Mordenkainen's Magnificent Emporium PDF
Mordenkainen's Magnificent Emporium PDF
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
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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
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.
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
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.
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
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.
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
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
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
Two-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Spiked chain +3 2d4 — 30 gp 10 lb. Reach Flail
C H A P T E R 2 | We a p o n s
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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
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.
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.
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.
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.
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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Greater luckblade
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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
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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.
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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.
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
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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.
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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.
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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.
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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
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
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
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.
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.
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
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.
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 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.
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.
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).
CH A P T ER 3 | Implements
51
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.
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
CH A P T ER 3 | Implements
52
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.
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.
CH A P T ER 3 | Implements
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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
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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
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.
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
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.
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.
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.
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
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.
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.
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
Baldric of valor
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.
otherwise.
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
turn, and you can shift the point of view of your clairvoyance
to another square within 2 (or 5 or 10) squares of you.
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 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.
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.
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
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
-
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
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.
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.
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.
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.
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
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
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
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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
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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
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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
128
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-
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
129
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.
CH A P T ER 6 | Adventuring Gear
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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
131
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.
CH A P T ER 6 | Adventuring Gear
132
ITEM DESCRIPTIONS
Alchemist at work
check.
CH A P T ER 6 | Adventuring Gear
133
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.
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.
CH A P T ER 6 | Adventuring Gear
134
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
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
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
COMMON ORB
Orb of forceful magic +1 45
COMMON WAND
Wand of inevitability +1 56
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
COMMON TOME
Tome of undeniable might +2 53
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
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
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
RARE TOME
Emerald tome of the devourer +3 51
RARE TOTEM
Totem of the woodlands +3 54
RARE WAND
Wand of fire +3 55
COMMON WAND
Level 17 65,000 gp Apprentice’s wand +4 54
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
COMMON ARMOR
Fishscale armor +5 Hide, scale 15
RARE ORB
Prismatic orb +6 46
RARE ROD
Rod of beguiling +6 48
RARE STAFF
Greater staff of power +6 49
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