Labyrinths & Liontaurs
Contents

Notes

Free-Willed Items

The most powerful items in the game are those that have a mind of their own! These magical items have Intelligence, Wisdom, and Charisma, because they think and are sentient. Some can even act on their own volition, without you telling or even asking them to do so. All of them require a soul-link before they can function, and some do not allow you to soul-link to any other magic items; when you link with these greatest of free-willed items, all other soul-links are broken.

There are three kinds of free-willed items: Lesser Artifacts | Intelligent Magic Items | Greater Artifacts

Lesser Artifacts

At the very edge of what a mortal can accomplish, only the most masterful of item creators can forge lesser artifacts. These precious items are almost never sold, being treasured by their makers, or gifted for rewards beyond gold, or handed down through generations as heirlooms of a dynasty. Nonetheless, they do have a gold piece value, which is used if you yourself choose to sell one, or, as is more likely, you keep it, in which case its value counts against your allowed wealth.

Regardless of their construction, these items are amazingly durable, with 250 hit points and hardness 50. They are immune to magic or powers that would otherwise affect an object.

Newly acquired lesser artifacts, like casting items, are generally content to stay dormant in your inventory until you level, when the Universal System offers you the opportunity to bind your soul to its.

Unlike intelligent items and greater artifacts (see below), lesser artifacts are sentient, but ... drowsy. They seldom make clear demands, and they seldom speak. However, if you use such an item in a way contrary to its intended use, if you treat it with disrespect or callous disregard, if you keep it locked away in a hoard and never use it, then you may find that it has somehow eluded your grasp. A lesser artifact may sever your soul-bond and can teleport (or otherwise slip) away in these situations.

Lesser artifacts have Intelligence, Wisdom, and Charisma scores that it does not communicate to you. When adding a lesser artifact to the game, the game master rolls randomly or chooses the ability scores for the lesser artifact and secretly records them. Each time you level after forging a soul-bond with a lesser artifact, there is a ten percent chance that you will permanently lose a point of your ability scores. You may choose whether you lose a point of Intelligence, Wisdom, or Charisma. When you lose a point, your lesser artifact gains one. The game master adds the point to the item's lowest stat. When the item has a score of 10 in all three, it either becomes an intelligent item or a major artifact, as the game master has planned.

Lesser artifacts may be unique, or they may be one of many that are very similar. Lesser artifacts require a soul-link, but do not require breaking all others.

Apparatus of the Crab

Aura strong transmutation; CL 17th

Slot —; Price 110,000 gp; Weight 1,000 lb.

Description

This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: 250 hit points and hardness 50 hp; speed 30 ft., swim 30 ft.; AC 20 (-1 size, +11 natural), then add your dexterity modifier for AC.

Lever Lever Function
1 Open/close all portholes — see below.
2 Extend/retract legs — with legs extended, the crab's AC drops by two; must be extended to move.
3 Extend/retract pincers and feelers — with these extended, the crab's AC drops by two; must be extended to attack/wave.
4 Wave feelers — you detect magic at caster level 17.
5 Snap pincers — Two attacks +12 melee (2d8, 10 ft reach), using your strength bonus for attacks and damage, against foes you pick.
6 Move forward/backward — you determine the exact path, allowing diagonal moves. This lever can be used twice per round.
7 Turn left/right — used with lever 6, you decide exacty when the turn is made.
8 Open/close “eyes” — when open, the eyes glow with continual flames inside, illuminating 180 degrees to the crab's front.
9 Rise/sink in water — up to 40 feet per round, as you choose; if this lever is not touched, the crab maintains its current depth.
10 Lock/unlock hatch — when locked, treat as an arcane locked door.

The apparatus can seat one Large or two Medium or four Small passengers, but it only operates if you are one of them. Operating a lever is a full-round action, and no single lever may be operated more than once per round (exception, lever 6, see table). With two Medium or four Small characters inside, each passenger can operate a lever, so the apparatus can move and attack in the same round, for example. The device can function in water up to one mile deep. Fully closed, it holds enough air for a full passenger load for 1d4+1 hours (proportionally longer for a smaller passenger load).

The porthole covers are transparent from the inside only, so if they are closed, you have line of sight but not line of effect all around (but not above or below). When the porthole covers are open, you have line of effect and improved cover, as with arrow slits. Opening the portholes underwater floods the device and forces all the air out within one round.

When activated, the apparatus looks something like a giant crab. At such times, the lesser artifact's mind may wake up a little, and levers may move on their own, even if they have already been used in a round, or the crab may act on its own in some other way (for example, to take an attack of opportunity).

Construction

Requirements Craft Free-Willed Items, animate objects; detect magic; continual flame; arcane lock; creator must have 10 ranks in the Knowledge (architecture and engineering) skill. Cost 5,500 xp, 55,000 gp, one point each Int, Wis, Chr.

Charm of the Liontaur

Aura strong transformation; CL 17th

Slot neck; Price 130,000 gp; Weight —.

Description

This carved amber charm, often in the shape of the sun, is worn around your neck on a cord made of woven liontaur fur. It gives you a +4 enhancement bonus to both wisdom and charisma. In addition, when you use lionheart points, roll a d4 — on a 1, you do not lose the points you use. Also, you add gift of the liontaurs to your spells known list (if you already have it, you may replace it with another first level natural spell). Finally, you can also attune a lionstone (usually, a lesser artifact allows you to attune no item other than itself).

However, if the game master rules that you lose Respect points at the end of a game session, your lionheart point maximum decreases by the same amount.

Construction

Requirements Craft Free-Willed Items, owl's wisdom, eagle's splendor, gift of the liontaurs; Cost 6,500 xp, 65,000 gp, one point each Int, Wis, Chr.

Hammer of Thunderbolts

Aura strong evocation and necromancy; CL 17th

Slot —; Price 120,000 gp; Weight 15 lbs

Description

Soul-linked with a non-dwarf, this lesser artifact is a +3 summonable warhammer that deals 4d6 points of damage on any hit. If you are a dwarf, the weapon can be used to full effect: Its enhancement bonus increases to +5, it allows you to soul-link with a permanent item that increases your strength, and it strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage). When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures except you within 90 feet to be stunned for one round (Fortitude DC15 negates). The hammer's range increment is 30 feet.

Construction

Requirements Craft Free-Willed Items, sound burst; slay living; refuge; creator must be a dwarf. Cost 6,000 xp, 60,000 gp, one point each Int, Wis, Chr.

Holy Justicar

Aura strong abjuration; CL 17th

Slot —; Price 100,000 gp; Weight 10 lbs

Description

This +1 cold iron longsword becomes a +5 holy cold iron longsword when soul-linked with a paladin.

Construction

Requirements Craft Free-Willed Items, holy aura; creator must be good. Cost 5,000 xp, 50,000 gp, one point each Int, Wis, Chr.

Ring of Elemental Command

Aura strong conjuration; CL 17th

Slot ring; Price 150,000 gp; Weight

Description

All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated. Even after activation, the ring retains the tyro tier power of the ring it has pretended to be. This special activation is accomplished by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element) and then soul-bonded, indeed, the Universal System will not offer you the chance to soul-bond until the conditions are met, a sure sign that something unusual is going on. Each ring has certain other powers as well as the following common properties.

Once activated and soul-bound, each ring offers six spells that you can trigger with a standard action. All these spells are also added to your known spell list, even if they are of a type you cannot usually cast. Although these spells are now on your known spells list, you still cannot cast them unless you have a spell slot of the right level available. When triggered through the item, use the ring's caster level (15) or your own, whichever is higher. Use your spell DC based on your ability score and the lowest level slot with which the spell can be cast. When you cast with your own slot, use your own caster level and save.

Elementals of the plane to which the ring is attuned can't attack you, or even approach within five feet of you. If you desire, you may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made with the ring.

Creatures from the plane to which the ring is attuned who attack you take a -1 penalty on their attack rolls. You makes applicable saving throws against the extraplanar creature's attacks with a +2 enhancement bonus. You gain a +4 enhancement bonus on all attack rolls against such creatures. Any weapon you use bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

You can converse with creatures from the plane to which your ring is attuned. These creatures recognize that you wear the ring, and show a healthy respect for you if alignments are similar. If alignments are opposed, creatures fear you if you are strong. If you are weak, they hate and desire to slay you.

You take a saving throw penalty as follows:

ElementSaving Throw Penalty
Air-2 against earth-based effects
Earth-2 against air- or electricity-based effects
Fire-2 against water- or cold-based effects
Water-2 against fire-based effects

In addition to the powers described above, each specific ring gives you the following abilities according to its kind.

Ring of Elemental Command (Air)

The ring appears to be a ring of feathers until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of glass.

Ring of Elemental Command (Earth)

The ring appears to be a ring of stone until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of basalt.

Ring of Elemental Command (Fire)

The ring appears to be a ring of heat until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of wood.

Ring of Elemental Command (Water)

The ring appears to be a ring of water walking until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of coral.

Construction

Requirements Craft Free-Willed Items, summon nature's ally x, all appropriate spells; Cost 5,000 xp, 50,000 gp, one point each Int, Wis, Chr.

Robe and Staff of the Archmagi

Aura strong varied; CL 17th

Slot body; Price 140,000 gp; Weight 1 lb. (robe), 4 lbs. (staff)

Description

This magical garment and staff are a set. Even if the set is divided, as soon as you soul-bond to the staff, the robe appears in your hand, ready to be used. (Alone by itself, the robe has no powers and cannot be bonded.) To most wearers, the robe offers no powers or has no effect; the item only functions for people who have at least one level as a wizard and at least one quarter of their levels as an arcanist. If you qualify, you will feel an odd faint possessiveness towards the staff, and for you, the item's powers are immense. These powers are as follows.

Retributive Strike: The staff can be broken for a retributive strike as a full round action. Such an act must be purposeful and declared by you. Friends, foes, objects, construction, and even the very ground within 10 feet take 20d20 damage (DC20 Fortitude save for half). The damage and save is reduced by one for each 10 feet beyond that: 10 to 20 feet away, 19d20 damage (DC19 Fort save); 20 to 30 feet away, 18d20 damage (DC18 Fort save); 30 to 40 feet away, 17d20 damage (DC17 Fort save); and so on. If an object or construction is broken or destroyed, it provides no cover and does not block line of effect beyond itself. Unattended objects and broken construction are hurled 10 to 40 feet directly away from you and inflict 1d20 damage on anything in their path. You, the owner holding the staff and breaking it, take 20d20 damage with no save, break your soul-bond to the item, and make a DC20 Will save or lose 10 percent of your experience points, which may drop you to a lower level. The two halves of the staff are teleported away, maybe to another plane, as your game master rules, although the two parts meld and are repaired after teleportation. The robe is immune to a retributive strike, and disappears when another arcanist bonds to the staff.

Construction

Requirements Craft Free-Willed Items, all arcane universal spells, creator must have at least one level as a wizard and at least one quarter of their levels as an arcanist; Cost 7,500 xp, 75,000 gp, one point each Int, Wis, Chr.

Intelligent Items

Magically imbued with sentience, intelligent items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Intelligent items can actually be considered creatures, not only because they have mental ability scores, but also because they have motivations, opinions, and feelings like people do.

An intelligent item starts as a permanent item or a casting item, to which sentience is added. That foundation item may be an item from the existing rules, or a "homebrew" item made by the creator. Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from you. Intelligent items act during your turn in the initiative order. They typically take only a standard action.

When you find or create an intelligent item, it may offer you the choice to soul-bond it immediately, not during the usual leveling-up process. This depends primarily on your interactions with the item and its judgement of your character and your potential as an effective wielder. Intelligent items with ego under 11 (see below) require a soul-link, but do not require breaking all others. If its ego is 11 or higher, the item does require that you break all other soul-links. The impact of the new soul-link on your experience points gained is immediate.

Intelligent custom items, that is, weapons, shields, and armor, can choose for themselves the powers they take when you level up.

Intelligent items have a caster level in the 15-20 level range.

Designing an Intelligent Item

Creating a magic item with intelligence follows these simple guidelines. Intelligent items must have an alignment, mental ability scores, languages, senses, and at least one other special ability. These statistics and abilities can be selected during creation, increasing the item's overall cost. Many of these abilities add to an item's Ego score. Intelligent items with high Ego scores are difficult to control and can sometimes take control of their owner, making them dangerous to possess.

An intelligent magic item has a base price increase of 500 gp. When determining the total value of an intelligent item, add this value to the sum of the prices of all of its additional abilities gained through being intelligent, before adding them to the magic item's base price.

Intelligent Item Alignment

Any item with intelligence has an alignment (see Table: Intelligent Item Alignment). Note that intelligent weapons already have alignments, either stated or by implication. If you're generating a random intelligent weapon, that weapon's alignment must fit with any alignment-oriented special abilities it has.

Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including by restoration spells). This negative level is cumulative with any other penalties the item might place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three.

Table: Intelligent Item Alignment
d%Alignment of Item
01–10Chaotic good
11–22Chaotic neutral*
23–32Chaotic evil
33–44Neutral evil*
45–54Lawful evil
55–64Lawful good
65–76Lawful neutral*
77–88Neutral good*
89–100Neutral
* The item can also be used by any character whose alignment corresponds to the non-neutral portion of the item's alignment.

Intelligent Item Ability Scores

Intelligent magic items possess all three mental ability scores: Intelligence, Wisdom, and Charisma. Each one of these ability scores begins at a value of 10, but can be increased to as high as 20. Table: Intelligent Item Ability Scores shows the cost to increase one of the item's ability scores. This cost must be paid for each ability score raised above 10. For example, an intelligent magic item with a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at least 2,400 gp more than the base item (including the 500 gp for being an intelligent item).

Note that intelligent items use their own casting stats, for example, to set spell DCs, when they trigger their own spells. When you use your slots to cast a spell that you know because an intelligent casting item put it on your list, you use your ability score.

Table: Intelligent Item Ability Scores
ScoreBase Price ModifierEgo Modifier
10
11+200 gp
12+500 gp+1
13+700 gp+1
14+1,000 gp+2
15+1,400 gp+2
16+2,000 gp+3
17+2,800 gp+3
18+4,000 gp+4
19+5,200 gp+4
20+8,000 gp+5

Languages Spoken by Item

Like a character, an intelligent item understands Common plus one additional fluent languages equal to its odd (Column A) Intelligence bonus. Choose appropriate languages, taking into account the item's origin and purposes. If the item does not possess speech, it can still read and understand the languages it knows.

Senses and Communication

Every intelligent magic item begins with normal vision and the ability to hear, both with a range of 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item's cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.

Empathy (Su): Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.

Speech (Su): An intelligent item with the capability for speech can talk using any of the languages it knows.

Telepathy (Su): Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.

Senses: Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item's base senses.

Read Languages (Ex): The item can read script in any language, regardless of its known languages.

Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.

Table: Intelligent Item Senses and Communication
AbilityBase Price ModifierEgo Modifier
Empathy
Speech+500 gp
Telepathy+1,000 gp+1
Senses (30 ft.)
Senses (60 ft.)+500 gp
Senses (120 ft.)+1,000 gp
Darkvision+500 gp
Blindsense+5,000 gp+1
Read languages+1,000 gp+1
Read magic +2,000 gp+1

Intelligent Item Powers

Each intelligent item should possess at least one power, although more powerful items might possess a host of powers. To find the item's specific powers, choose or roll on Table: Intelligent Item Powers. All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes. The caster level for these effects is equal to the item's caster level. Save DCs are based off the item's highest mental ability score.

Table: Intelligent Item Powers
d%Item PowerBase Price ModifierEgo Modifier
01–10Item can use a 0-level spell* at will+1,000 gp+1
11–20Item can use a 1st-level spell* 3/day+1,200 gp+1
21–25Item can use magic aura on itself at will as an SLA+2,000 gp+1
26–35Item can use a 2nd-level spell* 3/day+2,400 gp+1
36–45Item has 5 ranks in one skill**+2,500 gp+1
46–50Item can sprout limbs and move with a speed of 10 feet+5,000 gp+1
51–55Item can use a 3rd-level spell* 3/day+6,000 gp+1
56–60Item can use a 4th-level spell* 3/day+7,200 gp+1
61–70Item has 10 ranks in one skill**+10,000 gp+2
71–75Item can change shape into one other form of the same size+10,000 gp+2
76–80Item can fly, as per the spell, at a speed of 30 feet+10,000 gp+2
81–85Item can use a 5th-level spell* 3/day+11,200 gp+2
86–90Item can teleport itself 1/day+15,000 gp+2
91–95Item can use a 6th-level spell* 3/day+18,000 gp+2
96–100Item can use a 7th-level spell* 3/day+33,600 gp+2
*Use as a spell-like ability. **Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.

Special Purpose Items

Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item's purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn't mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizards' cabal to ruin, as well as end the rule of a sorcerer-queen in a nearby land. Likewise, a purpose of “defend elves” doesn't mean that if the wielder is an elf, he only wants to help the wielder. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn't just a matter of self-preservation. It means that the item won't rest (or let its wielder rest) until it places itself above all others.

Table: Intelligent Item Purpose has a number of sample purposes that a magic item might possess. If the wielder specifically ignores or goes against an intelligent item's special purpose, the item gains a +4 bonus to its Ego until the wielder cooperates. This is in addition to the +2 Ego bonus gained by items with a special purpose.

Table: Intelligent Item Purpose
d%PurposeEgo Modifier
01–20Defeat/slay diametrically opposed alignment*+2
21–30Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)+2
31–40Defeat/slay divine spellcasters (including divine entities and servitors)+2
41–50Defeat/slay non-spellcasters+2
51–55Defeat/slay a particular creature type (see the bane special ability for choices)+2
56–60Defeat/slay a particular race or kind of creature+2
61–70Defend a particular race or kind of creature+2
71–80Defeat/slay the servants of a specific deity+2
81–90Defend the servants and interests of a specific deity+2
91–95Defeat/slay all (other than the item and the wielder)+2
96–100Choose one+2
* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Dedicated Powers

A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated powers even if the owner is dominant (see Items Against Characters). The caster level for these effects is equal to the item's caster level. Save DCs are based on the item's highest mental ability score. See Table: Special Purpose Item Dedicated Powers for a list of dedicated powers.

Table: Special Purpose Item Dedicated Powers
d%Dedicated PowerBase Price ModifierEgo Modifier
01–20Item can detect any special purpose foes within 60 feet+10,000 gp+1
21–35Item can use a 8th-level spell* at will+56,000 gp+2
36–50Wielder gets +2 enhancement bonus on attacks, saves, and checks+80,000 gp+2
51–65Item can use a 9th-level spell* at will+90,000 gp+2
66–80Item can use a 10th-level spell* at will+132,000 gp+2
81–95Item can use a 11th-level spell* at will+182,000 gp+2
96–100Item can use true resurrection* on wielder, once per month+200,000 gp+2
*Use as a spell-like ability.

Item Ego

Ego is a measure of the total power and force of personality that an item possesses. An item's Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements). An item's Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Base Magic Item ValueEgo Modifier
Up to 1,000 gp
1,001 gp to 5,000 gp+1
5,001 gp to 10,000 gp+2
10,001 gp to 20,000 gp+3
20,001 gp to 50,000 gp+4
50,001 gp to 100,000 gp+6
100,001 gp to 200,000 gp+8
200,001 gp and higher+12

Items against Characters

When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. If you are not true to that alignment's goals or the item's special purpose, personality conflict — item against character — results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, you must make a Will saving throw (DC = item's Ego). If you succeed, you are dominant. If you fail, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following:

In extreme circumstances, the item can resort to even harsher measures, such as the following:

Naturally, such actions are unlikely when harmony reigns between the character's and item's alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.

All magic items with personalities desire to play an important role in whatever activity is under way. Weapons, armor, shields, and those with combat utility are particularly interested combat. Such items are natural rivals, even with others of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior. A lawful good item may even seek out other like-minded items to deliver them to those who can use them best.

Items with personalities are never totally controlled or silenced by the characters that possess them, even though they may never successfully control their possessors. They may be powerless to force their demands, but most remain undaunted and continue to air their wishes and demands.

Greater Artifacts

Greater artifacts are extremely powerful. Rather than merely another form of magical equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures — a quest to recover it, a fight against an opponent wielding it, a mission to cause its destruction, and so on. Unlike normal magic items, artifacts are not easily destroyed. Instead of construction information, each artifact includes one possible means by which it might be destroyed. Artifacts can never be purchased, nor are they found as part of a random treasure hoard. When placing an artifact in your game, be sure to consider its impact and role. All greater artifacts have alignments, given below; these are guides for the game master, not restrictons. Remember that greater artifacts are fickle objects, and if the game master deems that they are detracting from the game's fun, they can easily disappear or become lost once again.

These priceless and unique items break the rules in odd ways, and their powers are often a mystery. When a game master adds a greater artifact to the game, it also needs a backstory and mythology, so that it is incorporated into the campaign. Greater artifacts generally have no magical aura, but some subtle test (such as heating it in a fire) will reveal its nature or name or hint at its powers. A greater artifact can only be destroyed in a particular way (such as throwing it into the volcano in which it was originally forged). These methods of revelation and destruction are not detailed here, because they should be related to the campaign world in which they are found.

Greater artifacts have the mentality and, often, the powers anf traits of intelligent items. However, they often do not condescend to communicate with mortals, being above such trivial interaction, and being concerned with matters on a time scale beyond mortal concerns. Again, details given here may well vary based on the needs of the campaign. They are placed by game masters, not be made by players. Here are some examples of greater artifacts.

Crown of the Sphinxes

Aura —; CL 20th; Alignment tending towards lawful good

Slot head; Price —; Weight 4 lbs.

Description

This item is a radiate crown, similar to that worn by ancient sun-kings (and by by the Statue of Liberty in the harbor of New York City). The Crown of the Sphinxes offers powers of light and the sun, as well as warming the hearts and souls of those over whom you rule. Wearing it, you are immune to fire and light attacks. The crown itself radiates bright light within 120 feet; in addition to the usual effects resulting from exposure to bright light, undead and light-sensitive creatures suffer 2d6 damage per round of exposure. If you rule a demense or dominion, then your subjects, hirelings, and companion gain a +2 enhancement bonus on all d20 rolls when they are within the bright light of the crown, and they are immune to charms and compulsions that oppose the artifact's wishes.

Intelligent characteristics: Int 17, Wis 15, Chr 16. It communicates via telepathy, almost exclusively with you or others of higher rank. The crown senses everything within its nimbus of bright light, including invisibles. Intelligent Item Powers: As chosen by the game master, especially focusing on spells with the light descriptor. Special Purpose: Chosen by the game master to fit the campaign, but the Crown of the Sphinxes is intelligent and interested in governance and leadership. It uses its telepathy to urge you to gain and grow leadership roles and power. It offers advice on how to be a good ruler. It seeks wearers with ruling power, as well as those who seek to rule for the benefit of the ruled, as well as to create a society that respects the rule of law. Dedicated Power: The crown grants a +4 enhancement bonus to skill checks relevant to governing a realm. Ego 22.

Background ideas: Worn by the pharaohs of an ancient empire, this Crown of the Sphinxes was given by the gods to the sphinx rulers of the largest empire of ages past.

Eyes of Armath

Aura —; CL 15th; Alignment chaotic good

Slot eyes; Price —; Weight

Description

These metallic faceted orbs are intended to fit into your eye sockets. First, you must first rip out your own eyes, which inflicts 1d100 damage. If you survive the damage and place the Eyes of Armath into your own head, the orbs attach, form a soul-bond, break all your existing soul-bonds, and grant you normal vision and more. Each day, roll a d8 to see what kind of special vision you gain: (1) arcane sight, (2) clairvoyance, (3) darkvision, (4) foresight, (5) keen senses, (6) reveal flaws, (7) see invisibility, or (8) true seeing. Both the normal vision and the special vision granted by the eyes are ongoing, continuous effects at caster level 15 that cannot cannot be dispelled and function in anti-magic areas. The eyes, however, may turn off its own powers, leaving you blind, if it is displeased with you.

Intelligent characteristics: Int 16, Wis 12, Chr 10. The Eyes of Armath can cast magic mouth as a free action once per round, and it speaks by making the mouth say what it wills, in a voice that sounds exactly like any creature that it has heard speak; it may find it amusing to use this ability to puts its words into the mouths of nearby people. It has normal senses within 120 feet.

Intelligent Item Powers: The eyes have their own powers, which it alone can activate, once per round. It can concentrate on its own magic, if the spell requires concentration.

The right eye has the power to shoot out a ray attack. Each morning, roll a d8 to select one spell from these eight: (1) disintegrate, (2) enervation, (3) force ray, (4) polar ray, (5) ray of enfeeblement, (6) ray of exhaustion, (7) ray of frost, or (8) scorching ray. The right eye can use that ray spell, thrice per day as a standard action that it takes at its discretion, not yours, at caster level 15.

The left eye has the power to create and control illusions. Each morning, roll a d8 to select one spell from these eight: (1) disguise other, (2) hallucinatory terrain, (3) major image, (4) mirage arcana, (5) persistent image, (6) phantasmal killer, (7) shadow conjuration II, or (8) veil. The left eye can use that illusion spell, thrice per day as a standard action that it takes at its discretion, not yours, at caster level 15.

Special Purpose: The Eyes of Armath desire above all to amuse itself, you, and your allies. It especially enjoys doing so at the expense of others. It has little sense of propriety or boundaries. Ego 12.

Background ideas: Armath was a ranger loremaster who researched and created the eyes, and then died ripping out his own! A joker and prankster in life, Armath laughed to have played this joke on himself — he moved his soul into the eyes and the item became intelligent. Now, he is pleased to enjoy his afterlife as an intelligent greater artifact that specializes in playing tricks on others. Given its mortal origins, the Eyes are much more likely than most greater artifacts to communicate and interact with you and the world around you.

Ring of Domination

Aura —; CL 25th; Alignment lawful, neutral to evil

Slot fingers; Price —; Weight

Description

This simple golden ring is among the most powerful items in the multiverse. Its power is greater when worn by a strong-willed and powerful person. It bestows the effects of see invisibility and invisibility II upon you when worn. However, if you use a full-round action to concentrate your will on another creature you can see, the invisibility II power ends for one minute, and the creature on which you focus has to make a special Will saving throw or be dominated and charmed; these effects are permanent (until you die) and are not broken by any actions or attacks made by you or your allies. The special saving throw is your Wisdom score plus the difference in levels (or hit dice for monsters) between you and your target. The ring ignores spell resistance, anti-magic effects, and immunity to mental influence.

However, each time you don the Ring of Domination, and each time you try to dominate a creature, you must yourself make a Will save vs DC 9 plus your character level, because those with greater power more easily succumb to the ring. The first time you fail, you are affected as by a permanent sympathy spell binding you to the ring. Treat each subsequent failure as a failed ego save (see above). After a number of failed ego saves equal to your wisdom, you are completely dominated by the ring and will act as it demands in all things.

Intelligent characteristics: Int 12, Wis 12, Chr 12. Empathy, no senses. Special Purpose: Chosen by the game master to fit the campaign. Dedicated Power: The ring can grant you an enhancement bonus or penalty on attacks, saves, and checks ranging from -2 to +2. Ego 25.

Background ideas: Sages say this greater artifact was created by How-jath, God of Contempt, maybe for his own aggrandizement, perhaps to corrupt other powers, perhaps to rule mortal nations vicariously through his chosen agents.

Shield of the Sun

Aura —; CL 20; Alignment Neutral Good

Slot arms; Price —; Weight 10 lbs

Description

This +5 large shield, emblazoned with the symbol of the sun, can only be used by a good character; if an evil character dons it, they are struck dead. The Shield of the Sun grants you spell resistance 15. It absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic). If you are a priest, that is, if you can cast divine spells, then your caster level and spells per day are calculated as if you were three levels higher than you are, but your three highest level spell slots can only be used to cast divine spells.

Intelligent characteristics: Int 14, Wis 14, Chr 18. Empathy, no special senses, regular senses within 30 feet. Special Purpose: To encourage good deeds. Once per year you must undertake a quest given to you by E-aff-a in a dream. Ego 18.

Background ideas: The greater god E-aff-a, who'se symbol is an image of the sun, placed this shield into the world in order to advance the cause of goodness.

Skoldpadda

Aura —; CL 19th

Slot —; Price —; Weight 1 lb.

Description

A skoldpadda is a small carved animal figurine (typically, a turtle), easily held in one hand. Each round in which you hold it up as a standard action, those in line of sight (up to 400 feet) must make a DC20 Will save or be stunned; those who make the save are affected as by a powerful sympathy spell — but in addition to the usual effects, those who make the save are reduced to one-quarter move and cannot make attacks.

You are unaffected, and your allies who fail the save are stunned for one round, then immune to the effect, and are unaffected if they make the save. A skoldpadda's influence over a creature ends if the creature is attacked, and that creature is immune for the rest of the day. Spell resistance does not block this lesser artifact, but undead and creatures immune to or protected from mind-affecting magic are not influenced by a skoldpadda at all.

Intelligent characteristics: Int 14, Wis 14, Chr 14. Empathy, no special senses, regular senses within 30 feet. The skoldpadda can hum and even sing; those who hear it are filled with a sense of wonder (if they are good) or trepidation. Special Purpose: none. Ego 16.

Background ideas: This item is the servant of destiny, sometimes known as "ka," and it tends to appear at times of great moment, and to vanish as easily.

Urist's Moaning Diamond

Aura —; CL 20th; Alignment neutral to chaotic

Slot —; Price —; Weight 5 lbs.

Description

Urist's Moaning Diamond appears to be an uncut diamond the size of a human fist. At random times, especially when it's powers are used, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the item is not evil. You can call upon it at will as a standard action to reshape earth and stone as if with stone shape, using the item's CL. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves you until it is slain. Only the one elemental can be summoned at a time; if it is slain, it cannot be summoned again for 24 hours.

Intelligent characteristics: Int 10, Wis 14, Chr 10. It has Empathy and speaks Auran; it has normal senses within 30 feet and tremorsense within 90. Intelligent Item Powers: Every day, roll 1d4 to select one of these spells: elemental speech (earth), meld into stone, soften earth and stone, or stone call. The artifact can use the selected spell 1d4 times that day. Special Purpose: Chosen by the game master to fit the campaign. Dedicated Power: Urist's Moaning Diamond can grant you a stony skin, with 10/bludgeoning damage reduction. Ego 18. Note: The diamond has been known to create and shape stone for its own unknowable reasons.

Background ideas: Famous dwarf crafter Urist led a conclave of level 20+ dwarves to create this item, first used in carving out dwarfhomes. Legend says the diamond moans in mourning for its creator.