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ARTIFACT - THE SHARD OF NAERIL

Updated: Jul 22, 2019


The Shard of Naeril is a faintly shimmering crystal in a delicately rune carved gold setting on a gold chain.  Looking into the crystal reveals a swirling morass of bluish mists (Almost as if you are looking into a swirling nebula), and every now and then a tiny spark of blue white light explodes within - like a distant star going supernova.

Using the shards powers causes the shard to glow blue as the power takes effect.  A slight blue sheen can be seen to come over the eyes of the user.  When tapping into the massive power of the magic weave to access wizard spells, the power of the Shard causes the shard to glow even brighter and rather than a blue sheen in the users eyes, they become overwhelmed with the same swirling nebula of energy as the shard (Solid - no iris is visible). 



 

LEVEL 1:

DETECTION I - DETECT MAGIC

USES: At will

Casting time: 1 action

Range: Self

Duration: Concentration, up to 10 Minutes.


For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.


The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.


ARCANE HEALER -

USES: Active any time a damaging cantrip is cast by user.


When the user casts a damaging cantrip they may add their appropriate spell casting bonus as additional damage. If the user is not capable of casting a damaging cantrip due to not being a spell caster, they may choose one from the wizard spell list and add a bonus equal to their highest mental stat bonus.


At Level 4:

USES: Active any time a target is hit and takes damage from a damaging cantrip cast by the user.


The damaging cantrip now also emits a small area of effect heal of 1 hp which shoots out in blue lines to affect any companions who are within 5 feet of the target. They briefly flash with blue light as they are healed.


At Level 6: the heal is 2 hp


At Level 8: The heal is 3 hp


 

LEVEL 2:

MAGIC INITIATE FEAT -

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at the highest spell slot that would be available to a single classed spell casting class of your level. Ie. If the user is 7th level they could cast that spell as if a 4th level spell slot were used. (5th at 9, 6th at 11, etc.) Once you cast it, you must finish a long rest before you can cast it again.

Your spell casting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.


DETECTION II - DETECT EVIL AND GOOD -

USES: At will.

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes.


You sense the location of an aberration, celestial, elemental, fey, fiend, or undead if it is within 30 feet of you. If there is a place or object that has been magically consecrated or desecrated within 30 feet, you are also able to locate it.


You are unable to sense these things through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

LEVEL 3:

SHARD BONUSES -

USES: Constantly active while worn


The shard gives a +1 to AC and all saves. This increases to +2 at 7th level and finally +3 at 11th level. These bonuses do not stack with items such as rings of protection that duplicate the same effect.


WEAVE MAGIC -

USES: Once per day. Recharges at dawn.

Casting Time: As spell

Components: As spell. Never Material component.

Range: As spell

Duration: As spell


The Shard of Naeril taps directly into the magic weave surrounding the Crystal Spheres and with such a powerful connection it grants the user access to one free wizard spell per long rest, drawing from a pool of all known wizard spells from the Players Handbook, Elemental Evil and Xanathar's Guide (Of level 1).


When first discovered the user will feel the power of the shard but not understand it's full ability. When there is need and the user is in a situation where they feel like they need to come up with a solution to a serious problem, the shard will intelligently put forth the knowledge of how to cast the appropriate spell into the mind of the user. These spells never require any spell components, only verbal and gesture.


Spells cast in this way are immune to wild magic areas and effects.


At Level 5: Access to 2nd level spells


At Level 7: Access to 3rd Level spells


At Level 9: Access to level 4 spells.


At Level 11: Access to level 5 spells.


LEVEL 4:

DETECTION III - DETECT POISON AND DISEASE -

USES: At will

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes.


If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.


This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

LEVEL 5:

DETECTION IV - DETECT TRAPS -

USES: Once per day. Recharges at dawn.

Casting Time: 1 action

Range: 120 feet

Duration: Instant


You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a Glyph of Warding, or a mechanical Pit Trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.


This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general Nature of the danger posed by a trap you sense.


SEAL OF HEALING -

USES: Once per short rest.

Casting Time: 1 action

Range: 30 feet

Duration: 1 combat turn


When this spell is cast, the target within range will have a powerful glowing seal cast upon them. For the duration, melee attacks against this creature are with advantage and each hit somewhat heals the attacker. A successful hit will give health back to the melee attacker equal to half the damage they dealt. Caps at 25 hp returned per attacker for the turn.


At Level 10: One extra use of this ability per short rest.

 

LEVEL 6:

SPELL SNIPER FEAT -

USES: Active when a ranged spell attack is cast by the user.


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. • Your ranged spell attacks ignore half cover and three-quarters cover. • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 

LEVEL 7:

DETECT SURFACE THOUGHTS -

USES: At will (Once per short rest on an individual target)

Casting Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute


This is a specifically minimized version of the Detect thoughts spell. It is only surface thoughts, and the target gets a Wis save v the user's Spell DC. (If the user is not a spell caster they may use their highest mental stat bonus) - But unlike Detect thoughts the target does NOT know they have been scanned.


At will, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. Some minds are strong and somewhat resistant to being spied upon. The creature being targeted gets a WIS saving throw to prevent the reading. If they fail they get another save every 1 minute. Either way they are not alerted to the spying. You initially learn the surface thoughts of the creature - what is most on its mind in that moment.


To mitigate abuse of this At Will power, you may only attempt to scan an individual's mind once per short rest. That way if they Make their saving throw you can't just continually do it till it works. This is reasonable.



At Level 10:

TRUE DETECT THOUGHTS -

USES: Once per day. Recharges at dawn.

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 minute


For the Duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.


You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check if it succeeds, the spell ends.


Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.


You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the Duration, you can Search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.


Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the Duration as described above, even if you can't see it, but it must still be within range.

 

LEVEL 8:

THE SIGIL OF NAERIL -

USES: Once per day. Recharges at dawn.

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, 1 Minute


To use this power you must choose a friendly target within range to place the Sigil upon. This person becomes infused with the power of Naeril. Whenever a healing spell is cast upon the target it heals him more powerfully - When rolling for healing re-roll all 1's and 2's. In addition to this, every time the target is healed a pulse of blue-white light flashes out from the sigil and heals all friendly creatures within 15' for 1/4 of the healing done to the target.


DM Note - We'll see how powerful this is. I might put some limiters on it, but I think it should be fine. -D

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