Unique eyes acquired through magical means. Either through a unique birthing situations or dubious methods later on in life these eyes bare the mark of a pentagram in both pupils and radiate a red glow when used. A weilder can analyze, as a bonus action, any one spell cast within sight and can cast it themselves freely the amount of times equal to the users constitution mod + proficiency bonus and regain all uses after a long rest but the user must see a new spell to appropriate. Also, regardless of the spells normal requirement use con to determine attack, damage, and save dc. The user can also cast "detect magic" as a bonus action and without spending a spell slot. When using the spell on an item or an area where a spell might have been cast they can know the school, and element used. If investigation or similar checks are made they could deduce more at the dm's discression. The users eyes count as the focus.
These eyes carry a stigma with villagers as they're known for causing destruction. If a user casts a spell learned through the alpha stigma and critical fails or succeeds the user goes into a frenzy mode similar to the wild magic table and will seek to kill those around them whoever they maybe. It can also be caused under extreme mental trauma at the dms discression. Roll a d10 if it's a:
1-3: The user loses use of the spell and gains a life draining aura that extends from the user in a 15ft radius. Creatures withing said radius must make a dc 15 con save or take 1d6 necrotic damage. The user gains 2 temporary hp wheneverit causesthis damage.. The user makes the same con save each of their turns. If a fail the aura persists if successful the aura ends and the user is knocked prone. The user can choose to fail.
4-6: The user can negate the activation of all spells within sight regardless of ally or enemy. Any sustained spells currently in use ar also ended until the battle is over. Afterwards the user is rendered unconscious.
7-9: Beams or red light fire from the user's eyes in a 90ft line dealing 1d10 fire damage to anyone or thing the user sees. The beams set flammable targets on fire, such as grass, trees, etc. Anyone in the lines path must make a dc15 dex save or take half damage. The user must also make a dc15 con save. On a fail the beams persist, on a success the beams are ended and the user is knocked prone. The user cannot perform other actions until the effect ends other than to move the beams by looking in other directions or walk half of the user's movement.
10: The user stops moving with their eyes glowing red. Each turn their body turns a shade of red until they resemble a bright red poker. At which point a bright red energy blasts out of the body in a 30ft radius. Anyone within the blast radius must make a dc15 con save. On a fail they take 3d10 force and 3d10 fire damage or half that on a success. All flammable objects are burned thoroughly and all breakable objects not worn break such as, rocks being pulverized and bodies crushed if not alive. The user loses half of their HP and is rendered unconscious, smoking at the center.
Those who witness or have been warned about this will treat those who are seen using it like deviants. These eyes can also be harvested upon death of the user. The eyes turn into red crystals which can be used to house spell and enhance magical abilities no matter the caster type. Those who know of this may hunt users, for the crystals are rare and everyone likes fighting a monster. These crystals can also be applied to others to create other users, or an Artificer might be able to apply them to weapons or armor. However, risks may apply at the dm's discression.
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