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item:hand_of_narkul [2018/12/13 12:05] Kyleitem:hand_of_narkul [2024/03/20 22:59] (current) – Created from the form at wiki:item_form Kyle
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-===== The Hand of Narkul ===== +{{tag>Wonderous Artifact "Legendary"}} 
-Wondrous item, artefact (requires attunement) +===== Hand of Narkul ===== 
-The Hand of Narkul is a mysterious alien artefact. Its origins are largely unknown. Severed from the arm of a mythical creature from the Far Realm, it’s rumoured 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.+[[item:start| Return to Items Page]]
  
-**Attunement** \\ +//**Type:** Wonderous**Class:** Artifact**Rarity:** Legendary, **Attunement:** Required // \\
-To attune to the handyou 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 removedyou 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  you  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** \\ +<WRAP box right 20em> 
-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. +^ Properties ^ Stats ^ 
-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).+^ Size   | Left hand  | 
 +^ Weight |   | 
 +</WRAP>
  
-**Stage1: Whispers of the Void** \\ +===Description=== 
-You  begin  to  physically  transform  into  an  alien  creature servant of NarkulYour arms transform into myriad of tentacles and the features of your face start to disappearThe  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): \\ +**Attunement** \\ 
-3 per day:  +To attune to the handyou must cut off your left hand at the wrist and then press the artifact against the stump. The hand grafts itself to your arm and becomes functioning appendageIf the hand is ever removed, you die and new Realm Rift is torn between your current plane and the Far Realm. \\ 
-  *dream +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 evilYou then gradually progress through the stages of Narkul’s Command as your bond to Narkul strengthensHow quickly you acquire them depends on your willingness to follow Narkul.
-  *modify memory (as a 7th-level spell)   +
-  *telekinesis +
-1 per 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 damageThe 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): +**Destroying the Hand.** \\ 
-At-will:  +The Hand of Narkul is indestructible for as long as Narkul livesThe only way to destroy it is to kill NarkulIf anyone is bearing the Hand of Narkul when the Narkul dies, the hand withers and falls off harmlessly after week
-  *dream +
-  *modify  memory  (as   7th-level  spell),   +
-  *telekinesis +
-3 per day:  +
-  *disintegrate +
-  *feeblemind +
-1 per day:  +
-  *reverse gravity +
-  *time stop+
  
-Stage 3Avatar 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. +===Lore=== 
- +A major plot item in [[c1:summary|Rise of Narkul]] & [[c7:summary|Ascension of Narkul]]\\ 
-**Destroying the Hand.** \\ +//Updated lore is needed//
-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+
  
 +[[secret:Hand of Narkul|Secrets]]
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