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Artifacts

The Black Staff: (Greater Artifact)


o A Mages staff holding 25EP that recharges at midnight
three spells in addition to Blast.

Rain of Blades 50 radius for 5 turns

Flash Forward 20 area 4 turns in future

Ward
15 radius

Blast
40

on its own. The staff can cast


8D4 Damage 4EP
Reversible
50 HP protection
10 Dam
1EP

2EP
8 EP

For EP the staff can summon any of the following creatures. These creatures
will obey the staff holder as long as the staff does not run out of charges. The
summoned creatures will stay for 24 hours or until dispelled.

EP
Cost
8

Name

HP

M
V
21

Damage

Special Attack

Succubus

17
5

Claw Attack(x2) 3D6


Bite Attack 3D4 Tail
Attack 2D8

40% Magical
resistance

1
4

Parrot,
Mimic
Xaltion

30

13

Bite Attack 1D4

25

17

Trample Attack 3D4

Mimic any sound it


hears.
Low light vision 30 ft.

Wolf, Giant

40

14

Bite Attack -3D6


Attack(x2) 2D4

Pounce Attack 2D10


Claw

Liquid
Stalker

60

21

Claw Attack(x2) 1D8


Blade Attack 4D6
Spike Attack 4D4

Engulf Attack As
drowning

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The Pocket Watch (Greater Artifact)


o This watch was a gift from the veil itself. The watch keeps accurate time down to a 10 th
of a second. It has many magical powers for the owner of the watch.

Six times a day the owner may have an additional turn to do whatever can be
done in that time. (an extra movement, a second attack, get ahead of a target
and close a door) This power costs 1 EP to use. Any person having the watch
on them can once per day disregard the damage from one attack. This power
costs nothing.

Once per week the watch can summon the angel of death or the bringer of life
for 5EP.

The Angel of death appears as a young naked elven female. She floats
in the air 3-4 feet up. Never speaking she will only point at the owner
and wait for instructions. Her eyes are a black void. She is immune to
all damage. She can cast death one a single target. Her death spell
strips the target of all HP giving them all to the watch owner. These HP
are used first and once gone do not return. The target is at zero HP and
must make a CON check. If made they can flee. After casting the spell

Artifacts
she will disappear. She disappears after 1 hour even if her power is not
used.

The bringer of Life is a tall beautiful woman in a transparent robe with


large eagles wings. She appears after summoned and like the Angel
of Death does not talk. She is immune to all damage. She can cast
renewal on up to three targets. This spell will bring back to life any
targets to full HP and EP. No check is needed. Removing all effects of
fear from anyone within 50during the spell. The watch owner is healed
of all damage during this spell. She disappears after 1 hour even if her
power is not used.

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The Coin: (Greater Artifact)


o The coin is an amazing magical tool. It holds luck. For 2 EP the owner of the coin can
change the outcome of the roll of any die at the table +/- 10. The coin also causes any
other artifact within 25 to stop working.
o

If this coin is flipped and called (roll a D12 Even= Heads, Odd = Tails) by the owner
correctly, then the owner can pick one of the following effects below. If called
incorrectly the coin is unusable for 12 hours. Flipping costs 0 EP.

Successful ID Magic (1 Item)


Boost Spell
Fritz Spell
Luck

Skill Roll
+6 to any one Skill
Cause one item to malfunction
Refreshes EP to full

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Guardian Idols: (Lesser Artifact)
One plus D4 additional statues or figurines come in a set. These statues can be placed within
50 of each other to create a perimeter around an area. The owner of the statues can then cast 3
cantrips every hour at no cost to the owner. For one EP the statues create a perimeter that alert the
owner can know when anything crosses it.
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Hand of Glory: (Lesser Artifact)
The hand of glory is the severed hand of a criminal preserved by mummifying it and then
coating it in wax made with human fat. A typical hand can last for over 100 years if used correctly.

One time per day it can cast each of the spells: Bone Prison, Phase and
Playdead.

Twice per week it can cast any of the following spells: Conjure, Fridge or Gate.

Only once can it cast either Animate Dead, Haze or Redemption and then it
falls apart.
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Ring of Elementals Power: (Lesser Artifact)
When touched to a elemental this ring steals the elementals magical powers. The wearer of
the ring can use the elementals abilities at will. The elementals spells cost their normal casting costs.
Once an elemental is touched they lose all of the powers that the wearer takes. Most elementals will
go to any extremes to get the ring and return their powers.

Artifacts
Bracers of the Chimera: (Lesser Artifact)
These bracers are enchanted to +4 giving a damage reduction of 4 to all physical damage if
the damage is blocked by the bracers. On these metal bracers are the images of a dragon, a goat and
a lion. Each image has an attack power that can be used once per day.

The Dragon: The dragon shoots a 30 cone of fire in whatever direction the fist
is pointed. The fire does 3D6 damage to everything in its path.

The Goat: The goat is activated by pointing a single finger in the direction the
wearer wants it to go. A slam attack shoots forth until it makes contact with a
target to any range up to 1000 yards. This attack does 2D8 damage.

The Lion: The lion affects a 30 area all the way around the wearer. A roar
sound does 3D4 damage to everyone except the wearer in that area.
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Stirges Gauntlets: (Lesser Artifact)
These leather gloves were said to have been made by Nesser himself during the Lupine wars.
When activated with one EP a 1 foot thin blade grows from the front. This blade does D4+3 damage
with each attack. Blood can be drawn into the gloves for use by the wearer. For every 5 points of
damage a blood point can be gained by the caster. The blade can be dismissed at the wearers
choosing.
Quiver of the Wind: (Lesser Artifact)
This elven quiver was created by the elder elves. Only one is created each 3 years and it is
given to an elven warrior. This quiver can hold 200 arrows with the weight of a normal quiver. Any
arrow placed inside can be gotten when the wearer reaches for it.

Wrist Blades of Defense: (Lesser Artifact)


Created by the Vespers these small wrist blades are often mistaken for slave bracelets. These
bracelets appear nonmagical (Magic resistance 95%) and are normally smooth and shinny. They do
have a +5 enchantment on them. Each turn the wearer can add 5 to any one combat skill or dodge
roll.
Nessers Ring: (Greater Artifact)
Nessers ring is a mystery. Stories of how it came to be change like the seasons. Only two
facts hold true about it. The first, that Nesser had gotten the ring from the land beyond the Veil and
used it for many years. Second, that even he thought the ring was too powerful for any creature to
have. Even himself. Anyone wearing the ring has the following powers.

The Black Bolt: A Black thick energy bolt can be fired out of the caster up to
500. This dark energy does 3D6+5 damage to anything it touches. The force
of the bolt will throw anything weighing less than 500 lbs eight feet back and
up in the air. This power costs one charge.

Flicker: This power allows the wearer to move with his mind up to 1,000 total
lbs. This can be three or four people or 100s of rocks. The wearing most know
the starting location of an item to be able to affect it. He can control these
items for a number of turns equal to his WIS Modifier. Objects effected can be
up to 40 away. This power costs one charge.

Draw Essence: Upon touching a target the wearing can duplicate blood points,
spells, hit points, Essence Points, combat skills or skills from the target. One
point is copied from the target each turn. The wearer of the ring may keep up
to 50 HP, combat skills or skills (total), five spells, 10 BP and 10 EP. The wearer
can change the use of the 50 points or the known spells just by drawing new
skills from a target.

Artifacts
Elemental Blades: (Lesser artifact)
Four of these 3 long blades exist. Any of them can be wielded as a long sword or with the
handle shifted 90 degrees a scythe. Each of them has its own power.

Blade of Frost: This blade does D6+2 damage plus D4+1 cold damage. It can freeze 1
of water with each successful hit. Once per day it can freeze a target for 3 turns.
Freezing stops a target in its location even if it is falling. This blade glows white when it
attacks and lowers the temperature 2 around the user to freezing. The user is
unaffected by the temperature change.

Blade of Fire: This blade does D6+2 Damage plus D6 fire damage. When used to attack
the blade ignites causing the things it touches to also start on fire. The fire does D6
damage and cannot be extinguished for the first 2 turns. Once per day the blade will
burst on command. The fire burst will throw fire on everything within 25. Anything in
4 takes 3D6 damage from the fire then burns for 2 turns. The user is immune to the
burst and the fire the blade gives off.

Blade of Sharpness: This blade does 2D6+2 Damage. On a 01 it cuts completely


through its target. When used to attack this blade whistles a high pitched noise.
Normal animals hearing the sound will run in fear. For one EP the blade makes the
user completely silent and increases the speed of the user, allowing for double the
normal number of attacks.

Blade of Storms: This Blade does D6+1 damage plus D4+3 electrical damage. When
used, small shoots of lightning jump around the users bodies. Any object or person
within 2 of the blade lightning will leap to causing 2HP of damage each turn. (Except
the user.) For one EP the blade will cause a bright flash blinding all targets in 10. Once
per day the blade can allow the holder to disappear and reappear in a location they
have been in the past 7 days.
Any user of any of these blades cannot attack another person holding another of these blades.

Winds Cloak: (Lesser Artifact)


Thin Black material that adjusts to fit the wearer. The wearer can activate any one of the
cloaks powers for 1 EP.
o
o
o
o
o
o

Gust of Wind
Invisibility
Knock out Gas
Obscuring Mist
Phase
Whirlwind

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Cloak of wings: (Lesser Artifact)
Once it is on it will not come off. The wearer can determine the type of wings they want and
the cloak changes into it.
o White Doves Wings - Fly MV 12. Protection from Fire -3 Dam Reduction. Damage
Reduction from ranged attacks -1. Call (D4) birds to obey.
o Metallic Gargoyle Wings FLY MV 8. Immunity to sunlight damage. Hide Skill+20.
Areal Drop Combat Skill Weapon damage +2D4 damage
o Pink Butterfly Wings Fly x2 Normal Movement. Heal D6 by touch.
o Clear/ Blue veined Dragonfly wings - Fly MV 10. Damage Bonus +4. Ranged Attack
+4 Skill. Move Silent Skill +20
o Black Bat wings - Fly MV 12. Sonic Attack 3D12+ DEX M. Hide skill+10.

Artifacts
Horn of the Hunt (Major)
o A long curved huntsmans horn carved from some strange animal horn. When blown it
summons 5 demonic riders and 20 hellhounds. They appear near the horizon and will
start hunting down one person the owner of the horn wants destroyed. They are
immune to normal attacks. Each rider has 30 HP attacks do D6 damage. When they are
killed they fall to the ground only to rise 2 turns later. The hunters can not cross
running water and will disappear for 8 hours if they come in contact with sunlight. Only
if the target can get ownership of the horn will the hunters stop trying to peruse and
turn on the old owner. They appear each night at sundown about a mile from the horn
until they have killed their target or one year has passed.
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Mask of Shadow (Major)
o The fine silk mask must be tied to a persons head to work. It has two powers. First, the
wearer is under a glamour spell as long as the mask is on. Next, the wearer can
become invisible once per 24 hours.
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Lost Key (Major)
o This rusted key is inserted in the air in front of the user. An invisible door opens to a
small cupboard 6 high, 2 wide and 4 deep. The user can insert things and people into
the cupboard. The door closed and when opened again, even in a new location, the
inserted objects and people will still be there.
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