The Dragonlance Nexus

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Magic Items of Ansalon

D&D 3e (3.0/3.5) Rules

by James O'Rance

Armour | Weapons | Rings | Rods | Staves | Wondrous Items | Dragonlances


Any type of magical armour described in the Dungeon Master's Guide can be found in Ansalon. Magical armour designed for bakali, centaurs, and minotaurs (or other unusually-sized creatures) is considerably rarer.


Axe of Brotherhood: This +2 greataxe was possessed briefly by the general of Fistandantilus before the Dwarfgate Wars. The general designed a competition that forced the humans and dwarves of Fistandantilus' army to work together in order to claim the prize, which included this axe and the sword of friendship. Thus, the quarreling factions of Neidar dwarves and human Plainsmen were brought together.

Caster Level: 6th; Prerequisites: Craft Magic Arms and Armour; Market Price: 8,320 stl.

Dagger of Magius: This +3 dagger is carved in the shape of a dragon with the tail as the blade. It is slender and lightweight and can easily be hidden in a boot or voluminous sleeve. When hidden on the person of a Wizard of High Sorcery, a Search check (DC 30) is required for a character to locate it with a thorough search of the Wizard's body.

The dagger of Magius is named in remembrance of the wizard who was an ally of Huma during the Third Dragon War. Although he had a chance to escape, Magius fought to defend Huma until his magic gave out. Having no other weapon, he was captured by the Dark Queen's forces, tortured, and killed. In honour of Magius' sacrifice, all Wizards of High Sorcery were allowed to carry daggers in remembrance of Magius.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour, obscure object; Market Price: 32,302 stl.

Dragonlance: The dragonlances are blessed weapons created at the end of the Third Dragonwar to defeat the evil dragons and the Dark Queen. There are two types of Dragonlance: mounted and footman's. Both types are made of the same silvery metal (found only in the monument of the Silver Dragon), with the head sharpened to a fine edge, and small barbs protruding from the sides.

Legends say that only lances forged by two artifacts (the Silver Arm of Ergoth and the Hammer of Kharas) work properly. A dragonlance forged with only one of these artifacts receives a +2 enhancement bonus, whereas a lance forged with both artifacts receives a +4 enhancement bonus. This bonus stacks with the base bonus of the two types of dragonlance, described below. Crafting a dragonlance with either or both of these artifacts does not increase the cost of creating the magical weapon, although it greatly increases its value to others.

Dragonlance, footman's: A footman's dragonlance is eight feet long, and acts as a +1 keen light lance. Against any dragon, it inflicts +3d6 damage.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armour, dragon-metal; Market Price: 32,306 stl.

Dragonlance, mounted: A mounted dragonlance is 16 feet long and can only be used effectively when mounted on a dragon with a special saddle. When mounted properly, it acts as a +2 keen heavy lance, and inflicts +3d6 damage against dragons.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armour, dragon-metal; Market Price: 50,310 stl.

Frostreaver: These weapons act as a +4 greataxe that can only be wielded properly by characters with Strength 13+; other characters suffer a -4 penalty to attack as though not proficient with the weapon. If exposed to above-freezing temperatures for one day (in temperate climes) or 1d6 hours (in warm climes), the frostreaver is ruined and useless.

A frostreaver is crafted from special ice gathered from a secret location on Icewall Glacier, where centuries of tremendous pressure has created ice of extraordinary density. The Revered Clerics of the Icefolk know the rituals necessary to craft such weapons, using oil of the thanoi and other ingredients to hone and flatten a sheet of compressed ice.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armour, creator must be an Ice Folk cleric; Market Price: 18,320 stl.

Plainspear: The creation of the Plainsmen of Abanasinia, this +2 longspear appears as a normal tribal weapon with a wooden haft and a leaf-shaped steel head decorated with hide cords, beads and feathers. The spear grants a +2 luck bonus to Move Silently and Wilderness Lore checks.

Caster Level: 6th; Prerequisites: Craft Magic Arms and Armour; Market Price: 8,450 stl.

Rabbitslayer: This +4 dagger always returns to its owner within 1d20 hours of being lost or stolen. Only if the current owner dies or voluntarily parts with the dagger does rabbitslayer gain a new owner.

Rabbitslayer was created and blessed by clerics long before the Cataclysm, when it was known by another, forgotten name. The kender Tasslehoff Burrfoot claimed to have discovered this dagger (dubbed rabbitslayer as a jest by Caramon Majere) in the ruins of Xak Tsaroth.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armour; Market Price: 40,302 stl.

Sword of Friendship: This +3 longsword is a companion weapon to the axe of brotherhood, and was part of the prize for a contest held by Fistandantilus' general in order to unite the quarreling dwarves and humans of the wizard's army.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour; Market Price: 18,315 stl.

Warbringer: This +3 greatsword was forged during the Age of Might, with fine craftsmanship and engravings that indicate that a nobleman once owned it. It fell into the possession of the half-ogre Steeltoe after the Cataclysm, and passed into Caramon Majere's ownership after the bandit's death.

Caster Level: 9th; Prerequisites: Craft Magic Arms and Armour; Market Price: 18,320 stl.


Healing: These rings have been used throughout the ages as the last defense of a Wizard of High Sorcery. The ring must be worn upon the right hand, and its powers cannot be activated until the wearer attunes himself to the ring via an arcane mark spell. Afterwards, the ring can be used once to cure damage as a free action, equal to 8 hit points or just enough to bring the wearer up to 1 hp, whichever is greater. Once used, that character cannot use the ring again.

Caster Level: 12th; Prerequisites: Forge Ring, contingency, cure light wounds; Market Price: 4,850 stl.

Mouse Transformation: This ring is made of white ivory with two red jewels that resemble the eyes of a mouse. Designed by a Wizard of High Sorcery to help him to escape observation and eavesdrop with ease, the ring's magic is activated by placing the ring on any finger. The wearer instantly polymorphs into a white mouse. He may end this effect by an act of will (this is a standard action; characters who are unaware of this feature of the ring may accidentally discover it when needed with a Wisdom check against DC 10). The ring of mouse transformation will appear in the palm of the character's hand.

Caster Level: 12th; Prerequisites: Forge Ring, polymorph self; Market Price: 96,000 stl.


Divining Life: This rod is longer than normal rods. It is about 4 feet long and capped at each end by a six-inch-wide band of gold and steel. The rod has a three-foot long section of clear crystal in the middle, filled with a swirling white fog.

Activating the rod (a standard action) clears the white fog from the crystal section. If the rod then touches any living creature, the life-force of that creature is measured by a bright green line within the crystal, one inch long per 10 hit points.

During the Age of Might, military commanders often used the rod of divining life to determine the general condition of their troops.

Caster Level: 5th; Prerequisites: Craft Rod, deathwatch; Market Price: 9,000 stl.


Striking and Curing: Common among clerics during the Age of Might, this staff was most often used as both protection for the cleric on journeys and as a means of furthering the will of her deity. It contains offensive and healing powers within one staff. The staff allows the use of the following spells:

  • Cure light wounds (2 charges)
  • Inflict light wounds (2 charges)

The staff cannot be used for healing damage until an hour has passed after inflicting damage, and vice-versa.

Further, the staff may be used as a weapon, functioning as a +4 quarterstaff.

Caster Level: 12th; Prerequisites: Craft Staff, Craft Magic Arms and Armour, cure light wounds, inflict light wounds; Market Price: 50,600 stl.

Wondrous Items

Bracelet of Spell Resistance: This bracelet was crafted by the Order of the Black Robes, and may be detected by detect evil spells and abilities. The bracelet inflicts 1d10 points of electrical damage to any lawful good character to touches it, and bestows one negative level on any non-evil character who attempts to use it. The negative level remains as long as the bracelet is worn and disappears when it is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the bracelet is worn.

The bracelet of spell resistance can be used as a standard action to grant a level of Spell Resistance to the wearer for one round; the wearer typically readies an action to use the bracelet if attacked with harmful magic. The wearer can benefit from each of the following levels of Spell Resistance three times per day:

  • SR 12 against 3rd, 4th, and 5th level spells
  • SR 15 against 6th and 7th level spells
  • SR 18 against 8th and 9th level spells

Caster Level: 15th; Prerequisites: Craft Wondrous Item, protection from spells, shocking grasp; Market Price: 50,000 stl; Weight: —.

Branchala's Steed: This statuette of a horse can be thrown to the ground with the command words "Branchala guide me" to transform it into an elven horse for thirty minutes. This horse has a speed of 60 ft. and can cast feather fall upon itself at will. The statuette can be used three times before it loses all power.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, air walk, animate objects; Market Price: 10,000 stl; Weight: —.

Brooch of Imog: This appears to be a piece of gold leaf jewelry shaped like a circlet of mistletoe; before the Cataclysm, it was the traditional reward given to those who served the elven realms. Using the brooch of Imog requires a spell trigger action, and allows the wearer to cast minor globe of invulnerability once per day.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor globe of invulnerability, creator must be an elf; Market Price: 24,000 stl; Weight: —.

Copper Mantis: Sacred tokens of the god Majere, these items were made from fine copper wire intricately braided into the form of a preying mantis, its claws folded in front of it. If the owner of the mantis casts it upon the ground while speaking the command word, the copper mantis becomes a living giant preying mantis that will attack the owner's enemies (see page 206 of the Monster Manual). It will fight for up to one minute each day before turning to token form. If the giant mantis is killed, it immediately returns to token form and cannot be summoned again for a full week.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, giant vermin, creator must be a cleric of Majere; Market Price: 10,000 stl; Weight: —.

Fistandantilus' Cursed Coins: These steel coins were cursed to prevent evil dwarves from double-crossing Fistandantilus during the Dwarfgate War. If a character receives one of these coins in exchange for any spoken promise, he must abide by that promise or suffer the effects of a rotting disease—losing 1d4 points of temporary Constitution each day unless he makes a Fortitude save (DC 16). If the character suffers Constitution damage, he must make an additional saving throw or 1 point of temporary damage is permanent drain instead.

This is a supernatural disease, therefore a character cursed due to a broken promise cannot recover from the disease naturally; he suffers from the rot until he either makes good on his promise, receives a remove curse spell, or dies. See page 74 of the Dungeon Master's Guide for more information about diseases.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, bestow curse, contagion; Market Price: 15,000 stl per 100 coins; Weight: 2 lb. per 100 coins

Flute of Wind Dancing: This beautiful instrument is created by the submarine sirens, and is much-prized among the noble courts of Ansalon. It acts as a masterwork musical instrument, granting a +2 enhancement bonus to Perform (flute) checks. It also possesses magical powers that can be controlled by playing the flute; however, this check cannot be performed unskilled.

A character can use the flute to summon and control small breezes with a Perform (flute) check; each round of playing after the first grants a +1 bonus to this check. The winds die down immediately if the character stops playing the flute.

  • Obscuring Mist: DC 11
  • Wind Wall: DC 14
  • Gust of Wind: DC 14
  • Control Winds: DC 17

Caster Level: 9th; Prerequisites: Craft Wondrous Item, control winds, obscuring mist, wind wall; Market Price: 140,000 stl; Weight: —.

Golden Circlet of Istar: This thin gold band is worn on the head of a cleric, and was created in Istar during the later years of the Age of Might. Golden circlets were intended to guide people into aiding the clerics that wore them, and possess two powers, each of which require a spell trigger action to use. Once every ten minutes, the cleric can speak a greater command that affects up to 8 HD of creatures (Will save negates, DC 17). Additionally, once every ten minutes the cleric can use dominate person on one creature of up to 4 Hit Dice (Will save negates, DC 17). Only one creature may be dominated at any one time.

The circlet bestows one negative level on any non-good character who attempts to use it. The negative level remains as long as the circlet is worn and disappears when it is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the circlet is worn.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, greater command, quest; Market Price: 225,000 stl; Weight: 1 lb.

Helm of the Griffon Mane: This helm is of dwarven make and is decorated with a long white tassel that appears to come from the mane of a horse or griffon. The helm can only be worn by dwarves, and grants a +1 luck bonus to AC. Flint Fireforge discovered one such helm in the ruins of Xak Tsaroth; there may be others.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item; Market Price: 1,000 stl.

Icon of Truth: This item is a religious icon of white marble and encrusted with jewels; it is six inches high, fours inches wide, and carved to resemble a book. Once per day, the icon of truth can be used to create an area where illusions and creatures such as dreamshadows and dreamwraiths cannot exist.

To use this power, a character must present the icon in a forceful manner and speak the word "Tobril" firmly. Any illusion within a 30-foot radius of a point in space (chosen by the character) is automatically dispelled, and no illusion spells, spell-like abilities, or supernatural effects function within this area. Any spellcaster who touches the icon immediately knows how to use this power. Additionally, any character who carries the icon of truth suffers no penalties of any kind when making a saving throw against illusion spells.

The icon of truth represents the Tobril, the book of Gilean that contains all of the knowledge of the gods.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, greater dispelling, true seeing; Market Price: 240,000 stl; Weight: 10 lb.

Keys of Quinarost: This key is six inches in length, is made of fine crystal twined with strands of platinum, and is of extraordinarily delicate craftsmanship. Crafted for the royal family of Silvanost, it allows a character for whom it has been attuned to enter the tower of Quinarost. A key of Quinarost can be attuned to another character if its current owner is alive and wills it to do so. A key whose owner has died cannot be reassigned and will not open the tower doors.

At the time of the Cataclysm, several members of the royal household of Silvanesti disappeared, with their keys. The return of a key will earn a rich reward from those elves who desire to determine whether a lost relative has met his end.

Caster Level: 3rd; Prerequisites: Craft Wondrous Item, knock, creator must be a Silvanesti elf of House Royal; Market Price: 4,200 stl; Weight: 1 lb.

Medallion of Faith: Since the War of the Lance, each true cleric has received a medallion of faith as an outward sign of her inner commitment. In addition to identifying true clerics, this item can be used as a holy symbol for spells that require a divine focus, or to create medallions for new clerics, bearing the holy symbol of the new cleric's deity.

The secondary powers of a medallion of faith are unknown at first, but are revealed through dreams, omens, or divine guidance when most needed. The secondary powers include bless, detect evil/good, magic circle against evil/good, and slow poison. These secondary powers can be cast spontaneously by swapping them for a prepared spell, just as a good-aligned cleric can spontaneously cast cure spells.

Caster Level: 1st; Prerequisites: Guidance, must possess a medallion of faith; Market price: 0 stl; Weight: —.

Nightjewel: Black as an evil dragon's blood, this cold and unlovely jewel is worn about the neck on a silver chain. It was created as a talisman to allow passage through the ohrrible Shoikan Grove that protects the Tower of high Sorcery in Palanthas. To use its power, a character must hold it above her head so that the invisible light of the jewel shines on her face and in her eyes.

Undead in the Shoikan Grove will not attack or come within five feet of the character, unless they possess higher HD than the character's level; all undead will flee from the character if she makes a touch attack with the nightjewel. She is partially protected from the fear generated by the Shoikan Grove; the character must make a Will saving throw (DC 15) every five minutes or flee. The nightjewel loses all protective power should the recipient draw weapons or cast a spell whilst within the Shoikan Grove.

Passage through the Shoikan Grove without a nightjewel or the benefit of the kiss of night's guardian spell requires a Will saving throw (DC 30) every five minutes to avoid blind, irrational panic. Even kender are subject to this fear. If a character fails this saving throw, she will flee from the grove in the direction from which she came. Even if a character should successfully avoid succumbing to the fear generated by the Shoikan grove, she still has to deal with the vengeful spectres of the grove.

Caster Level: 18th; Prerequisites: Craft Wondrous Item, kiss of night's guardian; Market Price: 324,000 stl; Weight: 1 lb.

Singing Statue: This relic of the ancient temples of Mishakal appears to be a hollow statue of beaten gold, formed in the shape of the goddess of healing. When water is poured into a small aperture in the top of the statue, it begins to hum a strange, peaceful tune. While the statue sings, no undead can approach closer than 20 feet, and opens any locked or secret door, as well as automatically dispelling a hold portal spell or an arcane lock cast by a wizard of less than 15th level. In addition, any wounded character within 10 feet of a humming statue is cured of 1d8+1 hit points of damage, once per day.

The singing statue was created to protect temple complexes that were magically locked against unbelievers, and to aid the clerics of Mishakal in their holy work.

Caster Level: 9th; Prerequisites: Craft Wondrous Item, consecrate, dispel magic, healing circle; Market Price: 144,000 stl; Weight: 6 lb. (empty) or 12 lb. (full).

Starjewel: A truly rare and valuable item, a starjewel is a piece of elven jewelry, a starburst of diamonds set into silver. The jewel magically links the person who gives it and the person who receives it, creating a connection between souls. From then on, the couple each has an intuitive sense of the health and well-being of each other over any distance, and each always knows if the other is in mortal danger or has died.

While both lovers live, the starjewel glows with a soft light, granting a +1 morale bonus to saving throws to the owner. However, should either character be in mortal danger, the other will feel inexplicably afraid; and if either character dies, the other will immediately feel the loss, and the starjewel will go dark.

No one who knows the nature of a starjewel gives one away casually. Among the Silvanesti, the gift of a starjewel is considered a great honour and a statement of eternal love.

Caster Level: 7th; Prerequisites: Craft Wondrous Item, light, sending, creator must be an elf; Market Price: 200,000 stl; Weight: —.

Webnet: This delicate and beautiful hair ornament is spun by Dimernesti wizards, and possesses two powers that may be activated with a spell trigger. If the first command word is spoken, the webnet transforms into a +1 net and can be cast to the ground or thrown. Any creature struck by the net or moving over it must make a Reflex save to avoid being entangled. An entangled creature suffers -2 on attack rolls and -4 on effective Dexterity, can only move at half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.

The entangled creature can escape with an Escape Artist check (DC 20) as a full-round action. The net has 10 hit points and can be burst with a Strength check (DC 25, also a full-round action). If the command word is repeated, the net falls loose, allowing the entangled creature to escape.

If the second command word is spoken, the webnet can be spun in a glittering circle, affecting 12 HD of creatures with a hypnotism spell. This lasts for 2d4 rounds, or until the character stops spinning the webnet.

Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armour, Craft Wondrous Item, animate rope, hypnotism; Market Price: 13,000 stl; Weight: —.

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