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Mystic Infuser

Wondrous Item - Very Rare - Requires Installation   When installed in a permanent location used for downtime by a character with sorcery points, they can magically infuse reagents into their spells to create additional temporary metamagic options. These can be applied at the same time as other metamagic. A number of extra infusion metamagics can be chosen at the end of downtime equal to the rank of the workshop the Infuser has been installed in.  
Available reagents:   Astral Mist - Bright silver and smokey, smells of pine needles and lavender   When you cast a spell which affects a cone, line, sphere or cube, you may spend 2 sorcery points to flood that region with obscuring silver mist. After casting the spell, it billows out, completely obscuring the area targeted by the spell until the end of your next turn, when it dissipates.     Barlgura Ichor - Smokey and dark red, smells of rotten eggs and cloves   When you roll damage for a spell or a creature fails a saving throw against one of your spells, you may spend 2 sorcery points to force the target to make an additional Constitution saving throw against your spell save DC. If they fail, they become poisoned for 1 minute. They may repeat this save at the end of each of their turns, ending the effect if they succeed.     Necrotic Quicksilver - Shimmering violet and silver, smells of metal and decay   When you roll damage for a spell, you may spend 1 sorcery point to change all of that damage to necrotic. Any creature that takes any of this damage cannot regain hit points for the next minute.     Radiant Quicksilver - Shimmering sky-blue and silver, smells of metal, mint and jasmine   When you cast a spell of 1st level or higher, you may spend 1 sorcery point to release healing energy around you, restoring hit points to yourself and all creatures within 5ft of you, equal to the spell's level plus your Charisma modifier.     Dragonglass Acid - Golden yellow, smells sharply of sea salt and citrus   When you roll damage for a spell, you may spend 1 sorcery point to change all of that damage to acid. Any creature which takes any of this damage takes an additional 2d4 acid damage at the beginning of its next turn.

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