Books I Sell

2019/04/09

OSR: AD&D Artifact Generation

The Artifacts section in the AD&D DMG is a bit of a mess.

Artifacts are very powerful unique magic items. You've probably heard of the Hand of Vecna (or maybe the Head of Vecna). They have some fixed powers and some powers and drawbacks selected from list by the GM. They are typically found at the bottom of supremely murderous dungeons or equally dangerous and challenging locations. Searching for one could take years. Hirelings and minions can't be trusted with artifacts. Destroying an artifact is an enormously difficult endeavor.

Jeff Rients has a handy list of canonical AD&D artifacts
. Over at Dreams in the Lich House, there's a neat article on the implied design of artifacts and some of the drawbacks of the system.

There's a time and a place for artifacts that break all the rules, but the AD&D artifacts have kind of grown on me. They are, for the most part, created things, built by mortal or near-mortal hands using tools and components theoretically available to the PCs. They are the masterwork creations of mad geniuses. In the spell paradigm I use, they're essentially machines made of spells; self-repairing, supremely powerful, harmoniously configured (down to the use of pin-sized gemstones and gold foil), incredibly difficult to build, tune, and activate. Each one is the work of a lifetime.


Revision Principles

1. Get rid of the A-ZZ tables, convert to rollable d50/d20/d10 versions with categories wherever possible.
2. Combine duplicate effects. Does a list really need both audible glamer and ventriloquism?
3. Where possible, remove references to specific spells and condense the effects. AD&D's spell list is a nightmare to navigate, especially in the middle of a session.
4. Ensure downsides are interesting and possible to work around, manipulate, or exploit. 
5. Provide some sort of framework for GMs to build their own artifacts or effects.

I've always been a fan of giving players way too much power and watching what happens. It usually ends brilliantly. People seek revenge, try to build kingdoms, cheat their allies, betray their friends, summon horrors from bottomless hells and forget how to send them back, etc, etc. Accept that an artifact will probably change your campaign world. That's completely fine. If you didn't want your campaign world to change you shouldn't have run a game in it.

Source unknown.

The Artifact Tables

I've kept the same order and roman numeral scheme for full compatibility with existing artifacts. Some of the effects are new or substantially rewritten. Occasionally I've preserved a really evocative phrase.

Passive abilities are always on. Unlimited effects can be activated any number of times per day. Other abilities have a set number of times they can be used in a day, week, or month.

1d50

Table I: Minor Benign Powers


General 1d10
1 Add +1 to a random stat. Passive 1
2 User only needs to eat or drink once per week. Passive 2
3 Vastly extended lifespan (+10x normal lifespan). Passive 3
4 Bless a small group, granting +1 Morale, +1 to Hit for 6 rounds. Does not stack. Unlimited 4
5 Curse a small group, granting -1 Morale, -1 to Hit for 6 rounds. Does not stack. Unlimited 5
6 Create a number of food and water rations equal to the user's level. 1 time/day 6
7 Plunge up to a 15' radius in supernatural darkness for up to 1 hour. 3 times/day 7
8 Create a light as bright as a torch for 3 hours. 7 times/week 8
9 Heal a touched target for 1d8 HP. 7 times/week 9
10 Harm a touched target for 1d8 damage. 7 times/week 10
Detection 1d10
11 60' heat vision (infravision).  Passive 1
12 60' black-light vision (ultravision). Passive 2
13 30' soul vision (can see ghosts and spirits). Passive 3
14 User can touch a living creature to learn its true name. Passive 4
15 Can concentrate to hear through nonmetal walls up to 10' thick. Unlimited 5
16 Can concentrate to see any known location within 1 mile. Unlimited 6
17 Can see invisible creatures and objects for 1 minute. 3 times/day 7
18 Detect magic  and gain a vague idea of its strength and type for 1 minute. 3 times/day 8
19 Telepathic communication with any friendly person within 60' for 1 minute. 3 times/day 9
20 See location of traps and secret doors for 1 minute. 3 times/day 10
Movement and Language 1d10
21 Wearer does not leave tracks, disturb dust, leave a scent. Passive 1
22 Immune to falling damage (stop and hover at the last possible moment). Passive 2
23 User can walk on water or choose to sink.  Passive 3
24 User gains a fly speed of 60' per round for 1 hour. 1 time/day 4
25 Teleport to a visible location within 30'. 3 times/day 5
26 User can read, speak, and understand all mortal languages. Passive 6
27 User can ask a fresh corpse or ghost 3 questions and receive true answers. 1 time/day 7
28 User can mark a surface with up to 100 words in magic ink. 3 times/day 8
29 User can speak with a targeted plant. 3 times/day 9
30 User can speak with a targeted animal. 3 times/day 10
Defense 1d10
31 +2 to all Saves against magic Passive 1
32 User reduces all physical damage by 1. Passive 2
33 Immune to mind-altering effects (charm, fear, etc.), scrying, and divination. Passive 3
34 Immune to disease. Passive 4
35 Immune to gas of any type. Passive 5
36 Immune to hold person spells, manacles, binding. Can freely step out. Passive 6
37 Reduce one type elemental damage type (fire, cold, lightning, or acid) by 3. Passive 7
38 Artifact cannot be dropped, lost, or removed permanently from living user. Passive 8
39 Enemies must Save to attack user. 1 minute duration. 1 time/day 9
40 Improved invisibility for 1 minute (can still attack). -4 to hit wearer. 3 times/day 10
Misc. 1d10
41 User can breathe water as well as air. Passive 1
42 Summon a 10' cube within 100' with sticky webs. Save to move while inside. 1 time/day 2
43 Summon a 50' cube of light fog. 10' visibility, lasts 1 hour. 1 time/day 3
44 Create an obedient 10'x10' force field for 1 hour.  +4 Defence/AC on one facing. 3 times/day 4
45 Create an illusionary sound. Up to 10 minutes, up to a shout in volume.  3 times/day 5
46 Touch a small mundane item to repair it. 3 times/day 6
47 Extinguish all non-magical light sources in a 50' radius. 3 times/day 7
48 When revealed, creatures within 10' and line of sight must Save or be fascinated. 3 times/day 8
49 All creatures in a 30' cone must Save or be stunned for 2d6 rounds. 3 times/day 9
50 Raise a 1 HD zombie or skeleton under the user's control. 7 times/week 10



1d50

Table II: Major Benign Powers


General 1d10
1 +2 damage to all melee and non-magical ranged attacks Passive 1
2 Cure blindness by touch. Unlimited 2
3 Cure deafness by touch. Unlimited 3
4 Cure non-magical disease by touch. Unlimited 4
5 Strength becomes 22, +10 melee damage for 6 rounds. 1 time/day 5
6 Fully heal a touched target and remove all non-magical diseases. 1 time/day 6
7 Reduce a target to 0 HP and inflict a random non-magical disease. 1 time/day 7
8 Heal a touched target for 2d8+1 HP. 3 times/day 8
9 Harm a touched target for 2d8+1 damage. 3 times/day 9
10 Remove a curse by touch. 7 times/week 10
Detection and Transformation 1d10
11 X-ray vision (can see through 20' of nonmetal nonmagical material). Passive 1
12 See all invisible things, secret doors, illusions, etc. for 10 minutes. 1 time/day 2
13 All illusions within 100' are dispelled for 24 hours. 2 times/day 3
14 A spell or enchantment within 50' must Save or be dispelled for 24 hours. 2 times/day 4
15 All ghosts or spirits within 10' must Save or leave the area. 2 times/day 5
16 Animate and command touched object smaller than a cow for 10 minutes. 1 time/day 6
17 Turn up to 6x 10' cubes of rock into mud. 2 times/day 7
18 Create 6x 10'x10'x1' thick panels of fire (2d6 damage to cross) for 1 hour. 2 times/day 8
19 Create 6x 10'x10'x1' thick panels of thorns (1d4 damage) for 4 hours. 2 times/day 9
20 Create 6x 10'x10'x1' thick panels of ice for 6 hours. 2 times/day 10
Creatures and Control 1d10
21 Touched creatures must Save or be paralyzed for 1d4 rounds. Passive 1
22 Animals of 2 HD or less will not attack user. Passive 2
23 User can appear as any human-sized animal for up to 6 hours. Unlimited 3
24 All creatures in a 50' cone must Save vs. Fear. Unlimited 4
25 Up to 8 creatures within 100' must Save or be stunned for 2d6 rounds. 1 time/day 5
26 Create an illusion of a deadly monster for 6 rounds. 2 times/day 6
27 Person must Save or obey one simple non-damaging suggestion. 2 times/day 7
28 Up to 8 nearby animals of up to 32 total HD are called to aid the user. 2 times/day 8
29 Target person must Save or regard the user as a good friend for 12 hours. 7 times/week 9
30 Target animal must Save or regard the user as a good friend for 12 hours. 7 times/week 10
Attack and Defense 1d10
31 +2 Defense/AC Passive 1
32 Regenerate 2 HP per turn (unless dead). Passive 2
33 10' radius sphere prevents any low-level magic from entering for 6 rounds. 1 time/day 3
34 Melee damage dealt to user dealt back double to attacker for 6 rounds. 2 times/day 4
35 One creature or object up to a 10' cube in size must Save or disintegrate. 1 time/day 5
36 All wood within 50' must Save or turn to splinters, be flung 30' away. 1 time/day 6
37 50' cone, 10d4+10 cold damage, Save for half. 2 times/day 7
38 100' range, 20' blast radius 8d6 damage fireball, Save for half. 2 times/day 8
39 100' straight line, 10d6 lightning damage, Save for half.  2 times/day 9
40 Fire 3 magic missiles. Each has 100' range, 1d4+1 damage, cannot miss. 3 times/day 10
Movement 1d10
41 Double movement speed (on foot). Passive 1
42 User can move backward or diagonally as fast as they could move forward. Passive 2
43 User and up to 3 touched targets can act twice per round for 6 rounds. 1 time/day 3
44 User and up to 3 touched targets teleport anywhere within 100 miles. 1 time/day 4
45 Immobilize up to 4 creatures for 1d4 rounds, Save negates each round. 1 time/day 5
46 100' range, 20' radius explosion. All creatures in the area act at 1/2 speed. 1 time/day 6
47 User can alter gravity's direction in a 50' radius for 1 hour. 1 time/day 7
48 Teleport anywhere within 100'. 2 times/day 8
49 Telekinetically move up to 500lbs, speed up to 10'/round, for 10 rounds.  2 times/day 9
50 Create a 5' wide, 8' high, 10' deep passage through stone or other walls. 2 times/day 10



1d20

Table III: Minor Malevolent Effects

1 User's eyes become pure black or white orbs.
2 User visually ages 2d20 years on first use of the artifact.
3 User skin is covered in magic sigils and lines on first use of the artifact.
4 User's hair becomes pure white.
5 Tremendous noise when a Major or Prime power is used.
6 Blindness for 1d4 rounds when a Major Power is used.
7 Deafness for 1d4 rounds when a Major or Prime power is used.
8 -2 to all Saves vs. Magic
9 -2 to all Saves vs. Poison
10 -2 to all Saves vs. Fear
11 Use of a Major or Prime power alters local weather.
12 Minor cosmetic blemishes (acne, warts, skin flakes, splotches).
13 User's touch rots and blights green plants in 1 hour.
14 User's touch rots food in 1 hour.
15 User's touch rots wood in 1 day.
16 User covets the artifact, will not go more than 24hrs without holding it.
17 User must eat and drink six times the normal amount.
18 User must spend 1 round doing nothing after using a Major or Prime power.
19 The user is deluded into believing any plan they come up with is perfect.
20 User's shadow acts out their hidden desires.



1d20

Table IV: Major Malevolent Effects

1 Lose 1 level of XP on  first use of each of the artifact's Major or Prime powers.
2 Save or Die on first use of each of the artifact's Major or Prime powers.
3 After using a Major or Prime power, user takes 2d6 damage. 
4 After using a Major or Prime power, user takes 3d10 damage. 
5 After using a Major or Prime power, user takes 1 permanent HP damage.
6 After using a Major or Prime power, user takes 1 permanent damage to a random Stat. Always the same Stat for an artifact.
7 After using a Major or Prime power, user goes berserk and must attack any creature within 20' randomly for 2d6 rounds.
8 After using a Major or Prime power, user ages 2d10 years.
9 Artifact was built with a purpose in mind. If it is not being used for this purpose, user must Save before using a Major or Prime power. On a failed Save, the user takes 1d6 damage and the power fails to work.
10 Artifact is intelligent and self-willed. Must be convinced into acting or it will turn its powers against the user.
11 Yearning to be worshipped is uncontrollable. The user must Save or attack anyone who is insufficiently reverent.
12 Artifact contains the soul of a past user. After 2d6 uses of a Major or Prime power, the user's soul is drawn into the artifact and replaced with the soul of a past user.
13 Magic is drained from the most powerful non-artifact magic item within 20' every 1d6 uses of a Major or Prime power.
14 After 2d6 uses of a Major or Prime power, user is sucked into another dimension/evaporates/sublimates/ascends to the afterlife.
15 Sacrifice a certain creature to activate the artifact for 1 day.
16 Sacrifice a person to activate the artifact for 1 day.
17 Sacrifice 1,000gp in gold and gems to activate the artifact for 1 day.
18 Artifact can only be used during the day / during the night.
19 Item is powerless against 1-3 species of creatures.
20 10% cumulative chance every time a Major or Prime power is used that a random limb or facial feature rots and falls off. Chance resets every time a limb or feature is lost.

If a Minor or Major Malevolent Effect says it activates "After using a Major or Prime power", and the ability is Passive, the Malevolent Effect either activates whenever the power becomes relevant for the first time that day, at dawn each day, or not at all if the effect is relatively minor.


1d50

Table V: Prime Powers


General 1d10
1 All of the users stats are raised by +2 (18 maximum). Passive 1
2 Three of the user's stats are raised to 18. Always the same stats for an artifact. Passive 2
3 One of the user's stats is permanently raised to 19. Always the same stat for an artifact. Passive 3
4 The user can cast any number of low-level spells simultaneously. Passive 4
5 User can transform a creature or object into any other creature or object for 6 hours. Creatures can Save to negate. 1 time/day 5
6 User and up to 20 other creatures gain a fly speed of 80' per round for 6  hours. 1 time/day 6
7 User and up to 20 other creatures are transported anywhere in Creation. 1 time/day 7
8 Turn lead, straw, or blood into up to 1,000gp in pure gold. Does not count for XP purposes. 1 time/week 8
9 One wish. No strings attached. 1 time/week 9
10 Create a simple tower, keep, wall, or other stone building. Up to 200x 10' cubes of stone. Stone roofs and floors free. Minimal interior fixtures. 1 time/month 10
Detection and Healing 1d10
11 Artifact warns user of impending death. The next time the user would die, they somehow manage to escape death and return with 1 HP. Passive 1
12 User knows the location of one person or item and a path to reach them, no matter how improbable, unique, or difficult. 1 time/day 2
13 User can identify the type, power, creator, condition, etc. of all magic items touched for 1 hr. 1 time/day 3
14 Gain guidance from an extremely powerful demon, angel, or other supernatural figure. 1 time/day 4
15 Transmit a simple short message to all people within 10 miles of the artifact. This also reveals the user's appearance and approximate location. 1 time/day 5
16 Touched creature or object is locked in temporal stasis for a number of years chosen by the user. No Save. Can be cancelled with a second use of this ability. 1 time/day 6
17 User or one touched creature is fully healed and gains +10 temporary HP. 1 time/day 7
18 Reverse level drain by 1 level. Heal all temporary stat damage. 1 time/day 8
19 Restore a mostly intact corpse to life. 7 times/week 9
20 Youth restored to touched creature. 1 time/month 10
Mass Alteration 1d10
21 All creatures within 1 mile, except those designated by the user, must Save or fall asleep for 6 hours or until awoken by damage. 1 time/day 1
22 Up to 50 people within line of sight of the user must Save or regard the user as a good friend for 12 hours. 1 time/day 2
23 All plants within 10 miles wither, shrivel, and die. Large or magical plants may get a Save. 1 time/month 3
24 All crops and livestock within 10 miles become healthier and more fertile.  1 time/month 4
25 A dense forest is planted in a 10 mile radius. It will grow unnaturally quickly, reaching full maturity in 6 months. Buildings, roads, etc. will be disrupted and damaged. 1 time/month 5
26 An earthquake shakes everything within 1 mile, collapsing buildings and tunnels, hindering movement, and shaking trees. 1 time/month 6
27 Alter weather for at least 1 week in a 100 mile radius. Can only create weather that could naturally occur during the season.  1 time/month 7
28 All corpses within 1 mile rise as skeletons or zombies. They are not under the control of the user. 1 time/month 8
29 All undead of 3 HD or less within 1 mile are destroyed. 1 time/month 9
30 All animals within 1 mile grow hostile and unnaturally violent towards people and each other for 6 hours. 1 time/day 10
Attack and Summoning 1d10
31 User deals +1 magic damage per damage dice used in a spell. Passive 1
32 Single creature the user can see must Save or Die messily. 1 time/day 2
33 Up to 10 living creatures with total HD of 20 or less that the user can see die. No Save. 1 time/day 3
34 100' range, 8x 20' blast radius 8d6 damage fireballs, Save for half. 1 time/day 4
35 Up to 10 creatures or 10x 10' cubes of material must Save or disintegrate. 1 time/day 5
36 Summon a 20' square of insects, arachnids, and vermin for 10 minutes. Moves 10'/round, can climb walls. Any living creature touched by the swarm must Save or die. Must remain within 100' of user. 1 time/day 6
37 Summon an extremely powerful demon, angel, or other supernatural figure. Does not necessarily obey user. 1 time/day 7
38 Up to 32 nearby animals of up to 64 total HD are called to aid the user. 2 times/day 8
39 Summon up to 8x 16 HD elementals of one type (fire, water, cold, lightning, stone, or acid) for 24 hours. 1 time/week 9
40 Imprison target creature or object in an extradimensional prison. Target is in a state of suspended animation. Can only be retrieved with a ritual using the target's and the user's true name or by a second use of this power. 1 time/week 10
Defense 1d10
41 50% magic resistance. Passive 1
42 75% magic resistance. Passive 2
43 Immune to all non-magical physical damage. Passive 3
44 Immune to one type elemental damage type (fire, cold, lightning, or acid). Passive 4
45 Total resistance to heat or fire for all creatures within 20' of the artifact. Passive 5
46 Total resistance to cold or ice for all creatures within 20' of the artifact. Passive 6
47 No ghost or spirit can approach within 20' of the artifact. Passive 7
48 Spellcasting by anyone but the user is impossible within 20' of the artifact. Passive 8
49 All spells or enchantments within 50' must Save or be dispelled for 24 hours. 1 time/day 9
50 User absorb and cancel up to 20 levels worth of spells cast targeting anything within 50' of the artifact. 1 time/day 10



1d10

Table VI: Side Effects

1 Goals and desires of user permanently changed to goals and desires of the artifact or artifact's creator.
2 User's missing limbs or features replaced with nonfunctional marble, paper, wood, or metal facsimiles.
3 Using a Major or Primary power requires all creatures within 20' of the item, including the user, to Save vs. Fear.
4 Using a Major or Primary power requires all creatures within 20' of the item, including the user, to Save or become incredibly clumsy, dropping any held items (including the artifact).
5 Anyone who sees the artifact must Save or covet it. Friends and allies of the user have a bonus to Save.
6 User's touch inflicts poison (Save on contact, 1d4 damage per round for 1d6 rounds).
7 After using a Major or Primary power, 50% of all gold and gems within 10' of the item vanishes.
8 After using a Major or Primary power, user becomes ethereal until no longer stressed. 5% cumulative chance the user will become ethereal whenever a stressful situation occurs, remaining ethereal until stress is removed.
9 User has limited omniscience. Once per session, may ask the DM one question and receive an honest answer.
10 User cannot touch or be touched by metal, even magical metals, other than the artifact. Metal simply passes through the user's body as if it did not exist.
JakSavageFashion
The Teeth of Dahlver-Nor never looked so appealing.

Designing Artifacts

When selecting abilities, try to ensure the artifact's powers can't be used to cancel its malevolent effects (e.g. the artifact drains Charisma but can also set the user's Charisma to 19 at any time).

Try to decide how the artifact's creator dealt with its malevolent effects or drawbacks. How has it been used to change the world already? Where is it now?

The non-table effects and powers of an item should be powerful, weird, and exciting. The table stuff is also just a starting point? The Ur-Ooze of G'ront can summon oozes instead of elementals; the Calculating Sin Engine brings down fire and brimstone.

It seems that the number of Major and Prime powers is related to an item's portability or difficulty of assembly. A portable sword will be less potent than a seven-part rod or a giant delicate machine.

How Many of Each?

It varies. Check the AD&D DMG for examples.
Table I: Minor Benign Powers. Two or three per artifact. Typically level 1-3 spells.
Table II: Major Benign Powers: One or two per artifact. Typically level 4-8 spells.

Table III: Minor Malevolent Effects: One or two per artifact.
Table IV: Major Malevolent Effect: One or two at most. Possibly zero.
Table V: Prime Powers: One or two at most. Possibly zero.
Table VI: Side Effects. One, possibly zero. This table is a weird mix of benefits and penalties. Not sure what the original goal was, but use it to balance or round out an artifact.

Example 1: The Wand of Orcus

In my setting, Orcus is hell's own inquisitor, tasked with locating lost souls, the risen dead, and anyone else trying to evade their appointed afterlife. Orcus cheerfully operates on the "kill 'em all, sort 'em out later" plan.

Anyone (barring other divine figures) struck by the wand must Save or Die. In addition, the wand grants the following powers:


Minor Benign Powers (x4)
Reduce one type elemental damage type (fire) by 3. Passive
30' soul vision (can see ghosts and spirits). Passive
User can ask a fresh corpse or ghost 3 questions and receive true answers. 1 time/day
User gains a fly speed of 60' per round for 1 hour. 1 time/day


Major Benign Powers (x2)
One creature or object up to a 10' cube in size must Save or disintegrate. 1 time/day
Create 6x 10'x10'x1' thick panels of fire (2d6 damage to cross) for 1 hour. 2 times/day


Minor Malevolent Effects (x2)
User's eyes become pure black orbs.
User's touch rots and blights green plants in 1 hour.


Major Malevolent Effects (x1)
After using a Major power, user ages 2d10 years.


Side Effects (x1)
Goals and desires of user permanently changed to goals and desires Orcus (return undead to the afterlife, ensure sinners are rewarded, support the Authority's plan).

The wand's minor powers are fairly useful, but if the whole life-force-drain thing can be solved somehow, the wand's major powers can be used more-or-less constantly. It's just a matter of getting some extra years...

The wand is currently a secure vault in the Underpalace of the Arch-Lich Hronigal Sputomungus.

Example 2: Invulmnerable Coat of Arnd (altered)

Suiting up is a primordial feeling. Put on armour. Gird your loins. Tighten straps. Select equipment. Stride out, prepared and invincible, whether you're wearing full plate or winged eyeliner. It's pretty much Iron Man's core character concept.

This whole article came out of an idea; what would a paranoid wizard's armour look like? Mage armour, but liquid-fast, tied to a suite of other spells and detectors. I'd want to provide base but add some degree of customization for other GMs. Does AD&D have anything that would fit? Of course it does.

The Personal Fortress of Cheston Vole covers the wearer's entire body. While dormant, it consists of eight rings and an amulet, all made from the same very dense metal. It activates if:

-the user speaks a command word
-the user takes any damage
-the user, or an area within 20' of the user, is targeted by a spell

While active, the user is immune to all physical damage. The artifact adds +5 to all Saves, protects the user from non-magical fires, and reduces all fire damage by 2 per damage dice. The user is completely immune to acid, cold, and lightning.

Minor Benign Powers (x3)
Immune to gas of any type. Passive
Immune to hold person spells, manacles, binding. Can freely step out. Passive
All creatures in a 30' cone must Save or be stunned for 2d6 rounds. 3 times/day


Major Benign Powers (x2)
User and up to 3 touched targets can act twice per round for 6 rounds. 1 time/day
Strength becomes 22, +10 melee damage for 6 rounds. 1 time/day


Minor Malevolent Effects (x2)
User skin is covered in magic sigils and lines on first use of the artifact.
User covets the artifact, will not go more than 24hrs without holding it.


Major Malevolent Effects (x1)
Magic is drained from the most powerful non-artifact magic item within 20' every 1d6 uses of a Major or Prime power.


Prime Powers (x1)
User and up to 20 other creatures gain a fly speed of 80' per round for 6  hours. 1 time/day


Side Effects (x1)
After using a Major or Primary power, 50% of all gold and gems within 10' of the item vanishes.

The artifact is currently worn by its creator, Cheston Vole, a naturally timid and reclusive wizard who keeps a meticulously danger-free routine. He thinks everyone's out to kill him. If more people knew what the amulet and rings he wear did, they'd be right. The only trick is getting the artifact off him; it's not his only defense and he's a very light sleeper. It's so magic-hungry it converts gold and gems into raw magic to fuel its incredible abilities. Cheston Vole keeps all his money in the bank.

The amulet and rings separately might confer some of the Minor Benign powers, but the whole set is needed to get the full effect.

In Conclusion

I hope this article has revived some interest in the oft-overlooked artifacts section. If you build a particularly neat artifact, drop a link in the comments.

6 comments:

  1. I needed this so badly, thanks Skerples! Would you recommend / use a random artifect generator?

    ReplyDelete
  2. Fan-tastic. Definitely borrowing this for artifacts-as-levels Hobbit-esque setting.

    ReplyDelete
  3. The table you will only use once ... but what a once!

    ReplyDelete
  4. This is very cool, but if you really want artifacts, there is no better place than Numenera. I'm surprised more OSR people haven't mined Numenera for cyphers and artifacts.

    ReplyDelete
    Replies
    1. Interesting. Might be worth looking into.

      Delete