I was not sure whether I should post this here or if I should take this question to the world-builders, but since it pertains more of the mechanical side of things I felt this was the right place:
I recently acquired a campaign setting in which there are no more gods and all that is left divine-wise are their divine/unholy servants, the arch-seraphs and arch-daemons. While brainstorming campaign-ideas I came up with remnants of the dead gods which are spread around the world, news of which spark a huge amount of conflict in the scramble for the last remnants of the truely divine. I got most of it fleshed out lore-wise, but i am kind of stumped with the powers of the remnants. I plan to make the remnants contain different divine domains, namely Creation, Destruction, Renewal and Fate, but I do not know what powers these artifacts should possess, considering that my players probably will get their hands on at least one or two of them. I have vague ideas for Renewal and Fate: for Renewal I would be going in the direction of restoration, healing, maybe refilling used powers, Fate could be predicting fate (some kind of divination magic maybe?) and/or changing fate (forcing/allowing rerolls perhaps)? For the other two, I do not seem to be able to come up with even the broadest strokes of thematicly fitting powers (apart from being able to cast domain spells, those feel like a given, but not like they are enough).
TLDR: My questions are these:
- What powers apart from casting domain-spells could artifacts containing the divine domain of Creation, Destruction, Renewal or Fate possess? Consider that players will most likely get their hands an a few of them.
- How powerful should the spellcasting of the artifacts be? My naive first idea would be 20-ish, since they would be fueled by the divine domain of a true god, but depending on when the players get their hands on them that could destroy the power-balance…
- What are your thoughts on making the artifacts semi-sentient to fully sentient?