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Synchronization Key

Wondrous item - legendary   
A half-metre long triangular prism of rune-covered brass, crystalline panels, and bands of glowing Giant glyphs. Drenched in planar energies after disarming two Skybreaker devices, it trembles at the touch, with temperature constantly shifting from freezing to boiling, glyphs that once read technical information now scrambled as the spells break down.   As an action, a creature holding the Key can press an activation glyph, briefly releasing some of the energies stored within. Roll a d100, and consult the table for the effect created. If a saving throw is required, its DC is 17, and you may use the higher of your Intelligence, Wisdom or Charisma as spell ability modifier.   After activating the key, its energy is expended and it cannot be used again for the next hour.  
d100 roll Energy Effect
1 - 6 Energy Overload You must make a Dexerity saving throw, suffering 3d10 force damage on a failure, or half damage on a success. 
7 - 12 Daanvi's Regulation Until the end of your next turn, each time you make an attack roll, ability check or saving throw, instead of rolling the first dice for that check, treat the result as a 10. 
13 - 18 Dolurrh's Lament You cast the spell fog cloud, requiring no concentration. While in the cloud, creatures temporarily suffer from 2 levels of exhaustion.
19 - 24 Fernia's Scorching You cast the spell fireball at 5th level, ignoring any target's fire resistance.
25 - 30 Irian's Restoration You cast the spell mass healing word, and shed bright light in a 60 ft. radius for the next minute.
31 - 36 Kythri's Mutation Both you and a creature of your choice within 60 ft. must succeed on a Constitution saving throw, or suffer from a random result from the Flesh Warping table (MtoF p.137)
37 - 42 Lamannia's Growth You cast both the spells plant growth (as its instantaneous version) and giant insect.
43 - 48 Mabar's Devouring You cast the spell enervation, and extinguish all light sources within 30 ft. of you.
49 - 54 Risia's Stasis You cast the spell slow. Ice covers the spell's area, all dying creatures immediately stabilize, and all corpses are affected by gentle repose.
55 - 60 Shavarath's Rage For the next minute, you cannot be charmed, and when you reduce a creature to 0 hit points you may spend a hit die.
61 - 66 Syrania's Skies For the next minute, all creatures within 30 ft. of you gain a fly speed equal to their walking speed.
67 - 72 Thelanis's Influence Roll on the Heart of the Glamour table, invoking the influence of a random archfey.
73 - 78 Xoriat's Madness All creatures within 60 ft. of you must succeed on a Wisdom saving throw, or suffer from the effects of the confusion spell until the end of their next turn.
79 - 84 Dal Quor's Dream You cast the spell major illusion, which uncontrollably takes the form of whatever is foremost on your mind at the start of each round.
85 - 90 Khyber's Hunger You cast the spell summon greater demon. The demon arrives already uncontrolled, does not require concentration, and persists for 1d6 rounds.
91 - 96 Eberron's Comfort All creatures within 30 ft. of you native to Eberron immediately regain 2d8 hit points, and may remove a negative effect as per the spell lesser restoration.
97 - 100 Siberys' Power Each creature within 30 ft. of you may immediately recover a spell slot of up to 3rd level.

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