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D&D 3E/3.5 Useful Magic Items. (3.5)

Alexander123

First Post
I decided to make a list of items which I thought were useful. Feel free to provide feedback on them and add your own.

*Armor Special Abilities*:

MIC:
Roaring CL 13 (Adds a bonus to initiative)
Twilight CL 5 (Reduces arcane spell failure chance by 10% so your wizard could wear a Twilight Mithral Chain Shirt and have 0% arcane failure chance.)
Dragonhide Armor (So your druid can wear Full Plate)

DMG:
Animated CL 12 (So you can wield a two-handed weapon and have a shield)
Fortification CL 13 (Use is obvious)
 
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Alexander123

First Post
*Weapon Special Abilities*:

MIC:
Eager CL 9 (Gives a bonus to initiative)
Transmuting CL 13 (Allows you to overcome damage reduction)
Warning CL 7 (Gives a bonus to initiative)

DMG:
Ghost Touch CL 9 (Allows you to hit incorporeal opponents, becomes obsolete with gauntlets of ghost fighting which are cheaper.)
Merciful CL 5 (Allows you to deal non-lethal damage, can be suppressed until you command it to resume again)

PGtF:
Doomwarding (Only worth it if gained from artificer infusions, gives you rerolls.)

ECS:
Burning CL 9 (Gives a bonus to initiative)

Oriental Adventures:
Initiative CL 5 (Gives a bonus to initiative)
 
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Alexander123

First Post
*Clothing*:

MIC:
Ankh of Ascension CL 17 (Gives a bonus to CL for divine casters.)
Anklets of Translocation CL 7 (Good for getting out of grapples, I’m sure it has other uses also.)
Armband of Elusive Action CL 3 (Allows you to avoid AoO)
Artificers Monocle CL 5 (If you’re an artificer or can cast detect magic it allows you to identify items without having to spend the 100gp material component)
Belt of Battle CL 9 (gives you extra actions)
Casting Glove CL 11 (allows you to store items such as rods, wands etc. for quickly retrieving them.)
Crystal Mask of Spellcraft CL 7 (this item was actually titled “of psicraft” but I ruled that due to psionic/magic transparency this applies to spellcraft also, gives a bonus to spellcraft checks)
Dispelling Cord CL 5 (adds a bonus to dispel checks)
Gauntlets of Ghost Fighting CL 13 (Allows you to damage incorporeal enemies and ignore the 50% miss chance.)
Healing Belt CL 3 (At the lower levels wands of vigor or faith healing are much more efficient, at the higher levels these allow you to heal between battles.)
Ring of Arcane Might CL 8 (+1 to CL)
Ring of Arming CL 10 (Good if you need to get your armor on and off quickly)
Ring of Artifice CL 12, 14, 16 (Gives bonus artificer infusions)
Ring of Spellbattle CL 14 (Read the description)
Scout’s Headband CL 9 (Pretty cheap, it gives you true seeing for one minute once per day)
Seven Veils CL varies (each veil gives you immunity to one or another of the prismatic veils. Useful if you're facing an IotSV or a prismatic wall etc.)
Spare Hand CL 11 (Very useful, allows you to carry wands/rods. If you power it with a 1st level infusion you can store and retrieve items as a free action.)
Third Eye of Dampening CL 3 (Reduces numeric variables of spells etc. to the minimum. Functions once per day. Very useful)
Third Eye of Sense CL 3 (Allows you to see and hear at a distance. The location has to be either familiar or an obvious one. Pretty useful.)
Wand Bracelet CL 6 (Allows you to store and retrieve items quickly)


DMG:
Ring of Spell Storing CL 5, 9, 17 (The use is obvious)
Ring of Sustenance CL 5 (Only need two hours of sleep)
Rings of Wizardry CL 11, 14, 17 and 20 (Bonus spell slots are nice.)
Monk’s Belt 10 (Add wisdom to AC)
Gauntlets of Rust CL 7 (protects equipment from rust.)
Hand of Glory CL 5 (Give up a throat slot, gain a ring slot.)
Headband of Int/Periapt of Wis etc. CL 8 (Gain bonus spells)
Ioun Stones CL 12
Necklace of Adaptation CL 7 (Protects you from harmful vapors and allows you to breathe underwater.)
 
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Alexander123

First Post
*Tools*:

MIC:
Domain Draught CL 20 (Gives you access to a cleric’s domain power for 24 hrs. If you can cast cleric spells, it also gives you access to that domain’s spells to add to your domain spell slot.)
Everlasting Feedbag CL 5
Everlasting Rations CL 5
Metamagic Rods (Obvious)
Orb of Mental Renewal CL 3 (With a few of these, you will never need to cast restoration to restore ability damage again)
Skin of Power Dampening CL 11 (Reduces numeric variables of spells etc. to the minimum three times a day, very useful)
Rod of Bodily Rest CL 9 (Same reason as Orb of Mental Renewal)
Spool of Endless Rope CL 9 (Obvious)
Talisman of Undying Fortitude CL 15 (Gives you a variety of undead immunities for 3 rounds. Functions twice daily)
Tomebound Eye of Boccob CL 5 (Spend charges to add a bonus to caster level checks to overcome spell resistance. Charges renew at dawn.)
Wilding Clasp CL 5 (Allows you to wild shape and retain use of equipment.)

DMG:
Boccob’s Blessed Book CL 7 (So you don’t need to spend the 25 gp per page material cost.)
Decanter of Endless Water CL 9 (Obvious)
Dimensional Shackles CL 11 (Good if you need to hold someone captive and make sure they don’t teleport away, like a nymph for example.)
Heward’s Handy Haversack CL 9 (Use is obvious)
Portable Hole CL 12 (Useful if you’re an artificer who crafts. Set up your laboratory inside and have your dedicated wright craft away.
Luckstone CL 5 (Obvious)
Strand of Prayer Beads: Bead of Karma CL 9 (Adds a bonus to CL. Arcane casters can use UMD to emulate divine casting requirement.)

PGtF:
Weirdstone CL 20 (Expensive, unless you can get an artificer to craft it for you. Provides protection for your base.)
 
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Dandu

First Post
PGtF:
Weirdstone CL 20 (Expensive, unless you can get an artificer to craft it for you. Provides protection for your base.)
Does it prevent all your base from belong to the enemy?
 

Alexander123

First Post
It blocks out astral and etheral travel, divination (scrying) and conjuration (teleportation) spells and anything which mimics these effects within a 6 mile radius of the stone. (also into the air and below the ground.) You can teleport/scry outside of the area but other people can't teleport/scry inside.
 
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