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Toster's Imperfect Abyssal Lantern

Wondrous Item This item counts towards the Toster's Imperfect Cleanse set bonus.
The lantern is crafted from four long obsidian shards stuck into large black opals on either end. The panes of the lantern are made from diamond. The lantern's diamond panes turn a deep solid brown when the lantern has a prisoner but is turned off. When there is no creature imprisoned in the lantern, the diamond panes turn jet black. When the lantern is activated, the diamond panes turn perfectly clear. Legendary (this item requires attunement)

Toster, after promising to cleanse his friend Yrio, researched cleansing corruption. This lantern represents his first (moderately) successful attempt at cleansing abyssal corruption.
This lantern can be used to derive power from the imprisoned creature within. Whenever a creature, being, or other object is imprisoned within the Abyssal Lantern, it can be turned on to glow indefinitely. Whatever thing is inside the lantern is well taken care of by the lantern itself. It will not die of disease or wounds but will die of old age. Whatever is imprisoned within the lantern cannot leave unless an outside, attuned, user frees them.
The lantern has a maximum of 2 charges and regains one charge daily at dawn. To expend a charge 1d10 (or a d12 should you have enough of the set). The maximum roll attainable is the imprisoned object's CR divided by 2, rounded down. Should you roll over this value, count it as the highest attainable roll.
1: The lantern emits a blinding flash of light. All creatures within 15 feet must make a DC 9 Dexterity saving throw or be blinded for one turn.
2: The lantern emits a healing pulse. Roll one hit die, add two, regain that many hit points.
3: The lantern fortifies its holder; raising AC by 2 for 1 minute.
4: The lantern casts Magic Missile. Direct the missiles however you choose.
5: Recharge your magical energy by drawing power from the creature within the lantern. The lowest spell slot level that you can currently cast, that you do not have all available spell slots for, regains one spell slot (this effect cannot restore a spell slot higher than 4th level). If you do not have any spent spell slots, this acts as if you had rolled a 4.
6: The lantern emits a dense fog. All creatures within a 10 feet radius must make a DC 18 Constitution saving throw. If a creature fails, they make attack rolls with disadvantage for 3 rounds and suffer -2 to all attack rolls. On a successful save, they only strike with disadvantage.
7: The lantern empowers you. You have advantage on saving throws for 3 rounds.
8: The lantern's power becomes an aura similar to Crusader's Mantle. The aura functions very similarly to the spellbook with a few notable changes. depending on the alignment of the imprisoned creature the damage type changes: good: radiant; evil: necrotic; neutral: force. The aura is centered on the lantern.
9: The lantern gives you insight into what is to come. Gain 1d4 and you can roll and add this die to any other roll you make. This effect does not stack. Expires after 1 day.
10: The lantern emits a shield. Roll 2d12 . Distribute these temporary health points to any creature you can see within 60 feet, as you choose.
11: The lantern begins to cast Prismatic Spray. Aim the lantern, and the spray, as you wish.
12:Recharge your magical energy by drawing power from the creature within the lantern. The highest spell slot level that you can currently cast, that you do not have all available spell slots for, regains one spell slot. If you do not have any spent spell slots, this acts as if you had rolled an 11.
13: The Lantern emits a massive healing pulse. 200 points of healing are divided, as you wish, among chosen creatures within 60 feet.
14: The lantern creates a Simulacrum of the imprisoned creature. The simulacrum acts as described in the spellbook with some notable exceptions. It deals half the damage of the original creature, cannot be repaired, and you can only have one simulacrum (formed from this effect or otherwise) under your control at any time.
15: Seven orbs emerge from the lantern. They last a maximum of 1 minute. If the creature within is good, they are golden. For evil, black. Neutral, white. The orbs fly out of the lantern and strike whatever you wish. If you use these bolts to strike an enemy, they act as follows. Attack: +19; on hit, deal 10d10 (good: radiant, evil: necrotic, neutral: force) damage. If they strike an ally they can either deal 10d10 points of healing or act as a Greater Restoration. Using any of these orbs costs one action, but you may use as many orbs as desired in that one action.


 

SetEffect
2You can now imprison objects in the Abyssal Lantern. To do this, you must perform a 2-hour-long ritual. The target object must be immobilized for the entire duration. Should the object move, the ritual fails. If the ritual succeeds, the object is now imprisoned in the lantern. Requires Toster's Imperfect Abyssal Lens.
3When rolling for the Abyssal Lantern, roll a d12 instead of a d10.
4You can now cleanse objects in the Abyssal Lantern. You must perform an 8-hour-long ritual. Casting this ritual requires five empty source stones. If you are interrupted you must start over and all materials are destroyed. This effect is not perfect and alters and/or disfigures the target in some way.

Created by

aelistenus.

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Item

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