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Lysander
2009-08-10, 03:57 PM
Why are most artifacts so commercial or weaponized? Everything either protects you, improves you, blasts your foes, summons up barrels of gold, or calls a big monster. Come up with your best artifact ideas that are just handy to have or powerful without necessarily granting power to their wielder. Here are a few:

Rod of Broadcasting
This shining silver rod grants its bearer the ability to cast Sending once per day, however the message is received by every creature on the bearer's plane of existence. Creatures that do not speak the bearer's language or are too unintelligent will not be able to understand certain messages. Recipients cannot respond unless they have their own means of doing so.

The rod also allows continuous use of the Message spell, but with a maximum range of 10 miles and received by all creatures in that radius.

Orb of the Zephyr
This pale blue crystal orb seems to have small clouds moving inside of it. It continuously uses Control Weather to regulate the weather over a 50 mile radius circle centered on it. The weather surrounding it is perpetually as pleasant and conducive to agriculture as possible for that area of the world, lightly raining no more than necessary to keep plants nourished. Harsh winters become no colder than fall weather, and the hottest summer feels like a pleasant spring. The orb can be moved but it cannot be shut off.

Over time the orb can create a temperate area in an extreme arctic or desert environment, but the orb must affect those locations for a continuous year before that great a change can occur. If the orb is ever removed an extreme environment will revert within three days unless the orb is returned.

Statue of Remembrance
This small black stone statue is carved to resemble a beautiful woman. Once a year on a specific date it casts Crushing Despair on every creature vulnerable to mind affecting spells within 100 miles with no save. The effect lasts for one hour, during which everyone affected gains vague memories of a doomed love that occurred thousands of years ago.

Ravens_cry
2009-08-10, 04:08 PM
That Orb of Zephyr would be great for a fetch quest in some D&D version of the Lost World set in the Antarctic regains of the planet.

Lysander
2009-08-10, 04:16 PM
That Orb of Zephyr would be great for a fetch quest in some D&D version of the Lost World set in the Antarctic regains of the planet.

That's the idea :smallsmile:. "The orb has been stolen! Please find it or we will all freeze!"

I guess my general idea is that some artifacts should be so powerful that they can't really be used. They do what they're going to do, and the most input anyone can provide is moving them between places. If they can even be moved.

Renrik
2009-08-10, 04:19 PM
I like it.

The Wizened Bole: This old and gnarled ball of roots emanates an ancient eldritch power. If placed and attuned to an area through a 10-hour ritual costing 1000 GP in components, it send its energy into the ley lines of the surrounding land and causes plants to grow with exceptional strength and speed. All crops in the 20 mile radius grow faster and larger, resulting in a 150% increase in yield. In addition, all plant creatures in that region gain +4 to strength and constitution and Fast Healing at a rate of 10 HP per hour. All Druids within the domain of the Wizened Bole are treated as +1 caster level, and all Plant domain spells are maximized.

Perhaps it also allows the user to cast certain spells?

Lysander
2009-08-10, 04:43 PM
Nice. Maybe it grants anyone who holds it 1 temporary druid level, and all related abilities other than the secret language?


Mechanus Clocks
These two giant clocks weigh 1,000 pounds each and consist of thousands of tiny exposed gears. Both alter the passage of time in an area three miles wide.

One slows time. For every hour that passes in that area one entire day goes by in the outside world. Day and night appears to cycle rapidly over the course of this hour. The second clock speeds up time, causing everything in the area to experience one whole day for every hour that passes in the outside world. Day and night seem extended in the accelerated area.

If the two clocks are ever brought near their effects negate each other. If they touch they interlock and form a gateway to Mechanus that remains open until the clocks are separated.

DracoDei
2009-08-10, 06:02 PM
Actually, being able to refresh your spells 24 times as often by teleporting in and out of the fast time area might be argued to shade toward "World Domination".

I actually have something that might qualify in a backwards sort of way...(Spoilered for potential off topicness)
It is a library floating in the middle of the Astral plane filled with books on semantics, linguistics (including dictionaries), and legal texts. It has a divination effect that requires days to years of research of the texts to activate each time, and just gives an idea of how an EXTREMELY narrow type of situation will turn out, and gives vague hints for how to improve the outcome... It could theoretically allow you to destroy the Lady of Pain, and replace her as the ultimate force in the entire multiverse (she would stop you first of course, since it would take 1,000 years of research minimum to achieve that, but it is theoretically possible). So... very simple, not at all flashy effect, gives no numerical bonuses... and yet it might qualify as the most powerful artifact in all of existence. A cookie to whoever can PM me what it does first.
EDIT: Here is an additional piece of information: There is a large chalkboard with chalk at a prominent point in the library, the length of what may be written on it is unlimited.
Also, the books really are EXACTLY what they look like to be, not some sort of code for the overall mechanics of D&D.

Myou
2009-08-10, 06:48 PM
The Orb of Loss
This cloudy glass orb around six inches across appears to be little more than a soothsayer's trinket at first glance, but should a being who has suffered a great loss gaze deeply into the shifting mists of the Orb's heart they will see a vision, guiding them to reclaim that which has been taken from them.

The guidance of the Orb is infallible - any being that follows it will in time be rewarded with that which they seek. But the Orb is cruel and heartless, and in helping its owner to reclaim that which was lost it will take everything from them. Some say that it is worth the price.


The Circlet of Memory

Donning this simple silver circlet sends the wearer's soul back through the mists of time to an ancient realm, a civilisation whose towers and castles crumbled to dust many eons before the first human walked the World, to a time before even the Gods were born.

In this ancient, forgotten past the wearer awakens to find themselves in the body of a young child of that unknown first race, living in the great city of the age, a sprawling utopia of marble and gold. A dying utopia.

As they live their new life and learn of their new society and people their memories of their old life slowly fade away, becoming like an old, half remembered dream from many years ago. Gradually they settle into their new life, living as a magician and philosopher, studying and experiencing the world around them, forming friendships and romances, and eventually starting a family of their own.

But as time passes the shadows lengthen on their realm, and the darkness closes in on all sides. Their reality is dying, their race passing slowly, unstoppably into oblivion. It has been known for a hundred years, and suspected for a thousand - this will be the last generation, there will be no more children born, no more towers raised, no more symphonies penned.

Councils are held, hopes raised and dashed, until at last their people realize their end. As they stare into the blackness that will unmake them, and turn all they have loved to naught, the people turn to the wearer of the Circlet to preserve them, to preserve a memory of them, that in whatever world might one day grow they will live on, even only a the faintest of echoes in the deepest caverns of the world, some last trace of the beauty and love that once lived in that time, before the sun was lit and before the stars shone.

Their efforts come to fruition mere weeks before the end, producing a simple silver band, a circlet, an artifact that will survive the end of all things, and give to whoever finds it, a glimpse of the world that has been lost. And so, with their work complete they have nothing to do but await the long-foreseen end, their children and loved ones by their side.


Wearing the circlet sends whoever dons it into a coma-like state that lasts one full day. Upon awakening they are disorientated and confused by the presence of people long familiar to them, claiming that they are dreaming, believing themselves to be from another time and place in history. But in time they come to recall who they are, and accept the strange experiences granted them by the Circlet as the dream.

jagadaishio
2009-08-10, 07:02 PM
The Circlet of Memory

Donning this simple silver circlet sends the wearer's soul back through the mists of time to an ancient realm, a civilisation whose towers and castles crumbled to dust many eons before the first human walked the World, to a time before even the Gods were born.

In this ancient, forgotten past the wearer awakens to find themselves in the body of a young child of that unknown first race, living in the great city of the age, a sprawling utopia of marble and gold. A dying utopia.

As they live their new life and learn of their new society and people their memories of their old life slowly fade away, becoming like an old, half remembered dream from many years ago. Gradually they settle into their new life, living as a magician and philosopher, studying and experiencing the world around them, forming friendships and romances, and eventually starting a family of their own.

But as time passes the shadows lengthen on their realm, and the darkness closes in on all sides. Their reality is dying, their race passing slowly, unstoppably into oblivion. It has been known for a hundred years, and suspected for a thousand - this will be the last generation, there will be no more children born, no more towers raised, no more symphonies penned.

Councils are held, hopes raised and dashed, until at last their people realize their end. As they stare into the blackness that will unmake them, and turn all they have loved to naught, the people turn to the wearer of the Circlet to preserve them, to preserve a memory of them, that in whatever world might one day grow they will live on, even only a the faintest of echoes in the deepest caverns of the world, some last trace of the beauty and love that once lived in that time, before the sun was lit and before the stars shone.

Their efforts come to fruition mere weeks before the end, producing a simple silver band, a circlet, an artifact that will survive the end of all things, and give to whoever finds it, a glimpse of the world that has been lost. And so, with their work complete they have nothing to do but await the long-foreseen end, their children and loved ones by their side.


Wearing the circlet sends whoever dons it into a coma-like state that lasts one full day. Upon awakening they are disorientated and confused by the presence of people long familiar to them, claiming that they are dreaming, believing themselves to be from another time and place in history. But in time they come to recall who they are, and accept the strange experiences granted them by the Circlet as the dream.

Nice Star Trek reference.

Owrtho
2009-08-10, 07:08 PM
The Orb of Memories Forgotten
By holding this orb, a person may choose to forget any memories of they're choice. They may also choose to remember any memories they previously used the orb to forget. It is impossible for them to remember memories forgotten using the orb by any means except using the orb.

Owrtho

Myou
2009-08-10, 07:11 PM
Nice Star Trek reference.

Thanks. :3

Lysander
2009-08-10, 07:49 PM
Nice Star Trek reference.

Amen. Classic episode.

Bell of the Dead
When this black iron bell is rung any unintelligent undead who hear it briefly awaken for 2d4 rounds as if affected by a Speak With Dead spell. Unlike Speak with Dead this actually contacts their spirit in the afterlife so they can learn and recall, and that spirit gains control over the undead creature for that time. Controlled undead must still obey their commander's orders but can talk freely and may bemoan their actions. Once 2d4 rounds passes the undead return to normal and resume their old behavior. An undead creature can only be awakened by the bell once every 24 hours.

Elemental Marble
This tiny round gem does nothing most of the time. A few times each year at noon it transforms into a massive portal to an elemental plane. The portal is actually a 100ft wide fixed sphere where the material plane and an elemental plane overlap, and conditions inside the sphere are those of the elemental plane. Anything near the gem when it transforms is caught within the sphere. Any creature that ventures deep enough within the sphere leaves the material plane entirely:

Summer Solstice - Plane of Fire (manifests as an immense inferno)
Winter Solstice - Plane of Water (manifests as a sphere of water filled with fish)
Vernal Equinox - Plane of Earth (manifests as solid earth filled with small tunnels)
Fall Equinox - Plane of Wind (the sphere no longer has gravity within, if underwater it creates a bubble of air)

After one hour the sphere vanishes and turns back into the marble. Any creatures that did not reach the center of the sphere remain on the material plane.

Lysander
2009-08-10, 07:58 PM
It is a library floating in the middle of the Astral plane filled with books on semantics, linguistics (including dictionaries), and legal texts. It has a divination effect that requires days to years of research of the texts to activate each time, and just gives an idea of how an EXTREMELY narrow type of situation will turn out, and gives vague hints for how to improve the outcome... It could theoretically allow you to destroy the Lady of Pain, and replace her as the ultimate force in the entire multiverse (she would stop you first of course, since it would take 1,000 years of research minimum to achieve that, but it is theoretically possible). So... very simple, not at all flashy effect, gives no numerical bonuses... and yet it might qualify as the most powerful artifact in all of existence. A cookie to whoever can PM me what it does first.

Perhaps call it the "Quantum Library." It contains every book that has been written, will be written, and never was written. All secrets are contained within it but it might take forever to find. Search DC and time required could rise with complexity of the research. Staying there is risky, because when you read a book you are actually reading an infinite number of books that your mind perceives as a single book to remain sane. Each hour you spend there requires a DC 25 wisdom check or you permanently lose 1 WIS.

Renrik
2009-08-10, 08:27 PM
http://www.theonion.com/content/news/sci_fi_writer_attributes

DracoDei
2009-08-10, 09:25 PM
Perhaps call it the "Quantum Library." It contains every book that has been written, will be written, and never was written. All secrets are contained within it but it might take forever to find. Search DC and time required could rise with complexity of the research. Staying there is risky, because when you read a book you are actually reading an infinite number of books that your mind perceives as a single book to remain sane. Each hour you spend there requires a DC 25 wisdom check or you permanently lose 1 WIS.
Cool idea, but that is not what it does... In fact, you have to put new books in it, of the correct types, to keep it up to date. If it isn't up to date its primary function won't work.

expirement10K14
2009-08-11, 11:46 AM
Orb of the Zephyr
This pale blue crystal orb seems to have small clouds moving inside of it. It continuously uses Control Weather to regulate the weather over a 50 mile radius circle centered on it. The weather surrounding it is perpetually as pleasant and conducive to agriculture as possible for that area of the world, lightly raining no more than necessary to keep plants nourished. Harsh winters become no colder than fall weather, and the hottest summer feels like a pleasant spring. The orb can be moved but it cannot be shut off.

Over time the orb can create a temperate area in an extreme arctic or desert environment, but the orb must affect those locations for a continuous year before that great a change can occur. If the orb is ever removed an extreme environment will revert within three days unless the orb is returned.

I really want to use this for a campaign now.

PumpkinEater
2009-08-11, 12:00 PM
Actually, being able to refresh your spells 24 times as often by teleporting in and out of the fast time area might be argued to shade toward "World Domination".

I think that if you were to rest in an area that was speeded (damn it, not a word) up, although technically one day would pass outside, you'd only get one hour of rest. I wouldn't feel refreshed, would you?

Anyway...

The Orb of Deilirum The Orb of Delirium is similar in appearance to a scrying crystal ball. However, instead of it being clear, it is a murky, blue - black, constantly shifting. A symbol of fear and a symbol of insanity are centered on the Orb of Delirium, with a range of 15 miles. For every mile closer to the Orb of Delirium you are, the Will save DC is increased by 3 for both symbols. If touched, the Orb of Delirium automatically teleports itself to a random spot.

By the way, all the other artifacts posted here are cool.

PumpkinEater
2009-08-11, 12:06 PM
Cool idea, but that is not what it does... In fact, you have to put new books in it, of the correct types, to keep it up to date. If it isn't up to date its primary function won't work.

Put in a history book?

vegetalss4
2009-08-11, 12:08 PM
I think that if you were to rest in an area that was speeded (damn it, not a word) up, although technically one day would pass outside, you'd only get one hour of rest. I wouldn't feel refreshed, would you?



you go to the other place, one hour outside 24 hours of rest, prepare spells, wouldn't work for clerics through

PumpkinEater
2009-08-11, 12:10 PM
you go to the other place, one hour outside 24 hours of rest, prepare spells, wouldn't work for clerics through

Argh, confusing. I don't get it :smalltongue:.

PairO'Dice Lost
2009-08-11, 12:27 PM
Argh, confusing. I don't get it :smalltongue:.

You walk in at 8:00 sharp on Day 1. You lie down and take a nap. You wake up at 8:00 sharp on Day 2 and walk out of the bubble. Outside of the bubble, it is still 9:00 on Day 1. You have physically experienced 24 hours of time passing, but the outside world has only experienced 1.

PumpkinEater
2009-08-11, 12:30 PM
You walk in at 8:00 sharp on Day 1. You lie down and take a nap. You wake up at 8:00 sharp on Day 2 and walk out of the bubble. Outside of the bubble, it is still 9:00 on Day 1. You have physically experienced 24 hours of time passing, but the outside world has only experienced 1.

Oh. I GET IT NOW!

Darcand
2009-08-11, 01:01 PM
Orb of the Zephyr
This pale blue crystal orb seems to have small clouds moving inside of it. It continuously uses Control Weather to regulate the weather over a 50 mile radius circle centered on it. The weather surrounding it is perpetually as pleasant and conducive to agriculture as possible for that area of the world, lightly raining no more than necessary to keep plants nourished. Harsh winters become no colder than fall weather, and the hottest summer feels like a pleasant spring. The orb can be moved but it cannot be shut off.

Over time the orb can create a temperate area in an extreme arctic or desert environment, but the orb must affect those locations for a continuous year before that great a change can occur. If the orb is ever removed an extreme environment will revert within three days unless the orb is returned.

Zephyr's Roost
Located on a small, remote island the area within a 50 mile radius of this tower perpetually experiances whatever weather shold be falling around the Orb of the Zephyr.

Origomar
2009-08-11, 01:05 PM
http://www.theonion.com/content/news/sci_fi_writer_attributes

Im clicking on it but it doesnt work:smallfurious:

hehe

PairO'Dice Lost
2009-08-11, 02:38 PM
Oh. I GET IT NOW!

:smallbiggrin: Glad to help.

DracoDei
2009-08-11, 04:59 PM
Put in a history book?

I listed the types of books it contains in the description. Those are the only sorts of books it will "claim". Anything else doesn't become part of the artifact. The books in it can be read within the confines of the library, but not removed. As books become out of date they are teleported out of the artifact proper into an ante-room. Once again, the ONLY types of books that can become part of it are grammer, law, dictionaries, linguistics, and strongly related books.

Bouregard
2009-08-11, 05:40 PM
Sceptre

The sceptre is an ancient 3 foot long sceptre made from a blackish material. Its neither flashy nor engraved. It's only memorable ability is that it's absolutly indestructible. Yes, absolutly indestructibel. Every attempt to destroy it will fail. The world may end the universe collapse, this object will shrugg it off with ease. Mortals and Immortals are not able to change or destroy it. Nothing can engrave, cut or bend it.



There are many rumors about this artifact:

A extremly powerfull wizard has send word that anyone able to scratch or in any way alter it and explain to him how it was done will be rewarded with a whole kingdom.

Some people think it is the anchor the universe is build upon it's destruction, while actually impossible, would end the existence of the whole world.

Various historybooks that rotten that even light will make them turn to dust, talk about a sceptre that was a symbol of a royal bloodline. The bloodline ceased to exist after many millenia but the sceptre was unchanged.

Myou
2009-08-11, 06:24 PM
Lance of Longinus

When bathed in the holy blood of a Solar this +1 Lance is transformed from a simple shaft of straight, dull iron, to a vicious, spiralling spear of red adamant that oozes blood from it's tip.

Once so transformed this artifact becomes a +5 Keen Seeking Thundering Holy Adamantium Lance that can be used not only as a melee weapon, but also a thrown weapon, with an infinite range increment.

The transfomation lasts for one day before the Lance reverts to its mundane form.

Renrik
2009-08-11, 06:37 PM
Lance of Longinus might be too world-domination-y.

Myou
2009-08-12, 02:43 AM
Lance of Longinus might be too world-domination-y.

Hardly, it's just a +10 weapon, having one of those hardly lets you dominate the world. And it reqiuires you to kill Solars to fuel it.

Ninetail
2009-08-12, 04:15 AM
Hearthstone of Fellowship

When set into a hearth, this stone's magic envelops the building containing it, spreading a mild positive-energy aura throughout. Within its area of effect, rest is more restful, joy more joyful, peace more peaceful. Food tastes better, music sounds sweeter, and speech is clearer. The entire atmosphere promotes peace, understanding, friendship, and levity.

In game terms, its effects could include the following:

* The entire building is Hallowed as the spell. A Magic Circle Against Evil effect protects any creature within. The building's walls, floor(s), and ceiling(s) become resistant to damage as though they were adamantine.

* Negative emotions are muffled, and any sort of hostility toward the building or its inhabitants requires a successful Will save to perform.

* Undead creatures are unable to enter the building or interact with it at all.

* Any food or drink consumed in the building that hosts the Hearthstone affects the person eating or drinking it as the spell Heroes' Feast.

* Any creature within gains a circumstance bonus to Perform and Diplomacy, but a circumstance penalty to Bluff and Intimidate.

* Creatures' reactions tend to improve within the building. A creature with a neutral or worse reaction who enters the building must make a Will save; on a failure, the creature's reaction improves by one step. This effect lasts until the creature leaves the building, and for one day thereafter. The reaction of a creature within the building cannot worsen to hostile unless it makes a Will save; provocation will cause it to depart, if possible, rather than to become aggressive.

* Anyone resting within the building gains double the normal benefit of that rest.

* Positive energy channeling within the building is improved as if the caster were two levels higher; negative energy channeling is decreased as if the caster were two levels lower.

Myou
2009-08-12, 06:08 AM
The Book of Tales
This ancient, leatherbound tome has no writing within it, its pages all completely blank. But should you write a person's full name into the book the pages magically fill with the complete story of that person's life, no matter who they may be or when they lived. Upon next being closed, the book's pages become blank once more.

Irbis
2009-08-12, 06:27 AM
Say...

Book of Lys

This is a simple, used book, square shaped, two palms wide, half a palm thick, with thousand and one thin, silvery vellum pages. It is clad with a light gray leather, with a single rune embossed in silver on the cover. It has no magic aura whatsoever; in fact, no divination spell, not matter how strong, will reveal its history, the place it was made in, its creator or even what kind of leather and vellum was used in its construction - the same goes for all knowledge checks. However, progressively more powerful divination spells and progressively more difficult knowledge checks might reveal the Book's previous owners, up to the point (Epic Magic and Knowledge checks above DC 100) which suggests that the Book is older than the creation or Gods themselves, and the materials used were once a part of a being of incalculable might. How much of this is true, and how much is a tale invented to obscure the Book's real origin, insidious or otherwise, is left for the discretion of the reader.

The Book power is simple - upon being held for a minute by a being that completely clears its thoughts (DC 20 Will check), the Book will transform its contents, producing a text (written in thin, reddish, spidery yet printed-like font) describing the holder's most pressing problem, along with as detailed solution as possible. Note, however, that the text in question is not created by the Book - it must exist, in written or oral form, in some place (though that includes all of creation, past or present, with a single exception - the text must not be a consequence of holder's future action). Also, the text in question will appear in the language it was created in, unless translation of some kind exists, though sometimes the reader can understand it even without the knowledge of the language in question (DC 20 INT check). It remains in place until completely understood by user, or until a new solution is demanded.

Unfortunately, three things make the Book significantly less powerful than it might at first appear - it won't produce spells of any kind, thought magical recipes or descriptions or rituals are still possible (though these might be for systems of magic completely unrelated to that the user commands - the Book provides the most correct solution even for those who might be unable to use it), and it produces texts based on user's most pressing need, which is not always the thing the user wants - in fact, sometimes it provides solutions to anything but the thing user in question demands, though reasons for this are unclear at best. Also, every usage (even failed) increases all above DC checks by 2, permanently - not even Epic Magic can restore these to their initial values, so only a being of exceptional mental might can use it more than a few times.

Omegonthesane
2009-08-12, 08:41 AM
The Book of Tales
This ancient, leatherbound tome has no writing within it, its pages all completely blank. But should you write a person's full name into the book the pages magically fill with the complete story of that person's life, no matter who they may be or when they lived.

As written, the book fills up with a mess of ink as the life story of every single person who has ever had the name you wrote down is written on the same pages at the same time.

Lysander
2009-08-12, 08:51 AM
Say...

Book of Lys


Pretty powerful stuff. So it's the world's best librarian basically.

Portal Bow
This bow functions as a normal +5 longbow, unless an arrow is fired at a light-colored and flat surface at least five square feet in size. This creates a shimmering blue marker circle over that area. Firing the bow at a second surface will create an orange ringed portal that links to the the first wall, which now contains a blue ringed portal. The bow can only maintain two linked portals at a time. Firing at a third surface closes the oldest portal and makes the new wall the other side of the gate.

The wielder of the bow can mentally close one or both of the portals at will. A portal immediately closes if the surface it is on is moved. Any object passing through a portal when it closes may be cut in half.

Kira_the_5th
2009-08-12, 09:22 AM
Zephyr's Roost
Located on a small, remote island the area within a 50 mile radius of this tower perpetually experiances whatever weather shold be falling around the Orb of the Zephyr.

Ok, so now the question is, if you take the Orb of the Zephyr into the Zephyr's Roost, do they cancel each other out, or does the paradox rip a hole into the fabric of space and time? Cause if it's the latter, using them in a campaign just got far more interesting...

Lysander
2009-08-12, 09:26 AM
Ok, so now the question is, if you take the Orb of the Zephyr into the Zephyr's Roost, do they cancel each other out, or does the paradox rip a hole into the fabric of space and time? Cause if it's the latter, using them in a campaign just got far more interesting...

Perhaps they intensify each other, creating a supernaturally wondrous paradise on earth. The BBEG could want to steal the orb in order to create that Eden for himself.

T.G. Oskar
2009-08-12, 10:08 AM
Portal Bow
This bow functions as a normal +5 longbow, unless an arrow is fired at a light-colored and flat surface at least five square feet in size. This creates a shimmering blue marker circle over that area. Firing the bow at a second surface will create an orange ringed portal that links to the the first wall, which now contains a blue ringed portal. The bow can only maintain two linked portals at a time. Firing at a third surface closes the oldest portal and makes the new wall the other side of the gate.

The wielder of the bow can mentally close one or both of the portals at will. A portal immediately closes if the surface it is on is moved. Any object passing through a portal when it closes may be cut in half.

Hmm...

Cube of Joyful Empathy
This metallic cube, of length, height and width of an average human waist, and strangely weighing enough to be carried by an average human of average strength, constantly emanates a magical aura that causes anyone that sees it or makes contact with it to feel kinship and drag it around. The Cube of Joyful Empathy affects all creatures within 100 ft. that have line of sight to the item with the effects of a sympathy spell, but with unlimited duration and affecting all alignments. If the individual has contact with the cube, it is automatically affected with a suggestion spell to drag, hold, lift, or otherwise carry it around visibly. Both effects can be resisted with a Will saving throw of DC 35. If the afflicted character fails both saves, it does not receive a new saving throw for each of them; if the afflicted character resists the suggestion, it gets a new saving throw for the sympathy effect after 1d6 x 10 minutes, but must save against another suggestion effect. The sympathy effect is a mind-affecting effect, but the suggestion is not mind-affecting and thus not subject to mind blank or immunity to mind-affecting effects.

If the cube is held for more than a day, the afflicted character begins hearing telepathic messages, specifying that the cube will not harm or otherwise hinder the user, as it isn't even capable of speaking. At any moment, while near a source of heat or acid capable of destroying metallic objects, or the effects of a rusting grasp, the disembodied voice will request the subject to "euthanize" the artifact, promising an unspecified amount and form of "cake" as a reward. If the afflicted creature destroys the object, the disembodied voice mocks the creature and accuses it of murdering and destroying a faithful companion, regardless of alignment. The effect is only mildly disturbing, as it is a permanent curse that requires a break enchantment, atonement (for Lawful or Good creatures only), limited wish, wish or miracle to get rid off.

Lysander
2009-08-12, 10:44 AM
Haha.

Okay, here's an interesting artifact: a sentient creature that has no particular power other than immortality:

Eternal Man

The Eternal Man is indistinguishable from a normal human being in his twenties, but is actually a free willed sentient flesh golem thousands of years old. Not only is the Eternal Man unaging, it is utterly immune to all injury and has unbeatable spell resistance. It has no CON score or hitpoint total, since its health is infinite and unchangeable.

Despite this the golem is not particularly powerful. Its STR, DEX, INT, WIS, and CHA scores are all an even 10. It has the abilities of a level 20 commoner, except it has 20 ranks in most knowledge and profession skills due to its long life. It cannot gain xp or earn new levels.

Its alignment is True Neutral, and while it can make friends and enemies, over the millenniums it has most often been a recluse or idle wanderer.

Myou
2009-08-12, 03:31 PM
As written, the book fills up with a mess of ink as the life story of every single person who has ever had the name you wrote down is written on the same pages at the same time.

Oops, good point. I forgot to add that bit.

boomwolf
2009-08-16, 01:12 AM
Sketchbook of Creation

Looking like an ordinary sketchbook with a single page, it has a single line written on the bottom "Be careful what you wish for"
At the end of each day everything written, painted or drawn on the sketchbook disappears (except the line), and becomes reality at a random location around the world, if the drawing/writing/painting refereed to specific beings then the effect happens to random beings that resemble the ones refereed.
If someone writes about/paints/draws a creature that does not exists then that creature becomes real at a random location on the world, having two males and two females of its kind. if an existing creature is drawn/painted doing nothing in particular then an additional member of that race is created, looking identical to the one drawn/painted, placed randomly on the world.






Cute isn't it?
Give it to a player who draws too much and watch getting shocked once his drawings appear on the game world as monsters or NPC's...

Owrtho
2009-08-16, 02:10 AM
The Story Book
It appears to be an averaged size leather bound book, the cover too warren to read what it says any longer. However, when opened, it will always contain the story the holder wants to read in the language they wish to read it in. If the holder has a specific story in mind, they will find it contains that story. If the holder just wishes to read a story but doesn't know what, it will contain the story best suited to their tastes and current mood. It can only contain stories that have been written elsewhere, however the language they are in does not matter.

Owrtho

DracoDei
2009-08-16, 04:02 AM
The Story Book
It appears to be an averaged size leather bound book, the cover too warren to read what it says any longer. However, when opened, it will always contain the story the holder wants to read in the language they wish to read it in. If the holder has a specific story in mind, they will find it contains that story. If the holder just wishes to read a story but doesn't know what, it will contain the story best suited to their tastes and current mood. It can only contain stories that have been written elsewhere, however the language they are in does not matter.

Owrtho

Sounds like Auto taking 20 (or more) on bardic knowledge checks if you use it right...

Owrtho
2009-08-16, 04:18 AM
That might be the case, though I'm not sure how powerful that would be. it could be quite handy for making a living though.

Owrtho

GreatWyrmGold
2009-08-16, 09:54 AM
Portal Bow
This bow functions as a normal +5 longbow, unless an arrow is fired at a light-colored and flat surface at least five square feet in size. This creates a shimmering blue marker circle over that area. Firing the bow at a second surface will create an orange ringed portal that links to the the first wall, which now contains a blue ringed portal. The bow can only maintain two linked portals at a time. Firing at a third surface closes the oldest portal and makes the new wall the other side of the gate.

The wielder of the bow can mentally close one or both of the portals at will. A portal immediately closes if the surface it is on is moved. Any object passing through a portal when it closes may be cut in half.
Cool.


Okay, here's an interesting artifact: a sentient creature that has no particular power other than immortality:

Eternal Man

The Eternal Man is indistinguishable from a normal human being in his twenties, but is actually a free willed sentient flesh golem thousands of years old. Not only is the Eternal Man unaging, it is utterly immune to all injury and has unbeatable spell resistance. It has no CON score or hitpoint total, since its health is infinite and unchangeable.

Despite this the golem is not particularly powerful. Its STR, DEX, INT, WIS, and CHA scores are all an even 10. It has the abilities of a level 20 commoner, except it has 20 ranks in most knowledge and profession skills due to its long life. It cannot gain xp or earn new levels.

Its alignment is True Neutral, and while it can make friends and enemies, over the millenniums it has most often been a recluse or idle wanderer.
Interesting...but is it really an artifact?


Sketchbook of Creation

Looking like an ordinary sketchbook with a single page, it has a single line written on the bottom "Be careful what you wish for"
At the end of each day everything written, painted or drawn on the sketchbook disappears (except the line), and becomes reality at a random location around the world, if the drawing/writing/painting refereed to specific beings then the effect happens to random beings that resemble the ones refereed.
If someone writes about/paints/draws a creature that does not exists then that creature becomes real at a random location on the world, having two males and two females of its kind. if an existing creature is drawn/painted doing nothing in particular then an additional member of that race is created, looking identical to the one drawn/painted, placed randomly on the world.

I knew something weird was happening when my sketchbook turned blank...

Lysander
2009-08-16, 10:48 AM
Here's one that grants an entirely private forest (although a version could exist where the escape key has been used in the past to set up settlements of various sentient races scattered through the wood):


Escape Key
This silver key intricately decorated with leaf and vine patterns allows the wielder to use Plane Shift at will to and from a vast beautiful forest. The wood covers the entire plane and is infinite and unspoiled, containing no living creatures other than mundane non-magical forest animals. What makes the escape key unusual is that this forest is not accessible by any other means - plane shift and similar spells cannot reach that plane, nor is it detectable by divination spells. The forest plane also has different laws of reality. No form of magic functions on the plane, even epic spells and other artifacts, and divine entities are entirely unreachable. The only supernatural force that can operate on the plane is the Escape Key itself.



And this artifact is highly specialized:

Unpetrifier
The Unpetrifier is a large round silver shield that is as reflective as a mirror. It was created millenia ago by a civilization that was being destroyed by a powerful medusa. The shield itself cannot be turned into stone, and remains intact even if the person holding it is petrified. The shield can amplify the Stone to Flesh spell, and if it is cast on the mirror every petrified creature within 200 feet is restored.

boomwolf
2009-08-16, 11:13 AM
And another! quite powerful, but I really don't see what can you do with it except scaring governments and kings into surrendering.

Sphere of Alienation
This 5 ft. sphere is indestructible, and cannot be harmed or transformed by any means, including divine intervention.
Whenever a creature touches the sphere it gets the pseudonatural template, every metal becomes quicksilver, every rock becomes jelly, dirt turns into rubber, plants (unintelligent) turn into flesh and water turn into black ink.

YesImSardonic
2009-08-16, 12:03 PM
Pretty powerful stuff. So it's the world's best librarian basically.

Portal Bow
This bow functions as a normal +5 longbow, unless an arrow is fired at a light-colored and flat surface at least five square feet in size. This creates a shimmering blue marker circle over that area. Firing the bow at a second surface will create an orange ringed portal that links to the the first wall, which now contains a blue ringed portal. The bow can only maintain two linked portals at a time. Firing at a third surface closes the oldest portal and makes the new wall the other side of the gate.

The wielder of the bow can mentally close one or both of the portals at will. A portal immediately closes if the surface it is on is moved. Any object passing through a portal when it closes may be cut in half.


Hmm...

Cube of Joyful Empathy
This metallic cube, of length, height and width of an average human waist, and strangely weighing enough to be carried by an average human of average strength, constantly emanates a magical aura that causes anyone that sees it or makes contact with it to feel kinship and drag it around. The Cube of Joyful Empathy affects all creatures within 100 ft. that have line of sight to the item with the effects of a sympathy spell, but with unlimited duration and affecting all alignments. If the individual has contact with the cube, it is automatically affected with a suggestion spell to drag, hold, lift, or otherwise carry it around visibly. Both effects can be resisted with a Will saving throw of DC 35. If the afflicted character fails both saves, it does not receive a new saving throw for each of them; if the afflicted character resists the suggestion, it gets a new saving throw for the sympathy effect after 1d6 x 10 minutes, but must save against another suggestion effect. The sympathy effect is a mind-affecting effect, but the suggestion is not mind-affecting and thus not subject to mind blank or immunity to mind-affecting effects.

If the cube is held for more than a day, the afflicted character begins hearing telepathic messages, specifying that the cube will not harm or otherwise hinder the user, as it isn't even capable of speaking. At any moment, while near a source of heat or acid capable of destroying metallic objects, or the effects of a rusting grasp, the disembodied voice will request the subject to "euthanize" the artifact, promising an unspecified amount and form of "cake" as a reward. If the afflicted creature destroys the object, the disembodied voice mocks the creature and accuses it of murdering and destroying a faithful companion, regardless of alignment. The effect is only mildly disturbing, as it is a permanent curse that requires a break enchantment, atonement (for Lawful or Good creatures only), limited wish, wish or miracle to get rid off.

...

My life is complete.

Is the Escape Key inspired by a certain man named Lewis?

Fayd
2009-08-16, 12:04 PM
Amen. Classic episode.

Bell of the Dead
When this black iron bell is rung any unintelligent undead who hear it briefly awaken for 2d4 rounds as if affected by a Speak With Dead spell. Unlike Speak with Dead this actually contacts their spirit in the afterlife so they can learn and recall, and that spirit gains control over the undead creature for that time. Controlled undead must still obey their commander's orders but can talk freely and may bemoan their actions. Once 2d4 rounds passes the undead return to normal and resume their old behavior. An undead creature can only be awakened by the bell once every 24 hours.

Abhorsen reference or am I just crazy?

It could be argued that a set of all 7 of the Necromancer's Bells would count as a Wold Domination artifact itself, so I can't post them here.

JoshuaZ
2009-08-16, 12:50 PM
Orb of Null Magic This looks like a large regular dodecahedron made out of a strange green crystal. The dodecahedron is about the size of person and weighs about 4000 pounds. The Orb projects an antimagic field just like the spell with caster level 25 but extending 1 mile in every direction from the Orb. If any effect would remove the anti-magic field (such as a Disjunction) the field resumes in 3d4 rounds.

Knife of Undeath: This long obsidian knife functions as a +1 keen short sword. However, the first time on any given day that a being is killed by a coup de grace or critical hit with the knife, and the being has fewer than 5 hit die, then the being is immediately subject to the equivalent of an Animate Dead spell as if cast by the wielder of the knife with caster level equal to their hit die. However, there is no limit to the number of undead the wielder may control that were created by the knife and they do not count towards your normal limit for maximum number of undead controlled.

The idea here is you can make a big undead army if you are patient enough but its really impractical (since you only get at most one a day and it won't make anything big).

Staff of the Specialist This appears to be a simple wooden +1/+1 staff with no other effects. However, when held by a generalist wizard for the first time, they must make a will save (DC 30) or become a specialist wizard instead as the staff overwrites their fundamental magical nature. The wizard immediately chooses their specialty and their banned schools. If you have a spellbook with you may choose to have every spell in the book that is from a banned school be replaced with a spell of the same level or lower from your specialist school.

Orb of Removal This small black orb requires a standard action to activate by an individual holding it and saying the relevant command word. The Orb briefly turns into a Sphere of Annihilation for 1 full round. The immediate result of this is the destruction of the wielder. As with a normal Sphere of Annihilation, one destroyed by this artifact cannot be resurrected by any means short of divine intervention.

Sortilegic Cup This artifact appears a small silver cup with strange runes engraved upon it. If the cup is filled with water and an arcane spellcaster drinks the water, they gain two extra level 1 spell slots in an arcane spellcasting class (if they have multiple arcane spellcasting classes, they must choose which benefits). These slots are now permanently part of their spellcasting slots for that class. The Cup then does not function for one day. No individual may benefit from the Cup more than once.

Divine Longsword This Longsword functions normally as a +1 Longsword. If used by a being with divine rank at least 1, it instead functions as +2 Flaming, Keen Longsword. If the wielder's divine rank is at least 5, the weapon is also Vorpal. If the divine rank is at least 10, the weapon is also Spell-Storing.

The idea here is something of a joke: A being with divine rank will likely be able to find much more powerful weapons than this. So it is a bit of a Catch-22. It is only useful for beings who already have far surpassed it in power.

Ring of Arcane Knowledge This ring appears as a simple gold band with a small diamond inlaid at the top. The ring functions as a repository of magical knowledge. Whenever one would role a knowledge(arcana), knowledge(religion) or knowledge(the planes) check to determine some piece of information, the result of the role is treated as the actual role value or 25, whichever is higher.

Orb of the Phoenix This Orb was said to be made by long ago by a powerful Jade Phoenix Mage working together with a cadre of powerful wizards. The Orb appears to made out of pure white marble with scenes of people dueling. The Orb has no effect on a being that is not a martial adept. If someone is an martial adept and they touch the Orb, the Orb flows into their body and becomes permanently part of them, only detaching if the individual is killed when it then flows out of their body and reforms. When the Orb initially attaches, they pick one first level martial strike from some martial discipline and gain that as an extra maneuver known in a martial class. This does not count against their normal total number of maneuvers known. The maneuver does not need to be from a discipline that they are normally able to learn maneuvers in as a class.

Castle of Frost This artifact resembles a small miniature castle made out of ice. It radiates intense cold such that any being that comes in contact with it without some protection (such as gloves or the like) takes 1d4+1 cold damage with half the damage being frostburn damage. When the correct command word is spoken, a similar castle forms around the model, resembling the model closely, with the model castle lying on a dais in room in the center of the castle. This in effect identical to the spell Ice Castle from Frostburn but with the following exceptions: The duration is permanent. For every hour that the temperature is below freezing the castle heals 1 point of damage to its structure (randomly determined). The spell terminates if the model castle is ever moved or subject to any spell with the fire descriptor.

Edit: Increased weight of Null Magic Orb and added DracoDei's suggestion for Staff of the Specialist.

Milskidasith
2009-08-16, 01:23 PM
Joshuaz, why did you just make a whole lists of artifacts that are explicitly combat or world domination related when that's the exact opposite of the point of the topic?

JoshuaZ
2009-08-16, 01:42 PM
Joshuaz, why did you just make a whole lists of artifacts that are explicitly combat or world domination related when that's the exact opposite of the point of the topic?

Er, they aren't. They are poweful but actually quite difficult to use for world domination in practice. For example, the Orb of Null Magic and the Castle of Frost are highly useful as defensive objects but can't do much else. The Staff of the Specialist has a very powerful effect but in a very limited fashion. The Orb of Removal is an effective way of killing yourself completely and utterly. Etc.

Myou
2009-08-16, 01:55 PM
Er, they aren't. They are poweful but actually quite difficult to use for world domination in practice. For example, the Orb of Null Magic and the Castle of Frost are highly useful as defensive objects but can't do much else. The Staff of the Specialist has a very powerful effect but in a very limited fashion. The Orb of Removal is an effective way of killing yourself completely and utterly. Etc.

The Null Magic orb is far more powerful than most real artifacts. You just walk into town and every spellcaster is reduced to a commoner in fancy robes.

DracoDei
2009-08-16, 02:14 PM
And another! quite powerful, but I really don't see what can you do with it except scaring governments and kings into surrendering.

Sphere of Alienation

Upgrade all your followers/cohort/animal companion/miscellaneous henchpersons... psuedo-natural IS a CR/LA boost you know...


Staff of the Specialist should specify that you replace all spells known of your banned schools with ones of equal level from your specialist school, with your spell-book transmuted accordingly.

TheEndIsNear
2009-08-16, 02:50 PM
I love that orb thing.

*obviously outmatched*

BBEG: (Monologue) haha! and the only way you guys can stop my spell is by putting all ur hands on that spere and saying *command word*

*Party does it*

ZAP

D-End!

Aptera
2009-08-16, 03:06 PM
The Key of Ages:

As you insert the well worn and dirty copper key into the locked door you hear an almost inaudible whoosh, and then the key shifts in your hand as the lock clicks. Opening the door you find yourself looking into the room you currently are inside of, but at the same time different. The furnishings and decoration are that of an older style and the family that sits around the table eating dinner is not behind you, in the original room.


The Key of Ages is timeless. The key has existed since the dawn of recorded history and will, apparently continue to exist forever, as it is completely indestructible barring direct divine intervention on a scale not seen since the creation of the world. an Arcane (DC 75) check will reveal that the key has existed at least since the first portion of the multiverse first popped into existence. It can take whatever form it wishes, but since the creation of locks by any intelligent species has preferred to look like a well worn copper key, although that appearance can be changed into anything more appropriate if the Key wishes to do so.

The Key has one power only, which is to automatically change any door or lid with a lock into a portal into the other side of aforementioned door or lid but at a time of the users choosing. For instance if you inserted the Key of Ages into a door's lock and then thought about 200 years in the past, the door would swing open to reveal what would be found on the other side of the door 200 years ago.

This obviously means that the key can only go as far back as the lid or door in its current position has existed. The Key of Ages will always create a stable time loop when it can, and will actively try to prevent any paradoxes from arising.

The origin of the Key of Ages is murky but there are currently 3 theories:
-The Key of Ages is the linchpin of the causal system of the universe. It was created by the god of time/creator of the universe, or has simply always existed. Its destruction will cause the current flow of time to collapse and for all points ever to exist, have existed, or will exist to collapse in together, for all practical purposes destroying the universe.
-The Key of Ages exists in a pair with the Key of Leagues, another Key which will allow the user to travel to any door or lid in the universe. It was built by a powerful wizard to help him hide from his enemies. Bringing the two keys together will cause them to allow the user to travel to any point that ever existed, will exist, or exists with no barriers.
-The Key of Ages is a powerful intelligence that wishes to safeguard the current universe by preventing any paradoxes. This is based off it ability to change shape, its habit of leaving the current user, and its ability to appear in odd places or make strange noises when its user is about to make a paradox. An alternate version is that it is a trapped time god punished for trying to change history, or a traveler that sold itself into its current state by a powerful time god to travel through time i return for safeguarding the temporal flow of the Universe.

The Key of Ages is also associated with a number of truly bizarre men who always appear in conjunction with a Blue Box large enough for a medium sized humanoid to stand inside and usually a companion of some sort. His connection with the Key is unclear, but some verison of the story he always ask about the key to the 'loo', whatever that is, which he apparently lost and really, really needs.

boomwolf
2009-08-16, 03:22 PM
Upgrade all your followers/cohort/animal companion/miscellaneous henchpersons... psuedo-natural IS a CR/LA boost you know.

Its not that much of an upgrade... you still die perfectly fine from a sword, and that's how most low-levels are fighting. high levels are likely to hate this "upgrade" as it hurt their advancement.

Not to mention random stuff touching the sphere can make quite a mayhem around your CaStLe oF dOoM *tm* (now with jelly walls)



Anyways, back to making:

Clock of Timelessness:
Any who utter a command word (sylineridan) the clock is under the effect of magic similar to the Time Stop spell, and while they can move freely and take as much time as they want, they cannot revert to normal timeline in any way, nor can they summon anything or influence any object in any matter, if effect the user remains as an ever watcher who will see the entire universe and all future within a moment, but will be unable to interfere in any way, or communicate in any way with anyone but others under the effect.

DracoDei
2009-08-16, 03:29 PM
The clock needs a clause about no longer needing to eat or drink.

PirateMonk
2009-08-16, 03:33 PM
The Null Magic orb is far more powerful than most real artifacts. You just walk into town and every spellcaster is reduced to a commoner in fancy robes.

How do you intend to walk into town while carrying an orb that weighs half a ton? You could use a cart, I suppose.

Box of Wonders

This artifact is a large (2' tall by 3' wide by 5' long) golden box, inset with a variety of valuable gems. Every time it is closed while empty, roll 2d6. If it remains closed and empty for that many hours, a random magic item that could reasonably fit appears inside it. There is no way to predict how long it will take, or tell whether there is something in it without opening the box.

Instant Road

This small rock, when held by a sentient being, creates a good road 100 yards in front of and behind them, allowing fast, easy travel. New road is created ahead of them and old road vanishes as they walk. The road is wide enough for 10 adult humans to walk shoulder to shoulder. If there is a narrow body of water in this area, a sturdy bridge is created. If there is a wider body of water in the way, the road simply ends. If the holder steps off the road, it rotates to accommodate their new direction of travel, potentially stranding others. If the rock is dropped on the road, the road remains centered on the rock. If it is thrown off, the road vanishes until it is picked up again.

Pest Lure

This small figurine of a locust, when placed in a field, will attract pests from the surrounding area to devour all crops within 1000 feet. While in this radius, they become immune to magic that would destroy or remove them. When all crops in the area are devoured, which usually takes about a week but varies based on location and crop type, the Lure may be removed and placed elsewhere. If it is removed before then, the pests disperse, though some may remain.

Plaguebane Candles

These are twelve white candles in a silver candleholder. When one is lit, it begins curing all diseases in the area. As it burns down, ailments begin to alleviate, vanishing entirely when it is burned away. Even supernatural diseases are cured, though curses from gods remain. If one is extinguished before it burns out, it is useless. Used or partially burned candles regenerate one year after being used, appearing in an empty place in the holder if possible, replacing foreign or partially burned candles if necessary. The area affected is the entire settlement if used in a city or other settlement, or in a 1 mile radius otherwise.

boomwolf
2009-08-16, 04:09 PM
The clock needs a clause about no longer needing to eat or drink.

Its not a mistake...*evilgrin*

Box of Wonders IS world-domination thingy. a free magic item every 12 hours? even is most are weak this is a very, very good source of income at the least, you will get rich in a few days (well, something costy is BOUND to appear...)
Eventually some uber magic items will show up, maybe even epic ones.
Any lich, dragon or other evil with lots of time will value this more then a +20 sword, and a +20 sword costs quite a fortune.

PirateMonk
2009-08-16, 04:22 PM
Box of Wonders IS world-domination thingy. a free magic item every 12 hours? even is most are weak this is a very, very good source of income at the least, you will get rich in a few days (well, something costy is BOUND to appear...)
Eventually some uber magic items will show up, maybe even epic ones.
Any lich, dragon or other evil with lots of time will value this more then a +20 sword, and a +20 sword costs quite a fortune.

Not necessarily. I never really specified what items it can create. But yes, it probably isn't well suited for this thread. I'll replace it with some more society-building items.

The Mentalist
2009-08-16, 04:56 PM
Maybe a random minor magical item (Nothing over 3-5k) Where still powerful you won't end up with a Daren's instant fortress or something like that.

Jogi
2009-08-16, 05:16 PM
The Flag of The Fool
This is a square flag, colored in red and decorated with the head of a clown: half of it's face looks happy, and the other half looks sad. Upon holding the flag, it's user becomes idiotic and attractive to magic - that is: he must make a Will saving throw (DC 45), or will feel happy and calm. Even if there's a battle happening around him, he will feel the urge to carry the flag around, holding it in a way everyone can see it. Additionaly, every spell cast within 100 ft from the Flag's bearer will have it's target changed to the person who is holding the Flag. This item is indestructible.

I lol'd at a player grabbing it in the middle of a magic battle *evilgrin*

Jogi
2009-08-16, 05:33 PM
The Magic Cat (or Mr. Scruffy)
The magic cat is a magical animal. White colored, It behave's exactly like a normal cat, except that it emanates an aura of empathy (100 ft) that makes everyone else unwilling to harm the cat. A succesful Will saving throw (DC 25) will allow a person to harm the cat. The cat is treated like a 3rd level magical animal, and a druid or ranger can attempt to make the cat his animal companion.

DracoDei
2009-08-16, 05:36 PM
Ahem... druid OR RANGER.

JoshuaZ
2009-08-16, 05:56 PM
How do you intend to walk into town while carrying an orb that weighs half a ton? You could use a cart, I suppose.



Hmm, I was trying to make it heavy enough that it couldn't be easily moved. Maybe a bit more so it can't be moved by a cart? Hmm, make it weight 2 tons maybe?




Staff of the Specialist should specify that you replace all spells known of your banned schools with ones of equal level from your specialist school, with your spell-book transmuted accordingly.

Hmm, that's a good point.

Milskidasith
2009-08-16, 06:08 PM
Two tons could be carried by... uhh... four donkeys. If you want it to be immobile, just say it's immobile. No matter how much it weighs, as long as it could be theoretically moved it is a world destroying artifact because a nation of people who spec themselves out for totally nonmagical fighting will destroy everybody else with it.

Jogi
2009-08-16, 06:08 PM
Ahem... druid OR RANGER.
True :smallbiggrin:, just fixed.

Oh, also decided to make a new one:

The Zauberflöte
The Zauberflöt is a legendary item: a wooden flute, said to fascinate all those who can hear it's beautiful sound. Whenever one plays the Zauberflöte, all those who can listen to it are forced to make a Will saving throw (DC is equal to the player's perform check result). If one fails this save, he will be as if under the effect of the Bard's Fascinate song, and will follow the player wherever he goes. This artifact also works on animals and magical beasts.

Myou
2009-08-16, 07:13 PM
How do you intend to walk into town while carrying an orb that weighs half a ton? You could use a cart, I suppose.


Yes, or just be a higher level melee character with good stats who thus natually has enough strength to push it along.

Milskidasith has summed up the issue - if the orb is anything but utterly immobile it'll end up being extremely powerful to anything that doesn't rely on spells.

DracoDei
2009-08-16, 07:20 PM
This one is fairly combat oriented, but is still going to be useless to any group smaller than an army. To further restrict its usefulness you could say that it has to remain in one spot for a week before its powers will start working.

Castle Shield (Needs a cooler name I think)
This Marble urn has a masterwork adamintine(sp?) shield leaned up against it, on closer examination the shield proves to be permanently fused to it. It has three modes, none of which can be blocked by anything less than a Wall of Force or Anti-magic Field from achieving its effect in an area (as an artifact, putting it itself in an AMF has no effect on it):
-Off: Usually only ever used if the fortress it is installed in is closely surrounded by farmland.
-Siege: Projects a delicate force effect in the shape of an inverted cone with a hole in the middle of it extending 1 mile in every direction. The center of the effect may be offset from the location of the item up to 400 feet horizontally, and up to 500 feet vertically. The effect is solid ONLY to loose water (not part of a creature or in a container).The hole may be varied from 1 foot to 20 feet in diameter. This effect is extremely useful for keeping cisterns full while under siege, especially if coupled with weather controlling magic.
-Defense: This create a sphere of protection that stops at the ground, and reduces the velocity of projectiles entering it, centered on the Castle Shield. The sphere provides DR 30/magic against any shot fired from outside it to inside it, and ESPECIALLY works against siege projectiles (Ballista bolts, catapult stones, etc), giant-thrown boulders, and objects dropped by fliers. It provides only a slight tingle to creatures entering it, including those fired from siege engines (Believe me, sooner or later, this WILL come up). The radius of this effect may be varied from anywhere from 100 feet up to 1000 feet.
Weight: 500 Lbs

Owrtho
2009-08-16, 07:21 PM
The Orb of World Domination
This orb appears to be black, but on closer inspection can be seen to have numerous specks of light in it. It contains an infinitely large plane with an infinite number unpopulated worlds that average around 20 miles in diameter. This plane can not be entered through any means other than using the orb. If any creature holding the orb voices a wish to control/conquer/dominate the world, they will be teleported to an unoccupied world within the orb. Once in the orb it is impossible to leave. The world one is teleported to will shape itself to their will, allowing them to make whatever kind of world they desire. They may also make suns and moons that will orbit their world. They are not however able to reach any of the other worlds by any means as all the worlds are infinitely far apart. They may also create constructs that look and act like real creatures, but lack any will of their own outside what the person on the planet desires them to have. They may also generate any food or plants they desire. The orb is completely indestructible.

Owrtho

PumpkinEater
2009-08-16, 07:43 PM
The Orb of World Domination
This orb appears to be black, but on closer inspection can be seen to have numerous specks of light in it. It contains an infinitely large plane with an infinite number unpopulated worlds that average around 20 miles in diameter. This plane can not be entered through any means other than using the orb. If any creature holding the orb voices a wish to control/conquer/dominate the world, they will be teleported to an unoccupied world within the orb. Once in the orb it is impossible to leave. The world one is teleported to will shape itself to their will, allowing them to make whatever kind of world they desire. They may also make suns and moons that will orbit their world. They are not however able to reach any of the other worlds by any means as all the worlds are infinitely far apart. They may also create constructs that look and act like real creatures, but lack any will of their own outside what the person on the planet desires them to have. They may also generate any food or plants they desire. The orb is completely indestructible.

Owrtho

Cool artifact. Which grants domination. Of another world.

Glasses of Utter Perception The wearer of these indestructible glasses is granted darkvision with a limitless range (as far as the wearer can see normally). Unlike other forms of darkvision, the one granted by this artifact allows them to see in color as well while using darkvision. The wearer is also under the constant effect of all detect spells. The wearer need not concentrate, as all of the "concentrate" effects of the spells are automatically applied. The wearer is also under the permanent effect of the true seeing spell.

DracoDei
2009-08-16, 08:50 PM
Cool artifact. Which grants domination. Of another world.

Glasses of Utter Perception The wearer of these indestructible glasses is granted darkvision with a limitless range (as far as the wearer can see normally). Unlike other forms of darkvision, the one granted by this artifact allows them to see in color as well while using darkvision. The wearer is also under the constant effect of all detect spells. The wearer need not concentrate, as all of the "concentrate" effects of the spells are automatically applied. The wearer is also under the permanent effect of the true seeing spell.

Just the alignment detecting ones, or Det. Undead and Det. Poison too?

JoshuaZ
2009-08-16, 09:32 PM
Yes, or just be a higher level melee character with good stats who thus natually has enough strength to push it along.

Milskidasith has summed up the issue - if the orb is anything but utterly immobile it'll end up being extremely powerful to anything that doesn't rely on spells.

Hmm, that's a good point. Maybe make it so that if it is moved it stops functioning and won't function unless it has been somewhere for at least 24 hours?

Milskidasith
2009-08-16, 09:36 PM
Still too powerful. It's got a mile wide area; do you realize how easy it would be to bring it near a city and leave it there?

PumpkinEater
2009-08-16, 09:37 PM
Just the alignment detecting ones, or Det. Undead and Det. Poison too?

All of them. Including detect thoughts and a few others.

JoshuaZ
2009-08-16, 10:28 PM
Still too powerful. It's got a mile wide area; do you realize how easy it would be to bring it near a city and leave it there?

But that's not a world dominating effect. All that does is make a small area highly defensible against magic.

Lysander
2009-08-16, 11:28 PM
The Orb of World Domination

Very clever, and very funny. The fastest way to get rid of a BBEG would be to help them get the orb. Sadly, I could see a lot of people using the orb to exile themselves to their own private playground of a world and desperately pretending all the dolls they created were real people, while loneliness creeps in for all eternity.

This item is powerful and dangerous but too chaotic to conquer the world:

Cup of Bacchus
This immense bronze goblet is cast in the shape of a bull's head, with two horn handles. Stating at twilight until dawn it will fill up with wine on demand. If this wine is poured on the ground it will create an endless spring of wine that persists until dawn. Drinking from this spring drives any person who fails a DC50 will save into a maddened frenzied lust of dancing, drinking, and violence that lasts through the night. In this state a person loses all inhibitions and traces of their true personality. Drinking from the cup itself also causes this frenzy, but also transforms the drinker into a minotaur until dawn. Any wine the cup has created evaporates once the night ends. During the day the cup has no powers, but always has a strong aura of magic and chaos.

jagadaishio
2009-08-16, 11:46 PM
Cup of Bacchus
This immense bronze goblet is cast in the shape of a bull's head, with two horn handles. Stating at twilight until dawn it will fill up with wine on demand. If this wine is poured on the ground it will create an endless spring of wine that persists until dawn. Drinking from this spring drives any person who fails a DC50 will save into a maddened frenzied lust of dancing, drinking, and violence that lasts through the night. In this state a person loses all inhibitions and traces of their true personality. Drinking from the cup itself also causes this frenzy, but also transforms the drinker into a minotaur until dawn. Any wine the cup has created evaporates once the night ends. During the day the cup has no powers, but always has a strong aura of magic and chaos.

Would the Minotaur be compelled to cut the hearts out of creatures with the shapechanger subtype?

Milskidasith
2009-08-16, 11:52 PM
But that's not a world dominating effect. All that does is make a small area highly defensible against magic.

Because we all know being able to disable the better part of the defensive systems of a city and systematically kill all magic users in the city isn't, you know, an incredibly effective way to conquer the world with an army of pure hack and slash types.

cha0s4a11
2009-08-17, 01:11 AM
The Worldstone

An orb with a transparent, indestructible, and impenetrable shell that surrounds a perfect miniature replica of the material plane (if you are playing on a non-round world, it has a different shape accordingly). The replica is perfectly detailed and accurate and reflects the current state of the world including:

Geographical Features (Mountains, rivers, oceans, etc)
The locations/appearances of cities, people, creatures, etc.
Weather and any objects/visible phenomena that occur up to 100 miles above the world's surface.
...in short pretty much anything that one could potentially see on the world from space given enough magnification.

What it does not indicate are names or labels for any object/feature.

The replica inside the Worldstone does not rotate with respect to its shell, so one can (with sufficient amounts of the appropriate knowledge) mark the location of stationary features (mountains, cities, etc) on the Worldstone's surface using mundane means.

One may attempt to use the Worldstone to gain visual information about any place on it that is visible from above (i.e. any place that is not indoors, underground, under significant cloud cover, etc). One's ability to determine fine details about a place is mainly limited by how much magnification one can bring to bear. (i.e. just seeing it with your naked eye only lets you work out where big features are, but seeing it under a very strong microscope gives you some chance at identifying people)

Milskidasith
2009-08-17, 01:30 AM
Would spells like Nondetection (unlikely, since it's a got a save) or Mind Blank (much more likely, because it perfectly protects you from divinations) prevent the artifact from locating you? Also, how big is this worldstone?

cha0s4a11
2009-08-17, 02:11 AM
Would spells like Nondetection (unlikely, since it's a got a save) or Mind Blank (much more likely, because it perfectly protects you from divinations) prevent the artifact from locating you?

I think that someone who is outside on a clear day would be visible on the Worldstone under high magnification regardless of whether or not they had Mind Blank on, because:

a) It isn't really a magical divination tool, it's just a really, really accurate model that reflects the world in miniature.
...and barring that
b) It's got Epic inside(TM).

Now, I can see someone not being visible on the Worldstone if they were outside on a clear day and had invisibility or greater invisibility cast on them, because the Worldstone renders them as being an invisible part of the model. But, really, if one wants to hide from someone with the the Worldstone, then it is fairly easy to do, namely make sure that one is always either indoors, underground, under a decent amount of cloud cover, or (as a last resort) under some mobile opaque object, like an umbrella or covered chariot, etc.


Also, how big is this worldstone?

I pictured it as about a 10-pound small globe.

TSED
2009-08-17, 04:32 AM
Grimoire Of Loves Lost

This is a brown leather-bound tome, with a pink circle on the cover. The leather is undamaged and untarnished; it looks like it was freshly tanned and treated. Staring at the circle for over 15 seconds causes it to appear to 'wink' at the viewer.

Speaking aloud a creature's full name while holding the Grimoire and opening it reveals many, many stories. Every thing - be it a person, a pet, an old toy, or even just a particular nostalgic memory - that the named entity has ever lost will have long, detailed story starting at the moment the two were introduced until the parting. Current loves that have not ended are not written into the Grimoire.

Speaking a name and turning the page while the Grimoire is already open causes a horrible flash of endless loss and tragedy upon any viewers, as it switches to write in their name. Every lover who died in their arms, every father who went away and never returned, every dead pet, every home razed, every possibly tragedy ever experienced is imbedded into the person's brain. They are left catatonic with grief (without a save) for a whole week, at which point the magic departs. The magic can be broken by any effect capable of breaking a Symbol of Insanity (Caster Level 30).

Dead, extraplanar, or even fictional characters can be named and detailed. Speaking a creature's True Name details the loves that are currently active; but they stop mid-sentence as they catch up to the present. A Patient person can await and watch the stories be written in as events transpire.

Lysander
2009-08-17, 09:34 AM
Would the Minotaur be compelled to cut the hearts out of creatures with the shapechanger subtype?

Quite possibly :smallwink:

Okay, here's another angle. An item that IS a powerful military artifact, but won't grant World Domination because of it's limited use:

Arrow of the Sun
This arrow appears to be made of flame, but feels cool and solid to the touch. It casts light with the brightness of a torch. When fired it deals 20d6 fire damage and counts as a good weapon for bypassing damage reduction. Being hit by the arrow instantly destroys any creature that is killed by sunlight, and dazzles any creature with eyes for one minute. Unlike most ammunition, the arrow is not destroyed when used and if recovered can be fired again.


Yeah it's powerful. But it only gives you the power to kill or grievously wound one person at a time, if you can hit them with your arrow. And you can't use it during a battle because the enemy side could recover the arrow and shoot it back at you. It would make you really good at killing vampires or other evil horrors in one on one battles, and could be the heroic arrow of destiny a champion is given to fight some returning evil. But it's no good for conquering the world.

Aptera
2009-08-17, 09:42 AM
The Goggle That Do Nothing

The Goggles that do nothing look like a normal pair of low quality goggles for a medium sized head. Its frames are made of bronze, and the glass is rough and not very well made, while the a piece of leather binds all of it together. The Goggles that do Nothing has only magical property, that they are completely and totally indestructible. Absolutely nothing can leave a mark on them, and no spell can effect the goggles.

Forevernade
2009-08-17, 09:52 AM
Not necessarily. I never really specified what items it can create. But yes, it probably isn't well suited for this thread. I'll replace it with some more society-building items.

Box of Wonders

This artifact is a large (2' tall by 3' wide by 5' long) golden box, inset with a variety of valuable gems.

To balance it, and give it flavour, you could say:
"This box gathers energy from all the suns and plants and life forces in the plane, a minuscule amount each, into the box. When the box decides it has enough energy (anywhere from 24 hours minimum to an almost infinite and indeterminable length of time) it creates ANY magical item that could fit in the box that uses that same amount of energy gathered, from a Teddy Bear of +1 Flaming, or a Hand-broom of Ever-sweeping, to a Mask of Sub-type Changing. Because the energy gathered is limited to the plane the box is residing in, the items are restricted to what can exist within the laws of that same plane.
"If the box is opened before the time limit is up, the energy springs forth in raw form from the box and anything in front of the box's opening takes damage: 1 damage for every hour the box had been storing energy for.
There is no way to predict how long it will take, or tell whether there is something in it without opening the box.
"The box is an intelligent object, and draws ideas from the souls and suns that it takes energy from. If there is no one smart enough to conceive the idea, the box will not create it, but simple 'wishes, philosophies, and fleeting thoughts' will often intrinsically combine from many souls to create one object. There seems to be NO preference as to which ideas are taken and which are disregarded.

Box of Wonders:
Int: 22
Wis: 22
Cha: -
Alignment: True Neutral
Hardness: 30

"The alignment is not True Neutral in the common sense. It is not neither good nor bad, but in fact both, more one than the other depending on the net-balance of souls it draws from. And it's chaos is defined by laws of physics - when communicated to, it has no discerning personality traits, and it does not seek balance in the universe, but instead views everything objectively. It will not 'read' any specific soul's if asked to, although it understands the instruction, it cannot define any difference between souls in the universe, other than by quantitative volume (size)."

This allows the DM to have a lot more control over what comes out of the box, and he can time the box's release so that items become quest rewards, he can punish those who he deems selfish, and he can have fun creating quirky items when he feels.

Forevernade
2009-08-17, 10:03 AM
The Flag of The Fool
This is a square flag, colored in red and decorated with the head of a clown: half of it's face looks happy, and the other half looks sad. Upon holding the flag, it's user becomes idiotic and attractive to magic - that is: he must make a Will saving throw (DC 45), or will feel happy and calm. Even if there's a battle happening around him, he will feel the urge to carry the flag around, holding it in a way everyone can see it. Additionaly, every spell cast within 100 ft from the Flag's bearer will have it's target changed to the person who is holding the Flag. This item is indestructible.

I lol'd at a player grabbing it in the middle of a magic battle *evilgrin*

I like this idea, will most likely steal it :smallbiggrin:

Dragon Elite
2009-08-17, 10:06 AM
All of these rock, thank you for posting them.

Kris Strife
2009-08-17, 10:17 AM
Amulet of Key Finding

This amulet has 8 colored gems imbedded in it, each in the shaped of an arrow. Any creature who holds this while looking for their misplaced, nonmagical key may concentrate for one round to make the arrow pointing to the key (two if it's halfway between them, the one its closer to will glow brighter). By continuing to focus, the gems will grow brighter or change if the direction the key is in changes.

Lysander
2009-08-17, 10:32 AM
Amulet of Key Finding

This amulet has 8 colored gems imbedded in it, each in the shaped of an arrow. Any creature who holds this while looking for their misplaced, nonmagical key may concentrate for one round to make the arrow pointing to the key (two if it's halfway between them, the one its closer to will glow brighter). By continuing to focus, the gems will grow brighter or change if the direction the key is in changes.

That's useful, but is it really an artifact in terms of power? It basically grants unlimited usage of Locate Object, a 2nd level spell, to only use on your own keys.

Kris Strife
2009-08-17, 10:33 AM
That's useful, but is it really an artifact in terms of power? It basically grants unlimited usage of Locate Object, a 2nd level spell, to only use on your own keys.

Yes, but only if the keys are non magical. Also, if you've ever been looking for your keys when you're already running late...

Last_resort_33
2009-08-17, 10:52 AM
Grimoire Of Loves Lost

This is a brown leather-bound tome, with a pink circle on the cover. The leather is undamaged and untarnished; it looks like it was freshly tanned and treated. Staring at the circle for over 15 seconds causes it to appear to 'wink' at the viewer.

Speaking aloud a creature's full name while holding the Grimoire and opening it reveals many, many stories. Every thing - be it a person, a pet, an old toy, or even just a particular nostalgic memory - that the named entity has ever lost will have long, detailed story starting at the moment the two were introduced until the parting. Current loves that have not ended are not written into the Grimoire.

Speaking a name and turning the page while the Grimoire is already open causes a horrible flash of endless loss and tragedy upon any viewers, as it switches to write in their name. Every lover who died in their arms, every father who went away and never returned, every dead pet, every home razed, every possibly tragedy ever experienced is imbedded into the person's brain. They are left catatonic with grief (without a save) for a whole week, at which point the magic departs. The magic can be broken by any effect capable of breaking a Symbol of Insanity (Caster Level 30).

Dead, extraplanar, or even fictional characters can be named and detailed. Speaking a creature's True Name details the loves that are currently active; but they stop mid-sentence as they catch up to the present. A Patient person can await and watch the stories be written in as events transpire.

I might have to steal this. I'm not sure about the present loves thing though...

Hijax
2009-08-17, 10:58 AM
The quantum library from page 1 would grant you a free divination for each X time you study in it, x dependingt on the subject.
somebody owes me a cookie.

Axle

The Axle is a small brass cube, only a few inches across. it is totally indestructable. The top and down half rotate slowly in relation to each other. there is no way to stop or slow down this spinning.

Hollow Staff

The hollow staff is a gnarled, indestructible oaken staff. It has no magical properties, except this: The wielder may, at any time, transfer his soul into the staff. The staff becomes an intelligent magic item with his mental ability scores, the ability to use any class features, feats, or skills of his(affecting the wielder if personal), and with an ego score of character level*2.
it has the purpose of getting someone else to inhabit the staff. if the staff is inhabited by someone else while a soul is in it, the previous guest inhabits the new one's body, retaining only the racial features and physical abilities of this new body(and his own class features/mental abilities/feats/skills).

DracoDei
2009-08-17, 11:20 AM
The quantum library from page 1 would grant you a free divination for each X time you study in it, x dependingt on the subject.
somebody owes me a cookie.


No, that is NOT what it does. Look at the subjects, and then try to figure out how you could use books that REALLY ARE about those things (and not some sort of code for the mechanics of the game) to grant you ultimate power.

HINT: You have access to great power (including personally, but the right magic item or magic items will do in a pinch) in order to actually use the artifact, and it depends on a specific interpretation of how that power is supposed to work.

Lysander
2009-08-17, 12:20 PM
Here are some "public utility" items that benefit everyone:

Coronation Stone
This large one ton boulder contains a narrow slit just large enough to hold a sword. When the land is without a just king, any permanently good aligned masterwork sword of appropriate size placed in the slit will become completely stuck. No force can damage the sword or force it free once inside. When the person most fit to be king, and rule with wisdom and compassion, attempts to pull the sword it will come free in their grasp. The stone itself is pragmatic in its decision, and will not hold out for someone that will never encounter the stone. If the person it is waiting for is killed or disqualified in any way it always has several alternates. A Coronation Stone is usually tied to the leadership of a single specific country, land, or group of people.

Bell of Citywide Service
This small bell can only be rung once a year, and in between produces no sound. When rung it grants every single intelligent creature within 1 mile (maximum 1,000,000) their own personal unseen servant that persists for up to 20 hours and obeys their commands.

Reverie Cup
This carved moonstone goblet sends whoever drinks from it into an endless slumber. The sleeper becomes entirely immortal while sleeping. Their body cannot be harmed, requires no sustenance, and the aging process stops. They cannot make use of any special abilities that normally function in sleep, trapped entirely in their own minds. No spell can awaken the sleepers, but if the Reverie Cup is ever exposed to daylight all the current sleepers awaken no matter where they are. This also makes the cup vanish, and it will reappear somewhere randomly in the world in the light of the next full moon

PairO'Dice Lost
2009-08-17, 12:50 PM
No, that is NOT what it does. Look at the subjects, and then try to figure out how you could use books that REALLY ARE about those things (and not some sort of code for the mechanics of the game) to grant you ultimate power.

HINT: You have access to great power (including personally, but the right magic item or magic items will do in a pinch) in order to actually use the artifact, and it depends on a specific interpretation of how that power is supposed to work.

Semantic, linguistic, and legal texts...it allows you to make incorruptible wishes?

Dragon Elite
2009-08-17, 12:54 PM
That's a good guess. Mine was that you discover the way to do something, then do it.

DracoDei
2009-08-17, 01:02 PM
Semantic, linguistic, and legal texts...it allows you to make incorruptible wishes?


DING!!
DING!!
DING!!


WE HAVE A WINNER!

*Presents PairO'Dice Lost with a large trophy, surmounted with a 1 foot diameter gold-plated rendering of a chocolate-chunk cookie.*

After so many wrong guesses I felt something a little ostentious was called for, but in case you are hungry...

*Also gives a snicker-doodle.*

Anyway, specifically, you write your prospective Wish on the chalk board, spend... say 2 weeks per word (So "I wish for fish." would be about the simplest you could go and would take 2 months). And it grants you insight/a vision of what the outcome would be in all details you actually would care about, and subliminal hints on how to improve the wording. Edit the words on the chalkboard. Wash, rinse, repeat, until you get it within what you consider acceptable parameters, then actually cast it. One wish on the chalkboard at a time, has to stay there for the entirety of the research (IE until the insight is given... several people can take turns if they like, any research since the last feed-back was given is wasted).

Jogi
2009-08-17, 03:29 PM
Oh well, after so many desire-related items I felt we ought to remember this one...

Sparrow's Compass: This is an old, seemingly broken compass. Unlike other similar tools, it does not point north - instead, it points to the person, place or object, that it's owner desires to find the most.

Now a little one:

The Cube of Cube Absortion: This artifact was created long ago by a famous mage, who also happened to be a fan o dungeon delving. In order to eliminate the threat of Limes that he often encountered, he designed the Cube of Cube Absortion. This object is a small bronze cube, that can fit into a human's hand. It has a small opening, tapped with a cork, and, whenever the cork is released, it will suck all Limes and Oozes within 10 ft of it in 1 round per cresature. The cube can contain up to 5 huge creatures. To empty the cube, one has to set fire to it's inside, which will utterly destroy all Limes and Oozes within it in 3 rounds. Additionaly, the imprisioned creatures can also be released by taking out the cork when no Lime of Ooze is within 10 ft. They will be released by rate of 1 per round.

:D this could be fun with players.

Dark-Lord
2009-08-17, 04:26 PM
This is one ive been thinking of for a while.

The Justice Field: is a ten foot tall arcane resonator that once placed and activated cannot be moved or destroyed. To functoin the Justice Field must be placed in a civilised and highly populated areaand attuned to a set of laws in a ritual costing 100,000Gp and a cleric of at least tenth level with access to the law domain. Once activated it exudes a field of law that cover a 100 mile area. inside this field it is impossible to break the laws it has been attuned to and the consequnce of the law breaking happens to the law breaker, arsonists catch fire, a theif would lose something of equal value whenever he stole something, ect. Any jailtime is inforced by the use of an imprisonment spell. Any violent lawbreaking is reflected, maximized, and automaticly scores a critical hit if possible. there are no saves allowed for any of these effects and they cannot be despeled or supresed in any maner.

An example, A rouge attempts a sneak attack on an unsuspecting dirt farmer. As soon as his knife connects the Field heals the peasent of all damage and the rouge is hit by his own sneak attack. Then the Field rules he must serve a ten year prison sentance with no parol for unlawful assult. He is then affected by the Imprisionment spell for ten years exactly. Once activated The Field can never be deactivated but it may be atuned to a new set of laws in a new ritual as described above.

TSED
2009-08-17, 04:31 PM
I might have to steal this. I'm not sure about the present loves thing though...

Go for it. Keep in mind True Names are not given names; they are the kind of name that only epic level creatures will have any understanding of. A medium level summoning-centric spellcaster might know of them, and might even know one or two lesser fiends', but that aspect just isn't going to show up in 99.99999% of games.


I mean, the vast majority of entities (including many epic level ones!) don't even know their own true name.

Owrtho
2009-08-17, 05:32 PM
I'd think true namers might have some knowledge of them...

Owrtho

PairO'Dice Lost
2009-08-17, 06:26 PM
DING!!
DING!!
DING!!

WE HAVE A WINNER!

*Presents PairO'Dice Lost with a large trophy, surmounted with a 1 foot diameter gold-plated rendering of a chocolate-chunk cookie.*

After so many wrong guesses I felt something a little ostentious was called for, but in case you are hungry...

*Also gives a snicker-doodle.*

Chocolate chunk and snickerdoodle; my favorites. :smallbiggrin:

Knaight
2009-08-17, 10:17 PM
Paintbrush of Stasis
A Paintbrush of Stasis is a small paintbrush, made of clear hollow glass with floating orbs of mercury inside it. Any item can be painted by it, at which point it becomes immobile, requiring a force equal to its weight to move it in any direction, including down. It takes a force equal to the weight of the entire object to break any part off as well. To paint something, make a check every day against DC 5+5 for size category above fine. Every point above the DC translates to 1% progress on completing the painting. A week can be taken instead of a day for a +10 on the check, and a month can be taken instead of a day for a +20 on the check. In addition a button can be painted on to activate and deactivate stasis.

jagadaishio
2009-08-17, 11:17 PM
Paintbrush of Stasis
A Paintbrush of Stasis is a small paintbrush, made of clear hollow glass with floating orbs of mercury inside it. Any item can be painted by it, at which point it becomes immobile, requiring a force equal to its weight to move it in any direction, including down. It takes a force equal to the weight of the entire object to break any part off as well. To paint something, make a check every day against DC 5+5 for size category above fine. Every point above the DC translates to 1% progress on completing the painting. A week can be taken instead of a day for a +10 on the check, and a month can be taken instead of a day for a +20 on the check. In addition a button can be painted on to activate and deactivate stasis.

Gravity exerts a force exactly equal to an object's weight.

Milskidasith
2009-08-17, 11:27 PM
This is one ive been thinking of for a while.

The Justice Field: is a ten foot tall arcane resonator that once placed and activated cannot be moved or destroyed. To functoin the Justice Field must be placed in a civilised and highly populated areaand attuned to a set of laws in a ritual costing 100,000Gp and a cleric of at least tenth level with access to the law domain. Once activated it exudes a field of law that cover a 100 mile area. inside this field it is impossible to break the laws it has been attuned to and the consequnce of the law breaking happens to the law breaker, arsonists catch fire, a theif would lose something of equal value whenever he stole something, ect. Any jailtime is inforced by the use of an imprisonment spell. Any violent lawbreaking is reflected, maximized, and automaticly scores a critical hit if possible. there are no saves allowed for any of these effects and they cannot be despeled or supresed in any maner.

An example, A rouge attempts a sneak attack on an unsuspecting dirt farmer. As soon as his knife connects the Field heals the peasent of all damage and the rouge is hit by his own sneak attack. Then the Field rules he must serve a ten year prison sentance with no parol for unlawful assult. He is then affected by the Imprisionment spell for ten years exactly. Once activated The Field can never be deactivated but it may be atuned to a new set of laws in a new ritual as described above.

Once again, another world ruling artifact... I mean, completely unbreakable laws that also destroy anybody that tries to break them for you? You set it up a few miles from a major city with the laws "Nobody shall move or interact with the staff of law, everybody shall revere me as supreme leader, everybody must follow my commands, nobody can hurt me intentionally or unintentionally, anybody capable of allowing me to expand my lifespawn will do so if I ask, and nobody who enters this area can leave."

Bam, a 10th level cleric suddenly rules a massive area with probable immortality, infinite servants, and no way to be harmed.

Dark-Lord
2009-08-18, 03:17 PM
Once again, another world ruling artifact... I mean, completely unbreakable laws that also destroy anybody that tries to break them for you? You set it up a few miles from a major city with the laws "Nobody shall move or interact with the staff of law, everybody shall revere me as supreme leader, everybody must follow my commands, nobody can hurt me intentionally or unintentionally, anybody capable of allowing me to expand my lifespawn will do so if I ask, and nobody who enters this area can leave."

Bam, a 10th level cleric suddenly rules a massive area with probable immortality, infinite servants, and no way to be harmed.

True, but that would Imply that whatever origionaly set this thing up had fallen, or that a 10th level cleric could create this thing. The idea is to put it in a game already online and working. and only one exists, so once it is known about everyone will stay very far away and the kingdom would stagnate or suffocate as noone can leave. Not to mention the feild affects EVERYONE, so when your cleric activates or reprograms it as you specified he his now trapped inside it also the field only affect beings within the field so a powerfull wizard or sumsutch could direct an attack from outside the feild, or interplanular attack. I use this in my campaign and , aside from having the wizard disintegrate himself it has worked as planed. A way for the law to be totally and truly enforced.

boomwolf
2009-08-18, 03:31 PM
Disk of Infinite Spinning

A disk 1 ft. in diameter made of wierd green stone, it appears to spin quickly, for no clear reason, and never to stop, not a force in the multiverse can stop the spinning.




Not world-dominating, but clever people can do alot with it.

PirateMonk
2009-08-18, 03:54 PM
Some transportation artifacts:

Mass Transit System

This is a large smooth rectangular block of an unidentified shiny black stone. The owner is the first sentient being to touch it after the death or abdication of the previous owner. Once the owner brings it into a city, people can begin attuning to it. Anyone who touches it when it is owned causes the owner to become aware of who they are, and causes themselves to become attuned if the owner allows it. While in the city of the MTS, any attuned person may teleport to anywhere in the city, provided they can visualize their destination. The MTS will not function if it is taken out of the city. If it is taken to a new city with the owner's consent (including if the old owner is killed by a thief who becomes the new owner), all attuned people in the old city become unattuned.

The Roads of Speed

This artifact is not an object, but rather a network of roads covering 100,000 square miles. Creatures traveling on the Roads will find that they can run for any length of time without getting tired, and that they seem to go further than they should with each step. Powered vehicles experience a similar increase in speed.

Jogi
2009-08-18, 03:56 PM
Disk of Infinite Spinning

A disk 1 ft. in diameter made of wierd green stone, it appears to spin quickly, for no clear reason, and never to stop, not a force in the multiverse can stop the spinning.




Not world-dominating, but clever people can do alot with it.

Is it just me or we've seen a lot of "none-can-stop-this" items lately? Unstopabble, indestructible, imovable. Lol and all of them can't be changed by no force on the multiverse.

Lysander
2009-08-18, 04:02 PM
Here's an artifact that is unquestionably powerful but really dangerous to exploit:

Astral Block
The astral block is an invulnerable soft jelly-like cube containing little spirals of light that can be held in two hands. It is entirely immune to conjuration spells, and cannot teleport or leave the plane by any means. If the block is ever immersed in fire no spells that use the astral plane for travel, such as teleport or plane shift, will function anywhere on the block's plane. Magic resumes normal function once the block is removed from the fire. Shutting off travel magic is very risky and practically suicidal, for it inevitably brings a steady stream of enraged magicians and stranded outsiders determined to restore their abilities.

PirateMonk
2009-08-18, 04:05 PM
Mutability Powder

This is a pouch filled with gray powder. When the powder is applied to an object that can't be changed in some way (for example, it is indestructible) it becomes possible to change as normal for something of its material. If its immutability comes from the material it is made of rather than from some other factor, it becomes possible to change it as if it were made of a similar, mutable material. The pouch refills with powder at dawn.

Milskidasith
2009-08-18, 04:10 PM
True, but that would Imply that whatever origionaly set this thing up had fallen, or that a 10th level cleric could create this thing. The idea is to put it in a game already online and working. and only one exists, so once it is known about everyone will stay very far away and the kingdom would stagnate or suffocate as noone can leave. Not to mention the feild affects EVERYONE, so when your cleric activates or reprograms it as you specified he his now trapped inside it also the field only affect beings within the field so a powerfull wizard or sumsutch could direct an attack from outside the feild, or interplanular attack. I use this in my campaign and , aside from having the wizard disintegrate himself it has worked as planed. A way for the law to be totally and truly enforced.

Yeah, it's still world dominating; anybody who creates it can easily take over the world, and anybody who discovers it can also easily take over the world. And using a small flaw in my wording isn't a good way to say it isn't going to dominate the world.

Jogi
2009-08-18, 04:53 PM
Heh, I was thinking something here, I really like to picture an adventurer that has items for various situations. So I decided to come up with this:

Bottle of Corrosion: This is a small flask made of glass, filled with a green liquid, very similar to a green dragon's acid. If the acid is layd upon any surface it will start do desintegrate it in a few rounds (dependant on surface). Whenever the glass is emptied, it will be magically refilled within an hour. If the glass is thrown at a creature, it will explode causing 3d6 acid damage, but the item will be destroyed. Note that the acid will not destroy magic items, and thus, would be useless against a magic door or a enchanted breastplate.

{table]
Material |
Number of Rounds
Wood |
1 round
Iron |
3 rounds
Black Wood |
5 rounds
Mithral |
7 rounds [/table]

Sticky Rope: This rope is made of fine fibre, crafted by the elves and enchanted with magic. One of it's tips is painted in red, and whenever it touches a surface, it will become glued to it. The rope has strenght 25, and will let go with the command word "loose".

Dust of Seeing: A small leather bag, full of a silver dust. If one spreads the dust into a surface, he will be able to see up to 5 ft inside it. The dust is infinite, but the bag can be destroyed as any normal bag would be.

These are not really artifacts I think, but might be useful.

Owrtho
2009-08-18, 04:58 PM
A way for the law to be totally and truly enforced.

It's also much less creepy and much more controllable than Ravenshome (http://www.giantitp.com/forums/showthread.php?p=6661636#post6661636).

Also, just thought about it, but the Orb of World Domination that I posted earlier could make for a rather fun link between two different campaigns. You could in the main campaign use it to get rid of a BBEG, then in some later campaign in another setting have it turn out that the entire setting is actually the private world made by said BBEG (likely in the future) and the PCs and all the NPCs are actually the constructs he made to populate it going about and performing adventures and competing against each other for his entertainment in his lonely world.
Also a random idea I had that could be tacked on to said orb is that if the controller of a planet in it dies, all the creatures they made become real ones with their own will and the whole thing is teleported into an empty plane (or has a new plane made for it) outside the orb allowing anyone to travel to it.

Owrtho

Thatguyoverther
2009-08-18, 05:06 PM
Sticky Rope: This rope is made of fine fibre, crafted by the elves and enchanted with magic. One of it's tips is painted in red, and whenever it touches a surface, it will become glued to it. The rope has strenght 25, and will let go with the command word "loose".

I like the idea of the BBEG figuring out what it is and just saying "loose" as the PCs characters are using the rope to scale a cliff.

Jogi
2009-08-18, 05:11 PM
I like the idea of the BBEG figuring out what it is and just saying "loose" as the PCs characters are using the rope to scale a cliff.

Lol, I'd get hit by my players lol.

Owrtho
2009-08-18, 05:31 PM
Surely they could imitate the dread pirate Roberts and catch onto the cliff side as the rope went over. Also the tip would likely touch and thus stick to another part of the cliff on the way down (though it would likely require a strength check or the like on the part of the players to avoid being jarred loose).

Owrtho

Jothki
2009-08-19, 12:14 AM
Mirror of Recreation

Appears to be a simple circular sheet of glass, which is covered with dancing patterns that focus into words and images when the mirror is directly looked at. If the mirror is focussed upon, these images appear directly within the user's mind with far greater detail.

When properly activated from its 'normal' state, the Mirror of Recreation builds a demiplane containing a simulation of the entire multiverse, starting from what appears to be the initial state of the real multiverse. The simulation will proceed on its own until terminated upon the command of the user. The user can observe the entire state of the simulation, alter the flow of time (though time cannot be made to flow backwords), and alter individual elements of the simulation. In theory, a user could completely replace the universe with something simpler, in order to test a particular idea out on a smaller scale.

However, the simulation cannot accurately predict what will happen in the future, or even what is happening in the present. While extensive testing has shown that the simulation is entirely internally consistant, the same rules of physics and magic hold in both the real and simulated worlds, and most events proceed exactly as they would in reality, there are points in time where the simulation drastically differs from what happened in reality. This can be corrected for by specifically altering the simulation to match what really happened, though no one has yet been able to identify and correct all of the discrepancies. The Mirror is thus almost completely useless for divination.

Edit: Ooh, another one:

Mirror of Divine Truth

One day long ago, a nameless god simultaneously appeared before everyone in the world. He claimed that he had created everything in the universe in order to seek the ultimate truth, but that his creation was flawed and that everything would have to be started anew. While everyone else begged for mercy, a particularly wise sage brought forth a mirror and showed it to the god, claiming that the mirror could provide the truth that the god was seeking without needing to destroy the universe. The god agreed to spare everyone, created a temple to house the mirror, and declared the sage the first Priest of Divine Truth.

The priests use the mirror, dubbed the Mirror of Divine Truth, as directed by their god, who they commune with while using the Mirror. The Mirror shows them glimpses of a reality that seems completely alien to them and yet somehow makes sense, which they insist is a greater, more divine form than the reality that is normally percieved. Their god observes them, and although he occasionally seems dissatisfied with what is seen within the mirror and commands the priests to repeat their divinations, he has so far kept his side of the bargain and left the universe intact.

Enough mindscrew yet?

Hijax
2009-08-19, 12:55 AM
Mirror of Recreation

Appears to be a simple circular sheet of glass, which is covered with dancing patterns that focus into words and images when the mirror is directly looked at. If the mirror is focussed upon, these images appear directly within the user's mind with far greater detail.

When properly activated from its 'normal' state, the Mirror of Recreation builds a demiplane containing a simulation of the entire multiverse, starting from what appears to be the initial state of the real multiverse. The simulation will proceed on its own until terminated upon the command of the user. The user can observe the entire state of the simulation, alter the flow of time (though time cannot be made to flow backwords), and alter individual elements of the simulation. In theory, a user could completely replace the universe with something simpler, in order to test a particular idea out on a smaller scale.

However, the simulation cannot accurately predict what will happen in the future, or even what is happening in the present. While extensive testing has shown that the simulation is entirely internally consistant, the same rules of physics and magic hold in both the real and simulated worlds, and most events proceed exactly as they would in reality, there are points in time where the simulation drastically differs from what happened in reality. This can be corrected for by specifically altering the simulation to match what really happened, though no one has yet been able to identify and correct all of the discrepancies. The Mirror is thus almost completely useless for divination.



made me think of this (http://everything2.com/index.pl?node_id=1857290)

DracoDei
2009-08-19, 09:03 AM
Is it just me or we've seen a lot of "none-can-stop-this" items lately? Unstopabble, indestructible, imovable. Lol and all of them can't be changed by no force on the multiverse.

That is pretty much par for the course with artifacts... "unstoppable" and "immovable" less so then "indestructible", but still...

Jogi
2009-08-19, 09:32 AM
That is pretty much par for the course with artifacts... "unstoppable" and "immovable" less so then "indestructible", but still...

Well, yeah, but if the multiverse exploded right now I think we'd have a bunch of artifacts floating in the void left :smallcool:

PairO'Dice Lost
2009-08-19, 09:46 AM
Well, yeah, but if the multiverse exploded right now I think we'd have a bunch of artifacts floating in the void left :smallcool:

Campaign idea: This happens--but only to the Prime. A few dozen years later, an entire planet has formed of minor artifacts being drawn together by gravity. An insane god sticks the whole thing together with sovereign glue and uses his divine powers to remove universal solvent and any possible way to create it from existence. Now you're left with a Prime full of random artifacts where wacky stuff is constantly happening and people are fighting wars over land so they can access particularly good artifacts. High-level adventurers are sent underground to dig out artifacts (using items of disjunction to tunnel through the intervening artifacts) to grant their patrons an advantage.

Myou
2009-08-19, 11:48 AM
Campaign idea: This happens--but only to the Prime. A few dozen years later, an entire planet has formed of minor artifacts being drawn together by gravity. An insane god sticks the whole thing together with sovereign glue and uses his divine powers to remove universal solvent and any possible way to create it from existence. Now you're left with a Prime full of random artifacts where wacky stuff is constantly happening and people are fighting wars over land so they can access particularly good artifacts. High-level adventurers are sent underground to dig out artifacts (using items of disjunction to tunnel through the intervening artifacts) to grant their patrons an advantage.
Absolutely unplayable, ince you'd have to have hundreds of effects going on all around all the time, and everythig anyone touches has some magic power, but a lovely idea. xD

DracoDei
2009-08-19, 12:03 PM
Well, if enough of those objects have powers that get triggered often enough that create something... that Horn of Continous Feasting (At-Will Hero's Feast) is eventually going to produced enough food that it will start rotting (the goddess of decay will recreate microbes if necessary), and that will eventually turn into soil... but yes,there would be a inconceivably huge number of effects going off, even if not EVERYTHING is magical at the end.

PairO'Dice Lost
2009-08-19, 12:17 PM
Absolutely unplayable, ince you'd have to have hundreds of effects going on all around all the time, and everythig anyone touches has some magic power, but a lovely idea. xD

Not necessarily. When I said "constantly happening" I didn't mean every single round, just that every few days you have people running around screaming that a bunch of dragons just appeared or that the mountains turned into ice cream or whatever.

Jogi
2009-08-19, 09:39 PM
Campaign idea: This happens--but only to the Prime. A few dozen years later, an entire planet has formed of minor artifacts being drawn together by gravity. An insane god sticks the whole thing together with sovereign glue and uses his divine powers to remove universal solvent and any possible way to create it from existence. Now you're left with a Prime full of random artifacts where wacky stuff is constantly happening and people are fighting wars over land so they can access particularly good artifacts. High-level adventurers are sent underground to dig out artifacts (using items of disjunction to tunnel through the intervening artifacts) to grant their patrons an advantage.

Lol, It's amazing how new ideas can come out of the simplest things.

Well, another item for this thread:

The Chorus Lute: this looks like a normal lute, althought very well made. With a command word (defined by the owner) the lute starts repeating what was played in the last 10 seconds (or 3 rounds for that matter), creating a magical sound. Whenever the owner whispers the command work, the repeat function stops. When another melody is played along with the repeating part, it creates a vivid, enchanting music, conceding +4 bonus to all Performance checks by the lute's player. Additionally, the lute can store up to 5 bardic music uses, that can be spent at any time as a standard action.

Oh, I was thinking of making an item, probably to be called the sword of the planes. It's meant to be able to cut through plane travellers, halting their trip to other planes, possible throwing them somewhere else (or worse). But im not really sure how to do it.

Myou
2009-08-20, 03:26 AM
Not necessarily. When I said "constantly happening" I didn't mean every single round, just that every few days you have people running around screaming that a bunch of dragons just appeared or that the mountains turned into ice cream or whatever.

If every cubic foot of land is made from perhaps 100 artifacts then the chaos would make the place imposible to live in, and jut imagine what would happen if your players started picking things up off the ground. Level 1 characters who carry nothing but thousands or artifacts.

PairO'Dice Lost
2009-08-20, 07:35 AM
If every cubic foot of land is made from perhaps 100 artifacts then the chaos would make the place imposible to live in, and jut imagine what would happen if your players started picking things up off the ground. Level 1 characters who carry nothing but thousands or artifacts.

Like I said, they're all sovereign glued together and there's nothing that will dissolve them. To use a given artifact, not only would you have to have control over the area of ground where it's stuck, but you'd have to know the command words or other activating criteria. It's not nearly as bad as it seems on first glance.

Lysander
2009-08-20, 09:07 AM
Ok, the worst artifact to activate ever:

Planet Pea
This tiny blue and green marble will turn into an entirely new planet when its possessor utters a command word. The current planet is destroyed, fragmented, and displaced to the astral plane. All creatures and objects take 500d6 damage from debris and magma and if they survive find themselves floating in the astral void. A new Planet Pea is hidden somewhere on the newly created world.

Mercenary Pen
2009-08-20, 10:10 AM
The never ending scroll
This scroll, held between two rods, has written upon it a long and complicated story concerning places and people whose existence is entirely unknown. Whilst complicated, the prose is of average quality at best and many is the mind that has been lost by the boring yet overly complex plot twists of the story. To this date, nobody- nor any group effort- has reached the end of the story, though in one bardic college where the scroll resided for over 100 years, the last set of notes referred to chapter 178,952. Despite the length of the scroll, it weighs little more than 9lbs- with only a finite section of the scroll being able to be unrolled at any one time. The scroll is impervious to all magic or damage.

PairO'Dice Lost
2009-08-20, 10:18 AM
Ok, the worst artifact to activate ever:

Planet Pea
This tiny blue and green marble will turn into an entirely new planet when its possessor utters a command word. The current planet is destroyed, fragmented, and displaced to the astral plane. All creatures and objects take 500d6 damage from debris and magma and if they survive find themselves floating in the astral void. A new Planet Pea is hidden somewhere on the newly created world.

Ah, so that's what caused the destruction of Artifact World in the first place. :smallwink: That's Prime plot-hook material, if you'll pardon the pun.

Lysander
2009-08-20, 10:21 AM
You should recognize this one:

Bottle City of Kandor
This glass bottle contains a miniature city that was shrunk and contained long ago. The city inside contains over one million people and is entirely self-sufficient, with its own farms and artificial sun and moon. A subjective gravity prevents the city from being jostled or disturbed, regardless of the how the bottle is moved or oriented. Uttering a command word will shrink the bottle's possessor and place them in the city, a separate command word will remove and enlarge them. Only visitors and foreign objects can enter and leave the city, everything native is permanently trapped inside. It is impossible to leave the bottle by any means other than the command word, but spells such as teleport or ethereal jaunt will work between locations inside of it.

Hijax
2009-08-20, 12:44 PM
Campaign idea: This happens--but only to the Prime. A few dozen years later, an entire planet has formed of minor artifacts being drawn together by gravity. An insane god sticks the whole thing together with sovereign glue and uses his divine powers to remove universal solvent and any possible way to create it from existence. Now you're left with a Prime full of random artifacts where wacky stuff is constantly happening and people are fighting wars over land so they can access particularly good artifacts. High-level adventurers are sent underground to dig out artifacts (using items of disjunction to tunnel through the intervening artifacts) to grant their patrons an advantage.

Im running this. **** the seemingly unplaybleness, nothing will stop me from using this brilliance. YOU MAY TAKE MY LIFE BUT YOU WILL NEVER TAKE MY INSANE ROLEPLAYING!
*throws keyboard at random guy and starts running around screaming*

Mercenary Pen
2009-08-20, 03:37 PM
Im running this. **** the seemingly unplaybleness, nothing will stop me from using this brilliance. YOU MAY TAKE MY LIFE BUT YOU WILL NEVER TAKE MY INSANE ROLEPLAYING!
*throws keyboard at random guy and starts running around screaming*

If you're gonna do this, then try working out strange things that may have happened to some of the other planes as well, just to make things that little bit more interesting... For example, does gating a solar suddenly cause the demise of every other Solar in existence?

Jogi
2009-08-20, 04:51 PM
The never ending scroll
This scroll, held between two rods, has written upon it a long and complicated story concerning places and people whose existence is entirely unknown. Whilst complicated, the prose is of average quality at best and many is the mind that has been lost by the boring yet overly complex plot twists of the story. To this date, nobody- nor any group effort- has reached the end of the story, though in one bardic college where the scroll resided for over 100 years, the last set of notes referred to chapter 178,952. Despite the length of the scroll, it weighs little more than 9lbs- with only a finite section of the scroll being able to be unrolled at any one time. The scroll is impervious to all magic or damage.

Hey, what about the neverending grimoire? I mean, it's just like a regular grimoire but with infinite number of pages. Should be useful :P

Mercenary Pen
2009-08-20, 04:56 PM
Hey, what about the neverending grimoire? I mean, it's just like a regular grimoire but with infinite number of pages. Should be useful :P

Yes, but do something to prevent the owner cutting out pages and selling them- because that's potentially an infinite money exploit.

Jogi
2009-08-20, 05:20 PM
Yes, but do something to prevent the owner cutting out pages and selling them- because that's potentially an infinite money exploit.

Hmm, very true. So, maybe we could make it so that if a single page is taken out, the whole grimoire crumbles to dust :smallbiggrin:, this should be enough warning.

Owrtho
2009-08-20, 05:37 PM
Hmm, very true. So, maybe we could make it so that if a single page is taken out, the whole grimoire crumbles to dust :smallbiggrin:, this should be enough warning.

Or you could make it indestructible thus rendering it impossible to take the pages out.

Owrtho

Dragon Elite
2009-08-20, 05:50 PM
The Carpet of Inertia
This carpet, when pushed, goes on until it hits something at the same speed. It was created an eon ago, when a god of movement saw how slow humans were. It created this artifact to speed us up. You can steer and affect it's height by will.

PairO'Dice Lost
2009-08-20, 05:51 PM
Im running this. **** the seemingly unplaybleness, nothing will stop me from using this brilliance. YOU MAY TAKE MY LIFE BUT YOU WILL NEVER TAKE MY INSANE ROLEPLAYING!
*throws keyboard at random guy and starts running around screaming*

:smallbiggrin:


Hmm, very true. So, maybe we could make it so that if a single page is taken out, the whole grimoire crumbles to dust , this should be enough warning.

Better yet, the torn-out page just becomes blank, and as soon as they turn the page, they see that the new one is the one they just tore out. Hours of fun, right there.

"Ha ha! I shall sell this exquisite picture on the chapter header for lots of gold!"
*rip*
"And now I--what's this? It's blank? Well, maybe the next page will have something..."
*turn*
"Wait...that's the one I just tore out!"
*rip*
"Blank again! And..."
*turn*
"...the same page."
*rip*
*turn*
*rip*
*turn*
*rip*
*turn*
*rip*
*turn*
"AAAAAAAAAAAARGH!!!!"

Dragon Elite
2009-08-20, 05:53 PM
Bwahahahahahahahahahahahahahahahaha*snort*hahahaha hahahahahahaha
hahaha*thunk*OW! Ha!

Jogi
2009-08-20, 07:30 PM
:smallbiggrin:



Better yet, the torn-out page just becomes blank, and as soon as they turn the page, they see that the new one is the one they just tore out. Hours of fun, right there.

"Ha ha! I shall sell this exquisite picture on the chapter header for lots of gold!"
*rip*
"And now I--what's this? It's blank? Well, maybe the next page will have something..."
*turn*
"Wait...that's the one I just tore out!"
*rip*
"Blank again! And..."
*turn*
"...the same page."
*rip*
*turn*
*rip*
*turn*
*rip*
*turn*
*rip*
*turn*
"AAAAAAAAAAAARGH!!!!"

Hahah, fun. Therefore, I present you gentlemans with...

The Neverending Grimoire: This is a big book, made of brown leather, containing a thousand blank pages of the finest paper. In fact, the pages are infinite, allowing a neverending collection of spells to be written there. To start a new grimoire, one must write his complete name and titles in the first page of the book, along with a command word (which will disappear after one turns the page). The Neverending Grimoire will now be his for as long as no other writes the command word in the first page - if one does so, all pages will become blank, allowing him to start a new grimoire. Additionaly, if a page is tore out, it immediately becomes blank, and it's contents will be transcribed to the following page. This book cannot be burnt nor damaged by acid, and tearing all it's pages will not destroy it (they will simply reappear right after being ripped off). Yet, other means to destroy it can be found.

Dragon Elite
2009-08-20, 07:40 PM
I would pour acid on it, and the cover/bindings would melt.

Milskidasith
2009-08-20, 07:58 PM
It can't be damaged by acid... though it has nothing against Disentegrate.

Forevernade
2009-08-20, 07:58 PM
The Carpet of Inertia
This carpet, when pushed, goes on until it hits something at the same speed. It was created an eon ago, when a god of movement saw how slow humans were. It created this artifact to speed us up. You can steer and affect it's height by will.

You could have two different Carpet Artifacts. One created by a Joker God, indistinguishable from the first.

The Carpet of Acceleration
This carpet, when pushed, accelerates at the same rate as the initial acceleration of the push, until it hits something at the same acceleration. It was created an eon ago, when a god of movement got into a fight with a god of madness, and this artifact was created in spite of his wishes. You can steer and affect it's height by will, though, who's will controls it is decided with a Will save.

This one will be good for pranks, destroying the laws of physics, and presenting some in-party confusion :smallbiggrin:

Owrtho
2009-08-20, 08:17 PM
The infinite money issue with the pulling pages out is not their content but the fact that you have an unlimited supply of paper you can sell. As such the torn out pages would need to in some way be disposed of.

Owrtho

AlexanderRM
2009-08-20, 08:22 PM
That's the idea :smallsmile:. "The orb has been stolen! Please find it or we will all freeze!"


Yeah, I was thinking of that too. You could have a very interesting perfectly circular kingdom with a radius of exactly 50 miles that's maintained by the orb.

Would that result in a really sharp boundary, like an Egypt "one foot on fertile soil and one foot on arid desert" thing, or would it be more gradual than that?





Actually, being able to refresh your spells 24 times as often by teleporting in and out of the fast time area might be argued to shade toward "World Domination".


Yeah, possibly. Another kingdom with a perfectly circular radius: centered on the time-accelerating clock, which it uses to build war machines and train soldiers 24 times as fast as neighboring kingdoms... Though if it used it for war it wouldn't be perfectly circular. More likely it'd be used for defense, disrupting coordination and causing an invading army to be slowed to a thin trickle as they crossed into the effect. The main use of the artifact would be to allow them to birth great minds and whatnot 24 times as fast, so the civilization within the range of the clock is a highly advanced Utopia.






I think that if you were to rest in an area that was speeded (damn it, not a word) up, although technically one day would pass outside, you'd only get one hour of rest. I wouldn't feel refreshed, would you?


Wait, isn't it one HOUR passes outside, and one day passes for you? Though since the sun moves according to outside time, clerics who regain spells at dawn or w/e might have a problem. I dunno.






Hardly, it's just a +10 weapon, having one of those hardly lets you dominate the world. And it reqiuires you to kill Solars to fuel it.

You seem to have missed the point of the topic, it's not about the power level of the artifact, it's about artifacts that don't benefit their wielder or w/e in that sort of way. The idea is that artifacts are so powerful people can't really use them, only move them around if that.






Not necessarily. When I said "constantly happening" I didn't mean every single round, just that every few days you have people running around screaming that a bunch of dragons just appeared or that the mountains turned into ice cream or whatever.

We need an artifact that turns the mountains into ice cream. Might be too world-domination-y, almost literally, since you could turn the ground under the enemies' capital into ice cream, but still, awesome.

And I really like that campaign idea. You could have the horn of infinite feasting create enough food, which rots and turns into soil, that at least you aren't literally treading on an artifact with every step you take.

Forevernade
2009-08-20, 08:32 PM
The Goggle That Do Nothing

The Goggles that do nothing look like a normal pair of low quality goggles for a medium sized head. Its frames are made of bronze, and the glass is rough and not very well made, while the a piece of leather binds all of it together. The Goggles that do Nothing has only magical property, that they are completely and totally indestructible. Absolutely nothing can leave a mark on them, and no spell can effect the goggles.

I like the idea of The Goggles that Do Nothing, but in a more literal sense

The Goggles that Do Nothing

The Goggles look like a normal pair of sparkie's goggles, but can shapechange into any other type of goggle at will of the wearer. The Goggles allow the wearer to force anything in his field of vision to do Nothing (the verb). With a DC (wearer's will +10) save, all living, unliving and non-living things do the best of their ability to do absolutely no action, including, for those that can comprihend, not doing Nothing, as well. At first it will seem, to an unexpecting wearer, that time has stopped, but this is in fact not the case, as time still flows normally within his field of vision. If the wearer successfully forces everything within his field of vision to Do Nothing, he becomes aware of the fact that he can now also Create any quantum of Nothing: a non-dimentional Nothing can be created at will.
Because Planar creatures move within the contours of space, Nothing looks no different to them as light bends around the Nothing, as do the particles of the Planar Creature. Any non-Planar creature (for example Gods, Extra-dimentional Aliens, and here you can become creative and contextual as a DM) will accidentally fall into the nothing as they are unable to detect it, but are able to pass into it. Once inside the Nothing, they can perceive nothing. If a 'thing' is inside the Nothing when the Nothing is destroyed by the wearer of the glasses, the 'thing' is also destroyed in the same way that they would un-exist. Wearer of the Goggles that Do Nothing is always aware of any Nothings within his feild of vision, and if he wants to divinate other nothings, he can synergise any scrying/divination spells with the glasses.
Alternatively the something can be created inside the Nothing: for example, a Plane, or material space, if one has the ability to both perceive the nothing and create material spaces.

These glasses are obviously designed for the use by gods, but can easily be abused by mortals :smallamused:

Jogi
2009-08-20, 10:28 PM
It can't be damaged by acid... though it has nothing against Disentegrate.

Well, we can assume that you wouldn't be able to aim desintegrate in a single part of an object. Since the cover and the pages are attached you'd actually destroy the item.

As for infinite money...well, you could try to make a living by selling pages, but seriously, what DM would allow such a waste of time in a campaign, since you'd have to have MANY custumers to actually make some real money. But if it really bugs you, you can just add a clause to the item, saying tht every page ripped off crumbles to dust.

What one can do is save a lot of money by not having to buy new grimoire's and stuff, but hey this is an artifact :P. It's supposed to be nice.

So, for now, one still can't really make a lot of money out of it.

Lysander
2009-08-20, 10:55 PM
Yeah, I was thinking of that too. You could have a very interesting perfectly circular kingdom with a radius of exactly 50 miles that's maintained by the orb.

Would that result in a really sharp boundary, like an Egypt "one foot on fertile soil and one foot on arid desert" thing, or would it be more gradual than that?


It would probably be semi-gradual. Most of the circle would be one environment, the last few miles might be a mixture of the inner and outer climates.

For example if in the arctic, the last three or four miles inside the 50 mile radius would be chilly but like winter in a temperate climate and a few miles outside the orb would be freezing but a little warmer than normal from spillover heat.

Ok, here's another one, a group of artifacts that don't work anywhere else:

Golem Monolith

There is a mysterious black monolith in the middle of a plain about 100 feet high that sometimes shimmers with a purple glow. The monolith is believed to be the power source for 100 iron golems that exist nearby, and obey the commands of absolutely anyone given to them in any language. The only commands that will not obey are commands to damage themselves, other golems, or the monolith, nor will they move more than one mile from the monolith. If a golem is carried further it immediately becomes inoperative until returned.

PairO'Dice Lost
2009-08-21, 07:35 AM
Golem Monolith

There is a mysterious black monolith in the middle of a plain about 100 feet high that sometimes shimmers with a purple glow. The monolith is believed to be the power source for 100 iron golems that exist nearby, and obey the commands of absolutely anyone given to them in any language. The only commands that will not obey are commands to damage themselves, other golems, or the monolith, nor will they move more than one mile from the monolith. If a golem is carried further it immediately becomes inoperative until returned.

Hmm...

Obsidian Monolith of the Evolving Mind
This mysterious black monolith travels to different planes and locations on a random basis, or at least random as far as observers can determine. Once it chooses a location, it remains for between one and ten months and is immovable and indestructible by any means. Any creatures with Intelligence 2, 1, or -- that spend the majority of those months within a day's walk of the monolith are subject to an awaken effect when the artifact moves on, and they receive a +2 inherent bonus to all ability scores as well as retroactively receiving maximum hit points on all hit dice. The latter two benefits are passed on to the subjects' descendants for two generations or until they have established a settlement in the area and driven out all who would oppose them, whichever comes later.

Lysander
2009-08-21, 08:47 AM
Hmm...

Obsidian Monolith of the Evolving Mind
This mysterious black monolith travels to different planes and locations on a random basis, or at least random as far as observers can determine. Once it chooses a location, it remains for between one and ten months and is immovable and indestructible by any means. Any creatures with Intelligence 2, 1, or -- that spend the majority of those months within a day's walk of the monolith are subject to an awaken effect when the artifact moves on, and they receive a +2 inherent bonus to all ability scores as well as retroactively receiving maximum hit points on all hit dice. These benefits are passed on to the subjects' descendants for two generations or until they have established a settlement in the area and driven out all who would oppose them, whichever comes later.

Several thousands of years later they create HAL, an evil computer. :smallbiggrin:

How about this:

Oracular Coin
This silver coin bears an image of a woman's head on one side and a skull on the other. When tossed into a stone basin of holy or unholy water an image of an indistinct face appears floating above the waters. The head will answer one question that any person asks it, able to instantly and accurately provide an answer that Legend Lore, Analyze Dweomer, Contact Other Plane, Discern Location, or any Detect X spell could provide. If a person asks an invalid question the head will remain silent and not waste the person's use. Once a person receives their answer the coin will never answer them again.

Jogi
2009-08-21, 09:24 AM
Several thousands of years later they create HAL, an evil computer. :smallbiggrin:

How about this:

Oracular Coin
This silver coin bears an image of a woman's head on one side and a skull on the other. When tossed into a stone basin of holy or unholy water an image of an indistinct face appears floating above the waters. The head will answer one question that any person asks it, able to instantly and accurately provide an answer that Legend Lore, Analyze Dweomer, Contact Other Plane, Discern Location, or any Detect X spell could provide. If a person asks an invalid question the head will remain silent and not waste the person's use. Once a person receives their answer the coin will never answer them again.

Heh, I like the coin. Going to give it to my players

What about this:

Bandages of The Blind Seer: these bandages were once used to cover the eyes of a powerful seer, who, ironically, happened to be blind. Only those who wear in can know it's true effects, but it is said that various powers are granted to it's owner: he will gain darkvision, and will be permanently under the True Sight spell. Sometimes, the Bandages will fill it's owners mind with enigmatic images of events that have not yet come to pass. Unfortunately, these powers come to a price: the wearer's vision range is shortened to 30 foot, and he receives a -4 penalty to all Spot checks. Legend tells that if one wears the bandages for too long, he will be rendered permanently blind, but granted the gift (or curse) of foresighting.

Magnema
2009-08-21, 09:44 AM
To add to the artifact-planet setting, it is also slowly collapsing due to a sphere of annihilation somewhere inside.:smalltongue:

Lysander
2009-08-21, 11:07 AM
Heh, I like the coin. Going to give it to my players

What about this:

Bandages of The Blind Seer: these bandages were once used to cover the eyes of a powerful seer, who, ironically, happened to be blind. Only those who wear in can know it's true effects, but it is said that various powers are granted to it's owner: he will gain darkvision, and will be permanently under the True Sight spell. Sometimes, the Bandages will fill it's owners mind with enigmatic images of events that have not yet come to pass. Unfortunately, these powers come to a price: the wearer's vision range is shortened to 30 foot, and he receives a -4 penalty to all Spot checks. Legend tells that if one wears the bandages for too long, he will be rendered permanently blind, but granted the gift (or curse) of foresighting.

I'd make the coin widely known. Otherwise players can just go town to town and force or trick commoners into using up their question to answer whatever the players want. Maybe it only answers a question that the person themself wants to know, not a question they're paid or forced to ask since technically that's someone else's question.

Scary bandages. You'd have to warn your players about its curse, then they can decide exactly how much they want to risk it.

PairO'Dice Lost
2009-08-21, 11:55 AM
Maybe it only answers a question that the person themself wants to know, not a question they're paid or forced to ask since technically that's someone else's question.

I'd have it answer the question, but it uses up the question of the person who paid/forced them to ask it.

DracoDei
2009-08-21, 01:36 PM
Obsidian Monolith of the Evolving Mind
and they receive a +2 inherent bonus to all ability scores as well as retroactively receiving maximum hit points on all hit dice.

Need to specify that these are the only parts of the blessing that are limited in generations/time.

tribble
2009-08-21, 02:38 PM
I like that cauldron from Irish myth that is always full of hot, ready-to-eat... Corned Beef.:yuk:

Seed of Night
The seed of night is a small, dark purple acorn. when buried three feet or more underground, it becomes immovable, and begins creating a field of darkness around itself. This darkness is penetrated by darkvision as well as conventional lighting. The field expands d6*10 feet every day. once the field has reached 1000 feet, a forest begins to appear in the epicentre, spreading out at the same rate as the field of darkness. the field of darkness stops expanding once it reaches a ten mile radius. the forest continues to expand until it reaches the border of the field.
The Seed of Night is Indestructible.
If dug up, the Seed of Night can be moved by the expedient of casting disabling magic such as disjunction.this will also remove the field of darkness. The Seed will become mobile, and can be reburied at a location of its bearer's choosing. It will then begin the process over again.
Trees that are created by the Seed of Night will continue to exist as normal trees if the Seed is dug up. However, while the forest created by the Seed is magically sustained by it, the trees lose this sustinence if the Seed is removed.

PairO'Dice Lost
2009-08-21, 03:40 PM
Need to specify that these are the only parts of the blessing that are limited in generations/time.

Nice catch. Changed.

AlexanderRM
2009-08-21, 08:44 PM
The Carpet of Acceleration
This carpet, when pushed, accelerates at the same rate as the initial acceleration of the push, until it hits something at the same acceleration. It was created an eon ago, when a god of movement got into a fight with a god of madness, and this artifact was created in spite of his wishes. You can steer and affect it's height by will, though, who's will controls it is decided with a Will save.


Wouldn't this eventually get pushed so hard enough that it was effectively unstoppable and reach escape velocity (assuming the world is like ours) and just zoom our at closer and closer to light speed? Or... unless it worked by the actual increase in speed, rather than the energy or w/e, then it would just keep going up to lightspeed and pass it without noticing, and would just zoom on and on and on and on, faster and faster.

Would make a great spaceship if there was some way to slow it down... and if it was more like, I dunno, a spaceship rather than a carpet.







Oracular Coin
This silver coin bears an image of a woman's head on one side and a skull on the other. When tossed into a stone basin of holy or unholy water an image of an indistinct face appears floating above the waters. The head will answer one question that any person asks it, able to instantly and accurately provide an answer that Legend Lore, Analyze Dweomer, Contact Other Plane, Discern Location, or any Detect X spell could provide. If a person asks an invalid question the head will remain silent and not waste the person's use. Once a person receives their answer the coin will never answer them again.


Bandages of The Blind Seer: these bandages were once used to cover the eyes of a powerful seer, who, ironically, happened to be blind. Only those who wear in can know it's true effects, but it is said that various powers are granted to it's owner: he will gain darkvision, and will be permanently under the True Sight spell. Sometimes, the Bandages will fill it's owners mind with enigmatic images of events that have not yet come to pass. Unfortunately, these powers come to a price: the wearer's vision range is shortened to 30 foot, and he receives a -4 penalty to all Spot checks. Legend tells that if one wears the bandages for too long, he will be rendered permanently blind, but granted the gift (or curse) of foresighting.


Seed of Night
The seed of night is a small, dark purple acorn. when buried three feet or more underground, it becomes immovable, and begins creating a field of darkness around itself. This darkness is penetrated by darkvision as well as conventional lighting. The field expands d6*10 feet every day. once the field has reached 1000 feet, a forest begins to appear in the epicentre, spreading out at the same rate as the field of darkness. the field of darkness stops expanding once it reaches a ten mile radius. the forest continues to expand until it reaches the border of the field.
The Seed of Night is Indestructible.
If dug up, the Seed of Night can be moved by the expedient of casting disabling magic such as disjunction.this will also remove the field of darkness. The Seed will become mobile, and can be reburied at a location of its bearer's choosing. It will then begin the process over again.
Trees that are created by the Seed of Night will continue to exist as normal trees if the Seed is dug up. However, while the forest created by the Seed is magically sustained by it, the trees lose this sustinence if the Seed is removed.


I think the first two, and perhaps the third (not sure about it) might be ebbing away from the intent of the thread. The idea is for artifacts that can't really be "used" by individuals, and that all people can do is to move them, if that.

PirateMonk
2009-08-21, 09:03 PM
The Streetsweeper

This is a huge wheeled machine, apparently made of iron, though it never rusts. While outside of a city, it is inactive, and can be pushed and dragged around by a team of about four, or hitched to animals and pulled. While in a city, it travels through all the streets wide enough to accommodate it (10') and obliterates all matter on them, including any humans unable to get out of its way. While sweeping, it travels at about 20 mph (32 kph). At other times, it rests in an out of the way place.

Jogi
2009-08-21, 09:31 PM
I think the first two, and perhaps the third (not sure about it) might be ebbing away from the intent of the thread. The idea is for artifacts that can't really be "used" by individuals, and that all people can do is to move them, if that.

Uuuh, well I think you've seen a lot of imovable/indestructible,unmanageable stuff around. But, in fact, this thread is, as the it's name says, for artifacts that won't grant world domination. :smallwink:

Jogi
2009-08-21, 09:57 PM
Oh, lol, just thought of something funny:

The Disappearing Blade of Warning: this is a beautifully crafted dagger, with elven inscriptions upon it's silvery, shiny blade. The inscriptions says "Open your eyes, when you see me not". If anyone potentially hostile to the dagger's owner is within 100 foot from the blade, it will disappear from anywhere it is and reappear as if being carried by it's owner (inside his bag, attached to his sash or anywhere where it shouldn't be).

T.G. Oskar
2009-08-21, 10:04 PM
Foreign-Made Scrolls of Uncertain Knowledge

These scrolls are of a material and form unlike the one existing in the most civilized world, resembling such scrolls found in places like Kara-Tur, or even the fabled lands of Rokugan. However, the information inside is written in the Common language, and each scroll contains diverse amounts of information. No one knows who wrote these mystical scrolls, except for an ancient legend of a visionary who was always penniless.

When a character first uses the scrolls, it automatically gains 2 points of Intelligence and Wisdom drain. These points are recovered after a 24-hour period unless the character fails a Will save of DC 25. After activating the scrolls, the character gains an effect, determined by the following table:

{table=head]d%|Effect
01-05|The character gains a +10 insight bonus on its next Knowledge check, or may make one untrained Knowledge check
06-10|The character gains an unhealthy addiction to a famous individual. Treat as a Suggestion, but with no failed save. This is not a mind-affecting effect
11-20|The character receives 3 points of Wisdom and 4 points of Charisma damage, and the image of an unthinkable pairing on indescribable actions (most often of the Red Light district nature) are shown. Treat the image as a Programmed Image spell, but cannot be dispelled.
21-25|The character is presented with a delicious pastry of random choice (but relevant to the character's birthplace, default is a cake), and receives a Suggestion effect to devour it.
26-30|The character gains the ability to negate the next spell, power, maneuver, supernatural, extraordinary or spell-like ability of any kind. However, the character MUST negate the next ability that has it as a target; it cannot delay the ability. The character, as well, must negate it by speaking the word "sage".
31-45|The character becomes permanently confused, as if under the effects of an Insanity spell. Instead of the table, the character babbles incoherently, and almost always speak the same words, as determined by the DM.
46-50|The character gains 1 point on any mental ability stat permanently except Charisma, determined by the DM. Wizards, Clerics, Favored Souls, Sorcerers, Psions and Erudites instead lose 1 point on any mental ability stat permanently, determined by the DM.
51-55|The character gains the ability to critically succeed on the action of its choice. This effect does not work unless another person states that "the action is full of epic victory". The ability succeeds even if there is no remote chance of succeeding.
56-60|The character may critically fail on one particular action of the DM's choice. This effect does not work unless another person states that "the action is full of epic failure". The ability succeeds even if there is no remote chance of failure.
61-75|The character may request one magic item, piece of information, or caveat of its choice. The DM must roll a d% die to determine the success of the action. 01-05: the character receives several entirely different things, or receives what it desired but in a perverted way several times, at the DM's request. 06-15: the character receives something entirely different, or receives what it desired but in a perverted way, at the DM's request. 16-85: the character does not receive anything, and the DM must roll again after a 24-hour period to see if it succeeds; there is a 5% cumulative chance that the character does not receive anything. 86-95: the character receives what it requested. 96-100: the character receives what it requested and several more favorable things, as determined by the DM, without any kind of perversion.
76-90|The character receives a disease of the DM's choice, with a voice telling "enjoy your (disease)".
91-95|The character gains a cadre of loyal followers, which it can use only to attack a faith of your choice. The attacks against the faith involve using the disguises of martyrs irrelevant to the attacked faith but with relevance to the cause, denials of divine service, spreading info (either right or wrong) about the secrets of the faith, and similar actions. The followers will serve the cause of attacking the other's faith until the end of existence itself.
96-99|Roll twice. If the character becomes insane, it gains no further benefits.
100|The character unlocks the secrets of the scroll. The player chooses instead of the DM.[/table]

Unlike other artifacts, the Scrolls do not disappear when gained, and it is suggested that they appear on the hands of several people at the same time, but no one apparently knows about it, or those who know are bound not to speak of it. The character that owns the scrolls (or the party, eventually) is under a permanent Geas/Quest to never reveal the information of the Scrolls, ever. Any claims about their existence must be responded with denial, and responding with such never breaks any Code of Conduct.

Each day that the character does not use the scrolls, it faces a 1% cumulative chance of feeling compelled to use the scrolls. As well, the chances of landing on the "insanity" choice increase by 1, while a random chance of the other choices decreases by one.

--

There. I know I broke a rule or two with this...I know. You don't have to remind me of this.

Forevernade
2009-08-21, 11:53 PM
Wouldn't this eventually get pushed so hard enough that it was effectively unstoppable and reach escape velocity (assuming the world is like ours) and just zoom our at closer and closer to light speed? Or... unless it worked by the actual increase in speed, rather than the energy or w/e, then it would just keep going up to lightspeed and pass it without noticing, and would just zoom on and on and on and on, faster and faster.

Would make a great spaceship if there was some way to slow it down... and if it was more like, I dunno, a spaceship rather than a carpet.

I guess that is the point. You could have all these metaphysical explorations of a plane at the DM's whim:
What happens to a person's soul once their body has turned into pure energy hitting the speed of light?
The DM could effectively kill off a character by letting them push themselves into space thusly freezing to death/radiation/blowing up.
Or maybe the DM wants to change worlds, he could use this artifact to help transport the party to another world within the same setting, or a different setting completely, whilst keeping the characters.

Dragon Elite
2009-08-22, 10:03 AM
It completely stops when it hits something.
Player: I push my party on the carpet, then hop on.
DM: You go around the earth twice, then hit a mountain. Take a googled6 damage.

Mercenary Pen
2009-08-22, 11:24 AM
I guess that is the point. You could have all these metaphysical explorations of a plane at the DM's whim:
What happens to a person's soul once their body has turned into pure energy hitting the speed of light?
The DM could effectively kill off a character by letting them push themselves into space thusly freezing to death/radiation/blowing up.
Or maybe the DM wants to change worlds, he could use this artifact to help transport the party to another world within the same setting, or a different setting completely, whilst keeping the characters.

It all depends on what spells your resident arcane caster has researched...
I mean, you'll probably want to have created the spell Vacuum Breathing for a start.

Mercenary Pen
2009-08-22, 11:35 AM
The Copper vizier of Nevitarlin
This somewhat tarnished copper statue, standing approximately three foot tall, was once a canny halfling vizier. He fell victim to the curse placed upon his master, whereby everything his master touched turned to solid copper. Still possessing his soul, the vizier is an expert on the court intrigues of the years leading up to his being hit by the curse. Should you be able to converse with the vizier, he may be able to offer useful advice or information.

As for his master, well, the tale goes he starved to death, being found by a guard with a solid copper bunch of grapes in his hand.

Lysander
2009-08-22, 01:20 PM
The Copper vizier of Nevitarlin
This somewhat tarnished copper statue, standing approximately three foot tall, was once a canny halfling vizier. He fell victim to the curse placed upon his master, whereby everything his master touched turned to solid copper. Still possessing his soul, the vizier is an expert on the court intrigues of the years leading up to his being hit by the curse. Should you be able to converse with the vizier, he may be able to offer useful advice or information.

As for his master, well, the tale goes he starved to death, being found by a guard with a solid copper bunch of grapes in his hand.

Cool item. Just a guy with some advice.

Here's another item that is more trouble that it's worth:

Emerald of Supreme Beauty
This star emerald was gifted by a desire deity to a mortal lover millenia ago. Over the years it has been used in several different pieces of jewelry. Whoever wears the emerald is transformed into an astonishingly beautiful version of themselves for as long as it is worn. This is not an illusion but an actual physical alteration. Anyone seeing them for the first time in their new state must make a DC20 Will Save or be fascinated for one round, and the wearer gains a +10 modifier to Diplomacy, Gather Information, and Bluff checks. Since the change is purely skin deep however it does not alter Charisma.

The gemstone has a bloody history, and is constantly fought over and sought by vain nobles. Even magicians vie for the gem occasionally since the beauty is bestows far surpasses what most spells can achieve. Although the emerald bears no actual curse, the short life span of its owners has given it a reputation that stops few from pursuing it.

GreatWyrmGold
2009-08-22, 07:28 PM
Ok, the worst artifact to activate ever
Thank you, Captain Obvious.

Also:

The Vase of Artifact Negation
If this vase exists it the campaign world, there is also a tiny model of every artifact somewhere. If said model is put in this vase, the artifact is disabled until the model is removed. The vase can only be destroyed by someting lavender with dark gray spots and made out of an organic substance; or by placing the model of the vase In the vase, in which case it explodes, dealing 10d4 paradox damage to everyone within 1 mile.

Forevernade
2009-08-23, 12:28 AM
Based on this http://www.giantitp.com/forums/showthread.php?t=122324

The Paintbrush of Anteflon

This artifact originated from the Kingdom of Rasa'kha, where lived a large palace in the middle of a desert. An unholy magical storm started appearing over the two centuries, a byproduct of the magic industry from an opposing continent raising the planet's temperature several degrees.
To combat this storm the Palace was redesigned as an enclosed dome, and by the time the construction was complete the magical storm had evolved into a great storm of fire, now known as the Eldrich Storm in the Desert of Flame. It is thought that part of the Plane of Elemental Fire had slowly been seeping in through an extra-dimensional plane fusion.
The flame was eating through the palace dome and it was thought that their survival would be fleeting, until the Prince sealed a deal with the local Rakshas. Trading in his soul for the this dutiful charge, the Rakshas helped the Council of Mages build The Paintbrush of Anteflon which would paint a non-stick surface across the dome protecting it completely from the effects of the magical flame. A Coal-Golem was constructed in unison, to complete this task, and after the task was complete both the Coal Golem and the brush disappeared.

Coal Golem
http://www.wizards.com/default.asp?x=dnd/mm/20020830a

The Coal Golem is found wielding the paint brush.

The brush can paint a Antephlon surface on any object that is a solid surface (e.g. steel plate, brick, nail, chitin, but not skin or cloth). The Antephlon will protect the surface from any magical effects, any real or magical flame, and oils will slide off harmlessly. In this way, a painted material's AC is now the touch AC for spells, and "Light armor confers a 33% chance that any arcane, divine, or psionic spell/power targetting the wearer will fail. Medium armor offers a 66% chance of failure, and Heavy Armor fully protects the wearer from any form of magical or psionic attack. A buckler or small shield confers an additional 15% chance of spell failure, and a heavy shield confers an additional 30% chance of spell failure. Tower shields confer a 50% chance of spell failure. This stacks with the armor's protection."

Unfortunately if the surface is hit by anything with a hardness of more than 8 the Antephlon surface is scratched off. The amount of damage done to the surface (or the wearer of the armour) is the % of the antimagical effect that is reduced. A surface can be repainted however many times needed/wanted.

T.G. Oskar
2009-08-23, 04:52 AM
Cool item. Just a guy with some advice.

Here's another item that is more trouble that it's worth:

Emerald of Supreme Beauty
This star emerald was gifted by a desire deity to a mortal lover millenia ago. Over the years it has been used in several different pieces of jewelry. Whoever wears the emerald is transformed into an astonishingly beautiful version of themselves for as long as it is worn. This is not an illusion but an actual physical alteration. Anyone seeing them for the first time in their new state must make a DC20 Will Save or be fascinated for one round, and the wearer gains a +10 modifier to Diplomacy, Gather Information, and Bluff checks. Since the change is purely skin deep however it does not alter Charisma.

The gemstone has a bloody history, and is constantly fought over and sought by vain nobles. Even magicians vie for the gem occasionally since the beauty is bestows far surpasses what most spells can achieve. Although the emerald bears no actual curse, the short life span of its owners has given it a reputation that stops few from pursuing it.

So wait...this is like the Hyacinth of Inestimable Beauty, but nerfed!? It's almost exactly like it, except you aren't so beautiful as to kill with your looks (like old-school Nymphs did) I think it even gives the same bonuses...

BTW, the Hyacinth is an official artifact, even though it's 3.0. It should do something like this:
http://www.wizards.com/leaving.asp?url=/dnd/images/aeg_gallery/50062.jpg&origin=dnd_ag_20030322a

GreatWyrmGold
2009-08-23, 08:17 AM
To go with my last one:

Models of the Artifact
In any campaign that has the Vase of Artifact Negation, the models mentioned in that artifact may be replaced, partly or entirely, with these. However, these artifacts by no means require that artifact.
There is one model of the Artifact per artifact unless the DM states otherwise. It is a small, about 1-inch or so model of a real artifact, and grants weakened powers of the original (as determined by the DM). For example, the model of a Hammer of Thunderbolts might be a +1 Fine returning warhammer which lets Belts of Giant Strength and Gauntlets of Ogre Power stack; the miniature of the Gold Dragon Orb could be a golden marble that can use ONE power of a real dragon orb once per day and charm gold dragons within 200 ft; and the model of the Zephyr's Roost might make the area within 1 mile experience the weather that should be experienced within 1 mile of the model of the Orb of the Zephyr.

Jogi
2009-08-24, 12:30 AM
Heh, thought of this one. But then I remembered it was somewhat related to those Harry Potter series, but there you go:

Scroll of Memory: this is a well-made scroll, magically adapted to be infite as it is opened. With a single command word, it's owner can transfer his thoughts and memories to the scroll - these will be as detailed as possible, written in common. At any given time, the owner can remove one of the said memories, taking it back to his mind. If any part of the scroll is damaged, all of it's content will be lost, and it will never again function as it should.

Now, it does need improvement. Ideas?

T.G. Oskar
2009-08-24, 02:14 AM
Heh, thought of this one. But then I remembered it was somewhat related to those Harry Potter series, but there you go:

Scroll of Memory: this is a well-made scroll, magically adapted to be infite as it is opened. With a single command word, it's owner can transfer his thoughts and memories to the scroll - these will be as detailed as possible, written in common. At any given time, the owner can remove one of the said memories, taking it back to his mind. If any part of the scroll is damaged, all of it's content will be lost, and it will never again function as it should.

Now, it does need improvement. Ideas?

Sounds like one third of the Thought Bottle, which isn't even an artifact. Though a bit expanded in shape. Also, it can be pretty potent: you'll never know when part of those memories will contain the information of Legend Lore, or Analyze Dweomer. Heck, properly used it can ruin DM's plans. Or heck, it may hold the current spells prepared, or the psionic powers in its mind. It may not be magical, but without a specific meaning it can turn into a super-spellbook of sorts. It doesn't say whether other people can see it.

I'd say keep it as is, but the user may or may not turn amnesiac afterwards. You literally store the memories from your mind.

Though...as it is, it makes an awesome diary.

Lysander
2009-08-24, 08:42 AM
Pogo Stick of Global Bouncing
This pogo stick sends its rider hundreds of miles into the air, then lands them at a random point elsewhere in the world all within one second. Despite this extreme speed the rider is completely safe from both velocity and vacuum, and the impact upon hitting the ground is no greater than from an normal pogo stick hop. If the Pogo Stick lands in a harmful environment, like on top of a lava floe or on the surface of the ocean, the rider may choose to instantly bounce again and leave that place without injury. They can stop whenever they wish. Travel is entirely random, and it is extremely unlikely the stick will ever return them to their exact location of departure though they can keep bouncing until close enough to return by conventional travel.

To determine the stick's destination roll two dice, 1d100 to determine how many hundreds of miles are traveled and 1d8 to determine cardinal direction.

Forevernade
2009-08-24, 09:54 AM
The Great Vault of Pure Communism

The Vault can be accessed through The Vault Door of Pure Communism which is a Large sized circular golden vault door mounted on a golden square tile about 15ft by 15ft, both about 1ft thick. The tile is unattached and potentially portable, though incredibly heavy.

If one attempts to open the door, his net wealth relative to the world's population's wealth is calculated by the door, and if found to be within the bottom 50% of the population, the door will allow itself to be turned and opened. What should have been empty air leading to the other side of the open door is now a dimension door that only the opener can see and move into. If the person is deemed within the top 50% of the population to door will not allow itself to be turned and opened.
Within the other dimension is riches enough to make the opener as rich as what each person should have were the world's wealth shared perfectly evenly. The door has magically transported these riches from the possession of the richest man in the world that the Vault has been able to scry as per Scrying spell. The Vault has second hand knowledge of every subject that has been born on the planet.

DracoDei
2009-08-24, 10:07 AM
The Door and the the Pogo-Stick are both very good...

DeadEnded
2009-08-24, 06:30 PM
Actually, being able to refresh your spells 24 times as often by teleporting in and out of the fast time area might be argued to shade toward "World Domination".

I actually have something that might qualify in a backwards sort of way...(Spoilered for potential off topicness)
It is a library floating in the middle of the Astral plane filled with books on semantics, linguistics (including dictionaries), and legal texts. It has a divination effect that requires days to years of research of the texts to activate each time, and just gives an idea of how an EXTREMELY narrow type of situation will turn out, and gives vague hints for how to improve the outcome... It could theoretically allow you to destroy the Lady of Pain, and replace her as the ultimate force in the entire multiverse (she would stop you first of course, since it would take 1,000 years of research minimum to achieve that, but it is theoretically possible). So... very simple, not at all flashy effect, gives no numerical bonuses... and yet it might qualify as the most powerful artifact in all of existence. A cookie to whoever can PM me what it does first.
EDIT: Here is an additional piece of information: There is a large chalkboard with chalk at a prominent point in the library, the length of what may be written on it is unlimited.
Also, the books really are EXACTLY what they look like to be, not some sort of code for the overall mechanics of D&D.

Have you read Neil Gaiman's "Sandman" because it sounds like Dream's Library in a way.

DeadEnded
2009-08-24, 06:45 PM
The Story Book
It appears to be an averaged size leather bound book, the cover too warren to read what it says any longer. However, when opened, it will always contain the story the holder wants to read in the language they wish to read it in. If the holder has a specific story in mind, they will find it contains that story. If the holder just wishes to read a story but doesn't know what, it will contain the story best suited to their tastes and current mood. It can only contain stories that have been written elsewhere, however the language they are in does not matter.

Owrtho

*Sigh* why can't this one be a Sad Reality Plane item instead of a Prime Material Plane item.

DracoDei
2009-08-24, 09:36 PM
Have you read Neil Gaiman's "Sandman" because it sounds like Dream's Library in a way.

I have not read that, no.

AlexanderRM
2009-08-24, 10:27 PM
Uuuh, well I think you've seen a lot of imovable/indestructible,unmanageable stuff around. But, in fact, this thread is, as the it's name says, for artifacts that won't grant world domination. :smallwink:

Most artifacts won't grant world domination, there's no point in making a topic for them... just use basically any artifact, ever. The reason why we see so much "unmanageable" stuff around is that the point of the thread is "unmanageable" artifacts; it's supposed to be about artifacts that people can't really use in the sense of most artifacts... yet it's turning into an "ideas for artifacts" thread. Gaaahhh.

DracoDei
2009-08-24, 10:38 PM
How about "Artifacts your average adventurer would have very little use for"?

IE not weapons, directly granting personal wealth or military advantage etc.

Forevernade
2009-08-24, 11:06 PM
Most artifacts won't grant world domination, there's no point in making a topic for them... just use basically any artifact, ever. The reason why we see so much "unmanageable" stuff around is that the point of the thread is "unmanageable" artifacts; it's supposed to be about artifacts that people can't really use in the sense of most artifacts... yet it's turning into an "ideas for artifacts" thread. Gaaahhh.

I have been trying to keep my ideas within the bounds of an artifact's unmanageability. They should be beneficial, but not neccesarily unmanageable, I decided - just not something that would help directly in

Levelling
Expanding direct combat ability
Political power


They should not be limited to 'for the greater good' intensions: it could be for the greater evil, or the greater neutral? And they should not merely be personal conveniences, that kind of magic is reserved for 'custom magic items,' as opposed to 'custom magic artifacts,' which should be on a grander scale.

Although, let me remind us all that forums ARE build for descussion, so if an idea does not fit and ends up being too 'manageable' or 'pwerful', we simply discuss why it isn't, like we did for the library.


How about "Artifacts your average adventurer would have very little use for"?

Being of very little use is just annoying for players in a game. If that is all we are coming up with there really isnt any point in thinking of those artifacts.

Owrtho
2009-08-24, 11:14 PM
Being of very little use is just annoying for players in a game. If that is all we are coming up with there really isnt any point in thinking of those artifacts.

I'd disagree. Just because they aren't useful for players or adventures, doesn't mean they're annoying to the players or pointless. For example, the Orb of the Zephyr would be of little use to players. It can however be of great use to a community in the setting. It can as such be used to flesh out the setting and/or as a possible part of quests.
I am of similar mind to DracoDei that the point of this is to mainly come up with artifacts that are designed more for peaceful situations, comfort, or aiding the community rather than for adventurers out to make a name for themselves, or military powers.

Owrtho

Forevernade
2009-08-24, 11:42 PM
The Mask of Many Faces

This mask is a plain black painted darkwood mask that will nicely fit any normal sized humanoid. Upon wearing the mask a psionic connection to the wearer is promped by the mask, using emotive language (mutual language of emotion, but not common). If the wearer accepts this friendly gesture they find that the mask then prompts them to divide their consious mind so as to multitask better. The mask will continue to do this, and each time the player divides their personality into a seperate consciousness, they gain control of a single Permenancied Presdigitation spell, that must be upkept by their alternate conscious. This is an otherworldy experience to most Prime Plane beings, and soon they will find that they run out of potential mind-divisions, capacitated by the number of emotions/personalities they know they have. As a result, each time they choose to upkeep another Permenant Presdigitation after the first, they must make a will save of DC 5 + Upkeep, lest they are forced to roll again and take another.

If a character accidentally falls into the downward spiral of fragmenting their personality, the DM must decide (according to the player's response, and also the character's Wisdom Ability Score) when the fragmentation becomes too much and the character is driven completely insane by personality traits becoming half-traits or quarter-traits, too many voices clashing with each other, collapsing any structure inside his mind. If the character cannot save the will save (ie he has allowed the Upkeep modifier raise above his Will +15, his character becomes comatose, trapped in an eternal internal nightmare, which can only be over-written by Bound Slumber, as per Binding spell, and then having the Mask removed from his person.

Psions gain a +5 to their will save for purposes of controlling the divisions.
Creatures already with multiple personalities gain +10.

Any alternate consciousness' are unable to cast spells, and are not able to do anything complicated. They may, for example, do simple arithmatic by them selves, or extra subconscious Spot, Sense Motive, Search, and Appraise checks within the feild of vision that the body is already seeing (controlled by the Prime Consciousness). Other skills are out of the bounds or control of the alternate c'. For each alternate c' there is a -1/2 modifier to Concentration checks.

I hope everyone understands this one, I thought it was fairly epic.

Forevernade
2009-08-24, 11:43 PM
I'd disagree. Just because they aren't useful for players or adventures, doesn't mean they're annoying to the players or pointless. For example, the Orb of the Zephyr would be of little use to players. It can however be of great use to a community in the setting. It can as such be used to flesh out the setting and/or as a possible part of quests.

Good point. I agree then.

Lysander
2009-08-24, 11:45 PM
I'd disagree. Just because they aren't useful for players or adventures, doesn't mean they're annoying to the players or pointless. For example, the Orb of the Zephyr would be of little use to players. It can however be of great use to a community in the setting. It can as such be used to flesh out the setting and/or as a possible part of quests.
I am of similar mind to DracoDei that the point of this is to mainly come up with artifacts that are designed more for peaceful situations, comfort, or aiding the community rather than for adventurers out to make a name for themselves, or military powers.

Owrtho

Epic fantasy is chock full of artifacts the main characters don't personally use. Think of the hobbit for example. The Arkenstone isn't even magical, but it plays a major role in the story. Or the One Ring later on doesn't really empower Frodo, he can't even use it after a certain point.

Artifacts can also be a way of creating a unique environment your players will remember. For example, imagine an artifact of levitation that powers a flying city. It's a way of having one flying city in your world and not making it a common thing that wizards can replicate endlessly. Speaking of which:

Wings of the City
This 10 foot high silver coil does not resemble wings remotely, but is capable of keeping an entire city aloft. It generates a disk shaped field one mile across and 200 feet high that prevents stone from being affected by gravity. The stone can support mass equal to itself, generally preventing creatures or objects from pushing the city downward. The stone retains its mass so wind can only move it slowly, and it can often be navigated by a network of sails. The coil does not raise stone upwards, requiring that any levitated structure be built at the desired altitude or lifted by some other means.

Jogi
2009-08-25, 07:08 AM
Most artifacts won't grant world domination, there's no point in making a topic for them... just use basically any artifact, ever. The reason why we see so much "unmanageable" stuff around is that the point of the thread is "unmanageable" artifacts; it's supposed to be about artifacts that people can't really use in the sense of most artifacts... yet it's turning into an "ideas for artifacts" thread. Gaaahhh.

I utterly disagree with you, since the thread's name says otherwise. I think the point of the topic is artifacts that won't grant world domination, which is fine, really - even if there aren't many artifacts that will let you be the ruler of the world, I think it's okay if we can just sit down and create stuff we like, dump ideas. Also, if anyone wanted to use any artifact ever, I don't think they'd be here (not to mention that some people are here just dumping ideas). I don't see the point in this discussion, nor why you dislike these ideas.

Forevernade
2009-08-25, 08:27 AM
I utterly disagree with you, since the thread's name says otherwise. I think the point of the topic is artifacts that won't grant world domination, which is fine, really - even if there aren't many artifacts that will let you be the ruler of the world, I think it's okay if we can just sit down and create stuff we like, dump ideas. Also, if anyone wanted to use any artifact ever, I don't think they'd be here (not to mention that some people are here just dumping ideas). I don't see the point in this discussion, nor why you dislike these ideas.

The Thread of Inspiration

This fabled thread is the Thread Of Life that metaphysically represents the life force of the source of all inspiration. Unknown to even the most knowledgeable bard (DC 35) all gods, like mortals, have a thread that is controlled by the three Fates, which most presume disappear once they are immortal. Hardly disappearing, the threads look like they are made of a string of pure light, indestructible to the Fates' scissors, and are discarded into the Dump.
Most of those who know of this immortal thread think that it is the thread of the over-deity himself, from which, it makes sense that, all ideas are inspired from.
Upon possession of this thread, one will always know exactly what he should be doing with his life if he were to follow his fate perfectly to the over-deity's wish. A character may divulge in any quest information he would like from the over-deity (read DM) to any degree or detail.

Hehe we all know where this one's from...

Jogi
2009-08-25, 03:57 PM
The Thread of Inspiration

This fabled thread is the Thread Of Life that metaphysically represents the life force of the source of all inspiration. Unknown to even the most knowledgeable bard (DC 35) all gods, $like mortals, have a thread that is controlled by the three Fates, which most presume disappear once they are immortal. Hardly disappearing, the threads look like they are made of a string of pure light, indestructible to the Fates' scissors, and are discarded into the Dump.
Most of those who know of this immortal thread think that it is the thread of the over-deity himself, from which, it makes sense that, all ideas are inspired from.
Upon possession of this thread, one will always know exactly what he should be doing with his life if he were to follow his fate perfectly to the over-deity's wish. A character may divulge in any quest information he would like from the over-deity (read DM) to any degree or detail.

Hehe we all know where this one's from...

Lol, very nice, haha I lol'd

Thatguyoverther
2009-08-25, 04:57 PM
The Impenetrable Armor of Invincibility.

The armor is found in a low end Museum/Hall of Curiosities. The plaque under it reads "Impenetrable Armor of Invincibility!". The armor itself is scorched battered and has several fist sized wholes in the chest piece.

The armor is unbreakable like most artifacts and counts as set of Masterwork Plate that gives the wearer DR 20/-. The DR is bypassed by sneak attack damage.

Grey Knight
2009-08-26, 03:33 AM
The [Impenetrable Armor of Invincibility] is found in a low end Museum/Hall of Curiosities.

I thought the Armoire of Invincibility was in the Cave of No Return? :smallconfused:

Mercenary Pen
2009-08-26, 04:31 AM
The Cloak of excessive ugliness
This cloak permanently gives the wearer an ugly appearance, foul miasmic stench and imposes a permanent -10 penalty on all CHA-based checks. This artifact cannot be destroyed by any means currently known to man, though some wizards and other great thinkers have postulated the creation or discovery of an item to counteract its effects. Unfortunately, at this time, nothing has come of these various attempts.

Lysander
2009-08-26, 08:42 AM
Cube of Sacred Secrecy
This small metal cube is usually enshrined in a sacred temple filled with traps, guarded by loyal clerics and soldiers who do whatever possible to prevent outsiders from seeing it. It is rumored to hold incredible power but in fact it only has one property: whoever sees it is magically compelled to guard the cube and prevent others from seeing it for the rest of their life. There is a DC50 Will save to resist. A person who manages to fight or sneak their way to the cube is welcomed to join the retinue guarding it. Rumors of its power guarantee a steady stream of attackers.

DracoDei
2009-08-26, 08:45 AM
The Cloak of excessive ugliness
This cloak permanently gives the wearer an ugly appearance, foul miasmic stench and imposes a permanent -10 penalty on all CHA-based checks.
Ok, so you can take it off, but you will still be cursed?

Mercenary Pen
2009-08-26, 10:29 AM
Ok, so you can take it off, but you will still be cursed?

Yup. See what the party diplomancer makes of that.

Forevernade
2009-08-26, 09:22 PM
Animorphic Cube

This cube, when touched and meditated with for 10 minutes, bestows upon the toucher the ability Shapechange as a natural ability with the differences following. He may only change into creatures, that he has successfully made a touch attack on, with a constitution of at least 3. Any clothes/items they are wearing dissapears into their body, and when they reappear as their natural form, the items and clothes do not reappear.
When a cube-touched character touches an creature for the first time to absorb their form, the animal falls into a 1 round slumber (read unconsciousness). When the creature breaks out of its slumber the character now has it's form. He may take the form of unique creatures, as well as unique forms of his own race, which allows for a +15 to disguise checks.
To change forms, it takes 1 round +1 for every size catagory different to the user's default size catagory, and there is no HD limit to the forms they can take.
If a character spends more than 8 hours in one form he cannot ever shape change again, and is stuck in that form forever. When in the form of an animal, there is a DC(2 + 2 per hour spent in form) will check, lest be consumed by the instincts of their new form (the player looses control of their character).

If a character has been Cube-touched for a long enough time, and has been experimenting with different forms, he may attempt to take a Tauric form of any two creatures he has in his shapechanging arsenal, not limited to top-half humanoid. The size catagory of the two creature forms is averaged rounding down (eg, a Baleen Whale and a Cat will become a medium sized tauric creature) and he can hold this form for the character's Will+d3 rounds.

huntrkilr
2009-08-26, 10:41 PM
Glass Orb Of Vitrification

This is a small glass sphere (about the size of a bocci ball) with seemingly no visible defects or special traits, however, when any creature or person comes into physical contact with it, it turns them immediately into glass.
anyone else who touches the first victim will also immediately be turned to glass etc.
any anti magic affect on the orb will return its victims to their original state, however if two weeks pass without the effect being reversed, the victims are annihilated, leaving only a bit of dust. :smalleek:

Seatbelt
2009-08-26, 10:44 PM
Why are most artifacts so commercial or weaponized? Everything either protects you, improves you, blasts your foes, summons up barrels of gold, or calls a big monster. Come up with your best artifact ideas that are just handy to have or powerful without necessarily granting power to their wielder. Here are a few:

Rod of Broadcasting
This shining silver rod grants its bearer the ability to cast Sending once per day, however the message is received by every creature on the bearer's plane of existence. Creatures that do not speak the bearer's language or are too unintelligent will not be able to understand certain messages. Recipients cannot respond unless they have their own means of doing so.

The rod also allows continuous use of the Message spell, but with a maximum range of 10 miles and received by all creatures in that radius.



How is this not world domination?

AlexanderRM
2009-08-27, 12:26 AM
How about "Artifacts your average adventurer would have very little use for"?

IE not weapons, directly granting personal wealth or military advantage etc.


That sounds excellent. Or perhaps, to explain the current title and make it still recognizable, something like "artifacts that will not bring you closer to world domination"?




I don't see the point in this discussion, nor why you dislike these ideas.

I don't dislike the ideas, I just don't think that they belong in this thread. Or really, I like the ideas which actually belong in this thread so much that the other ideas, which would be perfectly excellent if they were posted in a more appropriate thread, seem idiotic and run-of-the-mill by comparison.





Unknown to even the most knowledgeable bard (DC 35)


LMAO. :smallbiggrin:

Forevernade
2009-08-27, 01:59 AM
LMAO. :smallbiggrin:

Hey! I play by the concept of level 1-8 being the rise of pesant to hero, and anything above that is just different degrees of super-hero. A super hero with his super power being bardic knowledge and song and dance will obviously know something of the nature of the game of life (read meta-game hehe).

Lysander
2009-08-27, 08:27 AM
How is this not world domination?

Because the Rod of Broadcasting merely lets you transmit a message to the world. Useful, powerful, but unless your 25 words a day can convince every creature to obey you it won't grant world domination.

Forevernade
2009-08-27, 09:46 AM
Whip of Domination

This whip is made from genuine leather with a plaited detail and red string tip. The handle measures 9.5" x 1" and the tail is a pain inducing 65" long. Your character's partner will obey instantly when you punish them with this object of domination!

PirateMonk
2009-08-27, 06:49 PM
The Three Rings of Circus

This artifact consists of three plain silver rings. When thrown to the ground more or less simultaneously by three different people in a reasonably flat and sufficiently large area, they transform into a large group of circus tents. Clowns and performers, actually indestructible force constructs, will begin setting up for a show and wait for an audience. Half an hour after appearing, the entertainers will begin their show. They will ignore any commands given to them that are unrelated to the act, and the entire circus will vanish and revert to the rings if destroyed or when the show is over. The clowns will not attempt to eat anyone.

To go with the Bow and the Cube:

The Cake of Lies

A box labeled "CAKE." Anyone who sees it will become convinced that it contains delicious cake, and must make a DC 25 Will save or develop an intense craving for cake. When they are unable to get the cake in the box, they may settle for other cake, if any can be found. The box is completely indestructible and cannot be opened in any way.

Zaydos
2009-08-27, 07:28 PM
The Orb of Wondrous Dreams
This small crystal orb is about 3" in diameter. It appears to swirl with dark blue and purple mists. It may only be activated under the light of the full moon and when activated it places the user into a deep trance. In this trance the user has a completely realistic and wondrous dream based upon all the subconscious desires of the user. It only ever works once for any given character, and once used leaves them forever disappointed with real life.

Lysander
2009-08-27, 07:42 PM
The Orb of Wondrous Dreams
This small crystal orb is about 3" in diameter. It appears to swirl with dark blue and purple mists. It may only be activated under the light of the full moon and when activated it places the user into a deep trance. In this trance the user has a completely realistic and wondrous dream based upon all the subconscious desires of the user. It only ever works once for any given character, and once used leaves them forever disappointed with real life.

I could imagine a character getting addicted to the orb. Imagine two BBEGs fighting another and causing mass devastation with their conflict, each wanting the orb for themselves so they can stay in the dream forever.

Staff of the Fertile Earth
This gnarled stick of wood is a powerful nature and transmutation artifact. Any tree it touches permanently becomes a fruit bearing plant. Touched trees remain their original species, but in Spring grow several types of fruit including apples, pears, peaches, plums, and cherries. Seeds in these fruit only grow into ordinary fruit trees.

GreatWyrmGold
2009-08-28, 04:57 PM
Animorphic Cube

This cube, when touched and meditated with for 10 minutes, bestows upon the toucher the ability Shapechange as a natural ability with the differences following. He may only change into creatures, that he has successfully made a touch attack on, with an intellegence and constitution of at least 3. Any clothes/items they are wearing dissapears into their body, and when they reappear as their natural form, the items and clothes do not reappear.
When a cube-touched character touches an creature for the first time to absorb their form, the animal falls into a 1 round slumber (read unconsciousness). When the creature breaks out of its slumber the character now has it's form. He may take the form of unique creatures, as well as unique forms of his own race, which allows for a +15 to disguise checks.
To change forms, it takes 1 round +1 for every size catagory different to the user's default size catagory, and there is no HD limit to the forms they can take.
If a character spends more than 8 hours in one form he cannot ever shape change again, and is stuck in that form forever. When in the form of an animal, there is a DC(2 + 2 per hour spent in form) will check, lest be consumed by the instincts of their new form (the player looses control of their character).

If a character has been Cube-touched for a long enough time, and has been experimenting with different forms, he may attempt to take a Tauric form of any two creatures he has in his shapechanging arsenal, not limited to top-half humanoid. The size catagory of the two creature forms is averaged rounding down (eg, a Baleen Whale and a Cat will become a medium sized tauric creature) and he can hold this form for the character's Will+d3 rounds.

I think you messed up on the Int of at least 3.
Other than that, cool. I really liked the animorphs books. (Although, either you weren't hoping for an exact match to the books, or you don't remember them well, or you somehow came up with the name despite not reading the books.)

Forevernade
2009-08-28, 07:31 PM
I think you messed up on the Int of at least 3.
Other than that, cool. I really liked the animorphs books. (Although, either you weren't hoping for an exact match to the books, or you don't remember them well, or you somehow came up with the name despite not reading the books.)

Yes, I realised that it is slightly different, but I did that for balance. If they are not restricted by size OR HD, whats to stop them from going crazy with forms like "I turn into a microbe" which the Animorph kids couldnt do. But then I realise that they then couldn't turn into ants if they are restricted to 3 int or higher, so I guess you are right, I'l remove the int restriction. Con 3 is enough of a balance restriction.

Fixed.

DracoDei
2009-08-28, 07:35 PM
They most certainly COULD turn into ants... the will save to keep from going feral was a killer, but they could do it...
Besides, ants have AT LEAST CON 10 racially... CON doesn't go down below 10 with size normally, and ants are INCREDIABLY hard-working.

P.S. I really need to get the gumption to post my 3.X base class of Animorphs...

AlexanderRM
2009-08-30, 03:07 PM
Other than that, cool. I really liked the animorphs books. (Although, either you weren't hoping for an exact match to the books, or you don't remember them well, or you somehow came up with the name despite not reading the books.)

You know, despite having read most of those books some time ago I absolutely did not make the connection there. Just like it took me forever to figure out the Obelisk of the Evolving Mind even after somebody mentioned HAL. It's weird. :smallconfused:




Yes, I realised that it is slightly different, but I did that for balance. If they are not restricted by size OR HD, whats to stop them from going crazy with forms like "I turn into a microbe" which the Animorph kids couldnt do. But then I realise that they then couldn't turn into ants if they are restricted to 3 int or higher, so I guess you are right, I'l remove the int restriction. Con 3 is enough of a balance restriction.


Restriction of no smaller than Fine size.

Also, I'm pretty sure you meant the items and clothing DO reappear, which is the D&D standard rules for shapechanging. I know it's not supposed to be an exact match but if you make it that way then you just lose anything you were wearing or carrying when you changed form.

RelentlessImp
2009-08-31, 02:27 AM
Orb of Sweet Dreams
This looks like a cloudy orb, roughly one foot in diameter, made of an unbreakable form of glass. Legend says a High Priest created it at the dawn of time to assist his people in creating wondrous works of art. When placed in the central focal point of a nation (city hall, king's castle, etc), its influence spreads to cover every born or naturalized member of that nation within its borders.

When sleeping, it gives artisans grand dreams of inspiration, as if their own personal muse has descended upon them. Their works of art, be they of metal, paint and canvas, or anything else covered by a Craft skill, are automatically considered to be of Masterwork quality as the dreams inspire the artisans to greater works than ever before. The attitude of everyone in the nation affected by the Orb is considered to be generally helpful, boisterous and happy, as their dreams and their lives intertwine.

Should the Orb of Sweet Dreams ever be removed from its resting place, nightmares of horrifying quality will befall those who were once affected and the one who has removed the Orb, persisting for a year and a day.

Lysander
2009-08-31, 10:23 AM
Orb of Sweet Dreams
This looks like a cloudy orb, roughly one foot in diameter, made of an unbreakable form of glass. Legend says a High Priest created it at the dawn of time to assist his people in creating wondrous works of art. When placed in the central focal point of a nation (city hall, king's castle, etc), its influence spreads to cover every born or naturalized member of that nation within its borders.

When sleeping, it gives artisans grand dreams of inspiration, as if their own personal muse has descended upon them. Their works of art, be they of metal, paint and canvas, or anything else covered by a Craft skill, are automatically considered to be of Masterwork quality as the dreams inspire the artisans to greater works than ever before. The attitude of everyone in the nation affected by the Orb is considered to be generally helpful, boisterous and happy, as their dreams and their lives intertwine.

Should the Orb of Sweet Dreams ever be removed from its resting place, nightmares of horrifying quality will befall those who were once affected and the one who has removed the Orb, persisting for a year and a day.

Awesome. A Renaissance in an artifact. Perhaps instead of giving everyone with 1 rank in a craft skill the ability to make masterwork items it should just give everyone a +10 modifier. That way people who are decent but not great can achieve greatness, but a dabbler just finds themselves performing better than usual.


This item would be good for a workaholic city, or farmers trying to get the crops in:

Daystone
This fire opal sparkles with a perpetual brilliant light as bright as a Daylight spell. Its magic is far greater though - a circle five miles wide surrounding the gem experiences endless day. The sky remains bright blue even in nighttime and the land is illuminated from above. It doesn't simulate the sun though, just directionless light, and is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

dentrag2
2009-08-31, 02:54 PM
The Fist of Suns

This strange, metallic glove is about three times as large as a normal glove, adding about an inch of mass onto the wielder's hand. The fingertips glow with an orange light that emanates similarly to a bulls eye lantern for thirty feet.

The main power of the Fist, however, is that the temperature within ten feet of the wielder is never below 80 degrees Fahrenheit, and the wielder cannot be damaged by cold damage. The wielder also repels Water elementals, as the spell Antipathy.

The touch of the Fist does 1d6 nonlethal heat damage a round, (Not affecting the wielder) and cooks food if the Fist stays in contact with the food for five rounds. Iron can be melted with ten round's contact, and any other material will melt with two minutes contact, unless the wielder specifies otherwise. The wielder no longer needs to sleep, but still needs to breathe, eat, and drink. The Fist also grants fire resistance 20.

The wielder can also increase the temperature around him by up to 80 degrees, an uncomfortable level for most humans.

However, this does not come without a cost. When first putting on the Fist (Not subsequent times) The wielder makes either a DC 40 Fortitude or Will save, the wanna-be wielder's choice. If they fail, the Fist opens a portal inside the Fist directly inside the sun, doing 200d6s of damage a round. The Fist cannot be forced onto a creature (The creature must wish to wear the Fist.)

Knowledge (Planar) DC 20: The Fist of Suns is a powerful magical artifact supposedly created by (Deity of the sun, or heat) to be used by their high priest.
DC 30: (List of powers)
DC 50: The Fist of Suns is not actually a construct of any god or mortal, but rather an extension of the home star of the Prime Material Plane.


Bears no relation to the MTG card Fist of Suns, i just liked the name. :smallsmile:

Indon
2009-08-31, 06:03 PM
Boots of Infinite Movement

This pair of well-made leather boots cast Greater Teleport each time the wearer takes a step. Without concentration, the boots simply teleport the wearer to the place he would have stepped to, creating an effect almost identical to that of the Blink spell whenever the user is moving, but does not access the ethereal plane in any way.

By concentrating while moving, the wearer may access other features of the boots as follows:

By making a DC 10 Concentration check, the wearer may use Greater Teleport.

By making a DC 15 Concentration check, the wearer may take a move action in which for each five feet of movement the wearer takes, they may teleport once to a location they can see clearly.

By making a DC 25 Concentration check, the wearer may use Greater Teleport as a swift action.

The power of these boots is considered a spell-like ability used by the wearer.

GreatWyrmGold
2009-08-31, 08:49 PM
Yes, I realised that it is slightly different, but I did that for balance.
Okay, but A.) you can just not let your players get ahold of it or increase the difficulty of their challenges, and B.) how does increasing the time limit to 8 hours affect balence?


If they are not restricted by size OR HD, whats to stop them from going crazy with forms like "I turn into a microbe" which the Animorph kids couldnt do.
A.) How could a character acquire a microbe? Or, for that matter, know they exist in most D&D settings?
B.) Most other forms they might abuse are rare and dangerous, and might not like being acquired.

But then I realise that they then couldn't turn into ants if they are restricted to 3 int or higher, so I guess you are right, I'l remove the int restriction. Con 3 is enough of a balance restriction.
Int 3+ means only sentient critters can be acquired.

cha0s4a11
2009-09-01, 01:29 AM
The Gem of Shangri-La

This small red gem weighs only one pound but many who hold it tend to feel as if it's weight is not so much one pound but many, many very small and very light tons. It serves as an anchor for the village of Shangri-La, occasionally pulling it out of the (otherwise inaccessible) pocket dimension in which it otherwise resides. While Shangri-La is inside the pocket dimension, no time passes for anything within it.

The Gem will activate if and only if all of the following conditions are met:

1) The Gem is located in an area at least 20 miles away from a well inhabited area (cities, towns, farms... pretty much any place where people live and not just travel through)
2) The Gem has enough magical charge (see below) to keep the village existing for at least 6 hours.
3) The Gem will only activate at the time of day at which it previously deactivated.

When it activates, the Gem glows blue, becomes immobile, and over the course of the next minute a small altar forms around the Gem and the entire contents of Shangri-La (people, buildings, things, terrain, etc) appear in a mile radius around the spot where the Gem is located. The altar has a magical hourglass that counts down the amount of time left before the village will disappear back into the pocket dimension, based on the amount of magical charge in the Gem (again, see below). Once all the sand in the hourglass hits the bottom, anyone within the mile radius of the village will be pulled into the pocket dimension with the rest of the village, unless either:

a) They know both that the village is liable to disappear, have a good idea of when it will disappear, and make a DC 25 will save against being pulled in.
or
b) They know that the village is liable to disappear, but don't have any good idea as to when. A DC 40 will save is needed in this case.

Once the village disappears, the Gem will deactivate, turn red again and fall to the ground at the spot where it turned into the altar.

To charge up the gem, a user of either divine or arcane magic may expend some their spell slots/daily uses of magic. Each spell adds an amount of time that the village will appear before being pulled back to the pocket dimension based on spell level as follows:

Level 0 spells each add 15 seconds to the timer.
Level 1 spells each add 1 minute to the timer.
Level 2 spells each add 5 minutes to the timer.
Level 3 spells each add 15 minutes to the timer.
Level 4 spells each add 30 minutes to the timer.
Level 5 spells each add 1 hour to the timer.
Level 6 spells each add 2 hours to the timer.
Level 7 spells each add 4 hours to the timer.
Level 8 spells each add 8 hours to the timer.
Level 9 spells each add 1 day to the timer.

The Gem may only be charged while it is inactive.

Residents of Shangri-La are varied, though most originally lived a long time ago, having been pulled into the village many, many years ago and existing in the pocket dimension in the interim. They range from the occasional traveler who got pulled in by accident to various sages who saw the Gem as a relatively quick way to get to see the distant future to the very ancient and secretive order of monks who reside in one of the mountains within the village radius presumed to be responsible for the creation of the Gem.

nanobot_swarm
2009-09-01, 09:12 AM
Orb of Illusion
This artifact appears to be a clear glass orb with a constantly changing shape inside. Upon picking up this orb, it instantly casts a Unique Illusion spell on the holder, No Saving Throw can be made. The spell affects the holder's eyes, causing them to percieve the world as much more brightly colored than it is, and any creature seen by the holder will appear to be another kind of creature. The spell will disipate an hour later, and the holder's vision will be restored to normalcy.

AlexanderRM
2009-09-01, 05:52 PM
I decided to make one that plays rather directly into the purpose of the thread:

Orb of Total Perspective Vortex

This perfectly spherical orb glows faintly with varying colors. It is believed to have been created before the universe and to contain immense power, but the boundless energy within it cannot be used. Any character targeting the Orb with a spell such as identify or attempting to use or destroy/damage the Orb will instantly come to understand their utter insignificance and realize that they could never hope to use or destroy and object of such immense power.

The character gains a +50 bonus to wisdom through their immense perspective, and a complete and through understanding of the Orb. However, they see no reason to put this to any use, though they may share some of their insight with others (though they will never speak of the knowledge of the Orb itself), seeing no reason not to. They lose all motivation and henceforth will not eat or drink and do very little, simply wasting away until they die of thirst, starvation, or some other cause.
Once they die, they will refuse to be brought back to life (even if a spell could normally return an unwilling creature to life) and any spell such as speak with dead or any attempt to contact their soul directly will meet not response; a direct visit to them in the afterlife will reveal them able to walk about, but completely and utterly silent and introverted, largely ignoring their visitors.

A character affected by the Orb cannot be restored even by epic magic. The character does not consider themself sick and will not seek a "cure". The direct intervention of a deity can keep the effects of the insight suppressed for the remainder of the character's life; they lose all memory of what happened after they were affected nearly all of any prior events relating to the Orb, and lose 2 points of wisdom which can never be restored, but otherwise suffer no lingering effects (though a character who was starving is still starving, and a dead character is still dead, but can be brought back to life). They remain in this state until they die of old age, at which point the suppression ends and they again become unresponsive (the same as a character who dies without being cured under this effect).

Deities are highly resistant to the Orb, but next to the immense power of it even they are still affected for a time equal to 3 weeks-1 day per divine rank (ex. a rank 0 deity is affected for 3 weeks, a ranks 20 deity is affected for a day, and overdeities are unaffected). During this time, they are affected much the way mortals are, but retain enough willpower to retreat to safety until this ends and to continue granting spells during this time.



(FYI: all the absolutes in this definition are in fact just as absolute as they say they are unless the DM deliberately decides to change them in the campaign. The effect of the Orb isn't really supposed to be a malady to be "cured", in fact, and no being except for a deity is immune or resistant to it.)


And yes, this is based on the quote in my sig. This is basically that effect, somewhat watered down (the original idea utterly and instantly obliterates you) and placed into an artifact. :smallbiggrin:

Lysander
2009-09-02, 02:22 PM
Orb of Total Perspective Vortex



Potent stuff. Here's a question though. Could you dominate someone who has touched the orb and gain a slave with +50 wisdom?

The Mentalist
2009-09-02, 02:46 PM
I'd like to point out the +25 modifier to will saves, the real question is could you dominate someone with a +50 Wisdom?

chiasaur11
2009-09-02, 02:56 PM
I decided to make one that plays rather directly into the purpose of the thread:

Orb of Total Perspective Vortex

This perfectly spherical orb glows faintly with varying colors. It is believed to have been created before the universe and to contain immense power, but the boundless energy within it cannot be used. Any character targeting the Orb with a spell such as identify or attempting to use or destroy/damage the Orb will instantly come to understand their utter insignificance and realize that they could never hope to use or destroy and object of such immense power.

The character gains a +50 bonus to wisdom through their immense perspective, and a complete and through understanding of the Orb. However, they see no reason to put this to any use, though they may share some of their insight with others (though they will never speak of the knowledge of the Orb itself), seeing no reason not to. They lose all motivation and henceforth will not eat or drink and do very little, simply wasting away until they die of thirst, starvation, or some other cause.
Once they die, they will refuse to be brought back to life (even if a spell could normally return an unwilling creature to life) and any spell such as speak with dead or any attempt to contact their soul directly will meet not response; a direct visit to them in the afterlife will reveal them able to walk about, but completely and utterly silent and introverted, largely ignoring their visitors.

A character affected by the Orb cannot be restored even by epic magic. The character does not consider themself sick and will not seek a "cure". The direct intervention of a deity can keep the effects of the insight suppressed for the remainder of the character's life; they lose all memory of what happened after they were affected nearly all of any prior events relating to the Orb, and lose 2 points of wisdom which can never be restored, but otherwise suffer no lingering effects (though a character who was starving is still starving, and a dead character is still dead, but can be brought back to life). They remain in this state until they die of old age, at which point the suppression ends and they again become unresponsive (the same as a character who dies without being cured under this effect).

Deities are highly resistant to the Orb, but next to the immense power of it even they are still affected for a time equal to 3 weeks-1 day per divine rank (ex. a rank 0 deity is affected for 3 weeks, a ranks 20 deity is affected for a day, and overdeities are unaffected). During this time, they are affected much the way mortals are, but retain enough willpower to retreat to safety until this ends and to continue granting spells during this time.



(FYI: all the absolutes in this definition are in fact just as absolute as they say they are unless the DM deliberately decides to change them in the campaign. The effect of the Orb isn't really supposed to be a malady to be "cured", in fact, and no being except for a deity is immune or resistant to it.)


And yes, this is based on the quote in my sig. This is basically that effect, somewhat watered down (the original idea utterly and instantly obliterates you) and placed into an artifact. :smallbiggrin:

Save: Being Zaphod Beeblebrox.

industrious
2009-09-02, 03:47 PM
Puzzle of Madness

This intricately crafted darkwood puzzle box was designed and built by an insane mindbender while she was in a coma. Any attempt to discern the purpose or origins of the box, however, will be met either with failure or false information. A person attempting to solve the box must do so of their own free will, and must succeed on a DC 25 Intelligence check. If they succeed, all creatures with an Intelligence score of at least 3 within a radius equal to the openers character level x100 miles are affected by an insanity spell, with no save. The box then teleports to a random location on the same plane.

Lysander
2009-09-02, 10:32 PM
I'd like to point out the +25 modifier to will saves, the real question is could you dominate someone with a +50 Wisdom?

If you cast Dominate Person on them 20 times almost definitely :smallbiggrin:

Eden
Eden is a jade statue of a woman. At a specific time the entire region for 3 miles around it is sucked into a pocket dimension. Buildings, plants, and even the terrain itself is pulled inside. That area in the outside world becomes a giant black dome of nothingness that no matter can enter. Once a year Eden returns the effected area to its original plane, and can be moved for 24 hours, after which it sucks the surrounding area out of the plane again for another year.

The pocket dimension is an ideal paradise. It has its own sun and moon, perfectly ideal weather, and is slightly positively charged so plants grow swiftly and all creatures have fast healing. Edible fruits and vegetables sprout from the ground on their own, and the land gains springs of fresh water. This dimension only has a diameter of three miles, and any attempt to move further causes you to enter from the other side. There is no way to enter or leave, not even through plane shift. The Eden statue weighs about 400lbs but can be moved about, but even it can't leave the plane.

Silverscale
2009-09-03, 12:00 PM
Eden
Eden
Eden is a jade statue of a woman. At a specific time the entire region for 3 miles around it is sucked into a pocket dimension. Buildings, plants, and even the terrain itself is pulled inside. That area in the outside world becomes a giant black dome of nothingness that no matter can enter. Once a year Eden returns the effected area to its original plane, and can be moved for 24 hours, after which it sucks the surrounding area out of the plane again for another year.

The pocket dimension is an ideal paradise. It has its own sun and moon, perfectly ideal weather, and is slightly positively charged so plants grow swiftly and all creatures have fast healing. Edible fruits and vegetables sprout from the ground on their own, and the land gains springs of fresh water. This dimension only has a diameter of three miles, and any attempt to move further causes you to enter from the other side. There is no way to enter or leave, not even through plane shift. The Eden statue weighs about 400lbs but can be moved about, but even it can't leave the plane.

If I'm reading this correctly, a nation could use the Eden Statue to slowly terraform their kingdom into a semi tropical paradise.

Lysander
2009-09-03, 12:52 PM
If I'm reading this correctly, a nation could use the Eden Statue to slowly terraform their kingdom into a semi tropical paradise.

They could make a 3 mile area a paradise for one year. It also removes it from reality and prevents anyone from entering or leaving.

The additional springs and such would dry out, and the plants would probably die if returned to a climate that doesn't support them, which is pretty much any environment since they were partially feeding off of positive energy.

Reaper_Monkey
2009-09-03, 05:50 PM
Old One Arm

Old One Arm is a large clock designed for a clock tower (with respective parts to allow it to strike a bell should one be present), it has a dilapidated 7ft by 7ft clock face with only the minute hand still remaining. Although its inner clockworks have fallen into disrepair and are clearly rusted solid the clock magically keeps time (all be it only displaying minutes) so long as it is installed within a clock tower.

In addition, if it is installed within a clock tower during the winter equinox, at exactly midnight, the clock will ring out a single chime (regardless of if there is a bell attached or not) and the entire settlement the clock tower resides in will be taken out of time for a full hour. During this time Old One Arm will still count out a full hour and all inhabitance of the settlement can function as if time is passing normally, although no time will pass for the rest of the world. Anyone who leaves the settlement during this time find themselves returning to the real time (and thus to the point in time where the settlement returns to regular time). Also during this time any spirits of the dead may choose to visit the living as ghosts, although they will have no ability to affect the material world in anyway (although they can create ghostly copies of objects and interact with them as if they were real), during this time they can commune to each other and any of the living as much as they choose to. After the hour is up Old One Arm chimes again and time continues as normal, with all the ghosts disappearing to where they came, any changes to the settlement during this time remain in effect.

Should Old One Arm attempt to be repaired it will cease to function as described above and become a regular working clock. It can be damaged and destroyed by normal means accept during the hour it takes the settlement out of time, where it and the building it resides in is effectively indestructible. Also, after being installed in a clock tower for a full year, the building begins to take on a similar dilapidated state as the clock does, often growing gnarled and twisted, no attempts to fix the building will keep it in repair, although the building will never fall down and will always house Old One Arm safely.

Dragon Elite
2009-09-03, 06:03 PM
Undead Generator
This small skull transforms all corpses within 1 mile into undead (see the chart). It also Awakens any undead within 1/2 a mile.
{table=head]Roll | Result
1-4 | Skeleton
5-8 | Zombie
9-10 | Wight
11 | Ghost
12 | Lich
[/table]

boomwolf
2009-09-03, 06:04 PM
Flask of Annihilation
This glass flask seems to contain some black matter within it.
The flask cannot be broken in any way.
The flask can be opened by a humanoid hand, in a similar fashion to a wine bottle.
Once opened, a 50 ft. radius orb of annihilation appears centered on the flask for 6 seconds, the flask is unharmed.
Once the orb disappears the flasks reseals itself, and can be used again.




Good luck with this thing.

dentrag2
2009-09-03, 08:32 PM
Flask of Annihilation
This glass flask seems to contain some black matter within it.
The flask cannot be broken in any way.
The flask can be opened by a humanoid hand, in a similar fashion to a wine bottle.
Once opened, a 50 ft. radius orb of annihilation appears centered on the flask for 6 seconds, the flask is unharmed.
Once the orb disappears the flasks reseals itself, and can be used again.




Good luck with this thing.


Let's see... Telekinesis, Remote Manipulation, Time Stop, Quickened Dimension Door.

That's all i can think of off the top of my head.

AlexanderRM
2009-09-04, 09:15 PM
Potent stuff. Here's a question though. Could you dominate someone who has touched the orb and gain a slave with +50 wisdom?

Yeah, I'd say that either they still save against mind control effects (at +25 to will saves), or they can still be controlled but, even under compulsion effects, will still not do anything due to seeing no point to doing so.

Alternatively, I believe dominate person gives you some direct mental link with the subject (I'm pretty sure it gives you some... sensory input thing?) so using such an effect on somebody effected by the Orb might be dangerous...






There is no way to enter or leave, not even through plane shift.

Eh, that sounds like it might be a bit painful from a players' perspective. Sure, it sounds like a nice place to live, but you're stuck there for a year... if the party got caught in the area, would you just skip over the year (or anyway once they'd done the stuff they were there for or w/e)? What if part of the party got caught there and part of it was outside?

But from an RP, story sort of perspective, it sounds cool.





Let's see... Telekinesis, Remote Manipulation, Time Stop, Quickened Dimension Door.

That's all i can think of off the top of my head.

Well, if you deliberately wanted to stop abuse you could say that the sphere appears instantly and there's no time for any actions (even under Time Stop, the spell description says that time doesn't actually stop, you're just sped up so greatly that it might as well have stopped).
And then, it's open to interpretation what the thing about how it "can be opened by a humanoid hand".

But yeah, that's only if you wanted to stop abuse. That would be amazingly fun to use. In an RP, story perspective it would be cooler as a suicide-bomber-style sacrifice sort of thing, though... seems sort of world-domination-y if you can drop a 50 ft radius sphere of annihilation in the middle of the enemy fort from a distance. :smallbiggrin:

Zaydos
2009-09-05, 01:02 AM
The Talking Rock
I actually used this one in a campaign so it's a little odd, and oddly unfleshed out. The stone was small enough to be carried in one hand and weighed 15 pounds. Its powers allowed it to understand all languages except illumian and speak in illumian. The stone had an insane amount of knowledge, able to answer many questions. Other powers included clairvoyance/clairaudiance (used on the PCs only) and possibly the ability to see the future. The stone effectively had +40 bardic knowledge, scry on owners (current or past) at will, and divination. It was also an insanely egomaniacal compulsive liar that was once a bard sealed into a stone by Cthulu as punishment for opposing him. It was a fun artifact that never (quite) steered the party wrong even when it did make up the answer at random.

Indon
2009-09-06, 02:18 PM
And yes, this is based on the quote in my sig. This is basically that effect, somewhat watered down (the original idea utterly and instantly obliterates you) and placed into an artifact. :smallbiggrin:

Wouldn't Player Characters be immune? :P

GreatWyrmGold
2009-09-06, 03:40 PM
Time Silk
This square of blusish silk has three powers.
To start, nothing can alter it permanently. Even if it was eaten by the tarasque and shreded in its teeth, it would be returned to its pristine consition (likely outside the tarasque) in a few seconds. Not even time can cause it to decay.
Secondly, anyone who studies it with any precise sense (sight and probably hearing for most humanoids, maybe small for gnomes, blindsight for creatures with it, etc) gets a feeling that something in the cloth is showing/telling/etc it the time and date. This is exact, and is in fact telepathic. By studying it like so (a full-round action), a character can tell the exact time, date, amount of time until sunrise/sunset/noon/midnight, the day of the week, and a very large number.
Finally, at a specific point in time, it takes the bearer, its equipment, and possibly other beings back in time to another specific time. The number gained from the cloth increases by one, and the clock/calander/etc shiftys to the new time. They must find their own way back or stay in the past; either way, they cannot change anything-indeed, anything that they do, they did in the past. This allows, for example, someone to become his own ancestor or teacher, or for a fighter, aging in years, to give his sword to himself. Any objects passed on are actually made of pure timestuff and cannot be altered in any way.

Spellcaster's Spring
This spring of enchanted water allows any arcane spellcaster who drinks it to gain the ability to cast spells an infinite number of times. Ones who cast spells spontaneously can cast any spell they know at will; ones who don't can cast any spell they prepared infinitly. You must still suceed on a Spellcraft chack to cast an epic spell.
There is, however, a curse: Any time a spellcaster casts a spell, he/she must make a Will save (DC 30+spell level squared, or 1/2 spell DC squared for epic spells); if failed, the spellcaster takes 2d4 points of ability drain to a random physical ability score. Thus, repeated use of this spring's power causes you to die if no one can save you from this physical deterioration.
There is a version of this spring, the Godly Goblet, that functions exactly as above except that it only affects divine spellcasters who worship a specific god and it is mobile.

DanielLC
2009-09-06, 08:20 PM
Anomaly
A complex magical device that, when studied by a Wizard with a successful DC 20 Spellcraft and a successful DC 20 Knowledge (Arcana) check, will be found to be magically impossible. To date, nobody, not even deities, can understand how it works. They have also failed to find a practical application for it.

Milskidasith
2009-09-06, 08:40 PM
Would spellcasters spring apply to all spells, or only to spells you prepare above your daily limit?

Lysander
2009-09-06, 09:43 PM
Eh, that sounds like it might be a bit painful from a players' perspective. Sure, it sounds like a nice place to live, but you're stuck there for a year... if the party got caught in the area, would you just skip over the year (or anyway once they'd done the stuff they were there for or w/e)? What if part of the party got caught there and part of it was outside?

But from an RP, story sort of perspective, it sounds cool.


You could make it an adventure with a time limit. The ancient city only can be entered once a year, the party has 24 hours to get in, complete an objective, and escape before it seals again.



Construction Termites
This set of five ancient mithril constructs are wolf-sized metallic termites that only operate in a single specific desert. The five will consume and digest sand, soil, rock, and vegetable matter, and use that material to construct a stone, clay, and concrete city. They termites are following a preprogrammed design, and there is no way to control what they will build. The construction work is efficient, geometrically complex, and carefully coordinated to fit with any other of their work nearby. Every given day they operate roll 1d8 to determine their actions:

1: Each termite builds a large two story house
2: The termites lay 100ft of road or bridges each.
3: The termites dig underground and each build 50ft of sewer tunnels
4: The termites all collaborate on a single large building like a theater or fortress, taking a week of their time.
5: The termites each construct a monuments or large works of art, often obelisks or statues or insectoid creatures.
6: Each termite performs its own task. Roll 1d6 for each insect, ignoring any 4s and roll again.

The termites will continue to build until the entire desert region is transformed into a city, but shifting sands cover their work so rapidly that it is impossible for them to ever succeed. Despite this many people live in their city, moving to new buildings as the dunes swallow the old ones.

AlexanderRM
2009-09-10, 07:42 PM
Wouldn't Player Characters be immune? :P

Well, in the case of PCs the Orb would "tie in" to the outer world in which the PCs are simply fictional characters in a fantasy RPG. A major idea there was that no matter how significant somebody is, they're still utterly insignificant when you take a broad enough view (gods resist it more from godly power than significance, though their significance does help).

GreatWyrmGold
2009-09-10, 08:00 PM
Would spellcasters spring apply to all spells, or only to spells you prepare above your daily limit?
ALL spells. So, all spells.