Wondrous Item, legendary (requires attunement by a creature except ones who are immortal or immune to magical aging effects.)

Well polished and weighty, the exemplary craftsmanship of this hourglass hints at a legendary lineage - perhaps tracing its creation to Primus himself.

Encased in twisting ebony wood supports and a glimmering glass shroud, fine black sand dances within. The sand flows like that of any ordinary hourglass yet it seems impossible to look at it directly...almost as if it is blurring in and out of reality.

Temporal Slumber. The Hourglass of Time has up to 3 charges and regains 1d4-1 at dawn if it was not used the previous day. If it has zero charges, it is destroyed. To tap into this item's time-altering magic, an attuned creature will meditate on their desired age before taking a long rest. When they wake, their age will have changed accordingly, permanently. Reference the “Age Effects" tables for more information and refer to the character's racial traits for the natural lifespan of the user's race.

Quantum Die. The shifting of sands is difficult to calculate precisely and sleeping even a few moments too long can have drastic effects. With each use, roll 1d10 Quantum Die and an additional d10 for each age category changed . The first represents the percentage of years you overshoot your desired age, rounded down. Your maximum lifespan is permanently reduced a number of years equal to the total of the remaining Quantum Dice rolled.

Erasure. Temporal magic is dangerous and often sought by those wishing to use it for ill. If the Hourglass changes a creatures age beyond its lifespan, the creature immediately perishes. It and everything on its person - except magic items - dissolves into a pile of fine black sand. The creature can be restored to life only by means of a true resurrection or a wish spell.

Age Effects Table

 

Young Adult

Adult

Middle Age

Old

Venerable

Percentage of Natural Lifespan

15-30%

30-50%

50-70%

70-90%

90-100%

Ability Improvements

+2 to Dex

N/A

Choose two abilities from Int, Wis, or Cha; gain +2 in one of these and +1 in another.

Choose two abilities from Int, Wis, or Cha; gain +2 in both of these and +1 in the remaining ability.

Choose between Int, Wis, and Cha which ability to increase by +3, +2, and +1 respectively

Ability Reductions

-2 to Str, Con, and Wis

N/A

-1 to Str, Dex, and Con

–2 to Str, Dex, and Con

–3 to Str, Dex, and Con

Proficiencies

Replace one skill proficiency with Acrobatics or Sleight of Hand. If you are already proficient in either of these skills, you may instead gain expertise in one of them.

N/A

You gain proficiency in one skill or tool.

Replace proficiency in a Str or Dex-based skill and gain expertise in one skill or tool which you are already proficient uses Int, Wis, or Cha.

Replace proficiency in a Str or Dex-based skill and gain expertise in one skill or tool which you are already proficient that uses Int, Wis, or Cha. You may also gain proficiency in an additional skill or tool

Notes: creature except ones who are immortal or immune to magical aging effects., Utility, transmutation

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2020 5:18:02 PM
0
0
1.0
Coming Soon
5/22/2020 8:47:57 PM
4
0
1.1
Coming Soon
5/22/2020 8:59:49 PM
84
0
1.2
Coming Soon
5/22/2020 9:00:56 PM
4
0
1.3
Coming Soon
6/3/2020 8:17:25 PM
32
0
1.4
Coming Soon

Item Tags: Utility transmutation

farlet10

Comments

Posts Quoted:
Reply
Clear All Quotes