BOOK OF ARTIFACTS
Introduction: What is the Scepter of the Sorcerer-Kings?
The Scepter of the Sorcerer-Kings is one of the most mysterious artifacts in the Forgotten Realms, a world of fantasy and adventure. It is a rod of curious blue metal, about two feet long, with a hollow circlet at one end and two curved horns at the other. The scepter has the size and heft of a footman’s mace, but its appearance belies its true nature.
The scepter is said to have a powerful effect on the gods and their worshippers, but its exact nature and origin are unknown. Some say it was created by a Netherese archwizard who sought to challenge the gods and free humanity from their influence. Others say it was forged by an ancient civilization that vanished long ago. Some even claim it is a remnant of a primordial chaos that predates the creation of the world.
The scepter has been sought after by many who wish to uncover its secrets or use its power for their own purposes. However, the scepter also carries a curse that affects anyone who tries to recreate or research it. The curse causes madness, obsession, and death to those who delve into the secrets of the scepter.
The Scepter of the Sorcerer-Kings is a fascinating artifact that has intrigued and terrified many throughout the ages. In this article, we will explore its effects, myths, and legends in more detail. We will also examine some of the attempts to recover or replicate it. Join us as we delve into the mystery of the Scepter of the Sorcerer-Kings.
History of the Scepter of the Sorcerer-Kings: A Timeline of Events
The Scepter of the Sorcerer-Kings is an ancient artifact that has been involved in many conflicts and intrigues throughout the ages. Here is a timeline of some of the most significant events related to the Scepter:
- -339 DR: Glaeros Lhaerimm, a Netherese archwizard, begins to craft the Scepter in a grim process that drains the lives of a dozen apprentices. He intends to use the Scepter to rid himself and his fellow sorcerer-kings of the “meddling deities” who oppose their ambitions.
- -336 DR: The deities send their minions to stop Glaeros and his allies, but they are met with fierce resistance from the other Netherese sorcerer-kings. The world shakes with the battles between the divine and the arcane forces.
- -335 DR: The divine minions finally break through Glaeros’ defenses and destroy him. However, before they can claim the Scepter, another Netherese sorcerer-king snatches it and uses it to escape the fray. The Scepter is lost to history for a while.
- 1358 DR: The Scepter resurfaces in the hands of a lich known as “the Harper King”, who rules over a hidden kingdom in the High Forest. He uses the Scepter to fend off attacks from his enemies, including the Harpers and the Zhentarim.
- 1368 DR: A group of adventurers, hired by the Harpers, infiltrate the Harper King’s domain and manage to steal the Scepter from him. They also destroy his phylactery, ending his reign of terror. The adventurers decide to keep the Scepter for themselves, hoping to unlock its secrets or sell it for a fortune.
- 1379 DR: A mysterious merchant-mage, rumored to possess the Scepter, is attacked by the Red Wizards of Thay in Sembia. He uses the Scepter to fight back and escape, leaving behind a trail of destruction and chaos. The merchant-mage and the Scepter disappear from view again.
The current whereabouts of the Scepter are unknown, but it is likely that it is still sought after by many who covet its power or fear its curse. The Scepter of the Sorcerer-Kings remains one of the most enigmatic and dangerous artifacts in the Forgotten Realms.
Owners of the Scepter of the Sorcerer-Kings: A Timeline of Possession
The Scepter of the Sorcerer-Kings has changed hands many times throughout its history, passing from one owner to another, either by theft, trade, or inheritance. Here is a timeline of some of the known owners of the Scepter and how they acquired it:
- -335 DR: The first owner of the Scepter was Glaeros Lhaerimm, the Netherese archwizard who created it. He was killed by the divine minions before he could finish his plan to use the Scepter against the gods.
- -335 DR: The second owner of the Scepter was another Netherese sorcerer-king, whose name is unknown. He stole the Scepter from Glaeros’ corpse and used it to escape the divine wrath. His fate is unknown, but he probably died when Netheril collapsed in -339 DR.
- Unknown: The third owner of the Scepter was an ancient civilization that vanished long ago. Some scholars speculate that it was the Imaskari, the Shoon, or the Netheril survivors. They may have found the Scepter in the ruins of Netheril or acquired it from another source. They may have also modified or enhanced the Scepter with their own magic.
- Unknown: The fourth owner of the Scepter was a primordial entity that predates the creation of the world. Some legends say that it was an elder evil, a primordial dragon, or a fallen god. It may have claimed the Scepter from the ancient civilization or found it in the depths of the world. It may have also corrupted or cursed the Scepter with its own power.
- 1358 DR: The fifth owner of the Scepter was the Harper King, a lich who ruled over a hidden kingdom in the High Forest. He may have obtained the Scepter from the primordial entity or from another source. He used the Scepter to defend his domain from his enemies and to extend his undeath.
- 1368 DR: The sixth owner of the Scepter was a group of adventurers, hired by the Harpers, who infiltrated the Harper King’s domain and stole the Scepter from him. They also destroyed his phylactery, ending his reign of terror. They decided to keep the Scepter for themselves, hoping to unlock its secrets or sell it for a fortune.
- 1379 DR: The seventh owner of the Scepter was a mysterious merchant-mage, rumored to possess the Scepter. He was attacked by the Red Wizards of Thay in Sembia, who presumably knew what he bore. He used the Scepter to fight back and escape, leaving behind a trail of destruction and chaos. He disappeared from view again, taking the Scepter with him.
Powers and Curse of the Scepter of the Sorcerer-Kings: A Summary of Effects
The Scepter of the Sorcerer-Kings is not only a mysterious artifact, but also a dangerous one. It has several powers and a curse that can affect both its wielder and the world around it. Here is a summary of the effects of the Scepter:
- Constant: The Scepter automatically rebounds any magic or psionic power targeted specifically against its wielder, and then magnifies the damage and duration tenfold. This applies to both offensive and defensive spells, such as magic missile or shield. Area effects are not included in this effect.
- Invoked: The Scepter can be used to heal or harm with a touch, nine times per day. The gain or loss is 2d12 points of damage, and one of these points is always permanent. The Scepter cannot alter a creature’s permanent hit point total by more than 9 points, and when this number is reached, the creature is no longer affected by this power. The Scepter can also dispel magic automatically, once per day, by touching the item to be dispelled. However, each time this power is used, there is a chance to drain the item as per a rod of cancellation and to create a permanent magic-dead area with a 60-foot radius. Only artifacts are immune to this effect.
- Curse: For 10 full days from the instant the Scepter is used, the influence of a single, randomly-chosen deity is banished from the world where the wielder resides. The deity cannot observe, control, contact, or influence beings and events on that world, nor can it send any of its minions or items. The god’s priests and rangers cannot gain new spells while the deity is barred. One deity is affected per use of the Scepter, although those whose area of control includes magic are immune.
The powers and curse of the Scepter of the Sorcerer-Kings make it a formidable and feared artifact. Many deities have instructed their followers to destroy or avoid the Scepter, as it poses a threat to their authority and existence. The Scepter of the Sorcerer-Kings remains one of the most controversial and dangerous artifacts in the Forgotten Realms.
Powers and Curse of the Scepter of the Sorcerer-Kings in D&D Editions Other Than AD&D 2e
The Scepter of the Sorcerer-Kings is an artifact that has appeared in different editions of the Dungeons & Dragons game, with some variations in its powers and curse. Here is a summary of how the Scepter works in each edition:
- D&D 3e: The Scepter is a +3 heavy mace that grants its wielder immunity to magic and psionics, as well as the ability to heal or harm with a touch, nine times per day. The Scepter can also dispel magic automatically, once per day, by touching the item to be dispelled. However, each time this power is used, there is a chance to drain the item as per a rod of cancellation and to create a permanent magic-dead area with a 60-foot radius. The curse of the Scepter is that for 10 days after its use, the influence of a random deity is banished from the world where the wielder resides. The deity cannot observe, control, contact, or influence beings and events on that world, nor can it send any of its minions or items. The god’s priests and rangers cannot gain new spells while the deity is barred.
- D&D 4e: The Scepter is a level 30 magic implement that grants its wielder +6 enhancement bonus to attack rolls and damage rolls, as well as resistance 30 to fire and lightning damage. The Scepter can be used to cast thunderwave as an encounter power, without expending a spell slot. The curse of the Scepter is that whenever its wielder uses an action point, the influence of a random deity is banished from the world where the wielder resides for 24 hours. The deity cannot observe, control, contact, or influence beings and events on that world, nor can it send any of its minions or items. The god’s clerics and paladins cannot use their divine powers while the deity is barred.
- D&D 5e: The Scepter is a legendary magic weapon that grants its wielder +3 bonus to attack and damage rolls made with it, as well as immunity to spells and other magical effects. The Scepter can be used to cast dispel magic at will, without expending a spell slot or material components. The curse of the Scepter is that whenever its wielder casts a spell using it as a spellcasting focus, the influence of a random deity is banished from the world where the wielder resides until the next dawn. The deity cannot observe, control, contact, or influence beings and events on that world, nor can it send any of its minions or items. The god’s clerics and paladins cannot regain their expended spell slots while the deity is barred.
The Scepter of the Sorcerer-Kings is an artifact that has different effects depending on the edition of the game. However, its common theme is that it grants its wielder great power at the cost of angering and banishing a deity from their world. The Scepter of the Sorcerer-Kings remains one of the most potent and perilous artifacts in D&D.
The Only Ways to Destroy the Scepter of the Sorcerer-Kings
The Scepter of the Sorcerer-Kings is a dangerous artifact that was forged by a cabal of ancient mages who rebelled against the gods and tried to usurp their power. However, their scheme was foiled by a coalition of divine and mortal heroes, and the Scepter was hidden away in a secret vault. The Scepter has the potential to slay any god with one blow, but it also has a weakness: it can only be destroyed by fulfilling its original purpose.
There are three possible ways to destroy the Scepter of the Sorcerer-Kings:
- Use the Scepter to kill a god who is willing to sacrifice themselves for the sake of the world. This would require:
- A lot of courage and trust
- A means to reach the realm of the gods
- Use the Scepter to kill the last of the sorcerer-kings, who have become undead liches in their quest for eternal life. The Scepter is ineffective against its creators, and would break upon hitting them. This would require:
- A lot of skill and stealth
- A means to find and enter the lairs of the liches
- Use the Scepter to make all the gods swear an oath to never interfere with the affairs of mortals again. The Scepter would lose its power and crumble to dust. This would require:
- A lot of persuasion and diplomacy
- A means to communicate with all the gods
All these methods are very risky and challenging, and would probably result in the death of anyone who tries them. However, they are also the only hope for getting rid of the Scepter of the Sorcerer-Kings, and preventing it from falling into evil hands. The Scepter is meant to rid the world of meddling gods, but it also threatens the stability and harmony of creation.