The artifacts of Myth Drannor were many. The following are included here: arm of valour, the codex, concordance celestial, crystal of the ebon flame, dagger of faithlessness, Dark Demon, Fallowmoor scrolls, greater scourge of Galagur, lexicon arcanus, sword of truth.
MINOR ARTIFACTS
Arm of Valour
Each piece of the arm has a 1% chance each time a power is used that the gauntlet teleports away, causing 1d12 damage to the wielder and permanently draining them of 1d2 hit points.
Gauntlet: This +1 spiked gauntlet grants immunity to charm, hold, and sleep; and once per turn can be used to inflict 3d6 points of damage on a strike with the Sunder feat.
Vambrace: This piece is a tubular covering for the forearm containing a small storage compartment that latches shut and is shielded against scrying. The vambrace grants continuous feather fall protection and see invisibility, immunity to mind-reading effects and psionic attack modes, +1 to damage dealt by weapons wielded solely by the arm wearing the vambrace, and the use of jump once per turn.
Caster Level: 7th; Weight: 1 lb. each piece.
The Codex
Familiarity (Int 14): nothing. Comprehension (Int 16): +25 to Spot checks to notice invisible creatures or objects. Enlightenment (Int 18): Wizard levels become Wild Mage levels; Wild Mage levels become Fatespinner levels. Make a Will save (DC 24) or develop a minor insanity. Lose 1 point of Wisdom; if this point of Wisdom is ever recovered, all benefits of the Codex are lost.
Caster Level: 20th; Weight: 10 lb.
Dagger of Faithlessness
This dagger appears to be of average make. It has a +4 enhancement bonus and does a base of 2d4 points of damage. Further, any character capable of casting divine spells gains 2 negative levels with each hit.
Caster Level: 20th; Weight: 1 lb.
Demon
This +10 defending everdancing keen luck speed longsword has yet to be fully defined.
Caster Level: 40th; Weight: 2 lb.
Greater Scourge of Galgur
This scourge is a viscious, barbed monstrosity. While it has no bonus to attack, damage is determined by rolling 2d6 and multiplying the results gained. For example, a roll of a 4 and a 5 would do 20 points of damage. As well, a spellcaster randomly loses one prepared spell of a level determined by 1d6. If the result is higher than the highest level they can cast, they lose a spell from that highest level. If the caster is a sorceror, they can cast one less spell of that level that day. Finally, the wielder of the scourge automatically takes 1 point of damage every round from the barbs, regardless of what precautions might be taken.
Caster Level: 20th; Weight: 4 lb.
MAJOR ARTIFACTS
Concordance Celestial
Familiarity (Int 14, Wis 14): Spell Versatility as Geomancer for all spell levels. Comprehension (Int 16): Knowledge (arcana) (if a divine spellcaster) or Knowledge (religion) (if an arcane spellcaster) is a class skills and gains a +2 insight bonus. Gain a number of cleric (if an arcane spellcaster) or wizard (if a divine spellcaster) levels equal to your spellcasting class level –10; if already both an arcane and divine spellcaster, the lowest level spellcasting class is increased to 10 levels lower than the highest spellcasting class (if applicable). Enlightenment (Int 18): Make a Will save (DC 27) or lose all class levels and become 1st-level cleric. Commune with god of choice 1/day for 1 minute with no restriction on the type of question asked.
Crystal of the Ebon Flame
This foot-long crystal appears to radiate black flames from within. Anyone looking at the flames and within 30 feet must make a Will save (DC 29) or be fire charmed. The crystal negates magic missile attacks. The crystal is rumoured to have potent side effects, but they are not recorded in any known text. The Crystal of the Ebon Flame also has these powers as a 20th-level caster:
- Animate Dead: Seven times per week.
- Cone of Cold: Twice a day.
- Cure Light Wounds: Seven times per week.
- Darkness: Three times per day.
- Phantasmal Killer: Once per day.
- Summon Demon Lord: Once per month, as summon monster I, except the character can summon one demon lord. Known demon lords include Demogorgon, Juiblex, Lolth, Orcus, and Yeenoghu.
Fallowmoor Scrolls
Familiarity (Int 14): Speak with dead 1/day and the target does not receive a Will save. Comprehension (Int 16): +3 insight bonus to Spellcraft. Speak with dead 1/hour and the target does not receive a Will save. Dead Spellcaster: the round after your death you may cast a single spell with the feats Ignore Material Components, Silent Spell, and Still Spell with no increase in spell level; if this brings your body back to a positive hitpoint total, you are returned to life. Enlightenment (Int 18): Make a Will save (DC 24) or become a True Necromancer (regardless of prerequisities) and advance in only this prestige class from now on; if the Will save roll was a 1, your alignment becomes Chaotic Evil. Speak with dead at will and the target does not receive a Will save; in addition, any question may be asked and must be answered. Upon death, you become a spectre but retain all spellcasting class levels.
Lexicon Arcanus
Familiarity (Int 14): all arcane spells are cast at +1 caster level and are affected by the Extend Spell feat with no increase in level. +2 insight bonus to Spellcraft checks. Comprehension (Int 16): +25 insight bonus to Spellcraft checks (this does not stack with the prior bonus). Make a Will save (DC 28) or unmake all magical items you encounter from now on to determine how they were made. Enlightenment (Int 18): Make a Will save (DC 24) or do nothing except study arcane magic (ie, no adventuring). Gain the Automatic Quicken Spell, Great Intelligence, Great Wisdom, Multispell, and Quicken Spell feats.
Sword of Truth
This two-handed sword has a hilt of solid gold, and the blade glows with a golden light in the eyes of those of good or neutral alignment; those of evil see a well-used but ordinary two-handed sword. All creatures of good or neutral alignment can sense the neutral goodness of the blade within 10 feet; creatures of evil alignment can never sense the alignment of the blade. The Sword of Truth bypassess all damage reduction as well as armour, and is treated as a touch attack that doesn't provoke attacks of opportunity (but if physical damage is desired a normal attack roll is required). All items of evil alignment or can create a spell effect with the evil descriptor are treated as if affected by a Mordenkainen's disjunction when they come within 10 feet. All beings in contact with any part of the sword are granted true seeing and zone of truth as cast by a 20th-level caster, but only as long as contact is maintained. In any case, all creatures touching the sword must make a Wisdom check (DC 24) and consult the chart below. Any creature that has previously succeeded at a Wisdom check for the Sword of Truth makes all future checks against DC 7.
- Divine spellcasters of good alignment passing the Wisdom check gain a 1 point inherent bonus to Wisdom and experience points sufficient to put them halfway into the next level of experience. Those failing and of neutral good alignment gain nothing, and cannot advance until atoning. Those of lawful or chaotic persuasion lose 1d6x1,000 experience points and cannot advance until atoning. Any priest who was once neutral cannot advance until atoning regardless of the outcome.
- Divine spellcaster of neither good nor evil alignment passing the Wisdom check, elementals, and neutral outsiders lose 2d6x1,000 experience points. Those failing the check will attempt to slay themselves for their misdeeds, as well as losing experience. Neutrals who were once evil cannot advance until atoning regardless of the outcome.
- Divine spellcasters of evil alignment passing the Wisdom check, undead, and evil outsiders lose 4d6x1,000 experience points. Those who are undead by force of will are destroyed. Evil outsiders of CR 2 or less will turn on their superiors, and evil divine spellcasters will divest themselves of all material goods. In any case, advancement is not possible without an atonement. Those failing the check will seek to destroy themselves by the quickest available means, and in any case are punished as above.
- Fighters and barbarians passing the Wisdom check feel at peace with themselves, while those failing are consumed with remorse for 1d4 rounds and are considered stunned.
- Wizards have 1 point of Intelligence permanently drained, and must make a Will save (DC 15) or lose 1d6x1,000 experience points. They are otherwise affected as warriors.
- Rogues take 5d6 points of damage by contact, must make a Fortitude save (DC 13) or lose 1 point of Dexterity, and have a 1d6x10% chance of becoming a cleric of good if their Wisdom is 15 or higher, never again advancing as any other class. They are otherwise affected as warriors.
- Monks are not affected by the sword, for good or ill.
- Bards and sorcerors are affected as neutral priests.
- Most monsters are affected as barbarians, though some may be treated as other classes. In any case, creatures with an Intelligence score of 1 or less are unaffected.