Artifacts & Relics Powers/Effects Tables~~

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I. Minor Benign Powers
II. Major Benign Powers
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III. Minor Malevolent Powers
IV. Major Malevolent Powers
V. Prime Powers
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VI. Side Effects
Artifacts & Relics
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<8Magic Items8>
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DMG


    TABLE I: MINOR BENIGN POWERS <d50>
A.1 Adds 1 point to possessor’s major attribute
B.2 Animate dead (1 figure) (by touch) - 7 times/week
C.3 Audible glamer upon command - 3 times/day
D.4 Bless (by touch)
E.5 Clairaudience (when touched to the ear)
F.6 Clairvoyance (when touched to the eyes)
G.7 Color spray - 3 times/day
H.8 Comprehend languages when held
I.9 Create food and water - 1 time/day
J.10 Cure light wounds- 7 times/week 
K.11 Darkness (5', 10', or 15‘ radius) - 3 times/day 
L.12 Detect charm - 3 times/day 
M.13 Detect evil/good when held or ordered
N.14 Detect invisibility when held and ordered 
O.15 Detect magic - 3 times/day 
P.16 ESP (30’. 40, 50, or 6 0 range) - 3 times/day 
Q.17 Feather fall when grasped and ordered 
R.18 Find traps - 3 times/day 
S.19 Fly when held and ordered - 1 time/day 
T.20 Hypnotic pattern (when moved) - 3 times/day 
U.21 Infravision when held or worn 
V.22 Invisibility (improved) - 3 times/day
W.23 Know alignment when held and ordered - 1 time/day
X.24 Levitate when held and ordered - 3 times/day
Y.25 Light - 7 times/week 
Z.26 Mind blank - 3 times/day 
AA.27 Obscurement - 1 time/day 
BB.28 Pass without trace - 1 time/day 
CC.29 Possessor immune to disease 
DD.30 Possessor immune to fear 
EE.31 Possessor immune to gas of any type 
FF.32 Possessor need neither eat nor drink for up to 1 week 
GG.33 Protection +2 when held or worn 
HH.34 Remove fear by touch 
II.35 Sanctuary when held or worn - 1 time/day 
JJ.36 Shield, when held or worn, upon command - 3 times/day 
KK.37 Speak with animals- 3 timedday 
LL.38 Speak with dead - 1 time/day 
MM.39 Speak with plants - 7 times/week 
NN.40 Tongues when held or worn and commanded 
OO.41 Ultravision when held or worn 
PP.42 Ventriloquism upon command - 3 times/day 
QQ.43 Water breathing upon command 
RR.44 Water walking ability 
SS.45 Wearer immune ta charm or hold spells 
TT.46 Wearer immune to magic missiles 
UU.47 Web- 1 time/day 
VV.48 Wizard lock - 7 timedweek 
WW.49 Write - 1 time/day 
XX.50 Zombie animation - 1 time/week


    TABLE II: MAJOR BENIGN POWERS <d51>
A.1 Animal summoning (I or III) -- 2 times/day
B.2 Animate object upon command- 1 time/day 
C.3 +2 to armor class of possessor or AC 0, whichever is better 
D.4 Cause serious wounds by touch 
E.5 Charm monster - 2 times/day 
F.6 Charm person -7 times/week 
G.7 Cone of cold (9-12 dice) -2 times/day 
H.8 Confusion - 1 time/day 
I.9 Cure blindness by touch 
J.10 Cure disease by touch 
K.11 Dimension door- 2 times/day 
L.12 Disintegrate - 1 time/day 
M.13 Dispel illusion upon command - 2 times/day 
N.14 Dispel magic upon command- 2 times/day 
O.15 Double movement speed (on foot) 
P.16 Emotion - 2 times/day 
Q.17 Exorcise - 1 time/month
R.18 Fear by touch or gaze 
S.19 Fireball (9-1 2 dice) - 2 times/day 
T.20 Fire shield- 2 times/day 
U.21 Giant strength (determine type) for 2 turns 
V.22 Haste - 1 time/day 
W.23 Heal - 1 time/day 
X.24 Hold animal - 1 time/day 
Y.25 Hold monster- 1 time/day 
Z.26 Hold person - 1 time/day 
AA.27 Liahtnina bolt (9-12 dice) - 2 times/day 
BB.28 Minor globe of invulnerability - 1 time/day 
CC.29 Paralyzation by touch
DD.30 Passwall - 2 times/day 
EE.31 Phantasmal killer- 1 time/day 
FF.32 Polymorph self-7 timeslweek 
GG.33 Regenerate 2 h.p./turn (but not if killed) 
HH.34 Remove curse by touch - 7 times/week
II.35 Slow - 1 time/day
JJ.36 Speak with monster- 2 times/day
KK.37 Stone to flesh - 1 time.day
LL.38 Suggestion - 2 times/day
MM.39 Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day 
NN.40 Teleport (no error) - 2 times/day 
OO.41 Transmute rock to mud - 2 times/day 
PP.42 True seeing - 1 time/day
QQ.43 Turn wood- 1 time/day
RR.44 Wall of fire - 2 times/day
SS.45 Wall of ice - 2 times/day 
TT.46 Wall of thorns - 2 times/day 
UU.47 Weapon damage i s +2 hit points 
VV.48 Wind walk - 1 time/day 
WW.49 Wizard eye - 2 times/day
XX.50 Word of recall - 1 times/day 
YY.51 X-ray vision - 2 times/day

Notes Regarding Minor Malevolent Effects:
These powers should be inflicted upon the possessor of the item after he or she has had the artifact or relic for a period of time (1-4 weeks) OR
after using maior powers of the item.

    TABLE III: MINOR MALEVOLENT POWERS <d24>
A.1 Acne on possessor‘s face 
B.2 Blindness for 1-4 rounds when first used against an enemy 
C.3 Body odor noticeable at 10' distance 
D.4 Deafness for 1-4 turns when first used against an enemy 
E.5 Gems or jewelry found never increase in value 
F.6 Holy water within 10 of item becomes polluted 
G.7 Lose 1-4 points of charisma for 1-4 days when major power used 
H.8 Possessor loses interest in sex 
I.9 Possessor has satyriasis 
J.10 Possessor’s hair turns white 
K.11 Saving throws versus magic are at -1 
L.12 Saving throws versus poison are at -2 
M.13 Sense of smell lost for 2-8 hours when first used against an enemy 
N.14 Small fires (torches, etal.) extinguished when major power used 
O.15 Small items of wood rot from possessor’s touch (any item up to 
normal door size, 1-7 days time) 
P.16 Touch of possessor kills green plants 
Q.17 User causes hostility towards himself in all mammals within 6” 
R.18 User must eat and drink 6 times the normal amount due to the item’s 
drain upon him or her 
S.19 User’s sex changes 
T.20 Wart appears on possessor’s nose 
U.21 Weight gain of 10-40 pounds 
V.22 Weight loss of 5-30 pounds 
W.23 Yearning for item forces possessor to never be away from it for more 
than 1 day if at all possible
X.24 Yelling becomes necessary to invoke spells with verbal components

Malevolent powers operate whenever a major <link:II> or primary <link:II> power of the
artifact or relic is used, unless operation occurs after a pre-determined (but
low) number of uneventful usages of a maior or primory power, as stated
above (item description or Table). Effects can be successive and cumulative.

        TABLE IV: MAJOR MALEVOLENT POWERS <d34>
A.1 Body rot is 10% cumulative likely whenever a primary power is used, and part of the body is lost permanently.
B.2 Capricious alignment change each time a primary power is used.
C.3 Geas/quest placed upon possessor.
D.4 Item contains the life force of another person, and after a set number of uses, 
the possessor's life force is drawn into it and the former soul released.
E.5 Item has power to affect its possessor when a primary power is used 
if the character has not followed the alignment or purposes of the 
artifact/relic. 
F.6 Item is a prison for a powerful being; and there is a 1%-4% 
cumulative chance per usage that it will break free, kill the possessor's 
soul, and, using his or her body, proceed to slay oll associates 
and henchmen of this character.
G.7 Item is itself a living, sentient being forced to serve; but each usage 
of a of a primary power gives a 1%-3% cumulative possibility that the 
spell will be broken and the being will: 

    1) change the possessor into a like artifact/relic 
    2) geas/quest the possessor to perform a mission of its choosing 
    3) kill the possessor 
    4) mentally enslave the possessor for a period of 2-8 weeks 
 

H.8 Item is powerless against and hates 1-3 species of creatures, and 
when within 10 " of any such creatures i t forces its possessor to attack 
I.9 Item releases a gas which renders all creatures, including wielder, 
within 20' powerless to move for 5-20 rounds 
J.10 Lose 1 point of charisma permanently 
K.11 Lose 1 point of constitution permanently 
L.12 Lose 1 point of dexterity permanently 
M.13 Lose 1 point from hit points permanently 
N.14 Lose 1 point of intelligence permanently 
O.15 Lose 1 point of strength permanently 
P.16 Lose 1 point of wisdom permanently 
Q.17 Magic drained from the most powerful magic item (other than an 
artifact or relic) within 20' of user 
R.18 Reverse alignment permanently 
S.19 Sacrifice a certain animal to activate item for 1 day 
T.20 Sacrifice a human or player charocter to activate item for 1 day 
U.21 Sacrifice 10,000-60,000 g.p. worth of gems and/or jewelry to activate item for 1 day 
V.22 User becomes berserk and attacks creatures within 20' randomly 
(check each round) for 5-20 rounds 
W.23 User goes insane for 1-4 days 
X.24 User grows 0.25' taller each time primary power is used 
Y.25 User instantly killed (but moy be raised or resurrected) 
Z.26 User loses 1 level of experience 
AA.27 User receives 2-20 hit points damage 
BB.28 User receives 5-30 hit points damage 
CC.29 User required to slay a certain type of creature to activate item, and 
slaying another set type will de-activate item 
DD.30 User shrinks 0.25' each time primary power is used 
EE.31 User transformed into a very powerful but minor being from another 
plane (demon, devil, godling) by creator of item and is carried off to 
serve this new master (START a new character) 
FF.32 User withers and ages 3-30 years each time the primary power is 
used, eventually turning the possessor into a deathless withered 
zombie guardian of the item 
GG.33 Utterance of a spell causes complete loss of voice for one day 
HH.34 Yearning to be worshipped is uncontrollable; those failing to bow 
ond scrape to the artifact's possessor will be subject to instant attack.

Body rot affects extremities - toes, fingers, eors, nose, lips, eyelids,
hands, feet, arms, legs, heod in that order - 1 member per operation.
Nothing can prevent the loss or restore the member.

Geas/quest fulfillment enables the possessor to oct freely until primary
power use once again operates this power.

Life force freeing and associated entrapment of the possessor's soul will
likewise free the life force of a player character (and restore his or her
body) if and when another character so uses the item.

Where creature types are called for, select powerful types which would be
logically connected to the item, usually foes of its creator or alignment or
purpose.

Aging 3-30 years is done by race life expectancy:

    1 ) 3 yeors for half-orcs
    2) 4 years for humans
    3) 7 years for halflings
    4) 12 years for half-elves
    5) 20 years for gnomes
    6) 25 years for dwarves
    7) 30 years for elves

The aging cannot be reversed.


    TABLE V: PRIME POWERS <d38>
A.1 All of possessor's ability totals permanently raised 2 points each 
upon pronouncement of a command word (18 maximum) 
B.2 All of possessor's ability totals raised to 18 each upon pronouncement 
of a command word 
C.3 Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day <cmp. The Simbul's Skeletal Deliquescene>
D.4 Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month 
E.5 Creeping doom callable- 1 time/day 
F.6 Deoth ray equal to a finger of death with no saving throw - 1 time/day 
G.7 Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day
H.8 Gate spell power, 100% effective - 1 time/day 
I.9 Imprisonment spell power - 1 time/week 
J.10 Magical resistance of 50%-75% for possessor upon command word - 1 time/day 
K.11 Majar attribute permanently raised to 19 upon command word 
L.12 Meteor Swarm - 1 time/day
M.13 Monster summoning VIII- 2 times/day 

ADQ: In reference to Artifact Table V 
on page 223 of the DMG, which is Monster 
Summoning VIII (Prime Power letter M?) 
ADA: The "VIII" is a misprint -- there 
is no such spell. It should be Monster 
Summoning VII. 
(Polyhedron #16)
N.14 Plane shift- 1 time/day
O.15 Polymorph any object- 1 time/day 
P.16 Power word blind/kifl/stun - 1 time/day 
Q.17 Premonition of death or serious harm to possessor
R.18 Prismatic spray- 1 time/day 
S.19 Restoration - 1 time/day 
T.20 Resurrection - 7 times/week 
U.21 Shades - 2 times/day 
V.22 Shape change - 2 times/day 
W.23 Spell absorption, 19-24 levels- 1 time/week 
X.24 Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week 
Y.25 Summon djinn or efreet lord <.gov forms> (8 h.p./die, + 2 "to hit" and +4 damage) for 1 day of service - 1 time/week <check efreet or djinn>
Z.26 Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature 
AA.27 Temporal stasis, no saving throw, upon touch - 1 time/month 
BB.28 The item enables the possessor to legend fore, commune, or contact higher plane (7th-10th) - 1 time/week 
CC.29 Time stop of twice normal duration - 1 time/week 
DD.30 Total fire/heat resistance for all creatures within 20' of the item 
EE.31 Total immunity from all forms of mental and psionic attacks 
FF.32 Total immunity from all forms of cold 
GG.33 Trap the soul with 90% effectiveness- 1 time/month 
HH.34 User can cast combination spells (if a spell caster) as follows (d4): 
    1 ) 1 st and 2nd level spells simultaneously 
    2) 2nd and 3rd level spells simultaneously 
    3) 3rd and 4th level spells simultaneously 
    4) 1st, 2nd. and 3rd level spells simultaneously
II.35 Vanish - 2 times/day.
JJ.36  Vision - 1 time/day .
KK.37 Wish - 1 time/day .
LL.38 Youth restored to crerature touched - 1 time/month.


    TABLE VI: SIDE EFFECTS <d18>
A.1 Alignment of possessor permanently changed to that of item 
B.2 Charisma of possessor reduced to 3 as long as item is owned 
C.3 Fear reaction possible in any creature within 20' of the item whenever 
a maior or primary power is used; all, including possessor, must 
save versus magic or flee in panic 
D.4 Fumble reaction possible (as C. above) 
E.5 Greed and covetousness reaction in all intelligent creatures viewing 
the item; save versus magic or attack possessor and steal the item - 
associates are only 25% likely to have to check; henchmen check 
loyalty first, failure then requires saving throw as above 
F.6 Lycanthropy inflicted upon the possessor, type according to alignment 
of item, change to animal form involuntary and 50% likely (1 
check only) whenever confronted and attacked by an enemy 
G.7 Treasure within 5' radius of mineral nature (metal or gems) of nonmagical 
type is reduced by 20%-80% as the item consumes i t to 
sustain its power 
H.8 User becomes ethereal whenever any maior or primary power of the 
item is activated, and there is 5% cumulative chance that he or she 
will thereafter become ethereal whenever a stress (combat, life-ordeath, 
difficult problem involving user's decision) situation exists; 
the ethereal state lasts until stress is removed 
I.9 User becomes fantastically strong (18/00 - 19 if 18/00 already) but 
very clumsy; so dexterity is reduced by as many points as strength 
was increased, and so no "to hit" bonuses are allowed for strength, 
and a -2 for clumsiness is given instead; furthermore, the individual 
must be checked as if he or she has a fumble spell cast upon him or 
her whenever any item is handled or spell is to be cast by the user 
J.10 User cannot touch or be touched by any (even magical) metal; 
metal simply passes through his or her body as if it did not exist and 
has no effect 
K.11 User has a poison touch which requires that humans and man-sized 
humanoids (but not undead) save versus poison whenever touched 
L.12 User has limited omniscience and may request the DM to answer 1 
question per game day (answer is given with limitations set by D M s 
discretion, with overall campaign factors and knowledge of player 
vs. player character overriding considerations) 
M.13 User has short-duration super charismatic effect upon creatures of 
the same basic alignment - evil, good, neutral (chaotic, lawful,
true) - so that they will willingly ioin and serve the character for 1- 
4, 2-8, or 3-12 turns (depending upon how exact the alignment 
match is); thereafter the effect of the dweomer wears off and the 
c r e a t u r e will no longer serve due to realization of the enchantment 
and fear of it (and hostility is possible) 
N.14 Whenever any power of the item is used, temperature within a 6" 
radius is raised 20°-50° F. for 2-8 turns (moves with item) 
O.15 Whenever the maior or prime power of the item is used, temperature 
within a 6" radius is lowered 20°-80° F. for 2-12 turns (moves with item) 
P.16 Whenever the prime power is used the possessor must save versus 
magic or lose 1 level of experience 
Q.17 Whenever the prime power is used, those creatures friendly to the 
user within 20'. excluding the user, will sustain 5-20 hit points of 
damage 
R.18 Whenever this item is used as a weapon to strike an enemy, it does 
double normal damage to the opponent but the wielder takes 
(normal) damage just as if he or she had been struck by the item

<UA(spell research) add a notes column to the 6 tables? : like a design linklist>
<each power should be used at least once>

Notes:

Author:
 
 

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