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Macyaec (mah-KY-ahk)

by hughpierre
A macyaec is a sacred object of worship, typically associated with a wak'a shrine. Unlike with a huacas, which can be specific to an individual, a macyaec is explicitly communal and delapidated due to its long history of many owners.

Mechanics & Inner Workings

Muses

Macyaecs have a positive cultural perception that can ruboff on those who rediscovered them. The impact of which is most acute in the peoples who readily believe in that macyaec. Beliefs
d23 Effects
1 Buff: Adds d6 fire damage to attacks made with the object
Debuff: Object emits a constant, faint heat, making it uncomfortable to carry for long periods and causing disadvantage on Stealth checks
2 Buff: Adds d6 cold damage to attacks made with the object
Debuff: Object lowers the ambient temperature around it, causing the wielder to suffer disadvantage on CON saves against cold-based effects and advantage against heat
3 Buff: Adds d6 acid damage to attacks made with the object
Debuff: Object slowly corrodes any non-magical equipment it touches: permanent -1 damage penalty, or a -1 penalty to its AC if its armor. If it is dealt a -5 penalty the object is destroyed. Metallic objects that are not weapons or armor lose 1 foot cube of its mass centered around the point of impact, getting destroyed if more than 90% of its mass is corroded.
4 Buff: Advantage on Stealth checks
Debuff: Becomes mute while attuned to the object
5 Buff: Teleport up to 30ft to an unoccupied space
Debuff: Object occasionally causes spatial distortions, making it difficult to judge distances and imposing disadvantage on ranged attacks
6 Buff: Heals the wielder for half the damage dealt
Debuff: Wielder must make a DC 15 WIS saving throw after each battle or deal 6d6 damage to 1 person within 30ft, ally or enemy, and you regain hp equal to half that damage
7 Buff: Advantage on CHA (Persuasion) checks
Debuff: Wielder must make a DC 13 CON saving throw or become intoxicated, suffering disadvantage on DEX-based checks and attacks
8 Buff: (3/Day). Advantage on INT-based checks for any question that does not require intense magic to know (GM's discretion)
Debuff: Haunted by restless spirits, causing disadvantage on WIS saving throws
9 Buff: (1/Long Rest). Can change elemental damage type (fire, cold, acid, lightning, thunder) for one technique
Debuff: object’s shifting nature causes the wielder to have disadvantage on attacks against creatures with resistance to any form of elemental damage
10 Buff: Advantage on Deception checks
Debuff: Object occasionally warps the wielder’s perception, causing hallucinations and disadvantage on Insight checks
11 Buff: Adds d6 mental damage to attacks made with the object
Debuff: d4 mental damage each time it is used
12 Buff: Advantage on CHA (Persuasion) checks when interacting with loved ones
Debuff: Difficult for the wielder to part with the object and causing disadvantage on WIS saving throws to resist charms
13 Buff: Advantage on INT checks and saving throws
Debuff: Disadvantage on WIS checks due to overthinking simple situations
14 Buff: +2 bonus to Armour Class
Debuff: Object is heavy and unwieldy, causing disadvantage on DEX saving throws and checks
15 Buff: Advantage on attack rolls against targets who have damaged them
Debuff: Wielder must make a DC 15 WIS saving throw after each battle or, for 3+CON rounds, lose the ability to make mental checks. After which, take -2 to STR and DEX for 2 rounds
16 Buff: +1 bonus to any one ability score of the wielder’s choice each day
Debuff: Bonus shifts unpredictably, potentially changing at inopportune moments and causing -4 penalty to Move Silently and Balance checks. Plus, d% 10% increase a spell might fail.
17 Buff: Advantage on saving throws against being charmed or frightened
Debuff: Object is possessive, causing disadvantage on Persuasion checks when trying to gain the favour of other beings
18 Buff: Advantage on Investigation checks
Debuff: Compels the wielder to investigate anything unusual, causing disadvantage on WIS saving throws to avoid traps and other hazards
19 Buff: Advantage on CHA (Performance) checks
Debuff: Object occasionally casts a minor illusion (GM’s choice) that can confuse the wielder and allies, causing disadvantage on Perception checks
20 Buff: Advantage on Sleight of Hand checks
Debuff: Object encourages deceit, wielder must make a DC 8 + proficiency bonus + CHA modifier as a WIS saving throw whenever entering a new community or have disadvantage on WIS checks due to the wielder’s reputation to lie and manipulate
21 Buff: Advantage on CHA (Persuasion) checks when wooing someone
Debuff: Object induces feelings of longing and distraction, causing disadvantage on WIS saving throws to maintain focus during combat
22 Buff: Advantage on CHA (Inspiration) checks and allows the wielder to inspire allies, granting them a d6 bonus to their next roll once per short rest
Debuff: Wielder becomes overconfident, suffering disadvantage on WIS saving throws to resist fear effects
23 Buff: Adds d6 CON damage to attacks made with the object
Debuff: Object inflicts pain on the wielder, causing them to take hp damage equal to their STR score each time they land a critical hit

History

New

Macyaecs can start out as any common item or specialty tool made for a purpose. They can be something that was always rare and outstanding is some aspect that was widely known to be vital during one or many events. Such that it gains legendary status.  

Greatest Height

The macyaec has been around for years until it is eventually breaks beyond repair. However, throughout its useful life it has gained such notoriety as to become a huaca for many people. Possibly, even being the subject of age old tales.  

Ruin

It is not uncommon for an ancient macyaec to be abandoned at its sacred site. As a result, many are in a somewhat deteriorated state due to being exposed to the elements for an unknown amount of time. Bizarrely, this can contribute to belief in their power. Rather than appearing as shiny and new; an object that 'shows its age' is seen as legitimate.
As an option, GMs can limit a macyaec's use to 3 charges to reflect their broken state. After 3 uses, it falls apart.

Significance

Like with a huaca, a macyaec can be anything:
  1. Weapons - Any tool of war; no matter how strange.
  2. Shields - Any potable bulwark of protection.
  3. Instruments - Produces harmonious musical sounds, conventionally or otherwise.
  4. Ornaments - Small jewellery, charms and trinkets.
  5. Tools - A collection of worn equipment, paraphernalia or something strange.
  6. Wears: - Conventional articles or clothing of any design.
  7. Staffs - A conduit for magical, political or military power.
  8. Tomes - A receptacle of lost or forbidden knowledge.
  9. Devices - Self-operating machines, responsive to orders.

Item type
Trophy
Current Location
Related ethnicities
Owning Organization
Rarity
Common
Raw materials & Components
Various
Tools
Various
Additional Minor Options
d100 Minor Beneficial Muses
01-20Gain proficiency in one skill of the GM's choice
21-30Immune to disease
31-40Can't be charmed or frightened
41-50Resistance against one damage type of the GM's choice
51-60Can use an action to cast one cantrip
61-70One additional spell slot of each level they can cast
71-80Two additional cantrips from any list that are forgotten if the user looses control of the macyaec
OR
10 additional points for such a magic system
81-90(1/hour). Take +1 to their next ability check or saving throw using STR, DEX or CON within the next minute
91-00Gain a +1 bonus to Armour Class
Additional Major Options
d100 Major Beneficial Muse
01-20One ability score (GM's choice) increases by 2, to a maximum of 24
21-30Regain d6 hp at the start of your turn if you have at least 1 hp
31-40When you hit with a weapon attack, the target takes an extra d6 damage of the weapon's type
41-50Walking speed increases by 10ft
51-60Can use an action to cast one 4th-level spell. Afterwards, on a d6 1-5, you can't cast it again until the next dawn.
61-70(CON modifier/Short or Long rest). Teleport to one enemy within 30 ft. and attack them. If used beyond the number equal to your CON modifier, you will gain 1 level of exhaustion for each use

Requires: DEX. 14; STR. 15
71-80Persons within 8ft must succeed a DC 12 WIS check in order to lie
81-90Melee strike one enemy for 2d8 damage and d6 hp damage. May be used a number of times equal to CHA modifier +2 (min 2). Beyond this will deal 2d6 damage to yourself. Regain uses after a short or long rest.

Requires: DEX. 15; STR. 15
91-00Can't be blinded, deafened, petrified, or stunned

Comments

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Aug 8, 2024 20:30 by George Sanders

I like the inclusion of the random buffs/debuffs table, examples, and comparison with other items in your world.

Read the great stories submitted for the Worldember Prose Prompt.
Aug 21, 2024 10:25 by George Sanders

I added your article to the short list for my Summer Camp sponsored prompt "A personal item that keeps you safe." View the short list.   This earns you a prize! An 800x800 hand drawn digital image of your item. To claim your prize join our prize discord server or email me at [email protected] so my artist, Gege, can work with you on the image. We are still deciding on the grand prize winner. They will be announced on 8/31 during the World Anvil Twitch Livestream.   I will be sharing your article on community posts and Lavani's Reading List. When you join the discord server, check out the optional World Deck we are planning for the items. Congrats!

Read the great stories submitted for the Worldember Prose Prompt.
Sep 1, 2024 01:37 by George Sanders

Wanted to reach out to let you know to claim your prize by Sept 15th and to share an updated discord link. Look forward to hearing from you!

Read the great stories submitted for the Worldember Prose Prompt.
Sep 10, 2024 11:22

I had sent a message to the email address