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dar Origo Liber Being a Transcription on Magic and Mentalism in the lands of Vermé Magic ItemsMagic 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 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, each enchanted item 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 might be considered an artifact to one degree or another. When determining the details of your specific artifact, 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;
[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... [4] Efram the Elder... [5] Rot Muzgrot is the only known full-blooded Sarngoch to appear on this list
Details on each of these personalities will be included later in this section as they become known. If you as GM utilize one of these personalities in your game(s), please be sure to fill out the feedback form at the bottom of this page and let us know. We may adopt your story for the NPC in the campaign setting.
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.
[1] 'continued' and 'frequent' to be defind by GM Dangerous/Deadly Side Effects
WeaponsGrimie's Arcois SwordsHarald 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.
EXP/GP value; 3,000/15,000
EXP/GP value; 2,000/10,000
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. [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 disruption 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
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| Hours following drinking from Challis | Abilities |
| 1 through 4 | 4x CHA[1]; add 4% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm monster, charm person, command, friends, and suggestion at will (no saving throw) |
| 5 through 8 | 4x CHA[1]; add 4% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm monster, charm person, friends, and suggestion at will (saving throw made at -4) |
| 9 through 12 | 3x CHA[1]; add 3% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm monster, charm person, and friends at will (saving throw made at -3) |
| 13 through 16 | 3x CHA[1]; add 3% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm person, and friends at will (saving throw made at -2) |
| 17 through 20 | 2x CHA[1]; add 2% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm person, and friends at will (saving throw made at -1) |
| 19 through 24 | 2x CHA[1]; add 2% to Henchman Loyalty and Reaction Adjustment for every point of CHA above 18[2]; cast charm person at will (saving throw made normally) |
[1] Minimum CHA 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.
(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.
(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;
| Composition | Bard level required to read the theme [1] | Notes |
| First level druid spells | 5 (3) | Cast any first level druid spell at will |
| Second level druid spells | 7 (5) | Cast any second level druid spell at will |
| Third level druid spells | 9 (7) | Cast any third level druid spell at will |
| Fourth level druid spells | 11 (9) | Cast any fourth level druid spell at will |
| Fifth level druid spells | 13th level Lorist Ovate | Cast any fifth level druid spell at will |
| Sixth level druid spells | 14th level Lorist Ovate | Cast any sixth level druid spell at will |
| Seventh level druid spells | 15th level Lorist Ovate | Cast any seventh level druid spell at will |
| Part Water | 16th level Lorist Priest | As cast by a 15th level cleric |
| Earthquake | 16th level Lorist Priest | As cast by a 15th level cleric |
| Wind Walk | 16th level Lorist Priest | As cast by a 15th level cleric |
| Incendiary Cloud | 17th level Sonnateer Magician | As cast by a 16th level magic user |
| Meteor Swarm | 18th level Sonnateer Magician | As 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.
(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.
(see below)
Description to come...
Alignment opposition;
(Chaotic Evil)
Description to come...
Alignment opposition;
(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;
Curative spells cast by a paladin will always restore the maximum HP allowed by the spell.
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.
(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.
(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;
Curative spells cast by a paladin will always restore the maximum HP allowed by the spell.
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.
(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;
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.
(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;
(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).
(Neutral)
Description to come...
Alignment opposition;
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.
| d00 | I. Minor Benign Powers | II. Major Benign Powers | III. Primary Powers |
| 1-2 | Add 1 point to one attribute1 | Animal Summoning II 2x/day | All possessor's ability scores raised 2 points upon utterance of command word2 (18 max.) |
| 3-4 | Animate Dead 1x/day (by touch) | Animate Object 1x/day | All possessor's ability scores raised to 18 upon utterance of command word2 |
| 5-6 | Audible Glamour 3x/day | Possessor's AC is 0 | Turn bones/exoskeleton/cartilage of enemy gelatinous by touch 1x/day |
| 7-8 | Bless (by touch) 1x/day | Cause Serious Wounds 1x/day | Summon powerful deity of chaotic evil 1x/month |
| 9-10 | Clairaudience 1x/day | Charm Monster 1x/day | Summon Creeping Doom 1x/day |
| 11-12 | Clairvoyance 1x/day | Charm Person 1x/day | Finger of Death with no saving throw 1x/day |
| 13-14 | Color Spray 3x/day | Cone of Cold (as 3rd level magic user) 2x/day | Death Spell as 12th level magic user 1x/day |
| 15-16 | Comprehend Languages when artifact is held | Confusion 1x/day | Gate as 16th level cleric 1x/day |
| 17-18 | Create Food and Water 1x/day | Cure Blindness 1x/week | Imprisonment as 18th level magic user 1x/week |
| 19-20 | Cure Light Wounds 1x/day | Cure Disease 1x/week | Magical resistance of 50%-75% for possessor upon command word 1x/day |
| 21-22 | Darkness 15 ft. Radius 2x/day | Dimension Door 1x/week | Attribute of player's choosing permanently raised to 19 upon utterance of command word2 |
| 23-24 | Detect Charm 3x/day | Disintegrate 1x/day | Meteorswarm as 18th level magic user 1x/day |
| 25-26 | Detect Evil/Good at will when artifact is held and ordered | Dispel Illusion 2x/day | Monster Summoning Vlll 2x/day |
| 27-28 | Detect Invisibility at will when artifact is held and ordered | Dispel Magic 2x/day | Plane Shift 1x/day |
| 29-30 | Detect Magic 3x/day | Double movement | Polymorph Object 1x/day |
| 31-32 | ESP 3x/day | Emotion 2x/day | Power Word Blind 1x/day |
| 33-34 | Feather Fall at will when artifact is held and ordered | Exorcise 1x/month | Power Word Kill 1x/day |
| 35-36 | Find Traps 3x/day | Fear at will by touch or gaze | Power Word Stun 1x/day |
| 37-38 | Fly when artifact is held and ordered 1x/day | Fireball as a 5th level magic user 2x/day | Premonition of death or serious harm to possessor |
| 39-40 | Hypnotic Pattern when artifact is waved in air 3x/day | Fire Shield 2x/day | Prismatic Spray 1x/day |
| 41-42 | Infravision 60 ft. when held or worn | Giant strength for 2 turns 3x/day (see table hereafter to determine giant strength type) | Restoration 1x/day |
| 43-44 | Improved Invisibility 3x/day | Haste 1x/day | Resurrection 2x/week |
| 45-46 | Know Alignment when artifact is held and ordered 1x/day | Heal 1x/day | Shades 2x/day |
| 47-48 | Levitate when artifact is held and ordered 3x/day | Hold Animal 1x/day | Shape Change 2x/day |
| 49-50 | Light 1x/day | Hold Monster 1x/day | Spell absorption, maximum 24 levels/week |
| 51-52 | Mind Blank 3x/day | Hold Person 1x/day | Summon 1 of each type of elemental (air, earth, fire, water), 16 hit dice each, without need for control, 1x/week |
| 53-54 | Obscurement 1x/day | Lightning Bolt (9-12 dice) 2x/day | Summon dijnn or efreet lord (8 HP/die, +2 TH and +4 DAM) for 1 day of service 1x/week |
| 55-56 | Pass Without Trace 1x/day | Minor Globe of Invulnerability 1x/day | Powerful sleep spell affects double the number of creatures 3x/day |
| 57-58 | Immunity to disease | Paralyzation 1x/day | Temporal Stasis, no saving throw, 1x/month |
| 59-60 | Immunity to fear | Passwall 2x/day | Legend Lore 1x/week |
| 61-62 | Immunity to gas of any type | Phantasmal Killer 1x/day | Time Stop 2x normal duration 1x/week |
| 63-64 | Possessor does not require food or water for up to 1 week | Polymorph Self 1x/day | Resistance to normal fires/heat resistance for all creatures within 20 ft. of the item |
| 65-66 | Protection +2 when held or worn (AC and saving throws) | Regenerate 2 HP/turn unless killed | Immunity from all forms of mental and psionic attacks |
| 67-68 | Remove Fear 3x/day | Remove Curse 1x/day | Immunity to all forms of cold |
| 69-70 | Sanctuary 1x/day | Slow 1x/day | Trap the Soul with 90% effectiveness 1x/month |
| 71-72 | Shield 3x/day | Speak with Monster 2x/day | User 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 |
| 73-74 | Speak with Animals 3x/day | Stone to Flesh 1x/day | Vanish 2x/day |
| 75-76 | Speak with Dead 1x/day | Suggestion 2x/day | Vision 1x/day |
| 77-78 | Speak with Plants 1x/day | Telekinesis (1,000-6,000 gp weight) 2x/day | Wish 1x/day |
| 79-80 | Tongues 3x/day | Teleport (without error) 1x/day | Youth restored to creature touched 1x/month |
| 81-82 | Ultravision 60 ft. when held or worn | Transmute Rock to Mud 2x/day | Commune 1x/week |
| 83-84 | Ventriloquism 3x/day | True Seeing 1x/day | Resistance to normal cold for all creatures within 20 ft. of the item |
| 85-86 | Water Breathing at will | Turn Wood 1x/day | |
| 78-88 | Ability to walk upon water | Wall of Fire 2x/day | |
| 89-90 | Immunity to charm or hold spells | Wall of Ice 2x/day | |
| >91-92 | Immunity to magic missiles | Wall of Thorns 2x/day | |
| 93-94 | Web 1x/day | Melee weapon damage is +2 HP | |
| 95-96 | Wizard Lock 1x/day | Wind Walk 1x/day | |
| 97-98 | Write 1x/day | Wizard Eye 2x/day | |
| 99-00 | Roll 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.
| 1d20 | Giant Type | 1d20 | Giant Type | 1d20 | Giant Type |
| 1-2 | Giant, Cloud | 9-10 | Giant, Stone | 16-17 | Ogre Mage |
| 3-4 | Giant, Fire | 11 | Giant, Storm | 18 | Titan |
| 5-6 | Giant, Hill | 12-13 | Ettin | 19-20 | Troll |
| 7-8 | Giant, Frost | 14-15 | Ogre |
| d00 | IV. Minor Effects | V. Major Effects | VI. Side Effects |
| 1-3 | Possessor'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.1 | Alignment of possessor permanently changed to that of item |
| 4-6 | Blindness for 1d4 rounds when first used against an enemy | Capricious alignment change each time a primary power is used Geas/quest placed upon possessor | Charisma reduced to 3 as long as artifact is owned |
| 7-9 | Body odor noticeable at 10 ft. distance | Item 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 released | Fear 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 |
| 10-12 | Deafness for 1d4 turns when first used against an enemy | Item has power to affect its possessor when a primary power is used if the character has not followed the alignment or purposes of the artifact | Fumble 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 |
| 13-15 | Gems or jewelry found never increase in value | Item 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 associates | Greed 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 |
| 16-18 | Holy water within 10 ft. of item becomes polluted | Item 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 |
| 19-21 | Lose 1d4 points of charisma for 1d4 days when major benign power is used | Item is powerless against and hates 1-3 species of creatures, and when within 10 ft. of any such creatures it forces its possessor to attack | Treasure 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 |
| 22-24 | Possessor loses all interest in sex | Item releases a gas which renders all creatures, including wielder, within 20 ft. powerless to move for 5d4 rounds | User 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 |
| 25-27 | Possessor has satyriasis | Lose 1 point of CHA permanently | User 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 |
| 28-30 | Possessor's hair turns white | Lose 1 point of CON permanently | User 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 |
| 31-33 | Saving throws versus spell are at -1 | Lose 1 point of DEX permanently | User has a poison touch which requires that humans and man-sized humanoids (but not undead) save versus poison whenever touched |
| 34-36 | Saving throws versus poison are at -2 | Subtract 1 from each of the possessor's HD permanently | User 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) |
| 37-39 | Sense of smell lost for 2d8 turns when first used against an enemy | Lose 1 point of INT permanently | User 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) |
| 40-42 | Small fires (torches, etal.) extinguished when major power used | Lose 1 point of STR permanently | Whenever any power of the item is used, temperature within a 6" radius is raised 20"-50" F. for 2-8 turns (moves with item) |
| 43-45 | Small items of wood rot from possessor's touch (any item up to a normal door size), in 1d6 days | Lose 1 point of WIS permanently | Whenever 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) |
| 46-48 | Touch of possessor kills living (non-fantastical) plants | Magic drained from the most powerful magic item (other than another artifact) within 20 ft. of user | Whenever the primary power is used the possessor must save versus spell or lose 1 level of experience |
| 49-51 | User causes hostility towards himself in all (non-fantastical) mammals within 60 ft. | Reverse alignment of the user permanently | Whenever 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) |
| 52-54 | User must eat and drink 6 times the normal amount due to the item's drain upon his or her life essence | User must sacrifice a certain animal to activate item for 1 day | Whenever 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 |
| 55-57 | User's sex changes | User 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. |
| 58-60 | Wart appears on possessor's nose | User must sacrifice 1d6x10,000 gp worth of gems required to activate the item for 1 day | Anything the user touches turns to solid silver, gold, or platinum. |
| 61-63 | Weight gain of 1d4x10 pounds | User becomes berserk and attacks creatures within 20 ft. randomly (checked each round) for 5d4 rounds | Anything the user touches turns to solid lead, wood, or stone. |
| 64-66 | Weight loss of 5d6 pounds | User goes insane for 1d4 days | Over 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. |
| 67-69 | Yearning 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 used | Possessor 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. |
| 70-72 | Yelling becomes necessary to invoke spells with verbal components | User 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. |
| 73-75 | User develops chronic psoriasis | User receives 2d10 HP damage | Possessor becomes fantastically beautiful (CHA 19), but very foolish (reducing WIS by as many points as CHA was raised). |
| 76-78 | User becomes allergic to silver | User receives 5d6 HP damage | Possessor attains god-like intelligence (INT 19), but very weak (reducing STR by as many points as INT was raised). |
| 79-81 | User becomes allergic to gold | User required to slay a certain type of creature to activate item, and slaying another set type will de-activate item | Possessor becomes extraordinarily nimble (DEX 19), but very sickly (reducing CON by as many points as DEX was raised). |
| 82-84 | User becomes allergic to platinum | User shrinks ½ ft. each time primary power is used | Possessor becomes hale (CON 19), but very dim-witted (reducing INT by as many points as CON was raised). |
| 85-87 | User becomes allergic to arcois | User 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 master | Possessor acquires troll-like regenerative abilities |
| 88-90 | User curses the sun out loud, and goes to extremes to avoid contact with sunlight | User withers and ages 3d10 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item | Possessor 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. |
| 91-93 | User curses the moon out, and refuses to travel during a full moon | Utterance of a spell causes complete loss of voice for one day | Possessor develops 1d4+1 split personalities. Refer to the Characters with split personalities section hereafter. |
| 94-96 | User 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 | |
| 97-99 | User suffers from narcolepsy | User attracts lightning storms to his or her person if within 200 mile radius of storm | |
| 00 | Roll 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 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.
| 1d20 | Alignment |
| 1 | Lawful Good |
| 2-4 | Lawful Neutral |
| 5 | Lawful Evil |
| 6-8 | Neutral Good |
| 9-11 | True Neutral |
| 12-15 | Neutral Evil |
| 16 | Chaotic Good |
| 17-19 | Chaotic Neutral |
| 20 | Chaotic 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.
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.