Jowgen
2016-09-14, 04:50 AM
This is a WIP on hiatus. I will get around to fleshing out the list more eventually. On a related note, daremetoidareyo has made a lovely list (http://www.giantitp.com/forums/showthread.php?509781-D-amp-D-Adventures-A-List-of-obscure-1st-party-sources) of things from obscure sources, including artifacts
Artifacts are a very personal thing for a camgaign, not to mention setting-specific. Still, I found myself wanting to peruse what artifacts there are, and annoyingly enough, I couldn't find any lists. So I wanna set about making one.
Currently working on the list, books/adventures I'll be covering so far are listed at the bottom of the post, after those are through I'll get onto web sources and magazine issues.
Name
Summary
Notes
Book of Exalted Deeds
Magical Book that, upon a week of study, grants Good-aligned caster +1 Wis and enough EXP to gain a level and be half-way to the next. Variety of back-lashes for Netural/Evil casters that try to read it (damage, EXP loss, Atonement need), disappears after use.
Book of Infinite Spells
A book that allows any character who posesses it to cast the spells contained within as if from a scroll (no UMD check required), although the book must not be in physical posession. Non-spellcasters suffer 1 negative level while making use of the book. Spells contained are drawn from the DMG major scroll list. Spells can be cast 1/day, or 4/day if the spell appears on the users classs spell list. Pages only turn one-way, and only the spell currently open can be used. Each time the spell is used, there is a 10-30% chance the page will turn on its own (preventing indefinite use of a single chosen spell). Disappears after turning the last page.
Book of Vile Darkness
Evil counterpart to the Book of Exalted Deeds. If a creature of good alignment looks inside, there is an 80% chance that an evil outsider attacks the character that night.
the BoVD splat book contains information on the history and origins of this tome, of which there are several copies. According to the Dungeon 100 p. 124, it can contain some or all the spells from said splat-book. ccording to EE p 17, this book contains information on the Elder Evil Atropus and how to to attract him to a world (e.g. Apocalypse from the Sky).
Deck of Many Things
A 22 tarot card deck. Each card, when drawn, has a specific effect that can either be greatly beneficial (e.g. 1d4 wishes) or seriously detrimental (e.g. loose all magic items permanently).
Hammer of Thunderbolts
+3 Large returning warhammer that deals 4d6 points of damage on any hit. Has a 30 ft range increment, and upon a thrown hit, all creatures withing 90 ft must save (DC 15 Fort) or be stunned for 1 round. If used while wearing a Belt of Giant Strength and Gauntlets of Ogre Power, it becomes a +5 weapon, allows the Belt and Gauntlet's bonuses to stack, and any causes any Giant successfully hit to be subject to a death effect (DC 20 Fort negates).
Philosopher's Stone
Black stone that contains a quicksilver-like liquid that's single use and can turn from up to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold, or can function as True Resurrection on a dead body.
Sphere of Annihilation
A whole in the multiverse that destroys anything and touches. For full details, see here (http://www.dandwiki.com/wiki/SRD%3ASphere_of_Annihilation).
It is believed that the main component of its creation is Void Stone (DMG p. 157, Dungeon 153)
Talisman of the Sphere
An item that allows one to control a sphere of Annihilation more effectively. For full details, see here (http://www.dandwiki.com/wiki/SRD:Talisman_of_the_Sphere)
Staff of the Magi
A long wooden staff, shod in iron and inscribed with sigils and runes of all types. It contains a large selection of spells, some of which uses charges while others don't. Grants SR 23 and functions as a Rod of Absorption, but it restores charges rather than give the caster power. If its max charge of 50 is exceeded, it breaks and explodes for charges x 8 (within 10 ft), x 6 (within 20 ft), or x 4 (within 30 ft) damage, reflex DC 17 for half. In this case, the wielder is either sent to a random plane or dies without a save (50/50 chance).
Talisman of Pure Good
Good divine spellcasters can use this item to open a crack in the earth beneath an evil creature standing on solid ground within 100 ft and send it to be imprisoned in the center of the earth forever. If the spellcaster isn't excpetionally pure in thought and deed, the target gets a DC 19 Reflex save to avoid. Has 6 charges, Neutral divine spellcasters take 6d6 damage trying to use it, Evil divine spellcaster take 8d6.
Talisman of Ultimate Evil
Exactly the same as the Talisman of Ultimate Evil, with alignments switched.
Talisman of Zagyg
Appears as a Stone of Controlling Earth Elementals. Upon touching it, creature must make a DC 15 Cha check. Failure causes it to act as a Stone of Weight, and discarding/destroying causes 5d6 damage and its disappearance.Success causes the talisman to remain with the creature for 5d6 hours, or until a wish is made with it, whichever comes first. Rolling a natural 20, results in the talisman staying with the character for a number of months equal to his Cha score, during which it grants 1 wish per 6 points of the character’s Charisma, and grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.) Regardless of Cha check result, it disappears at the end of the period, leaving behind a 10,000 gp diamond in its stead.
Eye of Vecna
The eye of a certain Lich. Use requires replacing one of one's own eyes with the artifact, incuring an irreversible loss of 2 Cha, and it can not be removed without killing the wearer. Grants continuous Darkvision and True Seeing, 3/day Eyebite and Domination, and 1/day Destruction and Unhallow. Once per week, a DC 17 will save must be made to avoid turning Evil.
Posessing both the hands and eye raises the DC of their effects to 25 (the anti-Evil alignment change effect DC goes to 23), grants +2 Str and Int, imposes a -2 penalty to Wis, and grants access to Summon Monster IX (Fiends only) 1/day.
Hand of Vecna
The hand of a certain Lich. Use requires replacing one of one's own hands with the artifact, incuring an irreversible loss of 2 Dex, and it can not be removed without killing the wearer. Touch from the hand causes 1d10 cold damage, and 3/day it can drain 1 ability score point from a target, which gets added to the Hand-user for 24 hours. Grants Blasphemy and Unholy Aura 1/day. Same weekly save as the Eye of Vecne
Mace of Saint Cuthbert
+5 heavy mace with the holy, lawful, and disruption special abilities. The wielder can project searing light from the mace at will, at caster level 20th.
The Moaning Diamond
Uncut Diamond the size of a fist that always gives of a moaning sound. Grants Stone Shape 3/day (5000 cu ft) and allows one to summon a Max HP elder earth elemental that serves until slain (if slain, 24 hour wait until a replacement can be summoned).
Orbs of Dragonkind
Big Shiny orbs that correspond to the different varieties of True Dragons. Grants Dominate Dragons within 500 ft (Will DC 25 to resist, SR: No) at will for the corresponding variety of dragon, and alerts to the presence of such dragons within 100 miles (10 miles for other kinds of dragons), with exact location (and age) given within 1 mile. Grants the AC and Saves of an Ancient Dragon of the appropriate variety, becomes immune to that variety's breath weapon, and can use that Breath weapon 3/day. Each orb can be used to verbally and visually communcate with the owners of the other Orbs. Each variety of orb grants access to a specific spell useable 1/round at CL 10, except for Gold, which can 1/day duplicate the benefits of any of the other orbs. Anyone who ever used one of the orbs gains the eternal enimity of all dragon kind for propegating the enslavement of their species.
Shadowstaff
A twisted black staff. Grants +4 AC and Reflex saves, but in bright light (Sun yes, torch no) or total darkness, it imposes -2 to Attacks, saves and checks. Wilder can Summon 2d4 shadows 3/day (like Summon Monster V) that are immune to turning, 1/month summon a Nightcrawler shades (like Summon Monster IX), 1/day become Gaseous (liek Gaseous Form, and 3/day fire a 100 ft range ray that deals 10d6 cold damage.
Shield of Prator
+5 large shield. Allows the wielder to cast spells as if she were a 20th-level paladin with a Wisdom score of 20 (spells gained are cumulative with any existing spells per day), grants spell resistance 15, absorbs the first 10 points of damage from any fire, cold, acid, electricity, or sonic attack. The shield’s owner must undertake a quest
(no saving throw to avoid) at the behest of a lawful good deity. Chaotic and/or Evil creatures suffer 4 negative levels while they have the shield in hand.
Sword of Kas
A certain Vampire's Sword. +6 unholy keen vorpal longsword, grants the wielder a +10 enhancement bonus to Str. The sword is intelligent (Int 15, Wis 13, Cha 16, Ego 34) and chaotic evil. Can be used to to cast the following spells, once per day each: Call Lightning (10d6 points of damage, Reflex DC 14 half ), Blasphemy, and Unahllow. Once per week it can be used to cast Slay Living.
Name
Summary
Notes
Blade of Fiery Might
Large +5 unholy keen flaming burst falchion, constant Fire Shield, 360 ft True Seeing, 1d6 fire damage to wielder/round, 10/day rebuke orcommand fire creatures as Clr 20. LE Intelligent item.
Crystal of the Ebon flame
Fist sized black gem, works for living creatures only. Touching/initating triggers DC 20 will save, failure causing Symbol of Insantiy (all within 30 ft), success causing Symbol of Persuasion, as if cast by creature touching the Crystal. Success also grants access to discern location, greater scrying (+10 bonus on scry check), and vision 1/day, plus Mind Blank or Protection from Spells self only 1/day. Creature to use the last of the Crystal's powers of the day is subject to Trap the Soul, DC 25, CL 20.
Daoud’s Wondrous Lantern
Inexitnguishable lantern that produces different effects depending on how its 11 lenses (4 clear, 7 colored) are fitted into its 4 slots. Must be fueled with 10000 gp worth of gems (each worth 500 gp minimum), which gives it 100 charges. Normal burning drains 1 charge/year, using special powers drains 5, 10 or 50 charges, using up all charge kills the user without a save. Depending on how it is used, can produce the following effects: no need for sleep, drink and food for 12 hours; Cure Light Wounds and delay poison/disease; removal of all diseases and poisons; Hold Monster (DC 17), Flamestrike (DC 16), Lighting Bolt (DC 14), Haste, Colour Spray (DC 11), Fear (DC 16), Emotion (Rage) (DC16) all at 5 charges; Confusion to all within 30 ft (DC 16) at 10 charges, Prismatic Sphere at 50 charges. Owner grows possessive and paranoid.
Dragonhammer
+5 holy dragon bane (evil dragons) greatsword. Grants +7 luck bonus to AC as well as acid, electricity, fire, and cold resistance 20 against Evil dragons only.
Helltongue
+5 mighty whip (+4 Strength bonus) that deals damage as if Colossal. Successful hit as a 1/3 chance to bestow 2 temp Negative levels (20 temp HP per level gained by wielder), 1/3 chance to bestow 4 temp Negative Levels, 1/3 change to force a Wis based scaling DC Fort save against gaining a number of negative levels equal to the target’s effective character level (normal character level minus any negative levels already conferred).
Iron Flask of Tuerny the Merciless
Unassuming Iron Flask used to capture demons (up to 100) and force them to serve. Standard action to force demon within 30 ft to make DC 20 will save or be drawn into the flask (SR applies). Each addition gives 1d4 demons the chance to escape, user must made Will save of DC 20+ 1/demons in flask to keep each one in. Calling forth a Demon is a standard action (Demon serves for 8 hours or until slain, upon which it return to flask) and user must make a will save (DC 20 + 1/demon demons in flask +1/prior use) or become CE. Note: Featured in Savage Tide adventure path, used by Iggwilv to capture the essence of Demogorgon after his defeat.
Part of the Savage Tide adventure path (Dungeon Mag), wherin Iggwilv plots to use it to capture Demogorgon's essence after his defeat.
Jacinth of Inestimable Beauty
Pretty red stone. Doubles range of all illumation when openly displayed. When held, all creatures of the same type as wielder within 60 ft (LoS required) must make a DC 15 Fort save or be permanently blinded. 1/day user can force all creature (regardless of type) within 30 ft to make a DC 17 will save or die.
Johydee’s Mask
White procelain mask that morphs to look exactly like wearer upon equiping. Wearer becomes immune to gaze attacks and mind-affecting spells and effects, also Alter Self at will
Crown of Evil
Evil mask that grants immunity to fire, a +4 enhancement bonus to Strength, a +4 deflection bonus to Armor Class, and SR 20. Grants 75 ft range Gaze Attack (automatic?) that imposes a -1 morale penalty to attack for 20 rounds (Will DC 15; SR applies). Wearer can use Create Undead, Wall of Fire an create a 5 ft radius spread burst of Hellfire (3d6 damage, no save, SR applies); 3/day each. Wearer can only speak lies.
Part of the Regalia of Evil set, which also appears in the BoVD with slightly different stats. Wearing 2 items grants: +2 cicumstance bonus to Diplomacy and Intimidate against all evil creatures; +1 circumstance bonus on saves vs mind-affecting, poison, sleep, paralysis, stunning, and disease; protection from Vermin following a DC 20 Cha check; and +2 to the DC of all Evil spells cast. Wearing 3 items grants: +4 enhancement bonus to Constitution, Dexterity, and Intelligence; all damage dealt by wielder becomes Vile damage. Good-aligned creatures that try to use any item from the set take 5d6 points of damage and must succeed on a Will save (DC 18) or lose 2,000 XP.
Scepter of Evil
Iron rod draped in chains. Grants +4 enhancement bonus to Cha, wielder can use Fear(DC 19), a special corrupt Fireballthat deals half fire and half unholy damage (DC 18), Contagion (DC 18), and Enervation(DC 19), 3/day each. Owner slowly becomes more and more egotistical.
Part of the Regalia of Evil set, which also appears in the BoVD with slightly different stats.
Orb of Evil
6-inch orb is made of pitted and scarred iron. Functions as Rod of Absorption, grants +4 enchancement bonus to Wis, and wielder can rebuke/command undead as 15th level Cleric.
Part of the Regalia of Evil set,which also appears in the BoVD with slightly different stats
Crown of Good
Mirthril coronet. Grants immunity to electricity, a +4 enhancement bonus to Wis, a +4 deflection bonus to
AC, and SR 20. Wearer can Guidance at will and Heroe's Feat, Sending, and Status 3/day each, and Globe of Invulnerability 1/day. Wearer can not speak lies.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats. Wearing 2 items grants: +2 circumstance bonus on all Diplomacy checks made against good creatures; +1 circumstance bonus on saves against electricity, petrification, cold, acid, fire, and poison; low-light vision and darkvision 60 feet; Clestials called via Planar Ally spells serve at half the regular price; and all good spells cast by the creature have +2
added to the saving throw DC. Wearing 3 items grants: +4 enhancement bonus to Str, Dex & Con; all wielded weapons gain the Holy WSA; and Aura of Courage 30 ft. Evil creatures trying to wield suffer the same consequences as a Good creature trying to use a Regalia of Evil Item.
Scepter of Good
Slender rod is made of mithral, wreathed in a pattern of intertwining leaves. While in posession, grants +4 enancement to Cha and mind-affecting immunity. Functions as a Rod of Rulership (no use limit), wielder can use Searing Light (DC19) and Holy Smite (DC 18) 3/day each. Wielder of the scepter becomes increasingly unable to refuse pleas for help, no matter how desperate the cause.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats.
Orb of Good
6-inch sphere is made of purest crystal, encased in a filigree cage of polished mithral laurel leaves. Grants wielder the ability to Turn or Destory Undead as a 15th level Cleric, grants +4 enchancement bonus to Int while in posession, and functions as a crystal ball Detect Thoughts; and wielder can use Heal 1/day.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats.
Crown of Neutrality
Circle of metal surmounted by nine peaks, each peak holding a gemstone of a different color. Grants wearer immunity to acid and cold, a +4 enhancement bonus to Int, a +4 deflection bonus to AC, and SR
20. Wearer can automatically distinguish between truth, half-truth, and lies she hears or reads. Wielder can use Geas/Quest, Detect Thoughts (DC 17), and Otiluke’s resilient sphere (DC 19) 3/day each. Wielder is compelled to reveal all falsehoods she discerns, including those she herself speaks.
Part of the Regalia of Neutrality set. Wielding 2 items grants: +2 circumstance bonus to Diplomacy against True Neutral creatures, +1 circumstance bonus on saves vs mindaffecting, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects; protection from Animals following a DC 20 Cha check, and all lawful or chaotic spells cast by wearer have +2 added to the saving throw DC. Wielding 3 items grants: +4 enhancement bonus to Str, Dex & Wis, and all weapons wielded gain the Speed WSA. Evil and Good creatures trying to wield suffer the same consequences as a Good creature trying to use a Regalia of Evil Item.
Scepter of Neutrality
Ornate gold scepter. While in the possession of a True Neutral character, grants +4 enhancement bonus to Con. Wielder gains Fast Healing 2, and can use Tongues (DC 20), Shout (DC 19), and Greater Command (DC 20) 3/day each. Wielder becomes increasingly driven to seek resolution to disputes (violent or not).
Part of the Regalia of Neutrality set.
Orb of Neutrality
6-inch gold orb topped by a gem-studded knob. Grants +4 enhancement bonus to Cha while in Neutral characters possession. Grants all-round vision like a Robe of Eyes (but can choose to avert eyes from Gaze Attack), Darkvision and see Invisble/Ethereal 120 ft, immunity to magical light-caused blindness, +15 circumstance bonus to Search and Spot checks, and (effectively) uncanny dodge.
Part of the Regalia of Neutrality set.
Rod of Seven Parts
Pieces of a mighty Lawful rod that played a role in the big cosmic wars in the time before time. Each piece is unique in length, and grants use of one of the following SLAs: Cure Light Wounds (5/day), Slow (1/day), Haste (1/day), Gust of Wind (5/day), True Seeing (1/day), Hold Monster (1/day), Heal (1/day). Owner of a piece must make a DC 17 Will save 1/week or become Lawful. Owner can make DC 20 Concentration check to Locate Object the next bigger piece. The pieces can be fit together to gain access to an increasing number of SLAs/benefits.
Name
Summary
Notes
Everful Purse
If a single gold piece is placed in the everfull purse at sunset will be replaced at rise by 25 gold pieces. Only works 1 gp at a time.
Libram of Gainful Conjuration
Essentially an arcane version of the Book of Exalted deeds. Arcane spellcasters of Good alignment gain +1 casting stat and exp as per the BoED. Non-good arcane spellcasters permanently loose 1d4+1 Con, and must receive an Atonement spell before they can gain any more exp. Creatures who aren't arcane spellcasters that read a word from this book must make a DC 20 will save or go insane (as Insanity). Disappears upon use.
Libram of Ineffable Damnation
Same as the Libram of Gainful Conjuration, except for Evil arcane spellcasters.
Libram of Silver Magic
Same as the Libram of Gainful Conjuration, except for True Neutral arcane spellcasters.
Manual of Puissant Skill at Arms
Essentially a Book of Exalted deeds for Barbarians, Fighters, Monks, Paladins and Rangers, that grants +1 Str. Arcane spellcasters who read a single word loose 2d6x1000 exp and must make a DC 20 save against 1 point of permanent Int damage.
Manual of Stealthy Pilfering
Same as the Manual of Puissant Skill at Arms, except it works for Rogues only, grants +1 Dex, and the drawback applies to Divine spellcasters.
Olidammara's Dice
A pair of d6 that, when rolled together, produce an effect similar to a Deck of Many things (1 roll per creature per 24 hours). A roll of 2 drains 10000 exp and triggers a 2nd roll, a roll of 3 permanently drains 1d4+1 Dex, rolls from 4-11 give a relatively negligible buff or debuff for a limited time (max 24 hours), and a roll of 12 grants 10000 exp.
Axe of the Dwarvish Lords
+6 keen throwing goblinoid bane dwarven waraxe that doubles a Dwarf's darkvision range when wielded. Non-dwarves suffer 2 temporary points of Cha for as long as they wield it. Grants +10 to a range of craft skills, and allows the summoning of an Elder Earth Elemental 1/week (as Summon Monster IX)
Codes of Infinite Planes
A seriously big book that can give the ownder access to some powerful spells, but its use requires high skill checks and carries heavy risks. See here (http://www.dandwiki.com/wiki/SRD:Codex_of_Infinite_Planes)for full details.
Cup and Talisman of Al'Akbar
The cup is a big golden chalice that emits Daylight that auto-dispels any Darkness-based effects within its light. A galon of Holy Water placed in the cup turns into a Potion of either Cure Critical Wounds or Neutralize Poison. The Talisman is an 8-pointed platinum star, and grants +6 Enhancement to Cha as well as the ability to cast Remove Blindness/Deafness, Remove Curse and Remove Disease at will. Using the Cup and Talisman together produces a special elixir of Resurrection 1/month. Evil/Chaotic creatures who touch it are affected by Dictum or Holy Word, depending.
Also appear in BoED
Eye of Gruumsh
A black rock with a smaller shiny rock inside, that may or may not be the petrified eye of a certain deity. Any Orc who carries it (no need for eye-replacement) gains +6 enhancement to Str and Cha and double darkvision range. Non-Orcs gain +2 Str but take a -2 penalty to Cha. Regardless of race, the owner's weapons gain the Elf-bane property, and 1/day it can be used to gain the benefit of True Seeing (can be maintained indefinently if a standard action is spent on it each turn).
Golem Armor
Enormous suit of black iron +10 full plate armor increases the wearer’s size by one category (to a maximum of Colossal), grants +10 enhancement bonus to Str, DR 50/+3, Immunity to to mind-affecting, poison, disease, "similar effects", critical hits, subdual damage, ability damage, energy drain, and death from massive damage. Wearer cannot regain hit points by any means (mundane or magical) while the armor is worn, and it takes 1 hour to don or remove it.
Invulnerable Coat of Arnd
+5 Chain shirt of heavy fortification that grants DR 10/+5 as well as resistance 20 against acid, cold, electricity, fire, and sonic. If the wearer can turn undead, he is treated as being 4 levels higher for the purpsoes of caster level, turning undead, smiting evil, and laying on hands.
Iron Gauntlet of Hextor
Gauntlet grants a +8 enhancement bonus to Str, doubles extra damage from Smit attacks and increases Leadership score by 4 (although no Good or Chaotic followers/cohorts can be kept/attracted. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Gauntlet is intelligent, LE, and always seeks to dominate non LE wearers.
Ring of Gaxx
Mysterious ring that grants one of 10 benefits randomly each day at dawn for the day. A result of 10 gives free choice of a benefit. DC 50 concentration check can "re-roll" the benefit of the day (suffer 2d6 nonlethal damage though. Removing it causes continous 2d6 of non-lethal damage until it is put back on. Benefits include immunity to disease, fast healing 1, and +5 resistance to all saves.
Name
Summary
Notes
Book of Perfect Balance
Essentially a Book of Exalted Deeds for divine spellcasters with a neutral alignment component, granting the same EXP and +1 Wis. Arcane spellcasters who touch it must make a DC 15 Will-save or loose exp and suffer 1 point of Int drain.
Portal Demolisher
Touching this miniature ram to a portal destorys it (DC 20 Fort negates). Taking it through a portal destroys the portal without save once the demolisher arrives on the other side.
Talisman of Pure Neutrality
The True Neutral version of the Talisman of Pure Good/Evil. Identical effects with alignments switched.
Tome of Books
A 250 page book. Each page can have a whole book placed into it (size/nature doesn't matter), by putting it on top of the page and using the command word. A picture of the book and brief summary of its contents then appear on the page. Full-Round action to use.
Underdark Map, Lesser/Greater
This map shows all the tunnels, caves, and caverns within a 250-foot radius of itself. It reveals only natural formations and functions exclusively in one level of the Underdark (Upperdark, Middledark, or Lowerdark). The greater version works within a range of 1 mile, and additionally shows artificial caverns, locations of all portals, dead
magic areas, and other anomalies. It also functions regardless of Underdark Level.
Universal Key
A universal key opens any mundane or magic lock. In addition, it functions as the key to any keyed portal. Created by the Slyth sorcerer Glythum.
Third Imaskarcana
A massive great-tome bound in slate covers lined with blue dragon skin. Anyone who carries the Third Imaskarcana gains spell resistance 27. Any commands to the book must be spoken in the right language, or the user is sucked into the book without a save (Wish or Miracle to restore). Successful communication grants the ability to use dominate monster, imprisonment, meteor swarm (DC 23), and Time Stop 1/day each. Additionally, the Third Imaskarcana can answer questions once per day, as though via a Commune spell.
Name/Source
Summary
Notes
Key of Night (CA p. 163)
A lost/mythical Artifact once sought by a dwarf called Kurgarn Blacklock, whose clan considers it sacred. Sought after by the Blacklock Loreseeker's guild, and suspected to be located either in the hoard of the black dragon Iyriddelmirev (described in Draconomicon) or the ruins of the ancient drow city Neggazzoth. No information on what it actually does.
Spark of the True Sun (CD p.
In the section on Faith feats, one of the examples of how to gain faith points is listed as "create artifact Spark of the True Sun (Pelor)". No information on how this would be done or what the Artifact does.
Making Stone (CP p. 142)
Supposeldy, the house Adon, of the Six Houses presented in this book, once possessed a singular
artifact, called the Making Stone, that enabled its wielder to fashion entire worlds if he were talented enough. In the background of all their other plans, the elders seek this legendary item. No information on whether it exists what it actually does.
The First Scroll (DM p. 141)
Suppodedly, this is the first scroll of arcane magic ever created at the hands (claws) of the Dragons, the supposed orignators of all arcane magic practice. Many members of the NPC organization of the same name believe this legendary item is a true artifact used by dragons to pass their lore on to other races. No information on whether it exists or what it can do.
Scepter of the Eternal Sun (CoV p. 20)
An artifact-weapon of the merciless sun goddess At’ar, which could help break the control the shades have over Anauroch. No information of what it can do.
Ebon Mirror (LoM p. 6)
A powerful artifact that allowed the the wizard Iphegor to see into strange and terrible places, including the far distant past as well as the Far Realm, and converse with Illithid sages and such. No information on what it can do in detail. Was used to complie the Codex Anathema.
Name (source)
Summary
Notes
Crown of Narfell (CoV p. 71)
Wearer can use Favor of Ilmater, Glory of the Martyr, Hand of Torm, Holy Sword, Mark of Justice, or
Order’s Wrath 1/round at will; and Holy Aura 3/day.
It is rumored that if the Crown of Narfell were ever brought into contact with the Moaning Crown of Ndulu, it would upgrade in some manner.
Draco Mystere (Drac p. 121)
Book that must be read over the course of a week. Grants a +5 Inherent bonus to Knowledge (Arcana) check concerning dragons, Low Light vision (or improves existing by one multiplier), Immunity to Magic Sleep and Paralysis, and Sorcerers that read it gain +1 Cha and EXP to gain be halfway into the next level or sorcerer. Only useable 1/lifetime.
The Siege Malicious (MotP p. 109)
Huge creature sized immoveable Throne located in the Tower of Wasting on Hades. To activate one must defeat the previous Oinoloth and sit on it (sitting on it while the Oinoloth lives deals 3d6+6 points of permanent Charisma drain from disease, Immunity works but makes the throne unuseable). Successful activation deals 1d4 points of Cha drain (if healed, benefits of Throne disappear) and grants the ability to create or modify new diseases (DC 20, max 1d8 damage to 1 score as primary, sensory deprevation of some kind secondary) as well as infect any creature within 300 ft with it No Save (only works on Hades).
The Dead Throne (Sand p. 212)
A large, heavy seat carved out of dark, polished mahogany. Sitting on it and accepting servitude turns the character into a Lich (throne is the Phylactery), but one can therefore never move more than 100 ft from the throne without crumbling to dust. Only 1 person can be the Throne's master/slave at a time, and a new person activating it superseeds the last. Grants the ability to turn any living creature within 60 ft of the throne into a skeleton, a zombie, a mummy (intelligent, can advance class levels), a shadow, a spectre, or a wraith (DC 22 Will negates); as well as to command 100 HD of Undead (range 100 ft).
Eldred's Pool (CoS p. 44)
Circular 24 ft diameter fountain seemingly carved from a single piece of a dark green stone (Thri-Kreen origin), with a big strange statue in the center. Immune to magic, psionics and inherently indestructable. Any liquid poured in becomes nonmagial and purified. Any extraplanar creature that sees its own reflection in the pool must save (DC 30 Will) or be sent back to its home plane.
Jathiman Dagger (F&P p. 169)
The Jathiman Dagger is a +5 unholy dagger that completely ignores any divine bonus to the Armor Class of a being attacked by it.
A weapon intended for deicide.
Borem’s Quagheart (F&P p. 170)
The rotting remains of a dead deity that confers powers to the one who posesses it, as long as it continues to be pierced by a bladed weapon of at least Minor Artifact status. Owner gains a +5 divine bonus to Armor Class and saving throws, can breathe freely as if wearing a necklace of adaptation, and can walk on the surface of mud as a wearer of a ring of water walking strides upon water. If the bladed weapon is removed from the Heart, the resulting hole begins to spew warm, stagnant muddy water as the geyser function of a decanter of endless water. The only way to plug the hole is to replace the weapon with a Strength check (DC 30). Should the Heart be allowed to flow freely for thirty days, it effectively reforms the Lake of Burning Mud, which may be followed by the resurrection of the deity the heart belonged to.
Fiendish Codex I & II
Forstburn (Crystal Tear, Flamecatcher )
Ghostwalk (Seven Crowns, Starfire)
Drow of the Underdark (Cloak of the Consort, Egg of Lolth)
Book of Exalted Deeds
Book of Vile Darkness
Champions of Ruin
Eberron Campaign Setting
Heroes of Horror
Lost Empires of Faerun
Magic of Eberron (Husk of Infinite Worlds)
Magic of Faerun
Planar Handbook (Crown of Corruption, Scepter of Ephelomon)
Player's Guide to Eberron
Player's Guide to Faerun
Sharn City of Towers
Tome of Magic
City of Splendor Waterdeep
City of the Spider Queen
Forgotten Realms Campaign Setting
Shining South
Lords of Darkness
Expanded Psionics Handbook
Psionics Handbook
Races of Eberron
Secrets of Sarlona (Teeth of the Three)
Secrets of Xendrik
Serpent Kingdoms
Unapproachable East
Anauroch The empire of shade
Eyes of the Lich Queen
Return to the Temple of Elemental Evil
Bad Moon Waning (Gnarlpaw's Fang)
Expedition to the Demonweb Pits
Expedition to the Ruins of Greyhawk
Expedition to the Undermountain
Thunder Below
Bastion of Broken Souls
Elder Evils
Expemplars of Evil
Artifacts are a very personal thing for a camgaign, not to mention setting-specific. Still, I found myself wanting to peruse what artifacts there are, and annoyingly enough, I couldn't find any lists. So I wanna set about making one.
Currently working on the list, books/adventures I'll be covering so far are listed at the bottom of the post, after those are through I'll get onto web sources and magazine issues.
Name
Summary
Notes
Book of Exalted Deeds
Magical Book that, upon a week of study, grants Good-aligned caster +1 Wis and enough EXP to gain a level and be half-way to the next. Variety of back-lashes for Netural/Evil casters that try to read it (damage, EXP loss, Atonement need), disappears after use.
Book of Infinite Spells
A book that allows any character who posesses it to cast the spells contained within as if from a scroll (no UMD check required), although the book must not be in physical posession. Non-spellcasters suffer 1 negative level while making use of the book. Spells contained are drawn from the DMG major scroll list. Spells can be cast 1/day, or 4/day if the spell appears on the users classs spell list. Pages only turn one-way, and only the spell currently open can be used. Each time the spell is used, there is a 10-30% chance the page will turn on its own (preventing indefinite use of a single chosen spell). Disappears after turning the last page.
Book of Vile Darkness
Evil counterpart to the Book of Exalted Deeds. If a creature of good alignment looks inside, there is an 80% chance that an evil outsider attacks the character that night.
the BoVD splat book contains information on the history and origins of this tome, of which there are several copies. According to the Dungeon 100 p. 124, it can contain some or all the spells from said splat-book. ccording to EE p 17, this book contains information on the Elder Evil Atropus and how to to attract him to a world (e.g. Apocalypse from the Sky).
Deck of Many Things
A 22 tarot card deck. Each card, when drawn, has a specific effect that can either be greatly beneficial (e.g. 1d4 wishes) or seriously detrimental (e.g. loose all magic items permanently).
Hammer of Thunderbolts
+3 Large returning warhammer that deals 4d6 points of damage on any hit. Has a 30 ft range increment, and upon a thrown hit, all creatures withing 90 ft must save (DC 15 Fort) or be stunned for 1 round. If used while wearing a Belt of Giant Strength and Gauntlets of Ogre Power, it becomes a +5 weapon, allows the Belt and Gauntlet's bonuses to stack, and any causes any Giant successfully hit to be subject to a death effect (DC 20 Fort negates).
Philosopher's Stone
Black stone that contains a quicksilver-like liquid that's single use and can turn from up to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold, or can function as True Resurrection on a dead body.
Sphere of Annihilation
A whole in the multiverse that destroys anything and touches. For full details, see here (http://www.dandwiki.com/wiki/SRD%3ASphere_of_Annihilation).
It is believed that the main component of its creation is Void Stone (DMG p. 157, Dungeon 153)
Talisman of the Sphere
An item that allows one to control a sphere of Annihilation more effectively. For full details, see here (http://www.dandwiki.com/wiki/SRD:Talisman_of_the_Sphere)
Staff of the Magi
A long wooden staff, shod in iron and inscribed with sigils and runes of all types. It contains a large selection of spells, some of which uses charges while others don't. Grants SR 23 and functions as a Rod of Absorption, but it restores charges rather than give the caster power. If its max charge of 50 is exceeded, it breaks and explodes for charges x 8 (within 10 ft), x 6 (within 20 ft), or x 4 (within 30 ft) damage, reflex DC 17 for half. In this case, the wielder is either sent to a random plane or dies without a save (50/50 chance).
Talisman of Pure Good
Good divine spellcasters can use this item to open a crack in the earth beneath an evil creature standing on solid ground within 100 ft and send it to be imprisoned in the center of the earth forever. If the spellcaster isn't excpetionally pure in thought and deed, the target gets a DC 19 Reflex save to avoid. Has 6 charges, Neutral divine spellcasters take 6d6 damage trying to use it, Evil divine spellcaster take 8d6.
Talisman of Ultimate Evil
Exactly the same as the Talisman of Ultimate Evil, with alignments switched.
Talisman of Zagyg
Appears as a Stone of Controlling Earth Elementals. Upon touching it, creature must make a DC 15 Cha check. Failure causes it to act as a Stone of Weight, and discarding/destroying causes 5d6 damage and its disappearance.Success causes the talisman to remain with the creature for 5d6 hours, or until a wish is made with it, whichever comes first. Rolling a natural 20, results in the talisman staying with the character for a number of months equal to his Cha score, during which it grants 1 wish per 6 points of the character’s Charisma, and grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.) Regardless of Cha check result, it disappears at the end of the period, leaving behind a 10,000 gp diamond in its stead.
Eye of Vecna
The eye of a certain Lich. Use requires replacing one of one's own eyes with the artifact, incuring an irreversible loss of 2 Cha, and it can not be removed without killing the wearer. Grants continuous Darkvision and True Seeing, 3/day Eyebite and Domination, and 1/day Destruction and Unhallow. Once per week, a DC 17 will save must be made to avoid turning Evil.
Posessing both the hands and eye raises the DC of their effects to 25 (the anti-Evil alignment change effect DC goes to 23), grants +2 Str and Int, imposes a -2 penalty to Wis, and grants access to Summon Monster IX (Fiends only) 1/day.
Hand of Vecna
The hand of a certain Lich. Use requires replacing one of one's own hands with the artifact, incuring an irreversible loss of 2 Dex, and it can not be removed without killing the wearer. Touch from the hand causes 1d10 cold damage, and 3/day it can drain 1 ability score point from a target, which gets added to the Hand-user for 24 hours. Grants Blasphemy and Unholy Aura 1/day. Same weekly save as the Eye of Vecne
Mace of Saint Cuthbert
+5 heavy mace with the holy, lawful, and disruption special abilities. The wielder can project searing light from the mace at will, at caster level 20th.
The Moaning Diamond
Uncut Diamond the size of a fist that always gives of a moaning sound. Grants Stone Shape 3/day (5000 cu ft) and allows one to summon a Max HP elder earth elemental that serves until slain (if slain, 24 hour wait until a replacement can be summoned).
Orbs of Dragonkind
Big Shiny orbs that correspond to the different varieties of True Dragons. Grants Dominate Dragons within 500 ft (Will DC 25 to resist, SR: No) at will for the corresponding variety of dragon, and alerts to the presence of such dragons within 100 miles (10 miles for other kinds of dragons), with exact location (and age) given within 1 mile. Grants the AC and Saves of an Ancient Dragon of the appropriate variety, becomes immune to that variety's breath weapon, and can use that Breath weapon 3/day. Each orb can be used to verbally and visually communcate with the owners of the other Orbs. Each variety of orb grants access to a specific spell useable 1/round at CL 10, except for Gold, which can 1/day duplicate the benefits of any of the other orbs. Anyone who ever used one of the orbs gains the eternal enimity of all dragon kind for propegating the enslavement of their species.
Shadowstaff
A twisted black staff. Grants +4 AC and Reflex saves, but in bright light (Sun yes, torch no) or total darkness, it imposes -2 to Attacks, saves and checks. Wilder can Summon 2d4 shadows 3/day (like Summon Monster V) that are immune to turning, 1/month summon a Nightcrawler shades (like Summon Monster IX), 1/day become Gaseous (liek Gaseous Form, and 3/day fire a 100 ft range ray that deals 10d6 cold damage.
Shield of Prator
+5 large shield. Allows the wielder to cast spells as if she were a 20th-level paladin with a Wisdom score of 20 (spells gained are cumulative with any existing spells per day), grants spell resistance 15, absorbs the first 10 points of damage from any fire, cold, acid, electricity, or sonic attack. The shield’s owner must undertake a quest
(no saving throw to avoid) at the behest of a lawful good deity. Chaotic and/or Evil creatures suffer 4 negative levels while they have the shield in hand.
Sword of Kas
A certain Vampire's Sword. +6 unholy keen vorpal longsword, grants the wielder a +10 enhancement bonus to Str. The sword is intelligent (Int 15, Wis 13, Cha 16, Ego 34) and chaotic evil. Can be used to to cast the following spells, once per day each: Call Lightning (10d6 points of damage, Reflex DC 14 half ), Blasphemy, and Unahllow. Once per week it can be used to cast Slay Living.
Name
Summary
Notes
Blade of Fiery Might
Large +5 unholy keen flaming burst falchion, constant Fire Shield, 360 ft True Seeing, 1d6 fire damage to wielder/round, 10/day rebuke orcommand fire creatures as Clr 20. LE Intelligent item.
Crystal of the Ebon flame
Fist sized black gem, works for living creatures only. Touching/initating triggers DC 20 will save, failure causing Symbol of Insantiy (all within 30 ft), success causing Symbol of Persuasion, as if cast by creature touching the Crystal. Success also grants access to discern location, greater scrying (+10 bonus on scry check), and vision 1/day, plus Mind Blank or Protection from Spells self only 1/day. Creature to use the last of the Crystal's powers of the day is subject to Trap the Soul, DC 25, CL 20.
Daoud’s Wondrous Lantern
Inexitnguishable lantern that produces different effects depending on how its 11 lenses (4 clear, 7 colored) are fitted into its 4 slots. Must be fueled with 10000 gp worth of gems (each worth 500 gp minimum), which gives it 100 charges. Normal burning drains 1 charge/year, using special powers drains 5, 10 or 50 charges, using up all charge kills the user without a save. Depending on how it is used, can produce the following effects: no need for sleep, drink and food for 12 hours; Cure Light Wounds and delay poison/disease; removal of all diseases and poisons; Hold Monster (DC 17), Flamestrike (DC 16), Lighting Bolt (DC 14), Haste, Colour Spray (DC 11), Fear (DC 16), Emotion (Rage) (DC16) all at 5 charges; Confusion to all within 30 ft (DC 16) at 10 charges, Prismatic Sphere at 50 charges. Owner grows possessive and paranoid.
Dragonhammer
+5 holy dragon bane (evil dragons) greatsword. Grants +7 luck bonus to AC as well as acid, electricity, fire, and cold resistance 20 against Evil dragons only.
Helltongue
+5 mighty whip (+4 Strength bonus) that deals damage as if Colossal. Successful hit as a 1/3 chance to bestow 2 temp Negative levels (20 temp HP per level gained by wielder), 1/3 chance to bestow 4 temp Negative Levels, 1/3 change to force a Wis based scaling DC Fort save against gaining a number of negative levels equal to the target’s effective character level (normal character level minus any negative levels already conferred).
Iron Flask of Tuerny the Merciless
Unassuming Iron Flask used to capture demons (up to 100) and force them to serve. Standard action to force demon within 30 ft to make DC 20 will save or be drawn into the flask (SR applies). Each addition gives 1d4 demons the chance to escape, user must made Will save of DC 20+ 1/demons in flask to keep each one in. Calling forth a Demon is a standard action (Demon serves for 8 hours or until slain, upon which it return to flask) and user must make a will save (DC 20 + 1/demon demons in flask +1/prior use) or become CE. Note: Featured in Savage Tide adventure path, used by Iggwilv to capture the essence of Demogorgon after his defeat.
Part of the Savage Tide adventure path (Dungeon Mag), wherin Iggwilv plots to use it to capture Demogorgon's essence after his defeat.
Jacinth of Inestimable Beauty
Pretty red stone. Doubles range of all illumation when openly displayed. When held, all creatures of the same type as wielder within 60 ft (LoS required) must make a DC 15 Fort save or be permanently blinded. 1/day user can force all creature (regardless of type) within 30 ft to make a DC 17 will save or die.
Johydee’s Mask
White procelain mask that morphs to look exactly like wearer upon equiping. Wearer becomes immune to gaze attacks and mind-affecting spells and effects, also Alter Self at will
Crown of Evil
Evil mask that grants immunity to fire, a +4 enhancement bonus to Strength, a +4 deflection bonus to Armor Class, and SR 20. Grants 75 ft range Gaze Attack (automatic?) that imposes a -1 morale penalty to attack for 20 rounds (Will DC 15; SR applies). Wearer can use Create Undead, Wall of Fire an create a 5 ft radius spread burst of Hellfire (3d6 damage, no save, SR applies); 3/day each. Wearer can only speak lies.
Part of the Regalia of Evil set, which also appears in the BoVD with slightly different stats. Wearing 2 items grants: +2 cicumstance bonus to Diplomacy and Intimidate against all evil creatures; +1 circumstance bonus on saves vs mind-affecting, poison, sleep, paralysis, stunning, and disease; protection from Vermin following a DC 20 Cha check; and +2 to the DC of all Evil spells cast. Wearing 3 items grants: +4 enhancement bonus to Constitution, Dexterity, and Intelligence; all damage dealt by wielder becomes Vile damage. Good-aligned creatures that try to use any item from the set take 5d6 points of damage and must succeed on a Will save (DC 18) or lose 2,000 XP.
Scepter of Evil
Iron rod draped in chains. Grants +4 enhancement bonus to Cha, wielder can use Fear(DC 19), a special corrupt Fireballthat deals half fire and half unholy damage (DC 18), Contagion (DC 18), and Enervation(DC 19), 3/day each. Owner slowly becomes more and more egotistical.
Part of the Regalia of Evil set, which also appears in the BoVD with slightly different stats.
Orb of Evil
6-inch orb is made of pitted and scarred iron. Functions as Rod of Absorption, grants +4 enchancement bonus to Wis, and wielder can rebuke/command undead as 15th level Cleric.
Part of the Regalia of Evil set,which also appears in the BoVD with slightly different stats
Crown of Good
Mirthril coronet. Grants immunity to electricity, a +4 enhancement bonus to Wis, a +4 deflection bonus to
AC, and SR 20. Wearer can Guidance at will and Heroe's Feat, Sending, and Status 3/day each, and Globe of Invulnerability 1/day. Wearer can not speak lies.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats. Wearing 2 items grants: +2 circumstance bonus on all Diplomacy checks made against good creatures; +1 circumstance bonus on saves against electricity, petrification, cold, acid, fire, and poison; low-light vision and darkvision 60 feet; Clestials called via Planar Ally spells serve at half the regular price; and all good spells cast by the creature have +2
added to the saving throw DC. Wearing 3 items grants: +4 enhancement bonus to Str, Dex & Con; all wielded weapons gain the Holy WSA; and Aura of Courage 30 ft. Evil creatures trying to wield suffer the same consequences as a Good creature trying to use a Regalia of Evil Item.
Scepter of Good
Slender rod is made of mithral, wreathed in a pattern of intertwining leaves. While in posession, grants +4 enancement to Cha and mind-affecting immunity. Functions as a Rod of Rulership (no use limit), wielder can use Searing Light (DC19) and Holy Smite (DC 18) 3/day each. Wielder of the scepter becomes increasingly unable to refuse pleas for help, no matter how desperate the cause.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats.
Orb of Good
6-inch sphere is made of purest crystal, encased in a filigree cage of polished mithral laurel leaves. Grants wielder the ability to Turn or Destory Undead as a 15th level Cleric, grants +4 enchancement bonus to Int while in posession, and functions as a crystal ball Detect Thoughts; and wielder can use Heal 1/day.
Part of the Regalia of Good set, which also appears in BoED with slightly different stats.
Crown of Neutrality
Circle of metal surmounted by nine peaks, each peak holding a gemstone of a different color. Grants wearer immunity to acid and cold, a +4 enhancement bonus to Int, a +4 deflection bonus to AC, and SR
20. Wearer can automatically distinguish between truth, half-truth, and lies she hears or reads. Wielder can use Geas/Quest, Detect Thoughts (DC 17), and Otiluke’s resilient sphere (DC 19) 3/day each. Wielder is compelled to reveal all falsehoods she discerns, including those she herself speaks.
Part of the Regalia of Neutrality set. Wielding 2 items grants: +2 circumstance bonus to Diplomacy against True Neutral creatures, +1 circumstance bonus on saves vs mindaffecting, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects; protection from Animals following a DC 20 Cha check, and all lawful or chaotic spells cast by wearer have +2 added to the saving throw DC. Wielding 3 items grants: +4 enhancement bonus to Str, Dex & Wis, and all weapons wielded gain the Speed WSA. Evil and Good creatures trying to wield suffer the same consequences as a Good creature trying to use a Regalia of Evil Item.
Scepter of Neutrality
Ornate gold scepter. While in the possession of a True Neutral character, grants +4 enhancement bonus to Con. Wielder gains Fast Healing 2, and can use Tongues (DC 20), Shout (DC 19), and Greater Command (DC 20) 3/day each. Wielder becomes increasingly driven to seek resolution to disputes (violent or not).
Part of the Regalia of Neutrality set.
Orb of Neutrality
6-inch gold orb topped by a gem-studded knob. Grants +4 enhancement bonus to Cha while in Neutral characters possession. Grants all-round vision like a Robe of Eyes (but can choose to avert eyes from Gaze Attack), Darkvision and see Invisble/Ethereal 120 ft, immunity to magical light-caused blindness, +15 circumstance bonus to Search and Spot checks, and (effectively) uncanny dodge.
Part of the Regalia of Neutrality set.
Rod of Seven Parts
Pieces of a mighty Lawful rod that played a role in the big cosmic wars in the time before time. Each piece is unique in length, and grants use of one of the following SLAs: Cure Light Wounds (5/day), Slow (1/day), Haste (1/day), Gust of Wind (5/day), True Seeing (1/day), Hold Monster (1/day), Heal (1/day). Owner of a piece must make a DC 17 Will save 1/week or become Lawful. Owner can make DC 20 Concentration check to Locate Object the next bigger piece. The pieces can be fit together to gain access to an increasing number of SLAs/benefits.
Name
Summary
Notes
Everful Purse
If a single gold piece is placed in the everfull purse at sunset will be replaced at rise by 25 gold pieces. Only works 1 gp at a time.
Libram of Gainful Conjuration
Essentially an arcane version of the Book of Exalted deeds. Arcane spellcasters of Good alignment gain +1 casting stat and exp as per the BoED. Non-good arcane spellcasters permanently loose 1d4+1 Con, and must receive an Atonement spell before they can gain any more exp. Creatures who aren't arcane spellcasters that read a word from this book must make a DC 20 will save or go insane (as Insanity). Disappears upon use.
Libram of Ineffable Damnation
Same as the Libram of Gainful Conjuration, except for Evil arcane spellcasters.
Libram of Silver Magic
Same as the Libram of Gainful Conjuration, except for True Neutral arcane spellcasters.
Manual of Puissant Skill at Arms
Essentially a Book of Exalted deeds for Barbarians, Fighters, Monks, Paladins and Rangers, that grants +1 Str. Arcane spellcasters who read a single word loose 2d6x1000 exp and must make a DC 20 save against 1 point of permanent Int damage.
Manual of Stealthy Pilfering
Same as the Manual of Puissant Skill at Arms, except it works for Rogues only, grants +1 Dex, and the drawback applies to Divine spellcasters.
Olidammara's Dice
A pair of d6 that, when rolled together, produce an effect similar to a Deck of Many things (1 roll per creature per 24 hours). A roll of 2 drains 10000 exp and triggers a 2nd roll, a roll of 3 permanently drains 1d4+1 Dex, rolls from 4-11 give a relatively negligible buff or debuff for a limited time (max 24 hours), and a roll of 12 grants 10000 exp.
Axe of the Dwarvish Lords
+6 keen throwing goblinoid bane dwarven waraxe that doubles a Dwarf's darkvision range when wielded. Non-dwarves suffer 2 temporary points of Cha for as long as they wield it. Grants +10 to a range of craft skills, and allows the summoning of an Elder Earth Elemental 1/week (as Summon Monster IX)
Codes of Infinite Planes
A seriously big book that can give the ownder access to some powerful spells, but its use requires high skill checks and carries heavy risks. See here (http://www.dandwiki.com/wiki/SRD:Codex_of_Infinite_Planes)for full details.
Cup and Talisman of Al'Akbar
The cup is a big golden chalice that emits Daylight that auto-dispels any Darkness-based effects within its light. A galon of Holy Water placed in the cup turns into a Potion of either Cure Critical Wounds or Neutralize Poison. The Talisman is an 8-pointed platinum star, and grants +6 Enhancement to Cha as well as the ability to cast Remove Blindness/Deafness, Remove Curse and Remove Disease at will. Using the Cup and Talisman together produces a special elixir of Resurrection 1/month. Evil/Chaotic creatures who touch it are affected by Dictum or Holy Word, depending.
Also appear in BoED
Eye of Gruumsh
A black rock with a smaller shiny rock inside, that may or may not be the petrified eye of a certain deity. Any Orc who carries it (no need for eye-replacement) gains +6 enhancement to Str and Cha and double darkvision range. Non-Orcs gain +2 Str but take a -2 penalty to Cha. Regardless of race, the owner's weapons gain the Elf-bane property, and 1/day it can be used to gain the benefit of True Seeing (can be maintained indefinently if a standard action is spent on it each turn).
Golem Armor
Enormous suit of black iron +10 full plate armor increases the wearer’s size by one category (to a maximum of Colossal), grants +10 enhancement bonus to Str, DR 50/+3, Immunity to to mind-affecting, poison, disease, "similar effects", critical hits, subdual damage, ability damage, energy drain, and death from massive damage. Wearer cannot regain hit points by any means (mundane or magical) while the armor is worn, and it takes 1 hour to don or remove it.
Invulnerable Coat of Arnd
+5 Chain shirt of heavy fortification that grants DR 10/+5 as well as resistance 20 against acid, cold, electricity, fire, and sonic. If the wearer can turn undead, he is treated as being 4 levels higher for the purpsoes of caster level, turning undead, smiting evil, and laying on hands.
Iron Gauntlet of Hextor
Gauntlet grants a +8 enhancement bonus to Str, doubles extra damage from Smit attacks and increases Leadership score by 4 (although no Good or Chaotic followers/cohorts can be kept/attracted. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Gauntlet is intelligent, LE, and always seeks to dominate non LE wearers.
Ring of Gaxx
Mysterious ring that grants one of 10 benefits randomly each day at dawn for the day. A result of 10 gives free choice of a benefit. DC 50 concentration check can "re-roll" the benefit of the day (suffer 2d6 nonlethal damage though. Removing it causes continous 2d6 of non-lethal damage until it is put back on. Benefits include immunity to disease, fast healing 1, and +5 resistance to all saves.
Name
Summary
Notes
Book of Perfect Balance
Essentially a Book of Exalted Deeds for divine spellcasters with a neutral alignment component, granting the same EXP and +1 Wis. Arcane spellcasters who touch it must make a DC 15 Will-save or loose exp and suffer 1 point of Int drain.
Portal Demolisher
Touching this miniature ram to a portal destorys it (DC 20 Fort negates). Taking it through a portal destroys the portal without save once the demolisher arrives on the other side.
Talisman of Pure Neutrality
The True Neutral version of the Talisman of Pure Good/Evil. Identical effects with alignments switched.
Tome of Books
A 250 page book. Each page can have a whole book placed into it (size/nature doesn't matter), by putting it on top of the page and using the command word. A picture of the book and brief summary of its contents then appear on the page. Full-Round action to use.
Underdark Map, Lesser/Greater
This map shows all the tunnels, caves, and caverns within a 250-foot radius of itself. It reveals only natural formations and functions exclusively in one level of the Underdark (Upperdark, Middledark, or Lowerdark). The greater version works within a range of 1 mile, and additionally shows artificial caverns, locations of all portals, dead
magic areas, and other anomalies. It also functions regardless of Underdark Level.
Universal Key
A universal key opens any mundane or magic lock. In addition, it functions as the key to any keyed portal. Created by the Slyth sorcerer Glythum.
Third Imaskarcana
A massive great-tome bound in slate covers lined with blue dragon skin. Anyone who carries the Third Imaskarcana gains spell resistance 27. Any commands to the book must be spoken in the right language, or the user is sucked into the book without a save (Wish or Miracle to restore). Successful communication grants the ability to use dominate monster, imprisonment, meteor swarm (DC 23), and Time Stop 1/day each. Additionally, the Third Imaskarcana can answer questions once per day, as though via a Commune spell.
Name/Source
Summary
Notes
Key of Night (CA p. 163)
A lost/mythical Artifact once sought by a dwarf called Kurgarn Blacklock, whose clan considers it sacred. Sought after by the Blacklock Loreseeker's guild, and suspected to be located either in the hoard of the black dragon Iyriddelmirev (described in Draconomicon) or the ruins of the ancient drow city Neggazzoth. No information on what it actually does.
Spark of the True Sun (CD p.
In the section on Faith feats, one of the examples of how to gain faith points is listed as "create artifact Spark of the True Sun (Pelor)". No information on how this would be done or what the Artifact does.
Making Stone (CP p. 142)
Supposeldy, the house Adon, of the Six Houses presented in this book, once possessed a singular
artifact, called the Making Stone, that enabled its wielder to fashion entire worlds if he were talented enough. In the background of all their other plans, the elders seek this legendary item. No information on whether it exists what it actually does.
The First Scroll (DM p. 141)
Suppodedly, this is the first scroll of arcane magic ever created at the hands (claws) of the Dragons, the supposed orignators of all arcane magic practice. Many members of the NPC organization of the same name believe this legendary item is a true artifact used by dragons to pass their lore on to other races. No information on whether it exists or what it can do.
Scepter of the Eternal Sun (CoV p. 20)
An artifact-weapon of the merciless sun goddess At’ar, which could help break the control the shades have over Anauroch. No information of what it can do.
Ebon Mirror (LoM p. 6)
A powerful artifact that allowed the the wizard Iphegor to see into strange and terrible places, including the far distant past as well as the Far Realm, and converse with Illithid sages and such. No information on what it can do in detail. Was used to complie the Codex Anathema.
Name (source)
Summary
Notes
Crown of Narfell (CoV p. 71)
Wearer can use Favor of Ilmater, Glory of the Martyr, Hand of Torm, Holy Sword, Mark of Justice, or
Order’s Wrath 1/round at will; and Holy Aura 3/day.
It is rumored that if the Crown of Narfell were ever brought into contact with the Moaning Crown of Ndulu, it would upgrade in some manner.
Draco Mystere (Drac p. 121)
Book that must be read over the course of a week. Grants a +5 Inherent bonus to Knowledge (Arcana) check concerning dragons, Low Light vision (or improves existing by one multiplier), Immunity to Magic Sleep and Paralysis, and Sorcerers that read it gain +1 Cha and EXP to gain be halfway into the next level or sorcerer. Only useable 1/lifetime.
The Siege Malicious (MotP p. 109)
Huge creature sized immoveable Throne located in the Tower of Wasting on Hades. To activate one must defeat the previous Oinoloth and sit on it (sitting on it while the Oinoloth lives deals 3d6+6 points of permanent Charisma drain from disease, Immunity works but makes the throne unuseable). Successful activation deals 1d4 points of Cha drain (if healed, benefits of Throne disappear) and grants the ability to create or modify new diseases (DC 20, max 1d8 damage to 1 score as primary, sensory deprevation of some kind secondary) as well as infect any creature within 300 ft with it No Save (only works on Hades).
The Dead Throne (Sand p. 212)
A large, heavy seat carved out of dark, polished mahogany. Sitting on it and accepting servitude turns the character into a Lich (throne is the Phylactery), but one can therefore never move more than 100 ft from the throne without crumbling to dust. Only 1 person can be the Throne's master/slave at a time, and a new person activating it superseeds the last. Grants the ability to turn any living creature within 60 ft of the throne into a skeleton, a zombie, a mummy (intelligent, can advance class levels), a shadow, a spectre, or a wraith (DC 22 Will negates); as well as to command 100 HD of Undead (range 100 ft).
Eldred's Pool (CoS p. 44)
Circular 24 ft diameter fountain seemingly carved from a single piece of a dark green stone (Thri-Kreen origin), with a big strange statue in the center. Immune to magic, psionics and inherently indestructable. Any liquid poured in becomes nonmagial and purified. Any extraplanar creature that sees its own reflection in the pool must save (DC 30 Will) or be sent back to its home plane.
Jathiman Dagger (F&P p. 169)
The Jathiman Dagger is a +5 unholy dagger that completely ignores any divine bonus to the Armor Class of a being attacked by it.
A weapon intended for deicide.
Borem’s Quagheart (F&P p. 170)
The rotting remains of a dead deity that confers powers to the one who posesses it, as long as it continues to be pierced by a bladed weapon of at least Minor Artifact status. Owner gains a +5 divine bonus to Armor Class and saving throws, can breathe freely as if wearing a necklace of adaptation, and can walk on the surface of mud as a wearer of a ring of water walking strides upon water. If the bladed weapon is removed from the Heart, the resulting hole begins to spew warm, stagnant muddy water as the geyser function of a decanter of endless water. The only way to plug the hole is to replace the weapon with a Strength check (DC 30). Should the Heart be allowed to flow freely for thirty days, it effectively reforms the Lake of Burning Mud, which may be followed by the resurrection of the deity the heart belonged to.
Fiendish Codex I & II
Forstburn (Crystal Tear, Flamecatcher )
Ghostwalk (Seven Crowns, Starfire)
Drow of the Underdark (Cloak of the Consort, Egg of Lolth)
Book of Exalted Deeds
Book of Vile Darkness
Champions of Ruin
Eberron Campaign Setting
Heroes of Horror
Lost Empires of Faerun
Magic of Eberron (Husk of Infinite Worlds)
Magic of Faerun
Planar Handbook (Crown of Corruption, Scepter of Ephelomon)
Player's Guide to Eberron
Player's Guide to Faerun
Sharn City of Towers
Tome of Magic
City of Splendor Waterdeep
City of the Spider Queen
Forgotten Realms Campaign Setting
Shining South
Lords of Darkness
Expanded Psionics Handbook
Psionics Handbook
Races of Eberron
Secrets of Sarlona (Teeth of the Three)
Secrets of Xendrik
Serpent Kingdoms
Unapproachable East
Anauroch The empire of shade
Eyes of the Lich Queen
Return to the Temple of Elemental Evil
Bad Moon Waning (Gnarlpaw's Fang)
Expedition to the Demonweb Pits
Expedition to the Ruins of Greyhawk
Expedition to the Undermountain
Thunder Below
Bastion of Broken Souls
Elder Evils
Expemplars of Evil