Wondrous Item, legendary

This 10 X 15 ft alter is made of pure stone and weighs about 900 lbs. This altar can reconstruct different spells to the casters desire.

When you take a long rest, you can choose to take one level of exhaustion to change a spell. When you choose a spell you have 8 options with different difficulties to succeed in changing.

1. Transmute Energy. You must succeed on a DC 15 intelligence check to change the type of damage that the chosen spell does to another damage type.

2. Convert School. You must succeed on a DC 15 intelligence check to change the type of magic it is.

3. Convert Targeting. You must succeed on a DC 18 intelligence check to change the target from its original to a different target type. For Example, a fireball can be converted into a cone out to 20ft, or a spell attack roll to one target.

4. Transmute Conditions. You must succeed on a DC 18 intelligence check to change a condition type of the chosen spell to another condition type.

5. Transmute Save. You must succeed on a DC 20 intelligence check to change to saving throw from its original, to another type.

6. Heightened Circle. You must succeed on a DC 25 intelligence check to increase the level a spell can be upcast at up to your intelligence modifier, for example the glyph of warding could be able to hold 7th level spells if you have a 18 in Intelligence.

7. Heightened Power. You must succeed on a DC 25 intelligence check to increase the power of spells increasing the base spell damage dice equal to your intelligence modifier.

8. Change the Words. You must succeed on a DC 30 intelligence check to ask your dm to change multiple things from the spell up to your intelligence modifier.

Frustrated insanity. If you fail on making the intelligence check you become subjected to madness. 1 and 2 give disadvantage on intelligence rolls, 3 and 4 have you roll on short term madness, 5 and 7 gives you long term madness, and 8 gives indefinite madness.

DartanyanHobbs

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