Weakstone

A magical item from the Elderdays, the Weakstone enervates the powerful.   It cannot be controlled or attuned.   The first time any creature comes within 100" of the meekstone on the inititaive count of 20 it must:  
  • Make a DC 14 savings throw against each of its ability scores
  • For each ability score savings throw it fails - nothing happens
  • For each ability score savings throw it succeeds - that ability score is temporarily reduced by 2
  After any failure for a specific ability savings throw, each additional round a creature is within 100" of the meekstone on an initiative count of 20 it must:
  • Make a DC 14 savings throw against each of its ability scores
  • For each ability score savings throw it fails - nothing happens
  • For each ability score savings throw it succeeds - that ability score is temporarily reduced by 1
  • The weakstone cannot reduce any ability score beneath half of its orginal ability score (rounded down) or three (whichever is the higher)
A creature must "fail" two rounds in succession (if within the area of effect) or spend four rounds outside of the area of effect to restore one ability point.
"The weak can never forgive. Forgiveness is the attribute of the strong."

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