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| DemonDragonJ08-18-05, 06:45 PM | I have seen many "1001 New (insert random word here)" threads, and I would like to start my own. I love artifacts, and I would like to see how many new and interesting artifacts we can create on this thread. (I suppose it would not hurt if we numbered them for easier reference.) 1. Crown of Sune Believed to have been created by Sune Firehair herself, this crown resembles a masterfully crafted tiara of platinum and mithril studded with perfectly cut white diamonds. The wearer of this diadem gains a +6 inherent bonus to their charisma score, and adds their (newly improved) charisma modifier as a bonus on all saving throws and as a deflection bonus to armor class. The wielder also gains the blinding beauty ability of a nymph. Any humanoid within 60 feet of the wearer who looks directly at the wearer must make a fortitude save (DC equal to 10 + the wearer’s charisma modifier + the wearer’s character level) to avoid becoming blinded permanently as if by the blindness/deafness spell. The wearer can suppress or resume this ability at will as a free action. Additionally, the wielder may once per day invoke a nymph’s deadly beauty ability. All creatures within 30 feet of the wearer who gaze directly upon her must make a will save (DC equal to 10+ the wearer’s charisma modifier + the wearer's character level) or die. Finally, the wearer may use the following spell-like abilities three times per day: mass charm monster, holy smite, searing light, and mass suggestion, all at caster level 20th. Any evil creature who wears this crown cannot use any of its powers and gains one negative level, as if the crown were a holy weapon. (I sincerely hope that that artifact does not seem over-powered!) :D |
| Far_Traveler08-18-05, 07:51 PM | Artifacts are by natured overpowered 2, The monster manual: a loremaster was trapped in this book, this item is intellegent(int 60 wis 20 cha 30, Ego 60, TN), and can use ghost sound and silent image at will, as well as locate monster, as as a grand total of a +68 bonus on all knowledge skills that can identify a monster, and it urges its wearer to experience all a monster has to offer, see all monsters, but is generally very patient. every decade the book gets another skill rank in those knowledge skills. it generally uses these powers to locate a creature, and it explains a creature to its wielder, creating a image and sounds using its powers. |
| psychic_infinity08-18-05, 08:12 PM | 3. Temporal Doom: This artifact looks like an oversized gold pocketwatch with strange engravings on it. A succesful DC 35 Spellcraft check recognizes the engravings as runes to a powerful, time-related spell. In battle, Temporal Doom can be used as a +5 Skillful chain, but its true function is revealed when the pocket watch is opened. The clock part has thirteen hours around the outside, but besides that, it looks like a regular clock. However, if the command word is spoken, the hands stop moving and all time around owner freezes for 5d20+Int modifier rounds. During this time, the owner can take any normal action, but only does half damage to any creature he or she hurts in any way. When time is returned to normal, the owner is dazed for a number of rounds equal to his or her Wisdom score. The watch has hardness 15 and 42 hit points. If the watch is reduced to 0 hit points, it immediately disappears and reforms on a secret demiplane in the Astral Plane. Furthermore, the owner is shifted to a random evil-aligned plane. |
| CryoSilver08-18-05, 09:43 PM | Temporal doom? Invader Zim? "Now to unleash screaming temporal doom...!" 4. The swords of truth: Though two swords, these weapons count as a single artifact. The first is a + lawful, anarchic, vorpal scimitar with the ability to smite ethically neutral creatures once per day as a paladin's smite evil ability (+4/+20). The second is a +5 holy, unholy brilliant energy ghost touch scimitar with the ability to smite morally neutral creatures once per day 9as above). When wielded together, they change the wielder's alignment to true nutral unless he succeeds at a DC 35 Will save... If he does not shift, he takes ten negative levels (these overlap with those from not matching the sword's alignment requirements.) If he dies, well tough noogies. If his alignment shifts (you can fail this save if you want) he gains the ability to instantly determine the alignment of every creature within 120 feet, andthe ability to invoke any Magic Circle at will, as well as a Holy Word, Dictum, Blasphemy and Word of Chaos each once per day. The mightiest ability of these swords is the ability to call upon the forces of morals and ethics to destroy a creature's mind once per day. Once per day, the wielder of both swords, if he hits the same creature with both in the same round, may force it to make a Will save with a Dc equal to 10+half the damage dealt or be utterly destroyed beyond the recall of any spell or ability used by any creature that isn't true neutral. |
| copperwood08-21-05, 09:06 AM | Inspired by the Pullman novels (please don't sue me Mr. Pullman! ;) ) The Subtle Knife It is said that the Subtle Knife always finds its way into the hands of the next 'fated' wielder. Anyone else who manages to acquire the Knife tends to lose it soon after - often in a particularly unpleasant manner. Upon picking the Subtle Knife the wielder immediately takes 9 points of damage as it cuts him. This damage cannot be healed by any means until the knife is acquired by someone else (who then takes the damage). The Subtle Knife is a +5 silver dagger with a supernaturally sharp edge. It ignores the effects of any non-magical armour, and if the opponent if wearing magical armour then only the magical bonus counts towards his armour class. Any damage dealt is also applied to the armour (ignoring hardness), minus any magical enhancement bonus. If the opponent is using a shield there is a 50% chance the damage is dealt to that instead. For example, the wielder of the Subtle Knife attacks an opponent wearing leather armour + 3. Only the +3 magical bonus is counted towards the opponent's AC - the +2 armour bonus of the leather is ignored. The wielder strikes for 7 points damage, and the opponent's armour takes 4 points of damage (7 - 3). Once per day the wielder may use the Subtle Knife to slice between the fabric of space, creating a hole in the air leading to another plane. This counts as a gate spell cast by a 20th level caster, except that the wielder does not need to concentrate to keep the gate open and has only a 60% chance plus 5% per point of Wisdom modifier of the gate opening to the desired plane, otherwise it opens to a random plane. |
| RavenDrake08-21-05, 09:38 AM | 7. Sword of Unbearable Sharpness This Admantine Longsword was forged long ago by a desperate dwarven smith, who tempered and sharpened the blade again and again in an attempt to make the pefect blade. For a month, with no sleep or rest, he sharpened and tempered the blade, finally dying on the 30th day. His soul empowered the blade, aleady of unbelivable sharpness, and it became one of the most powerful dwarven blades ever forged. Although this blade has no enhancement bonus, the magic surrounding it allows the blade to ignore Armour and sheild bonuses to AC, damage reduction and hardness. If used in battle by a dwarf with Craft(Blacksmithing) at 20 or more ranks, then the blade also ignores all deflection bonuses to AC, and can cut through any barrier or ward, even a wall of force, by cutting through it(make an attack roll against the protective field, and add your ranks in Craft(Blacksmithing). Treat this as a "Dispel Magic" check against the barrier.) |
| FlameLover08-21-05, 09:42 AM | Sigged! 8. Crystal Chalice of Deities This chalice was crafted by the deities themselves and is one of the last true remaining artifacts. It is always filled with a clear liquid, indisinguishable from water by all forms of magical and mundane tests. Any liquid poured from the chalice becomes normal water and is instanlty replaced. A creature who performs a ritual lasting 1 week with the chalice gains a divine rank of 0. They are effectivly a qausi- or hero-deity. You may comunicate with other deities and even have a small group of followers, although one of your only tangible benefits is immortality except from an outside force. I dunno much about divine ranks and epic levels though so if this is just silly then please forgive me. EDIT: Took me so long someone beat me now I have to change the number! |
| CryoSilver08-22-05, 11:37 AM | And the signature artifact from my homebrew campaign world. Idol of the Last God: this artifact of surpassing power contains the essence of all of the gods of Iliga, and is the primary reason there are no more. It may be activated up to once each year, the behfits depending on how long it has been inactive. It may be used to increase the caster level of any spell cast with it as an aditional focus; such a use increases the caster level by 2^(number of years since last use), with no limit, except that if the caster level exceeds three times te caster's normal level, he dies with no save as the magical power consumes him (*the spell is still cast). It may also be used to increase an ability score; such a use increases one ability score, chosen by the wearer by 1 point for each year since its last activation for 1 round per year of inactivity. If the incresae boosts the score to three or more timesthe user's normal ability score, he dies when the duration expires as his body shuts down, unable to handle the sudden drop in power. The third use of the Idol is the most dangerous. If the proper ritual is known (DC 50 knowledge religion), the Idol's full power may be unleashed in the form of a detructive wave of magical energy. Such a use deals 1d6 damage per year of inactivity squared, ignoring damage reduction, hardness, regeneration and any other effect that reduces or mitgates damage to everything within proper x miles, where x is the number of years of disuse (this means that it is raised to itself raised to itself a number of times equal to it's quantity: for example, if x is 3, then it is 3^(3^(3^3), or 3^27. There is no save or spell resistance allowed for this effect, and everything destroyed by this use is gone forever. The wave of destruction spreads at infinite speed and there is o way to stop it. If the Idol has been inactive for more than 1,000 years, this effect has a cumulative 1% chance of affecting any other plane in the cosmology for each 1,000 years of inactivity after the first. Furthermore, any plane affected by this effect when it has been used after 1,000 years or more of inactivity is utterly destroyed forever. IMC, the Idol is broken up into 37 pieces; the PCs have one, and other people have 30 of the other pieces, siz being lost and not necessarily on the Material Plane. |
| DemonDragonJ08-26-05, 11:23 AM | I am terribly sorry that it has taken me this long to update this thread. I have been terribly busy. But now I am back, and I have two more awe-inspiring artifatcs to add to the existing list. Horn of Heaven This magnificently crafted trumpet is said to have been forged from materials obtained from the Illuminated Heaven itself. It has been used in battle by powerful angels against the legions of Hell in epic battles long ago. However, it has been lost, and its current whereabouts are unknown. If ever found, it will certainly be a blessing to all those who fight on the side of goodness. The Horn of Heaven appears as an indescribably beautiful trumpet forged out of the purest polished mithril, with intricate celestial script engraved along its length. The horn continuously emits an aura that combines the effects of the holy aura and hallow spells, both at caster level 20th. When blown, it creates a song of breathtaking and paralyzing awe. This song can produce one of the following effects: • Three times per day, all nongood creatures within 60 feet of the possessor of the horn take 10d6 points of damage (half of this damage is sonic, while the other half results directly from holy power and thus is not subject to sonic resistance) and suffer the effects of a holy word spell (caster level 20th). This use of the horn costs the holder 500 exp. • Twice per day, all good creatures within 60 feet of the possessor of the horn are restored to their full maximum hit points, regain all lost body parts and all spells per day, and are purged of any diseases, poisons, negative levels, or unwanted enchantments. This use of the horn costs the holder 1000 exp. • Once per day, the horn may summon 2d4 bralani eladrins, hound archons, or equinal guardinals, 1d6 leonal guardinals, shiradi eladrins, or trumpet archons, or 1d2 solars. Creatures summoned this way have maximum hit points for their hit dice and have a +10 bonus on saves against any effect that would send them back to their home plane. The possessor of the horn must summon creatures whose alignments match his. This use of the horn costs the holder 1500 exp. • Once per week, the horn can revive up to 5 dead creatures of any good alignment, as if by means of a true resurrection spell (caster level 20th). The possessor of the horn must know the name of each creature as well as the time and location of its death for this power to function. This use of the horn costs the holder 2000 exp. Additionally, upon a mental command from the wielder (a free action), the horn transforms into a +6 holy heavenly burst sacred burst keen defending greatsword that deals triple damage on a critical hit against evil creatures. While in sword form, the horn cannot be blown, but if it is wielded by a paladin or other character capable of smiting evil, it enables that character to smite evil one additional time per day, and adds +10 to the attack and damage roll upon a successful smite attempt. The horn reverts to its trumpet form if commanded by the wielder (a free action), or if the wielder loses contact with it. If an evil creature touches the horn, it takes 2d6 points of damage and 1d6 points of ability damage (roll a d6 to determine: 1=strength; 2=dexterity; 3=constitution; 4=intelligence; 5=wisdom; 6=charisma). This damage can be healed only by healing magic cast within the area of a desecrate or unhallow spell. Evil creatures touching the horn also gain 2 negative levels for as long as they hold it. Creatures who are neither good nor evil gain only 1 negative level and do not take damage. Lightning Rod Forged in the heart of a powerful magically created thunderstorm, this is an adamantine staff with a spearhead on both ends. The staff constantly emits an aura that combines the effects of the cloak of chaos and entropic shield spells, both at caster level 20th. Each end is a +5 anarchic shocking burst speed seeking distance returning javelin. Unlike most javelins, this weapon is strongly forged, and can be used in melee combat without incurring the usual penalty for doing so. The lightning rod can also be used in melee as a +5 anarchic shocking burst speed quarterstaff. The Lightning Rod can also absorb electrical energy as if it were a rod of absorption. Whenever the wielder of the Lightning Rod would be dealt electricity damage, that damage is instead absorbed into the rod in the form of charges. The Lightning Rod gains 1 charge for each 1 die of damage that would be dealt (for example, a lightning bolt spell that would deal 2d6 points of damage would be converted into 2 charges). The Lightning Rod contains many spells, the following of which drain 1 charge per use: call lightning, lightning bolt, gust of wind, the following of which drain 2 charges per use: call lightning storm, chain lightning, whirlwind, and the following which drain 3 charges per use: chaos hammer, greater whirlwind, stormrage, all at caster level 20th. When the lightning rod reaches its maximum of 50 charges, all further electricity damage that would be dealt to the wielder is dealt as normal. Also, when the lightning rod reaches its maximum of 50 charges, its enhancement bonus increases from +5 to +6, thus making it an epic weapon for the purposes of overcoming damage reduction. Finally, when it has reached its maximum storage capacity of 50 charges, the lightning rod can be used to perform a lightning strike. The wielder announces their intent to do so, and hurls the lightning rod at a creature, as if they were attacking normally with it. If it strikes successfully, the lightning rod detonates in a massive explosion of electrical energy, dealing 200 points of damage to all creatures within a 20-foot radius. Half of this damage is electricity damage, but the other half stems directly from chaotic power and thus is not subject to electricity resistance or similar effects. If a lightning strike is unsuccessful, the attempt is wasted. After a lightning strike is performed, the lighting rod returns to the hands of the person who threw it, but it cannot absorb electrical energy and loses all its powers for a duration of 1d12 hours. Also, an edit to the Crown of Sune: the blinding beauty and deadly beauty abilites bestowed by the crown affect only creatures with fewer HD than the wearer. Creatures with equal or greater HD are not affected by these abilities. |
| green_yawgmoth08-26-05, 04:07 PM | Here's a few I've been mulling over for my Eberon campaign: The Fangs of Khyber This +3 souldrinking/+5 keen wounding 2-bladed sword appears to be created from a single very large Khyber dragonshard, and has a base crit range of 18-20. Its wielder becomes aware of its more sinister powers after slaying a creature of at least 10 HD. The blades absorb the soul of any creature over 10 HD, to be used as charges to power its abilities (usable as a free action unless otherwise noted): 1 charge: give one edge an additional +1 enhancement bonus, or a +1 equivalent ability. (may spend more charges to gain higher enhancement bonuses or better abilities) 2 charges: Gain the two-weapon fighting feat, or the next feat in the twf tree if you already have it, for one round. 20 charges, concentrate on the blade for 1 minute: Call a half-fiend shadow dragon to you for one hour. It follows your orders as it interprets them, and fades into the shadows at the end of the hour, or if you command it to do something overly dangerous to its health. The Fangs of Khyber can hold a maximum of 50 charges, and are usually found with 2d10 charges left in it. The Scales of Siberys This appears to be nothing more than a large, flat siberys dragonshard, until a creature with a dragonmark holds it. If the scale is placed upon the holder's dragonmark, it immediately binds to her, forming a large siberys mark of her house wherever she desires on her body. She gains the benefits of the lesser, greater, and siberys marks if she had a least dragonmark (or better). If the wearer had an abberant mark, it becomes intensified (as the metamagic feat), and the siberys mark is a spell of 6th-9th level from the same school and effect (for example, a burning hands abberant mark might give the character meteor swarm or incendiary cloud; an inflict light wounds mark might grant harm or energy drain). The Eye of Eberron The Eye of Eberron is a near perfectly spherical shaped Eberron dragonshard, with ruby motes of light that seem to form a pupil. If an arcane caster removes one of his eyes and replaces it with the shard, he gains a +4 graft bonus to his primary spellcasting stat and caster level, plus one additional benefit based on class: Sorcerer: Gains an additional spell known at each spell level, and metamagic feats require no additional casting time. Can use detect magic at will as a supernatural ability. Wizard: Gains the Spell Mastery feat for any spell he reads, and gains read magic as a supernatural ability. If the eye is removed, the character must make a will save DC = his highest spell's save DC or go insane, as per the spell. This can only be reversed with a miracle or wish spell. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| green_yawgmoth08-26-05, 11:18 PM | Sigged! 8. Crystal Chalice of Deities This chalice was crafted by the deities themselves and is one of the last true remaining artifacts. It is always filled with a clear liquid, indisinguishable from water by all forms of magical and mundane tests. Any liquid poured from the chalice becomes normal water and is instanlty replaced. A creature who performs a ritual lasting 1 week with the chalice gains a divine rank of 0. They are effectivly a qausi- or hero-deity. You may comunicate with other deities and even have a small group of followers, although one of your only tangible benefits is immortality except from an outside force. I dunno much about divine ranks and epic levels though so if this is just silly then please forgive me. EDIT: Took me so long someone beat me now I have to change the number! That would be insanely powerful to the point of broken for almost any campaign. Even DvR 0 is quite powerful; it's why the creatures with it are CR 35+. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| CryoSilver08-27-05, 01:34 PM | Which is why it's an artifact. I mean, if you look at mine, it has the ability to blow up the planet in about 4 years. |
| green_yawgmoth08-27-05, 02:07 PM | Which is why it's an artifact. I mean, if you look at mine, it has the ability to blow up the planet in about 4 years. Of course, yours is broken into 37 pieces, and most people with it would be content to simply hold onto it for when they need a huge boost to their spellcasting stat or caster level. It seems more like a plot device than an item any character is likely to wield. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| speeblefreak08-27-05, 07:31 PM | Gatemail of Gorzyllog Created by an archmage with a penchant for improving upon existing items, this suit of armor appears to be an iron framework with gaps at the (body's)joints to allow mobility. It is in fact a mesh of portals very similar to ring gates. Gatemail of Gorzyllog grants a +15 cover bonus to armor class and occupies the magic armor slot. If an attack misses by 15 or less, the attacker's weapon passes into and back out of the gatemail in the same spot, attacking its user at the original attack roll. If an area effect engulfs the user, the user only takes 10% of the effect (allowing saves as normal) and the gatemail dieperses the effect in a 10-ft radius spread centered on the wearer. If a Gate spell is cast on Gatemail of Gorzyllog, a planar fracture occurs that sends the wearer of the armor into the astral plane (50% chance), sends everyone within 10 feet of the wearer (but not the wearer) into the Astral Plane (25% chance), shunts the wearer of the armor 1d10x10 miles in a random direction (20% chance), or deals 20d6 damage to everyone within 20 feet of the wearer (2d6 to the wearer) as the spatial dimensions buckle and crack (5% chance). |
| Adrez Nesnsid11-08-06, 09:16 AM | BUMP! :bump: |
| green_yawgmoth11-08-06, 09:26 AM | Holy thread necromancy, batman! http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Arien_Drajanuma11-08-06, 10:08 AM | I have several: -ARMOR OF TERRA: This +7 Heavy fortification Full plate armor is made of stone (thus can be worn by druids). The wearer gains immunity to electricity and petrification, Dmg Red 30/adamantine, and the uses at will of Flesh to Stone, Stone to Flesh, Transmute Mud to rock, Rock to mud, Move earth, and Earthquake. However, the Armor of Terra is extremely heavy, requiring str 20 to wear it. It has a -10 armor check penalty, and the wearer can't run or charge. The armor is directly linked to the material plane, so it is absolutely indestructible (unless the whole plane is somehow destroyed), but it CANNOT leave the material plane -THE ROYAL SCEPTER OF ETERNAL ICE: This powerful staff is entirely made of ice, and can only be touched by a female evil arcane spellcaster. Any other person that touches it is instantly turned to stone (so saving throw). The staff has 50 charges, which can be used with the following spells: 1 charge: -Chill touch -Mage armor -Ray on enfeeblement -Shatter -Suggestion 2 charges: -Cone of cold -Fire shield (the cold verion) -Otiluke's freezing sphere -Orb of Ice -Wall of Ice 3 charges: -Polar beam -Energy drain The staff can be recharged. Any attack that causes cold energy damage to the staff gives it 1 charge for every 10 points of dmg it would have taken, (rounded down). The powers of the staff can't be used to recharge it. The most fearsome power of the staff is the ability to turn creatures into stone. The wielder can use a standard action to perform a touch attack against a creature, and the victim is instantly turned to stone, as per flesh to stone, with no limits, no SR and no saving throw. The Royal Scepter of Eternal Ice is extremely evil, and any woman that wields it must make a will saving throw each week (DC 25) or become a Chaotic Evil fanatic. The scepter is indestructible. It can only be destroyed by throwing it into the sun. (I got this last one from chronicles of narnia... I hope they don't sue me either. I also made the Fire Flower Extract, the Bow of Melodies, the Shield of Courage, and the Lion's Tooth (Peter's sword) |