This small blue orb hums with strange arcane power. Used to power the ancient magical machines of old, this device has become quite rare, Post-Desecration. Usually found within large constructs, such as Golems, Warforged, and Automatons. The Core may be attuned to by any spell caster and has a total of seven charges, which recharge on the completion of a Long Rest. The charges may be used in the following ways.
Spell Enhancement: Using the power stored within the device, a caster may expend a charge, to enhance any of their spells targeting a single creature, effectively doubling the potential of their spells. Whenever the device is used in this manner, a surge of magical energy pulses out, roll a percentile die, let the DM know the results.
Spell Recovery: The device is a large deposit for magical energy, some of which has been stored for centuries, tapping into this arcane ability, the user may expend 1-3 charges to recover a spell slot. For every spell slot level over 1st that is recovered in this way, the user must expend an additional charge, with the maximum spell level recoverable being 3rd. Whenever the device is used in this manner, a surge of magical energy pulses out, roll a percentile die, let the DM know the results.
Spell Enforcement: In tandem with the Enhancement ability of this device. The wielder may expend 4 charges of the core, to ensure that their spell is being delivered with maximum infliction, when this ability is used with a spell targeting a single creature, forgo rolling any dice, instead take the maximum rollable total. Whenever the device is used in this manner, a surge of magical energy pulses out, roll a percentile die, let the DM know the results.
Bomb Configuration: The large amount of magical energy pulsating through this device can quickly be turned into a potent weapon. You may arm the device by speaking its command word, Klaja, arming the device with a timed detonation. The timed detonation times range from, 30 seconds, 1 minute, 5 minutes, 30 minutes, and 1 hour. A caster may optionally telepathically link with the device to detonate at any point, as long as they are within a range of 1,000 ft. The explosion has a 100 ft radius, and deals 20d12 + 50 Force Damage. Whenever the device is used in this way, it is destroyed, and no longer usable.
Overheat: The device is able to be pushed past its limits, every time this is done however, it comes with great risks. When overheating the orb, you have a change to trigger the Bomb Configuration settings. For every charge used past it's limits roll an Arcana check, (DC 12 + the total number of charges used). Upon failing this check the device will enter the Bomb Configuration, with an unknown detonation time. (DM's Discretion)
Notes: Bonus: Spell Save DC, Spellcaster , enchantment
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