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 Post subject: Artifacts and Magic Items (5e)
PostPosted: Sat Jan 28, 2017 7:22 pm 
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The Seven Spheres of Andor Kralik

In the Age of Darkness, Andor Kralik was the most powerful spellcaster of his era. By the age of twenty he had ruthlessly conquered the nation of Belaski and looked to his seven neighboring nations for his next conquest. The first ruler, Demeskan, had mastered every spell and no one had challenged him in decades. Andor Kralik launched a premptive strike, defeated Demeskan in a duel of magic and imprisoned him within a soul sphere.
Against Ynolos, a sorcerer who could counter any spell, Andor Kralik employed physical combat. Triumphant, the wizard-king imprisoned Ynolos as he had his predecessor, and immediately moved against his third rival Janosl. Janjosl's skill at destroying magical objects was no match against Andor Kralik's unaided spellcasting, and he quickly fell.
Andor Kralik struck at the spellcaster Cothos Demon-Speaker, Murklas the Overbearing and Tanleth the Fantastic, defeating them all. His final opponent Orlan possessed the powers of the gods rather than arcana. When Andor Kralik came, Orlan offered no resistance, but simply called down a great curse, one so powerful its utterance shattered the palace where they stood.
The triumphant wizard-king finished his great ritual, slaying Orlan as he had the others previous, binding the last soul into the seventh sphere. Now complete, the seven spheres rose into the air at Andor Kralik's mental command. He smiled and went forth to conquer a world.
The rest of the story is lost to time, although it is said that Andor Kralik's fall came at the hands of a mere acolyte of whatever mysterious deity Orlan worshipped. The Spheres were separated, and no one is known to have gathered more than three at any one time.
The Spheres are two inches in diameter and made of an unknown silvery metal. They are smooth and unmarked, but their surfaces swirl with reflected light; some claim faces occasionally appear within the metal.
To attune oneself to a sphere, an individual must make a Arcana check followed by a concentration check, both at DC 25. For each sphere to which the wielder is already attuned, a +1 circumstance bonus applies to checks. Once attuned, the owner may mentally command the spheres over any distance. He can see whatever a sphere would see, although he can only focus his senses through one sphere at a time. The spheres possess darkvision 60 ft. and can hear normally, but possess no sense of taste, smell or touch. The Spheres are a set, and as such only requires one attunement slot, no matter how many are possessed.
While attuned to one sphere, the bearer's Intelligence score is 21. It has no effect if the Intelligence is already 21 or higher. While attuned to two spheres, the bearer's Charisma score is also 21, and three spheres, Wisdom as well. Four attuned spheres increases the scores to 23, five to 25, six to 27 and seven to 29.
The owner may have one or more spheres attack an opponent as a bonus action, using a spell attack. The Sphere deals 1d8 bludgeoning damage plus the wielder's spellcasting modifier. Additional Spheres deal additional damage, but use the same attack roll. The wielder may not attack with the Spheres if he is focusing his senses through one of them.
Each Sphere may deflect incoming projectiles, magic missiles and ranged touch attacks, one per round per Sphere. A Sphere that deflects a missile cannot attack the next round.
The force propelling the spheres is unstoppable and their surfaces are too slick for anyone to grasp. A sphere can hold itself in place as an immovable rod. Although a sphere is not shaped for grasping, it can barricade a door. If somehow locked away, a sphere batters away at the walls confining it until it escapes. If transported to a different plane, a sphere can gate itself back to the owner's current plane.
Each sphere possesses a unique ability besides the standard abilities above. A sphere used this way requires its bearer to use an action and it cannot attack or deflect missiles on the same round. Each sphere can use its power a number of times per day equal to the wielder's attuned spheres unless otherwise stated. Any DC uses 8+wearer proficiency bonus + Intelligence modifier.

The Demeskan Sphere can cast any spell on the wizard spell list as a 9th level spell. Any specific spell can only be cast once per week. For instance, a wielder with two Spheres could use it to cast wish and fire storm, but the following day, they would have to select different spells to cast. Material components and foci with a cost of 1000 gp or greater must be provided and any backlash from the spell is suffered by the sphere's wielder. Alternately, the Sphere wielder can cast such spells without the components available, but the Demeskan Sphere goes dormant for a week afterwards, and must be reattuned at the week's conclusion. While dormant, the wielder gains no benefits from the Sphere and cannot make use of any of its abilities.

The Ynolos Sphere can counter any spell cast upon or within 30 ft. of its wielder, absorbing it. The spell can be cast by the wielder at any future point in the day, after which the spell energy dissipates. Alternately, the wielder may utilize the spell energy to regain spell slots equal to the spell level of the absorbed spell.

The Janosl Sphere can drain magic from any item. A Wisdom save is allowed to resist. If the save is successful, the targeted item loses its enchantment for an hour and the energy is not absorbed by the sphere. The wielder may transfer absorbed energy into an item of his own once per week, effectively recreating the magical item that was drained. After transferring absorbed energy, the Janosl Sphere goes dormant, and must be reattuned at the conclusion of the week.

The Cothos Sphere can summon any generic outsider of CR 20 or less for 20 rounds. A Wisdom save is allowed to disobey self-destructive commands or those in opposition to its alignment. If this ability is used an additional time before the first has expired, the original entity breaks free. The Cothos Sphere can also call a specific outsider once per week, as per planar ally. An outsider of CR greater than 20 is under no obligation to appear, nor are they controlled or restrained should they appear. After calling an outsider, the Cothos Sphere goes dormant, and must be reattuned at the conclusion of the week.

The Murklas Sphere can disintegrate up to a 100 foot cube of nonliving matter, with no save. It cannot destroy artifacts. Any object warded or defended against disintegration is similarly defended against this power.

The Tanleth Sphere projects a visual and audio image of the location's history within a twenty foot radius for seven minutes. The owner must provide a specific time for the sphere to reach back to project. It may project the image from any moment in the past and ignores all antimagical blocking. Anyone present may step 'into' the image but they cannot interact with it.

The Orlan Sphere can curse an individual (Wisdom save negates). The curse lasts until dispelled. It can resurrect one individual per week that has been dead less than 200 years, per true resurrection. After resurrecting an individual, the Orlan Sphere goes dormant, and must be reattuned at the conclusion of the week.

Suitable curse effectss for the Orlan Sphere are as follows:
-Choose two ability scores. While cursed, the target has disadvantage on ability checks and saving throws made with those ability scores.
-While cursed, the target has disadvantage on attack rolls.
-While cursed, the target must make a Wisdom saving throw with disadvantage at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
-While the target is cursed, attacks and spells deal an extra 2d8 necrotic damage to the target.


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 Post subject: Re: Artifacts and Magic Items (5e)
PostPosted: Sat Jan 28, 2017 7:26 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
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Entry #234 - Miners from the caverns below the Gallery of Sighs have brought me a new and fascinating puzzle. Amid the veins of mithral and silver, they came upon a curious metallic liquid. They have sent some twelve pounds of it to me for analysis. To work!

Entry #235 - It is kin to mithral and quicksilver, but is a true child of neither. It defies me at every turn - not only is it resistant to my alchemical investigation, but it seems malicious. My fingers bleed from a dozen tiny cuts and burns, and it seems to find and widen every crack and flaw in my glassware.

Entry #236 - Another sleepless night. I will master this.

Entry #237 - Sometimes it is as liquid as when it was found - but I have seen it congeal, and become like finest steel. I have poured it into a mold, and immersed the mold in icy water. We shall see if this 'unmetal can be induced to hold a shape.

Entry #238 - Success! A dagger! Fresh from the mold, but sharp and strong as one tempered on the anvil of a master-smith!

Entry #239 - It killed them all. My little dagger, grown so large and strong. And grown legs. A crawling, living weapon, a weapon that hunts and moves and hurts. It's alive. I've locked it in a chest, and now I stoke the forge-fires with hate. I'll forge this unmetal, tame it, chain it, break it, kill it. Metal is a tool, a servant. Unmetal is a chained beast. My beast.


-Journal found in the ruins of the dwarven fortress of Khundrukar-

Forged Unmetal is a +1 any-weapon that deals maximum damage on a critical hit. The metal can take the shape of any metal melee weapon known to the wielder. It gains abilities each round that it attacks the same entity, detailed below. Changing opponents resets it back to the +1 initial state. (Step 1)

Step 2: +1 anyweapon of wounding. Deals x2 base damage.
Step 3: +2 anyweapon of wounding. Deals x3 base damage.
Step 4: +2 anyweapon of speed and wounding. Deals x4 base damage.
Step 5: +3 anyweapon of speed and wounding. Deals x5 base damage.

On a natural 1 or natural 20, roll 1d12.

1. Move back 1d4 steps.
2. Tiny thorns grow from the hilt, inflicting 1d4 piercing damage on the wielder.
3. The unmetal wraps tightly around the user's hand, and cannot be dropped (or disarmed) for the duration of the encounter.
4. The unmetal grows tentacles, giving the weapon a reach of 10 ft. for the duration of the encounter.
5. Vicious claws sprout from the blade and dig into the current target. The unmetal deals damage to the target each round, but will not release until the target is at least at -10 hit points. If the weapon is released by its wielder, a grapple check or Escape Artist attempt can free the victim.
6. The unmetal splits into two smaller weapons for the duration of the fight. Neither half can move past Step 2.
7. The unmetal flows into the bloodstream of the user, inflicting 1d4 Con damage.
8. The unmetal pushes into the nerves and veins of the user, inflicting 1d4 Dex damage.
9. The unmetal merges with the muscles of the wielder, inflicting 1d4 Str damage.
10. The unmetal merges with any metal armor the user is wearing, absorbing it in 2d10 rounds. Thereafter, it can coat the wielder in that armor as a move action, but any damage dealt by the unmetal to the wielder is maximized while so armored.
11. The unmetal merges with its target's current metal weapon. The target and wielder must make an opposed Strength check to see who ends up with the merged weapon.
12. Move 1d4 steps ahead.


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 Post subject: Re: Artifacts and Magic Items (5e)
PostPosted: Sat Feb 04, 2017 7:32 pm 
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Joined: Thu Mar 07, 2013 9:17 am
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Love your Seven Spheres!


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