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Staff of Sun’s Demise

Staff, rare (requires attunement by a spellcaster)

Component: Aberration heart

A small faction of the Scholar of the Dark Dawn dedicated itself to researching the shadows between the stars and the spaces where light cannot reach. Most of them went mad, and the resulting experiments were nearly as unstable as the scholars themselves.

This staff has 9 charges and regains 1d6 + 3 expended charges daily at dawn.

Spells. While holding this staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 15): darkness (2 charges), feather fall (1 charge), gravity repulsion* (4 charges), levitate (2 charges), or slow (3 charges).

Unstable Focus. As an action while holding this staff, you can expend 3 charges to extend the pull of the black hole at its tip beyond the restraints of the staff. Each other creature within 50 feet of you must make a DC 15 Strength saving throw. On a failed save, a creature takes 5d6 force damage, is pulled 30 feet towards you, and is knocked prone. On a successful save, a creature takes half as much damage and is not pulled or knocked prone. Additionally, any loose items in the area that aren’t being worn or carried are pulled 30 feet towards you. If a nonmagical item reaches you in this way, it is consumed and destroyed by the black hole. Any creature that is reduced to 0 hit points by this property and is pulled within 5 feet of you is also consumed and destroyed by the black hole.

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Uncommon variant: Reduce the DCs to 13, the charges to 5, and the recharge to 1d4 + 1. Reduce the cost to use the Unstable Focus property to 2 charges, its damage to 2d6, and the distance a creature is moved to 20 feet. Remove gravity repulsion from the Spells property’s spell list.

Very rare variant: Increase the DCs to 16, the charges to 13, and the recharge to 1d8 + 5. Increase the cost to use the Unstable Focus property to 5 charges and its damage to 9d6. Add gravity smash* (5 charges) to the Spells property’s spell list.

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Gravity Repulsion

4th-level evocation

Casting Time: 1 action

Range: Self (20-foot-radius sphere)

Components: V, S

Duration: Concentration, up to 1 minute

Class: Sorcerer, Warlock, Wizard

You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see.

Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone, taking 3d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse’s damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.

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Gravity Smash

5th-level evocation

Casting Time: 1 action

Range: 120 feet (40-foot-radius, 100-foot-high cylinder) 

Components: V, S 

Duration: Concentration, up to 1 round 

Class: Sorcerer, Warlock, Wizard

You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw. If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone. If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone. 

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.

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Comments

Anonymous

Where is gravity smash described as it is referred to in the very rare variant but not described