The Lands

The Lands is my medieval fantasy world which was originally devised as the setting for a short story. It has since evolved into a setting for Dungeons & Dragons (D&D) role-play scenarios. Concepts are rated M for mature audiences. All content unique to The Lands is copyright © 2006-2011 D S Berk.

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Location: Melbourne, Australia

I have lived in Australia all my thirty-something years (except for short visits to New Zealand and Germany). I live for my interests and also for sharing those interests with friends. I talk too much and blogging is a kind of talking. Contact Info: d_s_berk [at] yahoo.com.au

8.5.06

The Vault of Artifacts



What follows is a selection of legendary items of alleged power and portent. None of them are unique but all of them are rare due to the rarity of spell-casters of sufficient talent and circumstance to make such items. Ones that are made are never sold but rather are passed from generation to generation. The exception to this rarity are potions and scrolls which are of temporary use.

There may well be many other magical items in the Lands than just those described here. These are simply the more well-known and useful of such items. Rarely are they labeled as magical and the finder of an artifact is lucky indeed if that item is marked in some way such as with the Arcane Sigil (an equilateral triangle the points of which touch a circle enclosing it). Note the 'owner' of a magic item is usually understood to be whomever has touched it last but there may be much more to it than that...

For information on spells see under Arcane Powers and Divine Powers in D&D Game Mechanics.

Items of Temporary Use

This items are the most common of magical items. They produce spell-like results but only a limited number of times.

Magical Potions

Magical Potions are those that replicate particular spell-effects because they have had that spell incorporated into them. The maker of the potion must have had both the capacity to cast that spell and also the skill of Alchemy. A flask of potion will have 1 to 4 useful doses in it. The potency of the spell-effect will be anything from that of a first to fifth level caster. The spell-effect of a found potion can only be discovered by sampling it. To take effect it must usually be imbibed.

Longevity Potion

This elixir is made from the blood of a Doppleganger and allows the person who imbibes the entire potion to have their life-expectancy extended by 10%. Those consuming the elixir but failing a Constitution check will find that it effects them as a severe toxin.

Red Rum of Rovnara

An alcohol made by the Mogøsha and usually only found in the possession of Rovnaran drinkers. This brew acts as a mild toxin but it also grants a +1 to attack and damage rolls for an hour following imbibing of this robust drink.

Magical Scrolls

Magical Scrolls are those that replicate particular spell-effects because they have had that spell incorporated into them. The maker of the scroll must have had the capacity to cast that spell. A scroll will only have one spell-effect in it following which the text fades. The potency of the spell-effect will be anything from that of a first to fifth level caster. To cast the spell the reader must pass an Intelligence check. A warrior does this with a -2 penalty. Others do so with a penalty of -1. However if the spell is Arcane then a mage is spared any penalty while if it is Divine then clergy are spared any penalty.

Gem of Permanency

This item is an precious gem (ruby, emerald or sapphire) that if crushed at the time a spell is cast grants that spell Permanency.

Magical Weapons

There are all kinds of arms that has been magicked. Most will confer a +1 to both attack and damage rolls for a proficient wielder of that weapon. However there are also a few more unusual and powerful magical weapons as follows.

Sword of Orc Slaying

In a rare instance of Elf-Dwarf amity these swords were made by a Wood Elf mage working together with a Mountain Half-Dwarf spellsmith during the time of the Orcish migrations. They have the followings powers:
- They will glow if any orc-like monster is within a mile.
- They can change at a word from the wielder between the forms long sword and short sword.
- They grant a +3 to attack and damage rolls versus Orcs. Versus Goblins or Hobgoblins or Ogres or Half-Orcs the bonus is +2. Versus any other opponents the bonus is +1.

Star-Iron Sword

These bastard swords are made from meteoric iron and were intended by those that made them to assist in the slaying of Undead. As they are of Erimanic origin they do the most harm to Weights and Wraiths for whom a +3 adjustment to hit and damage rolls is suffered. Versus other Undead the bonus is +2. For other opponents it is +1.

Silver Arrow of Ridding

These silver-tipped arrows were made during the Wererat Pogroms in the Sea Cities. They affect a number of races who possess innate Transmutation capability. As such Wererats, Werebats, Jackalrie and Selkie all suffer sorely from this weapon. Versus such monsters it grants a +2 to attack and damage rolls. Any damage so delivered cannot be removed by the act of transmuting as with mundane injury. In all other cases they are +1 weapons.

Spear of Reptile Rending

These spears were made in ancient times for Lehenic hunters of such diverse monsters as Hydra, Gorgon and Wyvern. They grant a +2 to attack and damage rolls versus any reptilian monsters. Versus any other opponents the bonus is +1. They also will fly back to the hands of whomever own them if called by name.

Magical Armour

Items such as helms or shields or leather jerkins can be enhanced by magic to grant an additional +1 to Defence Rating for those who wear them. However there are some armour items of greater magic than that.

Elven Chainmail

The Ley Elves make a fine chainmail that is as strong as steel but as light as glass (which is indeed what it is made of that is then magically turned into steel). This chainmail is magical and grants an additional +2 to Defence Rating while having the same encumbrance effect as a leather jerkin.

Champion Banded Mail

This banded mail has been imbued with magic granting an additional +2 to Defence Rating. It also halves any damage taken from area-effect magical attacks like those of Evocation spells or Dragon breath.

Arcane Objects

These items are made by mages for mages and can only be fully utilized by such arcane spell-casters.

Cloak of Illusion

This item is a cloak of velvet. It allows its user to cast Illusion spells with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). Only the wearer can be the focus of the Illusion (so only the wearer can become invisible using the cloak).

Mask of Enchantment

This item is a leather mask. It allows its user to cast Enchantment spells with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). The wearer is always the focus of the Enchantment.

Talisman of Transmutation

This item is a copper necklace. It tends to be decorated with images of animals or plants. It allows its user to cast Transmutation spells with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). The wearer is always the subject of the Transmutation.

Wand of Evocation

This item is a wand of iron. It allows its user to cast the Evocation spells Shock, Magnetism, and (in some cases) Lightning with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day).

Staff of Conjuration

This item is a staff of ash that can only be fully utilized by a mage. It allows its user to cast Conjuration spells with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). One end of the portal or gate must always be the holder of the staff. For non-mages it is simply a +1 staff.

Dagger of Necromancy

This item is a bone-handled magical steel dagger that can only be fully utilized by a mage. It allows its user to cast Necromancy spells of Telepathy, Telekinesis and Life Transference with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). For non-mages it is simply a +1 dagger.

Cup of Divination

This item is a ceramic goblet decorated with gold inlay. Once filled with any fluid It allows its user to cast Divination spells with the same level of experience as a caster of between sixth and tenth level (including number of spells cast per day). The need to be in the presence of a person or object that is the subject of enquiry is circumvented by this item.

Divine Objects

These items are made by clergy for clergy and lay worshippers who are the only ones that can fully utilized them.

Holy Water

A kind of potion which replicates the effect of the Divine spell of Turn Undead.

Rod of Gathering

This rod if stuck into the ground standing vertically will then cast a Sanctuary spell as if it was a caster of fifth level over an area with it as the centre. Can only be used by a cleric or lay worshipper of the Divinity to which the rod is dedicated.

Arm of Demon Vanquishing

This mace or flail was made by clerics of Olorin and Urala (respectively) to assist in combat with Wayward Spirits (which seem a particular problem for those two churches). Versus any Wayward Spirit they grant a +3 to attack and damage rolls. Versus other Spirits or Genie or Undead the bonus is +2. Versus any other opponents the bonus is +1.

Axe of Giant Felling

These battle axes was made by Hill Dwarf clerics to assist in intended re-taking of the Seven Hills. They grant a +3 to attack and damage rolls versus Hill Giants. Versus Stone Giants or Ogres or Half-Giants the bonus is +2. Versus any other opponents the bonus is +1. Anything beyond the attack on 'other' opponents can only be utilized by a cleric or warrior dedicated to the cause of freeing the Seven Hills.

Magical Garments

These are garments of one kind or another that have been imbued with magical effects for those who wear them.

Ring of Binding

This item is a set of two identical rings that will bind two wearers in the same way that a mage and familiar are linked. If they are both demi-humans then mood will be shared. Likewise if they both have spirit then those spirits will be linked and if one body suffers death then both spirits will thereafter reside in the body that is still alive.

Lingerie of Swimming

These magical silk undergarments once worn will blend imperceptibly with the wearer and grant them with the ability to swim as well as a dolphin and to hold their breath for an hour.

Cape of Flying

This cape functions like the wings of a bat and grants its wearer the ability to fly at will for as much as an hour at a time.

Belt of Engendering

This belt once worn alters the gender of its wearer. The belt can only be removed on a successful Luck roll.

Boots of Swiftness

These leather boots allow the wearer to move at twice normal speed both over the course of a combat round and an entire day of hiking. It also doubles jumping distance.

Gloves of Arrow Snatching

These velvet gloves grant the wearer the ability to catch any missiles fired at them. If that projectile is successful in hitting the wearer then it is harmlessly snatched from the air and then can be used by the wearer as they please. To work the character cannot be holding other items in both hands.

Braces of Defense

These arm bands improve the Armour Rating of the wearer by +2.

Magical Instruments

These are musical instruments of a magical nature which are particularly useful for Bards.

Fife of Following

This wind instrument casts a Loyalty enchantment over those who hear a full tune played on it within the limitations of a tenth level caster. The player must be proficient in that instrumemnt. Wisdom checks to resist this enchantment are adjusted by -2 if the player is a Bard.

Lute of Calming

This string instrument casts a Lethargy enchantment over those who hear a full tune played on it within the limitations of a fifth level caster. The player must be proficient in that instruemnt. Wisdom checks to resist this enchantment are adjusted by -1 if the player is a Bard.

Marching Drum

This percussion instrument grants as many as ten allies of the player (who must be proficient in that instrument) a +1 to Initiative rolls if they are entering into a fray for which surprise is never a consideration.

Magical Oddments

This is an assortment of queer items that do all manner of supernatural things.

Trick Rope

This magical hemp rope can be instructed by its holder to put itself in knots or climb surfaces or even jump over spaces. It is very useful in allowing access to difficult to get at locations. Likewise it can restrict the movement of opponents who fail a Luck roll. The rope has a temperamental persona however and will misinterpret its owner on a failed Luck check. Somehow Rogues are spared this vexation however - it seems the rope takes well to scoundrels.

Silken Portal

This silk cloth of five foot diameter is one end of a Conjured portal lacking a specific destination. It provides an extra-dimensional space in which a 'room full' of objects can be stored or persons can hide. Anyone entering into it must succeed in a Luck roll or they will find that the Silken Portal has become the habitation of a Wayward Spirit.

Elemental Flask

This magical flask of Lehenic origin has a Genie captured in it and if its inscription is deciphered then the Genie will emerge and follow the instructions of its new owner. A Genie can only return to its native plane of existence if the object to which it is bound is destroyed. A Genie will offer to undertake any task in return for its freedom. In contrast a Genie in servitude will only follow commands in the most minimalist and legalistic way.

Traveling Gnome

In the gardens of well-to-do merchants of Bordenia and Rolania there is a trend to decorate such gardens with ceramic 'Gnomes' - figurines which combine exaggerated characteristics of Dwarves, Halflings and Elves in a comical and (for those races) insulting way. These Gnomes are the epitome of kitch. Some clever and witty mages have decided to turn these into the subject of a magical prank. Such Gnomes will once every week teleport to another garden in any part of the Lands at random. The following week they will return to the original garden but with re-moulded garments that reflect the nation that has been visited. If anyone is touching the Gnome at the time of its teleportation then they too will go traveling...

Deck of Fortune

There are six suits in this set of playing cards - Clubs, Spades, Arrowheads, Diamonds, Crowns and Hearts. Each of these corresponds to the abilities of Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. Within each suit are seven ranks of card. Each card drawn will permanently adjust one of the six ability scores of the player drawing it. The adjustment made will be any one of: -3 | -2 | -1 | 0 | +1 | +2 | +3

Enthralling Chess Set

With this chess set the user can designate each piece to correspond to a particular person known to them. For it to work the desired subject must be tricked into holding that piece. Furthermore they must only give particular pieces to particular kinds of person. The King and Queen must be given to a male and female of aristocratic birth. The Bishops must be given to clergy. The Knights must be given to warriors. The Rooks must be given to mages. Finally the Pawns must be given to non-adventurers. Once designated the user can command those so enthralled but only once a full set has been designated. To date nobody has ever succeeded in getting a full set of pieces designated and indeed very few complete sets are known to exist.