Orymass' Band
A magical item from the Elderdays, Orymass' Band entices magicians to reassess their magical choices.
It cannot be controlled or attuned.
The first time a magician (a creature that can cast spells) comes within 60" of Orymass' Band, on the followig inititaive count of 25 all magicians within 240":
- Make a DC 16 savings throw against the relevent statistic their spells are based on (e.g. charisma for warlocks, wisdom for druids)
- The caster/s with the best savings throws go first
- If they fail, the caster/s with the next best savings throws make their savings throws etc. until either a magician succeeds or all magicians fail
- On a success, the magician who succeeds, as a bonus action may swap out any spell prepared for a different spell (and it remains in effect until the next long rest)
- All other magician's may then also as a bonus action swap out any spell prepared for a different spell (and it remains in effect until the next long rest)
- If all magicians fail or no magician swaps out a spell, nothing happens
- Every three rounds that magicians remain within 240", Orymass' Band reactivates and steps one to six reoccur
- As soon as all magicians move more than 240" from Orymass' Band or magicians swap spells in three different rounds the Orymass' Band goes inert for 24 hours
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