Ego-
1
Amulet
of magic invoking the powers and purity of sunlight. It has a very
weak ego, and its Ego requirements can be fit by a first level Cleric
or another character of 2nd
level. Those who try to use the amulet without meeting these
requirements, or those creatures of the night (like vampires,
werewolves, shadow beings, etc.) can still use the amulet, but it
burns their skin like the sun and deals 1 damage per day being worn.
The
main power of the sunrise amulet is to, once per adventure, create an
illusionary sunrise over a level edge or surface. For example, over
the lip of a table or the foot of a bed. The sunrise is clearly fake,
but creates a huge amount of light akin to a sunrise would and can
blind foes. Additionally, it causes a morale check among vampires or
other creatures of the night. Clerics who use this amulet in
conjunction with turn undead get +1d6 to their roll of total HD
turned, as the terrifying light rebukes the undead creatures.
Finally;
anyone wearing the amulet who casts a magic spells to create light
can expend it's use charge to increase the duration of the light
spell by +1 exploration turn.
Ego-
None/2
This
silvery crown glows with a pale white energy. It has a weak ego, but
its secondary ability requires a character to be second level to use
it. The secondary ability of the Diadem is a feeling of peace and
safety when being worn, and grants +1 to morale and to saving throws
versus fear.
The
main power of the Diadem and its legendary characteristic is that,
when first placed on the head after a great disaster, its user can
turn back time. Time reverts for 1d6+1 exploration turns, with only
the wearer remembering the past. The same events play out in
different ways, as random chance and free will step in, but this
allows the user to literally change the future by preventing the past
mistakes. Dead friends are revived, resources unspent, things go back
to how they were.
Anyone
can theoretically use the diadem, and it simply fades from existence
after being used, making it a short lived artifact. It is said the
diadem forms from the would-have wishes and desire to change the past
that builds up every a few centuries in the minds of all mortal
creatures; slowly coalescing into the penultimate artifact of time
manipulation. If a TPK occurs, the last party member killed may with
their dying breath place the diadem on their head to activate its
powers, twisting fate.
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