Random Artifact Weapons (3.5e Other)

Random Artifact Weapons
The SRD's artifact weapons were designed to be specific items with known histories and names. In a game where characters and DMs pave their own stories, legends and histories, you could generate random magical weapons and random intelligent magical weapons but not random artifact weapons. Artifacts are merely items mortals either can't make or have lost the secrets to making. This means they're not generally sold in shops and are often acquired as loot from adventuring. This article presents artifact weapons in a way that allows them to be given as special loot, and you can create them randomly if you want. Most DMs will want to pre-make weapons that specifically fit their game. They're still unique items, but you get to write their histories and name them.

The special artifact weapon properties below range from the easy to implement (simply adding more damage in a different sort of way) to the esoteric (causing strange effects and possessing unusual powers). Depending on your game style, you'll likely lean toward one or the other.

Included in this article is a framework for sealing away an artifact's power or restoring it to its former glory. Of course, if sealing an artifact isn't enough, also provided is some groundwork for destroying these artifact weapons. Accomplishing any of this could be straightforward or a quest in itself.

This article does not encompass a way of choosing a base weapon (or base weapon material). You'll have to do that beforehand elsewhere.

Artifact Seals
These artifact weapons can have their powers sealed and unsealed by acquiring particular special substances and performing rituals. Restoring (breaking the seal placed upon) an artifact weapon allows DMs a way for PCs to "purchase" an artifact they find (or are granted) and make it's special powers usable again. Weapons with multiple properties require multiple separate rituals and are only considered "sealed" or "restored" once all properties are of the same state, though the individual abilities can be made usable (by restoring) or unusable (by sealing). A sealed weapon is considered sealed until all properties are restored. A restored weapon is considered restored until all its properties are sealed.

Minor artifact weapons, when sealed, function as cursed weapons wherein the enhancement value they grant to attack and damage become negative instead.

To seal or restore a minor artifact weapon, 5,000 gp worth of a particular special substance is required in a ritual lasting 8 hours.

Major artifacts, when sealed, instead function as their masterwork base weapon.

To seal or restore a major artifact weapon, 20,000 gp worth of a particular special substance is required in a ritual lasting 24 hours.

Artifact Sealing Substances
These special substances are often alchemically treated. Weapons with multiple special properties require the appropriate substances used in separate rituals. The flavor information of these substances is purposely left absent and is up to the DM to describe to fit the campaign.

Artifact Destruction
Artifacts require a specific (usually cryptic or simply highly unlikely) means to destroy them. They are otherwise indestructible. Things that might destroy them (such as having the plane that they reside upon be destroyed) instead sends the artifact back to the most recent plane it occupied or a place it had been once before. Occasionally, artifacts return to their place of origin in this manner.

If you'd like to randomly generate a means of destruction for a generated artifact weapon, use the table below. DMs may want to pick and choose or use the table to get ideas for how the artifact should be destroyed.



Special Weapon Properties
It is recommended to make all base weapons rolled on this table Attuning weapons. Simply grant this power and re-roll the 10's place die if it results in Attuning. The Minor category is recommended for characters of ECL 5-15 and the Major category is recommended for characters ECL 10-20.

Special Weapon Property Descriptions
With these special attacks, the wielder's attack roll is considered to have been a 10 (with no chance of critical hit). Additionally, on an attack roll of a natural 20 made by a 7 armies crusher, the wielder may give up any remaining extra attacks due to a high base attack bonus and instead add an additional 50% of his weapon's damage to the attack.

With these special attacks, the wielder's attack roll is considered to have been a 15 (with no chance of a critical hit). Additionally, on an attack roll of a natural 20 made by a 9 armies crusher, the wielder may give up any remaining extra attacks due to a high base attack bonus and instead add an additional 50% of his weapon's damage to the attack.

An adaloowood weapon grants the wielder the ability to wield it without penalty to attack so long as it is within 1 size of the wielder's appropriate weapon size. Additionally, when a creature is reduced to below 0 hp with an adaloowood weapon, the creature's body is transformed into living wood. If appropriate soil is under the affected creature, it plants itself with roots. An adaloowood weapon appears to have a wood-like grain, but may be made of other materials.

The weapon's enhancement bonus is based on the wielder's ECL, with a minimum of +1 (+2 at 6 ECL, +3 at 10 ECL +4 at 14 ECL and up to a maximum of +5 at 18 ECL). Additionally, any DCs calculated from effects originating from the weapon are calculated as DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus.

On successful attacks, the target becomes dazzled (no save) for 1 round. On an attack roll of a natural 20, a blinding burst weapon releases a focused flare against its target, which must make a Fortitude save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) or be blinded for 1 minute.

A ceremonial weapon always remains clean and untarnished. Even for an artifact, ceremonial weapons are particularly difficult to destroy, as such a weapon takes only 10% of any damage that it would have otherwise taken (after reductions in damage like hardness). Additionally, any creature reduced to 0 or fewer hp by a ceremonial weapon instead remains at 1 hp and suffers banishment (regardless of what plane either the wielder or the target are on). The target is allowed a Will save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus + 4 as a special arcane focus), though in doing so instantaneously takes whatever damage the ceremonial weapon would have forgone, regardless whether the save is successful or not. This effect bypasses Spell Resistance. A successfully banished creature is sent to a specific plane determined at the weapon's creation.

In addition, on an attack roll of a natural 20, critical hits are automatically confirmed without the need for a confirmation roll.

Any effects that were deactivated when the weapon is no longer wielded immediately reactivate. The wielder automatically forgoes any saving throw to resist curses when wielding a cursebonder weapon, though he may drop the weapon as a free action (if he is able) to allow himself a save instead. If a cursebonder weapon strikes a target with an attack roll of a natural 20, any gear it is wearing/wielding is cursed and the target is unable to drop it or remove it for 24 hours. The DC to remove this curse is equal to 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus. dispel magic has no effect on this curse, though a remove curse or break enchantment will remove it with a successful check.

Instead of a caster level check, the wielder makes an empowered level check (1d20 + 1/2 1/2 the wielder's ECL + the weapon's enhancement value) against a DC of 11 + the caster level of the effect. This check bypasses the typical +15 maximum imposed by break enchantment.

When a desperation weapon's wielder has hp equal to or less than his HD total, the weapon activates for 1 round. During that time, any successful attacks made by the weapon heal the wielder a number of hp equal to half of the damage dealt by the weapon to living creatures (in the case of living wielders). Undead wielders and construct wielders are healed by damage dealt to targets of their respective types.



For every d4 resulting in a 4 for this damage, roll an additional 1d4 acid damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 fire damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 force damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 cold damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 electricity damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 sonic damage.

Any creature struck by a disintegrating weapon's attack and reduced to fewer than 0 hp is reduced to dust, leaving behind any gear it carried.

However, if the attack misses, the weapon releases a vengeful wave of force energy in a 20 ft. radius burst. Creatures (including the wielder) caught in the wave must make a Reflex save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) for half damage or take damage as if the weapon had struck. Unattended objects automatically take damage. Creatures and objects reduced to below 0 hp by a doomsayer weapon's enhanced attack are transformed into brittle stone that immediately breaks and collapses. A doomsayer weapon can be commanded only once per round.

When active and a natural 20 is rolled for an attack with the weapon, the target is coated in a magical layer of luminous gold. This layer nullifies the effects of any ability that grant concealment, miss chance or a hide bonus (such as invisibility, blur, displacement, hide in plain sight and fog) for a number of rounds equal to the weapon's enhancement bonus. Creatures reduced to below 0 hp by an activated goldcrack weapon's attack are transformed into ash flaked with gold worth 1 gp per size above Small per HD. Example: An elephant slain by a goldcrack weapon would leave a golden shell worth 33 gold pieces (3 per size with 11 HD).

For every d4 resulting in a 4 for this damage, roll an additional 1d4 acid damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 fire damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 force damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 cold damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 electricity damage.

For every d4 resulting in a 4 for this damage, roll an additional 1d4 sonic damage.

The scent fades 1 round after leaving the area. When activated with a command, a honey amber weapon releases entangling, crystalizing honey on attack rolls of a natural 20. Targets hit by this become entangled and must make a Strength check (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) to break free. The crystalized honey amber becomes brittle and breaks off on its own after 1 minute.

Magical light sources cast by a caster of a level higher than the wielder are allowed an opposed caster level check, with the wielder's caster level functioning as half his ECL. The weapon harmlessly absorbs "prismatic" spells and spells with the Light effect descriptor cast upon the wielder or that the weapon touches, no save. The dimming effect is countered by a shade banishing weapon.

If the weapon resided on another plane or was in the possession of another creature, the weapon's return incurs a 1 round delay after calling it in which the master must concentrate (by taking a standard action), appearing in his open hand at the start of his turn in the next round. In can only be commanded once per round. To become a loyal weapon's master, the previous master must relinquish ownership willingly without coercion -or- gain possession of the weapon after the previous master has not wielded the weapon for 1 year. After going untouched by its master for a year, a new potential master must win the weapon's favor by performing an 8 hour long ritual. At the end of the ritual, the prospective master must make a Charisma check (DC 20). If the check fails, he must restart the ritual to make another attempt.

Darkness effects within the area are allowed an opposed caster level check, with the wielder's caster level functioning as half his ECL, or be dispelled. The weapon harmlessly absorbs spells with the Darkness effect descriptor cast upon the wielder or that the weapon touches, no save. The illuminating effect is countered by a light eating weapon.

Attempts made to disarm a queen's curse weapon automatically fail. The wielder of a queen's curse weapon must command the weapon to leave his hand in order to be dropped. Additionally, sundering attacks against a queen's curse weapon instead deal double damage (before hardness) back to the attacking source, taking no damage itself. Any creature struck by an attack made with a natural 20 by a queen's curse weapon must make a Will save or suffer the following curse: You no longer muster the success of other's good fortune. Any d20 roll resulting in a natural 20 is instead counted as if it were a 1 (but not a natural 1). The DC to remove this curse is equal to 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus. dispel magic has no effect on this curse, though a remove curse or break enchantment will remove it with a successful check.

On successful hit, the wielder of a weapon of sacrifices may add a number of d6s (up to the total enhancement of the weapon) to be dealt as damage against himself with no reduction. However, twice that number of d6s are then added to the attack as weapon damage against its target. This ability may only be used once per round.

For every d4 resulting in a 4 for this extra damage, roll an additional 1d4 damage.

A spell cast in an adjacent space with a single target effect (other than personal) may be stolen by a spellstealing weapon. The caster makes a caster level check opposed to the wielder's enhanced level check (10 + 1/2 the wielder's ECL + the weapon's enhancement value). On a success, the spell may either be disbursed harmlessly without effect or instead target the spellstealing weapon's wielder as if he had been the initial target.

Whenever a natural 20 is rolled for an attack roll with the weapon the target is subject to the effects of slow for 1 round. Spell resistance applies as normal. The caster level for the effect is as the wielder's ECL.

Additionally, a total carnage weapon may deal its maximum weapon damage on command a number of times per day equal to the enhancement value of the weapon, decided after the attack roll is determined as a hit or miss. Additional damage from abilities not native to the weapon (such as from a sneak attack or a martial maneuver) are not part of the weapon's damage and must be calculated separately.

A vermillion weapon also grants the wielder low-light vision and is immune to rusting and corrosion.

Naming & Identifying An Artifact Weapon
Artifact weapons should have names. This helps identify them as specific items with a story and a background rather than as more treasure. An "attuning savage queen's curse adamantine halberd" named Shardluck which had passed down from a lineage of knights to the present owner is different from an "attuning savage queen's curse adamantine halberd" named Gromgore which was bestowed upon a troll king from a celestial patron in a past age. Names also add a bit of mystery to the item, putting it beyond the scope of the here-and-now of a game session.

Since these artifact weapons have names, it means that they are identified in a different way than by casting a simple spell. These items are identified by making appropriate Knowledge skill or bardic knowledge checks. The DC varies per specific weapon and it's history. A well known item might be easier to identify by name at a glance, but it's powers are still difficult to discern if all you have to go on is stories. By default, a check result of greater than 30 allows the character to identify one aspect of the weapon's power after 1 hour of study. Additional checks are required to discern additional properties. NPC scholars may be used to make the check and perform the research given more time and payment for their services.

A DM may even want to consider keeping an artifact weapon's abilities secret until it is used in combat or some other condition is met.