While many believe the grandiose white gold chalice, depicted with a gorgeous metal working of floating cities on top of a blanket of clouds to be Firazure; however, it is the liquid that is inside. This liquid inside is a creamy, white with a consistency between water and honey. The chalice is always full of it, regardless of how much is consumed. The liquid only escapes the cup when coming into contact with a creature that wishes to consume it. It has been said to be nearly tasteless, only having a faint mint-like flavor. Given the nature of the effects it has on those that consume it the liquid is believed to be the blood of a djinn combined with divine blood of a sky deity. Whenever a person ingests the liquid inside, they immediately undergo the attunement process. Depending on how much of the liquid is ingested by a creature their body undergoes a slight change. It has been noted that it is possible for the drinker to gain aerokinetic abilities; however, for those that chose to ingest the entire liquid within the chalice and fail the attunement process, suffer a "curse" (This curse can be up to the DM). It is noted that a creature successfully attuned to Firazure grows in their aerokinetic abilities as they get stronger.
1st Level:
You have gained the ability to slightly manipulate the air around you.
- You gain a flying speed equal to half of your walking speed (rounded up).
- You learn the Gust spell if you didn't know it already. The creature, on a failure, is pushed 10 feet away from you rather than 5 when you cast the spell using this item.
- You gain the ability to manipulate the air around others. As an action you can spend a charge to cast the Feather Fall spell.
5th Level:
You have gained a better control of your aerokinetic abilities.
- You can cause bubbles of air to allow you and those you designate to breath where it wouldn't be possible. As an action you can spend 3 charges to cast the Water Breathing spell.
- Gale Stream:
- You are able to send a powerful jet of wind that can damage targets and knock them off their feet. As an action you can expend 2 charges and make a ranged weapon attack with a range of 80/120 feet (you are proficient with this "weapon"). On a hit the target takes 2d10 bludgeoning damage. The target also must make a Strength saving throw (the Save DC is equal to your respective class DC. If your class does not have a Save DC then it is equal to: 8 + your proficiency bonus + you CON modifier). On a failure target is knocked up to 30 feet in any direction of your choice, except upward, and is knocked prone.
- Your ability to control the air around others has slightly increased. As an action you can spend 2 charges to cast the Levitate spell.
11th Level:
Your aerokinetic abilities have improved as you have grown in strength.
- You have better control over your flight capabilities. You have a flying speed equal to your walking speed.
- You can pull the necessary molecules needed to sustain life from the air around you. You no longer have to breath air and are immune to suffocating.
- You can form massive gusts of wind and form it into structures. As an action you can spend 3 charges to cast the Wind Wall spell.
- Gale Stream:
- The damage increases from 2d10 to 3d10.
- Howling Tunnel:
- You can create a ripping tunnel of wind that can cut through objects in its path. As an action you can spend 3 charges and create a 60 foot long and 10 foot wide wind tunnel. Every creature within this tunnel must make a Constitution saving throw (see above for Save DC calculations). On a failure each creature takes 3d12 slashing damage as the winds slice through their bodies. On a success each creature takes half as much damage.
17th Level:
You have mastered the abilities granted to you by Firazure.
- You are now able to become one with wind. As an action you can spend 6 charges and cast the Wind Walk spell.
- Gale Stream:
- The damage increases from 3d10 to 4d10.
- Howling Tunnel:
- The damage increases form 3d12 to 4d12.
- Cyclone of the Four Corners:
- You are able to conjure the air within the area to form a violent tornado. As an action you can spend 7 charges to create a tornado you can see up to 100 feet away. The tornado has a 10 foot radius, is 120 feet tall and has the following properties:
- Any creature that is within 15 feet of it must make a Strength saving throw. On a failure they are pulled into the tornado. You can designate creatures to not be affected by this effect.
- At the start of their turn any creature that is within the tornado must make a Strength saving throw, or is brought to the top of the cyclone on a failure.
- Any creature that is within the tornado also must make a Constitution saving throw. On a failure they take 5d10 bludgeoning damage from the various objects pelting them.
- The cyclone lasts for 3 rounds, if you drop it as an action, or until you lose concentration (as if you were concentrating on a spell). Once the tornado disperses any creature inside immediately falls to the ground.
- You are able to conjure the air within the area to form a violent tornado. As an action you can spend 7 charges to create a tornado you can see up to 100 feet away. The tornado has a 10 foot radius, is 120 feet tall and has the following properties:
If you are targeted by a Dispel Magic spell, you lose all abilities granted by this item for 5 rounds, or 30 seconds. If you had any abilities activate while the Dispel Magic was cast, they immediately are dispersed.
Notes: Player rolling a percentile dice. DM sets DC
Previous Versions
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1/21/2021 7:27:31 PM
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