This item looks like a tetrahedron (a d4), often made of precious stone, and with cryptic symbols inlaid at the vertices of each face. Each vertex represents one of the four results of the Augury spell: Weal, Woe, Weal and Woe, and Nothing--but the script in which it is written is normally an esoteric language.
When the die is cast, if the caster speaks aloud a proposed course of action while doing so, the die lands with the vertex up which corresponds to the result of a cast of Augury. As with Augury, if this is used multiple times per day, there is a cumulative 25% chance that the reading is random. The counter of uses for each die is separate, and separate also from any caster's own counter for the Augury spell, if they can cast it.
Casting the die in any other way (such as letting it fall, drop from a table, etc.), or casting it without proposing aloud a course of action, results in a random reading.
Dice of this sort are often carved from the finest bones of great seers and diviners; the symbols they scratch on them usually come from some otherworldly entity channeled through the creators. As long as there is a willing deity who is overseeing the process, a mortal can create such a die using a base die and expending three consecutive 7th level spell slots on modified casts of Augury, each of which takes 10 minutes, with the details of this process often received from the overseer. The deity's willingness is often affected by how ornate and appropriate the die looks, and this permission is rarely given casually.
The die is immune to all physical damage (bludgeoning, piercing, slashing), as well as magical damage which is the result of a 6th or lower level spell. It has AC 18 and usually about 20 HP, depending on the material. Destroying such a die often angers a powerful being.
Per Detect Magic, the die has an aura of divination.
@ -8,7 +8,7 @@ This item takes the form of any class-specific spellcasting focus.
When a spell is cast with this focus present (not necessarily used as a component), the caster can choose to make any effects that are "stationary" be stationary with respect to this particular focus (id est, the "stationary" effect follows the focus). When used this way, the focus must be within the effect. If the range of the spell is "Self", it becomes "Touch" when this effect is used (and the focus must be touched or held).
The casting time, duration, spell slot, and use of concentration cost is unaffected. The effect continues as long as the focus remains within either the range of the focus or the spell's range (treating "Touch" and "Self" as 0'), whichever is greater. If this range is exceeded, the spell ends. The spell can also end in any way it originally could.
The casting time, duration, spell slot, and use of concentration cost is unaffected. The effect continues as long as the caster remains within either the range of the focus or the spell's range (treating "Touch" and "Self" as 0'), whichever is greater. If this range is exceeded, the spell ends. The spell can also end in any way it originally could.
If the movement of the spell effect creates an untenable or impossible situation (at the DM's discretion), such as two colliding moving walls of force, or trying to crush a creature against a wall using a boundary against which it cannot move, the spell ends. (The DM may decide on other sensible resolutions, however, such as applying a reaction force to the focus itself.)
This item takes the form of a class-specific spellcasting focus, but usually comes as an amulet or pendant on a necklace, where it appears to be made of a cloudy gem or a dark, dramatically-colored polished stone. A unique rune is inscribed on one face.
As a bonus action, the wielder can convert some of their vitality to spell slots; the rune glows red when used this way. Roll 1d10 - 1; the wielder chooses a spell slot of this level or lower that they are missing to restore. (If the roll is 0, or all spell slots of that level or lower are replenished, this bonus action is wasted without effect. Otherwise, however, the wielder must choose a spell slot to replenish when taking this bonus action.) The wielder takes damage equal to the square of the spell slot level which they restore.
Such foci are created (and often used) by "blood mages", arcane casters (often wizards) who cast powerful spells using their vitality as a resource, and who are often considered a frightening force on the battlefield for both their powerful spells and their fierce vigor--as well as their mythical penchant for dying valiantly while pulling the last of their health to slay entire armies. The ritual is usually guarded, but usually involves taking a surface (usually a small gem or polished stone), scratching a specific rune into it, spilling one's blood on the focus, and performing a 10-minute ritual that involves expending a 9th-level spell slot and taking 81 damage. The ritual can only be done once per day.
The focus retains its usual AC and HP. When attacked, but not destroyed, make an attack roll against the attacking creature, if any; on a hit, the creature takes 1d8 necrotic damage.
Per Detect Magic, the focus has an aura of necromancy.
@ -19,4 +19,4 @@ When wearing multiple rings: you can designate a number of weapons per turn equa
This is an homage to a Jake Woods one-shot (at least, I hope it was a one-shot) where he introduced an item of almost exactly this ilk. I heard little else about it other than that, at the "starting tavern", someone used it to designate a spoon as vorpal and gave it to a soup-eating commoner, who eventually took a 20 and lopped his own head off.
This is an homage to a Jake Woods one-shot (at least, I hope it was a one-shot) where he introduced an item of almost exactly this ilk. I heard little else about it other than that, at the "starting tavern", someone used it to designate a spoon as vorpal and gave it to a soup-eating commoner, who eventually took a 20 and lopped his own head off. That might be a loose interpretation of "vorpal", but it did get the murder hobos snickering.