Lightning in a Bottle
Lightning in a Bottle
Wondrous Item
Very Rare Evocation
Gathering Lightning in a Bottle Every 24 hours from when the bottle is initially uncorked, a player who holds the Lightning in a Bottle can roll a d12 to determine if the lightning in a bottle increases a charge level. To increase the charge, roll a d12 against a DC equal to the current number of charges. Rolling above the current charge level increases the charge by 1. Uncorking the bottle and using its ability resets the charge counter to 1.Charge Count | Jar Description | Effect | Damage |
---|---|---|---|
1 | The bottle is virtually empty. Some slight condensation may appear on the glass | No effect | No damage |
2 | A slight mist has begun to swirl within the bottle, and constant beads of condensation coat the inside. | No effect | No damage. |
3 | The mist has transitioned to small swirling clouds, obscuring view through it and producing a thick fog. | Uncorking the bottle creates a thin fog cloud in a 10-ft radius sphere centered on the release and heavily obscuring the area. It lasts up to 1 minute and can be dispersed by a significant breeze. | No damage. |
4 | The bottle is now filled with thick, swirling storm clouds, which endlessly reform and break and reform again. | Uncorking the bottle creates a diminished fog cloud in a 30 ft radius centered on the release which heavily obscures the area. It lasts up to five minutes and can be dispersed by wind. It also releases a small electrical charge, which can be discharged to create a small electrical spark by making an unarmed melee attack against the target (using either your STR or DEX) mod. If the target is within the fog cloud, you have advantage on this attack. If you fail to discharge the lighting with 30 seconds, the lightning dissipates. | 1d6 lightning damage |
5 | The rolling clouds in the bottle have darkened significantly, and occasionally sparks can be seen flickering in the bottle. The bottle creates a small static sensation. | Uncorking the bottle releases a small lightning bolt in a 15 ft. line towards a single target. The target must make a DC 15 DEX save or be struck with the bolt. | 2d6 lightning damage |
6 | Although the view through the bottle is obscured by thick clouds and mist, sparks now dance around the clouds and briefly flash through the clouds, almost like a miniature storm cloud. A faint smell of ozone can be detected within a foot of the bottle. | Uncorking the bottle releases a small lightning bolt in a 30 ft. line towards a single target. The target must make a DC 16 DEX save or be struck with the bolt. It takes no damage on a successful save. | 2d6 lightning damage |
7 | Sparks of electricity now constantly dance around the clouds in the bottle. The static sensation is powerful enough now to produce a notable shock. | Uncorking the bottle releases a small lightning bolt in a 30 ft. line towards a single target. The target must make a DC 16 DEX save or be struck with the bolt. It takes no damage on a successful save. | 4d6 lightning damage |
8 | The storm clouds now produce miniature electrical storms, which traverse the bottle in intricate webs, winding its way up and down the bottle. The electrical current occasionally coalesces into a bolt which breaks towards the glass but shatters apart into smaller branches before they fizzle against the glass in a brief shower of light and sparks, only to reform again. | Uncorking the bottle releases a small lightning bolt in a 30 ft. line towards a single target. The target must make a DC 16 DEX save or be struck with the bolt. It takes half damage on a successful save. | 5d6 lightning damage |
9 | The storm clouds have now begun to dissipate, replaced with a near constant arcs of crisp electrical bolts which race around the bottle looking for an exit. And break against the class in definite lightning strikes The static effect from the bottle is now palpable more than 5 feet away. | Uncorking the bottle releases a small lightning bolt in a 75 ft. line towards a single target. The target must make a DC 16 DEX save or be struck with the bolt. It takes half damage on a successful save. | 6d6 lightning damage |
10 | The bottle itself vibrates continuously now, producing an audible hum up to five feet away. The air within the immediate vicinity (15ft) now feels ionized and staticky. The smell of ozone has grown more noticeable, and the multiple arcs of lightning bolts have been replaced with a single continuously crackling bolt of electricity which races around the bottle, trailing a long cometlilke tail of electricity behind it as it splits across the bottle. | The bottle emits dim light in a 20ft radius. Uncorking the bottle releases a small lightning bolt in a 100 ft. line towards a single target. The target must make a DC 16 DEX save or be struck with the bolt. It takes half damage on a successful save. Uncorking the bottle also produces a small thunderclap. Creatures within a 15ft cube originating from you must make a DC 13 CON save or be pushed 10 feet away from you and take thunder damage. On a successful save creatures take no damage and are not pushed away. | 7d6 lightning damage 1d6 thunder damage |
11 | The continuous lightning bolts which previously crackled across the bottle now have coalesced into a single ball of lightning which bounces around the bottle, trailing sparks and occasionally splitting apart before reforming, and which emitting constant dim light. The bottle hums with electrical energy, | The bottle emits dim light in a 20ft radius. Uncorking the bottle releases a massive bolt of lightning, arcing out up to 125 ft from the bottle at a single target. The target must make a DC 17 DEX Save or be struck with the bolt, taking half damage on a success. The lightning then arcs out up to 30 feet to any other targets, who must make the same DEX Save or take damage equal to the damage dealt by the lightning bolt split between the other nearby targets. Uncorking the bottle also produces a thunderwave. Creatures within a 15ft cube originating from you must make a DC 15 CON save or be pushed 10 feet away from you and takes thunder damage. On a successful save creatures take half damage and are not pushed away. | 8d6 lightning damage 1d8 thunder damage |
12 | The center of the bottle is occupied by a miniature ball of lightning, constantly throwing off small branches and sparks which dance across the glass. The bottle constantly hums with energy and produces bright light, while also emitting a heavy smell of ozone and a strong static charge, making the air around it feel charged. The bottle is strangely quiet aside from the electrical hum. | The bottle emits bright light in a 20ft radius and dim light in a 20 ft radius beyond that. Uncorking the bottle releases a massive bolt of lightning, arcing out up to 125 ft from the bottle at a single target. The target must make a DC 17 DEX Save or be struck with the bolt, taking half damage on a success. The lightning then arcs out up to 30 feet to any other targets, who must make the same DEX Save or take damage equal to the damage dealt by the lightning bolt split between the other nearby targets. Uncorking the bottle also produces a massive thunderclap. Creatures within a 15ft cube originating from you must make a DC 15 CON save or be pushed 10 feet away from you and takes thunder damage. On a successful save creatures take half damage and are not pushed away. | 10d6 lightning damage 3d8 thunder damage |
This glass bottle is stopped firmly with a cork, and hums with a static charge when held. Over the course of its recharge, the bottle accumulates condensation which forms into miniature swirling clouds, and eventually this swirling storm clouds emit small flashes of sparks, before eventually forming a consistent lightning storm and eventually a continuously crackling miniature ball of lightning which races around the bottle.
Arcane glyphs are scrawled around the mouth of the bottle, seemingly engraved into the glass itself.
Item type
Magical
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