) and Free
Weight: 35 lbs. The armor, which is almost as light as a
Source: Dragon 324 (Magic Shop: Power Arboreal Armor wool shirt, looks like a jumbled pile of crushed
At A Price) leaves, broken branches, and thin pieces of
automatically regenerates damage dealt bark.
This +2 banded mail grants its wearer to it at the rate of 1 hit point per hour.
the ability to inspire courage once per The wearer can cast entangle three times Shaped in the form of a leather vest, a
day as an 8th-level bard. To activate the per day, and the armor itself casts suit of armor of the woodland comes
ability, the wearer must use a full-round goodberry every morning at dawn, complete with shoulder pads, elbow
action to give an inspiring speech. The growing five berries from its own form. protectors, and greaves. The most
ability lasts for as long as the wearer Prerequisites: Craft Magic Arms and common of these suits are of a dark green
keeps speaking (which is a free action) +5 Armor, entangle, goodberry. color, but shades can vary from bright
rounds. reds and oranges to pale yellows and
Unfortunately, the magic of this armor greens.
is unstable, and 10% of the time, the ARMOR OF THE LONG Armor of the woodland is a suit of +3
ability does not work and instead panics
all affected creatures for 10 rounds. JOURNEY leather armor. Whenever the wearer of
such a suit of armor travels through a
Prerequisites: Craft Magic Arms and Price (Item Level): 39,650 gp (17th) forest, he adds 10 feet to his base land
Armor, creator must be a bard. Body Slot: Body speed and gains the trackless step ability
Caster Level: 6th of druids. The armor's most impressive
Aura: Moderate; (DC 18) abjuration
ARBOREAL ARMOR Activation: ––
power allows its wearer to enter trees and
magically transport from one to another
Price (Item Level): 16,000 gp (14th) Weight: 25 lbs. three times per day. This ability works
Body Slot: Body Source: Dragon 328 (Bazaar of the just like the tree stride spell as cast by a
Caster Level: 5th Bizarre: Treasures of the Elven Empire) 9th-level druid.
Aura: Faint; (DC 17) abjuration
Prerequisites: Craft Magic Arms and
Activation: –– and Standard (command) A suit of armor of the long journey is made Armor, woodland stride ability or pass
Weight: 15 lbs. from a mundane-looking steel alloy bearing without trace, tree stride.
Source: Dragon 326 (Magic Shop: no special marks or runes. While the armor
Nature Unleashed) appears bulky, a closer inspection reveals that
it is actually as light as a chain shirt.
Arboreal armor appears as plates of bark
held together by vines and covered with Armor of the long journey protects its
patches of moss. The armor has an earthy wearer as a suit of +2 full plate armor of cold
smell, and it is favored by wood elves, who resistance. The suit, however, is so light
find it especially suited to their naturalistic that its owner can move at his normal
taste. base land speed, rather than the reduced
land speed caused by normal full plate.
Druids created arboreal armor for their The armor of the long journey also aids its
ranger allies so they might better defend wearer in carrying great loads. While
the wilds against despoilers. wearing this armor, the owner treats all
Arboreal armor functions as a set of +2 medium loads as light loads, and all
leather armor. Its appearance gives the heavy loads as medium loads.
wearer a +4 bonus on Hide checks made Furthermore, the wearer of armor of the
in forested settings. The armor long journey never suffers from the effects Armor of the Woodland

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
can cast spells while wearing it without
ARMOR OF ARMS OF THE JAEZRED the risk of arcane spell failure.
THROR CHAULSSIN Prerequisites: Craft Magic Arms and
Price (Item Price (Item Level): 92,250 gp (20th) Armor, Still Spell, disguise self, jump,
Level): 60,750 gp Body Slot: Body silence.
(18th) Caster Level: 12th
Body Slot: Body Aura: Strong; (DC 21) transmutation BREASTPLATE
Caster Level: 13th Activation: ––
Aura: Strong; (DC 21) abjuration Weight: 10 lbs. OF HARDINESS
Activation: –– Source: Dragon 322 (Heroes of the War Price (Item Level):
Weight: 50 lbs. of the Spider Queen Part III) 43,350 gp (17th)
Source: Dragon 323 (Magic Shop: Body Slot: Body
Treasures of the Dwarven Holds) This excellent armor is a suit of +4 Caster Level: 9th
mithral blueshine chain shirt of nimbleness. Aura: Strong; (DC 19)
This armor is a set of beautifully crafted The nimbleness property increases the abjuration
half-plate. Fashioned from solid gold with mithral chain shirt's maximum Dexterity Activation: ––
many intricate patterns etched into the metal, bonus to +8; the blueshine property Weight: 30 lbs.
these suits hold Thror's heraldic symbol upon renders the armor (but not necessarily Source: Dragon 323 (Magic Shop:
the breastplate: the face of a mighty boar the wearer) immune to acid and rust Treasures of the Dwarven Holds)
holding a rose between its clenched teeth. attacks and confers a +5 circumstance
Although most people do not recognize this bonus on Hide checks. Finally, the A breastplate of hardiness is a blood-
ancient and prestigious symbol, many wearer of the arms of the Jaezred Chaulssin red +3 fire resistance breastplate that grants
dwarves do. gains a +3 luck bonus on all saving its wearer a number of temporary hit
throws. points equal to his Constitution score.
An armor of Thror is a +2 fortification Prerequisites: Craft Magic Arms and Whenever the wearer of a breastplate of
(heavy) half-plate. In addition, if an enemy Armor, cat's grace, resistance, 5 ranks in hardiness takes damage, subtract the
makes a melee attack that would Craft (alchemy). armor's temporary hit points first. Once
normally cause a critical hit or sneak the amount of temporary hit points drops
attack, the armor strikes that foe with a to 0, the wearer takes damage as normal.
bolt of energy that deals 8d6 points of BATTLEPLATE A breastplate of hardiness regenerates lost
electricity damage. An attacker who Price (Item Level): 31,050 gp (16th) temporary hit point at a rate of 1 per hour
makes a DC 14 Reflex save suffers only Body Slot: Body until all of its temporary hit points are
half damage. Caster Level: 9th available again. The armor grants a
Prerequisites: Craft Magic Arms and Aura: Moderate; (DC 19) transmutation wearer temporary hit points as long as
Armor, lightning bolt. Activation: –– and Standard (command) the armor is worn, and the hit points
Weight: 30 lbs. vanish if the armor is removed.
Source: Dragon 333 (Bazaar of the
ARMS OF HOUSE Bizarre: Treasures of the Gnome Hills)
Prerequisites: Craft Magic Arms and
Armor, bear's endurance, resist energy.
MELARN
Otherwise unremarkable in appearance, an
Price (Item Level): 85,300 gp (20th)
etching of a wide maple tree with golden FEDOR’S SHIELD
Body Slot: Body Price (Item Level): 16,157 gp (14th)
leaves decorates this armor's glistening silver
Caster Level: 12th breastplate. Body Slot: –– (held)
Aura: Strong; (DC 21) transmutation Caster Level: 8th
Activation: –– A suit of battleplate is a +2 mithral Aura: Moderate; (DC 19) transmutation
Weight: 20 lbs. breastplate of improved silent moves. The Activation: ––
Source: Dragon 312 (Rogues Gallery: armor bears a glamour that allows its Weight: 2 lbs.
The Heroes of the War of the Spider wearer to change the battleplate's Source: Dragon 349 (Web Supplement:
Queen Part II) appearance to that of a simple tunic, The Horde – Barbarians of the Endless
making it possible to wear the armor in a Waste)
This armor is a suit of +5 elven populated area without rousing
chainmail of nimbleness that also grants the suspicions. This simple-looking round burgundy-
wearer a +4 enhancement bonus to Finally, in addition to colored shield bears a large white star
Strength. The nimbleness property raises the Move Silently bonus emblazed upon it. A battered metal
the maximum Dexterity bonus of the granted by the armor's disk in the center of the star
armor to +6 and reduces the armor check improved silent reinforces the lightwood shield.
penalty to -1. moves, battleplate Although simple in its design, a
Prerequisites: Craft Magic Arms and grants its wearer a +5 closer look at Fedor’s shield
Armor, bull's strength, cat's grace. competence bonus on reveals its masterwork quality as
Jump and Tumble checks. well as its remarkable lightness.
Because its mithral The scent of freshly cut lightwood
construction makes also lingers around the item,
battleplate light armor, bards regardless of its age.
Fedor’s Shield

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
This beautiful and surprisingly light
large shield grants stability to anyone ICE ARMOR OF THE QUAAL’S
who carries it. NORTHLANDS SURREPTITIOUS
Fedor’s shield is a +2 heavy wooden shield Price (Item Level): 58,650
of bashing, but the item only weights 2 gp (18th) ARMOR OF
pounds and confers no armor check
penalty. Furthermore, if you have heavy
Body Slot: Body EXPEDIENCE
Caster Level: 7th Price (Item Level):
shield proficiency, you gain a +4 bonus Aura: Moderate; (DC 18)
on checks made to resist being bull 65,250 gp (19th)
evocation Body Slot: Torso
rushed or tripped whenever you wield
Activation: –– Caster Level: 12th
Fedor’s shield.
Weight: 100 lbs. (Large) Aura: Strong; (DC 21)
Lore: Few of the shields fashioned by or 50 lbs. (Medium)
Fedor remain, and those original items transmutation
Source: Dragon 345 Activation: Standard
frequently sell for as much as four times
(Bazaar of the Bizarre: For (command)
their actual value as magic items when
and Against The Giants) Weight: 12.5 lbs.
sold to collectors. Weaponsmiths and
armorers long ago uncovered how to Source: Dragon 359
This full plate armor is (Treasures of Greyhawk:
make copies of Fedor’s famous shield, ice-blue and shrouded in
and these copies are not uncommon— Magic of the Company of
frost. The interior is lined Seven)
especially on the high plains. with thick fur. When
Prerequisites: Craft Magic Arms and worn, it exudes an
Armor, bull’s strength, levitate. Dark feathers and a rabbit’s foot
extremely cold white Ice Armor
Cost to Create: 8,157 gp, 646 XP, 16 days. hanging near the waist adorn this
mist. of the mithral rune-etched chain shirt.
Northlands
FOOL'S PLATE, THE The armor of the
This +4 twilight mobility mithral
Price (Item Level): 7,200 gp (11th) northlands wreathes
chain shirt (+8 armor bonus; armor
Body Slot: –– (held) you in a supernatural icy
check penalty of -1) completely
Caster Level: 3rd mist that deals cold damage
negates its arcane spell failure
Aura: Faint; (DC 16) illusion to nearby creatures.
chance. Mithral and the twilight
Activation: –– and Standard (command) Ice armor of the northlands is +1 full plate
ability of this armor reduces its armor
Weight: 3 lbs. that wreathes you in a supernatural icy
check penalty to 0% while the mobility
mist at all times that deals 2d6 points of
Source: Dragon 324 (Magic Shop: Power ability grants you the benefit of the
At A Price) cold damage each round to all creatures
Mobility feat even if you do not meet the
within 10 feet of you (if Large or larger)
prerequisite. In addition, you gain the
At first glance, this item appears to be nothing or to all creatures within 5 feet of you (if
ability to cast fly and longstrider as spell-
more than a silver platter. Medium or smaller). The armor deals the
like abilities once each per day.
same damage to you each round.
Lore: Quaal learned the craft of magic
When used as a buckler, it acts like a +1 Fire giants have also realized the
late in his career, but he never lost the
buckler and its mirrored face forces potential for this armor, and thus variants
desire to draw his sword and enter the
anyone who attacks the wielder to make a that wreathe the wearer in flames and
fray. To maximize his mobility and the
DC 10 Will save or come under the effect deal fire damage instead of cold damage
cast spells in melee he crafted this piece
of a daze spell. The wielder can also use exist.
of armor.
the shield once per day to cast hypnotic Characters can resize Large armor to fit
Prerequisites: Craft Magic Arms and
pattern. Unfortunately, whenever either a Medium wearer by succeeding at a DC
Armor, cat’s grace, fly, longstrider.
of these spells are invoked, the shield's 20 Craft (amorsmithing) check.
Cost to Create: 33,250 gp, 2,560 XP.
user must make the same save as his Lore: A DC 20 Knowledge (arcana) or
target or be affected by the same effect. Knowledge (history) check provides the
Prerequisites: Craft Magic Arms and following information. RUNE ARMOR [MINOR
Brynja Skjaldvör, the infamous frost
Armor, daze, hypnotic pattern.
giantess, crafted the first ice armor of the ARTIFACT]
northlands for herself jealously guarding Price (Item Level): Priceless
The Fool’s the secret of its creation. With her Body Slot: Body
Plate fearsome warbands in tow she scourged Caster Level: 20th
the northlands, conquering settlement Aura: Strong; (DC 25) abjuration,
after settlement. The bards of the divination, illusion, necromancy, and
northlands sing forlorn tales of her transmutation
cruelty, noting her ferociousness in Activation: –– and Free
battle and her legendary freezing armor. Weight: 15 lbs.
Prerequisites: Craft Magic Arms and Source: Dungeon 139 (Castle Maure:
Armor, fire shield. The Greater Halls)

This suit of armor appears to have been


cobbled together from several different types of

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
armor. The components all appear corroded Source: Dragon 328 (Bazaar of the
and old, but on each piece glows an inset rune. Bizarre: Treasures of the Elven Empire) A +4 animated buckler. Once per day,
Each rune has a unique shape and color, and the wearer can command it to spit
a corresponding power usable by the armor's Shields of obstruction are spiked light burning venom. The venomous spittle
occupant. wooden shields most commonly shaped into requires a ranged touch attack at the
the form of pointed-edged leaves. Along with wielder's ranged attack bonus. Its range is
The armor itself functions as a mithral countless battle scars, each is covered with 30 feet, and it deals 1d4+6 points of fire
breastplate +4. intricate carvings of vines that bristle with damage. Like a poison spell, the venom
Activating one of the runes on the protruding thorns. This tangled motif often also deals 1d10 points of Constitution
armor is a free action, although only one circles the ancient insignia of the elven house damage (Fort DC 17 negates) and an
rune may be activated per round. Once the shield's original owner served. additional 1d10 points of Constitution
activated, a rune's power remains active damage 1 minute later.
for 10 rounds. Only two runes can be A shield of obstruction is a spiked +3 light The spiteful imp also has an unusual
active at any given time, and each rune wooden shield that can grow a wall of tendency to titter in evil mirth whenever
can only be activated up to 3 times before thorns, as per the spell, once per day. This it deflects an opponent's weapon-a
they become dormant. A dormant rune wall of thorns is 90 feet long and 10 feet disquieting but otherwise harmless
can be awakened by applying a specific thick and lasts 90 minutes. It must be quality.
potion or magic oil that has been created in a straight line and is not Prerequisites: Craft Magic Arms and
enhanced by an obscure alchemical shapeable by the wielder. Armor, animate objects, poison, produce
catalyst invented long ago by Bersteck Prerequisites: Craft Magic Arms and flame.
Maure. A dose of rune catalyst is worth Armor, wall of thorns.
500 gp and has no additional powers of
its own–the exact formula for creating STAR TORTOISE SHIELD
this silvery liquid is known to Bersteck SHIELD OF THE SUN Price (Item Level): 18,157 gp (15th)
Maure and few others. Currently, each Price (Item Level): 74,170 gp (19th) Body Slot: –– (held)
rune has only one activation remaining Body Slot: –– (held) Caster Level: 9th
before it needs to be wakened again. Caster Level: 13th Aura: Moderate; (DC 19) abjuration
The powers of the runes (and the Aura: Strong; (DC 11) evocation Activation: ––
potion required to awaken them) are as Activation: –– and Standard (command) Weight: 12 lbs.
follows. Weight: 15 lbs. Source: Dragon 335 (Bazaar of the
Hoof (Black, oil of magic Source: Dragon 342 (Age of Worms: Bizarre: Swamp Swag)
vestment): Grants DR 10/magic and Wormfood – Surviving the Age of
immunity to bull rush, tripping, and Worms Adventure Path – Forgotten Lizardfolk make these large, oval shields
overrun attempts. Magic) out of the tough shells of tortoises. The shields
Claw (Green, oil of keen edge): Any are usually dark green, blue, or black with
slashing or piercing weapons currently A heavy steel shield with a highly polished yellow or red patterns radiating out from the
wielded gain keen edge and are poisoned concave reflective surface that contains a large center like a starburst.
with black lotus extract (Fort DC 20, 3d6 golden gem at its center.
Con/3d6 Con). The bearer of such a shield gains both
Sword (Silver, oil of greater magic The Shield of the Sun is a +2 heavy steel its mundane defense but also some of the
weapon): Any weapon currently wielded shield. Twice per day, on command, the tortoise's natural defenses.
gains a +5 enhancement bonus. The gem can ignite a brilliant beam of A star tortoise shield is a +3 heavy
wielder cannot be disarmed. sunlight, blinding the living and wooden shield that also grants its bearer a
Shield (Blue, potion of destroying the undead. This effect is +1 natural armor bonus. In addition, it
displacement): Grants a +4 deflection equivalent to a sunbeam spell (caster level renders its bearer immune to the
bonus to AC and displacement (50% miss 13th). decapitating ability of a vorpal weapon or
chance). Prerequisites: Craft Magic Arms and similar effects.
Wing (Gold, potion of fly): Grants a Armor, sunbeam. Prerequisites: Craft Magic Arms and
60 ft. fly speed (perfect). Armor.
Eye (Red, potion of arcane sight): SPITEFUL IMP
Protects the wearer from blindness and Price (Item Level): 46,245 gp (17th) TRUEWORD BUCKLER
grants the ability to see invisibility and Body Slot: –– (held) Price (Item Level): 27,415 gp (16th)
arcane sight. Caster Level: 12th Body Slot: –– (held)
Aura: Strong; (DC 21) evocation, Caster Level: 13th
SHIELD OF necromancy, and transmutation Aura: Strong; (DC 21) abjuration
Activation: –– and Standard (command) Activation: –– and Standard (command)
OBSTRUCTION Weight: 3 lbs. Weight: 3 lbs.
Price (Item Level): 27,403 gp (16th) Source: Dragon 312 (Rogues Gallery: The Source: Dragon 333 (The Relics of
Body Slot: –– (held) Heroes of the War of the Spider Queen Faerûn: Gifts From The Gods)
Caster Level: 9th Part II)
Aura: Moderate; (DC 19) transmutation
Activation: Standard (command) A small mithral shield forged in the shape
Weight: 5 lbs. of an imp's face grinning in malicious glee.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
To a follower of Torm, the True God, the
item's material is immediately apparent; it is UNICORN’S SHIELD
Torm's own skin. While the unenlightened Price (Item Level): 9,170 gp (12th)
sees only a leather clad buckler, a follower of Body Slot: –– (held)
Torm sees, burned into the flesh, the word Caster Level: 6th
"truth" written in ten different languages. Aura: Moderate; (DC 18)
transmutation
The relic acts as a +4 darkwood buckler Activation: –– and See text
and grants the wearer two additional Weight: 15 lbs.
powers. Once per tenday, the wearer can Source: Dragon 340 (Bazaar of the
discern lies, like the spell heightened to Bizarre: Items of the Zodiac)
5th level. A DC 17 Will save resists this
effect. Additionally, the buckler can This white heavy shield is emblazoned
activate the spell hand of Torm with the sign of a unicorn.
presented in Magic of Faerûn) once per
day. A DC 16 Fortitude save resists The unicorn's shield is an adamantine +2
Unholy Bloodshield heavy shield and if it is used to make a
this effect. Both effects are cast at 9th-
level. shield bash attack as part of a charge, its
Relic Power: To use this relic, you true magical nature becomes apparent.
must worship Torm and either sacrifice a The shield bestows an additional +2
5th-level divine spell slot or have the UNHOLY BLOODSHIELD bonus to AC for 1 round and the shield
True Believer feat and at least 9 Hit Dice. [RELIC] bash attack deals double normal damage.
These benefits apply only during a
At the DM's discretion, the Hit Die Price (Item Level): Priceless
restriction can be lowered if you are one charge.
Body Slot: –– (held)
of the Martyr's Progeny. Prerequisites: Craft Wondrous Item,
Caster Level: Unknown
Lore: One of the greatest sacrifices in bull’s strength, shield of faith.
Aura: Unknown
the Time of Troubles took place in the Activation: –– and Standard (command)
harbor of Tantras. Torm the True, Weight: Unknown
bolstered to towering size, killed Bane- Source: Dragon 356 (Core Beliefs:
only to die himself from the struggle. His Hextor)
sacrifice was coupled with those of
thousands of faithful, who willingly gave This buckler drips blood and trails gray
their lives so that Torm could prevail. energy whenever the wielder is angry or
Since the True One was restored to life severely wounded. Its spikes are actually six
by the overgod Ao, these shields have iron arrows projecting through the metal of
appeared on the forearms of the Martyr's the shield (paralleling the design of Hextor's
Progeny, group of devout adolescents holy symbol).
orphaned by the crisis in Tantras.
Prerequisites: Craft Magic Arms and On command, this +4 mithral spiked
Armor, Sanctify Relic, discern lies, hand of buckler changes to a +4 mithral spiked light
Torm, creator must worship Torm. shield and the spikes gain the wounding
property (the spikes are not useable
unless in light shield form).
The shield (in either form) counts as a
holy symbol of Hextor for anyone who
casts divine spells.
Lore: For many years, this item was
stored in the Battlehall of the Unholy
Bloodshield in the palace at Rauxes
(which was also the headquarters of the
legion sharing the item's name), but it
vanished around the time of the
mysterious attack that ruined the capital.
It has been missing ever since, with no
signs or even any substantiated rumors
placing it in the hands of anyone else.

Unicorn Shield
Trueword Buckler

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Armor/Shields
WARDUKE’S HELM
[MAJOR ARTIFACT]
Price (Item Level): Priceless
Body Slot: Head
Caster Level: Unknown
Aura: Unknown
Activation: –– and Standard (command)
Weight: Unknown
Source: Dungeon 105 (Critical Threats –
Warduke - Hierarch of the Horned
Society)

Warduke gained his helm from the


Unnameable Hierarch himself as
payment for a particularly destructive
and successful mission. The helm is
infused with powerful evil, and bestows 2
negative levels on any non-evil creature
that puts it on. If a lawful good creature
puts on the helm, the faceplate vanishes
and long spikes begin to grow from the
inner surface of the helm, dealing 2d6
points of slashing damage per round to
the victim.
An evil creature gains several benefits
by wearing the helm. It grants low-light
vision to the wearer, as well as a natural
armor bonus equal to his Charisma
modifier (minimum of +1). The wearer
gains a +10 competence bonus on
Intimidate checks. The wearer also gains
SR 10 + his character level, as well as
complete immunity to all Charm effects.
The faceplate of the helm is set with
three rubies, one of which is much larger
than the other two. The two smaller
rubies each allow the wearer to cast a
quickened still silent death knell. When
the user casts this spell, one of the two
small rubies glows red for the duration of
the effect. As long as a ruby is glowing, it
cannot cast a death knell; thus, Warduke
can be under the effects of two death
knells from his helm at a time.
The large ruby can store a single spell
of up to 6th level, as a ring of spell storing.
The wearer can cast this spell as a
quickened still silent spell. Warduke
typically keeps a word of recall spell stored
here for emergencies.
Warduke wearing his helm

9
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Weapons Properties
A superior dispelling weapon allows
ANCHORING, GREATER
CHAPTER 2: Price (Item Level): +80,000 gp (19th)
the wielder to use dispel magic as a
standard action in a 5 foot radius
Caster Level: 10th centered on the wielder. The item grants
WEAPONS Aura: Strong; (DC 20) abjuration
Activation: Free (mental)
only the use of, the area dispel function
of the spell, not the targeted dispel or
Source: Dragon 309 (Incursion: A World counterspell functions.
Under Siege - Fighting The Githyanki) Prerequisites: Craft Magic Arms and
WEAPON A weapon with this property is
Armor, greater dispel magic.
identical to one with the anchoring
PROPERTIES property, except that there is no limit to FORGETFUL
A weapon with a special property must the use of the dimensional anchor ability, Price: +1 bonus
have at least a +1 enhancement bonus. and the effect lasts for 10 minutes. Caster Level: 7th
You can’t simply have a flaming Prerequisites: Craft Magic Arms and Aura: Moderate; (DC 18) enchantment
longsword—it would have to be at least a Armor, dimensional anchor. Activation: ––
+1 flaming longsword. A single weapon Source: Dragon 316 (Cloak & Dagger:
Gear, Gadgets, and Gizmos for Your
cannot have a modified bonus
(enhancement bonus plus property
BERSERKER Game)
Price: +1 bonus
bonus equivalents) higher than +10, nor
Caster Level: 7th This property can be placed only on a
can it have a market price (not counting
Aura: Faint; (DC 18) evocation bludgeoning weapon. On a critical hit, a
special materials or the price of the
Activation: –– creature struck by a forgetful weapon
masterwork weapon itself) of greater
than 200,000 gp (or 200,000 gp for each Source: Dungeon 137 (Man Forever) must succeed at a DC 20 Fortitude save,
end of a double weapon). For weapons or the creature also loses all memory of
that exceed these limits, see EPIC LEVEL When the wielder is raging, a berserker the events that occurred within the
HANDBOOK. weapon's enhancement bonus increases previous hour, including faces, actions,
Unless noted otherwise in the Property by +2. and names. The creature may defend
entry, each special property in this Prerequisites: Craft Magic Arms and itself normally and does not lose
chapter can be added to any weapon. Armor, divine power or prepared spells because of this ability,
Some properties can be applied only to a rage. regardless of when they were prepared.
particular category of weapons, and are so Prerequisites: Craft Magic Arms and
noted. A few properties can be added DEMENTIA Armor, modify memory.
only to a smaller subset of a category Price: +2 bonus
(such as projectile weapons); this fact is
stated in the item’s Property entry.
Caster Level: 7th HEXBURST
Aura: Moderate; (DC 18) Price: +1 bonus
The items in this section are arranged abjuration Caster Level: 5th
alphabetically. Activation: Standard Aura: Faint; (DC 17) evocation
(command) Activation: See text
ANCHORING Source: Dungeon 116 (Asylum) Source: Dragon 339 (Class Acts:
Price (Item Level): +11,200 gp (13th) Hexblade Curses)
Caster Level: 7th Dementia weapons usually
Aura: Moderate; (DC 18) abjuration appear charcoal gray in color. A hexburst weapon can channel the
Activation: Free (mental) Additionally, a creature power of the hexblade’s curse directly
Source: Dragon 309 (Incursion: A World critically hit by a dementia into damage. Any time a hexblade scores
Under Siege - Fighting The Githyanki) weapon must make a successful a critical hit with a hexburst weapon he
Will save (DC 16) or be may expend a daily use of his hexblade’s
Once per day, the wielder of a weapon confused for 7 rounds (as curse to deal an additional +2d6 points of
with this property may use a dimensional the confusion spell). damage. He may only expend one daily
anchor effect as a free action against a Prerequisites: Craft An axe enhanced use of his hexblade’s curse in this
creature struck by it. The wielder can Magic Arms and Armor, with dementia manner.
decide to use the power after striking a confusion. Prerequisites: Craft Magic Arms and
successful blow, but it must be used on Armor, creator must be a hexblade.
the same round that the weapon strikes. DISPELLING, SUPERIOR
The dimensional anchor effect lasts for 1
minute.
Price: +3 bonus LESSER
Caster Level: Wielder’s character level Price: See text
Prerequisites: Craft Magic Arms and Aura: Moderate abjuration Caster Level: See text
Armor, dimensional anchor. Activation: Standard (command) Aura: See text
Source: Dragon 312 (Rogues Gallery: Activation: ––
The Heroes of the War of the Spider Source: Dungeon 119 (Unfamiliar
Queen Part II) Ground)

10
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Weapons Properties
Often built by item crafters working window, stone rampart, or even an
with a limited budget, lesser weapon NIGHTFORGED adamantine breastplate. When using
qualities function exactly like their Price: +1 bonus phasing ammunition ignore cover, then
normal cousins, except their superior Caster Level: 9th shield, then armor of the target, in that
magical benefits are linked to a certain Aura: Moderate; (DC 10) necromancy order (you only get one). Once one form
number of charges like wands. Each time (evil) of bonus has been ignored, the rest apply
a lesser weapon quality is used, a charge Activation: –– normally. Natural armor, deflection; and
is automatically expended. A lesser Source: Dragon 359 (1d20 Villains – dodge bonuses remain unaffected by
weapon quality only consumes one D&D’s Most Wanted; Preferably Dead) phasing ammunition.
charge per round, so creatures with Prerequisites: Craft Magic Arms and
multiple weapon attacks can gain more A weapon with this special ability was Armor, blink.
use from a lesser magic weapon as a made from black rock quarried in a locale
result. When all charges are depleted, the sacred to the god Tharizdun. Such
weapon becomes a nonmagical weapons are evil-aligned and bestow one SHIFTSILVER
masterwork weapon. negative level on any good character Price: +1,500 gp
Because their benefit is limited, lesser attempting to wield them. The negative Caster Level:––
magic weapons cost half as much as level never results in actual level loss, but Aura: ––
regular magic weapons with the same it cannot be overcome in any way while Activation: ––
abilities. A partially charged lesser magic the weapon is wielded. Creatures who die Source: Dragon 355 (Eberron:
weapon's cost is reduced in the same with unhealed wounds from a Dragonmarks -Way of the Shackled
manner as a partially charged wand. The nightforged weapon cannot be brought Beast)
cost of the masterwork weapon's base back from the dead by any means short of
price is not affected by this adjustment. a wish, miracle, or true resurrection spell. Shiftsilver is pliable and flexible while
These costs are totaled on the following Bows, crossbows, and slings so crafted remaining strong as normal steel.
table. bestow the nightforged power upon their Weapons made of this material possess a
ammunition. mystical ability to find weak points in
Prerequisites: Craft Magic Arms and armor, skidding along the surface and
Effective Base Price Armor, slay living, creator must be evil. weaving their way into joints or gaps.
Weapon Price(Fully per Shiftsilver weapons bypass silver damage
Bonus Charged) Charge reduction as a silvered weapon and
+1 1,000 gp 20 gp ORCBLOOD actually deal an extra +2 points of damage
+2 4,000 gp 80 gp Price: +1 bonus to creatures with silver damage
+3 9,000 gp 180 gp Caster Level: 5th reduction.
+4 16,000 gp 320 gp Aura: Faint; (DC 19) transmutation If a shifter forges her own shiftsilver
+5 25,000 gp 500 gp Activation: –– weapon with her own blood as a
+6 36,000 gp 720 gp Source: Dungeon 118 (Throne of Iuz) component, she gains a permanent +1
+7 49,000 gp 980 gp bonus on attack rolls with the weapon.
+8 64,000 gp 1,280 gp An orcblood weapon seems far more Forging a shiftsilver weapon is the same as
+9 81,000 gp 1,620 gp crude and rough in appearance than a forging a masterwork silvered weapon
+10 100,000 gp 2,000 gp regular weapon of its type, yet it is no less but the work must be done under the
effective in battle. In the hands of an orc light of a full moon and requires a DC 25
or any creature with the orc blood
NERVEWRACK quality, an orcblood weapon's
Craft (weaponsmithing) check by the
person crafting it. Shiftsilver adds +1,500
Price: +1 bonus enhancement bonus increases by +1, and gp to the cost of a weapon. All shiftsilver
Caster Level: 9th the wielder gains a +1 luck bonus on all weapons are automatically masterwork.
Aura: Moderate; (DC 10) necromancy saving throws. Lore: Forged in the light of the full
(evil) Prerequisites: Craft Magic Arms and moon by mixing silver, steel, and the
Activation: –– Armor, creator must be an orc or have the blood of a willing shifter donor, shiftsilver
Source: Dungeon 105 (Racing the orc blood quality makes for a highly sought after weapons.
Snake) Both members of the Way of the
A nervewrack weapon causes intense PHASING Shackled Beast and followers of the
Silver Flame seek out shiftsilver weapons.
pain to lance through the target’s body on Price: +2 bonus
a successful critical hit. A creature that Caster Level: 5th
suffers damage from a critical hit with a Aura: Faint; (DC 17) transmutation SILENT STRIKE
nervewrack weapon suffers a -2 penalty to Activation: –– Price: +1 bonus
his Armor Class, attack rolls, and Reflex Source: Dragon 330 (Bazaar of the Caster Level: 3rd
saves. The victim’s speed is halved, and Bizarre: Tools of the Assassin) Aura: Faint; (DC 16) illusion
he must make a successful Concentration Activation: ––
check (DC 15) to cast spells. This This special ability only applies to Source: Dragon 330 (Bazaar of the
condition persists for 1d4 rounds. ammunition. Phasing ammunition allows Bizarre: Tools of the Assassin)
Prerequisites: Craft Magic Arms and the wielder to ignore a single solid
Armor, symbol of pain. obstacle no thicker than 5 feet. A phasing Any creature struck by a silent strike
arrow can be shot through a glass weapon must make a DC 15 Will save or

11
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Weapons Properties
be silenced, as per the spell silence, for 4 an open hand or shake it to the ground in
rounds. Multiple hits from a silent strike any adjacent square as a free action. VEXING
weapon reset the duration of the silence Prerequisites: Craft Magic Arms and Price: +1 bonus
but do not otherwise stack. Armor, web Caster Level: 14th
Prerequisites: Craft Magic Arms and Aura: Strong; (DC 22) necromancy
Armor, silence. Activation: See text
STINGING Source: Dragon 339 (Class Acts:
Price: +1,000 gp Hexblade Curses)
SPIRESHARD Caster Level: 6th
Price: +3 bonus Aura: Moderate; (DC 18) transmutation When wielded by a hexblade, a vexing
Caster Level: 15th Activation: –– weapon allows the wielder to transfer
Aura: Strong; (DC 22) abjuration Source: Dragon 353 (Volo’s Guide: some or all of the weapon’s enhancement
Activation: –– Outsiders of the Forgotten Realms) bonus into a penalty on an opponent. As
Source: Dragon 315 (Planescape: The a free action, the wielder chooses how to
Exiled Factions) A stinging weapon is typically covered in allocate the weapon’s enhancement
tiny barbs and spines that do not negatively bonus at the start of his turn before using
A weapon with the spireshard quality affect its usefulness in any way. the weapon. He must then succeed at a
has a miniscule shard of the spire at the touch attack against his intended target.
center of the Outlands embedded in it This weapon deals normal damage If he succeeds at this touch attack he
somewhere. Because the spire is the against creatures with armor or natural deals no damage but instead applies the
center of the largest dead magic area on armor. penalty he has chosen to his target. This
the planes, a spireshard weapon can This ability can only be applied to penalty affects the target’s attack rolls,
temporarily nullify a creature's ability to whips and similar weapons whose skill checks, ability checks, and Armor
use magic. A creature dealt damage by a damage is partially or fully blocked by Class. The penalty lasts until the end of
weapon with the spireshard quality must armor. the wielder’s next turn.
succeed at a DC 19 Will save or be unable Prerequisites: Craft Magic Arms and Prerequisites: Craft Magic Arms and
to use spells or spell-like abilities for 1d4 Armor, gaseous form. Armor, bestow curse.
rounds afterward. The DM rolls the
duration of the nullification secretly, and
the creature struck feels an eldritch chill
TRUEBANE WRECKER
and instinctively knows that magic won't Price: +3 bonus Price: +1 bonus
work until the chill fades. Existing magic Caster Level: 12th Caster Level: 8th
effects on the creature struck by the Aura: Strong; (DC 21) conjuration Aura: Moderate; (DC 19) Transmutation
weapon are unaffected; the spireshard Activation: –– Activation: ––
weapon stops only new spells cast and Source: Dragon 345 (The Giants of Source: Dragon 315 (Planescape: The
spell-like abilities used by the creature Xen’drik: Dark Elves and Giants Clash) Exiled Factions)
struck. A creature that fails the save
against the spireshard weapon's effect When wielded, a truebane weapon The wrecker weapon quality is applied
cannot again be affected by the gains the bane weapon quality only to bludgeoning weapons. When
spireshard effect until it regains the (DUNGEON MASTER'S GUIDE pg.124) these weapons–often but not always
ability to cast spells and use spell-like against the same type of creature as the warhammers or greatclubs–strike objects
abilities. wielder. Thus, a giant wielding a or creatures with hardness, they bypass
Prerequisites: Craft Magic Arms and truebane weapon gains an additional +2 hardness. This quality does not affect
Armor, antimagic field enhancement bonus on attack rolls and energy damage dealt by another property
damage and +2d6 additional damage of the weapon; energy damage caused by
against giants, while a lawful outsider a successful attack with a wrecker
STEALER would gain the bonus against other weapon interacts with hardness
Price: +1 bonus lawful outsiders. At the end of any round normally.
Caster Level: 6th in which a truebane weapon deals Prerequisites: Craft Magic Arms and
Aura: Moderate; (DC 18) transmutation damage to a creature, the weapon's bane Armor, shatter
Activation: –– quality changes to match the type of the
Source: Dragon 315 (Planescape: The creature it last damaged; this change
Exiled Factions) persists for 1 round before reverting to
the wielder's creature type (unless, of
A weapon with the stealer quality is course, the weapon is used to damage a
particularly useful in disarm attempts, different creature in that round).
granting its wielder a +4 bonus on the Lore: The cult of Kostchtchie is
opposed check to disarm a foe. generally (if begrudgingly) credited with
Furthermore, if the wielder of a stealer the development of this more powerful
weapon successfully disarms the foe, the variant of the commonplace bane weapon
item carried by the foe is now stuck to quality.
the striking surface of the stealer Prerequisites: Craft Magic Arms and
weapon. The wielder of the stealer Armor, rage, summon monster I.
weapon can transfer the disarmed item to

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
both sais in the same round, she can leave Ancestral weapons are nearly impossible
SPECIFIC one or both weapons buried in her to destroy. They always have +5 hardness
opponent's flesh, wracking the target and +30 hit points more than normal
WEAPONS with terrible pain. Such targets take 1d6
points of damage per sai each round and
weapons of their type would have. An
ancestral weapon that takes enough
The following weapons are usually con-
structed with the properties described function as if under the effect of the slow damage to be destroyed is instead
here. You can increase the enhancement spell. Removing a sai is a standard action reduced by one level: further soul shards
bonus of these weapons or add more spe- and both must be removed to end the are required to return the ancestral weapon
cial properties just as you would for any slow effect. to its prior level of power. Upon being
other item. The items in this section are Prerequisites: Craft Magic Arms and reduced to a lower level, all damage done
arranged alphabetically. Armor, slow, wracking touch. to the weapon is immediately repaired. A
Cost to Create: 10,000 gp (642 gp for two 1st-level ancestral weapon than takes
masterwork alchemically silvered sais), enough damage to be destroyed is
ACID LAUNCHER 800 XP. reduced to level 0, becoming a non-magic
Price (Item Level): 20,000 gp (15th) masterwork weapon. A single soul shard is
enough to return the ancestral weapon to
Body Slot: –– (siege weapon)
Caster Level: 10th
ANCENSTRAL WEAPON 1st level, but if it is destroyed while in
Aura: Moderate; (DC 20) evocation [acid] [MINOR ARTIFACT] this weakened state, it is forever lost.
Activation: See text Price (Item Level): Priceless An ancestral weapon functions as a
Weight: 1,400 lbs. Body Slot: –– (held) masterwork weapon of its kind in the
Source: Dungeon 150 (Savage Tide – Caster Level: 25th hands of anyone but its true and proper
Prince of Demons) Aura: Overwhelming; (DC 27) all schools owner, although its indestructible nature
Activation: –– remains in effect at all times. The owner
This magical ballista does not use Weight: Varies by weapon of an ancestral weapon can always sense
traditional ammunition. Instead it fires a Source: Dragon 317 (Silicon Sorcery: the location of the weapon, as if with a
sphere of acid (maximum range 800 feet) Dungeons & Dragons Heroes – Magic, locate object spell and can discern location
that explodes in a 20-foot-radius spread. Monsters, and Mayhem) once, per day to determine the weapon's
All creatures in the area take 10d6 points location.
of acid damage, or half with a DC 15 An ancestral weapon has five levels of
Reflex save. An acid launcher requires no power, as summarized on the ancestral

Properties
attack roll, takes up a 5-foot square, and

Healing
Damage
weapon table. When a character first

Ability
Bonus

Bonus
Power

Magic
Level

Fast
requires a crew of three (or a single acquires her ancestral weapon, it is always
creature with six arms) to operate. Firing a level 1 ancestral weapon. The character
an acid launcher is a full-round action for must use soul shards to increase the
all of its crew. The device, when created weapon's level.
has 50 charges–upon expending its final 1 –– –– –– ––
An ancestral weapon has an
charge, the acid launcher melts int0 a 2 +1d6 +1 2 Keen
enchantment bonus to attack rolls equal
puddle of acid itself, inflicting 3d6 and 3 +2d6 +2 4 Defending
to its level.
damage an its crew (Reflex DC 15 negates 4 +3d6 +3 6 Speed
Bonus damage from an ancestral weapon
this damage). 5 +4d6 +4 8 Dancing
is not multiplied on a successful critical
Prerequisites: Craft Magic Arms and hit. The bonus damage is of the same
Armor, acid fog.
Cost to Create: 10,000 gp, 800 XP, 20
damage type that the weapon itself deals, ARACHNID WHIP
although the extra damage's source is Price (Item Level): 32,350 gp (16th)
days. magical in nature. Body Slot: –– (held)
An ancestral weapon of 2nd-level or Caster Level: 7th
AGONY SAIS higher grants an inherent bonus to one Aura: Moderate; (DC 18) necromancy
Price (Item Level): 20,642 gp (15th) of its owner's ability scores. When the Activation: ––
Body Slot: –– (held) weapon gains its second level, its owner Weight: 2 lbs.
selects one of her ability scores to which Source: Dragon 318 (Under Command:
Caster Level: 10th
this bonus applies; from that point on, Fang & Shadow - Campaign Play for
Aura: Moderate; (DC 20) necromancy
the bonus cannot be changed, even if the D&D Miniatures)
Activation: ––
sword is damaged and reverts to 1st-level
Weight: 2 lbs. (for the pair)
an later is returned to 2nd-level or The length of this whip is covered in
Source: Dragon 356 (Savage Tidings:
higher. poisonous barbs, tipped with a long dagger-
Into the Abyss)
Fast healing granted by an ancestral like spider fang, and crafted specially for high
weapon to its owner applies only when it priestesses of Lolth. In addition to being made
Both sais are identical, being crafted so the
is drawn and wielded. A sheathed for battle, it is enchanted by Lolth's worshipers
center blade resembles a serpent. Green leather
covers the handle and the tines are fashioned ancestral weapon grants no benefit. to ooze a potent venom.
to look like recoiling vipers, fangs bared. The additional properties of an
ancestral weapon stack, so a 5th-level
Agony sais are always sold in pairs, Each ancestral weapon is a +5 keen defending
one functions as a +2 silver sai. Whenever speed dancing weapon.
the wielder strikes a living creature with

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
Due to this Cost to Create: 246 gp, 5
whip's deadly sp (plus 7 gp for
construction, it masterwork arrow),
deals 1d6 damage, 20 XP.
has a threat range of 19-
20, and adds the wielder's
strength modifier to the ASHEN
damage dealt. Also, unlike a Arrows of
Bursting
BRANCH
regular whip, armor and Price (Item
natural armor do not prevent Level): 21,301 gp (15th)
this weapon from dealing damage. Source: Dragon 331 (Bazaar of the Body Slot: –– (held)
In addition, anyone struck by an Bizarre: Insidious Items)
Caster Level: 8th
arachnid whip is injected with poison. The Aura: Moderate; (DC 19) transmutation
poison has an initial and secondary This arrow's shaft has numerous shallow
Activation:
damage of 1d2 Dexterity (DC 13 Fort carvings of flames running from its black,
Weight: 3 lbs.
save). Finally, the wielder of the whip wrought-iron tip to its red, orange, and yellow
fletching. Source: Dragon 324 (A Novel Approach:
gains a +4 resistance bonus to saving
American Gods)
throws against poison. The arachnid whip
otherwise functions just as a +1whip. Disguised by a Nystul's magic aura to
appear as a +1 arrow (DC 11 Will save to A twig from the tree that supports the
Prerequisites: Craft Magic Arms and world, this thin, 2-foot-long, twisted branch
Armor, poison. disbelieve, if you cast identify on it), this
still bears leafy sprouts, as if newly cut from
arrow explodes in a fiery burst when
its parent tree.
nocked and drawn, burning the archer
ARC OF DARKNESS and cutting the bowstring. It deals 2d6
Price (Item Level): 18,400 gp (15th) This item seems like a simple branch
points of fire damage (DC 18 Reflex save
Body Slot: –– (held) until thrown. As it flies through the air, it
for half). Failing the save snaps the
Caster Level: 11th straightens and takes on an almost
bowstring, which must be replaced. A
Aura: Moderate; (DC 20) necromancy metallic sheen, transforming into a +3
severed bowstring requires 1 round to
Activation: –– adamantine spear. After an attack, whether
replace.
Weight: 2 lbs. or not it struck its intended target, the
Prerequisites: Craft Magic Arms and
Source: Dragon 318 (Under Command: javelin transforms back into a simple
Armor, burning hands, Nystul's magic aura.
Fang & Shadow - Campaign Play for branch.
D&D Miniatures) Prerequisites: Craft Magic Arms and
ARROW OF GLORY Armor, plant growth.
This finely carved black hand crossbow is Price (Item Level): 500 gp (3rd)
endowed with the power of infinite darkness. Body Slot: –– (held)
Caster Level: 12th
ASHEN STAFF OF
Originally designed to fight surface elves, it
was so effective that it is now commonly used Aura: Strong; (DC 21) conjuration and INEVITABILITY [RELIC]
by any drow who can get his hands on one. evocation Price (Item Level): 16,600 gp (14th)
Each bolt launched from this weapon turns Activation: –– (ammunition) Body Slot:–– (held)
itself into a flickering black shadow that Weight: –– Caster Level: 8th
pierces foes, leaving them feeling cold and Source: Dragon 356 (Savage Tidings: Aura: Moderate; (DC 19) enchantment
empty inside. Into the Abyss) Activation: ––
Weight: 10 lbs.
Any bolt fired from this +1 hand This unusual arrow has a white shaft and Source: Dragon 333 (The Relics of
crossbow deals an additional 1d6 points of fletching and is inscribed all along its length Faerûn: Gifts From The Gods)
damage due to negative energy. The with tiny lettering, prayers to the good gods to
weapon ignores any miss chance due to guide the arrow to its mark.
concealment such as that from
displacement or blur. The damage due to An arrow of glory is a +3 evil outsider bane
negative energy does not heal undead. arrow. Whenever it strikes a creature, it
Prerequisites: Craft Magic Arms and explodes in bright white light, dazzling
Armor, slashing darkness, true sight. all creatures within 20 feet for 1d6
rounds unless they succeed on a DC 20
Fortitude save. In addition to the normal
ARROW OF BURSTING bane effects, should these arrows strike
[CURSED] an evil outsider, the target must succeed
Price (Item Level): 100 gp (1st) on a DC 20 Fortitude save or be
Body Slot: –– (held) prevented from running or charging for
Caster Level: 5th 1d6 rounds.
Aura: Faint; (DC 17) evocation Prerequisites: Craft Magic Arms and
Activation: –– (ammunition) Armor, radiance, summon monster I,
Weight: –– creator must be good. Ashen Staff of Inevitability

14
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
Activation: –– and Standard (command)
A smoke-colored staff of petrified wood. This battleaxe has a broad, serrated blade of Weight: 6 lbs.
bright steel. The blade’s sharp teeth never need Source: Dungeon 139 (Maure Castle:
The ashen staff of inevitability strikes sharpening and the horse-riding nomads who The Greater Halls)
foes as a +2 ghost touch/+1 ghost touch carry these weapons claim the jet-wood
quarterstaff. handles are unbreakable. Although the axe This minor artitact appears to be a length of
When the staff is within 20 feet of a bears no distinguishing runes or other arcane wood with the mummified remains of a
Faithless, it begins to drone softly. If the markings, the tightly wound leather barghest's paw affixed to one end.
relic ever strikes a Faithless, the power of wrapping the handle cannot be mistaken.
the staff shows the target that his death is This rod can he used in combat as a +4
inevitable and when it does occur he will The axe of the horse lord is perhaps the returning trident. Once per round, the
writhe in agony, trapped in the Wall of mightiest weapon forged by the wisemen wielder can affect a creature struck in
the Faithless forever. The vision can be of the steppes. melee with charm monster (DC 17) as a
resisted with a successful DC 13 Will An axe of the horse lord is a +3 icy burst free action. When this power is activated,
save. Failure means that the creature is battleaxe. It deals additional damage the paw animates and seems to caress the
stunned for 1d4 rounds while forced to whenever you wield it while riding a target tenderly.
confront his lack of a patron deity. horse. When you use it from horseback, Bersteck's Hand also allows the use of
Whether or not the creature undergoes the weapon deals 2d8+3 points of damage the following spells, once per day each:
an epiphany as a result of this forced and has a x3 critical hit modifier. crushing despair (DC 15), dimension door,
introspection is up to the player of the In addition, once per day as a full- misdirection, and project image. The wielder
stricken creature (or the DM). The power round action, you may call upon a of Bersteck's Hand gains the benefit of pass
only works on intelligent, sentient magical warhorse who is absolutely loyal without trace, and can polymorph into a
creatures native to the Material Plane and to the axe and its wielder. The warhorse dire wolf at will
capable of having a patron deity. has the same stats as the special mount of
Whether or not the save is successful, a a 10th-level paladin (but its alignment
creature cannot be affected again by this always matches that of the axe’s wielder). BLACK BLADE OF AKNAR
power for 24 hours. DMs should not The warhorse has a unique name you
must use to summon it (calling its name
RATALLA [MAJOR
automatically assume that creatures have
no patron deity they should consult the aloud three times). This mount ARTIFACT]
charts on pages 221-223 in Faiths and immediately appears adjacent to you and Price (Item Level): Priceless
Pantheons. remains for up to 20 hours. You may Body Slot: –– (held)
Relic Power: To use this relic, you dismiss it at any time as a free action, but Caster Level: 20th
must worship Kelemvor and either if you do you cannot conjure it again Aura: Overwhelming; (DC 25)
sacrifice a 3rd-level divine spell slot or until the next day. transmutation
have the True Believer feat and at least 5 The warhorse is the same creature each Activation: –– and Standard (command)
Hit Dice. time you summon it. Every time you call Weight: Unknown
Lore: Kelemvor gave the knowledge of the warhorse, it appears at full health, Source: Dungeon 119 (Tomb of Aknar
creating these staves shortly after the god regardless of any damage it might have Ratalla)
understood his position as the Lord of taken previously. The warhorse also
the Dead. The sole purpose of these relics appears wearing or carrying any gear it The adamantine sword bears intricate
is to identify those without a patron deity had when it was last dismissed. Calling silvery etchings that arc along the blade. The
(known as the Faithless) and "cleanse" the axe’s warhorse is a conjuration hilt is bone-white, its pommel spiked and
them of their misunderstanding. (calling) effect. Should the warhorse die, stained with blood. When the sword is in use,
Prerequisites: Craft Magic Arms and it and any gear it had immediately drops the blood of its victims flows along the
Armor, Sanctify Relic, augury, cause fear, to the ground and cannot be summoned engraved blade, seeping from the spikes in the
creator must worship Kelemvor. again for one week. During this week, the pommel and leaving a trail of blood behind its
axe of the horse lord is reduced to a simple wielder.
+1 battleaxe with no other special
AXE OF THE properties. The Black Blade is a +4 unholy wounding
HORSE LORD Prerequisites: Craft Magical Arms and
Armor, chill metal or ice storm, summon
evil good outsider bane adamantine bastard
sword. It is also intelligent, with an
Price (Item Level): monster III.
98,310 gp (20th) Intelligence of 10, a Wisdom of 18, and a
Cost to Create: 54,310 gp, 3,932 XP, 98 Charisma of 18. The sword is neutral evil,
Body Slot: –– (held) days. and wishes only to continue Aknar
Caster Level: 10th
Ratalla's crusade against the divine. The
Aura: Moderate; (DC 20)
conjuration and evocation BERSTECK’S HAND sword can speak and use telepathy,
possesses darkvision to 120 feet and can
Activation: –– and Full
(command) [MINOR ARTIFACT] hear as well as a human. Its Ego is 30.
Price (Item Level): Priceless The Black Blade grants its wielder
Weight: 6 lbs.
Body Slot: –– (held) deathwatch as long as the blade is held. It
Source: Dragon 349 (Web
Caster Level: 20th can be used to generate a magic circle
Supplement: The Horde –
Axe of the Aura: Strong; (DC 25) conjuration against good at will, and can cast darkness,
Barbarians of the Endless
Horse Lord enchantment, and illusion locate object, and fear three times a day
Waste)
each. Its special purpose is to slay divine

15
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
spellcasters and divine entities and Weight: –– The sword grants its user a +8
minions; as long as the wielder is fighting Source: Dragon 330 (Bazaar of the circumstance bonus on checks made to
a divine spellcaster or an outsider, he Bizarre: Tools of the Assassin) resist disarming. The wielder is also
gains a +2 luck bonus on attack rolls, immune to any energy damage resulting
saving throws, and skill checks. Killing nobles and wizards tends to be from breath weapons. In addition, once
As a major artifact, the Black Blade is harder than one would expect. Most the sword has protected its wielder from
indestructible when faced with most carry a variety of protective devices to a breath weapon, he can choose to store
attacks; the exact methods of its defend against attacks from both the energy of the breath weapon within
destruction are left to you to decide. mundane and magical sources. Bolts of the sword or have it dissipate harmlessly.
Lore: The Black Blade of Aknar Ratalla arcane penetration seek to punch through If he chooses to store the energy, he is no
was a powerful weapon in the ancient two of the most common forms of longer protected from any future breath
warlord's time, but with his death, his defense: armor and magical protections. weapons as long as the energy remains
soul fused with the weapon and granted Bolts of arcane penetration are +1 phasing stored, but if he successfully hits an
it a terrible intelligence. crossbow bolts that ignore deflection opponent with the breathdrinker sword
bonuses. The target of a bolt of arcane while it retains this stored power he may
penetration does not benefit from any choose to release it. If he does, his target
BOLT OF HEALING deflection bonus it might have. In suffers the breath weapon's effects in
Price (Item Level): 132 gp (2nd) addition, the target loses addition to the attack's normal damage
Body Slot: –– its cover, shield, or (dealing the same damage with the usual
Caster Level: 5th armor bonus, per the Reflex save for half). The sword may
Aura: Faint; (DC 17) conjuration phasing special retain its stored energy no longer than
Activation: –– (ammunition) ability. one day, after which it dissipates
Weight: –– Prerequisites: harmlessly. The sword offers no
Source: Dragon 342 (Bazaar of the Craft Magic Arms protection against breath weapons that
Bizarre: Healer’s Touch) and Armor, do not deal energy damage.
blink. Prerequisites: Craft Magic Arms and
Painted bright red and affixed with a blunt, Armor, protection from energy, spell turning.
cushioned tip, a bolt of healing allows a
crossbow wielder to provide succor to her allies
instead of suffering to her enemies. CHARON'S CLAW
When one of these +1 crossbow bolts [MINOR ARTIFACT]
strikes a target, it explodes in a flash of Price (Item Level): Priceless
positive energy. A successful hit from a Body Slot: –– (held)
bolt of healing deals no damage, but Caster Level: Unknown
instead cures its target of 1d8+5 points of Bolts of Aura: Unknown
damage. Against undead and other Arcane Penetration Activation: ––
creatures harmed by positive energy, the Weight: Unknown
bolt inflicts 1d8+5 points of damage Source: Dragon 359 (1d20 Villains –
instead. An undead creature struck by a D&D’s Most Wanted; Preferably Dead)
bolt of healing can apply spell resistance BREATHDRINKER
and can make a DC 11 Will save to take This is a +4 keen smoking longsword.
half damage. Making a successful critical SWORD Charon's Claw is a powerful blade of
hit with a bolt of healing has no additional Price (Item Level): 50,350 gp (18th) Netherese origin. Possessed of a powerful
effect: the bolt still cures 1d8+5 points of Body Slot: –– (held) and malign intelligence, potentially a
damage regardless of how well it strikes. Caster Level: 14th bound fiend, the sword is capable of
Lore: After spending several years at Aura: Strong; (DC 22) abjuration and disintegrating any wielder it deems
the war's front, Tholveg developed a keen evocation unworthy, unless the potential wielder
sense of irony. One of her first creations Activation: –– and Immediate (mental) succeeds at a DC 25 Will save.
as a cleric of Pelor came from her Weight: 4 lbs. Additionally, the sword possesses a
frustrations to bring injured companions Source: Dragon 342 Age of Worms: number of unknown, quasi-magical
to healers on the battlefield. Wormfood – Surviving the Age of abilities that remain dormant unless
Prerequisites: Craft Magic Arms and Worms Adventure Path – Forgotten within the area of a Netherese mythallar.
Armor, cure light wounds. Magic)

The blade itself is serrated, and numerous CHERNOBOG'S SLEDGE


BOLTS OF ARCANE hooks, spikes, loops, and crossguards project Price (Item Level): 72,312 gp (19th)
irregularly from its surface. The grip contains Body Slot: –– (held)
PENETRATION an intricate wire handle, which flows over the Caster Level: 12th
Price (Item Level): 650 gp (3rd) hands of the wieldier and binds the sword to Aura: Strong; (DC 21) transmutation
Body Slot: –– his flesh while he wields it. Activation: ––
Caster Level: 5th Weight: 10 lbs.
Aura: Faint; (DC 17) transmutation This +3 greatsword possesses an Source: Dragon 324 (A Novel Approach:
Activation: –– (ammunition) inordinate amount of ornamentation. American Gods)

16
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
Activation: –– against her political and arcane enemies.
This simple warhammer appears to be Weight: 2 lbs. Born of low social status, she managed to
merely a rusted, rectangular block of pig iron Source: Dungeon 126 (Vampires of join a witch's coven based on her raw
attached to a worn, splintering wooden haft. Waterdeep Part One: Blood of Malar) talent, which she refined over the years
It seems perfect for slaughtering cattle. until she became its leader. Eventually,
Followers of the Beast-lord commonly she came into conflict with Iggwilv, a
The favored weapon of the dualistic create claws of Malar for use in ritual powerful witch who despises Wee Jas and
god of creation and destruction. hunts. These +1 wounding claw bracers are her followers. Lover of the demon prince
Although it looks like little more than a fashioned in the shape of various clawed Graz'zt and mother of the demigod lux,
rusted tool, Chernobog's sledge is in fact beasts. Iggwilv was not to be trifled with and
a +3 mighty cleaving wounding warhammer. A claw bracer is a weapon from the eventually she killed Akalra in 465 CY. It
However, it only operates as such at FORGOTTEN REALMS CAMPAIGN SETTING. is presumed the dagger, was taken to
night. During the day, it functions These light exotic weapons deal 1d4 Iggwilv's base (the Lost Caverns of
merely as a masterwork warhammer. points of damage, cost 3o gp., have a Tsoicanth) but several expeditions there
Prerequisites: Craft Magic Arms and critical threat range of 19-20, weigh 2 lbs., have failed to find it. As a powerful witch
Armor, deeper darkness. and deal piercing damage. Additionally who died trying to destroy lggwilv,
the wearer can cast spells normally while Akalra is one of the few martyrs of Wee
CHRYSANTHEMUM wielding the weapon, and cannot be
disarmed.
Jas's church.

BLADE Prerequisites: Craft Magic Arms and


DAGGER OF TORMENT
Price (Item Level): 74,315 gp (19th) Armor, Mordenkainen's sword.
Price (Item Level): 109,100 gp (21st)
Body Slot: –– (held) Body Slot: –– (held)
Caster Level: 8th CORSAIR CUTLASS Caster Level: 7th
Aura: Moderate; (DC 19) conjuration Price (Item Level): 11,000 gp (13th) Aura: Moderate; (DC 18) illusion
Activation: –– Body Slot: –– (held) Activation: –– and Free
Weight: 4 lbs. Caster Level: 10th Weight: 1 lb.
Source: Dragon 351 (Forgotten Realms: Aura: Moderate; (DC 20) transmutation Source: Dragon 322 (Sneaky, Stealthy, &
Kara-Tur – Cham Fau and the White Activation: –– Stylish: New Magic Items for Assassins,
Tiger Monastery) Weight: 3 lbs. Rogues, and Bards)
Source: Dragon 318 (X Marks the Spot:
Perfectly balanced just ahead of the Setting Sail with Saber and Spell) A dagger of torment has a long, thin
chrysanthemum-shaped crossguard, this serrated blade made of an unknown ebon
black-bladed sword is as beautiful as it is alloy. The weapon has no hand guard, but
This +1 keen cutlass may be used to cut
deadly. The chrysanthemum motif also strips of blood-red leather woven in a tight
appears in a series of etchings along the length lines, clean fish, or even hack down doors
on boarding raids. When attacking an pattern cover its handle. Both the metal of the
of the blade, in mother-of-pearl shapes pressed blade and the leather wrapped around its
into the handle, and in an etching on the object, the corsair cutlass ignores half its
hardness. handle seem unaffected by time and remain as
bottom of the pommel. beautiful today as the day of the dagger's
Prerequisites: Craft Magic Arms and
Armor, keen edge. forging. The dagger never needs sharpening.
This beautiful and elaborate long-
sword grants its wielder the ability to This weapon acts as a +1 keen dagger,
make powerful strikes against creatures DAGGER OF THE but with every successful hit, the victim
not of this world. must succeed at a DC 16 Will save or be
The chrysanthemum blade is a +3 cold FIREHEART [RELIC] afflicted by a dreadful vision. This vision
iron ki focus bane versus outsiders longsword. Price (Item Level): Priceless makes the wielder of the blade appear as
In addition, the sword is considered a Body Slot: –– (held) an animated, rotting corpse, often of
special monk weapon for the purpose of Caster Level: Unknown someone the victim cares greatly about.
the flurry of blows class feature. Aura: Unknown The sight lasts only for a moment, and
Lore: Suspended from the wall in the Activation: –– and Standard (command) only the wounded character perceives
central meditation hall of the White Weight: Unknown the terrible image. The vision, however,
Tiger Monastery, the ancient Source: Dragon 350 (Core Beliefs: Wee
chrysanthemum blade has been Jas)
undisturbed for more than a century.
Prerequisites: Craft Magic Arms and This ornate dagger is decorated with a
Armor, summon monster I. skull-and-fireball motif.
Cost to Create: 37,315 gp, 2,960 XP, 75
days. The weapon is a +4 defending spell storing
dagger. It adds +4 to the DC of the bearer's
CLAWS OF MALAR charm, fire, and necromancy spells and
has all the powers of a hat of disguise.
Price (Item Level): 18,330 gp (15th) Lore: Forged by the Suel witch Akalra
Body Slot: –– (held) and quenched in her own blood, this
Caster Level: 10th talisman was the key to protecting her Dagger of Torment
Aura: Moderate; (DC 20) evocation

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
is powerful enough to make the victim such creatures on a critical hit • Breath of the Brine
dazed for 1 round. This power is a mind- even though these beings are Lord: The rod sprays forth a
affecting illusion (phantasm) fear effect. normally immune to such cloud of acidic mist, as the spell
Once per day, the dagger's wielder can damage. Other precision- acid fog. This power can be used
curse a creature dazed by it. The wielder based damage bonuses once per day.
must decide to activate the curse ability (such as sneak attack) are • Will of the Brine
after he has made a successful hit with not so empowered against Lord: The rod summons 1d4+1
the dagger and after he has determined if constructs struck by the Huge fiendish sharks or 1 Huge
the daze effect has affected the victim. greatclub. water elemental, as the spell
Victims of this curse are plagued with Darsam-tor-ews grants its summon monster VII, once per day.
flashbacks of the visions they wielder the ability to cast knock Lore: An insane ocean-dwelling
experienced from the dagger, causing three times a day as a 20th-level druid calling himself the Brine Lord
them to take a -4 penalty on all attack caster. created the first deluge rods. After
rolls, saving throws, ability checks, and pirates slew the druid, they
skill checks. The curse can be lifted as
per bestow curse. Creatures immune to the DELUGE ROD discovered a number of these rods
Price (Item Level): 93,180 gp hidden in his island home. Deluge rods
dagger of torment's daze ability are also have a dark reputation among arcane
immune to it’s bestow curse ability. (20th)
Body Slot: –– (held) spellcasters and the rods' side-effects
Prerequisites: Craft Magic Arms and have made them unpopular with all
Armor, bestow curse, keen edge, phantasmal Caster Level: 13th
Aura: Strong; (DC 21) conjuration but the most power hungry.
killer. Prerequisites: Create Rod, acid fog,
Activation: ––, Free, or Standard
(command) summon monster VII.
DARSAM−TOR−EWS Weight: 2 lbs.
[MINOR ARTIFACT] Source: Dragon 326 (Magic Shop: DEMOGORGON’S
Nature Unleashed)
Price (Item Level): Priceless BILIOUS SPHERE
Body Slot: –– (held) Deluge rods appear as scepters of
Caster Level: 20th solid water suspended in time, [MAJOR ARTIFACT]
Aura: Strong; (DC 25) evocation and sometimes with tiny sea creatures Price (Item Level): Priceless
transmutation swimming within. The rods are Body Slot: –– (held)
Activation: –– and Standard (command) undecorated, but a cascade of Caster Level: 20th
Weight: 12 lbs. miniature rainbows appears around Aura: Strong; (DC 25) anjuration,
Source: Dungeon 142 (Bright Mountain them when they are exposed to strong conjuration, enchantment, and
King) sunlight. During quiet moments, evocation
these rods emit echoes of crashing Activation: See text
The name of this minor artifact translates waves upon a rocky coast. Weight: 5 lbs.
to “Celestial Soulhammer,” yet despite its Source: Dungeon 150 (Savage Tide
name, the weapon is in fact a powerful A deluge rod has a number of – Prince of Demons)
greatclub. Fully six feet long, Darsam-tor-ews formidable powers, but it
was forged from a single block of adamantine extols a price from its user. This twisted iron rod is topped by the
in the dwarven heavens over the course of The bearer of a deluge rod can Bilious Sphere, an obscene parody of the
several decades, a gift for one of Moradin’s never truly feel warm or dry, Orb of Sol.
most holy clerics, a man named Gyrand Deluge Rod
even in the hottest desert. As
Diamonmer. Its grip is wrapped in black a result, the wielder suffers a -8 penalty Any good creature that wields this
dragon hide and etched with on Fortitude saves made to resist the major artifact gains one negative level
dwarven runes of strength, whilst effects of a cold environment and on that persists as long as the rod is held;
the far end is carved to resemble Constitution checks to resist drowning, this negative level never results in actual
an immense dragon’s head. but he gains a +4 circumstance bonus on level loss, and cannot be overcome in any
Fortitude saves to resist the effects of way while the rod is held.
The weapon is a +4 heat and on Constitution checks to stave Demogorgon’s Bilious Sphere has the
axiomatic ghost touch off thirst. Sea elves and other aquatic following powers:
adamantine greatclub that races consider this curse a boon when • It functions as +5 heavy mace that
grants its wielder the Improved traveling on land. deals an additional +1d6 points of
Sunder feat. As an adamantine A deluge rod has the properties of a +1 acid damage on a hit. Five times a
weapon, it ignores the hardness frost club with the following powers. day as a free action, the wielder
on all objects less than 20,
making it highly effective at • Touch of the Brine Lord: As a may increase the acid damage
free action, the rod's wielder can done on a single hit to +3d6.
smashing weapons wielded by
its foes. Although its threat activate this ability, causing the • It can be used to cast stinking
range and multiplier for critical rod to deal an additional 2d6 cloud five times per day.
hits is no different than any points of cold damage when used • It can be used to cast acid fog three
other greatclub, Darsam-tor-ews as a melee weapon. This effect lasts times per day.
can critically hit constructs, for 10 rounds once activated, and
inflicting tremendous damage on can be used three times per day.

18
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
• Three times per day it can create Prerequisites: Craft Magic Arms and that possesses empathy with the wielder.
three spheres of acid. These Armor, haste, light, summon monster I. Three times per day, Durandal can cast
spheres function as flame sphere, Cost to Create: 10,500 gp (plus 335 for both bless and remove fear upon its wielder
save that they glow green and masterwork bastard sword), 840 XP. (only). Durandal uses its empathy to urge
inflict acid damage. All three the wielder to be brave and righteous,
particularly when faced with
spheres can be moved individually
with a single. move action.
DOOMSLAYER BOW overwhelming danger.
Price (Item Level): 50,900 gp (18th) Lore: Roland, the 8th-century
• Once per day, it can be used to Body Slot: –– (held)
create a feeling of intense hatred Frankish hero of Christian medieval
Caster Level: 16th Europe, won his sword Durandal – once
in a creature within 60 feet. The Aura: Strong; (DC 23) divination
target can resist this effect with a the sword of Hector of Troy – along with
Activation: Free the horn Olifant from the giant
DC 23 Will save, otherwise it Weight: 3 lbs.
views another creature within Jutmundus.
Source: Dragon 342 Age of Worms: Roland carried the blade while
sight (chosen by the rod's user) as Wormfood – Surviving the Age of
its most hated enemy. The target commanding the rearguard of
Worms Adventure Path – Forgotten Charlemagne’s army as it withdrew from
must do everything in its power t0 Magic)
slay its enemy. This effect persists Spain. As the army moved through the
until the enemy is dead or 24 Pyrenees, intent on quelling a Saxon
Crafted from ordinary yet and trimmed revolt in Germany, another army formed
hours pass; it may be dispelled as if with dragon bone, there is little about this
it were dominate monster. of Basques and Gascon attacked at
nondescript bow that reveals its undeniable Roncesvalles. Unwilling to surrender,
• A creature whom Demogorgon power. Roland and his men fought to the very
favors can, as a free action, gain the
end, allowing the rest of the Frankish
following benefits once per day: A +2 composite longbow (+5 Strength), army to escape. When it became clear he
immunity to acid, 4d12 temporary this bow allows the wielder to find the would fall Roland attempted to break
hit points, a +6 enhancement weak spots in his enemy's hide allowing Durandal upon a great rock. But the
bonus to Strength, or DR 15/cold him to ignore any natural armor bonus indestructible sword instead cleaved a
iron and good. (including any enhancement bonuses to 300-foot cleft through the Pyrenees.
that natural armor) for one attack three Unable to break the sword and mortally
DEMONFOE times per day. The wielder must declare
that he is using this ability (a free
it into a poisonous stream, where it
Price (Item Level): 21,335 gp (15th) supposedly would remain forever.
action) before the attack roll is Durandal is described as a well-used
Body Slot: –– (held) made.
Caster Level: 12th gladius whose hilt contains a thread
Lore: Possibly the Order of the from the cloak of the Virgin Mary, a
Aura: Strong; (DC 21) conjuration and Storm's deadliest achievement,
transmutation Activation: –– and 1 tooth of St. Peter, a hair of St.Denys,
the means of crafting these bows and a drop of St. Basil's blood.
Swift action remained a closely guarded secret
Weight: 6 lbs. for millennia.
Source: Dragon 356 (Savage Tidings: Prerequisites: Craft Magic Arms
Into the Abyss) and Armor, true strike. EAGLES' CRY BOW
Price (Item Level): 73,800 gp
This bastard sword sits in a black leather (19th)
sheath. When drawn, it sheds a soft green DURANDAL Body Slot: –– (held)
light from the green steel of the blade.
Matching black leather winds around the [MAJOR Caster Level: 15th
Aura: Strong; (DC 22)
handle and the pommel resembles a beautiful
angelic face. ARTIFACT] transmutation
Price (Item Level): Priceless Activation: ––
Body Slot: –– (held) Weight: 3 lbs.
This weapon is a +2 evil outsider bane Source: Dragon 326 (Magic Shop:
bastard sword. Caster Level: 25th
Aura: Strong; (DC 27) Nature Unleashed)
As a swift action, you may suppress the
evil outsider bane ability to gain damage evocation [good]
Activation: –– and Standard A work of art, an eagles' cry bow is
reduction 5/–– for 1 round. You can only beautiful woodcarvings depicting
use this ability three times per day. (command)
Weight: 2 lbs. scenes from elven history. A mithral
When used against an evil outsider, bowtip caps each arm of the bow
you may make a single attack as a full- Source: Dragon 329 (Bazaar
while rich leather covers its grip and
round action; if the attack hits and deals of the Bizarre: The Stuff of
two eagle feathers are interwoven
at least a point of damage, you may Legends)
with the string and tied in place with
immediately make a second attack using fine mithral wire.
the same attack modifier as the first. A well-used gladius.
Further successful strikes do not grant An eagles' cry bow is a +5
additional attacks. Durandal is an intelligent
composite longbow (+4 Strength
When drawn, demon foe sheds light as +1 holy mighty cleaving
bonus) with double the range
the light spell. adamantine short sword (LG,
increment of a normal composite
Int 10, Wis 13, Cha 13, Ego 5) Durandal

19
Eagle’s Cry
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
longbow (220 feet) and a attack. The wielder randomly determines These powers make the Fangs of
maximum range of twenty this target from among all threatened Turaglas very potent weapons indeed. As
increments (each range creatures, both friends and foes. The demonic artifacts, however, they possess
increment beyond the first still ettin's club grants its user an additional +2 drawbacks that should make even the
incurs the normal -2 penalty). bonus on the attack and deals +1d6 points most evil characters hesitant to use them.
Whenever a user fires an of extra damage against this randomly • Whenever a natural 1 is rolled
eagles' cry bow it lets out a cry determined target. on the attack roll, the weapon
similar to that of an eagle, thus This ability activates automatically bestows a negative level (as
giving the bow its name. All before each attack. The wielder cannot described above) on the wielder,
elves within 30 feet of the bow suppress this effect. Needless to say, except the wielder does not gain
who can hear it are affected as if warriors who favor the ettin's club tend to temporary hit points for
by a 15th-level bard's inspire fight alone while their allies keep a safe negative levels bestowed in this
courage ability (granting a +3 distance back. way.
morale bonus on saving Prerequisites: Craft Wondrous Item, • Whenever the Fang's possessor
throws against charm and rage. enters combat, the weapon
fear effects and on attack forces her to wield it. If she
and weapon damage rolls)
for that round and for the FANGS OF TURAGLAS, decides to draw any other
weapon, she must first make a
following 5 rounds. THE [MINOR ARTIFACT] DC 25 Will save or draw the
Lore: Powerful Price (Item Level): Priceless Fang instead.
creations of Corellon Body Slot: –– (held) • Once the Fang is wielded in
Larethian and Caster Level: 20th battle, its wielder goes berserk
sacred relics Aura: Strong; (DC 25) conjuration, (gaining all the benefits and
of the elven evocation, and necromancy drawbacks of the barbarian's
people, Activation: –– rage ability). She attacks the
eagles' cry bows are potent Weight: Unknown nearest enemy and continues to
weapons. Their power as Source: Dragon 312 (The Ebon Maw: fight until unconscious or dead,
a symbol to elves exceeds Beware The Waking Hunger) or until no enemy remains
their worth on the
within 30 feet.
battlefield. Elves
dutifully protect the secrets of creating
Forged from ores that the Devourer himself • Even If the bearer of a Fang
consumed and regurgitated, and bound with manages to avoid wielding, the
eagles' cry bows, and they ruthlessly hunt foul magic, the Fangs of Turaglas are powerful
down any non-elf who steals one. If a weapon, she must still carry it
and unholy blades inexorably linked with the and cannot give it away. She can
non-elf comes into possession of one demon prince.
through honorable means, the hunters only be free of the weapon
deal with the erstwhile owner in a more through a carefully worded wish
Thirteen of these weapons exist: or miracle spell. The weapon can
diplomatic manner. Elves grimly but
• 1 bastard sword also be taken from her forcibly
earnestly spread the rumor that a thief
might find a quicker and less painful • 1 dagger (she can still be disarmed
death at the claws of an angry dragon • 1 greatsword normally).
than from elves hunting for an eagles' cry • 1 heavy pick
Every time a Fang delivers a negative
bow. • 1 longspear
Prerequisites: Craft Magic Arms & level or a killing blow, the wielder has a 5
• 3 longswords percent chance of receiving a mental
Armor, Far Shot, true strike, creator must
be an elf. • 3 short swords image of the Devourer and a flash of
• 2 shortspears insight into the weapon's purpose –
freeing the demon Turaglas.
ETTIN’S CLUB All of these weapons have the Lore: The Fangs of Turaglas feed life
Price (Item Level): 18,300 gp (15th) following abilities. force from their blows in battle directly
Body Slot: –– (held) • Each is a +3 adamantine wounding to Turaglas, bringing the Devourer closer
Caster Level: 5th weapon. to fully awakening and shattering the
Aura: Faint; (DC 17) enchantment • Life Stealing: A Fang of Turaglas shackles that bind him. This is the true
Activation: –– bestows one negative level purpose for which they were constructed.
Weight: 4 lbs. whenever if scores a critical hit. Of course, even once the wielder knows,
Source: Dragon 340 (Bazaar of the The weapon wielder gains 1d6 it's not easy to stop using the blade.
Bizarre: Items of the Zodiac) temporary hit points each time a No precise number exists for how
negative level is bestowed on much life energy Turaglas needs to
This cruel-looking, gnarled greatclub is set another. These temporary hit escape; the DM must determine the
with dozens of short barbs and spikes. points last for 24 hours. One day required number of lives taken and
after being struck, subjects must negative levels bestowed by the Fangs.
The ettin’s club is a +2 greatclub. When make a DC 16 Fortitude save for Having the Devourer run loose in your
making an attack, the club's user may each negative level or lose a campaign is a world-altering event, so
attack a random creature within his reach character level. exercise care when deciding under what
instead of choosing the target of his circumstances-if any-to allow it.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
Should the Ebon Maw ever rush attempt succeeds, your target is every creature within a 3o-foot radius–
be freed, each life taken by one dismounted and falls prone (in addition demonic commanders often order their
of the Fangs while he is to taking normal damage from the underlings to save the device's last charge
manifested counts as a life attack). His mount remains in place and until the enemy is right on top of them
consumed by Turaglas himself, is unaffected. and then use the final charge as a last-
allowing him to gain health (see Lore: Fedor the Mighty was among the ditch attack.
his statistics Dragon #312), Make most venerated figures of the ancient
certain any player whose barbarians. While little is known of his
character learns the truth of the personal life, history remembers him as GIANT TOOTH ARROW
weapons understands the one of the most gifted horsemen who Price (Item Level): 647 gp per arrow
looming danger they pose; even ever lived. Indeed, this warrior led his (3rd)
the most selfish and evil villain tribe in countless battles. Fedor greatly Body Slot: ––
should realize he must rid contributed to the survival of his tribe as Caster Level: 9th
himself of the cursed artifact. well as the remarkable reputation of its Aura: Moderate; (DC 19) conjuration and
There is no way to wield the fierce mounted warriors, whom many necromancy
Fangs of Turaglas without feeding today call horse lords. Fedor’s most Activation: –– (ammunition)
power to Turaglas; they are remarkable accomplishments—a Weight: ––
linked with him on a primal handful of weapons and trinkets he Source: Dragon 345 (The Giants of
level, and even a deity cannot fashioned with strong materials and Xen’drik: Dark Elves and Giants Clash)
sever that link. The only known ancient magic—were inspired by the
way to destroy a Fang is for a battlefield. This black-shafted arrow possesses a wedge-
good entity of divine rank to Prerequisites: Craft Magical Arms shaped ivory tip. Dark red sinew binds the
hammer it flat against an anvil and Armor, bull’s strength arrowhead to the shaft.
constructed of stone or metal Cost to Create: 4,310 gp, 332 XP,
from Mechanus. 8 days. A giant-tooth arrow functions as a +2
The Feeders of the Ebon Maw giant bane arrow. In addition, whenever
currently possess five of the the arrow deals damage to a target, the
Fangs: the greatsword, two FORCE MISSILE arrowhead burrows beneath the target's
flesh. The target receives a -2 penalty on
longswords, one short sword, and BALLISTA attack rolls, Reflex saves, and
a shortspear. They are constantly Price (Item Level): 20,000 gp (15th)
hunting for the other eight, and any Concentration checks while the arrow
Body Slot: –– (siege weapon) remains lodged in her flesh. The target
character who possesses one can expect Caster Level: 10th
no rest from their pursuit. can take a standard action to remove the
Aura: Moderate; (DC 20) evocation arrow. The burrowing property does not
[force] affect constructs, oozes, or undead.
FEDOR’S LANCE Activation: See below Lore: The drow take teeth from their
Price (Item Level): 8,310 gp (12th) Weight: 1,400 lbs. fallen enemies to craft these blunt-tipped
Body Slot: –– (held) Source: Dungeon 150 (Savage Tide – arrows. Sszaral, the drow chieftain, made
Caster Level: 8th Prince of Demons) his arrows from teeth of the sacred skulls.
Aura: Moderate; (DC 19) transmutation Designed to help them combat giants, the
Activation: –– This ballista does not use traditional drow do not hesitate to fire these arrows
Weight: 10 lbs. ammunition, instead it fires a barrage of at any intruder, giant or not, who enters
Source: Dragon 349 (Web Supplement: five magic missiles unerringly at any their vale.
The Horde – Barbarians of the Endless single target within 800 feet; each Prerequisites: Craft
Waste) magic missile deald 1d4+1 points of Magic Arms and Armor,
force damage. After the missiles bestow curse, summon
This simple looking lance is made of oak. strike their initial target, an additional monster I.
Stained burgundy and having a wide grip missile fires at every other creature
within 30 feet of the primary target–
covered in woven black leather, Fedor’s lance
stretches approximately 14-feet long. Its each of these missiles strikes HAMMER OF SKILL
sturdily-constructed length tappers from a unerrigrily as well for 1d4+1 points of Price (Item Level): 18,000 gp
broad end down to a tip as fine as a splinter, force damage. (14th)
but the weapon’s head is nevertheless sharp A force misslie ballista requires no Body Slot: –– (held)
enough to pierce any foe. attack roll, takes up 5-foot square, Caster Level: 6th
and requires a crew of two (or a Aura: Moderate; (DC 18) necromancy
This burgundy-colored lance bestows single creature with four arms) to Activation: ––
uncanny might to anyone who wields it operate. Firing a force misslie Weight: 5 lbs.
from horseback. ballista is a full-round action for Source: Dragon 324 (Magic Shop:
Fedor’s lance is a +1 lance. Whenever you all of its crew. The device, when Power At A Price)
make a mounted charge attack with created, has 5o charges–upon
Fedor’s lance and hit a mounted foe, you expending its final charge, the This crude +2 thundering cold iron
can make a free bull rush attempt as part force misslie ballista bursts into warhammer has been wielded for
of your attack. You gain a +8 bonus on the a storm of missiles that centuries by both master and amateurs
opposed Strength check. If your bull inflicts 5d4+5 points of force damage on alike. This long service has granted it a

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
kind of semi-intelligence. The Jotur the Imprint Maker was fashioned as
warhammer expects competency from its HANDSPUR a crude depiction of a dragon's head and made
wielder and punishes those who fail to Price (Item Level): 500 gp (3rd) from jagged granite fixed to a stout wooden
use it properly. Body Slot: –– (held) shaft tightly wrapped in leather cords.
When a wielder fails an attack roll, the Caster Level: 5th
warhammer bestows a cumulative -1 Aura: Faint; (DC 19) conjuration When this +1 war hammer scores a
penalty on its next attack roll. Should the Activation: –– critical hit, it inflicts a very unusual
wielder fail ten consecutive attack rolls, Weight: 1 lb. wound. In addition to the damage caused
the warhammer abandons the wielder Source: Dungeon 119 (Wrath of the by the impact of the hammer, the
permanently. Henceforth, should the Abyss) dragon's head briefly animates, leaving a
failed wielder attempt to use the strange bite mark on its victim as it
warhammer, it becomes too awkward to A handspur appears as a punch dagger shouts out its name in an archaic dialect
wield. made of bone, but instead of a handle, the of Giant. While not doing any additional
Conversely, the warhammer garners a weapon has a writhing, lamprey-like stalk. damage, this wound, which covers
cumulative +1 circumstance bonus per exactly one square inch, displays a single
failed attack roll to the warhammer's next If handled with bare flesh, the handspur square from a larger map. By carefully
damage roll. The warhammer resets for immediatley makes a +5 touch attack cutting these squares from the flesh of
each new wielder but remembers a past against its target. If it hits, the lamprey his enemies the wielder of Jotur the
wielder's performance indefinitely. mouth immediately bites off the two Imprint Maker may piece together a
Prerequisites: Craft Magic Arms and middle fingers of the victim's hand and treasure map leading to the burial
Armor, blindness/deafness. burrows into his arm to latch onto chamber of what the map calls “the
arteries deep inside. This inflicts 1d4 grandfather of earthshakers." When fully
points of damage and 2 points of assembled the map is a perfect square.
HAND OF THE Constitution damage. The blade-like spur Depending upon the amount of time you
protrudes from the bloody stump. Once
CREATOR in place, a handspur functions as a punch
want it to take to assemble the map, it
could range from a 4x4 inch square
Price (Item Level): 48,542 dagger that cannot be disarmed. The (requiring 16 successful critical hits) to
gp (18th) handspur itself is not technically a an 8x8-inch square (requiring 64
Body Slot: –– (held) creature, despite its organic appearance. successful critical hits) or even larger.
Caster Level: 7th It is merely a strange form of magic Each time the hammer passes to a new
Aura: Moderate weaponry that has fallen out of style owner it starts over with the first square
abjuration amongst most drow. in the map.
Activation: –– and Standard (command) As long as a handspur is in place, the Prerequistes: Craft Magic Arms and
Weight: 1/2 lb. wearer suffers a -2 penalty on Disable Armor, minor image.
Source: Dragon 328 (Bazaar of the Device, Forgery, Open Lock, and Sleight
Bizarre: Treasures of the Elven Empire) of Hand checks. It does not impact
spellcasting. All handspurs are considered KHYBER DRAGONSHARD
This intricately designed punching dagger
(katar) is fashioned from mithral. Its handle
to be masterwork punch daggers,
although they can be further crafted to
ROD
is covered with strands of dark blue leather gain enhancement bonuses or other Price (Item Level): 18,000 gp (14th)
strips, and its silvery blade is marked with weapon qualities. A handspur can store up Body Slot: –– Held
tiny elven runes. to six doses of poison; it injects a victim Caster Level: 9th
with one dose each time it deals damage Aura: Moderate; (DC
The hand of the creator works as a +1 to a target. There is no chance of 19) conjuration
keen punching dagger that deals an extra suffering accidental poisoning while Activation: ––
1d4 points of damage when wielded by loading a handspur with venom. Weight: Unknown
an elf or half elf. When used by a Prerequisites: Craft Magic Arms and Source: Dungeon 125
character with elven blood, the hand of Armor, animate objects. (Pit of the Fire Lord)
the creator bestows the Curse of the
Creator on any creature without elven This rod is topped by a
blood it strikes. The non-elf foe can make JOTUR THE IMPRINT magnificent Khyber
a DC 14 Will save to resist the curse. The dragonshard that has a
Curse of the Creator surrounds the MAKER fire elemental bound
creature in a permanent faerie fire effect Price (Item Level): 5,900 gp (10th) within it. The rod deals
and causes the target to be permanently Body Slot: –– (held) 2d6 points of fire damage
shaken. The hand of the creator's wielder Caster Level: 3rd with a successful touch
can remove the curse as a standard Aura: Faint; (DC 16) illusion attack (a standard
action. The spells break enchantment, Activation: –– action), and grants the
limited wish, miracle, remove curse, and wish Weight: 4 lbs. wielder resistance to
can also remove the curse. Source: Dungeon 123 (Campaign fire 10 while held.
Prerequisites: Craft Magic Arms and Workshop: The Dungeon - Treasure Prerequisites: Craft Lamishal carries a
Armor, bestow curse, faerie fire, keen edge, Trails) Rod, Bind Elemental, protective yet deadly
creator must be elf or half elf. lesser planar binding. Khyber dragonshard
staff.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
grow a pair of bat-like wings, granting +5 at 16th level).
KONGO him a fly speed of 4o feet with average AL neutral; Int 19, Wis 10, Cha 19;
[MINOR maneuverability once per day for 1 hour. Speech, telepathy, 120 ft. darkvision,
Logorn's special purpose is the blindsense, and hearing; Ego 24.
ARTIFACT] destruction of any infidels who do not Legendmaker has the following skills:
Price (Item Level): pledge their lives to Erythnul, giving Appraise +14, Perform (song) +14, and
Priceless them to the Slaughter God in death Spellcraft +14, as well as the bardic
Body Slot: –– Held instead. While pursuing this end, Lagorn knowledge ability at +9.
Caster Level: 21st may use confusion (DC 19) at will. Any Legendmaker loves erudition and so
Aura: Strong; (DC 25) non-evil creature foolish enough to pick gladly gives advice on any topic
abjuration and up Lagorn must contest with its Ego. If (although it tends to give much more
transmutation the blade wins, it delights in forcing its information than is desired). As Oghma
Activation: –– thrall to attack friends and allies so that is the god of bards as well as knowledge,
Weight: 4 lbs. Lagorn may drink deeply of their blood. legendmaker can utilize bardic music as a
Source: Dragon 329 (Bazaar of Lagorn the Bloodfang: +2 wounding 4th-level bard, however it must be held to
the Bizarre: The Stuff of greatsword; AL CE; Int 10, Wis 18, Cha 2o; use this ability and it ceases singing
Legends) Speech, telepathy, 120 ft. darkvision and should it be used to attack. It can speak
hearing; Ego score 20. (but not read) Common, Dwarven, Elven,
An extremely plain three-pronged Lesser Powers: continuous deathwatch, Gnome, and Halfling.
staff that emits a bright light when item has 10 ranks in Bluff (total modifier Relic Power: To use this relic, you
exposed to darkness. +15) and Listen (total ,modifier +14). must worship Oghma and either sacrifice
Greater Powers: 1/day the wielder grows a 4th-level divine spell slot or have the
The Kongo is a +2 defending wings, giving him a fly speed of 40 ft. True Believer feat and at least 7 Hit Dice.
wooden trident that sheds light (average) for up to 1 hour. Lore: In recent years, fledgling
equal to a torch and is as tough Prerequisites: Craft Magic Arms and Ohgmanyte bards, clerics, and others
as adamantine. While held, the Armor, creator must worship Erythnul, with wanderlust have carried a truly
Kongo Kongo grants its bearer a +4 confusion, deathwatch, Mordenkainen's remarkable weapon-at least in the
enhancement bonus to Wisdom. sword, overland flight. weapon's opinion. This weapon, called
Lore: The red-faced Japanese mountain legendmaker, has a voice all its own and is
not afraid to use it to form an opinion, a
god Koyano-Myoin of Mount Koya was
seen as a hunter with two hounds and
LEGENDMAKER [RELIC] song, or an overly intricate plan.
carrying the Kongo-a three-pronged staff Price (Item Level): 124,115 gp (22nd) Legendmaker was forged by Oghma
that emits a bright light when exposed to Body Slot: –– (held) himself (a fact that the weapon reinforces
darkness. Legends say that all who hold Caster Level: 20th on occasion) and exists to experience and
the Kongo of Koya-no-Myoin are granted Aura: Strong; (DC 25) enchantment retell the epics surrounding the bearer
wisdom and insight. Activation: –– and her companions. It is most likely
Weight: 4 lbs. found in the hands of an introvert, or
Source: Dragon 333 (The Relics of someone unwilling or unable to tell of
LAGORN THE Faerûn: Gifts From The Gods) the tales of-her life.
BLOODFANG Legendmaker is a longsword and gives
Prerequisites: Craft Magic Arms and
Armor, Sanctify Relic, legend lore, miracle,
Price (Item Level): 120,050 gp (22nd) the bearer the Martial Weapon creator must worship Oghma.
Body Slot: –– (held) Proficiency (longsword) feat if she does
Caster Level: 15th not have it already. Its abilities depend
Aura: Strong; (DC 22) evocation and on the character level of the bearer-as the LESSER TENTACLE ROD
transmutation legend of the bearer grows, so does the Price (Item Level): 21,000 gp (15th)
Activation: –– and Standard (command) weapon's power. The relic's enhancement Body Slot: –– (held)
Weight: 8 lbs. bonus depends on the character level of Caster Level: 12th
Source: Dungeon 135 (Chains of the wielder (+1 at 1st level, with an Aura: Strong; (DC 21) conjuration and
Blackmaw) additional +1 for every four levels up to transmutation
Activation: ––
This black iron greatsword's hilt guard is Weight: 3 lbs.
fashioned into a pair of jagged bat-like wings. Source: Dungeon 119 (Wraith of the
Abyss)
Lagorn is an intelligent, chaotic evil +2
wounding greatsword that can speak This appears to be a long, sinuous rod of
Common and Abyssal and can organic composition. It ends in three dangling
communicate telepathically with its branches.
wielder. Bloodfang's voice is guttural, as
if it were gargling on its own blood. Upon command, these branches
Whenever it speaks aloud, fresh blood animate and grapple like tentacles, using
drips from its hilt guard and blade. The their own +9 attack bonus rather than the
blade has Bluff +15, and Listen +14, and wielder's bonus. A successful hit deals 6
continuous deathwatch. Its wielder can points of bludgeoning damage. The rod's
Legendmaker

23
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
attack counts as a standard action for the typical of many magical weapons. The
wielder. leader of the Expansionists himself
The tentacle attacks follow all the fanned the flames of rumor to trick his
normal rules for grapple attacks, with two enemies into thinking his combat
exceptions: These attacks don't incur prowess and virility came from this
attacks of opportunity and the wielder weapon. Despite such rumors, one
need not move into the target's space to intelligent longsword claims to be the
maintain the grapple. The tentacle, and true Lightbringer and possesses rather
not the wielder, is considered the accurate knowledge of
grappler (and the wielder doesn't suffer the Expansionists’ history.
any of the drawbacks of being the Prerequisites: Craft Magic Arms and
grappler). Armor, crushing
If all three of the rod's tentacles touch despair.
a target in the same round (regardless of
whether the grapple was successful or
not), the target must make a Fortitude LIGHTNING SWORD
save (DC 14) or be affected by a slow spell Price (Item Level): 35,000 gp (16th)
for 12 rounds. Body Slot: –– (held)
The rod has a +3 enhancement bonus Caster Level: 9th
and a 16 Strength. Each tentacle has Aura: Moderate; (DC 19) transmutation
hardness 10, 20 hp, and a break DC of 30. Activation: –– and Standard
An inevitable known as The Marshal
Prerequisites: Craft Rod, animate objects, (manipulation, see text)
wields a mechanical crossbow
Evard's black tentacles, slow: Weight: 4 lbs.
Source: Dungeon 129 (Age of Worms – This bronzewood +5 disruption holy
A Gathering of Winds) lawful heavy mace is
LIGHTBRINGER the personal weapon of the god, and he
Price (Item Level): 120,315 gp (22nd) The lightning sword's pommel is a single sometimes lends it
Body Slot: –– (held) huge star sapphire that glitters with electrical to great mortal heroes (although he can
Caster Level: 17th energy. recall it to himself at any time, even
Aura: Strong; (DC 23) enchantment across planar barriers). The mace has
Activation: –– and Standard (command) The lightning sword is a +2 shocking other powers (such as the ability to cast
Weight: 4 lbs. burst mithral short sword. Used by the searing light at will, sometimes varying
Source: Dragon 339 (Planescape: Dead Wind Duke Icosiol on the battlefield of with each time he sends it to Oerth.
Factions) Pesh, the lightning sword is the Several lesser versions of this item exist,
companion blade to the sword of Aaqa. craftedby church blacksmiths over the
Lightbringer is an intelligent dancing Three times per day by drawing the past centuries (typically+1 holy or +1
keen +3 longsword that possesses normal lightning sword, the wielder can gain the axiomatic heavy maces).
hearing and speech, typical light effects of a fly spell (caster level 9). This Lore: Some believe that a weapon of
generation, darkvision out to 120 feet, effect springs into being as part of the act this type discovered in the world is
telepathic communication with its of drawing the sword. merely an homage to the original, not
wielder, and can cast bless 3 times per day. If the wielder fights with the lightning actually the god's own weapon, as
Lightbringer wishes to be universally sword and the sword of Aaqa, he may strike common sense dictates that Saint
feared and urges its wielders to challenge the two swords together as a standard Cuthbert would not "lose" his weapon in
opponents in order to be seen and action to generate 3o-foot line of sonic the mortal world or leave it around for
improve its reputation. It especially energy. All creatures in this area take 6d6 anyone to find–if he wanted someone to
wishes to destroy all other weapons sonic damage (Reflex DC 18 half). This have it, he would just give it to the
bearing the Lightbringer name—of which ability can be used three times per day. intended recipient. If this is true, it is
there seem to be numerous. As such, it Prerequisites: Craft Magic Arms and entirely possible that several powerful
can cast crushing despair when attempting Armor, call lightning or lightning bolt, fly. maces exist in the world bearing this
to destroy another magic weapon bearing name.
its name.
Lightbringer is neutral, has
MACE OF SAINT
Intelligence 17, Wisdom CUTHBERT MECHANICAL
10, Charisma 17, and an Ego score
of 21. It possesses 10 ranks in Bluff, [RELIC] CROSSBOW
Intimidate, Knowledge (arcana), and Price (Item Level): Priceless Price (Item Level): 10,000 gp (12th)
Knowledge (the planes). Lightbringer Body Slot: –– Body Slot: –– (held)
also speaks Common, Abyssal, Caster Level: Unknown Caster Level: 5th
Celestial, and Infernal. Aura: Unknown Aura: Faint; (DC 17) transmutation
Lore: Factol Vartus Timlin’s famous Activation: –– Activation: Standard (manipulation)
sword has had many imitators, although Weight: Unknown Weight: 35 lbs.
not many people realize that the original Source: Dragon 358 Source: Dungeon 133 (Campaign
weapon was merely a weakly enhanced (Core Belief’s: St. Workbook – Critical Threats – The
+2 longsword with the light generation Cuthbert) Marshal – Inevitable Justice)

24
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
This +2 repeating heavy crossbow is This intelligent +4 defending guisarme is a contracting a disease.
designed from high quality wood and potent weapon. Not actually evil, it has Prerequisites: Craft Magic Arms and
reinforced iron. Numerous buttons, served Dyr'ryd for many years, and is Armor, remove disease.
gears, and hidden catches around the mostly indifferent to his cruelty. Unlike
stock allow for many of the weapon’s most magic weapons, this guisarme
properties. The weapon possesses resizes to best fit its wielder. Mindbite has MURLYND’S
grappling devices, extendable balancing Intelligence 14, Wisdom 14, Charisma RATTLESNAKE WHIP
fins, and ranging tools. The back end can 10, an Ego of 14 and is Neutrally aligned. Price (Item Level): 72,301 gp (19th)
be unscrewed to reveal masterwork It can speak Common, Demodand, and Body Slot: ––
thieves’ tools and a retractable 50-foot Ignan, and has darkvision 60 ft. and can Caster Level: 9th
length of silken cord. Plus, as a standard hear. Mindbite can detect magic at will and Aura: Moderate; (DC 19) conjuration
action, the user may drop a batch of daze monster three times a day; it can also
Activation: –– and Standard (command)
caltrops (holds up to 5 bags), attack with use feeblemind and confusion once a day
Weight: 1 lb.
a propelled net (-4 penalty), or apply salve each. The guisarme has a dry voice and a
Source: Dragon 359 (Treasures of
of slipperiness (holds 1 dose). wit to match. It enjoys a good battle,
Greyhawk: Magic of the Company of
Prerequisites: Craft Magic Arms and although it grows impatient with
Seven)
Armor. characters that don't share at least one
aspect of neutrality in their alignment.
This rattlesnake-skin whip is tipped with
Prerequisites: Craft Magic Arms and
MEEPO'S "PUMP− Armor.
the filed-down fangs of several snakes.

ACTION SHOTGUN" The prehensile whip extends at your


[MINOR ARTIFACT] MOONRAT'S BANE command to grasp items, operate levers,
Price (Item Level): 15,530 gp (14th) or pull door handles. It can even lower
Price (Item Level): Priceless you as a rope and pulley, but it also has
Body Slot: –– (held) Body Slot: –– (held)
Caster Level: 11th use as an offensive weapon.
Caster Level: Unknown This +3 disarming sweeping whip grants
Aura: Unknown Aura: Moderate; (DC 20) abjuration
Activation: –– you a +2 competence bonus on disarm
Activation: Standard (manipulation) attempts and a +2 competence bonus on
Weight: Unknown Weight: 8 lbs.
Source: Dragon 333 (The Relics of Strength checks made to trip an
Source: Dragon 359 (1d20 Villains – opponent with it. Opponents cannot
D&D’s Most Wanted; Preferably Dead) Faerûn: Gifts From The Gods)
disarm you of this weapon. In addition,
These ancient relics, artfully crafted the whip grants you the ability to grapple
A "pump-action shotgun" is a magical any target at a range of 10 feet with a
blunderbuss crafted by the famed greatswords fashioned from
rare alloy of a bright silvery hue, emit a successful grapple check.
artificer Mossburg that fires ammunition Lore: Murlynd did not fashion this
clear radiance strong
known as a "12-gauge shotgun shell." It is weapon, but rather he discovered it on a
enough to illuminate a 20-foot radius when
most effective at short ranges and takes a held. The grip of a distant world desperately in need of
-1 penalty on damage rolls per range moonrat's bane, covered with a thick layer of heroes that he frequents. The whip is a
increment of the attack. It can fire six interwoven purple marvel, but because of the six-shooters
times before it needs reloading (which leather laces, proves remarkably comfortable and fabulous dancing sword he caries it
requires a full-round action), requiring a to wield. often goes unnoticed. It has, however,
distinct "pumping" action along the saved Murlynd’s life on more than one
barrel that gives the blunderbuss its At first glace, a moonrat's bane appears occasion.
distinctive name. as a typical Small +2 silver greatsword. Prerequisites: Craft Magic Arms and
Meepo's "pump-action shotgun" is a Barely perceptible runes upon the blade Armor, bull’s strength, web.
+3 shotgun (written in Gnome) reveal its potency. Cost to Create: 36,301 gp, 2,880 XP.
(DUNGEON MASTER'S GUIDE, 146) When wielded in battle against rats and
that deals 2d8+3 points of piercing
damage with a ranged increment of 30
ratlike creatures, causes these creatures
to be shaken for 1 minute upon a
NAGPA STAFF
feet. It can create six “12-gauge shotgun successful critical hit. This includes Price (Item Level): 22,700 gp (15th)
shells" up to five times per day. normal rats, dire rats, moon rats, rat Body Slot: –– (held)
swarms, wererats, and any other creature Caster Level: 5th
Aura: Faint; (DC 17) evocation
MINDBITE with ratlike qualities (but no other
Activation: ––
Price (Item Level): 90,000 gp (20th) creatures). Finally, any creature the
wielder does not consider an opponent Weight: Unknown
Body Slot: –– (held) Source: Dragon 339 (Creature Catalog
Caster Level: 15th within the blade's glow receives a +2
bonus on all saving throws made to avoid IV: Campaign Classics)
Aura: Strong; (DC 22) evocation
Activation: –– This quarterstaff is
Weight: 12 lbs. a mixture of iron
Source: and wood, as if the
Dungeon 114 two substances were
(Thirteen Cages) Moonrat’s Bane twisted together in a

25
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
liquid form and then hardened. Caster Level: 30th
Aura: Overwhelming; (DC 30)
A nagpa staff functions as a minor ring of transmutation
spell storing and a cold iron weapon. In the Activation: Free (manipulation)
hands of a nagpa (see DRAGON Weight: 6 lbs.
MAGAZINE #339) it also has a +1 Source: Dragon 352 (Bas-Lag Gazetteer:
enhancement bonus. A Guide To Perdido Street Station & The
Prerequisites: Craft Magic Arms and World Beyond)
Armor, Craft Staff, imbue with spell
ability, creator must be at least 3rd level The possible sword is a very sharp ceramic
Cost to Create: 11,700 gp, 440 XP. longsword of ancient make. Attached to the
pommel of the sword are a series of wires that
attach to a special battery, typically worn at
NIMBUS BOW [MINOR the waist.
ARTIFACT] The possible sword is an incredibly
Price (Item Level): Priceless
powerful artifact allowing its wielder to
Body Slot: –– (held)
make every possible strike.
Caster Level: 15th While anyone can wield the possible
Aura: Strong; (DC 22) transmutation sword and gain its basic bonuses, its true
Activation: –– and Standard (command) powers are much more difficult to
Weight: 2 lbs. A Nagpa wielding a nagpa staff
activate. The sword requires possibility
Source: Dungeon 145 (Savage Tide – energy to work, and the bearer must be
City of Broken Idols) and sky were so impressed with him that
they each decided to award him a magical physically altered by expert
bow. When they realized they had all biothaumaturgical surgery to use the-
The Nimbus Bow is a beautiful weapon, weapon at its full potential (this surgery
made of fine wood carved with spiraling worked independently to create the
weapons, Quetzalcoatl decreed that all requires a DC 23 Profession
motifs and encrusted with diminutive
three should become one. [biothaumaturgy] check and a DC 20
turquoises. The string sparkles and shimmers
Heal check; see Dragon Magazine #352
with electricity.
for more information). In addition, due
The Nimbus Bow functions as a +2 ORCUSWORD, THE to the imprecise nature of the weapon,
only those who are not proficient in its
shocking burst longbow that allows its [MINOR ARTIFACT] use can unlock its power. Characters who
wielder to add his Strength bonus to Price (Item Level): Priceless
attacks made with it as if it were an are proficient in longsword must take
Body Slot: –– (held) Exotic Weapon Proficiency (possible
appropriately modeled composite bow. Caster Level: Unknown
Against reptilian monsters (including all sword) to learn how to improperly wield
Aura: Unknown the sword (the wielder must take the-4
dragons) and creatures with the Earth Activation: ––
subtype, the bow is a +4 shocking burst nonproficient penalty). A wielder who
Weight: Unknown meets these prerequisites must turn on
longbow that inflicts an additional 1d6
Source: Dragon 359 (1d20 Villains – the sword, a free action, to gain its
points of damage on a hit.
D&D’s Most Wanted; Preferably Dead) benefits.
As a standard action, the
wielder of the Nimbus Bow The possible sword is a +2 sword of
The orcusword was the Demonlord wounding in the hands of most wielders.
can produce the following Orcus’ personal weapon during his time
magical effects as long as he When the sword is powered on (and used
as a balor. This +6 chaotic consumptive burst by a wielder who meets all the
is outdoors.
unholy greatsword’s power is linked to that prerequisites) the sword's true potential
• control winds 1/day of its master, granting a divine spellcaster becomes apparent.
(by waving the bow overhead) use of the Chaos or Undeath domain and For each attack
• summon nature’s ally a +5 bonus to his spellcasting ability made, the wielder
V 1/day (by firing an arrow score. makes a single
into the air–the arrow Lore: The orcusword resides in the attack roll and
transforms into a Medium fortress of Tchian-Sumere on the resolves if
arrowhawk as it is fired) Negative Energy Plane under the watch normally. In
• warp wood 3/day (by of Alzoga the Bloated and the yugoloth addition the sword
aiming the bow at the object necromancer Yleris, though the latter has also makes 19
to be affected) the intention of eventually stealing it on additional attacks,
behalf of his true master, Bubonix. with each one
Lore: The Nimbus Bow was resolved as if the
the preferred weapon of die rolled had
Macutotnal, an Olman hero who became POSSIBLE SWORD, THE naturally rolled
an emperor after defeating a clan of [MINOR ARTIFACT] each number on
flightliess dragons known as linnorms. Price (Item Level): Priceless the die (1 through
Macutotnal excelled in archery and 20, leaving out the The Possible Sword
Body Slot: –– (held)
falconry, and the gods of the sun, moon, actual roll by the

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
wielder). Each of these phantom attacks Source: Dragon 322 (Sneaky, Stealthy, &
that hit deal half damage, while all the Stylish: New Magic Items for Assassins,
attacks that miss deal 1 point of damage. Rogues, and Bards)
Unless the wielder rolls a natural 20,
none of these attacks results in a critical Most of these extraordinary rapiers were
hit and none of the attacks, except for the made of a special alloy composed of white gold
one made by the wielder, activates the mixed with iron, mithral, and yellow gold.
sword's wounding property. Strands of precious metals, like a myriad of
Attacking with the sword in this way is capillary veins, run along the length of these
a full-round action and consumes one elegant blades.
battery charge (which typically has 20- The basket hilt of a rapier of disarming is a
120 charges when found). If the wielder work of art in itself, often composed of several
rolls a natural 1 on his attack roll, all of fragile-looking metal strands interwoven with
the attacks miss and one charge is one another in a complex and almost chaotic
consumed. When the possible sword is manner. Rumors say no two rapiers of
turned off, the wielder takes 1d4 points disarming are exactly the same.
of Constitution damage and is fatigued Rapier of Disarming
for 1d4 hours +1 hour per round used. When used to attack a foe, a rapier of
Lore: Dating from the days of the disarming acts as a +2 rapier. When used
Ghasthead Empire, this 3,040-year-old Silently checks when held. to disarm an opponent, however, this
sword has faded in and out of Legend. • Journeyman: +2 silent strike dagger weapon provides its wielder with an
Most famously wielded by Uther Doul, a that grants it wielder a +5 additional +4 insight bonus on the roll.
renowned pirate from the city of Armada, competence bonus on Move The wielder of a rapier of disarming gains
the sword is an artifact from a time when Silently checks when held. It also the use of the Improved Disarm feat,
anything was possible. The sword reflects functions as a lesser silent metamagic even if she doesn't meet the prerequisites
this mysterious power. rod. for it.
Prerequisite: Combat Expertise, Craft
• Master: +3 silent strike dagger that Magic Arms and Armor, Improved
QUIET DAGGER grants its wielder a +5 competence Disarm.
Price (Item Level): 10,800 gp (13th, bonus on Move Silently checks
apprentice); 25,300 gp (16th, when held, functions as a lesser
journeyman); 59,300 gp (18th, master) silent metamagic rod, and grants its RED THUNDERBOLT
wielder SR 14.
Body Slot: –– (held)
Lore: The Guild of the Silent Scream [RELIC]
Caster Level: 3rd (apprentice), 6th Price (Item Level): Priceless
(journeyman), uses quiet daggers as badges of
membership. The shape and design of a Body Slot: –– (held)
9th (master); Caster Level: Unknown
Aura: Faint; (DC 16, apprentice; DC 18 dagger reveals the wielder's rank, skills,
specialties, and number of successful Aura: Unknown
journeyman) illusion or moderate; Activation: ––
(DC 19, master) illusion kills. For instance, a journeyman's
serrated dagger with five notches might Weight: Unknown
Activation: –– Source: Dragon 354 (Core
Weight: 1 lb. indicate five kills, while a quartz pommel
specifies his mastery of arcane studies Beliefs: Heironeous)
Source: Dragon 330 (Bazaar of the
and the green-tinged blade his expertise
Bizarre: This +2 shocking thundering
with poison.
Tools of the Assassin) battleaxe is made of magically
Prerequisites: Craft Magic Arms and
Armor, silence, dispel magic (master dagger hardened copper and inscribed
Quiet daggers come in three forms: with Heironeous' symbol. It has all
only).
apprentice, journeyman, and master. An the properties of a holy avenger,
apprentice acquires his dagger when he damages creatures as if it were silver,
takes his first level in the assassin RAPIER OF DISARMING and sheds light (as per the spell).
prestige class. He reaches the rank of Price (Item Level): 32,300 gp (16th) Lore: Forged and wielded by the
journeyman at 5th level and master at Body Slot: –– (held) paladin Azkava Mor two centuries ago,
9th. Caster Level: 12th he used it to battle servants of Hextor
• Apprentice: + 1 silent strike dagger Aura: Moderate; (DC 21) transmutation and mighty devils, once even traveling
that grants its wielder a +5 Activation: –– into the Nine Hells of Baator itself to
competence bonus on Move Weight: 3 lbs. reclaim a magical coffer containing the
souls of seven righteous priests. When
he fell to a trio of pit fiends the axe
vanished, perhaps spirited away by an
angel of Heironeous. Visions of the axe
sometimes guide young paladins to a
great destiny.
Quiet Dagger

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
creates include picks, files, manual Most bounty hunters and lawmen tasked
ROD OF DEADLY drills, spikes, levers, and to bring living prisoners to justice
FUNCTION wrenches. consider saps of stunning priceless.
Price (Item Level): 60,000 gp Prerequisites: Craft Rod, Craft Magic Burglars, thieves, and good-hearted
(18th) Arms and Armor, deep slumber, true bandits who prefer to avoid doing
Body Slot: –– (held) strike. permanent harm to their victims also
Caster Level: 18th cherish these items.
A sap of stunning is a +2 ki focus sap that
Aura: Strong; (DC 24) divination, SAI OF THE HORNET deals 2d6 points of nonlethal damage
enchantment, evocation, and Price (Item Level): 72,300 gp (19th)
transmutation with a successful hit.
Body Slot: –– (held) Prerequisites: Craft Magic Arms and
Activation: Standard (mental) and Caster Level: 15th Armor
Free (manipulation) Aura: Strong; (DC 22) transmutation
Weight: 5 lbs. Activation: –– and Standard
Source: Dragon 330 (Bazaar of (command) SCATHER, SWORD OF
the Bizarre: Tools of the Assassin) Weight: 1 lb.
Source: Dragon 325 (Class Acts: Monk ANSWERING [MINOR
A dark variation of the rod of
lordly might, this slim black rod has
Magic Items) ARTIFACT]
a series of studs all along its base. Rod of Price (Item Level): Priceless
Created for an order of monk Body Slot: –– (held)
Deadly assassins dedicated to the destruction
Its design is cruel and Function
Caster Level: Unknown
of all arcane spellcasters, these magic Aura: Unknown
utilitarian, like a torture device weapons can make their own
version of a traditional rod of lordly might. Activation: –– and Standard (command)
unremitting assaults. It is said that Weight: Unknown
The rod of deadly function has numerous countless spellcasters and supernatural
magical and mundane functions activated Source: Dungeon 106 (Critical Threats –
creatures have fallen to the twirling
either by concentrating or by pressing Dantalion – Dark Champion of the
blades of these animate weapons.
one of the studs along the base. Sword of Light)
This masterwork steel sai functions as
The following spell-like functions of +1 dancing returning sai. However, the
the rod can each be used once per day. Scather is one of the nine swords of
wielder of a sai of the hornet can loose it to
• Deep slumber upon touch, if the answering, powerful magic bastard swords
attack on its own. A sai of the hornet
wielder so commands (Will DC 14 created by Kelanen to represent the nine
functions as a dancing weapon except
negates). The wielder must choose sacred styles of swordplay, each of which
that it can also make ranged attacks as
to use this power and then succeed corresponds to one of the nine
though thrown by its wielder, attacking
on a melee touch attack to activate alignments. Each of the swords has a
any foe within 50 feet and suffering
the power. If the attack fails, the different-colored 10,000-gp gem set in its
penalties for range normally. After
effect is lost. pommel.
commanded to attack a distant foe, it
All of the swords of answering have a
• True strike. returns to the creature who loosed it per
unique alignment; Scather is neutral evil.
• Deal 2d4 hit points of damage to its returning property, and it continues to
A character who's alignment matches
an opponent on a successful touch dance if dancing duration remains.
neither of a sword of answering's alignment
attack (Will DC 17 half) and cure Prerequisites: Craft Magic Arms and
components takes 1d6 points of damage
the wielder of a like amount of Armor, shield or shield of faith, telekinesis
per round the sword is wielded, and must
damage. The wielder must choose make a successful Fortitude saving throw
to use this power before attacking,
as with deep slumber. If the attack
SAP OF STUNNING (DC 25) each round or be stunned for
Price (Item Level): 32,301 gp (16th) 1d10 rounds. A character whose
fails, the effect is lost. alignment matches one of a sword of
Body Slot: –– (held)
The following weapon functions of the answering's alignment components takes
Caster Level: 9th
rod have no limit on the number of times only 1d3 points of damage per round and
Aura: Moderate; (DC 19) transmutation
they can be employed. must make a successful Fortitude saving
Activation: ––
• In its normal form, the rod can be Weight: 5 lbs. throw each round (DC 25) or become
used as a +1 light mace. Source: Dragon 322 nauseated..
• Pressing button 1 turns the rod (Sneaky, Stealthy, & A character whose alignment
into a +1 keen rapier. Stylish: New Magic Items matches the sword's can wield it
• Pressing button 2 turns the rod for Assassins, Rogues, and without worry. A sword of
into a +2 returning throwing axe. Bards) answering is a +3 keen bastard sword.
• Pressing button 3 causes a steel- On a successful critical hit, the
chain whip to form that acts as a +3 Usually made from a dark sword's enhancement bonus
whip dagger (page 7 of the Arms gray, brown or black leather increases to +4, and it does an
and Equipment Guide). sack filled with crushed rock additional 2d6 points of damage.
The wielder of a sword of
• Pressing button 4 causes the rod to answering can make an attack of
extend various lockpicking tools This ordinary looking sap
is twice as heavy as its opportunity against any creature
which function as a set of that successfully damages him
masterwork lock picks. The tools it mundane counterpart. Sap of Stunning

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
with a weapon, as long as the target is in Preresquisites: Craft Magic Arms and
reach and the attack of opportunity is Armor, cause fear.
made with the sword of answering. This Sling Boulder
ability does not increase the number of
attacks of opportunity a character can SHATTERSPIKE
make in a round. Price (Item Level): 35,505 gp (17th)
Known names of other swords of Body Slot: –– (held)
answering include Answerer (LG, location Caster Level: 15th
unknown), Back-talker (NG, lost in the Aura: Strong; (DC 22) evocation
depths of White Plume Mountain), Activation: –– and Standard (command)
Concluder (CC, wielded by Fasstal Weight: 12 lbs. These +1 sling stones are more than they
Dothmar, Royal Consort of Queen Source: Dragon 345 (The Giants of appear. When fired from a sling, the
Yolande), Last-quip (LN, lost near Xen’drik: Dark Elves and Giants Clash) stone instantly transforms into a large
Irongate at the Battle of a Thousand boulder that deals 2d6+1 points of
Banners), Rebutter (N, wielded by Lord This large greatclub is made from a single damages (plus your Strength bonus)
Eraj, servant of Mordenkainen), Replier piece of weathered gray stone, engraved with instead of the normal 1d4 for a sling
(CN, lost in the Bandit Kingdoms during bands of earth symbols around the base. Up bullet.
the Greyhawk Wars), Retorter (LE, near the head of the club, a carving depicts The magic of the sling boulder can only
trapped in the treasure ward of the stone giants tearing the ground asunder. be used once and is expended when fired,
Overking's Palace in Rauxes), and whether or not the sling boulder hits.
Squelcher (CE, location unknown). Shatterspike functions as a Large +2 Prerequisites: Craft Arms and Armor,
There exists a tenth sword of answering thundering greatclub. In addition, the shrink item.
as well, Fragarach. Kelanen stole this wielder of shatterspike can use the weapon Cost to Create: 184 gp, 15 XP, 1 day.
sword from an alien god and used it as to cast shatter three times per day (CL
the template to create the nine, and then 12th, DC 13). The most powerful effect of
allowed the legendary sword to pass into the club, however, requires the sacrifice SKULL OF KALLUM
of its wielder, draining his life to power
the hands of his mortal worshippers.
the magic. Built to be the ultimate [MAJOR ARTIFACT]
Fragarach's powers are rumored to be Price (Item Level): Priceless
even greater than the nine swords of weapon, shatterspike can cast earthquake
(CL 15th, DC 22), but doing so causes the Body Slot: –– (held)
answering, but its current location and Caster Level: 20th
owner are unknown. death of the wielder. This function can
only be activated with the full intent of Aura: Strong; (DC 25) necromancy
its wielder and no amount of trickery or Activation: See below
SCIMITAR OF FEAR control can force this sacrifice. This Weight: 2 lbs.
Price (Item Level): 3,215 gp (8th) ability can be used no more than once per Source: Dungeon 150 (Savage Tide –
Body Slot: –– (held) month. Prince of Demons)
Caster Level: 5th Lore: Crafted by the ancient elders of
Aura: Faint; (DC 17) necromancy the Tol Gorum during the fall of their This is a human skull with a bronze strap
Activation: –– and Standard (command) civilization, Shatterspike is a deadly riveted around it transversely to hold its
Weight: 4 lbs. weapon capable of savagely destroying jawbone in place. Battered and stained from
Source: Dungeon 103 (Forest of Blood) foes. In the hands of a desperate wielder, long years, its four front teeth are missing and
this club can rend the earth itself. a rune written in Abyssal glows upon its
This brilliantly crafted blade has an oily Drogann used the earthquake ability forehead.
sheen to it and the skull of while hunting the drow, thinking, in his
a small bird is sealed inside the amber hubris, that he might survive. This skull once belonged to the
pommel. Prerequisites: Craft Magic Arms and adventurer Kallum Vanderboren,
Armor, blindness/deafness, earthquake, murdered by his own nephew Vanthus
A scimitar of fear functions as a +1 scimitar. shatter. after he was seduced to evil by Ghorvash.
In addition, up to three times a day, the Some time after Kallum’s death,
Ghorvash claimed the skull and, with
wielder causes the creature struck to
become fearful of the wielder Activating SLING BOULDER Demogorgon's aid, caught the spirit of
this power is a free action. A successful Price (Item Level): 367 gp (2nd) the betrayal in the skull.
Will save (DC 11) allows the victim to Body Slot: –– The skull of Kallum is meant to be
resist the fear effect and grants immunity Caster Level: 3rd wielded as a light weapon. When a
to the scimitar’s fear effects for 24 hours. Aura: Faint; (DC 16) transmutation creature attacks with it, the skull's jaw
Failure indicates the creature becomes Activation: –– bites and tears, inflicting 1d6 points of
shaken (-2 penalty on attack rolls, saving Weight: ½ lb each piercing, slashing, and bludgeoning
throws, skill checks, and ability checks). Source: Dragon 347 (Bazaar of the damage. Although the skull provides no
A shaken creature affected by this power Bizarre: A Mastery of Elements) enhancement bonus to attack or damage
becomes frightened, and a frightened rolls, it is treated as a magic evil weapon
creature affected becomes panicked. A plain burlap bag contains 2d4 simple for the purposes of overcoming damage
Creatures with 6 or more Hit Dice are polished stones usable as ammunition for a reduction.
immune to the scimitar of fear's fear Small or Medium sling. The skull's true power lies in the
effects. betrayer's curse. Each time the skull

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
inflicts damage, the victim must make a commands. All necromancy spells cast by
22 Will save or become affected by this STAFF OF MASTERY the wielder gain a +2 bonus to caster
curse. This curse manifests in combat Price (Item Level): 275,000 gp (29th) level. Finally, any shadow, slow shadow,
only–there's a 25% chance each round Body Slot: –– (held) or creature from the Plane of Shadow
that the victim attempts to harm his Caster Level: 17th that is damaged by this weapon must
closest ally with his most effective attack Aura: Strong; (DC 23) abjuration, make a successful Fortitude save (DC 15)
or spell rather than take his intended enchantment, and evocation or be slain (or destroyed, if the creature is
action. If no allies are within reach, he Activation: –– and Standard (spell- not living).
moves toward the closest visible target. If trigger)
no allies are visible, the cursed victim Weight: Unknown
spends his round roaring in anger and Source: Dragon 312 (Rogues Gallery: STAFF OF THE
The Heroes of the War of the Spider
rage and can take no other action.
Queen Part II) CRUSHING BREEZE
This curse is a mind-affecting Price (Item Level): 18,000 gp (14th)
compulsion It can be removed by a Body Slot: –– (held)
miracle or wish, but remove curse is only Wrought from four twisted rods of
adamantine Caster Level: 6th
effective if the caster succeeds at a DC 30 Aura: Moderate; (DC 18) evocation
caster level check.
One end of this weapon functions as a Activation: ––
+4 lawful staff of knockback. The other end Weight: 4 lbs.
SOSIAS of the staff is nonmagical. Source: Dragon 325 (Class Acts: Monk
Price (Item Level): 37,200 gp (17th) In addition to its potent properties as a Magic Items)
Body Slot: –– (held) weapon, the staff of mastery allows the use
Caster Level: 15th of the following spells with the indicated A staff or the crushing breeze is the weapon
Aura: Moderate; (DC 22) transmutation charge expenditures. of a warrior-philosopher. These sturdy shoots
of evergreen bamboo are ornately etched with
Activation: –– • Hold person (1 charge)
Weight: Unknown depictions of serene glades, lakes, and
• Dimensional anchor (1 charge) mountains, as well as symbols meant to
Source: Dungeon 134 (Home Under
• Repulsion (2 charges) inspire peace. However, in stark contrast, the
The Range)
• Dominate monster (3 charges) glistening metal of countless chains covers
Sosias is an intelligent rope of climbing After all its charges have been used up, much of their carved surfaces. While the
the staff of mastery remains a +4 lawful staff silvery chains hide much of the staffs'
and entanglement; AL LE; Int 15, Wis 10,
of knockback. masterfully crafted surfaces, they are integral
Cha 15; Speech and snake spelling (see
Prerequisites: Craft Staff, dimensional in preventing them from coming to harm
below), 60 ft. darkvision and hearing; Ego when it is used in battle.
score 7. anchor, dominate monster, hold person, orders
Lesser powers: bless 3/day, minor image wrath, repulsion, creator must be lawful.
Composed of a length of bamboo
1/day, 10 ranks in Bluff (providing a wrapped in a thin mesh of mithral
modifier of +12). STAFF OF SHADOW chains, the staff of the crushing breeze is a +2
Personality: Sosias is an endlessly patient quarterstaff that grants its wielder access
tacticin. He is fond of knotting his head MAIMING [MINOR to the Improved Trip feat, even if she
into the shape of a giant cobra and
coiling his 60-foot long body tightly, ARTIFACT] does not meet the prerequisites for this
Price (Item Level): Priceless feat.
cultivating the image of a serpent Prerequisites: Craft Magic Arms and
preparing to strike. To further the Body Slot: –– (held)
Caster Level: 20th Armor, gust of wind.
illusion, Sosias dipped himself in jet black
and crimson dyes in alternating Aura: Strong; (DC 25) necromancy
segments. Sosias can communicate with a Activation: –– SWORD OF AAQA
hiss-filled Common as well as Infernal Weight: 4 lbs. Price (Item Level): 35,000 gp (16th)
and Undercomon. Sosias can also Source: Dungeon 112 (Maure Castle) Body Slot: –– (held)
communicate by spelling out words with Caster Level: 9th
his body length or through the use of his This is an ironwood staff covered with Aura: Moderate; (DC 19) transmutation
minor image ability. ancient necromantic symbols. One end of the Activation: –– and Standard
Any non-lawful evil character that staff bears an ornate "Y" sigil, while the other (manipulation, see text)
wields Sosias receives one negative level. bears a stylized glyph shaped like a gnoll's Weight: 4 lbs.
The negative level lasts until Sosias is face. Source: Dungeon 129 (Age of Worms –
released. In melee, Sosias attacks as a rope A Gathering of Winds)
of entanglement capable of giving himself The Staff of Shadow Maiming is a +3
commands. He has an AC of 22, 12 hit undead bane ghost touch quarterstaff; both
points, and a hardness of 10. If not ends of the staff bear these qualities.
severed and destroyed, Sosias can repair The staff grants four additional effects
himself at a rate of 1 point every 5 to the one who carries it. First, the
minutes. wielder gains a +2 deflection bonus to his
Prerequisites: Craft Wondrous Item, Armor Class against undead. His mind is
animate objects, animate rope, entangle. protected as if by protection from evil,
preventing possession and mental

30
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
The sword ofAaqa is a +2 axiomatic This angular, blunt-tipped
mithril long sword with a hilt set with six bastard sword has a jagged SWORD OF MURDER
pale sapphires the size of grapes. Used blade. Its tip glows with a faint Price (Item Level): 18,310 gp (15th)
by the Wind Duke Icosiol on the and ghostly flame that dances as Body Slot: –– (held)
battlefield of Pesh, the sword of if touched by a breeze, changing Caster Level: 9th
Aaqa is the companion blade to its color as if on a whim. When Aura: Moderate; (DC 19) necromancy
the lightning sword. Whenever the used to strike a giant the sword Activation: ––
wielder scores a critical hit on a erupts in colorful explosions of Weight: 3 lbs.
creature with the sword of Aaqa energy. Source: Dragon 322 (Sneaky, Stealthy, &
(even if that creature is Stylish: New Magic Items for Assassins,
normally immune to damage A sword of giant rending is a Rogues, and Bards)
from critical hits), the sword versatile weapon, adapting to its
creates a powerful blast of foes and exploiting their Massive bronze hilts in the shape of a
windstorm-force wind. weaknesses. It gains crescent moon identify these elegantly crafted
The creature hit can extraordinary powers by slaying scimitars. Made from bronze, silver, and iron,
make a DC 18 Fortitude giants and removing their swords of murder are extremely hard to find,
save to resist the hearts. and the few smiths who know the secret to
effects of the wind. A sword of giant rending is a their making zealously guard it. The blades of
Small or smaller +2 giant bane bastard sword. these swords are broad but extremely thin and
creatures (or flying Sword of Aaqa and When you succeed at an sharp, as was the fashion at the time of their
Medium Lightning Sword attack against a giant, the creation. The crescent-shaped guard is wide,
creatures) are blown sword deals an additional with many strange runes
away by this blast of wind. Creatures on amount of damage, the type of which engraved into the bronze alloy.
depends on the kind of giant struck. The handle is made of the
the ground are knocked down and roll
Consult the table below to determine same material as the rest of
1d4x10 feet, taking 1d4 points of
which special ability the sword possesses. the weapon, but dark blue or
nonlethal damage per 10 feet. Flying green silk most often covers it.
creatures are blown back 2d6x10 feet and When you kill a giant and use this
sword's blade to ritualistically remove its The pommel holds a tear
take 2d6 points of nonlethal damage. shaped sapphire, which burns
Medium creatures (or flying Large heart, a sword of giant rending gains greater
power. This ritual requires 1 hour. If you brightly every time the sword
creatures) that fail this save are knocked of murder takes a life.
down. Huge (or land-bound Large) and remove three hearts of the same kind of
larger creatures suffer no noticeable giant in this manner within 24 hours, the
blade thereafter gains the appropriate A sword of murder is a +1
effect from the blast of wind. scimitar that gets its name
If the wielder fights with the lightning special ability. The sword of giant rending Sword of Murder
retains the special ability granted by the from its special ability.
sword and the sword ofAaqa, he may strike Whenever the sword is
the two swords together as a standard ritual until you perform three more
rituals on a different kind of giant, which used to kill a creature with
action to generate 3o-foot line of sonic at least a 3 Intelligence that does not
energy. All creatures in this area take 6d6 grants the blade a new special ability
based on the kind of giant used in the view the wielder as an enemy (the victim
sonic damage (Reflex DC 18 half). This has an attitude of indifferent or better
ability can be used three times per day. ritual.
Prerequisites: Craft Magic Arms and toward the wielder prior to the wielder's
Armor, call lightning or lightning bolt, chill attack), the sword deals an additional
SWORD OF GIANT metal or ice storm, flame blade or flame strike +2d6 points of damage with every
or fireball, order's wrath. successful hit for the next 24 hours. The
RENDING sword of murder's wielder must complete a
Price (Item Level): 72,335 gp (19th) Giant Special Greater Special murder within 10 rounds of making his
Body Slot: –– (held) Kind Ability Ability first attack against the unsuspecting
Caster Level: 12th Cloud shock shocking burst victim to gain the benefit of the sword's
Aura: Strong; (DC 21) evocation, Fire frost icy burst additional damage.
moderate; (DC 21) conjuration Frost flaming flaming burst Prerequisites: Craft Magic Arms and
Activation: –– Hill lawful axiomatic Armor, death knell.
Weight: 6 lbs Stone shock shocking burst
Source: Dragon 345 Bazaar of the
Bizarre: For and Against The Giants)
Storm lawful axiomatic SWORD OF THE EBON
wielder's
Other
choice
–– FLAME [MINOR
ARTIFACT]
Price (Item Level): Priceless
Body Slot: –– (held)
Caster Level: 20th
Aura: Strong; (DC 25) evocation [chaos,
evil]
Activation: ––
Sword of Giant Rending Weight: 4 lbs.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
Source: Dungeon 112 (Maure Castle) chunks of irregularly shaped crystal adorn its the possession of a thornblade as evidence
copper hilt. of skill and trustworthiness. Most owners
Black flickering flames dance about the of a thornblade are careful to announce an
swords face and edge, although the weapon Sometime in the distant past the sword heir for the
does not radiate warmth. was enchanted with six permanent magic sword while they yet live. Those who
mouth spells. The first activates whenever don't make their wishes known are
This potent weapon is a +4 flaming burst anyone holds the sword and speaks its usually buried with their weapons, which
chaotic unholy longsword. In combat, the name aloud. Speaking in Elven, the never again allow other creatures to
flames wreathe the entire sword but do magic sword offers a cryptic riddle that claim them, causing them to wither away
not harm the wielder. A victim that takes (if deciphered) leads to a landmark such if stolen from their owners' graves.
fire damage from the Sword of the Ebon as a waterfall or a mountainous ravine. At Prerequisites: Craft Magic Arms and
Flame catches fire if he fails a Will save this landmark the second magic mouth Armor, poison.
(DC 15); the flames are as much a activates, offering up a clue to yet
physical force as they are a spiritual force. another location. The sixth and final clue,
They inflict 1d6 points of fire damage per found only after deciphering all the other TI’HOCHT−ICT’OHR’S
round, and cannot be extinguished by
water, wind, sand, or any other physical
magic mouth spells and locating the
landmarks they point to, leads to a
FANG [MINOR
medium. The victim can make a new Will carefully hidden dungeon filled with the ARTIFACT]
save each round (DC 15} as a move action treasure of an ancient elven king. Price (Item Level): Priceless
to extinguish the fires; quench can also Prerequisites: Craft Magic Arms and Body Slot: –– (held)
extinguish them, as can dispel magic. This Armor Caster Level: 20th
magic fire is much less effective against Aura: Strong; (DC 25) conjuration,
creatures with the water subtype, and
always deals minimum damage to such THORNBLADE necromancy, and transmutation
Activation: ––, Move, and Standard
creatures. Water creatures cannot be Price (Item Level): 56,450 gp (18th)
Weight: 2 lbs.
ignited by the ebon flames. Body Slot: –– (held)
Source: Dungeon 139 (Maure Castle:
The wielder of the Sword of the Ebon Caster Level: 9th
The Greater Halls)
Flame gains darkvision to a rage of 60 Aura: Moderate; (DC 19) conjuration
feet: if he already possesses darkvision, Activation: ––
This minor artifact was carved from the
its range increases by 60 feet. The sword Weight: 4 lbs.
fang of a notorious aranea assassin named
also hones his senses, and grants the Source: Dragon 326 (Magic Shop:
Ti'hocht-Ict'ohr (CHOT-ikt-or), who was
Alertness feat to the wielder as long as it Nature Unleashed)
killed more than 400 years ago. Her fang
is held. was crafted into this dagger by an
It is thought that several varieties of A thornblade appears in its sheath as a
unknown necromancer (likely her
this sword exist, one each for all simple scimitar with a leather-bound hilt.
slayer). It functions as a +4 dagger of
combinations of alignments. Information When drawn, a number of barbed rosebush-
like thorns instantly spring from venom, but has several other potent
is scarce and unreliable, indicating that powers as well
the swords might be more likely found the flat of its emerald-sheened
blade. The thorns sink back into Once per day, the wielder may use
on other planes. Each of these swords the dagger to create a web (as the
also comes with a specific curse. This the blade when sheathed.
spell) by slicing the blade through
sword's curse causes it to be less effective the air (a move equivalent action).
when used against chaotic evil targets. A thornblade is a +3 keen
scimitar. Up to three times per Anyone who touches this web must
Against such targets, the sword functions make a DC 20 Fortitude save or be
as a -3 longsword, and such creatures gain day, when its wielder makes a
successful attack with the paralyzed as long as he remains in
a +4 bonus on Listen and Spot checks contact with the web plus 1d4
made to notice the wielder. thornblade, he can choose to have
the sword's thorns affect the rounds.
target with bloodroot poison. The wielder may also summon 2d4
TALAXA, THE GUIDING A thornblade bonds with its aranea to faithfully serve him for 1
owner, and should its owner not hour by using the fang to cut his own
BLADE touch the weapon for 30 days, it flesh (a standard action that inflicts 1
Price (Item Level): 6,300 gp (10th) withers away to nothing, point of damage to the wielder).
Body Slot: –– (held) effectively destroying itself. A As long as the wielder carries
Caster Level: 10th thornblade's owner can grant Ti'hocht-Ict’ohrs Fang, he may spider
Aura: Faint; (DC 20) illusion the sword as a gift to another climb at will, and gains a +30
Activation: –– creature, making that competence bonus on Jump checks.
Weight: 4 lbs. creature the weapons new
Source: Dungeon 123 (Campaign
Workshop: The Dungeon - Treasure
owner. WAR WIDOW, THE
Lore: Nature deities
Trails) and powerful sylvan [RELIC]
creatures grant these Price (Item Level): 36,812 gp (17th)
This finely balanced +1 longsword bears its potent weapons to Thornblade Body Slot: –– (held)
name in elven runes snaking across the upper great protectors of Caster Level: 9th
portion of the blade. Three thumbnail-sized nature. Many good and neutral fey view Aura: Moderate; (DC 19) conjuration

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Specific Weapons
in this way can never exceed one plus the
user's Charisma modifier (minimum of
WHIP OF RED SHADOWS one wraith). If the maximum number of
[MINOR ARTIFACT] wraiths already exist and the wraithblade
Price (Item Level): Priceless claims another life, no new wraith is
Body Slot: –– (held) formed. If the wielder loses control of
Caster Level: 20th the wraithblade before the entire minute
Aura: Strong; (DC 25) necromancy has passed, the wraith still forms but it
Activation: –– immediately attacks the wraithblade's
wielder. If the wielder can control
Weight: 2 lbs.
undead through a class ability (such as an
Source: Dungeon 112 (Maure Castle)
evil cleric's ability to command undead)
the wraiths created by the wraithblade do
The Whip of Red Shadows is a +4 brilliant
not count against the character's normal
The War Widow energy shocking burst whip. On a successful
limit of undead he may control.
critical hit, it tears away the victim's
Whenever the wraithblade changes hands,
Activation: –– shadow, leaving behind a weeping scarlet
existing wraiths dissipate and their souls
Weight: 1 lb. silhouette in its wake as the victim's
find rest.
Source: Dragon 333 (The Relics of actual shadow merges with the whip.
Until the shadow is healed, the wielder Lore: Legends speak of the creation of
Faerûn: Gifts From The Gods)
the wraithblade by the infamous assassin
of the whip gains a +2 bonus on attack
Szeptem Mor, credited with the slayings
This curious relic is a battered warhammer rolls and damage rolls with the whip
of countless victims, including no fewer
with a haft partially covered by tattered black against that target, and inflicts 2 points of
than seven kings and two high priests of
sackcloth. Wisdom drain with each successful hit. A
Pelor. The relentless killer gained his
torn shadow can be healed with a greater
While carrying (but not necessarily infancy from his slow, painful killings,
restoration, miracle, or wish spell;
wielding) war widow, it grants a +3 luck making him a favorite for grudge
otherwise it must be allowed to heal
bonus on all saving throws made against assassinations.
naturally (which it does after the victim
disease, poison, and the effects of traps. gets 8 hours of uninterrupted rest).
The weapon otherwise functions as a +2
anarchic warhammer.
The bearer must participate in a WRAITHBLADE [MINOR
combat once a tenday or the relic ceases
to function until the next combat (even
ARTIFACT]
Price (Item Level): Priceless
the enhancement bonus fades). While it
Body Slot: –– (held)
does not necessarily have to be a war in
Caster Level: 21st
order for the combat to count, there must
Aura: Overwhelming; (DC 25)
always be a chance of death. For example,
necromancy
gladiatorial battles count (even if they are
Activation: ––
voluntary), but butchering sheep does
Weight: 1 lb.
not.
Source: Dragon 330 (Bazaar of the
Relic Power: To use this relic, you
Bizarre: Tools of the Assassin)
must worship Tempus and either
sacrifice a 5th-level divine spell slot or
This slender, wicked dagger seems carved
have the True Believer feat and at least 9
from a single unclean bone shard. The
Hit Dice. yellowed surface is damp and pinkish in
Lore: Recent legend has it that during places, as if freshly drawn from a newly fallen
the invasion of the Tuigan Horde, the corpse.
battle-hardened clerics of the Order of
the Steel Fang were being slowly The wraithblade is a +4 ghost touch dagger
eradicated by poison and other under- with other, more harrowing powers. Any
handed methods. They prayed to the living target struck by the wraithblade
Lord of Battles for a blessing that would must succeed at a DC 16 Fortitude save or
protect them from unethical tactics, yet suffer 1d6 points of Constitution damage.
would still preserve the brutal fairness of The soul of any creature killed by the
war. Copies of this weapon appeared in wraithblade becomes a thrall of the blade's
their armories the next morning. Since wielder and serves him as a wraith. It
then, the veteran warriors of Tempus takes 1 minute (10 rounds) for the soul to
have wielded the relic to make sure that manifest as a wraith under the absolute
they die gloriously in battle, and not control of the wraithblade's wielder. A
from diseased rations or tripwires. creature whose soul is made into a wraith
Prerequisites: Craft Arms and Armor, in this manner cannot be brought back
Sanctify Relic, align weapon, resistance, from the dead until the wraith is
creator must worship Tempus. Wraithblade
destroyed. The number of wraiths created

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
the full +10 bonus. But if he tries to tell wearer, falling prone in a convincing
CHAPTER 3: the guard that he is a member of the
Secret Police (which the guard has not
display of death. The wearer is instantly
teleported 30 feet away in a random
heard of), the bonus is only +5. direction, invisible (per mislead) and now
CLOTHING Prerequisites: Craft Wondrous Item,
glibness, silent image.
able to limp away to safety. The teleport
effect never places the wearer in danger,
so if she reaches -1 hit points in an
environment with no safe area within 30
AMULET OF AMULET OF DECEPTION feet, the mislead effect begins but with
Price (Item Level): 1,200 gp (4th) the wearer occupying the same space as
ATTUNEMENT Body Slot: Throat her illusory double.
Price (Item Level): 24,000 gp (15th) Caster Level: 5th Any ability that would normally
Body Slot: Throat Aura: Faint; (DC 17) illusion penetrate mislead automatically pierces
Caster Level: 3rd Activation: –– the illusory effects of the amulet.
Aura: Faint; (DC 16) abjuration Weight: –– An amulet of dramatic death is built with
Activation: –– Source: Dragon 319 (I Scry: Spying and three charges. An amulet found as part of
Weight: –– Divination Magic Items) treasure typically has 1d2 charges
Source: Dungeon 153 (Prisoner of the remaining
Castle Perilous) A 1-inch-wide, 2-inch-tall gold locket on a Prerequisites: Craft Wondrous Item,
thin chain of golden link often oval- or heart- mislead, teleport.
This amulet of smooth, unadorned shaped and opens up to reveal a tiny portrait,
black stone allows a living creature such as one might keep of a lover or spouse.
wearing it to function normally on the AMULET OF FEARSOME
Amulets of deception are used to confuse
Negative Energy Plane without suffering
those who might scry upon their wearers. MIGHT
its ill effects. Price (Item Level): 11,100 gp (13th)
The amulet of attunement protects the The image that appears in the locket is
also the one that appears in place of the Body Slot: Throat
wearer only against the Negative Energy Caster Level: 7th
Plane itself, however, not from its wearer if she is ever scried upon or in the
area of a scrying effect while wearing the Aura: Moderate; (DC 18) necromancy
denizens or effects produced by them, Activation: ––
and not from unnatural formations found amulet of deception.
The amulet also grants the wearer a +2 Weight: 1 lb.
on the plane. Source: Dragon 332 (Bazaar of the
Prerequisites: Craft Wondrous Item, insight bonus on Intelligence checks to
notice a scrying sensor, but it does Bizarre: In Defense of Home and Hoard)
avoid planar affects
nothing to prevent the scrying from
continuing other than cloak the wearer This bronze necklace is formed in the shape
AMULET OF AUTHORITY in the appearance depicted in the amulet. of a roaring draconic head embedded with
Price (Item Level): 6,250 gp (10th) Many who work in the shadows use sparkling ruby eyes.
Body Slot: Throat these devices to prevent their enemies
Caster Level: 5th from determining their true appearances. When worn, the amulet of fearsome
Aura: Faint; (DC 17) transmutation Prerequisites: Craft Wondrous Item, might doubles the radius of the wearer's
Activation: Standard (command) disguise self. innate frightful presence (to a 60-foot
Weight: –– radius per age category in the case of
dragons) and increases the DC to save
Source: Dragon 316 (Cloak & Dagger:
Gear, Gadgets, and Gizmos for Your
AMULET OF DRAMATIC against it by +2. If the wearer does not
Game) DEATH have a frightful presence, the amulet
does not bestow any such ability.
Price (Item Level): 70,000 (19th) In addition, any spells or spell-like
Spies who routinely attempt to bluff Body Slot: Throat
their way into heavily guarded areas find abilities with the fear descriptor cast by
Caster Level: 11th the wearer have their DCs increased by
this amulet especially useful. Aura: Moderate; (DC 20) illusion
Three times per day, the user can +2. This bonus does not stack with that
Activation: –– from the feats Spell Focus or Greater
change the appearance of the amulet, Weight: ––
causing it to appear as any symbol or Spell Focus. This ability functions
Source: Dragon 316 (Cloak & Dagger: whether or not the wearer has an innate
badge that he has seen before. When so Gear, Gadgets, and Gizmos for Your
disguised, it grants the wearer a +10 frightful presence.
Game) Lore: First created by the brass dragon
bonus on Bluff and Intimidate checks
made to pass himself off as a person of Usszontocak to avoid combat, none know
This powerful item activates when the of the amulet's fate, nor whether its
authority in an organization that the wearer sustains enough damage to nearly
opponent is familiar with. If the user power was ever duplicated.
kill her (reduced to 1 hit points or less). Prerequisites: Craft Wondrous Item,
attempts to pretend he is a member of a When activated, the amulet negates
group that the opponents are not familiar crafter must possess the frightful
enough of the damage from the attack to presence special ability, fear.
with, the amulet provides only a +5 bring the wearer to 0 hit points. In
bonus. For example, if a user tries to pass addition, the wearer instantly gains the
himself off to a Royal Guard as a fellow benefit of the mislead spell, except the
member of that organization, he gains illusory double appears in place of the

34
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
line soldiers to aid in the destruction of must worship, Shar and either sacrifice a
AMULET OF GOOD their undead foes and to prevent their 3rd-level spell slot or have the True
FORTUNE comrades from rising as undead even as Believer feat and at least 5 Hit Dice.
Price (Item Level): they fell. Lore: After Shar killed lbrandul and
27,000 gp (16th) Prerequisites: Create Wondrous Item, assumed his identity, she basked in the
Body Slot: Throat consecrate. Underdark-a place where the cursed rays
Caster Level: 3rd of daylight never touch. I reminded her
of the primeval darkness that existed
Aura: Strong; (DC 16) AMULET OF PERFECT before the world began. In
abjuration
Activation: –– Amulet of Good NIGHT [RELIC] commemoration of the eternal blackness
Weight: –– Fortune Price (Item Level): 40,000 gp (17th) that existed in the deep places of Faerûn,
Body Slot: Throat she created the first of the amulets of
Source: Dragon 322
Caster Level: 11th perfect night over the body of the fallen
(Sneaky, Stealthy, &
Stylish: New Magic Items for Assassins, Aura: Strong; (DC 20) evocation god of the Underdark.
Rogues, and Bards) Activation: Standard (command) Prerequisites: Craft Wondrous Item,
Weight: 2 lbs. Sanctify Relic, blindness/deafness,
These small wooden amulets come in three Source: Dragon 333 (The Relics of darkvision, deeper darkness, creator must
distinct shapes: a brown bear, a gray elephant, Faerûn: Gifts From The Gods) worship Shar, the item must be made in
and a white owl. an unlit portion of the Underdark.
The amulets are flat black metal disks
Each of the three shapes demonstrates surrounded by a shadowy amethyst ring and AMULET OF
a particular set of distinct abilities. are often confused with a simple holy symbol
• Brown Bear: The brown bear of Shar (and can be used as such). PRESERVATION
amulet of good fortune provides a +4 Price (Item Level): 6,000
luck bonus on all Fortitude saving As a standard action, the amulet of gp (10th)
throws. It also grants the wearer perfect night may emit a shadowy Body Slot: Throat
low-light vision. illumination (as the darkness spell) in a Caster Level: 3rd
• Gray Elephant: The gray elephant 20-foot radius around the bearer of the Aura: Faint; (DC 16)
amulet of good fortune gives its relic. This effect cannot be countered by necromancy
wearer a +4 luck bonus on all Will daylight or similar spells, as it is tied Activation: ––
directly and continuously to the Weight: 1 lb. Amulet of
saving throws. The owner also
perpetual night of the Underdark Source: Dragon 342 (Bazaar Preservation
gains the Blind-Fight feat as a
bonus feat as long as she wears the (although it would be extinguished in an of the Bizarre: Healer’s Touch)
amulet. antimagic field or similar effect). The
bearer of the relic gains darkvision out to Death is imminent. Unavoidable. In
• White Owl: The white owl amulet 60 feet (if she does not already have it)
of good fortune provides a +4 luck war, the tragedy of the death of one
and can see through magical darkness person becomes subsumed by the tragedy
bonus on all Reflex saving throws. perfectly. Also, those within the area of
It also grants the wearer low-light of the deaths of the many. When faced
darkness created by this relic take a-2 with such wide-scale mortality,
vision. penalty on saves against Shadow Weave
Prerequisites: Craft Wondrous Item, maintaining some semblance of sanitary
magic. Finally, the wielder can cause conditions becomes paramount.
bear's endurance (brown bear), bull's blindness, as per the spell, in any one
strength (gray elephant), cat's grace (white Securing an amulet of preservation
target within 210 feet once per day as a around a corpse's neck halts the decaying
owl). standard action. A DC 13 Fortitude save process for as long as it remains on the
resists this effect. corpse. In addition, the amulet of
AMULET OF LIGHT Relic Power: To use this relic, you preservation prevents the deceased wearer
Price (Item Level): 25,000 gp (15th) from rising as the spawn of certain
Body Slot: Throat undead (like ghouls, shadows, and
Caster Level: 5th vampires), and days spent under the
Aura: Moderate; (DC 17) evocation influence of the amulet do not count
Activation: against the time limit of a raise dead spell.
Weight: 1 lb. Though developed by clerics of Pelor,
Source: Dragon 342 (Age of Worms: the clergy of Wee Jas has found the
Wormfood – Surviving the Age of greatest use for these items.
Worms Adventure Path – Forgotten Prerequisites: Craft Wondrous Items,
Magic) gentle repose.

A simple sunburst pendant. AMULET OF THE PLANES,


Each of these pendants radiates a LESSER
continual consecrate effect, as the spell. Price (Item Level): 24,000 gp (15th)
Lore: Long ago, these simple sunburst Amulet of Perfect Night Body Slot: Throat
pendants were given to the order's front- Caster Level: 15th

35
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Aura: Strong; (DC 22) conjuration act concurrently displacement on yourself three times per
Activation: Standard (command) upon you when you day (CL 20th).
Weight: –– wear the amulet. Aryth: A rosy pearl symbolizes
Source: Dungeon 107 (Test of the In addition to its this late autumn moon. It grants
Smoking Eye) & Dungeon 115 (Strike on gems' many gifts, the you the ability to dimension door
Shatterhorn) amulet of the twelve once per day (CL 20th).
moons grants a +2 Vult: A creamy white piece of
A lesser amulet of the planes functions as enhancement bonus jade corresponds to the early
an amulet of the planes, save that it can be on all attack and winter moon. It grants a +4 natural
used only once per day. damage rolls made by Amulet of the armor bonus to your AC.
Prerequisites: Craft Wondrous Item, plane unarmed strikes and Twelve Moons Lore: The origin of these enigmatic
shift. natural weapons. With all items of power remain steeped in
twelve stones attached, this bonus debate. Many claim the first amulet was
increases to +5. The stones of power and created during the War of the Mark as a
AMULET OF THE SILENT the moons they represent are as follows. means of uniting the fractured
WORD Zaranthyr: A white opal represents
the midwinter moon indicative of
dragonmarked races. Shifter sages insist
Price (Item Level): 500 gp (3rd) that Zev Jhaxos or one his disciples
powerful storms. This stone grants you received the first such amulet as a gift
Body Slot: Throat
immunity to effects of winds and from the gods. Regardless of the amulets
Caster Level: 1st
precipitation of all kinds. true origin; none of the few known
Aura: Faint; (DC 15) transmutation
Olarune: A clean white diamond examples today bear all twelve stones.
Activation: Free (mental)
symbolizes the late winter moon of
Weight: ––
Olarune. It grants a +4 enhancement
Source: Dragon 344 (Eberron: Dreadhold
bonus to your Wisdom score. ARMBANDS OF
– Eberron’s Inescapable Island Prison)
Therendor: A turquoise stone
corresponds to the early spring moon.
PRESTIDIGITATION
Spells such as alarm, fire trap, and glyph Price (Item Level): 11,700 gp (13th)
You gain the ability to cast either cure Body Slot: Arms
of warding respond to verbal passwords.
serious wounds three times per day or mass
But how can a guard speak the password Caster Level: 7th
cure light wounds once per day (CL 20th).
without revealing it to her prisoners? The Aura: Moderate; (DC 18) transmutation
Lyre: The mid-spring moon is
amulet of the silent word allows the wearer Activation: ––
represented by a malachite stone. It
to affect these wards without speaking. Weight: 1 lb.
grants a +4 enhancement bonus on all
As a free action, the wearer thinks of the Source: Dragon 333 (Bazaar of the
Craft checks.
password and the amulet causes the Bizarre: Treasures of the Gnome Hills)
Dravago: An aquamarine symbolizes
thought to have the same effect as if she
the late spring moon. You gain a +5
had spoken it. The wearer must know the Made of simple brown leather carved with
bonus on Search and Survival checks. If several interconnected decorative circles,
location of the ensorcelled object or area.
you have druid or ranger levels, you gain gnomes sometimes refer to these magic
The amulet has a range of 110 feet,
a +5 bonus on your wild empathy checks armbands as Ranvarath's gift. This easy to
provided the wearer has a clear line of
as well. spot design, done in shades of beige, stands out
sight to the target.
Nymm: A smoky rose quartz upon the otherwise unremarkable leather
Prerequisites: Craft Wondrous Item,
corresponds to the early summer moon. surface of the bracers.
message.
This stone prevents you from needing to
eat or drink and you need only sleep 2 Armbands of prestidigitation confer a +2
AMULET OF THE TWELVE hours per day in order to gain the restful enhancement bonus to Dexterity as well
benefits of a normal 8 hours of sleep. You
MOONS [MINOR must wear the amulet a week before you
as a +5 competence bonus on all Sleight
of Hand checks. The wearer also gains
ARTIFACT] gain the abilities of this stone.
Lharvion: A gulden yellow topaz
the ability to use mage hand and
Price (Item Level): Priceless prestidigitation each three times per day.
represents the midsummer moon. It Both armbands must be worn in order for
Body Slot: Throat grants you a +4 insight bonus on Listen
Caster Level: 20th their magic to be effective.
and Spot checks. You may cast see invisible Prerequisites: Craft Wondrous Item,
Aura: Strong; (DC 25) transmutation three times per day (CL 20th).
Activation: Standard (command) cat's grace, mage hand, prestidigitation.
Barrakas: As symbolized by a
Weight: 2 lbs. glistening ruby, this late summer moon
Source: Dragon 355 (Eberron: grants you the ability to cast discern
Dragonmarks -Way of the Shackled location once per day (CL 20th).
Beast) Rhaan: An amber stone corresponds to
the early autumn moon. It grants you the
A complete version of this potent artifact ability to cast sending three times per day
bears twelve precious or semi-precious stones- (CL 20th).
one corresponding to each of Eberron's moons. Sypheros: The mid autumn moon is
represented by a moon-shaped piece of
Each specific magic stone grants you a obsidian. This stone lets you cast Armbands of
different magical power, and all stones Prestidigitation

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
BALACLAVA OF CLEAN BANDS OF THE IRON
AIR MONKEY
Price (Item Level): 5,000 gp (9th) Price (Item Level): 15,000 gp (14th)
Body Slot: Head Body Slot: Arms
Caster Level: 12th Caster Level: 3rd
Aura: Strong; (DC 21) transmutation Aura: Faint; (DC 16) abjuration
Activation: –– Activation: ––
Weight: –– Weight: 2 lbs.
Source: Dragon 326 (Down the Drain: Source: Dragon 325 (Class Acts: Monk
Sewers in a Fantasy Campaign) Magic Items)

A black cloth heart covering with an Simple leather armbands with six silver
opening for the eyes. medallions sewn along the leather that covers
Bands of Impact the outer forearm.
Only pure magically cleansed air passes succumbed to the baleful eye of bad juju,
through the balaclava's cloth, rendering that particular eye cannot affect him This item grants the wearer a +2 bonus
its wearer immune to all inhaled and again until he breaks the curse. on initiative rolls and grants her free use
scent based effects. The balaclava negates The baleful eye of bad juju takes up an of the Deflect Arrows feat. Both
the wearer's scent ability and any other eye lenses goggles slot on the body. armbands must be worn, and the user
special ability based on his sense of smell. Because it covers one of his eyes, its must have at least one hand free to
It also blocks all unpleasant mundane wearer takes a -2 penalty on Spot and deflect projectiles. If the wearer already
and magical smells. Search checks. has the Deflect Arrows feat, bands of the
Prerequisites: Craft Wondrous Item. Prerequisites: Craft Wondrous Item, iron monkey allow the wearer to use the
bestow curse; Price; Weight --. feat twice each round.
Prerequisites: Craft Wondrous Item,
BALEFUL EYE OF BAD entropic shield.
JUJU BANDS OF IMPACT
Price (Item Level): 15,000 gp (14th) Price (Item Level): 11,100 gp (13th)
Body Slot: Tail
BASILISK’S MASK
Body Slot: Face Price (Item Level): 35,000 gp (16th)
Caster Level: 5th Caster Level: 11th
Aura: Moderate; (DC 20) evocation Body Slot: Face
Aura: Faint; (DC 17) necromancy Caster Level: 7th
Activation: Standard (command) Activation: ––
Weight: 18 lbs. Aura: Moderate; (DC 18) necromancy
Weight: –– Activation: ––
Source: Dragon 335 (Bazaar of the Source: Dragon 332 (Bazaar of the
Bizarre: In Defense of Home and Hoard) Weight: 2 lbs.
Bizarre: Swamp Swag) Source: Dragon 340 (Bazaar of the
These three progressively larger Bizarre: Items of the Zodiac)
A multifaceted yellow gemstone sits in the adamantine bands slip over a dragon's tail
center of this black leather eyepatch. and are magically held in place once donned, This bronze mask is carved to resemble a
spread equidistant up its length. Each a leering reptile.
Whoever wears the baleful eye of bad stnmiing piece ofjewelty in its own right, all
juju can activate it once per day to gain a three of the adamantine hands are studded The mask's wearer always succeeds on
gaze attack for 1 round. During that with gems and inscribed with draconic runes his saving throws against gaze attacks. He
round, every creature within 30 feet of of strength. also gains the benefits of the Diehard feat
the baleful eye of bad juju's wearer must while wearing the mask. Finally, if
make a DC 14 Will The bands of impact allow the wearer to reduced to -10 or fewer hit points, the
save or take a -4 apply double his Strength bonus on wearer does not die until the end of his
penalty on damage rolls instead of the normal one- next turn. Until that point in
attack rolls, and-a-half times when attacking with a time, he can receive
saves, ability tail slap. In addition, an attack with a tail healing and other
checks, and equipped with bands of impact is effects that raise his
skill checks considered adamantine and magic for the hit points back
for one day. purposes of overcoming damage above -10, to avoid
These penalties reduction. death. If the
cannot be While made for dragons, any creature healing received
dispelled, but a with a tail slap attack can take advantage brings the wearer
break enchantment, of the bands of impact, which resize to fit above -10 but
limited wish, the wearer. not up to at least
miracle, remove curse, Prerequisites: Craft Wondrous Item, 0, he does not
or wish spell bull’s strength. bleed and is Basilisk
Balefule Eye removes it. Once a considered stable. Mask
of Bad Juju creature has Each time this

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
ability activates a single crack appears in belt, so if the wearer of the belt turns, the the wearer to afflict anyone he strikes
the mask's surface. Once the mask has resilient sphere effectively turns as well. with his natural weapons or unarmed
cracked in this manner three times it Lore: Qysar Shoon VI fabricated the strikes with mummy rot if the victim
falls to pieces, its magical power spent. belt of Iltakar for the regning champion of fails a DC 20 Fortitude save. The Binding
Prerequisites: Craft Wondrous Item, the Shoon Imperial capitol’s arenas in the of Inertia provides the wearer with
blindness, death ward. Year of the Questing Raven (304 DR). damage reduction 10/adamantine and
Prerequisites: Craft Wondrous Item, bludgeoning, immunity to critical hits
bull’s strength, Otiluke’s resilient sphere. and sneak attaks, and immunity to cold.
BEASTFRIEND COLLAR Wearing both bindings conveys
Price (Item Level): 17,500 gp (14th) immunity to magical aging.
Body Slot: Throat BELT OF THE CAMEL The binding hold fast (DC 40 Strength
Caster Level: 14th Price (Item Level): 3,000 gp (7th) or Escape Artist to remove) to any living
Aura: Strong; (DC 22) conjuration and Body Slot: Waist wearer and immediately imbue their
transmutation Caster Level: 1st powers, regardless of the alignment of
Activation: –– and 1 Immediate action Aura: Faint; (DC 15) abjuration the wearer. Any non-evil wearer
Weight: 1 lb. Activation: –– immediately gains four negative levels
Source: Dragon 356 (Savage Tidings: Weight: 1 lb. (these negative levels stack for nonevil
Into the Abyss) Source: Dragon 325 (Magic Shop: and nonlawful wearers) as long as the
Artifacts of the Pharaohs) binding are worn. If these negative levels
This wide brown leather choker features reduce the victim to 0 level, he
crude images of an eagle, wolf, cat, and toad. Made from woven camel hair and blessed immediately dies and rises in 1d4 rounds
by clerics of Isis. as wight. The bindings slough off the
Upon placing the beastfriend collar newly created wight when it rises.
around your neck, the item grants a +4 The belt of the camel defends travelers The bindings can be destroyed,
competence bonus on Handle Animal on long treks across the desert. The belt individually or together, by wrapping
and wild empathy checks. protects the wearer from extreme heat, as them around an anarchic magic item (or
If you have an animal companion or per endure elements, but not cold. In an intelligent magic item with a chaotic
familiar, the range of your share spells addition, the wearer never becomes alignment component) and a holy magic
ability extends to 5 feet per two character thirsty and never requires water for item (or an intelligent magic ithem with
levels. nourishment, although the need for food a good alignment component) and
Also, as an immediate action, you can still exists. The belt must be worn for 24 subjecting them to a sunray and either a
exchange places with your animal hours before its powers take effect. wish or miracle. They can also be
companion or familiar so long as the Prerequisites: Craft Wondrous Item, destroyed by successful a Mordenkainen’s
creature is within range of your share create water, endure elements disjunction.
spell ability. You must wait 5 rounds Lore: Erivatius wore these loose
between each use of this ability.
Prerequisites: Craft Wondrous Item, BINDINGS OF bindings upon his forearms, but when he
volunteered for his imprisonment in the
benign transposition, animal companion or ERIVATIUS, THE [MAJOR Quicksilver Hourglass, he gave them to
summon familiar ability. his high priestess. He hoped secretly that
Cost to Create: 8,750 gp, 700XP. ARTIFACT] after his sacrifice, he would emerge from
Price (Item Level): Priceless death even more powerful than before,
BELT OF ILTAKAR Body Slot: Arms
Caster Level: Unknown
using these Bindings and his high priest
Price (Item Level): 79,200 gp (19th) as a focus for his return from death. If
Aura: Unknown either binding is destroyed, Erivatius
Body Slot: Waist Activation: –– and Standard (command)
Caster Level: 20th takes a -5 penalty on all attack rolls, saves,
Weight: –– caster level checks, and skill checks until
Aura: Moderate; (DC 25) transmutation Source: Dungeon 123 (Quicksilver one year passes or he creates a
Activation: –– and Standard (command) Hourglass) replacement. If both bindings are
Weight: 1 lb.
destroyed, this penalty increases to -10.
Source: Dungeon 127 (Vampires of Each binding is a strip of rune-covered See DUNGEON MAGAZINE #123
Waterdeep Part Two: Dungeon of the cloth. The left is known as the Binding of Quicksilver Hourglass for more
Crypt) Inertia, and is a cloth of a sickly shade of information on Erivatius.
yellow, shot through with verdigris. The right
This belt acts as a belt of giant strength is the Binding of Decay, made of dead
+6. Once per day the bearer of the belt whitish-gray rune-covered cloth. BOOTS OF FIRE
can cast a variant 20-foot-dimeter
Otiluke’s resilient sphere, centered on the When worn, the bindings give the WALKING
belt, with the command word “Iltakar.” wearer two slam attacks, each of which Price (Item Level): 37,500 gp (17th)
The resilient sphere encompasses inflicts 2d6 damage on a hit. The Binding Body Slot: Feet
whomever wears the belt and any other of Decay acs as an amulet of mighty fists +5. Caster Level: 5th
creature close enough to stand within the Damage done by the wearer’s unarmed Aura: Faint; (DC 17) abjuration and
sphere at the time of casting. The resilient and natural attacks is considered lawful transmutation
sphere remains fixed in orientation to the and evil for the purposed of overcoming Activation:
damage reduction. In addition, it allows Weight: 1 lb.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Source: Dragon 347 (Bazaar of the The boots root the wearer for a total of Source: Dragon 322
Bizarre: A Mastery of Elements) 10 rounds per day. The duration of this (Sneaky, Stealthy, &
effect need not be consecutive rounds. In Stylish: New Magic
Crafted from the skin of a salamander, addition, the boots provide the wearer Items for Assassins,
these comfortable boots, covered in red scales, with a +5 competence bonus on any Rogues, and Bards)
adjust to fit the size of your feet. Balance or Climb checks: this effect is
always active. Each bracer appears
While wearing the boots of fire walking, Prerequisites: Craft Wondrous Item, unnaturally light and
you can climb a conflagration without mountain stance. carved with the shape
feeling the heat of the flame. of a tiny shield inside.
When worn, the boots of fire walking Usually forged with
grant you the ability to walk on lava as if BOOTS OF THE gold, silver, or mithral
it were solid ground and to climb flames
as though they were solid rock (requiring
WOODLAND inlays representing
armored animals, Braces of Blocking
Price (Item Level): 16,000 gp (14th) legendary beasts known
a DC 15 Climb check). While wearing
Body Slot: Feet for their toughness, or coats of arms, most
boots of fire walking, you and your
Caster Level: 5th bracers of blocking appear to be very valuable
equipment are immune to environmental
Aura: Faint; (DC 17) abjuration
heat damage, although the boots of fire
Activation: –– Wearers barely feel these magic
walking offer no protection from attacks
that deal fire damage (magical or Weight: 1 lb. bracers, and they do not hamper
otherwise). Thus, you could attempt to Source: Dragon 328 (Bazaar of the dexterity the way other pieces of armor
climb a slow-moving lava fall or climb to Bizarre: Treasures of the Elven Empire) do.
the top of a bonfire, but you are not Bracers of blocking provide a +2 armor
protected from a scorching ray or a fireball. These enchanted calf-high boots are bonus to Armor Class. In addition,
fashioned from soft leather or suede with thick whenever the wearer fights defensively
Prerequisites: Craft Wondrous Item,
soles made from spongy hide. The boots, which or uses the total defense standard action,
protection from energy (fire), spider climb.
come in all manners of style, only have one he gains an additional +2 dodge bonus to
Cost to Create: 18,750 gp, 1,500 XP, 38 distinctive and uniting feature in the form of
days. his Armor Class.
a rune engraved upon each sole, forming a Prerequisites: Craft Wondrous Item,
crude "X." cat's grace, mage armor.
BOOTS OF STABILITY
Price (Item Level): 9,850 gp (12th) These boots, perfect for rangers and
Body Slot: Feet druids, bestow great speed and agility BRACERS OF RED
upon their owner while traveling in
Caster Level: 5th
Aura: Faint; (DC 17) transmutation woodlands. In any forest environment RAPTURE [MINOR
Activation: –– and Free (command) (which includes sparse woods and tree-
covered hills or mountains) the wearer of
ARTIFACT]
Weight: 1lb Price (Item Level): Priceless
Source: Dragon 314 a pair of boots of the woodland is protected
as though under the permanent effect of Body Slot: Arms
(Dust to Dust: Magic of Caster Level: 25th
the Earthborn) an endure elements spell, adds 10 feet to
his base land speed, gains a +4 insight Aura: Strong; (DC 27) necromancy
bonus on all Reflex saves, and benefits Activation: –– and Full (see text)
Upon command as a Weight: 1 lb.
free action, these boots from a +10 competence bonus
on all Move Silently Source: Dungeon 146 (Savage Tide –
root the wearer to the Scuttlecove – City of Chaos)
ground, as though with checks.
the mountain stance spell Both boots must be
worn in a forest A gift to Tyralandi from Graz'zt for
(from Dragon Magazine defeating the previous owners of
#314, anyone attempting environment for 24 hours
for their magic to take Porphyry House, these bracers of mithral
to grapple, lift, push, bull and darkwood seem innocent enough
rush, overrun, throw, trip, effect.
Prerequisites: Craft until the inside surface is examined. This
or otherwise force the surface is studded with long spikes and
subject to move against its Wondrous Item, cat's grace,
endure elements, expeditious blades–putting the bracers on inflicts
will through either physical or intense pain, stunning the wearer for 1d4
magical means must succeed Boots of the Woodland retreat.
rounds. The bracers heighten the
on either a Strength check [in sensations of pain and pleasure, drawing
case of physical manipulation] or a caster level
check [in the case of magical manipulation].
BRACERS OF BLOCKING upon this energy to sustain the victim's,
Price (Item Level): 7,000 gp (11th) life when pain is inflicted upon him. The
The DC for either check is 17. If at any point victim gains a +4 bonus on all saving
such an effort succeeds and the subject is forced Body Slot: Arms
Caster Level: 5th throws against pain-related effects, and is
to move, the spell ends immediately. Any
Aura: Faint; (DC 17) conjuration and immune to exhaustion and fatigue.
voluntary movement on the subject’s part does
not end the spell, and the subject may “re-root” transmutation Further, whenever the wearer suffers
itself elsewhere in the same manner as Activation: damage from a single attack of an amount
described above). Weight: 1 lb. that equals or exceeds his Hit Dice, he
gains a +2 morale bonus on attack and

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
weapon damage rolls, skill checks, and Aura: Moderate; (DC 18) transmutation sculpture depicts the face of a human-like
saving throws until the end of his actions Activation: Standard (command) and female bearing several animal features such as
in the following round. If the wearer's hit Move (command) tiny horns, pointed ears, and long fangs
points drop to a point lower than number Weight: 1 lb. protruding from an open mouth. The figure's
of Hit Dice, he becomes hasted for as long Source: Dragon 347 (Bazaar of the wide-open eyes shine with a pale red light in
as he remains this damaged (for up to 15 Bizarre: A Mastery of Elements) darkness.
rounds per day). If reduced to negative
hit points, the bracers immediately cure This set of thin electrum bracers is engraved A brooch of alertness grants its wearer a
the wearer of 3d8+5 points of damage but with images of blowing leaves and swirling +4 insight bonus on all Listen, Search,
then become inert for 24 hours. This clouds. The bracers, slim enough to let you Spot, and Survival skill checks. As long as
healing occurs after the damage is easily hide them under loose clothing, adjust its owner wears the brooch, she gains
suffered, and if the wearer is reduced to - to it when you don them. low-light vision and 60-foot darkvision.
10 hit points or lower, death still occurs Prerequisites: Craft Wondrous Item,
and the healing is wasted. Finally, the Bracers of whirlwind transform you into altertness, darkvision.
bracers give their wearer the ability to a violent storm in which you may trap
your foes.
cast symbol of pain three times a day,
although the symbol must be inscribed in Once per day as a standard action, you BULLEY CHAINS
flesh (this takes a full-round action and may cross your arms at the wrist and Price (Item Level): 2,600 gp (7th)
inflicts 1d4 points of damage on the invoke the power of the bracers of Body Slot: Torso
person). whirlwind by exhaling a deep breath. The Caster Level: 7th
transformation lasts for 15 minutes, Aura: Moderate; (DC 18) transmutation
although you may dismiss the power of Activation: ––
BRACERS OF THE the bracers early and return to your Weight: 5 lbs.
Source: Dragon 339 (Planescape: Dead
CHIMERA normal form as a move action.
The bracers transform you into a Factions)
Price (Item Level): 12,400 gp (13th)
violent whirlwind made of air, granting
Body Slot: Arms you DR 10/magic and a flight speed of The chains grant the wearer a +4 bonus
Caster Level: 6th 100 feet (perfect). The whirlwind form is on Intimidate checks. In addition, if the
Aura: Moderate; (DC 18) evocation 40 feet high and behaves in all ways as wearer uses his Intimidate skill to
Activation: Standard (command) the whirlwind of a Large air elemental demoralize opponents the effects last 1
Weight: 1 lb. (see page 95 of the MONSTER round longer.
Source: Dragon 340 (Bazaar of the MANUAL). Lore: Some Bullies wore thick, heavy
Bizarre: Items of the Zodiac) Prerequisites: Craft Wondrous Item, chains crisscrossed across their chests,
gaseous form. both as rudimentary armor and to
This set of lacquered wooden bracers bears Cost to Create: 4,900 gp, 392 XP, 10 toughen their image.
silver-inlaid etchings depicting the chimera. days. Prerequisites: Craft Wondrous Item, fear.
Bracers of the chimera grant a +2
armor bonus at all times and have three CADGRAYDIAN'S
additional powers that can each be used
once per day. When activated, the bracers WELCOME EMBRACE
briefly transform the wearer's forearms [CURSED ITEM]
and head into the three heads of the Price (Item Level): 500 gp (3rd)
chimera. This does not cause the wearer Body Slot: Shoulders
to drop any held items. Caster Level: 5th
• Dragon: Breath, 30-foot cone of Aura: Moderate (DC 17); conjuration
fire, 6d6 fire damage, DC 14 Reflex Activation: ––
for half. Weight: 3 lbs.
Brooch of Altertness
• Goat: Knockback slam, 1d6 Source: Dragon 355 (Savage Tidings: The
bludgeoning damage, bull rush Market is Bad)
(Str 25, size Large). BROOCH OF ALERTNESS
• Lion: Roar, 30-foot cone, 2d4 Price (Item Level): 39,600 gp (17th)
This fine cloak is made of a deep-hued fine
sonic damage, deafened 1d6 wool that, on close inspection has the vague
Body Slot: Throat figure of snakes woven within.
rounds, DC 13 negates deafness. Caster Level: 3rd
Prerequisites: Craft Wondrous Item, Aura: Faint; (DC16) transmutation
bull's strength, fireball, shout. When donned, this cloak changes to
Activation: –– become a trio of viper swarms (FIEND
Weight: –– FOLIO, 172) that instantly attack the
BRACERS OF THE Source: Dragon 322 (Sneaky, Stealthy, & wearer. The cloak is destroyed when the
Stylish: New Magic Items for Assassins,
WHIRLWIND Rogues, and Bards)
swarms are summoned.
Prerequisites: Create Wondrous Item,
Price (Item Level): 9,800 gp (12th) summon swarm.
Body Slot: Arms These simple-looking brooches are composed Cost to Create: Price 250 gp, 10 XP, 1
Caster Level: 7th of a tiny ivory sculpture set with a frame. The day.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
protected by a repel vermin effect.
CAPE OF THE GENERAL (Vermin with fewer than 2 HD cannot
Price (Item Level): 38,000 gp (17th) approach within 10 feet, while vermin
Body Slot: Shoulders with 2 HD or more must make a DC 16
Caster Level: 5th Will save to approach and take 2d6
Aura: Faint; (DC 17) abjuration and points of damage in the process.)
transmutation Second, he emulates the quick, precise
Activation: –– movements of a dragonfly, gaining a +4
Weight: 1 lb enhancement bonus to Dexterity. Third,
Source: Dragon 328 (Bazaar of the if he possesses the ability to fly (whether
Bizarre: Treasures of the Elven Empire) naturally or magically), his fly speed
increases by 5 feet and his
A cape made out of glistening night-blue maneuverability improves by one rating Cat’s Paws
silk with myriad silver runes imprinted (such as from poor to average) to a
around the collar. maximum of perfect
Caster Level: 3rd
These bonuses come with a price,
A cape of the general functions as a +2 Aura: Faint; (DC 16) transmutation
however. Wind-related effects (both
cloak of resistance and also provides a +2 Activation: ––
natural and magical, such as from the gust
enhancement bonus to the wearer's Weight: ––
of wind spell) affect the wearer of a capote
Charisma and Intelligence scores. Source: Dragon 325 (Magic Shop:
of dragonfly wings as if he were two size
When worn by a character with elven Artifacts of the Pharaohs)
categories smaller. Additionally, a
blood, the item grants a +4 morale bonus constant soft buzz follows the wearer at
on saving throws made against fear A cartouche of Imhotep is a small, flat piece
all times, giving him
effects to all elvenblooded allies within a of gold with Imhotep's name engraved into it.
a -4 penalty on Move Silently checks.
30-foot radius. Prerequisites: Craft Wondrous Item, cat's
Prerequisites: Craft Wondrous Item, Clerics wear these symbols on
grace, fly, repel vermin.
eagle's splendor, fox's cunning, remove fear, necklaces so Imhotep will guide their
creator must be elf or half-elf hands as they create wondrous objects in
CARRION GAUNTLET his name. Anyone wearing a cartouche of
Price (Item Level): 32,300 gp (16th) Imhotep gains a +5 competence bonus on
CAPOTE OF DRAGONFLY Body Slot: Hands any Craft check.
WINGS Caster Level: 5th Prerequisites: Craft Wondrous Item,
mending, Craft (any) 5 ranks
Price (Item Level): 85,000 gp Aura: Moderate; (DC 17) necromancy
(20th) Activation: –– and Standard
Body Slot: Shoulders (command)
Weight: 1 lb.
CAT’S PAWS
Caster Level: 7th Price (Item Level): 10,000 gp (12th)
Aura: Moderate; (DC Source: Dragon 325 (Magic Shop: Body Slot: Arms
18) transmutation Artifacts of the Pharaohs) Caster Level: 8th
Activation: –– Aura: Moderate; (DC 19) transmutation
Weight: 2 lbs. The hinged and jointed pieces
Activation: ––
of the carrion gauntlet are
Source: Dragon 335 Weight: 1 lb.
made from bits of bone,
(Bazaar of the Source: Dragon 332 (Bazaar of the
carapace shards, and the
Bizarre: Swamp dried flesh of various Bizarre: In Defense of Home and Hoard)
Swag) creatures.
This intricately engraved pair of thin gold
This iridescent cape Created by evil clerics in an bracers depicts a cat catching two mice with
hangs from the attempt to harness the one paw.
wearer's shoulders Any creature with at least two forelimbs
power of undead, the
and seems formed of can wear the cat's paws. Dragons wearing
gauntlet constantly thirsts
thousands of flexible these bracers are treated as one size
dragonfly wings. It for life force. The wearer
of this +1 gauntlet can category larger for the purposes of using
shimmers green, their crush special attack. For example, a
blue, and gold in the use it to cast vampiric
touch at will as though cast Large dragon wearing cat's paws could
light and despite its crush as if it were a Huge dragon (giving
delicate look is tough by a 5th-level caster.
Prerequisites: Craft Wondrous it the ability to crush Small creatures). A
as canvas. Colossal dragon (which cannot grow any
Item, vampiric touch
larger) wearing these bracers deals 6d8
The wearer of a points of damage on a successful crush
capote of dragonfly CARTOUCHE OF attack and can crush any creature of size
wings benefits Huge or smaller.
from several IMHOTEP Prerequisites: Craft Wondrous Item,
special abilities. Price (Item Level): 5,000 gp bull's strength.
First, he is (9th)
continually Capote of Dragonfly Wings Body Slot: Throat

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
sonic, mind-affecting, charm effect. You gemstones "burns out" In effect, the
CHARM OF PLANT do not need ranks in Perform (sing) to circlet of convocation is a five-charge magic
COMMAND use the captivation ability. A male item with each such use expending one
Price (Item Level): 11,200 gp (13th) character cannot use the captivating song charge. If there is no open adjacent
Body Slot: Throat or Arms feature of the choker of the sirens. square, the teleportation attempt simply
Caster Level: 7th A captivated victim moves toward you fails, and a gem is not burnt out.
Aura: Moderate; (DC 18) transmutation in the most direct way possible. The Even after all five charges have been
creature can avoid hazards and moves to used, the circlet continues to provide its
Activation: Standard (command_
avoid attacks of opportunity when able. A +5 insight bonus on detecting scrying
Weight: 1 lb.
creature that takes damage is granted a sensors.
Source: Dungeon 106 (Tammeraut’s
second saving throw with a +2 bonus. Using the power of the circlet has its
Fate)
Captivated creatures can take no action disadvantages. The circlet does not grant
other than to move toward you. A victim any information about the scrier or
This small charm hangs on a thin
within 5 feet of you becomes fascinated guarantee the safety of the environment
leather strap, and cn be worn about the
and helpless, and it doesn't break free of that is the wearer's destination.
neck or wrapped about the arm. As long
the fascination effect unless it takes at Prerequisites: Craft Wondrous Item, detect
as it is worn, the charm allows its wearer
least 1 point of damage (which grants it a scrying greater teleport, planeshift.
to cast command plants once per day.
saving throw with a +2 bonus). The effect
Prerequisites: Craft Wondrous Item,
continues for as long as you sing, to a
command plants.
maximum number of rounds equal to 3 + CLOAK OF THE DESERT
your Charisma modifier (minimum 1 Price (Item Level): 18,000 gp (14th)
CHOKER OF THE SIRENS round). A bard's countersong ability Body Slot: Shoulders
Price (Item Level): 43,600 gp (17th) allows the captivated creature to attempt Caster Level: 6th
Body Slot: Throat a new Will save. Aura: Moderate; (DC 18) transmutation
Caster Level: 6th Attaching a pearl of the sirens (Dungeon Activation: Standard (manipulation)
Aura: Moderate; (DC 18) enchantment Master’s Guide, page 263) to the empty Weight: 1 lb.
and transmutation setting of the choker of the sirens increases Source: Dragon 325 (Magic Shop:
Activation: Standard the choker's DC by +2. Artifacts of the Pharaohs)
Weight: ½ lb. Prerequisites: Craft Wondrous Item,
Source: Dragon 347 (Bazaar of the water breathing, enthrall. This cloak is made from a light brown,
Cost to Create: 21,800 gp, 1,744 XP, 22 sturdy material, velvety on one side with a
Bizarre: A Mastery of Elements)
days. rough sandpaper like texture on the other.
The choker of the sirens is a black leather
If the wearer wraps it around herself,
choker edged in lace with two pearls set at its
center. In addition to the two obvious pearls,
CIRCLET OF the cloak of the desert allows her to merge
with sand or any sandstone large enough
the choker possesses an empty setting for a CONVOCATION to encompass her body, in the same
third stone. It occupies the same slot as an Price (Item Level): 4,775 gp (9th)
amulet. manner as meld into stone. This effect can
Body Slot: Head last to up to an hour and can be used
Caster Level: 13th three times per day.
This choker grants you several Aura: Strong; (DC 21) Conjuration
qualities of a siren, including a Prerequisites: Craft Wondrous Item,
Activation: –– and Standard (command) meld into stone.
captivating song and the ability to Weight: ––
breathe water. Source: Dragon 319 (I Scry: Spying and
While worn, the choker of the sirens Divination Magic Items) CLOAK OF THE DRAGON
enables you to breathe water in addition Price (Item Level): 8,400 gp (12th)
to breathing air, as the spell water This silver circlet contains five green gems, Body Slot: Shoulders
breathing. each sparkling with radiance from within. Caster Level: 6th
Only a female character can call forth Aura: Moderate; (DC 18) transmutation
the true power of the choker of the sirens. Some people really don't like being Activation: –– and Standard (command)
Once per day, when you sing, all scried upon. For these individuals, the Weight: 1 lb.
creatures within 90 feet of you must circlet of convocation gets the point across. Source: Dragon 340 (Bazaar of the
make a Will save (DC 12 + your Charisma The circlet of convocation provides a +5 Bizarre: Items of the Zodiac)
modifier) or become captivated. This is a insight bonus on the wearer's
Intelligence check to notice a scrying Crafted from the skin of a blue dragon, this
sensor. If the wearer notices a scrying magic cloak embodies the true essence of the
sensor, he may use the circlet of sign of the dragon.
convocation as a standard action to
instantly appear in a random open square This cloak grants a +2 enhancement
adjacent to the scryer. This travel is a bonus on all Charisma checks and
flawless teleportation that can even cross Charisma-based skill checks. In addition,
the boundaries of planes. Each time the the cloak's wearer gains a regal bearing
circlet of convocation is used to transport that makes him an ideal leader. Once per
Choker of the Sirens the wearer to a scrier, one of the five day, the cloak's wearer can impart a +1

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
morale bonus on his allies' attacks and while the aspect lasts (CL 18th). In This ragged brown robe grants a +6
saving throws for 1 minute. All allies who addition, any sorcerer spell he casts with enhancement bonus to the wearer’s
stand within 60 feet of the cloak's wearer the electricity or earth descriptor is Intelligence, Wisdom, and Charisma
and are able to see him gain this benefit. automatically extended and empowered, scores, a +5 resistance bonus to all saving
Prerequisites: Craft Wondrous Item, as the metamagic feats with no throws, and a +8 armor bonus to armor
bless, eagle's splendor. adjustment to the spell's level or casting class.
time. This artifact has been associated with
Green: The cloak becomes deep, forest Kyuss since his transformation into a
CLOAK OF THE green, and seems to fade into natural god. A character who claims the cowl as
SORCERER−KING vegetation. The wearer's features shift his own finds himself slowly changing
Price (Item Level): 102,000 gp (21st) subtly, his skin and hair take on a alignment to neutral evil, and eventually
Body Slot: Shoulders greenish cast and his eyes become a becomes convinced he is Kyuss himself.
Caster Level: 18th sickly shade of yellow. The wearer gains
acid resistance 30 and may cast suggestion
Aura: Strong; (DC 24) abjuration and
once as a spell-like ability while the CROWN OF
transmutation
Activation: Standard (command) aspect lasts (CL 18th). In addition, any CORRUPTION
sorcerer spell he casts with the acid or air Price (Item Level): Priceless
Weight: 2 lbs.
descriptor is automatically extended and Body Slot: Head
Source: Dragon 342 Age of Worms:
empowered, as the metamagic feats, with Caster Level: 25th
Wormfood – Surviving the Age of
no adjustment to the spell's level or Aura: Overwhelming; (DC 27)
Worms Adventure Path – Forgotten
casting time. Activation: Standard (command)
Magic)
Red: The cloak becomes bright red and Weight: 3 lbs.
seems to smoke and smolder. The
Like the ripples of sunlight off a pool of Source: Dungeon 100 (The Lich-Queens
water, the brilliant colors of this full-length wearer's features shift subtly, his skin and
Beloved)
cloak seem to dance and swirl as its wearer hair take on a reddish cast, and his eyes
moves. Woven from hundreds of tiny scales glow with a golden light. The wearer
This slender, black-and-silver diadem
taken from each of the five chromatic dragons, gains fire resistance 30 and may cast locate has rested atop Vlaakith's head for more
this cloak has the ability to imbue the wearer object once as a spell-like ability while the
than 900 years, serving as her badge of
with some of their power. aspect lasts (CL 18th). In addition, any
office and the means of testing any
sorcerer spell he casts with the fire
githyanki who would threaten her. Those
The cloak of the sorcerer-king grants its descriptor is automatically extended and
who have beheld the crown say it
wearer a +6 enhancement bonus to empowered, as the metamagic feats, with
twitches of its own volition, and that the
Charisma. In addition, it allows the no adjustment to the spell's level or 5.000-gp rubies that adorn the crown's
wearer to take on the aspect of each of casting time.
spires look something like flickering
the chromatic dragons once per day, White: The cloak becomes snow white eyes.
gaining some of the abilities of that and a chill hangs over it. The wearer's The crown has the following
dragon. Activating an aspect is a standard features shift subtly, his skin and hair command-word activated powers:
action for the wearer, and each aspect fade to a bleached white, and his eyes Energy drain (Fortitude save, DC 23,
lasts for 1 minute. No other aspect may darken to pure black. The wearer gains negates).
be assumed for the duration of the effect. cold resistance 30 and may casting chant Mass suggestion (Will save, DC 19,
The following describes the aspects and once as a spell-like ability while the negates).
their effects. aspect lasts (CL 18th). In addition, any Control undead (Will save, DC 20,
Black: The cloak becomes jet black sorcerer spell he casts with the cold negates)
and drinks in the surrounding light like a descriptor is automatically extended and In addition, if the wearer of the crown
bottomless pit. The wearer's features shift empowered, as the metamagic feats, with of corruption touches the corpse of a
subtly, his skin and hair take on a grayish no adjustment to the spell's level or creature killed by its energy drain attack,
cast and his eyes become an acidic shade casting time. the corpse transforms in one of three
of green. The wearer gains acid resistance Prerequisites: Craft Wondrous Item, ways. Each transformation takes 10
30 and may cast darkness once as a spell- eagle's splendor, resist energy, creator must minutes,
like ability while the aspect lasts (CL be a sorcerer. Ritual of the Tl’a’ikith: The corpse rises
18th). In addition, any sorcerer spell he as a tl'a'ikith under the control of the
casts with the acid or water descriptor is COWL OF THE wearer of the crown (see DUNGEON 100
automatically extended and empowered, for the Tl’a’ikith monster template).
as the metamagic feats, with no WORMGOD Ritial of Kr’y’izoth: The corpse rises as a
adjustment to the spell's level or casting Price (Item Level): Priceless kr'y'izoth under the control of the wearer
time. Body Slot: Body of the crown (see DUNGEON 100 for the
Blue: The cloak becomes dark blue and Caster Level: Unknown Kr’y’izoth monster template).
faint sparks of electricity dance over it. Aura: Unknown Ritual of Death’s Ichor: The corpse
The wearer's features shift subtly, his Activation: –– liquefies, then congeals into an
skin and hair take on a bluish cast and his Weight: Unknown ectoplasmic substance useful for magic
eyes fade to pure white. The wearer gains Source: Dungeon 135 (Age of Worms – item creation or spellcasting. Each corpse
electricity resistance 30 and may cast Dawn of a New Age) provides enough ectoplasm to count for
ventriloquism once as a spell-like ability (100 x HD) experience points when

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
making an item or paying the experience Aura: Moderate; (DC 20) abjuration Aura: Strong; (DC 21) conjuration and
point cost of a spell. Activation: Standard (command) enchantment
The crown of corruption has 30 hit Weight: –– Activation: ––
points. However, only a magic weapon Source: Dragon 319(I Scry: Spying and Weight: 3 lbs.
with the holy and disrupting special Divination Magic Items) Source: Dragon 356 (Savage Tidings:
qualities can damage it. If the crown of Into the Abyss)
corruption is destroyed, all tl'a'ikiths and A one-inch tiger eye gemstone on a slim
kr'y'i'zoths created by the crown are golden chain. This filthy black garment is woven from
destroyed as well. coarse black hair. The knots and flecks of
This small locket is an anti-scrying unspeakable grime make wearing, let alone,
device not in the sense that it prevents handling the shirt unpleasant.
CROWN OF SORCEROUS scrying upon the subject, but rather that
TERROR it is used to punish those who would so
intrude upon the subject's privacy.
When wearing a demonhair shirt you
gain immunity to fear.
Price (Item Level): 200,000 gp (25th)
The deathglance locket grants its wearer a If you have the rage class feature (or a
Body Slot: Head
+2 insight bonus on Intelligence checks similar ability), you may spend two of
Caster Level: 13th
to notice scrying sensors. When the your daily uses of rage at once to become
Aura: Strong; (DC 21) abjuration,
wearer notices a scrying sensor, she may overcome with demonic fury, gaining a
evocation, and transmutation
call upon the power of the locket to +6 profane bonus to Strength, +2 profane
Activation: –– and Standard (command)
strike back at the scrier. Once per day bonus to Armor Class, and a +10 profane
Weight: 2 lbs.
upon command, the deathglance locket bonus to speed. While under the effects
Source: Dragon 312 (Rogues Gallery: of demonic fury, your natural weapons
traces the scrying sensor's magic back to
The Heroes of the War of the Spider and weapons you wield count as chaotic
the scrier's location and sends an
Queen Part II) for the purposes of overcoming damage
immaterial copy of its tiger eye gem
hurtling his way. From the scrier's point reduction. In exchange for these benefits,
Forged in the shape of a rearing serpentine you take 2 points of non-lethal damage
of view, it's as if the tiger eye gem
dragon with its wings outspread, this
suddenly flies from the locket and speeds each round. Once activated, the demonic
adamantine circlet is imbued with powerful
in his direction. The scrier immediately fury lasts for a number of rounds equal to
evil magic.
suffers 10d6 points of damage (DC 20 your improved Constitution bonus
The crown confers a +6 enhancement Will save for half) and must make a (minimum 1 round). This benefit stacks
bonus to the wearer's Charisma and adds Concentration check (DC 10 + the with rage (and frenzy). At the end of this
a +3 profane bonus to his Armor Class damage dealt by the deathglance locket) time, you become fatigued for 1 hour.
and saving throws. or the scrying effect ends. Good characters take no penalty for
The crown of sorcerous terror also Prerequisites: Craft Wondrous Item, wearing this shirt unless they abide by a
possesses the ability to absorb single- detect scrying. code of conduct. Wearing this item
target and ray effects in much the same violates codes of conduct for both good
and lawful characters.
fashion as the rod of absorption, however, DEATH'S HEAD EARRING Prerequisites: Craft Wondrous Item,
this item stores captured spells intact Price (Item Level): 18,480 gp (15th)
instead of converting them into spell rage, summon monster IV, caster must have
Body Slot: –– (earring) 16 ranks in Craft (weaving), caster must
energy. The wearer of the crown may cast Caster Level: 3rd
a captured spell from it as a standard not be good.
Aura: Faint; (DC 16) necromancy Cost to Create: 13,000 gp, 1,040 XP.
action, exactly as if using a spell trigger Activation: –– and Free (command)
device containing a spell on his spell list. Weight: ––
The crown can store ten captured spell Source: Dragon 318 (X Marks the Spot: DRAGON EYE RING
levels at a time. It does not capture any Setting Sail with Saber and Spell) Price (Item Level): 55,000 gp (18th)
portion of a spell that it does not have the Body Slot: Ring
capacity to absorb in full. This golden earring is fashioned into the Caster Level: 12th
The crown of sorcerous terror is an familiar skull-and-crossbones motif. Aura: Strong; (DC 21) abjuration
intensely evil item, and any non-evil Activation: Standard (command)
character who dons it gains four negative The wearer can use deathwatch at will, Weight: ––.
levels. While these negative levels never as a free action. Once per day, she may Source: Dragon 124 (Chambers of
result in actual level loss, they remain in use death knell as cast by a 3rd-level cleric. Antiquities)
effect as long as the crown is worn and This item does not use a magic item
cannot be overcome in any way slot. A golden band inset with a gemstone carved
(including via restoration spells)., Prerequisites: Craft Wondrous Item, in the likeness of a dragon head as seen from a
Prerequisites: Craft Wondrous Item, deathwatch, death knell. side-view and whose one eye is intent upon
eagle's splendor, spell turning, unhallow. the viewer.
DEMONHAIR SHIRT
DEATHGLANCE LOCKET Price (Item Level): 26,000 gp (16th)
Once per day, the wearer can activate
see invisibility–this effect lasts for two
Price (Item Level): 3,860 gp (8th) Body Slot: Torso hours once activated. The wearer also
Body Slot: Throat Caster Level: 13th gains a +10 competence bonus on Listen
Caster Level: 11th
and Spot checks. Finally, the wearer and

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
all allies in a 3o-ft. radius gain a +20 ft. Prerequisites: Craft Wondrous Item,
enhancement bonus to fly speeds. creator must be of the dragon type, magic DYRR'S IMPERVIOUS
Lore: These rings are badges of honor weapon. VESTMENT
to the Dragonmasters of Lynn, though a Price (Item Level): 120,000 gp (21st)
few rings have made their way to Eastern
Oerik. Their manufacture is held as a DROW HOUSE INSIGNIA Body Slot: Body
Price (Item Level): 32,400 gp (16th) Caster Level: 18th
secret by the artificers of that secretive Aura: Strong; (DC 24) conjuration and
order. Body Slot: ––
Caster Level: 3rd evocation
Prerequisites: Forge Ring, see invisibility, Activation: –– and Full round
fly, resistance, resist energy. Aura: Faint; (DC 16) transmutation
Activation: Standard (command) (command)
Weight: –– Weight: 3 lbs.
DRAGONSLAYER CLAWS Source: Dragon 322 (Rogues Gallery: Source: Dragon 312 (Rogues Gallery:
Price (Item Level): 18,000 gp (14th) The Heroes of the War of the Spider The Heroes of the War of the Spider
Body Slot: Hands Queen Part III) Queen Part II)
Caster Level: 8th
Aura: Moderate; (DC 19) transmutation This brooch is worked in the design of a A black silk robe embroidered with dark-steel
Activation: Standard (command) noble house's symbol. thread in an elegant waterfall pattern.
Weight: 10 lbs.
Source: Dragon 332 (Bazaar of the The brooch allows the wearer to This robe confers a +9 armor bonus on
Bizarre: In Defense of Home and Hoard) levitate as if she had cast levitate on its wearer. Once per day as a full-round
herself. The house insignia may be worn action, the vestment can be commanded
These dark metal blades are designed to fit anywhere and does not occupy an item to create a blade barrier effect (caster level
over a dragon's claws on one limb. slot. 18th) that deals 15d6 points of damage.
Prerequisites: Craft Wondrous Item, The spot where the vestment's wearer is
Perhaps the most dangerous foe a levitate. standing becomes the central point of the
dragon can face is another dragon. effect. Once invoked, the barrier cannot
Dragons designed these magic claws to be moved. The wearer may move about
help them fight off DRYAD’S HELM freely after the barrier is created and can
attempts by their own Price (Item Level): 4,000 gp (8th) even pass through it without harm, but
draconic brethren to claim Body Slot: Head the effect ends 1 round after the wearer
their hoards. Caster Level: 3rd leaves the area it encompasses.
Alternatively, some Aura: Faint; (DC 16) enchantment Otherwise, the barrier lasts until the
dragons use these claws to Activation: Free wearer dismisses it (a standard action) or
claim the hoards of those Weight: 1 lb. for 180 minutes.
they view as weak. Source: Dragon 340 (Bazaar of Prerequisites: Craft Wondrous Item,
A dragon wearing the Bizarre: Items of the Zodiac) blade barrier, mage armor.
dragonslayer claws cannot
also make use of a glove This steel, visored helm has a
green plume set upon its top and the EARRINGS OF THE WOLF
on that claw. When worn, Price (Item Level): 2,000 gp per earring
dragonslayer claws deal image of an oak tree inscribed upon
Dryad’s Helm each side. (6th)
additional damage equal Body Slot: ––
to half the wearer's Hit Dice on claw Caster Level: 5th
attacks made with the claw on which the When worn, this helmet grants its user
the most highly regarded trait of the sign Aura: Faint; (DC 17) transmutation
item is worn. The bonus damage only Activation: ––
applies to a single claw attack per round- of the dryad: the faith and steadfast
determination needed to protect allies Weight: ––
usually the first claw attack made-no
and loved ones. Source: Dragon 334 (Bazaar
matter how many claw attacks the wearer of the Bizarre: Arsenal of the
can make. The dragon must declare to When the helmet's wearer strikes an
opponent with a melee attack on his turn, War Mages)
which attack the extra damage is applied
before the attack roll is made. that foe takes a -1 penalty on attacks
against all targets except the wearer of Usually crafted to include
Any creature of size Large or larger a military unit insignia,
with a claw attack may wear these claws. the dryad's helm. This bonus increases
with each successful attack to a these earrings allow wearers
However, the dragonslayer claws bestow of an attuned set to
two negative levels when worn by any maximum penalty of-5. This penalty lasts
for 1 round. Only one creature at a time communicate over great
creature not of the dragon type. The distances using only their
negative levels remain as long as the can suffer this penalty. The helm's wearer
decides to impart the penalty or withhold normal speaking voices, even
claws are worn and disappear when the if caught in the din of battle. A
creature removes the dragonslayer claws. it for a different target, as a free action.
Prerequisites: Craft Wondrous Item, typical attuned set consists of a
These negative levels never result in dozen earrings.
actual level loss, but they cannot be enthrall.
Every individual wearing an
overcome in any way (including earring of the wolf is in constant
restoration or wish) while the dragonslayer communication with every
claws are worn.

45
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
other wearer of an attuned set, and has occasionally been extended to
hearing every word spoken by FAILSAFE RING include such defensive spells as blink
each other wearer of an Price (Item Level): 800 gp (3rd, (12,000 gp, CL. 5th), fire shield (22,400 gp,
attuned earring. An earring of mage armor, shield), 4,000 gp CL 7th), and invisibility (4,000 gp, CL
the wolf ignores all other noises (8th, invisibility), 12,000 gp 3rd).
except its wearer's voice, (13th, blink), 22,400 gp (15th, Prerequisites: Forge Ring, deathwatch,
regardless of the volume of fire shield) mage armor.
other sounds. You need only Failsafe
Body Slot: Ring Cost to Create: 400 gp, 32 XP, 1 day.
wear one earring of the wolf for it Ring
Caster Level: 1st (mage armor,
to function. Earrings of the wolf shield), 3rd (invisibility), 5th (blink), 7th
have a range of 1 mile. Not every earring (fire shield) FIEND’S EMBRACE
must be within 1 mile of the rest of its Aura: Faint; (DC 15) conjuration Price (Item Level): 26,500 gp (16th)
attuned set, but an earring can only hear Activation: –– or Standard Body Slot: Shoulders
from and transmit to others in its set (manipulation) Caster Level: 8th
within 1 mile of its location. Magical Weight: –– Aura: Moderate; (DC 19) abjuration and
silence, 5 feet of stone, 1 foot of common Source: Dragon 350 (Bazaar of the transmutation
metal (or a thin sheet of lead), or 10 feet Bizarre: Wizard’s Workshop) Activation: ––
of wood or dirt blocks the earring's effect. Weight: Unknown
An earring of the wolf works only with This steel ring is blank and smooth except Source: Dungeon 121 (Fiend’s Embrace)
the other earrings in its own attuned set. for the circular crown, which traditionally
Additional earrings can be made and bears a stylized red cross on a white This dark red cloak bears a lighter umber-
joined to an existing set, but only if all background. The inside surface is pebbled colored lining. It is thick and scaly and
other earrings are present during the with tiny nodes that detect stress and shock in radiates a strong aura of evil. Its metal clasp is
creation of the new one, allowing them its wearer. shaped like a six fingered hand.
all to be attuned together.
Prerequisites: Craft Wondrous Item, This ring ensures its wearer's defensive While this cloak is worn it provides the
message. spells are in place at crucial moments, following benefits:
helping counter unexpected attacks and • +1 resistance bonus on all saving
preventing tragic workspace accidents. throws
EYE OF THE BEHOLDER Upon activation the failsafe ring • +4 enhancement bonus to
Price (Item Level): 8,700 gp (12th) bestows the benefits of a mage armor spell Intelligence
Body Slot: Throat on its wearer, as if cast by a 1st-level
wizard. The benefits last for the full • Fire resistance 10
Caster Level: 7th
Aura: Moderate; (DC 18) divination duration of the spell, even if the ring is
removed. Fiend's Embrace is so tainted with evil
Activation: Standard (command)
A failsafe ring monitors that it bestows one negative level on any
Weight: –– good creature attempting to wear
Source: Dragon 340 (Bazaar of the its wearer's condition at
all times. If the wearer it. The negative level remains as
Bizarre: Items of the Zodiac) long as the cloak is worn and
takes damage, it
immediately activates. disappears whenever it is
This necklace consists of a mithral chain set
This effect cannot be removed. Worse, Fiend's
with a small, metal sphere.
avoided without first Embrace retians a small sliver
removing the ring-the of intelligence from the pit
Three times per day, the necklace's
ring activates even if fiend it was harvested from.
wearer can command the sphere to open,
the damage kills or The cloak has an Intelligence
revealing a living eye set within it. The
renders the wearer of 13, a Wisdom of 10, and a
eye darts back and forth, focusing its gaze
unconscious, but it Charisma of 13. It
on each living creature in the area. It
does not activate in communicates via empathy,
remains open for 1 minute. During this
time to affect the and has 6o-ft. vision and
time, the amulet's wearer gains a +5
damage source that hearing. The cloak is chaotic
bonus on all Sense Motive checks. In
activated it. It can also evil, and has an Ego of 7.
addition, while the eye is open its wearer
be triggered manually The transformation to
gains darkvision with a range 120 feet
by twisting the ring magic cloak has perverted
and ignores the effects of concealment
clockwise (as a standard this shard of intelligence,
on melee attacks (but not ranged attacks).
action). and now the cloak wants
Prerequisites: Craft Wondrous Item,
This effect can only be little more than to serve the
darkvision, discern lies.
activated once per day. It one it was created for–the witch
does not activate if the queen lggwilv. Fiend's Embrace
wearer is already under the won't rest until it is draped
protection of the spell it comfortably over its mistress'
provides. shapely shoulders once again;
Variants: The most common until then, it tries to influence
variation casts shield, but the its current owner into tracking
concept itself is a simple one down Iggwilv, wherever she
Fiend’s Embrace

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
may be, so she can reclaim her cloak. This the shadow curse. However, any creature
influence is subtle. If Fiend's Embrace ever that wears one suffers 1 point of
wins a personality confilct with its Constitution damage that may not be
possessor, it allows its owner to retain healed as long as the gal-ralan is worn.
control of his actions for the most part Editor’s Note: The item description
but infuses him with an obsession with doesn’t say how much of a resistance
Iggwilv, forcing him to discover her bonus is provided to all saving throws but
current location (which is left to you to the shadar-kai wearing them in te
determine). adventure lists the item as +2 gal-ralan.
Prerequisites: Craft Wondrous item, fox's Therefore, I included this bonus in the
cunning, resistance, resist energy. description above. It may be possible to
craft these items with higher bonuses
given that the prerequisites for creating
FIENDISH FOOT, THE them allude to this possibility.
[CURSED, MINOR Prerequisites: Craft Wondrous Item,
resistance caster level must be at least
ARTIFACT] three times that of the gal-ralan’s bonus.
Price (Item Level): Priceless The Fiendish Foot
Body Slot: Arms or Throat
Caster Level: Unknown
to lift this curse. The curse can be lifted GARGOYLE CROWN
with a successful break enchantment spell Price (Item Level): 14,000 gp (14th)
Aura: Unknown or by a remove curse cast at a caster level of
Activation: –– and Free (command) Body Slot: Head
20th or higher. If the cursed victim dies Caster Level: 9th
Weight: –– while under the effects of this curse and
Source: Dungeon 122 (Fiendish Aura: Moderate; (DC 19) transmutation
still in the possession of the foot, his body Activation: Free (command)
Footprints) rises as a vampire (or vampire spawn, as Weight: 4 lbs.
appropriate) with the next sunset. The Source: Dungeon 142 (Savage Tide –
The fiendish foot is a 4-inch-long piece of newly created vampire is free-willed, and
black obsidian, skillfully carved in .the Here There Be Monsters)
often tries to pass the fiendish foot on as a
likeness of cloven hoof. If held against "gift" to someone new, since it no longer
firelight, the talisman glistens with a blood- Crafted from pieces of carefully carved
gains any benefit from the item's ability granite, a gargoyle crown features three sharp
red tinge, while in daylight it becomes a deep, to impart the fiendish creature template.
opaque black. A tiny hole is drilled in the top points in the front with a series of small
A cursed victim who dies without points ringing the rest of the wearer’s head.
of the foot, through which a string or fine possession of the foot escapes this undead
chain can be threaded. fate, although he must make a successful The crown has two primary powers.
DC 20 Will save to voluntarilly leave the Once per day as a free action, the crown
If worn as a necklace or bracelet, the fiendish foot behind, and must make a new
owner of the fiendish foot can call upon its can be activated to give the wearer DR
DC 20 Will save once a week thereafter 5/adamantine for 10 minutes, giving his
fiendish magic once per day as a free to resist reclaiming the foot. If any of
action to gain all the benefits of the skin the appearance of stone. The crown
these saving throws are failed, the victim also grants its wearer a special smite
fiendish creature template. Creatures suffers 1d4 points of Wisdom drain and
that cannot gain this template (such as attack usable once per day against
becomes obsessed with reclaiming the creatures touching natural stone or earth.
outsiders, constructs, and undead) cannot foot, if at all possible.
gain any benefits from the fiendish foot. The wearer gains a +4 bonus on attack
Lore: Several of these minor artifacts and damage rolls when using this special
Once activated, the benefits of the were created by Orcus, the demon prince
template persist for 10 rounds before strike. The wearer must declare he is
of undeath, to spread the plague of using this ability before making the
fading. undeath on the Material Plane.
Each time the fiendish foot is activated, attack.
its wearer must make a DC 20 Will save Lore: The wizards of ancient
or his alignment shifts one step closer to GAL−RALAN Thanaclan crafted several dozen of these
chaotic evil. This is considered a Price (Item Level): 2,500 gp (7th) crowns as rewards for those gargoyle
deliberate change for the purposes of the Body Slot: Arms minions who serverd them well. Over the
atonement spell. Caster Level: 9th centuries, most of the gargoyle crowns
Worse, if a humanoid or monstrous Aura: Moderate; (DC 19) necromancy have been destroyed or lost, but a few
humanoid claims the fiendish foot as his Activation: –– remain here and there, often in the
own, he must immediatley make a DC 20 Weight: –– possession of the descendants of those
Will save or fall under the artifact's Source: Dungeon 132 (Wingclipper’s original favored gargoyle minions.
dreadful curse. He must make this save Revenge) Prerequisites: Craft Wondrous Item,
again each day to continue to resist the stoneskin, true strike.
curse, even if he has not activated the These cold iron armbands were created
artifact's power. Once a victim succumbs by the shadar-kai to help them ward off GAUNTLETS OF BASHING
to this curse, his skin grows pale and the shadow curse. They provide a +2 Price (Item Level): 45,800 gp (17th)
sunburns easilly, and he gains a growing resistance bonus to all saving throws, and Body Slot: Hands
craving for fresh blood. Loss or provide an additional +2 bonus versus Caster Level: 9th
destruction of the artifact does nothing death and energy drain effects, including

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Aura: Moderate; (DC 19) bonus damage also applies to to such objects. Three times per day, the
transmutation touch attacks. The fire does not wearer can touch a door or gate and affect
Activation: Free (mental) deal damage to the wearer or the portal with a knock spell as if cast by a
Weight: 4 lbs. anything the wearer carries. 15th-level caster.
Source: Dragon 323 Prerequisites: Craft Wondrous Prerequisites: Craft Wondrous Item,
(Magic Shop: Treasures Item, burning hands. bull's strength, knock.
of the Dwarven Holds)

Each of these massive gauntlets GAUNTLETS OF THE GHOST MANTLE


Price (Item Level): 100,000 gp (20th)
is fashioned from layered plates of SIEGEBREAKER Body Slot: Shoulders
silvery iron covering the back of the hand Price (Item Level): 11,000 gp
and fingers of a thick glove of black leather. Caster Level: 17th
(13th) Aura: Strong; (DC 23) necromancy and
The leather of this glove is rigid and its
Body Slot: Hands transmutation
surface cracked and battered, as if by old age,
but a close inspection confirms that it is still Caster Level: 15th Activation: ––
sound and supple enough to wear. The slightly Aura: Strong; (DC 22) transmutation Weight: 3 lbs.
curved metal plates - four wide ones covering Activation: –– and Standard (command) Source: Dragon 331 (Bazaar of the
the back of the hand and wrist, and six Weight: 1 lb. Bizarre: Insidious Items)
narrow ones upon each of the fingers - are Source: 334 (Bazaar of the Bizarre:
riveted into the black glove. A multitude of Arsenal of the War Mages) An old gray cloak, tattered and musty, the
tiny runes and dwarven designs cover the ghost mantle bears a clasp in the form of an
silvery surfaces of these plates. These heavy armored gauntlets grant elongated, screaming ghostly face.
their wearer a +2 enhancement bonus to
Three times per day, the wearer of a Strength. The wearer is considered armed The mantle grants its wearer many of
pair of gauntlets of bashing can make for the purpose of making or provoking the qualities and abilities of a ghost. Once
unarmed attacks that strike with attacks of opportunity, and any strike he the clasp is done, the wearer (and all of
incredible force. As a free action, the makes with a gauntlet deals lethal his equipment) becomes incorporeal. He
wearer can invoke the gauntlets power, damage. In addition, whenever a wearer also gains the manifestation ability,
causing all his unarmed attacks made in of gauntlets of the siegebreaker makes a horrific appearance, and corrupting
the next round to deal 2d6 points of sunder attack or attacks a wall or other touch attack, as per the ghost template
bludgeoning damage. In addition, also as structural element the attack ignores (see page 117 of the Monster Manual).
a free action, the wear can slam back any hardness and deals 2d4 points of damage The ghost mantle's wearer also gains the
opponent he's used the gauntlet's power same immunity to effects that require
to deal damage to. Creatures stuck in this Fort saves as a creature with the undead
manner are bull rushed as if by a Large type. In exchange for this power, though,
creature with a Strength of 25. the mantle slowly feeds off of the
Prerequisites: Craft Wondrous Item, wearer's life force.
telekinesis. Immediately upon donning the ghost
mantle the wearer suffers 1 point of
Constitution drain, and he takes an
GAUNTLETS OF additional 1 point of Constitution drain
HEARTFELT BLOWS every round thereafter until slain or he
Price (Item Level): 12,000 gp (13th) removes the mantle. The mantle hides
Body Slot: Hands this damage from the wearer, although
Caster Level: 5th he can make a DC 20 Wisdom check to
Aura: Faint; (DC 17) transmutation realize this weakening. If the wearer's
Activation: –– Constitution score reaches 0 while
Weight: 1 lb. wearing the ghost mantle (whether from
the mantle's drain effect or from another
Source: Dragon 314 (Brotherhood of the
source), the ghost mantle immediately
Burning Heat: The Magic and Mettle of
teleports 1d100 miles in a random
Fire)
direction (it never appears within a solid
These soft leather gauntlets sport a large, object). An hour later, the slain wearer
flat gem on the back of each hand. Ringed by becomes a chaotic evil ghost who cannot
steel, these stones slowly shift color as long as be laid to rest until the cloak is destroyed.
the gauntlets are worn and when in combat Prerequisites: Craft Wondrous Item,
the stones glow brighter, and their colors begin create greater undead.
to swirl with intense energy, casting a fiery
aura around any weapon in the wearer's GIRDLE OF HATE
hands. Price (Item Level): 16,000 gp (14th)
Body Slot: Waist
The wearer's melee attacks cause extra Ghost Mantle Caster Level: 7th
points of fire damage equal to his Aura: Moderate; (DC 18) conjuration
Charisma bonus (minimum of +1). This

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Activation: –– and Standard (command) grant the ability to mold stone as clay Activation: ––
Weight: 2 lb (stone shape as a 9th-level sorcerer), but Weight: ––
Source: Dragon 314 (Brotherhood of the doing so causes the gloves of burrowing to Source: Dragon 330 (Bazaar of the
Burning Heat: The Magic and Mettle of lose all power for 1 hour afterward. Bizarre: Tools of the Assassin)
Fire) Prerequisites: Craft Wondrous Item,
passwall. Goggles of scrutiny grant their wearer a
A broad belt made of hide, hair, and bone, Cost to Create: 40,500 gp, 3,240 XP, 81 +2 bonus on all Search and Spot checks.
and it is studded with small hooks along its days. In addition, any creature with the death
length. attack special ability need only study a
potential victim for 2 rounds instead of 3.
The exact source of the materials that GLOVES OF THE Lore: Degen Sheve epitomized the
make up this girdle are ambiguous until LOCKSMITH artistry of dealing death. Known for his
someone with a racial or favored enemy Price (Item Level): 10,000 (12th) outrageous prices and impeccable
buckles it on and speaks a command Caster Level: 5th service, Degen became a legend. All that
word, at which point the girdle appears changed after he was cursed by a wizard
Aura: Moderate; (DC 19) abjuration
to be constructed from a creature relative of one of his marks. The curse
Activation: Standard (command)
representative of one of the wearer's left him nearly blind. Fearing the end
Weight: ––
chosen enemies. If the wearer has more ofhis assassin career, Degen turned his
Source: Dragon 344 (Dreadhold: Web
than one racial or favored enemy, the attention to magical research, seeking a
Supplement)
girdle applies its benefits to one enemy cure for his ailment. Ten years later, after
of the wearer's choice (chosen when the having the curse partially lifted, he
A pair of gloves of the locksmith are usually
belt is first donned). heavy leather gauntlets studded with crafted a pair of goggles that
The hooks, while useless as weapons, dragonshards and bearing the sigil of House counteracted the remainder of the
make a fine mounting point for captured Kundarak. wizard's curse, allowing Degen to take
scalps, and the cords of hair easily hold revenge and regain his place in his guild.
other grisly trophies. Any trophies of the As a standard action, the wearer holds Prerequisites: Craft Wondrous Item,
appropriate type of racial or favored out her hand toward clairaudience/clairvoyance.
enemy smoke for a moment when first a door, concentrating on the gloves with
mounted on the hooks, then become
cured and preserved within 1 round.
her fingers splayed and hand open wide. GRAVEROBBER’S SKULL
Three times per day, the proper wearer Price (Item Level): 16,100 gp (14th)
The belt doubles all bonuses the wearer may cast arcane seal. In addition, she can
gains against the chosen racial or favored Body Slot: Shoulders
attach up to three separate platinum keys Caster Level: 9th
enemy, such as those possessed by to the effect, as the spell. As a general
dwarves or granted by the ranger class. Aura: Moderate; (DC 19) transmutation
rule, a Kundarak locksmith provides two Activation: –– and Standard (command)
Prerequisites: Craft Wondrous Item, of these keys to the customer, and holds
caster must have racial or favored enemy. Weight: 10 lbs.
one key at the Kundarak enclave—this Source: Dungeon 138 (Campaign
provides a way to gain access to a sealed Workbook – Critical Threats – Downer
GLOVES OF BURROWING location in an emergency. Tarantula – Misfit and Miscreant)
Price (Item Level): 81, 00 gp (20th) The power of the gloves can only be used
Body Slot: Hand a total of three times per day, regardless This large golden skull lined with
Caster Level: 9th of who wears them. gravehound fur is worn over the shoulder
Aura: Moderate; (DC 19) transmutation Gloves of the locksmith only function for like an epaulet.
Activation: –– and Standard (command) a character who possesses the arcane lock
Weight: ½ lb. variation of the Least Mark of When worn, graverobber’s skull grants a
Source: Dragon 347 (Bazaar of the Warding. +2 luck bonus to AC. Additionally, once
Bizarre: A Mastery of Elements) Prerequisites: Craft Wondrous Item, per day it can be activated, bestowing the
Least Mark of Warding, arcane seal; ghost touch weapon quality to whatever
Appearing as flexible cracked rock, a pair of Cost to Create: 5,000 gp, 400 XP, 10 days. weapon is held in that arm’s hand for 5
gloves of burrowing are made from the stony minutes. It only functions for those with
hide of a xorn or similar elemental creature GOGGLES OF SCRUTINY a chaotic alignment.
with the ability to burrow through earth. Price (Item Level): 12,000 gp (13th) Prerequisites: Craft Wondrous Item,
Body Slot: Face plane shift.
While worn, the gloves of burrowing Caster Level: 12th
grant you the ability to push through
earth or stone with a burrow speed equal
Aura: Strong; (DC 21) divination GYPSY CLOAK
to one half your base land speed. Your Price (Item Level): 8,000 gp (11th)
passage is like that of an earth elemental, Body Slot: Shoulders
leaving no tunnel behind for others to Caster Level: 5th
follow and indeed no signs of your Aura: Moderate; (DC 17) enchantment
passage at all. Activation: Standard
In addition to the ability to move Weight: 2 lbs.
Goggles of
through the ground, once per day, you Source: Dragon 335 (Class Acts: Bardic
Scrutiny
can make a sudden chopping motion to Magic Items)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Caster Level: 8th Prerequisites: Craft Wondrous Item,
Made of brightly colored silk or fine cotton Aura: Moderate; (DC 19) transmutation eagle's splendor.
thread, gypsy cloaks shimmer in intricate Activation: ––
patterns with each movement of their Weight: ––
wearers. These cloaks are sometimes worn like Source: Dragon 312 (Rogues Gallery: HEALER'S MASK
shawls, manipulated by the wearer in The Heroes of the War of the Spider Price (Item Level): 3,125 gp (8th)
undulating dances to bring about a variety of Queen Part II) and Dragon 322 (Heroes Body Slot: Face
magical effects. of the War of the Spider Queen) Caster Level: 1st
Aura: Faint; (DC 15) abjuration
Using a gypsy cloak requires a DC 15 This jet comb is normally worn pinned in Activation: ––
Perform (dance) check made as a the hair. Weight: ––
standard action. A successful check Source: Dragon 342 (Bazaar of the
allows the wearer to cast charm monster Halisstra’s comb provides its wearer with Bizarre: Healer’s Touch)
(DC 14), daze monster (DC 13), or enthrall a +4 enhancement bonus to Charisma
(DC 13), each once per day. and does not take up an item slot. Made from strong burlap and treated with
Using the cloak comes with a price, Prerequisites: Craft Wondrous Item, special chemicals as well as magical
however. Upon donning a gypsy cloak a eagle's splendor. enhancements, a
character must immediately succeed at a healer's mask is
DC 15 Will save. Success allows the worn over the
wearer to remove the cloak as normal; HARPY’S CAP mouth and
failure activates the cloak's curse, which Price (Item Level): 3,000 gp (7th) nose.
prevents its wearer from removing it Body Slot: Head
without the use of a remove curse spell. Caster Level: 3rd Those who spend
The saving throw must be made every Aura: Faint; (DC 16) transmutation their lives tending to the
time the cloak is put on, not just the first Activation: Standard (manipulation) sick risk illness themselves. These masks
time. Weight: 1 lb. help protect healers so they may
The wearer of a gypsy cloak finds that he Source: Dragon 340 (Bazaar of the continue their good works.
cannot bear to stay in one place (a small Bizarre: Items of the Zodiac) A healer's mask casts remove disease on its
barony, town, or dungeon, for example) wearer when first donned. A healer's mask
for more than a week. Should he attempt This black velvet tricorn hat is studded can only cast remove disease once; if
to do so, he must succeed at a DC 15 Will with six feathers taken from a harpy. removed and donned again it provides
save every day following the first week only the +2 bonus on saves. For one
spent in a location. If he fails he must The hat's wearer can remove one of the month after the mask casts remove disease
move away from the place in the most feathers to gain a specific effect. Each it provides a +2 bonus on all saves made
efficient way possible (whether running, feather may be used once, and when all to resist or overcome diseases (natural or
riding, or teleporting) until he can no six feathers have been used the cap loses magical) to anyone wearing the mask
longer see the place or he has run to its magical properties. When the wearer when such a save must he made. At the
exhaustion (whichever occurs first). He activates the cap he chooses one of the end of that month the healer's mask
must thereafter attempt a DC 15 Will following effects. becomes a nonmagical burlap mask. Any
save whenever he attempts to return to • A +5 bonus on Bluff, Diplomacy, creature may gain the saving throw
the place in the next the week. After a Intimidate, and Perform checks bonus, but only the first creature to put
week of being away the wearer can return for the next 5 minutes. on the mask gains the benefit of the
remove disease.
without difficulty. The wearer cannot be • A +10 bonus on the wearer's next
persuaded to return by nonmagical Prerequisites: Craft Wondrous items,
Diplomacy or Intimidate check.
means, and if forcibly detained he remove disease, resistance.
This check must be made within
becomes panicked until he is able to flee. 1minute.
Lore: Gypsy cloaks, uncommon even in • An additional use of the bardic HEIRONEOUS'S MERCY
roving gypsy bands, are awarded as music ability, as long as the wearer Price (Item Level): 30,000 gp (16th)
honors to those who fulfill great services has that class ability. The wearer Body Slot: Hands
for gypsies. These accomplishments must use the bonus bardic music Caster Level: 5th
include deeds of great heroism and acts on the same round that he Aura: Faint; (DC 17) necromancy
of diplomacy that allow safe passage for activates the cap. Activation: Standard (command)
the roving bands during dangerous and Note that the cap's different bonuses Weight: 1 lb.
uncertain times. Gypsy cloaks are favored stack with each other, but each source of Source: Dragon 324 (Magic Shop: Power
by bards who prefer dancing, harnessing a bonus does not stack with itself. The At A Price)
magic through their songs and deliberate cap's wearer could, for example, expend
movement. one feather for a +5 bonus on skill A pair of pale gray gloves.
Prerequisites: Craft Wondrous Item, checks, then a second feather for a +10
charm monster, charm person, daze monster. bonus on a single Diplomacy check for a These gloves allow the wearer to use
total bonus of +15. The wearer could not, deathwatch at will and death knell 3 times
HALISSTRA'S COMB however, pluck three feathers for a +30 per day. In addition, once per day, these
Price (Item Level): 32,000 gp (16th) bonus on his next Intimidate check. gloves allow their wearer to transfer
Body Slot: –– wounds from an injured creature to

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
himself. The wearer must choose Source: Dragon 351 Weight: 1 lb.
how many hit points of damage (DragonLance: Scavengers Source: Dragon 325 (Magic Shop:
he wishes to absorb, up to a of Istar) Artifacts of the Pharaohs)
maximum of 20 hp, healing the
touched creature by that amount Each icon is a half-inch- The keeper's guide is a ring made of solid
and suffering the absorbed thick plate of a precious turquoise with a single lapis lazuli stone set in
damage himself. metal, around 5 inches it.
Prerequisites: Craft Wondrous Item, square, with a true dragon of
death knell, deathwatch. matching type emblazoned This ring grants the wearer the ability
on one side. to find traps as a rogue and a +3 insight
bonus on all Search checks to find traps.
HORSEMAN’S HELM The icons have a Lore: Clerics of Osiris often place traps
Price (Item Level): 12,000 gp (13th) Horseman’s hardness of 10 and 30 in the tombs of dead nobles to protect
Body Slot: Head Helm hit points. Each has a their treasures and bodies from grave
Caster Level: 5th small hole at the center of robbers. Eventually, the clerics need to
Aura: Faint; (DC17) enchantment one edge suitable for threading a chain return to these tombs to bury the next
Activation: through in order to wear the icon around generation of nobles and their
Weight: 2 lbs. the neck. If this is done, the icon takes up belongings. Since the knowledge of the
Source: Dragon 349 (Web Supplement: an amulet slot, although more than one exact location of every trap can be
The Horde – Barbarians of the Endless icon may be worn on a single chain; their forgotten and cannot be written down
Waste) effects stack. (for fear of theft), the clerics created the
• Brass: This icon has a brass keeper's guide to help them.
This golden helm of ancient design is a dragon depicted on it. When worn Prerequisites: Forge Ring, find traps
work of art even without its magical the icon provides a +2
enhancements. Covering most of its wearer’s
face, a horseman’s helm has a nose guard
enhancement bonus to Dexterity.
• Bronze: This icon bears the image
KRAKEN’S BRACELET
shaped in the form of a horse’s head and a Price (Item Level): 8,000 gp (11th)
long strand of horse hair bedizens the top of of a bronze dragon on the front.
Body Slot: Arms
the item. Although not all horseman’s helms When worn, the icon provides a +2
Caster Level: 3rd
were fashioned in ancient times, modern enhancement bonus to Wisdom.
Aura: Faint; (DC 16) transmutation
craftsmen who forge these treasures continue • Copper: This icon's image is that Activation: ––
to copy the styles of old. of a copper dragon. When worn, Weight: ––
the icon provides a +2 Source: Dragon 340 (Bazaar of the
A horseman’s helm provides its wearer enhancement bonus to Charisma. Bizarre: Items of the Zodiac)
with tremendous insight into the ways of • Gold: A gold dragon is engraved
horses. on the front of this icon. When A kraken's bracelet is forged of silver and
When wearing a horseman’s helm, you worn, the icon provides a+2 luck crafted to resemble numerous tentacles linked
gain the wild empathy ability with horses bonus on all saving throws. together.
and horselike animals, such as donkeys, • Silver: This icon is engraved with
mules, and ponies (not magical beasts the regal image of a silver dragon. This arcane treatment embodies the
like hippogriffs). You gain a +4 bonus on When worn, the icon allows the sign of the kraken's broad range of
these special wild empathy checks, as use of the disguise self spell. knowledge and ability to extend its reach
well as on Ride and Survival checks to a staggering array of interests and
(made to track down a group of When all five icons are brought areas.
horsemen). Lastly, you can use speak with together, they can be worn on a single The bracelet's wearer can use
animals at will and calm animals three chain to gain all the listed effects, or Knowledge skills untrained. In addition,
times per day, but only with horses and fitted together to form a kind of cube or he gains a +2 insight bonus on all
horselike animals. box. This box may be filled with water Intelligence-based skill checks.
Prerequisites: Craft Wondrous Item, which the box makes holy (as the bless Prerequisites: Craft Wondrous Item, fox's
calm animals, charm animal, speak with water spell); this may be done three times cunning.
animals. a day. The primary use for the assembled
Cost to Create: 6,000 gp, 480 XP, 12 Icons of Symeon is redemption, however.
days. The icons may be used to cast atonement
on a single individual once per day, who
ICONS OF SYMEON, THE must place a hand within the box and
confess his or her guilt.
[MINOR ARTIFACTS]
Price (Item Level): Priceless
Body Slot: –– or Throat
KEEPER'S GUIDE
Price (Item Level): 24,000 gp (15th)
Caster Level: 6th
Body Slot: Ring
Aura: Strong; (DC 18) abjuration and
Caster Level: 6th Kraken’s
transmutation
Aura: Moderate; (DC 18) divination Bracelet
Activation: ––
Activation: ––
Weight: ––

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
bonus to Hide checks while wearing it
LASCIT’S AQUATIC MANTLE OF THE ELK and attempting to blend into a crowd. In
EARRING KING addition, those attempting to place or
Price (Item Level): 19,500 gp (15th) Price (Item Level): Priceless remember the wearer later must make a
Body Slot: –– Body Slot: Head DC 14 Will save to actually remember
Caster Level: 5th Caster Level: 18th any details about the individual,
Aura: Faint; (DC 17) divination Aura: Strong; (DC 24) transmutation including hair or eye color, dress,
possessions, height, weight, or even
Activation: –– and Standard Activation: –– and Standard (command)
gender.
(manipulation) Weight: 9 lbs.
Prerequisites: Craft Wondrous Item,
Weight: –– Source: Dragon 338 (Class Acts: The Elk
invisibility
Source: Dragon 347 (Bazaar of the King)
Bizarre: A Mastery of Elements)
This item looks like a simple, hollowed-out MANTLE OF THE WINTER
This earring bears a small sapphire carved stuffed elk head.
in the shape of a leaping fish hanging inside a WITCH
golden hoop. Almost imperceptible, the words When worn by a ranger the mantle Price (Item Level): 17,000 gp (14th)
"Ear of the Sea" are engraved upon the hoop merges with its wearer's head. Donning Body Slot: Shoulders
in Aquan. the mantle grants a ranger darkvision out Caster Level: 9th
to 120 feet as well as a +4 enhancement Aura: Moderate; (DC 19) evocation
Lascit’s aquatic earring grants you the bonus to his Strength and Constitution Activation: ––
ability to understand and speak Aquan as scores. He also benefits from a +8 bonus Weight: 2 lbs.
a constant effect. on all intimidate skill checks and can, Source: Dragon 324 (Magic Shop: Power
In addition once per day, the wearer twice per day, summon a pair of dire elk At A Price)
may purposefully rub the sapphire with a (see page 74 of the MONSTER MANUAL
drop of seawater, as a standard action, in II) to aid him (as per summon nature's ally A mottled, white fur-trimmed cloak.
order to speak with animals as a 5th-level IV). These elk remain for 18 rounds or
druid, but with aquatic animals only. until slain. The wearer of this mantle gains
Prerequisites: Craft Wondrous Item, The mantle of the Elk King bestows one resistance to cold 10, and a +1 bonus per
speak with animals, comprehend languages. negative level on any nonranger who damage die to any spell she casts with the
Cost to Create: 9,750 gp, 780 XP, 10 days. dons it. The negative level remains as cold descriptor.
long as the mantle is worn and disappears While wearing the cloak, the wearer
MANSHOON'S RING OF when it is removed. This negative level
never results in actual level loss, but it
feels an unnatural aversion to fire,
gaining vulnerability to fire. Creatures
DUPLICATION [MINOR cannot be overcome in any way while the vulnerable to fire take half again as much
mantle is worn. (+50%) damage as normal from fire
ARTIFACT] Lore: Designed for rangers belonging effects, regardless of whether a saving
Price (Item Level): Priceless to the Fraternity of the Elk King, a mantle throw is allowed or if an allowed save is a
Body Slot: Ring of the Elk King belongs to each guildhall success or failure.
Caster Level: Unknown of the fraternity. It is nearly impossible Prerequisites: Craft Wondrous Item, cone
Aura: Unknown to find this item outside of the of cold, resist energy.
Activation: –– and Standard (spell organization, as its members zealously
guard (and use) the mantle. The secret of
trigger)
Weight: Unknown the construction of these powerful items MASK OF ENDLESS
Source: Dragon 359 (1d20 Villains – was lost with the disappearance of the LAUGHTER [CURSED]
D&D’s Most Wanted; Preferably Dead) Elk King, making them extremely rare Price (Item Level): 24,500 gp (15th)
and essentially priceless. Body Slot: Face
When worn, this ring acts as a ring of Caster Level: 5th
wizardry II. In addition, whenever the
wearer casts mirror image, the ring
MANTLE OF THE Aura: Faint; (DC 17) enchantment
Activation: ––
doubles the number of images created. MUNDANE Weight: 1 lb.
Finally, once per week, the ring may be Price (Item Level): 10,000 gp (12th) Source: Dragon 336 (Bazaar of the
called upon to duplicate any spell as it is Body Slot: Shoulders Bizarre: Curios of Corruption)
being cast the wearer. This duplicated Caster Level: 3rd
spell acts just like the wearer had cast the Aura: Faint; (DC 16) illusion This harlequin mask of white porcelain
spell again, allowing him choose Activation: –– straps over the wearer's face using colorful
different targets if he so desires. Once Weight: 1 lb ribbons that tie behind the head.
used in this way, the ring goes dormant Source: Dragon 316 (Cloak & Dagger:
for one day and grants no abilities during Gear, Gadgets, and Gizmos for Your
that time. Game)

This cloak makes the wearer appear


completely commonplace. In fact, he
looks so average that he receives a +10

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
The mask of fury
Mask of Created to bring MASK OF DIAMOND grants the wearer
Endless
Laughter
joy into the
hearts of
TEARS the ability to
Price (Item Level): Priceless rage, as the
children, the Body Slot: Face barbarian
mask of endless ability, twice
Caster Level: 20th
laughter was per day. The
Aura: Strong; (DC 25)
corrupted mask can only
conjuration
by the taint be activated by
Activation: Standard
of evil. smearing it
(command)
While wearing the mask, the with the
Weight: 3 lbs.
user gains a +2 enhancement wearer's own blood,
Source: Dungeon 143 (Mask of
bonus to his Charisma score and a an act that requires a
Diamond Tears) Mask of Fury
+5 competence bonus on Perform standard action and
(comedy) skill checks. Anyone who causes 3 points of
This mother-of-pearl mask is oddly shaped
witnesses a performance given by the damage if the wearer has not suffered
to fit the facial structure of an ethergaunt. The
mask's wearer must make a DC 13 Will damage in the last hour. However, if the
eyes are two flawless ovular gemstones (one
save or suffer the effects of Tasha's hideous deep green emerald, one crimson ruby) and wearer has been wounded within the last
laughter for the duration of the the cheeks are adorned with teardrop-shaped hour, activating this item is a free action
performance, regardless of the Perform diamond studs. that requires no further blood loss.
skill used. Prerequisites: Craft Wondrous Item,
The mask comes with a price, however. The wearer of the mask may target rage.
If removed, the wearer must make a DC creatures within 100 feet and draw upon
23 Will save or die in 1d4 rounds as a
seizure of laughter overcomes him. A
the nerra's mirror prisons to call forth MASK OF IMONTILO
mirrored versions of the targets. A
break enchantment, miracle, remove curse, or mirrored creature is the same as the [RELIC]
wish spell cast during the seizure ends it target, but from an alternate Material Price (Item Level): Priceless
and prevents the wearer from dying. Plane. The mirrored creatures made a Body Slot: Face
Prerequisites: Craft Wondrous Item, deal with their conquerors in order to Caster Level: 14th
Tasha's hideous laughter. survive, vowing to serve the ethergaunts Aura: Strong; (DC 22) conjuration,
by destroying their counterparts on other illusion, and transmutation
MASK OF DECEPTION Material Planes. When called forth Activation: –– and Standard (command)
Price (Item Level): 2,500 gp (7th) through the mask, mirrored creatures Weight: 1 lb.
Body Slot: Face attempt to destroy their counterparts in Source: Dragon 342 (Core Beliefs:
Caster Level: 3rd order to take their place. Only one Olidammara)
Aura: Faint; (DC 16) transmutation mirrored creature per target can be called
Activation: –– forth each week. To create mirrored This theater mask is white with black
Weight: 1 lb. creatures, see the jewels around the eyes and a goateelike
Source: Dungeon 148 (In the Shadows “Mirrored Creature” formation of precious stones under the mouth.
of Spinecastle) sidebar on page 54.
Created by and named for a clever
cleric of Olidammara, the mask acts as a
This silver mask fits over the face MASK OF hat of disguise, goggles of night, and a cloak of
of any humanoid creature. It
depicts a smiling visage with FURY Charisma +6. After an unfortunate
androgynous features–high Price (Item Level): incident where he was walled up in a
cheekbones, narrow nose, full 12,000 gp (13th) dungeon and left to die (at least three
lips, and a strong chin and brow. Body Slot: Face poetic compositions tell this story) he
Its surface is polished to a Caster Level: 5th had a wizard friend add to it the ability to
mirror-like sheen. Aura: Faint; (DC use dimension door and passwall once per
17) day (CL 14th).
While worn, a mask of enchantment Lore: With these powers Imontilo
deception provides a +5 Activation: charmed his way into the beds and
competence bonus Standard or Free (see treasure troves of dozens of nobles,
on Bluff checks. text) including a drow high priestess.
Prerequisites: Weight: 2 lbs. In the decades since Imontilo's
Craft Source: Dragon 324 disappearance the item has appeared in
Wondrous (Magic Shop: Power different hands, usually involved in some
Item, At A Price) caper that is only partially successful.
creator must Rumor has it the mask is now cursed,
have 5 ranks This half mask causing the sought after prize to fall from
in Bluff. bears the image of a the wearer's hands at the last minute and
predatory beast. leaving only a hollow victory, but the
Onyx wears a church denies this.
Mask of Deception

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
MASK OF PALLID RUIN MIRRORED CREATURE
Price (Item Level): 14,000 gp (14th) The mirrored creatures pulled forth from the mask of diamond tears are the same as the
Body Slot: Face target of the mask but are subject to changes based on the different circumstances of
Caster Level: 7th their home plane and their divergent life choices.
Aura: Moderate; (DC 18) illusion Creating a Mirrored Creature
Activation: –– and Standard (command) "Mirrored" is an unusual template that can be added to any humanoid or monstrous
Weight: –– humanoid that currently exists on the Material Plane. Unlike a normal template, a
Source: Dungeon 119 (Wrath of the mirrored creature does not represent an enhanced or modified version of the base
Abyss) creature. Instead, the template creates an alternate version of the creature based on
different circumstances or choices the creature may have experienced in an alternate
This wretched mask is made from bleached version of the Material Plane. All mirrored creatures have one thing in common: they
skin harvested from the face of surface elves. seek to destroy their counterparts on other Material Planes.
All mirrored creatures are evil. A mirrored creature is always the same effective
While not itself an intrinsically evil character level (ECL) as the target. You should design alternate PCs that are tailor-made
item, it is foul and unnerving to look for your players. Use the following suggestions as guidelines.
upon for most elves. As long as it is
worn, the wearer gains a +1 insight
Racial Alteration
bonus on all melee weapon attack rolls A racial alteration results from different circumstances and choices taken by the
and damage rolls made against elves. mirrored creature's parents. A human target of the mask may yield a half-elf or half-orc
Once per day, if it has been worn for at mirrored creature. A halfling may become a different subrace. The racial aberration
least 1 hour, the mask's wearer can should be slight and easy to explain.
generate a phantasmal killer, as the spell.
Elves suffer a -2 penalty to save against
Character Class Alteration
the effects of this phantasmal killer. If the mirrored character's class changes, reassign the creature's original ability scores
Prerequisites: Craft Wondrous Item, to match his new class. Generate the mirrored creature's base attack bonus, saves, hit
phantasmal killer. points, skills, feats, and class features as appropriate for his new class.

MASK OF THE REAPER Drastic Alteration


Price (Item Level): 30,000 gp (16th) Sometimes an alternate plane's situation is remarkably divergent. Fiends from the
Body Slot: Face Nine Hells may have crushed the home plane of the mirrored creature. Lycanthropy
Caster Level: 7th may have spread unchecked, or transdimesional energies may have infused the plane's
Aura: Moderate; (DC 18) illusion residents with chaotic mutations. Feel free to use your imagination in creating the exact
Activation: –– nature of the drastic aberration. It may involve applying a template to the mirrored
Weight: –– creature (half-fiend, half dragon, psudonatural creature, etc.). The mirrored creature's
Source: Dragon 330 (Bazaar of the ECL should equal the PC's (often resulting fewer class levels).
Bizarre: Tools of the Assassin)
Mirror Jump
A mask of the reaper appears as a grey knit Mirrored creatures can move through mirrored and reflective surfaces up to three
mask with two eyeholes. times per day in a manner similar to shadow walk, but using the Plane of Mirrors. As a
standard action, a mirrored creature may touch a mirror and then exit from a mirror that
Most assassins desire anonymity and is no farther than 1 mile away. Normally automatically successful, a mirrored creature
few work without a mask. Those can attempt to jump through a surface that is only partially reflective (like a still pool of
innocents unlucky enough to see an water or shiny metal abject) with a 30% chance of success, although it must always exit
assassins true face often find daggers in through a mirror.
their backs soon after.
The mask of the
reaper originally make a DC 14 Will save or see in the Activation: ––
came from the wearer a manifestation of its worst fear, Weight: 1 lb.
mind of an affecting the creature as the cause fear Source: Dragon 331 (Bazaar of the
assassin with a spell. The mask cannot affect a creature Bizarre: Insidious Items)
taste for the more than once in a 24-hour period,
theatrical. He whether the target fails its save or not. A beautiful mask sewn together from the
desired more than Prerequisites: Craft Wondrous Item, petals of brightly colored flowers, this item
his victims' death. cause fear. surrounds its wearer's face with a feathery
He wanted their sunburst.
fear.
When worn, a MASK OF THE SUN'S When first donned the mask simply
mask of the reaper RADIANCE [CURSED] surrounds the wearer's face, molding
slightly to fit comfortably.
grants a gaze attack Price (Item Level): 10,000 gp (12th)
with a range of 30 The wearer can still remove the mask
Body Slot: Face
feet. Any creature simply by pulling it away until the sun's
Mask of the Caster Level: 8th
within range must rays alight upon it. Once the sun touches
Reaper Aura: Moderate; (DC 19) transmutation

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
it, the mask bonds with the wearer's face, does not stack with any other damage
becoming a part of it, and can only be A master's ring provides a +6 reduction. This collar occupies the
removed with a successful break enhancement bonus to Constitution and necklace slot.
enchantment, miracle, remove curse, or wish. +4 natural armor bonus. Furthermore, Lore: Bullies fashioned these thick
Any attempt to remove the bonded mask the wearer is continuously under the slave collars to protect their necks in bar
other than casting the aforementioned effect of a longstrider spell, which brawls, but a few Expansionists
spells deals 1d6 points of damage to the increases his base land speed by 10 feet. enchanted them when their famous
wearer. Prerequisites: Forge Ring, bear's brawls got deadly.
Once the mask has bonded to his face, endurance, limited wish, longstrider. Prerequisites: Craft Wondrous Item,
whenever the wearer is in natural stoneskin.
sunlight the mask seems to draw in the
sun's power. This fills the wearer with a MEDIC HAT
sensation of warmth, fulfillment, and Price (Item Level): 8,000 gp (11th) MISLEADING NECKLACE
personal strength, granting a +4 Body Slot: Head Price (Item Level): 42,400 gp (17th)
enhancement bonus to Charisma. Caster Level: 1st Body Slot: Throat
Once bonded and away from the Aura: Faint; (DC 15) abjuration Caster Level: 11th
natural sunlight, however, the true Activation: –– Aura: Strong; (DC 20) illusion
horror of the mask becomes apparent. If Weight: –– Activation: Immediate
deprived of the sun's light, the wearer Source: Dragon 342 (Bazaar of the Weight: 1 lb.
feels lethargic, tired, and old. In this Bizarre: Healer’s Touch) Source: Dragon 333 (Bazaar of the
condition, the mask's wearer loses the +4 Bizarre: Treasures of the Gnome Hills)
enhancement bonus to Charisma, and These upright white hats made of a heavy
instead suffers a -6 penalty to her cloth bear Pelor's holy symbol. Although each maker fashioned these
Charisma. Healers of all faiths who spend time on magic necklaces according to his own tastes,
Prerequisites: Craft Wondrous Item, battlefields cherish these items. Veterans every necklace has one thing in common: a
bestow curse, eagle's splendor. generally don't bother directly attacking large chunk of amber that makes up the
those wearing medic hats, as the hats centerpiece of the necklace. Most misleading
provide their wearers with a powerful necklaces are made from simple silver threads
MASK OF THE TIGER ward that guards them against direct upon which hang rough pieces of dark golden
assault. amber. Some more elaborate crafters frame
[CURSED] Whenever a medic hat wearer casts a the amber in gold, silver, or platinum designs.
Price (Item Level): 22,400 gp (15th) spell of the conjuration (healing) The semitransparent stone can take almost
Body Slot: Face subschool she is protected as by the any shape, from neat triangles, round spheres,
Caster Level: 7th sanctuary spell (DC 11) for 1 round her and perfect squares to more organically shaped
Aura: Moderate; (DC 18) transmutation level of healing spell cast (a 0-level spell forms.
Activation: Standard (command) grants no sanctuary effect). The duration
Weight: 1 lb. of the sanctuary effect overlaps with A misleading necklace helps its owner
Source: Dungeon 104 (Dragon Hunters) multiple healing spells so that only the fake his own death once per day as an
highest-level or most recent spell affects immediate action, but only in response to
This mask grants the wearer the ability it. For example, a cleric who casts heal is the wearer taking damage from a magic
to polymorph into a tiger once per day for protected for 6 rounds. If she casts heal item, spell, spell-like ability, or
up to eight hours. The mask also carries a again on the next round the duration of supernatural ability.
curse. Each time the wearer transforms her sanctuary effect lasts for 6 rounds When activated, the misleading necklace
intoa a tiger he must make a successful beginning that round. instantaneously casts both a cure serious
Fortitude save (DC 15) or contract Those who succeed on the Will save to wounds and an extended mislead spell on
lycanthropy and transform into a attack the wearer of a medic hat are its wearer. The figment created by the
weretiger. immune to its effects for one day. mislead effect appears in the owner's
Prerequistes: Craft Wondrous Item, Prerequisites: Craft Wondrous items, place. In the next instant, the figment of
polymorph. sanctuary. the owner appears to die in a way
appropriate to damage-dealing effect
(charred by flames, encased in ice, and so
MASTER’S RING METAL SLAVE COLLAR on). The effect is gruesome and
Price (Item Level): 102,000 gp (21st) Price (Item Level): 10,000 gp (12th) spectacular, and the illusion is complete
Body Slot: Ring Body Slot: Throat with smells, sounds, and thermal effects.
Caster Level: 13th Caster Level: 7th The apparently dead figment remains in
Aura: Strong; (DC 21) transmutation Aura: Moderate; (DC 18) abjuration place for 3 minutes (30 rounds).
Activation: –– Activation: –– Prerequisites: Craft Wondrous Item,
Weight: –– Weight: 2 lbs. Extend Spell, cure serious wounds, mislead.
Source: Dragon 312 (Rogues Gallery: Source: Dragon 339 (Planescape: Dead
The Heroes of the War of the Spider Factions)
Queen Part II) MONKEY HEAD
This ring is wrought in the pattern of a small
Wearers gain damage reduction
5/magic when flanked or denied their
TALISMAN
twisting dragon. Price (Item Level): 128,000 gp (22nd)
Dexterity bonus. This damage reduction Body Slot: Throat

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Caster Level: 8th tried to imprison the Source: Dragon 359 (Treasures
Aura: Moderate; (DC 19) transmutation wielder. If this of Greyhawk: Magic of the
Activation: –– happened, the Company of Seven)
Weight: –– wearer must make a
Source: Dragon 351 ((Forgotten Realms: DC 30 Will save or be This wide-brimmed leather
Kara-Tur – Cham Fau and the White transported via plane hat has a tall crown with a
Tiger Monastery) shift to the Elemental crease down the middle. A trio of
Plane of Earth or the small gold rings pierces the hat’s
These silver amulets were meticulously Elemental Plane of brim along one side.
fashioned to appear as tiny monkey heads. Water and trapped by Murlynd’s Hat
Each sports two tiny emerald eyes that glow a powerful denizen of that This hat affords you a +2
faintly when the talisman is used. place. insight bonus to Armor Class and on all
Anyone who puts on the ring is Will saves made against charms or mind-
The wearer of a monkey head talisman automatically aware of all its powers save affecting enchantments. It also allows
gains Deflect Arrows, Spring Attack, and this last one. you to cast fabricate three times per day
Stunning Fist as bonus feats, even if he Lore: Murlynd is perhaps the
does not meet their prerequisites, for as Company of Seven’s most unusual
long as the talisman is worn. MUDWALKER RING personality, which in a group that
Lore: A dozen of these talismans are Price (Item Level): 28,000 gp (16th) includes Zagig Yragrene is quite a boast!
known to exist, all created by the great Body Slot: Ring Once a mortal paladin of Heironeous,
martial arts master Hu Sen for use when Caster Level: 7th Murlynd has grown into a celebrated
training his students. Upon retiring a few Aura: Moderate; (DC 18) abjuration personage with a following of paladins of
years ago, Hu Sen made gifts of the Activation: –– his own. Few scholars of the company
talismans to his prized pupils. Weight: –– know Murlynd is a formidable mage and
Prerequisites: Craft Wondrous Item, Source: Dragon 335 (Bazaar of the inventor in his own right. His travels to
Deflect Arrows, Spring Attack, Stunning Bizarre: Swamp Swag) other worlds have won him knowledge of
Fist. unique magic items unseen on Oerth,
Cost to Create: 64,000 gp, 5,120 XP, 128 A mudwalker ring looks little like a including the leather chapeaux he made
days. standard decorative ring, instead resembling a famous. Rarely seen without one, on
rough, inch-long tube of dried mud that fits occasion he loses one of his hats to
over the finger. The mud is forged in a special expedience and must craft another. His
MUD RING magical process that renders it hard as steel. enemies span many worlds and he always
Price (Item Level): Priceless keeps them guessing as to what
Body Slot: Ring A mudwalker ring allows its wearer to astonishment might come out of one of
Caster Level: 20th move easily in swampy terrain. A person his many hats. The above example details
Aura: Strong; (DC 25) conjuration and wearing the ring moves through shallow only one of the hats he wears. The
transmutation bogs at his standard movement rate and abilities of the others are not widely
Activation: Standard (command) suffers no penalty no Move Silently or known.
Weight: –– Tumble checks. Moving through deep Prerequisites: Craft Wondrous Item,
Source: Dungeon 138 (The Mud bog squares costs him only 2 squares of fabricate, foresight, creator must have 10
Scorcerer’s Tomb) movement, he suffers no penalty on ranks in Craft (alchemy).
Move Silently checks, and he can attempt Cost to Create: 36,000 gp, 2,800 XP.
This magical ring appears to be made of Tumble checks (although the DC
dark red clay. increases by 2). See page 88 of the
DUNGEON MASTER'S GUIDE for more NECKLACE OF
The wearer of this artifact may cast the information on moving through marsh
following potent earth-and water-based terrain. Mudwalker rings also grant a +2 INFLECTION
spells: control water (1/week), earthquake competence bonus on Swim checks. Price (Item Level): 160,000 gp (23rd)
(1/month, and the ring’s power falls Lore: While lizardfolk are naturally Body Slot: Throat
dormant for two days), meld into stone adept at moving through marshes, they Caster Level: 5th
(1/day), stone shape (2/day), summon sometimes forge mudwalker rings to aid Aura: Faint; (DC 17) transmutation
monster VI (1/week, Large earth them in ambushes and scouting. Activation: ––
elemental or Large water elemental only), Prerequisites: Forge Ring, freedom of Weight: ––
transmute rock to mud (1/week), transmute movement, creator must have 2 ranks in Source: Dragon 316 (Cloak & Dagger:
mud to rock (1/week), water breathing the Survival skill. Gear, Gadgets, and Gizmos for Your
(3/day), water walk (1/day). Game)
No more than five functions may be
used in a single day. The wearer gets a +1 MURLYND’S HAT This slender gold choker is set with a small
bonus on all saves against spells with the Price (Item Level): 72,000 gp (19th) emerald, which covers the center of the
earth and water descriptors, but suffers a Body Slot: Head wearer's throat.
-1 penalty on all saves against spells with Caster Level: 9th
the air and fire descriptors. Aura: Moderate; (DC 19) transmutation When worn, the necklace allows the
Each time the ring is used, there is a 2% Activation: Move wearer to understand and speak any
chance that a powerful elemental force Weight: 1lb. language she hears spoken. In addition, if

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
the wearer spends 1 minute listening to a but only when asking knowledge about opponents' intentions and granting her
particular creature, she may choose to battle or history). the opportunity to counter or avoid
precisely mimic its speech patterns, Lore: The helm is named for the attacks. This effect causes any foe to
gaining a +10 bonus on Bluff checks Hextoran champion who wore it as part suffer a 20% miss chance when attacking
made to pass herself off as that creature. of a complete suit of armor, leading many the wearer. If the obi of the white lotus
The necklace of inflection is most battles in the god's name before being master's wearer is denied her Dexterity
commonly worn with a disguise. disintegrated by a Heironean deva- bonus, the wearer cannot make use of the
Prerequisites: Craft Wondrous Item, sorcerer's well-placed spell, leaving obi's enhancement of perception, and the
glibness, tongues. behind only his armor. obi only provides its +4 bonus to AC.
The remaining pieces of the armor are Prerequisites: Craft Wondrous Item,
lost, but church elders believe they retain mage armor, owl's wisdom.
NINE−POINTED STAR, magic and have greater powers when
THE recombined with others in the set.
OCCULUS
Price (Item Level): 63,000 gp (18th) Price (Item Level): 10,000 gp (12th)
Body Slot: Throat NOREYTH'S RING Body Slot: Face
Caster Level: 9th Price (Item Level): 20,000 gp (15th) Caster Level: 1st
Aura: –– and Standard (command) Body Slot: Ring Aura: Faint; (DC 15) divination
Activation: Moderate; (DC 19) Caster Level: 9th Activation: Standard
conjuration and enchantment Aura: Moderate; (DC 19) evocation Weight: 1 lb.
Weight: –– Activation: Standard (command) Source: Dragon 350 (Bazaar of the
Source: Dragon 312 (Rogues Gallery: Weight: –– Bizarre: Wizard’s Workshop)
The Heroes of the War of the Spider Source: Dungeon 126 (Vampires of
Queen Part II) Waterdeep Part One: Blood of Malar) These steel-studded, black-leather goggles
attach to the wearer with a thick,
A common tin brooch made to look like a star Forged long ago by a member of workmanlike strap. Only the thin ruby lenses
with nine points. Longsaddle's infamous Harpell family, separate these goggles from something a
this simple gold band inlaid with a single normal blacksmith or metallurgist might
The nine-pointed star confers a +3 luck beljuril infuses the wearer with electrical wear.
bonus on the wearer's saving throws. energy. Once per round, the wearer can
In addition, the wearer may use imbue his next natural attack or unarmed These arcane goggles offer a quick and
dimension door to move a total of 760 feet strike with electrical damage. If the convenient way for the wearer to identify
per day. This distance need not be attack hits, it deals an additional 3d6 magic items.
expended in a single use, but each points of electrical damage. Items targeted with the occulus are
activation of the power requires a Prerequisites: Forge Ring, shocking grasp. subject to an instantaneous identify spell,
standard action. without the standard hour-long casting
Prerequisites: Craft Wondrous Item, time or the costly material components
dimension door, prayer. OBI OF THE WHITE (which are instead incorporated into the
LOTUS MASTER creation process).
NOREM'S HELM [RELIC] Price (Item Level): 48,000 gp (17th)
To activate the goggles, the wearer
must slide the apparatus down over his
Price (Item Level): Priceless Body Slot: Waist eyes and study the magic item in
Body Slot: Head Caster Level: 3rd question. With it clearly in view, he must
Caster Level: Unknown Aura: Faint; (DC 16) abjuration then focus his eyes solidly on a tiny rune
Aura: Unknown Activation: –– engraved on each lens for 1 round,
Activation: –– and Standard (command) Weight: 1 lb. triggering the effect. The goggles may be
Weight: Unknown Source: Dragon 325 (Class Acts: Monk used up to five times per day and do not
Source: Dragon 356 (Core Beliefs: Magic Items) require the user to be able to cast spells.
Hextor) Prerequisites: Craft Wondrous Item,
Constructed of the purest silk and delicately identify.
This polished steel bascinet helm has a decorated with masterful brushstroke Cost to Create: 5,000 gp, 400 XP, 10
moveable dull gray steel visor resembling a representations of lotus petals, the obi of the days.
stylized hideous face. white lotus master is reputedly the belt worn
by a master warrior-philosopher before he
The helm provides a +5 profane bonus attained Perfection.
to AC to anyone who wears it, fully
protects the wearer against decapitation, Anyone of lawful alignment wearing Occulus
and has all the powers of a helm of the obi receives a +4 armor bonus to
telepathy. Armor Class. If worn by a monk, this
If the wearer is a worshiper of Hextor item reveals its true nature. When
he also gains a +3 insight bonus to AC. tightened around the waist of a lawful
An especially devout wearer can neutral character with the unarmed
communicate with the lingering spirit of strike ability or Improved Unarmed
Norem once per day for tactical advice or Strike feat, the obi enhances its wearer's
historical knowledge (treat as commune, perception, allowing her to see her

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
While wearing the pectoral of Prerequisites: Craft Wondrous Item,
PALLID MASK obsidian hide, a dragon's magic circle against evil.
Price (Item Level): 10,000 gp damage reduction maintains its
(12th) value, but changes from magic
Body Slot: Face to adamantine. For example, a PIWAFWI OF
Caster Level: 10th
Aura: Moderate; (DC 20)
young adult brass dragon RESISTANCE
wearing the pectoral of obsidian Price (Item Level): 20,000 gp (+4, 15th);
enchantment hide would have DR
Activation: –– and Standard 30,000 gp (+5, 16th)
The Yellow Sign 5/adamantine instead of its Body Slot: Shoulders
(command) appears on the normal DR 5/magic. While the
Weight: –– Caster Level: 12th (+4), 15th (+5)
forehead of the pectoral resizes for the wearer, Aura: Strong; (DC 21 or DC 22)
Source: Dungeon 134 (And pallid mask. it has been crafted for a dragon's
Madness Followed) abjuration and illusion
unique shape and does not Activation: ––
function for creatures of other types. The Weight: 1 lb
This porcelain mask appears blank save for pectoral of obsidian hide must be worn for
the mark of the Yellow Sign on the forehead. Source: Dragon 312 (Rogues Gallery: The
24 hours before its magic begins to Heroes of the War of the Spider Queen
function. Part II)
When worn it immediately inflicts 1d4 Prerequisites: Craft Arms and Armor,
points of Wisdom damage unless the creator must be of the dragon type,
wearer makes a DC 15 Will save. This This black cloak grants the wearer a +4
stoneskin. or +5 resistance bonus on all saving
damage cannot be healed as long as the
mask is worn. Removing the mask causes throws and a +10 bonus on Hide checks
the wearer to make another DC 15 Will PENDANT OF Prerequisites: Craft Wondrous Item,
save to avoid 1d4 points of Wisdom invisibility, resistance.
damage, but once the mask is off, the INVISIBILITY
Price (Item Level): 7,200 gp (11th)
damage may be cured by rest or magic.
Body Slot: Throat PIWAFWI OF SHADOWS
While worn, the pallid mask fills the Price (Item Level): 19,000 gp (15th)
wearer's mind with alien images of Caster Level: 3rd
Aura: Faint; (DC 16) illusion Body Slot: Shoulders
Carcosa and the whispers of the King in Caster Level: 8th
Yellow. These minor hallucinations do Activation: ––
Weight: ½ lb. Aura: Moderate; (DC 19) illusion
not harm the wearer, but any creature
Source: Dungeon 112 (Maure Castle) Activation: ––
that attempts to mentally contact the
Weight: 1 lb.
wearer (via detect thoughts, dominate person,
A pendant of invisibility consists of a Source: Dragon 318 (Under Command:
or telepathy) must make a DC 15 save or
diamond set on a silver chain and is meant to Fang & Shadow - Campaign Play for
take 1d6 points of Wisdom damage.
be worn around the neck. D&D Miniatures)
Up to three times per day, the wearer
may use the pallid mask to cast a
Up to three times a day, a creature can This long dark cloak can be wrapped about
quickened lesser confusion. If the Yellow its owner. A stationary character can use it to
Sign on the mask's brow is visible to the activate this item to benefit from
invisibility, as the spell. hide, even in plain sight. If examined closely,
target, he takes a -2 morale penalty on the cloak seems to fade in and out of your
saves against this effect. Prerequisites: Craft Wondrous Item,
invisibility. vision. An examiner able to see invisibility
Prerequisites: Craft Wondrous Item, can notice dark, intricate web patterns
touch of idiocy, lesser confusion. covering both sides of the cloak.
PHYLACTERY OF
PECTORAL OF OBSIDIAN PROTECTION FROM EVIL
You may hide in plain sight, as the
shadowdancer ability, as long as you do
HIDE Price (Item Level): 30,000 gp (16th) not move more than 5 feet per round
Price (Item Level): 67,500 gp (19th) Body Slot: Head while hidden. See the DUNGEON
Body Slot: Torso Caster Level: 7th MASTER’S GUIDE, page 195. In addition,
Caster Level: 11th Aura: Moderate; (DC 18) abjuration you gain +10 competence bonus to all
Aura: Moderate; (DC 16) transmutation Activation: –– Hide skill checks.
Activation: –– Weight: ½ lb. Prerequisites: Craft Wondrous Item,
Weight: 5 lbs. Source: Dragon 342 Age of Worms: invisibility.
Source: Dragon 332 (Bazaar of the Wormfood – Surviving the Age of
Worms Adventure Path – Forgotten
Bizarre: In Defense of Home and Hoard)
Magic) PURPLE ROBE OF
This jeweled metal disk bears the holy
This phylactery continuously grants
THARIZDUN
symbol of Chronepsis, the draconic deity of Price (Item Level): Priceless
fate. Black leather straps inlaid with golden the wearer the effects of the protection
from evil spell. While this type of Body Slot: Body
chains go over a dragon's forelimbs and wings Caster Level: 10th
and hold it in place over the chest. protection is the most common version
of this item, phylacteries for the other Aura: Moderate; (DC 20) abjuration
protection from alignment spells also Activation: ––
When worn, the scales of a protected Weight: 1 lb.
dragon take on a dusky, stonelike quality. exist.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Source: Dungeon 152 (Essence of Evil) where be organized a society of rangers
and constructed the town of Quaalsten. REAR GUARDS
This purple robe has a pointed hood and Quaal devised this cloak for himself. Price (Item Level): 2,000 gp (6th)
long sleeves that extend past the hands by at As he withdrew from active life, he Body Slot: Face
least 6 inches or more. granted copies of it to rangers and Caster Level: 7th
swanmays who earned his favor through Aura: Moderate; (DC 18) divination
The purple robe of Tharizdun protects their efforts against the tide of darkness Activation: ––
you from the cold peculiar to temples that has swept over the north in the last Weight: ––
dedicated to the Dark God. It has no two centuries. Source: 339 (Planescape: Dead Factions)
other function. Prerequisites: Craft Wondrous Item,
The secret of manufacturing these feather fall, major creation. The wearer can see behind him just as
robes has long since been lost to the Cost to Create: 14,600 gp, 1,168 XP. easily as he can in front. Thus, enemies
world. flanking a character wearing rear guards
Editor’s Note: I thought about not do not gain the standard +2 bonus to hit
including this item since it doesn’t QUICKSILVER CLOAK while flanking. Flanking attackers are
actually say how it protects you. There is Price (Item Level): 25,000 gp (15th) still considered to be flanking, however,
only one reference to the robes in the Body Slot: Shoulders and may still make sneak attacks. A
adventure at area 19 which states: Caster Level: 7th character wearing rear guards takes a –2
“Anyone not wearing a purple robe of Aura: Moderate; (DC 18) abjuration penalty on Search and Spot checks, as he
Tharizdun takes 1d6 points of cold Activation: –– is constantly distracted by the unusual
damage and 1d6 points of vile damage per Weight: 2 lbs. vision.
minute spent in the temple. Anyone Source: Dragon 342 Age of Worms: Lore: Gangs and other factions often
unprotected that touches a metal object Wormfood – Surviving the Age of preemptively ambushed Expansionists,
takes an additional 2d6 points of cold Worms Adventure Path – Forgotten making these darkened lenses popular
damage, while characters wearing metal Magic) among the Bullies.
armor take 2d6 points of cold damage per Prerequisites: Craft Wondrous Item,
round spent in this room.” This shimmering silver cloak seems to be arcane eye.
spun from quicksilver. Its form constantly
ripples and flows around the wearer and light
QUAAL’S CLOAK dances across its surface. RIBBONS OF THE
Price (Item Level): 29,200 gp (16th)
Body Slot: Shoulders The quicksilver cloak grants the wearer
TWICE−MARTYRED
Caster Level: 12th complete immunity to paralysis and a +10 [RELIC]
Aura: Strong; (DC 21) conjuration competence bonus on Escape Artist Price (Item Level): 11,000 gp (13th)
Activation: –– and Standard checks. Body Slot: ––
(manipulation) Prerequisites: Craft Wondrous item, Caster Level: 13th
Weight: 1 lb. freedom of movement. Aura: Strong; (DC 21) conjuration
Source: Dragon 359 (Treasures of Activation: ––
Greyhawk: Magic of the Company of
Seven) RAISE DEAD AMULET Weight: 1 lb.
Price (Item Level): 7,500 gp (11th) Source: Dragon 333 (The Relics of
Body Slot: Throat Faerûn: Gifts From The Gods)
This snow-white feathered half-cloak
appears to be losing the feathers that cover its Caster Level: 9th
Aura: Moderate; (DC 19) conjuration These relics appear as ordinary ribbons that
leathery under layer. Illmatari often adorn themselves with, until
Activation: ––
the Broken God has deemed the wearer
This cloak continually protects its Weight: ––
worthy of his blessing.
wearer with a feather fall spell. In Source: Dragon 317 (Silicon Sorcery:
addition, any feather removed from the Dungeons & Dragons Heroes – Magic,
cloak arts as a Quaal’s feather token. Each Monsters,
feather removed in this fashion drains and Mayhem)
one charge from the cloak.
The cloak begins with 50 charges. An amulet of gold set with a single ruby.
Lore: Quaal is a ranger of Flan descent
who originated in the north with the As long as the amulet is worn, it
woodsmen of the Veste Forest. He fought automatically casts raise dead on the
alongside the paladin Murlynd as an wearer if he is killed. A raise dead amulet
early member of the Company of Seven, works once and then evaporates into a
but he soon tired of the company's travels golden mist.
and esoteric self-indulgences and Prerequisites: Craft Wondrous Item,
returned to Oerth to defend the Wolf raise dead.
Nomads and Rovers from the
depredations of Blackmoor. He
eventually returned to his homeland,
Ribbons of the Twice‐Martyred

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Many of these relics have revealed Aura: Strong; (DC 20) transmutation This silver ring is set with a single white
themselves to dying Illmatari in recent Activation: –– stone.
years, through need or accident. The Weight: ––
ribbons are wrapped loosely around the Source: Dragon 317 (Silicon Sorcery: The ring of chill keeps the wearer
wrists and ankles (although bracers and Dungeons & Dragons Heroes – Magic, comfortably cool in areas of extreme heat
boots can be worn under them without Monsters, and Mayhem) just as if she had endure elements cast upon
penalty). If the wearer dies suffering for her. However, the benefits of the ring
the sake of others, the ribbons wrap The coveted ring of accuracy grants its provide relief from only hot
around the body in 1 round, completely wearer great skill in weapon play. As long environments, not cold environments
encasing it. The following round, the as the ring is worn, the critical hit threat like the normal endure elements spell.
ribbons unwrap and the Ilmatari is range of any weapon the wearer uses is Prerequisites: Forge Ring, endure
completely healed, as per the spell doubled. This does not stack with the elements.
resurrection. The normal loss of level effects of the Improved Critical feat, the
penalty for dying still applies. Once the
relic is used, it will not function for that
keen edge spell, the keen weapon quality,
or any similar of effect. RING OF DEATH WARD
same person again. Prerequisites: Forge Ring, Improved Price (Item Level): 60,000 gp (18th)
Relic Power: To use this relic, you Critical, keen edge. Body Slot: Ring
must worship Ilmater and either sacrifice Caster Level: 7th
a 3rd-level divine spell slot or have the Aura: Moderate; (DC 18) abjuration
True Believer feat and at least 5 Hit Dice. RING OF BREATHING Activation: ––
Weight: ––
Lore: Daltrond Rica was considered
one of the greatest healers in Sembia.
WATER [CURSED] Source: Dragon 342 Age of Worms:
Price (Item Level): 6,000 Wormfood – Surviving the Age of
When the Shaking Plague stretched like gp (10th)
a death veil over nearby Scardale, he Worms Adventure Path – Forgotten
Body Slot: Ring Magic)
journeyed there without thought of his
Caster Level: 12th
safety. Daltrond followed the trail of
Aura: Moderate; (DC This ring continuously grants its
rotting bodies, giving the blessing of the
21) transmutation wearer the protection of the death
Broken God to both the dead and to
Activation: –– ward spell.
survivors who had lost their loved ones
Weight: –– Prerequisites: Forge Ring, death
to the disease. Ring of
Source: Dragon 331 ward.
By the time he reached the Sembian Breathing Water
(Bazaar of the Bizarre:
garrison in Scardale, the Ilmatari
Insidious Items)
trembled with fevered chills. He had RING OF EARTH'S
caught the Shaking Plague. Half of the
garrison was dead, and the other half
This ring is made of polished pink coral
with images of leaping fish encircling the
GRASP
bedridden. Daltrond worked until he band. Price (Item Level): 10,000 gp (12th)
could stand no more, knowing that to Body Slot: Ring
cure himself might mean that one of his The ring of breathing water grants the Caster Level: 10th
charges would die. His final breath was a wearer unlimited use of water breathing Aura: Moderate; (DC 20) transmutation
prayer to Ilmater. while he remains underwater. Upon Activation: ––
One of the soldiers saw the miracle. returning to the surface, however, the Weight: ––
Daltrorrd's bloody ribbon accoutrements wearer quickly discovers that he can no Source: Dragon 314 (Dust to Dust:
that bound his wrists and ankles longer breathe air. He can remain above Magic of the Earthborn)
expanded and wrapped around him like water for as long as he would have
snakes; Mummifying him instantly. Just previously been able to hold his breath This ring enhances the wearer's grip
as quickly; the ribbons faded and fell underwater before the ring's curse (see with each hand. The wearer gains a +4
apart: Daltrond awoke, alive and free of the rules for drowning on page 304 of the bonus on Climb checks, grapple checks,
the disease and its debilitating effects. DUNGEON MASTER'S Guide). Once checks to resist being disarmed, and any
Still wanting to help others, the worn underwater, a remove curse spell is other Strength-based checks for which
Ilmatari pressed farther into the infected required to remove the ring. grip is a factor.
lands and eventually once again fell ill Prerequisites: Forge Ring, freedom of Prerequisites: Craft Wondrous Item,
with the plague that so many people had movement, water breathing. bull's strength.
survived because of him. A shrine to the
Broken God was built on the site where
he at last succumbed to the disease. RING OF CHILL
Prerequisites: Craft Wondrous Item, Price (Item Level): 500 gp (3rd)
Sanctify Relic, resurrection, creator must Body Slot: Ring
worship Ilmater. Caster Level: 1st
Aura: Faint; (DC 15) abjuration
RING OF ACCURACY Activation: ––
Weight: ––
Price (Item Level): 75,000 gp (19th)
Source: Dungeon 103 (Glacial Inferno)
Body Slot: Ring
Caster Level: 11th Ring of Earth’s Grasp

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Caster Level: 5th Source: Dragon 347 (Bazaar of the
RING OF FAIRHAIR Aura: Faint; (DC 17) transmutation Bizarre: A Mastery of Elements)
(FIREHAIR) [RELIC] Activation: Standard (command)
Price (Item Level): 22,800 gp (15th) Weight: –– This brass ring is crafted in the
Body Slot: Ring Source: Dungeon 114 (Campaign shape of two flames whose tips
Workbook – Critical Threat – Lassiviren met to form a circle about
Caster Level: 7th
the Dark – Ruthless Assassin) your finger. The ring of
Aura: Moderate; (DC 18) enchantment immolation is always
Activation: –– warm to the touch,
Weight: –– On command, this ring allows the
wearer to fly, without having to maintain regardless of the actual
Source: Dragon 333 (The Relics of ambient temperature.
Faerûn: Gifts From The Gods) concentration, as if affected by a fly spell.
He can fly once per day for up to 5
minutes. Fire encircles your body, igniting
A perfectly braided band of hair. nearby flammable objects and dealing
Prerequisites: Forge Ring, fly
1d6+7 points of fire damage to those who
Wearing the attack you with a melee attack. Enemies
goddess' ring gives RING OF GNOMEKIND using a melee reach weapon are not
the bearer a Price (Item Level): 20,000 gp (15th) subject to this damage. In addition, you
pronounced Body Slot: Ring can deal 1d6+7 points of fire damage to a
confidence in his Caster Level: 13th foe with a successful touch attack.
interactions with others, Aura: Strong; (DC 21) transmutation You cannot suppress the flames as long
granting a+2 sacred bonus to Activation: –– as the ring is worn, but they are instantly
Charisma. Furthermore, others see this Weight: –– extinguished if you remove it. The flames
confidence, making initial NPC attitudes Source: Dragon 333 (Bazaar of the radiate light as a torch.
one level higher than they normally Bizarre: Treasures of the Gnome Hills) Prerequisites: Forge Ring, fire shield.
would be (making indifferent NPCs Cost to Create: 28,000 gp, 2,240 XP, 56
become friendly and so on). Note that Its outer edge crudely shaped from a simple days.
this ability only affects the wearer of the gray stone of unremarkable value (such as
ring of fairhair, and a creature or granite), a quick glance paints a ring of
individual who might be only unfriendly gnomekind as a worthless piece of rock. The RING OF MEDITATION
to the ring's wearer might still be hostile ring's smooth interior surface, however, holds Price (Item Level): 3,750 gp (8th)
toward other members of her group. myriad tiny and elaborate runes. Few Body Slot: Ring
Also, any hostile action taken by the understand the meaning of these strange Caster Level: 13th
Sunite breaks the power of the ring over markings, but anyone who puts on the ring Aura: Strong; (DC 21) universal
the creatures or individual affected. instantly knows its powers. Activation: ––
Many would see an attack as the deepest Weight: ––
of betrayals, and might pursue the Sunite A ring of gnomekind bestows a +2 bonus Source: Dragon 317 (Silicon Sorcery:
above all others. This power cannot be on Listen and Craft (alchemy) checks and Dungeons & Dragons Heroes – Magic,
turned off but does take 24 hours to take increases the DC for all saving throws Monsters, and Mayhem)
effect and remains with the wearer for 24 made against illusion spells cast by its
hours after taking off the ring. wearer by +1. In addition, any Medium These rings are much sought after by
Relic Power: To use this relic, you humanoid who dons a ring of gnomekind is spellcasters who have little time to spend
must worship Sune and either sacrifice a instantly affected by both a reduce person preparing spells. A ring of meditation
4th-level divine spell slot or have the spell and a disguise self spell that makes halves the time a spellcaster requires to
True Believer feat and at least 7 Hit Dice. the wearer look like a gnome. These prepare spells or meditate for spells. The
Lore: During the Time of Troubles, spells remain in place for as long as the ring must he worn continuously for one
Sune rescued Sharess, goddess of sensual creature wears the ring. Many gnomes full day before it grants its power to a
fulfillment, from her darkly hedonistic consider wearing such a ring a true wearer.
passions and near consumption by Sham. honor, as such a wearer becomes the Prerequisites: Forge Ring, limited wish.
In their escape from the Dark Goddess' embodiment of gnome strengths and
grasp, threads of Sune's hair fell to the virtues.
Material Plane and folioed into perfectly Prerequisites: Craft Wondrous Item, RING OF SCRY
braided bands. While only five of these
rings are currently known to exist, one or
disguise self, reduce person, creator must be DETECTION
gnome. Price (Item Level): 28,000 gp (16th)
two more come into the possession of
Sune's faithful every decade. Body Slot: Ring
Prerequisites: Forge Ring, Sanctify RING OF IMMOLATION Caster Level: 7th
Relic, calm emotions, eagle's splendor, Price (Item Level): 56,000 gp (18th) Aura: Moderate; (DC 18) divination
creator must worship Sune. Body Slot: Ring Activation: ––
Caster Level: 7th Weight: ––
Aura: Moderate; (DC 18) evocation Source: Dragon 319 (I Scry: Spying and
RING OF FLYING Activation: –– Divination Magic Items)
Price (Item Level): 8,000 gp (11th) Weight: ––
Body Slot: Ring This unobtrusive gold ring is inscribed with
images of eyes on its interior curves.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
to reveal its exact direction. Changing
The wearer of this ring Like many dwarven rings, rings of the ring's target is a full-round action.
constantly benefits from the spelunking are wide, thick bands that Prerequisites: Forge Ring, greater scrying,
detect scrying spell. look heavier than they actually are. locate creature.
Prerequisites: Forge Ring, These perfectly round bands scintillate
detect scrying. when held up to the light. The surface
of a ring of spelunking is so well RING OF STATUS
polished that, at first glance, it appears Price (Item Level): 24,000 gp for a pair
RING OF Ring of to have been cut from a single piece of (15th)
Body Slot: Ring
SHADOWS Spelunking semi-precious stone. A closer look,
however, reveals that it is composed of Caster Level: 3rd
Price (Item Level): 90,000 gp countless fragments taken from various types Aura: Faint; (DC 16) divination
(20th) of stones and gems seamlessly melded together. Activation: ––
Body Slot: Ring Weight: ––
Caster Level: 13th A ring of spelunking grants the wearer an Source: Dungeon 105 (Racing the
Aura: Strong; (DC 21) transmutation and intuitive familiarity with all things Snake)
illusion related to natural caverns and the
Activation: –– and Standard (command) creatures inhabiting them, giving a +10 Rings of status come in pairs. The wearer
Weight: –– competence bonus on Knowledge of a ring of status can mentally monitor
Source: Dragon 322 (Heroes of the War (dungeoneering) checks. If the wearer the relative position and general
of the Spider Queen Part III) has darkvision, the ring improves this condition of the person who wears the
ability, doubling the range the wearer can matching ring, as the status spell.
This slim ebony band is made of a strange see in total darkness. Wearers without Prerequisites: Forge Ring, status.
form of black platinum infused with shadow darkvision gain no benefit from this
essence. power. Additionally, to cope with
cramped spaces, the wearer of a ring of RING OF THE EVIL EYE
In the hands of any character other
than an assassin or a shadowdancer, it
spelunking can, three times per day, [CURSED]
shrink in size as per the spell reduce Price (Item Level): 6,000 gp (10th)
functions as a ring of see invisibility. When person.
worn by an assassin or shadowdancer, the Body Slot: Ring
Prerequisites: Craft Wondrous Item, Caster Level: 7th
ring of shadows allows its bearer to shadow darkvision, reduce person.
walk twice per day and cast ethereal jaunt Aura: Moderate; (DC 18) divination (see
once per day. text)
Prerequisites: Forge Ring, ethereal jaunt, RING OF STALKING Activation: ––
see invisibility, shadow walk. Price (Item Level): 56,000 gp (18th) Weight: ––
Body Slot: Ring Source: Dragon 319 (I Scry: Spying and
Divination Magic Items)
RING OF SPEED Caster Level: 13th
Aura: Strong; (DC 21) divination
Price (Item Level): 12,000 gp (13th) Activation: Standard (command) or Full A moist living eye set in a large gold ring.
Body Slot: Ring (command)
Caster Level: 10th Weight: –– This disturbing item is a cursed item
Aura: Moderate; (DC 20) transmutation Source: Dragon 330 (Bazaar of the that provides its wearer with a +6 bonus
Activation: Standard (command) Bizarre: Tools of the Assassin) on Spot checks and a +2 bonus on
Weight: initiative rolls, and that appears to be the
Source: Dragon 312 (Rogues Gallery: This delicate silver band has a single black item's only function. Yet if the wearer is
The Heroes of the War of the Spider diamond set on its surface. the target of a divination (scrying) spell,
Queen Part II) ‘ he automatically fails any saving throw to
To activate the ring, the wearer must resist the scrying spell, and the spell
On command, this ring enables the speak a command word and then the automatically penetrates the wearer's
wearer to act as though affected by a haste name of a creature known to the user spell resistance (if any).
spell for up to 10 rounds each day. The into the stone. If the wearer concentrates A simple detect magic spell yields only a
duration of the haste effect need not be on the creature and holds his hand aloft, faint transmutation aura on this item. An
consecutive rounds. the ring's gem glows when held in the identify spell has a 1% chance per caster
Prerequisites: Forge Ring, haste. direction of the named creature. There is level to reveal the item's true properties.
no limit to the ring's range except Analyze dweomer reveals the ring's
true nature.
RING OF SPELUNKING that the target must be on the
Prerequisites: Forge Ring,
Price (Item Level): 37,000 gp (17th) same plane as the wearer. When
the wearer is within 120 feet of clairaudience/clairvoyance,
Body Slot: Ring scrying.
Caster Level: 3rd the target the ring glows
continuously and grows warm to
Aura: Faint; (DC 16) transmutation
the touch. At that point, the
Activation: –– and Standard (command)
proximity of the target is too close
Weight: ––
Source: Dragon 323 (Magic Shop: Ring of
Treasures of the Dwarven Holds) Stalking

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
RING OF THE HYDRA RING OF THE WIND
Price (Item Level): 18,000 gp (14th)
Body Slot: Ring DUKES
Caster Level: 5th Price (Item Level): 40,000 gp (17th)
Aura: Faint; (DC 17) divination Body Slot: Ring
Activation: Immediate Caster Level: 12th
Weight: –– Aura: Strong; (DC 21) abjuration,
Source: Dragon 340 (Bazaar of the enchantment, and evocation
Ring of the Mystical Elite Activation: ––, Standard (Command),
Bizarre: Items of the Zodiac)
and Standard
This golden ring is set with nine slender, Roll on the following chart. If the Weight: ––
snakelike hydra heads. character is already denied the school Source: Dungeon 129 (Age of Worms –
forbidden by the ring, roll again. Once A Gathering of Winds)
The ring of the hydra embodies the the forbidden school is chosen, it does
resilient, unstoppable nature of those not change unless the ring is removed for This heavy platinum ring is set with four
born under the hydra. 24 hours; after that time, the forbidden large, pale blue sapphires and carved with the
As an immediate action, the ring's school is again chosen randomly when crisp runes of Law.
wearer can activate its magical powers. the wearer puts on the ring.
When used, the ring allows its wearer to Prerequisites: Forge Ring, wish The ring of the Wind Dukes bestows one
reroll a saving throw. The decision to negative level on any chaotic creature
reroll a save must be made after rolling d8 Forbidden School that wears it. The negative level remains
the die but before learning if the save 1 Abjuration as long as the ring is worn and disappears
succeeded or failed. The wearer must 2 Conjuration when it is not. This negative level never
take the result of the second roll, even if 3 Divination results in actual level loss, but it cannot
it is worse than the original roll. 4 Enchantment be overcome in any way (including
Each time the ring is used, one of the 5 Evocation restoration spells) while the ring is worn.
heads mounted upon it crumbles to dust, 6 Illusion As long as it is worn, the wearer
with the number of heads indicating the 7 Necromancy ignores the effects of strong winds and
charges remaining. 8 Transmutation gains resistance to electricity 10. Once
Prerequisites: Craft Wondrous Item, aid, per day he may use charm monster against
clairaudience/clairvoyance. any creature with the Air subtype.
RING OF THE MYSTICAL Elementals suffer a -4 penalty on saving
throws against this effect.
RING OF THE MYSTICAL ELITE, LESSER Once per day as a standard action, the
Price (Item Level): 182,000 gp (25th) wearer of the ring can transform into a
ELITE Body Slot: Ring 60-foot-long line of lightning. All
Price (Item Level): 306,000 gp (30th) Caster Level: 13th creatures in this line suffer 10d6 points
Body Slot: Ring Aura: Strong; (DC 21) universal of electrical damage (Reflex DC 14
Caster Level: 17th Activation: –– halves). The wearer returns to physical
Aura: Strong; (DC 23) universal Weight: –– form at the opposite end of the line of
Activation: –– Source: Dragon 324 (Magic Shop: Power lightning.
Weight: –– At A Price) Prerequisites: Forge Ring, charm monster,
Source: Dragon 324 (Magic Shop: Power lightning bolt, resist energy.
At A Price) This ring functions exactly as a ring of
the mystical elite except that the combined
After being worn for 24 hours, this ring spell levels of the bonus spells cannot RING OF THIRTEEN
grants the wearer a number of bonus exceed half the wearer's highest caster Price (Item Level): 54,000 gp (18th)
spells. These bonus spells can be chosen level. Thus, a 13th level sorcerer can cast Body Slot: Ring
from any spell level the caster can a number of additional spells per day Caster Level: 15th
prepare or knows. The combined spell whose combined spell levels are no Aura: Strong; (DC 22) abjuration
levels of these bonus spells equal the greater than 6. Additionally the ring only Activation: ––
wearer's caster level. Thus, a 10th-level forbids spells from the Weight: ––
wizard could prepare a number of bonus forbidden school of Source: Dungeon 114 (Thirteen Cages)
spells whose t 4th level and & Dungeon 115 (Strike on Shatterhorn)
otal spell levels are equal to 10: such as higher.
two 5th level spells, or one 4th-, 3rd-, Prerequisites:
2nd-, and 1st-level spell. These bonus Forge Ring,
spells are prepared and cast as normal limited wish.
and may be used in conjunction with
metamagic feats.
Ring of the Mustical Elite,
However, each of these rings forbids
Lesser
the wearer from using a particular school
of magic immediately upon donning it.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
A Ring of Thirteen is a ring of Creatures within the cone are Source: 325 (Magic Shop: Artifacts of
protection +2 that also protects its allowed a DC 17 Reflex save to take the Pharaohs)
wearer with constant protection only half damage.
from good, nondetection, and endure When you activate a ring (for Created by followers of Set and Sobek
elements. These rings function either of its two uses) it exudes a to better infiltrate and spy on the other
only for evil creatures; a non-evil harmless icy mist that fills your churches, river sandals leave no footprints
creature who wears a ring of square and the squares where the on any surface, making the wearer unable
thirteen gains a negative level for winter wolves are being summoned to be tracked as if affected by the spell
as long as the ring is worn. This for 1 round. This mist is not thick pass without trace (except that the wearer
negative level never actually enough to provide you with can still be tracked by scent). The wearer
results in actual level loss. concealment of any kind. If you can also walk across the surface of liquids
Lore: The Cagewright leaders use the ring for summoning, the as per water walk.
all wear matching magic rings mist reveals a snarling winter wolf Prerequisites: Craft Wondrous Item,
designed to protect them from when it clears, awaiting your water walk, pass without trace.
detection and harm. Rings of the Frost command. The winter wolf is
Prerequisites: Forge Ring, Giant Jarl found on page 256 of the
protection from good, nondetection, MONSTER MANUAL. ROBE OF THE BURNING
endure elements, creator must be evil. Lore: A DC 20 Knowledge (arcane) or SERPENT
Knowledge (history) check reveals the Price (Item Level): 40,000 gp (17th)
following information. Brynja
RINGS OF THE FROST Skjaldvör, a beautiful and powerful
Body Slot: Body
Caster Level: 10th
GIANT JARL frost giantess, created the first rings of Aura: Moderate; (DC 20) transmutation
Price (Item Level): 22,200 gp (15th) the frost giant jarls. Brynja's own rings Activation: Standard (command)
Body Slot: Ring are said to be items of legendary power.
Weight: 1 lb.
Caster Level: 9th Prerequisites: Forge Ring, cone of cold,
Source: Dragon 325 (Magic Shop:
Aura: Moderate; (DC 19) conjuration summon monster V.
Artifacts of the Pharaohs)
and moderate evocation
Activation: Standard (command) or Full RINGS OF THE SPIDER Clerics of Apep use white robes with
(command) Price (Item Level): 6,000 gp (10th) depictions of flaming serpents to identify and
Weight: –– Body Slot: Ring reward the serpent god's faithful followers.
Source: Dragon 345 Bazaar of the Caster Level: 9th The robe of the burning serpent looks like such
Bizarre: For and Against The Giants) Aura: Moderate; (DC 19) transmutation a robe, but the serpents are woven with golden
Activation: –– thread.
These thick silver rings fit well on the Weight: ––
fingers of Large giants but resize for Medium Source: Dragon 318 (Under Command: Once per day, the wearer can change
wearers. A ring of the frost giant jarl bears an Fang & Shadow - Campaign Play for herself into a yuan-ti abomination per the
etching of a snarling winter wolf that appears D&D Miniatures) polymorph spell for 10 minutes.
ready to battle. Robes of the burning serpent are created
The wearer of a ring of the spider can only for the most devout servants of
A ring of the frost giant jarl allows you apply poison to a weapon without any Apep and punish any unfaithful who try
to summon winter wolves. Additionally, chance of accidentally poisoning himself. to wear them. If a person of good
if you wear two rings at once, the rings In addition, the rings have even alignment dons the robe, she takes
grant you a freezing breath attack. greater power in the hands of a drow. 1d4+10 points of fire damage every round
Once per day, you can summon a Any drow wearing a ring of the spider gains until the robe is removed. If a person of
single winter wolf with a ring of the frost a +1 bonus to the DC of any evil alignment wears the robe, the
giant jarl as a standard action by uttering enchantment, evocation, or necromancy flaming serpents glow briefly, signifying
the command words (the names of the spells that he casts. to others that she is indeed a true
winter wolves the rings summon - Lore: These magic rings are the focus follower of Apep.
common names are Medvyed, Varuna, of the Halls of the Spider Queen Prerequisites: Craft Wondrous Item,
and Zabava). If you wear two rings, you campaign, and one is discovered by the polymorph, fire trap, creator must be of evil
can instead summon two winter wolves victor after each scenario. alignment.
simultaneously as a full-round action Prerequisites: Forge Ring, neutralize
(you can still summon the wolves
separately if you wish). The winter
poison, permanency. ROBE OF THE MAD
wolves appear where you designate ARCHMAGE [MINOR
within 60 feet, act immediately on your RIVER SANDALS
turn, and serve you for 9 rounds. Price (Item Level): 47,000 gp (17th) ARTIFACT]
If you wear two rings of the frost giant Body Slot: Feet Price (Item Level): Priceless
jarl, you can, once per day, rub the rings Caster Level: 5th Body Slot: Body
together as a free action to gain a freezing Aura: Moderate; (DC 17) transmutation Caster Level: 20th
breath attack. This 60-foot cone freezing Activation: –– Aura: Strong; (DC 25) divination and
breath weapon deals 9d6 points of cold Weight: 1 lb. transmutation
damage to all within its area of effect. Activation: Move

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Weight: 1 lb. Activation: –– and Standard (command) fine golden scales grants its wearer protection
Source: Dragon 359 (Treasures of Weight: 1 lb. from numerous forms of peril.
Greyhawk: Magic of the Company of Source: Dungeon 124 (Chambers of
Seven) Antiquities) The robes bestow a +3 sacred bonus to
AC and on all saving throws.
This plain dark gray This finely made green silk robe has a
robe, trimmed in silver
embroidered sigils, bears
pattern of purple star bursts upon it.
RONNAM'S
no other decoration or When worn the robe confers the ICON [RELIC]
imagery. following powers: Price (Item Level):
• The robe increases the Priceless
The robe of the Difficulty Class for all saving Body Slot: Head
mad archmage is an throws against spells that change a Caster Level: Unknown
intelligent robe of target's shape (such as baleful Aura: Unknown
blending that also polymorph, flesh to stone, or Activation:
grants a +2 bonus polymorph any object) cast by the Weight: Unknown
on rolls to defeat a wearer by +1. Source: Dragon 346 Ronnam’s Icon
creature’s spell • Immunity to baleful (Core Beliefs: Pelor)
resistance and a +5 polymorph, poly-morph any object,
insight bonus to and any other spell or The icon is a crudely-made bronze holy
your Armor Class supernatural effect that symbol of Pelor on an unexceptional gold
and on all saving Robe of the Mad Archmage changes the wearer's form chain. Originally, the sun-face had twenty
throws. Three against her will. rays, but today only twelve remain.
times per day, you may cast a
quickened spell of up to 9th level • Polymorph 1/day.
• Baleful polymorph 1/day, Ronnam’s Icon counts as a divine focus
without increasing the spell level or your for any worshiper of Pelor. For a good
casting time. Spells already prepared or • Prime Transformation: Once per wearer it acts as a phylactery of undead
affected by a metamagic feat may not be day, this supernatural power turning and provides a +3 sacred bonus on
quickened in this fashion. Finally, you allows the wearer to transform saving throws.
may store up to 10 spell levels of spells in herself into any creature that she If a good cleric of Pelor breaks off one
the robe, as a ring of spell storing. consumes a tiny piece of. This of the sunrays from the item, that ray
The robe of the mad archmage’s ability transformation is treated like slowly melts away over the course of a
scores are Intelligence 18, Wisdom 10, shapechange, save that only one year like an icicle, leaving behind one
and Charisma 18. It can speak Abyssal, form can be assumed. drop of pure gold per day (worth 1 gp).
Ancient Suloise, Celestial, Common, Traditionally, this gold is used to
Draconic, and Flan, and it can also The powers granted by a robe provide some monetary relief to
communicate telepathically. It can see of transmutation remain those in extreme need. No one
(with darkvision) and hear up to 120 feet; available to the wearer knows what will happen to
it also has blindsense with a range of 120 even when she the icon when the last
feet. assumes a new form sunray is removed.
A personality conflict occurs any time and the robe is
Lore: This item is
you attempt to remove the robe to don absorbed into the
named for the Pelorian
another magical garment. The robe of the wearer's new form.
cleric who carried it for
mad archmage’s alignment is chaotic Prerequisites: Craft
many years. Although
neutral, and its primary emotion is a Wondrous Item, baleful
apprenticed to a smith,
curios longing, typically directed at polymorph, polymorph,
he had little talent for
magical treasure or arcane lore. shapechange.
that job and joined Pelor's
Lore: This robe was once the clergy when his
possession of the Grey Savant, reputedly
a mystic theurge of Boccob who
ROBE OF guildmaster grew
frustrated with him.
supervised the Academy of Art and WARDING Ronnam took to the
Science of Greyhawk. Upon his death, Price (Item Level): Priceless priesthood like he was
the school was renamed the Grey College Body Slot: Body born for it and helped
in his honor and his magical robe passed Caster Level: Unknown build several temples,
to his star pupil, Zagig Yragerne. Aura: Unknown including the main
Activation: –– Pelorian temple in the
ROBE OF Weight: Unknown City of Greyhawk.
Source: Dungeon 138 Always friendly and
TRANSMUTATION (The Mud Scorcerer’s humble, he made his own
Price (Item Level): 140,000 gp (22nd) Tomb) holy symbol and
Body Slot: Body displayed it proudly at all
Caster Level: 17th This exquisite robe of Tzila safeguards herself by times despite its obvious
Aura: Strong; (DC 23) transmutation red velvet, soft leather, and donning a Robe of Warding. flaws-a subtle rebuke to

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
those who pursued only beauty, and a divination spells revealed its origin as an Made of leather and hemp with
reminder that Pelor's light is even in ugly item from the Suel royal house. Although clamshell accents, these open-toe sandals
things. He willed the icon to one of his she wished to keep it for herself, at her allow their wearer to traverse any liquid
students when he died, and it has since mother's insistence Temeria eventually as if it were firm ground for 1 hour, once
passed through many hands. gifted the gown to the temple as a gesture per day, after they have spoken the
Devlin Handorgan, an adventuring of good will and alliance between the command word, as if under the effects of
cleric planning a raid on Iuz's territory, Gynarch and the church. The gown was a water walk spell.
last carried the icon. He and his fellows worn in public on three occasions by two Prerequisites: Craft Wondrous Item,
have not been seen since they entered successive high priestesses but has not water walk.
the lands of the Old One two years ago. been seen for nearly 30 years. It might
have been lost while in transit to another
church or stolen by skilled thieves. SCORPION BRACERS
ROYAL FIREMAGE GOWN Price (Item Level): 3,000 gp (7th)
Body Slot: Arms
[RELIC] RUBY ROBE OF Caster Level: 10th
Price (Item Level): Priceless Aura: Moderate; (DC 20) abjuration
Body Slot: Body SPELLWARDING Activation: ––
Caster Level: Unknown Price (Item Level): 40,000 gp (17th) Weight: ––
Aura: Unknown Body Slot: Body Source: Dragon 325 (Magic Shop:
Activation: –– and Standard (command) Caster Level: 17th Artifacts of the Pharaohs)
Weight: 20 lbs. Aura: Strong; (DC 23) abjuration
Source: Dragon 350 (Core Beliefs: Wee Activation: –– Scorpion bracers are made from the shells of
Jas) Weight: 1 lb. giant desert scorpions.
Source: Dungeon 124 (Chambers of
This elaborate feminine gown is a work of Antiquities) Clerics of Set use ancient ceremonies
art, decorated in tiny jewels, threads of to magically infuse these bracers with
precious metals, and exotic fabric. Sacred to the faith of Wee Jas, this robe of power, giving the wearer a +5 resistance
sparkling red looks even more impressive bonus on Fortitude saves against all
The gown is the equivalent of a neutral under close examination, when it becomes poisons.
robe of the archmagi. The wearer gains fire apparent that the "fabric" it's made of is in Prerequisites: Craft Wondrous Item,
resistance 30, +4 competence bonus on fact powdered rubies that cling to each other resistance.
Diplomacy and Intimidate checks and as in soft, smooth sheets.
a standard action can activate a fire
shield (cold or hot) upon herself When donned, a ruby robe SCOUT GOGGLES
once per day. None of these of spellwarding grants a +4 Price (Item Level): 15,000 gp (14th)
powers functions unless a resistance bonus on all Body Slot: Face
female wears the gown. saving throws. In addition, Caster Level: 5th
Unlike most magical it functions as a ring of Aura: Faint; (DC 17) divination
robes it is rather bulky, counterspells, save that it can Activation: Standard (command)
weighing 20 pounds hold (and thus counter) a Weight: ––
and reducing the single spell of 1st through Source: Dragon 319 (I Scry: Spying and
wearer's movement 9th level. Divination Magic Items)
rate as if it were Prerequisites: Craft
medium armor. Wondrous Item, imbue A magic item traditionally made in pairs, a
Lore Lost with spell ability, set of scout goggles consists of at least two pairs
since the resistance. of identical goggles. Each pair has two clear
destruction of lenses that fit over the eyes and are held in
the Suel
empire, it was
SANDALS OF place by a leather band securing them to the
head.
recovered from WATER
the eastern fringes A pair of scout goggles is activated by
of the Sea of Dust by WALKING command word; once triggered, anything
Temeria, an adventuring Price (Item Level): viewed through that pair of goggles is
wizard and one of the 10,800 gp (13th) also sent to the other pair (or pairs) in the
lesser daughters of a Body Slot: Feet set, allowing other wearers to see what
previous Gynarch of Caster Level: 6th the transmitting user sees. Most
Hardby. This brave and Aura: Strong; (DC 18) commonly, whoever normally takes
headstrong woman first transmutation "point" in a scouting mission activates
wore it to a formal ball in Activation: Standard her pair and allows other party members
the City of Greyhawk in (command) (those who have a pair of scout goggles
490 CY, and when news Weight: Unknown from the same set) to see through her
of it reached Wee Jas's Source: Dungeon 153 eyes. This allows the rest of the party to
high priestess in (Witching Season) know if she gets into trouble while
Hardby a few Royal Firemage Gown separated from the group.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Each pair of scout goggles has two wearer to use the spell legend lore as a
command words: one to send visual The sea hag’s pearl is a large pearl bound in standard action once per day.
information to the other goggles in the a gold setting usually hung from a necklace. Prerequisites: Forge Ring, legend lore,
set, and a second command word to creator must have 10 ranks in Knowledge
receive such information. When one pair The pearl’s powers affect only Medium (history)
is triggered in "transmit mode," it sends a humanoids. Wearers able to cast spells
mental signal to the wearers of the other gain the ability to do so at +1 caster level
goggles in the set that information is strength. The sea hag’s pearl is cursed with SHADAHKAR'S SWIFT
ready to be received, then each user must the power to turn its wearer into sea hag
as per the spell shapechange, but with
WIND
activate her goggles in "receive mode" to Price (Item Level): 8,350 gp (11th)
see through the other goggles. A single permanent duration and no Hit Die limit.
Body Slot: Feet
pair of scout goggles cannot both send Each day after the first that a character
Caster Level: 1st
and receive visual information wears the sea hag’s pearl, she must make a
Aura: Faint; (DC 15) transmutation
simultaneously. Repetition of the same Fortitude save (DC 19). A failed save
Activation: ––
command word "shuts off' the scout means the character has taken one step
Weight: 1 lb.
goggles Transmission occurs over any closer to becoming a sea hag as her skin
Source: 324 (Magic Shop: Power At A
distance but not across planes. yellows and warts emerge. For 24 hours
Price)
A person using a pair of scout goggles to following a failed save, the wearer
see what the transmitting wearer sees experiences waking dreams as her
A pair of leopard-skinned sandals.
becomes susceptible to any gaze attacks thoughts become more haglike. During
or visual-based spells that might affect this period, the wearer can take single
These sandals grant the wearer an extra
the transmitting wearer. For instance, if a actions only (like a zombie; MM 266). A
10 feet to her base movement and access
transmitting wearer encounters a wearer who fails three (nonconsecutive)
to the Endurance and Run feats.
medusa, she must make Fortitude save to checks permanently becomes a standard
However, they make the
prevent being petrified, and so must (3 HD) sea hag of chaotic evil alignment
wearer jittery and
anyone else currently tapped into her (MM 144), losing any previously held
generally off balance,
pair of scout goggles. Each individual class abilities but retaining nonphysical
causing a -2 penalty
makes her own saving throw in such attributes and skills. Only a miracle or
to Dexterity.
instances. A person with scout goggles in wish can revert a fully transformed
Prerequisites: Craft
transmit mode automatically grants character back to her original form. A
Wondrous Item,
anyone else wearing a set in receive wearer who is only partially transformed
expeditious retreat.
mode a +2 circumstance bonus to their (failed one or two Fortitude saves) can
Spot checks to notice something the also reverse the process by destroying the
transmitting member has already spotted sea hag’s pearl that caused the initial SHADOWSTEALER'S
herself (perhaps a hidden guard or the transformation.
tripwire to a trap). A person wearing scout In Eberron the Daughters of Sora Kell CLOAK
goggles in receive mode can see both what use sea hag’s pearls as recruiting devices Price (Item Level): 18,000 gp (14th)
they can normally see at their location and target dissatisfied female spellcasters Body Slot: Shoulders
and what the transmitting scour goggles and artificers whose skills and Caster Level: 11th
see without being disoriented. knowledge are in high demand in Aura: Moderate; (DC 20) illusion
A set of scout goggles works only with Droaam. Activation: –– and 1 Immediate action
the other goggles in its own set. Prerequisites: Craft Wondrous Item, Weight: 2 lbs.
Additional goggles can be made and bestow curse, shapechange, pearl worth at Source: Dragon 356 (Savage Tidings:
joined to an existing set, but only if all least 1,000 gp. Into the Abyss)
other pairs are present during the
creation of the new pair, allowing them This long blade cloak absorbs any light that
all to be attuned together. SEEKER’S SIGNET, THE falls upon it.
The creation information is for a single Price (Item Level): 28,500 gp (16th)
pair of scout goggles. Body Slot: Ring A shadowstealer’s cloak grants a +10
Prerequisites: Craft Wondrous Item, Caster Level: 10th competence bonus on your Hide checks.
clairaudience/clairvoyance. Aura: Moderate; (DC 20) divination Creatures with the see in darkness ability
Activation: Standard (command) gain no special benefit to perceive you,
Weight: –– allowing you to make Hide checks
SEA HAG’S PEARL Source: Dragon 359 (1d20 Villains – normally.
D&D’s Most Wanted; Preferably Dead)
[CURSED] If you are using a magic item that
increases your Dexterity score (Such as
Price (Item Level): 10,000 gp (12th) A simple silver ring adorned with the gloves of dexterity), you may spend an
Body Slot: Throat eight-pointed star of the Seekers. immediate action to gain concealment
Caster Level: 17th (20% miss chance) for 1 round. You must
Aura: Strong; (DC 23) transmutation This ring is completely invisible from wait 5 rounds between each use of this
Activation: –– detection by anyone other than another ability.
Weight: Unknown wearer of a Seeker signet ring, who is able Prerequisites: Craft Wondrous Item,
Source: Dungeon 153 (Witching to see it normally. The ring allows the blur.
Season) Cost to Create: 9,000 gp, 720 XP.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Source: Dragon 342 Age of Worms: through mouth-to-mouth contact
SHIVVING DUSTER Wormfood – Surviving the Age of following a successful grapple attack.
Price (Item Level): 3,660 gp (8th) Worms Adventure Path – Forgotten Injury poisons are delivered through
Body Slot: Body Magic) melee attacks that involve physical con-
Caster Level: 9th tact, via a melee weapon, unarmed strike,
Aura: Moderate; (DC 19) conjuration This mantle is made from plain gray silk, or natural weapon. Generating the poi-
Activation: –– embroidered with delicate white tracing of son is a swift action.
Weight: 10 lbs. powerful runes of death and warding. A shroud of venom can store up to ten
Source: Dragon 339 (Planescape: Dead doses of poison at a time. If the wearer is
Factions) Worn over normal clothing or armor, poisoned, she may opt to have the dose of
it continuously gives the wearer the poison instead be absorbed by the
A shivving duster functions as +1 leather benefits of the hide from undead spell shroud, as long as it isn't yet full. Doing
armor. The size and obscuring folds of the (Will save DC 15). so prevents the poison from affecting the
shivving duster also provides the wearer Prerequisites: Craft Wondrous Item, wearer, and allows her to use the poison
with a +5 bonus on Sleight of Hand skill hide from undead herself at a later time.
checks when hiding objects and on Bluff Prerequisites: Craft Wondrous Item,
checks to feint in combat.
Lore: Most Bullies wore elaborate SHROUD OF VENOM neutralize poison
Cost to Create: 24,000 gp, 1.92o XP, 48
insignias and patches to indicate Price (Item Level): 12,000 gp (13th) days.
allegiance to various subgroups within Body Slot: Shoulders
the faction, usually stitched on to long Caster Level: 7th
leather coats. Such heavy garments Aura: Moderate; (DC 18) conjuration SKIN OF KALETOR, THE
provided not only protection and instant Activation: Swift (mental) Price (Item Level): 48,000 gp (17th)
recognition within the group, but Weight: 1 lb. Body Slot: Body
allowed martially or criminally minded Source: Dungeon 148 (Savage Tide – Caster Level: 3rd
Expansionists to hide weapons and Wells of Darkness) Aura: Faint; (DC 16) abjuration
pilfered items. Activation: ––
Prerequisites: Craft Magic Arms and This scandalous, diaphanous gown is Weight: 1 lb.
Armor, secret chest. composed of overlapping veils ranging in hue Source: Dragon 342 Age of Worms:
from bright crimson to reddish brown. Wormfood – Surviving the Age of
Worms Adventure Path – Forgotten
SHOES OF FARSTRIDING Once per day, you can apply a single Magic)
Price (Item Level): 10,000 gp (12th) dose of any poison to the silks of this
Body Slot: Feet garment. The shroud of venom absorbs the This bearskin cloak is shaggy and unkempt
Caster Level: 10th poison, storing it within its threads but with the bear's head forming a hood. It gives
Aura: Moderate; (DC 20) transmutation remaining comfortable and dry. off a powerful rotting stench that is
Activation: –– Thereafter, as a standard action, the immediately noticeable.
Weight: 1 lb. shroud's wearer can use the stored poison
Source: Dungeon 124 (Chambers of as an attack. Contact poisons are The stench from this cloak incurs a -6
Antiquities) delivered through touch attacks. Inhaled penalty on all Charisma-based skill
and ingested poisons are delivered checks and wild empathy checks. When
The church or Fharlanghn holds wearing the skin of Kaletor, a druid can
these shoes in particularly high regard, use the wild shape ability as if he were
although they are also popular among four levels higher than his current
many adventuring circles. They druid level. Additionally, any non-druid
increase the wearer's base land speed by who wears the cloak can use the wild
10 feet. In addition to this ability shape ability once per day as a 4th level
(considered an enhancement bonus), druid
these boots grant the wearer a +4 bonus Prerequisites: Craft Wondrous Item,
on checks made to resist being bull- creator must be a druid
rushed, tripped, or otherwise moved
against his will. Finally, they grant a +2
enhancement bonus to Constitution. SKIN OF MALAR
Prerequisites: Craft Wondrous Item,
bears endurance, longstrider.
[MINOR ARTIFACT]
Price (Item Level): Priceless
Body Slot: Shoulders
SHROUD OF UNDEATH Caster Level: 20th
Price (Item Level): 7,500 gp (11th) Aura: Strong; (DC 25) abjuration
Body Slot: Body Activation: ––
Caster Level: 3rd Weight: ––
Aura: Faint; (DC 16) abjuration The Chosen of Malar, a barbarian known Source: Dungeon 129 (The Twisted
Activation: –– as anth‐Malar, is well protected by the Run)
Weight: 1 lb. skin of malar.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
This protective cloak is a minor artifact Weight: 10 lbs. distance as long as both wearers
made from the hide of a beast of Malar, and Source: Dungeon 100 (The are on the same plane.
still bears telltale bloodstaing. A hood made Lich-Queen’s Beloved) Solidarity armbands
from the top of the beast’s head makes it look have no effect if
as if the wearer is emerging from its vicious A slaad cloak is fashioned both armbands are
maw. from the hide of a dead not worn by
slaad. The color of the slaad separate
The cloak protects its wearer as +5 determines the cloak's creatures.
leather armor of moderate fortification, and coloration, but one trait Lore: In the
grants the wearer resistance to acid, cold, they all share is their supple heyday of
electricity, fire, and sonic 5. In addition, yet warty texture. This Solidarity Communal rhetoric,
it gives the wearer DR 2/––, which stacks description includes two types Armbands several impassioned yet
with other sources of DR (such as the of cloaks, although other colors are impoverished blacksmiths felt
barbarian’s class ability). possible. the need to help those who
If Malar is not the patron deity of the A red slaad cloak, provides a +3 natural journeyed the planes spreading Hiver
wearer, then he suffers 4 negative levels armor bonus, sonic resistance 10, and philosophy. The results were the
for as long as the skin of Malar is worn. resistance 5 against acid, cold, electricity, solidarity armbands which were forged
and fire. with the blood of two Communals meant
SKULL OF DRAGONFORM Prerequisites: Craft Wondrous Item, red
slaad skin, resist energy.
to work as a pair.
Prerequisites: Craft Wondrous Item,
Price (Item Level): 86,000 gp (20th) A green slaad cloak provides a +5 natural shield other.
Body Slot: Head armor bonus, sonic resistance 10, and
Caster Level: 17th resistance 5 against acid, cold, electricity,
Aura: Strong; (DC 23) transmutation and fire. It also allows the wearer to use SPIDERSILK PENDANT
Activation: Standard (command) the following spell-like abilities: At will– Price (Item Level): 2,160 gp (6th)
Weight: 4 lbs. see invisibility; 1/day–fear (DC 18). Body Slot: Throat
Source: Dragon 342 (Age of Worms: Prerequisites: Craft Wondrous Item, Caster Level: 3rd
Wormfood – Surviving the Age of green slaad skin, fear, resist energy, see Aura: Faint; (DC 16) conjuration
Worms Adventure Path – Forgotten invisibility. Activation: Standard (command)
Magic) Weight: ––
Source: Dragon 318 (Under Command:
Crafted from the skulls of the mightiest SOLIDARITY ARMBANDS Fang & Shadow – Campaign Play for
dragons, magically resized to fit over a Price (Item Level): 24,000 gp (15th) D&D Miniatures)
humanoid-sized head, these items are among Body Slot: Arms
the most sought after of the order's creations - Caster Level: 5th This is a small pendant in the shape of a
for who has not wished to be a dragon? Aura: Faint; (DC 17) abjuration very intricate web. The spiderlike pendants
Activation: –– are crafted by drow wizards for use by drow
This item comes in five varieties, each Weight: 1 lb. (for a pair) priestesses of Lolth so they can call forth webs
crafted from the skull of a different- Source: Dragon 339 (Planescape: Dead as they need.
colored chromatic dragon. Once per day, Factions)
the wearer may transform into a juvenile The spidersilk pendant can be used to
dragon of the appropriate kind. This Ugly iron armbands, etched with the Hiver cast a web spell once per day.
effect lasts for 1 hour, although it may be hammer faction symbol. Prerequisites: Craft Wondrous Item,
dismissed at any time as a standard Solidarity armbands are linked sets of web.
action. The effect functions as the magical armlets. When two different
polymorph spell (caster level 17th, without
the HD restriction), except that the
creatures wear a linked set of armbands
they share any damage they take evenly.
SPYING EYE OF
wearer gains the breath weapon of the
dragon he becomes, as well as its sensory
This damage sharing works both ways. In OLIDAMMARA [RELIC]
the case of uneven amounts of damage, Price (Item Level): Priceless
abilities (darkvision, keen senses, the armband wearer who actually takes
blindsense, and so on). Body Slot: Ring
the damage is subject to the greater Caster Level: 10th
Prerequisites: Craft Wondrous item, amount. For example, if one armband
shapechange. Aura: Moderate divination and trans-
wearer would normally take 11 points of mutation
damage, he in fact takes only 6 points of
SLAAD CLOAK damage while the wearer of the other
armband takes 5. This item, like the
Price (Item Level): 36,750 gp (Red,
17th); 124,500 gp (Green, 22nd) spell shield other, does not lower or
redirect damage divided between
Body Slot: Shoulders
armband wearers after such damage is
Caster Level: 15th
initially split. Solidarity armbands cannot
Aura: Strong; (DC 22) abjuration (Red);
be removed until either a wearer dies or
Strong; (DC 22) abjuration, divination,
a targeted dispel magic affects an
and necromancy (green)
armband, causing it to unlock and fall
Activation: ––
off. This sharing of damage works at any Spying Eye of Olidammara

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Activation: –– and Standard (command) can drain blood from a these cloaks. Elves and their
Weight: –– target, sapping the target's allies possess the majority of
Source: Dragon 342 (Core Beliefs: strength while these magic garments.
Olidammara) revitalizing its wearer. Prerequisites: Craft
The gauntlet's wearer Wondrous Item, pass without
This platinum ring is engraved with the heals damage equal to trace.
mask-symbol of the Laughing Rogue flanked the amount of damage
by a wine bottle on either side. dealt with it. Activating
this ability is a swift SYLVAN CLOAK,
This ring of protection +3 functions as a
ring of feather falling and a ring of improved
action. It discharges GREATER
on the next successful Price (Item Level):
jumping. Once per day it can be used to attack made with the 153,360 gp (23rd)
scry a creature as if using the scrying spell gauntlet. The Body Slot: Shoulders
or create a set of prying eyes (DC 14, CL gauntlet's special Caster Level: 11th
10h). ability fails to function Aura: Moderate; (DC
It has two non-combat features that against nonliving 20) transmutation
function automatically and at will–any targets, but the Activation: –– and
liquid drink with the hand wearing the gauntlet's magic is still Standard (command)
ring tastes like fine wine, and any food discharged if used to Weight: 1 lb.
eaten with that hand (whether directly or attack a nonliving Source: Dragon
with a utensil) tastes excellent, defaulting creature. 326 (Magic Shop:
to something appropriate for the Prerequisites: Craft Nature
temperature and texture of what is being Wondrous Item, Unleashed)
eaten. This pair of abilities allows the vampiric touch.
wearer to drink foul water and eat spoiled
Superficially
meat, clods of dirt, or even the gruel
made by Murlynd's spoon with a smile on SYLVAN appearing as
sylvan cloaks,
his face (although the ring does not make
the substance safe to eat in any way).
CLOAK Sylvan Cloak these magic items
Price (Item Level): 11,500 gp grant all of a sylvan cloak's
Lore: The ring actually began as a (13th) abilities, as well as the ability for their
luxury item for Vax the Valorous, an Body Slot: Shoulders wearers to tree stride, as the spell, once per
adventurer turned bandit turned Caster Level: 5th hour. Additionally, a wearer can also
innkeeper who wanted easy access to the
Aura: Faint; (DC 17) transmutation animate a tree as per the liveoak spell
comforts of life. When Vax died he left
Activation: –– once per day.
the ring for his son, Tellik, who became a
Weight: 1 lb. Lore: Gifted to the staunchest of
bard and traveled much of the world.
Source: Dragon 326 (Magic Shop: nature's defenders by members of fey and
After Tellik's death in a mountainous
Nature Unleashed) elven royalty, these heavy garments
dungeon his friends brought his body
conceal far greater powers than their
back to the Olidammaran temple in a
A sylvan cloak is mottled green in color worn, simple appearances belie.
nearby city and donated his equipment to
with oak leaf designs in brown and gold Prerequisites: Craft Wondrous Item,
the temple. Since that time, the ring has running along its length. Heavy fabrics, such liveoak, tree stride.
been a legacy item of the church whose as burlap and wool, make up the cloak and a
members have added various other number of magical enhancements ensure both
abilities over the years. that it never catches on branches or TABARD OF THE GREAT
underbrush and that it faintly smells like a
CRUSADE [RELIC]
STIRGE’S GAUNTLET forest after a heavy rainfall. A copper brooch
Price (Item Level): Priceless
Price (Item Level): 5,305 gp (10th) in the shape of an acorn gathers the cloak at
the neck. Body Slot: Torso
Body Slot: Hands Caster Level: Unknown
Caster Level: 5th
Anyone who wears a sylvan cloak gains a Aura: Unknown
Aura: Faint; (DC 17) necromancy Activation: –– and Standard (command)
+4 bonus on Escape Artist checks and a
Activation: –– and Swift Weight: Unknown
+4 bonus on Fortitude saves made to
Weight: 1 lb. Source: Dragon 358 (Core Belief’s: St.
resist the effects of extremely hot or cold
Source: Dragon 340 (Bazaar of the environments. Creatures tracking a Cuthbert)
Bizarre: Items of the Zodiac)
character wearing a sylvan cloak by scent
suffer a -10 penalty on their Wisdom or This simple white tabard bears Saint
This wicked, black metal armored glove has Cuthbert's starburst symbol on the right
Survival checks while tracking him
long, slender spikes mounted at the end of
through heavily wooded areas. This effect breast.
each finger.
of the cloak does not inhibit trackers in
any nonforested environment. The wearer of the tabard can cast
The stirge’s gauntlet acts as a +1 spiked daylight and prayer once per day, cure
gauntlet. In combat, the gauntlet's wearer Lore: Originally created by a dryad
sorcerer, many sylvan races fighting to minor wounds twenty times per day, and
can use it to make an armed attack. In gains a +5 natural armor bonus. It slowly
addition, once per day the stirge’s gauntlet preserve their woodland homes favor
cleans itself over time, becoming pristine

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
and white again in at most 24 hours from This ability remains in effect for as
when it was dirtied. It counts as a shirt long as the mask is worn.
for the purpose of magic item spaces on Prerequisites: Craft Wondrous
the body. Item, creator must possess at least 10
Lore: It was once worn by Mar the ranks in Craft (sculpting), disguise
Barehanded, a great paladin of the stars self
who discovered a heretical Cuthbertine
cult and forced them all to convert to the
proper teachings of the faith or face his TIARA OF BAST
wrath. In the four years it took to Price (Item Level): 8,000 gp (11th)
eradicate the cult (by conversion and Body Slot: Head Tiara of Shadow Blending
billing), Mar saved the lives of dozens of Caster Level: 3rd
church heroes and inspired thousands Aura: Faint; (DC 16) enchantment illumination. In addition to the normal
more to join the cause. He died an old Activation: –– and Standard (command) ways of negating invisibility or seeing an
man in his bed and was buried with his Weight: –– invisible creature, this invisibility is
armor and tabard, but his tomb was later Source: Dragon 325 (Magic Shop: cancelled while in the area of any spell
defiled and looted by the church of Artifacts of the Pharaohs) with the light descriptor or similar effect.
Nerull, and most believe the item is still Lore: The creation of a renowned
in their possession somewhere. Gold headpieces with various sizes of inlaid gnome necromancer, these wondrous
carnelian stones, these tiaras allow clerics of items are extremely rare. Tiaras of shadow
Bast to keep watch over her domain. blending contain the essence of shadow–
THESPIAN'S MASK an element necromancers frequently
Price (Item Level): 3,000 gp (7th) When someone of good alignment study. Although few know about tiaras of
Body Slot: Face wears the tiara, he can speak with any shadow blending, assassins and rogues who
Caster Level: 5th feline animal as if having cast speak with hear of them actively seek these
Aura: Faint; (DC 17) illusion animals. In addition, once per day the treasures, and willingly pay a small
Activation: –– user may influence a feline animal as per fortune to obtain one.
Weight: –– the spell charm animal. Prerequisites: Craft Wondrous Item,
Source: Dragon 328 (Bazaar of the Prerequisites: Craft Wondrous Item, deeper darkness, greater invisibility
Bizarre: Treasures of the Elven Empire) charm animal, speak with animals
TOKEN OF THE
Sometimes called a "performer's face" or
TIARA OF SHADOW
"actor's visage," each of these fascinating MAMMOTH
masks is a unique and intricate work of art. BLENDING Price (Item Level): 6,000 gp (10th)
Fashioned by the greatest elven artists of the Price (Item Level): 30,000 gp (16th) Body Slot: Throat or arms
modern age, no two thespians masks are alike. Body Slot: Head Caster Level: 3rd
A thespian's mask is carved from the finest Caster Level: 10th
ivory and then painted to resemble the face of Aura: Faint; (DC 16) abjuration
Aura: Moderate; (DC 20) transmutation Activation: –– and Standard (command)
a humanoid creature. Depending on the
Activation: Standard (command) Weight: ––
whim of the artisan creating it, a thespian's
mask might, for example, bear a fearsome orc Weight: 3 lb Source: Dungeon 115 (Raiders of the
warrior's visage, the fair skin of an elven Source: Dragon 333 (Bazaar of the Black Ice)
maiden, or the face of an old human sage. Bizarre: Treasures of the Gnome Hills)
Worn about the neck as a magic neck-
When worn, the mask merges with its A tiara of shadow blending is made from lace, or about the wrist as a magic
owner's face, changing his features to basalt ornamented by a handful of black bracelet, this token functions as an amulet
match those of the humanoid creature pearls. A closer look at the item reveals the of natural armor +7. If the wearer has the
depicted upon it. The pearls embedded in it lack the sheen of wild empathy class ability, he may use
the tiara's shiny black luster. the token to speak with animals twice per
change affects the
Although the surface of the item is day.
wearer as the spell
glassy, it emits an eerie aura of Anyone who helped to save the
disguise self, but it only shade when worn.
changes the wearer's mammoth calf earlier (see DUNGEON
appearance to match MAGAZINE #115) is filled with a sense of
The tiara of shadow blending welcome when touching the token, and
that of the face the absorbs a portion of an area's
mask was crafted to can use the token to speak with animals
ambient light, creating a at will, even if they don't have wild
depict. For example, a menacing shadow around the
thespian mask in the empathy. Alternately, characters who
owner's form. Three times per attacked or helped slaughter the
form of a fair-skinned day, while in an area of shadowy
elven maiden would mammoth or its calf find that the token
illumination, its owner can blend is nonmagical in their hands.
disguise its wearer- into shadows, making him invisible
including clothing and Prerequisites: Craft Wondrous Item,
as per the greater invisibility spell for barkskin, speak with animals.
equipment-as an elven Thespian’s Mask 10 minutes. The tiara's wearer
maiden and nothing else. remains concealed as long as he
remains within an area of shadowy

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
attacks the swarm or otherwise commits
TORC OF INERTIAL a hostile act against them.
BARRIER Prerequisites: Craft Wondrous Item,
Price (Item Level): 12,000 gp (13th) summon swarm, sending.
Body Slot: Throat Cost to Create: 5,0oo gp, 400 XP, 10 days.
Caster Level: 7th
Aura: Moderate; (DC 18) psychokinesis VALAS HUNE'S PIWAFWI
Activation: Standard (mental) Price (Item Level): 25,000 gp (15th)
Weight: 1 lb. Body Slot: Shoulders
Source: Dungeon 116 (The Death of Caster Level: 12th
Lashimire) Torc of Inertial Barrier Aura: Strong; (DC 21) abjuration and
illusion
This ivory and iron band is worn about skills, feats, or abilities they possess. Activation: ––
the neck. Once per day, as a standard Thus, a barbarian who rages while Weight: 2 lbs.
action, it can be used to create a skin- wearing a torque of lucid raging can use all Source: Dragon 312 (Rogues Gallery:
tight barrier of force around your body skills, any feat, and any ability requiring The Heroes of the War of the Spider
that resists physical attacks. This effect patience or concentration, as well as can Queen Part II)
grants the wearer damage reduction 5/-- cast any spell and activate any magic item
for 70 minutes. Additionally, the barrier (as long as he possesses such skills, feats,
absorbs half the damage you take from Crafted especially for the most skillful
or abilities) as if he were not raging. A scouts among the dark elves, this cloak
any fall. torque of lucid raging uses the same space
Prerequisites: Craft Universal Item, grants the wearer a +4 resistance bonus
as a magic necklace. on all saving throws and a +15
inertial barrier. Prerequisites: Craft Wondrous Item, calm circumstance bonus on Hide checks.
emotions. Prerequisites: Craft Wondrous Item,
TORDEK'S METTLE invisibility, resistance.
Price (Item Level): 22,000 gp (15th) TRIPARTITE AMULET OF
Body Slot: Ring
Caster Level: 8th THE HIVE MIND VESTMENT OF
Aura: Moderate; (DC 19) transmutation Price (Item Level): 10,000 gp (12th) JUDGEMENT
Activation: –– Body Slot: Throat Price (Item Level): 95,000 gp (20th)
Weight: –– Caster Level: 9th Body Slot: Body
Source: Dragon 317 (Silicon Sorcery: Aura: Moderate; (DC 19) conjuration Caster Level: 17th
Dungeons & Dragons Heroes – Magic, [summoning], evocation Aura: Strong; (DC 23) conjuration
Monsters, and Mayhem) Activation: –– and standard (mental) Activation: Standard (command) or ––
Weight: 1 lb. Weight: 1 lb.
This ring grants a +4 enhancement Source: Dungeon 148 (Savage Tide – Source: Dragon 325 (Magic Shop:
bonus to Strength and a +2 enhancement Wells of Darkness) Artifacts of the Pharaohs)
bonus to Constitution while worn.
Prerequisites: Forge Ring, bear's This large amulet consists of a smooth piece A vestment created in the name of Anubis,
endurance, bull's strength. of amber that encases a contorted insect that vestments of judgment are black with gold
twitches despite its imprisonment. trim and depict in gold thread the scales of
TORQUE OF LUCID These amulets are always crafted in sets
judgment on the front and two jackals facing
away from each other on the back.
RAGING of three; if one is lost or broken, the
Price (Item Level): 9,000 gp (12th) others become inert until a replacement After a person of good alignment wears
Body Slot: Throat amulet is crafted. If all three wearers of a the vestment for thirty days, she is able to
Caster Level: 7th tripartite amulet of the hive mind are within use it to cast true resurrection once per
Aura: Moderate; (DC 18) enchantment 30 feet of each other, then all three month. If a person of evil alignment dons
Activation: –– wearers can communicate telepathically. the vestment, he must make a DC 16
Weight: 1 lb. In addition, they share a sort of Fortitude save each round or contract
Source: Dungeon 126 (Campaign communal hive mind; as long as one is mummy rot (see page 190 in the Monster
Workbook – Critical Threat – Girddrez: aware of a particular danger, all three are. Manual).
Savage Duelist) If one in the group is not flat-footed, Prerequisites: Create Wondrous Item,
none of them are. No wearer in the group true resurrection, contagion, creator must be
Crafted by savage shamans for use by is considered flanked unless they all are. of good alignment.
barbarian commanders, these thick metal The wearer of a tripartite amulet of the
hive mind can also telepathically
chokers allow raging wearers to retain a
communicate with any swarm that has VISARD OF SEMUANYA
measure of control despite their battle Price (Item Level): 12,600 gp (13th)
frenzy. This magic item only aids the hive mind trait. Such swarms are
predisposed to treat the wearer kindly, Body Slot: Face
characters with the rage extraordinary Caster Level: 5th
ability. Those that rage while wearing and treat him as friendly unless he
Aura: Moderate; (DC 17) transmutation
this item are not restricted in the use of

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Clothing
Activation: –– and Standard (command) reach the brain, the agitated worms deal this signet and have proved otherwise
Weight: 1 lb. 2d6 points of Intelligence damage per impossible to open.
Source: Dragon 335 (Bazaar of the round. Small, Medium, or Large creatures Prerequisites: Fore Ring, death ward,
Bizarre: Swamp Swag) killed by the agitated worms rise as new protection from evil, protection from good.
spawn of Kyuss two rounds later. Huge Cost to Create: 7,600 gp, 608 XP
Dried streaks of colored mud and patches of or larger creatures killed in this way
cultivated moss adorn this mask. become normal zombies. All undead
created in this manner serve the wearer’s
The visard of Semuanya imposes a -2 whim until he takes off the crown, at
penalty on all Intelligence checks and which point they become free-willed
Intelligence-based skill checks. For this undead as normal.
steep price it grants a +4 competence
bonus on Knowledge (nature) and
Spellcraft checks (the aforementioned YRAGERNE SIGNET
penalty offsets this, resulting in a net +2 Price (Item Level): 15,200 gp (14th)
on those two skills) and a +2 competence Body Slot: Ring
bonus on Survival checks. In addition, Caster Level: 7th
the wearer of the mask casts all summon Aura: Strong; (DC 21) abjuration and
nature's ally spells at +1 caster level. necromancy
Once per day, as a standard action, the Activation: –– and Move (manipulation)
mask's wearer can call on the power of Weight: ––
Semuanya to aid him. His mind expands Source: Dragon 359 (Treasures of
and emulates the dual nature of the Greyhawk: Magic of the Company of
lizardfolk deity. For 3 minutes, the Seven)
visard's wearer gains a +4 enhancement
bonus to Wisdom and if wearer must This oversized ancient golden ring bears the
attempt a Will save he may roll twice and silver hawk crest of the Yragerne family line
take the better of the two rolls. He may on its large flat top.
only reroll a Will save once per day.
Lore: The mask sits most comfortably The Yragerne signet provides
on the broad snouts of lizardfolk, but continuous protection from evil and
other humanoids can also wear the protection from good effects. Further, once
visard. Lizardfolk shamans create these per day you can spin the ring facedown
masks to venerate and emulate their to activate a death ward effect.
creator, the dualistic deity Semuanya (see Lore: Following the death of his
DRAGON MAGAZINE #355 page 54). father, Ganz, this ring supposedly
The wearer of such a mask suffers a loss passed on to Zagig when he
of intellect-which shamans consider a tie became Landgraf of the
to the ancient, instinct-driven ways-but Selintan. At the time, though,
gains bonuses to his nature-based he had such an unheralded
abilities. reputation that only his
Prerequisites: Craft Wondrous Item, subsequent fame and fortune
bestow curse, fox's cunning, owl's wisdom. won him mayoralty of the city.
Zagig wore the signet for a
considerable time, but legends
WORMCROWN OF KYUSS record that it was buried with his
father after Zagig achieved
[MINOR ARTIFACT] godhood. When Castle Greyhawk
Price (Item Level): Priceless unexpectedly became open to
Body Slot: Head adventurers in the mid 550s CY, the
Caster Level: Unknown ring was shortly thereafter lost or
Aura: Unknown stolen. Local legends hold that it
Activation: –– remains lost in the Mistmarsh to
Weight: Unknown this day. Lord Robilar placed a
Source: Dragon 359 (1d20 Villains – bounty of 50,000 gold orbs on the
D&D’s Most Wanted; Preferably Dead) retrieval of this ring. A Bully wearing Bully Chains, a Metal Slave
By rights, the wearer of this ring Collar, Rear Guards, a Shivving Duster and
This ornate green-metal crown features the could be recognized as the highest wielding a Lightbringer.
bas-relief sculptures of hundreds of squirming ranking noble in the Free City, perhaps
worms. answering only to the Directing
Oligarchy itself. Certain ancient stone
Kyuss worms within 30 feet of the portals sprinkled around various old
wearer grow extremely agitated, reaching buildings in the Free City appear to have
victims' brains in 2 rounds. Once they locks shaped exactly like the carving on

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
To someone unaware of their magical centuries ago (in a time when paladins of
CHAPTER 4: powers, each is worth 20,000 gp.
Either gem can be magically implanted
Pelor were much rarer than now). It
sheds light at will. Any worshiper of Pelor
into the base of a creature's neck with a who wields the weapon gains the benefits
TOOLS successful Heal check (DC 30): failure by
5 or more deals 2d6 points of
of a ring of regeneration.
Any paladin of Pelor who wields it
Constitution damage to the recipient. gains a +5 natural armor bonus. Her class
ACORN OF Once implanted, the gem bonds with the
creature's body and cannot be removed
ability to use remove disease changes from
a number of times per week to a number
ACUITY without killing the creature. The of times per day (so a 12th-level Pelorian
Price (Item Level): effects of each gem are similar. paladin with this weapon can cast remove
4,120 gp (9th) A creature implanted with the disease three times per day instead of
Body Slot: –– (held) ruby gains the fire subtype and can three times per week).
Caster Level: 3rd breathe out a 20-ft.-long cone of fire Lore: The Pelorian paladin, for whom
Aura: Faint; (DC 16) as a standard action once every 1d4 this mace was created for, traveled the
divination rounds (but no more than five times a land ministering to the needy and
Activation: –– and day). destroying undead whenever he
Standard (command) A creature implanted with the sapphire encountered them. Stories tell of him
Weight: –– gains the cold subtype and can breathe absorbing the plague from an entire town
Source: Dragon 326 (Magic Shop: out a 20-ft.-long cone of frost as a into his own body to stop an outbreak,
Nature Unleashed) standard action once every 1d4 rounds using his own blood to kill a vampire
(but no more than five times a day). lord, and how each dawn his face shined
An acorn of acuity is a fist-sized wooden Whatever the damage type, each breath like the sun itself. After he died, some of
carving of an acorn made from oak and weapon inflicts 10d6 points of damage. A his bones were placed in the weapon's
polished smooth as if from years of use. successful Reflex save (DC 10 + half the hollow hilt, and it is now a relic of the
creature's Hit Dice + the creature's faith.
The first time a character holds an Constitution modifier) halves the The weapon has been missing for some
acorn of acuity he feels a sudden rush of damage done. time and is presumed to be in the lair of
consciousness as the item attunes to him. No more than one gem may be an aboleth ghoul somewhere on the
A character who holds the acorn in one implanted on a single creature unless southern coast of the Pomarj.
hand gains a +5 competence bonus on all that creature has two or more heads.
Survival skill checks. The acorn of acuity's ALATYR [MINOR
owner can also speak with animals, as the AJIRA`S ROD [RELIC]
spell, once per day.
Price (Item Level): Priceless ARTIFACT]
Lore: These simply carved acorns are Price (Item Level): Priceless
Body Slot: –– (held)
powerful tools originally created by Body Slot: ––
Caster Level: Unknown
druids to help their companions Caster Level: 21st
Aura: Unknown
understand the glory of nature. Many Aura: Strong; (DC 25) conjuration
Activation: –– and Standard (command)
travelers find these items indispensable Activation: Full (manipulation)
for long journeys in the wild. Rangers Weight: Unknown
Source: Dragon 346 (Core Beliefs: Pelor) Weight: 2 lbs.
tend to favor acorns of acuity as they Source: Dragon 329 (Bazaar of the
enhance their nature-oriented skills. Bizarre: The Stuff of Legends)
The rod is a steel-headed mace with a haft
Prerequisites: Craft Wondrous Item,
made of pale white wood wrapped in golden
speak with animals. This roughly hemispherical gray stone is
thread. A small symbol of Pelor is etched onto
one flat place on the head and inlaid with inscribed with runes of magic and healing.
AFELBAIN’S GEMS gold. The bottom of the haft is a plug and is
Twice per day as a full-round action,
also marked with a seal of Pelor.
[MINOR ARTIFACTS] when the Alatyr has been buried in the
Price (Item Level): Priceless This +3 disrupting heavy mace was bank of a natural source of water, its user
Body Slot: –– created for a legendary Pelorian paladin can call upon the stone to bless those
Caster Level: 20th waters so that the next creature to drink
Aura: Strong; (DC 25) evocation [cold or from them is healed, as the heal spell cast
fire] at 11th level. The flowing water retains
Activation: Standard (command) this magical healing property until used
Weight: –– or for 5 rounds after the Alatyr is first
Source: Dungeon #112 (Maure Castle) invoked. If the blessed water is
removed from the main water body, it
Only two of these potent gemstones retains its healing ability for 5 rounds
exist. One of the gems is a massive or until used. Each use of the Alatyr
sapphire, and the other is an equally can only heal one creature, regardless of
massive ruby. how much water is affected. The Alatyr
Alatyr

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
must be buried at least 3 inches below of the dwarves. Used by an individual The containment sphere is invisible,
the surface, which typically requires a with Craft (weaponsmithing) or craft and feels like a cold, transparent barrier
full-round action. (armorsmithing), it allows weapons and of rubbery material. The reader of the
Lore: Russian folklore mentions the armor of extremely fine quality to be scrolls who created the sphere can touch
“father of all stone,” named the Alatyr, made. Masterwork items can be made at it safely, but any other creature who
which supposedly rested at the center of half the cost, requiring a Craft DC of 10. touches it takes 12d6 points of damage
the earth. This stone was placed under If the smith succeeds on a Craft DC of 25 from negative energy (DC 20 Fortitude
the World Tree in the center of magical the item has received the special blessing save for half damage).
Booyan Island in the middle of the ocean. of Moradin and gains a +1 enhancement The reader of the Apostolic Scrolls can
A river of potent healing water flowed bonus at no extra cost in materials, XP, or cause the sphere to vanish at any time as
from under the Alatyr, and the holy men time. a standard action. The sphere can also be
who called Booyan their home used this destroyed in one of the following ways.
water to cure the sick. Gagana, a bird
APOSTOLIC SCROLLS, • The sphere can be destroyed with
with copper claws and an iron beak, and a disintegrate, Mordenkainen's
Garafena the giant snake protect the THE [MINOR ARTIFACT] disjunction, rod of cancellation,
stone from those who would steal it. Price (Item Level): Priceless miracle, wish, or a sphere of
Body Slot: –– annihilation
ALCHEMIST’S BLESSING Caster Level: 20th • The sphere can be destroyed by
Price (Item Level): 17,000 gp (14th) Aura: Strong; (DC 25) necromancy [evil] successful turn undead check. The
Body Slot: –– Activation: See text cleric must make a DC 20 turn
Caster Level: 15th Weight: 1 lb. undead check, followed
Aura: Strong; (DC 22) transmutation Source: Dungeon 128 (Age of Worms – immediately by a DC 20 caster
The Champion’s Belt) level check. Failure on either roll
Activation: Standard (manipulation)
causes a backlash of negative
Weight: Unknown
This minor artifact of the cult of Kyuss energy that inflicts 1d4 negative
Source: Dungeon 116 (Campaign
consists of a 5-foot-long sheet of vellum sewn levels on the character. Success on
Workbook – The Dungeon – Four
to a pair of darkwood rollers. both rolls weakens the sphere
Fiendish Fountains)
enough that a successful dispel
Several copies of the scrolls are magic cast at it in the next 1d4
This rococo fountain is tiled with gold and
alchemical silver. thought to exist, and all have the same rounds against caster level 20th
purpose–providing the user with the causes it to vanish,
Any potion poured into the fountain is ability to contact one of the “Apostles of • If the original reader of the scrolls
amplified so that the next three people to Kyuss'' so it can perform a mass sacrifice is slain, the ulgurstasta ceases to
drink from the fountain gain the benefit in honor of its master. The scrolls are gain hit points and instead loses
of the potion. If the same person drinks written in Abyssal and contain a long and 1d8 hit points per day until it
twice from the fountain, the benefits do complex litany filled with horrific reaches average hit points for a
not stack, but the drink does count as one imagery and descriptions. Performing specimen of its size. At this point,
of the three "uses" of the fountain. An this ritual takes 24 hours, but it can be the sphere vanishes and the
alchemist's blessing fountain can amplify split into three 8-hour shifts over the ulgurstasta is released into the
one potion per day. course of three days. environs, likely in an
Prerequisites: Craft Wondrous Item, Once activated, the scrolls transport an extraordinarily foul mood.
limited wish. ulgurstasta from the Wormcrawl Fissure • If the reader of the scrolls releases
to a single point within 100 feet of the the ulgurstasta once it has reached
scrolls as directed by the reader. The maximum hit points, it shimmers
ANVIL OF THE LORTMIL scrolls create a special containment with a green light and
sphere to protect the ulgurstasta during
MOUNTAINS [MINOR its growth period. The sphere is a 2o-foot
permanently gains the benefits of
haste, shield of faith, and bull's
ARTIFACT] radius sphere of force similar to a wall of strength (caster level 20th). Finally,
Price (Item Level): Priceless force. The scrolls themselves are protected an ulgurstasta enhanced in this
Body Slot: –– by temporal stasis, and the two are manner now creates spawn of
Caster Level: 20th connected by a beam of writhing green Kyuss rather than skeletons of any
light. Each day that passes, the humanoid creature it swallows.
Aura: Strong; (DC 25) transmutation
ulgurstasta gains 1d8 hit points, up to the • Each copy of the Apostolic Scrolls
Activation: ––
maximum allowed by its hit dice (204 hit works only once. When the sphere
Weight: 75 lbs.
points for a 17-Hit-Die specimen). This of containment is taken down and
Source: Dungeon 131 (The Hateful
hit point gain is permanent. During this the ulgurstasta within is released,
Legacy)
stage, anyone who touches the scrolls can the scrolls become nonmagical.
"feel" the ulgurstasta's evil mind and can The lore within remains, however,
Created by clerics of Moradin, this
communicate with it telepathically. The and if consulted it grants a +4
lesser artifact serves as a holy relic
ulgurstasta is ready to perform the final bonus on any Knowledge
dedicated to the king of the dwarven
portion of the ritual once it reaches (religion) checks made about
gods. It is rumored that it was used to
maximum hit points Kyuss and his cult.
forge many legendary magical weapons

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
description, sounding a loud klaxon succeed at a Will save (DC 20) or be sent
ARACHNID OF ABYSSAL audible only to those in the enclosed back to their home plane.
SUMMONING area. Prerequisites: Craft Wondrous Item,
Additionally, the stakes have the dismissal.
[MINOR ARTIFACT] option of creating a soothing white noise,
as a ghost sound spell, that helps to drown
Price (Item Level): Priceless
Body Slot: –– out background noise. If used in this AUTONOMOUS HARP
Caster Level: Unknown way, creatures outside the perimeter of Price (Item Level): 6,250 gp (10th)
the staked-off area take a -2 penalty on Body Slot: –– (held)
Aura: Unknown
Activation: Standard (command) Listen checks to hear inside it. Caster Level: 11th
Weight: –– An arcane fence comes in a set of four Aura: Moderate; (DC 20) transmutation
Source: Dragon 359 (1d20 Villains – stakes, but multiple sets can be combined Activation: Free (command)
D&D’s Most Wanted; Preferably Dead) to allow for a larger area to be protected. Weight: 40 lbs.
Stakes from more than one set can be Source: Dragon 317 (Mages High Notes:
Created during Lolth's early days in the attuned to one another by bundling them 9 Magical Instruments)
Abyss, when she faced extermination at together with a silk rope for one week. At
the hands of Zuggtmoy, these carved the end of that week, the sets can be used A harp made of wood plated with gold
independently or together for up to one which stands on four clawed legs.
spiders possess 1d10 + 5 gemstone eyes
inscribed with bebelith’s truenames. month. If the sets are not used together
within a month of becoming attuned, The masterwork harp is a construct
Each eye can summon a 24-HD bebilith
they must be retuned. capable of movement and has statistics
under the user’s control, as if summoned
A set of arcane fence stakes can identical to a Medium animated object
by a gate spell, for 24 hours or until the
function with as few as three stakes. A made of wood. Like a golem, it follows
death of the called fiend.
single replacement stake costs 1,000 gp the commands of its creator or those its
and must be crafted in the presence of creator designates.
ARCANE FENCE the remaining stakes in a set. In addition to the normal actions an
Price (Item Level): 2,000 gp (6th) or A more luxurious version of the arcane animated object can take, the autonomous
4,000 gp (8th) for a set of four fence, with a market price of 4,000 gp, harp can be commanded to play itself as a
Body Slot: –– grants all the same benefits but includes free action (playing itself is also a free
Caster Level: 3rd the effects of an endure elements spell for action for the harp), providing a +2
Aura: Faint; (DC 16) abjuration and everyone within the enclosed area. circumstance bonus on Perform checks
illusion Prerequisites: Craft Wondrous Item, made within 20 feet that would benefit
Activation: –– alarm, ghost sound. from musical accompaniment.
Weight: 1 lb. Cost to Create: 1,000 gp, 80 XP, 2 days. Prerequisites: Craft Wondrous Item,
Source: Dragon 350 (Bazaar of the Perform (strings) 5 ranks, animate objects.
Bizarre: Wizard’s Workshop)
ARK OF FORCED RETURN
These four nondescript metal poles are 2 feet Price (Item Level): 115,000 gp (21th) BAALPHEGOR’S GRACE
Body Slot: –– (held) Price (Item Level): Priceless
long and pointed at one end. When grasped,
Caster Level: 16th Body Slot: ––
these silver stakes buzz with an energy that is
felt rather than heard. The farther apart the Aura: Strong; (DC 23) abjuration Caster Level: Unknown
four are moved (up to 20 feet), the more Activation: Standard (command) Aura: Unknown
powerful the hum. Weight: 200 lbs. Activation: Standard (manipulation)
Source: Dungeon 119 (Tomb of Aknar Weight: Unknown
These magical stakes allow anyone to Ratalla) Source: Dungeon 135 (Age of Worms –
quickly setup a perimeter alarm. Dawn of A New Age)
When driven into the ground in an This 200-pound gilded box has a fiery glyph
acceptable configuration, the stakes suspended a few feet above its surface. A non-evil creature who drinks from
create an alarm spell that affects the Baalphegor's Grace must make a DC 20
enclosed area until such time as the An ark of forced return is generally Fortitude save or die. If the character
stakes are pulled up by someone with the carried by four bearers–one at each survives, he must make a DC 20 Will save
appropriate password. In order to be corner, with the ark itself taking up a or his alignment changes to lawful evil.
effective, each stake must be within 20 square. The ark is sturdy and can be Any character who successfully drinks
feet of at least two others, making a 20- dropped as a free action, but it only from the vial finds that he becomes
foot square the most common functions when activated by four linked to a group of powerful erinyes
arrangement. Stakes taken out of range creatures in contact with it at the same devils known as the Blessed Angels.
quit humming and lose their time. Activating the ark is a standard These devils once served Baalphegor as
effectiveness until brought back within action for these four creatures, who must elite guards, yet since her disappearance
range of their fellows. all be divine spellcasters. and the artifact's fall into the Material
Any other creature crossing the If creatures with the extraplanar sub- Plane, these erinyes instead serve
invisible line between two stakes or type are within 30 feet of an ark of forced whoever drinks from the vial. A total of
attempting to remove one or more stakes return when it is activated, they must 15 Blessed Angels are linked to
triggers the alarm as per the spell Baalphegor's Grace. Of these, 12 are 4th-
level mortal hunters. The remaining

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
three are the elite leaders of the Blessed several decades, and in that time he has Aura: Moderate; (DC 19) transmutation
Angels; their stats appear on the lost track of Baalphegor's Grace. It came Activation: Standard (command)
following page. If a Blessed Angel is into Lashonna's possession a decade ago, Weight: By size
slain, their numbers do not automaticly and she quickly used it to secure a group Source: Dragon 338 (Class Acts: Animal
replenish. Generally, the owner of of agents in Alhaster who reported to Magic)
Baalphegor's Grace must use the artifact's Zeech but ultimately remained loyal to
powers (or other powerful magic) to her alone. Wrought of mithral and often bearing
restore a slain Blessed Angel to life. elaborate etchings of battle featuring the
A character who drinks of Baalphegor's animal it was crafted for, barding of size
Grace gains the following benefits for the BAMBOO FLUTE alteration is typically created with a unique
next 24 hours. Price (Item Level): 9,000 gp (12th) animal in mind.
• He can communicate Body Slot: –– (held)
telepathically with any of the Caster Level: 3rd Barding of size alteration exists for
Blessed Angels across any Aura: Faint; (DC 16) enchantment and animals of all kinds and shapes. A
distance, as long as he and the transmutation blacksmith can easily adjust the armor to
target erinyes are on the same Activation: Standard (manipulation) fit animals of a similar kind and size with
plane. Weight: 1lb. a DC 12 Craft (armorsmithing) check (for
Source: Dragon 335 (Class Acts: Bardic example, wolfbarding can be adjusted to
• As a standard action, the character Magic Items)
may cause a Blessed Angel within fit a dog, but cannot be worn by a bear).
60 feet to become wracked with Barding of size alteration is +1 mithral
As the name implies, bamboo flutes are chainmail barding. Three times per day,
pain. This inflicts 12d6 points of crafted from bamboo. Many bear simple
damage on the erinyes and stuns the barding can shrink the animal
carvings of apple blossoms and other flowers wearing it, as the spell reduce animal.
her for 1 round. If she makes a DC with lightly painted smatterings of color. The
20 Fortitude save, she takes half Once per day the barding can make the
majority of the flute remains untouched so animal wearing it grow, as the spell
damage and is not stunned. that the simplistic beauty of the natural animal growth. To activate these abilities,
• A Blessed Angel who successfully bamboo reed remains apparent. the animal's keeper must touch the
harms someone under the effects animal and speak the proper command
of Baalphegor's Grace is immediately Using a bamboo flute requires a DC 15 word. This requires a standard action, and
wracked with pain, as if that Perform (wind instruments) check made the abilities only function if the animal is
character had used the above as a standard action. Once per day, the willing to alter its size (in nearly all cases
ability on her. flute's user can cast owl's wisdom. Three the animal willingly changes if
• Once a round, up to three times a times per day, its user can cast calm commanded by its master, but is not
day, the character may use a emotions. A DC 13 Will save negates this likely to comply if commanded by
demand spell (DC 22, caster level effect. another). Animals wearing barding of size
20th) against any of the Blessed Lore: One need not be a bard to have a alteration with an intelligence score of 5
Angels. If the Blessed Angel has deep appreciation for music, as the or higher and the ability to speak may
more Hit Dice than the character, monks of the White Cloud Monastery activate the barding's abilities
the angel receives a +4 profane can attest. The members of this themselves.
bonus on this saving throw. If the gregarious sect believe that a great deal of Lore: Medvyed, a particularly
Blessed Angel makes her save, the wisdom comes from music and that by intelligent and powerful winter wolf,
erinyes can immediately use this simply playing harmonious melodies one once scourged the northlands. He led a
power on the character. A Blessed can channel this wisdom to enlighten the tribe of fearsome goblins and trolls,
Angel generally uses this soul. The founder of the monastery demanding tribute of all those in the
opportunity to trick the character crafted the first bamboo flute long ago region and enacting swift and horrible
into working an act of evil upon and carried it wherever he went, playing retribution upon those who refused to
his friends and family. melodies throughout his stories and comply. After narrowly escaping death at
The Blessed Angels' true master teachings. Contemporary claims called the hands of adventurers, Medvyed
remains Mephistopheles, and some day the effect simultaneously calming and commissioned a frost giant shaman to
his attentions will return to the artifact enlightening. The monks of the White craft him the first suit of barding of size
and he shall command the erinyes to Cloud Monastery continue their master's alteration. His shining armor made him
deliver the one who claims it to his court tradition to this day, using bamboo flutes even more fearsome and renowned
for punishment. Until this time comes, as teaching tools. throughout the land. After encountering
the Blessed Angels begrudgingly serve Prerequisites: Craft Wondrous Item, Medvyed multiple times, the rangers and
any master who drinks from the vial. calm emotions, owl's wisdom. druids of the region crafted similar suits
Lore: This potent artifact was for their own animal companions. With
reputedly crafted over six hundred years
ago by the archdevil Mephistopheles, BARDING OF SIZE their newfound might they hunted down
Medvyed and destroyed him. Since then,
who created the vial to capture the blood ALTERATION barding of size alteration has grown greatly
and tears of his consort Baalphegor for Price (Item Level): 45,718 gp (17th, in popularity.
loan to favored cults on the Material Medium or smaller), 55,718 (18th, Large) Prerequisites: Craft Magic Arms and
Plane. Recent events in Hell have Body Slot: Animal’s torso Armor, animal growth, reduce animal.
claimed Mephistopheles' attentions for Caster Level: 9th

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Skills Bluff +19, Concentration +29,
Blessed Angels CR 12 Blessed Angels (3) CR 18 Diplomacy +16, Gather Information
Female erinyes mortal hunters 4 Advanced female erinyes mortal
+10, Hide +27, Intimidate +20,
LE Medium outsider (baatezu, evil, hunters 6
Knowledge (local) +18, Knowledge
extraplanar, lawful) LE Medium outsider (baatezu, evil,
(nobility and royalty) +19, Listen +32,
MONSTER MANUAL 54, COMPLETE extraplanar, lawful)
Move Silently +27, Search +23, Sense
DIVINE 50, DUNGEON #131 90 MONSTER MANUAL 54, BOOK OF VILE
Motive +30, Spot +32, Survival +14
Init +6; Senses darkvision 60 ft., see in DARKNESS 65, DUNGEON #135 76
Possessions combat gear, +5 leather
darknes, true seeing; Listen +17, Spot Init +6; Senses darkvision 60 ft., see in
armor, +2 buckler, +1 distance light
+17 darknes, true seeing; Listen +32, Spot crossbow, +1 vorpal bastard sword, ring of
Languages Common, Celestial, +32 protection +2, cloak of resistance +3, elixirs
Draconic, Infernal; telepathy 100 ft. Languages Common, Celestial, of truth (2)
AC 28, touch 16, flat-footed22; Dodge, Draconic, Infernal; telepathy 100 ft. Boost Spell-Like Ability (Ex) The
Mobility AC 36, touch 18, flat-footed30; Dodge, Blessed Angel can boost the save DC
hp 153 (13 HD); DR 5/good Mobility of her spell-like abilities, increasing
Immune fire, poison hp 306 (24 HD); DR 5/good the save DC by +2. She may do so up
Resist acid 10, cold 10; SR 20 Immune fire, poison to three times a day per spell-like
Fort +19, Ref +15, Will +12 Resist acid 10, cold 10; SR 20 ability.
Spd 30 ft., fly 50 ft. (good) Fort +27, Ref +22, Will +19 (+3 vs. Detect Mortals (Su) This ability
Melee mwk longsword +20/+15/+10 mortal spells) duplicates the effect of detect undead
(1d8+6/19-20) Spd 30 ft., fly 50 ft. (good) cast by a 15th-level caster, except that
Ranged +1 distance light crossbow Melee +1 vorpal bastard sword mortals are detected. Mortals are any
+20/+15/+10 (1d8+1/17-20) +31/+26/+21/+16 (1d10+7/17-20) creature that aren’t outsiders, undead,
Base Atk +13; Grp +19 Ranged +1 distance light crossbow constructs, or fey.
Atk Options mortal hunting +2, smite +31/+26/+21/+16 (1d8+1/17-20) or Mortal Hunting (Ex) The Blessed
mortals 1/day (+3 to melee attack, +8 rope +30 (entangle) Angel gains a +2 (+3 for the advanced
damage) Base Atk +24; Grp +30 Blessed Angels) bonus on attack and
Special Atk entangle, summon baatezu Atk Options mortal hunting +3, smite damage rolls against mortals. She
Combat Gear potions of cure serious mortals 1/day (+3 to melee attack, +10 gains the same bonus on Bluff, Listen,
wounds (2) damage) Sense Motive, Spot, and Survival
Mortal Hunter Spells Known (CL Special Atk entangle, summon baatezu checks when using these skills against
4th) Combat Gear potions of cure serious mortals. The damage bonus only
2nd(3/day)–detect thoughts (DC 19), evil wounds (2) applies to ranged weapons against
eye* (DC 19), hold person (DC 19), Mortal Hunter Spells Prepared (CL targets within 30 feet, and does not
magic circle against good, see invisibility, 6th, +30 ranged touch) apply at all to creatures that are
web (DC 19), wither limb* (DC 19) 3rd(3/day)–flesh ripper*, mirror immune to critical hits.
1st–(3/day)–cause fear (DC 18), charm sending*, nondetection, scrying (DC21), Mortal Skin (Su) By magically grafting
person (DC 18), detect good, heartache* suggestion (DC 21), vile lance*, wrack* bits of mortal flesh to her body, the
(DC 18), protection from good, sleep (DC (DC 21) Blessed Angel can transform (as
18), unnerving gaze* (DC 18) 2nd(3/day)–detect thoughts (DC 20), evil polymorph) into any non-dragon mortal
Spell-Like Abilities (CL 12th) eye* (DC 20), hold person (DC 20), form, once per day. If the flesh used is
At will–greater teleport (self plus 50 magic circle against good, see invisibility, from the exact individual being
pounds of objects only), charm web (DC 20), wither limb* (DC 20) imitated, the duration is permanent. If
monster (DC 21), minor image (DC 1st–(3/day)–cause fear (DC 19), charm the flesh is from a being of the same
19), unholy blight (DC 21) person (DC 19), detect good, heartache* type, the duration is 1 hour. In either
Abilities Str 22, Dex 23, Con 24, Int 14, (DC 19), protection from good, sleep (DC case, the Blessed Angel can dismiss
Wis 16, Cha 25 19), unnerving gaze* (DC 19) the ability as a standard action.
SQ boost spell-like ability, detect Spell-Like Abilities (CL 12th) Spurn Mortal Magic (Su) A mortal
mortals, mortal skin At will–greater teleport (self plus 50 hunter applies its Wisdom modifier (if
Feats Alertness, Dodge, Improved pounds of objects only), charm positive) as an additional bonus on all
Critical (light crossbow), Mobility, monster (DC 22), minor image (DC saving throws against spells and spell-
Mortalbane**, Rapid Reload, Track 20), unholy blight (DC 22) like abilities used by mortals.
Skills Bluff +19, Concentration +17, Abilities Str 22, Dex 23, Con 26, Int 14, *These spells are from the BOOK OF VILE
Diplomacy +13, Gather Information Wis 16, Cha 26 DARKNESS; if you don’t have access to
+9, Hide +18, Intimidate +15, SA boost spell-like ability, detect this book, replace heartache with
Knowledge (local) +14, Knowledge mortals, mortal skin, spurn mortal doom, unnerving gaze with bane, evil eye
(nobility and royalty) +14, Listen +17, magic with blindness/deafness, wither limb
Move Silently +18, Search +14, Sense Feats Alertness, Combat Expertise, with death knell, flesh ripper with
Motive +15, Spot +17, Survival +15 Dodge, Exotic Weapon Proficiency, vampiroic touch, vile lance with keen edge
Possessions combat gear, +2 leather (bastard sword), Improved Critical and wrack with contagion.
armor, +1 distance light crossbow, mwk (bastard sword, light crossbow), **This feat is from the BOOK OF VILE
longsword, cloak of resistance +2, elixirs Mobility, Mortalbane, Rapid Reload, DARKNESS
of truth (2) Spring Attack, Track

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
within 30 feet a +1 morale bonus on any Lore: This is a type of ancient beer
BATTERING BALL one skill check or attack roll made within used in burial rites by a number of
Price (Item Level): 2,000 gp (6th) the next round. It is effective only once primitive human societies. Gifts of beer
Body Slot: –– per encounter, and it has no effect of eternity and other worldly goods were
Caster Level: 9th outside of combat. A character using often buried along with the deceased in
Aura: Moderate; (DC 19) transmutation bardic music and a battle rattle in order to placate its spirit and speed its
Activation: Standard (command) conjunction with the Inspire Courage journey to the afterlife. Although these
Weight: 15 lbs. ability increases the morale bonus ancient societies are long gone, recipes
Source: Dragon 341 (Bazaar of the granted by +1. for beer of eternity have survived, carved
Bizarre: Animated Antiquities) Prerequisites: Craft Wondrous Item, on stone tablets or on the walls of tombs.
heroism. Beer of eternity is exceedingly hard to
Adventurers invariably encounter brew, as it requires the brewer to
obstacles such as blocked entrances and impregnate the mixture with positive
locked doors. In such cases, the only BATTLE RATTLE, energy through a series of rituals and
thing better than a battering ram is a
battering ball.
CAPTAIN ROGERS'S prayers.
Price (Item Level): 14,100 gp (14th) Prerequisites: Craft Wondrous Item,
Weighing less than a portable ram and invisibility to undead, restoration.
at only 1 foot in diameter, the battering Body Slot: –– (held)
ball nevertheless packs a heavy punch. Caster Level: 3rd
Upon command, a battering ball flies up to Aura: Faint abjuration BLACK SALT ROD
10 feet until it strikes a solid object. It Activation: Standard (manipulation) Price (Item Level): 40,000 gp (17th)
then quickly returns to its original Weight: 1 lb. Body Slot: –– (held)
position, flying back using the most Source: Dragon 331 (Class Acts: Marine Caster Level: 13th
direct route. Once per round it flies Munitions) Aura: Strong; (DC 21) necromancy
forward again, repeating this action until Activation: –– and Standard
commanded to stop. This magically enhanced wood Weight: 1 lb.
A battering ball has a +12 bonus for the instrument summons the crew to battle Source: Dragon 335 (Bazaar of the
purpose of overcoming the break DC of stations by making a repetitive clacking Bizarre: Swamp Swag)
an object. A battering ball cannot attack sound when the head is swiveled around
attended objects. If a battering ball enters the handle. Captain Rogers battle rattle Ink-black salt forms the full length of this
a square occupied by a creature it stops grants all bonuses of a normal battle rattle. 1-inch diameter, foot-long rod. It feels rough
short of striking the creature and returns Once per day, Captain Rogers's battle to the touch and tasting it confirms that it is
to its starting square, where it does not rattle can be used to also protect all allies indeed made of salt, although its magic
move again until commanded. within 30 feet with a protection from arrows construction prevents it from dissolving
Lore: Originally used by Dwarven spell. Once activated, this effect lasts for 7 normally.
miners, battering balls broke into the open hours or until 70 points of damage have
market when gnome engineers began been prevented. The black salt rod detects unnatural
using them for demolition tasks. Gnome Prerequisites: Craft Wondrous Items, creatures and protects its bearer from
engineers who completed an protection from arrows. them. If a construct or undead creature
architectural project sometimes sold comes within 60 feet of the rod's wielder,
battering balls to city merchants or BEER OF ETERNITY the rod emits an acrid, briny smell and
stains its bearer's hand black (the stain
adventurers with the appropriate Price (Item Level): 750 gp (3rd)
contacts. disappears when no constructs or undead
Body Slot: –– (held)
Prerequisites: Craft Wondrous Item, are in range or if the bearer stops holding
Caster Level: 7th
telekinesis. the rod.) The rod detects disguised,
Aura: Moderate; (DC 18) conjuration ethereal, hidden, incorporeal, or invisible
Activation: Standard (manipulation) constructs and undead as well as those in
BATTLE RATTLE Weight: –– plain sight. If the bearer concentrates for
Price (Item Level): 3,000 gp (7th) Source: Dragon 334 (Drunkards & a full round, the rod pinpoints the
Body Slot: –– (held) Flagons: Fantasy’s Deadliest Spirits) location of the nearest construct or
Caster Level: 5th undead within 60 feet and indicates how
Aura: Faint; (DC 17) enchantment Due to its association with natural many are within range (although it does
Activation: Standard (manipulation) death beer of eternity deals damage to not reveal their exact locations).
Weight: 1 lb. undead who come in contact with it The rod can be used in this way three
Source: Dragon 331 (Class Acts: Marine (treat as holy water). In addition, any times each day, each use lasting up to 10
Munitions) living creature who drinks at least one minutes. Activating this ability is a
flagon of beer of eternity becomes invisible standard action. When held, the rod
These items consist of a hollow piece of to all undead, although intelligent protects its bearer with a death ward spell
wood containing a reed attached to a handle undead receive a DC 11 Will save to see that functions only against attacks that
with a gear that raps against the reed when through the illusion. This effect lasts for originate from an undead creature's
spun. 1 hour. Finally, drinking a flagon of beer supernatural attacks (and not any abilities
of eternity removes one negative level they gain from class levels, such as a
Playing the battle rattle helps inspire from the imbiber. lich's spellcasting ability).
the crew, conferring upon all allies

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Prerequisites: Craft Rod, death ward, this saving throw once every week as CR 16
repulsion, true seeing. long as the Black Egg exists. Young Adult Half-
The intelligence in the Black Egg Fiend Red Dragon
(likely the undead soul of the Lawful Evil Huge Outsider (fire, native)
BLACK EGG, THE hellfire wyrm from which it Init +2; Senses Blindsense 60 ft.,
[MAJOR spawned) is lawful evil and has darkvision 120 ft., keen senses, locate
object
the following mental ability
ARTIFACT] scores: Int 23, Wis 26, and Languages Common, Abyssal, Draconic,
Price (Item Level): Cha 28. It can speak with its Giant, Infernal
Priceless owner via telepathy, and has AC 29, touch 10, flat-footed 27
Body Slot: –– the following skills: Bluff hp 237 (19d12+114 HD); DR 10/magic
Caster Level: +26, Diplomacy +32, Immune fire, poison, sleep, paralysis
Unknown Intimidate +35, Knowledge effects
Aura: Unknown (arcana) +31, Knowledge Resist acid 10, cold 10, electricity 10
Activation: See Text (history) +31, Knowledge SR 29
Weight: Unknown (religion) +31, and Knowledge Fort +18, Ref +13, Will +13
Source: Dungeon 106 (the planes) +31. It has an ego Weakness vulnerable to cold
(The Black Egg) of 28. Speed 40 feet (8 squares), fly 150 ft. (poor)
Although the Black Egg is a (30 squares)
This smooth, jet black egg-shaped stone is major artifact, it is possible to destroy Melee Bite +26 (2d8+12), 2 claws +24
about 6 feet tall and 3 feet around. Legends it by inflicting enough damage. The (2d6+6), 2 wings +24 (1d8+6) and tail slap
say it was originally carved from the heart of Egg has AC 3, hardness 20, 600 hp, +24 (2d6+18) or
a hellfire worm that had been transmuted and a Break DC of 40. All hit point Melee Crush +26 (2d8+18)
into iron. The Black Egg is wrought of cold damage done to the Black Egg is Space 15 ft.; Reach 10 ft. (15 ft. with bite)
black steel, with a significant-sized chip healed each time it creates a half- Base Atk +19; Grp +39
removed from its face. fiend dragon. Atk Options Breath weapon (DC 26),
frightful presence (DC 22), smite good
The very touch of the Black Egg 1/day (+19 damage), spells, spell-like
corrupts and compels. Any creature that BLACK JUG abilities
makes physical contact with the Egg must Price (Item Level): 32,400 gp (16th) Sorcerer Spells Known (6/7/5; save DC
succeed at a Will Save (DC 30; or their Body Slot: –– = 12 + spell level)
alignment becomes chaotic evil and they Caster Level: 10th 2nd–bull's strength, mirror image
seek to use the power of the Black Egg to Aura: Moderate; (DC 20) conjuration 1st–mage armor, ray of enfeeblement, shield,
wreak havoc and to selfishly safeguard it Activation: Standard (command) true strike
from all other creatures. The Black Egg Weight: 40 lbs. (empty), 75 lbs. (full) 0–daze, detect magic, flare, ray of frost,
only submits to powerful allies. If a Source: Dungeon 116 (Asylum) read magic, resistance
creature with 9 or fewer Hit Dice tries to Spells-Like Abilities
claim the Black Egg as its own, the Egg Three times per day, when the 3/day–darkness, poison, unholy aura;
attempts to disintegrate the target proper command word is spoken, this 1/day–blasphemny, contagion, desecrate,
(Fortitude save DC 22). The range for this hideous iron jug fills with enough destruction, horrid wilting, summon
effect is touch, and only the Egg itself can nutritious but foul-tasting brown monster IX (fiends only), unhallow,
choose to activate it, up to once per gruel to feed 30 Medium or smaller unholy blight.
round, as a free action. creatures or 15 Large creatures. Abilities Str 35, Dex 14, Con 23, Int 18,
For every 19 Hit Dice worth of souls Prerequisites: Craft Wondrous Item, Wis 15, Cha 16
fed to the Black Egg by the blood claw or a create food and water. SQ Construct traits
soul bind spell, the Black Egg produces a Feats Alertness, Awesome Blow, Cleave,
single young adult half-fiend red dragon BLACK PULP POULTICE Great Cleave, Multi-attack, Power Attack,
that is under the complete control of the Price (Item Level): 50 gp (1/2) Snatch
Black Egg (as manifested through the Egg's Body Slot: –– Skills Appraise +26, Bluff +25,
current "owner'); this control spans even Caster Level: 2nd Concentration +28, Diplomacy +5, Escape
planar boundaries. The half-fiend dragon Artist +24, Intimidate +27, Knowledge
Aura: Faint; (DC 16) conjuration
serves faithfully until it or the Black Egg (arcana) +26, Knowledge (religion) +26,
(healing)
is destroyed. If the owner of the Black Egg Knowledge (the planes) +26, Listen +26,
Activation: Standard (manipulation)
is slain and has no blood relatives, the Search +26, Sense Motive +24, Spot +26,
Weight: ––
half-fiend dragon becomes free-willed. Use Rope +2 (+4 bindings)
Source: Dungeon 144 (Savage Tide –
The curse of the Black Egg is insidious. Editor’s Note: The stat block for the
The Lightless Depths)
If its current owner fails to feed it any Young Adult Half-Fiend Red Dragon lists
souls over the course of a year, its taint two sets of skills. The second listing is:
Concocted from rare and near-
spreads to the most closely related blood Bluff +24, Concentration +27, Diplomacy
poisonous molds found under the Isle
relative of the prior owner, who must +9, Escape Artist +22, Jump +29,
of Dread, the preparation of black
then make a successful Will Save (DC 30) Knowledge (arcana) +24, Listen +23,
pulp poultice requires stewing the
to avoid the same obsession with the Search +21, Spellcraft +21, Spot +23.
fungus within the body of a disease-
Black Egg. Victims must continue to make
ravaged corpse. Any creature that

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
• Alintyl, the Corruptor: By
invoking this cephalnpodan The Blinding Claw can support 10 tons
figurine, the user gains a suave of weight before falling to the ground. If
manner and a silver tongue. When a creature pushes against the Blinding
activated, Alintyl grants a +5 Claw, it must make a DC 45 Strength
profane bonus on Bluff and check to move the Claw up to 10 feet in a
Diplomacy checks for 1 hour. single round.
• Ilanserbli, the As long as Pazuzu lives, no other can
Seductress: Activating this command any of the Blinding Claw's
porcine figurine fills the user powers without resorting to the Use
with lustful thoughts that he Magic Device skill to deceive the Blinding
can pass on to others with a Claw that the user is in fact the Prince of
touch. Ilanserbli grants the the Lower Aerial Kingdoms. This
ability to cast charm person requires a DC 40 Use Magic Device
Blasphemous check; failure indicates the Claw
Figurines of the Void once per day as a 5th-level
sorcerer with a duration of 1 telepathically alerts Pazuzu to the
hour and a range of touch. intrusion, and the victim must make an
applies a warm layer of this stinking Those charmed by the power of immediate DC 25 Fortitude save to resist
black glop to the neck and chest halts the Ilanserbli seek to woo the user, being transformed into a vrock demon.
progress of any nonmagical disease for 24 desiring the user even to their All character levels are lost with this
hours. The poultice allows the subject to detriment. transformation, as are the victim's
skip the required saving throw against memories and personality. He
• Nolanlor, the Devourer:
the disease for the day that the treatment forevermore behaves as a vrock. A miracle
Triggering the power of this avian
is in effect. During this period, the or wish can reverse this effect, as can a
figurine brings forth the great
subject accrues no further ability damage successful break enchantment cast against
hunger of Nolanlor. Nonmagical
from the disease. A skipped saving throw a 29th-level effect.
food and water within 30 feet of
counts as neither a success nor a failure As a full round action, Pazuzu (or the
the user permanently spoils and
for the purpose of recovery from the Claw's current owner if Pazuzu is slain)
become unfits for consumption.
disease. Furthermore, the incubation can call the Claw to his side, transporting
Potions and other magical foods
period of any disease to which the subject the artifact to his current location as if by
are not affected. So great is
is exposed during the black pulp poultice's a gate spell. Pazuzu often uses the Blinding
Nolanlor's hunger that it even
duration does not begin until the remedy Claw as a perch on which he may rest and
devours light, plunging the user
expires. look down upon the realms below.
into darkness, as per the spell.
Prerequisite: Brew Potion, delay disease The Blinding Claw can be used to cast
These effects last for 1 hour.
(Spell Compendium 63). the following spells at will, one at a time:
• Vandommezeron, the enlarged blindness heightened to a 9th-
Destroyer: Calling upon this level spell (DC 23), clairvoyance, prying
BLASPHEMOUS furry apelike figurine fills the eyes, and true seeing. Once per day, the
activator with a furious rage, as per
FIGURINES OF THE VOID the spell cast by a 5th-level wizard.
Blinding Claw can be used to cast
Price (Item Level): 14,000 gp (14th) blasphemy, meteor swarm, and reverse
Prerequisites: Craft Wondrous Item, gravity. The artifact may have other secret
Body Slot: –– charm person, darkness, rage.
Caster Level: 5th powers known only to Pazuzu.
Aura: Faint; (DC 17) enchantment,
evocation, and transmutation BLINDING CLAW, THE
Activation: Standard (command)
Weight: 2 lbs.
[MAJOR ARTIFACT]
Source: Dragon 336 (Bazaar of the Price (Item Level): Priceless
Bizarre: Curios of Corruption) Body Slot: ––
Caster Level: 29th
Four disturbingly carved jade figurines in a Aura: Unknown
black velvet bag comprise this complete set. Activation: See Text
Weight: 900 lbs.
Each of the figurines bestows a Source: Dragon 329 (Demonomicon of
different blessing upon its wielder when Iggwilv: Pazuzu – Prince of the Lower
held in hand and its name is spoken. Aerial Kingdoms)
Each blasphemous figurine of the void can be
invoked only once per day, and the user The Blinding Claw is Pazuzu's symbol of
can have the blessings of only one rulership, a mighty artifact consisting of a
figurine at a time. All four figurines must roc's talon that has been embossed with gold
be stored together in the same black and studded with rubies the size of vulture's
velvet bag or they cannot be recharged eggs. The Blinding Claw remains "fixed" in
and used the next day. space, hanging unsupported in the air in a
fashion similar to that of an immovable rod.
The Blinding Claw

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
the form of a triangular stack of skulls, each
BLOOD CLAW, THE sporting the single eye of Gruumsh.
Bloodbone
Throne of
[MINOR ARTIFACT] Whomever sits atop the Bloodbone
Uruth
Price (Item Level): Priceless
Throne of Uruth can call on its
Body Slot: –– (held)
significant magical powers. These
Caster Level: 20th
powers include the ability to enshroud
Aura: Strong; (DC 25) necromancy
the throne with the malevolent
Activation: Standard
darkness of an unholy aura once per day
Weight: 5 lbs.
and to speak as desired with the
Source: Dungeon 106 (The Black Egg) authority of a greater command. Thrice
per day, all the skulls of the Bloodbone
The blood claw is a short rod, one end of
Throne can be instructed to belch forth
which is carved to resemble the claw of a red
a cold, cloying cloud of greasy darkness
dragon.
akin to the effects of an unholy blight.
The blood claw has no functional Anyone who sits atop the Bloodbone
Throne for at least 3 consecutive rounds
properties as a weapon.
If touched to the body of a dragon that is cloaked in a dragon-shaped cocoon of
has been dead for no more than 2 bones and negative energy akin to the
minutes, the claw absorbs the creature's effects of a death dragon spell (see
soul as a soul bind spell, with the blood MAGIC OF FAERÛN) when they arise
claw itself serving as the receptacle. The from the legacy of Uruth.
almost certain she does not have the
Once per day, whomever sits atop the
soul cannot be restored to its body unless throne, for an intercepted missive from
the claw is destroyed or the wielder of the Bloodbone Throne of Uruth can unleash a
Mintiper Moonsilver to the Harpers of
claw wills the soul back into the original torrent of blood that pours forth from
Berdusk indicates his concern at its
body (which must be touched by the every aperture in every skull which then
mystifying disappearance during an
blood claw). The blood claw can hold up to pools around the base of the throne. If
ambush near the town of Nesmé. Of late,
57 Hit Dice of draconic souls at once; the blood created by the throne's
there have been some reports from the
namesake power is allowed to pour forth
excess souls are lost. southwestern reaches of the High Forest
The wielder of the blood claw can for only 1 round, the blood rises up in the
of an antlered orc king who sits atop a
release captured souls into the Black Egg form of a Small "blood elemental." If
bone throne bathed in blood, but
as it standard action, as long as the claw is allowed to pour forth for 2 rounds, the
whether or not such tales are true, let
touching the Egg. The claw feeds souls to blood can be formed into a Medium
alone refer to the Bloodbone Throne, are
the Egg in groups of 19 Hit Dice or levels; "blood elemental". Likewise, if allowed to
unknown at this time.
pour forth for 4 rounds, the blood can be
fractions of 19 or levels or Hit Dice in Prerequisites: Craft Wondrous Item,
excess of 19 are lost. formed into a Large "blood elemental." If
burning blood (SPELL COMPENDIUM), death
The blood claw has AC 9, hardness 20, given a full 8 rounds or longer to form,
dragon (MAGIC OF FAERÛN), greater
60 hit points, and a break DC of 30. the blood forms into a Huge "blood
command, planar ally, unholy aura, unholy
elemental," the largest such creature the
blight.
Bloodbone Throne can create. In all cases, a
BLOODBONE THRONE "blood" elemental is equivalent in power
to a water elemental of similar size, with BOOK OF ALL NAMES
OF URUTH one exception: a successful attack ignites Price (Item Level): 12,000 gp (13th)
Price (Item Level): 91,000 gp (20th) the victim's blood for 1 round, dealing an Body Slot: ––
Body Slot: –– additional 1d6 points of fire damage. Caster Level: 15th
Caster Level: 15th Lore: Many treasures of Uruth Ukrypt Aura: Strong; (DC 22) enchantment and
Aura: Strong; (DC 22) varied were plundered under the baneful gaze necromancy
Activation: See Text of the Kingslayer Star in the Year of the Activation: Full or Standard
Weight: 4,000 lbs. Dracorage (1018 DR), including the Weight: 3 lbs.
Source: Dragon 351 (Volo’s Guide: Lost Bloodbone Throne of Uruth. The seat of Source: Dragon 339 (Planescape: Dead
Regalia of the North: The Toppled Uruth Ukrypt’s first three kings was lost Factions)
Thrones) to Shammagar the black dragon during
his plundering of the dwarf-built citadel Appearing in innumerable different
Fashioned from the skulls and bones of the of Melairrin. More than three centuries forms, a Signer-crafted Book of All Names
fallen defenders Uthtower and Phalorm, the later, the wyrm lost the Bloodbone Throne is a largely empty tome. When the user
Bloodbone Throne of Uruth resembles a heap in turn to Asilther Graelor, a beautiful writes a creature’s name in the book (a
of shattered skeletons more than 12 feet in half-elven rogue now famous for her full-round action that requires some
diameter and 10 feet in height, magically theft of nearly his entire hoard. manner of writing implement) he may
fused into a single seat of power. The polished Asilther is thought to have sent the decide to bestow a blessing (by marking a
skulls of six princes of Phalorm are paired to royal seat of Uruth Ukrypt to Herald's check next to the name) or a curse (by
serve as steps up to the seat of the throne, itself Holdfast for archival during her hasty scratching the name out). If the user
shaped from the ribcage of a great crag cat of disposition of the dragon's hoard, but, if chooses to aid the target whose name he
the North. The back of the throne is shaped in she actually did so, it never arrived. It is writes in the book, the next time he

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
touches the target (a standard action) that planes) checks regarding elementals or
SYNERGISTIC creature gains the effects of the spell the elemental planes.
SPELLBOOKS heroism (standard duration). If the user Preparing at least five levels worth of
Several synergistic spellbooks exist, chooses to curse the creature whose spells from the book of elemental
and each is a unique minor artifact. A name he writes in the book, the next attunement grants a wizard a swim speed
synergistic spellbook functions on its time he touches or makes a touch attack equal to his base land speed. Preparing
simplest level as a mere spellbook that against the target that creature is affected more spell levels from the book grants
any wizard can prepare from. The magic as if by the spell bestow curse (DC 14 the use of spell-like abilities as previously
of a synergistic spellbook shows any negates). This curse has a permanent described.
wizard who looks through it the effect but may be removed as normal.
formulas for spells in the wizard's own Any name can only appear in a book of
handwriting and notation system. This Total Spell Levels Special Ability
allows the wizard to memorize spells all names once, and thus a creature 5-13 Swim speed
from a synergistic spellbook without targeted by an effect from the book can 14-24 Pyrotechnics (3)
the aid of read magic or the need of a only be cursed or aided once. Even if a 25-38 Fly (3)
Spellcraft check. Thus, multiple creature has multiple names it can only 39-59 Wind wall (3)
wizards can easily prepare spells from be affected by a specific book of all names 60-81 Stone shape (3)
the same synergistic spellbook. once. A creature without a name, or 82-112 Fire shield (3)
These tomes provide other, greater without a name the user knows, cannot 113-141 Wall of stone (3)
powers as well. The first wizard to be affected by this item.
prepare spells from a synergistic 142+ Control water (3)
Lore: Supposedly, the true Book of All
spellbook in each 24-hour period gains
certain special abilities based on the Names contains all of the names of every A book of elemental attunement is a
total number of spell levels prepared creature in existence. It is said that synergistic spellbook. See the Synergistic
from the artifact. These special abilities whoever possesses the book can control Spellbooks sidebar for more information
last for 24 hours or until expended. The the fate of any being. While the location on using synergistic spellbooks.
wizard prepares his spells as normal, of this mythical tome remains a mystery,
but he must state which spells he Signers have taken to creating their own
prepares from the synergistic lesser versions. BOOK OF THE ROBUST
spellbook. Synergistic spellbooks hold Prerequisites: Craft Wondrous Item,
0-level spells, but they are too weak to bestow curse, heroism. [MINOR ARTIFACT]
activate the books' magic. Thus, 0-level Price (Item Level): Priceless
spells don't count toward the wizard's Body Slot: ––
total prepared spell levels.
Each synergistic spellbook's
BOOK OF ELEMENTAL Caster Level: 18th
Aura: Strong; (DC 24) conjuration
description has a table that lists the
special abilities granted by the book for
ATTUNEMENT [MINOR Activation: See Text
a range of prepared spell levels. As long ARTIFACT] Weight: 2 lbs.
as the caster maintains the minimum Price (Item Level): Priceless Source: Dragon 325 (Silicon Sorcery:
number of prepared spell levels listed Dungeon Siege)
on the table, he gains the ability listed
Body Slot: ––
on the table for that number of total Caster Level: 21st
Aura: Overwhelming; (DC 25) (all Made of thin parchment held between plies
spell levels and any abilities granted for of elaborately engraved balsa wood, this
having fewer total spell levels. As the schools) [air, earth, fire, water]
narrow book feels fragile and light in the
wizard casts his prepared spells, the Activation: See Text
abilities available to him diminish hand.
Weight: 15 lbs.
commensurately. If the book grants a Source: Dragon 325 (Silicon Sorcery:
bonus, such bonuses follow the normal A book of the robust is a synergistic
Dungeon Siege) spellbook. See the usage section under
rules for stacking (or nonstacking)
bonus types. If the book lists a spell as a book of elemental attunement for more
special ability, the wizard may cast that This massive tome has constantly damp
information on using synergistic
spell the listed number of times as a stone covers. Its pages feel warm to the touch,
spellbooks.
spell-like ability with the caster level and if left unattended they tend to flutter as if
in a slight breeze. A book of the robust holds every
equal to that of the synergistic sorcerer/wizard spell from the school of
spellbook.
Treat the effects of these special A book of elemental attunement contains necromancy that doesn’t have the death,
abilities as if they were gained from an all sorcerer/wizard spells with the air, evil, or fear descriptors, as well as all
artifact level magic item rather than earth, fire, and water descriptors. other spells of all school from the
from a spell. Thus, dispel magic cannot Interspersed between the diagrams of sorcerer/wizard spell list with the good
remove a special ability or bonus
spells are a number of treatises on the and light descriptors.
granted by a synergistic spell-book, and Preparing at least fourteen levels worth
Mordenkainen's disjunction only has a 1% elemental planes and uses for the
elements on the Material Plane. The book of spells from the book of the robust grants
chance per caster level of ending or a wizard a number of temporary hit
removing the special ability. A wizard of elemental attunement telepathically
whispers this knowledge to its carrier at points as shown on Table 4-1 below. The
cannot add new spells to a synergistic
spellbook. all times (whether he has prepared any wizard only gains the number of
spells from it or not), granting her a +6 temporary hit points listed for the
insight bonus on all Knowledge (the number of spell levels he has prepared:
the temporary hit point total is not

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools

Table 4-1: Book of the Robust Table 4-2: Book of Warding

Total Total Spell Shield


Spell Temp Fort. Levels Bonus Special Ability
Levels HP’s Bonus Special Ability 5-13 +4 Immune to magic missiles
14-24 5 –– –– 14-24 +5 ––
25-38 10 +1 –– 25-38 +6 ––
39-59 15 +2 Cure light wounds (1) 39-59 +7 ––
60-81 20 +3 Cure moderate wounds (1) 60-81 +8 ––
82-112 25 +4 Cure serious wounds (1) 82-112 +9 Evasion
113+ 30 +5 Cure critical wounds (1) 113+ +10 Displacement (3)

cumulative. These temporary hit points A book of the warding is a synergistic


last for 24 hours or until damage removes spellbook. See the Synergistic Spellbooks BRANDING STYLUS
them. Preparing more spell levels from sidebar for more information on using Price (Item Level): 110 gp (1st)
the book grants Fortitude save bonuses synergistic spellbooks. Body Slot: ––
(also not cumulative) and spell like Caster Level: 3rd
abilities as previously described. Aura: Faint; (DC 16) evocation
A book of the robust is a synergistic BOWL OF BLOOD Activation: Standard (command)
spellbook. See the Synergistic Spellbooks Price (Item Level): 8,000 gp (11th) Weight: –– (unknown)
sidebar for more information on using Body Slot: –– (held) Source: Dungeon 147 (Seeds of Sehan
synergistic spellbooks. Caster Level: 5th Part 3 – Dread Pagoda of the Inscrutable
Aura: Faint; (DC 17) conjuration Ones)
Activation: Standard (command)
BOOK OF WARDING Weight: 2 lbs. This item looks like an oversized bronze
[MINOR ARTIFACT] Source: Dungeon 128 (The Fireplace
Level)
stylus bound in leather.
Price (Item Level): Priceless On command, the item functions as a
Body Slot: –– This small container is usually fashioned heated writing instrument used to etch
Caster Level: 19th from a massive bloodstone gem. It is about 6 ceramics. The branding tip can be used as
Aura: Strong; (DC 24) abjuration inches in diameter half that deep, and an improvised weapon doing 1d4 points
Activation: See Text relatively fragile. of fire damage on a successful hit. The
Weight: 4 lbs. item ceases functioning the round it is
Source: Dragon 325 (Silicon Sorcery: Thrice per day, upon command, the put down.
Dungeon Siege) bowl fills with blood. While in the bowl, Prerequisites: Craft Wondrous Item, heat
blood does not congeal and can be used metal
This circular book has a leather-wrapped as a material component, writing ink,
wooden back cover and a steel front cover that medical supply, stirge lure, or hurled at
make it looks like a small round shield. Thick opponents to blind them temporarily in a BRAZEN SKULL [MINOR
leather bands hold it together. fight, etc. ARTIFACT]
Most (80%) bowls of blood produce Price (Item Level): Priceless
A book of warding contains every human blood. Other produce elf, gnome,
sorcerer wizard spell of the abjuration Body Slot: ––
or dragon blood. All bowls fill 50 times
school, as well as all divination (scrying) Caster Level: 13th
then vanish.
spells from the same spell list. When a Aura: Strong; (DC 21) all schools
Prerequisites: Craft Wondrous Item,
wizard prepares spells from this book, it Activation: See text
create food and water.
creates a shimmering, translucent disk of Weight: 50 lbs.
force in front of him. This translucent Source: Dragon 341 (Demonomicon of
disk provides a shield bonus to the Iggwilv: Baphomet)
wizard's Armor Class in the same manner
as the shield spell and immunity to magic A brazen skull appears to be a bull's skull
missiles. The translucent disk is a made out of riveted plates of gold. The horns
force effect. are real but are painted with blood. The
Preparing at least five levels eye sockets contain large milky pearls, and
worth of spells from the book of instead of cow teeth the skull has red
warding grants a wizard the listed metallic fangs. The skull sits on an iron
shield bonus as shown on Table 4-2 podium covered with hooks that hold it in
below. Preparing more spell levels from place.
the book eventually grants the wizard the
evasion ability as a 2nd-level rogue and The spirits of the minotaur clerics
the ability to cast displacement as a spell- Baphomet sacrificed to create these items
like ability as previously described. still exist, although they remain dormant
Brazen Skull

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
most of the time. A brazen skull's cumbersome minor artifacts looks This diamond changes color before your
attendant spirit can be awakened by identical. eyes, drifting from red to green to blue and
anointing it with the blood of a back to red.
humanoid sacrifice. Doing so causes the
skulls eyes to glow with a ruddy light. BRIAR STAFF A character wielding a brilliant jewel
The person who anointed the skull can Price (Item Level): 139,500 gp (22nd) gains a +1 luck bonus on all saving
then beseech it for a demonic boon. Each Body Slot: –– (held) throws.
skull has a spellcasting power of a 13th- Caster Level: 12th The brilliant jewel can store magical
level cleric of Baphomet, although its Aura: Strong; (DC 21) transmutation energy to augment spells and spell-like
selection of spells is limited. In order to Activation: Standard (spell trigger) abilities cast within the radius of its light.
convince the skull to cast a spell, the user Weight: 4 lbs. You may cast any spell or spell-like
must make an Intimidate check (DC 10 + Source: Dragon 326 (Magic Shop: ability into the jewel, causing it to flare
the level of the spell requested + 2 for Nature Unleashed) with rainbow colors. It illuminates out to
each previous use that day) as a full- a 30-foot radius with bright light and 30
round action. Failure indicates the skull A briar staff is created from a feet further with shadowy light. The
grows dormant and cannot be used again single gnarled oak bough. brilliant jewel remains illuminated for a
for the remainder of the day. Success The staff bears a cluster of number of rounds equal to the spell or
indicates that the skull casts the spell for twisted twigs at its top, spell-like ability cast within it. Once
the user at the target indicated. If a spell which bud to life whenever activated, all spells and spell-like
requires costly material components or a its wielder uses one of its abilities you cast of a school
costly focus, the user must place the powers. corresponding to the spell cast into the
costly component in the skull's mouth. brilliant jewel are cast at +2 caster levels.
Material components are consumed as Unlike other staffs, a Prerequisites: Craft Wondrous Item,
the spell is cast, but a focus is not. If a briar staff can regain spent Briar Heighten Spell, limited wish.
spell requires experience points to cast, charges. This requires Staff Cost to Create: 9,750 gp (plus 5,000 gp
they are deducted from the user's total. If burying the staff 1 foot for diamond), 1,080 XP.
a spell has a range of, personal, it instead deep within a forest at least
1 square mile in size. For
targets the user of the skull.
A brazen skull typically has the every 7 days it remains BRUSH OF THE FALLEN
buried and undisturbed, the
following spells available; 6/day---create
staff regains 1 charge. The MASTER [CURSED]
water, cure light wounds; 5/day---cure Price (Item Level): 30,000 gp (16th)
moderate wounds: 2/day-cure critical briar staff allows the use of
the following spells: Body Slot: –– (held)
wounds, cure serious wounds, magic vestment, Caster Level: 15th
restoration; 1/day--antilife shell, atonement, • Entangle (1 charge)
Aura: Strong; (DC 22) transmutation; CL
blasphemy, break enchantment, commune, • Spike growth (1 charge) Activation: ––
desecrate, dispel good, divination, enlarge • Wall of thorns (3 Weight: ––
person, heal, magic circle against good, charges) Source: Dragon 336 (Bazaar of the
obscure object, resurrection, speak with dead, Lore: Druids working to rid Bizarre: Curios of Corruption)
spell immunity, stoneskin, zone of truth. their home of humanoid
Spells cast do not replenish naturally. invaders created the first briar This fine paintbrush bears an elegant
The user must partake of a vile ritual staffs. These staffs have seen darkwood handle and a golden setting holds
involving the sacrifice of a living creature extensive use against orc fine blond bristles taken from the head of a
(not necessarily an intelligent one) at raiding parties and as a result murdered elven prince.
midnight. This ritual takes an hour to have drawn the vengeful
perform, and if the skull has been used to attention of at least one orc Given suitable raw materials (such as
cast any spells within the previous hours, deity. Anyone wielding a briar paints and a canvas), the brush of the
the ritual fails. Otherwise, it staff should expect trouble fallen master allows its user to create
automatically restores all previously cast from orcs in his future. beautiful masterpieces, bestowing a +20
spells. Prerequisites: Craft Staff, competence bonus on the user's Craft
Lore: Baphomet doesn't generally pay entangle, spike growth, wall of (painting) skill checks. However, every
close attention to the actions of his thorns. time the brush is used to create a
cultists on the Material Plane, but this is painting, it bestows one negative level
not to say that he's not interested in their
goals and development. He simply BRILLIANT JEWEL upon the user. Negative levels acquired
in this way remain as long as the painter
counts his war with Yeenoghu as more Price (Item Level): 24,500 gp (15th) keeps the brush and disappear when the
important. When he first discovered that Body Slot: –– brush of the fallen master is permanently
many rural communities were turning to Caster Level: 6th discarded. These negative levels never
his worship, he created thirteen brass Aura: Strong; (DC 23) universal result in actual level loss, but they cannot
busts of his bestial visage, fitting each Activation: See Text be overcome in any way (including
with the severed horns of his thirteen Weight: 1 lb. restoration spells) while the brush of the
greatest (at the time) minotaur priests. Source: Dragon 356 (Savage Tidings: fallen master is owned. Unfortunately for
Named the brazen skulls, each of these Into the Abyss) anyone who seeks to rid himself of a
brush of the fallen master, it cannot be

85
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
discarded unless its owner makes a Will Activation: Standard (command) Reflex save for half damage). Once the
save (DC 20 + the number of paintings Weight: 25 lbs. caltrops in a square explode none remain
created using the brush). This save Source: Dragon 342 (Bazaar of the in that square and it is safe to walk
cannot be attempted more than once per Bizarre: Healer’s Touch) through normally. Once activated, the
day. caltrops remain for 2 hours before
Once a painter uses the brush of the A 1-foot-diameter turning to dust.
fallen master he feels a desire to smooth rock. Prerequisites: Craft Wondrous Item,
continue creating more paintings. fireball
Once per week, if the brush's owner When a user
has not begun painting a new piece touches the stone
he must make a Will save (DC 20 + and utters the CALTROPS OF THE
number of weeks since last painting command word, the
calming stone emits a
GENERAL
with the brush) or be compelled to Price (Item Level): 4,000 gp (8th)
start a new painting and here fore Calming Stone light, melodic tune that
Body Slot: ––
gain another negative level. creates the effect of a
Caster Level: 10th
Lore: Originally created by Xerith calm emotions spell for up to 10 minutes.
Aura: Moderate; (DC 20) evocation
Blasitil, a powerful demonologist who Repeating the command word ends the
Activation: Standard (command)
envied the skills of talented artists, the effect. A calming stone can be used up to
Weight: ––
brush of the fallen master has not seen use three times per day.
Source: Dragon 334 (Bazaar of the
for centuries. Xerith sold his soul to Lore: Pain, fear, insanity, and shock
Bizarre: Arsenal of the War Mages)
create the brush of the fallen master, and his can cause a normally complacent and
desire to wield it eventually claimed his rational person to pose a danger to
Similar to the caltrops of the captain,
life. himself and others when brought into a
caltrops of the general cover a larger area
Prerequisites: Craft Wondrous Item, hospital or healing tent. Healers and
and deal more damage. When placed on
enervation. clerics find it difficult to administer
the ground and its command word is
treatment to a flailing patient, and
spoken, one of these lead caltrops
helpful orderlies aren't always nearby to
BURNING ORB OF ETIOL hold one down. Thus came calming stones. multiplies to cover a 30-foot radius. These
magic caltrops act like normal caltrops
THE ABANDONED Since their introduction, calming stones
have also become popular as decor in
for the purpose of how creatures interact
with them (see page 126 of the PLAYER'S
[MAJOR ARTIFACT] chambers set aside for diplomacy and
HANDBOOK), but rather than dealing 1
Price (Item Level): Priceless political discourse.
point of damage and reducing a creature's
Body Slot: –– (held) Prerequisites: Craft Wondrous Item,
speed when stepped on, a square of
Caster Level: Unknown calm emotions, ghost sound.
caltrops of the general explodes to deal 4d6
Aura: Unknown points of fire damage to all creatures
Activation: –– and Standard (command)
Weight: Unknown
CALTROPS OF THE within the square of the exploding
caltrop (DC 14 Reflex save for half
Source: Dragon 359 (1d20 Villains – CAPTAIN damage). Once the caltrops in a square
D&D’s Most Wanted; Preferably Dead) Price (Item Level): 1,000 gp (4th) explode none remain in that square and it
Body Slot: –– is safe to walk through normally. Once
A chalk-white sphere that radiates a sense Caster Level: 5th activated, the caltrops remain for 2 hours
of loss and rage. A halo of bleached flame and Aura: Faint; (DC 17) evocation before turning to dust.
low, incomprehensible din of whispers Activation: Standard (command) Prerequisites: Craft Wondrous Item,
surround its holder Weight: –– fireball
Source: Dragon 334 (Bazaar of the
The Burning Orb of Etiol the Abandoned Bizarre: Arsenal of the War Mages)
provides a continual flame shield, mind CALTROPS OF THE
blank and planar attunement. In addition,
you can cast the following spell-like
When placed on the ground and its SCOUT
command word is spoken, one of these Price (Item Level): 2,000 gp (6th)
abilities with it: 2/day–gate, wail of the glass caltrops multiplies to cover a 20-
banshee Body Slot: ––
foot radius. These magic caltrops act like Caster Level: 9th
Lore: Zariel gifted this chalk-white normal caltrops for the purpose of how
sphere to Ephelomon’s successor, Etiol. Aura: Moderate; (DC 19) transmutation
creatures interact with
Legends claim it was carved from Vorel’s Activation: Standard (command)
them (see page 126 of
astral god-corpse, or that Gith possessed Weight: ––
the PLAYER’S
it when she entered Baator. Source: Dragon
HANDBOOK), but
334 (Bazaar of the
rather than dealing 1
Bizarre: Arsenal of
CALMING STONE point of damage and
the War Mages)
Price (Item Level): 10,800 gp (13th) reducing a creature's speed when
Body Slot: –– (held) stepped on, a square of caltrops of the
When placed
Caster Level: 3rd captain explodes to deal 2d6 points of
on the ground
Aura: Faint; (DC 16) enchantment fire damage to all creatures within the
and its command
square of the exploding caltrop (DC 14

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
word is spoken, one of these cold iron reused, due to the magic of the candle, Activation: Full
caltrops multiplies to cover a 10-foot lighting the wick cannot result in an Weight: 2 lbs. each
radius. These magic caltrops act like explosion, even if the candle is ignited Source: Dragon 325 (Magic Shop:
normal caltrops for the purpose of how within a flammable gas. Artifacts of the Pharaohs)
creatures interact with them (see page Prerequisites: Craft Wondrous Item, gust
126 of the PLAYER'S HANDBOOK) and of wind. The lids of the four jars appear as protectors
how they reduce the movement of Cost to Create: 750 gp, 60 XP, 2 days. of each organ: a baboon for the lungs, a jackal
creatures affected by them. Caltrops of the for the stomach, a human for the liver, and a
scout act as +1 cold iron weapons, however, falcon for the intestines.
giving them a +1 attack bonus and CANOLA'S
allowing them to overcome damage HARP [MAJOR Specially instructed clerics
perform an embalming ceremony
reduction. In addition, they deal 1d3+1
points of damage (instead of 1 point of ARTIFACT] when a guardian of Osiris or cleric
damage). Once activated, the caltrops Price (Item Level): of Anubis dies. The ceremony
remain for 2 hours (even after they affect Priceless involves the removal of the cleric's
a creature) before turning to dust. Body Slot: –– (held) vital organs and preserving them in a
Prerequisites: Craft Magic Arms and Caster Level: 17th set of four urns called canopic jars of the
Armor Aura: Strong; (DC 23) guardians. When placed together and
enchantment the sacred words are spoken by a cleric
of good alignment, an act that requires
CANDLE OF SWEET Activation: Standard
(manipulation) a full-round action that provokes an
BREEZES Weight: 3 lbs. attack of opportunity, the four jars
cause a guardian of Osiris to rise-up.
Price (Item Level): 1,500 gp (5th) Source: Dragon 329 (Bazaar of
the Bizarre: The Stuff of Legends) Treat the newly raised guardian as a
Body Slot: –– (held)
mummy (see the MONSTER
Caster Level: 3rd
Canola's harp is a masterwork Irish harp MANUAL) created as if by create
Aura: Faint; (DC 16) evocation
carved from deeply textured bleached wood to undead, except that it is of lawful
Activation: Standard
look as though it were made from bones. good alignment and lacks the
Weight: ½ lb. despair ability. The mummy
Source: Dragon 347 (Bazaar of the follows the commands of the
Bizarre: A Mastery of Elements) These harps are prized for their
particularly rich tones, and characters cleric that raised it and
with 5 ranks in Perform (string exists for 3 hours or
White swirls decorate a slim blue candle until destroyed. The
held within a relatively plain silver instruments) can use Canola's harp to cast
deep slumber once per day. Any bard using jars can be used once
candleholder.
Canola's harp gains a +1 insight bonus per day.
when making a countersong or fascinate Prerequisites: Craft
The candle of sweet breezes fills the area
bardic music check. This bonus stacks Wondrous Item, create
around you with clean, breathable air.
with that gained from a masterwork undead.
When lit, a candle of sweet breezes creates
a faint gust that forms a bubble of pure musical instrument.
air in a radius of 60 feet that eliminates Lore: According to Celtic myth, the
heroine Canola had a particularly heated
CAPTAIN'S
scents as well as airborne diseases and
poisons. argument with a love, and so she left his STANDARD
Other air is displaced by the bed to wander in the open air one Price (Item Level): 7,600
bubble. The air within this particularly dark night. Walking on the gp (11th) Captain’s
bubble is safe to breathe 1 round beach she heard beautiful music, and was Body Slot: –– (held) Standard
after lighting the candle, soon lulled to sleep. Awakening to the Caster Level: 6th
regardless of any vapors or morning sun, Canola discovered the Aura: Moderate; (DC 18) enchantment
previous lack of air. The breeze music she had followed in the dark had Activation: Standard (command)
created by the candle is very been made by the wind, blowing through Weight: 1 lb.
slight and does not disturb rotted sinews clinging to the skeleton of Source: Dragon 334 (Bazaar of the
anything heavier than dust. a whale. Inspired by the sight and the Bizarre: Arsenal of the War Mages)
Characters gain a +2 bonus on music that had put her to sleep, she built
saving throws made to resist the first harp. These simple banners typically hang
breath weapons that enter the from the shafts of longspears. When
area of the candle. The candle CANOPIC JARS OF THE raised in combat and the command
burns for 1 hour, after which word spoken, a captain's standard radiates
time its magic fades and any GUARDIANS an aura of courage that grants allied
previous Price (Item Level): 18,000 gp (for all creatures within a 30-foot radius a +2
environmental four jars) (14th) morale bonus on attack and weapon
effects reestablish Body Slot: –– damage rolls and a +4 morale bonus on
themselves Caster Level: 15th saving throws made to resist fear effects.
normally. Once lit, Aura: Strong; (DC 22) necromancy If the standard bearer uses the weapon
the candle cannot be the captain's standard is attached to in

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
melee the effect is broken. The standard each. The Carcosa Codex also activated, the carnivorous
bearer can fight with a weapon in his contains instructions for the tome rests among other
other hand, incurring the standard creation of a magic item books and alters its
penalties for fighting with two weapons. called a pallid mask. If the appearance to fit in with
A captain's standard can be used once reader meets the minimum nearby tomes. If a
per day. Its effect lasts for 1 minute or caster level required to creature touches the
until it is lowered. create the pallid mask, the carnivorous tome without
Prerequisites: Craft Wondrous Item, Carcosa Codex effectively first speaking the command
divine favor, remove fear. grants the reader the word, the tome immediately
Craft Wondrous Item animates, its mouth
feat and the prerequisite suddenly taking on a dark
CARCOSA CODEX, THE spells needed to create a sheen that glows a pale sea-
[MINOR ARTIFACT] pallid mask the creator green and rasping as if taking
Price (Item Level): Priceless need only expend the a dead breath with ancient,
Carnivorous Tome
Body Slot: –– time, money, and XP to dust-filled lungs. The
Caster Level: 20th create it. creature touching the tome risks
Aura: Strong; (DC 25) enchantment The Carcosa Codex was in fact written becoming trapped within its pages,
[chaos, evil] by the King in Yellow himself. Any sucked in by the drawing breath of the
character who reads the entirety of the cover's mouth. The creature must
Activation: See text
Carcosa Codex takes 1d4 points of Wisdom succeed at a DC 23 Will save or be
Weight: 3 lbs.
damage upon comprehending the imprisoned within the book, his
Source: Dungeon 134 (And Madness
complex work. Thereafter, he must make description immediately appearing on
Followed)
a DC 15 Fortitude save each day to avoid one of the blank pages. Once all the
taking another 1d4 points of Wisdom pages are filled, the book no longer
This thick, ancient tome is written in
damage. A character reduced to 0 animates when touched and acts as a
an archaic form of Common that sees
Wisdom in this manner becomes a pawn simple book of descriptions.
little use today. In order to understand
of the King in Yellow (at this point the If a page is burned or otherwise
the codex, the reader must make a DC 30
victim's Wisdom no longer suffers destroyed the creature described on that
Decipher Script check. There are
damage and can eventually heal back to page is lost and can only be returned to
extensive notes (in Auran) in the margins
normal). life by a miracle or wish spell. Destroying
of the book, so a character who can read
This condition is a curse, and as such it the entire book affects all the creatures
Auran need only make a DC 25 Decipher
can be removed by break enchantment or trapped within. Speaking the command
Script to understand the codex's
remove curse. Once the condition is word and reading a description frees the
contents. Comprehending the hook
removed, the character loses the spell- creature from its imprisonment.
requires 48 hours of study over a
like abilities and inherent bonuses Prerequisites: Craft Wondrous Item, trap
minimum of six days,
granted by the book and must study the the soul.
Much of the Carcosa Codex is near
codex again to regain them. A character
senseless philosophical rantings about
who becomes the thrall of the King in
the nature of dreams and art, but buried
Yellow is likely lost forever, only the CAVALRYMAN’S BRIDLE
in the text are some truly frightening Price (Item Level): 10,000 gp (12th)
most powerful magic (miracle or wish) can
secrets. The anonymous writer claims Body Slot: ––
save such a damned soul.
knowledge of an ancient city called Caster Level: 11th
Carcosa that exists on a distant world in Aura: Moderate; (DC 20) transmutation
another dimension. Carcosa is a place of CARNIVOROUS TOME Activation: ––
tall buildings and haunting sounds, said Price (Item Level): 150,000 gp (23rd) Weight: 2 lbs.
to be ruled by a mysterious figure Body Slot: –– Source: Dragon 334 (Bazaar of the
mentioned at times in the work as the Caster Level: 17th Bizarre: Arsenal of the War Mages)
King in Yellow and at other times as an Aura: Strong; (DC 23) abjuration
entity called Hastur. In places, the writer Activation: –– or Standard (command) These beautiful, finely tooled bridles
seems confused as to whether the city Weight: 5 lbs. were specially designed for warriors
itself is named Carcosa or Hastur. Source: Dragon 336 (Bazaar of the serving in woodland realms. A
Perhaps the most disturbing facet of Bizarre: Curios of Corruption) cavalryman’s bridle allows the mount to
the book is its contention that Carcosa is move through any sort of undergrowth
in fact a strange form of "parasitic city" The front cover of this large dusty tome (such as natural thorns, briars, overgrown
that can infiltrate reality through the bares a poorly tanned and stretched areas, and similar
dreams of artists, infecting the Material humanoid face, with jagged teeth protruding terrains) at its normal
Plane and then drawing the infected from the mouth, nostrils, and eyes. Only half speed, without taking
portions into itself to grow. of the rotted pages bear any writing, and each damage or suffering
Once a character reads and of those offers the detailed physical description any other
comprehends the Carcosa Codex, he gains of an individual inscribed in Infernal. impairment.
a +2 inherent bonus on Knowledge Magically
(arcane) and Perform checks. He also This disgusting tome makes an manipulated thorns,
gains the ability to use dream and insidious trap for book thieves. When briars, and
nightmare as spell-like abilities once a day

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
overgrown areas still affect it. In Weight: 3 lbs. accompaniment provides a +2
addition, the mount leaves no trail in Source: Dragon 342 (Ecology: Ecology circumstance bonus on Perform checks
natural surroundings and cannot be of the Adventurer) with the flute.
tracked. Its rider may choose for the Additionally, as a standard action, the
mount to leave a trail if so desired. The When placed against a door, this player of the flute can attempt to cause it
mount must be wearing light or no magical chair prevents the door from to cast illusion spells. The instrument's
barding to gain these benefits. opening if the door is closed, or closing if player must make a Perform check to
Prerequisites: Craft Wondrous Item, the door is open. The chair can only be make the flute cast the spell. DC 10 for a
freedom of movement, pass without trace. removed by the person who placed the silent image, DC 15 for a minor image, and
chair against the door, or by an interior DC 20 for a major image. The Perform
decorator. check to make the flute create an illusion
CAVALRYMAN’S SADDLE Prerequisites: Craft Wondrous Item, wall does not benefit from the +2
Price (Item Level): 8,500 gp (12th) of force. circumstance bonus to Perform checks.
Body Slot: –– Prerequisites: Craft Wondrous Item,
Caster Level: 10th major image, minor image, silent image.
Aura: Moderate; (DC 20) transmutation CHIME OF SECRECY
Activation: –– Price (Item Level): 12,600 gp (13th)
Weight: 30 lbs. Body Slot: –– (held) CLAIRAUDIENCE BEETLE
Source: Dragon 334 (Bazaar of the Caster Level: 7th Price (Item Level): 7,500 gp (11th)
Bizarre: Arsenal of the War Mages) Aura: Moderate; (DC 18) divination and Body Slot: ––
illusion Caster Level: 11th
Horsemen in the field covet these Activation: Standard Aura: Moderate; (DC 20) transmutation
magnificent items. A cavalryman’s saddle Weight: Unknown Activation: Standard (command)
increases a mount’s base land speed by 10 Source: Dragon 316 (Cloak & Dagger: Weight: ––
feet, grants it a +5 competence bonus on Gear, Gadgets, and Gizmos for Your Source: Dragon 341 (Bazaar of the
Jump checks, and grants it the benefits of Game) Bizarre: Animated Antiquities)
the feats Endurance and Run.
Prerequisites: Craft Wondrous Item, When struck, this plain metal chime A clairaudience beetle has a size similar to
jump, longstrider. not only produces no sound, but it also many natural beetles. Its carapace is mottled,
dampens other noise within the area. except that on close inspection the patterns
Once per day, the user can strike the reveal themselves as runic markings. If
CAVALRYMAN'S SPURS chime to produce a zone of silence. In turned upside down, small clockwork legs
Price (Item Level): 7,000 gp (11th) addition, while this effect is active, the stick out, providing locomotion.
Body Slot: –– user becomes aware of any scrying
Caster Level: 10th attempt as if affected by the detect scrying Shy of any
Aura: Moderate; (DC 20) transmutation spell moving
Activation: –– Prerequisites: Craft Wondrous item, thing
Weight: –– detect scrying, silence. larger than
Source: Dragon 334 (Bazaar of the itself, a
Bizarre: Arsenal of the War Mages) clairaudience
CHROMATIC FLUTE beetle behaves
These intricately crafted spurs, of the Price (Item Level): 46,500 gp (17th) like a skittish beetle.
type gifted to cavalry officers as a mark of Body Slot: –– (held) When discovered, it attempts to
status, attach to any boot and are small Caster Level: 7th hide and retreats into especially small
enough that they do not impede the Aura: Moderate; (DC 18) illusion places just large enough for itself. The
wearer's ability to walk or run. Activation: Standard owner of a clairaudience beetle has limited
These spurs grant the wearer a +5 Weight: 1 lb. control over its actions: the beetle comes
bonus on Ride and Handle Animal Source: Dragon 317 (Mages High Notes: when called, follows a designated target,
checks. In addition, a rider wearing 9 Magical Instruments) and halts on command. With a command
cavalryman's spurs has a 95% chance of word the beetle records sound for 1 hour,
staying in the saddle if knocked These masterwork flutes are usually crafted beginning when the command to record
unconscious, regardless of the type of from a precious metal, such as gold or is given. At any time after its owner gives
saddle he uses (but not if he is riding platinum, and inscribed with arcane runes. the command to record he can call the
without a saddle). beetle to himself (which ends the
Prerequisites: Craft Wondrous Item, To some people, music isn't enough recording process). By speaking another
calm animals. they need something to look at or a command word and holding the back of
performance won't hold their attention. the beetle to his ear, the owner can listen
To reach these people, a bard can hire a
CHAIR OF PROPPING troupe of dancers, or she can find a
to everything the beetle recorded. A third
command word erases the beetle's
Price (Item Level): 100,000 gp (20th) chromatic flute. memory and allows it to record new
Body Slot: –– When played, illusory abstract images sounds. The beetle must be able to hear
Caster Level: 10th from behind the bard, flowing from its owner to obey his commands.
Aura: Moderate; (DC 20) evocation shape to shape and changing color in
Activation: –– response to a performance. The visual

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
The clairaudience beetle uses the stats for the desired object is larger than Tiny. arrival, the clockwork messenger repeats the
a Fine animated object (see below), Interruptions in this process leave the message in its activator's voice.
except that it also has a fly speed of 10 clay at the point it was left; with use of Once per day, a clockwork messenger may
feet with average maneuverability. the command word, the process can be use freedom of movement (caster level 7th).
Lore: Originally created by a continued or the user can choose to It does so to escape capture or
treacherous elf sorcerer to spy on a group begin the process anew. impediments. The clockwork messenger
of nearby druids, clairaudience beetles When the sculpting is finished, the clay cannot attack. It has a +5 natural armor
have only recently become common of sculpting turns into a solid stone version bonus, hardness 10, and 1 hit point.
among spies, rogues, and other of the object created. It remains in this Prerequisites: Craft Wondrous Item,
underworld types. Useful in almost all form until a second command word is animate object, find the path, freedom of
environments, these innocuous items spoken or until the formed object is movement, message.
owe some of their popularity to their broken or destroyed, whereupon it
ability to blend in and be ignored. reverts to a fist-sized lump of clay.
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item, CLOUD GIANT HARP
animate object. stone shape, transmute mud to rock. Price (Item Level): 4,860 gp (9th)
Body Slot: –– (held)
Clairaudience Beetle Caster Level: 5th
Animated Object, Fine CR 1/10
CLOCKWORK Aura: Faint; (DC 17) enchantment
Activation: Standard
Always neutral Fine construct MESSENGER Weight: ––
Init +4; Senses Darkvision 60 ft. Price (Item Level): 4,500 gp (9th)
AC 23, touch 22, flat-footed 19 Source: Dragon 345 Bazaar of the
Body Slot: –– Bizarre: For and Against The Giants)
(+8 size, +4 Dex, +1 natural) Caster Level: 11th
HP 1 (¼ d10 HD) Aura: Moderate divination and A cloud giant harp is wrought of fine
Fort +0, Ref +4, Will +1 transmutation golden wood, inset with brilliant jewels, and
Speed 10 feet (2 squares) Activation: Standard (command) etched with intricate designs. The column of
Melee Slam +3 melee (1d2-5) Weight: Unknown the harp is crafted to resemble the face of a
Space ½ ft.; Reach 0 ft. Source: Dragon 316 (Cloak & Dagger: regal cloud giantess face. The harp stands
Base Atk +0; Grp -21 Gear, Gadgets, and Gizmos for Your about 4 feet tall and makes for a wonderful
Abilities Str 1, Dex 18, Con –, Int –, Game) handheld instrument for giants. Smaller folk
Wis 12, Cha 1 are typically surprised that, despite its thick
SQ Construct traits A clockwork device resembling a full-sized wood construction, the harp is as light as a
raven. feather. The harp emits beautiful angelic
See page 13 of the MONSTER music when played, and in the case of sentient
The messenger has a small, concealed versions, the giant effigy even sings in glorious
MANUAL for more information on
hollow within its body that can harmony along with the plucked strings.
animated objects. Fine animated objects
accommodate a Fine object, such as a
are too small to have any of the special
folded map or vial. According to legend, You can play a soothing melody on this
attacks of larger animated objects. A Fine
spies of an ancient gnome culture that harp that puts creatures to sleep. The
animated object might be an ink pen,
relied on intricate machines to harp is of particular use against giants.
vial, coin, key, or similar item.
befuddle enemies created When you succeed at a DC 15
the first clockwork Perform (string
CLAY OF SCULPTING messengers. instruments) check, you
Price (Item Level): 20,000 gp (15th) On command, the play a soothing melody
Body Slot: –– (held) clockwork messenger that puts up to 10 HD of
Caster Level: 9th animates, becoming a humanoids within 30
Aura: Moderate; (DC 19) transmutation construct with the same feet of you to sleep (as
Activation: 1 Full (command) per size ability scores as a raven per deep slumber) unless
(see text) (see MONSTER they succeed at DC 14
Weight: 1 lb MANUAL, page 278), Will saves. You can affect
Source: Dragon 314 (Dust to Dust: except that it has no up to 20 HD of giants with
Magic of the Earthborn) Constitution score. In this this harp, but you must
configuration, the clockwork succeed at a DC 20 Perform
A fist-sized lump of gray clay. messenger can memorize a (string instruments) check to
spoken message that takes do so. If you fail to make a DC
Upon command, this clay can be up to 1 hour to recite. Once 20 check but succeed at a DC 15
stretched and molded into an object of the message is complete, check, you may still affect up to
any size up to Medium. The clay follows the user names the location 10 HD of creatures. This check
the vision of the user, helping the user of the intended recipient. can be made once per day,
mold itself into a perfect likeness of the The clockwork messenger then whether or not it succeeds.
object the user desires to create. The takes wing and flies non-stop Lore: Sentient versions of cloud
sculpting of the object takes 1 full round until it reaches the named giant harps exist that are said to be
plus 1 full round per each size category destination, taking the most elegant speakers and singers.
direct route possible. Upon Cloud Giant Harp Extremely fond of their original

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
cloud giant creators, these harps consider Caster Level: 3rd attack of opportunity. When attached to
giants the greatest of all beings and Aura: Faint; (DC 16) necromancy any animal, the short chain leash
superior to those of lesser stature. These Activation: Standard detaches. The animal gains a Will save
harps still obey most of their masters' Weight: 1 lb. (DC 14) to resist, with a successful save
commands but only after voicing their Source: Dungeon 100 (The Lich-Queen’s render ing the collar useless. The collar
displeasure and embarrassment at being Beloved) can resize to ft around the neck of any
"used by such an inferior creature." animal.
Prerequisites: Craft Wondrous Item, This heavy black candle burns with a cold Once the collar is successfully put on
deep slumber. blue flame that cannot be snuffed or doused an animal, it gives the person who carries
without destroying the item. the miniature iron leash total control
over the animal as if he had successfully
CODEX OF DEAD NAMES Once the candle is lit, any living cast dominate animal on the creature. The
[MINOR ARTIFACT] creature that touches the candle or its
flame takes 1d6 points of negative energy
mental link between you and the animal
Price (Item Level): Priceless is only active as long as you hold the
Body Slot: –– (held) damage plus 1 point of temporary matching leash in a hand. If the collar is
Strength damage. A successful Fortitude removed or the leash is ever more than
Caster Level: 18th
save (DC 12) negates the Strength ten feet from you, the effect ends
Aura: Strong; (DC 24) conjuration
damage. An undead creature that touches immediately. If the animal is ordered to
[chaos, evil]
a lit coldfire candle takes no damage but do something obuiously self-destructive
Activation: See text
must succeed at a Will save (DC 12) or it receives an immediate Will save (DC
Weight: 8 lbs.
flee as if 14) to break the enchantment.
Source: Dungeon 124 (Chambers of
Additionally, the animal gains a new
Antiquities)
Will save each day (DC 14) to
overcome the power of the
The following spells are
collar.
recorded in the Codex of Dead
Prerequisites: Craft Won drous
Names: alert bebilith*, banishment,
Item, dominate animal.
binding, call dretch horde*, dismissal,
gate, greater planar binding, planar
binding, plane shift, and trap the soul. CONTAINMENT
Spells marked with an asterisk are
from the BOOK OF VILE DARKNESS. A CLOTH
wizard can learn these spells in the same Price (Item Level): 40,000 gp (17th)
way she can learn spells from another Body Slot: ––
wizard's spellbook. In addition, a Caster Level: 7th
character who spends 8 hours studying Aura: Moderate; (DC 18) abjuration
one of these spells and makesa successful Containment Activation: Standard (manipulation)
Spellcraft check (DC = 10 plus the level Cloth Weight: 1 lb.
of the spell) gains the ability to use that panicked for
Source: Dragon 350 (Bazaar of the
spell twice per day as a spell-like ability 1d4+1 rounds. A coldfire candle burns for
Bizarre: Wizard’s Workshop)
for as long as she retains possession of 24 hours, or twenty times as long on the
this copy of the Codex. A character can Astral Plane.
When unfolded, this circle of thick tan cloth
Prerequisites: Craft Wondrous Item, chill
gain only one of these spell-like abilites, has a diameter of 5 feet. While one side is
but may switch spells by following the touch. blank, the other is a mish-mash of runes and
proceedure outlined above. If anyone arcane symbols sewn in crimson, blue, black,
else claims ownership of the Codex (this COLLAR OF ANIMAL and sparkling golden thread. Around the edge,
includes anyone who uses the Codex to thick lines enclose further densely-packed
learn a spell or spell-like ability), this CONTROL pictograms depicting tiny stick figures
spell-like ability is lost. Price (Item Level): 3000 gp (7th) summoning crude animalistic shapes
Lore: Written by Elluvia Maure, this Body Slot: –– and (held; see text)
dense tome contains cramped but Caster Level: 5th When laid flat on a roughly horizontal
graceful handwritten pages that comprise Aura: Faint; (DC 17) enchantment surface, the containment cloth becomes a
a lengthy treatise on the history, physical Activation: –– portable summoning circle. Once
descriptions, and cause of death of five Weight: –– engaged, the circle remains flat and
hundred unique demons. Many of these Source: Dungeon 103 (Forest of Blood) active until deliberately peeled off the
demons had, in some way, crossed surface and refolded. At its tightest, the
Elluvia’s patron Malcanthet–those who A collar of animal control consists of a thick cloth can be folded into a cube 6 inches
weren't slain by Elluvia were most often leather collar covered with markings and to a side.
slain by Malcanthet herself. runes sacred to Malar. Each collar bears a Any monster summoned into the
short iron chain leash. center of the containment cloth is
immediately subjected to a dimensional
COLDFIRE CANDLE Attaching a collar of animal control to an anchor spell, while four permanent magic
Price (Item Level): 150 gp (1st) animal requires a full round action and a circle (against chaos, evil, good, and law)
Body Slot: –– (held) successful touch attack, and provokes an spells focused inward bind any creature

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
with the chaos, evil, good, or law Once per day, the wielder may quicken make audible crystalline clicks when
descriptor to the center of the circle until a fireball spell with no effect on the spell’s shuffled together while their faces bear
such time as the user releases it or the level. all the traditional images of the deck of
field is successfully targeted with a dispel Prerequisites: Craft Wondrous Item, many things. However, anyone using
magic spell (causing one area of the cloth Maximize Spell, fireball. these cards to read the future discovers
to peel up; laying it back down that the cards have the ability to alter
reactivates it). their appearance when dealt. The first
Prerequisites: Craft Wondrous Item, DARVAX'S STAFF three cards laid face up before the dealer
dimensional anchor, magic circle (against Price (Item Level): Priceless offer three different visual clues. Each of
chaos, evil, good, law). Body Slot: –– (held) these clues depicts a prominent nearby
Cost to Create: 20,000 gp, 1,600 XP, 40 Caster Level: Unknown landmark such as a mountain, island, or
days. Aura: Unknown castle. Should the person who dealt these
Activation: Standard (spell-trigger) cards burn or otherwise destroy the
Weight: Unknown appropriate card at each landmark, an
CORPOREAL LODESTONE Source: Dragon 338 (Core Beliefs: extra-dimensional gate opens at the exact
Price (Item Level): 39,000 gp (17th) Boccob) center point between the three. This gate
Body Slot: –– remains open for 24 hours once it
Caster Level: 15th Easily recognized by the adamantine appears, gradually fading away in the last
Aura: Strong; (DC 22) abjuration symbol of Boccob on its top end, the staff is hour (at which point the three destroyed
Activation: –– made of a black dragon's carved thighbone. cards reappear in the deck). The gate
Weight: 1 lb. leads to the long forgotten meeting hall
Source: Dragon 342 Age of Worms: In addition to the normal staff of power of a powerful league of arcane
Wormfood – Surviving the Age of abilities of the staff, it can also create a spellcasters. All other methods of entry
Worms Adventure Path – Forgotten disk of concordant opposition for 2 charges have been lost through the ages. Once
Magic) and automatically absorbs all magic missile the three landmarks have been set they
spells directed at the wielder. always appear in the same order to the
This powerful ward resembles nothing Lore: This staff of power was wielded dealer. Only the successful opening, and
more than an unremarkable 1-inch-diameter by a mighty Oeridian wizard during the subsequent closing, of the gate allows the
sphere of polished steel. height of the Great Kingdom of Aerdy. entrance to shift to a new location.
Darvax was an accomplished wizard with Prerequisites: Craft Wondrous Item,
The lodestone's power is a great several personalized teleportation spells, Mordenkainen's magnificent mansion.
blessing to those who battle incorporeal and with the staff he flitted about the
undead and creatures who can travel Great Kingdom unearthing troves of
ethereally. The lodestone strengthens the ancient lore and carefully spinning lies DEMONOMICON OF
boundary between the Ethereal Plane and spells to maintain the balance. He
and the Material Plane, preventing any left on a planar quest in his fortieth year IGGWILV [MINOR
incorporeal undead from manifesting and was never heard from again,
although rumors of his staff surface every
ARTIFACT]
within a 20-foot radius. It also prevents Price (Item Level): Priceless
any travel to and from the Ethereal Plane few decades in strange documents found
Body Slot: ––
within that radius, negating the effects of in other realms.
Caster Level: 18th
spells such as blink, ethereal jaunt, and It is possible that the item has lost all
Aura: Strong; (DC 24) conjuration
etherealness. Because the lodestone is so of its charges and is just a magical
Activation: ––
tightly bound to the Material Plane, it quarterstaff now, but given Darvax's skill
Weight: 3 lbs.
may not be taken to another plane. Any it is likely he allowed for some way to
Source: Dragon 336 (Spellcraft: The
time its possessor is transported across recharge it, especially given that he
Demonomicon of Iggwilv) and Dungeon
planes, the lodestone remains behind. wielded it for years and wasn't shy about
148 (Savage Tide – Wells of Darkness)
Prerequisites: Craft Wondrous Item, using it.
dimensional lock.
This thick tome is bound in brass with a
DECK OF PORTALS cover of deep purple leather. A clasp shaped
CRIMSON Price (Item Level): 183,000 gp (25th) like a three-fingered demonic hand holds the
Body Slot: –– (held) cover tightly shut.
DRAGONSHARD Caster Level: 13th
Price (Item Level): 10,000 gp (12th) Aura: Strong; (DC 21) conjuration Scribed by the mother of tyrants,
Body Slot: –– Activation: Standard (manipulation) present during some of the darkest acts
Caster Level: 11th Weight: 1 lb. in history, and detailing some of the most
Aura: Moderate; (DC 20) evocation Source: Dungeon 123 (Campaign powerful evil beings in existence, few
Activation: –– Workshop: The Dungeon – Treasure creations bear such a dark heritage as the
Weight: –– Trails) Demonomicon of lggwilv. Each of the six
Source: Dungeon 125 (Pit of the Fire copies of this fell tome is a lesser artifact,
Lord) Feared by many as the dreaded deck of and while their contents differ, the
many things, these cards posses a powers they possess are the same.
different, yet still formidable magical The bearer of a copy of the
ability. Slightly chill to the touch, they Demonomicon casts all spells with the evil

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
descriptor as if he were +5 caster levels most valuable when combined with the Source: Dungeon 109 (Devil Box)
higher. Also, the owner gains a +5 bonus spells within the Demonomicon. These
on Charisma checks made as part of a unique spells, created by Iggwilv, are This coffin-shaped box measures nearly
planar binding or similar conjuration spell dolor, ensnarement, exaction, torment, three feet in length. Expertly crafted of rare
if the spell's target is a demon, and a +3 minimus containment, imbrue, and implore; wood, the lid is gilt with lead and fastens
bonus if the target is any other type of full details on these spells (and additional whith a black iron clasp. Engraved on the side
evil outsider. information about Iggwilv and this is a short Draconic rhyme:
In addition, the first five pages of each infamous tome) can be found in issue
Demonomicon are blank. Each page #336 of DRAGON MAGAZINE or in the “Devil box, devil box,
functions as a gem suitable for the Complete Dragon and Dungeon Spell Trusting strong loks;
purposes of casting spells like magic jar, Compilation. Take him in, long to keep.
minimus containment (DRAGON MAGAZINE Tiny, small, asleep.”
#336), or trap the soul that bind souls or
whole forms into them (but no other DETOXIFICATION ORB Activating the devil box is a full-round
spells). These pages are not destroyed Price (Item Level): 3,000 gp (7th) action that provokes an attack of
when used as the material component of Body Slot: –– (held) opportunity. The box found in the
a spell and may be reused multiple times. Caster Level: 5th adventure “Devil Box” can be activated
If a soul or creature is trapped within one Aura: Faint; (DC 17) conjuration only by a kobold descendant of the
of these pages, a distorted shadowy face Activation: Standard (command) original creator of the box, but if new
reminiscent of the bound being's visage Weight: 2 lbs. devil boxes are created this restriction
appears upon the parchment. Although Source: Dragon 342 (Bazaar of the need not be duplicated. A successful Use
this image does not move while being Bizarre: Healer’s Touch) Magic Device check (DC 30) allows a
directly scrutinized, it changes whenever character to emulate this quality.
the tome is closed or unattended. A crystal orb roughly 6 to 8 inches in Activation of the box requires the user to
Creatures trapped within the diameter. make a successful Perform (song) check
Demonomicon are aware of their (DC 12). When activated, up to 20 Hit
surroundings but cannot directly interact A detoxification orb works when it is Dice of devils within a 20-ft.-radius
with them. However, the creature with placed against the skin of a poisoned spread are pulled telekinetically into the
the highest HD bound within a creature and tapped twice. In a flash of box. If the devil has 8 or more Hit Dice, a
Demonomicon may, once per day, use the light the orb draws out any poisons in the successful Will save (DC 18) allows it to
spell dream on any creature who has creature's system, filling the otherwise resist being drawn into the box. Devils
touched the tome within the last 24 clear sphere with a green mist. This effect with fewer than 8 Hit Dice get no saving
hours. Trapped beings can also be duplicates the neutralize poison spell, throw, but they do gain spell resistance to
contacted and conversed with through except its duration is instantaneous and avoid the effect. The box reduces the size
the use of spells like detect thoughts or thus does not provide any further of Small-sized or larger devils to Tiny size
Rary's telepathic bond. protection. After 1 round the mist if necessary to make them all fit; the box
An unsuspected seventh tome is dissipates within the orb. A detoxification can contain up to one Medium devil, two
described in the Savage Tide Adventure orb crumbles to dust after 10 uses. Small devils, or four Tiny devils. A
Path. This copy of the Demonomicon As a standard action, the user of the reduced devil’s statistics change alone the
contains the true names ofthe following detoxification orb can make a Craft guidelines indicated on page 291 of the
evil outsiders: a rutterkin named (poisonmaking) check to identify a MONSTER MANUAL.
Ruskrish, a bar-lgura named Aorkalor, a poison drawn out with it (the DC equals One round after the box is used, the lid
babau named Iomyn, a succubus named the poison's Fortitude save DC). closes and magically seals. Devils inside
Veirvalara, a succubus named Arivestrix, Lore: While not nearly as dangerous or the box remain conscious, but cannot
a yochlol named N'mosk, a bulezau feared on the battlefield as in the take any actions. If the box is opened at a
named Echaklak, a shadow demon named intrigue-ridden halls of court, poison can later time, any devils inside are
Ovoros, a hczrou named Temesmad, a nonetheless bring down even the immediately freed, but any devils that
lilitu named Ilaraiandi, a glabrezu named heartiest warrior. Since the creation of were reduced in size remain reduced for
Tresvilaz, a nalfeshnee named Magortu, a detoxification orbs, royals, nobles, and seven days, at which point they return to
molydeus named Nermanghax, and a wealthy merchants alike have sought to normal size.
minor demon lord of poisonous bones acquire them en masse. A devil that is imprisioned in a devil box
and teeth named Voroxid. These names Prerequisites: Craft Wondrous Item, and later escapes and remains free for
hold significant value by neutralize poison. seven days is thereafter immune to the
themselves, but effects of that particular devil box.
A newly created devil box has 9 charges.
prove DEVIL BOX, THE The one found in the adventure “Devil
Price (Item Level): 20,000 gp Box” has only 5 charges remaining.
(15th) Prerequisites: Craft Wondrous Item,
Body Slot: –– binding, planar binding.
Caster Level: 15th
Aura: Strong; (DC 22)
conjuration
Activation: Full (command)
The Devil Box Weight: 15 lbs. (empty)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
certain degree of diplomatic immunity
Devil’s Paste DIMENSIONAL POCKET for one another's representatives.
Price (Item Level): 9,000 gp (12th) Despite its fragile appearance, the
Body Slot: –– pouch has damage reduction 10/magic,
Caster Level: 9th acid resistance 10, and Fire resistance 10.
Aura: Moderate; (DC 19) The lock (Open Lock DC 30) resists knock
conjuration and dispel magic spells as if it had spell
Activation: –– and Standard resistance 15. A failed Open Lock check
(command) made to pick the lock releases a powerful
Weight: –– shock that deals 5d6 points of electricity
Source: Dragon 313 (Eye Wares: damage.
Potent Powers of the Beholders) Prerequisites: Craft Wondrous Item,
arcane lock, resist energy, shocking grasp, spell
DEVIL'S PASTE This item is, in essence, a bag of holding resistance.
Price (Item Level): 8,000 gp (11th) in the form of a pocket. When placed
Body Slot: –– against a surface, whether fabric, skin, or
Caster Level: 7th bone, and a command word is spoken, DRAGONBANE SCEPTER
Aura: Moderate; (DC 18) abjuration the pocket adheres to the surface and can Price (Item Level): 5,500 gp (10th)
Activation: Standard (manipulation) only be removed by speaking the Body Slot: –– (held)
Weight: 2 lbs. (full wineskin) command word once more. Once Caster Level: 10th
Source: Dragon 333 (Bazaar of the attached, the pocket is invisible to the Aura: Moderate; (DC 20) (no school)
Bizarre: Treasures of the Gnome Hills) eye, but the wearer is always aware of its Activation: ––
location and can reach for it unerringly. Weight: ––
Devil's paste is a thick dark brown goo A see invisibility or true seeing effect reveals Source: Dragon 342 Age of Worms:
similar in both color and texture to chocolate the pocket's presence, and detect magic Wormfood – Surviving the Age of
pudding or mud. can reveal its magical aura. However, the Worms Adventure Path – Forgotten
auras of items within the pocket cannot Magic)
This sticky substance is primarily be detected with detect magic unless the
composed of finely crushed rocks, pocket is open. Crafted from adamantine and studded
volcanic ashes, fungi, and the blood and It can hold up to 1,000 pounds and has with precious and semi-precious stones.
oils from various creatures. a volume of 150 cubic feet. The mouth of
When applied, devil's paste provides the pocket can expand to fit items up to 1 This scepter grants the ability to
resistance to fire 20 and a +4 resistance foot across. A dimensional pocket cannot be penetrate the arcane defenses of the most
bonus on all saving throws made against removed unless the command word is powerful dragons. The wielder receives a
fire and fire-based spells and effects. It spoken or the wearer dies, but contact +4 bonus on caster level checks to
takes 1 minute to apply devil's paste to the with the extradimensional space to overcome the spell resistance of dragons.
body. Its effects last for 24 hours after which the pocket is connected can be Prerequisites: Craft Rod, Greater Spell
application or until washed off with soap suppressed with a targeted dispel magic or Penetration.
and water (which takes 5 minutes). antimagic effect.
Typically, the substance is kept in
wineskins treated with oil that allow
Prerequisites: Craft Wondrous Item,
Leomund's secret chest. DRAGONSKIN BAG OF
quick extraction of the paste. A
wineskin's worth of devil's paste contains
GRENDEL
enough to cover four Small or two DIPLOMATIC POUCH Price (Item Level): 18,000 gp (14th)
Price (Item Level): 30,000 (16th) Body Slot: ––
Medium creatures.
Body Slot: –– Caster Level: 5th
Lore: Wizards from the Order of the
Caster Level: 9th Aura: Faint; (DC 17) transmutation
Deep, an organization devoted to ridding
Aura: Strong; (DC 19) abjuration Activation: ––
the world (beginning with the
Activation: –– Weight: 8 lbs.
Underdark) of evil, created this practical
substance. Especially designed to help Weight: 2 lbs. Source: Dragon 329 (The Beasts of
gnome warriors combat creatures made Source: Dragon 316 (Cloak & Dagger: Beowulf: More Gore From Lore of Yore)
of or living in fire, wizards of the Order Gear, Gadgets, and Gizmos for Your
Game) This large sack is crafted from the hides of
of the Deep continue to make devil's paste
black dragons and swamp serpents.
to this day. It sticks easily to the skin and
clothing of those who use it, but devil's A large, finely crafted leather purse,
complete with a metal clasp and lock that can The bag acts like a bag of holding (type
paste gives its users a dirty and savage
hold items weighing up to 10 pounds. It is IV), with the exception that is does not
appearance a fact that makes some
typically embossed with the symbol of the open a non-dimensional space. Instead,
gnomes of nobler heritage obstinately
nation that owns it, and arcane sigils cover any item paced inside the bag is shrunk
refuse its use.
the outside edges and the entire interior. to 1/16 normal size. This bag does not
Prerequisites: Craft Wondrous Item, shrink living creatures or spell effects. If
resist energy.
Diplomatic pouches are coveted items dispelled, all objects within the bag
among nations that have agreed to a immediately return to normal size,
ruining the bag. The bag can hold no

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
more than 1,500 lb of material, although essence, equal to 100 XP per HD; it can
the bag's weight never exceeds 8 lbs. This store up to 1,000 XP at a time. A
bag can be placed inside a spellcaster can spend this stored XP
nondimensional space such as a bag of instead of his own XP when crafting
holding, but it cannot be further reduced, magic items with the Dread Forge (in
such as through a glove of storing. other words, using the energy of sacrifice
Prerequisites: Craft Wondrous Item, to power the item's XP prerequisite). At
shrink item. midnight each night, the Dread Forge
consumes 100 XP from its store of
essence, so a fresh supply or sacrifices is
DREAD FORGE, THE needed to maintain the artifact's optimal
Price (Item Level): Priceless essence level. Sacrificing a creature on
Body Slot: –– the Dread Forge is an evil act.
Caster Level: 20th The Dread Forge can add the following
Aura: Strong; (DC 25) evocation magic properties to items.
Activation: See text
Weight: 400 lbs. • Armor abilities: enhancement
Source: Dungeon 120 (Lost Temple of bonuses (up to +5), fire resistance
Demogorgon) (normal and improved), fortification
(light, moderate, and heavy), Drowned Man Stout
The Dread Forge is a large metal anvil invulnerability.
with small and large horns. Its entire surface
is inscribed with evil-looking runes, demonic • Weapon abilities: enhancement operate the Dread Forge are in an older
symbols, and tentacle-like coils (though in bonuses (up to +5), anarchic, bane dialect of Abyssal that sounds archaic but
places where the forge would contact worked (human-bane only), flaming, flaming is completely understandable to a
metal these are no deeper than a faint burst, unholy. modern speaker of that language.
etching). It always feels warm to the touch, • Rings: energy resistance (fire only; Lore: The Dread Forge is an evil
and on command heats itself to the proper minor, major, or greater), protection artifact created by Demogorgon
temperature to work bronze, iron, steel, silver, (up to +5). thousands of years ago, used by his
or gold. • Wondrous Items: bracers of armor (up demonic agents to transform dinosaur-
to +8), ring gates. like creatures into thinking reptilian
Any lawful or good creature that humanoids. These first beings were the
touches or carries the Dread Forge gains Note that the acting spellcaster's caster priests and masters of the primitive
one negative level (two negative levels if level is still a limitation for some of these reptilian humanoids of an ancient age,
lawful good) as long as it continues to effects; for example, a 1st-level sorcerer and the artifact gave them the tools to
touch or carry it; like the negative level cannot craft any sort of magic armor cement themselves in that position of
from an anarchic or unholy weapon, this because he doesn't meet the caster level power until their culture degenerated
negative level never results in actual level prerequisite for creating armor with an and the mammals ascended.
loss but cannot be overcome in any way enhancement bonus (3 x the intended
while the creature is in contact with the
Dread Forge.
enhancement bonus). A creature cannot
use the artifact to craft an item if he
DROWNED MAN STOUT
Any spellcaster may use the Dread Forge doesn't meet the items prerequisites. Price (Item Level): 300 gp (2nd)
to craft certain kinds of magic armor, All magic items created with the Dread Body Slot: –– (held)
weapons, and other metal items. The Forge are automatically imbued with the Caster Level: 3rd
Dread Forge provides the proper item demontainted property. A demontainted Aura: Faint; (DC 16) necromancy
creation feat; the spellcaster provides item is an evil magic item (for purposes Activation: Standard (manipulation)
everything else (gp, XP, other of detect magic and other effects that react Weight: ––
prerequisites, and time). The Dread Forge to evil objects, spells, or creatures) and Source: Dragon 334 (Drunkards &
is treated as a focus component in the bestows a negative level to a lawful or Flagons: Fantasy’s Deadliest Spirits)
item-crafting good bearer or wearer (2 negative levels
process and the to a lawful good creature) in Any individual who imbibes a flagon of
spellcaster must the same manner as the drowned man stout gains a number of
manipulate the Dread Forge itself does. temporary hit points equal to the Hit
item on the Dread Once per day, on Dice of the individual drowned in the
Forge at some point every command, the Dread Forge beer (minimum of 1 hit point up to a
day of the crafting can cast awaken on an maximum of 10). These temporary hit
(experiencing any animal, using stored XP to points last for 3 hours or until lost.
negative levels for this fuel the spell's XP cost. Drinking more than one flagon of
contact, as appropriate). Unlike the spell, the drowned man stout during one 3 hour
If a living humanoid awakened animal is always period has no effect.
creature is sacrificed to chaotic evil. Lore: Enjoyed by orcs and other evil
Demogorgon on the Dread All of the command humanoids, this dark full-bodied ale was
Forge, the artifact absorbs words needed to discovered almost purely by accident by
some of the creature's The Dread Forge the orc chieftain Shamash "the Gullet." A

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
mighty warlord, Shamash combined his drum's user the effect of the greater
fondness for wanton violence and strong DRUM OF THE SHADOW invisibility spell. Such bright
drink to invent a particularly gruesome HOUND conditions reveal the drummer,
method of executing captured enemies. Price (Item Level): 166,000 gp (24th) although the effect does not end,
Each prisoner was placed inside a large Body Slot: –– (held) and the drummer can become
wooden barrel into which Shamash's Caster Level: 9th invisible again simply by moving
followers poured his favorite ale. The Aura: Moderate; (DC 19) conjuration out of the lighted area. The
barrels where then sealed up and drummer may choose to cancel
Activation: Standard
watched carefully until the struggles of this power at any time before it
Weight: 6 lbs.
the unfortunate victims subsided. expires by tapping twice more
Source: Dragon 322 (Sneaky, Stealthy, &
Shamash and his minions found the upon the drum's skin. The shadow
Stylish: New Magic Items for Assassins,
resulting beer acquired a heady quality blending ability may be activated
Rogues, and Bards)
and distinct flavorful finish that it has twice each day.
not possessed before. The orcs of The body of a drum of the shadow hound is • Three Taps - Summon Shadow
Shamash's horde also claimed that the usually dark brown or black, with occasional Mastiff: This ability, useable once
brew increased their resilience to damage hints of burgundy or dark orange. The vocal per day, functions as an extended
and would often down a flagon or two cords tightening the skin are usually deep summon monster V spell cast by an
before entering combat. Although purple in color and cover a good portion of the 11th level sorcerer, except it only
Shamash was eventually slain by an side of the cylindrical drum. The instrument's summons a shadow mastiff.
intrepid band of adventurers his legacy skin is always pitch black with flecks of deep • Four Taps - Fearful Baying:
lives on in the form of his favorite purple, like a shadow mastiff's pelt. Tapping four times upon the skin
beverage. activates the drum of the shadow
Prerequisites: Craft Wondrous Item, false To activate the power of a drum of the hound's greatest power, useable
life. shadow hound, a character simply has to twice per day. The instrument
play it, using a standard action to do so. imitates the terrible baying sound
DRUM OF THE MARCH Regardless of how many taps on the of a shadow mastiff, creating an
Price (Item Level): 10,000 gp (12th) drum are required to activate an ability, a effect that functions as the fear
Body Slot: –– (held) user can only use one ability per round. spell, except that all evil outsiders
Caster Level: 3rd By tapping the appropriate number of and the drum's owner are immune
Aura: Faint; (DC 16) transmutation times upon it, a drum of the shadow hound to the effect. This is a sonic, mind
Activation: Standard confers the following powers. affecting, fear effect.
Weight: 5 lbs. • One Tap - Deeper Darkness: This Lore: Traditionally, drums of the shadow
Source: Dragon 317 (Mages High Notes: ability functions as the spell of the hound were carved from the trunk of
9 Magical Instruments) same name, with the area of effect palm and acajou trees found in the lands
centered upon the drum. The of the original creation. More recently,
This masterwork wooden drum is about a drummer can end this effect at any artisans fashioning these magic items
foot in diameter with a hide stretched across time by tapping once more upon have used the wood from oaks, olive
the top for a head. the drum. This power is usable up trees, and thick maples. The two other
to three times per day. elements required for the construction of
The Perform check of a character • Two Taps - Shadow Blend: In a drum of the shadow hound, however,
playing a drum of the march can be any conditions other than full have not changed. Like the artisans of
substituted for the Constitution check of daylight (or the daylight spell), the old, modern craftsmen still use the
creatures making a forced march. To shadow blending power grants the treated skin of a shadow mastiff as the
benefit from this effect, a creature head of the drum, as no other pelt will
marching longer than 8 hours must be do. The drum's most important element,
within 60 feet of a character performing however, is the long strands of woven
on the drum when required to make a shadow mastiff vocal cords used to
Constitution check to avoid damage. tighten the skin upon the drum. These
Lore: It's easier to keep up a fast pace if treated strands require a special
you can march to a drum marking time. alchemical solution to create. Once
The drum of the march was designed to treated, the item's creator must slowly
help armies keep moving even when the stretch them for at least one month
soldier's were exhausted. Its use gave before he can use them for this purpose.
countries such an advantage in war that it Prerequisites: Craft Wondrous Item,
was swiftly duplicated and is now found deeper darkness, fear, greater invisibility,
in almost every country's armory. summon monster V.
Prerequisites: Craft Wondrous Item,
expeditious retreat. DUST OF DULLNESS
Price (Item Level): 1,500 gp (5th)
Body Slot: ––
Caster Level: 7th
Drum of the Shadow Hound Aura: Moderate; (DC 18) necromancy

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Activation: –– wood, or 1 inch of metal. The earpiece is
Weight: –– EAGLE STONES usable three times per day, and the effect
Source: Dungeon 112 (Maure Castle) Price (Item Level): 7,650 gp (11th) lasts for as long as the earpiece is pressed
Body Slot: –– against the object.
A single dose of this dust can either be Caster Level: 17th Prerequisites: Craft Wondrous Item,
poured on a single target or hurled to Aura: Strong; (DC 23) conjuration clairaudience/clairvoyance.
cascade into a 10-foot-long cone. If used Activation: ––
against a single target, the saving throw Weight: ––
to resist the dust's effects is made at a -4 Source: Dragon 324 (A Novel Approach: EGGSUCKER STAFF
penalty. Any living creature touched by American Gods) Price (Item Level): 103,922 gp (21st)
the dust must make a successful Body Slot: –– (held)
Fortitude save (DC 13). Those who fail to Legends say these small blue pebbles come Caster Level: 17th
save roll 1d6 and consult the table below from the skulls of thunderbirds, creatures Aura: Strong; (DC 23) conjuration
to determine which of their senses are supposedly hunted to extinction by ancient Activation: Standard (spell-trigger)
dulled. The effects of this roll are savages. Weight: 4 lbs.
cumulative; someone who rolls a 6 has all Source: Dragon 335 (Bazaar of the
six senses dulled. The effects of dust of Found only upon the highest mountain Bizarre: Swamp Swag)
dullness last for 1d6 hours. aeries or ancient boneyards, these magic
items are as potent as they are temporary. One of the more disturbing items
Roll Result If placed in the mouth of any lizardfolk shamans create is the
dead creature, regardless of eggsucker staff. Small squares of
1 Taste: Victim suffers a -4 penalty
race, size, or Hit Dice, the eggshell cover the gnarled staff like
on saving throws made to resist
eagle stone casts true mosaic tiles and whole eggs bulge out of
ingested toxins. the staff like tumorous growths.
resurrection on the corpse.
2 Smell: Victim loses the scent
Unfortunately, the magic
ability, if possessed. As the staff's wielder uses up
of an eagle stone only works
3 Hearing: Victim is deafened. charges the eggs soften and wither, as
once, and after returning a
4 Touch: Victim suffers a -2 if being sucked hollow, until their
creature to life, it becomes
penalty on attack rolls and shells break and slough off.
nothing more than a shiny
Dexterity-based skill checks. Despite its strange appearance and
blue stone.
5 Sight: Victim is blinded. unglamorous appellation, the
Prerequisites: Craft
6 Sixth Sense: Victim cannot cast eggsucker staff is actually an item of
Wondrous Item, true
divination spells, and suffers a -4 Eggsucker genesis. It allows use of the
resurrection.
penalty on Will saves. Staff following spells:
• Reincarnate (1 charge)
Prerequisites: Craft Wondrous Item, EARPIECE OF
contagion. • Animate plants (2 charges)
THE HOLLOW • Awaken (3 charges)
WALL • Shambler (3 charges)
DUST OF SILENT Prerequisites: Craft Staff, animate
Price (Item Level): 15,000 gp
PASSAGE (14th)
plants, awaken, regenerate, reincarnate,
Price (Item Level): 300 gp (2nd) shamble.
Body Slot: –– (held)
Body Slot: –– Cost to Create: 76,921 gp, 14,657 XP.
Caster Level: 3rd
Caster Level: 1st Aura: Faint; (DC 16) divination
Aura: Faint; (DC 15) illusion Activation: –– ELEMENTAL ELIXIR
Activation: Standard (thrown) Weight: –– Price (Item Level): 1,400 gp (5th)
Weight: –– Source: Dragon 316 (Cloak & Body Slot: ––
Source: Dungeon 132 (Chimes at Dagger: Gear, Gadgets, and Caster Level: 7th
Midnight) Gizmos for Your Game) Aura: Moderate; (DC 18) transmutation
Activation: Standard (manipulation)
This magic powder temporarily This hollow metal cone is 6 inches Weight: ½ lb.
disrupts an active alarm spell or arcane long and 4 inches across at the wide Source: Dragon 347 (Bazaar of the
seal (see SHARN: CITY OF TOWERS for end, which is covered with a thin, Bizarre: A Mastery of Elements)
details). The powder must be thrown into durable skin.
the area of the alarm while a command Found in a metal flask, this elixir comes in
word is spoken. The alarm is suppressed Anyone who places the four varieties-one for each element; air, earth,
for a total number of minutes equal to 21 earpiece against a wall or door fire, and water. Each flask contains only one
minus the caster level of the alarm or can hear sounds as if he were dose.
seal. This substance is illegal in Sharn. standing on the other side of the
Prerequisites: Craft Wondrous Item, intervening barrier.
Nystul’s magic aura. The earpiece allows the user
to hear through up to 6 inches of
stone or masonry, 1 foot of

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
This elixir infuses you or skills. The drinker must succeed Source: Dragon 342 Age of Worms:
with the raw power of the on a DC 16 Will save to remember Wormfood – Surviving the Age of
Elemental Planes, his past identity and to overcome Worms Adventure Path – Forgotten
changing your body. any personality issues. If the Magic)
A dose of elemental elixir check fails, the drinker remains
transforms you into an totally convinced he is the other This elixir comes in five varieties, one
elemental of your size and person until the elixir wears off. for each of the five chromatic dragons.
of the kind the elixir is The transformation is temporary Made from the blood of true dragons and
keyed to. The for non-araneas, and lasts for 48 enhanced by magic, the elixir grants
transformation lasts for hours minus 2 hours per point of powers of its associated creature to
30 minutes, although you Intelligence of the imbiber whomever drinks it. Thick scales of the
can dismiss the (minimum 2 hours). appropriate color cover the drinker's
transformation as a Elemental Lore: Haldemar and his crew skin, granting him a +4 enhancement
standard action before the Elixir discovered these spiderlike araneas bonus to his existing natural armor
duration expires. during one their adventures. Araneas bonus. Meanwhile, his physique grows in
For example, a halfing drinking an air from the Kingdom of Herath developed a power to match his draconic form. He
elemental elixir transforms into a Small air magical ability that allows them to blend gains a +8 enhancement bonus to
elemental, while an ogre drinking a fire in with the non-aranean populations Strength, a +4 enhancement bonus to
elemental elixir becomes a Large fire living nearby. They do not simply change Constitution, a +2 enhancement bonus to
elemental. For the duration of the shape: Herathians, from their youngest Intelligence, and a +1 enhancement
transformation, your type becomes age, adopt a single and specific bonus to Charisma. His face extends into
elemental and your subtype changes to alternative identity and shape. The a fierce snout, while his fingers twist into
match your new form. You gain the change is so profound that they sharp claws, giving him 2 claws and a bite
Strength, Dexterity, and Constitution effectively “become someone else” and he can use as natural attacks (damage is
scores of the new elemental form but are barely able to remember their based on size, see the Dragon Essence
retain your own Intelligence, Wisdom, original selves. table). Powerful wings burst from his
and Charisma scores. You also gain all Prerequisites: Brew Elixir. shoulders giving him a fly speed of 60
extraordinary and supernatural special feet (average). He gains a breath weapon
attacks and qualities possessed by the of the appropriate type (see the Dragon
new elemental form. Neither changing ELIXIR OF BLINDSIGHT Essence table) usable once every 1d4
into the new elemental form nor Price (Item Level): 750 gp (3rd) rounds, dealing 6d6 points of damage. A
returning to your natural form results in Body Slot: –– DC 14 Reflex save halves this damage.
the healing of any hit point damage. If Caster Level: 5th The drinker also gains complete
slain, you revert to your original form, Aura: Faint; (DC 17) divination immunity to the energy type associated
although you remain dead. Activation: Standard (manipulation) with his breath weapon. These effects
Prerequisites: Craft Wondrous Item, Weight: –– remain for 10 minutes.
polymorph. Source: Dragon 332 (Bazaar of the Prerequisites: Craft Wondrous Item,
Cost to Create: 700 gp, 56 XP, 2 days. Bizarre: In Defense of Home and Hoard) polymorph.
Dragons plagued by especially talented
ELIXIR OF ARANEA hunters treasure this elixir. The Size
Dragon Essence
Bite Claws
ICHOR blindsense of dragons is not as precise as
the blindsight possessed by some other
Fine 1 ––
Price (Item Level): 1,400 gp (5th) Diminutive 1d2 1
creatures. By imbibing this elixir, the Tiny 1d3 1d2
Body Slot: –– senses of the drinker sharpen, increasing
Caster Level: 7th Small 1d4 1d3
any inherent blindsense to blindsight for Medium 1d6 1d4
Aura: Moderate; (DC 18) transmutation 1 hour. If the drinker does not possess
Activation: Standard (command) Large 1d8 1d6
blindsense, he gains no benefit from Huge 2d6 1d8
Weight: –– consuming the elixir. Likewise, those
Source: Dragon 344 (The Voyage of the Gargantuan 3d6 2d6
who already possess blindsight gain no Colossal 4d6 3d6
Princess Ark: Part 36: Home and Away benefit from, the elixir of blindsight.
Again) Prerequisites: Craft Wondrous Item,
The elixir of aranea ichor is a medicinal
clairaudience/clairvoyance. ELIXIR OF PERCEPTION
elixir for araneas unable to effect their Price (Item Level): 1,000 gp (4th)
transformation due to sickness or age. If ELIXIR OF DRACONIC Body Slot: ––
Caster Level: 3rd
used by a non-aranea, the elixir functions
as alter self with the following exceptions: ESSENCE Aura: Faint; (DC 16) transmutation
it’s imbiber adopts the appearance, size, Price (Item Level): 6,550 gp (11th) Activation: Standard (manipulation)
voice, speech-pattern, mannerisms, Body Slot: –– Weight: ––
personality, and smell of the first Caster Level: 11th Source: Dragon 316 (Cloak & Dagger:
creature of his type he sees after drinking Aura: Moderate; (DC 20) transmutation Gear, Gadgets, and Gizmos for Your
the elixir. It does not give the drinker the Activation: Standard (manipulation) Game)
original subject’s memories, knowledge, Weight: 1 lb.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Consuming this liquid enhances the A weapon with an engraved pommel Prerequisites: Craft Wondrous Item,
imbiber's senses for 1 hour, granting the deals +1 point of damage when used to detect evil, disguise self misdirection,
drinker a +4 bonus on Open Lock and make a successful smite attack. If her protection from evil.
Disable Device checks, and a +4 bonus on weapon does not possess a pommel, the
Spot, Search, and Listen checks paladin can engrave its blade, haft, or
Prerequisites: Craft Wondrous Item, cat's another suitable area. EYE OF THE ELDER
grace, fox's cunning, owl's wisdom. Prerequisites: creator must be paladin. [MAJOR ARTIFACT]
Price (Item Level): Priceless
ENERVATING STYLUS EYE OF DISCERNMENT Body Slot: ––
Price (Item Level): 26,650 gp (16th) Price (Item Level): 12,000 gp (13th) Caster Level: 20th
Body Slot: –– Body Slot: –– Aura: Strong; (DC 25) divination
Caster Level: 7th Caster Level: 6th Activation: See Text
Aura: Moderate; (DC 18) necromancy Aura: Moderate; (DC 18) divination Weight: 7 lbs.
Activation: Standard (command) Activation: –– Source: Dungeon 112 (Maure Castle)
Weight: –– (unknown) Weight: ––
Source: Dungeon 147 (Seeds of Sehan Source: Dungeon 132 (Wingclipper’s The Eye of the Elder is an ancient and
Part 3 – Dread Pagoda of the Inscrutable Revenge) potent artifact that looks like a crystal ball.
Ones) It exudes a greenish light that provides
This milky white glass eye is placed illumination equal to that of a candle. Its
This item looks like an overly large iron into an empty eye socket. Once inserted, history is obscure and ancient indeed and
stylus bound in leather. It is unusually cold to it gives the wearer the ability to see is said to be tied to gods that existed prior
the touch. invisibility, as the spell, for as long as it is to those now worshiped in the World of
used. The wearer cannot judge distance, Greyhawk.
Once the command word is given, the and receives a -2 penalty to all ranged The Eye of the Elder functions as a crystal
item functions as a branding stylus. If ued attacks. ball with see invisibility, detect thoughts,
to recount an anecdote in which the user Prerequisites: Craft Wondrous Item, see telepathy, and true seeing. While its owner
played a part, the stylus extracts the invisibility. sleeps, a large white eye shot with yellow
essence of the experience so completely roams within its confines, stopping at
that the author gains 1 negative level. times to look upon the sleeper if he is
The DC is 15 for the Fortitude save to EYE OF HORUS nearby. It disappears amongst the
remove the negative level. The writing Price (Item Level): 13,200 gp (14th) swirling green lights as the sleeper
process takes at least one hour and the Body Slot: –– awakens or when someone approaches
user must make a DC 10 Craft Caster Level: 3rd within 30 feet. The stare of this strange
(calligraphy) check to transcribe the Aura: Faint; (DC 16) divination eye initiates dreams and visions in the
experience clerly. The experience is Activation: Full and Standard owner's mind. The orb's owner must
rendered so perfectly that anyone (command) make a successful Will save (DC 25) each
reading the etching gains a temporary +3 Weight: –– month or spend 1d4 days using the orb in
competence bonus on the Craft, Source: Dragon 325 (Magic Shop: a "forever search." During this search, the
Knowledge, Profesion, or Perform skill Artifacts of the Pharaohs) sayer has no idea of what he seeks, but
that most closely resembles the situation the compulsion to scry upon things
depicted in the text by the author. The The eye of Horus is a single lens that, seemingly unrelated is so strong that he
bonus lasts for 24 hours. when placed over one eye, seems to meld continues to use the Eye for the duration
Prerequisites: Craft Wondrous Item, into the user's flesh. It takes a full-round of these 1d4 days without sleep and
enervation, heat metal. action for the lens to be absorbed by the without pausing to eat or drink.
user. A tattoo then appears surrounding Once per month, the owner may make
the eye resembling the eye of Horus. The a DC 27 Spellcraft check while using the
ENGRAVED POMMEL user can will the lens back out of her Eye to scry. Success causes two arcane
Price (Item Level): 1,000 gp (4th) flesh as another full-round action. When words to manifest in his mind these are
Body Slot: –– the user dies, the eye resurfaces. command words that can be used to
Caster Level: 1st Once absorbed, the eye of Horus allows activate two additional powers. After the
Aura: Faint; (DC 15) evocation [good] its user to detect evil at will as a standard word is used, it is lost and it must be
Activation: –– action. In addition, the user may cast regained in a month with another
Weight: –– protection from evil, disguise self and successful Spellcraft check.
Source: Dragon 331 (Class Acts: misdirection, each once per day and only Maw (Form): The owner can use this
Knightly Effects) on himself. command word to spontaneously cast any
Lore: Pharaohs throughout the ages transmutation spell he knows. This does
Warriors decorate their weapons for have kept vigilant watch over their not use up a spell slot. The transmutation
many reasons, but paladins often do so as people using special agents of Re- spell is enhanced by the Extend Spell
a sign of piety and faith, dedicating their Horakhty. Clerics created the eye of feat.
weapons to their deities' service. Horus, supposedly blessed by Re- Kus (Power): The owner can use this
Engraving the pommel of her weapon Horakhty himself, to be worn by these command word to spontaneously
with sacred iconography also infuses it agents to protect them. enhance a spell he casts with any two
with a small bit of divinity.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
metamagic feats from the PLAYER'S yellowed bone, which holds twenty pipe holes. Prerequisites: Craft Wondrous Item,
HANDBOOK. These magic flutes are carved from the Perform 4 ranks, cause fear, charm person,
bones of nixies, nymphs, pixies, or satyrs. sleep.
Although made thousands of years ago
EYEPIECE OF THE CLEAR and extremely rare, some of these
FIENDISH ELIXIR
WALL instruments are still in use today. When
Price (Item Level): 5,000 gp (9th)
Price (Item Level): 15,000 gp (14th) played, a delicate and sweet sound
emanates from the instrument. A Body Slot: ––
Body Slot: –– (held) Caster Level: 7th
competent performer can produce
Caster Level: 3rd Aura: Moderate; (DC 18) transmutation
wonderful melodies using such a flute.
Aura: Faint; (DC 16) divination Activation: Standard (manipulation)
Fey flutes come in four different
Activation: –– Weight: ½ lb.
varieties and their powers vary according
Weight: –– Source: Dragon 336 (Bazaar of the
to the type of creature from which they
Source: Dragon 316 (Cloak & Dagger: Bizarre: Curios of Corruption)
were made. All fey flutes have the
Gear, Gadgets, and Gizmos for Your
following abilities in common, however.
Game) Housed in a black crystal bottle with a long
As masterwork musical instruments,
these flutes grant the usual +2 fluted neck, this elixir is created from the
This hollow metal cone is 6 inches long corrupted blood of a celestial.
circumstance bonus on Perform checks
and 4 inches across at the wide end, which is
fitted with a clear crystal. involving their use. When someone uses
a fey flute, he automatically gains an Most commonly found among mortals
additional +5 insight bonus on all allied with fiends or who otherwise
Anyone who places the wide end embrace the powers of the lower Planes,
against a solid object, such as a wall or Perform checks made with the
instrument. the power of the fiendish elixir activates
chest, can peer through the narrow end upon consuming the enchanted blood.
and see what is on the other side or the Nixie Bone Flute: Fashioned from the
bone of a nixie, this flute allows the A character imbibing the fiendish elixir
intervening barrier. gains a +5 circumstance bonus on
The eyepiece allows the user to peer wielder to cast charm person three times
per day. Creatures who succeed at a DC Fortitude saving throws against poison,
through up to 6 inches of stone or acid and cold resistance 5, a +2 natural
masonry, 1 foot of wood, or 1 inch of 11 Will save are unaffected by the flute's
power. In addition, the owner can also armor bonus, and a +2 enhancement
metal. If the barrier exceeds those limits, bonus to Strength. In addition, the
the viewer sees only darkness. The cast water breathing once per day.
Prerequisites: Craft Wondrous Item, drinker gains damage reduction
eyepiece is usable three times per day, dependant upon his alignment:
and the effect lasts for as long as the Perform 7 ranks, charm person, water
breathing. • Lawful : gains DR 5/silver
eyepiece is pressed against the object.
Prerequisites: Craft Wondrous Item, Nymph Bone: Three times per day, • Chaotic: gains DR 5/cold iron
clairaudience/clairvoyance. the wielder can play the flute and cause a • Neutral: gains DR 5/magic.
target to become blind, as the All of the elixir's effects last for 1 hour.
blindness/deafness spell. The target While under the effect of fiendish elixir,
FEY FLUTE creature must succeed at a DC 14 the drinker gains the extraplanar and evil
Price (Item Level): 7,460 gp (11th, Fortitude save to resist the effect. Once subtypes, with all their benefits and
satyr), per day, the wielder can gain unearthly penalties, regardless of the drinker's
13,557 gp, 17,335 gp (14th, nixie, grace as he plays, as if affected by the actual type or alignment.
nymph), eagle's splendor spell. Prerequisites: Craft Wondrous Item,
34,030 gp (16th, pixie) Prerequisites: Craft Wondrous Item, polymorph.
Body Slot: –– (held) Perform 5 ranks, blindness/deafness, eagle's
Caster Level: 3rd (nymph, satyr), 5th splendor.
(nixie), 7th (pixie) Pixie Bone: Three times per day, the FIGURINE OF DELIVERY
Aura: Faint; (DC 16 nixie, satyr; DC 17 user of a pixie bone flute can create a greater Price (Item Level): 32,800 gp (16th)
nymph) transmutation or Moderate; (DC invisibility effect on himself, as per the Body Slot: ––
18) transmutation (pixie) spell. Caster Level: 13th
Activation: Standard (manipulation) Prerequisites: Craft Wondrous Item, Aura: Strong; (DC 21) conjuration
Weight: 1 lb. Perform 9 ranks, greater invisibility. Activation: Standard (command)
Source: Dragon 322 Satyr Bone: Made from the bone of Weight: 2 lbs.
(Sneaky, Stealthy, & satyr, this fey flute bestows great insight Source: Dragon 327 (Bazaar of the
Stylish: New Magic Items to the musician, who learns how to Bizarre: Modern Magic)
for Assassins, Rogues, and weave impressive magical melodies with
Bards) this instrument. When he so chooses, the A figurine of delivery looks like a small,
user of the satyr bone flute may cast cause poorly carved but brightly painted statue of a
The body of a fey flute is fear, charm person, or sleep, as per the humanoid wearing a backpack. The figure
slightly curved, 1 inch in spells. Each of these effects may be used usually appears weather-beaten and worn,
diameter, and approximately once per day. Satyrs are unaffected by the with chipped and sun-faded paint. Most of
18 inches long. Many strange flute's power. These powers are sonic, these figurines have humanlike shapes,
runes are carved upon the Fey mind-affecting effects. although some are created to look like gnomes
Flute or dwarves instead.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
slain in construct form, it
By placing the figurine of delivery on an FIGURINE OF THE instantly reverts to a statuette
object and speaking the command word
the user teleports any object smaller than
IVORY and cannot be used again
for 1 week.
39 cubic feet and less than 650 pounds as CHAMPION The figurine maybe
with the teleport object spell. Rather than Price (Item Level): 10,000 gp used once per day for up
teleporting the object to a known (15th) to 1 hour at a time.
location, the user of a figurine of delivery Body Slot: –– Prerequisites: Craft
names a specific creature and the figurine Caster Level: 13th Construct, Craft
teleports itself and the object under it to Aura: Strong; (DC 21) Wondrous Item, animate
a space adjacent to the named creature. If transmutation objects.
no empty adjacent space exists, the Activation: 1 Standard action Cost to Create: 10,000
figurine of delivery (and its object) arrives Weight: –– gp, 800 XP.
in the closest empty space. The named Source: Dragon 356 (Savage
creature must be on the same plane as the
figurine or else the teleport fails and the
Tidings: Into the Abyss) FIGURINE OF
figurine cannot be used again for 24
hours. The user of the figurine need not
WONDROUS
The figurine is a miniature statuette
know the named creature's current of an armored knight adorned with POWER (OPAL
location. The figurine of delivery always symbols of good deities. It stands two
teleports to a named creature as if very inches tall. FROG)
familiar with the named creature's Price (Item Level):
location (see page 293 of the PLAYER'S When the figurine is tossed to 10,000 gp (12th)
HANDBOOK). The user doesn't learn the ground and the command Body Slot: ––
the named creature's location. A figurine word spoken, it expands in size, Caster Level: 11th
of delivery can only be used once per day. taking the form of a Large knight carved Aura: Moderate;
Lore: A creation of the clerics of from ivory. The construct obeys and (DC 20) transmutation
Boccob, figurines of delivery help revitalize serves you. Activation: Standard (command)
trade, alter warfare, and make diplomacy If the figurine is broken or destroyed Weight: 1 lb.
just a little easier wherever they appear. in statuette form, it is forever ruined. If Source: Dungeon 116 (The Death of
These items allow wealthy merchants to Lashimire)
transport valuable cargo without the
risks of caravans or ships, generals to
Ivory Champion CR 13 This magical figurine functions
provision their armies without fear of N Large construct identically to those detailed on page 256
their enemies' predations, and diplomats Init +1; Senses Darkvision 60 ft., low- of the DUNGEON MASTER'S GUIDE. When
to sign treaties in days rather than weeks. light vision; Listen +0, Spot +0 animated, an opal frog transforms into a
Prerequisites: Craft Wondrous Item, AC 28, touch 10, flat-footed 27 Medium giant frog under the command
teleport object. (-1 size, +1 Dex, +18 natural) of its possessor. If slain, the frog cannot
hp 130 (20 HD) fast healing 5; DR 15/ return for one month. Other than that,
adamantine the owner can call upon the frog twice a
Immune construct traits week for no more than 12 hours in all.
Fort +6, Ref +7, Will +6 See the following page for statistics.
Speed 40 feet (8 squares) Prerequisites: Craft Wondrous Item,
Melee +1 holy greatsword +22/+17/+12 animate objects.
(3d6+10/19-20 plus 2d6 against evil) or
Melee 2 slams +21 (1d6+7)
Space 10 ft.; Reach 10 ft. FIGURINE OF
Base Atk +15; Grp +26
aligned strike (good), magic strike
WONDROUS POWER
Abilities Str 25, Dex 12, Con –, Int –, (PORPHYRY SNAKE)
Wis 10, Cha 1 Price (Item Level): 16,000 gp (14th)
SQ item bound Body Slot: ––
Feats Improved ToughnessB Caster Level: 5th
Skills Jump +11 Aura: Faint; (DC 17) transmutation
Aligned Strike (Su) The natural Activation: Standard (command)
weapon attacks of an ivory champion Weight: 2 lbs.
count as being good for the purposes of Source: Dragon 355 (Savage Tidings:
overcoming damage reduction. The Market is Bad)
Magic Strike (Su) The natural weapon
attacks of an ivory champion count as This dark, purplish-red stone winged snake
Figurine of Delivery being magic for the purposes of is coiled as if ready to strike.
overcoming damage reduction.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
obeys your every command. The item impact that deals 2d6 points of fire
Opal Frog CR 3 can be used twice per week for up to 6 damage to any creature passing through
N Medium Animal hours per use. When 6 hours have it. A successful DC 18 Reflex save halves
Init +0; Senses Darkvision 60 ft. passed, when you speak the command this damage.
AC 14, touch 10, flat-footed 14 word again, or if the winged viper is Prerequisites: Craft Wondrous Item,
hp 42 (5d8+20 HD) reduced to 0 hit points, the porphyry flaming sphere, creator must have 5 ranks
Fort +0, Ref +4, Will +1 snake once again becomes a tiny statue. in the Craft (alchemy) skill.
Speed 30 ft. (6 squares), swim 30 ft. (6 Prerequisites: Craft Wondrous Item,
squares) animate objects, summon monster III.
Melee Bite +7 (1d8+6 plus poison) or Cost to Create: 8,000 gp, 640 XP, 16 FLASK OF SILKEN FIRE
Grapple Tongue + 7 touch days. Price (Item Level): 500 gp (3rd)
Space 5 ft.; Reach 5 ft. (15 ft. with Body Slot: –– (held)
tongue) Caster Level: 3rd
Base Atk +3; Grp +7 FIRE BUCKET Aura: Faint; (DC 16) conjuration
Atk Options improved grab, poison Price (Item Level): 3,000 gp (7th) Activation: Standard (thrown)
(DC 16 1d4 Str/2d4 Str) Body Slot: –– (held) Weight: 1 lb.
Special Actions swallow whole Caster Level: 3rd Source: Dragon 334 (The Fires of
Abilities Str 18, Dex 11, Con 18, Int 1, Aura: Faint; (DC 16) conjuration Alchemy: Alchemist’s Fire Explored)
Wis 9, Cha 6 Activation: See text
SA improved grab, swallow whole Weight: 1 lb. This insidious substance mixes
SQ Darkvision 60 ft. Source: Dragon 331 (Class Acts: alchemist's fire with the web spell. Upon
Feats Improved Natural Attack (bite), Marine Munitions) impact, a flask of silken fire immediately
Skill Focus (Jump) explodes in a large weblike pattern,
Skills Jump +23, Swim +12 A plain-looking wood bucket sealed with splattering the area in burning sticky
Improved Grab (Ex): To use this pitch. The handle is made out of rough goo. This substance covers a 20-foot-
ability, the opal frog must hit with its rope. radius burst from the point of impact.
tongue attack. It can then attempt to Any creature caught in the area of effect
start a grapple as a free action without When held by its handle, this bucket takes 2d4 points of fire damage. A
provoking an attack of opportunity. magically fills with 3 gallons of fresh successful DC 13 Reflex save halves this
Poison (Ex): Injury, Fortitude DC 16, water. It takes one round to damage. In addition, the entire area is
initial damage 1d4 Strength, secondary completely fill. This item not only considered difficult terrain for 1 round,
damage 2d4 Strength. The save DC is helps fight fires, but it saves space after which the webbing burns away.
Constitution-based. otherwise devoted to storing fresh Prerequisites: Craft Wondrous Item,
Swallow Whole (Ex): The opal frog can water on long voyages. web, creator must have 5 ranks in the
try to swallow a grabbed opponent of up Prerequisites: Craft Wondrous Items, Craft (alchemy) skill.
to one size smaller by making a create water.
successful grapple check. Once inside, FLASK OF SMOKE FIRE
the opponent takes 1d4+2 points of FLASK OF AMORPHOUS Price (Item Level): 500 gp (3rd)
bludgeoning damage plus 1d6 points of
acid damage per round from the frog's FIRE Body Slot: –– (held)
Caster Level: 3rd
digestive juices. A swallowed creature Price (Item Level): 500 gp (3rd) Aura: Faint; (DC 16) transmutation
can cut its way out using a light slashing Body Slot: –– (held)
or piercing weapon by dealing 10 points Activation: Standard (thrown)
Caster Level: 3rd Weight: 1 lb.
of damage to the frog's digestive tract Aura: Faint; (DC 16) evocation
(AC 12). Once the creature exits, Source: Dragon 334 (The Fires of
Activation: Standard (thrown) Alchemy: Alchemist’s Fire Explored)
muscular action closes the hole; another Weight: 1 lb.
swallowed opponent must cut its own Source: 334 (The Fires of Alchemy:
way out. The opal frog's gut can hold 2 A flask of smoke fire produces a cloud of
Alchemist’s Fire Explored) burning black smoke. Targets that suffer
Small, 4 Tiny, 8 Diminutive, or 16 Fine
or smaller opponents. Any swallowed a direct hit take 1d6 points of fire
This concoction produces an effect damage. Those adjacent to a direct hit
opponents and gear harmlessly emerge similar to a flaming sphere. When
in an adjacent square if the opal frog take 1 point of fire damage from the
thrown, a flask of amorphous fire burns splash. Upon impact, a flask of smoke fire
returns to its figurine form. for 3 rounds, dealing 2d6 points of
Skills: An opal frog creates a 20-foot-radius cloud of choking
fire damage per round to any black smoke that lasts 3 rounds. Those
Gains a +8 racial creature subject to a direct hit.
bonus on Jump inside the cloud take -4 penalties to
Those adjacent to the direct Strength and Dexterity (DC 13 Fortitude
checks. hit take 1 point of fire damage save negates). These penalties last for
from the splash. This fire can 1d4+1 rounds after the cloud dissipates or
be extinguished in a manner after the creature leaves the area of the
When activated, the similar to alchemist's fire, requiring cloud. All sight, even darkvision, is
porphyry snake becomes a a successful DC 18 Reflex save. A ineffective in or through the cloud.
normal winged viper (FORGOTTEN flask of amorphous fire that misses
REALMS Campaign Setting, 309) who creates a pool of fire in the square of

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Prerequisites: Craft Wondrous item, ability, the floating quality can be added Weight: 3 lbs.
pyrotechnics, creator must have 5 ranks in to any masterwork book or spellbook. Source: Dragon 341 (Bazaar
the Craft (alchemy) skill. A floating book hovers approximately 3 of the Bizarre: Animated
feet above the ground at all times and Antiquities)
remains in the orientation its owner sets
FLASK OF THUNDEROUS it (laid flat, up at an angle, face down, and Red and yellow stained glass
FIRE so on). The book floats horizontally and combine to create magical
runes on the windows and
Price (Item Level): 500 gp (3rd) unless commanded otherwise
accompanies its owner. Placing any the lantern's cap is engraved
Body Slot: ––
weight on the book causes it to fall. with depictions of gliding
Caster Level: 3rd bats. Runes and other softly
Aura: Faint; (DC 16) evocation Prerequisites: Craft Wondrous Item,
Tenser's floating disk. glowing arcane marks
Activation: Standard (thrown) typically cover the long tapered
Weight: 1 lb. bottom.
Source: Dragon 334 (The Fires of FLUTE OF SHRIEKING
Alchemy: Alchemist’s Fire Explored)
[CURSED] When commanded, this beautifully
wrought lantern hangs in the air at the
A flask of thunderous fire mixes the Price (Item Level): 3,500 gp (8th) elevation its owner releases it and
properties of alchemist's fire with the Body Slot: –– (held) maintains a constant interval of 5 feet
deafening roar of a sound burst. Targets Caster Level: 7th between itself and its owner. It navigates
that suffer a direct hit take 1d6 points of Aura: Moderate; (DC 18) illusion around obvious obstacles such as
fire damage. Those adjacent to a direct hit Activation: Standard stalagmites. It has a speed of 30 feet, uses
take 1 point of fire damage from the Weight: 1 lb. oil as a regular lantern and requires
splash. An exploding flask deals 1d8 Source: Dragon 317 (Mages High Notes: refueling in the same way.
points of sonic damage to all creatures 9 Magical Instruments) Lore: Created by a veteran of many
within a 10-foot radius. Exposed underground adventures and devised to
creatures must also make a successful DC These masterwork flutes are usually crafted prevent disagreements over who has to
13 Fortitude saving throw to avoid being from a precious metal, such as gold or hold the torch, the flying lantern has
stunned for 1 round. platinum, and inscribed with arcane runes. begun to compete with the popular
Prerequisites: Craft Wondrous Item, everburning torch in some locales.
sound burst, creator must have 5 ranks in The flute of shrieking looks exactly like a Prerequisites: Craft Wondrous Item, fly.
the Craft (alchemy) skill. chromatic flute. It is a cursed item, and
someone who plays it will be unable to
stop until someone casts remove curse, FOUNT OF ACADINE
FLOATING BOOK break enchantment, or a similar spell on
Price (Item Level): +500 gp (3rd+) them. Such a character cannot speak or [MINOR ARTIFACT]
Body Slot: –– utilize her hands for anything other than Price (Item Level): Priceless
Caster Level: 3rd playing. The sounds the flute produces Body Slot: ––
Aura: Faint; (DC 16) evocation are harsh and shrieking tones clearly Caster Level: 21st
Activation: –– audible up to 200 feet away, making quiet Aura: Strong; (DC 25) divination
Weight: per book movement impossible. Activation: ––
Source: Dragon 341 (Bazaar of the All Perform checks made with this Weight: 180 lbs.
Bizarre: Animated Antiquities) flute have a -15 circumstance penalty. Source: Dragon 329 (Bazaar of the
Additionally, everyone within 30 feet Bizarre: The Stuff of Legends)
A librarian's dream, a floating book who can hear the flute suffers a -2
knows its name and comes when called. circumstance penalty to all This small marble fountain is decorated
Designed by academic magic users, Concentration checks and Intelligence- with detailed carvings portraying judges and
floating books are difficult to lose and based skill checks. A flute of shrieking’s learned folk teaching to groups of students.
rarely out of reach. magical aura looks like a chromatic flute's
Much like an armor or weapon special aura, although an identify spell or more To use the Fount of Acadine,
powerful magic reveals its true a written work unprotected
nature. from any damage that
Prerequisites: Craft Wondrous submersion in water might
Item, bestow curse, Nystul's magic cause must be placed into
aura. the fountain's water.
Forgeries gently sink to
the bottom of the fountain
FLYING LANTERN after 1d4 minutes while
Price (Item Level): 1,600 gp (5th) original documents always
Body Slot: –– float, regardless of their
Caster Level: 5th natural buoyancy. If an
Aura: Moderate; (DC 17) oath or promise is written
transmutation upon a sheet of parchment Fount of
Floating Book Activation: Standard (command) and placed within the Acadine

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
fountain, it sinks to the bottom of the at least one item per day, he saves. Typically, the completion of the
fountain after 1d4 minutes if the writer suffers 2 points of Dexterity Fountains of Shrennil quest is linked to an
does not intend to carry out the promise damage. This effect can be event of major consequence in the
as written. If the oath-maker intends to Iifted by a remove curse. campaign world and confers an
honor the promise to the best of his 9-10 Drinker gains a +2 luck additional bonus related to that quest.
ability, the parchment floats. bonus on his next save. For example, it may be prophesied that
Lore: In the ancient world, the Sicilian 11-12 Drinker suffers a -2 penalty only one who has suffered the path of
Fount of Acadine reportedly possessed on his next save. Shrennil the Disciple can turn back the
magical properties. Documents thrown 13-14 All creatures within a 10- advancing army of Avernus (thus,
in the fountain could be tested for their foot burst are affected by a completing the quest grants a permanent
authenticity based upon their buoyancy. blur spell. In addition, the +4 sacred bonus on all weapon damage
Genuine works floated, while forgeries drinker is affected by a haste rolls against devils).
sank. A similar test could be performed spell.
on a promise. After copying the oath on a
sheet of parchment and placing it in the
15-16 Via an effect similar to the
disguise self spell, the
FRAZ−URB'LUU'S STAFF
magical fountain, those that bore lies drinker is glamered to look [MAJOR ARTIFACT]
would sink to the bottom while those like his worst enemy. This Price (Item Level): Priceless
promises that the oath-maker intended to effect functions at caster Body Slot: –– (held)
keep would float. level 20 and is permanent Caster Level: 20th
until dispelled. Aura: Unknown
FOUNTAIN OF THE 17-18 Water in the fountain
becomes fine wine for the
Activation: Standard (spell
trigger)
LAUGHING ROGUE next minute. Up to ten Weight: 8 lbs.
Price (Item Level): 20,000 gp (15th) flagons worth 10 gp each Source: Dragon 333
Body Slot: –– can be gathered if sufficient (Demonomicon of Iggwilv:
Caster Level: 11th vessels are at hand. Fraz-Urb’luu – Prince of
Aura: Strong; (DC 25) illusion, 19-20 Drinker may re-roll his next Deception)
transmutation, and enchantment attack roll, skill check or
Activation: Standard (manipulation) saving throw as if he had This artifact is a jeweled scepter
Weight: Unknown the Luck domain ability. of adamantine cast at the end to
Source: Dungeon 116 (Campaign resemble a tangle of five bestial
Workbook – The Dungeon – Four Prerequisites: Craft Wondrous Item, arms that splay outward to grip a
Fiendish Fountains) cat's grace, Tasha's uncontrollable laughter, horned and fanged humanoid skull.
disguise self. Thick oily red smoke leaks upward
A copper jester tops this fountain dedicated from the skull's eye sockets.
to Olidammara in his aspect as the god of FOUNTAIN OF THE While held, Fraz-Urb'luu's Staff
luck.
SHRENNIL [MAJOR automatically extends and
Anyone drinking from the fountain is enlarges any enchantment spell
randomly affected according to the table ARTIFACT] cast by the wielder, including
below. The fountain can provide three Price (Item Level): Priceless those cast from staffs and wands
magical drinks per day (the same person Body Slot: –– (including the staff itself).
can benefit–-or suffer–-rnore than once Caster Level: 25th The staff can be used to cast
per day). Aura: Strong; (DC 27) transmutation the following spells at will:
Activation: Standard (manipulation) • charm person
Weight: Unknown • command
Source: Dungeon 116 (Campaign • suggestion
d20 Result Workbook – The Dungeon – Four Three times a day, the owner of
1-2 All gold coins in a 10-ft.- Fiendish Fountains) the Staff can use it to cast :
radius spread are changed • charm monster (DC 21)
to silver. Said to be a disciple of St. Cuthbert
while that god still walked the world as a • dominate person (DC 23)
3-4 Drinker is affected by
man, Shrennil constructed six linked Once per day, the owner can
Tasha's uncontrollable
fountains scattered hundreds of miles use it to cast:
laughter for 1 minute (no
save). apart. Each fountain represents one of • mass charm monster (DC
5-6 Drinker grows whiskers the ability scores and when a character 26)
and is affected by cat's grace drinks from a fountain, he takes a -1 • demand (DC 26)
for two hours. penalty to the associated ability score. • dominate monster (DC
7-8 Drinker gains a 14 luck After he has drunk from all six fountains, 27)
bonus on Sleight of Hand however, the penalties are removed, and
checks. If the drinker does he gains a permanent +2 sacred bonus to Fraz-Urb'luu's Staff can
not successfully pickpocket his Wisdom score and a permanent also be used as a rod of Fraz‐Urb’luu’s
sacred bonus on his Will and Fortitude Staff

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
rulership (see page 236 of the DUNGEON damage to any creature that touches or are removed, the zone of cold expands
MASTER'S Guide), save that only comes near it. outward at the same rate to its limit. It
creatures with Intelligence scores of 16 takes 8 hours and 48 minutes for the zone
or higher are entitled to a DC 22 Will Distance Effects of cold to expand outward by a mile, and
save to negate the effect. The staff can be Direct Creature takes 10d6 it reaches the limit of its zone of effect in
used for up to three days per week in this Contact points of cold damage 3 days and 16 hours.
manner; the duration need not be per full round of The soul weighs less than 1 ounce. It
continuous. contact, or 2d6 cold could easily be picked up and moved
If used as a weapon, Fraz-Urb'luu's Staff damage for a brief assuming whatever did so could survive
functions as a +5 adamantine unholy touch. the contact. Telekinesis effects and even
greatclub. 0-50 ft. 2d6 points of cold mage hand can be used to move the frozen
Lore: Once Fraz-Urb'luu's coveted sign damage per round: ice soul from a distance.
of power, this potent and notorious staff sheet on all stationary The frozen soul has a gate effect that
allowed the demon lord to bend surfaces (see the allows the occasional creature from the
incredibly huge armies of demons and DUNGEON MASTER’S Paraelemental Plane of Ice to wander
other creature to his will. He used the GUIDE page 91). onto whatever plane on which the soul
staff to command the allegiance of many 50-300 ft. 1d6 points of nonlethal currently resides. This effect does not
powerful and unique demons, and no damage per round; function when the zone of cold is
small number of champions of good slippery floors (see the suppressed. The arrival point must be
found themselves enslaved by its might. DUNGEON MASTER’S large enough to accommodate the
The demon lord's enemies tried many GUIDE page 60). creature or the gate does not function.
times to capture or destroy the staff, but 300-1000 ft. 1 point of nonlethal Destroying the frozen soul is not easy. It
until Fraz-Urb'luu was imprisoned under damage per round. is always surrounded by a 2-foot-thick
Castle Greyhawk none of these attempts 1000 ft.-2 Severe cold (see the shield of magically hardened ice. The
met with success. miles DUNGEON MASTER’S shield has a hardness of 5 and 20 hit
Today, even though Fraz-Urb'luu GUIDE page 302). points, and thanks to its proximity to the
himself is once again free, his staff 2-4 miles Cold weather (see the soul it has an effective resistance to fire of
remains missing. Some rumors hold that DUNGEON MASTER’S 10 and regenerates 5 hp each round. If
Fraz-Urb'luu's staff was destroyed by an GUIDE page 302). the shield is destroyed any residual
alliance of demon lords, while others 4-10 miles Drops ambient damage is not passed on to the soul, so a
maintain that the staff is hidden in a temperature by 10° F, fireball that completely melts the shield
vault on the Material Plane, said at times but not below freezing. has no effect on the artifact. Even if it is
to be located in a dwarven citadel, below completely chipped or melted away, the
a great city's sewers, or in a remote The souls effects on the local shield continues to regenerate and
wizard's mountain keep. In a way, all of environment can be felt up to ten miles reform each round.
these are correct, since the staff was away unless the cold is contained (see The frozen soul itself has damage
sundered and the parts scattered to below). The cold zone generated by the reduction 10/bludgeoning, resistance to
ensure that Fraz-Urb'luu could never frozen soul suppresses natural and magic fire 20, is immune to cold damage, and
reclaim the weapon. Unfortunately, the fire within 1,000 feet. The damage done has 20 hit points. The frozen soul can be
parts retain their magic, and if brought by any source of flame or heat is reduced devastating to the local climate. Crops are
together on Fraz-Urb'luu's abyssal lair by the amount of cold damage dealt in [article ends].
they'll instantly reform into the mighty that zone. For example, a fireball that
artifact. would normally deal 36 points of fire GEM OF ENTROPIC
damage and that explodes within 30 feet
FROZEN SOUL of the soul deals 2d6 fewer points of PERSPECTIVE [CURSED,
damage.
Price (Item Level): Priceless
As Huhuenteotl discovered, it is MINOR ARTIFACT]
Body Slot: –– Price (Item Level): Priceless
Caster Level: Unknown possible to contain the zone of cold
around the frozen soul with spells like Body Slot: ––
Aura: Unknown Caster Level: 21st
Activation: –– protection from energy (cast on the soul, it
absorbs the cold damage dealt by the Aura: Overwhelming; (DC 25)
Weight: –– transmutation
Source: Dragon 103 (Glacial Inferno) artifact until expended or the duration
expires). Huhueteotl used a ritual that Activation: ––
combined several endure elements spells Weight: ½ lb.
The artifact known as the frozen soul is Source: Dungeon 144 (Diplomacy)
actually a magically enhanced, tiny shard with protection from energy. The ritual was
of the Paraelemental Plane of Ice. The a spur of the moment idea, so it was only
semipermanent. The wizard had to A large multifaceted stone sparkles with
soul works like a one-way gate from the brilliant clarity. It resembles a diamond in
Paraelemental Plane of Ice, projecting perform it again every 24 hours. If spells
are cast for this effect on the soul once the cut and color, but often changes to rose, light
forth a continuous flow of excruciatingly blue, or yellow to match nearby gemstones.
cold air, as well as the occasional denizen zone of cold is already fully established,
its effects recede at the rate of 10 feet per Every few minutes, a sparkle of light flashes
of the plane. The frozen soul itself is so from within, bursting through the diamond
extremely cold that it causes physical minute. On the other hand, if the magical
forces suppressing the artifacts's power in a brilliant rainbow of color.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
to show the map at larger scales (up to with poison could use
When picked up, the stone the maximum size of the map contained) their weapon of
immediately attempts to change the and move the center of the illusion to choice at will,
alignment of the wielder to chaotic show other areas within the map. A gem having little fear
neutral (Will DC 21 negates). If the can hold enough information necessary of discovery.
saving throw is successful, the diamond to show an area no greater than 100 With the recent
sends out a backlash of chaotic energy, square miles (an area equal to 10 miles on development of a
dealing 6d6 damage (no save). If the a side). A gem of location shows all cheap and reliable
wielder's alignment changes or the permanent structures and natural means of locating Gem of Poison
wielder is already chaotic neutral to formations present within the location it poisons and toxins,
Detection
begin with, the gem begins to exert its maps at the time of its creation. The gem however, it is the
influence. It grants the wielder a +4 does not mark the passage of time, so a attacker who must now innovate.
enhancement bonus to Intelligence and a found gem's information might be out of Prerequisites: Craft Wondrous Item,
-4 penalty to Wisdom. The wielder is date if discovered years after its creation. detect poison.
immune to all mind-affecting effects, and Accessing a gem of location's
gains damage reduction 5/lawful. information requires a full-round action,
Whenever the gem of entropic perspective but it provides a +5 circumstance bonus GEM OF WISDOM
comes in contact with a similar-sized on all Knowledge (geography) and Price (Item Level): 32,000 gp (16th)
diamond (minimum value of 200,000 gp), Knowledge (local) checks made while Body Slot: ––
its powers duplicate in the other stone, consulting the map. To gain these Caster Level: 8th
resulting in two separate artifacts. There bonuses, these skill checks must pertain Aura: Moderate; (DC 19) transmutation
is no limit to this ability. to information present on the map. Activation: ––
Lore: This cursed minor artifact was Prerequisites: Craft Wondrous Item, Weight: ––
born when two particularly unstable locate object, major image. Source: Dragon 322 (Heroes of the War
chaos diamonds touched, creating a of the Spider Queen Part III)
feedback vortex that fused the two
together into a single diamond. GEM OF POISON A brilliant yellow jacinth.
DETECTION The gem of wisdom confers upon its
GEM OF LOCATION Price (Item Level): 1,100 gp (4th) bearer a +4 enhancement bonus to
Price (Item Level): 5,000 gp (9th) Body Slot: –– (held) Wisdom. It does not take up an item slot.
Body Slot: –– Caster Level: 1st Prerequisites: Craft Wondrous Item,
Caster Level: 5th Aura: Faint; (DC 15) divination owl's wisdom.
Aura: Faint; (DC 17) illusion Activation: Standard (command)
Activation: Full (command) Weight: ––
Weight: –– Source: Dragon 342 (Bazaar of the GOLDEN BEHOLDER
Source: Dragon 327 (Bazaar of the Bizarre: Healer’s Touch) Price (Item Level): 38,000 gp (17th)
Bizarre: Modern Magic) Body Slot: ––
This magical gem appears as a finely cut Caster Level: 13th
A gem of location appears like an ordinary emerald. Aura: Strong; (DC 21) divination
emerald, peridot, or other green gem partially Activation: Standard (command)
encased in a small, rough nugget of silver. Placing the gem against a creature's Weight: 100 lbs.
bare skin and speaking the first Source: Dragon 319 (I Scry: Spying and
First created by an ancient elven command word detects whether or not Divination Magic Items)
nation, gems of location have long served the creature is poisoned. When placed
the elves and only recently did the secret within 1 foot of food or drink and the With all of its pieces collected and in place,
of their existence reach other races. Each second command word is spoken it the golden beholder looks like a 2-foot
gem of location is dedicated to a specific detects poison present. Pointing the gem diameter sculpture of a beholder made of gold.
geographical area, from a single forest or at a creature within 30 feet with whom The large central eye is a sphere of glass set
village to an entire city. you have line of effect and speaking the half inside the face of the sculpture, while the
Upon third command word detects whether eyes on the metal stalks are made of hard clear
command, a gem that creature has a poison attack or is gemstones of moderate value.
of location projects using poison on one of its weapons. If
a 3-foot square the gem of poison detection detects A golden beholder is a magic scrying
illusionary map of poison in any of those three device that shares its form with its
the area ways it turns black and cold. monstrous namesake.
programmed into Even if the gem of poison Each of the ten eyestalks can be
it. This initial map detection is somehow withdrawn from the beholder, revealing a
shows a 1-square disenchanted it remains a dagger blade. The eyestalk daggers are
mile area. gem worth 100 gp. Lore: always of masterwork quality and are
Additional Defense is harder than worth approximately 450 gp due to their
command words offense, and this is most true fine craftsmanship and the gem-stone
can direct the gem Gem of Location when it comes to poison. For "eye" that forms the dagger's pommel.
centuries, those who attacked

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Most golden beholders are made by Golden beholder owners use the potent profane bonus on Will saves and
Medium creatures, and thus their item in many different ways. Most Charisma checks.
eyestalk daggers are made for use by commonly, eyestalk daggers are given to Ghoul-light is treated as bright
Medium creatures. Each eyestalk dagger allies (or allowed to fall into the hands of illumination against creatures with light
is imbued with a permanent Nystul's enemies) so that the user can keep track sensitivity (such as drow).
magic aura effect that makes it seem of other creatures' movements and All creatures exposed to ghoul-light
nonmagical. Detect magic does not detect actions. Other golden beholder owners use begin to glow softly themselves with the
the aura of an eyestalk dagger, but as with them as security devices, hiding eyestalk nasty green light. This glow does not
Nystul's magic aura, an identify spell cast daggers in key locations such that they provide additional illumination, but it
on the eyestalk dagger allows the caster a are not easily spotted but have good does affect all creatures within 20 feet of
DC 10 Will save to recognize magic in views of the surrounding terrain. the source as if by faerie fire, thus
the dagger and detect its divination and Prerequisites: Craft Wondrous Item, reducing the effectiveness of invisibility,
illusion auras. greater scrying, Nystul's magic aura. displacement, and similar effects.
When removed from the body, each Prerequisites: Craft Wondrous Item,
eyestalk dagger functions as a scrying creator must be a true ghoul.
sensor for the golden beholder's central eye. GHOUL−LIGHT LANTERN
Touching the sheath-hole of a removed Price (Item Level): 5,000 gp (9th)
eyestalk dagger and saying the golden Body Slot: –– (held) GREENBOND HARP
Caster Level: 3rd
beholder's command word sets the central
Aura: Faint; (DC 17) evocation [MAJOR ARTIFACT]
eye's scrying focus to that eyestalk Price (Item Level): Priceless
dagger. The golden beholder user sees and Activation: Standard (move)
Weight: 2 lbs. Body Slot: ––
hears with his own visual and auditory C aster Level: 20th
acuity from the position of the gemstone Source: Dungeon 129 (Age of Worms –
A Gathering of Winds) Aura: Unknown
that forms the pommel of that eyestalk Activation: Standard (manipulation) or 8
dagger. An impenetrable gray haze hides
These eldritch lanterns are used by hours (see text)
everything beyond 30 feet from view,
true ghouls to light their cities and to Weight: 30 lbs.
although sounds that issue from beyond
augment their undead minds. Although Source: Dungeon 123 (The Amarantha
that distance are still audible if the user
they can see in the dark, they find the Agenda)
could normally hear them from the
dagger's position. Creatures within the necromantic green glow of
the ghoul-light This large harp functions as a normal
area watched by an eyestalk dagger do
comforting. A ghoul- masterwork harp. It stands five feet
not gain an Intelligence check to sense it
light lantern can be in height and weighs 30
as a scrying sensor, but a creature under
commanded to shed pounds. Once per day, a
the effects of a detect scrying spell can do
its sickly green glow character with at least 1
so with a successful DC to Will save.
as a move action. rank in Perform
Creatures within the area viewed by the
Once activated, the (stringed instruments}
eyestalk dagger do not gain a Will save to
glow illuminates a can use the harp to cast
resist being seen and spell resistance
20-foot radius and one of the following
does not apply. Anti-scrying spells, such
provides shadowy spells: break
as mind blank or screen function normally,
illumination out to enchantment, heal, or
hiding or disguising the creature or area commune with nature.
from the golden beholder's user as described a 4o-foot radius.
Living flesh The Harp's primary
by the spell. function is to channel
If the gem-stone is removed from the illuminated by
ghoul-light feels the ambient natural
eyestalk dagger or the eyestalk dagger is magical energies that
otherwise broken or destroyed, the user strangely cold and
clammy, while suffuse Hanali's Cradle.
of the golden beholder cannot use that Activating this function
dagger as a scrying sensor. The scrying undead within the
light feel more requires a character with at
link between the golden beholder and its least 13 ranks in Perform
eyestalk daggers withstands any distance, energetic. Any
living creature (stringed instruments).
even separation across different planes. Alternately, a DC 33 Use Magic
The scrying effect of an eyestalk within 20 feet of a
source of ghoul-light Device check can be used to
dagger cannot be dispelled, but a activate this function. Channeling
successful targeted dispel magic attempt takes a -1 penalty on
Will saves and all these energies requires eight hours
made against an eyestalk dagger of uninterrupted concentration.
suppresses that dagger's function for 1d4 Charisma checks
(including turn The target of the energies need
rounds. An antimagic field also not be the player, but must be
suppresses the golden beholder's ability to undead checks and all
Charisma-based within 30 feet of the harp and
access an eyestalk dagger. A golden within the line of sight of its
beholder user can cast spells through the skills). Undead
within 20 feet of a player. The target must be
device as though using the greater scrying willing to accept the
spell. source of ghoul- Moreto’s ghoul‐light lantern
light gain a +1 energizes his undead and infusion of magic.
weakens his enemies.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
At the end of this 8- Weight: 8 lbs. a foot wide, that glows with a hellish red light
hour period, the target Source: Dragon 339 (Planescape: (shedding light as a torch).
gains a permanent bond Dead Factions)
with the natural world, The heart is intelligent (Int 19, Wis 10,
transforming into a plant- The Heart of Aoskar looks like a Cha 19, Ego 31) and lawful evil. It can
like creature known as a clockwork heart the size of a human head. communicate through telepathy and
woodling. Numerous keyholes of different shapes and speech (it speaks Common, Infernal,
This, template is detailed sizes pepper the surface of the device, Draconic, Giant, and Dwarven), though it
on pages 197-199 of the which can be folded and unfolded to reveal prefers the subtle influences of telepathy
MONSTER MANUAL III. This more keyholes and more hinged plates. No to traditional speech. The ruby is
template can only be applied matter how many plates are adjusted the supernaturally resilient to attacks (AC 4,
to corporeal animals, heart remains the same shape. hardness 50. hp 100).
dragons, fey, giants, The Heart of Mephistopheles was created
humanoids, magical Any character who makes a with the purpose of spreading the
beasts, or monstrous successful DC 30 Open Lock check influence and power of its archdevil
humanoids. The causes the Heart of Aoskar to create a creator, and to this end it was imbued
Greenbond Harp spontaneous portal, effectively
transformation takes a fair with several powerful abilities. Once per
portion of its targets life force and transporting all creatures within 15 feet day, the heart can use a silenced dominate
experience, replacing what it takes with to a random plane, as per the spell plane monster as a spell-like ability (Will save
the natural energies and magic that shift but disregarding the boundaries of DC 29). Up to three times per day the
complete the transformation. Once a connecting planes. Thus, a character heart can produce a corrupted firebolt
creature gains the woodling template, he using the Heart of Aoskar might jump (10d6 fire, save DC 23, half divine dam-
must give up three character levels, from an Inner Plane directly to a age, otherwise as lightning bolt) and gust of
replacing the benefits of these three normally inaccessible Outer Plane. What wind. The Heart of Mephistopheles has Bluff
levels with those granted by the plane the user and those around him +14, Diplomacy +14, and Knowledge (the
woodling template. Since the woodling appear on is determined by the DM or at planes) +14.
template has a +3 modifier to ECL, the random. In addition to its conventional powers,
character's actual ECL does not change. Lore: Aoskar, a god of portals and the ruby Heart radiates an extra-planar
Alternately, if a character already traveling, once challenged the Lady of aura that only affects creatures from the
possesses a creature template that has an Pain for dominance over her city. He lost. Nine Hells of Baator. Any such creature
ECL adjustment of +5 or higher, he can His temples destroyed and his followers within 1 mile of the Heart of
abandon that template and replace it with long forgotten, The Mephistopheles is considered to be on its
the woodling template. If he replaces a Sign of One decided home plane. Devils and other extra-
template that has an ECL of higher than the ultimate proof planar creatures are immune to such
of their powers Heart of
+5, his new ECL total is lower; "extra" spells as dismissal as long as they
would be to Aoskar
ECL bonuses are lost in the trade. If by are within this area.
abandoning a template the creature imagine this fallen To destroy this artifact, a cleric
becomes one of the creatures that the god back to life. Although of a good-aligned god must cast
woodling template can be legally applied they did not succeed, raise dead, resurrection, or true
to, she may then gain the woodling many Signers began resurrection (or an equivalent spell)
template. A creature that would remain carrying figurines upon the heart. After-wards, a
an aberration, construct, elemental, ooze, and objects crack appears in the ruby, and it
outsider, plant, undead, or vermin after associated with is subject to physical
abandoning a template cannot be Aoskar. damage (its hardness
transformed into a woodling in this Prerequisites: Craft rating drops to 10). If
manner. Templates that do not have an Wondrous Item, reduced to 0 hp, the
ECL adjustment (such as the skeleton or plane shift. Heart of Mephistopheles
zombie templates) cannot be abandoned explodes, dealing 10d6 points of
to fuel this transformation.
If you don't have access to MONSTER
HEART OF hellfire damage to all creatures within a
50-foot radius.
MANUAL III you can instead have the MEPHISTOPHELES
harp replace three of the target's
character levels with druid or ranger
Price (Item Level): Priceless HEART OF THE
Body Slot: ––
levels. Caster Level: 20th SCORPION, THE [MINOR
Aura: Strong; (DC 25) conjuration
HEART OF AOSKAR Activation: Standard (command) ARTIFACT]
Weight: 20 lbs. Price (Item Level): Priceless
[MINOR ARTIFACT] Source: Dungeon 140 (Heart of Hellfire Body Slot: ––
Price (Item Level): Priceless Mountain) Caster Level: 20th
Body Slot: –– Aura: Strong; (DC 25) abjuration
Caster Level: 19th The malevolent Heart of Mephistopheles is Activation: Standard (command)
Aura: Strong; (DC 24) conjuration an artifact of terrible power and intellect. It Weight: 8 lbs.
Activation: Standard (manipulation) appears as a large multifaceted ruby, roughly

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Source: Dragon 345 Bazaar of the Source: Dragon 359
Bizarre: For and Against The Giants) (Treasures of
Greyhawk: Magic
This staff is crafted from a stone giant's of the Company
femur, with the ball joint's rounded, polished of Seven)
protrusions gleaming on the top end of the
staff and the bottom sharpened to a point. A This copper
fetish necklace of giant's teeth hangs from a bell bears esoteric runes
hole carved through the top. The deep gray along its bottom edge,
length of the staff is etched with mystical thought to date back to the
runes, each painted blood red. colleges of the Old Lore. A
small silver mallet
The Heart of the Scorpion This staff harnesses necromantic hangs from a fine
power, the effects of which are much silver chain on the
Source: Dungeon 124 (Temple of the more potent against giants. inferior of the bell.
Scorpion God) When activated, Hel’s death staff emits a
stench of decay and absorbs the light Three times per
Once per day, if a character touches around the staffs head, creating an empty day, you may ring the bell
one of the runes corresponding to an black sphere of shadowy illumination to summon an unseen servant as
outer plane and speaks the phrase “a wall that darkens about as much as a candle the spell, to do your bidding for 1 hour.
around the world” in archaic Giant (this brightens. This has no game effect. In addition, once per day, you may ring
is a standard action), the heart of the A Hel’s death staff allows use of the the bell twice to send any summoned
scorpion creates a dimensional lock effect following spells: creature within 60 feet back to its home
keyed to that specific plane. This effect • Blindness/deafness (1 charge) plane. The creature can attempt a Will
prevents planar travel to and from that save (the DC equals the creatures HD
plane as the dimensional lock spell within • Ray of enfeeblement (1 charge)
total subtracted from 26) to resist a
a 20-foot radius for 24-hours. It also • Animate dead (2 charges) sudden return to its home plane.
automatically dispels any gateway or • Finger of death 3 charges) Finally, once per day, a bard using the
portal to that plane that is currently When cast on a giant, the DCs of these bell to keep time may summon creatures
active within its area of effect. Note that spells increase by +2. Additionally, you as a summon monster VI spell with a
the only symbols for the thirteen outer can animate up to three times your caster successful DC 26 Perform skill check.
planes are present upon the gem, so level (instead of twice your caster level) Lore: This bell once hung from the
travel to the Astral Plane, the Ethereal of HD of undead with a single casting of famous mystical organ devised by
Plane, and the Plane of Shadow cannot be animate dead. All of the undead you Heward and was used by the bard to
stopped by this artifact. Whenever a animate in this way must be from the keeps time while operating the device.
plane is coterminous with the Material bodies of giants. Likewise, you can Several decades ago, however, an
Plane, the symbol for that control up to 6 HD of undead per enterprising thief liberated the bell from
plane glows faintly. caster level (instead of 4 HD per caster the organ while the bard spent a night on
Lore: This minor artifact level) as long as you possess Hel`s the town away from his amazing home.
was created by the ancient death staff and at least one of the (Heward’s domicile is thought to travel
giants of Xen’drik out of a undead creatures you control is a in time and space, even touching many
massive Siberys giant. planes of existence simultaneously,
dragonshard during their Finally, when you slay a giant with affording Heward the opportunity to
war with the quori. The a finger of death spell cast from the acquaint himself with many cultures at
giants were searching for staff, you can opt to immediately (as a once). The loss of the bell did not disturb
a way to prevent the swift action) animate the giant's body Heward. Indeed, the pacifistic bon vivant
outsiders from opening new with animate dead. This use requires the would never conscience violence to
gateways into this world from expenditure of only a single charge from effect its return. It has since been copied
the outer planes. the staff for casting animate dead (instead many times by those interested in the
of the normal 2 charges). bell's amusing properties.
Prerequisites: Craft Staff, animate dead,
HEL’S DEATH blindness/deafness, finger of death, ray of
Prerequisites: Craft Wondrous Item,
dismissal, summon monster VI, unseen
STAFF enfeeblement. servant, creator must have 10 ranks in
Price (Item Level): 59,310 Perform.
gp (18th) HEWARD’S BELL Cost to Create: 18,840gp, 1,508 XP.
Body Slot: –– (held) Price (Item Level): 37,680 gp (17th)
Caster Level: 13th
Aura: Strong; (DC 21)
Body Slot: –– HEWARD’S LYRE OF
C aster Level: 15th
necromancy Aura: Strong; (DC 22) abjuration and TRUTH
Activation: Standard (spell conjuration Price (Item Level): 28, 280 gp (16th)
trigger) and Swift (spell Hel’s Body Slot: ––
Activation: Standard
trigger) Death Weight: 2 lbs. Caster Level: 8th
Weight: –– Staff

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Aura: Strong; (DC 19) abjuration and
conjuration (healing)
HIVEBLOOD CREATURE
Hiveblood creatures are giants or humanoids that have been partially
Activation: Standard
transformed into formians. These creatures share a special link and gain
Weight: 4 lbs.
certain formian-like abilities. Normal formians accept hiveblood creatures as
Source: Dragon 359 (Treasures of
one of their own, as long as they belong to the same hive. Hivebloods from
Greyhawk: Magic of the Company of
different hives are destroyed on sight. A hiveblood creature can be restored
Seven)
to its original form with powerful
magic (miracle or wish), or by taking an antidote.
This old varnished bronzewood lyre,
decorated with several amethysts and strung Creating a Hiveblood Creature
with platinum wire, bears numerous “Hiveblood” is an acquired template that can be applied to any giant or
delicately carved sigils of arcane origin. humanoid.
Size and Type: The creature's size remains unchanged, but its type
When played, the lyre emits a constant changes to aberration. Do not recalculate the creature's Hit Dice, base attack
zone of truth (DC 13). Twice per day, when bonus, saves, or skill points. The creature gains the augmented subtype.
plucking a single string continuously, Armor Class: A hiveblood gains a chitinous shell that increases the base
you may use a discern lies spell on anyone creature's natural armor lass by +2.
within 60 feet (DC 16). Further, once per Attack: A hiveblood creature gains a bite attack as a secondary weapon. It
day, if you play a tune after adjusting the retains the ability to use weapons.
slacker tension, you gain the benefits of a Full Attack: A hiveblood fighting with weapons can make an additional
glibness spell. attack with its bite. If the base creature has more than one head, it still can
Lore: A particularly galling tour of the only make one bite attack per round.
North Province of the Great Kingdom a Damage: Hivebloods have bite attacks. If the base creature does not have a
century ago inspired Heward to create bite attack, use the damage value on the table below.
this item to cut through the mendacity
he was forced to endure among the Size Bite Damage
boorish nobles he sought to entertain in Fine 1
that region. Thus, he created the lyre of Diminutive 1d2
truth with the aid of his longtime friend, Tiny 1d3
Keoghtom. Unfortunately, the bard Small 1d4
discovered that revels and the gatherings Medium 1d6
of aristocracy are often the last places for Large 1d8
honesty and on more than one occasion Huge 2d6
his lyre forced him to flee just a few feet Gargantuan 3d6
ahead of an angry mob. He has since Colossal 4d6
retired the lyre from active use.
Prerequisites: Craft Wondrous Item, Special Qualities; A hiveblood creature retains all of the special attacks
discern lies, glibness, zone of truth. and special qualities of the base creature. In addition, it gains the special
Cost to Create: 14,140 gp, 1,131 XP. qualities described below.
Darkvision (Ex): Hiveblood creatures have darkvision with a 60-ft. range.
HIDDEN TOOTH Limited Hive Mind (Ex): Hiveblood creatures within in miles of their queen
are in constant communication. If one is aware of a particular danger, they all
Price (Item Level): 3,850 gp (8th) are. If one in a group is not flat-footed, none of them are. No hiveblood in a
Body Slot: –– group is considered flanked unless they all are.
Caster Level: 9th Immunity to Poison (Ex): Hivebloods are immune to poison.
Aura: Moderate; (DC 19) conjuration and Energy Resistance (Ex): Hivebloods gain resistance to cold 10, electricity 5,
transmutation fire 5, and sonic 5.
Activation: –– Abilities: +4 Str, +2 Dex, +2 Con, -4 Int (minimum of 3), -4 Cha.
Weight: 1 lb. Challenge Rating: Base creature’s CR +1
Source: Dragon 332 (Bazaar of the Alignment: Always lawful neutral
Bizarre: In Defense of Home and Hoard) Level Adjustment: +2
This dragon's tooth looks much like
any other, and comes in a variety of sizes
volume weighing no more than 250 bite attack. After the dragon dies, a DC 30
depending upon the dragon from which
pounds. However, the hole at the top is Search check reveals the hidden tooth, and
it was initially taken. When a creature of
never more than 6 inches across (and a DC 20 Strength check removes it.
the dragon type places the tooth in its
often much smaller), limiting the size of Lore: All dragons obsess over the
mouth, the tooth seals tightly to its jaw in
individual items that can be placed protection of their hoards. It is this
the place of a missing tooth.
inside. No matter how many coins, gems, incessant paranoia that provoked the red
When not in a dragon's mouth, the
rings, or wands the dragon might store, dragon sorcerer Thalinion to invent the
hidden tooth possesses an opening at the
the tooth never weighs more than a hidden tooth some centuries ago. Since
top that leads to an extra-dimensional
normal tooth of its size, and using the that time their use has become
space. The space can hold 30 cubic feet of
hidden tooth has no effect on the dragon's widespread.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Activation: Standard (command) to resent guiding those unable to keep up
Weight: –– under their own power. If the owner of
Source: Dragon 316 (Cloak & Dagger: the horn attempts to take any sort of
Gear, Gadgets, and Gizmos for Your shortcut, whether riding a horse, casting
Game) a fly spell or something similar, they fade
more and more rapidly. An owner who
When the command word for this item does not repent and return to following
is spoken, the homing bag and any items the trail on foot eventually must blow the
Hidden Tooth contained within are magically horn each round to summon the
Prerequisites: Craft Wondrous Item, teleported to a specific location. About footprints. This exertion puts the owner
disguise self , Leomund's secret chest, creator the size of a large coin purse, homing bags at risk of becoming exhausted, requiring
must be a dragon. are used by spies to send messages and a DC 15 Fortitude save each round in
important items back to their employers. order to continue. If followed, these
Alternatively, a homing bag might be footsteps eventually lead to the entrance
HIVEBLOOD SERUM created in order to transport an item into of a hidden dungeon created by a wizard/
Price (Item Level): 8,000 gp (11th) a well-guarded location. The destination ranger who despaired of finding a worthy
Body Slot: –– must be within ten miles of the homing heir in his own lifetime.
Caster Level: 7th bag for the magic to work. Prerequisites: Craft Magic Arms and
Aura: Moderate; (DC 18) transmutation The bearer of the bag can set a new Armor, silent image, locate object
Activation: Standard (manipulation) destination for items in the bag once per
day, as a standard action. A homing bag
Weight: –– can hold up to 20 pounds of items. HORN OF RECORDING
Source: Dungeon 127 (The Hive) Prerequisites: Craft Wondrous Item, Price (Item Level): 750 gp (3rd)
teleport object. Body Slot: –– (held)
Created from a mixture of various Caster Level: 3rd
herbs, formian poisons and doppelganger Aura: Faint; (DC 16) illusion
blood, hiveblood serum is a dangerous HORN OF FOOTSTEPS Activation: Standard (manipulation)
concoction, particularly to any giant or Price (Item Level): 7,600 gp (11th) Weight: 1 lb.
humanoid that drinks it. A creature that Body Slot: –– (held) Source: Dragon 327 (Bazaar of the
drinks a dose of hiveblood serum must Bizarre: Modern Magic)
make a DC 17 Fortitude save. Failure Caster Level: 3rd
Aura: Faint; (DC 16) divination Shaped like a miniature hollow cornucopia
indicates the drinker takes 1d6 points of Activation: Standard (manipulation) and made entirely of bronze with multiple
Dexterity damage. One minute later, the Weight: 5 lbs. lesser gemstones around its rim, a horn of
victim must make a second DC 17 Source: Dungeon 123 (Campaign recording attracts little attention with its
Fortitude save. Failure on this second Workshop: The Dungeon - Treasure looks alone.
save indicates that the drinker slowly Trails)
transforms into a hiveblood creature over The tip of the horn rotates stiffly, with
the course of 1d6 hours (see the This beautiful horn has been carved from a small tab locking it into several
“Hiveblood Creature” sidebar on this the gleaming ivory tusk of some great beast. positions, from pointing directly toward
page). During this time a neutralize poison Sounding this brass-bound war horn emits a the wide mouth of the horn to exactly
can halt and reverse the process. Once mournful howl that echoes across the perpendicular to the mouth, and finally
the transformation is complete, the new landscape. to pointing directly away from the
hiveblood creature forgets its previous mouth. Positioning the point so it faces
life and becomes part of the closest Audible for miles, and possibly the mouth of the horn activates its
formian hive. If no formian queen is attracting the curious or perhaps simply recording ability. A horn can record up to
within 10 miles, the drinker takes 1d4 the hungry, the horn also creates the a maximum of 2 hours of sound.
points of Wisdom drain per day (no save) 0utline of strange green glowing
until he finds a queen to serve. footprints with each note. Clearly visible Horn of
A creature other than a giant or to anyone nearby, these footprints Recording
humanoid that drinks hiveblood serum stretch off into the distance at about
takes 2d6 Dexterity damage if it fails the the pace of a running man, winding
second saving throw. their way around natural obstacles,
Prerequisites: Craft Wondrous Item, skipping across river stones, always
polymorph, scent of the monarch (see providing the most direct overland
DRAGON MAGAZINE #127). route to their destination. Since
they fade away after about a quarter
of an hour the owner of the horn
HOMING BAG must use it regularly in order to
Price (Item Level): 55,000 gp (18th) continue to follow the footprints.
Body Slot: –– (held) The footprints set a rugged pace,
Caster Level: 13th demanding hardiness and vigor from
Aura: Strong; (DC 21) transmutation those following them, and they seem

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Positioning the point so that it faces away 30 Knowledge (the planes) or bardic An ellipsoid ioun stone mottled in black
from the mouth of the horn activates its knowledge check. and white.
play ability. When playing, the horn Any player may open a gate to a random
continuously loops through any sound plane as a standard action with a This ioun stone provides the
recorded in it. Positioning the point at successful DC 25 Perform check. If the equivalent of a mind blank spell in regards
any other location deactivates the horn. performer knows the tune for a specific to scrying, That is, if anyone attempts to
Once filled with 2 hours of sound, the plane, she can open a gate on that plane scry directly upon a person using this
horn can no longer record anything new, at a random location (on the plane) as a type of ioun stone, the attempt
and thereafter can only play what it has standard action with a successful DC 25 automatically fails. If they use a scrying
already recorded. Perform check and to a specific location device or spell to scan an area that the
A horn of recording cannot duplicate the as a standard action with a successful DC person with the ioun stone is in, they'll
verbal component of spells, spell triggers, 30 Perform check. Because there is a see the area but not the person.
command words, bardic music, or any consequence of failure (getting a result of The ioun stone does not provide any of
other magical effect. 25 or greater but less than 30 on the the non-scrying benefits of the mind
Lore: Few magic items have created as Perform check), a character cannot take blank spell, such as immunity to spells,
much political upheaval as the 20 on the Perform check to play a horn of effects, and devices that otherwise detect,
surprisingly simple horn of recording. the planes. influence, or read emotions or thoughts.
Created by a resourceful tavern owner If a performer plays the horn without Prerequisites: Craft Wondrous Item,
and ex-adventurer, a horn of recording is a attempting to open a gate, there is a mind blank.
working bard's worst nightmare. Initially cumulative 1% chance for each
seen as a novelty, horns of recording saw continuous round of playing that the
widespread use as many bards and horn will open a gate to a random plane, INSIDIOUS SEAWEED
entertainers eagerly recorded their as long as the horn has not already been Price (Item Level): 3,200 gp (8th)
performances. However, numerous used to open a gate. Body Slot: –– (held)
unscrupulous merchants recorded bards The horn of the planes can open a gate Caster Level: 3rd
and entertainers without their only once per day. Aura: Faint (DC 16); transmutation
knowledge or permission. Many bards Prerequisites: Craft Wondrous Item, gate. Activation: Standard (command)
only discovered the deception upon Weight: ––
hearing their performances hundreds of Source: Dragon 355 (Savage Tidings:
miles away from home. Since that ILLUSORY MAP The Market is Bad)
discovery, most bards forbid the use of Price (Item Level): 1,250 gp (4th)
these items and refuse to perform in Body Slot: –– (held) This brittle strand of dried seaweed bears a
establishments that employ them. Caster Level: 7th rough texture and a slight briny smell.
Prerequisites: Craft Wondrous Item, Aura: Moderate; (DC 18) illusion
major image. Activation: –– Once per day, when you activate the
Weight: 1/2 lb. insidious seaweed, it quickly grows to many
Source: Dungeon 132 (Wingclipper’s times its size, duplicating the effects of
HORN OF THE PLANES Revenge) an entangle spell for 3 minutes, centered
Price (Item Level): 55,000 gp (18th) on you (DC 11). You are not affected by
Body Slot: –– (held) An illusory map is a representation of an the entangling plants created by your
Caster Level: 17th outdoor area encompassing no more than own insidious seaweed as long as you hold
Aura: Strong; (DC 23) conjuration 100 square miles. When unrolled, the it. If you let go of the insidious seaweed
Activation: Standard (manipulation) illusion on the scroll activates, providing you are affected by its entangling plants
Weight: 5 Ibs. a 3-dimensional view of the landscape. as normal. Insidious seaweed does not need
Source: Dragon 317 (Mages High Notes: The map gives a +10 bonus on Survival nearby plants to work, as it creates its
9 Magical Instruments) checks to negotiate the displayed terrain. own. You can end the effect prematurely
Once it is created, the map cannot be by uttering the command word a second
The masterwork horn is a platinum altered to reflect environmental changes. time.
trumpet with an inscription on the outside Prerequisites: Craft Wondrous Item, 5 Prerequisites: Craft Wondrous Item,
that depicts the arrangement of the planes. ranks in Craft (cartography), hallucinatory entangle.
terrain. Cost to Create: 1,600 gp, 128 XP, 3 days.
The music of the horn of the planes
resonates with the planes of the
muiliverse. A performer with the horn of IOUN STONE (BLACK & INTELLIGENT FLYING
the planes and the correct melody can WHITE ELLIPSOID) CARPET
open a portal to another plane.
Price (Item Level): 60,000 gp (18th) Price (Item Level): 27,000 gp (16th)
Once per day, a performer playing the
Body Slot: –– (held) Body Slot: ––
horn can attempt to use it to open a gate
Caster Level: 15th Caster Level: 10th
(as per the spell). The bard must know
Aura: Strong; (DC 22) abjuration Aura: Moderate; (DC 20) transmutation
the proper melody to play for a particular
Activation: –– Activation: ––
plane. Learning the proper melody
Weight: –– Weight: 8 lbs.
requires that the performer have 5 ranks
Source: Dragon 319 (I Scry: Spying and Source: Dragon 314 (Master of the Four
in Perform and successfully make a DC
Divination Magic Items) Winds: The Mysteries of Air Magic)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Carpet of flying 5 ft. x 5 ft; AL LN; Int entrapped by the flask. ranks in the Perform (string instrument)
10, Wis 13, Cha 13; empathy; 60 ft. vision Lore: This artifact skill. In the hands of a skilled user it can
and hearing; Ego score 3. was crafted ages ago by produce the following effects as if cast
Lesser Power: Item has 10 ranks in the wizard-tyrant by a 20th level bard: 1/day–charm
Spot (total modifier +11). Tuerny, who promptly monster (9 ranks, DC 18),
Personality: The carpet is content to used the flask to capture an crushing despair (9 ranks, DC
soar high above the earth with its master aspect of Graz’zt and 18),fog cloud (6 ranks), greater
atop it. It asks nothing more than the forced him to ravage the dispel magic (15 ranks),
chance to cavort among the clouds every armies and holdings of heroism (6 ranks), legend lore
few days. When it bears its master into Tuerny’s enemies. During (12 ranks), major creation (12
combat, the carpet generally makes two one battle, the aspect ranks), programmed image (18
move actions, leaving the master free to turned the tables and The Iron Flask of ranks), rage(6 ranks), vision (18
cast full-round spells, retrieve various captured Tuerny in the Tuerny the Merciless
ranks).
wands and potions, and do other things flask. After returning to Olidammara can call the
he couldn't do if he had to direct the the Abyss, he transformed Tuerny into a kanteel to his person at any time, even
carpet as a move action. dretch as a slave. In time, Tuerny gained across planar barriers.
Prerequisites: Craft Wondrous Item, power by successfully leading the
overland flight, permanency. demonic forces in the Blood War, and
became a nalfeshnee demon. KEOGHTOM'S SPIDERY
IRON FLASK OF TUERNY Miraculously, Tuerny maintained his MAP
personality and wizardly skills Price (Item Level): 26,400 gp (16th)
THE MERCILESS, THE throughout this evolution, but during the Body Slot: ––
Price (Item Level): Priceless time he lost track of his Iron Flask. The Caster Level: 11th
Body Slot: –– artifact became the blueprint for Aura: Strong; (DC 20) divination
Caster Level: 25th countless lesser versions, but the original Activation: Full-round (mental)
remains the most potent of them all. Weight: ––
Aura: Overwhelming; (DC 27)
conjuration (chaos, evil) Source: Dragon 359 (Treasures of
Activation: Standard (command) KANTEEL OF THE Greyhawk: Magic of the Company of
Weight: 1 lb. Seven)
Source: Dungeon 149 (Savage Tide – OLDEST [RELIC]
Enemies of my Enemy) Price (Item Level): Priceless This large, weathered bit of cloth appears
Body Slot: –– (held) covered in intermeshing spider's silk. It has
The Iron Flask of Tuerny the Merciless Caster Level: 20th been folded many times over and bears an
functions as a normal iron flask, except Aura: Strong; (DC 25) (all schools) ever-changing nonsensical mass of blurred
that it can only capture and command Activation: Standard lines, shapes, and symbols.
demons. A targeted demon can resist Weight: 2 lbs.
being captured by making a DC 26 Will Source: Dragon 342 (Core Beliefs: In order to use it, you need only
save. It can hold up to 100 demons at a Olidammara) concentrate upon the map, searching
time, but currently contains only seven; your mind for a location, creature, or
three vrocks, a nalfeshnee, two mariliths, Olidammara occasionally lends this object. The map then acts as a find the
and a balor. The wielder can command artifact to mortals or allows it to be stolen path spell, showing in great detail the
one of the demons within to come forth for a time. The kanteel of the oldest gives a shortest, most direct physical route to the
to serve him for 1 hour per day; he may +5 competence bonus on bardic music specified destinations. You can only use
command demons within the flask in checks. Using the instrument's other the map once per day, and all other paths
this manner no more than 3 times per powers require a minimum number of or locations on the map appear as an ever-
day. If the flask is opened changing blurred mass of webs.
without commanding one of the The map refuses to locate
demons, 1d6 of them escapes Keoghtom, the path to his extra
each round to assault and savage dimensional home, not
the flask’s holder, squabbling over indeed the location of any
its control. being who carries the rank of
The flask can be used to contain deity.
a single aspect of a demon lord, It cannot see beyond the
although to do so, it must first be bounds of the current plane of
emptied–a single demon lord existence.
aspect (regardless of that aspect’s Lore: Those who study the
actual power) counts as all 100 exploits of the Company of
demons the flask could normally Seven often describe Keoghtom
store. The flask is particularly as the most inventive and
potent at capturing aspects–this assiduous of the group. The
was its original intent, after all. demigod Zagyg only confides in
An aspect suffers a -10 penalty on Keoghtom’s Spidery Map Keoghtom and respects his
the Will save to avoid being judgment greatly. In addition,

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
save only Nolzur, Keoghtom enjoys good KNOWSTONES Activation: ––
terms with the rest of the company and is A knowstone provides its bearer with Weight: ––
even accorded a friend of the mage knowledge of the inscribed spell, Source: Dragon 333 (Class Acts:
Mordenkainen. which he can then use his spell slots to Knowstones)
Keoghtom's many discoveries have cast normally (as if the inscribed spell
benefited the cultures of the Flanaess were among his known spells). The A small, smooth semi-precious stone
significantly–especially his balms and knowstone's bearer need not make any inscribed with an ancient arcane symbol.
curatives. The map that bears his name is conscious decision to use the knowstone
apart from deciding to cast the This knowstone allows the bearer to cast
no exception. Fharlanghn, whose inscribed spell. (This is considered part
friendship with the bard Heward is long of the spellcasting action.) Any clone as if it were among his known
and deep, facilitated its creation by spontaneous caster can use a knowstone, spells. See the knowstone sidebar for more
allowing Keoghtom a perusal of the provided that the spell it includes is on information on the use and creation of
famed Oerthdisc. The resulting map his spell list and he can cast spells of its knowstones.
proved so useful that cartographers and level. For example, a bard may cast Prerequisites: Craft Wondrous Item,
sages suggest dozens of copies exist crushing despair from a knowstone of clone.
across the Flanaess. crushing despair if he can cast 3rd-level
spells, whereas a sorcerer must be able
Prerequisites: Craft Wondrous Item, find
the path.
to cast 4th-level spells to employ a KNOWSTONE OF
knowstone of that spell.
Cost to Create: 13,200 gp, 1,056 XP. A knowstone always appears in a piece DISRUPT UNDEAD
of jewelry but does not occupy a magic Price (Item Level): 500 gp (3rd)
KEOGHTOM'S STAFF OF item slot. It takes 24 hours for a
knowstone to attune to a new bearer,
Body Slot: ––
Caster Level: 3rd
PURIFICATION after which time the knowstone grants
its inscribed spell.
Aura: Faint; (DC 16) necromancy
Price (Item Level): 47,250 gp (17th) You can create a knowstone for any Activation: ––
Body Slot: –– (held) spell you know. Crafting a knowstone Weight: ––
C aster Level: 12th takes one day for each 1,000 gp in its Source: Dragon 333 (Class Acts:
Aura: Strong; (DC 21) abjuration and base price (500 gp total price for a 0- Knowstones)
conjuration (healing) level spell). The base price of a
Activation: Standard (spell-trigger) knowstone is the spell level squared x A small, smooth semi-precious stone
Weight: 4 lbs. 1,000 gp + expensive material inscribed with an ancient arcane symbol.
components or focus (if any). To craft a
Source: Dragon 359 (Treasures of knowstone, you must spend 1/25 of this
Greyhawk: Magic of the Company of This knowstone allows the bearer to cast
base price in XP and use up raw
Seven) materials costing one-half of this base disrupt undead as if it were among his
price. Creating a knowstone requires the known spells. See the knowstone sidebar
A black-iron hag's hand clutching a lapis Craft Wondrous item feat. for more information on the use and
lazuli gem tops this thick crooked willow staff. creation of knowstones.
a witch-queen the locals referred to as the Prerequisites: Craft Wondrous Item,
When touched to any liquid, the staff of Weird of the Cold Heath. After an disrupt undead.
purification immediately removes any enervating battle, Murlynd fired several
lingering maladies, as purify food or drink
except it doesn't destroy any magical
rounds from his amazing six-shooters at
her elbow and her strange gnarled staff
KNOWSTONE OF
qualities of the liquid. This use expends 2 fell to the ground. Keoghtom claimed the FEEBLEMIND
charges. object and later identified it as a "staff of Price (Item Level): 25,000 gp (15th)
The following uses require the affliction" which he surmised was related Body Slot: ––
expenditure of charges. to the vile cult of Incabulos. His study Caster Level: 10th
• break enchantment (1 charge) allowed him to reverse its effects, despite Aura: Moderate; (DC 20) enchantment
• restoration (1charge) objections from Nolzur, who thought it Activation: ––
could make a formidable weapon against
• heal (2 charges) Weight: ––
the forces of a nascent demigod in the Source: Dragon 333 (Class Acts:
A new staff has 50 charges.
northern reaches who the orcs called the Knowstones)
Lore: The exploits of the Company of
Old One. Keoghtom rebuffed him and
Seven are too
created the staff of purification–which A small, smooth semi-precious stone
numerous to recount, but one of their
retains its original baleful appearance. inscribed with an ancient arcane symbol.
more infamous ventures carried
Prerequisites: Craft Staff, break
Murlynd, Keoghtom, are Nolzur to the
enchantment, heal, restoration. This knowstone allows the bearer to cast
Cold Marshes in the far north of the
Cost to Create: 26,,125 gp, 1,690 XP. feeblemind as if it were among his known
Flanaess in search of the ancient ruins of
an odd civilization of sorcery-wielding spells. See the knowstone sidebar for more
amphibians. Unfortunately for the trio, KNOWSTONE OF CLONE information on the use and creation of
the place was not completely abandoned Price (Item Level): 65,500 gp (19th) knowstones.
and they found themselves in battle with Body Slot: –– Prerequisites: Craft Wondrous Item,
Caster Level: 16th feeblemind.
Aura: Strong; (DC 23) necromancy

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
This knowstone allows the bearer to cast Activation: ––
KNOWSTONE OF Melf’s acid arrow as if it were among his Weight: ––
IDENTIFY known spells. See the knowstone sidebar Source: Dragon 333 (Class Acts:
Price (Item Level): 1,100 gp (4th) for more information on the use and Knowstones)
Body Slot: –– creation of knowstones.
Caster Level: 3rd Prerequisites: Craft Wondrous Item, A small, smooth semi-precious stone
Melf’s acid arrow. inscribed with an ancient arcane symbol.
Aura: Faint; (DC 16) divination
Activation: –– This knowstone allows the bearer to cast
Weight: –– KNOWSTONE OF reverse gravity as if it were among his
Source: Dragon 333 (Class Acts:
Knowstones) MORDENKAINEN’S known spells. See the knowstone sidebar
for more information on the use and
A small, smooth semi-precious stone DISJUNCTION creation of knowstones.
Price (Item Level): 81,000 gp (20th) Prerequisites: Craft Wondrous Item,
inscribed with an ancient arcane symbol.
Body Slot: –– reverse gravity.
This knowstone allows the bearer to cast Caster Level: 18th
identify as if it were among his known Aura: Strong; (DC 24) abjuration
Activation: ––
KNOWSTONE OF
spells. See the knowstone sidebar for more
information on the use and creation of Weight: –– STONESKIN
knowstones. Source: Dragon 333 (Class Acts: Price (Item Level): 16,250 gp (14th)
Prerequisites: Craft Wondrous Item, Knowstones) Body Slot: ––
identify. Caster Level: 8th
A small, smooth semi-precious stone Aura: Moderate; (DC 19) abjuration
inscribed with an ancient arcane symbol. Activation: ––
KNOWSTONE OF Weight: ––
This knowstone allows the bearer to cast
LIGHTNING BOLT Mordenkainen’s disjunction as if it were
Source: Dragon 333 (Class Acts:
Price (Item Level): 9,000 gp (12th) Knowstones)
among his known spells. See the
Body Slot: –– knowstone sidebar for more information
Caster Level: 6th A small, smooth semi-precious stone
on the use and creation of knowstones. inscribed with an ancient arcane symbol.
Aura: Moderate; (DC 18) evocation Prerequisites: Craft Wondrous Item,
Activation: –– Mordenkainen’s disjunction. This knowstone allows the bearer to cast
Weight: –– stoneskin as if it were among his known
Source: Dragon 333 (Class Acts:
Knowstones) KNOWSTONE OF spells. See the knowstone sidebar for more
information on the use and creation of
A small, smooth semi-precious stone
PROGRAMMED IMAGE knowstones.
Price (Item Level): 36,025 gp (17th) Prerequisites: Craft Wondrous Item,
inscribed with an ancient arcane symbol.
Body Slot: –– stoneskin.
This knowstone allows the bearer to cast Caster Level: 12th
lightning bolt as if it were among his Aura: Strong; (DC 21) illusion
Activation: ––
KYUSS WORM PASTE
known spells. See the knowstone sidebar Price (Item Level): 750 gp (3rd)
for more information on the use and Weight: ––
Body Slot: ––
creation of knowstones. Source: 333 (Class Acts: Knowstones)
Caster Level: 5th
Prerequisites: Craft Wondrous Item, Aura: Faint; (DC 17) abjuration
lightning bolt. A small, smooth semi-precious stone
inscribed with an ancient arcane symbol. Activation: Standard (manipulation),
standard (thrown), or full-round (see
KNOWSTONE OF MELF’S This knowstone allows the bearer to cast text)
Weight: ––
programmed image as if it were among his
ACID ARROW known spells. See the knowstone sidebar Source: Dungeon 126 (Age of Worms:
Price (Item Level): 4,000 gp (8th) for more information on the use and Encounter at Blackwall Keep)
Body Slot: –– creation of knowstones.
Prerequisites: Craft Wondrous Item, A cup-sized container of bad-smelling
Caster Level: 4th programmed image. greenish-brown paste.
Aura: Faint; (DC 17) conjuration
Activation: –– Kyuss worm paste renders a creature
Weight: –– KNOWSTONE OF immune to the green worms of a spawn
of Kyuss. Any worm from a spawn (or
Source: Dragon 333 (Class Acts:
Knowstones)
REVERSE GRAVITY similar worm attacks, such as slow worms
Price (Item Level): 49,000 gp (18th) [see DRAGON MAGAZINE #126]) dies
A small, smooth semi-precious stone Body Slot: –– instantly if it touches a creature
inscribed with an ancient arcane symbol. Caster Level: 14th protected by the paste. Applying the
Aura: Strong; (DC 22) transmutation paste is a full-round action and lasts 1

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
hour. Each cup of paste can protect one piece value of the magic liquid fueling it. successfully guided a bearer to all three
creature. If the container is thrown at a As such, a potion of cure light wounds used of its preset locations.
normal spawn, it transforms the creature to light a Lajandra's lantern keeps it lit for Prerequisites: Craft Magic Arms and
into a normal zombie, just as if remove 50 hours while a full jar of Keoghtom's Armor, find the path.
curse had been used. ointment provides fuel for 4,000 hours.
Prerequisites: Craft Wondrous Item, A Lajandra's lantern can be blown out as
neutralize poison. a normal lantern, requiring it to be LEFT EAR OF VECNA
refueled and relit before it again [MINOR ARTIFACT]
produces its magic effects. While it is
KYUSSBANE OIL unlit, the lantern does not burn fuel,
Price (Item Level): Priceless
Price (Item Level): 750 gp (3rd) Body Slot: ––
either mundane or magical. Caster Level: Unknown
Body Slot: –– Prerequisites: Craft Wondrous Item,
Caster Level: 5th Aura: Unknown
magic circle against evil.
Aura: Faint; (DC 17) transmutation Activation: –– and Standard (command)
Activation: Standard (manipulation) Weight: ––
Weight: –– LANTERN OF GUIDANCE Source: Dragon 359 (1d20 Villains –
Source: Dungeon 126 (Age of Worms: Price (Item Level): 10,000 gp (12th) D&D’s Most Wanted; Preferably Dead)
Encounter at Blackwall Keep) Body Slot: –– (held)
Caster Level: 12th To be used, this artifact must be placed
This rank oily substance gives a Aura: Strong; (DC 21) divination against the left side of a creature’s head
weapon the undead-bane property for 1 Activation: –– after its ear has been removed. The ear
hour. Any spawn of Kyuss or similar Weight: Unknown grants its host a +5 enhancement bonus
creature (including Kyuss himself) struck Source: Dungeon 107 (Test of the on all Listen skill checks and a +4
by the affected weapon takes +1d6 Smoking Eye) resistance bonus against sonic spells and
damage in addition to the +2d6 from the spell-like abilities. The host can use the
bane property. A miniature bullseye lantern chained to a spells blindness/deafness (deafness only)
Prerequisites: Craft Wondrous Item, 4-foot length of darkwood. and clairaudience/clairvoyance
summon monster I. (clairaudience only) three times each day.
A lantern of guidance never goes out Once per day, the host can use the spell
except within areas of magical darkness– greater shout. The host can also
LAJANDRA'S LANTERN neither the strongest wind nor full understand spoken languages (as per the
Price (Item Level): 9,000 gp (12th) immersion in water can douse its silvery spell tongues). All powers are at caster
Body Slot: –– (held) flame. But its true power lies in its abilty level 20th and all DCs to resist their
Caster Level: 5th to unerringly guide the lantern-bearer effects are 20.
Aura: Faint; (DC 17) abjuration toward one of three specific locations.
Activation: ––
Weight: 1 lb.
This functions as a find the path spell; the
lantern's light always shines in the correct
LICH’S SPOUT
Source: Dragon 322 (Shadow’s City: Price (Item Level): 10,000 gp (12th)
direction of travel, and the lantern-bearer
Balefire, City of Lanterns) Body Slot: ––
has an instinctive sense of any physical
Caster Level: 11th
actions to take such as avoiding trip wires
A box-shaped iron lantern of unassuming Aura: Strong; (DC 25) necromancy
or speaking passwords to avoid magic
appearance. Activation: Standard (manipulation)
glyphs. Up to three locations can be
Weight: Unknown
programmed into a lantern of guidance
The lantern can be used and fueled like when it is created. If the lantern-bearer Source: Dungeon 116 (Campaign
a normal lantern, but it can also burn brings the lantern to the first location, it Workbook – The Dungeon – Four
magic potions, oils, elixirs, or ointments. immediately switches to the second Fiendish Fountains)
When such items are poured into the location and leads the bearer in that
lantern, and it is lit, the magic liquids are This fountain can take any form, although
direction. Likewise, when the lantern-
immediately destroyed but the lantern's typically it is a simple stone basin with a 2-
bearer reaches the second location, the
flame produces a glow like that created foot plume of water at the center.
lantern immediately switches to the third
by the daylight spell. In addition to the location. Once the third location is
normal effect of the spell, incorporeal When a lich's phylactery is placed
reached, the lantern loses its guidance
creatures must make a DC Will save to anywhere within the basin, negative
ability forever.
enter an area illuminated by this light. energy infuses the water. Any undead
It's not immediately apparent from
Those incorporeal creatures that succeed that drinks from the basin is cured of
looking at the lantern, but because it's a
may move through the light's radius, but 2d8+5 points of damage. Any single
fairly small lantern connected to a sturdy
suffer a -4 penalty on attacks, saves, and undead may so benefit only once per day
handle by a short length of chain, it's an
checks while in the area. by drinking from the font. A cleric with
effective heavy mace. The lantern's
Light from a Lajandra's lantern has a 60- the ability to rebuke undead who drinks
creators knew that its light would often
foot-radius (30-foot-radius on the Plane of from this font gains a +4 bonus on his
take the lantern-bearer into harm's way,
Shadow). Its light and magic is blocked rebuking checks for a period of six hours
so they enhanced the item to function as
by any substance or structure that blocks after drinking. A living creature that
a +2 heavy flail. This property remains
normal light and its magic and light last drinks the water takes 2d8+5 points of
even after the lantern of guidance has
for a number of hours equal to the gold- damage from the negative energy. A

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
successful DC13 Will save halves this 1 hour. Drinking more than one glass
damage. MAD LEPRECHAUN'S extends this duration, but has no further
Liches who wish to use their spouts as COIN effect.
traps often blanket the fountain with Price (Item Level): 30,000 gp (16th) Lore: This thick nutty liqueur was
Nystul's magic aura and misdirection spells Body Slot: Throat developed by a gnome enchanter who
so that the spout detects as good and some Caster Level: 5th wished to create an alcoholic beverage he
even sculpt holy symbols of good deities Aura: Faint; (DC 17) necromancy could sip while perusing spellbooks that
into the basin. Naturally, a Lich goes to would give him the feeling of slight
Activation: ––
great lengths to conceal his phylactery inebriation without interfering with his
Weight: ––
within the spout. A DC 35 Search check is concentration or spellcasting. Several
Source: Dragon 324 (A Novel Approach:
necessary to discover the secret years of experimentation with arcane
American Gods)
compartment containing the phylactery. brewing techniques and magically
Prerequisites: Craft Wondrous item, cultured yeast produced a cocktail that
Said to come from an ancient fey's treasure
inflict wounds, creator must have access to hoard, this featureless gold coin dangles from did not interfere with the drinker's
a lich s phylactery a simple silver chain and has the size and concentration, instead enhancing it for a
weight of two normal coins stacked. brief period. The recipe for mage's brew
has spread throughout the scholarly
LOREWORM community and has become so popular in
Price (Item Level): 600 gp (+2 worm, Legends say that any creature wearing
this coin never dies-a partial truth as some areas that wizarding schools curtail
3rd): 3,750 gp (+5 worm, 8th); 15,000 gp its distribution to keep ambitious
(+10 worm, 14th) much a curse as a blessing. If the wearer
of the mad leprechaun's coin dies, the coin apprentices from abusing its attention-
Body Slot: –– focusing qualities.
Caster Level: 7th animates him 24 hours later as a zombie.
If the wearer is destroyed as a zombie, or Prerequisites: Craft Wondrous Item,
Aura: Moderate; (DC 18) necromancy bear's endurance, fox's cunning.
Activation: Standard (command) if the mad leprechaun's coin is removed,
Weight: –– the wearer does not reanimate, but can be
Source: Dragon 343 (Spellcraft: returned to life through normal magical MALF ULAD'S DIVINING
WormBound: The Secrets of Kyuss) means. The mad leprechaun's coin only
affects creatures that die while wearing BOARD [RELIC]
A loreworm looks like any other Tiny Kyuss the necklace and cannot be placed on a Price (Item Level): Priceless
worm, save for faintly glowing blue bands of corpse to reanimate it. Body Slot: ––
color that ring its body at even intervals. For Prerequisites: Craft Wondrous Item, Caster Level: Unknown
as long as a host creature is bound to a animate dead. Aura: Unknown
loreworm, the pupils of its eyes change and Activation: –– and Standard
write through a variety or rune-like (manipulation)
shapes. Weight: Unknown
Source: Dragon 350 (Core Beliefs: Wee
A loreworm imparts knowledge Jas)
of a single subject to its host.
Like other Kyuss worms, a Built of lacquered cedar wood, the board
loreworm must be inside a hose consists of two hinged pieces covering an
creature in order to be used. area 2 feet on a side when fully opened.
Once a hose creature has Nearly half an inch thick, the board is
successfully taken the worm inlaid on the edges with runes of gold
into its body, it gains the skill and silver, and the top is covered in
bonus until the worm is dozens of runes, arcane symbols, and
Malf Ulad’s Divining Board
destroyed or removed. letters in various alphabets, either carved or
A loreworm stores knowledge on one inlaid with ivory.
subject and provides a skill bonus on one MAGE'S BREW To activate the board, the user places a
Knowledge skill, as well as allowing its Price (Item Level): 80 gp (1st)
host to make skill checks with the large gem upon its surface and holds it
Body Slot: ––
affected Knowledge skill even if with the tips of his fingers (rumors have
Caster Level: 3rd
untrained. It comes in three degrees of it that ioun stones are likely to give better
Aura: Faint; (DC 16) transmutation results, with certain ioun stones being
power, imparting either a +2, a +5, or a Activation: Standard (manipulation)
+10 competence bonus on one more suitable for certain kinds of
Weight: –– questions). The user calls out to the board
Knowledge skill. Upon gaining this Source: Dragon 334 (Drunkards &
bonus the loreworm is destroyed. in a clear voice, asking a question about
Flagons: Fantasy’s Deadliest Spirits) the past, present, or future. The board
Note: See “Vestige Worms” sidebar on
page 149 for more information on Kyuss steers the gem toward various symbols
Mage's brew has none of the detrimental and letters, spelling out its answers.
worms. effects of mundane alcohol. Any Because of the age of the divining board,
individual drinking a glass of mage's brew it is likely that it only responds to
gains a +2 enhancement bonus on all requests spoken in the dead Suloise
Concentration and Knowledge checks for language (although it may be able to

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
understand parts of the Cold Tongue Marik's philosophical theories on the Invincible's mother, Stern Alia,
spoken by Suel-descended barbarians and universe and how to exist within it. embalmed him in to make him
the dialect of Suel spoken by the humans Successfully studying this section grants invulnerable to weapons. Any creature
of the Lendore Isles). a permanent +1 bonus to the reader's that receives this treatment (a carefully
The board's effects equal those of an Wisdom score. protected secret of the church) gains
augury spell, which may be used once per Section 2 - Physicality of the similar protection.
day. Once per week, it may be used to Winding Way: The second section is a Every temple has a tiny amount of this
perform a divination, and with a sacrifice treatise on movement in the Winding wondrous material used for certain
of at least 500 gp worth of rubies it can be Way. A character who successfully ceremonies but kept within its container.
used to cast commune. All information studies this section gains Dodge as a A member of the church who wishes to
revealed by the divining board comes bonus feat (even if he doesn't normally be embalmed with it must prove his
from Wee Jas or her supernatural agents qualify for this feat). If the reader already worthiness and pay for it to be
and is at least 90% accurate. If a gem is has Dodge, he instead gains Mobility as a manufactured in sufficient quantity for
left on the board when it is not being bonus feat. If he has both Dodge and the ritual.
used, it sometimes rattles to warn its Mobility, he gains Spring Attack as a
owner of danger approaching within the bonus feat. If the reader has all three
hour. Its bearer gains a +5 luck bonus on feats at the time of reading, he instead MEMORY CRYSTALS
all saving throws. gains a permanent +2 bonus to his Price (Item Level): 200 gp (2nd)
Lore: Whether the Suel mage-priest Dexterity score. Body Slot: –– (held)
Malf Ulad created or discovered this Section 3 - Spirituality of the Caster Level: 1st
device is unknown, but his many years of Winding Way: The final section details Aura: Faint; (DC 15) illusion
unearthing prophecy and dodging numerous spiritual and mental drills that Activation: Standard
disasters proved the item has significant attune the practitioner to the minute Weight: ––
power. vibrations of air and energy (ki) emitted Source: Dragon 327 (Bazaar of the
Malf Ulad's fate is unknown. He might by all things. A character who Bizarre: Modern Magic)
have perished in the Rain of Colorless successfully studies this section gains the
Fire or survived by becoming a Suel lich blindsight ability to a range of 30 feet. Memory
(see DRAGON #339). In either case, the Blindsight is detailed on page 290 of the crystals are
divining board is likely buried DUNGEON MASTER'S GUIDE. thick quartz
somewhere in a ruin deep in the Sea of Lore: Marik's crowning achievement is crystal lenses
Dust. the Manual of the Winding Way. It was with
written by him over the course of three irregular,
days of frenzied focus after perfecting his uncut rims. One
MANUAL OF THE fighting style. His students believe that side of these fist-
sized lenses has a
WINDING WAY [MINOR his hand was guided by a higher spirit.
highly polished,
However the tome was created, its
ARTIFACT] contents are potent and powerful.
transparent finish,
while the other side of
Memory
Crystals
Price (Item Level): Priceless the lens looks more like a
Body Slot: –– (held)
Caster Level: 20th
MEERSALM [RELIC] clear gemstone recently cut but unpolished.
Aura: Strong; (DC 25) transmutation Price (Item Level): Priceless
Body Slot: –– When a character places an unused
Activation: See text crystal to his eye and winks, the image
Weight: 10 lbs. Caster Level: Unknown
Aura: Unknown seen through the crystal freezes for
Source: Dungeon 117 (The Winding eternity on the unpolished side of the
Way) Activation: Standard (manipulation)
Weight: –– gem. Capturing an image in this way is a
Source: Dragon 354 (Core Beliefs: standard action that provokes an attack of
Monks have a better chance to benefit opportunity. From that moment on the
from the book than most and may add Heironeous)
unpolished side of the crystal portrays
their monk level to any Wisdom checks the same image with perfect clarity. This
made to comprehends the Manual's Meersalm gives the recipient damage
reduction 10/adamantine, and if a image only shows what a normal human
contents. in the current light condition can see,
The manual is divided into three weapon's damage is completely absorbed
the weapon might break (the weapon and it never reveals hidden, incorporeal,
sections. Comprehending a section or invisible creatures or objects.
requires a successful Wisdom check (DC must make a Fortitude saving throw or
take 3d6 points of damage). This The image caught on a memory crystal is
20). Failure indicates the reader can permanent although the spell permanent
never learn the secrets of that section, protection lasts for 1 year so long as the
character upholds the tenets of image can be cast into a memory crystal to
while success means the reader gains a alter an image or create a wholly new
permanenet benefit of some sort. Heironeous. Those who lose this
protection are ostracized by the church. representation.
Reading a section takes 24 hours over a Any attempt to remove a picture from a
minimum of three days. A reader may Lore: Although not a rare or single
item, meersalm is a magical substance memory crystal, such as with the spells
only ever benefit from a section once. miracle, Mordenkainen's disjunction, or wish
Section 1 - Philosophy of the unique to the church of Heironeous–a
portion of the same coppery liquid the destroys the crystal.
Winding Way: The first section covers

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
For the purposes of a spell such as You gain a- +2 luck bonus on saving place. A second command word begins
teleport, a caster who examines a memory throws against spells and spell-like recording the images from the distant
crystal's image of a location for 10 minutes effects. location depicted in the mirror's surface,
can consider it studied carefully. A A spontaneous caster (bard, sorcerer, storing these images in the twenty-four
location studied through a memory crystal favored soul, and so on), a character who gems. Each gem holds one hour's worth
also counts as being familiar for purposes uses invocations (dragonfire adept or of images, so the whole mirror can store
of the clairaudience/clairvoyance spell. warlock), or a psionic character can up to a full day's images. If left activated
Lore: A psion, Draven al'Akmira, invest a known spell, invocation, or for more than 24 hours, the mirror begins
created memory crystals at the request of a power into the might stone, temporarily "recording over" the oldest images so that
local constabulary. Vicious waves of removing it from his knowledge for 1 only the most recent 24 hours are kept on
vampire attacks had plagued the town, day. For a number of times per day equal record.
but the local baron refused to send to the spell level invested, you may, as a Using the second command word
guardsmen to provide security and swift action, activate the might stone, again stops the recording.
resolve the incursion. When the baron gaining any one of the following features. If a third command word is uttered
looked into a crystal his constables • Increase the save DC of a spell or while touching one of the gemstones on
presented him as proof of their need, he power of the same school or the frame, the mirror "plays back" the
stared at the image of a young village girl discipline by +2. images it has stored within that gem.
lying torn and bleeding, her throat • Add an extra 1d6 points of damage Finally, a fourth command word
savagely ripped open. Upon seeing this (of the same type) to an eldritch uttered while touching a gemstone takes
the baron wept for over an hour and soon blast or breath weapon. it out "continuous recording loop" so that
after granted the guards' request. the hour's worth of images can be stored
• Gain a +2 bonus on checks made to
Prerequisites: Craft Wondrous Item, there indefinitely without being
overcome the spell or power
silent image. "recorded over" in subsequent uses of the
resistance of a target creature.
mirror. Of course, this lowers the length
Imbuing the spell takes 1 minute of
of time available to the mirror for
MEPHIT DECANTER concentration. You may imbue just one
continuous recording. If at a later time
Price (Item Level): 20,000 gp (15th) spell into the might stone per day.
the user wishes to record over the images
Body Slot: –– Prerequisites: Craft Universal Item,
stored in a gem, repeating the fourth
Caster Level: 7th Craft Wondrous Item, bestow power, spell
command word while touching the gem
Aura: Moderate; (DC 18) conjuration matrix.
in question returns it to the pool of
Activation: Standard (manipulation) Cast to Create: 14,400 gp, 1,152 XP.
available gemstones for continuous
Weight: 3 lbs. recording.
Source: Dragon 318 (X Marks the Spot:
Setting Sail with Saber and Spell)
MIRROR OF CAPTURED Lore: Mirrors of captured images are
often used in magical stakeouts, when
IMAGES someone is expecting a particular item to
A silver carafe fluted with aquamarine. Price (Item Level): 40,000 gp (17th) be stolen and wishes to capture the
Body Slot: –– identity of the thief without remaining in
This vessel has the ability to pour forth Caster Level: 13th the area himself. They are also
either a water mephit or an ooze mephit Aura: Strong; (DC 21) divination occasionally used for blackmail purposes,
once per day (user's choice). The mephit Activation: Standard (command) and capturing indiscretions that the
serves as though summoned by a summon Standard (manipulation) instigators would rather not become
monster spell for a duration of one hour. public knowledge. As the mirror has no
Weight: 40 lbs.
Monarchs often present these ornate auditory capability, Spot is an invaluable
Source: Dragon 319 (I Scry: Spying and
vessels to newly commissioned privateer skill when using this device to spy upon
Divination Magic Items)
captains. others' conversations.
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item,
A finely wrought silver mirror, typically 3
summon monster IV. feet tall by 4 feet wide and held in a frame clairaudience/clairvoyance, planeshift.
containing twenty-four embedded gemstones.
MIGHT STONE It has a retractable leg on the back of its frame
MIRRORS OF
Price (Item Level): 28,800 gp (16th) allowing it to stand upright upon a desktop or
Body Slot: –– dresser. COMMUNICATION
Caster Level: 15th Price (Item Level): 30,000 gp for a pair +
Aura: Strong; (DC 22) transmutation The mirror of captured images is slightly 10,000 gp for each mirror added to a set
Activation: –– and 1 Swift action (see different than most scrying devices in (16th)
text) that it can be set to begin scrying and Body Slot: ––
Weight: 1 lb. then continues to do so automatically Caster Level: 5th
Source: Dragon 356 (Savage Tidings: until the effect is dispelled or it is Aura: Faint; (DC 17) divination
Into the Abyss) commanded to stop. Activation: ––
Upon utterance of a command word, Weight: 6 lbs.
This smooth gray stone features a round the mirror views another place as if with Source: Dragon 327 (Bazaar of the
black depression on its surface. clairvoyance, but vision extends even Bizarre: Modern Magic)
onto other planes provided that the user
is sufficiently familiar with the chosen

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Most mirrors of communication have form of a dwarven warrior chopping with an
highly polished, elaborately carved hardwood axe into the gemlike surface of the item. The Nolzur’s
frames surrounding a silvered mirror of handle is so well detailed that anyone looking Orb
around 18-inches in diameter or 2-foot square. at the mug instantly recognizes its great
artistic value.
A user who speaks while in front of a
mirror of communication has his voice A mug of clear-headedness has a variety of
projected through the other mirrors in effects. All liquids poured into a mug of
the set, allowing for instantaneous clear-headedness are affected as if by the
communication with anyone looking spell purify food and drink. Once per day,
into one of the other linked mirrors. The drinking from the mug cures the drinker
user of a mirror of communication linked of poisons and other toxins in his body,
only with one other mirror sees what lies as per the spell neutralize poison. Also,
beyond the other mirror, even with no three times per day, a creature who
one there. When multiple mirrors make drinks a full mug of liquid from this item to forgive him and his reclusion has
up a linked set, only users currently gains the effects of the spell owl's wisdom. caused his fame to fade over time. Few
speaking have their images projected. If Prerequisites: Craft Wondrous Item, know that he began life as a thief or that
multiple users speak at the same time the neutralize poison, owl's wisdom, purify food his early travels took him far and wide,
images and voices of all the speakers and drink. including to Blackmoor and the Pirate
overlap within the mirror and become a Isles of the Densac Gulf. He is most
confusing jumble. A successful Listen famous for the magical pigments that he
check (DC 10 +5 for each speaker beyond NOLZUR’S ORB developed, but he has numerous
the first) allows a user to discern what Price (Item Level): 60,400 gp (18th) creations to his name, including this
one of the speakers is saying. Body Slot: –– (held) silvery sphere.
Finally, gaze attacks pass through a Caster Level: 15th Prerequisites: Craft Wondrous Item,
mirror of communication and can affect Aura: Strong; (DC 22) conjuration and disguise self, major creation, prismatic spray.
anyone looking at other mirrors in the illusion Cost to Create: 30,200 gp, 2,416 XP.
set. Activation: Standard
Lore: Developed and commissioned by Weight: 1 lb.
clerics of Boccob as a means of Source: Dragon 359 (Treasures of OATHBEER
exchanging information between their Greyhawk: Magic of the Company of Price (Item Level): 3,000 gp (7th)
vast libraries, mirrors of communication Seven) Body Slot: ––
have proven exceptionally useful as tools Caster Level: 8th
for use in warfare, trade, and politics. This crystal orb, awash with a swirl of Aura: Strong; (DC 19) enchantment
These items always come in sets of at colors at its center, bears a crack along one Activation: Standard (manipulation)
least two, but a set can have as many as side. The colors within seem to leak out, like Weight: ––
eighteen individual mirrors. paint. Source: Dragon 334 (Drunkards &
Prerequisites: Craft Wondrous Item, Flagons: Fantasy’s Deadliest Spirits)
clairaudience/clairvoyance. Nolzur’s orb continually seeps oily
paints that act as Nolzur’s marvelous Used by dwarves as part of a highly
pigments 1/day. The paints issuing from ritualized ceremony to seal important
MUG OF CLEAR− the orb may also be used in creating pledges and pacts, the sharing of a flagon
elaborate guises, granting you a +10 of oathbeer between individuals is a sign
HEADEDNESS competence bonus on all Disguise checks of friendship and devotion. The
Price (Item Level): 38,800 (17th) for up to 30 minutes, so long as the paints ceremony for drinking oathbeer requires
Body Slot: –– (held) remain dry. Finally, you can fling the the services of a cleric of any lawful faith
Caster Level: 7th paints 1/day to create a prismatic spray who must approve of the oath to be
Aura: Moderate; (DC 18) transmutation with a range of 60 feet. sworn. After each individual swearing
Activation: Standard (manipulation) If the paints are stored in any device or the oath has shed blood into the beer the
Weight: 1 lb. container they lose all properties except oath is sworn and the cup passed around.
Source: Dragon 323 (Magic Shop: those normally bestowed by Nolzur’s Oathbeer binds all those who drink it to
Treasures of the Dwarven Holds) marvelous pigments. the bonds of the oath, so long as they
Lore: Nolzur of Radigast City partake of their own free will. If any of
A mug of clear- became a famed illusionist and the drinkers knowingly and willfully
headedness is cast alchemist as a member of the breaks the bond, that individual suffers
from dark bronze. Company of Seven, but his legacy is from the effects of a bestow curse spell
Its body is often overshadowed by those of his (whose effects are usually determined at
fashioned to compatriots. Nolzur and Keoghtom the time the oath is sworn) and all of the
resemble a fell but more than a century ago, as other drinkers become instantly aware of
finely cut the latter reputedly borrowed one of the betrayal. One pint of oathbeer is
gemstone. The
Mug of Clear‐ Nolzur's formulas to aid in his enough for ten individuals to swear by.
mug's handle, creation of the celebrated ointment Prerequisites: Craft Wondrous Item,
Headedness
however, is that bears his name. Nolzur has yet bestow curse.
sculpted in the

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su
uffer the effects of a fear spelll. known to thee performer th hat is within 100
ORBB OF SELÛNE, THE Ch haracters who make the savee are miles of the organ.
o Each tim
me the organ iss
[MIINOR ART
RTIFACT] im
mmune to the fear f caused by the organ played, the viictim hears faiint organ
Pricee (Item Level)): Priceless for 1 minute. Ad dditionally, a 200-foot- music no onee else can hearr, even when in n
Bodyy Slot: –– radius spread aroound the organ n is affected the area of a silence
s spell. Onn each
Casteer Level: 17th byy a desecrate speell while it is playing. A occurrence of o the music, th he victim mustt
Auraa: Strong; (DC 23)
2 abjuration and baard playing thee organ does noot have to make a DC 200 Will save. On n the firth
evocaation cooncentrate to useu these powers and can occurrence of o the music th he victim must
stiill cast spells or
o use his otherr abilities succeed at a Will
W save (DC 25 + 1 per
Activvation: –– and
d Standard (com
mmand)
wh hile playing, soo long as thesee actions do previous savee failed) or be compelled
c to
Weigght: ––
noot require hand ds. travel to the organ
o as quick
kly as possible
Source: Dungeon 129 (The Twistted
Once per week, a performerr can use (she magicallly knows the shortest route
Run)
th
he organ to calll a sacrifice to it.
i The as per the find the path spelll). If the organn
peerformer must play the organ n for five is being playeed when the taarget
A pearly
p white orb about the size off a
grapeffruit. daays for at least 3 hours each day,
d approaches within
w 200 feett (even if she
su
ucceeding at a DC D 20 Perform m check target cannott hear it due too deafness or a
Thiis minor artifact provides sevveral eaach day. The victim can be an ny person silence spell), the target musst lie helpless
beneffits to the person carrying it. First,
the beearer gains a +4 bonus on savving
throwws to resist conntracting lycan nthropy.
In addition, the beaarer of the orb can cast
moonbeam and moon n path three tim
mes per
day. Finally,
F if Selûn
ne is the patroon diety
of thee bearer of the orb, then even n if the
beareer contracts lyccanthropy, he never
n
transfforms into beaast form (volun ntarily or
otherrwise). Should the orb leave his h
posseession, howeveer, the curse tak kes hold
almosst immediatelyy and he transfforms
into a full-blooded lycanthrope.
l

ORGGAN OF SOULS
S
[MIINOR ART
RTIFACT]
Pricee (Item Level)): Priceless
Bodyy Slot: ––
Casteer Level: 20th
Auraa: Strong; (DC 25)
2 divination,,
enchaantment, and necromancy
n
Activvation: Standaard
Weigght: 7,000 lbs.
Source: Dragon 3117 (Mages High h Notes:
9 Maggical Instrumeents)

A massive
m masterwwork organ 15 to 20 feet
wide with
w pipes risingg up 30 feet or more.
m The
keys and
a stops are maade of yellowed boneb and
blood runs down the iron
i pipes when the
organ is played. Blackkened humanoidd skulls
are freequently inset in
nto the organ. Itt emits a
faint, sickly green glow
w equivalent to
torchlight that is often
n the only light during
servicees. When the instrument is playyed, a
chorus of wails and grroans accompan ny the
musicc.

Thiis terrifying minor


m artifact iss often
foundd in churches and
a temples deevoted
to Heextor or Nerulll. Music from the t
organ of souls causes fear in all nonn-evil
charaacters within 200 feet. Such
creatuures must mak ke a DC 16 Willl save or

121
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
before the organ's player for the duration Activation: Standard (manipulation) a 50% chance of affecting the parasitic
of the music and for 1d6 rounds after the Weight: ½ lb. twin instead. If the effect targets the
performer stops playing the organ. It the Source: Dragon 336 (Bazaar of the user's actual head it affects him as
target is killed while lying helpless due Bizarre: Curios of Corruption) normal. The parasitic twin then gains
to the organ's power, her wailing soul is control of the body.
drawn into the organ as per the soul bind This ruddy lump of non-descript flesh feels Prerequisites: Craft Wondrous Item,
spell. The only way to rescue a soul warm to the touch and shows no signs of rot regenerate, creator must he evil.
trapped in the organ of souls is to destroy regardless of how long it sits.
the organ. If the victim is not in range or
moves out of range over the course of the Anyone consuming this piece of flesh PHOENIX FEATHER
performances, the organ fails to have any grows a second head from her left
shoulder within 1d6 days. Once
[MINOR ARTIFACT]
effect. The organ performer is not Price (Item Level): Priceless
informed if the target moves out of range: consumed, only a heal or remove disease
Body Slot: ––
the desired sacrifice simply fails to show cast within the first 24 hours prevents
Caster Level: 24th
up. the second head from forming. The
Aura: Overwhelming; (DC 27)
In addition, once per day, someone second head is physically similar to the
transmutation
playing the organ can cause one of the primary head, although often slightly
Activation: Standard (command) or
souls imprisoned inside to possess a smaller and more malignant in
Concentration (10 minutes)
creature within 200 feet who can hear the appearance. The parasitic twin possesses
Weight: ––
organ. Playing the organ in this fashion is the same Intelligence, Wisdom, and
Source: Dragon 351 (Al-Qadim: Magic
a full-round action and requires a Charisma scores as its host, as well as the
and Intrigue in the High Desert Tribes)
successful DC 25 Perform check. This has same alignment portion relating to law
the effect of a magic jar spell cast by a and chaos (but it is always evil).It speaks
This foot-long feather has a golden shaft
20th level caster on the target. The souls any languages the host does, as well as
and barbules that blend from a bright crimson
released from the organ are crazed from Abyssal and Infernal. The parasitic twin
to a pale yellow. It feels somewhat warm to
their captivity and attack the closest also has 10 ranks in Knowledge (arcane), the touch, even in the coldest climates and
person. The DM must decide the Knowledge (religion), and Knowledge long after it has left the body of a phoenix.
attributes of the souls trapped in the (the planes). It possesses no other skill
organ for the purposes of the magic jar ranks, cannot make attacks, and cannot A phoenix feather provides three
spell (see the Player's Handbook). cast spells. It can, however, make abilities: inscribing spells of flame,
untrained skill checks that do not require destroying undead and water creatures,
a body, such as Bluff or Listen. These
OSYLUTH SALVE languages and skill ranks belong to the
or restoring life to any living creature.
Price (Item Level): 5,000 gp per dose Using any one of these effects destroys
parasitic twin and do not aid the host in the feather.
(9th) qualifying for prestige classes.
Body Slot: –– Inscribing Spells: Any spellcaster can
The parasitic twin has no control of the use a phoenix feather to scribe a scroll of
Caster Level: 15th body beyond its own head and neck. Any
Aura: Strong; (DC 22) conjuration any fire spell of any level. The caster need
spell effect suffered by the host also not understand the spell to write it
Activation: Standard (manipulation) affects the parasitic twin, but the twin
Weight: –– properly and need not have the Scribe
cannot be slain without removing it or Scroll feat. The scroll is always flawless
Source: Dungeon 139 (Maure Castle: killing the host. The parasitic twin can
The Greater Halls) and written as if by a 24th-level caster.
only be removed by cutting it from the Using a scroll of a higher-level spell than
host, a process that deals 10d6 points of you can cast subjects you to all the usual
This potent magical salve is derived damage to the host.
from osyluth devils. The ointment is risks described in the DUNGEON
The parasitic twin chooses to aid the MASTER'S GUIDE. Scribing a scroll
usually found in a large alembic host solely based upon its never-ending
containing 1d6+2 doses. with a phoenix feather requires the normal
quest to corrupt the host to evil and the length of time to scribe a scroll of the
Application of a dose of osyluth salve is a worship of dark powers. Every small
standard action that provokes an attack of chosen spell, as well as the appropriate
concession the host makes might earn paper and ink. You must be able to cast
opportunity. The salve grants a +4 her some useful piece of information or a
enhancement bonus to the user's natural spells in order to use a phoenix feather to
few hours of cooperation from the scribe a scroll.
armor, a +10 enhancement bonus to his parasitic twin. While the parasitic twin
land speed, and SR 21. A single dose of Destroying Undead or Water
prefers to allow the host to corrupt Creatures: The phoenix feather can be
osyluth salve lasts for 1 hour. herself; once per week it can force the
Prerequisites: Craft Wondrous Item, brandished to turn (but not rebuke)
host to make a DC 20 Will save or undead or creatures with the water
planar binding. perform an evil act. This might subtype (as a cleric with the Fire domain)
eventually result in an alignment change. as a 24th-level cleric. A ghost destroyed
PARASITIC TWIN Those who are already evil or who
embrace the dark gifts offered by the
by a phoenix feather cannot return to
Price (Item Level): 91,000 gp (20th) existence with its rejuvenation ability.
parasitic twin quickly find themselves a Using a phoenix feather to destroy
Body Slot: ––
very close ally. undead or water creatures requires a
Caster Level: 13th Any attack that would affect only the
Aura: Strong; (DC 21) conjuration standard action and a command word.
user's head (such as a vorpal weapon) has

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Resstore Life: Th he is knoccked from the air, or is
phoennix feather can be
b used recalleed by its ownerr. When the POUCH OF BLACCK
to casst true resurrectiion wasp strikes its targeet it deals 1 ESSENC
CE [RELIC
C]
(casteer level 24th). point ofo damage and delivers Price (Item Level): 6,500 gp
g (10th)
Activvating a phoeniix, whatevver contact or injury Body Slot: ––

featheer to bring bacck the poison n its owner app plied to its Caster Levell: 7th
dead requires 10 miinutes of barbed d stinger. The barbed
b Aura: Moderrate; (DC 18) conjuration
conceentration. stingeer snaps off on a
Activation: –––
successsful attack and d the wasp
Weight: 2 lbbs.
falls in
nertly to the ground. It
PIC CKLED ME EPHIT may beb refitted with h a new
Source: Draagon 333 (The Relics
R of
Pricee (Item Level)): 1,400 Faerûn: Giftss From The Goods)
barbed stinger (and thus
gp (5tth) reactiivated). A replaacement
Bodyy Slot: –– The pouch ofo black essence is
i stained with
barbed d stinger costs 100 gp and Gond's holy syymbol, as if the material
m was
Casteer Level: 7th Pickled Mephiit
reactivattes the poison-ddart wasp. once a piece off cloth that bore the
t symbol
Auraa: Moderate; (D DC 18) Because of its animatioon, even if
conju uration before being wrapped
w up arounnd its contents tto
th
he poison-dart wasp
w misses witth its form a contain ner.
Activvation: Free, Move,
M or Standdard atttacks it may coontinue to creaate a
(throw wn) distraction.
Weigght: Unknown n No
Lore: More reeliable than a poison-
p drawstring
Source: Dungeon 141 (Savage Tiide – pped dart, the wasp's
tip w design came from
The Sea
S Wyvern’s Wake) W seals the
a wizard
w and retiired spy. pouch, but it
Prerequisites: Craft
C Wondrou us Item, is watertight
Firsst appearing in the
t alchemical opium
o annimate objects.
dens of
o the Styes, a picckled mephit apppears as and opens
a sizeaable glass jar of briny liquid, in which easily when a
floats a vaguely humaanoid shape. P
Poison-Dart t Wasp hand or
A
Animated Objeect, Fine CR 1/10 finger probess
If the
t wax-sealed lid is lifted (a move A
Always neutral Fine constructt inside. The
action n) or the fragille jar is droppeed upon Innit +4; Sensess Darkvision 600 ft.; bearer can
an un nyielding surfaace to shatter (aa free bring forth 5
A 23, touch 22, flat-footed 19
AC 1 Pouch of
action n), the mephit stored within the jar pounds (80
(+8 size, +4 Dex, +1 naturaal) B lack Essence
wakens from its maagically-induceed ounces)
H 1 (¼ d10 HD
HP D)
preseervation to angrily attack the closest worth of
Fort +0, Ref +44, Will +1
targett. A pickled mepphit jar can be thrown
t smokepowdeer per tenday (1 ounce is
Sppeed fly 30 feeet (15 squares) (good) needed for muskets,
m and att least 5 ouncess
as a grenade-like weeapon–the mep phit M
Melee Sting +3 melee (1d2-5))
generrally attacks wh hoever it strikes. The are needed foor a smokepow wder bomb).
Sppace ½ ft.; Reach 0 ft. Smokepowdeer created in th his way must
user of
o the item hass no control ovver the B
Base Atk +0; Grrp -21
releassed mephit and d is advised too be well be used with hin 1 hour of beeing removed
A
Abilities Str 1, Dex 18, Con –,– Int –, from the pou uch, after whicch time the
away from the jar when w it is opened. W 12, Cha 1
Wis
Prerequisites: Craftt Wondrous Item, powder vanisshes.
SQQ Construct trraits Additionallly, the bearer of the pouch off
summ mon monster IV.
black essence gains
g resistancce to fire 20,
See page 13 ofo the MONSTE ER but only wheen a smokepow wder explosion n
POIISON−DA ART WASP M
MANUAL for m
more informati ion on causes the daamage.
Pricee (Item Level)): 3,300 gp (8th h) annimated object ts. Fine animat ted objects Relic Pow wer: To use thiss relic, you
Bodyy Slot: –– (held d) arre too small to have any of th he special must worship p Gond and eitther sacrifice a
Casteer Level: 11th atttacks of larger r animated obj ects. A 3rd-level divine spell slot or
o have the
Auraa: Moderate; (D DC 20) transmu utation Fiine animated o
object might b e an ink True Believer feat and at leeast 5 Hit Dice..
Activvation: Standaard (thrown) peen, Lore: Wheen Gond came to Lantan
Weigght: 1 lb. v
vial, during the Time of Troublees, he unveiledd
Source: Dragon 3441 (Bazaar of th he c
coin, the secrets off that most pow werful and
Bizarrre: Animated Antiquities)
A k or
key, dangerous off materials knoown as
similar item. smokepowdeer. The Wondeer-bringer
Shaaped and painted like a wasp, itt is knew that th he gnomes therre would not
stylizeed to appear likee a toy at first glaance, and misuse the teechnology-butt accidents
from barb
b to head it measures
m 9 inchees long. would somettimes happen. In order to
It ben
nds at the waist, allowing it to coollapse protect his trreasured innovvators in their
for saffe and easy storaage. studies of thee technology, Gond
G crafted
special pouch hes that contaiined an
Poiison must be appplied to the poison-
p unlimited su upply of the exp plosive black
w as normal, but unlike a normal
dart wasp n powder. Even ntually, the gnnomes of
dart, when
w the waspp misses its dessignated Lantan madee copies of the pouches and
targett it continues to
t attack until it hits, spread them through their trusted

123
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
channels to other bastions of invention existence long enough to fire. The quiver The item is a steel orb
across Faerûn. of plenty can create an infinite number of about 3 inches across,
Prerequisites: Craft Wondrous Item, wooden arrows, steel-tipped arrows, graven with lines,
Sanctify Relic, Leomund's secret chest, resist alchemical silver-tipped arrows, and cold spirals, and a single
enemy, ability to create smokepowder; iron arrows. It can also create five instance of Boccob's
creator must worship Gond. adamantine-tipped arrows each day. If symbol.
the quiver's owner drops, hands off, or
otherwise lets go of a created arrow in a This powerful
PRESSURE CAPSULES way that isn't firing it from a bow, the magic item is held in
Price (Item Level): 800 gp (3rd) arrow disappears. All arrows created by a high esteem by the Razor Bands of
Body Slot: –– quiver of plenty dissipate into nothingness church of Boccob, for
the Archmage
Caster Level: 8th immediately after they strike a solid it received a blessing
Aura: Moderate; (DC 19) transmutation object (whether the intended target or from the god himself during an
Activation: Standard not). encounter on a remote plane. It orbits its
Weight: –– Prerequisites: Craft Wondrous item, bearer's head like an ioun stone and
Source: Dungeon 106 (Tammeraut’s major creation. provides a +6 enhancement bonus to
Fate) Intelligence when doing so.
The orb is also an offensive weapon,
A swallowed pressure capsule grants QUIVER OF THE NORTH unfolding into a tangle of razor-sharp
complete immunity to damage from
water pressure. A single capsule lasts for WIND loops on command and functioning like
iron bands of Bilarro. Any creature held by
8 hours, and does not grant the ability to Price (Item Level): 12,000 gp (13th) the razor bands cannot use any spell
breathe water. Body Slot: –– effects of 4th level at lower, just as if it
Prerequisites: Craft Wondrous Item, Caster Level: 9th were within an enemy’s globe of
freedom of movement Aura: Moderate; (DC 19) conjuration and invulnerability; this globelike effect only
divination affects a 10-foot-diameter sphere, but the
Activation: ––
QUIVER OF PLENTY Weight: 2 lbs.
bearer's spells can penetrate it as if he
had cast the spell. A creature caught in
Price (Item Level): 18,000 gp (14th) Source: Dragon 334 (Bazaar of the the bands takes 1d8+4 points of slashing
Body Slot: –– Bizarre: Arsenal of the War Mages) damage per round (the item is considered
Caster Level: 9th a magic weapon for the purpose of
Aura: Strong; (DC 19) conjuration While a quiver of the north wind appears bypassing damage reduction). The bands
Activation: Standard (mental) to only hold a score of arrows, it in fact are flexible and hard to break; a creature
Weight: 1 lb. houses an extradimensional space that can escape them with a DC 30 Escape
Source: Dragon 328 (Bazaar of the can hold up to 200 arrows. It always Artist or Strength check, but to actually
Bizarre: Treasures of the Elven Empire) weighs the same no matter how many break them requires a successful DC 40
arrows are placed inside it. Strength check.
Quivers of plenty are frequently A quiver of the north wind has two
made from leather of rich browns additional properties as well. After a
and verdant greens. At a foot character bears the quiver for 24 hours, REQUIEM JAR
long and about half as wide, the the quiver of the north wind attunes to that Price (Item Level): 3,300 gp (8th)
face of a quiver of plenty is a character. Thereafter, if anyone other Body Slot: –– (held)
work of art, covered in than the quiver's owner attempts to fire Caster Level: 3rd
resplendent reliefs an arrow from the quiver the arrow Aura: Faint; (DC 16) evocation
representing images disperses into harmless mist mid-flight. Activation: Standard (manipulation)
of the natural Lastly, three times per day the quiver Weight: ––
world, such as allows its owner to cast a true strike spell Source: Dragon 330 (Bazaar of the
monkey-filled glades, that can only affect ranged attacks. Bizarre: Tools of the Assassin)
packs of animals, or Prerequisites: Craft Wondrous Item,
ancient deities of nature. true strike. This tonic of black sludge is typically
Aside from its rich encased in a barrel-shaped bronze receptacle,
coloration and wonderful
design, the quiver is RAZOR BANDS OF THE around which hangs a chain with a blank
plaque.
otherwise like any other:
A simple leather strap ARCHMAGE To use this tonic, it must be poured
Price (Item Level): Priceless into a corpse's mouth. From there it
allows its owner to attach magically works its way through the
it to his back or waist. Body Slot: ––
Caster Level: Unknown body, causing the corpse to deteriorate at
Aura: Unknown an incredible rate. In 1 round all
A quiver of plenty provides its owner
Activation: –– remnants of the corpse's flesh and blood
with a limitless supply of various types of
Weight: Unknown dissolve into dust. In 2 rounds the
masterwork arrows. Whenever the owner
Source: Dragon 338 (Core Beliefs: creature's bones or exoskeleton
reaches into the quiver of plenty his mental
Boccob) completely crumble and in 3 rounds the
desire causes it to instantly create an
resulting dust magically whirls up and
arrow of the desired type that remains in
flies into the empty container formerly

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Released into a library and given a simple caps and hoods. Mindlessly loyal, a
topic to research, the construct races researcher may not take a new master
around scanning tomes and scrolls with unless it’s current one dies or voluntarily
tremendous speed, looking for references transfers ownership, at which point a
to the specified area of study, then new apprenticeship period begins.
returns to telepathically communicate its In combat, treat the researcher as a tiny
found information into its master's mind, animated object (MONSTER MANUAL,
granting an hour-long bonus of +5 on 13) that cannot attack.
Knowledge checks in the specified field. Some DMs might allow a PC to take a
A character using a researcher in an researcher in place of a familiar
untrained Knowledge discipline remains Lore: Certain eccentric sages allow
unable to use the skill. The massive their researchers to remain active
inflow of knowledge from a researcher has permanently, in which case the
no structure and appears without context, constructs prefer to ride on the sage's
requiring the user to make the proper shoulder like a parrot or clamber around
inferences and connections that only his clothing with spiderlike grace,
someone who has studied the subject can occasionally emitting high-pitched peeps
do. like those of a baby bird.
Although not actually sentient, Prerequisites: Craft Wondrous Item,
Requiem Jar constant exposure to its master during animate object, legend lore.
the apprenticeship period (see below) Cost to Create: 1,250 gp, 100 XP, 3 days.
housing the tonic. On the previously allows a researcher to slowly attune itself
blank plaque the creature's name to its master's mannerisms and speech
magically appears. This magical process patterns. As such, it's enough for its ROD OF ANIMATED
ensures three things: the creature's
remains are obfuscated from searching
master to directly address it and state a DEAD [CURSED]
simple subject. Questions are too Price (Item Level): 24,000 gp (15th)
parties, a raise dead or resurrection spell complex for the tiny construct, and
cannot revive the dead creature, and an Body Slot: –– (held)
requests may never be more specific than Caster Level: 5th
assassin has portable proof of a victim's the closest corresponding Knowledge
demise. The remains in the jar are Aura: Moderate; (DC 17) Necromancy
category-"nobility" or "politics" works,
sufficient for a resurrection spell should Activation: Standard (command)
but "nobles with ties to the Scarlet
they be emptied out. Weight: 2 lbs.
Brotherhood" overwhelms the researcher
Living creatures that drink the fluid Source: Dragon 331 (Bazaar of the
and causes it to collapse in a shuddering
within a requiem jar are not affected by Bizarre: Insidious Items)
tangle of legs until soothed with gentle
its magic, but are sickened for 1 hour. words and petting. Such comforting
Prerequisites: Craft Wondrous Item, Made of a humanoid femur, this rod bears
requires 1 minute. a skeletal hand at one end, the fingers
disintegrate. Researchers require a well-stocked grasping the end with the rod pressed into the
library and 15 minutes of study to be hand's palm.
RESEARCHER completely effective. Reducing the
Price (Item Level): 2, 500 gp (7th) amount of information or length of time A rod of animated dead allows the
Body Slot: –– available to it might reduce the wielder to cast animate dead, affecting all
Caster Level: 11th construct's effectiveness, at the DM's corpses within a 30-foot burst, centered
Aura: Moderate; (DC 20) divination and discretion. Bonuses from multiple on the rod's bearer, up to five times per
transmutation researchers working on the same topic in day. With each activation the rod
Activation: Standard (command) the same library do not stack, as their animates up to 10 Hit Dice of skeletons
Weight: 1 lb. methods of research are identical. or zombies, beginning with those corpses
Source: Dragon 350 (Bazaar of the A newly constructed researcher requires closest to the rod's wielder.
Bizarre: Wizard’s Workshop) a period of three months to become Unfortunately for the wielder, undead
attuned to its master before reaching animated using the rod are not under his
Resembling a blood-shot eyeball with eight peak effectiveness. During this time, the control and immediately attack any
black clockwork legs, the researcher is content construct rides on shoulders or under living creature nearby–with the wielder
to ride motionless in a pouch or backpack of the rod attacked in preference over all
until its services are required, at which point Researcher other targets. Animated undead
it scuttles off on insectile legs with startling otherwise act as normal undead.
speed. Prerequisites: Craft Rod, animate dead.

This construct is an invaluable


research aid, helping characters quickly ROD OF CLENCHED
sift through vast quantities of written
information.
FISTS [RELIC]
Price (Item Level): 42,500 gp (17th)
Built around a magically reduced
section of quasit brain, the researcher is Body Slot: –– (held)
frequently a sage's most valuable tool. Caster Level: 9th

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Aura: Moderate; (DC 19) enchantment A golden rod that is caked with blood and
Activation: ––, Standard (command), ROD OF DELUSIONS ashes at one end.
and Free (command) [CURSED] A rod of destruction can be used only
Weight: 5 lbs. Price (Item Level): 20,000 gp (15th)
Source: Dragon 333 (The Relics of once before it is destroyed. Upon the
Body Slot: –– (held)
Faerûn: Gifts From The Gods) command of its possessor, a rod of
Caster Level: 10th
destruction unleashes a powerful pulse of
Aura: Strong; (DC 20) enchantment
This hefty rod is crowned by four clenched negative energy upon up to twenty
Activation: Standard (command) and creatures chosen by the wielder in a 75-
fists stacked on top of one another. It looks to Full
be made of coal, but it bears the unmistakable foot radius. Each targeted creature takes
Weight: 4 lbs. 4d8+20 points of damage. Undead are
coldness of metal when wielded.
Source: Dragon 331 (Bazaar of the instead healed by this pulse. A successful
The rod of clenched fists strikes as a +2 Bizarre: Insidious Items) DC 22 Will save halves the damage. A rod
light mace and utilizes the following spell- of destruction crumbles into non-magical
like abilities as a 9th-level caster. Only This rod looks exactly like a rod of sand when it is used.
one of these abilities can be used in a enemy detection, and any attempt to Prerequisites: Craft Rod, Enlarge Spell,
round: determine its nature reveals it as such. mass inflict critical wounds.
The rod even tangentially acts as a rod of
• Bane at will as per the spell. A DC enemy detection, pulsing and pointing in
11 Will save resists this effect. the direction of creatures hostile to its ROD OF
• Vampiric touch 3/day as per the bearer.
spell. This ability can be activated However, when the wielder DISENCHANTMENT
on a successful attack as a free concentrates for a full round in an Price (Item Level): 50,000 gp (18th)
action, dealing an additional 4d6 attempt to pinpoint an enemy or learn Body Slot: –– (held)
points of damage and healing the how many enemies are nearby, the rod of Caster Level: 16th
wielder by the same amount. delusions reveals its true nature. At the Aura: Moderate; (DC 23) abjuration
• Once per day, the rod can be used end of the full-round action the wielder Activation: Standard (command)
to cast dominate person on a must succeed at a DC 19 Will save or Weight: 1 lb.
creature touched. A DC 17 Will become delusional. A delusional Source: Dragon 342 (Bazaar of the
save resists this effect. Each day character perceives numerous enemies Bizarre: Healer’s Touch)
that the dominated creature is around her. Ghosts linger just beyond the
touched by the rod extends the walls, illusionists whisper spells of deceit A foot-long ivory rod with 1-inch bands of
duration of the domination by one just around the corner, and worst of all, ebony at either end.
day without a new saving throw. doppelgangers impersonate her fellow
Touching a dominated creature in adventurers! These delusions cause a A rod of disenchantment is the bane of
this manner uses the dominate wielder who fails her Will save to attack those who rely on magical effects to
person ability of the rod for that the creatures nearest to her, typically her bolster their abilities. To those afflicted
day. allies. She continues to attack nearby with detrimental magic, it is a blessing.
Relic Power: To use this relic, you creatures until either they are all killed, When touched to a creature (a melee
must worship Bane and either sacrifice a she falls unconscious (or is killed), or all touch attack) and the command word is
5th-level divine spell slot or have the visible targets leave her line of sight. uttered, several effects occur
Time Believer feat and at least 9 Hit Dice. At that time she becomes fatigued and simultaneously and instantaneously:
Lore: Fzoul Chembryl gave many of breaks free of the delusions, realizing • All enchantments on the creature
these rods–as well as the secret of their with horror what she has done. cease functioning,
creation–to followers of Bane who kept In combat, the rod of delusions functions • All transmutation effects on the
the faith during the god's "absence." as a +1 light mace. If under the effects of creature end.
Forging such a rod requires finding three the rod's delusions, the wielder uses it in • All curses (as from bestow curse) on
good-aligned humanoids willing to combat to attack nearby targets even if the creature are removed.
sacrifice their fists to the rod with full she has a better weapon or has no
knowledge of its use. Duress is often proficiency with a mace. • All cursed items in the creature's
necessary to force such capitulation. For Prerequisites: Craft Rod, confusion, true possession cease functioning and
the capstone to the rod, a greater sacrifice seeing. drop to the ground.
is required-the creator's own fist. The All effects function as per break
original bearers of the rods of clenched fists enchantment at caster level 16.
have since moved into positions of power ROD OF DESTRUCTION After discharging, a rod of
in the governments of Faerûn, either Price (Item Level): 10,000 gp (12th) disenchantment loses its magical
directly or covertly. Body Slot: –– (held) properties for 12 hours until it recharges
Prerequisites: Craft Rod, Sanctify Relic, Caster Level: 20th (it still detects as magical, however).
bane, dominate person, vampiric touch, Aura: Strong; (DC 25) necromancy Prerequisites: Craft Rod, break
creator must worship Bane and sever a Activation: Standard (command) enchantment, greater dispel magic.
hand to power the rod (which cannot be Weight: Unknown
regenerated unless the rod is destroyed). Source: Dragon 317 (Mages High Notes:
9 Magical Instruments)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Prerequisites: Craft Rod, Quicken Spell,
ROD OF DRAGON'S creator must have access to the Hunger
BLOOD domain.
Price (Item Level): 8,000 gp (11th,
lesser); 50,000 gp (17th, greater) ROD OF MIRACLES
Body Slot:–– (held) Price (Item Level): 110,000 gp (21st)
Caster Level: 17th Body Slot: –– (held)
Aura: Strong; (DC 23) transmutation Caster Level: 20th
Activation: Free (mental) Aura: Strong; (DC 25) conjuration
Weight: 4 lbs. Activation: Standard (command)
Source: Dragon 334 (Bazaar of the Weight: Unknown
Bizarre: In Defense of Home and Hoard) Source: Dragon 317 (Silicon Sorcery:
Dungeons & Dragons Heroes – Magic,
Carved from the bone of a dragon and Monsters, and Mayhem)
covered in draconic runes, this russet-stained
rod gains its color by the boiling dragon blood A rod of adamantine that has been dipped
in which it is created. at either end into molten ruby.
This tall rod is sized for the use of a A rod of miracles is a fantastically
massive dragon, but a Medium creature powerful magic item that can be used
can still hold it as a quarterstaff. only once. Upon the command of its
A rod of dragon's blood provides some possessor, a rod of miracles flashes with
benefits for those with draconic heritage pure white light. This flash of light heals,
(sorcerers, creature of the dragon type as per the mass heal spell, all creatures
[but not true dragons, who receive a within a 30-foot radius (including the
greater boon], or a half-dragons). owner of the rod). The owner can select
• Lesser rod of dragon's blood: which creatures in range to heal; she does
allows the wielder to recast any not have to affect all creatures in this
spell of up to 2nd level he cast in radius.
the previous round, once per day. Any creature healed by a rod of miracles
Rod of
• Greater rod of dragon's blood: that has the ability to cast spells can
Dragon’s Blood
allows its wielder to recast any immediately recall up to nine spells that
spell of up to 4th level he cast in Source: Dragon 312 (The Ebon Maw: she had previously cast. These spells are
the previous round, once per day. Beware The Waking Hunger) prepared again, just as if they had not
These abilities do not function when been cast. Characters that do not prepare
the rod is held by a true dragon. Carved from a single bone, with leathery, spells instead have up to nine spell slots
When held by a true dragon the rod of mummified flesh still clinging to it. Several return, just as if these slots had never
dragon's blood reveals its true power. teeth protrude from one end. been used to cast spells. Only one spell
• Lesser rod of dragon's blood: per spell level may be so recalled in this
grants a dragon the ability to reuse This foul creation so far exists only in manner; if a character had cast three 3rd-
any spell-like ability the dragon the possession of the feeders' greatest level spells when this effect manifests,
used in the previous round. It can leaders. When used in combat, the rod she can only recall one of those 3rd-level
only do this once per day per spell- strikes as a +2 light mace. In addition, spells. Creatures that are damaged by the
like ability. whenever the wielder scores a critical hit, heal effect (such as undead) do not get to
• Greater rod of dragon's blood: the rod deals 1d10 points of starvation recall previously cast spells.
allows the dragon to reuse its (nonlethal) damage as well as normal A rod of miracles melts into nonmagical
spell-like abilities three times per damage. water when it is used.
day each, and 24 hours must pass With a touch, the rod can rot food and Prerequisites: Craft Rod, miracle or wish,
after the third use before it can be wither nonmagical vegetation (up to 2 mass heal.
used again. It otherwise functions cubic feet), three times per day. This
as a lesser rod of dragon's blood. ability does no additional damage to
plant creatures. It also functions as a ring
ROD OF REVEALING
Prerequisites: Craft Rod, creator must be Price (Item Level): 60,000 gp (18th)
able to cast spells without preparation. of sustenance so long as it remains on the
wielder's person. Body Slot: –– (held)
Finally, three times per day, the Caster Level: 11th
ROD OF FAMINE wielder may quicken any Hunger domain Aura: Strong; (DC 20) abjuration
Price (Item Level): 65,000 gp (19th) spells he casts, as though he had prepared Activation: Standard (command)
Body Slot: –– (held) the spell with the Quicken Spell feat, Weight: 5 lbs.
Caster Level: 11th without changing the spell slot of the Source: Dragon 328 (Bazaar of the
Aura: Moderate; (DC 20) transmutation altered spell. Bizarre: Treasures of the Elven Empire)
Activation: –– and Standard (command)
Weight: Unknown

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
These highly valuable rods appear as member of such a tribe who possesses it,
simple iron scepters carved with an open ROD OF THE WILD and occasionally one finds its way into
eye upon one end. Price (Item Level): 35,145 gp (17th) the tomb of a particularly powerful or
Body Slot: –– (held) respected warrior or chieftain.
A rod of revealing suppresses all Caster Level: 9th Prerequisites: Craft Rod, bull's strength,
magic from the school of illusion as if Aura: Moderate; (DC 19) transmutation feather fall, reduce person, water breathing.
it were within an antimagic field. This Activation: –– and Standard (command)
effect covers a 110-foot radius Weight: 3 lbs.
centered on the rod and is useable Source: Dragon 326 (Magic Shop: RUBY INCISOR, THE
once per day. The rod can maintain
this illusion suppression field for 110
Nature Unleashed)
[MINOR ARTIFACT]
Rods of the wild appear as 3-foot-long oak Price (Item Level): Priceless
minutes (1 hour, 50 minutes). While
cudgels intricately carved with stylized Body Slot: ––
the rod affects an area, no new illusion
representations of the four animal aspects they Caster Level: Unknown
spells or effects can be cast or
bestow. As a rod ages, the grain of its wood Aura: Unknown
triggered. Any attempt to cast such a
spell in the area instantly fails and darkens until it achieves the appearance of Activation: Standard (command)
items with illusion effects (such as a bog oak. Weight: ––
ring of invisibility) simply fail to Source: Dragon 359 (1d20 Villains –
function. A rod of revealing has no A rod of the wild functions as a +2 club D&D’s Most Wanted; Preferably Dead)
effect on nonillusion spells and that grants special abilities based on four
effects. animal totems. Once per day, the rod of Worn within a spellcaster's jaw in
Prerequisites: Craft Rod, antimagic the wild's wielder can choose to take on place of an existing tooth, this powerful
field, invisibility purge. certain aspects of one of these four necromantic object is modeled after the
animals. The rod continues to grant the soul-trapping gemstones that once fit
special abilities of the chosen animal within Acereak’s skull. Once per month,
ROD OF THE totem as long as its wielder holds it. A rod it can cast trap the soul upon a recently
of the wild only grants its wielder the deceased victim. This version of the spell
WHISPERED ONE abilities of one totem animal at a time. traps the victim's spirit inside the
[RELIC] • Bear: The wielder gains a +3 gemstone, where the entrapped soul is
devoured over the course of 1d20 + 15
Price (Item Level): Priceless natural armor bonus and a +4
enhancement bonus to his days, its essence funneled to oblivion on
Body Slot: –– the Negative Energy Plane for Acererak's
Caster Level: Unknown Strength. While using this aspect
the wielder adds 20 pounds to his foul purposes.
Aura: Unknown
Activation: Standard (command) weight from increased bulk.
Weight: Unknown • Hawk: The wielder gains a +2 RUNE OF BANISHMENT
Source: Dragon 348 (Core Beliefs: competence bonus on Search and Price (Item Level): 4,950 gp (9th)
Vecna) Spot checks and can feather fall at Body Slot: ––
will as a spell-like ability. In this Caster Level: 11th
This rod of bone and metal looks like a aspect, the wielder's eyes take on a Aura: Moderate; (DC 20) abjuration
skeletal human hand clutching a sphere of golden hue. Activation: Standard (command)
swirled iron and gold. • Mouse: The wielder Weight: ––
gains a +4 competence Source: 324 (Silicon Sorcery:
Designed to allow Vecna's lieutenants bonus on all Hide Gothic III)
to maintain order while he was away checks and can use
from his throne, it functions as a rod of reduce person on himself Holy images and orthodox verses
rulership (DC 20) and once per day can be at will. While in this cover the face of this rectangular silver
used as a crystal ball (up to 10 minutes aspect the wielder gains an plaque while, at its center, a relief of a
scrying, DC 20 to resist). When used to uncontrollable nose twitch. heavily armored saint plunges a spear
scry, all clerics of Vecna within 10 miles This twitch has no effect into a demonic serpent. As you grasp
are aware of it (as well as Verna himself, other than for roleplaying the image, the faint echo of a dying roar
regardless of distance or planar purposes. seems to murmur through the air.
boundaries), and any scrying attempts • Salmon: The wielder gains a
against the user are automatically +4 competence bonus on all This rune casts banishment. See
successful (as if he had failed his saving Swim checks, and can use Runes sidebar for more information
throw against the scry). water breathing once per day. on using runes.
Vecnas cultists have a ritual of human While in this form, the Prerequisites: Etch Rune, banishment.
sacrifice that allows them to restore spent wielder's skin takes on a slight
charges from the rulership ability; even
when the available uses of the ability are
silvery sheen.
Lore: Primitive human barbarians
RUNE OF CURE
spent it remains a viable scrying device
(it does not crumble to dust like a typical
and some wood elf tribes favor these SERIOUS WOUNDS
stout cudgels and actively pursue Price (Item Level): 1,125 gp (4th)
rod of rulership). rumors of their locations. A rod of the Body Slot: ––
wild provides great prestige to a

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Activation: Standard (command)
RUNES A complex, starburst like pattern, still Weight: ––
Any creature that touches a rune surrounded by jagged shards of glass, Source: Dragon 324 (Silicon Sorcery:
gains full knowledge of what magic the glimmers within the frame of this broken Gothic III)
symbol holds, how it works, what the mirror. The reflective symbol seems to consist
limitations are, and how to active it,
conveyed as a command word and of splinters of the shattered mirror, although This foot-wide square of yellow cloth bears
instinctual details spoken directly to the it’s not obvious how they remain attached. the stain of a clutching, black handprint.
rune holder's mind. Although the fabric appears delicate, it has a
Activating a rune requires a standard This rune casts dispel magic. See Runes surprising weight to it, but not as though the
action as the bearer holds the rune and sidebar for more information on using material is heavy, more like some force
speaks its command word. Upon doing runes. constantly tries to pull it away.
so, the rune's spell is cast as if by a Prerequisites: Etch Rune, dispel magic.
spellcaster of the rune's caster level. This rune casts telekinesis. See Runes
Once invoked, the rune disappears from sidebar for more information on using
whatever surface bore it, and it cannot RUNE OF ENERVATION runes.
be used again. Price (Item Level): 2,100 gp (6th) Prerequisites: Etch Rune, telekinesis.
Body Slot: ––
Etch Rune [Item Creation]
Caster Level: 7th
You can create runes.
Prerequisite: Scribe Scroll. Aura: Moderate; (DC 18) necromancy RUNE OF TRUE STRIKE
Benefit: You can create a rune of any Activation: Standard (command) Price (Item Level): 75 gp (1st)
spell you know. Scribing a rune takes Weight: –– Body Slot: ––
one day for each 1,000 gp in its base Source: Dragon 324 (Silicon Sorcery: Caster Level: 1st
price. The base price of a rune equals its Gothic III) Aura: Faint; (DC 15) divination
spell level x caster level x 75 gp. To etch Activation: Standard (command)
a rune, you must spend 1/25 of this base Singed into this yellowed wolf's skull is a Weight: ––
price in XP and use up raw materials disturbing mark of an angular death's head. Source: Dragon 324 (Silicon Sorcery:
costing one-half of this base price.
The grim brand feels cool to the touch, but Gothic III)
Any rune that stores a spell with a
costly material component or an XP cost faint wisps of acrid smoke periodically rise
also carries a commensurate cost. In from the macabre image. This curve of scrap iron looks like a piece of
addition to the costs derived from the a sundered metal shield. Deliberate scores
base price, you must expend the This rune casts enervation. See Runes cover one side with a pattern of countless
material component or pay the XP when sidebar for more information on using gashes, each almost piercing the ruined metal,
scribing the rune. runes. yet the whole retains a strength and
Prerequisites: Etch Run, enervation. sturdiness despite the scars.
Caster Level: 5th
This rune casts true strike. See Runes
Aura: Faint; (DC 17) conjuration RUNE OF MAGIC MISSILE sidebar for more information on using
Activation: Standard (command) Price (Item Level): 75 gp (1st) runes.
Weight: –– Body Slot: –– Prerequisites: Etch Rune, true strike.
Source: Dragon 324 (Silicon Sorcery: Caster Level: 1st
Gothic III) Aura: Faint; (DC 15) divination
Activation: Standard (command) SACRED HORSE TOTEM
This smooth wooden disk dangles from a Weight: –– Price (Item Level): 42,000 gp (17th)
tattered cord of worn leather. Its splintering Source: Dragon 324 (Silicon Sorcery: Body Slot: ––
surface is painted with the image of a three- Gothic III) Caster Level: 9th
pronged drop of blood that glistens as if still Aura: Moderate; (DC 19) transmutation
wet. The stylized image of a sleek winged dart is Activation: –– and Standard (command)
etched upon this egg-shaped blue-gray stone. Weight: 1 lb.
This rune casts cure serious wounds. See Although as hard as normal granite, the rock Source: Dragon 349 (Web Supplement:
Runes sidebar for more information on hums faintly and sporadically vibrates and The Horde – Barbarians of the Endless
using runes. twitches as if something living buzzed inside. Waste)
Prerequisites: Etch Rune, cure serious
wounds. This rune casts magic missile. See Runes This four-inch-tall statuette, carved from
sidebar for more information on using oak in the form of a horse, seems as old and
RUNE OF DISPEL MAGIC runes. weather-beaten as the world itself. Crudely
Price (Item Level): 1,125 gp (4th) Prerequisites: Etch Rune, magic missile. shaped, the statuette is small and bulky, and
Body Slot: –– the horse it represents has a thick body, a short
Caster Level: 5th neck, and a strange face.
Aura: Faint; (DC 17) abjuration RUNE OF TELEKINESIS This ancient relic holds potent magics
Activation: Standard (command) Price (Item Level): 3,375 gp (8th) capable of empowering horses and their
Weight: –– Body Slot: –– riders. A sacred horse totem grants three
Source: Dragon 324 (Silicon Sorcery: Caster Level: 9th effects, two continuous and one
Gothic III) Aura: Moderate; (DC 19) evocation activated.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Giving your horse deception and the weapon it holds are
three kicks to its flanks SAND OF SET protected by a Nystul's magic aura effect to
allows you, once per Price (Item Level): 4,200 gp make it seem nonmagical.
day, to double your (9th) Prerequisites: Craft Wondrous Item,
mount’s move speed Body Slot: –– (held) major image, Nystul's magic aura.
when you make a Caster Level: 7th
mounted charge (you can Aura: Moderate; (DC 18)
charge a distance of four conjuration SCALE OF DRAGOTHA
Activation: Standard (thrown)
times your move speed
Weight: –– [MINOR ARTIFACT]
rather than merely double). Price (Item Level): Priceless
You activate the sacred Source: Dragon 325 (Magic
Sacred Horse Body Slot: ––
horse totem’s continuous Shop: Artifacts of the
Totem Pharaohs) Caster Level: Unknown
effects by placing it in a Aura: Unknown
saddlebag. The first continuous ability
A small black bag with pictures of entwined Activation: –– and Standard (command)
grants you an additional +1 bonus on
snakes woven into the fabric contains the sand Weight: Unknown
melee attack rolls (for a total of +2 bonus)
of Set. Source: Dragon 359 (1d20 Villains –
as well as a +2 bonus on damage rolls
D&D’s Most Wanted; Preferably Dead)
when on horseback and fighting
creatures smaller than your steed. Clerics sift through piles of sand and
chose only the finest, darkest sand to Any living creature who carries one of
The second continuous ability grants
bless in the name of Set. When a user these scales is immune to energy drain
your mount a +4 increase to its natural
tosses a handful of the sand of Set onto the and any negative energy or necromancy
armor.
ground within 5 feet of herself, 1d4+1 effect that bestows negative levels. In
Prerequisites: Craft Wondrous Item,
medium vipers (see the Monster Manual) addition, any damage the bearer takes
barkskin, true strike.
appear to follow their creator's mental from negative energy heals him instead
Cost to Create: 21,000 gp, 1,680 XP, 42
commands. The vipers remain for 7 of harming him, just as if he was an
days.
rounds or until destroyed. The bag undead creature.
contains enough sand for three uses. A scale of Dragotha may be used to cast
SACRIFICIAL KNIFE Prerequisites: Craft Wondrous Item, sending 1/day, but may only be used to
Price (Item Level): 14,302 gp (14th) summon nature's ally IV contact Dragotha.
Body Slot: –– (held)
Caster Level: 3rd
Aura: Faint; (DC 16) necromancy SCABBARD OF SCARAB CHARM
Price (Item Level): 300 gp (2nd)
Activation: –– DECEPTION Body Slot: –– (held)
Weight: 1 lb. Price (Item Level): 16,000 gp (14th) Caster Level: 3rd
Source: Dragon 336 (Bazaar of the Body Slot: –– Aura: Faint; (DC 16) conjuration
Bizarre: Curios of Corruption) Caster Level: 5th Activation: Standard (thrown)
Aura: Faint; (DC 17) illusion Weight: ––
The hilt of the sacrificial knife is cast as an Activation: Standard (command) Source: Dragon 325 (Magic Shop:
open-mouthed serpent, the dull wavy blade Weight: ––
forming its tongue. A dark ruby the size of an Artifacts of the Pharaohs)
Source: Dragon 316 (Cloak & Dagger:
acorn rests at the end of the serpent's tail,
Gear, Gadgets, and Gizmos for Your A turquoise scarab set in silver, this oval
forming the pommel.
Game) charm measures about 3 inches in length.
Thin and poorly balanced, this +1
This unadorned and slightly battered A scarab charm is a thrown weapon that
dagger imposes a -2 penalty on attack rolls
scabbard appears to be the correct size to may target a specific creature or 5-foot
when used as a weapon. The purpose of accommodate a longsword.
the sacrificial knife becomes clear when square and has a range increment of 10
brought near a helpless living creature, as feet. Upon impact, the charm creates a
The scabbard of deception can grow or swarm of scarab beetles (use the locust
a deep red glow begins to emanate from shrink to hold any straight-bladed
within the pommel and a faint hissing swarm entry on page 239 the MONSTER
weapon, from a dagger to a greatsword MANUAL). The swarm immediately
noise becomes audible. If used in a coup sized for a Large creature.
de grace attempt, plunging the blade into attacks the closest target, friend or foe,
On command, the scabbard of deception and remains for 3 rounds or until
the heart of the helpless living creature, and the weapon inside it take on the
the sacrificial knife casts death knell on the dispersed. If two targets are equal
appearance of an innocuous, nonweapon distance from the swarm, the user may
target creature, benefiting the wielder. item of roughly the same size, such as a
Prerequisites: Craft Magic Arms and choose which target the swarm attacks.
walking stick, a tool, or a scroll case The charm is destroyed once used.
Armor, death knell. (user's choice). This illusion remains in Prerequisites: Craft Wondrous Item,
effect for as long as the scabbard is in the summon swarm.
owner's possession,
or until the weapon
is drawn. In
Sacrifical Knife addition, the scabbard of

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
githyanki centuries ago when the pact spray spell. The target is entitled to the
SCARAB OF with red dragons was forged. Ephelomon normal saving throw allowed for that
ORIENTEERING gave the scepter to the first particular ray. The wielder does not know
Price (Item Level): 10,800 gp (13th) Vlaakith (the current Vlaakith's which ray will be produced until it
Body Slot: –– (held) ancestor), saying “go forth and conquer appears.
Caster Level: 3rd all." Prerequisites: Craft Rod, minor globe of
Aura: Faint; (DC 16) divination The scepter has the following powers: invulnerability, prismatic spray, shield.
The bearer has total control over red
Activation: Standard (manipulation)
dragons. Any red dragon who approaches
Weight: 1 lb.
within a half-mile of the scepter must SCOUT'S JOURNAL
Source: Dungeon 123 (Campaign Price (Item Level): 2,000 gp (6th)
succeed at a Will save (DC 35) or be
Workshop – The Dungeon – Treasure Trails) Body Slot: ––
affected as a dominate monster spell cast by
a 30th-level caster. Caster Level: 15th
This tiny, exquisitely fashioned Aura: Strong; (DC 22) divination
The bearer is immune to fire and fear
obsidian statue of a beetle animates Activation: ––
effects.
whenever it is placed upon a map or any Weight: 2 lbs. (parchment only)
Once per week, the bearer can create a
other two-dimensional representation of Source: Dragon 334 (Bazaar of the
gate through which a very old red dragon
an area. After crawling over every inch of Bizarre: Arsenal of the War Mages)
flies (see the MONSTER MANUAL for the
the map's surface (covering about one
very old red dragon's statistics). The
square foot each minute), it immediately A large ornate parchment scroll brilliantly
dragon must immediately make a Will
settles upon the spot that exactly illuminated with mysterious symbols
save (DC 35) or serve the scepter-bearer
corresponds with the tomb of a long-dead mounted on a backing of supple worked
without reward. Even if the dragon
theocrat. If the map does not include this leather.
makes its save, it is considered controlled
spot the scarab crawls off it and, These scrolls are opened or closed
as described in the gate spell and may be
following the scale of the map precisely, using two rolling rods on each side.
ordered to fight the scepter-bearer's foes,
makes its way to where the tomb would Rolled into the parchment of a new scout's
or the dragon can bargain with the bearer
be if the map were large enough, The journal is a plain silver ring. Wearing this
of the scepter.
scarab moves in a perfectly straight line, ring does not take up a magic item slot
The scepter of Ephelomon has 60 hit
ignoring water, fire, and similar hazards. (although it does glow with moderate
points and can only be damaged by the
It may even burrow through solid objects divination magic if detect magic is used on
claws of Bahamut or one of his chosen
at the rate of 6 inches per round. Once it it). The journal tracks the ring wearer,
vassals, a magic weapon with the bane
reaches this spot, or if picked up before it creating a perfectly accurate map of
(evil dragons) special ability, or by the
completes its task, the scarab becomes where he goes and annotating the
cold breath weapon of a good-aligned
inert until once again placed upon a map. margins with descriptions (in Common)
silver dragon.
Prerequisites: Craft Wondrous Item, and sketches of more interesting features
locate object. the wearer sees (determined at the DM's
SCEPTER OF THE AR− discretion). The map and notes are based
only on what the ring wearer sees and
MAGUS does; it does not fill in unseen areas or
Price (Item Level): 63,000 gp (18th) make assumptions. The journal records
Body Slot: –– (held) only maps, notes, and sketches, and
Caster Level: 13th cannot be used to record specific
Aura: Strong; (DC 21) varied messages or spells (either as a spell-book
Activation: –– and Standard or a scroll).
(command) The map covers an area of 100 square
Weight: 5 lbs. miles (10 miles by 10 miles). Once a map
Source: Dungeon 101 (Prison of the and notes cover the entire parchment
Scarab of Orienteering Firebringer) (typically by exploring most of the area
the parchment can map out) both it and
This golden scepter functions as a +1 the ring lose their magical properties and
SCEPTER OF light mace. While wielded or carried in revert to being nothing more than a map
hand, it also functions as a brooch of (with extensive notes) and a plain silver
EPHELOMON shielding, negating magic missile attacks ring worth 50 gp. The ring can be reused
Price (Item Level): Priceless against its wielder. It can absorb up to 20 to create a new scout's journal, reducing
Body Slot: –– (held) points of damage from magic missile the cost of creating the new item by 50
Caster Level: 30th attacks per day. In addition, three times gp. A ring can only be attuned to one
Aura: Overwhelming; (DC 30) per day it can produce an effect identical piece of parchment at a time.
Activation: –– and Standard (command) to that of a minor globe of invulnerability. Prerequisites: Craft Wondrous Item,
Weight: 5 lbs. Finally, twice per day, the scepter can fire locate object, permanent image.
Source: Dungeon 100 (The Lich-Queen’s a prismatic ray (range 100 feet) that hits
Beloved) with a successful ranged touch attack by
the wielder. If the ray strikes the target,
This ruby-encrusted, dragon-shaped the effect functions as one randomly
scepter was Ephelomon's gift to the determined ray of the prismatic

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools

SCRYSKULL / SCRYSKULL SENTRY'S EYE


Price (Item Level): 9,500 gp (12th)
HELM Body Slot: –– (held)
Price (Item Level): 25,200 gp (15th) Caster Level: 7th
Body Slot: –– / Head Aura: Moderate; (DC 18) divination
Caster Level: 7th Activation: ––
Aura: Moderate; (DC 18) divination Weight: ––
Activation: Standard (command) Source: Dragon 334 (Bazaar of the
Weight: 3 lbs. Bizarre: Arsenal of the War Mages)
Source: Dragon 319 (I Scry: Spying and
Divination Magic Items) Composed of small semi-precious stones
wrapped in gold wire and carved with runes.
A skull (usually humanoid in origin)
lightly etched with faint runes that completely Elven wizards first created these items
cover the surface. to aid their elven comrades on patrol.
When held, a sentry’s eye (scout's eye) grants
A scryskull is a handy scrying device, in a +5 enhancement bonus on Listen,
many ways much like a physical arcane Search, and Spot checks. In addition, the
eye with even more utility. Each scryskull wielder can automatically determine the
has two main components: the floating exact time as well as where true north
skull used as a sensor device and the lies in relation to himself; as if he had 5
larger skull used to control the sensor. ranks in Survival.
This larger skull is often referred to as a Prerequisites: Craft Wondrous Item,
scryskull helm. know direction.
Scryskull / Scryskull Helm
A scryskull can often be overlooked as
nothing more than a normal skull, linked, as the helm must be placed over
especially if spotted in an area where one the head of the user and worn like a SERPENT SYMBOL
might expect to see such things: among helmet. The bottom of the skull used for Price (Item Level): 50,000 gp (18th)
other bones on the floor of a carnivore's a scryskull helm is usually carved out to Body Slot: ––
cave, on the shelf of a wizard's den or allow for such use. The lower jaw of the Caster Level: 13th
alchemical laboratory, and so forth. A skull is not necessary for a scryskull helm Aura: Unknown
close examination of the skull and is often discarded. Ogre and giant Activation: Standard (command)
automatically reveals the runes on its skulls are commonly modified for use as Weight: ––
surface; otherwise a creature must scryskull helms, although dragon-skull Source: Dungeon 146 (Savage Tide –
succeed at a DC 15 Spot check to see helms are not unknown. The helm need Serpents of Scuttlecove)
them. not be the same type as the scryskull.
When the user of a scryskull helm However, close examination reveals the This silver disc represents the world with a
activates the scryskull's powers, he can see same types of runes lightly etched over snake coiled around it, mouth gaping wide as
through the "eyes" of the scryskull as if every surface of the scryskull helm. if to consume it.
using an arcane eye spell. When the The user dons the scryskull helm and
scryskull is actively being used as a scrying activates the scryskull via a command This is a holy symbol used by anathema
device, twin points of red light illuminate word, so long as both components are on cults, symbolizing their devotion to
in the skull's eye sockets. the same plane of existence. At that destruction. Once per day, a serpant
The wearer of the scryskull helm can do point, he sees through the scryskulls symbol can generate either a disintegrate
more than see through the "eyes.' of the "eyes" and hears through its "ears." At (DC 20) or a destruction (DC 20) spell,
scryskull, though: He can also hear sounds will, he can choose to speak through the according to the user’s command. This
in the scryskulls location with his own scryskull and move it around via its flight device functions only for yaun-ti;
auditory acuity and speak through the abilities. although Use Magic Device can suffice to
skull's mouth. In addition, the scryskull While wearing an activated scryskull trick this requirement.
flies at a speed of 60 feet with perfect helm, the user does not see through his
maneuverability. If deactivated while in own eyes or hear through his own ears,
the air, a scryskull sinks slowly to the so he might be oblivious to events SERPENT’S EYE
ground as if under the influence of a around him. As soon as he removes the Price (Item Level): 30,000 gp (16th)
feather fall spell. Scryskulls have hardness 5 scryskull helm or deactivates the scryskull Body Slot: –– (held)
and 10 hit points and they are usually with a command word, his normal vision Caster Level: 17th
three size categories smaller than the and hearing is restored. Aura: Strong; (DC 23) divination
creature from which the skull was taken Prerequisites: Craft Wondrous Item, Activation: Standard (command)
(a Medium creature's skull is arcane eye, clairaudience/clairvoyance, magic Weight: ––
diminutive). mouth. Source: Dungeon 115 (Strike on
A scryskull helm is nearly identical in Shatterhorn)
appearance to a scryskull, but with a few
differences. First, a scryskull helm is often
larger than the scryskull to which it is

132
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
This 2-inch diameter spherical black orb metal that reflected only shadows. Taking savage tide. Only by negating the pearl's
has a golden slithlike band, giving it the this creation as a kind of success, these growing magic with a successfid dispel
appearance of a reptilian eye. Signers turned their thoughts to other magic or Mordenkainen's Disjunction can
pursuits, at least until their lives became the oncoming savage tide be halted.
When grasped, the haunted by shadows. Placing the pearl in an antimagic zone
serpent's eye allows the Prerequisites: Craft Wondrous Item, until this minute passes also prevents the
owner to use foresight greater shadow conjuration. savage tide.
(as the spell) once per Once the pearl explodes, a savage tide
day. The serpent's eye flashes like a wave of boiling green water
has 50 charges when SHADOW PEARL, and fog out to a one-mile radius spread.
created.
Prerequisites: Craft
THE All corporeal aberrations, animals,
Price (Item Level): dragons, fey, giants, humanoids, magical
Wondrous Item, Priceless beasts, and monstrous humanoids in this
foresight. area must make a DC 15 Will save.
Body Slot: ––
Caster Level: 20th Success indicates the creature is merely
SHADOW Aura: Strong; (DC 25) nauseated for one round. Failure means
that the savage tide has washed away
transmutation
MIRROR Activation: See text their sanity and immediately transforms
Price (Item Level): Weight: 1 lb. the victim into a savage creature (see
91,000 gp (20th) Source: Dungeon 140 Appendix 2).
Body Slot: –– (Savage Tide – The A shadow pearl is a one-use item. Once
Caster Level: 13th Bullywug Gambit) it unleashes a savage tide, it is consumed.
Aura: Strong; (DC 21) Lore: The original shadow pearl was
illusion A shadow pearl is a created over a thousand years ago by the
Activation: –– lustrous black pearl Prince of Demons and then sent to the
Weight: 15 lbs. approximately four inches in Material Plane for his followers to
Source: Dragon 339 diameter. Anyone who discover and use. The results of the first
(Planescape: Dead studies the pearl's glossy savage tide released by a shadow pearl
Factions) surface for more than a devastated an entire nation and created
Shadow Mirror minute sees what appears to be the realm known to sailors today as the
Once a day, exactly at a swirling vortex of shadows within. As the Isle of Dread.
midnight and without the need of a user, viewer watches, faces form in the shadows Despite being minor artifacts them-
the shadow mirror picks up the thoughts until a twisted, feral reflection of the viewer selves, the shadow pearls being produced
of the nearest sentient being and creates rises to the pearl's surface, leering and hateful. by the hidden rulers of the Isle today are
a shadow creature based on that being’s While unnerving, this has no effect on the poor approximations ofthe first pearl. Yet
thoughts, as per the spell greater shadow viewer. these lesser shadow pearls are more than
conjuration. enough to serve Demogorgon's needs,
The creature whose thoughts the A shadow pearl serves one function–to and as more are created and seeded
shadow conjuration were based off of has create a savage tide, This is a wave of through-out the world, the awful
a kind of control over the conjured form, rippling green energy that washes over culmination of the demon lord's plans
although the shadow creature seems to the surrounding region, transforming draws near.
intentionally warp each order as creatures within to savage creatures (see
maliciously and destructively as possible the “Savage Creature” sidebar on page
134). To trigger a pearl, it must be
SHAKER STAFF OF THE
and occasionally ignores its master’s will
entirely. The shadow shape exists and anointed with the blood of an intelligent QUODAM
serves for 1 day, fading into nothing the creature just a single drop will do. For Price (Item Level): 9,600 gp (12th)
following midnight when a new shadow one minute thereafter, the pearl sizzles Body Slot: –– (held)
creature is created. If several creatures and flashes with green light, Caster Level: 5th
are equally close to the mirror at reverting to normal after Aura: Faint; (DC 17) divination
midnight they must make a contested this time if no further Activation: Standard
check (1d20 plus the creature’s Hit Dice action is taken. If the (manipulation)
plus its Charisma modifier). The creature pearl is dropped or Weight: 4 lbs.
that wins chooses the form of the shadow struck a solid blow Source: Dragon 335 (Bazaar of the
conjuration and controls it for the next during this minute, it cracks Bizarre: Swamp Swag)
day. open and unleashes a choking
Lore: One group of Signers believed cloud of green gas in a 20-foot radius Bone beads festoon the length of this
that the Plane of Shadow was a spread. Any creature that ends its gnarled staff. They hang in clumps or wrap
disbelieved or forgotten reality and spent movement for a round inside this cloud around it like a snake, rattling and hissing at
months meditating in hopes of takes 1d6 points of acid damage. The every move. Some creators dye the bone beads
reestablishing that displaced existence. smoke itself teems with swirling evil bright yellow, red, or blue, or add tiny rodent
Although they never succeeded, their spirits and gnashing fangs. Once a shadow skulls or glass beads.
focused wills unexpectedly brought into pearl is cracked, it smokes and sputters
creation a strange frame of darkened for one minute before exploding into a

133
Coomplete Dragon
D & Dungeon
n Magazin
ne 3.5 Maagic Item
ms – Tools

SAV
VAGE CRE
EATURE the creatuure's space whiile living–it • Ferocitty (Ex): A savagge creature
deals 1d6 damage to anyy creature fights without penallty while
Savvage creatures are a horrific that movees through thee area. The disableed and dying.
transfformation of liiving flesh intoo acid driess to a harmless green Abilities: Change from the t base
Abysssal nightmare. Created when n the powder ovver the course of one creature as foollows: Str +4, Con +4, Int -6
hatefu
ful energies of a savage tide corrupt minute. (minimum 1)). A savage creature whose
and trransform its viictims, savage • Disease (Suu): A creature bittenb by a Intelligence is reduced below 3 can no
creatuures are akin inn many ways to savage creeature must make a longer underrstand any langguages, nor can n
fiendish creatures, yet
y they are tieed more Fortitude save (DC 10 + ½ savage it cast spells or
o use spell-likke abilities of
closelly to the evil an
nd chaos of the Abyss creature'ss racial HD + saavage any kind
than any other plan ne. creature’ss Con modifierr) or Skills: Savvage creatures are hideously
contract a supernatural disease deformed. Many
M possess veestigial
Creaating a Savaage Creaturre called savvage fever. The incubation tentacles, sickening patchees of bristles orr
"Saavage Creature" is an acquired d time of saavage fever is 1 minute, tangled hair, rudimentary eyes, e twisted
template that can be added to anyy after whicch point the viictim's flesh arms and legs, and sometim mes a second
intellligent corporeaal aberration, animal,
a breaks ou ut into a terriblle black vestigial head d. No two savaage creatures
dragoon, fey, giant, humanoid,
h maggical rash that causes short boony have the sam me deformities, but each gainss
beast, or monstrouss humanoid. protrusions to extrude fromf the a +4 racial boonus on Escapee Artist,
Sizze and Type: The T base creatu ure's size affected area;
a the victim
m also takes Intimidate, Listen,
L and Spoot checks, and a
and tyype remains un nchanged, thoough it 1d6 pointts of Intelligen nce damage. -4 penalty on n Disguise, Dip plomacy and
gains the chaotic su ubtype. Every dayy thereafter, thhe victim Gather Information checkss.
Arm mor Class: A savage
s creature's must savee again or take another Alignmen nt: Always chaootic evil.
naturral armor bonu us increases by 2. 1d6 pointts of Intelligen nce damage Challengee Rating: As baase creature +11
Speeed: Increase the t base creatu ure's as the terrrible rash spreads and his Level Adju ustment: Sam me as base
land speed
s by 10 feeet. mind grow ws more and more
m creature +3.
Atttacks: A savagee creature gain ns a bite bestial. Once a victim reeaches an
attackk. If the base crreature can use Intelligennce score of o, he
weapons, it retains this ability. WhenW collapses into a coma-lik ke state and
armed d with weapon ns, the creaturee's bite transformms into a savagee creature.
attackk becomes a seecondary attack k. His Intellligence score now
n heals
Damage: A Mediium savage creeature's (up to its new maximum m, adjusted
bite attack
a inflicts 1d8
1 points of damage
d by the savvage creature template) at
on a hit.
h Larger or smaller savage the normal rate; when he h awakens,
creatu ures do more or o less damage,, as he immed diately seeks ou ut fresh
outlinned on Table 2-2 2 on page 28 of o the prey.
DUNG GEON M ASTER'S GUIDE. A sav vage Special Qualiities: A savagee creature
creatu ure's bite attacck is treated as a haas all the speciaal qualities of the
t base
chaottic and magic weapon
w for thee creaure, plus thee following speecial
purpooses of penetraating damage ualities.
qu
reducction. • Afflicted (E Ex): Once transsformed
Speecial Attacks:: A savage creature into a savage creature, a greater
retainns all the speciial attacks of thhe base n spell causes th
restoration he victim
creatu ure and gains thet following special
s to revert to
t normal, provided the
attackks. caster succceeds on a caster level
• Death Throes (Su): When a savage s check (DC C = 10 + 1/2 thhe savage
creature diess, it can immed diately creature'ss hit dice + the savage
make a bite attack,
a snappinng at any creature'ss Charisma moodifier). A
one creature in reach just before
b it miracle orr wish spell autoomatically
succumbs. A savage creaturre can restores a savage creaturre to
make this freee bite attack only
o normal. A savage creatu ure that is
after an attacck kills it outrigght. killed andd then broughtt back to
Once this bitte attack is resoolved, life loses the
t effects of this
t
the savage crreature's body melts
m template.
into a puddlee of acidic goo,, leaving • Damage Reduction:
R 5/maagic
behind only its gear and itss Darkvisioon 6o feet.
skeleton. Any living creatu ure
within a five foot radius of a • Immune to t disease, exh haustion,
melting savage creat ure fatigue, mind-affecting,
m
takes 1d6 poiints of acid dam mage stunning,, and pain-relatted
(Reflex DC 15 1 negates)–thiis acid effects.
damage affeccts only living flesh. A • Resistancce to acid 10.
pool of acid remains
r on thee
ground, takin ng up a space equal
e to

134
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
The beads act as a channel, In addition, should the bearer speaker or singer to be heard clearly even
drawing spiritual essences be reduced to 0 or fewer hit points, in the midst of calamity.
toward the staff. These are not the Shedshed functions as a 5-foot by In addition, when a bard uses the
true ghosts, but echoes of the 5-foot carpet of flying, wrapping its fascinate ability through the shell, it
ancestors of nearby living bearer within itself and removing increases the range of that ability to a
beings. In the same way that him from harm. This function also 200-foot-radius spread and negates the
speak with dead calls on the occurs whenever the bearer is need for the creature to see the bard or
impression of a dead person, the staggered, unconscious, or dead. the bard to see the creature. Allies the
shaker staff of the quondam magnifies While wrapped within the Shedshed the bard sees and designates can be
the recessive spirits of nearby bearer is not subject to attacks, considered immune to his use of the
creatures' progenitors. although the Shedshed itself may be fascinate ability.
When the wielder of the staff attacked as usual. The Shedshed has an Prerequisites: Craft Wondrous Item,
stands and shakes it menacingly (a AC of 13 (+3 Dex), hardness 0, and 2 hp. message.
standard action), the bone beads While inside the Shedshed, the bearer
slide together and create a loud can take no actions
rattling that fills the area. All allies In order to use this ability, the bearer SHINING THRONES OF
within a 30-foot-radius burst who must designate a location where the SPLENDARRMORNN
can hear the staffs rattling perceive Shedshed brings the unconscious or dead Price (Item Level): 372,200 gp (30th)
the whispers of long-dead ancestors bearer. Designating the location requires [Kingthrone]; 490,100 gp (30th)
advising them, offering guidance only a free action. If the bearer is [Queenthrone]
and brought to 0 or fewer hit points before Body Slot: ––
encouragement. They receive the designating a location, the Shedshed does Caster Level: 16th
effects of a guidance spell every not activate the carpet of flying function. Aura: Strong; (DC 23) varied
round for 5 consecutive rounds, Once the Shedshed arrives at the Activation: Standard (mental)
beginning when the wielder first designated location, it lands and
Weight: 5,000 lbs.
activates the staff. The multiple unwraps the bearer.
Source: Dragon 351 (Volo’s Guide: Lost
guidance effects do not stack, and if Lore: Egyptian tales speak of the
Regalia of the North: The Toppled
a character does not use the Shaker Staff god Wepwawet, also known as
Thrones)
competence bonus in a round he of the Oupouaout and "the Opener of
loses that round's bonus. Quodam
Ways," who was a deity of both war The Shining Thrones of Splendarrmornn
The shaker staff of the quondam and funeral rites. The symbol of resemble intricately carved darksteel seats, one
also functions as a +1/+1 quarterstaff. Wepwawet was depicted upon the fashioned to resemble a royal queen bearing
Prerequisites: Craft Magic Arms and Shedshed, a magical standard that not only the likeness of Berronar Truesilver and the
Armor, guidance, speak with dead. led the pharaoh and his armies to victory, other shaped to resemble a royal king bearing
but also would allow him to ascend into the likeness of Moradin the Soulforger. The
the sky and from there to the afterlife,
SHEDSHED [MINOR should he ever die. Wepwawet relates to
lap of each statue serves as the throne's seat,
and the arms and chest of each construct serve
ARTIFACT] Osiris and Re-Horakhty from Deities of as the royal chair's arms and backs. Each of
Price (Item Level): Priceless Demigods. the Shining Thrones wears a three-horned
Body Slot: –– (held) crown tipped with flashing beljurils and is
Caster Level: 20th SHELL OF engraved with all manner of ancient runes
filigreed in gold, collectively thought to imbue
Aura: Strong; (DC 25) enchantment and
transmutation AMPLIFICATION the thrones with much of their magical
Activation: –– and Free Price (Item Level): 7,000 gp (11th) power.
Weight: 8 lbs. Body Slot: ––
Source: Dragon 329 (Bazaar of the Caster Level: 7th Anyone seated on either one of the
Bizarre: The Stuff of Legends) Aura: Moderate; (DC 18) transmutation Shining Thrones can call on any of its
Activation: Standard (command) powers by silent act of will, but only one
Shedshed is a magical Weight: 1 lb. such power may be employed per round.
standard. To Source: Dragon 317 (Mages High Notes: Powers of the Kingthrone include
function, the 9 Magical Instruments) commune with earth, divine power, and
Shedshed must silverbeard. Powers of the Queenthrone
be affixed to a The shell is a 7-inch-long conch shell with include spell resistance, stone tell, and
hafted a hole at the point. stoneskin. Powers shared in common by
weapon with both Shining Thrones include the ability
reach, such as When the command word is spoken, of occupants to merge their form into the
a glaive, sounds made near the hole become seat (in a fashion similar to meld into
Shedshed stone) and then animate the thrones as
guisarme, halberd, audible and clear to all creatures who can
lance, longspear, ranseur, or spear. While hear (not deaf or within the area of a iron golems under their direct control. If
held aloft, the bearer and all allies within silence spell) within a 200-foot radius an iron golem is slain, the merged
30 feet gain a +2 morale bonus on attack spread, this negative circumstance occupant is immediately expelled,
rolls, saving throws, and skill checks. modifiers to Perform checks due to the unharmed.
noise or poor acoustics and allows a

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
object, silverbeard (see MAGIC OF
FAERÛN), creator must be a dwarf.
Queenthrone Prerequisites: Craft
Magic Arms and Armor, Craft
Wondrous Item, cloudkill, geas/quest,
limited wish, meld into stone, polymorph
any object, spell resistance, stone tell,
stoneskin, creator must be a dwarf.

SHIP IN A BOTTLE
[MINOR ARTIFACT]
Price (Item Level): Priceless
Body Slot: ––
Caster Level: 21st
Aura: Overwhelming; (DC 25)
conjuration
Activation: Standard (command)
Weight: 1 lb.
Source: Dragon 318 (X Marks the
Lore: The Royal Caverns of The Nine, a now-disbanded company of Spot: Setting Sail with Saber and
Splendarrmornn were stripped of much– adventurers whose former stronghold Spell)
if not all–of their treasure by the foul lies on the banks of the Unicorn Run,
forces of Hellgate Keep, and they are now reportedly battled the Kingthrone while This odd glass bottle is similar in
home to many sorts of undead and fell unsuccessfully hunting function to an iron flask, but instead of
creatures of even greater evil. Two of the Grimnoshtasdrano, the "Riddling trapping outsiders, it traps ships. Once
most important Ammarindan artifacts to Dragon," amid the Endless Caverns of the per day, when the user speaks the
apparently escape their plundering were High forest. If this most recent account command word, she can force any one
the golemlike Shining Thrones of of the Kingthrone is to be believed, the ship within 60 feet into the bottle,
Splendarrmornn, both of which vanished Kulduke's spirit remains trapped within provided the highest-ranking sailor
during the fighting in the Year of the the royal seat, attacking all living onboard the ship fails a DC 22 Will save.
Curse (88a DR) as a horde of fiends creatures under the delusion that they Each member of the crew (except for the
overran the realm. are fiends. highest-ranking sailor onboard) is then
The Kingthrone of Splendarrmornn The Queenthrone of Splendarrmornn was allowed a save, but success means only
vanished during the Battle of Karscragg, lost, along with the rest of the valiant that crewmember escapes imprisonment
dwarven rearguard, in the savage fighting (the ship is still captured, but the
which unfolded near the confluence of in the Vale of Naurogloth (Bleached crewmember falls into the water where
the Rivers Delimibiyr and Heartsblood. Bones Pass) as the surviving Stout Folk of the ship recently was). Loosing the cork
As the Ammarindan and Eaerlanni Ammarindar fled southward to Oghrann. frees the trapped ship. If the ship is freed
armies made their final, futile stand Queen Helmma's company bought time without a large body of water within half
against the demonic hordes flooding with their lives for the less warlike of a mile, the ship appears on land directly
down the Delimibiyr valley from fallen their people to flee the orc raiders who in front of the bottle.
Ascalhorn, the dwarven queen's cousin, sought to slay the dwarven refugees. As While trapped in the bottle, the
Kulduke Daggan "the Hammer" Rockfist, every dwarf in the rearguard died during miniaturized crew does not age, nor do
blood of Olaurin, donned the Kingthrone the Battle of Bleached Bones, including they need to eat or drink. They are aware
in defense of the realm. In the absence of their valiant queen, there were no of their surroundings, but can in no way
a king to lead the Stout Folk, the survivors to keep the Queenthrone from move or communicate beyond the glass
Kulduke had the strongest royal falling into orc hands. In the centuries barrier, including with the use of teleport,
bloodline of any living male dwarf a since Ammarindar's fall, there have been plane shift, or even sending spells. From
birthright that obligated him to employ periodic reports from that region of an the outside, the crew can be seen to move
the Kingthrone and lead the dwarven intricately carved dwarven golem about in the rigging, play cards, duel, and
armies into the fray. It is said that Daggan employed by one orc tribe or another in so forth.
slew a score or more fiends ere he their endless battles for tribal supremacy, The owner of the bottle may use the
vanished into the High Forest near the but no expedition has ever returned from command word to free the ship in the
end of the battle in pursuit of a murmur the Greypeak Mountains with reports of bottle. When she does so, she may
of vrocks, each of whom clutched a having actually observed the cut throne. compel the crew to serve her, as per the
struggling dwarven warrior in its claws. Kingthrone Prerequisites: Craft Magic geas spell.
All but one of those dwarves emerged Arms and Armor, Craft Wondrous Item, If the bottle is destroyed while a ship is
from the High Forest thanks to Daggan's cloudkill, commune with earth (see RACES trapped within it, the ship's highest-
relentless pursuit of the vulture-like OF FAERÛN), divine power, geas/quest, ranking sailor most immediately make
fiends, but neither the Kulduke nor the limited wish, meld into stone, polymorph any another DC 22 Will save. A successful
Kingthrone were seen again for centuries. save frees the ship and crew; a failed save
results in the ship and crew being

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
irrevocably destroyed. Only divine Weight: 1 lb. 1d6 points of sonic damage to every
intervention can bring them back. Source: Dungeon 112 (Maure Castle) creature within 30 feet and deals 1d6
points of Intelligence damage to the
This silver skeleton key, a relic created stone's victim. A break enchantment,
SIGNALING TRUMPET by the god Dalt, functions like a chime of miracle, remove curse, or wish spell allows
Price (Item Level): 5,000 gp (9th) opening when it is touched to the bars, for the safe removal of the stone.
Body Slot: –– (held) door, lock, lid, portal, or shackles to be Prerequisites: Craft Wondrous Item,
Caster Level: 13th opened The key automatically dispels a shout.
Aura: Strong; (DC 21) illusion hold portal or arcane lock with a caster level
Activation: Standard of less than 30th level. The wielder gains
Weight: 2 lbs. a +30 insight bonus on Escape Artist SKELETON KEY
Source: Dragon 334 (Bazaar of the checks. The wielder can call on each of Price (Item Level): 4,500 (9th)
Bizarre: Arsenal of the War Mages) the following powers twice per day, at Body Slot: –– (held)
will: passwall, ethereal jaunt, word of recall. Caster Level: 3rd
These beautiful instruments grant Aura: Faint; (DC 17) transmutation
their user the ability to communicate Activation: 1 full-round action
over great distances regardless of nearby SINGING IOUN STONE Weight: 1 lb.
sounds (including the din of war). Any Source: Dragon 359 (Class Acts: The
user may speak a single word through the [CURSED] Universal Key)
horn (as a standard action), which is Price (Item Level): 12,000 gp (13th)
heard and understood by all creatures the Body Slot: –– This unusual object has two distinct parts:
user does not consider an enemy within Caster Level: 12th a small metal handle and a thin blade a four
100 feet. Enemies of the trumpet's user Aura: Moderate; (DC 21) evocation 4 inches long. The blade is made of a shiny
instead hear a short and meaningless Activation: –– blue material whose surface ripples and shifts
blast on the trumpet. Weight: –– like the surface of water.
In the hands of a character with ranks Source: Dragon 331 (Bazaar of the
in Perform (wind instruments), however, Bizarre: Insidious Items) The skeleton key is an unusual item
the signaling trumpet grants additional commonly found in the possession of
powers. Such a user can speak one word Specifically designed to slowly render doppelgangers and their ilk, who have an
per rank in Perform (wind instruments), spellcasters powerless, this stone is affinity with its shapeshifting properties.
and his trumpeting can be heard to a disguised to look like any other known When inserted into a common door lock.
distance of 1/4 mile (1,320 feet) per 5 ioun stone. When set in orbit about the the blade ripples and writhes into the
ranks. Once again, those whom the head, the user hears twenty drunken precise shape of the key needed to open
trumpeter considers enemies hear only voices loudly singing a bawdy drinking the lock, even it the lock is much bigger
several meaningless trumpet blasts. song over and over again, a cacophony or much smaller than the blade. Any lock
Issuing a message from a signaling trumpet only he can hear. The mental chorus is that can be unlocked with a physical key
requires a standard action. enough to disrupt the concentration of can also be unlocked with a skeleton key.
Prerequisites: Craft Wondrous Item, even the most resolute spellcaster. When Prerequisites: Craft Wondrous Item,
ghost sound, whispering wind. attempting to cast a spell the victim must knock, creator must have the
first succeed at a Concentration check shapechanger subtype.
(DC 20 + spell level). If the victim Cost to create: 2,250 gp, 180 XP.
fails this Concentration check, he
automatically loses the spell he was
casting. Attempts to use a skill not SLATE FOLIO
based on Strength or Constitution Price (Item Level): 7,500 gp (11th)
increases the DC of the skill check by Body Slot: ––
+10, due to the constant distraction. Caster Level: 5th
The victim cannot take 10 or take 20 Aura: Faint; (DC 17) illusion
on any skill while under the effect of Activation: Standard (manipulation)
this item. Weight: 2 lbs.
Dispel magic and protection from evil Source: Dragon 327 (Bazaar of the
Signaling Bizarre: Modern Magic)
suppresses the song for 1 minute per
Trumpet
caster level. The song otherwise rolls
on endlessly in the victim's mind, A slate folio typically appears as a 1-foot by
SILVER KEY OF PORTALS even during sleep. Because of this
constant noise, anyone afflicted with a
9-inch piece of gray slate, which can copy up
to five other books. Two gems sit within the
[MINOR ARTIFACT] singing ioun stone must succeed at a DC 16 bottom of the folio, and a third gem with five
Price (Item Level): Priceless Fortitude save in order to get any rest. If enruned facets appears on the right-hand side
Body Slot: –– (held) he fails that save he gets no rest and can of the folio.
Caster Level: 30th neither prepare new spells nor regain
Aura: Overwhelming; (DC 30) spell slots. A collective of wizards labored for
transmutation Attempts to remove the stone by years to create the first slate folio as an
physical force cause the stone to freeze in alternative to the traditionally bulky and
Activation: Standard
place and emit a piercing wail that deals over-sized wizard's spellbook. In addition

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Slate Folio Prerequisites: Craft Wondrous the normal size alteration), transforming
Item, clairvoyance. into an advanced 15 HD griffon for as
long as 8 hours a day. Unlike a normal
figurine, however, if slain the griffon
SNAKE CHARMER simply reverts (intact) to crystalline form
Price (Item Level): 1,000 gp + cost and cannot reanimate until at least ten
of masterwork instrument (4th) days have passed.
Body Slot: –– (held) Lore: During her thirty-three-year
Caster Level: 3rd reign over Stornanter, Laeral crafted
Aura: Faint; (DC 16) enchantment numerous unique spells and magic items,
to not Activation: Standard many of which still survive today. The
weighing Weight: By instrument type most famous of her creations from this
very much the slate Source: Dragon 317 (Mages High Notes: period was the result of a potent
folio takes up less space 9 Magical Instruments) collaboration with the Court Wizard of
than a typical spell-book, which also Stornanter, Malek Aldhanek.
makes it easier to hide from thieves. When Laeral all but quit her court
The original snake charmer instruments
Since its invention the slate folio has were double-reed talimbas from a distant following the apparent death of Malek,
become a rare treasure pined for by sages, land. As knowledge of the instruments spread, she kept with her Stornanter's royal seat,
librarians, and wizards across the known the enchantment was applied to other regularly employing its ability to
world. instruments, and now snake charmers come transform into a crystalline griffon to fly
By rotating the side gem you can select in almost all varieties. about the realm (and, not incidentally,
one of the five books linked to the slate keeping it out of the hands of overly
folio. Once you choose a book for viewing A snake charmer adds a +10 bonus to ambitious courtiers). The last recorded
the first page of its text appears on the Perform checks when the bard using it sighting of the Soaring Throne occurred in
slate folio. You may then flip forward or tries to fascinate reptilian creatures the Year of the Leaping Lion (834 DR),
backward through the pages by pressing (including creatures of the dragon type). when the Witch-Queen battled a gigantic
one of the two gems in the bottom of the This stacks with the +2 bonus for playing kraken just outside of Port Llast's harbor
slate folio. To attune the slate folio to a a masterwork instrument. during a raging storm. Laeral eventually
specific book, you need only place the Prerequisites: Craft Wondrous Item, managed to drive off the monster with a
slate folio on top of the closed book, select enthrall. barrage of fearsome spells, but the
with the five-sided gem which of the five monstrous cephalopod's grasping
slots you wish to attune the book to, and tentacles dragged the griffon construct
press in on the side gem. It takes an hour SOARING THRONE OF with it back into the depths.
for the slate folio to read the book and Today, the Soaring Throne lies amid the
record its contents, after which time the THE WITCH−QUEEN sunken ruins of Ascarle, a long-lost elven
depressed side gem pops out to its default Price (Item Level): 617,150 gp (30th) city off the coast of Trisk (the western
position. Pressing the gem with no book Body Slot: –– isle of the Purple Rocks), in the hoard of
under the slate folio does nothing; the Caster Level: 13th the Slarkrethrel, the Chosen of
gem simply doesn't stay in the depressed Aura: Strong; (DC 21) transmutation Umberlee. The legendary kraken has
position. You may overwrite a filled slot Activation: Standard (mental) grown greatly in power in the centuries
simply by selecting that slot and placing Weight: 5,000 lbs. since its battle with the Witch-Queen,
the slate folio on top of a book and Source: Dragon 351 (Volo’s Guide: Lost and its tentacles now extend the length
depressing the side gem. Regalia of the North: The Toppled of the Sword Coast through its command
A slate folio can hold any mundane book Thrones) of the secretive Kraken Society. Laeral is
or spellbook of 100 pages or less. It
cannot hold the contents or duplicate the The Soaring Throne of the Witch-Queen is
abilities of any magic book, such as a book a glassteel seat shaped in the form of a
of exalted deeds or a tome of understanding or rampant griffon. The griffon's chest forms the
any other form of magical writing, such back of the throne, while its forelegs serve as
as a scroll. The slate folio can, however, chair arms. The griffon's wings curve between
hold copies of the pages of nonmagic its legs, forming the sides of the crystalline
books that have pages with magical throne.
effects on them, such as a sepia snake sigil
or secret page spell. When reading through Constructed of glassteel, a rare material
a book with such a magical effect on it, fabricated by avariels and sun elves, the
the slate folio shows where the magical Soaring Throne has strength beyond iron,
glyph, rune, sigil, symbol, or other with a hardness of 20 and 40 hit points
writing is located but replaces it with a per inch of thickness. At will, once per
nonmagical image indicating the effect's round, anyone sitting on the Soaring
location within the attuned book. Throne may employ the spells
Looking at a page with magical writing in Mordenkainen's sword, shield, spell turning, Soaring Throne of the Witch‐
the slate folio does not trigger any effect or whispering wind. The throne also acts as Queen
associated with the writing. a figurine of wondrous power (albeit without

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
undoubtedly aware of the Soaring Throne's • Elixir of Giant's Touch: +1 1/day—the soul machine can draw the
approximate location, but the legendary Strength score souls from up to eight living subjects
wizardress has never seen fit to reclaim • Elixir of Intuition: +1 Wisdom placed inside one of the receptors–large
the lost seat of Stornanter, no doubt in score capsules filled with magical ectoplasmic
part due to her shame in failing the liquid–to accomplish astounding
• Elixir of Knowing: +1 Intelligence
citizenry of that lost realm. Should a alterations on living or undead beings
score
daring band of powerful adventurers (depending on what type of energy is
someday retrieve the realm's royal seat • Elixir of Vitality: +10 maximum used). The creature in the receptor is killed
from its watery grave, Lady Arunsun hit points in the process, and their soul is either
would undoubtedly cede it to them stored or used immediately by the subject
willingly if they sought to refound her SOUL MACHINE [MAJOR wearing the soul crown. The process takes
ancient realm with good and noble 24 hours. With the power drawn from
purpose. ARTIFACT] fifty souls, a creature wearing the soul
Although neither Laeral nor Khelben Price (Item Level): Priceless crown can will itself into any new
has ever precisely detailed the powers of Body Slot: –– corporeal form it desires of its same HD
the Soaring Throne of the Witch-Queen, Caster Level: 20th or less. With one hundred souls, this
sufficient reports exist in the archives of Aura: Strong; (DC 25) conjuration, transformation can increase the subject’s
the Arcane Brotherhood to detail the necromancy, and transmutation HD up to 5 more than it currently has.
properties of the royal seat. Activation: See text With up to two hundred souls, the HD
Prerequisites: Craft Wondrous Item, Weight: Unknown increase is 10. With up to four hundred
animate objects, Mordenkainen's sword, Source: Dungeon 153 (Prisoner of the souls, the HD increase is 15. The soul
shield, spell turning, whispering wind. Castle Perilous) machine cannot store more than four
hundred souls.
While any of the above powers are
SOUL ELIXIR [MINOR The soul machine is a marvel of magical
engineering created by a long-dead being used, the creature wearing the soul
ARTIFACT] civilization called the Moilians. It is so crown cannot leave the perimeter of the
Price (Item Level): Priceless extensive that it required a staggering ring formed by the receptors unless it
Body Slot: –– (held) tower to house all of its component parts. removes the soul crown, which aborts the
Caster Level: 21st It is made up of four spirit engines— soul machine’s current task.
Aura: Overwhelming; (DC 25) powerful magical generators that create Each of the spirit engines has its own
transmutation large amounts of positive and negative magical key used to switch it back and
energy—housed in turrets, an ectoplasm forth between positive and negative
Activation: Standard (manipulation)
ring used to buffer and channel the energy. Without the keys, the power
Weight: ––
energy to the lightning ring where the output can still be switched with a DC 35
Source: Dragon 317 (Silicon Sorcery:
energy is passed to the core, and eight Use Magic Device check. Each spirit
Dungeons & Dragons Heroes – Magic,
receptors that receive concentrated energy engine has a control panel in a shallow
Monsters, and Mayhem)
from the core and pass it through into the depression on the side facing the interior
soul crown worn by the subject creature— of the tower. The panel has a key hole
The fabulous soul elixirs are said to be
an adamantine circlet with eight points with the Moilian symbol for positive and
brewed by deities to serve as
ending in small crystal spheres filled negative energy to ether side, four
refreshments. They only rarely find their
with smoky mist. glowing red buttons with Moilian
way into mortal hands, where their
The soul machine can reproduce the symbols representing the numbers 1–4, a
potent effects can invest permanent
following spell effects when set to glowing crystal stud that indicates that
changes and enhancements to the mortal
positive energy: the spirit engine is on, and a small crystal
who drinks them.
3/day—heal (CL 20th) when the power hemisphere that contains an arrow
The effects of a soul elixir depend on
level is on low. pointing to a half circle that represents
what type of elixir it is, but in all cases
2/day—regenerate (CL 20th) when the the level of power being produced. Part
the benefit granted by a soul elixir is
power level is on medium. of the half circle to the left is black; most
permanent. These bonuses stack with all
1/day—resurrection (CL 20th) when the of the rest is red; a small portion to the
other bonuses, including themselves. As
power level is on high. right is orange, and a sliver farthest to the
a result, you should take care when
The soul machine can reproduce the right is yellow. When the spirit engine is
introducing a soul elixir to a campaign;
following spell effects when set to at low power, the arrow points to the
multiple soul elixirs can quickly unbalance
negative energy: black; at medium power, it points to the
a game.
3/day—harm (CL 20th) when the red; at high power it points to the orange.
The known varieties of soul elixirs are as
power level is on low. If the spirit engine is producing too much
follows; others undoubtedly exist.
2/day—slay living (CL 20th) when the power, it points to the yellow.
• Elixir of Bard's Brew: +1 Charisma The controls can be used as follows:
power level is on medium.
score Decrease Power: Pushing buttons 4, 3,
1/day—create greater undead (CL 20th)
• Elixir of Cat's Grace: +1 Dexterity when the power level is on high (this 1, 2 in that order decreases the power
score requires that the soul crown be placed on a level one step. For example, if the arrow
• Elixir of Dragons: +1 Constitution once-living sentient being which is indicator is currently in the red, it moves
• Elixir of Elixirs: +1 to all ability transformed into the chosen undead to the black area (if it is already in the
scores from the list in the PH). black there is no change).

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools

SOUL SHARD [MINOR


ARTIFACT]
Price (Item Level): Priceless
Body Slot: –– (held)
Caster Level: 25th
Aura: Overwhelming; (DC 27)
transmutation
Activation: Standard
Weight: –– (unknown)
Source: Dragon 317 (Silicon Sorcery:
Dungeons & Dragons Heroes – Magic,
Monsters, and Mayhem)

A softly glowing piece of translucent crystal,


about the size of an adult human's fist that is
slightly warm to the touch and seems to hum
with a soft but pleasant tone.

These minor artifacts are thought by


some to be the crystallized thoughts or
tears of the gods, but their true origin is a
mystery.
Any creature that owns an ancestral
weapon can touch the weapon to a soul
shard as a standard action. Doing so
causes the soul shard to flash with energy
and vanish; the energy is instantly
absorbed by the ancestral weapon. Once an
ancestral weapon absorbs five soul shards, it
advances to the next level of power.
A 5th-level ancestral weapon does not
absorb soul shards.

SOURCE TOKENS
Price (Item Level): 375 gp (2nd)
Body Slot: ––
The half‐fiend lich Acererak stands before merely a Caster Level: 6th
fraction of the soul machine Aura: Moderate; (DC 18) conjuration
Increase Power: Pushing buttons 1, 2, Creatures outside of the tower may make Activation: Standard (manipulation)
4, 3 in that order increases the power DC 30 Reflex saves for half, though in Weight: ––
level by one step. For example, if the most cases that much damage will Source: Dragon 339 (Planescape: Dead
arrow indicator is currently in the black, destroy them. Factions)
it moves to the red, and if it is currently Energy Surge: Physical contact with a
in the red, it moves to the yellow area. spirit engine while it is on deals 1d6 These magical marbles constantly swirl
Shut Down: By pushing buttons 1, 4, points of positive or negative energy with vague shadows and half-formed shapes
3, 2 in that order, the spirit engine shuts damage, depending on which type the and are capable of temporarily manifesting a
down after 1 full minute. spirit engine is set to. A negative energy physical aspect of the user’s past life.
Overload: If the power level is surge heals undead while a positive
increased to maximum, the gauge points energy surge heals living beings. This Usually found in pouches embroidered
to yellow and the light in the crystal stud damage is negated with a DC 25 with the sword and sunburst symbol of
flashes quickly. After 1 hour, the power Fortitude save. the Believers of the Source, source tokens
level automatically returns to high and While all of the powers detailed above are created in sets of twelve. When a user
the crystal stops flashing. However, if all are known and catalogued in the research produces and breaks one of these misty
four spirit engines are set at maximum, manuals of its Moilian creators, the same gray marbles he first chooses an open
they begin to build up extremely texts confess that only a fraction of the square within 30 feet where the creature
destructive levels of power. If not applications the soul machine could be materializes. Then he rolls on the
manually returned to a safe level of used for are known. following chart to determine the creature
power within 1 hour, the surge of energy formed. Once conjured, the remembered
built up creates an explosion that deals creature obeys just as a creature conjured
1,000 points of damage to everything by a summon monster spell (except in
inside and within 50 feet of the tower. the noted exception). Being little more

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
than a materialized form from the user’s Aura: Faint; (DC 16) transmutation to blend with their surroundings while
subconscious memory, the creature Activation: –– moving. Those members of the clan who
cannot communicate or reveal actual Weight: –– choose the path of the ranger or druid
information—about the user’s past or Source: Dragon 339 (Planescape: Dead take the most fearsome wolves as
otherwise—but follows the user’s every Factions) companions. To honor their companions
command. After 1 minute (10 rounds) the and accentuate their ghostly nature, the
creature fades back into nothingness. Frequently used by orators in the Hall barbarians create spectral collars.
of Speakers, these gold wire devices clasp Prerequisites: Craft Wondrous item, blur,
1d20 Creature Materialized over a person’s lower lips like exotic fear.
1 Small tree or shrub* jewelry. Despite their strange
constructions, these unusual ornaments
2
3
Dire rat
Owl don’t obstruct the mouth in any way and SPELL CHISEL [MINOR
4 Monkey assure that all assembled hear a speaker’s ARTIFACT]
5 Octopus words. Price (Item Level): Priceless
6 Hyena Those who make use of a speaker’s Body Slot: –– (held)
7 Monstrous spider, Medium trumpet can be heard by all creatures Caster Level: 20th
8 Snake, Medium constrictor within 100 feet, regardless of Aura: Strong; (DC 25) universal
9 Horse, light environmental effects (such as storms). Activation: See text
10 Dire wolf Even magical silence does not prevent Weight: 6 lbs.
11 Lion others from hearing the speaker. In Source: Dungeon 124 (Chambers of
12 Grick addition, the speaker gains a +5 bonus on Antiquites)
13 Shocker lizard Diplomacy skill checks
14 Deinonychus Prerequisites: Craft Wondrous Item, This platinum contraption seems some-
15 Owlbear whispering wind. thing like a hand-held drill with inter-
16 Dire ape changeable bits. Each bit looks different,
17
18
Grimlock
Bugbear
SPECTRAL COLLAR with a head more like that of a chisel
Price (Item Level): 34,080 gp (16th) than a drill. This potent device allows a
19 Lizardfolk spellcaster to implant a spell into an
20 Ogre Body Slot: Throat
Caster Level: 7th object, transforming that object into a
Aura: Moderate; (DC 18) illusion and magical item of sorts.
* This conjured form cannot move in In order to implant a spell into an item,
necromancy
any way. Instead, treat the square the the item must be worth at least 1,000 gp
Activation: –– and Standard (command)
creature materializes in as rough terrain per level of the spell to be implanted, and
Weight: 1 lb.
for the duration of the effect. must not be a magic item itself. The user
Source: Dragon 338 (Class Acts: Animal
Lore: The Believers of the Source then attaches the appropriate bit to the
Magic)
placed great weight on past experiences spell chisel's head (see below) and spends
as influences on one’s current life, one day per level of the spell to be
Spectral collars vary in appearance
preaching that on the path to implanted. If the spell requires an
according to the whims of their creators and
transcendence, one might gain insight can be crafted from leather, metal, or wood. expensive material component or an XP
from the mistakes of past lives. As such, They are typically marked by extravagant component, that cost is paid at this time
one of their most revolutionary successes works of craftsmanship, being etched with by the user of the spell chisel. At the end
was the creation of source tokens, tiny elaborate designs or studded with gems or of this time, the spell embedded in the
gray spheres of memory and protomatter. spikes. item can be accessed and cast as if it were
Some Godsmen doubt being cast from a scroll. A single item can
the validity of source An animal wearing a spectral only contain one chiseled spell at a time.
tokens’ effects, but collar gains the benefit of a When a spell is chiseled onto an object,
many meditate at constant blur effect, as the spell. the user must make a Spellcraft check to
length on the In addition, once per day the determine success. The DC is 20 + the
vague shadows animal can cast fear by vocalizing level of the spell being chiseled. The DM
flickering in each in whatever manner is natural makes this roll in secret–failure indicates
tiny bead, puzzling over for its kind, with the intent of that the resulting spell malfunctions
what meanings they driving away creatures. A DC when it is cast. Roll on the following
might hold from their Source
Tokens 14 Will save negates the table to determine how the spell misfire:
past lives. effect. A humanoid may also
Prerequisites: Craft wear a spectral collar in the d% Result
Wondrous Item, summon amulet body slot. 01-30 Spell effect at half strength.
monster III. Lore: The barbarians of the Brynhildr 31-60 Spell does not work.
clan have lived in harmony with the wild 61-75 The spell has a reverse effect
SPEAKER’S TRUMPET wolf packs of their territory for upon the intended target
Price (Item Level): 3,500 gp (8th) generations. They call the wolves (5o%) or affects the wielder
Body Slot: –– “mourning specters” for their forlorn instead (50%)
Caster Level: 3rd howls and seemingly supernatural ability 79-90 Spell functions, but at half

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
minimum possible power. aura spell masks the book's terrible
Saving throws against the magical secret.
Whenever a wizard scribes a spell into Spellbook of
spell suffer a -4 penalty to
a spellbook of dissolution, the spell scribed Dissolution
their save DCs.
91- Spell fails; the item becomes within becomes unreadable gibberish
100 nonmagical. that even the wizard who scribed it
cannot understand. The garbled
The various bits that come with a spell spells resist any attempt at
chisel allow different levels of spells to be deciphering them, as if of too
imbued. A spell chisel can always imbue high a level for the reader to
1st-, 2nd-, and 3rd-level spells using the understand. Decipher Script
mithril head that remains attached at all checks automatically fail, as
times. In order to chisel 4th- or 5th-level do any attempts to read
spells, the user must implement a magic. Even a wish cannot
diamond-tipped head. Sixth-level spells reveal what the text means (as it is follows
require an adamantine head. Higher-level ultimately magically shrouded complex the normal rules for casting the spell in
spells require correspondingly fantastic gibberish). question, including provoking attacks or
materials–to inscribe a 7th level spell The garbling process takes 2 hours per opportunity, being subject to arcane spell
requires a bit made of shadow. An 8th- level of the spell inscribed (a 0-level spell failure, and any other applicable
level spell requires a bit made of requires only 1 hour), and begins as soon restrictions. The worm provides the
elemental particles of air, earth, fire, and as the spellbook is closed after the wizard power to cast the spell at the given caster
water, and a 9th-level spell requires a bit first inscribes the spell. In addition, if the level, even if the host's relevant ability
made of pure magical energy. When a book is left in contact with another score is too low to normally cast the spell,
spell chisel is found, it is typically spellbook, the spells within the other but the saving throw DC is dependant on
accompanied by only 1d3 additional tome begin to garble at the same rate, the host's relevant ability score. Upon
heads of various materials. A spell chisel beginning with the lowest-level spells casting this spell the spellworm is
bit functions only ten times before it first. This process is halted whenever the destroyed.
shatters and must be replaced. other spellbook is moved away from the Note: The activation is listed as a
Although a spell chisel itself is a minor spellbook of dissolution. Standard action but in the effect text
artifact, its chisel heads are standard Prerequisites: Create Wondrous Item, block it says casting a spell from a
magic items and can be created by a secret page. spellworm is a full-round action. Since
spellcaster with the Craft Wondrous the original article lists it as a Standard
action in the activation text block, I
Item feat who meets the bit's other
prerequisites.
SPELLWORM would assume this is the correct
Price (Item Level): 50 x Spell Level x activation.
Items bearing uncast spells are worth
Caster Level See “Vestige Worms” sidebar on page
the same as a scroll of the same name
plus the base cost of the item. Body Slot: –– 149 for more information on Kyuss
Spell Chisel Bit: Strong transmutation: Caster Level: Varies worms.
CL variable; Craft Wondrous Item, Aura: Moderate necromancy Prerequisites: Create Wondrous Item,
creator must be able to castspells of the Activation: Standard (command) Wormbound Spellcaster or wormspawn
spell level to be chiseled; Price 12,5oo gp Weight: –– subtype, ability to cast the spell stored
(diamond bit), 18,000 gp (adamantine Source: Dragon 343 (Spellcraft: within the worm, any metamagic feats to
bit), 24,500 gp (shadow bit), 32,000 gp WormBound: The Secrets of Kyuss) be applied.
(elemental bit), 40,500 gp (magic energy
bit). A spellworm looks like any other Tiny Sample Spellworms
Kyuss worm, save for faintly glowing Spell Level CL Value
arcane sigils that adorn its sickening flesh. Longstrider 1 1 50 gp
SPELLBOOK OF For as long as a host creature is bound to a Protection from Good 1 1 50 gp
spellworm, its pupils turn a dull and sickly True Strike 1 1 50 gp
DISSOLUTION [CURSED] green. Divine Favor 1 9 350 gp
Price (Item Level): 6,250 gp (10th) Invisibility 2 3 300 gp
Body Slot: –– A spellworm imparts the ability to Mirror Image 2 3 300 gp
Caster Level: 7th perform a single casting of a spell to its Silence 2 3 300 gp
Aura: Moderate; (DC 18) transmutation host. Like other Kyuss worms, a Displacement 3 5 750 gp
Activation: –– spellworm must be inside a host Fly 3 5 750 gp
Weight: 3 lbs. creature in order to be used. Once a Protection from Energy 3 5 750 gp
Source: Dragon 331 (Bazaar of the host creature has successfully taken Charm Monster 4 7 1,400 gp
Bizarre: Insidious Items) the worm into its body, casting the Dimension Door 4 7 1,400 gp
stored spell is a standard-action, just Improved Invisibility 4 7 1,400 gp
When one of these onerous tomes is like using a spell-like ability. Dominate Person 5 9 2,250 gp
first found, it appears to be a perfectly A spellworm grants its host the Teleport 5 9 2,250 gp
normal empty spellbook. A Nystul's magic ability to cast one spell. The host casts
the spell as a full-round action. This

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools

SPHERE OF THE UNSEEN expatriate who was traveling outside his • Symbol of fear (3 charges)
homeland. • Weird (4 charges)
Price (Item Level): 4,550 gp (9th)
Body Slot: –– (held) Prerequisites: Craft Staff, fear, nightmare,
Caster Level: 13th STAFF OF EARTHEN phantasmal killer, scare, symbol of fear,
Aura: Strong; (DC 21) conjuration weird.
Activation: Standard (see text) MIGHT
Weight: Unknown Price (Item Level): 46,406 gp (17th)
Body Slot: –– (held)
STARRY SCORE
Source: Dungeon 102 (Zenith Price (Item Level): 17,000 gp (14th)
Trajectory) Caster Level: 10th
Aura: Moderate; (DC 20) transmutation Body Slot: –– (held)
Activation: Standard (spell trigger) Caster Level: 17th
This variant of an elemental gem Aura: Strong; (DC 23) enchantment
contains a conjuration spell tied to the Weight: Unknown
Source: Dragon 314 (Dust to Dust: Activation: 1 full round action
Elemental Plane of Air. When the Weight: ––
glowing glass sphere is broken, an Magic of the Earthborn)
Source: Dragon 356 (Savage Tidings:
invisible stalker appears as if summoned Into the Abyss)
by a summon monster spell. The invisible A stone carved staff tipped with either a gem
stalker is under the control of the or an intricately sculpted chunk of
marble. This scroll is made from soft white
creature that broke the sphere and vellum. When unrolled, it reveals
remains for 13 rounds. dense silver writing in an unknown
Prerequisites: Craft Wondrous Item, The Staff of Earthen Might allows the
use of the following spells: language.
summon monster VII.
• Soften earth and stone (1 The starry score is a portion of a
charge)
SPHERE OF TIME • Stone shape (1 charge)
great opera performed by the eladrin
to please their mistress, the Queen of
SCRYING • Tremor (1 charges) Stars. A good-aligned bard who
Price (Item Level): Priceless • Transmute mud to rock (2 spends a use of bardic music can
Body Slot: –– (held) charges) discern the words and notes recorded
Caster Level: Unknown • Transmute rock to mud (2 and perform them as a full-round
Aura: Unknown charges) action by making a Perform check. All
Activation: –– and Standard (command) Prerequisites: Craft Wondrous evil outsiders who can clearly hear the
Weight: Unknown Item, soften earth and stone, stone bard perform and are within 30 feet must
Source: 338 (Core Beliefs: Boccob) shape, tremor, transmute mud to succeed on Will saves (DC equals the
rock, transmute rock to mud. bard's perform check result) or be
The sphere is usually a blue or green color, physically pained, taking a -5 penalty on
but sometimes turns red or even deep violet attack rolls, damage rolls, saving throws,
when used. STAFF OF and checks. Conversely, all good

This crystal ball with special powers


NIGHTMARES outsiders gain, a +5 sacred bonus on
attack rolls, damage rolls, saving
dates back almost to the end of the Suel Price (Item Level): 51,000 gp throws, and checks. Both effects last for
empire. In addition to the ability to use (18th) as long as you continue to perform and
detect thoughts on creatures scried with it, Body Slot: –– (held) for 3 rounds thereafter.
once per day on command it will answer Caster Level: 17th Prerequisites: Craft Wondrous Item,
one question (asked in Draconic) about a Aura: Strong; (DC 23) illusion crushing despair, good hope, caster must
viewed creature as if using the divination and necromancy have 16 ranks of Perform (sing), caster
spell, except the wearer may only use the Activation: Standard (spell must be good.
question to learn about the creature's past trigger) Cost to Create: 8,500 gp, 680 XP.
instead of its future. At some point a Weight: 5 lbs.
Source: Dragon 336 (Bazaar
cleric of Boccob attached a new feature to
the item; anyone bearing the sphere of the Bizarre: Curios of STATUE OF THE ALL−
Corruption)
receives a +5 insight bonus on saves to FATHER
avoid being the subject of a scrying spell Price (Item Level): 2,000 gp (6th)
or similar magic. The existence of this Bleached bones held together by
dried sinew and spiked chains create Body Slot: –– (held)
additional property is concealed with a Caster Level: 3rd
variant of Nystul's magic aura that affects this morbid staff.
Aura: Faint; (DC 16) abjuration
only this property. Activation: ––
The staff of nightmares allows
Lore: Although its command words Weight: 5 lbs.
the use of the following spells:
are in Draconic, magical tests show that Source: Dragon 323 (Magic Shop:
the spells used in its creation bear spell • Scare (1 charge)
Treasures of the Dwarven Holds)
fragments common to Suloise wizardry, • Fear (2 charges)
and most scholars believe the item was • Nightmare (2 charges)
created by a Suel wizard or recent • Phantasmal killer (2 Staff of
charges) Nightmares

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
These small, finely detailed approximately 300 pounds. Ripples and Prerequisites: Craft Wondrous Item,
statuettes of Moradin are carved shifting shadows flow along the fabric, and Greater Spell Focus (enchantment),
from precious stones. Incredibly the surrounding air feels chill. charm person, creator must have 10 ranks
well made, these strange in Diplomacy.
statuettes are nearly perfect Once per day, the owner may Cost to Create: 14,000 gp, 1,120 XP.
replicas of stolid dwarven create and command a shadow
warriors, carved of whole (MONSTER MANUAL 221). The
pieces of precious stones. Tapestry allows the owner to TEETH OF THE SOWN
A statue of the All-
control up to six shadows at a
time. If the owner exceeds this
MEN [MINOR ARTIFACT]
Father is a boon to clerics. Price (Item Level): Priceless
number, all newly created shadows
Once per day, the statue Body Slot: ––
fall under his control, while excess
may be used by a cleric of Caster Level: 15th
shadows from previous uses become
lawful good, neutral good, or Aura: Strong conjuration
uncontrolled. Uncontrolled shadows
lawful neutral alignment attack the tapestry owner if possible. Activation: Full
while preparing spells for the Editor’s Note: The number of Weight: ––
day. This allows the cleric to shadows controllable by the tapestry Source: Dragon 329 (Bazaar
prepare spells of the Strength Statue of the is missing in the original text. James of the Bizarre: The Stuff of
All‐Father Legends)
domain as if they were Jacobs, editor-in-chief of Pathfinder
domain spells. In addition, for that day, answered this question on the Paizo.com
the cleric gains the granted power of the forums. The answer is six. The Teeth of the Sown Men–
Strength domain. also sometimes called the Teeth of the
The prerequisites lists “create greater
Prerequisites: Craft Wondrous Item, Dragon–are small dragon’s teeth with a band
command undead” as a requirement when
bull's strength. of runes running around the circumference of
it’s clear they must have meant “create each tooth.
greater undead, command undead”.
SUSPENSION SPHERE Prerequisites: Craft Wondrous Item,
create greater undead, command undead.
Typically found in groups of 3 to 18,
Price (Item Level): 1,500 gp (5th) the teeth spring into human fighters
Body Slot: –– (held) when planted in the soil (one fighter per
Caster Level: 10th TASHA’S GRINNING tooth). These fighters perform the tooth-
Aura: Moderate; (DC 20) evocation planter's bidding with unquestioning
Activation: Standard (thrown) IDOL loyalty for 1 hour or until slain. At the
Weight: -- Price (Item Level): 28,000 gp (16th) end of the hour, the remaining fighters
Source: Dragon 313 (Eye Wares: Potent Body Slot: –– and all their gear turn to dust. A tooth
Powers of the Beholders) Caster Level: 9th must be buried at least 3 inches below
Aura: Moderate; (DC 19) enchantment the surface, which typically requires a
A 6-inch-diameter glass globe that Activation: –– full-round action. On the next round,
shimmers with a bundle of acid, cold, fire, or Weight: –– each buried tooth becomes a 1st-level
electricity within it. Source: Dragon 359 (Treasures of human fighter with the abilities and
Greyhawk: Magic of the Company of equipment as a 1st-level NPC fighter as
A suspension sphere bursts on impact, Seven) shown on page 117 of the DUNGEON
allowing the energy it contains to blast MASTER'S Guide.
out. A suspension sphere deals 10d6 points This plain gray idol attached to a platinum Lore: In Greek myth, the hero Cadmus
of damage of the appropriate energy type chain bears the likeness of a human woman slew the Dragon of Ares and at the
in a 30-foot-radius spread. A successful with a disarming smirk painted red. direction of the goddess Athena planted
DC 15 Reflex save halves the damage. the foul monster's teeth in the soil.
Prerequisites: Craft Wondrous Item, acid The idol grants a +10 competence Moments later the teeth sprouted into
fog, cone of cold, fireball, or lightning bolt. bonus on all Bluff and Diplomacy checks. armed men who proceeded to battle until
In addition, you gain a +2 bonus to the only five were left. These five warriors
DC of all enchantment spells you cast. joined with Cadmus to found the city of
TAPESTRY OF Lore: Little is known about the most Thebes. Later, King Aeetes of CoIchis
MIDNIGHT, THE mysterious member of the Company of
Seven. Also the only female member,
gave the hero Jason of the Argonauts a
series of ordeals in order to win the
Price (Item Level): 58,960 gp (18th) Tasha was rumored to be a beautiful but Golden Fleece from him. One of these
Body Slot: –– somewhat capricious woman, who for a was to sow the remaining teeth of the
Caster Level: 17th brief time, might have been the Mad dragon that Cadmus has slain and fight
Aura: Strong; (DC 23) necromancy Archmage’s protégé. This was certainly the men that sprouted from them.
Activation: Standard (command) her gateway into the Company of Seven,
Weight: 300 lbs. and while only Heward and Zagig
Source: Dungeon 140 (The Fall of appreciated her morbid sense of humor,
Graymalkin Academy) she was nonetheless a skilled mage who
created numerous spells and items, such
The Tapestry, 10 feet long and 8 feet tall, is as the idol that bears her name.
fashioned of black silk and weighs

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Source: Dragon 342 (Bazaar of the book's power is used in this way it drains
Thaumatuscope Bizarre: Healer’s Touch) 1 point of Constitution. Restoring this
loss before the duration of the bonus
Pelor's holy symbol is clearly expires causes the bonus to end
visible within the center of this 1-inch- prematurely. A reader reduced to 0
diameter fragile clear crystal marble. Constitution in this manner dies, his soul
goes to Vecna, and his body animates as a
To use his item, the user must shatter mindless zombie.
the item upon the ground (as a standard
action that does not provoke an attack of
opportunity) and loud exclaim, "May TOME OF THE BLACK
Pelor’s grace protect me." When HEART [MAJOR
THAUMATUSCOPE activating the item, the user must
Price (Item Level): 1, 000 gp (4th) immediately choose one of four effects: ARTIFACT]
Body Slot: –– cure serious wounds, remove Price (Item Level): Priceless
Caster Level: 3rd blindness/deafness, remove curse, or remove Body Slot: –– (held)
Aura: Faint; (DC 16) divination disease. All effects target the item's user Caster Level: 20th
Activation: Standard and are cast at 15th level. Aura: Strong; (DC 25) conjuration
Weight: 1 lb. Lore: According to the legend [chaos, evil]
Source: Dragon 350 (Bazaar of the surrounding Tholveg, the first Activation: See Text
Bizarre: Wizard’s Workshop) appearance of this item came when Pelor Weight: 5 lbs.
took her from the material world. Source: Dungeon 112 (Maure Castle)
Resembling an ornate spyglass, the Supposedly, those
thaumatuscope is a collapsible tube of leather who witnessed the The Tome of the Black Heart is written in
and bronze with glass lenses at both ends. event found a Abyssal, and is comprised of many and
When extended to its full 12-inch length, the handful of these varied powers and summonings. Each
spyglass tapers gradually back toward the items near the area covered is listed hereafter. Anyone
eyepiece, with strange, extendable arcane location of her who can cast 6th-level arcane spells can
instruments jutting from the sides at all disappearance. make use of the rituals contained in this
angles. Prerequisites: Craft book; a Use Magic Device check to
Wondrous Item, cure emulate class feature (DC 20) also allows
This spyglass allows its wielder to serious wounds, remove Tholveg’s Final use of the rituals.
instantly recognize magical items and blindness/deafness, Prayer Pages 1-12: These pages describe the
auras. remove curse, remove disease. calling of the guardian demon Kerzit.
By scanning an area through the This conjuration requires 10,000 gp in
thaumatuscope, a spellcaster can instantly
gain the benefits of detect magic as if he TOME OF SHARED crushed black opals, the sacrifice of an
intelligent humanoid, and two weeks of
had cast the spell on every object within SECRETS [RELIC] preparation and meditation. Appropriate
view. In addition, he gains a +2 Price (Item Level): Priceless vestments must be worn (a black robe, a
competence bonus on Spellcraft checks Body Slot: –– (held) solid mask carved in the likeness of a
made to identify the auras of objects Caster Level: Unknown leering wolf-headed being with black
viewed through the glass. Area-affecting Aura: Unknown fangs, a dagger, a black ring, and a silver
auras and the auras of magic-using Activation: Standard (manipulation) staff capped with an onyx skull), and the
characters are visible through the glass as Weight: Unknown words, "Kerzit the Mighty, Kerzit the
well. If a character without the ability to Source: Dragon 348 (Core Beliefs: Strong, Kerzit the Guardian. Kerzit!
cast spells uses the scope, magical auras Vecna) Kerzit!! Kerzit!!!” must be chanted. This
glow blue, but no further information is chant protects the conjurer from Kerzit's
offered. A lesser artifact devised to gather attack. At the end of the ritual, which
Prerequisites: Craft Wondrous Item, information, this is a book of modest size, takes 10 minutes to perform, Kerzit
detect magic. appearing as a simple illustrated bestiary. appears in a blast of putrescent wind and
Cost to Create: 500 gp, 40 XP, 1 day. black smoke. He is immediately affected
If a reader slices open his hand and by a binding spell cast at caster level 20,
THOLVEG'S FINAL places it on a creature's page, he and gets no saving throw to resist the
effects of the spell. Every
gains a +4 competence
PRAYER bonus on attack rolls, time the Tome is used, a
Price (Item Level): 3,000 gp (7th) skill checks, and new sacrifice must be
Body Slot: –– (held) saving throws against offered to the guardian
Caster Level: 15th creatures of that kind demon, and the precise
Aura: Strong; (DC 22) conjuration and (such as "green ritual must be repeated. Until
abjuration dragons," "pit this binding ritual is completed,
Activation: Standard (command) fiends," or the other rituals in the Tome do
Tome of the
Weight: –– "vampires") for six not function.
Black Heart
days. Each time the Pages 13-50: These pages contain

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
the history of the Tome as recorded by its acquiring knowledge of other planes, and
unknown authors. Tomorast's scrawl can how to traverse this realm while
be identified, as he keeps updating the remaining in his physical body.
Tome as he learns from it.
Pages 51-120: These pages describe
the making of a special iron golem TOOTH OF AHAZU, THE
identical to the one found in area 22 (see Price (Item Level): 6,000 gp (10th)
DUNGEON MAGAINZE #112). These Body Slot: Tooth (see below)
instructions grant a +5 competence Caster Level: 9th
bonus on skill checks made to craft the Aura: Moderate; (DC 19) transmutation
golem's body; assembling the body The Tooth of Ahazu Activation: Full and ––
requires a DC 24 Craft (armorsmithing) Weight: Unknown
these creatures, the caster gains a +4 Source: Dungeon 143 (Savage Tide –
check or a DC 24 Craft
bonus to his effective caster level. Spells Tides of Dread)
(weaponsmithitig) check. The ritual
that this can apply to include contact
holds the prerequisite spells needed for
other places and gate. To employ the tooth of Ahazu, you must
the golem and effectively grants the
Rar-Tum is a spirit of the Elemental remove one of your own teeth and fit the
builder use of the Craft Construct feat.
Planes. He appears as an admixture of tooth of Ahazu in its place. This bloody
The ritual can be performed once a year,
fire, air, water, and earth. process requires a full-round action and
and it supplies the required XP for
Kesh-Gurh is a spirit of the Para- deals 1 point of damage. Replacing a
creating the golem. The builder must still
Elemental Planes, and appears as flowing tooth with the tooth of Ahazu does not
take six months of time and spend
dust particles filled with ice, heat, and affect bite damage or give you a bite
200,000 gp in raw materials. The builder
vapor. attack if you normally lack one.
can incorporate two weapons of his
Sha-Duan, a spirit of the Plane of You must have the tooth of Ahazu in
choice into the building of the golem;
Shadow, appears as a 10 ft.-high shadow, your mouth for one full day before you
doing so grants the golem Two-Weapon
and talks in low, sonorous tones. can use its ability. After this time, the
Fighting as a bonus feat but binds the
Mezzik is a spirit of the Demiplane of tooth allows you to make grapple checks
weapons to the golem so that they cannot
Knowledge Concerning the 666 Layers of as if you were one size category larger
be removed without destroying them.
the Abyss and the Layers of Carceri. He than your actual size, effectively granting
Pages 121-200: These pages describe
prefers to appear as a vrock with bright you a +4 size bonus on all grapple checks.
of an item known as the Dagger Obelisk.
red skin and green feathers. In fact, he is As long as his tooth is in your mouth,
This requires three months of
actually an imp with the ability to the fell influence of Ahazu seeps through
preparation time and magical
shapechange into a vrock for one hour your body. Your skin becomes cold to the
investigation and a 30,000 gp sacrifice to
per day. touch, and the inside of your mouth
the deities Fharlanghn and Celestian.
Lore: This book was written by several turns black. Ahazu's avarice infects you,
The ritual itself provides the XP required
evil magi, whose time of existence upon encouraging you to steal small, precious
to create the dagger. The components
Certh is not recorded, save that they objects whenever the opportunity
required for the creation of the dagger
dwelt near the Valley of the Mage. The presents itself. You may choose to ignore
include 3 pounds of hornblende, a teleport
Tome was lost during those years when Ahazu's influence, but if you do you take
spell, an extended plant growth spell, and
the Mage of the Valley brought down a a -1 penalty on attack rolls, saving throws,
a sapphire worth at least 5,000 gp the
great ruin upon these evil ones. The Tome skill checks, and ability checks as long as
sapphire must also be at least 95%
slipped from the ways of dread for a time, you continue to resist his influence and
flawless). Once complete, the Dagger
only to be located by Tornorast in a curio the tooth remains in your mouth.
Obelisk functions as a +5 dagger. Its
shop in the city of Greyhawk. The The only way a foe can get your tooth
primary function, however, is much
legends do not tell how it came to be is to render you helpless and physically
different.
there, but it was truly lucky for Tornorast remove it. Such a removal deals no dam-
If the Dagger Obelisk is thrust into
that he found it, for it contained what he age. The tooth ofAhazu does not occupy a
fertile ground up to its hilt, a rumbling
had always sought: power and arcane magic item body slot.
manifests and the ground parts to make
knowledge to procure still more power. Lore: The tooth of Ahazzu is an ancient
way for a green, spiraling, 30-ft. by 8-ft.
He has read extensively from this book, magic artifact that grants a physical link
plant stalk that pushes up out of the
although he is forced to offer a sacrifice to a long dead demon lord. This single
ground and stops in front of the
to Kerzit every time he peruses its worm- tooth is part of a larger collection known
character. A grotto near the front of the
eaten pages. to scholars and sages as the teeth of
stalk appears to be a passageway. This is,
Through the use of the Tome and his Dahlver-Nar.
in fact, a portal to the host City of the
own baleful spells, Tumurast has created A DC 35 Knowledge (the planes) check
Elders. The Dagger Obelisk is consumed
and brought to life many of the objects is enough for a character to recall that the
when it creates this portal.
that reside on the dungeon levels demon lord Ahazu the Seizer was known
Pages 201-268: These pages cover the
beneath Maure Castle. His greatest for his obsession with abducting
names of four spirits that can provide
artificing was performed, using the powerful abyssal creatures (the more
information about other planes, if
knowledge imparted by the Tome, in the powerful the better) and imprisoning
conjured or summoned. The book itself-
creation of the iron golem that protects them in a place called the Wells of
does not grant the ability to contact the
the Great Hall. Through the use of the Darkness. Ironically, Ahazu himself is
spirits, but if the book is used as a focus
Tome, he has summoned many evil and now imprisoned there.
for any spells to contact, call, or summon
knowledgeable spirits to guide him in

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Source: Dungeon 150 (Savage Tide –
TOOTH OF SHAMI− TORCH OF REVEALING Prince of Demons)
Price (Item Level): Priceless
AMOURAE Body Slot: ––
Price (Item Level): 18,000 gp (14th) This is a hideous wooden pole decorated
Caster Level: 10th with leering demon faces. One end of the
Body Slot: Tooth (see below) Aura: Moderate; (DC 20) transmutation totem is sharpened to a point.
Caster Level: 9th Activation: ––
Aura: Moderate; (DC 19) enchantment Weight: 1 lb. Initially created by Graz'zt for use in
(compulsion)[mind-affecting] Source: Dungeon 152 (Essence of Evil) battles against legions of spellcasting
Activation: Standard (mental)
enemies, the secret of creating these
Weight: –– This black iron torch has a cupped head. powerful totems has long since been sold
Source: Dungeon 148 (Savage Tide – to numerous demon lords, among then
Wells of Darkness) When you place incense of dreaming into Demogorgon. Nonetheless, the fantastic
the cup and light it, the torch of revealing cost of creating a totem of negation ensures
This dainty ivory tooth seems to be a sharp casts violet light in a 10-foot radius and that they are not often used on the
canine, not quite a fang but certainly sharper fills the air with a dreadful chill. battlefield.
than a normal human tooth. These torches have a specific purpose: A totem of negation is a one-use item that
the revelation of specific, magically activates as soon as it is thrust into the
The tooth of Shami -Amourae is one of hidden objects within temples and ground. At this point, the totem creates a
the teeth of Dahlver-Nar, a set of magical shrines devoted to Tharizdun. 60-foot-radius spread of dead magic, a
items detailed further in the TOME OF The secret of manufacturing these region in which no spell, spell-like
MAGIC. To employ the tooth, you must items has long since been lost to the ability, or supernatural ability can
remove one of your own teeth and put world. function. The dead magic zone persists as
the tooth of Shami-Amourae in its place. Editors Note: Since the incense of long as the totem remains in place. An
This bloody process requires a full-round dreaming and the torch of revealing are active totem of negation remains anchored
action and deals 1 point of damage. useless without each other, the incense of in place via an effect identical to that
Afterward, your tooth is permanently dreaming is reprinted here instead of utilized by an immovable rod, except much
gone; you cannot later replace it after alphabetically. more powerful. This effect is the only
removing the tooth of Shami-Amourae. A
magical effect that can function inside of
regenerate spell replaces a lost tooth, so Incense of Dreaming a dead magic zone created by a totem of
long as no teeth of Dahlver-Nar occupy the Price (Item Level): 50 gp (1/2) negation. If a creature pushes against an
space of the missing tooth at the time Body Slot: — active totem of negation it must make a DC
ofcasting. Replacing your tooth with the Caster Level: 3rd 3o Strength check to topple the totem–
tooth of Shami-Amourae does not affect Aura: Faint; (DC 16) evocation doing so causes the dead magic zone to
bite damage or give you a bite attack if Activation: — end and leaves the totem of negation a
you normally lack one. Weight: — mundane totem pole. A totem of negation
You must have the tooth of Shami- Source: Dungeon 152 (Essence of can also be destroyed by damage, but it
Amourae in your mouth for one full day Evil) has Hardness 20 and 600 hit points.
before you can use its ability. During that
Regardless of how the totem is destroyed,
time, your skin becomes pale, almost This cone-shaped block of incense gives off a the dead magic z0ne ceases to function
white, and your hair takes on a lustrous spicy and unpleasant aroma. immediately.
golden hue. Once the tooth is attuned to
Prerequisites: Craft Wondrous Item,
you, you may use the tooth to use When you burn incense of dreaming in a antimagic field.
suggestion three times a day. torch of revealing, it causes that torch to Cost to Create: 100,000 gp, 8,000 XP 200
As long as the tooth is in your mouth, chase away the gloom found in temples days.
you fall under Shami-Amourae's and shrines dedicated to the Dark God
influence. This manifests as an all- and also reveals magically hidden items
consuming desire for attention and and features of these locations. Burning TRICK COIN
companionship. It also makes you vain this incense outside of the torch Price (Item Level): 350 gp (2nd)
and somewhat haughty. When you have produces no effects. Body Slot: –– (held)
no allies within 30 feet of you, you suffer Prerequisites: Craft Wondrous Item, Caster Level: 3rd
a -1 penalty on Will saves. Whenever darkness. Aura: Faint; (DC 16) transmutation
another person compliments you on your Cost to Create: 25 gp, 2 XP. Activation: ––
beauty, they gain a +4 circumstance Weight: ––
bonus on Bluff checks made against you. Source: Dragon 341 (Bazaar of the
Once Shami-Amourae is freed, she is TOTEM OF NEGATION Bizarre: Animated
no longer a vestigial being, and her tooth Price (Item Level): 200,000 gp (25th) Antiquities)
immediately becomes nonmagical (but Body Slot: –– (held)
otherwise continues to function as a Caster Level: 20th This normal-
normal tooth). Aura: Strong; (DC 25) anjuration, looking silver
Prerequisites: The methods of creating conjuration, enchantment, and evocation coin responds
teeth of Dahlver-Nar, if they were ever Activation: See text positively to a call
known, are lost. Each tooth of Dahlver- Weight: 60 lbs. of its owner of
Nar is a unique magic item.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
"heads" or "tails." The coin lands to show The user may choose to "expend" two
whichever side would let its owner win Made of a small white silk veil, those who pages worth of text capacity to cause one
the toss. Conversely, it responds must routinely travel into the sewers often page of copied text to appear in any one
negatively to calls made by voices other seek out these items. written language that he knows.
than the owner, showing whichever side Prerequisites: Craft Wondrous Item,
that would cause a call from someone A veil of perfume works by tying it comprehend languages, illusory script.
besides its owner to lose. These around the wearer's head to cover his
specifications remain regardless of the mouth and nose. It takes up no magic
holder of the coin and how it is flipped. item slot. The veil continually exudes the VENTRILOQUIST'S
A creature must keep a trick coin on his scent of roses, covering all other scents.
The veil negates the wearer's scent ability
MOUTHPIECE
person for 24 hours in order to attune the Price (Item Level): 6,000 gp (10th)
coin and establish himself as its owner. and any other special ability based on his
Body Slot: –– (held)
Prerequisites: Craft Wondrous Item, sense of smell. The veil also blocks all
Caster Level: 3rd
mage hand. unpleasant mundane smells and helps
Aura: Faint; (DC 16) illusion
defend against magical ones. The wearer
is immune to any nonmagical nauseating Activation: Free
TRUMPET OF ACHERON or scent-based attack. Against spells and Weight: ––
Source: Dragon 317 (Mages High Notes:
[RELIC] supernatural effects that cause nausea or
that affect a character through smell, 9 Magical Instruments)
Price (Item Level): Priceless
such as stinking cloud or a ghast's stench
Body Slot: –– (held) A small golden tube about an inch long and
ability, the wearer gains a +2 bonus on his
Caster Level: Unknown one eighth of an inch in diameter.
saving throw.
Aura: Unknown
Prerequisites: Craft Wondrous Item.
Activation: Standard The ventriloquist’s mouthpiece fits
Weight: Unknown comfortably under the tongue when the
Source: Dragon 356 (Core Beliefs: VELLUM OF COPYING performer is speaking normally and can
Hextor) Price (Item Level): 13,500 gp (14th) be placed between the teeth (with the
Body Slot: –– (held) mouth closed) as a free action. It allows
This item sometimes appears as an ivory Caster Level: 5th the performer to cast his voice as per the
horn and sometimes as a brass trumpet, but it Aura: Faint; (DC 17) illusion ventriloquism spell at will as a free action.
is always decorated with arrow symbols and a Activation: Full (manipulation) Prerequisites: Craft Wondrous Item,
simple grid pattern on part of its outer surface. Weight: –– ventriloquism.
Source: Dragon 316 (Cloak & Dagger:
Once every six days, its bearer can
blow the horn to call 6d10 human
Gear, Gadgets, and Gizmos for Your VIAL OF EXPLOSIVE
Game)
skeletons to serve him for 7 hour (they BREATH
crumble if destroyed or if this time This finely crafted vellum is so thin as to be Price (Item Level): 3,300 gp (8th)
elapses). Every six years it can instead be almost transparent, and it comes in 1-foot Body Slot: –– (held)
used to summon 6d100 human skeletons square sheets. Caster Level: 11th
and 3d100 zombies, which serve for 24 Aura: Moderate; (DC 20) transmutation
hours. When placed on top of a document, Activation: Standard (thrown)
Lore: This item is another gift from book, or map, vellum of copying Weight: ––
the Lords of Evil and normally carried by reproduces the text and images with Source: Dragon 332 (Bazaar of the
Hextor himself, but he sometimes awards near-perfect clarity (a viewer can detect it Bizarre: In Defense of Home and Hoard)
it to worthy champions or places it in the is a copy with a DC 30 Forgery
mortal world to confound the forces of check).Vellum of copying can also copy the This smoky crystal vial is closed with a
good. text from magic scrolls and spellbooks, golden stopper, capped by a clear piece of
Hextor normally sends the horn to the though none of the actual magic is quartz.
mortal world when this greater power is transferred. Thus, the spells so
available, usually to some aspiring reproduced cannot be cast or memorized Prized by creatures with breath
warlord. If the person blowing the horn from the vellum, but a spellcaster can use weapons, a vial of explosive breath offers a
has a good alignment, the conjured read magic to discern their nature. surprise for those who think they know
undead attack him rather than serve him. Copying a page of text with the vellum what to expect from a foe. By uncapping
requires a full-round action. A single the vial a dragon, or any creature with a
VEIL OF PERFUME sheet of vellum can store up to fifty pages
of copied text, which the user can access
breath weapon, can discharge one use of
Price (Item Level): 2,000 gp (6th) its breath weapon into the vial of explosive
with a mental command. Once the breath. The crystal atop the stopper glows
Body Slot: ––
storage capacity has been reached, the with a faint light when the vial contains a
Caster Level: 3rd
next attempt to copy text destroys the stored breath.
Aura: Faint; (DC 16) transmutation
vellum of copying. Copied text may not be
Activation: –– erased or replaced with new text. In
Weight: –– addition to the above functions, the
Source: Dragon 326 (Down the Drain: vellum can act as a translating device.
Sewers in a Fantasy Campaign)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools

VIVIFYING BACALAO VESTIGE WORMS


Price (Item Level): 1,150 gp (4th) While Kyuss lived as a mortal, he ever
Body Slot: –– craved more power, but as his power
Caster Level: 11th grew, so to did his need to protect what
Aura: Moderate; (DC 20) necromancy might and lore he had already gathered.
Activation: Standard (command) To ward himself against power-hungry
Weight: –– rivals and heroes bent on ending his
Vivifying Bacalao Source: Dragon 335 (Bazaar of the tyrannical rule, the mortal Kyuss
Bizarre: Swamp Swag) transformed the green worms that had
The charged vial can he hurled as a brought him so much success into
grenade weapon. This results in the The bacalao appear as flat, silvery fish with vessels for storing magical might.
breath discharging in a 20-foot-radius black gems for eyes, their scales intact and Vestige worms, as these storage
spread centered upon the point of stretched tightly over their prominent bones. vessels came to be known, can store a
impact. This decreases the saving throw wide variety of magical effects, but all
DC to resist damage or other effects of A vivifying bacalao does nothing until have certain similarities. They are living
the breath weapon by -2. The effects of its bearer throws it into the water while creatures (Fine vermin, AC 10, 1 hp)
the breath weapon are otherwise uttering a command word. At that time it and can he killed, but they are also
determined as if the breath had come animates and swims rapidly (swim speed magic items. There are three specific
from the creature that breathed into the 50 feet) to the nearest corpse within 100 types of vestige worms: spellworms,
vial directly. feet. (If there is no corpse within 100 feet loreworms, and vision worms. Bonding
The vial of explosive breath is destroyed or within 5 feet of water the bacalao does with any of these creatures is
in the explosion and cannot be reused. not activate and can be used again.) In considered an evil act.
Prerequisites: Craft Wondrous Item, the round after the bacalao reaches its Successfully hosting a vestige worm
wind wall. target the corpse animates as a lacedon requires nothing more than placing the
(an aquatic ghoul, see page 119 of the worm next to unprotected flesh and
MONSTER MANUAL) and devours the
VISIONWORM fish. The lacedon obeys the commands of
allowing it to burrow in (dealing 1 hit
point of damage). Once inside its host,
Price (Item Level): 300 gp (2nd) character who activated the vivifying the vestige worm attempts to exert
Body Slot: –– bacalao. control over its host. The host must
Caster Level: 10th The lacedon serves its animator for 24 succeed at a DC 20 Will save or fall
Aura: Moderate; (DC 20) necromancy hours or until destroyed, after which it under the sway of the worm's mental
Activation: Full-round (command) dissolves into a pile of fetid sludge. control. If the saving throw is
Weight: –– Lore: Lizardfolk shamans living in successful, the host masters the worm
Source: Dragon 343 (Spellcraft: especially swampy areas often create and can access its power. If the worm
WormBound: The Secrets of Kyuss) these enchanted dried fish and send gains control of the host, it forces the
them out with scouting parties, the host to seek out followers of Kyuss and
A visionworm looks like any other Tiny leaders of such groups sometimes follow their will.
Kyuss worm, save for two faintly glowing red carrying whole bunches of these. Vestige worms are almost never
ovals, vaguely reminiscent of eyes, on the Prerequisites: Craft Wondrous Item, bought and sold, and instead are found
creature’s back. For as long as a host creature create undead. only in long-forgotten places where
is bound to a visionworm, the pupils of its eyes
Kyuss held power. The listed values of
turn a lusterless gray color.
WAILER OF THARIZDUN the vestige worms are included only to
provide the DM with a sense of their
A visionworm holds a perfect picture of
one moment in time. Like other Kyuss
[MINOR ARTIFACT] relative power to other magic items and
Price (Item Level): Priceless their effect on character wealth by level.
worms, a visionworm must be inside a
host creature in order to be used. Using a Body Slot: –– (held)
visionworm is a full-round action that Caster Level: 20th
provokes attacks of opportunity. Aura: Overwhelming; (DC 25)
The host of the visionworm can always conjuration and transmutation
recall with perfect clarity the visual Activation: Standard (manipulation)
details of one moment in the past that Weight: 8 lbs.
the creator witnessed. Source: Dungeon 151 (Iggwilv’s Legacy:
Note: See “Vestige Worms” sidebar on The Lost Caverns of Tsojcanth)
page 149 for more information on Kyuss
worms. This abnormally large horn is crafted of
Prerequisites: Craft Wondrous Item, iron. It is capped with a darker metal that
feels uncomfortably cold to the touch.
Wormbound Spellcaster feat or
wormspawn subtype, must have
The horn is a minor artifact, created
witnessed the depicted event first-hand.
during an age of potent magic by casters
loyal to the lord of entropy and madness.
It no longer serves its main purpose (see

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Lore). When wielded by a chaotic wand cannot be removed from lightning bolt originating just above her
individual, however, it functions as a the wand scale until all of its head that strikes only her (DC 14 Reflex
brass horn of Valhalla. When wielded by charges are used, at which save for half). The chance cannot exceed
an evil individual, it functions as a horn of point the drained wand 95%.
evil. If the wielder is both chaotic and appears and falls away from Once a lightning bolt strikes, the
evil, it functions as a silver horn of the wand scale. If the druid's cumulative chance of having
Valhalla, and its horn of evil effect is dragon dies the wand scale another one strike her is cut in half
usable three times per day, rather than drops off the dragon’s (but it accumulates as normal). A
once. forelimb and the wand falls specific druid's cumulative chance of
The wailer also has innate taint that out of the wand scale. being struck when using a walking staff
cannot be cleansed. Anyone in contact Prerequisites: Craft Wand, remains with her, even if she should use
with it gains 1d2 points of depravity creator must be of the a different walking staff. For example, a
every 24 hours, unless they succeed on a dragon type. druid uses the staff’s longstrider spell and
DC 21 Will save. has a 3% chance of being immediately
Lore: This great horn, called the wailer struck by lightning. Assuming lightning
of Tharizdun, was once housed in a great WALKING doesn't strike, when she later uses the
forgotten temple to the mad god. Its STAFF staff's tree stride ability she then has a 9%
primary purpose was to activate the chance of being struck (3% carried over +
magic chambers found in the lowest level [CURSED] 3% per charge of tree stride). If the druid
of that shrine (DC 20 Knowledge Price (Item Level): accumulates a 51% chance of being struck
(religion) or Knowledge (history) check). 39,500 gp (17th) before lightning strikes, her cumulative
The wailer of Tharizdun can be destroyed Body Slot: –– (held) chance of being struck drops to 25%. It
only by a good-aligned weapon, and only Caster Level: 12th then begins to rise again whenever she
after being soaked in the blood of a slain Aura: Strong; (DC 21) uses a walking staff, even if it is a different
demon for 1 hour. The individual who varied one.
delivers the shattering blow is instantly Activation: Standard Prerequisites: Craft Staff, find the path,
cleansed of all taint. (spell trigger) freedom of movement, longstrider, pass
Weight: 4 lbs. without trace, tree stride.
WAND SCALE Source: Dragon 331
Price (Item Level): 8,000 gp (11th)
(Bazaar of the Bizarre:
Insidious Items)
WAND OF CHANNELING
Body Slot: ––
Caster Level: 9th [MINOR ARTIFACT]
Made of ash or oak, this 6- Price (Item Level): Priceless
Aura: Moderate; (DC 19) transmutation foot-long staff bears carvings
Activation: Standard (command) Body Slot: –– (held)
of several kinds of animal Caster Level: 20th
Weight: 1 lb. tracks running its length, as
Source: Dragon 333 (Bazaar of the Aura: Strong; (DC 25) illusion
well as other small Activation: Standard (command)
Bizarre: In Defense of Home and Hoard) decorations. One end has a Weight: 1 lb.
hole drilled through it with a
This magically enchanted scale appears as Source: Dungeon 139 (Maure Castle: The
loop of leather passing Walking Greater Halls)
ny other scale upon a dragon’s forelimb except through the hole. Staff
for a single glowing rune of magic.
This simple-looking yew wand is actually a
A walking staff allows
This scale allows dragons to ue wands potent channeling device.
use of the following spells:
created for Small or Medium creatures • Freedom of movement (1 charge)
without difficulty. A wand of channeling can have up to 5o
A dragon must hold the wand scale to its • Longstrider (1 charge) charges, but most possess only 2d10
forelimb, where the scale then melds into • Pass without trace (1 charge) charges when found. By aiming the wand
its limb. Any wand of a spell known to • Find the path (2 charges) at any nonmagical object within 6o feet,
the dragon (as a spell-or spell-like ability) • Tree stride (2 charges) an image of the user's face extrudes from
can then be placed upon the wand scale the object. As long as the wielder stays
and absorbedwithin. Once absorbed, the Recently, walking staffs began within 6o feet of the object, he may look
dragon can use the stored wand manifesting a dangerous and sometimes through this “face," speak through it,
normally without provoking fatal flaw. For reasons even the wisest hear, or even cast spells through it.
attacks of opportunity, and most experienced druids don't Moving outside of this range
except that the dragon understand, the forces of nature have automatically cancels the magic and
need not hold the taken a disagreeable view to the use of causes the face to vanish; otherwise, the
wand. Each casting of these items. Rumors hint that lightning magical link between the user and the
the spell drains one sometimes strikes those druids who use face lasts for 1 hour. Only one
charge from the wand these staffs too often. Every time the channeling may be in effect at any one
as normal. While within staffs wielder uses one of the staffs spells, time.
the wand scale, a wand there is a 3% per charge cumulative
cannot be disarmed. The chance that she is struck by a 5d6

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
Aura: Faint; (DC 16) transmutation
WARP STONE Activation: –– The White Buffalo Calf Pipe is a large
Price (Item Level): 6,000 gp (10th) Weight: –– wooden pipe wrapped in white leather and
Body Slot: –– (held) Source: Dragon 324 (A Novel Approach: decorated with several feathers.
Caster Level: 13th American Gods)
Aura: Strong; (DC 21) conjuration As a full-round action that provokes an
Activation: Standard (manipulation) and A fracture runs through this chipped gray attack of opportunity the bearer can light
Standard (command) glass eye. and smoke from the White Buffalo Calf
Weight: –– (unknown) Pipe. On the following round, the bearer
Source: Dragon 317 (Silicon Sorcery: Considered a lucky charm to those may exhale the smoke and produce a 30-
Dungeons & Dragons Heroes – Magic, with good intentions, a magnificent foot diameter cloud centered on the pipe.
Monsters, and Mayhem) blunder involving this item made it the The thin smoke does not obscure vision,
bane of swindlers and con artists of all but all living creatures other than the
A smooth-edged triangular blue crystal the sorts. pipe's bearer must succeed at a DC 15
size of an apple. A strange flaw in the shape of A character bearing Wednesday's left Will save or fall under the effects of a
a simple rune can be seen inside it. eye gains a +4 bonus on all Diplomacy, calm emotions spell. In addition to the
Heal, and Survival checks, but suffers a -4 calm emotions ability of the pipe, once per
Before a warp stone can be used, it must penalty on all Bluff, Intimidate, and day the pipe's bearer can sit in a circle
be keyed to a particular location by Slight of Hand checks. and share the pipe with up to ten others.
touching the stone to a solid surface, Prerequisites: Craft Wondrous Item, After smoking the pipe for an hour, all
where it creates an arcane mark on that eagle's splendor. who share the White Buffalo Calf Pipe
surface. A warp stone can cast arcane mark receive the benefits of a hero's feast spell.
in this manner an infinite number of The White Buffalo Calf Pipe bestows one
times, but each time a new arcane mark is WEDNESDAY'S PIN negative level on any evil creature
created, the previous one vanishes. Price (Item Level): 24,000 gp (15th) touching or carrying it. The negative
On command, the owner of a warp stone Body Slot: –– level remains as long as the evil creature
can greater teleport to the location on Caster Level: 12th has possession of the pipe and disappears
which the warp stone's arcane mark is Aura: Strong; (DC 21) transmutation when the pipe is no longer carried. This
currently located. Doing so causes the Activation: –– and Standard (thrown) negative level never results in actual level
warp stone to crumble to powder. Weight: –– loss, but it cannot be overcome in any
Prerequisites: Craft Wondrous Item, Source: Dragon 324 (A Novel Approach: way (including restoration spells) while
arcane mark, greater teleport. American Gods) the pipe is carried.
Lore: According to legend, two
WATERS OF OCEANUS This simple silver pin bears the embossed
image of a massive ash tree with arching
thousand years ago in the Black Hills of
South Dakota a white buffalo calf
Price (Item Level): 10,000 gp (12th) branches and deep roots. Slightly tarnished approached two Lakota hunters and
Body Slot: –– (held) but nevertheless a tasteful accessory, those who changed its form into that of a beautiful
Caster Level: 7th examine the pin closely might see a miniscule young Native American girl. One of the
Aura: Moderate; (DC 18) conjuration hawk, squirrel, and snake hidden among the warriors immediately had impure
Activation: Standard (manipulation) roots and branches of the tree. thoughts about the young girl, who
Weight: Unknown
smiled at him and gestured for him to
Source: Dragon 144 (Diplomacy) Characters who attach this pin to a come forward. When he did so, a cloud
shirt or cloak gain a +2 bonus on all Bluff rose up around him and when it
This clay jug of crystal-clear water glows checks while wearing it. Once per day, dissipated, nothing remained but his
with a faint blue light, distilled from the the pin's owner can throw it on the
water of Oceanus, a river that flows through bones. When the other warrior saw this
ground to create the effects of a Quaal's he fell to his knees and began to pray. As
many of the Upper Planes. feather token (tree). The pin remains a tree he prayed, the White Buffalo Calf
for 1 hour before transforming back into Woman told him to return to his people
The water has many healing and a pin.
nourishing properties. A single dose of and prepare for her coming in four days,
Prerequisites: Craft Wondrous Item, for she would bring the Lakota a great
this water can nourish a Medium major creation.
creature for an entire day, and when the gift. The hunter ran back to his people
water is consumed, the imbiber also and they prepared as they were asked to
receives the benefits of a restoration spell. WHITE BUFFALO CALF do. Four days later, just as she had said, a
white buffalo calf came down from the
A full 15 ounce jug of this liquid
contains 15 doses. PIPE [MINOR ARTIFACT] sky upon a cloud. As it stepped from the
Prerequisites: Craft Wondrous Item, Price (Item Level): Priceless cloud, the calf became the young girl
create water, restoration Body Slot: –– (held) known as White Buffalo Calf Woman.
Caster Level: 21st She spent four days among the Lakota
Aura: Strong; (DC 25) divination and taught them seven sacred
WEDNESDAY'S LEFT EYE Activation: Full (manipulation) ceremonies along with many blessed
Price (Item Level): 6,000 gp (10th) Weight: 1 lb. songs to make them caretakers and
Body Slot: –– Source: Dragon 329 (Bazaar of the guardians of land. On her last day with
Caster Level: 3rd Bizarre: The Stuff of Legends) the Lakota she left behind a sacred pipe

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Tools
known as the White Buffalo Calf When thrown at a creature that no result for the second roll.
Pipe and said she would return can see with a successful ranged An effect that discharges (such as The
to purify the world when the touch attack (to a maximum range Wyvern) can only be used once and ends
Lakota saw the birth of three of 20 feet) the eyeball bursts, the effect for the day. You must wait until
white buffalo calves. striking the victim permanently the next day in order to roll again and
blind if it fails a DC 13 Fort save. gain a new effect.
Alternatively, the eye can be used To determine the wyvern die's effect,
WINGS OF in a sling, increasing its range roll 1d12 and consult the table below.
MECHANUS but requiring a normal ranged Prerequisites: Craft Wondrous Item,
Price (Item Level): 6,000 gp attack to hit. limited wish.
(10th) Prerequisites: Craft Wondrous
Item, blindness/deafness
Body Slot: –– ZORYA
Caster Level: 5th
Aura: Faint; (DC 17) WYVERN’S DIE POLUNOCHNAYA’S
transmutation
Activation: Standard
Price (Item Level): 10,000 gp (12th) MOON
Body Slot: –– Price (Item Level): 1, 000 gp (4th)
(command) and Swift Caster Level: 13th
Weight: 15 lbs. Body Slot: ––
Aura: Strong; (DC 21) universal Caster Level: 3rd
Source: Dungeon 138 Activation: Standard
(Campaign Workbook – Downer wears Aura: Faint; (DC 16) evocation
(manipulation) Activation: Standard (command)
Critical Threat – Downer wings of Mechanus Weight: ––
Tarantula – Misfit and and a Weight: ––
Source: Dragon 340 (Bazaar of the Source: Dragon 324 (A Novel Approach:
Miscreant) graverobber’s skull Bizarre: Items of the Zodiac)
American Gods)
These clockwork wings are a symbol of A wyvern's die has twelve faces, each
office for techgnome messengers of This simple silver coin appears newly
scribed with a symbol of the zodiac. minted, but it is otherwise completely
Mechanus. Once per day, the wearer can
activate a jump spell, gaining a +20 to unremarkable.
This strange magic item embodies the
jumo checks for 5 minutes. The first trap, great swings in fortune those born under
a flechette launcher, fires 1d4 darts at Once per day, the bearer can transform
wyvern embrace over the dull routine of the coin into a glowing sphere that emits
each creature occupying a square a predictable existence.
adjacent to the wearer (Atk +10 ranged). light equivalent to a torch, exactly like
Once per day, the bearer of this item one of the light globes created by a
The trap must be triggered by the wearer can roll the wyvern’s die to influence his
as a swift action. The second trap, dancing lights spell. The coin remains lit
fortune for the next 24 hours. for 1 hour, and during that time its owner
scissoring blades concealed beneath the The die's effect lasts for one day. After
feathers, acts as a scything blade trap (Atk can direct it as a dancing lights spell
that, the magic it imparts fades, allowing (maximum range 130 feet). While in its
+10 melee, 1d8/x3). Both traps can be the die to be rolled for a magical effect
activated once per day. The wings are light globe state, the coin’s owner can
once again. A single person can gain only voluntarily seize it, or another creature
strapped to the back, and do not occupy a one benefit from this die per day. Rolling
standard magic item slot. can attempt to grab it. Zorya
a second wyvern's die while still under the Polunochnaya’s Moon has AC 24 while
Prerequisites: Craft Wondrous Item, effects of the first yields no result but
jump, Craft (trapmaking) 5 ranks. animated, 20 hit points, and hardness 8
still discharges that die's daily use. Prerequisites: Craft Wondrous Item,
Rolling the same wyvern’s die twice yields dancing lights.
WRATHFUL EYE
Price (Item Level): 300 gp (2nd) Wyvern’s Die
Body Slot: ––
Roll Symbol Effect
Caster Level: 3rd
Aura: Faint; (DC 16) 1 The Beholder +2 bonus on all Spot checks.
necromancy 2 The Harpy +2 bonus on saves against mind-affecting effects.
Activation: Standard 3 The Ettin Whenever you roll an odd number on any die,
(thrown) subtract 1 from the result. When you roll an even
Weight: –– number on any die, add 1 to the result
4 The Dryad +1 insight bonus to AC.
Source: Dungeon
5 The Stirge +2 bonus on all opposed checks.
116 (Palace of the
6 The Wyvern Gain a +4 bonus on one d20 roll of your choice*.
Twisted King)
7 The Dragon +2 bonus on Intimidate checks.
A wrathful eye is a small 8 The Unicorn Use detect evil at will. Caster level equal to your HD.
mummified humanoid 9 The Hydra +1 morale bonus on saving throws.
eyeball as hard as a marble 10 The Chimera +2 bonus on Diplomacy checks.
Wrathful Eye
surrounded by an ornate 11 The Kraken +1 bonus on one skill of your choice.
metal casing. 12 The Basilisk Heal 10 hit points as a swift action*.
*Using this ability ends the effect for the day.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Grafts
fiendish jaw (as detailed on table A2-1
ZELEKHUT WINGS
CHAPTER 5: Price (Item Level): 100,000 gp (20th)
in the FIEND FOLIO); a Medium
creature's fiendish hand inflicts 1d4
Body Slot: –– points of damage on a hit.
GRAFTS Activation: ––
Source: 315 (Planescape: The Exiled
The owner of a fiendish hand
suffers a -6 penalty to Charisma-based
Grafts are non-sentient body parts Factions) skill checks when interacting with
that attach to a corporeal creature and nonevil characters. Every day, the
enhance it in some way. See the These clockwork wings with owner must make a Will save (DC 15)
FIEND FOLIO for complete rules on golden feathers enable the recipient or succumb to temptation to perform
grafts. The Graft Flesh feat is to fly at a speed of 60 feet (average an evil act. Fiendish grafts are further
reprinted here for your convenience. maneuverability) detailed in Appendix 2 of the FIEND
Prerequisites: Graft Flesh, fly, creator FOLIO.
must be affiliated with inevitables Prerequisites: Graft Flesh, creator
Graft Flesh must be a fiend.
[Item Creation] FIENDISH GRAFTS
You can apply a certain type of graft to
FEARSOME EYE PIRATE GRAFTS
other living creatures or to yourself. From rollicking port towns to
Prerequisite: Heal 10 ranks Price (Item Level): Priceless
secret cave cities, pirate havens
Benefit: Choose a type of graft: Body Slot: Eye
invariably feature a black market
aboleth, beholder, fiendish, illithid, Activation: ––
where outlaw mages ply their wares.
pirate, undead, or yuan-ti. You must be an Source: Dungeon 105 (Critical
A particularly ghoulish industry has
aboleth to choose aboleth grafts. You Threats – Warduke – Hierarch of the
grown up around the idea of pirate
must be a fiend to choose fiendish grafts. Horned Society)
grafts.
You must be an illithid to choose illithid
grafts. You must be a yuan-ti to choose This fiendish graft is bright red in color
yuan-ti grafts. There are no additional and has a black iris. EYE OF THE MURKY
requirements for choosing beholder,
pirate, or undead grafts. The fearsome eye grants the grafted DEEP
You can create grafts of your chosen creature the ability to continuously Price (Item Level): 30,000 gp (16th)
type and apply them to other living see invisibility as the spell from a 20th- Body Slot: Eye
creatures or to yourself. Creating a graft level caster. Activation: ––
takes one day for each 1,000 gp in its In addition, the grafted creature Source: Dragon 318 (X Marks the
price. To create a graft, you must spend gains a fear gaze attack. Anyone Spot: Setting Sail with Saber and
1/25 of the graft’s price in XP and use up within 30 feet of the grafted creature Spell)
raw materials costing half of this price. that meets its eyes must make a Will
saving throw (DC 16) or be paralyzed This eye is clouded by a seaweed-tinted
with fear for 1d4 rounds. The grafted cataract.
creature is immune to this gaze
CLOCKWORK GRAFTS attack. At any time that the eye is not
covered with an eye patch or similar
KOLYARUT HAND item, it interferes with the grafted
Price (Item Level): 86,400 gp (20th) FIENDISH HAND creature's eyesight. This interference
Body Slot: Hand Price (Item Level): 8,000 gp (11th) gives a -2 penalty to Spot and Search
Activation: Standard (command) Body Slot: Hand checks. The graft must be uncovered
Source: Dragon 315 (Planescape: The Activation: –– to be used, but in certain
Exiled Factions) Source: Dungeon 108 (Iron Satyr) circumstances, its benefits outweigh
its drawbacks. If all of the creature's
This dark gray hand-and-wrist The exceptionally long fingers of this other eyes are covered, then it is
mechanism (equally likely to be the discolored (usually dirty green or red) immune to gaze attacks. Furthermore,
right or left hand) enables the grafted hand possess twice as many joints as this eye guarantees that the user will
creature to make a vampiric touch normal. always be able to see at a range of 20
attack (as the spell) three times per feet when underwater, regardless of
day. The touch attack deals 6d6 points The hand grants a +2 profane bonus the lighting conditions. Magical
of damage, and the grafted creature to Craft checks that involve manual darkness and blinding effects block
gains the same amount as temporary dexterity (such as basketweavmg, the eye's power as usual.
hit points that last for 1 hour, gemcuttmg, painting, and sculpting), Prerequisites: Graft Flesh, create
Prerequisites: Graft Fles, vampiric Disable Device checks, Forgery water, darkvision.
touch, creator must be affiliated with checks, Open Lock checks, and
inevitables; Market Price: 86,4oo gp. Sleight of Hand checks. The talons
that protrude from the fingertips also GOLDEN DANCING
grant a natural attack. Damage done
by this attack is equal to that granted PEGLEG
by a flexible arm, long arm, or Price (Item Level): 55,000 gp (18th)

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Grafts
Body Slot: Leg is halved because of the uneven gait. Source: Dragon 318 (X Marks the
Activation: –– The leg of squid adds a +4 to the grafted Spot: Setting Sail with Saber and
Source: Dragon 318 (X Marks the creature's grapple bonus, grants the Spell)
Spot: Setting Sail with Saber and Improved Grapple feat (even if the
Spell) grafted creature does not meet the Popular with common pirates who
normal prerequisites), and grants a spend their days among ships'
This prosthesis is made of gold and +10 competency bonus on Swim rigging. A sailor's hook grants a +5
gleams brightly in moonlight. checks. competency bonus on Use Rope and
Prerequisites: Graft Flesh, Evard's Climb skill checks.
The pegleg grants the grafted black tentacles. Prerequisites: Graft Flesh; crafter
creature the use of the Mobility and must have 1 rank in Climb and Use
Spring Attack feats even if the Rope.
creature does not normally meet their MUTINEER'S EYE
prerequisites. It also grants a +10 Price (Item Level): 4,000 gp (8th)
competence bonus to Perform (dance) Body Slot: Eye SPYGLASS EYE
skill checks. Activation: –– Price (Item Level): 25,000 gp (15th)
Prerequisites: Graft Flesh, cat's grace, Source: Dragon 318 (X Marks the Body Slot: Eye
freedom of movement. Spot: Setting Sail with Saber and Activation: ––
Spell) Source: Dragon 318 (X Marks the
Spot: Setting Sail with Saber and
HOT IRON HOOK This eye graft is a boon to Spell)
Price (Item Level): 36,000 gp (17th) turncoats, backstabbers, and others
Body Slot: Hand who strike when their targets are The spyglass eye allows the graft
Activation: –– and Standard unprepared. In keeping with this recipient to ignore the normal -1
(command) graft's traitorous nature, the penalty per 10 feet of distance that
Source: Dragon 318 (X Marks the recipient's other eye is weakened, applies to Spot checks. The eye works
Spot: Setting Sail with Saber and causing the creature to suffer a out to a distance of 150 feet, after that,
Spell) permanent -2 penalty on Spot checks. the cumulative -1 penalty per to feet
When the owner of this graft makes a begins accruing normally.
This hook is constantly searing hot, as if sneak attack, the eye allows it to see Prerequisites: Graft Flesh, guidance,
just pulled from a bed of glowing coals. its target's weaknesses more clearly, crafter must have 1 rank in Spot.
adding +1d6 to her sneak attack
While the hot iron hook does not damage. Those with no sneak attack
damage the grafted creature, it does ability do not benefit from this graft. TEAKWOOD PEGLEG
deal 1d4 points of fire damage in Prerequisites: Graft Flesh, bestow Price (Item Level): 12,550 gp (13th)
addition to normal damage. This graft curse, true strike. Body Slot: Leg
grants the pirate the ability to cast a Activation: ––
variation of mark of justice, once per Source: Dragon 318 (X Marks the
day, as a 9th-level cleric. This mark of OSSIFIED PEGLEG Spot: Setting Sail with Saber and
justice brands the victim with the Price (Item Level): 36,000 gp (17th) Spell)
searing hook instead of writing upon Body Slot: Leg
him, and the spell's injunction is Activation: Standard (command) A favorite among pirate officers,
usually against some act of good, such Source: Dragon 318 (X Marks the the buoyant teakwood pegleg grants the
as informing on the pirate, disclosing Spot: Setting Sail with Saber and grafted creature a +5 competence
the location of buried treasure, or Spell) bonus on Swim checks. The pegleg
deserting the ship. also adds to the creature's stability
Prerequisites: Graft Flesh, heat metal, This hideous bone pegleg fools and grants a +5 on Balance checks.
mark of justice. undead, granting the grafted creature Finally, a secret, watertight
a continuous hide from undead effect, compartment is built into it, large
which may be suppressed or enough to contain items such as a
LEG OF SQUID reactivated as a standard action. In rolled piece of letter-size parchment
Price (Item Level): 40,000 gp (17th) addition, the grafted creature can use or a dagger. It requires a DC 20
Body Slot: Leg command undead once per day, as a Search check to find and open the
Activation: –– 5th-level cleric. pegleg's secret compartment.
Source: Dragon 318 (X Marks the Prerequisites: Graft Flesh, command Prerequisites: Graft Flesh, cat's grace.
Spot: Setting Sail with Saber and undead, hide from undead.
Spell)

This odd pegleg is a mass of ten SAILOR'S HOOK


tentacles. Price (Item Level): 12,500 gp (13th)
Body Slot: Hand
The tentacles are only partially Activation: ––
effective in supporting the weight of
the grafted creature, whose base move

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Face Paints
Snorting triggers the magic,
BLACK ROSES
CHAPTER 6: Price (Item Level): 2,025 gp (6th)
granting the effects of bull's strength
for 3 minutes.
Body Slot: –– Applying the face paint requires a
MAGIC FACE Caster Level: 9th
Aura: Moderate; (DC 19)
Craft (painting) DC 14 check.
Prerequisites: Craft Wondrous Item,
transmutation
PAINTS
bull's strength.
Activation: Standard
Weight: ––
Face paints use the Craft Wondrous Source: Dragon 337 (Bazaar of the DASHING CHEETAH
Item feat, but they act in some ways Bizarre: Magic Face Paints) Price (Item Level): 45 gp (1/2)
like potions: They are single-use Body Slot: ––
items that offer effects of limited With the wearer's face coated in red, Caster Level: 1st
durations. Making the specific paints each cheek hears the black silhouette of a Aura: Faint; (DC 15) transmutation
for each face paint design requires a rose with a particularly pronounced Activation: Move (see text)
particular spell or spells. Applying thorny stem. Weight: ––
face paint requires a Craft (painting) Source: Dragon 337 (Bazaar of the
skill check, made either by the wearer A pinprick capable of causing blood Bizarre: Magic Face Paints)
or an ally, while the associated to well up (dealing 1 point of
Difficulty Check increases according nonlethal damage) activates the magic The user's face is painted sandy tan and
to the power of the desired magical causing poison thorns to grow from spotted brown like a cheetah's coat.
effect. Failing the Craft check uses up the wearer's body. Anyone who
the paint but grants it no benefit. grapples with the wearer takes 1d6 Simply running in place for a few
Once properly applied, a simple points of damage plus poison (DC 15; seconds activates the magic, which
sound or gesture (and willful desire to initial and secondary 1d4 Strength improves the user's base speed by +20
use it) activates the magic. It takes 10 damage). These thorns last for 1 feet for 10 minutes.
minutes to apply face paint to a clean minute. Applying the face paint requires a
face. (The paints cannot be laid on top Applying the face paint requires a Craft (painting) DC 12 check.
of one another). The user cannot Craft (painting) DC 20 check. Prerequisites: Craft Wondrous Item,
apply the paints on himself if he has Prerequisites: Craft Wondrous Item, longstrider.
no mirror or other reflective surface. poison, wall of thorns
The applied paint remains potent for
24 hours or until its power is
EAGLE’S TALONS
triggered. Price (Item Level): 675 gp (3rd)
Black
Body Slot: ––
Roses
Caster Level: 5th
BADGER PROTECTOR Aura: Faint; (DC 17) transmutation
Price (Item Level): 675 gp (3rd) Activation: Move (see text)
Body Slot: –– Weight: ––
Caster Level: 5th Source: Dragon 337 (Bazaar of the
Aura: Faint; (DC 17) conjuration Bizarre: Magic Face Paints)
Activation: Move (see text)
Weight: –– With the entire face painted light blue,
Source: Dragon 337 (Bazaar of the each cheek bears the black silhouette of an
Bizarre: Magic Face Paints) eagle swooping down, its claws
outstretched.
Painted in an elaborate likeness of a
badger's head, the wearer's face bears a Clenching a fist three times
sigil of protection on the forehead. activates the magic. When activated,
the user's hands become +1 steel
Clawing the ground with both
BULL’S MIGHT slashing weapons that cannot be
Price (Item Level): 270 gp (2nd) sundered or disarmed (1d6+1 damage
hands conjures a dire badger capable
of going into rage once it takes Body Slot: –– [Medium], 1d4+1 damage [Small], 19-
damage in combat. The badger Caster Level: 3rd 20/x2) for 5 minutes.
protector can carry its caster plus 40 Aura: Faint; (DC 16) transmutation Applying the face paint requires a
pounds and exists for 5 rounds or Activation: Free (see text) Craft (painting) DC 16 check.
until dismissed, when it vanishes in a Weight: –– Prerequisites: Craft Wondrous Item,
wisp at-smoke. Source: Dragon 337 (Bazaar of the greater magic fang.
Applying the face paint requires a Bizarre: Magic Face Paints)
Craft (painting) DC 16 check.
Prerequisites: Craft Wondrous Item, His face, elbows, and knees painted FORESTFOLD
summon monster III. crimson, a stylized bull's head in black is Price (Item Level): 270 gp (2nd)
prominent on the wearer's forehead. Body Slot: ––
Caster Level: 5th
Aura: Faint; (DC 17) transmutation

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Face Paints
Activation: Free (mental) jackrabbit), 405 gp (3rd,
Weight: –– HAWKEYE'S SURE antelope)
Source: Dragon 337 (Bazaar of the SIGHT Body Slot: ––
Bizarre: Magic Face Paints) Price (Item Level): 270 gp (2nd) Caster Level: 1st
Body Slot: –– (grasshopper), 5th
The user's face is painted in camouflage Caster Level: 3rd (jackrabbit), 9th
patterns and colors appropriate to the Aura: Faint; (DC 16) (antelope)
terrain: blues for marine, greens for Aura: Faint; (DC 15,
transmutation
forests, and browns for deserts. grasshopper; DC 17,
Activation: Free (see
text) jackrabbit) or Moderate;
If used in the wrong environment (DC 19, antelope)
the face paint does not activate and Weight: ––
Source: Dragon 337 transmutation
confers no bonus. Momentarily Activation: Move (see
closing the eyes (and willing the face (Bazaar of the Bizarre:
Magic Face Paints) text)
paint to work) activates the magic, Weight: ––
granting a +20 bonus on Hide checks, Source: Dragon 337
so long as the subject does not move The right half of the
user's face is painted Leave No Sign (Bazaar of the Bizarre:
more than 10 feet from the point Magic Face Paints)
white, with a ring of blue
where he triggered the magic (which
dots encircling the left
then ends the magic). This effect lasts eye. Painted light green (grasshopper), gray
30 minutes. and white (jackrabbit), or light brown
Applying the face paint requires a Blinking three times in quick (antelope), the desired creature's footprints
Craft (painting) DC 14 check. succession triggers the magic, are drawn in black on the forehead.
Prerequisites: Craft Wondrous Item, granting a +5 bonus on Search and A high jump activates the magic,
invisibility. Spot checks and halving penalties which lasts for 1 minute: the
based on range for 3 minutes. grasshopper grants a +10 bonus on
jump checks; the jackrabbit, a +20
GLOW OF THE Applying the face paint requires a
bonus; and the antelope, a +30 bonus.
Craft (painting) DC 14 check.
FIREFLIES Prerequisites: Craft Wondrous Item, Applying the face paint requires a
Price (Item Level): 22 gp (1/2) owl's wisdom. Craft (painting) DC 12 (grasshopper),
Body Slot: –– DC 16 (jackrabbit), or DC 20
Caster Level: 1st (antelope) check.
Aura: Faint; (DC 15) evocation LAST MAN STANDING Prerequisites: Craft Wondrous Item,
Activation: Free (see text) Price (Item Level): 270 gp (2nd) jump.
Weight: –– Body Slot: ––
Source: Dragon 337 (Bazaar of the Caster Level: Faint; (DC 16)
transmutation
LEAVE NO SIGN
Bizarre: Magic Face Paints) Price (Item Level): 675 gp (3rd)
Aura: Faint; (DC 16) transmutation
Body Slot: ––
Activation: Free (see text)
A deep blue coating covers the user's Caster Level: 5th
Weight: ––
face. A crescent moon in yellow over the Aura: Faint; (DC 15) transmutation
Source: Dragon 337 (Bazaar of the
forehead and an array of yellow fireflies Activation: Move (see text)
Bizarre: Magic Face Paints)
dot the face. Weight: ––
Large panels of blue and white adorn Source: Dragon 337 (Bazaar of the
Passing one hand in front of the the face (either half and half or quartered Bizarre: Magic Face Paints)
face activates the magic, causing the in a checkerboard pattern).
fireflies to fly off, swarm The user's face, painted light brown, is
above the user, and A battlefield whoop or howl arrayed with tracks of tiny black
grant him the benefits activates the magic, which grants footprints.
of a light spell centered the effects of bear's endurance for 3
just above the user's Standing on tiptoes activates the
minutes.
head for 10 minutes. magic, which grants the pass without
Applying the face paint
Applying the face trace spell. As ground is covered, the
requires a Craft (painting) DC
paint requires a Craft prints on the face disappear.
14 check.
(painting) DC 12 Applying the face paint requires a
Prerequisites: Craft Wondrous
check. Craft (painting) DC 17 check.
Item, bear's endurance.
Prerequisites: Craft Prerequisites: Craft Wondrous Item,
Wondrous Item, trackless step class ability.
light. LEAP OF THE WILD
ONES MASK THE LIVING
Price (Item Level): 45 gp (1/2, Price (Item Level): 45 gp (1/2)
grasshopper), 225 gp (2nd, Body Slot: ––
Glow of the Fireflies Caster Level: 1st

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Face Paints
Aura: Faint; (DC 15) abjuration Prerequisites: Craft Wondrous Item, Applying the face paint requires a
Activation: Free (see text) bull's strength, telekinesis. Craft (painting) DC 20 check.
Weight: –– Prerequisites: Craft Wondrous Item,
Source: Dragon 337 (Bazaar of the haste, rage.
Bizarre: Magic Face Paints) SHOUT AT THE STORM
Price (Item Level): 675 gp (3rd)
Black paint coats all of the user's visible Body Slot: ––
skin, with a white skeleton painted on top Caster Level: 5th
of it. Aura: Faint; (DC 17) abjuration
Activation: Move (see text)
Snapping fingers triggers the Weight: ––
magic, granting all benefits of the hide Source: Dragon 337 (Bazaar of the
from undead spell for 10 minutes. Bizarre: Magic Face Paints)
Applying the face paint requires a
Craft (painting) DC 12 check. Intricately painted pictures covering the
Prerequisites: Craft Wondrous Item, entire fare depict severe weather
hide from undead. conditions, such as blasting white snow or
streaks of blue rain with bolts of
lightning.
PROWLING TIGER
Price (Item Level): 675 gp (3rd) A sharp hand clap activates the
Body Slot: –– effects of protection from energy for 10 Webwalker
Caster Level: 5th minutes. You must choose the type of
Aura: Faint; (DC 17) transmutation energy when the paint is applied. WEBWALKER
Activation: Move (see text) Applying the face paint requires a Price (Item Level): 675 gp (3rd)
Weight: –– Craft (painting) DC 16 check. Body Slot: ––
Source: Dragon 337 (Bazaar of the Prerequisites: Craft Wondrous Item, Caster Level: 5th
Bizarre: Magic Face Paints) protection from energy. Aura: Faint; (DC 17) conjuration
Activation: Move (see text)
The user's face is painted with orange
and black tiger stripes. WARPAINT Weight: ––
Source: Dragon 337 (Bazaar of the
Price (Item Level): 2,430 gp (7th)
Bizarre: Magic Face Paints)
Emitting a long growl triggers the Body Slot: ––
magic, granting the effects of both Caster Level: 9th
An elaborate design of webbing done in
cat's grace and jump (+20 on Jump Aura: Moderate; (DC 19) white lines covers the user's black-painted
checks) for 3 minutes. transmutation face, hands, and feet. Each cheek bears a
Applying the face paint requires a Activation: Standard (see text) red hourglass, and the red silhouette of a
Craft (painting) DC 16 check. Weight: –– spider is drawn on the backs of the user's
Prerequisites: Craft Wondrous Item, Source: Dragon 337 (Bazaar of the hands and feet.
cat's grace, jump. Bizarre: Magic Face Paints)
Once he presses together his
A simple design, warpaint consists of
RAM BASH parallel horizontal red bars.
fingertips, a web immediately spell
goes off (in a location determined by
Price (Item Level): 2,025 gp (6th) the wearer within150 feet) and the
Body Slot: –– A primal scream activates the magic wearer gains the ability to spider climb
Caster Level: 9th granting the wearer the effects of (as the spell). Both effects last for 30
Aura: Faint; (DC 19) transmutation both haste and rage for 9 rounds. minutes.
Activation: Move (see text) Applying the face paint requires a
Weight: –– Craft (painting) DC 16 check.
Source: Dragon 337 (Bazaar of the Prerequisites: Craft Wondrous Item,
Bizarre: Magic Face Paints) spider climb, web.
Painted curved ram horns adorn each
side of the user's face. WHIRLWIND’S ARROW
Price (Item Level): 135 gp (1st)
Stamping the ground with the left Body Slot: ––
foot triggers the magic, granting the Caster Level: 3rd
benefits of the Improved Bull Rush Aura: Faint; (DC 16) evocation
feat, even if the user does not meet Activation: Standard (see text)
the prerequisites. The effect lasts for Weight: ––
10 minutes. Source: Dragon 337 (Bazaar of the
Applying the face paint requires a Bizarre: Magic Face Paints)
Craft (painting) DC 20 check.
Ram Bash

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Face Paints
Her face and hands painted yellow, two
red arrows stripe each cheek and a red
bull's eye marks the back of each hand.

To trigger the magic, the user must


spin around in place twice, arms
outstretched, pointing with one hand.
Once she finishes the spins she
unleashes a magic missile that deals
1d4+1 points of damage to the
pointed at target. A second magic
missile can be delivered by spinning
again and pointing with the other
hand. Spinning in such a fashion
provokes an attack of opportunity.
Applying the face paint requires a
Craft (painting) DC 14 check.
Prerequisites: Craft Wondrous item,
magic missile.

WOLF’S WARINESS
Price (Item Level): 675 gp (3rd)
Body Slot: ––
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: Move (see text)
Weight: ––
Source: Dragon 337 (Bazaar of the
Bizarre: Magic Face Paints)

His face painted the gray and white


patterns of a wolf, the user bears a black X
within a circle on the back of each hand.

Clasping hands together activates


the magic, granting the user the
ability to detect snares and traps, both
natural and mechanical (but not
magical), as the spell detect snares and
pits, for a period of 10 minutes. In
addition to the normal workings of
the spell, you can also detect traps
made of metal or other nonorganic
materials as well as complex
mechanical traps.
Applying the face paint requires a
Craft (painting) DC 16 check.
Prerequisites: Craft Wondrous Item,
detect snares and pits.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Item Sets
power with each other item bag of holding of the type noted in the
CHAPTER 7: possessed, providing greater benefit
to the possessor.
chart above.
Quill: A wizard on the road has
many things to worry about; finding a
MAGIC ITEM ARCHMAGE’S
writing instrument should not be one
of them. Anyone wearing the cloak

SETS
may pluck a feather from it and use it
APPAREL as a quill that supplies a never-ending
supply of ink. This quill only
HEROES OF MIGHT AND MAGIC IV An archmage–a true archmage–is a
rarity. The archmage strives to be as functions for the person wearing the
unabashedly indulges itself in tongue- cloak. The cloak is able to provide a
in-cheek fantasy. Genies disappear good in all schools as a specialist is in
his one field. He does not heed the limitless supply of quills for this
into Aladdin-style lamps when slain, ability.
vampires cry "bluh" in battle, and siren call to quick power by
specializing, as that would cut him off Spell Resistance: The cloak
your heroes sport names such as Bohb discovers within its wearer the power
the Archmage and Dogwaddle the from certain aspects of magic. The
Archmage's Apparel embodies this to resist hostile magic, granting him
Barbarian. Much like many strategy spell resistance based on his
games, you must build up your home all-encompassing view but shifts its
focus. Instead of focusing on the Intelligence modifier.
base and assemble armies of ever Material Substitution: To ease
better troops, but the difference lies schools of magic. These items each
focus on one race's outlook on the hassle of managing spell
in the oddly named heroes. The components, the wearer of the cloak
power of massed troops is undeniable, wizardry. Together these items don't
grant an understanding of all magical can transform a plucked feather into
but it simply doesn't compare to a the material components for any spell
single man strutting up to a horde of schools but lace the bearer's magic
with flavor from many races. There being cast, as long as the components
dragons and killing three or more cost no more than 1 gp. This ability
with a single swing of his mighty are five items in the Archmage's
Apparel. only works for the person wearing
hammer. Heroes are the true meat of the cloak; he cannot provide
this game. components to other spellcasters. The
The expansion pack, A Gathering ANGELFEATHER CLOAK
None know if the Angelfeather Cloak cloak is able to provide a limitless
Storm, finds five such heroes faced supply of quills for this ability,
with the menace of the wizard/druid is truly made of angel's feathers, but it
certainly looks the part. A large, Greater Substitution: The cloak
Hexis, who is conjuring magic so can now provide material
powerful that it forms a storm that flowing garment woven entirely from
thick white feathers, the cloak components for any spell, regardless
threatens the land. The Five set out of the cost. However, rarer and more
on their own quests to recover sprouts a pair of peaks near the
shoulders, making it seem more like a valuable components are more
artifacts that together grant them the difficult to produce, and take a toll on
power to defeat the mad druid. These pair of wings when worn open.
Embodying the halfling love of travel the wizard summoning them. For
are not simply powerful items every 10 gp worth of components
however; they are sets with and discovery, the cloak tries to
impart some of that freedom to its summoned, or fraction thereof, the
complimentary enchantments that caster suffers 1 point of nonlethal
grow stronger when brought wearer by letting her travel light.
Deflection Bonus: The bonus damage. Because the cloak's feather
together. A sampling of these major transforms into the needed
artifacts is presented here for use in granted to armor class is a deflection
bonus that increases with each item component only in the midst of
your campaign. casting, valuable materials cannot be
Each group of complimentary of Archmage Apparel worn.
Deep Pockets: The cloak has a pair summoned and then sold or used for
artifacts is presented as a set. When a any purpose other than as a spell's
creature possesses more than one of interior pockets sewn inside it.
Each of these pockets functions as a material component. If the wizard
item in a set, each item grows in does not complete the spell for
Table 7-1: Archmage’s Apparel

Archmage’s
Apparel Archmage’s Hat Angelfeather Cloak
Pieces Powers Powers
Possessed
1 +2 Int (enhancement), skill pool (Int bonus x 2) +2 AC (deflection), deep pockets (type I), quill
2 +2 Int (enhancement), mental might (150% Int +4 AC (deflection), deep pockets (type II), quill, SR (Int
bonus to spell DC), skill pool (Int bonus x 4) modifier x3)
3 +4 Int (enhancement), mental might (150% Int +6 AC (deflection), deep pockets (type III), quill, SR (Int
bonus to spell DC), skill pool (Int bonus x 6) modifier x3), material substitution
4 +4 Int (enhancement), mental might (200% Int +8 AC (deflection), deep pockets (type IV), quill, SR (Int
bonus to spell DC), skill pool (Int bonus x 8) modifier x4), material substitution
5 +6 Int (enhancement), mental might (200% Int +10 AC (deflection), deep pockets (type IV), quill, SR (Int
bonus to spell DC), skill pool (Int bonus x 10) modifier x5), material substitution, greater substitution

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whatever reason, the materials revert RING OF FLARES save with the same DC as the spell
to feathers, but the nonlethal damage The Ring of Flares is an intricately cast. For spells that do not normally
caused by the cloak's use remains. crafted band of interwoven ruby and allow saves, calculate the DC
The cloak is able to provide a limitless gold, all arranged in overlapping star- according to the level of spell cast.
supply of quills for this ability. burst patterns. Its craftsmanship is Failing this save fills the target's mind
peerless, and the magically skilled can with a continual stream of phantom
ARCHMAGE'S HAT sense its interlocking magical images and sounds, almost as if he
The Archmage's Hat sports a fashion matrixes crafted with equal amounts were daydreaming.
so stereotypical that almost none use of skill. The intricacy of both the This disrupts concentration and
it anymore. A tall cone of a hat, this ring's physical makeup and it's erodes the will, imposing the noted
blue felt cap is speckled with large enchantments embody the dwarven penalty against all Concentration
golden stars. Despite its ridiculous love of fine craftsmanship and their checks and Will saves. Additionally,
appearance, however, the power unique way of approaching magic like affected spellcasters must make a
within remains undeniable. metal–as something to be shaped. Concentration check (DC of 15 +
Containing an unquenchable thirst Spell Storing: The Ring of Flares spell level) each time they cast a spell
for knowledge and a fierce passion to can store spells just as a ring of spell or lose the spell. The penalty lasts a
achieve, the Archmage's Hat embodies storing, holding 10 levels worth of number of rounds equal to the
the human essence. spells per item of the apparel wielder's Intelligence bonus
Intelligence: The Archmage's Hat collected. (minimum 1 round). This is a mind-
adds this enhancement bonus to the Spell Crafting: In addition to affecting phantasm effect. This power
wearer's Intelligence. storing spells, the ring can also hold has no effect on creatures that
Skill Pool: The skill pool is a the tools of magical manipulation: successfully resist the spell using
reflection of the amazing learning metamagic feats. A wizard may store spell resistance. Those who succeed
capacity of humanity. This is a pool of any metamagic feat he knows in the in a standard saving throw against the
skill ranks that is based on the ring. Each feat takes up a number of original spell still must succeed in the
wearer's (enhanced) Intelligence spell slots equal to three times its Will save against this effect to resist,
modifier, and it refreshes every day. level adjustment, but thereafter however.
The wearer may assign these skill applies to every spell stored within Scramble Magic: In addition to
ranks to any skill as a free action, the ring, without adjusting the spell lacing the wielder's spells with
including cross-class skills, and use level. illusory side effects, the Staff of
the modified skill rank for one skill Feats stored in this manner can be Disruption can transform spell energy
check. The wearer must still pay the removed from the ring and replaced into sheer distraction. The wielder
normal cross-class costs but must with a spell or another feat at any must place a spell into the staff. This
treat a skill as cross-class only if it time. When the wearer loses apparel can be any spell the wielder can cast,
fails to appear on any of his classes' and thus loses levels of stored spells, but it must be cast by the wielder, not
skill lists. Skill pool points assigned he may choose which spells or feats a scroll or surrogate caster. The staff
can exceed the character's normal are lost until the ring stores an can hold one spell of any level per
maximum ranks. Ranks disappear appropriate amount of levels. item of the apparel collected.
after one use. Once so charged, the wielder need
Mental Might: By taking a full- STAFF OF DISRUPTION only make a touch attack with the
round action to cast a spell, a wizard Six slightly twisted feet of oak staff against an opponent to loose the
wearing this hat may apply the full tapped with a golden band and a energy within. On a successful strike,
might of his mind, applying 150% or small, clear crystal, the Staff of the staff discharges the transformed
200% of his Intelligence modifier to Disruption stands out only in how magic and attempts to scramble the
the DC of a spell (instead of simply typical it appears. This staff's target's natural resistances, lowering
adding his Intelligence modifier), appearance is deceiving, however, as its spell resistance or elemental
Note that a spellcaster that uses an would only be appropriate for an resistance by 2 or 5 points per level of
attribute other than Intelligence to artifact forged by gnomes. spell stored within the staff. These
power his spells (such as a bard or Lingering Distractions: Any time effects last for one day, but the target
sorcerer) wearing the Archmages Hat the staff's wielder casts a spell with creature can resist with a Will save.
gains no benefit from this power. the target entry, the wielder can force The DC of this save is as if saving
the target to make an additional Will against a spell of the same level that
Table 7-2: Archmage’s Apparel, cont.

Archmage’s
Apparel Staff of Disruption Ring of Flares
Pieces Powers Powers
Possessed
1 Lingering distractions -2 Spell storing (10 levels), spell crafting
2 Lingering distractions -2, scramble magic (Spell level x2) Spell storing (20 levels), spell crafting
3 Lingering distractions -4, scramble magic (Spell level x2) Spell storing (30 levels), spell crafting
4 Lingering distractions -4, scramble magic (Spell level x5) Spell storing (40 levels), spell crafting
5 Lingering distractions -6, scramble magic (Spell level x5) Spell storing (50 levels), spell crafting

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Table 7-3: Archmage’s Apparel, cont. wizardry, but it was a claim she
maintained throughout the many
Archmage’s centuries of her life. The elven
Apparel Wayfarer Boots woman was a bard who melded the
Pieces Powers passion of her music with that of the
Possessed fight. Her sword technique blended
1 +10 feet movement, +4 Concentration checks perfectly with her music, with strikes
2 +10 feet movement, +8 Concentration checks, +2 Fort saves vs. magic coming harder on crescendos, and
3 +10 feet movement, +12 Concentration checks, +4 Fort saves vs. parries light and airy on giddy
magic, Spellcasting DR 5/– refrains. She could not fight silently,
4 +10 feet movement, +16 Concentration checks, +6 Fort saves vs. for every move she made was fuelled
magic, Spellcasting DR 10/– by music-stoked passion.
5 +10 feet movement, +20 Concentration checks, +8 Fort saves vs. Some found her irreverent, others
magic, Spellcasting DR 15/– enchanting. One of the latter crafted
for her the mandolin that bears her
powers the staff's attack. Spell name today. Accounts vary on
resistance does not apply to this BARDIC whether this wizard also created the
other items of the Bardic Ensemble,
attack.
If the target has multiple
resistances, the wielder chooses
ENSEMBLE but the story of Aiffe and her
mandolin continue to drift through
When one thinks of mighty magic, the generations unchallenged.
which one he wishes to reduce. He few think of the bard, and this is for
can only target a single resistance per Dancing: When using any bardic
good reason. Not only do bards lack music ability that has a duration
strike; the reduction cannot be split. the depth of magical knowledge and
Immunity is too strong be overcome limited by the length of the music
power of the more focused wizard or itself, Aiffe's Mandolin may continue
by this power. sorcerer but also the power they do playing while the bard takes other
wield is often subtler in nature. actions. While playing itself, the
WAYFARER BOOTS Rather than throwing a tempest of
The Wayfarer Boots are stout boots mandolin hovers beside the bard; it
fire into the midst of the charging cannot be left behind. In order to set
of thick, hard leather with a robust enemy, the bard is more likely to sing
trim of fur. These boots embody the the mandolin to dancing, the bard
out about heroes of old and lend must first play it for 3 rounds. After
tough brand of magic that orc wizards strength to all who hear his voice.
practice. Orc wizards might study that, he may set it lose as a free action,
Although no less effective, bardic and it continues to play for 3 rounds
spells instead of the double-axe, but power is more often the conveyance
their society requires them to be plus the bard's Charisma modifier.
of great deeds, rather than the With two items of the ensemble, the
tougher than spellcasters of other subject.
races. bard need play the mandolin for only
It is for this reason that the Bardic 2 rounds before it dances, and it
Movement: The boots increase the Ensemble is less widely known than
wearer's base movement rate by 10 remains animated for 4 rounds plus
other collections of artifacts. Those the bard's Charisma modifier. With
feet as long as he wears nothing that bore these items in the past did
heavier than medium armor and does all three collected, the mandolin
more to propagate the tales of others dances after a single round of play
not carry a heavy load. than build their own names. Still, the
Concentration: This is the and remain animated for 5 rounds
abilities of bards who possessed all plus the bard's Charisma modifier.
competence bonus applied to any three portions of the ensemble were
Concentration checks the wearer This combines with the denouement
often too great to be ignored or ability of the Harmonic Chain so that
makes while wearing the boots. overlooked, and these items have
Fortitude: This bonus applies only after the dancing mandolin stops
written their way into history without playing, the effects of the bard's
to resisting spells and magical effects. the aid of someone to sing their
So while the bonus would be effective bardic music ability continue for
praises. another 3 rounds.
against contagion, the boots would not
aid the wearer against poison (unless Heartstrings: Aiffe's Mandolin can
AIFFE'S MANDOLIN inspire comrades in much the same
that poison was magical). Aiffe liked to call herself a
Spellcasting DR: On the action a way she was inspired by the music
bladesinger. Traditionalist elves she performed in battle. By
spellcaster wearing these boots casts a scoffed at her, for she never studied
spell, he is granted the expending one of his bardic music
listed damage reduction. Table 7-4: Bardic Ensemble performances, the bard
This applies only for the may grant all allies within
action during which he Bardic a 3o-foot radius who can
casts a spell, but is very Ensemble Aiffe’s Mandolin hear him a variable bonus
effective against ready Pieces Powers that lasts for as long as the
actions waiting to disrupt Possessed bard performs.
spellcasting. This bonus is a pool of
1 Dancing (3 rounds + Cha bonus), hearstrings (Cha)
points equal to the bard's
2 Dancing (4 rounds + Cha bonus), hearstrings (Cha x 2)
Charisma bonus multi-
3 Dancing (5 rounds + Cha bonus), hearstrings (Cha x 3)
plied by the number of

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Table 7-5: Bardic Ensemble cont.

Bardic
Ensemble Harmonic Chain Necklace of Muses
Pieces Powers Powers
Possessed
1 Magic armor, denouement Accumulated lore
2 Magic armor, denouement, terrifying clatter Accumulated lore, creative combat (2 feats)
3 Magic armor, denouement, terrifying clatter, spell interruption Accumulated lore, creative combat (5 feats)

items of the ensemble he wields (one, damage rolls until the end of the Thus, the necklace holds generations
two, or three). These points may be combat. This is a sonic, mind- of masterpieces on countless subjects.
allocated as a single moral bonus or affecting attack. This grants the bard a +10
several morale bonuses to be added to Spell Interruption: Whenever the competence bonus on all bardic
any allies' attack rolls, damage rolls, bard uses his countersong ability, the knowledge checks.
AC. or any kind of saving throws. The chimes in the armor add a powerful Creative Combat: One of the
bonus can be split and distributed harmony that disrupts all spellcasters marks of a great entertainer is the
across any of these areas in any within 3o feet. While friendly targets ability to read an audience and cater
combination, and may be shifted from may still replace their saving throws the show to those attending. With the
round to round. with the bard's Perform check, hostile Necklace of Muses, a bard may apply
spellcasters attempting to cast a spell this skill to the battlefield. When
HARMONIC CHAIN must make a Concentration check using the inspire greatness bardic
As befitting an item of bards, the that exceeds the bard's Perform check ability, the bard may elect to grant the
Harmonic Chain is as much a piece of or lose the spell. target phantom feats. These feats can
art as it is useful equipment. A master- be any that the bard wishes and the
fully crafted suit of chainmail, the NECKLACE OF MUSES target qualifies for.
Harmonic Chain is laced through with This necklace is a large and
groupings of chimes. The links of the elaborate piece of jewelry. Its fine
armor drip with them, and even the chain links are each intricately carved SORCERER’S
motion of breathing causes them to with stories portrayed in pictograph,
tap against one another in an ethereal
tinkling of bells.
and many of the charms that hang
from it are hollow and filled with
REGALIA
Wizards are known for their props.
Magic Armor: The Harmonic Chain small scrolls of stories and songs. Few can picture a wizard without a
is a +4 chain shirt that imposes a -6 Perhaps the most valued thing the staff, magical robe, and crystal ball.
circumstance penalty to all Move necklace holds is inspiration. In For a wizard, this only makes sense;
Silently checks. addition to gut-bursting comedies, their study of spellbooks and magical
Denouement: Instead of ending a heart-rending tragedies, and the most theory leads them to study other
song and letting its dramatic echo inspiring of epics, the necklace is magical devices as well,
continue to reverberate in the minds rumored to hold the essence of story Yet sorcerers are different. Their
of others for a time, the bard can let crafting itself, and bards who have magic is in the blood, not the book.
the ringing of his armor continue the worn it swear that the fire of creation Sorcerers understand their magic by
melody, letting it fade out gradually, burns more fiercely and more often living it, not studying it. And the
and extending the effects of his when the necklace hangs from their artifacts of power dedicated to their
music. With this power, the effects of necks. brand of magic reflect this more
a bard's bardic music last an Accumulated Lore: Legends say instinctual bent. The Sorcerer's
additional 3 rounds after the bard that each bard who has worn the Regalia is not a wardrobe of forged
stops singing. Necklace of Muses compiled his and woven magical paraphernalia, but
Terrifying Clatter: The chimes greatest works and placed them the raw essence of magic given form
clang together frightfully when the within a new charm on the necklace. and substance. The three items in this
bard is struck by an enemy,
striking grating chords that Table 7-6: Sorcerer’s Regalia
reverberate in the backs of the eyes
and inside teeth. Anytime the bard Sorcerer’s
is hit by a melee or ranged weapon Regalia Flame of Chaos
while flat-footed, fighting Pieces Powers
defensively, using the Combat Possessed
Expertise feat, or using the total 1 Random metamagic (1d4: 1–Enlarge Spell, 2–Extend Spell, 3–Silent
defense action it causes such a din Spell, 4–Still Spell)
that all foes within 30 feet must 2 Random metamagic (1d4: 1–Empower Spell, 2–Heighten Spell [2
succeed at a Will save (DC 10 + the levels], 3–Extend and Enlarge Spell, 4–Silent and Still Spell)
wearer's bard class level + 3 Random metamagic (1d4: 1–Maximize Spell, 2–Heighten Spell [3
Charisma modifier) or suffer a -3 levels], 3–Empower and Enlarge Spell, 4–Silent, Still, and Extend Spell),
morale penalty to all attack and protection from law

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Table 7-7: Sorcerer’s Regalia cont.

Sorcerer’s
Regalia Scales of Ice Necklace of Balance
Pieces Powers Powers
Possessed
1 Extra spell slots (Cha bonus x 2) +4 Balance (competence), +2 Will
2 Extra spell slots (Cha bonus x 3) +8 Balance (competence), +4 Will
3 Extra spell slots (Cha bonus x 4), protection from chaos +12 Balance (competence), +6 Will, balance ice and flame

set are not the product of SCALES OF ICE until the following day. Each item
understanding magic, they are magic. The Scales of Ice appear to be an ice still benefits from the other's
sculpture of a small balance. presence for purposes of determining
FLAME OF CHAOS However, it is no mere sculpture: the power level.
The Flame of Chaos is an ever- deposit is a fully functioning scale. Its Protection from Chaos: When a
burning puff of sheer radiance. No trays swing on perfectly flexible ice sorcerer bears all three artifacts of the
larger than the size of a man's hand, chains, and its arms tip with the sorcerer's regalia, the sorcerer gains a
this brilliant flame dances too slightest weight. Ice slides along ice permanent protection from chaos
frenetically for normal fire and blasts without friction. effect as per the spell cast by a 20th-
through all the colors of the spectrum Until it is first used, and thus level caster.
with unbound intensity. attuned to a new wielder, the Scales of
When found, it typically rests in a Ice radiate a bitter, biting cold. They NECKLACE OF BALANCE
brazier of some kind, but reports are uncomfortable to be near, and Between blinding light and bitter
never agree on what this container nearly unbearable 1o hold. However, cold sits the Necklace of Balance, an
looks like. Some claim it is a stout once its magic joins with that of a innocuous disk hanging from a
iron censor with thick chains; others wielder, its iciness subsides and simple cord. Its appearance changes
say it burns within a lantern. becomes soothingly cool. from viewer to viewer, and sometimes
The Flame of Chaos is the Extra Spell Slots: To use the even viewing to viewing. Some see a
embodiment of magical power, a scales, a sorcerer must wield it in yin yang symbol, certain documented
small portion of the energy that fuels hand and take a full-round action to accounts describe an intricately
arcane magic, condensed and cast a spell. The scales carefully carved serpentine dragon, and others
contained. measure the amount of magical claim it is nothing more than a flat
Random Metamagic: To use the energy used while casting a spell, gray disk. Its subjective nature makes
flame, a sorcerer must wield it in determining the absolute minimum study difficult, if not impossible, and
hand and take a full-round action to needed to power the effect and pre- the sorcerers who obtain it often care
cast a spell. The flame adds different venting any magical waste. This more about how to use it than the
metamagic feats at random to a spell increases the efficiency of the caster's philosophical nature of its physical
depending on how many items of the spells, effectively granting him extra structure. Perhaps the most
regalia the caster possesses. spell slots. noticeable power the necklace
Metamagic feats granted by the Flame When used, the scales grant an imparts is the ability to use both the
of Chaos that cannot be applied to the additional number of spell slots. The Flame of Chaos and the Scales of Ice
spell being cast have no effect on the sorcerer's Charisma modifier deter- simultaneously, benefiting from
spell. If this means that the use of the mines the number of extra slots. increased spell efficiency and wild
Flame has no effect on the spell at all, These extra spell slots are available bursts of power. However, the
the Flame is still considered used for only while casting with the scales in necklace has a few abilities of its own.
the day. hand. Spell slots can be combined to Balance: True to its name, the
Without the Necklace of Balance, a cast higher level spells (if the sorcerer Necklace of 'Balance provides a
caster can only use either the Flame of knows and can cast them). For competence bonus to all Balance
Chaos or the Scales of Ice on any given instance, a sorcerer with 10 extra slots checks. This bonus increases with
day: Once one item is used, the other and access to 5th-level spells could more items of the Sorcerer's Regalia.
will not function for that sorcerer cast a 5th-level spell, a 3rd-level spell, Will Bonus: In addition to
until the following day. Each item and two 1st-level spells (o-level spells granting physical stability, the
still benefits from the other's count as half a slot). The number of necklace grants a balanced mind as
presence for purposes of determining extra slots is renewed each day, and well, granting a bonus of +2, +4, or +6
power level however. once a sorcerer has used the scales in to all Will saves depending on how
Protection from Law: When a a day, the scales fail to function for many items of the regalia the wearer
sorcerer bears all three artifacts of the any other sorcerer that might try to possesses.
Sorcerer's Regalia, the sorcerer gains use them until the next day. Balance Ice and Flame: When a
a permanent protection from law effect Without the Necklace of Balance, a sorcerer possesses all three items of
as per the spell cast by a 20thlevel caster can only use either the Flame of the Sorcerer's Regalia and wears the
caster. Chaos or the Scales of Ice on any given necklace, she can use both the Scales
day. Once one item is used, the other of Ice and Flame of Chaos each once per
will not function for that wielder day.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Poison Qualities
damage rate. For example, a dose of
CONTAGIOUS
CHAPTER 8: Price (Item Level): 6 gp x poison
cost per dose
gripping repeating destructive insanity
mist that has reduced its victim to 0
Wisdom through ability damage
MAGIC Body Slot: ––
Caster Level: 3rd
begins to convert that damage to
permanent ability drain at a rate of
Aura: Faint; (DC 16) necromancy 2d6 points of Wisdome per day.
POISON Activation: ––
Weight: ––
Victims surviving this poison still
regain any temporary damage at the
Source: Dragon 322 (Shadows of
QUALITIES
normal rate.
Undrentide: Magic Poison Qualities) Prerequisites: Brew Potion, inflict
serious wounds.
Creating a magic poison is similar Contagious poison seeps into the
to creating a potion. However, their skin of the victim in addition to
magic enhancements more closely wherever else in the body it attacks. GRIPPING
resemble magic weapon By inundating itself in the host body Price (Item Level): 6 gp x poison
enhancements in that they give the this way, the poison turns the victim’s cost per dose
venom additional abilities that sweat and touch into a weaker version Body Slot: ––
usually can stack with one another. of itself. Caster Level: 3rd
The person attempting to create the Once contagious poison affects a Aura: Faint; (DC 16) transmutation
magic poison must have the Brew victim, whether by its Initial Activation: ––
Potion feat and know all the spells exposure or the secondary effects, the Weight: ––
listed as requirements for the venom seeps into his body. While it Source: Dragon 322 (Shadows of
properties he wishes to add. deals no further damage and does not Undrentide: Magic Poison Qualities)
The formula for calculating the cost prevent recovery, it taints the victim
of breaing a potion is 25 gp x spell and effectively turns his touch into a Gripping poison seizes a victim and
level x caster level. Use this formula contact poison. The poison affects the refuses to let go. Once ingested, this
for determining the cost for brewing next creature the victim touches with poison works ever deeper into the
a magic poison, but replace the 25 gp bare flesh. The contagious poison can body, making it harder to purge.
figure with the cost of one does of the only affect one additional creature in Poisons with this quality deal no
type of poison to be enhanced (see this way. The poison transmitted does additional damage, but the time
page 297 of the DUNGEON MASTER’S not have the contagious quality, but it required to recover from them is
GUIDE). For example, brewing a dose has any other magic qualities of the significantly longer. Victims exposed
of gripping ungol dust costs 1,000 gp original poison. to this variety of poison must make a
(cost of one does of ungol dust) x 2 Prerequisites: Brew Potion, ghoul Fortitude save and another save 1
(gripping equals a 2nd-level spell) x 3 touch. minute later. However, if either of
(its 3rd-level), or 6,000 gp. these saves fail, the poison works its
way into the victim’s body. Once
DESTRUCTIVE embedded, the victim cannot recover
CONENTRATED Price (Item Level): 15 gp x poison from the damage the poison dealt
Price (Item Level): 15 gp x poison cost per dose until purged of the venom.
cost per dose Body Slot: –– Gripping poison differs from most
Body Slot: –– Caster Level: 5th other qualities in that it has degrees.
Caster Level: 5th Aura: Moderate; (DC 17) necromancy The number of successful Fortitide
Aura: Faint; (DC 17) necromancy Activation: –– saves the victim must make in order
Activation: –– Weight: –– to overcome a gripping poison equals
Weight: –– Source: Dragon 322 (Shadows of the number of degrees a poison has in
Source: Dragon 322 (Shadows of Undrentide: Magic Poison Qualities) gripping. The victim makes one
Undrentide: Magic Poison Qualities) Fortitude save per day, and once he
This property can only be added to makes a number of successful
A poison with this enhancement is poison already enhanced with the Fortitude saves equal to the poison’s
considerably more lethal than normal repeating property. Destructive gripping degree, he is free of the
poison. Using special distilling poison is among the most vicious effect and can begin to heal normally.
processes, the brewer intensifies the kinds of poison available. This A poison may not have more than
poison repeatedly, guaranteeing the lingering attack kills its victims five degrees in this quality. To
venom has maximum possible effect. slowly and leaves many survivors determine the cost of enhancing a
Concetrated poison deals maximum crippled. poison with multiple degrees of this
damage each time it inflicts damage. Treat destructive venom as normal quality, simply multiply the cost of
Concentrated poisons that cause repeating venome. However, should the gripping poison by the number of
paralyzation or unconsciousness the poison manage to reduce an degrees desired.
instead have their durations ability score to 0 (and that doesn’t kill Neuralize poison does not
maximized. the victim), the poison begins to automatically remove a gripping
Prerequisites: Brew Potion, Maximize convert the ability damage into poison from the victim, but it does
Spell, bestow curse. permanent ability drain at its normal

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Poison Qualities
count as one successful Fortitude
save. REPEATING
Prerequisites: Brew Potion, bear’s Price (Item Level): 6 gp x poison
endurance. cost per dose
Body Slot: ––
Caster Level: 5th
MOUNTING Aura: Faint; (DC 17) necromancy
Price (Item Level): 6 gp x poison Activation: ––
cost per dose Weight: ––
Body Slot: –– Source: Dragon 322 (Shadows of
Caster Level: 3rd Undrentide: Magic Poison Qualities)
Aura: Faint; (DC 16) necromancy
Activation: –– This property can only be added to
Weight: –– poison already enhanced with the
Source: Dragon 322 (Shadows of gripping property. Repeating poison
Undrentide: Magic Poison Qualities) doesn’t just rest in the body and
refuse to leave; it continues its assault
Only a poison already enhanced for as long as it manages to hold onto
with the gripping property can have the victim.
the mounting property added to it. Treat repeating poison as normal
Mounting poison inundates the host gripping poison, except that repeating
body just like gripping poison, but it poison deals its secondary damage
digs much deeper, seeping into the each day the victim fails his Fortitude
body more thoroughly. saving throw to overcome the poison.
Treat mounting poison as normal Prerequisites: Brew Potion, inflict
gripping poison, except that each serious wounds.
failed Fortitude save adds +2 to the
DC for future saves, to a maximum of
double the normal DC. SPELL RESISTANT
Prerequisites: Brew Potion, inflict Price (Item Level): 15 gp x poison
moderate wounds. cost per dose
Body Slot: ––
Caster Level: 5th
POTENT Aura: Faint; (DC 17) abjuration
Price (Item Level): 6 gp x poison Activation: ––
cost per dose Weight: ––
Body Slot: –– Source: Dragon 322 (Shadows of
Caster Level: 3rd Undrentide: Magic Poison Qualities)
Aura: Faint; (DC 16) necromancy
Activation: ––
Weight: –– This dangerous poison resists magic
Source: Dragon 322 (Shadows of manipulation. It rebuffs magic
Undrentide: Magic Poison Qualities) attempts to neutralize or slow it.
Spell resistant poison has a spell
Concentrated poison is brewed for resistance score against all spells that
optimal effectiveness, but its attempt to slow or neutralize it. The
performance is still limited by its base poison’s spell resistance is equal to
toxicity. Potent poison, magically the poison’s base Fortitude save DC.
treated to exceed its normal For example, a dose of spell resistance
limitations, expands on its potential shadow essence has spell resistance 17.
to do harm. Spellcasters hoping to aid the
A potent poison deals half again as poison victim with magic must first
much damage as normal. Poisons that beat the poison’s spell resistance with
only cause unconsciousness or a caster level check, just as if the
paralyzation have the duration of poison were a creature.
their effects increased by 50%. Prerequisites: Brew Potion, dispel
Prerequisites: Brew Potion, death magic.
knell.

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Weight: 3 lbs. hold the mask to the face of a
CHAPTER 9: Source: Dragon 352 (Eberron:
Dragonmarks – Warforged: Fierce
warforged. Despite its seemingly
fragile construction, the mask is
and Furious) extraordinarily resistant to damage
WARFORGED Possessing smooth lines and a sleek but
and has a hardness of 10 and 35 hit
points.
Once per day, the warforged can
MAGIC
powerful look, this mithral visor–of the
kind commonly found on helmets of full undergo an astounding change for up
plate armor–bears two vertical eye slits to 1 hour. Its upper body splits in two,

ITEMS
connected by a single horizontal crossbar, with each half then reforming into a
giving it the look of two crosses touching complete head, set of arms, and torso.
in the middle. At the same time the lower body of
the warforged grows broader and
ARACHNID CHASIS Battle visors gave warforged
commanders of the Last War the
sprouts a third leg. This
transformation requires 1 complete
[EMBEDDED ability to quickly assess magical round, during which time the
threats on the battlefield. warforged can take no other actions
COMPONENT] Lowering the visor and locking it (although it can defend itself
Price (Item Level): 30,700 gp (16th) into place activates its powers. With normally).
Body Slot: See text the visor locked in place, you gain the The clone mask can only be used by
Caster Level: 7th ability to discern magical auras and a warforged with a base attack bonus
Aura: Moderate; (DC 18) threats, as greater arcane sight. You can of at least +6. Although the warforged
transmutation also see invisible, as the spell. Finally, has two heads while the mask is
Activation: –– you can automatically see any active, it still only has one mind and
Weight: 50 lbs. abjuration effect with a variable can still only take
Source: Dungeon 150 (Quoth the effect–thus, if a the normal
Raven) warrior is shrouded number of actions
in protection from per round. If one
This embedded component elements, you know of the
replaces a warforged’s lower torso and which energy warforged's
legs with a construct version of an type he is heads gets
arachnid form giving the warforged protected decapitated (as
an appearance not unlike a drider. against (this from a vorpal
The chassis gives its wearer a climb extends to spell weapon) the
speed of 20 feet and gives him a 30- immunity and warforged
foot enhancement bonus to his base other variable immediately
land speed. In addition the chassis abjuration effects reverts to
grants him an additional attack per as well). normal form
round at his highest attack bonus Prerequisites: and is stunned
with one of the arachnid’s legs that Craft Wondrous for 2d4 rounds.
inflicts 1d8 bludgeoning damage Item, greater arcane When the
(plus the warforged’s Strength sight, see invisible. command word is
modifier). This extra attack does not Cost to Create: 27,500 gp, The Clone Mask spoken and the
stack with any magical effect that 2,200 XP, 55 days. transformation is complete
grants extra attacks (such as a speed the warforged gains the following
weapon or the haste spell).
Lore: These experimental
CLONE MASK, THE effects:
Price (Item Level): Priceless • When making a full attack
components were developed for elite action, the warforged may
warforged scout units in hopes of Body Slot: Face
Caster Level: 20th make one extra attack. The
giving them an edge over the Valenar attack uses the wielder's full
elves’ master of stealth warfare. Aura: Strong; (DC 25) transmutation
Activation: Standard (mental) base attack bonus, plus any
Prerequisites: Craft Wondrous Item, modifiers appropriate to the
spider climb, haste. Weight: 1 lb.
Source: Dragon 341 (Arcane situation. (This benefit is
Upgrade: Warforged Magic Items) cumulative with similar
BATTLE VISOR effects, such as a haste spell.)
This ceramic face-plate is simple but • The warforged gains an
[ATTACHED striking in design: it is blue on one side additional 2d10 temporary hit
points.
COMPONENT] and red on the other and the mask's
crafted expression contorts from smile to • The warforged may grapple
Price (Item Level): 55,000 gp (18th) frown. with one opponent without
Body Slot: Head penalty and may attempt to
Caster Level: 5th The mask is fashioned with four grapple a second (although
Aura: Moderate; (DC 17) divination short chains of an unknown alloy that
Activation: Move

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Warforged Magic Items
successfully doing so incurs all
the normal penalties). On command, the symbol
• The warforged cannot be transforms into an actual living eye
flanked. mounted on a 6-inchlong eyestalk in
• The warforged gains the the middle of the warforged's
powerful build trait. The forehead.
physical stature of the The eye glows a bright yellow and
modified warforged lets it is clearly visible even in darkness or
function in many ways as if it deep shadow (all Hide checks are
were one size category larger. made at a -5 penalty while the eye is
Whenever the warforged is active). The character gains
subject to a size modifier or darkvision with a range of 60 feet and
special size modifier for an can continuously see invisibility, as the
opposed check (such as during spell. In addition, the eyestalk is
grapple checks, bull rush extraordinarily elastic and extends to
attempts, and trip attempts), a length of up to 10 feet.
Camouflaged Opponents may target and damage
the warforged is treated as one Compartment
size larger if doing so is the eyestalk, which is AC 20 and has
advantageous to it. The 15 hit points. If the eyestalk is
This component was created to destroyed it immediately vanishes
warforged is also considered to allow the smuggling of contraband
be one size larger when and cannot be used again for one
inside warforged slaves or to aid in week.
determining whether a
the concealment of dangerous The circlet's eye can function for a
creature's special attacks based weapons.
on size (such as improved grab total of 1 hour per day. This duration
These compartments are need not be consecutive, but each
or swallow whole) can affect it. constructed to blend in with the
The modified warforged can activation of the third eye must last at
warforged's body composition, least 10 minutes.
use weapons designed for a
requiring a DC 30 Search check to Prerequisites: Craft Wondrous item,
creature one size larger
find. altar self, darkvision, see invisibility.
without penalty. However, its Housed inside the chest, torso, or
space and reach remain those upper leg, this magically concealed
of a creature of its actual size. compartment contains a 10-cubic-foot DISK OF
The benefits of this trait stack
with the effects of powers,
extradimensional space that can hold
up to 50 pounds of gear. The
ILLUMINATION
abilities, and spells that change
the subject's size category.
camouflaged compartment's opening [EMBEDDED
is 6 inches across at its widest point.
• +2 bonus on all Listen and Spot Items locked within the COMPONENT]
checks. compartment are warded by Nystul's Price (Item Level): 20,000 gp (15th)
• The warforged gains a +4 magic aura, to appear nonmagical and Body Slot: Throat
stability bonus when resisting obscure object. Caster Level: 6th
a trip attack. Prerequisites: Craft Wondrous Item, Aura: Moderate; (DC 18) evocation
Nystul's magic aura, obscure object. Activation: Standard (mental)
CAMOUFLAGED Cost to Create: 6,000 gp, 480 XP, 12
days.
Weight: 1 lb.
Source: Dragon 341 (Arcane
COMPARTMENT Upgrade: Warforged Magic Items)
[EMBEDDED CIRCLET OF THE The disk of illumination is a slim metal
COMPONENT] THIRD EYE token in the shape of the sun that glitters
whenever struck by even the dimmest
Price (Item Level): 12,000 gp (13th) [ATTACHED light.
Body Slot: ––
Caster Level: 5th COMPONENT] Three times per day, the disk can
Aura: Moderate; (DC 17) abjuration Price (Item Level): 30,000 gp (16th) illuminate the nonwood portions of
Activation: –– Body Slot: Head the warforged's body, making it shine
Weight: 1 lb. Caster Level: 4th as the daylight spell for 1 hour
Source: Dragon 352 (Eberron: Aura: Faint; (DC 17) transmutation (centered on the warforged).
Dragonmarks – Warforged: Fierce Activation: Standard (mental) Whenever the warforged is
and Furious) Weight: 1 lb. illuminated in this way, the bright
Source: Dragon 341 (Arcane light makes looking directly at the
This magically concealed compartment Upgrade: Warforged Magic Items) warforged difficult, granting the
appears exactly like the surrounding part warforged a +2 concealment bonus to
of the body into which it is built. The This headband, composed of a blue- AC. This AC bonus does not apply
interior looks like a small dark space. white metal, bears the symbol of a single against opponents that rely on senses
eye.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Warforged Magic Items
other than sight to detect and target Source: Dragon 341 (Arcane
the warforged. Disk of Illumination Upgrade: Warforged Magic Items)
Prerequisites: Craft Wondrous
Item, daylight. These oversized gauntlets are forged
from dull gray pig-iron and appear
battered from use, even when newly
DISK OF SHADOW created.
[EMBEDDED When activated, the gauntlets
COMPONENT] extend the warforged's arms. The
Price (Item Level): 20,000 gp (15th) Disk of Shadow warforged's hands transform into
Body Slot: Throat fingers shovels and can dig through earth
Caster Level: 6th transform into fine tools suitable and stone, displacing 10 cubic- feet of
Aura: Moderate; (DC 18_ evocation for precision work. The warforged earth or 2 cubic feet of stone every 10
Activation: Standard (mental) gains a +5 competence bonus on Craft minutes. The shovel arms have an
Weight: 1 lb. checks that involve fine details (such effective Strength score equal to 20 or
Source: Dragon 341 (Arcane as gemcutting, silversmithing, and so the warforged's own Strength score,
Upgrade: Warforged Magic Items) on), as well as Disable Device and whichever is greater. When activated,
Open Locks checks. Using the the gauntlets make the warforged top-
This disk, a slim metal token in the gauntlet of the deft hand precludes the heavy and unable to wield anything
shape of a crescent moon, always seems warforged from holding a weapon in in its hands. It loses its Dodge bonus
somehow shrouded in shadow even if its transformed hand for the duration to AC (if any) and takes a -5 penalty
placed in direct sunlight. of the effect. on all Dexterity-based skills. Both
Once activated, the gauntlet's effect gauntlets must be worn for the magic
Three times per day, the disk can lasts indefinitely, but its wearer can to be effective.
cause inklike black vapors to pour deactivate and remove the gauntlet at The warforged may use the
from the warforged's mouth, will. The warforged may use the gauntlets for a total of 1 hour per day.
shrouding it in shadowy illumination various blades and tools created by This duration need not be
as the darkness spell for 1 hour the gauntlet in exotic weapons. The consecutive, but each activation must
(centered on the warforged). tools deal only 1d4 points of slashing last at least 10 minutes. The
Whenever the warforged is shrouded or piercing damage (user's choice). warforged may use the shovel blades
in this way, the shadows hide the Prerequisites: Craft Wondrous Item, as exotic weapons. The shovel blades
warforged's movements, granting it a alter self. deal only 1d4 points of slashing
+2 concealment bonus to AC and a +5 damage.
Prerequisites: Craft Wondrous Item,
bonus on Hide checks. These bonuses
do not apply against creatures that GAUNTLETS OF alter self, soften earth and stone.
possess darkvision or other senses EXCAVATION
that allow them to ignore the effects
of darkness. [ATTACHED IRON−TOOTH GIRDLE
Prerequisites: Craft Wondrous Item,
COMPONENT] [ATTACHED
darkness.
Price (Item Level): 8,000 gp (11th) COMPONENT]
Body Slot: Hands Price (Item Level): 15,000 gp (14th)
GAUNTLET OF THE Caster Level: 5th Body Slot: Waist
DEFT HAND Aura: Moderate; (DC 17)
transmutation
Caster Level: 7th
Aura: Moderate; (DC 18)
[ATTACHED Activation: Standard (mental) transmutation
Weight: 8 lbs. Activation: Standard (command)
COMPONENT] Weight: 10 lbs.
Price (Item Level): 7,500 gp (11th) Source: Dragon 341 (Arcane
Body Slot: Hands Upgrade: Warforged Magic Items)
Caster Level: 4th
Aura: Faint; (DC 17) transmutation This girdle consists of two wide, dull
Activation: Standard (mental) gray metal bands affixed by a hinge in the
Weight: 1 lb. back and a sturdy clasp in the front
Source: Dragon 341 (Arcane engraved with the symbol of an open,
Upgrade: Warforged Magic Items) fang-filled mouth.

This single gauntlet is made of a fine With a command word, the torso of
metal mesh, impervious to the effects of the warforged wearing the iron-tooth
natural rusting or tarnishing. girdle violently contorts and splits
Gauntlets of open, transforming into a great maw
Upon speaking the proper Excavation filled with a vicious set of gnashing
command word the warforged's metal teeth. The maw can stretch

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Warforged Magic Items
from the warforged's torso in order to This blackened mithral disk is inscribed
make one bite attack per round (in SCORPION BRAND with silvery runes of transmutation and a
addition to any other attacks the [EMBEDDED stylized whirlwind.
warforged can make). This is a
secondary natural attack with a 5-foot COMPONENT] When embedded in a warforged’s
reach. The maw deals 3d6 points of Price (Item Level): 17,500 (14th) chest (requiring a full-round action),
piercing damage, threatens a critical Body Slot: Torso it occupies the same space as an
on a roll of 19-20, and is considered a Caster Level: 7th amulet and increases the character’s
magic weapon for the purpose of Aura: Moderate; (DC 18) base land speed by 10 feet. This
overcoming damage reduction. transmutation adjustment counts as an
During a grapple, the warforged Activation: Standard (mental) enhancement bonus.
can attack with the maw without Weight: 1 lb. Prerequisites: Craft Wondrous Item,
taking the normal penalty for Source: Dragon 341 (Arcane Longstrider.
attacking while in a grapple. If the Upgrade: Warforged Magic Items)
warforged succeeds in pinning an
opponent, it can have the maw
SPRING−HEELED
Made of a 6-inch-square sheet of steel
automatically deal its bite damage to and edged with gold trim, this item bears BOOTS [ATTACHED
the pinned opponent each round. in its center a stamped impression in the
The girdle's maw can make a total shape of a stylized scorpion. COMPONENT]
of ten bite attacks per day. Price (Item Level): 45,500 gp (17th)
Prerequisites: Craft Wondrous Item, Once affixed to the chest of the Body Slot: Feet
polymorph. warforged, the scorpion brand allows Caster Level: 5th
its bearer to manifest an 8-foot-long, Aura: Faint; (DC 17) transmutation
JEWELS OF DAZZLING wickedly barbed tail composed of
segmented metal. The tail can stretch
Activation: Standard (mental)
Weight: 4 lbs.
LIGHT [EMBEDDED from the warforged's back in order to Source: Dragon 341 (Arcane
make one sting attack per round (in Upgrade: Warforged Magic Items)
COMPONENT] addition to any other attacks the
Price (Item Level): 17,000 gp (14th) warforged can make). This is a Hard leather uppers and iron soles
Body Slot: Arms secondary natural attack with a 10- sewn on with copper wire comprise these
Caster Level: 7th foot reach. The sting deals 1d6 points calf high boots.
Aura: Moderate; (DC 18) illusion of damage and injects a poison
Activation: Standard (mental) (injury, Fortitude DC 14, initial and When the command word is
Weight: ½ lb. secondary damage 1d6 Dex) and is spoken coiled springs grow from the
Source: Dragon 341 (Arcane considered a magic weapon for the soles of the boots and the warforged
Upgrade: Warforged Magic Items) purpose of overcoming damage gains the following effects:
reduction. • +20 bonus on Jump checks
Composed of clusters of various Opponents may target and damage with no maximum jump
multihued gemstones placed in arcane the tail, which is AC 20 and has 30 hit distance.
patterns around both forearms of the points. if the tail is destroyed it • Speed increases by +15 feet so
warforged, the jewels of dazzling light immediately vanishes and cannot be long as the warforged can lope
glow faintly and pulsate when exposed to used again for one week and hop (this requires at least
light, sending arcs and waves of rainbow The brand's tail can make a total of 10 feet of clearance between
colors across the warforged. ten sting attacks per day. floor and ceiling). If the ceiling
Prerequisites: Craft Wondrous Item, is les than 10 feet high the
The colorful patterns have a alter self, poison. warforged’s base movement is
pleasing, slightly hypnotic aspect, and halved.
the warforged gains a +2
enhancement bonus on Diplomacy SEAL OF • Takes half damage from falling
if the warforged succeeds on a
checks made against creatures that
can see the warforged. These jewels
LONGSTRIDING DC 15 Reflex save.
also grant the warforged a number of [EMBEDDED • Due to instability, the
spell-like abilities, usable whenever warforged loses its dodge
the warforged is within a square lit by COMPONENT] bonus to AC when it doesn’t
bright illumination. The spell-like Price (Item Level): 4,200 gp (9th) move at least 10 feet in a
abilities granted by the jewels are: Body Slot: Throat round.
5/day–dancing lights, daze (DC 10), Caster Level: 2nd • It takes a -4 penalty on Balance
flare (DC 10); 3/day–color spray (DC Aura: Faint; (DC 16) transmutation checks.
11), hypnotism (DC 11); 1/day–rainbow Activation: Standard (mental) The boots can function for a total of
pattern (DC 16). Weight: –– 10 rounds per day. This duration need
Prerequisites: Craft Wondrous Item, Source: Dungeon 115 (Steel not be consecutive.
color spray, dancing lights, daze, flare, Shadows) Prerequisites: Craft Wondrous Item,
hypnotism, rainbow pattern. alter self, jump.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Warforged Magic Items
cloud of roiling steam erupts from the
STONE OF INTERNAL warforged's mouth to create a fog
FIRE [EMBEDDED cloud, as the spell but with the
following additional properties.
COMPONENT] Creatures adjacent to the warforged
Price (Item Level): 10,000 gp (12th) when the stone of internal fire is
Body Slot: –– active take 1d4 points of fire damage
Caster Level: 6th each round they remain adjacent. A
Aura: Moderate; (DC 18) evocation creature that touches the warforged
Activation: Standard (mental) when it is heated by the stone takes
Weight: –– 2d4 points of fire damage (this is in
Source: Dragon 341 (Arcane addition to damage for being
Upgrade: Warforged Magic Items) adjacent, if that applies),
For all the protection the stone of
A rust-hued and highly polished stone, internal fire offers, it does come with a
this egg-shaped component is warm to the cost. Every round the stone is active
touch. the warforged takes 1d4 points of fire
damage. The warforged must make a
The warforged must swallow the DC 15 Fortitude save each round. If it
stone, which is thereafter fails, any flammable object worn,
incorporated into the warforged's held, or carried by the warforged
internal components. bursts into flame.
Once per day, when the warforged Prerequisites: Craft Wondrous item,
speaks the proper command word, fog, heat metal.
the stone (and the warforged) grows
incredibly hot for 5 rounds. A thick

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicles
propels it through the sky. This
CHAPTER 10: elemental is bound into the form
of a ring that's attached to the
ship via a pair of rune-covered
VEHICLES arches that terminate near the
aft of the ship.
The aircutter is steered by
ADAMANTINE means of a wheel on a raised
bridge at the ship's stern. The
CARRIAGE wheel does not move. The
Price (Item Level): 15,500 gp (14th); person at the helm holds the
45,500 gp (17th, with nondetection) wheel and concentrates on the
Caster Level: 5th direction in which the ship is to
Aura: Faint; (DC 17) abjuration move. The elemental reads these
Activation: –– thoughts and moves the ship as
Weight: Unknown directed.
Source: Dragon 331 (Fast, Furious, The aircutter flies at roughly 30
and Fantastical: New Magic Vehicles) miles per hour through calm
skies. It has average
Built to transport dignitaries maneuverability, but it can
through potentially hostile urban hover in place (no minimum
streets, these carriages are reinforced speed restrictions apply).
with adamantine, giving the carriage Prerequisites: Bind Elemental,
40 hp and hardness 20. The carriage is planar binding.
drawn by two heavy horses and
travels at a speed of 30 feet when fully BEHOLDER GLOBE
loaded, 40 feet when empty. Some Price (Item Level): 120,000 gp
adamantine carriages are made to Chariot of Sustare
(21st)
protect their passengers from Caster Level: 11th
divination spells as per the are identical to a live beholder's rays,
Aura: Moderate; (DC 20) necromancy although only the following rays still
nondetection spell (DC 16 to break and enchantment
through). function in a beholder globe: inflict
Activation: –– and Standard moderate wounds, sleep, slow, and
Prerequisites: Craft Wondrous Item, (manipulation)
nondetection. telekinesis. Alchemically treated and
Weight: Unknown innately sturdy, a beholder globe retains
Source: Dragon 331(Fast, Furious, much of its natural armor. It
AIRCUTTER and Fantastical: New Magic Vehicles) possesses AC 20, 65 hp, and a
Price (Item Level): 55,000 gp (18th) hardness of 10. The globe is not
Caster Level: 12th A deranged gnome necromancer watertight or airtight, although those
Aura: Strong; (DC 21) conjuration created the first beholder globe from a inside do benefit from improved
Activation: Standard (mental) hollowed out and preserved eye cover (page 152 of the PLAYER'S
Weight: 500 lbs. tyrant corpse. One Medium creature HANDBOOK).
Source: Dragon 318 (X Marks the or two Small creatures can fit inside Prerequisites: Craft Wondrous Item;
Spot: Setting Sail with Saber and one of these preserved husks. The inflict moderate wounds, sleep, slow,
Spell) central eye is replaced by hardened telekinesis, gentle repose.
glass so that the pilot can see. Outside
The aircutter is a small airship viewers looking at the
that can be crewed bizarre globe can CHARIOT OF
likewise see through
by a single person
at the helm. It the central eye SUSTARRE
window to the Price (Item Level): 80,000 gp (19th)
stretches 40 feet
pilot operating Caster Level: 13th
from stern to stern,
the orb inside. Aura: Strong; (DC 21) conjuration
and its beam is 15-
By squeezing and evocation
feet across. It has a
and twisting the Activation: –– and Standard
wide and shallow
bulbs of the various (command)
hold, in which the
eyestalk roots, the Weight: Unknown
crew and
passengers sleep. pilot can fire an eye ray Source: Dragon 331 (Fast, Furious,
as a standard action and and Fantastical: New Magic Vehicles)
An aircutter can
carry two tons of fly the globe at a speed
cargo. of 15 feet (good) as a
move action. The eye rays A weathered sandstone trinket carved
Like larger airships, to resemble a chariot.
the aircutter has no sails. have a range of 60 feet and
Rather, a Large fire elemental a save DC of 15. The rays

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicles
When activated, the trinket the tail can convulse and fling a ball helm of every dune yacht. Once per
explodes with a clap of thunder, of acid. Only the vessel's captain or week, the efreeti can be called forth
summoning a flying chariot made of his designated gunner may direct the to serve the captain of the yacht. The
pure flame and a pair of fiery horses. tail to attack, and doing so is a efreeti understands and follows the
The summoner and up to five other standard action. The goo sphere has a captain's orders for 1 hour before
Medium creatures of his choice may range of 200 feet and explodes into a departing. If the efreeti is ever forced
board the chariot and are immune to 10-foot radius burst, dealing 8d6 to grant a wish, the dune yacht burns to
fire damage for as long as they remain points of acid damage. A successful the keel and the efreeti is freed from
aboard. In addition, all weapons gain DC 15 Reflex save halves this damage. its bondage after it grants the wish.
the flaming burst special ability so A creature that fails its save suffers Note that because of the efreeti's
long as their wielders are on board. 1d6 points of acid damage on each of hatred of servitude, it always attempts
All other creatures within 10 feet of the following 3 rounds unless it uses a to twist and corrupt the intent of the
the chariot suffer 1d6 points of fire standard action to rinse off the acid. wish.
damage per round. Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item,
The chariot has a fly speed of 100 fly, limited wish, Melf’s acid arrow. limited wish, move earth, planar binding,
feet (perfect) and an overland speed resist elements.
of 42 miles per hour, After 10 hours,
the Chariot of Sustarre reverts to its DUNE YACHT
trinket form and cannot be activated Price (Item Level): 150,000 gp (23rd) JUGGERNAUT
again for one week. Caster Level: 17th
Aura: Strong; (DC 23) transmutation CHARIOT
If the summoner wishes, he may Price (Item Level): 10,000 gp (12th)
end the chariot's duration early and and conjuration
Activation: –– and Standard Caster Level: 9th
detonate the vehicle as a delayed blast Aura: Moderate; (DC 19)
fireball (dealing 13d6 fire damage with (command)
Weight: Unknown transmutation
a DC 20 Reflex save to halve this Activation: ––
damage). This causes the chariot to Source: Dragon 331 (Fast, Furious,
and Fantastical: New Magic Vehicles) Weight: 600lbs.
revert back to trinket form as if its Source: Dragon 331 (Fast, Furious,
full 12-hour duration had expired. and Fantastical: New Magic Vehicles)
The chariot is otherwise identical Rigged with sails emblazoned with
to a standard double chariot, except flames and bright sun motifs, this galley
sails over sand instead of water. This chariot grants a trample attack
that it can carry six people (see page 316 of the MONSTER
comfortably and both chariot and MANUAL) to the creatures pulling it.
horses, being made of pure flame, are A caliph who possesses, a dune yacht
has no need for a desert stronghold, The damage done by the trample
immune to weapon damage. equals the creature’s slam attack
Prerequisites: Craft Wondrous Item, as his vessel serves as a formidable
mobile base of operations. If removed (usually a hoof for horses) + 1-1/2
delayed blast fireball, protection from times their Strength modifier. The
energy, wind walk. from sand a dune yacht is unable to
move under its own power, just as if a chariot is otherwise identical to the
sea-going vessel ran aground. Dune double chariot listed in the ARMS
DRAGONFLY yachts are stronger than average AND EQUIPMENT GUIDE.
waterborne galleys, possessing 120 hp Prerequisites: Craft Wondrous Item,
LONGSHIP and hardness 8 per 10-foot section of bull’s strength.
Price (Item Level): 175,000 gp (24th) hull. The yacht itself has fire
Caster Level: 17th
Aura: Strong; (DC 23) transmutation
resistance 5 and it grants this
protection to all those aboard.
LONGSHIP OF DREAD
and evocation Furthermore, every passenger need SHADE
Activation: –– and Standard consume only half the normal Price (Item Level): 175,000 gp (24th)
(command) amount of water while on board. Caster Level: 15th
Weight: Unknown Finally, an efreeti is bound to the Aura: Strong; (DC 22) necromancy
Source: Dragon 331 (Fast, Furious, Activation: ––
and Fantastical: New Magic Vehicles) Weight: Unknown
Source: Dragon 331 (Fast, Furious,
Four gossamer wings spread from the and Fantastical: New Magic Vehicles)
sides of this elegant longship. The aft trails
a 60-foot-long iridescent blue tail that
This floating derelict shows signs, of
terminates in a black bulb.
extensive decay, with rotting floorboards
and gaping holes in its hull.
Kings covet these fast and agile
ships for their ability to scout and Despite its appearance it is
patrol borders. A dragonfly longship has seaworthy, and during the day it
a fly speed of 60 feet (average) and an performs just any other longship.
overland speed of 30 miles per hour. At night, the longship of dread
The tail bulb constantly secretes shade gains a fly speed of 40 feet
acidic goo, and once every 1d4 rounds Dune Yacht and generates 20 zombies or

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicles
skeletons for a crew, 2 wight Fantastical: New Magic Vehicles) the first two range increment
lieutenants, and a spectre first penalties for their weapons. After the
mate. All undead are initially under This rustic transport cart is the second range increment, range
the command of the captain, and bane of taxmen and border guards penalties apply normally.
they have turn resistance +6 as long everywhere. Permanent illusions Prerequisites: Craft Wondrous Item,
as they remain aboard. If the cause the cart's carrying bed to appear clairaudience/clairvoyance.
undead crew do not slay at least one empty even when it contains
living creature each night, the contraband, refugees, or any other
captain must succeed at a kind of cargo. Someone who actually WORM RAFT
Diplomacy, check (DC 15 plus the climbs into the wagon and interacts Price (Item Level): 20,000 gp (15th)
number of nights since the last kill) with the dweomered area gets to Caster Level: 9th
or face a mutiny. Any remaining make a DC 18 Will save to pierce the Aura: Strong; (DC 19) conjuration
undead disappear at sunrise. A full illusion. The wagon is further Activation: ––
complement of dead rises each enchanted with Nystul’s magic aura so Weight: Unknown
sunset, even if some were destroyed that it does not detect as magical. It is Source: Dungeon 331 (Fast, Furious,
the preceding night. Assuming otherwise identical to the wagon and Fantastical: New Magic Vehicles)
captaincy of a longship of dread shade presented in the ARMS AND
can have serious alignment EQUIPMENT GUIDE. This floating raft is nothing more than
repercussions. Each night the crew Prerequisites: Craft Wondrous Item, a roiling bed of grubs, caterpillars, and
is allowed to kill, the captain’s major image, Nystul's magic aura, veil. worms each the size of a grown man's arm
alignment shifts one step closer to that magically maintains the shape of a
evil. 10-foot-by-10 foot flatbed raft that can
Prerequisites: Craft Wondrous SNIPER'S CARRIAGE support up to 500 pounds.
Item, animate dead, create greater Price (Item Level): 16,000 gp (14th)
undead, fly. Caster Level: 5th This disgusting vehicle travels at a
Aura: Moderate; (DC 17) divination speed of 30 feet per round, floating
Activation: –– roughly 3 feet above the ground at all
PALANQUIN OF Weight: 400 lbs. times and remains level. The raft is
Source: Dungeon 331 (Fast, Furious, directed by spoken command. Like a
BEGUILEMENT and Fantastical: New Magic Vehicles) carpet of flying, as long as the speaker is
Price (Item Level): 4,800 gp (9th) within voice range the raft obeys,
Caster Level: 5th This enclosed brougham carriage has whether the speaker is standing on
Aura: Faint; (DC 17) enchantment two arrow slits on each side and a hollow the raft or not. In addition to
Activation: –– passenger compartment that directional movement, the raft can be
Weight: Unknown accommodates two standing archers. commanded to disperse into swarm
Source: Dungeon 331 (Fast, Furious, form once per day. In swarm form it
and Fantastical: New Magic Vehicles) The archers gain improved cover cannot carry anything and ceases to
against anyone outside the wagon. act as a vehicle, but it gains all the
A noble can recline on this curtained Furthermore, the carriage is properties of a centipede swarm (see
liter and be carried through the city by enchanted so that its archers ignore page 238 of the MONSTER
four servants. MANUAL). The raft can
remain in this form for
Anyone relaxing on a up to 1 hour before
palanquin of beguilement returning to raft form.
with a full complement In raft form, the vermin
of four bearers gains a vehicle has 31 hp, but
+4 enhancement bonus gains hardness 10. If
on Bluff, Diplomacy, killed in either form, the
and Intimidate checks. raft is destroyed. The
Prerequisites: Craft raft heals 4 hp per day
Wondrous Item, eagle's until it reaches its
splendor. maximum of 21 hp.
Prerequisites: Craft
SMUGGLER'S Wondrous Item, insect
plague.
WAGON
Price (Item Level):
32,000 gp (16th)
Caster Level: 13th
Aura: None
Activation: ––
Weight: 400 lbs.
Source: Dungeon 331
(Fast, Furious, and

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicle Modifications
depending upon the strength of the Cost to Create: 4,000 gp, 320 XP, 8
CHAPTER 11: wheel. This bonus stacks with those
granted by masterwork controls.
days.

Prerequisites: Craft Wondrous Item,


FIREBALL CATAPULT
VEHICLE control water.
Cost to Create: 2,5oo gp (+5), 10,000 Price (Item Level): 37,650 gp (17th)
gp (+10), 22,500 gp (+15), 200 XP (+5), Vehicle Slot: ––
AUGMENTS 800 XP (+10), 1,8oo XP (+15), 5 days
(+5), 20 days (+10), 45 days (+15).
Caster Level: 8th
Aura: Unknown
The vehicle slot statistic is purely Activation: Standard (command)
conjecture. I’m not aware of any such Weight: 1,000 lbs.
classification from WotC but it stands DRAGONHEAD Source: Dragon 353 (Savage Tidings:
to reason that you can only have one
Hull modification or one Control
BOWSPRIT Advancing the Wyvern)

modification. Price (Item Level): 14,000 gp (14th) Few weapons are more feared on
Items from DRAGON MAGAZINE Vehicle Slot: Bow the open sea than the fireball
#353: “Savage Tidings: Advancing the Caster Level: 11th catapult, This +2 catapult fires
Wyvern” have been modified to Aura: Moderate; (DC 20) evocation ordinary stones, but three times per
replace any instance of Sea Wyvern Activation: Standard (command) day it can fire a special stone that
with the word ship. Weight: 500 lbs. explodes into an 8d6 fireball upon
Source: Dragon 318 (X Marks the impact. A DC 14 Reflex save halves
Spot: Setting Sail with Saber and this damage. The fire damage is in
BUOYANT BOAT Spell) addition to the normal damage caused
Price (Item Level): 12,000 gp (13th) by the stone.
Vehicle Slot: Hull This bowsprit is carved to resemble a Prerequisites: Craft Arms and Amor,
Caster Level: 9th black dragon. fireball
Aura: Unknown Cost to Create: 19,250 gp, 1.472 XP,
Activation:–– The dragonhead bowsprit can emit a 37 days.
Weight: –– gout of acid once per day in a 60-foot
Source: Dragon 353 (Savage Tidings: cone. The acid deals 10d6 points of
Advancing the Wyvern) damage (DC 14 Reflex save for half). FLAG OF TERROR
The bowsprit is not flexible and can Price (Item Level): 23,000 gp (15th)
These enchantments are made to only use its attack on targets directly Vehicle Slot: ––
the hull of the ship and once in place, ahead of the ship it is attached to. Caster Level: 9th
the ship is never slowed due to the Lore: Pirate captains often direct Aura: Moderate; (DC 19) illusion
amount of cargo it is carrying. This this acid damage at ships they wish to Activation: Standard (command)
enchantment does not, however, scuttle, because unlike fire, Weight: 4 lbs.
allow a ship to exceed its maximum electricity, or cold, acid deals full Source: Dragon 318 (X Marks the
load. damage to nonliving objects. Spot: Setting Sail with Saber and
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item, Spell)
levitate. acid fog, acid spray.
Cost to Create: 6,ooo gp, 48o XP, 12 This pirate flag is a blank scarlet field.
days.
FEATHERWOOD Those who have felt its power say
Price (Item Level): 8,000 gp (11th) that their nightmares appear in
DOLPHIN HELM Vehicle Slot: Hull horrific detail on the flag when it is
Price (Item Level): 5,000 gp (9th, Caster Level: 5th activated. The captain of a vessel
+5), 20,000 gp (15th, +10), 45,000 gp Aura: Unknown flying this flag can cast phantasmal
(17th, +15) Activation:–– killer once per day against any ship he
Vehicle Slot: Controls Weight: –– can see and to which he has line of
Caster Level: 5th Source: Dragon 353 (Savage Tidings: effect. If he can make out an
Aura: Unknown Advancing the Wyvern) individual person aboard the ship, he
Activation:–– may target that person. Otherwise,
Weight: 20 lbs. This upgrade changes the the phantasm attacks the target ship's
Source: Dragon 353 (Savage Tidings: properties of wooden boats; allowing captain.
Advancing the Wyvern) them to move as gracefully as a swan. Prerequisites: Craft Wondrous Item,
Once all of the hull's wood has been phantasmal killer.
This magical captain's wheel has spokes enchanted, the ship is capable of
carved in the likeness of leaping dolphins. turning in half the listed distance.
This enhancement also doubles the FLAG OF THE
amount of turn that can be made
Once installed, the dolphin helm
grants a competence bonus on all while stationary. MARINER
Profession (sailor) checks made by Prerequisites: Craft Wondrous Item, Price (Item Level): 90,000 gp (20th)
the pilot of the boat. The bonus varies feather fall. Vehicle Slot: ––
Caster Level: 3rd

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicle Modifications
Aura: Faint; (DC 16) conjuration Cost to Create: 11,000 gp, 880 XP, 22
Activation: –– IRONCLAD days.
Weight: 4 lbs. Price (Item Level): 12,800 gp (13th)
Source: Dragon 318 (X Marks the Vehicle Slot: ––
Spot: Setting Sail with Saber and Caster Level: 8th STORM BALLISTA
Spell) Aura: Unknown Price (Item Level): 20,800 gp (15th)
Activation: Standard (command) Vehicle Slot: ––
This flag is a gold trident on a white- Weight: 20 lbs. Caster Level: 5th
and-azure barred field. Source: Dragon 353 (Savage Tidings: Aura: Unknown
Advancing the Wyvern) Activation: Standard (command)
Any ship sailing under this flag has Weight: 500 lbs.
its speed increased by one-quarter for This rune-covered iron statue allows a Source: Dragon 353 (Savage Tidings:
one hour per day as determined by ship to be cloaked in a protective field that Advancing the Wyvern)
the captain. Additionally, the officers makes it take on the appearance of iron.
and crew of such a ship operate This light weapon is common
continuously with a +2 competency Installed at the ship's helm, this among those who wish to attack ships
bonus to their Profession (sailor) field takes only a standard action to without destroying them. The storm
checks. activate and lasts for 10 rounds. When ballista is a +1 ballista capable of firing
Prerequisites: Craft Wondrous Items, active, the field grants the ship a +8 normal bolts, but three times per day
create water. armor bonus. This bonus extends to it can fire a lightning bolt instead. This
all of its hull and rigging sections, as bolt deals 5d6 points of electrical
well as any other objects installed on damage along a 120-foot line. Those
HULL FIELD the boat. Loose objects, including in its path receive a DC 14 Reflex save
Price (Item Level): 4,500 gp (9th) crew, are not protected. The field can for half damage. When used in this
Vehicle Slot: –– be used once per day. The statue is way, the ballista does not fire a
Caster Level: 9th usually carved in the likeness of a traditional bolt.
Aura: Unknown boat and is only 10 inches tall. Prerequisites: Craft Arms and Armor,
Activation: –– Prerequisites: Craft Arms and Armor, lightning bolt.
Weight: 10 lbs. mage armor. Cost to Create: 10,800 gp, 800 XP, 20
Source: Dragon 353 (Savage Tidings: Cost to Create: 6,4oo gp, 512 XP, 13 days.
Advancing the Wyvern) days.

Nothing is more damaging to a WAKEPORTAL


vessel than a hole in one of its hull ROD OF REPAIR Price (Item Level): 50,000 gp (18th)
sections. This magic stone, attached Price (Item Level): 22,000 gp (15th) Vehicle Slot: ––
to keel of the boat, provides a limited Vehicle Slot: –– Caster Level: 17th
amount of protection against such a Caster Level: 7th Aura: Strong; (DC 23) conjuration
calamity. In the event of a destroyed Aura: Unknown Activation: 10 minutes
hull section, the hull field generates a Activation: Standard (command, see Weight: 5 lbs.
wall of force over that section, text) Source: Dungeon 147 (Savage Tide –
preventing damage to neighboring Weight: 5 lbs. Into the Maw)
sections. This seals the hole so water Source: Dragon 353 (Savage Tidings:
does not enter the ship. While the Advancing the Wyvern) A wakeportal is a mauve, teardrop-
wall of force is in place, that section of shaped mass of crystal the size of a man’s
hull is treated as undamaged. Should This wooden rod is carefully carved fist. The crystal’s tapered side has razor-
an adjacent section be destroyed, the with scenes of a ship at sea and tipped sharp facets and terminates in a needle
wall of force is unaffected. The wall with a brass barnacle. point, while the opposite side is polished
remains in place for 1d4 days at smooth. The crystal flickers faintly with
which time the section is considered Considered a great boon by any an inner light.
destroyed unless repaired, causing all captain, a rod of repair can be used to
the usual effects (note that repairing a repair up to 5o hit points of damage to When a wakeportal is pressed
ingle destroyed hull section on the the hull per day. When used, the rod against a ship’s figurehead or prow, it
ship while at sea requires two DC 20 repairs as much damage as possible to slithers to life and embeds itself deep
Craft [shipmaking] checks and two a section. Activating the rod is a in the wood so that the smooth
days time). Each hull field stone can standard action and it must be surface looks like an embedded
only be used once and a ship can have touched to the damaged section to gemstone. Once the wakeportal is
no more than one installed for each have any effect. The rod can be used embedded in a ship, the captain of
size category above Large. to repair a destroyed hull section, but that ship may activate it once per day;
Prerequisites: Craft Wondrous Item, only if capable of bringing the section doing so requires 10 minutes of
wall of force. to above half hit points in a single concentration, during which the ship
Cost to Create: 2,250 gp. 18o XP, 5 use. must be under full sail. During this
days. Prerequisites: Craft Arms and Armor, period of concentration, the ship’s
mending. wake begins sparkling and flashing
with mauve light. A heavy tang of salt

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Vehicle Modifications
and blood fills the air and the sky
darkens. Things bubble up from the WHEEL OF OBAD−HAI WHEEL OF WIND AND
Price (Item Level): 67,860 gp (17th)
depths, bits of flesh and oily streaks
Vehicle Slot: Controls WATER
oozing across the surface. The stench Price (Item Level): 8,000 gp (11th)
thickens. The waters turn foul, as if Caster Level: 13th
Aura: Strong; (DC 21) transmutation Vehicle Slot: Controls
some great beast disgorged all the Caster Level: 12th
filth and rubbish ever thrown into the Activation: ––
Weight: 100 lbs. Aura: Strong; (DC 21) conjuration
sea in one great heave. As the sky
Source: Dragon 318 (X Marks the Activation: Standard (mental)
takes on a ghastly hue of red, the
Spot: Setting Sail with Saber and Weight: 30 lbs.
clouds swirl and spin with dreadful
Spell) Source: Dungeon 136 (Tensions
violence and mauve lightning lances
Rising)
across the heavens. After 10 minutes,
bolts of lightning arc up from the The spokes of this massive steering
wheel are carved in the shapes of This ornately carved wooden wheel
ship’s wake to strike its sails, mast, resembles the helm of a mundane sailing
and rigging. An instant later, the frolicking sea cats, majestic whales, and
gusting wind and clouds. ship.
wakeportal tears open a gateway
between the ship’s current location When mounted on an airship, it
and the Abyssian Ocean, transporting The captain of a ship with this
wheel installed may cast control winds allows a character with the wind's
the ship, its crew and cargo, and the favor ability of the lesser Mark of
water (and anything therein) in a 60- and control weather each once per day.
Prerequisites: Craft Wondrous Item, Storm to telepathically control the
foot radius around the ship into the bound air elemental. See page 263 of
Abyss. The exact location the ship control weather, control winds.
the EBERRON CAMPAIGN SETTING for
travels to on the Abyssian Ocean is more information.
random, but within 1d4 days of its Prerequisites: Craft Wondrous Item,
intended location. Activating a control winds, planar binding, creator
wakeportal on a ship on the Abyssian must have the Mark of Storm.
Ocean returns it to the exact point
and plane where it was when it
firsttraveled to the Abyssian Ocean.
Prerequisites: Craft Wondrous Item,
gate.

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level

APPENDIX 1: MAGIC ITEMS BY PRICE


This appendix lists all the magic items by price broken down into section. A few new sections appear here that do not appear in the
MAGIC ITEM COMPENDIUM. They are: Grafts, Magic Face Paints, Tail, Vehicles, Vehicle Augments, and Warforged Magic Items.
Clicking an item will take you to the page where its description is located. For those of you printing this, sorry, page numbers where not
included.
Item bonuses types have been listed in paranthesis. For example +4 Wis (enhancement) referes to the fact that the item confers a +4
enhancement bonus to Wisdom.
ITEM LISTS
Armor Properties
Item Name Effect Market Price
Bladejinx Hexblade wearing this armor can force opponent to reroll critical hits 3/day +2 bonus
Specific Armor and Shields
Item Name Effect Market Price
Agustinius’s Folly +2 banded mail that grants inspire courage but has a 10% chance of panicking all creatures 6,000
Fool’s Plate, The +1 buckler, wearer can daze opponents and cast hypnotic pattern 1/day 7,200
Unicorn Shield +2 adamantine heavy shield. Shield bash attacks made as part of a charge deal x2 damage, grant +2 AC 9,170
Arboreal Armor +2 leather armor, +4 Hide, entangle 3/day, goodberry 1/day, armor heals itself 1 HP per hour 16,000
Fedor’s Shield +2 heavy wooden shield of bashing, +4 against bull‐rush and trip attacks 16,157
Star Tortoise Shield +3 heavy wooden shield, wearer gains +1 natural armor and is immune from decapitating abilities 18,157
Shield of Obstruction +3 light wooden shield, wall of thorns 1/day 27,403
Trueword Buckler +4 darkwood buckler, hand of Torm 1/day, discern lies 1/every ten days 27,415
Battleplate +2 mithral breastplate of improved silent moves, +5 Jump and Tumble, changes appearance to simple tunic 31,050
Armor of the Long Journey +2 full plate of cold resistance, move at normal speed, carrying loads are a size less, no fatigue from travel 39,650
Breastplate of Hardiness +3 fire resistance breastplate, gain temporary HP’s based on Constitution score 43,350
Spiteful Imp +4 animated buckler, spits venom as ranged touch attack 1/day 46,245
Ice Armor of the Northlands +1 full plate, deals 2d6 cold damage to wearer and all within 10 feet 58,650
Armor of Thror +2 fortification (heavy) half‐plate, electricity damage to opponents who deal critical hits to wearer 60,750
Quaal’s Surreptitious Armor of +4 twilight mobility mithral chain shirt, fly and longstrider 1/day 65,250
Expedience
Shield of the Sun +2 heavy steel shield, sunbeam 2/day 74,170
Armor of the Woodland +3 leather armor, +10 speed through forests, gain Trackless Step ability, tree stride 3/day 75,755
Arms of House Melarn +5 elven chainmail of nimbleness, +4 Str (enhancement) 85,300
Arms of the Jaezred Chaulssin +4 mithral blueshine chain shirt of nimbleness, immune to acid and rust, +5 Hide (circumstance), +3 saves (luck) 92,250
Harmonic Chain +4 chain shirt, extends bardic music, ‐3 attack/damage to foes, enhances countersong (bardic ensemble) Priceless
Rune Armor +4 mithral breastplate that provides various bonuses based on which rune is activated Priceless
Unholy Bloodshield +4 mithral spiked buckler changes to a +4 mithral spiked light shield and spikes gain wounding property Priceless
Melee Weapon Properties
Item Name Effect Market Price
Lesser Magical benefits are linked to a certain number of charges like a wand Varies
Berserker When the wielder is raging, a berserker weapon’s enhancement bonus increases by +2 +1 bonus
Forgetful Creature struck loses memory (but not spells) from previous hour +1 bonus
Hexburst Expend hexblade curse to deal an additional 2d6 damage +1 bonus
Nervewrack Target suffers ‐2 to AC, attack/damage rolls, and Reflex saves, speed is halved, Concentration to cast +1 bonus
Nightforged Creatures cannot be raised from the dead when they have unhealed wounds, negative level to good wielder +1 bonus
Orcblood In the hands of an orc or creature with orc blood quality, weapon gains +1 and wielder gains +1 saves (luck) +1 bonus
Silent Strike Struck creatures are silenced as per the spell silence +1 bonus
Stealer +4 bonus to disarm a foe, disarmed weapon sticks to wielders weapon +1 bonus
Vexing Hexblades may allocate weapon enhancement bonus to target’s attack rolls, skill/ability checks, or AC +1 bonus
Wrecker Bypass hardness +1 bonus
Stinging Only applicable to whips and weapons who are blocked by armor, weapon deals full damage instead +1,000
Dementia Struck creatures are confused for 7 rounds +2 bonus
Shiftsilver +2 damage against creatures with DR/silver +1,500
Dispelling, Superior Dispel magic in 5‐foot radius +3 bonus
Spireshard Suppress magic of creature struck for 1d4 rounds +3 bonus
Anchoring Dimensional anchor 1/day against struck creature +11,200
Truebane Gains bane quality against same type as wielder +3,000
Anchoring, Greater Dimensional anchor against all creatures struck +80,000
Ranged Weapon Properties
Item Name Effect Market Price
Lesser Magical benefits are linked to a certain number of charges like a wand Varies
Berserker When the wielder is raging, a berserker weapon’s enhancement bonus increases by +2 +1 bonus
Shiftsilver +2 damage against creatures with DR/silver +1,500
Forgetful Creature struck loses memory (but not spells) from previous hour +1 bonus
Nervewrack Target suffers ‐2 to AC, attack/damage rolls, and Reflex saves, speed is halved, Concentration to cast +1 bonus
Nightforged Creatures cannot be raised from the dead when they have unhealed wounds, negative level to good wielder +1 bonus
Orcblood In the hands of an orc or creature with orc blood quality, weapon gains +1 and wielder gains +1 saves (luck) +1 bonus
Silent Strike Struck creatures are silenced as per the spell silence +1 bonus
Anchoring Dimensional anchor 1/day against struck creature +11,200
Phasing Ignore single solid object up to 5 feet, ignore cover, shield, then armor of target +2 bonus

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Spireshard Suppress magic of creature struck for 1d4 rounds +3 bonus
Anchoring, Greater Dimensional anchor against all creatures struck +80,000
Specific Weapons
Item Name Effect Market Price
Arrow of Bursting Deals 2d6 damage to wielder and severs bowstring 100
Bolt of Healing +1 crossbow bolt heals 1d8+5 to target, deals damage to undead 132
Sling Boulder +1 sling stone that transforms into a boulder when fired dealing 2d6+1 damage 367
Arrow of Glory +3 evil outsider bane arrow, outsiders save or cannot run or charge, creatures in 20 feet save or are dazzled 500
Handspur Functions as a punch dagger that can store six doses of poison and can’t be disarmed 500
Giant Tooth Arrow +2 giant bane arrow, arrow burrows into flesh causing –2 to attack, Reflex saves, and Constitution checks 647
Bolts of Arcane Penetration +1 phasing crossbow bolts that ignore deflection bonuses 650
Scimitar of Fear +1 scimitar that causes increasing fear in creatures 3/day 3,215
Jotur the Imprint Maker +1 war hammer that leaves a map piece imprinted on a creature that is struck with a critical hit 5,900
Talaxa, The Guiding Blade +1 longsword enchanted with three magic mouth spells that lead owner to an ancient elven treasure 6,300
Fedor’s Lance +1 lance, free bull rush against mounted foe when making a mounted attack 8,310
Mechanical Crossbow +2 repeating heavy crossbow that can drop caltrops, fire a propelled net, or apply a salve of slipperiness. Holds 10,000
masterwork thieves tools and a retractable 50‐foot silken rope
Quiet Dagger +1 +1 silent strike dagger, +5 Move Silently 10,800
Corsair Cutlass +1 keen cutlass, ignores half hardness when attacking objects 11,000
Moonrat’s Bane Small +2 silver greatsword, rats are shaken when critically hit, allies within 20 feet gain +2 against disease 15,530
Ashen Staff of Inevitability +2 ghost touch/+1 ghost touch quarterstaff with additional properties against Faithless creatures 16,600
Hammer of Skill +2 thundering cold iron warhammer, ‐1 per failed attack on attack rolls, +1 per failed attack on damage rolls 18,000
Khyber Dragonshard Rod Deals 2d6 fire damage on successful touch attack, wielder gains fire resistance 10 18,000
Staff of the Crushing Breeze +2 quarterstaff grants wielder Improved Trip feat 18,000
Ettin’s Club +2 greatclub that randomly determines it’s target but gains a +2 to the attack and deals and +1d6 damage 18,300
Sword of Murder +1 scimitar that deals +2d6 damage per hit after using the sword to murder a creature with Int 3+ 18,310
Claws of Malar +1 wounding claw bracers 18,330
Arc of Darkness +1 hand crossbow ignores concealment and deals 1d6 additional damage from negative energy 18,400
Acid Launcher Magical ballista deals 10d6 acid damage in a 20‐foot‐radius spread 20,000
Force Missile Ballista Magical ballista fires 5 magic missiles at primary target and one at every creature within 30 ft. of primary target 20,000
Agony Sais +2 silver sai, may deal an additional 1d6 and slow opponent if left in struck creature 20,642
Lesser Tentacle Rod Three tentacles attack, grapple, and slow target 21,000
Ashen Branch Branch turns into +3 adamantine spear when thrown 21,301
Demonfoe +2 evil outsider bane bastard sword, suppress evil outsider bane as swift action to gain DR 5/‐‐, sheds light, two 21,335
attacks against evil outsiders
Nagpa Staff Functions as a minor ring of spell storing and a cold iron weapon (+1 when wielded by a nagpa) 22,700
Quiet Dagger +2 +2 silent strike dagger, +5 Move Silently, functions as lesser silent metamagic rod 25,300
Rapier of Disarming +2 rapier, +4 to disarm and gains Improved Disarm feat 32,300
Sap of Stunning +2 ki focus sap that deals 2d6 points of non‐lethal damage 32,301
Arachnid Whip +1 whip deals 1d6 + Str/19‐20 plus poison (1d2 Dex initial and secondary), wielder gains +4 against poison 32,350
Lightning Sword +2 shocking burst mithral short sword, fly 3/day, 6d6 line of sonic damage if used with the sword of Aaqa 3/day 35,000
Sword of Aaqa +2 axiomatic mithril long sword, windstorm burst on critical hits, 6d6 line of sonic damage if used with the 35,000
lightning sword 3/day
Shatterspike Large +2 thundering greatclub, shatter 3/day, wielder may sacrifice self to cast earthquake 35,505
War Widow, The +2 anarchic warhammer that provides +3 luck bonus against disease, poison, and trap effects 36,812
Sosias An intelligent rope of climbing and entanglement that can cast bless 3/day and minor image 1/day 37,200
Hand of the Creator +1 keen punching dagger, deals 1d4 additional damage when wielded by an elf or half‐elf, curses non‐elves 48,542
Breathdrinker Sword +3 greatsword, +8 against disarming, immune to breath weapons, can store and fire one breath weapon 50,350
Doomslayer Bow +2 composite longbow (+5 Strength), ignores natural armor for one attack 3/day 50,900
Thornblade +3 keen scimitar that can deliver bloodroot poison 3/day 56,450
Quiet Dagger +3 +3 silent strike dagger, +5 Move Silently, functions as lesser silent metamagic rod, grants SR 14 59,300
Rod of Deadly Function Deep slumber and true strike 1/day, can be +1 keen rapier, +2 returning throwing axe, or +3 whip dagger 60,000
Sai of the Hornet +1 dancing returning sai that can make ranged attacks as a thrown weapon 72,300
Murlynd’s Rattlesnake Whip +3 disarming sweeping whip, +2 to disarm and trip, cannot be disarmed, grapple opponents within 10 feet 72,301
Chernobog’s Sledge +3 mighty cleaving wounding warhammer at night, masterwork warhammer during the day 72,312
Sword of Giant Rending +2 giant bane bastard sword that deals additional damage based on the type of giant hit 72,335
Eagles’ Cry Bow +5 composite longbow (+4 Str) with double range, elves within 30 feet are affected by inspire courage when fired 73,800
Chrysanthemum Blade +3 cold iron ki focus bane vs outsiders longsword, considered a monk weapon for the purpose of flurry of blows 74,315
Mindbite An intelligent +4 defending guisarme, detect magic at will, daze monster 3/day, feeblemind and confusion 1/day 90,000
Delgue Rod +1 frost club, wielder suffers –8 against heat and drowning but gains +4 against cold and thirst, may deal 93,180
additional 2d6 cold damage, create acid fog, or summon Huge fiendish sharks or 1 Huge water elemental
Axe of the Horse Lord +3 icy burst battleaxe, deals 2d8+3/x3 when wielded on horseback, summon magical warhorse 1/day 98,310
Dagger of Torment +1 keen dagger, struck creatures save or be cursed with dreadful visions 109,100
Lagorn the Bloodfang An intelligent +2 wounding greatsword that has continuous deathwatch and allows the wielder to fly 1/day 120,050
Lightbringer An intelligent +3 dancing keen longsword that can cast bless 3/day 120,315
Legendmaker Intelligent longsword, wielder gains Martial Weapon Proficiency (longsword), +1 to +5 per character level 124,115
Staff of Mastery +4 lawful staff of knockback that can cast hold person, dimensional anchor, repulsion, and dominate monster 275,000
Ancenstral Weapon Weapon advances in levels based on soul shards. Priceless
Bersteck’s Hand Rod functions as a +4 returning trident that can charm monster 1/round. Crushing despair, dimension door, Priceless
misdirection, and project image 1/day. Weilder gains pass without trace and can polymorph into a dire wolf

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Item Name Effect Market Price
Black Blade of Aknar Ratalla +4 unholy wounding evil good outsider bane adamantine bastard sword with intelligence. Weilder gains Priceless
deathwatch, magic circle against good/at will, darkness, locate object, fear 3/day. +2 (luck) attack, saves, and
skill checks vs divine spellcasters or outsiders
Charon’s Claw +4 keen smoking longsword, save or wielder is disintegrated Priceless
Dagger of the Fireheart +4 defending spell storing dagger, +4 DC to wielders charm, fire, and necromancy spells, acts as hat of disguise Priceless
Darsam‐tor‐ews +4 axiomatic ghost touch adamantine greatclub, Improved Sunder, critically hits constructs, knock 3/day Priceless
Demogorgon’s Bilious Sphere +5 heavy mace, +3d6 acid damage and stinking cloud 5/day, acid fog and acid sphere (as flame sphere) 3/day, Priceless
create intense hatred in a creature 1/day, additional benefits to creature who favors Demogorgon
Durandal Intelligent +1 holy mighty cleaving adamantine short sword, bless and remove fear 3/day Priceless
Fangs of Turaglas, The +3 adamantine wounding weapon bestows 1 negative level upon critical hit and wielder gains 1d6 temp HP Priceless
Kongo +2 defending wooden trident, sheds light, wielder gains +4 to Wisdom when held Priceless
Mace of St Cuthbert +5 disruption holy lawful heavy mace that can cast searing light at will Priceless
Meepo’s “Pump‐Action +3 shotgun that deals 2d8+3 points of piercing damage with a ranged increment of 30 feet Priceless
Shotgun”
Nimbus Bow +4 shocking burst longbow, control winds and summon nature’s ally V 1/day, warp wood 3/day Priceless
Orcusword, The +6 chaotic consumptive burst unholy greatsword, divine spellcasters gain Chaos or Undeath domain and +5 to Priceless
spellcasting ability score
Possible Sword, The +2 sword of wounding with the potential to hit 20 times Priceless
Red Thunderbolt Has the properties of a holy avenger, damages creatures as if it were silver, and sheds light Priceless
Scather, Sword of Answering +3 keen basterd sword/+4 on critical hits and +2d6 damage. AoO against any creature that damages wielder Priceless
Skull of Kallum Deals 1d6 points of piercing, slashing, and bludgeoning damage, 25% chance target will attack allies Priceless
Staff of Shadow Maiming +3 undead bane ghost touch quarterstaff, +2 AC vs undead, protection from evil, shadow creatures save or slain Priceless
Sword of the Ebon Flame +4 flaming burst chaotic unholy longsword/‐3 vs chaotic evil targets, flames cannot be extinquished normally, Priceless
darkvision +60 ft., Alertness
Ti’hocht‐Ict’ohr’s Fang +4 dagger of venom, paralyzing web 1/day, summon 2d4 aranea’s, spider climb at will, +30 Jump (competence) Priceless
Whip of Red Shadows +4 brilliant energy shocking burst whip, wielder gains +2 attack/damage and 2 Wis drain against critically hit Priceless
target
Wraithblade +4 ghost touch dagger deals 1d6 Con damage to living creatures and slain creatures become a wraith under Priceless
owners control
Arms
Item Name Effect Market Price
Gal‐Ralan +2 saves (resistance), +2 vs death and energy drain, ‐1 Con 2,500
Scorpion Bracers +5 Fortitude (resistance) against all poisons 3,000
Token of the Mammoth Amulet of natural armor +7, wearers with the wild empathy class ability can speak with animals 2/day 6,000
Bracers of Blocking +2 AC (armor) with an additional +2 AC (dodge) when fighting defensively 7,000
Bracers of the Whirlwind Transform into a whirlwind as a Large air elemental 1/day 9,800
Charm of Plant Command Command plants 1/day 11,200
Armbands of Prestidigitation +2 Dex (enhancement), +5 Sleight of Hand (competence), mage hand and prestidigitation 3/day 11,700
Bracers of the Chimera +2 AC (armor), cone of fire, sonic cone, or slam (1d6) with bull‐rush 1/day 12,400
Bands of the Iron Monkey Wearer gains +2 to initiative and gains the Deflect Arrows feat or additional uses of the Deflect Arrows feat 15,000
Solidarity Armbands Two different creatures share damage evenly 24,000
Bindings of Erivatius, The Gain slam attacks, attacks as an amulet of mighty fists +5, inflict mummy rot, gain DR and other immunities Priceless
Bracers of Red Rapture +4 saves related to pain, immune to exhaustion and fatigue, +2 attack, damage, skills, and saves if damage taken Priceless
from a single attack exceeds HD, hasted if hp lower than HD, heals if hp 0 or less, symbol of pain 3/day
Fiendish Foot, The Gain fiendish template 1/day. Creatures who die while in possession of the foot rise as a vampire Priceless
Body
Item Name Effect Market Price
Shivving Duster +1 leather armor that grants +5 Sleight of Hand to hide objects and on Bluff to feint in combat 3,660
Shroud of Undeath Continuous hide from undead 7,500
Ruby Robe of Spellwarding +4 saves (resistance), counterspells a single spell of 1st through 9th level 40,000
Shroud of Venom Stores poisons for use in attacks, prevents wearer from being poisoned 48,000
Vestment of Judgment Good wearers can cast true resurrection 1/month. Evil wearers contact mummy rot 95,000
Dyrr’s Impervious Vestment +9 AC (armor). Blade barrier 1/day 120,000
Robe of Transmutation Increases DC against spells that changes a target’s shape, immunity to polymorph‐like spells, polymorph 1/day, 140,000
baleful polymorph 1/day, prime transformation (treated like shapechange) 1/day
Cowl of the Wormgod +6 enhancement bonus to Int, Wis, and Cha, +5 saves (resistance), +8 AC, alignment slow changes to neutral evil Priceless
Purple Robe of Tharizdun Protects against cold peculiar to temples dedicated to Tharizdun Priceless
Robe of Warding +3 AC (sacred), +3 saves (sacred) Priceless
Royal Firemage Gown Acts as robe of the archmagi, grants fire resistance 30, +4 Diplomacy and Intimidate (competence), fire shield Priceless
1/day for females only
Face
Item Name Effect Market Price
Rear Guards Enemies do not gain +2 for flanking but wearer suffers –2 Search and Spot 2,000
Mask of Deception +5 Bluff 2,500
Thespian’s Mask Disguise self to change wearer into appearance of mask 3,000
Healer’s Mask Removes disease and provides +2 on saves to resist or overcome disease 3,125
Mask of the Sun’s Radiance +4 Cha (enhancement) when in the sun, ‐6 penalty to Cha when not in the sun 10,000
Occulus Identify 5/day 10,000
Pallid Mask Lesser confusion 3/day, protects against detect thoughts, dominate person, and telepathy 10,000
Goggles of Scrutiny +2 on Search and Spot checks, death attacks only take 2 rounds of study 12,000
Mask of Fury Rage 2/day 12,000

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Visard of Semuanya ‐2 on Intelligence and Intelligence based checks, +4 Knowledge (nature) and Spellcraft, +2 Survival, cast summon 12,600
nature ally spells at +1 caster level
Mask of Pallid Ruin +1 (insight) melee attack and damage vs elves, phantasmal killer 1/day 14,000
Baleful Eye of Bad Juju Gaze attack 1/day, target takes –4 penalty on attack rolls, saves, ability checks, and skill checks for one day 15,000
Scout Goggles Allows users of all scout goggles to see what wearer sees 15,000
Mask of the Tiger Polymorph into a tiger 1/day for up to eight hours with the possibility of contracting lycanthropy 22,400
Mask of Endless Laughter +2 Cha (enhancement), +5 Perform (comedy) (competence) that produces Tasha’s hideous laughter, if removed, 24,500
wearer dies within 1d4 rounds unless successful will save
Mask of the Reaper Cause fear as a gaze attack within 30 feet 30,000
Basilisk’s Mask Gains immunity to gaze attacks, Diehard feat, and if reduced to ‐10 HP does not die until end of next round 35,000
Mask of Diamond Tears Call forth a mirrored creature Priceless
Mask of Imontilo Acts as a hat of disguise, goggles of night, and a cloak of Charisma +6. Dimension door and passwall 1/day Priceless
Feet
Item Name Effect Market Price
Shadahkars Swift Wind ‐2 Dex, +10 base movement and grants the Endurance and Run feats 8,350
Boots of Stability Roots wearer to the ground as though with the mountain stance spell 9,850
Shoes of Farstriding +10 speed (enhancement), +4 to resist bull‐rush, trip or being moved, +2 Con (enhancement) 10,000
Sandals of Water Walking Water walk 1/day for 1 hour 10,800
Boots of the Woodland While in any forest: wearer gains endure elements, +10 speed, +4 Reflex (insight), and +10 Move Silently (competence) 16,000
Boots of Fire Walking Protects against environmental heat. Wearer may walk on lava or climb fires as if they were solid rock 37,500
River Sandals Grants pass without trace and water walk 47,000
Wayfarer Boots Bonus to movement, Concentration checks, Fort saves vs. magic, and DR (archmage’s apparel) Priceless
Grafts
Item Name Effect Market Price
Mutineer’s Eye ‐2 Spot. Adds an additional +1d6 to sneak attack damage 4,000
Fiendish Hand +2 (profane) Craft, Disable Device, Forgery, Open Lock, and Sleight of Hand. Gain natural attack. ‐6 Charisma‐ 8,000
based skill checks. Will save or succumb to temptation to perform an evil act 1/day
Sailor’s Hook +5 Use Rope and Climb (competence) 12,500
Teakwood Pegleg +5 Swim and Balance (competence). Contains a secret compartment to store items 12,550
Spyglass Eye Ignore –1 penalty per 10 feet on Spot checks out to 150 feet 25,000
Eye of the Murky Deep Immune to gaze attacks and grants the able to see 20 feet underwater regardless of condition 30,000
Hot Iron Hook Deals an additional 1d4 fire damage and can be used to brand a victim as per mark of justice 36,000
Ossified Pegleg Continuous hide from undead and command undead 1/day 36,000
Leg of Squid Grants the Improved Grapple feat along with a +4 to grapple, +10 Swim (competence) 40,000
Golden Dancing Pegleg Grants Mobility and Spring Attack feats as well as a +10 Perform (dance) (competence) 55,000
Kolyarut Hand Vampiric touch 3/day 84,400
Zelekhut Wings Grants Fly 60 ft. (average) 100,000
Fearsome Eye See invisibility, gain a fear gaze attack Priceless
Hands
Item Name Effect Market Price
Stirge’s Gauntlet +1 spiked gauntlet that can drain a target and heal the wearer 1/day 5,305
Gauntlets of the Siegebreaker +2 Str (enhancement), ignores hardness and deals 2d4 damage to structures. Knock 3/day 11,000
Gauntlets of Heartfelt Blows Deal additional fire damage equal to wearers Cha bonus 12,000
Dragonslayer Claws Claw attack deals additional damage equal to half the wearer’s Hit Dice 18,000
Heironeous’s Mercy Deathwatch at will, death knell 3/day, and can absorb damage from injured creature to self 30,000
Carrion Gauntlet +1 gauntlet that allows the wearer to cast vampiric touch at will 32,300
Gauntlets of Bashing Unarmed attacks deal 2d6 bludgeoning damage and bull rushes opponent 3/day 45,800
Gloves of Burrowing Burrow through earth/stone as an earth elemental and stone shape 1/day 81,000
Gloves of The Locksmith Arcane seal 3/day 10,000
Head
Item Name Effect Market Price
Harpy’s Cap Remove one of six feathers to activate the following: +5 Bluff, Diplomacy, Intimidate and Perform 5/mins, +10 3,000
Diplomacy and Intimidate 1/min, or additional bardic music.
Dryad’s Helm Opponent struck suffers –1 per successful attack by wearer on all attacks except against the wearer 4,000
Circlet of Convocation +5 Int (insight) on checks to notice scrying and can teleport to the location of the scryer 4,775
Balaclava of Clean Air Wearer is immune from all inhaled and scent based effects 5,000
Medic Hat Protected by sanctuary when casting healing spells 8,000
Tiara of Bast Good wearers can speak with animals (felines only) and charm animal (felines only) 1/day 8,000
Horseman’s Helm +4 wild empathy, Ride, and Survival checks made with horse or horselike animals. Speak with animals at will and 12,000
calm animal 3/day with horse and horselike animals
Gargoyle Crown DR 5/adamantine for 10 mins 1/day, smite creatures touching stone or earth 1/day 14,000
Phylactery of Protection From Continuously grants the wearer the effects of protection from evil 30,000
Evil
Tiara of Shadow Blending Blend into shadows as greater invisibility for 10 minutes 30,000
Murlynd’s Hat +2 AC (insight) and +2 on all Will saves made against charms or mind‐affecting enchantments. Fabricate 3/day 72,000
Skull of Dragonform Polymorph into a juvenile dragon 1/day 86,000
Crown of Sorcerous Terror +6 Cha (enhancement), +3 AC (profane)and +3 saves (profane). Crown absorbs spells like a rod of absorption 200,000
Archmage’s Hat Bonus to Int (enhancement), earn skill points based on Int per day, add to DC of spells, (archmage’s apparel) Priceless
Crown of Corruption Enegery drain, Mass suggestion, control undead with the ability to create special githyanki undead Priceless
Norem’s Helm +5 AC (profane), protects against decapitation, acts as helm of telepathy. Followers of Hextor can commune with Priceless
spirits about battle history or knowledge
Ronnam’s Icon Good wearers gain +3 saves (sacred) and acts as phylactery of undead turning Priceless

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Wormcrown of Kyuss Enhances Kyuss worms within 30 feet Priceless
Magic Face Paints
Item Name Effect Market Price
Glow of the Fireflies Light for 10 minutes 22
Dashing Cheetah +20 speed for 10 minutes 45
Leap of the Wild Ones +10 Jump 45
(grasshopper)
Mask The Living Hide from undead for 10 minutes 45
Whirlwind’s Arrow Two magic missile’s 135
Leap of the Wild Ones +20 Jump 225
(jackrabbit)
Bull’s Might Bull’s strength for 3 minutes 270
Forestfold +20 Hide for 30 minutes 270
Hawkeye’s Sure Sight +5 Search and Spot checks, halve penalties for range for 3 minutes 270
Last Man Standing Bear’s endurance for 3 minutes 270
Leap of the Wild Ones +30 Jump 405
(antelope)
Badger Protector Conjure a dire badge for 5 rounds 675
Eagle’s Talons Hands become +1 steel slashing weapons for 5 minutes 675
Leave No Sign Pass without trace 675
Prowling Tiger Cat’s grace and +20 Jump for 3 minutes 675
Shout At The Storm Protection from energy for 10 minutes 675
Webwalker Web and spider climb for 30 minute 675
Wolf’s Wariness Detect snares and pits for 10 minutes 675
Black Roses 1d6 damage plus poison for anyone grappling with creature 2,025
Ram Bash Improved Bull Rush for 10 minutes 2,025
Warpaint Haste and rage for 9 rounds 2,430
Magic Poison Qualities
Item Name Effect Market Price
Contagious Infected victim can contaminate next creature touched 6 x poison cost per dose
Gripping Poison requires more saves to purge 6 x poison cost per dose
Mounting A stronger variant of the gripping quality adding +2 to the DC for each failed save 6 x poison cost per dose
Potent Poison deals 1.5x damage or duration is increased by 50% 6 x poison cost per dose
Concentrated Poison deals maximum damage or duration is maximized 15 x poison cost per dose
Destructive Temporary ability damage converts to permanent ability drain 15 x poison cost per dose
Repeating As gripping, but secondary damage is dealt each day 15 x poison cost per dose
Spell Resistant Poison gains an SR against spells attempting to slow or neutralize it 15 x poison cost per dose
Misc Clothing (no body slot)
Item Name Effect Market Price
Earrings of the Wolf Communicate with others wearing earrings of the wolf up to a range of 1 mile 2,000 per earring
Ribbons of the Twice‐Martyred Automatically casts resurrection on wearer if he is killed 11,000
Death’s Head Earring Deathwatch at will and death knell 1/day 18,480
Lascit’s Aquatic Earring Understand/speak Aquan and speak with animals (aquatic only) 1/day 19,500
Halisstra’s Comb +4 Cha (enhancement) 32,000
Drow House Insignia Allows wearer to levitate 32,400
Icons of Symeon, The When formed into a box, the icons bless water 3/day and atonement 1/day Priceless
Ring
Item Name Effect Market Price
Ring of Chill Endure elements in areas of extreme heat 500
Failsafe Ring (mage armor) Activates mage armor on the wearer if the wearer takes damage 1/day 800
Failsafe Ring (shield) Activates shield on the wearer if the wearer takes damage 1/day 800
Ring of Meditation Halves the time a spellcaster requires to prepare spells or meditate for spells 3,750
Failsafe Ring (invisibility) Activates invisibility on the wearer if the wearer takes damage 1/day 4,000
Ring of Breathing Water Unlimited water breathing but can no longer breathe air 6,000
Ring of the Evil Eye +6 Spot, +2 Initiative, but wearer automatically fails to resist scrying spells 6,000
Rings of the Spider Unerringly poison a weapon. Drows gain +1 DC on enchantment, evocation, and necromancy spells 6,000
Ring of Flying Fly 1/day up to 5 minutes 8,000
Ring of Earth’s Grasp +4 Climb, grapple, resist being disarmed, and any other Str‐based checks for which grip is a factor 10,000
Failsafe Ring (blink) Activates blink on the wearer if the wearer takes damage 1/day 12,000
Ring of Speed Haste up to 10 rounds/day 12,000
Yragerne Signet Continuous protection from evil and protection from good. Death ward 1/day 15,200
Ring of the Hydra Reroll a saving throw nine times 18,000
Ring of Gnomekind +2 Listen and Craft (alchemy), +1 to DC of illusion spells, and wearer becomes disguised to look like a gnome 20,000
Noreyth’s Ring Natural attack deals +3d6 damage (electrical) 1/round 20,000
Tordek’s Mettle +4 Str (enhancement) and +2 Con (enhancement) 22,000
Rings of the Frost Giant Jarl Summon two winter wolves or deal 9d6 cold damage in a 60‐foot cone 1/day 22,200
Failsafe Ring (fire shield) Activates fire shield on the wearer if the wearer takes damage 1/day 22,400
Ring of Fairhair (Firehair) +2 Cha (sacred) and improves NPC attitudes by one level 22,800
Keeper’s Guide Find traps as a rogue and +3 Search (insight) on checks to find traps 24,000
Ring of Status Monitor the condition of a person wearing the matching ring of status 24,000
Mudwalker Ring +2 Swim, wearer can move through swampy terrain with little or no penalty 28,000
Ring of Scry Detection Continuous detect scrying 28,000
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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Seeker’s Signet, The Legend lore 1/day 28,500
Ring of Spelunking +10 Knowledge (dungeoneering) (competence), enhances darkvision, and can reduce person 3/day 37,000
Ring of the Wind Dukes Electricity resistance 10, charm monster vs Air subtype creatures 1/day, transform into line of lighting 1/day 40,000
Ring of Thirteen +2 AC (protection), protection from good, nondetection, endure elementals for evil creatures only 54,000
Dragon Eye Ring See invisibility, +10 Listen and Spot (competence), allies within 30‐ft. gain +20 to fly speed (enhancement) 1/day 55,000
Ring of Immolation Flames deal damage to enemies making a melee attack against the wearer and wearer’s touch attack deals flame 56,000
damage
Ring of Stalking Locates creature known to the wearer 56,000
Ring of Death Ward Continuous death ward 60,000
Ring of Accuracy Critical hit threat range is doubled 75,000
Ring of Shadows Acts as ring of see invisibility. Assassins/shadowdancers can shadow walk 2/day and ethereal jaunt 1/day 90,000
Master’s Ring +6 Con (enhancement), +4 natural armor, and continuous longstrider gaining +10 speed 102,000
Ring of the Mystical Elite, Bonus spells based on half the wearer’s caster level but denies access to one school of magic 182,000
Lesser
Ring of the Mystical Elite Bonus spells based on wearer’s caster level but denies access to one school of magic 306,000
Manshoon’s Ring of Duplication Ring of Wizardry II that doubles images of mirror image, and can duplicate a cast spell 1/week Priceless
Mud Ring Grants the use of various earth‐ and water‐based spells, +1 saves against spells with the earth and water Priceless
descriptors, ‐1 saves against spells with the air and fire descriptors, chance of plane shifted and trapped each use
Spying Eye of Olidammara Acts as rings of protection +3, feather falling, and improved jumping that can scry 1/day. Improves food Priceless
Ring of Flares Functions as a ring of spell storing that can also store metamagic feats (archmage’s apparel) Priceless
Shoulders
Item Name Effect Market Price
Cadgraydian’s Welcome Cloak transforms to a trio of viper swarms that attack the wearer 500
Embrace
Gypsy Cloak Dance to produce charm monster, daze monster, or enthrall each 1/day. Wearer is cursed to wander 8,000
Cloak of the Dragon +2 Cha (enhancement), +1 morale bonus on allies attacks and saving throws for 1 minute 1/day 8,400
Mantle of the Mundane Wearer appears average and blends into a crowd gaining +10 Hide 10,000
Sylvan Cloak +4 Escape Artist, +4 Fortitude saves to resist extreme hot or cold, ‐10 to track wearer in woodlands 11,500
Skin of Kaletor, The ‐6 Cha and wild empathy, non‐druids may wild shape 1/day. Druids can wild shape as if four levels higher 12,000
Graverobber’s Skull +2 AC (luck), if weaerer is chaotic then weapon held gains ghost touch quality 1/day 16,100
Mantle of the Winter Witch Cold resistance 10, +1 bonus per damage die to cold spells, wearer becomes vulnerable to fire 17,000
Cloak of the Desert Merge with sand or sandstone as meld with stone 3/day 18,000
Shadowstealer’s Cloak +10 Hide and can hide from all creatures, may grant concealment for 1 round 18,000
Piwafwi of Shadows Hide In Plain Sight as a shadowdancer and +10 Hide 19,000
Piwafwi of Resistance +4 +4 saves (resistance) and +10 Hide 20,000
Quicksilver Cloak Immunity to paralysis and +10 Escape Artist 25,000
Valas Hune’s Piwafwi +4 saves (resistance) and +15 hide checks 25,000
Fiend’s Embrace +1 saves (resistance), +4 Int (enhancement), fire resistance 10. Intelligent item seeks to reunite with Iggwilv 26,500
Quaal’s Cloak Protects wearer with continuous feather fall and feathers can be removed and used as Quaal’s feather tokens 29,200
Piwafwi of Resistance +5 +5 saves (resistance) and +10 Hide 30,000
Slaad Cloack, Red +3 natural armor, sonic resistance 10, resistance 5 against acid, cold, electricity, and fire 36,750
Cape of the General +2 Cloak of Resistance, +2 Cha and Int (enhancement). Elves within 30‐feet gain +4 to saves vs fear (morale) 38,000
Robe of the Burning Serpent Evil wearers can polymorph into a yuan‐ti abomination 1/day 40,000
Capote of Dragonfly Wings Repel vermin, +4 Dex (enhancement), fly speed +5 feet and one rating improvement, ‐4 Move Silently 85,000
Ghost Mantle Wearer becomes incorporeal and gains ghost like abilities but Con is drained per round killing the wearer 100,000
Cloak of the Sorcerer‐King +6 Cha (enhancement) and gain abilities of chromatic dragons 1/day 102,000
Slaad Cloack, Gren +5 natural armor, sonic resistance 10, resistance 5 against acid, cold, electricity, and fire, see invisibility at will, 124,500
fear 1/day
Sylvan Cloak, Greater As sylvan cloak but wearer can tree stride 1/hour and cast liveoak 1/day 153,360
Angelfeather Cloak Bonus to AC (deflection), functions as a bag of holding, produces a quill that never runs out of ink, SR based on Priceless
Int, produces spell components (archmage’s apparel)
Mantle of the Elk King Rangers gain darkvision, +4 Str and Con (enhancement), +8 Intimidate, and can summon a pair of dire elk 2/day Priceless
Robe of the Mad Archmage Intelligent robe of blending, +2 to defeat SR, +5 AC and saves (insight), cast quickened spell 3/day, store up to 10 Priceless
spell levels.
Skin of Malar +5 leather armor of fortification and grants acid, cold, electricity, fire and sonic resistance 5, DR 2/–– Priceless
Tail
Item Name Effect Market Price
Bands of Impact Double strength damage with tail slap. Tail is considered adamantine and magic. 11,100
Throat
Item Name Effect Market Price
Amulet of the Silent Word Activates wards with verbal passwords silently 500
Amulet of Deception Fool scrying attempts made against wearer and gives a +2 insight bonus to detect a scrying sensor 1,200
Spidersilk Pendant Web 1/day 2,160
Deathglance Locket +2 Int (insight) to detect scrying and may deal 10d6 damage to scrier 3,860
Cartouche of Imhotep +5 Craft (competence) on any check 5,000
Amulet of Preservation Preserves a corpse, prevents deceased from rising as the spawn of undead 6,000
Token of the Mammoth Amulet of natural armor +7, wearers with the wild empathy class ability can speak with animals 2/day 6,000
Amulet of Authority Can change appearance to any badge or symbol 3/day giving +10 Bluff and Intimidate to appear legitimate 6,250
Pendant of Invisibility Invisibility 3/day 7,200
Raise Dead Amulet Automatically casts raise dead on wearer if he is killed 7,500
Eye of the Beholder +5 Sense Motive, darkvision, and ignore concealment on melee attacks for 1 minute 3/day 8,700
Torque of Lucid Raging Grants the ability to use all skills, feats, or abilities while raging 9,000

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Metal Slave Collar Wearer gains DR 5/magic when flanked or denied Dex bonus 10,000
Sea Hag’s Pearl +1 caster level, wearer slowly transforms into a sea hag 10,000
Tripartite Amulet of the Hive Telepathic communication with other amulet wearers and with swarms, not flanked or flat‐footed unless all 10,000
Mind wearers are flanked or flat‐footed
Amulet of Fearsome Might Innate frightful presence radius is doubled and fear spells cast have DC increased by +2 11,100
Charm of Plant Command Command plants 1/day 11,200
Torc of Inertial Barrier DR 5/– 1/day for 70 minutes, half damage from falling 12,000
Beastfriend Collar +4 Handle Animal and wild empathy (competence). Expand distance of shared spells with animal companion and 17,500
switch places with animal companion as an immediate action
Amulet of Attunement Protects against the ill effects of the Negative Energy Plane 24,000
Amulet of the Planes, Lesser Plane shift 1/day 24,000
Amulet of Light Radiates continual consecrate spell 25,000
Amulet of Good Fortune +4 lFortitude, Reflex, or Will (luck) and low‐light or Blind‐Fight based on animal on amulet 27,000
Brooch of Alertness +4 Listen, Search, Spot, and Survival (insight) checks. Wearer gains low‐light vision and darkvision 60‐feet 39,600
Amulet of Perfect Night Radiates darkness in 20‐foot area, wearer gains darkvision, enhances Shadow Weave magic, and blindness 1/day 40,000
Misleading Necklace Casts cure serious wounds and mislead when taking lethal damage in order to fake wearers death 42,400
Choker of the Sirens Female wearers gain the captivating song of a siren and can breathe water 43,600
Nine‐Pointed Star, The +3 saves (luck) and dimension door for a total of 760 feet/day 63,000
Amulet of Dramatic Death When wearer is near death, damage is negated, mislead is cast, and wearer is teleported 30 feet away 70,000
Monkey Head Talisman Wearer gains Deflect Arrows, Spring Attack, and Stunning Fist as bonus feats 128,000
Necklace of Inflection Understand and speak any language with the ability to mimic creatures gaining +10 Bluff to appear as creature 160,000
mimicked
Amulet of the Twelve Moons +2 to +5 to unarmed strikes and nautral weapons (enhancement). Additional powers per stone collected Priceless
Fiendish Foot, The Gain fiendish template 1/day. Creatures who die while in possession of the foot rise as a vampire Priceless
Icons of Symeon, The +2 Dex, Wis, or Cha (enhancement), +2 saves (luck), or disguise self Priceless
Necklace of Balance Bonus to Balance (competence), and to Will, allows the use of both Scales of Ice and Flame of Chaos 1/day Priceless
(sorcerer’s regalia)
Necklace of Muses +10 bardic knowledge, grant target feats (bardic ensemble) Priceless
Torso
Item Name Effect Market Price
Bully Chains +4 Intimidate and demoralize opponent effect lasts 1 round longer 2,600
Demonhair Shirt Spend two rage uses to be overcome with demonic fury gaining +6 Str, +2 AC, +10 speed (profane) 26,000
Pectoral of Obsidian Hide Dragon’s damage reduction changes from adamantine to magic 67,500
Tabard of the Great Crusade Daylight and prayer 1/day, cure minor wounds 20/day, and grants a +5 natural armor bonus Priceless
Waist
Item Name Effect Market Price
Belt of the Camel Protects wearer from extreme heat, wearer never requires water 3,000
Girdle of Hate Doubles all bonuses against chosen racial or favored enemy 16,000
Obi of the White Lotus Master +4 AC (armor). When worn by a monk, opponents suffer 20% miss chance when attacking wearer 48,000
Belt of Iltakar Belt of giant strength +6, Otiluke’s resilient sphere 1/day 79,200
Tools
Item Name Effect Market Price
Black Pupl Poultice Halts the progress of any nonmagical disease for 24 hours 50
Incense of Dreaming See torch of revealing 50
Spellworm: Longstrider Casts Longstrider, once 50
Spellworm: Protection from Casts Protection from Good, once 50
Good
Spellworm: True Strike Casts True Strike, once 50
Rune of Magic Missile Casts magic missile, once 75
Rune of True Strike Casts true strike, once 75
Mage’s Brew +2 Concentration and Knowledge checks (enhancement) for 1 hour 80
Branding Stylus Writing instrument used to etch ceramics, can be used as an improvised weapon that deals 1d4 fire damage 110
Coldfire Candle Living creatures touching the flame take 1d6 energy damage and 1 Str damage. Undead flee. 150
Memory Crystals Captures an image onto a gem 200
Drowned Man Stout Gain temporary HP for 3 hours equal to HD of individual drowned in the beer during brewing 300
Dust of Silent Passage Temporarily disrupts an alarm spell or arcane seal 300
Scarab Charm Creates a swarm of scarab beetles that attacks nearest target for 3 rounds 300
Spellworm: Invisibility Casts Invisibility, once 300
Spellworm: Mirror Image Casts Mirror Image, once 300
Spellworm: Silence Casts Silence, once 300
Visionworm Recall the visual details of one moment in the past with perfect clarity 300
Wrathful Eye Permanently blinds struck creature 300
Spellworm: Divine Favor Casts Divine Favor, once 350
Trick Coin Coin flips to side owner calls out or to the opposite side of another’s call 350
Source Tokens A set of twelve marbles that can summon random creature from a list of twenty per marble 375
Flask of Amorphous Fire 2d6 fire damage per round for three rounds to creature directly hit by thrown flask 500
Flask of Silken Fire Flask explodes into a 20‐foot‐radius burst web that burns creatures for 2d4 damage 500
Flask of Smoke Fire Flask explodes into a 20‐foot‐radius cloud, creatures take –4 Str and Dex. 1d6 fire on direct hit 500
Flask of Thunderous Fire Flask explodes for 1d8 sonic damage to all within 10‐foot radius and possibly stunning. 1d6 fire on direct hit 500
Floating Book Added to any masterwork book or spellbook and causes it to float 3 feet above the ground at all times +500
Knowstone of Disrupt Undead Cast disrupt undead as if it were among known spells 500
Loreworm +2 Grants +2 Knowledge on one subject, once 600

183
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Beer of Eternity Drinking provides invisibility to undead and revives one negative level 750
Elixir of Blindsight Increases inherent blindsense to blindsight for 1 hour 750
Horn of Recording Records up to 2 hours of sound 750
Kyuss Worm Paste Kills Kyuss or similar worms on contact and turns a spawn of Kyuss into a normal zombie 750
Kyussbane Oil Weapon gains undead‐bane property (+2d6 vs undead) and deals an additional +1d6 to spawn’s of Kyuss 750
Spellworm: Displacement Casts Displacement, once 750
Spellworm: Fly Casts Fly, once 750
Spellworm: Protection from Casts Protection from Energy, once 750
Energy
Pressure Capsules Immunity to damage from water pressure for 8 hours 800
Caltrops of the Captain Caltrops spread over a 20‐foot radius and deal 2d6 fire damage to creatures who step on them 1,000
Elixir of Perception +4 Open Lock, Disable Device, Spot, Search, and Listen for 1 hour 1,000
Engraved Pommel +1 damage with smite attack 1,000
Snake Charmer +10 bonus to Perform checks when bards try to fascinate reptilian and dragon type creatures 1,000 + mw instrument cost
Thaumatuscope Detect magic on all items viewed and grants +2 Spellcraft (competence) to determine auras 1,000
Zorya Polunochnaya’s Moon Emits light equivalent to a torch and moves as directed 1/day 1,000
Gem of Poison Detection Detects poison within a creature, food, or drink. Can detect whether a creature has a poison attack or weapon 1,100
Knowstone of Identify Cast identify as if it were among known spells 1,100
Rune of Cure Serious Wounds Casts cure serious wounds, once 1,125
Rune of Dispel Magic Casts dispel magic, once 1,125
Vivifying Bacalao Seeks out a corpse in a body of water and animates it as a lacedon who obeys the owner 1,150
Illusory Map Displays a 3‐D view of an outdoor area and gives a +10 Survival check to negotiate the displayed terrain 1,250
Elemental Elixir Transform into an elemental for 30 minutes 1,400
Elixir of Aranea Ichor Alter self into the first creature seen after drinking 1,400
Pickled Mephit Mephit attacks closest target once released from its jar 1,400
Spellworm: Charm Monster Casts Charm Monster, once 1,400
Spellworm: Dimension Door Casts Dimension Door, once 1,400
Spellworm: Improved Invisibility Casts Improved Invisibility, once 1,400
Candle of Sweet Breezes Makes air safe and breathable within 60 feet and provides a +2 on saves vs breath weapons 1,500
Dust of Dullness Dulls the senses of victim incurring penalties to taste, smell, hearing, touch, sight, or sixth sense 1,500
Suspension Sphere Thrown sphere bursts on impact and deals 10d6 energy damage in a 30‐foot‐radius spread 1,500
Flying Lantern Flies at elevation released, stays within 5 feet of owner, and has a fly speed of 30 feet 1,600
Arcane Fence Enclosed area is protected by an alarm spell and targets outside the area have –2 Listen to hear inside 2,000
Battering Ball Strikes an object 10 feet away per round until commanded to stop. Has a +12 bonus to overcome break DC 2,000
Caltrops of the Scout +1 cold iron caltrops spread over a 10‐foot radius and deal 1d3+1 damage to creatures who step on them 2,000
Scout’s Journal Creates a map based on where the wearer of a special ring goes and what is seen 2,000
Statue of the All‐Father Clerics can prepare Strength domain spells and gain the Strength domain power 2,000
Veil of Perfume Immune to nonmagical nauseating or scent‐based attack and grants a +2 to save against magical ones 2,000
Rune of Enervation Casts enervation, once 2,100
Spellworm: Dominate Person Casts Dominate Person, once 2,250
Spellworm: Teleport Casts Teleport, once 2,250
Researcher Animated construct scans libraries for given topic granting owner +5 Knowledge in specified field 2,500
Battle Rattle +1 on any one skill check or attack roll (morale) to allies within 30 feet per encounter 3,000
Detoxification Orb Neutralize poison and identifies poisons 3,000
Collar of Animal Control Dominate animal 3,000
Fire Bucket Magically fills with 3 gallons of fresh water 3,000
Oathbeer All who drink of the beer are honor bound to a sworn oath 3,000
Tholveg’s Final Prayer Either heals wounds or removes afflictions, once 3,000
Insidious Seaweed Entangle centered on holder who is not affected by the entangling plants 3,200
Poison‐Dart Wasp Animated dart continues to attack target until it successfully stings and delivers it’s poison 3,300
Requiem Jar Store creature’s remains in a jar, which can be used to resurrect the creature at a later time 3,300
Vial of Explosive Breath Stores breath weapons that can then be thrown and discharged in a 20‐foot‐radius spread 3,300
Rune of Telekinesis Casts telekinesis, once 3,375
Flute of Shrieking Unable to stop playing and suffer a‐15 Perform, all within 30 ft suffer ‐2 Concentration and Int (circumstance ) 3,500
Speaker’s Trumpet +5 Diplomacy. All creatures within 100 feet can hear speaker, even in an area of silence 3,500
Loreworm +5 Grants +5 Knowledge on one subject, once 3,750
Hidden Tooth Tooth hides an extra‐dimensional space and can adhere to the jaw of dragon types for safe keeping 3,850
Arcane Fence As arcane fence but with the addition of an endure elements in the enclosed area 4,000
Caltrops of the General Caltrops spread over a 30‐foot radius and deal 4d6 fire damage to creatures who step on them 4,000
Knowstone of Melf’s Acid Arrow Cast Melf’s acid arrow as if it were among known spells 4,000
Acorn of Acuity +5 Survival (competence) and speak with animals 1/day 4,120
Sand of Set Summon 1d4+1 medium vipers for 7 rounds, useable three times 4,200
Clockwork Messenger Animated raven records message and flies to destination, repeating the message 4,500
Skeleton Key Unlocks any lock requiring a physical key 4,500
Sphere of the Unseen Summons an invisible stalker, once 4,550
Cloud Giant Harp Deep slumber on up to 10 HD humanoids or 20 HD giants within 30 feet when played 4,860
Rune of Banishment Casts banishment, once 4,950
Fiendish Elixir Gain the powers of an evil outsider for 1 hour 5,000
Gem of Location Displays a map of a specific geographical location 5,000
Osyluth Salve +4 natural armor (enhancement), speed +10 (enhancement), and SR 21 for 1 hour 5,000 per dose
Signaling Trumpet Send messages to allies over distances, enemies only hear meaningless trumpet blasts 5,000
Dragonbane Scepter +4 bonus on caster level checks to overcome the spell resistance of dragons 5,500

184
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Tooth of Ahazu, The +4 grapple, desire to steal objects which can be overcome by taking ‐1 to attack, saves, skill and ability checks 6,000
Ventriloquist’s Mouthpiece Ventriloquism as a free action 6,000
Warp Stone Greater teleport to location with a previously scribed arcane mark, once 6,000
Wednesday’s Left Eye +4 Diplomacy, Heal, and Survival, –4 Bluff, Intimidate, and Slight of Hand 6,000
Wings of Mechanus Jump 1/day, activate flechette launger and scissoring blades trap 1/day 6,000
Autonomous Harp Animated construct follows creator’s commands and provides +2 Perform (circumstance) 6,250
Spellbook of Dissolution Garbles spells written into the spellbook and corrupts other spellbooks near it 6,250
Pouch of Black Essence Produces smokepowder for a smokepowder bomb and protects against smokepowder explosions 6,500
Elixir of Draconic Essence Gain the powers of a chromatic dragon for 10 minutes 6,550
Cavalryman’s Spurs +5 Ride and Handle Animal and gain a 95% chance of staying in the saddle if knocked unconscious 7,000
Shell of Amplification Creatures within 200‐foot radius spread can hear speaker clearly. Enhances bard’s fascinate ability 7,000
Fey Flute (satyr) +2 Perform (circumstance), +5 Perform (insight), cause fear, charm person, and sleep 1/day 7,460
Clairaudience Beetle Animated beetle followers owners commands and records sound 7,500
Slate Folio Copies books and spellbooks and stores them in memory for later viewing 7,500
Captain’s Standard Allies within 30‐foot radius gain +2 attack and damage (morale) and +4 to resist fear (morale) 7,600
Horn of Footsteps Magical footsteps leader owner to a wizard’s dungeon 7,600
Eagle Stones Casts true resurrection on a single corpse 7,650
Bowl of Blood Fills with blood 3/day 8,000
Devil’s Paste Provides fire resistance 20 and +4 on saves vs fire and fire‐based spells and effects 8,000
Ghoul‐Light Lantern ‐1 Will and Charisma checks to living creatures, +1 Will and Charisma checks to undead creatures (profane) 8,000
Hiveblood Serum Magic poison deals 1d6 Dex damage and slowly turns the imbider into a hiveblood creature 8,000
Rod of Dragon’s Blood, Lesser Recast any spell up to 2nd level cast in the previous round 1/day. Dragons can reuse spell‐like abilities 1/day 8,000
Wand Scale Dragons can absorb and use wands. 8,000
Cavalryman’s Saddle Mount gains +10 speed, + 5 Jump (competence), Endurance, and Run 8,500
Bamboo Flute Owl’s wisdom 1/day and calm emotions 3/day 9,000
Dimensional Pocket An invisible pocket that adheres to surfaces and functions as a bag of holding 9,000
Knowstone of Lightning Bolt Cast lightning bolt as if it were among known spells 9,000
Lajandra’s Lantern Magic liquids used as fuel create daylight per hour of liquid value. Blocks incorporeal creatures 9,000
Sentry’s Eye +5 Listen, Search, and Spot (enhancement). Wielder knows what time it is and where true north lies 9,500
Shaker Staff of the Quodam +1/+1 quarterstaff that can be shaken to give allies guidance for 5 rounds 9,600
Cavalryman’s Bridle Mount can move through undergrowth without impairment and rider can choose to leave no trace 10,000
Crimson Dragonshard Quicken a fireball spell 1/day 10,000
Drum of the March Perform check of player can be used for the Con check of creatures making a forced march 10,000
Figurine of the Ivory Champion Transforms into a Large ivory knight 1/day for up to an hour 10,000
Figurine of Wondrous Power Transforms into a Medium frog 10,000
(Opal Frog)
Lantern of Guidance Find the path to three locations. Can be wielded as a +2 heavy flail 10,000
Lich’s Spout Fountain cures undead 2d8+5, harms lving 2d8+5. Clerics gain +4 to rebuking check for 6 hours 10,000
Rod of Destruction Deals 4d8+20 damage (heals undead) to twenty creatures in a 75‐radius and is destroyed in the process 10,000
Waters of Oceanus Nourishes a Medium creature for an entire day and casts restoration on the imbiber 10,000
Wyvern’s Die Twelve different bonuses may be granted per day based on the roll of the dice 10,000
Calming Stone Calm emotions for up to 10 minutes 3/day 10,800
Scarab of Orienteering Locates the tomb of a long‐dead theocrat 10,800
Book of All Names Touched creature, whose name is in the book, is either blessed with heroism or cursed with bestow curse 12,000
Eye of Discernment See invisibility, ‐2 to all ranged attacks 12,000
Quiver of the North Wind Holds 200 arrows which can only be fired by owner and true strike on ranged attacks 3/day 12,000
Singing Ioun Stone Distracts user making it difficult to cast spells, use skills, or sleep 12,000
Spell Chisel, diamond bit Allows the user of a spell chisel to imbue 4th‐ or 5th‐level spells to an object 12,500
Chime of Secrecy Zone of silence and detect scrying 1/day 12,600
Eye of Horus Detect evil at will, protection from evil, disguise self, and misdirection 1/day 13,200
Vellum of Copying Copies text exactly and can be used to translate text 13,500
Fey Flute (nixie) +2Perform (circumstance), +5 Perform (insight), charm person 3/day, and water breathing 1/day 13,557
Blasphemous Figurines of the +5 Bluff and Diplomacy (profane), charm person, darkness, spoil nonmagical food and water, and rage 1/day 14,000
Void
Battle Rattle, Captain Roger’s As battle rattle that also provides protection from arrow to allies within 30 feet 1/day 14,100
Sacrificial Knife +1 dagger that imposes a –2 penalty to attack but when used in a coup de grace casts death knell on wielder 14,302
Earpiece of the Hollow Wall Hear through 6 inches of stone or masonry, 1 foot of wood, or 1 inch of metal 3/day 15,000
Eyepiece of the Clear Wall See through 6 inches of stone or masonry, 1 foot of wood, or 1 inch of metal 3/day 15,000
Loreworm +10 Grants +10 Knowledge on one subject, once 15,000
Figurine of Wondrous Power Transforms into a winged viper 2/week for up to six hours 16,000
(Porphyry Snake)
Scabbard of Deception Scabbard resizes to fit weapons up to large size and disguises it’s appearance as a nonweapon item 16,000
Knowstone of Stoneskin Cast stoneskin as if it were among known spells 16,250
Alchemist’s Blessing Fountain amplifies a potion allowing one potion to affect three people 1/day 17,000
Starry Score Bards can make a Perform check to hinder evil outsiders and help good outsiders within 30 feet 17,000
Fey Flute (nymph) +2 Perform (circumstance), +5 Perform (insight), blindness 3/day, and eagle splendor 1/day 17,335
Canopic Jars of the Guardians Summons a mummy for 3 hours 1/day 18,000
Dragonskin Bag of Grendel Acts like a bag of holding except items are shrunk to fit within 18,000
Spell Chisel, adamantine bit Allows the user of a spell chisel to imbue 6th‐level spells to an object 18,000
Quiver of Plenty Produces an infinite number of various arrows and five adamantine‐tipped arrows per day 18,000
Tooth of Shami‐Amourae Suggestion 3/day, ‐1 Will if allies are not within 30 ft, +4 Bluff (circumstance) if complimented on your beauty 18,000
Clay of Sculpting Clay molds to command and turns into solid stone 20,000

185
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Devil Box, The Devils in a 20‐ft.‐radius spread are pulled telekinetically into the box where they are imprisioned 20,000
Fountain of the Laughing Rogue 3 magical drinks/day benefit or harm the imbider 20,000
Mephit Decanter Summons a water mephit or an ooze mephit 1/day 20,000
Rod of Delusions +1 light mace acts as a rod of enemy detection but fools wielder into believing there are numerous enemies near 20,000
Rod of Animated Dead Animates all corpses within 30‐foot burst 5/day. Animated undead are not under owners control 24,000
Wednesday’s Pin +2 Bluff and Quaal’s feather token (tree) 1/day 24,000
Brilliant Jewel +1 saves (luck), spells of a school used to power the gem are cast at +2 caster level 24,500
Spell Chisel, shadow bit Allows the user of a spell chisel to imbue 7th‐level spells to an object 24,500
Knowstone of Feeblemind Cast feeblemind as if it were among known spells 25,000
Scryskull / Scryskull Helm Wearer of the scryskull helm can see, hear, and speak through the scryskull 25,200
Keoghtom’s Spidery Map Find the path 1/day 26,400
Enervating Stylus Used to create an etching so clear that anyone who reads it gains a +3 competence bonus on the skill depicted 26,650
Intelligent Flying Carpet As flying carpet but does not require owner to direct it to move 27,000
Tasha’s Grinning Idol +10 Bluff and Diplomacy (competence) and +2 bonus to the DC of all enchantment spells cast 28,000
Heward’s Lyre of Truth Zone of truth while played, discern lies 2/day, and glibness 1/day 28,280
Might Stone +2 against spells/spell‐like effects (luck), stores spells to increase DC, overcome SR, or enhance blast of breath weapon 28,800
Brush of the Fallen Master +20 Craft (painting) but bestows one negative level and user is compelled to continue painting 30,000
Diplomatic Pouch Purse has DR 10/magic, fire/acid resistance 10, resists knock and dispel magic, and shocks if failed pick 30,000
Mad Leprechaun’s Coin Wearer is reanimated as a zombie upon death 30,000
Serpent’s Eye Foresight 1/day 30,000
Mirrors of Communication Speak and see through all mirrors in the set 30,000 + 10,000 per mirror
Gem of Wisdom +4 Wis (enhancement) 32,000
Spell Chisel, elemental bit Allows the user of a spell chisel to imbue 8th‐level spells to an object 32,000
Black Jug Fills with gruel to feed 30 Medium or smaller creatures or 15 Large creatures 32,400
Figurine of Delivery Teleport object to a specific creature 1/day 32,800
Fey Flute (pixie) +2 Perform (circumstance), +5 Perform (insight), and greater invisibility 3/day 34,030
Spectral Collar Continual blur effect and fear 1/day 34,080
Rod of the Wild +2 club that grants the wielder special abilities based on four different totem animals 1/day 35,145
Knowstone of Programmed Cast programmed image as if it were among known spells 36,025
Image
Heward’s Bell Unseen servant 3/day, send summoned creature back to it’s home place 1/day, and summon monster VI 1/day 37,680
Golden Beholder Ten eyestalk daggers can be used as a scrying sensor for the central eye 38,000
Mug of Clear‐Headedness Purifies liquids, neutralize poison 1/day, and owl’s wisdom 3/day 38,800
Corporeal Lodestone Prevents incorporeal undead from manifesting and restricts travel between Ethereal plane within 20‐feet 39,000
Walking Staff Allows use of various travel‐based spells but with each use comes a chance of being struck by lightning 39,500
Black Salt Rod Detects constructs/undead and can pinpoint them 3/day. Wielder is protected by death ward from undead 40,000
Containment Cloth Summon creatures within cloth who become bound until released 40,000
Mirror of Captured Images Records, stores, and plays back visions seen through scrying 40,000
Spell Chisel, magic energy bit Allows the user of a spell chisel to imbue 9th‐level spells to an object 40,500
Sacred Horse Totem +1 melee attack and +2 damage when on horseback, +4 natural armor to mount, and double mount speed 1/day 42,000
Rod of Clenched Fists +2 light mace, bane at will, vampiric touch 3/day, and dominate person 1/day 42,500
Barding of Size Alteration +1 mithral chainmail barding that can reduce animal 3/day and animal growth 1/day 45,718
Staff of Earthen Might Allows the use of various earth‐based spells 46,406
Chromatic Flute +2 Perform checks, Perform check to cast silent image, minor image, and major image 46,500
Keoghtom’s Staff of Purification Purify food or drink that does not destroy magical qualities of liquid, break enchantment, restoration, and heal 47,250
Knowstone of Reverse Gravity Cast reverse gravity as if it were among known spells 49,000
Rod of Disenchantment Ends enchantments, transmutations, removes curses and cursed items on creature touched 50,000
Rod of Dragon’s Blood, Greater Recast any spell up to 4th level cast in the previous round 1/day. Dragons can reuse spell‐like abilities 3/day 50,000
Serpent Symbol Disintegrate or destruction 1/day, only useable by yaun‐ti or through Use Magic Device 50,000
Staff of Nightmares Allows the use of various fear‐based spells 51,000
Homing Bag Bag and items within are teleported to a specific location 55,000
Horn of the Planes Gate 1/day 55,000
Barding of Size Alteration +1 mithral chainmail barding that can reduce animal 3/day and animal growth 1/day 55,718
(Large)
Tapestry of Midnight, The Create and command a shadow (max 6) 1/day 58,960
Hel’s Death Staff Create various necromancy effects that are even more potent against giants 59,310
Ioun Stone (Black & White Scry attempts automatically fail against person using this type of ioun stone 60,000
Ellipsoid)
Rod of Revealing Suppresses illusion magic 1/day 60,000
Nolzur’s Orb Nolzur’s marvelous pigments 1/day, prismatic spray 1/day, and +10 Disguise when using the paints 60,400
Scepter of the Ar‐Magus +1 light mace, brooch of shielding, minor globe of invulnerability 3/day,prismatic ray 2/day 63,000
Rod of Famine +2 light mace deals 1d10 starvation damage, rots food, acts as a ring of sustenance, and Quickens Hunger spells 65,000
Knowstone of Clone Cast clone as if it were among known spells 65,500
Knowstone of Mordenkainen’s Cast Mordenkainen’s disjunction as if it were among known spells 81,000
Disjunction
Bloodbone Throne of Uruth Unholy aura and greater command 1/day, unholy blight 3/day, casts death dragon on anyone sitting upon the 91,000
throne for 3 rounds, and can call forth blood elementals 1/day
Parasitic Twin Grow a second, evil head that has it’s own knowledge and tries to force it’s host to commit evil acts 91,000
Shadow Mirror Creates shadow being based on nearest creatures thoughts 91,000
Chair of Propping Prevents a door from opening or closing 100,000
Eggsucker Staff Allows use of reincarnate, animate plants, awaken, and shamble 103,922
Rod of Miracles Mass heal and restores spells or spell slots but is destroyed in the process 110,000

186
Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Level
Item Name Effect Market Price
Ark of Forced Return Extraplanar creatures within 30 ft. are sent back to their home plane 115,000
Briar Staff Allows the use of entangle, spike growth, and wall of thorns 139,500
Carnivorous Tome Creature touching the book risks becoming trapped within its pages 150,000
Drum of the Shadow Hound Deeper darkness 3/day, greater invisibility 2/day, summon Shadow Mastiff 1/day, and fear 4/day 166,000
Deck of Portals Cards lead owner to three locations and opens a portal to a long forgotten meeting hall of spellcasters 183,000
Totem of Negation Creates a 60‐ft.‐radius spread of dead magic zone, no spells, spell‐like abilities, or supernatural abilities function 200,000
Shining Thrones of Commune with earth, divine power, and silverbeard 1/round. Occupant sitting on the throne may merge body 372,200
Splendarrmornn (Kingthrone) with throne to form an iron golem
Shining Thrones of Spell resistance, stone tell, and stoneskin 1/round. Occupant sitting on the throne may merge body with throne 490,100
Splendarrmornn (Queenthrone) to form an iron golem
Soaring Throne of the Witch‐ Anyone sitting on the throne can cast Mordenkainen’s sword, shield, spell turning, and whispering wind 1/day. 617,150
Queen Transforms into a griffon for up to 8 hours a day
Afelbain’s Gems Creature gains a breath weapon that deals 10d6 either cold or fire damage Priceless
Aiffe’s Mandolin Extends bardic music, grant allies a variable bonus (bardic ensemble) Priceless
Ajira’s Rod +3 disrupting heavy mace sheds light at will. Worshipper’s of Pelor gain benefits of a ring of regeneration. Priceless
Paladin’s of Pelor gain +5 natural armor bonus and increased remove disease ability.
Alatyr Imbues water with the ability to heal 2/day Priceless
Anvil of the Lortmil Mountains Craft masterwork items at half the cost and may imbue an item with a +1 enhancement bonus at no extra cost Priceless
Apostolic Scrolls Summons an ulgurstasta Priceless
Arachnid of Abyssal Summoning Summons 6‐15 bebilith’s Priceless
Baalphegor’s Grace Become linked to a group of powerful erinyes devils Priceless
Black Egg, The Produces young adult half‐fiend red dragons Priceless
Blinding Claw, The Enlarged heightened blindness, clairvoyance, prying eyes, and true seeing at will. Blasphemy, meteor swarm, and Priceless
reverse gravity 1/day
Blood Claw, The Captures the soulds of dead dragons as soul bind and is used to feed the black egg Priceless
Book of Elemental Attunement Contains all sorcerer/wizard spells with the air, earth, fire, and water descriptors. +6 Knowledge (the planes) Priceless
(insight), grants powers based on spells prepared from the book
Book of the Robust Contains all necromancy sorcerer/wizard spells that don’t have the evil, death, or fear descriptors as well as all Priceless
sorcerer/wizard spells with the good and light descriptors. Grants temp HP based on spells prepared
Book of Warding Contains all abjuration sorcerer/wizard spells as well as divination (scrying) spells. Provides shield, immunity to Priceless
magic missiles, and other bonuses based on spells prepared
Brazen Skull Casts spells as a 13th‐level cleric for user who sacrifices a living creature Priceless
Burning Orb of Etiol the Continual flame shield, mind blank, and planar attunement. Grants gate and wail of the banshee 2/day Priceless
Abandoned
Canola’s Harp Deep slumber 1/day. Bards gain +1 when making a countersong or fascinate check (insight) Priceless
Carcosa Codex +2 Knowledge (arcana, inherent), dream and nightmare as spell‐like ability 1/day, ability to craft a pallid mask Priceless
without meeting the requirements, must make a Fort save each day or become a pawn to the King in Yellow
Codex of Dead Names A spellbook with the ability to grant the use of one spell as a spell‐like ability 1/day Priceless
Darvax’s Staff Functions as a staff of power that can also create a disk of concordant and absorbs magic missile. Priceless
Demonomicon of Iggwilv Cast evil spells as +5 caster level, bonus on Cha checks to bind planar creatures and traps souls Priceless
Dread Forge, The Sacrifice creatures to aid in item creation. Items are imbuded with the demontainted property. Awaken 1/day Priceless
Eye of the Elder Functions as a crystal ball with see invisibility, detect thoughts, telepathy, and true seeing. Once per month Priceless
spontaneously cast an extended transmutation spell and enhance any spell with two metamagic feats.
Flame of Chaos Random metamagic feats are applied to spells 1/day, protection from law (sorcerer’s regalia) Priceless
Fount of Acadine Oath written on parchment floats if the oath‐maker intends to honor the promise. Detects written forgeries Priceless
Fountains of Shrennil ‐1 ability score from each of six different fountains, +2 Wis, +1 Will and Fortitude after drinking from them all Priceless
Fraz‐Urb’luu’s Staff +5 adamantine unholy greatclub acts as rod of rulership 3/days per week. Extends and enlarges enchantment Priceless
spells and creates various enchantment effects
Frozen Soul Lowers temperature in an areae up to 10 miles, creatures from the Paraelemental Plane of Ice gate at random Priceless
Gem of Entropic Perspective Changes alignment of the wielder to CN, +4 Int (enhancement), ‐4 Wis, DR 5/lawful, replicates it’s powers to Priceless
other diamonds
Greenbond Harp Break enchantment, heal, or commune 1/day. Perform ritual to gain the woodling template permanently Priceless
Heart of Asokar Plane shift all creatures within 15 feet to a random plane Priceless
Heart of Mephistopheles Silenced dominate monster 1/day, corrupted firebolt and gust of wind 3/day, devils and extraplanar creatures Priceless
within 1 mile are considered to be on its home plane, explodes when destroyed
Heart of the Scorpioin, The Creates a dimensional lock in a 20‐foot radius for 24 hours and dispels gateways and portals in the area of effect Priceless
Iron Flask of Tuerny the As iron flask but can only capture and command up to 100 demons or a single demon lord aspect Priceless
Merciless, The
Kanteel of the Oldest +5 bardic music checks (competence) and cast ten different spells as a 20th level bard 1/day Priceless
Left Ear of Vecna, The +5 Listen (enhancement), +4 resistance to sonic effects, deafness and clairaudience 3/day, greater shout 1/day, Priceless
and able to understand languages as per tongues
Malf Ulad’s Divining Board Augury 1/day, divination and commune 1/week, +5 saves (luck) Priceless
Manual of the Winding Way +1 Wis, gains one feat (Dodge, Mobility, Spring Attack) or +2 Dex, gains blindsight 30 ft. Priceless
Meersalm Grants DR 10/adamantine with the chance of breaking weapons when hit Priceless
Orb of Selûne, The +4 to resist contracting lycanthropy, moonbeam and moon path 3/day, prevents lycanthropy transformation Priceless
Organ of Souls Compel victim to seek out the organ who, if sacrificed, is bound and may be used to posses others Priceless
Phoenix Feather Inscribe spells of flame, destroy undead or water creatures, or restore to life any living creature Priceless
Razor Bands of the Archmage +6 Int (enhancement) and can be used to bind a creature as iron bands of Bilarro Priceless
Rod of the Whispered One Functions as a rod of rulership that can be used to cast crystal ball 1/day Priceless
Ruby Incisor, The Trap the soul 1/month. The soul is slowly devoured over the course of days Priceless
Scale of Dragotha Protects from energy drain and negative energy. Can use sending 1/day to contact Dragotha Priceless
Scales of Ice Provides extra spell slots based on Cha, protection from chaos (sorcerer’s regalia) Priceless

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Item Name Effect Market Price
Scepter of Ephelomon Control red dragons, summon very old red dragon 1/week, immune to fire and fear Priceless
Shadow Pearl, The Deals 1d6 points of acid damage and eventually explodes, turning creatures into savage creatures Priceless
Shedshed Allies gain +2 attack, saves, and skill checks (morale). Protects wielder if unconscious, staggered or dead Priceless
Ship In A Bottle Captures ship and crew within a bottle Priceless
Silver Key of Portals Functions as a chime of opening. Dispels hold portal or arcane lock. Passwall, ethereal jaunt, word of recall 2/day Priceless
Soul Elixir +1 permanent bonus to a single ability score, to all ability scores, or +10 max HPs Priceless
Soul Machine Heal and harm 3/day, regenerate and slay living 2/day, create greater undead and resurrection 1/day, harvest Priceless
souls to transform subject into any new corporeal form it desires
Soul Shard Crystals used to power ancestral weapons Priceless
Spell Chisel Attaches a spell to any object Priceless
Sphere of Time Scrying Viewer can detect thoughts and cast divination on scryed subject. +5 on saves to avoid scrying (insight) Priceless
Staff of Disruption Spells with the target entry also distracts foes, lowers targets SR (archmage’s apparel) Priceless
Teeth of the Sown Men Summons a first level fighter per tooth for 1 hour Priceless
Tome of Shared Secrets Gain +4 for six days against a particular creature (competence) at a loss of 1 Con per use Priceless
Tome of the Black Heart Summons demons and spirits, aids in the creation of a special iron golem, creates a +5 dagger that can be used Priceless
as a portal to the Lost City of the Elders
Torch of Revealing Reveals magically hidden items and features in temples and shrines dedicated to Tharizdun Priceless
Trumpet of Acheron Summons 6d10 skeletons for 7 hours. Every six years it can be used to summon hundreds Priceless
Wailer of Tharizdun Functions as either a brass or silver horn of Valhalla, or a horn of evil depending on the wielder’s alignment Priceless
Wand of Channeling Projects an image of the user’s face allowing him to speak, hear, and cast spells through it Priceless
White Buffalo Calf Pipe Exhale pipe’s smoke for a calm emotions effect. Hero’s feast 1/day Priceless
Vehicles
Item Name Effect Market Price
Palanquin of Beguilement Grants +4 Bluff, Diplomacy, and Intimidate (enhancement) 4,800
Juggernaut Chariot Creatures pulling this chariot gain a trample attack 10,000
Adamantine Carriage Reinforced carriage with 40 hp and hardness of 20 15,500
Sniper’s Carriage Archers gain improved cover and ignore the first two range increment penalties for their weapons 16,000
Worm Raft Floating raft that can disperse into a centipede swarm 1/day 20,000
Smuggler’s Wagon Wagon appears to be empty and detects as non‐magical 32,000
Adamantine Carriage w/ Reinforced carriage with 40 hp and hardness of 20 that also protects against divination spells 45,500
nondetection
Aircutter A small airship powered by a fire elemental 55,000
Chariot of Sustarre Summon a chariot of pure flame that damages nearby creatures and gives weapons the flaming burst ability 80,000
Beholder Globe A floating globe made from a beholder that still retains some of it’s eye ray abilities 120,000
Dune Yacht A ship that sails over sand dunes, grants protection from fire, and can summon an efreeti 1/week 150,000
Dragonfly Longship An airship that can fling a ball of acid every 1d4 rounds 175,000
Longship of Dread Shade Generates an undead crew each night who require a kill or mutinies against their captain 175,000
Vehicle Augments
Item Name Effect Market Price
Hull Field Generates a wall of force automatically over a damaged hull 4,500
Dolphin Helm +5 +5 Profession (sailor) (competence) 5,000
Featherwood Ship turns within half the listed distance and double the turn amount while stationary 8,000
Wheel of Wind and Water Telepathically control the bound air elemental in an Eberron airship 8,000
Buoyant Boat Ship is never slowed due to carrying capacity 12,000
Ironclad Ship gains +8 armor bonus for 10 rounds 1/day 12,800
Dragonhead Bowsprit Emit a gout of acid 1/day 14,000
Dolphin Helm +10 +10 Profession (sailor) (competence) 20,000
Storm Ballista +1 ballista that can fire a lightning bolt 3/day 20,800
Rod of Repair Repairs up to 50 HP damage to a hull per day 22,000
Flag of Terror Phantasmal killer 1/day 23,000
Fireball Catapult +2 catapult that can fire a fireball 3/day 37,650
Dolphin Helm +15 +15 Profession (sailor) (competence) 45,000
Wakeportal Allows a ship to travel to the Abyssian Ocean and back 50,000
Wheel of Obad‐Hai Control winds and control weather 1/day 67,860
Flag of the Mariner Officers and crew gain +2 Profession (sailor) and ship speed is increased by one quarter for 1 hour/day 90,000
Warforged Magic Items
Item Name Effect Market Price
Seal of Longstriding +10 speed 4,200
Gauntlet of the Deft Hand +5 Craft (fine objects), Disable Device, and Open Locks (competence) 7,500
Gauntlets of Excavation Transform hands into digging tools 8,000
Stone of Internal Fire Emit steam that acts as a fog cloud and deals fire damage to adjacent creatures 1/day 10,000
Camouflaged Compartment Extradimensional space that can hold up to 50 lbs. of gear and is obscured from sight 12,000
Iron‐Tooth Girdle Maw provides ten additional bite attacks per day 15,000
Jewels of Dazzling Light +2 Diplomacy (enhancement) and grants various light‐based spells 17,000
Scorpion Brand Tail provides ten additional poisonous sting attacks per day 17,500
Disk of Illumination Daylight with +2 AC (concealment) for 1 hour 3/day 20,000
Disk of Shadow Darkness with +2 AC and +5 Hide (concealment) for 1 hour 3/day 20,000
Circlet of the Third Eye Gain darkvision and can see invisibility 1 hour/day 30,000
Arachnid Chasis Climb speed 20 ft., +30 speed, additional attack per round that deals 1d8 +Str bludgeoning damage 30,700
Spring‐Heeled Boots +20 Jump, +15 speed, Reflex save to take half damage from falling, ‐4 Balance, and lose dodge bonus to AC 45,500
Battle Visor Greater arcane sight, see invisibility, and know variable effect of spells 55,000
Clone Mask, The Split in two gaining added benefits to grapple, Listen, Spot, trip attacks, attacks, HP and gain powerful build Priceless

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APPENDIX 2: MAGIC ITEMS BY LEVEL


Unlike the MAGIC ITEM COMPENDIUM, this list is not broken down into “Items” and “Armor, Shields, and Weapons”. Nor is it broken
up to be used as a d% table for random magic items (although it could certainly be used that way if one so desires). The list is a simple list of
every entry listed by magic level.

1/2 Ring of Chill Collar of Animal Control


Black Pulp Poultice Shout at the Storm Detoxification Orb
Dashing Cheetah Spellworm: Displacement Fire Bucket
Glow of the Fireflies Spellworm: Fly Gal‐Ralan
Incense of Dreaming Spellworm: Protection from Energy Harpy’s Cap
Leap of the Wild Ones (grasshopper) Webwalker Mask of Deception
Mask of the Living Wolf’s Wariness Oathbeer
1st 4th Researcher
Arrow of Bursting Amulet of Deception Scorpion Bracers
Branding Stylus Caltrops of the Captain Thespian’s Mask
Coldfire Candle Elixir of Perception Tholveg’s Final Prayer
Mage’s Brew Engraved Pommel Warpaint
Rune of Magic Missile Gem of Poison Detection 8th
Rune of True Strike Illusory Map Arcane Fence w/ endure elements
Spellworm: Divine Favor Knowstone of Identify Caltrops of the General
1
Spellworm: Longstrider Magic Poison: Concentrated Deathglance Locket
1
Spellworm: Protection from Good Magic Poison: Contagious Dryad’s Helm
1
Spellworm: True Strike Magic Poison: Destructive Failsafe Ring (invisibility)
1
Whirlwind’s Arrow Magic Poison: Gripping Flute of Shrieking
1
2nd Magic Poison: Mounting Healer’s Mask
1
Bolt of Healing Magic Poison: Potent Hidden Tooth
1
Bull’s Might Magic Poison: Repeating Insidious Seaweed
1
Drowned Man Stout Magic Poison: Spell Resistant Knowstone of Melf’s Acid Arrow
Dust of Silent Passage Rune of Cure Serious Wounds Loreworm +5
Forestfold Rune of Dispel Magic Mutineer’s Eye
Hawk’s Sure Sight Snake Charmer Poison‐Dart Wasp
Last Man Standing Spellworm: Charm Monster Requiem Jar
Leap of the Wild Ones (jackrabbit) Spellworm: Dimension Door Ring of Meditation
Memory Crystals Spellworm: Improved Invisibility Rune of Telekinesis
Scarab Charm Thaumatuscope Scimitar of Fear
Sling Boulder Vivifying Bacalao Shivving Duster
Source Tokens Zorya Polunochnaya’s Moon Speaker’s Trumpet
1
Spellworm: Invisibility Based on the cheapest poison Vial of Explosive Breath
Spellworm: Mirror Image available in the D UNGEON M ASTER ’S 9th
Spellworm: Silence GUIDE (Drow Poison – 75 gp). These Acorn of Acuity
Trick Coin items can be as high as 19th level or Balaclava of Clean Air
Visionworm higher based on the poison used. Cartouche of Imhotep
Wrathful Eye 5th Circlet of Convocation
3rd Candle of Sweet Breezes Clockwork Messenger
Amulet of the Silent Word Dust of Dullness Dolphin Helm +5
Arrow of Glory Elemental Elixir Fiendish Elixir
Badger Protector Elixir of Aranea Ichor Gem of Location
Beer of Eternity Flying Lantern Ghoul‐Light Lantern
Bolts of Arcane Penetration Pickled Mephit Hull Field
Cadgraydian’s Welcome Embrace Spellworm: Dominate Person Osyluth Salve
Eagle’s Talons Spellworm: Teleport Palanquin of Beguilement
Elixir of Blindsight Suspension Sphere Rune of Banishment
Failsafe Ring (mage armor) 6th Sand of Set
Failsafe Ring (shield) Arcane Fence Seal of Longstriding
Flask of Amorphous Fire Battering Ball Signaling Trumpet
Flask of Silken Fire Black Roses Skeleton Key
Flask of Smoke Fire Caltrops of the Scout Sphere of the Unseen
Flask of Thunderous Fire Earring of the Wolf 10th
Giant Tooth Arrow Ram Bash Agustinius’s Folly
Handspur Rear Guards Amulet of Authority
Horn of Recording Rune of Enervation Amulet of Preservation
Knowstone of Disrupt Undead Scout’s Journal Autonomous Harp
Kyuss Worm Paste Spidersilk Pendant Dragonbane Scepter
Kyussbane Oil Statue of the All‐Father Jotur the Imprint Maker
Leap of the Wild Ones (antelope) Veil of Perfume Pouch of Black Essence
Leave No Sign 7th Ring of Breathing Water
Loreworm +2 Battle Rattle Ring of the Evil Eye
Pressure Capsules Belt of the Camel Rings of the Spider
Prowling Tiger Bulley Chains Spellbook of Dissolution

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Stirge’s Gauntlet Tooth of Shami‐Amourae Moonrat’s Bane
Talaxa, The Guiding Blade Torque of Lucid Raging Quiver of Plenty
Token of the Mammoth Tripartite Amulet of the Hive Mind Ring of the Hydra
Tooth of Ahazu, The Unicorn Shield Sacrificial Knife
Ventriloquist’s Mouthpiece Waters of Oceanus Scabbard of Deception
Warp Stone Wyvern’s Die Scorpion Brand
Wednesday’s Left Eye 13th Scout Goggles
Wings of Mecanus Amulet of Fearsome Might Shadowstealer’s Cloak
11th Armbands of Prestidigitation Sniper’s Carriage
Bowl of Blood Bands of Impact Spell Chisel, Adamantine Bit
Bracers of Blocking Book of All Names Staff of the Crushing Breeze
Captain’s Standard Bracers of the Chimera Starry Score
Cavalryman’s Spurs Buoyant Boat Vellum of Copying
Clairaudience Beetle Calming Stone Yragerne Signet
Devil’s Paste Camouflaged Compartment 15th
Eagle Stones Charm of Plant Command Acid Launcher
Elixir of Draconic Essence Chime of Secrecy Agony Sais
Featherwood Corsair Cutlass Amulet of Attunement
Fey Flute (Satyr) Eye of Discernment Amulet of Light
Fiendish Hand Failsafe Ring (blink) Amulet of the Planes, Lesser
Fool’s Plate, The Gauntlets of Heartfelt Blows Arc of Darkness
Gantlet of the Deft Hand Gauntlets of the Siegebreaker Ashen Branch
Gauntlet’s of Excavation Goggles of Scrutiny Brilliant Jewel
Gypsy Cloak Horseman’s Helm Claws of Malar
Hiveblood Serum Ironclad Clay of Sculpting
Horn of Footsteps Mask of Fury Death’s Head Earring
Kraken’s Bracelet Quiet Dagger (apprentice) Demonfoe
Medic Hat Quiver of the North Wind Devil Box, The
Pendant of Invisibility Ribbons of the Twice‐Martyred Disk of Illumination
Raise Dead Amulet Ring of Speed Disk of Shadow
Ring of Flying Sailor’s Hook Dolphin Helm +10
Rod of Dragon’s Blood, Lesser Sandals of Water Walking Ettin’s Club
Shadahkar’s Swift Wind Scarab of Orienteering Failsafe Ring (fire shield)
Shell of Amplification Singing Ioun Stone Figurine of the Ivory Champion
Shroud of Undeath Spell Chisel, Diamond Bit Flag of Terror
Slate Folio Sylvan Cloak Force Missile Ballista
Tiara of Bast Teakwood Pegleg Fountain of the Laughing Rogue
Wand Scale Torc of Inertial Barrier Keeper’s Guide
Wheel of Wind and Water Visard of Semuanya Knowstone of Feeblemind
12th 14th Lascit’s Aquatic Earring
Bamboo Flute Adamantine Carriage Lesser Tentacle Rod
Boots of Stability Alchemist’s Blessing Mask of Endless Laughter
Bracers of the Whirlwind Arboreal Armor Mask of the Tiger
Calvaryman’s Bridle Ashen Staff of Inevitability Mephit Decanter
Calvaryman’s Saddle Baleful Eye of Bad Juju Nagpa Staff
Cat’s Paws Band’s of the Iron Monkey Noreyth’s Ring
Cloak of the Dragon Battle Rattle, Captain Rogers’s Piwafwi of Resistance +4
Crimson Dragonshard Beastfriend Collar Piwafwi of Shadows
Dimensional Pocket Blasphemous Figurines of the Void Quicksilver Cloak
Drum of the March Boots of the Woodland Ring of Fairhair
Eye of the Beholder Canopic Jars of the Guardians Ring of Gnomekind
Fedor’s Lance Cloak of the Desert Ring of Status
Figurine of Wondrous Power (Opal Dragonhead Bowsprit Ring of the Frost Giant Jarl
Frog) Dragonskin Bag of Grendel Rod of Animated Dead
Gloves of the Locksmith Dragonslayer Claws Rod of Delusions
Juggernaut Chariot Earpiece of the Hollow Wall Rod of Repair
Knowstone of Lightning Bolt Eye of Horus Scryskull / Scryskull Helm
Lajandra’s Lantern Eyepiece of the Clear Wall Solidarity Armbands
Lantern of Guidance Fedor’s Shield Spell Chisel, Shadow Bit
Lich’s Spout Fey Flute (Nixie, Nymph) Spireshard
Mantle of Mundane Figurine of Wondrous Power (Porphyry Spyglass Eye
Mask of the Sun’s Radiance Snake) Star Tortoise Shield
Mechanical Crossbow Gargoyle Crown Storm Ballista
Metal Slave Collar Girdle of Hate Sword of Murder
Occulus Graverobber’s Skull Tordek’s Mettle
Pallid Mask Hammer of Skill Valas Hune’s Piwafwi
Ring of Earth’s Grasp Iron‐Tooth Girdle Wednesday’s Pin
Rod of Destruction Jewels of Dazzling Light Worm Raft
Sea Hag’s Pearl Khyber Dragonshard Rod 16th
Sentry’s Eye Knowstone of Stoneskin Amulet of Good Fortune
Shaker Staff of the Quodam Loreworm +10 Arachnid Chassis
Shoes of Farstriding Mantle of the Winter Witch Arachnid Whip
Stone of Internal Fire Mask of Pallid Ruin Basilisk’s Mask

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Battleplate Robe of the Burning Serpent Bloodbone Throne of Uruth
Black Jug Rod of Clenched Fists Capote of Dragonfly Wings
Brush of the Fallen Master Rod of the Wild Chair of Propping
Carrion Gauntlet Ruby Robe of Spellwarding Deluge Rod
Circlet of the Third Eye Sacred Horse Totem Flag of the Mariner
Demonhair Shirt Shatterspike Ghost Mantle
Diplomatic Pouch Shroud of Venom Gloves of Burrowing
Drow House Insignia Skin of the Kaletor Knowstone of Mordenkainen’s
Enervating Stylus Slaad Cloak, Red Disjunction
Eye of the Murky Deep Sosias Kolyarut Hand
Fey Flute (Pixie) Spell Chisel, Magic Energy Bit Mindbite
Fiend’s Embrace Spiteful Imp Parasitic Twin
Figurine of Delivery Spring‐Heeled Boots Ring of Shadow
Gem of Wisdom Staff of Earthen Might Shadow Mirror
Halisstra’s Comb Walking Staff Skull of Dragonform
Heironeous’s Mercy War Widow, The Vestment of Judgment
Heward’s Lyre of Truth Wheel of Obad‐Hai Zelekhut Wings
Intelligent Flying Carpet 18th 21th
Keoghtom’s Spidery Map Aircutter Ark of Forced Return
Lightning Sword Armor of Thror Beholder Globe
Mad Leprechaun’s Coin Barding of Size Alteration (Large) Cloak of the Sorcerer‐King
Mask of the Reaper Battle Visor Dagger of Torment
Might Stone Breathdrinker Sword Dyrr’s Impervious Vestment
Mirrors of Communication Doomslayer Bow Eggsucker Staff
Mudwalker Ring Dragon Eye Ring Master’s Ring
Phylactery of Protection from Evil Golden Dancing Pegleg Rod of Miracles
Piwafwi of Resistance +5 Hand of the Creator 22nd
Quaal’s Cloak Hel’s Death Staff Briar Staff
Quiet Dagger (journeyman) Homing Bag Lagorn the Bloodfang
Rapier of Disarming Horn of the Planes Legendmaker
Ring of Scry Detection Ice Armor of the Northlands Lightbringer
Sap of Stunning Ioun Stone (Black & White Ellipsoid) Monkey Head Talisman
Seeker’s Signet, The Knowstone of Reverse Gravity Robe of Transmutation
Serpent’s Eye Nine‐Pointed Star, The Slaad Cloak, Green
Shield of Obstruction Nolzur’s Orb 23rd
Smuggler’s Wagon Quiet Dagger (master) Carnivorous Tome
Spectral Collar Ring of Death Ward Dune Yacht
Spell Chisel, Elemental Bit Ring of Immolation Necklace of Inflection
Sword of Aaqa Ring of Stalking Sylvan Cloak, Greater
Tasha’s Grinning Idol Ring of Thirteen 24th
Tiara of Shadow Blending Rod of Deadly Function Dragonfly Longship
Trueword Buckler Rod of Disenchantment Drum of the Shadow Hound
17th Rod of Dragon’s Blood, Greater Longship of Dread Shade
Adamantine Carriage w/ nondetection Rod of Revealing
25th
Amulet of Perfect Night Scepter of the Ar‐Magus
Crown of Sorcerous Terror
Armor of the Long Journey Serpent Symbol
Deck of Portals
Barding of Size Alteration Staff of Nightmares
Ring of the Mystical Elite, Lesser
Black Salt Rod Tapestry of Midnight, The
Totem of Negation
Boots of Fire Walking Thornblade
Breastplate of Hardiness Wakeportal 29th
Brooch of Alertness Staff of Mastery
19th
Cape of the General Amulet of Dramatic Death 30th
Choker of the Sirens Armor of the Woodland Ring of the Mystical Elite
Chromatic Flute Belt of Iltakar Shining Thrones of Splendarrmornn
Containment Cloth Chariot of Sustarre (Kingthrone)
Corporeal Lodestone Chernobog’s Sledge Shining Thrones of Splendarrmornn
Dolphin Helm +15 Chrysanthemum Blade (Queenhrone)
Fireball Catapult Eagle’s Cry Bow Soaring Throne of the Witch‐Queen
Gauntlets of Bashing Knowstone of Clone +1 bonus
Golden Beholder Murlynd’s Hat Berserker
Heward’s Bell Murlynd’s Rattlesnake Whip Forgetful
Hot Iron Hook Pectoral of Obsidian Hide Hexburst
Keoghtom’s Staff of Purification Quaal’s Surreptitious Armor of Nervewrack
Knowstone of Programmed Image Expedience Nightforged
Leg of Squid Ring of Accuracy Orcblood
Mirror of Captured Images Rod of Famine Silent Strike
Misleading Necklace Sai of The Hornet Stealer
Mug of Clear‐Headedness Shield of the Sun Vexing
Obi of the White Lotus Master Sword of Giant Rending Wrecker
Ossified Pegleg 20th +2 bonus
Ring of Spelunking Arms of House Melarn Bladejinx
Ring of the Wind Dukes Arms of Jaezred Chaulssin Dementia
River Sandals Axe of the Horse Lord Phasing

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+3 bonus Wormcrown of Kyuss Unknown
Dispelling, Superior Wraithblade Aiffe’s Mandolin
Spireshard Major Artifact Angelfeather Cloak
Truebane Baalphegor’s Grace Archmage’s Hat
+500 gp Bindings of Erivatius, The Clone Mask, The
Floating Book Black Blade of Aknar Ratalla Cowl of the Wormgod
+1,000 gp Black Egg, The Crown of Corruption
Stinging Blinding Claw, The Darvax’s Staff
+1,500 gp Burning Orb of Etiol the Abandoned Dread Forge, The
Shiftsilver Canola’s Harp Fearsome Eye
Demogorgon’s Bilious Sphere Flame of Chaos
+11,200 gp
Durandal Frozen Soul
Anchoring
Eye of the Elder Harmonic Chain
+80,000 gp Fountains of Shrennil Heart of Mephistopheles, The
Anchoring, Greater Fraz‐Urb’luu’s Staff Iron Flask of Tuerny the Merciless, The
Minor Artifact Greenbond Harp Lesser Weapon
Afelbain’s Gems Skull of Kallum Mantle of the Elk King
Alatyr Tome of the Black Heart Mask of Diamond Tears
Amulet of the Twelve Moons Warduke’s Helm Mud Ring
Ancestral Weapon Priceless Relic Necklace of Balance
Anvil of the Lortmil Mountains Ajira’s Rod Necklace of Muses
Apostolic Scrolls, The Dagger of the Fireheart Purple Robe of Tharizdun
Arachnid of Abyssal Summoning Kanteel of the Oldest Razor Bands of the Archmage
Bersteck’s Hand Mace of Saint Cuthbert Ring of Flares
Blood Claw, The Malf Ulad’s Divining Board Robe of Warding
Book of Elemental Attunement Mask of Imontilo Scales of Ice
Book of the Robust Meersalm Scepter of Ephelomon
Book of Warding Norem’s Helm Sphere of Time Scrying
Bracers of Red Rapture Red Thunderbolt Staff of Disruption
Brazen Skull Rod of the Whispered One Torch of Revealing
Carcosa Codex, The Ronnam’s Icon Wayfarer Boots
Charon’s Claw Royal Firemage Gown
Codex of Dead Names Soul Machine
Darsam‐tor‐ews Spying Eye of Olidammara
Demonomicon of Iggwilv Tabard of the Great Crusade
Fangs of Turaglas Tome of Shared Secrets
Fiendish Foot, The Trumpet Acheron
Fount of Acadine Unholy Bloodshield
Gem of Entropic Perspective
Heart of Aoskar
Heart of the Scorpion, The
Icons of Symeon, The
Kongo
Left Ear of Vecna
Manshoon’s Ring of Duplication
Manual of the Winding Way
Meepo’s “Pump‐Action Shotgun”
Nimbus Bow
Orb of Selûne, The
Orcusword, The
Organ of Souls
Phoenix Feather
Possible Sword, The
Robe of the Mad Archmage
Ruby Incisor, The
Rune Armor
Scale of Dragotha
Scather, Sword of Answering
Shedshed
Ship In A Bottle
Silver Key of Portals
Skin of Malar
Soul Elixir
Soul Shard
Spell Chisel
Staff of Shadow Maiming
Sword of the Ebon Flame
Teeth of the Sown Men
Ti’hocht‐Ict’ohr’s Fang
Wailer of Tharizdun
Wand of Channeling
Whip of Red Shadows The crown of corruption and the scepter of Ephelomon
White Buffalo Calf Pipe are amoung this powerful githyanki’s possessions

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source

APPENDIX 3: MAGIC ITEMS BY SOURCE


Below is a complete list of items in this compilation and their originating source. Items are listed under the articles from which they
appear. Items in gray have not been entered here and are given a short explanation as to why. Generally, if an item appears in print other
than DUNGEON OR DRAGON MAGAZINE, it is not included here. There aren’t too many of these.

Dragon Magazine #309 Ring of Earth’s Grasp Ring of Accuracy


Incursion: A World Under Siege ‐ Fighting Staff of Earthen Might Ring of Meditation
The Githyanki Heroes of Might and Magic IV: Magic Rod of Destruction
Anchoring Item Sets Rod of Miracles
Anchoring, Greater Aiffe’s Mandolin Soul Elixir
Dragon Magazine #310 Angelfeather Cloak Soul Shard
No items to record Archmage’s Hat Tordek's Mettle
Dragon Magazine #311 Flame of Chaos Warp Stone
No items to record Harmonic Chain Dragon Magazine #318
Necklace of Balance Under Command: Fang & Shadow –
Dragon Magazine #312
Necklace of Muses Campaign Play for D&D Miniatures
Rogues Gallery: The Heroes of the War of
Ring of Flares Arachnid Whip
the Spider Queen Part II
Scales of Ice Arc of Darkness
Arms of House Melarn
Staff of Disruption Piwafwi of Shadows
Crown of Sorcerous Terror
Wayfarer Boots Rings of the Spider
Dispelling, Superior
Master of the Four Winds: The Mysteries Spidersilk Pendant
Drow House Insignia (appears in
of Air Magic X Marks the Spot: Setting Sail with Saber
Dragon Magazine #322 with identical
Intelligent Flying Carpet and Spell
abilities but with a higher price
(32,400 gp vs. 15,000 gp). The higher Dragon Magazine #315 Corsair Cutlass
price was used with the theory that Planescape: The Exiled Factions Death's Head Earring
newer issues take precedence over Kolyarut Hand Dragonhead Bowsprit
older issues). Spireshard Eye of the Murky Deep
Dyrr’s Impervious Vestment Stealer Flag of Terror
Halisstra's Comb Wrecker Flag of the Mariner
Impact (appears in MAGIC OF Zelekhut Wings Golden Dancing Pegleg
FAERÛN) Red Steel: Cinnabar, Red Steel, and the Hot Iron Hook
Instrument of the Bards (appears in Red Curse Leg of Squid
MAGIC OF FAERÛN) Crimson Essence (not recorded since Mephit Decanter
Knockback (appears in MAGIC OF this item relies on feats and legacies Mutineer's Eye
FAERÛN) contained in the article) Ossified Pegleg
Master’s Ring Dragon Magazine #316 Sailor's Hook
Nimbleness (appears in MAGIC OF Cloak & Dagger: Gear, Gadgets, and Ship In A Bottle
FAERÛN) Gizmos for Your Game Spyglass Eye
Piwafwi of Resistance +4 Amulet of Authority Teakwood Pegleg
Piwafwi of Resistance +5 Amulet of Dramatic Death Wheel of Obad‐Hai
Quick‐Loading (appears in MAGIC OF Chime of Secrecy Dragon Magazine #319
FAERÛN) Clockwork Messenger I Scry: Spying and Divination Magic Items
Ring of Speed Diplomatic Pouch Amulet of Deception
Spiteful Imp Earpiece of the Hollow Wall Circlet of Convocation
Staff of Mastery Elixir of Perception Deathglance Locket
Nine‐Pointed Star, The Eyepiece of the Clear Wall Golden Beholder
Valas Hune’s Piwafwi Forgetful Ioun Stone (Black & White Ellipsoid)
The Ebon Maw: Beware The Waking Homing Bag Mirror of Captured Images
Hunger Mantle of the Mundane Ring of Scry Detection
Fangs of Turaglas, The Necklace of Inflection Ring of the Evil Eye
Rod of Famine Scabbard of Deception Scout Goggles
Dragon Magazine #313 Vellum of Copying Scryskull / Scryskull Helm
Eye Wares: Potent Powers of the Dragon Magazine #317 Dragon Magazine #320
Beholders Mages High Notes: 9 Magical Eberron: Dragonmarks, Dragonshards,
Dimensional Pocket Instruments and Dynasties of Power
Eye Tyrant’s Lens (not recorded since Autonomous Harp The items described in this article can
it is only usable by a Beholder) Chromatic Flute all be found in the EBERRON
Ocular Gems (not recorded since it is Drum of the March CAMPAIGN SETTING book.
only usable by a Beholder) Flute of Shrieking Dragon Magazine #321
Suspension Sphere Horn of the Planes No items to record
Dragon Magazine #314 Organ of Souls Dragon Magazine #322
Brotherhood of the Burning Heat: The Shell of Amplification Heroes of the War of the Spider Queen
Magic and Mettle of Fire Snake Charmer Part III
Gauntlets of Heartfelt Blows Ventriloquist's Mouthpiece Arms of the Jaezred Chaulssin
Girdle of Hate Silicon Sorcery: Dungeons & Dragons Drow House Insignia
Dust to Dust: Magic of the Earthborn Heroes – Magic, Monsters, and Mayhem Gem of Wisdom
Boots of Stability Ancestral Weapon Halisstra’s Comb
Clay of Sculpting Raise Dead Amulet Instrument of the Bards (appears in

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source
MAGIC OF FAERÛN) Belt of the Camel Dragon Magazine #330
Piwafwi of Resistance Canopic Jars of the Guardians Bazaar of the Bizarre: Tools of the
Ring of Shadow Carrion Gauntlet Assassin
Shadows of Undrentide: Magic Poison Cartouche of Imhotep Bolts of Arcane Penetration
Qualities Cloak of the Desert Goggles of Scrutiny
Concentrated Eye of Horus Mask of the Reaper
Contagious Keepers Guide Phasing
Destructive River Sandals Quiet Dagger
Gripping Robe of the Burning Serpent Requiem Jar
Mounting Sand of Set Ring of Stalking
Potent Scarab Charm Rod of Deadly Function
Repeating Scorpion Bracers Silent Strike
Spell Resistant Tiara of Bast Wraithblade
Sneaky, Stealthy, & Stylish: New Magic Vestment of Judgment Enter the Far Realm
Items for Assassins, Rogues, and Bards Silicon Sorcery: Dungeon Siege Dream Keys where not included since
Amulet of Good Fortune Book of Elemental Attunement their powers summon new creatures
Armor of the Woodland Book of the Robust or call forth new spells described in
Bracers of Blocking Book of Warding the sixteen page article, which is too
Brooch of Alertness Dragon Magazine #326 much to reprint here.
Dagger of Torment Down the Drain: Sewers in a Fantasy Dragon Magazine #331
Drum of the Shadow Hound Campaign Bazaar of the Bizarre: Insidious Items
Fey Flutes: Nixie, Nymph, Pixie, Satyr Balaclava of Clean Air Arrow of Bursting
Rapier of Disarming Veil of Perfume Ghost Mantle
Sap of Stunning Magic Shop: Nature Unleashed Mask of the Sun’s Radiance
Sword of Murder Acorn of Acuity Ring of Breathing Water
Shadow’s City: Balefire, City of Lanterns Arboreal Armor Rod of Animated Dead
Lajandra's Lantern Briar Staff Rod of Delusions
Dragon Magazine #323 Deluge Rod Singing Ioun Stone
Magic Shop: Treasures of the Dwarven Eagle’s Cry Bow Spellbook of Dissolution
Holds Rod of the Wild Walking Staff
Armor of Thror Sylvan Cloak Class Acts: Knightly Effects
Breastplate of Hardiness Sylvan Cloak, Greater Engraved Pommel
Gauntlets of Bashing Thornblade Class Acts: Marine Munitions
Mug of Clear‐Headedness Dragon Magazine #327 Battle Rattle
Ring of Spelunking Bazaar of the Bizarre: Modern Magic Battle Rattle, Captain Roger’s
Statue of the All‐Father Figurine of Delivery Fire Bucket
Dragon Magazine #324 Gem of Location Fast, Furious, and Fantastical: New Magic
A Novel Approach: American Gods Horn of Recording Vehicles
Ashen Branch Memory Crystals Adamantine Carriage
Chernobog's Sledge Mirrors of Communications Beholder Globe
Eagle Stones Slate Folio Chariot of Sustarre
Mad Leprechaun's Coin Dragon Magazine #328 Dragonfly Longship
Wednesday's Left Eye Bazaar of the Bizarre: Treasures of the Dune Yacht
Wednesday's Pin Elven Empire Longship of Dread Shade
Zorya Pulunochnaya's Moon Armor of the Long Journey Palanquin of Beguilement
Magic Shop: Power At A Price Boots of the Woodland Smuggler’s Wagon
Agustinius's Folly Cape of the General Sniper’s Carriage
Fool's Plate, The Hand of the Creator Worm Raft
Hammer of Skill Quiver of Plenty Dragon Magazine #332
Heironeous's Mercy Rod of Revealing Bazaar of the Bizarre: In Defense of Home
Mantle of the Winter Witch Shield of Obstruction and Hoard
Mask of Fury Thespian’s Mask Amulet of Fearsome Might
Ring of the Mystical Elite Dragon Magazine #329 Bands of Impact
Ring of the Mystical Elite, Lesser A Novel Approach: Marked for Death Cat’s Paw
Shadahkar's Swift Wind Aircutter Dragonslayer Claws
Skin of Kaletor, The Bazaar of the Bizarre: The Stuff of Elixir of Blindsight
Silicon Sorcery: Gothic III Legends Hidden Tooth
Rune of Banishment Alatyr Pectoral of Obsidian Hide
Rune of Cure Serious Wounds Canola’s Harp Rod of Dragon’s Blood
Rune of Dispel Magic Durandal Vial of Explosive Breath
Rune of Enervation Fount of Acadine Wand Scale
Rune of Magic Missile Kongo Dragon Magazine #333
Rune of Telekinesis Shedshed Bazaar of the Bizarre: Treasures of the
Rune of True Strike Teeth of the Sown Men Gnome Hills
Dragon Magazine #325 White Buffalo Calf Pipe Armbands of Prestidigitation
Class Acts: Monk Magic Items Demonomicon of Iggwilv: Pazuzu – Prince Battleplate
Bands of the Iron Monkey of the Lower Aerial Kingdoms Devil’s Paste
Obi of the White Lotus Master Blinding Claw, The Moonrat’s Bane
Sai of the Hornet The Beasts of Beowulf: More Gore From Misleading Necklace
Staff of the Crushing Breeze Lore of Yore Ring of Gnomekind
Magic Shop: Artifacts of the Pharaohs Dragonskin Bag of Grendel Tiara of Shadow Blending

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source
Class Acts: Knowstones Brush of the Fallen Master Kraken’s Bracelet
Knowstone of clone Carnivorous Tome Ring of the Hydra
Knowstone of disrupt undead Fiendish Elixir Stirge’s Gauntlet
Knowstone of feeblemind Mask of Endless Laughter Unicorn’s Shield
Knowstone of identify Parasitic Twin Wyvern’s Die
Knowstone of lightning bolt Sacrificial Knife Dragon Magazine #341
Knowstone of Melf’s acid arrow Staff of Nightmares Arcane Upgrade: Warforged Magic Items
Knowstone of Mordenkainen’s Spellcraft: The Demonomicon of Iggwilv Circlet of the Third Eye
disjunction Demonomicon of Iggwilv Disk of Illumination
Knowstone of programmed illusion Dragon Magazine #337 Disk of Shadow
Knowstone of reverse gravity Bazaar of the Bizarre: Magic Face Paints Gauntlet of the Deft Hand
Knowstone of stoneskin Badger Protector Gauntlets of Excavation
Demonomicon of Iggwilv: Fraz‐Urb’luu – Black Roses Iron‐Tooth Girdle
Prince of Deception Bull’s Might Jewels of Dazzling Light
Fraz‐Urb’luu’s Staff Dashing Cheetah Scorpion Brand
The Relics of Faerûn: Gifts From The Gods Eagle’s Talons Spring‐Heeled Boots
Amulet of Perfect Night Forestfold Stone of Internal Fire
Ashen Staff of Inevitability Glow of the Fireflies Clone Mask
Legendmaker Hawkeyes’s Sure Sight Bazaar of the Bizarre: Animated
Pouch of Black Essence Last Man Standing Antiquities
Ribbons of the Twice Martyred Leap of the Wild Ones Battering Ball
Ring of Firehair Leave No Sign Clairaudience Beetle
Rod of Clenched Fists Mask the Living Floating Book
War Widow, The Prowling Tiger Flying Lantern
Trueword Buckler Ram Bash Poison‐Dart Wasp
Dragon Magazine #334 Shout At The Storm Trick Coin
Bazaar of the Bizarre: Arsenal of the War Warpaint Demonomicon of Iggwilv: Baphomet
Mages Webwalker Brazen Skull
Caltrops of the Captain Whirlwind’s Arrow Forging Friends: Construct Familiars
Caltrops of the General Wolf’s Wariness No familiars were entered here.
Caltrops of the Scout Dragon Magazine #338 Although they give statistics as if they
Captain’s Standard Class Acts: Animal Magic were magic items, they are still
Cavalryman’s Bridle Barding of Size Alteration familiars and are only useable as such.
Cavalryman’s Saddle Spectral Collar A magic user who wishes to construct
Cavalryman’s Spurs Class Acts: The Elk King his own familiar should consult this
Earrings of the Wolf Mantle of the Elk King article.
Gauntlets of the Siegebreaker Core Beliefs: Boccob Dragon Magazine #342
Quiver of the North Wind Darvax’s Staff Age of Worms: Wormfood – Surviving the
Scouts Journal Razor Bands of the Archmage Age of Worms Adventure Path –
Sentry’s Eye (aka Scout’s Eye) Sphere of Time Scrying Forgotten Magic
Signaling Trumpet Dragon Magazine #339 Amulet of Light
Drunkards & Flagons: Fantasy’s Deadliest Class Acts: Hexblade Curses Breathdrinker Sword
Spirits Bladejinx Cloak of the Sorcerer‐King
Beer of Eternity Hexburst Corporeal Lodestone
Drowned Man Stout Vexing Dragonbane Scepter
Mages Brew Creature Catalog IV: Campaign Classics Doomslayer Bow
Oathbrew Nagpa Staff Elixir of Draconic Essence
The Fires of Alchemy: Alchemist’s Fire Planescape: Dead Factions Phylactery of Protection From Evil
Explored Book of All Names Quicksilver Cloak
Flask of Amorphous Fire Bully Chains Ring of Death Ward
Flask of Silken Fire Heart of Aoskar Shield of the Sun
Flask of Smoke Fire Lightbringer Shroud of Undeath
Flask of Thunderous Fire Metal Slave Collar Skull of Dragonform
Dragon Magazine #335 Rear Guards Bazaar of the Bizarre: Healer’s Touch
Bazaar of the Bizarre: Swamp Swag Shadow Mirror Amulet of Preservation
Baleful Eye of Bad Juju Shivving Duster Bolt of Healing
Black Salt Rod Solidarity Armbands Calming Stone
Capote of Dragonfly Wings Source Tokens Detoxification Orb
Eggsucker Staff Speaker’s Trumpet Gem of Poison Detection
Mudwalker Ring Dragon Magazine #340 Healer’s Mask
Shaker Staff of the Quondam Class Acts: Hexblade Curses Medic Hat
Star Tortoise Shield Dagger of Stones (This dagger acts as Rod of Disenchantment
Visard of Semuanya a +1 dagger unless used with the star Tholveg’s Final Prayer
Vivifying Bacalao signs detailed in the article) Core Beliefs: Olidammara
Class Acts: Bardic Magic Items Bazaar of the Bizarre: Items of the Zodiac Kanteel of the Oldest
Bamboo Flute Basilisk’s Mask Mask of Imontilo
Gypsy Cloak Bracers of the Chimera Spying Eye of Olidammara
Dragon Magazine #336 Cloak of the Dragon Ecology: The Ecology of the Adventurer
Ettin’s Club Chair of Propping
Bazaar of the Bizarre: Curios of
Corruption Eye of the Beholder
Blasphemous Figurines of the Void Harpy’s Cap

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source
Dragon Magazine #343 Dragon Magazine #351 Insidious Seaweed
Spellcraft: WormBound – The Secrets of Al‐Qadim: Magic and Intrigue in the High Dragon Magazine #356
Kyuss Desert Tribes Core Beliefs: Hextor
Loreworm Phoenix Feather Norem’s Helm
Spellworm DragonLance: Scavengers of Istar Trumpet of Acheron
Visionworm Icons of Symeon, The Unholy Blood Shield
Dragon Magazine #344 Forgotten Realms: Kara‐Tur – Cham Fau Savage Tidings: Into the Abyss
Dreadhold: Web Supplement and the White Tiger Monastery Agony Sais
Gloves of the Locksmith Chrysanthemum Blade Arrow of Glory
Eberron: Dreadhold – Eberron’s Monkey Head Talisman Beastfriend Collar
Inescapable Island Prison Ravenloft: The Shadows of Sithicus Brilliant Jewel
Amulet of the Silent Word Memory Mirror (This minor artifact Demonfoe
The Voyage of the Princess Ark: Part 36: relies on the domain of Sithicus and Demonhair Shirt
Home and Away Again it’s characters and is useless outside Figurine of the Ivory Champion
Elixir of Aranea Ichor this context) Shadowstealer’s Cloak
Dragon Magazine #345 Volo’s Guide: Lost Regalia of the North: Might Stone
Bazaar of the Bizarre: For and Against The Toppled Thrones Starry Score
The Giants Bloodbone Throne of Uruth Dragon Magazine #357
Cloud Giant Harp Shining Thrones of Splendarrmornn Savage Tidings: Gazing Into the Abyss
Hel’s Death Staff Soaring Throne of the Witch‐Queen Teeth of Dahlver‐Nar (The items listed
Ice Armor of the Northlands Dragon Magazine #352 in the article add to the magic item
Rings of the Frost Giant Jarl Bas‐Lag Gazetteer: A Guide To Perdido described in the TOME OF M AGIC and is
Sword of Giant Rending Street Station & The World Beyond not reprinted here).
Demonomicon of Iggwilv: Kotschtie Possible Sword, The Dragon Magazine #358
Monsters of Bas‐Lag Core Belief’s: St. Cuthbert
Truebane
Mirrored Helmet (This helmet is only Mace of Saint Cuthbert
The Giants of Xen’drik: Dark Elves and
useful when combating a Slake Moth. Tabard of the Great Crusade
Giants Clash
In every other instance it hinders the Dragon Magazine #359
Shatterspike
user and is a useless item). 1d20 Villains – D&D’s Most Wanted;
Giant‐tooth arrow
Eberron: Dragonmarks – Warforged: Preferably Dead
Dragon Magazine #346
Fierce and Furious Meepo’s “Pump‐Action Shotgun”
Core Beliefs: Pelor
Battle Visor Manshoon’s Ring of Duplication
Ajira’s Rod
Camouflaged Compartment Wormcrown of Kyuss
Ronnam’s Icon
Dragon Magazine #353 Charon’s Claw
Dragon Magazine #347
Demonomicon of Iggwilv: Malcanthet Nightforged
Bazaar of the Bizarre: A Mastery of
Lover’s Lash (The Lover’s Lash is Scale of Dragotha
Elements
Malcanthet’s personal item and draws Road of Skulls (This is not actually an
Boots of Fire Walking
upon her powers to unleash its full item that a character can use. The
Bracers of Whirlwind
potential. Therefore, it is essentially skulls along the roadside are magical
Candle of Sweet Breezes
unusable by characters. In the hands and require a rod that is carried by
Choker of the Sirens
of a PC, it is simply no more than a +5 Iuz’s favored clerics to power the
Elemental Elixir
shocking burst adamantine scourge) skulls).
Gloves of Burrowing
Savage Tidings: Advancing the Wyvern Ruby Incisor, The
Lascit’s Aquatic Earring
Buoyant Boat Orcusword, The
Ring of Immolation
Dolphin Helm Left Ear of Vecna, The
Sling Boulder
Featherwood Arachnid of Abyssal Summoning
Dragon Magazine #348 Fireball Catapult Burning Orb of Etiol the Abandoned
Core Beliefs: Vecna Hull Field Class Acts: The Universal Key
Tome of Shared Secrets Ironclad Skeleton Key
Rod of the Whispered One Rod of Repair Treasures of Greyhawk: Magic of the
Dragon Magazine #349 Storm Ballista Company of Seven
Web Supplement: The Horde – Barbarians Volo’s Guide: Outsiders of the Forgotten Heward’s Bell
of the Endless Waste Realms Heward’s Lyre of Truth
Axe of the Horse Lord Stinging Keoghtom’s Spidery Map
Fedor’s Lance Dragon Magazine #354 Keoghtom’s Staff of Purification
Fedor’s Shield Core Beliefs: Heironeous Murlynd’s Hat
Horseman’s Helm Invulnerable Coat of Arms (Although Murlynd’s Rattlesnake Whip
Sacred Horse Totem there were generalizations about this Nolzur’s Orb
Dragon Magazine #350 item, no game specific stats were Quaal’s Cloak
Bazaar of the Bizarre: Wizard’s Workshop given to make it useful for inclusion). Quaal’s Surreptitious Armor of
Arcane Fence Meersalm Expedience
Containment Cloth Red Thunderbolt Robe of the Mad Archmage
Failsafe Ring Dragon Magazine #355 Tasha’s Grinning Idol
Occulus Eberron: Dragonmarks ‐Way of the Yragerne Signet
Researcher Shackled Beast Dungeon Magazine #100
Thaumatuscope Shiftsilver Beast of Burden
Core Beliefs: Wee Jas Amulet of the Twelve Moons Davnak’s Helm (This item is used to
Malf Ulad’s Divining Board Savage Tidings: The Market is Bad control a creature called the
Dagger of the Fireheart Cadgraydian’s Welcome Embrace kadtanach. It has no use outside the
Royal Firemage Gown Figurine of Wondrous Power article).
(Porphyry Snake) Old Embers Never Die

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source
Dragonfang Weapons (appears in Staff of Shadow Maiming Dungeon Magazine #123
DRACONOMICON ). Sword of the Ebon Flame Quicksilver Hourglass
The Lich‐Queen’s Beloved Tome of the Black Heart Bindings of Erivatius, The
Coldfire Candle Whip of Red Shadows The Amarantha Agenda
Crown of Corruption Dungeon Magazine #113 Greenbond Harp
Eye Tyrant’s Armor (not recorded No items to record Campaign Workbook – The Dungeon ‐
since it is only usable by a Beholder) Dungeon Magazine #114 Treasure Trails
Scepter of Ephelomon Campaign Workbook – Critical Threat – Deck of Portals
Slaad Cloak Lassiviren the Dark – Ruthless Assassin Horn of Footsteps
Dungeon Magazine #101 Ring of Flying Jotur The Imprint Maker
Prison of the Firebringer Thirteen Cages Scarab of Orienteering
Scepter of the Ar‐Magus Mindbite Talaxa, The Guiding Blade
Dungeon Magazine #102 Ring of Thirteen Dungeon Magazine #124
Zenith Trajectory Dungeon Magazine #115 Chambers of Antiquities
Sphere of the Unseen Raiders of the Black Ice Codex of Dead Names
Dungeon Magazine #103 Token of the Mammoth Dragon Eye Ring
Forest of Blood Steel Shadows Robe of Transmutation
Collar of Animal Control Seal of Longstriding Ruby Robe of Spellwarding
Scimitar of Fear Strike on Shatterhorn Shoes of Farstriding
Glacial Inferno Amulet of the Planes, Lesser Spell Chisel
Ring of Chill Blackstone Rune (appears in FIEND Temple of the Scorpion God
Frozen Soul FOLIO ) Heart of the Scorpion, The
Dungeon Magazine #104 Ring of Thirteen Light Chitin Armor and Scorpion
Dragon Hunters Serpent’s Eye Breastplate (appear in RACES OF
Mask of the Tiger (an item with the Dungeon Magazine #116 EBERRON)
same name appears in the Magic Item Asylum Xen’drik Boomerangs (appears in the
Compendium but it’s abilities are Dementia EBERRON C AMPAIGN SETTING)
entirely different) Black Jug Dungeon Magazine #125
The Demonskar Legacy Campaign Workbook – The Dungeon – Pit of the Fire Lord
Amaranth Elixir (not included since Four Fiendish Fountains Heart of the Scorpion, The (appears in
it’s effects are tied to a fountain) Alchemist’s Blessing DUNGEON M AGAZINE #124)
Dungeon Magazine #105 Fountain of the Laughing Rogue Crimson Dragonshard
Critical Threats – Warduke – Hierarch of Fountain of the Shrennil Khyber Dragonshard Rod
the Horned Society Lich’s Spout Dungeon Magazine #126
Fearsome Eye Palace of the Twisted King Campaing Workbook – Critical Threat –
Warduke’s Helm Wrathful Eye Girddrez: Savage Duelist
Racing the Snake The Death of Lashimire Torque of Lucid Raging
Nervewrack Figuirine of Wondrous Power: Opal Age of Worms ‐ Encounter at Blackwall
Ring of Status Frog Keep
Dungeon Magazine #106 Torc of Inertial Barrier Kyuss Worm Paste
Critical Threats – Dantalion – Dark Dungeon Magazine #117 Kyussbane Oil
Champion of the Sword Lord The Winding Way Vampires of Waterdeep Part One: Blood
Scather, Sword of Answering Manual of the Winding Way of Malar
Tammeraut’s Fate Dungeon Magazine #118 Claws of Malar
Charm of Plant Command Throne of Iuz Noreyth’s Ring
Pressure Capsules Orcblood Dungeon Magazine #127
The Black Egg Dungeon Magazine #119 Campaign Workbook – Critical Threat –
Blood Claw, The Tomb of Aknar Ratalla Glimmerpane
Black Egg, The Ark of Forced Return Glimmerpane (this magic item is
Dungeon Magazine #107 Black Blade of Aknar Ratalla detailed as a monster and is not
Test of the Smoking Eye Unfamiliar Ground intended to be wielded by a
Lantern of Guidance Lesser Weapon character)
Amulet of the Planes, Lesser Wrath of the Abyss The Hive
Dungeon Magazine #108 Handspur Hiveblood Serum
Iron Satyr Lesser Tentacle Rod Vampires of Waterdeep Part Two:
Fiendish Hand Mask of Pallid Ruin Dungeon of the Crypt
Dungeon Magazine #120 Belt of Iltakar
Dungeon Magazine #109
Lost Temple of Demogorgon Staff of Banishment (appears in C ITY
Devil Box
OF SPLENDORS : W ATERDEEP )
Devil Box, The Dread Forge, The
Dungeon Magazine #121 Dungeon Magazine #128
Dungeon Magazine #110
Fiend’s Embrace Age of Worms ‐ Champion’s Belt
No items to record
Fiend’s Embrace Aposolic Scrolls, The
Dungeon Magazine #111 The Fireplace Level
No items to record Dungeon Magazine #122
Bowl of Blood
Dungeon Magazine #112 Fiendish Footprints
Spellblade (appears in the P LAYER’S
Maure Castle Fiendish Foot, The
GUIDE TO FAERÛN )
Afelbain’s Gems Final Resting Place
Vampiric (appears in the M AGIC ITEM
Dust of Dullness Illithid Grafts (none were recorded
COMPENDIUM with a slightly different
Eye of the Elder since they all appear in the Fiend
use but is certainly more beneficial
Pendant of Invisibility Folio).
than the one presented here (i.e.
Silver Key of Portals there is no save and the damage

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Complete Dragon & Dungeon Magazine 3.5 Magic Items – Magic Items By Source
dealt/received is 1d6 instead of 1d4) Dungeon Magazine #138 Mask of Deception
Dungeon Magazine #129 Campaign Workbook – Critical Threat – Savage Tide – Wells of Darkness
Age of Worms – A Gathering of Winds Downer Tarantula – Misfit and Miscreant Demonomicon of Iggwilv
Ghoul‐Light Lantern Graverobber’s Skull Shroud of Venom
Lightning Sword Wings of Mechanus Tooth of Shami‐Amourae
Ring of the Wind Dukes The Mud Scorcerer’s Tomb Tripartite Amulet of the Hive Mind
Rod of Seven Parts (appears in the Mud Ring Dungeon Magazine #149
ARMS & EQUIPMENT G UIDE ) Robe of Warding Savage Tide – Enemies of my Enemy
Seal of Law (not recorded since it Dungeon Magazine #139 Cloak of the Witch Queen and Robe of
directly relates to the adventure and Maure Castle: The Greater Halls the Abyss (not recorded since there
becomes dormant and nonmagical if Bersteck’s Hand isn’t a full description of the items,
removed from the adventure) Osyluth Salve just a summary)
Sword of Aaqa Plates of Invulnerability (not recorded Iron Flask of Tuerny the Merciless,
The Twisted Run since they will only function for The
Orb of Selûne, The Gigantus) Dungeon Magazine #150
Skin of Malar Rune Armor Quoth the Raven
Dungeon Magazine #130 Ti’hocht‐Ict’ohr’s Fang Arachnid Chassis
Age of Worms – The Spire of Long Wand of Channeling Savage Tide – Enemies of my Enemy
Shadows Dungeon Magazine #140 Acid Launcher
Rod of Fury (appears in COMPLETE Heart of Hellfire Mountain Blast Disk (appears in the M AGIC ITEM
ARCANE ) Heart of Mephistopheles, The COMPENDIUM)
Dungeon Magazine #131 Savage Tide ‐ The Bullywug Gambit Demogorgon’s Bilious Sphere
The Hateful Legacy Shadow Pearl, The Force Missile Ballista
Anvil of the Lortmil Mountains The Fall of Graymalkin Academy Skull of Kallum
Dungeon Magazine #132 Tapestry of Midnight, The Totem of Negation
Wingclipper’s Revenge Dungeon Magazine #141 Dungeon Magazine #151
Eye of Discernment Savage Tide – The Sea Wyvern’s Wake Iggwilv’s Legacy: The Lost Caverns of
Illusory Map Pickled Mephit Tsojcanth
Gal‐Ralan Dungeon Magazine #142 Wailer of Tharizdun
Dungeon Magazine #133 Bright Mountain King Dungeon Magazine #152
Campaign Workbook – Critical Threat – Darsam‐tor‐ews The Essence of Evil
The Marshal – Inevitable Justice Savage Tide – Here There Be Monsters Incense of Dreaming
Mechanical Crossbow Gargoyle Crown Purple Robe of Tharizdun
Chimes at Midnight Dungeon Magazine #143 Torch of Revealing
Dust of Silent Passage Mask of Diamond Tears Dungeon Magazine #153
Dungeon Magazine #134 Mask of Diamond Tears Prisoner of the Castle Perilous
Age of Worms – Into The Wormcrawl Savage Tide – Tides of Dread Amulet of Attunement
Fissure Tooth of Ahazu, The Soul Machine
Everfull Purse (appears in the EPIC Dungeon Magazine #144 Witching Season
LEVEL H ANDBOOK) Diplomacy Sandals of Water Walking
And Madness Followed Gem of Perspective Sea Hag’s Pearl
Carcosa Codex, The Spellsight Spectacles (appears in Dungeon Magazine #154
Pallid Mask COMPLETE A DVENTURER ) No items to record
Home Under The Range Waters of Oceanus
Sosias Savage Tide – The Lightless Depths
Dungeon Magazine #135 Black Pulp Poultice
Age of Worms – Dawn of a New Age Glyph of Suppression (not recorded
Baalphegor’s Grace since it is not an item that can be
Cowl of the Wormgod carried. A Glyph of Suppression would
Mace of Kyuss (not recorded since it is also require reprinting sections from
only a +5 vorpal unholy vicious LORDS OF M ADNESS on Aboleth Master
executioner’s mace. It’s only other Glyphs.)
power is that characters who wield it Dungeon Magazine #145
slowly change alignment to neutral Savage Tide – City of Broken Idols
evil and become convinced he is Kyuss Nimbus Bow
himself) Dungeon Magazine #146
Rod of Seven Parts (appears in the Savage Tide – Scuttlecove – City of Chaos
ARMS & EQUIPMENT G UIDE ) Bracers of Red Rapture
Chains of Blackmaw Savage Tide – Serpents of Scuttlecove
Lagorn the Bloodfang Serpent Symbol
Dungeon Magazine #136 Dungeon Magazine #147
Tension Rising Savage Tide – Into the Maw
Wheel of Wind and Water Wakeportal
Dungeon Magazine #137 Seeds of Sehan Part 3 ‐ Dread Pagoda of
Man Forever the Inscrutable Ones
Berserker (appears in the M AGIC ITEM Branding Stylus
COMPENDIUM with different benefits) Enervating Stylus
Nightwatcher (appears in the PLAYER’S Dungeon Magazine #148
GUIDE TO FAERÛN ) In The Shadows of Spinecastle

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