Apocalypse Class Weapon - Taul Pyerr's Device

Taul Pyerr's Device

Wondrous Item

Varies

An apocolypse class weapon, the Taul Pyerr Device was mentioned as one the doomsday devices in the Shivan Tablets.

Depcited as a large global chaber, with vitreous green half orbs bound to the central axis and a central orb of unstable and variable green form, the Taul Pyerr requires a number of magicians capable of accessing at a minimum magic of the 9th level to utilise.

Once activated, escape for the magicians involved grows more difficult with each passing minute.

Once activated the following occurs, ignoring all physical barriers the following occurs at the timestamp indicated:


  • 10 rounds - everything within 300' suffer d3 phnatom energy damage

  • 11 rounds - everything within 300' suffer 2d3 phantom energy damage, all between 300' and 600' suffer d3 phantom energy damage

  • 12 rounds - everything within 300' suffer 4d3 phantom energy damage, all between 300' and 600' suffer 2d3 phantom energy damage, all between 600' to 900' suffer d3 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • 15 rounds - everything within 300' suffer d4 phnatom energy damage
    16 rounds - everything within 300' suffer 2d4 phantom energy damage, all between 300' and 600' suffer d4 phantom energy damage
    17 rounds - everything within 300' suffer 4d4 phantom energy damage, all between 300' and 600' suffer 2d4 phantom energy damage, all between 600' to 900' suffer d4 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • 21 rounds - everything within 300' suffer d6 phnatom energy damage

  • 22 rounds - everything within 300' suffer 2d6 phantom energy damage, all between 300' and 600' suffer d6 phantom energy damage

  • 23 rounds - everything within 300' suffer 4d6 phantom energy damage, all between 300' and 600' suffer 2d6 phantom energy damage, all between 600' to 900' suffer d6 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • 28 rounds - everything within 300' suffer d8 phantom energy damage

  • 29 rounds - everything within 300' suffer 2d8 phantom energy damage, all between 300' and 600' suffer d8 phantom energy damage

  • 30 rounds - everything within 300' suffer 4d8 phantom energy damage, all between 300' and 600' suffer 2d8 phantom energy damage, all between 600' to 900' suffer d8 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicoians have a stage to activate, ceasing with failure, expanding with success

  • 36 rounds - everything within 300' suffer d10 phnatom energy damage

  • 37 rounds - everything within 300' suffer 2d10 phantom energy damage, all between 300' and 600' suffer d10 phantom energy damage

  • 38 rounds - everything within 300' suffer 4d10 phantom energy damage, all between 300' and 600' suffer 2d6 phantom energy damage, all between 600' to 900' suffer d10 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • 45 rounds - everything within 300' suffer d12 phnatom energy damage

  • 46 rounds - everything within 300' suffer 2d12 phantom energy damage, all between 300' and 600' suffer d12 phantom energy damage

  • 47 rounds - everything within 300' suffer 4d12 phantom energy damage, all between 300' and 600' suffer 2d12 phantom energy damage, all between 600' to 900' suffer d12 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • 55 rounds - everything within 300' suffer d20 phnatom energy damage

  • 56 rounds - everything within 300' suffer 2d20 phantom energy damage, all between 300' and 600' suffer d20 phantom energy damage

  • 57 rounds - everything within 300' suffer 4d20 phantom energy damage, all between 300' and 600' suffer 2d20 phantom energy damage, all between 600' to 900' suffer d20 phantom energy damage

  • *each round thereafter the wave effect travels outwards at a rate of 300' per turn effecting everything as above. It ceases after 3 rounds if the the magicians fail to activate the next stage. If the magicians do activate the next stage, it continues until the next time the magicians have a stage to activate, ceasing with failure, expanding with success

  • If the Taul Pyerr Device is activated for 57 rounds (9.5 minutes) everything within range (5.7km) will ultimately suffer an average of 257 hit points of phantom energy damage.

  • If there are magicians left to continue activating the device, the d20 damage is replaced progressively by 2d12, 2d20, 3d12, 3d20 etc.

  • The area effect of the Device will continue for 10 rounds past it's deactivation



Item type
Unique Artifact

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