artifacts: list: - id: fantasy-artifact-adamantine-rope name: Adamantine Rope source: Godforsaken, page 147 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. - id: fantasy-artifact-alchemist-bag name: Alchemist Bag source: Godforsaken, page 145 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 depletion-check: each time a cypher is added to the bag - id: fantasy-artifact-angelic-ward name: Angelic Ward source: Cypher System Rulebook, page 257 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 - id: fantasy-artifact-armored-cloth name: Armored Cloth source: Godforsaken, page 147 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. depletion: null - id: fantasy-artifact-belt-of-strength name: Belt of Strength source: Godforsaken, page 147 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). depletion: null - id: fantasy-artifact-book-of-all-spells name: Book of All Spells source: Godforsaken, page 147 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 Rulebook*. 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. effect-roll-type: d6 effect-roll-values: - min-roll: 1 max-roll: 2 value: Roll on the Manifest Cypher Table - min-roll: 3 max-roll: 5 value: Roll on the Fantastic Cypher Table - min-roll: 6 value: Roll on the Subtle Cypher Table depletion: 1 in 1d100 depletion-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. - id: fantasy-artifact-bounding-boots name: Bounding Boots source: Godforsaken, page 148 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). depletion: null - id: fantasy-artifact-cats-eye-spectacles name: Cat's eye spectacles source: Godforsaken, page 148 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). depletion: null - id: fantasy-artifact-cloak-of-balakar name: Cloak of Balakar source: Godforsaken, page 148 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 depletion-effect: cloak disappears and reappears somewhere else in the world - id: fantasy-artifact-cloak-of-elfkind name: Cloak of Elfkind source: Godforsaken, page 148 level: 1d6 + 2 form: Thin greyish-green cloak with a cowl and clasp effect: | When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark. depletion: 1 in 1d100 - id: fantasy-artifact-cloak-of-finery name: Cloak of Finery source: Godforsaken, page 148 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 - id: fantasy-artifact-coil-of-endless-rope name: Coil of Endless Rope source: Godforsaken, page 148 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 depletion-check: each use that extends it beyond 50 feet - id: fantasy-artifact-crown-of-eyes name: Crown of Eyes source: Godforsaken, page 148 level: 1d6 form: Metallic circlet set with several crystal spheres 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. depletion: 1 in 1d100 - id: fantasy-artifact-crown-of-the-mind name: Crown of the Mind source: Godforsaken, page 149 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 Intellect 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). (GF, 149) depletion: null - id: fantasy-artifact-crystal-ball name: Crystal Ball source: Godforsaken, page 149 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** | **Difficulty** | |----------------------------------|----------------| | Only have name or description | Hindered | | Target has been visited | Eased | | Target is well known to the user | Eased | | **Availability** | **Difficulty** | |---------------------|----------------| | Target is willing | Eased | | Target is unwilling | Hindered | | **Distance** | **Difficulty** | |---------------------|----------------| | More than 1 mile | Hindered | | More than 10 miles | Hindered | | More than 100 miles | Hindered | 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. depletion: 1 in 1d20 note: | An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would against a directly harmful mental spell. - id: fantasy-artifact-deaths-scythe name: Death's Scythe source: Godforsaken, page 149 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 depletion-check: per killing effect depletion-effect: a manifestation of Death appears to reclaim its blade note: | Death manifestation: level 7 The *deflecting shield* (GF, 150) is not included in the CSRD. - id: fantasy-artifact-demonflesh name: Demonflesh source: Godforsaken, page 150 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 Speed 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. (GF, 150) depletion: 1 in 1d20 - id: fantasy-artifact-demonic-rune-blade name: Demonic Rune Blade source: Godforsaken, page 150 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 depletion-check: each time a killed creature's life force is absorbed depletion-effect: if depleted, the sword's magical abilities can be recharged if it kills an "innocent" creature - id: fantasy-artifact-dragontongue-weapon name: Dragontongue Weapon source: Godforsaken, page 150 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 - id: fantasy-artifact-dragontooth-soldiers name: Dragontooth Soldiers source: Godforsaken, page 151 level: 1d6 + 1 form: Burlap bag containing a handful of large reptilian teeth 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. depletion: 1 in 1d10 note: | Dragontooth warrior: level equal to the artifact level, Speed 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 - id: fantasy-artifact-elfblade name: Elfblade source: Godforsaken, page 151 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). depletion: null - id: fantasy-artifact-enchanted-armor name: Enchanted Armor source: Godforsaken, page 151 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 Intellect damage). depletion: null - id: fantasy-artifact-exploding-arrow name: Exploding Arrow source: Godforsaken, page 151 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. effect-roll-type: 1d100 effect-roll-values: - min-roll: 01 max-roll: 20 value: Acid - min-roll: 21 max-roll: 40 value: Electricity - min-roll: 41 max-roll: 60 value: Cold - min-roll: 61 max-roll: 90 value: Fire - min-roll: 91 max-roll: 00 value: Necromantic (harms only flesh) depletion: automatic (GF, 151) note: | 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. - id: fantasy-artifact-explorers-gloves name: Explorer's Gloves source: Godforsaken, page 151 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 - id: fantasy-artifact-falcon-cloak name: Falcon Cloak source: Godforsaken, page 151 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 note: | Most magic items that turn a character into a different creature make it difficult to use any of the character's special abilities (other than skills) in that form. - id: fantasy-artifact-flying-carpet name: Flying Carpet source: Godforsaken, page 152 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 - id: fantasy-artifact-ghostly-armor name: Ghostly Armor source: Godforsaken, page 152 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. After depletion, the suit still functions as normal armor and provides its full Armor value. depletion: 1 in 1d10 - id: fantasy-artifact-gloves-of-agility name: Gloves of Agility source: Godforsaken, page 152 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 Speed 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). depletion: null - id: fantasy-artifact-gruelmaker name: Gruelmaker source: Godforsaken, page 152 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 - id: fantasy-artifact-guardian-idol name: Guardian Idol source: Godforsaken, page 152 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 - id: fantasy-artifact-hand-of-glory name: Hand of Glory source: Godforsaken, page 153 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 Speed 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 - id: fantasy-artifact-helm-of-water-breathing name: Helm of Water Breathing source: Godforsaken, page 153 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 depletion-check: each day - id: fantasy-artifact-horn-of-thunder name: Horn of Thunder source: Godforsaken, page 153 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 - id: fantasy-artifact-instant-ladder name: Instant Ladder source: Godforsaken, page 153 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 note: | A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper sequence to expand or collapse it. - id: fantasy-artifact-lightning-hammer name: Lightning Hammer source: Godforsaken, page 153 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. Lightning Hammer is still usable as a normal weapon after depletion. depletion: 1 in 1d6 - id: fantasy-artifact-mastercraft-armor name: Mastercraft Armor source: Godforsaken, page 154 level: 1d6 form: Armor of exceptional quality effect: This armor grants its wearer an asset for Speed defense rolls. depletion: null - id: fantasy-artifact-mastercraft-weapon name: Mastercraft Weapon source: Godforsaken, page 154 level: 1d6 form: Weapon of exceptional quality effect: This weapon grants its wielder an asset for attack rolls made with it. depletion: null note: | Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality, or both. - id: fantasy-artifact-mindshield-helmet name: Mindshield Helmet source: Godforsaken, page 154 level: 1d6 + 2 form: Lightweight cloth, leather, or metal helmet effect: | The wearer gains 3 Armor that protects against Intellect 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). depletion: null - id: fantasy-artifact-necromantic-wand name: Necromantic Wand source: Godforsaken, page 154 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 - id: fantasy-artifact-pack-of-storage name: Pack of Storage source: Godforsaken, page 154 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 depletion-check: each time something is added to the pack depletion-effect: all objects are expelled from the pack - id: fantasy-artifact-poisoners-touch name: Poisoner's Touch source: Godforsaken, page 154 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 Speed 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 - id: fantasy-artifact-protection-amulet name: Protection Amulet source: Godforsaken, page 154 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. effect-roll-type: 1d100 effect-roll-values: - min-roll: 1 max-roll: 4 value: Acid - min-roll: 5 max-roll: 8 value: Cold - min-roll: 9 max-roll: 12 value: Electricity - min-roll: 13 max-roll: 16 value: Fire - min-roll: 17 max-roll: 20 value: Poison depletion: 1 in 1d6 depletion-check: each time the amulet reduces damage (GF, 154) - id: fantasy-artifact-ring-of-dragons-flight name: Ring of Dragon's Flight source: Cypher System Rulebook, page 257 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 - id: fantasy-artifact-ring-of-fall-flourishing name: Ring of Fall Flourishing source: Godforsaken, page 155 level: 1d6 form: Gold band inscribed with feather wreath effect: The wearer of the ring can fall any distance safely, landing easily and upright. depletion: 1 in 1d100 - id: fantasy-artifact-ring-of-invisibility name: Ring of Invisibility source: Godforsaken, page 155 level: 1d6 form: Gold band inscribed with characters that are revealed only if ring is heated effect: | The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason. depletion: 1 in 1d20 - id: fantasy-artifact-ring-of-wishes name: Ring of Wishes source: Godforsaken, page 155 level: 1d6 + 4 form: Plain gold band effect: | The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more likely the GM will limit its effect.) depletion: 1–3 in 1d6 - id: fantasy-artifact-shield-of-two-skies name: Shield of Two Skies source: Godforsaken, page 155 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 - id: fantasy-artifact-skill-ring name: Skill Ring source: Godforsaken, page 155 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). depletion: null - id: fantasy-artifact-smooth-stepping-boots name: Smooth Stepping Boots source: Godforsaken, page 155 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 - id: fantasy-artifact-soul-stealing-knife name: Soul-Stealing Knife source: Godforsaken, page 155 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 depletion-check: each activation - id: fantasy-artifact-soulflaying-weapon name: Soulflaying Weapon source: Cypher System Rulebook, page 257 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 Intellect damage on all creatures that have souls (not automatons, mindless undead, or the like). depletion: 1 in 1d100 - id: fantasy-artifact-sovereign-key name: Sovereign Key source: Godforsaken, page 156 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 - id: fantasy-artifact-spellbook-of-elemental-summoning name: Spellbook of Elemental Summoning source: Godforsaken, page 156 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 - id: fantasy-artifact-spellbook-of-the-amber-mage name: Spellbook of the Amber Mage source: Cypher System Rulebook, page 257 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 Intellect-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 - id: fantasy-artifact-staff-of-black-iron name: Staff of Black Iron source: Godforsaken, page 156 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 Speed 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 - id: fantasy-artifact-staff-of-healing name: Staff of Healing source: Godforsaken, page 156 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 - id: fantasy-artifact-staff-of-the-prophet name: Staff of the Prophet source: Godforsaken, page 157 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 Speed 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. - *Water From Stone*: Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a natural spring in the ground. depletion: 1 in 1d20 - id: fantasy-artifact-storm-shack name: Storm Shack source: Godforsaken, page 157 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 Speed 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 - id: fantasy-artifact-trap-runestone name: Trap Runestone source: Godforsaken, page 157 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 - id: fantasy-artifact-tunneling-gauntlets name: Tunneling Gauntlets source: Godforsaken, page 157 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 - id: fantasy-artifact-vorpal-sword name: Vorpal sword source: Godforsaken, page 158 level: 1d6 + 3 form: Long sword that sometimes whispers and snickers aloud effect: | The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a different effect). depletion: 1–2 in 1d100 depletion-check: each decapitation and specific attempt to cut through solid material - id: fantasy-artifact-wand-of-firebolts name: Wand of Firebolts source: Cypher System Rulebook, page 257 level: 1d6 + 2 form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images 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. depletion: 1 in 1d20 - id: fantasy-artifact-wand-of-spiders-webbing name: Wand of Spider's Webbing source: Godforsaken, page 158 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 - id: fantasy-artifact-whisperer-in-the-ether name: Whisperer in the Ether source: Godforsaken, page 158 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 depletion-check: each day - id: fantasy-artifact-witchs-broom name: Witch's Broom source: Godforsaken, page 158 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 Intellect tasks are eased for the next ten minutes. depletion: 1 in 1d20 - id: modern-magic-artifact-accessories-sold-separately name: Accessories Sold Separately source: It's Only Magic, page 132 level: 1d6 form: | Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop computer, dazzling outfit, and so on. effect: | The action figure carries a number of accessories equal to the artifact level. When the button on their back is pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they become functional. They remain this way for a day. Roll a d20 for each accessory the action figure might carry. effect-roll-type: d20 effect-roll-values: - min-roll: 1 value: Light weapon (includes ammo) - min-roll: 2 value: Medium weapon (includes ammo) - min-roll: 3 value: Heavy weapon (includes ammo) - min-roll: 4 value: Light armor - min-roll: 5 value: Medium armor - min-roll: 6 value: Heavy armor - min-roll: 7 value: Laptop computer - min-roll: 8 value: Cell phone - min-roll: 9 value: Doctor bag (eases healing tasks) - min-roll: 10 value: Dazzling outfit (eases social interactions) - min-roll: 11 value: Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) - min-roll: 12 value: Bag of light tools - min-roll: 13 value: Puppy (level 1) - min-roll: 14 value: Kittem (level 1) - min-roll: 15 value: Dinosaur (level 1) - min-roll: 16 value: Fiction book - min-roll: 17 value: Nonfiction book - min-roll: 18 value: Backpack (empty) - min-roll: 19 value: Guitar - min-roll: 20 value: Inflatable couch depletion: 1 in 1d20 - id: modern-magic-artifact-ask-me-anything name: Ask Me Anything source: It's Only Magic, page 133 level: 1d6 + 1 form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats effect: | The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what will happen, but they usually offer at least one piece of concrete, actionable information. depletion: 1 in 1d20 - id: modern-magic-artifact-atheneum-of-the-mind-card name: Atheneum of the Mind Card source: It's Only Magic, page 133 level: 1d6 form: Metal and glass card about the size and shape of a library card effect: | Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next 24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're "borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but maybe not in woodworking or cooking). They can only borrow one person's mind each day. depletion: 1 in 1d100 - id: modern-magic-artifact-attempted-murder name: Attempted Murder source: It's Only Magic, page 133 level: 1d6 + 4 form: Tattoo of a flock of crows located anywhere on the body effect: | When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time. depletion: 1 in 1d6 depletion-effect: the tattoo flies away and disappears - id: modern-magic-artifact-battery-of-the-vanquished name: Battery of the Vanquished source: It's Only Magic, page 133 level: 1d6 + 4 form: Small metal pipe that's been etched with elaborate symbols effect: | After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up into their body. The creature must have been slain by the user, they must be magical in some way, and they must have died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool (even if this temporarily puts them above their maximum Pool). depletion: 1 in 1d6 - id: modern-magic-artifact-blade-of-the-roses name: Blade of the Roses source: It's Only Magic, page 133 level: 1d6 + 2 form: Handcrafted sword etched with vines and roses effect: | This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll on their turn. depletion: 1 in 1d100 depletion-check: each first successful attack - id: modern-magic-artifact-book-of-the-baker name: Book of the Baker source: It's Only Magic, page 133 level: 1d6 form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes effect: | Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes. depletion: 1 in 1d20 - id: modern-magic-artifact-breakaway-bag name: Breakaway Bag source: It's Only Magic, page 133 level: 1d6 + 4 form: Backpack, purse, or duffel covered in patches effect: | This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize these patches as the objects they once were, and only the user can turn them back into their original items (doing so takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many magic items it can hold. Cyphers in the bag do not count against the user's cypher limit. depletion: 1 in 1d20 depletion-check: each time a magic item is added - id: modern-magic-artifact-busy-box name: Busy Box source: It's Only Magic, page 134 level: 1d6 form: Small wooden box with a remote opener effect: | Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up to long range away. depletion: 1 in 1d20 - id: modern-magic-artifact-cats-hide-their-paws name: Cats Hide Their Paws source: It's Only Magic, page 134 level: 1d6 + 2 form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros effect: | The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks. depletion: 1 in 1d100 depletion-check: each day - id: modern-magic-artifact-cloud-storage name: Cloud Storage source: It's Only Magic, page 134 level: 1d6 + 2 form: Palm-sized device with a carabiner attached effect: | Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit. depletion: 1 in 1d20 depletion-check: each time an app is added - id: modern-magic-artifact-cloud-thief name: Cloud Thief source: It's Only Magic, page 134 level: 1d6 form: Ring that alters to perfectly fit the wearer (in size and appearance) effect: | Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only hold one app at a time, and that app does count against the user's cypher limit. depletion: 1 in 1d20 - id: modern-magic-artifact-color-cannon name: Color Cannon source: It's Only Magic, page 134 level: 1d6 form: Can of spray paint modified to spray from three different nozzles effect: | Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by the user. - *Fear*: Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number of rounds equal to the artifact level. - *Stun*: Sprays a target within short range with a beam of color that stuns them for one round, making them lose their next action. - *Tag*: Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt is tagged, the tag works even if they remove their shirt). depletion: 1 in 1d20 - id: modern-magic-artifact-combat-glasses name: Combat Glasses source: It's Only Magic, page 134 level: 1d6 + 2 form: Pair of stylish sunglasses effect: | The glasses analyze a foe and display information about the best places to strike them as well as how best to avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each foe, and the glasses can only assist against one foe at a time. depletion: 1 in 1d6 depletion-check: after each foe - id: modern-magic-artifact-crow-friend name: Crow Friend source: It's Only Magic, page 135 level: 1d6 + 4 form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time effect: | For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones on a foe's head, warning them of incoming dangers, bringing them a snack, and so on. depletion: 1 in 1d100 depletion-check: each time the crows arrive - id: modern-magic-artifact-crown-of-the-high-king name: Crown of the High King source: It's Only Magic, page 135 level: 1d6 + 3 form: Pair of over-the-ear headphones that sparkle in the light effect: | When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the royalty they obviously are. All social interactions are eased. depletion: 1 in 1d100 depletion-check: each day - id: modern-magic-artifact-dragon-pen name: Dragon Pen source: It's Only Magic, page 135 level: 1d6 + 2 form: Quill made from a green feather effect: | The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height. If a creature is made, it does the bidding of the user. Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin focus, can use the pen as part of casting their spells, easing the task of casting the spell. depletion: 1 in 1d10 - id: modern-magic-artifact-eau-de-blood-and-monsters name: Eau de Blood and Monsters source: It's Only Magic, page 135 level: 1d6 + 4 form: Red crystal bottle filled with amber perfume effect: | This perfume is specially created to be used by a single person. To activate it for the first time, the user must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The result smells amazing to them but is not noticeable to anyone else. After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher). Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume. Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of damage. depletion: 1 in 1d20 - id: modern-magic-artifact-ecosensitive-fridge-magnets name: Ecosensitive Fridge Magnets source: It's Only Magic, page 136 level: 1d6 form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood effect: | Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or throwing them). Depletion means one of the magnets is lost forever but the remainder continue to function. depletion: 1 in 1d20 depletion-check: each day of use - id: modern-magic-artifact-flying-carpet name: Flying Carpet source: It's Only Magic, page 136 level: 1d6 + 1 form: Small woven rug, large enough for several people to sit on 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 - id: modern-magic-artifact-gift-from-the-fairy-queen name: Gift from the Fairy Queen source: It's Only Magic, page 136 level: 1d6 + 2 form: Glass eye that shines with a beautiful inner light effect: | Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses. depletion: null - id: modern-magic-artifact-goodest-gargoyle name: Goodest Gargoyle source: It's Only Magic, page 136 level: 1d6 + 2 form: Small lapel pin of a winged, grinning gargoyle effect: | Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful blast of water that deals damage equal to its level. The gargoyle lasts for a day. depletion: 1 in 1d20 - id: modern-magic-artifact-harrowing-blade name: Harrowing Blade source: It's Only Magic, page 136 level: 1d6 + 1 form: Long black blade with a carved stone handle effect: | A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that ignore Armor. The foe does not need to be corporeal for the attack to be successful. depletion: null - id: modern-magic-artifact-historys-fickle-hands name: History's Fickle Hands source: It's Only Magic, page 136 level: 1d6 form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order effect: | The watch works as a two-way communication device to someone in the past whose level is equal to or less than the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them. The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in the present or future. The connection stays open for ten minutes per artifact level. depletion: 1 in 1d6 - id: modern-magic-artifact-keys-of-close-to-you name: Keys of Close to You source: It's Only Magic, page 137 level: 1d6 + 4 form: Two small gold keys, each with a simple bow effect: | When activated by two people standing together, the bows of the keys magically adjust to create an abstract representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and there must be no magical barriers in place that are higher level than the artifact. depletion: 1 in 1d20 depletion-check: each teleportation - id: modern-magic-artifact-living-copycat name: Living Copycat source: It's Only Magic, page 137 level: 1d6 form: Collection of metal magnets in a small tin effect: | If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it. The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets. depletion: 1 in 1d20 - id: modern-magic-artifact-magicians-protective-amulet name: Magician's Protective Amulet source: It's Only Magic, page 137 level: 1d6 + 2 form: Silver medallion bearing several magical symbols effect: | The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher). depletion: 1 in 1d20 depletion-check: each spell attack - id: modern-magic-artifact-malware-genie name: Malware Genie source: It's Only Magic, page 137 level: 1d6 + 2 form: Thumb drive with the image of a lamp engraved on it effect: | Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per day. depletion: 1 in 1d6 - id: modern-magic-artifact-meatboy name: Meatboy source: It's Only Magic, page 137 level: 1d6 form: Ring with a generic human face design effect: | The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps, melts into reddish goo, and vanishes. depletion: 1 in 1d20 - id: modern-magic-artifact-my-friend-lockness name: My Friend Lockness source: It's Only Magic, page 137 level: 1d6 + 3 form: Silver lapel pin in the shape of the Loch Ness monster effect: | When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher). depletion: 1 in 1d100 - id: modern-magic-artifact-pearls-of-your-grandmother-the-witch name: Pearls of Your Grandmother, the Witch source: It's Only Magic, page 138 level: 1d6 + 2 form: Elegant necklace made of pearls with unusual colors and shapes effect: | Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that involve finding, sourcing, locating, and purchasing craft-related items are also eased. depletion: null - id: modern-magic-artifact-poor-magicians-lunchbox name: Poor Magician's Lunchbox source: It's Only Magic, page 138 level: 1d6 form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch effect: | The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free. depletion: 1 in 1d10 - id: modern-magic-artifact-rainbow-suspenders name: Rainbow Suspenders source: It's Only Magic, page 138 level: 1d6 form: Bright rainbow suspenders that adjust to fit the wearer perfectly effect: | When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they provide +1 Armor against Intellect damage. depletion: 1 in 1d20 depletion-check: each interaction depletion-effect: still wearable as regular suspenders after depletion - id: modern-magic-artifact-ring-of-reflected-bullets name: Ring of Reflected Bullets source: It's Only Magic, page 138 level: 1d6 form: Red gold ring engraved with a chaotic bullet pattern effect: | When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender, effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is practiced with this attack. depletion: 1 in 1d20 - id: modern-magic-artifact-scarf-of-love-and-death name: Scarf of Love and Death source: It's Only Magic, page 138 level: 1d6 form: Hand-knitted scarf with a tag that says MADE WITH LOVE effect: | When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to switch the effect. - *Love*: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the artifact is level 5 or higher). - *Death*: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher). depletion: 1 in 1d20 depletion-check: each activation - id: modern-magic-artifact-song-of-the-siren name: Song of the Siren source: It's Only Magic, page 138 level: 1d6 + 3 form: Safety whistle in the shape of a woman with bird wings and a fish tail effect: | Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song. The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor). depletion: 1 in 1d6 - id: modern-magic-artifact-speed-readers name: Speed Readers source: It's Only Magic, page 138 level: 1d6 form: Reading glasses with blue-hued lenses effect: | Allows the user to quickly read and understand almost anything within short range, such as a book, long article, important document, and so on, even if it's not in a language they know. Reading something usually takes at least a few rounds, depending on the length of the item. For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained knowledge disappears. They can only use the speed readers on the same item once. depletion: 1 in 1d20 - id: modern-magic-artifact-tattoo-of-the-tiger name: Tattoo of the Tiger source: It's Only Magic, page 139 level: 1d6 + 2 form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse effect: | Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base stats. The form lasts for ten minutes per artifact level. depletion: 1 in 1d20 - id: modern-magic-artifact-tattoo-of-tomorrows-edge name: Tattoo of Tomorrow's Edge source: It's Only Magic, page 139 level: 1d6 + 3 form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead effect: | Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools. However, all of their Pools are permanently reduced by 1 each time. depletion: 1 in 1d6 - id: modern-magic-artifact-tattoo-of-true-shot name: Tattoo of True Shot source: It's Only Magic, page 139 level: 1d6 form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood effect: | Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a bow, gun, or throwing knife. depletion: 1 in 1d10 note: | Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on their body. - id: modern-magic-artifact-time-is-a-circle name: Time is a Circle source: It's Only Magic, page 139 level: 1d6 + 4 form: Watch with no face and no hands effect: | The user can tell the watch what time it is, and it will be that time for them and only them. The watch face shows them a video of what they were experiencing in the past or will experience in the future (depending on what time they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the past is always accurate, the video of the future shows one of many possible futures and may not come true. depletion: 1 in 1d6 depletion-check: each use - id: modern-magic-artifact-umbrella-of-no-touch name: Umbrella of No-Touch source: It's Only Magic, page 139 level: 1d6 + 3 form: Umbrella that folds down to the size of a credit card effect: | When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect. depletion: 1 in 1d20 depletion-check: each use depletion-effect: works as a regular umbrella after depletion - id: modern-magic-artifact-vanity-of-the-vanities name: Vanity of the Vanities source: It's Only Magic, page 139 level: 1d6 form: Handheld mirror or small vanity with a special button shaped like a crown effect: | The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of the vanity, no time passes for them, allowing them to spend as much time as they need to get ready. depletion: 1 in 1d100 depletion-check: each hour of extra time granted to the user depletion-effect: its magic stops working but it continues to function as a normal mirror - id: modern-magic-artifact-witch-wand name: Witch Wand source: It's Only Magic, page 140 level: 1d6 form: Wooden wand of exceptional quality effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it. depletion: null - id: modern-magic-artifact-witchs-broom name: Witch's Broom source: It's Only Magic, page 140 level: 1d6 + 2 form: Long wooden broom effect: | As a flying 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 Intellect tasks are eased for the next ten minutes. depletion: 1 in 1d20 - id: modern-magic-artifact-wonder-onesie name: Wonder Onesie source: It's Only Magic, page 140 level: 1d6 + 4 form: | Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer perfectly. effect: | When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all Intellect defense rolls. depletion: null depletion-check: | at any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that ability, after which it still functions as armor. - id: modern-magic-artifact-your-mamas-biker-jacket name: Your Mama's Biker Jacket source: It's Only Magic, page 140 level: 1d6 + 4 form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back effect: | When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion, persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability. depletion: none for the main effect 1 in d100 for the secondary effect depletion-check: each use effect-roll-type: d6 effect-roll-values: - min-roll: 1 max-roll: 2 value: | Metal spikes appear along the sleeves, shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact level. - min-roll: 3 max-roll: 4 value: | The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds equal to the artifact level. - min-roll: 5 max-roll: 6 value: | The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset on combat tasks, such as attacking and defending, for a number of rounds equal to the artifact level. - id: science-fiction-artifact-amber-casement name: Amber Casement source: Cypher System Rulebook, page 275 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 - id: science-fiction-artifact-dimensional-modulator name: Dimensional Modulator source: The Stars are Fire, page 89 level: 1d6 + 3 form: Marble-sized crisscross shape of unknown material effect: | A target within immediate range loses their dimension of breadth (which folds into a higher dimension), rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user returns the missing dimension or the artifact depletes. depletion: 1 in 1d10 - id: science-fiction-artifact-metabolic-prod name: Metabolic Prod source: The Stars are Fire, page 89 level: 1d6 + 1 form: 1 m (4 foot) metallic rod of unknown material effect: | When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following additional effects, if set before attacking. - *Aggression*: The target's aggressive tendencies are increased for one hour, during which time the target attacks almost anything it encounters. - *Calm*: The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks but never initiates them. - *Hibernation*: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage, persistent prodding, and the like wakes someone in hibernation. depletion: 1 in 1d20 - id: science-fiction-artifact-metabolism-bud name: Metabolism Bud source: Cypher System Rulebook, page 275 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: null - id: science-fiction-artifact-mind-imager name: Mind Imager source: Cypher System Rulebook, page 275 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 - id: science-fiction-artifact-probability-regulator name: Probability Regulator source: The Stars are Fire, page 89 level: 1d6 + 4 form: Fist-sized mathematically perfect solid of constant width of unknown material effect: | For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die, choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely. A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is difficulty 10. If successful, they achieve the desired result. depletion: 1 × task difficulty in 1d20 - id: science-fiction-artifact-psychic-crystal name: Psychic Crystal source: Cypher System Rulebook, page 275 level: 1d6 + 4 form: Violet crystal the size of a fist effect: | The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that range, communication is instantaneous. Each use allows about a minute's worth of communication, and the communication is entirely one way (so having two crystals would be handy). depletion: 1 in 1d10 - id: science-fiction-artifact-repair-sphere name: Repair Sphere source: Cypher System Rulebook, page 275 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 - id: science-fiction-artifact-steorraform name: Steorraform source: The Stars are Fire, page 90 level: 1d6 + 3 form: Badge-sized seven-pointed star of unknown material effect: | If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health (to a creature or an NPC) or points to a Pool (to a player character). If the wearer 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 denaturing the poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as falling into lava, the sun, a singularity, and so on. depletion: 1 × number of previous uses in 1d20 - id: science-fiction-artifact-alpha-beam-projector name: Alpha Beam Projector source: The Stars are Fire, page 90 level: 1d6 + 3 form: Rifle-like device of unknown material effect: | The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired (and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor from the target. depletion: 1 in 1d20 - id: science-fiction-artifact-carbonizer name: Carbonizer source: The Stars are Fire, page 90 level: 1d6 + 3 form: Pistol-like device of unknown material effect: | This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic sources. depletion: 1 in 1d20 - id: science-fiction-artifact-death-ray name: Death Ray source: The Stars are Fire, page 91 level: 1d6 + 3 form: Pistol-like device of unknown material effect: | This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic sources. depletion: 1 in 1d20 - id: science-fiction-artifact-disintegration-beamer name: Disintegration Beamer source: The Stars are Fire, page 91 level: 1d6 + 2 form: Rifle-like device with two electrodelike protrusions of unknown material effect: | This device fires a beam to suppress the charge of the electrons that make up a creature or object within long range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or combined Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated can spend 1 XP and instead descend one step on the damage track.) depletion: 1 in 1d20 - id: science-fiction-artifact-empathic-ray name: Empathic Ray source: The Stars are Fire, page 91 level: 1d6 + 2 form: Rod-like device with very long barrel of unknown material effect: | This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect once every minute for the first few minutes, then once every hour. depletion: 1 in 1d20 - id: science-fiction-vehicle-artifact-fractacl-traveler name: Fractal Traveler source: The Stars are Fire, page 113 level: 1d6 + 4 form: Goggle-like device of unknown material effect: | When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the end of that period they return to existence, either in the same location they left or somewhere they've previously visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased. depletion: 1 in 1d6 - id: science-fiction-vehicle-artifact-gate-ring name: Gate Ring source: The Stars are Fire, page 113 level: 1d6 + 4 form: Wearable ring of unknown material effect: | Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or otherwise gained information about it before using the function). depletion: automatic (if gate is formed) - id: horror-artifact-book-of-inversion name: Book of Inversion source: Cypher System Rulebook, page 282 level: 8 form: | Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock effect: | When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language, complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible attack—a target is driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More insidiously, if successful, the spell confers pleasure to the caster and fully restores all of their Pools. The caster must make an immediate Intellect defense roll or be compelled to use the book (and thus a new spell) again the next day. This compulsion is so strong that the caster will kill their dearest loved one to complete the task. If they are unable to use the book again, they are driven permanently mad. Woe to the caster who uses the book on the last time before it is depleted (at which point it crumbles to dust). depletion: 1 in 1d10 - id: horror-artifact-shadow-box name: Shadow Box source: Cypher System Rulebook, page 282 level: 7 form: | Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and a clasp effect: | When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master the shadow thing, which then acts as a level 7 creature under their control for five rounds before fading away. If the roll fails, the creature attacks the opener and anyone else around. To make matters worse, the opener spends the first round frozen in terror, doing nothing. depletion: 1–2 in 1d6 - id: horror-artifact-sphere-23 name: Sphere 23 source: Cypher System Rulebook, page 282 level: 1d6 + 4 form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red effect: | Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish can be anything, including something that bends reality: raising the dead, altering time, and so forth. However, the wisher must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they must then make an Intellect defense roll or be driven permanently and irrevocably mad. depletion: 1–3 in 1d6 - id: superhero-artifact-darkest-book name: Darkest Book source: Claim the Sky, page 158 level: 10 form: Large, metal-bound book effect: | Fashioned by the primordial entity who created evil magic, the Darkest Book is a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane energy for various effects. It eases by three steps any task related to magical lore. Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the spell by rolling on the Fantastic Cypher table), which takes effect at level 10. The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage and move one step down the damage track. The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of its pages, and the book can't be destroyed as long as at least one page remains. depletion: null - id: superhero-artifact-doctor-dreads-time-portal name: Doctor Dread's Time Portal source: Cypher System Rulebook, page 294 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), which can be anywhere on the planet. depletion: 1 in 1d20 - id: superhero-artifact-omni-orb name: Omni Orb source: Claim the Sky, page 158 level: 1d6 + 4 form: Glowing, orb-shaped technological device effect: | The user holding the orb imagines what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The larger the desired effect, the more likely the GM will limit it.) Activating the omni orb automatically moves the character using it one step down the damage track. depletion: 1 in 1d6 depletion-effect: | instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect they created note: | A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power. - id: superhero-artifact-serum-x name: Serum X source: Cypher System Rulebook, page 294 level: 1d6 + 2 form: Vial or syringe of red fluid effect: | Strips someone of all superpowers (including abilities granted by magic, psionics, mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by the GM and player. depletion: automatic - id: superhero-artifact-space-ring name: Space Ring source: Claim the Sky, page 158 level: 1d6 + 1 form: Metal ring with a star insignia effect: | The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction. In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200 miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards). The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information (relayed to them with a synthesized voice) from the internet or a local equivalent. depletion: 1 in 1d100 depletion-check: each day of flying - id: superhero-artifact-stellarix-crystal name: Stellarex Crystal source: Cypher System Rulebook, page 294 level: 1d6 + 4 form: Multifaceted purple stone the size of a fist effect: | Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after twenty-four hours if not used. depletion: 1–3 in 1d10 - id: post-apocalyptic-artifact-book name: Book source: Rust and Redemption, page 138 level: 1d6 form: Textbook, how-to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged effect: | This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an hour has an asset on a related Intellect task. depletion: 1 in 1d100 - id: post-apocalyptic-artifact-faraday-cage name: Faraday Cage source: Rust and Redemption, page 138 level: 3 form: Container made of metal mesh, of variable size (usually up to the size of a room) effect: Blocks electromagnetic signals from reaching the interior of the cage. depletion: null - id: post-apocalyptic-artifact-salvaged-car name: Salvaged Car source: Rust and Redemption, page 138 level: 1d6 form: Rusted vehicle, with parts cobbled together from multiple before-times vehicles effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab. depletion: 1 in 1d20 depletion-check: each time the engine is started or the car begins a trip - id: post-apocalyptic-artifact-water-filter name: Water Filter source: Rust and Redemption, page 138 level: 1d6 + 1 form: Large pitcher with built-in filter effect: Purifies enough drinking water for one character per artifact level every day. depletion: 1 in 1d20 depletion-check: each day used - id: post-apocalyptic-artifact-autodoc name: Autodoc source: Cypher System Rulebook, page 300 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 - id: post-apocalyptic-artifact-carbonizer name: Carbonizer source: Rust and Redemption, page 139 level: 1d6 + 1 form: Tiny silver device with multiple prong-like barrels effect: | This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a carbonizer is turned completely to dust. depletion: 1 in 1d20 - id: post-apocalyptic-artifact-enviroscanner name: Enviroscanner source: Cypher System Rulebook, page 300 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 depletion-check: per use of scanning function - id: post-apocalyptic-artifact-memory-eraser name: Memory Eraser source: Rust and Redemption, page 139 level: 1d6 + 1 form: Handheld reflective mass effect: | A flash of nano-textured light erases the last few minutes of memory in all creatures within immediate range that the user makes a successful Intellect attack on (one attack roll per target). depletion: 1 in 1d20 - id: post-apocalyptic-artifact-military-exoskeleton name: Military Exoskeleton source: Cypher System Rulebook, page 300 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 - id: post-apocalyptic-artifact-mutation-inducer name: Mutation Inducer source: Rust and Redemption, page 139 level: 1d6 + 1 form: Handheld reflective device with gradually evolving fractal textures effect: | A targeted willing or helpless creature within immediate range is transformed over the course of one minute, gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a powerful mutation. Mutations gained by the inducer fade within about a day. depletion: 1 in 1d10 depletion-effect: target also gains a harmful mutation - id: post-apocalyptic-artifact-nanorifle name: Nanorifle source: Rust and Redemption, page 140 level: 1d6 + 2 form: Sleek two-handed reflective device with gradually evolving fractal textures effect: | This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon. The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI usually works with the user to exert control over the target. Control lasts for about a minute. depletion: 1 in 1d100 - id: post-apocalyptic-artifact-rocket-fist name: Rocket Fist source: Cypher System Rulebook, page 300 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 - id: post-apocalyptic-artifact-rocket-propelled-grenade name: Rocket-Propelled Grenade source: Cypher System Rulebook, page 300 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 - id: post-apocalyptic-artifact-seal-of-solomon name: Seal of Solomon source: Rust and Redemption, page 140 level: 1d6 + 2 form: Signet ring bearing a star design effect: | The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity by making a successful Intellect attack roll against a target within short range. An affected target must do as requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or higher). The ring also grants the wearer the ability to understand and communicate with animals. depletion: 1 in 1d100 - id: post-apocalyptic-artifact-spear-of-destiny name: Spear of Destiny source: Rust and Redemption, page 140 level: 7 form: Heavy spear of ancient manufacture effect: | Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed instead. depletion: null note: | **Spear of Destiny GM intrusion**: The wielder's heart is not pure enough to permit the use of the spear, and it burns the character for 7 points of ambient damage each round they use it. - id: post-apocalyptic-artifact-terahertz-scanner name: Terahertz Scanner source: Cypher System Rulebook, page 300 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 - id: post-apocalyptic-artifact-transfer-discs name: Transfer Discs source: Rust and Redemption, page 140 level: 1d6 + 1 form: Two or more matching discs 3 feet (1 m) in diameter effect: | The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by stepping on each intervening disc between their current location and their desired location. To deploy a disc as their action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect-based roll. depletion: 1 in 1d20 depletion-check: after each day of use - id: fairy-tale-artifact-a-tisket-a-tasket name: A Tisket a Tasket source: We Are All Mad Here, page 93 level: 1d6 form: Woven yellow basket with wooden handles effect: | This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat. Cyphers in the basket do not count against a character's limit. depletion: 1 in 1d20 depletion-check: each time a cypher is added to the basket - id: fairy-tale-artifact-bounding-boots name: Bounding Boots source: We Are All Mad Here, page 93 level: 1d6 + 1 form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly effect: | 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). depletion: null - id: fairy-tale-artifact-boundless-bag name: Boundless Bag source: We Are All Mad Here, page 93 level: 1d6 + 2 form: Small bag with two handles and a clasp effect: | Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on items that are very expensive or exorbitant. The change takes a full day to take effect, during which time the item cannot leave the bag and the bag should not be opened. If the bag is opened, the process is canceled and must be started over. depletion: 1 in 1d6 depletion-effect: it can still be used as a normal bag note: | Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold (which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal bag. Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact. - id: fairy-tale-artifact-boy-blues-horn name: Boy Blue's Horn source: We Are All Mad Here, page 93 level: 1d6 form: Gleaming horn that never needs to be tuned or polished effect: | When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their recovery rolls for ten minutes. depletion: 1 in 1d20 depletion-effect: it continues to function as a regular horn - id: fairy-tale-artifact-carving-knife-of-sharpness name: Carving Knife of Sharpness source: We Are All Mad Here, page 93 level: 1d6 + 1 form: Knife (light weapon) effect: | This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when attacking, they can choose to lop off one of the target's limbs. depletion: 1 in 1d10 depletion-check: on each major effect note: | The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb than a mortal creature will display in a similar situation. - id: fairy-tale-artifact-devils-and-tailors name: Devils and Tailors source: We Are All Mad Here, page 94 level: 1d6 + 2 form: Blood-stained draughtboard with figures of white gold, bronze, and pearl effect: | Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game lasts a number of rounds equal to the artifact level. depletion: 1 in 1d20 depletion-check: each game played depletion-effect: the board continues to function as a regular draughtboard note: | You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces left on the board (highest roll) is the winner. - id: fairy-tale-artifact-fiddle-of-the-fossegrim name: Fiddle of the Fossegrim source: We Are All Mad Here, page 94 level: 1d6 + 2 form: Water-worn fiddle effect: | Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal to the artifact level. The only action they can take while dancing is to attempt to break free from the effect (an Intellect action equal to the artifact level). depletion: 1 in 1d20 - id: fairy-tale-artifact-fortunates-purse name: Fortunate's Purse source: We Are All Mad Here, page 94 level: 1d6 form: Elegant knapsack that shifts colors to hide in plain sight effect: | Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item, of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit. depletion: 1 in 1d20 depletion-check: each time an item is added to the knapsack note: | Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone safely out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for doing great kindnesses or completing a difficult task. - id: fairy-tale-artifact-galoshes-of-fortune name: Galoshes of Fortune source: We Are All Mad Here, page 94 level: 1d6 + 4 form: Pair of rubber boots effect: | Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events unfold. Traveling to and from the time and place causes the wearer to disappear from the present for two rounds. depletion: 1 in 1d6 - id: fairy-tale-artifact-genies-lamp name: Genie's Lamp source: We Are All Mad Here, page 95 level: 1d6 + 2 form: Bronze oil lamp effect: | Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per day. depletion: 1 in 1d6 note: | Genies, also called djinni, djinn, or jinn, come in many forms, and not all of them are contained or controlled by something so simple as a lamp. - id: fairy-tale-artifact-golden-bridle name: Golden Bridle source: We Are All Mad Here, page 95 level: 1d6 + 2 form: Bridle made of flowing gold effect: | To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the user's commands and carries out orders to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.) depletion: 1 in 1d10 - id: fairy-tale-artifact-hatchet-of-the-woodsman name: Hatchet of the Woodsman source: We Are All Mad Here, page 95 level: 1d6 + 4 form: Well-worn hatchet of unremarkable appearance effect: | When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the creature becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect roll. depletion: 1 in 1d20 depletion-check: each successful attack - id: fairy-tale-artifact-hooks-hook name: Hook's Hook source: We Are All Mad Here, page 95 level: 1d6 + 1 form: Simple iron hook designed to be worn as a prosthetic effect: | When placed on an amputated limb, the hook grafts on permanently. It works as a simple hook and as a light weapon. When activated, Hook's hook affects the minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever they're holding and flee for a number of rounds equal to the artifact level. depletion: 1 in 1d6 (for the fear ability) depletion-effect: it still functions as a hook and a weapon note: | There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them easily. - id: fairy-tale-artifact-horn-of-destruction name: Horn of Destruction source: We Are All Mad Here, page 95 level: 1d6 + 3 form: Large brass horn effect: | Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor). depletion: 1 in 1d6 note: | It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to wear a crown fashioned from talus and scree. - id: fairy-tale-artifact-iron-stove name: Iron Stove source: We Are All Mad Here, page 95 level: 1d6 + 3 form: Iron stove that walks and talks effect: | Once per day, the stove can bake a living gingerbread cookie. The baker chooses the form, but it must be a simple, one-dimensional shape (such as a human, a dog, or a tree). The cookie is a level 3 creature that can move, talk, and complete simple tasks that the baker asks of it. After a day, the cookie crumbles away. Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on. depletion: 1 in 1d100 depletion-effect: it remains a regular working stove, but no longer walks and talks. note: | A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and other scavengers have been known to try to take an eye or leg. - id: fairy-tale-artifact-knapsack-of-sevens name: Knapsack of Sevens source: We Are All Mad Here, page 96 level: 1d6 form: Simple knapsack effect: | Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for the next ten minutes. As soon as the user utters a sound, the swans return to the knapsack. depletion: 1 in 1d20 - id: fairy-tale-artifact-mirror-mirror name: Mirror Mirror source: We Are All Mad Here, page 96 level: 1d6 + 4 form: Ornate mirror that grows or shrinks in size according to its user's needs. effect: | When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to determine the mirror's ability. effect-roll-type: d6 effect-roll-values: - min-roll: 1 value: | Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word answer. - min-roll: 2 value: | Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just a moment, and those being viewed are not aware that it has happened. - min-roll: 3 value: | If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true. - min-roll: 4 value: | If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another matter. - min-roll: 5 value: | Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it. - min-roll: 6 value: | Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage, the mirror shatters instead, reflecting the damage back to the user's attacker. depletion: 1 in 1d20 note: | Most mirror mirrors have a personality all their own. Some sing their answers, some show images, and still others sigh with boredom at being asked the same thing over and over. Mirrors never lie. Except when they do. - id: fairy-tale-artifact-pandoras-box name: Pandora's Box source: We Are All Mad Here, page 96 level: 1d6 + 4 form: Elegant gold box with a hinged lid and a locked clasp effect: | When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden form eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as their action, easing all actions taken by allies within short range (but not giving themselves the benefits). depletion: 1 in 1d6 - id: fairy-tale-artifact-pixie-dust name: Pixie Dust source: We Are All Mad Here, page 97 level: 1d6 form: Glass bottle filled with glittering light effect: | Effect: Shake the glittering light on a living being and it can fly for ten minutes per artifact level. If the being can already fly, shaking the light on them grounds them, taking away their ability to be airborne for the same amount of time. depletion: 1 in 1d1 - id: fairy-tale-artifact-red-cap name: Red Cap source: We Are All Mad Here, page 97 level: 1d6 + 3 form: Woolen cap soaked in human blood effect: | The wearer gains an extra recovery roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood. depletion: 1 in 1d20 depletion-check: each day of use - id: fairy-tale-artifact-red-riding-hood name: Red Riding Hood source: We Are All Mad Here, page 97 level: 1d6 + 3 form: Bright red cloak that adjusts to fit its wearer effect: | Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides +3 Armor and an asset to all Might-based tasks, including combat tasks. depletion: 1 in 1d10 depletion-check: each day of use - id: fairy-tale-artifact-self-swinging-sword name: Self-Swinging Sword source: We Are All Mad Here, page 97 level: 1d6 + 1 form: Steel sword with an ornate hilt effect: | When activated by a special word, the sword attacks whoever the user indicates, fighting as a creature whose level is equal to the artifact level. Commanding the sword is not an action, but it can only do things that a sword would be able to do (attack, block, slice, and so on). If the sword is reduced to 0 health, the self-swinging ability ends and must be reactivated. The sword returns to the user when the duration ends. depletion: 1 in 1d6 (for the self-swinging ability) depletion-effect: it functions as a regular sword. - id: fairy-tale-artifact-seven-league-boots name: Seven-League Boots source: We Are All Mad Here, page 97 level: 1d6 + 3 form: Lace-up knee-high boots of black leather effect: | Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing them 2 Might points per step. depletion: 1 in 1d20 depletion-check: each step depletion-effect: the boots continue to function as regular boots - id: fairy-tale-artifact-shapeshifter-wand name: Shapeshifter Wand source: We Are All Mad Here, page 97 level: 1d6 form: Wand made of wood, glass, metal, or stone effect: | Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck, swan, cottage, rosebush, or fish. While in their new form, the shapeshifted being retains all of their health and other attributes, but cannot perform any actions beyond what the non-magical item or creature could normally perform. So a flower can blow in the wind, bloom, attract insects, be cut, and smell nice. Any attempts to detect the shapeshifted being by physical senses or magic are hindered by two steps. While shapeshifted, the being cannot die; however, they can be injured, cursed, or moved down the damage track. The effect lasts for ten minutes or until the user chooses to end it early. depletion: 1 in 1d10 - id: fairy-tale-artifact-she-bear name: She-Bear source: We Are All Mad Here, page 98 level: 1d6 form: Bit of wood carved in the shape of a bear effect: | When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains +4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears while in this form. The effect lasts for ten minutes. depletion: 1 in 1d6 - id: fairy-tale-artifact-shirt-of-nettles name: Shirt of Nettles source: We Are All Mad Here, page 98 level: 1d6 + 4 form: Woven shirt of stinging nettles effect: | The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against their will. depletion: | (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that ability, after which the shirt still functions as armor.) - id: fairy-tale-artifact-soldiers-cloak-of-invisibility name: Soldier's Cloak of Invisibility source: We Are All Mad Here, page 98 level: 1d6 + 2 form: Slate-grey cloak sewn of shadows and silence effect: | Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does not interact with another creature. Entering into combat or interacting with another creature in any way breaks the effect. depletion: 1 in 1d100 - id: fairy-tale-artifact-soulful-fiddle name: Soulful Fiddle source: We Are All Mad Here, page 98 level: 1d6 + 2 form: Fiddle made of bone and guts effect: | This instrument acts like a normal fiddle of its kind. If the wielder is trained in its use and plays an appropriate tune, those within short range who hear it suffer one of the following effects: fall asleep, become amenable to suggestion, follow the fiddle player in a light trance, or take a similar action. The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by others (such as attacking the listeners or physically restraining them) can end the effect early for a creature. depletion: 1 in 1d20 - id: fairy-tale-artifact-steadfast-tin-soldier name: Steadfast Tin Soldier source: We Are All Mad Here, page 98 level: 1d6 + 2 form: Small tin soldier with one leg effect: | Gives a user who is missing a limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the artifact is level 6 or higher). depletion: null note: | It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including Paper Ballerina, Handless Maiden, and Bianca's Snake. - id: fairy-tale-artifact-stone-canoe name: Stone Canoe source: We Are All Mad Here, page 98 level: 1d6 + 3 form: Shiny grey pebble, small enough to fit into a pocket effect: | When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact level. The canoe lasts for one day and then transforms back into a pebble. depletion: 1 in 1d6 depletion-check: each use - id: fairy-tale-artifact-story-knife name: Story Knife source: We Are All Mad Here, page 99 level: 1d6 + 2 form: Small penknife inscribed with tiny words in hundreds of languages effect: | Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each time): - Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an impact on listeners (eases any attempted interaction task) - Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the intended impact on listeners (hinders any attempted interaction task) Using the story knife is an action. It has no power to cut physical objects or living beings (unless those beings are made of stories). depletion: 1 in 1d20 - id: fairy-tale-artifact-table-be-set name: Table-Be-Set source: We Are All Mad Here, page 99 level: 1d6 form: Common-looking wooden table effect: | Putting the table out and saying "Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's ability, they can't do so again until after they make a ten-hour recovery roll. depletion: 1 in 1d100 note: | In addition to artifact quirks, common sense suggests that the effects of some artifacts will draw additional interesting opportunities or dangers. Using table-be-set in the middle of a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might garner the characters new friends, or catch the attention of thieves. - id: fairy-tale-artifact-tinderbox name: Tinderbox source: We Are All Mad Here, page 99 level: 1d6 + 2 form: Small ornate tinderbox made of metal effect: | Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature. depletion: 1 in 1d6 - id: fairy-tale-artifact-tweedledees-umbrella name: Tweedledee's Umbrella source: We Are All Mad Here, page 99 level: 1d6 + 2 form: Large umbrella with a sharp point on the end effect: | Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until they make a successful Might roll to break free. depletion: 1 in 1d10 - id: fairy-tale-artifact-vicious-tankard name: Vicious Tankard source: We Are All Mad Here, page 99 level: 1d6 + 2 form: Hefty ale tankard carved of stone effect: | In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage). Anyone who picks up the tankard is practiced in using it in this fashion. Surprisingly, using the tankard as a melee weapon does not cause more than a modicum of good ale or spirits to slosh out. depletion: 1 in 1d20 depletion-check: each fight