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":  
  1. Make a DC 16 savings throw against the relevent statistic their spells are based on (e.g. charisma for warlocks, wisdom for druids)
  2. The caster/s with the best savings throws go first
  3. 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
  4. 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)
  5. 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)
  6. If all magicians fail or no magician swaps out a spell, nothing happens
  7. Every three rounds that magicians remain within 240", Orymass' Band reactivates and steps one to six reoccur
  8. 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
"Just because you have a choice, doesn't mean that any of them are right."

Comments

Please Login in order to comment!