Turban of Reciprocity
A magic item from the Elderdays, Turbans of Reciprocity revel in bringing farce to magical effects in play.
A turban of reciprocity cannot be attuned or controlled by any creature.
If any creature with active magical effects enters within 120" of a turban of reciprocity the following occurs on the initiative count of 30 of each subsequent round and impacts all creatures within 240":
- If a creature has a magical effect on them (e.g. enchantment, abjuration, concentration effect) that creature must make two savings throws DC 12 vs lowest mental stat (i.e. intelligence, wisdom or charisma)
- On a success nothing happens
- On a failure, one of the magical effects controlled by the creature is transferred to a random creature within the control area of the turban, who has immediate access to the magical effect and can use it
- If an effect is transferred it transfers back to the original controller on the initiative count 31 of the next round
- If there is no creature or object that the magical effect can be transferred to, it is phased out and passes to no other creature until returning to the original controller on initiative count 31 of the next round
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