Going a bit crazy with this one~ XD
Wondrous Item, Legendary (requires attunement by Wizard or Artificer)
Found in the ruin of one flying city from The Great Empire of Lahanagis era, this item nicknamed ‘Arcane Annihilator’ was one of the few artifacts that utilize an old arcane formula that still works for the most part. According to some evidence, it was used to carve blue adamantine and Lahanium while making the gargantuan arcane engine that provides power to most of their massive flying city. The sphere that produces a stream of pure magical energy is a complex arcane formula that siphons enormous energy from the gap between planes of existence and turns it into pure arcane energy. But because of the 2nd Arcane Rewrite, the limiter and filter in the sphere no longer function properly, causing the power to be unstable and can cause severe Arcane Poisoning upon prolonged exposure to it.
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This weapon consists of a spherical reactor and a sword handle. Both are connected by a 5-foot-long cable and can’t be separated. You must hold the sphere and the sword handle in both hands when using this weapon. This magic weapon counts as a simple melee weapon with finesse properties. You can add your Intelligence modifier to the damage and use the sphere as a spellcasting focus that gives you +1 to your spell attack rolls and the saving throw DC of your wizard or artificer spell.
Ancient Reactor. To activate this magic item, you need to use your bonus action and expend any number of spell slots to start the reactor and cause it to produce a stream of burning pure magical energy from the tip of the sword handle for 1 minute. It can’t be turned off willingly. Every level of the spell slot you expended increases the energy level by 1, and you can increase its level up to 10.
As an action, you can stabilize the stream of energy into a blade for a split second and use it to make a single melee attack. It deals 1d8 force damage for each level that it is currently at. It also gains 5 feet of reach for every 2 levels it is currently at.
After you activate the reactor, you can’t do it again until you take a long rest.
Annihilator. You can use both your action and bonus action to force the reactor into overdrive and release a concentrated beam of pure magical energy in a 600-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw with DC 11 + weapon energy level, taking 2d8 force damage for each energy level it is currently at on a failed save, or half as much damage on a successful one and pushed back for 5 feet for each energy level. Each creature within 5 feet of that line must also make a Dexterity saving throw with the same DC but only take half damage on a failed save, or a quarter as much damage on a successful one and push back for half the maximum distance. This beam deals double damage to objects and structures.
You also have to make a Strength saving throw with DC 11 + 1 for every 2 levels of energy. On a failed save, you take 1d6 bludgeoning damage for every 2 levels of energy, push back for 10 feet and fall prone. You only take half the damage on a successful save and do not fall prone.
After firing this beam, the reaction will lose power and deactivate itself.
Arcane Radiation. At the end of the reactor activation duration, the pure magical energy and wild magic that it produces cause a disturbance in your own magical power. You have to make a Constitution saving throw with DC 10 + its energy level or gain 1 level of exhaustion and suffer from 1 level of Arcane Poisoning on a failed save. If you roll a natural 1 on this saving throw, you suffer from 2 levels of Arcane Poisoning instead of 1.
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Arcane Poisoning
It is a condition suffered by a spellcaster after being in very close proximity to a powerful and unstable stream of pure magical energy or wild magic. It can’t be cured other than by the person’s natural constitution or with a Wish spell. At the end of their long rest, the person suffering from this condition can make a Constitution saving throw, reducing 1 level of Arcane Poisoning on a successful save and 2 levels if you roll a natural 20. If the person rolls a natural 1 on this saving throw, the level is increased by 1 instead.
level 1 - DC 13
Immediately after you cast a spell of 1st level or higher, you must roll a d20. If you roll a 5 or less, roll on the Wild Magic Surge table to create a random magical effect. If a Wild Magic effect is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
level 2 - DC 15
In addition to the level 1 effect, you can’t add your proficiency bonus to your spell attack roll.
level 3 - DC 17
In addition to the level 1 and 2 effects, the damage inflicted by your spell is halved.
level 4 - DC 19
In addition to the level 1 to 3 effects, you must make a DC 15 saving throw using your spellcasting modifier when you take a long rest. On a failed save, you can’t regain your expended spells slots.
level 5 - DC 21
You cannot cast a spell while suffering from this level of Arcane Poisoning.
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Sinlaire
2023-05-24 02:15:35 +0000 UTCJoshua D Mason
2023-05-23 19:51:56 +0000 UTCNed Kelsey
2023-01-16 22:14:09 +0000 UTCVanilla Ice
2022-10-08 03:32:15 +0000 UTC