Arcane Objects

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Objects known in the world that are notorious or of great reknown.


Minor Artifacts

Ghastly Presence Situator

A Ghastly Presence Situator or "GPS" is a cursed skull of a humanoid creature. It will act as an "un-dead map" to help characters find their way in and to areas they are un-familiar with. However, these animated skulls are often mis-leading and vindictive. They resent the condition they are in and will only provide correct information up to 75% of the time. The remainder of the time, they will intentionally mis-direct and willfully try to get the character lost. They are very spiteful objects and are known to hurl insults and profanities at those around them.

Notorious Objects

Dagger Diabolic

This dagger is Evil. It is normally a +1 dagger but there is more to it than there seems. This dagger is possessed by a demon that exerts its influence empathically. If in the hands of a Good or Neutral character, it's malevolent influence comes into effect and if held for only up to 4 rounds, it will act as only a +1 dagger. If longer than 4 rounds, the wielder must save vs magic or begin to become convinced that this dagger rightfully belongs to them and will quarrel with anyone else laying claim to it. If the save is made, the character will be repulsed by the dagger and cast it away, not wanting to handle it again.

When worn on the body somewhere, a dagger sheath, etc.. the wielder seems to be in a foul mood. Irritable and short tempered. When taken in hand, the wielder feels very aggressive and especially vicious, seeming to be looking for a fight and tending toward unusual violence and cruelty.

If kept and worn for more than 4 hours, it's full effects are felt by the wielder and their personality is affected as described. In the hands of someone who has become affected by it, it operates as a +3 dagger with a chance to do 2d4 damage on a natural 20.

In the hands of an Evil aligned character, it operates as a +3 dagger with a chance to do 2d4 damage on a natural 20 with no other influence on their personality (as they are already Evil).

Casting of the Clerical spell "Dispel Evil" will disrupt the effects of the dagger on the wielder and they will be able to see the dagger for what it really is.

If "Detect Magic" is cast upon the dagger, it will be detected.

The Chalice Of Living Death

Name: The Chalice Of Living Death

Origin/Creator: Imdugud, Demon Prince

Power/Ability: Raises dead in area as autonomous, flesh eating zombies. Anyone living who is bitten is then "infected" by a mysterious disease associated with very high fever that kills them within 4 hours and they become a similar zombie after death.

How To Operate/Use Object: The chalice must be given to someone to drink from.

Who Can Use /Operate Object: Whoever and anyone who drinks from the chalice will become the first "blood cursed" to become a flesh eating zombie. Anyone bitten by a flesh eating zombie will also become blood cursed and pass the curse on similarly.

Frequency: Very Rare, Usually found in unholy or defiled churches, temples etc...

Side Effects: The person who fills the chalice must not drink from it or they too will become blood cursed.

Artifacts/Objects Of Great Reknown

Helm of Okkulus

Owner/Creator: Okkulus the Watcher

Power(s)/Ability(ies): Creates a magical "seal" around the wearers head and looks to all viewers as though wearer's head is a large eyeball. Wearer is able to breathe in any environment while wearing the Helm. The Helm conveys the following spell like powers to the wearer as a 10th level Illusionist which they may "cast" up to 3 times/day:

Detect Invisibility

Detect Illusion


Mirror Image

Dispel Illusion


Shadow Door

Shadow Magic

Shadow Monsters

Special Defenses: The Helm causes opponents to attack the Emissary at a -5

How it is used: The wearer needs only to concentrate on the specific spell -like abilities to use them, the remaining abilities are automatic and persistent while it is worn.

Who may use it: Only an Emissary of Okkulus may wear the Helm

Frequency: One of a kind

Conch of Astarte

Origin/Creator: Originally a gift to Astarte from her father.

Power/Ability: By blowing into the conch different ways, the person blowing will be able to cast the following spells as though they are a level 15 Magic User.

1) Blow one short note (2 times per day)- Same as L2 Create Water Druid spell (up to 15 cu ft water) (OSRIC pg 58)

2) Blow one long notes (2 times per day)-Same as L2 MU spell, Invisibility. (OSRIC pg 85)

3) Blow two short notes (Once per day)- Same as L4 Call Woodland Beings spell (OSRIC pg 55)

4) Blow two long notes (Once per day)- Same as L4 MU spell, Charm Monster. (OSRIC pg 70)

5) Blow three short notes (Once per day)- same as L6 Druid Animal Summoning III spell. (OSRIC pg 54)

6) Blow Three Long notes(Once per day) - same as L6 MU Monster Summoning IV ((OSRIC pg 91)

How To Operate/Use Object: short blow(s) or long blow(s) into the conch.

Who Can Use /Operate Object: Only the person designated by Astarte herself as the guardian of the conch can have it in their possession and make use of it.

Frequency: Very Rare, it is only obtained by defeating the current guardian of the conch and direct approval of Astarte herself.

Side Effects: None

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