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Sample Filejefferson Dunlap CREDITS DESIGNERS SENIOR CREATIVE DIRECTOR Andy Collins (lead), Eytan Bernstein, Jon Schindehette Frank Brunner, Owen K.C. Stephens, John Snead ART DIRECTORS Kate Irwin and Karin Powell ADDITIONAL DESIGN Alex Jurkat, Mike McArtor, COVER ARTIST Wes Schneider, Penny Williams Mat “czarofhappiness” Smith DEVELOPERS INTERIOR ARTISTS Andy Collins (lead), Bruce Cordell, Dave Allsop, Steven Belledin, Ed Cox, Mike Mearls, Stephen Schubert, Carl Critchlow, Eric Deschamps, Matthew Sernett Steve Ellis, Wayne England, Matt Faulkner, Emily Fiegenschuh, EDITORS Randy Gallegos, David Griffith, Chris Youngs, Logan Bonner, Brian Hagan, Ralph Horsley, Jennifer Clarke Wilkes Heather Hudson, Doug Kovacs, Chuck Lukacs, David Martin, EDITORIAL ASSISTANCE Mark Poole, Steve Prescott, Dan Nagler Wayne Reynolds, Ron Spencer, Anne Stokes, Arnie Swekel, MANAGING EDITOR Steven Tappin, Joel Thomas, Kim Mohan Beth Trott, Franz Vohwinkel, DEVELOPMENT & EDITING Eva Widermann, James Zhang LEAD GRAPHIC DESIGNER Jeremy Crawford Karin Powell SENIOR PRODUCER IMAGE TECHNICIANS Christopher Perkins Carmen Cheung and Bob Jordan R&D GROUP MANAGER PUBLISHING PRODUCTION Mike Mearls Angelika Lokotz PRODUCTION MANAGER PREPRESS MANAGER Cynda Callaway Sample fileJefferson Dunlap Playtesters: Creighton Broadhurst, Mary R. Hershey, Sterling Hershey, Neil Lance, Mike Mohandeson, Lindsay Mohandeson, Mark Smith, Owen K.C. Stephens Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This Wizards of the Coast® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www. wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPE, U.K., EIRE & SOUTH AFRICA & LATIN AMERICA Wizards of the Coast LLC c/o Hasbro UK Ltd. Wizards of the Coast LLC P.O. Box 43 P.O. Box 707 Newport, NP19 4YD, UK Renton WA 98057-0707, USA Tel: +800 22 427276 Tel: +1-800-324-6496 620A3578000001 EN email [email protected] UK 9 8 7 6 5 4 3 2 ISBN: 978-0-7869-6449-9 Original Publication March 2007 First Printing July 2013 Dungeons & Dragons, D&D, Dungeon Master, d20, d20 System, Wizards of the Coast, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Spell Compendium, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ. UK. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2005, 2013 Wizards of the Coast LLC. Visit our website at www.DungeonsandDragons.com CONTENTS Introduction ....................................3 Regalia of the Phoenix ...................................208 Chapter 1: Armor ...............................5 Seven Veils ..............................................210 Armor Properties .......................................... 6 Vestments of Divinity ...................................213 Specific Armor and Shields ............................... 16 Wraith’s Woe ............................................215 Armor and Shield Augment Crystals ......................24 Chapter 6: Using Magic Items .................217 Chapter 2: Weapons ............................27 Identifying Items ........................................217 Weapon Properties .......................................27 Body Slots ...............................................218 Size and Shape. 219 Specific Weapons .........................................46 INTRODUCTION Weapon Augment Crystals ...............................64 Activating Magic Items ..................................219 Special Magic Item Rules ................................221 Chapter 3: Clothing ............................67 Augment Crystals .....................................221 Chapter 4: Tools ..............................149 Relics .................................................221 Chapter 5: Magic Item Sets ....................191 Runestaffs ............................................223 Armor of the Watching Master ...........................191 Synergy Properties ....................................224 Array of the Manticore ...................................193 Magic Item Sets .......................................225 Five Virtues .............................................195 Item Levels ..............................................226 Fleet Warrior’s Array .....................................197 Placing Magic Items .....................................229 Garb of the Hunting Cat .................................198 Buying and Selling Magic Items ..........................231 Gharyn’s Monastic Array .................................200 Crafting Magic Items ....................................232 Instruments of the Blood Gift ............................202 Appendix 1: Magic Items by Price .............235 Raiment of the Four .....................................203 Appendix 2: Random Treasure ...............265 Raiment of the Stormwalker .............................205 Regalia of the Hero ......................................207 Magic Item Record Sheet .................... 286 boots, and belts in Chapter 3. Drool over the handy adventuring tools in Chapter 4, and imagine how cool your character will look Introduction when he’s decked out in one of the item sets in Chapter 5. And Magic items are an integral part of the Dungeons & Dragons® that doesn’t even cover the book’s exciting new take on relics, the game experience. As long as D&D has been around, there have immensely handy augment crystals, the array of “sorcerer’s-best- been +1 swords and potions of healing—they’re as inextricably linked friend” runestaffs, and so on. with the game’s identity as 18th-level fighters andmagic missile spells. Every fighter saves up for his first magic weapon, and no one who’s played a paladin hasn’t dreamed about what it would be like to wield a holy avenger. WHAT’S IN THIS BOOK Traditionally, magic items have been divided into categories based Magic items also make up a crucial part of every D&D character’s partially on form and partially on function, creating a system that array of abilities. A magic weapon can slice through a creature’s Sampledoesn’t alwaysfile help the reader know where to go looking for some- damage reduction, a ring of protection diverts otherwise deadly thing. An item holding 50 uses of a particular 1st- to 4th-level spell attacks, and a handy potion or scroll can tip the balance in a critical is called a wand, but a similarly shaped item that has an unusual encounter. A character without magic items is like a wizard with nonspell effect that it can generate a few times per day might be only half her spells prepared or a fighter who hasn’t bothered to a rod or even a wondrous item. An item you wear that provides a select all his feats—he’s simply incomplete. continuous magical effect is probably a wondrous item . but it But compared to spells and feats, magic items haven’t received might be a ring, or even a suit of armor. very much “quality time” in the current edition of the game. Not This book instead divides magic items into four basic catego- only are they scattered across dozens of books with little sense of ries—armor, weapons, clothing, and tools—with each category organization or theme, but their effects are often poorly defined receiving a separate chapter. This classification has no effect on and they’re frequently—some might even say usually—overpriced game play—you still use Forge Ring to craft an item described or underwhelming. As a result, only a handful of magic items are as a ring (or, more important, an item that has Forge Ring as a actually widely used, ranging from the humble +1 longsword to prerequisite)—but it should make it a bit easier for you to find the renowned ring of invisibility. various items. That’s no longer the case. Armor (Chapter 1): This category includes both specific, pre- Magic Item Compendium ushers in a brave new world of magic constructed magic suits of armor or shields as well as the various items—a world with clearly defined effects and activation times, properties that can be added to any appropriate suit of armor or with interesting items at every price point, and with exciting, shield (such as fortification or acid resistance). It doesn’t include aggressively priced options for every class and character level. robes (or other items worn in the same body slot as armor), since Combining hundreds of revised and repriced items from previous most of those items don’t offer the same kinds of effects, nor does sources with a wagonload of brand-new, never-before-seen-or-even- it include bracers of armor or other items that provide similar
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