Magic Implement (3.5e Equipment)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Magic Implement[edit]
A Magic Implement is an item that grants an Implement bonus on Caster Level from +1 to +5 to those proficient in its use, while worn, carried and gestured with, etc. Spell variables can't exceed their maximum effective CL in this fashion, however. The Implement bonus gives you a higher chance of breaking through Spell Resistance due to your heightened caster level, and so forth. Any item to be made into an Implement, much like enchanting any other item, must be of at least Masterwork quality. However, you have to have a caster level of at least three times the item's Implement Bonus in order to use it to full affect; A 13th-level character wearing a +5 Ring would only be gaining a +4 bonus until his unaltered Caster Level increased to or beyond 15.
Magic Implements only apply their Implement Bonus to spells of a level equal to or lower than their Implement bonus; Thus a +3 Ring would only apply the Caster Level increase to spells of 3rd level and lower.
Psionic Weapons includes a Soulknife's Mind Blade; They can choose an Implement bonus instead of an Enhancement bonus at the DM's discretion.
Holy/Unholy Symbols add their enhancement bonus to all Turning/Rebuking checks their wielder makes, but they cannot benefit from a Symbol Implement that is the holy/unholy symbol of a deity other than their own.
Instruments may be enchanted as Implements only if the creator possesses ranks in the Perform appropriate to the instrument at least equal to 1.5 times the Caster Level of the implement (rounded up), and they can only be used for spells if the spell isn't under the effects of Silent Spell, thus they can't be used in an area of Silence. However, they add their Implement bonus not only to the appropriate Perform checks made by their wielder, but to any numeric bonuses granted by Bardic Music. However, in order to gain any bonuses from an Instrument implement, the wielder must possess enough ranks in the right Perform skill that he could craft the Instrument Implement. (Thus a +3 Lute requires 14 ranks in Perform (String Instruments) and only a character with at least 14 ranks in Perform (String Instruments) can gain the bonuses from using it an an implement.)
Upon taking your first level in any class with magic, psionics or otherwise non-mundane power of any sort, you choose one type of Implement to be proficient with. This can be done once per character, nomatter how many classes they possess. Afterwards, implement proficiency may be gained by learning the feat tied to the implement, as shown on the table below.
Feat | Proficiency |
---|---|
Craft Rod | Rods |
Craft Staff | Staves |
Craft Wand | Wands |
Forge Ring | Rings |
Craft Wondrous Item | Talismans/Holy Symbols, Instruments |
Craft Magic Arms And Armor | Magic Weapons |
Craft Dorje | Dorjes |
Craft Universal Item | Crystals |
Craft Psionic Arms And Armor | Psionic Weapons |
Multiple Implement bonuses to Caster Level do not stack; The highest is used. Logic must be used when choosing first-level Implement proficiencies; A Warlock is hardly going to run around waving a +3 Holy Symbol of a Lawful Good deity in peoples' faces, nor is a Cleric going to spend all his time trying to heal people with a +3 Deep Crystal +2 Implement Psychokinetic Burst Greatsword, though there are special cases. The Enhancement bonus this template uses, referred to as an Implement bonus, doesn't affect other properties of the weapon; A sword can be a +5 Implement but have no other magical properties, and a Shield enchanted as an implement weapon gains no bonuses to attack rolls, damage rolls, or even AC from having the Implement bonus.
Affinities: All of the Spell Power Enhancements.
Cost: As a weapon of equal Enhancement bonus, multiplied by three.
Aura: Faint Universal (+1), Moderate Universal (+2, +3), Strong Universal (+4, +5)
Caster Level: 3rd (+1), 6th (+2), 9th (+3), 12th (+4), 15th (+5)
Feat(s) Required: Whatever item creation feat is required to use the implement, as shown on the table above.
Back to Main Page → 3.5e Homebrew → Equipment → Item Templates
Article Balance | Very High + |
Author | Zhenra-Khal + |
Identifier | 3.5e Equipment + |
Rating | Unrated + |
Summary | Magic Implements are items, such as rings, staves, holy symbols or enchanted daggers, that improve the effectiveness of spellcasters. + |
Title | Magic Implement + |