Book of Artifacts
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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 ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
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fantasy Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and d ...
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
. 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 know ...
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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 '' Tor ...
, Thomas M. Reid, and David Wise. Cover art is by
Fred Fields Fred Fields is an American artist whose work has appeared largely in the ''Dungeons & Dragons'' fantasy role-playing game from TSR. Biography Fred Fields was born in northern Kentucky. He grew up in the small town of Burlington, Kentucky. Fiel ...
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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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, Mace of Cuthbert, 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 Acere ...
, Orbs of Dragonkind, Queen Ehlissa's Marvelous Nightingale, Regalia of Might (Regalia of Good, Regalia of Neutrality, Regalia of Evil), Ring of Gaxx,
Rod of Seven Parts ''The Rod of Seven Parts'' is a 1996 accessory for the Editions of Dungeons & Dragons#Advanced Dungeons & Dragons 2nd edition, 2nd edition of the ''Dungeons & Dragons, Advanced Dungeons & Dragons'' fantasy role-playing game, written by Skip Willia ...
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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'' ...
'' (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 th ...
, 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 setting A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A '' campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and c ...
s, including: Acorn of Wo-Mai (''The Horde: Barbarian Campaign Setting''), Apparatus ('' Ravenloft II: House on Gryphon Hill''), Artifurnace (''
Spelljammer ''Spelljammer'' is a campaign setting originally published for the ''Advanced Dungeons & Dragons'' (2nd edition) role-playing game, which features a fantastic (as opposed to scientific) outer space environment. Subsequent editions have included ' ...
campaign set''), Axe of the Emperors (
Dragonlance ''Dragonlance'' is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived ''Dragonlance'' while driving in t ...
: DLR2 ''Taladas - The Minotaurs''), Blackjammer's Cutlass (Spelljammer: ''
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'' #159), Book with No End (''
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'' #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 ''Forgotten Realms'' is a campaign setting for the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as ...
), 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'' ...
'' 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 relea ...
''. 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 A priest is a religious leader authorized to perform the sacred rituals of a religion, especially as a mediatory agent between humans and one or more deities. They also have the authority or power to administer religious rites; in partic ...
'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