Artifacts

d66
11 Symbiotic Sludge: A translucent gray slime that conforms to your arm like a glove. Allows the wielder to extend their hand up to 10 feet. Only bonds with unmodified organic tissue.
12 The Profane Orb: A sphere of black quartz the size of a large grapefruit. The swirling mists within whisper hideous secrets. While held with both hands you can mentally command animals. Save against corruption when used.
13 The Dead Code: A small, gray cylinder, this device is all that remains of an ancient A.I. that self-destructed for unknown reasons. Plays a recording of an auditory string of math that transmits a virus. Forces any machine that hears it to make a WIL save or shut down for 2d12 hours.
14 Vial of Golden Light: Consuming grants a random Astromancy and permanently lowers WIL by 1d4.
15 Soothsayer’s Whetstone: Kindle violet fire that allow for communication for 1d4 minutes to any other fire from a place you are familiar with.
16 Hateful Mirror: Small mirror that causes great pain to the viewer, who must WIL save or scream until they pass out (1d4 WIL loss). A successful save destroys the mirror.
21 Spoon of the Gourmand: Oversized silvery-blue spoon. Allows you to eat anything to gain a day’s worth of sustenance as if eating a ration.
22 Odd Flask: Makes alcoholic drinks more powerful
23 Mesmer’s Amethyst: Any creature within 10 feet of this violet, eye-like marble must pass a WIL save or be distracted by it, losing its next turn.
24 Lucky Feather: Magnificent gold and green feather. When worn in a hat, survive a normally fatal fall and land gracefully. The feather is mysteriously lost afterwards.
25 Spirit Cube: (2 charges) Small sapphire cube. Releases a vengeful spirit (4HP, 14 WIL, d6) under the bearer’s control. Recharge by killing in cold blood.
26 Indigo Fungus: Consuming changes your skin a deep shade of indigo and increases your WIL by 1.
31 Tyrant’s Collar: Black iron collar inscribed with an ancient script. A target is compelled to follow a stated course of action, without understanding why.
32 Titans’ Brew: (1d4 uses) Bottle of ancient grog. Target’s strength triples for 10 minutes
33 Horrible Bell: Ringing this small, black bell releases a painful sound that causes 1D6 STR damage to all nearby whom the wielder deem their enemy, ignoring armor.
34 Necro-Canary: Small bird skeleton that will follow you obediently. Crush it and scatter its bones to scry on an object, or familiar creature, indicating its precise location. The bones will reform into the bird the next day.
35 Genesis Globe: (1 use) Smash this egg- sized glass orb. Over an hour, one damaged or ruined structure, ship or similar target is repaired to peak condition without need for materials.
36 Red-Gold Spectacles: While wearing these glasses you can visualize a general sense of somebody’s honesty and sincerity while they speak.
41 Devil-Fog Idol: Energy-absorbing fog surrounds you and everyone within 20ft. Ranged weapons cannot pass through the smoke. Save vs corruption
42 Neutron Halo: (Helmet) Ring of swirling black space-stuff. Can emanate pure darkness
43 Unholy Feast: This black muck smells irresistibly delicious. Eating it coats the inside of your mouth and teeth pitch black. You can now consume anything safely.
44 Old God’s Hammer: (D8) Lost any other powers it once may have had, but can still be called to return to you, flying by the best route possible.
45 Starbond Ichor: Pouring on a corpse causes it to return as a loyal companion that will serve as a freelancer.
46 Lazarus Serum: Old syringe in a forgotten tongue. A corpse is miraculously restored to life if they pass a WIL Save. If they fail the Save, the remains are utterly destroyed.
51 Red-Queen’s War Scepter: (D8 Cryo, Brutal) This ancient war scepter contains the spirit of a millennium-old tyrant queen. She audibly delights in wanton bloodshed.
52 Living Vortex: This small stone box can direct a powerful wind in a straight line, strong enough to blow over boulders.
53 Octarine Egg: A scaled, fluorescent greenish yellow-purple egg about the size off a man’s head. Hatches in 1d20 days. Generate NPC stats for a baby creature.
54 Ambrosia: Glowing golden liquid found inside a bizarre flower that grows in dangerous locations. Tastes like honey nectar and increases max HP by 1D4, turns your teeth to gold.
55 Soothsayer Bastet: (10 HP, 14 DEX, D6+D6 claws, Horrible Gaze Astromancy) Large black panther with bat wings. Can fly short distances. Obeys the one who frees it from its astral shackles.
56 Hurricane Mantle: Tattered gray cloak. Allows the wearer to fly for 1d6 minutes a day, or 2d6 minutes in stormy weather. Causes 1 fatigue.
61 Blood Corrupting Blade: (D4) Small curved dagger. If a target damaged by this weapon takes Critical Damage that day, they explode in a bloody mess.
62 Spear of Seven Suns: Golden spear with a glowing white blade. Functions as a spear (D8, Sweep) and fires a beam of white light (D6 Thermal, Exploding).
63 Star-Worshiper’s Mask: (bulky) Porcelain mask with an unnerving expression. Raises the wearer’s WIL by 1D4 and gifts them with an intimate knowledge of the forbidden secrets of star worship. Save against corruption once a week.
64 Cobra God’s Bones: (unwieldy) Large bundle of heavy bones. Offer a bit of blood to automatically succeed on your next STR or DEX save, but save vs corruption when you use this artifact.
65 The Book of Adrammelech: The inscrutable unholy verses of some precursor entity. Daily study changes your mind, gifting you 1 new random astromancy power a week (or every other session, GM’s call) at the cost of losing 1 point of STR.
66 Starlight Blade: (d10, thermal, vorpal) Ancient metal sword hilt. Activating brings forth a blade of pure starlight (random color.) Critical damage severs targets in half. The weapon requires a WIL of 14+ or the wielder must save vs corruption every day. in a 10-foot radius. 1 Fatigue.