Artifacts are more powerful than basic equipment and can’t simply be purchased, at least not in most genres. This chapter contains many examples of artifacts categorized by various genres; however, these are not intended to be comprehensive, and you probably will have ideas for many more based on movies, television programs, and books of the genre you’re running.
Like equipment, artifacts are unique to the world in which they are made, and they do not translate with characters. On the other hand, they do move through inapposite gates and out into the Strange. If an artifact moves via inapposite gate to a recursion that operates under the same law as the artifact's recursion of origin, the artifact continues to operate in the new recursion. If it moves by inapposite gate to a new recursion that operates under a different law, the artifact begins to degrade in power about a minute after it arrives, according to the rules for inapposite travel.
Each artifact description indicates its level (usually as a range), a form it commonly takes, a description of its effect when used, and an indicator of how quickly it is depleted.
Depletion: An artifact’s rate of depletion is usually indicated in one of the following ways—1 in 1d6, 1 in 1d10, 1 in 1d20, or 1 in 1d00. Each time a PC uses an artifact, the player rolls the designated die. If the die shows the depletion number, the item works, but that is its last use. A depletion entry of “—” means that the artifact never depletes. A depletion entry of “automatic” means the artifact is depleted after just one use.
Depleted artifacts can sometimes be recharged or otherwise renewed, especially if that’s explicitly described in the artifact’s entry. Other times, you might allow a PC to repair or reinvigorate an artifact using resource points. Certain special abilities or a player intrusion might be able to repower a depleted item, but probably for only one use. However, most times a depleted artifact is gone.
Artifacts might be prized from ancient ruins or salvaged from an alien spacecraft, either intact or requiring some manipulation to get them working. They could have been stolen from well-guarded military installations. They might be granted as rewards or taken from fallen foes. <
In most cases, you’ll want the PCs to be able to use an artifact right away—otherwise they might stow it in a backpack and forget about it. However, in some genres you may want artifacts to be more mysterious and require examination and experimentation before the characters can get them to work.
Identifying Function: After the characters find an artifact, identifying its capabilities is an Intellect task, usually equal to the artifact’s level. An artifact with a fairly obvious purpose such as a sword or amulet may take only a round or two to figure out with a successful roll, but a complex one could take several hours. If the PCs can’t identify an artifact, they can try to find an NPC to examine it.
In most cases, identifying an artifact reveals all its capabilities. However, some artifacts might still retain secrets. That’s especially true for artifacts of the horror genre. But an identification task roll of 19 or higher should probably be enough to at least hint that the artifact has some kind of drawback or other secret, if not reveal it outright.
Using Unidentified Artifacts: Characters can attempt to use an artifact that has not been identified, which in some cases is as simple as pulling a trigger, pushing a button, or reading a book. In other cases where the artifact has no obvious mechanism or power word, using it before it’s identified is a hindered Intellect task. Failure might mean that the PCs can’t figure out how to use the artifact or they use it incorrectly. Of course, even if characters use an unidentified artifact correctly the first time, they may have no idea what its effect might be.
Using Identified Artifacts: A character is usually able to activate an identified artifact without any problems. However, for a complex artifact, using it the first time may require an additional Intellect task if the process is more elaborate than pushing a button or swinging a weapon. For instance, using it might involve manipulating touchscreens, reciting the proper series of arcane words, sacrificing a living creature or valuable object, or something else that fits the setting.
Artifacts probably aren’t part of a real-world game that isn’t touched in some way by magic, horror, or other fantastic elements. Of course, maybe your PCs have access to experimental tech prototypes due to their role or circumstances. For example, if they are part of a secret government spy agency, they might have a range of items that aid in surveillance, disguise, defense, surprise attacks, and making a quick getaway. If you decide to create such items for your game, as prototypes, they should have a small number of uses (typically a depletion of 1 in 1d6), or just have them be manifest cyphers.s
| d20 | Artifact |
|---|---|
| 1 | Amulet of anonymity |
| 2 | Bottomless bag |
| 3 | Circlet of influence |
| 4 | Cloak of elfkind |
| 5 | Coil of climbing |
| 6 | Gauntlets of strength |
| 7 | Magic sword |
| 8 | Necklet of fire |
| 9 | Pocket effigy (golden sparrow) |
| 10 | Pocket effigy (jade dragon) |
| 11 | Pocket effigy (winged avenger) |
| 12 | Ring of invisibility |
| 13 | Ring of landing |
| 14 | Ring of spell reflection |
| 15 | Ring of wishes |
| 16 | Staff of magecraft |
| 17 | Thunder hammer |
| 18 | Vorpal sword |
| 19 | Wand of healing |
| 20 | Wand of lightning |
The artifacts in this section are suitable for most dungeon fantasy games.
The Essence of Fantasy Artifacts: When creating or adding new dungeon fantasy artifacts, keep in mind that in many ways, dungeon fantasy is the genre source for magical artifacts. PCs are likely to find more artifacts in a dungeon fantasy than in many swords & sorcery and epic fantasy settings because there simply are more to be found. Many of these artifacts are straightforward in their effect, allowing an adventurer to overcome a challenge more easily or enhance an ability they already have thanks to the magic invested in the artifact. Which is to say, many of the items are “general” in the sense that there are many magic swords, rather than there being one special magic sword in the entire setting.
Besides improving a character’s chances to succeed on a task they can already do, dungeon fantasy artifacts may also unlock completely new capabilities, like wands that shoot lightning, magic carpets that fly, rings that make the wearer invisible, and so on.
Of all the fantasy subgenres, dungeon fantasy is the most versatile and universal, with the possibility of containing a wide variety of magic items. Feel free to include swords & sorcery artifacts and epic fantasy artifacts in your game.
Level: 1d6+4
Form: A 50-foot (15 m) length of black rope
Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to damage (including attempts to cut it) from anything less than the artifact's level.
Level: 1d6
Form: Embroidered velvet bag
Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion bottle or scroll case. These cyphers do not count against a character's cypher limit.
Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
Level: 1d6 + 3
Form: Beaded necklace set with closed eye symbol or jewel
Effect: You can’t be tracked by mundane or magical means, magically viewed or sensed from a distance, or otherwise located by creatures or effects of less than the artifact level.
Depletion: 1 in 1d20 (check each day used) s
Level: 1d6+2
Form: Tiny figurine of a winged angel
Effect: Once activated, the figurine's spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked by the angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact's level. Once activated, it functions for a day.
Depletion: 1 in 1d10
Level: 1d6
Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering). This clothing cannot be worn with armor of any kind.
Level: 1d6
Form: Thick leather belt with a metal buckle and rivets
Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Level: 1d6+2
Form: Weighty tome filled with pages of spell runes
Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells-perhaps even all spells. Each set of facing pages includes the magical runes for one spell and a description of the spell and how to use it. When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the following table, then rolling on the indicated table in the Cypher System Reference Document. The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't remove the spell from the page (it can be cast again and again), but it does require a depletion roll. As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is said that turning to the last page makes the book vanish and appear somewhere else in the world. The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to copy, remove, or destroy a page only makes the book turn to a later page on its own.
Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by 1 each time it is used [1 in 1d100, 2 in 1d100, 3 in 1d100, and so on]. Instead of depleting, the book might turn to a later page, or disappear and reappear somewhere else in the world.)
| Roll | Result |
|---|---|
| 1-2 | Roll on the Manifest Cypher table |
| 3-5 | Roll on the Fantastic Cypher table |
| 6 | Roll on the Subtle Cypher table |
Level: 1d6 + 2
Form: Haversack with shoulder strap
Effect: Bigger inside than out, the bag can store anything you can hold in both hands, up to a maximum amount equal to about 200 pounds (90 kg) per artifact. As an extra action on your turn, once each round you can retrieve one item stored in the bag. A newly discovered bag may contain items from the previous owner, and attempting to retrieve something gets you a random object rather than the intended one; this issue is solved if you empty the bag to inventory its contents, then store each object individually again.
Depletion: 1 in 1d00 (upon depletion, all objects in the bag spill forth uncontained)
Level: 1d6+1
Form: Sturdy but flexible boots
Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level 6 or higher).
Level: 1d6
Form: Pair of dark crystalline spectacles in a dull wooden frame
Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to short range (or to long range if the artifact is level 5 or higher).
Level: 1d6 + 2
Form: Slender crown-like metallic band
Effect: You can add a free level of Effort (two levels if the artifact is level 7 or higher) to one of your interaction tasks, including gathering information and recognizing motive.
As an action, you can suggest a course of action to a creature within short range who can hear and understand you. If you succeed at an Intellect attack, the creature follows this suggestion on its next turn, as long as doing so doesn’t cause direct harm to themself or their allies. Afterward, the target tries to rationalize why they acted as you instructed as if it were their own idea, but repeated use of this attack soon reveals your manipulation.
Depletion: 1 in 1d20
Level: 1d6+3
Form: Blue cloak with elaborate designs suggesting blowing wind
Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the artifact's level.
Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
Level: 1d6 + 2
Form: Thin greyish-green cloak with a cowl and clasp
Effect: As an extra action on your turn, you can camouflage yourself with the cloak by drawing its hood over your head. While camouflaged, your stealth tasks are eased by two steps (three steps if the artifact is level 7 or higher) and you can see in darkness as if in dim light. The camouflage lasts until you remove the hood or use a ten-minute or longer recovery.
Depletion: 1 in 1d00
Level: 1d6+1
Form: Multilayered cloak of glittering material
Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar, granting an asset to all interaction tasks for the next minute.
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Coil of rope
Effect: This 60-foot (18 m) length of rope functions as a normal rope. When you activate it (an extra action on your turn), one end weaves across the intervening distance (even across empty air) and firmly ties itself to an indicated object or projection. The rope remains secure until you command it to loosen (an extra action on your turn) or until someone unties it. While magically secured in this fashion, the rope makes tasks to climb it routine, assuming no outside forces intervene, such as high winds or creatures attempting to dislodge climbers. When such things do intervene, the rope eases tasks to remain on it by three steps.
You can use the coil as a weapon. If your attack succeeds, the coil attempts to bind itself around the foe, grappling them (as a creature equal to the artifact level) until you release them or use a ten-minute or longer recovery.
Depletion: 1 in 1d00 (check each activation or binding attack)
Level: 1d6
Form: Coil of rope
Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all perception tasks.
Level: 1d6
Form: Metallic circlet set with several crystal spheres
Depletion: 1 in 1d100
Level: 1d6
Form: Crown, circlet, headband, diadem, or amulet
Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess points above their normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Level: 1d6+3
Form: Melon-sized crystalline or glass orb, with or without a support stand
Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be viewed, and how far away they are.
| Familiarity | Availability | Distance | |||
|---|---|---|---|---|---|
| Only have name or description | Hindered 1 | Target is willing | Eased 1 | More than 1 mile | Hindered |
| Target has been visited | Eased 1 | Target is unwilling | Hindered 1 | More than 10 miles | Hindered 2 |
| Target is well known to the user | Eased 2 | More than 100 miles | Hindered 3 | ||
These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be activated again. In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and the creatures can speak to and be heard by the user. An unwilling creature's defenses against magic and attacks should hinder scrying attempts just as they would against a directly harmful mental spell.
Depletion: 1 in 1d20
Level: 1d6+4
Form: Double-handed scythe
Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits. In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three levels of Effort.
Depletion: 1 in 1d20 (check per killing effect; upon depletion, a Level 7 manifestation of Death appears to reclaim its blade)
Level: 1d6+1
Form: Ball of black leather with vein-like red streaks
Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While invisible, they are specialized in stealth and defense tasks. This effect ends if they do something to reveal their presence or position-attacking, casting a spell, using an ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores most Armor, but Armor made to ward against evil or demonic attacks should work against it. To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
Depletion: 1 in 1d20
Level: 1d6+4
Form: Sword inscribed with demonic runes
Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step, and it inflicts 4 additional points of damage (for a total of 8 points). If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows the wielder to exceed their normal Might Pool and Might Edge stats.If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an attack roll of 1).
Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical abilities can be recharged if it kills an "innocent" creature)
Level: 1d6+2
Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire, inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each activation.
Depletion: 1 in 1d100
Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each tooth drawn requires a separate depletion roll. Dragontooth warrior: level equal to the artifact level, defense as artifact level + 1 due to shield; Armor 1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round.
Level: 1d6+1
Form: Burlap bag containing a handful of large reptilian teeth
Depletion: 1 in 1d10
Level: 1d6+3
Form: Medium sword
Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6 points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures are within 300 feet (90 m).
Level: 1d6+3
Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or higher). The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as heat or cold damage (but not damage).
Level: 1d6
Form: Arrow with runes carved on the shaft and head
Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll d100 to determine the type of damage. One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit. An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
Depletion: Automatic
| Roll | Result |
|---|---|
| 1-20 | Acid |
| 21-40 | Electricity |
| 41-60 | Cold |
| 61-90 | Fire |
| 91-100 | Necromantic (harms only flesh) |
Level: 1d6
Form: Thick but flexible-fingered leather gloves
Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine while the gloves are activated, but taking any other action while climbing requires a new activation.
Depletion: 1 in 1d20
Level: 1d6
Form: Cloak made of feathers
Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long distance each round, or up to 60 miles (97 km) per hour when traveling overland.
Depletion: 1 in 1d100
Level: 1d6+1
Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
Depletion: 1 in 1d20
Level: 1d6 + 3
Form: Oversized pair of gauntlets
Effect: You can add a free level of Effort (two levels if the artifact is level 7 or higher) to one of your strength-based tasks, including a melee or thrown weapon attack that uses Might.
Depletion: 1 in 1d20
Level: 1d6+3
Form: Full suit of light, medium, or heavy armor
Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor. It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor. When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this defense.
Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and provides its full Armor value)
Level: 1d6
Form: Supple leather or cloth gloves
Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5 (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess points above their normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be restored with recovery rolls, healing magic, or similar effects).
Level: 1d6
Form: Clay bowl stamped with symbols of fish and birds
Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one person for one day (or two people if the artifact is level 5 or higher).
Depletion: 1 in 1d10
Level: 1d6+3
Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up to ten times per round, but it never attacks the same target more than once per round. It remains on watch for twenty-four hours or until it has made one hundred attacks, whichever comes first.
Depletion: Automatic
Level: 1d6+3
Form: Dried humanoid hand with candle-tip fingers
Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While invisible, the user is specialized in stealth and defense tasks. Thief 's Passage: A locked or barred door or a container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
Depletion: 1 in 1d20
Level: 1d6
Form: Green metal helm with a scaly or fishy motif
Effect: The wearer's head is enveloped in a tight bubble of air that constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
Depletion: 1-2 in 1d100 (check each day)
Level: 1d6
Form: This artifact resembles a metallic hermit crab with extra-large claws and is about the size of two fists put together.
Effect: The hermit crab artifact can be activated for 10 minutes and sent to fetch one item that weighs 5 pounds or less. If the material is of a liquid nature it's able to remove its shell and carry 8 ounces back to its owner.
Depletion: 1 in 1d10
Level: 1d6+4
Form: Large signal horn banded with metal and carved with runes
Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15 m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m). Larger objects might also be toppled.
Depletion: 1 in 1d10
Level: 1d6
Form: Small lightweight metal rod with gem buttons
Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long. The ladder can be transformed back into its rod form from either end.
Depletion: 1 in 1d100
Level: 1d6+2
Form: Massive silver hammer that crackles with electricity
Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10 points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity outward that deal 5 points of damage to everyone within short range.
Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
Level: 1d6
Form: Broadsword
Effect: This broadsword (a medium bladed weapon) functions as a normal weapon of its kind. Your attacks with it are eased and inflict an additional 1 damage (if used against a PC, it inflicts an additional minor wound).
Depletion: —
Certain magic swords must be first activated or bonded to a new bearer by discovering the weapon’s name or other esoterica. Name options for basic magic weapons like this are usually based on violence and include Bloodeater, Heartstopper, Wrath, Vengeance, Final Sleep, and Death’s Edge. Weapons with additional magic abilities tend to have more unique names, like Excalibur or Durandal.
The GM can create any sort of magic weapon for their game (axes, hammers, bows, and so on) by using the magic sword stats and changing the type of weapon.
Level: 1d6
Form: Armor of exceptional quality
Effect: This armor grants its wearer an asset for defense rolls.
Level: 1d6
Form: Weapon of exceptional quality
Effect: This weapon grants its wielder an asset for attack rolls made with it.
Level: 1d6+2
Form: Lightweight cloth, leather, or metal helmet
Effect: The wearer gains 3 Armor that protects against damage only. Further, attempts to affect the wearer's mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
Level: 1d6 + 2
Form: Necklace set with a handful of red beads
Effect: You reduce the severity of wounds inflicted on you by heat and flames by one step.
As your action, you can unfasten the necklet and hurl a bead at a target within short range, creating an immediate-area burst of flame. Make separate Speed attacks (eased if the artifact is level 7 or higher) against each creature in the area. Success means they take 4 damage; failure means they still take 2 damage. (Dodge defense tasks against area attacks are hindered.)
Depletion: 1 in 1d10 (check for each bead used as an attack)
Level: 1d6+4
Form: Bone wand carved with runes
Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely destroyed. This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have, but each "round of ammo" used or each additional target selected requires an additional depletion roll.
Depletion: 1 in 1d10
Level: 1d6+1
Form: Leather backpack or haversack with multiple pockets
Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth as much as it is holding.
Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the pack)
Level: 1d6 (golden sparrow), 1d6 + 1 (jade dragon), 1d6 (winged avenger)
Form: Tiny statue of a creature
Effect: You can activate the effigy as your action, causing it to grow and become a lifelike version of itself—a follower whose level is equal to the artifact level. The creature reverts to its statue form if killed or if you take a ten-minute or longer recovery (if killed, the artifact can’t be used until you take a ten-hour recovery).
Many pocket effigies exist, including the following.
Depletion: 1 in 1d20
Level: 1d6+1
Form: Very thin transparent glove with faint markings
Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
Depletion: 1 in 1d10
Level: 1d6
Form: Stylized amulet worn on a chain
Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind of damage the amulet protects against.
Depletion: 1 in 1d6 (check each time the amulet reduces damage)
| Roll | Result |
|---|---|
| 1-4 | Acid |
| 5-8 | Cold |
| 9-12 | Electricity |
| 13-16 | Fire |
| 17-20 | Poison |
Level: 1d6+2
Form: Green iron ring that appears like a dragon wound around the finger
Effect: When the wearer activates the ring, dragon wings unfurl from their back, and for one minute the wearer can fly up to long range. The ring does not confer the ability to hover or make fine adjustments while in flight.
Depletion: 1 in 1d10
Level: 1d6 + 2
Form: Silver ring
Effect: You can use an extra action on your turn to become invisible. The invisibility ends if you do something to reveal yourself—attacking, using an ability, moving a large object, and so on—or when you take a ten-minute or longer recovery. An invisible character’s attack is eased by two steps. Attacks on an invisible character are hindered by four steps or are nearly impossible if the attacker has no idea where you are.
Depletion: 1 in 1d20
Level: 1d6 + 2
Form: Iron ring etched with clouds
Effect: You fall safely from any height, always landing on your feet. If the ring is level 7 or higher, upon landing you can immediately take an extra action.
Depletion: 1 in 1d20 (check each fall)
Level: 1d6 + 2
Form: Mirrored steel ring
Effect: If you make a successful dodge, block, or other defense roll against a magical attack that would affect only you, you can choose to bounce the attack back on the attacker. Make an unmodified Intellect attack against the attacker (don’t use any of their modifiers to the attack roll, but you can use Effort for accuracy). If you succeed, the attacker is affected by the magical attack. If the attack normally inflicts a wound and the attacker is an NPC, they take damage equal to their level.
If an NPC uses the ring to reflect a PC’s attack, have the PC make a defense roll against the NPC’s level; a reflected damaging effect inflicts a wound appropriate to the NPC’s level.]
Depletion: 1 in 1d10
Level: 1d6 + 3
Form: Plain gold band
Effect: You make a wish as your action, and it is granted—within limits. The GM decides the level of the effect that you’re wishing for, and if that’s higher than the artifact level, they may modify or reduce the effect to something within the limits of the ring. (The larger the wish, the more likely the GM will limit its effect.)
For a ring of wishes, one benchmark you can use to determine a wish’s potential effect is to compare it to something an advanced- or high-power manifest cypher could accomplish. If the wish is possible for that sort of cypher, such as teleporting a great distance or changing another creature’s mind, the wish is reasonable. If the ring is level 8 or higher, compare the wish to what an ultra-power manifest cypher can do.
Depletion: 1–3 in 1d6
Level: 1d6+2
Form: Small hexagonal amulet
Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
Depletion: 1 in 1d100
Level: 1d6
Form: Ring carved with sigils appropriate to its granted skill
Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion. This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
Level: 1d6+1
Form: Pair of boots
Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard surfaces (even vertically or upside down) as if under normal gravity.
Depletion: 1 in 1d100
Level: 1d6+1
Form: Weapon of any type, with engraved glowing runes denoting soulflaying
Effect: This weapon functions as a normal weapon of its kind. The wielder can use an action to activate its soulflaying magic for one minute. During that time, if the weapon scores a hit, it inflicts normal damage, plus 3 additional points of damage on all creatures that have souls (not automatons, mindless undead, or the like).
Depletion: 1 in 1d100
Level: 1d6
Form: Night-black blade in which distant stars are sometimes visible
Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to 0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.) As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not yet consumed. After answering the third question, the soul is consumed.
Depletion: 1 in 1d20 (check each activation)
Level: 1d6+2
Form: Slender golden key
Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
Depletion: 1 in 1d10
Level: 1d6+1
Form: Weighty tome filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
Depletion: 1-3 in 1d20
Level: 1d6
Form: Weighty tome bound in amber filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 -based task, the user can attempt to trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than the artifact's level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber is broken away (the amber has 10 points of health per level of the artifact).
Depletion: 1 in 1d20
Level: 1d6+2
Form: Staff of black iron set with an eye-shaped crystal headpiece
Effect: The wielder can use an action to gain one of the following effects. Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies. Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range, inflicting damage equal to the artifact level. Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their defense rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient. The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with lightning), but each requires a separate activation and depletion roll.
Depletion: 1 in 1d100
Level: 1d6+4
Form: Wooden staff capped with a golden icon
Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
Depletion: 1 in 1d10
Level: 1d6 + 2
Form: Wooden staff scribed with arcane runes and set with a gemstone
Effect: The artifact functions as a normal staff of sturdy wood. It has the following magical abilities.
Depletion: 1 in 1d20 (check each use of magic boost) or automatic (for break staff)
Level: 1d6+2
Form: Short wooden staff
Effect: The staff has three abilities, each of which requires an action to activate. Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000 feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder can collapse it as an action. Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite attack that inflicts 6 points of damage, plus 3 additional points of damage (ignores Armor) for three rounds on a failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake couldn't do.
Depletion: 1 in 1d20
Level: 1d6+3
Form: Miniature model of a simple wooden shack
Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10 feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the duration is up makes it harmlessly collapse upon itself unless the character succeeds on a roll against the artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature model, which can be taken and reused.
Depletion: 1 in 1d100
Level: 1d6 + 3
Form: Metal hammer
Effect: This hammer (a medium bashing weapon) functions as a normal weapon of its kind. Your attacks with it are eased and inflict an additional 1 damage (if used against a PC, it inflicts an additional minor wound). You can throw the hammer up to long range as an attack; whether it hits or misses, it immediately returns to your hand.
On a successful attack roll of 17 or higher, in addition to any other special result normally obtained, the weapon releases a thunderclap that knocks the target prone (and stuns them for a round if the artifact is level 8 or higher).
Depletion: 1–2 in 1d00 (check throw and each thunderclap)
Level: 1d6
Form: Pouch with chalk, sealing wax, and an engraved runestone
Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap. First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an explosive spell scroll, a poisonous potion, and so on. The trigger can react to a specified movement within 3 feet (1 m)-a door opening, a creature or object moving past the runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4 artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
Depletion: Automatic
Level: 1d6+1
Form: Oversized pair of metallic gauntlets with broad nails
Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They can burrow through most soils and even some stone, but only through material whose level is lower than the artifact level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After that, the tunnel is subject to collapse.
Depletion: 1 in 1d20
Level: 1d6 + 3
Form: Broadsword that sometimes whispers and snickers aloud
Effect: This broadsword (a medium bladed weapon) functions as a normal weapon of its kind. It can cut through any solid material of a lower level than itself (this does not require a depletion roll).
As a minor special effect, you can slice your foe’s neck, inflicting an additional 6 damage (a moderate wound against a PC) and preventing them from speaking until the injury is healed. As a major special effect, if your foe’s level is less than the artifact level, you can cut off their head, killing them instantly.
If a PC is defending against a vorpal sword and rolls a 1, their head may be cut off, or perhaps they only take an extra major wound.
Depletion: 1 in 1d20 (check each decapitation)
Instead of a broadsword, a vorpal sword could be any medium or heavy bladed weapon, such as an axe, spear, or polearm.
Effect: When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal to the artifact's level.
Level: 1d6+2
Form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Carved cedar wand
Effect: You can use the wand as your action to touch a willing living creature, removing one minor or moderate wound (a major wound if the artifact is level 6 or higher). If used on an NPC, it restores 6 health (10 health for artifact level 6+).
Depletion: 1 in 1d10
Level: 1d6 + 1
Form: Carved oak wand etched with iron
Effect: You can use the wand as your action to unleash a bolt of lightning at a target within long range (the attack is eased if the artifact is level 6 or higher). If you hit, you inflict 8 damage. You may instead split the bolt and fire at two targets within range that are within a short distance of each other (make separate attack rolls for each target), inflicting 5 damage on each.
If you attack with the wand as a Last action, it inflicts an additional 2 damage.
Depletion: 1 in 1d20
Level: 1d6+1
Form: White oak wand
Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever was caught within it.
Depletion: 1 in 1d20
Level: 1d6+1
Form: Small crystal
Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day. Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is guarding. The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice. Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but it can often predict outcomes based on logic.
Depletion: 1 in 1d20 (check each day)
Level: 1d6+2
Form: A 6-foot (2 m) long wooden broom
Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles (160 km) per hour. The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which time all tasks are hindered. After the hallucinations end, the bearer's tasks are eased for the next ten minutes.
Depletion: 1 in 1d20
| d20 | Artifact |
|---|---|
| 1–3 | Amulet of eternal life |
| 4–5 | Damned sphere |
| 6–8 | Key to anywhere |
| 9–10 | Knife of thought flaying |
| 11–13 | Ring of squamous renewal |
| 14–15 | Scepter of the inviolate |
| 16–17 | Sword of soul eating |
| 18–20 | Unslakable blade |
The artifacts in this section are suitable for most swords & sorcery games. However, more certainly exist than are presented here, so if you’re running a game in that genre, you’ll probably end up creating or finding sources for more.
The Essence of Swords & Sorcery Artifacts: When creating or adding new swords & sorcery artifacts, keep in mind that unlike in dungeon fantasy, magic items are much less common. Those that are found could be cursed, require rare materials for activation, be activated only in particular places or at certain times, require a portion of the user’s life force as recompense, draw fell attention from a dark power to their user, or otherwise demand a cost for use that isn’t always easy to pay.
Swords & sorcery magic items are usually scarce and somehow dreadful.
Level: 1d6 + 3
Form: Elaborately carved bone amulet set with an ebony stone
Effect: If you would die from damage, wounds, age, disease, a curse, or any other source, you can choose to remain alive by agreeing to a dread contract with a fell power linked to the amulet. This removes all your wounds (health if you are an NPC), restores all your Pool points, and suspends any ongoing affliction that would have caused your death.
In return, you must slay an intelligent creature before the sun next sets. If you fail to do so for any reason, your reprieve from death ends and you become an undead, lich-like servant to whatever dark god or demon the amulet is linked to, and the GM takes control of your character.
The amulet only works on living creatures.
Depletion: 1 in 1d6
Level: 6
Form: Fist-sized sphere apparently carved of dark bone
Effect: As your action, you can spill a small amount of your blood (a minor wound, or 2 health if an NPC) on this sphere to awaken the demon residing within it, at which point it manifests and grows to twice the size of a human and ten times as horrific in appearance. The $demon$ serves you as a follower until you use a ten-minute or longer recovery. Unless carefully watched and carefully instructed, the demon is prone to minor acts of betrayal, lying, and attempts to harm your allies.
Depletion: 1 in 1d10 (upon depletion, at some point during its last service, the demon attacks you, leaves, or attacks you and then leaves)
Demon: level 6; Armor 2; two claw attacks each round
Level: 1d6 + 4
Form: Metallic key that somewhat resembles a deep sea creature
Effect: The key can open any locked door whose level is less than the artifact level.
You can insert the key into any solid surface and attempt to open a temporary portal to a location you have previously visited or seen, which remains open long enough for anyone within immediate distance of it to pass through. If you fail an Intellect task against the artifact level, a malign entity follows you out of the portal and attacks. The entity could be anything dangerous that is appropriate to the setting or, in a pinch, a chimera.
Depletion: 1 in 1d10
Level: 1d6 + 1
Form: Straight or curved knife with engraved runes denoting the weapon’s thirst for minds
Effect: This weapon functions as a normal weapon of its kind. If you use your action to spend 2 Intellect (as if activating one of your character abilities), the weapon “awakens” until you use a ten-minute or longer recovery. While awakened, the weapon inflicts an additional 4 Intellect damage (ignores armor).
If you kill a creature with the knife, some of the creature’s memories are drawn from it, granting you an asset on Intellect tasks while the weapon remains awake.
Depletion: 1 in 1d20 (check each awakening)
Level: 1d6 + 2
Form: Greenish iron ring carved with scales and set with gem resembling a snake’s eye
Effect: As your action, you can use the ring to remove one minor or moderate wound (a major wound if the artifact is level 6 or higher) from yourself. You must also succeed on a Might defense roll against the artifact level or a hand-sized patch of your skin permanently changes to greenish snake scales.
Depletion: 1 in 1d10 (upon depletion, you become cursed, with the snake scales permanently covering your entire body; they either hinder your positive social interaction tasks or transform your body and mind into that of a snake)
Level: 1d6 + 1
Form: Metallic scepter set with amethyst headpiece
Effect: As your action, you can sacrifice some of your life energy (manifesting as a moderate wound, or 5 health for an NPC) to activate the scepter. For as long as you have the wound from this sacrifice, you ease all your defense tasks against magic.
If you are currently affected by an unwanted magical effect of the artifact level or lower, you can immediately end it by activating the scepter (another moderate wound or 5 health).
Depletion: 1 in 1d20 (check each activation)
Level: 1d6+1
Form: A weighty tome filled with pages of spell runes
Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, she can summon an elemental of one specific kind described in the book (earth, fire, thorn, and so on). The elemental appears and does the summoner's bidding for up to one hour, unless it breaks the geas created by the book.
Depletion: 1–3 on 1d20
Level: 1d6 + 4
Form: Broadsword with engraved runes denoting the weapon as a soul eater
Effect: This broadsword (a medium slashing weapon) functions as a normal weapon of its kind. To use its full abilities, you must awaken it and bond with it through a series of activities that includes discovering its name and other esoterica (possibly as part of a character arc). In most cases, a soul-eating weapon demands the sacrifice of an intelligent soul to fully bond to you, and to form this bond, it may lash out on its own to eat the soul of someone close to you.
Your attacks with the bonded sword are eased and inflict an additional 2 damage (eased by two steps and +4 damage if the artifact is level 9 or higher). Against a PC, the bonded sword inflicts an additional moderate wound. This does not require a depletion roll.
If you use the weapon to kill a creature who has a soul and is of level 3 or higher, you gain the following effects: you are healed of one wound (of the same type the creature inflicts), you regain Pool points equal to the creature’s level, and you gain a free level of Effort on your tasks until you use a ten-minute or longer recovery. If the artifact is level 7 or higher, you can have up to two free levels of Effort from the sword at the same time, or up to three if the artifact is level 9 or higher.
Depletion: 1 in 1d00 (check each day of use; the depleted sword can be repowered if it consumes the soul of a previous wielder)
Level: 1d6
Form: Leaf-shaped knife with thin hilt and ring pommel
Effect: This knife functions as a normal weapon of its kind. When you throw it as a ranged attack, it ricochets to strike multiple foes within range, up to one per artifact level (if there aren’t enough foes, the knife can return to an earlier creature and attack it again). Make separate Speed attacks against each foe. Each attack after the initial throw increases its GM intrusion range by 2. If you roll a GM intrusion, the ricochet instead hits you or one of your allies, inflicting a major wound (or 7 damage against an NPC) as the knife digs in with malignant animation.
At the end of the ricochet attacks, the blade bounces back to your grasp if you succeed on a difficulty 2 Speed task; otherwise it lands within immediate range of you.
Depletion: 1 in 1d00 (check each throw)
| d20 | Artifact |
|---|---|
| 1–3 | Dragontongue |
| 4–5 | Excalibur |
| 6–8 | Galatine |
| 9–10 | Holy Grail |
| 11–13 | Mirror of Prophecy |
| 14–15 | Rings of Mastery |
| 16–18 | Seeing Stones |
| 19–20 | Sword of the King |
The artifacts in this section are suitable for most epic fantasy games. Feel free to use artifacts from other genres from this book and other sources to inspire your own creations.
The Essence of Epic Fantasy Artifacts: When creating or adding new epic fantasy artifacts, keep in mind that—as with swords & sorcery magic items—they are much less common than in dungeon fantasy games. And rather than being generally fashioned to help adventurers in their dungeon-crawling tasks, epic fantasy magic items are often singular—for example, there is only one Excalibur.
Epic fantasy artifacts are also more likely to be imbued with magic due to their underlying nature or because of an epic event. Examples include an item used to defeat or defend against a mythical monster, an item carved or forged from a piece of heavenly wood or star metal, or perhaps something created by a divine, ancient, or otherworldly smith.
Finally, unlike swords & sorcery artifacts that usually come with unpleasant drawbacks, epic fantasy artifacts instead tend to confer a feeling of allegiance or protectiveness toward a certain area, a responsibility to uphold the law or accomplish a specific goal (such as to root out a specific variety of evil), or the desire to live a noble life over a longer term.
Level: 1d6 + 2
Form: Broadsword
Effect: This broadsword (a medium slashing weapon) was imbued with power when it struck the final blow in combat with a legendary fire-breathing dragon. It continues to function as a normal weapon of its type. You can use your action to cause it to roar with red flame and trail a banner of black smoke, inflicting an additional 2 damage (+4 damage if the artifact is level 7 or higher). Against a PC, the fiery blade inflicts an additional moderate wound (a major wound for artifact level 7+). The flames and smoke last until you use a ten-minute or longer recovery.
Depletion: 1 in 1d20 (check each activation, but never if it’s about to be used against a dragon; upon depletion, weapon can be repowered if it is used to slay a dragon)
Level: 8
Form: Greatsword inset with jewels and engraved with Latin phrases (“Take me up” and “Cast me away”) on opposite sides of the blade
Effect: This greatsword (a heavy slashing weapon) functions as a normal weapon of its type. Attacks with it are eased and it deals an additional 4 damage (or an additional moderate wound against PCs). Constructed of magically enhanced meteoric iron, Excalibur can cut through wood, stone, and metal of level 8 or less without losing its edge.
If you wish, when you draw Excalibur from its sheath, all foes within long range are blinded for one round (make separate Intellect attacks against each).
Excalibur protects you from the ill effects of wounds by preventing bleeding; as long as you carry or wield it, you are immune to effects that cause additional damage over time from bleeding, and you are not hindered from moderate or major wounds. If you would die from taking all your mortal wounds, you instead can continue to act until you take a ten-minute or longer recovery; if at that point you still have taken all your mortal wounds, you fall dead, and the artifact automatically depletes.
Depletion: 1 in 1d00 (check each use of blinding, cutting through hard materials, and ignoring hindrances from wounds; if depleted, the sword becomes embedded in the nearest boulder and will not come free except in the hand of its maker or a rightful ruler)
Level: 8
Form: Greatsword set with an intricate design of the sun where the hilt meets the cross guard
Effect: This greatsword functions as a normal weapon of its type. When the sun is near its daily zenith (generally 10 a.m. to 2 p.m.), attacks with the sword are eased by two steps and deal an additional +6 damage (or an additional moderate wound against PCs). Otherwise, attacks with it are eased and deal an additional 3 damage (or an extra minor wound to PCs).
Galatine is a beacon of the sun’s power; as your action you can fill an adjacent short area with bright sunlight, lasting until you use a ten-minute or longer recovery or sheathe the blade.
You can use your action to blast a foe within long range with sunlike energy, inflicting 10 damage on a successful Speed attack.
If you successfully block an attack, you can use the sword to completely negate the wound instead of reducing its severity by one step (like using a shield, except this doesn’t damage the sword).
Depletion: 1 in 1d00 (check each use of light, blasting a foe, or negating a wound; if depleted, the sword falls into an alternate dimension of fey beings who may choose to give it out again to someone who swears an oath to protect the land)
Level: 10
Form: Modest bronze cup
Effect: Drinking from the Holy Grail immediately restores you to full health, healing wounds, curing diseases, neutralizing poisons, removing curses, breaking malign mental influences, and reversing all unwanted transformative effects.
This also wipes away the ill effects of age, returning you to the height of your vitality as an adult (for a human, this is about twenty-five years old). This does not make you immortal, nor does it make you immune to aging.
Depletion: 1 in 1d6 (upon depletion, the Holy Grail disappears; a new quest to find it, if successful, restores the artifact for another span of time)
Level: 9
Form: Silver basin
Effect: When a unique source of spring water is poured into this basin, it creates a mirrorlike reflection that lets you view remote locations and creatures. Make an Intellect roll against the level of the creature or area you wish to see, even if it is normally blocked against scrying. If successful, you can see and hear the subject until you look away or use a recovery; if you wish, anyone in the immediate area can also see and hear what you are witnessing.
You may also see one or more past significant events for the subject, and at least one possible way the future might unfold for them if circumstances don’t change.
For a few days after using the mirror, your interactions with the subject to recognize motive are eased by four steps.
Depletion: 1 in 1d00 (upon depletion, the unique spring used to fill the basin dries up, though other events could later regenerate the spring)
Level: Varies
Form: Metallic band set with a precious or semiprecious stone (except for the prime ring, which is a plain gold band)
Effect: Forged in secret by great smiths aided by a malign demigod, the rings of mastery were imbued with immense power. Each grants you several benefits.
The rings of conquest and rings of skill secretly attempt to convert you to serve the demigod that helped create them. Each time you use one of these rings, you must succeed on an Intellect defense roll against the ring’s level. If you fail three such rolls, you are transubstantiated by the seed of corruption hidden in the ring, transforming you into a wraith lord in service to evil. Any wraith lord created by a ring of mastery serves whoever wears the prime ring or the malign demigod who helped create the rings.
Each ring also has at least one specific additional ability.
Depletion: — (if the prime ring is ever destroyed, all the rings are automatically depleted)
Level: 1d6 + 4
Form: Dark, perfectly smooth sphere usually about a foot (30 cm) in diameter, though some are much larger
Effect: First given as gifts to the rulers of a vanished ancient kingdom, fewer than a dozen seeing stones remain in the world. You activate a seeing stone by staring intently into its depths as a Last action. You can then use it for any of the following abilities. Specific stones may have additional unique abilities.
Depletion: 1 in 1d00 (upon depletion; the stone goes inert for a period of months, years, or centuries, but eventually regains its function)
Level: 8
Form: Broadsword engraved with elven runes that describe how it was reforged from the shards of an earlier mythical sword
Effect: This broadsword (a medium slashing weapon) functions as a normal weapon of its type. Attacks against certain kinds of creatures (usually orcs, goblins, ogres, trolls, demons, and undead) are eased and inflict an additional 3 damage (an additional minor wound if a PC). The blade takes on a candle-bright glimmer if such a creature is within long range of the weapon, and glows as bright as a flame when such beings are within immediate range.
If you speak for a few rounds to a group of allies within short range who can see and hear you, you instill in them (and yourself) confidence that eases defense rolls until you use a ten-minute or longer recovery.
If you are the rightful ruler of a realm (or the heir) and that region is within a few miles, your moderate and major wounds don’t hinder you, and you can take one extra major wound.
Depletion: 1 in 1d00 (check each day used; if broken or depleted, it can be reforged by smiths in service to a great need or destiny)
The distinction between what is and isn’t an artifact becomes less important when a PC can purchase or even construct high-tech equipment that would seem like magic to people in a modern real-world setting. That said, artifacts in a hard science fiction game could include any piece of science fiction equipment indicated as being a piece of “fantastic” technology, especially if found by characters in a near-future setting. Such equipment should be presented as having a depletion; 1 in 1d20 is a good place to start.
Your hard science fiction game may also include artifacts from the space opera genre. The technology outliers in some hard science fiction settings make these artifacts especially memorable.
| d20 | Artifact |
|---|---|
| 1–3 | Carbonizer |
| 4–5 | Dimensional modulator |
| 6–8 | Fossilizer |
| 9–10 | Omega strain |
| 11–13 | Plasmasword |
| 14–15 | Psychic crystal |
| 16–17 | Steorraform |
| 18–20 | Windfall chip |
The artifacts in this section are suitable for most space opera (and some hard science fiction) games.
The Essence of Space Opera Artifacts: When creating or adding new space opera artifacts, keep in mind that they come in two broad categories. The first are items that are made within the setting but only in very limited quantities because the items are really dangerous, the materials to make them are constrained, the knowledge of how to make them is closely held or forgotten, the training on how to use them effectively is difficult to obtain, or for some cultural reason important to the setting. For example, all these points are true for lightsabers in the Star Wars universe.
The second category of space opera artifacts are one-off, strange devices with origins far outside regular manufacturing norms for the setting. Examples include a surprising achievement of a lone scientist, the products of a post-singularity AI superintelligence, the technology developed by a splinter colony of humans, or technological remnants of incredibly advanced ancient aliens whose technology was so incomprehensible that there’s little hope that it could ever be replicated or reverse-engineered by humans and their contemporaries.
Level: 1d6+4
Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long
Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range. The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.
Depletion: 1-4 in 1d6
Level: 1d6 + 3
Form: Marble-sized crisscross shape of unknown material
Effect: As your action, you make a target within immediate range as flat as paper by shunting away one of their dimensional aspects. Make an Intellect attack against the target. If you succeed, they adhere to the nearest surface, resembling particularly realistic art, and are held in stasis. While in stasis, they cannot take actions, don’t age, and are immune to damage and effects. They remain in stasis until you use a ten-hour recovery or the artifact depletes.
Depletion: 1 in 1d10
Level: 1d6 + 4
Form: Cone-shaped crystal 1 foot (30 cm) long resembling dark amber containing always-changing alien fossils
Effect: By wielding this as your attack, you alter the air in an immediate area within long range, forming a transparent amber-like substance. This material is some sort of solidified spacetime and has a level equal to the artifact level. Creatures who fail to dodge are partially or wholly encased within this material and, depending on their positioning within it, may suffocate or starve if not somehow removed. Those fully encased will be perfectly preserved for millennia.
Depletion: 1 in 1d6
Level: 10
Form: Pistol-like device of unknown material
Effect: As your action, you can fire a beam that transmutes the matter of a target within short range into a superheated powdery ash. A successful Speed attack inflicts 16 damage that ignores armor (inflicts two major wounds on a PC, with their block task hindered by three steps). If the target takes damage, all creatures within immediate range of the target automatically take 3 damage from the flash of heat from the carbonization event.
Depletion: 1 in 1d20
Level: 1d6
Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows over the pod until it is only a lump
Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points.
Depletion: —
Level: 1d6+2
Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature
Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.
Depletion: 1 in 1d20
Level: 9
Form: Purplish dust (picotech particles), sometimes collected into containment devices
Effect: The residue of a vanished alien civilization, omega strain seeks to transform any biological life it touches for its own inexplicable purposes. If you come into direct contact with particles of omega strain, you must succeed on a difficulty 3 Might defense roll or become infected.
If you are infected, you can attempt to make a physical change to your own physiology using the omega strain’s underlying transformative power. This requires ten minutes of concentration and a successful difficulty 3 Intellect roll. This change can be purely decorative, such as the shape of your mouth or nose, or it can be functional, such as growing muscle to ease Might tasks, perfecting your face to ease charm tasks, altering your appearance for a disguise, or sharpening your fingers into claws to inflict an additional 1 damage with unarmed attacks. Each change you make after the first one hinders the Intellect roll by one step.
Depletion: 1 in 1d6 (check each day of infection and for each transformation attempt; depletion means your identity is submerged and your body is hijacked to become a component in the omega strain’s larger effort, which might be to achieve communion with its vanished makers or build some sort of massive alien machine)
Level: 8
Form: Metallic hilt set with a few controls
Effect: When activated as an extra action on your turn, the hilt produces a superheated, glowing plasma beam constrained to the shape of a medium bladed melee weapon. The plasma blade can slice through any material of lower level than itself. In combat, it inflicts 8 damage that ignores armor (a major wound against a PC, with block tasks hindered by three steps). The beam lasts until you use a ten-minute or longer recovery.
If you are wielding the sword and succeed on a block task against an attack, you can choose to use the blade to completely negate the wound instead of reducing its severity by one step (like using a shield, except this doesn’t damage the sword).
Depletion: 1 in 1d00 (check each activation; if depleted, someone with special knowledge of its construction can attempt to restore it)
Level: 1d6 + 4
Form: Violet crystal the size of a fist
Effect: While holding the crystal, you can telepathically transmit your thoughts at an interstellar distance. Even at that range, communication is instantaneous. You can specify the target to be a creature you know (or know of) or allow the crystal to connect with a random subject at the specific destination. Either party can end the communication at will, and it expires automatically when you use a ten-minute or longer recovery.
Depletion: 1 in 1d20
Level: 1d6+2
Form: Small spherical automaton about 8 inches (20 cm) in diameter
Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore 1d6 - 2 points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to its level. The sphere must be newly activated each day.
Depletion: 1 in 1d100
Level: 1d6 + 3
Form: Badge-sized seven-pointed star of unknown material
Effect: While wearing the steorraform, if you would die due to damage, the artifact prevents it by instantly restoring a major wound (health equal to the artifact level for an NPC). If you would die of old age, disease, or poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or neutralizing the poison. The artifact is ineffective at preventing death from effects and conditions that last over several rounds or more, such as falling into a nuclear reactor, plunging into an acid bath in a chemical factory, a gravitational singularity, and so on.
Depletion: 1 in 1d20, increasing by 1 for each use
Level: 9
Form: Razor-thin disc about 1 inch (3 cm) in diameter made of unusual metamaterials of alien or other unknown manufacture
Effect: If pressed to the back of your skull, the chip extends picobots into your brainstem. As the source of the chip isn’t known, the effect it might have on you is also something of a gamble. Whatever change the chip makes to you, it is usually permanent.
Options include but are not limited to the following.
| d6 | Windfall Change |
|---|---|
| 1 | You gain two assets on deception and intimidation tasks. |
| 2 | You gain 4 XP. |
| 3 | You are beamed across the star system or galaxy to a difficult-to-find alien cryotomb. |
| 4 | The chip splits off a new timeline where an unwanted event in your past never happened. |
| 5 | You are sometimes under the control of an enigmatic and perhaps malign AI. |
| 6 | You can use picotech to reform one hand as needed (an action) into the perfect tool for any noncombat task, granting you an asset on it |
Depletion: Automatic (disc remains embedded in your skull, granting the conferred ability)
| d6 | Artifact |
|---|---|
| 1 | Book |
| 2 | Butane lighter |
| 5 | Portable solar panel |
| 3 | Radiation detector |
| 4 | Radio |
| 6 | Water filter |
The artifacts in this section are suitable for most postapocalypse games.
The Essence of Postapocalypse Artifacts: When creating or adding new postapocalypse artifacts, consider that many could include still-working items from before the disaster that can no longer be made or easily repaired. For example, a coffee maker, an alarm clock, or an old truck could all be considered valuable artifacts, assuming electricity or fuel is available.
The nature of the apocalypse might mean that other, weirder kinds of artifacts could be found after the world ends. If the apocalypse was caused by an alien invasion, select space opera artifacts might also be found. If instead some sort of biblical apocalypse involving magic and demons brought the world to its knees, items like those presented under swords & sorcery artifacts and epic fantasy artifacts might reasonably be found in your setting.
Level: 1d6
Form: Backpack-sized plastic module from which
clamps, forceps, scalpels, and needles can
extend
Effect: When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and restores 1 point to a target’s Pools each round for ten rounds or until the target is fully healed, whichever happens first.
Depletion: 1 in 1d10
Level: 1d6
Form: Textbook, how-to book, or other nonfiction book of knowledge on one topic
Effect: This book covers one particular topic or area of knowledge, such as biology, farming, geography, or wilderness survival. If you study it for a few days and keep it for reference, you gain an asset on a related Intellect task (two assets if the artifact is level 5 or higher).
Depletion: 1 in 1d00 (check each time you reference it to gain an asset; depletion means the book falls apart but could be repaired)
Level: 1d6
Form: Disposable lighter
Effect: Creates a small flame suitable for lighting fires, candles, lanterns, and so on.
Depletion: 1 in 1d00 (depletion means it is out of fuel but can be refilled, or a piece has broken and has to be replaced)
Level: 1d6
Form: Multi-material panels that unfold to increase surface area exposed to sun
Effect: When unfolded in at least moderate sunlight, this device provides about 200 watts of power (enough to run a small electronic item such as a laptop or portable fan, or recharge the battery of such an item). If the artifact is level 5 or higher, the unit includes an internal battery that, when fully charged, provides power for about a day even without sunlight.
Depletion: 1 in 1d00 (check each day of use)
Level: 1d6
Form: Forearm-mounted computer tablet
Effect: This multifunction device can receive radio transmissions, automatically map locations the wearer has visited, play various forms of media, keep voice and written records, and provide an asset to any task related to interfacing with other computerized systems or machines. Also, the wearer can scan for specific materials, toxic traces, and life forms within short range.
Depletion: 1 in 1d10 (check per use of scanning function)
Level: 1d6 + 1
Form: Articulated metal struts with deformable
padding and straps for custom fit to a
human frame
Effect: For one hour per use (when the exoskeleton is powered on), the wearer has +1 to their Speed Edge and +1 to their Might Edge.
Depletion: 1 in 1d10
Level: 1d6 + 2
Form: Metal gauntlet with flaring rocket exhaust
nozzles
Effect: If the user activates the fist as part of an attack, the punch gains a rocket assist. If the attack is successful, the fist inflicts additional damage equal to the artifact level and throws the target back a short distance.
Depletion: 1 in 1d10
Level: 1d6
Form: Boxy handheld device with wired metal wand
Effect: The device detects radiation in an adjacent immediate area (adjustable to a short area if the artifact is level 5 or higher), usually with a fast series of clicks. You can also use it to detect whether a specific object is radioactive. A digital display indicates the radiation dose, with a colored band indicating the immediate and long-term risk.
Depletion: 1 in 1d00 (check each hour; depletion usually means the battery is spent)
Level: 1d6
Form: Bulky handheld device with digital display, tuners, and extendable antenna
Effect: Audibly plays broadcasts from across the radio frequency spectrum (if any are currently being broadcast).
Depletion: 1 in 1d00 (check each hour; depletion usually means the battery is spent)
Level: 1d6 + 3
Form: Tube with sight and trigger
Effect: The user can make a long-range attack with a rocket-propelled grenade that inflicts 7 points of damage to the target and every creature and object next to the target.
Depletion: 1 in 1d6
Level: 1d6 + 1
Form: Visor fitted with bulky electronics
Effect: By emitting terahertz and long-range infrared light, this device allows a user to see a short distance through most interior walls of standard structures, through normal clothing, and into normal bags and briefcases. Only stone or concrete more than 6 inches (15 cm) thick prevents a scan. Regardless, images are black and white and fuzzy, and lack fine detail.
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Metallic straw-like tube
Effect: If you pour, siphon, or run water through the tube, internal filters remove bacteria, dirt, microplastics, parasites, and sand, creating safe, drinkable water. The device can filter enough water per day to sustain one human per artifact level.
Depletion: 1 in 1d20 (check each day of use)
| d20 | Artifact |
|---|---|
| 1–3 | Compound Z |
| 4–5 | Divine Weapon of Provenance |
| 6–8 | Doctor Dread’s Time Portal |
| 9–10 | Jug of Endless Drought |
| 11–13 | Mask of Ancient Days |
| 14–15 | Serum X |
| 16–17 | Stellarex Gem |
| 18–20 | Universe Crystal |
The artifacts in this section are suitable for most superhero games.
The Essence of Superhero Artifacts: When creating or adding new superhero artifacts, keep in mind that swords & sorcery artifacts, epic fantasy artifacts, and space opera artifacts are often entirely credible options for your campaign, given how superheroes tend to span many genres.
More significantly, superhero artifacts can be dangerously overpowered items that are intended to drive the plot forward (a “MacGuffin”), possibly not even something that a player adds to their character sheet, or at least not for long. This class of artifact includes doomsday devices, ancient items that threaten all life if they fall into the wrong hands, and weird machines from alien dimensions that pretend to offer solutions to unsolvable problems.
Others can be more prosaic, possibly made by nebulous agencies, companies, or supervillains to achieve a particular end (like Compound Z and Serum X).
Level: 1d6 + 4
Form: Vial or syringe of glowing amber fluid
Effect: Compound Z affects different users in alternate ways. If administered to an infant, when the child reaches adulthood they gain superhuman abilities comparable to one of the superhero character types (their rank is determined by the GM).
If you take it as an adult who has no superpowers, you must succeed on a difficulty 3 Might defense task. Failure means you momentarily experience an uncontrolled superpower that inflicts a major wound on you and then has no further effect. Success means you gain the Superheroics ability and gain the Edge increase, Pool increases, and power shifts of the Superhuman character type. For artifacts of level 7 to 9, you instead gain the Edge increase, Pool increases, and power shifts of the Powerhouse character type, or of the Living God character type for artifacts of level 10. These benefits last until you use a ten-minute or longer recovery.
If you take Compound Z as an adult who already has superpowers, you gain two power shifts in one of your existing abilities (three for artifacts of level 7 to 9, four for artifacts of level 10), lasting until you use a ten-minute or longer recovery.
Repeated use of Compound Z degrades your health. Each dose after the first requires a difficulty 7 Might defense roll; on a failure, you permanently take a moderate wound that can never be removed. Repeated uses can also be addictive, reducing and then negating the benefits, until you need a dose every few days to be able to use your powers at all.
Depletion: Automatic
Level: 10
Form: Sword, hammer, bow, or other weapon of divine manufacture tied to a particular deity or demigod
Effect: This weapon functions as a normal weapon of its kind. Your attacks with it are eased and inflict an additional 4 damage (if used against a PC, it inflicts an additional moderate wound). If it is a melee weapon, you can also throw it up to long range; whether the weapon hits or misses, it immediately returns to you.
While holding it, you can fly a long distance each round as your movement.
The weapon grants you one or two other abilities related to its associated deity. For example, if associated with a storm goddess, it may be able to shoot a long-range lightning bolt that inflicts damage equal to the artifact level.
Some artifacts like this can be wielded only if you share characteristics in common with the entity the weapon is linked to. For example, it may remain inert (or not allow you to pick it up) if you aren’t what it considers “worthy.”
Depletion: —
Level: 9
Form: Arch of metal big enough to walk through
Effect: Anyone who steps through it goes to a predetermined point in the past or future (a minimum of fifty years in either direction), anywhere on the planet.
Depletion: 1 in 1d20
Level: 14
Form: Irregularly shaped, hot-to-the-touch metal jug with handles
Effect: The jug holds the searing heat of a fiery cataclysm that would have consumed another world, but one of that world’s sorcerers magically contained the destructive power in this artifact.
You can carefully release magic from the sealed jug as your action, blasting a foe within long range with extreme heat that desiccates their flesh. If you succeed at an Intellect attack against them, you inflict 14 damage (two major wounds to a PC).
If you unseal the jug and pour out all of the dusty residue inside it, the released magic boils away all the water and moisture in the world over the next several days.
Depletion: 1 in 1d20 (check each desiccation attack, or automatic if unsealed; upon depletion, the jug breaks and triggers the cataclysmic release of its power)
Level: 12
Form: Stone mask resembling or set with a long-vanished god’s visage
Effect: This artifact is possibly infused with the essence of an ancient god. When you wear it, it gives you the powers of the Living God superhero type (even if you already have a character type, superhero or otherwise). The GM decides if the artifact is themed after a specific god and whether that defines how these benefits affect you (such as which power shifts you get, your Second Focus ability, and so on) or if you get to choose them.
Prolonged use of the artifact begins influencing you toward the goals of the ancient god and may eventually exchange your consciousness with that of the god.
If the mask is worn by an NPC, their level becomes the artifact level and they gain superpowers such as mind control, matter manipulation, flight, and some amount of super strength, health, and Armor.
Depletion: 1 in 1d20 (check each day of use; depletion means each day the artifact tries to permanently take control of you)
Level: 1d6 + 4
Form: Vial or syringe of red fluid
Effect: When you use this powerful substance, it removes all of your superpowers, including abilities granted by magic, psionics, mutation, or science. You lose your superhero rank, power shifts, Pool increases, and everything except your core character stats, skills, and abilities. This lasts for an indeterminate period, generally at least a couple of days or until you find some way to recharge or rekindle your abilities.
An NPC injected with this becomes a regular non-powered person of their species, typically somewhere between level 2 and 4. The effect lasts for a similar time as it would for a PC.
Depletion: Automatic
Level: 1d6 + 4
Form: Multifaceted purple stone the size of a fist
Effect: This strange item was created in the dawning of the universe. As your action, you can use it to heal all your wounds, restore all your stat Pools, and temporarily add 10 points to each Pool. The extra Pool points last until you use them or until you take a ten-hour recovery.
Depletion: 1–3 in 1d10
Level: 15
Form: House-sized orangish, multifaceted crystal pulsing with power
Effect: A previous universe held in stasis and manifested as a crystalline object, this artifact is possibly the most concentrated and immense form of power in existence. Various beings and civilizations have attempted to harness its power over the years, but such attempts, even when successful in the short term, usually come to an end because continued use of it risks destroying the current universe.
As your action you can attempt to link yourself to the crystal with a difficulty 5 Intellect task. Success means you gain ten power shifts that you can allocate as you wish, which last until you use a ten-hour recovery. Sometimes in place of one or more power shifts, the crystal gives you a special ability, such as the ability to pull a level 10 or lower creature from another universe; the creature remains as long as you have the power shifts from the crystal.
Depletion: 1 in 1d00 (depletion destroys the crystal and risks collapsing the current universe)
| d20 | Artifact |
|---|---|
| 1–3 | Concealing hat |
| 4–5 | Cursed tome |
| 6–8 | Demonic riddle box |
| 9–10 | Harvester’s sickle |
| 11–13 | Haunted videotape |
| 14–15 | Infernal glass |
| 16–17 | Quietus tome |
| 18–20 | Sphere 23 |
The artifacts in this section are suitable for horror games, especially those that are a fusion between the real world and horror.
The Essence of Horror Artifacts: When creating or adding new horror artifacts, keep in mind that these artifacts have an inherent dark nature, serious requirements, and/or drawbacks. In many cases, they are cursed objects that NPCs have or desire, and smart PCs who find them will likely want to destroy them.
Identifying a horror artifact may not reveal the drawbacks or cursed nature of the object (unless the PC’s identification roll is 19 or 20). Most can be used without any sort of identification at all—from a certain point of view, they want to be used.
Level: 6
Form: Bowler, Stetson, or other classic hat
Effect: When you activate the artifact by wearing it (an extra action on your turn), you become invisible and intangible. You can’t interact with the material world while in this state, other than moving at your regular speed. You can end this effect as an extra action on your turn.
Depletion: 1 in 1d6 (upon depletion, the hat removes you from the world, depositing you in a hellish subreality of chill fog and distant screams from which escaping seems unlikely; the hat remains in the world, no longer depleted and in search of a new wearer)
Level: 8
Form: Old leather or hardbound book
Effect: This tome contains rambling treatises on various unnerving topics, such as demonology, witches, and unsavory experiments that turn the stomach. It includes at least one detailed magical spell, complete with disturbing diagrams. The spell’s effect varies with the specific cursed tome, but it is always some kind of horrible attack—make a creature decide to become a cannibal, turn a person’s flesh inside out, compel someone to murder their best friend, curse several people with a rotting disease, and so on. While reading from the book, you can use your action to cast the spell on someone within long range who you can see; this attempt is hindered by two steps if you can’t see the creature but they are within 1 mile (1.6 km). Make an Intellect attack to affect them.
If the spell attack is successful, the book also rewards you by healing one of your wounds and restoring all of your Pools.
If your spell attack fails, your next target for the book’s spell must be your dearest loved one.
Each time you use the book, you must make an Intellect defense roll against its level. Failure means you are cursed; thereafter, each day you don’t use the book, you take a moderate wound that can’t be healed until you use the book again.
Woe to the caster who uses a cursed tome for the last time before it is depleted, for they’ll continue to take wounds from the curse and have no way to end it. s
Depletion: 1 in 1d10 (depletion means it crumbles to dust)
Level: 5 (level 7 when solved/opened)
Form: Cube about 3 inches (8 cm) to a side, each side covered in arcane sigils that can be rotated and twisted into new conformations
Effect: Activating this artifact requires several rounds or minutes reconfiguring the cube and a successful Intellect task against its level. Success means the puzzle box briefly animates, rotating and shifting into a new configuration and increasing its artifact level to 7. As it does, it opens a dimensional portal nearby, leading to a cancerous layer of subreality sometimes called the Crawling Deeps. The Crawling Deeps may be known by other names in your game.
Demonic beings of immense variety inhabit this subreality, such as the Veen Alix. One or more of these entities appear, ready to drag you back with them into their hellish realm. Before they do so, you have a moment to attempt to negotiate with them; with a successful difficulty 6 charm or deception task, they instead do as you ask. The task is eased by three steps if you want them to harm someone else or take someone else in your place.
Even if you successfully negotiate with or kill these entities, danger remains. One or two more entities emerge from the hellish subreality every few days. You can attempt to solve the puzzle box again (with a difficulty equal to its higher artifact level). Success means it returns to its unsolved state (and artifact level 5) and the portal closes.
Depletion:—
Veen Alix are human-sized demonic beings with prominent and grotesque glowing veins that pulse with vampiric vigor.
Veen Alix: level 5; health 25; Armor 2; bites or claws twice per round or fires a short-range necromantic blast that also heals the Veen for 1 health]
Level: 4
Form: Old and heavily stained sickle that once might have been used for harvesting in the fields
Effect: Handling the sickle even briefly makes you fascinated with the idea of using it to cut things. You begin to wonder about the warm architecture beneath your own skin—of vessels, tissue, sinews, and bone—and this interest grows more acute over time. Each day you must attempt an Intellect defense roll against the sickle’s power. If you succeed at three of these before you fail three, it loses its hold over you.
If you fail three of these defense rolls, the sickle compels you to find a quiet place where you can work undisturbed, cutting and exploring your flesh, whether using the sickle, another blade, or your own fingernails if no other tool is available. Over the course of the first day, you inflict two or three minor wounds on yourself. On the second day you inflict moderate wounds, and on the third day you inflict major wounds. If you aren’t caught and stopped within a day or two, you are likely to end up dead from self-administered amputations and organ extractions.
Depletion: — (destroying the sickle doesn’t end your fascination with your own internal anatomy)
Level: 7
Form: Unremarkable, heavily worn analog videotape with no title
Effect: The thirteen-minute-long movie recorded on this videotape features surreal imagery and incongruous found footage. If you watch it, you must attempt an Intellect task against the artifact level. If you succeed, you gain a single useful piece of information related to the current game, which could be something as mundane as knowing where a missing set of keys are or something more pressing like a clue regarding an investigation, the name of a previously unknown enemy, and so on.
Whether your Intellect task succeeds or fails, watching the tape marks you for death, and anyone who has viewed it can immediately recognize this. The death curse means you will die within thirteen days at the hands of a vengeful ghost associated with the tape. If you have someone else watch the tape (or a copy of it) before the thirteen days expire, the curse transfers to them and you are no longer marked for death. Depending on the vengeful ghost’s circumstances, there may be other methods for breaking the curse.
Depletion: — (destroying the tape doesn’t end currently active curses; also, other copies likely exist)
Vengeful ghost: level 7; touch inflicts a moderate wound; can move through solid objects; immune to damage from mundane sources; reforms if destroyed if the curse is not otherwise broken]
Level: 1d6 + 3
Form: Antique magnifying glass
Effect: Looking through the glass at any writing allows you to read it, even if it’s not a language you know or it’s a lost or alien language otherwise incomprehensible to humans.
You can look through the glass to perceive abnormal presences or influences in the area, such as invisible creatures, hidden details, and extradimensional entities that are normally imperceptible to human or animal eyes. Once you see such a thing, it remains visible to you whether or not you continue looking through the glass, and your stealth tasks and defense rolls against it are hindered.
Depletion: 1–2 in 1d6 (upon depletion, a horrifying creature whose level is equal to the artifact level appears and attacks you; if it kills you, the artifact is restored)
Level: 6
Form: Heavy book bound in black cloth filled with the accounts of specific people’s deaths going back a few hundred years
Effect: The book’s penultimate entry details how its last owner died; its final entry predicts the unpleasant, terrifying death for you—the person reading it—about thirteen years in the future.
Each time you reread the last entry, how you are going to die changes, and the date of the event moves up a year or two.
Eventually (depending on how often you check the last entry), events happen as they were last described in the book. There is a chance you may survive the circumstances described, depending on the steps you take to prepare, but some malign force keeps throwing wrenches in those plans.
Depletion: — (destroying the book doesn’t invalidate the last prediction)
Level: 1d6 + 4
Form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red
Effect: This is possibly one of a number of identical alien artifacts recovered in remote locales across the world. If you hold the sphere and use your action to concentrate on it, it will grant you a wish. The wish can be anything, including something that bends reality: raising the dead, altering time, and so forth. However, you must immediately make a Might defense roll against the artifact’s level or be consumed by the sphere. If you succeed, the sphere attempts to consume the next nearest intelligent living being, who must make a Might defense roll to resist this, repeating until someone fails and is consumed.
For a sphere 23, one benchmark you can use to determine a wish’s potential effect is to compare it to something an advanced- or high-power manifest cypher could accomplish. If the wish is possible for that sort of cypher, such as teleporting a great distance or changing another creature’s mind, the wish is reasonable. If the sphere is level 9 or higher, compare the wish to what an ultra-power manifest cypher can do.
Depletion: 1–3 in 1d6
| d20 | Artifact |
|---|---|
| 1–3 | Brimming coffeepot |
| 4–5 | Frivol ring |
| 6–8 | Ghostlight |
| 9–10 | Idyllic blush |
| 11–13 | Mending knife |
| 14–15 | Slipstream sedan |
| 16–17 | Veilgun |
| 18–20 | Watch of one day |
The artifacts in this section are suitable for settings—especially real-world settings—that also contain a little magic. A handful of items are presented, but if you’re running a game that includes both magic and contemporary expectations, you’ll probably end up creating or finding sources for many more.
The Essence of “…And There’s Magic” Artifacts: When creating or adding new artifacts that fuse magic with settings not normally known for the supernatural, mundane items that provide a little extra kick or ability might be the most common. Examples include a razor blade that induces hair growth or never dulls, glasses that correct poor eyesight and allow someone to absorb the entire contents of a written tome simply by flipping through it, or a key fob that can’t be accidentally lost.
If your game fuses magic with a genre other than the modern real world, most of the items presented here could still be used with a few tweaks. This includes the various science fiction settings. Instead of a magical sedan, one might find a magical hovercar; instead of a magical handgun, a magical laser blaster; and so on.
Level: 1d6
Form: Standard coffeepot
Effect: This coffeepot is always full of hot, freshly brewed coffee whose quality is passable, great (for artifacts of level 4 or 5), or unbelievable (for artifacts of level 6). Drinking a cup of coffee poured from the brimming pot gives you an asset to Speed tasks until you take a ten-minute or longer recovery.
Depletion: —
Level: 1d6 + 2
Form: Fidget ring that alters to perfectly fit you in size and appearance
Effect: If you use your action to fidget with the ring, you gain an asset (two assets if the artifact is level 7 or higher) to Intellect tasks and defense rolls until you use a ten-minute or longer recovery.
Depletion: 1 in 1d10
Level: 1d6 + 1
Form: Mundane-looking flashlight
Effect: This functions as a standard flashlight, including the need to recharge/replace the batteries. The directed beam of light from this device (short range) also reveals ghosts, invisible presences, and invisible creatures whose level is less than the artifact level.
Depletion: —
Level: 1d6
Form: Cosmetic compact
Effect: Wearing this blush gives you two assets to charm and deception tasks (three assets if the artifact is level 5 or higher) until you take a ten-minute or longer recovery.
Depletion: 1 in 1d20
Level: 1d6
Form: Standard boxcutter or utility knife
Effect: In addition to its mundane function, you can apply the blade to a slice, tear, seam, or other break in an object, repairing it if its level is less than the artifact level. If applied to a wound, the knife removes a minor or moderate wound (major wound if the artifact is level 5 or higher); an NPC regains 4 health (6 health for an artifact of level 5+).
Depletion: 1 in 1d10 (check each use to repair or heal)
Level: 1d6 + 2
Form: Sedan or sports car
Effect: This vehicle works exactly like a nonmagical mid-sized sedan. When you initiate slipstream mode (an extra action on your turn), you can drive the car as if other vehicles are not there, even in bumper-to-bumper traffic. This doesn’t affect the other vehicles, but it allows you to travel at the vehicle’s cruising speed without any issues, ignoring traffic signals and temporary road barriers on any paved surface. Slipstream mode lasts until you take a ten-minute or longer recovery.
Depletion: 1 in 1d20
Level: 1d6 + 1
Form: Handgun of any type
Effect: This weapon (often a medium handgun) functions as a normal weapon of its kind. While it remains undrawn (whether in a holster, pocket, or the like), it remains utterly concealed; creatures and effects less than the artifact level cannot detect it. It is normally visible if you draw it or fire it, but you can hide it again as an extra action on your turn (in effect, allowing you to keep it hidden except for a brief moment each turn when you’re using it).
Depletion: —
Level: 1d6
Form: Wristwatch
Effect: This wristwatch functions as a normal timepiece of its kind. As your action, you can use it to connect to a future version of yourself, temporarily learning an additional focus ability. Choose one ability from your focus that you don’t currently have. The ability must be one you could select as an advancement from a tier no higher than the artifact level. Until you use a one-action or longer recovery, you can use this ability as if you had chosen it as an advancement (you must pay any Pool points or other costs to activate it, as normal).
Depletion: 1 in 1d20
Most "true" artifacts of the Strange are seeded from the same fictions that create recursions themselves. Objects of myth and legend, as well as objects made popular by novels, TV shows, and movies, are the most spectacular artifacts found in the Strange.
Within the context of the recursion where they are found, artifacts are more powerful than regular equipment and can't simply be purchased. Nearly anyone on Earth with the means could buy a medium ranged weapon like a 9mm pistol, but buying a rocket-propelled grenade would require more extraordinary circumstances.
Though ease of acquisition is a good rule of thumb, the more fundamental distinction between artifacts and equipment is provided by the recursion of origin. If an item is an artifact within the context of its recursion of origin, it remains an artifact even if it passes through an inapposite gate to a world where similar items can be bought as equipment. Thus, the artifact in the hands of a PC continues to require depletion rolls.
For instance, if a character from Earth with a rocket-propelled grenade travels via an inapposite gate to a recursion that uses rocket-propelled grenades as a matter of course in hunting giant alien beasts, the RPG in the character's hands remains an artifact. Sure, the character might be able to purchase something similar in that recursion as equipment, but the original RPG she brought with her isn't changed.
Essentially, just because an item is considered gear in one recursion doesn't mean that a similar item in a different recursion isn't an artifact. For instance, a Star Trek replicator would clearly be a Weird Science or science fiction artifact; however, on Earth, 3D printers are getting more sophisticated every year. One is an artifact, but the other is more a piece of equipment—an expensive one, sure, but within the means of average people who set their minds to acquiring it.
The Implausible Geographical Society classifies artifacts by their recursion of origin, as well as by three broad categories. The categories are: fictional, mythological, and emergent.
Fiction is full of wondrous items, such as Saberhagen's swords, Star Trek phasers, the many and varied Dungeons & Dragons magical items, blasters in Star Wars, and so on. Almost all of these exist in some limited world or other in the Strange, and they are designated as fictional because they were called into existence by a piece of fictional writing or film, which is related to the question of what differentiates fictional artifacts from mythological. Though an Implausible Geographical Society surveyor would be loath to say so, it comes down to how recently a fiction was penned (or filmed). Essentially, stories that persist long enough— more than a few hundred years—often become myths. Those created more recently remain fictional.
Mythology is dense with magical artifacts, including Zeus's aegis, the green armor of the Green Knight, the seven-league boots of European folklore, and so on. Some among the Implausible Geographical Society refer to certain mythological items as Biblical items, as if they belonged to a separate category. Such items include the staff of Moses, Noah's ark, and the sword of the archangel Michael. However, that is a distinction we've chosen not to make in this survey.
Many artifacts do not owe their origin to a piece of fiction or myth, but rather come about through the natural evolution of a self-consistent recursion. If a recursion is populated by beings capable of creating fantastic artifacts consistent with their context, then those artifacts manifest as part of the recursion. Emergent items include artifacts like a negation rifle, boots of the Strange, a power rod, and so on.
The artifact weapons described in this section are idiosyncratic in that they are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that their training doesn’t match up with a particular designation. With artifact weapons living outside the regular weapon categories, anyone can use an artifact weapon without penalty
| 1 Ankh of death | 35 Foam restraint rifle | 67 Retractable laser claws |
| 2 Armor-piercing machine gun | 36–37 Freeze ray | 68–69 Rocket-propelled grenade |
| 3 Axe of the Dwarvish Fathers | 38 Gas gun | 70 Rod of blasting |
| 4 Beam projector | 39 Gravity gun | 71 Rune staff (Ashur) |
| 5–6 Blade of warding | 40 Gravity maul | 72 Rune weapon of blood |
| 7 Blaster | 41 Guardian weapon | 73 Rune weapon of striking |
| 8 Blister glove | 42 Gungnir, spear of Odin | 74–75 Serpent pistol |
| 9 Burner | 43 Kusanagi | 76 Shamshir twinblade |
| 10 Carbonizer | 44 Machine plasma gun | 77 Soul weapon |
| 11–12 Carnwennan | 45 Medusa rifle | 78 Spear of Longinus |
| 13 Confusion ray | 46–47 Microwave gun | 79 Spectacles of slaying |
| 14–15 Crying gnat | 48 Mind blade | 80–81 Spirit revolver |
| 16–17 Death ray | 49 Mind blade (conscious) | 82 Spiritslaying weapon |
| 18 Death's scythe | 50 Mind blade (mind feeding) | 83 Staff of Ra |
| 19 Defabricon 2 | 51 Mind blade (psychic bane) | 84 Staff of spell mastery |
| 20 Demoleculizer | 52 Mindcrusher | 85 Strange sword |
| 21 Demonic rune blade | 53 Mjölnir, hammer of Thor | 86–87 Strangelance |
| 22 Disintegration beamer | 54 Negation rifle | 88 Suggestion ray |
| 23 Electric katana | 55–56 Plasma crossbow | 89 Time-slicing dagger |
| 24–25 Elvish knife | 57 Plutonian iron knife | 90 Vibro saber |
| 26 Elvish long sword | 58 Power glove | 91 Vorpal sword |
| 27 Elvish short sword | 59 Prion gun | 92 Wand of blasting |
| 28 Empathic psychotron | 60 Protohibitor | 93–95 Wand of delirium (madwand) |
| 29 Excalibur | 61 Psychic whip | 96 Wand of spider’s webbing |
| 30–31 Faterazor | 62–63 Railgun | 97–98 Wand of vampire slaying |
| 32 Flamethrower (antipersonnel) | 64 Reality-tearing knife | 99 Z-com |
| 33 Flashlight laser | 65 Replication rifle | 00 Zero pistol |
| 34 Flintlock of certainty | 66 Retractable claws |
| 1–3 Armor-piercing machine gun | 42–44 Empathic psychotron | 78–80 Prion gun |
| 4–6 Beam projector | 45–47 Flamethrower (antipersonnel) | 81–82 Protohibitor |
| 7–10 Blaster | 48–50 Flashlight laser | 83–84 Railgun |
| 11–13 Blaster goggles | 51–53 Flintlock of certainty | 85–86 Replication rifle |
| 14–16 Blister glove | 54–56 Foam restraint rifle | 87–89 Rocket-propelled grenade |
| 17–19 Burner | 57–59 Freeze ray | 90–91 Serpent pistol |
| 20–22 Carbonizer | 60–62 Gas gun | 92–93 Spirit revolver |
| 23–25 Confusion ray | 63–64 Gravity gun | 94–95 Suggestion ray |
| 26–28 Crying gnat | 65–67 Machine plasma gun | 96 Terahertz cannon |
| 29–32 Death ray | 68–69 Medusa rifle | 97–98 Z-com |
| 33–35 Defabricon 2 | 70–72 Microwave gun | 99–00 Zero pistol |
| 36–38 Demoleculizer | 73–75 Negation rifle | |
| S39–41 Disintegration beamer | 76–77 Plasma crossbow |
| 1–4 Ankh of death | 35 Faterazor | 66–69 Power glove |
| 5–8 Axe of the Dwarvish Fathers | 36–39 Guardian weapon | 70–73 Psychic whip |
| 9–12 Blade of warding | 40 Gungnir, spear of Odin | 74–77 Reality-tearing knife |
| 13–14 Carnwennan | 41–42 Kusanagi | 78–82 Retractable claws |
| 15–16 Death's scythe | 43–46 Mind blade | 83–86 Retractable laser claws |
| 17 Demonic rune blade | 47–50 Mind blade (conscious) | 87–90 Retractable venomous head spikes |
| 18–21 Electric katana | 51–54 Mind blade (mind feeding) | 91 Spear of Longinus |
| 22–25 Elvish knife | 55–58 Mind blade (psychic bane) | 92–94 Strange sword |
| 26–29 Elvish long sword | 59–60 Mindcrusher | 95–97 Time-slicing dagger |
| 30–33 Elvish short sword | 61 Mjölnir, hammer of Thor | 98–00 Vibro saber |
| 34 Excalibur | 62–65 Plutonian iron knife |
|
|
|
| 1–3 Boots of the Strange | 34–36 Estate surveillance van Model 7 | 67–69 Naturalizer |
| 4–6 Communicator | 37–39 Fractal wing | 70–72 Picture of Dorian Gray |
| 7–9 Cypher chest | 40–42 Fundament tunneler | 73–75 Planetovore skin |
| 10–12 Cypher siphon (boost) | 43–45 Gate map | 76–77 Power rod |
| 13–15 Cypher siphon (detonation) | 46–48 Gate ring | 78–81 Recursion anomaly bell |
| 16–18 Cypher siphon (healing) | 49–51 Genius proximator | 82–85 Requisition arch |
| 19–21 Cypher siphon (ray emitting) | 52–54 Interface disc | 86–89 Spark damper |
| 22–24 Cypher siphon (shielding) | 55–57 Interface gauntlets | 90–93 Strange harness |
| 25–27 Equalization field generator | 58–60 Minor network terminal | 94–96 Strange sword |
| 28–30 Equilibrium infuser | 61–63 Moriarty’s cane | 97–99 Translation anchor |
| 31–33 Estate badge (enhanced) | 64–66 Moriarty’s pistol | 00 Translation staff |
| 1–2 Antigrav boots | 70–71 Graft (gravitic assist) | 37 Power glove |
| 3 Artificial blood | 72–73 Graft (light eating) | 38–39 Prang suitcase |
| 4 Ascended armor plating | 74–75 Graft (skill specialization) | 40–41 Prion gun |
| 5 Battle armor | 76–77 Graft (skill training) | 42–43 Prism of the eighth ray |
| 6–7 Beam projector | 78–79 Graft (slow-twitch muscle) | 44–45 Probe bot |
| 8–9 Biosplice companion | 80–81 Graft (synthesis gland) | 46–47 Protocol bot |
| 10–11 Blaster | 82–83 Graft (tentacle) | 48–49 Protohibitor |
| 12–13 Blaster goggles | 84–85 Gravity gun | 50–51 Psychic inverter |
| 14–15 Burner | 86 Gravity maul | 52–53 Railgun |
| 16–17 Carbonizer | 87 Guardian weapon | 54–55 Recursion pod |
| 18–19 Cellular prod | 88 Gun armor | 56–58 Replication rifle |
| 20–21 Cellular sampler | 89–91 Gunbot (mark one) | 59–61 Retractable claws |
| 22–23 Communion platter | 92–94 Gunbot (mark two) | 62–63 Retractable laser claws |
| 24–25 Confusion ray | 95 Gunbot (mark three) | 64–65 Retractable venomous head spikes |
| 26–27 Crying gnat | 96–97 Human helper | 66–67 Robodoc |
| 28–29 Cybernetic hand | 98 Human suit | 68–69 Robodoc (longevity) |
| 30 Death ray | 99 Impact cloak | 70–71 Shrink ray |
| 31–32 Defabricon 2 | 00 Impact cloak (reflective) | 72–73 Skill bud |
| 33–34 Demoleculizer | 1 Impact cloak (stealth) | 74–75 Sleep band |
| 35–36 Dimensional modulator | 2–3 Inapposite case | 76 Sonic harmonizer |
| 37 Disintegration beamer | 4–5 Learning torc | 77 Sonic toolgrip |
| 38–39 Duplicator | 6–7 Lock seal | 78–79 Space suit |
| 40–41 Ecstasy node | 8–9 Machine plasma gun | 80–81 Stasis ring |
| 42–43 Enigmalith | 10–11 Memory eraser | 82–83 Suggestion ray |
| 44–45 Exoskeleton (gravity assistance) | 12–13 Memory spike (focus) | 84–85 Tattoo graft |
| 46–47 Exoskeleton (melee) | 14–15 Memory spike (knowledge) | 86 Tendril graft |
| 48–49 Exoskeleton (turret) | 16–17 Metabolism bud | 87 Terahertz cannon |
| 50–51 Flashlight laser | 18–19 Metalodermis graft | 88–89 Transfer discs |
| 52–53 Foam restraint rifle | 20–23 Microwave gun | 90–91 Venom trooper command helm |
| 54–55 Force armor | 24–25 Monocle of doom | 92–93 Vibro saber |
| 56–57 Freeze ray | 26–27 Morphic integrator | 94 War walker |
| 58–59 Friction modulator | 28–29 Mutation mask | 95 Water wand |
| 60–61 Gas gun | 30–31 Nanobot pill | 96–97 Weapon graft |
| 62–63 Ghost instance | 32–33 Pheromone banner | 98 Windrider |
| 64–65 Graft (All Song implant) | 34 Plasma crossbow | 99 Z-com |
| 66–67 Graft (cypher pocket) | 35–36 Power bracers | 00 Zero pistol |
| 68–69 Graft (fast-twitch muscle) |
| 1 Aegis | 67 Hammer of wishes | 34–35 Shadow cloak |
| 2 Aladdin's lamp | 68 Hand of glory | 36 Shamshir twinblade |
| 3 Ankh of death | 69 Helm of Hades | 37 Siege Perilous |
| 4–5 Ankh of life | 70 Hlidskjalf, seat of Odin | 38 Skatert-Samobranka |
| 6–7 Ascended armor plating | 71 Holy Grail | 39–40 Sonic harmonizer |
| 8 Axe of the Dwarvish Fathers | 72–74 Jack-o’-lantern | 41 Soul sheath |
| 9–10 Belt of divine strength | 75 Jade dragon | 42 Soul weapon |
| 11 Blade of warding | 76 Kavacha, armor of Karna | 43 Spear of Longinus |
| 12 Capricious hookah | 77 Knot of Isis | 44–45 Spectacles of slaying |
| 13 Carnwennan | 78 Kusanagi | 46 Spellbook of the Amber Mage |
| 14–15 Chaos skiff | 79–80 Learning torc | 47 Spellbook of the dragon’s maw |
| 16 Chest of worms | 81 Lich eye | 48 Spellbook of Dreadimos Felthane |
| 17 Cloak of elfkind | 82 Lich hand | 49 Spellbook of elemental summoning |
| 18 Cloak of innocence | 83 Luck stone | 50–51 Spellbook of glass |
| 19–20 Cloak of wisdom | 84–88 Magic wand | 52 Spellbook of ineffable evil (Zauber Maleficarum) |
| 21 Coil of endless rope | 89 Marvelous powder of life | 53 Spellbook of searing light |
| 22 Coinbringer | 90 Mask of dream | 54–55 Spellbook of Thoth |
| 23 Cosmetic case of beauty | 91 Mask of Oceanus | 56 Spirit revolver |
| 24–25 Crown of immortality | 92–93 Medusa rifle | 57 Spirit ward |
| 26 Crown of the king | 94–95 Midas’s touch | 58 Spiritslaying weapon |
| 27 Crown of terror | 96 Mjölnir, hammer of Thor | 59 Staff of Moses |
| 28 Death's scythe | 97–99 Monitor’s monocle | 60 Staff of Ra |
| 29–30 Demon powder | 00 Necroham radio | 61–62 Staff of spell mastery |
| 31 Demonic rune blade | 1 Necronomicon | 63 Strangelance |
| 32 Dr. Nikidik's celebrated wishing pills | 2 Necronomicon (Latin edition) | 64 Swordbreaker Zeal fragment |
| 33 Dragon horn | 3 Omni arm | 65–66 Talaria |
| 34 Dragon's eye | 4–5 Orb of far sight | 67 Tesla goggles |
| 35–36 Dragon's teeth | 6 Personal wardstone | 68 Time-slicing dagger |
| 37 Dragontongue weapon | 7 Phial of elflight | 69 Trickster’s charm |
| 38 Draupnir, ring of Odin | 8 Phylactery | 70 Veil of judgment |
| 39–40 Eaglestone | 9–10 Plutonian iron knife | 71 Violin of Erich Zann |
| 41 Elvish knife | 11 Pnakotic Manuscripts | 72 Vorpal sword |
| 42 Elvish long sword | 12 Potion of invincibility | 73 Wand of binding |
| 43 Elvish short sword | 13 Red coat | 74 Wand of blasting |
| 44–45 Excalibur | 14–15 Ring of dragon’s flight | 75 Wand of delirium (madwand) |
| 46 Eyeglasses of memory | 16 Ring of fall flourishing | 76–80 Wand of spider’s webbing |
| 47 Falcon cloak | 17 Ring of Gyges | 81 Wand of vampire slaying |
| 48 Faterazor | 18 Ring of invisibility | 82 Ward tape |
| 49–50 Flintlock of certainty | 19–20 Ring of magic breaking | 83 Water of Urd |
| 51 Flute of the elder spirit | 21 Ring of Ruling | 84–88 Water wand |
| 52–53 Flying carpet | 22 Ring of wishes | 89 Whorl of destiny |
| 54–55 Foldable keep | 23 Rod of blasting | 90 Wings of the sun |
| 56 Game of Screams | 24–25 Rune staff (Ashur) | 91 Witch’s broom |
| 57 Gem of dreams | 26 Rune weapon of blood | 92–93 Wizard’s staff |
| 58 Gjallarhorn, horn of summoning | 27 Rune weapon of striking | 94 Yasakani no Magatama |
| 59–60 Glass from Leng | 28 Sand of dreams | 95 Yobuko mask (dominating) |
| 61 Gleipnir, chain of binding | 29–30 Scarab of shielding | 96 Yobuko mask (intimidating) |
| 62–63 Green armor | 31 Seal of Solomon | 97–98 Yobuko mask (knowledge) |
| 64–65 Guardian weapon | 32 Serpent pistol | 99 Yobuko mask (observant) |
| 66 Gungnir, spear of Odin | 33 Seven demon bag | 00 Yobuko mask (protective) |
| 1–5 Companion oracle | 36–40 Mind armor | 67–72 Mindcrusher |
| 6–10 Empathic psychotron | 41–45 Mind armor (conscious) | 73–78 Mirror of mental swapping |
| 11–15 Goggles of mind control | 46–51 Mind blade | 79–84 Psychic circlet |
| 16–20 Goggles of mind leeching | 52–58 Mind blade (conscious) | 85–90 Psychic skin |
| 21–25 Guardian sphere (defensive) | 59–60 Mind blade (mind feeding) | 91–95 Psychic whip |
| 26–30 Guardian sphere (offensive | 61–66 Mind blade (psychic bane) | 96–00 Weapon of splendor |
| 31–35 Intellect cache |
| 1–8 Armor-piercing machine gun | 33–40 Grip glove | 65–72 Perpetual motion engine |
| 9–16 Electric katana | 41–48 Inapposite harness | 73–80 Rocket-propelled grenade |
| 17–24 Flamethrower (antipersonnel) | 49–56 Microdrone | 81–88 Terahertz scanner |
| 25–32 Gecko jumpsuit | 57–64 Negation rifle | 89–00 World key |