Orrery of the Wanderer
The Orrery of the Wanderer is a magic item with properties as described below. But after the events of
The Tome of Hungering Shadow, it also represents a permanent modification to The Narrative Device: at the DM's discretion, objects and creatures that the characters encounter while adventuring in Book Worlds can be brought physically back with them into the Device room when the adventure in the book ends. From then on, those found objects and creatures exist in the world of Kraal, as though brought there from another plane by conjuration magic.
The dimensional loop- recovered
The far gear
The rotor of return- recovered
The timepiece of travel
The wheel of stars While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Creatures can attune to the orrery’s components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to. To attune this way, a creature must finish a short rest within 30 feet of it, meditating on the orrery. Up to eight creatures can be attuned to it at one time; otherwise, the Orrery follows the attunement rules in the Dungeon Master’s Guide. If a ninth creature tries to attune to the Orrery, nothing happens. The Orrery of the Wanderer has the following properties for attuned creatures within 30 feet of it: Minor beneficial (enabled when any one component is installed). While attuned to the artifact, you gain proficiency in Arcana, and have advantage on Arcana skill checks that involve knowledge of the planes. While attuned to the artifact, you can use an action to cast the resistance cantrip with no spell components. Major beneficial (enabled when any three components are installed). While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned. Major detrimental (disabled when all six components are installed). You take 4d10 psychic damage when you become attuned to the artifact. Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
Orrery of the Wanderer
Wondrous Item, artifact (requires attunement) This grand and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Nearly ten feet across, the orrery is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent. The Orrery of the Wanderer was created by renowned clockwork mages and artificers as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. In time, they found the device began to manifest the chaos and tumultuousness inherent to some of the planes. Eventually, it would impress upon its owners a burning curiosity to explore, to open portals into even the most cursed and dangerous worlds in the pursuit of knowledge. Inevitably, these desires would lead to disaster, and the components that powered the orrery were lost, scattered across worlds and planes. Dedric Eregast learned of the device in his studies, and sought it out, bringing it to the Bibliopolis and restoring it with the help of the finest arcane minds in Kraal. Most of its components however, remain scattered. The Sum of Its Parts. Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right: The chronolometerThe dimensional loop- recovered
The far gear
The rotor of return- recovered
The timepiece of travel
The wheel of stars While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Creatures can attune to the orrery’s components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to. To attune this way, a creature must finish a short rest within 30 feet of it, meditating on the orrery. Up to eight creatures can be attuned to it at one time; otherwise, the Orrery follows the attunement rules in the Dungeon Master’s Guide. If a ninth creature tries to attune to the Orrery, nothing happens. The Orrery of the Wanderer has the following properties for attuned creatures within 30 feet of it: Minor beneficial (enabled when any one component is installed). While attuned to the artifact, you gain proficiency in Arcana, and have advantage on Arcana skill checks that involve knowledge of the planes. While attuned to the artifact, you can use an action to cast the resistance cantrip with no spell components. Major beneficial (enabled when any three components are installed). While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned. Major detrimental (disabled when all six components are installed). You take 4d10 psychic damage when you become attuned to the artifact. Future Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
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