Amaris
Amaris
Physical Description
Specialized Equipment
Dish of Life -
+1 Shield - Major Rare (2700gp, [200gp, 2 days to upgrade]) - Attunement(Not-Attuned): Spellcasting class feature
This wooden shield has the leather of a troll stretched across it, the bark of the ancient tree granting an odd beauty of enchantment to it, the hide stained red from blood. A phrase is written in Druidic across it, and a white rose bud has been nurtured to health in contrast to the blood.
Your Constitution score increases by 2, to a maximum equal to your ability score cap. Additionally, you gain access to the following abilities:
A Dish Best Served Twice: When you restore hit points to a creature using a hard cast a spell of 1st level or higher with a duration of Instantaneous, they restore additional hit points at the beginning of their next turn equal to your proficiency bonus.
Blessed Touch: You can cast the Lesser Restoration spell as a 2nd-level spell from this item. You can use this feature twice, with both uses refreshing on a short or long rest within a forest, or a long rest elsewhere.
Preservation Above All: If a creature would restore no hit points from a spell you cast due to a debuff, disease, or poison it is suffering, they instead regain half the hit points rolled. Once a creature benefits from this feature, it cannot do so again until the start of your next turn. This ability can be overcome by certain powerful foes, such as Villains.
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Minor Staff of Legions Staff - Major Rare (4,000 gp) - Attunement (Not-Attuned) A staff with armies decorating the shaft ending in a banner that bears the heraldry of the wielder's choice. Whenever you hard cast a spell that summons more than 1 creature, the number of creatures summoned is increased by 1. Whenever you hard cast a spell that summons only 1 creature, that creature gains temporary hit points equal to twice your character level when it's summoned.
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Life Is All Unicorns And Rainbows - +2 Quarterstaff - Legendary (12,000 GP) - Attunement: Shepherd Druid (Not-Attuned) One could barely notice that this quarterstaff is of wooden make, with its exterior shifting colors rapidly to the likeness of a rainbow. Along with this prismatic display of color, the interior radiates with astral energy, causing the colors to swirl and rotate quickly to the top of the staff, which is carved into a magnificent unicorn horn. Your Wisdom score increases by 4, to a maximum equal to your ability score cap. Additionally, you gain the following benefits: Astral Well: Astral energy flows through this staff so easily that you can harness and manipulate its power. This staff has a healing pool of 50 hit points that replenishes when you finish a long rest. Whenever a creature within 60 feet of you that you can see has its hit points restored, you can use your reaction to draw power from the pool to restore a number of hit points to that creature, up to a maximum amount remaining in the Astral Well. The number of hit points restored must be in increments of 10. Bicorn Spirit: Your unicorn spirit becomes so suffused with magical energy that it is no longer a unicorn, but rather a mythical bicorn. The additional healing from your Unicorn Spirit is increased to 1d8 + your druid level. Call of the Wild: The animal spirits you summon and those you can assume become one and the same. As an action, you can expend a use of your Wild Shape feature to regain a use of your Spirit Totem feature. Purifying Totem: When you use your Spirit Totem feature, you can choose an ally within 60 feet of you that you can see that is currently being affected by one or more conditions. You can purge up to three conditions off of the targeted ally, removing those conditions completely. Conditions that can be removed by this ability include: blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, restrained, and stunned. Warding Starlight: When a creature within 30 feet of you that you can see that is targeted by an attack or spell, you can use your reaction to use a 1st-level spell slot to cast the Sanctuary spell on that creature as a druid spell (it doesn't need to be prepared). This must be done after the creature is targeted, but before any effects or rolls occur. You can cast Sanctuary in this way three times, regaining all uses when you finish a long rest. ---- Ring of Emerald Plants Attunement - Wondrous - Major Rare (not-attuned) A Ring with an emerald gemstone in the shape of a flower that has a slightly glowing green fog around the ring. This ring also has a silver band with it. Wild Life: As an action, plants and grass can grow centered around you with an area of a 15 foot radius. Whenever you or an ally creature would regain hit-points within this area, they regain an extra 1d4+1 hitpoints. This effect last for 30 seconds. Any non-magical difficult terrain that would be within this area becomes no longer difficult terrain. This item has one use of this ability and you may regain the use of this ability when you finish a long rest. Vines: If you are proficient in the Nature skill, as an action, with the Ring of Emerald Plants you can choose 1 willing ally within 30 feet of you. This ally is then pulled 15 feet closer to you and they gains +3 temporary hit-points. This item has one use of this ability and you may regain the use of this ability when you finish a short or long rest. If you are proficient with Herbalism kits, the duration of the Ring of Emerald Plants ability “Wild-Life” increases to 1 minute. --- Top ‘at Hat (Wondrous) - Common (85gp) Make a statement, look a bit weird, or have a hat to tip with: it’s perfect for any sort of occasion, or simply to cover your head when the wind is too forceful. The hat will never fall from your noggin’ due to the elements, and is surprisingly sturdy. Only another humanoid or yourself can remove it. [Base Material] -------------------- Essence of a Fabled Healer +2 Plate Armor - Legendary Artifact (31,200 gp, 75 days) - Attunement: Spellcasting Feature There have been many healers over the history of Kalkatesh, each one a savior in their own right. Almost every one of them has now been forgotten, lost and distorted in time. Yet their selfless actions can be felt even today. The salvation they provided, the sorrows they experienced, the redemption they embraced and the martyrdom they accepted. All can be felt within this ever shifting armor, their essence living on to entrust its protective power to the next generation of healers. Interim Respite. While not in a combat encounter with an enemy you're aware of, the armor shifts into awe-inspiring metallic fine clothes, granting you at least a little rest both physically and emotionally before it might be required once more. While in this form, the armor is considered weightless, your speed isn't reduced for a low Strength score, and it does not impose disadvantage. Spotless Exemplar. When you or an ally you can see within 30 feet of you is affected by a disease, poisoned, blinded, or deafened, you can use your reaction to remove that affliction. If you target an ally, they become immune to that disease and the poisoned condition, and they also gain advantage on saving throws against being blinded or deafened for 1 minute. You can alternatively use an action to remove any of the listed afflictions through touch, but you do not give the target the minute long advantage or immunity when used in this way. You can use this ability three times, regaining all uses when you complete a long rest. Echoing Words. When you hard cast the Healing Word spell, you can also heal up to the spell's level in additional creatures within 5 feet of the original target for the same amount. You can use this ability three times, regaining all uses when you complete a long rest. When All Seems Lost. When you heal a target who would reduce or nullify the healing in some way, ignore the effect and heal them for the full amount. You can use this ability three times, regaining all uses when you complete a long rest. Some more powerful effects might be able to bypass this ability. (DM discretion) Embodiment of a Savior’s Soul. At the start of each of your turns in true combat, you can shift the armor into one of the Soul Forms if you haven’t already this combat, removing the effects of Interim Respite. At the start of each turn after this, you can choose to shift the armor to its next form as long as you have at least one of its type of stack. Each time you take a new form you gain 5 stacks of the form at the start of your turn, this is doubled on your first turn to 10 stacks. You can have a maximum of 20 of each type of stack at a time. As soon as combat is over, the Soul Form of the armor is dropped and all stacks of Redemption, Salvation and Sorrow fade. You cannot switch forms or spend stacks when incapacitated. The armor can shift Soul Forms up to five times. After this, the wearer must tap into their own resources for it to shift to a Soul Form, spending a spell slot of 1st level or higher each time for it to shift. Regain all uses when you complete a long rest. ------- Redemption of the Protective Soul. Your soul has accepted redemption for the darkness of its past, you now look towards complete vindication and grace. Your armor takes the form of armored holy vestments which shine with glorious verve and vitality. Your actions are just. The growing light within burns away any doubt which might still linger within your soul, all stacks of Sorrow are removed when you gain this form. You gain a stack of Salvation every time you heal yourself or your allies once per source up to 5 times a turn. • At the start of each of your turns you can spend 1 stack of Redemption to heal yourself by 3. If you were already at full health, you gain 3 temporary hit points instead. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d8 force damage. • As an action, you can spend up to 8 stacks of Redemption to grant that amount of allies within 30 feet of you that you can see a +1 AC bonus for every 2 stacks spent until the end of your next turn. Each time an attack misses an ally affected by this ability you gain a stack of Salvation up to 5 times.
------- Salvation of the Graceful Soul. The armor suddenly shifts into a heavy pillar of metal around you, very almost digging itself into the ground. You stand as a beacon of hope while the burden of responsibility looms over you. Selfless, courteous and pure, you now represent the very reason to fight. Martyrdom beacons. Your soul has been granted absolution from its shadowed past, all stacks of Redemption are lost when your armor gains this form. Each time an ally within 30 feet of you is hit by an attack or fails a saving throw you gain a stack of Sorrow up to 10 times a turn. • When a creature touches your armor for the first time on its turn, you can spend 2 stacks of Salvation to restore 1d4 hit points to that creature (no action required). Once before the start of the healed creature’s next turn, it can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. You gain an additional stack of Sorrow if the creature still fails the save within 30 feet of you. • As a bonus action, you dig your heavy armor into the ground and spend 3 stacks of Salvation. Your movement speed is set to 0 and you cannot be moved except by magical means or if the floor you are attached to is somehow shifted. While in this form you cannot be knocked prone and you have half cover. Your allies can also use you as cover as if you were a rounded pillar (DM discretion). An ally hit by an attack who is benefiting from this cover grants you an additional stack of Sorrow. You can use your bonus action again to remove this effect, it is also removed when this Soul Form ends.
------- Shadow of the Sorrowful Soul. The armor drips with blackened tears, tearing away itself as if to willingly open you up to attacks. The shadows of everyone you failed to save loom over you. Every missed opportunity to defend your allies; every moment you just weren’t there on time. With light there is shadow, and in that shadow there is hope that the darkness has not yet won. The feelings weigh down on your soul causing you to lose all stacks of Salvation when gaining this form, the sorrow is overwhelming. Each time you take damage or fail a saving throw that doesn’t cause you to take damage, you gain two stacks of Redemption once per source up to 3 times a turn. • When an ally within 5 feet of you is the target of an attack, you can attempt to confuse the attacking creature by using your reaction and spending 3 stacks of Sorrow. The attacking creature must succeed on a DC 17 Wisdom saving throw or the attack is targeted at you instead, granting you 1 stack of Redemption. The creature does not need to make the save if you are not in range for it to be able to attack you. • When you heal an ally with a hard cast spell of 1st level or higher, you can spend up to 10 stacks of Sorrow to damage yourself for 1d4 Necrotic damage per stack spent that cannot be reduced in any way, adding twice the number rolled to the amount healed to one target. Gain an additional stack of Redemption for every 4 damage you take in this way.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation(x1), Special Crafter, Special Method] -------------------- Iridescent Staff (Violet Artifact) (Rarity: ?????) (Attuned) Violet Attunement – Attuning to this item takes up every Attunement slot you have and it can never be un-attuned, even if you die. If you should attempt to retire this character, it automatically suffers violet death and the staff is lost to the enemy. While attuned to this item, you are privy to the movements of the enemy, resistant to corruption, but the enemy can see you. Worthy 4 https://i.pinimg.com/564x/6f/f3/69/6ff36905e00de0e6909354c0a3b23d0f.jpg This staff wields the power of the prism. You may activate one of the following effects an an action, only once per long rest. Red – You fire a line of fire damage 120ft long. This line deals 10d6 fire damage. After dealing this damage, the staff grants a +2 to attack rolls to the wielder. Orange – You summon a rain of acid damage within 60ft and in a 30ft radius. This effect deals 10d6 acid damage. After dealing this damage, the staff grants a +2 to armor class. Yellow – You summon a bolt of lightning down upon a single enemy. This deals 10d6 lightning damage. This also knocks the enemy prone, if airborne it causes the creature to fall 200ft immediately. After dealing this damage, the staff grants a 20ft increased movement speed. Green – You summon a storm of poison, that attaches itself to three enemies you can see within 60ft. This deals 10d6 poison damage. After this damage is dealt, the staff grants a +2 to skill checks Blue – You summon a glacial prison, you may select an enemy within 20ft. That enemy takes 10d6 cold damage. It also has it’s speed reduced to 0 for 1 round. After dealing this damage, the staff grants a +2 to saving throws. Indigo – You summon the mortal light of the Seven. Doing so grants all allies within 30ft, 30 hit points. If an ally died within 3 rounds of the use of this ability that ally may live again if healed in this manner. You may only use this ability if at least 3 other colors have been used. Violet – All things have their price. For within the prism lies the strength of the enemy, ever tempting, ever waiting. For each other color you have implemented since the last long rest, there is a 10% chance at the start of your turn, you MUST use this color. When you use this ability all creatures within 1 mile, are stunned for 1 minute unless they are a servant of the enemy. This ability increases the entropy in the world by 1 when it is used. All +2 passive effects last until you perform your next long rest. Any research attempted into this item is perilous and risks violet corruption. This item can only be destroyed by one of the Seven. This item is considered a pawn.
Minor Staff of Legions Staff - Major Rare (4,000 gp) - Attunement (Not-Attuned) A staff with armies decorating the shaft ending in a banner that bears the heraldry of the wielder's choice. Whenever you hard cast a spell that summons more than 1 creature, the number of creatures summoned is increased by 1. Whenever you hard cast a spell that summons only 1 creature, that creature gains temporary hit points equal to twice your character level when it's summoned.
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Life Is All Unicorns And Rainbows - +2 Quarterstaff - Legendary (12,000 GP) - Attunement: Shepherd Druid (Not-Attuned) One could barely notice that this quarterstaff is of wooden make, with its exterior shifting colors rapidly to the likeness of a rainbow. Along with this prismatic display of color, the interior radiates with astral energy, causing the colors to swirl and rotate quickly to the top of the staff, which is carved into a magnificent unicorn horn. Your Wisdom score increases by 4, to a maximum equal to your ability score cap. Additionally, you gain the following benefits: Astral Well: Astral energy flows through this staff so easily that you can harness and manipulate its power. This staff has a healing pool of 50 hit points that replenishes when you finish a long rest. Whenever a creature within 60 feet of you that you can see has its hit points restored, you can use your reaction to draw power from the pool to restore a number of hit points to that creature, up to a maximum amount remaining in the Astral Well. The number of hit points restored must be in increments of 10. Bicorn Spirit: Your unicorn spirit becomes so suffused with magical energy that it is no longer a unicorn, but rather a mythical bicorn. The additional healing from your Unicorn Spirit is increased to 1d8 + your druid level. Call of the Wild: The animal spirits you summon and those you can assume become one and the same. As an action, you can expend a use of your Wild Shape feature to regain a use of your Spirit Totem feature. Purifying Totem: When you use your Spirit Totem feature, you can choose an ally within 60 feet of you that you can see that is currently being affected by one or more conditions. You can purge up to three conditions off of the targeted ally, removing those conditions completely. Conditions that can be removed by this ability include: blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, restrained, and stunned. Warding Starlight: When a creature within 30 feet of you that you can see that is targeted by an attack or spell, you can use your reaction to use a 1st-level spell slot to cast the Sanctuary spell on that creature as a druid spell (it doesn't need to be prepared). This must be done after the creature is targeted, but before any effects or rolls occur. You can cast Sanctuary in this way three times, regaining all uses when you finish a long rest. ---- Ring of Emerald Plants Attunement - Wondrous - Major Rare (not-attuned) A Ring with an emerald gemstone in the shape of a flower that has a slightly glowing green fog around the ring. This ring also has a silver band with it. Wild Life: As an action, plants and grass can grow centered around you with an area of a 15 foot radius. Whenever you or an ally creature would regain hit-points within this area, they regain an extra 1d4+1 hitpoints. This effect last for 30 seconds. Any non-magical difficult terrain that would be within this area becomes no longer difficult terrain. This item has one use of this ability and you may regain the use of this ability when you finish a long rest. Vines: If you are proficient in the Nature skill, as an action, with the Ring of Emerald Plants you can choose 1 willing ally within 30 feet of you. This ally is then pulled 15 feet closer to you and they gains +3 temporary hit-points. This item has one use of this ability and you may regain the use of this ability when you finish a short or long rest. If you are proficient with Herbalism kits, the duration of the Ring of Emerald Plants ability “Wild-Life” increases to 1 minute. --- Top ‘at Hat (Wondrous) - Common (85gp) Make a statement, look a bit weird, or have a hat to tip with: it’s perfect for any sort of occasion, or simply to cover your head when the wind is too forceful. The hat will never fall from your noggin’ due to the elements, and is surprisingly sturdy. Only another humanoid or yourself can remove it. [Base Material] -------------------- Essence of a Fabled Healer +2 Plate Armor - Legendary Artifact (31,200 gp, 75 days) - Attunement: Spellcasting Feature There have been many healers over the history of Kalkatesh, each one a savior in their own right. Almost every one of them has now been forgotten, lost and distorted in time. Yet their selfless actions can be felt even today. The salvation they provided, the sorrows they experienced, the redemption they embraced and the martyrdom they accepted. All can be felt within this ever shifting armor, their essence living on to entrust its protective power to the next generation of healers. Interim Respite. While not in a combat encounter with an enemy you're aware of, the armor shifts into awe-inspiring metallic fine clothes, granting you at least a little rest both physically and emotionally before it might be required once more. While in this form, the armor is considered weightless, your speed isn't reduced for a low Strength score, and it does not impose disadvantage. Spotless Exemplar. When you or an ally you can see within 30 feet of you is affected by a disease, poisoned, blinded, or deafened, you can use your reaction to remove that affliction. If you target an ally, they become immune to that disease and the poisoned condition, and they also gain advantage on saving throws against being blinded or deafened for 1 minute. You can alternatively use an action to remove any of the listed afflictions through touch, but you do not give the target the minute long advantage or immunity when used in this way. You can use this ability three times, regaining all uses when you complete a long rest. Echoing Words. When you hard cast the Healing Word spell, you can also heal up to the spell's level in additional creatures within 5 feet of the original target for the same amount. You can use this ability three times, regaining all uses when you complete a long rest. When All Seems Lost. When you heal a target who would reduce or nullify the healing in some way, ignore the effect and heal them for the full amount. You can use this ability three times, regaining all uses when you complete a long rest. Some more powerful effects might be able to bypass this ability. (DM discretion) Embodiment of a Savior’s Soul. At the start of each of your turns in true combat, you can shift the armor into one of the Soul Forms if you haven’t already this combat, removing the effects of Interim Respite. At the start of each turn after this, you can choose to shift the armor to its next form as long as you have at least one of its type of stack. Each time you take a new form you gain 5 stacks of the form at the start of your turn, this is doubled on your first turn to 10 stacks. You can have a maximum of 20 of each type of stack at a time. As soon as combat is over, the Soul Form of the armor is dropped and all stacks of Redemption, Salvation and Sorrow fade. You cannot switch forms or spend stacks when incapacitated. The armor can shift Soul Forms up to five times. After this, the wearer must tap into their own resources for it to shift to a Soul Form, spending a spell slot of 1st level or higher each time for it to shift. Regain all uses when you complete a long rest. ------- Redemption of the Protective Soul. Your soul has accepted redemption for the darkness of its past, you now look towards complete vindication and grace. Your armor takes the form of armored holy vestments which shine with glorious verve and vitality. Your actions are just. The growing light within burns away any doubt which might still linger within your soul, all stacks of Sorrow are removed when you gain this form. You gain a stack of Salvation every time you heal yourself or your allies once per source up to 5 times a turn. • At the start of each of your turns you can spend 1 stack of Redemption to heal yourself by 3. If you were already at full health, you gain 3 temporary hit points instead. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d8 force damage. • As an action, you can spend up to 8 stacks of Redemption to grant that amount of allies within 30 feet of you that you can see a +1 AC bonus for every 2 stacks spent until the end of your next turn. Each time an attack misses an ally affected by this ability you gain a stack of Salvation up to 5 times.
------- Salvation of the Graceful Soul. The armor suddenly shifts into a heavy pillar of metal around you, very almost digging itself into the ground. You stand as a beacon of hope while the burden of responsibility looms over you. Selfless, courteous and pure, you now represent the very reason to fight. Martyrdom beacons. Your soul has been granted absolution from its shadowed past, all stacks of Redemption are lost when your armor gains this form. Each time an ally within 30 feet of you is hit by an attack or fails a saving throw you gain a stack of Sorrow up to 10 times a turn. • When a creature touches your armor for the first time on its turn, you can spend 2 stacks of Salvation to restore 1d4 hit points to that creature (no action required). Once before the start of the healed creature’s next turn, it can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. You gain an additional stack of Sorrow if the creature still fails the save within 30 feet of you. • As a bonus action, you dig your heavy armor into the ground and spend 3 stacks of Salvation. Your movement speed is set to 0 and you cannot be moved except by magical means or if the floor you are attached to is somehow shifted. While in this form you cannot be knocked prone and you have half cover. Your allies can also use you as cover as if you were a rounded pillar (DM discretion). An ally hit by an attack who is benefiting from this cover grants you an additional stack of Sorrow. You can use your bonus action again to remove this effect, it is also removed when this Soul Form ends.
------- Shadow of the Sorrowful Soul. The armor drips with blackened tears, tearing away itself as if to willingly open you up to attacks. The shadows of everyone you failed to save loom over you. Every missed opportunity to defend your allies; every moment you just weren’t there on time. With light there is shadow, and in that shadow there is hope that the darkness has not yet won. The feelings weigh down on your soul causing you to lose all stacks of Salvation when gaining this form, the sorrow is overwhelming. Each time you take damage or fail a saving throw that doesn’t cause you to take damage, you gain two stacks of Redemption once per source up to 3 times a turn. • When an ally within 5 feet of you is the target of an attack, you can attempt to confuse the attacking creature by using your reaction and spending 3 stacks of Sorrow. The attacking creature must succeed on a DC 17 Wisdom saving throw or the attack is targeted at you instead, granting you 1 stack of Redemption. The creature does not need to make the save if you are not in range for it to be able to attack you. • When you heal an ally with a hard cast spell of 1st level or higher, you can spend up to 10 stacks of Sorrow to damage yourself for 1d4 Necrotic damage per stack spent that cannot be reduced in any way, adding twice the number rolled to the amount healed to one target. Gain an additional stack of Redemption for every 4 damage you take in this way.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation(x1), Special Crafter, Special Method] -------------------- Iridescent Staff (Violet Artifact) (Rarity: ?????) (Attuned) Violet Attunement – Attuning to this item takes up every Attunement slot you have and it can never be un-attuned, even if you die. If you should attempt to retire this character, it automatically suffers violet death and the staff is lost to the enemy. While attuned to this item, you are privy to the movements of the enemy, resistant to corruption, but the enemy can see you. Worthy 4 https://i.pinimg.com/564x/6f/f3/69/6ff36905e00de0e6909354c0a3b23d0f.jpg This staff wields the power of the prism. You may activate one of the following effects an an action, only once per long rest. Red – You fire a line of fire damage 120ft long. This line deals 10d6 fire damage. After dealing this damage, the staff grants a +2 to attack rolls to the wielder. Orange – You summon a rain of acid damage within 60ft and in a 30ft radius. This effect deals 10d6 acid damage. After dealing this damage, the staff grants a +2 to armor class. Yellow – You summon a bolt of lightning down upon a single enemy. This deals 10d6 lightning damage. This also knocks the enemy prone, if airborne it causes the creature to fall 200ft immediately. After dealing this damage, the staff grants a 20ft increased movement speed. Green – You summon a storm of poison, that attaches itself to three enemies you can see within 60ft. This deals 10d6 poison damage. After this damage is dealt, the staff grants a +2 to skill checks Blue – You summon a glacial prison, you may select an enemy within 20ft. That enemy takes 10d6 cold damage. It also has it’s speed reduced to 0 for 1 round. After dealing this damage, the staff grants a +2 to saving throws. Indigo – You summon the mortal light of the Seven. Doing so grants all allies within 30ft, 30 hit points. If an ally died within 3 rounds of the use of this ability that ally may live again if healed in this manner. You may only use this ability if at least 3 other colors have been used. Violet – All things have their price. For within the prism lies the strength of the enemy, ever tempting, ever waiting. For each other color you have implemented since the last long rest, there is a 10% chance at the start of your turn, you MUST use this color. When you use this ability all creatures within 1 mile, are stunned for 1 minute unless they are a servant of the enemy. This ability increases the entropy in the world by 1 when it is used. All +2 passive effects last until you perform your next long rest. Any research attempted into this item is perilous and risks violet corruption. This item can only be destroyed by one of the Seven. This item is considered a pawn.
Mental characteristics
Gender Identity
Female
Failures & Embarrassments
cantrip counterspelled
Comments