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| Verelor10-13-05, 03:25 PM | Well, I''m currently developing a new line of artifacts for my campaign universe Mysterra. I've already chosen which ones I should NOT include. Now it's time for me to create a series of new ones. Remember that these will be campaign specific, yet most are convertable to your own without much work. My first idea is to ditch the existing iterations of the Book of Vile Darkness and Book of Exalted Deeds artifacts and create my own. I hated the fact that these books dissapeared the first time someone fully reads of their holy/evil contents. They gave off no aura of holyness like a continual consecrate and/or hallow spell. An artifact with but a single charge? That's insane. I want a Book of Exalted Deeds/Vile Darkness that attracts the masses. A BoeD that nations flock to just to feel their holy radience and hear a few verses from the archcleric. Any suggestions for me to create a varient of these artifacts? This will be but the first of many. |
| green_yawgmoth10-13-05, 04:10 PM | How about making the BoED radiate a permanent hallow site (possibly with tounges tied to it), a double strength consecrate (perhaps with the book counting as the permanent fixture of your deity for a 4x effect), and any creature who shares your alignment who hears you read from it is affected by a bless spell. Maybe people of opposite alignment who hear you reading gain a negative level until they can't hear you anymore. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Verelor10-14-05, 03:58 PM | Here we go for the first two new artifacts, many more on the way soon, probably a Conjurshard first: Book of Exalted Deeds (variant): This ancient text is an artifact that is sacred and holy in every fibre of it's being, the holy word of the Creator and Supreme Virtue himself. A continual hallow and consecrate spell is centered around the tome, as well as a continual holy aura spell(the holy book is warded by it's own profound sacrement from evil attempts to destroy it). Any good character that reads a word of it's text gains 1000xlevel experience (this benefit can only be gained once by the same character), and any good character that reads the book aloud automatically triggers a holy word spell at the book's caster level. A character of any nuetral or evil alighment that touches or reads from the tome loses 2d6x1000 XP. Strong Abjuration [good]; CL 19th; Weight 3 lb. Book of Vile Darkness (variant): This tome is a work of ceaseless acidic evil, blasphemy from the tounge of the Evil One hisself. A continual unhallow and desecrate spell is centered around the tome, as well as a continual unholy aura spell(the blasphemous book is warded by evil forces beyond the understanding of most mortals). Any evil character that reads a word of it's text gains 1000xlevel experience (this benefit can only be gained once by the same character), and any evil character that reads the book aloud automatically triggers a blashphemy spell at the book's caster level. A character of any nuetral or good alighment that touches or reads from the tome also loses 4d6x1000 XP that kills him if it drains her total experience below zero, and has a 60% chance to be attacked by a Cauchemaur (nightmare) that night. Strong Abjuration [evil]; CL 19th; Weight 3 lb. |
| Verelor10-16-05, 04:09 PM | Here we are, new one: Conjurshard: In the ancient days when arcane power far overshadowed what it is today, and was a more blessed art, incredible artifcts that truly showed the majesty of the arcana were forged. One of these artifacts are the conjurshards, the greatest in power of all non-unique artifacts in Mysterra. All of the conjurshards of today but the one in the citadel of Kaj Meanor have themselves been moved to an Enclave (epic floating city) or are now extraplanar. For an epic magi to have joined the ranks of the elite, ancient Archwizards, the only alternative was Enclave creation, and only nine encalves exist today, only four are even rumored of by mortals... A conjurshard appears as a brilliant foot tall and two-inches-wide bluish-purple crystal that radiates an overwhelming arcana aura and floats only inches from a surface. it is essentially weightless and piercingly hot, as if it may be a chunk of the Crystalis Arcanis itself. It has the power to make arcane magic flourish in a city. All arcane spells cast within one mile of a conjurshard are Empowered, Quickened, Maximized, and Enlarged, yet with no spell slot increase. A magi's total arc points are doubled as long as she is within two miles of the artifact. All arcane spells are also cast at +5 caster level, stackable. The Archwizard that creates a conjurshard can sense it's exact direction from him at will, and the arc pool bonuses quadruple rahter than double if he is within two miles of his own conjurshard. The overwhelming inner aura that a conjurshard creates is deadly. Any being other than the particular shard's creator that comes within 60 feet of the actual artifact but has no divine or cosmic rank must save for Fortitude DC 60 or die, but still be knocked unconscious if the save is successful until she is removed. Whether cosmetically or otherwise, no two conjurshards are exactly alike, and may have lesser, unknown powers. Strong (All schools); CL 21st Tell me if there's anything wrong or too vague so far. Next I'll be posting The Shackles that Bind the Malifacriam (tentative title). |
| Verelor10-17-05, 07:50 PM | Noone wants to reply? :( |
| Catra10-17-05, 08:29 PM | All very interesting. I think, though, that no one spellcaster should be able to make a conjurshard, even epic. Especially for the kind of range you're talking about. If the conjurshard is the nexus of arcane power that you're making it out to be, I'd rule that no fewer than six wizards of 21st level or greater may create a conjurshard, reduced by one for every six levels (five wizards at level 27, four at level 31). Sounds rather harsh, but not really. If you want to really crack down, you could rule that only pure wizard or sorcerer levels count (and wizard/sorcerer levels don't stack), and not prestige classes that merely increase your caster level by one each level. What convinces me most is the DC 60 Fort save to actually survive coming close to one of them. No one mortal could create such an apparatus and live. |
| Verelor10-18-05, 08:58 PM | There's a little detail you've forgotten: Mortals have forgotten how to create artifacts for hundreds of years, maybe thousands. Artifacts that survive today in the world are from an age where the knowledge and connection to the arcane was incredibly strong. Anyways, on to wrtiting up the next campaign artifact. Any name suggestions besides that really long-winded one? |
| Verelor10-19-05, 07:53 PM | Well, this one technically isn't an artifact, but I decided to post it here anyway, especially since this particular wondrous item is very important in Mysterra, adn to get everything in one place. It's called the Dragon Stone, it's a medium wondrous item, and I'll post it here on the morrow. |
| moto10-19-05, 09:06 PM | Here we are, new one: Conjurshard: In the ancient days when arcane power far overshadowed what it is today, and was a more blessed art, incredible artifcts that truly showed the majesty of the arcana were forged. One of these artifacts are the conjurshards, the greatest in power of all non-unique artifacts in Mysterra. All of the conjurshards of today but the one in the citadel of Kaj Meanor have themselves been moved to an Enclave (epic floating city) or are now extraplanar. For an epic magi to have joined the ranks of the elite, ancient Archwizards, the only alternative was Enclave creation, and only nine encalves exist today, only four are even rumored of by mortals... A conjurshard appears as a brilliant foot tall and two-inches-wide bluish-purple crystal that radiates an overwhelming arcana aura and floats only inches from a surface. it is essentially weightless and piercingly hot, as if it may be a chunk of the Crystalis Arcanis itself. It has the power to make arcane magic flourish in a city. All arcane spells cast within one mile of a conjurshard are Empowered, Quickened, Maximized, and Enlarged, yet with no spell slot increase. A magi's total arc points are doubled as long as she is within two miles of the artifact. All arcane spells are also cast at +5 caster level, stackable. The Archwizard that creates a conjurshard can sense it's exact direction from him at will, and the arc pool bonuses quadruple rahter than double if he is within two miles of his own conjurshard. The overwhelming inner aura that a conjurshard creates is deadly. Any being other than the particular shard's creator that comes within 60 feet of the actual artifact but has no divine or cosmic rank must save for Fortitude DC 60 or die, but still be knocked unconscious if the save is successful until she is removed. Whether cosmetically or otherwise, no two conjurshards are exactly alike, and may have lesser, unknown powers. Strong (All schools); CL 21st Tell me if there's anything wrong or too vague so far. Next I'll be posting The Shackles that Bind the Malifacriam (tentative title). CL 21 IS way to low, this Artifacts are created by gods and extreamly powerful mortals, and besides the benifits are way to lagre for a CL 21 Item, It should be at least 50 |
| Verelor10-19-05, 09:07 PM | Well, before that I'll post a couple artifacts I've found on Planewlaker.com, slightly converted to fit this wonderful universe perfectly. The Holy Mace of Mythillis A fearsome aura of power emanates from this massive weapon, once wielded by the exalted Saint Anundir in the Age of Darkness to combat evil, a gift from Heaven itself. Sharp, powerful lines adorn the shaft of this mace, which streak directly to a perfect sphere that serves as this weapon's contact point. Perfectly curved spikes emanate from the perfectly-shaped radiant sphere, yielding an image that is at once both arresting, yet awe-inspiring. A vibrant, royal golden-white hue surrounds this weapon of power. Upon holding the weapon it is instantly apparent that only those that are pure of heart can truly wield it. “The Holy Mace” is a +4 grandmasterwork holy heavy mace, except that it deals 2d10+3 damage rather than the usual amount. The weapon also bestows a +6 enhancement bonus on the wielder’s strength. Any time the weapon strikes true, a Holy Smite spell is activeated with the weapon as the central point, at caster level 20th. Only good characters may wield this holy weapon without gaining three temporary negative levels for as long as the holy weapon is held. Ring of Arcane Might These near legendary artifact rings are bands forged of an unknown metal, expertly carved with small, sharp jagged edges. The centre-stone of the ring is a ruby, which emits a low, purple glow. It grants a +6 enhancement bonus to Intelligence, and a +3 deflection bonus to AC. In addition, arcane spellcaster gain an extra spell per day of each level that they are capable of casting, or an additional 4 x level arcs if the character is a magi. This applies regardless of whether the spellcaster has to prepare their spells or not. Minor Artifact; Strong Enchantment; CL 18th |
| Verelor10-20-05, 07:32 PM | So, no suggestions? I want to fix everything l cean thus far before posting the first write-up of the Dragon Stones, as long as it doesn't have to do with the conjurshard caster level, which I intend to keep at level 21 CL. It's certainly balanced for the most powerful of minor artifacts in the world, especially since they cannot be carried, are gaurded to the death, and were forged in an age when the arcane was at it's mightiest. Only one ISN'T held somewhere extraplanar or in a hidden epic enclave, which only very epic characters will have access to anyway. You're only looking at the direct benefits and absolutely none of the mitigation, a constant flaw when people try to spot holes in this smut named "balance". |
| Verelor10-21-05, 11:39 PM | Eh, guess I'll just go ahead and post it. Remember that Dragon Stones are not artifacts but intermediate wondrous items, but why not post it all in one place? This wondrous item is mostly fluff and story beauty, just the way I love it. Tell me if there's anything wrong with the price of the item or something. Dragon Stone In Mysterra, powerful dragon lords can forge magical stones infused with aura of the draconic and grant them to loyal Dragon Disciples in order to gain more power, sending them on holy crusades, quests of tyranny, or simply greedy gold expeditions. When one feels a Dragon Stone, they experience a melding with the raw power of the dragon, an absorption of the draconic into their being. A character requires the possession of a Dragon Stone in order to enter or advance levels in the acclaimed Dragon Disciple prestige class. The dragon and servant for which the stone was created can telepathically communicate at any time so long as the stone is being held in the hands of the disciple (the disciple can always feel the telepathic call if the item is on his person, but it takes a standard action to initiate telepathic communication with the draconic lord). The Dragon Stone grants draconic acquisition of the type of it’s dragon maker, and this can be easily recognized by the stone’s very coloration, which is the same as that of the dragon creator. The creation and gift of a Dragon Stone is one of the greatest gifts between dragon and human, and is a sign of true friendship and respect. Blue dragons rarely care for disciples, and white dragons especially will almost never seek one. Moderate Enchantment; CL 7th; Craft Wondrous Item, creator must be an age old or higher true dragon; Price 15,000 gp. Tell me if Dragon Disciple needs a small powering-up for requiring possession a magical piece and some role-playing requirements such as finding a dragon lord. |
| Verelor10-23-05, 04:07 PM | 200 views and only a handful of replies? Come on, ppl, I didn't start this post just so you guys can look at my hard work and nab the pieces you like without saying anything, I want everyone who sees this to say SOME sort of comment of incouragement or discouragement. |
| Catra10-23-05, 09:23 PM | I'm not really concerned with Epic play anyway, since I think most of it is broken, and except for the feats, boring and tedious. I think that the Dragon Stone is fine for the Dragon Disciple. Really, it doesn't make sense that a character would just somehow know (or be able to learn through books) how to become one. Yay for balance. Did you want to include anything about Sorcerers who draw their power from their draconic blood? |
| Verelor10-24-05, 08:46 PM | My world is very unique. There are no sorcerers, no wizards, just magi (it's a modified version of Jaerom Darkwind's Arcanist class, most of the otehr ones are a modified version of one of his or an ultimate class). I disagree with you about epic play fervently, epic play was not meant to be awesome when the party starts at that level, epic play is an incredible experience when you are still fondly role-playing a 30th-level character you've followed with for the last few years in countless adventures and trials. It was designed so when the party reaches level 20 and everyone is in love with their long-lived characters he doesn't have to say: Game over, roll up new characters. And really, I owe this idiotic concept of balance my humblest middle finger. Balance is a joke, and as a DM it is simply one of your jobs to not make the joke a lot more funny. You can worry about your game being "inbalanced" when someone actually notices that it is and it is ruining someone's fun at the table. It's not like you're going to be handing out artifacts like gum sticks, a single artifact is the arbiter for a thousand adventures and plot uses, not as an extremely powerful magic item to coddle your munchkin. But enough of my ravein, here's a new magic item. Tell me if the name doesn't suck or if the description is simply too vague. The Shackles that Bind the Malefircareim In elder dark days when the horror that is the Nine-Layered Hells of Perdition was even more terrible than it is at the present day, thousands of horrible abominations were forged and unleashed upon existance, many created by Lord Belial. Countless among these were failed or rebellious and chaotic, and were tossed into the lowest caverns of Cocytus. But one of the more common of these were the malefircareim, the very first hellish creations of Lucifer-Ashmodeus, and original Lords of the Nine. Though they are Lawfully Evil without a shadow of a doubt, they despise their creator, each other, all outsiders and mortals, Hell, and existance that they do not reign over, and thus Hell dispises them. While most were destroyed ages ago by conspiracy, some of the strongest ones were bound by powerful artifacts and trapped inside the depths of Cocytus. This artifact is sized for a large creature's hands but is useless against all but Malefircareim, and is their ultimate bane. A Malefircareim with this artifact around their wrists must succeed on a DC 66 Will save or be trapped (the same pair is thereafteruseless against him if he succeeds on the save), absolutely rigid and motionless, and totally unable to cast any spells without exception for the next 6d6 years, when he may attempt another save to attempt to excape. Woe betide the one that one that improsoned the malefircarim if he ever escapes. It is not known who created these artivats, but it may easily be Ashmodeus himself, but is likely not Behemoth or Lilith, who could probably care less, or Mephisto, who is the only accepted Malefircarim and only original Lord of the Nine except Ashmodeus himself. There are stories that the Malefircarim Dhoskyael was devoured by an enormous emprisoned nearby abomination while he was bound. Minor Artifact, Abjuration; CL 25th |
| Verelor10-25-05, 07:56 PM | I'm so unlucky, why does no one care about this thread! |
| Catra10-25-05, 09:07 PM | ... You're definately looking at this the wrong way. No opinion doesn't necessarily mean a bad opinion. It either means that no one has an interest in your particular game world, or that your stuff basically has no glaring flaws. I think it's mainly that we have no idea what kind of world you're building without sorcerers or wizards, and you really have no care for balance evidently, so how are we supposed to do anything but say "that sounds nice"? |
| Verelor10-26-05, 08:04 PM | Here's a nice, original one: Eye of the Hero These tiny, beautiful, and powerful lens were created in the Planes of Holiness ages ago to aid celestial heroes (most often Sword Archons and Ghaele lords) in quests of virtue. Only a very few have been gifted to the Material Plane. The beautiful holy eye simply melds to the hero's eye with a touch, at releases at a command. A non-good character that wears an Eye of the Hero recieves three negative levels until it is removed, and gains none of the benefits of the artifact. A good character that wears the lens, however, recieves great aid in their quests: The lens grant a continuous true seeing effect. The character can also detect evil at will. The character knows the exact compass direction she must go do arrive at a certain area or to a certain person so long as her intentions are virtuous (DM disgression), but this power may be used but once a day. During this time, she also recieves a +4 bonus on all attack rolls and skill checks if it is related to completing that goal (again, DM's disgression applies). Finally, she gains a +2 dodge bonus to armor class against evil-aligned weapons, or +6 if she is a paladin or Exalted. The lens are donned or removed as a standard action. The Eyes of the Hero are beautiful and somewhat known among scholars of Mysterra, but no mortal hero has been known to possess one within the past two centuries. Minor Artifact; Strong Divination [good]; CL 18th |
| KGodwin10-26-05, 09:17 PM | The problem with asking people to review artifiacts is that artifacts are, by nature, game imbalancers. So all we can do really say is 'This description makes no sense'. And we can't really say even that, unless it is due to horrible english, because we know far too little about your world to comment. |
| gamerdork10-26-05, 09:39 PM | Some people do like to look at threads just for entertainment, you know. Good Luck! - Corey |
| Verelor10-27-05, 08:45 PM | Next on the list: The Druidic Staff of Galeduil Expect to see it soon. As you could expect, it's a major artifact, and I wanted to get all the minor artifacts out of the way first (I'm almost done), but I want to do this while it's fresh on my mind. |
| Verelor10-28-05, 08:47 PM | Remember that I consider ALL major artifacts to be extremely special and thus they may always have additional, lesser powers other than those listed. The Druidic Staff of Galeduil One of the earliest artifacts in the world, this staff of incredible power was gifted to the first and greatest druid, a purehearted elf named Galeduil, by Fenduil the first son of Earyndir, the chief holy gaurdian diety-power of elves. Since his death almost one thousand years after he was crowned the progenitor of the druids by Fenduil, the staff was St. Galeduil's mightiest tool in recovering the natural order of an already decaying world, protecting nature, and defeating evil. Galeduil was legendary even within his own lifetime, but the current whereabouts of his mighty staff are all but completely unknown. When St. Galeduil wielded the artifact, it had the following properties: The Druidic Staff of Galeduil functions as a +5 Grandmasterwork Holy Evil Outsiders-bane Undead-bane Quarterstaff of Disruption, with the following additional properties: -Twice per day the wielder can use any Summon Nature's Ally spell at CL 30. -Three times per day, the wielder can Smite Evil as a Mysterran paladin using their own effective character level rather than number of paladin levels for the check. This powerful ability, however, only works against undead and evil outsiders. -The wielder gains a +10 bonus on all charisma-based when dealing with any creature of the fey type or any animal. |
| Verelor10-30-05, 05:05 PM | Does anyone have a good basic idea for two more cool minor artifacts before I move on to all the major ones? |
| Verelor10-31-05, 07:55 PM | Next One!: Scrying Mirrors of the Abyss: It has been said by a wise man "Stare long into the Abyss, and it is not long before the Abyss begins to stare back into you." Whether that notion originates from these long-forgotten artifacts now lost within the subterranean nooks of the world, or is simply figurative, we can never know. As the tale is told, these artifacts were created by an epic-power magi by the name of Pralouth, and distributed to The Vigilant, a secrative, subterranean sect of wise, aged men that happened to be Lawfully Good, and their members numbeed in the tens of thousands. They were a cloistered organization of men that scryed upon evil across the multiverse, and listened and studied endlessly of new developments of the despots of the evil planes and dealings of the Shadowlands, yet they never persued or battled these fiends, simply wrote and studied endlesly, and reported new developments to their templar-paladin peers. One of their mightiest tools in the battle against ever-evolving evil were these artifacts, which were used exclusively for infiltrating the 666 Layers of the Abyss, the greatest adversary against the principals of The Vigilant and all that they stood for. The artifacts appear as very wide (about 3 ft. in diameter), perfectly circular mirrors that are so polished they seemed quite otherworldy, but are otherwise undecorated, and are always lain flat when used. The mirrors are activated or reactivated by touching both hands to the mirror and then speaking a lengthy and long-forgotten command phrase (different for each mirror, and usually takes three full-round actions). When activated, a very special creature of fine size appears on an etirely rendom plane of The Abyss that has no HP, AC, Reach, or Attacks/Attack Bonus because it cannot attack or be destroyed by mortal magic nor disjoined, has a +20 initiative, a fly speed of 200 ft. (perfect), is invisible, incorporeal, has Darkvision 240 ft. and 8x low-light vision, Fort. +0, Ref. +35, Will +0, no ability scores, no feats, automatically succeeds on all Spot, Search, and Listen checks within 200 ft., cannot use any physical skill or Bluff, Diplomacy, Intimidate, Craft and Perform, and applies the user's skill modifier on all other skills, absolutely cannot speak, and has a vast array of detection abilities. The channeler's consciousness is automatically transferred to this abstract creature, with the effect upon his physical body identical to that of Astral Projection. The ethereal detection-object has Arcane Sight, Comprehend Languages, Detect Magic, Read magic, and See Invisibility activated as permanant effects. Detect Secret Doors, Detect Thoughts, Greater Scrying, True Seeing, Discern Location, and Foresight can be cast by the detection orb at any time. The channeler can deactivate the artifact's seeing abilities and return to his physical form (destroying the current seeing object) with a sharp thought, or relocate to another random location of The Abyss. If some surely non-mortal way is used to destroy the seeing orb with the channeler's consciousness within it, the user is instantly slain. The Caster Level used for all spells is the same as that of the artifact itself, even if the channeler's CL is higher, and no components are used in the spells and spell-like abilities. Perhaps most remarkably of all, the seeing orb is immune to antimagic or disjunction (but not necessarily the mirrors themselves). Strong Divination, CL 23rd, Weight 19 lb. |
| Verelor11-01-05, 04:58 PM | Made just a couple small correwctions/clarifications/improvements to the Abyss artifact today. |
| Verelor11-03-05, 08:23 PM | I've got writer's block concernign the final minor artifact i wish to create before the major ones are made. SOmeone try to actually contribute a good idea here. |
| Verelor11-04-05, 06:32 PM | Wel, here's what I possibly want for the last minor artifact that I'll create here. I'd like them to be lawful and evil (tyrranic), have an ego score and intelligence, and be possibly enslaving/enchanting items of ancient rulers and probably wouldn't be of great use to characters anymore. I thought of having a devilish black mantle and crown for the artifacts, but then decided a gem might work just as well. How about someone's thougts ehre? |
| green_yawgmoth11-04-05, 06:56 PM | Wel, here's what I possibly want for the last minor artifact that I'll create here. I'd like them to be lawful and evil (tyrranic), have an ego score and intelligence, and be possibly enslaving/enchanting items of ancient rulers and probably wouldn't be of great use to characters anymore. I thought of having a devilish black mantle and crown for the artifacts, but then decided a gem might work just as well. How about someone's thougts ehre? Well, it's CE rather than LE, but here's my artifact version of the Rod of Wonder. It's so amusing to see players debate with themselves aloud whether or not to use the rod or not; especially when the last activation saved their ass. :devil: The Rod of Madness Many ages ago, an incredibly powerful sorcerer named Yawgmoth created an item containing all of his most powerful abilities, and infused it with the intense madness that filled his mind. No one knows where or when Yawgmoth disappeared, but it was shortly after this, his life’s work was completed. Since then, it has drifted in and out of history, been picked up by many intelligent creatures, and used for all manner of ends. Some theorists say it was the cause of the mourning, but those few who have seen it in action regard this as pure myth. Made of polished wrought iron with runes of pandemonic silver and a large black pearl at the tip; it is an item of almost pure dark and chaotic power. The rod permanently drains 1d4 Wisdom from all who wield it that can never be restored. A nongood creature may contract Warp Touch willingly twice (no save) if it truly wishes to retain its wisdom score. Any good aligned creature that wields this item loses an additional 1d4 points of Wisdom permanently, takes 2 points of Wisdom damage after each use, and gains 2 negative levels. Once per week, the creature must make a Fortitude save DC 20 or one of these levels becomes permanent level loss. A creature slain by these negative levels becomes a Murk (LM pg. 112). The wielder of the Rod becomes very covetous of it; if he tries to part with it, he must make a will save DC 10 +1/use. If stolen, the character must make the same will save or pursue reclaiming it to the exclusion of all other things. All of the effects generated by the Rod of Madness are considered supernatural effects. Spell effect DCs are 20+ spell level. Caster Level: 30th. Price: --- (Major Artifact). Vile Rod of Wonder d% Wondrous Effect ------------------ 01: Roll twice; replace any instance of “wielder” or “target” with “random target”. 02: Target is slowed. 03: Target is hasted. 04: Angry Ache on target. 05: Wielder gains a +1d10 bonus on all skills until next morning. 06: Wielder takes a -1d10 penalty to all skills until next morning. 07: Blightfire on target (fort DC 25 or covered in black flames for 4 con drain each round, 5 rounds). 08: Random target heals 1d20hp. 09: Wielder heals 1d20hp. 10: Poison on target, 50 ft. range. 11: A devil appears, challenging the wielder to a fiddle contest. The devil has Perform (fiddle) equal to the wielder’s level. If the wielder wins, he gets a golden fiddle (worth 500gp). If he loses, the devil takes his soul to Dolurrh, realm of the dead. 12: Random target’s nonmagical clothing is replaced with a harem girl outfit. 13: Random target gains +1d6 to attacks for 1 minute. 14: Wielder is followed by 3d6 squirrels for the next 24 hours. 15: Target gains DR 10/ham. 16: Curse of the Putrid Husk on random target. 17: Random party member gains a minor scroll. 18: Wielder learns exact stats of target; may read the monster manual entry for the target, and knows how many hp it has left. 19: Whirlwind of teeth, created centered on wielder. 20: Wielder changes gender. 21: Random target gains random class ability. 22: Wielder learns target’s surface thoughts (as with detect thoughts) for 2d6 rounds (no save). 23: Rod fires a burst of magic missiles, dealing 1d4+1 force damage to everything within 100 ft. 24: Look up target in the MM. Target turns into the next creature listed. 25: Target gains a +1d4 bonus to random stat for 1 day. 26: Target is polymorphed into a schoolgirl. 27: Wielder is polymorphed into a schoolgirl. 28: Wielder takes 1d4 points of ability damage to a random stat. 29-30: Wand opens a gate to a random plane. 31: Spores of the Vrock, with 50-ft. radius. 32: Target becomes covered in BEES! (Treat as panicked, no save, for 1d10 rounds + 1d10 damage) 33: Wielder becomes covered in BEES! 34: Rain of blood falls for 1d6 minutes in 100-ft. radius centered on rod wielder. 35: For the rest of the session, the rod activates itself at the beginning of every combat. 36: Wielder’s hair becomes pink. 37: Thousand Needles at target if within 75 ft. 38: Wielder gains a random bonus feat. 39: Target gains a bonus feat of his choice. 40: Target loses 1d4 points from a random stat. 41: The effect of the most recent use of the rod is reversed. 42: For the rest of the day, whenever the wielder does damage to a target, a burst of color and a sound effect word appear as the wielder’s weapon/spell hits (like the original batman graphics). 43: Hellfire Storm centered on target. 44: Wielder may choose any rod of wonder effect he has previously seen to occur immediately. 45: A cream pie fires from the wand, directly into the target's face (reflex DC 20 to avoid being blinded). 46: Flesh ripper at target. 47: A bowl of chili appears in front of the wielder, which acts as a potion of Cure serious wounds. 48: Wielder gains back all casted spells for the day. 49: Stream of 5000 multicolored butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. and granting them full cover (Reflex save DC 24 to avoid). 50: Wielder loses all but one (randomly determined) spell or spell slot. 51: Flesh to salt on target. 52: Wielder gains +1d20 to a random stat for 1 round. 53: Cloud of the Achaierai, centered on wielder. 54: A 50’ x 30’ wave of pudding flows over the area, starting 20’ behind the wielder and traveling 100’. 55: Wielder gains 1d20+5 skeletal minions. 56: Hero’s feast the next time wielder hears someone say “I’m hungry”. 57: Damning Darkness, 50-ft.-diameter hemisphere, centered on wielder. 58: Bolt of Arcane energy fires from rod, dealing 1d10x10 damage with a successful ranged touch attack. 59: Wielder gains 1d12 ranks in alchemy. 60: Devilweed plants grow in 200-sq.-ft. area before the rod, or existing plants become devilweed. 61: Luhix plants grow in a 50 ft. area before the rod, or existing plants become Luhix. They wither and die if not harvested in an hour. 62: The next roll made by anyone in the game will use a d100 instead of the normal dice. 63: Wielder gains a +1d4 bonus to a random ability score for 1 day. 64: Wielder becomes a random dragon type for 1 hour. Roll 1d10 to determine age category. 65: Target becomes a random dragon type for 1 minute. Roll 1d10 to determine age category. 66: Empowered Dance of Ruin in a 100 ft burst. 67: Wielder chooses a number between 1 and 100. Rod activates that effect. 68: Otto's Irresistible Dance on all creatures within 25 feet, including wielder 69: Death by Thorns if within 25 ft. 70: Random target gains a racial ability from another random target. 71: Random party member gains a loft (worth 10d100gp) in the area of his/her choice. 72: Random target gains a +1d4 inherent bonus to a random ability score. 73: Prismatic Spray in a 50 ft. cone. 74: Gain a medium wand. 75: Wand sprays out multicolored sparks in a 10 ft. cone. It is very pretty, but useless. 76: Random item in your possession is disintegrated. 77: Wielder gains 2 action points (if not spent before he gains a level, they disappear, as normal). 78: Heightened (9th level) Darkbolt, 100 ft ahead. 79-84 Summon a Warforged Titan (ECS pg. 302) (02-24 result on d%), Kython Slaymaster (BoVD pg. 180) (25-49), Kython Slaughterking (BoVD pg. 181) (50-74), Elder Eidolon Kraken (LoM pg. 146) (75-99), Daelkyr (ECS pg. 278) (100). Roll 1d12 x5 to see how many feet from the wielder the creature appears. The creature attacks the nearest target and disappears after 1 minute. On an 01, roll twice for creature and distance. 85: Gain a medium wondrous item. 86: Wielder gains an extra life (treat as a contingent true resurrection.) 87-89: 10-100 gems, value 1 pp each, shoot forth in a 50-ft.-long cone. Each gem causes 2 points of damage to any creature in its path: roll 5d10 for the number of hits and divide them among the available targets. 90: Cruel Disappointment on wielder, making him believe the rod performed as he intended it to. 91: Prismatic Tornado, created at the point you designate within 50 ft and lasts 1 minute (essentially a prismatic spray combined with a tornado). 92-98: Warp Touch on target (Fort save DC 35). 99: Time Stop on a random target within 50 ft. 100: Rain of Pestilence (100 mile radius, 2d4 acid damage, 3d4 fire damage, fort save or contract fire taint [BoVD]; lasts 1 day) This was made for my eberron game, but anything you don't recognize is easily swappable for something close. If you really want it to be intelligent, I could write up a personality for it, and probably make up some unique "intelligent item" abilities too. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Verelor11-05-05, 06:37 PM | I really like the idea (the effects of the rod itself seem like a great idea that could be shaped into a d100 wild magic system), but it's not what I'm looking for. I am going ahead and posting the new artifact. Thanks for your comments. As always, my flavor text will suck ass. The Coronets of Tyranny: These small crowns appear to be forged purely of black onyx and rubies and are beautiful in their workmanship, bearing inscriptions that hint at the diabolical with an unearthly level of detail. They radiate an overpowering aura of evil, and can crush the souls of the undisciplined. Their history is checkered, but many assumptions have been generally accepted about them by scholars. It is said they they were originally sculpted by a powerful Lawful Evil entity (one native to Perdition would make the most sense), who if not an archaic member of the heirarchy of Hell was certainly at least very evil and very powerful. Then, they were slowly and quietly plagued upon the rulers, kings, and monarchs of the world, corrupting them with whispers of the glory of malice, greed, and xenophobia, and perhaps helping incite ages of darkness to come. The artifacts were eventually lost, destroyed by heroes, or perhaps even reclaimed by Hell when they no longer succeeded in unleashing tyranny upon Mysterra without notice. When the Coronets of Tyranny swayed the rulers of Mysterra to sin in eras ancient, they had the following properties: -The corsonets are intelligent intelligent artifacts with Ego 32, Int 16, Wis 16, Cha 20, and are utterly Lawful Evil. They each have 120 ft. darkvision, blindsense, and hearing, yet only speak empathically. -Powers and Purposes: The artifacts can cast bane upon their enemies three times per day, cast hold person three times per day, and have 10 ranks in both the Sense Motive and Bluff skills. The coronets can cast fear 3x/day and can detect the opposite alignment at will. They are tireless in their efforts to sway people to tyranny and subjegation, and are quick to eradicate enemies. The special purpose of the artifacts is to spread tyranny to Mysterra at all costs, with Crushing Despair as the dedicated power. It is very hard for a person with no previous knowledge of the coronets to realize that the artifact is casting these effects rather than the person. -For each week that someone posesses a Coronet of Tyranny, a successful Will save against the artifact's Ego score is required to prevent becoming one step closer to Lawful Evil alignment. However long it takes, when the coronet has finally shaped the alignment of the victim to Lawful Evil, the victim continues to express ever more hatred of those that interfere with his or her relationship with the artifact. Eventually, the artifact gains near-total control, but it is very hard for a person with no previous knowledge of the coronets to realize that the artifact is now in control rather than the person. -The artifact also radiates the effect of a rod of rulership, except the effect is one mile, and there is no time limit. This rulership effect ensures plenty of servants/slaves to the one that wears a Coronet of Tyranny. Strong Enchantment [Lawful and Evil]; CL 20th, Weight 1/2 Lb. EDIT: Lol, thanks for pointing that out, a small crown is called a coronet. I'm a dummy. |
| Servant11-05-05, 07:41 PM | Here we are, new one: Conjurshard: All arcane spells cast within one mile of a conjurshard are Empowered, Quickened, Maximized, and Enlarged, yet with no spell slot increase. Obviously quite a bit stronger than just about any core major artifact. Perhaps it's intentional that if all spells are quickened, you can still only cast one per round? |
| Phantom Llama11-05-05, 08:00 PM | I think you meant Coronet (http://en.wikipedia.org/wiki/Coronet), rather than Corset (http://en.wikipedia.org/wiki/Corset). :P |
| Verelor11-05-05, 10:50 PM | Lol, thanks for pointing that out for me, Phantom. :P It must be the largest literary mistake I've ever made in my time on these boards, but it's now 100% fixed. And for the LAST LAST LAST time that conjurshard artifact isn't changing, I love it just the way it is and also happen to beleive it is very "balanced" the way it is. If you want a full and concise explanation of why I think so in a private message, ask away. |
| Verelor11-05-05, 10:51 PM | Next I'm thinking about creating the Spear of Destiny, which yes will be somewhat akin to the biblical artifact of the same name. I may have to do some research for that one. |
| Verelor11-06-05, 09:21 PM | Today I added the campaign-specific grandmasterwork property to the weapon artifacts that have been created so far, something I forgot to do before. Don't worry, the property is already firgured into the weapon's total enhancement bonus. |
| Verelor11-08-05, 04:38 PM | Next in development: The sword and robe of the Red Lich. |
| Verelor11-12-05, 10:54 AM | Sorry for the long time it took to assemble this one, but here it is. Please forgive the flavor text and the extreme campaign specificity (though in my opinion those are two things that can make a new artifact great) Enjoy, friends. :angel: :dancin: The Sword and Robe of the Red Lich: Little more than 100 years before the present Mysterran time, a terrible and evil arch-lich ascended to the rank of an ancient. The name this hideous usurper of Mysterra was most chiefly recognized by among mortals was Locinuth, but among most he was simply named the Red Lich (both because of the unspeakable bloodshed he and his dark armies left in their wake, and the incredible crimson robe that he donned). Locinuth was simply cruel, twisted, and murderous beyond imagination, as well as one of the most powerful magi ever known to existence. The Red Lich led dark hordes and razed entire citadels of Feyvale and Misthalis, yet it was said he may have actively served a greater power than himself that also inhabited the Mysterran prime world (the Red dragon wyrm lord Iscereon that terrorized the northern wastes of Mysterra during the same era springs to mind here). His origins are a mystery (it is presumed that Locinuth was once a shadow elf, but his humanoid form became so deformed and twisted noone could possibly know visually), but the artifacts he forged live on in legacy. After Sir Felinnor, his Heaven-gifted holy devestator, and his army destroyed Locinuth in the terrible Battle at Pandemonium Cross, he was led by an Azrael archangel to the position of Locinuth’s phylactery, and there defeated the Red Lich… The Sword: The sword of the Red Lich is an absolute horrer to encounter, as this black whispy longblade had the incredible power to slice through anything as if were liquid. When Locinuth used the sword in battles, he was able to, in tandem with his robe, slice through opponents with a horrifying level of impunity. When the Red Lich was defeated, the sword was sealed within the Celestial Planes. Locinuth‘s sword is a +4 Grandmasterwork Viscious Vorpal Bastard Sword of Wounding with the following additional properties: -The ability of the weapon to deal devastating cuts was unbelievable. The artifact scores a critical threat on an attack roll of 12-20/x3. -Slicing through even the greatest adamantium as if it were hot butter, the weapon is able to bypass all hardness, non-epic DR, and nonmagical armor, shield, and natural AC bonuses. -As long as the wielder makes at least one attack per round with the sword, or succeeds on a DC 10 Perform (Weapon Drill) check, the weapon activates fear as a spell-like ability any number of times per day as a free action (CL 25). The Robe: The Red Lich’s robe artifact is rumored to be buried underneath Sir Felinnor's hallowed tomb. Locinuth’s awesome crimson garment is a 1 lb. Robe with +7 deflection bonus to AC, no armor check penalty, as well as Invulnerability and Undead Controlling properties. Donning the robe also provides resistance 10 to all energy-based attacks. Both artifacts possessed by the same wielder: -Energy resistance of the robe increases to 20. -Sword deals additional 2d6 damage against living creatures (this does not include outsiders, constructs, and elementals). -Robe gains a +2 deflection bonus to Armor Class against good-aligned attacks |
| Verelor11-13-05, 01:50 PM | Comments, anyone? |
| green_yawgmoth11-13-05, 05:29 PM | What does grandmasterwork do? Also, you might want to spell out the "invulnerability and undead controlling properties" of the robe. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Verelor11-14-05, 08:45 PM | The invulnerability and undead controlling properties are identical to those described for magical armor in the Dungeon Master's Guide. :) For info on the grandmasterwork property, check the thread Building a Better Masterwork in Regdar's Repository. I decided to use his fine gem of a system but only to the second tyer of masterwork (it gets pretty ridiculous after that in prices). As I said before, it's already calculated into the enhancement bonus, and is almost exactly the same unless you're attacking an incorporeal creature and the weapon is still not magical, in which case it won't harm the creature a bit. :D Next Major Artifact: The Sceptre Slithezarenai |
| Verelor11-19-05, 04:27 PM | After much hard work and deliberation, here we are. I'll consider improving the flavor text later. The Sceptre Slithezarenai: Slithezarenai has almost never been seen by any mortal scholar other than a select number of elite shadow elves, but she has been said to appear as a two and a half foot long, almost totally black scepter that resembles an onyx cobra-serpent, incredibly crafted with unearthly detail but without encrustment of any sort. Epic Rod of Rulership; AL NE; Int 21, Wis 15, Cha 21; Speech, Telepathy, 120. ft. Darkvision, Blindsense, and Hearing; Ego score 44. Primary Abilities: Ten Ranks in Bluff (Total 15), wielder does not need to sleep, wielder does not need to breathe, Detect magic at will Extraordinary Powers: Detect thoughts (100-ft. range, 1 minute per use) 3x/day, Globe of invulnerability 1x/day, Charm person (DC 16) on contact 3x/day Awesome Powers: Foresight 1x/day, Gate 1x/day Special Purpose: Lord the Shadow Elves, and obliterate her enemies. Dedicated Power: Confusion (DC 24) for 2d4 rounds Personality: Slithezarenai, the sceptre that practically enslaves the shadow elves within the metropolis of Necro-Mor-Il and casts literal darkness over The World Beneath, is known first and foremost across the earth for possessing power beyond belief. In personality Slithezarenai is severely opportunistic, arrogant, and is hateful towards absolutely anyone or anything that interferes with her eventual goal of total dominance over The World Beneath. In combination with the near-legendary veil of darkness she casts over Necro-Mor-Il, the incredible cunning, foresight, and magical reinforcement she possesses, and her power over the race of the shadow elves, her rule over the ancient metropolis of Necro-Mor-Il and a large portion of The World Beneath is nearly total. Her evil is fearsome, and she lusts for power and fear the world over. Shadow elves that are up to hundreds of miles away from Necro-Mor-Il feel the ever-expanding urge to flock to the true darkness of Necro-Mor-Il. She was almost certainly created by an ancient reclusive dark goddess in ages of antiquity that may have even posessed the same name. Slithezarenai is now presumably so hidden in some void of the universe that it is nearly impossible to determine whether or not she still lives, but it is certain that the mighty artifact she has forced upon The World Beneath is the absolute proxy of her will. Whether it was the deity or the artifact that originally tempted a band of high elves to submit to her will and twist their form into a far more vile creation is now certainly unknown, but to say that the malice and evil the modern shadow elf now represents is merely societal would be a lie and misconception. The sceptre Slithezarenai has tainted them, and tempts them to embrace their dark blood, be they her prostrating slave or even the rarest goodly shadow elf. There have been over eleven shadow elves that have possesed (or more accurately, have been possessed by) Slithezarenai, the more ancient ones forgotten to the sands of time, the current ruler a psychotic elderly shadow elven priest of slithezarenai named Ah-kass. His skin is blacker than a void, and his dedication to Slithezarenai and her evil motives is nigh ceaseless. Additional Artifactual Powers: -The sceptre Slithezarenai casts a 3-mile globe of darkness that cannot be dispelled or disjoined by any known type of mortal magic. -Slithezarenai radiates a dark force that literally blackens the skins of the naturally pale-sickly skinned subterranean shadow elves. Shadow elves that reside near or within Necro-Mor-Il possess skin as dark as the deepest midnight, and their greyish-green eyes are even more piercing. They gain the supernatural ability to see into magical darkness. Shadow elves progressively further from -Unlike a standard Epic Rod of Rulership, Slithezarenai's rulership ability bears no time expiration limit, but still retains the HD limitation and all other features. |
| Verelor11-20-05, 02:20 PM | Feedback, anyone? |
| Verelor11-21-05, 08:44 PM | Well, I made a couple changes to some of the artifacts today, but nothing too drastic. Next on the list will be the Spear of Destiny. +7 Holy Power Axiomatic Power spear seems like a good direction to take it, as well as true seeing abilities and legendary pathfinding. I might have it done as early as tomorrow :D |
| spectralphoenix11-21-05, 09:36 PM | One of the items from 2e that might make a good minor artifact is the Ring of Vampiric Regeneration. One-half of all damage dealt in melee combat is healed for the wearer. If you want to make it more powerful, you could say that excess healing is converted into temporary hit points. |
| Verelor11-21-05, 09:40 PM | One of the items from 2e that might make a good minor artifact is the Ring of Vampiric Regeneration. One-half of all damage dealt in melee combat is healed for the wearer. If you want to make it more powerful, you could say that excess healing is converted into temporary hit points. I think I'll pass on taht one, especially since it seems like the Grand Tool of Munchkinism. There doesn't seem to be a really cool story or purpose behind it. |
| Verelor11-24-05, 06:49 PM | Here's another one that isn't an artifact but I wish for it to be reviewed anyway. I want it to be about exactly as powerful as the Githyanki silver swords, so tell me if they are or not. Zakerai Orb: When the cruel and degenerate sky-dwelling Zakerai descent to inflitrate and plunder, the elite among their ranks wield these powerful orbs in battle. Glossy, silver, and aesthetically appealing, the orbs a Zakerai elite carries are the their mark of status, and if one is lost, heads will surely roll. A Zakerai orb has the power to detect magic as the spell at will, dispel magic 3x/day, cast mage armor as the spell 1x/day, and projects a scorching ray 1x/day. Minor evocation and abjuration; CL 8th; Craft Wondrous Item, detect magic, dispel magic, mage armor, scorching ray, creator must be a Zakerai; Price 8,000 gp |
| Verelor11-26-05, 04:20 PM | Cmon' someone has to have something to tell me to tide me over while I create the spear of destiny artifact. |
| Verelor11-28-05, 09:04 PM | The Spear of Destiny: "The one that holds the Spear of Destiny holds the fate of the world in his hands, for weal or woe." The Holy Spear currently rests on a pedestal in a chamber absolutely warded from mortal defilement, far underneath a mountain in Zord, gaurded by four archon Kerubim. Its purpose is unknown, but it may soon be released into the world. The Spear of Destiny appears as a visually beautiful long spear overlaid with gold that is unearthly in it's beauty. It is inscribed with holy marks. The Spear is inlaid with gems of such variation and fine appearance that it is made quite clear the Spear is so much more than a beautiful mundane weapon. The Spear of Destiny is a +7 Holy Power Axiomatic Power Grandmasterwork Spear that deals 2d6 base damage rather than the regular damage of a spear. It also carries the following properties and grants them to the one that carries it: -The wielder of this mighty artifact gains incredible survival aptitide. The Spear of Destiny maximizes the character's hit points, and gives her a DR of 10/epic (if the creature already possesses damage reduction, use whichever is better). -The Spear of Destiny grants its wielder continuous true seeing, as the spell. -All speeds of the wielder (land, burrow, swim, etc.) are increased by 30 feet. This bonus stacks. -The wielder receives a +10 sacred bonus to all checks and saves. -The Spear grants its carrier the ability to pass unhindered through the world. This is identical to the freedom of movement spell. -The Spear of Destiny entails to its wielder the direct-line path to any location or person that she seeks from where they stand. This question-answer exchange normally takes a standard action. -The creature gains the ability to cast greater dispel magic and find the path each 3x/day as divine spells at caster level 15th. |
| green_yawgmoth11-28-05, 11:24 PM | Considering the flavor text is "...for weal or woe", I'd say make the thing be un/holy power axiomatic/anarchic power as per the alignment of the wielder, with neutrality allowing the wielder to choose; perhaps even forcing the wielder to change alignment to suit the spear's new power alignment. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Verelor11-29-05, 06:01 PM | Oh, they technically have the power to, but it is historically still a holy object that can shape the destiny of the world. If you're too busy to read it up on Wikipedia, it's in the beginning of the movie Constantine. I loved that scene. |
| green_yawgmoth11-29-05, 07:01 PM | Oh, they technically have the power to, but it is historically still a holy object that can shape the destiny of the world. If you're too busy to read it up on Wikipedia, it's in the beginning of the movie Constantine. I loved that scene.Yeah, I saw that movie; it seemed like in Constantine, it was more of a "holy object" as in "sacred to our religon" thing more than "thingy of awesome goodness". That's actually why I suggested the "power = alignment" idea. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Verelor11-29-05, 07:29 PM | There is no greater way to define goodness than by mentioning the power of God. |
| Verelor12-01-05, 07:34 PM | I am having some writer's block. I cannot decide what sort of major artifact I want to develop next, and to reach quota I have to create a few more. Should the next one be an arcane ring of some sort? |
| Verelor12-04-05, 02:55 PM | Thoth's Talon: Thoth was a wyrm-king demonic black dragon that ruled in the Abyss and murdered for Lady Tiamat. In the most recognized version of the tale, he was discovered by his balor slaves and offspring in a moment of weakness, and they attacked, shredding him limb from limb. One part of his body that survived and somehow eventually ended up on the mortal world of Mysterra was a talon of his. The claw is currently kept in the lair of Myrlund the ancient silver dragon, closely secured. Thoth's Talon can be used as a +5 keen shortsword. When it strikes, a non-evil creature must succeed on a DC 36 fortitude save or be stunned for 1d4 rounds. Also, on a successful strike the target must succeed on a DC 24 fortitude save or be infected with "Demon Fever" (see the glossary of the Dungeon Master's Guide for effects of this disease). |
| Verelor12-16-05, 07:39 PM | Ok, here's a big one, and it's been a long time coming. Hope you enjoy it. :) Nothior's Talisman / The Sigl of Antimagic: Archmage Nothior brandished this artifact against greedy red dragon lord Pyroin during the Age of Exploration, in a frightening standoff that lasted for hours. Nothior ddestroyed the wyrn, but he bravely passed on just moments later because the dragon had torn off his arm. It was inexplicably found generations later in the hands of legendary halfling explorer Aramina Thilmandy, in her crusade with the White Gaurd of Zhymara. Unlike most major artifacts that may have ever had only a few different possessors, the Sigl of Antimagic has had dozens, most of them well-known arch-magi (Aramina, a person of goodly character, demanded the talisman be returned to the descendants of Nothior's ancestry later in her life). The artifact is currently in the possession of the court of archmage Khanis Krelin. It is his most ceaselessly gaurded object. The infamous talisman is well-known for its awesome and near-ironic power to make other magic useless, the power to make great wizardry obsolete. It apepars small, thin, luminescant, and beautiful in pleasant, simple ways. Nothior's Talisman can be used identically to a rod of absorption an unlimited nubmer of times. A continual antimagic field, similair to the prime eye of a beholder, is centered on the talisman. The field can be lowered and reactivated at any time as a move action. The talisman also grants use of the following spell-like abilities: At will-Detect magic, dispel magic 4/day-Greater dispel magic 1/day-Mage's dysjunction All effects are at CL 22nd. |
| Verelor12-18-05, 10:21 PM | Any amount of feedback would be appreciated. |