Codex Artificiorum in Gates of Eternity | World Anvil

Codex Artificiorum

Imperium loves tables and having everything in the world around it neatly catalogued. It makes its world tame and possible to be predicted at least to a point. This includes even certain powers - both passive and active - of known artifacts, since they are all catalogued. With every possible quirk named and defined, with level of each one of them at least roughly estimated from level one to ten.   Of course, they all such descriptions are rather rough, since no artifact is exactly the same for two owners, with their skills slightly affecting the artifacts they wield. Not to mention that many artifacts are lost, known only from legends, with imperial scholars drawing knowledge about their powers from ancient sagas and songs, with noone even sure if they really exist. They are all written into Codex Artificiorum, a vast collection of artifact description and histories, regularly changed and expanded, slowly becoming a library on its own.
 

Passive Effects

Amplification - Artifacts with this quirk are filled with magical powers, making it possible to draw mana from them, allowing their users to cast more powerful spells for longer. They can also be used to literally 'farm' magical power, by drawing it and putting into some sort of storage, like for example aether crystals.   Command Limit - Artifacts with this quirk increase their users ability to control minions, for example summoned daemons, controlled undead, animated magical 'dolls' and so on. In case of being somehow limited, it is mentioned for example like: Command Limit: Undead and so on.   Daemonslayer - Daemonslayer artifacts deal increased damage to daemons and all immaterial beings, regardless of their affiliations, character, actions and so on - an eldritch abomination will be damaged as much as angel or wild nymph. This makes them supernatural version of antegnit or other mage-killer materials.   Fortification - Artifacts with this quirk make certain types of magicks much easier to cast, costing less magic power and being much stronger and quicker to cast. It is further specified by adding the name of magicks, for example Fortification: Fire and so on.   Indestructible - Indestructible artifacts are more durable than the materials they were made off suggest. Most artifacts are like that, made by their magicks into a more durable item, that can 'serve' its user much longer. With higher grades of this quirk such items are practically impossible to destroy, even by much stronger materials or being casted into magma.   Morale Raise - Artifacts with that quirk provides a permanent morale boost to their wielders and, in most cases, their compatriots. The range of the buff depends on the strenght of the quirk and can vary from a party to entire army or even every participant of a military campaign. Enforcing bravery and fortitude, even to the point of causing voluntary selfsacrifice of former cowards.   Purifying - Purifying artifacts can actively suppress Pandaemonium-induced Corruption, while simultaneously banishing weaker Pandaemonium-aligned daemons and weakening influence of Aberrants. They are among the most rarely encountered artifacts.   Sanity Resistance - Artifacts with that quirk make their users more resistant to mind-shattering effects of aberrants and servile daemons of Enigmas. They are capable of facing even more terrible threats at ease, being able to remain sane and damaging their enemies merely by being able to resist and somehow 'describe' them.   Sharpness - Artifacts with that quirk do not require sharpening, as they are always sharp, never go dull, and tend to slice through things more easily than they normally should, making them cause more serious damage with every hit to connect.   Strenghtening - Strenghtening artifacts make their user stronger. When they wield them, their strenght (that allows them to hit things stronger or carry greater weight) is massively increased. The effect actually tends to be to some point permanent, as they do not lose the power immediately after dropping the artifact, however tends to disappear slowly over time, or immediately if some other person claims the artifact.
 

Active Effects

Daemon Summoning - Artifacts with this quirk allow their users to draw on their power, calling a certain type of being to their side, while also making summoned beings docile and subservient to their orders. A type of summonable daemons will be mentioned after the name of the skill, for example Daemon Summoning: Flame of Purification.   Impact - Artifacts with this quirk can be strenghtened with magic to empower every impact, making them hit things with strenght that makes them work like much heavier and hit the target faster. Unlike typical enchantments, high level quirks on artifacts make things like causing localized earthquakes (or just making enemies literally fly back) quite possible.   Incineration - Artifacts with Incineration quirk can be - with magic - easily make flammable, allowing its user to wave around burning weaponry, that causes burnings on enemies (and can, quite easily, put them in flames). The more powerful levels of this quirk rather than make flames bigger tend to make them easier to set enemy aflame.   Life Steal - Artifacts with this quirk allow their users to suck life from enemies (be it by hitting them in case of weapons, or on a distance with staffs or rings albeit more slowly) and then empower themselves, restoring some of their lost endurance and healing damage caused by death magic.   Mana Steal - Artifacts with this quirk allow their users to suck magic power from enemies (be it by hitting them in case of weapons, or on are distance with staffs or rings albeit more slowly) and then empower themselves, making their enemies weaker and being allowed to cast more spells.

Hindrances

Bloodlust - Artifacts with this quirk cause negative effect on their users minds, causing an increase in bloodlust, making them - unless they manage to resist its influences - always choose options that will make them shed more blood, being more and more ruthless and incapable of mercy.   Pyromaniac - Artifacts with this hindrance cause an intense need for burning things, from which an user can (sometimes, depends on the user) derive a practically sexual pleasure. Tends to cause user to go insane and burn things, and creatures - including humans - alive, if he fails to control it.   Wandering - Artifacts with this quirk can't be contained for long, for according to either divine machinations or their own internal power, they tend to disappear following death of their owner. They will reappear next to another potential user in some treasure cache, abandoned ruin or in magical anomaly, in way unknown.


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