Echo Chamber
A magical item from the Elderdays, the Echo Chamber warps reality by accessing the Quanti to create duplicates of creatures within its range.
It cannot be controlled or attuned.
The first time any creature comes within 30" of the Echo Chamber on the inititaive count of 20, all creatures within 120" must make two DC 20 charisma savings throws. If a creature fails, the following occurs:
- A clone of the creature appears in an adjacent space and immediately attacks the creature
- On each subsequent initiative count 20, the clone vanishes (if it appeared) and the creature must make another two DC 20 charisma savings throw or point one (above) reoccurs
- A clone returned this way, reappears in the same condition it last disappeared (e.g. HP, AC, spells used etc)
- This continues while the creature remains within 120" of the Echo Chamber, or if the creature renters the area of effect within 24 hours or the clone is destroyed
- If the clone is destroyed, the creature must immediately make two DC 20 charisma savings throws. On a success the creature gains one level of exhaustion, on a failure the creature gains two levels of exhaustion
- The clone can pursue the creature outside of the area of effect but cannot reform if a creature starts its turn outside of the area of effect
- A clone will not be "resummoned" for 24 hours if it is destroyed
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