Artifact Weapons

**Longinus Spear (ARTIFACT)**

This +5 Adamantine Halberd becomes a +5 Vicious Conductive Spell Storing Adamantine Halberd in the hands of an Overlord.

This spear is treated as a bane weapon as well as an unholy weapon when dealing damage to angels. The wielder of this spear is immune to the blinded condition. The spear can be equipped with one of the following emblems. Imperial Seal, Dark Rosary, Devil Ring, or Feather Token. While the spear is wielded, you gain the benefits of that emblem as well as any benefits from any other emblem you may have equipped. Bonuses granted by these emblems stack. Creatures equipped with this item add their enhancement bonus to all saves for their Overlord, Gideon, Omega Sentinel, or Shura save DC's. This weapon has a total of 10 charges. These charges can be spent to quicken or refresh lost abilities from those classes. By spending one you can drop an aciton by 1 step (Full round becomes full attack, full attack becomes standard, standard becomes move, move becomes swift, swift becomes free). This can only be used to effect class abilities from the aforementioned classes. Alternatively the charge can be spent to retrieve an ability back from one of those classes that you only have usable so many times a day. This grants you one use back. Finally, if you take a full attack action and make a single attack, you deal maximum critical damage to that creature. That creature must make a DC: 52 fortitude saving throw or take 3d4+3 constitution damage (Charisma if an undead). You heal 1 hitpoint per hit dice for every damage dealt by this. Once per month with this weapon, when you use that ability you can effect them with the Forbidden Seal Grand Hex of a witch (DC:52). Longinus is an intelligent weapon with an Ego score of 62. Whenever you make a martial knowledge check you gain a +10 bonus to the check, in addition all martial knowledge skills can be made untrained for you.

***Destruction:*** You must use the Forbidden Seal on the spear when slaying an angel or celestial being of your hit dice or higher. This will allow the spear to die with the angel and it will go dormant for thousands of years.

**ROMULUS' SPEAR [ARTIFACT]**

The lance wielded in numerous battles by Romulus, the man who built Tome. It is said to have turned into a giant tree when it was thrust into Palatine Hill.

Romulus' Spear is a +3 Liveoak Returning Spear.

When wielding the Spear, you gain a +4 Divine bonus to your Charisma score. When wielding the spear, all Divine spells cast by you increase their caster level by +4 and their save DC by +2. You gain a +20 bonus to Knowledge Nature, Knowledge Nobility and Royalty, and diplomacy checks and can use the knowledge checks untrained.

When this spear is thrown, the point where it struck is the source of a Plant Growth spell, and you are immune to the effects of it. Once per day, you can cast a Liveoak spell, the treant created with this ability possesses the advanced creature template.

In addition, creatures within 200 miles of this spear double their efforts in craft checks when applied to crafting societal structures such as buildings, dams, trenches, and the like. This cuts their check DC in half and increases the amount of work they get done by 50%.

**DESTRUCTION:**  The only way to destroy the spear is to face off against a demon lord, demon general, Majin, or some other equally powerful creature on a hill and thrust the spear through them as the final blow, leaving the spear in the ground. After 1 week, the spear will use the body of the demon lord to grow into a mighty oak over 100 feet tall. Every week for 9 weeks the spear will double in size. Once it has reached 1000 feet tall it will drop seeds growing 5d100 treants and 20d100 trees. These treants will be friendly to you, however will not necessarily be loyal to you. The tree will also drop a final glowing acorn. If consumed, you will gain a permanent +4 bonus to constitution and immunity to aging and aging magic. If you are ever killed, your body will eventually sprout into a new Romulus's spear after 100 years.

**TRISHULA [ARTIFACT]**

Spear wielded by Shiva and utilized in severing the original head of Ganesha.

Trishula is a +5 Holy Ghost Touch Adamantine Trident

Trishula is a powerful spear and can pierce the planes of existence do defeat their foes. It destroys the Physical World, The world of the forefathers, and the world of the mind. While holding the trident you can constantly see to the Ethereal and Shadow plane and attack any creature on it that you wish at no penalty. In addition, any creature you destroy with the trident has their soul effected by a Trap the Soul spell DC: 52, which is permanently stored into the spear. Finally, the spear possesses the following capabilities.

*Creation:* While wielding the Trishula, all healing on you is maximized. If the healing effect is already maximized you heal +2 hit points per hit dice you possess. If healing another creature yourself, you grant these effects to the creatures you heal.

*Maintenance:* You can cast Make Whole at Will.

*Destruction:* Whenever you deal damage to a creature, you negate their fast healing, regeneration, or any magical healing for 1 round unless they succeed in a DC: 52 Fortitude saving throw.

*Past:* You can reopen old wounds on a creature. Once per day as a touch attack you deal normal damage as well as 10 damage for every level you possess.

*Present:* You can use the spell Time Stop 5 times a day.

*Future:*  As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save DC: 52 or vanish completely for a number of rounds equal to 1/2 your character level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability twice per day.

**DESTRUCTION:** You must utilize the weapon to end a civilization of at least 200,000 creatures. After doing so you must create a new civilization of at least twice the amount of people as the first. After this you must decapitate a God with at least 25 hit dice, and then afterwards replace his head and resurrect him. After doing so, You must cast an interplanetary teleport spell at the same time as a foresight spell. Once this has been accomplished, the weapon will disappear. In it's place, you will be effected by Arcane sight and true seeing permanently, which cannot be dispelled or negated, even through anti-magic. You also maximize all inflict and cure spells you cast, as well as gaining a +4 bonus to caster level on all divination spells.

**LAEVATAEINN [ARTIFACT]**

A Powerful spear that doubles as a sword and as a staff. It is said to have been stolen by the God of Mischief, and is able to cast Demon lords and Death Gods beyond the gates of hell. It has been affectionately nicknamed "Damage Twig".

Lævateinn is a +4 Halberd.

This spear is treated as a Heavy Blade, a Close/Monk Weapon, and a Polearm/Spear for the purpose of performing techniques. In addition when casting divine spells while holding this weapon you raise your caster level by 4, and your save DC's to all divine spells by +2.

The Spear possesses Nine Locks which must be broken to utilize it's full potential. Breaking each lock takes 1 hour and must be done at the start of the day. You must spend a number of technique or spell slots equal to the number of locks you wish to break, and you cannot regain these technique or spell slots through any means until the next time you rest. If you fail the check DC against the lock you wish to break, you do not open any of the locks, and the weapon cannot be activated again for 24 hours by you. If the weapon is given to someone else to wield, or picked up and wielded by someone else, the weapon locks up again and cannot be unlocked by anyone for 24 hours.

**Destruction:** Lævateinn can only be destroyed by casting a interplanetary teleport spell and unlocking it's 9th lock. When doing so you can demand it open the way to the Bifrost Bridge. You teleport to the bridge and place the blade within the Tree of life. After which the tree will consume the spear and you will gain 3 miracle spells as if by a 50th level caster usable at any time as a free action.

**SHEKINAH'S BOW [ARTIFACT]**

English transliteration of a Hebrew noun meaning *dwelling* or *settling,* and denotes the dwelling or settling of the divine presence of God and his cosmic glory.

Shekinah's Bow is a +4 Adamantine holy Composite Long Bow with a strength requirement of +10.

When wielding Shekinah's Bow, select a single ability score, your Strength, or your Dexterity. This ability score becomes both your strength score and your dexterity score. (So for example if you have a 30 dexterity and a 15 strength, you select dexterity to have a 30 in both scores). This bonus to the ability score that gets altered is considered to be a divine bonus.

While wielding this bow you can select a single energy type as a full round action action. These must be between Fire, Frost, Sonic, Acid, and Lightning. Whichever one you select, you are immune to until you switch the type as a full round action.

When dealing damage with this bow, the holy damage is always maximized and holy resistance does not apply to it. If you land a critical hit with this bow, the holy damage is multiplied by 6 instead of the usual multiplier.

Evil creatures attacked by this bow cannot parry it's arrows, nor can they use the deflect or snatch arrow feat. If they are effected by a spell or ability that deflects ranged projectiles, you compare your attack roll to save DC's of spells/techniques of that creature's level and if you succeed you bypass the ability completely and strike the enemy normally.

While wielding the bow, if you are effected by one of the following spells, it lasts for 24 hours instead of it's usual duration. Bless, Comprehend Languages, Divine Favor, Magic Stone, Magic Weapon, Shield of faith, Heroic Fortune, Grace, Freedom of Movement, Haste, Heroism, Greater Heroism.

**Destruction:** At Dawn on the 7th second, of the 7th minute, of the 7th hour, of the 7th day, of the 7th month, in a year that ends in a 7, you must take aim to the sun as it rises and fire a single shot so it disappears off on the horizon. This arrow must be crafted from the feather and bone of an angel whom gave it willingly to you, or whom you inherited in a way that is good or just. If done correctly, a trumpet will sound and an army of angels will descend on you, bathing you in holy light. You offer this bow to them, and in return they will grant you 1 miracle accessible at any time. In addition you gain the ability to cast any spell on the cleric's spell list once per day. This does not allow you to cast each one once a day, but one of them once per day. You still require any spell components to use them.

**BOW OF LERAJE [ARTIFACT]**

Said to contain the power of 30 demon legions, It was the powerful weapon of Leraje, a great Marquis of Hell. By summoning the powers of your diseased legions, you fire the evil souls of the damned into your foes, controlling their actions and forcing them to spread plague through the world.

This bow is a +5 Unholy, Huntsman, Angel Bane Composite Longbow with a strength requirement of +5.

Every successful hit with the bow effects the enemy with a Greater Contagion spell with a save DC of 48. The wielder of this bow becomes immune to diseases but can still carry and cause disease normally, and raise the DC of the sickness to the save DC for the contagion effect on the bow. If the save DC is already higher, use the higher DC. When dealing damage with this bow, you deal +2d6 damage and +1 constitution damage to any creature afflicted with a disease.

9 times per day, as a swift action, you can make all attacks you make for 1 round effect the enemy with a murderous command spell DC: 48 as well as the normal damage.

While holding the bow, you grant all followers, cohorts, eidolons, summoned creatures, and mentally dominated creatures (Including those effected by murderous command) with the ability to cast a normal contagion spell on their bite attacks at the same save DC as your weapon. In addition they are afflicted with Were Rat Lycanthropy, which you are in command of and can control when they transform.

Finally, while wielding this bow, if you are an anti-paladin, you are treated as 4 levels higher for the purpose of determining the save DC's of any cruelties, and you gain 1 additional use of smite per day.

**Destruction:** You must wait until the first day of December and fire an arrow at the constellation Sagittarius every day for the entire month, at exactly Midnight. If done correctly, on the final day, the arrow will fly skyward and a gate will open. Travel through the gate and fly amongst the stars. There you will reach a dark star in which you will place the bow. In return, you can place the names of 12 angels within this star. These angels will all die within the next year, or have a horrible fate befall them.

**HADES RUINATION [ARTIFACT]**

A Powerful revolver wielded by the God of the underworld himself, It destroys the living, and punishes the dead with godly finesse.

Hades Ruination is a +5 Unholy Ghost Touch revolver.

Hades Ruination does not take ammunition and instead uses souls to fire. By placing a gem within the Hades Ruination, it can be used as a focus of a trap the soul spell. Whenever you fire a shot from the gun, you give the creature within the gem a negative level. Once the creature's negative levels reaches the number of hit dice it possesses, the creature dies and you must replace the gem. This weapon deals 3d8 damage, however it increases by 1d8 for every 2 hit dice beyond 5 the creature in the gem possesses to a max of 11d8 at 19th level. You can equip up to 4 soul gems to this weapon at a time. While wielding this weapon, you also gain benefits based on the souls within the gems. If the creature could cast spells, you add all of the spells they could cast to your list of spells known, so long as you can cast spells of that level. If the creature knows techniques, you add the techniques to your list of techniques you know and can perform them if your level is high enough. If the creature had the good Base attack bonus, you gain a +1 bonus to attack rolls for every 5 hit dice that creature had. In addition you gain a +1 bonus to saving throws for every 5 hit dice the creature had so long as the creature had the good save in that saving throw. For each creature you have equipped, you gain a bonus to a skill they had ranks in equal to 1/2 of their hit dice. Finally, you gain 2 hit points per hit dice for every soul gem you have equipped to this weapon.

When wielding this weapon, you can use the Makai Book technique Baskervilles so long as you can perform 6th level techniques. The creature summoned with this technique deals damage equal to the damage of this gun on it's natural attacks and gains the bonuses granted by this gun as well. Finally, it's hit points are equal to your own, or it's normal hit points, whichever number is highest.

**Destruction:**  You must Travel to Hades and upon reaching it, offer 1,000 hl to the sea of lava while chanting a prayer and casting a desecrate spell. The lava will part and you will be shown an entry to the river styx. Upon entering the river you must give the ferryman a soul gem with the soul of a creature of 20th level or higher. The ferryman will lead you to the center of Hades where you can place the gun before cerberus as a gift. If you beat a diplomacy check DC: 50, it will take the gun and you will gain a boon. If not it will just take the gun. If successful, you now roll 3 times whenever you make a will save and take the better result.

**SHINATSUHIKO'S GUN [ARTIFACT]**

A sacred gun of the god of Wind. It's bullets tear through the world like the wind it's self. Best when paired with the Raiden's Gun.

Shinatsuhiko's Gun is a +5 Thundering Revolver.

While wielding this gun you become immune to sonic damage. In addition you are immune to effects that cause your projectiles to miss based on fierce winds or miss chances granted by wind effects. You ignore bonuses to armor class granted from a wind based effect. All damage dealt with this weapon is Sonic damage, unless the creature possesses sonic immunity in which it becomes slashing damage.

When dealing damage from a spell with wind in it's name, half of the damage dealt is sonic and half is divine.

You also gain the following abilities.

Spell Like abilities: Maximized Wind usable 3/day DC: 38

Empowered Mega Wind usable 1/day DC: 41

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against wielders of this weapon.

When wielded through two weapon fighting along with Raiden's Gun, you gain a +3 bonus to armor class. In addition, when casting wind, Mega Wind, Giga Wind, Omega Wind, Terra Wind, or Peta Wind, you can choose to deal lightning or sonic damage on either of those attacks, or you can spend a full attack action and cast one of those spells as a swift action as part of your attacks.

**DESTRUCTION:** You must face off against an equal foe within the eye of a hurricane or similarly powerful storm, That foe must be wielding Raiden's Gun. On the final shot, you must fire at each other simultaneously, and your gun must be penetrated by the Raiden gun, yet you land the killing blow on your opponent. If this is the case, this weapon ceases to function forever and will permanently be the center of a hurricane.

**RAIDEN'S GUN [ARTIFACT]**

A sacred gun of the god of Lightning. It's bullets fly as fast as lightning it's self. Best when paired with the Shintatsuhiko's Gun.

Raiden's Gun is a +5 Shocking Revolver.

While wielding this gun you become immune to Electricity damage and stunning. In addition you increase your move speed by 30 feet. All damage dealt with this weapon is Electricity damage, unless the creature possesses Electricity immunity in which it becomes piercing damage.

When dealing damage from a spell with shocking or lightning in it's name, half of the damage dealt is electricity and half is divine.

You also gain the following abilities.

**Metal Mastery (Ex)** A creature wielding Raiden's Gun gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

**Spark Leap (Ex)** While wielding this gun you gain a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against whom its metal mastery ability applies.

**Spell like abilities:** Maximized Shocking Grasp 3/day DC: 38

**Lightning Bolt** 2/day DC: 40

**Call Lightning** 1/day DC: 42

When wielded through two weapon fighting along with Shintatsuhiko's Gun, you gain a +3 bonus to armor class. In addition when you make a full attack with those weapons, you gain 2 additional attacks, each at -5 penalties to your highest base attack bonus. You must make the attacks with each gun  when you use this.

**DESTRUCTION:** You must face off against an equal foe within the eye of a hurricane or similarly powerful storm, That foe must be wielding Shinatsuhiko's Gun. On the final shot, you must fire at each other simultaneously, and your gun must be penetrated by the Shinatsuhiko's gun, yet you land the killing blow on your opponent. If this is the case, this weapon ceases to function forever and will permanently be the center of a hurricane.

**Skeggiold [Artifact]**

A Legendary weapon wielded by the Valkyries in the times before Ragnarok. Wielded by those closest to the gods, this weapon tears the sky asunder and rips apart it's enemies with holy judgment.

Skeggiold is a +5 Holy Impact Boarding Axe.

When wielding Skeggiold, you gain a fly speed of 120 with perfect maneuverability.  You become proficient with all armor. Armor never impacts a your speed, nor do you take armor check penalties on Ride checks. You can draw the soul from a newly dead body and store it in Skeggiold. This functions as *soul bind*, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect. You add your Charisma modifier as a deflection bonus to her Armor Class.

Finally, once per day you can use a Ghost wolf spell as if by a 30th level caster. It's bonus to hit is the same as your own or it's listed bonus, whichever is greater, as is the damage. It's hit points are equal to 1/2 of your own+ the hit points it normally possesses, and there is no limit to the hit dice that the wolf can inflict it's fear effect on.

**Destruction:** To destroy this weapon, you must Place it upon the body of a fallen ally whom has recently been slain and offer a prayer as you cast a consecrate spell. After 24 hours of prayer a platoon of Valkyries will descend from the sky. They will bring the creature back to life as if by a miracle spell, and reclaim the weapon.

**God Hand [Artifact]**

The God Hand is a glowing golden right arm. If placed on the body of someone missing a right arm, it will immediately adhere to them and graft it's self on, adapting to their size and type. Creatures who wear it are shifted in alignment one step towards Chaotic Good.

The God Hand is a +5 Holy Conductive Gauntlet

While wielding the Godhand, the holy damage it deals is +4d6 instead of the usual 2d6. You gain regeneration equal to your wisdom modifier while wielding the God Hand, and a +5 Divine bonus to your armor class and saving throws. You gain an additional attack at your highest base attack bonus that stacks with any other bonuses granted that give other attacks. Once per day with the God Hand, as a free action you gain a +4 bonus to all of your ability scores and armor class for 10 rounds. The final ability of the Godhand is it's ability to adapt to any other weapon you wield. If wearing another gauntlet, it's effects stack with the Godhand's. (For example, if you have the Godhand equipped, as well as a Hero Punch, You would be wielding a +10 Holy, Conductive, Vorpal Gauntlet and would possess all of it's abilities. This only stacks with gauntlets and cannot stack with any other abilities.

*Destruction:* The God Hand can only be destroyed by the Dark Fist.

**Dark Fist [Artifact]**

The Dark Fist is a glowing Black left arm. If placed on the body of someone missing a left arm, it will immediately adhere to them and graft it's self on, adapting to their size and type. Creatures who wear it are shifted in alignment one step towards Lawful Evil.

The Dark Fist is a +5 Unholy Conductive Gauntlet

While wielding the Dark Fist, the unholy damage it deals is +4d6 instead of the usual 2d6. You gain regeneration equal to your wisdom modifier while wielding the Dark Fist, and a +5 Profane bonus to your armor class and saving throws. You gain an additional attack at your highest base attack bonus that stacks with any other bonuses granted that give other attacks. Once per day with the Dark Fist, as a free action you gain a +4 bonus to all of your ability scores and armor class for 10 rounds. The final ability of the Dark Fist is it's ability to adapt to any other weapon you wield. If wearing another gauntlet, it's effects stack with the Dark Fist's. (For example, if you have the Dark Fist equipped, as well as a Hero Punch, You would be wielding a +10 Holy, Conductive, Vorpal Gauntlet and would possess all of it's abilities. This only stacks with gauntlets and cannot stack with any other abilities.

*Destruction:*  The Dark Fist can only be destroyed by the God Hand.

**Hrimthurse [Artifact]**

A set of powerful gauntlets encased in frigid ice that never melts, said to be the hollowed out fists of one of the Frost Giants of Jotunheim.

The Hrimthurse are a pair of +5 Vicious Icy Burst Gauntlets

When wielding Hrimthurse, you gain immunity to Ice and fire damage. The ice damage you deal with the Icy Burst bypasses all ice resistance and immunity. Three times per day when you strike a foe, you can choose to ignite them with a burning cold fire. This creature must make a DC: 61 reflex saving throw or be lit on fire and take 8d6 cold damage every round for 10 rounds. This damage also bypasses Cold resistance and immunity. Creatures must take an equal amount of fire damage to end the fire effect as stopping, dropping, and rolling does not work. Taking the fire damage just cancels the effect and does not actually damage them. If the creature uses water to put themselves out they are effected by flesh to stone with no save.

**Apollo's Staff [Minor Artifact]**

A Legendary symbol of the God Apollo, granting it's wielder many of his powerful capabilities.

Apollo is a +5 Conductive Flaming Warhammer when not used as a staff.

Apollo possesses 50 charges unlike other staves and allows you access to all spells on the Bard Spell list, Each spell costs a number of charges equal to it's spell level.

While wielding Apollo, you gain access to the Sun Domain as a Cleric of your own level.

If you are an Oracle that follows Apollo, you also gain 3 revelations from the Solar Mystery so long as the Staff has at least 10 charges left.

Once per day as a move action you can cast a Phantom Chariot spell as if by a 20th level caster. The chariot possesses a number of hit points equal to 1/2 of your own+ the amount listed in the spell's description, and uses your armor class. Allies within 30 feet of the chariot gain a +2 morale bonus to attack rolls and saving throws, and enemies must make a will save DC: 58 or take a -2 penalty to all d20 rolls for as long as the Apollo Staff is on this plane of existence. This penalty can only happen once and never again unless they are cured, in which they can be effected again.

**Destruction:** You must travel to space and present the weapon before a star while whispering praises to Apollo. Apollo will appear to you and offer you a trade. If you accept, he will take the staff, and you will gain the bardic performance ability of a 20th level bard.

**Aphrodite** **[Minor Artifact]**

**A staff granted only to those who have become paragons of respect amongst Aphrodite's followers.**

The Aphrodite is a +4 Grayflame Holy Heavy Mace when not used as a Staff.

Aphrodite possesses 50 charges unlike a typical staff. In addition, it allows you access to all Paladin spells as well as all enchantment spells. Each spell costs a number of charges equal to the spell's level.

You gain a +4 bonus to all save DC's for enchantment spells you cast, and can roll twice and take the better result of any charisma based skill checks you make against someone who may be attracted to you.

In addition, you gain the Charm domain and all of it's powers using your level as your cleric level to determine their strength. You also gain access to all of the spells and powers in the Love and Lust Subdomains.

**Destruction:** You must denounce love and lust in all of it's forms and become celibate. Every year that you go on without loving or lusting after anything drains 1 from the staff's charge maximum. After 50 years the staff will lose all charges. You will be unable to love again and as such are treated as being genderless for the purposes of creatures gaining bonuses against the opposite sex or against creatures taking penalties against the opposite sex. The Weapon retains it's battle capability as a weapon, but loses all magic and enchantments.

**Ryui Bang [Major Artifact]**

**Caster Level:** 28

The legendary magical staff wielded by the immortal monkey Sun Wukong.

The Staff as a medium sized weapon, is a Legendary +7 Holy Impact Adamantine Quarterstaff.

It possesses 6 uses of legendary power, and possesses the abilities Dedicated bond, Flexible bond, Everlasting, Foe Biting, and Unstoppable strike.

The Ruyi Bang weighs 18,000 lbs, and can only be wielded  as a medium staff by a creature with a strength of 56 or higher. For every point lower than 56 the creature’s strength score is, it’s bonus to attack and damage is lessened by -1. The wielder can choose to increase the strength score to wield the weapon by +10 to increase it’s damage as if it’s size had increased. It can do this up to 4 times. Any increase to weight beyond the first one costs a point of legendary power or mythic power to use, but costs no action. This increase lasts for 10 rounds as well as an additional +1 round for every mythic rank the wielder possesses. This increases the damage without increasing the actual weapon’s size as it can be difficult to wield weapons of massive size without destroying a location. If a creature wishes to wield the weapon at a larger size it must follow the table below. A creature with Monkey Grip can wield the staff as if it’s strength were 10 higher.

For every 10 points you increase the required strength to wield the staff by, it’s weight is multiplied by 4.

\*Ones with an asterisk next to them are only obtainable by increasing the weight of the staff four times while it’s already at colossal size.

The Ruyi Bang can work as an immovable rod, with the strength check required to move it having a DC of 20+ the modifier of the strength score required to wield it (Usually +23 for a DC of 43).

For every 1 point that the wielder lessens the required strength score to wield the weapon below the base of 56, the wielder gains a +5 bonus to it’s movement speed (To a maximum of +155 movement speed).

The staff in it’s normal form is a pillar of black iron, twenty feet in height, and with the width of a barrel, however it can be altered to any size, from fine to colossal as a swift action, and becomes a red iron staff with golden bands at either end.

Any creature bonded to the Ryui Bang to be able to utilize the size changing abilities of the staff without being present. If the weapon is thrown, it can be made larger as a swift action before it connects with it’s target, increasing it’s size and therefore it’s damage.

By spending a standard action to make an attack with the Ryui Bang, which can be a vital strike, you can choose to bull rush an opponent back by temporarily increasing the weapon’s size. The creature can be bull rushed back up to 100 feet as well as an additional 100 feet for every 5 that the bull rush DC is surpassed by. This distance is increased by a base of +100 feet for every mythic rank the wielder possesses. By spending a point of legendary power whenever you use this ability, you can push a creature back a number of miles based on the numbers above instead of feet. When a creature is knocked back, it takes falling damage as usual. The damage from falling increases by one damage die step for every 5 that you beat their bull rush DC by (d6-d8-d10-d12-d20). By spending a use of legendary power along with two uses of mythic power whenever you activate this ability, you can choose to bypass any abilities that allow you to negate bullrushing or unwanted movement for any creature of a lower mythic rank than you, and you make the distance a creature can be knocked back 238,900 miles. When not attacking, the staff can still be made this size to create a bridge to the moon.

While wielding Ryui Bang, you can spend a point of legendary power to duplicate the staff, to have a second one. This staff does not possess any legendary power it’s self, and is only a +5 weapon, but can be otherwise used identically to the first. This staff remains for 20 minutes, as well as an additional 10 minutes per mythic rank the wielder possesses. Other creatures can be given access to this staff through the flexible bond ability, however the true wielder can choose to take away this access at any time.

The Staff possesses a Hardness of 100 as well as an additional +10 hardness for every mythic rank the wielder possesses. Creatures cannot bypass the hardness of Ryui Bang with an ability that allows one to bypass hardness, unless they are mythic rank 10.

If the staff gains the broken condition, or is damaged, it gains regeneration 10 and will heal slowly until it is fully healed. This regeneration increases by +5 for every mythic rank the wielder possesses.

***Destruction:*** Unlike most artifacts, Ryui Bang is not completely indestructible, just powerful and hard to damage. It can never fully be destroyed, however it can be temporarily broken in which it’s regeneration kicks in.