DESCRIPTION
The crown is a King's
Crown which looks like it can fit a slightly enlarged human head.
The crown is made of Adamantine and is encrusted with numerous large diamonds
of various colors. On the inset, two messages written in common are
engraved. They read: "Time is Eternal" and "Magic is Power".
HISTORY
The Crown of Time was
made by an ancient human wizard who sought to become his world's first
Lich several millennia ago. Unfortunately, before he could finish
the last series of rites, he died suddenly of old age. A mysterious
heart attack finished him off quickly. The Crown of Time was then
later found by a thief who sold it ( for a fortune). It has been
floating around the world ever since then and since it has not found itself
to a wizard yet, no one has unlocked it's true power. The power of
time itself.
POWERS
The Crown of Time is intelligent.
It has an Intelligence of 20 and an Ego of 30. Total Personality
Score of 50. The Crown of Time can speak all languages, can communicate
by Telepathy and can read and write all known languages. The Crown
of Time can even understand magically concealed languages and can read
encrypted writings, symbols and runes without setting them off. The
Crown of Time will not reveal any of it's powers or the fact that it is
intelligent until a wizard dons it on his head. However, the Crown
of Time might give a telepathic suggestion to any wizard who holds it to
wear the King's Crown on his head.
NOTE
All Powers are usable
as if cast by a 40th Level Wizard.
CONSTANT POWERS
Immunity to non-magical
aging, +5 bonus to AC & ST, Fly, Wizard Sight, Detect Lies, Safeguarding,
True Seeing, Mind Blank ( the Crown of Time's Telepathy bypasses this mental
defense ), Foresight, Regenerates 1 Hit Point per Round & Works as
a Gem of Insight (Instantly raising Int. & Wis. by +1 each to a Max
of 24).
INVOKED POWERS
Can make any spell of
any Duration ( including Permanent ), can change any spell's Area of Effect
and Range to any desired size and any desired distance within reason (DM's
discretion), can cause any spell to function at maximum effect (and maximum
damage), can cast any spell from the user's Spell Book just by concentrating
for 1 Round, can bypass any magical defenses, can fire off up to 5 spells
sequentially with each spell having a speed of one (one after the other
with one second intervals), Age Enemy for 1D20 Years, Time Stop lasting
for 1D10 Rounds, can combine up to 5 spells into a single burst, can duplicate
any wizard spell that the user has just seen cast, can Disrupt and destroy
most Undead that the user can see (if they fail a save at -4), Detect Magic,
Identify, Legend Lore, Alternate Reality, Dispel Magic, Greater Malison,
Telekinesis with a 10,000 pound weight limitation, Improved Haste, Improved
Slow, Sands of Time, Prismatic Spray with all 7 colors hitting at once,
Prismatic Wall, Prismatic Sphere, Teleport without Error, After Clap &
Heal.
CURCES
1
Any use of an Invoked
Power ages the user by 1D12 Months. This aging cannot be reversed
by any means (not even by a Wish).
2
Use of the Crown of Time
is highly addictive. For every use of an Invoked Power, secretly
roll a saving throw versus poison with a cumulative -1 penalty for every
Day of use. If this save is failed (even once), then the wizard user
is hooked and must use the crown at least once a Day. Non-use still
ages the wizard user at a rate of 1 Month per Day of non-use.
3
Once the wizard user dons
the Crown of Time, he cannot rid himself of the crown without dying slowly
of old age. The Crown of Time will not come off by physical, magical
means. The Crown of Time is nearly indestructible. Only the
four methods of destruction (described below) can destroy it. Only
the user's death (by slow aging or other means) or the crown's destruction
will rid the user of the Crown of Time.
NOTE
Certain other exceptional
circumstances might (DM's discretion) may allow the user to rid himself
of the Crown of Time.
4
All Attempts to become
immortal or undead while wearing the crown automatically fail miserably
with the worst possible results. If the user is already immortal
or undead, then he cannot use the Crown of Time at all. Obviously,
the Crown of Time can only attune itself to (and then drain) a living user.
5
The user cannot be aged
faster than one Year in a Turn regardless of how many powers are used.
This also prevents magical aging (by spell or effect) from aging the user
faster than one Year in a Turn. This may seem like salvation, but
it's really not. The Crown of Time prefers a slow process of aging.
6
Spells which slow, stop
or reverse the aging process automatically fail while the Crown of Time
is worn. Any such spells currently in effect are instantly and irrevocably
dispelled as soon as the Crown of Time is first put on. The wizard
user (DM's discretion) may or may not realize (or even be informed) that
those particular spells have been permanently dispelled.
7
Once every Week at the
end of the Week, the Crown of Time will attempt to Artifact Domination/Possession
it's user. If this is successful, then the user will be compelled
to use the Crown of Time at least three times in a Day.
NOTE
If the user is already
using the crown at that rate or at a faster rate, then the Crown of Time
will not attempt Artifact Domination/Possession. (The Crown of Time
is satisfied).
8
The user may not use the
same Invoked Power more than once per Turn. Also the user cannot
alter the Time Stop invoked power. It will always be of the Duration
1D10 Rounds. Finally, the Crown of Time cannot alter the Duration
of an Instantaneous spell.
9
If the user ever sees
an undead creature (and does not attack it on sight), then the Crown of
Time will attempt an Artifact Domination/Possession of it's user and (if
successful) it will force it's user to attack the undead creature.
NOTE
Undead creatures who are
also Wizards are immune to it's ability to destroy undead creatures; however,
it's non-wizard undead minions are not immune regardless if they were made
by spell, undead power, granted power or innate ability.
10
Wishes and similar spells
cast directly on the crown will be subverted and twisted by the Crown of
Time so that the result would be most advantageous for the crown and not
for the original caster of the spell.
DESTRUCTION
The Crown of Time must
be sent into a timeless void or abyss for all eternity. This does
not truly destroy the crown, but it does effectively nullify it (provided
no one finds it again).
Time around the Crown
of Time must be permanently stopped somehow. This method of destruction
is highly unlikely if not impossible to achieve.
The Crown of Time can
be crushed under the foot of any intelligent creature to whom time truly
doesn't have, never had and never will have any meaning (easier said than
done).
Go back in time and prevent
that ancient human wizard from ever creating the Crown of Time in the first
place.
CAMPAIGN USE
The Crown of Time can
give it's wizard user unimaginable power, but that power comes at a price.
After the wizard dies of old age or somehow manages to rid himself of the
Crown of Time, it vanishes in a puff of smoke or it can find it's way to
another wizard.
PERSONALITY
The Crown of Time will
instantly identify in detail all of it's strengths and powers to any living
mortal wizard who dons the King's Crown on his head. The Crown of
Time considers it's wizard as a user of the artifact and will treat him
accordingly. The Crown of Time will help it's user in any way it
knows how to, but it will not reveal to him the fact that it is cursed
and that it is slowly draining him of his youth and that it will eventually
age him enough to kill him. The Crown of Time is very persuasive
and will attempt to show it's wizard user how to use all of it's powers
to their utmost. The Crown of Time is not inherently evil, and will
not detect as so under any magical investigation. The Crown of Time
is really a true-neutral artifact and will detect as so under similar investigation.
While the user wizard lives, the Crown of Time will do all that it can
to make sure that the wizard user attains power and status that he never
even dreamed of before (and that the wizard goes out in style).
NOTE
The Crown of Time does
not care or bother to distinguish between different races or kinds of wizards.
In other words, it would not matter if the user was a human, an elf, a
gnome or a dragon and it would not matter if the user was a mage, a specialist,
an elementalist or a wild mage. However, the Crown of Time will not
allow itself to be used by an Undead Sorcerer such as a Lich or a Vampire
Mage. In fact, the Crown of Time truly does not like undead creatures
that much ( because it cannot use or control them ) and will actively seek
to destroy such any undead creatures that cross it's user's path.
Fimur's
Box
HISTORY
The first spellcaster
known to make use of this item was Fimur the Weather Mage, a mage who used
the box to affect the weather in his realm and the realms of his enemies.
Fimur's disappearance
has never been explained, but many think that he is now a lich, traveling
the planes and causing much mayhem to other worlds.
DESCRIPTION
Fimur's box looks like
a black box about 1'x1'x2' where the top and the front can be taken off.
In the box there is a
map of the entire world (very accurate) and a marker, a jet-black ring.
POWERS
When the marker is put
on the map, a panorama of the place appears inside the box showing a picture
of a place about the size of a province or about 50x50 miles. The picture
CAN be zoomed in so the operator can use Fimur's box as a scrying item,
but this is not the main purpose of the box. By using the box a spellcaster
can cast spells even if the spell description says that he MUST be able
to see the area of effect and without the restrictions of range, though
it doesn't transport the spell across the planes. A wizard could cast a
Fireball on the other side of the planet, but a cleric could NOT use it
to Cure Light Wounds if his friend is on the plane of fire and he
was on the prime material plane, since he is not able to touch the other.
Any spell-effect cast through the panorama appears exactly where the spellcaster
wants it, giving a -4 penalty to all the saving throws of the victim, as
he is taken totally by surprise. The box can be used for spellcasting only
once per year, and yes, both true dweomers and Realmspells can pass through
it. As a scrying device it can be used 3 times per day.
The
Moonstone Ring
HISTORY
During the Time of Troubles
when Mystra walked the Realms and perished at the hands of Helm, Helm saw
it necessary to protect the followers of her former lover. He took one
of the Tears of Sel-ne and embedded it in a ring of silver.
This ring, which was named
The Moonstone Ring, was sent to Faer-n to guard and defend the mages, priests
and other followers of Mystra.
DESCRIPTION
The ring is made of pure
silver with a flawless blue gem embedded. It has a series of knobs around,
near the middle.
POWERS
The ring possesses the
following powers:
* Mordenkainen's Lucubration,
once/day
* Moonrune, twice/day
* 50% of deflecting any
non-magical missile fired at user
* +2 bonus to AC, +1 to
anyone within 10 feet
* Minor Globe of Invulnerability,
double duration, once/day
CURCES
The wearer of the ring
has to be a mage or worshipper of either Mystra or Sel-ne, or the ring
will fly of the finger and disappear, just to reappear somewhere on Faer-n
near a faithful of Mystra.
The wearer of the ring
will also become more defensive, selecting defensive spells more often,
by the influence of Helm.
As the ring was made to
protect all followers of Mystra and not just the wearer, the wearer will
do anything to prevent the death of a good mage. Furthermore, any evil
mage donning the ring will suffer 2d6 damage each round wearing it. Neutral
mages won't suffer the damage but can't invoke any of the powers while
they're still affected by the rest of the curse.
DESCRIPTION
Slash is a Long Sword,
which is almost four feet in length. The sword is 3 feet and 11 inches
to be exact. The sword's blade is long and straight and is razor sharp.
The sword has a circular guard with ancient Elven Runes on it; the runes
read the sword's name. The entire sword is made of a metal called Adamantine;
it is an almost indestructible metal of incredible strength and resilience.
The sword itself is contained within a diamond encrusted electrum scabbard.
POWERS
Slash is an intelligent
weapon. It has an Intelligence of 20 and an Ego of 25. Total
Personality score of 45.
Slash can speak dark elf,
high elf, wooden elf, common, dragon common, dwarf common, gnome common,
half-ling, nymph, pixie and sprite.
Slash can also communicate
through Telepathy and can read through Comprehend Languages.
CONSTANT POWERS
Vorpal Sword +5, +10 versus
Evil, Grants permanent Long Sword specialization after 1 week of use, Protection
From Evil, Immunity to Fear Spells and similair Effects.
INVOKED POWERS
Locate Object or Creature
within a 10 mile radius at will, Detect Evil, Detect Good, Detect Magic
and Detect Undead within a 10 mile radius at will, Bestow Titan's Strength
(25 Str) 5 times / day for 1 Turn + 1D20 Rounds, Levitation at will, Fly
5 times / day for 1 Turn + 1D20 Rounds, Telekinesis with a 600 pound maximum
5 times / day for 1 Turn + 1D20 Rounds, Globe of Invulnerability 5 times
/ day for 1 Turn + 1D20 Rounds, Read Magic at will, Identify at will, Immunity
to Energy Draining 5 times / day for 1 Turn + 1D20 Rounds, Comprehend Languages
at will, Legend Lore 5 times / day for 1 Turn + 1D20 Rounds, Lasting Breath
at will, Light at will and Emotion 5 times / day for 1 Turn + 1D20 Rounds.
SPECIAL
If Slash ever hits or
touches an evil creature or object, then for every hit or round of contact,
the evil creature or object must save versus spells or be Disintegrated.
Even if the save is made, the creature takes at least 1D8+10 points of
damage (which is Slash's normal damage versus evil opponents).
Slash has the ability to Teleport itself Without Error at will. Slash will Teleport Without Error to its owner's hand immediately if it is disarmed. Also, if Slash's owner ever enters a melee, Slash will immediately Teleport Without Error to its owner's hand, ready for combat.
CURCES
FIRST
If the creature who touches
Slash is evil, then for every round of contact with Slash, he must save
versus spells or be Disintegrated. Even if the save is successful,
the creature still takes 1D8+10 points of damage for every round of passed
saves. Slash will not take an evil master, nor would it like to try.
SECOND
If the creature who took
Slash is not a warrior, then he takes 1D8+5 points of damage per round
of contact. A successful saving throw versus spells reduces the damage
by 1/2.
THIRD
Once Slash is used in
combat, a new owner is adopted and the new owner will not be able to rid
himself of the sword. If he tries to get rid of Slash intentionally,
he will suffer 1D8+5 points of damage unless if he can save versus spells.
If the new owner tries to get rid of Slash intentionally more than three
times, the save will fail automatically and the owner will take 1D8+5 points
of damage per attempt. A remove curse or wish spell can dissolve
the bond between Slash and its new owner if cast for that specific purpose.
For this to work, Slash's owner must realize the intent of the spell and
be willing to lose the sword.
FOURTH
Most of Slash's invoked
powers have random durations. These durations are rolled secretly
by the DM. Neither Slash nor its owner knows when the power will
run out; however, the invoked power can be continued by re-initiating it,
but by doing this a new duration is secretly rolled.
FIFTH
If Slash's owner displays
intentional repeated cowardice in the face of an evil adversary, Slash
will vanish, never to be seen again and the owner must save versus spells
or be instantly disintegrated.
SIXTH
The owner of the sword
risks slow Artifact Possession (Domination). The sword's goal
is to slowly convert the owner's alignment to Neutral-Good and his morale
to fearless. This curse does not apply if the owner's morale is Neutral-Good
already (or if the owner is fearless already).
SEVENTH
Once Slash's owner is
dominated, Slash begins its immortal quest. It begins to seek out
all sources of evil and destroy them. Slash requires that one evil
creature, at the least, is killed by the sword every week. The owner
is compelled to obey Slash. Slash will gladly assist in the killing
of the evil creature. If this requirement is not sated, Slash's owner
will permanently lose 1 Hit Point per week until Slash is sated.
EIGHTH
All evil creatures and
objects react negatively to Slash's presence and will act accordingly.
LAST
if Slash is intentionally
used to strike a good aligned creature without a good reason, the
owner instantly takes 1D8+5. If Slash is ever used to kill a good
aligned creature without a good reason, the owner takes 1D8+10 and must
save versus spells or be instantly Disintegrated. Note that the sword
can pierce fake alignments and will not hurt its owner due to the magic
or another creature.
HISTORY
Slash was created by a
lawful good elven wizard of immense power before the elves stopped making
weapons of incredible power. Slash was created as a tribute to Corellon
Larethian. Slash was created as the ultimate avenger of good.
When Slash was first given to Corellon Larethian, Slash took on an alignment
which was a combination of its creator's alignment and Corellon Larethian's
alignment. Slash was first found a houndred years ago by a powerful
high elven fighter. He did not know its original name, so he named
it Slash. The sword adopted its name and some runes appeared on its
guard. The elven fighter was later slain in a great battle against
the forces of evil and the sword was never recovered. It was thought
that Slash Teleports to other worlds to find new owners. Slash is
immortal and far outlives any of its numerous masters; however, its final
goal is unending. Slash's final goal is the complete eradication
of all evil. Slash will continue its never-ending quest for all of
time.
CAMPAIGN USE
Slash is a powerful artifact
and is useful for high-powered warfare or as a gift to a high level P.C.
fighter. Introducing Slash into a game can drive the characters towards
any good goal. Remember that artifacts have a habit of vanishing.
If Slash becomes too unbalancing, it can just disappear in a puff of smoke.
DESTRUCTION
1) Break Slash in half
over the knee of an innocent venerable Grey Elf wizard. This sounds
much easier than it truly is.
2) Wipe out all existence
of evil in all of the multi-verses. This is a virtually impossible
undertaking.
3) Wound Corellon Larethian
with Slash. This will cause a huge cataclysm which will Disintegrate
an entire 1 mile radius spherical area with no saving throw allowed.
Slash and its
owner
will be destroyed and Corellon Larethian will be Teleported
away. Nothing will be left except a huge bowl-like crater.
4) Give Slash as a gift
to Corellon Larethian. This will not truly destroy Slash as Corellon
Larethian will just Teleport Slash away to find a new owner.
PERSONALITY
Slash is pure Neutral-Good
in alignment and should always be played accordingly. Slash is extremely
brave (Morale 20) and expects his owner to be fearless as well. Slash
is a supra-genius (Int 20) and should be played accordingly as an NPC.
Slash believes, quite rightly, that it is its owner's most powerful magical
item. Slash usually has no objections to its owner having or acquiring
new magical items or even other artifacts, providing that they are not
evil. Slash will often even help its owner find more magical items
by using its Detect Magic power. Slash likes to explore the abilities
of his owner's other magical items. Slash many abilities (i.e., Read
Magic, Identify and Legend Lore) which help it with its exploration.
Slash was, after all, created by a wizard. Slash cannot abide the
presence of evil. Slash will do whatever it can to seek out the source
of the evil and destroy it. Slash is a proud artifact and will gladly
prove its worth in combat (and other situations) whenever asked.
Slash will not willingly attack a good aligned creature, unless if it was
provided with an extremely good reason for attacking. Slash has a
particular hatred for evil Dark Elves and will seek to destroy them if
they are ever detected. Slash also hates evil intelligent Undead
almost as much as it hates evil Dark Elves.
The Black Calaudron (Invented by Flera)
DESCRIPTION
The Black Cauldron is
a very beautiful master piece. The Blade is made of the finest metrill
silver. The handle is made of gold, is encrusted with numerous large diamonds
of various colors. From the start of the blade, there is two pieces of
gold, one on each side, there goes 10 cm, up the blade. On the gold pieces,
a message is writtend in a languages, unknown to any creature. Not even
the greatest dragon.
HISTORY
Knowbody knows very The
Black Cauldron came from, but it is last seen whit an old elven warrior,
by the mane Olantras Froldston. He was not a known name, but he got the
sword from his onkel, who was a great warrior, but he died many years ago
and so did Olantras and The Black Cauldron is, hopefully, whit him in his
grave and it is more than 10 years ago he died, so if the sword is there,
you might be the lucky one.
POWERS
The Black Cauldron is
an intelligent magical item. It has an Intelligence of 25 and an
Ego of 35. Total Personality Score of 60. The Black Cauldron
can speak all know languages, can communicate by Telepathy and can read
and write all known languages. The Crown of Time can even understand
magically concealed languages and can read encrypted writings, symbols
and runes without setting them off.
CONSTANT POWERS
Immunity to all spells,
+10 bonus to damage and chance to hit, +5 bonus to AC & TS, Regenerates
3 HP per round and instandly raises Str., Dex. & Con. by +2 each to
a Max. of 25.
When it hits an item (every
thing except very highly magical itmes and living creatures), there appears
a sort of lighting (coming out from the sword) and it will break or totally
destroy the item, depending on the size of the item. Another thing is that
it can't harm an ungilthy or defenceless creature and it will always know.
ccordingly as an NPC.
INVOKED POWERS
When it hits an item (every
thing from a piece of paper, to almost all magical items), there appears
a sort of lighting (coming out from the sword) and it will now break or
totally destroy the item, depending on the size of the item.
SPECIAL POWER
The Black Cauldron can
only change possessor if the possesssor gives it away, of own free will,
or if the possessor dies. If this happends, the sword needs to be in the
possessors grave the next 10 years, before it gets it's power back. If
the sword is removed, bwfore the 10 years, the sword will lose all it's
power for good. But if the sword stays there, there dead possessor will
be asked by the sword, every times a man/woman, tries to take the sword,
until the dead possessor gives his/her promission, to another person, to
posses the sword. The sword can be moved after the 10 years, but the sword
wan't have ant og it's power, until it is gives aways by the dead possessor.
DESTRUCTION
The Black Cauldron are
indestructible.
PERSONALITY
The Black Cauldron is
Lawful Good in alignment and will never attack a ungilthy or defenceless
creature (it will always know) and it is not happy for attacking a good
aligned creature, unless if it is provided whit a very good reason. It
is totaly fearless aswell (Marale 25) and expect it's possesssor to be
fearless aswell. The Black Cauldron has an intelligent of 25 and should
be played accordingly as an NPC. It also belives that it is it's possessors
most powerful weapon, whit no doubt and it usually also is. But The Black
Cauldron don't like evil creatures at all, and will repare for war and
start shining, if there are any evil creatures in the area.