38 lines
1.7 KiB
HTML
38 lines
1.7 KiB
HTML
<h1>ARTIFACTS</h1>
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<p>
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While rare items allow you to customize your character, artifacts are the
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objects your entire campaign will revolve around. They don’t just grant you a
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bonus to Checks, improved damage or a way to ignore status effects: no,
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artifacts are so powerful that they draw the attention of the major factions
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in your world.
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</p>
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<p>
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Artifacts cannot be sold or purchased, except for truly ludicrous prices — and
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even then, there aren’t many who are willing to part with such powerful
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objects.
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</p>
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<h2>ARTIFACTS IN YOUR GAME</h2>
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<p>
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There are no rules for designing an artifact: its fantastic effects should go
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way beyond those of typical spells and magical items, and are only limited by
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what you as the Game Master think would be appropriate. Needless to say, you
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can’t have a new artifact pop up every other session — each story arc should
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feature one or two at most.
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</p>
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<p>
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Make sure your artifacts are important elements of the ongoing story at the
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table, and not just “super powerful magical toys”.
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</p>
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<h2>ASTROSCOPE</h2>
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<p>A large globe filled with stars and swirling clouds.</p>
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<p>
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Anyone who rests their hand atop this powerful artifact and gazes upon the
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swirling energy within can manipulate the cycle of day and night within a
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range of 1 travel day; they may also modify weather conditions in the same
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area (wind, blizzards, snow, clouds, and so on). This functions identically to
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an <strong role="keyword">Entropism</strong> (for day and night) or
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<strong role="keyword">Elementalism</strong> (for weather conditions) Ritual,
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but this artifact does not consume Mind Points and the user does not need to
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have mastered any of the magical disciplines in question.
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</p>
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