The Dungeon Masters Guild
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New This Month :
Haladan’s Bedshirt

Also Featured:

 

Haladan’s Bedshirt, by Vic Jorda

There is a legend of a Dwarven rogue named Haladan. It is told that Haladan was the rogue (in many ways) child of a very wealthy dwarven clan from the far northern reaches of the Fengcrist Mountains. When the clan was eliminated in a mine disaster, the jealous say brought about by Haladan himself, the leadership of the clan was given to Haladan. Haladan had adventured for many seasons before being advised of his families demise, and had attained great repute as a "gatherer" of things lost. He had obtained, through bets, a cloak of elvenkind that he used to further his career aims., and had long vowed that HE could make "a better mousetrap," as it were. Haladan believed that a cloak was fine for an elf, but a dwarf needed something more "substantial", and decided that mithril was just the ticket. He determined that with his new found riches, he could afford to commission a suit of armor befitting a dwarven clan lord. He first ordered that 10 masterwork mithril chain shirts be constructed. He then ordered that the shirts be imbued with the ability to use shadow to it’s full benefit, and to use ambient sound (or lack thereof) to it’s full benefit. Four of the shirts, when completed, were given to Haladan’s former adventuring party of dwarven rogues. One was worn by Haladan. The remaining five were promptly acquired by one of Haladan’s former adventuring partners, using of course, Haladan’s gift to it’s full benefit.

The origin of the "Bedshirt" part of the item’s name has not yet been completely determined, but is believed to result from Haladan’s many successful uses of the item to enter the sleeping compartments of some of his rival’s "bearded ladies"…

Haladan’s Bedshirt:

+3 Mithril Shirt – Sized medium [4’6" (dwarven) or smaller]

When worn by Rogue with at least 5 ranks in Hide and Move Silently this shirt gives a +10 circumstance bonus to use of those skills. If worn by non-rogue, or an insufficiently skilled rogue, the shirt functions only as +3 mithril shirt.

Armor bonus: +3

Spell Failure: 10%

Max Dex Bonus: +6

Speed: 30 med / 20 small

A/C penalty: 0

Light Armor: 8#

Caster Level: 9 Prerequisites: Craft Wondrous Item, Invisibility, Silence. Market price: 12,650 gp. Weight: 8 lbs.

This finely made mithril shirt will at first seem to be a +3 mitril shirt, always sized to fit dwarven physiques. When worn, however by a Rogue character familiar with the legend of Haladan, this mithril shirt takes on it's true character. This shirt gives a +10 circumstance bonus to a Rogues use of RANKED Hide or Move Silently. Non Rogues, or rogues without the required 5 hide and move silent ranks, only benefit from the +3 enhancement bonus.

Mithril Shirt
1100

+3 bonus
9000

invisibility (+10 hide bonus - skilled rogue only)
1200

silence (+10 move silent bonus - skilled rogue only)
1200

masterwork
150

total gp value
12650


 


Ruby Goggles of Identification
by Bitterlemming

This fairly powerful object appears as a pair of goggles with red lenses separated by a golden nosepiece and a piece of sturdy twine to hold the goggles on one’s head. When viewing an item, the wearer simply speaks the command word. For 5 minutes, the wearer is subject to the following effects: Detect Magic with a +5 magic bonus to Spell Craft Checks and Analyze Dweomer as per the spell as an 11th level caster. The effect ends once an item has been fully identified. The wearers is subject to the Fortitude check for the Analyze Dweomer effect, but at DC18 instead of the normal 22.

The effect can only be used three times per day.

If worn regularly, even if inactive, the wearer must make a Will save each day the goggles are worn starting at DC11 and increasing by a cumulative +1 for each day they are worn. If the save is successful, the ruby glasses do not affect the wearer, however, if the save is failed, The wearer is subject to vivid hallucinations. The hallucinations are always of the pleasant sort. A hungry wearer might see a rock as a fully cooked turkey. A greedy wearer might see the same rock as a pile of gold coins. A lonely wearer might see an angry Orc barbarian as a comely elven female, etc. The hallucinations stop once the goggles have been removed or the wearer is killed, whichever comes first. The goggles can be worn again afterward, with the Will save and subsequent chance to hallucinate returning to DC11.


The Beer Stein of Healing
(Barbarian’s Friend Mug) by Bitterlemming

When this very large, ornately carved beer stein is filled with some type of beverage and the command word is spoken loudly as a toast to the entire room or crowd, the contents of the mug act as a Cure Critical Wounds spell as cast by a 10th level caster. However, the drinker is still subject to all other side effects of the beverage (if alcohol or poison.) The healing effect can only be used twice per day total (In other words, passing it around has no effect.)


Tiger’s Eyes and Scrying Opal by Bitterlemming

This is a set of three stones found together. The Tiger’s Eyes are tiger’s eye agates, polished and rounded found most commonly as earrings. The Opal is normally set as a brooch. Once per day, the bearer of the Opal may speak the command word and be allowed to see through the Tiger’s Eyes for ten minutes as an image through the Opal. The Tigers’ Eyes also have low light vision, and bestow that ability on the wearer provided that the wearer does not have that ability. The opal may be used to spy through the Tiger’s Eyes as long as they remain within 30 miles of the brooch.



Alkulcin by: Jerrald Murphy
For: 2nd Edition

Appearance: It is a scimitar made of an unknown, golden hued metal, and encased within its pommel are 5 gems (onyx, ruby, diamond, emerald, and sapphire), each worth 50,000 gold pieces each. The weapon value itself is priceless.

History: Created by Emperor Vitek in a quest to rid the lands of an amassing army of demons who sought to overthrow the lands. With the aid of a few time spells, and the gifts from the elder dragons, he was able to begin construction of Alkulcin. Forged within the flames of the Plane of Fire and Ice, bathed in the light of the Plane of Positive energy, this mighty blade was ready to set forth and begin its mission to uphold peace among the lands. It’s main focus and reason for creation is to slay living evil creatures.

Alignment: Chaotic Good. Intelligence: 22. Ego: 22.

Minor Powers:
Damage: 1d8+8/1d8+8 x2 (x4 vs. living creatures of evil alignment).
+3 bonus to AC and saves
Telepathy: Communicate with anybody except owner within 500’.
Blur: As the spell, continuous while held.
Vampiric Regeneration: Wielder gains hp equal to amount of damage done on a successful hit. The wielder can gain no more than half of his current hit points this way. Damage is applied to bonus hit points first. Any bonus hit points remaining after 24 hours fade away.
Wall of Force: As the spell, 3 times/day.
Dispel Magic: As the spell, 3 times/day.

Major Powers:
Telepathy: Communicate with owner over any distance and across planar boundaries.
Heal: As the spell, 4 times/day.
Harm: As the spell, 3 times/day.
Teleport w/o Error: As the spell, 3 times/day.
Fireshield: As the spell, continuous while held.
Haste: As the spell, continuous while held.
Globe of Invulnerability: As the spell, continuous while held.
Teleports to owner on command, from any distance and across planar boundaries.
Dancing: Can animate (as a Sword of Dancing) and fight independently as a 50/50 Ranger/Mage. Can employ spells as a 50/50 Ranger/Mage. This function can be activated 2 times/day.

Dangers: Within its blades lies the spirit of a 50/50 ranger/mage. If this sword is ever used to upset the balance of the multiverse, or for an evil act, then the sword will animate (as Dancing, above) and attack the wielder until the wielder is either unconscious or dead. Once the wielder atones for his actions he will be able to use the blade again.

Weakness: There is no known way to permanently destroy this artifact.

Editor’s Notes: This item does not follow the standard path of artifact creation and would probably upset the balance of most campaigns. However, in the case of very high level campaigns (with character levels at or above 100th level), this item would fit in well. Note that the strength of personality in this item would lead to it being played as an NPC, rather than a mere magic item.


The Leaf Cutter:
By Bitterlemming
For: All Editions

The Leaf Cutter is a is an ancient katana that was forged at roughly the same time as 14 other weapons long before the Godwar following the All Father’s prophecy, according to legend. Specifics of its history are still unknown and the sword never speaks much of the past. It has been known by other names and may well be one of the first katana ever forged. It is believed it was crafted by the first Sword Saint (Weapon Master) known as Hiro Sorano

Little is known about the period before the Godwar, the only war known between heaven and hell. During this period it was wielded by an Elven Samurai/Paladin named Tadaka Satsune. The final fate of Hiro is unknown, but he managed to pass the sword onto his wife to give to their unborn son, Then came the Cold Time. Unfortunately his son, Toshi, became a merchant upon emerging from the Caern at Anthindale. The sword was believed to have remained enshrined there until Toshi’s granddaughter Takani became a samurai under a human Sword master Choro Yoshi.

While Takani possessed the sword she referred to it as the Falcon Blade. She had a long and eventful career until she married a bandit prince. Later, she was slain by a ninja working for an unknown demon warlord. The sword was missing for about 200 years when it was reclaimed by Hiro Yoshi, a young human samurai whose sword was lost in a battle against what is referred to as the Fire Oni with Three heads. He was the descendent of Master Choro Yoshi, the man who trained Takani.

The blade currently rests atop an ancient abandoned keep on Mt. Ryoshi. Master Yoshi was murdered in his sleep by a pack of marauding gargoyles who stole the sword. The gargoyle Maffik who took it has burns all over his left arm and has lost the use of his right arm which carried the sword to its current resting place. The gargoyles were employed to steal the sword by a Succubus who has strong ties to a cult of ancient demon warriors.

Leaf Cutter: Katana +3 (Holy, Keen, Speed.)

Attributes: Wis 17, Int 14, Cha 13. Speech. LG. EGO: 19

Abilities: Improved Initiative, Heal 1/day,

Speaks Common, Gray Elven and Wood Elven.

Leafcutter is forged from a special mix of adamantine and elven steel and may only be destroyed by the most extreme of means. It has a very slight, almost imperceptible ding from where Tadaka blocked a demon lord’s great ax.

Appearance: The Leaf Cutter is a katana with a red stone handle wrapped in black silk strands and gold inlay of a leaf pattern running throughout the handle. It has a very plain gold band around the butt of the handle, bearing the mark of the creator. The hilt will always magically inscribe the mark of its current wielder along with the marks of all previous wielders. There are currently 8 marks. The blade is that of a darker grey metal and bears no inscription of any kind.

The sheath is a plain black scabbard with simple gold band at the top and bottom. The top band bears the leaf symbol, which Takani mistook for the wing of a falcon when she first saw it. When placed inside it, a non-magical katana will never rust or show signs of age and will always emerge clean and sharpened. There are rumors that the sheath can restore a broken ancestral katana if left in the sheath overnight.

Personality: The sword is not known to speak often, and then it will only ever address it’s current wielder. Bandits often tell rumors that it would speak to Takani’s children and tell them stories, but they are just rumors… The sword speaks in a calm, fatherly voice and is said to be very relaxing to listen to. It imparts words of wisdom, gives advice and has been known to instruct it’s wielder on the topics of honor, bushido and the Paladin’s code if necessary. It never seems to quote the source of its knowledge and wisdom. Perhaps it has just been around for a long time. Perhaps it is in contact with a higher power. It is up to the DM to decide.

Adventure Notes: PC’s would have to retrieve the sword for it to be of any use. It is currently in an abandoned keep inhabited by gargoyles and other denizens. An ancient cult of demon warriors has instructed one of its trusted lieutenants, a Succubus named Chori and a pack of gargoyles to make sure the sword stays lost forever. To worsen matters, the keep is old and extremely haunted. To worsen matters further, Mt. Ryoshi is said to have a very old dragon sleeping under it. It is believed to be an old Blue dragon who was recently rudely awakened by the locals.

The Quest for the Leaf Cutter is not meant to be simple, but the sword is not meant for any ordinary wielder, either. The sword will not likely accept anyone not of Lawful Good or Neutral Good alignment. It is capable in instructing a wielder in its use if the individual is found to be worthy. It will likely only bond with a Paladin or Samurai.

Thoughts on adapting the Leaf Cutter into your campaign: It doesn't need to be a Katana. Any of the OA references can be changed. In the campaign it originated in Gray elves are an Asian-style culture. The languages it speaks can be altered to accommodate for the campaign it is being used in. An additional thought on personality: It occasionally speaks in the voices of former wielders and its creator.


The Heart of Solinari By: Fynduril_Skyrunner
Contact: not availible
For: All editions

Description:

The Heart of Solinari, taken nearly a millennia ago from the moon of the same name, is an innately powerful magical Artifact. Crafted by the God of Good Magic himself, the heart possesses a small amount of the God's essence, and a large part of his power. Given to only the most faithful of his followers, the Heart can only be transferred to another with the God's blessing. Only those in great need, or in close spiritual contact with the God may wield the Heart's powers.

Alignment: Neutral Good
Primary Abilities:
Detect Magic, 10' Radius
Read Magic Always
Grant AC2 to wielder

Extraordinary Powers:
ESP 1/day
Clairaudience 1/day
Clairvoyance 1/day
Illusion 1/wk
Lightning Bolt 1/wk
Heal 1/mo

Special Purpose: The perpetuation of Magic

Special Purpose Power: Prismatic Sphere

Drawbacks:
Anyone that sees the Artifact in use covets it, unless they make a save vs. spells at -5 to avoid effect. Wielder becomes more dependent with each use. Every time he uses the item he must make a save vs. spells at -3. If the wielder fails 10 saves, he becomes bonded to item and if it is removed from his possession he will die within a week. If he becomes reunited with the Heart, this is nullified. Solinari himself may also choose to remove the Heart from the wielder without repercussions. Calls out to all Magic Users, letting its presence be known.
Will only allow its powers to be used if the situation dictates it, or if they coincide with its special purpose

Editor’s Notes: In general, I try to avoid artifacts in my campaigns as much as possible, and when they do exist, they usually are the center of the story line. I recommend clarifying drawbacks 3 and 4. I would limit the range of the calling to about 10 miles, and make it nebulous and unclear to those not directly looking at it. As for the devices controlling when it’s used, either eliminate the first part (only allowing its use as the situation dictates) or give the device an actual intelligence (much like an intelligent weapon). It is too easy for player-DM arguments to erupt over what constitutes a valid situation, and if the device has an intelligence, then any DM decision can be justified by the item’s agenda.



The Crown Of Mad King Cormik. (artifact) by Lordneodig

The Crown of Mad King Cormik is an extremely powerful artifact created not by the Mad King Cormik, but by the Psionicist Wizard Cormik. Whatever his title, Cormik was quite mad. Cormik lived in the dark days of the early Second Cycle. He had a tower far in the wastes of Wrath of Anhur. Possessing an incredible ambition, Cormik looked upon the Chaos of his period, not as the shattered dream of peace that the original settlers had hoped for, but as a great opportunity. He planned to become a Lich and use the Crown to raise an army (undead or alive it mattered not) and establish an empire unrivaled by the ancestral pharaohs. Fortunately, he was killed by the legendary burglar Sandelas.

It is assumed that Sandelas passed the Crown on to his employers, never seeking the power for himself. Nothing was heard or seen of the Crown until fourth century of the Third Cycle when a band of adventurers recovered the Crown in the town of Dresden, 40 miles south of the Great Library. The Crown was taken from the local clay mines by a healer. If the Crown has not been destroyed, then it can safely be assumed that it is contained in the Great Library, probably under extremely heavy magical and psionic wards, both to keep others from claiming the Crown, and to contain the power of the Crown itself.

One Interesting note: during the second century of the Second Cycle a huge magical explosion was reported to have occurred about one hundred miles away from Alexandria. This would place it near the location of future site of Dresden, and the time of the theft of the Crown. Coupled with this evidence is the fact that Dresden's primary production, shimmering Dresden pottery, has always radiated a slight dweomer. It can reasonably be assumed that whatever created the shimmering clay, also was the destruction of the Crown's third century SC owners.

If any one attempts to Detect Magic on the Crown, it will exhibit a strong Necromantic Aura. If Detect Evil is cast, the Crown will throb powerful malevolence. It is possible to Contact the Crown, but this is an extremely unwise decision. Only the most powerful mindbenders should attempt it, and even then with great caution.

The Crown Of Mad King Cormik is made entirely of obsidian, and it's only markings is the Ancient Alexandrian rune for death engraved on the front. It powerful dark PsychoMetabolic abilities, as well as frightening necromantic mage spells. It has an Intelligence of 16, and a "Constitution and Wisdom" of 18 for determining psionic power scores. It has 112 psp's, casts mage spells as if it were 18th level, speaks Ancient Alexandrian, Elvan, and Dwarvish, and has an incredible ego of 40 (giving it a personality score of 56 See page 188 of the DMG.) The Crown is so Lawful Evil, Asmodeus would be humbled, and it's primary goal is for it and it's "owner" to conquer the planet, living, dead, or undead (preferred).

When it does not have an "owner", the Crown goes into a coma like hibernation. As soon as someone puts on Crown when there is no "owner", the Crown immediately attempts to dominate the wearer with it's high personality score. If it succeeds, the Wearer now becomes the "owner" under the control of the Crown. If the dominating attempt fails, the Crown remains in it's coma until another person decides to wear it. The Crown has a constant telepathic link with it's owner that goes beyond psionics, and cannot be warded off with defense modes or Ejected. The Crown maintains this link and control no matter if the "owner" is wearing the Crown, or even if separated by large distances.

The Crown has one interesting weakness. While it may have an owner, it does not begin to come into full power until the next new moon. Until the new moon, the new "owner" only feels the desire to keep the existence of the Crown to himself. Upon the full moon, the Crown begins to awaken and develop its powers. The order in which this happens is detailed below:

Day One:
The Crown communicates with empathy.
The "owner" may cast Chill Touch, Corpselight, and Detect Undead, each usable nine times per week.
The "owner" also may use the Suspend Animation devotion
The "owner" has a natural AC of 8.

Day Two:
The "owner" may cast Animate Dead, Cloak Undead, Spectral Hand, and Undead Mount eight times per week each.
The "owner" may use Ectoplasmic Form.
The "owner" has a natural AC of 7.

Day Three:
The "owner" gains Hold Undead, Mummy Touch, Paralyze, Revenance, Skull Watch, and Spirit Armor each usable seven times a week.
The "owner" may use Cause Decay.
The "owner" has a natural AC of 6.

Day Four:

The "owner" may cast Beltyn's Burning Blood, Enervation, Mask Of Death, and Spendelard's Chaser each six times a week.
The "owner" may use the PsychoMetabolic devotions Double Pain and Aging.
The "owner" has a natural AC of 5.

Day Five:
The Crown becomes sentient again. Full telepathy with it's owner, as well as speech are gained. Disguise Undead, Improved Skull Watch, Magic Jar, and Summon Shadow may now be cast five times a week each and the science Shadow Form is gained.
The host has a natural AC of 4.
The host is immune to first level spells and psionics initiated by first level psionicists.

Day Six:
Bloodstone's Spectral Steed, Death Spell, Grimwald's Greymatle, Imbue Undead With Spell Ability, Lich Touch, and Teleport Dead may be cast four times a week each.
Poison Simulation may be used.
The host has a natural AC of 3.
The host is immune to second level spells and psionics initiated by third level psionicists.

Day Seven:
Bloodstone's Frightful Joining, Control Undead, Finger Of Death, Intensify Summoning, and Suffocate may be cast three times a week each.
Nerve Manipulation is gained.
The host has a natural AC of 2.
The host is immune to third level spells and psionics initiated by fifth level psionicists.
The host cannot be hit by +1 weapons.

Day Eight:

Energy Containment is now known, and Abi-Dalzim's Horrid Wilting and Death Link may be cast two times a week each.
The host has a natural AC of 1.
The host is immune to fourth spells and psionics initiated by seventh level psionicists.
The host cannot be hit by +2 weapons.

Day Nine:
The Crown comes into it's full power.
Energy Drain, Master Undead, and Wail Of The Banshee may now each be cast once a week, and the PsychoMetabolic sciences Death Field and Life Draining are gained.
The host has a natural AC of 0.
The host is immune to fifth level spells and psionics initiated by ninth level psionicists.
The host cannot be hit by +3 weapons.
All effects are cumulative. Armor Class bestowed is natural. Thus if the host were to be encountered on the eighth day while wearing a Ring Of Protection +2, he would have an AC of -1.

The Crown views it's "owner" merely as a tool, since it cannot accomplish it's objectives with out one. It will seek to protect it's host until it is unusable, then will cause the host to place him or herself into a lethal situation, so that the Crown may eventually gain another "owner". The only things which break the link between the Crown and it's "owner" are the destruction of either the Crown or it's "owner", direct divine intervention, or maybe, just maybe, a Wish combined with a Holy Word, with a Mindbender performing Psychic Surgery upon the host. Each of these would have to be performed by a different person of at least twentieth level.

The Crown may only be destroyed by boiling it in holy water for an entire lunar cycle, during a ceremony involving at least ten thousand levels of chaotic good priests. At least one Avatar of a chaotic good Power would have to preside over this Ritual.