Artifact Competition [Archive] - Wizards Community

Post/Author/DateTimePost
kmccoy

12-21-05, 01:56 PM
It's time to get your creative juices flowing. I want everyones ideas on uber world saving/destroying artifacts. There really aren't any rules as to what it can be or what it does, but try not to get ridiculous when it comes to powers. This is supposed to be a fun idea thread so don't bash everone's ideas if you don't like them. If I like your idea the best, you won't get money or fame but maybe I'll steal your idea and put it in my upcoming campaign. I'll work on and add my own idea later. Have Fun.
Chrono Nexus

12-21-05, 05:48 PM
Amulet of Ages
Appearance - A strange looking eye aken to an ancient god is centered on the face of this golden triangular amulet. It may have been beautiful once, but its golden surface is faded and its edges seem chipped and worn by the passage of years.

This ancient artifact is remnant of a dead civilization. It had a hand in thier destruction. No living being knows of its existance, nor can any historian find the ruins of the lost city; its as though the society never existed.

Powers-
This amulet grants its wearer a limited sense of the future. The wearer gains a +1 insight bonus on her attacks, saves, ac, skill checks, and ability checks. As a free action, the wearer can activate the speed effect. The wearer can be affected as though by a haste spell up to ten rounds per day. The duration of the haste effect need not be consecutive rounds. Once per week, the wearer can activate a Time Stop effect. This is identical to the spell time stop as cast by a 18 level wizard. Once per month, the wearer can reverse time back to a point within the last twenty-four hours. The wearer can essentially "relive" the time elapsing but her actions can likewise change the actions of others. Once per year the wearer can travel to a date in time within the last one hundred years. She appears in the location she left (only in the past). She may act for twenty four hours before she reappears in the space she occupies. Her actions can change fate, even undo the future, but there are risks when tampering with magic. Note: Avoid travelling from tall buildings.
Last of all, the amulet grants the wearer Timeless Body as per the druid class feature.

These powers are all very useful, but they exact a price. Each time a power of the amulet is used, the wearer must give up a little of her own time. Each time she activates a power, she ages. Note: Death from old age is considered death from natural causes.

Haste: One year per 100 rounds.
Time Stop: One year.
Reverse Time(24 hrs): 3 years.
Reverse Time(Centenial): Time Travelled.
ssvegeta555

12-21-05, 07:53 PM
Heres a few artifacts I created for my CS. It was origionally posted in my campaign thread. Anyways, it's technicly 5 artifacts, but they can be used in concert, getting more powerful for each one worn.

Elemental Rings of the Archmages

These rings were created by powerful archmages of ages past. These archamages where mysterious and no one knew who or what they were. These archmages were the ones who helped turn the tide of the Mind’s War, and help established the first mage schools, and colleges around Cerbria. There fate was unknown but many seek the rings they once possessed.
The rings were scattered across the multiverse when the archmages were defeated in battle. When the owner died the ring uplifted itself and planeshifted to a random place. To this day their whereabouts are unknown. Each ring corresponds to one of these elements: Fire, Cold, Electricity, Acid, and Sonic. Each ring is powerful on their own right. But once all five rings are gathered the owner receives immense power.

Elemental Ring of the Archmage (Fire)
This ring looks like a burning ring of fire, though this fire doesn’t hurt the wearer. While worn the wielder is immune to fire and weapons he wields have the Flaming and Flaming Burst weapon special properties.
The ring also has powers as follows:
-Fireball (DC 14) 2/day
-Flaming Sphere (DC 13) 5/day
-Wall of Fire (DC 15) 2/day
-Aganazzar’s Scortcher (DC 13) 3/day
-Flame Strike (DC 18) 1/day
-Meteor Swarm (DC 23) 1/week
-Summon Great Wyrm Red Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Cold)
This ring looks like a ring of frozen ice cool to the touch. While worn the wielder is immune is cold and weapons he wields have the Frost and Icy Burst weapon special properties.
The ring also has powers as follows:
-Ice Storm (DC 17) 2/day
-Otiluke’s Freezing Sphere (DC 18) 1/day
-Wall of ice (DC 15) 2/day
-Cone of cold (DC 17) 1/day
-Snillocs Snowball swarm (DC 13) 3/day
-Zajmarn’s field of icy razors (DC 22) 1/week
Summon Great Wyrm White Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Electricity)
This ring looks like a ring of crackling electricity, though this energy does not harm the wearer. While worn the wielder is immune to electricity and weapons he wields have the Shock and Shocking Burst weapon special properties.
The ring also has powers as follows:
-Lightning Bolt (DC 14) 2/day
-Call Lightning (DC 14) 2/day
-Greater call lightning (DC 19) 1/day
-Chain lightning (DC 19) 1/day
-Shocking grasp 3/day
-Gedlee’s Electric loop (DC 13) 5/day
-Summon Great Wyrm Blue Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Acid)
This ring looks like a ring of bubbling acid, though this energy does not harm the wearer. While worn the wielder is immune to acid and weapons he wields has the Corrosive and Acidic Burst weapon special properties.
The ring also has powers as follows:
-Melf’s acid arrow (7 rounds) 3/day
-Mestil’s acid breath (DC 14) 2/day
-Acid fog (DC 19) 1/day
-Corrosive grasp 5/day
-Acid storm (DC 19) 1/day
-Mestil’s acid sheath 1/day
-Summon Great Wyrm Black Dragon (20 rounds) 1/year
Caster Level: 20th

Elemental Ring of the Archmage (Sonic)
This ring looks like a ring of yellow energy of humming sound. While worn the wielder is immune to sonic and weapons he wields have the Screaming and Thundering weapon special properties.
The ring also has powers as follows:
-Shatter (DC 13) 3/day
-Shout (DC 16) 2/day
-Shatter floor (DC 14) 2/day
-Horizkaul’s versatile vibration (DC 18) 1/day
-Great Shout (DC 22) 3/week
-Great thunderclap (DC 20) 1/day
-Summon Great Wyrm Green Dragon (20 rounds) 1/year
Caster Level: 20th

If the owner has died (-10 health) the ring (or rings) automatically lift itself off the user and planeshifts to another plane. The ring planeshifts to a random plane. But each ring sets its self to a location on that plane closely resembling their element. For example, the ring of fire could planeshift to the plane of fire or the mounts of Gahenna, or another place with fire. The sonic ring could planeshift to a place with a lot of sound, like Pandemonium for example. The rings always planeshift to the first layer of the plane. The rings whereabouts are unknown. No mortal magic can locate the lost rings; the best way is to search high and low. There is no way to prevent the ring from planeshifting, unless the ring is fully charged (meaning you haven’t used the rings per day or year abilities) and is not being worn during the death.

When 2 or more rings are collected the powers grow stronger. In order to receive the affects you must wear each ring, (2 on each hand and one on the necklace). For each ring worn beyond the first ring all powers that have spell levels are hightened 2 spell levels, as if highted meta magic feat was applied to them. Also the caster level of the powers are incresed by 2. For example: If you wear three rings at once all spell level powers are increased by 4 spell levels, thus increasing the save DC. And the caster level is also increased by 4. The caster level increase also effects the dragon summon as well.

When all five rings are collected and worn at the same time (2 on each hand and one on a chain taking up the necklace slot. All the rings are still functional even though you exceed the limit on the hands, so your weapons gain all the weapon abilities and you are immune to all energy plus you can still use the other abilities on the rings) the wielder can call forth a devastating effect using the five elements. As a full round action the wielder casts a powerful spell that all within a half mile radius burst takes 10d6 fire, cold, electricity, acid and sonic damage reflex save 50. This effect is centered on the caster. But doing this has a price, the user’s rings become dormant (all abilities locked) for 1 year, except the weapon special abilities and imunities.

Elemental Blast
Evocation [Acid, Cold, Electricity, Fire, Sonic]
Spellcraft DC: 197
Components: V, S
Casting Time: 1 full round
Range: 0 ft.
Area: Half-mile radius, centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 1,773,000 gp; 36 days; 70,920 XP. Seed: energy (deals 10d6 of each acid, cold, electricity, fire, sonic) (DC 95). Factors: Change bolt to area (DC +2), Increase area by 700% (DC +28), +80 ft. to equal half-mile (ad-hoc DC +4), Add 25 to save DC (DC +50), Reduce casting time by 9 rounds (DC + 18)

The power of this spell is immense and is mainly used to level cities and armies in one single shot. Every one in a half-mile radius blast takes 10d6 fire, acid, cold, electricity, and sonic damage. Any target that is in that blast must make a reflex save, though the DC to the save is increased by 25. Even though the spell is centered on the caster it does not make the caster immune. This spell is mainly used as a last resort, go out with a bang.