Magic items EVERY character NEEDS

The party I DM for has a Sorcerer who took Mass Haste as his first 6th level spell - no need for Boots of Speed in _that_ party!
You don't need magic weapons if you have a cleric with access to the Greater Magic Weapon spell.

Really, I don't think there are any magic items you need that can't be substituted for adequately by spells, although bags of holding are very handy.
 

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I'll agree on the speed item, assuming version 3.0. If we're talking 3.5, then it's not on any "must have list", except maybe for the fighter.

That's about it. Even healing potions are not needed by the cleric. Nor are magic arms and armor.

Nothing else, though.

OfficeRonin
 

I would say [item] of spell resistance, but usually by the time you get one the value is so low it doesn't help very much (or, 'Yes! I am immune to spells as long as the caster rolls a 1 or 2'). Energy resistance is nice, and as a caster (or other non-Reflex class) I am always keen to get my hands on a ring of evasion.
 

Wand of Cure Light Wounds.

750gp per wand at full retail, which is cheaper per use than any curing potion or scroll. It's basically a Cleric-in-a-stick, letting a party press on long after they would normally have to rest. Make sure you keep a couple of these around, and also make sure you have a couple potions of Cure Moderate Wounds on hand - if all the people who can use it go negative, you need something to bring 'em back up.
 


Torches with Continual Flame cast on them, in the home and throughout the cities - it will make the lives of everyone much safer and allow economies to grow.

SD
 



item's that grant:

uncanny dodge
evasion/improved evasion
darkvision
see invisibility
immunity to critical his (as Wulf mentioend...heavy fort)

items that prevent mind control
items that increase touch AC
items that give unnamed bonuses.
 

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