Relics (A-Z):
Cluster of Relics to be placed:
Altar
Books: 1. Book of Transcendence (see: Fate spell, level #41st. “Book of
Transcendence” for details.
Shrines can always be identified by the presence of an Altar, which is used for gifting certain Jahtha with items, money and even personal services offered. Altars are usually living Relics -- sentient beings -- who bridge the gap of communication between the one offering or supplicating a Jahtha, and the Jahtha him or herself.
Chalices
The following are a list of all relic chalices:
Animi`Sahadara
Also known to the Ultarian nations as the "Spirit of The Desert".
see: artwork #160
Holy Ground
Hourglass: 1. Gaze into it and see visions (discretion of the Game Master).
2. Holder turns the hourglass and for 3-D10/level turns the user can go back to a moment in their past
and change it if they can. *This power can only be used once by the same person. Usable: 1/100
years.
Idol: Havoc: Like a power-stone, but diff.
Mantle of Dynarius: Vampire in nature:
1. Become warm when an undead vampire comes within 6 spell-points of wearer if avoidance-roll vs.
Awareness is successful.
2. Vampiric Charm Resistance = 70%
3. Summon Vampire 1/moon 10% chance that Tysha will be summoned.
4. Relieve tainted 1/3moons relieves a vampire (undead) of its state (avoid vs. “Faith” or be
destroyed during the process (death will occur in 3-D6 turns and targeted will know it).
Rods
Sands of Time:
Shrine
Vessel of Suldra: Ultarian Relic: Lrg. Vase
Vile of Idumea: Effect: Destruction of Order.
Range: 500 leagues.
Area of effect: 50 leagues from targeted point in all directions.
Duration: 10 moons (300 days).
Notes:
1. This powerful Relic will slowly cause disunity among man and beast.
2. When first this power is exorcized against an area, each living, undead, fiend, enchanted, organic,
etc. (not animated, dead, gaseous, or spirit) must successfully avoid vs. “Faith” 10 chances to
succeed. Players do not roll this avoidance-roll, for they will know something is amiss. As time
passes this “Faith” check becomes more frequent and with less chances to succeed as follows:
10 checks = first moon.
9 checks = second moon.
8 checks = third moon.
7 checks = fourth moon.
6 checks = fifth moon.
5 checks = sixth moon.
4 checks = seventh moon.
3 checks = eighth moon.
2 checks = ninth moon.
1 check = tenth moon.