Artefacts

Artefacts are powerful magical items that only Immortals can create. Unlike normal magic items, which come in fairly standard types, artefacts are

all unique.

Immortals create artefacts by using the Create Artefact spell. This spell

enables them to put part of their life force

into an object and make it into an artefact level magical item.

While this is much more expensive for the Immortal doing the creating than simply using the Create Mundane Object spell to create a normal magic item, artefacts are much more powerful than normal magic items. In fact artefacts are so powerful that they cannot be safely used by mortals. Their power is simply too great for mortals to be able to control.

This danger doesn’t stop mortals from actually using them, of course.

Finding an Artefact

Given the rare and unique nature of artefacts, they do not appear in the standard treasure tables. Basically, if

the Game Master wants the party to find an artefact, the Game Master first needs to spend time using the rules in this chapter designing the artefact,

and then decide where it will be found.

When designing it, the Game Master should have an idea of who created it and why they did. Creating an artefact is a significant thing to do, and not something that most Immortals would do on a whim.

On the other hand; once created,

artefacts hang around for a long time. An artefact that might have been created and specially placed for a mortal to

find may have been found and used by that mortal. And then it might have been lost, or stolen, or otherwise changed hands many times.

While Immortals often try to keep track of artefacts that they have made, they can’t be everywhere at once; and

artefacts do sometimes end up being simply lost or end up sitting in a dragon’s hoard for centuries on end.

Unless the Immortal happens to be watching via a Detect Immortal Magic spell when an artefact gets used (and gets lucky), they may never find it again.

From the point of view of player

characters; unexpectedly finding an artefact is a mixed blessing. Notwithstanding the inherent danger involved in using such a powerful item, the characters can never be sure that the find was truly accidental. Was the artefact

genuinely lost, or was it put there specifically for them to find as part of some

Immortal’s plot? Or worse—was it put there specifically for someone else to

find as part of some Immortal’s plot, and now they’re getting in the way?

Using an Artefact

An artefact will normally have a basic form. That form might be that of a weapon, shield or armour, in which case the artefact will probably have magical plusses when used in combat. Alternately it might be shaped like any other object.

Regardless of its form, an artefact can be detected with a Detect Magic spell

and identified with an Analyse spell.

However, an Analyse spell will only describe the powers of an artefact, not its

handicaps and penalties. The handicaps and penalties of the artefact must be found out by trial and error.

Once an artefact has been identified, any character can use it unless it is

in the shape of armour or a weapon or shield that the character can’t use.

Each artefact has a Power Reserve just like an Immortal, and this power

reserve is the source of Power Points that fuel the artefact’s powers.

The wielder of the artefact can

activate any of its powers by taking an Activate Magic Item action; and if the artefact

has enough remaining power points then the power will function.

An artefact’s power reserve refreshes each morning.

Any powers of an artefact that

duplicate spell effects work as if cast by a 40th level mortal caster; and artefacts can affect Immortals. An Immortal hit by a weapon shaped artefact takes

normal damage (unless they can save vs Physical Attacks) rather than minimum damage, and an Immortal hit by a spell cast from an artefact will be affected normally as if the spell had been cast

by another Immortal (although they still get their Anti-Magic and their save vs Spell Attacks).

An artefact that has run out of power points keeps its weapon, shield or

armour bonus.

Destroying an Artefact

Artefacts are incredibly hard to

destroy. They are immune to most damage, and will very rarely be accidentally

destroyed.

An artefact has an armour class of -20 and a number of hit points equal to its power reserve. It can only be damaged by +5 weapons, or spells of 5th level and higher; and makes saving throws as if a 36th level fighter.

Although artefacts are not intelligent, they do have a basic self-defence mechanism. An artefact will ignore accidental damage and simply repair itself, but if an artefact is

deliberately attacked directly it will use whatever power points it has left to

instinctively use its offensive powers against its

attacker and use its movement powers to escape if it can.

A damaged artefact can repair itself at

a cost of 1 power point per hit point regained.

When an artefact is destroyed, the power used to create it is lost

forever. There is no way to recover it, although if the creator of the artefact is that

upset with its loss they can always simply create a new artefact with an identical form and powers.

An artefact that is a large flawless

ruby (worth 15,000gp) will cost:

Table 20-1: Artefact Power Levels Power Reserve 50-100 101-250 251-500

501-750 Maximum Attack Powers 2 3 4 4 Maximum Transform Powers 2 2 3 5 Maximum Defence Powers 3 4 4 5 Maximum Misc. Powers 1 2 3 4 Number of Handicaps 1 2 3 4 Handicap Duration 30 days 60 days 120

days 240 days Number of Penalties 1 3 5 8 Creating an Artefact An Immortal creates an artefact by casting the Create Artefact spell. This

will cost them experience points based on the artefact created. There is no

chance for error, and creating the artefact

takes only a single round (although making the decisions about exactly what it Similarly, if the physical form is a

shield or a suit of armour there is an

additional cost based on its other statistics: .+10,000xp per point of base armour class below 9 if the form is armour. .+10,000xp if the form is a shield .+50,000xp per magical “plus” the armour or shield has. should do and what it should look like can take far longer). The amount of experience it costs to create an artefact depends on both the physical form and the amount of power reserve that the artefact will have. Physical Form The physical form of an artefact must be created as part of the creation

process. This form may be something mundane, like a simple wooden bowl; something ostentatious, like a golden crown; or something practical like a sword. The basic cost for this physical form

is 1 experience point per 1 gold piece value of the form—with a minimum cost of 100xp; so in the examples above the bowl would cost the minimum of 100xp, as would the sword. The crown could cost anywhere from 1,000xp to around 50,000xp depending on how big and valuable it is. If the physical form is a weapon, there is an additional cost based on its

other statistics: .+10,000xp per two points of weapon damage done by the form using basic weapon expertise. .+30,000xp if the form a missile weapon. .+50,000xp if the form is a commonly thrown weapon. .+100,000xp per magical “plus” the weapon has. Example: An artefact that is in the

form of a +5 dagger will cost: An artefact that is a suit of chain

mail +3 will cost: An artefact that is a +4 shield will

cost: 100xp because a dagger is worth 3gp. 20,000xp because a dagger does 1d4 damage. 50,000xp because a dagger can be thrown. 500,000xp because it is a +5 weapon

570,100xp in total.

100xp because chain mail is worth 40gp. 40,000xp because chain mail provides a base armour class of 5 300,000xp because it is +3 chain mail.

340,100xp in total.

100xp because a shield is worth 10gp. 10,000xp because it is a shield. 400,000xp because it is a +4 shield.

410,100xp in total.

15,000xp because the ruby is worth 15,000gp.

15,000xp in total.

Power Reserve

Additionally, the Immortal must pay 10,000 experience points for each point of power reserve that the artefact is intended to have.

An artefact must be given a power

reserve of at least 50 points, and can be given a power reserve of up to 750 points.

As well as determining the number of power points that the artefact can spend each day on powers, the amount of power reserve an artefact is given also determines how many hit points the artefact will have and how many powers and drawbacks it will have.

Table 20-1: Artefact Power Levels shows the maximum number of powers of each type that an artefact can have based on its power reserve. The

Immortal creating the artefact is free to choose these powers from the lists in this chapter.

An artefact does not have to have as many powers as it can, in fact it

doesn’t have to have any powers at all.

However, since it doesn’t cost the creating Immortal any extra experience to put more powers in, most artefacts are created with the maximum number of powers that their power reserve will allow.

Similarly, table 20-1 also shows how many handicaps and penalties an

artefact will have based on its power reserve. These handicaps and penalties do not manifest when an Immortal uses an artefact, only when a mortal uses it. They are a side-effect of the mortal using such a powerful device, and as such they are not chosen by the Immortal creating the artefact.

Handicaps and penalties are instead chosen by the Game Master. When choosing handicaps and penalties, the Game Master should try to be fair and both try to choose those that fit the “feel” or “theme” of the artefact (if there is one) and also try not to

choose those that would render the artefact useless by completely going against its purpose (again, if there is one).

Artefact Powers

There are many, many powers that an artefact can have, and these powers are chosen by the Immortal creating the artefact.

Each power has a cost in power points which must be spent when the artefact is used. If the artefact does not have enough power points left to use the power, it will not function. However, even an artefact with no power points left will still function as its basic

form, including any magical plusses that form may have as a weapon, shield or suit of armour.

The possible artefact powers are listed in tables 20-2 to 20-5.

Most of these powers are simply

duplications of mortal level spells, and are cast as if by 40th level mortal spell

casters (with the exception that Immortals’ immunity to mortal level magic does not work against them). However, some of them are unique powers—and those powers are explained below.

Ability Score Bonus: When activated, one or more of the wielder’s randomly determined ability scores become 18, with all attendant bonuses, for a

period of one hour.

Acid Breath: When activated, the wielder breathes an acid breath weapon 30’ long and 5’ across which does

damage equal to one half of the wielder’s current hit points (to a maximum of 70 damage). Creatures hit may make a saving throw vs Breath Weapon to take half damage.

Anti-Magic: When activated, the wielder gains Anti-Magic at the noted percentage for one hour. See Chapter

18: Monsters for a full description of how anti-magic works. Table 20-2a: Attack Powers (Direct Physical) Table 20-2b: Attack Powers (Direct Mental) Power Cost (PP) Power Cost (PP) Cause Light Wounds 10 Cause Fear 10 Magic Missile 15 Sleep 15 Flaming* 20 Charm Person 20 Cause Disease 25 Confusion 25 Cause Serious Wounds 30 Charm Monster

30 Extinguishing* 30 Calm* 30 Cause Critical Wounds 35 Control

Plants* 35 Bearhug* 35 Feeblemind 40 Poison 40 Charm Plant 45 Dispel Evil 40 Geas 50 Electricity* 40 Control Animals* 60 Cloudkill 45 Control Lesser Undead* 70 Ice Storm 45 Mass Charm 75 Death Spell 50 Open Mind 80 Finger of Death 50 Control Giants* 85 Poison Gas Breath* 50 Control Greater

Undead* 90 Slicing* 50 Control Dragons* 95 Fireball 55 Control Humans* 100 Fire Breath* 60 Bearhug: When activated, the artefact gives the user the power to make an attack with either arm (the user must

be unarmed) that does no damage. However, if both attacks hit, the wielder can squeeze the target for 2d6 damage per round until the target is able to make

a saving throw vs Death in order to

escape. The power to make these hugs lasts for 10 minutes. Blasting: When this artefact is

activated, it produces a cone of sound 60’ long and 20’ wide at the end. All

within the blast take 2d6 damage and must make a saving throw vs Spells or be deafened for 10 minutes. Building and ships in the area take 1d8 damage. Blend With Surroundings: When activated, the wielder will blend with their surroundings, making them

completely undetectable except via touch or via magical means. The wielder can move around while blended and stay hidden, but if they attack or cast a

spell they will become temporarily visible

for the round. Bug Repellent: When activated, any normal or giant bug (an insect, spider, scorpion, centipede, or other

arthropod) will completely ignore the wielder unless magically controlled.

identical to that of a Floating Horror. The ray lasts until the wielder stops

concentrating or for 10 minutes, whichever is sooner. Armour Class Bonus: When activated, the wielder gains the given bonus to their armour class for 1 hour. Attack Roll Bonus: When activated, the wielder gains the given bonus to

all attack rolls for 10 minutes. Automatic Healing: When activated, the artefact produces a Cureall spell

on either its wielder or a creature that

the wielder touches. If the wielder’s hit points reach 0 and the artefact has enough power left, it will

automatically activate itself.

Table 20-2c: Attack Powers (Trapping)

Power Cost (PP) Web 10 Hold Animal 15 Hold Person 20 Slow 25 Hold Monster 35 Turn Wood 45 Flesh to Stone 50 Power Word Stun 60 Dance 75 Power Word Blind 85 Life Trapping* 100 Maze 100 Immortal Life Trapping* 500

If the bugs are magically controlled to attack the wielder, the wielder gets a

+4 bonus to any saving throws against the controlling effect that allow the

damage done by the insects to be reduced.

The protection lasts for 8 hours.

Buoyancy: When activated, the artefact, wielder, and anything the wielder holds will float on any liquid

providing they do not weigh more than the given weight.

The wielder is not given any special power to move across the surface of the liquid.

The buoyancy lasts for 4 hours.

Burrowing: When activated, the wielder gains the ability to burrow through loose sand or earth at 60’ per round, or through hard packed earth at 30’ per round, or through solid rock at 10’ per round for the next hour. The wielder cannot burrow through metal, and the tunnel they leave closes after

an hour.

Calm: When activated, this artefact produces a wave of calmness that soothes the tensions of up to 40 hit dice of creatures within 120’.

Creatures subjected to the calming effect must make an immediate reaction roll, with a +4 bonus.

Change Odours: When activated, this artefact will change the odours and smells in an area of 30’x30’x30’.

Table 20-2d: Attack Powers (Bonuses) Table 20-2e: Attack Powers (Other) Power Cost (PP) Power Cost (PP) Bless 10 Blight 10 Weapon Damage Bonus +2* 15 Darkness 15 Attack Roll Bonus +2* 20 Light 20 Turn Undead Bonus +2* 20 Set Normal

Trap 50%* 20 Leap 30’ (+2 bonus)* 25 Turn Undead

(6th Level)* 20 Weapon Damage Bonus +3* 25 Curse 25 Weapon Strength Bonus +1* 25 Disarm

Attack* 25 Attack Roll Bonus +3* 30 Continual

Darkness 30 Spell Damage Bonus +1* 30 Pick Pockets

50%* 30 Striking 30 Draining (1 Level)* 35 Weapon Damage Bonus +4* 35 Set Normal

Trap 70%* 40 Attack Roll Bonus +4* 40 Silence 15’

Radius 40 Turn Undead Bonus +4* 40 Polymorph

Other 45 Weapon Strength Bonus +2* 40 Turn

Undead (12th Level)* 45 Weapon Damage Bonus +5* 45 Babble 50 Attack Roll Bonus +5* 50 Flying* 50 Leap 60’ (+2 bonus)* 50 Dispel Magic 55 Spell Damage Bonus +2* 55 Pick Pockets

75%* 55 Weapon Strength Bonus +3* 55 Appear 60 Attack Roll Bonus +6* 60 Set Normal

Trap 90%* 65 Weapon Damage Double* 70 Draining (2

Levels)* 70 Weapon Strength Bonus +4* 70 Turn

Undead (24th Level)* 70 Leap 90’ (+6 bonus)* 75 Polymorph Any

Object 75 Spell Damage Bonus +3* 80 Pick Pockets

100%* 80 Smash Attack* 85 Anti-Magic Ray* 90 Weapon Strength Bonus +5* 85 Blasting*

100 Weapon Damage Triple* 90 The criteria for “best” is up to the wielder, and can be “fastest” or “least dangerous” or “likely to gain me the most money” or any other criteria the wielder decides on. The artefact will reveal the answer, taking into account the likely results of those actions

over the next 10 minutes. The artefact will not communicate

anything beyond the simple choice, and will use no criteria other than the one given by the wielder. It can see no

further into the future. Climb Walls: When activated, the wielder gains the Climb Walls ability

of a thief at the given chance of success. This ability lasts for 2 hours. De-Power* 250

Damage Bonus +4* 100 Poisonous vapours in the area will have their scent masked but will still be

effective. The odours will fade in 1d6 x 10 minutes indoors, or 1d6 rounds outdoors. Change Tastes: When activated, this artefact will change the taste of any quantity of food or liquid within 20’. Poisonous foods or liquids will have their taste masked but will still be

effective. The change is permanent. Choose Best Option: When activated, the wielder can think of two

possibilities of action and ask the artefact which is the “best” of those two.

Table 20-3a: Transform Powers (Creations & Summonings)

Power Cost (PP) Produce Fire 15 Create Water 20 Summon Animals 30 Create Food 35 Create Normal Animals 40 Create Normal Monsters 45 Animate Dead 50 Animate Objects 50 Sword 70 Create Normal Objects* 75 Clone 80 Create Magical Monsters 90 Create Any Monster 100

Communication, Greater: When activated, the wielder of the artefact may concentrate on any living or undead creature, regardless of distance.

The target is made aware of the wielder’s desire to communicate, and— if willing—may accept contact and may converse telepathically with the

wielder of the artefact for 10 minutes.

If the target is not willing to

communicate, the wielder may not try to contact the same target until 24 hours have passed.

Communication, Lesser: As

Communication, Greater except that the only creature that can be contacted is the Immortal who made the artefact.

Container: This power may not be given to the same artefact as the Life Trapping or Shelter powers.

When activated, the artefact can store non-living items that are not artefacts and are not being touched by any living being. Any combination of items up to the given weight may be stored inside the artefact by touching the artefact

to them and giving a command word. A second word will bring an item back out of the artefact into the wielder’s hand.

This power lasts for six hours when activated, and at the end of that time the wielder has the choice of either activating the power again or allowing all the objects currently being stored

to re-appear.

Table 20-3b: Transform Powers (Static Changes) Table 20-3c: Transform Powers (Dynamic Changes) Power Cost (PP) Power Cost (PP) Purify Food And Water 10 Open Locks

60%* 10 Repair Normal Objects* 10 Warp Wood 15 Change Odours* 10 Growth of Animal 20 Change Tastes* 10 Knock 20 Hold Portal 20 Growth of Plants 25 Remove Traps 50%* 30 Heat Metal 25 Wizard Lock 30 Open Locks 70%* 25 Create Magical Aura* 35 Shrink Plants

25 Magic Door 40 Control Winds 30 Repair Temporary Magical Object* 40

Harden 30 Rulership* 50 Control Temperature 10’

Radius 35 Magic Lock 60 Dissolve 35 Remove Traps 75%* 60 Lower Water 40 Remove Barrier 70 Open Locks 80%* 40 Repair Permanent Magical Object* 70

Passwall 45 Victory* 75 Move Earth 50 Metal to Wood 80 Open Locks 90%* 55 Close Gate 85 Summon Weather 55 Permanence 90 Reverse Gravity 60 Remove Traps 100%* 90 Open Locks 100%*

70 Gate 95 Weather Control 80 Timestop 100 Open Locks 110%* 85 Control Animals: When activated, this affects the wielder as if they had

drunk a Potion of Animal Control, except that the duration is 3 hours. Control Dragons: When activated, this affects the wielder as if they had drunk a Potion of Dragon Control of a

type of the wielder’s choosing, except that the duration is 3 hours. Control Giants: When activated, this affects the wielder as if they had

drunk a Potion of Giant Control of a type of

the wielder’s choosing, except that the

duration is 3 hours. Control Greater Undead: When activated, this affects the wielder as if they had drunk a Potion of Undead Control, except that the duration is 3 hours. Control Humans: When activated, this affects the wielder as if they had drunk a Potion of Human Control, except that the duration is 3 hours and up to 40HD of humans can be controlled, as long as no individual is over 7HD. Spell Generation* 250

drunk a Potion of Plant Control, except that

the duration is 3 hours. Create Magical Aura: When activated, the artefact will bestow a magical aura on one object or one area of up to 40’x40’x40’. The aura will cause the object or area to show up on Detect Magic spells for the next 30 minutes. Create Normal Objects: When activated, the artefact will create a non- magical object with a maximum weight of 1,000cn and a maximum value of 500gp. The object can be any mundane item that the wielder desires, and will last for 24 hours before vanishing. Wish 100

Table 20-4a: Defence Powers (Cures)

Power Cost (PP) Remove Fear 10 Cure Light Wounds 15 Cure Blindness 20 Cure Disease 20 Free Person 25 Cure Serious Wounds 25 Neutralise Poison 30 Cure Critical Wounds 35 Free Monster 40 Remove Geas 45 Stone To Flesh 50 Raise Dead 60 Remove Curse 70 Raise Dead Fully 85 Restore 90 Regeneration* 95 Cureall 100 Automatic Healing* 100

Defending: When activated, the wielder of this artefact can apply its magical bonus to either to-hit rolls

and damage or armour class for the next hour. The wielder can move the bonuses back and forth each round during the Statement of Intent phase.

This power only can only be given to artefacts if their form is that of a weapon with a magical bonus.

De-Power: This power can only be placed on an item if at least five

Immortals of 31st level or higher create the artefact together. Similarly, it

can only be activated if at least five

Immortals of 31st level or higher all activate it at once.

When activated, the artefact can be held against an Immortal and that

Immortal will be drained of 1,000,000 experience points per round with no saving throw allowed. If the target

runs out of experience points, they die.

Artefacts with the De-Power ability are incredibly rare, and are usually used

to punish Immortals who have severely broken the social rules of Immortal society by openly meddling on the prime plane or murdering other

Immortals or a similarly heinous crime.

Table 20-4b: Defence Powers (Personal Bonuses) Table 20-4c: Defence Powers (Personal Protections) Power Cost (PP) Power Cost (PP) Prepare +1 Bonus Spell/Level* 10 Shield

10 Armour Class Bonus –2* 20 Anti-Magic

10%* 15 Ability Score Bonus (1 Ability)* 20

Mindmask 15 Prepare +2 Bonus Spells/Level* 20

Reflection* 15 Parry* 25 Water Breathing 15 Saving Throw Bonus +1* 25 Defending* 20 Hit Point Bonus +1* 30 Invisibility 20 Prepare +3 Bonus Spells/Level* 30

Immune to Disease* 20 Dodge Normal Missiles* 35 Invisibility

10’ Radius 25 Size Control 3”-18’* 35 Immune to

Paralysis* 30 Ability Score Bonus (2 Abilities)* 40

Security* 30 Armour Class Bonus –4* 40 Anti-Magic

20%* 35 Prepare +4 Bonus Spells/Level* 40

Immune to Poison* 40 Elasticity* 45 Immune to Aging Attacks*

50 Dodge Any Missiles* 50 Anti-Magic 30%*

55 Prepare +5 Bonus Spells/Level* 50 Mass

Invisibility 60 Saving Throw Bonus +4* 50 Survival 65 Ability Score Bonus (3 Abilities)* 60

Statue 70 Armour Class Bonus –6* 60 Anti-Magic

40%* 75 Hit Point Bonus +2* 60 Immune to Energy

Drain* 80 Prepare +6 Bonus Spells/Level* 60 Mind

Barrier 80 Dodge Directional Attacks* 65 Immune to

Magical Detection* 85 Polymorph Self 65 Anti-Magic 50%* 95 Prepare +7 Bonus Spells/Level* 70 Luck*

100 Saving Throw Bonus +6* 75 Immunity 100 Ability Score Bonus (4 Abilities)* 80

Immune to Breath Weapons* 100 Armour Class Bonus –8* 80 Detect Slopes: When activated, the wielder of the artefact gains the

dwarven ability to detect gently sloping stonework for the next 6 hours. Unlike a dwarf, the wielder does not have to roll. The ability is

automatically successful. Disarm Attack: When activated, the wielder of this artefact gains the

ability to make Disarm attacks with whatever weapon they are using. See Chapter 6: Weapon Feats for details of disarm

attacks. Dodge Any Missiles: When activated, the artefact grants the wielder the power to dodge missiles for the next 10 minutes. Any missiles can be dodged, including missile weapons, thrown weapons, siege missiles and even Magic Missile spells.

100 Armour Class Bonus –10* 100 Prepare +10 Bonus Spells/Level* 100 Detect New Construction: When activated, the wielder of the artefact gains the dwarven ability to detect newly constructed stonework and traps and secret doors that involve moving blocks of stone for the next 6 hours. Unlike a dwarf, the wielder does not have to roll. The ability is

automatically successful.

Table 20-4d: Defence Powers (Misdirection)

Power Cost (PP) Ventriloquism 10 Confuse Alignment 15 Obscure 20 Mirror Image 25 Hide in Shadows 30%* 30 Massmorph 30 Hallucinatory Terrain 35 Merging* 40 Hide in Shadows 50%* 45 Phantasmal Force 50 Hide in Shadows 70%* 60 Projected Image 70 Blend With Surroundings* 90

To dodge missiles, the wielder must take a Use Non-Activatable Item action, and may then dodge up to 6 missile attacks during the round by making a saving throw vs Wands against each one.

Dodge Directional Attacks: When activated, the artefact grants the

wielder the power to dodge missiles, rays, breath attacks and other cone-shaped attacks for the next 10 minutes.

To dodge attacks, the wielder must take a Use Non-Activatable Item action, and may then dodge up a single attack

during the round by making a saving throw vs Wands against it.

This saving throw is in addition to any normal saving throw that the wielder might get against the attack.

Dodge Normal Missiles: When activated, the artefact grants the wielder the power to dodge missiles for the next 10 minutes.

Only normal missiles or thrown weapons can be dodged. Siege missiles and Magic Missile spells may not be dodged.

To dodge missiles, the wielder must take a Use Non-Activatable Item action, and may then dodge up to 6 missile attacks during the round by making a saving throw vs Wands against each one.

Draining: When activated, the artefact will drain the given number of levels from any mortal target it touches.

Table 20-4e: Defence Powers (Barriers) Table 20-5a: Miscellaneous Powers (Aids to Normal Senses) Power Cost (PP) Power Cost (PP) Resist Cold 10 Detect New Construction*

10 Protection From Evil 10 Read Languages

10 Resist Fire 15 Read Magic 10 Protection From Normal Missiles 20

Timekeeping* 10 Protection From Some Creatures* 20

Detect Slopes* 15 Protection From Evil 10’ Radius 25

Speak With Animals 15 Bug Repellent* 25 Infravision 20 Ice Wall 25 Hear Noise 50%* 25 Wall of Fire 25 Speak With Dead 25 Anti-Plant Shell 30 Speak With Plants

30 Protection From Poison 30 Tracking,

Lesser* 30 Wall of Stone 35 Communication, Lesser*

30 Shelter* 35 Find Secret Doors* 50 Protection From Lightning 40

Communication, Greater* 50 Anti-Animal Shell 45 Hear Noise, 90%*

50 Wall of Iron 50 Lie Detection* 50 Protection From Most Creatures* 60

Speak With Monsters 60 Barrier 70 Tracking, Greater* 70 Anti-Magic Shell 75 Hear Noise, 140%*

75 Force Field 80 X-Ray Vision* 80 Protection From All Creatures* 85 Extinguishing: When activated, this artefact will immediately douse all

non- magical fires in a 500’ radius and

prevent further fires from being lit in the area for 1 hour. It has no effect on magical fires. If the artefact is in the form of a weapon, it does double damage against fire-based creatures while this power

is active. Find Secret Doors: When activated, this will allow the wielder to

automatically find all secret doors that they

encounter for the next hour. Find Traps: When activated, the wielder gains the Find Traps ability of

a thief at the given chance of success. This ability lasts for 2 hours. Fire Breath: When activated, the wielder breathes a fire breath weapon 30’ long and 5’ across which does

damage equal to one half of the wielder’s current hit points (to a maximum of 70 damage). Creatures hit may make a saving throw vs Breath Weapon to take half damage.

artefact will affect the wielder as if the

wielder has drunk a Potion of Elasticity except that the duration is 2 hours. Electricity: When activated, the wielder of the artefact becomes charged with energy. The next creature to

attack the wielder in melee will be hit for

6d6 lightning damage, unless it can make a saving throw vs Spells to take half

damage. If the creature striking the wielder is using a melee weapon rather than striking with natural weaponry then it gets a +4 bonus to the saving throw. The artefact can be activated and

deactivated as often as the wearer desires providing it still has enough power points left to release a charge, but

will only actually expend power points when it releases the charge. Once the charge has been released, the artefact deactivates and must be re-activated

for the charge to be used again.

Table 20-5b: Miscellaneous Powers

(Additional Senses)

Power Cost (PP) Find Traps, 50%* 10 Predict Weather 10 Detect Magic 15 Detect Evil 15 Find Traps, 60%* 20 Know Alignment 20 Locate Object 20 Clairvoyance 25 ESP 25 Find Traps, 70%* 30 Wizard Eye 30 Find Traps 35 Detect Invisible 35 Detect Danger 40 Find Traps, 80%* 40 Choose Best Option* 45 Find Traps, 90%* 50 Truesight 50 Mapmaking* 55 Find Traps, 100%* 60 Treasure Finding* 60 Find Traps, 110%* 70 Lore 70 Find The Path 80

Flaming: This power can only be given to an artefact that is in the

form of a weapon.

When activated, the artefact becomes a flaming weapon for the next hour.

During that time, the wielder of the artefact can activate it at will and it

will burst into flames that burn without

fuel until the artefact is deactivated

again.

The flaming artefact has an additional +2 bonus against trolls and against feathered creatures; and an additional +3 bonus against creatures made of wood or undead. If a creature comes under more than one of these

categories, these bonuses do not stack.

Flying: This power can only be given to an artefact that is in the form of a weapon.

When activated, the artefact becomes a flying weapon for the next hour.

Table 20-5c: Miscellaneous Powers (Aids to Movement) Table 20-5d: Miscellaneous Powers (Encumbrance Offset) Power Cost (PP) Power Cost (PP) Climb Walls, 70%* 10 Container:

5,000cn* 10 Levitate 15 Floating Disc 10 Tree Movement* 15 Buoyancy: 10,000cn*

15 Climb Walls, 80%* 20 Container:

10,000cn* 20 Plant Door 20 Container: 15,000cn* 30 Climb Walls, 90%* 25 Buoyancy:

20,000cn* 30 Dimension Door 25 Container: 20,000cn*

40 Fly 25 Buoyancy: 40,000cn* 45 Gaseous Form* 30 Container: 25,000cn*

50 Haste 30 Container: 30,000cn* 60 Move Silently, 50%* 35 Buoyancy:

80,000cn* 60 Pass Plant 35 Container: 35,000cn* 70 Web Movement* 35 Buoyancy: Any Weight*

75 Climb Walls, 100%* 40 Container:

40,000cn* 80 Telekinesis 40 Hit Point Bonus: When activated, the artefact grants its wielder the given bonus number of hit points per hit die for 10 minutes. Any damage taken comes off the extra hit points first. Ice Breath: When activated, the wielder breathes an ice breath weapon 30’ long and 5’ across which does

damage equal to one half of the wielder’s current hit points (to a maximum of 70 damage). Creatures hit may make a saving throw vs Breath Weapon to take half damage. Immortal Life Trapping: This power may not be given to the same artefact as the Container or Shelter powers. When activated, any single creature touched will be sucked into the

artefact along with whatever items they are wearing and carrying. Mortal creatures may make a saving throw vs Spells to avoid the effect. Immortals may

automatically avoid the effect if they are unwilling. Only one creature can be held in the artefact at one time. If a second

creature is trapped, this frees the first

creature. The creature trapped in the artefact

can take no actions and does not age or

die. However, the victim can bring an image of their face to the artefact’s surface and see and hear out of it. Container: 50,000cn* 90

Transport Through Plants 45 Teleport 50 Climb Walls, 110%* 55 Move Silently, 70%* 55 Burrowing* 60 Plane Travel* 65 Climb Walls, 120%* 70 Move Silently, 90%* 75 Travel 80 Teleport Any Object 85 Word of Recall 90 During that time, the artefact must be wielded in combat for at least one round, then its wielder can let go of

it and it will continue to attack the same opponent for three rounds, as if its wielder were still wielding it. After three rounds (or when its wielder

commands, whichever is sooner) the artefact will return to its wielder’s hand. Gaseous Form: When activated, the artefact will affect the wielder as if

the wielder has drunk a Potion of Gaseous Form. Hear Noise: When activated, the wielder gains the Hear Noise ability of

a thief at the given chance of success. This ability lasts for 2 hours. Hide in Shadows: When activated, the wielder gains the Hide In Shadows ability of a thief at the given chance

of success. This ability lasts for 2

hours.

While at the surface of the artefact,

the creature can also speak.

Immune to Aging Attacks: When activated, the artefact makes its

wielder immune to aging attacks from all sources for 3 hours.

Immune to Breath Weapons: When activated, the artefact makes its

wielder immune to all breath weapons for 10 minutes.

Immune to Disease: When activated, the artefact makes its wielder immune to diseases from all sources for 3

hours.

Immune to Energy Drain: When activated, the artefact makes its

wielder immune to Energy Drain attacks from all sources for 1 hour.

Immune to Magical Detection:

When activated, the artefact makes its wielder and all the wielder’s equipment immune to any form of magical detection except Detect Immortal Magic for 1 hour.

Immune to Paralysis: When activated, the artefact makes its wielder immune to paralysis from all sources for 1 hour.

Immune to Poison: When activated, the artefact makes its wielder immune to poison attacks from all sources for

3 hours.

Inertia Control: When activated,

artefact can make any non-living object stop. The object will be frozen in

place and cannot be moved by any means short of a Wish spell.

The object will remain frozen in place for 4 hours or until the wielder of the artefact deactivates it. In either

case, once the object is no longer frozen it will continue moving on its last

trajectory.

Leap: When activated, the artefact allows its wielder to make great leaps

of up to the specified distance for 10

minutes. If the wielder leaps into combat while under the effect of this power, they gain the stated bonus on their to- hit roll.

Lie Detection: When activated, the artefact allows the wielder to

concentrate on any one mortal creature within 120’.

While the wielder concentrates, they will be able to tell if the creature

knowingly lies.

Note that the creature saying something that is accidentally incorrect because the creature is genuinely mistaken does not count as a lie.

Once activated, this power lasts for 30 minutes, and the wielder may stop and re-start concentrating on the same

mortal creature or a different one during that time.

Life Trapping: This power may not be given to the same artefact as the

Container or Shelter powers.

When activated, any single creature touched will be sucked into the

artefact along with whatever items they are wearing and carrying. Mortal creatures may make a saving throw vs Spells to avoid the effect. Immortals are immune to the effect even if they are willing.

Only one creature can be held in the artefact at one time. If a second

creature is trapped, this frees the first

creature.

The creature trapped in the artefact

can take no actions and does not age or

die. However, the victim can be contacted via ESP or Telepathy.

Luck: When activated, the wielder gains supernatural luck for 10 minutes. The player of the wielding character may choose any one roll that they make on behalf of the wielding character within that duration and simply place the dice on the result of their choice rather than having to actually roll

them.

Mapmaking: When activated, the artefact will reproduce an accurate map of everything within a 100’ radius. Each secret door has a 1-in-6 chance of

being drawn, although the presence of some secret doors may be inferred by what is drawn behind them.

Merging: When activated, this artefact allows the wielder to merge other

creatures into their own body. The wielder can merge up to seven other creatures, and both the wielder and the other creatures must be willing. Creatures simply step “into” the wielder and

disappear along with their items and equipment.

While merged with the wielder, the creatures do not take damage if the wielder is hit, and they can not take

any actions other than speaking. The merged creatures can step “out of” the wielder at any time.

Move Silently: When activated, the wielder gains the Move Silently ability

of a thief at the given chance of success. This ability lasts for 2 hours.

Open Locks: When activated, the wielder gains the Open Locks ability of

a thief at the given chance of success. This ability lasts for 2 hours.

Parry: When activated, the wielder gains the Parry ability of a fighter.

This ability lasts for 1 hour.

Pick Pockets: When activated, the wielder gains the Pick Pockets ability

of a thief at the given chance of success. This ability lasts for 2 hours.

Plane Travel: When activated, the wielder and all equipment carried (but not other creatures) moves from the plane they are on to another adjacent plane.

Poison Gas Breath: When activated, the wielder breathes a poison gas breath weapon 30’ long and 5’ across which does damage equal to one half of the wielder’s current hit points (to a maximum of 70 damage). Creatures hit may make a saving throw vs Breath Weapon to take half damage.

Prepare Bonus Spells/Level: When activated during the wielder’s normal spell preparation time, the wielder can prepare a number of extra spells as indicated of each level that the

wielder can cast for the day.

Wielders who are not spell casters gain no benefit from activating this power.

Protection From All Creatures:

When activated, the wielder of the

artefact can not be touched by any mortal creature for 1 hour.

Creatures can still use missile attacks and spells against the wielder.

Protection From Most Creatures:

When activated, the wielder of the

artefact can not be touched by any mortal creature with 15 or fewer hit dice for

1 hour.

Creatures can still use missile attacks and spells against the wielder.

Protection From Some Creatures:

When activated, the wielder of the

artefact can not be touched by any mortal creature with 5 or fewer hit dice for 1 hour.

Creatures can still use missile attacks and spells against the wielder.

Reflection: When cast, the wielder is protected from Light spells and gaze attacks for 1 hour. If any Light or

Continual Light spell (or their reverse) is cast at the wielder during this time, the

spell is reflected back to the caster.

Additionally, the wielder is treated as

if they are holding a mirror for the

duration in order to either attempt to reflect the gaze of a creature with a gaze

attack (such as a basilisk) or to fight such a creature without meeting its gaze (in which case the normal –2 penalty for fighting while using a mirror does not apply).

Regeneration: When activated, the wielder re-gains 3 lost hit points per round for 10 minutes (30 rounds).

This regeneration will not help the wielder if they die, and will not re-

grow body parts.

Remove Traps: When activated, the wielder gains the Remove Traps ability

of a thief at the given chance of success. This ability lasts for 2 hours.

Repair Normal Objects: When activated, the artefact will repair one mundane (not magical) object weighing up to 1,000cn.

All parts of the object must be present for the repair to take place.

Repair Permanent Magical Object:

When activated, the artefact will

repair one permanent magic object such as a magical weapon or shield weighing up to 1,000cn. This power will not repair an artefact.

All parts of the object must be present for the repair to take place.

Repair Temporary Magical Object:

When activated, the artefact will

repair one temporarily magic object such as a scroll or wand weighing up to 1,000cn. This power will not repair an artefact.

All parts of the object must be present for the repair to take place.

Rulership: When activated and paraded through a dominion, the artefact acts as a Rod of Dominion.

Saving Throw Bonus: When activated, the wielder gains the given bonus to all saving throws for 1 hour.

Security: When activated, this artefact will temporarily enchant up to five

objects to magically shout for help when stolen as if they are Pouches of

Security.

The enchantment fades after 24 hours.

Set Normal Trap: When activated, the artefact will create a trap with a

given chance of working. The trap can be one doing up to 6d6 damage to a victim or one doing up to 3d6 damage to a victim and entangling them.

The artefact can only form the trap out of existing materials. It cannot create

a trap out of nothing.

Shelter: This power may not be given to the same artefact as the Container

or Life Trapping powers.

When activated, the wielder will be sucked into the artefact along with whatever items they are wearing and carrying.

While in the artefact, the wielder can take no actions and does not age or

die; but they can rest and sleep. The

wielder can bring an image of their face to the artefact’s surface and see and hear out of it. While at the surface of the

artefact, the wielder can also speak.

The wielder can emerge from the

artefact whenever they like, but no other power can force the wielder out or force a way in.

After 24 hours inside the artefact, the wielder must either come out or

activate this power again (which they can do from the inside).

Size Control 3”-18’: When activated, the wielder can control their size for the next hour.

The wielder can shrink to as small as

3” tall, as if having drunk a Potion of

Diminution; or grow as tall as 18’ tall, as if having drunk a Potion of Growth.

Slicing: This power can only be given to an artefact that is in the form of

an edged weapon.

When activated, the artefact gains the properties of a Weapon of Slicing for

one hour.

Smash Attack: When activated, the wielder gains the Smash Attack ability

of a fighter. This ability lasts for 1

hour.

Spell Damage Bonus: When activated while the wielder is casting a spell

that does damage (but not a spell-like power of an item the wielder carries), the

spell cast by the wielder will do the given additional damage per die of damage that it does.

The wielder of the artefact does not need to take a special action to use

this power. It is used as part of the normal Cast a Spell action.

Spell Generation: This power

automatically activates itself at the start of any day when the creator of the

artefact is unable to provide spells to their

clerics. The artefact provides the spells instead.

This means that the Immortal’s clerics will continue to gain spells while the Immortal is recovering from having an Embodied form killed, and theoretically it means that the clerics will continue to gain spells even if the Immortal truly dies.

Timekeeping: When activated, the artefact starts tracking time. At any point it can be asked how long has passed since it was activated and it

will inform the user the exact duration.

The artefact can track time from up to three activations at once.

Tracking, Greater: When activated, the artefact will cause a set of tracks less than 24 hours old to glow so that they can be easily followed.

The glow can be seen by the wielder of the artefact or by anyone using a

Detect Magic spell. There is a 10% chance every 240’ (indoors) or half mile (outdoors) that the artefact will lose

the trail. This chance is not affected by weather or other conditions.

The glow will last until the tracks are more than 24 hours old.

Tracking, Lesser: When activated, the artefact will cause a set of tracks

less than 24 hours old to glow so that they can be easily followed. The glow can be seen by the wielder of the artefact or

by anyone using a Detect Magic spell.

There is a 50% chance every 240’ (indoors) or 10% chance every half mile (outdoors) that the artefact will lose the trail.

This chance is not affected by weather or other conditions.

The glow will last until the tracks are more than 24 hours old.

Treasure Finding: When activated, the wielder will be telepathically

informed of the distance and direction to the largest amount of treasure within 360’. The wielder gains no insight about the nature of the treasure or how to get to it.

Tree Movement: When activated, the wielder will be able to swing through trees like an ape or monkey at full speed (given normal encumbrance

penalties) for the next 2 hours.

Turn Undead: When activated, the wielder gains the Turn Undead ability

of a cleric of the given level. This

ability lasts for 30 minutes.

Turn Undead Bonus: When activated, the wielder gains the given bonus on rolls to Turn Undead for the next 10 minutes. The bonus applies to both the initial attempt to turn and the

roll for how many hit dice of undead are affected.

If the wielder cannot turn undead, this power is of no use to them.

Victory: When activated while the wielder is in command of an army in battle, the artefact gives the army a

+25 bonus to their roll for the battle, and prevents them from losing the battle roll by more than 100 points.

Any loss greater than this is treated

as a 100-point loss when determining

casualties and post-battle tactical positioning.

Weapon Damage Bonus: When activated, the wielder does the given amount of additional damage with any weapon they use for the next 10

minutes. This includes unarmed attacks.

Weapon Strength Bonus: When activated, any weapon the wielder uses for the next ten minutes is treated as if

it had the given number of extra magical “plusses”, to a maximum of +5. This includes unarmed attacks, and it does make a mundane weapon count as magical for the purposes of what

creatures it can affect.

Web Movement: When activated, the wielder may move freely through webs of any kind without being stuck to them for the next 2 hours.

The wielder is not given any special ability to walk up vertical surfaces or walk on ceilings just because they are webbed, unless the wielder has the

ability to walk on walls or ceilings from another source.

X-Ray Vision: When activated, the wielder can see up to 30’ through stone or up to 60’ through wood. It cannot be used to see through metal.

To use the power, the wearer must stand still and concentrate, and can view a 10’x10’ area per activation. It takes 10 minutes to scan such an area, and the power can only be activated once per hour.

Handicaps & Penalties

When used by mortals, all artefacts have handicaps and penalties. These are not part of the design of the artefact, they are merely a side-effect of a

mortal trying to use such a powerful item.

The creator of the artefact does not choose what handicaps and penalties will be associated with an artefact.

Instead they are chosen by the Game Master.

The Game Master should try to be fair when assigning handicaps and penalties to an artefact, and assign those that seem to fit its “theme” and will not render it completely useless.

As a general rule, the stronger the theme of an artefact, the weaker the handicaps and penalties should be; whereas artefacts that have no theme and are simply an item with collection of completely unrelated powers should be given harsher handicaps and

penalties.

Handicaps

A handicap is a long-term adverse

effect that affects the mortal wielder of an artefact.

The Game Master should decide when the handicap comes into play. This can be either:

.When the wielder claims the artefact as their own. .When the wielder first uses the

artefact. .When the wielder first uses the

artefact in a particular manner (e.g. first activates a particular power, or first uses it against a particular type of opponent). Once the handicap is active, it will

remain active until a certain time (given on table 20-1) after the wielder has

lost or given away the artefact.

The Game Master should decide the exact nature of the handicap or

handicaps of the artefact, and it is not possible to list all possibilities here.

However, here are some suggestions:

Doom: The wielder of the artefact undergoes some kind of transformation or extra-dimensional imprisonment (leaving the artefact behind for

another to claim) until the duration is up.

The fate that has befallen the wielder can only be discovered by a Wish, and

it is not possible to recover them early.

Naturally, this handicap is suitable

only for the most powerful artefacts that mortals shouldn’t be messing with or for when an artefact is used in a way completely against its purpose.

Transform: The wielder of the artefact is transformed (either immediately or

as a gradual process) into another type of creature; perhaps a race that the

creator of the artefact is a patron of, or

perhaps a race that suits the theme of the artefact particularly well.

This change cannot be Dispelled, and if the wielder is Polymorphed back into their original race the change will

start happening again.

Lameness: The wielder of the artefact partially loses the use of a limb for some reason associated with the

artefact. Losing the use of an arm means that the wielder may only perform

actions that use one arm, and losing the use of a leg means that the wielder moves at half speed.

Magic Disruption: The wielder of the artefact has a chance of any spell they cast or any magical item they activate (except the artefact itself) failing.

The chance could be anywhere from 10% to 80%.

Operating Cost: The artefact may require some kind of sacrifice (of

magical items, of gems, or even a blood sacrifice) before a new wielder can use it for the first time, or start to use

it again after having misused it.

Recharge Cost: The artefact’s Power Reserve will not recharge on its own. Some kind of sacrifice (magical items, gems or even a blood sacrifice) must be made each time it is to be recharged.

Penalties

Penalties are instant adverse effects

that may affect the wielder of the artefact when they activate its powers. Unlike handicaps, they have no long term

effect on the wielder, and can be avoided simply by avoiding activating the power or powers that trigger them.

Some penalties may be activated

whenever a particular power of the artefact is used, others may only have a chance of activation each use—for example the percentage chance of activation could be equal to the power point cost of the power being used.

As with handicaps, the Game Master should decide the exact nature of

penalties and when they come into play; and again it is not possible to list

the endless effects that could be possible here, so only a few examples are given:

Wounding: The wielder takes an amount of damage.

Aging: The wielder is aged a number of years.

Energy Drain: The wielder loses one or more levels.

Ability Score Penalty: One of the wielder’s ability scores is temporarily reduced to 3.

Spell Loss: The wielder loses one or more prepared spells as if they had been cast.

Activation Error: The power that the wielder is activating either fails to

go off or goes off on the wrong target (possibly the user themselves).

Polymorph: The wielder is affected as if by a Polymorph Other spell.

Saving Throw Penalty: The wielder takes a penalty to all saving throws

for a duration after activating the power.