Apocalypse Charm
The apocalypse chime is a powerful doomsday weapon, despite its simple appearance. Only a few inches in length, this bronze chime is carved in Draconic runes, topped with a carving of a skull, and suspended on a short iron chain. The chime itself negates magic in the surrounding area by absorbing the power into itself, and storing it for later use. This item has 4 charges, which can be spent to create varying effects. If the chime has 0 charges at the end of a long rest, it automatically gains 1 charge. Your spellcasting ability for the effects of the chime is Intelligence or your own spellcasting ability, whichever is higher. Any creature other than yourself that attempts to cast a spell within 10 feet of the charm must succeed on an ability check using their spellcasting ability, with a DC equal to 10 + the level of the spell being cast, otherwise the spell automatically fails and the chime gains 1 charge.
While holding the chime, if a creature within 60 feet of you casts a spell, you can use your reaction to expend a charge and cast counterspell as a 3rd-level spell. If a spell is successfully countered in this way, the chime gains a number of charges equal to half the level of the countered spell, rounded down. You can use an action and expend 2 or more charges from the chime to cast dispel magic as a 3rd-level spell, increasing the level of the spell for each additional charge spent.
You can use an action and expend 3 charges from the chime to cast the forbiddance spell without expending a spell slot. You can use an action and expend 4 charges from the chime to cast the antimagic field spell, except that the spell automatically lasts for 1 hour, and doesn’t require concentration. While the antimagic field remains, you can use an action on your turn and expend an additional charge to extend the duration of the effect by 1 hour. While the chime has at least 5 charges, you can use an action to ring the chime and expend all charges from it, causing anti-magical force to explode outwards in a 100-mile radius centered on yourself. All creatures within the radius make a DC 30 Constitution saving throw. A creature that fails this saving throw is automatically killed, and a creature that succeeds takes 30d12 damage. The area within the radius of the effect becomes subject to a permanent antimagic field.
Mechanics & Inner Workings
This item has 4 charges, which can be spent to create varying effects. If the chime has 0 charges at the end of a long rest, it automatically gains 1 charge. Your spellcasting ability for the effects of the chime is Intelligence or your own spellcasting ability, whichever is higher.
Significance
The chime itself negates magic in the surrounding area by absorbing the power into itself, and storing it for later use.
Item type
Weapon, Other
Rarity
Legendary
Weight
.5 lbs.
Dimensions
3 in.
Base Price
500,000 GP
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