this device is the creation of a mad wizard artificer that wished to make his tower fly but during its construction something went wrong and the magic gravity stone used as the core of the device cracked causing the device to be unstable and start to drain the wizard every time he used it aswell as have strange effects.
Localized Anti-Gravity Field
As an action, you may activate the device. When you do so, roll a d10 and multiply the result by 5. The result is the radius in feet of the anti-gravity field (maximum 50 feet).
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The field lasts for 1 minute, or until you deactivate the Crucible (no action required).
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The field moves with the Crucible.
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The field negates gravity within its area.
When the field activates, choose a number of creatures and objects not being worn or carried up to your proficiency bonus within the radius to not be affected. All other creatures in the area may attempt to resist the effect. must determine non affected creatures before rolling instability.
Resisting the Field
Creatures you did not choose, or creatures entering the field later, must succeed on a Strength saving throw against your artifact save DC:
Artifact Save DC = 8 + your proficiency bonus + your Constitution modifier
On a success, the creature is unaffected while it remains in contact with a solid surface.
On a failure, the creature becomes weightless and floats freely.
Objects weighing more than 1,000 pounds automatically succeed on this save.
Directional Gravity Manipulation
While the field is active, you may use a bonus action on your turn to alter the direction of gravity within the field.
Choose one direction. All affected creatures and objects are gently accelerated in that direction, moving up to 30 feet in a straight line during your turn.
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This movement does not provoke opportunity attacks.
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If a creature collides with a solid surface, it stops moving and takes 3d10 bludgeoning damage.
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Creatures may attempt a Dexterity saving throw to halve this damage.
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if a creature would be pushed out of the field it instead stops before it leaves the field
Instability Check (Mandatory)
Each time you activate the Crucible, roll a d100 and consult the Instability Table below.
Graviton Crucible Instability Table
| d100 | Effect |
|---|---|
| 01 or 100 | Cataclysmic Failure (see below) |
| 02–25 | Inversion Surge |
| 26–65 | Intended Function |
| 66–95 | Gravitic Ejection |
| 96–99 | Localized Collapse |
Inversion Surge (02–25)
The Crucible misidentifies targets.
Creatures and objects you chose to exclude are affected instead. All others resist automatically.
Intended Function (26–65)
The Crucible behaves as intended.
Gravitic Ejection (66–95)
All affected creatures and objects are violently expelled in a direction of your choosing.
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Each creature is hurled up to 60 feet in a straight line.
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If a creature impacts a surface, it takes 6d10 bludgeoning damage and falls prone.
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If hurled directly downward, the creature instead takes 8d10 bludgeoning damage.
A successful Dexterity saving throw halves the damage.
Localized Collapse (96–99)
The field implodes violently.
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All affected creatures take 6d10 force damage.
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The Crucible becomes inert for 7 days and cannot be activated.
Cataclysmic Failure (01 or 100)
The Crucible detonates and permanently destabilizes the region.
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A 200-foot-radius sphere becomes a Zero-Gravity Anomaly.
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Gravity within the anomaly is permanently negated.
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Creatures caught in the initial surge take 10d10 force damage, or half on a successful Constitution saving throw.
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This effect cannot be dispelled.
The anomaly becomes a lasting scar on the world—floating ruins, drifting corpses, and broken terrain suspended in silence.
Artifact Drawbacks
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Each time you activate the Crucible, you take 1 level of exhaustion.
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If you reach 6 levels of exhaustion while attuned, the Crucible activates immediately and automatically triggers Cataclysmic Failure.
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