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| The ''Orb of Gales'' is said to possess other properties that can be activated only by an evil being whose willpower can overtake and shackle the fickle spirit. Followers of Akadi have long believed that the Orb can be used to erode mountains and blow tsunamis, or can increase the air in the realm to encourage fires to blow. The Orb could ultimately be used with the other artifacts to dampen or enhance their abilities. | | The ''Orb of Gales'' is said to possess other properties that can be activated only by an evil being whose willpower can overtake and shackle the fickle spirit. Followers of Akadi have long believed that the Orb can be used to erode mountains and blow tsunamis, or can increase the air in the realm to encourage fires to blow. The Orb could ultimately be used with the other artifacts to dampen or enhance their abilities. |
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| == Wand of the Spout ==
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| ''Wand, Artifact (Requires Attunement)''
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| 8 lbs.
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| '''Nondetection'''.
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| The Wand of the Spout defies attempts to magically locate it. Neither the wand nor its wielder can be targeted by any divination magic or perceived through magical scrying sensors.
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| '''Watery Walk'''.
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| As long as you wield the wand, you can walk on, in, and around water. Additionally your swim speed increases by 120 feet. If you didn't have the feature before, you gain the ability to breathe underwater.
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| '''Immunities.'''
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| While attuned to the wand, you have immunity to acid, cold, and poison damage. Additionally, you are immune to the poisoned condition and don't suffer any ill effects from extreme cold.
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| '''Magic'''.
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| The Wand of the Spout has 12 charges and regains all its expended charges daily at dawn. While wielding the wand, you can expend the necessary number of charges to activate one of the following properties:
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| * You can expend 1 charge as an action and use the wand to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the wand to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
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| * You can cast one of the following spells from the wand (spell save DC 17) by expending the necessary number of charges: Bigby's Hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), Wall of Ice (2 charges), ice storm (2 charges), Tsunami (3 charges), Istishia's Frozen Sphere (3 charges, see next page), Control Water (1 charge).
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| * You can expend the necessary number of charges as an action and use the wand to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.
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| '''Other Properties'''.
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| The Wand of the Spout is rumored to possess other properties that can be activated only by an evil being whose body can withstand the force the wand emanates. Frost giants have long believed that the wand can be used to freeze entire worlds.
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| '''Destroying the Wand'''.
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| The wand is nigh indestructible, resisting even the most intense magical force or fiercest flame.
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| == Elven Wingship == | | == Elven Wingship == |
| [[File:Elvenwingship.png|thumb|alt=|left|Elven Wingship|486x486px]] | | [[File:Elvenwingship.png|thumb|alt=|left|Elven Wingship|486x486px]] |
| [[Category:Ancients Alive]] | | [[Category:Ancients Alive]] |