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Minor Artifacts
crawling and flying insects that appears in his stomach and bursts out.
Moderate conjuration;caster level9th;Manufacture Magic Poison, insect plague, slay living; Price:2,700 gp
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Truesleep: A victim of10 HD or lower falls asleep for one hour.There is no saving throw,although immunity to sleep effects and normal spell resistance still apply.
Moderate enchantment;caster level 9th;Manufacture Magic Poison, greater sleep*; Price:2,700 gp
Weakening: This poison magically saps 1d4 points of Strength from the victim upon the failure ofeach save.
Faint necromancy;caster level5th;Manufacture Magic Poison, poison, ray ofenfeeblement; Price:1,200 gp
Wraithsong: The victim ofthis poison has one negative level,as iftouched by a wraith.No save is allowed.
Moderate necromancy;caster level7th;Manufacture Magic Poison, enervation; Price:1,600 gp
Bluewand: Despite its name,the bluewand actually is a greatsword.Its name comes from the fact that it is such a boon to arcanists.This electric-blue weapon weighs half what a normal greatsword weighs and carries a +4 bonus. This keen weapon is a bane toward magical beasts.Further,it doubles all the 1st- through 4th-level arcane spells the wielder uses,in the manner ofa ring ofwizardry.
Strong conjuration and transmutation;caster level20th; Weight:7 lbs.
Book ofthe Darkwing: This magical tome contains the rites for a powerful spell.Ifthe entire text is read aloud, requiring a full 20 hours,a terrible blight falls upon the surrounding countryside.The reader must make a Fortitude save (DC 18) to complete this arduous task.If the save fails,the character must start over after at least eight hours ofrest.
The ritual ofthe darkwing summons 10,000 creatures of shadow,which appear to be semisolid bats made ofdarkness.These winged creatures swarm about the area within five miles ofthe spot where the book is read.They bring with them darkness and gloom.All living creatures in the area suffer a –2 morale penalty to attack rolls,saves,and checks. Animals hide.Plants begin to wither.People grow depressed, weary,and afraid.The ritual ofthe darkwing can be dispelled only by a wish or miracle spell,cast by a character touching— then burning—the book ofthe darkwing.
Strong necromancy;caster level 18th;Weight:3 lbs.
Gresval’s Clock: There are thought to be only a small number ofthese intricate timepieces,each a work ofmaster craftsmanship,belying the work ofa man decades—ifnot centuries—before his time.The clock has 11 powers and one drawback,each ofwhich is keyed to a particular hour.The individual who sets the clock gains the powers and the drawback at the appointed time.No more than one power can remain active at a time.Once the clock is set,with powers keyed to the hours the user desires,it cannot be changed until 24 hours have passed.The clock’s 12 properties are: 1. Fast healing of1 hit point per minute 2. +2 artifact bonus to attack and damage 3. +2 artifact bonus to Armor Class 4. Allows use of true seeing for the entire hour 5. Allows use of greaterteleport twice during the hour,as long as one ofthe teleports returns the character to the clock 6. Immunity to one energy type (fire,cold,lightning,acid, or sonic) 7. Fly (as the spell for the entire hour) 8. Allows use ofthree arcane spells of3rd level or lower, once each,during the hour,cast at 17th level.Spells are chosen when the clock is set. 9. Summons a monster (as summon monster VI) that remains for the full hour or until slain 10. +2 artifact bonus to all skill checks 11. +4 to one ability score (chosen at the time the clock is set) 12. –2 morale penalty on all attack rolls,saving throws,and skill checks.
Strong all schools;caster level 17th;Weight:7 lbs.
Hungersword: It is said that six ofthese swords exist. They are all +5 unholy longswords, made ofblack iron with bone hints and pommels.Each grants its wielder a mark of death* once per day.The sword absorbs good spells and spells from good-aligned clerics like a rod ofabsorption,