Monday, January 21, 2013

 

Alas, being somewhat numb-skulled, it is fortunate that I have opportunities to use and revise these Knights of the All Mind-related materials. One of the neat aspects of getting all these open-license type rules presented in a malleable format is being able to make changes or add new information as a result of in-game experience.

I realized these booklets thus far have no magic items!

What's a judge to do when a magical tool is encountered without a detailed description of powers?

So here is another Knight of the All Mind resource based on the Revised (v.3.5) System Reference Document that will give Judges a plethora of standard magic items commonly used in The World's Most Popular Role Playing Game.

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