Wondrous Item, uncommon (requires attunement by a by a spellcaster who has lost themselves. While attuned, you feel warmth from the mirror whenever you are truly *seen* by another living creature. )

Called upon, and thusly answered to by the presence of a patient shadow, this tarnished silver pocket mirror is both a door and a promise. It's face cracked, it's chain broken, yet the glass remains perfectly clear. Once held, it feels warm against the skin, as if something on the other side is pressing back. 

Recently acquired, the bond and purpose of this artifact is still unknown. The mirror grants you a glimpse of the girl you use to be but her reflection is fragile, flickering, and easily lost.  

Unusual Nature - This mirror does not register as magical to most detection spells unless examined closely. It appears to be a simple, albeit old, trinket. 

Sentience? - The mirror is not truly sentient, but it responds to its wielder's emotional state. In moments of great need, the glass may shimmer or grow warm, as if offering encouragement. 

Mirror Ward - The mirror hums with a quiet power that grows with each moment you stand your ground, each attack that shatters against you and your ally's defenses. 

Gaining Charges:

  • At the start of each day, you regain 1d3 Reflection Charges.
  • When you reduce damage from an attack or spell to 0 using magical means (such as Shield, Arcane Ward, or similar protective magic), you gain 1 Reflection Charge (maximum of 3)
  • You can gain no more than 1 charge per reaction, turn, or spell cast. 

Spending Charges: At the start of your turn, you may spend any number or Reflection Charges to trigger one of the following effects:

  • Mirrored Retort (1) - Until the start of your next turn, the first creature that attacks you or forces you to make a saving through must make a WIS saving throw (DC = 8 + your prof bonus + spellcasting ability modifier). On a failure, the attack or effect is instead reflected back at the creature, treating it as the target instead. This effect ends after one use and can not be used more than once a day. 
  • Step Through (2) - You briefly step into the space between reflections, trading places with the girl in the mirror. You teleport up to 15 feet to an unoccupied space you can see that is the mirror-opposite of your current position across a chosen creature or object. The mirror's surface ripples as you pass through, and for a moment, your reflection lingers where you once stood.
  • Flicker of Self (3) - You and all those you consider allies within 15 feet gain a +2 to AC and saving throws until the start of their next turn. The mirror's glass glows with a soft, reassuring light during this time. 

Reflection Charges reset to 0 at the end of a long rest, though you still regain 1d3 at the start of each day.

 

Notes: by a spellcaster who has lost themselves. While attuned, you feel warmth from the mirror whenever you are truly *seen* by another living creature.

Sahmuraii

Comments

Posts Quoted:
Reply
Clear All Quotes