This ornate, throne-like chair is permanently affixed to a dais that is equally ornate. The chair is designed to propel and maneuver a ship through space and air. It can also propel and maneuver a ship on water or underwater. The ship in question must weigh 1 ton or more. The chair and dais weigh 1,000 lbs. The chair has 16 charges. It regains all expended charges after a long rest.
Passive Properties. The following properties of the chair come into play even when no creature is attuned to it:
- When placed at the helm of a vessel, the chair generates an envelope of fresh air around the ship while it is in the void of space or underwater. This envelope extends out from the edges of the hull and the tip of the main mast in all directions for a distance of 30 feet, so that creatures aboard and near the ship can breathe normally in space and underwater. The temperature within the air envelope is 70 degrees Fahrenheit.
- When placed at the helm of a vessel, the chair generates a bubble-like shield of magical energy at the edge of the envelope of fresh air while it is in the void of space or underwater, or when you use a bonus action to activate it. The shield allows things (magic, projectiles, creatures, etc.) to pass from the inside to the outside, but nothing except a creature who is attuned to the chair can come from outside to inside. This shield is represented by an AC of 21 and 300 temporary hit points. The shield gains 300 temporary hit points every round, at initiative count 20 (losing any ties). The shield is immune to radiant, psychic, poison and cold damage, and it is resistant to bludgeoning, piercing and slashing damage.
- When placed at the helm of a vessel, the chair generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for 30 feet.
- When placed at the helm of a vessel, the chair turns the vessel's weapons into an arcane cannon. A maximum of two of these cannons can cast the disintegrate spell at will. The range of all the effects of the cannons are multiplied by 1,000,000 but only while in the void of space. The cannons have sufficient power to be fired every round, but as stated in the description of the item, an arcane cannon requires an action to be aimed.
Active Properties. The sensation of being attuned to the chair is akin to being immersed in warm water. While attuned to the chair, you gain the following abilities while you sit in it:
- You can use the chair to mentally propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to the number of your unexpended psionic energy die × 3.
- You can use the chair to mentally propel the vessel through the air at a maximum speed in miles per hour equal to the number of your unexpended psionic energy die × 10.
- You can use the chair to mentally propel the vessel through space at a maximum sublight speed equal to 0.5c, or half the speed of light.
- If the ship is in space and no other objects weighing 1 ton or more are within 1 mile of it, you can use an action to mentally cause the chair to enter FTL (Faster Than Light) speed for interstellar travel. In FTL, you can use the chair to mentally propel the vessel fast enough to travel 110,000 lightyears in 24 hours.
- Provided you have at least one psionic energy die available, you can mentally steer the vessel smoothly and accurately.
- Unless you have entered FTL or are in the atmosphere of a planet, you can use an action to use the chair's sensors. In this state, you have blindsight starting at the edge of the ship out to a range of 10 lightyears, and you are considered blinded and deafened in regard to your immediate surroundings. This blindsight cannot see through the invisible condition.
- You can see what’s happening on and around the vessel as though you were standing in a location of your choice aboard it.
- You can use an action to expend 2 of the chair's charges in order to cast invisibility on the outside of the vessel's shield. When you cast invisibility this way, the vessel and everything on it are invisible to anything outside the shield (unless they have special senses), and the spell ends if any creature within the boundary of the shield makes an attack roll or forces a creature or object to make a saving throw. You must maintain concentration on the spell.
- You can use an action to expend 7 of the chair's charges in order to cast the etherealness spell on the vessel and everyone on it. If you cast etherealness this way, it does not cost any extra movement to move the vessel up or down, but the vessel cannot enter FTL. Furthermore, all creatures can see everything on the vessel and out to a range of 600 feet past the edge of the vessel.
- You can use an action to expend 9 of the chair's charges in order to cast the gate spell. You must have the material component to cast the spell and you must maintain concentration on the spell. The spell's portal is big enough to accommodate the vessel and it's shield.
- If the shield is damaged you can use an action to expend a psionic energy die; this causes the shield to regain 150 temporary hit points. Alternatively, if you are a spellcaster you can expend a spell slot to cause the shield to regain a number of temporary hit points equal to the level of the expended spell slot × 10.
- Provided you have at least one psionic energy die available, you can, as an action, mentally control a number of arcane cannon devices on the vessel equal to the highest number on your unexpended psionic energy die.
Transfer Attunement. You can use an action to touch a willing creature with psionic power. That creature attunes to the Ancient Control Chair immediately, and your attunement to it ends.
Drawback. No creature but the creature attuned to the chair can steer or propel the vessel. The vessel begins traveling at a normal pace for the conditions it is in or stops (your choice) any time you are not both conscious and sitting in the chair. The vessel cannot enter, and immediately exits FTL if you are not both conscious and sitting in the chair. Affixing the chair and dias to a vessel requires the removal of the ship's wheel, or whatever other primary mode of controlling the ship exists.
Notes: creature with psionic power, Control, Utility, Exploration, Eldritch Machine
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/8/2022 5:30:07 AM
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8
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0
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2.0
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Coming Soon
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8/20/2022 3:20:11 AM
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14
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0
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1.3.0
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Coming Soon
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