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100% found this document useful (4 votes)
3K views162 pages

Mordenkainen's Magnificent Emporium PDF

Uploaded by

Zane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MORDENKAINEN’S MAGNIFICENT EMPORIUM ™

R O L E P L AY I N G G A M E S U P P L E M E N T
Jeremy Crawford ) Stephen Schubert ) Matt Sernett
MORDENKAINEN’S MAGNIFICENT EMPORIUM ™

R O L E P L AY I N G G A M E S U P P L E M E N T
Jeremy Crawford ) Stephen Schubert ) Matt Sernett
CREDITS
Design D&D Senior Creative Art Director
Tavis Allison, Scott Fitzgerald Gray, Jon Schindehette
Robert J. Schwalb, Matt Sernett, Jeff Tidball
Art Director
Additional Design Kate Irwin
Richard Baker, Eytan Bernstein, Greg Bilsland,
Logan Bonner, Mike Mearls, Claudio Pozas, Cover Illustration
Chris Sims, James Wyatt William O’Connor

Development Graphic Designer


Jeremy Crawford (lead), Stephen Schubert Yasuyo Dunnett

Editing Interior Illustrations


Cal Moore (lead), Tanis O’Connor Vincent Dutrait, Emrah Elmasli, Wayne England, Brian
Hagan, Jeff Himmelman, Tyler Jacobson, Michael Komarck,
Managing Editor Howard Lyon, Warren Mahy, David Martin, Jim Nelson,
Kim Mohan William O’Connor, Hector Ortiz, Marc Sasso, Chris
Seaman, Cynthia Sheppard, John Stanko, Beth Trott, Franz
D&D R&D Senior Producer Vohwinkel, Eva Widermann, Ben Wootten
Christopher Perkins
Publishing Production Specialist
D&D R&D Group Manager Erin Dorries
Mike Mearls
Prepress Manager
Playtesters Jefferson Dunlap
Aaron Brosman, Angela Amburn, Brittani-Pearl Macfadden,
Bryan Amburn, Cliff Thrasher, Douglas Kilpatrick, Galen Imaging Technician
Mullins, Greg Hartman, Ian Ramsey, James Auwaerter, Carmen Cheung
Jeffrey Barnes, John Stanford, Jonathan D’Silva, Jordan
Conrad, Keith Richmond, Kevin Lawson, Krishna Simonse, Production Manager
Lori Anderson, Matthew Fuchs, Nicholas Wolfanger, Cynda Callaway
Patrick Neal, Sarah LaValle, Shawn Merwin, Todd Keck,
Tom Dale, Tony Lawrence Game rules based on the original DUNGEONS & DRAGONS® rules
created by E. Gary Gygax and Dave Arneson, and the later
editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and
James Wyatt (4th Edition).

620-28069000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM
ISBN: 978-0-7869-5744-6 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1
Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden
First Printing: P.O. Box 707 Newport, Gwent NP9 0YH Belgium
Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277
September 2011
+1-800-324-6496 Please keep this address for your records
9 8 7 6 5 4 3 2 1

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Mordenkainen’s Magnificent Emporium, FORGOTTEN REALMS, Player’s Handbook, Dungeon Master’s Guide, Monster Manual,
Monster Vault, 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,
and their distinctive likenesses are property of Wizards of the Coast. 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. Printed in the U.S.A. ©2011 Wizards
of the Coast LLC.

Visit our website at DungeonsandDragons.com


CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Item Curses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
CHAPTER 1 Staffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Using Cursed Items . . . . . . . . . . . . . . . . . 111
ARMOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Tomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Curse Descriptions . . . . . . . . . . . . . . . . . . . . 112
New Armor and Shields . . . . . . . . . . . . . . . . . . 8 Totems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Story Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Armor and Shield Descriptions. . . . . . . 10 Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 How They Work. . . . . . . . . . . . . . . . . . . . . . . . 116
Armor Training Feats . . . . . . . . . . . . . . . . . . . . 11 CHAPTER 4 Item Descriptions . . . . . . . . . . . . . . . . . . . . . . 117
Magic Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 MAGICAL GEAR . . . . . . . . . . . . . . . . . . . . . . . . . 58 CHAPTER 6
CHAPTER 2 Arms Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . 60 ADVENTURING GEAR . . . . . . . . . . . . . . 122
WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Feet Slot Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Adventuring Gear . . . . . . . . . . . . . . . . . . . . . . 124
New Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Hands Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . 65 Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
New Weapon Category: Head Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Trade Goods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Superior Weapons . . . . . . . . . . . . . . . . . . 20 Neck Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Alchemical Items . . . . . . . . . . . . . . . . . . . . . . . 129
Weapon Descriptions . . . . . . . . . . . . . . . . 21 Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Item Descriptions . . . . . . . . . . . . . . . . . . . . . . 130
New Weapon Feats. . . . . . . . . . . . . . . . . . . . . . 23 Waist Slot Items. . . . . . . . . . . . . . . . . . . . . . . . . . 78
APPENDIX 1:
Magic Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . . 80
Hirelings and Henchmen. . . . . . . . . . . . 136
Magic Ammunition . . . . . . . . . . . . . . . . . . . . . . 36 Consumable Items. . . . . . . . . . . . . . . . . . . . . . . 90
Elixirs and Potions . . . . . . . . . . . . . . . . . . . . . 90 APPENDIX 2:
CHAPTER 3 Other Consumables. . . . . . . . . . . . . . . . . . . 98 Magic Item Stories . . . . . . . . . . . . . . . . . . . . . 144
IMPLEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Superior Implements . . . . . . . . . . . . . . . . . . . 40 CHAPTER 5 APPENDIX 3:
Magic Implements . . . . . . . . . . . . . . . . . . . . . . . 42 ARTIFACTS AND CURSES . . . . . . . . . 102 Item Levels as Treasure . . . . . . . . . . . . . . 144
Holy Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 APPENDIX 4:
Ki Focuses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Sentient Artifacts . . . . . . . . . . . . . . . . . . . . . . 105 Item Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Orbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Artifact Descriptions . . . . . . . . . . . . . . . . . . 105
M I C H A E L KO M A R C K
Introduction times you pull forth a swatch of cloth and unfold it to reveal
its hidden contents, the wonder of that moment never
diminishes.
The years die, burned to nothing by time, darkening my
Even those items that present a more obvious threat can
memory with their passing—like soot that builds upon a
be joyful things. The cloak that renders you unseen can be
hearth beam. I am Mordenkainen, and although I do not
used to great effect by those with ambition, or for thrills by
look it, I am old. I have outlived rivals, enemies, and friends.
those who are simply curious or mischievous. The sword
I have lived long enough to see rivals become friends and
forged by angels might cut a swath through the orcs, gnolls,
friends become enemies—and to see enemies returned to the
and ogres of the world, or it might simply protect a farmer’s
fold of friendship. But for a few dust-mad liches dreaming in
sheep from wolves.
their lonely tombs, my friends and I represent the last of the
After all, most magic items—even those made with evil
old guard. Who born in the last forty years can measure of
intent—are not themselves evil. They do not of themselves
themselves an ounce of the worth of Otiluke, Bigby, Tenser,
seek dominion over the world. That is a trait particular to
or Robilar—or even Rary or Evard?
their wielders.
Bah! What does it matter? I grow self-pitying as I
Of course, what evil can be wrought by an item in the
approach the end of a century. Surely the young fools who
wrong hands depends much upon the item itself. That is
test the wards upon my vaults are no younger or more fool-
why I seek to know ever more about the magic items of this
ish than my companions and I were when we delved into
world—and others.
the dungeons of Castle Greyhawk or Maure Castle. They
It might surprise some that I write of other worlds. And
all have their reasons, just as we did long ago.
no, I do not imply other planes, but other places—places
And what are those reasons? What draws adventurers
filled with various lands and countries with inhabitants
today to plumb the death-trap depths of the earth and brave
that see themselves as the most important and central to
the terrors of curse-bound ruins? What called us to do the
the universe, just as we do.
same in the past—and drives me still?
I care little for them, as I am from this world, this Oerth.
It all boils down to power: the wealth that can buy it,
Just as these other worlds have similar magic items, I’m
and the magic that can wrest it from the ether.
sure there are some among them who serve as I and the
Once I sought power for its own sake. Now I seek it to
Circle of Eight do. Let them sort out their own problems; we
keep it from others. I do not wish to rule the world—only my
have enough of our own.
small part of it. Yet many are the grasping hands of those
I have recorded the stories for the items I encountered
who would claim control. Some use evil means toward
from these other worlds so that they can be known for what
such ends, while others pursue a more virtuous path, but
they are should they find their way into our own. Often
regardless of the manner of its acquisition, power wielded
their properties are shockingly similar to items that can be
to dictate over all is power used to disastrous effect. Friends
discovered all over Oerth, so the idea of items (and perhaps
will be lost, great works will be cast to ruin, and wars will be
other travelers like myself) passing between worlds might
fought, but none shall gain the upper hand over all as long
not be so far-fetched.
as I and the Circle of Eight remain.
By cataloguing what exists—and what is rumored to
We balance the scales.
exist—I hope to be forewarned of the danger of any item
In some cases, that means a feather’s touch: a word or
when it falls into the wrong hands. Soon I will share this
two in the right ear, an heir spirited away from assassins, or
knowledge—if not with the world, then with the Circle of
a storm to cast a ship off course—simple feats accomplished
Eight. Surely someone besides myself should be armed with
with a trifling of magic. At other times, circumstances dic-
this knowledge.
tate that our hand falls more heavily. Fortunate for us and
I suppose, if you are reading this, I have already chosen
the world that those times are few.
to share it. In that case, I hope you take what you learn here
Too often, our actions hinge upon who possesses some
and put it to sensible use. I would not have this book used as
item of power. Those whom we oppose might have dug
some plunderer’s to-do list! Instead, tread lightly, act wisely,
up some relic of antiquity or simply taken one such from
be wary, and be well.
unwitting treasure hunters. To combat that imbalance, we
—Mordenkainen, from his secret master copy of
arrange it so that those hunters or other adventurers win
the Magnificent Emporium before he burned its pages
their way to the items necessary to destroy the relic. We set
and then disintegrated the ash.
events into motion so that a magic shield finds its way onto
the arm of a certain warrior. Our enemies give that warrior
Scholar’s Note: This excerpt and others to follow
a sword that corrupts him into a monster for their cause.
were gleaned from the original master text during
Of course, not all magic items represent pieces on the
the production of one of its eight copies. As a former
chessboard. Steeped in the power of magic as we of the
apprentice to Mordenkainen, please understand that
Circle are, it can be easy to forget that fact.
I take my life in my hands by disseminating his work
When you watch a feather drift to the surface of the
without his permission. Please treat this text with the
water and it expands into a boat before your eyes, how can
utmost care and secrecy.
you do anything but marvel? And no matter how many
—Qort

I N T RODUCT ION
4
T HE PROMISES This change in how an item is designed puts the

INTRODUCTION
inspiring elements about an item front and center
OF M AGIC instead of its game rule information. Rules elements
can be made unique and fun, but without good story
The crystal sphere glowing upon its pedestal, the elements to support them, they tend to be a little dry.
jewel-encrusted sword jutting from a heap of gold, Hopefully, you’ll take inspiration from what you find
the embossed breastplate glittering in the depths of a in this book to make your game more fun.
murky pool, the gloves that slip on like a second skin,

HOW TO USE
the dusty tome laden with inscribed spells, the bottle
that holds a swirling blue liquid—these items promise

T HIS BOOK
magic, and magic promises power. It might be the
power to dominate others, but it might also be the
power to do something extraordinary such as walking
For the Dungeon Master: You can simply use
through a wall, seeing through stone, or taking flight.
this book as another resource to stock treasure troves,
All kinds of magic await you in the pages of this book.
but there are other ways Mordenkainen’s Magnificent
How you use it is up to you.
Emporium can enhance your game. Look at the stories
about these magic items as an additional resource
Making Magic Items Magical for you. An Arcana check can tell the players the his-
Mordenkainen’s Magnificent Emporium supplements tory of an item, but that aspect of an item can become
your DUNGEONS & DRAGONS game in a new way. Of much more engaging by incorporating it into the his-
course, it presents items galore of all types, but this tory of your world or its current events.
tome also puts a lot of emphasis on the fun elements For instance, the ruling line of a kingdom might
of an item’s history, appearance, or folklore. consider a certain item a part of its regalia of ruler-
The goal of this treatment is to make magic items ship. Once it goes missing, the heroes could become
more magical. Some players see magic items as rules embroiled in the politics of the realm and the history
elements to acquire rather than objects of wonder. of the item as they seek whomever stole it.
That’s fine if that’s how you want to play, but if you’re A wizard might discover the means to create some
looking for more engaging items and you want to useful item whose power was thought lost to the ages.
bring a sense of excitement back to their acquisition, The characters might seek out this wizard in order
Mordenkainen’s Magnificent Emporium can help. to obtain the item, only to discover that many others
Many of the items in this book were created by have had the same idea.
writing their descriptions and story elements first. For Players: Common magic items that a char-
The rules for how the items work were developed acter might find for sale are presented throughout
after that. That’s the reverse of how magic items have this book, and you can use Mordenkainen’s Magnifi-
been typically designed. cent Emporium as a resource for character building. If
you’re inclined, you can put together a short wish list
of rare and uncommon items you’d like your charac-
ter to find.
SELLING MAGIC ITEMS Perhaps some item that was a family heirloom for
Each of the magic items in this book has a rarity,
generations has been lost or stolen. Maybe a relative
either common, uncommon, or rare, that affects
whom your character admires was an adventurer and
how much a seller can expect to receive for it.
was lost with the item in some famous dungeon. The
Uncommon and rare items, made during an
item could have been passed down to a rival branch
earlier age through methods no longer understood,
of your family or clan.
are so valuable that they cannot normally be pur-
You might face the destiny of being saddled with
chased—they can be gained only as treasure. Anyone
a cursed item when you reach a certain age. Maybe
who chooses to sell such an item, assuming a buyer
your family rid itself of a curse that had long plagued
can be found, can expect to receive the full given
it, but a seer has predicted its return to your hands.
sale price for a rare item, and 50 percent of the sale
Alternatively, your character might be fated to
price for an uncommon item.
claim some great weapon and use it to defeat an
The knowledge of crafting common items still
equally great evil. Or you could seek an item to prove
remains in the world, however, and such items can
your claim to a birthright.
be bought and sold more easily (though they are by
Perhaps you belong to a family or a cult dedicated
no means available on every street corner). Adven-
to the eradication of the works of some spellcaster,
turers who want to sell common magic items can
and you seek several items in order to destroy them
expect to receive 20 percent of their sale price, since
before they can be used for evil. The possibilities are
the demand for such items is relatively low.
limited only by your imagination.

I N T RODUCT ION
5
CHAPTER 1

Armor

)
AS A puissant fighting man, Robilar of course wore
armor of all sorts throughout his career, and I owe much
of my practical knowledge of the topic to watching him in
battle and due to a small amount of his instruction. Of
course, I’ve scoured libraries for information about magical
armor, studied the many suits I’ve discovered in treasure
troves or peeled off the smoking remains of my foes, and
naturally I have created many such items as part of my own
aspirations for protecting myself and those in my employ.
I find that those who wield swords place a great deal of
importance on shields. It’s a natural blindness of most melee
combatants to emphasize protecting themselves against the
kinds of attacks they make with their own weapons. When
you see what the edge of a sword does to the bared flesh of
an enemy, you cannot help but think of your own body cut
and your own blood shed. A suit of shining mail seems a
great boon, and if it can be enchanted to ward off arrows or
deflect a giant’s hammer, so much the better.
I find such thinking is often shortsighted. Does light-
ning glance away from that breastplate? How will chain
links protect you from seeping acid? When does fire not
burn skin, and what is leather if not skin? Is it not better to
be a swift-stinging wasp or a nigh-invisible gnat than an
armored beetle waddling underfoot?
Of course, at times you must play anvil to the ham-
mer’s blow. Some threats cannot be avoided. Someone
must meet the enemy face on and hurl flesh at foe. And at
these times—when steel must stop a dragon’s charge—I am
grateful to my shortsighted allies for their blind faith in the
strength of armor.
Their deaths give me time to complete my spells.
I should perhaps not have written that last sentence,
but as a guide to the magic items of this world and others, I
think truth should play the paramount role. And the truth
is that we wizards cannot always rely upon spells alone. If
you spend your time summoning beasts, raising protec-
tive fields of force, and warding yourself against unearthly
energies, when do you have time to assault your enemy?
An armored warrior between you and your target proves
both a distraction for your foe and a natural bulwark. And
that ally will be more confident in his role (and will last
longer) if girded in enchanted armor.
—Mordenkainen, from his master copy of the
B E N WO OT T E N

Magnificent Emporium, on a magically hidden page


accessible only by those who can cast spells

CH A PTER 1 | Armor
6
New Armor Weight: The armor or shield’s weight.
Properties: An item’s properties. See below for
new definitions.
and Shields Base Type: A suit of armor or a shield counts as
the indicated type for the purpose of determining
Many kinds of armor and shields are designed to what magical properties it can gain.
provide a barrier against harm and little else. For
most adventurers, protection from a troll’s club or Armor and
a drow’s poisoned blade is all that’s needed. How-
ever, some rarer types of armor provide added Shield Properties
benefits and features. This book introduces new, Barbed: A suit of barbed armor or a barbed shield
exotic armors that have more to offer than the more is covered with spikes and hooks designed to injure
common options. creatures foolish enough to grab at it.
Although these new kinds of armor and shields While you wear barbed armor or wield a barbed
are useful, they demand specialized training to shield, a creature takes damage equal to 2 + one-
utilize them. The feats presented on page 11 allow half your level when you escape that creature’s grab
characters to use these items without restriction. on your turn or when that creature escapes your
grab. If you wear barbed armor and carry a barbed
Reading the Armor shield at the same time, the creature takes this
damage only once.
and Shields Table Durable: A suit of durable armor gives added pro-
An entry on the Armor and Shields table contains the tection by absorbing some of the force from attacks.
following information. However, in doing so, the armor takes damage.
Armor/Shield: The armor or shield’s name. The first time you take damage during an encoun-
Armor Bonus: The armor bonus to AC that a ter, reduce that damage by an amount equal to the
creature gains while wearing the armor. armor’s durability rating (for instance, 2 for ring
Shield Bonus: The shield bonus to AC and Reflex mail). The armor then loses this property until you
that a creature gains while using the shield. repair it during a short rest or an extended rest.
Check: The penalty to Strength-, Dexterity-, and Durable armor provides greater damage absorp-
Constitution-based skill checks that a creature takes tion when it is enchanted. Add the enhancement
while wearing the armor or using the shield. This bonus of the armor to the durability rating of light
penalty is called an armor check penalty. It does not armor, and add twice the enhancement bonus to the
apply to ability checks (such as a Strength check to durability rating of heavy armor.
break down a door or a Dexterity check to determine Tough: Tough armor is reinforced with additional
initiative in combat). plates designed to protect vulnerable areas.
Speed: The penalty to speed that a creature takes The first time in each encounter a critical hit is
while wearing the armor or using the shield. scored against your AC while you’re wearing tough
Price: The item’s cost in gold pieces. armor, the critical hit becomes a normal hit.

ARMOR AND SHIELDS


Armor Armor Bonus Check Speed Price (gp) Weight Properties Base Type
Studded leather (light) +3 — — 35 28 lb. Tough Leather
Ring mail (light) +3 –1 — 40 30 lb. Durable 2 Chainmail
Banded mail (heavy) +6 –1 –1 55 35 lb. Tough Chainmail
Splint mail (heavy) +7 –2 –1 50 55 lb. Durable 3 Scale
Spiked plate (heavy) +8 –3 –1 55 60 lb. Barbed Plate
Full plate (heavy) +8 –1 –1 65 60 lb. Tough Plate

Shield Shield Bonus Check Speed Price (gp) Weight Properties Base Type
Barbed shield +2 –3 — 20 18 lb. Barbed Heavy

CH A PTER 1 | Armor
8
N EW A R M O R A N D S H I E L D S
Ring mail Spiked plate Studded leather

Some warriors care


more about what their
armor looks like than
the protection it offers.
Others wear mismatched
motleys of plates and
leather like some sort
of badge of honor.
Personally, if you’re
relying on bits of leather
and metal for fashion
or protection, I think
you’re in trouble.
WAY N E E N G L A N D

Banded mail Splint mail

CH A PTER 1 | Armor
9
A RMOR AND SHIELD Splint Mail: First developed by the dwarves,
splint mail consists of vertical strips of metal bound to
DESCRIPTIONS a thick layer of leather and chainmail. Because it is so
heavy and ponderous, few other than dwarves wear
Banded Mail: Banded mail consists of a suit of it in battle. While it lacks the protective elements of
chainmail reinforced with layers of metal plates plate, it is scale armor’s equal. More important, its
arranged in strips along the suit’s midsection. Banded rigid construction allows it to absorb some portion of
mail offers the same level of protection as chainmail an enemy’s blows.
while proving lighter and more flexible. A warrior Studded Leather: Studded leather is leather
in banded mail moves as quickly as one in leather armor reinforced with metal studs. It provides a
armor. middle ground between hide armor and ring mail. It
Barbed Shield: Although a shield is usually is more flexible than either, while its reinforced con-
a defensive item, a barbed shield turns the tables struction gives it a slight edge over hide.
on attackers because of the long spikes and blades
attached to it. While too awkward to use as a weapon, Magic Armor Bonuses
a barbed shield provides added protection against
Of course, magic armor provides an armor bonus to
enemies that attempt to grab you, because the spikes
AC just as nonmagical armor does. But magic armor
and barbs built into it cut into them.
works a little differently, because its armor bonus
often increases at higher levels rather than remaining
a static value. As a set of armor receives more power-
ful magical enchantments, the armor improves due to
a combination of rare materials and advanced tech-
niques needed to allow it to hold the more powerful
enchantments.
Consult the tables here to find out the total bonus
to AC for a suit of armor based on its enhancement
bonus and its armor bonus.

MAGIC RING MAIL


Enhancement Armor Total Bonus
Level Bonus Bonus to AC
1–5 +1 +3 +4
6–10 +2 +3 +5
11–15 +3 +3 +6
16–20 +4 +4 +8
21–25 +5 +4 +9
26–30 +6 +5 +11

Barbed shield
MAGIC STUDDED LEATHER
Enhancement Armor Total Bonus
Full Plate: Though the dwarves are loath to admit Level Bonus Bonus to AC
it, human smiths crafted the first suits of full plate for 1–5 +1 +3 +4
the use of mounted knights. Of course, the dwarves 6–10 +2 +3 +5
are quick to add, they did perfect those initial, flawed 11–15 +3 +3 +6
designs. Among all the kinds of heavy armor, full 16–20 +4 +4 +8
plate offers unmatched protection and flexibility. 21–25 +5 +4 +9
Ring Mail: This flexible but sturdy armor con- 26–30 +6 +5 +11
sists of a typical suit of leather armor with a series of
metal rings sewn onto its surface. The rings enhance MAGIC BANDED MAIL
the armor’s sturdiness, improving its protective Enhancement Armor Total Bonus
qualities while still offering the maneuverability of Level Bonus Bonus to AC
lightweight armor. 1–5 +1 +6 +7
Spiked Plate: A dwarven innovation, spiked 6–10 +2 +7 +9
plate is a suit of plate mail studded with sharp, metal 11–15 +3 +8 +11
spikes. The dwarves developed this armor to deal 16–20 +4 +9 +13
with subterranean beasts such as hook horrors and 21–25 +5 +10 +15
H EC TO R O R T I Z

umber hulks that grasp and crush their prey. 26–30 +6 +12 +18

CH A PTER 1 | Armor
10
A RMOR

A R M O R T R A I N I N G F EAT S
MAGIC SPLINT MAIL
Enhancement Armor Total Bonus
Level
1–5
Bonus
+1
Bonus
+7
to AC
+8
TRAINING FEATS
6–10 +2 +8 +10 With new gear come new techniques and tactics for
11–15 +3 +9 +12 using it. The following feats are designed to interact
16–20 +4 +10 +14 with the armor and shields introduced in this book.
21–25 +5 +11 +16 All these feats are in the armor training category.
26–30 +6 +13 +19

MAGIC SPIKED PLATE AND FULL PLATE Armor Proficiency: Banded Mail
Enhancement Armor Total Bonus Prerequisite: Proficiency with chainmail
Level Bonus Bonus to AC Benefit: You gain proficiency with banded mail.
1–5 +1 +8 +9
6–10 +2 +9 +11 Armor Proficiency: Full Plate
11–15 +3 +10 +13
Prerequisite: Proficiency with plate armor
16–20 +4 +11 +15
Benefit: You gain proficiency with full plate.
21–25 +5 +12 +17
26–30 +6 +14 +20
Armor Proficiency: Ring Mail
I encountered a certain thief wearing Prerequisite: Proficiency with hide armor or
chainmail
armor of escape. He proved quite Benefit: You gain proficiency with ring mail.
troublesome when placed in both
conventional and magical restraints. Armor Proficiency: Spiked Plate
Once I determined that the armor was Prerequisite: Proficiency with plate armor
Benefit: You gain proficiency with spiked plate.
enchanted, I attempted to remove it.
Of course, I failed—at least initially. Armor Proficiency: Splint Mail
Oddly, I found the application of Prerequisite: Proficiency with scale armor
sovereign glue to be the key to separating Benefit: You gain proficiency with splint mail.
the thief from his protection. I simply
adhered the suit to a boulder and pushed Armor Proficiency:
him down a well. I suppose he could Studded Leather
Prerequisite: Proficiency with hide armor
thank the properties of the armor for his Benefit: You gain proficiency with studded
swift egress from the suit and return leather armor.
to the surface. That’s a lesson about
magic all would do well to mark: Shield Proficiency:
Beware overconfidence in an Barbed Shield
enchantment’s intent, and be ready Prerequisite: Proficiency with heavy shields
Benefit: You gain proficiency with barbed shields.
to use it in ways not intended.

CH A PTER 1 | Armor
11
Magic Armor Stories are still told in Hammerfast’s taverns about
one famous rogue from recent memory who escaped
from the trade guild’s dungeon thanks to her armor of
Whether crafted from metals carved from astral escape. After being caught infiltrating the guild’s trea-
domains, forged in the first embers stoked by Mora- sury, she bluffed the guards into thinking that she was
din, or formed from the scales of a sea creature, a spy sent by Mayor Goldspinner to test the treasury’s
magic armor provides unmatched protection. defenses. Before they tried to remove her armor and
Some suits of armor come with histories, rumors, gear, she convinced the guards to check her story with
and stories. A suit of magic plate recovered from an their captain. By the time they returned, now know-
ancient tomb might have once belonged to a great ing her lie for what it was, she had made her exit.
emperor. Alternatively, the leather armor taken from
a famous outlaw might be a red flag to any of that Armor of Escape Level 2+ Common
outlaw’s allies and friends, making whoever wears it a Thanks to this armor, you shrug off shackles and bindings as
prime target for assassination. easily as you would remove a pair of breeches.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Armor of Dogged Grit Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
It has been suggested that a suit of armor of this sort— Armor: Any
which is invariably dented, scarred, and worn, not to Enhancement Bonus: AC
mention mismatched after decades of having demol- Property
ished greaves, gauntlets, and buckles swapped in and You gain an item bonus to escape attempts equal to 2 + the
out—gains its power by absorbing the endurance of armor’s enhancement bonus. In addition, this armor cannot be
those who have worn it over the ages. Such assertions removed without your consent while you’re living.
are untrue but impossible to squelch; the truth is that
the enchantments put on these suits can be imbued Armor of Scintillating Colors
only in armor that has been well used and even abused. This armor was created by an archmage indentured to
An adventurer who wears armor of dogged grit is an ancient king who sought to bedazzle even the gods
able to keep fighting through nearly any battle, no with the splendor of his personage. It is said that the
matter how many of the enemy’s blows he or she must kingly armor the archmage created for his liege shone
endure. The armor appears little better than a run-of- as brightly as the sun, and all who saw its brilliance
the-mill version of its kind at turning blows, but the were overcome by the wearer’s majesty. The archmage
one wearing it can fight on, even after suffering griev- assured his liege that the armor’s magic would affect
ous harm, until the battle is won. even those of immortal—perhaps even deific—power.
However, the fact that neither the ancient monarch nor
Armor of Dogged Grit Level 7+ Uncommon his armor of scintillating colors exists in any other stories
While in this armor, you continue to fight on with grim deter- suggests that either the enchanter’s capabilities were
mination, even though you absorb blows that would fell most not as great as he believed, or the archmage deliber-
combatants.
ately overstated the armor’s power to rid himself of the
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
megalomaniacal king. Whatever the case, a few power-
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 17 +4 65,000 gp
ful archmages have attempted to recreate this armor
Armor: Chain, scale, or plate throughout the centuries, with limited success.
Enhancement Bonus: AC
Property Armor of Scintillating Colors Level 9+ Uncommon
Whenever you take 20 or more damage from an attack, you The majesty imbued upon you by this vibrant armor compels
gain 5 temporary hit points at the end of the current turn. enemies in your presence to stand down.
Level 12 or 17: Whenever you take 30 or more damage from
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
an attack, you gain 10 temporary hit points at the end of the
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
current turn.
Lvl 19 +4 105,000 gp
Level 22 or 27: Whenever you take 40 or more damage from
Armor: Cloth, leather, hide, or chain
an attack, you gain 15 temporary hit points at the end of the
Enhancement Bonus: AC
current turn.
Property
You gain an item bonus to Diplomacy checks and Intimidate
Armor of Escape checks equal to the armor’s enhancement bonus.
Q Utility Power (Aura, Charm) ) Daily (Minor Action)
No matter what shackles or bindings are used on the Effect: You activate an aura 2 that lasts until you attack, until
wearer of this armor, they are less effective at hold- the armor is removed, or until the end of the encounter.
ing their prey. The obvious way to circumvent this Whenever an enemy in the aura targets you with a melee or
armor—forcibly removing it—is impossible without the a ranged attack, it must first succeed on a saving throw to
wearer’s consent (or death). make the attack against you.

CH A PTER 1 | Armor
12
M AG I C A R M O R
Blending armor

Armor of the Blending Armor


Charging Wind One ancient tale speaks of an entire army that moved
over the land as if it were leaves blown by the wind,
Warriors of the Feywild rely on speed and cunning as
appearing suddenly upon the breeze. If the soldiers
much as brute force. Where a dwarf warrior shrugs
of such an army were all clad in blending armor, it is
off attacks with his or her plate armor and hews an
easy to understand the origin of that story. The colors
orc in half with an axe blow, an eladrin fighter dashes
and textures of blending armor continually blend and
among his or her foes, dodging blows and making
swirl to match its surroundings, erupting into a wild
quick, sharp attacks at enemies’ vulnerable areas.
cacophony of movement when its wearer is in action
Armor of the charging wind embodies the latter fighting
and settling into a stable pattern when he or she is at
style by drawing on the power of elemental air and
rest. Whether worn by everyone in an army or by an
fey illusion magic to make its wearer as invisible as
individual, this armor makes it easy for its wearer to
the rushing wind.
move stealthily and remain unnoticed.
Armor of the Level 5+ Uncommon
Blending Armor Level 9+ Uncommon
Charging Wind
When you move, this armor erupts into swirling colors whose
This elegantly crafted armor allows you to rush unseen across palette is taken from the surrounding environment, obscuring
the battlefield, moving like the wind. your exact position.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Lvl 19 +4 105,000 gp
Armor: Cloth, leather, or hide Armor: Cloth, leather, or hide
Enhancement Bonus: AC Enhancement Bonus: AC
Utility Power (Illusion) ) Encounter (Free Action) Property
Trigger: You start a charge. You gain an item bonus to Stealth checks equal to the armor’s
Effect: You are invisible until the end of the current turn. enhancement bonus.
Utility Power (Illusion) ) Encounter (Move Action)
H OWA R D LYO N

Effect: You gain a +2 power bonus to all defenses until the end
of this turn, and you shift up to 3 squares.

CH A PTER 1 | Armor
13
Blessed Armor of Kord Doppelganger Armor Level 5+ Uncommon
As you focus on a nearby enemy, this armor flares with magical
It is said that blessed armor of Kord was worn by the deity
energy, changing itself to match the defenses of your foe.
himself during the war against the primordials. Over
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
time, shards of that suit were scattered to the corners of Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
the planes. A few of the armor’s constituent pieces have Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
been discovered in the millennia since those battles of Armor: Any
antiquity—a greave, a vambrace, the gorget. Other parts Enhancement Bonus: AC
of the original blessed armor of Kord no doubt still rest Utility Power ) Daily (Minor Action)
in ancient tombs and treasure hoards, waiting to be Effect: Choose one enemy within 5 squares of you. You gain
a +2 power bonus to the defense that is the enemy’s high-
rediscovered. Suits of armor fashioned in recent times
est until the end of the encounter or until that enemy drops
sometimes incorporate recovered scraps of the original. below 1 hit point.
Such suits are also referred to as blessed armor of Kord,
though they are but pale imitations of the original.
When any component of this suit is incorporated Despite its name, doppelganger armor
into a suit of ordinary armor, the whole becomes does not give one the shape-shifting
charged with the power of Kord, and its wearer can
release discharges of lightning and thunder upon his
capability of those loathsome creatures,
or her enemies. It is thought that bringing several of nor does it allow one to take on the
the pieces of Kord’s original armor together would appearance of an enemy’s armor of
increase these benefits exponentially, but this act has
never been accomplished; some believe that the disso- clothes. Rather, it has the curious
lution of the armor is Kord’s will, and that to reunite property of granting one protection
the pieces would invite the god’s disfavor. while an enemy is alive. While useful
Blessed Armor of Kord Level 18+ Rare when attempting to slay or negotiate
Charged with divine power, this armor lets you unleash Kord’s with a single opponent, it seems a hard
mighty wrath on enemies who dare attack you.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
property to use when many foes dog you.
Lvl 23 +5 425,000 gp Can you risk not swinging your
Armor: Chain, scale, or plate
Enhancement Bonus: AC
sword at one in order to protect
, Attack Power (Lightning, Thunder) ) Encounter (Immediate yourself from many?
Reaction)
Trigger: An enemy adjacent to you hits you.
Effect: Melee 1 (the enemy that hit you). The target takes 15 Ebon Armor
lightning and thunder damage.
The armor worn by the living dead slowly becomes
Level 23 or 28: 20 lightning and thunder damage.
+ Attack Power (Lightning) ) Daily (Minor Action)
imbued with shadow magic. When a death knight,
Effect: Close burst 2 (enemies in the burst). Each target takes a wight, or some similar horror is defeated, a skilled
10 lightning damage. wizard can preserve the magic bound within the
Level 23 or 28: 15 lightning damage. armor before it dissipates. Imbued with the power of
the grave, ebon armor allows its wearer to siphon life
Doppelganger Armor energy from dying foes.
This strange armor has been mentioned in many tomes
Ebon Armor Level 3+ Uncommon
containing lore about enchanted items. Although every
This black armor’s breastplate is detailed with small skulls at its
account describes each suit of doppelganger armor as
joints and breastplate, as if it had been crafted for an undead
having similar capabilities, no two of these accounts warrior.
agree on the armor’s physical characteristics. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Doppelganger armor’s strange power is its ability to Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
take on the protective properties of the armor being Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
worn by its wearer’s opponent. It can absorb and Armor: Chain, scale, or plate
exhibit the qualities of plate mail, a shield, or even the Enhancement Bonus: AC
magical protections placed on enchanted armor. All Properties
) You gain necrotic resistance equal to 3 + twice this armor’s
scholarly sources agree, however, that each wearer
enhancement bonus.
can claim the protective benefits of an opponent’s ) When an enemy adjacent to you dies, you gain temporary
defenses only while that opponent lives and fights, hit points equal to 3 + this armor’s enhancement bonus.
since the armor’s magic draws upon the foe’s skill and
abilities as well as its defenses.

CH A PTER 1 | Armor
14
M AG I C A R M O R
Fishscale Armor
The original fishscale armor was made for the lead-
ing captain of a seagoing fleet belonging to a rich
merchant house. The armor’s singular capability
is derived from the virtues of the fish scales from
which it is painstakingly crafted. The armor’s wearer
can swim through water as freely and swiftly as a
fish can.
Naturally, the original captain’s counterparts
from other merchant houses soon commissioned the
construction of similar armor, and the pirates who
opposed those fleets commissioned or stole their own
copies, making this armor commonplace for a time—
among the extremely wealthy, at least.

Fishscale Armor Level 8+ Common


While wearing this armor, you slide through the water like a
great fish.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Armor: Hide or scale
Enhancement Bonus: AC
Property
You gain a swim speed equal to 3 + the armor’s enhancement
bonus.

Gloaming Armor
Gloaming armor is designed to make its wearer invis- Fishscale armor
ible with a simple command. Some suits are also
enchanted to dampen sounds the wearer makes, and Greater Armor of Eyes
at least one rumor tells of a suit of this armor that can Many believe that a paranoid crafter enchanted the
project a silence effect out a short distance to those first suit of greater armor of eyes. The armor’s effect is
around it. Although some sages think it’s possible to simple: It allows the one wearing it to see in all direc-
create gloaming armor out of sturdier materials, the tions at once. It is impossible to gain any advantage
only known examples of the enchantment have been against someone wearing this armor by attacking him
placed on less noisy types of armor such as cloth, or her from behind or from an unnoticed position,
leather, and hide. and avoiding the wearer’s notice is difficult. There
are dangers to such protection, however, because it is
Gloaming Armor Level 5+ Rare
thought that the paranoiac who enchanted the origi-
You fade from view even as the noise of your footfalls recedes. nal armor died in a particularly poetic fashion from
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp the gaze of a basilisk.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Armor: Cloth, leather, or hide
Greater Armor of Eyes Level 14+ Rare
Enhancement Bonus: AC While you wear this armor, your visual senses expand in every
Property direction, enabling you to avoid unseen attacks.
You gain an item bonus to Stealth checks equal to the armor’s Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
enhancement bonus. Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Utility Power (Illusion) ) Encounter (Standard Action) Armor: Any
Effect: You become invisible until you attack or until the end of Enhancement Bonus: AC
the encounter. You can end this effect as a minor action. Properties
Level 15, 20, 25, or 30: While you are invisible, allies within 5 ) You gain an item bonus to Perception checks equal to the
squares of you gain an item bonus to Stealth checks equal armor’s enhancement bonus.
to the armor’s enhancement bonus. ) You cannot be blinded.
) You gain darkvision.
) Level 24 or 29: You don’t grant combat advantage for being
flanked.
B E T H T R OT T

CH A PTER 1 | Armor
15
Hide of Worms Robe of the Archmage
The material that makes up this strange suit of armor A multitude of legends talk about archmages and
seems normal at first glance. Closer inspection their exploits. Even though each story varies con-
reveals that the armor’s weave is crafted from thou- siderably, one common element often exists: Each
sands of inch-long worm castings, pressed and woven archmage wore a protective item of tremendous
together. The nature of the maggot-sized worms used power known as a robe of the archmage. Some such
in this way has been lost to history, but they must not robes are said to provide nigh-invulnerable physical
have been mundane creatures; else why use such protection to their wearers, while others offer equal
minute elements to construct a suit of armor? defense against other kinds of attacks, whether
Someone wearing hide of worms armor can pass magical or psionic. Other tales tell of robes that
safely through soil and dirt, carrying along any- are reputed to amplify the raw power of the magic
thing else worn or held. The chronicles of a certain commanded by their wearers, or that allow their
notorious bandit king of antiquity whose signature wearers to channel spells normally beyond the
accoutrement was his hide of worms are rife with grasp of mortals. A few dark rumors even claim that
accounts of him enticing enemies to follow him some robes instantly slay anyone but their owner
beneath the ground, eventually submerging them who dons them.
entirely and leaving them to die, buried alive. Such
tales are probably overstated. Robe of the Archmage Level 20+ Rare
You can tap this robe’s power to broaden your magical ability,
Hide of Worms Level 12+ Uncommon but at a cost, since your body acts as a conduit for that force.
You press your body to the ground and pass freely into it, bur- Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
rowing through the dirt easily. Lvl 25 +5 625,000 gp
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp Armor: Cloth
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp Enhancement Bonus: AC
Armor: Leather or hide Properties
Enhancement Bonus: AC ) You gain a +1 item bonus to Fortitude and Will.
Utility Power ) Daily (Minor Action) Level 25 or 30: The bonus increases to +2.
Effect: You gain a burrow speed of 3 until the end of the ) After each extended rest, you can prepare one additional
encounter, but you cannot use this speed to move through utility power of your level or lower from your spellbook. You
solid stone. must have a spellbook to use this benefit, and the additional
power can be the same level as another utility power you
prepare.
Plate Mail of Etherealness Utility Power ) Daily (Minor Action)
Nonmagical plate mail is a damage barrier of the Effect: You take damage equal to your bloodied value that
can’t be reduced in any way. The next damage roll you make
highest order, but at great cost to the wearer’s mobil-
with an arcane attack power before the end of the turn has
ity. Plate mail of etherealness offers nearly flawless all of its damage dice maximized.
magical protection and grants its wearer superior
mobility on the battlefield. The armor’s wearer can
travel between the dimensions that define the planes, Curse the wizard that created the first
making walls and similar barriers no more hindering robe of the archmage! Now any whelp
than a gentle breeze.
Most of the burnished surfaces of plate mail of
of a hedge conjurer or witless apprentice
etherealness shine with a misty silver light, like the that finds one considers himself an
flashing sun seen through a thin fog. archmage. Then these fools seek magic
Plate Mail of Etherealness Level 17+ Uncommon
far above their station or grasp at power
You surprise your enemies by using this armor to move through as if donning a robe made them royalty.
a hindering obstacle to get behind them.
What a blasted nuisance. I hesitate
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Lvl 22 +5 325,000 gp to count the number of “archmages” I’ve
Armor: Plate
Enhancement Bonus: AC
reduced to dust. Still, I’ve found that
Utility Power ) Encounter (Standard Action) for wizards worthy of the title, a robe
Effect: You are phasing until the end of your next turn.
of the archmage can be a useful item.

CH A PTER 1 | Armor
16
M AG I C A R M O R
Robe of Useful Items Shallow Grave Armor Level 9+ Uncommon
This suit of armor is covered with dirt and grime. No amount of
Those capable of scaling the greatest heights of intel-
scrubbing can remove it.
lect are often saddled with the inability to give proper
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
thought to the mundane and unexceptional. For Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
this reason, a transcendent genius of ancient times Lvl 19 +4 105,000 gp
labored for a year and a day to craft this extraordi- Armor: Any
nary robe, rather than simply remembering to pack Enhancement Bonus: AC
his traveling pouches before departing on a journey. Utility Power (Healing) ) Daily (No Action)
A robe of useful items is exactly what its name sug- Trigger: You start your turn and are dying.
Effect: You can spend a healing surge and can stand up as a
gests: a garment whose pockets, pouches, and sleeves
free action. Until the end of the encounter, you gain necrotic
hold utensils, tools, and implements that its wearer resistance and radiant vulnerability equal to 5 + this armor’s
can bring forth on command. Corkscrews, rope, mir- enhancement bonus.
rors, candles, fishhooks—a robe of useful items can
produce nearly anything portable and mundane.
Wintersnap Armor
Robe of Useful Items Level 2+ Common This white armor is designed for use in climates
No matter what simple item you need, you can find it in one of
where frigid temperatures and bitter winds freeze the
this robe’s many pockets. flesh and steal the very life of those with warm blood
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp in their veins. Wintersnap armor protects its wearer
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp from cold temperatures and cruel winds. Further, the
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp white-colored material it is constructed from conceals
Armor: Cloth its wearer with supernatural potency while on snow
Enhancement Bonus: AC and ice.
Utility Power ) Daily (Minor Action)
The material from which wintersnap armor is made
Effect: You procure one nonmagical item worth up to 10 gp
(with the DM’s approval) from the robe. The item is generic
seems immediately obvious to those who see it from
(a torch or a rope, for instance), not a specific item (the key a distance—surely came from a great polar bear, or a
to a particular chest). The item lasts for 1 hour. When it dis- furred cold drake, or an albino seal—but upon closer
appears, you regain the use of this power. examination of its texture and sheen, all of these
possibilities are discarded, because the nature of
I find it’s handy to simply wear a robe its crafting is mystifying. The most common theory
suggests that the material comes from the pelt of a
of useful items about the tower. unique creature known as the White One, who is
There’s no need to remember where you eternally bound in a secret place within the ice. It is
thought that this creature’s fortitude is so great that it
set your quill or to look for a sponge can survive being flayed and eventually produces a
to mop something up. You just pull new skin that can be shaped into this armor.
out what you need at the moment,
Wintersnap Armor Level 4+ Uncommon
and poof! I’ve also found it to be This strange white armor absorbs cold winds before they find
a delightful means of snacking— your flesh, storing the bite of the frigid air so you can bring it
forth when the time is right.
with the truly delicious benefit of not Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
having to loosen the robe’s belt. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Armor: Any
Shallow Grave Armor Enhancement Bonus: AC
Shallow grave armor is noteworthy for the dust and Properties
) You gain cold resistance equal to 3 + twice the armor’s
grime that is forever embedded in its padding,
enhancement bonus.
greaves, and joints. Although this armor looks dingy, ) You gain a bonus to Stealth checks in snowy or icy environ-
its attunement to the grave lends it a potent magi- ments equal to the armor’s enhancement bonus.
cal ability. Part of the process of creating this armor Q Utility Power (Aura) ) Daily (Minor Action)
requires it to be buried in a grave for a year and a day. Effect: You activate an aura 1 that lasts until the end of the
That attunement to the grave provides it with a pow- encounter, until you deactivate it as a minor action, or until
erful ward against harm. If a person clad in shallow the armor is removed. Squares in the aura are difficult ter-
rain for creatures other than you.
grave armor suffers a deadly wound, the armor’s magic
surges to provide a corresponding burst of healing.

CH A PTER 1 | Armor
17
CHAPTER 2

Weapons

*
I T MIGHT surprise some who know my reputation
as a mighty wizard, but I have found that a weapon serves
as well as a spell on many occasions. I speak not just of
wielding a staff to ward off an enemy or using the knife
kept for cutting meat to slash a sleeping throat, but also of
keeping a scabbarded blade at my side. I have in my time
smashed foes with maces, hacked them with axes, slashed
them with swords, and impaled them upon polearms.
We who hold discourse with demons and cull reagents
from corpses should not be so effete that we fear calluses
upon our palms. Indeed, every wizard should take note of
the use of martial weapons. If nothing else, you will under-
stand as you die why you should have ducked instead of
parried. Why let your last thought be one of confusion?
More to the point, you should have a deep knowledge
of magic weapons. So many enchanted blades, enspelled
spears, arcane arrows, and other such baubles litter old
battlefields that I’ve heard of farmers turning them up in
their fields when they plow. Such objects of power should
not be allowed to ricochet about the world. They must be
catalogued, measured for their danger, and each tracked
according to its threat.
Woe would come to us all if Blackrazor or a vorpal
sword were allowed to circulate unchecked by our vigilance.
By the same token, we must understand that not every
dancing sword or dragonslaying lance represents a grave
threat to global stability. Many magic weapons should be
examined for their properties and then be allowed to move
through the world as the whims of fate decree.
When you find new properties on weapons (or upon
any other items, for that matter), please record them in
your copy of this book. Doing that will transfer them to my
master copy, and I will then disseminate that knowledge
to the others who hold a copy of this work. Please include
any information you gather about creating the various
properties of magic items, and be assured I will keep such
knowledge in the strictest confidence.
—Mordenkainen, from his master copy
of the Magnificent Emporium

Scholar’s Note: Of special note is the last para-


graph, which was redacted from the few copies that
Mordenkainen disseminated before he reclaimed
J O H N S TA N KO

and destroyed them.


—Qort

C H A P T E R 2 | We a p o n s
18
NEW WEAPONS If a melee weapon has a range entry, it can be
thrown and belongs to either the light thrown or the
The armaments described here are somewhat less heavy thrown category.
common than the typical sword or axe, but they An entry of “—” indicates that the weapon can’t be
are no less useful. Many weapons were born from used at range, except as an improvised weapon.
necessity, such as war picks crafted from the mining Price: The weapon’s cost in gold pieces.
implements of threatened dwarf clans. In other cases, Weight: The weapon’s weight in pounds.
weapons were adapted to fit a group’s preferred fight- Properties: A weapon’s properties. See page 269
ing style, such as pikes crafted by gnomish militias to of the Rules Compendium for explanations of most
hold larger foes at bay. of the properties. The new mounted property is
explained below.
New Weapon Category: Group: A weapon’s group. See the explanation on
page 271 of the Rules Compendium.
Superior Weapons
Superior weapons are specialized swords, axes, Weapon Properties
and other weapons that require intensive train- High Crit: A high crit weapon deals more damage
ing to master their use. These weapons are usually when you score a critical hit with it. On a critical hit,
more accurate or damaging than their nonsuperior the weapon deals 1[W] extra damage at 1st–10th
counterparts, but come at the cost of requiring levels, 2[W] extra damage at 11th–20th levels, and
advanced training and study. Many of them are also 3[W] extra damage at 21st–30th levels. This extra
rarely seen. A warrior trained in a superior weapon damage is in addition to any critical damage the
might hail from an exotic land or claim membership weapon supplies if it is a magic weapon.
in a small or diminishing fighting school. Light Thrown: A ranged basic attack with a light
You can gain proficiency with a superior weapon thrown weapon uses your Dexterity modifier for the
by taking the Weapon Proficiency feat and choosing attack and damage rolls, unless otherwise noted in
that weapon. the description of the power used.
Mounted: A mounted weapon is most effective
Reading the Weapon Tables when you use it while riding a mount. When you use
An entry on the weapons table contains the following such a weapon while not mounted, you take a –2 pen-
information. alty to attack rolls with it. While you are mounted,
Weapon: The weapon’s name. your charge attacks with the weapon deal 1[W] extra
Prof.: Having proficiency with a weapon means damage.
that you are trained in the use of that weapon, which Off-Hand: An off-hand weapon is light enough
gives you a proficiency bonus to weapon attack rolls. that you can hold it and attack effectively with it
The bonus appears in this column if applicable. Some while also holding a weapon in your main hand. You
weapons are more accurate than others, as reflected can’t attack with both weapons in the same turn,
by their bonus. If you don’t have proficiency with the unless you have a power that allows such an attack,
weapon, you don’t gain this bonus. but you can attack with either weapon.
Damage: The weapon’s damage die. When a Reach: With a reach weapon, you can make melee
power deals a number of weapon damage dice (such attacks against enemies that are 2 squares away from
as 4[W]), you roll the number of the dice indicated you as well as against adjacent enemies. Even so, you
by this entry. If the weapon’s damage die is an can make opportunity attacks only against enemies
expression of multiple dice, roll that number of dice adjacent to you and can flank only enemies adjacent
the indicated number of times. For example, a broad- to you.
sword (which has a damage die of 1d10) deals 4d10 Small: This property describes a two-handed or
damage when used with a power that deals 4[W] on a versatile weapon that a Small character can use in
a hit. the same way a Medium character can. A halfling
Range: Weapons that can strike at a distance can use a shortbow, for instance, even though half-
have a range entry. The number before the slash indi- lings can’t normally wield two-handed weapons.
cates the normal range (in squares) for an attack. The Versatile: Versatile weapons are one-handed, but
number after the slash indicates the long range for you can use one two-handed. If you do so, you gain a
an attack; an attack at long range takes a –2 penalty +1 bonus to the weapon’s damage rolls.
to the attack roll. Squares beyond the second number A Small creature, such as a halfling, must use a
are considered to be out of range and can’t be tar- versatile weapon two-handed and doesn’t gain the
geted with this weapon. bonus to damage rolls.

C H A P T E R 2 | We a p o n s
20
SIMPLE MELEE WEAPONS

N EW W EA P O N S
One-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Light mace +2 1d6 — 3 gp 2 lb. Off-hand, small Mace
Short spear +2 1d6 5/10 2 gp 1 lb. Light thrown, off-hand, small Spear

Two-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Morningstar +2 1d10 — 10 gp 8 lb. — Mace

MILITARY MELEE WEAPONS


One-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Broadsword +2 1d10 — 20 gp 5 lb. Versatile Heavy blade
Flail +2 1d10 — 10 gp 5 lb. Versatile Flail
Lance +2 1d10 — 12 gp 10 lb. Mounted, small, versatile Spear
Light war pick +2 1d6 — 10 gp 4 lb. High crit, off-hand, small Pick
Rapier +3 1d8 — 25 gp 2 lb. — Light blade
War pick +2 1d8 — 15 gp 6 lb. High crit, small, versatile Pick

Two-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Falchion +3 2d4 — 25 gp 7 lb. High crit Heavy blade
Glaive +2 2d4 — 25 gp 10 lb. Reach Heavy blade, polearm
Halberd +2 1d10 — 25 gp 12 lb. Reach Axe, polearm
Heavy flail +2 2d6 — 25 gp 10 lb. — Flail
Heavy war pick +2 1d12 — 20 gp 8 lb. High crit, small Pick
Pike +2 1d10 — 15 gp 6 lb. Reach, small Polearm, spear

SUPERIOR MELEE WEAPONS


One-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Bastard sword +3 1d10 – 30 gp 6 lb. Versatile Heavy blade
Serrated pick +2 1d10 — 15 gp 4 lb. High crit, small Pick
Katar +3 1d6 — 3 gp 1 lb. High crit, off-hand Light blade
Waraxe +2 1d12 — 30 gp 10 lb. Versatile Axe
Whip +3 1d4 — 10 gp 2 lb. Reach Whip

Two-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Spiked chain +3 2d4 — 30 gp 10 lb. Reach Flail

Weapon Descriptions to generate impressive force with each stroke or


entangle a foe’s legs or arms.
Bastard Sword: This heavier variation on the
Glaive: With its long, wooden haft that ends in a
longsword requires special training to cope with its
swordlike cutting blade, the glaive excels at keeping
weight and peculiar balance. Warriors who master
enemies at a distance.
the bastard sword gain the typical sword’s accuracy
Halberd: A halberd’s heavy head makes it a dev-
and balance combined with the striking power of a
astating weapon, while its long, wooden haft grants it
warhammer or battle axe.
the reach needed to deter would-be attackers.
Broadsword: Compared to a longsword, a broad-
Heavy Flail: This two-handed variation of a stan-
sword has a heavier blade more suited to brutal
dard flail can bash through armor with ease.
tactics than to quick maneuvers.
Heavy War Pick: A longer haft and a heavier pick
Falchion: A falchion features a long, wide blade
end make this weapon an ideal choice for a gnome or
that bends in a curve, similar to that of a scimitar.
a halfling in search of a two-handed weapon.
Flail: Based on a simple agricultural tool, a flail
Katar: Also known as a punching dagger, this
is a wooden handle attached by a short chain to a
blade has an H-shaped handle that its wielder grasps
spiked metal ball. The chain allows a skilled warrior
in his or her fist. By driving this weapon at a foe with

C H A P T E R 2 | We a p o n s
21
5

1
7 8

2 9

4 10

1. Halberd; 2. Falchion; 3. War pick; 4. Katar; 5. Spiked chain; 6. Rapier; 7. Morningstar; 8. Bastard sword; 9. Flail; 10. Glaive

a punching motion, the katar’s wielder strikes with pick’s initial impact but also as the weapon is pulled
deep and deadly attacks. free from a target.
Lance: This long, heavy spear relies on the weight Short Spear: Although this weapon often
and speed of a charging mount to skewer a hapless serves the same role as a spear, it is more handy for
enemy. Most mounted warriors set aside their lances the smaller races. It can also be used as a thrown
once they engage in close quarters fighting. weapon, unlike a full-sized spear.
Light Mace: The smaller races often prefer this Spiked Chain: Eladrin duelists are thought to
version of the mace because of its lighter weight. It be the first to employ this weapon, and its combina-
can deliver a solid, if not crushing, blow to an enemy. tion of speed and elegance supports that theory. The
Light War Pick: This variation on the pick trades spiked chain delivers raking blows from a distance.
hitting power for speed and agility. Gnomes often Like a whip or a flail, it can also wrap around a foe’s
favor the light war pick as an off-hand weapon. legs to send that enemy tumbling to the ground.
Morningstar: This fancier take on a two-handed War Pick: Adapted from the common mining
club consists of a wooden haft topped with a spiked tool, a war pick features a compact design combined
metal ball. The morningstar is common among mer- with a single, sharp point to punch through armor.
cenaries, ogres, trolls, and others that want a heavy Gnomes and halflings favor war picks because of the
weapon that requires little training or maintenance. weapon’s small size.
Pike: The pike is similar to a longspear, except Waraxe: This is a favorite weapon of dwarves,
that its superior construction and balance make it who can wield it with a shield or with two hands
usable by gnomes, halflings, and other Small folk. for greater damage. Either way, it cuts through orcs’
Rapier: A weapon of choice for the sophisticated necks very well.
duelist, the rapier is a long, light blade ideal for parry- Whip: Stories of novices injuring themselves with
ing blows and delivering quick counterattacks. this weapon underscore the difficulty of mastering
Serrated Pick: This weapon is similar to a stan- the whip, but in the hands of an expert, a whip can
dard pick, except for its longer, sharper, and sawlike drag a foe down, drive away a vicious animal, or even
pick head. With proper training, a warrior can wrap around a loose object at a distance.
WAY N E E N G L A N D

inf lict terrible wounds not only with the serrated

C H A P T E R 2 | We a p o n s
22
NEW WEAPON FEATS

N EW W EA P O N F EAT S
Adventurer Feats
This section presents the feats in alphabetical order.
With new weapons come new techniques, tricks,
and tactics to use them. The feats presented here are Axe Strike In your hands, an axe is a tool
designed to interact with the weapons introduced in of devastation. When you focus your efforts, your
this book. attacks open deep wounds and cleave through armor,
even if they’re only glancing blows.
Feat Categories Prerequisite: Power strike power
Each of the feats in this section belongs to one of two Benefit: When you miss a target with a weapon
groupings, or categories, based on its general theme. attack using an axe, you can expend a use of power
Feat categories were introduced in Heroes of the Fallen strike to deal 5 damage to the target, even if it is a
Lands and Heroes of the Forgotten Kingdoms as a way for minion. This damage increases to 10 at 11th level
players to organize and tailor their feat choices. and 15 at 21st level.

Weapon Training The intense study of a Flail Expertise The flail requires a mix of
single weapon allows a warrior to achieve unmatched speed and power, a style that you have perfected over
levels of skill, though at the cost of flexibility. Three of long hours of training. With a sweeping attack, you
the feats in this book are part of the weapon training entangle a foe and send it tumbling to the ground.
category. Benefit: You gain a +1 feat bonus to weapon
attack rolls that you make with a flail. This bonus
Weapon Training Feats increases to +2 at 11th level and +3 at 21st level.
Flail Expertise In addition, when you hit with a melee weapon
Pick Expertise attack using a f lail and the attack lets you slide the
Polearm Expertise target, you can knock the target prone instead of
sliding it.
Strike Specialization The power strike
power represents a sudden surge of adrenaline, a Flail Strike As a master of the flail, you have
focused attack, or a savage twist of a blade. Some learned to make powerful strikes that take advantage
skilled warriors learn to incorporate it into their
fighting style, using their cunning, strength, and fore-
sight to deliver an attack that takes advantage of a
weapon’s unique traits.
The feats in this new category all modify the power
strike power. They are ideal for rangers, fighters, and
other characters who have access to that power.

Strike Specialization Feats


Axe Strike
Flail Strike
Hammer Strike
Heavy Blade Strike
Light Blade Strike
Mace Strike
Pick Strike
Spear Strike
Staff Strike
JEFF HIMMELMAN

Axe strike

C H A P T E R 2 | We a p o n s
23
normal benefit, you make a melee basic attack
against a different creature as a free action.

Light Blade Strike The rapier, the short


sword, and other light blades are finesse weapons
that require speed rather than strength. Where other
warriors rely on brute power for their attacks, you
carefully strike at your foe’s most vulnerable point.
Prerequisite: Power strike power
Benefit: When you make a melee basic attack
with a light blade against a target’s AC, you can use
power strike before making the attack roll. Instead of
gaining the power’s normal benefit, you make the
attack against the target’s Reflex, rather than AC. In
addition, if the attack hits, you gain a +2 bonus to the
damage roll against the target. This bonus increases
to +4 at 11th level and +6 at 21st level.

Mace Strike A mace excels at delivering crush-


ing blows against a foe’s armor or protected areas.
Your attacks do more than crush armor. By focusing
on a vulnerable area, you can break ribs, snap bone, or
hit your foes where it really hurts with a single blow.
Prerequisite: Power strike power
Benefit: When you make a melee basic attack
with a mace against a target’s AC, you can use power
strike before making the attack roll. Instead of gain-
Mace strike
ing the power’s normal benefit, you make the attack
against the target’s Fortitude, rather than AC. In
of your cunning and guile. Your aggressive attacks addition, if the attack hits, you gain a +2 bonus to the
are often feints, allowing you to knock your enemies damage roll against the target. This bonus increases
to the ground using the weapon’s chain and making to +4 at 11th level and +6 at 21st level.
them more vulnerable to your follow-up strike.
Prerequisite: Power strike power Pick Expertise The pick is a favored weapon
Benefit: When you use power strike with a flail, of dwarves, gnomes, and others that must battle
you can knock the target prone, but the extra damage giants. Its curved point makes it an excellent weapon
is reduced by 1[W]. If you do so, the target provokes for striking at a foe’s feet, particularly against larger
an opportunity attack from you if it stands up adja- foes such as giants or ogres. Of course, to a halfling or
cent to you during its next turn. gnome a human is a larger foe.
Benefit: You gain a +1 feat bonus to weapon
Hammer Strike Your tactics are as subtle attack rolls that you make with a pick. This bonus
and indirect as a warhammer to the head. You line increases to +2 at 11th level and +3 at 21st level.
up your enemy and knock it senseless with a power- In addition, you gain a +1 bonus to pick damage
ful blow. rolls against any enemy that has a size category larger
Prerequisite: Power strike power than yours. This bonus increases to +2 at 11th level
Benefit: When you use power strike with a and +3 at 21st level.
hammer, you can daze the target until the end of your
next turn, but the extra damage is reduced by 1[W]. Pick Strike A pick is built to drive deep into
an enemy’s armor. Its heavy, piercing head can crack
Heavy Blade Strike A heavy blade excels through an umber hulk’s hide or a hobgoblin war-
at holding back hordes of enemies. With great sweeps lord’s plate armor. When you throw your weight
of your weapon, you hew through your foes’ ranks behind a pick attack, your weapon pierces deep into
and leave behind a trail of corpses. your foe, hurting it very badly.
Prerequisite: Power strike power Prerequisite: Power strike power
Benefit: When you reduce an enemy to 0 hit Benefit: When you use power strike with a pick, you
C Y N T H I A S H E P PA R D

points with a weapon attack using a heavy blade, you deal the maximum damage you could roll for power
can use power strike. Instead of gaining the power’s strike if your attack roll against the target was 18–20.

C H A P T E R 2 | We a p o n s
24
Polearm Expertise With proper training,
M AGIC WEAPONS

M AG I C W EA P O N S
a polearm’s length provides both an offensive and a
defensive edge. When you attack, you keep your foes Legend holds that the first magic weapons were
at a distance. When they close to attack, the pole- crafted as gifts from wizards and clerics to their
arm’s size makes it ideal for parrying. people as a token of alliance and friendship in the
Benefit: You gain a +1 feat bonus to weapon earliest days of history. After all, while a weapon is a
attack rolls that you make with a polearm. This bonus warrior’s tool, its crafting requires the expertise of a
increases to +2 at 11th level and +3 at 21st level. skilled spellcaster or an expert smith. Rarely does the
In addition, while you hold a two-handed polearm hand that forges a blade wield it in battle.
in both hands, you gain a +2 bonus to all defenses Magic weapons are powerful symbols. A simple
against charge attacks. +2 longsword might stand as a symbol of sovereignty,
granting the crown to whoever carries it. An oth-
Many wizards consider swordplay erwise plain magic axe might be the one weapon
foretold to defeat the demon king. When an adven-
and similar pursuits to be the purview turer pulls a magic weapon from a treasure cache, it
of hirelings and allies. For them, carries with it the legends and history forged by its
the spell is blade and bulwark. Well, previous wielders.

take it from one wizard who has Captain’s Weapon


outlasted many such fools: You can These weapons gained their name from a warlord of
run out of spells, but there are antiquity who led a band of mercenaries known as
weapons enough in the world to arm the Wolf Raiders. Although the unit fought in many
battles for various lords and countries, it always
everyone in it four times over. emerged from a fight with minimal casualties. The
You will someday need a weapon, warlord claimed that between his expert skill and the
power of his greatsword, which was bestowed upon
and when you do, you’ll want to know him by Bane, no force could defeat his warriors. The
which end to swing at your enemy. sword gained its name from the pledge the warriors
spoke before each battle: “With the captain’s weapon
Spear Strike The spear was one of the first leading us, we cannot lose.”
weapons developed for hunting and warfare, and for Many weapons of simple but nonmagical virtue
good reason. It is relatively easy to construct, and it have been misidentified as captain’s weapons by those
is ideal for keeping foes at a distance and for pinning who vanquished their wielders, since skilled cap-
them down. tains often render their allies more capable through
Prerequisite: Power strike power encouragement, commands, and confident presence.
Benefit: When you use power strike with a spear, Such nonmagical leadership is, of course, that much
you can immobilize the target until the end of your more effective when combined with the capabilities
next turn, but the extra damage is reduced by 1[W]. of an actual captain’s weapon.

Staff Strike The staff is primarily a defensive Captain’s Weapon Level 13+ Rare
weapon that is usually consigned to the hands of You brandish your weapon and give battle commands to your
wizards or monks. In the hands of a canny warrior, a nearby comrades, who take heart knowing your side will win
staff can be a formidable weapon thanks to its reach the day.
and the fact that either end can strike. Your unex- Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
pected strikes with this weapon allow you to knock
Weapon: Any melee
your foes off balance and ruin their defenses. Enhancement Bonus: Attack rolls and damage rolls
Prerequisite: Power strike power Critical: +1d8 damage per plus
Benefit: When you use power strike with a staff, Attack Power ) Daily (Standard Action)
the target grants combat advantage until the end of Effect: Choose one creature adjacent to you. Each of your allies
your next turn. within 3 squares of that creature can make a basic attack
against it as a free action.
Utility Power ) Encounter (Minor Action)
Effect: Choose one ally within 3 squares of you. That ally gains
a power bonus to his or her next damage roll during this
encounter. The bonus is equal to the weapon’s enhancement
bonus.

C H A P T E R 2 | We a p o n s
25
Flame Tongue Weapon
Many magical blades glow in darkness. Some shim-
mer so brightly that their light can be seen by
daylight. Flame tongue weapons are to these what a
bonfire is to a candle. When a flame tongue weapon’s
wielder speaks a command word, the weapon bursts
with roaring flames capable of searing flesh and set-
ting ablaze anything flammable.
Some flame tongue weapons are paired with
enchanted scabbards or harnesses, allowing them to
ignite immediately as they are drawn and readied. Ill
suited for those who prefer the shadows, flame tongue
weapons are made for those who lead from the front,
acting as a beacon to foes and promising those enemies
that searing flame awaits them should they attack.

Flame Tongue Weapon Level 10+ Rare


This blade spews forth flames that engulf your enemies in fire.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Weapon: Heavy blade or light blade
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 fire damage per plus
Properties
) While holding this weapon, you have fire resistance equal to
3 + twice the weapon’s enhancement bonus.
) All untyped damage dealt by weapon attacks using this
weapon changes to fire damage.
Flame tongue
) Once per round when you reduce an enemy to 0 hit points
with a weapon attack using this weapon, each of your ene-
mies adjacent to that enemy takes fire damage equal to 5 + Frost Brand Weapon Level 8+ Rare
the weapon’s enhancement bonus. Frost forms on your hands as you alter your grip on this icy
+ Attack Power (Fire) ) Encounter (Standard Action) weapon, but the cold doesn’t harm you as the weapon devours
Attack: Close blast 3 (creatures in the blast); the weapon’s all the heat around you.
level + 3 vs. Reflex
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Hit: 1d10 fire damage, and ongoing 5 fire damage (save ends).
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Level 15 or 20: 2d10 fire damage, and ongoing 10 fire
Lvl 18 +4 85,000 gp
damage (save ends).
Weapon: Any melee
Level 25 or 30: 3d10 fire damage, and ongoing 15 fire
Enhancement Bonus: Attack rolls and damage rolls
damage (save ends).
Critical: +1d8 cold damage per plus
Properties
Frost Brand Weapon ) While holding this weapon, you have fire resistance equal to
3 + twice the weapon’s enhancement bonus.
An old tale so widely retold that it cannot possibly ) All untyped damage dealt by weapon attacks using this
be true holds that an ancient wizard embraced the weapon changes to cold damage.
power of elemental fire so wholly that its flames ani- + Attack Power (Cold) ) Encounter (Standard Action)
mated the blood in his veins. His knowledge of that Attack: Close blast 3 (creatures in the blast); the weapon’s
element was without peer among mortals. In the level + 3 vs. Reflex
later centuries of his life, his experiments grew more Hit: 1d10 cold damage, and the target is immobilized (save
ends).
speculative and more dangerous, until he succumbed
Level 13 or 18: 2d10 cold damage.
to the old adage known to every child—“Play with fire Level 23 or 28: 3d10 cold damage.
and you’ll get burned”—and was consumed by the Utility Power ) Encounter (Minor Action)
very fires he had controlled for so long. Effect: Close burst 5. You can extinguish any nonmagical fire
He was so powerful, however, that even this fate did in the burst, and each ally in the burst makes a saving throw
not end his life, but he felt so betrayed by his favored against ongoing fire damage that a save can end.
element that he turned against fire just as it had turned
against him. The frost brand weapons that currently exist
are the results of his rage-fueled research into quench-
JIM NELSON

ing fire and tempering the body against its burn.

C H A P T E R 2 | We a p o n s
26
M AG I C W EA P O N S
Giantslayer Weapon Greater Dancing Weapon
Giantslayer weapons are designed to strike true and Some stories say that the idea of the dancing weapon—
deal grievous wounds against giants and titans. The one able to animate itself to fight without the sword
most powerful of these weapons were forged by the arm of a mortal behind it—was the fantasy of a vexed
gods as gifts for their exarchs to help them fight in sergeant whose soldiers were frequently too intoxi-
the Dawn War. In later years, the exarchs and their cated or hung over to fight properly when the time for
allies crafted lesser versions of the original weapons battle came. One comic tale suggests that a wizard
(as described here) to help them continue the fight traveling with just such a frustrated commander
against giantkind, which didn’t stop harrying the crafted the enchantments used in all current versions
mortal races after the war. of dancing weapons as an elaborate (but welcome) joke.
Whatever its provenance, a greater dancing weapon
Giantslayer Weapon Level 7+ Uncommon is not only magical in nature, but wondrous to behold
This weapon seeks out giantkind, helping you deliver vicious as it whirls and dances around the field of battle as if
strikes against those foes. held by an invisible but expert hand. It creates con-
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp fusion and terror among the wielder’s enemies by
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp darting across the battlefield, slashing and thrusting
Lvl 17 +4 65,000 gp at opponents that have no one to retaliate against.
Weapon: Any melee
Dark rumors persist that servants of Vecna are
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus, or +1d12 damage per plus
seeking these weapons. It’s not conjectured whether
against Large or larger humanoids they want the weapons for their own use or for some
Property other servants of the god of secrets, or if they plan
You gain an item bonus to damage rolls against Large or larger to use the weapons’ magic for some other rite. The
humanoids. The bonus equals the weapon’s enhancement rumors suggest that Vecna’s followers are willing to
bonus. pay well for the weapons, but that anyone who refuses
Utility Power ) Encounter (Immediate Interrupt)
their offer comes to an ill end.
Trigger: A giant tries to push you, stun you, or knock you
prone.
Effect: You are immune to the push or the stun and do not fall Greater Dancing Weapon Level 15+ Rare
prone. This weapon leaps from your grasp, then darts and weaves
through the air toward your enemies.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Giants can cause large problems for Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
the rest of us in the world, but those Weapon: Any melee
Enhancement Bonus: Attack rolls and damage rolls
who wield giantslayer weapons would Critical: +1d8 damage per plus
do well to remember that those who are Utility Power ) At-Will (Minor Action)
Effect: The weapon animates and dances in the air in an unoc-
vulnerable to such weapons can help cupied square adjacent to you. You can use a move action
to cause the weapon to fly up to 6 squares to a square that
to resolve troubles of great scope as well. you can see. The object occupies 1 square, and it cannot
I count among my allies both a tribe flank. Its defenses equal 10 + its level, although it cannot
be harmed by any attack. If an attack hits the weapon, it
of stone giants and a tribe of their returns to your hand (or it falls in your space if you don’t
cloud kindred. The stone giants even have a hand free or in the nearest square if it can’t reach
you), and this power ends. You can use a minor action to
aided me in the construction of my end this power if the weapon is adjacent to you, causing the
citadel, while the cloud giants will weapon to return to your hand.
While you can see the weapon, you can make weapon
rush to my aid in return for helping attacks with it while it dances, using its square as the origin
square of the attacks (including all attack and damage modi-
them defeat a flight of dragons. fiers that you would normally apply).
I could not have hoped to gain such , Attack Power ) At-Will (Opportunity Action)
Trigger: An enemy that you can see takes an action that pro-
staunch friends while swinging about vokes opportunity attacks and is adjacent to the weapon
a sword dedicated to their deaths. while the weapon’s utility power is in effect.
Effect: You make a melee basic attack against that enemy,
using the weapon.
, Attack Power ) Daily (Minor Action)
Requirement: The weapon’s utility power must be in effect,
and you must be able to see the weapon.
Effect: You make a melee basic attack using the weapon.

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27
Greater luckblade

Greater Luckblade Hammer of Storms Level 12+ Uncommon


When you wield this weapon, the power of the storm rages
Tales say that it’s impossible to slay the wielder
around you, blasting your enemies with thunder and lightning.
of a greater luckblade while he or she is holding it.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Although some sages refute this claim, no record Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
exists of the death of a warrior who clutched such a Weapon: Hammer
weapon. Enhancement Bonus: Attack rolls and damage rolls
The method by which these blades protect and Critical: +1d8 damage per plus
assist those who wield them is strange and subtle. + Attack Power (Lightning, Thunder) ) Encounter (Standard
Although their wielders’ blows land more often than Action)
Attack: Close burst 2 (enemies in the burst); the weapon’s
not, no supernatural force guides those wielders’
level + 3 vs. Fortitude
hands. Those who wield these weapons parry more Hit: 5 lightning and thunder damage, and the target falls
blows than most, but a greater luckblade’s ability to prone.
keep its wielder safe is clearly not all-powerful. Even Level 22 or 27: 10 lightning and thunder damage.
so, the tales claiming that it’s impossible to slay the Special: This power deals 2 extra damage for each hammer of
wielder of a greater luckblade continue to spread. storms that is within 10 squares of this weapon (10 extra
damage maximum).
Greater Luckblade Level 15+ Rare
Feeling a vibration in this weapon, you spin aside. A second I’ve no doubt that dwarves crafted the
later, a foe’s strike splits the air where your head just was.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
hammers of storms. Many of the great
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp axes and hammers that course with
Weapon: Heavy blade or light blade
Enhancement Bonus: Attack rolls and damage rolls
lightning or thunder with each swing
Critical: +1d8 damage per plus were pulled from the forge by dwarf
Utility Power ) Encounter (Immediate Interrupt)
Trigger: An enemy hits you with an attack while you’re hands. It might seem odd that dwarves,
bloodied. largely beholden to Moradin, would
Effect: The enemy must reroll the attack and use the new
result. have so much affinity for storms, the
Utility Power ) Daily (No Action)
Trigger: You miss with an attack roll.
domain of Kord. But dwarves value
Effect: You reroll the attack roll and use the new result. Kord’s emphasis on strength, and storms
lash their mountain homes far more
Hammer of Storms often than any other elemental force.
Each of these mighty hammers is infused with the
power of thunder and lightning. It is said that the effec- That the dwarves should make weapons
tiveness of the hammer increases when the weapon is that grow stronger when used in concert
near other weapons of its kind. Stories tell of battles in should be no surprise to anyone, but
which many hammers of storms were brought together
to sunder the walls of a fortification. why should those weapons have become
separated from one another and “lost”?
Perhaps the dwarves did not predict how
deadly the weapons would be in their
own clan wars. If you and your allies have
WAY N E E N G L A N D

such weapons, excellent. But as soon as


your enemies have them as well . . .
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M AG I C W EA P O N S
Lesser Cloaked Weapon Lifestealer Weapon Level 4+ Uncommon
When you strike your enemy, a small measure of your foe’s life
Although more effective in combat than its nonmagi-
force is absorbed by this weapon and directed into you.
cal counterparts, a lesser cloaked weapon truly stands
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
apart from them in the way that it disappears beyond Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
the possibility of detection when it’s sheathed, stowed, Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
or slung. Sight, touch, and even many magical means Weapon: Any melee
of detection are powerless to find such a weapon Enhancement Bonus: Attack rolls and damage rolls
that has been stored away; it is as if the weapon has Critical: +1d12 necrotic damage per plus
ceased to exist until its wielder speaks a command Property
Whenever you kill an enemy with this weapon, you gain tempo-
word and reaches to grasp the hidden item from its
rary hit points equal to 5 + the weapon’s enhancement bonus.
place of concealment. At such command, the weapon Attack Power (Healing, Necrotic) ) Daily (No Action)
reappears, ready for use once more. It is impossible Trigger: You hit an enemy with an attack using this weapon.
to know how many of these weapons lie in the vaults Effect: The target takes extra necrotic damage equal to 2 + the
and graves of the world, unknowingly buried along weapon’s enhancement bonus, and you regain a number of
with their owners. hit points equal to that extra damage.

Lesser Cloaked Weapon Level 2+ Common Mace of Disruption


Seemingly unarmed as your foe approaches, you reach behind These weapons were forged through a combina-
your back. Suddenly, this weapon appears in your hands, tilting
tion of Moradin’s metalcraft, Kord’s strength, and
the odds in your favor.
Ioun’s knowledge. Those three gods working together
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
crafted the first maces of disruption to honor Pelor,
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp whose healing magic saved their lives during the
Weapon: Any Dawn War. Since that time, similar weapons have
Enhancement Bonus: Attack rolls and damage rolls passed among Pelor’s followers.
Critical: +1d6 damage per plus A mace of disruption is utterly inimical to undead
Property creatures. Within the center of its striking head rests
When stowed, a cloaked weapon cannot be detected or taken
a tiny ember of radiance. That shard is sealed in
from its owner. The weapon’s owner must speak a chosen word
when stowing the weapon somewhere on his or her person.
metal and wood—were it ever exposed, its light would
This word becomes the weapon’s command word. As a minor blind onlookers, including the weapon’s wielder—yet
action, the weapon’s owner can give the command word and its power courses through the mace. The slightest
reach for the location where the weapon was last stowed, and touch annihilates lesser undead creatures, and vam-
it will appear in the owner’s hand. The weapon’s owner can use pires, wraiths, and even liches recoil from its blows.
the same command word or choose a different one each time
the weapon is stowed.
Mace of Disruption Level 10+ Rare
This iron mace is scribed with a variety of holy runes. It glim-
Lifestealer Weapon mers with white light as divine magic flows through it.
Made from rare materials that enhance the flow Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
of necrotic energy, each lifestealer weapon was cre- Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
ated to siphon life force from those it strikes. When
Weapon: Mace
a lifestealer weapon strikes a creature, the weapon Enhancement Bonus: Attack rolls and damage rolls
creates a conduit of necrotic energy between the crea- Critical: +1d8 damage per plus
ture and its wielder, allowing the wielder to steal the Properties
creature’s vitality to heal his or her wounds. Addition- ) An evil creature that uses this weapon to make an attack
ally, each time the weapon’s wielder slays a foe, the takes radiant damage equal to 5 + this weapon’s level.
weapon absorbs that enemy’s vitality, transferring a ) If you attack an undead minion with this weapon, that
minion is destroyed, whether the attack hits or misses. If the
portion of it to the wielder.
minion has powers or traits triggered by its destruction, they
It is thought by some sages that those who are not triggered.
enchanted lifestealer weapons in primeval days ) If you hit an undead creature with this weapon, you gain a
sought to use the extra life force absorbed from slain power bonus to the damage roll against that creature. The
enemies by these weapons for some evil purpose. bonus equals the weapon’s enhancement bonus.
Enchanters and sages of the current age are unable to Attack Power ) Encounter (No Action)
divine where the energy goes or to replicate the pri- Trigger: You hit an undead creature with this weapon.
Effect: You push the creature up to 3 squares, and it is immobi-
mordial magic that created these weapons.
lized (save ends).

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Maul of the Titans In keeping with the dwarven aesthetic, all mighty
dwarven throwers are cast in bold, geometric shapes
Although the strength of titans is phenomenal, the
that look as if they were never intended for flight.
engineering skill of dwarves and humans is capable
Some mighty dwarven throwers emit a whine or a
of conceiving and constructing fortifications that can
hum when thrown (the dwarves say the hammer is
withstand even the titans’ considerable might. How-
singing). Others exude a trail of shining light, like a
ever, nothing built by the hands of mortals, no matter
meteor streaking through the night sky, as they fly
how strongly reinforced by engineering or by magic,
toward their target. Some return instantly to their
is capable of withstanding a blow from a maul of the
owner’s hand or boomerang through the air in return
titans, including solid rock.
flight. One feature common to all is that they are
It is said that texts detailing the expensive and
especially effective against giants and titans.
time-consuming creation of these weapons still exist,
the powerful incantations and formulas waiting upon
Mighty Dwarven Thrower Level 15+ Rare
their pages. If that claim is true, these texts would be
Thunder peals as you hurl this hammer through the air on a
more valuable than the weapons themselves. Those
collision course with your enemy’s skull.
who spread such tales claim the texts can be found in
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
the ancient tombs of the dwarf wizards who crafted Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
the original mauls, but the dwarves strongly dis- Weapon: Hammer
courage such stories—as well any grave-robbers they Enhancement Bonus: Attack rolls and damage rolls
discover disturbing their dead. Critical: +1d6 damage per plus, or +1d12 damage per plus
against Large or larger humanoids
Maul of the Titans Level 18+ Rare Property
You gain an item bonus to damage rolls against Large or larger
No opposition can stand against you while you wield this
humanoids. The bonus equals 2 + the weapon’s enhancement
mighty hammer, whether living foe or inanimate edifice.
bonus.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp , Attack Power ) Encounter (Standard Action)
Lvl 23 +5 425,000 gp Attack: Ranged 10 (one creature). You throw the weapon but
Weapon: Hammer make a melee basic attack against the target. On a hit, the
Enhancement Bonus: Attack rolls and damage rolls target also falls prone. After the attack, the weapon returns
Critical: +1d8 damage per plus to your hand.
Attack Power ) Encounter (No Action) Utility Power ) Daily (Free Action)
Trigger: You hit a creature with an attack using this weapon. Trigger: You hit a creature adjacent to you with this weapon.
Effect: The creature also falls prone, and you gain a +10 power Effect: The creature is dazed (save ends).
bonus to the damage roll against it.
Level 23 or 28: +15 power bonus.
Utility Power ) Encounter (No Action) In my experience—for all their
Trigger: You hit an inanimate object with an attack using this
weapon.
long-winded ramblings about lineage
Effect: You gain a +20 power bonus to the damage roll against and tradition—dwarves are a greedy and
the object.
Level 23 or 28: +30 power bonus. devious people. I write this not to insult
them in any way. I have found greed
Mighty Dwarven Thrower to be a useful motivator both for myself
Ancient songs and chants of dwarf priests tell of the and my underlings, and I prize the
mighty hammer carried by the ancient scion of the
dwarf race who led the first rebellion against the ingenious trickery that some members
dwarves’ giant and titan slavemasters. The legends do of the race demonstrate. Such cleverness
not agree on that weapon’s true name, but all concur
that it measured more than six feet from end to end,
can be seen in the creation of mighty
it flew forth from its master’s hand with the power of dwarven throwers. You might see before
a thunderbolt, and it instantly slew any titan it struck. you a dwarf holding a two-handed
And not only that, before the slain foe even tumbled
to the ground, the weapon appeared back in the maul of so much heft it seems he could
mighty hero’s hand. barely swing it, yet he hurls it fifty feet
That ancient weapon—if it ever truly existed—is as easily as a child casts a stone.
certainly a powerful artifact. Stories of that hammer
have inspired dwarf smiths and crafters to try to Then, in the blink of an eye,
imitate the weapon, and many enchanted hammers he holds it high once again.
have been created that possess some of that weapon’s
fabled traits.

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M AG I C W EA P O N S
Punishing Weapon Seeker Weapon Level 3+ Uncommon
The ammunition fired from this weapon weaves and changes its
Every wound delivered by a punishing weapon brings
trajectory, snaking around obstacles to strike true.
the enemy closer to death, as each subsequent strike
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
hits harder than the last. When someone wielding Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
one of these weapons focuses his or her attacks upon Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
one opponent, each successful strike takes its toll on Weapon: Any ranged or any thrown
that foe, enabling the wielder to more quickly finish Enhancement Bonus: Attack rolls and damage rolls
off the victim. Critical: +1d8 damage per plus
These weapons famously received their name Utility Power ) Encounter (Minor Action)
Effect: The next target you attack with this weapon can be
during Nerath’s rise to power, when a group of vigi-
behind blocking terrain or otherwise out of line of effect,
lantes dedicated to Erathis used them to “punish but only if a clear path can be traced to that target and the
the wicked” within their society. At first, the groups’ path is within range. In addition, you take no penalties for
members were seen as saviors and heroes among the cover or concealment when you make the attack roll against
common people, but eventually corruption within the that target
group’s ranks led to its downfall.
Shock Spear
Punishing Weapon Level 8+ Common
Everyone who has seen lightning split the sky, or seen
After you strike your foe with this weapon, your enemy appears
the blackened debris of a tree struck by that force, has
mote vulnerable as its will to stand up to you drains away.
imagined wielding its power.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
A shock spear (or javelin) allows that dream to come
Lvl 18 +4 85,000 gp true by enabling its wielder to deal lightning damage
Weapon: Any when the weapon is hurled. Its special power is much
Enhancement Bonus: Attack rolls and damage rolls more spectacular: By calling upon the energy con-
Critical: +1d6 damage per plus tained within the weapon, the wielder can expel from
Property it a cluster of lightning bolts that fan out to hit mul-
The first time each round you hit an enemy with this weapon,
tiple enemies.
you can choose to inflict a wound on the enemy. You gain a
cumulative power bonus to damage rolls against the enemy for
each of these wounds that you have inflicted on it. Each wound Shock Spear Level 3+ Uncommon
contributes half the weapon’s enhancement bonus to the power You hold the spear aloft and stand fast before your enemies as it
bonus. The wounds end on the enemy when you hit another throws out bolts of lightning that leave those foes reeling.
enemy with the weapon or at the end of the encounter. Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Seeker Weapon Lvl 13 +3
Weapon: Spear
17,000 gp Lvl 28 +6 2,125,000 gp

Seeker weapons—slings, bows, crossbows, and other Enhancement Bonus: Attack rolls and damage rolls
ranged weapons—are deadly tools that defy physi- Critical: +1d6 lightning damage per plus
cal laws in strange and unnatural ways. Although all Property
such weapons have normal range limitations, they or All untyped damage dealt by ranged attacks using this weapon
changes to lightning damage.
the missiles they loose travel with unusual accuracy
+ Attack Power (Lightning) ) Daily (Minor Action)
to strike their target, even if the weapon’s wielder Attack: Close blast 5 (one, two, or three enemies in the blast);
cannot see that enemy. The projectile fired by a seeker the weapon’s level + 3 vs. Reflex
weapon can take a convoluted route, even streaking Hit: 1d8 lightning damage.
around a corner, over a wall, or through a window; as Level 13 or 18: 2d8 lightning damage.
long as a clear route from origin to destination exists, Level 23 or 28: 3d8 lightning damage.
it cannot easily be prevented from hitting its target.
One legend of a master archer who was denied his Stinging Spear
true love tells of how he took his life with an arrow A stinging spear is cleverly enchanted to find the
that he fired from his own bow. chinks in the armor and other protections used
by your enemies. These weapons, which can be
either spears or javelins, can easily find purchase in
the hairline gaps between plates of steel or punch
cleanly through chitinous hide armor as if it were
gauze. One ancient general whose real name has
been lost to history was slain by a stinging spear that
penetrated the only trif ling gap in his armor—the
eyeslit in his helm. Since then, the example of the
Impaled General is invoked by grizzled veterans
C H A P T E R 2 | We a p o n s
31
to teach their students that no warrior should rely to chromatic dragons are the most common of these.
solely on his or her armor to ward off an enemy’s The most recently forged true dragonslayer weapons,
attack. some of which were crafted within the memory of
still-living eladrin, are said to strike true against all
Stinging Spear Level 9+ Uncommon dragons—but nonetheless, these weapons have but
Even before you strike your foe, you can feel this weapon’s tip a shadow of the fearsome power of the weapons of
edging up and down and back and forth, seeking the weak point antiquity.
in your enemy’s defenses. One tale told in Winterhaven so often it must hold
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp some truth tells of a pair of would-be dragonslayers,
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp the twins Lanok and Leska, who each claimed to have
Lvl 19 +4 105,000 gp
one of these weapons. The stories say that they trav-
Weapon: Spear
Enhancement Bonus: Attack rolls and damage rolls
eled into the Cairngorm Peaks, following rumors of a
Critical: +1d8 damage per plus red dragon lairing among the foul humanoids in the
Utility Power ) Encounter (Minor Action) northern part of the Stonemarch. So far, there are no
Effect: Until the end of this turn, attacks made with this stories of the siblings’ return.
weapon against AC can instead be made against Reflex.
True Dragonslayer Weapon Level 9+ Rare
Slings and arrows, javelins and darts— You strike at a dragon, feeling this weapon thrum in anticipa-
tion as the blow sends the dragon reeling.
they sound like children’s games. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Then again, children play at war, Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
so why not with its tools? Surely, those Weapon: Any
who will make war against them when Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus, or +1d12 damage per plus
they are older play at war as well. against dragons
Properties
The young orc cradles a spear before ) The DM chooses a damage type: acid, cold, fire, lightning, or
it carries an orc babe. And what poison. While you are holding the weapon, you have resist 5
against that damage type.
elf child has not touched a bow before Level 14 or 19: Resist 10.
seeing ten summers? What would Level 24 or 29: Resist 15.
) Your attacks with this weapon against a dragon ignore its
the world be like if it were not so? resistances.
What if all the world’s children played Utility Power ) Encounter (Minor Action)
Effect: Before the end of the turn, your next attack with this
bargaining games instead? Merchants weapon against a dragon gains a +3 power bonus to the
damage roll against the target. On a hit, you can also knock
or men-at-arms, which is more the dragon prone.
dangerous in the balance? Idle thoughts. Level 14: +6 power bonus.
Level 19: +9 power bonus.
And idle thoughts, like idle children, Level 24: +12 power bonus.
can cause mischief. Better to put Level 29: +15 power bonus.

them to more profitable use.


Warning Weapon
Some legends say that the first warning weapon was
True Dragonslayer Weapon enchanted for a mighty warrior blinded by the cruel
Because dragons are among the most feared crea- strike of a dragon’s claw. Another equally ancient
tures of the world, it is natural that the magesmiths saga from the lore of a seafaring empire says that
of antiquity turned their art and craft to forging the first warning weapon was a trident carried by
weapons that would give mortal heroes the tools the captain of the emperor’s fastest messenger ship.
and strength of spirit required to slay those mighty Whatever its origin, any warning weapon allows who-
creatures. ever grasps it to be aware of the location of every
The varieties of true dragonslayer weapons are many. enemy within a short distance—no matter what bar-
The most ancient (and most powerful) ones often riers might intervene, from fog to black water to
impart the narrowest benefits. Some were forged for solid stone.
the sole purpose of slaying a single dragon whose hor-
rible depredations threatened some long-forgotten
kingdom. Others bear powers aligned against all
dragons of a particular type; weapons antagonistic

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M AG I C W EA P O N S
Warning Weapon Level 4+ Uncommon
While you hold this weapon, every nearby enemy is known to
you, standing out like a shining beacon no matter its stealth or
enchantment.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property
You gain an item bonus to Perception checks equal to the weap-
on’s enhancement bonus.
Utility Power ) Daily (Minor Action)
Effect: Until the end of your next turn, you are automatically
aware of each enemy within 5 squares of you, including
those that are hidden or invisible. You know the squares
these enemies occupy, but this knowledge does not negate
the effects of cover or concealment.
Level 14 or 19: Each enemy within 10 squares of you.
Level 24 or 29: Each enemy within 20 squares of you.
Sustain Minor: The effect persists until the end of your next turn.

Magic is a fine wine, but like any


good drink, you must partake of it in
moderation—and keep a wary eye on its
effects. I once granted a guard a warning
sword. It seemed a wise precaution at
Warning weapon
the time. What better way to arm a
sentry than to give him the power to
sense all interlopers? However, not long
Way-Leader Weapon
A way-leader weapon is enchanted to allow its wielder
after this gift, his demeanor changed. He to instantly call forth nearby allies when he or she
often seemed distracted, as if his mind strikes true, so they can all attack the same foe at
once. Thus, the one wielding this weapon leads the
were elsewhere. I soon realized that his way to the enemy.
thoughts were focused not on daydreams The primal shamans of a steppe civilization first
but constantly on his surroundings. crafted these weapons to help their hunters against
the giant elephants that often assailed their people.
Given the ability to know the moment One hunter would hurl his or her spear into an ele-
an enemy came close, even invisibly or in phant, then send allies next to the beast to surround
the guise of some innocent creature, he and kill it before it could trample them.

simply could not give up that advantage. Way-Leader Weapon Level 4+ Uncommon
He would wait as long as he could, but You strike your foe, designating it as prey for your allies even as
you teleport them next to the surprised enemy.
at the slightest noise or vague reason Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
for suspicion, he would use the sword’s Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
magic to reassure himself that there was Weapon: Spear
no threat. Once the power had been used, Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
he became paranoid that some enemy Utility Power (Teleportation) ) Encounter (Move Action)
might be bypassing him while he was Requirement: You must have hit an enemy with this weapon
during this turn.
“blind.” Ultimately, I had to relieve him Effect: Close burst 5 (one or two allies in the burst). You tele-
port each target to a square adjacent to the enemy you hit
of his duty. The sword awaits a wielder
H EC TO R O R T I Z

this turn.
who is demonstrably more stable.
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Weapon of defense

Weapon of Defense Weapon of Submission


A magic weapon able to strike true is greatly prized Every wise general and veteran warrior has learned
by any warrior lucky enough to have one, but there that the morale of both allies and enemies is a criti-
is also a lineage of weapons whose enchantments not cal dimension to any battle. A weapon of submission
only guide the wielder’s strikes, slashing flesh and brings a sense of despair to a creature struck by it, as
crushing bone, but also are adapt at parrying the that foe finds itself propelled across the battlefield
attacks of their wielder’s enemies without fail. This at the whim of the attacker. In the spot where the
versatility makes weapons of defense appeal to a wide creature ends up, it cowers in fearful anticipation of
range of users. another strike.

Weapon of Defense Level 4+ Uncommon Weapon of Submission Level 4+ Uncommon


Each of your enemy’s blows finds ready opposition in this parry- Your enemy flinches and cowers, allowing itself to be thrown
ing weapon. around when you strike it with this weapon.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any melee Weapon: Any melee
Enhancement Bonus: Attack rolls and damage rolls Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d6 damage per plus
Property Attack Power (Fear) ) Daily (No Action)
You gain resist 1 to all damage while you are holding the Trigger: You hit an enemy adjacent to you with an attack using
weapon. this weapon.
Level 14 or 19: Resist 2 to all damage. Effect: You push that enemy up to 5 squares, and it is immobi-
Level 24 or 29: Resist 3 to all damage. lized (save ends).
Utility Power ) Daily (Immediate Interrupt)
Trigger: You take damage from a melee attack that hits you.
Effect: You take only half of the damage.
JIM NELSON

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M AG I C W EA P O N S
Weapon of Surrounding Weapon of Long Range Level 2+ Common
Though your allies can barely see your enemies approaching,
The wielder of a weapon of surrounding blinks out of
your attacks with this weapon are already finding their targets.
sight for a split second, reappearing to strike his or
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
her disoriented target from some other direction, Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
whether from the rear or even from above. Those who Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
have faced a foe that wielded a weapon of surrounding Weapon: Any ranged or any thrown
and lived to tell the tale report that they felt like they Enhancement Bonus: Attack rolls and damage rolls
were being attacked by a host of enemies all at once Critical: +1d6 damage per plus
though they faced only one. Properties
) This weapon’s long range increases by 10 squares.
) You do not take the penalty to attack rolls for attacking at
Weapon of Surrounding Level 3+ Uncommon
long range with this weapon.
When you strike with this weapon, you blink out of sight, then
instantly reappear on the other side of your foe.
Weapon of Speed Level 5+ Rare
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Even before your first attack with this weapon hits its mark, you
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
follow it up with another one.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Weapon: Any melee Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Enhancement Bonus: Attack rolls and damage rolls Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Critical: +1d6 damage per plus Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Utility Power (Teleportation) ) Encounter (Free Action) Weapon: Any ranged or any thrown
Trigger: You hit an adjacent enemy with an attack using this Enhancement Bonus: Attack rolls and damage rolls
weapon. Critical: +1d8 damage per plus
Effect: You teleport to a different square adjacent to the Property
enemy. While holding this weapon, you gain an item bonus to initiative
checks equal to the weapon’s enhancement bonus.
- Attack Power ) Encounter (Minor Action)
Weapons of Accuracy, Effect: You make a ranged basic attack with this weapon.

Long Range, and Speed


It is said that the road wardens of a long-fallen empire Wind Weapon
never failed to hit their mark given a ready crossbow Wind weapons are attuned to the power of elemental
and pair of eyes to see. Although the training regimen air and awaken the air around them when swung,
of the wardens was nearly without match in all the giving rise to gusts of wind that drive back their
empire, their famed precision with ranged attacks— wielder’s foes and compelling defenders to give
whether with a bow, crossbow, sling, or dagger—also ground. The wielder of a wind weapon can use those
relied on the enchantments placed on their weapons same gusts to carry an ally into the battle, allowing
by the empire’s master wizards. that comrade to gain superior positioning.
These weapons carried three types of enchant- True wind weapon masters are capable of intricate
ments. Weapons of accuracy rarely missed their mark, and delicate effects. One of the greatest eladrin wind
striking foes at fifty paces as easily as at ten. Weapons weapon fencers in all the Feywild was said to have
of long range launched their missiles twice or even been able to blow a love letter from a courier’s pouch
three times as far as their mundane equivalents. across his master’s throne room with the barest flick
Weapons of speed allowed their users to fire and reload of his blade, though such tales are most likely the fan-
so quickly that their hands blurred with the shots. cies of romantic bards.

Weapon of Accuracy Level 3+ Uncommon Wind Weapon Level 14+ Rare


This weapon or its projectiles strike with unerring precision. You twist this weapon just so as your strike, calling forth gusts of
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp wind to toss your enemies about.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any ranged or any thrown Weapon: Any melee
Enhancement Bonus: Attack rolls and damage rolls Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus Critical: +1d8 damage per plus
Utility Power ) Encounter (Minor Action) + Attack Power ) Encounter (Move Action)
Effect: You gain a +2 power bonus to your next attack roll with Attack: Close blast 3 (enemies in the blast); the weapon’s level
this weapon during this encounter. + 3 vs. Fortitude
Hit: You slide the target up to 2 squares.
Utility Power ) At-Will (Move Action)
Effect: Close burst 5 (one ally in the burst). You slide the target
up to 2 squares.

C H A P T E R 2 | We a p o n s
35
M AGIC A MMUNITION Firesight Ammunition
An unseen foe can turn an evenly matched fight
Arrows, bolts, and sling bullets can all have enchant- into a deadly rout in a heartbeat. For the heroes
ments. Though the power of these items rarely who hunted the most powerful magical monsters
matches that provided by a magic ranged weapon, of ancient days, they dreaded most the creatures
they can prove useful in a number of situations. that had the ability to become invisible. To even the
Enchanted arrows, bolts, and sling bullets are acti- odds, those heroes crafted the first firesight ammuni-
vated and fired from ranged weapons. You must load tion. Carved of sturdy oak and pulsing with a soft
magic ammunition before you can activate and fire it white glow, this ammunition bursts into brilliant
(spending whatever action is necessary to do so), and white specks that cling to any creature it touches,
it’s used up when fired. When used with powers that making that creature visible despite its efforts to
target multiple enemies, magic ammunition affects vanish once more.
only the first attack roll or target after it’s loaded. In
certain circumstances (such as when loading is a free Firesight Ammunition Level 10+ Uncommon
action), however, a ranged attacker can load more
When this bolt strikes its target, the shaft explodes in a burst of
magic ammunition during an attack against multiple white, illuminating specks that cover your foe.
targets if desired. Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp
Ammunition applies an enhancement bonus to Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp
an attack roll and damage roll when used. If the Lvl 20 +4 5,000 gp
projectile weapon is magical, use the ammuni- Ammunition
tion’s enhancement bonus in place of the weapon’s Enhancement Bonus: Attack rolls and damage rolls
enhancement bonus. The weapon’s critical bonus Property
When you make an attack using this ammunition, your attack
and the properties from both the weapon and the
takes no penalty due to cover or concealment. When you hit
ammuniton still apply. Using magic ammunition an enemy with an attack using this ammunition, that enemy
doesn’t prevent you from activating a magic weapon’s cannot gain the benefit of cover, concealment, or invisibility
powers. (save ends).
You can fire magic ammunition without activat-
ing it, using your weapon’s enhancement bonus and
receiving no benefit from the ammunition’s magic.
Foe-Seeker Ammunition
The ammunition is still expended. Foe-seeker ammunition is usually crafted from a piece
of ebony inlaid with glowing runes that make the
projectile strike true. It is said that no one is safe once
Armor-Sapping foe-seeker ammunition is fired. Even if the target should
Ammunition avoid its doom, another enemy will succumb to the
The first armor-sapping ammunition was imbued with projectile’s magic as it seeks out a target.
primal power, but the secret of crafting these deadly
projectiles quickly spread throughout all magical tra- Foe-Seeker Ammunition Level 12+ Uncommon
ditions. Primal warriors often fight best in light or no This arrow creates a magical link between you and your en-
emies, making each of your shots more accurate than the last
armor, which can put them at a disadvantage against
until you strike home.
heavily armored foes. This ammunition evens the
Lvl 12 +3 500 gp Lvl 22 +5 13,000 gp
odds by stripping a creature of its armor’s strength. Lvl 17 +4 2,600 gp Lvl 27 +6 65,000 gp
Ammunition
Armor-Sapping Level 17+ Uncommon Enhancement Bonus: Attack rolls and damage rolls
Ammunition Property
When you make an attack using this ammunition, you gain a
When this arrow strikes, your foe’s armor appears to fade away.
+1 item bonus to the attack roll. If you miss, during your next
Lvl 17 +4 2,600 gp Lvl 27 +6 65,000 gp
turn, choose another target within range of the original square
Lvl 22 +5 13,000 gp
you attacked from and make the attack again as a minor action,
Ammunition
increasing the item bonus by 1. You can repeat the attack this
Enhancement Bonus: Attack rolls and damage rolls
way each round (and increase the item bonus) until the attack
Property
hits or until the end of the encounter.
When you hit an enemy with an attack using this ammunition,
that enemy’s defense is decreased (save ends). Until this effect
ends, attacks against that enemy by you or your allies that Reaving Ammunition
normally target AC can instead target Reflex, as the attacker
Too many times in the heat of battle, an enemy will
chooses.
shrug off a wound from a ranged attack. An attacker
using reaving ammunition has no such worries. Its
rough-carved shape makes this projectile seem
unlikely to fly true, let alone hit with deadly force.
C H A P T E R 2 | We a p o n s
36
M AG I C A M M U N I T I O N
Shadowshaft Ammunition Level 5+ Uncommon
A dark haze trails behind this arrow as you fire it, exploding in
a burst of clinging shadow upon impact.
Lvl 5 +1 50 gp Lvl 20 +4 5,000 gp
Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp
Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp
Ammunition
Enhancement Bonus: Attack rolls and damage rolls
Property
When you make an attack using this ammunition, whether the
attack hits or misses, it creates a zone in a burst 1 centered on
the target. The zone is heavily obscured, and it lasts until the
end of the encounter.

Shiver-Strike Ammunition
This ammunition was first crafted by the elite high
guard of the eladrin realms, whose members prided
themselves on their ability to fight against superior
numbers. When foes push in, archers can unleash
these plain steel projectiles, which suddenly shiver
and split upon impact, unleashing a hail of destruc-
tion upon everything nearby.

Reaving ammunition Shiver-Strike Ammunition Level 5+ Uncommon


When it strikes, this bolt splits, spraying nearby creatures with
shards of steel.
Lvl 5 +1 50 gp Lvl 20 +4 5,000 gp
Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp
Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp
Ammunition
However, after reaving ammunition strikes, it twists Enhancement Bonus: Attack rolls and damage rolls
and turns within the wound. A foe so injured must Property
either cope with the pain as the arrow bores into it, or When you hit an enemy with an attack using this ammunition,
each other creature in a burst 2 centered on that enemy takes
spend precious time tearing it free.
4 damage.
Level 15 or 20: 8 damage.
Reaving Ammunition Level 8+ Uncommon Level 25 or 30: 12 damage.
When this arrow finds its target, it burrows deep, causing great
pain.
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp
Stonehold Ammunition
Lvl 13 +3 650 gp Lvl 28 +6 85,000 gp A single moment to regroup and reposition is some-
Lvl 18 +4 3,400 gp times all that’s needed to turn the tide of combat. The
Ammunition dwarves who created stonehold ammunition used thin
Enhancement Bonus: Attack rolls and damage rolls black stone in its crafting. Upon impact, the projectile
Property
shatters, showering the target in a haze of piercing
When you hit an enemy with an attack using this ammunition,
that enemy also takes ongoing 5 damage until it spends a move
stone and rooting it in place for a short time.
action (without moving) to end the ongoing damage.
Level 13 or 18: Ongoing 10 damage. Stonehold Ammunition Level 14+ Uncommon
Level 23 or 28: Ongoing 15 damage. A shroud of stone fragments erupts from this bolt when it hits,
holding your foe in place.
Shadowshaft Ammunition Lvl 14 +3
Lvl 19 +4
800 gp
4,200 gp
Lvl 24 +5
Lvl 29 +6
21,000 gp
105,000 gp
A piece of shadowshaft ammunition has a blunt head Ammunition
that appears to shimmer and flow as though made Property
of dark mist. Shadar-kai explorers first crafted this When you hit an enemy with an attack using this ammunition,
ammunition in the mortal realm after realizing the that enemy is also immobilized until the end of your next turn.
disadvantage they faced when fighting in the clear
light of the sun.
B E N WO OT T E N

C H A P T E R 2 | We a p o n s
37
CHAPTER 3

Implements

+
WHERE WOULD we wizards be without the aid
of wands, staffs, and orbs? Who among us does not draw
comfort from donning the creaking leather of a brace of
wands or from feeling the wear-smoothed heft of a famil-
iar staff in hand? Just as the paladin stabs at evil more
powerfully with a holy avenger, so do our spells increase in
potency when we direct them with a magic implement.
Of course, the tools of our trade can be used by others,
and there are implements beyond our favored three. The
holy symbols of warriors of the gods are the most obvi-
ous example, but magic implements come in a variety of
other forms. Some people utilize primitive totems imbued
with the ability to connect with spirits of the natural world.
Others wield blades as we wield wands, or even find a way
to channel magical energy through meditation.
I have collected an array of the most powerful of these
items, and those that serve no purpose for me I subject to
disjunction. You might find this act cruel. How, you might
ask, can I deprive the world of such treasures, callously
destroying pieces of often-priceless magical craftwork
passed down through the generations?
Yet I know you better than that. You would have them
for your own sake, perhaps one day to use them against me.
Although it’s true that powerful implements are works
of incomparable beauty, so too can a displacer beast be
thought of as lovely or the appearance of a wyvern inspire
awe. And like those beasts, such items should not be loosed
upon children. You are not yet ready to wield all the powers
at my disposal. I protect you from yourself. Count yourself
lucky that I provide you with knowledge of those imple-
ments described herein.
—Mordenkainen, from his master copy
of the Magnificent Emporium

Scholar’s Note: The final three paragraphs of


Mordenkainen’s introduction to this chapter showed
a marked stress in his typically fluid pen strokes.
Though it cannot be confirmed, it is the belief of
this scholar that the paranoia evinced in his words
might be due to a curse or even possession by some
foreign spirit. Doubtless Mordenkainen could have
held thoughts such as those he expresses here, but it
W I L L I A M O ’CO N N O R

is unlike him to betray such concerns so candidly.


—Qort

CH A P T ER 3 | Implements
38
Superior Ki Focuses
Accurate ki focus
Price Weight Properties
25
Inexorable ki focus 35


Accurate
Energized (force),
Implements Iron ki focus 30 −
unstoppable
Deadly, forceful
Formed of exotic materials and created using magical Mighty ki focus 25 — Empowered crit,
crafting techniques, superior implements enhance a unerring
wielder’s magic. Despite their magical origin, supe- Mountain ki focus 30 — Forceful, shielding
rior implements aren’t magic items per se, and like Serene ki focus 35 — Energized (psychic),
non-superior implements, they can be enchanted undeniable
with the Enchant Magic Item ritual.
Each type of superior implement has one or more Orbs Price Weight Properties
properties that enhance its wielder’s attack powers, Accurate orb 30 2 Accurate
such as granting improved accuracy or increasing Crystal orb 27 2 Energized (psychic),
forced movement. These properties are comparable undeniable
to the properties that many weapons have. Greenstone orb 27 2 Energized (acid),
unstoppable

Wielding a Petrified orb 25 2 Energized (force),


forceful
Superior Implement
Rods Price Weight Properties
You need the Superior Implement Training feat
Accurate rod 25 2 Accurate
(below) to gain the benefits of a specific superior
Ashen rod 22 2 Energized (fire),
implement. If you wield a superior implement and
unerring
don’t have the feat for it, you don’t gain the benefits
Deathbone rod 22 2 Energized (necrotic),
of its properties, but you can use it as a normal imple-
undeniable
ment of its type, assuming you have proficiency with
Defiant rod 18 2 Energized (radiant),
implements of that type.
shielding

Superior Implement Training With Staffs Price Weight Properties


careful study and practice, you have unlocked the Accurate staff 20 4 Accurate
magical potential in an implement. Guardian staff 13 4 Energized (force),
Benefit: You can use a single superior implement shielding
of your choice. The implement must be of a type with Mindwarp staff 16 4 Distant,
which you have proficiency. energized (psychic)
Special: You can take this feat more than once. Quickbeam staff 15 4 Energized (thunder),
Each time you take this feat, choose a different supe- forceful
rior implement.
Tomes Price Weight Properties
SUPERIOR IMPLEMENTS Echo tome 15 3 Distant, unerring
Daggers Price Weight Properties Forbidden tome 15 3 Deadly, unstoppable
Accurate dagger 25 1 Accurate Unspeakable tome 15 3 Empowered crit,
Incendiary dagger 22 1 Energized (fire), undeniable
unerring
Lancing dagger 15 1 Empowered crit, Totems Price Weight Properties
energized (lightning) Accurate totem 20 2 Accurate
Resonating dagger 25 1 Energized (thunder), Farseeing totem 14 2 Deadly, distant
forceful Icicle totem 15 2 Empowered crit,
energized (cold)
Holy Symbols Price Weight Properties Storm totem 18 2 Energized (thunder),
Accurate symbol 25 1 Accurate unstoppable
Astral symbol 18 1 Distant,
energized (radiant) Wands Price Weight Properties
Warding symbol 21 1 Shielding, Accurate wand 20 — Accurate
unstoppable Cinder wand 18 — Empowered crit,
Wrathful symbol 23 1 Empowered crit, energized (fire)
undeniable Dragontooth wand 18 — Deadly, unerring
Rowan wand 15 — Distant,
energized (lightning)

CH A P T ER 3 | Implements
40
SUPERIOR IMPLEMENTS
Properties Ki Focuses: An accurate ki focus takes the form
of a small, smooth stone disc, etched with the ancient
Accurate: You gain a +1 bonus to implement
divided-circle symbol. An inexorable ki focus con-
attack rolls made with an accurate implement.
sists of a small scroll containing a single calligraphic
Deadly: You gain a +1 bonus to the damage rolls
character, preserved in a leather tube. An iron ki
of implement attacks made with a deadly implement.
focus is a teardrop-shaped piece of iron about the size
The bonus increases to +2 at 11th level and +3 at 21st
of a thumb, covered with small etchings. A mighty
level.
ki focus is a hand-sized square of wood, about an
Distant: The range of your area and ranged imple-
inch thick, that has been cut from a plank split or
ment attack powers increases by 2 when they’re used
struck by a famous master. A mountain ki focus is a
through a distant implement.
small stone statuette of a guardian monster, such as a
Empowered Crit: When you score a critical
dragon or a sphinx. A serene ki focus is a clear quartz
hit with an implement attack using an empowered
crystal, mounted in a reliquary of bronze or silver.
crit implement, the attack deals 1d10 extra damage
Orbs: An accurate orb is made of clear blown
(this damage is not maximized). The extra damage
glass, with tiny runes engraved around its equator.
increases to 2d10 at 11th level and 3d10 at 21st level.
A crystal orb looks similar, but has a faceted surface
Energized: When you use an implement attack
and might appear in any color. A greenstone orb
power with an energized implement, you gain a +2
is carved from a heavy metallic stone that has an
bonus to damage rolls if the power has a keyword that
affinity for acid magic. A petrified orb is made from
matches the implement’s damage type. The bonus
petrified wood.
increases to +3 at 11th level and +4 at 21st level.
Rods: An accurate rod is made from a shaft of
Forceful: Whenever you pull, push, or slide a
silver, bound with golden bands. An ashen rod is
target with an implement attack using a forceful
made from fire-blackened hardwood and laced with
implement, you can increase the distance of the
veins of crystallized red sap. A deathbone rod is
forced movement by 1 square.
formed from the bone of an undead creature that is
Shielding: Whenever you hit at least one target
no longer animate. A defiant rod is made of white
with an implement attack power using a shielding
gold and studded with crystals or gemstones.
implement, you gain a +1 shield bonus to AC and
Staffs: An accurate staff is smooth and straight,
Reflex until the start of your next turn.
balanced for easy handling and made of polished
Undeniable: You gain a +1 bonus to the attack
hardwood. A guardian staff is formed from an uncut
roll when you make an implement attack against Will
branch of a watcher tree, a variety of oak that grows
using an undeniable implement.
only in the Feywild. A mindwarp staff is made of
Unerring: You gain a +1 bonus to the attack roll
light, strong wood, topped with a many-faceted crys-
when you make an implement attack against Reflex
tal. A quickbeam staff is made of rowan wood cut
using an unerring implement.
from a tree that has been struck by lightning.
Unstoppable: You gain a +1 bonus to the attack
Tomes: The cover of an echo tome is a plate of
roll when you make an implement attack against For-
iron inlaid with silver, and its pages are thin sheets
titude using an unstoppable implement.
of mithral engraved with arcane secrets. A forbidden
tome has a heavy cover and binding, with a lock to
Descriptions keep it closed to prying eyes. An unspeakable tome
Daggers: An accurate dagger is a weapon with a is bound in straps of iron so that it cannot be opened,
very narrow blade, resembling a stiletto. An incendi- but it imparts the knowledge it contains through sin-
ary dagger features a wavy blade that was forged by ister whispers in the night.
tiefling weapon makers using ancient techniques of Totems: An accurate totem is a short rod of light
Bael Turath. A lancing dagger is made of metal drawn wood wrapped in snakeskin. A farseeing totem con-
from tall mountains and features two jagged edges, sists of eagle feathers tied at one end of a roc’s bone.
giving it the shape of a lightning bolt. A resonating An icicle totem is a shaft of unmelting ice, freezing
dagger has a thick, wide blade that narrows only cold to the touch but wrapped with white fur to pro-
slightly as it approaches the tip. tect the wielder’s hand. A storm totem is made from
Holy Symbols: An accurate symbol is carved wood scorched by lightning and adorned with a thun-
with symbols of power that channel divine energy derhawk’s feather.
more precisely. An astral symbol is crafted of solidi- Wands: An accurate wand is a smooth and straight
fied mist from the Astral Sea and glows with a faint length of light wood, honed to a point at the tip. A
silvery light. A warding symbol has protective glyphs cinder wand, in contrast, is blackened and crooked,
carved into its adamantine surface. A wrathful and warm to the touch. A dragontooth wand is smooth
symbol is made from black iron mined in Chernoggar ivory that is bound with bands of gold. A rowan wand
and engraved with runes of divine fury. is polished wood engraved with lightning motifs.

CH A P T ER 3 | Implements
41
Necklace of Prayer Beads
Magic This strand of semiprecious stones appears to be

Implements humble jewelry until it is worn by one who can


channel its power. Typically made of three kinds of
enchanted stones, a necklace of prayer beads enables its
Soon after mortals mastered the art of magic, they
wearer to choose from the same number of benefits
learned to focus their arts to produce implements
each time the magic of the necklace is called upon.
imbued with magic. Any magic implement adds
Some crafters have tried to make necklaces with dif-
might and accuracy to magical attacks, but more
ferent features, but without any success to date.
unusual versions are painstakingly crafted to add
unique flourishes to such attacks.
Necklace of Prayer Beads Level 10+ Rare
The beads that hang from this necklace glow with divine power
HOLY SYMBOLS that you can call upon to overcome any challenge.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
A holy symbol of a deity serves as both an icon of Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
that god’s power and a conduit of divine energy. The Lvl 20 +4 125,000 gp
design or physical nature of some magic holy symbols Implement: Holy symbol
Enhancement Bonus: Attack rolls and damage rolls
makes obvious the faith, or at least the moral stance,
Critical: +1d8 damage per plus
of whoever wields them. Most holy symbols come in Utility Power ) Encounter (Minor Action)
a form that can be appropriate for a number of differ- Effect: Choose one of the following benefits.
ent deities. ) You and each ally within 5 squares of you can make a
Many religious people consider it blasphemous saving throw.
for someone to wield a holy symbol dedicated to an ) Until the end of this turn, your healing powers restore the
enemy god, but some who use holy symbols trea- maximum number of hit points possible.
) Once before the end of your next turn, when you miss
sure such items. After all, a cleric of Pelor bearing a
with a divine attack power, you can reroll the attack roll.
symbol of Lolth stands as a clear sign sign that the You must use the second result.
god of the sun can overcome the Spider Queen and
her followers.

Candle of Invocation
This holy symbol takes the form of a simple candle,
its power and sanctity evident to all who are attuned
to the divine. When the candle is lit, it enhances the
wielder’s ability to make his or her faith manifest.
That faith fills one of the wielder’s allies with cour-
age, allowing him or her to turn a failed attempt into
a success.

Candle of Invocation Level 8+ Uncommon


The radiance of this holy symbol both lights your way and helps
you overcome the challenges that block the path.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Implement: Holy symbol
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Utility Power ) Encounter (Minor Action)
Effect: The candle casts bright light in a radius of 4 squares.
The light lasts until you extinguish it as a minor action or
until you are no longer holding the candle.
Utility Power ) Encounter (Immediate Interrupt)
Trigger: An ally within 5 squares of you fails a skill check while
the candle is lit.
Effect: The candle’s light is extinguished, and the ally gains
a power bonus to the skill check equal to 2 + the candle’s
T Y L E R J ACO BS O N

enhancement bonus.

Candle of invocation

CH A P T ER 3 | Implements
42
H O LY S Y M B O L S
Phylactery of Faithfulness
The wielder of this holy symbol gains the power to
perceive strands of the future and to realize when a
possible action would adversely affect the wielder’s
standing with his or her deity. Such actions might
include failing to complete a divine quest or allowing
a companion to fall before that person had played his
or her part in the gods’ grand design.

Phylactery of Faithfulness Level 14+ Rare


You attune yourself to this symbol of your god and gain insight
into your deity’s will.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Implement: Holy symbol
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Utility Power ) Daily (Standard Action)
Effect: You ask a single question about two possible courses of
action, and a feeling of certainty informs you which course
of action is most consistent with your deity’s will, or if nei-
ther is consistent with it. At the DM’s discretion, your deity’s
answer might provide some insight into the dangers and
risks that course involves. These insights are never more Symbol of the sun
than vague hints.
Utility Power ) Encounter (Immediate Interrupt)
Trigger: An attack hits an ally within 5 squares of you.
Symbol of the Sun
Effect: The ally gains a power bonus to all defenses against The undead are considered sacrilegious by most non-
that attack. The bonus equals the phylactery’s enhancement evil faiths, and the symbol of the sun was created to
bonus. help cleanse the world of such abominations. During
creation, these items are plated with gold beneath the
If you know the word “phylactery,” noontime sun on a cloudless day, imbuing them with
the ability to enhance the wielder’s attacks against
you probably associate it with that vile undead creatures.
curse of magic set loose upon the world,
lichdom. Yet it comes from an archaic Symbol of the Sun Level 4+ Common
Crafted from polished gold, this holy symbol intensifies and
language wherein the root of the word reflects light like a mirror.
means “to guard” or “guard post.” Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Thus, the lich who creates a phylactery is Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
quite literally guarding its immortality. Implement: Holy symbol
Enhancement Bonus: Attack rolls and damage rolls
Today the term is rightly more broadly Critical: +1d6 radiant damage per plus
used for various amulets and small Properties
) When you pull, push, or slide an undead creature with an
containers worn about the neck or head. attack using this implement, you can increase the distance
of the forced movement by 1 square.
A locket worn about your neck with a ) You gain a +2 item bonus to the damage rolls you make with
lover’s hair clasped inside is, in all this implement against undead creatures.
Level 14 or 19: +4 item bonus.
senses of the word, a phylactery. Level 24 or 29: +6 item bonus.
To take the analogy back to the topic
at hand: The phylactery of faithfulness
therefore serves as a guardian of the
wearer’s faith. Ironic that faith should
need guarding. Is not unshakable belief
B R I A N H AG A N

the very definition of faith?

CH A P T ER 3 | Implements
43
K I FOCUSES flame through an act of will each time the inner fire
is unleashed. In times of anger or stress, smoke rises
As a tool designed to sharpen the mind and train the from the user’s skin.
body to adapt to a unique fighting style, the ki focus is
unusual among implements. The wielder of a ki focus Body of Fire Ki Focus Level 4+ Uncommon
rarely uses it in battle directly. Instead, its wielder This oil fuels a fire within you that might smolder or might
draws upon the knowledge and magical patterns blaze forth, but will never be extinguished.
intrinsic in his or her motions and actions to gain the Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
benefits of the ki focus’s enchantment. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement: Ki focus
Body of Fire Ki Focus Enhancement Bonus: Attack rolls and damage rolls
The physical form of this ki focus is a colorless oil. Critical: +1d6 fire damage per plus
Property
To unlock its power, the user spreads the oil over his
All damage dealt by attacks using this implement is fire, unless
or her hands and visualizes fighting a hated enemy the damage already has a type.
until the oil bursts into flame for a brief, painless Utility Power (Fire) ) Daily (Minor Action)
second. The user must contain and internalize the Effect: Until the end of the encounter, you gain resist 5 fire
and vulnerable 5 cold. If a creature is grabbing you or being
grabbed by you at the start of its turn, it takes 5 fire damage.
KI FOCUS RULES Level 14 or 19: Resist 10 fire, vulnerable 10 cold, and 10 fire
damage.
A ki focus is an implement that certain characters Level 24 or 29: Resist 15 fire, vulnerable 15 cold, and 15 fire
use as a focus for their inner magical energy, known damage.
as ki. A ki focus might take the form of a training
manual, a scroll of ancient secrets, a battered train-
ing weapon, or a cherished memento.
Steadfast Stone Ki Focus
Attunement: Before you can use a ki focus, you The steadfast stone ki focus is a simple stone that rep-
must attune yourself to it. To attune yourself to a resents the value of patience and tenacity applied
ki focus, you must have the item on your person with relentless discipline. Focusing ki into this item
during a short or an extended rest and must have involves taking it into your hand and slowly apply-
proficiency with ki focuses. Some characters study ing more and more pressure. The stone’s unyielding
their ki focus to attune themselves to it. Others strength molds the wielder’s ki to emulate the
meditate with it or wield it as they practice using unyielding nature of rock.
fighting techniques. The ki focus that you are
attuned to occupies your ki focus item slot. Steadfast Stone Ki Focus Level 9+ Common
Whenever you take a rest, you can attune your- This plain, round stone reveals the secrets of strength and tenac-
self to a ki focus in your possession, but you can be ity, allowing you to mimic its impervious nature.
attuned to only one ki focus at a time. Also, only Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
one creature at a time can be attuned to a particular
Lvl 19 +4 105,000 gp
ki focus. Once you attune yourself to a ki focus, no Implement: Ki focus
one else can become attuned to it until you are no Enhancement Bonus: Attack rolls and damage rolls
longer attuned to it or you are dead. Critical: +1d6 damage per plus
Using a Ki Focus: Once you have attuned your- Property
self to a ki focus, you must either wear it or hold it Attacks made with this ki focus ignore 5 of any resistance.
in order to use it as an implement. Level 14 or 19: Ignore 10 of any resistance.
Level 24 or 29: Ignore 15 of any resistance.
Ki Focuses and Weapon Attacks: If you use a
magic ki focus, you can add its enhancement bonus
to the attack rolls and the damage rolls of weapon
attacks you make using a weapon with which you
have proficiency. If you have both a magic ki focus
and a magic weapon, you choose before you use an
attack power whether to draw on the magic of the ki
focus or that of the weapon. Your choice determines
which enhancement bonus, critical hit effects, and
magic item properties and powers you can apply to
that power. You can’t, for example, use the enhance-
ment bonus of your ki focus and the critical hit effect
E VA W I D E R M A N N

of your magic weapon on the same attack. Steadfast stones

CH A P T ER 3 | Implements
44
ORBS
Tidal Wave Ki Focus Although I know of many wizards who
The monastery that originated the use of this ki use them, I’ve never been fond of orbs.
focus—a scroll bearing the image of a wave—teaches
the importance of remaining centered through a par- Most are too large to fit in a pocket,
able: “Towers stand fast before the tidal wave and are too round to comfortably hold, and too
destroyed; the leaf rides the crest because it flows with cumbersome by half. I’ve had better
the wave’s power.” Devotees of the school are famed
for using a foe’s momentum to send the enemy crash- results bowling an orb in a game
ing into other enemies, knocking them all sprawling. of skittles than employing one on a
Tidal Wave Ki Focus Level 8+ Uncommon
battlefield. However, I cannot deny
You hit an enemy and concentrate on this ki focus, sending that that many orbs of tremendous power
foe staggering backward to the ground. exist. My friend Otiluke has always
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp had a peculiar fondness for them.
Lvl 18 +4 85,000 gp A few tankards short of a keg, that one.
Implement: Ki focus
Enhancement Bonus: Attack rolls and damage rolls Anything circular excited his interest.
Critical: +1d6 damage per plus
Attack Power ) Daily (No Action)
It’s good he never met a beholder while
Trigger: You hit an enemy with a melee attack using this ki focus. alone. He’d probably have prattled
Effect: You push that enemy up to a number of squares equal
to the ki focus’s enhancement bonus. At the end of the push,
on to it, fascinated by its nature and
that enemy and each of your enemies adjacent to it fall prone. caught firmly under the gaze of its
central eye until it gobbled him up.
ORBS Otiluke himself created many magical
An orb channels magic in a manner reminiscent of its orbs. Often they possessed the power
shape. Arcane power flows around its surface, seem- to cast his many sphere and orb spells.
ing to gain strength with each revolution, until that
power is unharnessed. I’d use an orb made by Otiluke.
I miss his whimsy.
Orb of Enduring Magic
The archmage Bigby is renowned for his skill in Orb of Forceful Magic
weaving conjurations. He created Bigby’s grasping At first glance, an orb of forceful magic looks like a
hand, Bigby’s icy grasp, and similar powers that call sphere of transparent glass, but touching this item
forth fist-shaped constructs of arcane magic to hold reveals its true nature. The orb is a focused sphere
enemies at bay. To help him employ such spells, Bigby of coalesced force, held in place by the magic that
created the orb of enduring magic. It enables its wielder created the item. Spells channeled through it batter
to keep his or her spells active even if he or she is their targets with greater impact, sending enemies
hampered or otherwise unable to focus full attention staggering.
on them. As a side benefit, drawing on such magic
lends the orb’s wielder a measure of vitality that helps Orb of Forceful Magic Level 3+ Common
him or her shrug off attacks. This transparent orb shimmers and glows with golden energy
that you can channel to hurl your enemies about.
Orb of Enduring Magic Level 7+ Uncommon Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Carved from iron to resemble a clenched gauntlet, this orb al- Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
lows you to extend your magical abilities while absorbing your Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
foes’ attacks. Implement: Orb
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Enhancement Bonus: Attack rolls and damage rolls
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Critical: +1d6 force damage per plus
Lvl 17 +4 65,000 gp Property
Implement: Orb When you pull, push, or slide an enemy with an attack using
Enhancement Bonus: Attack rolls and damage rolls this orb, you can increase the distance of the forced movement
Critical: +1d6 damage per plus by 1 square.
Utility Power ) Encounter (Minor Action)
Effect: You sustain all of your active powers that can be sus-
tained with a minor action. In addition, you gain temporary
hit points equal to 2 + the orb’s enhancement bonus.

CH A P T ER 3 | Implements
45
Orb of Relentless Sympathy
This orb often takes the form of a head sculpted in
bronze or clay. Its wielder can link the sensations of
nearby minds through it. An enemy that harms one
of the wielder’s friends feels the pain it has inflicted—
and that pain is magnified. The wielder is not entirely
detached from the process, however; the orb’s shield-
ing cannot entirely protect him or her if any mind
within range suffers a grievous wound.

Orb of Relentless Sympathy Level 4+ Uncommon


This orb empathically links you and your allies’ physical senses
to your enemy’s mind, causing it to feel your pain when it
harms you.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement: Orb
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 psychic damage per plus
Property
You gain an item bonus to Insight checks equal to the orb’s
enhancement bonus.
Attack Power (Psychic) ) Daily (No Action)
Trigger: You hit a target with an attack using this orb.
Effect: The target takes psychic damage equal to 2 + the orb’s
enhancement bonus at the end of any of its turns during
which it hit you or one of your allies. This effect lasts until Prismatic orb
the end of the encounter or until you end it as a minor
action. If the target drops to 0 hit points while this power is
in effect, you lose a healing surge (or you take damage equal Prismatic Orb Level 15+ Rare
to your healing surge value if you have no surges remaining). Each of the spectral colors flickering on the surface of this orb is
a shell of energy that can engulf a foe.
Prismatic Orb Lvl 15 +3
Lvl 20 +4
25,000 gp
125,000 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
The seven pure colors of the rainbow decorate the Implement: Orb
surface of this orb. Each hue is represented by a shell Enhancement Bonus: Attack rolls and damage rolls
of luminous force formed by the crystal at the orb’s Critical: +1d8 damage per plus
heart. The wielder can channel each of the shells in Attack Power (Teleportation) ) Daily (No Action)
turn and hurl them at a target, enclosing it in a hin- Trigger: You hit a target with an attack using this orb.
Effect: You teleport the target up to a number of squares equal
dering globe of brightly hued energy. Although the
to the orb’s enhancement bonus.
sequence of alternating colors appears to be random, Attack Power ) Daily (No Action)
some texts claim that certain shades presage danger Trigger: You hit a target with an at-will or encounter attack
or opportunity. power using this orb.
Many who live in the Feywild claim that the first Effect: The target is dazed or immobilized (save ends). You
prismatic orb was crafted in their realm. A human choose the effect.
mage from the world who loved the magic and the Utility Power ) Encounter (No Action)
Trigger: You hit a target with an attack using this orb.
primal energy of the Feywild often traveled to that
Effect: Choose acid, fire, lightning, or poison. Until the target
realm, taking special delight in the amazing rain- saves against this effect, attacks that deal damage of the
bows that always emerged after a storm passed (and chosen type to the target gain an item bonus to their
sometimes without a storm). The mage discovered a damage rolls against the target. The bonus equals the orb’s
way to harness the power of the lingering rainbows, enhancement bonus.
infusing their light in an orb carved from a type of
crystal from the Feydark. Whether this story is true
or not, those who face the power held within a pris-
matic orb quickly learn to fear anyone wielding this
powerful item.
B E T H T R OT T

CH A P T ER 3 | Implements
46
RODS
Stone of Good Luck Rod of Absorption Level 4+ Rare
This rod is prized for its power to negate all forms of energy.
The first gnome clan to experiment with luck stones
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
learned to their sorrow that fate often acts decisively
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
to restore the balance between good luck and bad. To Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
avoid tempting fate, a well-crafted stone of good luck Implement: Rod
rearranges the wielder’s luck so that good fortune Enhancement Bonus: Attack rolls and damage rolls
arrives when it is most needed. Critical: +1d8 damage per plus
Attack Power ) Encounter (No Action)
Stone of Good Luck Level 14+ Uncommon Trigger: You hit a creature with an attack using this rod and
the creature has an active aura.
This orb, typically made from rough polished agate, grants its
Effect: The aura is deactivated, and the creature can’t reacti-
wielder control over the ups and downs of fortune.
vate the aura (save ends).
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp Utility Power ) Daily (Immediate Interrupt)
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp Trigger: You are targeted by a close attack power or an area
Implement: Orb attack power that has a damage keyword.
Enhancement Bonus: Attack rolls and damage rolls Effect: The attacker takes a –5 penalty to all of the power’s
Critical: +1d6 damage per plus attack rolls.
Utility Power ) Daily (No Action)
Trigger: You fail a saving throw.
Effect: You gain a +10 power bonus to your next saving throw Warlocks make strange bargains.
during this encounter.
Utility Power ) Daily (No Action)
Although many claim to have stolen their
Trigger: You make an attack or a damage roll using this orb might from some source, I have a hard
and dislike the result.
Effect: You gain a power bonus to the roll. The bonus equals time believing anyone can get something
the orb’s enhancement bonus. for nothing. Plus, it’s hard to trust the
word of an admitted thief—and one that
RODS would take the easy route to magical
The rod is the signature implement for warlocks, power rather than go through the long
although some other practitioners of the mystic arts process of study or religious devotion.
employ implements of this sort. Compact and easy to
handle, a rod also makes a good choice for a warrior No, warlocks are not to be trusted,
who dabbles in spellcasting. nor are their tools. While some other
spellcasters take up the skill of
Rod of Absorption manipulating magic with rods, I cannot
This rod, which typically takes the form of an elabo-
rately carved metal cylinder, appears otherwise recommend that anyone do so. The taint
unremarkable until one notices how lights dim and of warlocks’ pacts cling to these objects.
sounds become muted in its vicinity. The ability of
these rods to negate hostile energy was highly valued
What promises were made to imbue
during the Dawn War. Some immortals who fought them with power? Whose souls were lost
in those battles, and whose perceptions of reality and in order to make a creature’s bone or
memory often mix, might mistake anyone wield-
ing a rod of absorption for an enemy officer from that a bar of iron into a weapon of magic?
ancient war. Of course, many dark deeds have been
done to create great magic—by myself
included—but a rod might still be
linking its wielder to whatever entity
imbued its creator with power.
WAY N E E N G L A N D

Rod of absorption

CH A P T ER 3 | Implements
47
Rod of Beguiling
This rod gives its wielder control over an enemy by
playing on the foe’s greed and reflexive submission
to authority. The rod seems to be a crude lead scepter
until its power is activated, at which point others see
its shaft turn golden and its gem-covered head sparkle.
Enemies that view the rod in this transformed state
are briefly fooled into thinking that the wielder is on
their side. Even when the power is not called forth,
mere possession of the rod gives its owner an advan-
tage when dealing with others.

Rod of Beguiling Level 10+ Rare


This rod displays the trappings of wealth and status, persuading
your foes to see you as one of their own.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Implement: Rod
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 psychic damage per plus
Property
You gain an item bonus to Bluff checks, Diplomacy checks, and
Intimidate checks equal to the rod’s enhancement bonus.
Utility Power (Charm) ) Daily (Minor Action)
Effect: Until the end of your next turn, enemies cannot attack Rod of death
you, or target you with any effect that targets an enemy. An
enemy ignores this effect if you attack it, if it is marked by
you, or if it is in your defender aura.

Rod of Death
These grim rods are often made of wood from a gal-
lows where someone sentenced to be hanged escaped Rod of Revenge
the noose. The wielder of this rod can empower it by Crafted from wood harvested from the darkest cor-
choosing to step closer to the grave. There is no obvi- ners of the Feywild, a rod of revenge enables its wielder
ous cost to doing so twice, as long as the wielder is to lash out effectively against an enemy that has just
not brought to death’s door by bodily harm. Those landed a blow on that individual. Any foe that’s the
who do so on a third occasion discover that the rod target of the rod’s power might be less likely to seek
becomes less useful for a time. out the wielder as the battle continues, having seen
firsthand what can happen if that creature presses its
Rod of Death Level 8+ Uncommon
attack.
Wielding this rod lets you cheat death to harm your foes more
quickly.
Rod of Revenge Level 2+ Uncommon
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
This rod resembles a short spear carved from black wood. With
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
it, you can gain the upper hand against any foe that dares to
Lvl 18 +4 85,000 gp
attack you.
Implement: Rod
Enhancement Bonus: Attack rolls and damage rolls Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Critical: +1d8 damage per plus Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Property Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Whenever you make a damage roll for an attack with this rod Implement: Rod
and don’t like the result, you can reroll the damage roll and Enhancement Bonus: Attack rolls and damage rolls
must use the new result. If you make the reroll, you are con- Critical: +1d6 damage per plus
sidered to have failed a death saving throw. If this is your third Utility Power ) Encounter (Immediate Reaction)
failure since your last rest, the failure does not cause you to die Trigger: An enemy hits you.
until you are dying, and you cannot use this property again until Effect: Until the end of your next turn, you gain combat advan-
you have fewer than three failures. tage against that enemy when you attack it using this rod.
WAY N E E N G L A N D

CH A P T ER 3 | Implements
48
S TA F F S
Rod of Smiting I have seen many sticks called a staff
This rod is nearly unbreakable. Stories abound of those of power in my time. It seems like any
who wield such items catching an opponent off guard
with a seemingly weak swing that cracks bones and mage that gets a hold of a magic staff
smashes skulls. A rod of smiting bestows the strength wants to call it his “staff of power.”
of an enchanted mace upon attacks made through it, I suppose that lacking real power gives
imparting tremendous force to those blows.
one the desire for its trappings. Know
Rod of Smiting Level 2+ Common that a true staff of power is no trifling
The head of this rods flares outward like a mace. It weighs heav-
ily in your hand, allowing you to make heavy strikes with it like
thing. They contain a raw might
a weapon. uncommon in other enchanted items.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Their power can turn aside blows,
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp change fate, and preserve the wilder’s
Implement: Rod
Enhancement Bonus: Attack rolls and damage rolls
life in the most dire circumstances.
Critical: +1d10 force damage per plus Great things can be accomplished
Property
This rod can be used as a melee weapon, functioning as a mace. by a mage with a staff of power.
You add its enhancement bonus to the attack rolls and damage Great and terrible things.
rolls of melee weapon attacks that you make with it.

STAFFS Greater Staff of Power Level 25+ Rare


Covered in eldritch runes, this staff exudes raw magical might
A staff is perhaps the most commonly recognized that you can harness for your defense or to attack your foes.
magic implement, because of both its size and its Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp
Implement: Staff
place in folklore and legend. Some of the mightiest
Enhancement Bonus: Attack rolls and damage rolls
wizards in history have used staffs to channel and Critical: +1d10 damage per plus
focus magical power. A staff ’s size and heft make it Attack Power (Force) ) Daily (Immediate Reaction)
the ideal choice for a defensive implement that can Trigger: An enemy within 20 squares of you hits you with an
ward off attacks while delivering powerful spells. attack.
Effect: The enemy takes force damage equal to 25 + the level

Greater Staff of Power of your highest-level unused daily arcane attack power.
Utility Power ) Encounter (Minor Action)
Though firm knowledge of its origin has been lost, Effect: You gain a +5 power bonus to all defenses against the
many believe the first greater staff of power to be a next attack against you during this encounter.
copy of a copy of a staff wielded by Corellon in the Utility Power ) Daily (No Action)
Trigger: You miss with an attack roll for an at-will or an
Dawn War. The thousands of runes that cover this
encounter arcane attack power using this staff.
gnarled staff glow with an eerie green light and hint Effect: You reroll that attack roll and must use the second
at the versatility of the magic harnessed within. result.
Those wielders who are cognizant of the fundamental
nature of energy find many ways to mold and manip-
ulate the staff ’s features to great benefit.
Staff of Command
To create this staff, arcane crystals are dissolved in
a solution. The supersaturated solution is kept in
absolute silence until the crafter speaks a word in
Primordial. The vibrations of his or her voice
ordering the staff to form cause the solu-
tion to draw forth from its container and
crystallize into a long, tapering shard.
Anyone who carries a staff of command
is viewed by others with a measure
of respect, and when the
item is used in
Greater staff of power
WAY N E E N G L A N D

CH A P T ER 3 | Implements
49
battle it greatly enhances the efficacy of the wielder’s Staff of Striking
charm powers.
When its special power is ready for use, a staff of
striking emits a deep, ominous hum until its wielder
Staff of Command Level 4+ Uncommon
delivers a blow to his or her foe. Even unintelligent
This staff is a useful tool for imposing your will on others.
enemies instinctively recognize the danger inherent
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
in a staff of striking, making it as effective for perform-
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
ing feints and threats as for making actual strikes in
Implement: Staff melee. Wizards in particular favor these implements,
Enhancement Bonus: Attack rolls and damage rolls since the gentlest tap from a staff of striking sends an
Critical: +1d6 psychic damage per plus enemy stumbling away.
Property
You gain an item bonus to Diplomacy checks equal to the staff’s Staff of Striking Level 4+ Uncommon
enhancement bonus.
Fashioned of unadorned metal in a symmetrical and severe
Attack Power ) Encounter (No Action)
design, this staff delivers forceful blows to your enemies.
Trigger: You hit a target with a charm power using this staff.
Effect: You slide the target up to a number of squares equal Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
to the staff’s enhancement bonus, and the target grants Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
combat advantage to you until the end of your next turn. Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Implement: Staff
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Attack Power ) Encounter (No Action)
Trigger: You hit a creature adjacent to you with an implement
or a weapon attack using this staff.
Effect: You push the creature 1 square and knock it prone.

Staff of the Viper


Some lore-gatherers among the yuan-ti have claimed
that the first staff of the viper was made in memory of
the snake that taught mortals the secret of construct-
ing magic items. Despite the item’s most commonly
known name and its appearance when it is used,
other scholars and historians do not agree that the
staff expressly captures the essence of a snake—after
all, they say, poisonous attacks are not the domain of
ophidians alone.
The wielder of this sinuous, rough-carved wooden
staff can cause the staff ’s head to shape itself into the
head of a snake that delivers a venomous strike.

Staff of the Viper Level 7+ Uncommon


The head of this wooden staff animates when you lash out at a
foe, delivering a poisonous wound.
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 17 +4 65,000 gp
Implement: Staff
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 poison damage per plus
Attack Power (Poison) ) Daily (No Action)
Staff of command Trigger: You hit a creature with an attack using this staff.
Effect: The creature takes ongoing 5 poison damage (save
ends).
Level 12 or 17: Ongoing 10 poison damage.
Level 22 or 27: Ongoing 15 poison damage.
T Y L E R J ACO BS O N

CH A P T ER 3 | Implements
50
TO M E S
Staff of Withering perceive magical writing that reveals insights into the
world. That the tome comes from the realm of the fell
This staff resembles an old, gnarled tree branch
stars is indisputable. Whoever grasps one of these
blackened with rot and mold. A cruel wizard-prince
tomes sees darkness fall away, his or her vision illu-
who had no need for a dungeon or a prison in his
minated by the cold, pale light of a distant star.
realm created the original staff of withering. He used
the staff, which was the symbol of his power, upon
Emerald Tome of the Devourer Level 10+ Rare
criminals and rebels in his realm, aging them to
This green tome’s cover and pages have a strange metallic feel.
infirmity with a single touch.
An eldritch yellow sigil marks its cover and emanates a sense of
In time, the tyrant fell to the might of druids and foreboding.
elves whose forest he sought to conquer and despoil. Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
The triumphant druids destroyed the original staff, Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
but lesser copies employed by his inquisitors spread Lvl 20 +4 125,000 gp
across the world. Any spellcaster bearing a staff of Implement: Tome
withering can expect a hostile reaction to the symbol Enhancement Bonus: Attack rolls and damage rolls
of tyranny he or she carries. Critical: +1d8 damage per plus
Properties
) You gain darkvision.
Staff of Withering Level 3+ Uncommon
) You gain an item bonus to Arcana checks, History checks,
This staff appears to be little more than a rotting tree branch, and Religion checks. The bonus equals the tome’s enhance-
but one touch of it saps the strength from any foe. ment bonus.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Utility Power ) Encounter (Minor Action)
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Effect: You gain a +2 item bonus to your next attack roll before
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp the end of your next turn. If that attack hits, you gain an
Implement: Staff item bonus to its damage roll. The bonus equals 4 + the
Enhancement Bonus: Attack rolls and damage rolls tome’s enhancement bonus. If you do not kill a creature
Critical: +1d6 necrotic damage per plus before the end of your next turn, you take damage equal
Attack Power ) Daily (No Action) to your healing surge value at the end of that turn. If this
Trigger: You hit a target with an attack using this staff. damage drops you below 1 hit point, you die.
Effect: The target is weakened (save ends).

I have little doubt that the so-called


TOMES emerald tome of the devourer has its
A rare sort of implement for an adventuring wizard, origins in what we have come to know
the tome offers great flexibility and power. Wizards as the Far Realm. There exist certain
ensconced in their towers typically employ tomes.
Most adventuring wizards find a tome too bulky and stellar beings—mistakes of the gods,
unwieldy compared to an orb, a staff, or a wand, but victims of strange fates, vestiges of
all wizards see the great value in the lore that tomes defeated beings of immense power,
contain.
Wizards are automatically proficient with using leftovers from the time of creation—that
tomes as implements. are somehow tied to that hidden plane.
And it might be that the tome comes as a
Emerald Tome kind of message—or, more worryingly,
of the Devourer as a spy—for one or more of these entities.
The first emerald tome of the devourer is said to have
fallen from the sky as a shooting star. Many of those That the Far Realm has spawned such
who have borne one of these implements have met horrors as mind flayers and aboleths is
untimely ends, and although this tome is often seen enough to convince me that such tomes
as an ill omen for that reason, it offers great benefits
to those willing to use it. present a threat regardless of the intent
When a nearby enemy is close to death, the bearer of their creators. I have expunged every
of this implement can invoke its special power to
more easily dispatch that foe—but if the owner’s death
such item I can find, but I’m certain
blow fails to land, the tome will devour the essence it that more lurk throughout the land,
seeks from within the one who holds it. hidden in the cracks of the world or the
In everyday use, the tome appears to contain
only blank pages for anyone but its owner, who can robes of misguided spellcasters.

CH A P T ER 3 | Implements
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When he tried to take his experiment one step
further while on an adventure, the wizard found
that he could even use the tome to summon forth
an attack spell he had not thought to prepare. The
strain of performing this act left the wizard sapped
of some of his inner strength, which he considered a
small price to pay.

Manual of Expansive Learning Level 14+ Rare


This tome expands your ability to prepare and use spells.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Implement: Tome
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Utility Power ) Daily (Minor Action)
Effect: You regain the use of one wizard encounter or daily
utility power that you have already used. The power must
be in your spellbook, and its level must be lower than the
tome’s level.
Utility Power ) Daily (Minor Action)
Requirement: You must be taking a short rest, have a spell-
book, have at least one healing surge, and have expended all
your wizard daily attack powers.
Effect: You lose a healing surge, but you gain the use of one
wizard daily attack power from your spellbook that you did
not prepare after your last extended rest. The power’s level
must be lower than the tome’s level.

Magic tome
Manual of Puissant Skill
This tome’s features, such as a waterproof cover,
sturdy bindings, and stain-resistant pages, suggest
Magic Tome it was designed for wizards who lead an unusually
The typical magic tome relies on the enchantments active lifestyle. Its codification of the best ways to
contained within the paper and ink that were used overcome problems with skilled deeds reflects a quest
to craft it. Ingredients such as ink from dragon’s for formulas by which all mortal knowledge might be
blood, paper crafted from trees found within astral studied and prepared in the same way as spells.
domains, and similarly rare materials combine to
lend strength to spells cast through such a tome. Manual of Puissant Skill Level 9+ Rare
This tome contains lore to improve your performance by train-
Magic Tome Level 1+ Common ing your mind and body.
Scribed with rare inks and printed on paper crafted from trees Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
nourished with magical power, this tome amplifies your spell- Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
casting ability. Lvl 19 +4 105,000 gp
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp Implement: Tome
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp Enhancement Bonus: Attack rolls and damage rolls
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp Critical: +1d8 damage per plus
Implement: Tome Property
Enhancement Bonus: Attack rolls and damage rolls You gain a +2 item bonus to skill checks.
Critical: +1d6 damage per plus Utility Power ) Daily (No Action)
Trigger: You make a skill check and dislike the result.

Manual of Effect: You reroll the skill check and must use the second
result.
Expansive Learning Utility Power ) Encounter (Minor Action)
Effect: You gain a +2 item bonus to the next attack roll you
This little-seen tome is a compilation of mystic exer- make before the end of the current turn.
cises and mnemonic techniques. The original one
was crafted by a long-nameless adventuring mage
who managed to infuse an ordinary object with the
WAY N E E N G L A N D

remarkable ability to “remember” a useful spell he


had already cast.

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TOTEMS

TOT E M S
Tome of Undeniable Might
An unremembered yet brilliant mage wrote this
tome as a treatise on a theory she developed: that Totems allow druids and other users of primal magic
arcane magic taps into a state of being beyond the to gather and direct energy. Most totems are linked to
physical. According to her research, the physical a symbolic event, creature, or concept in the natural
world is merely an illusion, while arcane magic pro- world.
vides the true structure of the world. Although the
archmage’s name is now forgotten, the secrets con- Totem of Thorns
tained within this tome allow casters to overcome All living things feel pain. This totem is based on that
some of the physical limits to their combat spells, truth, storing up the wielder’s pain to unleash it upon
keeping her legacy intact. his or her enemies as a concentrated wave of agony.
Owners of a totem of thorns are typically eager to enter
Tome of Undeniable Might Level 8+ Common combat, since battle is a constructive way to keep the
This plain, leather-bound tome appears to be a simple treatise totem supplied with the hurt it channels.
on arcane magic, but at your touch, it gives your powers the abil-
ity to affect creatures not of the world. Totem of Thorns Level 5+ Uncommon
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
This totem is carved from a briar vines with their thorns left
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
intact, so that it cannot be gripped without drawing blood.
Lvl 18 +4 85,000 gp
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Implement: Tome
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Enhancement Bonus: Attack rolls and damage rolls
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Critical: +1d6 damage per plus
Implement: Totem
Property
Enhancement Bonus: Attack rolls and damage rolls
When you gain this tome, choose acid, cold, fire, lightning,
Critical: +1d6 psychic damage per plus, or +1d10 psychic
necrotic, psychic, or thunder. Your arcane attacks made with
damage per plus if you are bloodied
this tome ignore the insubstantial quality if they have the
Attack Power (Psychic) ) Encounter (No Action)
chosen damage keyword. You can change your choice at the
Trigger: You hit a target with an attack using this totem while
end of an extended rest.
you are bloodied.
Effect: The target takes extra psychic damage equal to the
number of healing surges you have spent since your last
extended rest.
Utility Power ) Daily (Minor Action)
Requirement: You must be bloodied.
Effect: You lose a healing surge, and you gain temporary hit
points equal to 5 + your healing surge value + the totem’s
enhancement bonus.

I must admit to some ignorance


surrounding magical totems. I’ve always
seen them as the cursed domain of
grubby, shamanistic savages like orcs
and gnolls. Apparently, there exist
some druids who utilize them, although
I doubt very much that such druids
differ much from orcs. Perhaps that was
too unkind, but I find myself at odds
with druids as often as not. While many
druids talk of the need for balance in the
world, we of the Circle of Eight desire a
balance of power, not a balance between
wilderness and civilization. The world is
deadly. It needs taming, not protecting.
J O H N S TA N KO

Totem of thorns

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Totem of Trailblazing
Legends tell of a time when human tribes fled into
WANDS
the high mountains to escape a great calamity. The The wand is one of the most common kinds of imple-
first totems of trailblazing were crafted to help explor- ment, particularly among wizards. Wands are usually
ers who ventured back to the lowlands, trying to find crafted with an attunement to a specific energy type
their way home. Supposedly, secret phrases or other or category of effect. A wand’s size and design typi-
passwords create a map on the totem, showing the cally allow it to contain a limited range of magical
location of the refuges where the tribes took shelter. abilities, but within that range it offers flexibility and
expertise.
Totem of Trailblazing Level 2+ Common
This simple stone has the faded image of a campsite painted Apprentice’s Wand
upon it. This simple wooden wand is a typical gift from a
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp master to an apprentice. To ensure that an appren-
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp tice is never without an implement, this wand can be
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
attuned to its user. With a simple gesture, the wand
Implement: Totem
Enhancement Bonus: Attack rolls and damage rolls
appears in its owner’s hand, ready for use.
Critical: +1d6 damage per plus
Property Apprentice’s Wand Level 2+ Common
You gain an item bonus to Nature checks equal to the totem’s This simple length of wood appears in your hand when you need
enhancement bonus. it most.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Totem of the Woodlands Lvl 7
Lvl 12 +3
+2 2,600 gp
13,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
This beautifully carved length of oak, ash, or yew is Implement: Wand
a symbol of the forest’s abundance. Even when not Enhancement Bonus: Attack rolls and damage rolls
channeled by its wielder, the totem’s power is always Critical: +1d6 damage per plus
active. Tales say that if one of these totems is left unat- Properties
tended next to a fence or a chair, it can cause vines ) You gain an item bonus to Arcana checks to sense the pres-
ence of magic. The bonus equals the wand’s enhancement
and leaves to sprout from the once-living material.
bonus.
) You can attune this wand to yourself during a short rest. It
Totem of the Woodlands Level 5+ Rare can be attuned to only one person at a time, and attuning it
This carved wooden totem lets you call forth the power of the to one person breaks the attunement to anyone else.
forest to block and restrain your enemies. Utility Power ) Encounter (Minor Action)
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Effect: If the wand is attuned to you and on the same plane, it
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp is transported to your hand, regardless of distance.
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Implement: Totem
Enhancement Bonus: Attack rolls and damage rolls
Wand of Conjuring
Critical: +1d6 damage per plus, and the target is slowed (save The few who are able to craft these items claim that
ends). they can be made only from a single source of metal
Attack Power ) Daily (No Action) found in the Feydark. The metal, taken from a vein
Trigger: You hit a target with an attack using this totem. of ore in a large underground cavern filled with
Effect: The target is restrained (save ends).
waterfalls and other wonders, is unique because it is
Utility Power ) Encounter (Minor Action)
Effect: You create a vine in your square that stretches to one
infused with magic from the blood of Corellon. That
unattended object you can see within 10 squares of you and deity’s blood fell upon the vein of ore when Lolth
twines around it. The vine is as strong as a rope and lasts struck him during the surprise attack that sundered
until the end of the encounter or until you spend a minor the alliance between Corellon, Sehanine, and Lolth
action to cause the vine to retract. If the vine is twined that existed in antiquity. Those who tell these tales
around an object weighing less than 5 pounds, it can pull also speak of many terrible monsters that inhabit the
that object into your space when the vine retracts.
cavern, warning off those who would try to replicate
Utility Power (Zone) ) Encounter (No Action)
Trigger: You use a close or an area primal attack power with
this wand.
this totem.
Effect: The power’s area of effect also creates a zone of diffi-
cult terrain that lasts until the end of your next turn.

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WA N D S
Wand of Conjuring Level 8+ Rare Wand of Fire
This metal wand is covered in silvery runes that glow with ar-
Typical materials used in the construction of these
cane might. Here and there, strands and crystals seem to exude
from it.
wands include flame-blackened wood, phoenix
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
feathers, and salamander scales. Sages claim that
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp the wizard Kelgore crafted a handful of these wands
Lvl 18 +4 85,000 gp after becoming so angry that he sequestered himself
Implement: Wand from all mortal contact for a year. Although Kelgore
Enhancement Bonus: Attack rolls and damage rolls himself was a bit of a comical figure, his enemies
Critical: +1d6 damage per plus, or +1d10 damage per plus f led in terror when they saw him approaching in a fit
when used with a conjuration attack
of rage with one of these wands in hand.
Utility Power (Varies, Zone) ) Encounter (Standard Action)
Effect: You create a zone in a wall 5 within 10 squares of you.
The zone lasts until the end of your next turn. When you use Wand of Fire Level 15+ Rare
this power, choose one of the following effects (a creature Thin wisps of smoke curl from the surface of this pyrotechnic
can take damage from the zone only once per turn): wand.
Flame (Fire): Any creature that enters the zone or ends its Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
turn there takes 5 fire damage. Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Frost (Cold): Any creature that enters the zone or ends its Implement: Wand
turn there takes 2 cold damage, and it is slowed (save Enhancement Bonus: Attack rolls and damage rolls
ends). Critical: +1d8 fire damage per plus
Darkness: The zone is heavily obscured. Attack Power ) Daily (No Action)
Venom (Poison): The zone is lightly obscured, and any crea- Trigger: You hit a target with an at-will or encounter attack
ture that enters the zone or ends its turn there takes 2 power that has the fire keyword using this wand.
poison damage. Effect: The attack’s fire damage is maximized against the
Level 13 or 18: Add 5 to the effect’s damage, if any. target.
Level 23 or 28: Add 10 to the effect’s damage, if any. Utility Power ) Encounter (Minor Action)
Effect: The next area or close fire attack that you use during
Wand of Fear this turn with this wand does not target any of your allies
who would otherwise be targeted by the attack.
Pale light flickers along the length of this fractured Utility Power (Fire) ) Encounter (Minor Action)
crystal wand. Faces viewed in this light resemble Effect: You cause one unattended, inanimate, flammable
skulls, while the visions seen by foes struck by the object (up to 1 square foot) that is adjacent to you to catch
wand’s energy are too horrible to be put into words. on fire.
Those who wield a wand of fear often suffer night-
mares. Sometimes these dreams contain omens of Where would wizards be without wands?
future events, although they are rarely interpreted in
time to prevent them from coming true.
The wand is to the wizard what the
sword is to the warrior. Yet how did it
Wand of Fear Level 3+ Uncommon come to be such? Which came first,
The only thing more unnerving than holding this pale wand is
experiencing its horrific effects.
the wizard or the wand? As long as one
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp has existed, it seems so has the other,
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
but surely in some world at some time
Implement: Wand there must have been the first wizard
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus and the first wand. The first sword was
Property probably a piece of junk barely better
You gain an item bonus to Intimidate checks equal to the
wand’s enhancement bonus. than a club, but the first wand would
Attack Power (Fear) ) Encounter (No Action)
Trigger: You hit a target with an attack using this wand.
have been magic incarnate. If it still
Effect: You push the target up to a number of squares equal to exists, what powers might that first
the wand’s enhancement bonus.
wand have? What features might
it have collected over the eons and
from the thousands who have
wielded it? Such is the stuff
of all wizards’ dreams.

CH A P T ER 3 | Implements
55
Wand of Frost
Some of these wands are carved of white dragon
bone, while others are icicles made permanent and
unbreakable. In use, a silver ray springs forth from
the wand’s tip to freeze a single enemy, or a single
touch instantly turns water to ice. According to
legend, each wand of frost is constructed to destroy a
specific creature that is vulnerable to cold. Even if
this is untrue, the tale is widespread enough to make
it an effective threat.
Wand of lightning
Wand of Frost Level 4+ Rare
Snow drifts to the ground in the wake of this wand’s silvery ray,
as it freezes the air it passes through before striking your enemy.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Wand of Lightning
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Each of these wands is made from a slender glass
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp or iron cylinder with metal bands spaced along its
Implement: Wand length. The wand of lightning is a self-renewing source
Enhancement Bonus: Attack rolls and damage rolls of electrical energy that can be made to expel that
Critical: +1d8 cold damage per plus energy to harmful effect.
Property
In its most spectacular function, the wand embel-
You gain cold resistance equal to 3 + twice the wand’s enhance-
ment bonus.
lishes its wielder’s lightning attacks so that they also
Attack Power ) Daily (No Action) shock those nearby. It can also be used to electrify
Trigger: You hit a target with a cold attack using this wand. a metal object, making that object dangerous to the
Effect: The target is immobilized (save ends). next creature that touches it. Even when otherwise
Utility Power ) Encounter (Minor Action) dormant, the wand gives off a static shield that deliv-
Effect: You touch an adjacent container, pool, or other body of ers a rebuking shock to attackers.
water with the wand, and a number of contiguous squares
within the body of water equal to 1 + the wand’s enhance-
ment bonus freeze into solid ice. Only one of the frozen
Wand of Lightning Level 8+ Rare
squares has to be adjacent to you. The squares of ice are dif- Whenever you use this wand to send arcs of lightning among
ficult terrain and remain solid until the end of the encounter. your foes, the smell of ozone fills the air and your hair stands up
This effect cannot freeze a square if it contains any creatures. on end.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp

Wand of Inevitability Lvl 13 +3


Lvl 18 +4
17,000 gp
85,000 gp
Lvl 28 +6 2,125,000 gp

This wand gathers spent magical energy to make Implement: Wand


its next attack more accurate. The springy, flexible Enhancement Bonus: Attack rolls and damage rolls
wood used to construct the wand reflects its ability Critical: +1d8 lightning damage per plus
Property
to absorb and redirect energy. In some lands, a wand
When you use this wand to make a lightning attack, if any adja-
of inevitability is standard equipment for wizards who cent creature hits you with an attack before the start of your
are members of a city watch or a group of noble’s next turn, that creature takes lightning damage equal to 2 + the
bodyguards. wand’s enhancement bonus.
Attack Power (Lightning) ) Daily (No Action)
Wand of Inevitability Level 3+ Common Trigger: You hit a target with a lightning attack using this
wand.
This wand, crafted from light, supple wood, allows you to accu-
Effect: Each creature adjacent to the target takes 10 lightning
rately strike your enemies with a flick of the wrist.
damage.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Level 13 or 18: 20 lightning damage.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Level 23 or 28: 30 lightning damage.
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Utility Power (Lightning) ) Encounter (Minor Action)
Implement: Wand
Effect: You touch the wand to one adjacent, unattended metal
Enhancement Bonus: Attack rolls and damage rolls
object no larger than a Medium suit of armor. The next time
Critical: +1d6 damage per plus
a creature touches the object within the next 5 minutes,
Property
that creature takes lightning damage equal to 5 + the item’s
If you miss every target of an at-will attack power using this
enhancement bonus.
wand, you gain a +2 item bonus to the attack rolls of that power
the next time you use it before the end of your next turn.
B E T H T R OT T

CH A P T ER 3 | Implements
56
WA N D S
Wand of Thunder Wand of Wonder
Crafted from brass and designed to maximize the This strange and unpredictable device usually looks
damage unleashed by a thunder attack, a wand of like some other type of wand. Most magewrights who
thunder is a favorite of mages who favor brute force craft one of these wands delight in surprising first-
over a subtle approach. When used to focus a spell, time wielders with its strange side effects. Over time,
the wand creates echoing blasts that, to the discrimi- the wielder of a wand of wonder is likely to become
nating ear, resemble chords of music and sequences familiar with its oddities, but it is impossible to pre-
taken from ancient songs. Tales suggest that some of dict when they will appear.
these wands are attuned to secret doors, hidden pas- The mad warlock Loon, who delved too deeply
sages, and other locations deep within ancient arcane into the secrets of the Far Realm, always carried one
colleges and wizard’s towers. Accessing these areas of these wands. To him, the wand’s randomness was
requires casting a specific spell with this wand to a measuring stick of the true order of the universe
produce the tone or tune needed to unlock it. (or lack thereof ), as he had been taught through dark
The most common story of this sort suggests that dreams sent by those from the place beyond. Before
one of these wands can be used to grant its owner his demise during the war between Bael Turath and
access to Azarel’s Tower, the abode of a long-dead Arkhosia, many claimed that he had been able to
archmage, which supposedly lies somewhere within shape his own powers to match the randomness of
the Dawnforge Mountains. It also suggests that his wand of wonder.
anyone attempting to access the tower without such a Legends tell of more powerful wands of wonder.
wand to open the tower’s hidden passages will find a These items are potentially powerful artifacts, but
quick end from the magic traps and immortal guard- none can guess what might happen when the magic
ians still defending the place. they contain is unleashed.

Wand of Thunder Level 13+ Rare Wand of Wonder Level 7+ Rare


This brass wand, which resembles a miniaturized horn, will Few can call on the powers of this wand without a mingled
drive your enemies back with a wave of thunder, or drop them sense of amazement and dread.
with a shock wave. Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Lvl 17 +4 65,000 gp
Implement: Wand Implement: Wand
Enhancement Bonus: Attack rolls and damage rolls Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d8 thunder damage per plus Critical: +1d6 damage per plus. For each of these dice that rolls
Property a 6, teleport the target 1 square. For each of these dice that
Once during each of your turns, when you hit with a thunder rolls a 1, teleport yourself 1 square.
attack using this wand, you can push one creature adjacent to Property
you 1 square. When you use a daily attack power with this wand, roll a d6 to
+ Attack Power ) Encounter (Standard Action) determine an additional effect, which lasts until the end of your
Attack: Close blast 5 (creatures and objects in the blast); the next turn.
wand’s level + 3 vs. Fortitude. 1. You gain a fly speed of 5.
Hit: You push the target up to a number of squares equal to 2. Butterflies create a zone of partial concealment in your
the wand’s enhancement bonus and knock it prone. space.
Attack Power (Thunder) ) Daily (No Action) 3. You become invisible.
Trigger: You hit a target with a thunder attack using this wand. 4. 2d20 fake, brightly colored gems appear in the space of
Effect: Each creature adjacent to the target takes 10 thunder the next target hit by the wand, temporarily creating dif-
damage and falls prone. ficult terrain.
Level 23 or 28: 20 thunder damage. 5. Leaves grow from each target hit by the attack, causing it
to be slowed.
6. You and each target hit by the attack are dazed.

Really, there’s nothing wonderful about the mad warlock’s wand.


One studies magic to master it, to bend the forces of the universe to one’s will.
Toying with those forces is not wonderful, and it’s not fun. It’s dangerous.

CH A P T ER 3 | Implements
57
CHAPTER 4

Magical Gear

,
T O CATALOGUE all the wondrous items that exist
would take a book of infinite pages, but it does us all well to
have a firm grasp upon both the most common items and
the rare items of incredible efficacy. Though some wondrous
items are simple and of little impact, such as a lock opened
only by a magic key, others have strange properties that defy
the mind’s attempt to grasp them, such as the portable hole.
What a wonder magic is! Unhindered by the rules that
bind the physical universe or by the laws of mortals, it can
routinely make the impossible possible.
A pair of wings on a pair of boots, each wing no bigger
than a dove’s, can lift the wearer of the boots into the air. A
band of metal placed on a finger can provide the power to
see through stone. A belt can grant its wearer the strength
of a giant. You no doubt wonder how can magic do so
much with such strange materials. Despite my many years,
magic often surprises me as well. The occasions when it
does are the delights of my life.
An inexperienced wizard, such as I myself once was,
sees magic as a system—a secret set of instructions for
rebuilding reality as you see fit. And it’s true that even the
most rudimentary uses of magic involve learning its lan-
guage: how to say the right words, make the right gestures,
and pull upon the threads of the skeins of arcane, divine,
and primal energy that flow invisibly all around us.
Yet the true master knows the system to be false. The pat-
terns we see in various forms of energy, the languages we
learn to speak to manipulate them, the differences between
one phenomenon and another, even the division between
what is magic and what is mundane—all are false. Perhaps
only the gods can fully grasp this concept, but the truth is that
all things are part of the same continuum. Why else would
magic of so many types accomplish much the same end, and
why else are so many things—from old gloves to living beings
to entire planes—able to be created and imbued with magic?
The true pity is that even upon recognizing that we are
imprisoned by our faulty understanding of magic, none
of us can escape it. We are like babes that for the first time
realize a world exists outside our crib. Even if we had the
wherewithal to explore beyond our boundaries, we could
not conceive of the dangers that await us.
Perhaps that is what the gods are for. Certainly they’ve
proved themselves good for little else.
H OWA R D LYO N

—Mordenkainen, from his master copy


of the Magnificent Emporium

CH A PTER 4 | Magical Gear


58
Arms Slot Items Greater Stonewall Shield
Dwarf arcane crafters built the first greater stonewall
The items in this category are usually coveted for shield, and among many of their clans, this essen-
their protective qualities—though some of them, such tial defensive item is carried with the respect of a
as the aptly named bracers of infinite blades, are good sacred relic. Its lacquered steel shell is inlaid with a
for more than just defense. tight mosaic of granite and marble chips, adding to
its already considerable heft. Among the dwarves, it
Bracers of Infinite Blades is said that each warrior who falls while wielding a
greater stonewall shield imbues a fragment of his or her
Some dragonborn know these gold-inlaid armbands
spirit into the shield’s stonework. For this reason, the
as Menyra’s bracers, for the Arkhosian court assassin
dwarves consider it a great honor to wield one of these
who first commissioned them. Menyra was said to
shields, and they will go out of their way to retrieve
have drawn from the power of the bracers of infinite
one from a warrior who falls on the field of battle.
blades only to protect those in her charge. Most of the
heroes who make use of this armgear have a more
Greater Stonewall Shield Level 13+ Rare
wide-reaching definition of self defense.
At your command, this stone shield becomes a solid wall that
hems in your foes.
Bracers of Infinite Blades Level 11+ Common
Lvl 13 17,000 gp Lvl 23 425,000 gp
With a flick of your wrist, a gleaming blade appears in your Arms Slot: Any shield
previously empty hand. Utility Power ) Encounter (Minor Action)
Lvl 11 9,000 gp Lvl 21 225,000 gp Effect: You create a wall 3 in unoccupied squares within 5
Lvl 16 45,000 gp Lvl 26 1,125,000 gp squares of you. At least 1 square of the wall must be adja-
Arms Slot cent to you, and the wall must be on a solid surface. The
Property wall is blocking terrain. It can be up to 2 squares high, and
You can draw a +2 magic dagger from these bracers as though has AC/Reflex 5, Fortitude 10, and resist 10 to all damage. A
drawing it from a sheath (typically a minor action). The dagger square of the wall is destroyed if it takes any damage.
lasts until the end of the current turn. Level 23: Wall 5 within 10 squares of you; resist 15 to all
Level 16: +3 magic dagger. damage.
Level 21: +4 magic dagger.
Level 26: +5 magic dagger.
Special: These bracers can be crafted to produce a different Greater Storm Shield
light thrown weapon, such as a shuriken. The all-wooden construction of this shield, which is
bound in black leather and set with studs of white
Gleaming Diamond Bracers marble, features not a single pin, nail, or clip of metal.
Like many magic items made from gem and stone, Said to have first been employed by druids, the greater
gleaming diamond bracers were first crafted by the storm shield is a stalwart defense against—and conduit
dwarves, and were worn as badges of honor by their for—the power of the storm. When the shield’s power
most powerful clan lords. In battle, the bracers flare is used, the images of shifting clouds on its surface
with a bright light when their magic absorbs an animate, becoming dark and riddled with lightning.
attack that might otherwise fell their wearer. In the
Underdark, dwarf scouts who have become separated Greater Storm Shield Level 8+ Uncommon
from their fellows look for this beacon in the dark- When a foe dares to attack you, you summon the power of the
storm through this shield to smite your enemy.
ness, which signals both a warning and a call to arms.
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Gleaming Diamond Bracers Level 9+ Uncommon
Arms Slot: Any shield
These clear crystal bracers blaze with light as you shrug off your Property
foe’s attack. You gain resist 5 lightning and resist 5 thunder.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp Level 18: Resist 10 lightning and resist 10 thunder.
Lvl 19 105,000 gp Level 28: Resist 15 lightning and resist 15 thunder.
Arms Slot Attack Power (Lightning, Thunder) ) Daily (Immediate
Property Reaction)
These bracers cast bright light in a 5-square radius. You can Trigger: An enemy within 10 squares of you hits you with an
extinguish the light or restore it as a minor action. attack.
Utility Power ) Daily (Immediate Reaction) Effect: The triggering enemy takes 10 lightning and thunder
Trigger: An attack deals a particular type of damage to you. damage. If the enemy’s attack deals lightning or thunder
Effect: You gain resist 5 to that damage type until the end of damage, you do not expend this power.
the encounter. Level 18: 15 lightning and thunder damage.
Level 19: Resist 10. Level 28: 20 lightning and thunder damage.
Level 29: Resist 15.

CH A PTER 4 | Magical Gear


60
A R M S S LOT I T E M S
Ranging Defender Shield
As the story goes, an ancient merchant prince com-
missioned seven identical shields for his bodyguards
to help them protect him, because he was despised
so widely that more than ten thousand people had
vowed to kill him. Whether or not the story is true,
all seven known shields of this type bear a weasel
rampant, the emblem of the trading house the mer-
chant ruled.
In addition to its strong protective magic, a rang-
ing defender shield has an additional enchantment that
makes it well suited for its original purpose of defend-
ing another. With a command word, its wielder can
transfer the shield’s protective aegis to a nearby ally;
a shimmering duplicate shield appears in the air next
to that person to protect him or her from harm.

Ranging Defender Shield Level 4+ Uncommon


You protect a comrade in danger by extending this shield’s
magical defenses to that ally.
Lvl 4 840 gp Lvl 24 525,000 gp
Lvl 14 21,000 gp
Arms Slot: Any shield
Utility Power ) Encounter (Minor Action)
Effect: Close burst 5 (one ally in the burst). Until the end of Searing shield
your next turn, the target gains the shield’s bonuses to AC
and Reflex, and you lose them.
Utility Power ) Daily (Minor Action) Searing Shield
Effect: Close burst 5 (one bloodied ally in the burst). The target To outward appearances, this shield seems nothing
gains resist 5 to all damage until he or she is no longer
more than a finely made defensive item, perhaps
bloodied or until the end of the encounter.
Level 14: Resist 10 to all damage.
holding some minor enchantment. But when the
Level 24: Resist 15 to all damage. command word is spoken, the shield emanates a wall
of light in front of its wielder to drive away the dark-
ness like a beacon in the night. The light is so bright
Robilar once told me that if given and pure that undead caught within its glare quail
a choice of a weapon or a shield, before it.
With a second word, the searing shield blazes with a
a warrior should always pick the shield. halo of light that extends upward to the heavens. That
The premise, I presume, is that the radiance is so pure that it will sear the flesh of any
shield guards your life and also can be undead creature that gets too close.

used to strike a foe. It has not escaped Searing Shield Level 13 Uncommon
my notice, however, that Robilar You send a wave of brilliant light outward from this shield to
illuminate the darkness.
always wore his sword, even in peaceful
Arms Slot: Any shield 17,000 gp
company, but carried a shield only Utility Power (Zone) ) Encounter (Minor Action)
Effect: Close blast 5. The blast creates a zone of bright light
in times of known danger. The shield that lasts until the end of the encounter or until you are no
protects, but the sword swiftly kills longer holding the shield. When you move, the zone moves
with you, keeping the same orientation. Undead creatures
that which threatens. grant combat advantage while in the zone. Once per round
during your turn, you can reorient the zone as a free action.
Utility Power (Aura, Radiant) ) Daily (Minor Action)
Effect: You activate an aura 1 that lasts until the end of the
encounter or until you are no longer holding the shield. Any
undead enemy that ends its turn in the aura takes 2 radi-
ant damage. At night, the aura also sheds bright light in
a column that extends upward, stopped only by blocking
JIM NELSON

terrain.

CH A PTER 4 | Magical Gear


61
Shield of Aversion Tusk Shield
Though halflings are as fierce as any other warriors, At first glance, a tusk shield looks like something that
many of them believe that the best way to win a fight was quickly constructed from scrap materials. A pair
is to avoid it altogether. Playing to this philosophy, the of thick tusks of bloodstained ivory are set in a V
shield of aversion is one of the few magic items whose shape and banded with strips of black oak, but with
creation originated within the halfling clans, and it gaps between them wide enough to drive a great-
suits that race well. The halflings’ predilection for sword through. Enemies that face a charging warrior
lore sees many warriors of that race engrave these protected by a tusk shield quickly come to understand
shields with carefully scribed tales of their own valor, the potency of the item—despite the fact that it doesn’t
allowing a warrior’s prowess to be easily seen by his seem capable of turning aside any blows.
or her enemies. Halfling clans highly value shields of
aversion, and they do not take it well when they see Tusk Shield Level 2 Common
a member of another race carrying one as the spoils With this shield on your arm, your deadly charge shatters your
taken from a fallen halfling warrior. enemies’ attacks.
Arms Slot: Light shield 520 gp
Shield of Aversion Level 15 Uncommon Property
Whenever you charge, you gain a +2 item bonus to all defenses
Even as your foe closes in to attack, you see its eyes cloud with
until the start of your next turn.
uncertainty.
Arms Slot: Any shield 25,000 gp
Property Twilight Shield
You gain a +4 item bonus to all defenses against charge attacks.
A twilight shield is crafted from black glass that is
Utility Power (Charm) ) Daily (Immediate Interrupt)
Trigger: An enemy hits you with a melee attack while you are
exposed only to the light of the setting sun during the
adjacent to another creature. month required to craft the item. By absorbing the
Effect: Choose a creature adjacent to you, other than the trig- growing shadows of the oncoming night, a twilight
gering enemy. The attack hits that creature instead of you. shield is imbued with the magic of shadow. On com-
mand, a halo of shadows emerges from it, cloaking
Shield of the Doomed those within against attacks made at a distance.
For most warriors, the promise to fight to the death
Twilight Shield Level 8 Uncommon
in the service of liege, country, and comrades is the
This shield looks like a polished black pane of glass set in a
ultimate expression of loyalty. For the elite imperial
sturdy metal frame.
guard of Nerath, such a vow was not enough—they
Arms Slot: Any shield 3,400 gp
pledged to fight beyond death, using the magic of the Utility Power (Aura) ) Encounter (Minor Action)
shield of the doomed to fulfill that oath. It is said that Effect: You activate an aura 1 that lasts until the end of the
no single blow can lay low the wielder of this battered encounter or until you move. You and each creature in the
steel and adamantine shield, and many foes have aura have partial concealment against ranged attacks.
been shocked by the counterattack of a hero wielding
one who should have breathed his or her last. Vanguard’s Shield
High in their rocky redoubts, the dwarves present an
Shield of the Doomed Level 23 Rare
implacable defense to those who would plunder their
Thanks to the protective magic of this shield, you shrug off a
vast treasures. Typically outnumbered by invading
fatal blow, giving you time to put your foe down.
goblins and orcs, the dwarves learned to craft weap-
Arms Slot: Heavy shield 425,000 gp
Utility Power ) Daily (Immediate Interrupt)
ons and armor that would help even the odds. Named
Trigger: An attack drops you to below 1 hit point. for the elite dwarf fighting units that stand at the
Effect: You instead have 1 hit point, and you gain temporary front of any battle, a vanguard’s shield emits a pulse of
hit points equal to the damage dealt by the triggering attack. magical power that blunts a charging enemy’s attack.
Utility Power ) Daily (Minor Action) By keeping their foes from breaking through the front
Effect: Choose one enemy within 5 squares of you. The next lines, the dwarves can pulverize them with fire from
time you drop below 1 hit point before the end of the
the back ranks.
encounter, you instead have 1 hit point, but only if the
chosen enemy has at least 1 hit point. However, if you are
at 1 hit point or lower when that enemy drops below 1 hit Vanguard’s Shield Level 3 Common
point, you must roll a d20. If you roll a 9 or lower, you die. When an enemy charges, this steel shield hinders the attack.
Arms Slot: Any shield 680 gp
Property
You gain a +4 item bonus to all defenses against charge attacks.

CH A PTER 4 | Magical Gear


62
Feet Slot Items

F E ET S LOT I T E M S
Boots of Levitation
The most powerful (and thus most famous) pair
Boots and shoes are popular forms of enchanted of boots of levitation was made for one of the most
items not just for what they can do but also because notorious political agitators in ancient Nerath. The
much magical footgear is innocuous in appearance: rabble rouser in question was renowned for deliver-
Not until you use your boots of levitation to surprise ing scathing speeches in public places, but as crowds
your foes do they realize what they’re up against. gathered, those who arrived later had a difficult
time hearing this speaker. With the boots, however,
Boots of Elvenkind he was able to rise above the ground so that large
crowds could see him and hear his words. This
This supple leather footwear lets its wearer pass
method of gaining height had the additional benefit
without leaving a trace or making a sound over any
of raising him above the city guards who were typi-
ground, no matter how unsuited to stealth or how
cally dispatched to arrest him, once the authorities
cluttered the path might be. Dry leaves, spongy soil,
got wind that he was speaking. The Floating Dema-
and even fresh, squelching mud are no challenge to
gogue, as he came to be known, was eventually
secrecy for someone wearing boots of elvenkind.
arrested and put to death—his boots getting burned
One legend tells of an elf who was so proud of his
publicly right after him.
skill in crafting a pair of these boots that he walked
silently across a pile of bells, gongs, and cymbals
Boots of Levitation Level 9 Uncommon
before the court of an eladrin noble. Whether that
You rise into the air thanks to these soft leather boots, able to see
tale is true or not, the items made in his family’s
and be seen across a broader area.
workshops are still in high demand to this day.
Feet Slot 4,200 gp
Utility Power ) Encounter (Move Action)
Boots of Elvenkind Level 7+ Uncommon Effect: You fly up to 4 squares vertically and 1 square hori-
You pass without notice, leaving neither footprint nor echo. zontally, and you can hover there until the end of your next
Lvl 7 2,600 gp Lvl 27 1,625,000 gp turn. When the levitation ends, you descend to the ground
Lvl 17 65,000 gp without taking falling damage.
Feet Slot
Property
You gain a +2 item bonus to Stealth checks.
Boots of the
Level 17: +4 item bonus. Shadowed Path
Level 27: +6 item bonus.
Utility Power (Illusion) ) Daily (Move Action)
These magic boots are attuned to the ebb and flow
Effect: You move up to your speed, and you are hidden (invis- of shadow magic. On command, a creature wearing
ible and silent) during the move. them can step through shadow to appear somewhere
else nearby. Although this teleportation effect is lim-
Boots of Leaping ited in its range, the boots’ enduring magic allows
their wearer to use them time and time again.
Most boots of leaping are ugly, thick-soled footwear
that use simple materials, but their appearance belies Boots of the Shadowed Path Level 13 Uncommon
their nature. The wearer can jump over enemies
These leather boots are utterly black and seem to absorb light.
without a running start, vault up city walls, clear a
Feet Slot 17,000 gp
broad river in one bound—and make it look effortless. Utility Power (Teleportation) ) Encounter (Move Action)
Boots of leaping are unusually uniform in appear- Effect: You teleport up to 3 squares. You must end this tele-
ance and function, because all were made by the portation adjacent to a creature or an object that is Small or
same enchanter. This unlucky mage spent a century larger.
doing nothing but crafting the same item over and
over again at the behest of the dwarf warlord who
held him captive and wanted every member of his
army’s vanguard to have a pair.

Boots of Leaping Level 9 Rare


Empowered by these boots, you fling yourself into the air, clear-
ing your foes and landing behind them.
Feet Slot 4,200 gp
Property
You gain a +2 item bonus to Athletics checks to jump.
Utility Power ) Encounter (Move Action)
Effect: You jump to a square within 10 squares of you. The
jump does not provoke opportunity attacks.

CH A PTER 4 | Magical Gear


63
Halfling Boots
Halflings are known to prefer flight or stealth to
a direct fight, and these magic boots reflect their
desires. Crafted by a cabal of halfling wizards, these
boots allow a creature to move with a subtle balance
of speed, agility, and foresight. With the aid of the
boots, a creature can slip between a giant’s stomping
feet or glide past a dragon’s grasping talons with ease.

Halfling Boots Level 9 Uncommon


These boots look like they are sized for a child, but when you
attempt to pull them on, they grow just large enough to fit you.
Still, they feel tight around your feet.
Feet Slot 4,200 gp
Property
You can move through the space of any enemy that has a size
category larger than yours.

Shoes of the Tireless Gait


The shoes of the tireless gait are well named; one who
travels while wearing them is able to continue walk- Shoes of water walking
ing without fatigue for as long as he or she perseveres
and maintains momentum. Even sleep can be fore-
stalled by the magic of this footwear. Shoes of Water Walking Level 6 Common
Adventurers must be wary when seeking these While in these shoes, you tread across water as if it were land.
shoes, because cursed versions also exist that compel Feet Slot 1,800 gp
Property
those who wear them to travel without pause. Those
You can move on water as if it were solid ground (rough water
unfortunate enough to don such footgear find them- counts as difficult terrain). You can break through the surface
selves unable to stop and rest, walking themselves to of the water as a free action, whether you’re descending or
their doom. ascending.

Shoes of the Tireless Gait Level 8 Common


The simple boot represents a stunning
While you stay in motion, these shoes keep your body fresh for
the challenges ahead. innovation. The most primitive people
Feet Slot 3,400 gp run barefoot through the world, but
Property
You can walk without fatigue or the need to stop for sleep. when they discover sandals, they can
However, if you walk for more than 24 hours, you take a –5 pen-
alty to all skill checks, ability checks, and attack rolls until the
walk farther with fewer troubles.
end of your next extended rest. A simple closed toe on the sandal can
add miles to the distance an army can
Shoes of Water Walking march in a day. And when your soldiers’
For anyone wearing this footwear, oceans are like
land and can be crossed as easily. Lakes, rivers, and cracked and bleeding feet are armored
swampland are little different from firm earth. Being by a true shoe as they walk for miles
on the water’s surface can be a drawback, however, along dung-spattered trails, the benefits
when bad weather strikes or evil magic is employed.
In hurricane conditions, for instance, rather than are multifold. When you realize all this,
being able to sink beneath the turmoil, the wearer it’s no wonder that spellcasters have
is battered by wind and waves (but presumably only
until he or she has managed to remove the shoes).
lavished enchantments upon footwear.
Shoes of water walking were originally developed
to protect aristocrats who traveled on small ships in
rough seas, but were soon after put to less noble uses
by the pirates who stole them.
H OWA R D LYO N

CH A PTER 4 | Magical Gear


64
Hands

H A N D S S LOT I T E M S
Gauntlets of Swimming Level 10 Common
and Climbing
Slot Items Primal strength flows through your limbs when you don these
gauntlets.
For obvious reasons, anyone can benefit from even a Hands Slot 5,000 gp
Property
mundane pair of gloves or gauntlets. When they’re
You gain a climb speed and a swim speed both equal to half
supplemented with a magical quality, so much the your speed.
better.

Gauntlets of Remote Action Gloves of Missile Snaring


These fine white leather gloves seem to fade away
These fine chainmail gauntlets set with ruby studs when worn, becoming little more than a paper-thin
come in a pair matched for the same hand, which sheath over the hands. The benefit of gloves of missile
often confuses those who discover them. With one snaring emerges only in the thick of combat, when
gauntlet worn, the wearer can launch the other into arrows, bolts, sling bullets—and even the deadly
the air, where it floats and moves under mental com- spears of giants—can be caught by the wearer with
mand. This second hand mimics the movements of almost supernatural grace. Of greater surprise to a
the first, allowing the wearer to perform a number startled foe that witnesses this act is seeing its own
of simple activities at a distance. The user can also projectile hurtling back toward it.
sometimes switch places with the floating gauntlet.
These gauntlets are sometimes worn by alchemists Gloves of Missile Snaring Level 15 Uncommon
who find it useful to mix dangerous components from
Your gloved hand moves in a blur, plucking your foe’s arrow out
a safe distance. of midair before you hurl it back as a deadly missile.
Hands Slot 25,000 gp
Gauntlets of Remote Action Level 9 Uncommon Utility Power ) Daily (Immediate Interrupt)
You send one of these gauntlets into the air, where it waits for Trigger: An enemy hits you with a ranged weapon attack.
you to control its actions from a safe distance. Effect: You gain a +4 power bonus to all defenses against
Hands Slot 4,200 gp the attack. If this bonus causes the attack to miss you, the
Utility Power ) At-Will (Minor Action) enemy is hit by the attack instead.
Effect: You cause one of the gauntlets to lift off your hand
and float in a square adjacent to you. The gauntlet does not
occupy its square. While the gauntlet is floating, you can
Hero’s Gauntlets
perform actions with it as if your hand were still in it, such Kavad, a renowned warlord and famous champion of
as opening doors, picking up objects, and making Thiev- the second-to-last Nerathan emperor, was the first to
ery checks. You cannot use the floating gauntlet to make wear hero’s gauntlets. Those who follow his example
attacks or to perform any action requiring two hands. know that the true mark of a hero lies in one’s abil-
You can take a move action to move the gauntlet up to
ity to push past all limits—to the point where life and
10 squares, and it must end the move within 10 squares of
you. If the gauntlet is adjacent to you, you can return it to
death, reputation and honor, and fame and infamy
your hand as a minor action. If you drop below 1 hit point or cease to matter.
remove the gauntlet that you’re wearing, the floating gaunt-
let returns to your hand. Hero’s Gauntlets Level 17+ Common
Utility Power (Teleportation) ) Daily (Move Action) When you push past your limits, the magic of these gauntlets
Requirement: One of the gauntlets must be floating. backs up the fury of your attack.
Effect: You teleport, swapping positions with the floating
Lvl 17 65,000 gp Lvl 27 1,625,000 gp
gauntlet.
Hands Slot
Properties
Gauntlets of Swimming ) Whenever you spend an action point to make an attack, you
gain a +1 bonus to attack rolls with that attack.
and Climbing ) Whenever you spend an action point to make an attack
A creature wearing these gauntlets moves with super- and the attack deals damage, you gain temporary hit points
equal to one-half your healing surge value.
natural grace in the forest canopy or beneath the
Level 27: +2 bonus to the attack rolls, and temporary hit points
surface of a lake or a stream. Made of well-creased equal to your healing surge value.
leather and ornamented with studs of steel and jet,
gauntlets of swimming and climbing appear damp to
both sight and touch, though they leave no trace of
water on anything they touch. The ancient ranger
orders of the wood elves once gifted these gauntlets as
a sign of rank and accomplishment, but they are now
seldom found among the forest folk.
CH A PTER 4 | Magical Gear
65
Life-Draining Gauntlets
A patchwork of bone-dry leather strips of unknown
origin, these gauntlets are seldom worn by the overly
moral or faint of heart. Those who know the function
of this macabre handwear understand that its cre-
ation requires the flayed skin of sentient humanoids.
Daring to wear the flesh of the dead gives dark power
to the wearer—power over life and death, and the
ability to feed from both.

Life-Draining Gauntlets Level 6+ Rare


The dead flesh of these grisly gauntlets draws strength from
your enemies.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Hands Slot
Property
You gain a +2 item bonus to necrotic damage rolls.
Level 16: +4 item bonus.
Level 26: +6 item bonus.
Utility Power ) Daily (No Action)
Trigger: You hit a creature with an attack and deal necrotic
Gauntlets of ogre power
damage to it.
Effect: You gain temporary hit points equal to 4 + the gaunt-
lets’ level. True Gauntlets of Ogre Power Level 17 Rare
When the brutal strength of the ogre courses through you,
While the material they are made nothing can stand in your way.
Hands Slot 65,000 gp
of might cause some to become queasy, Property
life-draining gauntlets can be a boon You gain a +4 item bonus to Athletics checks and Strength
ability checks.
to anyone. The secret to their most Utility Power ) Encounter (No Action)
Trigger: You make a Strength check to break or lift an object.
effective use is that you need only spill Effect: You gain a +4 power bonus to the Strength check.
a few drops of blood from a creature, Utility Power ) Encounter (No Action)
Trigger: You hit a creature with a melee attack.
friend or foe. Of course no ally likes Effect: You gain a +4 power bonus to the damage roll against
being attacked, but if you ensure the that creature for this attack.

harm you inflict is minimal, the benefit


you gain from such an act can be I’ve heard that the creator of gauntlets
quite substantial. of ogre power was a godlike being
known as Vaprak the Destroyer.
True Gauntlets Whether true deity or exarch,
of Ogre Power Vaprak is worshiped by trolls and
Although true gauntlets of ogre power are best known ogres in many worlds. Though this
for granting their wearer phenomenal strength, they entity appears to be little more than
also feature a more subtle magic that adapts to the
armor worn by their wielder, making them nearly
a brutish and mean being, the creation
impossible to detect by casual sight or contact. A of the gauntlets could imply some
rogue in leather wears the gauntlets as matching strategy of subtlety and scope.
gloves of heavy calfskin; a knight in full plate wears
them as steel gauntlets that perfectly match his or her Beyond that, I do not speculate.
armor’s hue and alloy. Doffed, they appear as plain
leather gauntlets set with rusting studs, and careless
adventurers might realize too late that they missed
CHRIS SE AMAN

this rare treasure.

CH A PTER 4 | Magical Gear


66
Head Slot Items

H EA D S LOT I T E M S
inherited the eyes of charming after Warallako’s unex-
pected and violent demise, and put them to better use
turning his fractious tribes into a nation.
Hats and helms are what many people think of when
they consider the purchase of an item in this category.
Eyes of Charming Level 6+ Rare
The most unusual enchanted objects in this group,
These silver spectacles let you either assert subtle influence on
however, might be those that don’t touch the owner’s
others, or force them to do your bidding.
head at all.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Crown of Leaves Head Slot
Property
The first elves to migrate from the Feywild to the
You gain a +2 item bonus to Bluff checks and Diplomacy
world brought this headwear with them to their new checks.
homes. These Feywild-infused circlets allowed the Level 16: +4 item bonus.
elves to establish mastery over the unspoiled forests. Level 26: +6 item bonus.
- Attack Power (Charm) ) Daily (Standard Action)
Crown of Leaves Level 7 Common Attack: Ranged 5 (one creature); the eyes’ level + 5 vs. Will
Hit: The target is dominated (save ends). The target is not
The fey energy imbued into this delicate crown unveils nature
aware that you used this power against it.
and its secrets to your sight and touch.
Head Slot 2,600 gp
Property Eyes of charming often prove more
You gain a +2 item bonus to Nature checks and Insight checks.
difficult to use than their wearers
Exceptional Factotum Helm first surmise. Just because a victim
The beautiful and capricious Queen Ailion had of the magic does not know you used
many suitors, but she vowed to wed only the one who a power to control it does not mean the
could master a series of twelve tasks of intellectual
and physical skill. But while countless heroes tried victim cannot recognize it was controlled.
and failed, a stripling adventurer named Parrin met To use the eyes successfully, you must use
Ailion’s challenge and became her king and consort— them subtly. Lay the groundwork for the
with the help of this elaborately etched silver helm,
which he found by chance in some old eladrin ruins. charmed action, and the victim might
not even suspect it was ensorcelled.
Exceptional Factotum Helm Level 4+ Rare
The knowledge stored within this silver helm is imparted to you
when you need it most.
Eyes of the Eagle
Lvl 4 840 gp Lvl 24 525,000 gp These minute crystal lenses magically attach them-
Lvl 14 21,000 gp selves directly to the eyes of the wearer, making them
Head Slot all but impossible to detect when they are worn. The
Property existence of these lenses was first recorded in legends
You gain a +1 item bonus to untrained skill checks.
of the ancient druid war leader Ohartu, but his tribe’s
Level 14: +2 item bonus.
Level 24: +3 item bonus.
lack of crafters suggests that the eyewear was prob-
Utility Power ) Daily (Minor Action) ably a relic from an older age that he discovered.
Effect: You gain training in one skill until the end of your next
turn, or for 1 minute when not in an encounter. Eyes of the Eagle Level 11+ Uncommon
Level 14: You gain training until the end of the encounter, or After an initial surge of vertigo, these magic lenses, which rest
for 1 hour when not in an encounter. unseen on your eyes, bring the farthest objects into sharp relief.
Level 24: You gain training in two skills until the end of the
Lvl 11 9,000 gp Lvl 21 225,000 gp
encounter, or for 1 hour when not in an encounter.
Head Slot
Property
Eyes of Charming You gain a +3 item bonus to Perception checks. When spotting
creatures or phenomena 20 or more squares away from you,
The gnome enchanter Warallako was known for both the bonus increases by 2. In addition, you have normal visual
his arcane crafting and his ability to manipulate the acuity at a range of 5 squares. For example, an inscription or
will of any creature of his choosing (at least according parchment 5 squares away from you can be read as if it was
to the tales he told). This set of stylish silver spectacles held up close.
was discovered to be the source of the enchanter’s Level 21: +5 item bonus.
alleged charm after he tried to use them on the wife
of Aloryan, a fiery-tempered elf chieftain. Aloryan

CH A PTER 4 | Magical Gear


67
Helm of Brilliance Helm of Seven Deaths
Crafted of brilliant silver and polished steel, this Legends of the Shadowfell speak of gems and their
helm appears to be a mundane piece of armored ability to capture and hold the souls of recently slain
headgear when first found. Only close study reveals creatures. A gem’s facets can, with the proper infusion
the secret of its precious gems, each channeling the of divine or arcane magic, become a twisting, wind-
powerful magic of the helm’s unknown makers. The ing maze that captures a soul and forces it to travel
resistance to fire that the helm bestows cannot be in endless circles rather than depart to the afterlife.
sustained indefinitely, however, and the helm’s magic The helm of seven deaths incorporates several such
can be overwhelmed by exposure to intense heat and gems. When the helm’s wearer defeats a foe, the gems
flames, causing it to focus that energy inward. mounted upon it capture the departing soul and store
it for use in fueling the helm’s powers.
Helm of Brilliance Level 18+ Rare
The gems of this helm flare in a corona of brilliant light as you Magic was never meant to make us lazy.
prepare to unleash their power.
Head Slot There’s no substitute for the discipline
Lvl 18 85,000 gp Lvl 28 2,125,000 gp and effort involved in actually learning
Lvl 23 425,000 gp
Property a language that’s not your own.
You gain resist 15 fire. If an attack deals more fire damage than
20 + one-half your level before your resistance is applied, you
If you lean on magic items to do all
instead have vulnerable 15 fire against that attack. your work for you, you will someday
- Attack Power (Radiant) ) Daily (Standard Action)
Attack: Ranged 10 (one creature); the helm’s level + 3 vs. Will
find yourself badly disappointed.
Hit: 10 radiant damage, and the target is dazed until the end
of your next turn.
Level 23: 15 radiant damage.
Level 28: 20 radiant damage.
* Attack Power (Fire) ) Daily (Standard Action)
Attack: Area burst 2 within 10 (each creature in the burst); the
helm’s level + 3 vs. Reflex
Hit: 15 fire damage, and ongoing 10 fire damage (save ends).
Level 23: 15 fire damage, and ongoing 15 fire damage.
Level 28: 20 fire damage, and ongoing 20 fire damage.
Utility Power ) At-Will (Minor Action)
Effect: The helm casts bright light in a 10-square radius until
you extinguish it as a minor action or until the helm is
removed.

Helm of Languages
The ambassadors of the famous warrior Beharrin
first created and made use of this unassuming war
helmet. The power of the helm of languages was criti-
cal to the diplomatic efforts that allowed Beharrin
to forge the kingdom that bore his name, and these
precious items have aided countless lords, nobles, and
adventurers in the long years since.

Helm of Languages Level 10 Common


When you slip on this helm, the haze of garbled voices around
you quickly gives way to perfect understanding.
Head Slot 5,000 gp
Property
You can speak and understand any spoken language (the
helm does not grant literacy or the ability to speak Abyssal or
Helm of brilliance
Supernal).
CHRIS SE AMAN

CH A PTER 4 | Magical Gear


68
H EA D S LOT I T E M S
Helm of Teleportation
The helm of teleportation is known far and wide even
though very few of these items have ever existed. In
fact, its reputation might even predate its creation:
Explorers have discovered ancient pictograms that
show two images of the same individual some dis-
tance apart from one another. One of the images
is bareheaded, and the other is wearing a helmet.
Some experts take this to mean that the headgear
had something to do with the individual’s movement,
while critics of that view are quick to point out that
it’s not necessary to take off a helm of teleportation to
prevent it from working.
Whatever the case, it’s not unusual for bystanders
to believe they’ve just seen a helm of teleportation in
action when what they truly saw was someone using a
teleport power while wearing a hat.

Helm of Teleportation Level 15+ Rare


This headwear makes you preternaturally aware of the space
around you, allowing you to step to other nearby locations in the
blink of an eye.
Helm of seven deaths Lvl 15 25,000 gp Lvl 25 625,000 gp
Head Slot
Property
Helm of Seven Deaths Level 5 Rare When you teleport on your turn and end the move adjacent to
This black helm has seven green gems set above its brow. They any enemies, you gain combat advantage against those enemies
are dull, dead things, as if they once held magical power that until the end of your next turn.
has long since been spent. Utility Power (Teleportation) ) Encounter (Move Action)
Head Slot 1,000 gp Effect: You teleport yourself or an adjacent ally up to 6
Utility Power ) At-Will (Minor Action) squares.
Effect: Choose one bloodied creature you have hit with an Level 25: You teleport yourself or an adjacent ally up to 12
attack during this turn. You learn that creature’s current hit squares.
point total.
Utility Power ) At-Will (Free Action, 1/Turn)
Trigger: You kill a living creature with an attack.
Ioun Stones
Effect: One of the helm’s seven gems captures the creature’s The oldest legends speak of Ioun stones as gifts given
soul. A gem can hold no more than one soul at a time and by the god of knowledge and prophecy to the greatest
glows with a green radiance while it contains a soul. A dead heroes. Ioun stones as a group encompass a wide range
creature cannot be returned to life while its soul is captured of wondrous powers, and each stone in its own right
in this manner. is very powerful. All of them have one characteristic
Utility Power (Healing) ) Encounter (Minor Action)
in common: The stone’s power is activated by setting
Requirement: At least three of the seven gems must each con-
tain a soul.
it in motion around its wearer’s head, where it orbits
Effect: You regain hit points equal to 5 + one-half your level, continuously.
and two of the gems release their souls. Priests of Ioun argue over their deity’s motives
Utility Power ) Daily (Minor Action) in creating the stones and believe that anyone who
Requirement: All seven gems must contain souls. comes into contact with one should take it as a sign of
Effect: On your next damage roll, maximize the results of up prophecy. If someone is seen with two of the stones
to four of the dice you roll. All seven gems then release their
in his or her possession, the priesthood marks that
souls.
person as destined for great (and sometimes terrible)
events. For this reason, many adventurers shun the
stones despite their power, fearing that they might be
swept up in events outside their control.
WA R R E N M A H Y

CH A PTER 4 | Magical Gear


69
Ioun Stone of Vigor Level 21 Rare
This pink rhomboid lends its magic to your bodily health.
Head Slot 225,000 gp
Property
You gain a +4 item bonus to Constitution-based skill checks and
Constitution ability checks. You also gain a +5 item bonus to
the damage rolls of Constitution-based attacks.

Ioun Stone of Intellect Level 21 Rare


This scarlet and blue sphere sharpens the power of your mind.
Head Slot 225,000 gp
Property
You gain a +4 item bonus to Intelligence-based skill checks and
Intelligence ability checks. You also gain a +5 item bonus to the
damage rolls of Intelligence-based attacks.

Ioun Stone of Insight Level 21 Rare


This iridescent blue sphere hones your instincts to a fine edge.
Head Slot 225,000 gp
Property
You gain a +4 item bonus to Wisdom-based skill checks and
Wisdom ability checks. You also gain a +5 item bonus to the
Ioun stone damage rolls of Wisdom-based attacks.

Ioun Stone of Perfect Language Level 22 Rare Ioun Stone of Allure Level 21 Rare
This white and pink rhombic prism makes you more persuasive This pink and green sphere increases your presence and force of
and gives you a knack for language. personality.
Head Slot 325,000 gp Head Slot 225,000 gp
Property Property
You gain a +5 item bonus to Bluff, Diplomacy, Intimidate, and You gain a +4 item bonus to Charisma-based skill checks and
Streetwise checks. In addition, you can understand any spoken Charisma ability checks. You also gain a +5 item bonus to the
language, and when you speak, all creatures hear your words in damage rolls of Charisma-based attacks.
their native language.
Utility Power ) Daily (Free Action)
Trigger: You make an Insight check.
Reading Spectacles
Effect: You treat the check as if you rolled a natural 20. The first reading spectacles were crafted in lost antiq-
uity but are recorded as having been in the possession
Ioun Stone of Sustenance Level 21 Common of a human playwright named Monieta. In the early
This iridescent spindle lessens your need for rest and removes days of Nerath, his work as a dramatist heralded a
your body’s base needs for air and nourishment. groundbreaking and illustrious career—until it was
Head Slot 225,000 gp revealed that his entire body of work was plagiarized
Property from a dozen lost cultures, translated into Common
You do not need to eat, drink, or breathe. In addition, when you with the help of his spectacles.
take an extended rest, you do so in half the normal time.
Reading Spectacles Level 2 Common
Ioun Stone of Might Level 21 Rare
Your vision blurs the first time you put on these spectacles, then
This pale blue rhomboid augments your physical strength. all written text comes into perfect focus and clarity.
Head Slot 225,000 gp Head Slot 520 gp
Property Property
You gain a +4 item bonus to Strength-based skill checks and You can read any language (the spectacles do not grant the abil-
Strength ability checks. You also gain a +5 item bonus to the ity to speak or write a language).
damage rolls of Strength-based attacks.

Ioun Stone of Agility Level 21 Rare


This deep red sphere increases your reaction time and quickness.
Head Slot 225,000 gp
Property
You gain a +4 item bonus to Dexterity-based skill checks and
Dexterity ability checks. You also gain a +5 item bonus to the
MARC SA SSO

damage rolls of Dexterity-based attacks.

CH A PTER 4 | Magical Gear


70
Neck Slot Items

N EC K S LOT I T E M S
Amulet of Life Protection Level 2+ Common
Each time you take damage to body or mind, this amulet pulses
warmly, reminding you of the protection it holds for you, even
Magic items worn on or around the neck are so in death.
varied in physical form that almost anyone you Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
meet might be wearing one. Who’s to say whether Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
someone’s dirty cloak has a hidden power, or the Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
small charm around one’s neck is more than mere Neck Slot
decoration? Enhancement Bonus: Fortitude, Reflex, and Will
Property
If you die while wearing the amulet and it is left on your body,
Amulet of Aranea the time that your corpse can lie dead and still be revived by
The first of these clustered settings of mithral, a power or a ritual is multiplied by 10. In addition, you cannot
ebony, and black glass were worn by the drow be raised as an undead creature. If the amulet is removed
from your corpse, these benefits end. Placing the amulet on an
during the earliest days of the war that sundered
already dead body has no effect.
them from their elf and eladrin kin. The enemies
of the drow typically destroyed amulets of aranea
they found on their hated foes, along with any other If you are so fortunate as to possess
items that might contain the magic of Lolth, but a an amulet of life protection (and
few surviving examples of this amulet made their
way to the fomorian kingdoms, and from there to friends willing to revive you), I suggest
the world. Because these items emulate the venom you change the chain on the amulet
and viciousness of the Spider Queen, assassins and to something other than gold.
others who seek any dark advantage in combat often
seek them out. It’s not good wearing the amulet
if your killer or some other scavenger
Amulet of Aranea Level 10+ Uncommon
strips it from you before your
This neck charm protects you from poison even as it cripples
your enemies with a venomous rebuke. friends reclaim your body.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3
Lvl 20 +4
25,000 gp
125,000 gp
Lvl 30 +6 3,125,000 gp
Brooch of
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Unerring Defense
Property Nerathan war mages knew that not even the strongest
You gain resist 5 poison. armor or magical protection could guard against all
Level 15 or 20: Resist 10 poison. attacks. The brooch of unerring defense, an ordinary-
Level 25 or 30: Resist 15 poison. looking clasp of silver and gold, was crafted to soften
Utility Power (Poison) ) Daily (Immediate Reaction) the blows that do get through.
Trigger: An enemy hits you with a melee attack.
Effect: The enemy that hit you takes 1d10 poison damage, and
ongoing 5 poison damage (save ends). The enemy also takes
Brooch of Unerring Defense Level 9+ Common
a –2 penalty to saving throws against poison effects until the This clasp flares with white light each time you shrug off an
end of the encounter. otherwise unavoidable strike.
Level 15 or 20: 1d10 poison damage, and ongoing 10 poison Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
damage (save ends). Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Level 25 or 30: 2d10 poison damage, and ongoing 20 poison Lvl 19 +4 105,000 gp
damage (save ends). Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will

Amulet of Life Protection Property


When an attack deals damage to you on a miss, that damage is
A rough-cut chunk of clear crystal set on a golden halved, unless it is ongoing damage.
chain, an amulet of life protection is a powerful ward
against possession and death. The talisman’s wearer
is bound to the item in such a way that it creates a
safe haven for that person’s mind and soul. In some
dark circles, tales are told of necromancers who have
learned how to use evil versions of these amulets to
bring a person back as a slave to the necromancer.

CH A PTER 4 | Magical Gear


71
Cloak of Displacement
Originally essential equipment of the elite Bael
Turath warriors known as the Fiendguard, the cloak
of displacement is cut from the hide of the dreaded
displacer beast. Its black leather shimmers in waves
of unsettling shadow as its wearer sidesteps even the
deadliest blows.

Cloak of Displacement Level 10+ Uncommon


When you wrap this shimmering cloak around yourself, your
enemies’ attacks strike empty air.
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
At the start of each encounter, you gain a +2 item bonus to AC
and Reflex until an attack against either of those defenses hits
you.
Utility Power (Teleportation) ) Daily (Immediate Interrupt)
Trigger: You are hit by a melee or a ranged attack.
Effect: The triggering attacker must reroll the attack roll and
use the second result. If the attack misses you, you can tele-
port 1 square.

Cloak of the Manta Ray Cloak of the phoenix


Adventurers who ply the world’s wide oceans, the
black waters of the Underdark, or the fierce seas
of the Elemental Chaos all can benefit from this Cloak of the Phoenix
unusual gray leather cloak. Always wet to the touch, This relic is said to have originated in the arcane
the cloak of the manta ray is said to have been created court of an empire whose name now lies beyond
by acolytes of the primal water spirits, who granted a memory. The cloak of the phoenix is a fine weave of
measure of their power to heroes defending the crea- pure gold thread loomed with white silk that cannot
tures that dwell beneath the waves. be marred by dirt or stain. Its clasp is a single golden
feather from the tail of the fabled phoenix, whose
Cloak of the Manta Ray Level 18+ Rare mastery of life and death is shared by any hero fortu-
When you enter the water, this cloak enfolds you, with its edges nate enough to claim one of these cloaks.
acting like the powerful wings of a fast-moving ray.
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Cloak of the Phoenix Level 20+ Uncommon
Lvl 23 +5 425,000 gp As your enemy’s deadly attack hits home, this cloak flares with
Neck Slot a blast of scouring fire that seems to devour you . . . until you
Enhancement Bonus: Fortitude, Reflex, and Will return, ready for battle again.
Property Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
You gain a swim speed of 8 and can breathe underwater. You Lvl 25 +5 625,000 gp
also have the aquatic keyword, so in aquatic combat, you gain a Neck Slot
+2 bonus to attack rolls against nonaquatic creatures. Enhancement Bonus: Fortitude, Reflex, and Will
Attack Power ) Encounter (Immediate Reaction) Utility Power (Fire, Healing) ) Daily (No Action)
Trigger: A creature hits you with a melee attack. Trigger: You drop below 1 hit point.
Effect: The triggering creature takes 2d6 damage. If you are Effect: Each enemy within 3 squares of you takes 1d10 fire
underwater, that creature is also dazed until the end of its damage, and you are removed from play. At the start of your
next turn. next turn, you reappear in your former space, or the nearest
Level 23: 3d6 damage. unoccupied space if that space is occupied. All effects on
Level 28: 4d6 damage. you end, you regain hit points equal to your healing surge
value, and you lose all remaining healing surges.
Level 25: 2d10 fire damage, and you regain hit points equal
to your bloodied value.
Level 30: 3d10 fire damage, and you regain all your hit
points.
CHRIS SE AMAN

CH A PTER 4 | Magical Gear


72
N EC K S LOT I T E M S
Cloak of the Shadowthief Greater Medallion
When faced with a fight worth believing in, a half- of the Mind
ling warrior will take on foes three times his or her
Many claim that these items were created by an order
size—and win. However, the halflings’ small stature
of psychics to help in their training of new recruits.
inspires their warriors to choose stealthy tactics and
Those familiar with eladrin magical lore offer a
roguish combat arts more often than a fighter’s bold-
different story, saying that the eladrin crafted the
ness. The cloak of the shadowthief was designed to even
original medallions of the mind to make fey enchant-
the odds for a stealthy combatant, enabling its wearer
ments even more powerful. They later refined the
to make surprisingly effective attacks from within its
power of these amethyst amulets to focus and shape
protective confines.
their thoughts into tools.
Cloak of the Shadowthief Level 14+ Uncommon
Greater Medallion of the Mind Level 15+ Rare
A veil of shadows erupts from this cloak, delaying your enemies’
The medallion’s gem glows softly as your thoughts take root in
reactions as they try to pinpoint your location.
the minds of those around you.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Neck Slot
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Enhancement Bonus: Fortitude, Reflex, and Will
Utility Power ) Encounter (Minor Action)
Properties
Effect: Until the end of your next turn, each enemy that you
) You gain an item bonus to Insight checks equal to the
have any concealment or cover against grants combat
medallion’s enhancement bonus.
advantage to you.
) You can communicate telepathically with any creature you
can see. Those willing to communicate with you can send
Cloak of the thoughts back to you, allowing two-way communication.
This telepathic communication fulfills the requirement of
Stalking Shadow any feature or power that a target be able to hear you.
A cloak of the stalking shadow is crafted from strands of Utility Power ) Encounter (Free Action)
shadows cast between rays of moonlight, each care- Trigger: An enemy attacks you.
Effect: The triggering enemy grants combat advantage until
fully strung together over the course of a month to
the end of your next turn.
produce a garment of utter darkness. When worn,
the cloak shifts and moves around its wearer, cloak-
ing him or her from sight. By focusing on the cloak’s
magic, its wearer allows the cloak’s form to merge
with his own. For a moment, the wearer becomes a
creature of insubstantial shadows.

Cloak of the Level 14+ Uncommon


Stalking Shadow
This flimsy, black cloak is cool to the touch. In your hands it
flows and shifts, as if it were a liquid barely being held in solid
form.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Property
You gain an item bonus to Stealth checks equal to the cloak’s
enhancement bonus.
Utility Power ) Daily (Minor Action)
Effect: Until the end of your next turn, you are insubstantial
and gain a +5 power bonus to Stealth checks.
CHRIS SE AMAN

Greater medallion of the mind

CH A PTER 4 | Magical Gear


73
Greater Necklace Greater Talisman
of Fireballs of Repulsion
Masked by special enchantments, this necklace Wizards and others who try to avoid melee favor
appears to be nothing but a piece of cheap jewelry. this useful pendant and its singular power. Known
However, a character who places the item around to have been in common use among the first eladrin
his or her neck can see the necklace as it really is—a mages to explore the mortal realm, the talisman
series of golden-red globes hanging from a fine gold ensures that creatures foolish enough to engage the
chain. The greater necklace of fireballs is one of the wearer in combat pay a potentially deadly price.
more devastating devices of arcane magic known
to exist, allowing its wearer to evoke the power of Greater Talisman Level 13+ Uncommon
arcane fire by making the motion of plucking off a of Repulsion
globe and hurling it. A burst of fiery terror comes into When an enemy strikes you, you release a pulse of magical force
being at the spot indicated by the wearer, scorching from this amulet that drives your foe back.
everything it touches. Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp
Greater Necklace of Fireballs Level 15+ Rare Neck Slot
The globes of this necklace are warm to the touch, hinting at the Enhancement Bonus: Fortitude, Reflex, and Will
deadly fire they can unleash upon your foes. Utility Power ) Daily (Immediate Reaction)
Trigger: A creature hits you with a melee attack.
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Effect: You push the triggering creature up to a number of
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
squares equal to the talisman’s enhancement bonus, and the
Neck Slot
creature is immobilized until the end of your next turn.
Enhancement Bonus: Fortitude, Reflex, and Will
* Attack Power (Fire) ) Encounter (Standard Action)
Attack: Area burst 2 within 10 squares (each creature in the Lesser Badge
burst); the necklace’s level + 3 vs. Reflex
Hit: 5d6 + the necklace’s enhancement bonus fire damage. of the Berserker
Level 20: 6d6 + enhancement bonus fire damage. In the aftermath of the Dawn War, the world was
Level 25: 7d6 + enhancement bonus fire damage.
given over to the care of humanoid tribes that had
Level 30: 8d6 + enhancement bonus fire damage.
Miss: Half damage.
long been pawns in the battles between gods and
primordials. The greatest of the tribes’ early leaders
were the first to wear the lesser badge of the berserker—a
I must express some misgivings about token crafted from the flesh and bone of heroes who
those magic items that give the spells had gone before them, and which granted them the
determination of those fallen heroes during the heat
cast by wizards to any ordinary fool. of battle.
Of course, magic items by their nature
grant nearly anyone powers beyond Lesser Badge of the Berserker Level 2+ Common
The jagged bone of this macabre badge digs into your flesh as
what they might normally accomplish, you race into battle, the pain inspiring you to greater fury.
but the greater necklace of fireballs Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
seems particularly egregious in that it Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
so obviously provides a wizard’s power. Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
Then again, lightning bolts, flight, Property
teleportation, charm, and sleep effects When you charge, you gain a +4 bonus to all defenses against
opportunity attacks provoked by the charge’s movement.
all reside in items usable by anyone.
I suppose I should just be grateful that Periapt of Health
there exist no gloves of magic missile. This charm is set with a blue-white diamond that
Actually, I should look into that. pulses faintly with each beat of its wearer’s heart.
A periapt of health protects against all disease,
whether inf licted by mundane squalor, the power
of magic, or the foulest monsters. Many tales tell of
adventurers finding these periapts within hidden
lairs secreted among the sewer systems of the more
wealthy cities.

CH A PTER 4 | Magical Gear


74
N EC K S LOT I T E M S
Periapt of Health Level 3+ Common Scarab of Insanity
This charm gives off a sweet scent that only you can detect,
The elite dragonborn warriors who fought against
masking any odor of noxiousness or corruption.
Bael Turath feared no physical pain. However, even
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
some of Arkhosia’s greatest heroes would quail when
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp tiefling spellcasters wearing scarabs of insanity joined
Neck Slot the battle. It is said that only the strongest creatures
Enhancement Bonus: Fortitude, Reflex, and Will can shake off the dread effects of a scarab of insanity.
Property
You gain a +2 item bonus to saving throws against disease. You Scarab of Insanity Level 17+ Uncommon
also gain an item bonus to Endurance checks against disease.
When an enemy dares attack your mind, you lash out with the
That bonus equals the periapt’s enhancement bonus.
power of this red-and-black scarab, driving a spike of madness
into your foe’s mind.
Periapt of Wound Closure Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Invented by dragonborn spellcasters (and still com- Lvl 22 +5 325,000 gp
Neck Slot
monly found among their most headstrong warriors),
Enhancement Bonus: Fortitude, Reflex, and Will
each of these blood-red crystals is set with a heavy Property
steel clasp. When worn, a periapt of wound closure You gain a +2 item bonus to saving throws against effects that
allows its wearer to shrug off injuries that would fell a dominate you or otherwise allow an enemy to control what you
lesser creature. do with your actions.
Utility Power (Charm) ) Daily (Immediate Reaction)
Periapt of Wound Closure Level 15+ Uncommon Trigger: An enemy makes an attack against your Will.
Effect: Until the end of the encounter, whenever the trigger-
When you suffer a grievous wound, this gem releases a burst of
ing enemy makes a melee or a ranged attack against you or
stored vitality, helping your body quickly heal itself.
any of your allies, it must make a saving throw. On a failure,
Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp it must target your enemy that is closest to it, instead of its
Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp chosen target (the enemy can attack as normal if no other
Neck Slot enemies can be targeted). On a successful saving throw, this
Enhancement Bonus: Fortitude, Reflex, and Will effect ends.
Property
You gain an item bonus to saving throws against untyped ongo-
ing damage. The bonus equals the periapt’s enhancement Sneak’s Cloak
bonus. A creature wearing this thick wool cloak can be seen
Utility Power (Healing) ) Daily (No Action)
only when it wants to be, and so those who favor
Trigger: An attack drops you below 1 hit point.
Effect: You spend a healing surge and regain additional hit
stealth in combat particularly appreciate this item.
points equal to your healing surge value. The court assassins of Bael Turath are credited as the
Level 20: 5 + your healing surge value. first to make extensive use of the sneak’s cloak—often
Level 25: 10 + your healing surge value. in the course of bringing down their own corrupt
Level 30: 15 + your healing surge value. regents and kings.

Sneak’s Cloak Level 9+ Uncommon


Beware scarabs of insanity. Many carry
As you wrap this voluminous cloak around you, its magic con-
curses imbued within them on their ceals your presence from your enemies.
creation in the ancient empire of Bael Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Turath. From what I’ve learned of that Lvl 19 +4 105,000 gp
Neck Slot
realm, its curses will be like many Enhancement Bonus: Fortitude, Reflex, and Will
of its citizens: perverse, deceptive, Property
You gain an item bonus to Stealth checks equal to the cloak’s
and pernicious. I would not put it past enhancement bonus.
a scarab’s creator to link the item Utility Power (Illusion) ) Daily (No Action)
Trigger: You hit a creature with a melee or a ranged attack
to a particular bloodline so that only while you have any cover or concealment.
members of one family can use it— Effect: The creature treats you as invisible (save ends).

a wise precaution in the treacherous


society that gave birth to such
a devilish item.

CH A PTER 4 | Magical Gear


75
Rings Lesser Ring of Feather Fall
First forged by the dwarf clans charged with guard-
Rings are everywhere: Even the lowliest peasant ing the passes of the treacherous Razorpeaks, this
might have a crude adornment of this sort. The truly filigreed mithral band enables its wearer to ignore
magnificent magical specimens, however—those the laws of gravity. The secrets of the ring’s creation
capable of altering reality in stunning ways—are passed into the wider world when the forgemaster’s
exceedingly hard to find. apprentice was kidnapped by a drow raiding party,
and the lesser ring of feather fall is now coveted by
Incendiary Ring adventurers of all stripes.

of Fireblazing Lesser Ring of Feather Fall Level 12 Common


The flame-loving mage Zagrisar created the first You barely notice the weight of this delicately filigreed metal
incendiary ring of fireblazing in a failed attempt to craft band, but you appreciate the lightness it confers to you whenever
a more powerful ring of fire resistance. The attempt you take a fall.
nearly destroyed Zagrisar’s tower and workshop, but Ring Slot 13,000 gp
from his spectacular failure came a new discovery Property
You take no damage from a fall.
that allowed him to become a living inferno on the
battlefield.
With his new ring, Zagrisar’s power increased Ring of Borrowed Spells
greatly, and he attempted even greater feats of daring, At the height of the wars that led to Nerath’s found-
many of them dangerous and foolhardy, such as ing, the armies that fought for domination of the
the burning of the undead at Ungol Keep, where he human lands depended on the talent of their arcane
gained the nickname “Flame Scourge.” Whether spellcasters. Since those casters were typically
Zagrisar’s original ring survives is unknown, because less experienced than the troops they fought, they
he disappeared during a trip to the City of Brass after died quickly. In response, the war mages of Veoran
vowing to destroy a powerful efreet lord. One of his designed and perfected this rune-scribed circle
apprentices was able to duplicate the feat of creating of black ebony, granting their warriors the ability
these rings when Zagrisar didn’t return. to combine arcane magic and martial prowess to
deadly effect.
Incendiary Ring of Fireblazing Level 14 Rare
A shroud of living flame emanates from this ring without harm- Ring of Borrowed Spells Level 17 Uncommon
ing you. On your command, you can send it blazing outward to This band of rune-carved ebony holds arcane power in reserve
sear your enemies. for you to call upon in time of need.
Ring Slot 21,000 gp Ring Slot 65,000 gp
Property Property
When you make a basic attack, that attack can deal fire damage This ring contains two arcane encounter attack powers of level
instead of its normal damage type. 17 or lower that the wearer can employ using the ring’s power.
Attack Power (Fire) ) Daily (No Action) The powers contained in the ring are determined when it is
Trigger: You hit with an attack that deals fire damage. created and cannot be changed.
Effect: The target and each creature, other than you, adjacent Attack Power ) Daily (Standard Action)
to it take ongoing 10 fire damage (save ends). Effect: You use one of the powers stored in the ring.
Milestone: If you’ve reached at least one milestone today, the Milestone: If you’ve reached at least one milestone today,
ongoing damage increases to 20. you gain a +2 bonus to the attack rolls of the stored power
Utility Power ) At-Will (Minor Action) you use.
Effect: You can ignite any unattended combustible object that
you touch, including cloth, oil, paper, tinder, a torch, and
so on. You cannot use this power to deal damage to any Ring of Humanoid
creature.
Influence
The despotic warlock Orada was feared both for his
might and his hideous countenance, which had been
disfigured by long years of channeling the twisted
essence of the Far Realm. After his death, his exultant
servitors discovered on his withered finger a band of
pure crystal set with chips of amethyst and emerald.
The powers of persuasion granted by the ring were
believed to be an essential part of the warlock’s rise
to power, and the item was successfully replicated a
handful of times by those servants.

CH A PTER 4 | Magical Gear


76
RINGS
Ring of Humanoid Influence Level 21 Rare
A dark self-confidence fills you as you slip on this ring, embold-
ening you to manipulate the feelings of others.
Ring Slot 225,000 gp
Property
You gain a +2 item bonus to Charisma-based skill checks and
Charisma ability checks.
Utility Power (Charm) ) Daily (Standard Action)
Effect: You make a single Bluff check or Diplomacy check
opposed by the passive Insight checks of each humanoid
creature within 3 squares of you. If you win the opposed
check, the creature treats you as a trusted friend until the
end of the encounter. The creature is not dominated and
does not automatically follow your orders. However, it
reacts to your suggestions in the most favorable way. The
creature is not aware that you used this power against it. If Selection of rings
you or your allies attack a creature under the effect of this
power, the effect ends on that creature.
A creature engaged in combat with you or your allies gains Ring of X-ray Vision
a +10 bonus to its Insight check.
Milestone: If you’ve reached at least one milestone today, the
A Nerathan princeling who had a penchant for
effect lasts until the end of your next extended rest. peering into the chambers of the court’s ladies-in-
waiting commissioned the first ring of X-ray vision.
This fragile-looking band of clear crystal is now
Ring of Resourceful highly sought after by adventurers, particularly
Wizardry those who crave the ability to locate hidden trea-
This ring appears as a band of plain steel to anyone sure. However, using the ring’s power comes at a
except a wizard, who sees it as a blue sapphire band price—its wielder must use it sparingly, or its magic
set with a star and engraved with arcane glyphs—and diminishes for a time.
only a wizard handling a ring of resourceful wizardry
can determine its function. Crafted by a guild of Ring of X-ray Vision Level 25 Rare
master mages known as the Red Circle, the ring of With this crystal ring on, your surroundings come into greater
resourceful wizardry allows its wearer to improve his or focus. With concentration, you can even see through solid
objects.
her spellcasting prowess—and on occasion to access
Ring Slot 625,000 gp
magic that would otherwise be denied.
Property
The Red Circle used these bands in its fight You gain a +4 item bonus to Perception checks, and creatures
against the early invasions of the world by githyanki adjacent to you gain no benefit from concealment against you.
pirates, helping the mages offset the strength of those Utility Power ) Encounter (Minor Action)
astral raiders. Effect: You can see into and through substances impen-
etrable to normal sight until the end of your next turn.
Ring of Resourceful Level 21 Uncommon Your enhanced vision requires no light and has a range of
4 squares. Your enhanced vision can see through 20 feet
Wizardry of cloth, wood, or similar animal or vegetable matter, 10
You feel the fullness of your arcane potential while you wear feet of stone, or 1 foot of iron, steel, silver, and other light
this ring. metals. Your enhanced vision cannot penetrate lead, gold,
Ring Slot 225,000 gp platinum, or similar dense metals.
Property Sustain Minor: The effect persists until the end of your next
You gain a +4 item bonus to Arcana checks. turn. The first time you sustain this effect, the ring’s prop-
Utility Power ) Daily (Minor Action) erty is suppressed until the end of your next extended rest.
Requirement: You must be a wizard with a spellbook. Milestone: If you’ve reached at least one milestone today,
Effect: Choose one unused power that you have prepared from the ring’s property is suppressed only until the end of the
your spellbook. You prepare a different power in its place. encounter.
The new power must be from your spellbook, of the same
type as the replaced power (daily attack power or utility
power), and of the same level or lower.
Milestone: If you’ve reached at least one milestone today,
you gain a second use of this power before your next
extended rest.
WAY N E E N G L A N D

CH A PTER 4 | Magical Gear


77
The lascivious origin story attached
to the ring of X-ray vision seems to me
Waist Slot Items
From the earliest days of magical crafting, belts and
an adventurer’s fantasy. The great other items worn around the torso have been used as
cost of creating such an item makes it repositories for magic that improves the wearer’s abil-
much more likely that a king had ity to withstand the rigors of combat.

it crafted for espionage or warfare. Baldric of Time


The ability to see voids in a battlement’s The warlocks of Bael Turath crafted the baldric of
stone or to catch your supposed ally time to give themselves an edge in combat against
in counsel with enemies provides the more powerful dragonborn warriors of Arkhosia.
Numerous accounts of the ancient battles between
a value far more in keeping with those empires describe the ability of these belts to
the cost of the item’s creation. let their wearers seemingly slip the bonds of time to
make unexpected and deadly attacks. However, it is
That leaded pigments and gilded said that some of these surviving onyx-studded belts
decorations traditionally cover the walls were corrupted when Bael Turath fell.
in the quarters of ladies-in-waiting and
Baldric of Time Level 6+ Common
other rooms of a castle cannot be taken When you slip on this belt, you feel a brief lurch as the march of
either as proof or disproof of the ring’s time seems to skip a beat.
Lvl 6 1,800 gp Lvl 16 45,000 gp
original intent, but certainly it might Waist Slot
thwart the fancies of an adventurer Property
Whenever you roll a 20 on your initiative check, you gain an
who found such a ring. extra move action during your first turn of the encounter.
Level 16: You instead gain an extra standard action.
Shadow Band
Thieves, lurkers, and creatures of the Shadowfell par-
ticularly covet this smoky obsidian ring. The shadow
band was created for the renowned warlord Janian as
a means to conceal his captive bride’s beauty from the
world. Aimeth, a half-elf maiden seized as war spoils
from her village, was quick to repay her new lord’s
gift—with a garrote delivered from the darkness he so
conveniently provided.

Shadow Band Level 27 Rare


Shadows leak from this ring to fill the space around you. When
needed, you can call upon the ring to fully cover yourself in ob-
scuring shadows.
Ring Slot 1,625,000 gp
Property
You gain partial concealment.
Utility Power ) Daily (Minor Action)
Effect: You gain total concealment until the end of your next
turn.
Milestone: If you’ve reached at least one milestone today, the
effect lasts until the end of the encounter.
JIM NELSON

Baldric of valor

CH A PTER 4 | Magical Gear


78
WA I S T S LOT I T E M S
Baldric of Valor Cincture of Vivacity Level 14 Common
Where it covers you, this wrap holds you in a firm grip that
The baldric of valor is most often associated with the
strengthens your physical resilience.
elite warriors of the Black Steel Guard. Each was
Waist Slot 21,000 gp
given one of these items by their king to help them Property
defend Areya, their ancient homeland. The tales Whenever you spend a healing surge during combat that would
about those guardians also say that none can seize a grant hit points to you beyond your maximum, you gain the
wearer’s belt while he or she lives. extra hit points as temporary hit points.

Baldric of Valor Level 21 Common Diamond Cincture


You feel the power of this belt inspiring you to hit your foes with
The monetary value of this platinum band studded
everything you have even as its aegis protects you from your
enemies’ counterattacks.
with diamonds is obvious to all, but only someone
Waist Slot 225,000 gp
who can detect its magical nature can determine its
Property true worth. Three of the belt’s gems pulse with a faint
When you spend an action point, you gain a +3 item bonus to white light, hinting at the diamond cincture’s healing
saving throws, a +1 item bonus to attack rolls, and a +1 item and defensive qualities.
bonus to all defenses. The bonuses last until the end of your
next turn. Diamond Cincture Level 10+ Uncommon
Each gleaming diamond on this belt is a powerful conduit for
Belt of Dwarvenkind healing energy.
At the height of the dwarves’ civilization, one of that Lvl 10 5,000 gp Lvl 30 3,125,000 gp
Lvl 20 125,000 gp
race’s greatest leaders was not a dwarf but a gnome
Waist Slot
known as Satsaman. A master wizard and arcane Property
crafter, Satsaman fell in love with the dwarf warrior This belt holds one diamond, and you gain a +1 item bonus to
maiden Jorunna, but found his suit laughingly dis- Fortitude.
missed by her father the king. Undaunted, Satsaman Level 20: Two diamonds, and a +2 item bonus.
created the belt of dwarvenkind as a means of proving Level 30: Three diamonds, and a +3 item bonus.
his worth to Jorunna’s people—a task he fulfilled as Utility Power (Healing) ) At-Will (Minor Action)
Effect: You spend a healing surge. One diamond on the belt
royal son-in-law, and thereafter as trusted advisor to a
cracks and darkens, becoming worthless. Each time a
long line of dwarf kings. diamond is expended in this way, the belt’s item bonus
is reduced by 1 (to a minimum of 0). If there are no unex-
Belt of Dwarvenkind Level 7 Rare pended diamonds on the belt, you can’t use this power.
The delicate metalwork in this belt is unmistakably magical, as After an extended rest, each expended diamond is restored.
is the feeling that courses through you when you lash it on.
Waist Slot
Properties
65,000 gp Healer’s Sash
) You gain a +2 bonus to Diplomacy checks and Intimidate This rough-looking swath of white homespun is fed
checks against dwarves. through five wooden rings, which serve as a conduit
) You can speak, read, and write Dwarven. for its healing power. The elves of the haunted Rora-
Utility Power ) Encounter (Immediate Interrupt) wood first crafted the healer’s sash for use by the brave
Trigger: An attack pushes, pulls, or slides you. sentinels who stood against that dark land’s undead.
Effect: You ignore 1 square of the forced movement.
By drawing on and channeling the vitality of yourself
Utility Power ) Daily (Immediate Reaction)
Trigger: You take ongoing poison damage from an attack.
or another, you can bestow healing upon an ally.
Effect: You can make a saving throw against the ongoing
poison damage. Healer’s Sash Level 11+ Uncommon
This magic sash resists staining by blood or gore—a testament to
Cincture of Vivacity its latent restorative power.
Lvl 11 9,000 gp Lvl 21 225,000 gp
The explorer Katakna the Cautious was known for Waist Slot
his use of this heavy damask wrap. A coward by Utility Power (Healing) ) Daily (Minor Action)
nature, Katakna counted on the power of the cincture Effect: Close burst 5 (you and one ally in the burst, or two
of vivacity to keep him from ever coming to serious allies in the burst). One of the targets loses a healing surge,
physical harm. His advanced age when he died sug- and then the other target regains hit points equal to his or
her healing surge value.
gests that it did its job well.
Level 21: The burst increases to 10, and an additional ally
in the burst regains hit points equal to his or her healing
surge value.

CH A PTER 4 | Magical Gear


79
Survivor’s Belt Backpack of Concealment Level 2 Common
This plain leather backpack is covered with pockets big and
Fortune favors the halflings, and this well-known
small.
example of that race’s magical craft imbues its wearer
Wondrous Item 520 gp
with the benefit of halfling luck when things are at Property
their darkest. This backpack can conceal any one object placed within it from
a physical search. Any creature other than the one that placed
Survivor’s Belt Level 11 Common the item in the backpack cannot find the object. If the backpack
This belt lets you demonstrate fortune’s favor when you are is destroyed, the object falls from its remains.
brought to the brink of death.
Waist Slot 9,000 gp Bottled Smoke
Property
Whenever you make a death saving throw, you can roll twice,
Explorers returning from the fabled City of Brass
using the higher result. were the first to introduce bottled smoke to the world.
Whether one of these bottles was crafted there or
traded for in the markets of that metropolis, the
Wondrous Items magic of the item clearly belongs to the efreet. Some
believe that the power of bottled smoke serves some
Any form of magic that can be imagined might be secret purpose, explaining why its creators have will-
found embodied in one of the objects known as won- ingly allowed it to propagate in the mortal realm.
drous items. The forms of some of these items hint at
their function, but in other cases a wondrous item’s Bottled Smoke Level 7+ Uncommon
appearance offers no clue to what it does. This brass bottle is hot to the touch, and spews forth a cloud of
ash and smoke when opened.
Lvl 7 2,600 gp Lvl 17 65,000 gp
We wizards like to categorize things— Wondrous Item
no surprise, what with our libraries Utility Power (Fire, Zone) ) Daily (Standard Action)
Effect: Close burst 1. The burst creates a zone that lasts until
of books and scrolls and out laboratories the end of your next turn. Creatures have partial conceal-
ment while in the zone. Any creature other than you that
of potions and unguents. We separate starts its turn in the zone takes 1d6 fire damage.
swords from wands and belts from Level 17: Close burst 3; 2d6 fire damage.
Sustain Minor: The zone persists until the end of your next turn.
boots and consider ourselves sensible. You must be within 10 squares of the zone to sustain it.
Then we take everything else, from
broomsticks to drums to lanterns, Broom of Flying
and lump them all into “wondrous The dark arcane sect known as the Witches of Black-
briar crafted the first brooms of flying, which they
items.” That’s the same as devoting employed in raids so brutal that these items became
a bookshelf to “various topics” and a part of common folklore long after the sect’s fall.
then arranging the books by color The few brooms that survived the destruction of
the witches are sought by historians, sages, and
of the cover. Wondrous items might adventurers.
do anything, might be anything,
Broom of Flying Level 15 Uncommon
and so I suppose they deserve to be
This gnarled wicker broom seems to constantly tug at the hand
called wonders, but I shall henceforth that holds it, seeking to take to the air.
endeavor to organize them in a Wondrous Item 25,000 gp
Property
more helpful manner. While riding the broom, you have a fly speed of 8 and can
hover. The broom can carry you and your gear (up to a normal
load for you). You take a –2 penalty to attack rolls while riding
Backpack of Concealment the broom.
Although many pursue magic in search of the keys to Utility Power ) Daily (Standard Action)
ancient mysteries or to gain great status, others have Effect: You call the broom to you from any location within 60
squares of you. As long as the broom is not prevented from
more mundane goals in mind. Backpacks of conceal-
moving, it appears in your hand at the start of your next
ment were first crafted to conceal the activities of a turn. The broom’s movement as it moves to you cannot be
ring of powerful smugglers who dealt in extraplanar used to attack or impede any creature.
goods, rare components, and other magical objects.

CH A PTER 4 | Magical Gear


80
WO N D R O U S I T E M S
Chime of Opening Crystal Ball
One of the many wonders to disappear with Nerath No magecraft known to Bael Turath, Nerath, or the
was the Vaults of Time—great underground repositories current age can reproduce the ancient magic of the
of wealth and lore that had been in continuous opera- crystal ball, making such items highly valuable to
tion for more than a thousand years. The Keepers of the sages, lords, and magic-wielders who covet their
Time used chimes of opening to maintain control of their power. It is said that there is no secret safe against the
vaults, which were set with locks so impervious that no possessor of a crystal ball, but the dark rumors of mad-
mortal effort could break them. With the fall of Nerath, ness inflicted on those not capable of mastering this
the Keepers of Time took the vaults’ secret location to relic’s use are so common that there must be some
their graves, though their precious chimes soon began truth to them.
to turn up in the hands of adventurers. Each chime is
a foot-long mithral tube scribed with glyphs from no Crystal Ball Level 8+ Rare
known language—said by some to be a precious clue The vestiges of past, present, and future swirl within this gleam-
to the location of the ruined vaults and the knowledge ing crystal orb when you view it.
and treasure that might still be found there. Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Chime of Opening Level 5+ Uncommon Wondrous Item
Property
When struck, this chime rings out with a magical tone that
While you have the crystal ball in your possession, you gain a +4
opens locks.
bonus to Arcana checks for scrying rituals.
Lvl 5 1,000 gp Lvl 25 625,000 gp Utility Power ) Daily (Standard Action)
Lvl 15 25,000 gp Effect: By peering into the crystal ball, you can get a glimpse
Wondrous Item of a creature, object, or location within 100 squares of you.
Utility Power ) Daily (Standard Action) When you view a subject through the crystal ball, you see
Effect: When you strike the chime of opening, you direct it to and hear the immediate area around the subject until the
open a single locked door, chest, gate, or other object within end of your next turn as if you were standing beside it. Your
5 squares of you and remove any traps upon that object. perception of the area is with your normal senses and vision,
The chime makes a single Thievery check with a +10 bonus and you might need to make Perception checks to note spe-
against all the DCs required to open the object and disable cific features of the area. If the subject moves, your point of
any traps on it. Depending on the DCs, it is possible for the perception moves with it.
chime to unlock an object but not disable the traps on it (or A creature being scried upon, or within 5 squares of
vice versa), or to disable some traps but leave others intact. the subject being viewed with the crystal ball, can make a
Level 15: +20 bonus. Perception check opposed by your Arcana check. On a suc-
Level 25: +30 bonus. cessful Perception check, the creature is aware that it is
being magically observed, and it might take steps to thwart
Climber’s Rope your observation. However, it is not automatically aware
that you are the one observing it.
Those who brave the Underdark and the ruins of Level 18: The subject of your scrying can be within 100 miles
fallen empires keep one of these barbed, spiral-tipped of your location.
wooden projectiles on hand. When faced with a wall Level 28: The subject of your scrying can be anywhere on
too steep to climb or a gorge that can’t be crossed, an your plane.
archer can fire climber’s rope deep into a stone, wood, Sustain Standard: The effect persists until the end of your next
turn.
or metal surface, and a thin but strong rope magically
unfurls behind it, allowing passage along it.
Daern’s Instant Fortress
Climber’s Rope Level 6 Common The artificer and warrior Daern was known as a cre-
When a slope or wall cannot be climbed, this projectile creates ator of superior defenses and fortifications, and the
an easier path. seldom-seen wondrous item for which she is most
Wondrous Item 1,800 gp commonly known speaks to the brilliance of her
Utility Power ) Encounter (Standard Action) creations. Explorers and adventurers who brave the
Requirement: You must be wielding a bow or a crossbow.
wilds appreciate this small cube of rust-streaked iron
Effect: You fire this projectile from your bow or crossbow at
a target within normal range that you can see, either at a
because of the magical fortification it transforms into
wall, ceiling, or similar surface or at a sufficiently heavy on command.
unattended object, such as a large statue. A magic rope A group with one of these rare items in its posses-
then trails out behind the projectile, connecting the point sion never needs to worry about having a safe place
of impact to your position. The rope can support up to 500 to rest, as long as it’s in an area voluminous enough to
pounds at one time. The rope remains in place until the end contain the fortress when it is called forth. In a bit of
of the encounter or until you dismiss it as a minor action. If
prudent foresight, Daern made it impossible for the
fired at a creature, the projectile deals no damage.
owner to inadvertently collapse the fortress while he
or she is inside.

CH A PTER 4 | Magical Gear


81
Daern’s Instant Fortress Level 22 Rare Elven Chain Shirt Level 9+ Uncommon
With a touch, you transform this iron cube into a fortress that This fine mesh of mithral links is no more burdensome than a
protects yourself and your friends. cotton shirt, yet is stronger than steel.
Wondrous Item 325,000 gp Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Utility Power ) Daily (Standard Action) Lvl 19 105,000 gp
Effect: You create a square adamantine tower that occupies Wondrous Item
a close blast 5. You must create the tower in unoccupied Property
squares. Its walls are 30 feet high, extend 10 feet into the You gain a +1 item bonus to AC while wearing this shirt with
ground, and are impervious to damage. The top 5 feet of the light armor or no armor.
tower is a sealed battlement, and it has windows on all sides Level 19: +2 item bonus
that allow a view of the nearby terrain, but which cannot be Level 29: +3 item bonus
attacked through in either direction. It has a small door that
faces you when the tower is created, and which opens only
to your command or a DC 36 Strength check. The door pro-
Enchanted Reins
vides the only access to the tower. The nomadic halflings employ a wide variety of
The tower provides a safe location for you and your allies. beasts of burden depending on local conditions,
It includes sleeping and living quarters for up to twenty climate, and culture. The ancient order of halfling
Medium creatures, though it has no sources of food or water.
druids known as the Beastmasters first crafted these
The tower lasts until you dismiss it from the outside as a
standard action, returning it to its cube form. Creatures
reins of woven silver and black leather, which have
within the tower when you dismiss it are teleported to remained in constant use among their many clans.
squares in or adjacent to the tower’s area. Enchanted reins are invaluable in the breaking of wild
creatures, from horses and other traditional mounts
Decanter of Endless Water to large aquatic beasts tamed to draw boats and rafts
at speed along the rivers of the frontier.
The great cities of Nerath once featured magically
sourced fountains and wells that carried fresh, clear Enchanted Reins Level 5 Common
water to all quarters. That same magic imbues the
These well-made silver and leather reins make any beast you
decanter of endless water, but this item has even greater wish to control more manageable.
usefulness. With its power fully unleashed, the Wondrous Item 1,000 gp
decanter spews forth a torrent of water that can batter Property
anything in its path. The force of this flow has been Nature checks made to calm or train a natural beast fitted with
known to catch its user by surprise. these reins gain a +2 item bonus.

Decanter of Endless Water Level 7 Uncommon


Enchanted reins might seem an odd thing
When you open this always-dripping flask, it will release a
steady stream of water, or a torrent that blasts away obstacles. to an adventurer, but wars have been
Wondrous Item 2,600 gp fought for less potent magic. Just think
Utility Power ) Encounter (Standard Action)
Effect: You cause the decanter to pour forth fresh or salt water of this: If you can train mounts and
in one of three volumes. beasts of burden faster and better than
) Stream: 1 gallon.
) Fountain: 5 gallons in a 5-foot-long stream. others, you can sell them faster too.
) Geyser: 30 gallons in a 20-foot-long stream.
In addition to filling a container of suitable volume, the
Add the utility of these reins in battle,
fountain function of the decanter can be used to clear dirt or and it’s little wonder that such simple
light debris from an area 2 squares on a side.
The geyser function can be used to break a door or other
magic might be considered so valuable.
object. If you do, you gain a +5 power bonus to the check.
The area in a burst 1 centered on the door or object is dif-
ficult terrain until the end of the encounter. However, the
Endless Quiver
geyser creates considerable pressure, and you must succeed Rangers dedicated to Melora are especially drawn to
on a DC 16 Strength check when you use it or be knocked the endless quiver, which they claim was crafted by the
prone. god of the wilderness herself. Intricate Rellanic let-
tering is magically scribed along the quiver’s tightly
Elven Chain Shirt stitched leather, describing deeds done by the heroes
Elven chain is forged from mithral and reinforced who previously carried the item. However, some tales
with arcane magic. A shirt of elven chain is as light as say that the endless quiver judges those it serves, and
cloth yet provides protection against blade and claw, that if its bearer’s deeds are not up to the standard of
and can be worn underneath clothes or armor. those who came before, it will fail to function at the
worst possible time.

CH A PTER 4 | Magical Gear


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WO N D R O U S I T E M S
Endless Quiver Level 9 Common Flask of the Veiled Horde
Each time you slip your hand inside this quiver, you find the
The archmage Evard crafted these items as gifts for
ammunition you need waiting for you.
his most faithful servants. Made from a strange metal
Wondrous Item 4,200 gp
Property
mined in the Shadowfell, a flask of the veiled horde
When you attack with a bow or a crossbow, you can reach into collects the stray motes of shadow magic that wend
the quiver, causing the quiver to produce a nonmagical arrow around it, focusing them into a creature of shadow
or bolt for the attack. Ammunition created by the quiver that is and giving that creature a cruel sentience. By unstop-
not used within 1 round of its creation disappears. For all other pering the flask and spilling the shadow material
ammunition, the quiver works like a normal item of its type. within, this item’s owner spawns an obedient shadow
creature that persists for a few minutes. If the legends
Eternal Chalk are true, Evard tore the souls from his most hated
Said to have been created by an apprentice of the enemies and trapped each one within a flask. The
great Nolzur, eternal chalk became widely known as creatures produced by them have, at their core, the
a tool of the vandalism and public protest that swept trapped, tormented spirits of his enemies.
through Nerath’s outlying regions before the empire’s
fall. In the current age, this unusual magical tool is Flask of the Veiled Horde Level 10 Uncommon
more commonly seen in the hands of adventurers, This flask is wrought from a black metal of unknown origin. It
who use it to keep track of their progress in lost ruins is cold to the touch, and shaking reveals that it is filled with a
heavy liquid. A stopper of the same black metal seals it shut.
and the Underdark’s twisting passages.
Wondrous Item 5,000 gp
Utility Power ) Daily (Minor Action)
Eternal Chalk Level 1 Common
Effect: You pour a mote of darkness from the flask to create
The marks left by this chalk glow briefly as you scribe them, a shadow creature that obeys your spoken commands and
remaining in place to guide you until you choose to erase them. is allied with you and your allies. The creature appears
Wondrous Item 360 gp adjacent to you and takes its turn on your initiative count
Property according to commands you give to it (commanding it is
A stick of eternal chalk never breaks or wears down with normal a free action). If you don’t command the creature, it takes
use. Any writing or drawing made with this chalk cannot be no actions. The creature disappears at the end of the
erased for one week by anyone except the original artist or author. encounter.
A stick of eternal chalk can be created in any color.
Veiled Horde Shadow Level 10 Minion Skirmisher
Medium shadow animate XP —
HP 1; a missed attack never damages a minion Initiative +11
AC 24, Fortitude 22, Reflex 24, Will 20 Perception +5
Speed 8 Darkvision
STANDARD ACTIONS
5 Shadow Grasp (necrotic) ) At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex
Hit: 9 necrotic damage.
MOVE ACTIONS
Shadow Jaunt (teleportation) ) At-Will
Requirement: The shadow must be adjacent to a creature.
Effect: The shadow teleports to a square adjacent to a creature
within 6 squares of it.
TRIGGERED ACTIONS
Death Burst (necrotic) ) Encounter
Trigger: The shadow drops to 0 hit points.
Effect: The shadow is destroyed, and each creature adjacent to it
takes 9 necrotic damage.
Str 10 (+5) Dex 18 (+9) Wis 10 (+5)
Con 15 (+7) Int 3 (+1) Cha 7 (+3)
Alignment unaligned Languages —
WA R R E N M A H Y

Flask of the veiled horde

CH A PTER 4 | Magical Gear


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Floating Lantern Gem of Auditory
The archmage and explorer Inora the One-Handed Recollection
earned her sobriquet as a stripling adventurer, when
Nerath’s great halls of justice were the inspiration
an altercation with a young black dragon went poorly
for the gem of auditory recollection, a chunk of rough-
for her. In later years, she invented a host of magic
cut quartz used to record hearings and evidence as
items designed to ease the rigors of her adventuring
a means of establishing a system of records unparal-
career, of which the floating lantern remains the best
leled in the history of law. Copies of this relic soon
known.
became better known on the other side of the law,
making their way into the hands of blackmailers,
Floating Lantern Level 3 Common
spies, and kidnappers for whom an unassailable
You hang this lantern on the empty air, where it floats under
record of events and voices became a dark boon.
your command.
Wondrous Item 680 gp
Property
Gem of Auditory Level 16 Common
This lantern casts light in a 10-square radius, and it never needs Recollection
lighting or refilling. When you let go of the lantern, it continues This smooth gem records the sounds around it, allowing you to
to hang in the air where you leave it. If weight in excess of 1 listen to the voices of the past when you wish.
pound is applied to the lantern, it falls to the ground. Wondrous Item 45,000 gp
Any creature holding the floating lantern or adjacent to it Utility Power ) At-Will (Standard Action)
can set its light to be bright (10-square radius), dim (5-square Effect: The gem records all words spoken by one creature
radius), or off as a minor action. within 20 squares of you. You can end the recording as a
As a move action, the last creature to hold the lantern can free action. The gem can record 12 hours of speech before
mentally command it to move up to 10 squares in any direction, becoming full.
but not more than 10 squares from the commanding creature. Utility Power ) At-Will (Standard Action)
Effect: The gem repeats a section of recorded text aloud in the
Flying Hook exact voice and language of the original speaker. The gem
continues its recitation until the speech is finished or until
The greatest cities of Nerath featured magically you use a free action to stop it.
sculpted spires and towers that stretched toward the Utility Power ) At-Will (Standard Action)
heavens, and whose wealthy occupants were a con- Effect: You erase all words recorded by the gem.
stant target for the thieves’ guilds that challenged the
empire’s law. For decades, the flying hook was one of Gem of Seeing
the most prominent and hard-won pieces of sophis-
The first gem of seeing was crafted for the minor sov-
ticated urban thieves’ gear, to the point where these
ereign King Scarad the Suspicious, whose thirst for
items were stolen as often as the loot whose theft they
murder was matched only by his fear of invisible
were meant to facilitate.
assassins, cunningly hidden traps, and the ghostly
vengeance of those who had died at his hand. In the
Flying Hook Level 15 Common
end, it is said that extensive use of this original gem
When you toss this grappling hook into the air, it soars off un-
drove Scarad to distraction and death, and whoever
der your mental command.
wields one of the copies extant in the world today
Wondrous Item 25,000 gp
Utility Power ) At-Will (Minor Action)
must be wary of overusing its power.
Effect: You command the hook to fly from you to an unat-
tended object within 20 squares of you that you can see, Gem of Seeing Level 12 Uncommon
and it magically latches onto the object. Once secured, the With this translucent stone held to your eye, all things become
hook extends a thin rope back to your hands. Climbing the tantalizingly clear to you.
rope requires an Athletics check, or you can pull the object Wondrous Item 13,000 gp
toward you with a Strength check. The hook and rope can Property
support up to 3,000 pounds before the hook detaches from While you peer through the gem, you gain a +3 item bonus to
the surface. The rope cannot be tied or knotted in any way, Perception checks to see things.
nor can it be used to attack or affect a creature. Utility Power ) Daily (Minor Action)
As a minor action, you can command the hook to detach Effect: Until the end of your next turn, you can see invisible
from the object and return to you. This causes the rope to creatures and objects, and you know that any illusion you
retract. can see is an illusion.

CH A PTER 4 | Magical Gear


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WO N D R O U S I T E M S
Greater Flying Carpet Greater Horn of Blasting
The magical technique that created greater flying The duergar are thought to have crafted the first
carpets originated in the rich territories of Nerath’s greater horns of blasting, using them as tools of war
far-flung deserts, and was rigidly controlled by the in their frequent clashes with the other races of the
elite archmages and sultans of those lands. The secret Underdark. Copied first by the dwarves who came
of creating these wondrous items was lost even before into conflict with their debased kin, then long since
the fall of the empire, and thus the few greater flying spread to the surface world, this horn allows its user
carpets that remain are highly coveted by explorers. to stun foes or break through their fortifications with
equal ease. However, the lack of self-preservation typ-
Greater Flying Carpet Level 20+ Rare ical of the duergar infects this item’s design, and its
When you unroll this intricately stitched carpet, it floats just power can affect friends as well as enemies.
above the ground, rippling as if blown by a powerful wind.
Lvl 20 125,000 gp Lvl 30 3,125,000 gp Greater Horn of Blasting Level 17+ Rare
Wondrous Item Even as you raise it to your lips, this horn begins to shudder in
Property anticipation of the deadly fury it will unleash.
A greater flying carpet carries creatures and objects at a speed
Lvl 17 65,000 gp Lvl 27 1,625,000 gp
of fly 6 and can hover. A character on the carpet can mentally
Lvl 22 325,000 gp
command it to fly as a move action.
Wondrous Item
Any creature on the carpet takes a –2 penalty to AC and
Property
Reflex. The carpet is 1 square by 2 squares and can carry up to
Whenever you make a Strength check to break a door or other
two Medium or Small creatures and their gear (up to a normal
object, you can gain a +4 item bonus to the check by blowing
load for each creature). If additional weight is placed on it, the
the horn as a minor action.
carpet falls to the ground.
Level 22: +5 item bonus.
If more than one character on the carpet attempts to men-
Level 27: +6 item bonus.
tally command it, the carpet responds to each command in turn
+ Attack Power (Thunder) ) Daily (Standard Action)
according to the characters’ initiative order.
Attack: Close blast 3 (creatures in the blast); the horn’s level +
If no rider is upon it, a greater flying carpet hovers in place 1
3 vs. Fortitude
foot above the ground if it is unrolled, or sits on the ground if it
Hit: The target is stunned and takes ongoing 10 thunder
is rolled up.
damage (save ends both).
Level 30: The carpet is 2 squares by 3 squares and can carry
Miss: The target is dazed (save ends).
up to six Medium or Small creatures and their gear (up to a
Level 22: Close blast 5, and ongoing 15 thunder damage.
normal load for each creature). Riders don’t take the pen-
Level 27: Close blast 5, and ongoing 20 thunder damage.
alty to AC and Reflex.

Guardian’s Whistle
Few things are more entertaining than A guardian’s whistle is a useful tool crafted by a wizard
the sight of two willful adventurers and granted to a trusted guardian. The whistle cre-
ates a burst of magic that winds through the planar
astride a magic carpet, each trying firmament, grabs a creature, and pulls it next to
to direct the item. As obliging as a the whistle’s user. In this manner, a person can be
whisked away to safety.
faithful puppy, the carpet flutters this
way and that, buckling and rolling, Guardian’s Whistle Level 4 Uncommon
trying to please both masters. This tin whistle is covered with runes that look like they have
been crudely scratched into its surface.
Inevitably, the two adventurers come Wondrous Item 840 gp
to blows, shoving each other until one + Utility Power (Teleportation) ) Daily (Move Action)
Effect: Close burst 10 (one ally in the burst). The target tele-
falls off and the carpet settles down. ports to an unoccupied square adjacent to you.
All this is amusing when the carpet
hovers at a low altitude. When the carpet
is soaring through the clouds or crossing
a yawning chasm . . . hilarity.

CH A PTER 4 | Magical Gear


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Hunter’s Flint Iron Bands of Bilarro Level 13+ Uncommon
This rusty iron sphere has a series of shallow grooves that trace
The rangers who patrolled the now-fallen territories
concentric circles across its surface.
of Nerath’s fringe kingdoms crafted the hunter’s flint
Lvl 13 17,000 gp Lvl 23 425,000 gp
as a tool against the harsh climes of those frontier Lvl 18 85,000 gp Lvl 28 2,125,000 gp
lands. Explorers who spend time in the wilds or the Wondrous Item
Underdark are often keen to find one of these items, - Attack Power ) Daily (Standard Action)
whose benefit can be summoned forth during even Attack: Ranged 10 (one creature of size Medium or smaller);
the worst weather or inclement conditions. the bands’ level + 3 vs. Reflex
Hit: The target cannot use its arms until it succeeds on an
Acrobatics or Athletics check (moderate DC of the bands’
Hunter’s Flint Level 2 Common
level) as a move action. Until the effect ends, the target is
A warm, bright fire quickly erupts from a single spark struck off prevented from doing anything that requires its arms, such
this magical shard. as climbing or making a melee attack. When the effect ends,
Wondrous Item 520 gp the bands return to you.
Utility Power (Illusion) ) Daily (Standard Action) Miss: The bands return to you.
Effect: You light a campfire using this flint that burns without
smoke or sound. The bright light of this magic campfire is
invisible from outside its 10-square radius, though crea- Lens of Discernment
tures and objects within that radius can be seen normally The sage and ritualist Ugundeg crafted a lens
with darkvision or if existing light allows. The campfire is a of discernment for himself to aid his life’s work—
normal fire in all other respects. The fire lasts for 12 hours
documenting and cataloging every natural and
(requiring no additional fuel) or until it is extinguished nor-
mally. The flint can be used to light lanterns and other fires
unnatural creature within the borders of Nerath.
as normal, but such fires gain no magical qualities. The scholar met an early end, however, when he
mistook the covering over a deep pit trap for some
kind of dormant plant creature. As he crept closer,
Instant Campsite he peered even more intently through his lens—
The outlying territories of Nerath were administered until he actually stepped on the “creature” and fell
according to the laws and social structure of the to his doom. His assistants claimed the rest of his
stronger central kingdoms. The minor nobles and magical gear (including, presumably, a spare lens
viceroys ordered to patrol these outposts (most of or two) and f led for parts unknown. These eye-
them transferred from the urbanized center of the pieces have turned up in the hands of explorers and
empire) often found themselves uncomfortable with adventurers ever since.
the more rustic culture and lack of amenities of their
subject territories. Widely ridiculed by some when Lens of Discernment Level 10 Common
it was first used by these traveling lords, the instant When you look through this lens at an unknown creature, the
campsite has since become part of the gear for many truth about the creature is suddenly clear to you.
parties of adventurers and explorers. Wondrous Item 5,000 gp
Utility Power ) Encounter (Minor Action)
Instant Campsite Level 5 Common Effect: You hold the lens up to a creature that you can see. You
This tightly packed satchel expands into a complete campsite gain a +10 power bonus to monster knowledge checks to
that can automatically pack up again. identify that creature until the start of your next turn.
Wondrous Item 1,000 gp
Utility Power ) Daily (Standard Action) Even as knowledgeable as I am,
Effect: You open this satchel and it magically expands into a
complete campsite, including a campfire and four two-per- a lens of discernment still proves useful.
son tents with bedrolls. The campfire requires no fuel and
lasts up to 12 hours, or until you spend another standard
Mad wizards, angry gods, hidden planes,
action to pack the campsite back into the satchel once more. and untouched corners of worlds
continue to disgorge new beasts. The lens
Iron Bands of Bilarro proves a swift means of knowing crucial
These seemingly mundane bands were first created
to detain powerful warriors and spellcasters without facts. Does this creature spit acid?
harming them. According to legend, the bands were Can that third eye paralyze or blind?
made by the wizards of a long-lost empire to capture Is it beholden to some evil deity?
their enemies and carry them into captivity, where
they could be forced to reveal their secrets. Does it speak a language? All might be
revealed by a glimpse through the lens.

CH A PTER 4 | Magical Gear


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WO N D R O U S I T E M S
Map of Unseen Lands
Tribes of river-wandering halflings first brought maps
of unseen lands to the attention of other races, though
the origin of these rare relics remains a mystery.
Followers of Avandra, the deity of travel and adven-
ture, claim that each map calls upon her knowledge.
Others say the maps flow from the memories of all
who have ever lived in an area. Many superstitious
adventurers are cautious when using one of these
maps, fearful of what dark energy it truly taps into.

Map of Unseen Lands Level 7 Rare


Unseen images glimmer within this mundane-looking sheet of
vellum, which erupts with detail as it creates complex maps at
your command.
Wondrous Item 2,600 gp
Property
Map of unseen lands You gain a +2 item bonus to Nature checks and Perception
checks to navigate through areas mapped by this item’s power.
Utility Power ) Daily (Standard Action)
Map of Orienteering Effect: You command the map to redraw itself, depicting
The halfling scout Legarri used a map of orienteer- the surface area in a 10-mile radius around you. The map
doesn’t go into precise detail, but it is accurate. It shows only
ing to great success as a leader of the first imperial
aboveground terrain, not underground areas.
survey as it explored the deadliest ruins within the The map displays the following features.
newly forged empire of Nerath. Legarri’s final expe- ) General terrain, such as mountains, rivers, and lakes
dition disappeared in the dungeons of Rolonna Tor. ) Structures 5,000 square feet or larger in area
A passage in her journal, recovered from one of the ) Structures important for travel, such as bridges and
dungeon’s dark chambers, suggests that Legarri portals
believed that her map secretly retained all the knowl- ) Lairs of creatures that are significant threats
) Names or general descriptions of any of the above fea-
edge placed within it, if only a means of accessing
tures, if such information is well known within the area
that information could be discovered. The ability to represented by the map.
temporarily record a user’s surroundings has made The sketch remains on the map until this power is used
items of this ilk invaluable to generations of explor- again.
ers since Legarri’s demise, and many have sought her
particular copy of the map hoping to learn about all
her explorations.
Mountebank’s Deck
Legend holds that the first of these decks of cards was
Map of Orienteering Level 9 Common
fashioned by Baalzebul to fulfill a diabolic pact he
struck with a wandering gambler. The cards guaran-
As you unfold this sheet of parchment, sepia ink spreads across
its surface to depict your immediate surroundings.
tee victory in any game of chance, because they allow
Wondrous Item 4,200 gp
their owner to arrange whatever hands he wishes.
Property Most owners of such a deck dole out a few win-
While unfolded, this map automatically and continuously ning hands for other players to begin with, carefully
produces a rendering of the area within 100 feet of it in all hoarding the deck’s power for a decisive victory.
directions. It can display only what you have seen personally,
so invisible objects, undiscovered traps or secret doors, and Mountebank’s Deck Level 1 Uncommon
unknown areas around the next corner do not appear on the
This plain deck of cards looks crisp and new, suggesting that you
map. Illusions are faithfully reproduced unless you have previ-
are likewise new at the game.
ously recognized them as false. Creatures are not shown on the
map unless they take the form of objects and have not been Wondrous Item 360 gp
recognized for what they are (for example, a gargoyle mistaken Property
for a statue). You can attune this deck of cards to yourself by shedding six
The map shows the area within 100 feet by default, but you drops of blood on it during a short rest. From that point for-
can mentally command it to zoom in or out to display any areas ward, whenever you draw or deal a card from this deck, it is of
explored within the last 24 hours as a minor action. a suit and value of your choice. Anyone else who interacts with
The map automatically erases and begins redrawing after the deck finds it to be a normal deck of whatever game it is
you take an extended rest, unless you command it to do designed for. Only one creature can be attuned to the deck at
a time.
VINCENT DUTR AIT

otherwise.

CH A PTER 4 | Magical Gear


87
Nolzur’s Inkwell stayed one step ahead of the law for many years. In
the end, the twins were victims of their own success,
A useful tool for deterring pursuit, Nolzur’s inkwell is
killed by rivals who learned about the special gear
filled with black ink imbued with the stuff of shad-
and wanted the pouches for their own purposes.
ows, illusions, and transmutation. When spilled upon
the floor, the ink forms a 20-foot-deep hole within
Pouches of Level 15 Common
the planar firmament. The hole drops downward,
though any creature on a floor below would notice Shared Acquisition
nothing out of the ordinary. The inkwell bends and These matched leather pouches allow you to move items be-
folds space, creating a hole in space without physi- tween them.
cally expanding downward. Once the magic of the Wondrous Item 25,000 gp
Property
inkwell is discharged, it slowly replenishes over time,
These two matched leather pouches magically share the same
refilling with ink again after several hours. interior space. Whatever is placed in one pouch (to a maximum
weight of 3 pounds) can be accessed from the other pouch
Nolzur’s Inkwell Level 6 Uncommon regardless of the distance between them, as long as both
This glass inkwell is stained and battered, as if it has seen much pouches are on the same plane. If the pouches are on different
use. planes, neither pouch can access the interior space. Only one
Wondrous Item 1,800 gp pouch can be accessed at a time.
Utility Power (Zone) ) Daily (Minor Action)
Effect: The ink creates a zone in a close blast 2 that lasts until
the end of the encounter. The ground of the zone becomes
Do not place money in a pouch of shared
an extradimensional pit that is 20 feet deep. The pit does acquisition. Even if you can trust your
not extend through the floor, since it warps space to pro-
duce its effect. Climbing out of the pit requires a DC 15
friend not to spend it all, when your
Athletics check. A creature in the zone when it is created pocket gets picked, you both go hungry.
floats to the bottom of the pit without taking damage. A
creature in the pit when the zone ends rises back to the
ground safely. Restful Bedroll
This bedroll appears to be woven of rough wool,
Pearl of Power though it is soft to the touch and inexplicably com-
The original pearls of power were gifts of the eladrin fortable. Though this item is clearly a boon to
queen Jillyra to the most devoted members of her adventurers and warriors alike, the dwarves of the
arcane guard. Crafted from freshwater pearls Black Shakes Mountains crafted the restful bedroll for
plucked from the Moonsheen River in the Feywild, more mundane purposes. The miners who plumbed
these handy items were brought to the world by the mountain’s unstable depths worked under the
eladrin explorers. threat of harm at all times, and the vitality granted by
this item’s magic often meant the difference between
Pearl of Power Level 7+ Uncommon mere injury and death.
This pearl grows warm to the touch each time you attack, ready
to overcome your enemies’ best attempts to thwart you. Restful Bedroll Level 1 Common
Lvl 7 2,600 gp Lvl 27 1,625,000 gp A good long rest in this magic bedroll grants you extra vigor.
Lvl 17 65,000 gp Wondrous Item 360 gp
Wondrous Item Property
Utility Power ) Daily (Free Action) Whenever you complete an extended rest in the restful bedroll,
Trigger: You miss all targets with an encounter attack power of you gain 1d8 temporary hit points.
level 3 or lower.
Effect: You do not expend the use of the power.
Level 17: You can use the pearl with an encounter attack
Spymaster’s Quill
power of level 13 or lower. The Spymaster was the title of the always name-
Level 27: You can use the pearl with an encounter attack less captain responsible for intelligence operations
power of level 23 or lower. across ancient Nerath—a position of rank so high
that it answered only to the emperor. The spymaster’s
Pouches of quill was fabricated for the Spymaster and his most
trusted operatives, who formed the thieves’ guild
Shared Acquisition known as the Unseen Eyes after the empire’s fall.
The twin dwarf rogues Hallfri and Hallger com- Surviving spymaster’s quills show up from time to
missioned the crafting of the first pouches of shared time in the hands of adventurers. However, it is said
acquisition for their operations in the nobles’ enclaves that the Eyes know the location of each of these “mis-
of Nerath. By magically passing ill-gotten goods back placed” quills—and that each one is stolen back once
and forth between them, these two master thieves it contains valuable lore.
CH A PTER 4 | Magical Gear
88
WO N D R O U S I T E M S
possessor’s control. Most of the similar items that can
be found today were crafted by ritualists and artifi-
cers from the mortal realm before the secrets of the
hole’s construction were lost. It is said that the origi-
nal versions of the true portable hole contain a latent
connection to the Feywild, and that they are imbued
with additional power that can be tapped into only by
the creatures of that realm.

True Portable Hole Level 15 Uncommon


This slip of black cloth lets you safely store items in a hidden
space when you unfold it.
Wondrous Item 25,000 gp
Property
A true portable hole weighs 1 pound and is 6 inches in diam-
eter in its closed state. It can be enlarged to 6 feet in diameter
or shrunk to its smaller size by folding it as one folds a sheet
of cloth. When spread upon any surface, a true portable hole
transforms into the mouth of an extradimensional space 10 feet
deep, into which items can be placed for storage. When the
hole is picked up from the surface, the entrance disappears and
anything inside the space remains there. The hole cannot be
closed if any creatures are within it.
The items that can be placed within the portable hole are
limited only by volume—up to a maximum of 6 feet by 6 feet by
10 feet—not by weight.

Unfettered Thieves’ Tools


The half-elf rogue Thalith Three Fingers commis-
Spymaster’s quill sioned this handsome set of thieves’ tools shortly after
interacting with the trap that earned her that nick-
Spymaster’s Quill Level 10 Common name. Even maimed as she was, Thalith’s thievery
When you set this quill pen to parchment, traces of glowing
skills became more acute with these tools at her dis-
golden light flare to capture the information you record. posal. After she bequeathed her tools to her shiftless
Wondrous Item 5,000 gp son, who then lost them, the secret of their crafting
Utility Power ) At-Will (Standard Action) was sold for a paltry sum (some say for beer money),
Effect: You pass the quill over an amount of text or an illustra- and a few copies began appearing in the world. It is
tion equivalent to a single parchment page. The image or said that Thalith’s spirit remains linked to her origi-
text is magically recorded within the quill for later reproduc- nal set of tools, which will enable even greater feats of
tion. Recording another page with the quill erases the page
thievery and legerdemain when they finally pass into
already recorded.
Utility Power ) At-Will (Standard Action)
the hands of a thief as skilled as she was.
Effect: You point the quill at a sheet of parchment or paper and
mentally command it to reproduce the illustration or text Unfettered Thieves’ Tools Level 11 Uncommon
recorded within it. No matter what the medium of the origi- The picks, keys, and tongs of this set of thieves’ tools appear
nal (charcoal on paper, runes scribed in stone, and so on), ordinary—until they rise into the air to move under your mental
the reproduction is rendered in normal ink. command.
The reproduction created by the quill is identical in Wondrous Item 9,000 gp
appearance to the original, but the quill cannot record magi- Property
cal properties. For example, you cannot perform a ritual Like a normal set of thieves’ tools, unfettered thieves’ tools grant
from a ritual scroll recorded and reproduced by the quill, a +2 bonus to Thievery checks to open locks or disable traps.
nor can the quill copy powers or rituals from a wizard’s Utility Power ) Daily (Standard Action)
spellbook. Effect: You make a Thievery check on an object you can see
within 5 squares of you.
True Portable Hole
Perhaps the most unusual item to have originated in
the Feywild, the true portable hole is a circle of magi-
cal cloth spun from the webs of the phase spider.
Imbued with the power of that otherworldly realm,
DAV I D M A R T I N

this item opens up a hole in the world that is under its

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Consumable Cryptspawn Potion Level 5+ Common
Drinking this viscous fluid that smells of decay provides protec-

Items tion against the powers of creatures that live beyond the grave.
Lvl 5
Lvl 15
50 gp
1,000 gp
Lvl 25 25,000 gp

Most enchanted items have a special feature that is Consumable: Potion


usable with regularity. Consumable items are differ- Utility Power ) Consumable (Minor Action)
ent because each one is expended after a single use Effect: You drink the potion and lose a healing surge. You then
(and they’re priced accordingly). Easy to afford and gain resist 5 necrotic and resist 5 poison until the end of
easy to carry, the potions, elixirs, and other substances the encounter. You also gain a +5 power bonus to your next
Endurance check against any disease of the potion’s level or
in this category can easily be worth more than their
lower.
weight in gold when they’re used at just the right time. Level 15: Resist 10 necrotic and resist 10 poison.
Level 25: Resist 15 necrotic and resist 15 poison.

ELIXIRS AND POTIONS Elixir of Accuracy


The methods used to create elixirs and potions bear The magical laboratories of Nerath turned out count-
some similarity to alchemical processes, but whereas less vials of this sour, azure liquid for use by the
alchemy relies on the interaction and reaction scouts and rangers of that realm, who kept the fron-
between substances, an elixir or a potion is directly tiers of the empire safe. Today, bandit chieftains,
infused with powerful magic. petty lords, and self-styled heroes all carry this elixir.
Many see simply having a flask of this substance as a
Cryptspawn Potion status symbol and forego using it, even when doing so
The necromancers of the Black Scar cult first crafted might tip the balance of combat in their favor.
this foul brew from spider’s venom and the blood of the
condemned. A hero of good moral bent who comes into Elixir of Accuracy Level 8+ Common
possession of a cryptspawn potion often feels an almost This crisp draught leaves your senses clear and your aim true.
physical revulsion to it. However, those who overcome Lvl 8 125 gp Lvl 23 17,000 gp
this aversion gain a measure of defensive power. Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 18 3,400 gp
Consumable: Elixir
Potions are much like sausages. Far fewer Utility Power ) Consumable (Minor Action)
Requirement: Your level must be equal to or lower than the
people would consume them if they knew elixir’s level + 4.
their ingredients: mole hair, bat tongue, Effect: You drink the elixir. Once before the end of the encoun-
ter, you can use a free action when you make an attack roll
spider venom, gorgon blood, even goblin and dislike the result. You gain a +2 bonus to that attack roll.
foot fungus—and those are some of the
more appetizing ones. Yet much of Elixir of Aptitude
potion brewing is art and showmanship The wizard-sages of the ancient city of Astigar first
crafted the elixir of aptitude as a tool to augment
rather than true formulae. The secrets their unequaled mastery of research and lore. It
to creating many potions have been lost wasn’t long before the thieves’ guild known as the
Grayblades stole the crafting process. Their more
because their creators either lacked profitable application of the elixir made it highly
a true understanding of their process sought after by scoundrels and adventurers.
or they deliberately obscured elements
Elixir of Aptitude Level 5+ Common
in order to preserve their recipes as This sweet amber broth enhances your innate talents.
their personal domains. I know of one Lvl 5 50 gp Lvl 25 25,000 gp
Lvl 15 1,000 gp
brewer who insists upon orphans’ tears Consumable: Elixir
as the base for his work. I would shudder Utility Power ) Consumable (Minor Action)
Effect: You drink the elixir and gain a +1 power bonus to
to think about how he collects that checks using one skill of your choice. This bonus lasts for 1
substance in the quantities he requires, hour.
Level 15: +3 power bonus.
except that I’m certain he actually Level 25: +5 power bonus.
uses well water and a little salt.

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E L I X I R S A N D P OT I O N S
Potions on display

Elixir of Chameleon Power Elixir of Clairvoyance


The halfling mage Lohana the Left-Handed first This substance first came to prominence during the
crafted this draught, which the heroes of the ancient exploits of the adventuring company known as the
clans used to enhance their preferred stealthy fight- Band of the Golden Lion. That group made its name in
ing style. Lohana traded the formula for the elixir Orhiran, the Dungeon of Endless Doors, whose warren
of chameleon power to King Paulin of Donostia in of cells is thought to have once housed a planar prison.
exchange for the halfling clans’ right to travel freely Vials of elixir of clairvoyance were instrumental in allow-
in the frontier provinces—a pact that set the stage for ing the Golden Lions to best that ruin’s deadly traps.
later compacts between the clans and Nerath.
Elixir of Clairvoyance Level 5+ Uncommon
Elixir of Chameleon Power Level 8 Uncommon As you consume this elixir, a haze of ghostly images fills your
Once consumed, this clear liquid lets you blend in with your sight, focusing finally on the single vision you seek.
surroundings. Lvl 5 50 gp Lvl 25 25,000 gp
Consumable: Elixir 125 gp Lvl 15 1,000 gp
Utility Power (Illusion) ) Consumable (Minor Action) Consumable: Elixir
Effect: You drink the elixir. Once before the end of the encoun- Utility Power (Illusion) ) Consumable (Minor Action)
ter, you can use a minor action to change your color and Effect: You drink the elixir. Until the end of your next turn, you
tone to blend in with your background. You gain total con- gain the ability to see as if you were standing in a square at any
cealment until the end of the encounter, until you attack, or location within 2 squares of you. You do not need line of sight
until you are not adjacent to a wall or another object at least or line of effect to the location, but it must be a place already
as large as you. known to you or clearly defined (for example, a square on the
While under this power’s concealment effect, you do not other side of a door that you can see). Your perception of the
take the penalty to Stealth checks for moving. area is with your normal senses, and you might need to make
Perception checks to note specific features of the area.
Level 15: Any location within 5 squares of you.
Level 25: Any location within 10 squares of you.
Sustain Minor: You sustain the effect until the end of your next
WAY N E E N G L A N D

turn, and you can shift the point of view of your clairvoyance
to another square within 2 (or 5 or 10) squares of you.

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Elixir of Climbing Elixir of Flying
The guards of Castle Moonroot, perched high atop This liquid is so clear that it appears almost invisible
the Sanduru Peaks, first commissioned this useful within its crystal flask. As a result, many an adven-
elixir, calling it moonroot juice. Its more common turer has inadvertently spilled a precious dose of elixir
name is prevalent in the wider lands where it can still of flying when opening its container. The imbiber of
be found. A creature that imbibes an elixir of climbing this elixir gains a mastery of flight nearly equal to
can cling to sheer slopes of rock with the tenacity of a that of any creature of the air. The benefit is transi-
mountain goat. However, the elixir’s power isn’t abso- tory, however, and one must take care not to get too
lute, and those whose climbing is hindered by other far off the ground.
factors (such as wearing armor) should still proceed
with care. Elixir of Flying Level 11+ Uncommon
A moment after imbibing this effervescent draught, your body
Elixir of Climbing Level 6+ Common lifts off the ground and you feel light as a bird.
This draught smells of clear air and mountain wildflowers. Lvl 11 350 gp Lvl 21 9,000 gp
Consuming it allows you to easily move along walls and other Consumable: Elixir
sheer surfaces. Utility Power ) Consumable (Minor Action)
Lvl 6 75 gp Lvl 26 45,000 gp Effect: You drink the elixir and gain a fly speed of 4 until the
Lvl 16 1,800 gp end of the encounter.
Consumable: Elixir When the effect ends, you float 100 feet toward the
Utility Power ) Consumable (Minor Action) ground. If you are not on a horizontal surface sufficient to
Effect: You drink the elixir. Until the end of the encounter, you bear your weight at the end of this distance, you fall to the
gain a +4 power bonus to Athletics checks to climb. nearest such surface, taking damage accordingly.
Level 16: +6 power bonus. Level 21: You gain a fly speed of 8 and can hover.
Level 26: +8 power bonus.
Elixir of Gaseous Form
Elixir of Defense The dwarves of the Ingunn Delve are said to have
The ancient alchemists of Oihan were said to have commissioned the first elixir of gaseous form, using
crafted enchanted draughts that could protect the it as a magical escape route from the constant col-
imbiber from any attack against body or mind. That lapse of that mine’s crumbling tunnels. The elixir
craft survives today only in the form of the elixir of gives off a noxious odor even when its container is
defense, a viscous fluid set in a weathered vial of wax- sealed, though the scent is usually detectable only
sealed bone. Popular legend has it that combining by whoever is carrying it. However, this odor makes
two or more elixirs of defense will reproduce the more the elixir unpalatable to most monsters, and for
formidable brew on which these items were modeled. that reason vials of it are often found scattered loose
However, countless doses of this draught have been among the bones of their former owners.
ruined in attempts to achieve that goal.
Elixir of Gaseous Form Level 12 Uncommon
Elixir of Defense Level 8+ Uncommon When you drink this elixir, you feel momentarily lightheaded as
A flood of protective energy fills you when you drink this bitter your body fades to vapor.
draught. Consumable: Elixir 500 gp
Lvl 8 125 gp Lvl 23 17,000 gp Utility Power (Polymorph) ) Consumable (Minor Action)
Lvl 13 650 gp Lvl 28 85,000 gp Effect: You drink the elixir and take on the form of a misty
Lvl 18 3,400 gp cloud until the end of the encounter or until you end the
Consumable: Elixir effect as a standard action. All your gear is absorbed into
Special: When this elixir is created, the crafter chooses a your gaseous form and is inaccessible. While gaseous, you
defense: Fortitude, Reflex, or Will. are insubstantial and gain a fly speed equal to your speed, as
Utility Power ) Consumable (Minor Action) well as the ability to hover. You cannot make attacks while
Effect: You drink the elixir. Once before the end of the encoun- in gaseous form, but you can move unhindered through tiny
ter, you can use an immediate interrupt when an attack openings that would otherwise prevent movement (such as
targeting the chosen defense hits you. Against that attack, under a door or through a cracked window).
your defense equals 17 + the elixir’s level.

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E L I X I R S A N D P OT I O N S
Elixir of Giant Strength Elixir of Levitation Level 8 Uncommon
Drinking this frothy elixir allows you to rise up into the air, in
An elixir of giant strength is usually contained in a
addition to making your feet and hands tingle.
hollow stone capsule. When one of these containers
Consumable: Elixir 125 gp
falls out of the pack of an unwary or injured adven- Utility Power ) Consumable (Minor Action)
turer, it blends in with natural stone and can easily Effect: You drink the elixir. Until the end of the encounter, you
be missed by later explorers. When consumed, this gain the ability to fly into the air as a move action, moving
elixir enables the imbiber to perform great feats of up to 4 squares vertically and 1 square horizontally. You
physical power. cannot rise more than 10 squares above the ground directly
beneath you. If some effect, such as a pit opening below you,
causes you to be more than 10 squares above the ground,
Elixir of Giant Strength Level 9+ Uncommon
you drop the entire distance but do not take falling damage.
When you consume this draught, your muscles begin to spasm, If you are knocked prone while levitating, you do not fall.
but that discomfort ends quickly as you feel great strength rush When this power’s effect ends, you float safely to the
through your body. ground.
Lvl 9 160 gp Lvl 29 105,000 gp
Lvl 19 4,200 gp
Consumable: Elixir No small wonder that many potions
Utility Power ) Consumable (Minor Action)
Effect: You drink the elixir. Until the end of the encounter,
mimic the effects of wizards’ spells,
you gain a +2 power bonus to Strength ability checks and since wizards are so often the potions’
Strength-based skill checks. You also gain a +2 bonus to
the damage rolls of melee basic attacks and of ranged basic
creators. And with the many needs
attacks with thrown weapons. However, if your attack roll placed upon a wizard’s prepared spells,
for any such attack is a natural 1 or 2, this effect ends.
Level 19: +4 power bonus to checks; +4 bonus to damage you can clearly see the sense of keeping
rolls. a potion at the ready for some
Level 29: +6 power bonus to checks; +6 bonus to damage
rolls. unexpected eventuality. That so many
potions can be found in the belongings
Elixir of Invisibility of folk other than wizards and their
This liquid is appreciated by all adventurers for its
use in combat and exploration, but is notoriously hard
friends says something about how
to find as treasure. Housed in muted vials of cloud- well such precautions work.
gray glass, these elixirs often go unnoticed among the
detritus and shadows of forgotten places. Elixir of Luck
Elixir of Invisibility Level 6+ Uncommon
Elixirs of luck are now rare in the world, due to the
scarcity of their key component, orium. In ages long
When you drink this scentless liquid, you fade from view.
past, such elixirs were produced in the city of Vor
Lvl 6 75 gp Lvl 16 1,800 gp
Consumable: Elixir
Rukoth, where orium was abundant. The city had
Utility Power (Illusion) ) Consumable (Minor Action) such a sizable supply of the elixirs that it was forced to
Effect: You drink the elixir and become invisible until the end impose a recreational ban on the liquid due to exces-
of your next turn or until you attack. sive use in gambling dens and gladiatorial combat.
Level 16: You become invisible until the end of the encounter Many of the surviving elixirs are those that were
or until you attack. smuggled out of Vor Rukoth during its final days.

Elixir of Levitation Elixir of Luck Level 10 Rare


This flask made from carefully carved and stained The red-gold liquid contained within this vial shines with its
black oak feels all but weightless. Elixirs of levitation own dim light. When you drink it, you feel as though nothing
could go wrong.
were made famous by the half-elf rogue Almaralin,
Consumable: Elixir 200 gp
known as the Thief of Hearts. For years, he scaled the
Utility Power ) Consumable (Minor Action)
heights of the great towers of Tjunagi, openly taunting Effect: You drink the elixir and lose an action point. Once
that city’s noble lords even as he earned his nickname before the end of the encounter, you can reroll a failed skill
by trysting with their wives. check, attack roll, or saving throw. You must use the second
result.

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Elixir of Phasing of treasure finding in response, enabling the Fists of
Kord to locate valuable objects that might otherwise
This draught grants the unearthly power of the phase
have been overlooked—prompting the empire to give
spider to whoever drinks it. It is brewed and stored in
the Fists of Kord a lifetime contract. The method of
an enchanted vial crafted from a fang of one of those
the elixir’s creation eventually spread throughout the
dread arachnids. The eladrin warrior-princess Ran-
empire, and the number of undiscovered treasure
aeria is credited with first crafting the elixir. She did
hoards diminished accordingly.
so to protect her lover, Gaveny, from the dangers of
the world when he led their race to a new home after
Elixir of Treasure Finding Level 5+ Uncommon
the war that sundered the fey races.
A hint of exotic spices fills your senses as you drink this draught,
which produces a faint tingling in the back of your mind when
Elixir of Phasing Level 17 Uncommon
treasure is close by.
This brackish gray liquid seems to appear and disappear within Lvl 5 50 gp Lvl 25 25,000 gp
its vial at short intervals. The effect carries over to you when you Lvl 15 1,000 gp
consume it. Consumable: Elixir
Consumable: Elixir 2,600 gp Utility Power ) Consumable (Minor Action)
Utility Power ) Consumable (Minor Action) Effect: You drink the elixir. Until the end of your next turn, you
Effect: You drink the elixir and are phasing until the end of gain an innate sense of the direction to the nearest treasure
your next turn. worth at least 100 gp within 10 squares of you (ignorng
treasure carried by you and your allies). This power func-
Elixir of Protection tions through any intervening barrier except special magical
wards or barriers lined entirely with lead. You are not aware
from Evil of the distance to the treasure, nor do you gain any hint of
the route to it or any physical features at its location.
These holy elixirs used to be produced by a small Level 15: Within 20 squares.
group of monastics residing in Gardmore Abbey in Level 25: Within 40 squares.
the Nentir Vale. The monastics produced the elixirs
for the knights of Bahamut, who guarded the abbey.
After the abbey’s fall, the recipe for the elixirs was The elixir of treasure finding must
lost for a time. Recent expeditions to the abbey have be one of the most fiendish pranks
uncovered the recipe, and a few holy orders have
begun to unravel the secrets of crafting the elixir. played upon greedy folk. My one-time
adventuring companion, Robilar,
Elixir of Protection from Evil Level 5+ Uncommon
once purchased one for a hefty sum
The pearly white liquid of this potion leaves you with a feeling
of righteous zeal against those who would do evil. and used it in a dungeon to find a gem
Lvl 5 50 gp Lvl 25 25,000 gp worth roughly fifty gold more than he
Lvl 15 1,000 gp
Consumable: Elixir paid for the potion. He then “invested”
Utility Power ) Consumable (Minor Action)
Requirement: Your level must be equal to or lower than the
in a dozen more potions. Needless
elixir’s level + 5. to say, without having a very good
Effect: You drink the elixir and gain a +1 power bonus to
damage rolls against evil creatures and to all defenses
idea that a princely sum lies nearby,
against evil creatures’ attacks. The bonus lasts until the end the investment often fails to pay off.
of your next turn.
Level 15: +2 power bonus.
Level 25: +3 power bonus.
Elixir of Water Breathing
The ancient king Kelemen is said to have commis-
Elixir of Treasure Finding sioned the first elixir of water breathing to help him
The adventuring group known as the Fists of Kord plunder the lost sahuagin ruins known as the Mouth
is remembered for its exploration of the Nerath of Darkness. These draughts offer great benefit to
frontier. Much of the group’s early work was under- explorers plumbing the depths, but the effect is far
written by the early emperors, who found it easier to from permanent. Sahuagin, kuo-toas, and other
hire out the task of searching and mapping the more intelligent aquatic predators use this fact to their
dangerous corners of their realm. After some time, advantage when facing enemies from the surface,
however, the keepers of the imperial treasury grew intentionally prolonging conflicts in the hope that the
dissatisfied with the expense of this operation when defilers of their realms would end up dying there.
they learned how little wealth the Fists were bring-
ing back. The group’s wizard crafted the first elixirs

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E L I X I R S A N D P OT I O N S
Elixir of Water Breathing Level 8+ Common Potion of Clarity
The shortness of breath you feel when quaffing this potion is
All present-day examples of these crystal flasks of
offset by its ability to allow you to breathe easily underwater.
cyan liquid are said to be derived from a single cache
Lvl 8 125 gp Lvl 18 3,400 gp
Consumable: Elixir
of ancient drow treasure, dating from the conflict
Utility Power ) Consumable (Minor Action) that sundered that race from the elves and eladrin.
Effect: You drink the elixir and can breathe underwater for 1 The dark elves’ belief in the superiority of their race
hour. drove them to create these potions, which drastically
Level 18: You can breathe underwater until your next (and secretly) improve the imbiber’s chance of suc-
extended rest. cess in combat.

Lesser Elixir Potion of Clarity Level 5+ Uncommon

of Dragon Breath This cool draught hones your physical and mental acuity at a
critical moment, allowing you to strike true.
This elixir was first crafted by the warlocks of Bael Lvl 5 50 gp Lvl 20 5,000 gp
Turath during that empire’s bitter conflict with Arkho- Lvl 10 200 gp Lvl 25 25,000 gp
sia. Tiefling shock troops took great delight in blasting Lvl 15 1,000 gp Lvl 30 125,000 gp
their dragonborn foes with an attack that matched Consumable: Potion
the dragonborns’ innate power. However, when the Utility Power ) Consumable (Minor Action)
Effect: You drink the potion. Once before the end of the
Turathi spread the rumor among their enemies that
encounter, when you make an attack roll for an encounter or
this draught was crafted from the blood and bile of a daily attack power and dislike the result, you can reroll the
fallen dragonborn warriors, the elixir of dragon breath attack roll, but you must use the second result. The power’s
proved even more effective as a psychological weapon. level must be equal to or lower than the potion’s level.

Lesser Elixir of Dragon Breath Level 6+ Common


Potion of Cure
You drink this syrupy elixir, and a surge of energy courses
through your body, waiting to be released in an explosion of Critical Wounds
breath. This curative draught was once favored by combat
Lvl 6 75 gp Lvl 26 45,000 gp medics, who would wear a bandolier of the potions
Lvl 16 1,800 gp
during wartime. They would save the potions for the
Consumable: Elixir
Special: When this elixir is created, the crafter chooses acid,
most grievously wounded soldiers, who would be
cold, fire, lightning, or poison. The elixir gains that keyword, and fed the potions and then helped off the battlefield.
all damage dealt by it is of that damage type. Although such wars are scarce now, the potions have
+ Attack Power (Varies) ) Consumable (Minor Action) lost none of their utility.
Effect: You drink the elixir. Once before the end of the encoun-
ter, you can use a minor action to make the following attack. Potion of Cure Level 20 Uncommon
Attack: Close blast 3 (creatures in the blast); the elixir’s level +
5 vs. Reflex
Critical Wounds
Hit: 2d6 + 3 damage of the chosen type. This potion covers your deep wounds in bright silver light, caus-
Level 16: 3d8 + 7 damage. ing them to mend.
Level 26: 4d6 + 12 damage. Consumable: Potion 5,000 gp
Utility Power (Healing) ) Consumable (Minor Action)

Lesser Elixir of Speed Effect: You drink the potion. If you have a healing surge, you
must spend one. Instead of the hit points you would nor-
The war couriers of Nerath were protected by decrees mally regain, you regain 3d8 + 20 hit points. If you are
of imperial law that promised death to anyone who bloodied and don’t have any healing surges, you still regain
interfered with the communications of the state. In the hit points. If neither of these things is true, there is no
effect.
practice, however, these expertly trained runners
and riders trusted less in such statecraft than they
did in the lesser elixirs of speed crafted for them in the
empire’s arcane laboratories.

Lesser Elixir of Speed Level 10 Common


Your heartbeat races as you drink this elixir, which sends energy
surging through your nerves and limbs.
Consumable: Elixir 200 gp
Utility Power ) Consumable (Minor Action)
Effect: You drink the elixir and lose a healing surge. You
then gain a +2 power bonus to speed until the end of the
encounter.

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Potion of Cure fountain hidden deep within the Astral Sea. The few
creatures that have the knowledge and power to craft
Light Wounds this astonishing brew keep the secret close, lest it fall
Adventurers heading out into the wilderness or into the wrong hands.
plumbing the depths of dungeons keep a plentiful
supply of these potions in their satchels, in case of Potion of Heal Level 30 Uncommon
emergency. Scholars believe that this variety of cura- This potion covers your most grievous wounds in brilliant silver
tive potions was one of the first types of potions to light, restoring your body.
be created. In the days of the Dawn War, the gods Consumable: Potion125,000 gp
saw how their mortal allies suffered on the battle- Utility Power (Healing) ) Consumable (Minor Action)
field, and they devised a way to bottle up the healing Effect: You drink the potion. If you have a healing surge, you
must spend one. Instead of the hit points you would nor-
powers of clerics in a small flask. The potion of cure
mally regain, you regain 4d8 + 30 hit points. If you are
light wounds represents the most basic variety of the bloodied and don’t have any healing surges, you still regain
potion, though more powerful versions exist as well. the hit points. In addition, you can make a saving throw
against each effect on you that a save can end. If neither of
Potion of Cure Light Wounds Level 1 Uncommon these things is true, there is no effect.
This potion covers your small cuts and minor bruises in dim
silver light, causing them to heal over. Potion of Heroism
Consumable: Potion 20 gp
Utility Power (Healing) ) Consumable (Minor Action)
The mage known as Mad Mikolas popularized
Effect: You drink the potion. If you have a healing surge, the potion of heroism, though it remains unknown
you must spend one. Instead of the hit points you would whether he actually created it or merely improved
normally regain, you regain 1d8 + 1 hit points. If you are upon the work of other crafters. The physically frail
bloodied and don’t have any healing surges, you still regain Mikolas was fond of challenging the burliest war-
the hit points. If neither of these things is true, there is no riors to barroom grudge fights, and almost inevitably
effect.
cleaning up in the wagering when his magical handi-
work left him the last one standing.
Potion of Cure
Moderate Wounds Potion of Heroism Level 16+ Uncommon
This bitter potion gives you a surge of vitality and resilience.
Along with other vast stores of lore, the knowledge of
Lvl 16 1,800 gp Lvl 26 45,000 gp
how to brew these curative potions was lost after the Consumable: Potion
fall of Nerath. Only in recent years did the potions Utility Power ) Consumable (Minor Action)
start appearing across the world again. The origin Effect: You drink the potion and gain 20 temporary hit points.
of the potions was tracked to a peddler south of the In addition, you gain a +2 power bonus to saving throws
Nentir Vale, who had purchased a recipe from adven- until the end of the encounter.
turers who had been exploring Nera, the ancient Level 26: 50 temporary hit points.
capital of Nerath.
Potions carry strange names. The potion
Potion of Cure Level 10 Uncommon
of heroism, while useful, grants you none
Moderate Wounds
This potion covers your wounds in silver light, helping them heal.
of the courage of a true hero. And the
Consumable: Potion 200 gp potion of invulnerability is disastrously
Utility Power (Healing) ) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you
misnamed; though it can protect you
must spend one. Instead of the hit points you would nor- from a great many dangers, its benefit
mally regain, you regain 2d8 + 10 hit points. If you are
bloodied and don’t have any healing surges, you still regain is exceptionally brief. Of course, if the
the hit points. If neither of these things is true, there is no elixir of giant strength were called
effect.
the “elixir of somewhat greater strength
Potion of Heal than you had before,” its name would
This powerful healing potion is among the most neither roll off the tongue nor inspire
sought after consumables in the world. Alchemists confidence in whoever drank it. That the
have tried for centuries to master the recipe. Some
claim it requires tears of joy shed from an angel of potion of heroism is called such might be
good. Others say the potion cannot be created, but enough to make one act like a hero upon
rather, it comes from water captured from a magical
drinking it, and that in itself has value.
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E L I X I R S A N D P OT I O N S
Potion of Invulnerability Potion of Regeneration Level 9+ Uncommon
The most grievous wounds trigger this potion’s remarkable re-
The tart draught in this iron flask confers tremendous
storative power.
defensive strength to its imbiber, though the efficacy
Lvl 9 160 gp Lvl 29 105,000 gp
of the potion of invulnerability is only a pale reflection Lvl 19 4,200 gp
of its legend. Crafted for the celebrated King Thor- Consumable: Potion
kat, the original potion is said to have rendered its Utility Power (Healing) ) Consumable (Minor Action)
imbiber immune to all damage dealt by any mortal Effect: You drink this potion and lose a healing surge. You then
creature—a latent feature that some believe might yet gain regeneration 5 while you’re bloodied until the end of
be found in the oldest examples of this substance. the encounter.
Level 19: Regeneration 10.
Level 29: Regeneration 15.
Potion of Invulnerability Level 10+ Common
A sense of unyielding resolve floods through you when you drink
this sweet draught. Potion of Shadow’s Essence
Lvl 10 200 gp Lvl 30 125,000 gp By carefully collecting the essence of a monstrous
Lvl 20 5,000 gp shadow as it dies, a skilled potion maker can craft a
Consumable: Potion potion of shadow’s essence. When the potion is ingested,
Utility Power ) Consumable (Minor Action)
the imbiber’s skin turns an ashen gray as lines of
Effect: You drink the potion and gain resist 25 to all damage
until the end of your next turn.
darkness rise beneath his skin like bulging veins. In
Level 20: Resist 35 to all damage. a moment, those lines exude an inky, black fluid that
Level 30: Resist 45 to all damage. covers the drinker and turns him into a creature of
shadow.
Potion of Lesser Haste Potion of Shadow’s Essence Level 17 Uncommon
Although the recipe for a true potion of haste has
The liquid in this vial is black and viscous, absorbing the light
eluded potion makers, this imitation has earned around it.
respect among warriors for its versatility. Thieves’ Consumable: Potion 2,600 gp
guilds often hire alchemists specifically to brew Utility Power ) Consumable (Minor Action)
potions of lesser haste. Beneath cities, they brew huge Effect: You drink the potion. Until the end of the encounter,
vats of the silvery liquid, which are distributed you gain darkvision and are insubstantial and phasing, but
among the guilds’ members so they can make quick you are weakened. You can end this effect as a minor action.
getaways.
It should be no surprise given the
Potion of Lesser Haste Level 10 Uncommon
When you consume the silvery liquid of this elixir, your body
ingredients in a typical potion,
begins to blur as your movement quickens. but drinking a potion is rarely a
Consumable: Potion 200 gp
Utility Power ) Consumable (Minor Action)
pleasant experience. Taste is only
Effect: You drink the potion and spend a healing surge. You half the problem. Some potions are
gain an extra move action to use either during your current
turn or your next turn.
viscous and sticky, leading to a
sensation akin to swallowing a slug.
Potion of Regeneration Others are thin but oily, leaving the
Sages and others who are knowledgeable about such drinker with a lingering sensation
things claim that the original versions of this draught
were distilled from the blood of lycanthropes. Arcane that even wine can’t wash away.
craft quickly reworked those original formulas to use Many are grainy, some contain chunks
ingredients whose collection was less life-threatening. that seem to demand chewing, and a
Original versions of this copper-scented potion do
show up from time to time, however, and rumors sug- few actively move in the mouth.
gest that those potions infect whoever drinks them Usually, the magical effects are
with the curse of lycanthropy.
worth the unpleasantness.

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O THER CONSUMABLES
Not all consumable items are meant to be ingested.
The selection that follows here is as diverse as any
group of wondrous items, ranging from a sprinkling
of powder or a vial of oil to a fantastic feather that
changes form on command.

Bead of Force
A bead of force is the distilled, physical form of force
energy twisted, focused, and forged into a solid
object. The energy within the bead seethes and roars,
ready to explode upon any stout, physical contact.
Stories abound of adventurers being blown to pieces
when an unlucky blow landed on a belt pouch carry-
ing several of these items.

Bead of Force Level 15+ Uncommon


This lusterless black pearl seems mundane, but as you grasp it
you feel the force magic contained within it reverberate up and
down your arm.
Lvl 15 1,000 gp Lvl 25 25,000 gp
Lvl 20 5,000 gp Lvl 30 125,000 gp
Consumable
- Attack Power (Force) ) Consumable (Standard Action)
Attack: Ranged 10 (one creature of size Medium or smaller);
the bead’s level + 3 vs. Reflex
Hit: The target is restrained, cannot teleport, and takes ongo- Nolzur’s marvelous pigments
ing 10 force damage (save ends all). Until the effect ends,
line of effect cannot be traced into or out of the target’s
space, and attacks cannot enter or exit it. Nolzur’s
Miss: The target is slowed and takes ongoing 5 force damage
(save ends both). Marvelous Pigments
Level 25 or 30: Ongoing 15 force damage, and ongoing 10 This fantastic set of paints can create solid objects
force damage on a miss. where none were before. However, it is the strength
and accuracy of the painter’s observation and imagi-
Dust of Disappearance nation that determine the objects’ appearance,
Dust of disappearance makes the individual over which beauty, and utility, rather than his or her skill with a
it is shaken invisible. The downside is that only an brush.
observer’s vision is affected; the person using it still Nearly any nonmagical item can be conjured into
emits sounds and smells. It also doesn’t negate physi- being with Nolzur’s marvelous pigments, from armor
cal effects such as splashing water or a sprinkling of to weaponry, tools to gears, patchwork hose to royal
flour from revealing the user’s location. robes. Created items act as expected—painted food
Some ancient tomes suggest that early versions is nourishing, painted axes cut wood and flesh, and
of what is now known as dust of disappearance were a painted shield turns back the slings and arrows of
viscid salves that had to be laboriously applied to skin invaders.
and equipment to render it invisible, and that any The painter cannot subtract volumes of space
inadvertent gaps in coverage resulted in gaps in the from existing objects, such as painting a hole in the
invisibility as well. ground, or drawing a (functional) door on a wall. The
pigments also cannot conjure living plants or crea-
Dust of Disappearance Level 8 Uncommon tures, whether magical, mundane, or simulated (such
When you sprinkle this dust over yourself, you disappear from
as golems).
sight until you do something to shake it loose.
Consumable 125 gp
Utility Power (Illusion) ) Consumable (Minor Action)
Effect: You sprinkle this dust over yourself or an adjacent ally.
That character becomes invisible until he or she moves or
attacks, or until the end of the encounter.
JIM NELSON

CH A PTER 4 | Magical Gear


98
OT H E R CO N S U M A B L E S
Nolzur’s Level 7 Uncommon Oil of Red Flame Level 8+ Uncommon
Marvelous Pigments You coat your weapon’s blade with this oil, knowing that you
You smear a glob of this paint on a wall or floor, creating any will be able to call flame to your weapon thereafter.
object you desire. Lvl 8 125 gp Lvl 28 85,000 gp
Consumable 100 gp Lvl 18 3,400 gp
Utility Power ) Consumable (Standard Action) Consumable
Effect: You create a nonmagical object that is up to 1 square in Utility Power (Fire) ) Consumable (Minor Action)
volume and weighs up to 200 pounds. The object must be Effect: You coat a weapon with this oil. The next time you hit a
created in an unoccupied square and on a solid surface, such creature with that weapon before the end of the encounter,
as a floor, a wall, or a tree. The object disappears at the end that creature also takes ongoing 5 fire damage (save ends).
of the encounter. Level 18: Ongoing 10 fire damage (save ends).
Level 28: Ongoing 15 fire damage (save ends).

Oil of Lasting Flame Powder of Appearance


This enchanted oil is sometimes used by the wealthy
to keep their homes or estates warm. Any fire made The sentiment that an unknown warrior expressed
with oil of lasting flame burns much longer than usual, more than a millennia ago is so universal among
unless something puts it out aside from want of fuel. martial heroes bedeviled by magic that it has become
Both mundane and magical methods of extinguish- a catchphrase among their kind everywhere: “If I
ing the flames work as expected: water, sand, a strong could see it, it’d be dead!”
gust of wind, or even a cantrip. For this reason, oil of It’s not clear whether the equally anonymous
lasting flame is not often employed in combat or tur- enchanter who first crafted powder of appearance was
bulent situations. Its best use is to keep a campfire a traveling companion of that original frustrated
burning all night in areas where natural fuel is dif- combatant, or whether he or she simply sought to
ficult to find. solve the same problem. In any case, when this dust
is scattered around an area, it makes visible that
Oil of Lasting Flame Level 2 Common
which is hidden, whether from invisibility or simple
obscurement.
A vial of this oil provides heat and flame for a long time.
Consumable 25 gp
Property
Powder of Appearance Level 8 Common
When you use this oil to start a fire or light a torch, it burns for As this dust settles over a creature, it reveals that which was
8 hours using its existing fuel. The fire can be put out by normal hidden.
means. Consumable 125 gp
+ Utility Power ) Consumable (Minor Action)

Oil of Red Flame Effect: Close blast 3 (creatures in the blast). Each target loses
invisibility and any concealment, and it cannot become
This oil gives any weapon coated with it the ability invisible or gain concealment (save ends).
to burst with crimson fire when its wielder lands a
strike in combat. This capability does not fade over Quaal’s Feather Tokens
time, persisting until the weapon is used to make a
The master wizard who created the original feather
successful attack. Once the flame is invoked, it can
tokens, and whose name is still attached to those
sear its victim continuously for a short time before
being crafted today, appreciated magic that was both
burning out.
spectacular and innocuous. Each of these seemingly
An ancient legend tells of an entire army that
nondescript feathers turns into something entirely
maintained their blades every day using this oil
different when the user commands its magic to come
over the course of a decade-long campaign. Some
forth.
scholars think that many of these blades still exist,
To do so, the wielder holds a feather in hand and
their scarlet f lames still waiting to be ignited
announces in a firm voice, “The peerless magic of
because their wielders fell in battle before they
Grand Archwizard Quaal commands your obedi-
could strike a blow.
ence!” The feather instantly transforms into whatever
item it was created to embody.
Among the known kinds of original feather tokens
are enchanted anchors that cannot be moved, carrier
pigeons that unerringly deliver messages over any dis-
tance, and sails that can move a ship even in a dead
calm.
Numerous other versions of this item exist, and no
doubt others are being reserached. There is no appar-
ent relationship between certain kinds of feathers

CH A PTER 4 | Magical Gear


99
and their effects, so that it takes either studious inves- Sands of Restored Level 29 Uncommon
tigation or actual use to determine what a particular Opportunity
Quaal’s feather token does. You fling this pebble into the air. As it flashes and is consumed,
time rewinds slightly, allowing events to take a new course.
Quaal’s Feather Anchor Level 12 Uncommon Consumable 105,000 gp
You produce a heavy iron anchor that is immobile and sturdy. Utility Power ) Consumable (Free Action)
Consumable 500 gp Trigger: The result (success or failure) of any check or roll that
Utility Power ) Consumable (Minor Action) affects you is determined (for example, a check that you
Effect: You produce an anchor that cannot be moved from the make or an attack that will damage you).
location where it comes into being. The anchor persists for Effect: Reroll that die roll, and use the second result.
one year.
Scroll of Protection
Quaal’s Feather Pigeon Level 16 Uncommon
Many kinds of protective scrolls are known among
This feather turns into a messenger pigeon that awaits your
the learned, but all function similarly. Upon reading
instruction.
such a scroll, the reader and the area around him
Consumable 1,800 gp
Utility Power ) Consumable (Minor Action)
or her become inviolate to some category of crea-
Effect: You produce a small bird that can travel 50 miles a day ture, as determined when the scroll was scribed and
to unerringly reach any location or individual you name, car- enchanted.
rying with it a small written message. The bird disappears When the first of these scrolls was made, it was
after delivering its message. easy to determine how large an area each one would
protect, and it was easy to understand why the one
Quaal’s Feather Sail Level 12 Uncommon who used the scroll had to refrain from making any
With a wave of this feather, a sail unfurls from its tip, ready to attacks. Not so obvious, though, was the fact that
be lashed to mast and ropes. allies of the scroll’s user could attack from within
Consumable 500 gp the shielded area without causing the scroll’s aura
Utility Power ) Consumable (Minor Action) to vanish. The first warrior who inadvertently
Effect: You produce a sail that, once installed on a ship, can
move it at a normal sailing speed even in the absence of
wind. The sail persists for 24 hours.

Sands of Restored
Opportunity
It is said that every grain of the sands of restored
opportunity originated in an hourglass stolen by
an exarch of Sehanine from Ioun’s own chambers.
One of these deity-scale grains of sand—the size of
a small pebble—is able to negate an event that just
transpired when it is cast into the air at just the
right moment. As the cast pebble disappears in a
f lash of light, a missed blow instead lands, an ill-
timed stumble is corrected, or a mispronounced
word of arcane might rings true.
If the tales about the sands are true, these specks
will one day be exhausted, and the world will be left
without recourse for misfortune. At least one cult that
reveres Ioun believes that the expenditure of the last
grain of the sands of restored opportunity will presage
the end of the world.
JIM NELSON

Scroll

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OT H E R CO N S U M A B L E S
discovered that fact will be forever appreciated Unreadable Ink
by those who have taken full advantage of that
In both its liquid and scribed forms, unreadable ink is
knowledge.
invisible. Although difficult to write with because of
A more scarce version of these scrolls also exists,
this characteristic, it is the perfect medium for com-
offering protection against magic. This protection is
municating messages that must remain safe from
inviolate against spells and similar effects, but does
prying eyes and curious minds.
not physically repel wizards and their kin.
Any message scribed with unreadable ink must
begin with the name, title, or description of the
Scroll of Protection Level 5+ Uncommon
intended recipient. Only that individual can decipher
You read words of power from this scroll that repel your enemies
the message, or even realize that a message exists on
and prevent them from attacking.
the material used to scribe it. That individual can be
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
identified specifically (“Lord Blackwood”) or generi-
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp cally (“the burgomaster of Watershed”) or even by
Consumable a broad statement (“the first half-elf who finds this
Special: When the scroll is created, it is tied to a creature type parchment”).
of the creator’s choice: angels; demons; devils; dragons; elemen-
tals that have the air, earth, fire, or water keyword; or undead. Unreadable Ink Level 5 Common
Utility Power (Aura) ) Consumable (Standard Action)
You look at a blank folio, seeing the hidden message written
Effect: You activate an aura 2 that lasts until the end of the
there while others see nothing.
encounter or until you make an attack. The aura affects any
creature of the type chosen at the scroll’s creation, as long Consumable 50 gp
as the creature’s level is equal to or lower than the scroll’s Property
level. An affected creature takes a –4 penalty to attack rolls When used, the ink is invisible to everyone but its intended
against targets in the aura, and the creature cannot enter recipient. The message’s recipient need not be able to read the
the aura willingly. If the creature starts its turn in the aura, inscription, or even be literate. Due to the magic of the ink, the
it must use its first action to leave the aura by the shortest recipient understands the message as soon as he or she touches
route possible, unless no route exists. whatever material it was scribed upon.

Trackless Ashes Vial of Darkness


When mixed into the debris of a dying campfire, When the wax used to seal a vial of darkness is broken,
a single portion of trackless ashes renders the tracks the stuff of shadow trapped within it bursts forth to
of all those who were encamped around the fire fill the area around the vial with impenetrable dark-
(including mounts) undiscoverable. ness. Although the darkness lasts only a moment, that
A general in ancient times once experimented is time enough for a clever thief to escape, hide, or
with the magic of trackless ashes, trying to keep the launch a deadly attack.
activities of his entire legion secret by mixing the
ashes into the bonfire of the legion’s main encamp- Vial of Darkness Level 5 Uncommon
ment, but every attempt at such broad effect failed. This glass vial is filled to the brim with a black liquid and stop-
His supply of the ash ran out before he was able pered with a thick gob of dried black wax.
to learn anything conclusive about the maximum Consumable 50 gp
+ Utility Power (Zone) ) Consumable (Minor Action)
number of soldiers and mounts that could be
Effect: Breaking the vial creates a zone in a close burst 1. The
affected. zone is totally obscured, and it lasts until the end of your
Nowadays, this item is available in one size next turn.
only—an amount sufficient for a typical group of
adventurers, plus any mounts or pack animals trav-
eling with them. Using more than one container of
trackless ashes on the same campfire has no apparent
additional benefit (but that hasn’t kept people from
giving it a try from time to time).

Trackless Ashes Level 6 Common


You dump these ashes into your campfire, removing all signs of
the camp and of your passage from it.
Consumable 75 gp
Utility Power ) Consumable (Standard Action)
Effect: You pour the ashes into a dying campfire. After 5 min-
utes, the remains of the campfire as well as all tracks within
20 squares of it vanish.

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101
CHAPTER 5

Artifacts and Curses

-
S URELY THE most dangerous items are those
designed to deceive. Adrift in the world, they lurk like
icebergs in frigid seas. One might see a bright axe or a fine
cloak, never suspecting the danger that lies beneath such
surface beauty.
Artifacts are liars by their nature. They often do not
appear to have much power at all, and yet they contain
magic of devastating strength. I have encountered too
many in my time, and never has the confrontation ended
well. Any artifact puts the scales out of balance.
War leaders scour the world with their armies, fight-
ing over the ownership of artifacts. Planes disgorge their
demons or belch genies or unleash angels to claim them.
Friends and family turn on one another just for a chance at
gaining the power of an artifact. Yet when has anyone who
gained such a prize died happy? Unfortunately, destroying
artifacts has proven . . . inefficient. Better that they remain
unfound and inaccessible.
I would say the same thing of cursed items, but curses
have proved themselves useful on occasion. Curses can
afflict the innocent, of course, but rarely has a great entity
contrived a cursed item for such a shallow purpose, nor does
fate tie itself in knots to twist dark magic about an everyday
object or person. No, every cursed item has its own story. It
exists because someone sought to punish another.
Like artifacts, cursed items usually do not reveal them-
selves to superficial investigation. This is because those who
create cursed items often act under the mistaken assump-
tion that those who covet a magic item would not use it if
they knew it was cursed. Had they any sense about them,
those who craft curses would realize that an obvious curse
can be more effective. Even the most avaricious learn to look
askance at good fortune, but bad fortune seems as normal
to them as clouds in the sky. When a gift or a discovered
treasure carries an apparent danger, a more insidious and
hidden second curse proves most efficacious.
—Mordenkainen, from a treatise in his
master copy of the Magnificent Emporium

For the DM: This chapter is meant for the eyes of


the Dungeon Master. Players are encouraged to
avoid reading this material so that their characters
can discover it through seeing how the DM incorpo-
rates artifacts and curses into the campaign.
JIM NELSON

CH A P T ER 5 | Artifacts and Curses


102
Artifacts Use Artifacts at Any Level: Each artifacts is
associated with a tier at which its powers are on a
par with the powers of other items available to the
Legends swirl about them. Kingdoms go to war over
PCs, but that doesn’t mean you can’t introduce even
their possession. Generations of heroes die in their
an epic tier item at an earlier level. The amazing
pursuit. Artifacts are the most powerful items in exis-
power of an artifact is precisely why it is wondrous.
tence, essential parts of the world’s weave and pieces
So, go ahead and use artifacts even in a heroic tier
of the story of the universe.
game. Introducing an artifact at low levels can help
the players see the grand scope of the story they’re
A RTIFACT RULES involved in.
By the same token, an artifact for a lower tier can
Artifacts break the rules. still be an interesting element of higher-level stories.
They aren’t normal items that you account for in Artifacts are significantly different from ordinary
treasure distribution, and you don’t need to worry magic items of roughly the same level.
about play balance. They exist to help you tell the Allow Artifacts to Do More: Artifacts will be
stories you want to tell in your game. more magical and mysterious if they do more than
An artifact can’t typically be created, disen- their rules describe. Allow players to experiment with
chanted, or destroyed by any of the normal means an artifact and try to use it in new ways. There might
available with other magic items. The characters’ not be a wizard spell to repair a hole in a ship’s hull,
access to artifacts and their retention of recovered and the Book of Infinite Spells might normally require
artifacts is entirely within your control. A character an extended rest to gain such a spell even if it did
can quest after a particular artifact whose existence exist, but when the PCs’ ship is sinking, it’s a great
is known or suspected, but even then the character moment if they can frantically search through the
acquires an artifact only if you say so. Book to find the spell and cast it.
Similarly, a character can research a specific When and how such additional effects oper-
method to destroy a known artifact, if destroying it ate is up to you. Perhaps an artifact can exhibit
fits with your plans for the campaign. Destroying an such unusual effects only once per day, and then
artifact should require an extraordinary effort—arti- it becomes inert until it regains its power. Maybe
facts are normally immune to all forms of damage instead such a use simply takes the place of a normal
or unwanted alterations to their form—and each arti- encounter or daily power of the item. Alternatively,
fact might have a unique means of destroying it. For unconstrained use of invented powers might be pos-
instance, you might decide that to destroy the Book sible, but each use might have a chance of unleashing
of Infinite Spells, one must cross out each of its pages some disastrous effect.
with ink made from the memory-stealing water of the Tie Artifacts to Campaign Themes: Use arti-
River Lethe. facts to reinforce the story you want to tell with your
campaign. If you want to explore themes of how

A RTIFACTS IN power corrupts those who wield it, introducing an


evil artifact that the PCs are tempted to use can help
YOUR GAME reinforce that story.
Recast Stories and Goals: Add details from your
At a fundamental level, artifacts are magic items campaign to the origin story for an artifact or alter
whose role in the game has far more to do with the its goals to strengthen its ties with the themes of your
story of your adventure or campaign than it does campaign. If restoring the lost glory of the eladrin
with the actual game effects of the item. Characters is a goal of your campaign, you can use the Jacinth of
might buy, sell, enchant, and disenchant any of the Inestimable Beauty as a prize the characters seek to aid
hundreds of magic items. They might even quest after in that effort. This goal is in concert with the original
those items. But when an artifact enters the charac- intent of the artifact, which was to keep the eladrin
ters’ lives, the story of the campaign revolves around realm strong and far-reaching.
it for a time. Wait Until Players Have Bought In: Hold off on
Remember that artifacts are always completely introducing an artifact to your campaign until after
under your control. It’s up to you when you introduce the characters have completed an adventure or two
an artifact to your game, and it’s up to you when the and the players are fully invested in the story of the
artifact leaves the characters’ hands. Possession of an campaign. They should already know what’s at stake
artifact is the one element of a character’s capabilities and have at least a hint of the nature of the major
that the character’s player has no control over—it rests villain in the story. With that groundwork laid, the
in your hands. Use that power for good—the good of artifact’s arrival carries the appropriate weight.
your campaign story.

CH A P T ER 5 | Artifacts and Curses


104
SENTIENT A RTIFACTS

A RT I FAC T S
Moving On
A sentient artifact moves on when you decide it does.
You can treat artifacts as sentient items that have A particularly mighty quest might provide a great
goals and emotions, if not an actual voice. Perhaps an finale for the artifact’s presence—perhaps it must be
artifact in the characters’ possession speaks telepathi- sacrificed to complete the quest, or the final act of
cally to whoever holds it. Maybe instead it tugs upon slaying the evil champion drains the artifact of its
a character’s conscience or it causes someone to have power, or the artifact just decides that it has other
emotions or visions. places to be and other things to do. Of course, not all
If you decide an artifact is sentient, you can play it exit points are heroic—a villain might steal the arti-
however you like, but if you want a system for how that fact for his own use, the artifact’s evil might move the
works in the game, consider using the rules below. characters to seek its destruction, or it might move on
when its concordance reaches 0.
Goals An artifact that is happy with its wielder might
As a sentient object, an artifact should have one or choose a quiet time to go, leaving a more mundane
more goals related to the reason for its creation. A but still powerful item in its wake. If the artifact’s
sentient lance made by a deity for the purpose of concordance is not high, it could disappear at the
slaying Tiamat would obviously want to accomplish end of an encounter, communicating its disappoint-
that goal, but it might also drive its wielder to slay all ment in its wielder as it departs. An artifact that is
chromatic dragons, or even every dragon the charac- displeased or angry with its wielder might choose to
ter encounters regardless of kind or alignment. vanish at a most inopportune moment.

Concordance In all my travels, I have never


A sentient artifact’s concordance score measures the encountered any magic so pernicious
artifact’s attitude toward its wielder based upon the
wielder’s actions in relation to its goals. The scale
as that of artifacts. Why the gods
ranges from 0 (angered) to 20 (most pleased). allow such items to exist escapes me,
When a character takes possession of an arti- but mayhaps they are as powerless
fact, it starts with a concordance of 5. (The owner’s
race, class, outlook, or other characteristics might against them as we mortals are.
adjust this starting concordance.) When the artifact Indeed, it is not uncommon
is pleased with its wielder’s actions, its concordance for creations to escape the control
increases. When the wielder acts contrary to the arti-
fact’s desires, its concordance decreases. Other factors of their creators. Ask any parent—
might influence concordance as you see fit. or any who have an apprentice.
Concordance Artifact’s Attitude
16–20 Pleased A RTIFACT
DESCRIPTIONS
12–15 Satisfied
5–11 Normal
1–4 Unsatisfied
0 or lower Angered
Artifacts vary widely in appearance and the degree
to which they hide or reveal their true nature. Some
artifacts, such as Zax, Cloak of Kings, are clearly exam-
Concordance Effects ples of extraordinary craftsmanship; anyone can tell
A sentient artifact should have properties and powers at a glance that they’re something special. Other arti-
that function no matter what its concordance with facts such as the Shield of Prator present a relatively
its wielder is, but you can alter or add to some fea- ordinary—or even defective—appearance. Beyond
tures of an artifact depending on its concordance. An their physical characteristics, artifacts might reek of
artifact that is satisfied or pleased with the character magical power, or the extent of their enchantments
who wields it might grant a new power, impart some might be deeply hidden. However, fate often takes a
lore, warn the character of danger, or otherwise aid hand in the winding paths that artifacts follow down
the character. An item that is unsatisfied or angered through history; through seeming accidents or coin-
might impose a penalty on the character, not allow cidences, those heroes and villains who are meant
itself to be put down or put away, lie to the charac- to find artifacts usually do so, even if someone else
ter, or otherwise manipulate the situation so that the might easily overlook an ordinary-looking object with
character does what the artifact wants, or so that the deeply dormant powers.
artifact can find a more fitting wielder.
CH A P T ER 5 | Artifacts and Curses
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Book of Infinite Spells Codex of Infinite Planes
Legend has it that this tome is the spellbook of the This enormous book, the size of a small table, seems
goddess Ioun, dropped from the heavens into the fit more for the hands of gods than mortals. Its obsid-
world, and that it is the source of all arcane knowl- ian covers enclose pages made from thin sheets
edge. Others say Vecna used the Book of Infinite Spells of dull gray metal. Embossed upon or etched into
as his spellbook during his lifetime, and that he the surface of every page are images both beauti-
knows how any spell cast from it is used. Perhaps ful and horrific, and words in languages both rare
both bits of lore are true. and unknown. No matter how many pages its owner
The Book of Infinite Spells is a hefty tome that shows turns, another and another still remains, because
signs of its great age. Scars of battle mar its weather- the number of scenes that the book can depict from
beaten cover, and the edges of its yellowed pages throughout the multiverse is truly without limit.
are blotched with every sort of stain from blood to The origin of the Codex of the Infinite Planes seems
wine to strange reagents. Yet no wound can ever do to be somehow entwined with the formation of the
great harm to the book, and nothing can obscure the planes themselves. Certainly the book contains writ-
arcane scribbles and runes that describe its spells. ing that cannot now be deciphered, but particular
Liquids spilled upon the pages bead and slide away symbols in the book use the language of creation—
from words and diagrams toward the margins. Any- those mysterious figures that runepriests now use to
thing written in the book vanishes unless it pertains make their magic. Regardless of its origin, the codex
to the spells inside. Fire cannot harm it, nor can even appears in legend as an object upon which empires
the mightiest titan tear out its pages. are founded—and one that brings them to utter ruin.
The volume’s original title, if it had one, is long Its powers seem to shift each time it comes to the
lost to antiquity. The name it is known by today, Book fore in history, but it is said to have been used in eons
of Infinite Spells, is seemingly not a misnomer: Even past to transport whole armies from one plane to
a newly created piece of wizardly magic appears another. At one point a careless or inept user ended
instantly in the book, its ink still slightly moist as if up bringing Garniax, the Indestructible Fiend, into
the spell had been penned just an hour before. What the world—whereupon the codex had to be used again
many—including wizards—don’t know is that the book to send the demon back to the Abyss.
proves powerful in anyone’s hands, allowing whoever
studies it to cast spells. Codex of Infinite Planes Epic Level
Sandwiched between the heavy covers of this outsized volume
Book of Infinite Spells Paragon Level are uncountable pages of metal with a dizzying array of images
Opening this thick spellbook, bound in strange leather, causes its of symbols inscribed upon them.
pages to flip in rapid succession. Artifact: Wondrous item
Artifact: Implement (tome) Utility Power ) Daily (Standard Action)
Enhancement Bonus: +3 to attack rolls and damage rolls Effect: Choose a location on any plane, even a location that
Critical: +3d8 damage you have never visited or seen. You and each willing ally
Properties within 5 squares of the codex is transported to that location.
) At the end of an extended rest, a character who studied the You could choose “a king’s treasure room,” and you would
book for at least an hour of the rest can replace any attack appear in a king’s treasure room somewhere. You could
power that he or she knows with a wizard attack power that choose “a safe place,” and you would appear somewhere
is the same level or lower and of the same usage (at-will, safe, although it might be surrounded by dangers.
encounter, or daily). Similarly, the character can replace any When you choose the location, make an Arcana check
utility power with a wizard utility power of the same level or against a hard DC of your level. If the check succeeds, the
lower. The replacement lasts until the end of the character’s transport occurs without incident. If the check fails, the
next extended rest. transport occurs, but disaster follows you. The disaster could
) When preparing powers from a spellbook at the end of an be anything: an earthquake, a disease, demons appearing
extended rest, a wizard can use the Book of Infinite Spells with you when you arrive, years of winter, or worse.
to retrain any number of powers in his or her spellbook, Nothing can stop the transport, short of the will of a deity
choosing from all wizard powers available and following the or a primordial, and even that might be surmounted by suf-
normal rules for retraining. ficient arcane skill (at the DM’s option).
Special: A character can draw a particular wizard power from Utility Power (Psychic) ) Daily (Standard Action)
the book only once, regardless of which property the char- Effect: Make a Charisma, Intelligence, or Wisdom ranged
acter uses. attack against the Will of a target from another plane. On
a hit, the target is sent back to its home plane and cannot
return to the plane you are in for 100 years or until the
codex’s other power is used. On a miss, you and the target
take 6d10 psychic damage, and you are stunned until the
end of your next turn.

CH A P T ER 5 | Artifacts and Curses


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A RT I FAC T S
Hammer of Thunderbolts Jacinth of
The Hammer of Thunderbolts has found its way into Inestimable Beauty
many hands over the millennia of its existence. Many
A famous eladrin heirloom, the Jacinth of Inestimable
dwarves believe that Moradin crafted the Hammer as
Beauty is a large orange jewel cut in the shape of a
his original weapon of choice. Yet the legends of most
flower and mounted in a brooch of gold.
other races attribute the artifact to the ambition of
Long ago, an eladrin master jewelsmith named
Kord, who gained his power over storms by slaying a
Immeral Silverleaf invented a way to use high elven
primordial of tempests. According to such stories, the
magic to enhance the beauty and durability of natu-
Hammer is the primordial’s heart, ripped free from
ral gemstones. The magic gems he created were the
its body and twisted into its present shape by Kord’s
wonder of the realm, and with each one he made, his
bare hands.
skill and confidence grew. One day the dwarves of
If Moradin or Kord did create the Hammer of
a neighboring realm unearthed a striking gemstone
Thunderbolts, neither seems to miss it. Instead, the
of perfect orange corundum—a blazing sapphire the
weapon has cascaded through history from the
color of fire. Immeral acquired the great gemstone
possession of one great hero or villain to the next.
from the dwarves in exchange for lavish gifts of his
Though it is certainly a weapon of nearly inestimable
earlier work and promises of more to come, and then
value in melee, the true power of the hammer mani-
set about the task of creating his masterwork. Utterly
fests only when it is hurled at foes. Then the roar of
devoted to his queen, he crafted a piece for her that
the storm echoes about it, and some of these throws
would capture and reflect her beauty forever, which
culminate in a radiating wave of thunder that flattens
he dubbed the Jacinth of Inestimable Beauty.
every creature nearby.
When the eladrin queen donned Immeral’s jewel,
all who stood before her fell under the influence of
Hammer of Thunderbolts Epic Level
her beauty. Her realm flourished for many years, and
This mighty weapon seems made of mithral and adamantine
she was famed far and wide for the aid and comfort
swirled together, and lightninglike lines of platinum crawl over
its surface. When you heft it, all your hair stands on end as if
that she provided for her subjects through the power
you sense the coming of a great storm. of the artifact. Yet finally the long golden afternoon of
Artifact: Weapon (warhammer) her realm faded into dusk; her enemies grew strong,
Enhancement Bonus: +5 to attack rolls and damage rolls and the untold value of the jewel incited avarice in
Critical: +5d10 thunder damage, or +10d10 if the target is a the hearts of the wicked. One dark day the queen
giant. was murdered by her husband, who was half-mad
Properties with jealousy because of the love so many nobles and
) You gain resist 20 lightning and resist 20 thunder.
courtiers held for his queen. The prince-consort was
) You can throw the hammer as a heavy thrown weapon
(range 10/20). It returns to your hand after being thrown as
put to death, but the deed was done. The jacinth was
normal for a magic thrown weapon. sequestered away in the royal vaults, only to disap-
) This weapon deals 2d10 extra lightning and thunder pear when evil forces sacked the kingdom a few years
damage when used as a thrown weapon as part of a weapon later. As for Immeral, he never made another jewel
attack. Each time you throw it, a peal of thunder explodes after the jacinth.
around you. Since the days of the ancient eladrin kingdoms,
+ Attack Power (Thunder) ) Encounter (No Action)
the jacinth has appeared now and again in the pos-
Trigger: You hit or miss with a ranged weapon attack using the
hammer as a thrown weapon.
session of a series of monarchs. It is associated with
Effect: Make the following attack. gracefulness, justice, and prosperity . . . but also with
Attack: Close burst 2 (creatures in the burst); Strength vs. vanity and avarice. Any monarch in the world would
Fortitude be strengthened by mere possession of the jacinth,
Hit: 5d10 thunder damage, the target falls prone, and the and yet all too often the owners who have come after
target is deafened until the end of your next turn. the queen have become obsessed with continuing to
Miss: Half damage.
add to their own splendor, seeking to gain ever more
objects of art and other items treasured for their
beauty. Scholars speculate that the jacinth began
planting this objective in the minds of its owners
after leaving the queen’s care. It prompts this greedy
behavior in them precisely for the reason of making
them vulnerable to others who envy their exquisite
treasures. In such a way do these items of utmost
value change hands from time to time, perhaps des-
tined to land ultimately in the possession of a great
ruler whose appreciation of their beauty knows no

CH A P T ER 5 | Artifacts and Curses


107
bounds, and whose ability to hold onto them despite Satisfied (12–15) The jacinth is content that
threats is just as great. So it is with the jacinth itself, its owner is providing opportunities for all to see and
which is said to gravitate from owner to owner in a admire its beauty.
search for one who can truly replace the queen.
The jacinth’s enhancement bonus becomes +4, and
Jacinth of Inestimable Beauty Paragon Level its owner gains the use of the following property for
A fiery orange-red gemstone cut in the shape of an exotic flower, as long as the jacinth remains at this concordance or
this dazzling jewel is set in a graceful necklace of purest gold. higher.
Artifact: Neck slot item
Enhancement Bonus: +3 to Fortitude, Reflex, and Will Property
Properties You gain a +2 bonus to any skill check associated with ruling,
) You gain a +5 item bonus to Charisma-based skill checks. governing, or leading a realm.
) Enemies take a –2 penalty to saving throws against your
charm powers and effects. Normal (5–11) The jacinth sees potential in
Utility Power (Healing) ) Encounter (Minor Action)
its owner, but is not prepared to give him or her its
Effect: Melee 1 (one creature). The target can make a saving
throw against each effect on it that a save can end, and can
full allegiance yet.
spend a healing surge (or two healing surges if the target is
bloodied). At this concordance, the jacinth has the properties,
Q Utility Power (Aura, Charm) ) Daily (Standard Action) powers, and other characteristics included in its
Effect: You activate an aura 5 that lasts until the end of the description at left.
encounter or until you make an attack or are hit by an
attack. While in the aura, creatures take a –4 penalty to the
attack rolls of powers that include you as a target.
Unsatisfied (1–4) The jacinth believes that
its owner is behaving in an ugly, grasping, or ungra-
cious manner. It might entertain some small hope
Goals of the Jacinth that he or she is a diamond in the rough, and if so it
) Be treasured and worn by the most beautiful, begins to make its prodding more and more obvious.
graceful, and noble owner; urge an owner lacking If the owner doesn’t show signs of improvement, the
in these traits to improve himself or herself. jacinth soon leaves.
) Reign in splendor and magnificence, adored by all.
) Celebrate and protect works of art and those who The jacinth’s enhancement bonus becomes +3, and
create and cherish them. its owner loses the use of the item’s aura power, until
the jacinth’s concordance again increases to 5 or
higher.
Concordance
Starting score 5 Angered (0 or lower) The owner refuses
Owner gains a level +1d6 to behave in a manner befitting the jacinth’s owner.
Owner gains rank, title, or nobility +1d4 The artifact seeks to abandon him or her at the first
Owner has a Charisma score of 16 or higher +2 opportunity, and it incites greed and jealousy in those
Owner does not wear the Jacinth for a month –1 nearby.
Owner has a Charisma score of 10 or lower –4
The jacinth’s enhancement bonus becomes +2, and
Pleased (16–20) The jacinth is enchanted its owner loses the use of the item’s healing power, for
with the personal majesty of its owner, and gladly as long as the jacinth remains at this concordance.
reflects and magnifies its owner’s glory for all to see.

The jacinth’s enhancement bonus becomes +5, and Moving On


its owner gains the use of the item’s attack power for The jacinth is eternally compelled to search for the
as long as the jacinth remains at this concordance. quintessential site of beauty, splendor, and wealth in
the world. When the prospects of a monarch or some
- Attack Power ) Daily (Standard Action) other rich individual exceed its current owner’s pros-
Attack: Ranged 5 (one creature in range); your level + 5 vs. pects, the jacinth finds its way into the custody of a
Will. new owner.
Hit: The target is dominated (save ends). While the target
If the jacinth is pleased when it moves on, the pre-
is affected by this domination, you can direct it to make
an attack as normal, but only against a creature that has
vious owner gains a permanent +2 increase to his or
attacked you. her Charisma score.

CH A P T ER 5 | Artifacts and Curses


108
A RT I FAC T S
The Shadowstaff Servant of the Staff
Medium shadow humanoid
Summoned Creature (minion)

Made from strands of congealed shadow, the Shadow- HP 1; a missed attack never damages a minion.
staff is the handiwork of a long-dead shadar-kai Defenses your defenses, not including any temporary bonuses or
warlock prince named Amarethydd. One of the most penalties
powerful of his race, he is said to have entered into a Speed 6; phasing
TRAITS
pact with the very essence of shadow in order to forge
Shadowy Invisibility
a suitable implement for himself. The servant is invisible in dim light.
Armed with the Shadowstaff, Amarethydd ruled STANDARD ACTIONS
over his people for centuries and exacted tribute , Shadow Touch (necrotic) ) At-Will
from many realms. But in time, the deadly ennui that Attack: Melee 1 (one creature); your level + 5 vs. Reflex
afflicts the shadar-kai overcame Amarethydd as well, Hit: 3 + your Charisma modifier necrotic damage, and the target
and he faded away after bequeathing his staff to his is slowed until the end of your next turn.
foremost apprentice. That young individual was soon
killed by her rivals, and various shadar-kai wizards Shield of Prator
and warlocks murdered each other over the staff for The paladin Prator was a mighty hero of old, famed
many years before a band of human adventurers car- as a slayer of evil dragons and a champion of justice.
ried it back to the mortal world—where it has again The shield he carried through his many battles is
changed hands several times. imbued with the memory of his courage and selfless-
The infamous wizard Evard is the last known ness. Prator fell during a desperate fight in Minauros,
owner of the Shadowstaff. He seems to have been third of the Nine Hells, and his famous shield disap-
parted from it under mysterious circumstances, and peared for many years, presumably taken as a trophy
who or what owns the Shadowstaff now is a matter of by some archdevil or pit fiend. About two centuries
speculation. Some believe that the staff abandoned ago, the Shield of Prator turned up in the clutches of a
Evard, and that the wizard is looking for the artifact githyanki pirate defeated by a band of mortal heroes.
and will deal harshly with anyone who tries to keep it In the time since, it has been reported in the hands of
from him. Others say that Evard bargained away the a different hero or villain every few years.
Shadowstaff to a powerful drow prince, who intends to From tales of its ancient history, the shield is
use the device to further his evil designs against the renowned as a formidable defense against the threat
surface world. of evil. In point of practical application, its powers
and properties are equally effective against enemies
The Shadowstaff Heroic Level of any alignment. As with almost all enchanted items,
This staff appears to be made from twisted strands of smoky how the Shield of Prator is used depends greatly on the
black glass, but it’s harder than steel. mindset and desires of its current owner.
Artifact: Implement (staff)
Enhancement Bonus: +2 to attack rolls and damage rolls, or +3
Shield of Prator Heroic Level
if the wielder is 11th level or higher
Critical: The target takes ongoing 10 necrotic damage and is Creased and dented, this large steel shield is emblazoned with
slowed (save ends both). the symbol of Pelor. Despite its appearance, it weighs lightly on
Property the arm and almost seems to anticipate the next strike.
While holding the staff, you have partial concealment and resist Artifact: Arms slot item (heavy shield)
10 necrotic. Properties
- Attack Power (Implement, Necrotic) ) Encounter (Standard ) You gain resist 10 to the following damage types: acid, cold,
Action) fire, lightning, and thunder.
Attack: Ranged 10 (one creature in range); Intelligence or Cha- ) You gain a +1 bonus to AC and Reflex while using the shield.
risma vs. Fortitude. Q Utility Power (Aura, Healing, Radiant) ) Encounter (Minor
Hit: 3d8 + Intelligence or Charisma modifier necrotic damage, Action)
and the target is slowed and weakened (save ends both). Effect: You activate an aura 2 that lasts until the end of your
Miss: Half damage. next turn. Any ally who starts his or her turn in the aura
Utility Power (Summoning) ) Daily (Minor Action) regains 5 hit points. Any enemy that ends its turn in the
Effect: You summon three servants of the staff in unoccupied aura takes 5 radiant damage, and until the end of its next
squares within 5 squares of you. The servants are allies to turn it takes a –2 penalty to attack rolls against targets
you and your allies, and act on your turn. When a servant other than you.
makes a check, you make the roll using your game statistics. Utility Power (Healing) ) Daily (No Action)
Unlike most summoned creatures, the servants of the staff Effect: All effects that a save can end immediately end on you,
act independently to attack your enemies, and do not require and you can spend a healing surge.
your actions. The servants must remain within 10 squares of
the staff.

CH A P T ER 5 | Artifacts and Curses


109
Zax, Cloak of Kings The cloak’s enhancement bonus increases to +6,
and its owner gains the use of the following property
The Cloak of Kings looks spun entirely from gold, and
and power for as long as the cloak remains at this
its hem and edges glitter with gemstones. It would
concordance.
be counted among the most beautiful objects in the
world even without its intricate embroidery that Property
depicts scenes of great castles in settings of natural Enemies that score a critical hit against you are blinded (save
beauty, and crowned and enthroned figures seated ends).
before their bowing subjects. Utility Power ) Daily (No Action)
The origin of the cloak is shrouded in conflict- Trigger: An attack hits you while you are surprised.
ing claims. Dwarf scholars say that only one of their Effect: The attack misses you instead.
race could have spun the gold so finely. Elven legends
tell of a star that fell from the sky, leaving a crater in Satisfied (12–15) The wearer has proved
which the cloak was found. Humans attribute its cre- worthy of Zax, and the cloak becomes a loquacious
ation to various deities, including Erathis and Pelor. companion, offering counsel on many topics.
Regardless of its history, the Cloak of Kings has
become a dynastic relic to several empires. It has served The cloak’s owner gains the use of the following
a host of kings, empresses, dukes, marchionesses, and property for as long as the cloak remains at this con-
others of less noble title. Wars have been fought over its cordance or higher.
possession, and legends formed about those who sought
Property
and won it from great dangers.
You gain a +10 item bonus to Diplomacy checks, History
The cloak knows itself as Zax, a garment of great checks, and Insight checks.
power that deigns itself to be worn by someone of
equally great importance. When worn by a leader, Normal (5–11) The cloak is reserved and cau-
Zax communicates mentally to help settle disputes, tious with its wearer until the character proves or
warn of danger, and educate its wearer on the reaffirms his or her leadership potential.
exploits of earlier rulers who bore the cloak.
At this concordance, the cloak has the properties and
Zax, Cloak of Kings Paragon Level
other characteristics included in its description at left.
This brilliant cloak of spun gold is bedecked with gems and deli-
cately embroidered with scenes of great beauty.
Unsatisfied (1–4) Zax dislikes the wearer’s
Artifact: Neck slot item
attitude or believes the wearer is a weak leader. If the
Enhancement Bonus: +4 to Fortitude, Reflex, and Will
Properties
wearer doesn’t change, Zax soon leaves.
) You gain a +5 item bonus to Diplomacy checks, History
checks, and Insight checks. For as long as the cloak remains at this concordance
) When worn, the cloak sheds dim light in a radius of 5 or lower, it does not shed dim light when its owner
squares. Invisible creatures and objects are rendered visible wears it.
while in this light.
Angered (0 or lower) The wearer is not
Goals of Zax, the Cloak of Kings meeting Zax’s expectations, and it looks to leave
) Maintain its status as an object of renown by being unless a dramatic turnaround occurs soon.
worn or sought by a great ruler.
) Make its wearer a ruler of ever greater importance. The cloak’s enhancement bonus becomes +3, and its
) Avoid obscurity at all costs. owner gains the use of the following properties for as
long as the cloak remains at this concordance.
Concordance Properties
Starting score 5 ) You gain a +2 item bonus to Diplomacy checks, History
Owner gains a level +1d10 checks, and Insight checks.
Owner is considered a leader of many people +2 ) You take a –2 penalty to attack rolls and damage rolls
against any creatures that have the leader role or that are
Owner gains more political power (1/day) +1
leaders of others.
Owner kills a rival for leadership (1/day) +1
Owner uses stealth against an enemy (1/encounter) –2
Owner disobeys a directive from the cloak –2 Moving On
Zax desires fame and to be borne upon the shoulders
Pleased (16–20) Zax enjoys sharing the of greatness, and now it seeks those objectives else-
power and accolades of its wearer, and it offers where. If Zax is at least satisfied, it leaves behind a
greater protection in order to maintain that position. normal +4 cloak for its former wearer.
CH A P T ER 5 | Artifacts and Curses
110
Item Curses

ITEM CURSES
Once the curse on a cursed item has been trig-
gered and identified, the curse can be removed. Most
curses can be lifted with a successful Arcana check
Cursed magic items were a mainstay of older editions
(see the sidebar). You might also assign alternative
of the DUNGEONS & DRAGONS game, much to Dungeon
methods of lifting the curse (which become known
Masters’ delight and players’ occasional frustration.
to an item’s wielder when the curse is studied). They
Items that hold curses seem just like normal magic
could range from bathing the item in the breath of
items. They are, in fact, perfectly useful magic items in
a red dragon, to completing a skill challenge in the
their own right. Under certain conditions, however, the
arcane foundry where the item was crafted, to taking
dark magic of an item’s curse causes the item to fail or
the item to a powerful magical nexus where its curse
malfunction in some spectacular way.
will be cleansed. When a party undertakes a specific
Cursed items should never be placed maliciously
activity to lift a curse from an item, you should make
in a game or treated simply as a way to thwart the
lifting the curse a minor or a major quest.
players. Such items can be a useful tool for the
A cursed magic item can be destroyed with the
Dungeon Master, leading to interesting roleplaying
Disenchant Magic Item ritual, but the curse’s pres-
opportunities and adventure hooks.
ence halves the amount of residuum collected. A
cursed item can be destroyed by other effects that
ITEM CURSES would destroy a normal magic item, including the
attack of a rust monster, powers that specifically
IN THE G AME target items (such as disintegrate), and so on.

Each item curse described here is a quality that


makes a cursed item of that kind seem as though
Using Cursed Items
it’s another magic item of the same general sort. For Cursed items can be placed in a campaign as an ad
example, a character might don a ring of the ram that hoc additional challenge. A cursed item does not
turns out to be a ring of weakness, or purchase hero’s create the same degree of challenge as an entire
gauntlets that are actually gauntlets of fumbling. encounter or even a single creature, but any encoun-
A cursed item functions normally until its curse ter in which an item’s curse is activated might have
is triggered, and it becomes a fully functioning ben- an additional XP reward based on how much the
eficial magic item after its curse is lifted. When its curse increases the challenge of the encounter.
curse is triggered, a cursed item imposes penalties or Each item curse has a statistics block, just like a
effects upon its wielder that run the gamut from irri- normal magic item. This statistics block explains the
tating to deadly. trigger and the effect of the curse, which functions
A cursed item looks and functions like a normal in addition to the item’s base powers and properties.
magic item, and it is the same level as the item on When an item’s curse is triggered, the curse typically
which the curse has been placed. Cursed items stays in effect until the end of the encounter.
cannot be detected by any means; a character can use Once an item’s curse is triggered for the first time,
a cursed item normally—sometimes for weeks—until the item’s owner cannot be rid of the item until the
its curse is triggered. curse is broken. A cursed item that is being worn
cannot be physically removed. A cursed item that is
being wielded (including an implement, a shield, or a
REMOVING AN ITEM CURSE weapon) can be put away on the owner’s person, but
A character can use expertise in magical lore to try to it cannot be discarded.
remove the curse on an item, but first the character If a cursed item is removed by extraordinary
must know that the item is cursed. Normally this means (such as by an unusual ritual), the item magi-
knowledge is gained only when the curse is triggered, cally reappears in its owner’s possession in 1d4 days.
for there is no tried-and-true way of detecting curses. The owner of a cursed weapon or implement can
To remove an item curse, a character must spend choose not to wield the item, but if the item’s curse
1 hour in study while the cursed item is within arm’s has been triggered, he or she must succeed on a saving
reach. At the end of the hour, the character makes throw in order to attack with a different item. If the
an Arcana check (hard DC of the item’s level). If the saving throw fails, he or she must use the cursed item
check succeeds, the curse is broken, and the magic and must do so for the rest of the encounter.
item functions normally. If the check fails, the magic Curses are typically named for their most com-
of the curse lashes out, causing the character to lose monly found form. Many of them can be imposed on
a healing surge, and everyone must wait 24 hours other items. The berserker’s axe curse, for instance, might
before trying to remove the curse again using Arcana be applied to a greatsword or a scimitar. The periapt of
in this way. foul rotting curse can be embodied in an Ioun stone, an
amulet, a scarab crafted from a single gem, and so on.

CH A P T ER 5 | Artifacts and Curses


111
CURSE DESCRIPTIONS Backbiter Spear
The shamans of the hobgoblin empire of Ushakak
Any of the curses described here can be used “off crafted the first spears bearing this curse with spe-
the shelf ” or as inspiration for others of the DM’s cific intent, designing them to deliver a nonharmful
devising. warning to anyone wielding such a weapon whose
attacks were not forceful enough. Over time, the
Armor of Powerlessness magic of the curse has been warped so that the con-
This curse was first named in the lore of the fallen sequences to an unskilled or unlucky wielder can be
King Firah, who is said to have crafted armor of power- deadly.
lessness as gifts and punishments for overly ambitious
court wizards and priests. All masters of magic fear Backbiter Spear Item Curse
such items, and many attempt to destroy one when it In response to your botched attack, this weapon lurches in your
is found, regardless of its worth. hands, striking you instead of your foe.
In addition to its normal properties and powers, Weapon: Spear
a set of armor that has this curse siphons away its Utility Power ) Encounter (No Action)
Trigger: The wielder rolls a 1 through 5 on an attack roll with
wielder’s powers.
this weapon.
Effect: The attack ignores the intended target, and it targets
Armor of Powerlessness Item Curse the wielder instead, hitting automatically. Until the end of
You feel a sudden wrenching as your mind and soul are laid the encounter, whenever the wielder rolls a 1 or 2 on an
open by the malicious magic of this armor. attack roll with this weapon, the attack ignores the intended
Armor: Any target and targets the wielder instead, hitting automatically.
Utility Power ) Encounter (No Action)
Trigger: The wearer misses with a daily attack power that has
a power source other than martial.
Berserker’s Weapon
Effect: Until the end of the encounter, the wearer cannot use It is said that the primal power of the Rashena bar-
daily attack powers that have a power source other than barians is imbued in this curse, though those people
martial. In addition, when the wearer misses with an at-will saw such power as a boon, not a thing to be avoided.
attack power that has a power source other than martial, he Most warriors who inadvertently pick up a weapon
or she loses the ability to use that power again until the end
bearing this curse have a different opinion—par-
of the encounter.
ticularly those whose own companions fall to their
accursed bloodlust.
Armor of Vulnerability In addition to its normal properties and powers, a
Enchanted armor is one of the most common forms of weapon that has this curse harms its wielder when an
magic item craft, the oldest examples of which have enemy scores a critical hit on him or her.
been passed from fallen hero to hero for uncounted
generations. But the rigors of combat—especially Berserker’s Weapon Item Curse
when other magic is involved—can taint and corrupt A sudden frenzy overtakes you, blinding you to everything but
the protective enchantment on a suit of magic armor. battle.
Although some examples of armor of vulnerability Weapon: Axe or heavy blade
are specifically crafted with the intent of tricking Utility Power (Charm) ) Encounter (No Action)
enemies into using them, most versions of this curse Trigger: While bloodied, the wielder is subject to a critical hit.
Effect: Until the end of the encounter, the wielder gains a +2
are found in ancient relics whose magic has become
bonus to attack rolls and takes a –4 penalty to all defenses.
warped over time. All the wielder’s attacks using this weapon must be melee
In addition to its normal properties and powers, basic attacks or charge attacks. Additionally, the wielder
a set of armor that has this curse loses its defensive chooses a random creature as the target of his or her attack
properties at the worst possible time. each round. If the wielder cannot attack, he or she takes
1d10 damage, and the penalty to all defenses worsens to –6
Armor of Vulnerability Item Curse until the start of his or her next turn.

As your enemies make their deadliest attacks against you, you


feel the protective ability of this armor suddenly flag.
Armor: Any
Utility Power ) Encounter (No Action)
Trigger: While bloodied, the wearer takes damage from an
attack equal to 5 + the level of the armor.
Effect: Until the end of the encounter, the armor loses its
enhancement bonus, and the wearer takes a –2 penalty to
all defenses.

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ITEM CURSES
Blood-Crazed Weapon Bracers of Defenselessness
The clerics of the noble god-king Garakun were Many of the learned believe that this curse originated
poised to take their final vengeance on the crumbling during ancient times when the rites for creating
forces of the necromancer Haylah when that dark magical protective items were first crafted. The mis-
wizard unleashed his revenge. The curse of the blood- pronunciation of a single word during those rites
crazed weapon infected the weapons of Garakun’s created the curse effect, and the incorrect ceremony
servants, setting off a barrage of brutality that eventu- is still used by some to craft protective items. The
ally sundered the god-king’s faith. curse is most disadvantageous to warriors who fight
In addition to its normal properties and powers, in the thick of combat.
a weapon that has this curse must be routinely In addition to its normal properties and powers, a
appeased by the death of an enemy. set of bracers that has this curse depletes its wearer’s
defenses.
Blood-Crazed Weapon Item Curse
Each attack with this weapon fills you with a thirst for ven- Bracers of Defenselessness Item Curse
geance that can be slaked only by blood. As your shrug off a hard blow in the heat of battle, a feeling of
Weapon: Any weakness overcomes you. Your enemies rush forward to test your
Utility Power (Charm) ) Encounter (No Action) lagging defenses.
Trigger: The wielder scores a critical hit or deals maximum Arms Slot
damage with this weapon. Utility Power ) Encounter (No Action)
Effect: If the weapon is not used in an attack that slays an Trigger: The wearer takes damage from a single attack greater
enemy before the end of the encounter, the encounter con- than 5 + his or her level.
tinues, and the wielder must attack the nearest ally before Effect: Until the end of the encounter, the wearer takes a –2
the end of each of his or her turns or else take damage equal penalty to all defenses and grants combat advantage.
to his or her healing surge value (save ends).

Gauntlets of Fumbling
Boots of The mage Fedhari of Kiza was said to have developed
Uncontrollable Dancing the means to attach vicious curses to the magic items
The crazed archmage Tigla created the first boots of worn by his enemies. The gauntlets of fumbling curse
uncontrollable dancing as a means of torturing servants is one remaining example of his legacy of dark magic,
who lost his favor, driving them to exhaustion and but it is rumored that even more devious examples of
death. Lesser versions of this curse (such as the one his craft still linger in the world.
described here) continue to plague enchanted foot- In addition to its normal properties and powers,
wear. Though these versions are less potent, many an item that has this curse undermines its wearer’s
adventurers have suffered greatly from them. manual dexterity.
In addition to its normal properties and powers,
magic footwear that has this curse forces the wearer Gauntlets of Fumbling Item Curse
to perform an irresistible dance. Your grip suddenly falters as your feel these gauntlets tighten,
sending tremors through your hands and arms.
Boots of Uncontrollable Dancing Item Curse Hands Slot
Utility Power ) Encounter (No Action)
Even as you skid to a stop, your feet begin to move against your
Trigger: The wearer rolls a 1 or a 2 on a weapon attack roll or a
will.
Thievery check.
Feet Slot Effect: Until the end of the encounter, the character takes a –2
Utility Power ) Encounter (No Action) penalty to weapon attack rolls and Thievery checks. In addi-
Trigger: An enemy’s attack pulls, pushes, or slides the wearer 2 tion, whenever the character hits with a weapon attack, he
or more squares. or she must make a successful Dexterity check against a DC
Effect: Until the end of the encounter, the wearer takes a –2 equal to the attack roll result or drop the weapon. It takes a
penalty to speed, AC, and Reflex, and he or she must spend minor action for the wearer to pick up a weapon dropped in
a minor action each round to dance uncontrollably. this way.

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Necklace of Strangulation Ring of Weakness
Though the origin of the curse remains unknown, When Bael Turath fought Arkhosia, magic rings
the necklace of strangulation appears time and again in imbued with this sinister curse were seeded among
history and lore, and it has played a dark part in the the tieflings, who would carry but not wear them.
deaths of countless heroes and monarchs. The dragonborn claimed the rings from the tieflings
In addition to its normal properties and powers, who fell in battle, realizing only too late the price of
an item that has this curse strangles its wearer during their looting.
combat. In addition to its normal properties and powers, a
ring that has this curse inflicts a crippling weakness
Necklace of Strangulation Item Curse on its wearer.
The chain at your neck suddenly tightens, resisting all your at-
tempts to tear it off as it chokes the life from you. Ring of Weakness Item Curse
Neck Slot Sudden and searing pain courses through your body from this
Utility Power ) Encounter (No Action) ring, making your every movement require great strength of
Trigger: While bloodied, the wearer takes ongoing damage. will.
Effect: The ongoing damage increases by 5, and the wearer Ring Slot
takes a –2 penalty to saving throws. In addition, whenever Utility Power ) Encounter (No Action)
the wearer takes a standard action while being subjected Trigger: One of the item’s other powers is used.
to ongoing damage, he or she takes 10 damage. This effect Effect: Until the end of the encounter, the wearer takes a
lasts until the end of the encounter. –2 penalty to Strength-, Dexterity-, or Constitution-based
attack rolls, damage rolls, skill checks, and ability checks.
Periapt of Foul Rotting
This curse was first seen in the spoils taken from Iti- Scarab of Death
mish, the Tower of Tombs, but its tenebrous essence The warlocks of Bael Turath first crafted items bear-
has long since spread. A periapt of foul rotting curse ing this curse. They were originally given out as
inflicts a deadly plague upon its wearer—a horrific “awards” to those who had been discovered to be
scourge that few survive. traitors of the empire. Later, such items became
In addition to its normal properties and powers, highly sought after for use in assassinations. Rival
an item that has this curse infects its wearer with a nobles, jilted lovers, and outright enemies would give
flesh-eating disease. or send one of these objects as a gift, making it more
likely that a hired assassin’s subsequent strike would
Periapt of Foul Rotting Item Curse be fatal.
A stinging pain suddenly lances into you from this periapt, and In addition to its normal properties and powers,
the stench of death staggers you as your body begins to rot away. an item that has this curse hastens the demise of its
Neck Slot wearer when that creature is at death’s door.
Utility Power ) Encounter (No Action)
Trigger: The wearer takes damage from a single attack equal to
Scarab of Death Item Curse
5 + the periapt’s level.
Effect: The wearer contracts the disease foul rotting (stage 1). With a shudder, this scarab transforms into a horrible demonic
beetle that tears through armor, cloth, and flesh as it burrows
toward your heart.
Foul Rotting Variable Level Disease Neck Slot
Grotesque lesions form on your skin as your flesh begins to Property
loosen and your bones soften. The wearer takes a –10 penalty to death saving throws.
Stage 0: The target recovers from the disease.
Stage 1: While affected by this stage, the target takes a –2 A necklace of strangulation makes
penalty to Fortitude and loses a healing surge.
Stage 2: While affected by this stage, the target takes a for a gruesome death, but it proves
–2 penalty to Fortitude, loses a healing surge, and grants
combat advantage.
relatively quick. Similarly, the subtle
Stage 3: The target dies, collapsing into a pool of noxious scarab of death does you little harm
slime.
Check: At the end of each extended rest, the target makes
until it suddenly slams death’s door
an Endurance check if it is at stage 1 or 2. behind you. But the slow wasting
Lower than Easy DC: The stage of the disease increases by 1.
Easy DC: No change. and ultimate fate of the curse
Moderate DC: The stage of the disease decreases by 1. of foul rotting . . . a truly twisted
Special: The level of the disease equals the target’s level.
mind devised this blight.

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ITEM CURSES
Shield of Arrow Attraction Stone of Weight
It is said that the elves of Chelwood first crafted this This subtle curse was first seen in amulets and jew-
curse, placing it on the shields of their hated orc elry crafted by the royal mages of the tyrannical
enemies through the use of stealth and dangerous city-state of Rathay. Some believe the curse of the
magical practices. Items bearing the shield of arrow stone of weight to be indicative of deep flaws in the
attraction curse are most commonly found in uncivi- Rathayan mages’ magical art, but others swear that
lized lands, where people lack the magical skill to this curse was originally designed for remote trigger-
identify and destroy these treacherous relics. ing, as a way to hinder the movements of enemies of
In addition to its normal properties and powers, the state.
a shield that has this curse attracts ranged attacks to In addition to its normal properties and powers, an
the wearer with fatal effect. item that has this curse imposes a magical weight on
its owner that slows that creature’s movement.
Shield of Arrow Attraction Item Curse
This shield begins to tremble on your arm, loosing a near-silent Stone of Weight Item Curse
cry that draws your enemies’ ranged attacks. A great weight suddenly presses down on you, threatening to
Arms Slot: Any shield hold you fast.
Utility Power ) Encounter (No Action) Neck Slot
Activation: The wearer is the subject of a critical hit or takes Utility Power ) Encounter (No Action)
damage greater than 5 + the shield’s level from a ranged Trigger: The wearer makes an attack that hits.
attack. Effect: The wearer’s speed is halved until the end of the
Effect: Until the end of the encounter, the wearer takes a –5 encounter.
penalty to AC and Reflex against ranged attacks.

Sword of the Fallen


The shield of arrow attraction does not First spoken of in the annals of the martyred King
actually attract arrows. That would be Hargawa, the sword of the fallen curse can strip away
too useful. Imagine wielding a shield the combat prowess of even the most seasoned war-
rior. Whether a weapon bearing this curse has been
that drew arrows into it when they were corrupted by the lingering magic of ancient treasure
aimed in your direction. That seems far troves or was crafted intentionally as a ruinous gift
for would-be thieves, every such item has been the
preferable to, say, the helmet of arrow bane of countless heroes.
attraction—to say nothing of the In addition to its normal properties and powers,
codpiece of sword attraction. I mean, a weapon that has this curse loses its magic while its
wielder is in combat.
where would you rather have arrows
land? Unfortunately for those who wield Sword of the Fallen Item Curse
such a shield, it merely makes you a When you need it the most, this weapon’s power suddenly fails,
leaving you at the mercy of your foe, unable to break away.
more attractive target for those who Weapon: Any melee
attack from range. That effectively turns Utility Power ) Encounter (No Action)
Trigger: While bloodied, the wielder scores a critical hit or
your whole body into the arrow attractor. deals maximum damage.
Effect: Until the end of the encounter, this weapon loses its
Worse, the magic compels no one enhancement bonus and all its properties and powers
to shoot at you. So even if you wanted (except this one). The wielder can use a minor action to reac-
tivate the weapon’s properties (but not its other powers)
to draw the attention of your enemies, until the start of his or her next turn.
such as in some foolhardy and misguided
effort to save a companion, your foes can
simply ignore you. However, if you can
get a hated foe to wield such a shield . . .

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Story Items
Story items are unique, named magic items whose
creation or existence cannot be explained by the
normal laws of magic. They are the province of
myths, legends, and fairy tales, functioning as key
components in the most fantastical of stories. Unlike
traditional magic items, story items do not have levels
and employ few game mechanics.
Story items enable you to use fantasy effects that
fall outside the normal mechanics of the game and
allow for scenarios that might otherwise be impos-
sible within the rules. A story item is designed to
unlock one part of an adventure’s saga and then pass
out of the characters’ ownership.

HOW T HEY WORK


A story item requires a story obstacle—a challenge or
condition within the adventure that would be diffi-
cult to overcome without the story item that fits with
it, just as a key fits a lock. Invulnerable monsters,
impassable portals, and dangerous spellcasters whose
magic imposes permanent effects exemplify story
obstacles that might require a story item to resist or
overcome.
A heart-shaped silver stone that grows warm and
pulsates whenever Bloodreaver the werewolf lord
draws near is a story item. It interacts only with
Bloodreaver (the story obstacle) and isn’t generally
useful beyond the current adventure or set of adven-
tures, but it adds an element of suspense when the
powerful lycanthrope lurks nearby. The stone doesn’t
give the characters any mechanical bonuses, or even
necessarily require an area of effect beyond what is
appropriate in a given scene. It simply alerts the char-
acters to events unfolding in their vicinity when it’s
important for them to know.
Adding this kind of item to a standard treasure
trove gives the characters something to think about
and investigate. The discovery of a story item acts as a
hook, encouraging the characters to solve the mystery

JACK AND THE BEANSTALK


The magic beans in the story of Jack and the
Beanstalk are one kind of story item. Their pur-
pose in the classic story was to grow the beanstalk
that Jack climbed to reach the giant’s castle in the
clouds. Although the beanstalk might require game
mechanics (Athletics DC to climb, resistances, hit
points), the magic beans do not; they exist only
to transport Jack to the giants’ cloud castle. Once
the characters find or acquire the beans and use
them to overcome the story obstacle (getting to
H EC TO R O R T I Z

the castle), the item’s role in the story is complete.

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S TO R Y I T E M S
of the item’s true purpose—smoothly drawing them only to make the game more colorful; they should
into the heart of the adventure. stop short of granting the characters or the monsters
Story items aren’t meant to last forever—an adven- unfair mechanical advantages.
ture or two, a campaign arc, or even a tier of play, and What happens once it has accomplished its
they move on—although, at your discretion, a fun or purpose? Invent an exit strategy for a story item
compelling story item that does not unbalance play before you introduce it. Ultimately, a story item
might last longer. should exist until it has fulfilled its purpose and then
move on. If the characters fail to use it, it will leave
Designing a Story Item their ownership one way or another. This removal
can be as simple as the individual who gave them the
When designing a story item for your game, consider
item asking for it back once it has achieved its pur-
the following questions.
pose. Or perhaps the item’s magic is spent, or it just
What does it look like? A story item should have
vanishes. A character could even retire the object by
a recognizable shape, but what it does might not be
placing it on his or her mantel as a memento of the
obvious from its appearance. If you want the char-
adventure. Story items are as difficult or as easy to
acters to readily discern what the item is for, use its
destroy as you want them to be.
appearance as a clue. If you want the item’s nature to
be less obvious, put a spin on the “form follows func-
tion” principle. For example, a dimensional gateway
(page 118) in the shape of a key tells the characters
ITEM DESCRIPTIONS
something straightforward about how the item is Each story item description consists of three elements.
employed. The same item in the form of a stick of Story Obstacle: The challenge the item ties into
chalk (for drawing the outline of a door) might not be or overcomes.
as easy to figure out, but it’ll be rewarding and fun Property: The manner in which the obstacle and
when the characters do get the hang of it. the item interact.
What does it do? A story item needs to accomplish Form: Although a story item can take any physi-
something fantastic within the story. In fable, myth, cal form you desire, this entry offers some suitable
and saga, fey spells can put creatures to sleep for hun- examples.
dreds of years, genies can grant wishes, straw is spun
into gold, an enchanted arrow slays a mighty dragon, Blessed Weapon
a bucket of water destroys a witch, and so on. How is Story Obstacle: A unique creature cannot be
your story item meant to interact with its obstacle? slain until someone wielding the item harms it.
What are its limitations? The characters should Property: When struck with the story item, the
be curious about a story item and will try to find ways associated creature can then be slain.
to use it, perhaps in a manner you did not anticipate. Form: Blessed crossbow bolt, rune-carved sword,
Although story items can be fun, make sure their wooden stake.
lack of precise mechanics doesn’t cause them to be
abused. Reward clever thinking by expanding an
item’s utility, but if you’re uncomfortable with the Box of the Seven Demons
characters using the object for something other than Story Obstacle: At the dawn of time, the god
its intended purpose, don’t be afraid to say no. Always Tharizdun created a golden box containing physical
keep in mind that story items and obstacles exist embodiments of the greatest mortal evils. Before the
other gods chained him, he used the box to unleash
chaos and misery upon all that they created. Now the
NO ROADBLOCKS box travels randomly throughout the planes, its beau-
A story item should be the easiest and most effi- tiful exterior tempting mortals’ curiosity, and leaving
cient way to overcome a story obstacle, but it might horrors in its wake. Only one creature can own the
not be the only way. Similar to failing a skill chal- box at a time. When its owner opens the box, a level-
lenge, losing a story item or failing to obtain it is an appropriate demon emerges and attempts to possess
opportunity to place complications in the heroes’ a creature other than the owner. If the demon suc-
path; it should not stop the adventure. However, ceeds, it forces the creature to exemplify one of the
in case the characters don’t obtain a story item evils embodied by the box to horrible extremes, or
required for the adventure’s completion, you might else the demon simply engages in brutal violence. If
present an alternate—perhaps indirect—game solu- the demon drops to 0 hit points, it immediately pos-
tion two or three levels higher than the party’s sesses a different body or re-forms within a day and
level that does not require the use of the story continues its spree. Each time a demon drops to 0 hit
item for success. points, the owner can open the box again to release
another demon into the world (maximum seven).

CH A P T ER 5 | Artifacts and Curses


117
Property: When a demon from the box dropsto Property: The ritual the demon-worshipers are
0 hit points, any creature holding the box can com- attempting is powerful and takes time to complete.
mand the demon back inside as a minor action. As It requires the sacrifice of many innocents. To help
long as this is done within 7 rounds of the demon’s acquire victims, the demon-worshipers used the
defeat, the demon is bound within the box once more. tome to summon some minor demons, who have
The instant all seven demons are bound within the been kidnapping youths from the local area for those
box, it vanishes. sacrifices. The characters can follow the clues of the
Form: A beautiful golden box engraved with seven missing youths and magical emanations of the power-
scenes of mortals enjoying romance, food, wealth, lei- ful ritual back to the tome’s location.
sure, righteousness, friendship, and fame. Form: Codex, grimoire, libram, scrolls written on
humanoid skin.
Consecrating Altar
Story Obstacle: A magical plague is spreading Dimensional Gateway
through the land, and a forgotten ritual of a long-dead Story Obstacle: The characters must travel
deity is the only way to stop it. quickly between planes to complete their quest.
Property: Once the deity’s last holy relic is recov- Property: Whenever the item is placed upon a
ered and placed upon this altar, the god’s voice will door, or used to draw the outline of one, the door
recite the words to the ritual that will destroy the opens upon a plane of the user’s choice. When the
plague. The altar lies in a warded area, and the char- door closes, it reverts to a normal door (or no door
acters must overcome the three deadly trials of the at all, if the item was used to draw one). This item is
dead deity before they can gain access to it. either usable once and then its power is expended, or
Form: Large carving of a forgotten holy symbol, it is usable within a certain time period (usually the
statue of the deity’s likeness, worn stone plinth. course of the adventure).
Form: Chalk (for drawing), doorknob, key.
Curse Carrier
Story Obstacle: An evil wizard or warlock either Fannigan’s Dream Ale
uses an item to place a curse upon one of the char- Story Obstacle: The characters seek hidden
acters (or a nonplayer character the heroes know), or knowledge or they need to reach a distant location,
places a curse upon an item, which is delivered to a yet they lack the means to make such a discovery or
character. As the curse grows within the character, journey.
it brings on many harmful and horrific effects, and Property: No one knows just who or what Fanni-
eventually causes death or some other terrible effect. gan was—a powerful wizard, or perhaps an immortal
The curse cannot be removed by normal means, fey who walked in the guise of a human—but he left
and the characters must either kill whoever placed small casks of this special ale behind before he left
the curse, or find the item that caused the curse and this world. Those who drink of the heady brew pass
destroy it. into a deep, dream-filled slumber that transports
Property: If the curse was delivered through an them to any place or time they desire for eight hours.
item, then the item is no longer special (though it While they inhabit this place, they can gather infor-
might yield clues to whoever sent it), and the only way mation and speak to the dreaming forms of other
to break the curse is to kill the one who enchanted creatures, but events and items do not carry over into
the item. Otherwise, finding and destroying the item the waking world—only information and communica-
will remove the curse. As the curse takes hold, the tion. Dreaming characters might become idealized
cursed person has dreams that reveal details about versions of themselves in their travels; this could be
the item and its location. The cursed character’s per- an opportunity for the players to try out their charac-
sonality also changes as the curse progresses, making ters at a different level of play, perhaps raising them to
that person work against the group in secret. paragon or epic tier for the adventure (although expe-
Form: Enchanted fruit, poison garment, spinning rience is always awarded as though the challenges
wheel. match the characters’ true level).
Form: Fannigan branded the casks of his dream
Demonic Tome ale with the symbol of a closed eye. The ale is thick
and dark, and it appears to glitter with tiny motes of
Story Obstacle: Demon-worshipers have discov-
color when it is disturbed.
ered a profane tome and are using a ritual within it to
open a portal to the Abyss, allowing demons to freely
enter the world to sow chaos. The worshipers must be
stopped, and the tome must be destroyed so this can’t
happen again.

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S TO R Y I T E M S
Instrument of character’s appearance, but its interior is hollow,
like a drained eggshell. Mechanical simulacra with
Planar Passage innards constructed of delicate moving parts are also
Story Obstacle: The only planar gate to a loca- rumored to exist.
tion the characters must travel to stands closed and
is guarded by a powerful fey creature. To open the Marut Warden’s Token
portal, the characters must find a special magic
Story Obstacle: Maruts have established a
instrument and challenge the fey creature that
domain in the Astral Sea where they imprison the
guards the portal to a duel of music, outplaying the
bodies and souls of creatures that have broken con-
guardian.
tracts with them. The characters need access to
Property: The fey guardian is very talented, and
someone held within this fortress, but a Huge con-
those who lose the musical competition pay a heavy
struct guards its massive mechanical gates, and this
price. (Some stories claim that a powerful item must
guardian requires a special token from anyone seek-
be wagered, while others say that the loser must serve
ing access.
the guardian for a decade.) Only someone playing the
Combating the guardian is not a wise choice,
instrument has a chance of beating the guardian. Any
because defeating it causes it to consume the life force
attempt at harming the guardian results in a fight
of an imprisoned creature—perhaps the one the char-
against the former losers of musical duels who are
acters seek—and then it reanimates at full health on
serving the guardian.
the same initiative count during the following round.
Form: Flute, harp, music box, scroll of musical
Only the guardian knows the secret to opening the
notes.
mechanical gates.
Property: The guardian will not harm the token’s
Invulnerable Armor bearer unless it is provoked. The guardian places a
Story Obstacle: A unique creature has a deadly proffered token into a slot in its head. Machine parts
melee or ranged attack that instantly kills or causes whir and click as the massive gates unlock and open.
a permanent condition. Examples include a medusa, Whoever presents the token can remove one creature
a basilisk, or a catoblepas that has an enhanced gaze (or soul) from the prison without resistance from the
attack, or a serpent whose venom instantly slays guardian.
living creatures. Form: The token is a 1-foot-diameter round
Property: The armor’s wearer can resist the bronze disc, divided into four quadrants by a cross.
special attack of this creature; that attack is instead Each quadrant is inscribed with strange reliefs that
treated as one that does not instantly kill or cause a seem to follow a pattern.
permanent condition.
Form: Armor, brooch, shield, protective salve. Messenger of the Gods
Story Obstacle: A problem of grave import cap-
Magical Simulacrum tures the attention of the gods, who have a stake in
Story Obstacle: A character must brave tremen- the way the conflict resolves. One or more of the gods
dous peril, or needs to appear in two places at once. become aware of a world-ending threat, or of some-
Property: A simulacrum looks, speaks, and acts thing that poses danger to their own existence. Due
exactly like the character it is modeled on, perfectly to the nature of the threat, or to the rules that govern
replicating all the character’s personality traits and the deities’ interactions with the world, they cannot
quirks. It has the same defenses, skills, and abilities, take direct action to fix the problem and need the
but cannot attack or defend itself, and has 1 hit point. help of mortals, preferably worshipers, to do so.
As with a minion, any damage destroys it, but a char- Property: One of the gods communicates with a
acter trained in Heal can heal the simulacrum by devoted follower among the characters through an
making a Heal check (hard DC) as a standard action. item that they acquire (or an item that the worshiper
Only characters trained in Heal can aid this check. A owns that didn’t previously have any direct connec-
character who fails this check can try again, but only tion to the deity). The god uses the item to instruct,
after 24 hours have passed. After three such failures, command, and guide his or her worshiper on how
the simulacrum is destroyed permanently. The simu- to defeat the threat. However, this communication
lacrum can operate independently from the charac- isn’t direct, requiring the characters to read portents,
ter and recount its adventures at a later date. puzzle out obscure references, or seek out other
Form: When first discovered or employed, a simu- agents who can decipher the clues imparted through
lacrum is an unassuming humanoid shape, white the item.
and featureless. When activated by a character, the Form: Brooch, sacred chest, talisman.
simulacrum’s fragile exterior instantly mirrors that

CH A P T ER 5 | Artifacts and Curses


119
Miraculous Item region of blight. Afterward, the land thrives and
bears healing fruit.
Story Obstacle: Reality has become a twisted
Form: Enchanted tilling tools, fey seeds, magical
nightmare or a hostile setting for the heroes, who
soil.
require great support to survive or to defeat their
mighty adversaries.
Property: This item holds the captive spirit of a Ring of Mortal Delights
powerful entity (such as a genie) or puts the char- Story Obstacle: Some desperate need drives a
acters in contact with an immortal creature that character and, in answer to fervent prayers, a stranger
bestows a single wish. This creature is not required gives this ring as a gift, or it is found unattended
to grant wishes, and does not grant selfish wishes, somewhere. This ring could also be found upon the
except possibly those that would punish an unwary hand of a powerful devil, which seemingly (though
wisher. The entity refuses to kill for the characters, falsely) accounts for the ring’s power.
but it will aid them in a single endeavor on their Property: The first three times a creature bear-
quest, such as transporting them to a desired desti- ing this ring makes a wish—usually an offhand desire
nation or lending them an item that will help them mentioned in passing—the desire is realized. Wishes
defeat their foe. This item yields story results, not granted in this manner come to pass only if some-
mechanical results. At your discretion, a wish can thing terrible occurs in their fulfillment. The wishes
provide temporary boosts, items, status, or anything affect neither powerfully evil creatures (so a charac-
else the players can dream up, but all of this fades ter cannot wish Demogorgon dead) nor significant
once the adventure ends and reality returns. characters in the campaign. For example, a charac-
Form: Bottle, holy relic, magic lamp, ornate box, ter can wish for and receive a magic longsword, but
ring. the sword’s previous owner might resent him or her
for the theft. If the character wishes for the death of
Oracular Glass some creature, that creature might die choking on
the bones of one of the character’s friends.
Story Obstacle: The heroes are searching for a
Once three desires have been voiced and fulfilled,
missing person, a lost treasure, or some form of guid-
the item disappears. It cannot be destroyed by any
ance on their current quest.
known means, and the ring always finds another
Property: This reflective item shows the heroes
greedy mortal to ruin, even if it is hidden away or
what they seek, hinting with cryptic words or visions
secured. This item requires shrewd adjudication,
at a grave danger they must overcome to succeed.
but keeping its nature secret should give you enough
However, before the item can be used, the characters
opportunity to think of ways to make negative story
must fight past a guardian or face a series of trials
effects occur.
to reach or acquire the item. Additionally, to use the
Form: A golden ring encrusted with rubies.
item, the characters might have to pay a price, per-
haps giving up an item, revealing a hidden secret, or
accepting a limitation upon their abilities. Sacred Charm of Warding
Form: Crystal sphere, mirror, scrying pool. Story Obstacle: A unique creature is stalking
people in their sleep, feeding on them while they
Pathfinder dream. The victims remember the attacks, but can’t
recall anything about what is stalking them or why.
Story Obstacle: A torturous labyrinth, a deadly
Within a few days of the first attack, each victim is
dungeon, or a trackless wilderness stands between
found dead, apparently having expired in his or her
the characters and their hidden destination.
sleep. No normal means has been found to stop the
Property: This item reveals an invisible path
creature, and people are trying to keep themselves
through or past the obstacle. It could constantly
awake in order to keep themselves alive.
reveal the path to its bearer, or it could show the way
Property: To fight the nighttime terror, the char-
once per hour or once per day.
acters must acquire this item and then use it to enter
Form: Amulet, goggles, helm, lantern.
the world of dreams during their sleep so they can
find and stop whatever is preying on people. In addi-
Restorer of the Earth tion, the charm protects those sleeping near it from
Story Obstacle: The land has been ravaged by the creature’s attacks within their dreams.
unnatural famine, or by the tainted energy of a portal Form: Blessed oil, holy symbol, special herbs or
to the Abyss. The fields have been laid barren and the incense.
people sickened.
Property: This item restores the soil, driving out
the curse that besets the land, or healing a particular

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120
S TO R Y I T E M S
Scales of Power
Story Obstacle: The party’s enemy waxes and
wanes in strength. When this foe is at its strongest, it
is impossible to defeat.
Property: When activated, this item measures the
strength of a single powerful creature and compares
the party’s strength to the current strength of that crea-
ture. By being able to determine when their enemy is
at its weakest, the characters can plot when to strike.
Form: Abacus, balance, dowsing rod, knotted
measuring cord.

Soul Vessel
Story Obstacle: A unique creature conceals its
life force inside a vessel. As long as the creature’s life
force is tied to the vessel, the creature cannot truly
be destroyed; when slain, it uses the vessel to quickly
return to life and power.
Property: Destroying the vessel negates the crea-
ture’s immortality and causes it to become a mortal
creature of its kind.
Form: Amulet, earth-filled coffin, jar, piece of bone.
Talking lantern

Summoning Instrument them later. The item might also intend to deceive the
Story Obstacle: The characters must cross a characters, revealing enough clues to keep the heroes
boundary between worlds, and they need a mystical on the right track before finally betraying them.
creature or vessel to transport them from one realm Form: Amulet, lantern, skull, statuette.
to the next. This transport might inhabit the watery
depths or soar at dizzying heights; it might sail the
Astral Sea or the ether of the Far Realm.
True Name
Property: This instrument calls a creature or Story Obstacle: A unique creature has unusually
a vessel to the characters’ location at a boundary powerful abilities or is more than five levels higher
between planes or worlds. The summoned conveyance than a normal creature of its kind.
might require a price for transport. After the charac- Property: Intoning the creature’s true name com-
ters move aboard, on, or in it (and any agreement is pels the creature to obey the speaker’s commands,
made), it carries the characters to their destination. or weakens it by lowering its level to that of a normal
Form: Gong, horn, scroll of mystic poetry, coin. creature of its kind.
Form: Oracular knowledge, scroll, tablet.
Talking Object
Story Obstacle: The heroes need outside aid,
Ward of Protection
clues, or specific knowledge to help them with a prob- Story Obstacle: A horde of demons, a host of bar-
lem in their current adventure. barian raiders, or some other large destructive force
Property: This item is native to the area the char- descends on a nation or a key population center. The
acters are exploring. It represents an inanimate but characters must stop it from destroying the area.
sentient entity that the characters can pick up and Property: This item must be acquired, possibly
carry with them. The item might reflect the charac- from a dangerous location, and placed in front of the
teristics of its surroundings (for example, a pure voice approaching horde, or the item must be found and
and a radiant glow if found in a temple of good, or activated before the horde arrives. Doing so will pro-
oozing blood and spewing curses during conversation tect the region from the opposing force, causing it to
if found in a necromancer’s lair). The item provides be unable to approach (either physically, or by hiding
helpful advice and guides the characters toward clues the population center in a place the horde can’t reach).
that allow them to succeed on their quest. Depending Only small groups of the enemy that were already
on the nature of the item, it might direct the characters within the protected region when the item was placed,
to follow a difficult or painful path, possibly causing or those few enemies strong enough to force their way
them to unwittingly cause mischief that comes back on past the ward, can bypass this protection.
JIM NELSON

Form: Monument, obelisk, standard, statue, totem.


CH A P T ER 5 | Artifacts and Curses
121
CHAPTER 6

Adventuring Gear

.
I WOULD be remiss if I did not provide at least some
slight guidance on certain ordinary topics. Though wizards
and other spellcasters might not think much about items
that do not rely upon enchantment, we live in a world full of
individuals who spend most of their lives relying upon such
mundane objects for their livelihood and their survival.
I will limit the discussion to those items most useful to
ourselves and our hirelings: adventuring tools, architectural
constructions, and alchemical items.
Alchemy is of some interest to one of our number, and
I’ll leave it to him to provide a more in-depth treatise of the
topic. For my part, I shall merely observe that the process
by which the reagents produce effects warrants closer obser-
vation. The system of interactions between ingredients
bears a certain resemblance to the complexity of the sys-
tems through which we practice magic. As I noted earlier in
the introduction to the chapter about magical equipment,
such systems are ultimately false. Thus, keen observation of
alchemy’s “nonmagical” systems could lead to illuminating
insights on the nature of the universe in which we exist.
And of course hirelings themselves warrant a certain
amount of discussion. As we all know, a dependable hire-
ling can make even the most complex plan feasible, whereas
an untrustworthy mercenary can cause even the simplest
endeavor to come crashing down around us. When assess-
ing the reliability of a hireling, you should look not only for
fidelity and earnestness, but for predictability of behavior.
For example, a disloyal hireling can be a boon if you can
surmise under what circumstances you will be betrayed.
—Mordenkainen, from his master copy
of the Magnificent Emporium

Scholar’s Note: The last sentence of this passage


has always been unnerving to me. I do not doubt that
Mordenkainen would consider my copying of a text
he eradicated from existence to be a betrayal. And
the manner in which I left his service can leave no
doubt. Did he know that I would create this extra
copy of the work? If so, did he predict that I would
kill the other seven apprentices to protect my secret?
I would not put such a callous calculation past the
old scoundrel. But if he knew I would act this way,
T Y L E R J ACO BS O N

am I being allowed to live out my part in his plans,


or shall I be eliminated now that my part is done?
—Qort

CH A P T ER 6 | Adventuring Gear
122
A DVENTURING GEAR cheats, and a glass cutter. Many purchasers supple-
ment this kit with goodnight tincture (page 132).
Most of the adventuring gear presented here has a Chirurgeon’s Tools: This surgical gear includes
specific application that makes it useful. Many of brass wedges that can be heated to cauterize wounds
these items also lend temselves to being used in other and jars of leeches for bleeding patients. When you
creative ways. use these tools to treat an ally who has contracted a
Ball Bearings: As a standard action, you can drop disease caused by an attack from a creature, that ally
these smooth metal spheres into an adjacent square gains a +2 bonus to the next check he or she makes
(or gather them back up). Any creature moving on the against the disease.
ball bearings must either treat the square as difficult Cold-Weather Clothing: Wearing these furs
terrain or succeed on a saving throw to avoid falling gives you a +2 bonus to Endurance checks against
prone. Creatures that are running can use only the cold weather. Wearing the snowshoes included in
latter option.
Bell and Whistle: A bell is useful for setting an ADVENTURING GEAR
alarm, while blowing a whistle lets you alert com- Item Price Weight
rades at a greater distance. Ball bearings 10 gp 1 lb.
Bestiary: Each of these books offers lore about a Bell and whistle 1 gp —
single combination of creature origin and type, such Block, tackle, and winch 10 gp 10 lb.
as fey humanoids. When you fail a monster knowl- Charlatan’s kit 136 gp 13 lb.
edge check related to a creature with this origin and Caltrops 10 gp 1 lb.
type, you can reroll the check by spending one hour Crook-eye 50 gp 2 lb.
studying the bestiary. You must use the second result. Disguise kit 30 gp 5 lb.
Block, Tackle, and Winch: After you attach this Gambler’s gear 1 gp —
set of simple machines to a solid surface, you can pass Gambling cheats 20 gp —
a rope through it to triple the weight you can lift, pull, Glass cutter 25 gp 5 lb.
or drag on the other end of the rope. Dagger boots 2 gp 4 lb.
Caltrops: You can drop these pyramid-shaped Delver’s kit 40 gp 28 lb.
metal spikes into a square adjacent to you (or gather Crowbar 2 gp 4 lb.
them back up) as a standard action. Any creature Iron spikes (10) 1 gp 5 lb.
moving on the caltrops must either treat the square as Manacles, iron 10 gp 2 lb.
difficult terrain or become slowed (save ends). Crea- Miner’s helmet 10 gp 3 lb.
tures that are running can use only the latter option. Sacks (2) 1 gp 1 lb.
Camouf laged Clothing: While you are not Surveyor’s gear 15 gp 5 lb.
moving, these garments allow you to blend into your Ten-foot pole 1 gp 8 lb.
surroundings by granting you a +2 bonus to Stealth Devotee’s kit 146 gp 14 lb.
checks. Candle clocks (2) 1 gp 1 lb.
Candle Clock: Lighting one of these wax tapers Chalk and slate 5 sp —
allows you to count hours by observing how far the Chirurgeon’s tools 20 gp 4 lb.
candle has burned down against marks made in the Doctrinal book 25 gp 3 lb.
wax. Each clock lasts for 8 hours and is consumed Regalia 100 gp 6 lb.
after use. Candle clocks are typically sold in pairs to Footpads 5 gp —
help synchronize timing between separate groups. Harness 5 gp 1 lb.
Chalk and Slate: Use chalk to write on dungeon Manacles, adamantine 650 gp 2 lb.
walls to help find your way back out or to leave mes- Sage’s kit 135 gp 12 lb.
sages for those who follow. Drawing on a slate lets you Bestiary 25 gp 3 lb.
communicate simple ideas when you need to remain Hidden item compartment 40 gp 2 lb.
silent or work around a language barrier. Investigation gear 40 gp 4 lb.
Charlatan’s Kit: This kit includes caltrops, a Iron filings and lodestone 15 gp —
crook-eye, disguise kit, gambler’s gear, gambling Jar of glowworms 5 gp 1 lb.
Writing case 10 gp 2 lb.
Traveler’s kit
KITS Camouflaged clothing 30 gp 6 lb.
Purchasing a kit is a good way to make sure you Cold-weather clothing 10 gp 10 lb.
have all the adventuring gear you need. A standard Desert clothing 5 gp 4 lb.
adventurer’s kit covers the basics, while the kits Map case 15 gp 2 lb.
described here provide specialized equipment for Signal ammunition (5) 15 gp 5 lb.
different character concepts. Snares 5 gp 4 lb.

CH A P T ER 6 | Adventuring Gear
124
A DV E N T U R I N G G EA R
this gear allows you to ignore difficult terrain caused Doctrinal Book: Each of these volumes holds lore
by snow and ice, but reduces your speed by 2. pertaining to a certain deity. After a failed Religion
Crook-Eye: You can look around corners with the check associated with this deity or its followers, you can
angled mirrors in this leather-bound wooden tube. attempt the check again after spending 1 hour studying
You grant combat advantage and take a –2 penalty to the doctrinal book. You must use the second result.
Perception checks while using a crook-eye, but you can Footpads: While wearing these felt soles over
trace your line of sight from a square adjacent to you. your normal footwear, you gain a +1 bonus to Stealth
Crowbar: Wielding this metal pry bar gives you checks to move quietly.
a +2 bonus to Strength checks to break open locked Gambler’s Gear: These dice, cards, knuckle-
doors or containers. bones, or diviner’s sticks are necessary equipment for
Dagger Boots: These spike-toed footwear help games of chance.
you kick notches into a surface you are climbing. Gambling Cheats: This marked gambling gear
While wearing dagger boots, you gain +2 bonus to gives you a +2 bonus to Thievery checks to cheat
Athletics checks to climb but take a –2 penalty to while gambling.
Stealth checks to move silently. Glass Cutter: By affixing this tool to a piece of glass,
Delver’s Kit: This kit includes a crowbar, ten you can quickly and silently etch the surface and create
iron spikes, iron manacles, a miner’s helmet, two a round hole large enough to fit your arm through.
sacks, surveyor’s gear, and a ten-foot pole. Many pur- Hidden Item Compartment: While wearing this
chasers supplement this kit with clinging essence of cunningly crafted piece of apparel, you can conceal
fire (page 130). an object on yourself that weighs 1 pound or less. You
Desert Clothing: Wearing this mask and loose- gain a +2 bonus to Stealth checks against Perception
fitting robes gives you a +2 bonus to Endurance checks to notice the item.
checks to resist heat or to avoid the effects of persis- Investigation Gear: This bag of equipment
tent dust or sun glare. includes containers made from different materials,
Devotee’s Kit: This kit includes two candle brushes, dusts, tweezers, picks, probes, a magnifying
clocks, chalk and slate, chirurgeon’s tools, a doctrinal glass, ink and quills, parchment, and a small journal.
book, and regalia. Many purchasers supplement this You gain a +2 bonus to Perception checks when you
kit with holy water (page 132). use the kit to search an area for specific details.
Disguise Kit: Using these cosmetics and prosthet- Iron Filings and Lodestone: Watching for dis-
ics gives you a +2 bonus to Bluff checks to pass off ruptions in the patterns that iron filings normally
your disguises. form around a lodestone can help you perceive
strong magical forces. When you fail an Arcana
check to detect magic on an object or a location, you
GAMBLING can attempt the check again after spending 1 hour
Although a particular high-stakes wager might be spreading and studying the iron filings. You must use
the subject of a skill challenge, gambling is usually the second result.
resolved by opposed checks. Each gambler chooses Iron Spikes: Hammering one of these blunt, wide
to make either a Bluff check or an Insight check. metal wedges between a door and its frame requires
The gambler with the highest result wins the stakes; a standard action and adds 5 to the DC of checks to
the others share the loss. open the door. If nothing but a spike is holding a door
If you choose to cheat while gambling, make shut, the base DC to open it is 15. Spiking a door is
a Bluff check or an Insight check as usual. If you noisy; each time you drive in a spike, creatures within
dislike the result, you can make a Thievery check 20 squares can make a Perception check with a +5
and use that result instead. You are exposed as a bonus to hear you.
cheater if your Thievery check does not exceed the Jar of Glowworms: The tiny insects in the jar
passive Perception checks of the other participants, create dim light in the jar’s square.
or their active Perception checks if they suspect you
are cheating and are watching for it.
Introducing marked gambling gear (gambling THINGS TO DO WITH
cheats) into the game makes it easier to cheat. At A JAR OF GLOWWORMS
the start of a wager, the process of deciding whose The worms give off just enough light to read by, and
gambling gear will be used is typically resolved the jar can be covered to avoid revealing your posi-
by an opposed Diplomacy check. To substitute tion in the darkness. You can use a ten-foot pole to
marked gear once the gambling is under way, you push the jar into an ominous-looking area, sometimes
must succeed on two opposed checks against the revealing danger if the light goes out. This method of
highest-level opponent: Bluff against Insight, and using the jar is also a good way to spring traps that are
Thievery against Perception. triggered by the presence of living things.

CH A P T ER 6 | Adventuring Gear
125
FOR THE DM:
IMPROVISED EQUIPMENT
Sooner or later, someone in your game is sure to
think of a new mundane item that’s not mentioned
in the rules, or a new use for one that is. These
guidelines are meant to help you decide how to
handle such situations.
Specific: If you have the right tool for the job, you
might bypass the need for a skill check altogether.
But if something gives a bonus to every possible use
of a skill, it’s a magic item. Mundane gear provides
bonuses only in specific circumstances.
Tradeoffs: Gear sometimes gives a bonus when
you’re trying to do one thing but a penalty when
doing something else. Using equipment can also
create challenges for adventurers—using a grappling
hook to swing across a chasm could enable some-
one to avoid making an Athletics check to jump,
but it also might mean that an enemy can cut the
rope when that person is halfway across.
Detailed: Bringing equipment into a scene
establishes facts that both the players and you can
use to make action happen. Visualizing the details
is essential to making common-sense rulings about
what mundane items can do.
Hefty: Adventuring gear is limited by weight in
the same way that slots limit magic items. Players
need to track whether the amount their characters
are carrying exceeds their normal load (Strength
× 10 in pounds) and pay attention to where the
character keeps the items (in hand or stowed). You
have the right to establish reasonable limits on the
bulkiness of what a character can carry (Rules Com-
pendium, page 265).
Flexible: When a character wants to take an
improvised action that falls outside the standard
rules, use a check if possible, keying the DC to the
difficulty of the action. For example, if a character
wants to jam an iron spike into an iron golem’s knee
joint to slow it, the act might require a hard Athletics
check. However, if the action might deal damage,
such as using a ten-foot pole to push a statue over
onto a foe, set the DC for the check and establish
an appropriate amount of damage if the check suc-
ceeds (perhaps equating it to a basic attack).
Always Possible: Arguments about what equip-
ment is or isn’t capable of can go on for a long time.
Let everyone have a brief say, set the odds that
something will work—for example,”It’s a good plan,
but there’s still a 1 in 4 chance it will fail”—and then
let the dice decide. Even if the plan seems impos-
sible or a sure thing, the fact that the group has
been arguing about it means that it’s reasonable
and fun to allow a 1 in 20 chance of miraculous
success or failure.
B E N WO OT T E N

CH A P T ER 6 | Adventuring Gear
126
BUILDINGS
Manacles: When you put these shackles on a Many purchasers supplement this kit with tracking
helpless or otherwise incapacitated creature, that dust (page 135).
creature is restrained until it escapes or is freed. The Snares: When you use these baited tripwire traps,
Acrobatics check to escape from these restraints is you gain a +2 bonus to Nature checks or Dungeoneer-
against a hard DC of the creature’s level. ing checks to forage, but each check requires 2 hours
The Strength check to break the manacles is instead of 1 hour.
against a DC that depends on the quality of the man- Signal Ammunition: These arrows, sling bullets,
acles, whether iron (DC 24) or adamantine (DC 31). or crossbow bolts incorporate sunrod materials that
Map Case: This waterproof leather tube can be ignite when the ammunition is fired, and are useful
unrolled to form a writing surface. The maps you for coordinating maneuvers or signaling for help.
make with the tools inside, which include parchment, Surveyor’s Gear: With this plumb line, measur-
charcoal, ink, and strings with distance markings, ing chain with pins, and slate for recording notes,
can be sold to others interested in your discoveries. you gain a +2 bonus to Perception checks to search
Miner’s Helmet: You can attach a lantern, a sun- for secret doors or hidden rooms, but using the gear
rod, or some other lighting device to the forehead takes at least 5 minutes.
reflector of this headgear to provide hands-free Ten-Foot Pole: Prodding dangerous-looking
illumination. things with a ten-foot pole lets you trigger many traps
Regalia: In social situations where appearances from the safety of 2 squares away.
and wealth matter, wearing regalia gives you a +2 Traveler’s Kit: This kit includes camouflaged
bonus to Bluff, Diplomacy, and Intimidate checks. clothing, cold-weather clothing, desert clothing, a
Sack: You can carry up to 100 pounds in one of map case, five pieces of signal ammunition, and
these leather or canvas drawstring bags. snares. Many purchasers supplement this kit with
Sage’s Kit: This kit includes a bestiary, a hidden icening (page 132).
item compartment, investigation gear, iron filings and Writing Case: This leather case holds a blank
lodestone, a jar of glowworms, and a writing case. journal, loose sheets of parchment, an ink stone and
ink brushes, a blotter, quills, and penknives.

POCKET CHANGE
It’s sometimes useful to know how much money a
BUILDINGS
character might typically have on hand. The table The prices in this section apply to creating a new
below gives minor and major purchase values (in gp) structure or purchasing an existing one. A single-
for a character of a given level. A character can make room dwelling in a desirable city neighborhood can
a minor purchase with the monetary treasure he or cost as much as a castle overlooking a backwater
she might earn in a single combat encounter, skill province, and characters who take over a fort will not
challenge, or minor quest. Major purchases are those necessarily be able to find a buyer willing to purchase
the character would have to save up for an entire property in a monster-infested wilderness.
level’s worth of adventuring to afford. A mage’s tower Castle: Hundreds or thousands of people live and
(priced at 10,000 gp) is a major purchase when you’re work in safety between the curtain wall and keep of
level 15, but a minor expense when you’re level 22. one of these massive stone structures.
Castle with Dungeon: The excavations below this
MINOR AND MAJOR PURCHASE VALUES structure are as extensive as the towers that crown it.
Level Minor Major Level Minor Major Cottage: This single-room hut typically has walls
1 10 144 16 1,800 18,000 of wood or sod and a thatched roof.
2 20 208 17 2,600 26,000 Floating Castle: For those who want to travel
3 30 271 18 3,400 34,000 without leaving home.
4 40 336 19 4,200 42,000 Gatehouse: This building has reinforced walls, its
5 50 400 20 5,000 50,000 own gate and portcullis, and quarters for five guards.
6 75 720 21 9,000 90,000 Keep: This heavy stone fortification is built to
7 100 1,040 22 13,000 130,000 withstand a siege.
8 125 1,360 23 17,000 170,000 Mansion: This stately edifice has multiple wings,
9 150 1,680 24 21,000 210,000 making it a good guildhouse or residence in which to
10 200 2,000 25 25,000 250,000 entertain guests in style.
11 350 3,600 26 45,000 450,000 Palace: The architecture and ornamentation of
12 500 5,200 27 65,000 650,000 this immense complex is designed to impress.
13 650 6,800 28 85,000 850,000 Palisade Fort: Surrounded by a wall of sharpened
14 800 8,400 29 105,000 1,050,000 logs, this wooden fort can be constructed quickly and
15 1,000 10,000 30 125,000 1,250,000 garrisons up to fifty troops and their families.

CH A P T ER 6 | Adventuring Gear
127
Private Island: From beaches, docks, and sea relationship between the amount of the goods one
caves to towers, villas, and observatories, it’s all yours. hopes to sell and the price one expects to earn. The
Quarters: These three small rooms might be a table below presents this information for some of the
single-story wooden house, or an apartment within a most important valuables in the DUNGEONS & DRAG-
larger building. ONS game, as well as the unit of finished goods in
Stone Building: The stone walls of this building which each is typically encountered.
make it an ideal workshop or townhouse. It can be two A seller might need to seek out a buyer for items
stories tall and is typically 30 feet wide by 40 feet long. such as rare wines or artwork, whose value is not
Tower: A favorite residence for mages, this stone always obvious to the untrained eye. Someone who
spire rises 30 feet high and is 20 feet in diameter. wants to buy such items might need to worry about
Wood Building: This two-story structure is typi- counterfeits.
cally 30 feet wide by 40 feet long and makes a good Buying and Selling: To perform either of these
tavern or farmhouse. However, its wooden walls transactions, establish the total value of the trade
make it susceptible to fire. goods in question. Use the major purchase column
on the table in the Pocket Change sidebar (page
BUILDINGS 127) to figure out the level of this transaction. For
Item Price example, unloading a rare book worth 10,000 gp—
Castle 250,000 gp or a forged copy of the same—would be a 15th-level
Castle with dungeon 1,000,000 gp transaction. Use this information with the Difficulty
Cottage 400 gp Class by Level table (Rules Compendium, page 126) to
Floating castle 1,250,000 gp determine the DC to sell or buy a trade good, or to
Gatehouse 6,500 gp recognize or pass off a fake item.
Keep 75,000 gp Then make a check (usually Streetwise) to find
Mansion 40,000 gp either a buyer or a seller. Use the moderate DC for
Palace 175,000 gp the level of the transaction in a location with a good-
Palisade fort 25,000 gp sized marketplace or population. Use the easy DC
Private island 650,000 gp in major trading hubs such as the City of Brass, and
Quarters 1,000 gp the hard DC if the value of the items far exceeds the
Stone building 3,000 gp locals’ wealth. A successful check indicates that the
Tower 10,000 gp transaction has been completed.
Wood building 1,500 gp Counterfeits and Forgeries: In the case of a
counterfeit, the buyer has a chance to recognize the

TRADE G OODS fake before purchasing it, and the check is based on
how much the forger invested in the item. Use the
Whether someone is a trapper bringing a cart full of easy DC if the forger spent one-tenth of the item’s
furs to market or a ship captain pulling into port with true value on the forgery, the moderate DC if one-
a hold full of astral cloth, it is important to know the fifth the value was spent, or the hard DC if one-half
the value was spent.
TRADE GOODS
Item Finished Unit Weight per Unit Value per Unit Value per Pound
Artwork, epic statuette 5 lb. 5,000,000 gp 1,000,000 gp
Artwork, fine statuette 5 lb. 500 gp 100 gp
Book, rare volume 5 lb. 10,000 gp 2,000 gp
Cloth, astral outfit 2 lb. 125,000 gp 25,000 gp
Cloth, fine outfit 5 lb. 30 gp 6 gp
Cloth, shadow outfit 3 lb. 5,000 gp 1,000 gp
Fur coat 15 lb. 3,000 gp 200 gp
Stone, precious gem 1/500 lb. 1,000 gp 500,000 gp
Stone, semiprecious gem 1/500 lb. 20 gp 10,000 gp
Mithral bar 1 lb. 250,000 gp 250,000 gp
Perfume vial 1/10 lb. 100 gp 1,000 gp
Residuum grain 1/5000 lb. 1 gp 5,000 gp
Silk square 5 lb. 5 gp 1 gp
Spice jar 5 lb. 50 gp 10 gp
Tapestry square 45 lb. 15 gp 1/3 gp
Wine, common bottle 1 lb. 5 gp 5 gp
Wine, rare bottle 1 lb. 500 gp 500 gp

CH A P T ER 6 | Adventuring Gear
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Alchemical

U S I N G A LC H E M Y
you have the Alchemist feat (below), you can concoct
items for which you have the formula and the neces-

Items sary skill training.


All alchemical items are consumable. An item
is expended when put into use, although its effects
In a fantasy setting where magic is real, how does
might last well beyond the time when it is applied or
alchemy fit in? In our own history, alchemy was a pre-
otherwise employed.
cursor to science, but you can avoid many arguments
by not applying scientific reasoning to fantasy concepts.
Here are some guidelines for thinking about alchemy.
Alchemist If you are equipped with the proper
formula and sufficient talent, you can concoct
Alchemy is formulaic. Much like wizardry or
alchemical items for the use of yourself or others.
ritual magic, alchemy relies on following certain steps
Benefit: You can make alchemical items of your
in a particular order. Alchemy will reliably produce
level or lower. You must have the correct formula and
a desired result, but its effects are less flexible than
training in an appropriate skill.
a wizard’s spells or an artificer’s creations because it
Special: If you receive the Ritual Caster feat as a
does not directly channel a power source.
class feature, you can take the Alchemist feat instead.
Alchemy is earthy. Alchemy uses the traces of
magic left in the world when power is channeled
through base matter. Alchemists seek to collect the Reading the Table
parts of exotic beasts, such as a unicorn’s horn or a The alchemical formulas used to create the items in
dragon’s blood, because such objects are a rich source this section have three common characteristics, all
of these magical remnants. summarized on the table below.
Alchemy is risky. Alchemy makes no distinctions Key Skills: You must have training in at least one
between friend and foe. Its effects are often long last- of the indicated skills to use a particular formula.
ing and can do more harm to the party than good. Market Price: This is what you pay to purchase the
Be careful when using alchemy against enemies with formula (which can also be thought of as the recipe).
forced movement powers that can push you into the Creation Time: How long it takes to produce one
area of your own alchemical effects. dose or application of the alchemical item of the same
name.

USING A LCHEMY Item Categories


The craft of creating alchemical items is more acces- Each alchemical item in the following section has a
sible to most characters than creating full-fledged category that defines how the item is used or its gen-
magic items or learning and performing rituals. If eral effect.

ALCHEMICAL FORMULAS
Name Key Skills Market Price Creation Time
Alchemist’s essence Arcana, Thievery 70 gp 30 minutes
Chartreuse gas Nature, Thievery 250 gp 1 hour
Clinging essence Arcana, Nature, Thievery 120 gp 1 hour
Corpseburster Arcana, Thievery 200 gp 30 minutes
Elemental accelerant Arcana 70 gp 1 hour
Foaming plaster Arcana, Thievery 70 gp 30 minutes
Goodnight tincture Nature, Thievery 750 gp 1 hour
Greater sovereign glue Arcana, Thievery 120 gp 2 hours
Holy water Religion 50 gp 1 hour
Icening Arcana 100 gp 1 hour
Oil of etherealness Arcana 6,750 gp 1 hour
Oil of slipperiness Nature, Thievery 375 gp 1 hour
Ossip wax Arcana, Nature, Thievery 600 gp 30 minutes
Precarious crystal Arcana, Thievery 120 gp 30 minutes
Protean silk Arcana, Nature, Thievery 450 gp 1 hour
Smoke snake Arcana, Nature 800 gp 30 minutes
Sweet water Arcana, Nature, Religion 100 gp 30 minutes
Tracking dust Nature. Thievery 160 gp 1 hour
Twinned flames Arcana, Nature 120 gp 30 minutes
Universal solvent Arcana, Thievery 600 gp 30 minutes

CH A P T ER 6 | Adventuring Gear
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Oil: Oils are applied to other objects (typically Chartreuse Gas
weapons), granting those objects temporary proper-
Inhaling these green vapors, which are usually con-
ties or powers.
tained within a glass sphere, causes the victim to
Volatile: An item of this category explodes or
mistake memories and fantasies for reality, experi-
expands when shattered or broken, often dealing
encing them as if they were truly unfolding. In some
damage by the creation of a specific type of energy,
disreputable quarters of decadent cities, customers
such as acid, cold, fire, or lightning.
pay to be tied down and exposed to chartreuse gas.
Poison: A poison is a toxin that hampers or harms
The proprietors of these establishments often turn a
a creature.
secondary profit by tricking their clients into reveal-
Other: Some items create miscellaneous effects
ing valuable secrets during their reveries.
that don’t fall into one of the above categories. These
have no designation aside from “Alchemical Item.”
Chartreuse Gas Level 4+ Common
The green mist contained in this glass globe can make dreams
ITEM DESCRIPTIONS and memories seem real.
Lvl 4 80 gp Lvl 19 8,400 gp
For convenience, the formula cost of each of the Lvl 9 320 gp Lvl 24 42,000 gp
alchemical items in this section is repeated in its sta- Lvl 14 1,600 gp Lvl 29 210,000 gp
tistics block. The other gold piece values represent Alchemical Item: Poison Formula Cost: 250 gp
Key Skill: Nature or Thievery Time: 1 hour
the cost of the components (or ingredients) needed
- Attack Power (Poison) ) Consumable (Standard Action)
to create the substance. For instance, the formula for Attack: Ranged 2/5 (one creature); the item’s level + 3 vs. Will
chartreuse gas will set you back 250 gp as a one-time Hit: The target is dazed until the end of your next turn. While
purchase, and if you want to brew a level 9 version of dazed, the target takes a –5 penalty to Insight checks to
that item it’ll cost another 320 gp for the ingredients resist Bluff attempts or to recognize effects as illusory,
for that dose. and the target is not aware that this attack has been made
against it.

Alchemist’s Essence
All agree that fire was the first element to be dis-
Clinging Essence
tilled into a pure essence whose destructive energy One of the most successful new formulas that fol-
could be safely contained. Some say Vol Tomo cre- lowed the development of alchemist’s fire and its
ated alchemist’s fire to give common people a weapon diversification into different elements added a caus-
against the young empire of Bael Turath, and that tic tar that allowed the essence to stick to a target
the tieflings’ rise to imperial power was hastened or a weapon. Because many magic weapons are
because only they could survive when peasants threw enchanted to repel grime, gore, and other foreign
a flask of the fiery stuff through a noble’s carriage agents, the sophistication of the alchemy required is
window. The variant essences that were later devel- proportional to the power of the weapon.
oped are often called alchemist’s frost, alchemist’s
acid, alchemist’s spark, and alchemist’s venom. Clinging Essence Level 3+ Common
This vial holds enough sticky essence of a distilled element to
Alchemist’s Essence Level 1+ Common apply to one weapon or to douse one enemy.
Lvl 3 30 gp Lvl 18 3,400 gp
When this flask is shattered, its contents fill an area with a
Lvl 8 125 gp Lvl 23 17,000 gp
deadly distilled element.
Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 1 20 gp Lvl 16 1,800 gp
Alchemical Item: Oil Formula Cost: 120 gp
Lvl 6 75 gp Lvl 21 9,000 gp
Key Skill: Arcana, Nature, or Thievery Time: 1 hour
Lvl 11 350 gp Lvl 26 45,000 gp
Special: When this item is created, the alchemist chooses acid,
Alchemical Item: Volatile Formula Cost: 70 gp
cold, fire, lightning, or poison. The item gains that keyword, and
Key Skill: Arcana or Thievery Time: 30 min.
all damage dealt by the item is of that type.
Special: When this item is created, the alchemist chooses acid,
Utility Power ) Consumable (Minor Action)
cold, fire, lightning, or poison. The item gains that keyword, and
Effect: You apply the essence to a weapon or ammunition. The
all damage dealt by the item is of that damage type.
level of the clinging essence must be equal to or higher than
* Attack Power (Varies) ) Consumable (Standard Action)
the level of the weapon or ammunition. Until the end of
Attack: Area burst 1 within 10 (creatures in the burst); the
your next turn, damage dealt by a weapon attack using that
item’s level + 3 vs. Reflex
weapon or ammunition is of the chosen type instead of any
Hit: The target takes 1d6 damage of the chosen type.
other type.
Level 6: 2d6 damage of the chosen type.
Level 11 or 16: 3d6 damage of the chosen type.
Level 21 or 26: 4d6 damage of the chosen type.
Miss: Half damage.

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ITEM DESCRIPTIONS
Corpseburster Elemental Accelerant Level 3+ Common
This pouch is designed to break apart when thrown, coating
Few remember that the original version of this
everything around it with a dust that intensifies the next reac-
unpleasant toxin was made by alchemists of the fallen tion in its area.
empire of Zannad for use by rat catchers. A single Lvl 3 30 gp Lvl 23 17,000 gp
rat would be poisoned and then allowed to return to Lvl 13 650 gp
its nest before it expired, at which point its life force Alchemical Item: Volatile Formula Cost: 70 gp
would be explosively converted to necrotic energy. Key Skill: Arcana Time: 1 hour
The toxin’s subsequent battlefield use depended on Utility Power (Zone) ) Consumable (Standard Action)
the ability of the yuan-ti wizards using it to time its Effect: Area burst 1 within 10 squares. The burst creates a
zone that lasts until the end of the encounter. The first time
release so that an enemy was among its own forces
a creature in the zone takes cold, fire, lightning, radiant, or
when it was hit by the fluid. thunder damage, the following effect is triggered: Attacks
against creatures in the zone gain a +2 power bonus to
Corpseburster Level 5+ Common damage rolls that include the triggering damage type. In
Death is the trigger for the true virulence of this poisonous pur- addition, creatures in the zone take a –2 penalty to saving
plish fluid. throws against ongoing damage of that type. These effects
Lvl 5 50 gp Lvl 20 5,000 gp last until the end of the triggering creature’s next turn, at
Lvl 10 200 gp Lvl 25 25,000 gp which point the zone ends.
Lvl 15 1,000 gp Lvl 30 125,000 gp Level 13: +4 power bonus.
Alchemical Item: Volatile Formula Cost: 200 gp Level 23: +6 power bonus.
Key Skill: Arcana or Thievery Time: 30 min.
- Attack Power (Necrotic, Poison) ) Consumable (Standard
Action)
Foaming Plaster
Attack: Ranged 5/10 (one creature); the item’s level + 3 vs. The utility of this alchemical item is limited only
Fortitude by the volume of the shape it can be used to simu-
Hit: The target takes ongoing 5 poison damage (save ends). late. Some people have tried to combine multiple
Aftereffect: The target takes ongoing 1 poison damage (save batches of foaming plaster in an attempt to capture
ends). an impression of an exceedingly large object (such
Level 15 or 20: Ongoing 10 poison damage (save ends); after-
as a bas relief carved into a wall). The problem they
effect ongoing 2 poison damage (save ends).
Level 25 or 30: Ongoing 15 poison damage (save ends); after-
encountered was that as the amount of each reagent
effect ongoing 3 poison damage (save ends). is increased, the length of time the plaster stays wet
Effect: If the target drops below 1 hit point while still taking decreases. Whoever came up with the original for-
ongoing damage from this power, make a secondary attack. mula seems to have found the right balance between
Secondary Attack: Close burst 1 centered on the primary the volume of the plaster and how long it remains
target (each creature in the burst); the item’s level + 3 vs. malleable.
Reflex
Hit: 1d8 necrotic damage.
Level 15 or 20: 2d8 necrotic damage.
Foaming Plaster Level 1 Common
Level 25 or 30: 3d8 necrotic damage. When you combine these two reagents, one chalky and one vis-
cous, a billow of expanding foam quickly forms in the area and
then soon afterward hardens.
Elemental Accelerant Lvl 1 20 gp
One principle of alchemy is that every reaction has an Alchemical Item Formula Cost: 70 gp
associated fuel. For example, because adding wood to Key Skill: Arcana or Thievery Time: 30 min.
a fire heightens the blaze, alchemists hold that wood Utility Power ) Consumable (Standard Action)
Effect: You mix the plaster. Once before the end of the
contains the latent essence of fire.
encounter, you can use a minor action to create an impres-
At the time of the creation of the Elemental Chaos, sion in the wet plaster of a footprint, a key, or a similar small
matter had not yet been separated into different object. Giving the hardened plaster to someone else allows
essences. This formula recreates that early protomat- that person to identify the footprint, duplicate the key, and
ter to produce a powder that blankets an area and so on as if he or she had the original item.
fuels whatever type of reaction first gives it form. If the plaster is not used by the end of the encounter, it
hardens into a lump.

CH A P T ER 6 | Adventuring Gear
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Goodnight Tincture Holy Water
This liquid is dissolved into the food or drink of an It is thought that the secret of making holy water was
unsuspecting victim to knock the subject uncon- given to mortals by the gods. Most members of good
scious. It is said that street vendors in the City of and unaligned faiths see holy water as a symbol of the
Brass spread fearful tales about how the city’s taverns deities’ common origin in the Astral Sea, despite the
dose their patrons with goodnight tincture to sell many differences in religious iconography that have
sweet water to visitors. emerged since the deities carved out their individual
dominions. Adventurers who have little time for
Goodnight Tincture Level 6+ Common devotion still value holy water for its effectiveness in
This odorless, tasteless elixir can incapacitate a foe without harming the traditional enemies of the non-evil gods.
harming it. Aside from its effect on undead and demons, holy
Lvl 6 75 gp Lvl 21 9,000 gp water acts as normal water in all ways. It can be
Lvl 11 350 gp Lvl 26 45,000 gp distinguished from normal water with a successful
Lvl 16 1,800 gp Arcana check or Religion check.
Alchemical Item: Poison Formula Cost: 750 gp
Key Skill: Nature or Thievery Time: 1 hour
Utility Power ) Consumable (Minor Action)
Holy Water Level 1+ Common
Effect: You apply the goodnight tincture to an item of food or Undead and demons react poorly to the touch of this liquid.
drink you are holding or that is adjacent to you. A creature Lvl 1 20 gp Lvl 16 1,800 gp
that consumes the food or drink is subject to the following Lvl 6 75 gp Lvl 21 9,000 gp
attack 1 minute later: the tincture’s level + 6 vs. Fortitude; Lvl 11 350 gp Lvl 26 45,000 gp
on a hit, the creature falls unconscious for 1 hour, or until it Alchemical Item: Volatile Formula Cost: 50 gp
is subject to an attack or to violent motion. Key Skill: Religion Time: 1 hour
- Attack Power (Radiant) ) Consumable (Minor Action)

Greater Sovereign Glue Attack: Ranged 3/6 (one undead creature or demon); the
item’s level + 3 vs. Reflex
This ultimate adhesive is stored in a special vial. Hit: 1d10 radiant damage.
Greater sovereign glue can be applied directly to bond Level 11 or 16: 2d10 radiant damage.
two objects together, or thrown at an enemy to keep Level 21 or 26: 3d10 radiant damage.
that creature stuck in place.
Icening
Greater Sovereign Glue Level 3+ Common A now-deceased deity of winter carved her dominion
This vial of gray paste creates a virtually unbreakable bond from the Astral Sea with a single snowflake—when
between the objects it glues together. she exposed it to the formless stuff of creation, the
Lvl 3 30 gp Lvl 18 3,400 gp silvery material took on the snowflake’s rigid perfec-
Lvl 8 125 gp Lvl 23 17,000 gp
tion, forming a crystalline structure. This alchemical
Lvl 13 650 gp Lvl 28 85,000 gp
Alchemical Item Formula Cost: 120 gp
formula creates a seed crystal whose shape resembles
Key Skill: Arcana or Thievery Time: 2 hours that primal snowflake, and it can influence normal
- Attack Power ) Consumable (Standard Action) water in the same way.
Attack: Ranged 5/10 (one creature); the item’s level + 3 vs.
Reflex Icening Level 5+ Common
Hit: The target is slowed (save ends).
When you toss this crystal into water, it freezes that liquid solid.
Effect: The item is consumed.
Lvl 5 50 gp Lvl 20 5,000 gp
Utility Power ) Consumable (Standard Action)
Lvl 10 200 gp Lvl 25 25,000 gp
Effect: You apply this glue to an object and affix that object to
Lvl 15 1,000 gp Lvl 30 125,000 gp
another object within 1 square of you. Doing so consumes
Alchemical Item: Volatile Formula Cost: 100 gp
this item. If the two objects remain affixed to one another
Key Skill: Arcana Time: 1 hour
until the end of your next turn (which might require you to
* Attack Power (Zone) ) Consumable (Standard Action)
hold them together), the items are adhered, and separating
Attack: Area burst 1 within 10 (each creature at least partially
them requires a Strength check against a hard DC of the
submerged in water); the item’s level + 3 vs. Fortitude
glue’s level. A successful Strength check deals 2d10 damage
Hit: The target is immobilized until the end of its next turn.
to each adhered object.
Effect: The burst creates a zone that lasts until the end of the
encounter. Water in the zone is difficult terrain. However, if
no creatures are in the zone when it is created, water in the
zone turns to solid ice.

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ITEM DESCRIPTIONS
Alchemist at work

Oil of Etherealness Oil of Slipperiness


Delvers report that a mad wizard’s dungeon holds a The original impetus for the development of this
fountain that seems empty but actually brims with alchemical item was the search for an agent that
this invisible oil. Expeditions intending to grow rich would allow sovereign glue to be poured from a vial
from bottling it have fallen prey to the dungeon’s den- without bonding to the glass. This greenish-black
izens, who coat themselves in the oil and rise through fluid soon found other industrial uses, such as lubri-
the floor in ambush. Groups still make the attempt, cating iron golem gears. After burglars stole the
however, because spending too much time in ethereal formula, oil of slipperiness became popular among
form weakens a creature’s physical health and many adventurers, who anticipated needing to squirm free
believe all those guardians will eventually be slain. from a choker’s grasp or slip away from a pursuing
band of bugbears.
Oil of Etherealness Level 20 Common
When you apply this oil to yourself or an object, it is momen- Oil of Slipperiness Level 8 Common
tarily removed from the physical world. The oily gel in this vial quickly spreads to make your body or a
Lvl 20 5,000 gp patch of ground very slick.
Alchemical Item: Oil Formula Cost: 6,750 gp Lvl 8 125 gp
Key Skill: Arcana Time: 1 hour Alchemical Item: Oil Formula Cost: 375 gp
Utility Power ) Consumable (Minor Action) Key Skill: Nature or Thievery Time: 1 hour
Effect: You apply the oil to yourself or to an adjacent creature Utility Power (Zone) ) Consumable (Standard Action)
or object. That creature or object becomes insubstantial and Effect: Area burst 1 within 10. The burst creates a zone that
gains phasing until the end of your next turn. As a minor lasts until the end of the encounter. Whenever a creature
action, a creature benefiting from this power can lose a heal- on the ground enters the zone, it must succeed on a saving
ing surge to sustain this power until the end of its next turn. throw or fall prone. When forced movement moves a crea-
ture into the zone, that forced movement increases by 1
square, and creatures in the zone take a –2 penalty to saving
throws to avoid entering hindering terrain.
Special: Recognizing the zone requires a hard Perception
F R A N Z VO H W I N K E L

check.

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Ossip Wax Protean Silk
Records from the Anauli Empire suggest that this Some believe that the drow first developed the
wax, which induces weightlessness, was originally formula for protean silk. Drow raiders certainly
harvested directly from a now-extinct creature of the appreciate its ability to form a lightweight rope that
beholder family called an ossip. The reconstruction can be retracted without leaving a trace, as well as
of this formula used by contemporary alchemists is a its association with spiders. Having the glands and
compound created by a sage who was a noted expert spinneret extracted from a spider is useful when pre-
on both beholder anatomy and the Ruined Realms. paring this item, but not necessary.

Ossip Wax Level 10 Common Protean Silk Level 6 Common


This stiff yellow wax makes anything it’s spread on lighter. You draw forth a long, thin filament from this viscous glob that
Lvl 10 200 gp you can turn into a strong rope that lasts for a short time.
Alchemical Item Formula Cost: 600 gp Lvl 6 75 gp
Key Skill: Arcana, Nature, or Thievery Time: 30 min. Alchemical Item Formula Cost: 450 gp
Utility Power ) Consumable (Standard Action) Key Skill: Arcana, Nature, or Thievery Time: 1 hour
Effect: You smear the wax on one adjacent object of Large or Utility Power ) Consumable (Minor Action)
smaller size. The object’s weight is reduced by 500 pounds. Effect: You extract a silk strand that can stretch up to 40
If this reduction causes the object to become weightless, squares away. The strand does not move on its own, but
it floats 5 feet above the ground. Pushing a floating object it can be carried or attached to an arrow, a bolt, or some
causes it to continue moving in the direction of the push, other ammunition. As a second minor action, you can turn
at an initial speed of 10. At the end of each round of move- the strand into a silk rope. As a third minor action, you can
ment, the object’s speed is reduced by 1. This power lasts cause the rope to dissolve, leaving no trace of it.
for 5 minutes or until the end of the encounter.

Smoke Snake
Precarious Crystal When lit, this twist of tightly compressed powder
This item is a favorite of trap makers who want to leaves a growing tail of ash, creating a cloud of dark,
ward an area against flying creatures. The item has caustic smoke that obscures the area around it.
two parts—a bag of chemical salts and a small glass
flask of alchemist’s essence (fire). In preparing the crys- Smoke Snake Level 10 Common
tal, the salts are dropped into the flask, and the fire You throw this tab of compacted black powder to the ground
fuses them into a highly unstable crystal in a short and it ignites, releasing a cloud of foul-smelling smoke.
amount of time. Thereafter, any major movement Lvl 10 200 gp
near the crystal will cause it to collapse, releasing the Alchemical Item Formula Cost: 800 gp
fire to trigger another alchemical item or sound an Key Skill: Arcana or Nature Time: 30 min.
alarm. Utility Power (Zone) ) Consumable (Standard Action)
Effect: Area burst 1 within 10. The burst creates a zone of
lightly obscured squares that lasts until the end of the
Precarious Crystal Level 3+ Common
encounter.
This small, clear crystal collapses into a tiny flame in response
to motion, activating another nearby alchemical item.
Lvl 5 50 gp Lvl 20 5,000 gp
Sweet Water
Lvl 10 200 gp Lvl 25 25,000 gp Mixing sweet water into food provides protection
Lvl 15 1,000 gp Lvl 30 125,000 gp against poisoned meals, making it a favorite among
Alchemical Item Formula Cost: 120 gp wealthy nobles.
Key Skill: Arcana or Thievery Time: 30 min.
Utility Power (Zone) ) Consumable (Standard Action)
Effect: You place the crystal in a square adjacent to you, along
Sweet Water Level 1 Common
with a volatile alchemical item that the crystal will activate. This small glob of white jelly purifies even the most toxic food
The level of that item must be the same as or lower than the and drink, from poisons to dwarven spirits.
crystal’s level. At the end of your next turn, the crystal cre- Lvl 1 20 gp
ates a zone in a burst 1 centered on its square. The first time Alchemical Item Formula Cost: 100 gp
a creature enters the zone, the crystal vanishes in a bright Key Skill: Arcana, Nature, or Religion Time: 30 min.
flash, the volatile alchemical item activates, and the zone Utility Power ) Consumable (Minor Action)
ends. Effect: You apply the sweet water to a portion of food equiva-
Special: Recognizing the zone requires a Perception check. Dis- lent to a light meal for one person or to a single serving of a
arming it requires an Arcana check or a Thievery check as a beverage. The sweet water removes any poison or disease
standard action. All of these checks are against a hard DC of present in the food or beverage after 1 minute. It cannot
the crystal’s level. remove poison or disease from food or drink that is already
in a creature’s system.

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ITEM DESCRIPTIONS
Tracking Dust Universal Solvent
This fine dust is typically applied in areas where you The first alchemists to pursue an ultimate dissolving
are searching for existing tracks or where you want agent took great precautions against the possibility
to detect a creature passing through at a later time. that the universal solvent would eat its way to the
Thieves in areas where tracking dust is common center of the earth and gradually unmake the founda-
often employ ossip wax to enter an area without leav- tions of the world. Although the final product proved
ing footprints. not to be as effective as they feared, it is still consid-
ered a classic of alchemy.
Tracking Dust Level 4+ Common
You spread the fine grains of this silver dust to reveal the sub- Universal Solvent Level 10 Common
tlest tracks. This clear solution can dissolve almost any adhesive.
Lvl 4 80 gp Lvl 19 8,400 gp Lvl 10 200 gp
Lvl 9 320 gp Lvl 24 42,000 gp Alchemical Item Formula Cost: 600 gp
Lvl 14 1,600 gp Lvl 29 210,000 gp Key Skill: Arcana or Thievery Time: 30 min.
Alchemical Item Formula Cost: 160 gp Utility Power ) Consumable (Standard Action)
Key Skill: Nature or Thievery Time: 1 hour Effect: When you apply this substance to a creature or object
Utility Power (Zone) ) Consumable (Standard Action) in your square or an adjacent square, it destroys any type
Effect: The tracking dust creates a zone of 5 contiguous squares of mundane bonding agent affecting that creature or object
that lasts for 1 hour (you can arrange the squares however (including sovereign glue).
you like). When a creature makes a Perception check to Universal solvent allows a creature immobilized by mun-
track in the zone, the creature can make the check using dane agents such as a kobold slinger’s gluepot or an aboleth
either its normal Perception modifier or the +7 bonus pro- slime mage’s slime burst power to immediately succeed on
vided by the dust. a saving throw against the effect when it’s applied. It does
Level 9: +9 bonus. not affect the aftereffects of those substances (such as slime
Level 14: +12 bonus. burst’s slowing effect), nor does it have any effect on crea-
Level 19: +14 bonus. tures immobilized by other effects (for example, a ghoul’s
Level 24: +17 bonus. claw attack).
Level 29: +19 bonus.
Special: Recognizing the zone requires a hard Perception check
of the item’s level.
RETURN TO SENDER
Twinned Flames News of the discovery of the location of the Ark-
hosian Winter Palace reached two adventuring
Twinned flames is the name given to pairs of inert parties at the same time. As each excavated the
magical flames that are commonly used to detonate rubble in search of an entrance to the buried ruin,
alchemical traps, either at a safe distance or through a rivalry developed between the Spellblades and
the use of a precarious crystal. Alchemists create these the Wildroot Wanderers. The Spellblades hired a
items using a process that squeezes a candle flame salamander mercenary to set the Wanderers’ dig
down to its tiniest essence, then splits it into two site on fire.
flames, making their fire inert. When one half of Unfortunately for them, the Wanderers were
the flame is magically reignited, its twin flares at the able to subdue the salamander. They took two
same moment. slabs of stone and used sovereign glue to hold them
together, and then glued the salamander onto this
Twinned Flames Level 10+ Common
impromptu platform. They then piled vials of alche-
This tiny spark is almost invisible until it is fanned into life. mist’s fire on top of the salamander, and smeared
When it is, its twin flame reignites as well.
ossip wax on the bottom of the slab to enable it to
Lvl 10 200 gp Lvl 30 125,000 gp
float through the air. Finally, they stuck a precarious
Lvl 20 5,000 gp
Alchemical Item Formula Cost: 120 gp
crystal onto the bottom of the slab, connected to a
Key Skill: Arcana or Nature Time: 30 min. flask of universal solvent. Then they kicked the slab
Property to send it floating over the Spellblades’ camp.
To use this item’s power, you must first link the item to another When those adventurers scrambled out of their
alchemical item in hand or in an adjacent square as a standard tents, their motion caused the precarious crystal to
action. The level of the linked item must be the same as or burn through the cork holding in the universal sol-
lower than the level of the twinned flames.
vent, which dissolved the sovereign glue between the
Utility Power ) Consumable (Standard Action)
Effect: You activate the power of the linked alchemical item.
slabs and caused a freed and angry salamander to
You do not need to have line of effect to the item, but you fall onto the heads of its former employers in a rain
must be within 1 mile of it. of fire.

CH A P T ER 6 | Adventuring Gear
135
A PPENDIX 1: Dungeon Master’s Guide 2 provides extensive rules for
creating companion characters, either from scratch
HIRELINGS or by adapting an existing creature to fill this role.
While these options are sufficient for most groups,
AND HENCHMEN there’s something missing—an element of leadership
that harkens back to the classic experiences of the
Adventurers are a cut above the commoners inhabit- game. This appendix provides an expansion to the
ing the world—they have talent, specialized training, existing options that cover hirelings and henchmen
and access to magic that makes them akin to gods and puts in your hands the ability to gather and hire
among mortals. Well, maybe not that far, but heroes the nonplayer characters you need.
are something special. Who else can beard the The optional rules in this section add a level of com-
dragon in its lair? Who else can survive a trap-laden plexity that might not be suitable for every group. For
gauntlet to root out the goblin bandits lurking in the large parties, hirelings and henchmen add to the chal-
cavern beyond? Who else can put down zombies by lenges posed by having so many people around the
the dozens? table. Novices might find extra characters in the mix too
The thing is, for all that heroes can accomplish difficult to manage, and adding several nonplayer char-
beyond most peoples’ wildest imagining, adventur- acters can dilute other characters’ roles in the party.
ers need the common people. Non-adventuring men On the other hand, hirelings and henchmen can
and women do the things that heroes are unable or solve some of the problems that arise from having too
unwilling to do. What good is a knight without the few players in the group. They can step into missing
suit of armor someone else made? How is the pala- roles, bolster characters having a tough time per-
din going to survive his or her quest without a sword forming in their role, and act as special rewards for
in hand? Horses? Someone has to breed them and roleplaying or fulfilling a quest. They can serve as a
train them. And when the adventure is done, when development from the campaign’s unfolding story.
the heroes return, burdened with their spoils, they’re Before you put this material to use, check with your
bound to be craving a hot meal and warm bed that Dungeon Master to ensure that a companion is suit-
only the sleepy little communities on the frontier able for your group.
can provide. The mundane tasks fall to the ordinary

HIRELINGS
people to handle, and without those people, there’s
little point to squaring off against monsters and plun-
dering their vaults.
The young man who carries your torch lights the
Commoners are content to leave the adventuring
way down the dungeon corridor. The valet cleans
business to the professionals. They happily take their
and mends your clothes, ensuring that all the final
coins and provide services in return. They listen to
preparations are made before you meet the king. The
the tales of high adventure, danger, and daring, living
mercenary guard watches over the camp at night,
through the stories the adventurers tell, but they are
letting you get your rest before you continue your
also relieved to go about their lives without having
hunt for the troll that made off with the merchant’s
to follow in those people’s steps or face those same
daughter. These characters are all hirelings: men and
challenges.
women in your employ whose efforts make your trav-
That said, with the right motivation, these common
els and missions easier.
people might be coaxed from relative safety into a
Hirelings are similar to companion characters
wider world of adventure, accompanying the heroes
in that they accompany you, but they differ in the
on their quests and lending aid, albeit in minor ways,
capabilities they possess. Hirelings are minor char-
to help the heroes accomplish their goals. These com-
acters and thus do not provide the same degree of
panions are the henchmen, the lackeys, the hirelings,
support a companion character can provide. Where
and the servants. For the right price, they can lend
a companion character might work for a share of the
their unique talents to an adventurer’s cause.
treasure, a hireling is directly in your employ and
Hirelings and henchmen have been part of the
works for a fee.
DUNGEONS & DRAGONS® game since the beginning. In
older editions, henchmen gave adventuring parties a
bit of extra muscle, took the brunt of enemy attacks, Gaining a Hireling
and gave the heroes the extra help they needed to You don’t have to hunt for hirelings. Go to just about
achieve their objectives and survive their challenges. any settlement, and you’re bound to find some enter-
Thus far, 4th Edition has nibbled on the henchmen prising entrepreneur who has a talent you might find
concept by offering different avenues for characters useful. Any number of mercenaries, porters, and sim-
to acquire companions. Certain classes, such as the ilar kinds are ready and willing to work for a price. To
beastmaster ranger and the sentinel druid, have pets. gain a hireling, you have to find a willing servant and

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HIRELINGS
Hirelings

meet the hireling’s fee. At the DM’s discretion, you Hireling Statistics
might have to succeed on a skill check to convince the
Regardless of a hireling’s occupation, all have certain
character to accompany you, with Bluff, Diplomacy,
common statistics.
Intimidate, and Streetwise being the most common
Level: Hirelings exist at every level. Heroic tier
skills. Alternatively, you might find a hireling as part
hirelings are the common kinds one expects to find
of treasure. As strange as this might sound, a monster
pretty much anywhere people gather. Paragon tier
might keep any number of potential hirelings as pris-
hirelings are experts in their fields. Finding non-
oners. It’s no stretch to think a dragon might keep a
player characters at this level of accomplishment who
minstrel on hand to entertain it, or an artist to paint
are willing to work for someone else can be hard.
its portrait, or a mercenary in the larder to gobble up
Epic tier hirelings are tremendously rare; they are the
when cows and sheep grow scarce.
greatest crafters and artists in their respective fields.
Such characters have plans, ventures, and goals of
their own to pursue, so they are never available for
FOR THE DM: ABUSE hire without the DM’s consent.
Coin ensures a hireling’s loyalty up to a point. Price: A hireling’s price depends on his or her
Just as an adventurer isn’t likely to put up with level. The price is generally per day of service. Long-
abuse from his or her employer, a hireling isn’t likely term service can sometimes be gotten at a lower rate
to stick around if mistreated. Other hirelings can or in return for a share of any profit from the expe-
grow wise to a callous master who carelessly sends dition or undertaking. Included in the price are the
servants to their doom. hireling’s initial fee, salary, food, equipment, and the
You don’t have to track attitudes or a list of materials the hireling might need along the way. It’s
offenses. Just think about the adventurer’s person- important to note the price is an abstraction intended
ality and how well he or she treats the hireling. If to simplify the process of acquiring and maintaining
you can’t imagine someone putting up with that hirelings.
treatment, have the hireling make his or her exit Duration: A hireling remains in your service for
at the first opportunity. As word gets out about the as long as you keep paying him or her.
adventurer, you might increase the skill check DCs
required to hire these followers.
B E T H T R OT T

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Hireling Level Varies TRAITS
Medium natural humanoid — Q Trailblazer ) Aura 5
HP 1; a missed attack never damages Initiative — Allies in the aura gain a +2 power bonus to Dungeoneering
a hireling Perception +0 checks and Nature checks.
AC level + 14, Other Defenses level + 12 Level 15: +3 power bonus.
Speed 6 Level 25: +4 power bonus.
STANDARD ACTIONS
5 Melee Attack (weapon) ) At-Will
Attack: Melee 1 (one creature); level + 5 vs. AC
Linkboy
Hit: One-half the hireling’s level + 3 damage. Cost: Standard
6 Ranged Attack (weapon) ) At-Will Few fighters are willing to sacrifice a two-handed
Attack: Ranged 10 (one creature); level + 5 vs. AC weapon or their shield to haul the party’s torch. When
Hit: One-half the hireling’s level + 3 damage. no one is able or willing to attend to the group’s light, a
linkboy provides an extra pair of hands.
Occupation
TRAITS
When you employ a hireling, you do so to gain a par-
Q Torch ) Aura 5
ticular service or benefit. These benefits are tied to Squares in the aura are illuminated with bright light.
the hireling’s occupation. Choose one occupation and
add its traits to the hireling’s statistics block.
Mercenary
Hireling Level Varies Cost: Standard × 3
A dutiful servant attends to the little complications that inter- Mercenaries are the perfect soldiers for hire, ready to
fere with your adventures. lend their swords and shields provided the pay is right.
Lvl 1 15 gp Lvl 11 350 gp Lvl 21 9,000 gp
Lvl 2 20 gp Lvl 12 520 gp Lvl 22 13,000 gp TRAITS
Lvl 3 25 gp Lvl 13 680 gp Lvl 23 17,000 gp Q Veteran Warrior ) Aura 1
Lvl 4 35 gp Lvl 14 840 gp Lvl 24 21,000 gp Allies in the aura gain a +1 power bonus to AC and Reflex. In
Lvl 5 40 gp Lvl 15 1,000 gp Lvl 25 25,000 gp addition, the hireling gains a +2 power bonus to AC and Reflex.
Lvl 6 70 gp Lvl 16 1,800 gp Lvl 26 45,000 gp STANDARD ACTIONS
Lvl 7 100 gp Lvl 17 2,600 gp Lvl 27 65,000 gp 5 Melee Attack (weapon) ) At-Will
Lvl 8 135 gp Lvl 18 3,400 gp Lvl 28 85,000 gp Attack: Melee 1 (one creature); level + 5 vs. AC
Lvl 9 170 gp Lvl 19 4,200 gp Lvl 29 105,000 gp Hit: The hireling’s level + 3 damage.
Lvl 10 200 gp Lvl 20 5,000 gp Lvl 30 125,000 gp 6 Ranged Attack (weapon) ) At-Will
Minor Character Attack: Ranged 10 (one creature); level + 5 vs. AC
Property Hit: The hireling’s level + 3 damage.
You gain the service of a hireling. The creature is an ally to you
and your allies. The hireling can perform one standard action
and one move action each turn. It acts after you on your initia- Pilot
tive count. The hireling has no healing surges. Cost: Standard × 2
Whether commanding the mariner’s wheel on a
Beast Handler greatship, driving a wagon team, or guiding an air-
ship to dock, a seasoned pilot is an asset to any crew.
Cost: Standard
These grooms care for your beasts. They can keep TRAITS
your horse in excellent health, your dog fed, and your Seasoned Pilot
falcon ready to hunt. When used as a pilot, the hireling grants the vehicle a +1 bonus
to the vehicle’s speed.
TRAITS
Q Beast Handler ) Aura 5
All allied beasts in the aura gain a +1 power bonus to Fortitude Porter
and Will. Cost: Standard
Porters make their living hauling stuff. They are
Guide useful hirelings since they can heft considerable
weight and still reach places a mule or horse could not.
Cost: Standard
Expeditions into the wilderness can only benefit TRAITS
from a well-trained guide. These hirelings blaze the Strong
trail to the heroes’ destination. The cost doubles if the The hireling’s normal load is 75 pounds, heavy load is 150
guide is leading you into dangerous territory. pounds, and maximum drag load is 375 pounds.
Level 1-5: Base speed 5, travel 6 hours per day.
Level 6-10: Base speed 6, travel 8 hours per day.
Level 11-30: Base speed 7, travel 10 hours per day.

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P ET S
Sage Seasoned Crew Member
Cost: Standard × 3 Cost: Standard
Sages are experts in a particular field of knowl- These able sailors can ensure that a ship reaches a
edge. Few sages venture from their personal domains, distant port safe and sound.
though if you can convince one to accompany you, his
or her knowledge is yours for the asking. TRAITS
Able Crew
TRAITS If a vehicle’s crew is entirely made up of seasoned crew member
Q Sage Knowledge ) Aura 5 hirelings, the vehicle gains a +1 bonus to all defenses.
Choose one knowledge skill for the sage: Arcana, Dungeoneer-
ing, History, Nature, or Religion. Allies in the aura gain a +2
power bonus to skill checks involving the chosen skill.
Spy
Level 15: +3 power bonus. Cost: Standard × 3
Level 25: +4 power bonus. Spies can keep you supplied with the information
STANDARD ACTIONS you need when you need it most.
Lore Use ) Daily
Effect: One ally gains a +5 item bonus to the next skill check TRAITS
made involving the skill chosen for sage knowledge. Espionage
The controlling hero gains a +2 power bonus to Streetwise
checks.
Scribe Level 15: +3 power bonus.
Cost: Standard × 2 Level 25: +4 power bonus.
Limners and copyists, these trained individuals
are adept at recording and copying whatever you put
in front of them. Valet
Cost: Standard
TRAITS Skilled valets are indispensable to those moving
Scribe Document through high society because these servants know
During a short or an extended rest, the hireling copies one page how to make you look and act your best when you’re
of text or illustrations. It is a rough copy if performed during a dealing with the rich and powerful.
short rest or a perfect copy if performed during an extended
rest.
TRAITS
Q Etiquette ) Aura 3
When dressed in suitable clothing, the controlling hero and all
allies gain a +2 power bonus to Diplomacy checks while in the
FOR THE DM: aura.
HIRELING TRAITS Level 15: +3 power bonus.
Level 25: +4 power bonus.
Like companion characters, hirelings have traits
to help them stand out as more than trap spring-
ers and door openers. You don’t need extensive
details; you need only enough information to give
PETS
them a little life. A pet can be an interesting way to develop your char-
Race: A hireling’s race does not affect his or her acter’s personality and appearance. A house cat, a
statistics, but it can reveal a lot about personality small snake, a raven, or another animal adds color
and appearance. Hirelings favor employers who are and can reveal something about the character’s inter-
friendly to their people. ests. If you’re interested in acquiring a companion
Physical Description: Come up with one or two animal, consider the following options.
distinguishing characteristics to make the hireling Class: As of this writing, two classes provide
stand out. Height, weight, and coloring are good animal companions. The first is the beastmaster
places to start, as are interesting elements such as ranger introduced in Martial Power™ and the second
a limp, a squint, boils, or a ruddy complexion. is the sentinel druid from Heroes of the Forgotten
Personality: Don’t worry too much about moti- Kingdoms™. In both cases, you get the benefit of a
vations, secrets, or behaviors when it comes to companion creature, with supporting powers to let
hirelings. Instead, assign a word to the hireling to you coordinate your efforts. If you’re not inclined to
summarize his or her personality. Examples include play either class, you can use the hybrid rules from
serious, driven, craven, unhinged, reckless, or loyal. Player’s Handbook® 3 to pick up the Beast Mastery
class feature and add to the class you want to play.
Familiars: Another option, specifically for arcane
characters, is to take the Arcane Familiar feat from

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139
Arcane Power™. In addition to cats, falcons, and Companion: Henchmen are best used to fill in
serpents, you can also pick up strange pets such as missing roles or to take the place of absent players.
bound demons and book imps. Any arcane class can If the group lacks a leader, you might recruit one to
take the feat, so if you have a multiclass or hybrid accompany you on your adventurers to improve your
class, this is a great option. chances for success. A companion can be a constant
Companion Character: With your DM’s permis- presence in your group or a sporadic one, depending
sion, you can use the companion character rules from on the game’s needs.
Dungeon Master’s Guide® 2 to turn a monster into a Employee: Sometimes you might want a little help
companion character. This is a good solution if you in taking on a dangerous mission. An extra warrior
have a smaller than normal party since the pet counts or striker could make a difference, especially if your
as a full member of the party. group is light in these roles. A henchman can serve
Pet Background: Perhaps the easiest solution to an adventuring group in exchange for something,
acquiring a pet is to add it to your character sheet as a such as coin, but sometimes the henchman might join
background element. A pet as a background element the party so that he or she can gain the party’s help
abstracts a creature with no significant statistics or in completing a minor or major quest. Employees are
ability to affect a combat’s outcome in a meaningful not open-ended allies. Their contracts stipulate an
way. A pet snake, a trained raven, a house cat, and a end point for their services.
small dog are all suitable creatures for this option. If a henchman’s compensation is monetary, the fee
Think about how you acquired the pet and how you equals one-fifth of the value of a magic item equal to
feel about it. Come up with at least one way the pet the party’s level.
helped you in the past. And don’t forget to name it! Ally: During your hero’s adventures, he or she
If you choose the pet as your major background is bound to encounter friendly and helpful charac-
benefit, work with your DM to find an appropriate ters. You might make a short-term alliance against a
skill. A raven trained to filch small objects might common enemy, join forces with a rival adventuring
grant a +2 bonus to Thievery checks. A small, vicious group, or rescue an important character who chooses
dog might grant a +2 bonus to Intimidate checks or to fight at your side until you reach safety.
Perception checks. A chatty parrot or raven might
grant a +2 bonus to Bluff checks. Creating a Henchman
Unlike hirelings, creating a henchman is the DM’s
HENCHMEN job. Dungeon Master’s Guide 2 includes the rules the
DM needs to turn a monster into a companion char-
Where hirelings are minor supporting characters, acter or to create a unique companion.
lending aid to an adventuring group in small ways,
henchmen are nearly full-fledged characters in
their own right, whose presence in the adventuring
Running a Henchman
group gives the heroes an edge. These characters are Although the DM creates the henchman, it falls
counted as full members of the adventuring party. to you to use the character in combat and skill
Henchmen have many of the same features, traits, challenges. Outside combat, the DM controls the
and powers available to player characters, but simpli- character, playing the character in accordance
fied to allow a player to manage a henchman at the with his or her personality, motives, and secrets. In
same time that he or she plays a primary character. combat, the DM might hand off the character to a
Henchmen, also known as companion charac- player to run.
ters, can take many forms. Some might be beasts and
monsters, being creatures drawn from the Monster Henchmen in Play
Manual® or Monster Vault™ books. Others are akin to Remember a couple of things when using henchmen
characters, using the same kinds of powers available in your group. First, henchmen don’t need magic
to heroes. A few might be unique, crafted by a DM or items and thus should never be included in magic
drawn from a published supplement such as the ones item distribution. Second, henchmen earn experi-
presented below. ence points just as you do and thus earn a full share
of XP. Finally, henchmen gain levels and advance at
Gaining a Henchman the same rate as other characters in the group.
Adding a henchman to your adventuring party can
be as simple as posting a notice in a local tavern or as
complicated as completing a minor quest, negotiating
payment, or tracking down the companion in a city, a
wilderness setting, or a dungeon.

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HENCHMEN
Sample Henchmen Sir Michael Everdawn
If you need a henchman in a pinch, you can use any Disgraced Knight
of the following characters.
Once a promising knight, renowned for his skill at
Anaxana arms and his fine pedigree, Michael fell from grace
and is now a pariah in his own lands. He never
Reckless Battle Mage
speaks of how he reached his present state, though
his overindulgence in spirits suggests a predilection
Anaxana is an eladrin magician—a reckless battle mage
for drunkenness that might have played a part in
hungry for vengeance against her people’s enemies.
his fall.
She has a spare frame to the point of being gaunt.
Michael is a heavyset man with a paunch, red
Her features are severe, with a long nose that gives
nose, and rheumy eyes. Despite his haggard appear-
her a hawkish appearance. She prefers simple gray
ance, he remains strong, powerful, and ferocious in
robes and keeps a longsword in a scabbard on her
battle. His battered armor shows signs of previous
weapon belt.
contests, and the faded heraldry, a rampant boar,
Missions involving hunting down and killing orcs
hints at the better life he once lived.
or drow are the easiest ways to recruit Anaxana to
The disgraced knight craves redemption. He
the group. She hasn’t a kind word for these monsters
eagerly joins any adventuring group that can promise
and delights in fighting them. She might linger with
him a chance to restore his name. While involved in
a party for missions that don’t involve hunting her
a noble pursuit, he stays clear of the drink until idle-
enemies but moves on if her bloodlust isn’t sated.
ness and frustration overcome him.
Anaxana Level 2 Controller
Medium fey humanoid, eladrin — Sir Michael Everdawn Level 2 Defender
Medium natural humanoid, human —
HP 27; Bloodied 13; Initiative +4
HP 35; Bloodied 17; Initiative +1
Healing Surges 7; Surge Value 6
Healing Surges 11; Surge Value 8
AC 15, Fortitude 15, Reflex 17, Will 14 Perception +0
AC 21, Fortitude 18, Reflex 14, Will 16 Perception +2
Speed 6 Low-light vision
Speed 5
Saving Throws +5 against charm effects
STANDARD ACTIONS
STANDARD ACTIONS
5 Longsword (weapon) ) At-Will
5 Longsword (weapon) ) At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 1d8 + 5 damage, and Michael marks the target until the end
Hit: 1d8 + 1 damage.
of his next turn.
6 Magic Missile (force, implement) ) At-Will
, Tide of Iron (weapon) ) At-Will
Effect: Ranged 20 (one creature). The target takes 7 force damage.
Requirement: Michael must be using a shield.
+ Burning Hands (fire, implement) ) Encounter
Attack: Melee 1 (one creature); +9 vs. AC
Attack: Close blast 5 (creatures in the blast); +6 vs. Reflex
Hit: 1d8 + 5 damage, and Michael can push the target 1 square,
Hit: 2d6 + 5 fire damage.
and then shift 1 square into the space the target last occupied.
Miss: Half damage.
* Freezing Burst (cold, implement) ) At-Will
MINOR ACTIONS
+ Glowering Threat ) Encounter
Attack: Area burst 1 within 10 (creatures in the burst); +6 vs.
Effect: Close burst 2 (enemies in the burst). Until the end of
Reflex
Michael’s next turn, each target takes a –5 penalty to attack
Hit: 1d6 + 5 cold damage, and Anaxana can slide the target 1
rolls against any creature other than Michael.
square.
TRIGGERED ACTIONS
MOVE ACTIONS
Heroic Effort ) Encounter
Fey Step (teleportation) ) Encounter
Trigger: Michael misses with an attack or fails a saving throw.
Effect: Anaxana teleports up to 5 squares.
Effect (No Action): Michael gains a +4 bonus to the attack roll or
TRIGGERED ACTIONS
saving throw.
Shield ) Encounter
Power Strike ) Encounter
Trigger: An enemy hits Anaxana.
Trigger: Michael hits an enemy with longsword.
Effect (Immediate Interrupt): Anaxana gains a +4 power bonus to
Effect (No Action): The triggering attack deals 1d8 extra damage.
AC and Reflex until the end of her next turn.
Skills Athletics +10, Endurance +8, Intimidate +8
Wand of Accuracy ) Encounter
Str 18 (+5) Dex 11 (+1) Wis 12 (+2)
Trigger: Anaxana starts her turn.
Con 14 (+3) Int 8 (+0) Cha 14 (+3)
Effect (Free Action): Anaxana gains a +3 bonus to a single attack
Alignment good Languages Common, Giant
roll using a wand as an implement made before the end of her
Equipment plate armor, heavy shield, longsword, adventurer’s kit
turn.
Skills Arcana +10, History +10, Insight +5
Str 10 (+1) Dex 17 (+4) Wis 8 (+0)
Con 13 (+2) Int 19 (+5) Cha 10 (+1)
Alignment unaligned Languages Common, Elven
Equipment robes, longsword, wand, adventurer’s kit

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141
More than anything, Cadra hopes to leave a mark
Cadra Forgesworn on the world, as Moradin commands. How she will
Zealous Priestess do so has not yet revealed itself. She believes the
adventurer’s life is the surest way to achieve this end.
Cadra Forgesworn is a devout follower of Moradin.
She has worked with other groups before, and each
She’s so zealous she comes off as a fanatic. She left her
association ended badly. Her abrasive personality
clan, not to seek fortune or glory, but to champion her
could be to blame.
patron in the world.
As with most dwarves, Cadra is short and stocky.
Her determination makes up for any shortcomings Ghesh
in physical might, and when committed to a cause, Mercenary Captain
she is as tenacious as a troll with a fresh carcass in its
maw. She shaved her head and inked her scalp with A veteran officer from a disbanded mercenary com-
battle scenes described in the Book of Spite, a holy pany, Ghesh is now a sword-for-hire, selling his
tome favored by Moradin’s more militant priests. services to anyone who pays him the highest price.
Ghesh cuts an impressive figure. He’s tall, mus-
Cadra Forgesworn Level 2 Leader cled, and covered in glittering bronze scales. He
Medium natural humanoid, dwarf — keeps his equipment in impeccable condition, clean-
HP 34; Bloodied 17; Initiative +2 ing and oiling his mail and spear every night before
Healing Surges 10; Surge Value 8 bedding down.
AC 17, Fortitude 15, Reflex 13, Will 17 Perception +5
Command comes easy to Ghesh, and he’s not
Speed 5 Low-light vision
Saving Throws +5 against poison effects
one to keep his opinions to himself. He believes his
TRAITS
Stand Your Ground Ghesh Level 2 Leader
Cadra can move 1 square less than the effect specifies when Medium natural humanoid, dragonborn —
subjected to a pull, a push, or a slide. In addition, when an effect HP 30; Bloodied 15; Initiative +2
would cause Cadra to fall prone, she can make a saving throw to Healing Surges 8; Surge Value 8
avoid falling prone. AC 17, Fortitude 17, Reflex 13, Will 15 Perception +4
STANDARD ACTIONS Speed 5
5 Warhammer (weapon) ) At-Will TRAITS
Attack: Melee 1 (one creature); +8 vs. AC Dragonborn Fury
Hit: 1d10 + 1 damage. Ghesh gains a +1 bonus to attack rolls while he is bloodied
6 Throwing Hammer (weapon) ) At-Will STANDARD ACTIONS
Attack: Ranged 5/10 (one creature); +8 vs. AC 5 Longspear (weapon) ) At-Will
Hit: 1d6 + 2 damage. Attack: Melee 2 (one creature); +8 vs. AC
, Blessing of Wrath (weapon) ) At-Will Hit: 1d10 + 5 damage.
Attack: Melee 1 (one creature); +8 vs. AC , Viper’s Strike (weapon) ) At-Will
Hit: 1d10 + 5 damage. Attack: Melee 2 (one creature); +8 vs. AC
Effect: Cadra or one ally within 5 squares of her gains a +3 Hit: 1d10 + 5 damage.
power bonus to his or her next damage roll against the target Effect: If the target shifts before the start of Ghesh’s next turn,
before the end of his or her next turn. it provokes an opportunity attack from an ally of Ghesh’s
- Sanctuary ) Encounter choice.
Effect: Ranged 10 (Cadra or one creature). The target gains a +5 , Hammer and Anvil (weapon) ) Encounter
bonus to all defenses until the target attacks or until the end of Attack: Melee 2 (one creature); +8 vs. Reflex
Cadra’s next turn. Hit: 1d10 + 5 damage. One ally adjacent to the target uses a
+ Divine Glow (implement, radiant) ) Encounter free action to make a melee basic attack against the target.
Attack: Close blast 3 (enemies in the blast); +6 vs. Reflex The ally gains a +3 bonus to his or her damage roll.
Hit: 1d8 + 5 radiant damage. MOVE ACTIONS
Effect: Allies in the blast gain a +2 power bonus to attack rolls - Knight’s Move ) Encounter
until the end of Cadra’s next turn. Effect: Ranged 10 (one ally). The target takes a move action.
MINOR ACTIONS MINOR ACTIONS
+ Healing Word (healing) ) 2/Encounter + Healing Word (healing) ) 2/Encounter
Effect: Close burst 5 (Cadra or one ally in the burst). The target Effect: Close burst 5 (Ghesh or one ally in the burst). The target
spends a healing surge. spends a healing surge.
Dwarven Resilience ) Encounter + Dragon Breath (fire) ) Encounter
Effect: Cadra uses her second wind. Attack: Close blast 3 (creatures in the blast); +6 vs. Reflex
Skills Dungeoneering +10, Endurance +11, Heal +10 Hit: 1d6 + 2 fire damage.
Str 11 (+1) Dex 12 (+2) Wis 19 (+5) Skills History +6, Intimidate +9
Con 17 (+4) Int 8 (+0) Cha 10 (+1) Str 19 (+5) Dex 12 (+2) Wis 8 (+0)
Alignment lawful good Languages Common, Dwarven Con 13 (+2) Int 10 (+1) Cha 16 (+4)
Equipment scale armor, warhammer, 2 throwing hammers, holy Alignment lawful good Languages Common, Draconic
symbol, adventurer’s kit Equipment chainmail, longspear, adventurer’s kit

A PPEN DI X 1 | Hirelings and Henchmen


142
HENCHMEN
Rook
Shadowy Killer

Rook is the quintessential product of the drow city


Erelhei-Cinlu. On its treacherous streets, Rook learned
to survive by any means he had, cultivating his natural
talents and his knack for knifework to carve a path to
freedom. With the city years behind him, Rook has
become an assassin who asks no questions and does
the job with a professional detachment.
Not especially tall and rather spare of frame, Rook
conceals himself with a hooded gray cloak and dark
clothing. He fights with blades and crossbow from
hidden positions to take his enemies by surprise. He
regards every situation as a potentially violent one, so
he keeps to himself when not on a mission.
Rook makes no apologies for who he is and what
he does. He is a pragmatist and never hesitates to do
what it takes to get the job done. Rook does not make
friends. Instead, he takes clients. Every arrangement
is a business agreement, and he expects payment for
the work he does.

Rook Level 2 Striker


Medium fey humanoid, drow —
HP 29; Bloodied 14; Initiative +5
Healing Surges 7; Surge Value 7
AC 17, Fortitude 13, Reflex 17, Will 15 Perception +1
Speed 5 Darkvision
STANDARD ACTIONS
5 Dagger (weapon) ) At-Will
battlefield experience gives him the wisdom to advise Attack: Melee 1 (one creature); +9 vs. AC
his comrades in all things, from the way they grip Hit: 1d4 + 5 damage.
their weapons to the tactics they use in combat. Some 6 Hand Crossbow (weapon) ) At-Will
people find Ghesh domineering, though none deny Attack: Ranged 15/30 (one creature); +8 vs. AC
Hit: 1d6 + 5 damage.
his expertise.
,- Sly Flourish ) At-Will
Effect: Rook uses dagger or hand crossbow, and gains a +3 bonus
to the damage roll.
FOR THE DM: - Impact Shot (weapon) ) Encounter
Attack: Ranged 15/30 (one creature); +8 vs. AC
USING THE SAMPLE Hit: 2d6 + 5 damage, and Rook can push the target 1 square.
HENCHMEN MOVE ACTIONS
Tumble ) Encounter
The henchmen included here are set at 2nd level.
Effect: Rook shifts up to his speed.
Use the rules in Dungeon Master’s Guide 2 to MINOR ACTIONS
increase the level as needed. The descriptive ele- + Cloud of Darkness ) Encounter
ments give you enough to get started with these Effect: Close burst 1. The burst creates a cloud of darkness that
characters, but don’t feel bound by them. Alter remains in place until the end of Rook’s next turn. The cloud
them as needed. Finally, be sure to give the char- blocks line of sight, squares within it are totally obscured, and
acter a secret to help ground the character in the creatures entirely within it are blinded until they exit. Rook is
immune to these effects.
campaign.
TRIGGERED ACTIONS
Striker’s Edge ) At-Will (1/turn)
Trigger: Rook hits an enemy granting combat advantage to him.
Effect (No Action): The triggering attack deals 1d6 extra damage.
Skills Acrobatics +10, Intimidate +9, Stealth +10
Str 10 (+1) Dex 19 (+5) Wis 11 (+1)
Con 12 (+2) Int 10 (+1) Cha 16 (+4)
Alignment unaligned Languages Common, Elven
EMR AH ELMASLI

Equipment leather armor, 2 daggers, hand crossbow, 20 bolts,


adventurer’s kit

A PPEN DI X 1 | Hirelings and Henchmen


143
A PPENDIX 2: SAMPLE ITEM DETAILS
The item (is) . . .

M AGIC ITEM STORIES 1. Covered in runes viewable only by starlight


2. Completely transparent
In fantasy fiction, the protagonists often acquire 3. Etched with the symbol of a devil or demon
enchanted objects that move the story forward. In 4. Inscribed with a date in the future
some campaigns, however, magic items are often 5. Topped with a gemlike eye that watches the bearer
irrelevant to the plot, tending only to improve charac- 6. Heavier than it should be
ters’ mechanical abilities. 7. Well used; nicks and scratches score its surface
Yet even the lowliest magic items are created for 8. Well made; has been passed down over generations
a purpose. Artisans do not labor to craft an item of 9. Festooned with totemic feathers or tokens
exceptional quality without intending for it to accom- 10. Resonates continuously with low, unpleasant sound
plish something extraordinary. Every magic item, 11. Barbed and sharp-edged
even a +1 magic dagger, has a story, whether or not the 12. Always looks dirty
party ever learns it. 13. Seems exceptionally fragile or delicate
Although it’s certainly not necessary to define the 14. Wholly or partially constructed from bone or flesh
history of all the items the characters obtain, every 15. Gives off a faint glow that cannot be dimmed
story created for an item adds color to the campaign 16. Exudes a fragrant or pungent odor when it is used
world and the shared experience of the DM and 17. Permanently bloodstained
the players. Using the rules for adding item levels as 18. Inscribed with a famous name
treasure (see the sidebar), the same +1 magic dagger 19. Recites a verse or riddle when used
a character acquires at the beginning of his or her 20. Always looks clean
career can become the world-renowned weapon he
or she wields as part of his or her epic destiny. Such
an item deserves a story. A PPENDIX 3: ITEM
The following lists present some sample story
hooks and details that you can add to standard magic LEVELS AS TREASURE
items to provide adventure ideas or to inspire a quest. Sometimes a magic item enters the campaign at the
You can also create your own hooks customized to correct level, but a player wants her character to hold
your campaign setting. onto that item at higher levels rather than replacing
it with a newer, higher-level item. You can allow the
SAMPLE STORY HOOKS character to invest monetary treasure in Enchant
The item was or is . . .
Magic Item rituals to increase the item’s power. Or,
1. Stolen from a king’s treasury
alternatively, item level increases can be given out as
2. Owned by a priest who sold his soul to devils
treasure.
3. Found in the severed hand of its former owner
Item levels granted as treasure follow the same
4. Inherited from a friend or a stranger
guidelines as normal magic item placement. An
5. Once the property of a mighty war chief
increase in an item’s enhancement bonus should be
6. Created to prevent a war; started one instead
given out only when the characters have attained
7. A gift between lovers—a token of affection
an appropriate level to earn magic items with the
8. The triumphant life’s work of an amateur crafter
improved bonus.
9. Sought after by powerful evil creatures
10. Created by a god MAGIC ITEM SCALING
11. The container for a soul Item Level Enhancement Bonus
12. One of a pair that seek to be reunited 1–5 +1
13. Extraordinarily lucky or unlucky for its bearer 6–10 +2
14. Made on another plane of existence 11–15 +3
15. Once used to defeat a supremely powerful foe 16–20 +4
16. Under constant surveillance by otherworldly beings 21–25 +5
17. Occasionally wet with blood or tears 26–30 +6
18. Part of a rare series of items crafted by a fabled smith
19. Owned by someone who is now a jealous ghost The value of an item’s enhancement bonus increase
20. Prophesied to cause either disaster or peace equals the difference in cost between the item’s
lower-level form and its higher-level form. This value
should be primarily subtracted from the magic items
given out in an adventure, with only a small portion
coming from gold or other monetary treasure.

A P P E N D I X 3 | I t e m L e v e l s a s Tr e a s u r e
144
L EV E L 3 I T E M S
For example, a character who has +1 delver’s
armor wants to increase the effectiveness of that
Level 2 520 gp
armor rather than seek another set of more powerful UNCOMMON ROD
armor. According to the table, that character should Rod of revenge +1 48
be of a level suitable for using 6th-level items before
COMMON ARMOR
such an increase can occur. The difference in cost
Armor of escape +1 Any 12
between +1 delver’s armor and +2 delver’s armor in
Robe of useful items +1 Cloth 17
the Player’s Handbook is 2,720 gp—roughly the cost
of a 7th-level magic item (2,600 gp). The item level COMMON WEAPONS
can thus replace a 7th-level item normally placed Lesser cloaked weapon +1 Any 29
as treasure, with the additional 120 gp taken out Weapon of long range +1 Any ranged, 35
of monetary treasure. Likewise, the increase in the any thrown
armor’s enhancement bonus could partially take the
COMMON ROD
place of an 8th-level treasure (worth 3,400 gp), with
Rod of smiting +1 49
the difference (680 gp) made up by a 3rd-level magic
item of use to the party. COMMON TOTEM
This system can even be used to turn mundane Totem of trailblazing +1 54
items into magic items. A character’s nonmagical
COMMON WAND
heirloom longsword might be empowered by expo-
Apprentice’s wand +1 54
sure to magic or a heroic deed to become a signature
magic weapon. COMMON ARMS SLOT ITEM
Tusk shield 62

A PPENDIX 4: COMMON HEAD SLOT ITEM


Reading spectacles 70
ITEM LISTS COMMON NECK SLOT ITEMS
The following section contains master lists for all Amulet of life protection +1 71
the magic items in Mordenkainen’s Magnificent Empo- Lesser badge of the berserker +1 74
rium. Items are sorted by level, by rarity (common, COMMON WONDROUS ITEMS
uncommon, or rare), and by type. Each level header Backpack of concealment 80
indicates the price of items of that level. Each entry Hunter’s flint 86
includes the page number on which the item can be
found. Weapons and armor entries include informa- COMMON CONSUMABLE (25 gp each)
tion about the category of each item. Common items Oil of lasting flame 99
sell for 20 percent of their purchase value, while
uncommon items sell for 50 percent of their purchase Level 3 680 gp
value. Rare items are highly prized, and sell for their
full purchase value. UNCOMMON ARMOR
Ebon armor +1 Chain, scale, plate 14

Level 1 360 gp UNCOMMON WEAPONS


Seeker weapon +1 Any ranged, 31
COMMON TOME any thrown
Magic tome +1 52 Shock spear +1 Spear 31
COMMON WONDROUS ITEMS Weapon of accuracy +1 Any ranged, 35
Eternal chalk 83 any thrown
Restful bedroll 88 Weapon of surrounding +1 Any melee 35

UNCOMMON WONDROUS ITEM UNCOMMON STAFF


Mountebank’s deck 87 Staff of withering +1 51

UNCOMMON CONSUMABLE (20 gp each) UNCOMMON WAND


Potion of cure light wounds 96 Wand of fear +1 55

COMMON ORB
Orb of forceful magic +1 45

COMMON WAND
Wand of inevitability +1 56

A PPEN DI X 4 | Item Lists


145
COMMON ARMS SLOT ITEM UNCOMMON ARMOR
Vanguard’s shield 62 Armor of the charging wind +1 Cloth, leather, 13
hide
COMMON NECK SLOT ITEM
Doppelganger armor +1 Any 14
Periapt of health +1 75
UNCOMMON AMMUNITION (50 gp each)
COMMON WONDROUS ITEM
Shadowshaft ammunition +1 37
Floating lantern 84
Shiver-strike ammunition +1 37

Level 4 840 gp UNCOMMON TOTEM


Totem of thorns +1 53
RARE ROD
Rod of absorption +1 47 UNCOMMON WONDROUS ITEM
Chime of opening 81
RARE WAND
Wand of frost +1 56 UNCOMMON CONSUMABLES (50 gp each)
Elixir of clairvoyance 91
RARE HEAD SLOT ITEM Elixir of protection from evil 94
Exceptional factotum helm 67 Elixir of treasure finding 94
UNCOMMON ARMOR Potion of clarity 95
Wintersnap armor +1 Any 17 Scroll of protection 101
Vial of darkness 101
UNCOMMON WEAPONS
Lifestealer weapon +1 Any melee 29 COMMON WONDROUS ITEMS
Warning weapon +1 Any 33 Enchanted reins 82
Way-leader weapon +1 Spear 33 Instant campsite 86
Weapon of defense +1 Any melee 34 COMMON CONSUMABLES (50 gp each)
Weapon of submission +1 Any melee 34 Cryptspawn potion 90
UNCOMMON KI FOCUS Elixir of aptitude 90
Body of fire ki focus +1 44 Unreadable ink 101

UNCOMMON ORB
Orb of relentless sympathy +1 46 Level 6 1,800 gp
UNCOMMON STAFFS RARE HANDS SLOT ITEM
Staff of command +1 50 Life-draining gauntlets 66
Staff of striking +1 50 RARE HEAD SLOT ITEM
UNCOMMON ARMS SLOT ITEM Eyes of charming 67
Ranging defender shield 61 UNCOMMON WONDROUS ITEM
UNCOMMON WONDROUS ITEM Nolzur’s inkwell 88
Guardian’s whistle 85 UNCOMMON CONSUMABLE (75 gp each)
COMMON HOLY SYMBOL Elixir of invisibility 93
Symbol of the sun +1 43 COMMON TOME
Magic tome +2 52
Level 5 1,000 gp COMMON FEET SLOT ITEM
RARE ARMOR Shoes of water walking 64
Gloaming armor +1 Cloth, leather, 15
COMMON WAIST SLOT ITEM
hide
Baldric of time 78
RARE WEAPON
COMMON WONDROUS ITEM
Weapon of speed +1 Any ranged, 35
Climber’s rope 81
any thrown
COMMON CONSUMABLES (75 gp each)
RARE TOTEM
Elixir of climbing 92
Totem of the woodlands +1 54
Lesser elixir of dragon breath 95
RARE HEAD SLOT ITEM Trackless ashes 101
Helm of seven deaths 69

A PPEN DI X 4 | Item Lists


146
L EV E L 8 I T E M S
Level 7 2,600 gp Level 8 3,400 gp
RARE WAND RARE WEAPON
Wand of wonder +2 57 Frost brand weapon +2 Any melee 26

RARE WAIST SLOT ITEM RARE WANDS


Belt of dwarvenkind 79 Wand of conjuring +2 55
Wand of lightning +2 56
RARE WONDROUS ITEM
Map of unseen lands 87 RARE WONDROUS ITEM
Crystal ball 81
UNCOMMON ARMOR
Armor of dogged grit +2 Chain, scale, plate 12 UNCOMMON ARMOR
Ebon armor +2 Chain, scale, plate 14
UNCOMMON WEAPON
Giantslayer weapon +2 Any melee 27 UNCOMMON WEAPONS
Seeker weapon +2 Any ranged, 31
UNCOMMON ORB
any thrown
Orb of enduring magic +2 45
Shock spear +2 Spear 31
UNCOMMON ROD Weapon of accuracy +2 Any ranged, 35
Rod of revenge +2 48 any thrown
Weapon of surrounding +2 Any melee 35
UNCOMMON STAFF
Staff of the viper +2 50 UNCOMMON AMMUNITION (125 gp each)
Reaving ammunition +2 37
UNCOMMON FEET SLOT ITEM
Boots of elvenkind 63 UNCOMMON HOLY SYMBOL
Candle of invocation +2 42
UNCOMMON WONDROUS ITEMS
Bottled smoke 80 UNCOMMON KI FOCUS
Decanter of endless water 82 Tidal wave ki focus +2 45
Pearl of power 88
UNCOMMON ROD
UNCOMMON CONSUMABLE (100 gp each) Rod of death +2 48
Nolzur’s marvelous pigments 99
UNCOMMON STAFF
COMMON ARMOR Staff of withering +2 51
Armor of escape +2 Any 12
UNCOMMON WAND
Robe of useful items +2 Cloth 17
Wand of fear +2 55
COMMON WEAPONS
UNCOMMON ARMS SLOT ITEM
Lesser cloaked weapon +2 Any 29
Greater storm shield 60
Weapon of long range +2 Any ranged, 35
Twilight shield 62
any thrown
UNCOMMON CONSUMABLES (125 gp each)
COMMON ROD
Dust of disappearance 98
Rod of smiting +2 49
Elixir of chameleon power 91
COMMON TOTEM Elixir of defense 92
Totem of trailblazing +2 54 Elixir of levitation 93
Oil of red flame 99
COMMON WAND
Apprentice’s wand +2 54 COMMON ARMOR
Fishscale armor +2 Hide, scale 15
COMMON HEAD SLOT ITEM
Crown of leaves 67 COMMON WEAPON
Punishing weapon +2 Any 31
COMMON NECK SLOT ITEMS
Amulet of life protection +2 71 COMMON ORB
Lesser badge of the berserker +2 74 Orb of forceful magic +2 45

COMMON TOME
Tome of undeniable might +2 53

A PPEN DI X 4 | Item Lists


147
COMMON WAND UNCOMMON HANDS SLOT ITEM
Wand of inevitability +2 56 Gauntlets of remote action 65

COMMON FEET SLOT ITEM UNCOMMON NECK SLOT ITEM


Shoes of the tireless gait 64 Sneak’s cloak +2 75

COMMON NECK SLOT ITEM UNCOMMON WONDROUS ITEM


Periapt of health +2 75 Elven chain shirt 82

COMMON CONSUMABLES (125 gp each) UNCOMMON CONSUMABLES (160 gp each)


Elixir of accuracy 90 Elixir of giant strength 93
Elixir of water breathing 95 Potion of regeneration 97
Powder of appearance 99
COMMON HOLY SYMBOL
Symbol of the sun +2 43
Level 9 4,200 gp COMMON KI FOCUS
RARE WEAPON Steadfast stone ki focus +2 44
True dragonslayer weapon +2 Any 32
COMMON NECK SLOT ITEM
RARE ROD Brooch of unerring defense +2 71
Rod of absorption +2 47
COMMON WONDROUS ITEMS
RARE TOME Endless quiver 83
Manual of puissant skill +2 52 Map of orienteering 87

RARE WAND
Wand of frost +2 56 Level 10 5,000 gp
RARE FEET SLOT ITEM RARE ARMOR
Boots of leaping 63 Gloaming armor +2 Cloth, leather, 15
hide
UNCOMMON ARMOR
Armor of scintillating colors +2 Cloth, leather, 12 RARE WEAPONS
hide, chain Flame tongue weapon +2 Heavy blade, 26
Blending armor +2 Any 13 light blade
Shallow grave armor +2 Any 17 Mace of disruption +2 Mace 29
Wintersnap armor +2 Any 17 Weapon of speed +2 Any ranged, 35
any thrown
UNCOMMON WEAPONS
Lifestealer weapon +2 Any melee 29 RARE HOLY SYMBOL
Stinging spear +2 Spear 32 Necklace of prayer beads +2 42
Warning weapon +2 Any 33
RARE ROD
Way-leader weapon +2 Spear 33
Rod of beguiling +2 48
Weapon of defense +2 Any melee 34
Weapon of submission +2 Any melee 34 RARE TOME
Emerald tome of the devourer +2 51
UNCOMMON KI FOCUS
Body of fire ki focus +2 44 RARE TOTEM
Totem of the woodlands +2 54
UNCOMMON ORB
Orb of relentless sympathy +2 46 RARE CONSUMABLE (200 gp each)
Elixir of luck 93
UNCOMMON STAFFS
Staff of command +2 50 UNCOMMON ARMOR
Staff of striking +2 50 Armor of the charging wind +2 Cloth, leather, 13
hide
UNCOMMON ARMS SLOT ITEM
Doppelganger armor +2 Any 14
Gleaming diamond bracers 60
UNCOMMON AMMUNITION (200 gp each)
UNCOMMON FEET SLOT ITEMS
Firesight ammunition +2 36
Boots of levitation 63
Shadowshaft ammunition +2 37
Halfling boots 64
Shiver-strike ammunition +2 37

A PPEN DI X 4 | Item Lists


148
L EV E L 1 2 I T E M S
UNCOMMON TOTEM
Totem of thorns +2 53
Level 12 13,000 gp
RARE WAND
UNCOMMON NECK SLOT ITEMS
Wand of wonder +3 57
Amulet of aranea +2 71
Cloak of displacement +2 72 UNCOMMON ARMOR
Armor of dogged grit +3 Chain, scale, plate 12
UNCOMMON WAIST SLOT ITEM
Hide of worms +3 Leather, hide 16
Diamond cincture 79
UNCOMMON WEAPONS
UNCOMMON WONDROUS ITEM
Giantslayer weapon +3 Any melee 27
Flask of the veiled horde 83
Hammer of storms +3 Hammer 28
UNCOMMON CONSUMABLES (200 gp each)
UNCOMMON AMMUNITION (500 gp each)
Potion of clarity 95
Foe-seeker ammunition +3 36
Potion of cure moderate wounds 96
Potion of lesser haste 97 UNCOMMON ORB
Scroll of protection 101 Orb of enduring magic +3 45

COMMON HANDS SLOT ITEM UNCOMMON ROD


Gauntlets of swimming and climbing 65 Rod of revenge +3 48

COMMON HEAD SLOT ITEM UNCOMMON STAFF


Helm of languages 68 Staff of the viper +3 50

COMMON WONDROUS ITEMS UNCOMMON WONDROUS ITEM


Lens of discernment 86 Gem of seeing 84
Spymaster’s quill 89
UNCOMMON CONSUMABLES (500 gp each)
COMMON CONSUMABLES (200 gp each) Elixir of gaseous form 92
Lesser elixir of speed 95 Quaal’s feather anchor 100
Potion of invulnerability 97 Quaal’s feather sail 100

COMMON ARMOR
Level 11 9,000 gp Armor of escape +3 Any 12
Robe of useful items +3 Cloth 17
UNCOMMON HEAD SLOT ITEM
Eyes of the eagle 67 COMMON WEAPONS
Lesser cloaked weapon +3 Any 29
UNCOMMON WAIST SLOT ITEM
Weapon of long range +3 Any ranged, 35
Healer’s sash 79
any thrown
UNCOMMON WONDROUS ITEM
COMMON ROD
Unfettered thieves’ tools 89
Rod of smiting +3 49
UNCOMMON CONSUMABLE (350 gp each)
COMMON TOTEM
Elixir of flying 92
Totem of trailblazing +3 54
COMMON TOME
COMMON WAND
Magic tome +3 52
Apprentice’s wand +3 54
COMMON ARMS SLOT ITEM
COMMON NECK SLOT ITEMS
Bracers of infinite blades 60
Amulet of life protection +3 71
COMMON WAIST SLOT ITEM Lesser badge of the berserker +3 74
Survivor’s belt 80
COMMON RING
Lesser ring of feather fall 76

A PPEN DI X 4 | Item Lists


149
COMMON ORB
Level 13 17,000 gp Orb of forceful magic +3 45
RARE WEAPONS
COMMON TOME
Captain’s weapon +3 Any melee 25
Tome of undeniable might +3 53
Frost brand weapon +3 Any melee 26
COMMON WAND
RARE WANDS
Wand of inevitability +3 56
Wand of conjuring +3 55
Wand of lightning +3 56 COMMON NECK SLOT ITEM
Wand of thunder +3 57 Periapt of health +3 75

RARE ARMS SLOT ITEM COMMON CONSUMABLE (650 gp each)


Greater stonewall shield 60 Elixir of accuracy 90

UNCOMMON ARMOR
Ebon armor +3 Chain, scale, plate 14 Level 14 21,000 gp
UNCOMMON WEAPONS RARE ARMOR
Seeker weapon +3 Any ranged, 31 Greater armor of eyes +3 Any 15
any thrown
RARE WEAPONS
Shock spear +3 Spear 31
True dragonslayer weapon +3 Any 32
Weapon of accuracy +3 Any ranged, 35
Wind weapon +3 Any melee 35
any thrown
Weapon of surrounding +3 Any melee 35 RARE HOLY SYMBOL
Phylactery of faithfulness +3 43
UNCOMMON AMMUNITION (650 gp each)
Reaving ammunition +3 37 RARE ROD
Rod of absorption +3 47
UNCOMMON HOLY SYMBOL
Candle of invocation +3 42 RARE TOMES
Manual of expansive learning +3 52
UNCOMMON KI FOCUS
Manual of puissant skill +3 52
Tidal wave ki focus +3 45
RARE WAND
UNCOMMON ROD
Wand of frost +3 56
Rod of death +3 48
RARE HEAD SLOT ITEM
UNCOMMON STAFF
Exceptional factotum helm 67
Staff of withering +3 51
RARE RING
UNCOMMON WAND
Incendiary ring of fireblazing 76
Wand of fear +3 55
UNCOMMON ARMOR
UNCOMMON ARMS SLOT ITEM
Armor of scintillating colors +3 Cloth, leather, 12
Searing shield 61
hide, chain
UNCOMMON FEET SLOT ITEM Blending armor +3 Any 13
Boots of the shadowed path 63 Shallow grave armor +3 Any 17
Wintersnap armor +3 Any 17
UNCOMMON NECK SLOT ITEM
Greater talisman of repulsion +3 74 UNCOMMON WEAPONS
Lifestealer weapon +3 Any melee 29
UNCOMMON WONDROUS ITEM
Stinging spear +3 Spear 32
Iron bands of Bilarro 86
Warning weapon +3 Any 33
UNCOMMON CONSUMABLE (650 gp each) Way-leader weapon +3 Spear 33
Elixir of defense 92 Weapon of defense +3 Any melee 34
Weapon of submission +3 Any melee 34
COMMON ARMOR
Fishscale armor +3 Hide, scale 15 UNCOMMON AMMUNITION (800 gp each)
Stonehold ammunition +3 37
COMMON WEAPON
Punishing weapon +3 Any 31 UNCOMMON KI FOCUS
Body of fire ki focus +3 44

A PPEN DI X 4 | Item Lists


150
L EV E L 1 5 I T E M S
UNCOMMON ORBS RARE NECK SLOT ITEMS
Orb of relentless sympathy +3 46 Greater medallion of the mind +3 73
Stone of good luck +3 47 Greater necklace of fireballs +3 74

UNCOMMON STAFFS UNCOMMON ARMOR


Staff of command +3 50 Armor of the charging wind +3 Cloth, leather, 13
Staff of striking +3 50 hide
Doppelganger armor +3 Any 14
UNCOMMON NECK SLOT ITEMS
Cloak of the shadowthief +3 73 UNCOMMON AMMUNITION (1,000 gp each)
Cloak of the stalking shadow +3 73 Firesight ammunition +3 36
Sneak’s cloak +3 75 Shadowshaft ammunition +3 37
Shiver-strike ammunition +3 37
COMMON HOLY SYMBOL
Symbol of the sun +3 43 UNCOMMON TOTEM
Totem of thorns +3 53
COMMON KI FOCUS
Steadfast stone ki focus +3 44 UNCOMMON ARMS SLOT ITEM
Shield of aversion 62
COMMON NECK SLOT ITEM
Brooch of unerring defense +3 71 UNCOMMON HANDS SLOT ITEM
Gloves of missile snaring 65
COMMON WAIST SLOT ITEM
Cincture of vivacity 79 UNCOMMON NECK SLOT ITEMS
Amulet of aranea +3 71
Cloak of displacement +3 72
Level 15 25,000 gp Periapt of wound closure +3 75
RARE ARMOR
UNCOMMON WONDROUS ITEMS
Gloaming armor +3 Cloth, leather, 15
Broom of flying 80
hide
Chime of opening 81
RARE WEAPONS True portable hole 89
Flame tongue weapon +3 Heavy blade, 26
UNCOMMON CONSUMABLES (1,000 gp each)
light blade
Bead of force 98
Greater dancing weapon +3 Any melee 27
Elixir of clairvoyance 91
Greater luckblade +3 Heavy blade, 28
Elixir of protection from evil 94
light blade
Elixir of treasure finding 94
Mace of disruption +3 Mace 29
Potion of clarity 95
Mighty dwarven thrower +3 Hammer 30
Scroll of protection 101
Weapon of speed +3 Any ranged, 35
any thrown COMMON WONDROUS ITEMS
Flying hook 84
RARE HOLY SYMBOL
Pouches of shared acquisition 88
Necklace of prayer beads +3 42
COMMON CONSUMABLES (1,000 gp each)
RARE ORB
Cryptspawn potion 90
Prismatic orb +3 46
Elixir of aptitude 90
RARE ROD
Rod of beguiling +3 48

RARE TOME
Emerald tome of the devourer +3 51

RARE TOTEM
Totem of the woodlands +3 54

RARE WAND
Wand of fire +3 55

RARE HEAD SLOT ITEM


Helm of teleportation 69

A PPEN DI X 4 | Item Lists


151
UNCOMMON NECK SLOT ITEM
Level 16 45,000 gp Scarab of insanity +4 75
RARE HANDS SLOT ITEM
UNCOMMON RING
Life-draining gauntlets 66
Ring of borrowed spells 76
RARE HEAD SLOT ITEM
UNCOMMON WONDROUS ITEMS
Eyes of charming 67
Bottled smoke 80
UNCOMMON CONSUMABLES (1,800 gp each) Pearl of power 88
Elixir of invisibility 93
UNCOMMON CONSUMABLES (2,600 gp each)
Potion of heroism 96
Elixir of phasing 94
Quaal’s feather pigeon 100
Potion of shadow’s essence 97
COMMON TOME
COMMON ARMOR
Magic tome +4 52
Armor of escape +4 Any 12
COMMON ARMS SLOT ITEM Robe of useful items +4 Cloth 17
Bracers of infinite blades 60
COMMON WEAPONS
COMMON WAIST SLOT ITEM Lesser cloaked weapon +4 Any 29
Baldric of time 78 Weapon of long range +4 Any ranged, 35
any thrown
COMMON WONDROUS ITEM
Gem of auditory recollection 84 COMMON ROD
Rod of smiting +4 49
COMMON CONSUMABLES (1,800 gp each)
Elixir of climbing 92 COMMON TOTEM
Lesser elixir of dragon breath 95 Totem of trailblazing +4 54

COMMON WAND
Level 17 65,000 gp Apprentice’s wand +4 54

RARE WAND COMMON HANDS SLOT ITEM


Wand of wonder +4 57 Hero’s gauntlets 65

RARE HANDS SLOT ITEM COMMON NECK SLOT ITEMS


True gauntlets of ogre power 66 Amulet of life protection +4 71
Lesser badge of the berserker +4 74
RARE WONDROUS ITEM
Greater horn of blasting 85

UNCOMMON ARMOR
Level 18 85,000 gp
Armor of dogged grit +4 Chain, scale, plate 12 RARE ARMOR
Hide of worms +4 Leather, hide 16 Blessed armor of Kord +4 Chain, scale, plate 14
Plate mail of etherealness +4 Plate 16
RARE WEAPONS
UNCOMMON WEAPONS Captain’s weapon +4 Any melee 25
Giantslayer weapon +4 Any melee 27 Frost brand weapon +4 Any melee 26
Hammer of storms +4 Hammer 28 Maul of the titans +4 Hammer 30

UNCOMMON AMMUNITION (2,600 gp each) RARE WANDS


Armor-sapping ammunition +4 36 Wand of conjuring +4 55
Foe-seeker ammunition +4 36 Wand of lightning +4 56
Wand of thunder +4 57
UNCOMMON ORB
Orb of enduring magic +4 45 RARE HEAD SLOT ITEM
Helm of brilliance 68
UNCOMMON ROD
Rod of revenge +4 48 RARE NECK SLOT ITEM
Cloak of the manta ray +4 72
UNCOMMON STAFF
Staff of the viper +4 50 RARE WONDROUS ITEM
Crystal ball 81
UNCOMMON FEET SLOT ITEM
Boots of elvenkind 63

A PPEN DI X 4 | Item Lists


152
L EV E L 1 9 I T E M S
UNCOMMON ARMOR
Ebon armor +4 Chain, scale, plate 14
Level 19 105,000 gp
RARE ARMOR
UNCOMMON WEAPONS
Greater armor of eyes +4 Any 15
Seeker weapon +4 Any ranged, 31
any thrown RARE WEAPONS
Shock spear +4 Spear 31 True dragonslayer weapon +4 Any 32
Weapon of accuracy +4 Any ranged, 35 Wind weapon +4 Any melee 35
any thrown
RARE HOLY SYMBOL
Weapon of surrounding +4 Any melee 35
Phylactery of faithfulness +4 43
UNCOMMON AMMUNITION (3,400 gp each)
RARE ROD
Reaving ammunition +4 37
Rod of absorption +4 47
UNCOMMON HOLY SYMBOL
RARE TOMES
Candle of invocation +4 42
Manual of expansive learning +4 52
UNCOMMON KI FOCUS Manual of puissant skill +4 52
Tidal wave ki focus +4 45
RARE WAND
UNCOMMON ROD Wand of frost +4 56
Rod of death +4 48
UNCOMMON ARMOR
UNCOMMON STAFF Armor of scintillating colors +4 Cloth, leather, 12
Staff of withering +4 51 hide, chain
Blending armor +4 Any 13
UNCOMMON WAND
Shallow grave armor +4 Any 17
Wand of fear +4 55
Wintersnap armor +4 Any 17
UNCOMMON ARMS SLOT ITEM
UNCOMMON WEAPONS
Greater storm shield 60
Lifestealer weapon +4 Any melee 29
UNCOMMON NECK SLOT ITEM Stinging spear +4 Spear 32
Greater talisman of repulsion +4 74 Warning weapon +4 Any 33
Way-leader weapon +4 Spear 33
UNCOMMON WONDROUS ITEM
Weapon of defense +4 Any melee 34
Iron bands of Bilarro 86
Weapon of submission +4 Any melee 34
UNCOMMON CONSUMABLES (3,400 gp each)
UNCOMMON AMMUNITION (4,200 gp each)
Elixir of defense 92
Stonehold ammunition +4 37
Oil of red flame 99
UNCOMMON KI FOCUS
COMMON ARMOR
Body of fire ki focus +4 44
Fishscale armor +4 Hide, scale 15
UNCOMMON ORBS
COMMON WEAPON
Orb of relentless sympathy +4 46
Punishing weapon +4 Any 31
Stone of good luck +4 47
COMMON ORB
UNCOMMON STAFFS
Orb of forceful magic +4 45
Staff of command +4 50
COMMON TOME Staff of striking +4 50
Tome of undeniable might +4 53
UNCOMMON ARMS SLOT ITEM
COMMON WAND Gleaming diamond bracers 60
Wand of inevitability +4 56
UNCOMMON NECK SLOT ITEMS
COMMON NECK SLOT ITEM Cloak of the shadowthief +4 73
Periapt of health +4 75 Cloak of the stalking shadow +4 73
Sneak’s cloak +4 75
COMMON CONSUMABLES (3,400 gp each)
Elixir of accuracy 90 UNCOMMON WONDROUS ITEM
Elixir of water breathing 95 Elven chain shirt 82

A PPEN DI X 4 | Item Lists


153
UNCOMMON CONSUMABLES (4,200 gp each) UNCOMMON AMMUNITION (5,000 gp each)
Elixir of giant strength 93 Firesight ammunition +4 36
Potion of regeneration 99 Shadowshaft ammunition +4 37
Shiver-strike ammunition +4 37
COMMON HOLY SYMBOL
Symbol of the sun +4 43 UNCOMMON TOTEM
Totem of thorns +4 53
COMMON KI FOCUS
Steadfast stone ki focus +4 44 UNCOMMON NECK SLOT ITEMS
Amulet of aranea +4 71
COMMON NECK SLOT ITEM
Cloak of displacement +4 72
Brooch of unerring defense +4 71
Cloak of the phoenix +4 72
Periapt of wound closure +4 75
Level 20 125,000 gp UNCOMMON WAIST SLOT ITEM
RARE ARMOR Diamond cincture 79
Gloaming armor +4 Cloth, leather, 15
UNCOMMON CONSUMABLES (5,000 gp each)
hide
Bead of force 98
Robe of the archmage +4 Cloth 16
Potion of clarity 95
RARE WEAPONS Potion of cure critical wounds 95
Flame tongue weapon +4 Heavy blade, 26 Scroll of protection 101
light blade
COMMON CONSUMABLE (5,000 gp each)
Greater dancing weapon +4 Any melee 27
Potion of invulnerability 97
Greater luckblade +4 Heavy blade, 28
light blade
Mace of disruption +4 Mace 29 Level 21 225,000 gp
Mighty dwarven thrower +4 Hammer 30
RARE HEAD SLOT ITEMS
Weapon of speed +4 Any ranged, 35
Ioun stone of agility 70
any thrown
Ioun stone of allure 70
RARE HOLY SYMBOL Ioun stone of insight 70
Necklace of prayer beads +4 42 Ioun stone of intellect 70
Ioun stone of might 70
RARE ORB
Ioun stone of vigor 70
Prismatic orb +4 46
RARE RING
RARE ROD
Ring of humanoid influence 77
Rod of beguiling +4 48
UNCOMMON HEAD SLOT ITEM
RARE TOME
Eyes of the eagle 67
Emerald tome of the devourer +4 51
UNCOMMON RING
RARE TOTEM
Ring of resourceful wizardry 77
Totem of the woodlands +4 54
UNCOMMON WAIST SLOT ITEM
RARE WAND
Healer’s sash 79
Wand of fire +4 55
UNCOMMON CONSUMABLE (9,000 gp each)
RARE NECK SLOT ITEMS
Elixir of flying 92
Greater medallion of the mind +4 73
Greater necklace of fireballs +4 74 COMMON TOME
Magic tome +5 52
RARE WONDROUS ITEM
Greater flying carpet 85 COMMON ARMS SLOT ITEM
Bracers of infinite blades 60
UNCOMMON ARMOR
Armor of the charging wind +4 Cloth, leather, 13 COMMON HEAD SLOT ITEM
hide Ioun stone of sustenance 70
Doppelganger armor +4 Any 14
COMMON WAIST SLOT ITEM
Baldric of valor 79

A PPEN DI X 4 | Item Lists


154
L EV E L 2 3 I T E M S
Level 22 325,000 gp Level 23 425,000 gp
RARE WAND RARE ARMOR
Wand of wonder +5 57 Blessed armor of Kord +5 Chain, scale, plate 14

RARE HEAD SLOT ITEM RARE WEAPONS


Ioun stone of perfect language 70 Captain’s weapon +5 Any melee 25
Frost brand weapon +5 Any melee 26
RARE WONDROUS ITEMS
Maul of the titans +5 Hammer 30
Daern’s instant fortress 82
Greater horn of blasting 85 RARE WANDS
Wand of conjuration +5 55
UNCOMMON ARMOR
Wand of lightning +5 56
Armor of dogged grit +5 Chain, scale, plate 12
Wand of thunder +5 57
Hide of worms +5 Leather, hide 16
Plate mail of etherealness +5 Plate 16 RARE ARMS SLOT ITEMS
Greater stonewall shield 60
UNCOMMON WEAPONS
Shield of the doomed 62
Giantslayer weapon +5 Any melee 27
Hammer of storms +5 Hammer 28 RARE HEAD SLOT ITEM
Helm of brilliance 68
UNCOMMON AMMUNITION (13,000 gp each)
Armor-sapping ammunition +5 36 RARE NECK SLOT ITEM
Foe-seeker ammunition +5 36 Cloak of the manta ray +5 72

UNCOMMON ORB UNCOMMON ARMOR


Orb of enduring magic +5 45 Ebon armor +5 Chain, scale, plate 14

UNCOMMON ROD UNCOMMON WEAPONS


Rod of revenge +5 48 Seeker weapon +5 Any ranged, 31
any thrown
UNCOMMON STAFF
Shock spear +5 Spear 31
Staff of the viper +5 50
Weapon of accuracy +5 Any ranged, 35
UNCOMMON NECK SLOT ITEM any thrown
Scarab of insanity +5 75 Weapon of surrounding +5 Any melee 35

COMMON ARMOR UNCOMMON AMMUNITION (17,000 gp each)


Armor of escape +5 Any 12 Reaving ammunition +5 37
Robe of useful items +5 Cloth 17
UNCOMMON HOLY SYMBOL
COMMON WEAPONS Candle of invocation +5 42
Lesser cloaked weapon +5 Any 29
UNCOMMON KI FOCUS
Weapon of long range +5 Any ranged, 35
Tidal wave ki focus +5 45
any thrown
UNCOMMON ROD
COMMON ROD
Rod of death +5 48
Rod of smiting +5 49
UNCOMMON STAFF
COMMON TOTEM
Staff of withering +5 51
Totem of trailblazing +5 54
UNCOMMON WAND
COMMON WAND
Wand of fear +5 55
Apprentice’s wand +5 54
UNCOMMON NECK SLOT ITEM
COMMON NECK SLOT ITEMS
Greater talisman of repulsion +5 74
Amulet of life protection +5 71
Lesser badge of the berserker +5 74 UNCOMMON WONDROUS ITEM
Iron bands of Bilarro 86

UNCOMMON CONSUMABLES (17,000 gp each)


Elixir of defense 92

COMMON ARMOR
Fishscale armor +5 Hide, scale 15

A PPEN DI X 4 | Item Lists


155
COMMON WEAPON UNCOMMON ORBS
Punishing weapon +5 Any 31 Orb of relentless sympathy +5 46
Stone of good luck +5 47
COMMON ORB
Orb of forceful magic +5 45 UNCOMMON STAFFS
Staff of command +5 50
COMMON TOME
Staff of striking +5 50
Tome of undeniable might +5 53
UNCOMMON ARMS SLOT ITEM
COMMON WAND
Ranging defender shield 61
Wand of inevitability +5 56
UNCOMMON NECK SLOT ITEMS
COMMON NECK SLOT ITEM
Cloak of the shadowthief +5 73
Periapt of health +5 75
Cloak of the stalking shadow +5 73
COMMON CONSUMABLE (17,000 gp each) Sneak’s cloak +5 75
Elixir of accuracy 90
COMMON HOLY SYMBOL
Symbol of the sun +5 43
Level 24 525,000 gp COMMON KI FOCUS
RARE ARMOR Steadfast stone ki focus +5 44
Greater armor of eyes +5 Any 15
COMMON NECK SLOT ITEM
RARE WEAPONS Brooch of unerring defense +5 71
True dragonslayer weapon +5 Any 32
Wind weapon +5 Any melee 35
Level 25 625,000 gp
RARE HOLY SYMBOL
RARE ARMOR
Phylactery of faithfulness +5 43
Gloaming armor +5 Cloth, leather, 15
RARE ROD hide
Rod of absorption +5 47 Robe of the archmage +5 Cloth 16

RARE TOMES RARE WEAPONS


Manual of expansive learning +5 52 Flame tongue weapon +5 Heavy blade, 26
Manual of puissant skill +5 52 light blade
Greater dancing weapon +5 Any melee 27
RARE WAND
Greater luckblade +5 Heavy blade, 28
Wand of frost +5 56
light blade
RARE HEAD SLOT ITEM Mace of disruption +5 Mace 29
Exceptional factotum helm 67 Mighty dwarven thrower +5 Hammer 30
Weapon of speed +5 Any ranged, 35
UNCOMMON ARMOR
any thrown
Armor of scintillating colors +5 Cloth, leather, 12
hide, chain RARE HOLY SYMBOL
Blending armor +5 Any 13 Necklace of prayer beads +5 42
Shallow grave armor +5 Any 17
RARE ORB
Wintersnap armor +5 Any 17
Prismatic orb +5 46
UNCOMMON WEAPONS
RARE ROD
Lifestealer weapon +5 Any melee 29
Rod of beguiling +5 48
Stinging spear +5 Spear 32
Warning weapon +5 Any 33 RARE STAFF
Way-leader weapon +5 Spear 33 Greater staff of power +5 49
Weapon of defense +5 Any melee 34
RARE TOME
Weapon of submission +5 Any melee 34
Emerald tome of the devourer +5 51
UNCOMMON AMMUNITION (21,000 gp each)
RARE TOTEM
Stonehold ammunition +5 37
Totem of the woodlands +5 54
UNCOMMON KI FOCUS
RARE WAND
Body of fire ki focus +5 44
Wand of fire +5 55

A PPEN DI X 4 | Item Lists


156
L EV E L 2 7 I T E M S
RARE HEAD SLOT ITEM
Helm of teleportation 69
Level 27 1,625,000 gp
RARE WAND
RARE NECK SLOT ITEMS
Wand of wonder +6 57
Greater medallion of the mind +5 73
Greater necklace of fireballs +5 74 RARE WONDROUS ITEM
Greater horn of blasting 85
RARE RING
Ring of X-ray vision 77 UNCOMMON ARMOR
Armor of dogged grit +6 Chain, scale, plate 12
UNCOMMON ARMOR
Hide of worms +6 Leather, hide 16
Armor of the charging wind +5 Cloth, leather, 13
Plate mail of etherealness +6 Plate 16
hide
Doppelganger armor +5 Any 14 UNCOMMON WEAPONS
Giantslayer weapon +6 Any melee 27
UNCOMMON AMMUNITION (25,000 gp each)
Hammer of storms +6 Hammer 28
Firesight ammunition +5 36
Shadowshaft ammunition +5 37 UNCOMMON AMMUNITION (65,000 gp each)
Shiver-strike ammunition +5 37 Armor-sapping ammunition +6 36
Foe-seeker ammunition +6 36
UNCOMMON TOTEM
Totem of thorns +5 53 UNCOMMON ORB
Orb of enduring magic +6 45
UNCOMMON NECK SLOT ITEMS
Amulet of aranea +5 71 UNCOMMON ROD
Cloak of displacement +5 72 Rod of revenge +6 48
Cloak of the phoenix +5 72
UNCOMMON STAFF
Periapt of wound closure +5 75
Staff of the viper +6 50
UNCOMMON WONDROUS ITEM
UNCOMMON FEET SLOT ITEM
Chime of opening 81
Boots of elvenkind 63
UNCOMMON CONSUMABLES (25,000 gp each)
UNCOMMON NECK SLOT ITEM
Bead of force 98
Scarab of insanity +6 75
Elixir of clairvoyance 91
Elixir of protection from evil 94 UNCOMMON WONDROUS ITEM
Elixir of treasure finding 94 Pearl of power 88
Potion of clarity 95
COMMON ARMOR
Scroll of protection 101
Armor of escape +6 Any 12
COMMON CONSUMABLES (25,000 gp each) Robe of useful items +6 Cloth 17
Cryptspawn potion 90
COMMON WEAPONS
Elixir of aptitude 90
Lesser cloaked weapon +6 Any 29
Weapon of long range +6 Any ranged, 35
Level 26 1,125,000 gp any thrown

RARE HANDS SLOT ITEM COMMON ROD


Life-draining gauntlets 66 Rod of smiting +6 49

RARE HEAD SLOT ITEM COMMON TOTEM


Eyes of charming 67 Totem of trailblazing +6 54

UNCOMMON CONSUMABLE (45,000 gp each) COMMON WAND


Potion of heroism 96 Apprentice’s wand +6 54

COMMON TOME COMMON HANDS SLOT ITEM


Magic tome +6 52 Hero’s gauntlets 65

COMMON ARMS SLOT ITEM COMMON NECK SLOT ITEMS


Bracers of infinite blades 60 Amulet of life protection +6 71
Lesser badge of the berserker +6 74
COMMON CONSUMABLES (45,000 gp each)
Elixir of climbing 92
Lesser elixir of dragon breath 95

A PPEN DI X 4 | Item Lists


157
COMMON ARMOR
Level 28 2,125,000 gp Fishscale armor +6 Hide, scale 15
RARE ARMOR
COMMON WEAPON
Blessed armor of Kord +6 Chain, scale, plate 14
Punishing weapon +6 Any 31
RARE WEAPONS
COMMON ORB
Captain’s weapon +6 Any melee 25
Orb of forceful magic +6 45
Frost brand weapon +6 Any melee 26
Maul of the titans +6 Hammer 30 COMMON TOME
Tome of undeniable might +6 53
RARE WANDS
Wand of conjuring +6 55 COMMON WAND
Wand of lightning +6 56 Wand of inevitability +6 56
Wand of thunder +6 57
COMMON NECK SLOT ITEM
RARE HEAD SLOT ITEM Periapt of health +6 75
Helm of brilliance 68
COMMON CONSUMABLE (85,000 gp each)
RARE NECK SLOT ITEM Elixir of accuracy 90
Cloak of the manta ray +6 72

RARE WONDROUS ITEM Level 29 2,625,000 gp


Crystal ball 81
RARE ARMOR
UNCOMMON ARMOR Greater armor of eyes +6 Any 15
Ebon armor +6 Chain, scale, plate 14
RARE WEAPONS
UNCOMMON WEAPONS True dragonslayer weapon +6 Any 32
Seeker weapon +6 Any ranged, 31 Wind weapon +6 Any melee 35
any thrown
RARE HOLY SYMBOL
Shock spear +6 Spear 31
Phylactery of faithfulness +6 43
Weapon of accuracy +6 Any ranged, 35
any thrown RARE ROD
Weapon of surrounding +6 Any melee 35 Rod of absorption +6 47

UNCOMMON AMMUNITION (85,000 gp each) RARE TOMES


Reaving ammunition +6 37 Manual of expansive learning +6 52
Manual of puissant skill +6 52
UNCOMMON HOLY SYMBOL
Candle of invocation +6 42 RARE WAND
Wand of frost +6 56
UNCOMMON KI FOCUS
Tidal wave ki focus +6 45 UNCOMMON ARMOR
Armor of scintillating colors +6 Cloth, leather, 12
UNCOMMON ROD
hide, chain
Rod of death +6 48
Blending armor +6 Any 13
UNCOMMON STAFF Shallow grave armor +6 Any 17
Staff of withering +6 51 Wintersnap armor +6 Any 17

UNCOMMON WAND UNCOMMON WEAPONS


Wand of fear +6 55 Lifestealer weapon +6 Any melee 29
Stinging spear +6 Spear 32
UNCOMMON ARMS SLOT ITEM
Warning weapon +6 Any 33
Greater storm shield 60
Way-leader weapon +6 Spear 33
UNCOMMON NECK SLOT ITEM Weapon of defense +6 Any melee 34
Greater talisman of repulsion +6 74 Weapon of submission +6 Any melee 34

UNCOMMON WONDROUS ITEM UNCOMMON AMMUNITION (105,000 gp each)


Iron bands of Bilarro 86 Stonehold ammunition +6 37

UNCOMMON CONSUMABLES (85,000 gp each) UNCOMMON KI FOCUS


Elixir of defense 92 Body of fire ki focus +6 44
Oil of red flame 99

A PPEN DI X 4 | Item Lists


158
L EV E L 3 0 I T E M S
UNCOMMON ORBS RARE TOME
Orb of relentless sympathy +6 46 Emerald tome of the devourer +6 51
Stone of good luck +6 47
RARE TOTEM
UNCOMMON STAFFS Totem of the woodlands +6 54
Staff of command +6 50
RARE WAND
Staff of striking +6 50
Wand of fire +6 55
UNCOMMON ARMS SLOT ITEM
RARE NECK SLOT ITEMS
Gleaming diamond bracers 60
Greater medallion of the mind +6 73
UNCOMMON NECK SLOT ITEMS Greater necklace of fireballs +6 74
Cloak of the shadowthief +6 73
RARE WONDROUS ITEM
Cloak of the stalking shadow +6 73
Greater flying carpet 85
Sneak’s cloak +6 75
UNCOMMON ARMOR
UNCOMMON WONDROUS ITEM
Armor of the charging wind +6 Cloth, leather, 13
Elven chain shirt 82
hide
UNCOMMON CONSUMABLES (105,000 gp each) Doppelganger armor +6 Any 14
Elixir of giant strength 93
UNCOMMON AMMUNITION (125,000 gp each)
Potion of regeneration 99
Firesight ammunition +6 36
COMMON HOLY SYMBOL Shadowshaft ammunition +6 37
Symbol of the sun +6 43 Shiver-strike ammunition +6 37

COMMON KI FOCUS UNCOMMON TOTEM


Steadfast stone ki focus +6 44 Totem of thorns +6 53

COMMON NECK SLOT ITEM UNCOMMON NECK SLOT ITEMS


Brooch of unerring defense +6 71 Amulet of aranea +6 71
Cloak of displacement +6 72
Cloak of the phoenix +6 72
Level 30 3,125,000 gp Periapt of wound closure +6 75
RARE ARMOR
UNCOMMON WAIST SLOT ITEM
Gloaming armor +6 Cloth, leather, 15
Diamond cincture 79
hide
Robe of the archmage +6 Cloth 16 UNCOMMON CONSUMABLES (125,000 gp each)
Bead of force 98
RARE WEAPONS
Potion of clarity 95
Flame tongue weapon +6 Heavy blade, 26
Potion of heal 96
light blade
Scroll of protection 101
Greater dancing weapon +6 Any melee 27
Greater luckblade +6 Heavy blade, 28 COMMON CONSUMABLE (125,000 gp each)
light blade Potion of invulnerability 97
Mace of disruption +6 Mace 29
Mighty dwarven thrower +6 Hammer 30
Weapon of speed +6 Any ranged, 35
any thrown

RARE HOLY SYMBOL


Necklace of prayer beads +6 42

RARE ORB
Prismatic orb +6 46

RARE ROD
Rod of beguiling +6 48

RARE STAFF
Greater staff of power +6 49

A PPEN DI X 4 | Item Lists


159
EQUIP YOUR
HEROES WITH
THE BEST
Few wizards know more about magic than the mighty
Mordenkainen, whose arcane achievements are without
peer. He’s the Archmage of Adventure . . . and no stranger
to unearthing hidden lore. Stand aside, Tenser! Back to
the books, Otiluke! No one can match Mordenkainen’s
collection of magic items. Still, he hardly seems the
type to settle down and open a magic shop. And yet . . .

Welcome to Mordenkainen’s Magnificent Emporium™, a


wondrous collection of magic items—each one with a
story to tell. This tome provides Dungeon Masters with
an assortment of treasures to tempt adventurers, and
it supplies players with an arsenal to take on the most
dangerous monsters. This book adds stories and adventure
possibilities to the treasures presented within, setting
these items apart from run-of-the-mill adventuring gear.
Hold on to your magic hats—everything must go!

For use with these DUNGEONS & DRAGONS® products:

Heroes of the Fallen Lands™ Player’s Handbook®


Rules Compendium™ Dungeon Master’s Guide®
Heroes of the Forgotten Monster Manual®
Kingdoms™

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