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17 Magic Bracers Guide

This document provides summaries of 17 magic bracers or arm bands, each with unique magical properties. The bracers summarized include the Armlet of Celerity which grants increased speed and attack bonuses, the Band of Every Weapon which allows summoning any normal weapon, and the Bracelets of Expansion which increase the wearer's size. Each summary includes the item's name, effect, prerequisites to create, and market price. The document is authored by David Caffee and illustrated by Herb "Bertie" McGihon, with layout by The Le Games.
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100% found this document useful (3 votes)
379 views18 pages

17 Magic Bracers Guide

This document provides summaries of 17 magic bracers or arm bands, each with unique magical properties. The bracers summarized include the Armlet of Celerity which grants increased speed and attack bonuses, the Band of Every Weapon which allows summoning any normal weapon, and the Bracelets of Expansion which increase the wearer's size. Each summary includes the item's name, effect, prerequisites to create, and market price. The document is authored by David Caffee and illustrated by Herb "Bertie" McGihon, with layout by The Le Games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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17 M^gic Br^cers

Author
David Caffee
ct_publishing@yahoo.com

Author
Nathaniel Olsen
sledge@shaw.ca

Artwork
Herb “Bertie” McGihon
http://razielart.deviantart.com/
mcgihoh@yahoo.com

Layout / Publisher
The Le (pronounced Tay Lee)
http://www.TheLeGames.com
17 Magic Bracers

17 Magic
Bracers
The following collection contains information about
a number of magic items that are crafted in the
form of arm bands. These bands bestow magical
powers upon their wearers and can be used by
anyone. Magic bracers are made from common
materials as well as valuable metals and jewels.

Armlet of Celerity
(Major Wondrous Item)
This armlet is made of rough leather and decorated
with feathers and beads. The wearer receives a +1
competence bonus to his attacks and his movement
rate is increased by 30 feet. (This adjustment is
treated as an enhancement bonus). The armlet can
cast haste on the wearer twice per day. Each
casting lasts for 10 rounds.

Caster Level: 10th; Prerequisites: Craft Wondrous


Item, expeditious retreat, haste; Market Price:
50,000 gp.

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disappears after making contact with any solid


Armlet of object. Thrown weapons will continue to exist long
enough to damage a target. Summoning a weapon
Unstoppable Might is a free action that does not provoke an attack of
opportunity. The Band of Every Weapon cannot be
(Medium Wondrous Item) used to summon superior or masterwork weapons.
This simple ornament is made from a length of
thick iron chain. The armlet increases the force Caster Level: 9th; Prerequisites: Craft Wondrous
generated by the arm it is worn on, treating the Item, fabricate; Market Price: 7,500 gp.
weapon as if held two handed, even if it is actually
held by one hand. While wearing this armlet the
wearer cannot use the other hand to make attacks,
but may carry a shield or other item. Weapons that
Band of
cannot be held two handed are uncomfortable and
cannot be used. Radiant Power
(Minor Wondrous)
Caster Level: 10th; Prerequisites: Craft Wondrous On command this bracelet activates and surrounds
Item, bull’s strength; Market Price: 10,000 gp. the wearer’s hand with brightly glowing energy.
Once per round as a standard action the wearer
can make a touch attack that does 1d8 damage of
Band of any energy type (acid, cold, electricity, fire, or sonic)
designated by the wearer. A new energy type can
Every Weapon be designated before each attack as part of the
standard action.
(Medium Wondrous Item)
Made of silver and engraved with images of battle, Caster Level: 9th; Prerequisites: Craft Wondrous
this band can summon any normal weapon to the Item, shocking grasp, burning hands, ray of frost,
hand of its wearer. The wearer cannot have more acid splash, ghost sound (any spell that uses the
than one summoned weapon at a time. As soon as same energy type can be substituted for one of the
a new weapon is summoned any already listed spells); Market Price: 3,000 gp.
summoned weapon disappears. The band’s
summoning power works five times per day. If a
summoned weapon leaves the wearer's hand it

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Bracelet of Death If insufficient room is available for


(Medium Wondrous) the growth, then the wearer
Once per day the wearer can deliver a touch attack attains the maximum possible
that forces the target to make a Fortitude save (DC size and can make a Strength
15 + wearer’s Wisdom modifier) or die instantly. On check (using the increased
a successful save the target takes 3d6 points of Strength score) to burst
damage. any enclosures in the
process. If this is failed,
Caster Level: 9th; Prerequisites: Craft Wondrous the wearer is
Item, slay living; Market Price: 24,000 gp. constrained without
harm by the materials
enclosing her - she
Bracelets of cannot
death by
crushed to
increasing
size. All the wearer's
Expansion equipment, worn or
(Medium Universal) carried, is similarly
These finely crafted silver bracelets are covered in expanded. Melee and
filigree and have a central ring that can be spun projectile weapons deal more damage. Any affected
independently of the main part of the bracelets. If item that leaves the wearer's possession (including
when worn both bracelets are adjusted one full a projectile or thrown weapon) instantly returns to
rotation then the wearer will increase in size, its normal size. This means that thrown weapons
doubling height, length, and width and multiplying deal their normal damage (projectiles deal damage
weight by 8. This increase changes the wearer's size based on the size of the weapon that fired them).
category to the next larger one. The wearer also Multiple effects that increase size do not stack. This
gains a +2 size bonus to Strength, a -2 size penalty effect remains until both bracelets are rotated
to Dexterity (to a minimum effective Dexterity score again.
of 1), a -1 size penalty on attack rolls, and a -1 size
penalty to Armor Class due to the increased size. If Alternatively the wearer can crash the two bracelets
the new size is Large or larger, the wearer will have together, shattering them, for a 1 time temporary
a space of at least 10 feet and a natural reach of at effect. If the wearer does this then the bracelets
least 10 feet. Speed is unchanged. increase the wearer's size by two size categories

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instead of one. The wearer gains a +4 size bonus to (Medium Wondrous)


Strength, a -4 size penalty to Dexterity (to a This cursed item is crafted from lesser metals that
minimum effective Dexterity score of 1), a -2 size are plated with gold and set with fake gems. The
penalty on attack rolls, and a -2 size penalty to bracelet will often be engraved with “runes” or
Armor Class due to increased size. “mystical symbols.” A Fool’s Trinket afflicts its
wearer with a –4 penalty to both his Charisma and
Manifester Level: 7th; Prerequisites: Craft Universal Wisdom scores and a –2 penalty on all saving
Item, expansion; Market Price: 12,000 gp. throws. The wearer is completely unaware of this
effect but another character may make a Wisdom
check DC 20 in order to notice wearer’s reduced
Bracelet of capacity.

Second Life Caster Level: 13th; Prerequisites: Craft Wondrous


Item, bestow curse; Market Price: 9,750 gp.
(Minor Wondrous)
This very plain looking bracelet is constructed of
bronze and glass and seems at first to have no
magical properties. However, if the wearer is ever
knocked below 0 hit points the bracelet will activate Bands of Leeches
by turning red, healing the wearer for 20 hit points. (Medium Wondrous)
If wearer is still not conscious after receiving this The dark leechlike bands have a ring of tiny sharp
healing then the wearer will automatically be teeth at one end. They always come in pairs but
brought up to 0 hit points and will be stable. cannot be worn together. Instead they are each
Wearer is not subject to death from massive attached to a different individual, by puncturing the
damage while the bracelet is on his wrist. The wearer's skin with the sharp teeth. Once each leech
bracelet will shatter and become useless after is worn, the two wearers are linked. Whenever one
activating. wearer takes damage in the form of HP, only half of
the damage goes to the wearer. The remaining half
Caster Level: 7th; Prerequisites: Craft Wondrous of the damage goes to the other wearer.
Item, cure serious wounds; Market Price: 2,100 gp.
In the event that this damage kills one wearer all of
the excess damage transfers to the other wearer
Fool’s Trinket before both leech let go and fall off. The leeches can

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also be pulled off normally with no penalties. They


can be easily reattached to a new pair of individuals Manacles of
whereupon they resume functioning.

Caster Level: 3rd; Prerequisites: Craft Wondrous


Loyalty
Item, shield other; Market price: 24,000 gp. (Medium Wondrous)
These magic bracelets are thick iron bands that
clamp firmly over the wearer’s forearms. The
Manacles of manacles casts geas on the wearer first time he
swears an oath of loyalty, service or friendship
thereby binding that oath. Should the wearer fail
Binding the save, this geas binds the wearer for 13 days.
(Minor Wondrous) Should the wearer ever attack the person he swore
This pair of sturdy blackened manacles appear this oath to then he will also be affected by a
crude and uncomfortable. If they are placed on finger of death spell as if cast by a 13th level
someone’s wrists by another, that other may wizard. If the spell does not kill the wearer
give the wearer a command as if by geas. then the manacle will unlock and lose all
The wearer must then make a will save magical properties. If the geas is still
against DC 19. If the wearer in effect, it will not be lifted when
succeeds the manacles instantly the manacle deactivates. If the
collapse into rust. If the wearer wearer succeeds at the saving
fails the saving throw, then throw then the manacles come
the wearer is bound by the open and will not shut. They may
geas for 11 days. A then be given to someone else or
successful remove curse the original wearer may reattempt
also destroys these to wear it. In any case the magic of
manacles. the manacle will not begin until
someone has failed their saving throw.
Caster Level: 11th; Prerequisites:
Craft Wondrous Item, Caster Level: 13th; Prerequisites: Craft
geas/quest; Market Price: 3,300 gp. Wondrous Item, geas, finger of death; Market
Price: 8,450 gp.

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may remove the bracelets. Any remaining time of


Manacles of Truth use will be applied to the next wearer of the
(Minor Wondrous) manacles.
A pair of thick, iron bands that clamp firmly over
the wearer’s forearms, these manacles ensure that Caster Level: 13th; Prerequisites: Craft Wondrous
it’s wearer acts honestly while they are worn. The Item, geas/quest; Market Price: 3,900 gp
wearer must make a Will save against a DC 20. If
the save is failed then the manacle stays on tightly
and the wearer will hear a command to from Manacles of
speaking, or otherwise communicating, any
deliberate and intentional lies. In all things the Truth and Loyalty
wearer is compelled to remain honest and the (Major Wondrous)
manacle cannot be removed until this command These shining iron manacles are similar to the
has run its course for 13 days. If the wearer normal manacles of truth and of loyalty, in their
succeeds at the save the manacle will not stay on purpose, but they far outmatch their scope. When
the hand. It unclamps and will not catch shut. place upon someone's wrists the wearer must make
a will save (DC 19). If the save is failed
The manacle may then be given to someone else or (intentionally or otherwise) the manacles lock in
the original wearer may reattempt to wear it. In any place. If the save is succeeded then the bands will
case the magic of the manacle will not begin until not lock. Once locked on, the manacles radiate a
someone has failed their saving throw. The wearer strange aura that lets all that see the wearer know
may choose to deliberately fail this save and accept that he is speaking honestly. This honesty is
this compulsion of honesty. This acceptance has enforced by the manacles as if by geas/quest and
certain advantages. While it is nearly impossible to lasts as long as the manacles are worn. This
bluff in honesty, other skills are enhanced by honesty has a beneficial effect, in that when the
honesty. When the situation calls for honesty, such situation calls for honesty, such as using intimidate
as using intimidate against a weaker foe, or against a weaker foe, or diplomacy that is intended
diplomacy that is intended beneficially the wearer beneficially the wearer gain a +8 bonus to skill
gain a +8 bonus to skill checks. A successful checks. Additionally any oath sworn by the wearer
remove curse spell destroys the manacles. If the is also enforced as if by geas/quest so long as the
magic is instead suppressed (i.e. through antimagic manacles are worn. A successful remove curse will
shell or a successful dispel magic) then the wearer cause the manacles to be released, freeing the

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wearer from their burden. Any oaths bound by the


manacles are lost in this process.
Silver Bangles
Caster Level: 11th; Prerequisites: Craft Wondrous
Item, geas/quest; Market Price: 66,000 gp.
of the Amazon
(Major Wondrous)
Rake’s Trinket This set of nine silver bangles must be worn
together in order benefit from their magic. The
(Medium Wondrous) wearer gains a +1 competence bonus to all attacks,
This coveted magical item is a bracelet made of skill checks and saves. She also gains +4
white gold and set with onyx and black pearls. The enhancement bonus to her Charisma. The bangles
trinket adds +2 competence bonus to the wearer’s are designed for use by women and will react badly
Bluff, Disable Device, Pick Locks, Pick Pocket, and to men. The bangles turn razor sharp and shrink
Sense Motive checks. The Rake’s Trinket also adds when placed on the arm of a male. A male
a +4 luck bonus to the character’s reflex save. character takes 1d4 points of damage for each
bracelet that he puts on his arm. This damage will
Caster Level: 12th; Prerequisites: Craft Wondrous not heal as long as the bracelet is in place.
Item, creator must be non-lawful; Market Price: Removing each bracelet requires a Strength check
19,000 gp. (DC 16), which causes two points of damage or a
Heal check (DC 20) that causes one point of
damage. A male character that manages to put all
nine bangles on his arm will gain the magical
benefits of the bangles as normal.

Caster Level: 3rd; Prerequisites: Craft Wondrous


Item, eagle’s splendor, creator must be female;
Market Price: 34,500 gp.

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advantage similar to a monk's belt, in that the


Twin Bracelets wearer’s AC and unarmed damage is treated as a
monk of five levels higher.
of the Gold Dragon If donned by a character with the Stunning Fist
(Medium Wondrous) feat, the belt lets her make one additional stunning
The bracelets are two identical bands, each formed attack per day. If the character is not a monk, she
into the shape of a dragon biting its own tail. The gains the AC and unarmed damage of a 5th-level
bracelets are made of pure gold and have ancient monk. This AC bonus functions just like the
magical symbols monk’s AC bonus. In addition to these effects, once
etched across their per day a character equipped with these bracelets
mirrored surfaces. can command the bracelets to expel breath weapon
Both bracelets must be attacks.
worn to benefit from
their magic. They The left bracelet breathes a 30 foot cone of fire that
provide the does 2d10 fire damage (Ref save DC 16 for half) and
wearer with the right bracelet can emit a 30 cone of weakening
an gas which causes 1d6 point of strength damage
(Fort save DC 16 to avoid).

Caster Level: 10th; Prerequisites: Craft Wondrous


Item, righteous might or transformation, ray of
enfeeblement, burning hands; Market Price:
25,000 gp.

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Warrior’s Ornament
(Major Wondrous)
A thick leather band that is studded with coins, the
Warrior’s Ornament is often mistaken for a bracer.
The coins are usually copper or silver but gold and
even platinum coins are sometimes used. The
wearer gains a +4 deflection bonus to his AC and
+2 luck bonus to all attack rolls, saving throws,
ability checks and skill checks. This item is highly
prized among adventurers and men at arms.

Caster Level: 6th; Prerequisites: Craft Wondrous


Item, guidance, shield of faith or mage armor,
creator must have a base attack of +4; Market Price:
122,000 gp.

Wrist Circlet
of Glory
(Major Wondrous)
This ornate platinum bracelet has numerous
mental effects. On command the bracelet can cast
the spells charm person, command, dominate person
and fear each once per day. In addition to these
offensive mental effects it can also be commanded
to cast spells on allies. Each day the bracelet can
cast heroism and protection from evil 4 times.

Caster Level: 9th; Prerequisites: Craft Wondrous


Item, charm person, command, dominate person,
fear; Market Price: 50,000 gp.

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Artifacts are very powerful. Rather than merely Remember,


another form of magic equipment, they are the each campaign
sorts of relics that whole campaigns can be based world is
on, and cannot be created by mere mortals different. A +5
(anymore). Each artifact could be the center of a sword may
whole set of adventures—a quest to recover it, a seem weak in
fight against an opponent wielding it, a mission to some games
cause its destruction, and so on. while a +3
flail is very
This is not to say that artifacts are always world- powerful in
shattering. Some objects are designated as others. As
“artifacts” simply because there is no way to create such, none of the
them anymore, or perhaps they carry with them a artifacts in this book are
history that is very unique to it. designated as Minor or Major.
This is left up to the discretion of
Minor vs. Major the GM.
Minor artifacts are not necessarily unique items.
Even so, they are magic items that no longer can be Set Items
created, at least by common mortal means. Some artifacts come in sets. Each individual piece
carries a certain amount of power, but when worn
Major artifacts are unique items—only one of each and/or wielded with other parts of the set the
such item exists. These are the most potent of player becomes even more powerful. As a GM, one
magic items, capable of altering the balance of a should be careful how these set items are given to
campaign. players. The GM should not feel the need to give the
entire set to the player, as he or she may become
too powerful for the campaign.

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effects while the storm is raging. During this period


It is recommended that GMs designate parts of a of time the character can cast either call lightning,
set to be Minor Artifacts while other parts to be control winds, wind wall, whirlwind or quench every
Major Artifacts. ten rounds. Spells are cast as a 15th level druid or
sorcerer.
Caster Level
Unless otherwise noted, the Caster Level of these
items is 20th.
Iconic B^nds:
Br^celet of the Sun
The wearer of this bracelet can cast any

Iconic B^nds
The iconic bands are ancient magical items that
combination of the following spells a number of
times per day equal to twice his Wisdom modifier;
heat metal, prismatic sphere, searing light, sunbeam
were created during primitive times, when the and sunburst. The character can cast flare and light
races’ spiritual connection to elemental forces was at will. Spells are cast as a 15th level wizard.
less tenuous. The bracelets themselves are made
from common materials and can be replaced as
needed. At the center of each bracelet, however, is a
Iconic B^nds:
powerful icon of druidic magic. These icons are said Br^celet of the Volc^no
to be fragments of bone from the first druid. Each The wearer of this bracelet can cast each of the
bone fragment has a mystical symbol burned onto following spells once per day; earthquake, move
its surface and has been imbued with raw earth, wall of fire, wall of iron, wall of stone, and
elemental energy. An iconic bracelet grants its transmute rock to mud.
wearer control over a powerful aspect of nature.

Iconic B^nds:
Br^celet of the Storm
Sh^dow Bre^ker
History: Late in year of darkness, 304, the gods of
Once per week the wearer can summon up an light and order descended upon the land to give
intense storm that lasts for ten minutes. The storm hope to the people who survived the undead
will be of a type appropriate for the terrain; apocalypse. The gods chose seven champions and
sandstorms in the desert, blizzards in cold climates, gave them powerful items known as Shadow
etc. The wearer is completely unaffected by weather Breaker. With these new items in hand, and a

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blessing from the gods themselves, these brave • Synergy: When worn with at least one other
heroes spent the next two years in a campaign to item from the Shadow Breaker set, the wearer
destroy all the undead from the lands. This will feel a great affinity with any weapon he
successful campaign would henceforth be known as wields. As such, whenever he uses a weapon, its
the Shadow Breaking Crusades. critical threat range will be increased by 1 when
making an attack.
Description: Shadow Breaker is a set of artifacts
that scale up in power as the player completes the
set. As additional items from the set are completed,
Sh^dow Bre^ker:
the artifacts grant additional power to its owner. @rmor of Defi^nce
This unique armor looks and feels mundane in
Sh^dow Bre^ker: every way until it is actually worn. The wearer of
this incredible armor will find himself more agile
Br^cers of Love than he would with other armors of the same type.
This unique set of bracers is red in color, but This +2 armor carries no Armor Check Penalty, no
shimmers in sunlight. The wearer of these bracers Arcane Spell Failure Chance, has a weight of 10
will always feel warm and can ignore some of the pounds, and does not reduce the wearer’s speed in
effects of extreme cold. The wearer gains Resistance any way.
to Cold equal to his level. • Synergy: When worn with at least one other
• Synergy: When worn with at least one other item from the Shadow Breaker set, the wearer
item from the Shadow Breaker set, the wearer will gain a limited sphere of shielding around
will gain intense confidence and positive energy; him. Whenever he would be struck by an attack,
he will be immune to all forms of ability damage there is a 10% chance the armor will activate
dealt by others. and prevent all damage from the attack;
whenever the wearer is struck by a critical hit,
Sh^dow Bre^ker: the chance of avoiding the damage increases to
20%.
Gloves of H^te
These unique pair of leather gloves are pitch black,
but feel as if they were made of fine silk. When
Sh^dow Bre^ker:
worn it enchants the user with great proficiency Helm of Life
when wielding weapons. The wearer gains a +1 This unique helmet is made of fine silver and glows
bonus to all attack rolls. blue when submerged in holy water. The wearer will

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find the he is able to sense any undead around • Add a bonus to your attack roll equal to half
him, up to a radius of 10 feet x his level; he will be your level.
able to detect their general direction but not • Or increase your critical threat range by 5.
necessarily their exact location. However, if the You must choose one of the above bonuses before
wearer is adjacent to an undead creature, he will attempting your attack roll.
sense their every move and is thus granted a +1
dodge bonus to AC against any adjacent undead
creature.
Synergy (4 items)
When all four items of the Shadow Breaker set are
• Synergy: When worn with at least one other
worn together, the wearer will be blessed with great
item from the Shadow Breaker set, the wearer
power to fight the forces of evil. He is granted a +2
will gains Fast Healing 1. This healing ability is
bonus to AC and Damage Reduction 2/- against
doubled while the wearer is in direct sunlight.
creatures of evil alignment. These bonuses are
unavailable against creatures that are not evil.
Synergy (3 items) Furthermore the wearer gains unique ability to
When three or more items Smite Undead, which he may use once per round
of the Shadow Breaker of combat.
set are worn together,
the wearer’s eyes will Smite Undead (Su): You may attempt to
briefly flash white, and strike an undead opponent with one normal
he will gain the ability melee attack; its critical threat is
to use Godstrike five increased by 1 for this attack. On a
times per day. A successful strike, the damage from your
missed attack will use attack bypasses all of your target’s
up once instance of the damage reduction. If your attack
ability for the day. results in a critical hit, it deals your
normal bonus damage, and the target
Godstrike (Su): You may must make a successful Fortitude Save
attempt to strike an opponent (DC 15 + half your level), or else it takes
with one normal melee attack. additional damage equal to half its
When making this attack, you current hit points.
may do one of the following:

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OPEN GAME LICENSE Version 1.0a artwork, symbols, designs, depictions, likenesses, formats,
The following text is the property of Wizards of the Coast, Inc. poses, concepts, themes and graphic, photographic and other
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You indicate Your acceptance of the terms of this License. all rights, title and interest in and to that Product Identity.

4. Grant and Consideration: In consideration for agreeing to 8. Identification: If you distribute Open Game Content You
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must add the title, the copyright date, and the copyright advertise the Open Game Content using the name of any
holder's name to the COPYRIGHT NOTICE of any original Contributor unless You have written permission from the
Open Game Content you Distribute. Contributor to do so.

7. Use of Product Identity: You agree not to Use any Product 12 Inability to Comply: If it is impossible for You to comply
Identity, including as an indication as to compatibility, except with any of the terms of this License with respect to some or all
as expressly licensed in another, independent Agreement with of the Open Game Content due to statute, judicial order, or
the owner of each element of that Product Identity. You agree governmental regulation then You may not Use any Open
not to indicate compatibility or co-adaptability with any Game Material so affected.
Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly 13 Termination: This License will terminate automatically if
licensed in another, independent Agreement with the owner of You fail to comply with all terms herein and fail to cure such
such Trademark or Registered Trademark. The use of any breach within 30 days of becoming aware of the breach. All
Product Identity in Open Game Content does not constitute a sublicenses shall survive the termination of this License.
challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain 14 Reformation: If any provision of this License is held to be

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17 Magic Bracers

unenforceable, such provision shall be reformed only to the Copyright information (Use this if you are going to
extent necessary to make it enforceable. republish open material)
• 17 Magic Bracers, © 2007 The’ Le. Published by The Le
15 COPYRIGHT NOTICE Games, http://www.TheLeGames.com
Open Game License v 1.0 Copyright 2000, Wizards of the • Pocket Sourcebooks, © 2007 The’ Le. Published by The Le
Coast, Inc. Games, http://www.TheLeGames.com
System Reference Document Copyright 2000, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Additional Copyright information (not needed for
Williams, based on original material by E. Gary Gygax and republication)
Dave Arneson. • Images: Herb McGihon © 2007, Herb McGihon. Used with
permission.
'D20 System' and the 'D20 System' logo are Trademarks owned • Images: Arcane Publishers Edition © 2003 VShane. Used
by Wizards of the Coast and are used according to the terms of with permission.
the D20 System License version 3.0. A copy of this License • Images: Character Clip Art & Color Customization Studio
can be found at www.wizards.com/d20. Copyright 2002. Elmore Productions, Inc.; Authors Larry
Elmore and Ken Whitman, Art and Illustrations by Larry
Product Identification: Elmore.
• The following is a listing of Open Game Content: All • Images: Some images © 2003-2005 www.clipart.com.
game mechanics including item names, but not the flavor Used with permission.
text associated with them.

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