MAGIC ITEMS VI (INTELLIGENT, CURSED, & 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 |
01�05 |
Chaotic good |
06�15 |
Chaotic neutral* |
16�20 |
Chaotic evil |
21�25 |
Neutral evil* |
26�30 |
Lawful evil |
31�55 |
Lawful good |
56�60 |
Lawful neutral* |
61�80 |
Neutral good* |
81�100 |
Neutral |
* 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 |
01�34 |
Two at 12, one at 10 |
Empathy1 |
One lesser power |
30 ft. vision and hearing |
+1,000 gp |
35�59 |
Two at 13, one at 10 |
Empathy1 |
Two lesser powers |
60 ft. vision and hearing |
+2,000 gp |
60�79 |
Two at 14, one at 10 |
Speech2 |
Two lesser powers |
120 ft. vision and hearing |
+4,000 gp |
80�91 |
Two at 15, one at 10 |
Speech2 |
Three lesser powers |
60 ft. darkvision and hearing |
+5,000 gp |
92�97 |
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. |
|||||
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 |
01�05 |
Item can bless its allies
3/day |
+1,000 gp |
06�10 |
Item can use faerie fire 3/day
|
+1,100 gp |
11�13 |
Item can cast minor image 1/day |
+2,200 gp |
14�20 |
Item has deathwatch continually
active |
+2,700 gp |
21�25 |
Item can use detect magic at
will |
+3,600 gp |
26�31 |
Item has 10 ranks in Intimidate |
+5,000 gp |
32�33 |
Item has 10 ranks in Decipher
Script |
+5,000 gp |
34�36 |
Item has 10 ranks in Knowledge
(choose category) |
+5,000 gp |
37�40 |
Item has 10 ranks in Search |
+5,000 gp |
41�45 |
Item has 10 ranks in Spot |
+5,000 gp |
46�50 |
Item has 10 ranks in Listen |
+5,000 gp |
51�54 |
Item has 10 ranks in Spellcraft |
+5,000 gp |
55�60 |
Item has 10 ranks in Sense Motive |
+5,000 gp |
61�66 |
Item has 10 ranks in Bluff |
+5,000 gp |
67�72 |
Item has 10 ranks in Diplomacy |
+5,000 gp |
73�77 |
Item can cast major image 1/day |
+5,400 gp |
78�80 |
Item can cast darkness 3/day |
+6,500 gp |
81�83 |
Item can use hold person on
an enemy 3/day |
+6,500 gp |
84�86 |
Item can activate zone of truth 3/day |
+6,500 gp |
87�89 |
Item can use daze monster 3/day |
+6,500 gp |
90�95 |
Item can use locate object 3/day |
+6,500 gp |
96�100 |
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
|
01�06 |
Item can detect opposing alignment
at will |
+7,200 gp |
07�10 |
Item can detect undead at
will |
+7,200 gp |
11�13 |
Item can cause fear in an enemy
at will |
+7,200 gp |
14�18 |
Item can use dimensional anchor on
a foe 1/day |
+10,000 gp |
19�23 |
Item can use dismissal on a
foe 1/day |
+10,000 gp |
24�28 |
Item can use lesser globe of
invulnerability 1/day |
+10,000 gp |
29�33 |
Item can use arcane eye 1/day |
+10,000 gp |
34�37 |
Item has continuous detect
scrying effect |
+10,000 gp |
38�41 |
Item creates wall of fire in
a ring with the wielder at the center 1/day |
+10,000 gp |
42�45 |
Item can use quench on fires
3/day |
+16,000 gp |
46�50 |
Item has status effect,
usable at will |
+11,000 gp |
51�54 |
Item can use gust of wind 3/day |
+11,000 gp |
55�59 |
Item can use clairvoyance 3/day |
+16,000 gp |
60�64 |
Item can create magic circle against
opposing alignment at will |
+16,000 gp |
65�68 |
Item can use haste on its
owner 3/day |
+16,000 gp |
69�73 |
Item can create daylight 3/day |
+16,000 gp |
74�76 |
Item can create deeper darkness 3/day |
+16,000 gp |
77�80 |
Item can use invisibility purge (30
ft. range) 3/day |
+16,000 gp |
81�85 |
Item can use slow on its
enemies 3/day |
+16,000 gp |
86�91 |
Item can locate creature 3/day |
+30,000 gp |
91�97 |
Item can use fear against
foes 3/day |
+30,000 gp |
98�100 |
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 |
01�20 |
Defeat/slay diametrically opposed
alignment* |
21�30 |
Defeat/slay arcane spellcasters
(including spellcasting monsters and those that use spell-like abilities) |
31�40 |
Defeat/slay divine spellcasters
(including divine entities and servitors) |
41�50 |
Defeat/slay nonspellcasters |
51�55 |
Defeat/slay a particular creature
type (see the bane special ability for choices) |
56�60 |
Defeat/slay a particular race or
kind of creature |
61�70 |
Defend a particular race or kind of
creature |
71�80 |
Defeat/slay the servants of a
specific deity |
81�90 |
Defend the servants and interests
of a specific deity |
91�95 |
Defeat/slay all (other than the
item and the wielder) |
96�100 |
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
|
01�06 |
Item can use ice storm |
+50,000 gp |
07�12 |
Item can use confusion |
+50,000 gp |
13�17 |
Item can use phantasmal killer |
+50,000 gp |
18�24 |
Item can use crushing despair |
+50,000 gp |
25�31 |
Item can use dimension door on
itself and wielder |
+50,000 gp |
32�36 |
Item can use contagion (heightened
to 4th level) as touch attack |
+56,000 gp |
37�43 |
Item can use poison (heightened
to 4th level) as touch attack |
+56,000 gp |
44�50 |
Item can use rusting grasp as
touch attack |
+56,000 gp |
51�56 |
Item can cast 10d6 lightning bolt |
+60,000 gp |
57�62 |
Item can cast 10d6 fireball |
+60,000 gp |
63�68 |
Wielder gets +2 luck bonus on
attacks, saves, and checks |
+80,000 gp |
69�74 |
Item can use mass inflict light
wounds |
+81,000 gp |
75�81 |
Item can use song of discord |
+81,000 gp |
82�87 |
Item can use prying eyes |
+81,000 gp |
88�92 |
Item can cast 15d6 greater shout
3/day |
+130,000 gp |
93�98 |
Item can use waves of exhaustion |
+164,000 gp |
99�100 |
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 item�s 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.
� Removal of associates or items whose alignment or
personality is distasteful to the item.
� The character divesting herself of all other magic items
or items of a certain type.
� Obedience from the character so the item can direct
where they go for its own purposes.
� Immediate seeking out and slaying of creatures
hateful to the item.
� Magical protections and devices to protect the item
from molestation when it is not in use.
� That the character carry the item with her on all
occasions.
� 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:
� Force its possessor into combat.
� Refuse to strike opponents.
� Strike at its wielder or her associates.
� Force its possessor to surrender to an opponent.
� 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 |
01�15 |
Delusion |
16�35 |
Opposite effect or target |
36�45 |
Intermittent functioning |
46�60 |
Requirement |
61�75 |
Drawback |
76�90 |
Completely different effect |
91�100 |
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 |
01�03 |
Temperature below freezing |
04�05 |
Temperature above freezing |
06�10 |
During the day |
11�15 |
During the night |
16�20 |
In direct sunlight |
21�25 |
Out of direct sunlight |
26�34 |
Underwater |
35�37 |
Out of water |
38�45 |
Underground |
46�55 |
Aboveground |
56�60 |
Within 10 feet of a random creature
type |
61�64 |
Within 10 feet of a random race or
kind of creature |
65�72 |
Within 10 feet of an arcane
spellcaster |
73�80 |
Within 10 feet of a divine
spellcaster |
81�85 |
In the hands of a nonspellcaster |
86�90 |
In the hands of a spellcaster |
91�95 |
In the hands of a creature of a
particular alignment |
96 |
In the hands of a creature of
particular gender |
97�99 |
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.
� Character must eat twice as much as normal.
� Character must sleep twice as much as normal.
� Character must undergo a specific quest (one time
only, and then item functions normally thereafter).
� Character must sacrifice (destroy) 100 gp worth of
valuables per day.
� Character must sacrifice (destroy) 2,000 gp worth of
magic items each week.
� Character must swear fealty to a particular noble or
his family.
� Character must discard all other magic items.
� Character must worship a particular deity.
� Character must change her name to a specific name.
(The item only works for characters of that name.)
� Character must add a specific class at the next
opportunity if not of that class already.
� Character must have a minimum number of ranks in a
particular skill.
� 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.)
� Item must be cleansed with holy water each day.
� Item must be used to kill a living creature each
day.
� Item must be bathed in volcanic lava once per month.
� Item must be used at least once a day, or it won�t
function again for its current possessor.
� 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.
� 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 |
01�04 |
Character�s hair grows 1 inch
longer. Only happens once. |
05�09 |
Character either shrinks 1/2 inch
(01�50 on d%) or grows that much taller (51�100). Only happens once. |
10�13 |
Temperature around item is 10�F
cooler than normal. |
14�17 |
Temperature around item is 10�F
warmer than normal. |
18�21 |
Character�s hair color changes. |
22�25 |
Character�s skin color changes. |
26�29 |
Character now bears some
identifying mark (tattoo, weird glow, or the like). |
30�32 |
Character�s gender changes. |
33�34 |
Character�s race or kind changes. |
35 |
Character is afflicted with a random
disease that cannot be cured. |
36�39 |
Item continually emits a disturbing
sound (moaning, weeping, screaming, cursing, insults). |
40 |
Item looks ridiculous (garishly
colored, silly shape, glows bright pink, . . .). |
41�45 |
Character becomes selfishly possessive
about the item. |
46�49 |
Character becomes paranoid about
losing the item and afraid of damage occurring to it. |
50�51 |
Character�s alignment changes. |
52�54 |
Character must attack nearest
creature (5% chance [01�05 on d%] each day). |
55�57 |
Character is stunned for 1d4 rounds
once item function is finished (or randomly, 1/day). |
58�60 |
Character�s vision is blurry (�2
penalty on attack rolls, saves, and skill checks requiring vision). |
61�64 |
Character gains one negative level. |
65 |
Character gains two negative
levels. |
66�70 |
Character must make a Will save
each day or take 1 point of Intelligence damage. |
71�75 |
Character must make a Will save
each day or take 1 point of Wisdom damage. |
76�80 |
Character must make a Will save
each day or take 1 point of Charisma damage. |
81�85 |
Character must make a Fortitude
save each day or take 1 point of Constitution damage. |
86�90 |
Character must make a Fortitude
save each day or take 1 point of Strength damage. |
91�95 |
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 [01�05 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 that�s
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
|
01�05 |
Incense of obsession |
200 gp |
06�15 |
Ring of clumsiness |
500 gp |
16�20 |
Amulet of inescapable location |
1,000 gp |
21�25 |
Stone of weight |
1,000 gp |
26�30 |
Bracers of defenselessness |
1,200 gp |
31�35 |
Gauntlets of fumbling |
1,300 gp |
36�40 |
�2 sword, cursed |
1,500 gp |
41�43 |
Armor of rage |
1,600 gp |
44�46 |
Medallion of thought projection |
1,800 gp |
47�52 |
Flask of curses |
2,100 gp |
53�54 |
Dust of sneezing and choking |
2,400 gp |
55 |
Helm of opposite alignment |
4,000 gp |
56�60 |
Potion of poison |
5,000 gp |
61 |
Broom of animated attack |
5,200 gp |
62�63 |
Robe of powerlessness |
5,500 gp |
64 |
Vacuous grimoire |
6,000 gp |
65�68 |
Spear, cursed backbiter |
7,500 gp |
69�70 |
Armor of arrow attraction |
9,000 gp |
71�72 |
Net of snaring |
10,000 gp |
73�75 |
Bag of devouring |
� |
76�80 |
Mace of blood |
16,000 gp |
81�85 |
Robe of vermin |
16,500 gp |
86�88 |
Periapt of foul rotting |
17,000 gp |
89�92 |
Sword, berserking |
17,500 gp |
93�96 |
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:
� Detect magic
� Enlarge person (Fortitude DC 15 negates)
� Hold portal
� Light
� Mage armor
� Mage hand
The following powers drain 1 charge per usage:
� Dispel magic
� Fireball (10d6 damage, Reflex DC 17 half )
� Ice storm
� Invisibility
� Knock
� Lightning bolt (10d6 damage, Reflex DC 17
half )
� Passwall
� Pyrotechnics (Will or Fortitude DC 16
negates)
� Wall of fire
� Web
These powers drain 2 charges per usage:
� Monster summoning IX
� Plane shift (Will DC 21 negates)
� 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.
� Black Dragon Orb: Fly (Will DC 17 negates).
� Blue Dragon Orb: Haste (Fortitude DC 17
negates).
� Brass Dragon Orb: Teleport (Will DC 19
negates).
� Bronze Dragon Orb: Scrying (Will DC 18
negates).
� Copper Dragon Orb: Suggestion (Will DC 17
negates).
� 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).
� Green Dragon Orb: Spectral hand.
� Red Dragon Orb: Wall of fire.
� Silver Dragon Orb: Cure critical wounds (Will
DC 18 half ).
� 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.
� 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.
� 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.
� Shadow Form: Three times per day the wielder can
become a living shadow, with all the movement powers granted by the
gaseous form spell.
� 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.