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Warcraft Magic & Mayhem by Azamor

Apr 18, 2015

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Jonathan Azamor
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Page 1: Warcraft Magic & Mayhem by Azamor
Page 2: Warcraft Magic & Mayhem by Azamor

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CreclitsAuthors: Cover Artist:

Rob Baxter (prestige classes, magic items, tech Samwise Didier

devices, constructs), Scott Bennie (magic), Bobfitch Interior Artists:(rune magic, runemaster, rune families, spells), BruceGraw (magic items), Luke Johnson (fiction, feats,

Ted Beargdon' Sa

spells), Seth Johnson (fiction, engineer, tech cre- Koiter' Chris Metzer

ation, tech devices) PlaYteSterS:

Creative and Rules Design Assistanceancl Actcl itional Material :

Chris Metzen and Bob Fitch

Developer:Mike Johnstone

Eclitor:Ellen P. Kiley

Managing Eclitor:Andrew Bates

Art Director:Matt Milberger

Book Design:Matt Milberger

Tom Cadwell, Tim Campbell, Sebastien Couture,

Phillip Dunn, Sean Gardiner, Mike Heiberg, Robert

Lennon, Scott Mercer, The Monkeyfans, Chris Pagel,

Lorne Peterson, Steve Sloane

SpecialThanks MikeJohnstoneThree cheers to Bob Fitch and Chris Metzen, who

know how to keep things up during the down times,

and for pouring as much heart and soul as anyone into

the RPG. We owe you more than words can say.To the other great folks at Bhzzard: Paul Sams,

Elaine Di lorio, Neal Hubbard and Lisa Bucek.Finally, to the regulars, newcomers, and occasional

visitors to the official Warcraft RPG discussion fo-

rum: thanks for keeping us on our toes, but most of all

thanks for your interest in and support of the game.

You're the best !

Check our upcoming Sword and Sorcery Studio products online at: htrp://www.swordsorcery.cotrl

Distribureclfor Sworcl anclsorcery Stuclio by White Wolf Publishing, Inc. This printing of Magrc I Mayhem is published in accorde

Game License Appenclix of rhis book for more inforrnarion. Arthaus and its logo are traclemarks of Arthaus Publishing, Inc. All rights

of Monsters, Alliance & Horcle Cornpendium, Magic & Mayhern, Lands ofConflict, and Shadows & Light are trademarks of White Wolf I

Enrerrainmenr. Warcraft ancl Blizzarcl Enrertarnment are trademarks or registered traclernarks of Blizzard Entertainment iu the U.S' and/c

reservecl. Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. "dZ0 I

tra.lemarks ownecl by Wizarcls of the Coast and are used according ro the ternrs of the dZO System License version 5.0. A copy of this I

The rnention of or reference to any company or product in these pages is not a challenge to the trademark or cclpyright concerneclPRINTED IN CANADA.

RCEKY

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Chapter Four: Destiny ancl Rewarcl

Armor and Shields

Weapons

PotionsRingsRods, Staffs and \Wands

Scrolls

\Tondrous Items

Minor Artifacts

Chapter Five: Temple of Boom

Creating and Using Technological Devices

Vehicles: Movement and Maneuverability

Malfunction Effects

Collaborative Construction

Masterwork Devices

Special and Favored Materials

Technological Devices

Adventuring Gear

Special Substances and Items

Vehicles

WeaponsZecker Devices

Appencl ix One : Constructs

Appencl ix Two : Legal Information

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Fl,ames danced wrLdLy m ZuL'aJrk'shLack eyes. The wrrcb docrorc. ntT0 slde, urreRlnE slunds Kemrruscenr op rhe cuackLmE ca,ffipfrKe hand rhehEhr qLeamed suddenLy l7f rhehnonzed qohlm skuLl, arop rhthrc knees. The skuLl, qRlnned ar Gmholr S unehammeR, who qrurre

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Gmbol,r soonLooked awal , meerrnE rhe eyes oF Maen-rhtss. The tm a smtLe as he ohsenved Gmhol'r's drccomflKr.

"Thrc $ fllhshness, " hrcsed rhe dwarcp. "WhilT rs rhs chanLaran

r00 many op rhose mushrcooms." GrcnhoLr mdtcared rhe srand ophLutlursrde rhe wrcch docron's renr . " Nevet rqusred rtol'Ls. NeyeK w

" @rer ," Mfren-rhtss Rephed. "If he can reLL us whar we need r0 k

dnuqqedhe Is. . . lKhow venEeful'." The eLf eyed rhehruonze ElhlJn skaEaln m IRRITATT0q.

The dwarcp Eave a, EKear srqh m a vam arrempr r0 annly Maen-rl,away fulm rhehLue-skmned rRILL. He El'anced arcound rhe emprf ca,reLse ro I'ook Ar. TaLl' wllden sra,kes manked rhe camp's ctrccuLavha, qlhlin skuLl,. Some skulls srrLl'hadhrcs op pl,esh KeffiarnrnE. Grurbe rRILL desysed EohLms wrch such vehemence. He Flund qohLms Rahe wluLd say he Lfued qohLms hesr 0f a,l'l" rhe. . . guesrronahle Racetahde. IncLudmq hLood eLves.:

WeLL, ar Leasr rhey Learcned op rhe wrcch docron's odd harrced btca,mp. Ip ZuL'allkhad seen ZryELeR, rhe srruarrln mryhr have hecoorhe qobhn etted 0n rhe srde 0f caurrln and had a,qReed ro sray (

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Page 13: Warcraft Magic & Mayhem by Azamor

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What's the Flight Plan?Chapter One: Flame and Faith delves into

the role of magic in Warcraft, both arcane anddivine. It discusses variant rules for arcane corrup-tion as well as tests and ordeals for divine spellcasters,and it introduces rune magic to the Warcraft RPG.

Chapter Two: Prepare Yourselves! details sev-eral new feats related to magic and technology, anew core class called the runemaster and eight newprestige classes.

Chapter Three: Fountains of Mana offers aplethora of new spells for spellcasters of all types,including the new rune families and runes used bythe runemaster.

Chapter Four: Destiny and Reward describesnew magic items of all kinds, from weapons such asthe warden's moon swordto wondrous items such asAIIeria' s flute of accuracJ.

Chapter Five: Temple of Boom is a tinker's dre?ffi,expanding upon the rules for creating technological

devices and presenting the most thorough collection oftechnological devices this side of Ratchet.

Appendix One: Constructs focuses upon thecreatures of Warcraft that exemplify the comingtogether of magic and technology, such as the junk

golem and the stone watcher.

Cross-ReferencesUnless indicated otherwise, we use the following

notations throughout to identifu material from otherWarcraft sources and to distinguish new material inMagic & Mayhem when necessary:

e One asterisk (* ) refers to the Warcraft RPG.o Two asterisks (* * ) refers to the Manual of

Monsters.o A dagger (t) refers to Magic & Mayhem.

WarcraftanclclZoMagrc & Mayhem's new rules, feats, prestige classes,

spells, magic items, technological devices and corr-structs all advance and deepen the development of

the world of Warcraft by bringing more of the W ar cr aftcomputer games into the medium of the roleplayinggame. Even though the content in this book wasdesigned for the Warcraft RPG setting, its compat-ibility with and reliance upon revised 3rd Edition rulesmake it work just as well in any d70 game.

So, even if you don't want a campaign set in theworld of Azeroth, you can still get a lot of utilityfrom Magic & Mayhem - as a player seeking newoptions for your character or as a GM looking forways to inject something new into your campaign. . .and perhaps surprise your players !

Page 14: Warcraft Magic & Mayhem by Azamor

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Yeruus Rlated fr,s rhe hl'ood el,ves feLl" upln hrm.

Page 16: Warcraft Magic & Mayhem by Azamor
Page 17: Warcraft Magic & Mayhem by Azamor

TJHE R@EreFUJ\TruI Nre €AWIEThe world of Warcraft is a place of ever-present

magic: where sorcerers cast perilous spells that riskshattering the world, and where the steadfast ser-vants of the gods stand in eternal vigil againstthreats from beyond - against the Burning Legionand the corruption that can taint even the mostheroic souls. Many believe that the primary con-flict on Azeroth is between human and orc; but fardeeper and more constant is the sffuggle betweenarcane magic, the magic of pride and personalpower, and divine magic, the magic of humility,nature and compassion

The consequences of this conflict between thearcane and the divine have been devastating. Con-tinents have been sundered, worlds shattered, greatheroes corrupted and fallen into darkness. Thisconflict knows neither armistice nor treaty, for it isfought without cessation within the hearts of everycreature on Azeroth.

ArcaneMagicMagic is the gift of titans to the world, a gift that

comes with the highest price. Thousands of years&go, the titans placed the Well of Eternity in thecenter of Kalimdor to serve as a source of restoring,life-giving energy. They intended that the Well'senergies would empower life of all forms to emergeon Kalimdor - plants, animals, monsters, races.After a time, the titans left Azeroth, leavingKalimdor in the hands of the five dragon Aspects.Yet the Well of Eternity proved too great a lure toremain hidden for very long, particularly fromSargeras and the Burning Legion.

The Well was discovered by the Kaldorei, whowere later known as night elves. Ever eager touncover secrets hidden in dark places, the Kaldoreilistened to the \Uell as it promised to give themgreat power. At the Well's behest, the Kaldoreilearned spellspeech and used it to weave the firstarcane spells. Within decades, Kaldorei mages hadattained sufficient mastery over arcane magic thatthey built a great civilization. They founded theimperious city of Ztn-Azshari, from which theyextended their domination over most of Kalimdor.

Ultimately, the magic corrupted them. TheKaldorei had been a simple folk who gazedblissfullyat the stars, enjoying the immortaliry given to themby the Well, but their haughtiness robbed them ofthat gift forever. Each succeeding generation be-

came prouder and more decadent, and the lust forpower only made the Kaldorei more of a beacon tothe Lords of the Twisting Nether. Finally, theirgreatest mage, Queen Azshara, cast a spell in theheart of the Well of Eternity itself - and a way wasopened for Evil to invade the world. ThroughAzshara's breach came the Burning Legion, themost terrifying warriors in existence. This fiendishhorde ravaged Azeroth, pillaging entire kingdoms,destroying all that stood in its path, mocking any-one who begged it for mercy.

\fhen the Burning Legion ravaged the land,great heroes recognized that arcane magic posed acontinuing threat to all living creatures, so theyelected to destroy the Well of Eternity and put anend to arcane magic forever. I.Jnfortunately, amongtheir number was one Illidan Stormrage, an arcanespellcaster who dreaded the thought of losing hispowers. Secretly he stole some of the \Uell's waterand used it to create a new Well of Eternity atMount Hyjal, thus preserving the power of thearcane. This theft allowed future elven generationsto follow in the footsteps of Illidan and QueenAzshara. These elves cal led themselves the

QueI'dorei, "the high elves" (for they believed that

their mastery of the arcane elevated them to higherstatus ) . They also taught the arcane arts to thenewly discovered race of humans, who showed anatural aptitude.

These human mages, however, were even morereckless than the night elves had been. The high elfmages warned their human pupils that magic wasaddictive, but the acolytes dismissed any suggestionthat the tragedies that had befallen the elves wouldalso afflict them. The humans were no better atresisting corruption than the elves had been, andeventually the arrogance of wizards brought theBurning Legion to Azeroth once more. Once again,great acts of heroism were needed to spare Azerothfrom destruction.

Elsewhere, on the orcish home world of Draenor,arcane sorceries corrupted the once-noble race oforcs, transforming them into the Horde, a nighinvincible army. After ravaging their home world,the orcs came to Azeroth; and with their warlocks,they waged two great wars against the races ofhuman, elf and dwarf. The orcs failed to seizecontrol of Azeroth; during these wars, Draenoritself was utterly destroyed, and the orcs were forcedto relocate to Azeroth.

Page 18: Warcraft Magic & Mayhem by Azamor

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Page 19: Warcraft Magic & Mayhem by Azamor

TruHIER@lLruPtitioner reached the higher levels in her art, all rracesof her humble roots would be lost. Magic breeds prideand arrogance. Magic comrpts the body; it ages thecaster before her time and hastens the blight that theworld inflicts on things fair and beautiful.

o Maglc is an Addiction. When one feels thepower of an arcane spell coursing through one'sbody as it's being cast, resisting the urge to cast itagain is difficult.

. Magtc Attracts the Twistingl,lether Like Flies toHoney. The Burning Legion has invaded Azeroththree times, drawn by the power of the Well ofEternity and those who employ ir. Magic is a literalgateway drug that allows dark titans such as Sargerasto bring evil influences to the world. Those whoemploy arcane magic must deal with demons andother servants of the Twisting Nether.

VariantRule:Arcane Corruption

The Warcraft RPG does not include explicitrules that govern arcane magic's corrupting influ-ence on characters, as imposing evil and madnesson PCs does not necessarily make for a fun gamingexperience, and players should be able to playarcane spellcasters who (with a few sensible precau-tions) need not worry about corruption effects.However, arcane corruption is a part of the world ofWarcraft, and those GMs who think that it mightadd an interesting twist to their games may wish toemploy the following optional system.

Arcane spellcasters ffi?y, under certain circum-stances, be forced to make a Corruption check. ACorruption check is a \Uill save made against atarget number; if the character fails this save, hesuffers Arcane Corruption damage.

A character has an Arcane Comrption allowanceequal to his Wisdom plus his total characrer levels. Inessence, this number represents the "the hit points ofthe soul" - when a character takes Arcane Comrp-tion damage, this number drops.

'When a character's

Arcane Comrption allowance reaches zero, the char-acter drops one Comrption category and receives aComrption Effect. Comrption Effects might includedelusions, infirmities, madness and addiction depend-ing on the spellcaster's prefened school of magic.Comrption categories are (from best to worst) normal,tainted, marked, defiled and complete.

Nft6CAWIE

If a situation triggers more than one Corruptioncircumstance (such as casting a spell at the caster'shighest spell level in the presence of a demon), thecaster only needs to make a single Corruptioncheck. Use whichever circumstance has the high-est potential Corruption total.

Because sorcerers directly channel arcane €n-ergy, they're more prone to Corruption than wizards.Sorcerers receive a-7 penalty on their Corruptionchecks. On the other hand, runecasting slightlymitigates the corrupting effects of arcane magic;runemasters receive a + 1 bonus on their saves.

Maximum Spelllevel: When an arcane spellcastercasts a spell at the highest spell level he possesses(such as a 1st- or Znd-level wizard casting a 1st-levelarcane spell, a 3rd- or 4th-level wizard casting aZnd-level arcane spell, a 5th- or 6th-level wizard castinga 3rd-level arcane spell, and so forth), he needs tomake a Corruption check against the listed DC.

If the character casts more than one spell at hismaximum spell level, the DC of the check is increasedby + 1 (e.g., a 5th-level wizard who wishes to cast a 3rd-level arcane spell must make a DC 8 Comrption checkthe first time he casts that spell, a DC 9 check the secondtime he casts a spell of that level, and so fonh). Thispenalry is removed after the caster rests for 8 hours.

Unlike other effects, corruption triggered byMaximum Spell Level does not accumulate; once acharacter has reached a tainted Corruption c?t-egory, this circumstance no longer causes thespellcaster to lose additional points from his Cor-ruption allowance.

Spell Prepared for the First Time: \7hen anarcane spellcaster casts a spell she has never castbefore (such as a new spell she's learned for advanc-ing in levels, researched or copied into herspellbook), she needs to make a Corruption checkto acclimate herself to the spell.

Spell Cast Near a Fel Weapon: Because of thedemonic origins of fel weapons, a spellcaster isvulnerable to low levels of Arcane Corruptionwhen he casts an arcane spell within 30 feet ofthem. A person can only be affected once in acombat by this circumstance.

Spell Above Caster Level Cast From a Scroll: If acaster attempts to cast an arcane spell that's above thelevel she can norrnally cast (such as a 5th-level wizardattempting to cast a 4th-Ievel spell from a scroll), orarry arcane spell (if she is a non-spellcaster employing

Page 20: Warcraft Magic & Mayhem by Azamor

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Page 21: Warcraft Magic & Mayhem by Azamor

replace that slot with any spell of the same spell levelthat is normally available to him (in his spellbook orrepertoire). Thus, a wizard who has both sleepand Twgearnwr in his spell book but who only has prepare dsleepmay listen to the nether whisper and change the spellfrom sleep to mage ar'msr.

Anyone trying to listen ro a nether whisper mustmake a Concentration check (DC 70 + spell level)to hear the voice of the arcane. A successful checkindicates he's heard (and recognizes) a new incan-tation that allows him to switch spells. Failing thischeck causes the spellcaster to lose the originalspell. Listening to the nether whisper is a freeaction, but the new spell must be cast in the sameround, or it is lost. Listening to the nether whisperalso requires the caster to make a Corruption checkto avoid negative effects.

A nether whisper spell uses the material compo-nents ( if any) of the spell that was originally preparedin that slot. A spellcaster may only listen ro a netherwhisper once per d"y.

Pushed Spells: A spellcaster may "push" a spell,recklessly tapping into the ambient forces of thearcane in the world without any caution; doing soincreases the DC of its saving throw by +3, andincurs a Corruption check.

Corruption EffectsIf a character's Arcane Corruption allowance is

higher than zero, he does nor suffer any ill effec$.

However, when a character has been exposed tosufficient Arcane Corruption to beco me tainted,hegains a minor Corruption Effect. This is a physicalor psychological blemish that remains on the char-acter until removed by divine healing. A characrermay only have one minor Corruption Effect ar atime. Once a character is tainted, his Arcane Cor-ruption allowance is reset to its maximum value.

When a tainted character's Cornrption total equalszero again, he is marl<ed by the arcane. He receives amoderate Cormption Effect, which is a more seriousblemish. Moderate Comrption Effects stack with mi-nor ones; they also require divine healing to remove.A character may have no more than one moderateeffect at a time. Again, once a character is marked, hisArcane Cormption allowance is reset to its maximumvalue.

\7hen a marked character's Corruption drops tozeroor below his arcane corruption allowance, he isdefiled by the arcane. He receives a major Corrup-tion Effect, which is an extremely serious blemish- by this point, the character will find living anormal life extremely difficult. M"jor CorruptionEffects require very powerful divine healing roremove, and they stack with both moderate andminor ones.

Minor: The character becomes a magic addict.He must spend a 10 minute period each morningresisting the effects of addiction or suffer a -l

The number of times a spellcaster can push a spell \Uhen a defiled ch

each duy is equal to her Intelligence modifier. allowance drops to ze

Enhanced Spell: Similar to pushing a spell (but demption. He become

even more perilous) is the practice of t"pping into the Buming Legion t(

the ambient arcane energies of Azeroth to enhance necromancers, serving

a spell. This is a more dangerous variation on the available as a player cl

high elves' empowered magic ability (see Warcraft When a characterRPG, Chapter Two, "Elf, High") that allows a casrer Effect, his personaliry Lto add arry single metamagic feat to a spell, once per more callous. By the tind"y, without incurring the normal spell slot penalty. tion Effect, his desire tc

Casting a Spell near a Major Source of Arcane eroded; even when he'r

Power: As Queen Azshara discovered, tampering arrogant and self-cenr

with primal sources of arcane energy can be perilous. malicious (especially i{

If any spell is casr within 30 feet of a small quantity hostile toward arcane I

of water that is tainted by the Well of Etemiry, or The Corruption Effwithin l})feetofalargersource, thecasrerbecomes depends on the rype (

susceptible to massive amounts of arcane corruption. employs. Select the c

Oddly enough, thanks to the \7orld Tree, the the PC's favorite spe

Well of Eternity itself no longer provides the Twisr- looks interesting).

ing Nether with such a potent source of corruprion. Abjuration

Page 22: Warcraft Magic & Mayhem by Azamor

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Page 23: Warcraft Magic & Mayhem by Azamor

T}ffie,

disfigurement becomes obvious within one d"y anddifficult to stomach within a week. \Thenever shesees healing magic being used on anyone but her-self, she flies into a violent rage unless she makes aDC 20 \Uill save.

Conj u ration (Teleportation)Moderatei Whenever the character teleports, he

briefly passes through the Twisting Nether. Shemust make a DC 15 Reflex save or a randomcreature from the Twisting Nether will attach itselfto the caster as he teleports and materi ahze at hisdestination. This creature does not count as part ofthe caster's weight allowance for the spell, and thecaster has no control over the creature.

Furthermore, aoy failure result for a teleport spellwill result in the caster and anyone accompanyinghim being trapped in the Twisting Nerher.

Maj or :V/h eneve r the character sleeps, he must makea DC Z0 \Uill save or teleponZd6 miles in a randomdirection from his cunent location. This effect does norrequire a spell slot or any material components, and thecharacter has no control over this spell.

DivinationMinar : The character becomes highly supersr it ious.

She is terrified of perfiorming an action rhar is pro-scribed by her culture's customs. These superstitionscan be ignored by making a DC 13 \Uill save but theywill occasionally inconvenience the character in play.Come up with a list of five or so appropriate supersri-tions for the PC's culture, such as:

o Never speak for a full minute after hearing a dogor wolfs howl.

o Never touch a black cat or let it cross your path.o Never speak the orc \Tarchiefs name aloud

without taking a drink.o Never accept a spell from a stranger without

knowing his name.o Always pay in silver and gold, never in copper.o Never eat food that has been cooked in a metal

pot on the last d"y of the week.

Mderate: The character becomes obsessed withfonunes and auguries. Performing any significant actthat has not first been approved with an augury requiresa DC 15 \Yill save, and a DC 20 \Uill save is needed toperform any action that goes against an augury.

Major: The character is completely ruled by augu-ries, portents and other superstitions. She will not

deal with anyone unless she's first consulted anaugury, not even someone who was a close friend.The character will indulge in bizarre, exrreme andeven violent behavior if an augury tells her suchbehavior is required (\7ill DC 70 to resisr, yer eventhen she'lI remain suspicious).

EnchantmentMinor: The character becomes a magic addict.

He must spend at least an hour each d"y meditatingor suffer a -1 penalty to caster level for all spells anda-Z penalty on all saving throws against spells andmagical effects.

Moderate: Whenever feasible, the character willlive in places enhanced by magical spells and eat foodcreated by magic; he will not use a weapon unless it isenchanted. He is so enamored of enchantments thathe cannot bring himself to cast dtspel maglc or acounterspell, even to save himself, unless he makes asuccessful DC 15 \7i11 save first.

Major: The character finds coexisting with crea-tures that have free wills very difficult. \Xl4rereverpossible, the character will use chnrm and dominatespells to bring the people around him under hiscontrol. A simple difference of opinion is likely tothrow the character into a rage. If the character hasa serious disagreement with someone, she mustmake a DC 70 \Uill save or attack the subjecr;likewise, anyone who resists (or breaks) his spellswill probably become the target of a vendetta.

EvocationMinor: The character's body is warm to the touch,

and maintaining intimate contact with her for morethan a fulI round is difficult (any spell that prorecrsagainst heat and fire will allow someone to ignore thiseffect, as will a successful DC 13 Fortitude save; crea-tures grappling this character may also ignore thiseffect). Metal objects, cats and furs within 60 feet of thecharacter accumulate minor static electricity charges(which will do no damage but may surprise people).

Moderate: Weather in a l-mile radius around thecharacter is seldom sunny or cheerful. If there's awindstorm, it will intensify around the character'slocation; if there's a thunderstorm, lightning willrepeatedly strike buildings or trees near the charac-ter. The character will enjoy stormy weather andbecome depressed when things are calm and peace-ful. People who are incapable of casting evocationspells are viewed as inferior and treated derisively.

Page 24: Warcraft Magic & Mayhem by Azamor

alrurruL ro qsmo y '(d. suonrer; Sulpunor) sle^alJetsEf, o/nt red lurod I snld 'uortdnJJoo euBf,JV

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Page 25: Warcraft Magic & Mayhem by Azamor

spell will restore an Arcane Corruption allowanceto its maximum value.

The Corruption Effects are more difficult roeliminate. A minor effect is only removed with arestoration spell, a moderate effect is removed witha greater restoration spell, while a major effect isremoved with a touch of life* spell. Removing theworst Corruption Effect will also bring the charac-ter down one Corruption category (from defiled tomarked, marked to tainted, or tainted to normal).

A Cautionary NoteFor an arcane spellcaster to reach high levels

without falling victim to corruption may seemimpossible. While the feat is indeed difficult, manymages have, by taking a few precautions, lived long,healthy and untainted lives. Those who boldly(and stupidly) ignore the inherent corruptions ofarcane magic are most prone to fall. The GMshould be careful not to pen altze a cautious charac-ter with excessive amounts of Arcane Corruption.

DivineMagicMost of the divine beings of Azeroth (known as

Eternals) are distant entities. They exist to assistthose caught in the conflicts of a cruel, violentworld. Never directly intervening in the affairs ofthe world, they use divine magic as a proxy. Withtheir many healing and protective spells, practitio-ners of divine magic are at the vanguard of the gods'efforts to ensure their peoples' survival.

Divine magic is not wholly the province of thegods; it draws on a wide variety of sources depend-ing on the faith of the practitioner. Priests whisperprayers to evoke power from beings such as Elunethe Moon Goddess. Healers bask in the good willprovided by the religion of the Holy Light. Underthe awesome rky, shamans call upon the naturalorder to empower their spells and heighten theirunderstanding of the world. \7itch doctors surrr-mon ancestral spirits and tribal protectors. Shadowhunters invoke the names of dark gods, ancientpowers whose legends are stained in cruelty andbloodshed, but who are also capable of beneVO-lence when appeased. Druids of the wild bond withplants and animals and draw on the magic powerinherent in the natural world.

Though the sources of divine power are varied, itsuse has one constant: faith. Effectively wielding

divine power requires tremendous conviction; thededication required to achieve such perfect faith isa lifelong pursuit. Unlike arcane spellcasters, whobelieve that power exists to be taken, divinespe[casters must constantly affirm that they areworthy of their gifts. They must be certain that theyare properly honoring their gods, philosophies,ancestors or convictions. Perfect faith requires in-tense training and constant testing, which continuesthroughout the practitioner's lifetime. Of the many

::H:l' ilT:i::i,lTff ii ,:"ff iffi 'f '�he m's'�

OrclealsWhen a divine spellcaster needs to test his con-

victions, he arranges to face a special personalchallenge in which he affirms his faith by enduringtorment.

The specific challenge depends on the practitioner'sbackground. A druid of the wild or a shaman mightjoumey into the wildemess and survive storrns ofpretematural intensiry without magical aid. A healermight lock himself in an enclosed area with plaguevictims and share their meat and water. A shadowhunter might venture onto grounds consecrated to theOld Gods and spill his own blood to entice the forces ofprimeval cruelry to come and visit their worst afflictionsupon him.

A member of the priest prestige class has particu-larly bizarre ordeals. Submission to public stoningor burning is common, but the most noteworthy -

and sadistic - ordeal is the ritual of shaming. Inthis rire, which is held in the priesr's home commu-nity among family and friends, the priest is lockedin shackles and stocks and subjected to a full day ofmockery and physical torture. By enduring thecruelest human impulses, the priest demonstratesthe unwavering power of his faith, and (bV continu-ing to serve the community after enduring its torture )the virtue of forgiveness. Thereafter, the priestsymbolically bears the burden of the people's trans-gressions.

'Wounds inflicted during this ordeal -

and it's almost certain there will be wounds - mustheal naturally. The scars inflicted during this trialwill be left untouched as a reminder of the sustain-ing power of faith.

A practitioner doesn't endure an ordeal for re-wards, but to affirm his faith. However, the renewedconfidence in his ability to serve as his faith's

Page 26: Warcraft Magic & Mayhem by Azamor

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Page 27: Warcraft Magic & Mayhem by Azamor

TRTETE

ment quest, or exclusion from the faith's most sacredrituals and benefits). A test of faith is a major event ina character's life, and the player should understandthis and roleplay the consequences of the character'sfailure; anyone who takes such a failure in strideinvites more severe penalties (such as higherpenaltiesto caster level or a -Z luck penalty on all skill checks)from whatever empowers her faith.

If the test succeeds, then once each d"y thepractitioner may cast a spell as if it were augmentedwith the Empower Spell feat without incurring thenormal spell slot penalty. This benefit lasts for 1month after the test.

The GM must devise tests of faith and determinewhat conditions are needed to pass. A test may occur atany time in a divine spellcaster's career, but most oftenwhen her dedication to her cause appears to be flagging.V/hen a practitioner spends more time socializing withfriends than pursuing the goals of her faith; when herresponse to the desecration of a church, sacred grove orancestral tomb is half-hearted or ineffectual; when sheshows reluctance in standing up for her beliefs: thepowers may choose that time to test her mettle.

A test of faith doesn't occur more than once eachyear; usually a divine practitioner will be testedonce every 5 to 10 years. However, a GM who hasa special destiny in mind for a divine practitionermay present the PC with a steady stream of chal-lenges. Though at the time it may seem like theworld has turned against her, in the end the rewardis usually well worth the suffering. The ability toendure the worst trials of the gods without flinchingis a hallmark of the greatest heroes of legend.

Fel EnergyThe ultimate manifestation of the demonic ar-

cane on Azeroth is fel energy. This energy, whichmost commonly manifests itself as ghastlyr gre€rr-yellow flame, is arcane magic at its most corrupt, forit employs the blood of demons. Spells with the feldescriptor are very difficult to resist. Casters gain a+ 10 fel bonus on caster level checks made topenetrate spell resistance, and the DC of savingthrows increases by +7. Casters who cast fel spellsalso risk massive amounts of Arcane Corruption.

Casting a fel spell is described by many spellcastersas a euphoric experience. If arcane magic is anaddiction, fel magic is the embodiment of the drugin its purest form.

Since the Burning Legion returned to Azeroth,the world's heroes have encountered fel weaponsand fel magic with increasing frequency. As demoncults continue to fester and grow in Desolace, theAshenvale Forest and other remote corners, grue-some sacrifices are held to entice demons intogiving their blood in trade. The cultists use thisblood to enchant the weapons that they hope willbring about their masters' ultimate victory.

Fel OfferingsDemons sometimes tempt spellcasters by offering

small amounts of their blood in exchange for ser-vices. If the recipient drinks the demon's bloodwithin 74 hours of the offering, then the nextarcane spell he casts will be a fel spell.

Fel blood is highly addictive as well as corruprive.Anyone who drinks it must make a DC 13 \Uill saveor become dependent on fel blood. lJnless the per-son consumes fel blood daily, he will suffer a -1

penalty to caster level for all spells and a-Z penalty

on all saving throws against spells and magical ef-fects; after 7 days, he may attempt to make a DC 15\7ill save to break the addiction.

Fel PoisonFel-poisoned creatures are another threat from the

TwistingNether. Th.y are starting to appear in placeswhere the Buming Legion is strongest. When a cre?-ture with a natural poison attack is imbued with felenergy, its venom becomes more difficult to resist.Take the norrnal DC of the venom and add the bonusappropriate to the creature's Hit Dice, as indicated inthe chart below.

, * " ' . . s . . i r y : W . . ' : ' ' ' : j i : . l n . l ' ' . ' . : : : ; : . . * a i t 4 ! W l . . * . " . , .

Hit DiceU p t o l2-34-7B-1516-3132*6364-127

.

DC+2

+4

+6

*B+10+12+14

?: .

';...1

a.

:

RuneMagicA rune is an arcane symbol inscribed on a crea-

ture, surface or object. Runes inscribed on creaturesare called marks; those on surfaces are sigils; and

Page 28: Warcraft Magic & Mayhem by Azamor

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Page 29: Warcraft Magic & Mayhem by Azamor

should be something in the flavor of the rune familyspells you have chosen.

For each spell in your new rune family, check to seeif it targets a single creature, multiple creatures, orsomething else. Spells that target a single creature gettumed into marks, spells affecting multiple crearuresbecome s igils, and spells affecting obj ects become glyphs.

The school of magic remains the same. Gener-ally, it's a good idea to use the spell's level as therune's level, though in rare cases a rune becomesmore or less powerful than the same spell just byturning it into a rune. Adjust the rune's level if youfeel it necessary.

Regardless of the spell's components, a runenever has a verbal component, though runes alwaysinclude somatic and material components. If a spellincludes a costly material component or XP cost,impose the same cost on inscribing the rune.

A spell that requires a standard action or full-roundaction to cast becomes a full-round action to inscribe.Spells that take longer than a fulI round to cast shouldalso take longer to inscribe as a rune.

As stated above, a sigil targets a surface. 'S7hen

asigil activates, it affects a 3O-foot-radius area. Com-

NT€GAffiIE

pare the level of the spell, its effect, and its normalarea to see if this is too weak or too powerful. Adjustthe sigil's area of effect as necessary to keep itspower in check.

The saving throw and spell resistance of a runeshould be the same as the spell. This often meansthere will be a "\7ill negates (harmless)" or "Forti-

tude negates (harmless)" saving throw, and spe[resistance of "Yes (harmless)."

The magic within a rune comes from the arcanesymbol itself and not from the inscriber. Runeeffects never include level-dependent effects, suchas variable duration or dice rolled per level, andthey very rarely include variable effects of any kind.The duration of a rune's effect is always a staticvalue. Generally, as long as the effect remainsbalanced, design l st- through 3rd-level rune effectsas though generated by a 5th-level caster, 4th-through 6th-level rune effects as though generatedby r l0th-level caster, and 7th- through 9th-levelrune effects as though generated by a ZOth-levelcaster. For example, a 4th-level spell with a normalduration of 1 round/level would instead last 10rounds as a rune.

Page 30: Warcraft Magic & Mayhem by Azamor

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Page 31: Warcraft Magic & Mayhem by Azamor

"YluR muhsh dedrcarrln r0 rhe sprKrrs 0f yluR ancesrlvs has hIwaRKIlR." Tossmq anlrheK maErcaL hoLr down rhe l,enqrh op rhe cashoured, " Clme 0r,rr, hrrl'e qohLm!" The wrrch docron dn aEqed a cLawmu,zzLe. "The rhmq ILkehesr ahour qohlms rs rhe Eveasy sratn rhe'I noasr rhem. Bbrr ylu shouLd pulvrde a,mpl,e enrevrarnmenr durunq rL,yLL see whar rr ra.kes r0 make yluv hearcr hr,tKST."

Shadows EarheBed hehmd rhe wrrch docron and shaped rhemsel,ves usrepped FlRWaRd and skeweted rhe rtll,l" wrch hen mllnswlKd rn 0"Peuhaps nlT," she sard as rhe rRILI" coLLapsed ar hen feer.

"Yltrt condrcrcn, TauRen?" Bl,ackhawk asked as sbe Reruuned Ashansprr.trwaLken.

"I a,cn shamed, hur I wrLl, live," rhe rauuen sard as he srtuEqLed r

"Dln'T make vlws ylu can'r keep," Jlcfr,s shoured fvlm rhe hack 0f '

Bl,ackhawk fnund hm kneeLmq In fRnnr 0f a, panelL, a, wuench m nne Im rhe orhen. A flE 0f sream pluued lur fulm a seveKed BubheB hoop rhose mfr,Etc hol'rs flund rhe clmpwesslr sub-assemhLy."

"Eyrlu,qh enqmeevrlnEu€," sard Ashan. "FIKsr we dump rhrc cauEluILL he rrme r0 Frx rhe ma,chme whle we Look flR new passenEevs.

"I rhtnkl'LLpx rhrc nlw ," satdJlcas , ruEEtnE ar ahoLr . " Op. eLse rheanb we'Re aLl- qztnE swtmmmE." The qohhn EesruReb lveRhs sbouLb,"Ylu.Twl mryhr wanr r0 EKah whareveKwareK's lnhoarud andheadkeep rhe phLoqsrln ranks cooLed 0R rhey'l'\, meLr rhe hLaddets flK

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'- t'.' . .t!$!L

N(li(i

Page 32: Warcraft Magic & Mayhem by Azamor
Page 33: Warcraft Magic & Mayhem by Azamor

The runes inscribed upon your fists glow as yourush into combat, a deadly force of enhanced martialpower. Your well-placed bomb decimates a troop ofskeletons in a glorious riot of boom! and fire andbone shards. Calling upon the ancient spirits of thekodo beasts, your skin thickens and your body growslarger and stronger. One button activates the saw,one lever ignites the flamethrower, and one switchreleases gleaming steel spikes all over the breast-plate: now you're ready for those fool forest trolls. . . .

This chapter explores the ways of magic andtechnology in Warcraft through new fearc, a newcore class and new prestige classes.

FeatsThe new feats presented in this section focus on

magic and technology. Prerequisite feats found inother Warcraft books are noted as described in theIntroduction.

Actditional Fami I iar [Special]You gain an additional familiar.

Prerequisite: Sorcerer or wizard level 6th.

Benefit: You gain an additional familiar in the sameway you attained a familiar the first time. Chooseanother rype of animal to serve as your familiar. Thisfamiliar follows all the norrnal rules for familiars,except that your level in the appropriate class istreated as 5 levels lower for the purposes of determin-ing the additional familiar's traits and abilities.

Avoicl Technological Mishap FechnologylYou are particularly adept at avoiding problems

when using technological devices.

Prerequisite: Skill Focus (Use TechnologicalDevice* ).

Benefit: When using a technological device, youtreat its Malfunction Rating as 1 less than it actu-ally is (to a minimum of 1).

Special: A tinker may select Avoid Technologi-cal Mishap as one of her tinker bonus feam.

C-apture Spel I [Metamagic]You can capture spells instead of countering

them, storing them in your own mind.

Prerequisite : Arcane Energy Control x, Block Spell x.

Benefiu When you successfully counter a spell,instead of dismissing it entirely you may instead try tocapture that spell. The spell must be on your spell list.

To make the aftempt, after successfully countering thespell you must expend another spell of a level at leastequal to the spell you are trying to capture (in additionto the spell used to counter the spell). Make a casterlevel check (DC = 11 + the spell's caster level). If yousucceed, you capture the spell in your own mind and cancast it yourself- even if it is a spell you norrnally do notknow. Altemately, you can scribe the spell into your

spellbook. The spell remains in your mind :��������.ur:.rtll 74hours have passed or you next prepare spells, whichevercomes first. Ifyou fail in the attempt to capture the spell,the spell is still countered and the spell you expended toattempt the capture is still lost.

For example, Leanine Starbom, a high elf wizard, is

dueling her old nemesis Alastair Bentstaff, a humansorcerer. Leanine readies an action to counter a spell.Alastair indeed begins casting a spell, and Leanineidentifies it aschnnkghming- a spell she does not evenhave in her spellbooks. She aftempts to counter it withdispelmagtc and succeeds. She then decides she wouldlike to capture the spell and so expends her 6th-level

spe ll spmt nrcht .She makes a caster level check at 1 d20+ her caster level against a DC of 1 1 + Alastair's casterlevel. She rolls a total of 19, which is not nearly enough(Alastair is a l5th-level sorcerer, so the DC was 26).She does not capture chatnlighmmg, though the spell iss ti I I countered. Le an ine expended b oth dispel magband

sfunt nuch. If she had succeeded in her caster level

check, she would have captured clwinlightling in hermind and could, for instance, have cast it at Alastair onher next tum. In all likelihood, however, she wouldhave saved it to scribe later into her spellbook.

Consummate Mach i n ist ltechnol ogy]Your mastery of various disciplines boosts your

skills in all technological endeavors.

Prerequisites: Build Firearms*, Build Siege'Weap-onsx, Build Small Devicesx, Build Vehiclesx.

Benefit: Your technological limit for buildingtechnological devices is increased by +2. This in-crease stacks with the bonuses provided by theprerequisite feats.

Special: A tinker may select Consummate Ma-chinist as one of her tinker bonus feats.

Dismissi ble Spel I [Metamagic]You can dismiss any spell you cast.

Benefit: A spell cast with this metamagic feat can bedismissed, as per any otherdismissible spell (see Plnyer'sHandbook, Chapter 10: Magic, "Spell DescriptionS,"

Page 34: Warcraft Magic & Mayhem by Azamor

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Page 35: Warcraft Magic & Mayhem by Azamor

Greater Spel I Special ization [General]Your mastery with a single spell is unmatched.

Prerequisites: Greater Spell Focus, Spell Focus,Spell Specializationf , caster level 1Zth.

Benefit: Choose a spell with which you haveSpell Specializationt and that belongs to a schoolin which you have Spell Focus and Greater SpellFocus. Your caster level is considered to be 4 levelshigher when casting that spell. This change affectsall variables associated with caster level, includinglevel-dependent variables (such as range or dam-age), and dispel and spell penetration checks. Inaddition, when you prepare that spell with ametamagic feat, it takes up a spell slot two levelslower than normal, to a minimum of its normallevel. Forexample, ifleanine Starbom takes GreaterSpell Specialization and chooses blizzard* (a 3rd-level spell), she can prepare a maximize dblizzard asa 4th-level spell, an empoweredblizzard as a 3rd-level spell and so on.

The benefits of this feat do not stack with thebenefits of Spell Specializationf .

Special: You may take this feat multiple times. Itseffects do not stack. Each time it applies to adifferent spell.

Hasten Spell [Metamagic]You can cast spells much faster than normal.

Benefit: You can cast a hastened spell as a moveaction. Casting the spell provokes attacks of oppor-tunity, as normal. Only spells that have a castingtime of 1 standard action can benefit from this feat.

A Hastened spell uses up a slot two levels higherthan normal.

LinkSpell [Metamagic]You can cast two spells at the same time.

Benefit: W"hen preparing spells, you can link twospells together. These spells must then be cast at thesame time; when you cast one, you automaticallycast the other. The casting time is equal to thelongest casting time listed between the two spells.(For example, if one spell has a casting time of "1

standard action" and the other has a casting time of" 1 round," you need a full-round action to cast themboth. ) You choose all targets normally for the spells;they can have different targets or the same targets.

Each linked spell takes up a spell slot one levelhigher than normal.

Spel I Special ization [General]You are especially adept with a single spell.

Prerequisites: Spell Focus, caster level 4th.

Benefit: Choose one spell that falls into your SpellFocus school. Your caster level is considered to be 2levels higher when casting that spell. This affects allvariables associated with caster level, including level-dependent variables (such as range or damage), mddispel and spell penetration checks. In addition, whenyou prepare that spell with a metamagic feat, it takes upa spell slot one level less than noffnal, to a minimum ofits normal level. Forexample, ifleanine Starbom takesSpell Specialization and choosesblizzmd* (a 3rd-levelspell), she can prepare a maximized blizzmd as a 5th-level spell, a silent blxzmdas a 3rd-level spell and so on.

Special: You may take this feat multiple times. Itseffects do not stack. Each time it applies to adifferent spell.

Tech nological Weapon ry ltechnol ogylYou can use any technological device as a weapon.

Prerequisite: Use Technological Devicex 6 ranks.

Benefit: You can use any technological device withwhich you are familiar as a weapon, even those thatwere not designed as such. You rake gears acrossopponents' faces, crack their knees with extendingiron spikes, vent boiling steam at them and otherwise

use the device to your fiendish advantage. You areconsidered proficient with all devices used as weaponsin this way. The damage rype is piercirg, slashing orfire, depending on the device. Specific damage amountsare up to the GM, but are generally based on thedevice's size, as shown on the following table.

::1,:, *_-:iililWf 'Y,r. isr{.:''fr" . -'

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,' Medium

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Damage1d21d31d41d6ldB2d62dB3d6

1

,..,..r..,,, i : i ,S

3dB

You can only use a device in this way if it is one sizecategory larger than you or smaller (for example, aMedium creature could use a Large device as a

Page 36: Warcraft Magic & Mayhem by Azamor

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Page 37: Warcraft Magic & Mayhem by Azamor

RunemasterDescription: The traditions of the runemasters

date back to the ancient time of the titans, creatorsof runic magic. Dwarves quickly mastered the mys-teries of the runes taught to them. However, asgenerations passed, dwarves forgot their heritage

and lost all knowledge of runes and their hereditarypowers.

Tauren in Kalimdor rediscovered the power ofrunes. An ancient race as well, tauren rememberedthe myths of runecasting and revived interest inthis nearly lost art. The dwarves that came toKalimdor with Jaina's Alliance Expedition learned

tauren runecasting techniques. Tauren and dwarves

do not share good relations, but they were eager toshare knowledge of runes and titan myths.

The runemaster is a free spirit, more at home in

the wild than in the city. He merges brute strength

with arcane magic, covering his body with mystic

tattoos and often imbuing them with magical ener-gies to increase his skill in hand-to-hand combat.While a runemaster shuns armor, this is more toprevent hindrances to inscribing his runes than to

demonstrate his subtlety and finesse with unarmed

strikes. Quite to the contrary, a runemaster prefers

to get in the face of his enemies. Using little trickeryor subterfuge, the runemaster takes down foes with

toe-to-toe, all-out assaults, hammering them withtattooed fists and feet brimming with arcane power.

Runic magic is considered primitive yet complex

by most other races. The dwarves have taken to it

with deft skill, while the tauren study it more

slowly.

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Page 38: Warcraft Magic & Mayhem by Azamor

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Page 39: Warcraft Magic & Mayhem by Azamor

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Tab le Z4: Flurry of Blows ancl Runes per Di- Runes Per daY -

3rd 4th 5th 6thClass Level

lst

fr** Zndr,,,,, 3rd

i',' 4th" 5th

6th

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+15/+15 l+151+10/+5

lst 2nd0t -2 03 13 23 33 33 33 33 33 33 34 34 44 44 44 44 44 44 4

lth 8th ?th

;123333444

0I2333334444

023333333333444444444

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0123

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01233344

A runemaster can only create a certain number of

runes of each rune level per d"y. His base daily rune

allotment is given on Table 7-I: The Runemaster.

In addition, he receives bonus runes per d"y if he

has a high Intelligence score, just as spellcasters

receive bonus spells per dty.

A runemaster's selection of runes is extremelylimited. He begins play with mastery of two runefamilies of your choice. Each rune family gives the

runemaster access to a rune at each rune level he

can create, from O-level on up, as well as a granted

power. The runemaster gets the granted powers of

both rune families selected.

Flurry of Blows (Ex): This ability functions likethat of the monk from the Plnyer's Handbook,

except the runemaster can only make unarmed

strikes. The runemaster does not use weapons of

any kind. See Table 7-7: Flurry of Blows and Runesper D"y for the runemaster's Flurry of Blows Attack

Bonus.

unarmed Strike (Ex): This ability functions

like that of the monk from the Pl"ayer's Handbook,

except the runemaster's damage from unarmed

strikes does not improve with his level. A Small

runemaster deals ld4 points of dam&ge , a Medium

runemaster deals 1d6 points of dam?ge , and a Large

runemaster deals 1d8 points of damage.

See Runes (Ex): At Znd level, a runemaster can

see all arcane runes of lower level than the highest

level he can inscribe without needing to make a

Search check. For example, a runemaster capable

of inscribing 3rd-level runes is able to see all runes

of Znd level and lower without making a Search

check. In addition, a runemaster who merely passes

within 5 feet of an arcane rune more powerful then

he can normally see is entitled to a Search check to

notice it as if he were actively looking for it.

Erase Runes (Ex): At 3rd level, a runemaster

can make a Disable Device check to erase an arcane

rune without activating it. See the Rune Magic

section of Chapter One for details.

Page 40: Warcraft Magic & Mayhem by Azamor

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Page 41: Warcraft Magic & Mayhem by Azamor

BombarclierDescription: The bombardier is the highest prac-

titioner of the art of things that go boom. Meticulousplanners with a ftenzied need to blow things up,most bombardiers are a haphazard mixture of for-ward-thinker and absent-minded tinker.

Hit Die: d6.

RequirementsAffiliation: Any.Special: To become a bombardier, the character

must destroy a single structure or group of creatures(3 or more) with an explosion of some sort.

Skills: Craft (alchemy) 5, Craft (technological

device* ) 5, Knowledge (architecture and engineer-ing) 5.

Feats: Build Small Devices*, Scavenge Materi-alsx.

Class SkillsThe bombardier's class skills (and the k.y ability

for each) are Bluff (Cha), Concentration (Con),

Craft (lnt), Disable Device (lnt), lntimidate(Cha), Knowledge (architecture and engineer-irg) (lnt), Open Lock (Dex), Profession (Wis),

Use Magical Device (Cha), [Jse TechnologicalDevice* (lnt). See Chapter 4: Skil ls in thePlay er' s Handbookand Chapter Two :Heroes in the Warcraft RPGfor skill descriptions.

Skill Points at EachL e v e l : 4 + l n t m o d i -fier.

Class FeaturesWeapon and Armor Proficiency: A bombardier

is proficient with all simple weapons, and may takethe \Teapon Focus feat and use ranged weapon featswith explosive weapons.

Goblin Sapping (Ex): Beginning at lst level, thebombardier learns the fine art of sapping a structurewith explosives. He can reduce the hardness ofwooden structures by the value of his Intelligencebonus for purposes of blowing them up.

Bomb-Bouncing (Ex): At lst level, the bombar-dier masters the art of making a bomb travel further.See the tinker base class for an explanation of thisspecial ability (Warcraft RPG, Chapter Two: He-

roes, "New Base Classes"). The ability to bouncebombs stacks with the tinker special ability, andtriples the range increment of explosives the bom-bardier throws.

Excellent Timing (Ex): Bombardiers are expertsat assessing critical timing, especially when settingup explosive devices. At Znd level, when prepping

a bomb for explosion, the bombardier ignores theDC penalty for setting a delay.

Trick Toss (Ex): Grenade throwing and bombchucking are the bombardier's favoritesports. While the more clumsy bombardiersdiscover quickly that throwing well is cru-

cial, talented grenade throwers usually finda way to put a spin on a toss for interesting

effects.

At 3rd level, the bombardier can lobbombs ignoring low cover and targetingbeyond it without any penalty.

The bombardier perfects a spiral-ing seeker toss at 6th level. Using

the bomb's own spin as a way

L to direct the explosive de-vice, the bombardier can

ignore any type of*l

cover except for totalcover.

Boom! (E*):At

4 th leve l , thebombardier candouble the eX-plosive force ofbombs or gre-

nades withoutincreasing theN

Page 42: Warcraft Magic & Mayhem by Azamor

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Page 43: Warcraft Magic & Mayhem by Azamor

EngineerWith the rise oftechnology in the world ofWarc raft,

tinkers are becoming common among almost allfactions and races. A rarer breed, however, are thegeniuses among the tinkers who focus their intelli-gence on a part icular type oftechnology and can lead impos-

sibly ambitious proj ects that tumfantasy into reality. The earliestof these prodigies developed thephlogiston-powered boilers that al-lowed the goblins to replace theirscout balloons with enor-mous zeppelins, and theHorde to take its iron-clad juggemauts to sea.Theynamedthemselvesafter their work, and thosewho have followed in theirfootsteps honor them by tak-

ing that title for their own.

They are the engineers.

Hit Die: d6.

RequirementsAffiliation: A.y.Feats: Leadership.Skills : Craft ( technological device * ) 1 0 ranks.

Special: A character aspiring to be an engineermust complete construction of a device with aTechnology Score of at least 10 without assistance.

Class SkillsThe engineer's class skills (and the k.y ability for

eachskill) are Appraise (lnt), Concentration (Con),

Craft (lnt), Decipher Script (lnt), Diplomacy(Cha), Disable Device (lnt), Gather Information(Cha), Knowledge (any but arcana or religion)(lnt), Open Lock (Dex), Profession (Wis), Use

Magic Device (Cha), Use Rope (Dex), and UseTechnological Devicex (lnt).

Skill Points at Each Level: 8 + Int modifier.

Class FeaturesAll of the following are class features of the

engineer prestige class.

Weapon and Armor Proficiency: Engineers areproficient with all simple weapons and all types ofarmor and shields.

M a s t e rT i n k e r ' s

Touch (E*): Forthe purpose of de-

te rm ln rng thetechnological limit of any de-

vices he may build, a hero's levelsin the engineer prestige classare counted as if they were tinker

levels. In addition, he may dividehis ranks in Craft (technological de-

vice* ) bV 5, rounding any fractions

up, and consider the result tinker' f levels for the same purpose.

I

t Specialization: At lst level,I ^ 6 n n - i ^ ^ ^ * ^ L . ^ ^ - ^ o n n r a , . l i . . r r l . ' , tan engineer chooses a particular

type of technological device in

which to specialize (e.g., steam armor, zeppelins,

siege weapons, traps). All Craft (technological de-

vicex) checks an engineer makes when working in

his area of specialization receive a + 1 competencebonus. This bonus increases by + I at every other

level thereafter (+7 at 3rd level, +3 at 5th level, and

so forth). At 5th level, an engineer selects a second

field of specialization to which all specialization

bonuses apply; and at 8th level he selects a third.However, as an engineer focuses his tinkering ge-

nius, his more general mechanical abilities suffer.

A^y Craft (technological device) checks made by an

engineer outside his areas of specialization suffer a -

3 penalty.

Lead Collaboration (Ex): Engineers understand

the process of mechanical creation so well that they

Page 44: Warcraft Magic & Mayhem by Azamor

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u

GravenOneDescription: The graven one seeks power from

the deep well of death instead of from supplicatingdark powers or acting as a sycophant for demonicentities. Unwholesome rites, sigils, and the shed-

ding of one's mortal shell are all;'"- a small part of what graven ones

seek. Eventually, they becomemasters over undeath.

Hit Die: d4.

\-".'---'f"

RequirementsAlignment: A.y non-good.

Affiliation : Independent.

Skills: Knowledg. (arcana) B ranks, Knowledg. (reli-

gion) 8 ranks.

Feats: Spell Focus (necrommcy).

Spells: Must be able to cast 3rd-level arcane spells.

Special: The graven one must show that she hasan affinity for death by spending at least one nightburied in a graveyard during a new moon.

Class SkillsThe graven one's class skills (and the k.y ability

for each) are Concentration (Con), Craft (Wis),

Decipher Script (lnt), Knowledge (lnt), Profession(Wis), and Spellcrafr (lnt). See Chapt er 4: Skil ls inthe Player's Handbook for skill descriptions.

Skill Points at Each Levelz 7 + Int modifier.

Class FeaturesWeapon and Armor Proficiency : The

graven one is profic ient wi th all s imp le weaponsand gains weapon proficiency with the scythe.

\ Spells: At each level, the graven one gains\ Spells: At each level, the graven one gatns

,\ new spells per d"y as if she had also gained'i' a level in whatever arcane spell casting

I b class she belonged to before she added theI

f prestige class. She does not gain any of the

I other benefits of her former class. She

I simply adds her graven one level to the

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per d"y and caster level accordingly.

Bone Scythe (S"): Created when thegraven one achieves lst level, this

weapon is an extension of the, graven one's connection with

weapon and gains thekeen property. At 6thlevel, it becomes a +3

weapon and gains theghost touch property.

Page 46: Warcraft Magic & Mayhem by Azamor

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from one of her creations (summoned or createdundead) to herself by touch. She can do this onceper d"y for every point of her Intelligence bonus.This process consumes the creature that possessedthe original power and requires a full-round action.The stolen abilities remain with the graven one for24 hours.

Armor of Bones and Shadow (Su): At 9th level,the graven one can summon a full set of +4 fullplntemade from interlocking bone and shadow with afull-round action. This suit provides her with allthe benefits of a suit of full plate without any of thedisadvantages. While wearing the armor she maycast spells without penalty.

The armor can be shattered with a commandword, and the shards travel to interlock with up to10 of her minions within 100 feet. This interlock-ing plate grants the affected creatures a +4 armorbonus and a +4 bonus on saving throws. The suitreassembles with the utterance of the same corrr-mand word.

Undying (Ex): At 10th level, the graven onebecomes one of the undead. She no longer ages orneeds to sleep (though she must spend time meditat-

ing to regain spells). For full details of undead ffaits,see Chapter 7: Glossary in the MM.

Graven OneSpell List

The graven one concentrates on the creation,control and conjuration of undead creatures. I.Jn-like a necromancer, who preys upon the living forlife energy, the graven one seeks to create undeadin a perfect state to serve her as faithful and undyingservants.

The graven one gains the following spells inaddition to her regular arcane spell list.f st Lcvel - call of the spiritsf , command undead, summon

undead If.

Znd Level - cannibalize*, dark sacrificef, lesser deathcoil*, summon undead llf.

3rd l-e\d - 2njp2te dead, death coil*, summon undead lllf.

4th Level - death pact*, greater death coil*, summonundead lvf.

5th Lcvel - create undead, summon undead Vf.

6th Level - control undead, summon undead VIf.

7dt l-evel - create greater undead, summon undead Wlf.

Bth Level - summon undead Vlllf.

?th Lcvel - summon undead lxf.

Page 48: Warcraft Magic & Mayhem by Azamor

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Page 49: Warcraft Magic & Mayhem by Azamor

::"r':iff#

4SSffi&.. +:.',:. -,,.:- + , , i , , . " , r . s

r : ' :

Table ̂ 6: The Shadow Hunter (Swh)iF Class Level Base Attack Bonus Fort Save Ref Save Will Save Special

+0 +0

+0

+1

+1

+1

+2

+2

+2

+3

+3

+0

+0

+1

+1

+1

+2

+2

+2

+3

+3

***Znd +1

iii 3rd +2

4th +3

5th +3

6th +4' . . . * ! ' , '

* * r : r ' '

7th +5

, Bth +6.q : : i : ; i . . - . . . i

?th +6

l0th +7

.. .....,,r]$

hunter level with a +4 bonus on initiative checksand an additional 10 feet to their speed. These alliesmust be within 30 feet of him when he uses thisability. The effects of this ability last for a numberof rounds equal to his shadow hunter level. Thisability cannot affect the shadow hunter.

HealingWaue (Sp): Lukou is the Loa of healingand respite, and she grants the ability to heal allies.With a word, the shadow hunter invokes healingwith a wave of soothing light.

The shadow hunter can target any ally within 30feet with the healing wave. It heals the target andthen bounces to the next ally within 10 feet. Thewave travels from ally to ally (on a path designatedby the shadow hunter) "r long as each one is within10 feet of one other. If the healing wave is unableto reach other allies, it travels back to heal theprevious target, following its path back to theshadow hunter. The wave's healing effects areinstantaneous.

The ability initially cures 1d8 points of damage +

1 point per shadow hunter level; the die rypediminishes as the wave travels between all ies (1d8,

then 1d6, then 1d4), stopping at Id4 points of

Spirit of the loa

Spirit of the loa

Spirit of the loa(Hex)

Spirit of the loa

Spirit of the loa

Spirit of the loa

+1 level of divinespellcasting class+1 level of divinespellcasting class

+1 level of divinespellcasting class

+l level oF divinespellcasting class+1 level of divinespellcasting class

+l level of divinespellcasting class+1 level of divinespellcasting class+1 level of divinespeflcasting class

+1 level of divrnespellcasting class

+1 level of divinespellcasting class

damage + 1 point per shadow hunter level. The dietype increases to 1d10 when he reaches 5th level,

then to 1 dI} at 10th level.

The shadow hunter may sacrifice a 1st, Znd or 3rdlevel healing spell to use this ability a number oftimes per d"y equal to his Wisdom bonus. Thisability may not be used to harm undead; the spiritswill only aid the shadow hunter's allies.

Hex (Sp): Ogoun, the Loa of war, teaches theshadow hunter to place dire curses upon his €o-emies. This Loa ability is so potent that the shadowhunter may learn it only after he gains 5th level.

Once per d"y, the shadow hunter may change asingle targeted individual into a frog. This abilityfunctions exactly like the spell baleful polymorph

except as noted here. A Fortitude saving throw(DC 10 + the shadow hunter's level + the shadowhunter's Wisdom bonus) negates the hex. Theeffect lasts for 1 round for every two shadow hunterlevels. The affected target takes on the form of afrog (use the toad statistics from Chapter 2: Ani-mals in the MM), but retains its hit points, Hit Diceand saving throws. When changed to or from thefrog shape, the target does not provoke an attack of

lst +2

+3

+3

+4

+4

+5

+5

+6

+6

+7

Page 50: Warcraft Magic & Mayhem by Azamor

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Page 51: Warcraft Magic & Mayhem by Azamor

SpiritwalkerDescription: Spiritwalkers have a powerful corr-

nection with tauren ancestral heritage. Capable ofchanneling ancient heroes, these champions of thespirit are valued in tauren society for the wisdom andhistory they carry within them. Tauren also fear thespirirwalker as a potent sign of the coming age; whilemany of this powerFul race look upon the spiritwalkerwith some apprehension, the spiritwalkers still r€-ceive respect from their brethren.

Tauren ancestors dwell deep within the EmeraldDream (see Warcraft RPG, Chapter Five: The

World of \Tarcraft). The energies of that planechange the spiritwalker's pelt to pure white overtime (though some are born with white pelts,destined to walk the path of spirit).

Hit Die: d8.

RequirementsRace: Tauren only.

Affiliation: Aty.

Feats: Follower of the Totemx.

Spellcasting: Able to cast Znd-level divine spells.

tvlW€'*t

Page 52: Warcraft Magic & Mayhem by Azamor

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Page 53: Warcraft Magic & Mayhem by Azamor

Spirit of the Kodo (Su): The kodo is a powerfuland symbolic animal; in tauren society, it is a signof strength and endurance. At 3rd level, thespiritwalker can channel the spirit of the kodo togain a +4 enhancement bonus to natural armor anda +7 enhancement bonus to Strength and Consti-tution. He can summon the spirit of the kodo onceper duy as a free action, and the spirit remainswithin him for a number of rounds equal to his newConstitution bonus.

Ethereal Form (Su): At 4th level, as a freeaction, the spiritwalker can step partially into theDream, becoming immaterial for a short time. Whilethe spiritwalker still occupies his place on theMaterial Plane, he is incorporeal. Only spells andmagical weapons can harm him while he is incorpo-real (see the Glossary in the Plnyer's Handbook forthe complete effects of incorporeality).

He can take on the ethereal form once per day fora number of rounds equal to his spiritwalker level.He can only affect the physical world withspellcasting while in ethereal form.

Chant of Ages (Su): Knowledge isn't lost, onlyhidden. At 5th level, by perfiorming the chant ofages, the spiritwalker can call upon the knowledge ofall the tauren who have passed on to the EmeraldDream. He can add his Wisdom bonus ro any skillcheck he makes, as long as he is able to take 10 or 20.

War Dance (Sp): At 6th level, the spiritwalker'sdance can incite others as well. The war danceinvigorares any allies within 30 feet of him. His alliesreceive a +4 morale bonus on attack and damagerolls, and on saving throws. He must concentrate inorder to perfiorm the dance, and he may continue foras long as he wishes. Interrupting the dance does notdispel the effects, and the dance's energy lingers fora number of rounds equal to half the spiritwalker'slevel. This ritual does not affect the spiritwalker.

Mass Ethereal Form (Su): The spiritwalker canethereally shift others at 8th level. He may make anumber of allies equal to his spiritwalker levelincorporeal along with himself. Affected allies aresubject to the benefits and restrictions noted in thespiritwalker's ethereal form ability above.

Dreanwalk (Sp): At 9th level, the spiritwalkerleams how to walk into the Emerald Dream, as the10th-level druid ofthe wild special abiliry (see WarcraftRPG, Chapter Two: Heroes, "Prestige Classes").

Aqtatar of the Ancients (Sp): Once per year, the10th-level spiritwalker may reach out to the Emer-ald Dream for aid from his tauren ancestors. Theresulting aid comes as an ancient (see Manual ofMonsters, Chapter One) with the aspect of War orLore. This ancient has the extraplanar subtype andremains for 1 day. It will aid the spiritwalker to thebest of its ability.

Page 54: Warcraft Magic & Mayhem by Azamor

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Page 55: Warcraft Magic & Mayhem by Azamor

T}HERSEffiLAtrTlNreCAffiIE

* ' ' ! . : : : : + : | * : i . : : , : ] . . ] . ' ' ] ' : ' , ' ' ' ' : i . : ' 1 : - n , ' , , �

? TableClass Level Base Attack Bonus Fort Savo Ref Save Will Save

:&*"*' lst *o +0 +2

...',aoa*,,,,r.,. ': , ..

Skill Points at Each Levelz 4 + Int modifier.

Class FeaturesAll of the following are class features of the

steamwarrior prestige class.

Weapon and Armor Proficiency: Building on theirbasic familiariry with tools, steamwarriors are proficientwith all simple weapons and all rypes of affnor.

T inker 's Touch (Ex) : A hero 's levels insteamwarrior are counted as if they were tinkerlevels for the purpose of determining the techno-logical limit of any devices she may build.

Spark of Genius (Ex): The primary functions of asteamwarrior's arrnor must remain protection and rrro-biliry. However, a steamwarrior may make upgradesthat raise the TS of her arrnor by ,rp to 5 per upgade.

Modular Upgrade (Ex): At 7nd level, and uponach iev ing eve ry o the r l eve l t he rea f te r , a

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

Special

Tinker's touch, spark of genius

Modular upgrade

Bonus feat

Modulaf upgrade " '" ,

Cobble together (-1 MR) .,*,,,,,,,t'Modular upgrade, bonus feat

Cobble together (-2 MR)

Modular upgrade L !;::":a '.r

Bonus feat .i-

Modular upgrade

steamwarrior may add a single secondary functionto her armor by building the secondary function asif it were a separate device. Once the secondaryfunction is completed, it becomes a part of thearmor as if it had been added in a full upgrade.

Bonus Feat: At 3rd, 6th and 9th level, thesteamwarrior may select a bonus feat that is eithera technology feat or a proficiency feat related to oneof her armor's functions.

Cobble Together (Ex): The creations of asteamwarrior are a tangle of technology - yet sorrre -

how, they work better than they should. Uponreaching 5th level, all devices created by thesteamwarrior operate as if their Malfunction Ratingswere -1 lower (to a minimum of 1); at 7th level, theMR is T lower (to a minimum of 1). This modifieradjusts the MR after the device is completed.

i" 2nd, 3rd

4th5th

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Page 56: Warcraft Magic & Mayhem by Azamor

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Page 57: Warcraft Magic & Mayhem by Azamor

r Table Z4: The Warclen (Wdn)Class LevellstZnd3rd4th5th61h '"'"

7thBth?thlfth

r:::

The warden may use this ability 3 times per day atlst level, 5 times per duy at 4th level, and 7 times perd"y at 7th level. She threatens a longer cone at 4thlevel (50 feet) and 7th level (60 feet). The focusnecessary for this abiliry is a single throwing dagger.

Blink (Su): fu a free action at Znd level, the wardenmay teleport over shon distances. This abiliry functionsexactly like rhe dimensionblinkt spell, and she uses herwarden level to determine the distance she can cover.The warden can b link nvice per day at 5 th level and th,reetimes per day at Bth level.

l*sser Shndrr.lu Strike (Sp): One of the deadliestabilities of the warden is her power to imbue a weaponwith the wrath and justice of the night elves. Once perd"y at 3rd level, she can cast lesser shalow sml<et upon

+2

+3

+3

+4

+4

+5

+5

+6

+6

+7

Base Attack Bonus+1

+2

+3

+4

+5

+6

+7

+B

+?

+10

..,.+r'i-$

Fort Save+0

+0

+l

+1

+1

+2

+2

+2

+3

+3

*,&f#ffiFs.q;,r ,:,:,, .. .' ,r',,i.'i;fwr . j : rWf f , # , , ; - i i

. :.:,n.:::::ir .jijr:r .......

TableZ:l 0:Warclen Spells per DayClass Level1stZnd3rd4th5th6ttr7th

"'Bth

?th10,th

lst 2nd 3rd 4th0t -1 0 *"4,*

l l ,.;.1 1 01 1 t -2 1 1 0 j : : , j : i , :

2 | I I , , , ,2 2 1 12 2 2

Ref Save Will Save

, fiir,:i.,,.. :,, ,;,, , .

'

,.,, ';:!,:t r$ti+ir' :ijr ' '

Special

S bing tonent 3 | &y (40-ft. cone)

Bfink llday

Lesser shadow strike (llday)

Sbiry tment\ | day (50-fU cle)^4!,.*d, .r,,*h

Bfink 2lday : :,::::Lesser shadow strike (2lday)

flicng torentT ld^/ (60-ft.cone)

B f i n k 3 l d a y + : : : a .

Lesser shadow strike (3lday) ::r r

Avatar of vengeance

*0+0

+1

+l

+1

+2

+2

+2

+3

+3

a slashing or throwing weapon that she holds. She canuse this abiliry twice per d"y at 6th level and threetimes per duy at 9th level.

Aqtatar of Vengeance (Sp): The ultimate expres-sion of the warden's spirit of justice and wrath is thesummoning of a night elf spirit of vengeance. Sum-moning this spirit works exactly like the spellv engeance t, w i th the fo 1 low ing e xcep t ions. The gre ate rspirit of vengeance has maximum hit points, and thelesser spirits of vengeance summoned immediatelybegin attacking whomever the warden commandsthem to. She does not need the spell focus for u€Tr-geaTrcet in order to use this ability.

Warclen Spell ListThe warden's magic is drawn from conviction

and belief in justice for the night elves. Thus, awarden's spells are much like the spells a paladinwarrior or shaman receives. Treat the spells in thewarden spell list as divine spells.

A warden uses her \Tisdom score when deter-mining bonus spells.lst Level - alarm,, command, detect poison, detect snares

and pits, expeditious retreat, feather fall, jump, moonglaive*,obscuring mist, pass without trace, sleep, truestrike.

2nd Level - cat's grace, delay poison, detect thoughts,fox's cunning, invisibility, owl's wisdom, resist energy, seeinvisibility, spider climb, zone of truth.

3rd Level - darkvision, deep slumber, discern lies, dis-placement, hold person, nondetection, snare.

4$ L€vel - dimension door, freedom of movement, greaterinvisibility, locate creature, neutralize poison, poison.

Page 58: Warcraft Magic & Mayhem by Azamor

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Page 59: Warcraft Magic & Mayhem by Azamor

" Class Levellst

**"'2fld

j i :

" 3rd4th

" ' ' . r : ,1

5th' 6thi *t:t'"''

;,.,',i,7th-'u' u8ffi""''"d':::':' -

'

?th' lOth

+3 +1

+4 +1

+4 +1

+5 +2

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+6 +2

+1

+2

+2

+3

+3

+4

+4

+5

Base Attack Bonus Fort Save Ref Save \ryiil Save

+0 +2 +0 +2

+1 *3 +0 *3

+6 *3

+7 +3

Special

Ward craft

Shaka brew

Bad jrj,

Voodoo weapon

Doom rattle

Bambe brew

Heap bad juju

Zuvembi brew

Death rattle

the person is on the same plane. The doll disinte-grates after a touch attack or once the duration of theenchantment spell has passed.

The target may make any allowable saving throwswith a penalty equal to the witch doctor's level.The target is flat-footed for any Reflex saves. The

witch doctor can have a number of dolls equal to hisIntelligence bonus at one time.

Voodoo Weapon (Ex): At 4th level, the witchdoctor chooses a simple wooden weapon (e.g., staff,club, spear or javelin) that he prefers. He can infusethe weapon with alchemical reagents and varioustoxins and clays. Once per d"y as a full-roundaction, he may imbue the weapon with the frost,flaming or thundering special weapon properties.This ability lasts for a number of rounds equal to hisclass level. Anyone other than the witch doctorwho attempts to use the weapon while it is activesuffers the ill effects of the weapon's special proper-

t ies.

Preparing a new voodoo weapon takes I monthand 1,000 gp worth of alchemical reagents.

Doom Rattle (Sp): Upon reaching 5th level, thewitch doctor can shake and rattle the gourds andnecklaces that he carries to create a frightening rhyth-mic effect. A.ty foe within a 60-foot-radius who hearsthe doom rattle must make a Will save (DC 10 + thewitch doctor's level + the witch doctor's Intelligence

+3

+4

'

' ' t

' t

"

I '

Spell

+1 level of arcanespellcasting class

+1 level of arcanespellcasting class

+1 level of arcanespellcasting class

+1 level of arcanespellcasting class

+1 level of arcanespellcasting class

+4

+5

+5

+6

+6

+7

:1 *trid .

Ward Craft (Ex): At lst lev eI, ward spells (such

as senrry wardt) cast by the witch doctor that createtotems of any sort gain a bonus to Armor Class,hardness and hit points equal to his Intelligencebonus.

Shaka Brew (E"): The witch doctor's seethingcauldron contains a hallucinogenic mixture ofherbs,poisons, crushed insects and other noxious materi-als. At Znd level, he may add drops of this Shakabrew to improve the efficiency of any potion oralchemical item he creates. The Shaka brew maxi-mizes all variable, numeric effects of the witchdoctor's potions or alchemical creations. Savingthrows and opposed rolls are not affected, nor arepotions without random variables. Drinking a po-tion treated with the Shaka brew leaves the imbiberwith a euphoric buzz.

Using the Shaka brew as an additive increases thecost of brewing potions by 5 XP per level of the spell.Creating an alchemical item invigorated by Shakaincreases the DC of creation by +5.

Bad Juju (Su): Creating curses is a specialty of thewitch doctor. At 3rd level, the witch doctor canmake a deadly doll of wax or tallow containing aspecific person's hair, skin or blood ( 1 hit pointworth). He can affect the target with a harmful touchattack spell or any single spell with the enchantment(compulsion) descriptor of up to 3rd level as long as

Page 60: Warcraft Magic & Mayhem by Azamor

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Page 61: Warcraft Magic & Mayhem by Azamor

Ram heqan ro f aLl,. Excel,l,enr.

ZaJ'raL paused LonE enluEh ro srKerch, al,Lowmq rhe mlrsruve r0sca,Les. Jusr hecause he cnuld suRvrve lursrde rhe lcean drd nlr medo so. He savlued rhe sensarrln flr a mlmenr heporce clnrrnutnq 0ywRIrhInE aLonq rhe EKlund a,s he shrheted up rhe hrLL.

As ZaJ'ra,L neaued rhe cKesr 0f rhe hrLL, he sLowed and cLurched hHe I'owercedhs r0RS0 r0 rbe Eulund, mched fltwaKd, and peeKed 0

Yes . Therce was rhe A,Lhance encampmenr. The FrKes weve norhmemhens, even nlw hemq exrrnqwshed hy rhe Rarn. The pmes avluniof renrs shook wlrh rhe drcops and shed wareR. Norh rnE srr RRed. Ysenrvy suveLy ZaJ'raL wa,s nlr Lucky enluEh r0 clme upln a sLe

Thene he wfr,s.

CLoaked, hur ohvrcusLy a, KaLdoReI. The na,Ea, clulLd nlr make lurrhrcouqh rhe Ram and darc,k, hur he couLd maErne rhem weLl, enluEh.mdryo, wrrh smllTlt pearuues and el-eqanr, plmred eaRS. Handsom,rh ar na,Ea w offien flund arrvacrrv e . Z aJ' T alL w luLd enJly drcpEuurnE't

The senrzy sr00d ilEatnsr a, rtee, huddLed m rhe Rfrryt. The f00L Iwefr,k. Thrc lne cluld nlT even ffr,ce rhe eLemenrs wrchour sh:eKtnq atcLoak ahour hmsel'p.

ZaJ'ral, wluLd pRlve rhar rhe naEa,had Eulwn srvlnE.

He lryred hrc Lepr hand and rcs frnEeKS danced m a clmpLex parrelpouued pnom hrc mou,rh.

Norhmq happened. ZaJ'Ta,l- wa,s mlmenraRrLy raken ahack rhe shrs speLL. Peruhaps rhe Kal'dotet had nlr paLLen as faK as he rhouq

" Allaratna*!' The senrKy made a, plweufuL Eesruve and hru,il'LumtnarrnE ZaJ'ral-'s hunkerctnE flKm. The KaLdoter rhKew hackhrcrhe rnrtudet.

Page 62: Warcraft Magic & Mayhem by Azamor

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Page 63: Warcraft Magic & Mayhem by Azamor
Page 64: Warcraft Magic & Mayhem by Azamor

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Page 65: Warcraft Magic & Mayhem by Azamor

7 Sigil of Greater Transportation: Teleports creaturesto any plane.

B Glyph of Opening: Open a passage through wood orstoneo door or wall.

? Sigil of Ultimate Transportation: Permanent sigilteleports creatures to desrgnated spot.

Restoration FamilyGranted Power: You gain a +4 resistance bonus

on saving throws against poison and disease. Youheal temporary ability point damage at twice thenormal rate (2 points per night of rest and 4 pointsper duy of complete bed rest).

Restoration Fam i ly Runes0 Mark of Lesser Restoration: Ends dazed and dazzled

adverse conditions.

I Markof Vigon Removes fatigue or alleviates exhaustion.

2 Glyph of Mending: Repairs an object.

3 $gilof hrilirztiru Restores the land and rmproves crops.

4 Mark of Purification: lmmunizes subject against poi-son, detoxifies venom in or on subject.

5 Mark of Freedom: Subject moves normally despiteimpediments.

6 Mark of Restoration: Subject is restored to normalmental function.

7 Mark of Greater Restoration: Restores all levels andability scores.

I Glyph of Resurrection: Fully restores dead subject.q Milk of Regoreration: Subject gains regeneration 20.

Shielcting FamilyGranted Power: You can generate a protective

ward around yourself as a supernatural ability. Yougain a resistance bonus equal to your runemasterlevel on your next saving throw. Activating thispower is a standard action. The protective ward is anabjuration effect with a duration of t hour that isusable once per d"y.

Shielcli ng Fami ly Runes0 Mark of Minor Shielding: Subject gains +1 resistance

bonus on saving throws.

I Mark of Lesser Shielding: Spell attacks miss subject500/o of the time.

2 Markof EnergyShielding: Subject ignores 10 points ofdamage per attack from specified energy type.

3 Sigil of Dispelling: Cancels spells and magical effects.

4 Sigilof ShbldinE Stops lst- through 3rd-levelspelleffects.

Mark of Greater Shielding: Subject gains spell resis-tance 21.

Markof SuperiorShielding: Subject gains immunity tonecromancy and transmutation effects.

Mark of Ultimate Shielding: Turns spells back on theoriginal caster.

Mark of Mind Shielding: Subject is immune to magicaleffects on mind or emotions and scrying.

Sigil of Ultimate Shielding: Spells are absorbed.

StrikingFamilyGranted Power: You gain the Weapon Focus

(unarmed) feat for free.

Striking Family Runes0 Mark of Kind Striking: Natural weapon deals an extra

1d4 points of nonlethal damage on next attack.

Mark of Sure Striking: Natural weapon ignores partialcover and concealment.

Maft of Magic Striking: Natural weapon gains *1

enhancement bonus.

Mad< of Aligned Striking: Natural weapon becomesgood, evil, lawful or chaotic.

Mark of Hardened Striking: Natural weapon gainsimproved base damage and crit ical multiplier.

Mark of Vampiric Striking: Natural weapon's attacksheal the attacker.

Mark of Energy Striking: Natural weapon deals anextra 1d6 points of energy damage.

Mark of Sonic Striking: Natural weapon deals an extra1d6 points of sonic damage.

[,lart( of Creater Hardened Sbiking: Natural weapon be-comes adamantine and gains improved base damage.

Markof UltimateSfiking: Naturalattacks gain reach andimproved base damage, and allow ranged attacks.

RunesThe description of each rune is presented in a

standard format, similar to that of a spell. Runesfollow the same conventions as schools of magic,

and they rank from O-level to 9th level. Runedescriptions are presented with missing entries whenthose entries follow the "standard rules" for thosequalities. For example, runes with somatic and

material components are missing their Compo-nents entry since this is the default for all runes.

The standard Inscribing Time is 1 round; Range istouch; Target for a mark is always "Creature

Page 66: Warcraft Magic & Mayhem by Azamor

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Page 67: Warcraft Magic & Mayhem by Azamor

TruHIE R@ILNFUJ\TNINC GAffiIE

Level: Awareness 2

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance Yes (harmless)

DescriptionThe subject is granted increased awareness, a fraction

of a second into the funne. This allows the subject to

sense from which direction attacla will come.

Rune EffectThe subj ect gains a + 4i*tght bontrs to AC. This insght

bonus is lost whenever the subject loses her Dexterirybonus to AC unless she is only flat-footed, in which case

markof awarenes.s sdll grants a +7 insrght bonus to AC.

Mark of Awareness, GreaterThe subject is alerted to magical eauesdropping.

Drvrnation

Leveh Awareness 4

Duration:2 hours

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionA field of awareness surrounds the subject and

alerts him to any attempt to observe him by means

of a divination (scrying) spell or effect.

Rune EffectFor the duration of the effect, the subject knows the

location of every magical scrying sensor within a 40-foot radius. If a scrying attempt originates within the

area, the subject instantly knows the location from

which the affempt was made; otherwise, the creatureattempting to scry immediately makes a caster levelcheck (DC 2I) to hide her identity. If she fails thecheck, the subject of mnrk of greater awarene.ss gets avisual image of the creature attempting to scry and anaccurate sense of her direction and dishnce.

Mark ofAwareness, LesserThe subject gains a +10 insight bonus on his next

attack roII.Transmutation

Leveh Awareness 1

Duration: See text

Saving Throw: Wall negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains an intuitive awareness of the

future, allowing a bonus on his next attack roll.

Rune EffectThe subject gains a + 10 insight bonus on his next

single attack roll. Additionally, the subject is not

affected by the miss chance that applies to attackers

trying to strike a concealed target.

Mark of Awareness, U lti mateThe subject gains a powerful sixrh sense.

Divination

Levek Awareness ?

Duration: 10 minutes

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains a power{ul sixth sense, receiving

instantaneous wamings of impending danger orharm.

Rune EffectThe subject is never surprised or flat-footed. The

subject gains a +8 insight bonus to AC and onReflex saves. This insight bonus is lost whenever

the subject loses her Dexterity bonus to AC.

MarkofEvasionThe subject auoids maglcal andunusLLCLI attacks with

great agtlity .Divination

Leveh Awareness 5

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains an intuitive awareness of how

to defend himself against magical attacks.

Rune EffectThe subject gains improved evasion, as the rogue

class special ability.

MarkofFlyingThe subject flies et a speed of 60 feet, with good

m&neuverability .Transmutation

Page 68: Warcraft Magic & Mayhem by Azamor

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Page 69: Warcraft Magic & Mayhem by Azamor

Level: Motion 6

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject is imbued with the bunowrng abrliry of a

carrion beetle, the climbing abiliry of a spider, the flying

abiliry of a bird and the swimming abrliry of a shark.

Rune EffectThis rune functions like the mark of flyingexcept

as noted here. The subject gains a fly movement

mode at a speed of B0 feet (good). Furthermore, the

subject also gains a burrow mode at 20 feet, a climb

mode at 30 feet, and a swim mode at 40 feet.

\Tearing medium or heavy armor, or carrying a

medium or heavy load, reduces these speeds toburrow 15 feet, climb Z0 feet, fly 60 feet, and swim25 feet. The subject retains her Dexterity bonus to

AC in all movement modes.

The subject gains a +B racial bonus on Climb

checks. She can always choose to take 1O on Climb

checks, even if rushed or threatened.

The subject also gains a *8 racial bonus on any

Swim check to perform some special action or

avoid ahazard. She can always choose to take 10 on

a Swim check, even if distracted or endangered.

She can use the run action while swimmitg, pro-

viding she swims in a straight line.

Markof PurificationRemoq,tes many physi cal ffiictions.

Conjuration (Healing)

Lcvel: Restoration 4

Duration: I nstantaneous

Saving Throw: Wrll negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionPositive energy washes over the subject to wipe

away physical afflictions.

Rune EffectThe following adverse conditions affecting the

target are immediately ended: blinded, deafened,

diseased, nauseated, sickened and poisoned.

A poisoned creature suffers no additional effects

from the poison, and any temporary effects are

ended, but instantaneous effec$ are not reversed(such as hit point damage, temporary ability dam-

age or effects that don't go away on their own).

Markof RegenerationThe subject gains regeneration 20.

Transmutation

Level: Restoration ?

Duration: 1 minute

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains the regeneration of a troll as

lost body parts are regained, broken bones are

mended and physical vitality is increased.

Rune EffectThe subject gains regeneration 70. All damage

inflicted on the subject from all sources is treated as

nonlethal damage, which heals at a rate of 70 points

per round, although acid and fire deal lethal dam-

age to the subject. Also, the subject's severed body

members (fingers, toes, hands, feet, arms, legs, tails,

or even heads of multi-headed creatures), broken

bones, and ruined organs grow back. After the mark

is activated, the physical regeneration is complete

in 1 round if the severed members are present and

touching the creature. It takes 1 minute otherwise.

Mark of regeneration also rids the subject of exhaus-

tion or fatigue. Damage that the subject suffered

before activating the rune is converted to nonle-

thal damage and regenerated; when the rune's

duration expires, all remaining damage becomes

lethal (unless it was caused by " nonlethal effect).

The mark has no effect on nonliving creatures(including undead).

Markof RestorationRemoves several mental afflictions .

Conjuration (Healing)

Leveh Restoration 6

Duration: I nstantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionPositive energy washes over the subject to wipe

away mental afflictions.

Page 70: Warcraft Magic & Mayhem by Azamor

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Page 71: Warcraft Magic & Mayhem by Azamor

Rune EffectW'hen making the final stroke of this mark, the

inscriber must choose one of the following elements:acid, cold, electricity, fire or sonic.

'When the mark

is activated, the subject is granted energy resistance10 against damage of whichever one of the fiveenergy types was selected. This rune functions likethe spell resisr energ, except as already noted.

Rune EffectActivating this mark grants the sr-rbject spell

resistance Z 1.

Mark ofshielcling, LesserSpel/ attucks mlss subject 50% of the time.

Abl uration

Level: Shielding 1

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject becomes effectively invisible to the

world of magic. Enerny casters car-r sti l l see theprotected creature, but it is diff icult to

direct targeted magical energyat her.

Mark of Shielcl i ng, GreaterThe subject gains spell resis tance 21

Abjuration

Level: Shielding 5

Duration: 10 minutes

Saving Throw: Wi ll negates(harmless)

Spel l Resistance: Yes(harmless)

Description

J

. i lul,L,l; h t t9 . l , r j t f

H I!

A m a g i c a l a u r ashields and r,\rotectsthe subjectfrom spelleffects.

I -

?1 {t ol s

ti

Page 72: Warcraft Magic & Mayhem by Azamor

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Page 73: Warcraft Magic & Mayhem by Azamor

TTHE ROI!rePUATTT] N€ GAffiIE

MarkofSpeeclThe subject' s speed and maneuuerability increase.

Transmutation

Lcvel: Motion 2

Duration: 10 minutes

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains the speed, climbing and jump-

ing ability of a tiger.

Rune EffectThe subject gains

mark is activated.several benefits when this Rune Effect

The subject's base land speed increases by 30 feet.There is no effect on other modes of movement suchas burrow, climb, fly or swim. As with any effect thatincreases speed, this spell affects jumping distance(see "J,r-p" in Chapter 4: Skills of the Plnyer'sHandbook).

The subject gets a +10 racial bonus on Climbchecks and retains her Dexterity bonus to ArmorClass (if any) while climbing, and opponents get nospecial bonus to their attacks against her; however,the subject cannot use the run action while climb-ing.

The subject gets 2 + 10 racial bonus on Jump checks.

MarkofSpeecl , LesserThe subject's speed increases by 10 feet.

Transmutation

Level: Motion 0

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject is invigorated with energy and gains

a quick burst of speed.

Rune EffectThe target's base land speed increases by 10 feet

when this mark is activated. There is no effect onother modes of movement such as burrow, climb, fly,or swim. As with any effect that increases your speed,this spell affects your jumping distance (see "J.rrnp"

in Chapter 4: Skills of the Plnyer's Handbook).

Mark ofStri ki ng, Al igneclA nnnn al w eap on b ecome s cluanc, evil, go od or lawf ul .

Transmutation [see text]

Lcvel: Striking 3

Targeh One natural weapon

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionOne of the subject's natural weapons is imbued

with highly focused and energetic spirits.

Choose an alignment from chaotic, evil, good orlawful when placing the finishing stroke of themark. Activate this mark to align the natural weaponas chosen when the mark was inscribed. This runefunctions like the spell align weapon, except asalready noted.

Mark ofStriking, EnergyA natural weapon deals bonus energ1 damage.

Transmutation [see text]

Lcvel: Striking 6

Targeh One natural weapon

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionOne of the subject's natural weapons erupts with

acid, cold, fire or electricity energy. The subject'sattacks deal additional energy-based damage, butthe subject suffers no ill effects.

Rune EffectChoose one energy type from acid, cold, fire or

electriciry when making the final stroke to completethis mark. Activate this mark to cause the naturalweapon it imbues to erupt with the chosen energy. Thismark dispels any existing energy effect already on thenatural weapon. For example, if the natural weapon isalready flaming when a mmk of energy smking is acti-vated for cold damage, the flaming effect is dispelled.

The energy does not harm the subject. The naturalweapon deals an extra 1d6 points of the chosen energydamage on a successful hit. Upon striking a successful

Page 74: Warcraft Magic & Mayhem by Azamor

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Page 75: Warcraft Magic & Mayhem by Azamor

T}HIE R@ILNPUAWTINI€ GA&IE

DescriptionSuccessful attacks made with the natural weapon

are so strong that they cause thunderclaps.

Rune EffectThe base damage of the natural weapon improves by

one step as though its size were increased. For example,a weapon that did ld8 points of damage would improvero 7d6 with this effect (see Table 74 in the Playu'sHandfuk). Funfrer, the natural weapon deals an extra1d6 points of sonic damage on a successful hit, and itacquires the thmdcrngweapon special abiliry (see theDMG, Chapter 7, "'Weapons").

MarkofStriking, SureI'J egates concealment and couer penalties.

Transmutation

Leveh Striking 1

Targeh One natural weapon

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThis mark has the appearance of an €ye , and the

natural weapon almost seems to see on its own.

Rune EffectThe natural weapon ignores the Acbonus granted

to targets by anything less than total cover and themiss chance granted to targets by anything less thantotal concealment. Total cover and total conceal-ment provide their normal benefits against thenatural weapon.

Mark ofStriking, UltimateGain deadly reach and ranged atmcks.

Transmutation

Leveh Striking ?

Duration: 4 hours

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject's natural weapons become so power-

ful that shockwaves precede them. He no longerneeds to make actual physical contact with a victimto deal melee damage.

Rune EffectThe bearer's unanned attacks gain multiple effec$.

First, the base damage of all natural weapons improvesby one step as though each weapon's size were in-creased. For example, a weapon that did 3d6 points ofdamage would improve to 4d6 with this effect (see

Table 71in the Plnyer'sHmdbook).

Second, the subject's reach increases by 5 feet.

Finally, a visible shockwave emanates from thesubject's fists whenever he throws punches. Thesubject can use his natural weapons to make rangedtouch attacks with a range of 3 0 feet. Theshockwaves produced from these strikes deal 1d8 +

Strength modifier points of bludgeoning damageplus 1d6 points of sonic damage.

Mark of Stri ki ng, Vampi ricI'l atural weapon drains the victim' s life force .

Transmutation

Leveh Striking 5

Targeh One natural weapon

Duration: t hour

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject's natural weapon is imbued with the

essence of a vampire. Her natural attacks give lifeback to her.

Rune EffectThe subject heals as many points of damage as it

inflicts with the base damage of its natural weapon. Thecreature does not heal extra damage dealt by Strength,enhancements, energy and so on. If the creature's baseattack is ld8, then only this roll provides healirg, evenif the fulI amount dealt with each attack is, for example,1 dB + 1 0 points ofdamage plus 1 d6 points offire damage.Critical hits heal all base attack damage dealt. Forexample, the natural attackfrom the previous examplewould heal 2d8 hit points per critical hit.

Markofthe BactgerThe subject flies into a ra"ge.

Transmutation

Leveh Beast 3

Duration: See text

Saving Throw: Will negates (harmless)

Spell Resistancq Yes (harmless)

Page 76: Warcraft Magic & Mayhem by Azamor

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Page 77: Warcraft Magic & Mayhem by Azamor

effect may make a Reflex save (DC 10 + IIZ Durationz? minutes

subject's Hit Dice + subject's Constitution modi- Saving Throw: Fortitudefier) for half damage. Spell Resistance: Yes

MarkoftheGolemThe subject gains natural armor and damage redu.c-

tion.Transmutation

Leveh Beast 6

Duration:2 minutes or until drscharged

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject's skin hardens like stone, warding

him against blows, cuts, stabs and slashes.

Rune EffectActivating this mark grants the subject a +5

enhancement bonus to natural armor and damagereduction 1O/adamantine. Once the effect has pre-

vented a total of 100 points of damage, it is

discharged.

\Uhen both this rune and mark of the werewolf arein effect, the DR lO/adamantine reduces damage bysilver weapons by 10 points, which is taken offthe100 points of protection provided by mark of thegolem.

MarkofthelmpThe subject gains fast healing 3 .

Transmutation

Leveh Beast 4

Duration: 10 rounds

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject is imbued with the essence of an imp,

granting her superior healing powers.

Rune EffectThe subject gains fast healing3.

MarkoftheSnakeI'J atural attacks become poisonous .

Transmutation

Leveh Beast 7

Targeh One piercing natural weapon

DescriptionThe subject is imbued with the essence of a

snake. Poison sacs develop, and the subject be-

comes capable of injecting poison into wounds he

creates.

Rune Effect\Thenever the subject strikes with the affected

natural weapoh, victims struck must succeed at aFortitude saving throw (DC 10 + 1/Z subject's Hit

Dice + subject's Constitution modifier) or suffer

Id4 points of temporary Constitution damage, and

anothe r ld4points of temporary Constitution dam-

age 1 minute later. The subject's claws or teeth willgrow long enough to act as piercing weapons for themark's duration; the subject gains a claw or bite

attack if he did not have one already.

MarkoftheTigerIncreases natural w eapon' s damage .

Transmutation

Level: Beast 1

Targeh One piercrng natural weapon

Durationz 2 minutes

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject is imbued with the essence of a tiger.

The natural weapon sharpens and deals additional

damage.

Rune EffectThe subject's claw and or bite attack becomes

more potent, the natural weapon's base damageimproving by one step as though its were size

increased. For example, a weapon that did 1d6 basepoints of damage would improve to 1d8 with this

effect (see Table 7-4 in the Player's Handbook).Ifthe subject does not have a claw or bite attack, he

acquires one of his choice for the rune's duration.

MarkoftheWerewolfThe subject gains damage reduction l)lsiluer.

Transmutation

Page 78: Warcraft Magic & Mayhem by Azamor

'petoLr Apearle su tdarxe 't"lqtqtstftrn ??S

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Page 79: Warcraft Magic & Mayhem by Azamor

MarkofVision, LesserThe subject gains low-Iight qtision.

Transmutation

Lcvel: Awareness 0

Duration: 1 minute

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject's eyes glow a faint yellow as he gains

the ability to see better in dimly lit areas.

Rune EffectActivate this mark to gain low-light vision for

the rune's duration.

MarkofVision, TrueThe subject sees aII things as they really are .

Drvination

Leveh Awareness 6

Duration: 2 minutes

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject gains the ability to see through

darkness; notice magically hidden doors; pinpointcreatures through magical concealment; and seeinvisible objects, illusions, and the true forms oftransmuted things.

Rune EffectThis rune functions as the spell true seeing,except

as already noted.

MatenalCornponertr:Theinkforthisruneismadefr om250 gp wonfi of mushroom powder, saffron and fat.

Sigil ofDispellingCancels maglcal spells and effects.

Abjuration

Level: Shielding 3

Duration: I nstantaneous

Saving Throw: None

Spell Resistance: No

DescriptionA blast of counter-magic dispels magical spells

and effects in the area.

GAffiIE

Rune EffectThis rune functions as the spell dispelmnglc,except

as noted here. It acts as an area dispel only, affectingeverything within a 3O-foot radius. The caster level ofthe rune is 10th, so rhe casrer level check is 1dZ0+ 10.

Sigil ofHealingCures 4dB points of dnmage for manJ creatures.

Conjuration (Healing)

Level: Healing 6

Duration: I nstantaneous

Saving Throw: Will half (harmless) or Will half (see text)

Spell Resistance: Yes (harmless) or Yes (see text)

DescriptionA blast of positive energy heals all nearby creatures.

Rune EffectAll creatures in the area (allies and enemies

alike) are cured of 4d8 points of damage.

Like other cure effects, sigrl of healing deals dam-age to undead in its area rather than cures them.Each affected undead may attempt a Will save forhalf damage.

Sigil of Healing, GreaterConjuration (Healing)

Leveh Healing 7

This sigil functions like sigzl of healing, except thatit cures 5d10 points of damage.

Sigil of Healing, SuperiorConjuration (Healing)

Lcveh Healing B

This sigil functions like sigrl of healing, except thatit cures 6dl Z points of damage.

Sigil of Healing, UltimateConjuration (Healing)

Level: Healing ?

This sigil functions like sigrl of healing, except thatit cures 200 points of damage.

Sigil ofPurificationRemoues bltght and increases crop yields.

Transmutation

Leveh Restoratron 3

Page 80: Warcraft Magic & Mayhem by Azamor

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Page 81: Warcraft Magic & Mayhem by Azamor

TffffiE ROILNtrILASruNY€ GAffiIE

Rune EffectAs sigrl of lesser transportation, except you can

designate any location on the plane as long as youhave seen the physical destination at least once(possibly using magic) and the destination has notsignificantly changed. (The GM makes this deter-mination. If she decides the locale has changed toomuch since you last saw it then you may end upsomeplace else that looks very similar. )

S igi I ofTransportation,Greater

Transports creatures anywhere instantly .Conj uration (Teleportation)

Leveh Motion 7

Area: 10-foot-radius burst

Duration: I nstantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionCreatures in the area disappear, reappearing sorrre -

where else in the universe.

Rune EffectAs sigrl of lesser transportation, except you can

designate any location on any plane. If you havenever been to the designated plane, then you caninscribe general marks that effectively pick ? r?.rr-dom location on that plane. If the indicateddestination has changed significantly since you lastsaw it, the effect is the same as designating a randomlocation on the plane.

Sigil ofTransportation, LesserInstantly transporrs creatures a short distance.

Conj uration (Teleportatron)

Lcvel: Motion 4

Area: 5-foot-radius burst

Duration: I nstantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionCreatures in the area disappear, reappearing sorrr€-

where else nearbv.

Rune EffectWhen you inscribe this sigil, you must designate

a spot within 500 feet as the destination by encod-ing intricate marks within the sigil. Activating thismark causes all affected creatures to teleport in-stantly to the destination.

The subjects can't take any other actions afterteleporting until their next turns.

Subjects carrying more weight than their maxi-mum loads do not teleport.

If the subjects arrive in a place that is alreadyoccupied by a solid body, each teleported creaturetakes 1d6 points of damage and is shunted to arandom open space on a suitable surface within 100feet of the intended location. If there is no freespace within 100 feet, each teleported subject takesan additional Zd6 points of damage and is shuntedto a free space within 1,000 feet. If there is no freespace within 1,000 feet, each teleported creaturetakes an additional 4d6 points of damage and theeffect simply fails.

Sigi I ofTransportation,Ultimate

Instantly transporrs creatures anJ where .Conl urat ion (Teleportation)

Level: Motion ?

Area: S-foot-radius burst

Duration: See text

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionCreatures in the area disappear, reappearing sorrr€-

where else on the same plane.

Rune EffectAs sigrl of lesser transportation, except you can

designate any location on the plane as long as youhave seen the destination at least once and thedestination has not significantly changed (see sigrlof nansportation). Also, this sigil is permanent andcan be activated any number of times.

A sigrl of ultimate transportation that is disabledbecomes inactive for 10 minutes; it can then betriggered again as normal.

MaterialComponent: Rune paint laced with pow-dered amber worth 1,000 gp.

Page 82: Warcraft Magic & Mayhem by Azamor

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Page 83: Warcraft Magic & Mayhem by Azamor

to the caster can be cut or damaged, though theeffect can be dispelled normally with dispel mag1c.

AvatarC aster becomes a ntearL, { dJ - slwened fighang machine .

Transmutation

Leveh PreT,,SorlWiz7

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Targeh You

Duration: 1 round/level

DescriptionThe caster screams a war cry as she grows in size

and strength. Her flesh hardens. Her skin, clothingand all her possessions become a dimly luminoussilver-gray.

Spell EffectUpon casting this spell, the caster becomes a

fighting avatar of her ideals. Her mindset changesso that she relishes combat. She loses her spellcastingability, including her ability to use spell activationor spell completion magic items, just as if the spellswere no longer on her class list.

The caster gains a +{ enhancement bonus toStrength, a +6 enhancement bonus to Constitutionand a +Z enhancement bonus to Dexteriry. She gainsa +B enhancementbonus to natural armor (this stackswith any inherent natural arrnor but not with anyother enhancements to natural armor) and spell resis-tance equal to 10 + her caster level. She is consideredproficient with all simple and martial weapons.

The caster doubles in height and increases inweight by " factor of 10. This increase changes thecaster's size category to the next larger one. Thecaster gains an additional +4 stzebonus to Strength,a -Z size penalty to Dexterity (negating the err-hancement bonus noted above), and a -1 sizepenalty on attack rolls and AC due to her increasedsize. (ln total, the caster will benefit from +8 toStrength, +6 to Constitution, +7 to AC, +3 onattack rolls and +4 on damage rolls. )

A humanoid creature whose size increases toLarge has a fighting space of 10 feet and a naturalreach of 10 feet. This spell does not change thecaster's speed.

If insufficient room is available for the growth,

the caster attains the maximum possible size andmay make a Strength check (using her increasedStrength) to burst any enclosures in the process. Ifshe fails, she is constrained without harm by thematerials enclosing her - the spell cannot crushthe caster by increasing her size.

All equipment worn or carried by the caster issimilarly enlarged by the spell. Melee and projectileweapons affected by this spell deal more damage.Other magical properties are not affected by thisspell. Any enlarged item that leaves the caster'spossession (including a projectile or thrown weapon)instantly returns to its normal size. This means thatthrown weapons deal their normal damage, andprojectiles deal damage based on the size of theweapon that fired them. Magical properties of en-larged items are not increased by this spell.

Multiple magical effects that increase size do notstack.

Aq,,atar dispels but does not counte r reduce person.

Material Component: A chunk of adamantineworth at least 500 gp.

Berserker StrengthSubject gairu a +4 borun n Snength andConsntution.

Transmutation

Leveh Hlr 3, Hnt 3, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Touch

Targeh Creature touched

Duration: 1 mrn./level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject becomes as strong and hardy as the

toughest orc warriors.

Spell EffectThe subject gains a +4 enhancement bonus to

Strength and Constitution.

Arcane Material Component: A few hairs, or apinch of dung, from an orc.

Berserker Strength, MassTransmutation

Page 84: Warcraft Magic & Mayhem by Azamor

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Page 85: Warcraft Magic & Mayhem by Azamor

t:'--ff'ISJY*

TRJHE TROIIffiUNruNT€ GAMIE

Material Component: A bit of brimstone and adrop of the caster's own blood (or whatever passesfor blood).

BreathofFireCas ter breathes fire after consuming liquid.

Transmutation [Fire]Leveh SorlWiz 2

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Area: Cone

Duration: I nstantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

DescriptionThe caster takes a drink and then spews forth

flames to engulf his enemies.

Spell EffectBreath of fire creates a cone of flames originating at

the caster's mouth. All creatures

caught in the cone take Zd4 points of damage + 1point per caster level (maximum of+10). Unat-tended objects also take this damage. Combustiblesin the area catch fire.

Material Component: A beverage containing theequivalent of at least one shot of alcohol, which isconsumed prior to casting the spell.

BrillianceAuraCaster and nearby allies make Spellcr aft checks to

cast spells for free .Transmutation

Lcvel: SorlWizT

Components: V, S

Casting Time: 1 standard action

Range: Personal

Area: 20-ft.-radius emanation

Duration: 1 round/level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: No

Page 86: Warcraft Magic & Mayhem by Azamor

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Page 87: Warcraft Magic & Mayhem by Azamor

Counterspell, GreaterAbjuration

Level: Hlr ?, Sor/Wiz ?

This spell functions exactly ascept that it counters spells of up

Counterspell, LesserAbjuration

Leveh Hlr 3, Sor/Wiz 3

This spell functions exactly as counterspellt, savethat it counters spells of up to 3rd level.

Cripple,MassTransmutation

Leveh Sor/Wiz 6, Swh 6

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One living creature/level, no two of which can bemore than 30 ft. apart

This spell functions like cripple*, except that itaffects multiple creatures.

CrushingWaveG iant w av e p o utnds opp onents and"kno cl<s them pr one .

Evocation [Water]Leveh Sha 4, Sor/Wiz 3

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Area: Line to maximum range

Duration: I nstantaneous

Saving Throw: Reflex half

Spell Resistance: No

DescriptionThe caster evokes a l0-foot-high wave, which

blasts forward at unstoppable speed.

Spell EffectThe wave travels along the ground or other semi-

solid surface (water, for example). Creatures withinthe wave's path take 1d8 points of bludgeoning dam-age per caster level (maximum 1 0d8 ) , with a Fortitudesave allowed for half. Those who fail this save are alsoknocked prone (standing up is a move action).

Crushing wave cannot be cast into the air. Thisspell can be cast normally underwater.

Material Component: A drop of ocean water.

CycloneWindstorm lifts opponent into the air .

Evocation [Air]Level: Drw 3, Sha 3

Components: V, S

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Targeh One Medium or smaller creature

Duration: 1 rou ndl? levels

Saving Throw: Reflex negates (see text)

Spell Resistance: Yes

DescriptionThe caster summons a small cyclone that lifts the

target into the air, spinning him rapidly and buffet-ing him with powerful winds.

Spell EffectA 1O-foot-high cyclone appears in the square

you designate. A Medium or smaller creaturewithin that square risks being battered by thecyclone and lifted into the air (Large and largercreatures are unaffected). The target is allowedan init ial Reflex save to avoid takingZd6 pointsof damage. If the target succeeds, he immediatelymoves to a square adjacent to the cyclone (if

these squares are all occupied, h. falls prone inone of them). If this save is failed, in addition rotaking damage the subject must attempt anotherReflex save or be l ifted into the air and whirledviciously by the cyclone, taking 7d6 points ofdamage each round. A creature that can fly isallowed a Reflex save each round to escape thecyclone; the creature sti l l takes damage but canleave if the save is successful.

A creature trapped in the cyclone cannot movebut can otherwise act normally, though to cast aspell it must succeed at a Concentration check(DC 1,5 + the level of the spell the creature isattempting to cast). A creature caught in thecyclone takes a -4 penalty to Dexterity and a -Z

penalty on attack rolls.

The cyclone is stationary and persists for thespell's duration. A creature moving into the squarethe cyclone occupies risks damage and entrapment,as described above. The cyclone can carry only asmany creatures as can fit into its square (i... oneMedium or Small creature), so if it is "full" othercreatures passing through the square do not risk

: . - * * - F \ j - _ I _ _ , . . - - t , , - - . 4 f i - - - 2 - . - . t - . _ - z ' J . \ : ' * ' r * *

TTffiE ROIreFEAWfl NIG CAffiIE

counterspellt, eX-to 9th level.

Page 88: Warcraft Magic & Mayhem by Azamor

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Page 89: Warcraft Magic & Mayhem by Azamor

destroyed. The caster then recalls one or more spells Area: 20-ft.-radius emar

that she has already prepared and expended (either by Duration: 1 round/levelcastingthemorlosingthemthroughsomeothermeans). Saving Throw: Will negatFor every THitDice of the undead creature destroyed, Spell Resistance: yes (hathe caster can recall one spell level. These spell levelsmay be divided however the caster wishes. Description

For example, if Gul'zakar the necromancer castsdfirk sacrifice upon an undead creature with 6 HitDice, he gains three spell levels. He can recall one3rd-level spell; a Znd-level spell and a lst-levelspell; or three 1st-level spells. 0-level spells count ashalf a level for these purposes.

If the target succeeds at its Will save, the casterloses control of the creature.

Deathanct DecayWirhers and destroys all within range.

Necromancy

Lcvel: Ncr ?

Components: V, S, M

Casting Time: 1 standard action

Range: Medium (100 ft. * 10 ft./level)

Area: 60-ft.-radius emanation

Duration: Concentration, up to 1 round/level

Saving Throw: Fortitude half

Spell Resistance: Yes

DescriptionNegative energy infuses the area in visible puffs.

Living creatures age rapidly, &s skin sags and fleshsloughs off bones. Structures wither and collapse,suffering the effects of decades within a few seconds.

Spell EffectAll living creatures and non-natural smtctures in the

area take 3d3 points of damage per caster level (maxi-

mum 20d8) per round from negative energy. Creaturesare allowedFortirude saving throws tohalve thedamage.

Since undead are powered by negative energy,this spell cures them a like amount of damage.

Material Component: A dead rose.

DevotionAuraSurrounding allies gain bonuse.s ro AC.

Conjuration

Level: Hlr Z,Plw 2

Components: V, S, DF

Casting Time: 1 standard action

Range: Personal

A glowurg aura of blue light surrounds the caster,extending to swirl around his allies. This lrght seen$

urtangible, but serues as a barrier against enemy attacla.

Spell EffectAll allies within the spells'area, including the caster,

gain a +1 deflection bonus to AC for eveny 6 casterlevels, to a maximum of +4 atcaster level 20.

An ally gains these benefits only when in the

radius of the spell. An ally within the radius whenthe spell is cast retains the benefits only while heremains within the spell's radius. An ally whoenters the radius after the spell is cast gains thebenefits for as long as he remains within the radius.

DimensionBlinkCaster teleports a short distance.

Conl uration (Teleportation)

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 free action

Range: Close (25 ft. + 5 ft./2 levels)

Targeh You

Duration: I nstantaneous

DescriptionWith a quick word and hard gesture, the caster

vanishes and reappears a short distance away.

Spell EffectThe caster can teleport to any location within

range that she can see. Casting this spell is a freeaction; a character can cast only one spell as a freeaction each round.

DivineGraceSubject gains spell resistance and + 1 to AC .

Transmutation [Good]Lcvel: Hlr Z,Plw 2

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targeh One creature

Page 90: Warcraft Magic & Mayhem by Azamor

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Page 91: Warcraft Magic & Mayhem by Azamor

DescriptionAn arrow in the caster's grasp freezes and magi-

cally springs from her hand as it speeds to its target.The victim is momentarily encased in a shell of icethat quickly breaks away in thin shards, but leavesthe victim achy and slowed.

Spell Effect

A slawed creature can take only a single moveaction or standard action each round, but not both(nor may it take full-round actions). It takes a -1

penalty on attack rolls and Reflex saves, and to AC. Itmoves at half its normal speed (round down), whichaffects the creature's jumping distance as normal.

Frosr arrow dispels but does not counterhnste anddoes not otherwise affect magically speeded orslowed creatures.

Material Component: One normal arrow.

The caster must succeed at a ranged touch attack Targeh One creature

to hit the target. The arrow deals 1d8 points of cold Duration: lnstantaneousdamage upon impact. The target is forced to make Saving Throw: Will half (ra Will saving throw or suffer an additional effect. Spell Resistance: yesThose who fail their saving throw are affected asthough by " slow spell for 1 round/level. Description

FrostBoltBlast of cold dnmages and stuns the target.

Evocation [Cold]LeveL Sha 3, Sor/Wiz 3

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targeh One creature

Duration: I nstantaneous

Saving Throw: Fortitude negates (see text)

Spell Resistance: Yes

DescriptionThe caster flings forth a blast of super-frozen ice

and dancing blue energy. The frost bolt slams intothe target, sending numbing waves of cold pulsingthrough his marrow.

Spell EffectThe caster must succeed at a ranged touch attack to

hit with the frost bolt. The bolt deals 5d6 points ofcold damage. Creatures who take damage from thefrost bolt must succeed at a Fortitude save or bestunned for Id4 rounds, as the chill numbs their limbs.

?}HIE R@IL€P#Z\YE N!6 GAffiIE

HealingLightCures an aIIy or dnmages undea"d,.

Conjuration (Healing)

LeveL Hlr 3, Plw 3

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

A colurrrn of argent light, coruscating with positive

energy, beams down on the target and heals his wounds

Spell EffectThe light heals 2d8 points of damage + 1 point per

caster level (.rp to +10) to living creatures.

Since undead are damaged by positive energy,this spell deals a like amount of damage to them,rather than healing them. LJndead are allowed \Uillsaves to halve the damage.

Healinglight, GreaterConluration (Healing)

Leveh Hlr 4, Plw 4

Ashealinglightt,except that it heals 3d8 points ofdamage +1 point per caster level (r.rp to +15).

Healinglight, LesserConluration (Healing)

Leveh Hlr Z,Plw 2

Ashealinglightt,except that it heals 1d8 points ofdamage +1 point per caster level (.rp to +5).

HooksofBinclingEntangles and anchors a demon or undead creature.

Conluration (Creation) [Force]Leveh Hlr 3, Plw 3, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Tngeb One demon or undead creature with up to 12 Hit Dice

Duration: 1 round/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

Page 92: Warcraft Magic & Mayhem by Azamor

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Page 93: Warcraft Magic & Mayhem by Azamor

Spell EffectThe caster releases a power'ful wave of spikes that

erupt from the Eound and shoot up through everythingin their path. The spikes are 6 inches in diameter andeach ranges in height from 3 to 6 feet tall. O.ly creaturesand objects within 5 feet of the ground at the time thespell is cast are at risk. Each 5 -foot by 5 -foot area of theeffect occupied by a creature subjects that creature toId4 spikes. (A Medium creature is affected bv Id4spikes; a Large creature is affected by up to 4d4 spikes,and so on. Small creatures are affected by IdZ spikes,Tiny creatures by 1 spike, and smaller creatures are notaffected by the spell at all.) Each spike deals 1d6 pointsofdamage. Targets who succeed at Reflex saving throwstake half damage. Targets who fail their saving throwstake full damage and are lifted offthe ground as they areimpaled on the spikes. An impaled creature suffers a -

7 penalry on attack rolls, a I penalry to effectiveDexteriry, and can't move. An impaled character whoattempts to cast a spell must make a Concentrationcheck (nC 15) or lose the spell. Spikes that do notimpale a creature immediately retract back into theearth. An impaled creature can make an Bcape Artistcheck (nC n) to get loose. The spikes impaling acreature immediately retract if the subject escapes. Allspikes automatically retract after 1 round per levelwhether affected subjects escape or not.

I m p lant C-arri on Beetl eCarrion beetle devours qtictim from inside.

Necromancy

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Targeh One living creature

Duration: 1 round/level (see text)

Saving Throw: Fortitude negates

Spell Resistance: Yes

DescriptionThe caster's conupting touch implants a carrion beetle

larva in a creature. The larva eats the victim from theinside out. It bursts from its victim when it hatches intoa carrion beetle, and attacks the character's opponents.

Spell EffectThe caster must succeed at a touch attack to im-

plant the carrion beetle larva. One round later, the

target must succeed at a Fortitude saving throw or thecarrion beetle hatches and bursts from the victim'sbody, causing 1d6 points of damage. In addition, thenewly hatched carrion beetle attacks the same victimon the following round if it survived the initial damage( information on the carrion beetle can be found in theManual of Monsters). The carrion beetle begins toattack the caster's other opponents to the best of itsability once the initial target is dead. The carrionbeetle is mindless and the caster cannot direct itsattacks. After 1 round per caster level, the carrionbeetle disappears at the end of its tum.

MatenalComponent: Piece of a carrion beetle shell.

InnerFireSubject gains +2 to dnmage and AC.

Transmutation

Leveh Hlr Z,Plw 2

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targeh One creature

Duration: 1 mrn./level

Saving Throw: Wrll negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe casterdraws fonfi the potential ofan ally's fighting

spirit and wreathes him in his own spiritual energies.

Spell EffectThe target gains a +Z competence bonus on

damage rolls and a +7 deflection bonus to AC.

InnerFire, MassTransmutation

Lcvel: Hlr 6

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One creature/level, no two of which can be morethan 30 ft. apart

This spell functions like inner firet, except that itaffects multiple creatures.

Ikboom!Caster sacrifices hims elf to damage aII nearby .

Evocation [Fire]Leveh SorlWiz 4

Components: V, S

Page 94: Warcraft Magic & Mayhem by Azamor

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Page 95: Warcraft Magic & Mayhem by Azamor

is not absorbed at the time it is dealt then it cannotbe absorbed reffoactively. In other words, spell slotscannot be used to heal the character.

For example, the caster is taking 13 points ofdamage and would die if she did not use rnann shieldto prevent some of the damage. She has three spellslots remaining: one 1st-level slot, one 3rd-level slot,and one 5th-level slot. She could expend her 5th-level slot to prevent 9 points of damage; she couldalso expend her 3rd-level slot to stop a total of 14points of damage. However, she believes she'll needher 3rd-level spell for something else to help finishthe fight, so instead she decides to use just her 5th-level and l st-level slots to absorb a total of 10 pointsof damage. She takes 3 points of damage herself.

Damage cannot be absorbed by expending 0-level spell slots.

Material Cornponenr : A sapphire worth at least 1 0 gp.

MassRevivalReturns brief life to many allies.

Conjuration (Healing)

Level: Hlr ?

Components: V, S, M, DF

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Targeh Up to six dead creatures, no two of which can bemore than 30 ft. apart

Duration: 1 rou ndl 4levels

Saving Throw: None

Spell Resistance: No

DescriptionAn angelic form appears in the air as the caster's

fallen allies rise again.

Spell EffectThis spell functions like nuch of hfe*, except that it

can affect multiple creatures and the duration is shorter.

Material Component: Diamonds worth a total ofat least 1,000 gp/creature.

Targeh One creature capable of spellcasting

Duration: I nstantaneous

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThe target staggers as a spell deteriorates from his

mind.

Spell EffectThe target loses his highest-level prepared spell or

highest available spell slot of 6th level or lower. If hehas more than one spell available of equally highlevel, he may choose which spell is lost.

Material Component: A bit of mold.

Mysterious Purple BlastDamages the target with mystic energ1 .

Evocation

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 standard action

Range Medrum (100 ft. * 10 ft./level)

Targeh One creature

Duration: I nstantaneous

Saving Throw: None

Spell Resistance: Yes

DescriptionThe caster slashes with her weapon (or punches

with her fist), sending forth a bright, sparkingsphere of purple energy. It is not electricity, it is notnegative energy; no one knows quite what it is -

but damn it, it hurts.

Spell EffectThe caster must succeed at a ranged touch attack

to hit with this spell. The blast deals 1d8 points ofdamage per two caster levels (maximum 5d8). Thisis raw magical damage, so all forms of energy resis-tance are ineffective against it.

Material C omponent : Anyth ing.

Orb ofAnnihilationCaster flings an exploding sphere of fel energ1 .

Evocation [Fel]Levef: SorlWiz 2Components: V, SCasting Time: 1 standard action

MinclRotTarget loses his highest-Ieuel spell.

Necromancy

Level: Sor/Wiz 3

Components: V, S, M

Casting Time 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Page 96: Warcraft Magic & Mayhem by Azamor

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Page 97: Warcraft Magic & Mayhem by Azamor

the parasite. The caster can no longer form a link with

a victim once it has been cured, killed, or if the subjectis on another plane. The caster does not get anyinformation as to why a link cannot be established.

PassUnknownThe subject is inq.,is ible and inaulible .

lllusion (Glamer)

Leveh Sor/Wiz 5

Components: V, S, M

Casting Time: 1 standard action

Range: Personal or touch

Targeh You or a creature weighing no more than 100pounds/level

Duration: 1 min./level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe subject becomes invisible and inaudible. This

illusion falls away when the subject attacks, but he canregain it with a moment of concentration.

Spell EffectThis spellfunctions like tnusibikry, except that it also

makes the subject perfectly silent. The subject makes

no noise when he moves or manipulates objects, thoughobjects can make noise through indirect activities. (For

example, if the subject knocks over a vase, it stillsmashes loudly on the ground. If he picks a lock,however, it makes no sound.) This effect adds s +70

circumstance bonus to the subject's Move Silentlychecks. The subject can make noise if he wishes - forexample, to cast a spell with a verbal component.

If the subject attacks, he becomes visible and makesnoise norrnally (much like invisibility). However, thesubject can spend one full round concentrating toregain his invisibiliry and soundlessness.

Material Component: An eyelash encased in apiece of gum arabic.

PhaseShiftCaster becomes incorporeal after suffering dnmage,

Abjuration

Level: Hlr 3, Sor/Wiz 4

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Targeh You

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

DescriptionWhen an enemy successfully hits the caster in

combat, the caster becomes incorporeal for a short

time, avoiding further attacks.

Spell EffectIf the caster takes damage while this spell is in

effect, she immediately becomes incorporeal(though she remains visible as a ghostly outline).The caster becomes corporeal again in the next

round, immediately before the initiative count of

the effect that damaged her.

While incorporeal, the caster can be harmed only

by spells and magic weapons and has a 50o/o chanceto avoid all damage from a corporeal source. Shetakes damage normally from other incorporeal cre&-

tures, force effects, positive or negative energy spells,

and weapons with the ghosr buch quality; she doesnot have a 50o/o chance to avoid damage from these

sources. While incorporeal the caster loses all armorand natural armor bonuses to AC, but gains a deflec-tion bonus to her AC equal to her armor bonus +

natural armor bonus + her Charisma modifier. Es-

sentially, all armor and natural armor bonuses become

deflection bonuses while the caster is incorporeal.

The caster cannot affect corporeal creatures while

incorporeal, save by force effects and ghosr nrchweap-ons. She can affect other incorporeal creatures normally.

Material Component: A faerie dragon wing.

ProfaneAuraSurrounding allies moq)e and heal faster .

Transmutation [Evil]Level: Hlr 4, Ncr 4

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Effech 20 -ft.-radius emanation

Duration: 1 round/level

Saving Throw: Fortitude negates (harmless)

Spell Resistancq Yes (harmless)

DescriptionThe powers of unlife grant terrible energy and

rapid healing to the caster's allies.

Page 98: Warcraft Magic & Mayhem by Azamor

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Page 99: Warcraft Magic & Mayhem by Azamor

Restore Minor Damage Restore Serious DamageTransmutation

Leveh Sor/Wiz 0

This spell functions like restore light dnmnget,except that it restores only 1 point of damage.

Restore Moclerate DamageTransmutation

Leveh SorlWiz 2

This spell functions like restore light damnget,except that it restores 2d8 points of damage + 1 percaster level (maximum +10).

Resto re Moclerate Damage,

Transmutation

Lcvel: Sor/Wiz 3

This spell functions like restore Light dnmnget,except that it restores 3d8 points of damage + 1 per

caster level (maximum + 15 ).

Restore Serious Damage,Mass

Transmutation

Lcvel: SorlWiz7

This spell functions like Trurss restore light dnm-

agel , except that it restores 3d8 points of damage+1 per caster level (maximum +35).

SearingArrowsThe caster' s arrows burst into flo^r.

Transmutation

Leveh Elr 2, Hnt 2, Pre2,Sha 2,,SorlWiz2

Components: V, S, M/DF

MassTransmutation

Lcvel: Sor/Wiz 6

This spell functions like Tnass restore light d,am-

aget, except that it restores 2d8 points of damage+1 per caster level (maximum +30).

Page 100: Warcraft Magic & Mayhem by Azamor

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Page 101: Warcraft Magic & Mayhem by Azamor

TIHIER@

Siphon LifeCaster drains Consri tudonfrom qtictim and gainshit

points.Necromancy

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: Concentrationo up to 1 round/level (D)

Saving Throw: None

Spell Resistance Yes

DescriptionGouts of blood erupt from a victim's eyes, nose and

mouth. The sffeams spin and nvist into a single, larger,

rope - like sffeam as they bridge the gap benveen the target

and the caster. The caster opens her mouth and draws in

the stre&ffi, gaining vitaliry as the victim weakens.

Spell EffectThe mrget takes 1 point of temporary Constitution

damage per round, beginning on the round the spell is

cast. The caster regains 5 hit points per point of Consti-

rution bled from the hrget. A direct line of sight is

required for the stream. If the target or caster moves out

of range, the spell ends. If line of sight becomes blocked

by * object at least 5 feet by 5 feet, the spell ends. The

spell can be cast through squares occupied by other

creatures ofMedium size and smaller. Large creatures can

of course be targets, but such a creature in the path of the

stream will usually block line of sight and end the spell.

SiphonManaTransfers spell slom from target to caster.

Transmutation

Lcvel: Sor/Wiz 5

Components: V, S, M, F

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targeh One creature

Duration: Concentration (see text)

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThe target's mouth and eyes open wide as streams

of incandescent magical energy pour from his body.

NreGAffiIE

The caster catches these cerulean strands and ab-

sorbs the magic into her body, using it to recall

spells that she has already cast.

Spell EffectThis spell affects only creatures capable of casting

spells. The target is allowed a new \Uill save each

round to break free of the spell. The target can end

the spell in several other ways as well, such as by

moving out of range or blocking the line of effect.

Siphon mana drains spell levels from the target.

The total number of spell levels that can be drained

is equal to the caster's level. In the round the spell

is cast, the target loses a single 1st-level prepared

spell or unused spell slot; the spell or spell slot is

expended just as if the target had cast the spell. The

target may choose which lst-level spell he loses.

Simultaneously, the caster regains any one lst-

level (ot lower) spell or spell slot that she had

previously expended (either by casting it or by some

other means). She may choose which spell she

recalls, though it must be one that she had previ-

ously prepared and expended. The spell or spell slot

is immediately regained, just as if she had never cast

or used it. If the target did not have a l st-level spell

or spell slot available, then he does not lose any

spells or spell slots and the caster does not regain

any. If the caster had not expended a 1st-level (or

lower) spell, she does not regain any spells or spell

slots but the target still loses one.

In the second round, the caster similarly drains

one Znd-level spell or spell slot from the target,

regaining one Znd-level (or lower) spell or spell slot

of her own. If the target has no Znd-level spells or

spell slots available, the caster instead drains one

lst-level spell or spell slot (if able) and recalls one

lst- level spel l ( i f able).

In the third round, the caster drains one 3rd-level

spell or spell slot from the target. Slphon mana

continues to absorb spells in this fashion until the

caster ceases concentration, the target Succeeds at

a Will save (or otherwise ends the spell), or the

caster absorbs the maximum number of spell levels(equal to her caster level).

Material Component: A piece of string dipped in

ink and black dragon blood.

Focw: An ivory-backed glove or gauntlet wofth at

least 50 gp, which the caster must wear and use to

capture the magical energy flowing from the target.

Page 102: Warcraft Magic & Mayhem by Azamor

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Page 103: Warcraft Magic & Mayhem by Azamor

DescriptionYou infuse the target with magical energy, allow-

ing her to recall one spell she already cast.

Spell EffectThis spell only functions on a creature capable of

spellcasting. Upon casting this spell, the target im-

mediately recalls one 4th-level or lower spell or spellslot she has already expended. The spell regainedmust be a spell that the mrget had previously pre-pared and expended (either by casting it or by someother means). The spell or spell slot is immediatelyregained, as if the mrget had not cast that spell at all.

Arcane F ocus: An etched ivory charm worth at

least 15 gp, worn on a chain around the neck.

StitchTarget becomes bltnd and dumb.

Conj uration (Creation)

Leveh Sor/Wiz 3, Swh 3

Components: V, S, M

Casting Time: 1 standard action

Range Close (25 ft. + 5 ft./2 levels)

Targeh One creature

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

DescriptionThreads of pale orange energy weave through the

target's mouth and eyelids, rendering him blindand mute.

Spell EffectThe target is blinded and muted by this spell. He

cannot speak or cast spells with verbal compo-nents, though he may make noise in other ways (bV

clapping his hands, kicking a stone, sounding agong and the like).

Material Component: A needle and a length of

thin bronze wire.

Storm, Earthanct FireCaster splirs into three elemental forms, each with

different powers.

lllusion (Shadow)

Leveh Sor/Wiz B

Components: V, S, M

Casting Time: 1 round

€AffiIE

Range: Personal

Effect: Three shadow duplicates

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

DescriptionThe caster disappears in a shower of multicolored

sparks. Appearing from three large concentrations

of red-, orange- and yellow-colored sparks are three

new copies of the caster. From the shower of red

sparks emerges the Essence of Fire, from the orangesparks comes the Essence of Earth, and from theyellow sparks rises the Essence of Storm. Each copy

of the caster has special powers.

Spell EffectThis spell cannot be cast unless the caster is on at

least a lO-foot by lO-foot area or 5-foot by 15-footarea of open terrain. The caster disappears and three

shadow duplicates appear in her place. Th.y each

look, sound and smell like the caster, though there

are small differences based on the particular form.

They are composed of a quasi-real shadow materialand are tangible. Each copy appears within 5 feet ofthe point where the spell was cast. Each copy regains

lost hit points as if having rested for a day (though

this healing does not restore ability damage or pro-

vide other benefits of resting for a duy' changing back

does not heal the caster further).

After 1 round per level, the effect ends and the

caster's spirit merges with any surviving shadow

copy. That copy returns to the character's normal

form while the other copies (if they survived)

simply fade away. The caster has the adjustedremaining hit points of the selected form. If all

copies are slain, then the last copy killed reverts to

her original form, though she remains dead.

The caster cannot use feats unless they are usable

as free actions. Class features that require actions(including any normal spellcasting) are not avail-

able while under the effects of this spell. The copiesuse the character's normal ability scores, saving

throws and Armor Class, along with various modifi-

cations based on the particular form. Shadowy

versions of all gear and magic items appear on all

forms, but triggered and consumable magic items are

not usable. Persistent effects continue normally.

The caster controls the actions of all three copies

as though they were separate characters, though

Page 104: Warcraft Magic & Mayhem by Azamor

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Page 105: Warcraft Magic & Mayhem by Azamor

TTHEROI]MLAXruNG GADflE

spell. The rype ancl Challenge Rating of the creaturethat provided the corpse limit the caster's options, asshown on Table 3-1 . The summoned creature does notcount against the caster's norrnal undead control limit.Because undead summoned with this spell are tempo-rar|, the caster cannot target thern with dfrrk sacrificet,soul preservattont or similar efrects.

A summoned unclead cannot summon or otherwiseconjure another creature, nor can it we any teleportationor planar ffavel abilities. Creatures cannot be summonedinto ar-r environment that cannot support them. At theend of the dr-rration, the r-urdead creature collapses andfallsapart in a scattering of bones (or simply vanishes, if thecreature was incorynreal). These remains cannot be r-rsed

to summon additional undead, nor can they be used as acompone n t fo r aruTnote de ad, cr eale undeador s i m i lar spe I ls .

Casting this spell clespoils the corpse used in thesummoning, just as any other effect that transformsclead creatures iutt-r uuclead.

Material Component: The corpse.

SummonUncleacl IINecromancy [Evil]Level: Gvn 2, Ncr 2

Targeh One or more corpses, flo two ofwhich can be more than 30 ft. apart

This spell functions like summon undead It, ex-cept that the caster can surnmon or-re creature fromthe Znd-level l ist or 1d3 creatures of the same kindfrorn the 1st-level l ist. One corpse is required foreach summoned creature.

SummonUncleacl IIINecromancy [Evil]Level: Gvn 3, Ncr 3

Target: One or more corpseso no two of which can be morethan 30 ft. apart

This spell functions like sr.rmmon undeaA If , ex-cept that the caster car-r surnrnon olre creature fromthe 3rd-level l ist, 1d3 creatures of the salne kind

frorn the Zncl-level l ist or td4+1 creatures of thesan-re kind from the lst-level l ist. One corpse isrecluired for each sulnmoned creature.

SummonUncleacl IVNecromancy [Evil]

Level: Gvn 4, Ncr 4

Target: One or more corpses, ro two ofwhich can be more than 30 ft. apart

f,"{//

Page 106: Warcraft Magic & Mayhem by Azamor

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Page 107: Warcraft Magic & Mayhem by Azamor

'::ff'ffir w-.j*ruffi"Table Yl : SurnmodilnUd*

rr r:r: ill :'

Alt creatures on this table ?ppear, in the Manufl'of Monsters.'UndeadBase Creature

6th Level (continued)

Ghost Aberration, animal, dragon, giant, humanoid, magical beast,

*ff'&&

t

Minimum Hit Diceor Challenge Rating

cR 2-32

CR 5_6CR 3_4CR 4-5CR 5-6CR 5-6

CR 5-6?-10 HDI

C R 5CR 7-BCR 7-BCR 42

C R 7C R 5CR 6-7CR 7-BC R 7

C R 7

CR 6-7CR ?-10CR ?-10cR 5-62

CR B-?CR 6-7CR B-?CR ?-10CR B_?

CR B_?

C R BCR 12CR 11

Ghoul

Shade

Skeletal Mage

Skeletal Warrior.Withered

Wraith

Zombie

Zth Level

Banshee

Crypt Fiend

Forsaken

Ghost

Ghoul

Shade

Skeletal Mage

Skeletal Warrior

Withered

Wraith

8th Level

Banshee

Crypt Fiend

Forsaken

GhostI

Ghoul

Shade' sk"l"tal Mage

Skele*al Warrior

Withered

\4lraith

?th Level

Banshee

Crypt Fiend

Forsaken

monstrous humanoid or plant of Cha 6+

Humanoid or monstrous humanoid

Humanoid

Humanoid

Humanoid or monstrous humanoid

Aberration, animal, dragon, f"y, magical beast, plant or othermonstrous creature IHumanoid or monstrous humanoid

Humanoid or monstrous humanord

Humanoid

Nerubian

Humanoid

Aberration, animal, dragon, giant, humanoid, magical beast,monstrous humanord or plant of Cha 6+

Humanoid or monstrous humanord

Humanoid

Humanord

Humanoid or monstrous humanoid

Aberration, animal, dragon, f"y, magical beast, plant or othermonstrous creature

Humanoid or monstrous humanoid ,

Humanoid

Nerubian

Humanoid

Aberration, animal, dragon, giant, humanoid, magical beast,monstrous humanoid or plant of Cha 6+

Humanord or monstrous humanord

Humanoid

Humanoid

Humanoid or monstrous humanoid

Aberration, animal, dragon, f"y, magical beast, plant or othermonstrous creature

Humanoid or monstrous humanoid

Humanoid

Nerubian

Humanoid

Page 108: Warcraft Magic & Mayhem by Azamor

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Page 109: Warcraft Magic & Mayhem by Azamor

5th-level list or 1d4+1 creatures of the same kindfrom any combination of lower-level lists (for ex-

ample, zombies with varying Hit Dice). One corpseis required for each summoned creature.

Summon Uncleacl VIINecromancy [Evil]Level: Gvn 7, Ncr 7

Target: One or more corpses, no two of which can be morethan 30 ft. apart

This spell functions like summonutndead,If , exceptthat the caster can summon one creature from the

7th-level list, 1d3 creatures of the same kind from the

6th-level list or td4+1 creatures of the same kind

from any combination of lower-level lists (for ex-ample, zombies with varying Hit Dice). One corpseis required for each summoned creature.

Summon Uncleacl VIIINecromancy [Evil]Level: Gvn B, Ncr B

Target: One or more corpses, no two of which can be morethan 30 ft. apart

This spell functions like summonutndeadlt, exceptthat the caster can summon one creature from the8th-level list, 1d3 creatures of the same kind from the

7th-level list or td4+1 creatures of the same kind

from any combination of lower-level lists (for ex-ample, zombies with varying Hit Dice). One corpseis required for each summoned creature.

SummonUncleaclIXNecromancy [Evil]Level: Gvn ?, Ncr ?

Targeh One or more corpses, no two of which can be morethan 30 feet apart

This spell functions like summonunAeadlt, exceptthat the caster can summon one creature from the

9th-level list, 1d3 creatures of the same kind from the

ample, zombies with varying Hit Dice). One corpseis required for each summoned creature.

|,fr';'] :':LTjjJJj ;;i:ffi:,:jJffitffilll rho r n s h i er cr,,

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Effech 15-ft.-long (or longer) tentacle

Duration: 1 round/level (D)

DescriptionOne of the caster's arms transforms into an enor-

mous purple tentacle, srudded with power{ul suckers.

The tentacle uncoils to lash at the caster's enemies.

Spell EffectThe caster can attack with the tentacle as if it were

a weapon with which she is proficient. She can

attack with it (once) in the same round in which she

casts the spell. The tentacle has a Strength of 75 (or

the caster's Strength, whichever is higher) and deals1d8 points of damage (1d8+7 with Strength 75).khas a reach of 10 feet greater than the caster's normalreach (i.". ,15 feetforMediumcasters). The tentacle

can also wrap around targets and crush them. It

counts as a Large creature for the purposes of gtap-

pling (+4grapple bonus) and has the Improved Grabability (can attempt to start a grapple as a free actionwithout provoking attacks of opportunity if it makesa successful melee attack). If the tentacle gets a hold,it can constrict, dealing 2dB+7 points of damage

with a successful grapple check.

While the caster's arm is a tentacle, she cannotuse it to wield weapons or perform other tasks offine manipulation. She suffers a -4 penalty on allskill checks involving deft manipulation (Disable

Device, Open Lock and so on). She cannot cast

spells with somatic components.

The castermaycast this spell multiple times (though

subsequent castings must avoid the somatic compo-

nent), gaining multiple tentacles (up to one per arm).Fighting with more than one tentacle incurs all the

normal penalties of fighting with multiple weapons.

Material Component: A bit of squid flesh.

Transmutation

Level: Drw 4,SorlWiz 4

Greater thorn shield works like thorn shield*, e X-

cept that it grants the creature touched a + 4 natural

armor bonus to AC; this bonus increases to +5 at

ITth level and up. Attackers suffer 7d6 points ofdamag e +7 points per caster level.

Tentacle LashThe caster gairu a constricnng weapon withlongreach.

Transmutation

Level: Drw 2.SorlWiz2

Page 110: Warcraft Magic & Mayhem by Azamor

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Page 111: Warcraft Magic & Mayhem by Azamor

Transmutation

Level: Hlr 3, Wtd 3

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Area: 20 -ft.-radius emanation

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionThe caster is surrounded by " glowing, blue-white

aura. This aura grants keen insight to archers,crossbow wielders and similar warriors.

Spell EffectAllies within the radius, including the caster,

gain a +7 insight bonus on attack rolls and a +!

insight bonus on damage rolls with ranged weap-ons. These bonuses only apply if the target of theattack is within 30 feet of the characrer.

An ally gains these benefits only when in theradius of the spell. An ally within the radius whenthe spell is cast retains the benefits only while heremains within the spell's radius. An ally who entersthe radius after the spell is cast gains the benefits foras long as he remains within the radius.

TrueshotAura, GreaterTransmutation

Level: Hlr 4, Wtd 5

This spell functions as trueslnt aurat, but grantsrecipients a +3 insight bonus on attack rolls and a +6

insight bonus on damage rolls with ranged weapons.

TrueshotAura, LesserTransmutation

Lcvel: Hlr Z,Wtd 1

This spell functions as mrcshot aurat, but grantsrecipients a + 1 insight bonus on attack rolls and a +7

insight bonus on damage rolls with ranged weapons.

VampiricAuraAllies drain life with every attack.

Necromancy

Level: Sor/Wiz B

Components: V, S, M

Casting Time: 1 standard action

Range: Personal

Effech 20 -ft.-rad ius emanation

Duration: 1 rou ndl? levels

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

DescriptionThe caster's and his allies' attacks are empowered

to drain life from their opponents, granting unholyvigor and health to the spell's subjects.

Spell EffectAllies (including the caster) within the spell's

radius can drain life with successful melee attacks.For each point of damage they deal to a livingopponent with a melee attack, they gain 1 temporaryhit point. An affected creature cannot gain more hitpoints from a single opponent than that opponenthas (i..., his current hit points + 10). These tempo-rary hit points disappear t hour later.

An ally gains these benefits only when in theradius of the spell. An ally within the radius whenthe spell is cast retains the benefits only while sheremains within the spell's radius. An ally whoenters the radius after the spell is cast gains thebenefits for as long as she remains within the radius.

Material Component: Powdered dreadlord horn.

VampiricSwarmV ermin damnge tar gets and r estor e hit poinrs ro caster .

Conj uration (Summoning)

Level: Ncr 3, Sor/Wiz 4

Components: V, S, M

Casting Time: 1 round

Range: Personal

Effech 20 -ft.-radius spread

Duration: Concentration

Saving Throw: None

Spell Resistance: No

DescriptionThis spell creates a swarrn of angry, flying vermin that

bite and tear at nearby enemies. As they chew theenemy flesh, they convert it into a substance thatrestores hit points to the caster when they retum to him.

Spell EffectAn enemy creature in the swarm that takes no

actions other than fightingoff the vermin suffers 1

Page 112: Warcraft Magic & Mayhem by Azamor

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IBr.uJou s(JalsEJ aql ol dn 'l1eap a8eulep

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o^AI 'a8eurep Jo slutod Vpl sre#ns 'EerE s(traJle

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Page 113: Warcraft Magic & Mayhem by Azamor

TTffiIE ROIffiUASruNTG GAHIE

DescriptionThe caster moans in anguish and hatred, slashing

herself with a barbed dagger. As her blood strikes theground, a greater spirit of vengeance rises, with lesserspirits of vengeance arising from the caster's fallencomrades, moving to strike down her enemies.

Spell EffectThe caster deals Id4 points of damage to herself

when she casts this spell. This spell summons agreater spirit of vengeance (see the Manual of Mon.sters, Chapter One: Creatures of Azeroth). Thespirit appears where the caster designates and actsimmediately on the caster's turn. It attacks thecaster's opponents to the best of its ability, and thecaster can direct it not to attack, to attack particularenemies or to perfrorm other actions.

In addition, this spell summons a number of lesser r 'spirits of vengeance from the corpses of the ."r;; Waf DfUmS

fallen allies. For each such corpse within range, alesser spirit of vengeance appears in that location (up

to Id4, +1 for every 3 caster levels). These lesserspirits attack the caster's enemies and obey hercommands just as the greater spirit does.

Note that the greater spirit of vengeance surrr-moned by this spell can use its create spawn abilityfreely, but any spawn it creates vanish when thespell's duration expires.

Arcane F ocus: A jagged knife crafted of flint andobsidian with a ruby worth at least 1,500 gp in thepommel. The caster slashes herself with the knifewhile casting the spell. A shadow|, indistincr copyof the knife appears in the left hand of the greaterspirit summoned by the spell.

Saving Throw: Fortitude halfSpell Resistance: Yes

Description

The caster summons of cackling group of semi-tangible, dark spirits. The spirits rip the target's lifefrom his body and bring it back to the caster.

Spell Effect

The spirits inflict 1d8 points of negative energydamage per two caster levels (maximum 10dB) to thetarget. The next round, the spirits return to thecaster and bequeath the stolen life unto him, healinghim a like amount of damage. Damage healed abovethe caster's maximum becomes temporary hit points,which disappear after t hour.

This spell has no effect on undead.

AIIies gain +2 bonus on damage rolls.Enchantment (Compulsion) [Mind-Affecting]Leveh Hlr 1, Plw 1, Wtd 1

Components: V, S, DF

Casting Time: 1 standard action

Range: Personal

Area: 50-ft.-radius emanation

Duration: 1 min./level

Saving Throw: None

Spell Resistance: Yes (harmless)

DescriptionThe invigorating sound of war drums echoes in

the ears of the caster's allies, spurring them to makeshort work of their opponents.

Spell EffectThe caster and all allies within range gain a +7

morale bonus on damage rolls.

An ally gains these benefits only when in the radiusof the spell. An ally within the radius when the spellis cast retains the benefits only while she remainswithin the spell's radius. An ally who enters the radiusafter the spell is cast gains the benefits for as long as sheremains within the radius.

VooclooSpiritsTarget takes damage, caster heals alike amount,

Conj uration (Summoning)

Level: Sha 3, Swh 3

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration:2 rounds

Page 114: Warcraft Magic & Mayhem by Azamor

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Page 115: Warcraft Magic & Mayhem by Azamor

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Turcrunq ro rhe skeLerlns and EhouLs cLamherunq lvev rhe edqe, Bhryh and crcted, "Inrhe na,me oF @een AzshaBa and wrch rhe plwev 0f rdearh rcseLp! BACK"

Page 116: Warcraft Magic & Mayhem by Azamor
Page 117: Warcraft Magic & Mayhem by Azamor

TEIE ROIIffiUAM]NT€ CAMIE

The world of Warcraft teems with magic boundinside many types of weapons and objects. Some areso common that they can be found for sale fromeven the most isolated goblin merchants, whileothers can only be attained after perilous quests.The magic items won and wielded by adventurersare some of their most precious possessions and canmark the difference between becoming a legendand falling in battle.

The material in this chapter is based upon Chap-ter 7: Magic Items in the revised DMG; please referto the DMG on creating and pricing magic items.

The tables for random magic item generationincorporate the items found in this book as well asthe Warcraft RPG core book and the Manual ofMonsters. Items from others sources are noted asdescribed in the Introduction.

Racial BoctySlotsMost of Azeroth's humanoid creatures can use

items in the standard body slots (see "Magic Itemson the Body" in Chapter 7: Magic Items of theDMG ). Some races, however, have additional slotsbased on their particular physiology, as indicatedbelow:

Dwarf: A dwarf can wear any item designed for aneck slot by weaving it into his beard. This stilltakes up the neck position.

Elf , Gnome, HaIf-EIf , HaIf-Orc, Human, Troll:No additional slots.

Furbolg, Orc, Pandaren: Orcs, furbolgs andpandaren can attach certain small magic items totheir long, sharp canine teeth, which are generallyreferred to as "jaws."

Ju* slot items usually grant thecreature bonuses to any natural bite attack or per-mit the character to do something special by meansof a bite. Items without such affinities are norallowed in the jaw slot.

Goblin: A goblin can wear a single magical ring ineither his left or right ear. This ring may nor exceedany other rings he has in power (determined bycomparing caster levels), nor may it be one thatrequires greater than a 7th-level caster to create.Rings attached as ear piercings require 1 full roundto remove or attach.

Naga: Naga can wear one ring on each hand theypossess, and can wear one set of gloves for each pairof hands (but not on tentacles). They may not wearboots, nor may they use helms if they have snakes

for hair (though they could employ a circlet orsimilar item). Naga with a natural bite attack canemploy the same jaw slot used by orcs and furbolgs.

Tawen: Tauren have Z additional slots. A murenmay attach a magical ring to her nose, following thesame rules as goblin earrings. Tauren also possess a slotfor their homs. Hom items (which may include rings)normally increase the creature's gore attack, provideprotection for the head, allow the homs to be used asspecial melee weapons, or similar abilities. Itemswithout such affinities are not allowed in the homslot. (There is only one slot that covers both homs,not one slot per hom. ) Because they have hoovesinstead of feet, tauren may not wear boots, shoes orsimilar items, although certain magic items that takeup those slots (such as greaves) may still be used.

Armorancf ShielclsAzeroth's races seek out magical defenses as much

as they do weapons. Those who do not fight for aliving are equally interested in armor and shields,for these items can keep the wearer alive in themore dangerous areas of the world.

When generating armor and shields, employTable7 -2 from the DMG to determine the rype of itemgenerated. If a specific item or shield is generated,use Table 4-l: Armor and Shields, below. If aspecial abil ity is called for, roll again on TableT-7to determine other benefits.

NewArmorancl ShielctSpecial Abilities

Magic armor and shields can have one or more ofthe special abilities detailed here, in addition to anenhancement bonus. Armor or a shield with a specialability must have at least a + I enhancement bonus.

Command: This enhancement can be addedonly to suits of armor and shields designed formilitary commanders. The benefits provided by allcommander feats are increased by + 1 for as long asthe item is worn and visible to all allies within theappropriate range. If the commander puts some-thing on over the armor or shield, is immersed ind.arkness, turns inqtisible, or otherwise removes theitem from view, its benefits are lost.

Moderate enchantment; CL ITth; Craft MagicArms and Armor, prayer; Price +7 bonus.

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Blaclebane ArmorDescription: Suits of this form of half-plate ar-

mor were originally seen among the orcs, wherethey were used by leaders of great renown. Thehumans eventually copied the design. The surfaceof all exposed plate sections is decorated with raisedimages of warriors involved in glorious battle. Orcishbladebane armors, naturally, show orcs at war, whilethose suits produced by humans depict powerfulknights striking down their foes. No self-respectinghuman or orcish warrior would consider wearingarmor created by the opposing race.

Powers: This armor is considered +3 half-plate ofdevotion, except that the morale benefits apply toall allies within the prescribed range, regardless ofwhether or not they recognize the character as theirleader. In addition, once per d"y, the wearer of thisarmor can invoke a shield other effect upon any allywithin 60 feet.

Moderate enchantment; CL ITth; Craft MagicArms and Armor , shieldother; Price 73,070 gp; CostII,535 gp * I,783 XP.

Enchantecl Shielct of Veth' tal iaDescription: The fighting sorceress Veth'talia

was known as much for her combat abilities as hermastery of the arcane arts. Among her most prizedpossessions was this small shield carved from asingle block of wood drawn from the heart of anancient rree felled by lighrning. The shield is un-naturally light and easy to handle.

Powers: This +2 light wooden shield confers noarcane spell failure penalties upon its owner. Arycharacter can use it with proficiency, even if hedoes not have the appropriate feat. In addition to its

armor protection, the shield also provides a +7

enhancement bonus to Constitution when used.

Moderate transmutation; CL 10th; Craft MagicArms and Armor,bear's endtnurce; Price 13,153 gptCost 6,577 Sp + 576 XP.

Frost Wyrm Skull ShielclDescription: This unique shield was carved from

the flattened crown of a white dragon's skull. Thebone has been hardened and enhanced with anintricate steel framework interlaced with uniden ttft-able runes from an unknown maker.

Powers: This +2 light steel shield provides spellresistance 19 while carried. The unique materialhas hardness 10 and 40 hit points, and any repairsto it require double the normal fee. If this shield isvisible, all reactions by white dragons or any relatedcreatures are at a -4 penalty.

Strong abjuration; CL 16th; Craft Magic Armsand Armor, spell resistance, white dragon skull;Price 77,150 gp; Cost 38,575 ep + 3,086 XP.

Shielcl of HonorDescription: These powerful shields were once

employed by the greatest generals of Lordaeron.The shields are pentagonal in shape, with a dragoncarved into the steel surface. \Uhen a commandertakes up the shield, the creature seems to move andtwist on the facing, and low growls and hisses issueforth. In combat, the dragon periodically roars,bolstering the confidence of the bearer's allies.

Powers: This +5 heavy steel shield" of commandprovides the bearer and all allies within 20 feetcomplete immunity to fear as long as it is visible; andthe character carrying it does not fall unconscious ordie and is recognized by his allies as their leader.

Strongenchantment; CL 15th; Craft Magic Armsand Armor , calm emotions, caster must have at least2 commanderfeats; Price 64,I70 gp; Cost 32,085 gp+ 7 ,567 XP.

WeaponsMagical weapons are some of the most sought-

after items in all of Azeroth. A powerful weaponcan often be the difference between glorious vic-tory and cold steel in the gut.

Ary of the following enhancements can be addedto firearms. However, the addition of magic to atechnological item gives it an element of instability.

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weapons. Special effects that affect individual tar-gets, such as fear or woundirg, work only withstandard ammunition and only against the first tar-get struck (not any targets affected by splash damage,if applicable). Note that many other effects, such asvorpal, simply aren't applicable to siege devices. Asiege weapon need not be masterwork to be err-chanted with any special abilities, but the creatormust have the Build Siege \Teapons feat, in additionto any other prerequisites listed hereafter.

\Uhen generating weapons, employ Table 7-9:\Teapons from the DMG to determine the type ofitem generated, then use Tables 4-Z: WeaponSpecial Abilities and 4-3: Specific Weapons, be-low, for weapon special abilities and specific weaponsunique to Warcraft.

NewMagicWeaponSpecial Abilities

Weapons can have one or more of the followingspecial abilities in addition to an enhancementbonus. A weapon with a special ability must have atleast a +1 enhancement bonus.

Bloodlust: This enhancement causes anyonewho takes up the weapon to become seized with alust for battle. The wielder receives a +4 enhance-ment bonus to Strength and may make 1 extraattack in each round of combat, exactly as If af-fected by the bloodlu.sr* spell. This benefit does notstack with other spells, such aslwste orbull' s strength,or a weapon of speed.If a slow spell is used upon thewielder, the bloodlu.sr benefits are suppressed untilthe slow spell wears off.

Moderate transmutation; CL lOth; Craft MagicArms and Armor , bloodlust*; Price +4 bonus.

Blowthrough: A ranged (but not siege) weaponequipped with this enhancement provides a specialblowthrough ability to its ammunition. W'hen theshot hits a target, the ammunition pierces thccreature's body, comes out the other side, andcontinues on in a direct line away from the weaponowner's square. Ary targets whose squares touchthat line are subject to attack by that same shot atno penalty. Each time a hit is scored, the ammuni-tion blows through to the next target, if any, out tothe shot's range limit. Note that range penaltiesapply normally with each successive attack. lJponany miss, the shot stops advancing down the line atthat point. This is a favorite enhancement in w?r-

time situations where enemies often advance inranks and columns, but is of lesser use in smallerengagements.

Moderate conjuration; CL 10th; Craft Magic Armsand Armor, Mel's acid arrow; Price +Z bonus.

Capability: A weapon of capability provides nospecial benefits to non-spellcasters; but in the handsof an arcane spellcaster, it turns the character intoa capable warrior. When this weapon is employed,a character's arcane caster levels are treated asfighter levels for purposes of attack bonus only. Theweapon does not confer any fighter feats or otherabilities beyond the bonus to attack rolls, but it doesprovide the character proficiency with its weapontype when held.

Strong transmutation; CL 14th; Craft Magic Armsand Armor ,Tensor's transformation; Price +2 bonus.

Crippling: When this weapon hits a livin g tar-get, the victim must make a DC 14 Fortitude saveor become crippled (as per the spell cripple*). Acrippled opponent suffers a -Z penalty to ArmorClass; a -Z penalty on melee attack rolls, meleedamage rolls, and Reflex saves; and jumps only halfas fat as normal. The creature's Strength is alsoreduced by 1d6 points, but not below 1. The crip-pling effect lasts for 5 rounds, but a haste spell willdispel it before that period ends. If the target is

already enhanced by hnste, that ability is dispelledupon any hit by the crippling weapon (no savingthrow is allowed).

Moderate transmutation; CL 1Oth; Craft MagicArms and Armor, cripple*; Price *2 bonus.

Crushing: Only bludgeoning weapons may havethis attribute. In addition to any extra damage fromenhancement bonuses, crushing weapons inflict anadditional +5 points of impact damage on theirtargets. This excess damage is multiplied normallywith any crit ical hit.

Moderate transmutation; CL LZth; Craft MagicArms and Armor, telekinesis; Price +Z bonus.

Death: Aweapon of deathmay be used only by evilcreatures. A.y rron-€Vil creature attempting to wieldthe weapon suffers a -1 level adjustment for as longas the weapon is held. W"hen it hits a living target,the weapon deals an additional 7d6 points of nega-tive energy damage. Should the weapon hit or touchan undead target, the target is healed instead; how-ever, aweapon of death canheal no more than 1 00 hitpoints per d"y. If desired, a weapon of death can

Page 122: Warcraft Magic & Mayhem by Azamor

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Page 123: Warcraft Magic & Mayhem by Azamor

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imparts a boost of speed to its crew, allowing them toreload itT)o/ofaster, rounding all fractions up. In otherwords, a siege weapon with a reload speed of 5 or lessreloads 1 round faster, a weapon with a speed of 6-10reloads 2 rounds faster, and so on.

Moderate transmutation; CL 10th; Craft MagicArms and Armor, Build Siege Weapons, haste;Price + 1 bonus.

Fear: Any creature struck by this weapon mustmake a Will save (DC 10 + the amount by whichthe attack succeeded). If this save fails, the creatureis frightened for 1d4 rounds. If the save succeeds byless than 5, the creature is shaken for 1 round.Creatures immune to fear are not affected.

Moderate necromancy; CL 10th; Craft MagicArms and Armor , callse fr*; Price + 1 bonus.

Friendly: Ranged weapons with this enchant-ment are designed for use in close-combat situations.\7hen afriendly weaponftres into melee, all penal-ties for shooting into combat or for allies in theweapon's path are halved. In addition, the shot cannever accidentally hit an ally - any such result issimply a miss. This power does not help withweapons that cause damage over a wide area, suchas a blunderbuss or bomb, or special enhancementssuch as frost nova (see below).

Moderate abjuration; CL Bth; Craft Magic Arms

and Armor , protecaon from arrows; Price + 1 bonus.

Frost Nova: This enhancement can only be ap-plied to ranged or siege weapons. All ammunitionfired from this weapon explodes in a burst of frostthat produces almost no concussion. The hrget andall other creatures (including the wielder's allies, orthe wielder himself) within 10 feet mke 1d6 points ofcold damage. A successful DC 14 Reflex save halvesthis damage, but the weapon's target receives nosave. If the shot misses, there is no nova burst.

Moderate evocation; CL 10th; Craft Magic Armsand Armor , frost noqta*; Price +2 bonus.

Frugal: This enhancement can only be added toranged weapons (not siege weapons). \Thenever ashot misses, the ammunition lost is immediatelyreturned to its container (quiver, bullet pouch orother holder). Special magical ammunition specifi-cally described as being destroyed on a miss doesnot return, nor do items that explode upon impacteven on a miss (..g., mortar shells). Note that whilebullets might return to their pouches, the gunpow-

der expended in firing them does not.

Moderate transmutation; CL 10th; Craft MagicArms and Armor , telekinesis; Price + 1 bonus.

Functionality: This enhancement can be addedonly to enchanted technological devices. The magicacts to stabilize the weapon and keep it from mal-functioning, reducing the Malfunction Rating by 1(this also eliminates the normal + 1 MR penalty fortechno-magical items). A weapon reduced to an

MR of zero has no chance of malfunctioning, thus

allowing nearly anyone to employ it with no risk totheir health.

Faint transmutation; CL 5th; Craft Magic Armsand Armor , mendingt Price + 1 bonus.

Healing: At first glance, giving a weapon the

healing property may seem strange, but there is amethod to the madness. The weapon inflicts damagenormally unless ordered to switch into healing mode,which can be done as a free action. In healing mode,all damage the weapon would inflict actually healsthe target instead ofharming it. If the weapon hits an

undead creature, it wounds the target instead of

healing it, and all damage scored is doubled. A

healing weapon can cause at most 100 points ofhealing "damage" per d"y, after which it reverts toinflicting normal damage.

Smong conjuration; CL l}rh;Craft Magic Arms andArmor,henl,creator must be good; Price +Z bonus.

Heroic: A heroic weapon turns its wielder into afighting machine. The weapon's wielder receives a+4 morale bonus on attack rolls, damage rolls andsaving throws. However, at the conclusion of eachbattle, or after 10 rounds of combat have elapsed,she becomes fatigued for 10 rounds (and if already

fatigued, she becomes exhausted). The weapon

does not provide its morale bonuses if employedagain during the fatigue period.

Strong enchantment; CL lTth;Craft Magic Armsand Armor, greater heroism; Price +3 bonus.

Howling: Howling weapons make a sound like adistant wolf baying when used in combat. Uponstriking an opponent, such weapons issue a screech-ing howl that deals an additional Id4 points ofsonic damage to the target. In addition, the oppo-nent must make a Fortitude save (DC 10 + theamount by which the attack roll succeeded) or bedeafened for Id4 rounds. Ranged weapons erl-chanted with this ability confer this bonus to their

ammunition, which makes a sound like wolves onthe prowl when fired.

Page 124: Warcraft Magic & Mayhem by Azamor

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Page 125: Warcraft Magic & Mayhem by Azamor

regardless of what rype of weapon is normally re-quired to penetrate this damage resistance (silver,

good and so on). The only resistances not ignoredare those that affect the weapon type itself (blud-

geoning or slashing), which provide damageresistance as usual. Thus, the 5/bludgeoning dam-age resistance of a skeleton would not be ignored,but the l0/silver of a lycanthrope would be treatedas 5/silver. For ranged weapons, this ability is con-ferred to their ammunition when fired.

Moderate evocation; CL 9th; Craft Magic Armsand Armor , maglc missile; Price + 1 bonus.

Prescience: One of the few divination enchant-ments used on weapons, this ability allows the wielderto look briefly ahead into the future and makechanges based on what she sees. Once perbattle (and

no more than once in any lO-minute period), shemay redo the results of any round after she hasfinished her actions and seen the results of her dierolls. This ability must be declared and used beforethe next creature acts. If the prescient power isinvoked, the character is retumed to her startingpoint as if her actions never happened, and shereplays the round making any changes as she wills.All die rolls she or anyone else made during heractions are discarded and re-rolled as necessary. Forexample, a fighter who moved across a room and washit by 3 attacks of opporrunity might re-rhink thatdecision and decide to stay put - if this is the case,those attacks never took place, and all damage shetook is erased. Note that this power does not requirethat the entire combat round be replayed, only theweapon wielder's actions for that round. This abilityonly functions in combat.

Strong divination; CL 16th; Craft Magic Armsand Armor, moment of prescience; Price +3 bonus.

Reloading: This ability can be conferred to cross-bows or firearms. A.y character wielding such aweapon is treated as having the Rapid Reload orLightning Reload feats, as appropriate. If the charac-ter already has those feats, his reload speed is increasedstill further. If a move action is required, the item canbe reloaded as a free action; if a full-round action isrequired, the item can be reloaded as a move action.For longer periods, the delay time is halved. A^yitem reduced to a free-action reload can be fired asoften as if the character were using a bow.

Moderate transmutation; CL 1Oth; Craft MagicArms and Armor , haste; Price + 1 bonus.

Roaring: When its wielder enters a fight, thisweapon lets offaresounding roar, imbuing the ownerand his allies with extraordinary courage. The wielderand all allied creatures within 50 feet at the time theroar sounds receive a + I morale bonus on attack anddamage rolls, so long as they are capable of hearingit (e.g., not deafened or under the effects of a silencespell). This benefit lasts for 10 rounds. A weaponmay roar only once per battle.

Moderate enchantment; CL 7th; Craft MagicArms and Armor , roar; Price + 1 bonus.

Self-Loading: This property can only be added tosiege weapons.

'When a siege device is enchanted in

this manner, it automatically draws its own ?rrrrrru-nition out of whatever stack or nearby container isprovided, reducing the number of crew membersrequired to operate the mechanism by 7. There isno increase in reload speed, however.

Moderate conjuration; CL9th;Craft Magic Arms andArmor, Bu ild S iege Weapo ns, telekrnesrs ; Price + 1 bonus.

Severity: A weapon of seo,tenry scores extra damageon critical hits. The critical multiplier is increased by1 for its weapon type. For example, a longs word ofseuenty's critical statistics becom e L9-70/x3, while aheavy pick would increase from x4 to x5. If theseverity ability is combined with the keen ability onany specific weapon, increase the market price by anadditional +1 shift (a combined +4 bonus).

Strong transmutation; CL 12th; Craft MagicArms and Armor, keen edge, caster must haveImproved Critical feat; Price +2 bonus.

Shockwave: This enchantment must be placedupon a two-handed melee weapon for a Mediumcreature, or a one- or two-handed melee weapon fora Large or larger creature. Once every 3 rounds, thewielder may use one of his normal attacks to slamthe weapon into the ground, producing a shockwavethat deals 3d6 points of damage to all creatureswithin 75 feet (this is a force effect).The wielder isnot affected by this wave, but his allies can be. Allcreatures may make a Reflex save (DC 10 + theattack bonus of the attack expended to slam theweapon into the ground) to avoid the damage (do

not include any bonuses from Strength or featswhen calculating the save DC). The shockwavewill not cross barriers in the ground, nor will it leapacross cracks or other gaps. Creatures not touchingthe ground at the time the special ability is invokedare not affected.

Page 126: Warcraft Magic & Mayhem by Azamor

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such as bees, wasps, homets and the like. When thewielder makes a successful hit in combat, thesecreatures deal an additional 1d6+ 1 points of aciddamage to the target. The vermin cannotfunction inany environment that disrupts their ability to fly andswarm about the weapon, such as strong winds,underwater, or if the wielder moves faster than theycan flV (60 feet per round).

Moderate conjuration;CL 10th; Craft Magic Armsand Armor, carrion swarm*; Price +1 bonus.

Warding: This enchantment requires the intri-cate carving of special symbols and images on theweapon's surface. When desired, the wielder canactivate the weapon's special power as a free action,turning it into a healing ward* in addition to itsother combat abilities. All the wielder's allies arecured of 1 point of damage per round so long as theyare within Z0 feet of the weapon. lJndead creatureswithin this range suffer 1 point of damage everyround. The ward's effects last for 1 minute, and itcan be used 3 times per d"y.

Moderate conjuration; CL Bth; Craft Magic Armsand Armor , healing ward*; Price + 1 bonus.

SpecificWeaponsThis section details some of the more well-known

weapons found across the lands of Azeroth. These

specific weapons are usually pre-constructed withexactly the qualities described here.

Assassin's BlacleDescription: Intended for use by Horde assassins,

these charcoal-black daggers are designed for strik-ing directly into the hearts of foes. Even when heldup to the light, they do not glint or produce any sortof reflection that will give their wielder away.

Powers: This blade is a + I weapon in the handsof most wielders, but it gains special powers whencarried by a Horde assassin. In such a case, theweapon acts as a dagger of ntenom, and also deals + 2bonus damage upon a successful hit (doubled on acritical). This bonus damage is then scored againon each of the next 3 ensuing rounds (the continu-ing damage is not doubled on a critical). A.y curespell cast on the target will end this cascadingdamage effect. Should the blnde hit the targetmultiple times, all bonus damage is cumulative (so

an assassin's blade that hits 3 times in 1 round woulddeal 6 points of damage on each of the next 3

rounds). Bonus damage does not affect creaturesnormally immune to critical hits, such as undead.

Strong necromancy; CL lTth;Craft Magic Armsand Armor , poison, uampiric touch; Price 32,000 gp;

Cost 16,000 gp + 1,280 XP.

BlackgoreTotemDescription: Originally ownedby " tauren warrior-

shaman of great renown whose birth name has beenlost to history, this immense totem is carved withintricate symbols and runes celebrating the EarthMother. Only the most power{ul warriors can wieldthis incredibly heavy weapon in battle, but it can alsobe used for the surprisingly gentle healing arts.

Powers: This is a +3 healing totem of warding.

Anyone wielding it in combat suffers a -1 penalty

on attack and damage rolls for every point ofStrength less than Z0 (i.e., -1 at Strength 19, -Z atStrength 18, and so on). If wielded by a taurenhealer, its wardingability can be used 5 times per d"yinstead of only 3 times.

Moderate conjuration; CL lTth; Craft MagicArms and Armor, creator must be a tauren profi-

cient in the use of a totem; Price 77,470 gp; Cost36,710 gp + 7,897 XP.

Claws of Attack, FerociousDescription: Ferocious claws of attnck are strapped

to the back of the hand and allow for savage assaultsin hand-to-hand combat. The claws are a favoredweapon of many tauren, with small fortunes tradedto their allies in the Horde to gain possession of a set.

Powers: Use of this item requires the wielder to

have the Exotic Weapon Proficiency (claws) feat.

When used in combat, the claws are a +2 woumding

weaponof sevenry thatdeals 1d6 points ofdamage witha x3 critical modifier. Matched pairs may be wom withone set of claws strapped to the back of each hand,though the wielder suffers all penalties and limitationsof wielding two weapons when doing so.

Moderate evocation; CL 1Zth; Craft Magic Armsand Armor, m"a,g1c fong; Price 77,325 gp (single),

144,650 gp (pair); Cost 36,163 gp + 7.,893 XP(s ingle) ,77,32.5 gp + 5,786 XP (pai r ) .

Claws of Attack, Maul i ngDescription: These weapons have wickedly senated

blades that occasionally drip blood when wom.

Powers: These claws are *4 woundingandseuerityweapons.

Page 128: Warcraft Magic & Mayhem by Azamor

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Page 129: Warcraft Magic & Mayhem by Azamor

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Moderate conjuration; CL 9th; Craft Magic Arms& Armor, s"tlTrLTnon T'wtllre's ally V, chill menl; Price56,625gp (single);Cost 28,313 gp +7,265XP (single).

Demon HunterWarBladesDescription: These blades appear as a strange

cross between a small buckler and a sharp-looking,curved, two-bladed short sword. The demon hunt-ers of the night elves wear these blades while theyhunt the minions of the Scourge, the BurningLegion or other dark adversaries worthy of suchweaponry. While many of the demon hunters relyon non-magic weapons, eventually most have ei-ther one of these double blades or a matching pair.

Powers: This two-bla.ded +1 cold"iron short swordglows with a bluish-green light when within 100feet of demons or undead. In addition, the bucklershaft of the blade provides a + 1 armor bonus andgives the wielder the benefits of aprotectionfrom eqtilspell. Consider these blades to be an exotic weapon.

Moderate abjuration; CL 4th; Craft Magic Armsand Armor , detect evil , prorccnonfrom evil,creator mustbe a night elf; Price 18,640 gp; Cost 9,3T0gp + 7 46XP.

Eyegouger Horns

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Moderate transmutation; CL lTth; Craft MagicArms and Armor, enlnr ge p er son;cas ter mus t be tauren ;Price 26,540 gp; Cost 13,770 gp + I,062 XP.

Fangs of RenclingDescription: These white fangs appear to be a

decorative item carved out of ivory or bone. Theycan, however, be pressed to the underside of exist-ing canine teeth, where they seamlessly merge untilremoved with a command word.

Powers: Thes e +2 f*gtfunction only in the jaw slotof a sentient creature capable of making a bite attack,such as a furbolg or pandaren. Th.y provide the Im-proved Natural Attack feat (see Chapter 6 of the MM ) .If the creature already has that feat, this bonus stacks.

Moderate transmutation; CL 8th; Craft Magic Armsand Armor, caster must be capable of making a naturalbite attack; Price 18,150 gp' Cost 9,075 + 776 XP.

FrostguarclDescription: This wickedly curved and unnatu-

rally sharp bladed weapon has an odd, bluish tintwhen held up to the light. Its surface is oddly coldto the touch, and in warm or humid climates a thinwhite sheen of frost builds up on its surface.

Description: This long sheath fits over both a Powers: This weaportauren's horns and extends across the head. The that has the special abilisheath is flexible until attached, at which point it successful critical hit, thgains the color and consistency of cold iron. save (DC 10 + the amou

Powers: While in place, these items act as +l confirmed) or becomekeen cold iron horns that can be used as a natural under the fos t nava* spweapon at any time, not just when charging. A gore Strong evocation; (

attack made alongside another melee attack (i..., and Armor, frost noqwith weapons) suffers a -5 penalty on the attack 25,188 gp + 2,015 XProll (or a -Z penalty with the Multiattack feat; seeChapter 8: Glossary of the MM).Upon command, Gorebloocl Horns

the hornscan extend to 3 times their natural length, Description: This ppermitting the wearer to make an attack with a 10- fit neatly over the enfoot reach. However, the character's speed is reduced replace a missing tipby 10 feet per round while the horns are extended. horns are made of steel

Page 130: Warcraft Magic & Mayhem by Azamor

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Page 131: Warcraft Magic & Mayhem by Azamor

Moderate transmutation; CL ITth; Craft 'Won-

drous Item, caster must have a natural bite attack;Price 72,060 gp; Cost 36,030 + 7,882 XP.

Searing BlacleDescription: When drawn, this sword becomes

unnaturally hot to the touch - not enough to startfires, but sufficient to burn and blister unprotectedskin. In moist environments, the warm metal sizzles,and in the rain or underwater, it bubbles and pops.

Powers: Ary flesh that touches this weaponsuffers 1 point of heat damage for every round itstays in contact with the hot metal. The weapon isa +2 keen flaming and piercing rapier, except that it

does not actually burst into flame like a normal

flaning sword.lt scores double damage against anysort of water elemental it strikes.

Moderate evocation and transmutation; CL 13th;Craft Magic Arms and Armor, waII of fire; Price55,370 gp; Cost 77,660 gp + Z,ZI3 XP.

SlaveringJawsDescription: This item looks very much like the

bleached jaw section of a tauren skeleton. Althoughthey appear too large to fit, the jaws can be easilyslipped into the mouth of any creature, where theysnap into place like a set of dentures. The wearer's jaw

now protrudes downward, with saliva-coated teeth

extending out in several directions, giving the wearera truly honifiting appearance.

b\fitn4StSE-=4 f ta

Powers: If placed in the mouth of a creature thatalready has a natural bite attack, the jaws act as a +3

weapon of fear.Moderate necromancy; CL 10th; Craft

'V7on-

drous Item, caster must have a natural bite attack;Price 37,710 gp; Cost 16,105 gp + 1,288 XP.

Spellbreaker BlaclesDescription: The deadly, two-bladed swords of

the spellbreakers strike fear in the hearts of wizards

and sorcerers. The blood elves' elite warriors €ffI-ploy these frighteningly effective weapons to executeoutlawed spellcasters, necromancers and other evilpractitioners of magic.

Powers: This blood-elven +2 two-blndedsqrord is

the bane of any evil spellcaster. When spun as a full-ro u nd ac t ion, the b I ade c an c as t a glab e of int, ulner abilitycentered on the wielder for 10 rounds. The wieldermay move at her normal speed while the spellemanates from her; since the sword maintains theglobe and carries it along with the wielder, attackingwith the blades ends the globe of invulnerability.

A wizard who takes damage from this weapon

must make a DC 15 Fortitude save or lose a singlememorized spell of 3rd level or lower of his choice.Sorcerers taking damage lose one spell slot of 3rdlevel or lower for one d"y.

Moderate Abjuration; CL 12th; Craft Magic

Arms and Armor , globe of invulnerability , feeblemind,creator must be a blood elf; Pri ce 751,400 gp; Costn5,700 gp + 10,056 XP.

Toy CatapultDescription: Originally intended as a mass-pro-

duced siege weapon that could be carried in a

soldier's backpack, these catapults can be reducedto the size of a child's toy upon command. I-Jnfortu-

nately, they proved too fragile and expensive totruly catch on. One orcish army drained its entiretreasury to create a kind of "catapult cavalry" unit

equipped with these tiny weapons, only to lose thewhole unit (and their weapons) in a single ambush.Unaware of their true powers, the victorious oppo-nents took the "toys" home to their children. Noone is sure how many of these items are now

scattered around the world, gathering dust on achild's bedroom shelf.

Powers: This is a +2 shnnking spike stone siege

catapulr that effectively has the slvinking property

twice. The siege weapon can be made to shrink to

Page 132: Warcraft Magic & Mayhem by Azamor

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Page 133: Warcraft Magic & Mayhem by Azamor

Minor

01-1011-2021-3031-404l-5051-6061-7071-7576-80BI-8586-?0?1-?5?6-??100

Medium

01-070B-1314-2021-2728-343s-4142-484q -5556-6263-6?70-7677 -83B4-?0q1-?5

?6-?7qB*qq

100

Major

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,, ' ;1'#S li"t l

Market Price

375 sp500 sp700 sp750 sp?00 sp1,250 gp1,250 gp1,400 gp1,400 gp1,450 gp1,750 gp1,800 gp2,200 gp2,700 gp3,315 gp3,600 gp3,850 gp4,050 gp5,250 gp5,500 gp8,000 gp?,000 gp

"*. -.J1iiirr;1xffitn JdF*+',,,;i*,r,,

,;;:fllY",'"-,.,;S'/''fsdt'q'8i*'

Table b4: Potions and SCiotls

, ....,.1,

., ,-*u,,,s;;;r,-r1li.$.irs$$ffi,I.',ffi.i,::

Item

Hong's fighting lager

Bravery brew

Scroll of speed

Fiery belly ale

Mana potion*

Chou's steadying cider

Drunken Master's secret tonic

Lesser clarity potion

Scroll of protection

Lesser replenishment potion :

Wounded warrior's whiskey

Clarity potion

Greater clarity potion

Replenishment potion

Divinity potion

Anti-magic potion

Greater replenishment potion

Replenishment scroll

Scroll of regeneration

Greater replenishment scroll

Arcane scroll of the High Guardian

Potion of greater mana

Note Scr,olls are detailed later in this chapter.

, . , , , : , , ,1 ; '

Moderate transmutation; CL 9th; Brew Potion,

Rarey's mnemonic enhancer; Price 1,800 gp.

Clarity Potion, LesserDescription: This concoction resembles a clnrity

pable of casting spetn of rnose levels ). Resting time

is also reduced by 7 5o/o, not 50o/o.

Moderate transmutation; CL I 1th; Brew Potion,

Rarey' s mnemonic enhnncer; Pric e 7,200 gp.

Description: These draughts seem clear, but when

exposed to sunlight they begin to shift quickly

through all the colors of the rainbow. If carried in

a clear container, they glow with a faint white l ight.

Powers: \Thoever drinks this potion comes un-

der the protection of several powerful spirits. For Z0

rounds, the character has a +4 deflection bonus to

Armor Class as well as spell resistance 19.

Moderate abjuration; CL 13th; Brew Potion,

shield of fatth, spell resistance; Price 3,3 15 gp.

Replenishment PotionDescription: This light green, syrupy liquid is

cast through with dark black specks that seem to

crawl and swirl in the mixture.

potion, but is translucent rather than opaque. It Divinity Potionfunctions like that potion, but for conferring a

reduced benefit.

Powers : The potion prov ides only one bonus 1 st- level

spell slot and reduces resting time by Z5o/u not 50o/o.

Faint transmutation; CL 7th; Brew Potion, Rarey's

mnemonic enhancer; Price 1,400 gp.

Clarity Potion, GreaterDescription: This concoction resembles a clarity po-

asn,but contains streaks ofpurple that seem to swirl and

shift, even when the container is kept still. It functions

like that potion, but confers an increased benefit.

Powers: The potion provides one bonus lst-

level spell slot, one bonus Znd-level slot, and one

bonus 3rd-level slot (assuming the imbiber is ca-

Page 134: Warcraft Magic & Mayhem by Azamor

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Page 135: Warcraft Magic & Mayhem by Azamor

Tiffie

To watch ghouls and abominations rush across thefie\ds of war to savage foes with hooked chains,claws and teeth can shake a warrior to his core.Chou the brewmaster despises the Scourge for theterror and ugliness they spread. He brews thisstrong drink to aid those who fight against the tidesof undead that threaten the world.

Powers: This drink is a strong plum cider thatgrants the drinker the ability to detect undeadwithin a 60-foot radius for one d"y. In addition, thedrink grants a * Z morale bonus on saving throwsagainst fear and energy drain attacks for Id4 hours.A keg of this cider holds 20 mugs' worth.

Faint transmutation; CL 5th; Brew Potion , detectundead", bless; Price 1750 gp; Weight 10 lb.

Drunken Master' s Secret TonicDescription: The pandaren brewmaster Chou Ling

Sing introduced this magnificentbrew to the acrobatsof Slink Strong's Goblin Circus as a gift for teachinghim the tricks of goblin tumbling. Since then, manyhave copied the brew's recipe and it is enjoyed bymany a stealthy, acrobatically inclined perficrmer.

Powers: The tonic is potent, and a single swigfrom a bottle can make the drinker appear as if shewere inebriated. This deceptive state of clumsymotion allows a +10 bonus on Bluff checks whenattempting to feint an attack. An unopened bottleof this tonic holds 10 swigs.

Faint transmutation; CL 5th; Brew Potion , ca/sgrace; Price I,750 gp; Weight 1 lb.

FieryBellyAIeDescription: This powerful, pepper-flavored ale

often leaves the surprised drinker gasping for coolwater to sooth the burning in his throat. Fiery bellyale is a harsh, unforgiving drink that leaves a steadyflame in the imbiber's gut. Many trolls and orcshave found this a pleasant sensatioh, and seeing aprecious k.g of this drink in their possession isalmost becoming common.

Powers: This ale is an inebriating, pepper -fla-

vored beer that gives the drinker the ability tobelch flames after drinking 1d6 mugs (roll to deter-mine how many drinks are needed). A tell-talechurning and burning in the gut indicates that thespecial properties are active.

Highly intoxicating, this brew causes the drinkerto suffer al penalty on initiative checks for t hourfor every mug he drank. The drinker may belch a

single short burst of flame as a free action, dealing

td4 points of fke damagefor eachrrugthathe drank(to a maximum of 5d4) to a single target within 5 feetof him; a DC 12 Reflex save halves the damage.

Drinking more than 3 mugs is dangerous and maycause the drinker to vomit flame at an inappropriatemoment. While still inebriated by the brew, a DC 19Fortitude save is required during each round. The

character makes the saving throws for a number ofrounds equal to the number of mugs he drank. If thesaving throw fails, the drinker vomits up a 15-footcone of flame that deals 3d4 points of fire damage(Reflex DC 15 half). Use the scattering rules (see

Player'sHadbook, Chapter B: Combat, "Special At-

tacks," Tlvow Splash Weapon) to determine thedirection anddistance ofthe regurgitation. On aresultof 1 on the scatter roll, the imbiber vomits uponhimself (and gets no saving throw to avoid damage).

A vomiting drinker takes Zd4points offire damageand loses the use of his voice for 1d4 days in additionto any other ill effects he may incur upon himself.

A keg of this brew holds 20 mugs of ale.

Faint transmutation; CL 5th; Brew Potion ,bllrn-inghands; Price 1 ,750 Bp; Weight Z0 lb.

Hong's Fighting LagerDescription: Combat is a state of grace amongst

the shodo-pan of the pandaren empire; and as muchas it is an art form, it is thirsty work. Hong's fighnnglnger revivifies fatigued and frightened soldiers andwarriors after fighting a long and difficult battle. It isalso highly valued for its crisp wheat taste and subtlehoney and citron-like accents.

Powers: A single mug of this mighty beer re-moves a fatigued condition in 7 hours of rest asopposed to 8, as long as the drinker imbibes the fluidslowly. Drinking the lager as a full-round actionwhile sickened or shaken removes the effects for1d6 hours or the duration of the effect, whicheveris shorter. Swigging back the ale in a thirsty frenzydoes not grant any special properties. A keg of thisbeer holds 20 mugs' worth.

Faint transmutation; CL 5th; Brew Potion, bless;Price 375 Bp; \Teight 10 lb.

Wounclect Warrior' s Wh iskeyDescription: To the pandaren, whiskey is a drink of

fortitude. A good whiskey can make a warrior strongenough to face 10,000, so the pandaren proverb goes.This brewmaster's whiskey has incredibly potent heal-

Page 136: Warcraft Magic & Mayhem by Azamor

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furec Alruanbar; ropuIIIE) uo peteerf, ere^r tetlt s8utresoqJ' f, r SBru 8ur,to1du elo poqt eru Iryasn,{pe1 ncy rre dB sB s8uu ees tou plp /,1duns eldoad snoua8lPut

eqt asneraq sdeqrad 'qtorazv 'o tser eqt uo ere '{aqt

sB roptulle) ur uoruruof, sB tou are s8uu lecrBBI/{

stuN'ql

1 tq8ra4l :dB Og L'1 actr4ispunorn awrapou arnJ 'ql8uaus s,llnq 'aJlra,LnPua

s (Jnaq'uorto4 /ltaJg :t{lg TO luottetnlusueJt IUIEC's8rms

0I sploq /,a4srq^\ slqt lo elnoq pauadoun uV'aldxa stre#e aqtJo uoltBrnp aqt lltun sanes xegeU

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eqr pue 'srnoq 9pI roj (8ut1eaq ol UoIIIPPB ut)

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;8ur>lulrcl 'eBBuIBpJo stutod rlq tpl sleaq l,11en1oe

/\{erq uerepued srqr;o Srtrs qtEE 'stl}eueq srl }o euo

/,1uo sr [a1slt{^{ slt{]}o atsel qtootus eql :sra/nod'plnbll

llpe/lrod snlr 8ur>1uuP raUE .1oll B sB Suorls

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Minor

01-3536-6061-8081-?5?6-qq100

Medium

01-2526-4041-5556-7471-8081-85

Major

01-1011-2526-404t-5051-6061-7071-8081-BBBq-q4?5-?Bq?

100

- ' : : : : ! i ' l ' ' ; : l * r i i i ' l t ' * * ' ; : ' l ' '

Market Price3,500 gp?,040 gp18,100 gpl?,120 gp21,050 gp28,875 gp30,000 gp53,67? gp54,720 gp85,800 gp160,6?7 gp212,000 Sp

Table I 5: Rings, Rods, Staft and Wands

. . r,r: : ;- -.;r1,;;;.;la, i,1: {l:ll*,*;lilii;;lllt,ii+tfiu,i

Item

Earring of technological prowess'Jade ring of Veth'talia

Ring of the mind

Spider ring

Lion's ring of the acolyte

Staff of negation

Wand of the wind

Scepter of healing

Nature's ring**

Rod of necromancy

Mindstaff

Rod of undead mastery**

86-?0

r ?1-?5q6-q?

.r*.r.i.'.....n:.:' 100

Powers: The ring allows a spellcaster to shift hisprepared spells to other rypes, within certain limits.Before it can work, the ring must be wom for at least 2consecutive days, after which it attunes itself to thethoughts of its owner. In addition, if owned by a wizard,the character must memor Lze aspell at least once duringthis period if the ring will be able to employ that spell.Once these conditions are met, the wearer can chooseto drop up to one level of spells per caster level per day,replacing them with any other spells he knows or canaccess. For example, a 6th-level wizard who prepared Z

ftreball spells, but now needs ,A""tifu for 6 recentlydiscovered items, could drop the no-longer-needed

fwebalk in exchange for the rdennfu spells (so long as hehas previously memorize d dennfy while wearing thering). Replacing spells in this manner is a full-roundaction, and once the change has been made, thereplaced spells may be cast normally.

Moderate transmutation; CL 1 1th; Forge Ring,Rarey' s mnemonic enhancer, one 500 gp chrysoberyl;Pr ice 18,100 gp.

Spicler RingDescription: This platinum ring appears to have

been made of thin strands of spider silk woven in aconcentric pattern. Eleven garnets arranged like aspider's eyes stare out from a web-shaped faceplate.

Powers: The ring provides a +7 enhancementbonus to Dexterity and allows the wearer to spiderclimb 3 times per d"y for up to 10 rounds per use.

Faint transmutation; CL 7th; Forge Ring, cat'sgrace, spider climb; Price 19,IZ0 gp.

Rocls, Staffs ancl WanclsMany of the rods, staffs and wands described in

the DMG are known to exist on Azeroth. Severaladditional such items are found only in the world ofWarcrafit. Some of them are described below.

\Uhen any rod, staff or wand is called for viarandom treasure selection, roll I5oh of the time onTable 4-5.

MinclstaffDescription: This gnarled length of wood features

unusual wrinkles, like those found in a sentientbrain. The tip is a chunk of onyx carved withconcentric circles that seem to ripple slowly acrossthe surface in an oddly entrancing optical iflusion.

Powers: This staff allows for use of the followingmind-affecting spells:

o Charm person (1 charge). Hy|notism (1 charge)o Daze monster (1 charge)o Charmmonster (7 charges)o Sugges tion (Z charges)o Mass suggesrion (3 charges)o Mass cltarm monster (4 charges )In addition to these powers, the staff allows its

owner and all allied characters to memo rrze oneadditional lst- ,Znd-, and 3rd-level arcane spell perd"y. These must be spells from the enchantmentschool and do not stack with any other bonus spellsprovided from magic items (..g. , a nng of wizardry),

Page 138: Warcraft Magic & Mayhem by Azamor

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uerlt raq8rq la^al B Jo s11ads erotsar touuef, llorlseql '(11ads

1ana1-qrf v erolsar ol spunor V e{el

:' : ::l:;';: ) xJ;'iJ,"1T :,,:'�J' ;i:LilH T:t: e Alarelpaururr aJotser ot pesn eq uBf, peJotsal sle^el

IIedS 'OV rreqt ot snuoq uoltf,egep fi+ e eAIef,

-eJ pue 'punor red lanel 11ads euo JanoreJ 'punor

red srurod rrq t IBeq tods reqr Jo teal 0t ulqrl/lrseJntBeJJ Llpuau; IIB

'auop sr slqt aJuO 'uollf,B

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slloJ)S'dB

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uBrc :qtoI 'Io luorleco^e alBrePol/{'retser

la^el-qlgl B Aq tser JI se puft\n\ffb

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pue fu ont Wyy\ perutulr uoleq uepoo/!\ V : uoqduesaq

pul| eqlJo pUPAA 'dE 169'09I errrd t"tacr

'dB glg'g7 acu 4:trhout4y wva7'pswy'asvra t^:o*'lrur s'(a'try 'uo!

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(sa8reqr 0 cl8outpislp "r?iD?rO o L rr v "

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'dlt str ot lelsArc padeqs-reJs B pulq re^lls Jo spueg'saunr

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uollPteNJoJJPls

' ffi 6 L93 t g ef, ud lyoatlssvttt' spwn rn snans a rrc ssvttt' spwn rvt

uxrryu arnJ ssrTu/ 'sptnnrn rrpn a#D s$lur 'sptnnrn WIn

a"Lnr ssnu 'grrS UaIO :Wgt 13 :uolternfuoc Suong

'tqBII etlq/lt arnd E qtl/v\ szno18 os Surop

ralf,Brer.{r aqt 'pa4onut sI 11ads /,ue reneueqnN

(sa8ruqr D lDa\ ssrlA[ o

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(a8reqr I ) swnoftn tfitt arnr ssrlz\ o

:s11ads 3urmo11o;eqr IIB Jo esn eqt s/v\olle ratdacs aql :sre/trod

'[poq req q8norq] ^rol] qtrure^r

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Jo Ueq rq8rerrs-rozer 'troqs slql :uolldrrrseq

tulpaHJorelde)S

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aiauffitD 'pog UerC :r{lg I TO lrtcueulorreu Suortg

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(["p.rad eruo alqesn 'sa8reqr 0g)WaWn aivar"J o

'JelsEf Ie^el

-qrgl B ̂q tsBf,JI se (sa8reqr 0g) WrwnpuuoC .'JelsBf,

Ie^el-qt8 ue [q ]ser]l se (sa8reqr 0g) Wrp atvunuf, o

:Pro^\ Puetuluof, B ,(q palE^rlfB

qree (seltlllqe a{ll-11ads t set{ por aqJ :sra^rod'Poolq

PalrP Jo rolor eql uBqs

Ietetu /,neaq e dote sa/,a l,qnr gtlrn IIn{s peqtool-dreqs B sarJJBt Kcuputonau toporv :uolldueseq

{rueuor)eNJopo1

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TTffiEROIIffiUNNINr€GAWIE

- if they move outside, they gain none of the aboveadvantages until they return to the affected zone.The scroll's effects last for 12 rounds.

Moderate to strong abjuration and conjuration;CL 10th or higher; Scribe Scroll, curelightwounds,shiel"d; Price 8,000 gp.

Replenishment ScrollDescription: These sheets of parchment appear

at first to be ordinary magical scrolls, but uponexamination, their language shifts to somethingthat can be understood easily by the reader.

Powers: This scroll combines the effects of heal-ing and spell recovery. The unusual combination ofdivine and arcane magic requires a creator skilled inboth types of spellcasting. \fhen read, the user andall allies withinaZ)-foot radius are healed of 1d8+9hit points of damage and recove r 7 \evels of spellspreviously cast. These spell levels can be any corrr-bination of Z levels, such as one Znd-level spell ortwo lst-level spells. Each O-level spell counts as onel st-level spell. If a beneficiary of this magic does nothave 2 levels of spells available, the excess recoveryis lost (it cannot be saved and used later).

Moderate transmutation and conjuration; CL9th; Scribe Scroll, mass cure light wound.s, Rarey'smnemonic enllancer; Price 4,050 gp.

Replenishment Scrol l, GreaterDescription: This scroll resembles a replenish-

ment scroll,but is about twice the length of that itemand confers an increased effect.

Powers: This scroll heals Zd8+ 1 1 points of dam-age and recovers 3 levels of spells. The })-footrange is not increased, however.

Moderate transmutation and conjuration; CLllth; Scribe Scroll, mass cure moderate wounds,Rarey's mnemonic enllancer; Pnce 5,500 gp.

Replenishment Scrol l, LesserDescription: This scroll resembles a replenish-

ment scroll, but is only about half the length of thatitem and confers a reduced effect

Powers: This scroll heals only 1 point of damageand recovers only 1 level of spells. The Z)-footrange is not decreased, however.

Faint transmutation and conjuration; CL 7th;Scribe Scroll, cure hight wound.s, Rarey's mnemonicenhnncer; Prtce 1,750 gp.

Scroll of ProtectionDescription: This scroll appears to be little more

than a rolled-up strip of parchment with a fewmagical words inscribed across its surface. With afew moments of studying, however, any charactercan read the runes without difficulty.

Powers: When read, this scroll provides a +3

deflection bonus to the AC of all allied creatureswithin 30 feet. The effects last for 12 rounds.

Faint abjuration; CL 7th; Scribe Scroll, shield" of

fatrh cast with the \Uiden Spell feat (even thoughthat feat normally does not affect that spell); Price1,400 gp.

Scrollof RegenerationDescription: This scroll is inscribed on crisp,

clean parchment that stays a brilliant white even ifexposed to dirt, grime, or mud. The words inscribedthereon are magical, but easily understood, and arewritten in a circle that rotates when read, allowingthe inscription to be easily repeated.

Powers: This scroll must be read aloud and corr-tinuously as a full-round action. The character doingthe reading must concentrate fully upon the scrolland may not move while invoking its powers. If he isattacked, he must make a Concentration check asusual to avoid being interrupted. For as long as he

reads the scroll, he and all his allies within 30 feetheal 3 hit points per round, but only if they can hearthe magical words as they are spoken (possibly re-quiring Listen checks in some circumstances). Thecharacter may continue reading for as long as he isable, although after 10 rounds of continuous chant-ing he must make a Will save (DC 10 + I for eachround after the 10th) each round to avoid slipping upand interrupting the magic. Once the reading isdisrupted by any means, the scroll crumbles to dust.

Moderate conjuration; CL 15th; Scribe Scroll,cure serious wound.s cast with the Widen Spell feat,even though that feat does not normally work withthis spell; Price 5,750 gp.

Scroll ofSpeeclDescription: A faint whistling sounds from this

scroll when it is removed from its container. As thepage is unrolled, it seems to fl"p about as if caughtin a breeze.

Powers: \Uhen this scroll is read, all creatureswithin 30 feet gain 10 feet to their movement

, / , , , r y t : i f f i

rrf&r:Lt-;i.-ljU..

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pue telnruB eqt urqtr^\ paddertue uaeq SurneqeJnteeJf, IBntfB eqt 'erurl rlJee etues eqr s,(em1est SloqrnJ eql '[ll" Surrq8r] B sB 81oqrn; Llpuer U vqtroJ IIEI uBf, DInurD slqr '["p rad eruo :sra^rod

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pul^ eqlJolelnuv

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I [q sdorp le^el uor]relord srl '(or auopaABq lou Plno/lr sessassod JeJee/K eql seJuelsrseJ

11ads reqlo /,ue pue '11ads B pe{lolq uorlrelords Jalnurp aqt ter{t saterrpur {raqr ef,uetsrser 11ads eqleurrt /,ue ''a'l)

1lads B stf,egep nlnurv eqt eruu qtBE'SZeJuEtsrsaJ

11ads urlg Surua;uof, 'JeJBez$, aqt uodn

tser s11ads IIB rsurv?vspue;ap:;rlnurp aql :sre^4,od'[poq s]r urqtl^r daap Sutptr{ srolor

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pletqs lledsJo leln|'Uv'qlzl1 rq8ra4l :dB Og L'l I erl t4itoopuotsuaulp '*all

snorpuo/N elBar3 :qt1'IO luorternluoc Suorrg'ruatl aqt reno loJtuof, srq dn anr8 ot sesooqr ,t1pet

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0OZ'I Io lBtot E peerxe ol lou sarlddns rreqt pue

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'eJeds

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'tunurteld;o

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llg)auJolelnwv'qlZlI lt13ya4t :dF 009'9 acu4 itnQnarn tBvnt 'uleU

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lenba spunor Jo requnu B roJ stsel snuoq slql 'sllor

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Io san[aqlJl reelf,un q ]l 'plo8 ut patuturn pue punoqsetng uapoolr aJB slueurutsur asaqJ :uoqdpJsaq

{rernDv Jo e}n IJ s.PUel lV'stuell snorPuo/)N :9

-t elqBJ uo aurl eqt P o/o09 IIor 'uortoales ruoPuBr

q8no.rqt JoJ palleJ sr ruetr snorpuo/r\ E Jeneueq,41'/Koleq

PelleteP eJB sed,tr u/v\ou{-Jeueq equo /!\aJ v'Jezlrod jo sle^el IIB Jo pue 'sezrs pue sadeqs ,(ueur ureruor sruatr aseql 'uErrrEA\ jo Plro^{ aqt ot en rtBuerB srcalqo rellurls Jo 'bar.len epr/r\ v 'OyVC eqlul peqrrfsep sruatr snorpuoa eqt ot uonlppB ul

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rrleueq [11eurou ]ou seop 11ads tBrlt q8noqr uana)

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i ?4 . : . . . . . - - \ * . * . .

- ._ . - .

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forced to serve. When the command word is spo-

ken, the furbolg appears 1 round later in an open

square adjacent to the amulet owner's location and

immediately attacks the wearer's nearest enemy.The wearer can also give the furbolg other instruc-tions, which the creature will obey to the best of its

ability. The furbolg returns to the amulet if it is slain

or after 10 minutes have passed, whichever comes

first. The next time the creature appears, it is

healed of all wounds and ready for battle. The

owner can free the beast by destroying the amulet,

in which case it immediately bounds off toward itsformer home, eager to be reunited with its fellows.

Moderate conjuration; CL 9th; Craft \Tondrous

Item, summon nanue's aIIy IV; Price 13,150 gp;

Weighr I17 lb.

Ancient Figurine of InsightDescription: This small statuette depicts a scholarly

figure seated on a stool studying a large book stretched

across his lap. The race and gender of the delicately

carved individual is indeterminate, as it wears a hooded

cape that drapes down over its darkened face. The

entire fign * appears to have been carved of a blackcrystalline substance that defies identification.

Powers: While the figunne is carried, it whispers

supportive thoughts and ideas into its owner's mind.

One full duy after the item is first picked up, the

owner receives a *Z insight bonus to Intelligence.This bonus persists for as long as the fi7*r"e is carried

on the owner's person, regardless of its actual loca-

tion, but it may not be in an extradimensional space.If the item is set down or given to another person, it

does not provide its bonus until grasped again. If

someone else carries it for a full d"y, she begins to

earn the Intelligence bonus, and the former owner

must wait a full duy after recovering it before he canenjoy its advantages once again. Once the figurinehas acclimated itself to its owner, it can give a flash

of inspiration once per dty upon command. \Uhen

this is done, the owner receives a * 10 insight bonus

on any one Intelligence-based skill check he at-

tempts in that round.

Moderate fiansmutation; CL 10th; Craft \TondrousItem, fox's affrn;rrrgPrice 12,000 gp; \Teight Il}lb.

Ankh of ResurrectionDescription: An ankh of resurrection is a palm-

sized metal sigil worn like an amulet and imbuedwith magic powerful enough to raise the dead. The

GAffiIE

dwarves believe that titans created the first ankhs

to honor their reverence of life.

Powers: When the wearer of an ankhis reduced to-10 hit points or less, the magic of the ankhrestoreshim to full hit points, vigor and health immediately,with no loss of prepared spells. However, the wearer

does lose 1 level (or 1 point of Constitution if he was

lst level). The ankh can revive someone killed by a

death effect, but it cannot revive someone who has

died of old age.

Strong conjuration; CL 14th; Create \TondrousItem, reswnecnon; Price 24,600 gp; \Teight U4lb.

Bannerofthe Angry BoarDescription: Orcish shamans design these broad

silken banners to fly from the backs of orcish

swordmasters. The banner depicts a rampant boar

amidst a spray of bloody letters that spell out words

of fury in Orcish.

Powers: The rancor and tenacity of the boar possess

the banner's wearer and any ofher allies within 30 feet.

The wearer and her allies can continue to fight withoutpenalry even while disabled or dying. Once per day, the

bearer can cast blaodhst* on himself and five other allieswithin 30 feet.

If the banner wearer is 6th level or higher, onceper d"y she can summon a dire boar to protect her.

Treat the boar as if summoned by the spell summon

nature's ally IV, with the exception that the boar

remains for 1 day or until slain.

Moderate Conjuration; CL 9th; Craft WondrousItem, blaodlwt* , sLtmmonnatrlre's ally IV, creator must

be an orc; Price 72,550 gp' Weighr}Ib.

Banner of the Black WolfDescription: This red silk sashimono banner is

in the same sty le as those worn by orc ish

blademasters. The banner depicts a stylized black

wolf running across a field of blood.

Powers: This banner grants a +10 bonus to the

speed of the wearer and any ofhis allies within 30 feet.

Once per d"y, the banner's bearer can castpas s without

vare on himself and up to 5 allies within 30 feet.

If the banner's wearer is 6th level or higher, onceper d"y he can summon a black dire wolf to act as

a companion. The wolf will protect the wearer as if

summoned by the spell summon nature's aIIy IV,

with the exception that the dire wolf remains for I

duy or until slain.

Page 142: Warcraft Magic & Mayhem by Azamor

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Market Price24,000 gp

24,000 gp

24,600 gp26,000 gp26,000 gp27,004 gp

27,500 gp27,720 gp28,800 gp28,?60 gp2?,500 gp30,000 gp34,000 gp34,500 gp42,480 gp42,800 gp43,000 gp44,750 gp45,000 gp45,000 gp46,500 9p4?,150 gp51,000 gp54,000 gp54,200 gp60,000 gp68,500 gp72,060 gp84,000 gp?0,000 gp?3,600 gp108,000 gp108,000 gp112,000 gp130,000 gp133,?20 gp237,400 Sp30q,200 Sp322,000 Sp352,800 gp

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ItemFigurine of wondrous power,demonic

Figurine of wondrous power,stone token

Ankh of resurrection

Runed bracers (SR l?)

Cloak of writhing shadows**

Figurine of wondrous power,drake egg

Grimoire of souls

tegion doom-horn

lvory tower

Druid pouch

Warden's cloak

Scourge bone chimes

Hood of cunning

Medallian of courage

Khadgar's gem of health

Helm of battlethirst

Healing wards

Greater talisman of evasion

Cloak of flames

Witch's circlef*

Brooch of the crypt lord

Firehand gauntlets

Cup of Raiden

Lightning cloak

Gloves of spell mastery

Janggo of endurance

Gargoyle robe

Diamond of summoning

Crown of kings

Cloak of flames*

Mask of death

Eelt of might**

Gauntlets of might**

Superior boots of elvenkint*

Amulet of spell shield

Crown of the dreadlord

Drek'thar's spellbook

Robes of elven kings**

Girdle of the betrayef*

Celestial orb of souls

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Page 144: Warcraft Magic & Mayhem by Azamor

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Page 145: Warcraft Magic & Mayhem by Azamor

TTHE ROItNtrUAXruNTC GAWIE

own weapons. No corpse focus is required. Undeadsummoned in this manner serve and obey theircreator without question and last for B hours oruntil destroyed.

Moderate necromancy; CL 9th; Create \TondrousItem, animnte ded; Price 13,360 gp; Weight 7Ib.

Boots of Quel'ThalasDescription: Boors of Quel'Thalas are created of

soft leather tooled by the high elves' most skilledartisans, then trimmed in silver enchanted by elvenwizards to grant the wearer magical agility. Theyare often passed from one generation to the next inelven families.

Powers: The wearer of these boots gains a +7

enhancement bonus to his Dexterity, adding theusual benefits to AC, Reflex saves and other uses ofthe Dexterity modifier.

Moderate transmutation; CL 8th; Create 'Won-

drous ltem, cat's grace, creator must be a high elf;Price 4,000 gp; Weight negligible.

Boots ofSpeeclDescription: These boots are a favorite among

orcish light infantry, where they provide a speedboost to leaders consigned to ground movement.The boots of speed are created using the tannedhides of kodo beasts treated to remain soft and

comfortable on the inside while protecting the feetfrom rocks and other obstacles.

Powers: These boots grant an additional30 feet tothe wearer's movement speed on land. This is con-sidered an enhancement bonus. If the owner iscarrying a medium load, the bonus is decreased to 20feet, and if carrying a heavy load, it drops to 10 feet.

Moderate transmutation; CL 8th; Create \Uon-drous ltem, expeditious retreat, creator must be anorc; Price 4,500 gp; Weight 1 lb.

Brooch of the Crypt LorclDescription: The spider kings of Azlol-Nerub

created a number of these powerful elder items.More than a few of these brooches have made theirway into the hands of servants of the Scourge.Stylized to resemble the spider-like legs, outer shelland scything arms of a crypt lord, this gold and blueenamel brooch is a powerful protective item. In-scribed on the back of each brooch is the ancienttongue of the spider kings of Azlol-Nerub, denotingwhich crypt lord the wearer supposedly serves.

Powers: The brooch wearer may speak to spidersand other arachnoids as if the wearer understoodtheir native tongue. As well, all arachnoids andinsect vermin (including summoned vermin) im-mediately recognize the wearer as an emissary of thecrypt lords and they will not attack the wearerunless attacked first.

Upon command, the brooch covers the wearer's

body and face with a sturdy layer of segmented blue

and gold chitin plates that grant a +4 natural armorbonus. Scythe-like claws extend to cover the wearer'shands. These blades are considered scimitars for deter-mining damage and critical threats, and the wielderuses them as if fully proficient. The wearer also gains

the benefits of the Two Weapon Fighting feat when

using the claws.

Strong transmutation; CL ITth;Craft WondrousItem, maglc armor, maglc weapon, tongues; Price

46,500 gp; Weight 1 lb.

Cap of RaiclenDescription: Created by the pandaren geomancer

Raiden, these caps are wide and slightly conical,woven from specially treated bambus reed. Ironwire threads through the cap in a lightning-likepattern. Inside of the conical cap is a series ofpainted sigils. These sigils combined with the iron

thread give the cap its power. Once charged, the

threads glimmer with a soft blue light.

Powers: The cap offers resistance to electricity10. It can also store electricity touch attack spells ascharges (to a maximum of 1 0 charges ) . The user canexpend 1 charge to deliver a shocking grasp to a

target as if the wearer were a Znd-level wizard.

Expending 5 charges casts a lightning bolt as if the

wearer were a 5th level wizard. Casting electricitytouch attack spells on the cap will charge it, but itdoes not absorb electricity spells that target thewearer.

Moderate evocation; CL 5th; Craft WondrousItem, Iightningbolt, resist energJ , shockinggrasp; Price

30,000 Bp; Weight 1 lb.

Celestial Orb ofSoulsDescription: This crystalline ball, about 6 inches

in diameter, glows and swirls with ghostly shapes.Although it appears to be made of ordinary glass,

the celestial orb is virtually indestructible, with

hardness Z0 and 50 hit points. The device's unas-suming appearance hides a tremendous power.

Page 146: Warcraft Magic & Mayhem by Azamor

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purpose and were given to those ranking high in itsservice.

Powers: If a horr-eVil creature attempts to put on oneof these crowns, the sharp tipsbend andpierce the skin,causing 1d6 points of damage for each round the crounis left on the creature's head. This damage ignores alldamage resistance. Ifwomby an evil creature, the croulnprovides a +Z enhancementbonus to Constitution andallows the creature to memorize one additional spell ofeach spell level; however, such bonus spells must befrom the school of necromancy. This benefit does notstack with similar abilities provided by other magicalitems such as a nngof wizardrl. In addition, the croqnrL'swearer can castfinger of dearh once per day as a spell-likeabiliry. Any damage dealt is retumed to the croqilr|swearer as immediate healing; should the targetbe slain,assume that the damage dealt was equal to the exactnumber of hit points required to kill the creature (..g.,

a target with 50 hit points would retum 60 points ofhealing to the crourrl's wearer).

Strong necromancy; CL 16th; Create WondrousItem, bear's endurance, finger of death, Iimited wish;Price 133,970 Bp; Weight 7Ib.

Diamoncl ofSummoningDescription: This item appears to be an ordinary

(if extremely valuable) diamond in all ways, exceptthat a faint flickering light emanates forth fromwithin. The gem maybe, but is not always, mountedin some other piece of jewelry, such as a ring oramulet, but if so, it does not take up that particularbody slot. Items of this sort are often given to aknight or similar character sent upon a quest, withinstructions not to invoke the gem's power untilher mission is complete.

Powers: The diamonl" can be given to any allyalong with a command word to be used to activateit. The diamondthereafter activates as the focus fora refuge spell, except that the item need not bedestroyed to activate the teleportation effect. Thediamond may not transport the original owner tothe user (normally available as an option for therefuge spell). The diamond may be used only onceper d"y and is linked to the original owner until therefuge power is invoked. Once the holder has usedthe recall power, the diamond may then be trans-ferred to a new owner.

Strong conjuration; CL 14th; Craft WondrousItem, refuge, 1,500 gp diamond; Price z 77,060 gp;Weight negligible.

Drek'thar's SpellbookDescription: This ragged tome is covered by "

sheath of carved wood kept sealed by interlockingteeth. Originally the property of the orcish sorcererDrek'thar, it reeks of powerful magic.

Powers: When found, this book contains a selec-tion of ordinary spells just like any spellbook would.These spells can be determined randomly or chosenby the GM. If selected randomly, there are 1d20+50spell levels inscribed in the book. In addition,several of the pages contain long-forgotten orcishrunes that can be invoked daily for special powers.Also, when its owner carries the book, it providesprotection against hostile magic.

Bonus Spells: If the owner of this book studies

spells from its pages, he may memo rrze 1 extra spellper level per duy. Each spell selected must be from

the book itsell present when it was found. Thesespells are in addition to any other bonus spells fromother items, such as a ring of wiTardry.

Dimensional Portal: One of the book's pages is

blank, but has an ornately designed border, like theframe for an unfinished painting. If the owner holdsthe book open to this page and speaks a certainorcish command word, a picture of his presentlocation appears within the frame as if drawn by upen dipped in blood. At any time thereafter, the

owner can speak another command word, and a

shimmering circular portal 6 feet in diameter will

appear before him. The book must be held open tothis same page when this word is spoken. The portal

remains in place for 1 round before closing onceagain, allowing the book's owner and anyone else

close enough to pass through, arriving at the origi-

nal spot drawn in the book. The image of thatlocation then disappears, leaving the page blankonce more, although of course it could be set againat that point. The page retains its magic for 1 monthbefore fading. Although the image on the page canbe changed at will, using the dimensional portal can

be accomplished only once per duy.

Spell Resisrance: For as long as the book is carriedon the owner ' s pe rson (no t w i t h i n anextradimensional space), the owner has spell resis-tance 19.

Spell Turning: Once per d"y, the owner can reada special page near the back of the book as a full-round action. Doing so activates a spell turningeffect that is treated as having been cast at the

Page 148: Warcraft Magic & Mayhem by Azamor

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Page 149: Warcraft Magic & Mayhem by Azamor

THE TROILRPUAtrT1Nre CAffiIE

can command a mature red dragon to appear in-stead of a drake, but if this is done, the figurineshatters when the creature reverts to statuette form.

Strong transmutation; CL 15th; Craft WondrousItem, animate objects; Price Z7 ,000 gp; Weight Il4Lb.

Figurine of Wonclrous Power, Frost SharclDescription: This item looks like a chunk of ice

carved from the purest crystal. \Uhen held, it seemsto draw body heat from its owner, chilling his fleshin a notable, but harmless, manner.

Powers: This item functions using the rules for a

figurine of wondrous power except as noted hereaf-ter. \Uhen activated, the shard transforms into afrost revenantxx with its weapon at the ready. Thecreature obeys as long as it is not given orderscontrary to its nature, such as to work alongside afire revenant, attack other frost-based creatures,and the like. Should these conditions not be met, orif the summoner is slain, the frost revenant goesrogue immediately and ac$ as it sees fit, eitherfighting if it feels victory is assured or fleeing romake its own way in the world. If the frost revenantis slain, or a full hour passes, it reverts to statuetteform. The item can be used twice per week, but notwithin 1 day of a previous use.

Should this figurine ever come into contact withaninferno stone, both objects explode, causing 6d6impact damage to all within a 5-foot radius.

Strong transmutation; CL 12th; Craft WondrousItem, animate objects; Price 20,000 gp; Weight Il}Ib.

Figurine ofwonclrous Power, Inferno StoneDescription: This item appears to be a black rock

shot through with red and orange streaks. Whenheld, flickering but harmless flames dance acrossthe object's surface, producing slight warmth againstthe skin. This fire is not actually hot enough roignite even the driest parchment.

Powers: This item functions using the rules for a

figurine of wondrous power except as noted hereaf-ter. When activated, the stone transforms into a firerevenantxx with its weapon at the ready. Thecreature obeys as long as it is not given orderscontrary to its nature, such as to work alongside afrost revenant, attack other fire-based creatures,and the like. Should these conditions not be met, orif the summoner is slain, the fire revenant goesrogue immediately and acts as it sees fit, eitherfighting if it feels victory is assured, or fleeing to

make its own way in the world. If the fire revenantis slain, or a full hour passes, it reverts to statuetteform. The item can be used twice per week, but notwithin I day of a previous use.

Should this figurine ever come into contact witha frost shard, both objects explode, causing 6d6impact damage to all within a 5-foot radius.

Strong transmutation; CL ITrh; Craft \TondrousItem, animnte objects; Price 20,000 gp; Weight IlZIb.

Figuri ne of Woncl rous Power, Stone TokenDescription: This chunk of igneous rock has an

oval-shaped smooth section hollowed out andcarved with unintell igible runes.

Powers: This item functions using the rules for a

figurine of wondrous power except as noted hereaf-ter. When activated, the token transforms into astone golem and awaits its master's command. Thegolem obeys all orders to the letter, interpretingthem with stubborn precision. If its master dies orleaves its sight, however, it forgets everything andgoes berserk, attacking the nearest creature withuncontrollable abandon. The item can be usedonce per week and lasts for 4 hours.

Strong transmutation; CL l Zth; Craft \TondrousItem, animate objecrs; Pric e 24,000 gp; Weight 1 lb.

Firehancl GauntletsDescription: These high-quality gauntlets ap-

pear at first glance to be made of a reddish-tingedleather, but upon careful examination their truenatLrre becomes obvious - they are crafted fromdragon's hide. \Uhile worn, they give off a softlyflickering red glow as if made of crackling embers.

Powers: These gloves provide a + 5 armor bonus toAC as well as fire resistance 5. Upon command, theycan be made to burst into flame, scoring an addi-tional 1d6 points of fire damage upon a successfulgrapple or unarmed strike. The gloves may not beremoved while flami.g, and if the wearer attempts tograsp anything, he could conceivably set it on fire(running one's hands through one's hair while wear-ing these gloves is not a good idea, for example).

Moderate transmutation ; CL 1 Oth ; Craft Magic Armsand Armor, Craft Wondrous Item, dragon hide, flameblnde or fireball; Price 49,I50 gp' Weight negligible.

GargoyleRobeDescription: This robe at first appears stitched

from a single sheet of thick grey leather. Once

Page 150: Warcraft Magic & Mayhem by Azamor

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Jo r{llqn\ - Inos s(repeer eqt ueq8not puB uatlr8uerls

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Page 151: Warcraft Magic & Mayhem by Azamor

TJHE RSIrePE ASru]Nr€ €AMIEStrong indeterminate; CL 17th; Craft Wondrous

Item, wish; Price 27 ,500 gp; Weight 4 lb.

HealingWarcls

Description: Healing wards are Horde roremsdecorated with fearsome faces to scare away evilspirits. They are also charged with magical powerby Horde shamans to mend the wounds of warriorswho rally ro rhe healing wards on the battlefield.

Powers: \Uhen the creature carrying the wardspeaks the command word, all allies in a 4O-footradius are cured of 1d8+ 10 points of damage. Thisexpends one of the item's charges.

'lUards are cre -

ated with 50 charges.

Moderate conjuration; CL 10th; Craft 'S7on-

drous ltem, Enlarge Spell ,healingcircle;Price 43,000

Bp; Weight 15 lb.

Health StoneDescription: This polished, crysralline white

stone is translucent, so that anyone holding it up tothe light can see it has a reddish liquid at the cenrer.The bauble has hardness 10 and 20 hit points, burits owner can break it open at will with little effiorr.

Powers: The stone allows its bearer to recover 1hit point of damage every uninterrupted hour shecarries it on her person. The crystal may not be inan extradimensional space during this period. Ifdesired, the holder can break the stoneopen, releas-ing the reddish oil within. Any crearure uponwhom this liquid is spread is cured as if affected byahealspell. If used on an undead creature, this effectis treated as hnrm instead. Employing the oil in thismanner destroys the stone.

Moderate conj uration ; CL 9th; Craft \Tondrous kem,s.Lre cridcalwor,rnds; Price 18,000 gp; \Teight Il4]ft,.

Helm of BattlethirstDescription: These helmets are generally crafted

by orcish sorcerers and bear large horns, eyes and atoothy mouth screwed r.rp in a horrific grimace. Inmore civilized areas, they are sure to draw attentionto the wearer!

Powers: The wearer of this helm finds his musclesbulging and his hearr pounding at the thought ofcombat. He receives a +4 enhancement bonus to hisStrength and Constirurion, and has the ability to flyinto a greater rage (as the barbarian ability) once perd"y, in addition ro any similar abilities he mayalready possess. However, if he has not yer used the

helm's rage power, he must make a DC 14 \7ill saveduring his first action in any battle upon initiallytaking sight of an enemy. Should he fail, the grearerrage activates on its own, without waiting for thecharacter's conscious decision to use it. This ruleapplies only to the helm's greater rage power, not anyother rage abilities the character may possess.

Moderate transmutation; CL 1Oth; Craft \Uon-drous Item, buII's strength, bear's endurance, rage;Price 47,800 gp; Weight 7. Ib.

HelmofValorDescription: Though they can be decorated at

the whim of those who craft them, most helms ofvalor are as designed by their original creators -

winged blue helms marked with a white star.

Powers: In addition to providing a +Z armor bonus,this helm has 50 charges each of buT's srrenghand ca/sgace as if cast by u 5th-level caster. These charges areactivated by use of a command word.

Moderate transmutation; CL 6th; Craft MagicArms and Armor , buII's strength, cat's grace; Price77,000 Bp; Weight 3 lb.

Hoocl ofCunningDescription: This item is a blood-red hood that

fastens about the wearer's neck with a simple silverclasp. The fabric's edges are decorated with a shim-mering gilded weave. The hood may not be womwithout draping it over the head - if the ownerattempts to do so, it always flops back into place on itsown, as if pushed upwards by a firm but gentle breeze.

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Page 152: Warcraft Magic & Mayhem by Azamor

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Page 153: Warcraft Magic & Mayhem by Azamor

reach. Upon using this power, the gem goes dark for

T4hours and does notprovide its Constitutionbonus

until that period has elapsed.

Moderate conjuration; CL 9th; Craft WondrousItem, any prorccnon spell, bear's endurartce,7,000 gp

diamond; Price 47,480 Bp; Weight I l7lb.

Khaclgar's Pipe of InsightDescription: The first of these pipes was carved

by the arch-wtzard Khadgar while he studied withthe acolytes of Dalaran. Though the look of subse-quent pipes of insight has varied slightly, most appearsimilar, with a stem of gnarled wood and a deep

bowl made of yellowed bone.

Powers: When the pipe is used, it emits a cloud

of fluorescent smoke that spreads around the user in

a 75-foot radius. Everyone in this area for an hourgains the effects of a full night's rest (including

healing and regained hit points). Spellcasters mayprepare spells and meditate during this hour.

Faint conj uration; CL 5 th; Craft Wondrous Item, cwremadcrate wounds; Price 12,000 gp; Weight negligible.

Legion Doom-HornDescription: These large horns are carved from

the tusks of the mightiest kodo beasts and ringedwith hairs cut from the heads of fallen orcish

heroes. The interior of a doom-horn is blackened as

if gutted with flame, but is smooth and cool to thetouch.

Powers: Once per duy, the owner can blow thishorn as a full-round action, producing a tremerl-dous, resounding bass note that reverberates across

the battlefield. The individual blowing the horn

and all his allies within 60 feet of her position areinstantly cured of Zd8+9 points of damage. Inaddition, all subjects increase their base land move-ment by 30 feet for 10 rounds. This bonus does notstack with any other speed-enhancing spells oritems, such as hnste or boots of speed.

Moderate conjuration and transmutation; CL1 l th; Craft Wondrous ltem, expeditiousretreaL masscure moderate wounds; Pric e 77 ,7 Z0 gp; \7e ight 5 lb .

Lightning CloakDescription: The cloth of this blue cloak is

threaded with hair-thin strands of copper, giving it

a metallic sheen in the sunshine. 'When

the corrr-mand word is spoken, sparks of electrical energydance across the cloak's surface.

Powers: Any creature using its body or handheld

weapons to attack the wearer of this cloak while it is

activated suffers 1d6+5 points of electricity damageon a successful strik. (the attacker still inflicts dam-age as normal).Those using metallic weapons (such

as a sword or an armored gauntlet) suffer an addi-

tional Id4 points of electricity damage. At all times,

the cloak provides the wearer with resistance to

electricity 10.

Moderate evocation; CL 7th; Craft WondrousIrem, fire shield, Iightning bolt; Price 54,000 gp;

Weight 1 lb.

ManaStoneDescription: This crystalline sphere is a translu-

cent, smoky black color. Inside, a turquoise liquid

seems to swirl about, as if waiting to be released.The mana stone has hardness 10 and Z0 hit points,

but its owner can break it open easily with only the

slightest pressure from his fingers.

Powers: A stone captures some of the essence of

any magic spells its owner casts. For each hour thatpasses, the owner may recall one level of spells he castso long as he was holding the stone throughout thattime and has not been without it in the interveningperiod. For spells higher than lst level, the ownermust wait a number of hours equal to the spell's level,

e.g., 5 hours recalls one 5th-level spell. The owner is

not required to expend all available levels at once; soif, for example, he is waiting for a 6th-level spell but

Page 154: Warcraft Magic & Mayhem by Azamor

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Page 155: Warcraft Magic & Mayhem by Azamor

grenade. This process takes 3 rounds to complete,after which the device can be recovered and used by

whoever was able to pick it up. If any of its parts

cannot reach the main body within 10 rounds (s&y,

they flew off the side of a cliff during the explosionor sank into a lake), the grenade's magic is lost.

Faint transmutation; CL 7th; Craft \TondrousItem, mending, caster must create the grenade him-

self; Price 4,040 gp; Weight 1 lb.

Neevi I's Increcli ble Flying GyroparasolDescription: Another item supposedly invented

by Neevil, this device is more likely a knockoff ofthe original design enhanced by magic. The item

resembles a standard gyroparasol, but is made of

higher quality materials and has a special, mal-leable handgrip that adjusts to fit its owner's fingers.

Powers: Like most techno-magical items, thisitem's malfunction rating is increased by 1 over astandard gyroparasol. It does, however, possess 5

additional hit points due to its quality construc-

tion. If properly used, it eliminates up to 4d6 points

of falling damage. In addition, it can both leqtitate

and fly once per duy. To use the former power, thegyroparasol must be used in an area with light or nowinds, or it will automatically fail. For full flight,the winds must be moderate or less, and the user

must spend his entire action every round control-

ling the gyroparasol's flight (even if it hovers inplace). Both powers operate for only 10 rounds per

d"y and are activated by throwing a special switchon the handle's tip.

Moderate transmutation; CL 9th; Craft '!Uon-

drous ltem, fly, Ieqtinte, caster must create thegyroparasol himself; Price 16,350 gp; WeightZIb.

Neevi I's Spectacular Voice-Activatecl BombDescription: These bombs have no fuse or other

apparent triggering mechanism. They look likespheres made of iron, with only a single flat surfaceto keep them from rolling away if placed on evenground. Although these are usually referred to as"Neevil bombs," Neevil himself denies ever in-venting such a weapon.

Powers: This bomb conforms to all the rules of anemplaced bomb except that it requires no fuse ortrigger, and has an MR of l-7. Instead of a fuse, thedevice detonates when it hears a pre-arranged deto-nation word. To prevent accidents, the word is not"programmed" into the bomb, but set by the owner

just prior to use. The owner places the device where

he wants it to be, puts his hand atop the smooth

surface, and says "Activate Explosives" followed by

the word he wants to invoke detonation. The bombthen arms itself and waits to hear that word. It willwait up to a week before its magic runs out. Onceactivated, the bomb may not be disarmed; and every

time it is moved, a DC 15 Use Technological De-

vice* check must be made to avoid setting it off. The

trigger word must be spoken in the original languageused to arm the bomb. The device has an effective+70 bonus on Listen checks in situations where itsability to "hear" a command word is in question.

Faint transmutation; CL 7th; Craft \Tondrous

Item, caster must have 5 ranks in the Listen skill

and must create the bomb himself; Price 370 gp;

Weight 10 lb.

Periapt ofVitalityDescription: This golden amuletbears a large, raised

rune over a deep-red ruby that is warm to the touch.

Powers: Once per d"y, the periapt can grant its

wearer ZdB temporary hit points. If these hit points

are not lost in combat, they go away in 8 hours.

Moderate enchantment; CL 9th; Create \7on-drous ltem, aid; Price 18,000 gp; Weight Il7 lb.

Runecl BracersDescription: Only in recentyears have sorceren leamed

to recreate the magic in these powerful afiifacts, golden

bracers inscnbed with ancient and unurtelligible runes.

Powers: These bracers come in several rypes thatgrant the wearer varying degrees of spell resistance

when wom. The spell resistance can be SR 13, SR 1 5 ,SR 17, or SR 19 depending on the specific bracers.

Moderate to strong abjuration; CL 15th; Craft

\Tondrous Item, spellresistance; Price 5,000 gp (SR

13); 10,000 sp (SR 15); 17,000 sp (SR 17);26,000sp (SR 19); Weight 5 lbs (set).

Scourge Bone ChimesDescription: A set of chimes made of human and

animal bones connected by cords that glow with aneerie luminescence.

Powers: These chimes may be struck once per

d"y, causing a deep resonation that grants the user

the ability to make a vampiric melee touch attack(as vampiric touch cast by u lOth-level caster).

Moderate necromancy; CL 10th; Craft \TondrousItem, vampiric touch; Price 30,000 gp; Weight 8 lb.

Page 156: Warcraft Magic & Mayhem by Azamor

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Page 157: Warcraft Magic & Mayhem by Azamor

THEROI]ffiUATRlreGAMIE

armor or no armor. If the character alre"dy has evasion as

a special abiliry, this talisman provides no funherbenefit.

Moderate transmutation; CL 9th; Create WondrousItem, cat's {ace; Price 77,750 gp; Weight Il}lb.

Talisman of Evasion, GreaterDescription: This amulet looks almost identical to a

standard talxman of evasion, except that the diamond at

the center is of the purest white. As the higher qualiry of

its diamond suggests, this item is a much more adaptiveversion of the basic nhsman of eorcion.

Powers: If the wearer of this amulet does notpossess evasion as a special ability, the greater talis-

man provides it. If the wearer already has evasion,

this ability is upgraded to improved evasion, so that

the owner takes half damage even if his Reflex savefails. If the wearer already has improved evasion, it

is upgraded to supernatural evasion, which quarters

all damage even on a failed save. In all cases, thewearer also receives a * 1 luck bonus to Reflex saves.

Strong transmutation; CL 15th; Create 'Won-

drous ltem, cat' s grace , divine faonr; Price 44,7 50 gp;

Weighr I l7 lb.

Tome of RetrainingDescription: This small book looks more like a

notebook than a full-fledged arcane tome. Clearly

written instructions inside the front page explain

the item's purpose to any interested reader. Atty-

one reading these inst ruct ions must decideimmediately whether or not to employ the tome'spower; if they choose not to do so, it closes itself tothat individual forever.

Powers: Any character of 10th level or lower can

read this book. Characters of a higher level see onlyblank pages. Once the book's magic is invoked, thereader loses all feats he has leamed over the course ofhis career, including those gained at lst level, with thesole exception of feats that can only be chosen atcharacter creation. The reader must then spend 3 full

days studying the arcane writings and instructions

that appear in the book's pages in response to his owndesires. After that period has elapsed, h. may select anentirely new arrangement of feats, essentially replac-ing the ones he lost with new ones. Each new feat takesthe place of ones eamed at specific points in his careerand must follow all the applicable restriction i.e.,

a new feat replacing one taken at l st level is ffeated as

having been selected at lst level for purposes ofprerequisites. A character may not select a feat that

may only be taken at character creation and must

meet all prerequisites per the nolrnal rules. Should the

3 -day study period be intemrpted for any reason, other

than eating, sleeping, and at most I hour of other

activities, the tome's magic isbroken and the character'sold feats retum at the end of the delay period. Regard-less of the result, the tome only works once, crumbling

to dust when its magic is expended.

Srong transmutation; CL l8th; Craft Wondrous

Item, slwpechnnge; Price 8,100 gp; \Teight I lb.

Warclen's CloakDescription: Specially constnrcted for the night

elves' wardens, these green velvet cloaks bear a fringe

of deadly, razor-sharp blades along the hem, resem-

bling the wings of an owl. Wardens leam to shift and

swing the cloak dramatically, presenting the blade

fringes to anyone who might get too close. The cloak

is both a defensive measure against sneak aftacks anda potent weapon for the warden when surrounded by

enemies. It also provides numerous knife blades for the

warden to use with her slicing tonent ability.

Powers: This bladed cloak of elorcnkindprovides a

number of special magical abilities to a warden in

addition to its martial and defensive measures.

Spinning in the cloak grants a special attack that

targets everyone within 10 feet of the warden with its

brutal, slashing fringes. This action requires a full

attack. \Uhen used as a melee weapon, the cloak

inflicts 1d8 points of damage (the wearer's Strength

bonus damage applies) with a threat range of Z0 and

a critical multiplier of x7.

The deadly blades also grant one additional attack

of opportunity with the cloak. This stacks with any

other attacks of opportunity granted by feats or spells.

Anyone attempting to sneak attack the warden

in combat while she is wearing the cloak must make

a successful DC 25 Tumble or Bluff check as the

cloak swings and swipes. Failure means the attacker

immediately takes ld8 points of damage and is

forced back 5 feet.

The warden is impossible to flank while wearing

this cloak since the blades present a significant threat.

The cloak provides a focus for her slicing torrentclass ability while she wears it.

In addition to the cloak's bladed properties, the

warden can also use the following magical abilities:o Fearher faII 3ldav. Jump 3lday

Page 158: Warcraft Magic & Mayhem by Azamor

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Page 159: Warcraft Magic & Mayhem by Azamor

T}ffie R@!1ffi}UAWT]NT€ €AffiIE

wielder a similar set of magical enhancements, thevarious types have their own particular appearances

and unique powers associated with them:

Orb of Corruption: A diamond crudely carvedinto the form of a skull, the orb of corruption grants

the bearer a + 10 competence bonus on all damagerolls. All damage dealt by the bearer is considered

chaotic damage. All attacks made by the bearer also

ignore all armor bonuses to AC.

Strong transmutation; CL 18th; Weight 3 lb.

Orb of Darkness: A sphere of polished obsid-ian, the orb of darkness grants the bearer a + 10competence bonus on all damage rolls. All dam-

age dealt by the bearer is considered unholy

damage. \Uhen the character carrying the orb

deals a kil l ing blow, he has the option to immedi-ately raise the creature as though with animate

dead cast by " ZOth-level caster.

Strong transmutation; CL Z0th; \Teight 3 lb.

Orb of Fire: A sapphire sphere glowing with an

inner fire, the orb of fire grants the bearer a +10

competence bonus on all damage rolls. All damage

dealt by the bearer is considered fire damage. The

bearer of an orb of fire may make attacks as thoughshe possessed the Whirlwind Attack feat.

Strong transmutation; CL 17th; Weight 3 lb.

Orb of Frost: A sphere of smooth, ice-cold topaz,

the orb of frost grants the bearer a + 10 competencebonus on all damage rolls. All damage dealt by the

bearer is considered cold damage. When a charac-ter bearing the orb makes a successful hit on a target,the target suffers a -4 penalty on initiative checksand his movement rate is halved for Id4 hours.

Strong transmutation; CL 16th; Weight 3 lb.

Orb of Lightning: An enoffnous pearl with sparks

dancing across its surface, the orb of lighninggrants thebearer a +10 competence bonus on all damage rolls.All damage dealt by the bearer is considered electricaldamage. The bearer of an orb of lighmingmay cast dispelmnglc at will, and lighmingboltonce every 10 minutes,

both as if cast by " 15th-level caster.

Strong transmutation; CL 17th; Weight 3 lb.

Orb of Venom: A jade sphere inscribed with amaze of grooves, the orb of uenom grants the bearer

a * 10 competence bonus on all damage rolls. All

successful attacks made by the bearer are consid-

ered to be made by u wounding weapon. The bearerof an orb may cast contaglon at will.

Strong transmutation; CL 15th; Weight 3 lb.

ShaclowOrbDescription: The shn"dow orb was constructed by

the Shadow Council and given to Gul'dan. Shortly

before his death, the shadow orb was shattered into

ten different pieces that became scattered through-out the underground tomb of Sargeras.

Years later, the night elfwarden Maiev recovered the

shaAaw orb and used it in her bid to recapture the

renegade Illidan. Unfortunately, the shadaworbwas lost

during a battle and was once again shattered into ten

differentpieces. This time, theywere scattered all acrossAzeroth. Somebelieve there mayevenbe apiece ortwo

hidden somewhere out in the Twisting Nether.

When assembled, the shndow orb is a smooth,

solid black globe about 5 inches in diameter. It

glows with a faint violet light and is surprisingly

heavy for its size. The individual shnlow orb frag-

ments are jagged and non-luminous.

Powers: \7hen two fragments of the shadow orb

are touched to each other, they immediately fuse

into a single piece. The seam disappears as though

the fragments had never been separate.

Each ofthe ten separate fragments of the shadworbhasthe same abiliry. \il/hen two or more fragments are brought

together and fused, the resulting fiagment loses its previous

powers but gairu new, more power{ul abilities.

See the Campaign Seed sidebar for ideas on how

to use the shadow orb as the basis of an entire

campaign story arc.

l FragmentThis is the smallest fragment of the shadow orb.

To activate its power, you must touch it to a

weapon. The fragment fuses itself with the weapon,

which takes on the physical appearance of a master-

work weapon and gains a + 1 enhancement bonus.

The fragment can be removed as a full-round action.

Touching another fragment to this one increases the

fragment's size and power (see 2 Fragments, below).

Faint evocation; CL 3rd; Weight 1 lb.

2 FragmentsThisfragment is activatedas the l-fragment shn&ow

orb and grants the same bonus, plus the following:

The eyes of the weapon's wielder glow faintly,

and the wielder gains low-light vision.

Faint evocation and transmutation; CL 3rd;

Weighr 7Ib.

Page 160: Warcraft Magic & Mayhem by Azamor

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Page 161: Warcraft Magic & Mayhem by Azamor

Faint abjuration, evocation, illusion and transmu-

tation, strong conjuration; CL 9th; Weight 7 lb.

8 FragmentsThis fragment is activated as the 7 -fragment shndow

orb and grants the same bonuses, except as follows:

The owner's shadow bonus on all attack rolls and

deflection bonus to AC both improve to +3, and

circumstance bonus on Hide checks improves to + 15.

She gains a fly speed of 40 feet, with good maneuver-

ab iliry. Twice per day she may summon 1 d4 + 1 shadows.

Once per d"y, the owner may cast shndaw walk.

Faint abjuration and transmutation, strong conju-

ration, evocation and illusion; CL 1 1th;Weight B lb.

9 FragmentsThis fragment is activated as the B-fragment shadow

orb and grants the same bonuses, except as follows:

The owner's shadow bonus on all attack rolls anddeflection bonus to AC both improve to +4, and

circumstance bonus on Hide checks improves to+70. She may summon shadows three times per duy.

The owner heals 1 point of damage per level

every hour rather than every duy. (This ability

cannot be aided by the Heal skill. ) Nonlethaldamage heals at a rate of 1 point of damage per level

every 5 minutes. Lost limbs, organs and other

missing body parts grow back after 1 minute.

Faint abjuration and ffansmutation, strong conju-ration, evocation and illusion; CL 15th; Weight 9lb.

1O FragmentsWhen the final fragment of the shadow orb is

reconnected with its cousins, there is a burst of

darkness (manifesting as adeeper dnrkness spell from

a ZOth-level caster centered permanently on thepoint where the shndow orb becomes whole).

The completed shndow orb is activated as the 9-

fragme nt shnlow orb and grants the same bonuses,

except as follows:

The owner's shadow bonus on all attack rolls and

deflection bonus to AC both improve to +5. She

may summonZd6 shadows three times per duy. Shegains regeneration 5. Lost limbs, organs and othermissing body parts grow back after 1 minute.

On command, the owner can become incorpo-

real. The effect is dismissible.

The owner can make melee touch attacla that deal

1d6 points of Strength damage to a living foe. A creature

ShaclowBonuses*,,,-, Shadow themes are strong throughout the; Warcmftuniverse. "Shadow" is a newbonus rype

common to many items and spells created by theShadow C.ouncil and other such nefarious organi'-*'

zations. Shadow bonuses to the same roll do not',,',.$o lq with each other, just as enhancement bo-' I nuses do not stack with each other. Shadowbontrses

, do sack with other non-shadow bonuses, such as

enhancement, insight, luck and so on.. . :

reduced to Strength 0 dies and becomes a shadow Id4

rounds later. This is a negative energy effect.

The dark power of the completed shadow orb can

be overwhelming. The owner's most notable obses-

sion grows stronger over time. In the case of Gul'dan,he died trying to acquire the eye of Sargeras. Maiev

became obsessed with recapturing Illidan to the

point where all other considerations were secondary.

Faint abjuration and necromancy, strong conju-

ration, evocation, illusion and transmutation; CL

20th; Weight 10 lb.

Shi elct of the Death lorclExactly who created this shield is unknown. Some

believe the Lich King himself designed it for his most

powerfrrl death knights, while others feel it is a de-

monic artifact brought to Azeroth during one of thegreat wars and lost by its original owner. [t might also

be from a different world entirely, flung into the

TwistingNethereventually tofind its way to Kalimdor.

Whenfirstfound,theShieldof heDeadlordlooksfairly

unassuming - aslighdy curved sheet of darkened steel

rimmed with a jagged border and covered with what

appear to be scratches and dents across its surface. If

picked up by a creature that is not laffil evil in align-

ment, it acts as a +3 light steel shield( tt d identifies as such ),but its powerslowly aftempts to convert the bearer to the

cause of evil. Each time he slays an enemy in battle, the

shield's owner must make aWill save (nC 10 + 1 foreach

week he has owned the shield) or shift alignment one

step toward laurful evil - for example, laffil good to

laurtul neutral, or chaotic neutral to either chaotic evil or

true neuffal. The change is so subtle that the owner might

not even be aware that anything unusual is happening.

Should the owner be laurful evil or convert at last to

that alignment, the shield's true nature becomes known.

Page 162: Warcraft Magic & Mayhem by Azamor

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Page 163: Warcraft Magic & Mayhem by Azamor

, i l #

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Insread, he wluld pol'l'ow hs oKdets.

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neady ro go," he whspeRed.

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who rwrcched and fKlze m mfi-cny. "TlTal, paKal,ysts, " safi rhe d

neLared ro rhe same rlxrn ZeckeR used fllhts wand. BeLteve Ir 0R w

a sprdeK ro-""The woLves," safi SunsrlRm. "They'Re awake." One wa,s 0n ITS fe

Towatd rhe paLl,en quaKd."Warr

fltrr," Nu,Jr rcephed, as fr,LLrhruee woLves pfrdded acnoss rhe

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acrwared a sream enEme hfiden m rhe w00ds, drcaqErnq horh ner .

acKoss rhe Koad and up Inro a, TRee.

Page 164: Warcraft Magic & Mayhem by Azamor

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Page 165: Warcraft Magic & Mayhem by Azamor
Page 166: Warcraft Magic & Mayhem by Azamor

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Page 167: Warcraft Magic & Mayhem by Azamor

Vehicles: Movementancl Maneuverability

Tinker-built vehicles can travel at speeds thatmatch and even exceed the fastest mounts. Onlyskilled pilots keep dwarven siege engines or gnome

he I icop ters from be com ing crump led wrecks of me tal,and even they sometimes have trouble with the

fickle and unwieldy controls of some vehicles.

Piloting a vehicle requires the character at thecontrols to make regular maneuverability checks tomaintain control of the vehicle. Maneuverabilitychecks are based on a vehicle's Maneuverabilityrating. \X4rile vehicles may travel up to their topspeed, Maneuverability ratings assign a speed in-crement that indicates how quickly a vehiclebecomes difficult to control. For each speed incre-ment beyond the first, the vehicle's pilot suffers a -4

penalty on any Maneuverability checks.

To maintain control of a vehicle traveling in a

straight line and at a constant speed, pilom mustmake regular standard Maneuverability checks withtheir Use Technological Device* skill. In travelunder normal conditions, a standard ManeuVer-ability check requires a pilot to make a DC 10 UseTechnological Devicex check once per hour. In

combat, a vehicle is considered to move on itspilot's initiative count, and a standard ManeuVer-ability check requires a DC Z0 Use TechnologicalDevicex check once per round.

If the pilot succeeds at a Maneuverability check,he is considered to be in control of the vehicle andmay perform a standard action after the move

action. If he fails, the check becomes a full-roundaction and the pilot cannot perform any actionsuntil the following round, at which point he mustattempt to make the check once again.

Attempting to do more than maintain control ofa vehicle and move in a straight line can alsorequire Maneuverability checks:

Rating

Clumsy

Poor

Average"Good

Perfect

Speed Increment5 mph (45 ft./round)10 mph (?0 ft./round)15 mph (135 ft./round)20 mph (165 ft./round)25 mph (220 ft./round)

Changing Speed: A pilot may accelerate or de-celerate a vehicle up to one speed increment and

require only a standard Maneuverability check to

maintain control of the vehicle. For each addi-tional speed increment the pilot accelerates ordecelerates the vehicle, he must make a Maneuver-ability check with a l penalty per increment.

Turning: A vehicle canbe tumed up to 45 degrees

and require only a standard Maneuverability check

by the pilot to maintain control. Tuming more than

45 degrees requires a full-round Maneuverabilitycheck with a 4 penalty per additional 45 degrees.

Drifting: The pilot may drift a vehicle while it's

moving, sliding the vehicle laterally to the left or

right while continuing to travel forward. For each

vehicle width a vehicle drifts, a Maneuverability

check must be made with a -4 penalty.

Example : Maneuverabi I ity i n Com batIn search of thunder lizards, Ryon Quarvel is riding

into the Barrens on a steam horse with a top speed of

60 mph (530 ft./round) and Average maneuverabil-

ity. Traveling for several hours at 45 mph, he is

required each hour to make standard Maneuverabil-ity checks - a DC 10 Use Technological Device*check with a -8 penalty for each of the two speedincrements (15 + 15 + 15 - 45 mph)beyond the first.

Suddenly encountering a pair of thunder lizards, Ryon

enters combatat45 mph (390 feet/round). As he ridespast the lizards in the first round, he makes a DCZ0 UseTechnological Device* check with a 4 penalty due tospeed. In the second round, he slows two speed incre-ments to 1 5 mph ( 130 feey'round) *d tums 180 degrees.

This action requires a DC 20 Use Technological De-

vice* check with a l penalry for the second speedincrement decelerated and a -12 penalty for each 45degrees nrmedbeyond the first, fot a total penalry of-16.

In the third round, as he lowers his lance to

attack, Ryon is traveling 15 mph. As this is within

the first speed increment for a vehicle with Average

maneuverability and he is traveling in a straight

line, Ryon makes his standard Maneuverability

check (a DC 20 Use Technological Device* check)with no penalties. He succeeds on the check. Thecheck is thus considered only a move action, allow-ing Ryon to attack the lizards in the same round.

Malfunction EffectsStories of the amazing devices created by tinkers

are matched in number by stories of their malfunc-

Page 168: Warcraft Magic & Mayhem by Azamor

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Page 169: Warcraft Magic & Mayhem by Azamor

TruHE R@}IretrItAWT] NftB GAffiIE

decreased by 1 point of TS (as indicated on Table3-6 in Chapter Three of the Warcraft RPG):

maximum AC bonus is lowered bV 1; maximumdamage inflicted or prevented is lowered by 1d6;maximum movement speed is decreased by 70miles per hour, and so on.

Balky: Vehicles and other devices with a Maneu-verab iliry rating ( see above ) that suffer this malfunction

effect have their Maneuverability rating decreased byone category. This effect can only be repaired by " DC75 Craft (technological device*) check with a dura-tion equal to the device's TS in days.

Complex Device: The device is more difficult torepair than others, falling apart into a multitude of

tiny components when a malfunction occurs. TheCraft (technological device*) skill check requiredto repair the device has a minimum DC of 25.

Awkward Operation: A device that suffers thismalfunction effect is always more difficult to oper-ate after being repaired. All weapons become

two-handed, and all actions involving the devicebecome full-round actions.

Backfire: All weapons on the device backfire,doing damage to the operator equal to what theywould normally do to their targets. If the device isnot strapped or attached to the operator in any w?y,the operator is allowed a Reflex save with a DC

equal to (10 + the number of dice of damage theweapon inflicts) for half damage.

Frangible: Though it can be repaired normally,the device is more likely to malfunction in thefuture. Its Malfunction Rating is increased by * 1.This effect is cumulative if it occurs multiple timesto the same device, and can be repaired only bygiving the function an upgrade that lowers its MR.

Control Complications: Its controls damaged bythe malfunction or complicated by the repairs, adevice repaired after this malfunction effect willforevermore be more difficult to operate. Operatorsof the device suffer a -3 penalty on all related rolls.This penalty is cumulative for devices that suffer thismalfunction effect multiple times.

Bulky: A device that suffers this malfunctioneffect may only be repaired and rebuilt in a new,larger form. After repair, the device is one size classlarger - Tiny devices become Small, Small de-vices become Medium, and so on. The weight ofthe device is similarly affected, and the vehicle'stop speed is lowered by Z0 miles per hour.

Critical Component: A critical component of the

device is completely destroyed by the malfunction.

The device cannot be repaired until a rare or delicate

component worth at least 5o/o of the device's market

value can be replaced. (This requirement might bean adventure seed for components that may not becommonly available on the open market. )

Ablative: Even after they are repaired, devices

that suffer this malfunction effect continue to dam-

age themselves each time they are used, losing t hitpoint each time they operate. This damage can be

repaired with normal Craft (technological device*)rolls, but the malfunction effect can onlybe removed

with an effiort equal to an upgrade that would provide

the device with its maximum number of hit points(and a Technology Score equal its current TS).

Noisemaker: At the time of the malfunction, the

device emits a loud and annoying noise that can be heardby *y creature within 60 feet. After repair, the devicemakes the noise continuously during its operation and for

a period aftenvard equal to its starnrp or operation time(but not less than 1 minute). This effect can be repaired

by " second Craft (technological devicex) with a DC

equal to that required to repair the Device check.

Fused Function: After being knocked into a

malfunctioning state, the device becomes difficult

to repair and impossible to alter. After suffering this

malfunction effect, the device may never be up-graded, and all skill checks made to repair the

device have their DC increased by +5. The penalty

to skill checks is cumulative for devices that suffer

this malfunction effect multiple times.

Fragile: After malfunctioning, the device be-

comes more easily damaged. Even after repair, the

maximum hit poin$ that the device can possess is

equal to its Technology Score x 1. This malfunc-

tion effect can only be repaired via an upgrade toraise the device's hit points to their previous level.

Pain Machine: The device can be repaired rlor-

mally, but after suffering this malfunction effect the

device will cause 1d6 points of damage to its opera-

tor each time it is used. Repair of this effect requires

effort and cost equal to adding an upgrade with the

ability to inflict 1d6 points of damage.

Phlogiston Explosion: The small phlogiston

boiler at the heart of a steam-powered device ex-plodes, doing damage equal to ( the device's

Technology Score x 1d6) to all characters and

creatures within 15 feet. The Craft (technological

Page 170: Warcraft Magic & Mayhem by Azamor

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Page 171: Warcraft Magic & Mayhem by Azamor

Masterwork devices are similar to masterworkitems created by other artisans in that their superiorconstruction makes them more effective than nor-mal devices. To create a masterwork technologicaldevice, a tinker first designs the device as describedin Chapter Three of the Warcraft RPG, and paysone-third of the item's market value to begin con-struction. However, when creating a masterworkdevice, the tinker must pay an additional l}o/oof theitem's cost to reflect the higher quality of the device'scomponents, and make a Craft (technological de-vice)x check with a DC equal to 15 + the device'sTechnology Score. Though the cost of building amasterwork device must only be paid once, eachattempt to begin takes 1 week. Once the tinker hassucceeded at this check, she may begin makingnormal progress on construction of the Device check.

Masterwork devices grant their operators a +3

bonus on any skill checks required to operate them.The masterwork quality is not automatically con-ferred upon upgrades that provide a masterworkdevice with a new secondary function or replace itsprimary function. These upgrades must be corr-structed as masterwork devices in order to granttheir operators the bonus.

Special ancl Favorecl MaterialsLike other artisans of their races, tinkers like to

work with their favored materials. Occasionally,when they manage to procure supplies, tinkers ofother races also like to work with these specialmaterials due to their superior qualities.

The favored special material of each race is de-scribed in Chapter Three of the Warcraft RPG. Atinker receives a * 1 bonus on all Craft (technologi-

cal devicex ) checks while working with his race'sfavored material. All devices created with specialmaterials must be of masterwork quality, created asdescribed in Masterwork Devices, above.

The bonuses granted by special materials are asdescribed below. The costs of using special materi-als are as described only where these materials areavailable. Typically, a tinker will only be able toeasily procure the favored material of her own raceat the cost listed. Obtaining other special materialsmay involve exploring to gather them in the wild orstealing them from other races.

Adamantine: A device fashioned with adam?rr-tine has a maximum hardness equal to twice its

Technology Score and maximum hit points equal toits Technology Score x B. Use of adamantine adds anadditional 50o/o to the cost of raw materials requiredto begin construction of a device.

Arcanite: A device crafted using arcanite can in-flict orprevent a maximum of 1d6+2 points ofdamageper round for each point in its Technology Score. Italso has a maximum hardness equal to its TechnologyScore + 10. Raw arcanite costs 1,000 gp per point ofTS, which must be paid when purchasing raw mate-rials before construction of the device begins.

Darkwood: A device made of darkwood is sturdybut unexpectedly light; it has a maximum cargo loadof its Technology Score x 400 pounds. In addition, itsmaximum movement speed is equal to its TechnologyScore x75 milesperhour. Use ofdarkwood inbuildinga device adds 1 ,000 gp per point ofTS to the cost ofrawmaterials required to begin construction.

Dragonhide: A device covered in dragonhide israre but exceptionally resistant to damage. It has amaximum AC bonus equal to twice its TechnologyScore and a hardness equal to its Technology Score+ 5. Adding dragonhide covering to a device costsone-quarter the market value of a device, whichmust be paid when purchasing raw materials beforeconstruction begins.

Mithral: A device made with this light but rigidmaterial has maximum hit points equal to its Tech-nology Score x 9 and a maximum AC bonus equalto its Technology Score + 4. In addition, light-weight vehicles built with mithral are so easy topilot that they grant their operators a +5 bonus onManeuverability checks. Use of mithral doublesthe cost of raw materials required to start construc-tion of a Device check.

Thorium: Thorium grants a device into which it isincorporated not only strength but unusual dens ity. Ab lewithrstand higher steam pressure, it can inflict up to itsTechnology Score x 1d8 points ofdamage per round andhas a ma<imum range increment equal to its TechnologyScore x75 feet. It also has a maximum AC bonus equalto its Technology Score +3 and maximum hit pointsequal to its Technology Score x 10. However, as thoriumis also heavier than other memls, devices made with ithave a mar<imum cargo capaciry equal to theirTechnol-ogy Score x 150 pounds and add a -5 penalry on allManeuverabiliry checla made by the operator. The useof thorium in constmcting a device doubles the cost ofraw materials required to start construction.

Page 172: Warcraft Magic & Mayhem by Azamor

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Aclventu ri ng Gear (conti nuecl )

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Item MR

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Tinker's arms 2

Tinker's belt 1

Tracking boots, 0dire bear

Tracking boots, 0dire wolf

Tracking boots, 0quilboar

Tracking boots, 0frost wolf

Tracking boots, 0frostsaber cat

Tracking boots, 0kodo beast

Traphands 4

Trap thumper 5

Valuator 1

Wand harness 0

Wizard's desk 0

Item

Dirtworm

MR1

Memor-y scrubber 2

Miser's forge 3

N6utralizer grenade 1

Noble's swordsmen 1

Phlogiston collector 2

Phlogiston, liquid (vial)

PortSle head (ldt$rage) 2

Portable head 2(Knowledg", 3 ranks)

Portable head 2(Kruwledge, 6 ranks)

Substitution engine 1

Truth detector 2

VehiclesItem MRDeshoyer 1Fly*ng'mmhine 1Footcarts 1

Cost Weight50 gp 1l2lb.2,500 gp 20 lb.25 gp 10 Ib.40 gp lzlb.

40 sp 12lb.

50 gp 12lb.

60 gp 121b.

75 gp 1215.

120 sp 1216.

625 gp 25 lb.500 sp 100 Ib.250 sp 3 lb.30 gp 4lb.200 ep 15 lb.

Special Substances and ltemsCost Weight415 gp 1,500 Ib.33,000 gp225lb.?,375 gp 200 lb.500 sp 1 lb.2,250 gp 7,000 lb.37,500 9o12,000 lb.20 gp. 11416.110 sp 15lb.120 sp 15 lb.

215 sp 15 lb.

6,000 sp 200 lb.1,750 gp 300 lb.

Cost Weight1,660 gp 22,0001b.2,17'10'..9p 1,100 lb.125 sp 6 lb.

" t,,r, "' 'i'

','-w#fl;tt wi

lcr#(Contihubd).,ffiir:$11rji:#,

Vehicles (continuecl)Item MRGnomish helicopter 2

Gnomish submarine 1

Goblin shredder 3

Goblin zeppelin 0

fron fish 2

Meat wagon I

Phlogistic unicycle 0

Rairundrer 3

Scout balloon 1

Siege engine 3

Siege wagon 1

Steam horse 1

Steam launch 1

Steamwarrior armor 1

WeaponsItem MR

Alchemical grenades 1

Blast arrow 3

Demon dirk 1

Dwanren reciprocator 3

Firestarter 1

Frre arrow 2

Flash pod 1

Glue mines (6) 1

Glue rifle 1

Gnomish rockets 2

Grease mines (12) 0

lronjaw 1

Lightning net 2

Musk bomb 0

Net launcher 1

Oscillating hilt 2

Splinter gun 1

Swordbelt 1

Tinker's tosser 2

Zecker DevicesItem MR

Tecker's cloak 0

Tecker's firestaff 2

Tecker's wand 1

Cost Weight

750 sp 600 lb.2,225 gp 5,500 Ib.1,350 gp ?00 lb.6,000 gp 3,000 lb.1,500 gp 600 lb.1,000 !p 5,000 lb.300 sp 60 lb.87,500 gp 42,000 h.45 gp 40 lb.1,500 gp 4,500 lb.2,750 gp 4,000 lb.782 sp 600 lb.660 sp 300 lb.2,550 gp 1,300 lb.

Cost WeightB0 gp 1 Ib.75 gp 1l16lb.17 gp zlb.1500 sp 15 lb.5,000 gp 3,500 lb.100 sp 1/16 lb.50 gp 1 lb.175 vztb.400 sp 20 Ib.125 ep 5 lb.300 sp 113lb.200 sp 4lb.165 sp 10 Ib.300 sp 1 lb.250 sp B lb.65 sp 1 lb.330 sp 15 lb.150 sp 4lb.375 sp 15 lb.

Cost Weight

12,500 9p25 lb.

330 sp 12\b.100 sp 1 lb

Page 174: Warcraft Magic & Mayhem by Azamor

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Page 175: Warcraft Magic & Mayhem by Azamor

lJtI

ftaoa

gryphon's eles

inflanble sol.dier

lower him at the same rate. Moving while the stilb areextended requires a Balance check against a DC equal to(5 + 3 for each 10 feet of stilt extension).

Button3 : Pressing the third button extends the stiltsto a 7)-foot length nearly instantaneously, and thenretracts them just as quickly. This function allows forprodigious leaps - the character may make a Jumpcheck with a +15 circumstance bonus, and a maxi-mum distance that is capped by the character's height+ 70 feet.

'V7hen this function is used, the autostilts

may not be used again for 10 minutes while steampressure rebuilds inside the pistons.

A character's movement speed is halved whilewearing autostilts.

Operation : DC 1 0 Use Technological Dev ice x check.

HR 5; hp 75; SZ Small; \7T 20 1b.; MV 165 ep;Create DC Z0; ST 1 round; MR 2.

Blacle BarrelDescription: The goblins of Ratchet have devel-

oped hundreds of ways to secure precious shipmentssitting in the warehouses and storage rooms of theirfamous city. The blade barrel seems to be the most

popular measure of the moment, a stunningly in-timidating contraption. Goblin dock wardens placeblade barrels among shipments of precious goods.

The device is a deterrent to theft. Triggered byproximity or movement, the blade banel unfolds, andup to 10 articulated affns slide out of hidden panels.

Each of these arrns terminates in a scalpel-sharpdagger blade capable of slicing bone. These arrnshover like serpents waiting for any sign of movement.Clockwork sensors and phlogiston-directed vanesdetect motion near the blade barrel, and anythinglarger than a rat is subject to a lethal series of attacks.

Blade barrels appear to be normal barrels of goods

or warehouse crates. A tell tale ticking can be heardwith a DC 70 Listen check by those cautiousenough to stand still and listen. Cruel or maliciousgoblins often tip the dagger arms with venom tomark anyone that the blade barrels daggers slash.

The blade banel lashes out at anything that stumbleswithin its lO-foot reach. It makes 1d10 attacks per

round on its own initiative, each at +5 to attack. Eachblade inflicts Id4points ofdamage (this may also carrypoison, depending on how the device was armed).

Page 176: Warcraft Magic & Mayhem by Azamor

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Page 177: Warcraft Magic & Mayhem by Azamor

Collapsible BrictgeDescription: A collapsible bridge is a system of

canvas, pipes and cables that folds into a small

trunk. When opened, the bridge has a canvas

surface 5 feet wide and anywhere between 10 and

30 feet in length. In its shortest form ( 10 feet long),

the bridge can support up to 600 pounds. For each

additional 10 feet the bridge is extended, its maxi-

mum load decreases by 200 pounds, to a minimum

of 200 pounds at 30 feet in length. Rings on the far

ends of the bridge poles and on the trunk allow the

bridge to be spiked in place at both ends.

Operation : DC 1 0 Use Technological Device x check.

HR Z,hp 10; SZ Small (Tft.wide x 1 ft. tall x 1 ft. deep),

stored; \7T 20 1b.; MV 100 gp; Create DC 17; ST 1 min.

per 10 ft. of extension to unfold or repack; MR 1.

DragonGunDescription: Dragon guns are tinker-created

weapons inspired by the deadly breath weapons of

dragons. Alchemist's fire is projected by steam

pressure from the tip of a blunderbuss-like rifle to

cast sheets of flame across a battlefield. Though

dragon guns are terrifying and destructive weapons,

the backpack tanks that store the liquid ammuni-

tion are notoriously fragile.

The weapon has a70 -foot range increment and infl icts

7d6 fire damage on a successful hit. On the round

following a hit, the target takes an additional 1d6 points

ofdamage as the sticky alchemist's fire continues to bum.

The target can take a full-round action to attempt to

extinguish the flames before taking this additional dam-

age. A successful DC 1 5 Reflex save is needed to extul$ltsh

the flames. Goingprone and rolling on the ground gives

the targeta+Zbonus on this saving th,row. Leaping into

a lake or magically extinguishing the flames automati-

ca[[y extinguishes the flames.

'\rrvru,miaon: A fully-loaded dragon gun carries 15

charges of alchemist's fire. Each charge allows one shot.

Operation: Exotic'Weapon Proficiency (dragon

gun) and ranged attack roll.

HR 5; hp 5; SZ Small; \7T 45 lb.; MV 150 gp;Create DC 18; ST 1 round; MR 5.

EarhelmDescription: Earhelms have large, goblin'e.ar'

shaped dishes mounted on their sides. These dishes

focus the sounds ahead of the wearer and give him

the ability to hear a whisper at incredible distances.

Earhelms allow the wearer to make Listen checks with

a-l modifier to the DC per 50 feet ofdistance. The dishes

may be rotated to face forward or backward. Th.y grant

the wearer a +5 bonus on Listen checks to detect the

sound of any creature attemptrng to sneak in the direc-

tion the dishes are pointed (rypicallyforward ), but a4penalty on attempts to detect creatures sneaking up from

the opposite direction. Ifthe wearer is willing to look silly

by having one dish rotated forward and the other back,

he gains a +7 bonus to detect creatures sneaking from

either direction, and no penalry. Creatures sneaking to

the wearer's flanlc are treated normally.

Operation: Listen check; DC as appropriate to

the situation.

AC + 1 armor bonus to wearer's AC (stacks as a

shield); HR 7; hp 10; SZ available for Small or

Medium creatures; \7T 7 lb.; MV 100 gp; Create

DC 16; MR 0.

GoblinArmyBootsDescription: The first thing a person thinks of

when goblins come to mind is most likely not foot-

wear. Yet the innovations that goblins have brought

to the design of shoes for adventuring are undeni-

able. Goblin army boots take the design ethos of thegoblin army knife and apply it to military footwear.

Goblin army boots are sturdy leather boots that

strap up to the knee. The heels are very thick,

lending another 6 inches to the height of anyone

wearing a pair. Contained within the heels of the

boots are a number of devices that aid in jumping and

traversing difficult terrain. The wearer can direct the

boots to perfrorm several tasks by manipulating a

series of toe triggers with a successful Use Techno-

logical Device* check; failure means the desired

function is not triggered. It takes three rounds to

switch the boots from one mode to the next.

The soles of the boots contain several options for

negotiating obstacles and terrain. Tightly coiled

springs released from the soles grant the wearer a +5

bonus on Jump checks as well as increasing his base

land speed by 10 feet when running with the springs

extended. Accordion-like stilts extend from the

heels, allowing for an additional 7 feet of height,

although a DC 10 Balance check is required to stay

upright on the stilts. Using a bellows in the heel, air

bladders in each boot inflate to allow a wearer of

Small or Medium size to cross a body of water without

getting wet, with a DC 15 Balance check required to

stabilize and stay upright when walking across water.

Page 178: Warcraft Magic & Mayhem by Azamor

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Page 179: Warcraft Magic & Mayhem by Azamor

Operation: DC 5 Use Technological Devicexcheck to set up.

AC 11 (standard), 10 (improved) ,15 (superior);HR 0; hp 5 (standard), 10 (improved) , 15 (supe-rior);SZ Medium (inflated:7 ft. tall x 3 ft. wide xZ ft. deep), Small (stored:7 ft. tall x 1 ft. diameterk.g); WT 40 lb.; MV 40 gp (standard), 60 gp(improved), 80 gp (superior); Create DC 17; ST 10min.; MR 1 (standard) ,Z (improved),3 (superior).

Mechanical SentryDescription: These 5-inch wooden spheres can

be used to set a perimeter around a campsite, or to

secure a hallway. A ring mounted on one side can

be pulled to extend up to 30 feet of wire, which can

be attached to either a spike or another mechanical

sentry. When an intruder brushes against the taut

wire, a shrill steam whistle inside the mechanicalsentry triggers to alert those nearby.

Operation: DC 5 Use Technological Devicex

check to set up.

AC 14; HR 5; hp 70; SZ Tiny (5-in. wooden

sphere); \7T Il}Ib.; MV 50 gp; Create DC 16; ST

1 min. ; MR 1.

MellocliumDescription: A mellodium can capture a perfor-

mance on a musical instrument and later use the

instrument to replay the perfrormance automati-

cally. Each rype of instrument requires its own type

of mellodium. The device is connected to theinstrument, and a musician makes a Perform skillcheck with a -5 circumstance penalty to play de-

spite the attachments. The result of that skill check

is captured to a hard wax tablet inside the mellodium,

and can be replayed at any time using a mellodiumattached to the same instrument; though othermellodiums use the same tablets, music recorded onother instruments will be played as noise.

Operation: DC 30 Use Technological Device*

check to attach a mellodium to an instrument;move action to replay.

HR Z;hp 10; SZ Small; \7730 lb.; MV 675 gp(drum), 650 gp (fife), 780 gp (lute), 800 gp (panflute),950 gp (mandolin/lyre); Create DC 27; ST 1hour; MR 5.

Pocket NoisemakerDescription: The pocket noisemaker is a hand-

sized device with four legs; when wound up and

released, it scuttles across the floor in a straight line

at the rate of 50 feet per round. Starting in the

second round it rings a small bell on its back,

continuing to ring and crawl for the following three

rounds until it runs down. Pocket noisemakers arepopular among rogues, who use them to distractguards while they slip past in the shadows.

Operation: DC 5 Use Technological Devicex

check.

HR Z;hp 5; SZ Fine (5 in . x 4 in . ) ; \7T I l4 Ib;

MV 50 gp; Create DC 16; ST 1 round; MR 1.

Portable KitchenDescription: These heavy and expensive items

are still used mainly by milihry officers and wealthy

merchants, though there are many tinkers laboring

to create a version for mass production. A portable

kitchen is the size and shape of abarrel. Aphlogiston-

amplified steam engine built into the base heats asmall oven in its midsection and the kettle under-

neath the cover atop it.

Cooking bread or stew with the portable kitchen

is as simple as adding the mixed ingredients to the

appropriate compartment, using a lever to set the

heat to the proper level, and watching the clockcount down the minutes until the food is prepared.

Use of the portable kitchen provides a +9 bonus on

Profession (cook) checks. Those untrained in the skill

can still use the portable kitchen to make simple and

bland (but filling) food, provided they follow the

instructions included with the kitchen when it is sold.

Operation: See text.

HR 5; hp 35; SZ Medium; \7T 100 lb.; MV 725

gp; Create DC 18; ST 1 min.; MR 1.

Potion InjectorDescription: A potion injector is a device that

straps around the upper arm of the wearer, with a

cable running down to a control box worn around

the wrist. Vials of potion can be mounted on clamps

around its exterior, their stoppers replaced with

corks and tubes running into the device. 'When

a

stud is pressed on the control box, the potion held in

the indicated slot is immediately injected into thewearer of the device. In all but a few rare cases, this

injection has the same effect as swallowing thepotion, and its effects take place normally. If the

wearer of a potion injector is unconscious, using the

device to administer a potion is a standard action (as

opposed to the norrnal full-round action required).

Page 180: Warcraft Magic & Mayhem by Azamor

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Page 181: Warcraft Magic & Mayhem by Azamor

TTXHER@

able device. Though it appears to be a normal ring,

the two halves of a sawtooth ring can be pulled apart

to reveal a band of sharpened teeth wound tightly

inside. The band spins furiously for 10 rounds, doing

3d6 points ofdamage per round to anything the teeth

touch. Captured rogues often use a sawtooth ring to

cut their way free ofbonds, but the rings also have the

potential for use as a melee weapon.

A DC 20 Reflex save is required to pull the ring open.

A character failing this check takes 1 round of damage

from the ring before he can get his own fingers out of the

way. Once a sawtooth ring has been opened, it cannot

be stopped until 10 continuous rounds have passed.

Rewinding and closing the ring takes 10 minutes and

requires a DC 10 Use Technological Devicex check.

Using the sawtooth ring to damage an opponent

in combat requires a melee attack and inflicts 3d6

points of damage.

Operation: See text.

HR 5; hp 10; SZ Fine; \7T 1/8 lb.; MV 300 gp;

Create DC 18; ST 1 round; MR 0.

SeahelmDescription: The collar of this heavy helmet

seals tightly around the wearer's neck, after which

all air he breathes comes through rubber hoses from

four bladders hanging on a shoulder strap. This has

allowed underwater explorations to continue for up

to an hour. Seahelms are sold with a hand-cranked

pump to refill their air bladders, a laborious process

that takes more than an hour per bladder.

Operation : DC Z0 Use Technological Dev ice x check.

HR 5; hp 75; SZ Small; \7T 20 lb.; MV 650 gp;Create DC 23; ST 4 rounds; MR 2.

Sharpening SheathDescription: Sharpening sheathes come in varying

sizes constructed for short swords, longswords, bastard

swords and greatswords. When a sword is drawn from

a sharpening sheath, miniature grindstones built into

its housing sharpen the edge of the blade and grant it

a temporary enhancementbonus to damage.The first

hit made by a blade after it is drawn from a sharpening

sheath gets a +3 bonus on the damage ro[], the second

a +Z bonus, and the third a +1 bonus. All following

hits deal normal damage. The Quick Draw feat may

not be used in conjunction with a sharpening sheath.

As sharpening sheathes are thick and bulky, they are

usually wom over the shoulder on a baldric rather

than hanging from the belt.

stearnsaw

mellodium

sapper's shield

Page 182: Warcraft Magic & Mayhem by Azamor

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Page 183: Warcraft Magic & Mayhem by Azamor

the rope is attached to a fixed object, the winch canexert a force equal to Strength 30.

Upgraded steam winches are also available, fea-turing a drum of ironrope (see above). This sturdiercable allows for a load of up to 1,200 pounds,

although it can only be moved at a rate of 10 feet per

round.

Operation: DC 10 Use Technological Device*check to use; Use Rope at appropriate DC to attachthe winch's rope to an object.

AC 13; HR 3; hp I5;SZSmall (Tfr.. wide x 18 in.

deep x 18 in . ta l l ) ; \7T 50 lb . (s tandard) ,75lb.(upgraded); MV 170 gp (standard),760 gp (up-

graded); Create DC 18; ST 5 rounds; MR 1.

SteamsawDescription: Steamsaws are smaller, portable

versions of the saws attached to the arms of goblin

shredders. The spinning blade of a steamsaw isusually used to cut down trees, but some havelearned to use the unwieldy device in combat.

Use of a steamsaw in melee combat requiresExotic \Teapon Proficiency (steamsaw). Thesteamsaw is a two-handed weapon that inflicts (7d6+ Strength modifier) points of slashing damage.

Operation: DC 15 Use Technological Device*check for basic use; see text for combat use.

HR 5; hp 25; SZ Small; \7T 75 lb.; MV 120 gp;Create DC 17; ST 2 rounds; MR 3.

SummerTunicDescription: These long-sleeved, woolen tunics

are threaded with tubes leading to a small phlogiston

boiler that hangs from the belt of the wearer. Theboiler runs heated water through the tubes to keepthe wearer "as warm as a summer day" even in thecoldest weather. The flow of water may be adjusted

such that the wearer feels anywhere between 1 and60 degrees warmer than the outside environment.In cold weather, this feature may save charactersfrom required Fortitude saves, but in warmer cli-mates it may accidentally raise a careless character'stemperature into the range where she must makeFortitude saves (see DMG, Chapter 8: Glossary,"Cold Dangers" and "Heat Dangers").

Operation: DC 10 Use Technological Device*check to start the boiler; DC 15 Use TechnologicalDevice* check to make temperature adjustments.

HR 1;hp 10; SZTiny; \7T 15 lb.; MV 100 ep;Create DC 17; ST 1 min.; MR 1.

SunbuckleDescription: This buckle can be attached to any

belt and operates like a normal belt buckle. 'When

a secret catch is pressed, however, the face of thebuckle flips open and flash powder inside the buckleis ignited. All creatures within 50 feet of the wearer'sfront arc must make a DC 15 Reflex save or be

blinded for 7d6 rounds. The buckle will operate 10

times before the flash powder inside it is expended.

Operation: Standard action to trigger; DC 10Use Technological Device* check to reset.

HR 1; hp 5;SZFine (3 in. tal l x 4 in. wide x 1 in.

deep);\7T Il}Ib.; MV 50 gp; Create DC 16; ST 1

round; MR 0.

Tinker's ArmsDescription: The first tinker's arm was created

by the Tinker's Guild in Ratchet for SamuelWrenchwright, a popular member who lost a limbin an accident. When others saw that'V7renchwrighthad not only gained a useful limb but also increasedstrength, they asked the tinkers to develop a ver-sion that might be used without the loss of a livingarm. The resulting apparatus straps to the wearer's

arms, and when activated grants a +7 enhance-ment bonus to her Strength score. Tinker's armsdesigned for a creature of one size category may not

be used by creatures of another size category.

Operation: DC Z0 Use Technological Devicexcheck.

HR 2; hp I5;SZSmall; \7T 20 lb.; MV 2,500 gp;Create DC 35; ST 2 rounds; MR 2.

Tinker's BeltDescription: Many tinkers may leave their work-

shops to go adventuring, but some bring theirworkshops with them in the form of a tinker's belt.

This heavy leather belt features a small phlogiston

boiler to power devices, large pouches to cary parts

and inventions-in-progress, hooks and straps to carrytools, and rwo articulated arms with hand-like clampsthat can hold devices while the tinker works on them.While these "hands" must be manually positioned inplace, tinkers have been known to use them as aids in

climbing and other oon-rrrechanical pursuits.

A tinker's belt includes and carries all the standardtools required so that Craft (technological device)checks can be made without circumstance penalties.

Positioning the arms is a standard action, and forpurposes of gripping once closed, the clamps have

Page 184: Warcraft Magic & Mayhem by Azamor

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Page 185: Warcraft Magic & Mayhem by Azamor

TTffiE R@IINPLASTENTG GAffiIE

Wancl Harness

Description: lnspired by the tinker's belt, thisdevice is an articulated arm that hangs from awizard's belt and can unfold to hold a wand at theready. A small set of crosshairs mounted on the armallows for preparatory aiming while casting a spell.A wand held in the harness can be readied with afree action, and the wearer of a wand harness gets a+ Z bonus on attempts to make ranged attacks withthe wand during the round in which it is readied.

Operation: DC 10 Use Technological Device*check to place a wand in the harness.

HR 1 ; hp S;SZTiny; \7T4 lb.; MV 30 gp; Create DC16; ST 3 rounds to place a wand in the hamess; MR 0.

Wizard'sDeskDescription: A wizard's desk travels folded up to

the size of a small trunk. W'hen the legs are extended,the side can fold down to become a writing sur{ace.Inside are compartments for material components,spellbooks, parchment, inks... and the tinker-cre-ated device that makes wizard's desks so sought after.From one side of the interior, an articulated arm canbe unfolded. At its tip is a stylus with a tube that runsback down the arm and is connected to a vial of ink.Stabilized by springs and providing an uninterruptedflow of ink, this design allows spellcasters to workquickly and precisely when scribing scrolls. The timerequired to scribe a scroll is halved when using awizard's desk, but the cost of raw materials rises totwo-thirds of the base price (cheaper parchmentstear under the clean strokes of the silver nib, andinferior inks clog the rubber tubing).

Operation: Requires the Scribe Scroll feat.

HR 5; hp 10; SZ Small (3 ft. wide xZft. tall x 1ft . deep);\7T 15 lb.;MV 200 gp; Create DC 17;ST1 min. (set-up t ime); MR 0.

Special Substancesanclltems

The following technological devices are unusualworks of engineering with rather specific applications.

DirtwormDescription: A dirtworm is a large mechanical

device designed by goblin sappers during the First\Var to aid them in tunneling beneath Alliance

defenses. Enormous teeth on the front of the devicechew up earth and pull it inside, where steam

hammers push it outward and compact it to createa tunnel with hard-packed walls.

The dirtworm can chew through any materialwith 7 or fewer points of hardness at the rate of 10feet per minute. Harder materials take 10d6 points

of damage per round. The tunnel it carves is 8 feet

in diameter with walls of hardness 4; a5-foot lengthof the tunnel will collapse after taking 50 points ofdamage.

On open ground when not tunneling, thedirtworm can be moved at a maximum speed of 70feet per round.

Operation: DC 15 Use Technological Device*

to start, and an additional check once per minutefor continued operation. Operating the dirtworm isa full-round action.

HR 5; hp 75; SZ Large (10 ft. long x 8 ft.diameter); \7T 1,500 lb.; MV 415 Bp; Create DC

Z0; ST 5 min.; MR 1.

MemoryScrubberDescription: Tinkers have long sought methods

to help those soldiers haunted by their war experi-ences. The most methods attempt to erase thememories of those events altogether. Unfortunately,

none have yet managed to achieve the desireddegree of precision that would allow the removal ofonly selected memories. However, tinkers havemanaged to develop a machine that can erase themost recent memories of those it is used upon: thememory scrubber.

The memory scrubber is a chair attached to a large

trunk full of machinery. The target of the device sitson the chair and places the device's helmet onto herhead. The operator then has the choice of severalsettings; the device can attempt to scrub the hrget'smemories of the last 1d20 hours, 1d10 days, 1d6weeks, ld4 months or IdZ years. Upon activation,

targets report seeing flashes of light and hearing abuzztng sound, followed by " calming void. After 1minute, the process is complete. If the process wassuccessful, the target will be unable to remember anypart or aspect of the period erased.

[Jse of memory scrubbers has occasionally causedsome trouble when it has resulted in the loss ofcrucial information. Yet thus far, no tinker hascreated a machine to recover erased memories.

Page 186: Warcraft Magic & Mayhem by Azamor

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Page 187: Warcraft Magic & Mayhem by Azamor

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raised by +3 for 7d6 rounds. A full-round DC 30Use Technological Devicex check by the operatorof a targeted device can reverse these effects beforethey've run their course.

Operation: The grenade can be used as a thrownweapon with a range increment of 30 feet.

HR 1;hp 5;SZTiny (4-in. diameter sphere); \771 lb.; MV 500 Bp; Create DC 20; ST attack actionto activate, grenade detonates 2 rounds later; MR 1.

Noble's SwordsmenDescription: The noble's swordsmen is a room-

sized apparatus commissioned from a group of tinkersby advisors to the Alliance Assembly; they wishedto settle disputes with traditional swordfights, yet

didn't want to risk any true physical harm.

The noble's swordsmen requires two operators;each straps himself into a skeleton-like frameworkthat wraps around him and telegraphs his moV€-ments using marionette-like cables to one of twolife-sized mechanical soldiers. Armed with woodenswords, these soldiers' movements mimic those oftheir operators. Their wooden bodies have corn-partments that can be packed with bladders full ofred dy. in order to simulate injury in particularbody parts. Though severing the control cableswith the wooden sword is possible, such tactics arefrowned upon by devotees of the Device check.

Strapping into the control framework requires aDC 10 Use Technological Device* check. Combatbetween two creatures operating the swordsmen isrun as if it were a combat between the two opera-tors, with the following exception: the movementof the swordsmen is limited to an area 30 feet indiameter. Once loaded with "blood" packs, eachswordsman is considered to hav e 75 hit points, andthe swords do 1d4 points of damage (with a bonusto damage of only half the operator's Strengthbonus.) The mechanism's statistics (see above)represent its inherentphysical attributes, were sorn€-one to attempt to destroy it specifically.

Operation: See text.

HR 5; hp 30; SZ Gargantuan (50 ft. long x70 fr..high x 50 ft. wide); WT 7,000 lb.; MV 2,750 gp;Create DC 23; ST 10 min.; MR 1.

Phlogiston CollectorDescription: The first samples of phlogiston were

collected in the labs of dwarven tinkers in KhazModan when a vacuum pump was used to collect the

NftBGAffiIE

superheated air over. a kettle of molten iron. In theyears since, the process has been much refined,leading to the development of the phlogiston collec-tor. This wagon-sized piece of machinery has a largeintake valve to pull air into a reserve over a glowingcrucible. Once the phlogiston gas has been separatedand purified, the device bubbles it into a mixture ofoil and water to capture it. The liquid is then

siphoned into glass vials and sold as "l iquid

phlogiston," the fuel for many devices.

A phlogiston collector running at full speed cancollect 40 vials of liquid phlogiston per hour, thoughcollectors running atop mountaintops (such as thecollectors at the high altitudes of Khaz Modan)collect a bit more and collectors at seaside (such asthose at Thermaore) collect a bit less.

Phlogiston collectors are temperamental pieces

of machinery and require constant supervision. Ifthey collect too little phlogiston g&s, the watercontent of the liquid phlogiston will be too highand devices won't operate properly. If too muchphlogiston gas is collected, the crucible inside maystart to react with the g?s, burning white-hot untilthe entire collector melts into slag and the col-lected gas ignites in a titanic explosion.

The collector requires a Use Technological De-vice* check each hour; failure means that nophlogiston is collected that hour. If the collector isshut down, even for a moment, a full d"y is requiredfor it to heat up and collect enough air to beginprocessing again.

Operation: DC Z0 Use Technological Device*check.

:x,ri:,;@,,,,%,#,'""Liquid Phlo$isfon: Description: Produced by phlogiston collec- *:, tors, vials of liquid phlogiston contain a pt'ecise

i'"-mixture of oil, water and phtogiston gas. Liquid1r phlogiston allows smaller boilers to bum at the

,,,' tremendous temperatures and pressures thatenable portable tinker technology and gigantiq**

vehicles to operate. Unless otherwise specified, :i,post portable phlogiston-powered devices r€- i

'*'=tqirir. 1 vial of liquid phlogiston per week.

:"i;; i.i'l17ahicles may require anywhere between 1 "td*,***,'

-*Z)vials per week based on their size and weight.

, ,,:,,:, :, A vial of phlogiston weighs Il4lb. and has'H-

.*ryarket value of 70 gp. : ::::::

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Page 189: Warcraft Magic & Mayhem by Azamor

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on a pivot on its exterior. If the arm points toward thepainting of a full moon, the device is certain that thewords spoken are the truth. As it swings along a lineof waning moons toward the black disc of a newmoon, it is increasingly likely that the subject speaksa falsehood. The device is surprisingly accurate; theresults have led some wizards and priests to recon-sider the abilities of technology.

Once a subject is attached to the truth detector(a complicated process that requires 30 minutes),the machine can make a Sense Motive check onceper minute as if it possessed 9 ranks in the skill. ADC Z0 Use Technological Device* check is re-quired each time a Sense Motive check is desired.\Uhen the measuring instruments are not in use,they can be stored inside the cabinet.

Operation: DC 25 Use Technological Device*check to hook r.rp a subject; see text for use.

HR 5; hp 15; SZ Large (7 ft. tall x 4 fr.. wide x 3ft. deep); \7T 300 lb.; MV 1,7 50 gp; Create DC 18;

ST t hour; MR Z.

VehiclesSoar through the skies! Rumble over the land!

Rule the seas ! Just don't forget those regularlyscheduled tune-ups.

DestroyerDescription: Destroyers are heavy, iron-clad

warships that can quickly carry a half-dozen heavycannon to any point on a coastline and bombard atarget into submission.

Operation (Destroyer): Vehicle Proficiency(water vehicles)x to pilot and DC 30 Use Techno-logical Device* checks to operate.

Operation (Cannon): Exotic Weapons Profi-ciency (firearms) and ranged attack roll.

AC 25; HR 15;hp 1 10;SZColossal ( 180ft. long x45ft. wide); \7T 77,0001b.; Spd 20 mph (I75 ft./round)(poor); Cargo 4,400 lb.; Crew 7 (1 pilot,6 gunners);

MV I,660 gp; Create DC 37; ST 10 min.; MR 1.

Cannon: RoF 1/3 rounds; Range 100 ft.;4d6; MR 2.

FlyingMachineDescription: A dwarven improvement on the

helicopters built by their gnomish cousins, theflying machine is a heavily armed, flying gun plat-

form. Thick armor protects the daredevil pilots

NT6GAffiIE

who pilot the flying machines, but the armor alsoslows the vehicle considerably.

Operation (Flying Machine): Vehicle Profi-

ciency (air vehicles)* to use and DC 70 UseTechnological Devicex checks to operate.

Operation (Flak Cannon): Exotic Weapon Pro-ficiency (firearms)* to use and ranged attack roll.

Operation (Bomb): Ranged attack ro11.

AC 18; HR 10; hp 50; SZ Large (20 ft. long x 15

ft. wide); WT 1, 100 lb.; Spd 60 mph (530 ft./round)(good); Cargo 200 lb.; Crew 1; MV 7,170 Bp;Create DC 25; ST 3 min.; MR 1.

FlnkCutnon; RoF l/round; Range 50ft.; 3d6;MR 1.

Bomb: RoF once; Range 10 ft.;6d6; MR 3.

FootcartsDescription: The inventor of footcarts was once a

poor tinker who employed her talents at toymakingin the coastal town ofTidus. The most popular of theproducts she sold in the marketplace were miniature,phlogiston-powered, dwarven steam tanks. When a

tauren scoffed at the "foolish toys" and attempted toleap upon and smash them... he suddenly foundhimselfpulled across the marketplace with the wreck-age of tiny steam tanks bent around the bottoms ofhis hooves. That night, the toymaker realized thather inventions might be put to more useful ends and

crafted two simple carts designedtobe strapped to the

bottoms of her feet. The next morning she arrived atthe marketplace, put on her "footcarts," and zoomedinto tinker history. Today they are one of the firstuseful devices tinkers teach apprentices to construct.

Though footcarts have become a simple andpopular mode of transportation even among adultsin many Kalimdorian cities, they are rarely seenoutside city walls. The reasons are primarily prag-

matic: off smooth cities streets and packed earth,footcarts turn every loose pebble into the possibil-

ity of a painful spill.

Footcarts are such simple devices that they use

the character's Dexterity as the basis for Maneuver-

ability checks (rather than Use TechnologicalDevice*). A character with 5 or more ranks inBalance gets a *Z synergy bonus on these checks.Normal DCs for standard Maneuverability checks

are halved when wearing footcarts.

Operation: See text.

HR Z;hp 5;SZavailable for Small, Medium, andLarge creatures; \7T 6 lb.; Spd 20 mph (165 fr.l

Page 190: Warcraft Magic & Mayhem by Azamor

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Page 191: Warcraft Magic & Mayhem by Azamor

TruKEOperation (Steamsaw) : DC 10 Use Technological

Device* check to start; Exotic \Teapon Proficiency(steamsaw) and melee attack rolls for combat.

AC Z; HR 5; hp 50;SZ Large (15 ft. tall x 9 ft.wide); \7T 900 lb.; Spd 10 mph (90 ft./round)(poor); Cargo 1,000 1b.; Crew 1 (usually designedfor goblin-sized Small creatures, though larger v€r-

sions have been built); MV I,350 gp; Create DC25; ST Z min. ; MR 3.

Steamsaw (mounted on right a,rm): 4d6; ST 7rounds; MR 3.

GoblinZeppelinDescription: The goblins built their first bal-

loons in the days of the Alliance's early battles withthe Horde. Refining and enlarging their craft overthe years led to the construction of the first goblin

zeppelin, a massive air vehicle capable of transport-ing vast numbers of troops.

Operation: Vehicle Proficiency (air vehicles)x

to use and DC 75 Use Technological Devicexcheck to operate.

AC 12; HR 0; hp 170; SZ Colossal (90 ft. long x30 ft. wide x 50 ft. tall); \7T 3,000 1b.; Spd 40 mph(350 ft./round) (poor); Cargo 8,000 lb.; Crew 7 (I

pilot, 1 engine tender); MV 6,000 gp; Create DC

40; ST 5 min.; MR 0.

Iron FishDescription: This single-person vehicle holds

enough air to allow for t hour of underwater travel.On several occasions, pilots have taken advantageof its powerful engine and thick metal hull to ram- and even sink - other vessels.

Operation: Vehicle Proficiency (water vehicles) x

to use and DC 30 Use Technological Device*checks to operate.

AC 18; HR 8; hp 4};SZLarge (3 ft. wide xl7ft.long); WT 600 1b.; Spd 60 mph (530 ft./round)(excellent); Cargo 700 lb.; Crew 1; MV 1,500 gp;

Create DC 23; ST 2 min.; MR 2.

MeatWagonDescription: A weapon of both destruction and

terror, the meat wagon is a vehicle constructed bythe Scourge to collect corpses from the field ofbattle. These corpses can then be flung at theenemy with the meat wagon's catapult or, if themeat wagon carries a necromancer, raised to swellthe Scourge's undead ranks.

Special: The meat wagon can automaticallygather up to six corpses that it drives over. If these

corpses are used for ammunition, full damage is stilldone at the point of impact; any living characterswithin a l5-foot radius can become diseased withfilth fever ( injur!, Fort DC 17, rncubation 1 d3 days,1d3 Dex/ld3 Con; see Table 8-Z in the DMG).

Operation (Meat Wagon): Vehicle Proficiency(land vehicles)* to use and DC 20 Use Technologi-cal Device* check to operate.

Operation (Catapult): Exotic \Teapon Profi-ciency (catapult)* and ranged attack roll.

AC 17; HR 7; hp 35;SZGargantuan (20 ft. wide

x 35 ft. long); WT 5,000 1b.; Spd70 mph (165 ft. l

round) (good); Cargo 1,400 1b.; Crew 3 (1 pilot, 1gunner, 1 passenger); MV 1,000 gp; Create DCZT;ST 5 min.; MR 1.

Campuk: RoF l/round; Range 50 ft.; 3d6 blud-geoning (standard catapult ammo); MR 1.

Phlogistic UnicycleDescription: The unicycle is a favorite of both

goblins and gnomes for rapid transportation oncity streets. While uncommon in the cities ofhumans except during performance expositions,unicycles are common in Ratchet as an eccentricform of transportation. The infamous Slink Strong,goblin performer extraordinaire, bases his "line ofdeath" stunt on a reliable, Ratchet-designed phlo-gistic unicycle and 10 pulley guns firing spider silkl ine. These one-wheeled devices can move withstartling speed and perform maneuvers of suchfinesse they almost seem like a natural extensionof the driver.

Running on a small steam engine heated withcombusting phlogiston, the unicycle can travel upto t hour without needing refueling. Unicycles arefor Small riders, but they can carry a Medium riderof up to 150 pounds without difficulty. At least 5ranks in the Balance skill are required to ride one of

these contraptions. A pedal mode allows them totravel at slower speeds without consuming fuel.

Operation: Vehicle Proficiency (land vehicles) x

to use and DC 10 Use Technological Device*check to operate.

AC 10; HR Z;hp 5;SZTiny (ZIlTft.); \7T 20 lb.;Spd 40 mph, or 60 feet (I2 squares) per round inpedalmode (good);Crew 1;MV300gp; Create DC18; ST 3 min.; MR 0.

Page 192: Warcraft Magic & Mayhem by Azamor

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Page 193: Warcraft Magic & Mayhem by Azamor

\Uhen siege wagons are stacked to form a siege (good);Cargo 800 lb.;tower, they remain mobile. Only the operator of DC 19; ST 2 min.; Mthe bottom siege wagon is required to make checks ato maneuver the tower. For each tower stacked atop Steamwarrior Armot

the first, the top speed of the operator's siege wagon Description: Steam

drops by 10 miles per hour and its Maneuverabitity to the battlefield in wa

rating drops by one class to a minimum of Clumsy. a steamwarrior's persc

\Uhen six or more siege wagons are stacked, the improved and modifit

resulting tower is immobile. As the boilers of all money have been kno''

siege wagons in a stack help power the tower, the sets of armor. These I

weight of stacked wagons does not count toward a but do possess axe bl'

siege wagon's cargo capacity. wrists to allow melee ,

Operation: Requires the Vehicle Proficiency(land vehicles)* feat and DC 15 Use Technologi-cal Device* checks to operate. Stacking siege wagonsatop one another requires the use of the appropriateblock and tackle and labor to raise its weight, as wellas a DC 20 Use Technological Device* check.

AC 21; HR 1 1; hp 55; SZ Huge ( 15 f t . long x 15ft. wide x 10 ft. tall); WT 4,000 lb.; Spd 60 mph(495 ft./round) (average); Cargo 7,200 lb.; Crew 1 ;MV 7,750 gp; Create DC 26; ST 1 min.; MR 1.

Steam HorseDescription: The first steam horses were built

by the Alliance for patrols traveling the aridsavannah of the Barrens in eastern Kalimdor,where grazlng was sparse. The rider sits in thesaddle atop the four-legged machine and guides itjust as she would a living mount. The rear of thesteam horse includes a spacious compartment forcargo and gear.

Operation: Vehicle Proficiency (land vehicles ) x

to use, DC 10 Use Technological Devicex check tostart, and Ride checks to operate.

AC 1Z; HR 13; hp 15;SZLarge (7 ft. tall x 10 ft.long); WT 600 lb.; Spd 60 mph (530 ft./round)(good); Crew 1; MV 787 Bp; Create DC 18; ST 1min. ; MR 1.

Steam LaunchDescription: These small boats are enormously

popular among fishermen. Several steam launchesare often kept aboard larger ships for ferrying troopsand supplies to and from shore.

Operation: Vehicle Proficiency (water vehicles ) *

to use and DC 70 Use Technological Devicexchecks to operate.

AC 12; HR 5; hp 70;SZLarge (17 f t . long x B f t .wide); \7T 300 lb.; Spd Z0 mph (175 ft./round)

Operation ( Steamwarrior Armor) : Vehicle Pro-ficiency (combat armor) to use and DC 25 UseTechnological Device* check to operate.

Operation (Wrist Axe): Martial \Teapon Profi-ciency (axe) and melee attack roll.

AC 12; HR B; hp 40;SZ Large (11f t . ta l l x7 f r .wide); \7T 1,300 lb.; Spd 40 mph (350 ft./round)(good); Cargo 400 lb.; Crew 1; MV 2,550 gp;Create DC 25; ST I round; MR 1.

Wrist Axe (one on each arm); ST attack action;1d6; MR 1.

WeaponsThis section describes technological devices de-

signed for incapacitating if not blowing tosmithereens - your enemies. As always, proceedwith caution. . ..

Alchemical GrenacleDescription: The dwarves have taken to tech-

nology with exceptional efficiency. The stout raceis more focused than gnomes, and less manic thanthe goblins when it comes to implementing tech-nology. Most dwarven technology, while efficientand well designed, appeals to their more martialnature. In other words, the dwarves enjoy makingbetter weapons.

These alchemically enhanced grenades deliverelemental effects with a blast. The dwarves havemade a grenade for electricity, fire and ice. Othervariations include a grenade that unleashes a lowbaleful howl to terrify targets, and a grenade thatunleashes choking gas.

An electricity, fire or ice grenade deals an addi-tional 1d6 points of damage of its energy type inaddition to the grenade's blast damage. Each type ofgrenade has a distinct special effect.

Page 194: Warcraft Magic & Mayhem by Azamor

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Page 195: Warcraft Magic & Mayhem by Azamor

DemonDirk

Description: The demon dirk was originallyinvented by a lazy tinker as a self-oiling daggerthat couldn't rust. Upon carrying it, he quicklydiscovered that he had invented a weapon withmore possibilities than he imagined: not only wasthe dagger protected from rusting, it could morereadily cut through fibers (even those of a giantspider's web, thus saving the tinker's life on oneimportant occasion). Most importantly, the tinkerdiscovered (when he let dagger and its oily coatingstray too close to a campfire) that the weapon'sblade would burst into flame. Reminded of weap-ons he had seen carried by the Burning Legion, thetinker christened the weapon a "demon dirk" andbegan sell ing them.

A demon dirk is immune ro the rusr ability, ?swell as any spells or abilities that corrode or damagemetal. The weapon also grants a + 15 bonus onEscape Artist checks when the wielder is entangledby " spell or object. Igniting the dagger's blade usingthe sparker built into its hilt is a move action.When the blade is aflame, it can inflict 1d6 addi-tional points of fire damage per attack for 6 roundsuntil the oil stored in the hilt is expended and musrbe replaced. The dagger's immunities are lost whilethe oil reserve is empty.

Operation: DC 10 Use Technological Device*check and a half pint of oil to load.

Simple Light Melee \Teapon; WT }Ib.; MV 17gp; Create DC 16; Id3 (Sm) or 1d4 (Med), crit 19-701x7; ST 5 min. to reload; MR 1.

Dwarven ReciprocatorDescription: At first, this short-barreled rifle ap-

pears to be a very long blunderbuss or flintlock. Onlyon closer inspection does one realize it has fivebarrels instead of one large barrel. A clockworkcrank and romting clockwork action act as thetrigger for this reciprocating long-arm. The dwarvenreciprocator is a brutal and intimidating weapondesigned for use against charging opponents at closerange. This weapon has proven ideal for dwarventunnel delvers as well, since it can fill a hallway withenough lead to poison any pursuer permanently.

Tuming the action once fires a single shot as a normalattack action. As a full attack, winding the clochvorkcrank around several times fires all five banels in rapidsuccession. Each banel shot receives a cumulative -2

penalry FZ for the first shot, 4 for the second, and sofonft), but the shooter can aim each shot at multipletargets as long as they are within 5 feet ofeach other. Thebanels eachhold a single shot, and crankurg will onlyfirethe number of shots that remain in the weapon.

The weapon needs to be braced for reciprocatingfire. Bracing the reciprocator requires a single stan-dard action. Firing the reciprocator without properlybracing it doubles the penalties incurred.

Operation: Exotic Weapon Proficiency (fire-

arms); Ironforge dwarves and goblins treat dwarvenreciprocators as martial weapons.

\7T 15 1b.; MV 1,500 Bp; Create DC 20; Range70 fr.; 3d6; MR 3.

FirestarterDescription: A device first employed by elven

tinkers, a firestarter is a system of lenses and mirrorsthat collects the light and heat of the sun andfocuses it upon a distant target. Few targets canwithstand the incredible heat, and most immedi-ately burst into flame.

Firestarters are large, heavy devices mounted oncarts drawn by teams of horses. Their creationrequires an incredible amount of precision crafts-manship, and usually involves a partnership betweentinkers and artisans familiar with glasswork in orderro make the large, highly polished mirrors andfinely ground lenses required. Efforts to makefirestarters small enough to be carried by individu-als have thus far proven unsuccessful.

Operation: The firestarter requires Exotic\Teapon Proficiency (siege weapons) to operate(see Alliance & Horde Compendium, ChapterOne: The New Blood). The mechanism requiresthe sun's rays to function. Setting it up to collectand focus the sunlight properly requires t hour anda DC 25 Use Technological Devicex check.

Each round that the firestarter is employed incombat, one member of the crew must make aranged attack roll in order to maintain the weapon'saim on the target, while the other must make a DC15 Use Technological Devicex check to keep themirrors and lenses in alignment. Focusing afirestarter inside its first range increment is diffi-cult, and any attempts to do so have a -6 penalty.

The firestarter deals 1d6 points of fire damage toa target in the first round it successfully hits. Eachfollowing round that it successfully remains on the

Page 196: Warcraft Magic & Mayhem by Azamor

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Page 197: Warcraft Magic & Mayhem by Azamor

freedom despite the superior forces arrayed againstthem. Since seftling with the dwarves of Ironforge , thetwo races have worked together to tum the gnomishfirework into a deadly weapon. Some of these weaponshave made their way to Kalimdor, as gnomes travelingwith dwarven compatriots have retumed to manufac-turing explosives to combat the Horde.

Gnomish rockets pack the punch of a bomb corrr-bined with the range of a bow. Lighting a rocket andaiming it is a full-round action, and aiming it at atarget still leaves it vulnerable to scatter (see Player'sHandbook, Chapter 8: Combat, "special Attacks,"Tlvow Splash Weapon) should it miss. Delaying arocket's fuse is impossible. A rocket explodes uponimpact unless it malfunctions. Rockets can hit indi-rect targets, but these munitions can't safely beaimed a targets closer than 10 feet.

Operation: Exotic \Teapon Proficiency (gnom-

ish rocket) to employ normally; gnomes treat themas martial weapons.

\7T 5 lb.; MV 175 gp; Create DC 13;Range 150ft.; 4d6 (70-ft. burst); ST full-round acrion to lightand aim, detonates on impact; MR 2.

GreaseMineDescription: These palm-sized clay discs are sold by

the dozen. Th"y can either be laid as ffaps for theunwary, or thrown to crack open in a desired area.When a grease mine is shattered, the grease inside thedisc spreads to cover an area 5 feet square. Any creatureon or crossing this area must make a DC Z0 Reflex saveor fall prone. A grease mine can also be broken on acharacter; the grease will grant the character a +5

circumstance bonus on attempts to escape a grapple.

Operation: Standard action to drop the mine;ranged attack roll throw the mine.

SZ Fine (4-tn. diameter disc); \7T U3 1b.; MV300 gp per dozen; Create DC 18; Range 10 ft.(thrown); ST bursts on contact; MR 0.

IronjawDescription: An ironjaw is an awkward-snouted

apparatus that wraps around the wearer's head,with a pair of rubber-covered bits that go into themouth.

'When the wearer of an ironjaw opens and

closes her mouth, the movement is amplified bygears and pistons and imparted to the sharp sets ofteeth mounted on the end of the snout. \Uhen thewearer has successfully grappled an opponent, theironjaw allows her to make a bite attack.

Ironjaws are unusual devices, but they are cher-ished by many of those who wear them. Often theyare painted to resemble the snout of an animal, froma dire wolf to the mandibles of a spitting spider.

Opera t i on : Exo t i c Weapon P ro f i c i ency(ironjaws) feat and a melee attack roll.

Exotic Light Melee \Teapon; HR 4; hp 70;WT 4lb.; MV 200 Bp; Create DC 19;3d6 (do not applywearer's Strength modifier); ST 1 round; MR 1.

LightningNetDescription: A lightning net is a normal net

woven with copper strands that stretch back alongthe control rope to an electrical battery pack wornaround the wielder's waist. When a target becomesentangled in the net, the wielder can press a stud onthe rubber-coated control rope to release the bat-teries' charge into the net. A creature in contactwith the net yet not ensnared in it may make a DCS Reflex save to leap clear and avoid damage.Before the charge builds enough to be releasedagain, 4 rounds must pass; and the battery packshold only enough energy for six charges before theyhave to be recharged by connecting them to astandard phlogiston generator.

Malfuncnon: On a malfunction, the lightning netloses its remaining charges for the rest of the encoun-ter. It may continue to be used as a norrnal net.

Operation: Exotic \Teapon Proficiency (net)

and a ranged touch attack to use (see Player'sHandbook,Chapt er 7, "'V?'eapon Descriptions," Ne[for more information on nets and how to employthem). Releasing the electrical charge into the netis a free action.

Exotic RangedWeapon; hp 10; \7T 10 lb.; MV 165gp; Create DC 70;5d6 electricity; ST 1 round; MR Z.

MuskBombDescription: A musk bomb is a foot-long copper

cylinder perforated with holes. When the ring onone end is tugged, a bladed rod at the center of thecylinder rips through the small bladders inside torelease the concentrated scents of a dozen cre?-tures. Three rounds afterbeing activated, the mixedodors spread to cover an area with a 60-foot radius,hiding anyone in the area from being detected ortracked using the scent ability. If the musk bomb isdropped in place and the scents allowed to concen-trate, the effect will last for t hour. If the muskbomb is carried, the effect lasts Zd6 minutes.

Page 198: Warcraft Magic & Mayhem by Azamor

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Page 199: Warcraft Magic & Mayhem by Azamor

Tinker'sTosserDescription: The tinker's tosser is yet another in a

long line of mechanical arms, this one a sizeable modelattached to a backpack containing its phlogistonpower source. A hand mounted on the end of the arrncan hold anything from a rock to a dagger, whilecrosshairs hanging in front of the wearer's eye allowhim to select a target. Properly loaded and aimed, thetosser throws its payload at the target.

The tinker's tosser can be used to throw anyweapon or object, with its range increment doubled.Due to the tremendous force with which it throwsimprovised weapons, the normallpenalty is halvedto -7. 'When

determining damage, the tinker's tosserhas a Strength modifier of +5.

Operation: Ranged attack roll.

HR 5; hp 10; SZ adjusts to fit any Small orMedium creature; \7T 15 1b.; MV 375 gp; CreateDC 18; ST Z rounds to build up initial head ofsteam; MR Z.

ZeckerDevicesForyears, balladeers sang of the ongoing adventures

of the great and power'fuI wizard Brymidaine Zecker.Only when Zecker vanished from his room at theShady Rest Inn, allowing the innkeeper to sort throughhis belongings in search of clues to his whereabouts,was it discovered that Zecker was not a wizard at all.He was, in fact, a brilliant tinker who for his entireadventuring career had duped the world into believ-ing his inventions were magical artifacts.

Zecker's CloakDescription: Brymidaine Zecker was never seen

without his glistening bronze "cloak of the titans,"which stories said he had recovered on the expedi-tion that discovered Bael Modan.

'Weaved entirely

of metallic threads, the cloak was marked withrunes similar to those from the Disks of Uldaman.Despite repeated requests from the high councils ofKhaz Modan and Bael Modan, Zecker never pre-sented himself or the cloak for inspection.

When the cloak was closely examined after hisdisappearance, it was discovered that its propertieswere the result of ingenious construction ratherthan the blessings of the titans. The dwarves whoonce treated the cloak and Zecker with reverenceimmediately condemned both. Still, the cloak re-mains widely admired by tinkers for its amazing

array of protective properties, especially the weaveof metallic threads that tighten and stiffen to ab-sorb the force of blows. A collective of tinkers inRatchet has begun to craft replicas of Zecker'scloak, but they remain difficult to construct andexpensive to purchase.

A character who wears a replica of Zecker's cloakis granted a +5 armor bonus to AC. In addition, thewearer gains damage reduction 7d6l- per round.Finally, when the wearer is grappled, the cloakreleases an electrical charge that does 4d6 points ofelectricity damage to the attacker per round for 6rounds unless the wearer of the cloak is released.The cloak has an armor check penalty of -1, ?Darcane spell failure chance of 1 5o/o, and can run fort hour on a charge of liquid phlogiston.

Operation: DC 25 Use Technological Device*check to activate the complex protective mecha-nisms hidden in the cloak.

SZ replicas are made for Medium creatures; \7T 25lb.; MV l7,500gp; Create DC 21;ST 1 round; MR 1.

Zecker's FirestaffDescription: The signature item of the "wizard"

Zecker was his staff -Zecker's Staffof the Elemenm.Six feet ofpolished wood bound in silver and gems, thestaff could shoot a jet of flame on command and just

as quickly snuff a roaring campfire. It could release abolt of lightning or a peal of thunder. It allowed Zeckerto walk through the air as though clouds were stone.The iron globe clutched next to the blade mounted atthe staffs tip could glow as brightly as a star, sheddingwarrnth and light, or it could absorb heat until thesurrounding area was sheathed in ice.

After Zecker's disappearance, his staff - now re,vealed as technological trick"ry - was purchased bya wealthy elven tinker. In a process that lasted twoyears, the elf slowly took apart the staff to leam itssecrets. Shortly thereafter, he realized thathe couldn'tput it back together.

'While the elf continues his quest

to reassemble the work of the master tinker, he hastrained his apprentices to recreate some of the effects.These lesser staves, known as "Zecker's Firestaves,"still have a variery of functions (see below).

Operation: Using the staffrequires Use Techno-logical Device* and the expenditure of liquidphlogiston, as noted for each different function.One of the most innovative aspects of Zecker's"staffof the elements" is a system that holds chargesof liquid phlogiston and feeds them to the stave's

Page 200: Warcraft Magic & Mayhem by Azamor

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Page 201: Warcraft Magic & Mayhem by Azamor
Page 202: Warcraft Magic & Mayhem by Azamor

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Page 203: Warcraft Magic & Mayhem by Azamor

These black iron sentinels prevent incursionfrom the Scourge above. While the denizens of theUndercity plot to move against the Lich King andhis undead armies, these creations of some elderrace defend the gates of the Forsaken realm. TheBanshee Queen is clearly not the creator of theserelics, since they were in the Undercity long beforemen discovered it. How Sylvanas managed to tame

them is a closely guarded secret.

Standing 30 feet tall and weighing at least 10,000pounds, these solid black iron statues at first appear toblend in with the rest of Undercity's d6cor. Theformidable, black iron statues bear the rich runes of anancient undecipherable tongue. Leering masks hang

on the faces of these iron golems. These vast deathheads grin at those who might seek to trespass throughthe thresholds under their guard. Ablack iron golem's

sur{ace almost seems to absorb the light cast upon it.

While they don't seem to respond to the corrr-mands ofUndercity's denizens, they do not move toblock those not under the Lich King's yoke. Evenindependent undead serving the Lich King areblocked by these creatures; many spies have beendestroyed trying to sneak past them. Yet for somemysterious reason, the Forsaken can pass throughthe gates without fear.

In total, 1 3 golems block the entrances to Undercity,each one responsible for a different entrance, with thelargest entrance to the tunnels and caves guarded bytwo of the massive statues.

'When the forces of the

Scourge attempt to rush the gates, the golems easilyrebuke them, especially when aided by the magic andmartial skill of the Forsaken warlocks and warriorswho dwell within.

CombatTo see a black iron golem in motion is to witness

violent death embodied. Swift and indomitable,these creations are relentless in moving to blockthe gates of the Undercity from trespass.

Ability Drain (Su): Upon a successful meleeattack, the black iron golem drains 1d6 points ofstrength. A DC 73 Fortitude save negates thiseffect.

Energy Drain (Su): A successful melee attackfrom the black iron golem bestows 1 negative levelupon the mrget and invigorates the golem. A DC73 Fortitude save negates this effect. The golemgains 5 hit points for every negative level it inflicts;it cannot accumulate hit points over its maximum.

Frightful Presence (Ex): A black iron golem

causes terror in the enemies of the Forsaken when

it moves to defend the city. Creatures with fewerthan 16 Hit Dice who are not immune to fear effectsmust succeed at a Will save (DC 18) or be fright-ened for 5d6 rounds.

Trample (Ex): Ablack iron golem's trample inflicts7dI7+I8 points of damage; Reflex DC 79 for half.

Black Iron Body (Ex): The iron construction ofthe golem allows it to sap energy with greater efft-ciency. The DC of all saves to resist the golem's

attribute and level draining abilities are increased by+5 (this bonus is already factored in).

Spell Immunity (E"): Summoned creatures can-

not attack the iron golem. Negative energy spellattacks actually heal the golem ( 1d8 points per spelllevel). Positive energy attacks do not harm thegolem, but slow it for 1 round per spell level.Healing spells count as positive energy attacks.

Construction\Thoever built these imposing black constructs

has not left a record of how to create them. The

Black Iron Golems of the Undercity d.fv analysis.The runes and magic shift and change with eachinspection. Although their true purpose remains amystery, it is obvious that these hulking guardians

will remain unique for now. Anyone attempting to

create a black iron golem creates a normal irongolem instead. use the construction rules and sta-tistics for an iron golem for attempts to create ablack iron golem.

HarvestGolemLarge Construct

Hit Dice:Initiative:Speed:Armor Class:

Base Atk/Crapple:Attack:Full Attack:Space/Reach:Special Attacks:Special Qualities:

5d10+30 (s7 hp)*330 ft. (6 squares)

22 (-1 size, +3 Dex, +10 naturalarmor), touch 12,flat-footed 1?

+31+12

Claw +7 melee (1d10+5)

2 claws +7 melee (1d10+5)

10 ft./ l0 ft.

Pounce

Darkvision 60 ft., low-light vi-siono damage resistance 5l -,

endoskeleton, harvest guise, con-struct traits

Page 204: Warcraft Magic & Mayhem by Azamor

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Page 205: Warcraft Magic & Mayhem by Azamor

JunkGolemMedium Construct

Hit Dice:lnitiative:Speed:Armor Class:

Skills:Feats:Environment:Organization:

ldl0+20 (2s hp)+1

30 ft. (6 squares) (can't run)

16 (+1 Dex, +5 natural), touch 11,flat-footed 15

Base AtldCrrapple: 0l+1Attack Slam +1 melee (1d6 +1)Full Attack Slam +1 melee (1d6 +1)Space/Reach: 5 ft./5 ft.Special Attacks: -

Special Qualities: Darkvision 60 ft., low-light vi-

I ill -, ",ll,jjl ;: [fi ii i i.i;bludgeoning, construct traits

Saves: Fort +0, Ref +1, Will +0

Abil it ies: Str 12, Dex 12, Con -,Int -,

Wis 10, Cha 1

Any

Sof itary, pairo company (2-5), orswarm (5- 20)

Challenge Rating: 2

Treasure: None

Alignmenh Always neutral

Advancemenh 2HD (Medium); 3 HD (Large)

Level Adjustment:

This Lumbering mechnnical contraption stands nohigher than a dwarf , Coq)eredin a varietJ of lenses andarmatures, it appears buik from wire, lengths of woodand broken barrels. Steam belches from a furnacesomewhere in its body as it moues. Clumsy arms withq,,tarious attachments seemto gropemindlessly atthe air .

DescriptionIt is a common sight to see a junk golembumbling

down the city streets of Ratchet. Almost consid-ered disposable by many goblins, these constructs

1,500 gp. The scarecrow components are included inthe cost of the body. Creating the body requires a DC75 Craft (weaponsmithing) check or a DC 75 Craft(technological device) check.

CL 10th; Craft Construct, arcarLe €J€ , unseenseruanf, creator must have 5 levels in tinker; Price7I ,500 gp; Cost 11,500 gp + 770 XP.

vary so widely in construction that really categottz-ing them is impossible. In a city where tinkering is

a respected science and where phlogiston and coalare relatively cheap, this golem has become analmost common minion of not only Ratchet's junk

guilds but also traveling goblins in general.

Identifying a junk golem by the qualiry of itscomponents is very easy. These constructs alwaysappear ready to fall apart. Tied together with string,glue and luck, the junk golem tends to have ahaphazard appearance. Most have a variety of dif-ferent appendages for digging, burning, cutting,smashing and picking things up.

Most tinkers customize junkgolems to suit theirneeds.Not overly reliable, th. constructs have a tendency tobreak dourn under sffess. Cheap wooden barrels, recycledtracks, bellows, junk wire, broken clock gears and otherunreliable mechanical components are responsible forthe frequent breakdowns of a junk golem.

The junk guilds of Ratchet build adtzzytng array of

types of this golem. Some are even capable of clumsyflight to perch on top of junkyard heaps.

Combat

Junk golems in combat can be a barrel of sur-prises. Each golem can be different, having a varietyof attacks and tactics that it could employ. How-

ever, these constructs aren't subtle and generally go

for the most direct route. In numbers, junk golems

tend to overwhelm opponents by sheer force.

Chaotic Construction (Ex): Junk golems tend tohave all kinds of functions and apparent uses. Frompicking up bottles to grinding wood chips, junk golems

can perfiorm a number of special attacks based on theirdesign. To determine that design, roll on Table 6_lId4 times to determine the special properties of thejunk golem. Re-roll contradictory results (like gettingthe Tracked result twice). Every two additional fea-tures increases the CR of the junk golem by 1.

Breakdown (E*): Hitting a junk golem for 10 hitpoints of damage or more makes it lose the use of one ofits special functions. V/hen hit, it spews cogs and piecesout of its shell as it malfunctions. Use an appropriate dieto select the broken abiliry. The construct also beginsto slow down, falling one place down the initiative

count every time it takes a significant hit.

ConstructionA junk golem's body is assembled from various

piles of junk, and ends up weighing about 200

Page 206: Warcraft Magic & Mayhem by Azamor

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Page 207: Warcraft Magic & Mayhem by Azamor

TEilERO

Treasure:Alignment:Advancement:

None

Always neutral

4 -6 HD (Med ium) ; 7 -? HD(Large)

Level Adjustmenh

This metallic mechanism resembles a hunched-ouerdwarf . It, seems ready to moq)e at amoment' s notice. ksbody coils with power as steam vents from irs nosrrils.

DescriptionThe gnomesbuilt the steamgolems to serve them as

power'ful foot warriors to help defend their warrensand cavems from future assault. Gnomes have alwaysbuilt steam-powered contraptions with the intent touse them in a peaceful manner. With the destructionof Gnomeregan, the gnomes have begun to makemachines with more martial purposes. On occasion,one of these powerfuI, stocky constructs trundlesalong with a gnomish tinker or emissary working withthe dwarves in Kalimdor. undying, loyal to its charge,and powerfuI enough to deter even the boldest assail-ant, the steam golem has proven worth its weight ingold to the diminutive gnomes.

The construction of the first steam golem broughtin a renaissance of tactical design for the gnomesworking with dwarven engineers. Ignoring theirmore whimsical designs, the gnomes focused onfunction. The gnomish steam golem is efficient andfull of purpose, able to serve as a powerful porter andbodyguard in times of peace and as a deadly corrr-batant and soldier in times of war.

The unique feature of the steam golem is itsability to combine with other steam golems. Foursteam golems can combine to create a portablefortress on the battlefield. Five steam golems caninterlock to create a larger steam golem constructcapable of dealing more damage and of wreakinghavoc on unsuspecting foes.

Combat

formidable structure capable of moving slowly acrossthe battlefield. This 15-foot by 15-foot square srruc-ture has an Armor Class of 19, a speed of 5 feet ( 1square), and can provide full cover for 4 Small inhab-itants or Thunched-over Medium inhabitants. Thereare slits on each side forfiringweapons, and ahatch onthe roof allows egress for one creature of Small size.The shelter has a hardness of 5 and 100 hit points.

Interlock (Ex): As a full-round action, 5 steamgolems adjacent to each other can combine to forma Large version of the steam golem with 9 Hit Dice.Clumsier and sturdier than irc lesser components,this mega-steam golem is often a terrifying surpriseto cocky orcs or necromancers. This form gains the

following changes:. The combined golem has IZ0 hit points.o Init iative -3.

o The interlocked steam golem's powerful chargenow deals + ldlO points of damage.

o The base damage of the steam golem's attackincreases to ld 1 7+ 4 .

o Trample: ld8 +6 points of damage, Reflex DC18 for half.

o Great Cleave.o Armor Class 14.

Disengaging from the interlocked state requires 2

full-round actions.

ConstructionGnomes assemble a steam golem's body from

brass and steel plating, the whole of which ends upweighing 600 pounds. The phlogiston-injected

steam plant that operates as its heart is worth 500gp. Creating the body requires a DC 70 Craft(technological device) check or a DC Z0 Craft(weaponsmithirg) check.

CL 10th; Craft Construct , Llnseen seruant,Leomand's nny hut, creator must be at least a 5th-level tinker; Price 10,000 gp; Cost 5,500 gp +400 XP.

In combat, the steam golem can serve a number of A,different roles. Typically, sream golems acr as body- StOne l(ee;guards in times ofpeace, but in times ofwar squadronsof them will d.pioy to hold sffaregic posirions. Medium Construct

Powerful Charge (E*): When charging, the Hit Dicq :

powerful piston-driven fists of the steam got"rn deal Initiative:

an additional 1d6 points of damage. Speed: :

Fortify (E*): As afull-round action,4 steamgolems Armor Class: ''

flat-footed 21within 5 feet of each other can combine to form a Base Attack/Crappre:

Page 208: Warcraft Magic & Mayhem by Azamor

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Page 209: Warcraft Magic & Mayhem by Azamor

Attack:Full Attack:Space/Reach:Special Attacks:Special Qualities:

Slam +21 melee (3dB+10)

3 slams +21 melee (3dB+10)

10 ft./ l0 ft.

Time drstortion

Darkvision 60 ft., low-light vi-s ion , damage reduc t ion 151adamantine, immunity to magic,construct traits

Fort +5, Ref +4, Will +5

Str 30, Dex ?, Con -t In1 -,

Wis 11, Cha 1

Any

Solitary or gang (2-4)

16

None

Always neutral

16-22HD (Lar9e) ; 23- 45(Huge)

Saves:Abilities:

Skills:Feats:Environment:0rganization:Challenge Rating:Treasure:Alignment:Advancement:Level Adjustment:

A massive humanoid statue pounds its way towardyou. ks nondescript, featureless face is emotionless asit raises irs arms to strike with sron) fisrs.

DescriptionA stone watcher is 15 feet mll and weighs 6,000

pounds. The stone that makes up the watcher's body

is unnatural, and no stone like it exists on Azerothexcept in the construction of these constructs andthe related stone keepers. This creation is incrediblyswift; it relies on time magic to move with a devas-tating purpose. Much like the enigmatic black irongolems, there is a similarity in the apparent design of

these constructs.

Most stone watchers lurk over ancient ruins,guarding entrances to long-lost halls and crumbledstone constructions of immense size. The corl-structs are obviously guardians of some sort, left towatch over long-abandoned sites that once prob-

ably held great significance. These creaturessometimes guard ancient roads or remote wilder-ness areas waiting for intruders to attempt to pass.

These relics of an ancient race can still prove adeadly and final menace to the unwary.

Time Distortion (Su): A stone watcher exists in

a bubble of time that is slightly out of phase with thenormal world. The effect is similar to ahnste spell,

but the effect cannot be dispelled. The following

bonuses are alreadyfactored into the statistics above.The stone watcher loses the following bonuses in

an antimaglc field.\7hen making a full attack, a stone watcher may

make one extra slam attack. It gains a + 1 bonus onattack rolls and Reflex saves, and a + 1 dodge bonus

to AC. A.y condition that would cause the stone

watcher to lose its Dexterity bonus to Armor Class

also makes it lose its dodge bonus.

The stone watcher's normal movement speed is10 feet, but with its time distortion it seems to move

40 feet.

Finally, a stone watcher is able to make even

larger shifts through time, and seemingly move

from one place to another almost instantly. The

stone watcher may use this ability to gain 5 com-plete rounds of movement while time seems tocease for everyone but the stone watcher. Thestone watcher cannot interact with the material

world while it is in this special state, shifting through

time. After making a large shift, a stone watcher's

energy reserves must recharge; and it cannot makeanother shift for 1d4 rounds.

Immunity to Magic (Ex): A stone watcher is

immune to any spell or spell-like ability that allows

spell resistance. In addition, certain spells and

effects function differently against the creature, asnoted below.

A w ansmute r o ck n mudspe I I s tr ips a s tone w a tch e r

of its time distortion ability for Zd4 rounds with nosaving throw, while transmute mu"d to rock heals all

of its lost hit points.

A sron e to fleshspell does not actually change the

watcher's structure, but negates its damage reduc-tion and immunity to magic for 1 full round.

ConstructionThe secrets of constructing a stone watcher were

lost long ago with the titans. Today, those who

have located and studied stone watchers attempt to

duplicate the stone watcher's superior techniques,but invariably fall short. Anyone wishing to con-struct a stone watcher only succeeds in creating a

stone golem instead. Use the construction rules

and statistics for a stone golem for attempts to

create a stone watcher.

Page 210: Warcraft Magic & Mayhem by Azamor

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Page 211: Warcraft Magic & Mayhem by Azamor