Aura Strong Abjuration; CL 10th; Slot Neck; Weight 0 lbs.; Price Artifact (unique);
DESCRIPTION
The pendant, known as the Aegis of Bannockburn, is an exquisite piece of ancient elven craftsmanship. Suspended from a delicate chain of mithril is a circular medallion, about two inches in diameter. The medallion is made of intertwined vines of silver and gold, which form an intricate knotwork pattern reminiscent of the ancient trees of elven forests. Encrusted at the heart of the medallion is an ethereal gem that glows with a soft, verdant light. This gem, often mistaken for an emerald, is in fact a piece of ancient amber that contains a luminescent essence, akin to captured moonlight. Along the edges of the pendant, delicate Elvish script is engraved, whispering tales of the elder forests and the guardians who protected them. It is light to the touch and emanates a soothing aura, like the gentle rustle of leaves under a starlit sky.
Once per day, as a standard action, the wearer can activate the pendant to gain resistance to fire, cold, electricity, and acid damage equal to 5 + the wearer’s character level, for 3 rounds, during these rounds the wearer can also move effortlessly through difficult terrain and gains a +2 dodge bonus to AC.
Aura Moderate Transmutation ; CL 8th; Slot -; Weight 1 lbs.; Price Artifact (unique);
DESCRIPTION
The Owl’s Relic of Wisdom is a beautifully crafted silver trinket shaped like an owls feather, symbolizing knowledge and insight. When worn, it grants a +6 enhancement bonus to Wisdom, sharpening the wearer’s intuition and mental acuity.
Once per day, the wearer can choose to reroll a Will saving throw before the result is revealed, allowing for a second chance to resist mental and magical effects. This ability reflects the ancient wisdom of the Great Owl Aurelion, guiding the wearer in times of need.
Aura Strong Lawful; CL 10th; Slot None; Weight 1 lbs.; Price Artifact (unique);
DESCRIPTION
The origins of the Compass of Truth are unknown. It is said the Compass was imbued by the gods to help the mortals who are morally lost find their path,
1/day ask the compass a question and it will point to the “Truth”.
When the Compass is not charged the needle is not visible.
The Compass is charged by doing good deeds.
Aura Unknown; CL 20th; Slot Neck; Weight - lbs.; Price Artifact (unique);
DESCRIPTION
Dark Embrace Little is known of this artifact at this time...
Aura Strong Conjuration; CL 20th; Slot Weapon; Weight - lbs.; Price Artifact (unique);
DESCRIPTION
Daybreaker "The Blade of Shadows" was created by Neneg in the voids before time, it was forged out of the tears she shed upon seeing the first light. It has been wielded by the demigods of shadow throughout history, and was carried by Heolstor during the Shadow War. During the Shadow war it was used to cut through the veil between worlds unleashing the Ka-li and other untold horrors into the material world to bolster the ranks of Heolstor's army.
Daybreaker is a Shadow Energy Weapon that has no weight, and it passes harmlessly through nonliving matter. It can be summoned by its owner as a move action.
Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.)
A melee attack with this blade cannot harm undead, constructs, or objects.
When drawn Daybreaker grants the wielder the continuous effect of the Spell Blur.
The subject’s outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).
This ability cannot be suppressed by the wielder and applies even to the touch made by allies.
If in an anti-magic field the sword dissipates and cannot be summoned until exiting the area of anti-magic.
As a Standard Action the wielder of Daybreaker can project a Ray of Shadows as a ranged touch attack on a single target.
Daybreaker has a pool of 20d6 potential shadow energy that replenishes each night at the darkest hour.
Before this ranged touch attack is rolled the wielder chooses the number of d6s from the pool to be expended.
On a successful ranged touch attack each d6 expended deals cold damage to the target.
The Range is 100 ft. Activating this effect does not provoke AoO;
Tearing the Veil: Daybreaker can cut the fabric of existence in places where the veil between planes is thin, this requires expending all 20 dice in the Ray of Shadows Pool.
Daybreaker can be activated with a move action to dampen light as the spell darkness, the concealment from this darkness stacks with the swords Blur effect.
Aura Divination; CL 20th; Slot None; Weight -; Price Artifact (unique);
DESCRIPTION
The Deck of Destiny is an ancient set of tarot cards rumored to possess the power to alter fate. Adorned with intricate symbols and illustrations, the deck grants skilled diviners the ability to glimpse hidden truths and guide individuals towards different paths. However, its power demands great responsibility, as it taps into the threads of destiny and influences choices. Legends speak of fortunes gained and lives changed, yet altering fate comes with risks and consequences. The deck's origins and true power remain shrouded, making it an enigmatic artifact that captivates seekers and scholars alike.
*This deck of Fortune-teller's cards functions like a Harrowed Deck of Many Things with alterations to the cards effects.
Aura Necromancy & Transmutation; CL 13th; Slot Neck; Weight 1 lbs.; Price Artifact (unique);
DESCRIPTION
This sinister necklace is made from dark, twisted metal, adorned with sharp, jagged barbs on its inner edge. When placed around the neck, it magically tightens, and the barbs painfully sink into the wearer's flesh, bonding with their very essence. The necklace grants the wearer an incredible surge of physical power, increasing their Strength by +5, but this comes at a great cost, sapping their vitality and decreasing their Constitution by -5. Once worn, the necklace cannot be removed by normal means due to the barbs embedding into the wearer's body, and attempting to forcibly remove it can cause severe injury.
+5 Strength Bonus: Immediately upon wearing, the user's Strength score increases by +5, granting them greater melee attack power, damage, and carrying capacity.
-5 Constitution Penalty: Simultaneously, the user suffers a -5 penalty to their Constitution score, making them more susceptible to damage, disease, and fatigue.
Irremovable: Once the necklace is donned, the barbs embed themselves into the wearer's skin, making the item impossible to remove without magical aid. A break enchantment spell or similar magic is required to safely detach and remove the necklace without causing harm to the wearer.
DESTRUCTION
The Necklace of Demonic Might is incredibly resilient and can only be destroyed by casting bless on it and then submerging it in holy water for a continuous period of seven days. At the end of this period, a dispel evil spell must be cast upon it, causing the necklace to shatter and release its hold on any current or past wearers.
Aura Enchantment; CL 10th; Slot None; Weight 4 lbs.; Price Artifact (unique);
DESCRIPTION
The Enchiridion also known as the Hero’s handbook is an ancient leather bound book containing the wisdom and teachings of the previous owners. Some notes in the Enchiridions first pages date back centuries. Little is known of where the book came from but it is one of the most sought after items in all of DüNaria by adventurers, and rulers alike. Often times the Enchiridion will go missing or lay dormant for many years until a worthy candidate finds it.
The Enchiridion is magically sealed and only opens for those who prove themselves worthy.
The Enchiridion can have only one master (Someone who has proven their worth) at a time.
If someone other than its master attempts to read its pages they must make a WILL save (DC 20) or be rendered unconscious. If the WILL save is successful the reader may use the book for 10 min before making another save.
If the book is Damaged it will repair itself over 1d4 days.
Heroes who have proven themselves worthy may open the book, and use it to…
Studying the Enchiridion for 1 hour daily will provide a 10% bonus to all XP gained that day.
Make Knowledge checks that you are not trained in if you take 10 min to research the information in the Enchiridion.
Gain a +5 bonus to knowledge checks you are trained in if you take 10 min to research the information in the Enchiridion.
Aura Strong Conjuration; CL 20th; Slot None; Weight 1 lbs.; Price Artifact (unique);
DESCRIPTION
The Eye of the Rift is a legendary artifact, a gemstone that radiates an ever-shifting array of colors resembling a living rainbow. The gemstone is fashioned in the shape of an eye, its intricate facets capturing and reflecting light in mesmerizing patterns. Legends say it was created by a powerful Conjuration Wizard as a focus for teleportation magic, imbuing it with potent arcane energies.
Riftwalker's Gaze: Once per day, the wielder can activate the Eye of the Rift to gain the ability to see through the barriers between dimensions. This grants them the ability to see invisible creatures, ethereal creatures, and creatures within the Astral Plane or similar extradimensional spaces. The effect lasts for 1 hour.
Planar Step: Once per week, the wielder can perform a Planar Step. This ability allows the wielder to instantly teleport themselves and a select few companions to any location they have previously visited or have precise knowledge of. The distance is not a limitation, as long as the destination is within the same plane of existence.
Teleportation Affinity: The Eye of the Rift enhances the wielder's connection to teleportation magic. When casting teleportation spells, the wielder reduces the casting time from a Standard Action to a Move action.
Aura Strong Abjuration and Conjuration; CL 10th; Slot Neck; Weight - lbs.; Price Artifact (unique);
DESCRIPTION
This ancient-looking amulet is made of tarnished silver and features a large sapphire that seems to ripple like the surface of a lake. When held, it is cold to the touch, as though it has been submerged in deep waters for centuries.
The Amulet of the Lake Guardian has the following abilities:
Water Breathing: Once per day, the wearer can invoke the power of the amulet to breathe underwater for up to 1 hour as a standard action.
Misty Escape: Once per day, as an immediate action, the wearer can turn into mist (as per the spell Gaseous Form) for up to 1 rounds. While in this form, the wearer gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. The wearer can pass through small holes or narrow openings, even mere cracks.
Calm Waters: Once per day, the wearer can use this ability to calm rough waters in a 100-foot radius, making them safe for swimming or boating. This effect lasts for 10 minutes.
Additionally, if the amulet is submerged in a lake of water, it regains an expended use of its Misty Escape ability. This can be done once per day.
Aura Strong Enchantment(Charm); CL 20th; Slot N/A; Weight 10 lbs.; Price Artifact (unique);
DESCRIPTION
Nani's Echo is a masterfully crafted miniature harp made from the rarest of Silverwoods, its frame exuding an ageless elegance. Each curve and swirl is meticulously carved, lending the instrument an otherworldly allure. The strings, seemingly spun from the very beams of the moon, stretch taut across its frame, resonating with a hauntingly beautiful sound even when touched by the softest of breezes. Adorning its structure are intricate inlays of mother-of-pearl, which depict serene moonlit landscapes and silhouettes of ethereal creatures in flight. The harp emanates a soft, phosphorescent glow, as if retaining some remnant of a long-lost spell or the spirit of its previous owner.
Charm: Playing the harp in this way is a DC/20 Perform String instrument Check. When played, the harp light grows from a soft glow to a radiant light as bright as a torch, and captivates all creatures within a 30-foot radius to become pacified and entranced for 1d4 rounds. A WIL Save DC/30 Negates this effect. The Harp can be played in this way once per day. This is a mind-affecting charm. This charm ends if the creatures under its effect take any damage.
Harmonic Performance: When played as a standard action allies within a 30-foot radius of the harp gain a surge of energy, granting them a +5 ft. bonus to movement speed and +2 to saving throws made against charms and mind affecting spells and effects. The chord's uplifting magic serves as a beacon of hope, reminding allies of their strength and unity in the heat of battle.
Aura Strong Chaotic; CL 20th; Slot Advanced One-Handed Firearm; Weight 4 lbs.; Price Artifact (unique);
DESCRIPTION
This is a beautiful Kre Revolver that somehow has a 7 round capacity cylinder. This was a plain revolved until it was loaded by the Demigod of Luck. It is said that the wielder of this firearm cannot miss while using any of the 7 bullets Ölvir loaded it with. It is believed that simply having it in ones possession will bring luck and fortune. It is also believed that once the final bullet of 7 has been fired, or other bullets are added it will return to a mundane item.
When Making an Attack Roll with this revolver, and one of the Original Bullets loaded by Ölvir Roll 20d20 and take the most favorable result.
Critical hits made with the 7 bullets are automatically confirmed.
The owner of this fire arm can add a +1 Luck Bonus to any d20 roll they make once per day per Original Bullet in the gun.
Each bullet can be used individually, all at once, or in any combination. Each Bullet can only be used in this way once per day.
You must choose to use this bonus before the dice is rolled. If you add at least +1 to a roll you may add additional unused bonuses after the result is revealed.
This Revolved counts as a Trinket when used in this fashion.
Aura Strong Conjuration (Creation) [Chaos]; CL 20th; Slot -; Weight 3 lbs.; Price Artifact (unique);
DESCRIPTION
The Scale of Wyrmara is a divine artifact, a 10-inch scale from Wyrmara, the demigoddess of Dragonkind. It carries the weight of ancient power, adorned with intricate patterns that shimmer with an otherworldly glow. This scale radiates a potent aura, palpable to those sensitive to magic, echoing the divine essence of Wyrmara herself. Ancient texts revered by scholars and mystics alike mention this scale as not just the remnant of divine presence but as a keystone safeguarding the balance between chaos and order.
Little else is known about the scale.
Aura Strong Abjuration; CL 20th; Slot Shield; Weight 15 lbs.; Price Artifact (unique);
DESCRIPTION
The Shield of Bristan, is the iconic shield carried by King Osric Bristan the last king of Bristan who was slain in the Shadow War.
The Shield of Bristan grants the wielder the continuous effect of the Spell Shield.
It negates magic missile attacks directed at you. The shield also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect.
If in an anti-magic field the shield functions as a normal Heavy Shield.
5/Rnds per Day as a Move Action the wielder of the Shield of Bristan can extend some of the protection of the shield spell to all allies within 30 ft. granting them the +4 Shield bonus to their AC; Effect ends if the ally moves out of range; Activating this effect does not provoke AoO;
Aura of Courage: All Allies who can see the Shield of Bristan gain a +2 morale bonus to all Attack Rolls and Damage, and +4 bonus to Saves vs Fear Effects;
The Shield of Bristan can be activated to glow as brightly as a torch as a move action;
DESTRUCTION
The Shield of Bristan may be destroyed if a good-aligned character casts it into a Rift of Shadows. If a non-good character does the deed, the shield is not destroyed, merely lost, and a quest to the Plane of Shadow may recover it.
Aura Strong Abjuration; CL 10th; Slot Head; Weight 2 lbs.; Price Artifact (unique);
DESCRIPTION
This exquisite cold iron crown is crafted in the shape of two dragon claws wrapping around the wearer’s head with a large sapphire-like gemstone in the center. The crown has been passed down through the ages, worn by the legendary dragon-riding warrior kings of Stonecross. The blue gem socketed in the center is a Blue Dragon Gemstone, which grants the wearer electricity resistance 20.
In addition to the electricity resistance 20, the crown bestows a +2 natural armor bonus to AC.
Once per day, as a standard action, the wearer can produce a breath weapon that deals 4d6 points of electricity damage in a 60-foot line (Reflex save DC 18 for half damage).
HISTORY
Rumors persist that Stonecross, Dragon Crown is an intelligent artifact, possessing foresight and wisdom. It only speaks telepathically to those of draconic lineage, offering cryptic advice and visions of potential futures to guide its wearer. However, this ability is not automatically activated and may only reveal itself to a worthy descendant of dragon blood.
DESTRUCTION
The Stonecross, Dragon Crown can be destroyed only by the breath weapon of an ancient blue dragon of pure draconic lineage.
Aura Strong Evocation and Abjuration; CL 20th; Slot -; Weight 8 lbs.; Price Artifact (unique);
DESCRIPTION
Forged by the ancient masters of steel in the Western Lands of Shidras, the Sunsteel Katana is a legendary Large-sized +10 Magical Katana imbued with mystical powers. Its blade, which glimmers like the rays of the sun, has been wielded by numerous heroes and villains throughout the ages, earning its renown through the slaying of several powerful dragons. The katana's edge is unmatched, capable of cutting through the scales of dragons as if they were paper, a testament to the unparalleled craftsmanship and magical enhancements bestowed upon it.
Vorpal Blade: The Sunsteel Katana is a vorpal weapon, capable of severing the heads of foes with a successful critical hit. This effect makes it a feared weapon in battle, especially against formidable opponents.
Immunity to Fire: The wielder of the Sunsteel Katana gains immunity to fire, a boon granted by the blade's affinity with the sun's blazing essence. This protection extends to both magical and non-magical fire, reflecting the sword's legendary status and its history of battling fire-breathing dragons.
HISTORY
The Sunsteel Katana's history is interwoven with the fate of the Western Lands of Shidras. It is a symbol of might and will, a testament to the battles fought and won by those deemed worthy of its power. Each mark on its blade tells a story of heroism, sacrifice, and the eternal power of the Stars themselves.
DESTRUCTION
The only way to destroy the Sunsteel Katana is to plunge it into the heart of a benevolent dragon who willingly sacrifices itself in the fires of the sun. This act would consume both the dragon and the blade, turning them into a burst of pure sunlight that scatters to the corners of the world.
Aura Strong Necromancy; CL 20th; Slot Weapon; Weight 30 lbs.; Price Artifact (unique);
DESCRIPTION
Forged from blackened adamantine, this large flanged mace is etched with sinister runes along its handle. The Vaelthorne Mace functions as a +4 unholy adamantine flanged mace, dealing 2d8 points of bludgeoning and piercing damage on a successful hit and has a critical multiplier of x4. It is designed to effectively sunder weapons and armor, providing a +4 bonus to such attempts instead of the usual +2 granted by weapons with the Sunder quality.
The mace continuously grants its wielder the supernatural ability to see invisibility. It also enhances physical prowess, providing a +4 enhancement bonus to Strength and a +10 competence bonus on Acrobatics checks made to jump.
CURSE
Vaelthorne harbors a grave curse. Any good-aligned character wielding it suffers the standard negative levels associated with an unholy weapon. Additionally, any wielder other than Arkan Vaelthorne must succeed on a DC 20 Will save daily to avoid being possessed by a fragment of Arkan Vaelthorne’s malevolent soul. Failure results in the wielder's actions and thoughts being influenced by the Death Knight's lingering will, which can lead to disastrous consequences.
HISTORY
Vaelthorne was forged in the darkest depths of the Dread Forge, a place infamous across the lands for its creation of weapons meant for destruction and chaos. This particular mace was commissioned by Arkan Vaelthorne, a notorious Death Knight of the Veil, who sought a weapon that matched his ruthless ambitions and cruel nature. The mace was imbued with unholy energies and a fragment of Arkan's own soul during a forbidden ritual, binding his essence to the weapon eternally.
DESTRUCTION
Destroying the Vaelthorne Mace is no simple task, as it requires breaking the bond between the mace and the Death Knight's soul. The only way to truly destroy Vaelthorne is to bring it back to the Dread Forge and melt it down in the same unholy fires from which it was born.