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Tansurvaan's Hand

From MassiveCraft Wiki

Once belonging to the chosen of Onu, Tansurvaan’s Hand is the right hand of a long-dead Allorn Archmage by the name of Tansurvaan Menranë I'Sul-Olyaan Mentïrra Essaminä-Sul Bel-Hammon Orvyaar. Tansurvaan lived roughly 4500 years ago, and his mummified hand has been fashioned into an artifact that was only uncovered by tomb robbers in 312AC, meaning that while the man the hand belonged to may have once been infamous, the artifact his hand has become is so new to the world that there is no history behind it.

Tansurvaan’s Hand
Artifacts
NameTansurvaan’s Hand
OriginAllorn
TypeAccessory

Description

Tansurvaan’s Hand is very literal in its name - it’s a mummified right hand, dark skin withered and clawed nails turned black, wrapped in linens and adorned in eight magical rings. The rings refuse to come off the fingers, despite them being nearly skeletal, and keep the withered hand in a form of stasis, despite the rest of the body having been turned to dust by time.

Artifact Mechanics

Artifact Mechanics are split between Permanent Mechanics, Sparked Mechanics and Sparked Combat Mechanics. Permanent Mechanics are always available to the wielder of the Artifact. Sparked Mechanics and Sparked Combat Mechanics are only available if the Artifact has an Artifactspark. Sparked Combat Mechanics are noted separately, because this makes them easier to find, but they are no different from Sparked Mechanics in general. For more information on Artifactsparks, read the Resources Page. For Rules on Artifact ownership, see the Artifacts Page.

Permanent Mechanics

  • This Artifact can steal the Artifactspark from other defeated Artifactholders and can hold more than one Artifactspark inside of it. Other Mechanics may derive functions from the number of Artifactsparks. Any change in the number of Artifactsparks must always be reported in a Ticket. If this Artifact has more than one Artifactspark, being defeated and having an Artifactspark stolen will only result in the loss of one, rather than all.
  • The wielder can cast sinistral magic, no matter their magical skill. They are less prone to limit breaking, and attracting demons through sinistral usage. The wielder is personally protected from the negative side effects of sinistral magic usage, but this does not make the magic radiant.

Sparked Mechanics

  • The Artifact's wielder can choose 3 Free Packs from any Proficency Category they can invest in and supplement their Character Application, though these Packs can only be used while the Artifact has an Artifactspark.
  • The Artifact’s wielder is able to see magical aura and phenomena typically only able to be sensed by the Caanborn. Additionally, the character now has perfect night vision, can see through (mortal) invisibility, and can read, but not speak, all languages. This includes magical, runic, lost, or dead languages.
  • For every Sinistral Magic Point Buy Ability used by an enemy or ally (but not self) gain 1 charge. Once at 10 charges, reset the cooldown of up to 4 Magic Point Buy Abilities. You do not need to disclose your charge number.
  • The wielder of this artifact has access to Tansurvan’s magical rings, which can each store multiple spells of potent power the Archmage was able to use. With the archmage dead, unfortunately, they cannot be cast easily. However, sacrifice of potent magic (Artifactspark) can be used to activate these rings and cast one spell out of Tansurvaan’s arsenal. This spell arsenal is unknown to the wider world, with the inscriptions of the rings only describing three at this time, though theoretically there might be an infinite amount of spells stored. The wielder of this artifact, upon expending an artifact spark, may choose to cast a spell from This List, or, may choose to spend an Artifactspark to unlock a new spell, which will be instantly casted and added to Tansurvaan’s Arsenal to be used freely later.
  • This Artifact grants the wielder +2 Defense Stat (breaking Cap up to 9) while using Attack Emotes only. Additionally, when defending, the wielder's Defense Dice Roll Minimum is 3. For every additional Artifactspark in the Artifact, this minimum is raised by +1.

Collectible Artifact

Artifacts are very cool, and make a Character super powerful. That being said, due to circumstances of Roleplay, a Character may end up holding onto an Artifact for months on end. This is generally not a problem, but we believe that Artifacts because of their uniqueness, should never be held onto in perpetuity by one Player. After a few months, it is time for the next player to be able to enjoy the artifact, and for this reason, Collectibles exist. After 120 days of non-consecutive Artifact ownership, an Artifact is automatically confiscated, and the Player who lost it is given a Collectible. Collectibles are thematically and aesthetically similar to the Artifact, meaning the loss of an Artifact does not visually detract from a Character's established design. However, they cannot hold Artifactsparks and only inherit the Permanent Mechanics from the Artifact they were generated from (including the rules limiting their use). On the other hand, Collectibles can never be stolen from their owner, a Collectible is owned forever, and there is no upper limit to the amount of Collectibles a Character can have, or wield/use at the same time. Collectibles cannot be traded in, though some Events may ask for their sacrifice, destroying the Collectible. To summarize this Artifact's Collectible properties:

  • When this Artifact is exchanged for a Collectible, Tansurvaan’s hand activates a magical ring and teleports elsewhere, leaving behind a Ring of Protection.
  • The Ring of Protection iinherits the second Permanent Mechanic of the Artifact (not the Artifactspark stealing one).
  • While there are several Rings of Protection, each looks unique, though should be inspired by the appearance of the Artifact.

Trivia

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Accreditation
WritersLizmun
Last EditorBirdsfoot violet on 10/14/2024.

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