Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
Last revisionBoth sides next revision
item:hand_of_narkul [2018/12/13 11:39] – created Kyleitem:hand_of_narkul [2024/03/20 22:59] – removed Kyle
Line 1: Line 1:
-The Hand of Narkul +
-Wondrous item, artifact (requires attunement) +
-The  +
-Hand  of  Narkul +
-  is  a  mysterious  alien  artifact.  Its   +
-origins  are  largely  unknown.  Severed  from  the  arm  of  a   +
-mythical creature from the Far Realm, it’s rumored to yield  +
-unfathomable power and knowledge. Lost into the Realm  +
-Rift after the defeat of Otwic Anthomodus 300 years ago,  +
-none have seen it since. +
-Attunement: +
-To attune to the hand, you must cut off your  +
-right hand at the wrist and then press the artifact against  +
-the stump. The hand grafts itself to your arm and becomes  +
-a functioning appendage. If the hand is ever removed, you  +
-die and a new Realm Rift is torn between your current plane  +
-and the Far Realm. +
-When you first attune to the artifact, you immediately gain  +
-the  adjusted  ability  scores  and  the   +
-Fount  of  Knowledge +
-properties  and  your  alignment  changes  to  chaotic  evil.   +
-You then gradually progress through the stages of Narkul’s  +
-Command as your bond to Narkul strengthens (see Stages  +
-1, 2 and 3). How quickly you acquire them depends on the  +
-GM’s discretion. +
-Adjusted  Ability  Scores.   +
-Your  Strength  score  and  your   +
-Intelligence score increase by 2, to a maximum of 24. +
-Fount  of  Knowledge. +
- You add your proficiency bonus to  +
-any Intelligence checks made to recall a piece of knowledge,  +
-or twice your proficiency bonus if you are proficient in the  +
-appropriate skill. +
-Narkul’s Command.  +
-The moment you attune to the  +
-Hand +
-,  +
-you  immediately  begin  to  experience  the  symptoms  of  a   +
-split  personality  as  Narkul’s  gradually  replaces  yours.  At   +
-the beginning of each day, you must succeed on a DC 10  +
-Charisma saving throw. On a failed saving throw, Narkul’s  +
-personality overwhelms yours and you lose control of your  +
-mind and body for 24 hours (you become an NPC under the  +
-control of the GM). +
-Stage1: Whispers of the Void  +
-You  begin  to  physically  transform  into  an  alien  creature,   +
-a servant of Narkul. Your arms transform into a myriad of  +
-tentacles and the features of your face start to disappear. +
-The  DC  of  the  Charisma  saving  throw  to  resist  Narkul’s   +
-Command  increases  to  15.  You  can  use  an  action  to  cast   +
-the following spells (save DC 18): +
-31 +
-3/day:  +
-dream,  modify  memory +
-  (as  a  7th-level  spell),   +
-telekinesis +
-1/day:  +
-disintegrate, feeblemind +
-Stage 2: Acolyte of the Hand.  +
-Your physical transformation continues and accelerates, as  +
-does your bond and obedience to Narkul. Your torso grows  +
-translucent, showing your internal organs. Large air sacks  +
-bulge from your belly and back, lifting you 10 feet into the  +
-air, providing the ability to fly 60 feet (hover). Your head  +
-completely changes into a slimy, lizardlike eyeless cranium,  +
-and your legs morph into a tangle of slithering tentacles. +
-Your type changes to  +
-aberration  +
-and you gain resistance to  +
-psychic damage. The DC of the Charisma saving throw to  +
-resist Narkul’s Command increases to 20. You can use an  +
-action to cast the following spells (save DC 18): +
-At-will:  +
-dream,  modify  memory +
-  (as  a  7th-level  spell),   +
-telekinesis +
-3/day:  +
-disintegrate, feeblemind +
-1/day:  +
-reverse gravity, time stop +
-Stage 3: Avatar of Narkul  +
-You can no longer make Charisma saving throws to resist  +
-Narkul’s Command. Narkul’s personality devours your own.  +
-You  become  an  alien  entity  entirely  under  the  control  of   +
-Narkul. You can move between the Material Plane and the  +
-Far Realm freely. Doing so ignores any negative effects of  +
-a Realm Rift. +
-Your  physical  transformation  and  obedience  to  Narkul  is   +
-complete and irreversible. Any trace of your past nature is  +
-gone. You can communicate telepathically with Narkul and  +
-can understand its foreign speech. +
-Destroying the Hand +
-The  +
-Hand of Narkul +
- is indestructible for as long as Narkul  +
-lives. The only way to destroy it is to kill Narkul. If anyone  +
-is bearing the  +
-Hand of Narkul +
- when the Collector dies, the  +
-hand withers and falls off harmlessly after a week+
  • item/hand_of_narkul.txt
  • Last modified: 3 months ago
  • by Kyle