MAGIC ITEMS VI (INTELLIGENT, CURSED, & ARTIFACTS)
Inteligent Items | Cursed Items | Specific Cursed Items | Artifacts | Major Artifacts | Minor Artifacts
INTELLIGENT ITEMS
Magic items sometimes have intelligence of their own. Magically imbued with
sentience, these items think and feel the same way characters do and should
be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary
powers and special purposes. Only permanent magic items (as opposed to single-use
items or those with charges) can be intelligent. (This means that potions, scrolls,
and wands, among other items, are never intelligent.) In general, less than
1% of magic items have intelligence.
Intelligent items can actually be considered creatures because they have Intelligence,
Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often
have the ability to illuminate their surroundings at will (as magic weapons
do); many cannot see otherwise.
Unlike most magic items, intelligent items can activate their own powers without
waiting for a command word from their owner. Intelligent items act during their
owner's turn in the initiative order.
INTELLIGENT ITEM ALIGNMENT
Any item with intelligence has an alignment. Note that intelligent weapons already
have alignments, either stated or by implication. If you're generating a random
intelligent weapon, that weapon's alignment must fit with any alignment-oriented
special abilities it has.
Any character whose alignment does not correspond to that of the item (except
as noted by the asterisks on the table) gains one negative level if he or she
so much as picks up the item. Although this negative level never results in
actual level loss, it remains as long as the item is in hand and cannot be overcome
in any way (including restoration spells). This negative level is cumulative
with any other penalties the item might already place on inappropriate wielders.
Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items
with Ego scores of 30 or higher bestow three negative levels.
Intelligent Item Alignment |
|
d% |
Alignment of Item |
0105 |
Chaotic good |
0615 |
Chaotic neutral* |
1620 |
Chaotic evil |
2125 |
Neutral evil* |
2630 |
Lawful evil |
3155 |
Lawful good |
5660 |
Lawful neutral* |
6180 |
Neutral good* |
81100 |
Neutral |
* The item can also be used by any
character whose alignment corresponds to the nonneutral portion of the
items alignment. |
* The item can also be used by any character whose alignment corresponds to
the nonneutral portion of the item's alignment.
LANGUAGES SPOKEN BY ITEM
Like a character, an intelligent item speaks Common plus one additional language
per point of Intelligence bonus. Choose appropriate languages, taking into account
the item's origin and purposes.
Table: Item Intelligence, Wisdom,
Charisma, and Capabilities |
|||||
d% |
Mental Ability Scores |
Communication |
Capabilities |
Senses |
Base Price Modifier |
0134 |
Two at 12, one at 10 |
Empathy1 |
One lesser power |
30 ft. vision and hearing |
+1,000 gp |
3559 |
Two at 13, one at 10 |
Empathy1 |
Two lesser powers |
60 ft. vision and hearing |
+2,000 gp |
6079 |
Two at 14, one at 10 |
Speech2 |
Two lesser powers |
120 ft. vision and hearing |
+4,000 gp |
8091 |
Two at 15, one at 10 |
Speech2 |
Three lesser powers |
60 ft. darkvision and hearing |
+5,000 gp |
9297 |
Two at 16, one at 10 |
Speech2 3 |
Three lesser powers |
60 ft. darkvision and hearing |
+6,000 gp |
98 |
Two at 17, one at 10 |
Speech, telepathy 3 4 |
Three lesser powers and one greater power6 |
120 ft. darkvision and hearing |
+9,000 gp |
99 |
Two at 18, one at 10 |
Speech, telepathy 4 5 |
Three lesser powers and two greater powers6 |
120 ft. darkvision, blindsense, and
hearing |
+12,000 gp |
100 |
Two at 19, one at 10 |
Speech, telepathy 4 5 |
Four lesser powers and three greater powers6 |
120 ft. darkvision, blindsense, and
hearing |
+15,000 gp |
1 The possessor feels urges and sometimes
emotions from the item that encourage or discourage certain courses of
action. |
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2 Like a character, an intelligent
item speaks Common plus one language per point of Intelligence bonus.
It can communicate telepathically withthe wielder. |
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3 The item can also read any languages
it can speak. |
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4 The item can use either communication
mode at will, with language use as any speaking item. It can communicate
telepathically with the wielder. |
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5 The item can read all languages
as well as use read magic. |
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6 The intelligent item can have a
special purpose (and corresponding dedicated power) rather than a greater
power, if appropriate. |
INTELLIGENT ITEM POWERS
The table above determines how many lesser and greater powers an intelligent
item has. To find the item's specific powers, choose or roll on the appropriate
tables below.
Intelligent Item Lesser Powers |
||
d% |
Lesser Power |
Base Price Modifier |
0105 |
Item can bless its allies 3/day |
+1,000 gp |
0610 |
Item can use faerie fire 3/day
|
+1,100 gp |
1113 |
Item can cast minor image 1/day |
+2,200 gp |
1420 |
Item has deathwatch continually
active |
+2,700 gp |
2125 |
Item can use detect magic at
will |
+3,600 gp |
2631 |
Item has 10 ranks in Intimidate |
+5,000 gp |
3233 |
Item has 10 ranks in Decipher Script |
+5,000 gp |
3436 |
Item has 10 ranks in Knowledge (choose
category) |
+5,000 gp |
3740 |
Item has 10 ranks in Search |
+5,000 gp |
4145 |
Item has 10 ranks in Spot |
+5,000 gp |
4650 |
Item has 10 ranks in Listen |
+5,000 gp |
5154 |
Item has 10 ranks in Spellcraft |
+5,000 gp |
5560 |
Item has 10 ranks in Sense Motive |
+5,000 gp |
6166 |
Item has 10 ranks in Bluff |
+5,000 gp |
6772 |
Item has 10 ranks in Diplomacy |
+5,000 gp |
7377 |
Item can cast major image 1/day |
+5,400 gp |
7880 |
Item can cast darkness 3/day |
+6,500 gp |
8183 |
Item can use hold person on
an enemy 3/day |
+6,500 gp |
8486 |
Item can activate zone of truth
3/day |
+6,500 gp |
8789 |
Item can use daze monster 3/day |
+6,500 gp |
9095 |
Item can use locate object 3/day |
+6,500 gp |
96100 |
Item can use cure moderate wounds
(2d8+3) on wielder 3/day |
+6,500 gp |
All powers function at the direction
of the item, although intelligent items generally follow the wishes of their
owner. Activating a power or concentrating on an active one is a standard action
the item takes.
Intelligent Item Greater Powers |
||
d% |
Greater Power |
Base Price Modifier
|
0106 |
Item can detect opposing alignment
at will |
+7,200 gp |
0710 |
Item can detect undead at will |
+7,200 gp |
1113 |
Item can cause fear in an enemy
at will |
+7,200 gp |
1418 |
Item can use dimensional anchor
on a foe 1/day |
+10,000 gp |
1923 |
Item can use dismissal on a
foe 1/day |
+10,000 gp |
2428 |
Item can use lesser globe of invulnerability
1/day |
+10,000 gp |
2933 |
Item can use arcane eye 1/day |
+10,000 gp |
3437 |
Item has continuous detect scrying
effect |
+10,000 gp |
3841 |
Item creates wall of fire in
a ring with the wielder at the center 1/day |
+10,000 gp |
4245 |
Item can use quench on fires
3/day |
+16,000 gp |
4650 |
Item has status effect, usable
at will |
+11,000 gp |
5154 |
Item can use gust of wind 3/day |
+11,000 gp |
5559 |
Item can use clairvoyance 3/day |
+16,000 gp |
6064 |
Item can create magic circle against
opposing alignment at will |
+16,000 gp |
6568 |
Item can use haste on its owner
3/day |
+16,000 gp |
6973 |
Item can create daylight 3/day |
+16,000 gp |
7476 |
Item can create deeper darkness
3/day |
+16,000 gp |
7780 |
Item can use invisibility purge
(30 ft. range) 3/day |
+16,000 gp |
8185 |
Item can use slow on its enemies
3/day |
+16,000 gp |
8691 |
Item can locate creature 3/day |
+30,000 gp |
9197 |
Item can use fear against foes
3/day |
+30,000 gp |
98100 |
Item can use detect thoughts at
will |
+44,000 gp |
If the same power is rolled twice,
roll again. |
SPECIAL PURPOSE ITEMS
Intelligent Item Purpose |
|
d% |
Purpose |
0120 |
Defeat/slay diametrically opposed
alignment* |
2130 |
Defeat/slay arcane spellcasters (including
spellcasting monsters and those that use spell-like abilities) |
3140 |
Defeat/slay divine spellcasters (including
divine entities and servitors) |
4150 |
Defeat/slay nonspellcasters |
5155 |
Defeat/slay a particular creature
type (see the bane special ability for choices) |
5660 |
Defeat/slay a particular race or kind
of creature |
6170 |
Defend a particular race or kind of
creature |
7180 |
Defeat/slay the servants of a specific
deity |
8190 |
Defend the servants and interests
of a specific deity |
9195 |
Defeat/slay all (other than the item
and the wielder) |
96100 |
Choose one |
* The purpose of the neutral (N) version
of this item is to preserve the balance by defeating/slaying powerful
beings of the extreme alignments (LG, LE, CG, CE). |
Purpose
An item's purpose must suit the type and alignment of the item and should always
be treated reasonably. A purpose of "defeat/slay arcane spellcasters"
doesn't mean that the sword forces the wielder to kill every wizard she sees.
Nor does it mean that the sword believes it is possible to kill every wizard,
sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters
and wants to bring the local wizard's cabal to ruin, as well as end the rule
of a sorceress-queen in a nearby land. Likewise, a purpose of "defend elves"
doesn't mean that if the wielder is an elf, he only wants to help himself. It
means that the item wants to be used in furthering the cause of elves, stamping
out their enemies and aiding their leaders. A purpose of "defeat/slay all"
isn't just a matter of self-preservation. It means that the item won't rest
(or let its wielder rest) until it places itself above all others.
DEDICATED POWER
A dedicated power operates only when an intelligent item is in pursuit of its
special purpose. This determination is always made by the item. It should always
be easy and straightforward to see how the ends justify the means. Unlike its
other powers, an intelligent item can refuse to use its dedicated power even
if the owner is dominant (see Items against Characters, below).
Special Purpose Item Dedicated Powers |
||
d% |
Dedicated Power |
Base Price Modifier
|
0106 |
Item can use ice storm |
+50,000 gp |
0712 |
Item can use confusion |
+50,000 gp |
1317 |
Item can use phantasmal killer |
+50,000 gp |
1824 |
Item can use crushing despair |
+50,000 gp |
2531 |
Item can use dimension door on
itself and wielder |
+50,000 gp |
3236 |
Item can use contagion (heightened
to 4th level) as touch attack |
+56,000 gp |
3743 |
Item can use poison (heightened
to 4th level) as touch attack |
+56,000 gp |
4450 |
Item can use rusting grasp as
touch attack |
+56,000 gp |
5156 |
Item can cast 10d6 lightning bolt |
+60,000 gp |
5762 |
Item can cast 10d6 fireball |
+60,000 gp |
6368 |
Wielder gets +2 luck bonus on attacks,
saves, and checks |
+80,000 gp |
6974 |
Item can use mass inflict light
wounds |
+81,000 gp |
7581 |
Item can use song of discord |
+81,000 gp |
8287 |
Item can use prying eyes |
+81,000 gp |
8892 |
Item can cast 15d6 greater shout
3/day |
+130,000 gp |
9398 |
Item can use waves of exhaustion |
+164,000 gp |
99100 |
Item can use true resurrection
on wielder, once per month |
+200,000 gp |
ITEM EGO
Ego is a measure of the total power and force of personality that an item possesses.
Only after all aspects of an item have been generated can its Ego score be calculated.
An item's Ego score helps determine whether the item or the character is dominant
in their relationship, as detailed below.
Item Ego |
|
Attribute of Item |
Ego Points |
Each +1 of items enhancement bonus |
1 |
Each +1 of bonus for special abilities |
1 |
Each lesser power |
1 |
Each greater power |
2 |
Special purpose (and dedicated power) |
4 |
Telepathic ability |
1 |
Read languages ability |
1 |
Read magic ability |
1 |
Each +1 of Intelligence bonus |
1 |
Each +1 of Wisdom bonus |
1 |
Each +1 of Charisma bonus |
1 |
ITEMS AGAINST CHARACTERS
When an item has an Ego of its own, it has a will of its own. The item is, of
course, absolutely true to its alignment. If the character who possesses the
item is not true to that alignment's goals or the item's special purpose, personality
conflict-item against character-results. Similarly, any item with an Ego score
of 20 or higher always considers itself superior to any character, and a personality
conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a Will saving throw
(DC = item's Ego). If the possessor succeeds, she is dominant. If she fails,
the item is dominant. Dominance lasts for one day or until a critical situation
occurs (such as a major battle, a serious threat to either the item or the character,
and so on). Should an item gain dominance, it resists the character's desires
and demands concessions such as any of the following.
o Removal of associates or items whose alignment or personality is distasteful
to the item.
o The character divesting herself of all other magic items or items of a certain
type.
o Obedience from the character so the item can direct where they go for its
own purposes.
o Immediate seeking out and slaying of creatures hateful to the item.
o Magical protections and devices to protect the item from molestation when
it is not in use.
o That the character carry the item with her on all occasions.
o That the character relinquish the item in favor of a more suitable possessor
due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher measures, such
as the following acts:
o Force its possessor into combat.
o Refuse to strike opponents.
o Strike at its wielder or her associates.
o Force its possessor to surrender to an opponent.
o Cause itself to drop from the character's grasp.
Naturally, such actions are unlikely when harmony reigns between the character's
and item's alignments or when their purposes and personalities are well matched.
Even so, an item might wish to have a lesser character possess it in order to
easily establish and maintain dominance over him, or a higher-level possessor
so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever
activity is under way, particularly combat. Such items are rivals of each other,
even if they are of the same alignment. No intelligent item wants to share its
wielder with others. An intelligent item is aware of the presence of any other
intelligent item within 60 feet, and most intelligent items try their best to
mislead or distract their host so that she ignores or destroys the rival. Of
course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or silenced by the characters
who possess them, even though they may never successfully control their possessors.
They may be powerless to force their demands but remain undaunted and continue
to air their wishes and demands.
CURSED ITEMS
Cursed items are magic items with some sort of potentially negative impact.
Sometimes they're directly bad for the user; sometimes they're just inconvenient.
Occasionally they mix bad with good, forcing characters to make difficult choices.
Cursed Item Common Curses |
|
d% |
Curse |
0115 |
Delusion |
1635 |
Opposite effect or target |
3645 |
Intermittent functioning |
4660 |
Requirement |
6175 |
Drawback |
7690 |
Completely different effect |
91100 |
Substitute specific cursed item |
Delusion: The user believes the item is what it appears to be, yet it
actually has no magical power other than to deceive. The user is mentally fooled
into thinking the item is functioning and cannot be convinced otherwise without
the help of a remove curse spell.
Opposite Effect or Target: These cursed items malfunction, so that either
they do the opposite of what the creator intended, or they target the user instead
of someone else. The interesting point to keep in mind here is that these items
aren't always bad to have. Opposite-effect items include weapons that impose
penalties on attack and damage rolls rather than bonuses. Just as a character
shouldn't necessarily immediately know what the enhancement bonus of a noncursed
magic item is, she shouldn't immediately know that a weapon is cursed. Once
she knows, however, the item can be discarded unless some sort of compulsion
is placed upon it that compels the wielder to keep and use it. In such cases,
a remove curse spell is generally needed to get rid of the item.
Intermittent Functioning: The three varieties of intermittent functioning
items all function perfectly as described-at least some of the time. The three
varieties are unreliable, dependent, and uncontrolled items.
Unreliable: Each time the item is activated, there is a 5% chance (01-05
on d%) that it does not function.
Dependent: The item only functions in certain situations. To determine
what the situation is, either select a situation or roll on the following table.
d% |
Situation |
0103 |
Temperature below freezing |
0405 |
Temperature above freezing |
0610 |
During the day |
1115 |
During the night |
1620 |
In direct sunlight |
2125 |
Out of direct sunlight |
2634 |
Underwater |
3537 |
Out of water |
3845 |
Underground |
4655 |
Aboveground |
5660 |
Within 10 feet of a random creature
type |
6164 |
Within 10 feet of a random race or
kind of creature |
6572 |
Within 10 feet of an arcane spellcaster |
7380 |
Within 10 feet of a divine spellcaster |
8185 |
In the hands of a nonspellcaster |
8690 |
In the hands of a spellcaster |
9195 |
In the hands of a creature of a particular
alignment |
96 |
In the hands of a creature of particular
gender |
9799 |
On nonholy days or during particular
astrological events |
100 |
More than 100 miles from a particular
site |
Uncontrolled: An uncontrolled item occasionally activates at random times.
Roll d% every day. On a result of 01-05 the item activates at some random point
during that day.
Requirement: In a sense, a command word is a requirement. Nevertheless,
some items have much more stringent requirements that must be met for them to
be usable. To keep an item with this kind of curse functioning, one or more
of the following conditions must be met.
o Character must eat twice as much as normal.
o Character must sleep twice as much as normal.
o Character must undergo a specific quest (one time only, and then item functions
normally thereafter).
o Character must sacrifice (destroy) 100 gp worth of valuables per day.
o Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
o Character must swear fealty to a particular noble or his family.
o Character must discard all other magic items.
o Character must worship a particular deity.
o Character must change her name to a specific name. (The item only works for
characters of that name.)
o Character must add a specific class at the next opportunity if not of that
class already.
o Character must have a minimum number of ranks in a particular skill.
o Character must sacrifice some part of her life energy (2 points of Constitution)
one time. If the character gets the Constitution points back (such as from a
restoration spell), the item ceases functioning. (The item does not cease functioning
if the character receives a Constitution increase caused by level gain, a wish,
or the use of a magic item.)
o Item must be cleansed with holy water each day.
o Item must be used to kill a living creature each day.
o Item must be bathed in volcanic lava once per month.
o Item must be used at least once a day, or it won't function again for its
current possessor.
o Item must draw blood when wielded (weapons only). It can't be put away or
exchanged for another weapon until it has scored a hit.
o Item must have a particular spell cast upon it each day (such as bless, atonement,
or animate objects).
Requirements are so dependent upon suitability to the item that they should
never be determined randomly. An item with a requirement that is also intelligent
often imposes its requirement through its personality. If the requirement is
not met, the item ceases to function. If it is met, usually the item functions
for one day before the requirement must be met again (although some requirements
are one time only, others monthly, and still others continuous).
Drawback: Items with drawbacks are usually still beneficial to the possessor
but they also carry some negative aspect. Although sometimes drawbacks occur
only when the item is used (or held, in the case of some items such as weapons),
usually the drawback remains with the character for as long as she has the item.
Roll on the table below to generate a drawback that (unless otherwise indicated)
remains in effect as long as the item is in the character's possession.
d% |
Drawback |
0104 |
Characters hair grows 1 inch longer.
Only happens once. |
0509 |
Character either shrinks 1/2 inch
(0150 on d%) or grows that much taller (51100). Only happens once. |
1013 |
Temperature around item is 10°F cooler
than normal. |
1417 |
Temperature around item is 10°F warmer
than normal. |
1821 |
Characters hair color changes. |
2225 |
Characters skin color changes. |
2629 |
Character now bears some identifying
mark (tattoo, weird glow, or the like). |
3032 |
Characters gender changes. |
3334 |
Characters race or kind changes. |
35 |
Character is afflicted with a random
disease that cannot be cured. |
3639 |
Item continually emits a disturbing
sound (moaning, weeping, screaming, cursing, insults). |
40 |
Item looks ridiculous (garishly colored,
silly shape, glows bright pink, . . .). |
4145 |
Character becomes selfishly possessive
about the item. |
4649 |
Character becomes paranoid about losing
the item and afraid of damage occurring to it. |
5051 |
Characters alignment changes. |
5254 |
Character must attack nearest creature
(5% chance [0105 on d%] each day). |
5557 |
Character is stunned for 1d4 rounds
once item function is finished (or randomly, 1/day). |
5860 |
Characters vision is blurry (2 penalty
on attack rolls, saves, and skill checks requiring vision). |
6164 |
Character gains one negative level. |
65 |
Character gains two negative levels. |
6670 |
Character must make a Will save each
day or take 1 point of Intelligence damage. |
7175 |
Character must make a Will save each
day or take 1 point of Wisdom damage. |
7680 |
Character must make a Will save each
day or take 1 point of Charisma damage. |
8185 |
Character must make a Fortitude save
each day or take 1 point of Constitution damage. |
8690 |
Character must make a Fortitude save
each day or take 1 point of Strength damage. |
9195 |
Character must make a Fortitude save
each day or take 1 point of Dexterity damage. |
96 |
Character is polymorphed into a specific
creature (5% chance [0105 on d%] each day). |
97 |
Character cannot cast arcane spells. |
98 |
Character cannot cast divine spells. |
99 |
Character cannot cast any spells. |
100 |
Either pick one of the above thats
appropriate or create a drawback specifically for that item. |
SPECIFIC CURSED ITEMS
Specific Cursed Items are provided as examples of cursed items. They are given
creation prerequisites, should someone want to intentionally create them (although
that does not need to be the origin of the item). Note, however, two exceptions:
The crystal hypnosis ball and the bag of devouring cannot be created by any
known means.
A simple detect magic spell yields a misleading aura and strength, often indicating
that the item is a noncursed item of similar sort. An identify spell only has
a 1% chance per caster level to reveal a cursed item's true properties, including
the cursed aspect. Analyze dweomer reveals the true nature of a cursed item.
Table: Specific Cursed Items |
||
d% |
Item |
Market Price |
0105 |
Incense of obsession |
200 gp |
0615 |
Ring of clumsiness |
500 gp |
1620 |
Amulet of inescapable location |
1,000 gp |
2125 |
Stone of weight |
1,000 gp |
2630 |
Bracers of defenselessness |
1,200 gp |
3135 |
Gauntlets of fumbling |
1,300 gp |
3640 |
2 sword, cursed |
1,500 gp |
4143 |
Armor of rage |
1,600 gp |
4446 |
Medallion of thought projection |
1,800 gp |
4752 |
Flask of curses |
2,100 gp |
5354 |
Dust of sneezing and choking |
2,400 gp |
55 |
Helm of opposite alignment |
4,000 gp |
5660 |
Potion of poison |
5,000 gp |
61 |
Broom of animated attack |
5,200 gp |
6263 |
Robe of powerlessness |
5,500 gp |
64 |
Vacuous grimoire |
6,000 gp |
6568 |
Spear, cursed backbiter |
7,500 gp |
6970 |
Armor of arrow attraction |
9,000 gp |
7172 |
Net of snaring |
10,000 gp |
7375 |
Bag of devouring |
|
7680 |
Mace of blood |
16,000 gp |
8185 |
Robe of vermin |
16,500 gp |
8688 |
Periapt of foul rotting |
17,000 gp |
8992 |
Sword, berserking |
17,500 gp |
9396 |
Boots of dancing |
30,000 gp |
97 |
Crystal hypnosis ball |
|
98 |
Necklace of strangulation |
60,000 gp |
99 |
Cloak of poisonousness |
62,000 gp |
100 |
Scarab of death |
80,000 gp |
Amulet of Inescapable Location: This device is typically worn on a chain or
as a brooch. It appears, to magical analysis, to prevent location, scrying or
detection or influence by detect thoughts or telepathy. It seems to be an amulet
of proof against detection and location. Actually, the amulet gives the wearer
a -10 penalty on all saves against divination spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow curse; Price 1,000
gp.
Armor of Arrow Attraction: Magical analysis indicates that this armor is a normal
suit of +3 full plate. However, the armor is cursed. It works normally with
regard to melee attacks but actually serves to attract ranged weapons. The wearer
takes a -15 penalty to AC against any attack by a ranged weapon. The true nature
of the armor does not reveal itself until the character is fired upon in earnest.
Strong abjuration; CL 16th; Craft Magic Arms and Armor, bestow curse; Price
9,000 gp.
Armor of Rage: This armor is similar in appearance to armor of command and functions
as a suit of +1 full plate. However, when it is worn, the armor causes the character
to take a -4 penalty to Charisma. All unfriendly characters within 300 feet
have a +1 morale bonus on attack rolls against her. The effect is not noticeable
to the wearer or those affected. (In other words, the wearer does not immediately
notice that donning the armor is the cause of her problems, nor do foes understand
the reason for the depth of their enmity.)
Strong necromancy; CL 16th; Craft Magic Arms and Armor, bestow curse; Price
1,600 gp.
Bag of Devouring: This bag appears to be an ordinary sack. Detection for magical
properties makes it seem as if it were a bag of holding. The sack is, however,
a lure used by an extradimensional creature-in fact, one of its feeding orifices.
Any substance of animal or vegetable nature is subject to "swallowing''
if thrust within the bag. The bag of devouring is 90% likely to ignore any initial
intrusion, but any time thereafter that it senses living flesh within (such
as if someone reaches into the bag to pull something out), it is 60% likely
to close around the offending member and attempt to draw the whole victim in.
The bag has a +8 bonus on grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding
type I, but each hour it has a 5% cumulative chance of swallowing the contents
and then spitting the stuff out in some nonspace or on some other plane. Creatures
drawn within are consumed in 1 round. The bag destroys the victim's body and
prevents any form of raising or resurrection that requires part of the corpse.
There is a 50% chance that a wish, miracle, or true resurrection spell can restore
a devoured victim to life. Check once for each destroyed creature. If the check
fails, the creature cannot be brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and cannot be created;
Price n/a.
Boots of Dancing: These boots initially appear and function as one of the other
kinds of magic boots. But when the wearer is in (or fleeing from) melee combat,
boots of dancing impede movement, making him behave as if irresistible dance
had been cast upon him. Only a remove curse spell enables the wearer to be rid
of the boots once their true nature is revealed.
Strong enchantment; CL 16th; Create Wondrous Item, irresistible dance; Price
30,000 gp.
Bracers of Defenselessness: These appear to be bracers of armor +5 and actually
serve as such until the wearer is attacked in anger by an enemy with a Challenge
Rating equal to or greater than her level. At that moment and thereafter, the
bracers cause a -5 penalty to AC. Once their curse is activated, bracers of
defenselessness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, mage armor, bestow curse;
Price 1,200 gp.
Broom of Animated Attack: This item is indistinguishable in appearance from
a normal broom. It is identical to a broom of flying by all tests short of attempted
use.
If a command is spoken, the broom does a loop-the-loop with its hopeful rider,
dumping him on his head from 1d4+5 feet off the ground (no falling damage, since
the fall is less than 10 feet). The broom then attacks the victim, swatting
the face with the straw or twig end and beating him with the handle end.
The broom gets two attacks per round with each end (two swats with the straw
and two with the handle, for a total of four attacks per round). It attacks
with a +5 bonus on each attack roll. The straw end causes a victim to be blinded
for 1 round when it hits. The handle deals 1d6 points of damage when it hits.
The broom has AC 13, 18 hit points, and hardness 4.
Moderate transmutation; CL 10th; Create Wondrous Item, fly, animate objects;
Price 5,200 gp.
Cloak of Poisonousness: This cloak is usually made of a woolen material, although
it can be made of leather. A detect poison spell can reveal the presence of
poison impregnated in the cloak's fabric. The garment can be handled without
harm, but as soon as it is actually donned the wearer is killed instantly unless
she succeeds on a DC 28 Fortitude save.
Once donned, a cloak of poisonousness can be removed only with a remove curse
spell; doing this destroys the magical property of the cloak. If a neutralize
poison spell is then used, it is possible to revive the victim with a raise
dead or resurrection spell, but not before.
Strong abjuration; CL 15th; Create Wondrous Item, poison, and limited wish or
miracle; Price 62,000 gp.
Crystal Hypnosis Ball: This cursed item is indistinguishable from a normal crystal
ball. However, anyone attempting to use the scrying device becomes fascinated
for 1d6 minutes, and a telepathic suggestion is implanted in his mind (Will
DC 19 negates).
The user of the device believes that the desired creature or scene was viewed,
but actually he came under the influence of a powerful wizard, lich, or even
some power or being from another plane. Each further use brings the crystal
hypnosis ball gazer deeper under the influence of the controller, either as
a servant or a tool. Note that throughout this time, the user remains unaware
of his subjugation.
Moderate divination; CL 17th; In effect, this is a minor artifact and cannot
be created; Price n/a.
Dust of Sneezing and Choking: This fine dust appears to be dust of appearance.
If cast into the air, it causes those within a 20- foot spread to fall into
fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6
points of Constitution damage immediately. In addition, those failing a second
DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage.
Those who succeed on either saving throw are nonetheless disabled by choking
(treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.
Flask of Curses: This item looks like an ordinary beaker, bottle, container,
decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When
the flask is first unstoppered, all within 30 feet must make a DC 17 Will save
or be cursed, taking a -2 penalty on attack rolls, saving throws, and skill
checks until a remove curse spell is cast upon them.
Moderate conjuration; CL 7th; Create Wondrous Item, bestow curse; Price 2,100
gp.
Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective
material suitable for use with armor. In the former instance, they appear to
be gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre
power. The gauntlets perform according to every test as if they were gloves
of Dexterity or gauntlets of ogre power until the wearer finds herself under
attack or in a life-and-death situation. At that time, the curse is activated.
The wearer becomes fumble-fingered, with a 50% chance each round of dropping
anything held in either hand. The gauntlets also lower Dexterity by 2 points.
Once the curse is activated, the gloves can be removed only by means of a remove
curse spell, a wish, or a miracle.
Moderate transmutation; CL 7th; Create Wondrous Item, bestow curse; Price 1,300
gp.
Helm of Opposite Alignment: This metal hat looks like a typical helmet. When
placed upon the head, however, its curse immediately takes effect (Will DC 15
negates). On a failed save, the alignment of the wearer is radically altered
to an alignment as different as possible from the former alignment-good to evil,
chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration
in alignment is mental as well as moral, and the individual changed by the magic
thoroughly enjoys his new outlook. A character who succeeds on his save can
continue to wear the helmet without suffering the effect of the curse, but if
he takes it off and later puts it on again, another save is required. The curse
only works once; that is, a character whose alignment has been changed cannot
change it again by donning the helmet a second time.
Only a wish or a miracle can restore former alignment, and the affected individual
does not make any attempt to return to the former alignment. (In fact, he views
the prospect with horror and avoids it in any way possible.) If a character
of a class with an alignment requirement is affected, an atonement spell is
needed as well if the curse is to be obliterated. When a helm of opposite alignment
has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator must be 12th level;
Price 4,000 gp;Weight 3 lb.
Incense of Obsession: These blocks of incense appear to be incense of meditation.
If meditation and prayer are conducted while incense of obsession is burning
nearby, its odor and smoke cause the user to become totally confident that her
spell ability is superior, due to the magic incense. The user is determined
to use her spells at every opportunity, even when not needed or when useless.
The user remains obsessed with her abilities and spells until all have been
used or cast, or until 24 hours have elapsed.
Moderate enchantment; CL 6th; Create Wondrous Item, bestow curse; Price 200
gp.
Mace of Blood: This +3 heavy mace must be coated in blood every day, or its
bonus fades away (until the mace is coated again). The character using this
mace must make a DC 13 Will save every day it is within his possession or become
chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at
least 9th level and chaotic evil; Price 16,000 gp.
Medallion of Thought Projection: This device seems like a medallion of thoughts,
even down to the range at which it functions, except that the thoughts overheard
are muffled and distorted, requiring a DC 15 Will save to sort out. However,
while the user thinks she is picking up the thoughts of others, all she is really
hearing are figments created by the medallion itself. These illusory thoughts
always seem plausible and thus can seriously mislead any who rely upon them.
What's worse, unknown to her, the cursed medallion actually broadcasts her thoughts
to creatures in the path of the beam, thus alerting them to her presence.
Faint divination; CL 7th; Create Wondrous Item, detect thoughts, ghost sound;
Price 1,800 gp.
Necklace of Strangulation: A necklace of strangulation appears to be a rare
and wondrous piece of valuable jewelry and, short of the use of something as
powerful as a miracle or a wish, can only be identified as a cursed item when
placed around a character's neck. The necklace immediately constricts, dealing
6 points of damage per round. It cannot be removed by any means short of a limited
wish, wish, or miracle and remains clasped around the victim's throat even after
his death. Only when he has decayed to a dry skeleton (after approximately one
month) does the necklace loosen, ready for another victim.
Strong conjuration; CL 18th; Create Wondrous Item, slay living; Price 60,000
gp.
Net of Snaring: This net provides a +3 bonus on attack rolls but can only be
used underwater, thus making it a somewhat useful item rather than what most
would really call a cursed item. Underwater, it can be commanded to shoot forth
up to 30 feet to trap a creature.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, freedom of movement;
Price 10,000 gp.
Periapt of Foul Rotting: This engraved gem appears to be of little value. If
any character keeps the periapt in her possession for more than 24 hours, she
contracts a terrible rotting affliction that permanently drains 1 point of Dexterity,
Constitution, and Charisma every week. The periapt (and the affliction) can
be removed only by application of a remove curse spell followed by a cure disease
and then a heal, miracle, limited wish, or wish spell. The rotting can also
be countered by crushing a periapt of health and sprinkling its dust upon the
afflicted character (a full-round action), whereupon the periapt of foul rotting
likewise crumbles to dust.
Faint abjuration; CL 10th; Create Wondrous Item, contagion; Price 17,000 gp.
Potion of Poison: This potion has lost its once beneficial magical abilities
and has become a potent poison. The imbiber must make a DC 16 Fortitude save
or take 1d10 points of Constitution damage. A minute later he must save again
(DC 16) or take 1d10 points of Constitution damage.
Moderate conjuration; CL 12th; Craft Wondrous Item, poison; Price 5,000 gp.
Robe of Powerlessness: A robe of powerlessness appears to be a magic robe of
another sort. As soon as a character dons this garment, she takes a -10 penalty
to Strength and Intelligence, forgetting spells and magic knowledge accordingly.
The robe can be removed easily, but in order to restore mind and body, the character
must receive a remove curse spell followed by heal.
Moderate transmutation; CL 13th; Create Wondrous Item, bestow curse, permanency;
Price 5,500 gp.
Robe of Vermin: The wearer notices nothing unusual when the robe is donned,
other than that it offers great magical defense (as a cloak of protection +4).
However, as soon as he is in a situation requiring concentration and action
against hostile opponents, the true nature of the garment is revealed: The wearer
immediately suffers a multitude of bites from the insects that magically infest
the garment. He must cease all other activities in order to scratch, shift the
robe, and generally show signs of the extreme discomfort caused by the bites
and movement of these pests.
The wearer takes a -5 penalty on initiative checks and a -2 penalty on all attack
rolls, saves, and skill checks. If he tries to cast a spell, he must make a
Concentration check (DC 20 + spell level) or lose the spell.
Moderate abjuration; CL 13th; Create Wondrous Item, summon swarm, creator must
be at least 13th level; Price 16,500 gp.
Ring of Clumsiness: This ring operates exactly like a ring of feather falling.
However, it also makes the wearer clumsy. She takes a -4 penalty to Dexterity
and has a 20% chance of spell failure when trying to cast any arcane spell that
has a somatic component. (This chance of spell failure stacks with other arcane
spell failure chances.)
Strong transmutation; CL 15th; Forge Ring, feather fall, bestow curse; Price
500 gp.
Scarab of Death: This small pin appears to be any one of the various beneficial
amulets, brooches, or scarabs. However, if it is held for more than 1 round
or carried by a living creature for 1 minute, it changes into a horrible burrowing
beetlelike creature. The thing tears through any leather or cloth, burrows into
flesh, and reaches the victim's heart in 1 round, causing death. A DC 25 Reflex
save allows the wearer to tear the scarab away before it burrows out of sight,
but he still takes 3d6 points of damage. The beetle then returns to its scarab
form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal
prevents the monster from coming to life and allows for long-term storage of
the item.
Strong abjuration; CL 19th; Create Wondrous Item, slay living; Price 80,000
gp.
Spear, Cursed Backbiter: This is a +2 shortspear, but each time it is used in
melee against a foe and the attack roll is a natural 1, it damages its wielder
instead of her intended target. When the curse takes effect, the spear curls
around to strike its wielder in the back, automatically dealing the damage to
the wielder. The curse even functions when the spear is hurled, and in such
a case the damage to the hurler is doubled.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bestow curse; Price
7,500 gp.
Stone of Weight (Loadstone): This stone appears to be a dark, smoothly polished
stone. It reduces the possessor's base land speed to one-half of normal. Once
picked up, the stone cannot be disposed of by any nonmagical means-if it is
thrown away or smashed, it reappears somewhere on his person. If a remove curse
spell is cast upon a loadstone, the item may be discarded normally and no longer
haunts the individual.
Faint transmutation; CL 5th; Create Wondrous Item, slow; Price 1,000 gp.
-2 Sword, Cursed: This longsword performs well against targets in practice,
but when used against an opponent in combat, it causes its wielder to take a
-2 penalty on attack rolls.
All damage dealt is also reduced by 2 points, but never below a minimum of 1
point of damage on any successful hit. After one week in a character's possession,
the sword always forces that character to employ it rather than another weapon.
The sword's owner automatically draws it and fights with it even when she meant
to draw or ready some other weapon. The sword can be gotten rid of only by means
of limited wish, wish, or miracle.
Strong evocation; CL 15th; Craft Magic Arms and Armor, bestow curse, and limited
wish or miracle; Price 1,500 gp.
Sword, Berserking: This item appears to have the characteristics of a +2 greatsword.
However, whenever the sword is used in battle, its wielder goes berserk (gaining
all the benefits and drawbacks of the barbarian's rage ability). He attacks
the nearest creature and continues to fight until unconscious or dead or until
no living thing remains within 30 feet. Although many see this sword as a cursed
object, others see it as a boon.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage, bestow curse;
Price 17,500 gp.
Vacuous Grimoire: A book of this sort looks like a normal one on some mildly
interesting topic. Any character who opens the work and reads so much as a single
word therein must make two DC 15 Will saves. The first is to determine if the
reader takes 1 point of permanent Intelligence drain. The second is to find
out if the reader takes 2 points of permanent Wisdom drain. To destroy the book,
a character must burn it while casting remove curse. If the grimoire is placed
with other books, its appearance instantly alters to conform to the look of
those other works.
Strong enchantment; CL 20th; Create Wondrous Item, feeblemind; Price 6,000 gp.
ARTIFACTS
Artifacts are extremely powerful. Rather than merely another form of magic equipment,
they are the sorts of legendary relics that whole campaigns can be based on.
Each could be the center of a whole set of adventures-a quest to recover it,
a fight against a opponent wielding it, a mission to cause its destruction,
and so on.
No table has been included to randomly generate specific artifacts, since these
items should only enter a campaign through deliberate choice on your part.
MINOR ARTIFACTS
Minor artifacts are not necessarily unique items. Even so, they are magic items
that no longer can be created, at least by common mortal means.
Minor Artifact Descriptions
Described below is a selection of the most well-known (not necessarily the most
numerous) minor artifacts.
Book of Infinite Spells: This work bestows upon any character of any
class the ability to use the spells within its pages. However, any character
not already able to use spells gains one negative level for as long as the book
is in her possession or while she uses its power. A book of infinite spells
contains 1d8+22 pages. The nature of each page is determined by a dice roll:
01-50, arcane spell; 51-100, divine spell.
Determine the exact spell by using the tables for determining major scroll spells.
Once a page is turned, it can never be flipped back-paging through a book of
infinite spells is a one-way trip. If the book is closed, it always opens again
to the page it was on before the book was closed. When the last page is turned,
the book vanishes.
Once per day the owner of the book can cast the spell to which the book is opened.
If that spell happens to be one that is on the character's class spell list,
she can cast it up to four times per day. The pages cannot be ripped out without
destroying the book. Similarly, the spells cannot be cast as scroll spells,
nor can they be copied into a spellbook-their magic is bound up permanently
within the book itself.
The owner of the book need not have the book on her person in order to use its
power. The book can be stored in a place of safety while the owner is adventuring
and still allow its owner to cast spells by means of its power.
Each time a spell is cast, there is a chance that the energy connected with
its use causes the page to magically turn despite all precautions. The owner
knows this and may even benefit from the turning by gaining access to a new
spell. The chance of a page turning depends on the spell the page contains and
what sort of spellcaster the owner is.
Condition Chance of Page Turning
Caster employing a spell usable by own class and level 10%
Caster employing a spell not usable by own class and level 20%
Nonspellcaster employing divine spell 25%
Nonspellcaster employing arcane spell 30%
Treat each spell use as if a scroll were being employed, for purposes of determining
casting time, spell failure, and so on.
Strong (all schools); CL 18th;Weight 3 lb.
Deck of Many Things: A deck of many things (both beneficial and baneful)
is usually found in a box or leather pouch. Each deck contains a number of cards
or plaques made of ivory or vellum. Each is engraved with glyphs, characters,
and sigils. As soon as one of these cards is drawn from the pack, its magic
is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce
how many cards she will draw before she begins. Cards must be drawn within 1
hour of each other, and a character can never again draw from this deck any
more cards than she has announced. If the character does not willingly draw
her allotted number (or if she is somehow prevented from doing so), the cards
flip out of the deck on their own. Exception: If the jester is drawn, the possessor
of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible
to draw the same card twice) unless the draw is the jester or the fool, in which
case the card is discarded from the pack. A deck of many things contains 22
cards. To simulate the magic cards, you may want to use tarot cards, as indicated
in the second column of the accompanying table. If no tarot deck is available,
substitute ordinary playing cards instead, as indicated in the third column.
The effects of each card, summarized on the table, are fully described below.
Deck of Many Things
Plaque Tarot Card Playing Card Summary of Effect
Balance XI. Justice Two of spades Change alignment instantly.
Comet Two of swords Two of diamonds Defeat the next monster you meet to gain
one level.
Donjon Four of swords Ace of spades You are imprisoned.
Euryale Ten of swords Queen of spades -1 penalty on all saving throws henceforth.
The Fates Three of cups Ace of hearts Avoid any situation you choose . . . once.
Flames XV. The Devil Queen of clubs Enmity between you and an outsider.
Fool 0. The Fool Joker (with trademark) Lose 10,000 experience points and you
must draw again.
Gem Seven of cups Two of hearts Gain your choice of twenty-five pieces of jewelry
or fifty gems.
Idiot Two of pentacles Two of clubs Lose Intelligence (permanent drain). You
may draw again.
Jester XII. The Hanged Man Joker (without trademark) Gain 10,000 XP or two more
draws from the deck.
Key V. The Hierophant Queen of hearts Gain a major magic weapon.
Knight Page of swords Jack of hearts Gain the service of a 4th-level fighter.
Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes.
Rogue Five of swords Jack of spades One of your friends turns against you.
Ruin XVI. The Tower King of spades Immediately lose all wealth and real property.
Skull XIII. Death Jack of clubs Defeat dread wraith or be forever destroyed.
Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent bonus to
one ability score.
Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous item and 50,000
XP.
Talons Queen of pentacles Ace of clubs All magic items you possess disappear
permanently.
Throne Four of staves King of hearts Gain a +6 bonus on Diplomacy checks plus
a small keep.
Vizier IX. The Hermit Ace of diamonds Know the answer to your next dilemma.
The Void Eight of swords King of clubs Body functions, but soul is trapped elsewhere.
Balance: The character must change to a radically different alignment. If the
character fails to act according to the new alignment, she gains a negative
level.
Comet: The character must single-handedly defeat the next hostile monster or
monsters encountered, or the benefit is lost. If successful, the character gains
enough XP to attain the next experience level.
Donjon: This card signifies imprisonment- either by the imprisonment spell or
by some powerful being. All gear and spells are stripped from the victim in
any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates
card or a deity can remove. The -1 penalty on all saving throws is otherwise
permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence
if so desired, for the fabric of reality is unraveled and respun. Note that
it does not enable something to happen. It can only stop something from happening
or reverse a past occurrence. The reversal is only for the character who drew
the card; other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational
forces for the enmity. The enmity of the outsider can't be ended until one of
the parties has been slain. Determine the outsider randomly, and assume that
it attacks the character (or plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded
when drawn, unlike all others except the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each
piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately.
The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the
fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly
appears out of nowhere in the character's hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He
or she is of the same race (or kind) and gender as the character.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate
number of wishes shown as gleams therein; sometimes it depicts a moon with its
phase indicating the number of wishes (full = four; gibbous = three; half =
two; quarter = one). These wishes are the same as those granted by the 9th-level
wizard spell and must be used within a number of minutes equal to the number
received.
Rogue: When this card is drawn, one of the character's NPC friends (preferably
a cohort) is totally alienated and forever after
hostile. If the character has no cohorts, the enmity of some powerful personage
(or community, or religious order) can be substituted. The hatred is secret
until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions
of the drawer are lost.
Skull: A dread wraith appears. Treat this creature as an unturnable undead.
The character must fight it alone-if others help, they get dread wraiths to
fight as well. If the character is slain, she is slain forever and cannot be
revived, even with a wish or a miracle.
Star: The 2 points are added to any ability the character chooses. They cannot
be divided among two abilities.
Sun: Roll for a medium wondrous item until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or possessed by the
character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people's eyes. The castle gained
appears in any open area she wishes (but the decision where to place it must
be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability
to call upon a source of wisdom to solve any
single problem or answer fully any question upon her request. The query or request
must be made within one year. Whether the information gained can be successfully
acted upon is another question entirely.
The Void: This black card spells instant disaster. The character's body continues
to function, as though comatose, but her psyche is trapped in a prison somewhere-in
an object on a far plane or planet, possibly in the possession of an outsider.
A wish or a miracle does not bring the character back, instead merely revealing
the plane of entrapment. Draw no more cards.
Strong (all schools); CL 20th.
Hammer of Thunderbolts: This +3 Large returning warhammer deals 4d6
points of damage on any hit. Further, if the wielder wears a belt of giant Strength
and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts
(not just a +3 warhammer), the weapon can be used to full effect: It gains a
total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only
when using this weapon), and strikes dead any giant upon whom it scores a hit
(Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap
of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude
DC 15 negates). The hammer's range increment is 30 feet.
Strong evocation, necromancy, and transmutation; CL 20th; Weight 15 lb.
Philosopher's Stone: This rare substance appears to be an ordinary,
sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity
is revealed at the stone's heart. This cavity is lined with a magical type of
quicksilver that enables any arcane spellcaster to transmute base metals (iron
and lead) into silver and gold. A single philosopher's stone can turn from up
to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold.
However, the quicksilver becomes unstable once the stone is opened and loses
its potency within 24 hours, so all transmutations must take place within that
period.
The quicksilver found in the center of the stone may also be put to another
use. If mixed with any cure potion while the substance is still potent, it creates
a special oil of life that acts as a true resurrection spell for any dead body
it is sprinkled upon.
Strong transmutation; CL 20th;Weight 3 lb.
Sphere of Annihilation: A sphere of annihilation is a globe of absolute
blackness, a ball of nothingness 2 feet in diameter. The object is actually
a hole in the continuity of the multiverse. Any matter that comes in contact
with a sphere is instantly sucked into the void, gone, and utterly destroyed.
Only the direct intervention of a deity can restore an annihilated character.
A sphere of annihilation is static, resting in some spot as if it were a normal
hole. It can be caused to move, however, by mental effort (think of this as
a mundane form of telekinesis, too weak to move actual objects but a force to
which the sphere, being weightless, is sensitive). A character's ability to
gain control of a sphere of annihilation (or to keep controlling one) is based
on the result of a control check against DC 30 (a move action). A control check
is 1d20 + character level + character Int modifier. If the check succeeds, the
character can move the sphere (perhaps to bring it into contact with an enemy)
as a free action.
Control of a sphere can be established from as far away as 40 feet (the character
need not approach too closely). Once control is established, it must be maintained
by continuing to make control checks (all DC 30) each round. For as long as
a character maintains control (does not fail a check) in subsequent rounds,
he can control the sphere from a distance of 40 feet + 10 feet per character
level. The sphere's speed in a round is 10 feet +5 feet for every 5 points by
which the character's control check result in that round exceeded 30.
If a control check fails, the sphere slides 10 feet in the direction of the
character attempting to move it.
If two or more creatures vie for control of a sphere of annihilation, the rolls
are opposed. If none are successful, the sphere slips toward the one who rolled
lowest.
Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance
(01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell
does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric,
catapulting everything within a 180-foot radius into another plane. If a rod
of cancellation touches a sphere of annihilation,
they negate each other in a tremendous explosion. Everything within a 60-foot
radius takes 2d6x10 points of damage. Dispel
magic and mage's disjunction have no effect on a sphere.
See also talisman of the sphere (below).
Strong transmutation; CL 20th.
Staff of the Magi: A long wooden staff, shod in iron and inscribed with
sigils and runes of all types, this potent artifact contains many spell powers
and other functions. Some of its powers use charges, while others don't. The
following powers do not use charges:
o Detect magic
o Enlarge person (Fortitude DC 15 negates)
o Hold portal
o Light
o Mage armor
o Mage hand
The following powers drain 1 charge per usage:
o Dispel magic
o Fireball (10d6 damage, Reflex DC 17 half )
o Ice storm
o Invisibility
o Knock
o Lightning bolt (10d6 damage, Reflex DC 17 half )
o Passwall
o Pyrotechnics (Will or Fortitude DC 16 negates)
o Wall of fire
o Web
These powers drain 2 charges per usage:
o Monster summoning IX
o Plane shift (Will DC 21 negates)
o Telekinesis (400 lb. maximum weight; Will DC 19 negates)
A staff of the magi gives the wielder spell resistance 23. If this is willingly
lowered, however, the staff can also be used to absorb arcane spell energy directed
at its wielder, as a rod of absorption does. Unlike the rod, this staff converts
spell levels into charges rather than retaining them as spell energy usable
by a spellcaster. If the staff absorbs enough spell levels to exceed its limit
of 50 charges, it explodes as if a retributive strike had been performed (see
below). The wielder has no idea how many spell levels are cast at her, for the
staff does not communicate this knowledge as a rod of absorption does. (Thus,
absorbing spells can be risky.)
Retributive Strike: A staff of the magi can be broken for a retributive strike.
Such an act must be purposeful and declared by the wielder. All charges in the
staff are released in a 30-foot spread. All within 10 feet of the broken staff
take hit points of damage equal to 8 times the number of charges in the staff,
those between 11 feet and 20 feet away take points equal to 6 times the number
of charges, and those 21 feet to 30 feet distant take 4 times the number of
charges. A DC 17 Reflex save reduces damage by half.
The character breaking the staff has a 50% chance (01-50 on d%) of traveling
to another plane of existence, but if she does not (51-100), the explosive release
of spell energy destroys her. Only specific items, including the staff of the
magi and the staff of power are capable of a retributive strike.
Strong (all schools); CL 20th;Weight 5 lb.
Talisman of Pure Good: A good (LG, NG, CG) divine spellcaster who possesses
this item can cause a flaming crack to open at the feet of an evil (LE, NE,
CE) divine spellcaster who is up to 100 feet away. The intended victim is swallowed
up forever and sent hurtling to the center of the earth. The wielder of the
talisman must be good, and if he is not exceptionally pure in thought and deed
the evil character gains a DC 19 Reflex saving throw to leap away from the crack.
Obviously, the target must be standing on solid ground for this item to function.
A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster
touches one of these stones, he takes 6d6 points of damage. If an evil divine
spellcaster touches one, he takes 8d6 points of damage. All other characters
are unaffected by the device.
Strong evocation [good]; CL 18th.
Talisman of the Sphere: This small adamantine loop and handle are useless
to those unable to cast arcane spells. Characters
who cannot cast arcane spells take 5d6 points of damage merely from picking
up and holding a talisman of this sort. However, when held by an arcane spellcaster
who is concentrating on control of a sphere of annihilation, a talisman of the
sphere doubles the character's modifier on his control check (doubling both
his Intelligence bonus and his character level for this purpose).
If the wielder of a talisman establishes control, he need check for maintaining
control only every other round thereafter. If control is not established, the
sphere moves toward him. Note that while many spells and effects of cancellation
have no effect upon a sphere of annihilation, the talisman's power of control
can be suppressed or canceled.
Strong transmutation; CL 16th;Weight 1 lb.
Talisman of Reluctant Wishes: A talisman of this sort appears the same
as a stone of controlling earth elementals. Its powers are quite different,
however, and dependent on the Charisma of the individual holding the talisman.
Whenever a character touches a talisman of reluctant wishes, he must make a
DC 15 Charisma check.
If he fails, the device acts as a stone of weight. Discarding or destroying
it results in 5d6 points of damage to the character and the disappearance of
the talisman.
If he succeeds, the talisman remains with the character for 5d6 hours, or until
a wish is made with it, whichever comes first. It then disappears.
If he rolls a natural 20, the character finds it impossible to be rid of the
talisman for as many months as he has points of Charisma. In addition, the artifact
grants him one wish for every 6 points of the character's Charisma. It also
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 which reaction results, a talisman of reluctant wishes disappears
when its time period expires, leaving behind a 10,000 gp diamond in its stead.
Strong conjuration; CL 20th;Weight 1 lb.
Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spellcaster who
possesses this item can cause a flaming crack to open at the feet of a good
(LG, NG, CG) divine spellcaster who is up to 100 feet away. The intended victim
is swallowed up forever and sent hurtling to the center of the earth. The wielder
of the talisman must be evil, and if she is not exceptionally foul and perverse
in the sights of her evil deity the good character gains a DC 19 Reflex save
to leap away from the crack. Obviously, the target must be standing on solid
ground for this item to function.
A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine spellcaster
touches one of these stones, she takes 6d6 points of damage. If a good divine
spellcaster touches one, she takes 8d6 points of damage. All other characters
are unaffected by the device.
Strong evocation [evil]; CL 18th.
MAJOR ARTIFACTS
Major artifacts are unique items-only one of each such item exists. These are
the most potent of magic items, capable of altering the balance of a campaign.
Unlike all other magic items, major artifacts are not easily destroyed. Each
should have only a single, specific means of destruction.
Major Artifact Descriptions
The Moaning Diamond: The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours.
The Orbs of Dragonkind: Each of these fabled orbs contains the essence
and personality of an ancient dragon of a different variety (one for each of
the major ten different chromatic and metallic dragons). The bearer of an Orb
can dominate dragons of its particular variety within 500 feet (as dominate
monster), the dragon being forced to make a DC 25 Will save to resist. (Spell
resistance is not useful against this effect.) Each Orb of Dragonkind bestows
upon the wielder the AC and saving throw bonuses of the dragon within. These
values replace whatever values the character would otherwise have, whether they
are better or worse. These values cannot be modified by any means short of ridding
the character of the Orb. A character possessing an Orb of Dragonkind is immune
to the breath weapon-but only the breath weapon-of the dragon variety keyed
to the Orb. Finally, a character possessing an Orb can herself use the breath
weapon of the dragon in the Orb three times per day.
All Orbs of Dragonkind can be used to communicate verbally and visually with
the possessors of the other Orbs. The owner of an Orb knows whether there are
dragons within 10 miles at all times. For dragons of the Orb's particular variety,
the range is 100 miles. If within 1 mile of a dragon of the Orb's variety, the
wielder can determine the exact location and age of the creature. The bearer
of one of these Orbs earns the enmity forever of all dragonkind for profiting
by the enslavement of one of their kin, even if she later loses the item.
Each Orb also has an individual power that can be invoked once per round at
10th caster level.
o Black Dragon Orb: Fly (Will DC 17 negates).
o Blue Dragon Orb: Haste (Fortitude DC 17 negates).
o Brass Dragon Orb: Teleport (Will DC 19 negates).
o Bronze Dragon Orb: Scrying (Will DC 18 negates).
o Copper Dragon Orb: Suggestion (Will DC 17 negates).
o Gold Dragon Orb: The owner of the gold Orb can call upon any power possessed
by one of the other Orbs-including the dominate and breath weapon abilities
but not AC, save bonuses, or breath weapon immunity-but can only use an individual
power once per day. She can use dominate on any other possessor of an Orb within
1 mile (Will DC 23 negates).
o Green Dragon Orb: Spectral hand.
o Red Dragon Orb: Wall of fire.
o Silver Dragon Orb: Cure critical wounds (Will DC 18 half ).
o White Dragon Orb: Protection from energy (cold) (Fortitude DC 17 negates).
The Saint's Mace: This relic appears to be a simple, well-used cudgel, but its simple appearance hides great power. The saint's mace has a +5 enhancement bonus and functions as a 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 Shadowstaff: This artifact was crafted centuries ago, weaving together
the wispy strands of shadow itself into a twisted black staff. The Shadowstaff
makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus
to AC and Reflex saves (which stacks with any other bonuses). However, in bright
light (such as that of the sun, but not a torch) or in absolute darkness, the
wielder takes a -2 penalty on all attack rolls, saves, and checks.
The Shadowstaff also has these powers.
o Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune
to turning, they serve the wielder as if called by a summon monster V spell
cast at 20th level.
o Summon Nightshade: Once per month, the staff can summon a nightcrawler nightshade
that serves the wielder as if called by a summon monster IX spell cast at 20th
level.
o Shadow Form: Three times per day the wielder can become a living shadow, with
all the movement powers granted by the
gaseous form spell.
o Shadow Bolt: Three times per day the staff can project a ray attack that deals
10d6 points of cold damage to a single target. The shadow bolt has a range of
100 feet.
The Shield of the Sun: This +5 large shield, emblazoned with the symbol
of the sun, allows the wielder to cast spells as if she were a 20th-level paladin
with a Wisdom score of 20. The spells gained are cumulative with any existing
spells per day that the character might have, even if she's already a paladin.
The Shield of the Sun also grants spell resistance 15 to its wielder. It absorbs
the first 10 points of damage from any energy attack (fire, cold, acid, electricity,
or sonic). In return for all this, once per year the shield's owner must undertake
a quest (no saving throw to avoid) at the behest of a lawful good deity.
A character who is evil or chaotic (LE, NE, CE, CN, CG) gains four negative
levels if she attempts to use this artifact. Although these negative levels
never results in actual level loss, they remain as long as the shield is in
hand and cannot be overcome in any way (including restoration spells). The negative
levels disappear when the shield is stowed or leaves the wearer's possession.