Wondrous Item, unknown rarity

The Aptitude Orb is a pentacontagon-shaped artifact, its fifty sides forming an intricate geometric marvel. Two thin handles of tarnished silver extend from its surface, giving it an almost ceremonial appearance. Within the orb, an ever-shifting prismatic magical light pulses and glows in erratic patterns, hinting at the arcane power contained within. Onec a day the Orb can be activated starting at dawn.

Activation & Properties:

To activate the orb, a creature must physically touch it and make a DC 18 Wisdom saving throw. This represents their ability to attune to the orb’s chaotic magic and shape its potential.

  • On a success, the wielder gains a random arcane aptitude from the Arcane Aptitude Table (1d20)Until  the next dawn.
  • On a failure, the wielder is unable to harness the orb’s power, and the magic within it fades until the next dawn.
  • Regardless of success or failure, the orb cannot be activated again until its magic replenishes the following day.

    Curse:

    If the orb is used too frequently (e.g., more than once per day via magic or trickery), the wielder must succeed on a DC 18 Wisdom saving throw or suffer a random wild magic surge as the orb overloads.

    Lore:

    The Aptitude Orb was discovered in the Pre-Age of Reckoning, though no one knows where it truly originated. Some legends claim it is linked to an ancient forgotten god of learning and innovation, while others say it was once part of a larger artifact that shattered into multiple pieces, each carrying a fraction of its immense power.

    Random Arcane Aptitude Table (1d20)

    d20 Arcane Aptitude Effect (Lasts until Dawn)
    1 Spell Echo – When casting a spell of 3rd level or lower, roll a d6. On a 6, the spell does not consume a spell slot.
    2 Mystic Vision – You can see into the Ethereal Plane and detect invisible creatures within 60 feet.
    3 Temporal Surge – You can take one additional bonus action per turn.
    4 Prismatic Barrier – Once per long rest, you can conjure a spectral shield that grants +2 AC and resistance to one random damage type (roll a d6: 1-Fire, 2-Cold, 3-Lightning, 4-Acid, 5-Thunder, 6-Psychic).
    5 Aetherial Step – Once per short rest, you can teleport up to 60 feet as a bonus action.
    6 Whispered Knowledge – You gain proficiency in one skill and one tool of your choice
    7 Arcane Conductor – Once per short rest, when you cast a spell, you can cause one ally within 30 feet to cast the same spell (without expending a spell slot), but they must use their own spell save DC and attack bonus.
    8 Reality Warp – You can cast Disguise Self or Minor Illusion at will.
    9 Rune Insight – You can read all languages, including arcane sigils and ancient scripts, and gain advantage on Arcana checks related to magical objects.
    10 Aptitude Awakening – You may cast a spell of a level higher than you normally can once, ignoring class restrictions. The spell must be on your class’s spell list and requires a long rest before this ability can be used again.
    11 Elemental Infusion – Choose one damage type (fire, cold, lightning, acid, or thunder). Your melee and spell attacks deal an additional 1d6 damage of that type.
    12 Echo of the Mind – Once per short rest, you may reroll a failed Intelligence, Wisdom, or Charisma saving throw.
    13 Gravitic Mastery – You can control the force of gravity around yourself. Once per short rest, you can cast Levitate on yourself without expending a spell slot.
    14 Dimensional Echo – Once per long rest, if you take damage that would reduce you to 0 HP, you teleport 30 feet to an unoccupied space instead and remain at 1 HP.
    15 Spellweaver’s Gambit – Once per long rest, you can cast two spells with a casting time of 1 action in the same turn.
    16 Linguistic Savant – You can speak, read, and understand all languages.
    17 Arcane Reflex – When a hostile creature casts a spell within 30 feet of you, you may use your reaction to move up to half your speed without provoking attacks of opportunity.
    18 Phantom Reach – Your melee weapon attacks gain +5 feet of reach.
    19 Wild Magic Spark – Once per long rest, when you cast a spell, you can roll a d20. On a 1, a wild magic surge occurs. On a 20, the spell is empowered, dealing maximum damage or lasting twice as long.
    20 Reality Shaper – Once per long rest, you can alter the gravitational pull in a 30-foot radius around you for 1 minute. You can either: 
    • Increase Gravity: Creatures in the area have their speed halved, and any flying creatures must land or fall. Ranged attacks have disadvantage, and Strength (Athletics) checks to jump or climb are made at disadvantage.
    • Reduce Gravity: All creatures in the area gain a flying speed of 20 feet, fall damage is negated, and Strength (Athletics) checks to jump are made at advantage.
      You may switch between these effects as a bonus action during the duration.

Previous Versions

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