This chandelier made from a large, naturally formed crystal, was created for a good aligned dragon, who wished to duel adventures without them betraying him and stealing his treasure. As an action, the creature attuned to it can cause it to glow bright light for 150 feet and dim light for an additional 150 feet. The user of the chandelier targets any number of willing creatures within including themselves the same room or cavern as the chandelier as an action. Creatures affected by this item are considered duelists. The creature attuned to the chandelier can dismiss the duel as a bonus action, ending all effects and restoring those who participated to full hit points. If a creature who is not under the effect of this artifact joins in battle with anyone under the effects, all the effects end for everyone, unless that creature is a summoned creature, in which case it is considered under the effects of this item in the same way as the summoner.
The effects of this magic last for 8 hours cannot be ended by dispel magic and can only be stopped by an antimagic field for as long as your concentration lasts on that spell. While under the effects of the Chandelier of Fair Dueling, anyone who drops to 0 hit points and is within the same room as chandelier, is automatic stabilized. Anyone under the effects of the Chandelier of Fair Dueling and in the same room as it is also considered immune to any ability that would cause instant death such as power word kill, disintegrate or an intellect devourer's body thief ability. If a spell or ability would instantly kill a target, it drops to 0 hit points instead. Greater restoration and lesser restoration is cast every 10 minutes on every duelist for the full 8 hours of effects. Any body parts lost during the duel regenerate within 1 hour.
Any duelist who tries to attack another duelist that is at 0 hp or is petrified takes 20d10 psychic damage and 20d10 radiant damage before each attack. Anyone who tries to steal from an unconscious duelist also takes this damage; once when stealing and then every 10 minutes until they return what they stole, 8 hours are over, or until they leave the room the chandelier is in. Anyone who tries to use a non duelist as an accomplice thief may also take this damage dependant on the DM's discretion.
Destroying the Chandelier requires two wish spells or a critical hit from a vorpal sword. Doing so causes an explosion of energy dealing 60d12 force damage in a 60 foot radius and opening a portal to the astral plane. Everyone within 10 feet of the Chandelier when it's destroyed, roll a d20, on a roll of 11 or higher you get sucked through to astral plane before taking any damage. Everyone out to a range of 210 feet make a DC 20 constitution saving throw or be deafened and blinded for 1 hour.
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