
Reaver isn't a game of high magic; aside from the minor scrolls and talismans that some player characters can create, there are very few magic items in the game and they are all artifacts. We recommend that a campaign features no more than one or two artifacts during its lifespan, they're simply extremely uncommon and powerful.
Since all artifacts are legendary items—whether weapon, tome, staff, armor, etc.—their description includes some lore about them related to the Sagas of Cennor Setting, offering a unique way for us to insert tidbits about the world, its people and deities, and strange past.
Artifacts have one or more core powers that are available to any user; however, to unleash the artifact's full potential it must be bound to a specific user. Becoming bound is often a difficult process, may be limited to certain character Classes or Origins, and always involves performing a test of wills with the artifact. Each artifact describes any specific requirement for becoming bound to it. Some artifacts are sentient and possess a powerful intelligence their own, always connected to its intended purpose, and many will affect the bound character with a curse of one sort or another.
The artifact, Hellfang, possibly known to readers of the Reaver Quickstart, will serve as an example, and offer us a chance to update the weapon to the Core Rules.
Hellfang
Hellfang is a curved dagger whose blade is made from a matte grey steel with a grip of polished bone. Hellfang’s guard and pommel are blue steel, all shaped like pointed teeth. In the pommel is a shimmering ruby the color of blood. Hellfang is mentioned in The Dialogues of Ul-Raziim as having been manufactured by demon smiths in the pits of Hades, before becoming an object of contention among the Demon Princes who sent it into the mundane world to be wielded by their bloodthirsty sycophants.
Will: d8 (Empathic)
Binding: Only spellcasting characters can bind themselves to Hellfang. They must hold the dagger while casting a black magic spell, sacrificing at least 2d of Attribute Points (by the normal means), and harming a living human with the spell. They must then succeed at a test of wills with Hellfang to be bound; failure leaves them fatigued for 1d4 hours, but they may try binding at a later time without penalty.
Core Powers: In the hands of any character, Hellfang bestows a +1d modifier to attacks and damage.
Bound Powers: A bound character can use Hellfang's following powers:
• If Hellfang is held while enhancing a spell, the spellcaster can use two different enhancements on the same spell, so long as resources are expended; however they must also resist shadow. This use gives Hellfang 1 charge.
• They may expend 1 charge to cause the blade to burst into flame. The flame lasts for Cd6 rounds and sheds light as a torch. If used to strike an enemy, the victim suffers an additional 2d6 damage from the fire, but the flame is immediately extinguished.
• They may expend 2 charges whilst holding Hellfang to cast the hex spell or the panic spell (enchant the mind variant) without making a Sorcery Feat (they must still resist shadow).
Charges: 3 maximum; Any wielder that uses a charge must resist shadow.
Purpose: Hellfang was built to empower demonic sorcerers, but among humanity its only interest seems to be to spread chaos and corruption. The blade is hateful, anarchic, and evil, and attempts to impart those feelings upon the wielder with a test of wills.
Curse: The curse of Hellfang is simple—using the weapon's magical powers will lead to the user's corruption and eventual doom.
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