The Book of Marvelous Magic.Pdf

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The Book of Marvelous Magic.Pdf For Penny Gary and I would like to thank Mark Acres, Dave "Zeb" Cook, Tracy Hickman, Doug Niles, Penny Petticord, Jon Pickens, Gali Sanchez, Carl Smith, Garry Spiegle, and Ralph "Skip" Williams for their contributions. Editor: M. K. Weigel Cover Artist: Clyde Caldwell Interior Artist: Doug Watson Additional Interior Graphics: Dover Publications Graphic Designer: Ruth Hoyer Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. © Copyright 1985 TSR Inc. All Rights Reserved. DUNGEONS & DRAGONS, DAD, ADVANCED DUNGEONS ft DRAGONS, AD&D, GANGBUSTERS, BOOT HILL, TOP SECRET, STAR FRONTIERS, DAWN PATROL, GAMMA WORLD, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks of TSR, Inc. This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or art- work contained herein is prohibited without the express written permis- sion of TSR, Inc. Printed in the United States of America. TSR Inc. POB 756 Lake Geneva, WI 53147 TSR UK Ltd. The Mill, Rathmore Road Cambridge CB14AD United Kingdom Introduction ..... 1 Selecting Magical Items .......... 3 A Alternate World Gate ........... 7 Amulet ......... 7 Anchor ......... 7 Anklet.......... 8 Armband ........ 9 Armchair ....... 1O Awl ...........1O B Bag ........... 11 Bagpipe ........ 11 Balance ........ 11 Ball ........... 12 Balloon ........ 12 Banner ........ 13 Barding ........ 14 Barrel ......... 14 Bead .......... 16 Bell ........... 16 Bellows ........ 17 Bench ......... 17 Blanket ........ 18 Boat .......... 18 Bone .......... 18 Boots ......... 19 Bottle ......... 19 Bowl .......... 20 TABLE OF Brazier ........ 20 Bridle ......... 2O Brooch ........ 2O CONTENTS Broom ......... 2O Buckle ......... 2O Bugle ......... 21 Button ........ 21 C Cabinet ........ 22 Cage .......... 22 Caldron ........ 22 Cameo ......... 22 Can ........... 22 Candle ......... 23 Cane .......... 23 Canoe ......... 23 TABLE OF CONTENTS (continued) Rattle ......... 59 I Rope ..........6O Cape .......... 23 Inkwell ........ 42 Rudder ........ 6O Cart .......... 24 Iron ........... 42 Censer ......... 24 S Chalice ........ 24 J Saw ........... 6O Chest ......... 25 Jewelry ........ 43 Scarab ......... 60 Chime ......... 25 Jug ........... 43 Scepter ........ 6O Claw .......... 25 Seed ..........6O Cleat .......... 25 K Shovel ......... 6O Cloak ......... 25 Kettle ......... 43 Slate .......... 61 Collar ......... 25 Key ........... 43 Slipper ........ 61 Cot ........... 25 Kite .......... 43 Snuffer ........ 61 Crown ......... 26 Soap .......... 61 Crucible ....... 26 L Spinning Wheel . 61 Cube .......... 26 Ladle .......... 44 Spoon ......... 62 Curtain ........ 27 Lamp ......... 44 Stair .......... 62 Cymbal ........ 27 Leaf .......... 46 Stone . ........ 63 Lens .......... 46 String ......... 63 D Libram ........ 47 Sundial ........ 63 Deck .......... 28 Log ........... 48 Desk .......... 29 Lute .......... 48 T Door .......... 29 Table .......... 64 Drum .........3O M Talisman ....... 64 Dust .......... 31 Marble ........ 49 Tent .......... 64 Mask .......... 49 Thread ........ 65 E Mast .......... 5O Throne ........ 65 Earring ........ 32 Medallion ...... 50 Tome .......... 66 Efreeti Bottle . 32 Mirror ......... 5O Treatise . 66 Egg ........... 32 Muzzle ........ 51 Tree .......... 67 Tub ........... 67 F N Tun ........... 67 Fan ........... 33 Nail ........... 51 Figurehead ..... 33 Necklace ....... 52 U Flute .......... 34 Needle ......... 52 Urn ........... 68 Flying Carpet . 34 Net ........... 52 Forge of Power . 34 Nightcap ....... 53 V Fork .......... 34 Vest .......... 68 Four-Leaf Clover . 35 O Oar ........... 53 W G Ointment ...... 54 Wax ........... 69 Gaff .......... 35 Wheel ......... 69 Gauntlet ....... 35 P Whistle ........ 7O Gavel ......... 36 Parchment ..... 54 Window ........ 71 Gem .......... 36 Penny ......... 54 Girdle ......... 36 Pipe .......... 54 X Gong .......... 36 Pipes, Musical . 55 Xantippe ....... 72 Pitchfork ....... 55 Xebec ......... 72 H Plate .......... 56 Xylograph ...... 72 Hammock ...... 38 Poker ......... 56 Handkerchief . 38 Pole ........... 56 Y Harp .......... 38 Pouch ......... 57 Yoke .......... 72 Hasp .......... 39 Hat ........... 39 Q Z Heart ......... 4O Quill .......... 58 Zither ......... 73 Helm ..........4O Zoster ......... 73 Hinge .........4O R Zwieback ....... 73 Horn ..........4O Rabbit's Foot .... 59 Horseshoe ...... 41 Rake .......... 59 Appendix ...... 74 INTRODUCTION The magical items described in this book are designed for use with the DUNGEONS & DRAGONS® Fantasy Adventure Game. All the miscellaneous magical items that appeared in the D&D® Basic, Expert, and Companion Sets—the first three boxed sets of the D&D game system— are included here. Also included are over 500 new items, never before published! Some items are of limited use and their presence here merely lessens the amount of detail and record-keeping in the game. Many, however, are powerful and unusual and may be of use in conquering mon- sters, retrieving treasures, and defeating the forces of evil. HOW TO USE THIS BOOK is that the name of a magical item often reveals Special Terms some or all of its purpose. Ideally, names should Two phrases are commonly used throughout. If not be easily found, although some will be Item A "appears and functions as" Item B, this obvious. means that the description of Item B applies to Item A. Command Words When Item C "appears identical to" Item D, Normally, a magical item performs a magical Item C has been given the same name as Item D function only when a certain word is spoken—the but is not really the same at all. This phrase is "command word." The character must usually commonly used to describe deceptive or cursed hold or wear the item while speaking the items. Use of a wish to identify the item will not command word, though some items are activated reveal the truth. within a given range. Many items have several different functions and several different Item Names command words. A few have no command words You may use labels, tags, or other means to and function automatically when the situation is reveal a magical item's proper name, but more right. often, PCs (player characters) should discover Command words never need be spoken by and experiment with it first. The reason for this players. If the player's character knows an item's 1 command word, the item simply becomes usable. to tell the difference. Any cursed item will appear If desired, you may invent your own to be a normal one, whatever the means of words—fantastic, mystical, humorous, or identification (libram, slate, etc.). The curse will otherwise. become apparent when the item is used or, in some cases, touched. You should never mention Finding Command Words that an item is cursed until, perhaps, after the A libram of identification (q.v.) can be used to curse takes effect. Any curse can be removed, learn the command words for other magical though some are harder to affect than others. items. The libram should become a part of every However, most curses cannot be prevented and campaign by belonging to a powerful NPC must be lifted after they take effect; a remove (non-player character) magic-user, who sells its curse spell applied to an unused cursed item will services to others. For a stiff fee (usually not less have absolutely no effect. A wish is the only than 1,000 gp per word), the NPC identifies the means powerful enough to absolutely "cleanse" command word(s) of most items. an item without coping with its hazards. The slate of identification functions somewhat The curses mentioned in this book may be one differently (listed herein but described in the of four types; each can be removed by a remove D&D® Companion Set) but will also identify curse or dispel evil spell, but differ in that the command words. It may be given to a character, spell caster must be of a given level or greater. A and its use can also be easily controlled by means minor curse can be removed by any level of of "charges," the number of which varies caster. A second type of curse can be removed by according to the power of the magical item in any caster of 15th level or greater; a third question. Most of the items in this book can be requires a caster of 26th level or higher. The most identified by the slate, but only at the cost of powerful (and most rare) curses require a caster making the slate useless for three to thirty days. of 36th level for their removal. Any wish used to The NPC should keep the libram's or slate's remove a curse is treated as if produced by a 36th existence secret and offer only the service. This level caster and thus will remove any curse. avoids attempts at theft. At some point, a player Remember that a curse applies to the item or character might find another libram or slate of character, never to the player. identification, but this should happen rarely. A wish used to identify an item always reveals all its command words. The true name of the item, however, might remain secret (see descriptions). You may, of course, invent other items for revealing the names and command words of magical items, but try never to simply give them away; always require thought, ingenuity, or cash for their discovery. Using Command Words Since command words are spoken, a cleric's silence 15' radius spell (or similar magical effect) always prevents
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