The DMF Artifact Corner v1.5 [Archive] - Wizards Community

Post/Author/DateTimePost
Xen155

11-24-04, 07:56 PM
This Thread has been created by the Dungeon Masters Foundation as a place to store item creation ideas. Please do not post here.. If you want a creation of yours posted here PM me the Item. Feel free to use any Item you find here, but leave one behind!

Give me your Artifacts, your handy items, your armors and weapons, your creatures, your spells and your feats, If you have the time, give me your classes!

If you have questions PM me or ChaosEvoker. VerseMassa
If you wish to join The DMF Click Here
My Char


This is my second stab at an Item thread, (my first one had complications) so Im gonna clarify old rules and make new ones.

1.Please Do not hold conversations on this thread.
2.Please Do not critisize another person's creation.
3.Please, If you have suggestions for editing another person's Item, Pm that person and they will PM me.

Creators and there Creations so far. (listed by most creations)
1.Xen155- Librarians Spectacles, Lawful Grasp, Pharaun's Secure Chest, Xen's Book
2.Chosen of the Dark Sun- Chaos Blade of the Founders, Word of Balance, Horn of the Woodland's Pride
3.Lady Rolindin- Gem Ruins of Arlake, Gem lore class, Karsras Silver Dragon Star.
4.Silmarien Aldalome- The Ellaedun
5.Student of the Mind- Vistra-The Holy Mistress
6.ChaosEvoker- Bow of the Arcane Archer & Circlet of the Avatar

Total Creations
14
Xen155

11-24-04, 07:59 PM
The DMF Info Scroll


Total DMF Members:19

Members
ChaosEvoker-Creator of the DMF
Xen155-Council Member of the DMF
Shard of Suzail-Self Proclaimed All powerful and all wise Queen of the DMF
ZebtheDm-Quite Council Member of the DMF
Student of the Mind-Intelligent Council Member of the DMF
MordMorgan the Mad-The Recruiting Council Member of the DMF
Chosen of the Dark Sun-Steady and Helpful Poster and Member of the DMF
Armar the Black-Sparadic Member of the DMF
Dyne-Member of the DMF
Gellion-The "Sure, why not I will Join" Member of the DMF
Rapida-Member of the DMF
Thasis- Member of the DMF
Kavu Overlord-The "I am a DM. Is that good?" Member of the DMF
Lady Rolindin-The Dwarf Member of the DMF
DngMstrBailey-OldSchool Member of the DMF
LilMissKittyn-Member of the DMF
Evandelé Morningstar-Member of the DMF
redhase-The Awfully Evil Member of the DMF
Lady_Firehawk-Newest Member of the DMF


The Dungoen Masters Foundation Origin.The DMF was created by ChaosEvoker on October, 25th, 2004 at 10:32 AM. It was the Idea Of ChaosEvoker and Xen155 during 2nd hour Computer Programing class. After several days of posting and rapid growth, the Moderator WizO BigSister decided to move the DMF to the Guild House were it remains. The original DMF can be found here.


Purpose of the DMF by Chaos EvokerThe purpose of this Guild is to provide a place for DMs to complain, share ideas, get ideas, and generally have a blast with our omisience Ah yes...the beauty of omnipotency.
This is an oasis of sorts, an oasis in the desert of players. New DMs can find advise from wise and aged ones.


The Foundation Wars and the DMF DMF is not participating in the IFWG. Several members expressed that they did not wish to participate, so the DMF didn't. Many mambers of the DMF do participate though.
Xen155

11-24-04, 08:04 PM
ChaosEvoker 2 creations

The Bow of the Arcane Archer
This bow cannot be weilded by those who are not Arcane Archers. those attempting to pick up this bow suffer 1d4 Str dmg (temp.) a round until death. Dropping the Bow instantly recovers the Str. dmg. Those weilding the bow that are not arcane Archers it is a standard MW Composite Longbow (+5 Str Bonus) For Arcane Archers it is:
+5 Composite Longbow (+5 Str bonus) that grants teh weilder tha bility to lauch a Fireball, Cone of Cold, Lightning Bolt, and Exploding arrow 3 times/day. (They act as a caster lv 10th {Exploding Arrow deals 10d6 Force Dmg.}) It also can create 1/week a Death Arrow that can slay its target unless it succeeds at a Fort. Save (DC 28). The Arcane Archer Bonuses from Enchant Arrow stack with this bow's enchantment. Also the Arcane archers special arrows can be combined with the bow's magical arrows. (Death arrows cannot be combined to create a single higher DC Arrow)
This, obviously, is a major artifact.




Circlet of the Avatar
This Circlet grants a +1 bonus to all abilities and grants a +3 deflection bonus to AC. Also all saves are increased by +1 and the subject is granted SR and PR 20. Also any spell cast (only class spells) has its caster level raised by 1. This item is similar to an intellegent item except that it is fused with pure chaos. Any time this item come into effect the item attempts to merge its energy with the weilder. (The item comes into effect when, had it's bonuses been taken away, the weilder woudl have missed a check, been hit by an attack, or been affected by a spell). The weilder must them make a WIll save DC 25 or be consumed by teh Chaos Energy. The resulting reaction makes the weilder become the Avatar of Chaos. The Avatar is the character with the bonuses below:
Chaos Flamestrike as Flamestrike at a caster lv 12 except that it cannot affect Chaotically-aligned units and deal double damage vs Law-aligned targets. THis double damage STILL applies even if saves are succesful. (Basically the damaged is halved then doubled, meanign it deals normal damage) This can be used 5 times/day (dmg dealt is NOT fire it is a special dmg to which there is no resistance)
Chaos Fireball as Fireball at a caster lv 15 with the same exceptions noted above. can be used 4 times/day
Chaos Wave This ability causes all with 30 ft of the caster to have to make a Will save DC 25 or be driven to do one of the following actions (decided by a roll of 1d8) Can be used 3 times/day
1) Refuse to move or attack or take any significant action
2) Attack the nearest ally
3) Attack the nearest enemy
4) Fall Unconcious
5) Heal 50 hp
6) Lose 50 hp
7) Attack the weilder of the item at all costs
8) Protect the weilder of the item at all costs
If anyone manages to make the Will Save against the Avatar 10 Consecutive times, the Avatar admite defeat as surrenders to the weilder. The weilder then beocmes the Chaos Evoker and can use the Avatar's powers at his/her discretion.
Xen155

11-24-04, 08:05 PM
Chosen of the Dark Sun 3 creations

The Chaos Blade of the Founders
In combat it acts as a Wounding Katana +3. But it's other ability is what has prevented the minions of Torm or Tyr from destroying the blade. All divine magic directed at the wielder of the Chaos Blade of the Founders (the artifact) that is not of at least epic level is nullified (except for beneficial spells) within a 360ft, this protection extends to all creature within the radius (allies and enemies alike). Any lawful creature that touches the blade emiediatly suffers 3 negative levels until the blade is dropped.
It was created by a red dragon named Kalthondrogtrignoyth after being forced into slavery by a cult of Shar, called the Founders of the Loss. The dragon superheated the adamantine blade and then enchanted it after the cults elders blessed the metal. Not until after the enchantments were laid was the blade forged into shape, and due to the enchantments one side of the blade seems to absorb light, and the other reflects it. The hilt is in the likeliness of a red dragon holding a full moon in it's jaws. It was made 8,237 years ago.




Word of the Balance
(Major Artifact)
Quarter staff +4 of Disruption and Sizing (both ends). Wielder must be true neutral or take five negative levels. Against creatures struck that are only partially neutral (CN, LN, NG, NE), weapon deals an additional 2d6 damage, gains an additional +2 attack bonus, and target must make DC 18 will save or die. Against creatures of an extreme alignment (LG, CG, LE, CE), it deals an additional 4d6 damage, gains an additional +5 bonus, and target must make a DC 23 will save or die.




Horn of the Woodland's Pride
(Minor Artifact)
Three times per day summons one of the following; 1d8 satyrs, 1d3 nymphs, or 1d6 dryads. All summoned creatures treat the wielder of the Horn as all important and to be protected at all costs, and stay for two hours. The bearer of the horn may also gain a member of any of these races as a cohort as per the Leadership feat. They may also gain an additional animal companion, and only have to spend a week before being able to summon a new one if the old was is killed or released from service. All wild animals automatically treat the wielder and his or her companions as friends, and even dire animals will not attack them. If the weapon is used in an act
against nature such as killing a (natural) plant or animal, the wielder automatically dies (no save).
Xen155

11-24-04, 08:11 PM
Silmarien Aldalome 1 creation

The Ellaédûn
The Great Sundering was said to have begun with the Kinslaying, when Elf and Drow turned on each other. During that time, the Elves tell that Corellan’s grief was as vast as the heavens and as deep as the oceans, for he was ashamed of the violence of the Elves, all the more, because it was by his own hand that Tel’Quessir were birthed. And it is told that Corellan retreated for a time, in his anguish and he was inconsolable in his grief so that his tears rained down upon the earth in sheets that filled the oceans.

And looking down upon the lands, he saw the murder and ruin of the warring factions, and long he watched and loath he was to act. For he knew that in enacting The Great Sundering, he would forever split Tel’Quessir into two peoples and doom them to an existence as lesser beings than conceived in their creation. But he had no choice, for the alternative was the anguish of eternal loss, for on the earth, the Kinslaying was relentless. And in the Descent of the Drow, much of the power of the Ancient Elven Lore was lost, and Tel’Quessir were diminished by the shame of their deeds.

And The Great Sundering bought a reprieve, where each half of a once great people nursed hurts and wrongs, in the secrecy of private thought, but without open conflict. And Bane perceived, for such is his Will, that he may see your hate, even across the gulf of time and there is no place in the Universe that he cannot see malice.

So the Wise say that it was through Tel’Quessir’s hate, that Bane worked his malice. For treachery knows many forms and not all can be foreseen. Thus it was that during Angrolachon’s time, the High Elven King’s son was waylaid by the Drow and Aeranár was taken down into the Underdark, and there he was tortured and put before great Banes that ruin the soul and corrupt the heart.

He was no coward and no stranger to suffering, but there, alone, sundered from his People, and in the lurid light of terrible Earthbanes, Aeranár was ruined and he succumbed so that he was corrupted. And thence, before Bane, and Lolth, he pledged his fealty, that he may be spared from the eternal tortures of the Drow.

And Bane laughed, such a cruel and fell sound, taking pleasure from the shame and ruin of the Elves, so that the last of Aeranár’s love fled and his heart was vanquished to darkness. And he was Commanded by Bane, to return to the Elves and to betray them, and Aeranár was promised all the riches of Elvendom in exchange for the death of the High King.

For, Bane knew, that to slay the Elven King, would cause the Elven Mythal to fail, and thence all the Demons of the Nine Layers of Hell would be free to destroy Tel’Quessir, forever ridding the earth of Corellan’s children.

And so it was that he slew the High King, his father, compelled by darkness. But even as Aeranár did so, in the High King’s hand was his Living Sword. And the Sword suffered the Vision of Betrayal and felt the King’s pain, even as the metal clanged to the earth, falling out of the King’s hand.

Thence Angelina found her father, even as the Mythal began to fail. And her brother laughed at her grief as his hatred beat upon her brow with palpable force.

“Tel’Quessir are the puppets of Darkness and ‘ere seven times seven years has passed, you will know naught but despair and ruin. There will be none left alive to tell the tail and all that which the Elves have built will be corrupted or ruined. All these halls are now mine and you will know servitude, lest I send you to the Nine Layers, where you will know Bane’s Will and serve him as I do”.

And her brother's violent words were forever burned into her mind. And as she wept over her father’s body, she washed the blood out of his wounds, unheeding of her own peril. And she touched her father’s sword and thence the Sword bespake her in great wrath

“Your brother is an Abomination and he has betrayed Tel’Quessir. Not until the End of Time will I rest, and forever so it shall be until I am avenged. Sing Angelina and save our People. And bring me to the Heart Fires and remake me. So shall I be in the Image of your Grief and so I shall have all your Beauty within me, that I may be sustained while I endure all of Eternity until The Elf King is returned to us.”

And so, through great tears, she bore the Sword to the Heart Fires – where ‘tis said Angelina Sang for many days over the Sword. And she wove the Fires of the Earth into a great spell, and with Angrolachon by her side. Together it was that they wrought the Greatest Spell ever known and together they wrought the Sword and refashioned it into the Ellaédûn.

And within it, they Sang, of Elvendom and of Grief, of Tears and of Hope. Of Vengeance and of Spirit. Of Fire and of Will and of Redemption. So it was that Elf and Man together wrought together, and forever within the Ellaédûn was the Spirit of the King and the memory of the violence in the King’s Throne. And those who touch the Ellaédûn, are immediately transported, in time, and within the mind, on a great Journey – back to the Throne Room, where they shall witness the Elf King’s end, and will hear his Son’s hatred. There, they shall see Angelina’s Grief and the Journey to the Fires of the Earth.

And if ye be an antagonist of the Elves, so will the Ellaédûn destroy you.

Artifact Description

The Ellaédûn is a beautifully wrought Elven Lantern, fashioned from Mithril and translucent crystalline. It is a seven-paned lantern, wrought in the image of living tree, but so that tree branches intertwine at the apex of the lantern into an elegant peak. It glows with a warm light, and by starlight, the Mithril is incandescent in the darkness, so that it creates two sources of light.

Artifact Properties

The Ellaédûn primary mission is to restore Elvendom to its power and beauty, when the Elven kingdoms were at their noontide. It also has an eternal hatred of Drow and the descendents of those who corrupted the King’s son
The Ellaédûn is source of Lore. It contains within it, the collective knowledge of Elvendom as it existed at the time the Artifact was created. This translates into the following Skill Checks: Knowledge (Arcana +95), Knowledge (The Planes +85), Knowledge (Religion +75), Knowledge (Mythals +95), Knowledge (Nature +95)
It may be used as a library, providing the wielder with access to any and all research materials necessary for spell research
It may also act as a repository of a spell book, storing within it, any spell contained in a spell book
It has a hardness of Adamantine. Being a Major Artifact, there is only one way to destroy the The Ellaédûn, however its method of destruction is currently unknown
It is a living Artifact, and contains the Will of the Last King of Elvendom (treat it as having an intelligence and wisdom of 35/35)
Alignment is Neutral Good and any non-good character who touches it will trigger a battle of wills (see DMs guide). If the lantern does not manage to gain control of the assailant, the character must make a will save (DC 65) or go irrevocably insane. If the will save is successful, the character must take 20d6 points of fire damage each round they remain in contact with the Artifact.

Artifact Powers

1. Heart Fire

Three times a day, the Artifact can channel enourmous power from its power source (Heart Fire) into a destructive burst, doing all non-Elves in the area 20d6 of damage.

2. Drow Bane

The Artifact is experienced like an Elf-Bane, but one that is specific to Evil Drow. Accordinly, Drow magic is greatly affected as follows:

-10 to DC checks for Drow spell success;
+10 to DC checks for Elves spell success;
when within 100 feet of the Lantern -10 on Drow Dispel checks versus Elven magic
when within 100 feet of the Lantern -4 moral penalty to Drow on all rolls, such as attacks, saves and skill checks and +4 moral bonus to all Elves on the same rolls

3. Suppress Magical Effects

This is essentially an Antimagic Field, but one without the limits specified in the Players Handbook (i.e. the AntiMagic Field suppresses Divine Auras, all Supernatural Abilities, Spells and Spell-like Effects). The power cannot be used in conjunction with the other powers of the Artifact at the same time.

4. Annihilating Blast

This is an Epic Level Disintegrate ray, that may be used up to 3 times per day

5. Enhanced Metamagic

Up to five levels of normal spell level penalties may be removed from any combination of Metamagic feats that the spell caster has. Thus, if the wizard had Still, Silent, Quicken, Empower and Maximise, the Wizard could remove four levels of penalty from the Quicken feat and one from Still, enabling the caster to Still and Quicken all their spells.

6. Reactive Counterspell

As a free action, the wielder can use the Artifact to block enemy spells.

7. Master of Magic

By sacrificing two spell slots when preparing spells, a wizard can memorise any spell, even if that spell does not exist in her spellbook. (See Ultimate Prestige Classes for more on this power. It is accessible to PCs).

8. Redemptive Strike

In addition to the powers specified above, the The Ellaédûn has two powers in reserve for Descendents of the Drow who corrupted the King's son. Redemptive Strike is a highly focussed surge of Holy Power infused with Heart Fire. The effect bypasses all Magic Resistance and has no Savings Throw and it is an Empowered, Maximised burst of burning pure magical fire that will completely incinerate any creature (living, undead or otherwise) who carries the blood of the specific Drow line concerned. The effect goes beyond merely destroying the physical body of the Drow, and crosses into the Spirit World to completely annihilate the essence of the offending creature. No effect may reverse this destruction and the targeted creature is forever removed from the face of the world.

9. Faith's Reprieve

When one of the Line of the Elven King is threatened by Drow, Faith's Reprieve renders complete immunity to the recipient against:

all mind-affecting spells or spell-like effects such as compulsion, hold, possession;
Transmutation;
Disintegrate;
Poison, Acid and Lightning

10. Detect Drow

The Ellaedun can detect all Drow (living or undead) within 1000 feet.
Xen155

11-24-04, 11:11 PM
Xen155 4 creations

Librarians Spectecles
Often used by the upper class librarians of the Waterdeep and Candlekeep. They are expensive and there very rarely used by small libraries. They are bound to a single library and if taken out become useless

It powers are as follows:
Upon apeaking a command word the glasses tap into a communication system similar to a Hive Mind spell that effects all the wearers of the glasses in the bound library. They can also allow the wearer, apon speaking another command word, to read any magic as per the read magic spell. Another command words brings forth light as the light spell. A similar command word allows the wearer to use the spell mage hand, and mending (only affecting books and scrolls and things of that nature). A final command word allows the wearer to use the spell Open/Close.
5 times a day the wearer can use comprehend languages, Identify ( Books and scrolls only), Discern location (only for items inside the bound library), and Erase (can not be used to erase the original text of an object).
3 times a day the wearer can use secret page (used to leave notes behind for other Librarians wearing the glasses, who, can see the secret page normally), and levitate.
2 times a day the wearer can use True Seeing
1 time a day the wearer can use Unseen Servent, and Tenser's Floating Disc.
All abilities are cast as a 20th level Wizard.




Lawful Grasp
Conjuration
Level: 4
Components: V,M
Casting Time: 1 action
Range: Touch
Target: 1/Every three levels of caster.
Duration: See Text
Saving throw: Will negates
Spell Resistance: Yes

By summoning energy from any Lawful plane, the caster inshrouds his hand in lawful energy. When this hand touches any chaotic creature a portion of the energy explodes doing 1d6+char mod./every 2 levels of caster. The chaotic creature is also drained of abit of its life force taking 1 negative level. If this energy comes into contact with anylawful creature, the touched creature gains 1d6+char mod./ every 2 levels of caster in temperorary HP. The negative level gained by a chaotic creature and the temporary HP gained by a lawful creature last 10 mins/level. If an attack with the pourpose of ussing the affected hand misses it stills counts against its maximum usses.




Pharaun's Secure Chest
Conjuration
SpellCraft DC: 328
Components: V S M Exp
Casting Time: 1hour
Range: Special
Target: Special
Duration: Permanent
Saving Throw: None
Spell Resistance: no
To Develop: 2,198,000 gp; 74 days; 147,680 xp

This spell calls into creation a special chest made of solid oak about 4'x4'x5'.The chest can contain much more than it's size would suggest, and is guarded by an amazing array of defenses that would deter all but the most powerfull of theives. Upon completion of the spell the caster decides the location of the chest, it can appear on any outerplane. The caster can specify the an area for the chest to appear or he can let the chest appear randomly on the chosen plane. The chest can hold up to 1000sq./level feet of space.
The defenses of the Chest are as follows.
-When any creature enters within 100ft. a major image of the caster is created 20 ft. away from the chest, two hemispheres, one of Iron and one of stone resembling Wall Of Iron and Wall of Stone slam shut 15ft. around the chest and a wall of force is created 25ft. from the chest on all sides.The Image of the caster says "Halt, acsess to this chest is restricted"
-If any creature breaches both hemispheres an Energy Drain spell is cast upon every hostile creature within 50ft.
-If any creature enters within 14ft. of the chest, a prismatic sphere appears 13ft. and the creture is subject to a Disintegrate spell, if the Disintegrate spell fails to kill the creature, it is subject to a Geas spell with directions to appear befor the caster, knell and freize.
-If any creature breaches the Prismatic Sphere 2 Fingers of Death, a Force Cage and 2 Delayed Blast Fireball's are cast upon any hostile creature within 50ft.
In addition to these defenses the chest has 4 Fire Traps and 10 Symbols of Death on the lid set to activate whenever a creature other than the caster attempts to open it. The chest has a Permenent Spell Turning on it alng with mage armor, Nystul's Undetectable Aura, Hold Portal, Improved Arcane Lock, Resist Elements, Displacement and Sequester all permanent also.The chest is covered in Explosive Runes and Sepia Snake Symbols. Whenever the chest is opened a ping resembling the Alarm's mental option alerts the caster of the chest being opened. Any organic substance placed in the chest has a permanent Gentle Repose cast on it.Any creature slain by the defenses of the chest are animated as skeletons to protect the chest. Any defenses that are used alert the caster of their use the same way the opening of the lid does and regenerate within one day of their use.
No one but the caster may teleport within 100ft. of the chest. All defenses of the chest are at the same level of the caster, If the caster gains a level so does the chest's defenses accordingly.
Material Components: A Jewl of any sort worth at least 10,000 gp. A white glove and a Gloom's Blade.




Xen's Book
A thick tome with adamantine covers and binding. Inside the front cover is a glyph protecting the pages within the book from dust, insects, age, and the elements. The book contains room for 500 spells (many of them already used), the holy book of Mystra, Azuth, Tyr, and Ohagma. Furthermore, the book has pages for theoretical scriblings and drawings. By simply sending his thoughts a certine way Xen can record his thought and images inside the book (which records in Xen's handwriting). Xen's book is capable of shrinking to tiny size and increasing to huge (the text alters in size acordingly).
Xen155

11-25-04, 04:00 AM
Student of the Mind 1 creation

Vistra-The Holy Mistress
+4 Holy Evil Outsider Bane Bastard Sword.
Alignment: Lawful Good.
Int: 14 Wis: 18 Cha: 18
Ego: 25
Communication:Telepathy (1000 feet), 120ft Darkvision.
Lesser Power: Divine Favor 3/day (CL 10)
Greater Power: Righteous Might 2/day (CL 10)
Dedicated Power: +2 luck bonus on attacks, saves and checks.
Personality: An artifact of unknown origins that found its way back into the hands of adventurers after a long slumber within the lair of a crystalline great wyrm. Her voice rings soft within the back of the mind, a sweet melody in any language. She speaks little of her past, and if pestered about the days long ago her words are saddened as she tells of the time when she entered her last moments of life. She demands little of her wielder, though if time passes without action against evil she will not hesitate to possess the owner of her steel. Her actions are not intended to harm the weilder, but she will not allow her abilities to be wasted by sitting upon the hip of a stalwart of laziness. Vistra is an extremely jealous weapon, if such a thing exists, and if her owner weilds another magical weapon she will not function except against evil outsiders. Her true power is hidden, and it is unknown even by her how to release the mystic powers within.
Intense Transmutation & Evocation:
It is unknown what level of creator it takes to make such a weapon.
Craft Magic Arms and Armor, Craft Wonderous Item.
Wish, Miracle, High Magic & A Willing Subject Of Incredible Power.
Price: Beyond being sold.
Xen155

11-26-04, 01:07 AM
Lady Rolindin 3 creation

Gem ruins of Arlake
Description: These four red rubies are one inch long, by two inches wide, and one inch thick. Each ruby is cut so it fits to the adjasion ruby and all four fit together to form a one four inch long, and two inches wide, by one inch thick. When all the pieces are placed together then a map will show Arlake tomb. When a gem ruin caster finds all four pieces, the four gems reveal more to them than a mage casting read magic. The gem ruin caster can see the full map in his head, see the spell book inside all four rubies, and be given the deactivation words to the glyphs and wards, and traps. Where as a mage can only get the map that in the rubies, a gem ruin caster can use the spell reveal gem magic and if high enough reveal greater gem magic (7 level) see gem caster class. A gem lore master can use his or her skills to find the command word and know how to place the four rubies in the secret slot to open the door.

History
Arlake was a wizard of great power who survived the fall of Netheril; he died two hundred years latter. Arlake was a gem master spell caster and wizard. Imprinting a map on the four rubies to his tomb and the tomb lay out, with the spell book and passwords. If any one tries to a pass wall, or similar spell, they will be teleported randomly somewhere else in the realms. Only the four rubies or a wish spell will let get you into the tomb.

Rubies properties

If a read magic is cast on a ruby stone it will reveal part of the map, nothing else. Ruby number one: A lore gem master can get the following information from the stone, (jahernd) and (Kaximestrf) the first word is used for to unlock the door once all four stones have been placed in the secret space. The second word (Kaximestrf) will deactivate the glyph of warding (multiple Lightning bolts) once step inside the door. This word has to be said when first stepping in the door; a lore gem master can find the words. If only have the first ruby them when reveal gem magic spell use on ruby will release the first part of the map and inside the gem lore master head. Ruby nuimber one will also give a pull and mental picture of the place the second gem is located at (not to Dm if you pc have the second or third gem, the ruby will point towards the closet gem be it ruby # 2 or ruby # 4). A spell book with two complete spells and a third partial spell that is completed when have the next ruby. The spell list: Split Lightning Bolts (one more per three levels, starts at third level), Lightning whirl wind and part of Fire eagle, and a protection spell that a gem lore mast can cast two times a day. The proactive spell is split magic missile like magic missile except that it at every two levels can cast one more magic missile.

Stone number two:
The word (Patilzen) will deactivate the Ruby stone golem, and the word (Degkeld) deactivates the disappearing floor when you first take ten steps into the tomb, and (Gthaerkd) dispel the denigration death ward by the stairs going onto the next room. Ruby number two protection spell that can be cast two times a day Fireball, the spells in the ruby are: the rest of Fire Eagle, Binding Rope, Rock Entrapment, Command Swords and part of Wizard Ring.
Ruby number three: Has the spell protection of Rock Storm, and the word (Xjakesrt), this word when spoken by the right wall will open the tomb door to Arlake tomb. A door will slide to the left revealing an opening. The spell book list is the rest of Wizard Ring, and the spells, Fire Circle, Acid meteors, with part of Explode Undead. The word (kwarengsre), to dispel the ward of death magic.
Ruby number four has the following, the rest of the spells: Explode undead, and the following spell book: Freezing Rain, Choking Smoke, and Stone Ball. The proactive spell of the ruby is Flight of Arrows, and there are two words in the ruby. The first word is (Junxetrya), this word will open a panel on the left and inside are three white diamonds with spell list and the next map to Arlake treasure vault. The second word of (ghrtzmae) will cause the stone crypt to move to the side and reveal stairs leading down to Arlake’s partial treasure (read below).

Notes: to the gem lore master that can find all four pieces of rubies and put them together. A gem lore master can be walking by some one wearing one of the gems and know what the ruby is by the way its cut and the shape. All proactive spells can be cast two times a day, and when the second set of white diamond map is found in the left wall, the gem master can use his spells to read where the treasure vault is, with the new spell book and the proactive spells in each diamond. Each Ruby is valued at 500 gp, but as gem master will be able to spot it right away as what it is. Dm’s put two major magic items form the dungeon Master book and two minor items in the room below the crypt, also you can say how many rings, and other items are in the room. Some gold coins from Netheril Empire, and some from the fallen kingdoms would be better to put into the crypt. This is up to you, put in what gold pieces and other items you fell Arlake would have below his crypt. Dm’s need to see the Gem Lore Master class to make a gem lore master and use him or her in any campaign.




Karsas Silver Dragon Star
The Silver Dragon Star is a 1ft. diameter cluster of lights amd glowing motes of swirling in a misty globe of silver-white light. Although it has an ethereal apperrance, it can be pick up and carried, even though it remains weightless. The powers of the Silver Dragon Star remain dormant untill a sentient being places a hand (claw, or other such limb) into the center of the globe. The radiance then "adheres" to the appendage much like a gauntlet. It takes 1d4 rounds for the Silver Dragon Star to accumate itself to its new wearer, and 1d4 hit points are permanently drained from the wearer (after this the wearer may take the Silver Dragon Star on and off at will), with no further delay or hit points loss (unless the creature losses it and an new creature place it on its hand, then the process will start again for the new wearer). When it is ready, miniature silver-white flashes and crackles of electricity race across the Silver Dragon Star, and its powers are ready to be used, one per round. By simple mental command (the Silver Dragon Star will impart the full range of its powers, and the ability how to use them to its new wearer).

Item Powers (all cast at 35st level, 3.5 level 30)
4x day: Cone of Cold greater
4X day Paralyzing Gas (Silver Dragon gas)
2X : Shirkens Spears (100 per square foot, this depends on the width on hight of area
2X day Reverse Gravity (Silver Dragon Abilty no saving throw)
1X day The Silver Dragon Star can be called upon to envelop its wielder in a sheath of scintillating Silver-White armor Ac-8. This armor has 80 hit points, and absorbs all damage done to its wearer. The creature gets a 75% magic resistance, as well as complete immunitty to cold based attacks, and silver dragon breath weapons attacks and spell abilties attacks. The ability to breath normally in hostile conditions, (I.E. under watewr, in a void, or while surrounded by any kind of cloud spell), as well as cloud walk like the Silver Dragon and turn invisible at will. The wearer is also granted the ability to fly at the speed of a silver dragon foir a maximum of 12 hours. The suit of armor generated disappears after 12 hours, or when its brought down to 0 hit points. For 1d4 rounds afterward, the Silver Dragon Star is inactive

A successful dispell magic cast on the Sliver Dragon Star will cause it to become "dormant" for one round. During this time the flashes of silver-white energy ceases, although the globe still gives off enough silver-white light to read by. the Silver Dragon Star saves at a +10 on all magical attacks.

Finally, if necessary the Silver Dragon Star can perform a "Retribution Strike" similar to a staff of the magi, when invoked; this power causes an ezplosion of magical energies in a 50ft. radius. All creatures within 10 ft. of the Silver Dragon Star wielder suffer 25d10 points of damage, those between 10 ft. and 20 ft. take 20 d 10 points of damage. those 20 ft. to 50 ft. distant take 15d10 points of damage, but a successful save versus magic will only take 75% damage. The energies unlleashed by the Silver Dragon Star passes through all magical proctections (including globes of invulnerability, anti magic zone, but excluding Dead -magic Zones).
When these powers are used, the wielder must make an immediate save vs. death magic, or be utterly annitlilated. A successful save still means that the wielder takes full damage, unless a save vs. magic is made for half damage. A wish can only be used to return the victim back to life.
The Silver Dragon Star is temporarily destroyed in the strike, but will be refformed 2d4 months latter in the exact spot where the strike was called. Even if the previous wearer is there or not to reclaim it, 1d4 rounds( and another 1d4 hit points) will be necessary for the Silver Dragon Star to reaccumate itself to a wearer before it is ready to be used again.




Gem Lore Master
Gem Lore Master’s use the magic in gems and puts magic inside gems, and are able to read the magic held within. This is done an inner born magic that is brought out through training with a Master Gem Spell Caster. A gem lore master uses the spell like abilities of the gem as a spell book, and is an off class the Sorcerer/ Wizard class. A gem lore class substitutes ground gems of different types to cast spells, and can substitute ground gems of different types for spell components. For instance on lightning bolt the gem lore master will use a diamond or ruby dust instead of the bit of fur and amber, crystal or a glass rod. This ability comes from their ability to concentrate and use one kind of gem dust. Their spells cost them more because of using gem dust of different types. That’s why you find most of them working in large cities and studying under a Gem Lore Master. They have different types of spell’s they can use, Gem skin( 7th level, turns the casters skin into the type of gem holding), Greater Gem Skin (16th level Turns the casters skin hard as a diamond),Eye’s of gem’s (10 level, turns the casters eyes so they reflect gaze attacks at will), read gem magic (4th level reveals any gem spells, maps and activation words for spells in gems), read greater gem magic (12th level lets the caster see in their mind everthing in the gem from maps to gem spell books, proctection spells cast on gems, any words for glypes or wards on a map, deactivation words for traps and what ever else is put inside the gem). Gem Lore Masters direct their inner powers through gems, and use gems as spell books and to cast magic spells from. When studying their spell’s they use a spell book until they reach fifth level, where they can cast spells permanently into gems at will and make the spells permanent. At forth level they get the read gem magic bonus and can cast it at will. Till they get the permanency spell ability they have to use a spell book like a Wizard or Sorcerer, and then use their ability to cast spells into gems. At first level they get, gem cutting, appraise gems, concentration gem magic spells; because of their training with gems they get the bonuses. They start working with gems at 0 level, and skills to choose from for the class are, spot gems, knowledge (arcane gems spell casting), use magic devices (gems), bonus languages gem lore, draconic. Intelligence, wisdom, and constitution need at least a score of 10 for each, because they can accidentally blow up a gem in their face and worse by using the power of the gem, and channeling their energy through it. The better the score they get more benefits for the class. Gem Lore Master’s cast spells through gems, see level chart for attack bonuses, and use the wizard progression chart for spells levels. The class gets the same chart bonuses on page 8 of the Player’s Handbook used for spell bonuses.
100 gold pieces 1 spell
259 gold gieces 2 spells
500 gold pieces 3 spells
750 gold pieces 5 spells
1000 gold pieces 10 spells
1500 gold pieces 15 spells
2,000 gold pieces 20 spells
2,500 gold pieces 25 spells

To store maps and spell books, deactavation words for glyphs or wards, history of place or person, the caster will choose a gem worth 2,500 gold pieces or more.
The cast spells with trigger words into gems between 100 gp and 500gp to use when needed. Many types of gems are used by the caster, tiger eyes, diamonds( white, blue,) Quartz, rock crystal, jasper, this is for the caster to decide what kind and the value.

Adventures
Gem Lore Master’s are causus when adventuring with preparation and always having a gem close by to defend them self with. Gem Lore Master’s seeks knowledge, power, and the gems to conduct their studies; it would not be surprising to see more than one gem lore master adventuring together. Since at higher levels they can heal them selves with they powers of the gem.

Characteristics
The Gem Lore Master’s strength is his or her spell they channel through the gems, they learn new spells as they experiment and grow in experience, and can learn from wizards and sorcerers, and other gem lore master’s they meet. They learn to use the gems in different ways than a wizard does and can become quite deadly with a gem in their hand. Gem Lore Master’s prefer to specialize in a certain type of magic school; this makes them more powerful in their chosen field. This type of specialization can deny them access to some spells that lie out side their field (see school specialization page 57 of the Player’s Hand book).

Like a sorcerer, wizard; the gem lore master can have a familiar (these could be their only friends because of their obsession with gem magic).

Alignment

Like wizards, and Sorcerers a gem lore master tend to be lawful, because the study of magic rewards those who have discipline, but this not always true there have been told of gem lore masters who use their gift for evil.

Religion

Gem lore masters revere the god of magic, (Boccob in the players hand book, or Wee Jas the God of death and magic. While other worlds like the forgotten realms will have Mystra the God of magic and Shar with the dark weave magic), Gem Lore Masters are in general are more devoted to their studies than to their spiritual needs, but some do worship the gods of magic depending on how they use their gem magic.

Background
Gem Lore Masters know each other when they see each other as comrades or rivals, even gem lore masters from different cultures or magical traditions have a lot in common, because they all conform to the same laws of magic. Gem lore masters see themselves as being different that wizards and sorcerers, for they use the power of gems for magic and through a gem can be more powerful than them. They sometime join a magic guild, but most wizards and sorcerers some time look down on them, in their opinion of the guilds. The one’s that do join are usually more powerful before they choose to join a mage guild; they want to be recognized for their abilities with gem magic. Others join for the discounts on gems they can get a hold of and the spells available to them.
Races

Humans take to magic for a lot of reasons, curiosity, ambition, lust for power, or for personal reasons. Humans gem masters are practical innovators, creating new spells or using old spells creatively. Elves are enthralled by magic, and many of them become gem lore masters for the love of the art. Elf Gem Lore Masters see them selfs as artist: and they hold magic in high regard, and as a wondrous mystery, as opposed to the more human gem masters. Gnome illusion gem masters use more illusion spells than would a human or elf gem master. The gnome illusion master will use this field more because they are more gifted in this area.

Alignment: any
Hit die: d4
Skill points at 1st level (2 + Int modifier) X 4
Weapons and armor, gem lore masters like the wizard and sorcerer class can use a club, staff, dagger, crossbow of any kind, and quarter staff, a lore gem master quarter staff or staff will be different than a wizard or sorcerer. They will have gems embedded in them with powerful spells to cast when needed. They cannot wear armor or use a sword, armor or shield. These interferes with the casting of gem spells, and might cause them to be miss fire. Some fighter, gem lore masters have been know in the past, but if they take a dual class they have to have open arms to move and cast their gem spells, a breast plate at the most for the duel class fighter mage.

Spells

Gem Lore Masters cast arcane spells (the same as wizards and sorcerers and bards), which are drawn from the Sor/Wiz spell list on page 192 of the players Hand Book. The gem lore caster must prepare their spells in advance, by having the gems dust where they know it is at all times. They will have spell studied at their level and ready once they have studied the spells. The gem lore master must have (Int, wis, con of 10 or better, 10 + spell level for O level spells. 11 for each for 1st level gem spells, and so forth, they use the same difficulty class saving throw against a wizard spell, spell is 10 + the spell level+ the gem caster intelligence modifier. Like wizards, a gem spell caster can cast only a certain number of spells of each spell level per day. This daily base spell allotment is given below (same as wizard + bonus spells and ability’s are different). In addition, they receive bonus spells per day if they have a high Intelligence score (see table 1-1: Ability modifiers and bonus spells, page 8 of the Player’s Hand book). A gem spell caster must choose and prepare their spells ahead of time by getting a good night’s sleep and studying their spell book or spell gem for 1 hour. While studying, the gem spell caster decides which spells to prepare (see preparing wizards spells, page 177 of the Player’s Handbook. This depends on the level of the gem spell caster, if below forth level they still use a book to study and put the spells into gems to use later, or in their mind or both. If a fifth level or above they will have their spell book in a gem of their choose and will be able to study the spells in the gem. They need to not be disturbed or they can’t input the spell information in their mind or in a blank gem for releasing of the spell latter.

Bonus Languages:
A gem lore caster gets Draconic and gem lore as bonus after O level, (fresh out of school).
Familiar
A gem lore caster can obtain a familiar in exactly the same manner as a wizard, or Sorcerer, but they tend to be more exotic for the gem lore caster. At higher levels they tend to make magical animals made out of gems and endow them with powers to benefit themselves.

Scroll Scribe
Like the wizards and sorcerers, gem caster at first level gains scribe scroll as a bonus, but a gem caster will gain the ability to cast spells into gems as a scroll or spell for defense. They trade these gems among themselves, when around other gem casters.




Level Base Attack Fort Save Ref Save Will save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, concentration, gem cutting,Spell casting into gem with trigger word, Scribe scroll 3 1 0 0 0 0 0 0 0 0
2nd +1 0 0 +3 4 2 0 0 0 0 0 0 0 0
3rd +1 +1 +1 +3 4 2 1 0 0 0 0 0 0 0
4th +2 +1 +1 +4 Reveal gem lore 4 3 2 0 0 0 0 0 0 0
5th +2 +1 +1 +4 Permanency spell casting into gems + bonus feat 4 3 2 1 0 0 0 0 0 0
6th +3 +2 +2 +5 4 3 3 2 0 0 0 0 0 0
7th +3 +2 +2 +5 Gem Skin 4 4 3 2 1 0 0 0 0 0
8th +4 +2 +2 +6 4 4 3 3 2 0 0 0 0 0
9th +4 +3 +3 +6 4 4 4 3 2 1 0 0 0 0
10 +5 +3 +3 +7 Bonus feat + Eyes of gems 4 4 4 3 3 2 0 0 0 0
11th +5 +3 +3 +7 4 4 4 4 3 2 1 0 0 0
12th +6/+1 +4 +4 +8 Greater reveal gem lore 4 4 4 4 3 3 2 0 0 0
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 0 0
14th +7/+2 +4 +4 Healing 1 hit points per three levels 4 4 4 4 4 3 3 2 0 0
15th +7/+2 +5 +5 +9 Bonus feat + gem lore feat 4 4 4 4 4 4 3 2 1 0
16th +8/+3 +5 +5 +10 Greater Gem skin 4 4 4 4 4 4 3 3 2 0
17th +8/+3 +5 +5 +1 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat + gem lore feat 4 4 4 4 4 4 4 4 4 4
Extra gem lore masters feats; split magic missle +2 hit and damage, gem mage shield+6 to ac, split lightning bolt +2 damage and to hit
[Special Ability:

Gem Lore Master’s or gem spell casters get benefits that apply to the class, such as while casting through a gem they get a +2 to hit and +d8 damage for channeling through a gem and multiplying it’s power. Gem Lore caster and Masters get many other benefits for the class, according to their level see level chart. A gem spell caster not yet a master can at first level can cast spells into gems and then cast the spell when needed. Then cast another spell into the gem after the first spell is used, they can use the gem over and over doing this. At higher levels they will be able to up to three spells into one gem (ten level). At fifth level because of their training a gem caster will be able to cast his or her spells into a gem via permanency (through their training and concentration skills), they will no longer need a spell book of paper. He or she can by sheer force of will power cast all of their spells into one or more gems, a higher gem spell caster will have different gems for their lower spells on a Gem (diamond), mid level spells in a gem (ruby), and their highest levels in a better quality gem (blue diamond). Only a gem lore master can open the spells and other things in the gems, a read magic will only tell a mage that it is a map or one word. A gem lore master has the ability to open the inner secrets of the gems, cast one thousand years ago or yesterday. See spell levels for bonuses. Other wizards who have the gem spell training can open the gems contents that’s inside them, a regular mage can only reveal words or maps if not blocked.

Other Classes:
Gem Lore Masters prefer to work with members of other classes, the prefer to cast from behind fighters and strong paladin’s. They can cast spells into gems and then them give to other party members to use. This could help the rouge or even a cleric if they have to defend them selves. They may be inquisitive of other mages they meet, and trade spells for one they don’t have. They work well with wizards and sorcerers and will try to trade spells with them if any is in the group.
Xen155

11-26-04, 05:48 PM
Coming Soon

Gem Lore Class by Lady Rolindin
Xen155

12-05-04, 01:58 AM
Current Issues


The current disscussions are:
Lady_FireHawk's Murder Mystery Module Campaign
The Gem Lore Class.




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Xen155

12-05-04, 04:20 PM
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