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Torch Artifacts

Divine blessings given form

Table of Contents

About Artifacts

  Artifacts represent some of the most powerful items created on Arda. Many represent centuries of artifice, cultivation, and divine intercession that have occurred over the centuries. As an organization dedicated to fighting a powerful extraplanar threat, the Torches have sought and gathered a number of legendary equipment in preparation, which is then only given to the most powerful and most dedicated members in a time of need. While powerful pieces in the hand of anyone, they increase even further in power as you get stronger. Each artifact costs 80 credit (80,000 GP) to obtain. Each artifact may only be selected once, and due to their overwhelming magical energy, no mortal body can withstand using more than two at once. As stated on the Torch Magic Item Exchange and the SLY Magic Items pages, items with a greater than +7 enhancement bonus are also items of overwhelming power, and are also considered artifacts.

Torch Artifacts

Name Description
Armored Ascension During the Last of the Primordial Wars, the Children of the Heavens, in great duress, desperately made enough weapons and armor to withstand the joint forces of the Primordials and the Shadow. A dwarven apprentice, led by divine inspiration worked without food, water or rest for three days to create this masterpiece at that dark time. This set of beautiful silver +6 celestial full plate allows the wearer to sprout silver steel wings which can fly as per the spell, using your level as the caster level. At level 20, this armor's enhancement bonus increases to +9, and this flight can also be applied to mounts as well.
Covenant of the Heavens This gem of otherworldly quality was a promise from the Gods of Heavens to their mortal champions. Despite it's hard and crystalline appearance, it is as soft and light as a feather. The astonishing purity of this item is a boon to the adherents of the Heavens, and a bane to their foes. As long as it remains visible, allies in 30 feet are under the effects of a constant good hope spell, and enemies in 30ft under the effect of constant crushing despair spell. At level 20, allies are also affected by a constant blessing of fervor spell.
Covenant of the Primordials This gem of otherworldly quality was a promise from the Primordial Lords to their mortal champions. Despite it's hard and crystalline appearance, it is almost ethereal, and swirling with color. The sheer energy of this item is a boon to the adherents of the Primordials, and a bane to their foes. As long as this charm remains visible, allies within 30 ft attacks and offensive spells gain an additional 1d6 elemental damage, its type chosen by the wielder, and that ally gains 5 resistance to that damage type. At level 20, enemies within 30ft of you are vulnerable 5 to chosen damage type.
Handwraps of the Pact Created long ago by Magnosi wizards, these handwraps were given to powerful mages and Primordial Lord alike as the promise of their pacts. If worn as gloves, it will give the wearer +1 to elemental damage per die. If worn as both gloves and a weapon, it grants the above bonus, as well as acts as a +2 flaming, frost and thundering handwraps. This weapon's enhancement bonus increases to +5 at level 20.
Hide of the Wild A strange combination of the hides of many powerful and spiritual northern beasts, this heavily enchanted +6 hide armor was the masterpiece of the Sage King Trosst, who ruled over the lands that would be Rian centuries ago as one of the first Khans. The armor's innate magic allows for three spells per day to be cast from it - beast shape II, augury, and wall of light. If the beast shape is active, you may also speak and cast spells as though you had the Wild Speech feat. This armor's enhancement bonus increases to +9 at level 20.
Imperium A weapon once only held by the Romanoran emperors as proof of their office, until today. This extremely well-crafted +3 holy shortsword takes on the appearance of a Romanoran gladius, until used in combat, in which it grows in size. The sword can grow in size to threaten squares within 10ft, and is light enough to obtain up to 5 attacks of opportunity per round. This weapon's enhancement bonus increases to +6 at level 20, and is considered as sunmetal. (Gain +2 to hit and damage to Shadow-aligned extraplanar creatures or humanoids with Shadow-aligned magic.)
Lance of the Holy Flare During the First Primordial War, the Primordial Lords and the deities of Heavens were said to have battled in the skies above Arda. As devastating bolts of fire met radiant rays in cosmic combat, creation was at work. From the battle of the Firelord and the Heavens, two such attacks met at the same tree on Arda, empowering the wood within, creating this lance. This +3 holy flaming lance discharges an empowering light as it attacks, granting allies within 30ft +1 to hit and damage for the round. At 20th level, this weapon's enhancement bonus increases to +6, and enemies within 30ft get -1 to hit and damage after you attack with it.
Might of the Mithril Mountain Perhaps one of the most exquisite sets of mithril armors ever made by the dwarves of Khazad-Mor, this set of +5 radiant, rallying mithril chainmail offers +2 to Str, Con, and Cha while worn, with only a 5% arcane spell failure and -1 armor check penalty. This armor's enhancement bonus increases to +8 at level 20.
Scales of the Chromatic Progenitor Crafted from the scales of what was believed to be the first dragon, this suit of well-crafted +5 scale armor offers DR 5/sonic. Upon being casting or being hit by a spell, the armor will change color based upon that spell, granting an additional 10 resistance from those damage of that type. This armor's enhancement bonus increases to +8 at level 20.
The Baron's Old Coat This old tattered leather coat couldn't have any magic, could it? It looks so unassuming! In fact however, any who look upon this +5 coat must succeed a DC 20 will save or treat the wearer as invisible (per the spell). If the wearer makes conspicuous actions (attacking, casting spells, etc), potential observers may again attempt this will save. The inside of this coat also contains various symbolic tags - removing one will conjure an item (per Robe of Useful Items). Lastly, it improves the precision of sneak attacks by 1d6 per attack. This armor's enhancement bonus increases to +8 at level 20.
Heart of Mendos Believed to have fallen to the first two humans after the sacrifice of the god Mendos, this gem, now inlaid in a ring, carries the promise of rebirth after life's greatest threats. Wearing it, your cure spells are treated as though they are empowered (+50% effect). Additionally, if the wearer is slain, they may return to life (per breath of life) once a month. At level 20, cure spells get an additional +1 healing per die.
Maiden of Creci During Magnos' war of independence from the then magic-phobic Romanoran Empire, this sword was wielded by one of the first spell duelists, known solely as the "Maiden of Creci". She believed she heard she heard whispers from the Primordial Lords as she crafted this exquisite +4 elemental burst broad rapier. In addition, if this weapon is wielded in one hand but nothing in the other, the wearer is constantly under the effect of a shield spell. In the end, she was betrayed by her own allies, and burned at the stake for witchcraft. Her allies, however, continued to fight for Magnos independence and ultimately won the war. This weapon's enhancement bonus increases to +7 at level 20.
Virgil's Spellblade This long, slender +3 dagger has aged remarkably well after years in the ocean. Carried by the once-powerful Romanoran prince, Virgil, who led an ultimately unsuccessful war against the Shadow.. The wielder of this dagger is onset with visions of Virgil's magical training, causing its wielder to learn one wizard/sorcerer spell per spell level 0th to 4th, your choice of spells, and cast those spells as a spell-like ability once per day using your character level as the caster level. If the dagger is not actively wielded, you forget these spells and lose the ability to cast them until the dagger is wielded again. Once the spells are selected they cannot be changed. This weapon's enhancement bonus increases to +6 at level 20, and the spell levels that can be prepared go up to 6th level.

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