This doohickey is a filigree cog wheel, which has a glow about it. On close examination, each tooth appears to be different. Some can be felt there but appear to be invisible, some can be seen but not felt. There are extremely cold or hot teeth, while others appear to be made of wood of some kind, fused to the filigree wheel.
The cog wheel can be installed into an artificer’s core equipment (steel defender / eldritch cannon), and when it is the equipment gains the first quality from the effect table. This effect is replaced the next time the following dawn and so on.
Once per long rest, an artificer may attempt to wind the gear forward or back to a specific effect with a DC20 tool check. On a successful check, they may select the effect for the day from the table. The following day will follow on from this selection in table order. On a failure, roll a d10 and the form is selected at random.
d10 |
Effect |
1 |
The machine grows 1d8 antennae and has a passive perception of 30. In the event it detects a hostile creature, it will sound an alarm audible for 300 feet |
2 |
The machine doubles it’s current movement speed |
3 |
The machine vanishes to the Ethereal Plane. Its equivalent location on the Material Plane can still be inferred by a mote of grey light. It cannot be physically interacted with, but the artificer can still cast spells from the machine’s location. When spells are cast in this manner all effects are treated as doing psychic damage in place of the normal spell effect (if the spell would not normally deal damage, it instead deals 1d8 psychic damage for each spell level). |
4 |
The machine glows with the intensity of a Daylight spell. It is hot to touch and cannot be shuttered. Undead cannot approach within 60 ft of the machine. |
5 |
The machine will cast Magic Missile instead of its normal attack. |
6 |
The machine has a movement speed of zero (missing tooth) |
7 |
The machine has resistance to non-magical damage. |
8 |
Any material placed into the machine for 10 minutes will be affected by the ‘Purify Food and Drink’ spell. |
9 |
The machine changes form to a form it interprets as being most helpful to the artificer. It gains any appropriate movement types (flying / swimming / climbing) related to that form, but the artificer cannot cast spells from the machine’s location while in form. |
10 |
Whenever the machine makes an attack, it has a 5% chance of detonating, (casting a fireball spell centered on itself). |
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