Book of Artifacts
Encyclopedia
The Book of Artifacts is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

fantasy
Fantasy
Fantasy is a genre of fiction that commonly uses magic and other supernatural phenomena as a primary element of plot, theme, or setting. Many works within the genre take place in imaginary worlds where magic is common...

 role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

. This book, published by TSR, Inc.
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....

 in 1993, details 50 different artifacts, special magic items
Magic item (Dungeons & Dragons)
In the Dungeons & Dragons fantasy role-playing game, a magic item is any object that has magical powers inherent in it. These may act on their own or be the tools of the character in whose hands they fall into. Magic items have been prevalent in the game in every edition and setting, from the...

 found within the game at the Dungeon Master
Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events...

's option. The book was designed primarily by David "Zeb" Cook
David Cook (game designer)
David "Zeb" Cook is an American game designer best known for his work at TSR, Inc., where he was employed for over fifteen years.-Early life:...

, with some additional design by Rich Baker
Richard Baker (game designer)
Richard Baker is an American author and a game designer who has worked on many Dungeons & Dragons campaign settings.-Early life, education, and military:...

, Wolfgang Baur
Wolfgang Baur
Wolfgang Baur is an American game designer, best known for his work with Dragon magazine. He designs role-playing games and also is known for his work at Wizards of the Coast.-Biography:...

, Steve and Glenda Burns, Bill Connors, Dale "Slade" Henson, Colin McComb
Colin McComb
Colin McComb is an American writer and game designer born in Evanston, Illinois. He is married to musician Robin Moulder. They currently live in Grosse Pointe Park, Michigan, with their two children...

, Thomas M. Reid, and David Wise. Cover art is by Fred Fields
Fred Fields
Fred Fields is an artist whose work has appeared largely in the Dungeons & Dragons fantasy role-playing game from TSR.-Biography:Fred Fields was born in northern Kentucky. He grew up in the small town of Burlington, Kentucky. Fields wanted to be an artist since childhood: "I don't know that...

 and interior art and icons were designed by Daniel Frazier.

Introduction

The book's 8-page introduction on pages 3-10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts, including "Artifacts are too powerful for a campaign," "All artifacts have horrible curses that keep them from being useful," "Artifacts are just collections of random powers," "Artifacts are all created by gods that shouldn't be involved in the campaign," "Artifacts are found only in the Greyhawk
Greyhawk
Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game...

 campaign
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

," "If the characters stumble across an artifact, it could ruin the campaign," "A character with an artifact will ruin the adventure," and "Artifacts are nothing but a headache." The next four pages of the introduction provide an explanation of the book's contents by chapter, defines what makes an artifact different from other magic items (an artifact is unique, has a special history, and provides an impetus for a story to be centered around it) and includes a set of guidelines on how a Dungeon Master can create a new artifact for the campaign.

The remaining three pages of the introduction serve to explain how the specific artifacts described within the book operate. It explains the common elements of how all artifacts function within a game, and details two common types of special curses an artifact might cause: artifact possession, where an artifact's will can possess a character using the item, and artifact transformation, where the artifact literally transforms a character physically and mentally over time into something else entirely. The format for the artifact descriptions found in the next section is also explained. Each artifact is given a detailed in-game history consisting of one or more paragraphs, and each one provides a section of advice on how the Dungeon Master may use the item within a campaign. Each artifact has its most significant powers detailed, each of which falls into one of five categories: constant (always in effect), invoked (activated intentionally by the character), random (determined by the Dungeon Master or by random roll), resonating (only functioning when two or more pieces of a matched set are joined), and curse (such as artifact possession, artifact transformation, or something else). Lastly, the introduction describes how each artifact has a suggested means of destruction, none of which should be easy for a character to accomplish.

Artifacts

Fifty individual artifacts are described on pages 11-106. Most descriptions take up one full page, but a few require more than one page, and all are illustrated. Many of these artifacts have existed since the game's early days, and were originally found in the 1976 supplement Eldritch Wizardry
Eldritch Wizardry
Eldritch Wizardry is a supplementary rulebook by Gary Gygax and Brian Blume, written for the original edition of the Dungeons & Dragons fantasy role-playing game, which included a number of significant additions to the core game.-Contents:...

: Axe of the Dwarvish Lords
Axe of the Dwarvish Lords
In the Dungeons & Dragons roleplaying game, Axe of the Dwarvish Lords refers to both a powerful magic item and to an adventure module focusing on the item....

, Baba Yaga's Hut
Baba Yaga's Hut
Baba Yaga's Hut, also called the Dancing Hut of Baba Yaga, is a powerful artifact and the home of the infamous witch Baba Yaga, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Codex of the Infinite Planes
Codex of the Infinite Planes
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game the Codex of the Infinite Planes is a powerful artifact...

, Crystal of the Ebon Flame
Crystal of the Ebon Flame
The Crystal of the Ebon Flame is a powerful artifact of the World of Greyhawk setting, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Hand
Hand of Vecna
The Hand of Vecna is a powerful artifact in many campaign settings for the Dungeons & Dragons fantasy role-playing game. Originating in the World of Greyhawk campaign setting, the Hand appears as a severed left human hand, blackened and charred, with long, claw-like fingernails.-Dungeons & Dragons...

 and Eye of Vecna
Eye of Vecna
The Eye of Vecna is an artifact of great power in many campaign settings for the Dungeons & Dragons roleplaying game. Originating in the World of Greyhawk campaign setting, the Eye appears as a small red pebble or shriveled grape....

, Heward's Mystical Organ
Heward's Mystical Organ
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game Heward's Mystical Organ is a powerful artifact, the creation of the hero-deity Heward.-Description:...

, Horn of Change
Horn of Change
The Horn of Change is an ancient artifact in the form of a wind instrument, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Invulnerable Coat of Arnd
Invulnerable Coat of Arnd
The Invulnerable Coat of Arnd is a powerful artifact, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Iron Flask of Tuerny the Merciless
Iron Flask of Tuerny the Merciless
The Iron Flask of Tuerny the Merciless is a powerful artifact used to bind demons, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Jacinth of Inestimable Beauty
Jacinth of Inestimable Beauty
The Jacinth of Inestimable Beauty is a powerful artifact, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Mace of Cuthbert
Mace of Cuthbert
The Mace of Cuthbert is a powerful artifact of the World of Greyhawk campaign setting for the Dungeons & Dragons fantasy roleplaying game...

, Machine of Lum the Mad
Machine of Lum the Mad
The Machine of Lum the Mad is a powerful artifact in many campaign settings for the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Mighty Servant of Leuk-o
Mighty Servant of Leuk-o
The Mighty Servant of Leuk-O is an artifact in the Dungeons & Dragons fantasy role-playing game, often associated with the world of Oerth.-Dungeons & Dragons :...

, Orbs of Dragonkind
Orbs of Dragonkind
The Orbs of Dragonkind are powerful artifacts, in the Dungeons & Dragons fantasy role-playing game. In the Greyhawk setting, they are powerful ancient Suloise artifacts designed to press dragons into servitude.-Dungeons & Dragons :...

, Queen Ehlissa's Marvelous Nightingale
Queen Ehlissa's Marvelous Nightingale
Queen Ehlissa's Marvelous Nightingale is a powerful artifact of the world of Oerth, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

, Regalia of Might
Regalia of Might
The Regalia of Might are nine powerful artifacts said to have been made by the gods before the dawn of humanity, in the Dungeons & Dragons fantasy role-playing game. They are composed of three sets of three artifacts each: the Regalia of Good, the Regalia of Neutrality, and the Regalia of Evil...

 (Regalia of Good, Regalia of Neutrality, Regalia of Evil), Ring of Gaxx
Ring of Gaxx
The Ring of Gaxx is a powerful artifact, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :The Ring of Gaxx first appeared in the fourth supplement to the original D&D rules, Eldritch Wizardry ....

, Rod of Seven Parts
Rod of Seven Parts
In many campaign settings for the Dungeons & Dragons role-playing game the Rod of Seven Parts, formerly known as the Rod of Law, is a powerful artifact.-Description:The Rod of Seven Parts, when whole, is a 5-foot-long pole...

, Sword of Kas
Sword of Kas
In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, the Sword of Kas was the mighty blade used by Kas the Bloody-Handed, the dreaded lieutenant of Vecna. It was by this blade, some say, that Vecna lost his Hand and Eye.- Publication history :The Sword of Kas...

, and Throne of the Gods
Throne of the Gods
The Throne of the Gods is a powerful artifact of the World of Greyhawk setting, in the Dungeons & Dragons fantasy role-playing game.-Dungeons & Dragons :...

. Some of the artifacts in the Book of Artifacts originally appeared in the first edition Dungeon Master's Guide
Dungeon Master's Guide
The Dungeon Master's Guide is a book of rules for the fantasy role-playing game Dungeons & Dragons...

(along with the ones first found in Eldritch Wizardry) in 1979, including: Cup and Talisman of Al'Akbar
Cup and Talisman of Al'Akbar
The Cup and Talisman of Al'Akbar are powerful artifacts, in the Dungeons & Dragons fantasy role-playing game. They were gifted shortly after the Invoked Devastation by the Baklunish gods to their most exalted high priest, Al'Akbar, in what are now known as the Plains of the Paynims...

, Johydee's Mask
Johydee's Mask
Johydee's Mask is a powerful artifact, in the Dungeons & Dragons fantasy role-playing game.-Advanced Dungeons & Dragons 1st edition :Johydee's Mask was first described in the original 1979 Dungeon Master's Guide....

, Kuroth's Quill
Kuroth's Quill
Kuroth's Quill is a powerful artifact, in the Dungeons & Dragons fantasy role-playing game.-Advanced Dungeons & Dragons 1st edition :Kuroth's Quill was first described in the original 1979 Dungeon Master's Guide....

, Recorder of Ye'Cind
Recorder of Ye'Cind
The Recorder of Ye'Cind is a musical artifact once owned by the demigod Ye'Cind, in the Dungeons & Dragons fantasy role-playing game.-Advanced Dungeons & Dragons 1st edition :...

, and Teeth of Dahlvar-Nar
Teeth of Dahlver-Nar
The Teeth of Dahlver-Nar is a collection of artifacts associated with the priest Dahlver-Nar, in the Dungeons & Dragons fantasy role-playing game...

.

Many of the artifacts in this book originated within other products and magazine articles, mostly for specific campaign setting
Campaign setting
A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place...

s, including: Acorn of Wo-Mai (The Horde: Barbarian Campaign Setting), Apparatus (Ravenloft II: House on Gryphon Hill), Artifurnace (Spelljammer
Spelljammer
Spelljammer is a campaign setting for the Advanced Dungeons & Dragons role-playing game, which features a fantastical outer space environment....

 campaign set
), Axe of the Emperors (Dragonlance
Dragonlance
Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of popular fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job application...

: DLR2 Taladas - The Minotaurs), Blackjammer's Cutlass (Spelljammer: Dragon
Dragon (magazine)
Dragon is one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products, the other being Dungeon. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, The Strategic Review. The...

#159), Book with No End (Dungeon
Dungeon (magazine)
Dungeon Adventures, or simply Dungeon, was a magazine targeting consumers of role-playing games, particularly Dungeons & Dragons. It was first published by TSR, Inc. in 1986 as a bimonthly periodical. It went monthly in May 2003 and ceased print publication altogether in September 2007 with Issue 150...

#3), Death Rock (Kara-Tur
Kara-Tur
Kara-Tur is a fantasy world created by David Cook in the Oriental Adventures rulebook for the First Edition Advanced Dungeons & Dragons role-playing game in 1986. Kara-Tur's cultures and peoples are fantasy analogues of medieval China, Korea, Japan, the Ryukyu Islands, Tibet, and other regions of...

), Hammer of Gesen (The Horde: Barbarian Campaign Setting), Iron Bow of Gesen (The Horde: Barbarian Campaign Setting), and Triad of Betrayal (Dragonlance: Tales of the Lance). Some of the remaining artifacts made their first appearance in the Book of Artifacts, including: All-Knowing Eye of Yasmin Sira (Al-Qadim
Al-Qadim
Al-Qadim is an Arabian Nights-themed campaign setting for the Dungeons & Dragons role-playing game. The setting was developed by Jeff Grubb for TSR, Inc., and was first released in 1992. Al-Qadim is set in the land of Zakhara, called the Land of Fate...

), Coin of Jisan the Bountiful (Al-Qadim), Herald of Mei Lung, Ivory Chain of Pao, Monacle of Bagthalos (Forgotten Realms
Forgotten Realms
The Forgotten Realms is a campaign setting for the Dungeons & Dragons fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories...

), Obsidian Man of Urik (Dark Sun
Dark Sun
Dark Sun is a Dungeons & Dragons campaign setting featuring the fictional desert world of Athas. The original Dark Sun Boxed Set campaign setting was released in 1991....

), Psychometron of Nerad (Dark Sun), Rod of Teeth (Dark Sun), Scepter of the Sorcerer-Kings (Forgotten Realms), Seal of Jafar al-Samal (Al-Qadim), and Silencer of Bodach (Dark Sun).

Creating Magical Items

This section, from pages 107-129, describes the methods that a character uses to create ordinary magic items (not artifacts) as described in the second edition Dungeon Master's Guide
Dungeon Master's Guide
The Dungeon Master's Guide is a book of rules for the fantasy role-playing game Dungeons & Dragons...

 and Tome of Magic
Tome of Magic
The title was reused for a 3.5 Edition supplement published in 2006. The new Tome of Magic is devoted to new forms and styles of magic as a path to power...

. This section details how high in level a character must be to create a particular item, describes the requirements of the work area a character must have to create an item (a wizard
Wizard (Dungeons & Dragons)
The wizard is one of the standard character class in the Dungeons & Dragons fantasy role-playing game. A wizard uses arcane magic, and is considered less effective in melee combat than other classes.-Creative origins:...

's laboratory or a priest
Cleric (Dungeons & Dragons)
The cleric is one of the standard playable character class in the Dungeons & Dragons fantasy role-playing game. In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative...

's altar, as the case may be), the difficulty of making a particular item, and what sort of magical materials may be needed. It also describes that in order to create an intelligent magic item, the spellcaster's life-force is transferred into the item, leaving the caster's body a lifeless husk.

Recharging Magical Items

This section, from pages 130-136, describes how a spellcaster character can recharge an item which uses charges, such as wands, rods, staves, and some rings. It describes how this process is completed and what is required, both for wizard items and priest items.

Appendices

The book ends with a set of three appendices. Appendix A, on page 137 is a list of common rechargeable magical items, referring to the book's previous section. Appendix B, on pages 138-158, is a set of random power tables that some artifacts may possess. Appendix C, on page 159, is simply a blank chart for the Dungeon Master to fill out to assign a list of songs, and their effects, for the Heward's Mystical Organ artifact.
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
x
OK