In the Mournlands of Eberron, where magic is unbound in the aftermath of a cataclysm, there lies a ring that should not be. Crafted by Galifar's greatest magical minds, it was originally a melded Ring of the Grammarian and Spell Storing that allowed for stored spells to be twisted and changed. The abnormal magic of the mournlands warped the ring as an archmage's living Magic Jar was captured in it, and it grew in power even as it lost stability.
The ring is made of platinum etched with rosy Eberron and bright violet Khyber processed dragonshard runic inlays that shift and move when seen indirectly.
Magic Despeller
This ring has 3 charges. It regains 1 charge every dawn. A charge may be spent in one of the following ways:
- While casting a spell, the wearer of this ring can change the spell's effect by expending 1 or more charges to add, remove or alter one letter of the spell's title per charge, or two charges to substitute a word in the title for a homophone (another word pronounced the same way).
- While observing another creature cast a spell within 60 feet, if the wearer knows the spell being cast they may expend a charge and use their reaction to trigger a spellcasting ability contest against the spellcaster. If the wearer succeeds, they may change the spell the same way per #1 above.
The effects of these altered spells are determined by the DM, but with the caster's intentions and original form of the spell taken into account.
Unstable Magic
Delving into the deep underlying connections of magic comes with great risk.
- For every charge expended to change a spell (per #1 above), the wearer must make an intelligence saving throw.
- The DC is equal to 10 + the modified spell's level + the number of charges expended.
- On a failed save, the wearer triggers a wild magic surge: the DM rolls 1d100 on the sorcerer's wild magic table with advantage (rolls twice and selects one effect with discretion).
- In addition, if the wearer fails the save by 5 or more, they are afflicted with a level of exhaustion.
- In addition, on a natural 1, after the spell's effect completes it becomes a living spell under the control of the DM (see Eberron: Rising from the Last War)
- In addition, on a natural 20, the ring regains 1 charge
Examples
- Cause Fear becomes Cause Bear, and the wearer must make 1 intelligence saving throw of DC 12 (10 + 1 + 1)
- Cause Fear becomes Cause Beer, and the wearer must make 2 intelligence saving throws of DC 13 (10 + 1 + 2)
- Mass Heal becomes Mash Heel, and the wearer must make 3 intelligence saving throws of DC 22 (10 + 9 + 3)
- Arcane Gate cast by another creature becomes Arcane Gait, and the wearer must make 3 intelligence saving throws of DC 19 (10 + 6 + 3)
Sentience
Archanos is a sentient chaotic neutral ring with an Intelligence of 21, a Wisdom of 7, and a Charisma of 5. It has hearing and darkvision out to a range of 60 feet.
The ring can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is broken and intermittent. While you are attuned to it, Achanos also understands every language you know.
Personality
Archanos is often incoherent, only sometimes able to speak in full sentences. Even when it does, there is not telling whether the wielder will hear a glib remark, verbal spell components, deep magical secrets, or echoed memories of the archmage's soul trapped within.
These whispers into the mind can take their toll. Whenever a creature attuned to the ring completes a long rest it must make a wisdom saving throw of DC 5.
- If they fail the save, they are afflicted with short-term madness and the DC goes up by 1.
- If they fail the save by 5 or more, they are afflicted with long-term madness and have disadvantage on these saving throws.
If the DC reaches 20, the creature attuned is afflicted with indefinite madness.
Notes: creature with the "spellcasting" feature, Utility, Jewelry, Sentient
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