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Magic

Glossary          Plot Hooks

Side Effects of Using Enchanted Items

Magic items in the lands of Vermé while not being impossible to find, are nonetheless unique items, designed for very specific purposes, by very specific personalities throughout setting's history. Each and every enchanted item — sword, weapon, armor, book, miscellaneous item, scroll, ring, etc. — in addition to any possible positive abilities it might have, also carries with it a potential risk. And this risk is magnified with frequent uses of the item in question. Any enchanted item discovered in the realms of Vermé (or indeed, across the entire planet of Besh) might be considered an artifact to one degree or another.

When determining the details of your specific object, select the item according to your normal methodology, or based upon your gaming requirements. When the primary properties of the item are known — a +1 long sword for example — it will then be necessary to determine for what purpose the item was made, who the item was crafted/enchanted by (which will also partially determine the region and artistic quality of the piece in question, as most necromancers who engaged in this sort of profession will have specific craftsmen they prefer to work with, as well this determines the point in history in which the item was made), and what (if any) risks use of the item will carry. You should consult the tables below to build the history of your item. The GM should elaborate in the results where needed to fit in with the particular situation in which the item was found. The list which follows should be regarded as a partial list only, and merely represents the most notable personalities in the history of enchanted items creation. Use of the table is of course completely optional, but this may be used to add color and background to your campaign. Unless otherwise noted, assume all magic-users mentioned here are human;

d100Magic UserAlignment1Region of ManufactureApprox. Age of Item
1-2Guncar vir GuedgenneutralCentral Continent (Floclaid)3d20 years
3-4VepogenusneutralIsle dar de Xerksis (Merthyr)3d20 years
5-6Pepin SkylarneutralOmanthrid Guilds (Entifidich)3d20 years
7-8Zilva, the HouselessgoodCentral Continent (Cadmus)2d100 years
9-10Walding FulcogoodNorthern Territories (Ponni)2d100 years
11Enoch KrisneutralIsle dar de Xerksis (Aristeppe)2d100 years
12Xerksis, the everlivingchaotic evilIsle dar de Xerksis (Imperium Vallis)3d100 years
13-14Bodvoci SalicidunievilCentral Continent (Simeraun)4d100 years
17-18Harald Grimielawful goodCentral Continent (Bodibeve)4d100 years
19-20Modesta FabiolaneutralSouthern Continent (Orcades)100+3d20 years
21-22Band WisabildgoodIsle dar de Xerksis (Argus)100+3d20 years
23Syth Sulesh2goodNorthern Territories (Thaelmarthir)100+3d20 years
24-25Palor ValonevilAlcidice100+2d100 years
26-27Beliagar the GreenneutralNorthern Territories (Yonna)100+2d100 years
28-29Palad KataarnevilAlvitamos Islands (Lugh Ghug Is.)100+2d100 years
30-31Xerksis, the undyingevilCentral Continent100+4d100 years
32-33Terra FrimiispelneutralNorthern Territories (Protesk)100+4d100 years
34-35Gle ShurazevilSouthern Continent (Orcades)100+4d100 years
36-37Brima MarevilSouthern Continent (Urgnith)200+3d20 years
38-39Olivia the GraygoodCentral Continent (Cannabaudes)200+3d20 years
40-41Henry Robertchaotic goodCentral Continent (Gurid)200+3d20 years
42-43Wesley the GreengoodNorthern Territories (Galan)200+2d100 years
44-45Arthur Jocelynlawful goodSouthern Continent (Henry-by-the-Sea)200+2d100 years
46-47Elan ArrilneutralIsle dar de Xerksis (Imperium Vallis)200+2d100 years
48-49Istle GrancrilneutralOmanthrid Guilds (Vipoig)200+4d100 years
50-51Bingo HollyhockgoodNorthern Territories (Synco)200+4d100 years
52-53Dex TwissneutralCentral Continent (Menlon)200+4d100 years
54-55Grayly the BluegoodNorthern Territories (Stasius Island)400+3d20 years
56-57Otho the ThickguttneutralCentral Continent (Menlon)400+3d20 years
58-59Saxton NassergoodCentral Continent (Olphinecta)400+3d20 years
60-62Old Mage (Nasser)neutralLetard Archipelago (Wrguist)400+2d100 years
63-64Hrax MothneutralIsle dar de Xerksis (Berth)400+2d100 years
65-66Efram the Younger3goodCentral Continent (Bodibeve)400+4d100 years
67-68Peiter the WhiteneutralNorthern Territories (Stasius Island)400+4d100 years
69-70Marcus the RedgoodNorthern Territories (Stasius Island)400+4d100 years
71-72Lucious the BlindneutralCentral Continent (Floclaid)700+3d20 years
73-74Vivienne the BrownneutralNorthern Territories (unknown locale)700+3d20 years
75-76Roland BlackbloodsneutralIsle dar de Xerksis (Imperium Vallis)700+3d20 years
77-78Sus DeltenevilSouthern Continent (Vitali)700+2d100 years
79-80Raag TrobneutralCentral Continent (Cadmus)700+2d100 years
81-82Aruman the WhiteneutralNorthern Territories (unknown locale)700+2d100 years
83-84Rafael FanchonevilSouthern Continent (Maglocvani)700+4d100 years
85-86Charles the BlueevilNorthern Territories (unknown locale)700+4d100 years
87-88Aswald the OffenderneutralCentral Continent (Xisi)700+4d100 years
89-90Efram the Elder4lawful goodCentral Continent (Bodibeve)1,000+3d20 years
91-92Ormex YussekgoodSouthern Continent (Briamail)1,000+3d20 years
93Xerksis, the corruptibleneutral (evil)Isle dar de Xerksis (Imperium Vallis)1,000+3d20 years
94Fraz ResaugoodIsle dar de Xerksis (Imperium Vallis)1,000+3d20 years
95Brax DegaurevilCentral Continent (Onastat)1,000+2d100 years
96Dur DaharneutralIsle dar de Xerksis (Topica)1,000+2d100 years
97Hatoo OlidigrineutralIsle dar de Xerksis (Arisbe)1,000+2d100 years
98Richard the GreengoodCentral Continent (unknown locale)1,000+4d100 years
99Band IvevilCentral Continent (Simeraun)1,000+4d100 years
00Rot Muzgrot5neutralIsle dar de Xerksis (Imperium Vallis)1,000+4d100 years

1 When determining an enchanter for your item, keep alignment under consideration. Alignments listed as 'neutral', 'good', or 'evil' have some degree of latitude as the nature of the item. Where specific alignments are listed—'chaotic evil', etc.—do use where the item would be in opposition of the listed alignment.
2 Syth Sulesh is the only known elf to appear on this list
3 Efram the Younger is the youngest son, and 301st child of Efram the Elder. All are said to have dabbled in the arcane arts to one degree or another.
4 Efram the Elder was very long-lived, and sired Efram the Younger at the age of 857. The cause of his ability to survive multiple centuries is not known.
5 Rot Muzgrot is the only known full-blooded Sarngoch to appear on this list

Magic items provide your players and their characters with no end of possible beneficial effects. But the use of such magic items can have a toll of the character who uses them with regularity. As each and every magic item has some kind of history behind it, each enchanted item also carries with it some negative effect; some benign, some dangerous, and some deadly. Consult the table that follows for a few suggestions on what these effects could entail. GM's are fully encouraged to develop their own unique side effects.

1d20Side Effect
1Loss of 1d4% of the user's body hair with each use
2Reduction in skin pigmentation increases susceptibility to sun burns and skin irritations
3Each use causes 1d4 warts to appear. Most such lesions (80%) will appear upon the limb holding the item. However, some may spread elsewhere on the body, to include the face and genitals.
4Known as 'the taint of Black Nails', each use causes the finger and toe nails of the user to darken. After 10d4 uses the nails become the color of pitch.
5Known as 'Henry's Luck', as long as the character is in possession of the item (whether or not it is actually used), the character makes all saving throws at 1 level below their actual ability
6Known as 'Brittle Bones', normal falls and high-impact combat situations have a 15% likelihood of breaking a bone. Other situations in which a bone might normally be broken, results in the bone being shattered completely.
7Continued and frequent use1 of the object causes the user's hair to turn completely white
8Continued and frequent use1 of the object causes the user's hair to turn completely black
9Continued and frequent use1 of the object causes the user's hair to turn completely silvery-grey
10Continued and frequent use1 of the object causes the user's hair to turn completely red
11Continued and frequent use1 of the object causes the user's hair to turn completely purple
12Each use causes unbearable halitosis for a duration of 4d6 turns (cumulative)
13Each use causes copious nasal drainage (runny nose) for 4d6 turns (cumulative)
14Each use causes copious bloody nasal drainage for 2d4 turns (cumulative)
15Each use causes bloody tears for 1 round
16Continued and frequent use1 induces premature aging
17Each use causes uncontrolled and putrescent flatulence for 1d4 rounds
18Every 1d6 uses, the user looses 1 tooth
19Roll once from the Dangerous/Deadly Side Effects table below.
20Roll once again from this table (ignoring this result hereafter), and once from the Dangerous/Deadly Side Effects table below.

1 'continued' and 'frequent' to be defind by GM

Dangerous/Deadly Side Effects

1d6Side Effect
1User develops leprosy. Cure Disease will cure a single instance, but the disease will return with subsequence uses.
2User develops gangrene in one extremity. Unless amputated, the disease will continue to devour the entire limb. Cure Disease will cure a single instance, but the disease will return with subsequence uses.
3User receives 'sympathy' damage. 10% of all damage inflicted against all enemy combatants is returned on the user (minimum 1 HP). Only use with enchanted melee weapons.
4User develops the disease Dark Mold (see description hereafter)
5User looses all DEX modifiers during combat (pertains to missile combat only)
6User looses all STR modifiers during combat (pertains to melee combat only)

Weapons

Grimie's Arcois Swords

Harald Grimie was an enchanter to the paladin forces of Bodibeve, and assisted in the creation of many weapons; both deadly and holy. Swords of this type are always of the highest craftsmanship, and never require sharpening. The blades are of highly polished steel, but the cross guards and pommels are always arcois. The blades always shine light according to their purpose (see the descriptions below). The sword types these swords may be found in are short (01-05), long (06-25), bastard (26-65), broad (66-90), and two-handed (91-00).

Any evil creatures touching one of these swords will receive 4d6 electrical shock damage. Chaotic Neutral and Chaotic Good creatures touching one of the weapons will receive 2d4 electrical shock damage. Lawful Neutral, Neutral Good, and True Neutral creatures may handle the weapons, but will benefit only from a +1 TH and DAM bonus from the sword.

Grimie's Arcois Defender SwordDefender: these swords function much the same as other Defender-type swords (refer to the OSRIC SRD). Their enchantment varies with a bonus of 1d6. Swords with bonuses of 5 or 6, will always be imbued with intelligence and ego, and are always of lawful good alignment. In the presence of potential enemies, the blade glows blue; the stronger the potential enemy, the brighter the glow becomes.

EXP/GP value; 3,000/15,000

Grimie's Arcois Destroyer SwordDestroyer: the Destroyer swords are always 'programmed' to fight a specific enemy type. Most of these swords (01-65) will be programmed against a type of creature of chaotic evil alignment specifically. The rest will be programmed against a chaotic creature (66-85) or an evil creature (86-00). Typically, the enemy of the sword will be some type of demon or devil, intelligent undead (of at least a 'Very' intelligent rating), dragon, etc. However, the GM can specify any type of creature that falls within the alignment requirements. The sword will never be programmed against a specific entity (demon prince, arch-devil, etc.). Versus its enemy, the sword will function as +4 TH and DAM. On an unadjusted TH roll of 20, the sword will actually steal 1 HD from its opponent (as an energy drain). Against other opponents, the sword functions as +2 TH and DAM. In the presence of its programmed enemy, the sword glows red.

EXP/GP value; 2,000/10,000

Grimie's Arcois Disrupter SwordDisrupter: Disrupter swords were specifically created during those struggles that later became known as the Undying Wars. In battle, they are +2 TH and DAM against all enemies. However, on a successful hit versus any undead creature, the creature may be blasted out of existence utterly, according to the table below;

On a successful TH attempt, roll 1d20 using the chart to determine disruption of the opponent. Success indicates the undead opponent is completely blasted out of existance. Failure will still inflict normal weapon damage, plus the magical bonus of the sword and any other bonuses the character may have.

 Attacker's Level1
Undead Type1-23-456789101112+
Skeleton1512963DDDDD
Zombie181512963DDDD
Ghoul181512963DDD
Shadow181512963DD
Wight181512963D
Ghast181512963
Wraith18151296
Mummy201815129
Spectre20181512
Vampire201815
Ghost202018
Lich2020

1 Attacker's Level assumes that either a paladin, fighter, ranger, or Lyrist Veteran will be wielding the weapon. In the hands of any other character class, the probability of disruption is made at two levels below the attacker's level. Non-weapon proficiencies apply.
D indicates immediate destruction of the undead opponent on a successful hit.

Within 90 ft of any of the above listed undead creatures, the sword glows silvery-white; the stronger the potential enemy, the more intense the sword will glow. Within 60 ft of a vampire, ghost, or lich, the weapon actually emits a low, throbbing hum.

EXP/GP value; 1,750/17,500

Armor

Plemintine's Plates of Perpetual Crushing (cursed)

This suit of plate mail armor does in fact offer +2 protection. However, when a hit is scored against the wearer which causes more than 4 hit points damage, the curse is activated. This curse causes the plate mail to begin crushing the body of the person wearing it, for 1d3 damage per round until the wearer is dead. The wearer's body will rupture and explode from various places as the pressure of their blood builds up beneath the armor. The only ways to halt the crushing curse is through either a remove curse spell (which destroys all enchantments of the armor), or transmute metal-to-wood spell (which will destroy the armor utterly).

Elemental Armors

During an ancient conflict between the elemental gods, armors were created for the mortal followers of each of the four elements. Each of the different types are considered the equivalent of plate mail armor. In addition to providing physical protections, the armors bestowed other powers to the wearer;

Air armor: this suit of white plate armor is subtly decorated with light blue and gray mottling, resembling clouds. The suit provides +1 AC protection. Also, it allows the wearer the ability to cast a fly spell as a 7th level magic user, 3x/day. This flying ability is at will while on the Elemental Plane of Air. The wearer also gains the benefit of a +1 saving throw versus all electrical-based attacks. A gust of wind spell, cast by a magic user of at least 10th level, will cause the armor to be blown away in the magical breeze, rendering the wearer completely unprotected.

Earth armor; this suit of armor plating literally resembles stone flags attached to the wearer's body. The suit provides +2 AC protection. Also, it allows the wearer the ability to travel through solid stone and similar materials according to the 5th level magic user spell passwall, 3x/day at the 10th level of ability. This passwall ability is at will while on the Elemental Plane of Earth. The wearer also gains the benefit of a +1 saving throw versus all cold-based attacks. Transmute rock to mud spells will effectively destroy the armor as it veritably melts from the wearer's body.

Fire armor; this suit of plate mail armor glows with light ranging from white-yellow to crimson. The suit provides +1 AC protection. Also, can cast a fire resistance spell on themselves, 3x/day. This fire resistance ability is at will while on the Elemental Plane of Fire. The wearer also gains the benefit of a +1 saving throw versus all cold-based attacks. A chill metal spell (the reverse of heat metal) cast on the armor will remove all enchantments, rendering it to be nothing more than ordinary plate mail.

Water armor; this suit of aqua-blue tinted plates are elaborately decorated with fluid lines and graceful curved which mimic gently rolling waves of water. The suit provides +1 AC protection. Also, it allows the wearer the ability to breath underwater as a 6th level druid, 3x/day. This underwater breathing ability is at will while on the Elemental Plane of Water. The wearer also gains the benefit of a +1 saving throw versus all fire-based attacks. Cold-based attacks, such as ice storm and cone of cold, will cause the armor to freeze, and shatter.

EXP/GP value; 1,500/11,000

Grimie's Arcois Armors

Another achievement of Harald Grimie, was the creation of special armors for the paladins, knights, and clerics of the Bodibevian armies. These armors, unlike Grimie's Arcois Swords, were tailored exclusively for the military and religious elite. Therefore, each of these items should be traceable back to a specific personality in the history of the Bodibevian armies. The armors are always of the highest quality of craftsmanship, mirror bright and never requiring polishing. The armors will always bear some markings relating to the original owner; inlaid designs, golden seals, etc.

The armors are constructed of arcois, as the name would imply, decorations are always golden, and leather straps and linings are always of the softest, most supply varieties.

The armors come in a variety of defensive strengths and special enchantments;

  • Each suit is permanently imbued with a detect chaos spell which functions similarly to the spell detect evil.
  • Each suit will have an armor class bonus of 1d4+1
  • Rarely (90-00 on d00), a suit will have one of the following additional abilities; cure disease 1x/day, cure light wounds 2x/day, remove fear 1x/day, prayer 1x/day, protection from evil 1x/day

Any evil creatures touching one of these armors will receive 4d6 electrical shock damage. Chaotic Neutral and Chaotic Good creatures touching one of the weapons will receive 3d4 electrical shock damage. Lawful Neutral, Neutral Good, and True Neutral creatures using the armor, will benefit only from a +2 bonus from their AC, and will be unable to command the armor's other functions.

The Arcois Armors come in scale (30%), chain (50%), and plate (20%).

EXP/GP value; (scale) 1,500/11,000, (chain) 2,250/12,500, (plate) 3,000/15,000

Miscellaneous Magic

Enoch Kris' Spectacles of Comprehensive Reading

Enoch Kirs' Spectacles of Comprehensive ReadingEnoch Kris was at one time a librarian in the great library of Carastrid within the righteous city-state of Bodibeve. To assist the noble clientele of Bodibeve, Kris had constructed many pairs of these powerful reading glasses. The primary ability of these glasses allowed the wearer to read any mortal language (native to the lands of Vermé). They also provide the wearer the ability to read magic as the magic user spell of the same name.

A potential side effect from prolonged or repeated use of the Spectacles is rumoured to be a total dependence on the glasses; the powerful magics having rendered the mortal eyes of the wearer virtually blind without them.

EXP/GP value; 650/7,000

Instruments of the Bards

There are 5 magical instruments unique to the Verméan continent. These instruments were developed during the Dragons Wars to aid the legions of bards upon both sides. Each can be fully utilized only by a bard of the type and level indicated below. Bards of lower status, as well as other characters able to play such an instrument, will be able to use the device with only limited results (see item descriptions).

Racaraide Lute; The lute is the only bard instrument listed here that can be utilized by any bard sub-class (including standard First Edition bards). The lute will deliver 3d8 HP DAM to any non-bard, or any bard under 6th level who picks it up and attempts to play it (saving throw versus spell applies). A 6th level or higher bard who uses the lute will decipher legend as a 16th level Racaraid Bard (or as three levels above his or her current level, which ever is higher) and can sing the following songs once per day:

  1. comprehend languages
  2. hold person
  3. teleport

Bards below 6th level cannot use the lute even if they do not receive damage as described above.

EXP/GP value; 6,000/20,000

Lorist Harp; This magical harp will deliver 2d6 HP DAM to any non-Lorist Priest/Ovate or Lorist Priest/Ovate under 5th level who picks it up and attempts to play it (saving throw versus spell applies). A 5th level or higher Lorist Priest/Ovate who uses the harp has a 15% better chance of boosting morale and can sing the following songs once per day:

  1. protection from evil/good
  2. cure serious wounds
  3. call woodland beings

Lorist Priests/Ovates below 5th level cannot use the cittern even if they do not receive damage as described above.

EXP/GP value; 4,000/15,000

Lyrist Cittern; This lute-like instrument will deliver 3d4 HP DAM to any non-Lyrist Veteran or Lyrist Veteran under 4th level who picks it up and attempts to play it (saving throw versus spell applies). A 4th level or higher Lyrist Veteran who uses the cittern has a 15% better chance of inspiring greatness and can sing the following songs once per day:

  1. shield
  2. cure light wounds
  3. remove fear

Lyrist Veterans below 4th level cannot use the cittern even if they do not receive damage as described above.

EXP/GP value; 3,000/12,000

Sonneteer Lyre; This magical harp-like instrument will deliver 3d4 HP DAM to any non-Sonneteer Magician/Trickster or Sonneteer Magician/Trickster under 5th level who picks it up and attempts to play it (saving throw versus spell applies). A 5th level or higher Sonneteer Magician/Trickster who uses the lyre has a 15% better chance of charming/befriending and can sing the following songs once per day:

  1. polymorph self
  2. ray of enfeeblement
  3. monster summoning I

Sonneteer Magicians/Tricksters below 5th level cannot use the lyre even if they do not receive damage as described above.

EXP/GP value; 4,000/15,000

Jongleur PipesJongleur Pipes; The pipes will deliver 2d4 HP DAM to any non-Jongleur Magsman or Jongleur Magsman under 4th level who picks it up and attempts to play it (saving throw versus spell applies). A 4th level or higher Jongleur Magsman who uses the pipes has a 15% better chance of charming/befriending and can sing the following songs once per day:

  1. invisibility
  2. silence 15' radius
  3. find traps

Jongleur Magsmen below 4th level cannot use the pipes even if they do not receive damage as described above.

EXP/GP value; 2,500/10,000

Artifacts

All artifacts are generally assumed to be one-of-a-kind, unique items.

Alignments; The alignment given for an artifact is the alignment of the object itself. Some artifacts will have multiple alignments noted, such as; Good, Chaotic. This indicates that users may be of alignments for those listed, but not if part of the user's alignment is in opposition to those listed in the artifact descriptions. For instance, an artifact list as Good, Chaotic may not be used by any Lawful nor any Evil alignments without potential serious repercussions. Also in this example, True Neutral alignments may expect negative, though less harsh, consequences for using the artifact in question.

Powers and Effects; Each artifact, in addition to its powers listed in the artifact description, will have one each of three powers and three effects (refer to the tables that follow the Artifacts section below). Powers and effects can be assigned randomly, by selecting those elements that best suit your campaign, or, feel free to create your own.

Even if a class or alignment cannot command the artifact's special properties as described, any user of the artifact may call upon the minor and major benign powers, as well as the primary power.

EXP/GP value; These values for artifacts are not listed here. GM's are encouraged to evaluate any awards of EXP or resale value according to the requirements of your individual games.

Armor of the Immortals; Copper Plates of Mescagni

(Neutral, Lawful)

This is a full suit of plate mail armor, constructed from sturdy copper plates. The plates have been etched into extraordinarily intricate patterns and designs. The designs seem to form a story if one takes the time to examine it thoroughly. Starting at the helmet where a scene depicts what might seem to be a blacksmith at a forge, accompanied by what might be a magic user casting spells over the blacksmith's work. Following the patterns reveals other scenes of a mail-clad knight engaged in combat, courting maidens, riding horses, being knighted, participating in jousts, and so fourth. Hundreds of scenes can be identified upon the armor. Only one portion remains undecorated; the left leg below the knee.

Once donned, the wearer and witnesses, will see a bright spark where the etchings on the copper plates ends. An examination reveals nothing. But through continued use, the wearer will observe his or her history being engraved into the copper plates.

Through the centuries, it is rumoured that the plates have taken a mind and an awareness of their own, and that upon the death of the current owner, the plates teleport themselves to a place of safe-keeping, until such a time a new hero of worthy courage and morals should come to claim the chains as his or her own. Where the hidden location of the plates is remains a mystery.

The suit will fit individuals who share typical proportions of well-muscled humans of average height.

Artifact Powers; performs as +2 armor, but also has the following abilities;

  • Fire resistance as the ring of the same name.
  • Warmth as the ring of the same name.
  • Create fire without any fuel, the flame seeming to spring from the very ground, 3x/day. The fire will be small (1 ft. square area), and smokeless, regardless of prevailing weather conditions. However, such fire cannot be created in the absence of oxygen (i.e., the vacuum of space, under water, etc.).
  • The wearer may command the suit to burst into magical flame, 1x/day. Any creature engaged in close-quarters combat with the wearer will suffer 1d4 fire damage each round. The flames will last 2d4 rounds.
  • If the suit is worn before this power is known, the suit will burst into flame, uncontrolled by the wearer, whenever the wearer is engaged in combat. The likelihood of this event is 55%. Once the power is known, the PC may have some control, but still runs the risk of not being able to control the flame 15% of the time. Such uncontrolled bursts may happen at anytime the PC is in an excited or agitated state (GM's discretion), and is not limited to the 1x/day rule.

Alignment opposition; Any class ordinarily allowed the use of plate mail armor are may wear the armor, and command its uses as described above.

Chaotic alignments of any type cannot wear the armor. Attempts to do so will cause the plates to constrict upon the wearer, crushing them within. This crushing action will inflict 2d4 HP damage per round to the wearer until dead. During the period of crushing, the wearer will be unable to do anything to aid themselves. A remove curse spell cast upon the armor will halt the crushing action for 1d4 rounds. During this period, associates may attempt to remove the plates, which will take 1d4 rounds to do so. Crushing will resume upon conclusion of the remove curse spell.

Good and evil alignments of any type benefit from the armor's protective properties, but cannot command the other abilities.

Armor of the Immortals; Elven Scales of Pastor

(Good, Chaotic)

This is a full suit of scale mail armor. Bards sing tales of the lands of Parad'yse Isle. Their descriptions paint the mythical island in shades of peace, and of beauty, and of plenty. But at a time not long before the coming of Perciful the Elf-Friend, they did experience a war as dark as the Abyss. During this time, called by the elfish historians, Ages Dermonoir, the elves developed their strategies for battle. And they created many unique and powerful items. One such item is this suit of exquisite armor.

The Scales are said to be forged from hardened electrum. The elves at that time were very fond of scale mail armor, though their armor was made more ceremony than its battle properties. Upon each scale is inscribed the portrait of a past owner. Upon the death of the current owner, his or her image is added to one of the scales.

The elven hero, Raltasi dar de Pastor, is said to have created the suit scales for himself.

Its scales were strengthened by rare enchantments. Exactly what those enchantments were, has never been confirmed, but eye-witness accounts say that the General had been seen on several occasions flying over battlefields, speaking with birds and using them as war-time spies, and controlling winds to use against invaders.

The ultimate fate of the knight wearing the Scales is ever a debate among scholars, historians, and bards. For on the rare times in battle when the knight is slain, his mortal body remains behind, but the armor mysteriously vanishes, only to return decades, and sometimes centuries later upon the body of another knight. Some say it is the same person, but resurrected in a new form. Others contest that it is a fate bestowed by the gods; that a mortal has been chosen at time when a hero is required to perform a task. Others, say, it is just an accident; that the armor is found by happenstance.

Through the great history of the elven peoples, the location of the armor has been lost, though stories of a knight in glittering scales can be found in many different civilizations; human, elven, dwarven, and even halfling among others. All these sources bear several themes; the wearer could fly, speak with birds, and control winds. Several accounts even state the knight was seen to transform himself into a light wispy cloud of vapor. Through the centuries, it is rumoured that the scales have taken a mind and an awareness of their own, and that upon the death of the current owner, the scales teleport themselves to a place of safe-keeping, until such a time a new hero of worthy courage and morals should come to claim the scales as his or her own. Where the hidden location of the chains is remains a mystery.

The suit allows itself to be worn by all races, magically adjusting its size to fit the current wearer perfectly.

Artifact Powers; performs as +2 armor, but also has the following abilities;

  • Fly as the magic user spell of the same name, 1x/day.
  • Wind Walk as the cleric spell of the same name, 1x/day.
  • Control Winds as the druid spell of the same name, 1x/day.
  • Gaseous Form as the scroll of the same name, 1x/day.
  • Communicate with non-fantastical birds, at will.

Alignment opposition; Evil alignments of any type cannot wear the armor. Attempts to do so will cause the links to become red-hot, burning through any cloth they come into contact with, heating other metals as the druid spell of the same name, and inflict 2d10 HP damage should the chain come into contact with bare skin.

Lawful and chaotic alignments benefit from the armor's protective properties, but cannot command the other abilities.

Armor of the Immortals; Golden Links of Echtel, the Fair

(Good, Neutral)

This is a full suit (coif, shirt, and pants) of the most fair golden chain mail ever made. It was made, for a nobel's son of Olphinecta named Echtel, the Fair. The Marshall of a neighboring kingdom, in a gesture of goodwill, gifted to Echtel this suit of fine golden chain mail. But before the Marshall could present the gift to young Echtel, the Marshall's own jealous sons thought to curse Echtel for the affections bestowed upon him by their father. And the sons took the golden chain mail to a renowned witch who lived high in the mountains above their kingdom, and their did place upon the chains what the sons thought to be curses of ill omen. But the witch saw into the hearts of the sons of the Marshall. And into the chain mail did she instead pour the Gift of Making, and placed upon the chains magical enchantments to protect the young man from harm, for she knew sure the sons of the Marshall would surely seek their revenge against Echtel.

Through the centuries, it is rumoured that the chains have taken a mind and an awareness of their own, and that upon the death of the current owner, the chains teleport themselves to a place of safe-keeping, until such a time a new hero of worthy courage and morals should come to claim the chains as his or her own. Where the hidden location of the chains is remains a mystery.

The suit will fit individuals who share typical proportions of humans of average height.

Artifact Powers; performs as +3 armor, but also has the following abilities;

  • Bards receive a bonus of 15% to their ability to charm, 3x/day.
  • Non-bards have a base chance of 10% + 1% per point of charisma to successfully use charm 1x/day.
  • Bards receive a bonus of 5% to their Decipher Legend1 and Know Item2 abilities, 3x/day.
  • A bard wearing the armor may command the armor to chime for 3d4 turns 2x/day. The chiming benefits all associates of the bard, who gain a 5% bonus to morale checks (associates must be within 40 ft. of the bard for the bonus to take effect). Additionally, enemies of the bard, greater than Animal intelligence but below Average intelligence will suffer -5% to their morale checks during this period (enemies must be within 40 ft. of the bard for the penalty to take effect).
  • Non-bards may not command the chime ability.

1Legend Lore in the First Edition bard class.
2Item Knowledge in the First Edition bard class.

Alignment opposition; Evil alignments of any type cannot wear the armor. Attempts to do so will cause the links to become red-hot, burning through any cloth they come into contact with, heating other metals as the druid spell of the same name, and inflict 2d10 HP damage should the chain come into contact with bare skin.

Lawful and chaotic alignments benefit from the armor's protective properties, but cannot command the other abilities.

Eagles' Wings of Arcadia

(Lawful Neutral)

These wings are presented to devotees of Caelis, as a means of communicating with the Lawful Neutral Goddess. When discovered, the wings will appear as nothing more than pair of costumed eagles wings. Though in good condition, they appear very old, with some of the feathers being rather worn. The wings are connected together, with a harness that would seem obvious to strap to a person's back, much as a back pack. If donned, the wings immediately graft themselves to the back (see below for the consequences for chaotic alignments). This will destroy any garment, including armor, the wearer happens to have on at the time.

The wings will provide the wearer with the ability of flight, at the movement rate of an astonishing 200 ft., agility class A (First Edition)/level VI (OSRIC). Once attached, to the user, the wings may only be removed via an alter reality spell. Once removed, the wings may not be re-attached to the same character/being.

This pair of massive eagle's wings measures 30 ft., wing tip to wing tip when fully extended. Prolonged use will ultimately change the alignment of the bearer to Neutral Good.

In addition to the ability of flight as detailed above, other abilities of the Wings are;

  • Communicate with all non-fantastical avians.
  • Animal Friendship as the first level druid spell of the same name, as if cast by a 5th level druid, 1x/day. Only non-fantastical avians may be targeted with the spell.
  • Cast Commune spell as 20th level cleric, 1x/week. Answers may be more involved than 'yes' and 'no' as prescribed in the spell description, at the GM's discretion.
  • Travel astrally, as the clerical spell, astral spell. The wearer of the wings may carry up to 400 lbs.

Alignment opposition; Lawful Good and Lawful Evil alignments may use the wings as described above, with the exception of commune ability. Other alignments are limited to using the Wings' flying abilities.

All non-Lawful Neutral alignments attempting to use the commune ability will instigate an immediate visitation by 1d4 members of the School of Seasons, and will be placed under their control, and held captive within Caelis' castle on Klaron, second layer of the plane of Arcadia. (see the section on Pantheons for more information on the Inner Planes).

Any chaotic alignment attempting any use of the Wings will suffer unique damage as the Wings will immediate rise to a height of 6d10x100 ft., and then release themselves from the character. The character will suffer the appropriate falling damage.

Challis of Faithfulness (Sol)

(Good, Neutral)

This artifact is an elaborately decorated drinking vessel made of arcois. The stem and base are encrusted with several thousand gold pieces worth of rare and valuable gems. The reservoir has been inlaid with patterns of eagles' wings around its entire circumference.

Drinking from the challis provides the imbiber with god-like charisma for a 24-hour period, effectively quadrupling the CHA attribute of the PC. The effects slowly dissipate such that; for hours 1 through 8 CHA is 4x normal[1], hours 9 through 16 CHA is 3x normal[1], for hours 17 through 24 CHA is 2x normal[1]. During the effective periods, the user has the following abilities;

Hours following
drinking from Challis
Abilities
1 through 44x charisma1; add 4% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm monster, charm person, command, friends, and suggestion at will (no saving throw)
5 through 84x charisma1; add 4% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm monster, charm person, friends, and suggestion at will (saving throw made at -4)
9 through 123x charisma1; add 3% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm monster, charm person, and friends at will (saving throw made at -3)
13 through 163x charisma1; add 3% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm person, and friends at will (saving throw made at -2)
17 through 202x charisma1; add 2% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm person, and friends at will (saving throw made at -1)
19 through 242x charisma1; add 2% to Henchman Loyalty and Reaction Adjustment for every point of charisma above 182; cast charm person at will (saving throw made normally)

1 Minimum charisma attribute while under the influence of the Challis is 19.
2 Maximum of 95% for Henchman Loyalty, and maximum 90% for Reaction Adjustment.

This powerful artifact must be used with extreme caution though. Following the effective 24-period, unless the PC immediately consumes additional fluid from the Challis (within 1 hour of the ending of the 24-hour period), the PC's CHA will be reduced to one-half its normal attribute score (minimum CHA 3). The PC will recover CHA points at the rate of 1 point every 2 hours. If the PC consumes liquid from the Challis again during this period of recovery, the CHA score is increased as described above based on the character's normal CHA score

There is a 25% probability that the character will permanently loose 1 point of CHA after each use of the Challis.

To use the powers of the Challis, the cup must be filled to at least three-quarters full (equivalent of 18 ounces) of expensive red wine. The entire quantity must be consume. Effects will begin 1d4 turns thereafter. (GM's may wish to include the effects of alcohol on the PC at their discretion.)

Alignment opposition; Evil alignments with less than 10 HD attempting to drink from the Challis will be poisoned, making their saving throw vs. poison at -5. Failed save will cause the victim to die within 2d4 rounds. A successful save will still inflict 4d6 HP DAM. Evil alignments that have 10 HD or more make their save vs. poison as normal, or suffer 4d6 HP DAM. A successful save will halve the damage inflicted. Evil alignments in any case will not be able to make use of the Challis' powers.

Lawful and chaotic alignments attempting to drink from the Challis must save vs. poison or suffer 2d4 HP DAM with each use. A successful save avoids damage. Lawful and chaotic alignments may use the Challis powers, but the effective duration is halved.

Chaos Horn

(Chaotic Neutral)

This magical horn appears as a bulls horn; large and black, being some 18 inches long in total. The exterior and hollowed-out interior of the horn are highly polished to a mirror-like sheen. The horn is engraved and inlaid all around its circumference with images of wild life, and inscriptions and holy symbols dedicated to the deity Bolc. Both the inlays and the mouth piece are arcois.

The horn was once used by high ranking druids, clerics, and bards dedicated to the teachings of the Horned God.

The Chaos Horn can be blown as a normal horn, providing an elk-like blast of noise. If the correct command words are known and recited before the horn is winded, the horn creates a cone of sound waves 180 ft-long and 60 ft-wide at its terminus. The noise immediately slays any creature of less than 5 HD without a saving throw. Creatures 5 HD or greater within the area of effect are entitled a saving a throw versus death magic. A successful save still inflicts 3d10 DAM.

Alternatively, if the correct command words are known, ,the possessor may use the horn to stun all creatures within the same area of effect. Creatures below 7 HD are stunned for 3d6 turns with no saving throw. Creatures with 7 HD and above are entitled to a saving throw. A successful save halves the amount of time stunned. Creatures above 15 HD are not affected by the stunning affects.

The possessor can also cast animal friendship as the druid spell, but the maximum HD of the animals charmed is twice that of the horn's possessor. All animal friends are lost if the possessor loses possession of the Horn.

Alignment opposition; Lawful alignments of any color will suffer 3d4 DAM merely handling the horn. If a lawfully aligned creature actually attempts to wind the horn, the horn inflicts 3d12 DAM.

All other alignments (with the exception of Chaotic Neutrals) may only wield the Horn's Minor and Major benign powers, as well as the ability to cast animal friendship.

Composition of Olympus

(Chaotic Good)

This takes the form of sheet music spanning 100 pages. The composition has embedded within its themes several magical enchantments that a musician may extract in order to cast spells. These spells may only be employed by bards of the appropriate levels indicated below;

CompositionBard level required to read the theme1Notes
First level druid spells5 (3)Cast any first level druid spell at will
Second level druid spells7 (5)Cast any second level druid spell at will
Third level druid spells9 (7)Cast any third level druid spell at will
Fourth level druid spells11 (9)Cast any fourth level druid spell at will
Fifth level druid spells13th level Lorist OvateCast any fifth level druid spell at will
Sixth level druid spells14th level Lorist OvateCast any sixth level druid spell at will
Seventh level druid spells15th level Lorist OvateCast any seventh level druid spell at will
Part Water16th level Lorist PriestAs cast by a 15th level cleric
Earthquake16th level Lorist PriestAs cast by a 15th level cleric
Wind Walk16th level Lorist PriestAs cast by a 15th level cleric
Incendiary Cloud17th level Sonnateer MagicianAs cast by a 16th level magic user
Meteor Swarm18th level Sonnateer MagicianAs cast by a 17th level magic user

1 Levels indicated in paentheticals refer to the standard First Edition bard PC class. Otherwise, the level indicated is for all Verméan Bard classes, unless otherwise indicated.

Alignment opposition; Non-good alignments of any color will suffer 3d6 DAM by attempting to play the Composition, or any of the themes it contains. Lawful alignments will not be able to make any sence of the notes contained on the Composition's pages. Lawful Evil creatures less than 6 HD attempting to read the Composition will be slayed immediately with no saving throw.

dar Kuaz de Omanthrid

(Evil, Chaotic)

This tome of unspeakable evil is said to be responsible for the destruction of the Plains of Parad'yse and the kingdom of the Omanthrid del Rin (refer to the histories section for more details). The book is described as follows;

...the dimensions of the book is 4 hands tall by 3 hands wide, and filled with many sheaves until its thickness equals its width. The covers are bound in dark hide, and is covered in dark patches, as of dried blood. And there remain tufts of the bristling hair of the wretched creature from which the skin was shorn. It is bound in iron, and fastened and locked with great claws of blackened steel...

Unknown to even the most knowledgable scholar, is that the book was created at the time that Tau populated and ordered the Koh; for the dar Kuaz de Omanthrid is the antithesis of All. And thus, it renders the destruction of all it touches. To protect the Prime Material Plance from the effects of the evil book, it was hidden in the Mausoleum of Kos'ozmuth (details located in the module The Door of Infinite Portals by Usherwood Publishing).

The principle power of the book is that it can annilhilate any object, material, or creature of the Prime Material Plane, at its own discretion. Such an attack by the artifact is allowed a save vs. death magic at -10.

Alignment opposition; Any non-chaotic evil creature touching the book must save vs. death magic at -5, or be drawn into the book to be tormented by the book's evil for eternity. Those who roll a successful save will go insane. If drawn into the book, successful resurrection and exorcisim spells will draw the victim back out of the book.

Chaotic evil alignments must also make a save vs. death magic, but do so without penalty.

Dragon Hordling Medallion

(see below)

Description to come...

Alignment opposition;

Gelatinous Mass of the Abyss

(Chaotic Evil)

Description to come...

Alignment opposition;

Locks of Divinity

(Lawful Good)

Located in a huge castle floating among the clouds, guarded some say by gold dragon of the largest most ancient kind, there exists box of exquisite crystal. About the size of a large book, the crystal box is locked by a golden pad lock. The key of gem-encrusted gold, lays, so others say, at the bottom of the ocean, guarded by a leviathan of unknown size.

Within the crystal box lay a fistful of curly brown hair. There are 1d4x500 hairs within, and each strand of hair is some 18 inches long. The hairs, reputedly from the head of the Lawful Good deity Avitori, are each power relics in and of themselves.

Each hair has the ability to;

  • Cast the following spells as a 16th level cleric; Astral Spell, Cure Critical Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Blindness, Cure Disease, Detect Evil, Dispel Evil, Divination, Heal, Holy Word, Neutralize Poison, Plane Shift, Protection from Evil (10 ft. Radius), Restoration, Resurrection, True Seeing, each 1x/day.

Curative spells cast by a paladin will always restore the maximum HP allowed by the spell.

  • Cast Commune spell as 20th level cleric, 1x/week. Answers may be more involved than 'yes' and 'no' as prescribed in the spell description, at the GM's discretion.
  • Turn undead as a 10th level cleric.

Once used, the hair disintegrates into a pleasant smelling vapor, and is gone forever. Because of this, Avitori himself is aware each and every time one of the hairs gets used. If used for reasons not in keeping with the teachings of Lawful Good society, the user will be visited by one the Legion of Purity, who is likely to cast geas or quest upon the abuser.

Careless and frequently repeated uses will also instigate a visit from the Legion Purity, as will uses inspired by promises and hopes of personal gain.

Alignment opposition; Neutral Good alignments may use the hairs to cast all the spells list above (save commune) at the 6th level of ability.

Chaotic Good alignments may also cast the spells as Neutral Good alignments. However, there is a 45% probability that the resulting spell will actually be the reverse (where a reverse of the spell exists), or fail altogether (where a reverse of the spell does not exist).

All non-Lawful Good alignments attempting to use the commune ability will instigate an immediate visitation by 1d4 members of the Legion of Purity, and will be placed under their control, and held captive within Avitori's castle within the Seven Heavens (see Chapter 6 for additional information).

Any evil alignment attempting any use of the hairs will suffer 10d6 explosive damage. A successful saving throw versus breath weapon will halve the damage inflicted.

Pewter Ring of Halfling Sense

(Good, Lawful)

This is an unadorned ring of pewter. There are no markings, and no gems. The ring itself has the appearance of having been worn for many years, as it bears scratches and nicks around its entire perimeter. If detected for, the ring will indicate a small magical enchantment. Only a halfling druid may be able to correctly identify the ring and its properties. The ring was created by the halfling goddess Jessamine as a reward for her most selfless and humble followers.

The properties of the ring depend on the race of the character. If a halfling wears the ring, he/she will gain a +1 bonus to STR and a +2 to CHA. They will also gain the ability to change pure water to berry wine, and cast an animal friendship spell (as the druid spell of the same name), each once per day.

If the character is a non-halfling, he/she will gain a +1 bonus to CHA. They will also gain the ability to change pure water to berry wine, and cast an animal friendship spell (as the druid spell of the same name), each once per day. Non-halfling characters will also undergo a permanent and irreversible change, as described below.

Within one week of wearing the ring, if the ring is worn for more than 24 hours continuously, the character will begin to take on one of the familiar physical characteristics of the halfling; that is, their feet will grow quite large, grow a furry coat, and develop leathery soles. Within a week, the character will no longer be able to wear the normal shoes of their race as their feet will have effectively doubled in size. The feet will provide the characters with the same protection as low soft boots. During the period of this transformation, the character will be unable to walk under their own power due the excruciating pain. A remove curse spell will return the feet to normal size.

Alignment opposition; Evil alignments placing the ring upon the hand will suffer the loss of the entire hand, due to gangrene within 24 hours.

Other non-good alignments will find the ring powerless to their attempts to make it function.

Ravankaval; Broad Sword of Jonas the Lawful

(Lawful Good)

This weapon is utilitarian in appearance, being the weapon of a rather humble knight of the quest for dar Kuaz de Omanthrid; tome of legendary evil. This is the very weapon used to slay the red dragon Khurigheeri, the Ruby, and set into motion the events of the Drago'nith Karg; the Second Dragon War. The sword is perfectly balanced, and never requires sharpening. It is a humble weapon, with nothing in the way of markings or adornments that would identify it as anything other than a rather well-made sword.

In the hands of a paladin, it operates as a +4 Holy Defender. Wielded by a paladin however, the character could change all, some, or none of the attack bonus to a bonus to AC. Therefor, a paladin could increase their current AC of 3 (plate mail armor) to an AC of 1 by deducting 2 of the +4 bonus, and reserve the remaining +2 bonus for hit and damage.

Further, when wielded by a paladin, the sword deals +8 damage against all chaotic evil enemies. Note that this +8 bonus is in place of, not in addition to, the normal +4 bonus.

The weapon has an INT of 14, as well the power of speech. It can speak in elvish, as well as the common tongue of man.

The weapon has an ego 13.

Furthermore, the sword has the following abilities;

  • Cast the following spells as a 10th level cleric; Cure Light Wounds, Cure Moderate Wounds, Cure Blindness, Cure Disease, Detect Evil, Dispel Evil, Neutralize Poison, Protection from Evil (10 ft. Radius), each 1x/day.
  • Curative spells cast by a paladin will always restore the maximum HP allowed by the spell.
  • Turn undead as a 6th level cleric.

Alignment opposition; Chaotic Evil alignments daring to even touch the weapon will receive an electric shock which deals 4d12 HP damage, no saving throw. Evil and Chaotic alignments will receive 3d10 electrical damage, and entitled a saving throw versus spell (a successful save will halve the damage inflicted).

To all other alignments, the sword operates as +2 TH and DAM.

Thieve's Picks of Goldenrod

(Neutral, Chaotic)

Once owned by the half-elf thief, Dayle Goldenrod, this is a complete set of thieve's picks and tools. The tools are held within a leather envelope. The envelope itself is protected by wards and runes of an ancient nature. While encased within the envelope, the tools are impervious to all manner of damage; crushing, falling, spell, fire, acid, electricity, etc.

The tools provide the following to thieving abilities;

  • +3 to attempts at picking all non-magical locks.
  • Any traps found by the thief, are removed without possibility of error.
  • Cast find traps as a 6th level cleric, 3x/day.
  • Cast spider climb as a 9th level magic user, 2x.day.

Alignment opposition; Lawful alignments attempting to use the tools will set-off an instantaneous heat metal spell held within the Tools, inflicting 2d4 HP damage. Also, these alignments will be twice as likely to be surprised as long as they are in possession of the Tools.

Non-lawful good alignments will be able to use the Tools as an ordinary set of thieve's tools, but not will not benefit from any of the magical abilities, save spider climb, which they can but 1x/day.

All other alignments, excluding Chaotic Neutrals, will be able use the Tools as an ordinary set of thieve's tools, and not be able to utilize any of the other previously defined abilities.

Trident of Darkest Night

(Lawful Evil)

The Trident is an unholy relic from the depths history, having belonged to many priests of Archiopterus. The entire weapon is constructed of metal black as pitch, and casts no highlights. In fact, the metal seems to actually absorb light from its surroundings.

Alignment opposition;

Staff of Vile Blackness

(Neutral Evil)

This quarter staff is constructed of an unknown wood. Though worn smooth by untold centuries of use, the staff is gnarled and twisted, and the grain of the wood is black as pitch.

The staff has but one purpose; to slay everything and anything it comes into contact with. Creatures under 6 HD are slain outright. Creatures of at least 6 HD and but not greater than 12 HD can roll a saving throw versus spell. A successful save still receives 4d4 DAM. Creatures above 12th level receive 3d8 DAM, unless they make a successful saving throw versus spell, which will halve the damage received.

Alignment opposition; Good alignments attempting to touch the Staff are slain unless a successful save versus spell is made. However, a successful save still inflicts 3d6 HP DAM.

Lawful and Chaotic alignments attempting to use the staff run the risk (45%) of having all damage inflicted upon an enemy reflected back upon themselves.

True Neutral alignments can wield the staff as a +4 quarter staff (TH and DAM).

Stone of Forever

(Neutral)

Description to come...

Alignment opposition;

Unique Properties of Artifacts

Artifacts are ultra-powerful, one-of-kind items, and their use, even for those of goodly alignment, must be considered a potential deadly prospect for mere mortals (no matter how long-lived they may be). Further, each of these items presented must be unique to the campaign it is included into. For this reason, the three beneficial powers, and the three detrimental effects contained by each item will be determined by the GM. These powers and effects must discovered by the player through the use of the item, and not simply disclosed by some sage,. bard, or other personality of deep learning. Legend Lore may reveal an item "will impact your physical prowess." But, it will not reveal whether the PC will loose 1 or more points of STR, gain 1 or more points of STR, or have a temporary but massive STR gain. The GM should disguise attributes, and mislead the PC wherever possible.

Roll once for each column, or select one item from each column.

Artifact Powers

d00I. Minor Benign PowersII. Major Benign PowersIII. Primary Powers
1-2Add 1 point to one attribute1Animal Summoning II 2x/dayAll possessor's ability scores raised 2 points upon utterance of command word2 (18 max.)
3-4Animate Dead 1x/day (by touch)Animate Object 1x/dayAll possessor's ability scores raised to 18 upon utterance of command word2
5-6Audible Glamour 3x/dayPossessor's AC is 0Turn bones/exoskeleton/cartilage of enemy gelatinous by touch 1x/day
7-8Bless (by touch) 1x/dayCause Serious Wounds 1x/daySummon powerful deity of chaotic evil 1x/month
9-10Clairaudience 1x/dayCharm Monster 1x/daySummon Creeping Doom 1x/day
11-12Clairvoyance 1x/dayCharm Person 1x/dayFinger of Death with no saving throw 1x/day
13-14Color Spray 3x/dayCone of Cold (as 3rd level magic user) 2x/dayDeath Spell as 12th level magic user 1x/day
15-16Comprehend Languages when artifact is heldConfusion 1x/dayGate as 16th level cleric 1x/day
17-18Create Food and Water 1x/dayCure Blindness 1x/weekImprisonment as 18th level magic user 1x/week
19-20Cure Light Wounds 1x/dayCure Disease 1x/weekMagical resistance of 50%-75% for possessor upon command word 1x/day
21-22Darkness 15 ft. Radius 2x/dayDimension Door 1x/weekAttribute of player's choosing permanently raised to 19 upon utterance of command word2
23-24Detect Charm 3x/dayDisintegrate 1x/dayMeteorswarm as 18th level magic user 1x/day
25-26Detect Evil/Good at will when artifact is held and orderedDispel Illusion 2x/dayMonster Summoning Vlll 2x/day
27-28Detect Invisibility at will when artifact is held and orderedDispel Magic 2x/dayPlane Shift 1x/day
29-30Detect Magic 3x/dayDouble movementPolymorph Object 1x/day
31-32ESP 3x/dayEmotion 2x/dayPower Word Blind 1x/day
33-34Feather Fall at will when artifact is held and orderedExorcise 1x/monthPower Word Kill 1x/day
35-36Find Traps 3x/dayFear at will by touch or gazePower Word Stun 1x/day
37-38Fly when artifact is held and ordered 1x/dayFireball as a 5th level magic user 2x/dayPremonition of death or serious harm to possessor
39-40Hypnotic Pattern when artifact is waved in air 3x/dayFire Shield 2x/dayPrismatic Spray 1x/day
41-42Infravision 60 ft. when held or wornGiant strength for 2 turns
3x/day (see table hereafter to determine giant strength type)
Restoration 1x/day
43-44Improved Invisibility 3x/dayHaste 1x/dayResurrection 2x/week
45-46Know Alignment when artifact is held and ordered 1x/dayHeal 1x/dayShades 2x/day
47-48Levitate when artifact is held and ordered 3x/dayHold Animal 1x/dayShape Change 2x/day
49-50Light 1x/dayHold Monster 1x/daySpell absorption, maximum 24 levels/week
51-52Mind Blank 3x/dayHold Person 1x/daySummon 1 of each type of elemental (air, earth, fire, water), 16 hit dice each, without need for control, 1x/week
53-54Obscurement 1x/dayLightning Bolt (9-12 dice) 2x/daySummon dijnn or efreet lord (8 HP/die, +2 TH and +4 DAM) for 1 day of service 1x/week
55-56Pass Without Trace 1x/dayMinor Globe of Invulnerability 1x/dayPowerful sleep spell affects double the number of creatures 3x/day
57-58Immunity to diseaseParalyzation 1x/dayTemporal Stasis, no saving throw, 1x/month
59-60Immunity to fearPasswall 2x/dayLegend Lore 1x/week
61-62Immunity to gas of any typePhantasmal Killer 1x/dayTime Stop 2x normal duration 1x/week
63-64Possessor does not require food or water for up to 1 weekPolymorph Self 1x/dayResistance to normal fires/heat resistance for all creatures within 20 ft. of the item
65-66Protection +2 when held or worn (AC and saving throws)Regenerate 2 HP/turn unless killedImmunity from all forms of mental and psionic attacks
67-68Remove Fear 3x/dayRemove Curse 1x/dayImmunity to all forms of cold
69-70Sanctuary 1x/daySlow 1x/dayTrap the Soul with 90% effectiveness 1x/month
71-72Shield 3x/daySpeak with Monster 2x/dayUser can cast combination spells (if a spell caster) as follows (d4):
    - 1st and 2nd level spells
    - 2nd and 3rd level spells simultaneously
    - 3rd and 4th level spells simultaneously
    - 1st, 2nd, and 3rd level spells simultaneously
73-74Speak with Animals 3x/dayStone to Flesh 1x/dayVanish 2x/day
75-76Speak with Dead 1x/daySuggestion 2x/dayVision 1x/day
77-78Speak with Plants 1x/dayTelekinesis (1,000-6,000 gp weight) 2x/dayWish 1x/day
79-80Tongues 3x/dayTeleport (without error) 1x/dayYouth restored to creature touched 1x/month
81-82Ultravision 60 ft. when held or wornTransmute Rock to Mud 2x/dayCommune 1x/week
83-84Ventriloquism 3x/dayTrue Seeing 1x/dayResistance to normal cold for all creatures within 20 ft. of the item
85-86Water Breathing at willTurn Wood 1x/day
78-88Ability to walk upon waterWall of Fire 2x/day
89-90Immunity to charm or hold spellsWall of Ice 2x/day
91-92Immunity to magic missilesWall of Thorns 2x/day
93-94Web 1x/dayMelee weapon damage is +2 HP
95-96Wizard Lock 1x/dayWind Walk 1x/day
97-98Write 1x/dayWizard Eye 2x/day
99-00Roll twice on this table, ignoring this result hereafter.Roll twice on this table, ignoring this result hereafter.Roll twice on this table, ignoring this result hereafter.

1 Roll 1d6; 1 = STR, 2 = INT, 3 = WIS, 4 = DEX, 5 = CON, 6 = CHA.
2 Command words should necessarily be only discovered after significant search to discover such words. Questioning of powerful but unwilling demigods would be likely.

Giant Strength Type

1d20Giant Type1d20Giant Type1d20Giant Type
1-2Giant, Cloud9-10Giant, Stone16-17Ogre Mage
3-4Giant, Fire11Giant, Storm18Titan
5-6Giant, Hill12-13Ettin19-20Troll
7-8Giant, Frost14-15Ogre

Artifact Effects

d00IV. Minor EffectsV. Major EffectsVI. Side Effects
1-3Possessor's face breaks out in acne with use of minor or major benign power lasting 1 day.Rotting of the possessor's body is 10% cumulative with each use of a primary power.1Alignment of possessor permanently changed to that of item
4-6Blindness for 1d4 rounds when first used against an enemyCapricious alignment change each time a primary power is used Geas/quest placed upon possessorCharisma reduced to 3 as long as artifact is owned
7-9Body odor noticeable at 10 ft. distanceItem contains the life force of another person, and after a set number of uses, the possessor's life force is drown into it and the former soul releasedFear reaction possible in any creature within 20 ft. of the artifact whenever a major benign or primary power is used; all, including possessor, must save versus spell or flee in panic
10-12Deafness for 1d4 turns when first used against an enemyItem has power to affect its possessor when a primary power is used if the character has not followed the alignment or purposes of the artifactFumble reaction possible within 20 ft. of the artifact whenever a major benign or primary power is used; all, including possessor, must save versus spell or drop all items held in hands
13-15Gems or jewelry found never increase in valueItem is a prison for a powerful being; and there is a 1d4% cumulative chance per usage that it will break free, kill the possessor's soul, and, using his or her body, proceed to slay all associatesGreed and covetousness reaction in all intelligent creatures viewing the item; all must save versus spell or attack possessor and steal the item — associates (PC's) are only 25% likely to have to check
16-18Holy water within 10 ft. of item becomes pollutedItem is itself a living, sentient being forced to serve; but each usage of a primary power gives a 1d4% cumulative possibility that the spell will be broken and the being will;
    - change the possessor into a like artifact
    - geas/quest the possessor to perform a mission of its choosing
    - kill the possessor
    - mentally enslave the possessor for a period of 2d4 weeks
Lycanthropy inflicted upon the possessor, type according to alignment of item, change to animal form involuntary and 50% likely whenever confronted and attacked by an enemy
19-21Lose 1d4 points of charisma for 1d4 days when major benign power is usedItem is powerless against and hates 1-3 species of creatures, and when within 10 ft. of any such creatures it forces its possessor to attackTreasure within 50 ft. radius of mineral nature (metal or gems) of non-magical type is reduced by in value by 2d4x10% as the item consumes it to sustain power
22-24Possessor loses all interest in sexItem releases a gas which renders all creatures, including wielder, within 20 ft. powerless to move for 5d4 roundsUser becomes ethereal whenever any major benign or primary power of the item is activated, and there is 5% cumulative chance that he or she will thereafter become ethereal whenever a stressful situation exists; the ethereal state lasts until stress is removed
25-27Possessor has satyriasisLose 1 point of CHA permanentlyUser becomes fantastically strong (18.00 — 19 if 18.00 already) but very clumsy; so that DEX is reduced by as many points as STR was increased, and so no TH bonuses are allowed for strength, and a -2 TH due to clumsiness is given instead; further, the individual must be checked as if he or she has a fumble spell cast upon him or her whenever any item is handled or spell is to be cast by the user
28-30Possessor's hair turns whiteLose 1 point of CON permanentlyUser cannot touch or be touched by any (even magical) metal; metal simply passes through his or her body as if it did not exist and has no effect
31-33Saving throws versus spell are at -1Lose 1 point of DEX permanentlyUser has a poison touch which requires that humans and man-sized humanoids (but not undead) save versus poison whenever touched
34-36Saving throws versus poison are at -2Subtract 1 from each of the possessor's HD permanentlyUser has limited omniscience and may require the GM to answer 1 question per game day (GM assumes discretion, with overall campaign wellness being the principle consideration)
37-39Sense of smell lost for 2d8 turns when first used against an enemyLose 1 point of INT permanentlyUser has short-duration super charismatic effect upon creatures of the same basic alignment — evil, good, neutral (chaotic, lawful, true) — so that they will willingly join and serve the character for 2d8 turns; thereafter the effect of the enchantment wears off and the creature will no longer serve due to a realization of the enchantment and fear of it (hostile reaction is possible)
40-42Small fires (torches, etal.) extinguished when major power usedLose 1 point of STR permanentlyWhenever any power of the item is used, temperature within a 6" radius is raised 20"-50" F. for 2-8 turns (moves with item)
43-45Small items of wood rot from possessor's touch (any item up to a normal door size), in 1d6 daysLose 1 point of WIS permanentlyWhenever a major benign or primary power of the item is used, temperature within a 60 ft. radius is lowered 20"-50" F. for 2d6 turns (moves with item)
46-48Touch of possessor kills living (non-fantastical) plantsMagic drained from the most powerful magic item (other than another artifact) within 20 ft. of userWhenever the primary power is used the possessor must save versus spell or lose 1 level of experience
49-51User causes hostility towards himself in all (non-fantastical) mammals within 60 ft.Reverse alignment of the user permanentlyWhenever the primary power is used, those creatures friendly to the user within 20 ft., excluding the user, will sustain 5d4 HP DAM (successful save versus spell halves the damage)
52-54User must eat and drink 6 times the normal amount due to the item's drain upon his or her life essenceUser must sacrifice a certain animal to activate item for 1 dayWhenever this item is used as a weapon to strike an enemy, it does double normal damage to the opponent but the wielder takes normal damage (50% that inflicted to the opponent) just as if he or she had been struck by the item
55-57User's sex changesUser must sacrifice a human or demi-human (elf, dwarf, halfling, gnome, half-elf) to activate item for 1 day (sacrifice of player character activates item for 2 days)Whenever a minor, major, or primary power of the artifact is used, there is a 33% probability that the user will take on a hulkish appearance. The users skin will change color to blue (1-2d6), orange (3-4d6), or green (5-6d6). The user's body will double in size, muscle mass (doubling STR attribute), and HP, and will uncontrollably berserk any enemy within sight for a period of 1d4 turns. The user must rest for equivalent period of time afterwards.
58-60Wart appears on possessor's noseUser must sacrifice 1d6x10,000 gp worth of gems required to activate the item for 1 dayAnything the user touches turns to solid silver, gold, or platinum.
61-63Weight gain of 1d4x10 poundsUser becomes berserk and attacks creatures within 20 ft. randomly (checked each round) for 5d4 roundsAnything the user touches turns to solid lead, wood, or stone.
64-66Weight loss of 5d6 poundsUser goes insane for 1d4 daysOver a period of time, after repeated uses of the artifact's powers, possessor becomes slave to the creator of the artifact, unquestioningly performing their will.
67-69Yearning for the item forces character to never separated from the artifact for more than 24 hours if possible.User grows -1/2 ft-taller each time primary power is usedPossessor acquires rare blood disease, which requires daily consumption of rare herbs, or bleed from bodily orifices. Also, possessor looses 1 point of CON and 1 point of STR every week if herbs are not consumed every day, until death occurs.
70-72Yelling becomes necessary to invoke spells with verbal componentsUser is instantly killed (but may be raised or resurrected)Possessor comes under the influence of a powerful geas spell, compelling them to return the artifact to the rightful owner.
73-75User develops chronic psoriasisUser receives 2d10 HP damagePossessor becomes fantastically beautiful (CHA 19), but very foolish (reducing WIS by as many points as CHA was raised).
76-78User becomes allergic to silverUser receives 5d6 HP damagePossessor attains god-like intelligence (INT 19), but very weak (reducing STR by as many points as INT was raised).
79-81User becomes allergic to goldUser required to slay a certain type of creature to activate item, and slaying another set type will de-activate itemPossessor becomes extraordinarily nimble (DEX 19), but very sickly (reducing CON by as many points as DEX was raised).
82-84User becomes allergic to platinumUser shrinks ½ ft. each time primary power is usedPossessor becomes hale (CON 19), but very dim-witted (reducing INT by as many points as CON was raised).
85-87User becomes allergic to arcoisUser transformed into a very powerful but minor being from another plane (demon, devil, godling) by creator of item and is carried off to serve this new masterPossessor acquires troll-like regenerative abilities
88-90User curses the sun out loud, and goes to extremes to avoid contact with sunlightUser withers and ages 3d10 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the itemPossessor acquires Jack Frost touch; and is able to instantly freeze objects with a mass smaller than 3 cubic feet. Freezing touch can inflict 1d4 damage versus creatures of fewer HD than the possessor. However, they also take double damage from all fire- and heat-based attacks, and cannot bear temperatures above 32˚ Fahrenheit without the benefit of appropriate protections.
91-93User curses the moon out, and refuses to travel during a full moonUtterance of a spell causes complete loss of voice for one dayPossessor develops 1d4+1 split personalities. Refer to the Characters with split personalities section hereafter.
94-96User becomes convinced that he or she is of some other race (human, demihuman, or humanoid)Yearning to be worshipped is uncontrollable; those failing to bow and scrape to the artifact's possessor will be subject to instant attack
97-99User suffers from narcolepsyUser attracts lightning storms to his or her person if within 200 mile radius of storm
00Roll twice on this table, ignoring this result hereafter.Roll twice on this table, ignoring this result hereafter.Roll twice on this table, ignoring this result hereafter.

Characters with split personalities

Characters afflicted with split personalties will have 1d4+1 such identities (including the primary personality). Such personalities will have their own INT, WIS, and CHA attribute scores, as well as their own alignment, and character class.

Primary and subsequent personalities will be completely unaware of the other's existence except as noted below.

Attributes will be rolled by the GM using their preferred method for rolling character attributes. To determine alignments, refer to the table that follows.

1d20Alignment
1Lawful Good
2-4Lawful Neutral
5Lawful Evil
6-8Neutral Good
9-11True Neutral
12-15Neutral Evil
16Chaotic Good
17-19Chaotic Neutral
20Chaotic Evil

Alignment; where one or more of the new personalities is of a diametrically opposed alignment to the primary personality (i.e., lawful good to chaotic evil), the character will also be subject to violent psychotic states.

Class; the GM should check the possible classes for the additional personalities with consideration to the character's attributes. The afflicted character will always start at the first level of experience for each new personality. The exception to this is where one or more of the new personalities has the same character class as the primary personality. Such additional personalities will be aware of the primary personality, but as a legendary personage of their profession, and will have only a rudimentary recollection of the primary personality as though told through story and song.

Personality surfacing; while at rest and at ease, the primary personality will always be on the surface; that is, the identity that is observed by others. If, however, the character is within a stressful situation (as determined by the GM), there is a 35% probability that one of the new personalities will arise, to take the place of the primary personality. This will be determined randomly by the GM. The primary personality will rise to the surface once the stressful situation has passed.

Personality conflict; if the combined total of INT and WIS of any of the new personalities is greater than the same combination in the primary personality, conflict will occur. New personalities in conflict with the primary personality will attempt to take over the primary personality, suppressing it to a secondary role. To see if a new personality is successful, add together the INT and WIS, and CHA scores the primary personality and the personality attempting take over. Subtract the primary personality's combined score from the aggressor's combined score. Then, roll 1d20.

If the result is less than the difference of combined attributes, then the new personality has succeeded in taking over the the primary personality.

If the result is equal to or greater than the difference of combined attributes, then the new personality has failed in taking over the the primary personality, and must wait another 48 hours before attempting another take over.

Other personalities may attempt this take over process, until eventually, the personality with the highest combined attributes is the primary personality. If the split personality is ever resolved/removed, whatever is the primary personality at that time will be surviving identity.

Destroying Artifacts

Artifacts of all types are invulnerable to attacks — magical and non-magical — in attempts to destroy them. Each artifact will have a specified means of destruction (to be determined by the GM), as well as a potential effect upon the possessor once the artifact has been destroyed (to be determined by the GM). The lists which follow are but a few of the many possible methods and consequence of artifact destruction. GM's should note that the method of destruction should be seemingly impossible, fraught with danger, tedious travel, and possibly with contradictory instruction in the process of destruction. It is also possible that destruction of the artifact cannot be attained without the direct intervention of some god, or another.

Methods/examples of artifact destruction

  1. Sink the artifact in the deepest trench of the Arcuis Sea.
  2. Bury the artifact beneath the foundations of the Tower of Mysteries or the Spire of Xao.
  3. Immolate the artifact on the pyre of a hundred dragon skulls of opposite alignment from the artifact.
  4. Cause the artifact to be blessed (see the clerical spell of the same name) by a powerful demon, devil, or other evil deity.
  5. Cause the artifact to be consumed by the formless mass of Zineblix.
  6. etc...

Potential effects upon the possessor once artifact is destroyed

  1. The possessor is freed all effects suffered during their ownership of the artifact. All memories of everything that transpired during that time is wiped from the mind of the possessor.
  2. The possessor is free from controlling effects of the artifact, and they retain their memory of all transpired during their ownership, but all ill effects suffered during that time remain to afflict the possessor.
  3. Possessor dies, but is elevated by his or her god in salvation of their freedom.
  4. Possessor dies, but is consumed by the antithesis of their deity in punishment.
  5. Possessor goes insane.
  6. etc...

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