Armor (shield), artifact (requires attunement by a Ritual of Protection )

Appearance

Zephyr's Temperance is a masterfully crafted shield, round in shape and made from a unique alloy that glimmers with a faint ethereal light. The surface is polished to a mirror-like sheen, reflecting both light and the spirit of protection it embodies. The centerpiece features the hauntingly intricate skull of an illithid, its eyes glowing with a soft, otherworldly radiance, giving it an eerie but mesmerizing presence. The rim of the shield is inscribed with arcane symbols of Helm, the god of protection, which pulse softly with divine energy.

Ritual of Protection  To attune to Zephyr's Temperance, you must perform a ritual of protection. You gather candles and incense, arranging them in a circle around you. As you light each candle, you recite a prayer to Helm, asking for guidance and strength. Holding the shield close to your heart, you feel an electric pulse of energy connecting you to Helm’s divine wisdom. You sense the shield responding to your devotion, and a powerful bond forms, granting you access to its protective magic.


Properties

  1. Enhanced Speed: While attuned to Zephyr's Temperance, your speed is doubled. You can move quickly through the battlefield, allowing you to reach allies or dodge attacks with grace.

  2. Spell Storing: The shield can store spells cast into it. Any creature can cast a spell of levels 1 through 5 into the shield by touching it as the spell is cast. The shield can store up to 5 spells at a time for a duration of 24 hours. These spells can be released by the wielder using a bonus action.

  3. Detachable Halves: As a bonus action, you can detach the shield, splitting it into two halves. Each half can be wielded as a light weapon, granting a +1 bonus to attack and damage rolls. In this form, each half deals 1d6 slashing damage, and you can make melee attacks with them on your turn.

  4. Illithid Bolt Mechanism: The skull of the illithid contains a hidden bolt mechanism that can be activated once per short rest. As an action, you can fire a bolt of psychic energy with a range of 60 feet. This attack deals 2d6 psychic damage on a hit. The target must succeed on a DC 15 Intelligence saving throw or take an additional 1d6 psychic damage at the start of their next turn.


Lore

Zephyr's Temperance was forged by three renowned figures: Softpaw Silverpad, the master craftsman; Aplomb Kieffer, the shieldsmith; and Coop Frain, the powerful enchanter devoted to Helm. The shield embodies the principles of protection, vigilance, and tempered resolve in battle.

Wielders of Zephyr's Temperance often find themselves at the forefront of conflict, leading charges to protect the innocent and uphold justice. The shield serves as a reminder that true strength lies not just in power, but in the temperance and wisdom to wield it responsibly.


Attunement

To attune to Zephyr's Temperance, you must spend a short rest in meditation while holding the shield. You must also have a good alignment or be a follower of Helm. If your alignment changes to evil, you lose the benefits of the shield and cannot attune to it again.


Cursed Aspect

While Zephyr's Temperance is a powerful artifact, it may carry a hidden burden. The shield subtly compels its wielder to act in defense of those who cannot defend themselves, creating a strong sense of duty. Failure to protect innocents may result in the wielder suffering from a disadvantage on saving throws related to fear and manipulation until they atone.

 


 

 

Destruction of Zephyr's Temperance

Despite its formidable power and protective nature, Zephyr's Temperance can be destroyed under specific circumstances. The shield is a manifestation of both craftsmanship and divine magic, and its destruction requires a significant event that aligns with its themes of protection and vigilance.

Method of Destruction

To destroy Zephyr's Temperance, one of the following conditions must be met:

  1. Divine Intervention: The shield can be destroyed if a cleric or paladin of Helm, with the blessing of their deity, channels a ritual of destruction. This ritual requires:

    • A sacred site dedicated to Helm.
    • A successful casting of the Holy Aura spell combined with a Dispel Magic cast at 9th level, both performed simultaneously.
    • The shield must be placed in the center of a protective circle formed by loyal followers of Helm, who must meditate and pray for guidance during the ritual.
  2. Corruption of Purpose: If the shield is wielded by someone who turns to evil or uses it to commit acts against the ideals of protection and justice, it becomes vulnerable. In this case:

    • The wielder must fail a series of three saving throws against Wisdom (DC 20) as they are consumed by their own ambitions.
    • Upon failing the third save, the shield shatters into fragments of radiant energy, releasing a burst of divine light that inflicts 6d10 radiant damage to the wielder and any nearby creatures.
  3. Illithid Reclamation: The lingering essence of the illithid skull melded into the shield can be exploited. A powerful illithid or a group of illithids (at least three) can perform a ritual to reclaim their lost power. This requires:

    • A successful Arcana check (DC 25) to perform a ritual that targets the shield's illithid essence.
    • The shield must be placed within a Mind Flayer's lair or a location steeped in psionic energy.
    • Upon completion of the ritual, the shield is consumed by a wave of psychic energy, causing the illithids to regain power and shattering the shield into fragments.

Consequences of Destruction

The destruction of Zephyr's Temperance has significant implications:

  • Loss of Protection: The wielder and their allies lose the benefits granted by the shield, including increased speed, spell storage, and the ability to fire psychic bolts.
  • Divine Backlash: If destroyed through corruption, the shield’s destruction may anger Helm, resulting in the loss of favor or divine protection for the wielder.
  • Illithid Resurgence: If the illithids succeed in reclaiming their power, they may become emboldened, increasing their influence or launching further attacks against the realms.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: Bonus: Speed, Ritual of Protection

Atakean

Comments

Posts Quoted:
Reply
Clear All Quotes