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Jester's Prism

A simple Pyramit-like object that seems to be made of solid quarts. It can rest atop a fully spread-out hand, yet is a lot lighter than an object of its size is expected to be. It emits a faint glow when light falls on it, this glow increases as more light falls on it, and faints when the prism is kept in the dark.   Whenever a creature carrying the Jester's Prism creates an illusion, mirror image, or something else along those lines, it can choose to creature double the amount. The images or illusions created are linked together and, using a bonus action, the caster can swap them at will. If the images created are duplicates, the caster can use their sense through their duplicates. Additionally, the caster may switch places with one of the duplicates using a bonus action. Doing so will damage the duplicate, leaving it in a fading state. When in this state, creatures with a passive perception of 14 or higher will automatically perceive the duplicate to be false, and any rolls related to discovering the duplicate's identity are made with advantage. Switching places with a fading duplicate will destroy it after the caster warped to its position. To make use of this effect, a creature must be attuned to the prism.   If a spell that does radiant damage gets cast on the prism, it will emit a flash of blinding light a few seconds later (on the next turn). Creatures with line of sight on the prism will have to succeed a DC13 Constitution saving throw or be blinded for 1d4 -1 turns with a minimum of 1.

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