A Dozen Wizard Robes
D&D 3e (3.0/3.5) Rules
Robes of High Sorcery
One of the most common gifts to wizards who pass their Test of High Sorcery is a magical robe in the color of the wizard's Order. All robes created by Wizards of High Sorcery (those listed in the Dungeon Master's Guide, in other sources, and below) are aligned to the alignment represented by the Order. A robe created by a White Robe wizard bestows one negative level on anyone of a non-good alignment who wears it. The negative level remains as long as the robe is worn and disappears once the robe is removed. This negative level never results in actual level loss, but cannot be overcome in any way (such as restoration) as long as the robe is worn.
Robes Common To All The Orders
Skill robes: These robes grant the wearer magical assistance in making certain tasks easier by granting a +5 competence bonus to a certain skill. Wizards can make these robes to grant bonuses to practically any skill on the skill list; several commonly-made robes follow:
Robe of Study: Wizards don these robes to keep them warm as they pore over musty tomes of magical lore in cold dank basement libraries, and it also increases their insight into magical arts, giving the wearer a +5 competence bonus to Knowledge (arcana) checks while worn.
Robe of Foraging: This robe is built more sturdily than most, for it sees a good deal more weather than most others. It helps its wearer get along in the wild, providing a +5 competence bonus to Survival checks.
Robes of efficient magic usage: loose-fitting and with lots of shoulder room for hand movements, this robe makes wielding unfamiliar magic artifacts much easier, granting the wearer a +5 competence bonus to Use Magic Device checks.
All skill robes have Faint Transmutation auras; CL 3rd; Craft Wondrous Item; Creator must have 5 ranks in the skill in question (to make a robe of wilderness endurance; the creator must have 5 ranks in survival for example); price 2500 GP; weight 1 lb.
Robe of Armor: The Robe of Armor operates much as bracers of armor, only leaving the wearer's wrists free to wear other types of bracers.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.
Robe of Dazzling: This robe will burst into a flare of white, red or dark violet light on command. If activated directly in front of a creature, the creature must make a foritude save (DC 10) or be dazzled for one minute. Sightless creatures, or creatures that are already dazzled, are unaffected by the robe.
Faint evocation; CL 1st; Craft Wondrous Item, flare; Price 1000 GP; Weight 1 lb.
Robes of White
The following robes are most often utilized by white robe wizards, as they are based on spells from the abjuration and divination schools.
Robes of Poison Detection: Many white robes owe their lives to these simple robes trimmed in green. While worn, the robe reveals any poisoned or poisonous objects, creatures or areas within 25 feet.
Faint Divination; CL 1st; Craft Wondrous Item, detect poison; Price 4000 GP; Weight 1 lb.
Robe of Endurance: The wearer of this robe can wear it and nothing else and suffer no harm from hot or cold environments. The wearer can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make fortitude saves. Many robes of endurance are also robes of foraging, making it essential for any wizard who must brave Krynn's more inhospitable climes.
Faint Abjuration; CL 1st; Craft Wondrous Item, endure elements; Price 1000 GP (4000 GP for both the endurance and foraging abilities, and the creator must have 5 ranks in survival); Weight 1 lb.
Robe of Protection: This robe grants protection from attacks of an opposed alignment, as per protection from chaos/evil/good/law. Alignment restrictions apply: a white robe cannot create a robe of protection from good and a black robe cannot create a robe of protection from evil.
Faint abjuration; CL 1st; Craft Wondrous Item, protection from chaos/evil/good/law; Price 4000 GP; Weight 1 lb.
Robes of Red
The following robes are most commonly utilized by Red Robe wizards, as they are based on spells from the transmutation and illusion schools.
Robe of Disguise: A much sought-after garment for any wizard who must travel through lands that are unfriendly to wizards (and such lands are indeed common on Ansalon), this robe allows its wearer to alter his appearance as with a disguise self spell. As part of the disguise, the robe can change its appearance to resemble a tunic and leggings, shirt and pants, blouse and dress, and so on.
Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp; Weight 1 lb.
Robe of Running: A rotund red robe frequently baffled all of his colleagues when he constantly beat everyone at foot races, and was able to outjump all of his friends. It was later discovered he was wearing this robe that grants an enhancement bonus of 30 feet to the wearer's land speed. He was soundly thrashed in every race thereafter.
Faint transmutation; CL 1st; Craft Wondrous Item, expeditious retreat; Price 4000 gp; Weight 1 lb.
Robe of Enhancement: These robes augment one of the wearer's ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The robe grants a +2, +4 or +6 enhancement bonus to the ability chosen.
Moderate transmutation; CL 8th; Craft Wondrous Item, bull's strength, cat's grace, bear's endurance, fox's cunning, owl's wisdom or eagle's splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
Robes of Black
The following robes are most commonly found in black and worn by the Black Robe order, as they are based upon enchantment and necromancy spells.
Robe of Fear: Used by black robes to make uppity common folk stay in line, this robe, when activated, will strike fear into one creature of the wearer's choosing within 25 feet. The affected creature becomes frightened for 1d4 rounds. If the subject succeeds on a Will save (DC 12), it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Faint Necromancy; CL 1st; Craft Wondrous Item; cause fear; Price 1800 gp; Weight 1 lb.
Robe of Undead Command: The wearer of this robe can assume control of one undead creature, as per the command undead spell, that fails a Will save (DC 14). The control lasts until dismissed by the wearer, the undead is threatened by the wearer or an ally of the wearer, or the undead is destroyed.
Faint Necromancy; CL 3rd; Craft Wondrous Item, command undead; Price 10,800 gp; Weight 1 lb.
Robe of Hypnotism: The gold trim of this black robe can move on command, fascinating 2d4 hit dice of creatures that fail a Will save (DC 12) as per the hypnotism spell. The effect lasts 2d4 rounds or until dismissed.
Faint Enchantment; CL 1st; Craft Wondrous Item, hypnotism; Price 1,800 gp; Weight 1 lb.
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