Minor
artifacts are not necessarily unique items, but rather magic items that no longer can be made by common mortal means-even by the hands of epic creators. Such items have no established
market price. Below is a selection of known minor
artifacts.
Everfull Purse: This leather belt pouch has the power to turn a single gold
coin into many overnight. If a single gold piece is placed in the
everfull purse at sunset, it will be replaced at sunrise by 25 gold pieces. The
purse has no effect if more than one gold piece is left within, or if anything other than gold is placed within.
Libram of Gainful Conjuration: This mystic book is of great value to arcane spellcasters of good
alignment (LG, NG, CG). Study of the work requires one week. Upon completion, the good arcane caster gains a +1 inherent bonus to
the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nongood arcane spellcasters (LN, N, CN, LE, NE, or CE) are permanently drained of 1d4+1 points of Constitution and must atone (see the
atonement spell) in order to gain any further experience. Anyone incapable of casting
arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer
insanity (see the
insanity spell). Except as indicated above, the writing in a
libram of gainful conjuration can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Libram of Ineffable Damnation: This mystic book is of great value to arcane spellcasters of evil
alignment (LE, NE, CE). Study of the work requires one week. Upon completion, the evil arcane caster gains a +1 inherent bonus to
the ability score controlling his or her
arcane spell-casting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nonevil arcane spellcasters (LN, N, CN, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the
atonement spell) in order to gain any further experience. Anyone incapable of casting
arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer
insanity (see the
insanity spell). Except as indicated above, the writing in a
libram of ineffable damnation can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Libram of Silver Magic: This mystic book is of great value to arcane spellcasters of neutral
alignment (LN, N, CN). Study of the work requires one week. Upon completion, the neutral arcane caster gains a +1 inherent bonus to
the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the
atonement spell) in order to gain any further experience. Anyone incapable of casting
arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer
insanity (see the
insanity spell). Except as indicated above, the writing in a
libram of silver magic can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Manual of Puissant Skill at Arms: This treatise contains expert advice and instruction in the arts of combat. Any
barbarian,
fighter,
monk,
paladin, or
ranger who spends one week studying the manual gains a +1 inherent bonus to Strength and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one of the classes listed, he or she must choose one of the classes to be affected.) A character without any levels in one of the classes listed gains no bonus from the work, but if an arcane spellcaster without levels in one of the classes listed scans even a single word he or she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Intelligence permanently drained. Except as indicated above, the writing in a
manual of puissant skill at arms can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Manual of Stealthy Pilfering: This guide to thievery grants any
rogue who spends a week studying its lessons a +1 inherent bonus to Dexterity and experience points sufficient to place him or her halfway into the next level of experience. A character without any
rogue levels gains no bonus from the work, but if a divine spellcaster without
rogue levels scans even a single word she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Wisdom permanently drained. Except as indicated above, the writing in a
manual of stealthy pilfering can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Rogue's Dice: This pair of cubes appears much like any other pair of typical (6-sided)
dice. A character with a pair of
rogue's dice who wishes to roll them must announce that he or she is rolling the
dice (accidental rolls have no effect). Rolling the
dice is a
standard action, and both
dice must be rolled simultaneously to have any effect. The player should roll 2d6 and consult the table below to determine the
dice's affects.
2d6
|
Effect
|
2 |
Lose 10,000 XP and dice roll again next round |
3 |
Permanently lose 1d4+1 Dex |
4 |
Gain 1d4 negative levels (Fortitude DC 20 to remove) |
5 |
-1 penalty on all attacks, saves, and checks for 1 hour |
6 |
-4 penalty to AC for 10 minutes |
7 |
+1 morale bonus on attacks and on saves against fear for 10 minutes |
8 |
Gain effects of blur for 10 minutes |
9 |
+1 insight bonus on all attacks, saves, and checks for 1 hour |
10 |
Gain effects of freedom of movement for 1 hour |
11 |
Gain one limited wish (must be used within 1 minute) |
12 |
Gain 10,000 XP and may roll again next round |
No character can gain any effect from an additional roll of the
dice within 24 hours, with two exceptions. If a 2 is rolled, the
dice automatically roll themselves at the beginning of the character's next turn and he or she must accept the additional result. If a 12 is rolled, the character may choose to roll again in the next round (if more than 1 full round elapses between the roll of 12 and this bonus roll, the character loses the bonus roll). There is no method (mundane or magical) to predict or influence the result of a roll of
Rogue's dice. Even powerful
divination magic can't predict the outcome of a roll before it is made.
Find topic in: Equipment, Psionic |
|
wizards d&d Epic d&d wizards Artifacts SRD d20 rpg dungeons Artifacts srd Items wizards rpg d20 SRD Items d20 3.5 d&d Artifacts Artifacts wizards roleplaying SRD dungeons 3.5 Epic rpg d&d Minor d20 wizards 3.5 srd Minor rpg SRD Artifacts Artifacts Items d20 |