TEXT:  
   
   
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
  Page 
  Weapons & Ammunition .......................................................... 2 
  Magic Options for Weapons & Ammunition........................ 2 
  Weapons................................................................................ 6 
  Ammunitions....................................................................... 13 
  Armors .................................................................................... 14 
  Magic Options for Armor.................................................... 14 
  Armors ................................................................................ 17 
  Shields......................................................................................19 
  Magic Options for Shields ...................................................19 
  Shields..................................................................................21 
  Appendix..................................................................................22 
  Revision History ..................................................................22 
  Key to Sourcebooks.............................................................22 
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Weapons & Ammunition 
  Page 2 
  Weapons & Ammunition 
   
  Magic Options for Weapons & Ammunition 
   
   
  Weapon Options 
  Type 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Dispelling 
  (PGF p119) 
  Any Weapon 
  Dispel Magic (targeted) on an opponent hit by the weapon as a 
  Free Action.  The wielder may decide to use the effect after 
  the weapon has hit.  Usable 1/day. 
  Faint 
  Abj 
  5 
  Craft Arms & Armor 
  Dispel Magic 
  +6,000 
  — 
  Anchoring 
  (DR309 p110) 
  Any Weapon 
  Dimensional Anchor, for 1 minute on an opponent hit by this 
  weapon.  The decision to use this ability is made after the 
  weapon hits, but on the same round as the hit. 
  Usable once per day.  
  Mod  
  Abj 
  7 
  Craft Arms & Armor 
  Dimensional Anchor 
  +11,200 
  — 
  Doomwarding 
  (PGF p120) 
  Any Weapon 
  Weapon is created with 7 charges (which cannot be replaced). 
  By spending 1 charge on the wielder’s turn, the wielder may 
  take an extra attack as a Free Action. 
  By spending 1 charge, the wielder may reroll any one die at 
  any time, but only once per round. 
  Strong
  Trans 
  13 
  Craft Arms & Armor 
  Limited Wish 
  +38,500 gp 
  on price 
  +3,200 XP
  +14,000 gp 
  to create 
  — 
  Spellblade 
  (PGF p120) 
  Any Weapon 
  The wielder is immune to a single spell, which is chosen when 
  the weapon is created.  The spell must be one that is targeted 
  on the wielder, not an area of effect spell. 
  When targeted with the spell, the weapon absorbs it.  On the 
  following round, the wielder may direct the spell at a target as 
  a Free Action, or may let it drain harmlessly away. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Spell Turning 
  +60,000 
  — 
  Greater Dispelling 
  (PGF p119) 
  Any Weapon 
  Greater Dispel Magic (targeted) on an opponent hit by the 
  weapon as a Free Action.  The wielder may decide to use the 
  effect after the weapon has hit.  Usable 3/day. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Greater Dispel Magic 
  +79,200 
  — 
  Greater Anchoring 
  (DR309 p110) 
  Any Weapon 
  Dimensional Anchor, for 1 minute on an opponent hit by this 
  weapon.  The decision to use this ability is made after the 
  weapon hits, but on the same round as the hit. 
  Unlimited uses.  
  Mod  
  Abj 
  10 
  Craft Arms & Armor 
  Dimensional Anchor 
  +80,000 
  — 
  Bane 
  (DMG p224) 
  Any Weapon 
  When created, the weapon has a designated target creature 
  type.  Against that creature type, the weapon gains an extra 
  +2 attack bonus & does an extra +2d6 damage. 
  Mod 
  Conj 
  8 
  Craft Arms & Armor 
  Summon Monster I 
  — 
  +1 
  Blessed 
  (BoED p113) 
  Any Weapon 
  Bless Weapon, always on.  Specifically, the weapon does 
  ‘good’ damage (with regards to Damage Reduction) and any 
  Threatened Critical on an Evil opponent is automatically 
  confirmed (does not stack with ‘Keen’, ‘Vorpal’, etc.). 
  Faint 
  Trans 
  5 
  Craft Arms & Armor  
  Bless Weapon 
  — 
  +1 
  Blood Seeking 
  (CWar p134) 
  Ranged or 
  Ammo only 
  Ignores the target’s Cover bonus.  If target has Full Cover, but 
  there is an unobstructed path between the attacker & the 
  target & the attacker knows where the target is, then the Full 
  Cover bonus is also ignored, but the target has Total 
  Concealment. 
  Ability does not work against Plants, Oozes, Constructs, etc. 
  Mod 
  Div 
  9 
  Craft Arms & Armor 
  Arcane Eye 
  — 
  +1 
  Defending 
  (DMG p224) 
  Melee only 
  Once per round as a free action, the wielder can transfer some 
  or all of the weapon’s Enhancement bonus to his/her AC 
  (bonus stacks with everything). 
  Mod 
  Abj 
  8 
  Craft Arms & Armor 
  Shield of Faith –or– 
  Shield 
  — 
  +1 
  Deflecting 
  (CWar p134) 
  Melee only 
  Negate a ranged attack that hit the wielder by making a Reflex 
  save vs. DC 20 + weapon’s Enhancement bonus.  May only 
  be attempted once per round.  You must be aware of the 
  attack & not flat-footed. 
  Faint 
  Trans 
  5 
  Craft Arms & Armor 
  Entropic Shield 
  — 
  +1 
  Distance 
  (DMG p224) 
  Ranged only 
  Doubles the weapon’s range increment. 
  Mod 
  Div 
  6 
  Craft Arms & Armor 
  Clairaudience / 
  Clairvoyance 
  — 
  +1 
  Earthbound 
  (Eb p266) 
  Any Weapon 
  If the wielder and his/her opponent are both touching the 
  ground, the weapon had a +2 bonus to attack & damage rolls. 
  If the wielder is flying, the weapon looses its Enhancement 
  bonus on attack rolls (but keeps its +1 bonus due to being 
  Masterwork). 
  Mod 
  Conj 
  9 
  Bind Elemental 
  Planar Binding, 
  Lesser 
  — 
  +1 
  Enfeebling 
  (BoED p113) 
  Any Weapon 
  On a critical hit, the opponent takes 1d6+2 Strength damage 
  (no save, SR applies). 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the Strength damage, but not the weapon’s critical 
  multiplier.(DMG p222) 
  Faint 
  Necro 
  5 
  Craft Arms & Armor  
  Ray of Enfeeblement 
  — 
  +1 
  Flaming 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Fire damage. 
  Mod 
  Evoc 
  10 
  Craft Arms & Armor 
  Flame Blade –or– 
  Flame Strike –or– 
  Fireball 
  — 
  +1 
  Frost 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Cold damage. 
  Mod 
  Evoc 
  8 
  Craft Arms & Armor 
  Chill Metal –or–  
  Ice Storm 
  — 
  +1 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Weapons & Ammunition 
  Page 3 
  Weapon Options 
  Type 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Ghost Touch 
  (DMG p224) 
  Melee only 
  Ignores the normal 50% miss chance when fighting Incorporeal 
  creatures. 
  Can also be touched & moved (or even wielded!) by an 
  Incorporeal creature 
  Mod 
  Conj 
  9 
  Craft Arms & Armor 
  Plane Shift 
  — 
  +1 
  Keen 
  (DMG p225) 
  Slashing & 
  Piercing  
  Melee only 
  Doubles the weapon’s threat range. 
  Mod 
  Trans 
  10 
  Craft Arms & Armor 
  Keen Edge 
  — 
  +1 
  Ki Focus 
  (DMG p225) 
  Melee only 
  Monks can use the following class abilities through the 
  weapon: 
  Stunning Attack, Ki Strike, & Quivering Palm. 
  Anyone with Feat: Stunning Fist can use that ability through 
  the weapon. 
  Mod 
  Trans 
  8 
  Craft Arms & Armor 
  Creator must be a 
  Monk 
  — 
  +1 
  Last Resort 
  (CWar p135) 
  Melee only 
  If the wielder is Grappled, this weapon does not have the 
  standard –4 penalty to attack while Grappled. 
  Also, the weapon does +1d6 damage for each size category the 
  grappler is larger than the wielder. 
  Mod 
  Trans 
  7 
  Craft Arms & Armor  
  Freedom of 
  Movement 
  — 
  +1 
  Magebane  
  (CArc p143) 
  Any Weapon 
  Against any creature that casts Arcane spells or has Arcane 
  spell-like abilities, the weapon gains an extra +2 attack bonus 
  & does an extra +2d6 damage. 
  Mod 
  Conj 
  8 
  Craft Arms & Armor 
  Dispel Magic 
  — 
  +1 
  Merciful 
  (DMG p225) 
  Any Weapon 
  On command, the weapon does +1d6 damage but all damage is 
  subdual. 
  Faint 
  Conj 
  5 
  Craft Arms & Armor 
  Cure Light Wounds 
  — 
  +1 
  Mighty Cleaving 
  (DMG p225) 
  Melee only 
  Wielder with Feat: Cleave only: 
  May make one additional Cleave attempt per round. 
  Mod 
  Evoc 
  8 
  Craft Arms & Armor 
  Divine Power 
  — 
  +1 
  Returning 
  (DMG p225) 
  Thrown only 
  After being thrown, the weapon returns to thrower at the start 
  of the next round.  It may be caught by its thrower as a Free 
  Action. 
  Mod 
  Trans 
  7 
  Craft Arms & Armor 
  Telekinesis 
  — 
  +1 
  Seeking 
  (DMG p225) 
  Ranged only 
  Negates the Miss Chance due to Concealment, Blur, etc.  The 
  attack must be aimed at a hex containing a creature to work 
  (i.e., it cannot find random Invisible foes in the battlefield). 
  Strong
  Div 
  12 
  Craft Arms & Armor 
  True Seeing 
  — 
  +1 
  Shock 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Electrical damage. 
  Mod 
  Evoc 
  8 
  Craft Arms & Armor 
  Call Lightning –or– 
  Lightning Bolt 
  — 
  +1 
  Spell Storing 
  (DMG p225) 
  Melee only 
  Can store one spell of up to 3rd level (must have a casting time 
  of 1 Standard Action). 
  On a successful hit that does damage, the wielder can “cast” 
  the spell as a Free Action on the opponent.  This “empties” 
  the weapon, leaving it ready for a new spell. 
  Strong 
  Evoc + 
  aura of 
  stored 
  spell 
  12 
  Craft Arms & Armor 
  — 
  +1 
  Sure Striking 
  (PGF p120) 
  Any Weapon 
  Overcomes Damage Reduction as if it were ‘chaotic’, ‘evil’, 
  ‘good’, or ‘lawful’, whichever is most appropriate for the 
  target. 
  Mod 
  Trans 
  6 
  Craft Arms & Armor 
  Align Weapon 
  — 
  +1 
  Throwing 
  (DMG p226) 
  Melee only 
  Weapon becomes a throwing weapon with a range increment 
  of 10’. 
  Faint 
  Trans 
  5 
  Craft Arms & Armor 
  Magic Stone 
  — 
  +1 
  Thundering 
  (DMG p225) 
  Any Weapon 
  On a critical hit, the weapon does +1d8 in Sonic damage (+2d8 
  if x3, +3d8 if x4) & the target must make a Fortitude save vs. 
  DC 14 or become Permanently Deaf. 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra Sonic damage, but not the weapon’s critical 
  multiplier.(DMG p222)  
  A weapon cannot have both ‘Roaring’ & ‘Thundering’ options. 
  Faint 
  Necro 
  5 
  Craft Arms & Armor 
  Blindness / Deafness 
  — 
  +1 
  Vicious 
  (DMG p226) 
  Melee only 
  +2d6 damage to opponent & 1d6 damage to wielder. 
  Mod 
  Necro 
  7 
  Craft Arms & Armor 
  Enervation 
  — 
  +1 
  Waterborn 
  (Eb p266) 
  Any Weapon 
  When the weapon is used underwater, the penalties for fighting 
  underwater are negated. 
  If the wielder is on land and attacks a foe who is underwater, 
  the foe looses the Cover bonus to AC granted by the water. 
  Piercing weapons only: 
  If both the wielder and the opponent are underwater, the 
  weapon has a +2 bonus on attack & damage rolls. 
  Mod 
  Conj 
  9 
  Bind Elemental 
  Planar Binding, 
  Lesser 
  — 
  +1 
  Anarchic 
  (DMG p223) 
  Any Weapon 
  +2d6 damage vs. Lawful opponents. 
  Weapon is ‘chaotically’ aligned, for purposes of Damage 
  Reduction. 
  Lawful creature only: 
  1 Persistent Negative Level. 
  Mod 
  Evoc 
  [chaos]
  7 
  Craft Arms & Armor 
  Chaos Hammer 
  Creator must be 
  Chaotic 
  — 
  +2 
  Axiomatic 
  (DMG p223) 
  Any Weapon 
  +2d6 damage vs. Chaotic opponents. 
  Weapon is ‘lawfully’ aligned, for purposes of Damage 
  Reduction. 
  Chaotic creature only: 
  1 Persistent Negative Level. 
  Mod 
  Evoc 
  [law] 
  7 
  Craft Arms & Armor 
  Order’s Wrath 
  Creator must be 
  Lawful 
  — 
  +2 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Weapons & Ammunition 
  Page 4 
  Weapon Options 
  Type 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Disarming 
  (CWar p134) 
  Any Weapon 
  Melee weapons – During a Disarm action, eliminate the 
  opponent’s bonuses for weapon size & using two hands. 
  Ranged weapons – Able to make Ranged Disarm action 
  (weapon sizes do not matter, but the opponent gains a +4 
  bonus us holding the weapon in two hands). 
  Mod 
  Trans 
  11 
  Craft Arms & Armor  
  Telekinesis 
  — 
  +2 
  Burning 
  (Eb p266) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Fire damage and the opponent Catches on Fire for 
  1d4 rounds (RefNeg, DC11).  Move Action to douse flames. 
  +2 bonus on Initiative checks if held at the start of combat 
  Mod 
  Conj 
  9 
  Bind Elemental 
  Planar Binding, 
  Lesser 
  — 
  +2 
  Disruption 
  (DMG p224) 
  Bludgeoning 
  Melee only 
  Any undead struck must make a Will save vs. DC 14 or be 
  destroyed. 
  Strong
  Conj 
  14 
  Craft Arms & Armor 
  Heal 
  — 
  +2 
  Domineering 
  (PGF p119) 
  Any Weapon 
  Target becomes Shaken (WillNeg DC16). 
  Mod 
  Ench 
  11 
  Craft Arms & Armor 
  Fear 
  — 
  +2 
  Exit Wound 
  (CWar p134) 
  Ranged or 
  Ammo only 
  If the ranged attack misses its target, it continues and has a 
  chance to hit the next target in a straight line (using the 
  original attack roll).  Each successive target gains a +4 AC 
  bonus.  The attack stops when it hits something. 
  Mod 
  Trans 
  8 
  Craft Arms & Armor  
  Melf’s Acid Arrow 
  — 
  +2 
  Explosive – Melee  
  (CWar p134) 
  Melee only 
  On a hit, the attack has a 5’ radius explosion that does 2d4 
  damage (Ref½ DC15).  The wielder takes the damage too. 
  Mod 
  Trans 
  10 
  Craft Arms & Armor  
  Shatter 
  — 
  +2 
  Flaming Burst 
  (DMG p224) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Fire damage. 
  On a critical, the weapon / ammunition does an additional 
  +1d10 of Fire damage if x2, +2d10 if x3, & +3d10 if x4.  This 
  effect always occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra Fire damage, but not the weapon’s critical 
  multiplier.(DMG p222) 
  Strong
  Evoc 
  12 
  Craft Arms & Armor 
  Flame Blade –or– 
  Flame Strike –or– 
  Fireball 
  — 
  +2 
  Heavenly Burst 
  (BoED p113) 
  Any Weapon 
  On a critical hit, an Evil opponent takes +3d6 damage (no 
  save) and is Blinded (FortNeg DC14).  The wielder takes 1d2 
  Strength damage (no save). 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra damage, but not the weapon’s critical 
  multiplier.(DMG p222) 
  Faint 
  Evoc 
  5 
  Craft Arms & Armor  
  Ayailla’s Radiant 
  Burst 
  Creator must be 
  Good 
  — 
  +2 
  Holy 
  (DMG p225) 
  Any Weapon 
  +2d6 damage vs. Evil opponents. 
  Weapon is ‘good’ aligned, for purposes of Damage Reduction. 
  Evil creature only: 
  1 Persistent Negative Level. 
  Mod 
  Evoc 
  [good]
  7 
  Craft Arms & Armor 
  Holy Smite 
  Creator must be Good 
  — 
  +2 
  Icy Burst 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Cold damage. 
  On a critical, the weapon / ammunition does an additional 
  +1d10 of Cold damage if x2, +2d10 if x3, & +3d10 if x4.  
  This effect always occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra Cold damage, but not the weapon’s critical 
  multiplier.(DMG p222) 
  Strong
  Evoc 
  10 
  Craft Arms & Armor 
  Chill Metal –or–  
  Ice Storm 
  — 
  +2 
  Paralyzing 
  (BoED p113) 
  Any Weapon 
  On a hit, opponent is Held (WillNeg DC17).  The opponent 
  gets a new save each round & the effect automatically ends 
  after 10 rounds. 
  Mod 
  Ench 
  10 
  Craft Arms & Armor  
  Hold Monster 
  — 
  +2 
  Shocking Burst 
  (DMG p225) 
  Any Weapon 
  On command, the weapon (or the ammunition it launches) does 
  +1d6 of Electrical damage. 
  On a critical, the weapon / ammunition does an additional 
  +1d10 of Electrical damage if x2, +2d10 if x3, & +3d10 if x4.  
  This effect always occurs, even if the 1st effect is no “on”. 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra Electrical damage, but not the weapon’s 
  critical multiplier.(DMG p222) 
  Strong
  Evoc 
  10 
  Craft Arms & Armor 
  Call Lightning –or– 
  Lightning Bolt 
  — 
  +2 
  Skillful  
  (CArc p144) 
  Melee only 
  There is no non-proficiency penalty for wielding a Skillful 
  weapon.   
  The minimum Base Attack Bonus for this weapon only  
  (i.e., does not apply to the other hand) is 3/4 Character level 
  (i.e., same as a Cleric of the same level). 
  Mod 
  Trans 
  11 
  Craft Arms & Armor 
  Tenser’s 
  Transformation 
  — 
  +2 
  Unholy 
  (DMG p226) 
  Any Weapon 
  +2d6 damage vs. Good opponents. 
  Weapon is ‘evil’ aligned, for purposes of Damage Reduction. 
  Good creature only: 
  1 Persistent Negative Level. 
  Mod 
  Evoc 
  [evil] 
  7 
  Craft Arms & Armor 
  Unholy Blight 
  Creator must be Evil 
  — 
  +2 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Weapons & Ammunition 
  Page 5 
  Weapon Options 
  Type 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Wounding 
  (DMG p226) 
  Melee only 
  Opponent takes 1 point of Constitution damage due to blood 
  loss in addition to normal weapon damage.  Creatures 
  immune to criticals do not take ability damage. 
  Mod 
  Evoc 
  10 
  Craft Arms & Armor 
  Mordenkainen’s 
  Sword 
  — 
  +2 
  Banishing 
  (BoED p113) 
  Any Weapon 
  On a hit, an Extraplanar opponent of up to 25HD is banished 
  back to its home plane & cannot return for 24 hours (WillNeg 
  24, SR applies). 
  The wielder may deactivate this ability as a Free Action. 
  Strong
  Abj 
  13 
  Craft Arms & Armor  
  Banishment 
  — 
  +3 
  Clouting  
  (CArc p143) 
  Any Weapon 
  On a hit, the opponent is moved backward 10’ (or knocked 
  Prone if he/she cannot move backwards) (FortNeg, DC19).   
  If the opponent fails the first save, he/she is Stunned for  
  1 round  (FortNeg, DC19). 
  Mod 
  Abj 
  11 
  Craft Arms & Armor  
  Repulsion 
  — 
  +3 
  Explosive – Ranged  
  (CWar p134) 
  Ranged or 
  Ammo only 
  On a hit, the attack has a 5’ radius explosion that does 2d4 
  damage (Ref½ DC15).  
  Mod 
  Trans 
  10 
  Craft Arms & Armor  
  Shatter 
  — 
  +3 
  Finesse 
  (Eb p266) 
  Light Melee 
  Weapon, 
  Rapier, Whip, 
  or Spiked 
  Chain 
  Wielder who is the size for which the weapon was made only: 
  +2 Enhancement bonus to Dexterity 
  Wielder may use his/her Dexterity modifier as a bonus on 
  attack rolls instead of his/her Strength. 
  Mod 
  Conj 
  9 
  Bind Elemental 
  Planar Binding, 
  Lesser 
  — 
  +3 
  Knockback 
  (CWar p135) 
  Ranged or 
  Ammo only 
  On a hit, the attack initiates a Bull Rush action, as a Medium 
  creature with a +8 Strength modifier which pushes the 
  opponent as far back as possible. 
  Mod 
  Evoc 
  11 
  Craft Arms & Armor  
  Bigby’s Forceful 
  Hand 
  — 
  +3 
  Roaring 
  (BoED p114) 
  Any Weapon 
  The weapon roars on each use. 
  On a hit, an Evil opponent is Shaken (WillNeg DC22). <no 
  duration listed> 
  On a critical hit, the opponent takes +2d6 Sonic damage. 
  When hitting a creature not susceptible to critical hits, make 
  the confirmation roll anyway.  If successful, the opponent 
  takes the extra Sonic damage, but not the weapon’s critical 
  multiplier.(DMG p222) 
  A weapon cannot have both ‘Roaring’ & ‘Thundering’ options. 
  Strong
  Evoc 
  15 
  Craft Arms & Armor  
  Leonal’s Roar 
  Creator must be Good 
  — 
  +3 
  Speed 
  (DMG p225) 
  Any Weapon 
  As part of a Full Attack Action, the wielder gets an extra attack 
  at his/her best attack bonus each round.  Does not stack with 
  Haste 
  Mod 
  Trans 
  7 
  Craft Arms & Armor 
  Haste 
  — 
  +3 
  Superior Dispelling 
  (DR312 p87) 
  Any Melee 
  Dispel Magic (area dispel) in a 5’ radius centered on the 
  wielder, as a Standard Action.  The spell’s Caster level is 
  equivalent to the wielder’s character level. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor  
  Greater Dispel 
  Magic 
  — 
  +3 
  Brilliant Energy 
  (DMG p224) 
  Melee, 
  Thrown, & 
  Ammo only 
  Passes through non-living matter, so Armor and Armor 
  Enhancement AC bonuses don’t count against this weapon.  
  Cannot harm Undead, Constructs, & Objects 
  The weapon gives off light in a 20’ radius. 
  Strong
  Trans 
  16 
  Craft Arms & Armor 
  Gaseous Form 
  Continual Flame 
  — 
  +4 
  Dancing 
  (DMG p224) 
  Melee only 
  As a Standard Action, this weapon can be loosed.  It will fight 
  for 4 rounds at its wielder’s Base Attack Bonus.  Then it 
  drops & can’t ‘dance’ again for 4 rounds.   
  If the wielder moves, the weapon follows & continues to 
  occupy the same hex. 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Animate Object 
  — 
  +4 
  Keeper’s Fang 
  (Eb p266) 
  Melee only 
  Weapon does ‘evil’ damage with respect to Damage Reduction. 
  If used to strike the killing blow, the opponent’s soul is trapped 
  in the realm of the Deity of the Dead & the opponent cannot 
  be restored to life with Resurrection, etc. 
  Mod 
  Conj 
  9 
  Bind Elemental 
  Planar Binding, 
  Lesser 
  — 
  +4 
  Righteous 
  (BoED p114) 
  Any Weapon 
  Detect Evil, always on.  The wielder may deactivate this power 
  as a Free Action. 
  Against an opponent with a Strong or Overwhelming aura of 
  Evil, this weapon has a +2 bonus on attack & damage rolls. 
  Mod 
  Div 
  Evoc 
  7 
  Craft Arms & Armor  
  Detect Evil 
  Holy Smite 
  Creator must be Good 
  — 
  +4 
  Vorpal 
  (DMG p226) 
  Slashing  
  Melee only 
  On a roll of Natural 20 (even if the opponent is not susceptible 
  to critical hits(DMG p222)) followed by a successful critical 
  confirmation roll, the opponent’s head is cut off.  Note that 
  some creature will not care. 
  Strong
  Necro 
  Trans 
  18 
  Craft Arms & Armor 
  Circle of Death 
  Keen Edge 
  — 
  +5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 6 
  Weapons 
   
   
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Masterwork Silver 
  Dagger 
  (DMG p227) 
  Masterwork Alchemical-Silver Dagger 
  — 
  — 
  — 
  161 
  — 
  322 
  Masterwork Cold-
  Iron Longsword 
  (DMG p227) 
  Masterwork Cold-Iron Longsword 
  — 
  — 
  — 
  165 
  — 
  330 
  Weapon with +1  
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  1,000 
  80 
  2,000 
  Adamantine Dagger 
  (DMG p226) 
  Masterwork Adamantine Dagger 
  — 
  — 
  — 
  1,501 
  — 
  3,002 
  Adamantine 
  Battleaxe 
  (DMG p226) 
  Masterwork Adamantine Battleaxe 
  — 
  — 
  — 
  1,505 
  — 
  3,010 
  Shatterspike 
  (DMG p228) 
  +1 Longsword 
  Wielder with Feat: Improved Sunder who is doing a Sunder Action only: 
  +4 Longsword 
  Strong
  Evoc 
  13 
  Craft Arms & Armor 
  Power Attack 
  Improved Sunder 
  Shatter 
  2,315 
  160 
  4,315 
  Weapon with +2  
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  4,000 
  320 
  8,000 
  Cheldaorn Katar 
  (PGF p121) 
  +1 Punching-Dagger, carved from a Black Dragon Tooth  
  Poison (DC 14), once per day.  Decision to use the effect is made after the 
  weapon hits. 
  Faint 
  Necro 
  5 
  Craft Arms & Armor 
  Poison 
  4,302 
  320 
  8,302 
  Dagger of Venom 
  (DMG p226) 
  +1 Dagger 
  Poison (DC 14), once per day.  Decision to use the effect is made after the 
  weapon hits. 
  Faint 
  Necro 
  5 
  Craft Arms & Armor 
  Poison 
  4,302 
  320 
  8,302 
  Lance of the Last 
  Rider 
  (CWar p135) 
  +1 Lance 
  When the wielder charges a mounted opponent from the back of a steed, the 
  weapon initiates a Bull Rush action.  If successful, the opponent is moved 
  back, but the mount is not. 
  Faint 
  Trans 
  5 
  Craft Arms & Armor  
  Bull’s Strength 
  4,306 
  320 
  8,306 
  Trident of Warning 
  (DMG p229) 
  +2 Trident 
  As a 1 Round Action, the Trident will detect the location, species, & 
  number hostile and hungry marine predators in a 680’ hemisphere. 
  Mod 
  Div 
  7 
  Craft Arms & Armor 
  Locate Creature 
  5,057 ½ 
  405 
  10,115 
  Shifter’s Sorrow 
  (DMG p228) 
  +1 Alchemical-Silver / +1 Alchemical-Silver Two-Bladed Sword 
  Does +2d6 damage to any creature with the ‘shapechanger’ subtype. 
  If this weapon strikes a creature in an alternate form (including a Druid in a 
  Wild Shape form), the opponent must make a Will save vs. DC 15 or 
  return it its normal form. 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Baleful Polymorph 
  6,780 
  480 
  12,780 
  Python Rod 
  (DMG p236) 
  Masterwork Quarterstaff  
  Good character only: 
  +1 / +1 Quarterstaff  
  As a Standard Action, the rod polymorphs into a Giant Constrictor Snake 
  (which has a +1 Enhancement bonus on attack & damage) under the 
  user’s command.  It returns to its quarterstaff form on command, if it is 
  more than 100’ from the user, or if it is slain.  In the later case, the rod 
  stops working for 3 days. 
  Mod 
  Trans 
  10 
  Craft Rod 
  Craft Arms & Armor 
  Baleful Polymorph 
  Creator must be 
  Good 
  6,500 
  520 
  13,000 
  Calathangas 
  (PGF p125) 
  +1 Rapier 
  Anyone hit by this weapon contracts lycanthropy & becomes an Afflicted 
  Wererat (FortNeg DC15). 
  Glows when rats are within 50’. 
  Summon 1d6+1 Rat Swarms –or– 3d6 Dire Rats, usable 1/day.  Arrive in 
  2d6 rounds & serve for up to 1 hour. 
  The wielder must make a Fortitude save vs. DC15 each tenday or contract 
  lycanthropy & becomes an Afflicted Wererat. 
  Mod 
  Conj 
  6 
  Craft Arms & Armor 
  Summon Nature’s 
  Ally III 
  8,060 
  620 
  15,800 
  Hammer of Skill 
  (DR324 p76) 
  +2  Thundering  Cold-Iron  Warhammer 
  Each time the wielder misses, he/she receives a cumulative –1 penalty on 
  his/her next attack roll, but a circumstance bonus of equal size if the next 
  attack hits.  Once a hit occurs, the hammer resets itself to +0. 
  If the wielder fails to hit when the penalty is up to –10, the hammer will not 
  function for that wielder ever again. 
  The hammer keeps a different cumulative total for each wielder and 
  remembers that total the next time a wielder picks the hammer up. 
  Mod 
  Necro 
  6 
  Craft Arms & Armor 
  Blindness / Deafness 
  9,000 
  720 
  18,000 
  Staff of the 
  Crushing Breeze 
  (DR325 p98) 
  +2 Quarterstaff, carved with idyllic scenes and partially covered with 
  Mithral chains. 
  Wielder gains Feat: Improved Trip. 
  Mod 
  Evoc 
  6 
  Craft Arms & Armor 
  Gust of Wind 
  9,000 
  720 
  18,000 
  Weapon with +3  
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  9,000 
  720 
  18,000 
  Assassin’s Dagger 
  (DMG p226) 
  +2 Dagger 
  +1 bonus to the DC of an Assassin’s Death Attack 
  Mod 
  Necro 
  9 
  Craft Arms & Armor 
  Slay Living 
  9,302 
  720 
  18,302 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 7 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Celestial Blade 
  (BoED p114) 
  +3 Bastard Sword, sized for Large creatures. 
  Gives off light as a torch (20’ radius). 
  Mod 
  Evoc 
  9 
  Craft Arms & Armor 
  9,335 
  720 
  18,335 
  Trident of Fish 
  Command 
  (DMG p229) 
  +1 Trident 
  The wielder may charm 14HD of Aquatic animals who are within a 30’ area 
  (WillNeg DC16, +5 bonus if under attack by the wielder or his/her allies).  
  The wielder may speak with charmed animals.  Target that make their save 
  will not want to approach within 10’ of the trident.  Usable 3/day.  
  Mod 
  Ench 
  7 
  Craft Arms & Armor 
  Speak with Animals 
  9,325 
  746 
  18,650 
  Viper Rod 
  (DMG p237) 
  +2 Heavy-Mace 
  Evil character only: 
  On command, the head of the mace transforms into a snake’s head for 10 
  minutes, unable 1/day.  During this time, all hits do normal damage & 
  inflict a poison (1d10 Con / 1d10 Con / DC 14). 
  Mod 
  Necro 
  10 
  Craft Rod 
  Craft Arms & Armor 
  Poison 
  Creator must be Evil 
  9,500 
  760 
  19,000 
  Flame Tongue 
  (DMG p226) 
  +1 Flaming-Burst Longsword 
  Once per day, 4d6 Fire damage to a single target within 30’ as a Ranged 
  Touch attack. 
  Mod 
  Evoc 
  12 
  Craft Arms & Armor 
  Flame Blade –or– 
  Flame Strike –or–
  Fireball 
  Scorching Ray 
  10,515 
  816 
  20,715 
  Ashen Branch 
  (DR324 p29) 
  2’ long branch that looks recently cut. 
  When thrown, the branch becomes a +3 Adamantine Spear.  After the attack 
  is resolved, it turns back into a branch. 
  Mod 
  Trans 
  8 
  Craft Arms & Armor 
  Plant Growth 
  10,801 
  840 
  21,301 
  Sword of Subtlety 
  (DMG p228) 
  +1 Short-Sword 
  When used for a Sneak Attack: 
  +4 bonus to attack & damage 
  Mod 
  Ill 
  7 
  Craft Arms & Armor 
  Blur 
  11,155 
  892 
  22,310 
  Sword of the Planes 
  (DMG p228) 
  +1 Longsword 
  Against Elementals –or– while on any Elemental Plane: 
  +2 Longsword 
  Against natives of the Astral / Ethereal Plane –or– while on the Astral / 
  Ethereal Plane: 
  +3 Longsword 
  Against Outsiders –or– while on any Outer Plane: 
  +4 Longsword 
  Strong
  Evoc 
  15 
  Craft Arms & Armor 
  Plane Shift 
  11,157 ½ 
  893 
  22,315 
  Luck Blade  
  (DMG p227) 
  +2 Short-Sword 
  +1 Luck bonus to all saves. 
  The wielder may reroll one roll, but must use the new value.  Usable once 
  per day. 
  Strong
  Evoc 
  17 
  Craft Arms & Armor 
  Wish –or– Miracle 
  11,030 
  882 
  22,960 
  Nine Lives Stealer 
  (DMG p227) 
  +2 Longsword 
  On a Critical Hit, the target must make a Fortitude save vs. DC 20 or die.  
  After 9 successful uses, this ability stops working. 
  Good characters only: 
  2 Persistent Negative Levels. 
  Strong
  Necro 
  [evil] 
  13 
  Craft Arms & Armor 
  Finger of Death 
  11,529 
  992 
  23,057 
  Mattock of the 
  Titans 
  (DMG p262) 
  10’ long digging tool. 
  +3 Gargantuan Adamantine Morningstar (4d6 base damage) 
  A Huge-sized creature (or larger) can use it to remove a 10’ cube of earth or 
  earthen ramparts per 10 minutes, or smash a 10’ cube of stone per 1 hour. 
  Strong
  Trans 
  16 
  Craft Wondrous Item 
  Craft Arms & Armor 
  Move Earth 
  13,348 
  800 
  23,348 
  Rod of Withering 
  (DMG p237) 
  +1 Light-Mace that does no normal damage 
  On a melee touch attack, this weapon does 1d4 Strength damage & 1d4 
  Constitution damage (FortNeg DC 17).  If the attack is a Critical Hit, the 
  ability damage is permanent. 
  Strong
  Necro 
  13 
  Craft Rod 
  Craft Arms & Armor 
  Contagion 
  12,500 
  1,000 
  25,000 
  Maul of the Titans 
  (DMG p262) 
  8’ long mallet. 
  +3 Greatclub 
  Deals x3 damage to inanimate objects. 
  If Strength less than 18, then all attacks have a –4 penalty. 
  Strong
  Evoc 
  15 
  Craft Wondrous Item 
  Craft Arms & Armor 
  Bigby’s Clenched 
  Fist 
  12,305 
  480 
  25,305 
  Oathbow 
  (DMG p227) 
  +2 Composite Longbow, Mighty +2 
  When fired, the bow whispers “Swift defeat to my enemies”. 
  The wielder may ‘vow’ to slay a specific target, once per day.  There cannot 
  be any pending “sworn enemies”. 
  When shooting at the “sworn enemy” only: 
  +5 Composite Longbow, Mighty +2.  Arrows do +2d6 damage & have a 
  x3 critical multiplier. 
  The bow shouts “Swift death to those who have wronged me”. 
  When the bow has a “sworn enemy” but is shooting at someone else: 
  Masterwork Composite Longbow, Mighty +2 
  When the bow has a “sworn enemy” but the wielder is using a different 
  weapon: 
  –1 penalty on attacks. 
  The penalties end when the wielder slays / destroys the “sworn enemy” 
  personally or 7 days go by. 
  Strong
  Evoc 
  15 
  Craft Arms & Armor 
  Creator must be an 
  Elf 
  13,100 
  1,000 
  25,600 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 8 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Sword of Life 
  Stealing 
  (DMG p228) 
  +2 Longsword 
  On a critical, the target gains a Negative Level and the wielder gains 1d6 
  Temporary hit-points (which fade if not used in 24 hours).  The DC to 
  remove the Negative Level after 24 hours is 16. 
  Strong
  Necro 
  17 
  Craft Arms & Armor 
  Enervation 
  12,857 ½ 
  1,029 
  25,715 
  Oglien’s Final 
  Answer 
  (CWar p135) 
  +2 Spiked Chain 
  Nondetection on the weapon, always on. 
  Wielder gains a +5 bonus on Perform (weapon drill) checks. 
  Mod 
  Abj 
  Trans 
  10 
  Nondetection 
  13,325 
  1,040 
  26,325 
  Dyerwaen 
  (PGF p125) 
  +2 Bastard Sword 
  Does ‘good’ and ‘chaotic’ damage for purposes of overcoming Damage 
  Reduction. 
  +2 Competence bonus on Survival checks. 
  Intuit Direction, at will. 
  Hide from Animals, at will. 
  Speak with Plants, 1/day. 
  +2 Competence bonus on Diplomacy checks vs. Elves, Fey, & Woodland 
  creatures of Good alignment. 
  In a forest only: 
  +5 Competence bonus to Hide checks. 
  Pass without Trace, at will. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Creator must be a 
  Druid 
  14,668  
  1,173 
  29,335 
  Ilbratha, Mistress of 
  Battle 
  (PGF p126) 
  +1 Longsword 
  Jump, 3/day. 
  Blink, 1/day. 
  Mirror Image, 1/day. 
  When it touches a spell effect or a magic item, the weapon makes a chime. 
  Faint 
  Trans 
  5 
  Craft Arms & Armor 
  Blink 
  Detect Magic 
  Jump 
  Mirror Image 
  15,715 
  1,232 
  31,115 
  Weapon with +4 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  16,000 
  1,280 
  32,000 
  Rod of Thunder and 
  Lightning 
  (DMG p237) 
  +2 Light-Mace 
  ‘Thunder’, 1/day.  Activated as a Free Action.  For 1 round, the rod acts as a 
  +3 Light Mace & an opponent hit with it is Stunned for 1 round (FortNeg 
  DC16). 
  ‘Lightning’, 1/day.  Activated as a Free Action.  For 1 round, the rod does 
  an extra 2d6 of electrical damage.  During this time, if an attack misses the 
  target’s normal AC, but would have hit its touch AC, the target takes 2d6 
  electrical damage anyway. 
  Shout, 1/day.  2d6 Sonic damage & Deafened for 2d6 rounds. DC16 
  Lightning Bolt, 1/day.  9d6 Electrical damage (Ref½ DC16) in a 5’ wide 
  path that is 200’ long. 
  ‘Thunder and Lightning’, 1/week.  9d6 Electrical damage in a 5’ wide path 
  that is 200’ long plus all creatures within 10’ of the path of the lighting 
  take 2d6 Sonic damage (Ref½ DC16 for all effects).  Note that when 
  calculating the damage from the lightning, count rolls of 1 or 2 as a ‘3’ 
  (minimum damage is 27). 
  Mod 
  Evoc 
  9 
  Craft Rod 
  Craft Arms & Armor 
  Lightning Bolt 
  Shout 
  16,500 
  1,320 
  33,000 
  Mace of Terror 
  (DMG p227) 
  +2 Heavy-Mace 
  On command, the wielder becomes terrible looking.  Living creatures in a 
  30’ cone in front of him/her are effected by Fear (Will½ DC16).  Usable 
  3/day. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Fear 
  19,276 
  1,542 
  38,552 
  Life-Drinker 
  (DMG p227) 
  +1 Greataxe 
  On a hit that does damage, the opponent gains 2 Negative Levels.  The DC 
  to remove the levels the next day is 16. 
  Wielder gains 1 Negative Level per hit that does damage, which goes away 
  after one hour. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Enervation 
  20,320 
  1,600 
  40,320 
  Taragarth, the 
  Bloodbrand 
  (PGF p126) 
  +1 Short Sword 
  When holding the weapon unsheathed only: 
  Fire Resistance 10. 
  Wielder is immune to Detect Thoughts, Discern Lies, and all attempts to 
  determine alignment. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Nondetection 
  Resist Elements 
  21,301 
  1,680 
  42,310 
  Craemmol’s 
  Hammer 
  (PGF p121) 
  +3 Warhammer 
  Gives off light like a torch. 
  If a Drow is within 60’, the weapon makes a sound like a loud bell. 
  As a Full Round Action, the wielder can determine the location of the 
  nearest Drow within a 60’ radius & the total number of Drow within 60’. 
  Mod 
  Evoc 
  11 
  Craft Arms & Armor 
  True Seeing 
  21,812 
  1,720 
  43,312 
  Nightblade of 
  Arvandor 
  (BoED p115) 
  +2 Longsword.  The black steel blade looks like it is filled with stars. 
  As a Standard Action, the blade can “fire” one star per ranged attack the 
  wielder has (this provokes Attacks of Opportunity).  Each star is a Force 
  effect that requires a Ranged Touch attack to hit & does 1d8 damage (non-
  Evil creatures take half the damage as non-lethal). 
  Mod 
  Evoc 
  [good]
  6 
  Craft Arms & Armor  
  Stars of Arvandor 
  Creator must be Good 
  22,315 
  1,760 
  44,315 
  Nychyaella’s 
  Healing Spear 
  (PGF p121) 
  +2 Silvered Spear. 
  Vampiric Touch, through the spear, up to 3/day.  Effect is used after the 
  spear hits. 
  Mod 
  Necro 
  10 
  Craft Arms & Armor 
  Vampiric Touch 
  22,392 
  1,760 
  44,392 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 9 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Sylvan Scimitar 
  (DMG p229) 
  +3 Scimitar 
  When used outdoors in temperate climate: 
  Wielder gains Feat: Cleave and +1d6 damage. 
  Mod 
  Evoc 
  11 
  Craft Arms & Armor 
  Divine Power –or– 
  Creator must be a 
  Druid of 7th + level 
  23,657 ½ 
  1,893 
  47,315 
  Hand of the Creator 
  (DR328 p65) 
  +1 Keen  Punching Dagger made of Mithral. 
  Wielder with Elven Blood only: 
  +1d4 damage. 
  An opponent without Elven Blood is permanently under the effect of 
  Faerie Fire and Shaken (WillNeg, DC 14).  Removed as a Curse. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Bestow Curse 
  Faerie Fire 
  Keen edge 
  Creator must be an 
  Elf or Half-Elf 
  24,502 
  1,920 
  48,502 
  Weapon with +5 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  25,000 
  2,000 
  50,000 
  Celestial Mace 
  (BoED p114) 
  +3  Disrupting  Heavy-Mace 
  Gives off light as a torch (20’ radius). 
  Strong 
  Trans 
  14 
  Craft Arms & Armor 
  Disrupting Weapon 
  25,312 
  2,000 
  50,312 
  Rapier of 
  Puncturing 
  (DMG p227) 
  +2  Wounding  Rapier 
  1d6 Constitution damage due to blood-loss on a touch attack, usable 3 times 
  per day.  Does not effect creatures who are immune to criticals. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Harm 
  25,320 
  2,000 
  50,320 
  Sun Blade 
  (DMG p228) 
  +2 Bastardsword, though it can be wielded as if it were a Short-Sword. 
  Sunlight, usable 1/day – As a Standard Action, create a 10’ radius area of 
  daylight.  For each consecutive round spent using a Standard Action to 
  maintain the ability, the radius grows by 5’, up to 60’ after 10 rounds.  
  When the wielder stops, the glow fades over the next minute. 
  Against Evil creatures: 
  +4 Bastard-Sword 
  Against Negative-Energy Plane creatures or Undead: 
  Double damage (x3 on a critical). 
  Evil characters only: 
  1 Persistent Negative Level. 
  Mod 
  Evoc 
  10 
  Craft Arms & Armor 
  Daylight 
  Creator must be 
  Good 
  25,335 
  2,000 
  50,335 
  DemonDoom 
  (BoED p115) 
  +2  Holy  Demon-Bane  Warhammer made of Cold Iron 
  Blinding Strike, 1/day.  Must be declared before the attack is made.  If the 
  weapon hits & the opponent’s Spell Resistance is overcome & the 
  opponent is a Demon, Power Word Blind. 
  Strong
  Ench 
  15 
  Craft Arms & Armor  
  Holy Smite 
  Power Word Blind 
  Creator must be Good 
  25,912 
  2,048 
  51,512 
  Frost Brand 
  (DMG p226) 
  +3 Frost Greatsword 
  When the temperature is below freezing, the sword glows like a torch. 
  Absorbs the first 10 hp of Fire damage the wielder would take each round. 
  Extinguishes any nonmagical fires it is thrust into. 
  Extinguishes any magical fires (such as Wall of Fire) by making a Dispel 
  Check at +14. 
  Strong
  Evoc 
  14 
  Craft Arms & Armor 
  Ice Storm 
  Dispel Magic 
  Protection from 
  Energy 
  27,375 ½ 
  2,179 
  54,475 
  Lashing Sword of 
  Samos the 
  Skullreaver 
  (PGF p121) 
  +1 Short Sword 
  The weapon’s pommel generates a whip made of blue light.  If the wielder 
  succeeds in a Touch Attack with the ‘whip’ on an Undead, it is Destroyed 
  (WillNeg DC17).  The ‘whip’ does not effect any other type of creature & 
  does not require proficiency. 
  Mod 
  Conj 
  9 
  Craft Arms & Armor 
  Disrupting Weapon 
  27,310 
  2,160 
  56,310 
  Thornblade 
  (DR326 p78) 
  +3 Keen  Scimitar, with a green blade and a few thorns. 
  After the blade has hit, the wielder can poison his/her opponent with 
  Bloodroot Poison.  Usable 3/day. 
  Once it has bonded with an owner, the Thornblade will rot away if not 
  touched by its owner for 30 days.  The owner can give the blade to another 
  Mod 
  Conj 
  9 
  Craft Arms & Armor 
  Poison 
  28,225 
  2,258 
  56,450 
  Rustblade 
  (PGF p121) 
  +1 Dagger, which looks rusted. 
  Rusting Grasp, always on. 
  Mod 
  Trans 
  7 
  Craft Arms & Armor 
  Rusting Grasp 
  29,302 
  2,320 
  58,302 
  Dwarven Thrower 
  (DMG p226) 
  +2 Warhammer 
  Dwarf only: 
  +3 Throwing Returning Warhammer with a 30’ range increment 
  Giants take +2d8 damage when thrown, all others take +1d8 
  Mod 
  Evoc 
  10 
  Craft Arms & Armor 
  Creator must be a 
  Dwarf of at least 
  10th level 
  30,312 
  2,400 
  60,312 
  Luck Blade, with 
  One Wish 
  (DMG p227) 
  +2 Short-Sword 
  +1 Luck bonus to all saves. 
  The wielder may reroll one roll, but must use the new value.  Usable once 
  per day. 
  Wish, 1 use. 
  Strong
  Evoc 
  17 
  Craft Arms & Armor 
  Wish –or– Miracle 
  31,180 
  2,494 
  62,360 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 10 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Rod of Lordly 
  Might 
  (DMG p235) 
  +2 Light-Mace with 6 buttons 
  Pressing button #1: 
  +1 Flaming Longsword 
  Pressing button #2: 
  +4 Battleaxe 
  Pressing button #3: 
  +3 Shortspear –or– +3 Longspear –or– +3 Lance 
  Pressing button #4: 
  5’ – 50’ climbing pole with grapple hooks on one end & a spike on the 
  other.  Can also be used to force open a door at +12. 
  Pressing button #5: 
  Returns rod to normal. 
  Pressing button #6: 
  Rod indicates north & distance from the surface (above or below). 
  Hold Person by touch (stated before the attack), 1/day.  DC 14. 
  Fear on enemies within 10’, 1/day.  DC 16. 
  2d4 dmg by touch (stated before the attack) & the wielder is healed the 
  same amount, 1/day. (Will½ DC 17) 
  Strong
  Ench 
  Evoc 
  Necro 
  Trans 
  19 
  Craft Rod 
  Craft Arms & Armor 
  Inflict Light Wounds 
  Bull’s Strength 
  Flame Blade 
  Hold Person 
  Fear 
  35,000 
  2,800 
  70,000 
  Weapon with +6 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  36,000 
  2,880 
  72,000 
  Sai of the Hornet 
  (DR325 p98) 
  +1 Dancing  Returning Sai 
  Can be ordered to throw itself at a foe within 50’ (with the standard range 
  penalties for a Sai) as if thrown by the controller.  It then returns to its 
  controller (as per the Returning feature) and continues Dancing until that 
  duration is over. 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Shield –or– Shield of 
  Faith 
  Telekinesis 
  36,150 
  2,892 
  72,300 
  Chernobog’s Sledge 
  (DR324 p29) 
  Masterwork Warhammer that looks old & rusted and weighs 10 pounds. 
  At night only: 
  +3  Mighty-Cleaving  Wounding  Warhammer 
  Strong
  Trans 
  12 
  Craft Arms & Armor 
  Deeper Darkness 
  36,312 
  2,880 
  72,312 
  Evithyan’s Blade 
  (PGF p125) 
  +3 Longsword 
  When fighting Drow only: 
  +5 Longsword 
  Does an additional 2d4 Constitution damage (Fort½ DC20). 
  Strong
  Evoc 
  13 
  Craft Arms & Armor 
  Mordenkainen’s 
  Sword 
  36,315 
  2,880 
  72,315 
  Eagle’s Cry Bow 
  (DR326 p77) 
  +5 Composite Long Bow (+4 Strength rating) 
  Has a 220’ range increment and can fire 20 increments (at –2 per increment 
  after the first). 
  When fired, makes an eagle’s cry, which rants all Elves within 30’ a +3 
  Morale bonus on saves vs. Charm & Fear and to weapon damage for 6 
  rounds. 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Far Shot 
  True Strike 
  Creator must be an 
  Elf 
  36,900 
  2,952 
  73,800 
  Mace of Smiting 
  (DMG p227) 
  +2 Adamantine Heavy-Mace 
  Against Constructs: 
  +5 Adamantine Heavy-Mace 
  Any construct struck with a critical hit is destroyed (no save). 
  Any Outsider struck with a critical hit takes x4 damage 
  Mod 
  Trans 
  11 
  Craft Arms & Armor 
  Disintegrate 
  39,312 
  2,880 
  75,312 
  Twinblades Alight 
  (PGF p121) 
  +2 Adamantine & Cold-Iron Battleaxe (its head is double-bladed, with each 
  blade made from a different material). 
  Lawful Good Dwarf only: 
  +2  Adamantine & Cold-Iron  Axiomatic  Holy  Battleaxe 
  Also glows softly 
  Strong
  Necro 
  Trans 
  18 
  Craft Arms & Armor 
  Circle of Death 
  Keen Edge 
  40,515 
  3,216 
  82,215 
  Nightwatcher 
  (PGF p126) 
  +3 Longsword, made from Adamantine. 
  Bearer gains Low-Light vision. 
  Dispel Magic vs. magical darkness within 30’. 
  When planted in the ground only: 
  Hums loudly if anyone with intent to harm its owner comes within 60’. 
  Mod 
  Evoc 
  9 
  Craft Arms & Armor 
  Alarm 
  Dispel Magic 
  Light 
  44,815 
  3,560 
  89,315 
  Weapon with +7 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  49,000 
  3,920 
  98,000 
  Dart of the Phoenix 
  (BoED p114) 
  +1 Returning Dart, fletched with phoenix feathers. 
  Throwing the dart inflicts 1d4 Strength damage on the thrower. 
  An opponent hit by the dart must make a Fortitude save vs. DC 20 or die 
  (with his/her body being incinerated).  On a successful save, the opponent 
  takes 13d6 Fire damage (if this kills the opponent, his/her body is 
  incinerated anyway).  If incinerated, the opponent’s ashes reform into the 
  person after 2d6 rounds, with all the Fire damage healed.  Creatures 
  immune to fire are immune to these effects, but fire resistance only applies 
  if the save is made. 
  Strong
  Necro 
  [fire] 
  [good]
  13 
  Craft Arms & Armor 
  Phoenix Fire 
  49,900 ½ 
  3,960 
  99,400 ½ 
  Bow of the Solars 
  (BoED p114) 
  +2 Composite Longbow, +4 Strength bonus, sized for a Large creature. 
  Any arrow fired by this bow becomes an Arrow of Slaying that matches the 
  targeted creature. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Finger of Death 
  50,500 
  3,9668 
  100,100 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 11 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Luck Blade, with 
  Two Wishes 
  (DMG p227) 
  +2 Short-Sword 
  +1 Luck bonus to all saves. 
  The wielder may reroll one roll, but must use the new value.  Usable once 
  per day. 
  Wish, 2 uses. 
  Strong
  Evoc 
  17 
  Craft Arms & Armor 
  Wish –or– Miracle 
  51,330 
  4,106 
  102,660 
  Holy Avenger 
  (DMG p226) 
  +2 Cold-Iron Longsword 
  Paladin only: 
  +5 Holy Cold-Iron Longsword 
  Spell Resistance (5 + Paladin level) to the Paladin & any adjacent 
  Greater Dispel Magic (area) as a Standard Action at the Paladin’s level.  
  Usable once per round. 
  Strong
  Abj 
  18 
  Craft Arms & Armor 
  Holy Aura 
  Creator must be 
  Good 
  60,630 
  4,800 
  120,300 
  Dragathil 
  (PGF p121) 
  Masterwork Rapier for a Medium-sized wielder 
  Character with at least 5 ranks of Diplomacy only: 
  +4  Merciful  Holy  Evil-Outsider-Bane  Undead-Bane  Rapier for a 
  Medium-sized wielder 
  Red glow as bright as a torch on command. 
  Hold Person, 1/day. 
  Strong
  Evoc 
  [good]
  12 
  Craft Arms & Armor 
  Cure Light Wounds 
  Hold Person 
  Holy Smite  
  Creator must be 
  Good 
  63,020 
  5,016 
  125,720 
  Weapon with +8 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  64,000 
  5,120 
  128,000 
  Faervian 
  (PGF p120) 
  Masterwork Longsword for a Medium-sized wielder 
  Arcane Spellcaster only: 
  +4  Spell-Storing  Holy  Evil-Outsider-Bane  Undead-Bane Longsword for 
  a Medium-sized wielder 
  Purple glow as bright as a torch on command. 
  May apply Still Spell to 3 spells per day. 
  Strong
  Evoc 
  [good]
  12 
  Craft Arms & Armor 
  Still Spell 
  Holy Smite 
  67,642 
  5,386 
  134,970 
  Luck Blade, with 
  Three Wishes 
  (DMG p227) 
  +2 Short-Sword 
  +1 Luck bonus to all saves. 
  The wielder may reroll one roll, but must use the new value.  Usable once 
  per day. 
  Wish, 3 uses. 
  Strong
  Evoc 
  17 
  Craft Arms & Armor 
  Wish –or– Miracle 
  71,480 
  5,718 
  142,960 
  Mhaorathil 
  (PGF p120) 
  Masterwork Short-Sword for a Medium-sized wielder 
  Dwarf only: 
  +4  Holy  Evil-Outsider-Bane  Undead-Bane  Short-Sword sized for a 
  Medium -sized wielder 
  Orange glow as bright as a torch on command. 
  Cure Light Wounds, 1/day. 
  Disrupting Weapon, 1/day. 
  Remove Disease, 1/day. 
  Strong
  Evoc 
  [good]
  12 
  Craft Arms & Armor 
  Cure Light Wounds 
  Disrupting Weapon 
  Holy Smite 
  Remove Disease 
  Creator must be 
  Good 
  75,303 
  5,999 
  150,297 
  Tyranny’s Knell 
  (PGF p122) 
  +2 Warhammer 
  Dwarf only: 
  +3  Throwing  Returning  Warhammer with a 30’ range increment 
  Giants take +2d8 damage when thrown, all others take +1d8 
  Earthquake, once per 10 days.  Activated as a Standard Action by striking 
  the ground. 
  When the weapon hits a Giant, it is effected by the equivalent of Reduce 
  Person (FortNeg DC16), except that it effects Giants. 
  Mod 
  Evoc 
  Trans 
  10 
  Craft Arms & Armor 
  Reduce Person 
  Creator must be a 
  Dwarf of at least 
  10th level. 
  77,312 
  6,160 
  154,312 
  Morvian 
  (PGF p120) 
  Masterwork Greatsword for a Medium-sized wielder 
  Lawful Good only: 
  +4  Axiomatic  Holy  Evil-Outsider-Bane  Undead-Bane  Greatsword for a 
  Medium-sized wielder 
  Yellow glow as bright as a torch on command. 
  Daylight, 1/day. 
  Strong
  Evoc 
  [good]
  [law] 
  12 
  Craft Arms & Armor 
  Daylight 
  Holy Smite 
  Order’s Wrath 
  Creator must be 
  Lawful Good 
  79,369 
  6,321 
  158,389 
  Evaelathil 
  (PGF p120) 
  Masterwork Short-Sword for a Small-sized wielder 
  Halflings only: 
  +4  Holy  Evil-Outsider-Bane  Undead-Bane  Short-Sword for a Small-
  sized wielder 
  Green glows as bright as a torch on command. 
  Fire Resistance 10. 
  Charm Person, 1/day. 
  Locate Object, 1/day. 
  Strong
  Evoc 
  [good]
  12 
  Craft Arms & Armor 
  Charm Person 
  Holy Smite 
  Locate Creature 
  Resist Energy 
  Creator must be 
  Good 
  80,523  
  6,429 
  161,045 
  Weapon with +9 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  81,000 
  6,480 
  162,000 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Weapons 
  Page 12 
  Weapons 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in GP 
  Create 
  in XP 
  Sell  
  in GP 
  Elqillar 
  (PGF p125) 
  +1 Scimitar, with its name on the blade in multi-colored runes. 
  Any creature hit by this weapon reverts to its natural form (WillNeg DC18). 
  Transforms into a Scimitar, Dagger, Kukri, or a sword of any kind, sized for 
  a Small, Medium, or Large creature, on command.  The runes remain on 
  the blade in any of its forms. 
  Disguise Self, while holding the weapon. 
  Wielder is immune to Detect Thoughts, Discern Lies, and all attempts to 
  determine alignment, while holding the weapon. 
  Strong
  Ill 
  12 
  Craft Arms & Armor 
  Disguise Self 
  Nondetection 
  Polymorph 
  83,815 
  6,680 
  167,315 
  Weapon with +10 
  (DMG p222) 
  Varies 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  100,000 
  8,000 
  200,000 
  Keryvian 
  (PGF p121) 
  Masterwork Bastardsword for a Medium-sized wielder 
  Fighter, Paladin, or Ranger of Good alignment only: 
  +4  Keen  Holy  Evil-Outsider-Bane  Undead-Bane  Bastardsword for a 
  Medium-sized wielder 
  Blue crackling glow as bright as a torch on command. 
  Jump, at will. 
  Feather Fall, at will. 
  Alarm (audible), always on.  Triggered by someone other than the owner 
  touching the weapon. 
  On a Critical Hit, the target receives 1 Negative Level (DC16) & the 
  wielder receives 1d6 Temporary HP (which fade after 24 hours). 
  Strong
  Evoc 
  [good]
  12 
  Craft Arms & Armor 
  Alarm 
  Enervation 
  Feather Fall 
  Holy Smite  
  Jump 
  Spell Turning 
  103,692 
  8,270 
  207,070 
  Heartcleaver 
  (PGF p121) 
  +2  Vorpal  Battleaxe sized for a Large creature, whose blade drips green 
  ichor. 
  Attempts to cast a Conjuration (healing) spell on a creature wounded by this 
  weapon only succeed if the caster makes a Caster check vs. DC 20.  This 
  effect ends when the creature returns to full hit-points (either naturally or 
  magically). 
  Strong
  Evoc 
  18 
  Craft Arms & Armor 
  Bestow Curse  
  Circle of Death 
  Keen Edge 
  157,320 
  12,560 
  314,320 
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Ammunitions 
  Page 13 
  Ammunitions 
  Ammunition can have many of the same options as normal weapons, but are created in a set of 50, so the individual cost is lower (indicated 
  below). 
  This list also includes other single use weapons. 
   
  Ammunition 
  Effect 
  Aura 
  Lvl 
  Requirements 
  Create 
  in gp 
  Create 
  in XP 
  Sell  
  in GP 
  Ammunition with +1  
  (DMG p222) 
  Varies 
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  20 
  2 
  40 
  Sleep Arrow 
  (DMG p228) 
  +1 Arrow 
  Does subdual damage. 
  If the target takes damage, it falls asleep (WillNeg DC11). 
  Single Use. 
  Faint 
  Ench 
  5 
  Craft Arms & Armor 
  Sleep 
  69 ½  
  5 
  132 
  Ammunition with +2  
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  80 
  6 
  160 
  Burrowing Arrow 
  (CWar p135) 
  +1 Arrow 
  On a hit, the arrow head imbeds itself in the target.  Natural healing 
  will not occur until removed, which causes 1d8 damage.  Magical 
  healing causes the arrowhead to be expelled, also causing 1d8 damage 
  Faint 
  Necro 
  4 
  Craft Arms & Armor 
  Inflict Light Wounds 
  87 
  6 
  167 
  Screaming Bolt 
  (DMG p227) 
  +2 Crossbow Bolt 
  When fired, all enemies of the wielder within 20’ of the bolt’s path 
  must make a Will save vs. DC 14 or become Shaken.  This is a Mind-
  Affecting, Fear effect. 
  Single Use. 
  Faint 
  Ench 
  5 
  Craft Arms & Armor 
  Doom 
  Scare 
  128 ½ 
  10 
  267 
  Ammunition with +3  
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  180 
  14 
  360 
  Ammunition with +4 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  320 
  26 
  640 
  Ammunition with +5 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  500 
  40 
  1,000 
  Ammunition with +6 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  720 
  58 
  1,440 
  Javelin of Lighting 
  (DMG p226) 
  Lightning Bolt, when thrown. 5d6 with DC 14. 
  Single Use 
  Faint 
  Evoc 
  5 
  Craft Arms & Armor 
  Lightning Bolt 
  750 
  30 
  1,500 
  Ammunition with +7 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  980 
  78 
  1,960 
  Slaying Arrow  
  (DMG p228) 
  +1 Arrow 
  Each slaying arrow is designed to kill a specific type of creature 
  (Aberration, Animal, etc.).  If the arrow strikes an appropriate target, 
  it must make a Fortitude save vs. DC 20 or die / be destroyed (this is a 
  Death-Effect). 
  Note that this item can destroy an Undead that does not make it saving 
  throw. 
  Single Use. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Finger of Death 
  1,144 ½ 
  91 
  2,282 
  Ammunition with +8 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  1,280 
  102 
  2,560 
  Ammunition with +9 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  1,620 
  130 
  3,240 
  Ammunition with +10 
  (DMG p227) 
  Varies  
  Single Use. 
  varies 
  * 
  Craft Arms & Armor 
  <varies> 
  2,000 
  160 
  4,000 
  Hellpiercer 
  (BoED p115) 
  +3 Shocking-Burst Arrow or Bolt. 
  Considered Silver for purposes of overcoming Damage Reduction. 
  Contains a reservoir of Purified Couatl Venom(BoED p35), which only 
  harms Evil creatures. 
  Mod 
  Evoc 
  Trans 
  11 
  Craft Arms & Armor 
  Silvered Weapon 
  2,007 
  40 
  4,007 
  Slaying Arrow, Greater 
  (DMG p228) 
  +1 Arrow 
  Each slaying arrow is designed to kill a specific type of creature 
  (Aberration, Animal, etc.).  If the arrow strikes an appropriate target, 
  it must make a Fortitude save vs. DC 23 or die / be destroyed (this is a 
  Death-Effect). 
  Note that this item can destroy an Undead that does not make it saving 
  throw. 
  Single Use. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Heighten Spell 
  Finger of Death 
  2,032 
  162 
  4,057 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Armor 
  Page 14 
  Armors   
   
  Magic Options for Armor 
    
   
  Armor Options 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Glamered 
  (DMG p219) 
  On command, the armor looks like normal clothing, but otherwise acts normally. 
  Mod 
  Ill 
  10 
  Craft Arms & Armor 
  Disguise Self 
  + 2,700 
  — 
  Shadow 
  (DMG p219) 
  +5 Competence bonus on Hide checks.  Armor check penalty still applies.   
  Ex.: Shadow Full Plate = +5 Competence bonus – 5 Masterwork Full Plate penalty 
  = +0 to Hide checks. 
  Faint 
  Ill 
  5 
  Craft Arms & Armor 
  Invisibility 
  + 3,750 
  — 
  Silent Moves 
  (DMG p219) 
  +5 Competence bonus on Move Silent checks.  Armor check penalty still applies.   
  Faint 
  Ill 
  5 
  Craft Arms & Armor 
  Silence 
  + 3,750 
  — 
  Slick 
  (DMG p219) 
  +5 Competence bonus on Escape Artist checks.  Armor check penalty still applies.   
  Faint 
  Conj 
  5 
  Craft Arms & Armor 
  Grease 
  + 3,750 
  — 
  Shadow, Improved 
  (DMG p219) 
  +10 Competence bonus on Hide checks.  Armor check penalty still applies.   
  Mod 
  Ill 
  10 
  Craft Arms & Armor 
  Invisibility 
  +15,000 
  — 
  Silent Moves, Improved 
  (DMG p219) 
  +10 Competence bonus on Move Silent checks.  Armor check penalty still applies.   
  Mod 
  Ill 
  10 
  Craft Arms & Armor 
  Silence 
  +15,000 
  — 
  Slick, Improved 
  (DMG p219) 
  +10 Competence bonus on Escape Artist checks.  Armor check penalty still applies.  
  Mod 
  Conj 
  10 
  Craft Arms & Armor 
  Grease 
  +15,000 
  — 
  Acid Resistance 
  (DMG p217) 
  Acid Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Cold Resistance 
  (DMG p218) 
  Cold Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Electricity Resistance 
  (DMG p218) 
  Electricity Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Fire Resistance 
  (DMG p218) 
  Fire Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Sonic Resistance 
  (DMG p219) 
  Sonic Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Anti-Impact 
  (CWar p133) 
  Damage from falling, constriction, & other whole-body bludgeoning (but not 
  weapons) is halved. 
  Faint
  Abj 
  4 
  Craft Arms & Armor 
  Feather Fall 
  +2,000 
  — 
  Shadow, Greater 
  (DMG p219) 
  +15 Competence bonus on Hide checks.  Armor check penalty still applies.   
  Mod 
  Ill 
  15 
  Craft Arms & Armor 
  Invisibility 
  +33,750 
  — 
  Silent Moves, Greater 
  (DMG p219) 
  +15 Competence bonus on Move Silent checks.  Armor check penalty still applies.   
  Mod 
  Ill 
  15 
  Craft Arms & Armor 
  Silence 
  +33,750 
  — 
  Slick, Greater 
  (DMG p219) 
  +15 Competence bonus on Escape Artist checks.  Armor check penalty still applies.  
  Mod 
  Conj 
  15 
  Craft Arms & Armor 
  Grease 
  +33,750 
  — 
  Acid Resistance, 
  Improved 
  (DMG p217) 
  Acid Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Cold Resistance, 
  Improved 
  (DMG p218) 
  Cold Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Electricity Resistance, 
  Improved 
  (DMG p218) 
  Electricity Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Fire Resistance, 
  Improved 
  (DMG p218) 
  Fire Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Sonic Resistance, 
  Improved 
  (DMG p219) 
  Sonic Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Ethereal  
  (DMG p218) 
  Allows wearer to cast Ethereal Jaunt, 1/day.  Unlimited duration, but once 
  dismissed, the effect cannot be used again until the next day.. 
  Strong
  Trans 
  13 
  Craft Arms & Armor 
  Ethereal Jaunt 
  +49,000 
  — 
  Undead Controlling 
  (DMG p219) 
  May control up to 26 HD of Undead per day as per the Control Undead spell.  
  Control is lost each dawn. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Control Undead 
  +49,000 
  — 
  Acid Resistance, 
  Greater 
  (DMG p218) 
  Acid Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Cold Resistance, Greater 
  (DMG p218) 
  Cold Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Electricity Resistance, 
  Greater 
  (DMG p218) 
  Electricity Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Fire Resistance, Greater 
  (DMG p218) 
  Fire Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Sonic Resistance, Greater 
  (DMG p219) 
  Sonic Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Armor 
  Page 15 
  Armor Options 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Stonemeld 
  (Eb p266) 
  Damage Reduction 5 / —. 
  Meld into Stone, 3/day. 
  Mod 
  Conj 
  11 
  Bind Elemental 
  Planar Binding 
  +80,000 
  — 
  Underwater Action 
  (Eb p266) 
  Water Breathing, always on. 
  Armor imposes no Armor Check penalty on Swim checks. 
  Quench, 2/day. 
  Mod 
  Conj 
  11 
  Bind Elemental 
  Planar Binding 
  +86,000 
  — 
  Burning 
  (Eb p266) 
  Cold Resistance 10. 
  Able to be cloaked in flames for 11 rounds, 3/day.  Any creature who attacks with a 
  non-reach weapon during this time takes 2d6 Fire damage (no save) and Catches 
  Fire (RefNeg, DC 17). 
  Mod 
  Conj 
  11 
  Bind Elemental 
  Planar Binding 
  +90,000 
  — 
  Whirlwind 
  (Eb p266) 
  Fly, on command.  Movement rate of 60’ with Good maneuverability. 
  Become a Whirlwind, 1/day for 4 rounds.  This is equivalent of the whirlwind 
  created by a Large Air Elemental. 
  Mod 
  Conj 
  11 
  Bind Elemental 
  Planar Binding 
  +90,000 
  — 
  Fortification, Light 
  (DMG p219) 
  25% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +1 
  Death Ward 
  (CArc p142) 
  Ignore one ‘death effect’ each day.  Examples include spells with the [death] 
  subtype, magical death effects, energy drain, & negative energy effects (such as 
  those from Inflict spells and Chill Touch). 
  Mod 
  Necro 
  7 
  Craft Arms & Armor 
  Death Ward 
  — 
  +1 
  Twilight 
  (BoED p112) 
  When worn, armor becomes semi-corporeal & translucent. 
  –10% Arcane Failure chance. 
  Faint 
  Abj 
  5 
  Craft Arms & Armor 
  — 
  +1 
  Angelic 
  (BoED p112) 
  Non-Evil Creatures only: 
  +1 extra Enhancement bonus to AC against attacks by Evil Creatures. 
  +4 Sacred bonus on saves vs. spells with the [evil] descriptor. 
  Mod
  Abj 
  9 
  Craft Arms & Armor 
  Dispel Evil 
  Phieran’s Resolve 
  Creator must be Good 
  — 
  +2 
  Axeblock 
  (CWar p133) 
  Damage Reduction 5 / Bludgeoning or Piercing. 
  If combined with ‘Hammerblock’ and/or ‘Spearblock’, the damage value stays 5. 
  Mod
  Abj 
  11 
  Craft Arms & Armor 
  Polymorph Any 
  Object 
  — 
  +2 
  Empyreal 
  (BoED p112) 
  As a Free Action during his/her round, the wearer may reduce the Enhancement 
  bonus to AC of this armor and gain an equal Sacred bonus to all saving throws 
  until the next round. 
  Evil Creatures only: 
  Wearer is Sickened. 
  Mod
  Abj 
  Necro 
  [good]
  9 
  Craft Arms & Armor 
  Resistance 
  Shield of Faith 
  Sicken Evil 
  — 
  +2 
  Death Ward 
  (PGF p119) 
  Death Ward, 1/day for 7 minutes.  The effect activated automatically when the 
  wearer is exposed to negate energy or a death effect. 
  Mod 
  Necro 
  7 
  Craft Arms & Armor 
  Death Ward 
  — 
  +2 
  Hammerblock 
  (CWar p134) 
  Damage Reduction 5 / Piercing or Slashing. 
  If combined with ‘Axeblock’ and/or ‘Spearblock’, the damage value stays 5. 
  Mod
  Abj 
  11 
  Craft Arms & Armor 
  Polymorph Any 
  Object 
  — 
  +2 
  Sacred 
  (BoED p112) 
  Decorated with a Deity’s Holy / Unholy Symbol 
  Follower of the indicated Deity only: 
  +2 effective level with regards to Turning / Rebuking Checks. 
  Mod
  Conj 
  8 
  Craft Arms & Armor 
  Creator must be able 
  to Turn or Rebuke 
  Undead 
  — 
  +2 
  Spearblock 
  (CWar p134) 
  Damage Reduction 5 / Bludgeoning or Slashing. 
  If combined with ‘Axeblock’ and/or ‘Hammerblock’, the damage value stays 5. 
  Mod
  Abj 
  11 
  Craft Arms & Armor 
  Polymorph Any 
  Object 
  — 
  +2 
  Spell Resistance 13 
  (DMG p219) 
  Wearer gains Spell Resistance 13. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +2 
  Exalted 
  (BoED p112) 
  Good Creatures only: 
  Protection from Evil, always on. 
  Takes only +1d6 (instead of +2d6) damage from Unholy Weapons. 
  Negates Vile Damage taken from Vile Melee, Ranged, & Natural Weapons. 
  Mod
  Abj 
  9 
  Craft Arms & Armor 
  Protection from Evil 
  Creator must be Good 
  — 
  +3 
  Fortification, Moderate 
  (DMG p219) 
  75% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +3 
  Ghost Touch 
  (DMG p219) 
  The item’s Armor bonus to AC count vs. Incorporeal creatures.  Can also be used 
  by Incorporeal creatures (who can still pass through solid object while wearing it). 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Etherealness 
  — 
  +3 
  Invulnerability 
  (DMG p219) 
  Wearer gains Damage Reduction 5 / magic. 
  Strong
  Abj 
  Evoc 
  18 
  Craft Arms & Armor 
  Stoneskin 
  Limited Wish –or– 
  Miracle 
  — 
  +3 
  Magic-Eating 
  (CArc p142) 
  Wearer gains Spell Resistance 13.  Any spell negated causes the wearer to gain 1d8 
  Temporary HP (max 8 Temporary HP total).  The Temporary HP fade after 1 hour. 
  Strong
  Trans 
  16 
  Craft Arms & Armor 
  Limited Wish 
  Spell Resistance 
  — 
  +3 
  Spell Resistance 15 
  (DMG p219) 
  Wearer gains Spell Resistance 15. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +3 
  Wild  
  (DMG p219) 
  If the wearer uses the Druid Wild Shape ability, the armor melds into the new body 
  & the wearer retains the Armor & Enhancement bonuses to his/her AC. 
  Mod 
  Trans 
  9 
  Craft Arms & Armor 
  Baleful Polymorph 
  — 
  +3 
  Soulfire 
  (BoED p112) 
  Wearer is immune to all spells with the [death] subtype, magical death effects, 
  energy drain, and negative energy effects (including Chill Touch &Inflict Wounds) 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Death Ward 
  — 
  +4 
  Spell Resistance 17 
  (DMG p219) 
  Wearer gains Spell Resistance 17. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +4 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Armor 
  Page 16 
  Armor Options 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Fortification, Heavy 
  (DMG p219) 
  100% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +5 
  Proof against 
  Transmutation 
  (CArc p142) 
  The wearer is immune to any Transmutation effect that would change his/her form, 
  such as being Polymorphed or Petrified.  If the wearer fails his/her save vs. 
  Disintegrate, the wearer is reduced to –10 hp, but the body is not turned to dust. 
  Strong
  Abj 
  12 
  Craft Arms & Armor 
  Spell Immunity  
  — 
  +5 
  Spell Resistance 19 
  (DMG p219) 
  Wearer gains Spell Resistance 19. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +5 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Armors 
  Page 17 
  Armors 
   
   
  Armors 
  Effect 
  Aura
  Lvl 
  Requirements 
  Create 
  in gp 
  Create 
  in XP 
  Sell  
  in GP 
  Armor with +1 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  500 
  40 
  1,000 
  Mithral Shirt 
  (DMG p220) 
  Masterwork Mithral Chain Shirt. 
  — 
  — 
  — 
  550 
  — 
  1,100 
  Dragonhide Plate 
  (DMG p220) 
  Masterwork Dragonhide Full Plate.  Can be worn by Druids. 
  — 
  — 
  — 
  1,650 
  — 
  3,300 
  Armor with +2 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  2,000 
  160 
  4,000 
  Elven Chain 
  (DMG p220) 
  Masterwork Mithral Chainmail.  Counts as Light Armor. 
  — 
  — 
  — 
  2,075 
  — 
  4,150 
  Rhino Hide 
  (DMG p220) 
  +2 Hide Armor 
  Has only a –1 Armor check penalty. 
  +2d6 damage when doing a Charge action, even if it is mounted. 
  Mod 
  Trans
  9 
  Craft Arms & Armor 
  Bull’s Strength 
  2,665 
  200 
  5,165 
  Agustinius’s Folly  
  (DR324 p76) 
  +2 Banded Male 
  Once per day, the wearer can ‘Inspire Courage’ like an 8th level Bard 
  for the duration of speaking (which is a Free Action) + 5 rounds.  
  Unfortunately, 10% of the time, the listeners will instead become 
  Panicked for 10 rounds. 
  Mod 
  Ench
  8 
  Craft Arms & Armor 
  Creator must be a 
  Bard 
  3,000 
  240 
  6,000 
  Armor with +3 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  4,500 
  360 
  9,000 
  Adamantine Breastplate 
  (DMG p219) 
  Masterwork Adamantine Breastplate.  Grants Damage Reduction 2 / — 
  — 
  — 
  — 
  5,100 
  — 
  10,200 
  Arboreal Armor 
  (DR326 p76) 
  +2 Leather Armor made from bark 
  +4 bonus to Hide checks made in forest settings. 
  Entangle, 3/day. 
  Goodberry, 1/day.  5 Good berries grow from the armor each dawn. 
  If the armor is damaged, it repairs itself at the rate of 1hp per hour. 
  Faint
  Abj 
  5 
  Craft Arms & Armor 
  Entangle 
  Goodberry 
  8,000 
  640 
  16,000 
  Armor with +4 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  8,000 
  640 
  16,000 
  Dwarven Plate 
  (DMG p220) 
  Masterwork Adamantine Full Plate.  Grants Damage Reduction 3 / — 
  — 
  — 
  — 
  8,250 
  — 
  16,500 
  Devilhusk 
  (BoED p112) 
  +5 Hide Armor made from Barbed Devil skin with the barbs intact. 
  With a successful Grapple check, the barbs do 3d8 + 1 ½ Strength 
  modifier damage. 
  Strong
  Trans
  15 
  Craft Arms & Armor 
  16,655 
  1,320 
  16,655 
  Banded Mail of Luck 
  (DMG p220) 
  +3 Banded Mail 
  Once per week, the wearer can have an attack roll made on him/her be 
  rerolled, though the second roll must be kept.  The decision must be 
  made before damage is rolled. 
  Strong
  Ench
  12 
  Craft Arms & Armor 
  Bless 
  10,150 
  700 
  18,900 
  Mithralmist Shirt 
  (CArc p142) 
  +2 Mithral Shirt. 
  On command, the hex that surrounds the wearer is filled with mist, 
  which grants the wearer Concealment, but do not cause the wearer 
  any difficulty seeing.  Lasts for 1 minute per use.  Usable 7/day. 
  Gaseous Form, on command.  Lasts for 10 rounds.  Usable 1/day. 
  Mod 
  Abj 
  6 
  Craft Arms & Armor 
  Gaseous Form 
  Obscuring Mist 
  11,200 
  808 
  21,300 
  Armor of the Unending 
  Hunt 
  (CWar p134) 
  +2 Chainmail 
  Wearer is immune to Fatigue and Exhaustion 
  Mod
  Abj 
  8 
  Craft Arms & Armor 
  Restoration 
  10,900 
  848 
  21,500 
  Celestial Armor 
  (DMG p220) 
  +3 Chainmail 
  Can be worn under clothing without being noticed. 
  Considered Light armor, has a Max Dexterity modifier of +8, Armor 
  Check penalty of –2, & an Arcane spell failure chance of 15%. 
  Wearer can Fly, 1/day. 
  Faint
  Trans
  [good]
  5 
  Craft Arms & Armor 
  Fly 
  Creator must be 
  Good 
  12,550 
  1,004 
  22,400 
  Plate Armor of the Deep 
  (DMG p220) 
  +1 Full Plate 
  Able to breath underwater. 
  Able to speak with aquatic creatures. 
  Immune to damage from water pressure. 
  Armor does not count against Swim checks. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Freedom of 
  Movement 
  Water Breathing 
  Tongues 
  17,150 
  600 
  24,650 
  Armor with +5 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  12,500 
  1,000 
  25,000 
  Breastplate of Command 
  (DMG p220) 
  +2 Breastplate 
  +2 Competence bonus on Charisma checks, skills based on Charisma, 
  & Turning checks.   
  +2 Competence bonus on his/her Leadership score. 
  Friendly troops within 360’ of the wearer become braver than normal. 
  The wearer must be clearly visible to have these advantages. 
  Strong
  Ench
  15 
  Craft Arms & Armor 
  Mass Charm Monster 
  10,975 
  850 
  25,400 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Armors 
  Page 18 
  Armors 
  Effect 
  Aura
  Lvl 
  Requirements 
  Create 
  in gp 
  Create 
  in XP 
  Sell  
  in GP 
  Dragonheart Armor 
  (PGF p119) 
  +1 Red-Dragonhide Scale-Mail 
  Fire Resistance 10. 
  Faint
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  12,900 
  1,000 
  25,400 
  Mithral Full Plate of 
  Speed 
  (DMG p220) 
  +1 Mithral Full Plate. 
  Considered Medium armor, has a Max Dexterity modifier of +3, 
  Armor Check penalty of –3, & an Arcane spell failure chance of 25%. 
  Haste, as a Free Action.  Total of 10 rounds per day, broken up as 
  desired. 
  Faint
  Trans
  5 
  Craft Arms & Armor 
  Haste 
  13,250 
  994 
  26,500 
  Crimson Coat of Ilpharzz 
  (CArc p142) 
  +4 Leather Armor, dyed red with flames in gold thread. 
  On command as a Free Action, the armor is engulfed in flames for  
  one minute.  Usable three times per day with the following benefits: 
  a)  +4 Deflection bonus to AC; 
  b)  Fire Resistance 15; & 
  c)  any creature attacking the wearer with melee or natural weapons 
  takes 1d4 Fire damage. 
  Mod 
  Abj 
  12 
  Craft Arms & Armor 
  Fire Shield 
  Resist Energy 
  Shield 
  14,230 
  1,125 
  28,300 
  Armor with +6 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  18,000 
  1,440 
  36,000 
  Vassal Armor 
  (BoED p113) 
  +3 Exalted Half-Plate, reinforced with Ysgardian Heartwire (+2 bonus 
  to AC to avoid having a threatened critical confirmed) 
  Strong
  Abj 
  18 
  Craft Arms & Armor 
  Protection from Evil 
  20,250 
  1,620 
  38,250 
  Armor of the Long 
  Journey 
  (DR328 p65) 
  +2 Cold-Resistant Full Plate (weighs 25 pounds) 
  Does not reduce land speed as is standard for Full Plate. 
  A ‘heavy load’ is treated as a ‘medium load’, and a ‘medium load’ is 
  treated as a ‘light load’. 
  Traveling does not Fatigue the wearer. 
  Mod 
  Abj 
  6 
  Craft Arms and 
  Armor 
  Bear’s Endurance 
  Resist Energy 
  19,825 
  1,586 
  39,650 
  Armor with +7 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  24,500 
  1,960 
  49,000 
  Demon Armor 
  (DMG p220) 
  +4 Full Plate 
  +1 Spiked Gauntlets that do 1d10 damage & target is effected by 
  Contagion (FortNeg DC14). 
  Non-Evil only: 
  1 Persistent Negative Level. 
  Strong
  Necro
  [evil[
  13 
  Craft Arms & Armor 
  Contagion 
  26,130 
  2,090 
  52,260 
  Armor with +8 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  32,000 
  2,560 
  64,000 
  Armor with +9 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  40,500 
  3,240 
  81,000 
  Arms of House Melarn 
  (DR312 p89) 
  +5 Elven-Chainmail of Nimbleness 
  +4 Enhancement bonus to Strength 
  Strong
  Trans
  12 
  Craft Arms & Armor 
  Bull’s Strength 
  Cat’s Grace 
  44,725 
  3,246 
  85,300 
  Armor with +10 
  (DMG p216) 
  Varies 
  varies
  * 
  Craft Arms & Armor 
  <varies> 
  50,000 
  4,000 
  100,000 
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Shields 
  Page 19 
  Shields   
   
  Magic Options for Shields 
    
   
  Shield Options 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Acid Resistance 
  (DMG p217) 
  Acid Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Cold Resistance 
  (DMG p218) 
  Cold Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Electricity Resistance 
  (DMG p218) 
  Electricity Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Fire Resistance 
  (DMG p218) 
  Fire Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Sonic Resistance 
  (DMG p219) 
  Sonic Resistance 10. 
  Faint 
  Abj 
  3 
  Craft Arms & Armor 
  Resist Energy 
  +18,000 
  — 
  Acid Resistance, 
  Improved 
  (DMG p217) 
  Acid Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Cold Resistance, 
  Improved 
  (DMG p218) 
  Cold Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Electricity Resistance, 
  Improved 
  (DMG p218) 
  Electricity Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Fire Resistance, 
  Improved 
  (DMG p218) 
  Fire Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Sonic Resistance, 
  Improved 
  (DMG p219) 
  Sonic Resistance 20. 
  Mod 
  Abj 
  7 
  Craft Arms & Armor 
  Resist Energy 
  +42,000 
  — 
  Undead Controlling 
  (DMG p219) 
  May control up to 26 HD of Undead per day as per the Control Undead spell.  
  Control is lost each dawn. 
  Strong
  Necro 
  13 
  Craft Arms & Armor 
  Control Undead 
  +49,000 
  — 
  Acid Resistance, 
  Greater 
  (DMG p218) 
  Acid Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Cold Resistance, 
  Greater 
  (DMG p218) 
  Cold Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Electricity Resistance, 
  Greater 
  (DMG p218) 
  Electricity Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Fire Resistance, Greater 
  (DMG p218) 
  Fire Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Sonic Resistance, 
  Greater 
  (DMG p219) 
  Sonic Resistance 30. 
  Mod 
  Abj 
  11 
  Craft Arms & Armor 
  Resist Energy 
  +62,000 
  — 
  Arrow Catching 
  (DMG p218) 
  +1 Deflection bonus to AC  vs. ranged attacks.  All projectiles & thrown weapons 
  targeted within 5’ of wearer veer towards the wearer instead, if the weapon’s 
  Enhancement bonus in not higher than the shield’s.  The wielder may deactivate 
  this ability. 
  Mod 
  Abj 
  8 
  Craft Arms & Armor 
  Entropic Shield 
  — 
  +1 
  Bashing 
  (DMG p218) 
  Light & Heavy Shields only. 
  When bashing with the shield, it does damage of a shield two size categories larger 
  (i.e., a Light Shield for a Medium-sized user would do 1d6 damage, while a Heavy 
  Shield would do 1d8). 
  The shield acts as a +1 weapon. 
  Mod 
  Trans 
  8 
  Craft Arms & Armor 
  Bull’s Strength 
  — 
  +1 
  Blinding 
  (DMG p218) 
  Twice per day, the item can flash.  Everyone except the wearer within 20’ must 
  make a Reflex save vs. DC 14 or be Blinded for 1d4 rounds. 
  Mod 
  Evoc 
  7 
  Craft Arms & Armor 
  Blindness / Deafness 
  Searing Light 
  — 
  +1 
  Fortification, Light 
  (DMG p219) 
  25% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +1 
  Angelic 
  (BoED p112) 
  Non-Evil Creatures only: 
  +1 extra Enhancement bonus to AC against attacks by Evil Creatures. 
  +4 Sacred bonus on saves vs. spells with the [evil] descriptor. 
  Mod
  Abj 
  9 
  Craft Arms & Armor 
  Dispel Evil 
  Phieran’s Resolve 
  Creator must be Good 
  — 
  +2 
  Animated 
  (DMG p218) 
  Upon command, the shield floats around the user, who gains Shield bonus to AC 
  while leaving both hands free.  The user still receives the shield’s armor check 
  penalty, Arcane spell failure chance, & any non-proficiency penalties.. 
  Strong
  Trans 
  12 
  Craft Arms & Armor 
  Animate Object 
  — 
  +2 
  Arrow Deflection 
  (DMG p218) 
  Once per round (as a Free Action, though must not be flat-footed), the wielder may 
  make a Reflex save vs. DC 20 to deflect an incoming projectile. 
  Faint 
  Abj 
  5 
  Craft Arms & Armor 
  Shield 
  — 
  +2 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Magic Options for Shields 
  Page 20 
  Shield Options 
  Description 
  Aura 
  Lvl 
  Requirements 
  Extra 
  as GP 
  Cost 
  as 
  Bonus 
  Empyreal 
  (BoED p112) 
  As a Free Action during his/her round, the holder may reduce the Enhancement 
  bonus to AC of this shield and gain an equal Sacred bonus to all saving throws 
  until the next round. 
  Evil Creatures only: 
  The holder is Sickened. 
  Mod
  Abj 
  Necro 
  [good]
  9 
  Craft Arms & Armor 
  Resistance 
  Shield of Faith 
  Sicken Evil 
  — 
  +2 
  Sacred 
  (BoED p112) 
  Decorated with a Deity’s Holy / Unholy Symbol 
  Follower of the indicated Deity only: 
  +2 effective level with regards to Turning / Rebuking Checks. 
  Mod
  Conj 
  8 
  Craft Arms & Armor 
  Creator must be able 
  to Turn or Rebuke 
  Undead 
  — 
  +2 
  Spell Resistance 13 
  (DMG p219) 
  Wearer gains Spell Resistance 13. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +2 
  Fortification, Moderate 
  (DMG p219) 
  75% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +3 
  Ghost Touch 
  (DMG p219) 
  The item’s Shield bonus to AC count vs. Incorporeal creatures.  Can also be used by 
  Incorporeal creatures (who can still pass through solid object while wearing it). 
  Strong
  Trans 
  15 
  Craft Arms & Armor 
  Etherealness 
  — 
  +3 
  Spell Resistance 15 
  (DMG p219) 
  Wearer gains Spell Resistance 15. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +3 
  Wild  
  (DMG p219) 
  If the wearer uses the Druid Wild Shape ability, the shield melds into the new body 
  & the wearer retains the Armor & Enhancement bonuses to his/her AC. 
  Mod 
  Trans 
  9 
  Craft Arms & Armor 
  Baleful Polymorph 
  — 
  +3 
  Spell Resistance 17 
  (DMG p219) 
  Wearer gains Spell Resistance 17. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +4 
  Fortification, Heavy 
  (DMG p219) 
  100% chance of negating a critical hit or sneak attack. 
  Strong
  Abj 
  13 
  Craft Arms & Armor 
  Limited Wish –or– 
  Miracle 
  — 
  +5 
  Reflection 
  (DMG p219) 
  One per day as a Free Action, the shield can reflect a spell back as per Spell 
  Turning. 
  Strong
  Abj 
  14 
  Craft Arms & Armor 
  Spell Turning 
  — 
  +5 
  Spell Resistance 19 
  (DMG p219) 
  Wearer gains Spell Resistance 19. 
  Strong
  Abj 
  15 
  Craft Arms & Armor 
  Spell Resistance 
  — 
  +5 
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Shields 
  Page 21 
  Shields 
   
  Shields 
  Effect 
  Aura
  Lvl 
  Requirements 
  Create 
  in gp 
  Create 
  in XP 
  Sell in 
  GP 
  Darkwood Buckler 
  (DMG p221) 
  Masterwork Darkwood Buckler 
  Weighs 2 ½ pounds & has no Armor check penalty. 
  — 
  — 
  — 
  102 ½ 
  — 
  205 
  Darkwood Shield 
  (DMG p221) 
  Masterwork Heavy Darkwood Shield  
  Weighs 5 pounds & has no Armor check penalty. 
  — 
  — 
  — 
  128 ½ 
  — 
  257 
  Shield with +1 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  500 
  40 
  1,000 
  Mithral Heavy Shield 
  (DMG p221) 
  Masterwork Heavy Mithral Shield  
  Weighs 5 pounds, has no Armor check penalty, & has a 5% Arcane 
  spell failure chance. 
  — 
  — 
  — 
  510 
  — 
  1,020 
  Caster’s Shield 
  (DMG p221) 
  +1 Light Wooden Shield with an Arcane spell failure chance of 5%. 
  A scroll can be scribed on the inside of the shield for ½ normal 
  material costs, up to a 3rd level spell.  
  Mod 
  Abj 
  6 
  Craft Arms & Armor 
  Scribe Scroll 
  1,653 
  120 
  3,153 
  Shield with +2 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  2,000 
  160 
  4,000 
  Spined Shield 
  (DMG p221) 
  +1 Heavy Steel Shield with Masterwork Shield Spikes. 
  On command, fire one of the shield’s spikes, up to 3 times per day.  
  Fired spikes have a +1 Enhancement bonus, a range increment of 
  120’, & do 1d10 damage (critical 19-20 / x2). 
  Spines restore themselves at a rate of one per day. 
  Mod 
  Evoc
  6 
  Craft Arms & Armor 
  Magic Missile 
  2,740 
  223 
  5,580 
  Fool’s Plate 
  (DR324 p75) 
  +1 Buckler made from a silver serving platter. 
  Each round the wearer is in combat, the wearer and the attacker are 
  affected by Daze (DC 10). 
  Hypnotic Patterns, 1/day.  The wearer must also save. 
  Faint
  Ill 
  3 
  Craft Arms & Armor 
  Daze 
  Hypnotic Pattern 
  3,600 
  288 
  7,200 
  Shield with +3 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  4,500 
  360 
  9,000 
  Captain Aerad’s Shield 
  (PGF p119) 
  +3 Heavy Steel Shield 
  Mod 
  Abj 
  9 
  Craft Arms & Armor 
  4,670 
  360 
  9,170 
  Lion’s Shield 
  (DMG p221) 
  +2 Heavy Steel Shield 
  As a Free Action, the shield attacks using the wielder’s base attack 
  bonus & number of attacks independently of the wielder.  If it hits, 
  the shield does 2d6 damage.  Usable 3 times per day. 
  Mod 
  Conj
  10 
  Craft Arms & Armor 
  Summon Nature’s 
  Ally IV 
  4,670 
  360 
  9,170 
  Shield with +4 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  8,000 
  640 
  16,000 
  Winged Shield 
  (DMG p221) 
  +3 Heavy Wooden Shield 
  Fly, once per day.  If carrying up to 133 pounds, it has a movement of 
  40’.  If carrying up to 266 pounds, it has a movement of 30’. 
  Faint
  Trans
  5 
  Craft Arms & Armor 
  Fly 
  8,628 ½ 
  690 
  17,257 
  Shield with +5 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  12,500 
  1,000 
  25,000 
  Asura Shield 
  (BoED p112) 
  +2 Bashing Spiked Heavy Steel Shield 
  +1d6 Fire damage when bashing 
  +1d6 Divine damage when bashing Evil creatures 
  Mod 
  Trans
  9 
  Craft Arms & Armor 
  Bull’s Strength 
  Flamestrike 
  13,680 
  1,080 
  27,180 
  Shield of Obstruction 
  (DR328 p67) 
  +3 Light Wooden Shield with Masterwork Shield Spikes 
  Transforms into a Wall of Thorns, 1/day.  The Wall is 90’ long & 10’ 
  thick, must be in a straight line, and lasts for up to 90 minutes. 
  Mod 
  Trans
  9 
  Craft Arms & Armor 
  Wall of Thorns 
  13,903 
  1,080 
  27,403 
  Shield with +6 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  18,000 
  1,440 
  36,000 
  The Spiteful Imp 
  (DR312 p85)  
  (CArc p143) 
  +4 Animated Buckler, made from Mithral. Looks like an imp’s 
  smirking face that laughs when it blocks an opponent’s blow. 
  Spits burning venom, 1/day.  Requires a Ranged Touch attack with a 
  maximum range of 30’.  Does 1d4+6 Fire damage (no save) and 
  infects the target with poison (1d10 Con / 1d10 Con / DC17). 
  Strong
  Trans
  12 
  Craft Arms & Armor 
  Animate Objects 
  Poison 
  Produce Flame 
  23,123 
  1,850 
  46,245 
  Shield with +7 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  24,500 
  1,960 
  49,000 
  Absorbing Shield 
  (DMG p221) 
  +1 Heavy Steel Shield 
  Disintegrate what it touches (using a melee touch attack), usable once 
  per 2 days. 
  Strong
  Trans
  17 
  Craft Arms & Armor 
  Disintegrate 
  25,170 
  2,000 
  50,170 
  Shield with +8 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  32,000 
  2,560 
  64,000 
  Shield with +9 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  40,500 
  3,240 
  81,000 
  Shield with +10 
  (DMG p216) 
  Varies 
   
  * 
  Craft Arms & Armor 
  <varies> 
  50,000 
  4,000 
  100,000 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Magic Items – Armor & Weapons  
  April 1, 2005 
   
   
  Appendix 
  Page 22 
  Appendix 
   
  Revision History 
   
   
  November 11, 2003 
  – Start of D&D 3.5 Edition. 
   
   
  Includes the Dungeon Master’s Guide v.3.5. 
  March 15, 2004 
  – Changed blue entries (which indicated changes from 3rd to 3.5) to the normal black. 
   
   
  Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  April 1, 2005 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
  April 1, 2005 
  – Adding Complete Arcane. 
   
   
  Added Dragon #324, #326 – #329. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-MagicItems-WeaponsArmor.pdf