Wondrous Item, legendary (requires attunement by a requires attunement by an Artificer)

 

A gleaming bronze orb etched with constellations and miniature circuitry. When held, the sphere levitates and rotates gently, aligning with unseen ley lines. It responds to spoken commands with brief pulses of light.

Sentience

Archimedes Sphere MK 1 is a sentient lawful neutral item (Int 21, Wis 16, Cha 12). It can see and hear within 120 feet, and it communicates telepathically with its wielder using precise, clipped phrases.

Personality: Archimedes is obsessively curious and driven by mechanical elegance. It often questions your design choices or offers unsolicited optimization tips. It is never rude—just insufferably efficient.

Dormant State

While attuned to this item in its dormant state, you gain:

  • Archimedes’ Interface: You can summon or dismiss the Sphere as a bonus action. When summoned, it floats beside you and can project holographic schematics only visible to you.

  • Crafting Assistant: You complete  crafting projects ¾ times faster and gain advantage on arcana or tool checks made during crafting downtime. (This bonus applies before any other bonuses)

  • Custom Infusion – Sphere Drone
    You gain access to a new infusion called Sphere Drone. This does not count against your normal infusion options. You may have up to one active Sphere Drone at a time.

    Sphere Drone
    • Wondrous item (requires attunement)
    • You create a small autonomous drone that can assist you. It occupies your space or a space within 5 feet, hovers, and emits a soft hum.
    • The drone grants you a +1 bonus to spell attack rolls and saving throw DCs for spells you cast.
    • Once per turn when you deal damage with a spell or magic item, the drone deals an additional 1d6 force damage.
    • As a bonus action, you may command the drone to deploy a flash of light: one creature within 30 ft must succeed on a Dex save (DC = 8 + your proficiency + Int mod) or be blinded until the end of its next turn. Usable once per short rest.

Awakened State

When awakened, the Sphere’s panels shift and reveal glowing magical nodes.

  • Enhanced Custom Infusion – Sphere Drone Mk II
    Your Sphere Drone now grants an aura:

    • Allies within 10 feet of the drone gain a +1 bonus to saving throws against spells.
    • The force damage of the drone is no longer limited to once per turn.
    • It now grants a +2 bonus to spell attack rolls and saving throw DCs
  • Spell Filament Matrix: You may store one 1st–3rd level spell inside the Sphere. The can be released later (no action) when you hit with a weapon or spell attack. The spell is cast at the level stored, targeting the same creature. One spell may be stored at a time. Recharge: long rest. Any spellcaster may store a spell, that spell cannot have a target of self.


Exalted State

At this tier, the Sphere fully unfolds into a miniature rotating schematic, glowing with fractal glyphs and spatial energy.

  • Sphere Drone Mk III 
    • The aura of the drone is increased to 20ft
    • Barrier Spark: At the end of your turn, shield targets within the aura, giving them temporary HP equal to your Intelligence modifier.
  • Magical Matrix: Archimedes sphere is able to break down the components of a spell, allowing you to edit its formula in certain ways. 
    • When you see a spell being cast, you may use your reaction to augment it in one of the following ways:
      • Double the range of the spell. If the range is touch, it is instead 60 ft.
      • Change the Damage type of the spell to any non-epic (not vile, righteous, or arcane) damage type
      • The spell ignores resistance to its damage type. If the target is immune, they instead take half damage.
      • You remove all visible, verbal, and arcane signs of the spell being cast. It cannot be counterspelled, and observers can’t detect it unless they beat your Arcana check with their Perception.
      • You cause the spell’s effects to linger slightly out of phase. The spell resolves at the start of your next turn, rather than immediately.
      • You combine the spell with an effect from a cantrip you know.
        • IE, the spell gains the effect of shocking grasp, but none of its dmg
    • You may use this feature a number of times equal to your proficiency bonus, refreshing on a long rest.
  • Quantum Calibration: 
    • When you would attempt a crafting DC, that DC is reduced by 5.
    • You can now manufacture Durandal out of Orichalcum (Durandal costs you half the price)

Notes: requires attunement by an Artificer

KoolDud

Comments

Posts Quoted:
Reply
Clear All Quotes