6
Encyclopedia Magica™ Accessory Credits Design: It is impossible to list all of the creators of the items cataloged in these volumes, but credit goes to everyone who has created a magic item in a module, boxed set, accessory, hardbound, or magazine article published in the last 20 years. Compilation and Development: slade Development and Editing: Doug Stewart Project Coordination: Roger E. Moore Interior Black and White Art: Arnie Swekel Interior Color Art: Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppel Art Coordination: Peggy Cooper Graphic Design: Dee Barnett Production: Paul Hanchette Graphic Coordination: Sarah Feggestad Typesetting: Nancy J. Kerkstra Acknowledgments: L. Richard Baker III, Anne Brown, Bruce Heard, Colin McComb, Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart who supplied new and unique magical items. And, of course, James M. Ward, for laughing when he heard slade had this project. Volume One Abacus of Calculation to Dust of Blending TABLE OF CONTENTS Introduction 2 Artifact Tables 7 Enchanted Enhancements 21 A 25 B 123 C 233 D 355 TSR, Inc. /jjw~3rjft>. TSR Ltd P.O. Box756 /jRmH^/Wml 12 ° ChurchEnd Lake Geneva GPj . ffiwjtiLwfl Cherry Hinton WI53147-0756 W ' ffijPfiw Cambridge, CB1 3LB USA ^SS^&S&V United Kingdom AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D&D, DARK SUN, DRAGON, DRAGONLANCE, DRAGON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER, FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORLD, GREYHAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPGA, the RPGA Logo, SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, MYS- TARA, PLANESCAPE, RAVENS BLUFF, ROLE PLAYING GAME ASSOCIATION, and the TSR Logo are trademarks owned by TSR, Inc. All TSR characters, character names, spell names, magical item names, unique place locations, and the distinct likenesses thereof are trademarks owned by TSR, Inc. LANKHMAR is a trademark owned by and under license from Fritz Leiber. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited by law without the express written permission of TSR, Inc. C1994 TSR, Inc. All Rights Reserved. First Printing, December 1994 Printed in the U.S.A. Sample file

Encyclopedia Magica™SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA,

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Page 1: Encyclopedia Magica™SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA,

Encyclopedia Magica™Accessory

CreditsDesign: 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: sladeDevelopment and Editing: Doug StewartProject Coordination: Roger E. Moore

Interior Black and White Art: Arnie SwekelInterior Color Art: Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppel

Art Coordination: Peggy CooperGraphic Design: Dee BarnettProduction: Paul Hanchette

Graphic Coordination: Sarah FeggestadTypesetting: Nancy J. Kerkstra

Acknowledgments: L. Richard Baker III, Anne Brown, Bruce Heard, Colin McComb,Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart

who supplied new and unique magical items. And, of course, James M. Ward, for laughingwhen he heard slade had this project.

Volume One

Abacus of Calculation to Dust of Blending

TABLE OF CONTENTS

Introduction 2Artifact Tables 7Enchanted Enhancements 21A 25B 123C 233D 355

TSR, Inc. /jjw~3rjft>. TSR Ltd

P.O. Box756 / jRmH^/Wml 12° ChurchEnd

Lake Geneva GPj . ffiwjtiLwfl Cherry HintonWI53147-0756 W ' ffijPfiw Cambridge, CB1 3LBUSA ^SS^&S&V United Kingdom

AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D&D, DARK SUN, DRAGON,DRAGONLANCE, DRAGON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER,FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORLD, GREYHAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPGA, the RPGA Logo,SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc.ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, MYS-TARA, PLANESCAPE, RAVENS BLUFF, ROLE PLAYING GAME ASSOCIATION, and the TSR Logo are trademarks owned by TSR, Inc.

All TSR characters, character names, spell names, magical item names, unique place locations, and the distinct likenesses thereof are trademarks owned by TSR,Inc. LANKHMAR is a trademark owned by and under license from Fritz Leiber.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the toyand hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presentedherein is prohibited by law without the express written permission of TSR, Inc.

C1994 TSR, Inc. All Rights Reserved.First Printing, December 1994

Printed in the U.S.A.

Sam

ple

file

Page 2: Encyclopedia Magica™SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. ALWAYS AN ADVENTURE!. CREATURE CRUCIBLE, DEITIES AND DEMIGODS, ENCYCLOPEDIA MAGICA,

introduction-When the DUNGEONS & DRAGONS* Game firstappeared in 1974, no one was sure how the publicwould receive it. Nothing could prepare thefledgling Tactical Studies Rules for the stir thatD&D* created in the hearts and minds of millionsof fantasy lovers all over the world. Twenty yearslater, fantasy role-playing, the ADVANCEDDUNGEONS & DRAGONS* and the DUNGEONS &DRAGONS games are better than ever, and there isno end in sight.

The uniqueness of these two game systems liesin the fact that they are open-ended. The gameconstantly changes and continually expands withnew monsters, extra spells for spellcasters, sup-plementary proficiencies, and supernumerarymagical items—there is nothing that can't beadded to the AD&D* game system.

Throughout the 20-year history of the D&Dand AD&D game worlds, reams of paper andgallons of ink have detailed thousands of magi-cal items. From the original D&D boxed set andthe first issue of THE STRATEGIC REVIEW Maga-zine, to the last products shipped in December1993, almost every product has featured at leastone new magical item, and you will find themall in the ENCYCLOPEDIA MAGICA™ collection.Since many of these products are long out ofprint, it is impossible for the majority of playersand Dungeon Masters around the world to enjoythese unique treasures. We had to call a halt atsome point, so these volumes only includethose products shipped through December1993.

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 IMAGINEMagazine; POLYHEDRON* Newszines through90, and all seven issues of THE STRATEGICREVIEW.

In 1992 and 1993, TSR produced a two-vol-ume set, The Magical Encyclopedia. The olderencyclopedia is an index of magical items andwhere these PC trophies can be found among themyriad TSR products. Unfortunately, most ofthose older products are unavailable—many arenow collectors' items.

We decided to do something about that. TheENCYCLOPEDIA MAGICA volumes feature everymagical item we could find, in every product wehave ever created. From obscure references to

special weapons in the first modules to thedetailed weapons of the DUNGEON MASTER* Guide(DMG), players and DMs alike will have years ofenjoyment discovering the thousands of itemsenchanted by the wonderful power of magic.

DMs are forewarned though, just because anitem is listed here does not mean it should begiven to players casually. Many items are artifacts(often believed to be items of extreme power),relics (items of historic or sacred value), or itemsof such potency they can destroy a continuingcampaign. Be very careful when releasing theseitems to your players.

With the enormous number of magical itemswoven into game systems, it is difficult to over-come the attitude that magic is everywhere andeasy to obtain. Given the amount of time, energy,and self-sacrifice required to produce even a dag-ger +1, finding a single magical item should be amarvelous event in the lives of your characters.(See the Book of Artifacts for information onmagical item creation.)

It is not surprising then that the earliest magi-cal items (especially weapons) were given names.From Bucknard's everfull purse to the Equalizer(an extremely lethal sword), rare items werenamed for the individuals who created them orwho first used them heroically. However theycame by their titles, they now belong to the realmof legend.

Players should be encouraged by the DM toname the items they possess, or the DM shouldname them before granting them to a player.After all, finding Prismal's wand of lightningwith 10 charges remaining is much more excit-ing than stumbling over a generic wand of light-ning with 10 charges, especially when theplayers learn that Prismal 's wand overwhelmedthe chateau of a renowned and virtuous noble.Players will enjoy items of historical signifi-cance more than mundane ones, and a note ofrealism will be added to your campaign.Remember too, that items themselves canbecome characters.

ALWAYS AN ADVENTURE!" is the basic premisefor every product produced by TSR, and thisencyclopedia is no exception. The ENCYCLOPEDIAMAGICA collection is designed to be a useful andenjoyable addition to any role-player's library,one that will stimulate years of adventure.

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ntroduction1

How to Use These BooksThe last volume of this encyclopedia containstables that randomly determine which magicalitems are found in a treasure hoard, though arti-facts and most relics are excluded from thetables. (For those players and DMs who prefer toplay a tongue-in-cheek game, we included punitems in the random tables.) We suggest that DMsselect the items PCs discover in order to keepgame-busters from appearing at random.

Each item listed in the ENCYCLOPEDIA MAGICA

collection marks its type and name, gives theexperience point and gold piece values, thesource, and a detailed description. To find a par-ticular item, look under its name or use thedetailed index supplied in the final volume.

Magical Item Name: Most often, this is thename given to the item in its first (and usually)subsequent appearances. Unfortunately, somenames 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 changedin order to make placement more convenient andlogical. Finally, some of the D&D and first edi-tion items had names that were changed in latereditions, updates, and product lines. These werebrought into line with current usage to preventconfusion.

In many cases, items were grouped together tocreate order and make it easier to find things. Forexample, short swords, bastard swords, and allother swords are grouped together under the sin-gle entry Sword. This means that a DM lookingfor information on the sword of dancing doesn'thave to remember if it's a short sword or a longsword. These entries typically have a randomtable at the beginning of the entry that allows theDungeon Master to create a larger repertoire ofmagical items. (The Sword entry's random table,for example, includes rapier, bastard sword, glad-ius, claymore, khopesh, cutlass, ninja-to, amongmany, many others.)

Experience Point Value: To make use of anitem's experience point value, check the particu-lar set of rules you are using. In the originalAD&D game, experience is awarded only foritems kept and used on an adventure. This helpedto check the idea that killing monsters and NPCsis the only way to gain experience. In the AD&D2nd Edition game, experience is awarded to the

character who creates an item in order to slowlevel progression. In the D&D game, experiencepoints are not usually awarded for magical items.However, many Dungeon Masters find it conve-nient to grant experience points to characters whofind and keep items no matter what rules thecampaign uses.

In some entries, experience point value is listedas "—". This indicates a unique and potent item(often called an artifact or relic). Artifacts andrelics have powers far beyond what even the mostheroic mortal can wield without detrimentaleffects to his or her health and psyche. Experi-ence is never given for these items, and the DMmust carefully monitor their use in a campaign.Generally, it is unwise to introduce any magicalitem into a game unless the DM understands theitem's powers and how those powers affect play—this is especially true for artifacts and relics.

Gold Piece Value: Throughout theENCYCLOPEDIA MAGICA volumes, items aregiven a value, listed in gp. This does not meanthat every item can be purchased by simply sur-rendering the specified coinage. Instead, gpvalue is used to rate the relative values of differ-ent items to each other. In individual campaigns,the Dungeon Master may wish to increase the"bartering value" of items two-fold, ten-fold, oreven 100-fold to keep magical items the rare andwonderful things that they are, and it's a greatway to keep the campaign from overbalancing.See the section below on Monetary System Con-versions for an extensive table to convert theAD&D gold piece standard to any AD&D cam-paign world that uses a different standard. Manyentries have a gold piece value rated "—". Thismeans that the item is so priceless that it isimpossible to rate its true barter value.

First Appearance or Best Reference: Thesmall type (DRAGON Magazine 2) designateseither 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 passagehas been altered or expanded to clarify the use ofthe 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 thefooter of each page is a series of numbers. Theseenumerate the number of magical items cited up

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introduction"to that page. Each new header for a magical itemincreases the number of items described in theentry. To find the total magical items detailed inthis encyclopedia, look at the final magical itementry in the last volume.

Design NotesThe items listed in the ENCYCLOPEDIA MAGICA

accessory are categorized wherever possible. Thismay cause some initial confusion until the readergets used to the format. The summary belowshould help solve these problems.

Ammunition: There are three basic types ofammunition in the AD&D game: Arrows (includ-ing bolts), sling bullets (for sling weapons), andshot (for powder weapons). All ammunition is tobe found in one of these three categories.

Armor: All armor (but not shields, helmets, orgauntlets) is placed in a single category. Randomselection charts augment the unique nature ofthese items.

Books: Magical books have been categorizedin 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 andtomes are magical volumes that can be used bythieves or fighters. Spellbooks contain spells forboth wizards and priests.

Musical Instruments: Instruments are sepa-rated into three basic types: Wind, percussion,and stringed. In general, if you are looking for aharp, guitar, or harpsichord, look under StringedInstrument. To find bagpipes, flutes, organs,trumpets, and the like, refer to Wind Instru-ment. To locate drums, rattles, chimes, bells, orother noisemakers, look under PercussionInstrument.

Potions vs. Oils: A great deal of confusionexists about the difference between potions andoils. Potions, philters, and elixirs are things thatmust be swallowed to gain the magical effect orproperty they contain. Oils, salves, and ointmentsare 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 ofweapons (and many of them have but a singlemagical version), it was necessary to categorizethese as well. The 19 sections on weapons in thisencyclopedia are: Axe, Bow (including cross-bows), Club, Dagger, Dart, Flail Weapon,

Hammer, Lance, Mace, Mattock, Polearm,Powder Weapon, Sickle, Sling, Spear, Staff,Sword, Throwing Star, and Whip. (Quarter-staves and similar weapons are included withmagical staves.) To find your favorite weapon,please refer to the index. At the top of eachweapon category is a random chart that allowsthe DM to create unique, magical items that existonly in his or her campaign. For instance, in theDUNGEON MASTER Guide, the holy avenger isalways a long sword. Using the charts, it is pos-sible to have a holy avenger khopesh, or even aninja-to; the possibilities are almost endless.

Most items, clothing, block and tackle, cloaks,wands, staves, etc., are to be found in their usualposition in the alphabetical listings. Again, if youhave problems finding a particular item, pleaserefer to the index in the last volume. The index isyour guide to exciting, magic-laden campaigns.

While this game accessory is intended to beused with the AD&D game system, a little tinker-ing is all that is required to make the items listedhere compatible with traditional D&D game cam-paigns. The DUNGEONS & DRAGONS Rules Cyclo-pedia, Appendix Two contains rules that willmake conversions easy.

Navigating theEncyclopedia

We tried to make using this encyclopedia as sim-ple and as easy as possible, and we developed ourown system of classification. First, all commonitems, amulets, books, cloaks, daggers, have then-own combined entries. This was done to avoid theboredom of reading "Sword of, Sword of, Swordof," and to make it easier for you to find the itemsyou need quickly. Within the multiple listings youwill find a header, Amulet, for example, followedby alphabetical listings of the amulets. These arelisted simply as "of the Abyss, Against Disease, ofAmiability•," and so on. If the object type was pre-ceded by a title or a name, Cartographer's, forexample, it is listed with just the name of theobject—we thought "Attacks Upon the Owner,Jewel of was a bit unwieldy.

When searching for unique items that are notcovered by the group entries, look under an item'sname, not under the subject. For example, youwill find Queen Ehlissa's Marvelous Nightin-gale under Q, listed just that way—not as"Nightingale, Queen Ehlissa 's Marvelous."

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Introduction-References

In a set of volumes that compiles over 20 yearsworth of material, there is little space leftover. Itwas not possible to reveal and detail all of thepeople and places that appear in the text. Entiremodules and boxed sets have been dedicated tothem—besides, a little mystery about magicalitems is a good thing. For the truly curious (andfor those of you who want to make sure this ency-clopedia is complete), we have placed the nameof the TSR product in which the item firstappeared (or the one with the most details, ifthere was more than one use) beneath the GP/XPvalues of each item. You can research the back-ground of the item, or go creative. You might usethe information given as a starting point and tellyour own tales. The choice is yours.

Rules, Stats, andMonsters

Twenty years have elapsed since some of theseitems have appeared. It was necessary, therefore,to convert all game statistics to AD&D 2nd Edi-tion rules. The D&D Rules Cyclopedia has achapter on conversion, for those of you who needit, and First Edition DMs and players should bewell used to tweaking 2nd Edition rules and stats.

Some of the items from earlier products werealtered, names of monsters were brought into linewith current practices, and the names of theplanes were altered to avoid confusion with thenew PLANESCAPE™ line—Tarterus, for example,is now Carceri. Some things could not bechanged, however. Athena's Shield is still Athena'sShield. Wherever possible, we have tried to keepthe flavor and integrity of the earlier works intactwhile bringing older material into a new andmore enjoyable light.

Monetary SystemConversion

Many campaign worlds under the AD&D bannerdo not use the same gold piece standard. TheDRAGONLANCE* campaign world, DARK SUN*adventure setting, and the Oriental Adventuresrealm (found in the Kara-Tur boxed set and theOriental Adventures rulebook) are just threeexamples. Therefore, before an item can be used(purchased, stolen, or traded), you must convert

the value of the item into the monetary systemof the game world in which your campaign isset.

In a DRAGONLANCE campaign, the gold piece iseither devalued by a factor of 10 or has beenreplaced by the steel piece (stl). To change thisinto the proper currency, the DM should eitherconvert the prices given here to steel pieces, orsimply multiply the gp value by 10 and keepprices in gold. In the Oriental Adventures realm,the gold piece is not even a viable coin. There-fore, assume the characters must pay in Ch'ao orTael and multiply the value by two.

Please note that the tables on the followingpage allow easy conversion of the differentcoinage found throughout TSR's game worlds.

Note—The abbreviations used in these volumesare:DMG = DUNGEON MASTER GuidePHB = Player's Handbook

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onetary Conversion Sables1

AD&D GamePlatinum =Gold =Electoral =Silver =Copper =

ADVANCED DUNGEONS & DRAGONS GamePP

11/51/101/501/500

Oriental Adventures CampaignCh'ien =Ch'ao-Tael-Yuan =Fen =

11/101/101/2001/1000

DRAGONLANCE CampaignPlatinum =Steel=Iron =Bronze =Gold =Silver =Copper =

11/51/101/251/501/1001/500

DARK SUN CampaignPlatinum =Gold-EIectmm =Silver =Ceramic =Bit =

AD&D GamePlatinum =Gold =Electrum =Silver =Copper =

11/51/101/501/5001/5000

GP

511/21/101/100

51/21/21/401/200

511/21/51/101/201/100

511/21/101/1001/100

EP

10211/51/50

10111/201/100

10211/2.51/51/101/50

10211/51/501/500

SP

5010511/10

50551/41/20

50105211/21/10

5010511/101/100

DRAGONLANCE ADVENTURESStl

511/21/101/100

Oriental Adventures CampaignCh'ien =Ch'ao =Tael =Y u a n -Fen =

51/51/51/1001/500

DRAGONLANCE CampaignPlatinum =Steel -Iron =Bronze =Gold =Silver =Copper =

511/21/51/101/201/100

DARK SUN CampaignPlatinum —Gold =Electrum =Silver =Ceramic =Bit =

511/21/101/1001/1000

IP

10211/550

10111/201/100

10211/2.51/51/101/50

10211/51/501/500

BP

2552.51/21/20

252.52.51/81/40

2552.511/21/41/20

2552.51/21/201/200

GP

5010511/10

50551/41/20

50105211/21/10

5010511/101/100

CP

50010050101

500505041/2

50010050201051

500100501011/K

SP

100201021/5

10010101/21/10

10020104211/5

100201021/51/50

)

CP

50010050101

5005050102

50010050201051

500100501011/10

Ch'ien

11/51/101/501/500

11/101/101/2001/1000

11/51/101/251/501/1001/500

11/51/101/501/5001/5000

PP

11/51/101/501/500

11/101/101/2001/1000

11/51/101/251/501/1001/500

11/51/101/501/5001/5000

Oriental AdventuresCh'ao

10211/51/50

10111/201/100

10511/2.51/51/101/50

10211/51/501/500

Tael

10211/51/50

10111/201/100

10511/2.51/51/101/50

10211/51/501/500

DARK SUN CampaignGP

511/21/101/100

51/21/21/401/200

511/21/51/101/201/100

511/21/101/1001/100

EP

10211/5l/5(

10111/2C

SP

501051

) 1/10

5055

) 1/41/100 1/20

1021

50105

1/2.5 21/51/1C1/5C

10211/51/5C

11 1/21 1/10

501051

1 1/10

Yuan

200402041/4

200202011/5

200100208421/10

200402041/41/40

CP

50010050101

500505041/2

50010050201051

50010050101

1/500 1/100 1/10

Fen

1000200100202

100010010051

10005001004020101/2

10002001002021/2

Bit

5000100050010010

5000500500402

500010005002001005010

50001000500100101

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