Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can be used only once.
Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least temporarily.
01–02 Adamantine rope
03–06 Armored cloth
07–09 Belt of levitation
10–13 Belt of strength
14–15 Bounding boots
16–18 Cat’s eye spectacles
19–21 Cloak of elfkind
22–24 Cloak of finery
25–26 Coil of endless rope
27–28 Crown of the mind
29 Crystal ball
30–34 Cypher Bag
35–37 Deflecting shield
38–40 Elfblade
41–43 Enchanted armor
44–49 Exploding arrow
50–52 Ghostbane Weapon
53–55 Gloves of agility
56–58 Gruelmaker
59–60 Helm of water breathing
61–66 Mastercraft armor
67–72 Mastercraft weapon
73–75 Mindshield helmet
76 Needle of Inquiry
77 Pack of storage
78 Pixie Dagger
79 Poisoner’s touch
80–85 Protection amulet
86–87 Shield of two skies
88–92 Skill ring
93 Soulflaying weapon*
94–96 Sovereign key
97–98 Tunneling gauntlets
99 Wand of spider’s webbing
00 Whisperer in the ether
01 Amulet of Nethys
02–03 Angelic ward*
04 Book of all spells
05 Carving knife of sharpness
06 Cloak of Balakar
07 Crown of eyes
08 Confessor
09 Death’s scythe
10 Demonflesh
11 Demonic rune blade
12 Dragon's scale
13–15 Dragontongue weapon
16–18 Dragontooth soldiers
19–20 Explorer’s gloves
21–23 Falcon cloak
24–25 Flying carpet
26 Genie Lamp
27 Ghostly armor
28 Golden Bridle
29–30 Guardian idol
31–33 Hand of glory
34 Horn of destruction
35–36 Horn of thunder
37–39 Instant ladder
40–43 Lightning hammer
44–47 Necromantic wand
48–50 Ring of dragon’s flight*
51–53 Ring of fall flourishing
54–56 Ring of invisibility
57 Ring of wishes
58–60 Smooth-stepping boots
61–62 Soul-stealing knife
63–65 Spellbook of elemental summoning
66 Spellbook of the amber mage*
67–69 Staff of black iron
70–74 Staff of healing
75–76 Staff of the prophet
77–79 Staff of Serpents
80–83 Storm shack
84–88 Trap runestone
89–92 Wand of firebolts*
93 Vorpal sword
94–97 Witch’s broom
98–00 Roll twice on the Minor Fantasy Artifacts table
Level: 1d6 + 4
Form: Amulet showing the symbol of Nethys, god of Magic.
Effect: Wearer can add one more ready spell if they are an arcanist. It also eases spellcraft and knowledge arcana checks.
The wearer needs to make a check whenever they attempt to add or change the readied spell above their normal quantity.
Depletion: 1 in 1d20
Level: 1d6 + 4
Form: A 50-foot (15 m) length of black rope
Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to damage (including attempts to cut it) from anything less than the artifact’s level.
Depletion: —
Level: 1d6 + 2
Form: Tiny figurine of a winged angel
Effect: Once activated, the figurine’s spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact’s level. Once activated, it functions for a day.
Depletion: 1 in 1d10
Level: 1d6
Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering). This clothing cannot be worn with armor of any kind.
Depletion: —
Level: 1d6+1
Form: Belt made out of a strange white light material
Effect: The wearer can float up into the air or back down again at a rate of 20 feet (6 m) per round. Using mental commands, the wearer can move horizontally at a much slower pace (5 feet [1.5 m] per round) in a much less stable or controlled trajectory. At artifact level 6 or higher, the wearer floats twice as fast, vertically or horizontally. The belt works for ten minutes per use.
Depletion: 1 in 1d20
Level: 1d6
Form: Thick leather belt with a metal buckle and rivets
Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer’s maximum Might Pool by 5 (or by 7 if the artifact is level 6 or higher).
If the wearer removes the belt, any excess Might points above their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Depletion: —
Level: 1d6 + 2
Form: Weighty tome filled with pages of spell runes
Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells.
Each set of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the following table, then rolling on the indicated table in the Cypher System Rulebook:
d6 Cypher Type
1–2 Roll on the Manifest Cypher table
3–5 Roll on the Fantastic Cypher table
6 Roll on the Subtle Cypher table
The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world.
The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.
Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by 1 each time it is used [1 in 1d100, 2 in 1d100, 3 in 1d100, and so on]. Instead of depleting, the book might turn to a later page, or disappear and reappear somewhere else in the world.)
Level: 1d6 + 1
Form: Sturdy but flexible boots
Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level 6 or higher).
Depletion: —
Level: 1d6 + 1
Form: Knife (light weapon)
Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when attacking, they can choose to lop off one of the target’s limbs.
Depletion: 1 in 1d10 (roll on each major effect)
Level: 1d6
Form: Pair of dark crystalline spectacles in a dull wooden frame
Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to short range (or to long range if the artifact is level 5 or higher).
Depletion: —
Level: 1d6 + 3
Form: Blue cloak with elaborate designs suggesting blowing wind
Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the artifact’s level.
Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
Level: 1d6 + 2
Form: Thin greyish-green cloak with a cowl and clasp
Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher).
This eases hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
Depletion: 1 in 1d100
Level: 1d6 + 2
Form: A black blade with a silver crossguard in the shape of weight scales attached to a skeletal hand and forearm hilt.
Effect: This weapon functions as a normal light blade. The difficulty of attacks made with it is decreased by one step.
In addition, on a successful attack the knife inflicts additional damage (ignores Armor) equal to the artifact level. If the knife is used to administer the killing blow upon a target, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is transferred to Pharasma's Boneyard.
The wielder can ask three questions of a creature whose soul is trapped in the blade. After answering the third question, the soul departs for Pharasma's Boneyard.
Depletion: 1 in 1d20 (on depletion, knife disappears and reappears somewhere else in the multiverse)
Level: 1d6 + 1
Form: Multilayered cloak of glittering material
Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar, granting an asset to all interaction tasks for the next minute.
Depletion: 1 in 1d20
Level: 1d6
Form: Coil of rope
Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
Level: 1d6
Form: Metallic circlet set with several crystal spheres
Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows the wearer to peek around corners without being exposed to danger. This is an asset in initiative and all perceiving tasks.
Depletion: 1 in 1d20
Level: 1d6
Form: Crown, circlet, headband, diadem, or amulet
Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5 (or by 7 if the artifact is level 6 or higher).
If the wearer removes the crown, any excess Intellect points above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Depletion: —
Level: 1d6 + 3
Form: Melon-sized crystalline or glass orb, with or without a support stand
Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be viewed, and how far away they are.
Familiarity
Only have name or description: Hindered
Target has been visited: Eased
Target is well known to the user: Eased
Availability
Target is willing: Eased
Target is unwilling: Hindered
Distance
More than 1 mile: Hindered
More than 10 miles: Hindered
More than 100 miles: Hindered
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task. The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be activated again.
In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and the creatures can speak to and be heard by the user.
Depletion: 1 in 1d20
Level: 1d6
Form: Mesh metal bag
Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical handheld device. These cyphers do not count against a character’s limit.
Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
Level: 1d6 + 4
Form: Double-handed scythe
Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits. In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three levels of Effort.
Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
Level: 1d6 + 1
Form: Ornate metal or wooden shield
Effect: When a small physical projectile such as an arrow, a sling stone, or a thrown knife comes within 4 inches (10 cm) of the wearer, the shield moves to intercept or deflect it, even if the wearer is not aware of the attack. The wearer’s Speed defense against the attack is eased (or eased by two steps if the artifact is level 6 or higher). If the projectile still hits the wearer, the shield gives +1 to Armor against the attack.
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Ball of black leather with vein-like red streaks
Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting leather suit veined with pathways of dully glowing blood.
As an action, the wearer can become invisible. While invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position.
The wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores most Armor, but Armor made to ward against evil or demonic attacks should work against it.
Depletion: 1 in 1d20
Level: 1d6 + 4
Form: Sword inscribed with demonic runes
Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and dirgelike melodies, and by pulling in the direction of its desire.
The sword eases all attacks made with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points).
If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats.
If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an attack roll of 1).
Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical abilities can be recharged if it kills an “innocent” creature)
Level: 1d6 + 2
Form: Appears to be a collection of organic armored red scales.
Effect: When placed on the wearer’s flesh, the scales spread across the wearer and grafts on permanently. It provides Armor equal to half its level (round up) but does not hinder movement or tire the wearer in any way (no Speed cost increase for applying Effort). On the contrary, the wearer’s maximum Might Pool is permanently increased by 2.
However, the benefits come at a cost. Fibrous tendrils extend into the wearer’s flesh and eventually reach the spine and brain, inflicting damage in the form of 2 points of permanent maximum Intellect Pool reduction. This process takes one week. The lost points cannot be regained.
Depletion: —
Level: 1d6 + 2
Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire, inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each activation.
Depletion: 1 in 1d100
Level: 1d6 + 1
Form: Burlap bag containing a handful of large reptilian teeth
Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each tooth drawn requires a separate depletion roll.
Depletion: 1 in 1d10
Level: 1d6 + 3
Form: Medium sword
Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6 points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures are within 300 feet (90 m).
Depletion: —
Level: 1d6 + 3
Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or higher).
The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).
Depletion: —
Level: 1d6
Form: Arrow with runes carved on the shaft and head
Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range.
Roll d100 to determine the type of damage.
01–20 Acid
21–40 Electricity
41–60 Cold
61–90 Fire
91–00 Necromantic (harms only flesh)
Depletion: Automatic
Level: 1d6
Form: Thick but flexible-fingered leather gloves
Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine while the gloves are activated, but taking any other action while climbing requires a new activation.
Depletion: 1 in 1d20
Level: 1d6
Form: Cloak made of feathers
Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long distance each round, or up to 60 miles (97 km) per hour when traveling overland.
Depletion: 1 in 1d100
Level: 1d6 + 1
Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
Depletion: 1 in 1d20
Level: 1d6 + 3
Form: Blade of this weapon looks like it is made out of razor-sharp blade of ice.
Effect: The sword eases all attacks made with it by one step, and it inflicts 2 additional points of damage (for a total of 6 points if a medium blade or 8 points if a heavy blade).
If the wielder uses it to attack a foe, upon a successful hit, the wielder decides whether to activate the blade. Upon activation, the weapon lashes the target with frost, inflicting additional points of damage equal to the artifact level. The wielder also gains 5 armor to fire based attacks when activated. The effect lasts for one minute after each activation.
Depletion: 1 in 1d100
Level: 1d6 + 2
Form: Bronze oil lamp
Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level.
The genie can grant only one wish per day.
Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so simple as a lamp.
Depletion: 1 in 1d6
Level: 1d6 + 2
Form: A medium gray-bladed weapon
Effect: When activated, the blade exists on many levels of reality at once. It inflicts damage equal to its level, and it harms creatures (such as an ghosts) that can be affected only by transdimensional effects. Once activated, the blade is active for one minute.
Depletion: 1 in 1d20
Level: 1d6 + 3
Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this defense.
Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and provides its full Armor value)
Level: 1d6
Form: Supple leather or cloth gloves
Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5 (or by 7 if the artifact is level 6 or higher).
If the wearer removes the gloves, any excess Speed points above their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Depletion: —
Level: 1d6 + 2
Form: Bridle made of flowing gold
Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the user’s commands and carries out orders to the best of its ability. The creature remains calmed for a number of hours equal to the artifact’s level minus the creature’s level. (If the result is 0 or less, the creature is enslaved for only one minute.)
Depletion: 1 in 1d10
Level: 1d6
Form: Clay bowl stamped with symbols of fish and birds
Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one person for one day (or two people if the artifact is level 5 or higher).
Depletion: 1 in 1d10
Level: 1d6 + 3
Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up to ten times per round, but it never attacks the same target more than once per round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
Level: 1d6 + 3
Form: Dried humanoid hand with candle-tip fingers
Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the hand must be lit and burning to produce an effect.
Insensibility: A target within short range is held motionless and unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise snapped out of the trance).
Invisibility: User is invisible for up to one minute while holding the hand. While invisible, the user is specialized in stealth and Speed defense tasks.
Thief ’s Passage: A locked or barred door or a container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
Depletion: 1 in 1d20
Level: 1d6
Form: Green metal helm with a scaly or fishy motif
Effect: The wearer’s head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
Depletion: 1–2 in 1d100 (check each day)
Level: 1d6 + 3
Form: Large brass horn
Effect: Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor).
It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to wear a crown fashioned from talus and scree.
Depletion: 1 in 1d6
Level: 1d6 + 4
Form: Large signal horn banded with metal and carved with runes
Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15 m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m). Larger objects might also be toppled.
Depletion: 1 in 1d10
Level: 1d6
Form: Small lightweight metal rod with gem buttons
Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long. The ladder can be transformed back into its rod form from either end.
Depletion: 1 in 1d100
Level: 1d6 + 2
Form: Massive silver hammer that crackles with electricity
Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10 points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity outward that deal 5 points of damage to everyone within short range.
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
Level: 1d6
Form: Armor of exceptional quality
Effect: This armor grants its wearer an asset for Speed defense rolls.
Depletion: —
Level: 1d6
Form: Weapon of exceptional quality
Effect: This weapon grants its wielder an asset for attack rolls made with it.
Depletion: —
Level: 1d6 + 2
Form: Lightweight cloth, leather, or metal helmet
Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
Depletion: —
Level: 1d6 + 4
Form: Bone wand carved with runes
Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely destroyed.
This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each “round of ammo” used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10
Level: 1d6 + 5
Form: Silver wand sharpened to a needle’s point at one end
Effect: While the needle pierces a target’s flesh (inflicting 1 point of damage in the process), the target whose level is less than or equal to the artifact’s is compelled to answer each question put to it, though it gains an Intellect defense roll to resist answering a particularly revealing question each time.
Depletion: 1 in 1d20 (check per question truthfully answered)
Level: 1d6 + 1
Form: Leather backpack or haversack with multiple pockets
Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth as much as it is holding.
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the pack)
Level: 1d6+2
Form: Tiny dagger (2 damage) that takes the shape of a large thorn emerging from the center of a rose bloom as the crossguard and the hilt being the stem.
Effect: While small, the dagger does 2 damage due to the sharpness of its needle-like point. If thrown it returns back to the hand soon after its strikes. The magical aura radiates of a more powerful artifact.
Depletion: 1d100
Level: 1d6 + 1
Form: Very thin transparent glove with faint markings
Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
Depletion: 1 in 1d10
Level: 1d6
Form: Stylized amulet worn on a chain
Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind of damage the amulet protects against.
1–4 Acid
5–8 Cold
9–12 Electricity
13–16 Fire
17–20 Poison
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
Level: 1d6 + 2
Form: Green iron ring that appears like a dragon wound around the finger
Effect: When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight.
Depletion: 1 in 1d10
Level: 1d6
Form: Gold band inscribed with feather wreath
Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
Depletion: 1 in 1d100
Level: 1d6
Form: Black iron band mounted with a fire opal that glows with an inner light.
Effect: The wearer fire attacks, abilities and defenses are eased.
Depletion: 1 in 1d100
Level: 1d6
Form: Gold band inscribed with characters that are revealed only if ring is heated
Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
Depletion: 1 in 1d20
Level: 1d6 + 2
Form: Can come in various shapes and designs.
Effect: Grants 1 Armor to the wearer.
Depletion: 1 in 1d20 whenever the person is hit and provides the armor bonus.
Level: 1d6 + 4
Form: Plain gold band
Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more likely the GM will limit its effect.)
Depletion: 1–3 in 1d6
Level: 1d6
Form: Damascus orange-red scimitar with golden ripples with the winged holy symbol of Sarenrae as the hilt
Effect: The scimitar with the golden winged figure of the goddess of healing and the sun as the hilt. When squeezed properly, the hilt radiate a healing magic into the wielder’s body, restoring 1d6 points of any stat Pool they wish (1d6 + 2 points if the artifact is level 5 or higher). If the wielder is using the sword in battle, using the healing function does not require an action.
A cleric of Sarenrae can use the sword as a holy symbol.
Depletion: 1 in 1d10 (for the healing ability, but after depletion, it still functions as a sword)
Level: 1d6 + 1
Form: Steel sword with an ornate hilt
Effect: When activated by a special word, the sword attacks whoever the user indicates, fighting as a creature whose level is equal to the artifact level. Commanding the sword is not an action, but it can only do things that a sword would be able to do (attack, block, slice, and so on). If the sword is reduced to 0 health, the self-swinging ability ends and must be reactivated. The sword returns to the user when the duration ends.
Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
Level: 1d6 + 3
Form: Lace-up knee-high boots of black leather
Effect: Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing them 2 Might points per step.
Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular boots.
Level: 1d6 + 2
Form: Small hexagonal amulet
Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
Depletion: 1 in 1d100
Level: 1d6+4
Form: This poorly preserved shrunken head, barely over 4 inches in diameter and threaded with a leather cord, once belonged to a gnoll king named Balok Baaru.
Effect: Eases any defense or skill checks attempted. While it is carried, the user’s personality grows more crass and foul, resulting in 2 steps penalty to social interactions. This penalty applies as soon as the user is forced to make a check that’s modified by the item’s luck bonus, and persists until it is removed via remove curse, break enchantment, or a similar effect (Level 6 curse).
Depletion: 2d20 (once the curse is broken)
Level: 1d6
Form: Ring carved with sigils appropriate to its granted skill
Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion. This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
Depletion: —
Level: 1d6 + 1
Form: Pair of boots
Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard surfaces (even vertically or upside down) as if under normal gravity.
Depletion: 1 in 1d100
Level: 1d6
Form: Night-black blade in which distant stars are sometimes visible
Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to 0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not yet consumed. After answering the third question, the soul is consumed.
Depletion: 1 in 1d20 (check each activation)
Level: 1d6 + 2
Form: Slender golden key
Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly glows and attempts to open the target.
Sealed objects fall open like peeled fruits if their level is equal to or less than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
Depletion: 1 in 1d10
Level: 1d6 + 1
Form: Weighty tome filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
Depletion: 1–3 in 1d20
Level: 1d6 + 2
Form: Staff of black iron set with an eye-shaped crystal headpiece
Effect: The wielder can use an action to gain one of the following effects.
Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range, inflicting damage equal to the artifact level.
Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with lightning), but each requires a separate activation and depletion roll.
Depletion: 1 in 1d100
Level: 1d6 + 4
Form: Wooden staff capped with a golden icon
Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by the beam moves up one step on the damage track.
A target that is not down on the damage track can immediately make a free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
Depletion: 1 in 1d10
Level: 1d6 + 2
Form: Short wooden staff
Effect: The staff has three abilities, each of which requires an action to activate.
Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000 feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder can collapse it as an action.
Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake couldn’t do.
Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a natural spring in the ground.
Depletion: 1 in 1d20
Level: 1d4 + 6
Form: Staff carved from jade in the shape of a long serpent
Effect: The staff confers several abilities.
Venom: When used as a medium weapon, the staff inflicts normal damage plus, on a failed Might defense roll, 5 additional points of Speed damage (ignores Armor).
Serpents: Summons four staff serpents, each 10 feet (3 m) in length.
Transformation: A user can fuel the staff by expending levels of effort. While the user does so, the staff becomes a 40-foot (12 m) long serpent whose level is equal to the artifact’s level plus the level of effort transferred into the staff. The gargantuan serpent does the user’s bidding for a minute.
Depletion: 1 in 1d20 (check for all uses except for when using the staff as a melee weapon)
Level: 1d6 + 3
Form: Miniature model of a simple wooden shack
Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10 feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature model, which can be taken and reused.
Depletion: 1 in 1d100
Level: 1d6
Form: Pouch with chalk, sealing wax, and an engraved runestone
Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap. First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an explosive spell scroll, a poisonous potion, and so on.
The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4 artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
Depletion: Automatic
Level: 1d6 + 1
Form: Oversized pair of metallic gauntlets with broad nails
Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They can burrow through most soils and even some stone, but only through material whose level is lower than the artifact level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After that, the tunnel is subject to collapse.
Depletion: 1 in 1d20
Level: 1d6 + 3
Form: Long sword that sometimes whispers and snickers aloud
Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a different effect).
Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
Level: 1d6 + 1
Form: White oak wand
Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever was caught within it.
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Small crystal
Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day. Sometimes, this translates into an asset on one of the user’s actions. For example, the intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is guarding.
The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but it can often predict outcomes based on logic.
Depletion: 1 in 1d20 (check each day)
Level: 1d6 + 2
Form: A 6-foot (2 m) long wooden broom
Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles (160 km) per hour.
The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten minutes.
Depletion: 1 in 1d20