1.
The Magician's Tome: A heavy book, stained blue leather with jewels adorning it. It almost vibrates with untapped power.
Battle Effect: Once per 72 hours and once per battle, you may use this artifact to
unleash the beast within. Activation does not cost a turn. A spectral bestial creature covers you, and grants you a normal attack with no attack modifier, capping at your normal damage cap. IE: Roll2d10, get 10,10, you do a maximum of 14 damage rather than 20.
3.
The Empress' Wand: This artifact is made of white gold, and is simple in design, save for a crown jewel atop its end.
Status Effect: Once per OoC week, you may use this artifact to move extremely fast for 5 minutes, moving so fast that you cannot be seen by the naked eye. It cannot be used in combat.
5.
The Hierophant's Antlers: A crown that has small deer horns protruding from a bed of thorns and leaves.
Status Effect: Once per OoC week, you may use this artifact to tap into 1 target's unconscious desires for 5 minutes. The affected player must write out what is sensed, and of course,
only with permission from the other player.6.
The Lovers' Crown: A flower crown with gold woven through it. The flowers never wilt.
Status Effect: Once per 48 hours, you may activate this artifact for a series of glowing will o'the wisp sort of floating lights around yourself, lasting for no more than 1 hour. They...really have no other effect.
7.
The Chariot's Whip: This whip's handle is made of a red-orange metal, and its leather braided lash hot to the touch.
Status Effect: Once per 48 OoC hours, you may use this artifact to turn invisible for 10 minutes. It does, fortunately, include anything you are carrying and wearing, but not another person.
8.
The Strength's Mantle: A golden fur mane fashioned into a mantle, clasped with a ruby brooch. It is warm to the touch.
Battle Effect: Once per OoC week, you may use this artifact without consuming your turn. Roll 1d6. If you are Y1/Y2, a 6 results in taking no damage from 1 attacker. If you are Y3, a 1 or 6 results in taking no damage from 1 target.
9.
The Hermit's Bag: Made of worn leather and on the whole remarkably plain and without decoration. Smells of old smoke.
Status Effect: This bag can be used once per OOC week to store objects up to three times its size. Anything left in it for longer than a day mysteriously disappears. Fancy that! (Live things put into it also come out dead. Don't get cute.)
10.
The Wheel of Fortune: This birch staff is thin and crooked at the end, and is disturbingly heavy for its size. Inlaid in its wood is a series of black gems.
Battle Effect: Once per OoC week and once per battle, sacrifice your turn and roll 1d12 and match results:
1: Take 5 damage, and your modifier is -8 for the next turn.
2. Nothing happens except a poof of sparkling glitter exploding in both your face and your enemies.
3. Heal yourself for 5 HP.
4. Your attack modifier is -5 for the next two turns.
6. Take 3 damage.
7. Deal an addition 3 damage on your next successful attack.
8. Take 3 less damage on the next incoming attack.
9. Your attack modifier is -7 for the next two turns.
10. Both you and 1 target take 5 damage.
11. Heal both you and your enemy for 10 HP.
12. Your enemy's attack modifier is -5 for the next two turns.
11.
The Scale of Justice: A literal scale of shimmering jade, large enough to cover a forearm, with a strap and buckle. It has a heavier heft to it than first expected.
Battle Effect: Once per 48 OOC hours and once per battle, you may activate this artifact. If you have taken 10 damage or less in that battle, roll ONE dice that is a tier below your normal attack dice to determine extra damage to add to your next attack. If you have taken 11 to 20 damage, roll ONE of your normal attack dice. This does consume a turn.
12.
The Hanged Man's Noose: A length of black rope entwined with silver strands, fashioned into a noose that can easily be looped around a wrist. It has shards of obsidian wound into it that would, if worn, dig into the neck.
Battle Effect: True to the nature of The Hanged Man, this artifact can help or hurt its wielder. Once per 72 OOC hours and once per battle, you may roll your normal defense dice. If the result is even, divide that number by 2 and add it to your total defense roll. If odd, divide by two and take that much backlash.