Artifacts of Faerûn

The secrets of creating these items, if indeed they were ever known to mortal beings, are lost to the depths of time. Some are unique, or are the last of their kind. In other cases, several examples of an item exist, scattered across the lands of Faerûn.

Minor Artifacts of Faerûn

Arbane's Sword of Agility

Arbane of Myth Drannor originally crafted this sword, and a least a dozen were been made by him or others before the process disappeared to the mists of time. By command, this +2 longsword of speed allows the bearer to cast jump once per day. She is also immune to illusion (pattern) effects and protected by a constant freedom of movement spell when the sword is drawn. The sword can negate darkness (as if using a daylight spell) once per day.
Caster Level: 10th; Weight: 4 lb.
Source: Magic of Faerûn

Azureedge

This unique +5 throwing wounding battleaxe is forged of an alloy of silver and steel, with runes of power along the blade, a handle of solid steel wrapped in blue dragonskin, and a star sapphire in the pommel. The edges of the axe blade shimmer with a faint blue glow (shedding light equal to a candle). This illumination automatically brightens (to the equivalent of a torch) when the axe is within 60 feet of an outsider or an evil creature; the wielder may also command the weapon to brighten in this manner. It acts as a disruption weapon when defending the city of Waterdeep. Its magical properties are protected by Nystul's undetectable aura, and Khelben the Blackstaff is said to scry on the bearer of the axe from time to time to make sure he or she is not acting contrary to the interests of the Lords of Waterdeep.
The axe is intelligent (Int 14, Wis 12, Cha 10), neutral good, and considers itself female. It can communicate telepathically or speak Common or Chondathan, although it rarely speaks. Ahghairon of Waterdeep created it. Much of its personality comes from a portion of the soul of Lady Lauron, former warlord of that city, who was mortally wounded while defending the city and asked the wizard to ensure that she would always be able to aid the defense of Waterdeep. The axe remembers its origin but does not have the memories of the woman that granted it its spirit.
Caster Level: 18th; Weight: 7 lb.
Source: Magic of Faerûn

Blast Scepter

These devices were made in Netheril. A new blast scepter has 50 charges when created, but most are hundreds of years old and usually have only 1-10 charges when found. A blast scepter is self-identifying and has the following powers:

Caster Level: 13th; Weight: 6 lb.
Source: Magic of Faerûn

Chassabra's Pendant

On a mountaintop somewhere in the North, Tostyn Alaerthmaugh recovered Chassabra's pendant from the skeletal remains of its long-dead creator, after whom it was named.
This piece of jewelry appears to be a delicate diamond-shaped piece of polished copper, engraved with a design of three closed, long-lashed human eyes set in a triangle (one eye below two side-by-side eyes), hung around a small-linked necklace chain. The spells laid on the pendant render it terrifically strong and nonmetallic (such that it is not affected by magnetism or spells that work on metal, and no longer conducts heat or electricity) and make it automatically alter to fit a wearer. It is as hard as adamantine (hardness 20, 5 hp). When donned, Chassabras pendant mentally communicates its powers to its wearer (it is a self-identifying item), who can activate them by silent force of will alone (a standard action that provokes attacks of opportunity). The exceptions to this are the three automatic, always-functioning powers of the pendant, which affect only the wearer: see invisibility, feather fall, and immunity to magic missiles.
The pendant has the following additional powers. Only one of these effects can be active at a time; activating a different one deactivates the one that had been in effect.

Strong abjuration, conjuration, divination, evocation, transmutation; CL 15th; Weight 1 lb.
Source: Dragons of Faerûn

Diamond Scepter of Chomylla

The diamond scepter of Chomylla is one of at least three long-lost lore scepters of Uvarean. The diamond scepter was created by Chomylla centuries before the destruction of the Lorelands (as the elf realm of Uvarean in the west central forest was known) by a falling star. Chomylla was among the few survivors, thanks to her visit to the coronal. After the calamity, Chomylla gave the scepter to the coronal for safekeeping, so she could return home to see what could be salvaged. At this point, the scepter disappeared from record, having been lost or stolen. The scepter was not found until the Year of the Staff (1366 DR), when Dretchroyaster uncovered it in the Monarch's Fall Glade.
This 6-foot-long scepter is carved from a single enormous crystal, with a perfect transparent globe at its head. The scepter acts as a +3/+3 quarterstaff. The wielder can also use the following effects.

The primary function of the scepter is to unlock the secrets of the libraries of Uvarean, secret elf stores of knowledge in the Dalelands. When the wielder of the scepter is in the presence of an artifact or location associated with the Uvarean, he feels a faint tingling. By concentrating on a specific object or location and making a successful Knowledge check (of a DC appropriate to the magnitude of the knowledge), The wielder can learn basic information about that topic.
Strong conjuration, divination, and illusion; CL 15th.
Source: Dragons of Faerûn

Glowstone

Dwarf and gnome artisans crafted these rare and powerful items in ancient times. A glowstone looks like a many-faceted oval of glass or amber about the size of a human hand. The synthetic crystal is exceedingly hard and tough. A glowstone has a hardness of 60 and 60 hit points.
A glowstone constantly emits light equal to a daylight spell. This light negates and dispels any darkness effect cast at 9th level or lower. Placing the glowstone in an opaque container blocks the light.
A glowstone can power any item that requires charges. The glowstone need only be placed on the charged item. The glowstone sticks to the item like a magnet sticking to metal. It will not fall off by accident, but can be removed. For every 10 minutes the glowstone remains attached to the item, the item regains 1 charge, up to its maximum number of charges. Each charge restored to an item drains 1 charge from the glowstone. Items subject to overcharging, such as a staff of the magi, will overcharge if left in contact with a glowstone too long.
Magic items that are not charged, but allow only a limited number of uses per day, also can draw power from a glowstone. If the item is in contact with the glowstone for 10 minutes, the item's ability can be used one more time before becoming exhausted. Each extra use the item gains draws 7 charges from the glowstone.
Dwarves or gnomes who can cast divine spells can release a beam of power from a glowstone on command. This beam is a ray up to 90 feet long. It deals 6d6 points of damage against any creature. The ray deals full damage to objects: Each beam released drains one charge from the glowstone.
One glowstone can recharge another. A living being must hold a stone in each hand and will one stone, to recharge the other. One charge is drawn from the donor stone and transferred to the recipient stone each round. The being conducting the transfer feels the energy flowing. After 1 minute, the flow of energy purifies the creature's body and neutralizes any poison, disease, infection, or embedded piece of foreign matter from the creature, including magical diseases such as mummy rot and lycanthropy.
If a glowstone is destroyed by an attack, it releases all its energy in a 70-foot spread. The blast deals 10d10 points of damage as long as the glowstone has at least 1 charge remaining. Creatures within 25 feet of the glowstone get no saving throws. Creatures more than 25 feet away can attempt Reflex saves (DC 23) for half damage.
Every glowstone had 1,000 charges when made, but they typically have d%x10 charges remaining when found. A glowstone with no charges remaining fades and becomes an inert, nonmagical stone.
Caster Level: 20th; Weight. 1/2 lb.
Source: Magic of Faerûn

Great Druid's Staff

These powerful items are usually carved from the heartwood of an oak centuries old, or occasionally from a more exotic wood, such as mahogany or even the wood of a treant. The staff is a +2 quarterstaff and has a variety of spell-like powers that are activated by spell trigger. Some of the staff's powers drain charges, while others do not.
Each staff has a head carved in the shape of a creature, as follows:

d%Creature
01-20Dire wolf
21-40Dire boar
41-60Dire bear
61-80Giant eagle
81-100Giant owl

Once per day, the staff wielder can summon 1d3 creatures of the type shown on the staff's head. Except for the type of creature summoned, this works like a summon nature's ally VII spell and costs no charges.
Also once a day, the wielder can dominate up to 36 Hit Dice worth of animals in a 1,500 foot-radius spread centered on the wielder. This effect affects each animal, from the closest to the farthest, until the next animal would take it over the 36 HD limit. Each animal is affected as if by a dominate animal spell (DC 14). This power uses no charges.
The wielder can generate any of the following spell-like effects:

The wielder can produce each of the following spell-like effects once a month (no charges).

The great druid's staff gives the wielder a spell resistance of 23. If the spell resistance is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder exactly like a rod of absorption. The staff uses spell levels as charges, not as spell energy usable by a spellcaster. If the staff absorbs spell levels beyond its 50-charge limit, it blackens into a charred cinder and is destroyed. The wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way to recharge the staff.
Caster Level: 20th; Weight: 5 lb.
Source: Magic of Faerûn

Greenstone Amulet

These highly prized items are fist-sized green stones worked into some kind of smooth shape, usually like a flattened egg, but sometimes like a shield or helmet. The wearer of a greenstone amulet is protected as if under a mind blank spell.
The user also gains a +4 resistance bonus against necromancy effects, or any effect that would transport the wearer to another locale or dimension. If such an effect normally does not allow a saving throw (such as the maze spell), the user can attempt a Will save (DC 20) to negate the effect.
A greenstone amulet must be worn against the skin and glows brightly whenever it functions.
Caster Level: 15th; Weight: -
Source: Magic of Faerûn

Helm of Supreme Wizardry

Helms of supreme wizardry are powerful Netherese artifacts capable of transforming a minor wizard into a mage of great power, albeit at considerable personal cost.
This ornate, fluted helm is made of steel plated with a silver alloy and alters to fit the head of any creature that dons it. A helm of supreme wizardry allows any wearer already able to cast wizard spells to prepare and cast two additional spells of each level from 6th through 9th (8 spells per day total). These are treated as bonus spell slots (as if from a very high Intelligence) and therefore apply only to casters already capable of casting spells of those levels (though such a caster can still use the slots to prepare lower-level spells or spells altered by metamagic feats). Casting a spell from one of these bonus slots deals 1d6+1 points of damage to the wearer immediately upon the completion of the spelt If the helm is removed, any bonus spells prepared while it was worn are immediately lost.
The helm has several drawbacks. First, if all the extra spells gamed while the helm is worn are not cast within 12 hours of their preparation, the wearer loses all prepared wizard spells at the end of that period (including the bonus spells from the helm and any other wizard spells the wearer had prepared normally). The spell slots for those lost spells are considered expended (the wearer must rest again to reuse the spell slots). Only the bonus spell slots used by the wearer need to be expended to prevent this from happening. For example, a 12th-level wizard wearing a helm of supreme wizardry has access only to spell slots of 6th level and lower. She can use only the two bonus 6th-level spell slots from the helm, and if she uses both of those within 12 hours of preparing them, then this drawback is not triggered. (In other words, she is not penalized for not being able to use the higher-level bonus spell slots granted by the helm.)
The second drawback is that if the helm is ever used (not merely worn, but actually used to prepare spells in its bonus slots) by the same wearer twice in a tenday, it deals 1 point of Intelligence drain to the wearer, and that attempt to use the extra slots fails.
The third drawback is that if the helm is ever used twice in a single 30-day period by the same wearer to prepare spells of the same school, the preparation succeeds, but the wearer immediately takes 1 point of Intelligence drain and permanently loses 1 hit point. Despite this great price, as long as it is worn, the helm allows the wearer to cast these bonus spells, even if the Intelligence loss means the wearer could not normally cast spells of that level anymore.
For example, if the wearer uses the helm to prepare antimagic field and chain lightning, then 28 days later uses the helm to prepare greater dispel magic (the same school as antimagic field), the wearer would incur these losses. If she persisted in her folly and used the helm to prepare Bigby's forceful hand (the same school as chain lightning) she would experience the losses again. If her Intelligence was originally 16, she would now be reduced to Intelligence 14, normally not a high enough score to cast greater dispel magic or Bigby's forceful hand. However, the power of the helm allows her to still cast those spells (but not any other spells of 5th or 6th level that were prepared normally).
Strong transmutation; CL 20th; Weight 3 lb.
Source: Dragons of Faerûn

Moonblade

These swords, sometimes called elf blades, are heirlooms of noble elven families. Only a few are known to exist, and these are jealously guarded. Still, rumors of dormant moonblades persist.
A moonblade is an intelligent sword (usually a longsword) with an enhancement bonus of +1 to +5. A moonblade always has a good alignment (usually neutral good). A moonblade also has a special purpose to serve the scion of a particular elven family (see below for details). A line of runes decorates the blade, one rune for each wielder the blade has had. For each such rune, the moonblade has one ability from the list below.
Moonblades are handed down from parent to child within the elven family the blade serves. The sword itself always determines which heir it belongs to. When a moonblade's owner dies, one of the owner's heirs can lay claim to the blade. If no worthy heir exists, the sword lies dormant and exhibits no magical powers at all. A moonblade only serves one owner at a time.
To claim or awaken a moonblade, an elf or half-elf of the blade's alignment - and from the correct family - must hold the sword and perform the proper ritual. If the family the blade serves has died out, any elf or half-elf of the proper alignment can attempt to awaken the blade. The claiming/awakening ritual varies from blade to blade, but usually requires the blade to be unsheathed at the proper time and place (for example, in a royal throne room or place sacred to an elven deity). Upon completing the ritual, the sword either accepts or rejects the holder.
Whether the sword accepts the holder is strictly up to the DM. In general, only brave and upstanding holders are accepted. Holders who have committed cowardly or selfish acts are rejected unless the holder has atoned for them in some way (such as receiving an atonement spell or performing some heroic or selfless act that wipes away the taint of the character's previous actions). Should the blade reject the holder, the holder receives 1d6 negative levels. These never result in actual level loss, but if the number of negative levels exceed the holder's level, the holder dies. If the holder survives, negative levels from the sword cannot be overcome in any way (including restoration spells) while the character holds the sword.
If the sword accepts the new holder, the holder loses 5,000 XP and the sword attunes itself to the new holder. (If the holder lacks sufficient experience points to pay this cost, she cannot claim or awaken the blade.) A new rune appears on the blade, and the sword gains a new ability. (A moonblade never accepts a new owner if characters attempt to pass it among themselves just to make it manifest new powers.)
A list of special abilities appropriate for moonblades appears below. The DM can pick one or generate it randomly.

d%Special Abilities
01-40Any primary ability (see Intelligent Item Primary Abilities)
41-67Any extraordinary power (see Intelligent Item Extraordinary Powers)
68-69Bane
70-71Dancing
72-73Defending
74-75Elfshadow (see below)
76-77Everbright
78-79Flaming
80-81Frost
82-83Ghost touch
84-81Jumping
86-87Keen
88-89Mighty cleaving
90-91Shock
92-93Speed
94-95Spellblade
96-97Spell storing
98-99Throwing
100Vorpal

The elfshadow weapon special ability is known to exist only in moonblades. An elfshadow is an incorporeal creature, contained in a gem set in a moonblade, that resembles an elf. It has all the characteristics of an undead shadow, except that it has a neutral alignment and cannot be turned, rebuked, or controlled by clerics (nor can anyone except the moonblade's wielder control it in any way). When called forth, the elfshadow can appear anywhere within 250 feet of the moonblade wielder. Once called, the elfshadow can go anywhere on the same plane as the moonblade wielder. The wielder has complete control over the elfshadow, and controlling the creature is a free action for the wielder. The elfshadow always acts on the moonblade wielder's turn.
Caster Level: 15th. Weight: varies.
Source: Magic of Faerûn

Rod of Valmaxian

This powerful item gives a spellcaster an additional spell slot at each spell level she can cast. She must have the rod in hand when she prepares her spells (or readies her mind, if a bard or sorcerer) and it must remain in her possession at all times. If she stops carrying the rod, any extra prepared spells go away and any extra spell slots provided by the rod vanish. Spells already cast are unaffected. The rod can only add spell slots to one creature in any 24-hour period.
Although this version of the rod functions for spell levels 0 through 9, there are reputed to be lesser versions created by bards, paladins, and rangers that only affect levels of spells available to those classes.
Caster Level: 17th.
Source: Magic of Faerûn

Shattering Swords of Coronal Ynloeth

This artifact is actually a pair of +5 holy speed longswords, which were once owned by a Coronal of Shantel Othreier during the Crown Wars. Though many ancient elven ballads and epics mention Coronal Ynloeth and his mighty blades, the ultimate fate of the swords remains uncertain. It is known that the blades were wielded in several major battles of the Crown Wars, including the Battle of the Gods' Theater in -10,700 DR. Ynloeth himself died mysteriously in -10,600 DR, shortly before Shantel Othreier fell to the Vyshaantar Empire. The ultimate fate of the shattering swords is not known for certain, but they are believed to lie somewhere in the region of Hellgate Keep
When wielded individually, the shattering swords of Coronel Tnloeth function as mere +2 longswords. If wielded simultaneously, they take on their full abilities as described above, and the wielder may unlock the blades' greatest power. Once per year, the blades may be struck together in specific manner and shattered. The shards of the swords multiply into a storm of razor-sharp steel, which scours a 300-foot-radius burst centered on the wielder, slaying any creature that fails a DC 30 Reflex save. Success indicates that the creature takes 13d6 points of damage instead. Unfortunately, this effect also slays the wielder of the shattering swords (no save) and destroys his body to the extent that a true resurrection spell is required to bring him back. The shattering swords of Coronal Tnloeth reform at a random location somewhere in Faerûn 24 hours after being shattered.
Strong transmutation; CL 20th; Weight 4 lb. each.
Source: Player's Guide to Faerûn

Shimmaryn

These items look like sparkling jewels held in cages of elaborately plaited wire. They are, in fact, tiny areas of dead magic held in a magical lattice.
When the shimmaryn touches a creature's bare flesh, the creature can will away all magical effects currently operating on it, just as though the creature had received a greater dispelling spell that is automatically successful. (Beneficial effects end along with any harmful ones.) The user must be conscious to employ the effect.
Alternatively, the user can choose to become immune to all spells, spell-like effects, and supernatural effects for 3 rounds. The wearer effectively has unbeatable spell resistance against, spells and spell-like effects and a similar immunity to supernatural effects.
A shimmaryn is safe to use only three times each day. Each additional use beyond the third per day permanently drains 1 point of Constitution from the user.
Caster Level: 20th; Weight: -.
Source: Magic of Faerûn

Underdark Minor Artifacts

Many mysterious civilizations have flourished in the Underdark over the centuries. A few, dedicated to the magic and majesty of the Realms Below, have left behind mighty examples of their work.

Book of Perfect Balance

This holy book is sacred to divine spellcasters of neutral alignments (NG, LN, N, CN, NE). Study of the work requires one week, but upon completion, a divine spellcaster with one of the designated alignments gains a +1 inherent bonus to Wisdom and experience points sufficient to place him halfway into the next level of experience. Any non-neutral divine spellcaster (LG, CG, LE, CE) loses 4d6x1,000 experience points for perusing the work.
Non-spellcasters who handle or read the book are unaffected. An arcane spellcaster who reads it takes 1 point of Intelligence drain and loses 1d6x1,000 experience points unless a DC 15 Will save is made.
Except as indicated above, the writing in a book of perfect balance cannot be distinguished from that of any other magic book, libram, tome, or the like until perused. Once read, the book vanishes, never to be seen again. The same character cannot ever benefit from reading a second, similar tome.
Strong transmutation; CL 19th; Weight 3 lb.
Source: Underdark

Claw of the Revenancer

This fine metal gauntlet covers the back of the wearer's hand and forearm, attaching to the fingers by way of five silver rings and to the wrist by a fine silver bracelet. The claw has three functions: protection, attack, and creating undead. For the purpose of determining how many magic items a character can wear, the claw counts as one ring, one glove or gauntlet, and one bracer. Thus, the wearer can still wear another ring, a single glove (such as a glove of storing), and a single bracelet (such as a bracelet of friends).
The claw bestows one negative level on any creature wearing it that does not worship Kiaransalee. This negative level persists as long as the claw 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 claw is worn.
The claw functions as bracers of armor +5 combined with an amulet of natural armor +5 providing the wearer with a +5 armor bonus and a +5 natural armor bonus to AC.
When used as a weapon, the claw functions a +1 weapon that deals 1d6 points of slashing damage (critical 19-20/x2) plus 1d6 points of negative energy damage. The wearer is automatically proficient with the claw.
Finally, the claw of the revenancer allows the wearer to transform a corpse into an undead creature by touching it. Three times per day, the wearer can create a revenant that serves the wearer of the claw (even if that is not the person who created it) instead of single-mindedly pursuing vengeance against its killer. Commanding the revenant to seek its killer frees it from the wearer's command forever. Once per tenday, the wearer can instead create a silveraith from the corpse of a creature that used magic in life. This ability reflects the claw's intimate connection to Kiaransalee. The wearer of the claw cannot create a revenant and a silveraith on the same day.
The undead-creation function of the claw uses the spell trigger activation method, so the wearer must have create greater undead on his or her spell list to use this ability.
Caster Level: 20th; Weight: 1 lb.
Source: Drow of the Underdark

Portal Demolisher

The portal demolisher looks like a small, sturdy rod or miniature portable ram, but it has devastating effects upon portals. The mere touch of the portal demolisher utterly destroys a portal (Fort DC 20 negates). A portal demolisher actually carried through a portal (intentionally or not) destroys it with no save allowed, although the user reaches the other side before the portal is wrecked.
Strong transmutation; CL 20th; Weight 3 lb.
Source: Underdark

Talisman of Pure Neutrality

A purely neutral (N only) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of a non-neutral (LG, CG, LE, CE) divine spellcaster up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. If the wielder of the talisman is not exceptionally balanced in the sight of her neutral deity (DM's discretion), the non-neutral target gains a DC 19 Reflex saving throw to leap away from the crack. The target must be standing on solid ground for this item to function. A target in the air, in a high tower, or on a ship is immune to the effects of this otherwise potent item.
A talisman of pure neutrality has 7 charges. Any partly neutral (LN, NG, CN, NE) divine spellcaster who touches it takes 6d6 points of damage, and an entirely non-neutral (LG, CG, LE, CE) divine spellcaster who touches it takes 8d6 points of damage. All other characters are unaffected by the item.
Strong transmutation; CL 18th.
Source: Underdark

Tome of Books

This book enables a scholar or wizard to take his library with him virtually anywhere. Each of its 250 pages can hold an entire book - even a bulky, heavy, wizard's spellbook. To put a book into the tome of books, the owner simply lays the book on a blank tome page and speaks the filing command word. The book disappears, and an illustration of the book appears on the page, along with its title and a brief synopsis of its contents. A book cannot be placed into a page that already stores a book. To get a book out of the tome, the owner must open it to the book's page and speak the retrieving command word. Filing or retrieving a book is a full-round action. If the tome of books is destroyed, all its stored books are also lost.
Strong conjuration; CL 20th; Weight 3 lb.
Source: Underdark

Underdark Map, Lesser

This map shows all the tunnels, caves, and caverns within a 250-foot radius of itself. It reveals only natural formations and functions exclusively in one level of the Underdark (Upperdark, Middledark, or Lowerdark).
Strong divination; CL 20th; Weight -
Source: Underdark

Universal Key

The creation of the universal key is attributed to the slyths. Legend holds that a very potent slyth sorcerer and magical theorist named Glythum found a multitude of ways to manipulate his shapechanging ability and spells, thereby creating many fascinating items. A universal key opens any mundane or magic lock. In addition, it functions as the key to any keyed portal.
Strong transmutation; CL 20th.
Source: Underdark

Minor Artifacts of the East

The treasuries of the Red Wizards conceal a number of artifacts dating back to the old empires of Imaskar, Raumathar, and Narfell.

Shazzelurt

A potent magic dagger in the possession of Lauzoril, the zulkir of enchantment, Shazzelurt is a hateful weapon almost two thousand years old. It has a wavy blade with a hilt of iron curved into a flame motif. Shazzelurt is a +3 keen dagger with Intelligence 15, Wisdom 9, and Charisma 14. It is neutral evil and possesses the following abilities:

Its special purpose is to slay bards and rogues. Any such character struck by Shazzelurt must succeed a Fortitude save (DC 16) or be disintegrated as the spell. Shazzelurt's Ego score is 16.
Caster Level: 20th; Weight: 2 lb.
Source: Unapproachable East

The Ironwood

This 6-foot-long staff is cast to resemble rough-hewn wood, despite the fact it is composed entirely of rusted iron. It possesses many baleful and dangerous abilities. As its primary abilities, the Ironwood gives the user the following spell powers, which she can use at will and at no charge:

The following spell powers drain one charge each:

These powers drain 2 charges per use:

Create Shambling Mound (Sp): The Ironwood has the unique extraordinary power to create a shambling mound from any suitably sized mass of dead vegetation (roughly two 5-foot cubes of material). This power requires 10 minutes to employ. The wielder of the Ironwood can use the staff's command plants power to attempt to control the new shambler, if she so chooses.
The Ironwood is recharged by destroying another magic item through cancellation, an extraordinary power that works much like a rod of cancellation. The wielder must succeed in a melee touch attack to strike an item held by another character. The item gains a Will save (DC 19) to avoid destruction; use the bearer's Will save if it is better than the target item's.
The Ironwood regains 1 charge for every +1 bonus value of the item in question, or 1 charge per full 10,000 gp value for items without a numerical description, to a maximum of 5 charges per item destroyed. The Ironwood has a maximum capacity of 50 charges; if it absorbs more than 50 charges, it is canceled and destroyed itself.
The Ironwood is intelligent and neutral evil. It has Intelligence 17, Wisdom 19, and Charisma 14 and can communicate by speech or telepathy. Its Ego is 26.
Caster Level: 20th; Weight: 12 lb.
Source: Unapproachable East

Minor Ancient Artifacts

Faerûn's ancient cultures were filled with magic of great power, so minor artifacts were much more common than they are in the current day.

Mythallar

A mythallar is usually a large, polished crystal as tall as a man, though it may take other forms as well. Like a mythal, a mythallar creates a city-sized envelope of pure magical energy. Unlike a mythal, however, a mythallar always incorporates a major special ability that permits the creation and use of quasi-magic items.
Quasi-magic items function exactly like normal magic items within the bounds of a mythallar but become inert when taken beyond its borders. The Netherese arcanists who first discovered and used mythallars viewed this restriction as a fair tradeoff, since the creation cost of any quasi-magic item, no matter how powerful, included no XP component. (The XP cost of spells with such components, however, still had to be paid.) This lack of an XP cost opened up item creation to even low-level spellcasters and made the creation of vastly powerful, near-artifact items such as floating mountaintop enclaves feasible. Without mythallars, Netheril would never have reached the zenith of magical power that it achieved.
Overwhelming transmutation; CL 30th; Weight 500 lb.
Source: Lost Empires of Faerûn

Nether Scrolls

Two sets of nether scrolls exist, each consisting of fifty individual scrolls. One complete set lies in the depths of Windsong Tower in the ruins of Myth Drannor, where it takes the form of a golden beech tree known as the Quess Ar Teranthvar (Golden Grove of Hidden Knowledge). The other set has been broken up and mostly lost. At least until the Year of the Moonfall (1344 DR), three scrolls from this latter set lay in the Hall of Mists beneath the Grandfather Tree of the High Forest. Two others are in the Crypt of Hssthak, which now lies beneath the sands of western Anauroch. A few of the remaining scrolls have been destroyed, and the location and current state of those that remain are unknown.
Each scroll is an 8-inch-by-10-inch sheet of thin, rolled gold as flexible as paper. Silvery magical writing crawls across its surface, appearing almost alive. The scroll's small size belies the staggering amount of information it holds. As soon as one 'page' of text has been read, the writing swims and moves about the sheet, reforming into the next page of text. All in all, it takes approximately one month of dedicated study to review a single nether scroll.
The nether scrolls form the foundation of modern magical theory on Faerûn. Virtually every mage who has mastered any portion of the Art since the rise of Netheril received her knowledge, albeit indirectly, from the nether scrolls. Consequently, much of the information contained in these scrolls is now considered common knowledge in Faerûn's magical community. Nevertheless, the nether scrolls still contain a wealth of information that is useful to any student of the Art.
Reading even one nether scroll offers considerable insight into the Art. Any character studying one immediately gains one level in an arcane spellcasting class of her choice. (That is, her experience point total is set to the midpoint for her new level.)
The nether scrolls are divided into five chapters, each covering a different aspect of the Art. A character who manages to read all ten scrolls that make up a chapter gains an additional benefit whose nature depends on the topic studied. The chapters of the nether scrolls and the benefits they provide are detailed below.

The benefit gained by studying a particular chapter applies only to the character's arcane spellcasting class. For example, if a 15th-level cleric/5th-level wizard studied the Maior Creare scrolls and attempted to create a golem with divine magic, the golem would not have maximum hit points.
Overwhelming transmutation; CL 40th; Weight 1 lb. (per scroll)
Source: Lost Empires of Faerûn

Minor Artifacts of Vile Darkness

Angel Blood

This fluid comes in a flask. It is not actually a magic item (in that no one created it). It is really the blood of a celestial, gathered and stored during a special ritual. The liquid deals 5d6 points of acid damage when thrown as a grenadelike weapon, but only against non-celestial creatures.
CL: 20th; Weight: 1 lb. (including the flask).
Source: Book of Vile Darkness

Angel Tears

Hardened into tiny crystals, these tears, like angel blood, were created by no spellcaster. Instead, they are gathered from places where angels have felt sorrow or pain, using some long-lost dark process. Evil creatures have learned to make angel tears into hurled weapons such as stones (they work well in slings, too). So cursed are such things that they deal 3d6 points of damage to any creature they break against, the target is automatically considered exhausted, and the target must succeed at a Fortitude saving throw (DC 18) or take 1d8 points of Strength drain.
CL: 20th. Weight: 1/2 lb.
Source: Book of Vile Darkness

Demon Blood

When this dark blood, gathered using a special process and an unholy ritual, is sprinkled over a 100-foot-radius area, that area is treated as though affected by an unhallow spell. Furthermore, nothing natural can grow in the area ever again.
CL: 20th. Weight: 1 lb. (including the flask).
Source: Book of Vile Darkness

Demonstone

This 2-inch-diameter dark rock is naturally in the shape of a demonic creature with bat wings folded around its body. It is semitranslucent with a dark center that sometimes seems to move. Occasionally it seems to whisper. If one listens closely, the whisper can be understood, but it is a foul and evil entreaty to do some horrible act. The owner immediately gains a +1 luck bonus on attacks, damage, skill checks, and saving throws.
After one day of close proximity to the stone (within 5 feet), a character must succeed at a Will saving throw (DC 15) or do as the stone compels and become chaotic evil in alignment. If the saving throw succeeds, further saves must be made each day with the DC increasing by +1 each time.
A character turned chaotic evil by a demonstone is particularly despicable in his sadistic and horrible actions. Once the character becomes chaotic evil (or if he was evil in the first place), the stone need not remain in his possession for him to gain the luck bonus. The bonus lasts until the brittle stone is destroyed (hardness 4,10 hp, break DC 24) or until someone else succumbs to its temptation, failing the Will save while in close proximity.
When a character who was turned evil by a demonstone loses her connection with it (if it is destroyed or gains a new owner), the awareness of her evil deeds comes back to her, and she is usually thrown into deep despair.
CL: 20th. Weight: 1/2 lb.
Source: Book of Vile Darkness

Devil Blood

When used to coat a blade, this black ichor acts as a poison the next thirteen times the weapon strikes. The poison (Fort DC 20) deals 1d6 points of Strength damage as initial damage and 2d6 points of Strength damage as secondary damage.
CL: 20th. Weight: 1 lb. (including the flask).
Source: Book of Vile Darkness

Elemental Power Gems

Associated with the Temple of Elemental Evil. Four of these gems exist, each intended on being set into one of three magic orbs: the Orb of Oblivion, the Orb of Golden Death (now destroyed), or the Orb of Silvery Death.
Each gem, when touched, transports that character and all creatures within 50 feet to the corresponding elemental node. This function only works if the gate in the Temple of Elemental Evil corresponding to that node is cleared and operational.
These gems can be placed within one of the Orbs (Oblivion or Silvery Death), which enable their full powers to be utilized.
These gems are not destroyed when the Orb they are set into is destroyed. Instead, they are flung back into one or more of the elemental nodes
Source: Return to the Temple of Elemental Evil

Kython Armor

This armor looks like a dead adult kython with only two arms. If a wearer crawls into it, the armor fuses to him, although it can be removed later. The armor is +3 full plate and allows the wearer to use kython weapons as if he were a kython. Furthermore, the armor allows the wearer to use its claws (which deal 1d8 points of damage) as if they were natural weapons, and it adds a +10 bonus on any attempt to disguise the wearer as an actual adult kython.
CL: 16th; Weight: 50 lb.
Source: Book of Vile Darkness

Midnight Blade

This +5 bastard sword is unholy, fleshgrinding and marrowcrushing, but only at night. During the day it merely has a +5 enhancement bonus. Furthermore, the Midnight Blade must be used to draw blood from at least one creature of Medium-size or larger each night, or it loses all abilities and becomes a -4 cursed bastard sword. Its abilities can be recovered, but only if it is used to slay a Medium-size or larger creature, at night, with the -4 penalty.
CL: 15th; weight: 10 lb.
Source: Book of Vile Darkness

Rhapsody of Pain

These oddly named earrings allow the wearer to function as if continually under the effects of both a sadism and a masochism spell. Furthermore, the wearer is immune to the debilitating effects of pain, such as those brought on by a symbol of pain, although she still feels the pain.
CL: 16th; Weight: -
Source: Book of Vile Darkness

Ring of the Dread Emperor

This black ring is made from a single piece of obsidian and bears a gold inlay design of chains. If a humanoid of at least 10th level is killed on a given day by the wearer of this ring, the wearer takes no penalties for wearing armor (no armor check penalty, no maximum Dexterity bonus to Armor Class, no spell failure chance, and no reduced movement). The wearer of the ring gains the effect of a free action spell for the next 24 hours.
CL: 16th. Weight: -.
Source: Book of Vile Darkness

Staff of Malice

This 6-foot shaft of hardened black wood gives off a dull red glow the color of an old scab that shows itself only in the light. Each tip of the staff ends in a metal spear point, and the staff of malice can be used either as a +3 unholy quarterstaff or a +3 unholy shortspear in combat. Like all staffs, it has 50 charges, which can be used to power the following spells.

When the charges are all gone, the staff disappears, only to reappear fully charged somewhere else in the multiverse.
CL: 20th; Weight: 5 lb.
Source: Book of Vile Darkness

Vasharan Crossbow

This +4 heavy crossbow can be loaded and fired as quickly as a light crossbow can. Any bolt that fires is automatically treated as a bolt of slaying humans (as an arrow of slaying).
CL: 17th; Weight: 4 lb.
Source: Book of Vile Darkness

Major Artifacts

Crown of Horns

This item contains the essence and intelligence of the former deity of death, Myrkul, the Lord of Bones. It is a silver circlet with a black diamond set on the brow and four bone horns mounted around its edge. Weird energy is visible within the diamond. The crown of horns is intelligent, evil, and now exists only to cause evil and suffering among the people of the world.
Myrkul created the crown while he was still a living deity, and it was eventually broken by the efforts of Khelben the Blackstaff. The shards of the item retained some power, and when Myrkul was slain by Midnight (the mortal woman possessed by the essence of Mystra), he forced his dying essence through the wards around Blackstaff Tower, reforged the crown in a new shape, imbuing it with additional powers, and then teleported away. The crown enjoys harassing followers of Cyric, but avoids allies of Khelben and temples of Mystra.
The wearer of the crown has the following powers:

The crown also has the following drawbacks.

Caster Level: 20th; Weight: 2 lb.
Source: Magic of Faerûn

Gray Portrait

This artifact prevents its owner from suffering negative levels, ability drain, and from aging. A DC 30 bardic knowledge or Knowledge (religion) check recalls this myth about the gray portrait. Long ago, almost two millennia in the past, a vain and selfish chaotic neutral follower of Sune named Belarian the Beautiful sought every means available to sustain and enhance his beauty. Firehair's creed teaches that beauty is not just skin deep, but Belarian only cared about his appearance. His self-infatuation was so great that he turned from his devotion to Lady Firehair and offered to sell his soul to any god or demon able to preserve his physical perfection. One answered, gifting Belarian with immortality and perpetual beauty through an artifact. Who created the gray portrait, which entity gave, it to Belarian, or what eventually happened to the vain man is a matter of speculation. Over the last two thousand years, various personages have owned the portrait, but its current location is unknown.
Initially only a blank canvas, the gray portrait becomes a picture of the owner after one week. After an individual possesses the portrait for one week, a picture of that individual owner appears on the canvas. The owner of the gray portrait does not age or show signs of aging. As long as he owns the portrait, he will appear as young and as healthy as he did when he first acquired the artifact.
When the owner of the portrait is subject to spells or effects that bestow negative levels or cause ability drain, such as energy drain spell or a vampire's touch, he does not suffer their effects. Instead, the portrait absorbs these debilitating effects. His image in the portrait transforms to look more haggard and depraved as it suffers the horrors that leave its owner untouched. The portrait stores and preserves all this horrible magic. If it is ever destroyed, the owner immediately suffers all the negative effects of age, negative levels, and ability drain that the portrait has absorbed. If the owner has outlived his natural life span, he instantly dies.
Overwhelming abjuration and necromancy; CL 20th; Weight: 10 lb; Price: -.
Source: Champions of Ruin

Naga Crown

These silvery metal circlets (a few are rumored to have existed at one point or another in time) with three points or spines probably were created long ago by yuan-ti ("naga crown" is merely a popular name). They are self-identifying and possess the following powers:

Also on mental command, the crown reflects spells as through the wearer had received a spell turning spell.
The wearer's arcane spells per day are doubled for all spell levels. This power does not stack with a ring of wizardry or other effect that grants extra arcane spells.
Once per day, the wearer can dominate all reptilian creatures with Intelligence scores of 2 or lower within a 1,500-foot radius. The effect lasts 1 hour and is similar to the dominate monster spell, except that it works on all reptilian creatures within the radius. The wearer can issue telepathic commands to all controlled reptilian creatures within 1,500 feet or to any single reptilian creature or group of reptilian creatures that are in range and line of sight.
No reptilian creature with an Intelligence score of 2 or lower attacks the wearer, even if the wearer attacks the reptilian creature or the creature is under another naga crown wearer's control. Reptilian creatures already under the wearer's control cannot be affected by another charm or compulsion effect, even from another naga crown.
Reptilian creatures with Intelligence 3 or higher can attack the wearer, but they suffer a -3 morale penalty on attack rolls.
Caster Level: 11th; Weight: -.
Source: Magic of Faerûn

Artifacts of the Lost Empires

The ancient cultures of Faerûn produced many major artifacts, but only a few have reappeared in the modern day.

Dragontear Crown of Sharrven

The Dragontear Crown of Sharrven is a delicate diadem made of thin mithral chains adorned with tiny diamonds. A large king's tear containing the image of a majestic silver dragon hangs from the center, where it can grace the wearer's brow.
The Dragontear Crown of Sharrven has the properties of a greenstone amulet, and it protects the wearer as a mind blank spell. The wearer also gains a +4 sacred bonus on saving throws against necromancy effects or any effect that would transport her to another locale or dimension. If such an effect normally does not allow a saving throw (the maze spell, for example), the wearer can attempt a DC 20 Will save to negate the effect. Finally, the Dragontear Crown of Sharrven renders the wearer immune to magical and nonmagical fear and enables her to speak, understand, and write Draconic.
Source: Lost Empires of Faerûn

Elfblades of Cormanthyr

These three legendary swords were forged thousands of years ago when the great empire of Cormanthyr was founded. One of them was forged for the coronal (ruler) of Cormanthyr, one for the arms-major (the chief warrior of the empire), and the third for the spell-major (the empire's chief wizard). All three swords have since been lost - two around the time of Myth Drannor's fall, and the third many centuries before. Restoring even one of the elfblades to the elves, let alone all three, would earn an adventurer the everlasting friendship and thanks of the residents of the Elven Court - particularly now that the drow have invaded the very heart of Cormanthor.
All three elfblades insist upon choosing their own wielders. Each has its own criteria for making the choice and punishes unworthy candidates in its own way, but to wield any elfblade, a character must be of good alignment and at least 15th level.
A character wishing to become the wielder of an elfblade must grasp the hilt with the firm intent of bonding with the weapon and draw it from its sheath. Whether successful or not, the attempt costs 2,500 XP. Each weapon's description suggests some guidelines on which it bases its acceptance or rejection of a candidate, but the final decision belongs to the DM. A character deemed unworthy to wield an elfblade is subjected to that weapon's unique form of punishment, as given in its description below.
Upon acceptance by an elfblade, the character becomes attuned to it and can summon it to his hand as a free action, as long as it is somewhere on the same plane. Once an elfblade has bonded with a character, it remains bound until the character's death, or until he commits some grievous sin against either his alignment or the elf people. In such a case, the blade punishes him as though he had failed to bond with it in the first place unless he makes an immediate effort to atone for his sin.
Each of the elfblades shares several properties in common with the others and also has its own set of unique abilities usable only by its chosen wielder. All are +4 holy keen longswords, and all retard the aging process so that the wielder ages only 1 year for every 2 years that pass while he possesses the elfblade.
Source: Magic of Faerûn

Arcor Kerym

The Crownblade: Also called the Ruler's Blade, this sword appears to be made of raw iron and has a pitted and craggy surface. From afar, it looks like a longsword carved from stone. An ancient Elven crown rune is stamped in gold at the seat of the blade, just above the quillions. Arcor Kerym glows with golden light that crackles along its surface like an arc of lightning.
The Crownblade was last seen in 666 DR, when the Srinshee vanished with it after using its potent magic to rebuild the Rule Tower. Scholars believe that the Crownblade was aware of the city's impending fall, so it removed itself and the Srinshee from Faerûn to ensure that it would not fall into the hands of the Army of Darkness. If this theory is correct, Arvandor seems a likely resting place for Arcor Kerym.
In addition to the standard powers of an elfblade, the Crownblade allows its wielder to access the mystical knowledge of three elven high mages, as stored in the three gems that decorate its crossguards and pommel. This influx of knowledge grants the wielder a +10 bonus on all Knowledge (arcana) and Spellcraft checks and a +5 bonus on all other Knowledge checks. In addition, by speaking a command word, the wielder of Arcor Kerym can use heal as the spell three times per day, or discern lies as the spell at will.
Arcor Kerym is the strictest of the elfblades when it comes to evaluating a prospective wielder. The candidate must be of lawful good alignment and must have the good of Cormanthyr and the elf people as his highest priority. In addition, a character who seeks to wield the Crownblade should have high ranks in Diplomacy, Sense Motive, and other social interaction skills.
The penalty for an unworthy character who attempts to bond with Arcor Kerym is as straightforward as it is final - he is consumed by golden fire, which burns him away to nothingness in 1 round (Fort DC 23 partial; success means the subject takes 40d6 points of damage instead). A character found unworthy and subsequently brought back from the dead still loses the 2,500 XP for attempting the attuning ritual.
Overwhelming evocation; CL 25th; Weight 4 lb.
Source: Lost Empires of Faerûn

Aryfaern Kerym

the Artblade: This longsword appears to have been forged from solid darkness. Its blade is a void of nonreflective blackness that feels as solid as stone yet as slick as oil. Along the razor-sharp, beveled edge of the blade glows a thin, crimson line of energy that encloses the darkness - the source of the elfblade's magical light. When drawn, the Artblade crackles like lightning breaking across a metal shield, and when swung, it emits a sharp, buzzing sound similar to that of an angry bee (though the wielder can mute this latter sound if desired). When struck against objects or weapons, the blade's clash is utterly silent, no matter how much strength powers the blow. Embossed in glowing crimson on the base of the dark blade is an Elven rune often used to signify a work of high magic.
The Artblade was lost at the Battle of Stars Shining in 714 DR. when Spell-Major Josidiah Starym sacrificed himself to break the army of yugoloths storming the school of magic in the city of Myth Drannor. With his forces overwhelmed and nearly defeated, the spell-major cast a spell of terrible power that consumed most of the yugoloths and much of the school in a pure white flame. When the flames died, no trace of the spell-major or his sword remained. Some sages believe that both were transported to Dweomerheart or Arvandor, but no evidence exists to support these theories.
In addition to the standard abilities of an elfblade, the Artblade allows its user to cast any spell using the sword's power rather than the traditional spellcasting methods. Any spell the wielder casts while wielding the Artblade automatically gains the benefits of the Silent Spell, Still Spell, and Eschew Materials feats with no increase to the spell level or casting time. In addition, the wielder's effective caster level increases by 1 for evocation spells. The Artblade's wielder can also use greater dispel magic as the spell three times per day and detect magic as the spell at will.
The Artblade requires its wielder to be neutral good in alignment and able to cast 8th-level arcane spells. In addition, it desires a wielder with a passion for magic and a selfless love of Cormanthyr and the elf people. A candidate deemed unworthy by the Artblade becomes temporarily divorced from the Weave and unable to cast spells of any sort for 1d6 years (Will DC 23 half). A Shadow Weave user who attempts to attune to the blade instantly becomes the target of a disintegrate spell (caster level 25th; DC 40).
Overwhelming evocation; CL 25th; Weight 4 lb.
Source: Lost Empires of Faerûn

Aryvelahr Kerym

The Warblade: The blade of this longsword shines like polished silver, remaining perfectly reflective no matter what punishments it endures. Blue and silver flames lick incessantly along the blade, quillions, and pommel, and they harmlessly surround the wielder's hands whenever the blade is drawn. At the seat of the blade is an Elven rune meaning 'weapon', which is commonly used as a sword mark.
When Lord Orym Hawksong fell in battle at the siege of the Twisted Tower in the Year of Shadows Fleeting (-331 DR), the Warblade sprang up and defended him fiercely for a time. Eventually, however, the drow managed to paralyze the blade by magic, and both the great hero and his arcane sword were lost in the darkness beneath the Twisted Tower. In the centuries since, hundreds of elves have sought Aryvelahr Kerym, but no one has found it.
In addition to the standard powers of an elfblade, the Warblade enables its wielder to conjure a blade barrier, as the spell, once per day. In addition, the wielder can utilize bull's strength as the spell three times per day and detect evil and detect good as the spells at will.
To wield the Warblade, a character must be of chaotic good alignment. In addition, the blade seeks a wielder with martial skill (that is, a base attack bonus of at least +12), a high Charisma, and leadership ability. If the Warblade deems an elf who attempts the attuning ritual unworthy, it turns in his hand, making a single attack (+29 melee, damage 1d8+11/17-20). If the would-be wielder is not an elf or half-elf, or has an evil alignment, the Warblade attacks furiously for 2d6 rounds (+29/+24/+19/+14 melee, damage 1d8+11/17-20). Magical healing of the wounds inflicted on an unworthy candidate is possible only with a successful DC 25 caster level check.
Overwhelming evocation; CL 25th; Weight 4 lb.
Source: Lost Empires of Faerûn

The Imaskarcana

The seven diverse artifacts collectively known as the Imaskarcana were the mightiest of the magic weapons and devices created by the ancient Imaskari. Two of these items - the first and the fifth - reportedly lie buried in the ruins of Inupras, the capital city of the Imaskari Empire.
First Imaskarcana. Crafted by an ancient Lord Artificer of Inupras more than nine thousand years ago, the First Imaskarcana is a crudely wrought, crenellated crown forged from a strange, lavender-tinted metal. Though it was created for humans to wear, it also fits snugly when placed on the heads of other Medium humanoids. A blue-black star sapphire about 3 inches in diameter rests squarely at the front of the crown.
The First Imaskarcana quickly became a symbol of the supreme authority wielded by the Imaskari emperors. Lord Artificer Yuvaraj was wearing it when he perished in battle against the manifested god Horus. The artifact is believed to lie deep under the sands in the ruins of Inupras, not far from the imperial palace.
Anyone who wears the First Imaskarcana gains spell resistance 30 and is protected by a spell turning effect that can turn 10 levels of divine magic in a 24-hour period. Once it has reached its capacity, the First Imaskarcana cannot turn spells again for 24 hours.
The First Imaskarcana also holds the collected knowledge of the empire's lord artificers and can answer many questions concerning Imaskari customs, politics, and magic. It does not engage in conversation, however, and offers only the briefest answers to direct questions (+20 bonus on Knowledge <history> checks regarding Imaskar only).
In addition, any wearer of the crown can use the following spell-like abilities: 3/day - antimagic aura, improved blink, legend lore (Imaskari items only), greater teleport, true seeing; 1/day - gate. Caster level 18th.
The crown's spell resistance and spell turning abilities are always active, except as noted above. Any other power must be commanded to function as a standard action. The crown responds only to commands spoken in Roushoum, the ancient language of Imaskar. If a command is issued in any other language, the wearer instantly becomes the target of a feeblemind effect (Will DC 20 negates).
Overwhelming varies; CL 18th; Weight 3 lb.
Fifth Imaskarcana. Forged some eight thousand five hundred years ago, this scepter was traditionally carried into battle by the High General of Imaskar's armies. The final bearer of the Fifth Imaskarcana was Lord Dimarond, the last general of Imaskar, who fell outside Inupras before an enraged throng led by glorious servitors.
The Fifth Imaskarcana is a pitted, battered-looking scepter about 2 feet long and 2 inches in diameter. A crudely cut amethyst the size of a human fist crowns its bronze haft.
The Fifth Imaskarcana contains the entire military history of Imaskar from -7500 DR onward. It telepathically answers any questions posed about that subject to the best of its ability (+20 bonus on Knowledge (history) checks regarding Imaskar's military history).
Anyone who wields the Fifth Imaskarcana gains spell resistance 26 and can use the following spell-like abilities: 3/day - charm person, crushing despair, confusion, daze monster, mind fog; 1/day - binding, demand, geas, mass hold monster, power word stun. Caster level 18th.
The scepter's spell resistance is always active. Any other power must be commanded to function as a standard action. Like the First Imaskarcana, the scepter responds only to commands spoken in Roushoum, the ancient language of Imaskar. If a command is issued in any other language, the wielder instantly becomes the target of a disintegrate effect (Fort DC 19 partial; self only; items carried are unaffected).
Overwhelming enchantment; CL 18th; Weight 4 lb.
Source: Lost Empires of Faerûn

Underdark Artifacts

The treasuries of the drow, the illithids, and the other powerful races of the Underdark conceal a number of potent artifacts.

Cloak Of The Consort

This light, very fine gray cape shimmers in the light.
A cloak of the consort grants a +6 deflection bonus to Armor Class and a +4 resistance bonus on all saving throws. In addition, the cloak negates any weakness to light that you might have. Finally, you can gain concealment for 10 rounds, at will.
In exchange for these benefits, you take a -4 penalty to all saving throws against spells and spell-like effects cast by female drow.
Lore: As they fled the surface, the dark elves looked to the matriarchs for guidance - for although it was their corruption and obeisance to the Spider Queen that led to the drow's exile from their homeland, any chance they had of surviving in the Underdark lay with the priestesses. (Knowledge [history] DC 20).
But before the drow would entrust their fates to the matriarchs once more, they demanded a concession: some way to restore the balance between the males and the females of the species. The priestesses agreed, and each elevated one male to serve as a companion and advisor. (Knowledge [history] DC 25)
To secure the pact, the matriarchs spun cloaks of fine spider silk and imbued them with their blood and Lolth's dark will. (Knowledge [history] DC 30)
They crafted each cloak to protect their consorts, guarding each privileged male against ambitious upstarts who would usurp their position. (Knowledge [history] DC 32)
But the matriarchs were clever, and they infused a small curse into each cloak. Those who wore the cloaks would be vulnerable to the magic of the priestesses. And so, from the start, the drow consorts were nothing more than the puppets and figureheads they remain to this day. (Knowledge [history] DC 35)
Caster Level: 21st; Aura: Overwhelming; (DC 25) abjuration; Weight: 1 lb.
Source: Drow of the Underdark

Egg of Lolth

This fist-sized egg is made of platinum. It has no markings and is completely smooth. When touched, it vibrates slightly, and you hear the faint sounds of scratching coming from within. The egg of Lolth is a potent artifact with a long history. Originally nothing more than a cursed item that compelled its wielder to fling himself through a gate to the Abyss, its long exposure to the chaotic energies of the Demonweb Pits has transformed it into the deadly device it is today.
Aside from its relatively minor value (60 gp), the egg appears to have no function. It cannot be opened, and has no hinges or seams. It can be dented, but any blemishes vanish after 1d4 hours.
The only way to activate the item is to cast a remove curse spell on it, at which point the egg vanishes; in its place appears a shuddering, tumescent bag of spider silk. On the following round, the bag teats itself open, spilling out 1d10 fiendish spider swarms and one fiendish Colossal monstrous spider. For the next 10 rounds, 1d4 fiendish Large monstrous spiders follow, after which the bag of spidersilk seals shut and vanishes, leaving the platinum egg spinning in its place.
Creatures called by the egg appear in the closest available space to the artifact and can act immediately, attacking the closest non-drow creature as soon as they appear. They fight until destroyed, pursuing fleeing characters relentlessly.
While the egg is activated, an creature that touches the bag is automatically transported to the Demonweb Pits. In addition, the artifact can serve as the focus component for plane shift spells cast to travel to the Abyss.
Lore: Ages ago, a group of bold heroes - having fought through hordes of giants - uncovered a terrifying plot to sow war and discord throughout the world. Eclavdra, a high priestess and an influential leader in the drow city of Erelhei-Cinlu, was behind these machinations. (Knowledge [history] DC 20)
The adventurers swept through the Underdark, battled the kuo-toa in their profane warren, and took the fight to the vault of the drow itself. After all this effort, their job was not yet finished. They discovered a strange item that enabled them to leave the Material Plane and take the fight to the Spider Queen herself in the Abyss. (Knowledge [history] DC 25)
It's not clear what happened to these adventurers, but the egg eventually found its way back to the drow, and has changed hands many times since. (Knowledge [history] DC 30)
Caster Level: 23rd; Aura: Overwhelming; (DC 26) conjuration; Weight: 10 lb.
Source: Drow of the Underdark

Third Imaskarcana

The true names of the seven tremendously powerful magic tomes of the Imaskari were lost long ago, so they are collectively referred to as the Seven Imaskarcana. Records mentioning them have shown up with just enough regularity to convince sages that these books must have once existed. Today, one of the Seven Imaskarcana remains preserved in Deep Imaskar. The fate of the others is unknown, and even the wisest of Deep Imaskar are not certain that the others, if they still exist, are similar in form, function, and power to the Third. In fact, it is likely that each of the Seven Imaskarcana has a different appearance and property. The Third Imaskarcana is a massive great-tome bound in slate covers lined with blue dragonskin Its pages vary in composition and appearance - some are raggedly cut vellum, others are the skin of humans, elves, or even tanar'ri, and still others are made of crystal that magically possesses the flexibility of paper without its weaknesses.
Anyone who carries the Third Imaskarcana gains spell resistance 27. Any other power of the tome must be commanded, as a standard action, to function.
The Third Imaskarcana cannot be read like a standard tome. Instead, questions or commands must be posed to it in Roushoum (the tongue of Imaskar), since it recognizes only that language. If a question or command is directed at the tome in any other language, the questioner is immediately sucked into the tome, where she becomes a fine new vellum page. (A creature so destroyed can be returned to life only by means of a miracle or wish spell.)
Anyone who successfully communicates with the tome can use the following powers as spell-like abilities (caster level 18th), each once per day: dominate monster, imprisonment, meteor swarm (DC 23), and time stop. Additionally, the Third Imaskarcana can answer questions once per day, as though via a commune spell.
Overwhelming varied; Weight 10 lb.
Source: Underdark

Underdark Map, Greater

This map shows all the tunnels, caves, and caverns, both natural and artificial, within a 1-mile radius of itself. It also reveals the locations of all portals, dead magic areas, and other anomalies. It functions only in the Underdark, but it is not limited to one Underdark level, as the lesser Underdark map is.
Overwhelming divination; Weight 1 lb.

The Underdark maps and the Epic Level Handbook

Both the Gleaners and the Planar Cartographic Society seek to retrieve the Underdark maps. The members of each group assert original ownership and maintain that the other group stole the maps from them, the rightful owners. It is true that both groups have owned the maps in the past, and that each has had them stolen by the other group. However, the original owner and creator was actually a Chosen of Shar.

 
Source: Underdark

Artifacts of the Serpentfolk

The following unique items were produced by Scaled Ones of great power for specific purposes.

Marlspire of Najara

When the Hss'tafi tribe was transported to the Forest of Wyrms, its members brought with them one of the few naga crowns known to exist in Faerûn. To mark their oath of fealty to Terpenzi, the ha-naga king of Najara, the tribal elders gave him the crown, intending that it should serve as the crown of state. Since that time, the Marlspire of Najara, as it came to be known, has passed from one naga king to the next, and today it rests atop the brow of Ebarnaje.
In addition to the standard powers of a naga crown (see below), the Marlspire of Najara has acquired one additional property: The Guardian of Najara cannot regain its free will so long as this item exists. Moreover, whoever wears the crown can command the current guardian as if he or she were its creator.
Strong enchantment; CL 15th; Weight: -
Source: Serpent Kingdoms

Naga Crown

These powerful items were actually created by the yuan-ti; naga crown is merely a popular name. Each naga crown is a silvery metal circlet with three points or spines. It reveals its powers to the wearer as soon as it is placed on the head.
The wearer can use see invisibility at will. With the proper command word, he can create a repulsion or spell turning effect. Furthermore, the wearer's daily allotment of arcane spells doubles for all spell levels. (This benefit does not stack with that of a ring of wizardry or any other effect that grants extra arcane spells.)
Once per day, the wearer can dominate all Scaled Ones with Intelligence scores of 2 or below within a 1,500-foot radius for 1 hour. This ability otherwise functions like the dominate monster spell. The wearer can issue telepathic commands to all controlled creatures in the area or to any single creature or group within range and line of sight.
Scaled One with an Intelligence score of 2 or below can directly attack the wearer, even if attacked by the wearer or controlled by another naga crown. Scaled Ones already under the wearer's control cannot be affected by another charm or compulsion effect, even from another naga crown. A Scaled One with an Intelligence score of 3 or higher can attack the wearer, but it takes a -3 morale penalty on attack rolls.
Strong enchantment; CL 15th; Weight: -
Source: Magic of Faerûn

Naja Fountain

The Naja Fountain lies in the depths of Ss'thar'tiss'ssun in the Shrine of Cowled Serpents, near the main altar to Ssharstrune. Its large pool is encircled by the carved statue of an amphisbaena with both pairs of jaws interlocked. Small snake statuettes rear up from the heart of the pool, spitting streams of water into the air. For millennia, the Naja Fountain was the lair of the ha-naga Terpenzi, but it has lain untended since the Year of Moor Birds (90 DR).
The effective arcane caster level of anyone who bathes in the Naja Fountain permanently increases by +3. This benefit can be gained only once per creature. Furthermore, immersion in the fountain's waters confers the benefits of a heal spell for every round of immersion. Finally, any living creature in contact with the fountain's water is immortal and does not age, though these benefits are lost if the creature ceases contact with the water. The water loses all magical powers when removed from the fountain.
Overwhelming conjuration; CL 21st; Weight: N/A (immovable).
Source: Serpent Kingdoms

Artifacts of Vile Darkness

These are the most powerful items of evil anywhere in the cosmos.

Angelwing Razor

This long, thin blade is not made from angels' wings; rather, it was honed on them - on the wings of dead and captive celestials. This hideous process, conducted by the elf warlord Urgaril before going into battle against the gold dragon armies, sharpened the blade to an impossibly fine edge. Angelwing Razor is a +5 vorpal longsword that ignores damage reduction and hardness of any kind. It can even cut through a wall of force or similar effect.
Source: Book of Vile Darkness

Death Rock

This object is said to be the heart of an evil demon lord or evil demigod, cut from his chest in a terrible battle with a woman invested with celestial powers who sought vengeance for the wrongs of the evil being and its cult. The Death Rock is a crude black stone the size of a fist that pulses like a beating heart.
Anyone possessing the Death Rock gains the spellcasting abilities of a sorcerer of a level equal to his own. The character knows only spells of the Necromancy school, if the character is already a sorcerer, the new spells known and extra spells per day are in addition to his own.
The Death Rock has a drawback. Once per week, the closest companion or dearest loved one of the Death Rock's owner is automatically slain and turned into a zombie that serves the owner. The owner may forsake the Death Rock to prevent this (or he might run out of companions or loved ones), but then the Death Rock immediately fades away.
Source: Book of Vile Darkness

Despoiler of Flesh

This short staff is made of human tongues sewn together end to end. These tongues are slightly animated, so the staff occasionally bends and curls of its own volition. Despoiler of Flesh has been in the possession of a particularly twisted and powerful nalfeshnee named Tapheon that lives in a place called the Fortress of indifference. It has also been in the hands of a mortal despot named Mulrheasan, a human in love with his two daughters. Rather than force himself upon them, he used the Despoiler of Flesh to reshape captives and slaves into the likenesses of his daughters so that he might have his way with them instead.
The artifact allows the wielder to reshape the flesh of any creature, as with a baneful polymorph spell except that any shape that the wielder can imagine can be bestowed, whether a creature actually exists in that form or not. If a form is bestowed that is unwieldy or untenable, or that was created without careful forethought, the creature simply dies. For example, the wielder could change the form of a wolf into that of a human known to him. He could then (using the Despoiler of Flesh again) give that human purplish black skin and tentacles for arms. If he attempted to also give the victim six spider legs and batlike wings large enough to carry him aloft, the form would simply collapse under its own weight into a pile of fleshy goo.
Victims may resist the effect of the artifact with a Fortitude save (DC 25). The wielder can make one change per round, with a victim getting a save to resist each change. Turning a creature into an existing kind of creature (as described in the baneful polymorph spell) counts as one change. Systematically adding or removing body parts counts as one change per addition or removal, unless multiple identical changes are made (such as removing both of an ogre's hands or turning all of a dragon's teeth into short, stubby toes).
Source: Book of Vile Darkness

Iron Flask of Tuerny the Merciless

Tuerny the Merciless was a powerful spellcaster who killed the royal family of an ancient land to gain control of the kingdom. He enslaved the considerable army of the land, then went to war with neighboring lands. Tuerny began to summon demons, but he lacked the ability to control them. The fiends ravaged the countryside and threatened his kingdom, so Tuerny fashioned a device that would imprison and control them. His plan worked, land with the device Tuernys might grew even greater, until one day the demons within the flask broke free and claimed his soul.
The Iron Flask is very small and plain, although the stopper is engraved and embossed with runes of power. It holds 1d4 demons within in when first found. Roll on the following table to determine the kind of demon:

d%Demons
01-40Glabrezu
41-80Nalfeshnees
81-95Mariliths
96-100Balors

When the Iron Flask is unstoppered, the owner can command one of the demons to come our for up to 8 hours or until slain (at which point the demon goes back into the flask). During its time of freedom, the owner of the flask controls all actions of the demon. No demon can be called forth more than once per week.
More demons can be added to the flask. The target demon must be within 30 feet, and the owner of the flask must speak a command word (a standard action) to attempt to imprison it. To overcome the spell resistance of the demon (if any), the owner can make a check using the caster level of the flask (30th). Then the demon must succeed at a Will save (DC 20) or be sucked into the flask. The Iron Flask holds up to one hundred demons. Whenever a new demon is imprisoned, the flask must be unstoppered, and 1d4 other demons attempt to escape from the flask. To thwart each attempted escape, the flask's owner must succeed at a Will saving throw (DC 20 +1 per demon in the flask). If a demon escapes, it turns on the flask's owner and attempts to slay him.
Each time a demon is called from the flask, the owner must succeed at a Will saving throw (DC 20 +1 per previous save against the flask +1 per demon in the flask) or become chaotic evil. Furthermore, each time he must also succeed at a caster level check using the flask's caster level of 30th (DC 10 +1 per previous save per demon in the flask), or the demon called is freed and turns upon the owner of the flask. If the demons from the flask ever slay the owner, they immediately steal his soul and take it to the Abyss to become a larva.
Source: Book of Vile Darkness

The Ruby Rod of Asmodeus

This scepter glistens with an unimaginable, unearthly luster. Some claim that in just gem value alone, the rod is worth more than one million gold pieces. It is, however, also a formidable weapon of evil. If used in melee, in is a +6 unholy greatclub that bestows an inflict critical wounds spell (cast at 20th level) upon anyone in touches (Will DC 19 half). Anyone that touches the rod against Asmodeus's will feels the effect of the inflict critical wounds spell as well. Weapons with a +6 enhancement bonus are beyond the ken of most item creators, but they otherwise follow all the rules for magic weapons.
The Ruby Rod also has a number of supernatural abilities, which function as the spells cast by a 20th-level caster. The following abilities are usable at will by Asmodeus, and once per day by anyone else.

In the first round, the wielder is automatically purged of any unwanted enchantments. In the second round, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, the wielder is healed no full hit points and feels as though he just rested a full day, regaining spells and spell-like abilities accordingly (but even Asmodeus can only gain the benefit of this magical rest once per day).
Source: Book of Vile Darkness

The Wand of Orcus

This black obsidian and iron rod is topped with the skull of a human hero slain by Orcus. If wielded in melee, it is a +6 unholy chaotic heavy mace. If the wand touches any nonoutsider, or an outsider with less than 15 HD, the target must succeed at a Fortitude save (DC 25) or die immediately. Anyone that touches the wand against Orcus's will must save or die as well. Weapons with a +6 enhancement bonus are beyond the ken of most item creators, but they otherwise follow all the rules for magic weapons.
The wand also confers a +5 deflection bonus to the Armor Class of the wielder an all times. Finally, the wielder can call upon each of the following powers once per day, as the spells cast by a 20th-level caster: abyssal might, bodak birth, call nightmare, clutch of Orcus (DC 18), summon monster VII, wrack (DC 18), and wretched blight (15d8 damage, DC 23).
Source: Book of Vile Darkness

The Regalia of Evil

These three separate artifacts possess great power - and even greater power when used together. In eons long past, before humanity was born and perhaps before the world was forged, the gods of darkness and corruption worked together to outfit a champion to pit against the gods of light and the lords of balance. Since this time, champions of evil have used the Regalia of Evil whenever a dispute needed to be settled against a similarly equipped champion of good or neutrality (each faction having its own regalia).
In may be that today these contests of champions no longer occur, and the individual items of the regalia have fallen into mortal hands. Still, the gods of evil occasionally check on the devices that they created so long ago. It has been millennia since all three items of the Regalia of Evil were used by a single being.
The Crown of Evil: This iron crown is crude and rough, fashioned to look like black flames wreathing the head of the wearer. When an evil creature puts on the crown, its head is surrounded by reddish-black fire. These flames conceal the wearer's face. The wearer gains fire immunity, a +4 enhancement bonus to Strength, a +4 deflection bonus to Armor Class, and spell resistance 20. It can use unnerving gaze at will as a spell-like ability, and in can use the following spell-like abilities three times per day: create undead, hellfire, and wall of fire. All spell-like abilities are at 20th caster level. The wearer can speak only lies while wearing the crown, so usually the wearer of the crown doesn't speak.
The Scepter of Evil: This rod is made of iron and draped in chains. A dark red flame is always lit an one end, but it gives off no heat. While in a character's possession, the scepter confers a +4 enhancement bonus to Charisma. The wielder can use each of the following spell-like abilities three times per day: fear (DC 19), corrupt fireball (DC 18), red fester (DC 18), and power leech (DC 20). All spell-like abilities are at 20th caster level. The owner of this device slowly becomes more and more egotistical.
The Orb of Evil: This 6-inch-diameter orb is made of pitted and scarred iron. Red sparks fly from the orb at the slightest touch. The wielder can rebuke and command undead as a 15th-level cleric can. While in a character's possession, the orb confers a +4 enhancement bonus to Wisdom. Furthermore, the orb can absorb spells as a rod of absorption can. The owner slowly grows greedier over time.
The Regalia of Evil has greater powers, called resonating effects, if the same creature owns more than one of the items.
Two Items: When a single creature possesses two items of the Regalia of Evil, it gains the effects of the Lichloved, Dark Speech, Evil Brand, and Verminfriend feats. Save DCs on all evil spells and spell-like abilities of the creature (including those from the Regalia) are increased by +2.
Three Items: When a single creature possesses all three items of the Regalia of Evil, in gains a +4 enhancement bonus to Constitution, Dexterity, and Intelligence. All weapon damage dealt by the wielder is vile damage.
A nonevil character attempting no use any of the items than comprise the Regalia of Evil immediately takes 5d6 points of damage. Furthermore, a good-aligned character attempting to use one of these items must succeed an a Will saving throw (DC 18) or lose 2,000 XP.
Source: Book of Vile Darkness

Artifacts of Faerûn

Death Moon Orb

The Death Moon Orb is a gleaming black and violet sphere whose colors swim uneasily, like oil on water, and which appears to actually absorb the light around it. When it is nearby, an aura of gloom and sadness descends. If looked at long enough, the negative image of the moon's surface can be seen glimmering faintly on the orb.
History: Centuries ago, the wizard Larloch, sorcerer-king of Netheril, created a powerful artifact with which he intended to control the minds of his court, reveal his enemies' plans, and summon powerful beings from the Outer Planes. The artifact served him well, and he ruled for many years, eventually becoming a powerful lich.
Larloch even survived the collapse of his empire and 'lives' to this day in the depths of Warlock's Keep. No less than 16 Red Wizards have braved the depths of the Keep, seeking Larloch's treasures and magic; so far, only Szass Tam has emerged unscathed.
At Warlock's Keep, Szass Tam sealed a mysterious bargain with the extremely powerful lich and returned with several important enchanted items, among them the Death Moon Orb. He used the powers of the orb to free the tanar'ri lord Eltab, then to imprison him on Thakorsil's Seat. Today, Tam strives to inscribe the last of the nine Runes of Chaos upon the seat to permanently bind Eltab to his will, and he uses the Death Moon Orb to battle his enemies for control of Thay. (The one known exemplar of the orb was destroyed at the time Cyric murdered Mystara in 1385 DR.)


Source: Spellbound

Fanged Shield of Shyk Korort

The Fanged Shield of Shyk Korort is a historical artifact of the Shoon Era with significant historical import as a tyrannical symbol of the Seven Burnings campaign and as a religious relic among gnolls in the Cult of Yeenoghu.
The Fanged Shield of Shyk Korort vanished during the chaos that followed the collapse of imperial rule and did not resurface until the Year of the Fanged Beast (640 DR). In his lengthy treatise entitled Dogmen of the Shaar, published in the Year of the Gruesome Grimoires (676 DR), Dhynthar of Kormul chronicles the rapid rise in influence of Yeenoghu's cult among the gnoll tribes of the grasslands that year and the resultant sharp increase in attacks against the towns of the Lake Lhespen region in the decades that followed. One passage in particular describes a spiked shield bearing a snarling visage, an unmistakable description of the Fanged Shield of Shyk Korort, employed by Ur-Darnok1 (the preeminent shaman of Yeenoghu's cult) and revered as a relic by the gnoll tribes of the area. Later in his treatise, Dhynthar conjectures that the intertribal strife that erupted among the Shaaran gnoll tribes in the Year of the Shrouded Slayer (671 DR) was directly attributable to Ur-Darnok's death at the hands of a great wyrm blue dragon. Because dragons from lairs across Faerûn have always fed on the huge herds that roam the Shaar, Dhynthar was unable to even guess which wyrm had killed Ur-Darnok and seized the Fanged Shield of Shyk Korort. Although most sages since that time have assumed that the attack that shattered the power of the Shaaran gnoll tribes was pure happenstance, in truth Iryklathagra (the unidentified blue dragon) had deliberately tracked down this indirect legacy of Rhimnasarl's hoard and reclaimed it. The Fanged Shield of Shyk Korort has lain undisturbed in her hoard ever since, while tales of its powers have grown to mythic proportions among the gnoll tribes of the South, and its image has been adopted as a symbol of tyranny in Lapaliiya by the followers of Bane and the Baneson.
The Fanged Shield of Shyk Korort is a light steel shield whose face is molded in the shape of a snarling, monstrous face. Ivory spikes, placed so as to resemble protruding fangs, jut forward from behind the lower lip. The bestial visage has been variously described as resembling that of a dragon, a gnoll, or a fiend from the Lower Planes, and faint traces remain of various pigments that have been used to reinforce such interpretations. Two adjustable leather straps are bolted to the reverse side of the shield, enabling the bearer to firmly affix the Fanged Shield to the forearm and wield it as both a defensive, and offensive instrument.
The Fanged Shield of Shyk Korort is a +2 command fearsome light steel shield with +2 shield spikes.
If the Fanged Shield is ever liberated from its resting place in Iryklathagra's hoard, this would be momentous news to the gnolls of the South, among which the Fanged Shield of Shyk Korort has achieved nigh-mythic status. As word of the shield's rediscovery spreads south and east, every gnoll tribe from Amn to the Shaar will begin raiding caravans passing through and settlements on the periphery of their territory. At least one survivor will be allowed to escape each such raids bearing a message, usually written in crude pictographs, demanding the return of the shield of Yeenoghu (the Fanged Shield) in exchange for halting the raids. Tethyr will be particularly hard hit, for gnoll tribes are common in the Forest of Tethyr, the Forest of Mir, the Starspires, the Iltkazar range, and the ruins of Shcionach. Trade along the Golden Road will suffer as well, and eventually the unrest will spread south to the Shaar. Of course, simply giving the Fanged Shield to one tribe will not satisfy rival tribes, so this problem is unlikely to abate for months, if not years. Should a charismatic leader of the gnolls acquire the shield, they might marshal a horde of their kin of a size not seen in centuries.
The Knights of the Black Gauntlet, a religious order dedicated to the deity of tyranny, are a growing power along the northern and western shores of the Lake of Steam. Once word of the shield's rediscovery spreads to Mintar, the leaders of the order (who harbor aspirations of ruling the entire South) will see acquisition of the Fanged Shield as a critical component toward extending their influence into Lapalii1ya. Aware that they are unlikely to acquire the twin-spiked buckler directly, the Knights will secretly spread word of the Fanged Shield's discovery and the tactics being used to bargain for it to gnoll tribes throughout the South. In addition to weakening neighboring realms, the Knights will then be positioned to seize the shield for themselves, regardless of which gnoll tribe first acquires it.
Overwhelming illusion; CL 20th.
Source: Dragons of Faerûn

Ghazir the Desert's Edge

Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert's Edge is a legendary weapon of the Shoon Imperium with a cursed reputation.
Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the, wake of Memnon's Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar's smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV. Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk.
Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have treated djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks.
Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert's Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir's Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra's hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir's reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert's Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well.
The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert's Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar.
Overwhelming conjuration; CL 20th
Source: Dragons of Faerûn

Thakorsil's Seat

The seat is one of the numerous enchanted items brought back by Szass Tam from his visit to Warlock's Keep. It is a massive stone throne with an elaborately keyhole-carved back, arms in the form of snarling dragons, and feet in the form of claws grasping spheres. Once the first of the nine Runes of Chaos are created using the ritual of twin burnings, a great, nine-sided crystalline pyramid appears around the throne, imprisoning its occupant. The occupant cannot leave by any means, so long as at least one rune is in existence, although an outside agency can destroy the runes and set the prisoner free.
History: When the baatezu lord Orlex ruled the ancient kingdom of Yhalvia (which may have been located on another world altogether), a band of renegade wizards, led by the archmage Thakorsil, created this item to imprison and enslave the creature. Unfortunately for them, the device required extensive acts of evil magic (the sacrifice of good-aligned individuals, for example) in order to function, and after imprisoning Orlex and enslaving him with the Runes of Chaos, the council of wizards created a regime every bit as cruel and evil as Yhalvia's former ruler, and they were themselves displaced. Orlex was banished back to the planes, while Thakorsil's Seat was lost and presumed destroyed.
The seat finally came to rest in the horde of the sorcerer-king Larloch, who never actually used it. In his fateful meeting with Szass Tam, Larloch decided that the seat might serve the zulkir well. Tam returned to Thay and freed Eltab, compelling him to take the seat and re-imprisoning him by creating the first Rune of Chaos. Since then, Tam has created seven more runes and is close to completing the spell, permanently enslaving Eltab.[/p][p]The seat was created as an instrument of enslavement. Originally intended for good - the imprisonment of evil beings - it ended up with the exact opposite effect, allowing the permanent enslavement of beings of virtually infinite power, and the corruption which accompanies it.
Fortunately, the seat has a number of limitations that make it difficult to use. First, the being to be enslaved must be compelled to sit on the throne. If the creature is held involuntarily or tricked into sitting, it receives a single saving throw vs. spell when the ritual of twin burnings begins and is magically bound to the throne and unable to move if the roll is a failure. Creatures magically compelled to sit (such as those controlled by the Death Moon Orb) receive no saving throw. Victims with a natural magic resistance are also allowed to roll to avoid the effects of the ritual.
Once the creature is bound by the creation of the first rune of chaos, it must remain in the seat but receives a saving throw each time the ritual of twin burnings is performed and another rune created. Each of these subsequent saving throws is at a cumulative penalty of -1 (-4 for the fifth rune, for example).
When the ninth rune is created, the creature's spirit is permanently bound to the seat. It may physically leave the seat, but it is completely enslaved to the seat's owner. No further saving throws are allowed; the enslaved creature can only be freed by the use of multiple wishes, the intervention of the gods, the destruction of the seat itself, or some other extreme circumstance.
The throne's other drawback is that the ritual of twin burnings is long and involved, and requires the sacrifice of successively more powerful victims. The first rune requires the sacrifice of a good-aligned human or humanoid of 1st level or higher, the second rune requires the sacrifice of a good individual of 2nd level or higher, and so on. The throne's creators rationalized this evil as being to the end of a greater good, but in the end they were corrupted by the wickedness they had created.
Prior to the creation of the last rune of chaos, the other runes are vulnerable to destruction or removal. Any damage or disfigurement destroys a rune, and destroyed runes must be replaced using the ritual of twin burnings. If all the runes are destroyed prior to the creation of the last one, the throne's occupant is freed. After all nine runes have been created, they can only be removed with the destruction of the chair.
While the seat is active, it has an additional, inadvertent effect - the seat sends out magical 'interference' which prevents the use of any divination spells (clairvoyance, ESP, detect evil, etc.) within 200 miles. Magical items which duplicate such effects, such as crystal balls, amulets of ESP, and so on, are also rendered useless. This magical damper field has effectively blinded the Simbul's magical observation, forcing her to send agents directly into Thay to gather intelligence.
Source: Spellbound


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