Spire of Twilight
The Spire of Twilight was crafted out of a root from Murasion's hair that was gifted to the Lunar Throne. Following the troubling events of the total eclipse of both Astenna and Kynthia, the Lunar Court took the root to the Lunar Forge to create an artifact that could help protect the greater good.
Imbuing the root with a bit of Astenna and Kynthia, it was placed within the forge where it drew upon the combined magics. Being literally forged from a piece of a divine and portions of both of Aurelimoore's moons, the Spire of Twilight is an artifact which can only be mastered by one willing to stare unflinchingly in the cosmic abyss and embrace the horrors within.
Mechanics & Inner Workings
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls. As a bonus action, this staff will cast bright light in a 15-foot radius and dim light for an additional 15 feet.
1. Increase the bonus to attack, damage and spell attacks to +2
2. Cascade: As a bonus action, you cascade star light upon a creature you can see within 60 feet. The creature emits dim-light in 20-foot radius until the end of your next turn. If you or an ally attack a creature affected by Cascade, the creature takes an additional 1d6 radiant damage and the Cascade is consumed. If the Cascade is on an ally and you cast a spell that would cause the ally to regain health, they regain an extra 1d6 hit points and the Cascade is consumed. You may use cascade a number of times per day equal to your classes spellcasting ability modifier, regaining all charges after a long rest.
3. Lunar Rush: As a bonus action, you turn into a flash of starlight and teleport next to a creature affected by Cascade. This instantly consumes Cascade on the target.
1. Increase the bonus to attack, damage and spell attacks to +3
2. Your Cascade damage and healing increases to 2d6. Also, your Lunar Rush ability no longer consumes cascade on the target.
3. Imolheim the Sol (1/day): Aurelimoore's Sun lends you aid in combat. As an action, choose a number of hostile creatures you can see within 60 feet of you, up to your spellcasting ability modifier. Imolheim emits a beam of brilliant light which falls from the sky. Each chosen creature must make a Dexterity saving throw against your spell save DC, taking 4d6 fire, 4d6 radiant and becoming blind until the end of their next turn on a failed save, or half as much damage on a success.
Spire of Twilight Awakened
When a character awakens Spire of Twilight, apply the following changes to the item's traits.1. Increase the bonus to attack, damage and spell attacks to +2
2. Cascade: As a bonus action, you cascade star light upon a creature you can see within 60 feet. The creature emits dim-light in 20-foot radius until the end of your next turn. If you or an ally attack a creature affected by Cascade, the creature takes an additional 1d6 radiant damage and the Cascade is consumed. If the Cascade is on an ally and you cast a spell that would cause the ally to regain health, they regain an extra 1d6 hit points and the Cascade is consumed. You may use cascade a number of times per day equal to your classes spellcasting ability modifier, regaining all charges after a long rest.
3. Lunar Rush: As a bonus action, you turn into a flash of starlight and teleport next to a creature affected by Cascade. This instantly consumes Cascade on the target.
Spire of Twilight Exalted
When a character exalts Spire of Twilight, apply the following changes to the item's traits.1. Increase the bonus to attack, damage and spell attacks to +3
2. Your Cascade damage and healing increases to 2d6. Also, your Lunar Rush ability no longer consumes cascade on the target.
3. Imolheim the Sol (1/day): Aurelimoore's Sun lends you aid in combat. As an action, choose a number of hostile creatures you can see within 60 feet of you, up to your spellcasting ability modifier. Imolheim emits a beam of brilliant light which falls from the sky. Each chosen creature must make a Dexterity saving throw against your spell save DC, taking 4d6 fire, 4d6 radiant and becoming blind until the end of their next turn on a failed save, or half as much damage on a success.
Item type
Unique Artifact
Current Location
Rarity
Legendary Artifact (Requires Attunement)
Weight
6 lbs.
Base Price
160,000 gp
Comments
Author's Notes
Inspired by and Mechanics created by @gamingbrew