When you take a Magic action to toss this roughly marble-sized stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. All of the stone's magical benefits only work when the stone is active and orbiting your head. The stone can orbit your head for 8 hours, after which it must go inert and rest until the next dawn.
The stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow the stone orbiting your head. If your Attunement to this stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
While attuned to Ashwyn's Stone of Empowerment, you may, as a bonus action, temporarily increase your Charisma by 2 (up to a maximum of 30) for 1 minute. After this feature is used, it may not be used again till the next dawn. The duration of this boost increases based on your Character level as follows: 10 minutes at level 11, and then 1 hour at level 13.
You may also cast spells into the stone, holding them until you use them. The stone can hold exactly 1 spell, up to a maximum of level 5. If a spell of a greater level is cast into the stone, it disappears harmlessly, and you still consume the spell slot used for that spell. The spell can be stored in the stone for exactly 10 days, after which the spell is dispelled and lost.
While this stone orbits your head, you can cast any spell stored in it. However, casting spells through the stone is complex and volatile, and thus has a 25 percent chance of failing upon cast. On a fail, the spell dissipates harmlessly and is lost. Otherwise, the spell uses your spell save DC, spell attack bonus, and spellcasting ability, but specifically at the time you cast it (so if it were stored before a change, the spell would be cast pre-change). The spell cast from the stone is no longer stored in it, freeing up space.
Before casting and releasing the stored spell, you may choose to empower the spell. If you keep the spell stored inside the stone for 1d4 days, you may pick one of the following augmentations, provided it doesn't conflict with the rules of the spell itself, and cast it with the empowerment. In addition, spells that have been empowered do not have a chance to fail and always work. If the spell has not been empowered naturally by the stone yet, you may also choose to hasten the empowerment and augment the spell right before casting it. However, the nature of empowerment is complex, sporadic, and tiring. If you choose to force the empowerment, you gain 2 levels of exhaustion.
Empowerment Options:
Empowered Accuracy: If the spell uses a spell attack roll, it now gains a +5 bonus to hit, and the roll you need to get a critical hit goes down by 1 (can stack). If the spell targets multiple creatures, you may only give this bonus to up to 3 targets.
Empowered Efficiency: Roll a d100. If the result is less than two times your Character level, the spell you cast through the stone is cast for free. The spell remains stored in the stone with no additional cost. However, this does reset the time for natural empowerment.
Empowered Eldritch Awakening: If the spell you cast is a Warlock spell, you may pick one Warlock Eldritch Invocation and gain those abilities or effects for 1 hour. You must meet the prerequisite for the invocation to gain its effects in this way.
Empowered Healing: If the spell you cast heals you or another creature and does not deal damage, you may take the maximum amount of healing offered by that spell. If the spell heals multiple creatures, you may only heal the maximum on 3 of those creatures.
Empowered Potency: If the spell deals damage, you may now deal additional damage equal to your Character level + your Spellcasting modifier + your proficiency bonus. If the spell deals damage to multiple targets, you may only deal this additional damage to 3 of those creatures.
Empowered Wild Magic: If the spell you cast is a Sorcerer spell, you may roll on the d100 Wild Magic table and execute that effect. After seeing the result, you may choose to roll again, but you must take that result.
Notes: level 2+ Sorcerer
Comments