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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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<blockquote data-quote="paradox42" data-source="post: 3389028" data-attributes="member: 29746"><p>In the rules I made for Major Artifacts, I allowed expendable and charged items, with two changes from lower-power creations.</p><p></p><p>Expendable items (like potions) are destroyed upon use, just as they are at lower levels, but that use is the <strong>only</strong> way to destroy the artifact- which makes things very interesting if a deity/Immortal creature creates a true Doomsday Device (why would you ever make such an item to be used more than once?). This hinges on the fact that Major Artifacts are supposed to be very hard to destroy, with very specific requirements needing to be filled to do it- clearly if an "indestructible" item can be destroyed by using it, then it should be truly indestructible by other means. Furthermore, the item's sentience (all Major Artifacts are automatically sentient with my rules, though they often don't have any means of communicating that fact directly) will generally be geared towards using itself up at the first opportunity, so you end up with something similar to the intelligent bombs in the movie <em>Dark Star</em>.</p><p></p><p>Charged items (like staves- I don't allow Epic wands, though you could make a staff containing only one spell which would be effectively the same thing except for the caster-level rule) carry charges and use them up as normal, but they are not destroyed upon reaching 0 charges: instead, their charges spontaneously regenerate to full 1 year after being depleted to 0. While at 0 charges, the item is just a virtually-indestructible whatever-it-is, though many such items would logically be created with constant bonuses in mind so that they'd be useful as more than just "stop-the-crushing-ceiling-trap-from-working" sticks in the intervening year. Also, any items containing an Epic effect have their price calculations partly based on the number of times per day the effect can be used, regardless of how many charges it uses up when it's activated- so for example a staff containing 1 daily use of <em>Hellball</em> would cost half as much as one allowing 2 daily uses.</p><p></p><p>These rules have yet to be playtested in my games, so I'm unsure of their full balance implications. However, they do introduce interesting potential ideas for adventures and uses of artifacts in those adventures.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3389028, member: 29746"] In the rules I made for Major Artifacts, I allowed expendable and charged items, with two changes from lower-power creations. Expendable items (like potions) are destroyed upon use, just as they are at lower levels, but that use is the [b]only[/b] way to destroy the artifact- which makes things very interesting if a deity/Immortal creature creates a true Doomsday Device (why would you ever make such an item to be used more than once?). This hinges on the fact that Major Artifacts are supposed to be very hard to destroy, with very specific requirements needing to be filled to do it- clearly if an "indestructible" item can be destroyed by using it, then it should be truly indestructible by other means. Furthermore, the item's sentience (all Major Artifacts are automatically sentient with my rules, though they often don't have any means of communicating that fact directly) will generally be geared towards using itself up at the first opportunity, so you end up with something similar to the intelligent bombs in the movie [i]Dark Star[/i]. Charged items (like staves- I don't allow Epic wands, though you could make a staff containing only one spell which would be effectively the same thing except for the caster-level rule) carry charges and use them up as normal, but they are not destroyed upon reaching 0 charges: instead, their charges spontaneously regenerate to full 1 year after being depleted to 0. While at 0 charges, the item is just a virtually-indestructible whatever-it-is, though many such items would logically be created with constant bonuses in mind so that they'd be useful as more than just "stop-the-crushing-ceiling-trap-from-working" sticks in the intervening year. Also, any items containing an Epic effect have their price calculations partly based on the number of times per day the effect can be used, regardless of how many charges it uses up when it's activated- so for example a staff containing 1 daily use of [i]Hellball[/i] would cost half as much as one allowing 2 daily uses. These rules have yet to be playtested in my games, so I'm unsure of their full balance implications. However, they do introduce interesting potential ideas for adventures and uses of artifacts in those adventures. [/QUOTE]
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