More stuff
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---
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title: Chamber of Lightning Bolts
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description:
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description: A small cube that fires bolts of lightning.
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date_pub: 2023-03-13T01:22:00-04:00
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date_upd: 2023-03-19T19:47:00-04:00
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date_upd: 2023-05-09T22:20:00-04:00
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section: magic items
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content_type: feature
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short_code: mcolb
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status: hidden
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short_code: mc1b
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---
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<div class="imgWrapper">
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@@ -15,12 +14,17 @@ status: hidden
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</div>
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A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). The inside of the cube is lined with mirrors. As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, but it cannot be touched.
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A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). The inside of the cube is lined with mirrors. As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, although it cannot be touched. The bottom of the cube is inscribed with the word "bolt" in archaic common.
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**Activation**: When the command word is spoken, a lightning bolt leaps from it, landing at a point up to 180' distant, and continuing in a 5'-wide path for up to 60'.
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### Activation
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**Creatures caught in the lightning bolt**: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
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When the command word ("bolt") is spoken, a lightning bolt leaps from it, landing at target point up to 180' away, and continuing in a 5'-wide path for 60'.
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**Bouncing**: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the wielder of the wand.
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- Deals 6d6 damage to creatures caught in it (**Save vs Wielded** for half damage).
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- If the bolt hits a solid barrier before it reaches its full length, it is reflected, traveling back towards the chamber for the remaining distance.
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**Usage die**: Starts as a d10. After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1). After it drops to one, the next use finishes it off, and the cube becomes inert.
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### Usage Die
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- Starts at d10.
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- After each use of the chamber, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow inside becomes dimmer.
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- After it drops to one, the next use finishes it off, and the cube becomes inert.
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