Chapter 4: Divine Artifact
Just as a single grain of “sand” within an oyster shell is polished over years into a radiant pearl, a massive mountain-sized vein of magical crystal, adrift in the astral void, might be swept by a stellar tempest into the Fallen Land of the Gods, landing in the “Eye of Divine Judgment.” There, like a grain of sand entering the oyster, it undergoes ten thousand years of divine infusion, and the vast magical crystal is refined into a small, perfectly pure magical gem known as the “Tear of the Gods.”
Whenever the “Eye of Divine Judgment” awakens, the “Tear of the Gods” is set free, flying toward some distant corner of the multiverse. If fortune allows an arcanist—whether a mage or a sorcerer—to retrieve this artifact, and should they earn its recognition, they may become its true master.
...
Joan had heard of magical crystals before—legend had it that they were high-energy minerals formed from the bones and souls of ancient gods and demons, fused with the world’s ley lines. They served as the primary energy source for magical devices, steam engines, and even firearms. Alchemists and mechanists used magical crystals as ingredients to invent all manner of wondrous contraptions, making them the most valuable mineral resource in the world of Valles. So far, Joan’s homeland of Alfheim had yet to discover any major deposits, but the northern lands of Midgard and even farther north, Jotunheim, were renowned for their abundance of magical crystals. If not for the booming industries of mining, processing, and export, the great northern colonial cities would never have flourished as they did.
Natural crystal ore contains only a meager fraction of magical crystal; even after refinement, “industrial magical crystal” achieves a purity of merely ten percent, with each pound fetching as much as ten thousand gold ducats. Joan had also heard that the most advanced purification techniques in Valles could reach perhaps twenty percent purity at best, yet the “Tear of the Gods” he now held was nothing less than one hundred percent pure?
Could such a thing be possible?
He almost suspected he was dreaming.
Weighing the gem in his palm—it must be about a pound—he couldn’t help but wonder how much it would fetch. At the very least, a million gold ducats? Should someone be willing to buy it, he would become fabulously wealthy overnight, and never again worry about the trifling three thousand ducats in annual tuition.
Joan shook his head, brushing away this greedy thought. From his recent psychic resonance with the “Tear of the Gods,” he sensed that the gem in his hand was a treasure beyond price. To simply sell it for coin would be shortsighted in the extreme—he would surely regret it.
“But if I don’t sell it, what use is it to me?”
As this question surfaced in his mind, Joan was suddenly overcome by dizziness. He slipped involuntarily into a state of empty meditation, where rows of glowing text appeared before his eyes, as though he had activated an “Introspection” spell. But what he saw was not his own status, but a summary of the crystal in his hand.
...
Tear of the Gods (Greater Artifact, Sealed)
· Class Restriction: Arcanist
· Arcane Enhancement: The artifact enhances its wielder’s casting attribute (Intelligence or Charisma) by +2
· Mythic Sense: The bearer of the “Tear of the Gods” can sense the presence of mythic beings in the vicinity. The range of this sense expands as the wielder’s mythic rank increases.
· Mythic Recharge: The “Tear of the Gods” stores energies that may substitute for spell slots, metamagic requirements, mythic power, or fuel arcane devices. The current cap is 10 mythic charges, with 1 charge replenished automatically each day. Each charge may replace one of the artifact bearer’s highest-level spell slots.
· Philosopher’s Stone: The “Tear of the Gods” is the first Philosopher’s Stone born in the multiverse; most other so-called “Philosopher’s Stones” are mere imitations. By soaking the “Tear of the Gods” in a cup of pure water for a few seconds and expending one charge, a potion is produced. As the wielder’s mythic rank increases, the potion’s effects grow stronger. The potion is only effective for that day; after twenty-four hours, it reverts to plain water.
Current Potion Effect: Lesser Restoration (removes fatigue, restores ability damage, slows the progression of poison and disease);
· Mythic Path: This function unlocks once the bearer of the “Tear of the Gods” completes the first “Mythic Trial,” at which point the artifact’s master will inherit the “Mythic Archmage” progression. For each “Mythic Trial” completed (by slaying mythic creatures), the artifact will unseal another portion of its power, granting its master further knowledge and strength.
...
Joan quickly scanned the lines of text before him, understanding only some of the terminology, and doubts inevitably arose. To verify that this was not an illusion, he forced down his excitement and cast the 0-level spell of Introspection. A melodious incantation in Quenya flowed from his lips, ending with a short, forceful word.
“Tercen!”
In ancient Elvish, “tercen” means “to perceive.” Many prophecy spells with the function of discernment use this word as their trigger, and Introspection is no exception.
Once Joan successfully cast the spell, the scene before his eyes shifted. The information about the “Tear of the Gods” faded, replaced by a clear summary of his own status.
...
Class: Mage Level 0 (Apprentice)
Status: Healthy
Attributes: Strength 10, Dexterity 12, Constitution 9, Intelligence 15, Wisdom 14, Charisma 16
...
All of his other attributes remained unchanged, save one: his Intelligence, which had risen from 13 to 15. This alone proved that the “Tear of the Gods” was not merely a magical crystal of incalculable worth—it truly enhanced his Intelligence!
Higher intelligence meant more efficient learning and the chance to master more advanced spells.
Joan’s heart soared with joy, and he clutched the priceless gem tightly. At this moment, even if someone offered a mountain of gold, he would not trade away the “Tear of the Gods.”
Suddenly, he felt a strange lightness in his palm—as if the “Tear of the Gods” had become air itself, vanishing without a trace.
Joan hurriedly opened his hand; it was indeed empty. Had it all been a fleeting fantasy? His heart plummeted, disappointment rising like a tide.
But just as he yearned for the “Tear of the Gods” to return, a cool sensation welled up in his left palm. The translucent, exquisite gem reappeared in his hand.
Joan stared in astonishment for several seconds before he realized that this artifact could be stored within his body and summoned at will by a mere thought.
He let out a silent sigh of relief, and his disappointment swiftly gave way to gratitude. Whispering to himself, he said, “This is even better—at least I won’t have to worry about anyone stealing it.”
After securing the “Tear of the Gods,” Joan glanced back at the unconscious girl on the sled, feeling a pang of sympathy.
Thanks to his psychic resonance with the artifact, he now knew that this Asar girl, too, was a traveler who had happened by, drawn by the catastrophic explosion caused by the “Tear of the Gods” as it fell from the heavens. Driven by curiosity, she had arrived before him and was the first to touch the artifact. Unfortunately, as she was not an arcanist, the “Tear of the Gods” had rejected her, and the force of its divine will had struck her unconscious. That she had survived at all was nothing short of miraculous.
P.S. The “mythic power” described in this chapter is inspired by, but adapted from, the system in Pathfinder PF.