CRYSTAL OF AMORON DUR Item in Elandria | World Anvil
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CRYSTAL OF AMORON DUR

The Silent Mages of Wildhardt crafted dozens of artifacts that helped them on their research of the Vendrian. One of the Silent Mages, Amoron Dur, created a magic crystal that was capable of detecting and dealing with magic like no other item or person could. His artifact was one of the few that made it out of Wildhardt during the disappearance of the Silent Mages. It came to the hands of a powerful Silent Mage, that took upon himself to pass on the knowledge of the Silent Mages. Now, you are the owner of this crystal. It was entrusted to you, so you can discover the magical secrets of Elandria, dispell them or keep them safe, its your choice. Your teacher sent you on your mission with the confidence that you are ready and equiped to face whatever challenges Elandria might put in front of you. And he knows that only you are capable of unlocking all the secrets of the Crystal of Amoron Dur.  

Appearance

The crystal seems inconspicuous and for an untrained eye, it looks like a simple charm or trinket. But in the possession of a trained mage, the crystal swirls with magic energy of different colors. Worn as a pendant or as a pocket item, the crystal is warm to the touch whenever magic is nearby.  

Effects

This gem glows red and radiates heat when within 20 feet of a magical aura. The stronger the aura, the more heat the crystal generates. This effect dissipates after one hour of entering the aura. This item can be used once per day, to cast one of the following spells: Detect Magic, Identify, Dispel Magic. The crystal regains its power after dawn.  

Awakened

After being united with the Pendant of Occlusion, the Crystal of Amoron Dur is empowered with extra effects. The Crystal of Amoron Dur is empowered. The wearer of the artifact has Advantage on all Arcana Checks pertaining to Silent Mages and Vendrian. Once per shortrest you can cast the following spell: Bend the Essence (casting time 1 action), Concentration, up to 1 minute, Range 30 Feet. One creature you can see must make a Constitution saving throw against your spell save DC. If the saving throw fails, the creature has disadvantage on saving throws against your magic for the duration of this spell.   Once per day, as an action you can invoke each of these powers to create various effects: As an action you can detect the presence of Vendrian in a 60 foot radius. You get a general sense of direction when detecting. This effect lasts for 10 min. As an action you can cast a limited form of Shapechange. You assume the form of a Vendrian you have seen before, for 1 hour. Your game statistics remain the same. If anyone touches you, they feel the form of the Vendrian as if it was real. Creatures can make an Investigation Check DC20 to see through the illusion.

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