Wondrous Item, artifact

When the world was young, the gods forged the world tears from the primordial essence at the heart of Ishtar. Their magic manipulates the fundamental nature of reality, allowing their wielders immense control over the fabric of existence and the actions of living creatures. The world tears were for a time lost, and during this time, it would seem the Kalashtar have made great strides at twisting these powerful crystals into vessels of their will.

Each crystal acts as a window through which the Kalashtar can witness and manipulate the world. Those lacking in force of personality might find themselves enslaved to the Kalashtar presence within the world tear.

world tear is an etched crystal in a curved droplet shape about 3 to 4 inches in diameter. When used, it grows to about 12 inches in diameter, and glittering lights and murky shadows flitter inside it. You can touch one or more world tears together, fusing them and enhancing their potent magic.  Fused world tears remain fused unless they are hit by a disintegrate spell or a +3 magic weapon.

While wielding a world tear, you can use an action to focus your will into the crystal. You must then make a DC 15 Charisma check. Each time you focus your will into the crystal after the first, the DC increases by 5. On a successful check, you gain control of the world tear's potent magic for as long as you continue to wield it. On a failed check, you gain control of the world tear's potent magic for as long as you continue to wield it, but you also become charmed by the Kalashtar presence within the world tear for as long as you wield it plus a number of days equal to the number of times you have been charmed by the Kalashtar presence within the world tear.

While you are charmed by the world tear, you can’t voluntarily part with it, and the Kalashtar presence within casts suggestion on you at will (the save DC equals the Charisma check DC of the world tear), urging you to work toward the evil ends it desires. The Kalashtar seem to crave little more than their release from what remains of their prison and the complete annihilation of the many races of god-children, although their methods of achieving these goals are often inscrutable.

Spells

While you control the potent magic of a world tear, you can cast one of the following spells (save DC 30) from it. You must have fused the requisite number of world tears to cast the spell, as indicated: fabricate (1 world tear), foresight (self only, 1 world tear), glibness (1 world tear), move earth (1 world tear), shapechange (1 world tear), Tenser's transformation (1 world tear), dominate monster (2 world tears), druid grove (2 world tears), invulnerability (2 world tears), mighty fortress (2 world tears), mind blank (2 world tears), reverse gravity (2 world tears), earthquake (3 or more world tears), holy aura (3 or more world tears), mass suggestion (9th-level version, 3 or more world tears), mirage arcane (3 or more world tears), ravenous void (3 or more world tears), or true polymorph (3 or more world tears). Once you cast a spell from the world tear, you lose control over its magic and must reassert it.

Master Weather

While you control the magic of the world tear, you can use an action to take control of freestanding water (1 world tear), winds (2 world tears), and the weather (3 or more world tears), as if you had cast the control water, control winds, and control weather spells, respectively, for up to 8 hours or until you no longer wield the world tear. When you change the current weather conditions, it only takes 1d4 minutes for the new conditions to take effect, and you can change the weather conditions to any stage, regardless of the current weather conditions. Once you have used this property of the world tear, you lose control over its magic and must reassert it.

Dreams of the Past

While you control the magic of the world tear, you can use an action to call up visions of the past that relate to an object you hold or your immediate surroundings, causing you to receive dreamlike, shadowy glimpses of recent events. While holding an object, you can see visions of the object's previous owner, learning how the owner acquired and lost the object, as well as the most recent significant event involving the object and the owner. If the object was owned by multiple creatures in the recent past (within a week with 1 world tear, 30 days with 2, or a year with 3 or more), you learn the same information about those creatures. Alternatively, you can see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back up to a week with 1 world tear, 30 days with 2, or a year with 3 or more. You learn about significant events, typically involving powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. Once you have used this property of the world tear, you lose control over its magic and must reassert it.

Destroying a World Tear

world tear appears small and fragile but is impervious to all damage. So long as the soul of Ishtar yet lives, the world tears cannot be destroyed. If the soul of Ishtar is ever to perish, however, the world tears will be rendered completely inert and vulnerable to damage.

Notes: Creation, Control, Communication, Buff, Debuff, Utility, Shapechanging, Cursed

Previous Versions

Name Date Modified Views Adds Version Actions
7/7/2024 5:09:16 PM
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Item Tags: Creation Control Communication Buff Debuff Utility Shapechanging Cursed

M0yenn3

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