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