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Sunday, April 19, 2015

Artifact April #19: Durandal [Unknown Armies]

[Unknown Armies]

Power: Significant
Effect: The sword is one-handed, but deals +9 damage.  Furthermore, it deals firearms-style damage (the number on the dice, not the sum) to anybody who is a foe of the Catholic Church.  (Or at least, it did back in the 17th century.  Who knows what would count as a foe of the Church these days?)
Description: The sword is a rusty old Frankish-style one-handed sword that looks like its been knocking around Europe for the better part of a millennium.  (It has.)  A gold inlay in the hilt supposedly contains saints' relics, although it's apparent that nobody has ever had the guts to check.  (Either you risk the wrath of God or you risk ruining the artifact, neither of which sounds like a good idea.)
What you hear: Old rumor suggests that this is the no-shit Durandal, sword of Roland.  (Dukes in the modern occult underground think that's probably a load of horseshit, but who knows?)  Rumor has it that the sword belonged to some long-dead cabal called "The Footmen" back in the 17th century — specifically to their mystical leader called "the Last King."  Of course, all references to the The Footmen disappear before the Thirty Years' War, and nobody knows what they were trying to do.  Occasionally, Durandal shows up in a private collection or at the Swap Meet, but nobody pays a lot of attention to it because how do you authenticate something like that, anyway?

Saturday, April 18, 2015

Artifact April #18: The Crux of Eternity [Dungeons & Dragons]

[Dungeons & Dragons]

The Crux of Eternity appears as a crystal cross large enough to be held in one hand.  Manufactured by the now-dead god Sorg during the Dawn War, the Crux of Eternity — also known as Ydinikuisuuden — was a masterweapon designed to channel the power of the gods.  (Interested parties may wish to read about the creation of Ydinikuisuuden.)  It was so feared that the primordials forged the Doom of Divinity, Godenschemering, in retaliation, although it was too late; the gods managed to defeat, exile, or imprison the primordials, forming Creation as we know it today.

As the Crux is so potent, it was hidden away somewhere where mortals and primordials could not find it.  (Its resting place is unknown, although most people suspect it resides in Sorg's tomb, wherever that may be.)

The Crux's powers are unknown — no one in living memory has even seen it, much less used it — although there is some speculation as to what it might be able to do:

  • It acts as an implement for channeling holy power.  In D&D 4e, it's almost assuredly a +6 holy implement, usable with Divine powers; it's possible it can be used as an implement for other power sources, as well.  In other editions, it might maximize spells, or make saving throws against spells cast with it more difficult, or possibly even grant additional spell slots or spell uses.  (It doesn't seem out of the question that the Crux might allow its user access to any available spell, for example.)  Whatever it does, it makes spells — particularly divine spells — more efficient.  It probably also acts as a spell catalyst, meaning that spells don't require material components to cast as long as the Crux is involved.
  • Likewise in D&D 4e, it is thought to maximize rituals, amplifying their effects and possibly obviating the material component costs of rituals.  This is related to its "maximizing spell function," above.
  • It seems logical that any attacks channeled through the Crux would deal extra damage to elemental beings, given its pedigree as an artifact designed to slay primordials.
  • Some theorists who think it maximizes magic suspect it doesn't actually affect spell-casting, instead granting wishes, a potent magic long-thought absent from magic items on Khaldun.  (There's a long-standing rumor that a ring of three wishes was buried in the Tomb of Theronna Onyxarm, although no one knows if that's true or not.  For that matter, scholars aren't even entirely certain where her tomb might be.)  If this is true, then the Crux of Eternity's legendary reputation is well-deserved.
Of course, if the Crux were found, it would likely require lifetimes of study to successfully use, as its activation methods are probably just as well-hidden as the Ydinikuisuuden itself.

Friday, April 17, 2015

Artifact April #17: The Book of Summonings [Mage: the Ascension]

[Mage: the Ascension]

The Book of Summonings is a treatise on Qlippothic magic detailing the summoning rituals required to summon Portoblax and Its various spirit servitors.  It appears as a leather-bound volume entitled in Arabic.  The pages are hand-written, with several diagrams and pictures to aid comprehension to the admittedly obtuse rambling grimoire.  The first portion of the book is more archaic than the second, detailing how to summon the demonic lord Portoblax.  This portion of the book acts as a tome which teaches the reader how to summon (though not bind or dismiss) Portoblax.  The second portion is more recent, written by Fadi ibn Hept-seshet ibn Set-ab al-Naar, and detailing how to summon, bind, and dismiss various spirit servitors of Portoblax.

The Book of Summonings also acts as a great reference material, allowing those who reference it a +1 Occult (specialty: infernalism) bonus.  Furthermore, those who spend the proper experience points may learn Nephandi Lore 2, Portoblax Lore 3, Spirit Names +1 (specialty: demons).

Part One

This portion of The Book of Summonings is a tome which details the most dreaded of all the Order of Portoblax's rituals, which is the summoning of Portoblax.  Those with the proper knowledge may learn to breach the gap between dimensions and bring this particular Dark Lord to our space-time (the fact that the rift opened will bring the other Dark Lords through is, of course, a mild oversight).

Minimum Arete: 3
Minimum Spheres: Learning the ritual in this book requires Life 4, Prime 4, Spirit 4.
Actual Spheres: Life 5, Prime 5, Spirit 5, optional Time 4.  If the creation of the Wonder is performed communally, it is possible for four different mages to contribute one of these Spheres to the ceremony.

The tome appears as the first half of a leather-bound volume written in Arabic.  This first section appears to be the older of the two sections, and predates the current binding by some time (proper analysis indicates that the book was bound within the past few months; this first portion was written sometime during the Renaissance, and only recently bound into this volume).  The tome details a long and involved process which will open the Gate to Portoblax's domain and bring It to our world.

Included within the text is a calendar, of sorts, detailing times of astrological significance to the Order of Portoblax (such as when summonings may occur).  Dates of note include both solstices, Halloween, and various days when planetary and solar alignments converge.  Also included within the text are images, diagrams, and suchlike to aid reader comprehension and to fully convey that which is necessary for this ritual.  A full list of components required also helps, including legions of sacrifices and similar rites; the centerpiece includes the sacrifices of those innocent lambs who truly believe in the Order of Portoblax (to use for the Prime 3 rote Lambs to the Slaughter).  However, the list of sacrifices tallies to somewhere around the level of an entire city, and requires orgies, desecration of holy items, and suchlike to permit Portoblax's essence to enter this plane.

If these things are all completed, however, according to the proper rites, the Gates to the Realm shall open and Portoblax's rightful place shall be reclaimed.  Bwa, ha, ha, ha.

Quaintly enough, knowledge of summoning Portoblax might also aid someone seeking to dismiss Portoblax, though this is a tricky proposition (if It comes to our dimension, it is probably already too late).

Skimming the book takes two hours; reading the book takes between two and 20 weeks.

The Ritual: This tome teaches the user how to summon Portoblax to our world whereupon It may reside at will.  This ritual is a massive undertaking, and should have plenty of time in which to work.  Spirit rips apart spiritual barriers while Life and Prime provide infusions of Quintessence and help build a body.  The ritemaster needs to roll Arete, difficulty 10, and needs to garner at least 30 successes.  Each roll represents an hour of chants and orgiastic rites.  "Innocent lambs," or children raised in the Nephandic paradigm as sacrifices, must be sacrificed and their Quintessence offered as a gift to Portoblax.  An entire city's worth of sacrifices must be made.  This should be performed in a prepared location with the proper Resonance (that is, the major Node in the throne room of the Cor Obscuritatis Labyrinth itself).  If successful, a vacuum will allow Portoblax to appear on this plane, thusly ushering in the Nephandic Dark Lords.  Paradox backlashes, on the other hand, will incur the full wrath of reality and the Dark Lords, as spiritual surges destroy the proceedings, likely killing those involved or shunting them into Hells and Paradox Realms.  Failing this spell will probably kill and Gilgul the ritemaster.

Part Two

This portion of The Book of Summonings acts as an Artifact which allows the user to summon many spirit servitors of Portoblax including Enforcers of the Pit, Eudociae, and Servitor Imps.  Furthermore, the second section also has magics for rituals to create Shamblers and Unem-ab.

This part of the book appears much more recent than the first portion; the first part was created in the Renaissance, while the binding and second part were created within the past few months.  Like the first portion, the second portion contains detailed instructions, complete with notes and diagrams, on how to summon many servitors of Portoblax.  Unlike the first section, however, the instructions are written in such a way that anyone with the proper knowledge (read: an Arete rating) can follow the instructions in the book to summon these things.

[This book is simple; the prime component is Spirit 4 to allow for summoning and binding.  All these rituals are cast at difficulty 7 if in an area where they may be concidered coincidental, difficulty 8 if not, and difficulty 9 if performed where unbelieving Sleepers may witness.  Frequently, this is vulgar without witnesses, making the difficulty 8.  A successful roll of the caster's Arete, usually requiring about five to ten successes, depending upon the creature, allows the caster to summon Enforcers of the Pit, Eudociae, and Servitor Imps.  If the person also has available corpses with which to house the proper spirits, they may create shamblers (zombies) and Unem-ab.]

Thursday, April 16, 2015

Artifact April #16: Iron Phylactory [Mage: the Ascension]

[Mage: the Ascension]

4-pt Talisman — Background Cost 17

Arete 4, Quintessence 20

The Iron Phylactory is a metallic suit of armour created by Kabbalic magics, allowing a spirit to possess it and use it as a body.  The Iron Phylactory activates with the expenditure of a point of Quintessence (though, due to Effects on the suit, petitioning spirits may spend Essence or Pathos, as appropriate) and a roll of the suit's Arete, difficulty 7.  Three successes are required.  Once activated, the suit becomes an extension of the wearer's body, thereby allowing the wearer to manifest physically without the need for the Materialize Charm or Embody Arcanos (or the Shroud-Rending Arcanos, for spectres attempting to perceive past the Shroud).  The suit has eight health levels and does not take wound penalties.  Furthermore, a character in the suit has Strength 5, Dexterity 3, Stamina 5 as well as three extra soak dice, claws dealing Strength +1 lethal damage, and the ability to soak bashing and lethal damage with equal facility (they may soak aggravated damage with their three dice of armour, as per usual).  While in the suit, characters take half bashing damage after soak, and also take bashing damage from firearms (just as undead do).  Characters in the suit are also highly resistant to temperature extremes (particularly cold) and immune to poison, disease, and similar maladies that would not affect an object.  If the suit is destroyed while a spirit is inside, the spirit is dispelled, but otherwise takes no other damage.

The suit appears as a rather imposing suit of armour with talons tipping the fingers and toes.  The face is comprised mostly of two wickedly curved eye holes.  When the suit is invested with a spirit, the eye holes glow red.  The Hebrew word for "Truth" is covertly inscribed inside the helmet of the suit; if the writing is altered, it is possible to destroy the suit without overt attacks.  The suit is also cloaked in black fabric, making it occasionally difficult to tell that the person is only a metallic suit (and not, say, someone wearing a strange suit of armour).  Wearers invested in the suit have an effective Appearance 1.

The suit also has a version of the Seven-League Stride rote called the Kefitzat ha-Derekh; this allows the character to teleport through the use of Correspondence 3.  Roll the suit's Arete to initiate the Effect.

While invested in the suit, the wearer may use the suit's Quintessence as an Essence/Pathos supply, as necessary.

Wednesday, April 15, 2015

Artifact April #15: Pendant of the Maelstrom [Mage: the Ascension]

[Mage: the Ascension]

5-pt Talisman — Background Cost 20

Arete 5, Quintessence 25

This appears as a piece of amber held about the neck by a silver chain.  Upon closer inspection, one may find the piece of amber to contain a black stone that looks suspiciously like the bone in one's fingertip.  In truth, this is a piece of spectral plasm which allows the wearer to command corpses to rise.  When one yells at the corpse, a face rises from the amber and shouts the same commands at the shambling cadavers.  Its voice is a low whisper that can be heard above the loudest din.

[This pendant uses a Life 4/Matter 3/Prime 3 Effect to raise corpses and a Mind Effect to control them.  Roll the pendant's Arete, difficulty 8, to raise a corpse.  Seven successes are required (+1 for every corpse beyond the first to be raised).  Corpses thusly raised are under the command of the pendant's wearer.  This is usually highly Paradoxical, save in places where the Nephandic paradigm reigns supreme.

[Corpses animated by the Pendant have Strength 3, Dexterity 2, Stamina 4, Brawl 2, and always act last in a turn (unless there are mitigating circumstances).  They have zero Willpower points to spend, but resist mental attacks as if they have Willpower ratings of 10.  All Mental and Social ratings are zero for a reanimated corpse, and zombies never attempt to dodge.  Zombies' dice pools are not affected by damage, except that caused by fire or the claws and teeth of supernatural creatures.  Most zombies have 10 health levels, but they are incapable of healing any damage they suffer.]

Tuesday, April 14, 2015

Artifact April #14: The Herald of the Night of Burning Stars [D&D/Carcosa]

[Dungeons & Dragons]

The Herald of the Night of Burning Stars appears to be an astrolabe composed entirely of mummified animal parts — paws, legs, digits, and the like.  It is considered sacred to the mummies of the Radioactive Desert, as well as any who worship Nyarlathotep, as it is believed to be an artifact of the eventual ascendance of the Crawling Chaos.

The Herald requires a short invocation chant to activate (although some claim it can also be activated by destroying it, as well).  When activated, the user can summon a meteor swarm, as per the spell.  The Herald of the Night of Burning Stars only works once, becoming inert thereafter.

(For anybody wanting D&D 4e rules, activating the Herald allows the user to make an area burst within 20 attack at +18 vs. Reflex.  The Herald causes 5d6 fire damage (half on a miss).  This is a consumable object, and only works once.)

Persistent rumor places the Herald of the Night of Burning Stars within the armory of a crashed Space Alien vessel somewhere in hex 1804 on the Carcosa map.  There is another rumor that a party of adventurers from Sigil accidentally activated and destroyed the device, but who knows if either of those rumors are true?

Monday, April 13, 2015

Artifact April #13: The Sickening Blade [Dungeon World]

[Dungeon World]

Close, Reach, Ignores armor, +1 damage, 2 weight

The Sickening Blade appears to be a long sword made of some pale material roughly the consistency of metal but warm to the touch.  (Proper analysis would reveal it is some manner of strange bone melded with starmetal.)  In truth, the Sickening Blade is actually some extraplanar protuberance of some Far Realm creature.  At will, the blade can elongate into an ivory tentacle, striking foes up to ten feet away.  Wounds inflicted by the Sickening Blade tend to abscess, requiring healing or surgery lest the victim gain debilities before dying horribly.

It is believed that the Illustrious Menagerie of Peacocks holds the Sickening Blade in their gladiator barracks for special bouts against creatures immune to normal weapons.  How they obtained the blasphemous blade is unknown.

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