AD&D BOOK OF ARTIFACTS PDF

This book, published by TSR, Inc. Reid , and David Wise. Cover art is by Fred Fields and interior art and icons were designed by Daniel Frazier. The book's 8-page introduction on pages 3—10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts, including "Artifacts are too powerful for a campaign," "All artifacts have horrible curses that keep them from being useful," "Artifacts are just collections of random powers," "Artifacts are all created by gods that shouldn't be involved in the campaign," "Artifacts are found only in the Greyhawk campaign ," "If the characters stumble across an artifact, it could ruin the campaign," "A character with an artifact will ruin the adventure," and "Artifacts are nothing but a headache.

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This book, published by TSR, Inc. Reid , and David Wise. Cover art is by Fred Fields and interior art and icons were designed by Daniel Frazier. The book's 8-page introduction on pages 3—10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts, including "Artifacts are too powerful for a campaign," "All artifacts have horrible curses that keep them from being useful," "Artifacts are just collections of random powers," "Artifacts are all created by gods that shouldn't be involved in the campaign," "Artifacts are found only in the Greyhawk campaign ," "If the characters stumble across an artifact, it could ruin the campaign," "A character with an artifact will ruin the adventure," and "Artifacts are nothing but a headache.

The remaining three pages of the introduction serve to explain how the specific artifacts described within the book operate. It explains the common elements of how all artifacts function within a game, and details two common types of special curses an artifact might cause: artifact possession , where an artifact's will can possess a character using the item, and artifact transformation , where the artifact literally transforms a character physically and mentally over time into something else entirely.

The format for the artifact descriptions found in the next section is also explained. Each artifact is given a detailed in-game history consisting of one or more paragraphs, and each one provides a section of advice on how the Dungeon Master may use the item within a campaign. Each artifact has its most significant powers detailed, each of which falls into one of five categories: constant always in effect , invoked activated intentionally by the character , random determined by the Dungeon Master or by random roll , resonating only functioning when two or more pieces of a matched set are joined , and curse such as artifact possession, artifact transformation, or something else.

Lastly, the introduction describes how each artifact has a suggested means of destruction, none of which should be easy for a character to accomplish. Fifty individual artifacts are described on pages 11— Most descriptions take up one full page, but a few require more than one page, and all are illustrated.

This section, from pages , describes the methods that a character uses to create ordinary magic items not artifacts as described in the second edition Dungeon Master's Guide and Tome of Magic.

This section details how high in level a character must be to create a particular item, describes the requirements of the work area a character must have to create an item a wizard 's laboratory or a priest 's altar, as the case may be , the difficulty of making a particular item, and what sort of magical materials may be needed.

It also describes that in order to create an intelligent magic item, the spellcaster's life-force is transferred into the item, leaving the caster's body a lifeless husk. This section, from pages , describes how a spellcaster character can recharge an item which uses charges, such as wands, rods, staves, and some rings. It describes how this process is completed and what is required, both for wizard items and priest items.

The book ends with a set of three appendices. Appendix A, on page is a list of common rechargeable magical items, referring to the book's previous section. Appendix B, on pages , is a set of random power tables that some artifacts may possess. Appendix C, on page , is simply a blank chart for the Dungeon Master to fill out to assign a list of songs, and their effects, for the Heward's Mystical Organ artifact.

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David "Zeb" Cook.

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Book of Artifacts

New and valuable information is also included for characters who want to create magical items or recharge existing ones. Making that special magical sword or finding ingredients for that powerful potion can be the basis for whole adventures! The book's 8-page introduction on pages 3—10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts. The next four pages of the introduction provide an explanation of the book's contents by chapter, defines what makes an artifact different from other magic items an artifact is unique, has a special history, and provides an impetus for a story to be centered on it and includes a set of guidelines on how a Dungeon Master can create a new artifact for the campaign. The remaining three pages of the introduction serve to explain how the specific artifacts described within the book operate. It explains the common elements of how all artifacts function within a game, and details two common types of special curses an artifact might cause: artifact possession, where an artifact's will can possess a character using the item, and artifact transformation, where the artifact literally transforms a character physically and mentally over time into something else entirely.

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AD&D 2e - Book of Artifacts 2138 HC

Incredible magic for all campaigns! The Book of Artifacts will help every adventure reach new plateaus of mystery, danger, and epic excitement. Each enigmatic token or powerful relic has a detailed history, special powers that truly fit the theme of the item, and even tips on how to introduce - or remove - the artifact from a campaign. New and valuable information is also included for characters who want to create magical items or recharge existing ones.

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