Sunday, June 19, 2016

MTG: Conversion - Artifacts Part 1

Today I decided to begin work on converting over the Alpha/Beta/Unlimited artifacts into usable magical items and locales for OSR inspired games. This ofcourse requires a bit of creative license with how they should be represented. Below in my first go at some of these iconic and some lesser known minor trinkets. Let me know what you think, how these can be improved or come join the group.

White - Spells of Healing and Protection
Green - Spells of Nature and Animals
Black - Spells of Death and Necromancy
Blue  - Spells of Guile, Illusion, and the element of Water
Red   - Spells of Emotion, and the elements of Fire and Earth


Basalt Monolith - Created on leylines the basalt monoliths were created in the ancient past and the secrets of their creation long forgotten. Their locations are often fought over by kingdoms that surround them as the first spell cast within the stone circle is treated as 3 levels higher. This effect is only available once per day.

Black Lotus - These flowers are extremely rare growing only in remote locations and well guarded by fierce lotus dragons. When dried and the oil distilled this creates a powerful potion that if inbibed by a spellcaster increases their spell casting ability by 3 levels for 24 hours.

Crystal Rod - When held any spell cast within 20ft that falls into the blue catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Disrupting Scepter - A +1 mace that may be wielded 2 handed that on hit causes the target to make a save vs spells or lose a random prepared spell for the day.

Force Field Ring - 3 times per day this ring reduces all damage dealt to the wearer to just a single point for a single combat round. The activation only requires a thought and thus can be activated after a hit has been confirmed but before damage has been rolled.

Gauntlets of Might - The wearer of these spiked gauntlets, once the prized possession of a great orc chieftian generates Combat Aura 1 (gain +1 hit/damage and -1(+1) AC) within 30ft affecting goblins and orcs. All goblins and orcs who gaze upon the wearer must make a save or be treated as if charmed.

Iron Star - When held any spell cast within 20ft that falls into the red catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Ivory Cup - When held any spell cast within 20ft that falls into the white catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Kormus Bell - A large heavy bell that when rung causes all non buried corpses in a mile radius to rise up as skeletons and move at full speed torwards the bells location.

Mox Emerald - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the green catagory
Mox Jet - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the black catagory
Mox Pearl - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the white catagory
Mox Ruby - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the red catagory
Mox Sapphire  - An amulet that increases the spell casting power of the wearer +1 level in regards to spells falling into the blue catagory

Nevinyrral's Disk - Created by a lich king in ages past, this disk when thrown will activate 1 combat round later in utter destruction dealing sucking in all magical energy creating an anti-magic field for 1d10 years in a 40ft radius. This causes 1d6 damage to all caught in this radius for every year of magic stripped from the area.

Rod of Ruin -  3 times per day this rod with a ghastly face can direct a un-erring bolt of black energy that deals 1d6 damage to its target.

Throne of Bone - Any one sitting on this throne when any spell cast within 20ft that falls into the black catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

Wooden Sphere -  When held any spell cast within 20ft that falls into the green catagory will absorb some of the spells energy and provide 1 HP of healing to the wearer.

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