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Major (Legendary) Artifacts

Major (or Legendary) artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign. Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.

Armor


Garuda’s Protection (Major Artifact)

Slot armor; CL 15th; Weight 20 lbs.; Aura strong enhancing

Appearance: A winged-designed set of full-plate armor created with lighter materials, both in weight and in color. Horned, holed and bent in such ways that it allows humanoids with the avian subtype (or close relation to) easier time at wearing the armor as well as places for their wings to poke through.

Powers: This armor acts as if it were a +5 full-plate, except that it counts as medium armor. It has a maximum Dexterity bonus of +6, an armor check penalty of –3, and a spell failure chance of 20%. This armor also provides a constant 10 points of Wind Resistance. 3/day the wearer can benefit from the Fly spell at CL 10th. 

For further enchanting, count Garuda’s Protection as a +7 armor bonus.

Destruction: Garuda’s Protection can only be destroyed while the wearer is under the effects of the weighted status effect and receives 200 points of sunder damage.

Leviathan’s Scale (Major Artifact)

Slot armor; CL 15th; Weight 30 lbs.; Aura strong enhancing

Appearance: This suit of scale mail is decorated with a wave and fish motif and has several tiny fins and scales worked into the design. 

Powers: This armor acts as if it were a +5 scale male, although the armor remains as heavy and bulky as normal scale mail, the wearer of this armor is treated as unarmored for purposes of Swim checks and gains a swim speed of 30. The wearer can breathe underwater and can converse with any water-breathing creature with a language. Also while underwater, the wearer is considered to have Freedom of Movement.

For further enchanting, count Leviathan’s Scale as a +7 armor bonus.

Destruction: Fully submerging Leviathan’s Scale in an active volcano for 1 hour from 3 days before to 3 days after the summer solstice will completely destroy it.

Titan’s Flesh (Major Artifact)

Slot armor; CL 15th; Weight 50 lbs.; Aura strong enhancing/elemental (earth)

Appearance: This set of full-plate is inscribed with depictions of the Old God Titan, as well as his follower’s doctrines. Colored in earth tones, Titan’s Flesh is a sight to behold both those who worship the deity as well as those who only know of his form.

Powers: This armor acts as if it were a +5 full-plate with the rock spikes special ability. Once per round, when attacked, the wearer may make a melee counterattack applying only weapon damage and Strength modifier, without using an attack of opportunity. 

For further enchanting, count Titan’s Flesh as a +7 armor bonus.

Destruction: Titan’s Flesh can only be destroyed while the wearer is under the effects of the frozen status effect and receives 200 points of sunder damage.

Weapons


Atma Weapon (Major Artifact)

Slot none; CL 18th; Weight 6 lbs.; Aura strong non-elemental

Appearance: At first glance, this sword appears to be merely an ornate magical sword, with a blade of bright blue and a star-burst shaped handle. However, this blade is a relic leftover from an ancient war, its strength directly tied to the life force of its wielder.

Powers: Atma Weapon is a +2 Longsword that uses the wielder’s Constitution modifier in place of Strength for attack and damage rolls. Additionally, Atma Weapon gains additional effects and enhancements in proportion to its wielder’s HP. These effects ignore the wielder’s temporary HP for the purpose of their activation.

  • If the wielder has 25% or more of their maximum HP then Atma Weapon’s enhancement bonus increases to +3.
  • If the wielder has 50% or more of their maximum HP then Atma Weapon’s enhancement bonus increases to +4 and it gains the Keen special weapon property.
  • If the wielder has 75% or more of their maximum HP then Atma Weapon’s enhancement bonus increases to +5 and it gains the Brilliant Energy special weapon property but is able to harm constructs, undead, and objects with its strikes as normal.
  • If the wielder has 100% of their maximum HP then Atma Weapon gains an additional 5ft of reach.

Atma Weapon cannot be further enchanted by any crafter or smith, its properties are unique and may not be modified.

Destruction: Atma Weapon can only be destroyed if its wielder is slain by life-drain (hp drain) or energy-drain (negative levels) effects like Drain or Enervation.

Gungnir (Major Artifact)

Slot none; CL 15th; Weight 8 lbs.; Aura strong fire/lightning

Appearance: A long metallic spear with several spikes on both ends, ending in a hornlike crown spearhead. When wielded by an evil creature it often lets of a billowy black smoke.

Powers: Sizing to whoever wields it, this weapon acts like a +3 spear which deals damage 1 die step higher used as a throwing weapon (1d8 becomes 1d10). This weapon bypasses any fire and/or lightning resistance.

3/day as a standard action, the user may throw Gungnir as a normal thrown weapon but when it hits a target it lets out a burst of lightning damage on the target, dealing 10d6 lightning damage in a 120ft line, acting similar to the Lightning Bolt spell. If the spear misses the target this effect does not activate.

For further enchanting, count Gungnir as a +5 weapon bonus.

Destruction: Gungnir can only be destroyed by lightning damage or from a SeeD Operative, after taking 200 points of sunder damage from their attacks.

Ifrit’s Blade (Major Artifact)

ArtifactsSlot none; CL 15th; Weight 5 lbs.; Aura strong fire

Appearance: A jagged red and black blade sits within a metallic hilt, the sharp side of the blade lets off slight smoke and heatwaves as it burns the brightest red whereas it becomes more scale-like towards the blunt side. This blade resembles that of one of Ifrit’s horns, though is much sharper and easier to handle.

Powers: Sizing to whoever wields it, this weapon acts like a +3 Scimitar that treats its damage as 1 die step higher (1d6 becomes 1d8). Ifrit’s blade comes with 1d8 fire damage and has the unique ability of increasing any other fire damage it deals by 1 die step (1d6 becomes 1d8), as well as overcoming fire resistance. It can never benefit from ice or water damage.

1/day for 1 hour, as an immediate action that does not provoke, the wielder can cloak themselves in flames, granting them fire resistance 15.

For further enchanting, count Ifrit’s Blade as a +5 weapon bonus.

Destruction: Ifrit’s Blade can only be destroyed by an attack from Shiva or Leviathan, after taking 200 points of sundering damage from their attacks.

Staff of the White Magus (Major Artifact)

Slot none; CL 12th; Weight 4 lbs.; Aura strong healing; Ego 18; (Intelligence 14, Wisdom 20, Charisma 10) (Lawful Good)

Appearance: This pristine white oak staff was carried by the legendary Minwu, the royal White Wizard of Fynn, who infused his staff with his essence. 

Powers: This weapon acts as if it were a +3 holy power staff. Minwu’s essence allows it to communicate with the wielder via telepathy. It also grants the ability to cast Cure (3 times per day), Cure II (once per day), Cure III (once per day), and Cura (once per day).

Destruction: The Staff of the White Magus can only be destroyed if it is unattended within the epicentre of an Ultima spell and takes over 200 points of non-elemental damage. 

Items


Ring of the Lucii (Legendary)

He who holds the Ring communes with the Lucii and commands great power.

It is a symbol of the power of the kings of Lucis and is handed down from generation to generation. The collective power and wisdom of the past kings is contained within it, and it only grants its immense magical strength to those it deems worthy. According to legend, the Ring of the Lucii was bestowed upon the kings of Lucis by the gods of Eos. The Ring allows its wearer to channel the power of Insomnia’s crystal. When worn, the ring will take those not of royal blood to an astral dimension where the wearer speaks with the old kings. There, the previous kings will harshly judge the wearer to see if they are fit to bear the power the ring confers. If rejected, the wearer is burned alive. If accepted, the ring bestows the following powers with a price:

  • Death: The wearer of the ring can drain a creature into death, bestowing health upon the wearer. The wearer can target any creature within 60 feet and it must make a Fortitude save (DC 25) or die, healing the wearer 5 hit points per hit dice the target had. On a successful save, the creature takes 10 points of shadow damage per HD of the wearer instead. If the wearer has a MP pool, it drains MP equal to the HD of the creature targeted. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains that resource pool equal to half of the HD of the creature targeted. If the wearer has none of the above, it drains hit points instead, equaling to double the HD of the creature targeted and the wearer does not gain any health. If the wearer lacks the resources to perform the drain, it dribbles down from MP to alternate resource pool to hit points. If the wearer lacks all of the above and attempts to use the ring to use Death, it kills the wearer, no save.
  • Holy: The wearer of the ring can blast a creature with holy who attempts to attack the wearer. When struck in melee combat, as an immediate action, the wearer can blast the creature with 1d6 points of holy damage per HD of the wearer, a Reflex save (DC 25) for half damage. In addition, this negates the attack on the wearer. If the wearer has a MP pool, it drains MP equal to the HD of the creature targeted. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains that resource pool equal to half of the HD of the creature targeted. If the wearer has none of the above, it drains hit points instead, equaling to double the HD of the creature targeted. If the wearer lacks the resources to perform the drain, it dribbles down from MP to alternate resource pool to hit points. If the wearer lacks all of the above and attempts to use the ring to use Holy, it kills the wearer, no save.
  • Alterna: The wearer of the ring can blast creatures from afar. As a standard action, the wearer can target an area within 100 feet and all creatures within a 30-ft.-radius takes 1d12 points of non-elemental damage per HD of the wearer, a Reflex save (DC 25) for half damage. If the wearer has a MP pool, it drains all MP from the wearer. If the wearer does not have a MP pool, but has an alternate pool of resources (Ki pool, Arcane reservoir, etc.), it drains all resources from that pool. If the wearer lacks all of the above and attempts to use the ring to use Alterna, it kills the wearer, no save.

Aura strong dark, light, and non-elemental; CL 20th; Slot ring; Weight

Gauntlet of the Infinites (Legendary)

This adamantite gauntlet allows the wearer to be able to slot 5 materia of different materia types all at once. Each materia slotted grants the wearer the armor materia bonus as well as being automatically attuned. Additionally, each materia slotted grants a power to the wearer.

  • Ability Materia slotted grants the wearer the ability, as a swift action, to grant the feats and skills from any ability materia slotted to all allies within 30 feet, up to 3 times per day, for a minute-long duration.
  • Independent Materia slotted grants the wearer, as a swift action, the ability to grant the abilities from any independent materia slotted to all allies within 30 feet, up to 3 times per day, for a minute-long duration.
  • Spell Materia slotted grants the wearer to maximize the variables from any spell cast from a materia.
  • Summon Materia slotted grants the wearer the ability to keep an avatar summoned by a summon materia for a number of hours instead of rounds.
  • Support Materia slotted grants the wearer to empower and enlarge any spell cast from a materia.

Aura strong non-elemental; CL 20th; Slot hand; Weight 10 lbs.