The Rift Sigil: A sigil of an arcane rune, which, when placed on a surface creates a hole which expands 1d10 feet in all directions each week. Bonus points for going into multiple layers of that room and leaving it deeper. This would render the key stuck in a place which no longer exists. Thus, the only way to destroy the Key would be to open the room where you are unable to interact with anything, and then leave the key in that room, and then close the door. Destroyed by: Since once you’ve unlocked a normal door, it stays unlocked, the doors that the Key opens stay open until you have left back through the door you have created. The magical power can also be used to cast spells. Even traveling between universes and realities is possible. He can’t collide or interact with anything in the “real” world though. It can be used to enter a parallel room in which the user is able to see the world without anyone seeing him. It can even be used, to create and open a door out of thin air that leads to where it’s user desires. The Key: It looks and feels very much like a normal key, but emits an intense magical aura. Destroyed by: The only way to destroy it is for someone to selflessly carve their own name into the stone. A person will take minutes, whereas a city could take months or years, and entire concepts (freedom, justice, etc.) could take centuries. Gravestone of Decay: By chiseling a name of a person, place, or concept into the stone, it will begin to wither away across the material plane and die. If it is simply burned without sacrifice the character will have angered the deity, if it is not purified in flame the mental link will remain. Destroyed by: The cursed wielder must cut off the arm that is binded, burning it along with the cursed artifact. This link could have it omniscient benefits however if the user seeks to please their new god. The longer one is attached, the more evil and chaotic in nature they will become, slowly connecting their mind to that of the incomprehensible deity that created the rod. The woes of the user do not end there however, the rod with also wrap around the wrist of the caster permanently until a way to remove it is found. While the wielder may use it to have an additional 10 spell slots, any spell cast through it will have a wild effect to it of an evil nature. If the heart reaches 0 due to necrotic damage, the heart slowly begins to shrivel up, until it is about the size of a grape, at which point it collapses into dust.Įldritch Rod: Created by an unknowable primordial deity, it appears to be composed of dark oak into the shape of a long tendril. If the heart reaches 0 due to physical damage, it violently collapses, dealing 10d10 radiant damage in a 300ft sphere. Destroyed by: The heart has 100 HP total. If attacked by necrotic damage this ability does not trigger, and the heart takes double damage. When this happens, the heart gives off a violent blast of magical energy, dealing radiant damage equivalent to the original attack in a 20ft radius sphere. Flaw- the heart is still unstable, and all physical damage done directly to the heart causes the heart to violently react. The heart can be used as a spellcasting focus, and when used as such, all spells made with the heart count as two levels above the level of the spellslot used. The magic in their blood still powers the heart. Heart of Magic: The still beating heart of one of the most powerful sorcerers who ever lived. Prying the Ark open and filling it with water will destroy it. Destroyed by: Wherever it goes, any plant matter or food within 300 feet is destroyed and cannot be recovered. Drawing on these spirits, the Ark consumes any and all crop or plant matter in a maddened hunt for nourishment. However, the Ark houses the collective spirits of those killed by hunger and crop blights long ago. Destroyed by: utilizing the orb to combine opposites such as the Positive and Negative Energy planes, or Feywild and Shadow Planes together, the artifact will implode taking a radius of 200 ft with it.Īrk of Famine: At first glance, this wooden box appears much like a child’s coffin – a long wooden box, completely unadorned, full of sand and designed to be carried by two pallbearers using handles over the shoulders. Whether razing cities by combining it with the plane of fire, or using it to open up the world to an army of demons and undead, the scale provides dangerous power. Orb of Planar Melding: This orb allows the user to overlap planes of existence through a complex ritual. Artifacts are capable of devastation on varying scales, but have a specific weakness to destroy them. One hundred artifacts of amazing power for villains to possess and PCs to destroy.
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