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Forged in Magic
Revised and Expanded
Cover: Carrie Hall
Artists: Joe Abboreno, Reece Ambrose, Ant, Andrew Baker, Bob Giadrosich, Anthory Grabski, Eric Lofgren,
Thomas Manning, Steve Snyder, Jason Walton
Developers: Pedro Barrenechea, Rene Alfonso, Robert Maxwell, Matt Blank, Henry Lopez, Nelson Rodriguez, Eric
Wiener, M. Sean Molley and James Zwiers
Editors: James Zwiers, Matt Blank, Dean Bailey, and M. Sean Molley
Layout: Ruben Smith-Zempel
Art Direction: Jim Beck
Contributors: Aaron Dulgar, Brendan Robertson, Duane Choquette, Brian Schoner, Casey McGirt, Chris Sanders,
Daniel Perez, David Chappell , David Lopez, Eric Gorman, James Zwiers, Jeffery Witthauer, John
Komala, Kerry Nelson, Matt Blank, Nick Grover, Paul Dennis Waltman, Richard Pace, Robert A.
Maxwell, Sean Williamson, Matt Blank, M. Sean Molley, Chris Sanders, Derrel Weaver, and Vincent
Au
Special Thanks To
Living Arcanis Development Team (M. Sean Molley, Brian Schoner, Robert Maxwell, Russell Timm, Terry Doner, and
James Zwiers) Ramon Guillen, Zoe Mora, Matthew Tearle, Derrel Weaver and Jeffery Witthauer.
Forged in Magic: Revised & Expanded Project Lead:
James Zwiers
Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Wiener, Matt Blank, Pedro Barrenechea, and M. Sean Molley
Except as otherwise identified, all portions of this publication are © 2000-2006 Paradigm
Concepts, Inc. All rights reserved. The mention of, use of or reference to any company,
trademark or product in this publication is not a challenge to the trademark of copyright in
question. Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks of
Wizards of the Coast and are used with permission. The D20 System and D20 System Logo
are registered trademarks of Wizards of the Coast and are used under the terms of the D20
System Trademark License.
ISBN 1-931374-31-7
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INTRODUCTION
Introduction
It has been four years since we first released Forged
in Magic . During that time we have all learned what
does and does not work well and even more telling,
Arcanis itself has changed. Thus, it fell to me to
update and revise the original items from Forged in
Magic . However, I have done far more than that; I
took this as a chance to not only update the original
material, but to expand on it.
Inside these pages are not only the original
items, all of which have been updated to the 3.5 Rule
Set, but also new items. Hidden amongst the original
are new rules for pricing standards and banners,
new rules for creating armor attachments, guidelines
for item slots that animals can use, new items for
animals, and a new way of looking at and pricing
special materials.
I also elected to reference materials that
are found in both the Player’s Guide to Arcanis and
Magic of Arcanis . In places you will find references
to potentially unfamiliar spells or feats. Those items
are from one of those two books. If you are not using
those books, then either replace these items with other
spells or feats that suit the flavor of your game, or
simply ignore their presence.
Considerable thought was put into how to not
only update the original content of Forged in Magic ,
but also on how to provide new material. Part of that
choice was to spend some pages on areas that are
sorely lacking in quantity of items. You will find that
there are new psionic items in this book, there are new
and special items for mounts and animals, as well as
standards and banners of both normal and epic scope.
Speaking of epic, I collected the various relics
that dotted the pages of the original Forged in Magic
and collected them into one chapter within this new
version of the book. Included in that section are a
number of epic level items, including Legion Standards
for three of the Legions of the Coryani Empire.
I hope that you find this book useful as a
resource for both designing new items, and as a
resource for finding that perfect item to use in an
adventure, or as a complement to the weaknesses of
your particular character.
Even beyond Team Paradigm, I want to thank
the top-notch group of guys that put in the time to
make this book come about. Without Charles, Duane,
Rene, Roland, Scott and Shawn this book would not
have made into your hands today. Way to go guys.
Hard to imagine that even after putting our more than
300 original magic items our other releases this year
will have even more!
Now, I could end this here, but I have been
given a soapbox and I intend to use it. Now, even
though you didn’t ask for it, I am going to give you my
opinions on how to use magic items in your campaign:
Magic items are one of the defining elements
of the D20 System and fantasy adventure fiction as
a whole. Without them, any non-spell caster is just a
mere mortal, devoid of the gifts of the Arcane. With
them, great heroes can be made and great tales can be
spun. But magic items bring their share of headaches,
to player and gamemaster alike.
The most commonly expressed concern is
balance, though I find that to be a laughable concept
in a role-playing game based upon fantasy literature
and legend. The tale of the One Ring could not be
told as well without either Gandalf or Sam, yet that
disparity in power is far greater than one will ever see
in a fantasy role-playing game. That said, you never
want to create an item that permits any character to
infringe upon the unique value of another. At no time
have I ever been sorry to have the powerful combat
character in my adventuring party, whether it was my
character or another, those folks are needed.
The next concern, and the one I value the
highest, is flavor. In many games, magic items are
simple expressions of combat bonuses or engines
that cast spells. Sure a +5 greatsword will make Ig
the half-orc fighter very powerful, but where is the
compelling interest? Wouldn’t a sword that despises
elves and growls when in their presence add more to
the character’s value as a storytelling element, even if
the plusses were less? I’d think so.
I have a few ideas that my fellow gamers may
find useful on the topic and I will share them below.
At the end of each section one will find a magic
item that will illustrate the point that I hope to make.
James Zwiers
June 7, 2006
Name Them Well
This is the ultimate issue. King Arthur did not
wield “+4 Holy Keen Vorpal Longsword” and it is likely
that an 8 th century Celtic bard would have been stoned
to death if he had. Heroes of legend wield weapons of
great repute, few heroic figures have boring names and
even fewer items of power were explained away as “a
mighty blade.” This cannot be stressed enough, avoid
“+something hand axe” or “wand of some spell or
another” and you have already increased the storyline
value of the item. Also, players that create magic items
should be required to name them, especially something
as vital and personal as a weapon.
The first and easiest way to name an item is
to place the name of a being onto it. It may be the
name of the legendary figure that once wielded it,
the god to which it is blessed or the famous wizard
Original Introduction
Here they are, the final words to be written before
press time! I drew the lucky straw on this one and
therefore get to introduce you to one of the most
extensive collections of magical invention designed
for the D20 System to date. It is hard to believe that
these pages are the end result of a process that began
with the words “Hey, you guys want to make a book
of magic items?” But then Paradigm Concepts, and
I’d imagine most adventure game companies, began
with the words “Wouldn’t it be great if we published
games?” I have to admit; it sure looked a lot easier
from the outside of the industry.
2
INTRODUCTION
that crafted it. Association to such a powerful figure
in your campaign world will automatically apply
prestige and value to the weapon in the hearts and
minds of your players.
The second method is to associate the
features of the item into the name. The players
can ask for no better indication of the nature of the
item than its very title. Many excellent examples
of this can be found in fantasy literature. For one,
Shieldbreaker, the Sword of War, could not ask for
a better description than that provided by the very
name of the weapon.
Scales of Yarris
This exquisitely crafted suit of armor is made of the
enchanted shells of scallops harvested from the City
of the Tritons in Naeraanth harbor. Given as a gift by
the sons of Yarris to his favored children of man, such
a suit is a clear display of the favor of Yarris and the
val’Ossan line of Milandisian Kings. These suits are
highly prized by those Knights that serve as officers
in the Royal Navy, as the bulky armor needed for
fierce boarding actions is a death sentence to those
tossed overboard. This suit of +1 GMW scale mail
grants the wearer the following benefits:
• The armor does not inflict any skill penalties for
the swimming skill and its weight does not count
towards encumbrance in the water.
• Non-enchanted, natural sea creatures will not
attack the wearer
• The wearer may breath water
• The wearer gains a +5 competence bonus to
swimming checks
Moderate Transmutation; CL 9 th ; Prerequisites: Craft
Magic Arms and Armor, charm animal , freedom of
movement ; Market Price: 30,850 gp; Cost 15,600 gp
+ 1,220 XP; Weight: 30 lb.
Defiance
These magical heavy flails are the bane of tyrants;
forged from the chains of the wrongfully accused,
these weapons are the redemption and vengeance of
the outcast, oppressed and otherwise wronged.
This is a +2 Anarchic, Holy GMW heavy
flail . Additionally, three times per day, the wielder
can declare an attack to be a retributive strike. This
special attack behaves as a hostile empathic transfer
effect (if it hits). The target is receives a DC 14
Will save to halve the damage. This effect has a
manifester level of 7.
Moderate Evocation [chaos, good] & Weak
Telepathy; ML 7 th & CL 12 th ; Craft Magic Arms and
Armor, Craft Psionic Arms and Armor, holy smite ,
hostile empathic transfer , chaos hammer , creator
must be chaotic good; Price 102,855 gp; Cost
51,735 gp + 4,090 XP.
Make them Last!
In too many campaigns, magic items are expendable.
Once a character gets that new sword, the eldritch
blade that served him so well for so long is tossed
aside without a backwards glance. I don’t recall
reading the tale when Cu Chulainn pawned Gae
Bolga after moving up to a new spear with more
plusses. I know that players are greedy, power
can aid survival and everyone wants to keep their
character alive after all, so there needs to be a reason
to hold onto something. The easiest way is the make
the item grow in power as the character does. Some
folks would want a rationale, so I will prove a few.
Treat Items as Characters
Stories of heroes are often stories of their weapons
or other amazing magical device. The tale of Aladdin
was as much about the amazing magical lamp as it was
about the hero. Stormbringer is essential to the tale of
Elric. If your items have great history and depth, they
bring a value to the character beyond the simple game
mechanics. Arthur was King precisely because he
could wield Excalibur, that benefit is immeasurable,
the sword didn’t need its other great powers.
If a weapon has an established history with
a great deal of role-playing potential and benefits
to the character beyond just game mechanics, the
characters will value them greatly. Certainly the
+5 sword is powerful, but I can easy see a Paladin
character favoring a +2 Holy sword once wielded by
the great hero who severed the hand of a demon prince
during the battle that saved mankind 300 years past.
The association with that ancient victory is incentive
enough to wield the nominally weaker blade.
• The item is intelligent and gains experience as the
player does. Create an experience chart and have the
item “level” as the character adventures with it.
• The item was always that powerful, but the
character was not capable of wielding such power.
As the character grows in levels, his understanding
of the item increases and new powers become
available.
• The item has the same power; the character is just
better at wielding it now. Perhaps a proportional
growth of benefits per level, much like spells grow
with caster level can be applied.
Just with these simple changes, campaigns
can be transformed from sessions of combat system
application into legendary stories worthy of the
finest fantasy authors. Now stop reading my opinions
and get into the game!
Make the Item a Resource Beyond Combat
Have the item give benefits to other facets of the
game system. A sword that makes a man a great
general, or perhaps the robe of a legendary diplomat
that provides magical enhancement to social skills
and graces. Skill ranks and detection abilities are the
easiest to add and the easiest to balance. Think for
instance of an armor given to the favor children of
Yarris, the God of the Seas:
Eric Wiener
June 7, 2002
3
ARMOR & SHIELD ENHANCEMENTS Avoiding
Armor, Shields & Armor Attachments
Armor & Shield Enhancements
Some of the Abilities presented below make use of
Psionics; these enhancements are marked with an
asterisk (*). Furthermore, included is also one Epic
level armor enhancement, Regenerating .
Magical Items and Caster Level
As a reminder, the caster level of spells and spell-like
effects that magical items produces are based off the
caster level entry of the associated item. At your GM’s
discretion, they may allow you to create versions of
these items with higher caster levels, however, this
option is not allowed in Living Arcanis.
Avoiding
Light armor or shields enchanted with this ability
grant their wearer the benefits of the Mobility feat
while worn. This enhancement cannot be applied to
Medium or Heavy armor. It also cannot be applied
to Tower Shields. This enhancement may only be
added to Greater Masterwork or higher quality
armors or shields.
Moderate Transmutation; CL 9th; Prerequisites:
Craft Magic Arms & Armor, Dodge, Mobility; Price
+10,000 gp; Cost 5,000 gp + 400 XP.
Bull Rushing
The wearer of this armor gains the benefits of the
Improved Bull Rush feat when attempting a bull
rush attack. If the wearer already has the Improved
Bull Rush feat they instead count as one size larger
when resolving bull rush attempts.
Moderate Transmutation; CL 9th; Prerequisites: Craft
Magic Arms & Armor, bull’s strength , Improved
Bull Rush; Price +10,000 gp; Cost 5,000 gp + 400
XP.
Backlashing
This ability, which only functions on shields, redirects
some portion of energy-based spell damage back at
the caster when activated. Activating the ability is
a standard action that does not provoke attacks of
opportunity. The shield remains active for at most
five rounds at a time and can be activated three times
per day.
When a spell that deals energy damage would
affect the wielder of an active backlashing shield, the
wielder may, as an immediate action, expend the
activation of the shield (deactivating it) to redirect
half of the spell energy back at the caster. Treat this
as a second spell of the same type being targeted on
the caster, with that spell and the original now only
dealing half as much damage as before. All of the
standard saves apply, at the original caster’s DC.
Example: Ingarthin, a Ymandrake Harvester
(a 7 th level caster), casts fireball on Sir Malthaek
val’Inares who is wielding an active +1 backlashing
steel shield . Sir Malthaek elects to have his shield
function against this spell, and so both he and
Ingarthin are now saving versus the fireball , but each
of them will only be subjected to at most half of the
7d6 fire damage, even if they fail the save. If they
should succeed on their saves they would take one
quarter of the 7d6 fire damage. The same applies to
anyone else within the area of affect of either fireball
(since the reflected fireball is centered on Ingarthin).
Strong Abjuration; CL 13th; Prerequisites: Craft
Magic Arms & Armor, spell turning ; Price +110,000
gp; Cost 55,000 gp + 4,400 XP.
Climbing
Three times per day, this enhancement allows you to
use the spider climb spell upon yourself.
Moderate Transmutation; CL 7th; Prerequisites:
Craft Magic Arms & Armor; spider climb ; Price +1
bonus
Complementing
Complementing is an ability that only works if
both your armor and shield has the complementing
enchantment. When benefiting from the armor and
shield bonuses of a suit of armor and shield, both with
the complementing ability, you gain +1 competence
bonus to hit and damage with the shield (while shield
bashing). The armor bonus that the armor provides
and the shield bonus the shield provides each go up
by 1 and you gain a +2 competence bonus to reflex
saving throws. This enhancement may only be added
to Greater Masterwork or higher quality armors or
shields.
Moderate Abjuration; CL 7th; Prerequisites: Craft
Magic Arms & Armor; shield or shield of faith ,
greater magic weapon ; Price +1 bonus (shield), +2
bonus (armor)
Deflecting
The wearer of this armor is partially immune to
piercing damage. They gain the benefits of DR5/
bludgeoning or slashing. This enhancement may
only be added to Greater Masterwork or higher
quality armors.
Moderate Abjuration; CL 9th; Prerequisites: Craft
Magic Arms & Armor, resistance to arrows ; Price
+1 bonus
Buffering
The wearer of this armor is partially immune to
bludgeoning damage. They gain the benefits of
DR5/piercing or slashing. This enhancement may
only be added to Greater Masterwork or higher
quality armors.
Moderate Abjuration; CL 9th; Prerequisites: Craft
Magic Arms & Armor, stoneskin ; Price +1 bonus
4
Enlarging
Once per day, the wearer of this armor may speak the
command word and benefit from an enlarge person
spell cast at 8th level. The wearer may dismiss the
effect by speaking the command word a second
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