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Have you ever created an artifact? Please share!
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<blockquote data-quote="shilsen" data-source="post: 1854442" data-attributes="member: 198"><p>Here's a minor artifact I created for my last campaign. Ended up taking the PCs (who got TPKed) to a planar campaign from a Greyhawk one.</p><p></p><p><strong>Orb of Souls:</strong> </p><p></p><p>An Orb of Souls consists of two parts - (1) a small spherical (egg-sized) crystal globe, with tiny indentations around the sides, and a central section that has the ability to slide around (strong conjuration aura); (2) a foot-long ivory rod (strong transmutation and enchantment auras). When touched to each other, an opening appears in the top of the globe, which one end of the rod can fit into. Once the two parts are fitted together, spinning the rod makes the sliding section of the globe spin, and when it comes to a stop, one of the indentations glows for a moment. Activating takes a standard action, requires two hands (one holding globe and one spinning rod), and draws AoOs. The protections bestowed by an Orb are all at 20th caster lvl, for purposes of dispelling.</p><p></p><p>An Orb can be used thrice daily. Each use of the day lasts as follows: 1st - 1 hr; 2nd - 10 minutes; 3rd - 1 minute. Only an attuned creature can use an Orb. Any time an Orb remains within 60 ft of an intelligent, living creature for at least 12 hrs of a given day, the individual is attuned to it (and develops a tiny blue orb-shaped tattoo on a limb). An individual can only be attuned to one Orb at a time and only a dozen individuals can be attuned at once to a single Ord. If an attuned creature spends a period of 24 hours more than a mile from the Orb, the attunement ends (though it can be re-established) and the tattoo gradually disappears over time. When an Orb is activated, all attuned individuals within 60 ft attain the traits of a particular extraplanar creature, according to the following list. In the first few uses an individual will not know what traits it has attained except through trial and error, but after a few uses the individual is made mentally aware of what traits it is receiving. Most users will not notice that few of the uses provide the traits of a good creature, and those occur only very early in the Orb's use by a particular user. Most traits will be those belonging to evil outsiders, such as devils and demons. </p><p></p><p>Over time, the Orb develops a hold on the souls of its users. Under certain circumstances, the Orb can actually absorb the soul of a user. If all attuned users currently benefiting from a use of the Orb die but there are other living attuned creatures within a mile (but not currently benefiting from the Orb), the Orb instantly absorbs both body and soul of each dead user. If all attuned users currently benefiting from the Orb die and there are no other attuned users within a range of a mile, the Orb does not absorb the bodies but does absorb all the souls, and then promptly transports itself to the presence of its creator.</p><p></p><p><strong>Origin:</strong></p><p>Orbs are created by powerful evil outsiders from the Lower Planes such as demon lords or devilish rulers and deposited on the Prime Material Plane for the express purpose of gaining souls. The few Orbs in existence usually find their way into the possession of powerful individuals and adventurers, who benefit from their protection. When these individuals eventually die, the Orb returns to its creator, usually containing the souls of numerous powerful individuals. These souls are extremely valuable and may be used for arcane rituals, in trade between powerful evil planar creatures, to aid in the resurrections of deceased outsiders, etc. Legend says that there have been a couple of isolated cases where a soul was actually placed into the body of an evil outsider and later regained its memories, but whether this is fable or truth is difficult to say.</p><p></p><p><strong>Creatures and Abilities (all optional):</strong></p><p>All creatures give darkvision 60 ft. unless stated otherwise</p><p>Achaierai - SR 19</p><p>Angels - Low-light vision, immune to acid/cold/petrification, resist electricity 10 and fire 10, protective aura, </p><p> giving +4 deflection bonus to AC and +4 resistance to saves, as well as a magic circle against evil, </p><p> and a lesser globe of invulnerability, with radius 20 ft</p><p>Archon - Low-light vision, immune to electricity/petrification, +4 racial save vs. poison, aura of menace, magic </p><p> circle against evil, tongues, greater teleport</p><p>Arrowhawk - Immune to acid/electricity/poison, resist cold 10 and fire 10</p><p>Azer - Immune to fire, vulnerability to cold, SR 13+class levels</p><p>Barghest - Scent, DR 5/magic</p><p>Chaos Beast - Immune to critical hits and transformation, SR 15</p><p>Couatl - Telepathy 60 ft., ethereal jaunt</p><p>Demon - Immune to electricity/poison, resist acid/cold/fire 10, telepathy 100 ft., summoning</p><p>Devil - Immune to fire/poison, resist acid/cold 10, see in darkness, telepathy 100 ft., summoning</p><p>Eladrin - Low-light vision, immune to electricity/petrification, resist cold/fire 10, tongues </p><p>Elemental - Immunities (poison, sleep, paralysis, stunning), not subject to criticals</p><p>Fiendish - DR 5/magic (or 10/magic for 12+ HD), resist cold/fire 5 (or 10 for 8+ HD)</p><p>Formian - Immunities (poison, petrification, cold) and resistances (fire/electric/sonic 10)</p><p>Genie (Djinni) - Immune to acid, telepathy 100 ft.</p><p>Genie (Efreeti) - Immune to fire, telepathy 100 ft., vulnerable to cold</p><p>Genie (Janni) - Resist fire 10, telepathy 100 ft.</p><p>Githyanki - SR = level + 5</p><p>Githzerai - SR = level + 5</p><p>Guardinal - Low-light vision, immunities (electric & petrification), resistances (acid/sonic 10), +4 save vs. poison, </p><p> Speak with Animals at 8th lvl as free action</p><p>Half-Celestial - Immune to disease, resist acid/cold/electric 10, DR 5/magic (10/magic for HD 12+), +4 save vs. </p><p> poison, SR = level +10</p><p>Half-Fiend - Immune to poison, resist acid/cold/electric 10, DR 5/magic (or 10/magic for HD 12+), SR = level + 10</p><p>Hell-hound - Immune to fire, scent, vulnerable to cold</p><p>Inevitable - Construct traits, DR 10/chaotic, fast healing 5, low-light vision</p><p>Invisible Stalker - Elemental traits, natural invisibility</p><p>Lillend - Poison immunity, resist fire 10</p><p>Magmin - DR 5/magic, elemental traits, immune to fire, vulnerable to cold</p><p>Mephit - DR 5/magic</p><p>Night Hag - DR 10/cold iron and magic, immune to fire/cold/sleep/fear, SR 25</p><p>Nightshade - Aversion to sunlight, DR 15/silver and magic, immune to cold, </p><p> telepathy 100 ft., undead traits</p><p>Planetouched (Aasimar) - Resist acid/cold/electric 5</p><p>Planetouched (Tiefling) - Resist cold/electric/fire 5</p><p>Rakshasa - DR 15/good and piercing, SR 27 + level</p><p>Rast - Flight 60 ft. (good), immunity to fire, vulnerability to cold</p><p>Ravid - Flight 60 ft. (perfect), immunity to fire</p><p>Salamander - Heat (1d6 fire), immunity to fire, vulnerability to cold</p><p>Shadow Mastiff - Shadow blend, scent</p><p>Slaad - Fast healing 5, immune to sonic, resist acid/cold/electric/fire 5 </p><p>Tojanida - Immune to acid & cold, resist electric/fire 10</p><p>Xill - SR 21, Planewalk</p><p>Xorn - DR 5/bludgeoning, immune to cold and fire, resist electricity 10, tremorsense 60 ft.</p><p>Yeth Hound - DR 10/silver, flight 60 ft. (good), scent</p></blockquote><p></p>
[QUOTE="shilsen, post: 1854442, member: 198"] Here's a minor artifact I created for my last campaign. Ended up taking the PCs (who got TPKed) to a planar campaign from a Greyhawk one. [B]Orb of Souls:[/B] An Orb of Souls consists of two parts - (1) a small spherical (egg-sized) crystal globe, with tiny indentations around the sides, and a central section that has the ability to slide around (strong conjuration aura); (2) a foot-long ivory rod (strong transmutation and enchantment auras). When touched to each other, an opening appears in the top of the globe, which one end of the rod can fit into. Once the two parts are fitted together, spinning the rod makes the sliding section of the globe spin, and when it comes to a stop, one of the indentations glows for a moment. Activating takes a standard action, requires two hands (one holding globe and one spinning rod), and draws AoOs. The protections bestowed by an Orb are all at 20th caster lvl, for purposes of dispelling. An Orb can be used thrice daily. Each use of the day lasts as follows: 1st - 1 hr; 2nd - 10 minutes; 3rd - 1 minute. Only an attuned creature can use an Orb. Any time an Orb remains within 60 ft of an intelligent, living creature for at least 12 hrs of a given day, the individual is attuned to it (and develops a tiny blue orb-shaped tattoo on a limb). An individual can only be attuned to one Orb at a time and only a dozen individuals can be attuned at once to a single Ord. If an attuned creature spends a period of 24 hours more than a mile from the Orb, the attunement ends (though it can be re-established) and the tattoo gradually disappears over time. When an Orb is activated, all attuned individuals within 60 ft attain the traits of a particular extraplanar creature, according to the following list. In the first few uses an individual will not know what traits it has attained except through trial and error, but after a few uses the individual is made mentally aware of what traits it is receiving. Most users will not notice that few of the uses provide the traits of a good creature, and those occur only very early in the Orb's use by a particular user. Most traits will be those belonging to evil outsiders, such as devils and demons. Over time, the Orb develops a hold on the souls of its users. Under certain circumstances, the Orb can actually absorb the soul of a user. If all attuned users currently benefiting from a use of the Orb die but there are other living attuned creatures within a mile (but not currently benefiting from the Orb), the Orb instantly absorbs both body and soul of each dead user. If all attuned users currently benefiting from the Orb die and there are no other attuned users within a range of a mile, the Orb does not absorb the bodies but does absorb all the souls, and then promptly transports itself to the presence of its creator. [B]Origin:[/B] Orbs are created by powerful evil outsiders from the Lower Planes such as demon lords or devilish rulers and deposited on the Prime Material Plane for the express purpose of gaining souls. The few Orbs in existence usually find their way into the possession of powerful individuals and adventurers, who benefit from their protection. When these individuals eventually die, the Orb returns to its creator, usually containing the souls of numerous powerful individuals. These souls are extremely valuable and may be used for arcane rituals, in trade between powerful evil planar creatures, to aid in the resurrections of deceased outsiders, etc. Legend says that there have been a couple of isolated cases where a soul was actually placed into the body of an evil outsider and later regained its memories, but whether this is fable or truth is difficult to say. [B]Creatures and Abilities (all optional):[/B] All creatures give darkvision 60 ft. unless stated otherwise Achaierai - SR 19 Angels - Low-light vision, immune to acid/cold/petrification, resist electricity 10 and fire 10, protective aura, giving +4 deflection bonus to AC and +4 resistance to saves, as well as a magic circle against evil, and a lesser globe of invulnerability, with radius 20 ft Archon - Low-light vision, immune to electricity/petrification, +4 racial save vs. poison, aura of menace, magic circle against evil, tongues, greater teleport Arrowhawk - Immune to acid/electricity/poison, resist cold 10 and fire 10 Azer - Immune to fire, vulnerability to cold, SR 13+class levels Barghest - Scent, DR 5/magic Chaos Beast - Immune to critical hits and transformation, SR 15 Couatl - Telepathy 60 ft., ethereal jaunt Demon - Immune to electricity/poison, resist acid/cold/fire 10, telepathy 100 ft., summoning Devil - Immune to fire/poison, resist acid/cold 10, see in darkness, telepathy 100 ft., summoning Eladrin - Low-light vision, immune to electricity/petrification, resist cold/fire 10, tongues Elemental - Immunities (poison, sleep, paralysis, stunning), not subject to criticals Fiendish - DR 5/magic (or 10/magic for 12+ HD), resist cold/fire 5 (or 10 for 8+ HD) Formian - Immunities (poison, petrification, cold) and resistances (fire/electric/sonic 10) Genie (Djinni) - Immune to acid, telepathy 100 ft. Genie (Efreeti) - Immune to fire, telepathy 100 ft., vulnerable to cold Genie (Janni) - Resist fire 10, telepathy 100 ft. Githyanki - SR = level + 5 Githzerai - SR = level + 5 Guardinal - Low-light vision, immunities (electric & petrification), resistances (acid/sonic 10), +4 save vs. poison, Speak with Animals at 8th lvl as free action Half-Celestial - Immune to disease, resist acid/cold/electric 10, DR 5/magic (10/magic for HD 12+), +4 save vs. poison, SR = level +10 Half-Fiend - Immune to poison, resist acid/cold/electric 10, DR 5/magic (or 10/magic for HD 12+), SR = level + 10 Hell-hound - Immune to fire, scent, vulnerable to cold Inevitable - Construct traits, DR 10/chaotic, fast healing 5, low-light vision Invisible Stalker - Elemental traits, natural invisibility Lillend - Poison immunity, resist fire 10 Magmin - DR 5/magic, elemental traits, immune to fire, vulnerable to cold Mephit - DR 5/magic Night Hag - DR 10/cold iron and magic, immune to fire/cold/sleep/fear, SR 25 Nightshade - Aversion to sunlight, DR 15/silver and magic, immune to cold, telepathy 100 ft., undead traits Planetouched (Aasimar) - Resist acid/cold/electric 5 Planetouched (Tiefling) - Resist cold/electric/fire 5 Rakshasa - DR 15/good and piercing, SR 27 + level Rast - Flight 60 ft. (good), immunity to fire, vulnerability to cold Ravid - Flight 60 ft. (perfect), immunity to fire Salamander - Heat (1d6 fire), immunity to fire, vulnerability to cold Shadow Mastiff - Shadow blend, scent Slaad - Fast healing 5, immune to sonic, resist acid/cold/electric/fire 5 Tojanida - Immune to acid & cold, resist electric/fire 10 Xill - SR 21, Planewalk Xorn - DR 5/bludgeoning, immune to cold and fire, resist electricity 10, tremorsense 60 ft. Yeth Hound - DR 10/silver, flight 60 ft. (good), scent [/QUOTE]
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