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- User goes insane for 1-4 days
- User grows ¼’ taller each time primary power is used. This ends when the user grows to twice their original size.
- User instantly killed (but may be raised or resurrected)
- User loses 1 level of experience
- User receives 2-20 hit points damage
- User receives 5-30 hit points damage
- User required to slay a certain type of creature to activate item, and slaying another set type will de-activate item
- User shrinks ¼’ each time primary power is used. This ends when the user shrinks to half their original size.
- User transformed into a very powerful but minor being from another plane (demon, devil, godling) by creator of item and is carried off to serve this new master (start a new character)
- User withers and ages 3-30 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item
- Utterance of a spell causes complete loss of voice for one day
- Yearning to be worshipped is uncontrollable; those failing to bow and scrape to the artifact’s possessor will be subject to instant attack. The user must make a Wisdom Saving Throw against difficulty 20 to not do so.
- While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A regenerate spell restores lost body parts.
- While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a d6 twice. On the first roll, a 1–2 indicates lawful, 3–4 neutral, and 5–6 chaotic. On the second roll, a 1–2 indicates good, 3–4 neutral, and 5–6 evil.
- The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact’s properties, there is a 50 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding life force is banished using magic such as the dispel evil and good spell.
- Creatures with a challenge rating of 0, as well as plants that aren’t creatures, drop to 0 hit points when within 10 feet of the artifact.
- The artifact imprisons a death slaad (see the Monsters Listing). Each time you use one of the artifact’s properties as an action, the slaad has a 10 percent chance of escaping, whereupon it appears within 15 feet of you and attacks you.
- While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you.
- The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical.
- The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical.
- Before using one of the artifact’s properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
- You take 8d10 psychic damage when you become attuned to the artifact.
- Before you can become attuned to the artifact, you must kill a creature of your alignment.
- When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A greater restoration spell restores the ability to normal.
- Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight (see the Monsters Listing) under the DM’s control that is sworn to protect the artifact.
- While attuned to the artifact, you lose the ability to speak.
- When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an empyrean (see the Monsters Listing). Once it obtains the artifact, the avatar vanishes.
- While attuned to the artifact, your character suffers from Alcoholism. The character must make a Wisdom Saving throw against difficulty 20 to not obsessively drink if the opportunity presents itself. The character may make a new saving throw at the beginning of each round, minute, or hour depending on the situation.
- While attuned to the artifact, your character suffers from Gambling addiction. The character must make a Wisdom Saving throw against difficulty 20 to not obsessively gamble if the opportunity presents itself. The character may make a new saving throw at the beginning of each round, minute, or hour depending on the situation.
- While attuned to the artifact, your character suffers from a Hallucinogenic mushrooms addiction. The character must make a Wisdom Saving throw against difficulty 20 to not use Hallucinogenic mushrooms if the opportunity presents itself. The character may make a new saving throw at the beginning of each round, minute, or hour depending on the situation.
- While attuned to the artifact, your character suffers from Nicotine addiction. The character must make a Wisdom Saving throw against difficulty 20 to not obsessively smoke if the opportunity presents itself. The character may make a new saving throw at the beginning of each round, minute, or hour depending on the situation.
- Aberrations have advantage on perception checks against the user and the artifact to detect either.
- Beasts have advantage on perception checks against the user and the artifact to detect either.
- Celestials have advantage on perception checks against the user and the artifact to detect either.
- Constructs have advantage on perception checks against the user and the artifact to detect either.
- Dragons have advantage on perception checks against the user and the artifact to detect either.
- Elementals have advantage on perception checks against the user and the artifact to detect either.
- Fey have advantage on perception checks against the user and the artifact to detect either.
- Fiends have advantage on perception checks against the user and the artifact to detect either.
- Giants have advantage on perception checks against the user and the artifact to detect either.
- Humanoids have advantage on perception checks against the user and the artifact to detect either.
- Lycanthropes have advantage on perception checks against the user and the artifact to detect either.
- Modrons have advantage on perception checks against the user and the artifact to detect either.
- Monstrosities have advantage on perception checks against the user and the artifact to detect either.
- Oozes have advantage on perception checks against the user and the artifact to detect either.
- Plant Creatures have advantage on perception checks against the user and the artifact to detect either.
- Slaad have advantage on perception checks against the user and the artifact to detect either.
- Undead have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Athar” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Believers of the Source” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Bleak Cabal” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Doomguard” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Dustmen” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Fated” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Fraternity of Order” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Free League” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Harmonium” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Mercykillers” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Revolutionary League” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Sign of One” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Society of Sensation” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Transcendent Order” have advantage on perception checks against the user and the artifact to detect either.
- Ranking Members of the Sigil Faction “the Xaositecs” have advantage on perception checks against the user and the artifact to detect either.
- By supernatural means, the user makes five low level enemies in the areas where they live and work frequently. These are not martial threats, but rather nuisances among the peasants, merchants and nobility determined to be as much of a pain as possible. This trait may be taken once.
- By supernatural means, the user makes an enemy of grave threat to themselves. This is at least the characters equal in combat but likely far more powerful. This is also a figure with political and financial means to do real harm to the character. This trait may be taken several times, creating even more enemies.
- While attuned to the artifact, your character is vulnerable to acid damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to cold damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to fire damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to force damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to lightning damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to necrotic damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to poison damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to psychic damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to radiant damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to thunder damage. No other magic items or spells can remove the vulnerability.
- While attuned to the artifact, your character is vulnerable to silver damage. No other magic items or spells can remove the vulnerability.
- By supernatural means, the character becomes a weirdness magnet, strange stuff goes off around them at least weekly. These should be encounter that are normally within the character’s ability to deal with.
- A faction from an alternative prime material plane or timeline have advantage on perception checks against the user and the artifact to detect either.
- Unique effect determined by DM that is roughly equal to the 99 other effects described here.
Notes Regarding Major Malevolent Effects:
Malevolent powers operate whenever a major or primary power of the artifact or relic is used, unless operation occurs after a pre-determined (but low) number of uneventful usages of a major or primary power, as stated above (item description or Table). Effects can be successive and cumulative.
Body rot affects extremities — toes, fingers, ears, nose, lips, eyelids, hands, feet, arms, legs, head in that order — 1 member per operation. Nothing can prevent the loss or restore the member.
Geas/quest fulfillment enables the possessor to act freely until primary power use once again operates this power.
Life force freeing and associated entrapment of the possessor’s soul will likewise free the life force of a player character (and restore his or her body) if and when another character so uses the item.
Where creature types are called for, select powerful types which would be logically connected to the item, usually foes of its creator or alignment or purpose.
Aging 3-30 years is done by race life expectancy:
1) 3 years for half-orcs
2) 4 years for humans
3) 7 years for halflings
4) 12 years for half-elves
5) 20 years for gnomes
6) 25 years for dwarves
7) 30 years for elves
The aging cannot be reversed.
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TABLE III: MINOR BENIGN POWERS
- Adds 1 point to possessor’s major attribute
- Animate dead (1 figure) (by touch) — 7 times/week
- Bless (by touch)
- Color spray — 3 times/day
- Comprehend languages when held
- Create food and water — 1 time/day
- Cure wounds — 7 times/week – 9d8 level
08.
- Darkness (5’, 10’, or 15’ radius) — 3 times/day
- Detect charm — 3 times/day
- Detect evil/good when held or ordered
- Detect invisibility when held and ordered
- Detect magic — 3 times/day
- ESP (30’, 40’, 50’, or 60’ range) — 3 times/day (Detect Thoughts)
- Feather fall when grasped and ordered
- Find traps — 3 times/day
- Fly when held and ordered — 1 time/day
- Hypnotic pattern (when moved) — 3 times/day
- Infravision when held or worn
- Invisibility (improved) — 3 times/day
- Know alignment when held and ordered — 1 time/day
- Levitate when held and ordered — 3 times/day
- Light — 7 times/week
- Mind blank — 3 times/day
- Obscurement — 1 time/day
- Pass without trace — 1 time/day
- Possessor immune to disease
- Possessor immune to fear
- Possessor immune to gas of any type
- Possessor need neither eat nor drink for up to 1 week
- Protection +2 when held or worn
- Remove fear by touch
- Sanctuary when held or worn — 1 time/day
- Shield, when held or worn, upon command — 3 times/day
- Speak with animals — 3 times/day
- Speak with dead — 1 time/day
- Speak with plants — 7 times/week
- Tongues when held or worn and commanded
- Ultravision when held or worn
- Ventriloquism upon command — 3 times/day
- Water breathing upon command
- Water walking ability
- Wearer immune to charm or hold spells
- Wearer immune to magic missiles
- Web — 1 time/day
- Wizard lock — 7 times/week
- Write — 1 time/day
- Zombie animation — 1 time/week
- While attuned to the artifact, you gain proficiency in the Acrobatics skill. If the user has the Acrobatics skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Animal Handling skill. If the user has the Animal Handling skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Arcana skill. If the user has the Arcana skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Athletics skill. If the user has the Athletics skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Deception skill. If the user has the Deception skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the History skill. If the user has the History skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Insight skill. If the user has the Insight skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Intimidation skill. If the user has the Intimidation skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Investigation skill. If the user has the Investigation skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Medicine skill. If the user has the Medicine skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Nature skill. If the user has the Nature skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Perception skill. If the user has the Perception skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Performance skill. If the user has the Performance skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Persuasion skill. If the user has the Persuasion skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Religion skill. If the user has the Religion skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Sleight of Hand skill. If the user has the Sleight of Hand skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Stealth skill. If the user has the Stealth skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you gain proficiency in the Survival skill. If the user has the Survival skill, they gain expertise in it and double their proficiency bonus.
- While attuned to the artifact, you are immune to disease.
- While attuned to the artifact, you can’t be charmed or frightened.
- While attuned to the artifact, you gain a +1 bonus to Armor Class.
- While attuned to the artifact, you have resistance against Acid damage.
- While attuned to the artifact, you have resistance against Cold damage.
- While attuned to the artifact, you have resistance against Fire damage.
- While attuned to the artifact, you have resistance against Force damage.
- While attuned to the artifact, you have resistance against Lightning damage.
- While attuned to the artifact, you have resistance against Necrotic damage.
- While attuned to the artifact, you have resistance against Poison damage.
- While attuned to the artifact, you have resistance against Psychic damage.
- While attuned to the artifact, you have resistance against Radiant damage.
- While attuned to the artifact, you have resistance against Thunder damage.
- While attuned to the artifact, you have resistance against non-magical or non-silver: Bludgeoning, Piercing, and Slashing damage.
- While attuned to the artifact, the user can cast the Acid Splash cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Blade Ward cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Chill Touch cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Dancing Lights cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Druidcraft cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Eldritch Blast cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Fire Bolt cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Friends cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Guidance cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Light cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Mage Hand cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Mending cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Message cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Minor Illusion cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Poison Spray cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Produce Flame cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Prestidigitation cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Ray of Frost cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Resistance cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Sacred Flame cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Shillelagh cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Shocking Grasp cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Spare the Dying cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Thaumaturgy cantrip at will, as if a 20th level caster.
- While attuned to the artifact, the user can cast the Thorn Whip cantrip at will, as if a 20th level caster.