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![]() Second, it allows players to invest in interesting non-bonus items without losing the bonuses that CR-appropriate encounters assume the players have. ![]() Any item looted during later levels, even one that is highly desirable, is often discarded because it would be too expensive to reproduce the level-appropriate bonuses on their existing item. This has a number of benefits: first of all, players typically get magic items at a rather low level and then upgrade them with ability bonuses. ![]() These bonuses are now quickly added to any appropriate item without the "additional powers" multiplier. In effect, weapons, armor and shields have an additional "item slot" of their own to allow players to customize their weapons for situational benefits without drastically adding to the cost of the item.Ī revised magic item upgrade system is included, which separates miscellaneous powers (such as continuous and charge or per-day spell effects) from standard bonuses. Spontaneous casters can use runestaffs to expand their known spells, while casters who prepare spells can access their more esoteric spells (which they can substitute for more generic spells in their runestaffs).Īugment Crystals are small trinkets that are attached to a suit of armor, shield or weapon (depending on the crystal). This can be done up to three times per day per spell, depending on the staff. Runestaffs are special staffs that allow a spellcaster to substitute an uncast spell slot of the appropriate level for a spell on their spell list in the staff. A physical description of each item is also included. Two appendices are included: one is a list of all the items in the Compendium and the Dungeon Masters Guide by price, and the other is a set of new randomized treasure tables.Įach individual item description details the item's price and item level, the equipment slot the item occupies, the caster level required to craft the item, the school of magic the item's effect falls under, the actual effect of the item, the type of player action used to activate the item, the item's weight, and any prerequisites and costs associated with the item's creation or use. This chapter sets out specific rules on the use and creation of all magical items. ![]() Tools, including potions, scrolls, staves, and wands, are magical items that do not take up an equipment slot.Ĭhapter five details item sets, which are collections of items of the four major types that individually have magical powers but will exhibit stronger effects as more items in the set are collected by a player character.Ĭhapter six covers the use of magic items as well as their placement and creation. Clothing refers to any non-armor item that occupies an equipment slot, including magical rings. The book classifies the items according to four broad categories: Armor (chapter one), Weapons (chapter two), Clothing (chapter three), and Tools (chapter four). ![]() The book contains new items as well as items previously appearing in 3rd edition books, including the Arms and Equipment Guide, Magic of Faerûn, and Complete Divine, updated as necessary for version 3.5. The Magic Item Compendium contains over a thousand magic items used in Dungeons & Dragons. The Magic Item Compendium is a sourcebook written for the 3.5 edition of the Dungeons & Dragons fantasy role-playing game. ![]()
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