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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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You can fill chests with coins and gems, and have all the nice swords and armor be "dwarven" or "finely made." Eventually, though, most delvers hope to augment their arsenal with a little supernatural power. The Adventurers volume of the Dungeon Fantasy Roleplaying Game includes a number of basic items, and the Exploits and Spells books add further examples . . . but like adventurers, GMs can never have too much of this stuff. Meeting this need is the raison d'être of Dungeon Fantasy Magic Items.Nothing is so fair Magic Items lists numerous enchantments for combat gear – including some completely new ones, like Corrosive Weapon. It also offers a wide range of magical jewelry that enhances the wearer the instant it's put on. And huge tables of items that let the wielder cast spells (along with a few that enhance casting), and of ones that cast spells for the user by expending their internal charges. Plus a collection of potions, among them the novel "fountains" (think "Front Toward Enemy"). Oh, and rare – perhaps even unique – artifacts that defy easy classification. Because everybody loves a fireball wand – and even a cursed one is still pretty hot! Important Note: Magic Items is the last of three Dungeon Fantasy Roleplaying Game stretch-goal supplements to enter general publication. If you backed the Kickstarter campaign – or bought the Dungeon Fantasy Companion, which includes this material – you don't need to buy it again. It would be magical for us if you did, but we're not trying to charm you out of your hard-earned loot! — Store Link: http://www.warehouse23.com/products/SJG37-8102
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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