Sealed Madstone Item in Asyur | World Anvil

Sealed Madstone

"You should have let it be. It was better left in the dark. If you believe your weapon wants to end all existence. Then so it will."
Tessa H. Edison
During the quest to kill Strahd von Zoravich, Tessa Edison would encounter many strange powers. The least of which, was a small tiny skull, in the shape of an unknown dragon species.   None of her former adventures know quite why she affixed the skull to her gun the next day, and they were even more confused when she plated the small creature and the cracks of her weapon in a soft silver like substance.   The skull, however, seemed to be a boon in the parties favor, as it showed them the location of other powerful artifacts, also covered in a similar soft silver.   By this time no one in the party had realized what had become of them, or what they found.   After Strahd's defeat and death, Tessa would gain control of his Dread Plane and turn it into Reverie Coil.   Rumors in the Queens Court say that she used these softly silver plated items to transform the Dread Plane into what it is now. Wishing or Dreaming buildings and islands into existence.
"Let us show you a curse, oh forsaken mine."
Item type
Weapon, Ranged
Current Location
Current Holder
Rarity
Artifact (requires attunement)
Weight
8 lbs
Base Price
Unique

Item Stats

Attuning to the Sealed Rifle of the Ankhansata requires the wielder to be the forger of the item, otherwise the item chooses when the wielder can attune to it; sometimes instantly, other times a trial.   The Sealed Rifle slowly changes the wielders eyes, making them darker than they were before, causing them to appear purple. Additionally it changes the wielders skin, making it darker than it was before, causing it to appear a shade of dark blue or purple.
Silvered Cracks
  This magic weapon grants a +3 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.
Let us show you a curse, oh forsaken mine
Whenever an enemy is attacked they must roll a DC18 Constitution saving throw, or have their shadow animate. It has the normal stats for a shadow. The shadow has 1 HP and last for 1d4 rounds, at which point the shadow returns to normal.   The shadow takes its turn on your initiative count, however it is tethered to the creature it was animated from and has no movement as a result. If the shadow is killed it causes the creature to take the damage as Necrotic and also gives you the damage it took as Temporary HP that can be used to fuel the Special Actions listed below.   Eg. Your ally attacks and deals 15 damage to the shadow. The creature takes 14 necrotic, and you gain 14 Temporary HP.
A String of Curses for all who oppose you, oh mighty mine
Whenever you kill a foe with the Sealed Rifle it, collects a bit of their Oversoul, instantly resetting the current Overcharge back to 0, effectively reloading the weapon, in addition, you regain 1d10 temporary HP that can be used to fuel the Special Actions listed below.  

Special Actions

There is so much left to burn, oh wielder mine
The wielder can use a bonus action to cast aganazzar’s scorcher, upon casting the spell the wielder takes 2d10 necrotic damage.
Give me your eyes, oh wielder mine
The wielder can use a bonus action to cast guiding bolt at 3rd level, upon casting the spell the wielder takes 3d10 necrotic damage.

Overheating 1

A weapon with the Overheating property fires normally for a number of attacks per turn indicated by a following number. After that many attacks have been made by the weapon, there is a cumulative 25% chance that the weapon will overload, rendering the weapon permanently inoperable and dealing 1d8 Fire damage to the wielder. For example, a weapon with Overheating 1 will gain a 25% chance of overloading on the second attack made with it in a turn.

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