This Shivering cube, of molten glass, and weird shift of colors inside of it, as if the cube it self keeps changing, dying and coming back to life, the cube is cold to the touch, but emits a small heat have around it, always making a feint hum while being touched, and recreating patterns or memories on the inside while being touched.
The cube has 1d6 charges. As an Action you spend one charge, to activate the cube, and make a Spell attack against a target creature that you can see within 120ft. of you.
The cube has a +6 to hit, plus your intelligence modifier. (minimum of +6 to hit), on a hit the Cube deals 6d6 Damage, the damage type is determined by number of equal value dice on a tie the most valuable number wins.
The user can reroll a number of dice equal to their intelligence modifier (to a maximum of 5 times), but each dice can only be rerolled once
| d6 | Damage Type |
|---|---|
| 1 | Psychic |
| 2 | Force |
| 3 | Fire |
| 4 | Thunder |
| 5 | Acid |
| 6 | Cold |
The cube has other capabilities, outside of combat making the correct combination of numbers allows the attuned creature to forgo the damage to invoke a spell with the correct arcane combinations, their are 8 combinations known to the attuned creature, but legend has it their are infinite number of possibilities, a creature can only activate known combinations.
These combinations are treated as rituals, taking 10 minutes to preform the correct combination
| dice | spell effect |
|---|---|
| any 666 | Summon Fiend |
| 123456 | Enlarge/Reduce, DC 14 + int modifier |
| 111111 | True Resurrection |
| 222222 | Invulnerability |
| 333333 | Foresight |
| 444444 | Mass Heal |
| 555555 | Astral Projection, self only |
| 666666 |
Wish |
| sum of 22 |
Fly, allies or self only |
| undiscovered |
More combinations to discover ... |
The Cube as 6 charges max, and to recover this charges one can perform a ritual when the cube is out of charges making a sacrifice of intellect this takes 10 hours where the target Creature of the ritual must have 6 or more intelligence, and the creature must make a Intelligence Saving throw, of 24 (24 is the lowest possible saving throw)
On a fail the creature loses 1d6 intelligence. (If a creature reaches 0 intelligence throw this ritual, its mind shatters, making the player lose control over the character forever), the Cube regains (the lost intelligence in charges) the Saving throw goes down by 1
On a success the creature gains 1d6 Intelligence (to a max of 20), The Cube does not regain any charges this way and the Saving throw goes up by 1
Notes: (23 is the lowest possible saving throw) Saving throw goes up by one (1) every time a creature succeeds on the saving throw Saving throw goes down by one (1) every time a creature fails the saving throw min (23), Any creature with 6 or more Intelligence, Damage, Buff, Bane
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