#1
Ünlü artifactlar
Dragonlance artifactlari(part 1)
The Brightblade: This +3 greatsword of fine dwarven craftsmanship was
wielded b the legendary Solamnic Knight Bedal the Swordsman, and passed down through generations of the Brightblade family, eventually passing from Angriff Brightblade to his son Sturm. It is said that the Brightblade will only break when its owner does. While the Brightblade is wielded by a knight of true honour, it has a hardness rating of 20 and 20 hit points.
Caster Level: 12th; Weight: 15 lb.
Bupu's Emerald: This large emerald is thought to have been created as a
gift to the benighted races of Krynn by the arch–mage Raistlin; the tales say that the emerald can simply appear in the possession of any gully dwarf, kender, or gnome. If the owner of the emerald is in a life–threatening situation, he can offer the emerald to an opponent, causing the opponent to be instantly overcome by the gem's beauty. If the opponent fails a Will save (DC 22), he is affected by a sympathy spell. However, should the opponent touch the emerald, a finger of
death immediately targets the creature, causing instant death (Fortitude save DC 21 reduces this to 3d6+20 hit points of damage). The original owner of the emerald can then escape or retrieve the treasure.
This gem is thought to be the emerald given to Raistlin by the gully dwarf,
Bupu, in the ruins of Xak Tsaroth. The emerald's power cannot be used should it come into the possession of a character not of the gully dwarf, kender, or gnome races.
Caster Level: 20th; Weight: —.
Glasses of Arcanist: These magical lenses are set in solid platinum frames
that are so narrow that the glasses will only fit on an elf or a Small sized
character. The glasses enable the wearer to read words written any language, including spell books and scrolls. They do not enable a character to cast spells from scrolls that he could not normally use; however, a character to uses the glasses of Arcanist to cast a high–level spell from a scroll that he can use suffers no chance of failure.
The arch–mage Arcanist designed these glasses several centuries before the Cataclysm, in order to render a perfect translation of any topic in any
language.
Caster Level: 18th; Weight: —.
Plate of Solamnus: These ancient suits of armour were designed for specific knights during the Age of Dreams, and the deeds of their owners are legendary. The plate of Solamnus consists of breastplate, shoulder guards, arm fittings, leggings, and helm, all beautifully tooled with the markings of the three Solamnic Orders. Huma Dragonbane and Vinas Solamnus both possessed such armour. Plate of Solamnus is masterwork full plate, providing a +8 bonus to AC, with a maximum Dex bonus of +1 and an armour check penalty of –5. If the wearer is of scrupulously good alignment, for every every act of charity, honour, or selflessnesshe the armour gains a +1 enhancement bonus to AC (up to a maximum of +5); however, this bonus can decrease or even become a penalty
if the wearer’s heart is not pure. For every act of dishonour, selfishness, or evil the armour gains a –1 enhancement penalty to AC. These penalties remove enhancement bonuses, and can actually worsen the armour's standard AC bonus by up to –5). The maximum bonus (or penalty) that the armour can save is +5 (or –5).
When worn by a good-aligned nonplayer character, plate of Solamnus will
possess an enhancement bonus equal to 5 – 1d10 (or 1d4 for paladins and
Solamnic knights). If worn by a neutral or evil character, the plate of Solamnus bestows three negative levels on the character. The negative level remains as long as the armour is worn and disappears when it is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armour is worn.
Caster Level: 15th; Market Price: 26,650 stl.
Shield of Huma: This metal shield has been carved with intricate symbols of the Knights of the Crown. It acts as a +3 large shield. When facing dragons, the wielder receives an additional +2 deflection bonus to AC and the benefits of the evasion ability.
Caster Level: 15th; Weight: 15 lb.
Sword of Huma: This +2 longsword is a bane to all dragons. Should it strike such a creature, the dragon must make a Fortitude save (DC 23) or
immediately die. This is a death effect. In addition, a character holding the
Sword of Huma can use the blade to cast a heal spell once per day as a
standard action. The Sword of Huma is kept within the shrine of Huma's Tomb in Foghaven Vale. Should the Sword of Huma be removed from Huma's Tomb, a curse is laid upon the thief as well as any character who wields the weapon. This curse inflicts a –1 sacred penalty to attack rolls and saving throws until the character receives an atonement spell or uses the sword to strike an evil dragon.
Tika's Ring: Worn on a necklace around her neck, Tika Waylan kept this ring as a momento of her father, and slipped it on her finger in times of stress or danger; she was unaware of its magical powers. The ring provides a +2 luck bonus to saving throws and fire resistance 12 when worn.
Caster Level: 5th; Weight: —.
The Brightblade: This +3 greatsword of fine dwarven craftsmanship was
wielded b the legendary Solamnic Knight Bedal the Swordsman, and passed down through generations of the Brightblade family, eventually passing from Angriff Brightblade to his son Sturm. It is said that the Brightblade will only break when its owner does. While the Brightblade is wielded by a knight of true honour, it has a hardness rating of 20 and 20 hit points.
Caster Level: 12th; Weight: 15 lb.
Bupu's Emerald: This large emerald is thought to have been created as a
gift to the benighted races of Krynn by the arch–mage Raistlin; the tales say that the emerald can simply appear in the possession of any gully dwarf, kender, or gnome. If the owner of the emerald is in a life–threatening situation, he can offer the emerald to an opponent, causing the opponent to be instantly overcome by the gem's beauty. If the opponent fails a Will save (DC 22), he is affected by a sympathy spell. However, should the opponent touch the emerald, a finger of
death immediately targets the creature, causing instant death (Fortitude save DC 21 reduces this to 3d6+20 hit points of damage). The original owner of the emerald can then escape or retrieve the treasure.
This gem is thought to be the emerald given to Raistlin by the gully dwarf,
Bupu, in the ruins of Xak Tsaroth. The emerald's power cannot be used should it come into the possession of a character not of the gully dwarf, kender, or gnome races.
Caster Level: 20th; Weight: —.
Glasses of Arcanist: These magical lenses are set in solid platinum frames
that are so narrow that the glasses will only fit on an elf or a Small sized
character. The glasses enable the wearer to read words written any language, including spell books and scrolls. They do not enable a character to cast spells from scrolls that he could not normally use; however, a character to uses the glasses of Arcanist to cast a high–level spell from a scroll that he can use suffers no chance of failure.
The arch–mage Arcanist designed these glasses several centuries before the Cataclysm, in order to render a perfect translation of any topic in any
language.
Caster Level: 18th; Weight: —.
Plate of Solamnus: These ancient suits of armour were designed for specific knights during the Age of Dreams, and the deeds of their owners are legendary. The plate of Solamnus consists of breastplate, shoulder guards, arm fittings, leggings, and helm, all beautifully tooled with the markings of the three Solamnic Orders. Huma Dragonbane and Vinas Solamnus both possessed such armour. Plate of Solamnus is masterwork full plate, providing a +8 bonus to AC, with a maximum Dex bonus of +1 and an armour check penalty of –5. If the wearer is of scrupulously good alignment, for every every act of charity, honour, or selflessnesshe the armour gains a +1 enhancement bonus to AC (up to a maximum of +5); however, this bonus can decrease or even become a penalty
if the wearer’s heart is not pure. For every act of dishonour, selfishness, or evil the armour gains a –1 enhancement penalty to AC. These penalties remove enhancement bonuses, and can actually worsen the armour's standard AC bonus by up to –5). The maximum bonus (or penalty) that the armour can save is +5 (or –5).
When worn by a good-aligned nonplayer character, plate of Solamnus will
possess an enhancement bonus equal to 5 – 1d10 (or 1d4 for paladins and
Solamnic knights). If worn by a neutral or evil character, the plate of Solamnus bestows three negative levels on the character. The negative level remains as long as the armour is worn and disappears when it is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armour is worn.
Caster Level: 15th; Market Price: 26,650 stl.
Shield of Huma: This metal shield has been carved with intricate symbols of the Knights of the Crown. It acts as a +3 large shield. When facing dragons, the wielder receives an additional +2 deflection bonus to AC and the benefits of the evasion ability.
Caster Level: 15th; Weight: 15 lb.
Sword of Huma: This +2 longsword is a bane to all dragons. Should it strike such a creature, the dragon must make a Fortitude save (DC 23) or
immediately die. This is a death effect. In addition, a character holding the
Sword of Huma can use the blade to cast a heal spell once per day as a
standard action. The Sword of Huma is kept within the shrine of Huma's Tomb in Foghaven Vale. Should the Sword of Huma be removed from Huma's Tomb, a curse is laid upon the thief as well as any character who wields the weapon. This curse inflicts a –1 sacred penalty to attack rolls and saving throws until the character receives an atonement spell or uses the sword to strike an evil dragon.
Tika's Ring: Worn on a necklace around her neck, Tika Waylan kept this ring as a momento of her father, and slipped it on her finger in times of stress or danger; she was unaware of its magical powers. The ring provides a +2 luck bonus to saving throws and fire resistance 12 when worn.
Caster Level: 5th; Weight: —.
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It is night... in my heart
It is moon... in my eyes
I am hidden in a fog - my own breath
#2
Dragonlance artifacts (part 2(major artifacts))
Bloodstone of Fistandantilus: This powerful artifact is a green gemstone
flecked with red, about three inches in diametre, with a plain silver setting and chain. Created during the Age of Dreams, this artifact came into Raistlin's possession after he defeated Fistandantilus just prior to the Cataclysm. Any arcane spellcaster can use the Bloodstone to heal 2d8+1 points of damage with a command word, but this is not its primary function. A separate command word initiates a magical contest between the character and an opponent within 40 feet; the loser's soul is removed from his body, and permanently replaced by the soul of the winner. In the round after this command word is spoken, both characters must make an opposed Will save, with the following results:
l If the character fails and the victim saves, the character suffers 1d10+5
point of damage and loses his next action. The victim is free to take
actions normally.
l If neither is successful (due to rolling the same result), each loses 1d10+5 hit points. The character can choose to activate the Bloodstone again as a standard action, or take some other action. The victim is free to take actions normally.
l If the character saves and the victim fails, the victim's spirit is torn
from his body and departs the material plane. The character's spirit is
transferred to the victim's body, and his original body crumbles to dust.
The character keeps his original ability scores, except where the
victim's ability scores are higher. If the victim's level was higher than
that of the character, the character immediately gains enough levels as
a wizard or sorcerer to attain this character level.
Absorbing another character's life force is an extremely evil act. The
character gains access to some of the memories of his victim, which can cause confusion and disorientation unless the character is strong enough to retain his own identity. This requires three or more Will saving throws to accomplish (DC equals 10 + victim's Charisma score).
The Blue Crystal Staff: This holy artifact of Mishakal usually appears to be
a normal staff, although it transforms into an unbroken staff of blue crystal
when its powers are used. It is about five feet long with an ornamentally
bladed head, bearing a gemstone in its centre. The Blue Crystal Staff is never discovered by chance, but granted to the worthy by a manifestation of the goddess Mishakal. The staff is intelligent, with Intelligence 15, Wisdom 18, and Charisma 18, and is lawful good in alignment. The Blue Crystal Staff has an ego of 20, and does not allow non–good characters to touch it, nor will it allow
itself to be seized by those who do not do Mishakal's will. It can cause 4d6
points of electrical damage to any creature that so much as touches it.
The Blue Crystal Staff can be used to cast the following spells:
2 charges: command, cure light wounds, inflict light wounds, remove fear.
6 charges: continual flame, cure blindness, cure disease, remove curse.
10 charges: cure critical wounds, raise dead.
14 charges: greater restoration, resurrection.
15 charges: teleport without error (only used at the staff's discretion).
At a cost of 10 charges, the Blue Crystal Staff can protect all characters
within 10 ft, from the breath weapon of any dragon, granting a +30 deflection
bonus to saving throws for ten rounds.
The Blue Crystal Staff holds up to 20 charges at once, and regains one
charge each morning. The staff can be recharged immediately and completely
by placing it before a sanctified statue of Mishakal.
Device of Time Journeying: Made during the Age of Dreams, this device
was given to Caramon by Par–Salian, then head of the Wizards of High
Sorcery, and eventually became the possession of Tasslehoff Burrfoot.
Normally appearing to be a jewel–encrusted pendant, the device must be
manipulated and unfolded to become a sceptre to be activated. The device was designed to be used by the three original races of Krynn – the elves, ogres, and humans, but its properties were changed somewhat after being modified by the mad gnome Gnimsh.
If lost, stolen, or taken by coercion, the device of time journeying makes its way back to its owner by magical means. No force exists that can keep this artifact from finding its owner.
The device of time journeying can be used to transport all characters within 10 feet to a random location in the time period chosen by the user, or to a specific location chosen by the user, during a random time period. This random nature of the artifact is entirely under the DM's control). To activate this power, a character must concentrate on the desired destination whilst manipulating the device and speaking the following verses:
Thy time is thy own,
(turn the face towards you)
Though across it you travel.
(move the face plate from right to left)
Its expanses you see,
(the back plate drops to form a rod and two spheres)
Whirling across forever.
(twist the top clockwise – a chain will drop down)
Obstruct not its flow.
(ensure that the chain is clear of the mechanism)
Grasp firmly the end and the beginning,
(hold the device by each sphere)
Turn them upon themselves.
(rotate the spheres forward)
All that is loose shall be secure.
(the chain winds into the body)
Destiny be over your own head.
(hold the sceptre over your head, clearly visualise destination)
Bloodstone of Fistandantilus: This powerful artifact is a green gemstone
flecked with red, about three inches in diametre, with a plain silver setting and chain. Created during the Age of Dreams, this artifact came into Raistlin's possession after he defeated Fistandantilus just prior to the Cataclysm. Any arcane spellcaster can use the Bloodstone to heal 2d8+1 points of damage with a command word, but this is not its primary function. A separate command word initiates a magical contest between the character and an opponent within 40 feet; the loser's soul is removed from his body, and permanently replaced by the soul of the winner. In the round after this command word is spoken, both characters must make an opposed Will save, with the following results:
l If the character fails and the victim saves, the character suffers 1d10+5
point of damage and loses his next action. The victim is free to take
actions normally.
l If neither is successful (due to rolling the same result), each loses 1d10+5 hit points. The character can choose to activate the Bloodstone again as a standard action, or take some other action. The victim is free to take actions normally.
l If the character saves and the victim fails, the victim's spirit is torn
from his body and departs the material plane. The character's spirit is
transferred to the victim's body, and his original body crumbles to dust.
The character keeps his original ability scores, except where the
victim's ability scores are higher. If the victim's level was higher than
that of the character, the character immediately gains enough levels as
a wizard or sorcerer to attain this character level.
Absorbing another character's life force is an extremely evil act. The
character gains access to some of the memories of his victim, which can cause confusion and disorientation unless the character is strong enough to retain his own identity. This requires three or more Will saving throws to accomplish (DC equals 10 + victim's Charisma score).
The Blue Crystal Staff: This holy artifact of Mishakal usually appears to be
a normal staff, although it transforms into an unbroken staff of blue crystal
when its powers are used. It is about five feet long with an ornamentally
bladed head, bearing a gemstone in its centre. The Blue Crystal Staff is never discovered by chance, but granted to the worthy by a manifestation of the goddess Mishakal. The staff is intelligent, with Intelligence 15, Wisdom 18, and Charisma 18, and is lawful good in alignment. The Blue Crystal Staff has an ego of 20, and does not allow non–good characters to touch it, nor will it allow
itself to be seized by those who do not do Mishakal's will. It can cause 4d6
points of electrical damage to any creature that so much as touches it.
The Blue Crystal Staff can be used to cast the following spells:
2 charges: command, cure light wounds, inflict light wounds, remove fear.
6 charges: continual flame, cure blindness, cure disease, remove curse.
10 charges: cure critical wounds, raise dead.
14 charges: greater restoration, resurrection.
15 charges: teleport without error (only used at the staff's discretion).
At a cost of 10 charges, the Blue Crystal Staff can protect all characters
within 10 ft, from the breath weapon of any dragon, granting a +30 deflection
bonus to saving throws for ten rounds.
The Blue Crystal Staff holds up to 20 charges at once, and regains one
charge each morning. The staff can be recharged immediately and completely
by placing it before a sanctified statue of Mishakal.
Device of Time Journeying: Made during the Age of Dreams, this device
was given to Caramon by Par–Salian, then head of the Wizards of High
Sorcery, and eventually became the possession of Tasslehoff Burrfoot.
Normally appearing to be a jewel–encrusted pendant, the device must be
manipulated and unfolded to become a sceptre to be activated. The device was designed to be used by the three original races of Krynn – the elves, ogres, and humans, but its properties were changed somewhat after being modified by the mad gnome Gnimsh.
If lost, stolen, or taken by coercion, the device of time journeying makes its way back to its owner by magical means. No force exists that can keep this artifact from finding its owner.
The device of time journeying can be used to transport all characters within 10 feet to a random location in the time period chosen by the user, or to a specific location chosen by the user, during a random time period. This random nature of the artifact is entirely under the DM's control). To activate this power, a character must concentrate on the desired destination whilst manipulating the device and speaking the following verses:
Thy time is thy own,
(turn the face towards you)
Though across it you travel.
(move the face plate from right to left)
Its expanses you see,
(the back plate drops to form a rod and two spheres)
Whirling across forever.
(twist the top clockwise – a chain will drop down)
Obstruct not its flow.
(ensure that the chain is clear of the mechanism)
Grasp firmly the end and the beginning,
(hold the device by each sphere)
Turn them upon themselves.
(rotate the spheres forward)
All that is loose shall be secure.
(the chain winds into the body)
Destiny be over your own head.
(hold the sceptre over your head, clearly visualise destination)
![]()
It is night... in my heart
It is moon... in my eyes
I am hidden in a fog - my own breath
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