The Dragonlance Nexus

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Artifacts of Ansalon

D&D 3e (3.0/3.5) Rules

by James O'Rance


Minor Artifacts | Major Artifacts

Minor Artifacts

Book of Habbakuk: The book of Habbakuk is a large tome with an unmarked plain leather binding. It is protected from those who are not pure of heart with a flamestrike spell that targets any non-good character who touches the book; the book itself is unable to be burned or scorched by any flame. Thoroughly reading the book requires a week of study; the first time that a character does so, he gains experience points sufficient to place him halfway into the next level of experience. However, if the character is not already a cleric, this experience must be used to become a multiclassed cleric of Habbakuk or it is lost.

This illuminated tome is an ancient work of the Age of Might. The Knights of the Crown once owned a book of Habbakuk, and kept it safe within the High Clerist's Tower; it was forgotten after the Cataclysm and has been lost.

Caster Level: 19th; Weight: 5 lb.

The Brightblade: This +3 greatsword of fine dwarven craftsmanship was wielded b the legendary Solamnic Knight Bedal the Swordsman, and passed down through generations of the Brightblade family, eventually passing from Angriff Brightblade to his son Sturm. It is said that the Brightblade will only break when its owner does. While the Brightblade is wielded by a knight of true honour, it has a hardness rating of 20 and 20 hit points.

Caster Level: 12th; Weight: 15 lb.

Bupu's Emerald: This large emerald is thought to have been created as a gift to the benighted races of Krynn by the arch-mage Raistlin; the tales say that the emerald can simply appear in the possession of any gully dwarf, kender, or gnome.

If the owner of the emerald is in a life-threatening situation, he can offer the emerald to an opponent, causing the opponent to be instantly overcome by the gem's beauty. If the opponent fails a Will save (DC 22), he is affected by a sympathy spell. However, should the opponent touch the emerald, a finger of death immediately targets the creature, causing instant death (Fortitude save DC 21 reduces this to 3d6+20 hit points of damage). The original owner of the emerald can then escape or retrieve the treasure.

This gem is thought to be the emerald given to Raistlin by the gully dwarf, Bupu, in the ruins of Xak Tsaroth. The emerald's power cannot be used should it come into the possession of a character not of the gully dwarf, kender, or gnome races.

Caster Level: 20th; Weight: —.

Crown of Kurnos: This crown of black steel is an evil artifact. Characters of good alignment take 5d6 points of damage if they place the crown on their head; good-aligned divine spellcasters must make an additional Fortitude save (DC 16) or die. If they do not die, they must succeed in a Will save (DC 15) or become permanently insane.

If a nonevil neutral character places this crown on his head, he suffers 5d4 points of damage and must succeed in a Fortitude save (DC 13) or immediately become evil. If the save is failed, the character immediately seeks out an evil cleric to confirm her conversion (with an atonement spell).

An evil spellcaster who places the crown on his head gains a +1 inherent bonus to Wisdom and enough experience points to place him halfway into the next experience level. The Crown of Kurnos will only grant this bonus the first time it is ever worn by a character.

Kurnos was the greatest tyrant in the final years of the Age of Might. Captured by the Knights of Solamnia, he was kept imprisoned within the High Clerist's Tower with all of the courtesies due to a royal personage. The evil bishop often played khas with the High Clerist Yarus; when both men died during the Cataclysm their spirits remained within the Tower, waiting to finish their final game.

Caster Level: 19th; Weight: 5 lb.

Fist of E'li: The fist of E'li is a +5 light mace of polished wood that was once wielded by Silvanos himself. Emeralds, garnets, and diamonds encrust the bulbous head, and bands of silver and gold inlay decorate its haft. Any character holding the fist of E'li receives a +10 sacred bonus to all Diplomacy skill checks.

Caster Level: 15th; Weight: 6 lb.

Glasses of Arcanist: These magical lenses are set in solid platinum frames that are so narrow that the glasses will only fit on an elf or a Small sized character. The glasses enable the wearer to read words written any language, including spell books and scrolls. They do not enable a character to cast spells from scrolls that he could not normally use; however, a character to uses the glasses of Arcanist to cast a high-level spell from a scroll that he can use suffers no chance of failure.

The arch-mage Arcanist designed these glasses several centuries before the Cataclysm, in order to render a perfect translation of any topic in any language.

Caster Level: 18th; Weight: —.

Heart of the Irda: The Heart of the Irda is an obscure artifact of ancient times, mentioned only in forgotten tomes of the Irda themselves. It was shaped by an Irda sorcerer named Daganeer to aid Igraine's folk in their flight from the vengeful ogres; Daganeer perished in the flight and was put to rest in a living tomb located somewhere in Ansalon's primeval eastern forest.

The Heart of the Irda is a fist-sized ruby on a platinum chain, polished and shaped into a heart. It glows faintly at all times.

Calling upon the Heart's power is difficult and strenuous. A divine spellcaster can use the Heart to cast a cure serious wounds spell up to three times per day, although she must succeed in a Wisdom check (DC 15) each time that she does this. Similarly, an arcane spellcaster can use the Heart to cast animate objects three times per day, requiring a successful Intelligence check (DC 15) to do so.

A character with both arcane and divine spells can use the Heart of the Irda to cast polymorph any object once per day, transforming living or unliving matter as she wills. This requires either an Intelligence or Wisdom check against DC 20.

The Heart holds other secrets and powers of the Irda beyond those above, which can only be discovered through hints from prophecy or lost Irda lore. It may be the key to shielding mortals from life-draining effects, or even reversing the degeneracy of the ogre r ace, returnig them to their original, graceful forms.

Caster Level: 20th; Weight: 2 lb.

Helm of Grallen: This dwarven helm is of old-fashioned make and is set with twelve large gemstones. If the wearer of the helm is killed, his spirit is immediately captured by one of the twelve gems. The spirit is able to possess any character who places the helm on his head as though using a magic jar spell. Furthermore, any character who wears the helm of Grallen can turn undead as though he were a 12th-level cleric.

Grallen was son of the Hylar Thane Derkin, and was killed by Fistandantilus' army during the Dwarfgate War. The helm of Grallen was returned to the dwarven hero's tomb during the War of the Lance, and disappeared. It is unknown whether this artifact will return to the world of Krynn.
Caster Level: 18th; Weight: 3 lb.

Mantooth: The history of this weapon is unknown, although it appears to be an ordinary longsword of Silvanesti make. Also known as Darkstar, Magefool, or Spellcleaver, this +1 longsword becomes a +2 longsword when fighting constructs, magical beasts, outsiders and arcane magic users, and inflicts an additional 1d6 points of damage against these foes. Furthermore, Mantooth can be used to sunder magical barriers. Each time the sword strikes such a barrier, there is a chance that it will be destroyed equal to 1% per point of damage inflicted (cumulative with each strike).

Mantooth's greatest power allows a powerful warrior to turn an opponent's spells against him. If the character has prepared an action to turn an opponent's spell, he can attempt to "strike" the spell as it is cast with an attack roll (AC equal to that of the spell's save DC). This attack roll does not benefit from any bonus that the character might normally enjoy (such as Strength bonus, Weapon Focus feat, or size bonus). If the attack is successful, the spell affects the caster as though you were protected by the spell turning spell.

Caster Level: 20th; Weight: 4 lb.

Nightbringer: This black steel weapon functions as a +3 heavy mace. When a character uses Nightbringer to make a successful melee attack, he can speak its command word as a free action, causing a blindness spell to affect his opponent for 2d6 x 10 minutes (Fortitude save, DC 14 negates).

If a character of good alignment touches Nightbringer, he must make a Fortitude saving throw (DC 14) or be permanently blinded (see page 83 of the Dungeon Master's Guide).

The Black Robes created Nightbringer in the Tower of High Sorcery at Ergoth, when the forces of Istar before the Cataclysm were hunting their kind. It eventually came into the possession of Highlord Verminaard.

Caster Level: 15th; Weight: 12 lb.

Plate of Solamnus: These ancient suits of armour were designed for specific knights during the Age of Dreams, and the deeds of their owners are legendary. The plate of Solamnus consists of breastplate, shoulder guards, arm fittings, leggings, and helm, all beautifully tooled with the markings of the three Solamnic Orders. Huma Dragonbane and Vinas Solamnus both possessed such armour.

Plate of Solamnus is masterwork full plate, providing a +8 bonus to AC, with a maximum Dex bonus of +1 and an armour check penalty of -5. If the wearer is of scrupulously good alignment, for every every act of charity, honour, or selflessnesshe the armour gains a +1 enhancement bonus to AC (up to a maximum of +5); however, this bonus can decrease or even become a penalty if the wearer's heart is not pure. For every act of dishonour, selfishness, or evil the armour gains a -1 enhancement penalty to AC. These penalties remove enhancement bonuses, and can actually worsen the armour's standard AC bonus by up to -5). The maximum bonus (or penalty) that the armour can have is +5 (or -5).

When worn by a good-aligned nonplayer character, plate of Solamnus will possess an enhancement bonus equal to 5-1d10 (or 1d4 for paladins and Solamnic knights).

If worn by a neutral or evil character, the plate of Solamnus bestows three negative levels on the character. The negative level remains as long as the armour is worn and disappears when it is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armour is worn.

Caster Level: 15th; Market Price: 26,650 stl.

Shield of Huma: This metal shield has been carved with intricate symbols of the Knights of the Crown. It acts as a +3 large shield. When facing dragons, the wielder receives an additional +2 deflection bonus to AC and the benefits of the evasion ability.

Caster Level: 15th; Weight: 15 lb.

Spectacles of Derkin: These ruby-coloured reading classes were used by the gold dragon Evenstar to read obscure texts on history and magic while guarding the tomb of High King Derkin. While wearing the spectacles, a character benefits from low-light vision, and can see twice as far as normal in conditions of poor light. The spectacles of Derkin also enable the wearer to see as though she were affected by the comprehend languages, read magic, and true seeing spells.

The spectacles of Derkin can be worn for up to four hours each day without ill-effects; if worn longer, the character will suffer a splitting headache, with a -4 enhancement penalty to ability checks, skill checks and attack rolls until she has slept for eight hours.

Caster Level: 15th; Weight: —.

Sword of Huma: This +2 longsword is a bane to all dragons. Should it strike such a creature, the dragon must make a Fortitude save (DC 23) or immediately die. This is a death effect. In addition, a character holding the Sword of Huma can use the blade to cast a heal spell once per day as a standard action.

The Sword of Huma is kept within the shrine of Huma's Tomb in Foghaven Vale. Should the Sword of Huma be removed from Huma's Tomb, a curse is laid upon the thief as well as any character who wields the weapon. This curse inflicts a -1 sacred penalty to attack rolls and saving throws until the character receives an atonement spell or uses the sword to strike an evil dragon.

Caster Level: 16th; Weight: 4 lb.

Tika's Ring: Worn on a necklace around her neck, Tika Waylan kept this ring as a momento of her father, and slipped it on her finger in times of stress or danger; she was unaware of its magical powers. The ring provides a +2 luck bonus to saving throws and fire resistance 12 when worn.

Caster Level: 5th; Weight: —.

Wyrmsbane: This artifact from the Third Dragon War is a +3 greatsword that grants a +5 enhancement bonus when fighting dragons and draconians, and inflicts +2d6 damage against these foes (or +3d6 damage against dragons with the Water subtype). Wyrmsbane does not become stuck in the petrified corpse of a baaz draconian, and can be used to cast locate object three times per day.

Caster Level: 20th; Weight: 15 lb.

Wyrmslayer: This artifact was forged in Silvanesti during the Second Dragon War, and became the weapon of Kith-Kanan, founder of Qualinesti. It is a +3 greatsword that grants a +5 enhancement bonus when fighting dragons and draconians, and inflicts +2d6 damage against these foes. Wyrmslayer does not become stuck in the petrified corpse of a baaz draconian, and it grants a +3 sacred bonus to saves against a dragon's breath weapons and spells.

Wyrmslayer has the disconcerting tendency to buzz aggressively whenever it is brought within fifteen feet of a dragon; this buzzing is loud enough to be heard clearly and always wakes a sleeping dragon.

Caster Level: 20th; Weight: 16 lb.

Major Artifacts

Bloodstone of Fistandantilus: This powerful artifact is a green gemstone flecked with red, about three inches in diametre, with a plain silver setting and chain. Created during the Age of Dreams, this artifact came into Raistlin's possession after he defeated Fistandantilus just prior to the Cataclysm.

Any arcane spellcaster can use the Bloodstone to heal 2d8+1 points of damage with a command word, but this is not its primary function. A separate command word initiates a magical contest between the character and an opponent within 40 feet; the loser's soul is removed from his body, and permanently replaced by the soul of the winner. In the round after this command word is spoken, both characters must make an opposed Will save, with the following results:

  • If the character fails and the victim saves, the character suffers 1d10+5 point of damage and loses his next action. The victim is free to take actions normally.
  • If neither is successful (due to rolling the same result), each loses 1d10+5 hit points. The character can choose to activate the Bloodstone again as a standard action, or take some other action. The victim is free to take actions normally.
  • If the character saves and the victim fails, the victim's spirit is torn from his body and departs the material plane. The character's spirit is transferred to the victim's body, and his original body crumbles to dust. The character keeps his original ability scores, except where the victim's ability scores are higher. If the victim's level was higher than that of the character, the character immediately gains enough levels as a wizard or sorcerer to attain this character level.

Absorbing another character's life force is an extremely evil act. The character gains access to some of the memories of his victim, which can cause confusion and disorientation unless the character is strong enough to retain his own identity. This requires three or more Will saving throws to accomplish (DC equals 10 + victim's Charisma score).

The Blue Crystal Staff: This holy artifact of Mishakal usually appears to be a normal staff, although it transforms into an unbroken staff of blue crystal when its powers are used. It is about five feet long with an ornamentally bladed head, bearing a gemstone in its centre.

The Blue Crystal Staff is never discovered by chance, but granted to the worthy by a manifestation of the goddess Mishakal. The staff is intelligent, with Intelligence 15, Wisdom 18, and Charisma 18, and is lawful good in alignment. The Blue Crystal Staff has an ego of 20, and does not allow non-good characters to touch it, nor will it allow itself to be seized by those who do not do Mishakal's will. It can cause 4d6 points of electrical damage to any creature that so much as touches it.

The Blue Crystal Staff can be used to cast the following spells:

2 charges: command, cure light wounds, inflict light wounds, remove fear.

6 charges: continual flame, cure blindness, cure disease, remove curse.

10 charges: cure critical wounds, raise dead.

14 charges: greater restoration, resurrection.

15 charges: teleport without error (only used at the staff's discretion).

At a cost of 10 charges, the Blue Crystal Staff can protect all characters within 10 ft, from the breath weapon of any dragon, granting a +30 deflection bonus to saving throws for ten rounds.

The Blue Crystal Staff holds up to 20 charges at once, and regains one charge each morning. The staff can be recharged immediately and completely by placing it before a sanctified statue of Mishakal.

The Crown of Tides: This artifact is believed to have come to the shoal elves during the Age of Dreams. Made of brilliant blue coral, the crown is woven through with dozens of delicate pearls of various hues. The Speaker of the Sea wears the crown during affairs of state in Dimernesti. At all other times it remains ensconced in the Tower of the Sea in Dimernost.

A character wearing the Crown of Tides gains a +20 circumstance bonus to Swim skill checks, as he is able to control the water around him. Spells cast by the crown's wearer can be affected as though the caster prepared them with either the Empower Spell or Heighten Spell feats, and the wearer is immune to mind-influencing effects. Additionally, the wearer can use the following spell-like powers as a standard action (affecting marine life only):

  • control water
  • plant growth
  • speak with animals
  • speak with plants

By concentrating for one full round, the wearer can control currents (as the 5th level druid spell control winds; this only works underwater).

Device of Time Journeying: Made during the Age of Dreams, this device was given to Caramon by Par-Salian, then head of the Wizards of High Sorcery, and eventually became the possession of Tasslehoff Burrfoot. Normally appearing to be a jewel-encrusted pendant, the device must be manipulated and unfolded to become a sceptre to be activated. The device was designed to be used by the three original races of Krynn—the elves, ogres, and humans, but its properties were changed somewhat after being modified by the mad gnome Gnimsh.

If lost, stolen, or taken by coercion, the device of time journeying makes its way back to its owner by magical means. No force exists that can keep this artifact from finding its owner.

The device of time journeying can be used to transport all characters within 10 feet to a random location in the time period chosen by the user, or to a specific location chosen by the user, during a random time period. This random nature of the artifact is entirely under the DM's control). To activate this power, a character must concentrate on the desired destination whilst manipulating the device and speaking the following verses:

Thy time is thy own,
(turn the face towards you)
Though across it you travel.
(move the face plate from right to left)
Its expanses you see,
(the back plate drops to form a rod and two spheres)
Whirling across forever.
(twist the top clockwise—a chain will drop down)
Obstruct not its flow.
(ensure that the chain is clear of the mechanism)
Grasp firmly the end and the beginning,
(hold the device by each sphere)
Turn them upon themselves.
(rotate the spheres forward)
All that is loose shall be secure.
(the chain winds into the body)
Destiny be over your own head.
(hold the sceptre over your head, clearly visualise destination)

Hammer of Kharas: According to legend, this mighty artifact is the only hammer that can be used to properly forge a dragonlance. It was once given to the dwarven hero Kharas by the dwarves of Kayolin in recognition for his heroic deeds prior to the Cataclysm, and was lost after the Dwarfgate War. The Hammer of Kharas is twice the size of a normal warhammer.

The Hammer of Kharas functions as a +2 dwarven warhammer of disruption; any undead creature struck by the hammer must succeed at a Fortitude save (DC 14) or be destroyed. The Hammer of Kharas is an intelligent artifact, with Intelligence 11, Wisdom 20, and Charisma 19; it is neutral good in alignment. The Hammer of Kharas possesses the following special abilities, used at the 20th level of ability unless noted otherwise:

  • Bull's strength on wielder, 1/day
  • Cure serious wounds 1/day
  • Detect evil at will
  • Globe of invulnerability on wielder
  • Prayer 1/day
  • Protection from arrows on wielder
  • Turn undead as a 12th-level cleric
  • Wielder is immune to normal and magical fear

The Hammer of Kharas pursues the special purpose of preserving the security of the dwarven race and furthering the cause of good. The Hammer of Kharas possesses Ego 30, and the special purpose power to use enthrall on all dwarves within 300 ft. at will.

Orbs of Dragonkind (Dragon Orbs): These fragile, etched crystal globes contain the essences of evil dragons and are artifacts of vast and dangerous power. A dragon orb can shrink to be only ten inches in diametre, but when the command words carved into its surface are spoken, the dragon orb expands to a diametre of twenty inches. The dragon orbs were created during the Second Dragon War by all three Orders of High Sorcery; powerful arcane spellcasters can use them to summon evil dragons to be destroyed with powerful spells. Five dragon orbs were created during the Age of Dreams; at least three are known to have survived the Cataclysm.

Dragon orbs are intelligent artifacts, and are always of evil alignment. They have Intelligence 20, Wisdom 18, Charisma 18, and an Ego of 26. A dragon orb can communicate telepathically, although it rarely needs to do so.

A character attempting to use a dragon orb must gaze into it and speak the command words. The dragon orb always resists this control with a heightened charm (treat this as a 6th-level spell cast by an 11th-level sorcerer); the character receives a Will save (DC 19) to negate this effect, rolled secretly by the DM.

If the character fails this save, he falls under the control of the dragon spirit within the orb. The spirit will steer the character to further the cause of evil, doing so subtly so that the character's companions suspect nothing until a critical point is reached. This charm ends only if dispelled or if someone else seizes control of the orb.

If the character succeeds in the Will save, he learns all of the powers of the dragon orb, and any evil dragons within 1d4 x 10 miles hasten to the orb's location. When they arrive, these dragons immediately attack any non-allied creatures they find near the orb. If the DM does not know whether there are any evil dragons in range, an evil dragon of randomly determined age and colour arrives 30% of the time.

Using the dragon orb's secondary powers requires the character to resist the orb's charm, and risks summoning nearby evil dragons to the orb's location. The secondary powers of a dragon orb include (but are not limited to):

  • Cure serious wounds 3/day
  • Detect magic at will
  • Light at will

These secondary powers are used as a 20th-level caster. All dragon orbs possess the strange ability to escape destruction. Some dragon orbs might possess additional secondary powers, perhaps derived from the colour of the dragon spirit trapped within, but this is not known for certain.

Dragon orbs possess a precognitive sense for danger, and will use telepathy to convince mortals to transport them elsewhere. In addition, any harmful effect not directly targeted at a dragon orb (for example, a fireball or falling debris) will fail to harm the artifact. If deliberately targeted by an attack, however, dragon orbs are fragile, possessing Hardness 1, hp 5, and Break DC 15.

Silver Arm of Ergoth: The Silver Arm of Ergoth was created during the Age of Dreams by an alliance of good dragons, humans, elves, and dwarves. In order to function, the Silver Arm of Ergoth must be placed against the right shoulder of a human whose right arm has been severed. If the character has a Strength of 17+ and is of good alignment, the arm grafts to his shoulder, and thereafter acts as a normal arm for all common activity.

The wearer of the Silver Arm of Ergoth heals 1 point of damage per level every hour rather than every day (this cannot be raised with the heal skill). Subdual damage heals at a rate of 1 point of damage per level every five minutes. If the wearer loses a limb, an organ, or any other body part after the Silver Arm of Ergoth is grafted to his body, he regenerates it like the spell.

If the owner of the Silver Arm possesses the Craft (weaponsmithing) skill, he gains use of the Craft Arms and Armour feat, and is able to forge silvery dragon-metal into dragonlances of superior quality. Only with the Hammer of Kharas, the Silver Arm of Ergoth, and pure dragon-metal can perfect dragonlances be forged.

Staff of Magius: The staff of Magius is a smooth wooden staff tipped with a golden dragon's claw that grasps a crystal globe. It is a revered artifact of the Wizards of High Sorcery not due to its powers, but in honour of the wizard who once used it—Magius, the legendary ally of Huma. However, many have suspected that there is more to its powers than meets the eye.

The staff of Magius is a +2 quarterstaff that provides a +3 luck bonus to the AC and saving throws of any arcane spellcaster who holds it. The owner can use each of the following powers, once per day:

  • Featherfall (command word "pveatherfall"; no maximum duration)
  • Light (command word "Shivak"; no maximum duration)
  • Cancel light (command word "dulak")

In the hands of an arcane spellcaster of casting level 6+, the staff of Magius enhances spells cast while the owner holds it in one hand. These abilities are discovered when the owner casts spells that are affected by them:

  • The duration of any mind-influencing spell or spell that includes air or light, is doubled;
  • Any spell that requires concentration is maintained for 1 round after the caster ceases concentration;
  • Any spell that causes damage inflicts +2 hit points per die.

The staff of Magius was granted to Raistlin Majere after the young wizard passed his Test in the Tower at Wayreth. After Raistlin's death, the staff of Magius was entombed in the arch-mage's sealed laboratory in the Tower of High Sorcery at Palanthas, until it was delivered to his nephew Palin by a spectre, immediately after Palin had taken his Test of High Sorcery.

Virkhus' Horn of Dawn: This horn can be sounded to call the Legion of Virkhus, a unit of Solamnic Knights who followed the Rose Knight Virkhus during the Age of Might. A defender of the weak and untiring foe of injustice, Virkhus disappeared at the time of the Cataclysm.

If sounded by a character of good alignment who is allied with the Knights of Solamnia, the spirits of Virkhus' valiant Knights return to strengthen the character's allies in battle. The spirits join with the character's allies on the battlefield, granting each ally a +4 competence bonus to attacks, saves, and skill checks, as well as 4d10 temporary hit points, until the end of the battle.

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