Artifacts

Across Equestria, there are artifacts that have been enchanted with special or unique magical properties that may be found or encountered. These are some of them:
NOTE: "once per session" items may not be used more than once per session if they are transferred to another character. Similarly, "once per day" items cannot be used more than once in a game day.
Rarity:
Some artifacts are easier to find than others. The items on this page have been organized with these in mind, along with a suggested GM difficulty for random encounters:
Rarity | Difficulty |
---|---|
Common | 6+ |
Uncommon | 10 |
Rare | 14 |
Very Rare | 16 |
Legendary | 18 |
Mythical | 20 |
Common Artifacts:
- Fireproof Boots
- Value: 250
Allows the wearer to move safely on burning surfaces - Grieves of Alacrity
- Value: 180
The character wearing these may roll an additional d4 to the result of a Body Test when they need to perform something related to speed. - Enchanted Light Barding
- Value: 250
Light Barding, but with an enchantment reducing stamina loss to physical damage by 2 instead of 1, to a minimum of 1. Fly and Telekinesis talents are downgraded / at disadvantage as normal. - Enchanted Metal Barding
- Value: 400
Metal Barding, but with an enchantment reducing stamina loss to physical damage by 3 instead of 2, to a minimum of 1. Body trait and Fly and Telekinesis talents are downgraded / at disadvantage as normal. - Night-vision Goggles
- Value: 350
When used, these goggles allows to perfectly see through darkness as though they have Truesight (d6). - Self-Esteem Amulet
- Value: 380
Once per session, the character wearing this necklace can add 1 to any Charm Test based on social tasks.
Uncommon Artifacts:
- BFF'S Medallion
- Value: 200 (each half)
This medallion is always divided into two different pieces, who are both attached to a small string that allows them to be worn as a Necklace. Once per Day, a character can help another character who has the other piece of the Medallion, activating the magic within the Medallion and rolling an additional d6 to add to the result of a single Test. The price counts for only one piece of the entire Medallion. - Anklet of Lesser Arcane Shield
- Value: 150
Once per session, the wearer may reduce 1 point of stamina loss taken from a magical source. - Athletic Assistance Anklet
- Value: 250
Once per session, the wearer may add 1 to the result of any Body Test based on athletics, such as jumping, swimming, running, etc. - Amulet of Elemental Resistance
- Value: 220
Amulet types available: Acid, Electric, Fire, Cold
Once per session, the wearer may reduce up to 3 stamina loss taken from the specific type of source this amulet is made to protect from. Eg, an Amulet of Fire Resistance protects the wearer from fire damage. - Anklet of Slowfall
- Value: 300
When the character wearing this falls from more than 10 feet, the magic contained in the anklet will slow their fall for 20 seconds. If they do not touch the ground within that period, they will start falling again. Can be used only once per day.
Rare Artifacts:
- Weatherwing's Guide to Weather for Foals, fifth edition
- Value: 150
This is a textbook for flight school weather classes and outlines the theory and technique for cloud and weather manipulation. A pegasus character may study this book up to once per session and roll a Mind Test against DC 12, and if they succeed, they learn the Cloud Wrangling (d4) talent without a level-up. - Horticulture and You, by Oakheart Plowshare
- Value: 100
This book is a comprehensive volume detailing the process of farming - planting, weeding, checking soil conditions, monitoring plant health, and so on. Throughout the book are references to how earth pony magic can be used to tweak plant growth to ensure strong and healthy crops. An earth pony character may study this book up to once per session and roll a Mind Test against DC 12, and if they succeed, they learn the Green Hoof (d4) talent without a level-up. - The Defensive Hoof Arts, by Thunderheart
- Value: 200
A simple, but elegant summary of hoof-to-hoof combat methodologies, training drills, and philosophy written for outlining the skills and strategies needed for effective self-defense. A character may study this book up to once per session and roll a Mind Test against DC 14 (or DC 10 for earth ponies), and if they succeed, they learn the Scuffling (d4) talent without a level-up. - A guide to the leyflow within water, by Azure Mist
- Value: 180
A true eye-opener of a volume, this book details the hidden magic that flows within water itself and outlines the methodologies one can take to not just manipulate ordinary bodies of water far more effectively than one can with telekinesis, but even freeze it into ice! A unicorn character may study this book up to once per session and roll a Mind Test against DC 12, and if they succeed, they learn the Water Control (d4) talent without a level-up. - Telekenetics and their Use for Magical Barriers by Martingale Publishing
- Value: 200
A rather dry and boring book altogether, this guard training textbook outlines the techniques for manipulating telekinesis fields into inpenetrable magical barriers and shields. A unicorn character may study this book up to once per session and roll a Mind Test against DC 14, and if they succeed, they learn the Forcefield (d4) talent without a level-up. - Mechanical Mechanations And Other Marvels by Martingale Publishing
- Value: 85
An in-depth book detailing everything from clockwork to wagon wheels and everything in between. A character may study this book up to once per session and roll a Mind Test against DC 12, and if they succeed, they learn the Keen Knowledge: Repair (d4) talent without a level-up. - Simplified Tessitransforms for Everyday Use by Starswirl
- Value: 240
The writing style in this scroll are certainly archaic, but the spell patterns described are at least familiar enough to follow. This manuscript contains the technique and process for connecting the space around the caster with another space some arbitrary distance away, merging the two, and re-separating them again with you now in a new location. A unicorn character may study this book up to once per session and roll a Mind Test against DC 15, and if they succeed, they learn the Teleport (d4) talent without a level-up. - Belt of Ursae Strength
- Value: 400
Once per session, this Belt allows the wearer to add a d10 to a result of a single Body Test. - Charming Necklace
- Value: 400
Once per session, this necklace allows the wearer to add a d10 to the result of a single Charm Test. - Cloak of Invisibility
- Value: 300
Once per session, this cloak may be used to activate the Invisibility (d6) enchantment imbued within the cloak. - Focusing Tiara
- Value: 400
This tiara allows the wearer to add a d10 to a result of a single Mind Test once per session. - Anklet of Arcane Shield
- Value: 400
Once per session, the wearer may reduce up to 4 points of stamina loss taken from a magical source.
Very Rare Artifacts:
- Mastering Static, by Thunderheart
- Value: 140
A rather straightforward book highlighting the parts of pegasi anatomy and muscle groups that when exersized in the correct technique can produce a build-up of static electricity which can then be channeled using native pegasi magic. A pegasus character may study this book up to once per session and roll a Mind Test against DC 14, and if they succeed, they learn the Shock! (d4) talent without a level-up. - Shadow Whisper's Tome of Rejuvination
- Value: 300
This is small black book decorated with winding flowery lines of silver flowing over the cover. The language within is mysterious and difficult to follow, but promises of a secret technique to revitalize oneself using one's own exhaustion to push forward through hardships. A character may study this book up to once per session and roll a Mind Test against DC 18 (or DC 12 for an earth pony, buffalo, or yak), and if they succeed, they learn the Rebirth (d4) talent without a level-up. - Health and Wellness by Nurse Willowbrook
- Value: 100
A how-to manual for caring for ailments of all kinds, as well as information on how to recognise illnesses and medicinal plants. A character may study this book up to once per session and roll a Mind Test against DC 10, and if they succeed, they learn the Keen Knowledge: Medicine (d4) talent without a level-up. - The Joy of Life by Nurse Willowbrook
- Value: 160
A simple book, The Joy of Life discusses how one can channel their inner magic to reach out and sooth another's stresses and fatiuge. A character may study this book up to once per session and roll a Mind Test against DC 16 (or DC 12 for an earth pony), and if they succeed, they learn the Healing Touch (d4) talent without a level-up. - On Telekenetic Apparations and Sensory Perceptions by Maven Mirage
- Value: 270
A deceptively simple book, the pages within detail how one can use a combination of several different magic spells along with telekinesis to produce convincing visual, kinetic, and even auditory illusions. A unicorn character may study this book up to once per session and roll a Mind Test against DC 14, and if they succeed, they learn the Illusion (d4) talent without a level-up. - Advanced Applications of Apparations by Maven Mirage
- Value: 320
This book has a simple blue cover that seems to shimmer in the light. Inside, it details a spell that can bend light itself around an object, rendering the object invisible (or mostly invisible) to detection. A unicorn character may study this book up to once per session and roll a Mind Test against DC 14, and if they succeed, they learn the Invisibility (d4) talent without a level-up. - Pouch of Sporedust
- Value: 100
The glittering dust inside this pouch comes from the wings of a Great Sporedust Butterfly. When sprinkled on a creature, grants the effects of Healing Touch (d6). The dust can also be used on bare earth to sprout fungal growth, or onto plants to rejuvenate them and cause them to grow. Each pouch only contains enough for one use. - Rope of Climbing
- Value: 300
Not to be confused with a common "Climbing Rope", this rope is magically imbued with the persona of a snake and will respond to voice commands to move by itself up to a length of 60 feet. Any Body rolls for climbing this rope are upgraded / at advantage. - Cosmic Amulet
- Value: 150
The wearer of this amulet has a star-borne connection to their home. If they are ever lost, all they need is to look to the open night sky and the direction to their home will be instantly known to them. - Ring of Magic Power
- Value: 450
This horn ring grants the unicorn wearing it a boon to spellcasting: once per session, you may add a d4 to the result of any Talent roll based on magic or spellcasting. - Cloak of Resistance
- Value: 800
This cloak gives the wearer resistance to stamina loss from physical sources with none of the side-effects that light barding imposes. Any stamina loss to physical damage is reduced by 1, to a minimum of 1.
Legendary Artifacts:
- Collar of Maredenkainen's Faithful Hound
- Value: 300
This collar can be used once per day to summon Maredenkainen's Faithful Hound, a magical dog which is slightly transparent and shimmers with purple magic.
Maredenkainen's Faithful Hound
Body (d6), Mind (d6), Charm (d6), Stamina: 12
Talents: Truesight (d6)
Quirks: Slow moving, Weakness: Acid (d4) - Shield of Spell Scattering
- Value: 500
While a creature is holding this shield in front of them, they are protected as though they have the Magic Resistance (d6) talent. This effect is lost when the shield is no longer being wielded. - Magician's Wand
- Value: 500
A Magician's Wand is a special artifact constucted by a skilled artifacer capable of permitting any creature, even a non-magic user, to cast the specific spell it was charged with.
Wands are powered by charges, each use costing one or more charges. When created, a wand will normally have a d4 strength and be capable of storing up to 2d20+10 spell charges. (Wands discovered in the world are likely to have been used and may not have full charge). Most wands can be recharged, but damaged wands are likely to explode if you attempt to charge them.
Casting:
Spells cast using a wand always fully use up one charge and do not need to roll to test for success. However, spells that rely on the spell roll (such as Wanda's Wild Growth) still need a wand roll to use their effects.
Recharging:
Adding charges to a wand is done by first casting the spell that the wand is made for onto the wand, then an additional Mind roll that must beat the spell DC by one. If either roll fails, the wand crumbles into dust. If both rolls succeed and the wand is cracked, it must then save against its own strength: roll vs a d20, and it does not explode if its roll is equal to or less than the d20. If it fails, it explodes and deals 1d4 stamina damage to the caster. If all of these tests pass, the caster may then add magic charges into the wand by converting energy into charges at a rate of 1 stamina for 4 charges. If the unicorn who is charging the wand does not know the spell, you may spend two Friendship Tokens to temporarily attune to the wand's spell matrix (You must still pass the Mind test).
Dead Wands:
If you use the last charge on the wand, it has a 1d4 chance of crumbling into dust. However, if the wand survives, its power level is increased (eg, d4 -> d6) and it may be re-programmed with a different spell at the cost of one Friendship Token. (Recharging rules still apply).
Overcharging Spells:
When casting a spell, you have the option of overcharging the spell by pushing more charges into a single cast. When doing this, you upgrade the die for each level you overcharge it with (eg, d4 to d6 to d8, etc). However, if you push the wand by overcharging a spell, you run the risk of cracking the wand. A cracked wand that cracks again instead explodes dealing 1d6 stamina damage to the caster.
Overcharge Charges Crack Chance 0 1 0 1 2 d20 DC 2 2 4 d20 DC 3 3 8 d20 DC 7 4 16 d20 DC 12 5 32 d20 DC 18
Mythical Artifacts:
- Duskloak
- Value: 400
This dark gray cloak has an almost shadowy look to it. It fastens with a silver binding around the neck and shoulders. When attempting to hide in darkness or shadows, this cloak gives an upgrade / advantage to Body rolls for stealth. - Light of Umberfoal
- Value: 300
Said to be a remnant of a long-lost pony civilization, this small blue crystal glows with a comforting blue light that reminds anyone who sees it of their home. When fully charged, a Light of Unberfoal has 5 uses. A creature holding the crystal can use charges to restore an equal number of lost stamina points to a nearby creature they can touch, including themselves. Restoring the crystal to full power requires spending a Friendship Token. - Runic Stone: Forge
- Value: 380
Once per day, the character bearing this runestone is protected from the first time they would lose stamina from a fire source, up to 8 total stamina loss reduction. - Runic Stone: Mirror
- Value: 350
Once per day, the character bearing this runestone has partial protection from the first time they would be affected by external magic: roll 2d8, and if the result is equal or higher than the casting power, the spell still affects the character, but the spell is also reflected back to the caster at the same strength as the original roll. - Runic Stone: Protection
- Value: 450
Once per day, the character bearing this runestone is protected from the first time they would be affected by external magic: roll 2d8, and if the result is equal or higher than the casting power, the spell has no effect. - Runic Stone: Respite
- Value: 200
Once per day, if the character bearing this runestone is reduced to 2 or less stamina during a Scuffle, the runestone will instantly restore 2d6 stamina, up to your maximum. Has no effect on stamina lost by other effects or events outside of a Scuffle.