Encyclopedia Magica

Encyclopedia Magica

Encyclopedia Magica™ Accessory Credits Design: It is impossible to list all of the creators of the items cataloged in these volumes, but credit goes to everyone who has created a magic item in a module, boxed set, accessory, hardbound, or magazine article published in the last 20 years. Compilation and Development: slade Development and Editing: Doug Stewart Project Coordination: Roger E. Moore Interior Black and White Art: Arnie Swekel Interior Color Art: Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppel Art Coordination: Peggy Cooper Graphic Design: Dee Barnett Production: Paul Hanchette Graphic Coordination: Sarah Feggestad Typesetting: Nancy J. Kerkstra Acknowledgments: L. Richard Baker III, Anne Brown, Bruce Heard, Colin McComb, Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart who supplied new and unique magical items. And, of course, James M. Ward, for laughing when he heard slade had this project. Volume One Abacus of Calculation to Dust of Blending TABLE OF CONTENTS Introduction 2 Artifact Tables 7 Enchanted Enhancements Sample file 21 A 25 B 123 C 233 D 355 TSR, Inc. /jjw~3rjft>. TSR Ltd P.O. Box756 /jRmH^/Wml 12° ChurchEnd Lake Geneva GPj . ffiwjtiLwfl Cherry Hinton WI53147-0756 W ' ffijPfiw Cambridge, CB1 3LB USA ^SS^&S&V United Kingdom AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D&D, DARK SUN, DRAGON, DRAGONLANCE, DRAGON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER, FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORLD, GREYHAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPGA, the RPGA Logo, SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, MYS- TARA, PLANESCAPE, RAVENS BLUFF, ROLE PLAYING GAME ASSOCIATION, and the TSR Logo are trademarks owned by TSR, Inc. All TSR characters, character names, spell names, magical item names, unique place locations, and the distinct likenesses thereof are trademarks owned by TSR, Inc. LANKHMAR is a trademark owned by and under license from Fritz Leiber. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited by law without the express written permission of TSR, Inc. C1994 TSR, Inc. All Rights Reserved. First Printing, December 1994 Printed in the U.S.A. introduction- When the DUNGEONS & DRAGONS* Game first special weapons in the first modules to the appeared in 1974, no one was sure how the public detailed weapons of the DUNGEON MASTER* Guide would receive it. Nothing could prepare the (DMG), players and DMs alike will have years of fledgling Tactical Studies Rules for the stir that enjoyment discovering the thousands of items D&D* created in the hearts and minds of millions enchanted by the wonderful power of magic. of fantasy lovers all over the world. Twenty years DMs are forewarned though, just because an later, fantasy role-playing, the ADVANCED item is listed here does not mean it should be DUNGEONS & DRAGONS* and the DUNGEONS & given to players casually. Many items are artifacts DRAGONS games are better than ever, and there is (often believed to be items of extreme power), no end in sight. relics (items of historic or sacred value), or items The uniqueness of these two game systems lies of such potency they can destroy a continuing in the fact that they are open-ended. The game campaign. Be very careful when releasing these constantly changes and continually expands with items to your players. new monsters, extra spells for spellcasters, sup- With the enormous number of magical items plementary proficiencies, and supernumerary woven into game systems, it is difficult to over- magical items—there is nothing that can't be come the attitude that magic is everywhere and added to the AD&D* game system. easy to obtain. Given the amount of time, energy, Throughout the 20-year history of the D&D and self-sacrifice required to produce even a dag- and AD&D game worlds, reams of paper and ger +1, finding a single magical item should be a gallons of ink have detailed thousands of magi- marvelous event in the lives of your characters. cal items. From the original D&D boxed set and (See the Book of Artifacts for information on the first issue of THE STRATEGIC REVIEW Maga- magical item creation.) zine, to the last products shipped in December It is not surprising then that the earliest magi- 1993, almost every product has featured at least cal items (especially weapons) were given names. one new magical item, and you will find them From Bucknard's everfull purse to the Equalizer all in the ENCYCLOPEDIA MAGICA™ collection. (an extremely lethal sword), rare items were Since many of these products are long out of named for the individuals who created them or print, it is impossible for the majority of players who first used them heroically. However they and Dungeon Masters around the world to enjoy came by their titles, they now belong to the realm these unique treasures. We had to call a halt at of legend. some point, so these volumes only include Players should be encouraged by the DM to those products shipped through DecembeSampler nam filee the items they possess, or the DM should 1993. name them before granting them to a player. Besides the magical items from game prod- After all, finding Prismal's wand of lightning ucts, we have included those from DRAGON* with 10 charges remaining is much more excit- Magazine, up to #200; DUNGEON* Magazine, ing than stumbling over a generic wand of light- issues 1 through 45; all 30 issues of IMAGINE ning with 10 charges, especially when the Magazine; POLYHEDRON* Newszines through players learn that Prismal 's wand overwhelmed 90, and all seven issues of THE STRATEGIC the chateau of a renowned and virtuous noble. REVIEW. Players will enjoy items of historical signifi- In 1992 and 1993, TSR produced a two-vol- cance more than mundane ones, and a note of ume set, The Magical Encyclopedia. The older realism will be added to your campaign. encyclopedia is an index of magical items and Remember too, that items themselves can where these PC trophies can be found among the become characters. myriad TSR products. Unfortunately, most of ALWAYS AN ADVENTURE!" is the basic premise those older products are unavailable—many are for every product produced by TSR, and this now collectors' items. encyclopedia is no exception. The ENCYCLOPEDIA We decided to do something about that. The MAGICA collection is designed to be a useful and ENCYCLOPEDIA MAGICA volumes feature every enjoyable addition to any role-player's library, magical item we could find, in every product we one that will stimulate years of adventure. have ever created. From obscure references to ntroduction1 character who creates an item in order to slow How to Use These Books level progression. In the D&D game, experience The last volume of this encyclopedia contains points are not usually awarded for magical items. tables that randomly determine which magical However, many Dungeon Masters find it conve- items are found in a treasure hoard, though arti- nient to grant experience points to characters who facts and most relics are excluded from the find and keep items no matter what rules the tables. (For those players and DMs who prefer to campaign uses. play a tongue-in-cheek game, we included pun In some entries, experience point value is listed items in the random tables.) We suggest that DMs as "—". This indicates a unique and potent item select the items PCs discover in order to keep (often called an artifact or relic). Artifacts and game-busters from appearing at random. relics have powers far beyond what even the most Each item listed in the ENCYCLOPEDIA MAGICA heroic mortal can wield without detrimental collection marks its type and name, gives the effects to his or her health and psyche. Experi- experience point and gold piece values, the ence is never given for these items, and the DM source, and a detailed description. To find a par- must carefully monitor their use in a campaign. ticular item, look under its name or use the Generally, it is unwise to introduce any magical detailed index supplied in the final volume. item into a game unless the DM understands the Magical Item Name: Most often, this is the item's powers and how those powers affect play— name given to the item in its first (and usually) this is especially true for artifacts and relics. subsequent appearances. Unfortunately, some Gold Piece Value: Throughout the names changed. This was done for three reasons. ENCYCLOPEDIA MAGICA volumes, items are First, we tried to make items more useful, excit- given a value, listed in gp. This does not mean ing, or easier to find. Second, a few were changed that every item can be purchased by simply sur- in order to make placement more convenient and rendering the specified coinage. Instead, gp logical. Finally, some of the D&D and first edi- value is used to rate the relative values of differ- tion items had names that were changed in later ent items to each other. In individual campaigns, editions, updates, and product lines. These were the Dungeon Master may wish to increase the brought into line with current usage to prevent "bartering value" of items two-fold, ten-fold, or confusion.

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