The DMF Artifact Corner/Campaign Rules Thread [Archive] - Wizards Community

Post/Author/DateTimePost
Xen155

10-28-04, 01:19 PM
This Thread has been created for members of the Dungeon Masters Foundation as a place to post Artifact and other item ideas and to get them. If you are not a member, feel free to post your own item ideas and consider joining the foundation!

Please only post Item ideas, if you have questions PM me or ChaosEvoker.
If you wish to join The DMF Click Here

Please post The item name along with its stats and if you wish, histories are also welcome here.
ChaosEvoker

10-28-04, 11:28 PM
I offer my favorite creation that I got for one of my characters.
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.
Student Of The Mind

10-29-04, 01:13 AM
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.
ChaosEvoker

10-29-04, 07:24 AM
Nice sword. Ah yes, I have great plans as far as intellegent items goes for my group....MUWHHAHAHA! :devil:
Chosen of the Dark Sun

11-01-04, 11:04 PM
The half-succubus sorceress in my campaign has a very simple but incredibly powerful artifact. 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 her. 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 (beneficial or harmful). Oooohhhh, yeah! :D
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.

Member of the Dungeon Masters Foundation :D :cool:
ChaosEvoker

11-02-04, 10:28 PM
Ok well for the basic outline of what we have going here for this idea, check our main thread. SO we need the details of how this will work, any suggesitons?
Chosen of the Dark Sun

11-02-04, 10:36 PM
We make characters, send you the stats so you know we aren't cheating with our modifiers. But it'll obviously be useless to use some of the skills and stuff. No real way to use jump without a visual when doing a long-jump.
ChaosEvoker

11-02-04, 11:23 PM
Alright here's a good item:
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.
ChaosEvoker

11-02-04, 11:25 PM
We've figured out those details what we need to do is figure out a way to make each individual group private so that other groups can't just look up what another is doing and plot against them or something. That's our main challenge right now.
Chosen of the Dark Sun

11-03-04, 12:10 AM
When we make our group threads, just give them highly obscure names so no one will see it and go look inside. Or is there some way of blocking a person from a thread?
ChaosEvoker

11-03-04, 07:07 AM
True but if someone figures it out, it's better not to risk it
Xen155

11-03-04, 01:02 PM
You can not block someone from a thread, they are all public, perhaps we could go on the trust system. I know i wouldn't cheat :schemes:
ChaosEvoker

11-03-04, 10:01 PM
SURE you wouldn't. I guess we have no choice other than to go on trust. BUt if I catch any member cheating they are more than dead as far as the campaign goes. I will severely Deus Ex Machina any member's butt who cheats. and I WILL find out. Ok I will post the campaign rules int he Main thread
ChaosEvoker

11-07-04, 12:51 AM
Alright everyone ignore the random posts above that is due to a complication, please continue to post item creations.
Silmarien Aldalome

11-08-04, 04:38 PM
This isn't finished yet. I'd value your input. I've had some more ideas for powers - and have just posted this at the Half-Elven Foundation

Enjoy!

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
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, and has 500 HP, and it regenerates at a rate of 100 HP per round
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

Spellpower. Three times a day, the Artifact can channel enourmous power into a destructive burst, doing all non-Elves in the area 20d6 of damage
Drow Bane. The Artifact is experienced like an Elf-Bane, but one that is specific to Evil Drow. Drow magic is greatly affected, with -20 to DC checks for spell success; when within 100 feet of the Lantern; -10 on Drow Dispel checks versus Elven magic, for Elves 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
Suppress Magical Effects. This is essentially an Antimagic Field, but one without the limits specified in the Players Handbook.
Annihilating Blast. This is an Epic Level Disintegrate ray, that may be used up to 3 times per day
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.
Reactive Counterspell. As a free action, the wielder can use the Artifact to block enemy spells.
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.[/QUOTE]
Chosen of the Dark Sun

11-08-04, 10:37 PM
Perhaps you could make the wielder of the Artifact have the ability to detect drow.
ChaosEvoker

11-08-04, 11:25 PM
My suggestion:
it seems extremely powerful, a bit overbalanced, I understand its epic level and was made at a time when many had mythals but nevertheless:
Also be more specifics on some of its abilities, so we know how powerful they are (for example its disentigrate ray ability)

Its very anti and pro magic, it eminates an anti-magic field but allows for enhanced spellcasting...that seems a bit contradictory.
Silmarien Aldalome

11-09-04, 04:48 AM
Thanx for the feedback fellas I appreciate it.

- we should get the other Foundations to post their Artifacts here as well. That may need a little encouragement from you/me/us, to 'warm up' the space a little....

@Chaos Evoker:

You're right. Hmmm, but, Major Artifacts are like that

*grabs DMs Guide*

DMG, p. 280 "never introduce a major artifact into a campaign without careful consideration. These are the most potent of magic items, capable of altering the balance of a campaign".

So, I tend to regulate their use and accessibility even after they are found, by way of a number of important limiters (such as requiring a specific blood line of an extinct Elven house or by making them temporarily available - for a special event - before they are removed).

About Anti-Magic Field - I'll adjust the use for this power. See below. But, it's not against the spirit of Epic Level magic to combine spell effects. For example, Eidolon uses conjure, transform and transport Seeds to create a duplicate of yourself with a portion of your soul.

@CotDS

Hmmm - thank you for the suggestion, muchly appreciated.

@All

Thinking about it's powers - they're not well organised yet. It needs work. The stats need to be spelled out for the powers and I've had some ideas about reworking some existent powers, to make it a more interesting Artifact.

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.

RP Guidelines for Artifact

To be developed....this section is crucial for Game-Balance.

I'd value your ideas for RP guidelines & Game Balance

Enjoy

stav
ChaosEvoker

11-09-04, 07:12 AM
I'm not sure about other foundations, it was originally meant for members of the DMF. BUt I don't see why not. I would encourage all non DMF members posting here to join the DMF.

Other abilities (the disentigrate ray e.g) still need some game stat specifics.

I'll be posting an item soon
Chosen of the Dark Sun

11-23-04, 05:12 PM
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).