Key Item, Artifact (requires Attunement)
"If I told you it weren't the most beautiful specimen I'd laid eyes upon, I'd be lyin'. I might have been inclined to buy the thing from them, but a voice told me not to - I swear I heard it just as I was considering the prospect. I opted out of the sale quickly after that, and the seller didn't quite like it - said I was backing out of a deal, but I made no such agreement. Never saw him again after that. I wonder what happened to that shard?" - Overheard from a Patron at a Faelorian bar
The Shard of the Epicrystal is an object of myth and fable - some believe it to not exist at all, but to the many notable scholars throughout Faelorian, it is the sole cause of the realm's woes and sorrows.
Said to be only slightly larger than the size of a Human hand, the Shard of the Epicrystal looks to be a sizeable prism of pure Amethyst at first glance. Upon further inspection, however, the viewer sees different - a faint glow of energy is contained within its fractal faces, pulsating and beating like a heart.
The extent of its capabilities is not fully known, as experimentation with the Shard often breeds spontaneity and danger.
Properties
The Light that Never Dies (Passive)
When the Undead draw near, the crystal's inner energy glows brighter. This light varies in intensity based on the power of the Undead presence, providing a visible light source to see in darkness. Disadvantage may be imposed on Perception Checks if the light reaches higher intensities. See below for light source and Perception rules:
CR of Creature | Light Radius | Perception |
---|---|---|
1-8 | 10 ft. | |
9-12 | 20 ft. | |
13-18 | 30 ft. | |
19-25 | 60 ft. | Disadvantage |
26-30 | 100 ft. | Disadvantage |
Bringer of the Plague (Passive)
The mere presence of the Shard is enough for its powerful energies to act as a siphon of the soul - all those around it whos souls are "weak" will soon succumb to its fatal effects. The symptoms progress as follows:
Day 1-2: Lethargy, fatigue, and brain fog.
Day 3-4: Aches, pains, and lack of appetite. Low mobility.
Day 5-6: Nearly immobile, with heavy sweating. Vivid hallucinations and nightmares.
Day 7: Death. Usually natural, but suicide is also likely.
The area of effect produced by the shard has a radius of one (1) Mile, most likely requiring a buffer zone between the holder and any civilizations that they choose to visit.
Because the Shard was created at the hands of Vhaegos, he uses its influence to steal the soul energies of those unfortunate enough to be around the Shard, using them to fuel his existence and power - it is currently not known to what extent this power may reach.
Soulforge Phylactery (Requires Attunement/1 Exhaustion Point)
The Shard is interconnected with every soul in existence - dead, living, and even those yet to exist. Thus, it is a highly potent arcane focus when performing Necromantic Rituals or Spells. The parameters are as follows:
While attuned and in control of the Shard, spells or rituals with the "Necromancy" descriptor are cast as though they were three (3) levels higher in power.
Resurrection and True Resurrection spells no longer require material components to complete - all power is drawn from the Shard. A d100 roll may be required to ensure the correct soul arrives in the body, as "weak" souls have a tendency to get lost in the Dreamscape.
Transversal Gateway (Requires Attunement/2 Exhaustion Points)
Wherever the Shard may travel, a Gateway to the Dreamscape goes with it, locked away for only the gifted to find and use. As the Dreamscape - and by extension, the Shard - is directly tied to the past, present, and future of all souls in existence, entering within its bounds is both highly taboo and forbidden, and the act of doing so can prove fatal to those with weak wills. Transporting oneself from the Material Plane to the Dreamscape requires the following:
The presence of Death - "Soul energy" - must be nearby. This helps catalyze the travel process, forming a bridge between the gap of life and death.
The traveler must be holding the Shard.
The traveler must be willing. Forcing someone to use the Shard to access the Dreamscape against their will tears at the threads of existence, possibly corrupting the longevity of their soul in the process.
All Shall Be Made Whole (Requires Attunement/6 Exhaustion Points)
The Shard is the key to ridding Faelorian of the plague of Undeath. It is possible to heal the Epicrystal of the destruction wrought against it, but not without great cost or sacrifice.
When Vhaegos fractured the Epicrystal, he split Lynetra's "soul" into several pieces that scattered throughout existence, landing in unexpected places. The Shard acts as the glue to put those pieces together again, reversing the efforts of Vhaegos to usurp the power afforded to the Gods by mankind. Using the Shard in such a way requires the following:
A willing soul must be given in sacrifice to begin the ritual.
To fuel the ongoing ritual, a powerful presence is needed - a "strong" soul to catalyze the healing of the Epicrystal. This presence can come from either a single target or multiple, and it will most likely kill the target(s).