D&D Artifacts Warehouse

Book of Artifacts – D&D Campaign Ideas using Powerful and Dangerous Artifacts from the Book of Artifacts

The Book of Artifacts: A Review of the Legendary and Obscure Magic Items of AD&D 2nd Edition

The Book of Artifacts is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasyrole-playing game. This book, published by TSR, Inc. in 1993, details 50 different artifacts, special magic items found within the game at the Dungeon Master’s option. The book was designed primarily by David “Zeb” Cook, with some additional design by Rich BakerWolfgang Baur, Steve and Glenda Burns, Bill ConnorsDale “Slade” HensonColin McCombThomas M. Reid, and David Wise. Cover art is by Fred Fields and interior art and icons were designed by Daniel Frazier.

INTRODUCTION

If you are looking for some inspiration for your D&D campaign, you might want to check out the Book of Artifacts. This book is a treasure trove of 50 artifacts, each with its own history, powers, drawbacks, and plot hooks. Artifacts are not just ordinary magic items; they are unique and extremely powerful objects that transcend the normal rules of magic. They can shape the destiny of entire worlds, or bring doom to those who misuse them.

The Book of Artifacts covers artifacts from various AD&D settings, such as Forgotten Realms, Dragonlance, Greyhawk, Ravenloft, Dark Sun, and more. Some of these settings are still in use today, so you can easily adapt them to your current edition of D&D. Whether you want to introduce a legendary artifact like the Rod of Seven Parts or the Eye of Vecna, or a more obscure one like the Codex of Infinite Planes or the Crown of Horns, you will find plenty of information and ideas in this book.

In this article, we will review each artifact in detail, giving you a brief overview of its origin, appearance, abilities, drawbacks, and possible uses in your campaign. We will also provide some adventure hooks and suggestions on how to introduce the artifact to your players. Whether you want to use an artifact as a major plot device, a side quest, or a random encounter, you will find something to suit your needs in this book.

What is an Artifact according to AD&D?

Artifacts are not just ordinary magic items; they are unique and extremely powerful objects that transcend the normal rules of magic. They can shape the destiny of entire worlds, or bring doom to those who misuse them. In this section, we will explore some of the features and characteristics that define an artifact in AD&D.

Uniqueness

  • Artifacts are unique items. As a general rule, two copies of the same artifact cannot exist.
  • Artifacts are craftable. It is possible that a player character willingly or accidentally creates an artifact.
  • Artifacts have their own history and background. Who created them? Why? What kind of goal did the creator want to accomplish? Was the creator aware of creating an artifact?

Danger

  • Artifacts are dangerous and hard to control.
  • Artifacts carry power and catastrophes. These items possess great powers, but power comes with a high price and not only for its owner.
  • Artifacts may possess a personality. Intelligence and Ego that lead to Artifact Possession. Intelligent Artifacts can control their owner and essentially destroy the character’s personality, thus resulting in the loss of the character.

Mystery

  • Artifacts are not magical items as we know them. Indeed, the book states that most of them do not emanate any magical aura, not even under the effect of a detect magic, unless the description states otherwise. Indeed, an Artifact may look like an ordinary object or a precious piece of art. That’s why they are hard to recognize.
  • Artifacts are indestructible by normal means. Destroying one requires a specific procedure. Not even a wish can affect an Artifact, and possibly not even a divine intervention.

Customization

The Book of Artifacts includes some tables with random magical powers that can be used to customize each artifact. This adds a lot of variety and unpredictability to the artifacts, making them more fun and challenging to use in a campaign.

Random Magical Powers

The book provides 24 tables with 20 possible powers or spell-like abilities each. Every artifact suggests to roll or pick powers from specific tables, coherently with the nature and background of the artifact. The tables are:

  • Abjuration
  • Cataclysm
  • Combat
  • Conjuration
  • Curses
  • Detection
  • Divination
  • Elemental Air
  • Elemental Fire
  • Elemental Water
  • Elemental Earth
  • Enchantment/Charm
  • Fate and Fortune
  • Healing
  • Immunities
  • Major Spell-like Powers
  • Minor Spell-like Powers
  • Movement
  • Offensive Powers
  • Nature
  • Necromancy
  • Personal Enhancement
  • Planar
  • Protections

Creating Your Own Artifact

Using these tables, you can create your own artifact by following these steps:

  1. Choose a name and a description for your artifact. What does it look like? What is its origin and purpose? Who created it and why?
  2. Choose one or more tables that suit the theme and background of your artifact. For example, if your artifact is a sword forged by a fire god, you might choose the Combat, Elemental Fire, and Major Spell-like Powers tables.
  3. Roll or pick one or more powers from each table that you have chosen. You can decide how many powers you want your artifact to have, but keep in mind that more powers usually mean more drawbacks as well.
  4. Decide on the drawbacks and limitations of your artifact. How does it affect its owner and the world around it? Does it have a personality and an agenda? How can it be destroyed or neutralized?
  5. Write down the details of your artifact, including its name, description, powers, drawbacks, and destruction method.

Which are the Artifacts described in the book?

Here we present a list of all the Artifacts described in the book.

Where do the artifacts come from?

Acorn of Wo Mai – not specified
All-Knowing Eye of Yasmin SiraAl-Qadim: Land of Fate
Apparatus – unknown, may be Ravenloft
ArtifurnaceSpelljammer
Axe of the Darvish LordsGreyhawk
Axe of the EmperorsDragonlance
Baba Yaga’s Hut – no specific setting, slavic folklore
Blackjammer’s Cutlass – Spelljammer
Book with No End – not specified
Codex of Infinite Planes – setting neutral
Coin of Jisan the BountifulAl-Qadim: Land of Fate
Cristal of the Ebon Flame – not specified
Cup and Talisman of Al’Akbar – not specified
Death Rock – not specified
Hammer of Gesen – not specified
Hand and Eye of Vecna – Forgotten Realms
Herald of Mei Lung – not specified
Heward’s Mystical Organ – not specified
Horn if Sigils – not specified
Invulnerable Coat of Arnd – not specified
Iron Bow of Gesen – not specified
Iron Flask of Tuerny the Merciless – not specified
Ivory Chain of Pao – not specified
Jacinth of Inestimable Beauty – not specified
Johydee’s Mask – not specified
Kuroth’s Quill – not specified
Mace of Cuthbert – Greyhawk
Machine of Lum the Mad – not specified
Mighty Servant of Leuk-o – not specified
Monocle of Bagthalos – Forgotten Realms
Obsidian Man of Urik – Dark Sun
Orbs of Dragonkind – Dragonlance
Psychometron of Nerad – Dark Sun
Queen Ehlissa’s Marvelous Nightingale – not specified
Recorder of Ye’cind – not specified
Regalia of Might – not specified
Ring of Gaxx – not specified
Rod of Seven Parts – Greyhawk
Rod of Teeth – not specified
Scepter of the Sorcerer-kings – Forgotten Realms
Seal of Jafar al-Samal – Al-Qadim: Land of Fate
Silencer of Bodach – Dark Sun
Sword of Kas – Forgotten Realms
Teeth of Dalhvar-Nar – not specified
Throne of the Gods – not specified
Triad of Betrayal – not specified