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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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(Mongoose) Encyclopaedia Arcane: Magic Item Creation - Out Now!
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<blockquote data-quote="MongooseMatt" data-source="post: 1483841" data-attributes="member: 16996"><p>Hi guys,</p><p></p><p>The latest instalment of the Encyclopaedia Arcane, written by Patrick Younts, is now here. Arcane spellcasters can now add the field of Magic Item Creation to their libraries.</p><p></p><p>Getting straight down to business, Patrick kicks off with new abilities to add to armour, shields and weapons. From acidic and explosive weapons to frightening and kinetic armour, items can now be tailored specifically to their user's requirements. There are also a number of specific items, such as the Lance of the Stately Charger and Conner's Buckler to be either created or hidden in the darkest recesses of the local dungeon.</p><p></p><p>The next chapter, Magic Item Quirks, introduces the equivalent of cantrips to magic items, granting them effects that are interesting, though not necessarily powerful. A new magic item may now coat your hand with spectral frost when it is first used, or it may be especially eager to use its powers at all times. Many quirks are introduced, good and bad, which will bring a little uncertainty to magic items in general. Some example 'quirky' items are also covered, demonstrating how quirks can reflect the history and manner of creation of an item.</p><p></p><p>New Intelligent Item Options greatly expands the possibilities of those most fickle of magic items. There are new powers, new purposes, and many new weaknesses to create truly unique items of awesome power. This leads into the Prestige Classes chapter, focussing on characters who dedicate themselves to creating the most powerful magical items in the world. These include the Bonded Champion, Bonded Master, Unbound, and Master Crafter. Further specialisation becomes possible with Magic Item Feats, from Awaken Magical Properties, to Improved Item Creation.</p><p></p><p>The Mythic System introduces an entirely new way of creating magic items, though in a manner that will be able to co-exist with the current rules in the same campaign world. These rules are intended to bring a little mystique back into magic items, and allows players to use exotic items in place of spells, enjoy divine sponsorship and be granted great powers in return for heroic deeds - just the thing for your typical adventurer!</p><p></p><p>The Help for Games Masters chapter takes a look at magic items and their use in a campaign, along with the level of availability and how this impacts both the setting and game balance. Guidelines are also given for integrating the Mythic System into an existing campaign and clues on how to use it to form the basis of scenarios.</p><p></p><p>The Encyclopaedia Arcane: Magic Item Creation is priced at $14.95 and is available now in all good games stores and book shops.</p></blockquote><p></p>
[QUOTE="MongooseMatt, post: 1483841, member: 16996"] Hi guys, The latest instalment of the Encyclopaedia Arcane, written by Patrick Younts, is now here. Arcane spellcasters can now add the field of Magic Item Creation to their libraries. Getting straight down to business, Patrick kicks off with new abilities to add to armour, shields and weapons. From acidic and explosive weapons to frightening and kinetic armour, items can now be tailored specifically to their user's requirements. There are also a number of specific items, such as the Lance of the Stately Charger and Conner's Buckler to be either created or hidden in the darkest recesses of the local dungeon. The next chapter, Magic Item Quirks, introduces the equivalent of cantrips to magic items, granting them effects that are interesting, though not necessarily powerful. A new magic item may now coat your hand with spectral frost when it is first used, or it may be especially eager to use its powers at all times. Many quirks are introduced, good and bad, which will bring a little uncertainty to magic items in general. Some example 'quirky' items are also covered, demonstrating how quirks can reflect the history and manner of creation of an item. New Intelligent Item Options greatly expands the possibilities of those most fickle of magic items. There are new powers, new purposes, and many new weaknesses to create truly unique items of awesome power. This leads into the Prestige Classes chapter, focussing on characters who dedicate themselves to creating the most powerful magical items in the world. These include the Bonded Champion, Bonded Master, Unbound, and Master Crafter. Further specialisation becomes possible with Magic Item Feats, from Awaken Magical Properties, to Improved Item Creation. The Mythic System introduces an entirely new way of creating magic items, though in a manner that will be able to co-exist with the current rules in the same campaign world. These rules are intended to bring a little mystique back into magic items, and allows players to use exotic items in place of spells, enjoy divine sponsorship and be granted great powers in return for heroic deeds - just the thing for your typical adventurer! The Help for Games Masters chapter takes a look at magic items and their use in a campaign, along with the level of availability and how this impacts both the setting and game balance. Guidelines are also given for integrating the Mythic System into an existing campaign and clues on how to use it to form the basis of scenarios. The Encyclopaedia Arcane: Magic Item Creation is priced at $14.95 and is available now in all good games stores and book shops. [/QUOTE]
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