TSR 2141 - Encyclopedia Magica, Volume I.pdf

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Encyclopedia Magica™
Accessory
Credits
Design; It is impossible to list all of the creators of the items cataloged in these volumes,
but credit goes to everyone who has created a magic item in a module, boxed set, accessory,
hardbound, or magazine article published in the last 20 years.
Compilation and Development:
slade
Development and Editing:
Doug Stewart
Project Coordination:
Roger E. Moore
Interior Black and White Art:
Arnie Swekel
Interior Color Art:
Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppcl
Art Coordination:
Peggy Cooper
Graphic Design:
Dee Barnett
Production:
Paul Hanchette
Graphic Coordination:
Sarah Feggestad
Typesetting:
Nancy J. Kerkstra
Acknowledgments:
L. Richard Baker III, Anne Brown, Brace Heard, Colin McComb,
Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart
who supplied new and unique magical items. And, of course, James M. Ward, for laughing
when he heard slade had this project.
Volume One
Abacus of Calculation to Dust of Blending
TABLE or CONTENTS
Introduction.......................................................................2
Artifact T a b l e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Enchanted Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
C .............................................................................233
D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355
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AD&D, ADVANCED DUNOEONS & DRAGONS, AI.-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D£D, DARK SUN, DRAGON,
DRAGONLANCE, DRAQON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS
&
DRAGONS, DUNGEON MASTER,
FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORi-D, GREY1EAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPOA, the RPGA Logo,
SPELLJAMMER, and WORLD OF GREYIIAWK are registered trademarks owned by TSR, Inc.
ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, MYS-
TAR A, PLANESCAPE, RAVENS BLUFF, ROLE PLAYING GAME ASSOCIATION, and the TSR Logo are trademarks owned by TSR, Inc.
All TSR characters, character names, spell names, magical item names, unique place locations, and the distinct likenesses Thereof are trademarks owned by TSR,
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This work is protected under the copyright laws of the United Stales of America. Any reproduction or unauthorized use of the material or artwork presented
herein is prohibited by law without the express written permission of TSR, Inc.
C1994 TSR, Inc. All Rights Reserved.
First Printing, December 1944
Printed in the U.S.A.
When the DUNGEONS & DRAGONS* Game first
appeared in 1974, no one was sure how the public
would receive it. N o t h i n g could prepare the
fledgling Tactical Studies Rules for the stir that
D&D
9
created in the hearts and minds of millions
of fantasy lovers all over the world. Twenty years
later, fantasy role-playing, the ADVANCED
DUNGEONS & DRAGONS® and the DUNGEONS &
DRAGONS games are better than ever, and there is
no end in sight.
The uniqueness of these two game systems lies
in the fact that they are open-ended. The game
constantly changes and continually expands with
new monsters, extra spells for Spellcasters, sup-
plementary proficiencies, and supernumerary
magical items—there is nothing that can't be
special weapons in the first modules to the
detailed weapons of the
DUNGEON MASTER'*' Guide
(DMG),
players and DMs alike will have years of
enjoyment discovering the thousands of items
enchanted by the wonderful power of magic.
DMs are forewarned though, just because an
item is listed here does not mean it should be
given to players casually. Many items are artifacts
(often believed to be items of extreme power),
relics (items of historic or sacred value), or items
of such potency they can destroy a continuing
campaign. Be very careful when releasing these
items to your players.
With the enormous number of magical items
woven into game systems, it is difficult to over-
come the attitude that magic is everywhere and
added to the AD&D* game system.
Throughout the 20-year history of the D&D
easy to obtain. Given the amount of time, energy,
and self-sacrifice required to produce even a
dag-
and AD&D game worlds, reams of paper and
gallons of ink have detailed thousands of magi-
cal items. From the original D&D boxed set and
ger +1,
finding a single magical item should be a
marvelous event in the lives of your characters.
(Sec the
Book of Artifacts
for information on
magical item creation.)
the first issue of
THE STRATEGIC REVIEW
Maga-
zine, to the last products shipped in December
1993, almost every product has featured at least
one new magical item, and you will find them
all in the ENCYCLOPEDIA MAGICA™ collection.
Since many of these products are long out of
print, it is impossible for the majority of players
and Dungeon Masters around the world to enjoy
these unique treasures. We had to call a halt at
some point, so these volumes only include
those products shipped through December
1993.
Besides the magical items from game prod-
ucts, we have included those from
DRAGON*
Magazine,
up to #200;
DUNGEON® Magazine,
issues 1 through 45; all 30 issues
of IMAGINE
Magazine; POLYHEDRON Newszines
through
90, and all seven issues of
THE STRATEGIC
REVIEW.
In 1992 and 1993, TSR produced a two-vol-
ume set,
The Magical Encyclopedia.
The older
encyclopedia is an index of magical items and
where these PC trophies can be found among the
myriad TSR products. Unfortunately, most of
those older products are unavailable—many are
now collectors' items.
We decided to do something about that. The
ENCYCLOPEDIA MAGICA volumes feature every
magical item we could find, in every product we
have ever created. From obscure references to
It is not surprising then that the earliest magi-
cal items (especially weapons) were given names.
From
Bucknards everfull purse
to the
Equalizer
(an extremely lethal sword), rare items were
named for the individuals who created them or
who first used them heroically. However they
came by their titles, they now belong to the realm
of legend.
Players should be encouraged by the DM to
name the items they possess, or the DM should
name them before granting them to a player.
After all, finding
Prismal's wand of lightning
with 10 charges remaining is much more excit-
ing than stumbling over a generic
wand of light-
ning
with 10 charges, especially when the
players learn that
Prismal's wand
overwhelmed
the chateau of a renowned and virtuous noble.
Players will enjoy items of historical signifi-
cance more than mundane ones, and a note of
realism w i l l be added to your campaign.
Remember too, that items themselves can
become characters.
ALWAYS AN ADVENTURE!™
is the basic premise
for every product produced by TSR, and this
encyclopedia is no exception. The ENCYCLOPEDIA
MAGICA collection is designed to be a useful and
enjoyable addition to any role-player's library,
one that will stimulate years of adventure.
How to Use These
Books
The last volume of this encyclopedia contains
character who creates an item in order to slow
tables that randomly determine which magical
items are found in a treasure hoard, though arti-
facts and most relics are excluded from the
tables. (For those players and DMs who prefer to
play a tongue-in-cheek game, we included pun
level progression. In the D&D game, experience
points are not usually awarded for magical items.
However, many Dungeon Masters find it conve-
nient to grant experience points to characters who
find and keep items no matter what rules the
campaign uses.
items in the random tables.) We suggest that DMs
select the items PCs discover in order to keep
game-busters from appearing at random.
In some entries, experience point value is listed
as "—". This indicates a unique and potent item
(often called an artifact or relic). Artifacts and
relics have powers far beyond what even the most
heroic mortal can wield without detrimental
effects to his or her health and psyche. Experi-
ence is
never
given for these items, and the DM
must carefully monitor their use in a campaign.
Generally, it is unwise to introduce any magical
Each item listed in the
ENCYCLOPEDIA MAGICA
collection marks its type and name, gives the
experience point and gold piece values, the
source, and a detailed description. To find a par-
ticular item, look under its name or use the
detailed index supplied in the final volume.
Magical Item Name:
Most often, this is the
name given to the item in its first (and usually)
subsequent appearances. Unfortunately, some
names changed. This was done for three reasons.
First, we tried to make items more useful, excit-
ing, or easier to find. Second, a few were changed
in order to make placement more convenient and
item into a game unless the DM understands the
item's powers and how those powers affect play—
this is especially true for artifacts and relics.
Gold Piece Value:
Throughout the
ENCYCLOPEDIA MAGICA volumes, items are
given a value, listed in gp. This does not mean
that every item can be purchased by simply sur-
rendering the specified coinage. Instead, gp
value is used to rate the relative values of differ-
logical. Finally, some of the D&D and first edi-
tion items had names that were changed in later
editions, updates, and product lines. These were
brought into line with current usage to prevent
confusion.
In many cases, items were grouped together to
ent items to each other. In individual campaigns,
the Dungeon Master may wish to increase the
create order and make it easier to find things. For
example, short swords, bastard swords, and all
other swords are grouped together under the sin-
gle entry
Sword.
This means that a DM looking
for information on the
sword of dancing
doesn't
have to remember if it's a short sword or a long
"bartering value" of items two-fold, ten-fold, or
even 100-fold to keep magical items the rare and
wonderful things that they are, and it's a great
way to keep the campaign from overbalancing.
See the section below on
Monetary System Con-
versions
for an extensive table to convert the
AD&D gold piece standard to any AD&D cam-
paign world that uses a different standard. Many
entries have a gold piece value rated "—". This
means that the item is so priceless that it is
impossible to rate its true barter value.
First Appearance or Best Reference:
The
small type (DRAGON Magazine 2) designates
either the first source in which an item appeared,
or the title of the most complete reference.
Description/Explanation:
This is the descrip-
tive text of an item. Often, the original passage
has been altered or expanded to clarify the use of
the item or its history. In a few cases, the descrip-
tion is either significantly or completely changed
(but this is rare).
Running Magical Item Total:
Along the
footer of each page is a series of numbers. These
enumerate the number of magical items cited up
sword. These entries typically have a random
table at the beginning of the entry that allows the
Dungeon Master to create a larger repertoire of
magical items. (The
Sword
entry's random table,
for example, includes rapier, bastard sword, glad-
ius, claymore, khopesh, cutlass, ninja-to, among
many, many others.)
Experience Point Value:
To make use of an
item's experience point value, check the particu-
lar set of rules you are using. In the original
AD&D game, experience is awarded only for
items kept and used on an adventure. This helped
to check the idea that killing monsters and NPCs
is the only way to gain experience. In the AD&D
2nd Edition game, experience is awarded to the
to that page. Each new header for a magical item
increases the number of items described in the
entry. To find the total magical items detailed in
Hammer, Lance, Mace, Mattock, Polearm,
this encyclopedia, look at the final magical item
entry in the last volume.
Powder Weapon, Sickle, Sling, Spear, Staff,
Sword, Throwing Star, and Whip. (Quarter-
staves and similar weapons are included with
magical staves.) To find your favorite weapon,
please refer to the index. At the top of each
weapon category is a random chart that allows
Design Notes
The items listed in the
ENCYCLOPEDIA MAGICA
accessory are categorized wherever possible. This
may cause some initial confusion until the reader
the DM to create unique, magical items that exist
only in his or her campaign. For instance, in the
DUNGEON MASTER Guide,
the
holy avenger
is
always a long sword. Using the charts, it is pos-
sible to have a
holy avenger
khopesh, or even a
ninja-to; the possibilities are almost endless.
Most items, clothing, block and tackle, cloaks,
wands, staves, etc., are to be found in their usual
gets used to the format. The summary below
should help solve these problems.
Ammunition: There are three basic types of
ammunition in the AD&D game: Arrows (includ-
ing bolts), sling bullets (for sling weapons), and
shot (for powder weapons). All ammunition is to
position in the alphabetical listings. Again, if you
be found in one of these three categories.
Armor: All armor (but not shields, helmets, or
have problems finding a particular item, please
refer to the index in the last volume. The index is
your guide to exciting, magic-laden campaigns.
While this game accessory is intended to be
used with the AD&D game system, a little tinker-
ing is all that is required to make the items listed
gauntlets) is placed in a single category. Random
selection charts augment the unique nature of
these items.
Books: Magical books have been categorized
in five different sections: Book, Libram, Man-
ual, Spellbook, and Tome.
Books
are used exclu-
sively by priests and
librams
only by wizards.
Manuals
can be used by any character class and
tomes
are magical volumes that can be used by
thieves or fighters.
Spellbooks
contain spells for
both wizards and priests.
Musical Instruments: Instruments arc sepa-
rated into three basic types: Wind, percussion,
here compatible with traditional D&D game cam-
paigns. The DUNGEONS & DRAGONS
Rules Cyclo-
pedia,
Appendix Two contains rules that will
make conversions easy.
Navigating the
Encyclopedia
We tried to make using this encyclopedia as sim-
and stringed. In general, if you are looking for a
harp, guitar, or harpsichord, look under Stringed
Instrument. To find bagpipes, flutes, organs,
trumpets, and the like, refer to Wind Instru-
ment. To locate drums, rattles, chimes, bells, or
ple and as easy as possible, and we developed our
own system of classification. First, ail common
items, amulets, books, cloaks, daggers, have their
own combined entries. This was done to avoid the
other noisemakers, look under Percussion
Instrument.
Potions vs. Oils: A great deal of confusion
exists about the difference between potions and
oils. Potions, philters, and elixirs are things that
must be swallowed to gain the magical effect or
property they contain. Oils, salves, and ointments
are liquids that are rubbed into the flesh or hair,
or coated on items to release their magical prop-
erties.
Weapons: There are so many different types of
weapons (and many of them have but a single
magical version), it was necessary to categorize
these as well. The 19 sections on weapons in this
boredom of reading "Sword of, Sword of, Sword
of," and to make it easier for you to find the items
you need quickly. Within the multiple listings you
will find a header, Amulet, for example, followed
by alphabetical listings of the amulets. These are
listed simply as
"of the Abyss, Against Disease, of
Amiability"
and so on. If the object type was pre-
ceded by a title or a name, Cartographer's, for
example, it is listed with just the name of the
object—we thought
"Attacks Upon the Owner,
Jewel of
was a bit unwieldy.
When searching for unique items that are not
covered by the group entries, look under an item's
name, not under the subject. For example, you
encyclopedia are: Axe, Bow (including cross-
bows), Club, Dagger, Dart, Flail Weapon,
will find Queen Ehlissa's Marvelous Nightin-
gale under Q, listed just that way—not as
"Nightingale, QueenEhlissa'sMarvelous''
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