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AD&D 2nd Edition » Magical Items
Avasir's Eye
Misc. Magical Items
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Based upon his encounter with a possessor of the Ice-Eye and his subsequent research and discovery of the existence of the other Eyes, the great mage Avasir set about to create an Eye of his own.
The Eye's powers are dormant until the holder presses it to one of his eyes, then its powers and true nature reveal themselves. Upon touching one's eye with the Eye a harmless burst of magical energy occurs. Once the smoke clears the Star Sapphire seems to have grafted itself into the character's eye socket. The character then falls into a coma for three days, during which time he learns how to use all of the powers of the Eye. Any attempt to remove the Eye during this coma results in another burst of magical energy, this one doing 3d6 hit points of damage to whomever is attempting to remove the Eye, by whatever means. The Eye cannot be removed, not even a Wish or the intervention of the Gods will affect the Eye. Once the character awakens he knows how to use the Eye, which appears as a softly glowing, bluish gemstone with a white starburst center embedded in the character's eye socket. (Results in a -1 penalty to the character's Charisma score)
Avasir foresaw that keeping the powers of the Eye static would cause problems in the long run. He himself managed to defeat several possessor's of the other Eye's once he learned of their powers and devised spells or strategies to counteracted them. Therefore the first power of Avasir's Eye is its ability to steal and incorporate other spells or powers into itself.
Possesses the following powers:
- Should the bearer encounter a spell or power he would like the Eye to possess he can replace one of the existing powers of the Eye with the new spell or power. He must have the spell cast upon him, either by a friendly mage or by suffering the effects of the spell in combat. In either case once the spell takes effect he has to make a Saving Throw vs. Spells. If the Save fails nothing happens, although the spell still takes effect. Otherwise the spell is sucked into the Eye and replaces an existing power. This power of the Eye may only be used once per month.
- Can enact an Avasir's Force-bolts spell 7 times per day. It allows the caster to fire multiple bolts of force from his hands. The caster can fire up to 30 bolts, each of which has a range of 450 feet and does 1d4+11 hit points of damage. The bearer can fire up to 4 bolts per round. The caster strikes as a 30th level Fighter (THAC0: 2, with a +10 bonus to hit, plus bonuses for high Dexterity). He can double his attacks per round, if he chooses to fire bolts from both hands, however, this results in a -2 penalty to strike. Targets of the bolts are given a chance to Save vs. Spells, if such a Save is made the target takes only one-half damage. Lasts as long as he has bolts remaining, until dispelled, or until the caster decides to quit the spell. The caster may cast other spells while this one is in effect. Does double damage to any "Shield" type spells.
- Can enact an Avasir's Lesser Shields spell 7 times per day. It causes one or two 2-foot-diameter shields of magical force to emanate from the caster's hand(s). These Shields are nearly invisible, presenting only as a vague shimmering, much like the distortion effect of heat on air. The caster can conjure one or two shields, one from each hand; if the caster has only one shield he may cast other spells, while two shields prevents further spell casting (in most cases). Provide 240 points worth of protection (or 120/120 if the caster has 2 Shields). The spell requires some concentration if the caster is stunned or knocked out the Shields dissipate. Further, the caster can be made to drop his Shields if he is injured he may lose them. If the caster takes more than 6 hit points of damage from a single attack he has to make a Constitution check or lose his Shields. If the caster has only one Shield up and is attacked he has to make a Dexterity check to block the attack (Note: Gains a +10 bonus to his Dexterity check). The Shields are good against magical attacks and are proof against mundane physical attacks as well.
- Can enact a Cataract Strike 5 times per day. It causes two beams of white energy to flash from the caster's palms and arc upwards high into the air. The beams reach their zenith then burst over the target and fall like a cascade of water. The target can try to Save vs. Spells to avoid being struck, but the Save is made at a -15 penalty. The Strike has a range of 300 feet and does 1d4+30 damage.
- Can enact an Avasir's Impenetrable Shield 5 times per day. This spell causes a 3-foot-radius circle of scintillating colors to come into existence directly in front of the caster. This Shield is literally impenetrable, any attacks directed at the caster's front rebound off of the Shield. Physical attacks simply bounce away; while magical attacks have a 15% chance of reflecting back onto the caster, otherwise they bounce off harmlessly as well. The Shield does not protect against attacks aimed at the caster's back are not, and only offers minimal protection against attacks aimed at the caster's flank, equal to a -4 penalty to hit. The Shield will completely protect the caster for 1d4+15 attacks. Once the duration of the spell expires the Shield explodes in a burst of multi-colored light.
- Can enact a Spell Blast 5 times per day. This spell disrupts the spell of one enemy wizard. The caster must have better initiative than the wizard whose spell he wants to disrupt. No saving throw is allows for the Spell Blast. The Spell Blast has a range of 300 and may affect only one spell caster. The casting wizard is aware who destroyed his spell. The wizard still expends the power needed to cast the spell, but it is effectively shorted out-the spell structure is disrupted and crumbles in a shower of sparks and crackling energy.
- Can enact a Four Eyes spell 3 times per day. This power has a 4-turn duration per use. This spell causes four enchanted eyes to appear around the head of the caster. Each Eye is about the size of an apple and quite agile (Armor Class- 0). Further, each Eye has 4 hit points. If an Eye is destroyed, it passes the excess damage on to the caster. The Eyes give the caster a 360- degree field of vision, which may affect surprise. Further, the Eyes grant Infravision to a 60-foot-range. Each Eye also has the following special power, usable once each: Eye One- May hurl a volley of Magic Missiles (30 Missiles, having a range of 900 feet and doing each doing 1d4+1 damage. The Missiles may be targeted at one or multiple targets and automatically strike, Save vs. Spells for half damage). Eye Two- Emits a multi-hued beam that "Holds" the person struck (The Beam has a range of 60 feet and automatically strikes unless the target Saves vs. Spells. If the target fails its Saving Throw it is held frozen and immobile for 1d4+30 rounds). Eye Three- Emits an azure and silver pulse of magic that acts as a Sleep spell (The pulse effects a 300-foot-radius sphere. Creatures within the area of effect who fail to Save vs. Spells are instantly placed in a coma-like magical slumber. This slumber lasts 90 rounds. The caster can affect 30d4 Hit Dice of creatures). Eye Four- Emits an intense flash of light that blinds all creatures (except the caster) within a 30-foot-radius. This effect lasts for 30 rounds and renders those affected blind (Suffers penalties of -4 to hit and on +4 on Armor Class). The bearer must concentrate to activate the special abilities of the Eyes.
- Can enact an Avasir's Battle-star spell 3 times per day. Creates a globe of incandescent mystic flame that appears in the caster's hand. The caster can choose to hold the globe or send it forth. If held the Battle-star can launch seven barrages of Magic Missiles per round for three rounds. Each barrage is 5 missiles and does a total of 5d4+5 damage to the same target, unless a Save vs. Spells is made. If the Save is made the barrage misses. The caster must choose one target per barrage, although he can send multiple barrages at the same target; no barrage may be split. If he chooses to hold the globe this spell's duration is three rounds. Rather than hold the Battle-star he can cast it forth; in this case the globe flies from the caster's hands at one chosen target. The globe stops about 30 feet away from the target and begins launching all of its barrages at the target, as above (Seven barrages of Magic Missiles per round for three round; each barrage is 5 missiles and does a total of 5d4+5 damage, unless the target Saves vs. Spell). The Battle-star will follow its target wherever it may go, even if it should Teleport away. Only a Limited Wish or full Wish can affect the Battle-star. However, casting a Dispel Magic or similar spell on the Battle-star causes it to recharge, firing for an additional three rounds.
- Can enact an Avasir's Impenetrable Globe spell 3 times per day. Causes a 10-foot-radius globe of scintillating colors to come into existence completely around the caster. This Globe is literally impenetrable, any attacks directed at the caster's rebound off of the Globe. Physical attacks bounce away; while magical attacks have a 50% chance of reflecting back onto the original caster, otherwise they bounce off harmlessly as well. The Globe will completely protect the caster and all those within its confines for 2d4+15 attacks. Once the duration of the spell expires the Globe explodes in a burst of
multi-colored light.
- If the command word "Home" is uttered, the Eye can Teleport the bearer once per week, without error, to any destination well-known to him. Up to 1,000 pounds may be teleported along with the character.
- Confers Magic Resistance of 50% to the character and grants him a +5 bonus to Save vs. Spells.
New Powers:
- Can enact a Gabrielle's Silver Motes spell 3 times per day. It creates a number of mystic Motes of silvery light around the caster. The spell creates 30 Motes that spin and orbit around the caster, but in no way affect him adversely (combat, spell casting, and so forth). Each Mote moves to intercept physical attacks or magical attacks aimed directly at the caster. Each Mote reduces the damage from such an attack by 1d4+1 points. Upon intercepting an attack the Mote will disappear, except for area effect spells, which cause all the remaining Motes to wink out of existence. If not used within one turn per level of the caster, any remaining Motes fade out of existence.
- Can enact a Gabrielle's Instant Daggers spell 3 times per day. Creates magical daggers that instantly appear in the caster's hand. The spell has two possible effects, detailed below: If used to create melee weapons, this spell creates one Dagger that instantly appears in the caster's hand. The Dagger is considered a Magic Weapon (c.f.) in regards to the type of creature it may harm and cannot be removed from the caster's grasp unless she wills it so. If used to create missile weapons, this spell will create 2 Daggers per round that the caster may hurl as missile weapons. In either case the Daggers are considered to be +5 Magic Weapons. Further, these Daggers cannot harm the caster in any way. Upon the spell's expiring the Daggers disappear.
- Can enact a Gabrielle's Multiple Missiles spell 3 times per day. This spell creates 2d4+30 Missiles that streak forth to a range of 450 feet and automatically strike their target(s). Such Missiles may be directed at as many or few targets as the caster desires within range. Each Missile that strikes does 1d2+1 points of damage and otherwise behaves exactly as a Magic Missile, and is considered as such with regard to other magic.
NOTE: The Eye of Avasir can "Steal" 2 more spells to fill its complement of powers. Each of these spells will be at 30th level of power and will be usable 3 times per day. Should the possessor want more he must sacrifice one of the existing New Powers to gain a different power.
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