An Epic

Magic Items of Farland


Amulet of Evernight

Created many millenia ago by the Drow to help them wage their wars of envy against the surface elves to retake the lands of the sun, this darkly beautiful platinum amulet looks like a stylized crescent moon with a skull face. A tiny platinum serpent is looped around the top crescent. Legends say that this amulet was stolen from the dark elves by creatures of the deeps even more horrible, and thus it passed from the histories.

The wearer of this amulet is immune to detrimental effects from natural light, including daylight. He is also immune to the spells daylight, flare, light, searing light, and sunburst. The wearer is entirely unaffected by magical darkness; he sees normally in it as if prevailing light conditions existed. Once per day the wearer can cast blindness/deafness as an 18th level cleric (FORT save DC17 negates the effects). The real power of the amulet, however, lies in its mass combat effects. When above ground, the wearer has but to will it (this is a standard action) and dark clouds will gather above his head, spreading above him in a 500 yard radius. Any army under cover of this magical cloud is not affected by natural light or daylight, although the cloud does not provide any protection from light-based spells or allow anyone but the wearer to see in magical darkness. The cloud is only affected by the most extreme natural weather conditions, and it can only be dispelled by artifact or epic level magic. The amulet enhances the natural jealousy and envy of the wearer (Drow evil major artifact).

Armor of Zestor

This +3 silver-chased splintmail acts as +5 when its wearer is attacked by or is attacking a winged creature. It belonged to Zestor Half-Elven, also known as Zestor Wyvernslayer. Zestor was an ancient King of the lands of Kelerak.

Moderate abjuration; CL 10th; Craft Magic Arms and Armor, Flight Suppression Field; Price 45,300 gp* (Human item).


This +3 black longsword is unbreakable in normal use. Once drawn it cannot be put away until it draws blood. If the wielder attempts to sheathe it he takes 1d12 hp profane damage (Fort save DC 15 for half. If he makes the save he can sheathe the sword, otherwise he physically cannot due so, although he can try again in one round, taking damage all over again. The wielder instinctively knows this fact). Once per day the wielder can cast cure critical wounds on himself or inflict critical wounds on another at the 10th level. Once a month the wielder must make a Will save DC 18 or shift one alignment step toward evil.

Strong necromancy, moderate conjuration; CL 15 (Evil minor artifact).

Crossbow of Wawmar

Crafted under the hammers of the most expert metalsmiths in the world, the dwarves of Wawmar, this steel +3 heavy crossbow cannot be broken in battle or under normal use, although it is not indestructible (it can be destroyed in a normal forge). If the total number rolled to hit is 4 above the target's AC, then the opponent must save vs. will at DC 15 or be held as per a hold person spell cast by a 12th level caster. This power functions three times per day.

Moderate enchantment; CL 10th; Craft Magic Arms and Armor, hold person; Price 32,000* (Dwarven item).

Crown of Elven Kings, Elebtale, the "Browstar"

This beautiful crown is formed by a circlet of mithril set with a luminous diamond carved to look like a star. The diamond emits a faint light when the user wills it, in a 10' radius. Elebtale protects the user's head like a great helm. Elebtale also allows the user to cast 9 extra spell-levels per day. For example, the user can cast one extra ninth level spell, four extra second level spells and one first level, etc. The circlet also functions as a rod of metamagic,enlarge and metamagic, extend, but only in relation to any illusion spells or abjuration spells with a target of personal cast by its wearer, and causes opponents to save at -2 vs. any illusions cast by the wearer. The Browstar can only be touched by good-aligned characters. All others take 2d6 HP holy damage. The user suffers a -2 on saves versus necromancy spells. Finally the wearer never wants to be parted from the crown until he feels he is dying or leaving for Faerie. This circlet serves as the crown of Elvenkings (Elven artifact).

Crown of Aelfar

Created shortly after the Unitary Wars, this artifact was the symbol of power and authority of the first human civilization. Beckair Publius, the founder of the kingdom of Farland, rescued the Crown from the devastation of the fall of Aelfar and used it to signify his right to rule the newly founded kingdom. Publius used the item at the final battle of the War of Vengeance, the Battle of the Death Downs, where it was supposedly destroyed while Publius was in conflict with the Dweller itself. The Crown is rumored to have had the following powers: the crown grants its wearer a + 4 deflection bonus to AC, a spell resistance of 18, and damage reduction of 10/magic. The spell also gives any mace or axe that the wearer uses a +4 enhancement bonus as long as the user grasps the weapon and wears the Crown. The crown also allows its user to cast lightning bolt (10d6 damage, save DC 17) and heal or harm, both 1/day (Save DC 20, both cast as an 18th level caster). Like most every artifact, its wearer will not willingly give up the Crown. A wearer who is not of neutral alignment, however, gains two negative levels from wearing the crown. Upon first donning the Crown, the wearer loses 1 point of CON permanently (Human artifact).

Earring of Neltak

This tiny golden upside-down axe, holy to the god Neltak, Lord of Law, confers hold portal, cure serious wounds, and zone of truth (save DC 16) all 2/day all at the tenth level of ability. Wearer must be neutral in some respect or the earring will not function.

Moderate conjuration and enchantment; CL 12; Forge Ring, hold portal, cure serious wounds, zone of truth; Price 20,000* (Human item).

Elixir of Greater Sanctuary

This rare concoction offers potential immunity to attacks (as greater sanctuary in all ways, Will DC 20 negates). The effects of the elixir last for 13 rounds.

Strong abjuration; CL 13th; Craft Wondrous Item, Brew Potion, greater sanctuary; Price 4550* (Human item).

Elixir of Long Life

This translucent elixir immediately makes the imbiber physically younger. A creature grows younger by a number of years equal to 10% of its maximum racial age. For example, a human, who could live to be 110, grows 11 years younger upon imbibing this potion. Since the creature's body becomes younger, penalties to physical ability scores the imbiber has suffered as a result of aging are removed. Although the creature does not lose any memories or knowledge, neural connections formed as the result of experience are also removed, and thus the imbiber loses any bonuses to ability scores gained as a result of aging. Disturbing the natural progression of time is a dangerous, unstable process, however. If the years removed by an Elixir of Life exceed the current age of the imbiber, he dies. Moreover, any single imbiber can only ever consume three to six of these elixirs (determined randomly by the DM), but there is no way, not even wish or miracle, to tell how many of these elixirs any single individual can tolerate. Upon ingesting one more elixir than the user can tolerate, the effects of all Elixirs of Long Life ever consumed are promptly reversed, and the imbiber returns to his natural age, immediately accruing bonuses and penalties to ability scores and possibly dying of old age. No mortal magic can allow the user to consume more than his initial tolerable total of Elixirs of Long Life, nor can any mortal magic repair the damage done by drinking too many elixirs. The Elixir of long life is created as if it were a potion. It takes 7500 sps worth of materials, a wish spell, and a pint of blood from an immortal creature, such as an elf, to create an Elixir of Long Life.

Strong necromancy; CL 17th; Wish; Price 40,000.

Glasses of Magical Insight

Invented by the second Cadre of the Wise, these glowing spectacles served many a mage well in his arcane research. They grant their wearer the use of Arcane Sight.

Faint Divination; CL 5th, Craft Wonderous Item, Arcane Sight; price 30,000

Helmet of Anarim

This powerful helm, crafted for the High King of the Kingdom of Farland in its hey-day, acts as a Ring of Energy Resistance, Major (Fire) and a ring of Elemental Command (Fire). It also confers a +1 general bonus to AC (which of course stacks with armor and shield). This beautiful item is intricately carved and made of gold; flames are perpetually reflected in the burdgeoned surfaces of the helm even when the wearer is not near fire.

Strong conjuration and faint abjuration and alteration; CL 15th; Craft Arms and Armor, Forge Ring, summon monster VI, resist energy, all appropriate spells; Price 230,000* (Human item).

Lantern of the Four Winds

This finely crafted bullseye lantern is made of solid adamantine. Although it does not shed light, when it is open it emits a permanent gust of wind, as per the spell.

If the lantern has been closed for at least 1 minute, it builds up air pressure. When the lantern is subsequently opened, it emits a 70 mph gust of wind, creating a windstorm effect. The windstorm effect causes considerable back pressure, requiring the holder to make a DC 15 Strength check to avoid being knocked down. After 1 round, the windstorm effect dissipates and the lantern returns to its normal effects.

This item is considered a boon to sea captains to power their ships. Wise captains mount the Lantern to the deck to compensate for the kickback and unfurl their sails after the lantern has been opened.

Faint evocation; CL 3rd; Craft Wondrous Item, gust of wind; Price 15,000; Weight 3 lb.

Mace of Ralin

This is the weapon of an ancient dwarven king. It is a +3 heavy mace, but it functions as bane to humans, elves, orcs, and goblins. It also gives a +1 resistance bonus to saves when clutched or held. It has the following functions, all at the 18th level of ability: 3/day-- cure light wounds, detect secret doors, protection from evil, 1/day-- invisibility, fog cloud, and flesh to stone or stone to flesh (save DC 20). This powerful artifact will not work unless it is received as a gift, found, or purchased. If it is taken by force it will not function, nor will it detect as magical. Upon acquiring the mace, the possessor grows a beard; if the beard is shaved it will regrow in 1d4 rounds. To harm a dwarf or gnome with the mace, the wielder must make a DC 20 WILL save; if he fails the save, none of the magical powers of the mace will function (dwarven artifact).

Mantle of Roche

This deep navy, almost black cloak is fashioned from very smooth yet durable cloth. Roche often traveled into places where he needed to conceal his "trade goods," as it were, and this cloak helped him do so. The cloak contains a very large breast pocket which functions as a Bag of Holding Type I. However, the cloak weighs the same as a standard cloak. Moreover, the cloak allows the wearer to jump down safely from great heights; it functions as a Ring of Feather Falling. Finally, the cloak aids the wearer in his attempts at stealth; it also serves as a Cloak of Elvenkind.

Moderate Transmutation, Conjuration, and Illusion; CL 9th; Craft Wondrous Item, secret chest, feather fall, invisibility; Price 10,000; Weight 1 lb (Minor human artifact).

Mattock of Mining (Mattock of the Dwarves)

Created by the dwarves of Wawmar, this digging implement is made of special hardened magical steel. The properties of the steel include heightened flexibility and durability, along with the ability to "focus" and amplify a hundredfold the striking impact of the user. A simple swing with this pick can break apart hard basalt immediately, almost explosively, giving the wielder incredible power and control.

This digging tool, a medium-sized mattock, is 3 feet long. It specializes at smashing rock (an 8-foot cube per hour) but is less effective against loose dirt or earth than might be expected (mining an 8-foot cube every 30 minutes). If used as a weapon, it is the equivalent of a medium +1 adamantine warhammer. Because of its special properties, however, the user is treated as having the Improved Sunder feat when wielding the mattock.

Moderate transmutation; CL 12th; Craft Wondrous Item, Craft Magic Arms and Armor, magic weapon, move earth; Price 13,348*; Cost 6,674* + 400 XP; Weight 7 lb. (dwarven item).

Miner's Helmet

This sturdy metal helmet contains a small box with cunningly designed mirrors inside it. Cast upon the mirrors is a continual flame spell. The helmet projects a beam of light as a bullseye latern, directed at whatever the wearer is looking at. The box on the top of the helmet has a shutter which may be used to hide the projecting light. The helmet otherwise protects the head and leaves the user's hands free.

Faint evocation, CL 3rd, Craft Wondrous Item, continual flame, Price 150, Weight 3 lb.


This evil greatsword was first fashioned an era ago by the Dweller in the Wintervale. Its name in Ancient Blackspeech is a word meaning "dealer of pestilence." It is simply known in Farlandish as Rot-blade. This +3 sword is unholy and is bane to elves. Anyone hit by Rot-blade for the first time must make a DC 15 Fort Save or be afflicted with mummy rot (evil-aligned beings save at +2, good-aligned beings at -2). The sword casts ghoul touch (save DC 16), contagion (save DC 17), stinking cloud (save DC 17), and darkness all 1/day. It also allows the user to perform magic jar 1/week (save DC 19); all powers function at the 18th level. The user of the sword loses two HPs permanently upon first using the sword. The sword is also infected with some unknown pestilence, and the user has a cumulative 1% chance per week up to a maximum 50 % chance of being infected with a random disease. This disease is extremely difficult to cure, requiring a wish or miracle, although it is not always fatal. Finally, the sword has some unknown purpose that it is attempting to accomplish, and thus will ring loudly or shine with a bright 60' radius light, betraying its wielder in certain situations. It seems the sword chooses when to leave its wielder, and thus it sometimes seeks to be captured by enemies (Extra-planar artifact).

Ruby Skull

This mysterious artifact is shaped like an extra large, man-like skull with 3 eye orbits and fang-like teeth. Its origin or current location is unknown (although the skull is rumored to have come from the god Soggoth who died untimely). Historians attribute the existence of the Duergar race to this evil item. The skull allows its user to have a perfectly accurate premonition of upcoming events 1/week. This premonition is fairly detailed but can be ambiguous. The skull also allows the user to cast animate dead 1/day, speak with dead 1/day, contagion 1/day (save DC 19), fear 2/day (save DC 18), and finger of death 1/day (save DC 21). All spells are cast at the 20th level of the appropriate class. The user of the skull's face becomes more skull-like and gaunt with each use of finger of death, until after five uses the possessor resembles a living skull. The possessor also gains a slight body odor with each use of animate dead (a permanent -1 unholy penalty to all skill checks based on Charisma per 7 uses of either or both of these abilities) until with the 42nd use the stench becomes horrible (-6 maximum to all skill checks based on Charisma). Upon the 42nd use, the user becomes irrevocably lawful evil. Finally, the skull is strongly evil and sentient with a 15 INT, 13 WIS, CHA 16, EGO 34 and can cast suggestion on its user or on another person 1/week (save DC 20); the user cannot control this ability. User saves at -4 vs. this spell. It will almost never reveal anything about its origin, however. The skull's current location is unknown but it may rest with the twisted Duergar race in the depths of the caverns that riddle Farland's core (Extra-planar major artifact).

Sceptre of Dorlhaud

This dwarven sceptre, indestructible by normal means, once belonged to the ill-fated Dwarfkings of Dorlhaud. It was wrenched from them by force during their wars with the kingdoms of Zeland and Orland. It is equal to a heavy mace +3. It also functions as a rod of rulership that can be used 2/day. It can also find traps 3/day, cast bull's strength 1/day, cast wall of ice 1/day, and cast time stop 1/week. The item also adds +5 to the Combat roll (See the Farland Mass Combat System) of any army commanded by the user. The sceptre causes the possessor's hair to become white and causes its user to lose interest in sex. Finally, the timestop spell has a chance to backfire on the user every time it is used in a crucial situation: 10% chance if a dwarf, 25% if any other race. If the artifact was obtained by foul means, then the chance is increases by 50%. The sceptre is platinum with many jewels and gems and is worth 20,000 on the market for its jewels alone. All of its powers function at the 20th level of ability and as if the possessor had the minimum score necessary to cast the spell (Dwarven major Artifact).

Shield of Thetak

This storied +2 heavy steel shield is enruned and engraved with fierce Dwarven warnings. These warnings blaze on command once per day, allowing its user to cast hold monster as a 15th level caster (save DC 19).

Strong enchantment; Craft Arms and Armor, Hold Monster; CL 17th Price 25,000* (Dwarven minor artifact).

Staff of Aelfar

This great staff dates back to c. 2600 F.R., the time of ancient Aelfar. It once belonged to the mightiest priest of Aelfar, and is rumored to have been given to him by Heshtail himself. The staff, like ancient Aelfar, is now lost. This +3 quarterstaff looks like an ancient ironwood staff shod in bronze and crowned by a holy symbol of Heshtail. This holy symbol is made from an unknown, indestructible metal. The staff can only be touched by a lawful good character. Other good-aligned characters take 2D6 holy damage, no save; others alignments must make a Fort save DC 18 or die on the spot. If the save is made, evil characters still take 2D6 holy damage (of course this power cannot be used aggressively). Neutral and evil characters feel a strong awe and foreboding from the staff and will usually find it difficult to bring themselves to touch it. In the hands of a lawful good character it adds a +2 divine bonus to Fort and Will saves and casts remove fear, cure serious wounds, bless, aid, remove curse, and cure critical wounds all 1/day. In the hands of a cleric of Heshtail it is much more powerful. In addition to the above, it allows the cleric to turn undead as two levels higher, and allows him to cast heal once a day, and true resurrection 1/week. The staff causes the user to age 1 year every time he resurrects. The user is also compelled (no save) to donate 80% of all monetary possessions to a temple of Heshtail. Finally, the staff cannot function in the presence of a dragon, either dead or alive. The staff always functions at the 20th level of ability (Extraplanar Artifact).

Stone of Silence

In Elven it is Gonwe Dïm (Dïm means "silence" but the word Dïem, stemming from the same root, means "peace." Thus it is also "The Stone of Peace." This conflation comes from a sentiment similar to that which spawns the English phrase "peace and quiet"). This 1 foot tall, tear-shaped stone is made out of virtually indestructible black obsidian. It is remarkably light (10 pounds) and the beauty of its sculpting and craftsmanship is breathtaking. The Stone has a nearly invisible grip on the bottom, negating the -4 size penalty the user would otherwise suffer during disarm attempts. When held under a new moon, the mithril runes that are written in the elvish script become visible. These runes explain the stone's uses.

The stone causes any army within a mile radius that initiates an attack to be severely handicapped (under the Farland Mass Combat rules, the defenders receive a +20 to their combat role. DMs using other war systems should adjust the Stone's power to fit their systems). To gain this effect, the user must be holding the Stone and willing it to function. It also causes a silence spell to affect automatically any wizard within 500 yards who initiates an attack by spell; against this automatic effect the victim must make a WILL save DC 20. The user can cast Remove Fear at will. The Stone also has the following uses 1/day: Silence, Stone Skin, Hold Person, and Flesh to Stone. The raw power of the Stone is difficult to control; every time the user utilizes any effect but the automatic silence spell, he must make a Spellcraft or Use Magic Device check DC 20. If the user is an elf he gets a +2 to the check. For every fifty-six hours (one week of eight hour periods) that the user has spent studying and concentrating on the Stone, he gains a +1 knowledge bonus to this check, up to a maximum of +4; this period does not have to be consecutive. If the user does not spend at least one day per month studying and concentrating on the Stone, he loses the knowledge bonus when attempting to use it. Willed (as opposed to automatic) Silence, Remove Fear, and Hold Person are WILL DC 22 and Flesh to Stone is FORT DC 22. Freedom of Movement spells or items will not stop the Hold Person effect. The Stone functions at the 20th level of ability. The Stone of Silence causes the user's FORT saves vs. poison to be made at -2 while he possesses the Stone, and the user's CON is lowered by one for 2 days every time he uses Stone Skin, Hold Person, or Flesh to Stone effects. The user is also aged 1 year every time a defending army gets +20 to Combat Roll.

The functions of the item can only be used in self-defense. If the item is used to initiate an attack, the Stone teleports to a random location 200-500 miles away, and the user takes 2d6 HP damage that results directly from raw, undefined energy; there is no save against this damage. The Stone has a limited ability to Sense Motive as if it had this skill with a +15 total bonus, so if a character tries to indirectly attack or perform offensive actions with the Stone, it gets a sense motive check. Overt attacks and offensive actions automatically trigger its disappearance. Finally, if the user wants to give up the Stone, he must make a Will save DC 18 to do so; he can attempt to give up the Stone as many times as he wants, but each failure penalizes all subsequent checks by 2. If he has failed even once, he will suffer a near unbearable longing for the Stone when he does manage to give it up (Elven Major Artifact).

The following words are written in Elvish on the stone, but are only visible when viewed under a new moon:

I, Galadhel the smith, shedding tears for the state of Núrion, have crafted this, Gonwe Dīm, to allay the ubiquitous wars. I hereby lay down the uses of this artifact. The Stone must be held to be used; its real power functions on a large scale. This ability is activated automatically under the right conditions, namely when an enemy host attacks the possessor and his host. Then the Stone will make the friendly host all but unconquerable. The Stone also has lesser abilities. It will automatically cause nearby aggressive enemy spell casters to be unable to do harm. Its user can remove fear by touch at will. It has other uses as well, which can be activated with a thought, but only once per rising of the sun. The Stone can create a radius of peaceful silence, the skin of its possessor can be turned to a stone-like substance to resist the blows of the enemy, the Stone can paralyze an enemy despite his magical defenses, and the user can turn the flesh of an enemy to stone, thereby preserving his opponent's life. But the Stone may never be used to attack, overtly or covertly, for it has a limited ability to sense the motives of its user and will flee his hand of its own accord, removing itself up to half a continent away in order to avoid being used for belligerence. Once the stone has fled, no known means of scrying or divination may detect it. You have been apprised and warned of the uses of the Stone; utilize it for the purpose for which it was created.

Thrall Collar

These well-wrought metal collars come in all shapes and sizes, from intricately decorated gold to unadorned steel. Crafted centuries ago in the slave-holding Kingdom of Farland, they are designed to ensure the loyalty of any bondsman. When the collar is placed around the neck of a medium-sized humanoid and a command word is spoken, the creature is affected as by a charm person spell. The object of the charm is the person who speaks the password while locking the collar. The victim may make a will save DC 15 to resist the spell, but the collar is still secured by a good lock, and the collar attempts to renew its charm every morning at dawn, whereupon a new save must be made. Once the save is failed, the charm is permanent until the Thrall Collar is removed. The collar has a hardness of 10, 30 hitpoints, and a break DC of 23.

Moderate Enchantment; CL 10; Craft Wondrous Items, Heighten Spell, Extend Spell, Charm Person; Creator must have 8 ranks in Craft (Armorworking or Metalworking); Price 18,000 gp* (Human item).

Traveler's Staff

The head of this comfortable walking stick is always carved to look like a natural animal or beast of the wilderness. A leather thong hangs out of its mouth and wraps around the traveler's wrist. This staff grants the user a +5 competency bonus to Knowledge (nature) checks. In the hands of a druid or ranger, the staff is more powerful; to these individuals, for whom the staff was made, it grants a +10 competency bonus to Knowledge (nature) checks, + 5 competency bonus to survival checks, and a +2 competency bonus to Wild Empathy checks, but only towards the animal represented on the staff's head. The staff needs to be held in the hand to function.

Moderate transmutation; CL 7th; Craft Staff, Charm animal; Price 9,000 gp* (human item).

* In Farland, the price in gold pieces would be converted to the same price, but in silver pieces.