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''The Book of Artifacts'' (abbreviated as BoA) is a supplemental sourcebook to the core rules of the second edition of the ''Advanced Dungeons & Dragons'' fantasy
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
. 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 Baker,
Wolfgang Baur Wolfgang Baur (born 1968) is an American game designer, best known for his work with '' Dragon'' magazine. He designs role-playing games and is known for his work at Wizards of the Coast. Baur is also the founder of Open Design LLC, later known ...
,
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and Glenda Burns,
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, Dale "Slade" Henson,
Colin McComb Colin McComb (born May 1970) is an American writer and game designer, who is best known for his work designing the Planescape setting for the ''Dungeons & Dragons'' role-playing game, and as the creative lead for the role-playing video game '' Torm ...
,
Thomas M. Reid Thomas M. Reid (born December 23, 1966 in Fort Collins, Colorado) is an author and game designer who grew up in Arlington, Texas. Reid attended the University of Houston where he minored in Creative Writing. Subsequently, he got a job at Wizards ...
, and David Wise. Cover art is by Fred Fields and interior art and icons were designed by
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.


Introduction

The book's 8-page introduction on pages 3–10 provides an overview of the contents and the significance of artifacts within the game. One page is spent in an attempt to clear up some misconceptions regarding artifacts, including "Artifacts are too powerful for a campaign," "All artifacts have horrible curses that keep them from being useful," "Artifacts are just collections of random powers," "Artifacts are all created by gods that shouldn't be involved in the campaign," "Artifacts are found only in the Greyhawk campaign," "If the characters stumble across an artifact, it could ruin the campaign," "A character with an artifact will ruin the adventure," and "Artifacts are nothing but a headache." The next four pages of the introduction provide an explanation of the book's contents by chapter, defines what makes an artifact different from other magic items (an artifact is unique, has a special history, and provides an impetus for a story to be centered on it) and includes a set of guidelines on how a Dungeon Master can create a new artifact for the campaign. The remaining three pages of the introduction serve to explain how the specific artifacts described within the book operate. It explains the common elements of how all artifacts function within a game, and details two common types of special curses an artifact might cause: ''artifact possession'', where an artifact's will can possess a character using the item, and ''artifact transformation'', where the artifact literally transforms a character physically and mentally over time into something else entirely. The format for the artifact descriptions found in the next section is also explained. Each artifact is given a detailed in-game history consisting of one or more paragraphs, and each one provides a section of advice on how the Dungeon Master may use the item within a campaign. Each artifact has its most significant powers detailed, each of which falls into one of five categories: constant (always in effect), invoked (activated intentionally by the character), random (determined by the Dungeon Master or by random roll), resonating (only functioning when two or more pieces of a matched set are joined), and curse (such as artifact possession, artifact transformation, or something else). Lastly, the introduction describes how each artifact has a suggested means of destruction, none of which should be easy for a character to accomplish.


Artifacts

Fifty individual artifacts are described on pages 11–106. Most descriptions take up one full page, but a few require more than one page, and all are illustrated. Many of these artifacts have existed since the game's early days, and were originally found in the 1976 supplement '' Eldritch Wizardry'': Axe of the Dwarvish Lords, Baba Yaga's Hut, Codex of the Infinite Planes, Crystal of the Ebon Flame,
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and
Eye of Vecna Vecna ( ) is a fictional character appearing in the ''Dungeons & Dragons'' fantasy role-playing game. Vecna has been named one of the greatest villains in ''Dungeons & Dragons''. Originally appearing in the ''Greyhawk'' campaign setting, Vecna ...
, Heward's Mystical Organ, Horn of Change, Invulnerable Coat of Arnd, Iron Flask of Tuerny the Merciless,
Jacinth of Inestimable Beauty ''The Book of Artifacts'' (abbreviated as BoA) is a supplemental sourcebook to the core rules of the second edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 different ...
,
Mace of Cuthbert ''The Book of Artifacts'' (abbreviated as BoA) is a supplemental sourcebook to the core rules of the second edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 different ...
, Machine of Lum the Mad,
Mighty Servant of Leuk-o This is a list of characters from the Greyhawk campaign setting for the '' Dungeons & Dragons'' fantasy role-playing game. A Acererak Acererak was a powerful wizard who became a lich, and later a demilich. Publication history Acerer ...
, Orbs of Dragonkind, Queen Ehlissa's Marvelous Nightingale,
Regalia of Might ''The Book of Artifacts'' (abbreviated as BoA) is a supplemental sourcebook to the core rules of the second edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 different ...
(Regalia of Good, Regalia of Neutrality, Regalia of Evil),
Ring of Gaxx ''The Book of Artifacts'' (abbreviated as BoA) is a supplemental sourcebook to the core rules of the second edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. This book, published by TSR, Inc. in 1993, details 50 differe ...
, Rod of Seven Parts,
Sword of Kas This is a list of characters from the Greyhawk campaign setting for the ''Dungeons & Dragons'' fantasy role-playing game. A Acererak Acererak was a powerful wizard who became a lich, and later a demilich. Publication history Acererak ...
, and Throne of the Gods. Some of the artifacts in the ''Book of Artifacts'' originally appeared in the first edition ''
Dungeon Master's Guide The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' co ...
'' (along with the ones first found in ''Eldritch Wizardry'') in 1979, including:
Cup and Talisman of Al'Akbar In the ''Dungeons & Dragons'' fantasy role-playing game, a magic item is any object that has magic powers that inherit it. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the ...
, Johydee's Mask, Kuroth's Quill, Recorder of Ye'Cind, and Teeth of Dahlvar-Nar. Many of the artifacts in this book originated within other products and magazine articles, mostly for specific campaign settings, including: Acorn of Wo-Mai (''The Horde: Barbarian Campaign Setting''), Apparatus ('' Ravenloft II: House on Gryphon Hill''), Artifurnace ('' Spelljammer campaign set''), Axe of the Emperors ( Dragonlance: DLR2 ''Taladas - The Minotaurs''), Blackjammer's Cutlass (Spelljammer: ''
Dragon A dragon is a reptilian legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons vary considerably through regions, but dragons in western cultures since the High Middle Ages have often been depicted as ...
'' #159), Book with No End ('' Dungeon'' #3), Death Rock ('' Kara-Tur''), Hammer of Gesen (''The Horde: Barbarian Campaign Setting''), Iron Bow of Gesen (''The Horde: Barbarian Campaign Setting''), and Triad of Betrayal (Dragonlance: ''Tales of the Lance''). Some of the remaining artifacts made their first appearance in the ''Book of Artifacts'', including: All-Knowing Eye of Yasmin Sira (
Al-Qadim Al-Qadim is a campaign setting for the ''Dungeons & Dragons'' role-playing game which was developed by Jeff Grubb with Andria Hayday for TSR, Inc., and was first released in 1992. Al-Qadim uses ''One Thousand and One Nights'' as a theme and is ...
), Coin of Jisan the Bountiful (Al-Qadim), Herald of Mei Lung, Ivory Chain of Pao, Monacle of Bagthalos ( Forgotten Realms), Obsidian Man of Urik ( Dark Sun), Psychometron of Nerad (Dark Sun), Rod of Teeth (Dark Sun), Scepter of the Sorcerer-Kings (Forgotten Realms), Seal of Jafar al-Samal (Al-Qadim), and Silencer of Bodach (Dark Sun).


Creating Magical Items

This section, from pages 107-129, describes the methods that a character uses to create ordinary magic items (not artifacts) as described in the second edition ''
Dungeon Master's Guide The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' co ...
'' and ''
Tome of Magic ''Tome of Magic'' (abbreviated ToM) is a handbook of rules and guidelines for the ''Dungeons & Dragons'' role-playing game. As its name implies, it is a supplement to be used to expand the magical options available in the game. It was first releas ...
''. This section details how high in level a character must be to create a particular item, describes the requirements of the work area a character must have to create an item (a wizard's laboratory or a priest's altar, as the case may be), the difficulty of making a particular item, and what sort of magical materials may be needed. It also describes that in order to create an intelligent magic item, the spellcaster's life-force is transferred into the item, leaving the caster's body a lifeless husk.


Recharging Magical Items

This section, from pages 130-136, describes how a spellcaster character can recharge an item which uses charges, such as wands, rods, staves, and some rings. It describes how this process is completed and what is required, both for wizard items and priest items.


Appendices

The book ends with a set of three appendices. Appendix A, on page 137 is a list of common rechargeable magical items, referring to the book's previous section. Appendix B, on pages 138-158, is a set of random power tables that some artifacts may possess. Appendix C, on page 159, is simply a blank chart for the Dungeon Master to fill out to assign a list of songs, and their effects, for the ''Heward's Mystical Organ'' artifact.


Reception


Reviews

Review: ''White Wolf'' #41 (1994) *''Backstab'' #15


References

{{D&D topics Dungeons & Dragons sourcebooks Role-playing game supplements introduced in 1993