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Sample File Mike Selinker, James Wyatt 620_T11964_001_MoFCh01.qxd 5/8/01 8:26 AM Page 1 DESIGN: Sean K Reynolds, Duane Maxwell, CARTOGRAPHER: Dennis Kauth Angel Leigh McCoy TYPESETTER: Angelika Lokotz ADDITIONAL DESIGN: Richard Baker, Jason Carl, Jennifer Clarke Wilkes, GRAPHIC DESIGN: Dee Barnett and Monte Cook, Bruce Cordell, Ed Greenwood, Robert Raper Skip Williams, James Wyatt ART DIRECTOR: Robert Raper DEVELOPMENT AND EDITING: Andy Collins BUSINESS MANAGER: Anthony Valterra and Gwendolyn F.M. Kestrel PROJECT MANAGER: Justin Ziran ADDITIONAL EDITING: Mike Selinker PRODUCTION MANAGER: Chas DeLong CREATIVE DIRECTOR: Richard Baker PLAYTESTERS: Richard Baker, Jason Carl, COVER ARTIST: Justin Sweet Michele Carter, Mike Donais, INTERIOR ARTISTS: Carlo Arellano, Daniel Kaufman, Tom Kristensen, Ted Beargeon, Carl Critchlow, Duane Maxwell, Sean K Reynolds, Michael Dubisch, Brian SnoddySample file Mike Selinker, James Wyatt Resources: Sources for this work include the following: Defenders of the Faith by Rich Redman and James Wyatt; Return to the Temple of Elemental Evil by Monte Cook; and Tome and Blood by Bruce Cordell and Skip Williams. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. U.S., CANADA, ASIA, EUROPEAN HEADQUARTERS PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton WA 98057-0707 Belgium (Questions?) 1-800-324-6496 +32-70-23-32-77 620-T11964 DUNGEONS & DRAGONS, D&D, DRAGON,FORGOTTEN REALMS, and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. The d20 System logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by St. Martin’s Press. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. 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, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2001 Wizards of the Coast, Inc. Made in the U.S.A. Visit our website at www.wizards.com/dnd 620_T11964_001_MoFCh01.qxd 5/8/01 8:27 AM Page 2 Table of Contents Mage-Killer . 32 Chapter 6: Magic Items . 136 Contents Master Alchemist. 34 Self-Identifying Magic Items. 136 Mystic Wanderer . 35 Magic Item Descriptions . 136 Introduction . 3 Spelldancer . 37 Armor Special Abilities . 136 Spellfire Channeler. 38 Specific Magic Armors . 137 Chapter 1: Understanding Magic . 4 War Wizard of Cormyr. 40 Weapon Special Abilities . 138 The Beginning. 4 Specific Magic Weapons . 141 Mystryl, Mystra, Chapter 4: Places of Power . 42 Potions . 145 and Midnight . 4 Natural Sites. 42 Rings . 145 Azuth, the First Magister . 5 Mystic Maelstroms . 42 Rods . 147 Savras, the Imprisoned Deity . 6 Sparks. 43 Staffs . 149 Shar and Her Greatest Secret . 6 Fey Mounds. 43 Wondrous Items . 151 Velsharoon the Ungrateful . 7 Boomshroom Patches . 43 Artifacts . 168 Other Deities of Magic . 8 Doom Pits . 44 Minor Artifact Descriptions168 Magic Terminology Defined . 8 Magically Enhanced Sites. 44 Major Artifact Descriptions171 The Art . 8 Crossroads and Backroads . 44 Spellbooks . 172 The Power . 8 Mythals . 47 Using Spellbooks. 172 The Weave . 9 Nature Venerated . 48 Spellbook Construction . 173 What It Is . 9 Ranger Guilds . 48 Protecting Spellbooks. 173 Dead Magic . 9 Druidic Circles. 48 Creating Magic Items . 174 Wild Magic . 10 Places of Prayer . 49 Shadow Weave Magic Items174 The Shadow Weave . 10 Destinations of Pilgrimage . 50 Special Materials . 174 Mystra’s Refusal. 10 Monasteries . 50 Extraordinary Natural Items . 180 Shrines . 51 Chapter 2: Magic Variants . 12 Small Chapels . 51 Chapter 7: Creatures. 182 Elemental Magic . 12 Rural Churches . 52 Beholderkin, Spectator . 182 Elven High Magic. 13 Mid-Sized Churches . 53 Crossroads Guardian . 183 Gem Magic . 13 City Churches . 53 Crypt Spawn (template) . 184 Attuned Gems . 14 Large or Fortified The Magister (template). 185 Triggering Gems . 14 Cathedrals. 53 Scalamagdrion . 188 The Mageduel. 14 Bastions of the Arcane . 56 Spectral Mage (template). 189 Qualifications . 14 Bardic Colleges . 56 Declaring a Mageduel . 15 Wizard’sSample Guilds . .file . 59 Index . 190 Preparing a Mageduel . 15 Mage Fairs. 60 Effects of a Mageduel . 16 The Magic Item Trade . 64 Sidebars Outside Interference . 16 The Open Market. 64 The Famous Spell Inventors . 11 Ending a Mageduel . 17 Specialty Shops . 65 Running a Mageduel Moonfire. 17 The Black Market. 65 between PCs. 16 Rune Magic. 17 Trade Wizards. 66 Artificer Prototype Mishaps . 25 Spellfire . 17 Antimagic Organizations. 67 Bards and Crossroads . 46 Absorbing Spell Energy. 18 The Hunt . 48 Using Spellfire . 19 Chapter 5: Spells . 68 Druidic Convergence . 49 Spellpools . 19 Assassin Spells . 68 Security . 50 Bard Spells. 68 Encounter Ideas: Chapter 3: Practitioners of Magic . 20 Blackguard Spells . 69 Destinations of Pilgrimage . 51 Skills and Feats. 20 Cleric Spells. 70 Sailor’s Last Request . 52 Skills . 20 Druid Spells . 71 Encounter Ideas: Hallowed Land54 Feats . 21 Harper Scout Spells . 72 Encounter Ideas: Prestige Classes . 23 Hathran Spells . 72 Fortified Cathedrals . 55 Gnome Artificer . 23 Paladin Spells . 73 Encounter Ideas: Guild Wizard of Waterdeep . 26 Ranger Spells . 73 Unhallowed Land. 56 Harper Mage. 28 Sorcerer and Wizard Spells. 74 Vipers . 131 Harper Priest. 29 Spells . 76 Heavy Weapons . 179 Incantatrix. 31 2 620_T11964_001_MoFCh01.qxd 5/8/01 8:28 AM Page 3 agic. Yes, I know you think you know what it is, and how it works. You don’t. You’re an Mignorant fool, just like all the others. You think that magic is a tool, like a hammer, something that you pick up when you need it, swing it around for a while, and put down again when you’re done with it. Not so. Magic is a living thing—part of the Lady of Mysteries, a deity to whom you only pay lip service. You can’t just grab onto her when you need magic, squeeze the power out of her, and discard her when you’re done. That sort of treatment comes back to you. There’s a reason why most old mages are obsessed or insane— Mystra punishes them for their lack of respect. No, you have to study her, learn how she works, learn what she likes, and understand why she does what she does. While a tool has no sentience, magic has a woman’s mind and conscience behind it, a woman who just twelve years ago was a living and breathing person you could run into on the street. I did, once, down in the City, although I had no idea what she was to become. So yes, magic has a conscience. Mystra knows whether your spell is good or evil, and knows what you’re doing with it. She may not approve.Sample When she disapproves, file you’ll know it. She can slam the doors upon your ability to use magic, and not open them again until she has decided you’re worthy. Then there are the other deities of magic—Azuth, Savras, the lich-deity Velsharoon, mysterious Shar, and the deities of magic in far-off lands and of other races. Each of them has a hand in magic as well. I’m sure you consider yourself smarter than most. But that Sharran dagger you carry that dulls your mind every day is a legacy of the dark sister of Mystra’s magic, and its taint can be detected, although with difficulty. And you have no idea why. I suppose you think it’s cursed, and its powers outweigh its costs. So much more to it exists that you do not see. But do not feel too bad. I have seen and spoken with mages all over this world who never bothered to understand the forces they manipulate every day. Thayan evokers like yourself, and mystic wanderers of Beshaba, nomadic spelldancers, and those who count themselves among the ranks of my ex-allies, the Harpers. I’ve met Halruaan alchemists, Aglarondan sorcerers, and even the rare practitioners of spellfire. All these mages could do so much more if they studied the methods of magic rather than just its utility. Hundreds of new spells leap to mind, as do many magic items, all inspired by a deeper knowledge of the Art. But you are too busy, busy mastering fireball, and receiving the gentle admonishments of your Red Wizard masters, and planning for the day when you would break into my home. If only you had learned all this years ago, my little Thayan spellthief, then you wouldn’t be where you are today, bound in my spell that leaves you utterly immobile. You might have known how to bypass a spell engine, or how to recognize a kiira from a common gemstone, or talk your way past a spectator, or spot any of the other wards and traps I have placed around Blackstaff Tower. And I wouldn’t have to slay you for your folly. —by Khelben “Blackstaff” Arunsun 3 620_T11964_001_MoFCh01.qxd 5/8/01 8:29 AM Page 4 that Chauntea would be warmed. Shar became enraged and began to snuff out all light and warmth in the universe. Desperate and greatly weakened, Selûne tore the divine essence of magic from her body and hurled it at her sister, tearing through Shar’s form and pulling with it like energy from the dark twin.
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