rferries
2020-02-24, 06:45 PM
Mirror of Doom
This 4-ft. tall enchanted mirror is oval-shaped and set in a frame of wrought silver. Its polished surface reflects only swirling luminous mists. When not carried or packed away the mirror suspends itself in mid-air (as if via levitate). The item may also be crafted as an (un)holy water font, a particularly large crystal ball, or any similar scrying device.
When a creature approaches within 5 feet, the mirror turns to face it and the mists within clear to reveal a brief and horrifying vision of that creature's future. After viewing the vision, the creature must save against bestow curse, confusion, crushing despair, fear, lesser geas, or a similar effect (Will DC 16 negates). The vision and the effect are determined by the DM (see below for suggestions).
Once the vision is complete, the mirror clouds over once again. It never functions more than once for the same creature. If multiple creatures look into the mirror at the same time, they see only their own personal vision.
Although the mirror's visions are indeed of the future, they are only the worst possible futures. Creatures may be able to avoid (or ensure) their reflected fates through their own actions.
Moderate divination and necromancy; CL 7th; Craft Wondrous Item, bestow curse, scrying; Price 52,000 gp; Weight 45 lb.
Suggestions
The mirror shows visions tailored to horrify a creature according to its class and alignment.
Good-Aligned Arcane Spellcaster
The pale mists within the looking glass are swept away to reveal a eerie spectacle. You see an alchemical laboratory filled with dusty glassware, decaying tomes, gruesome specimens preserved in jars, and other spellcasting accoutrements. It must have taken many lifetimes to accumulate all these sordid supplies, and just as long for them to fall into ruin.
Your hear a distant wailing, as if from an infant.
The mists briefly return, then part again.
You see a great chamber of obsidian, with a tremendous golden pentagram inlaid in the floor. In the centre of the room a writhing halfling child wails, conscious but bound helplessly to an altar and clearly in agonising pain. A figure in tattered robes is hunched over the child, its back to you. You realise with horror that it is slowly drawing out the child's entrails!
The figure straightens and holds up a collection of extracted viscera with bloodstained arms, while the child breathes its last. You see from the creature's bony arms and fleshless visage that it is a lich - an undead spellcaster of great power and malevolence.
Suddenly, as if warned through some preternatural sense, the lich turns from its murderous haruspicy to meet your gaze. An unholy radiance flickers within its empty eyesockets.
You feel a growing horror. Somehow, you are certain that the mirror is showing you the distant future - your future. The lich... is you. You scream.
The mists return again. Your allies rush into the room, having heard you cry out. Once they see there is no threat, they try to reassure you...
...but you keep screaming. (Save vs fear.)
Bard
A vision of the PC with their beauty long-since faded and their voice raspy with age. The PC succumbs to a deep ennui over the futility and transience of their Art (save vs crushing despair).
Druid
A vision of the PC as a convert of an evil god of slaughter and fire, laying waste to the forests and wildlife they once protected. The PC finds themselves cursed to lose their kinship with the wild, in a self-fulfilling prophecy (save vs. bestow curse that drives away their animal companion and inflicts a -20 penalty on Wild Empathy checks).
Martial Character
A maddening vision of the PC wizened and weakened by the passage of time, bereft of the strength of arms upon which they once relied. The vision drives the PC to lash out at anyone in their vicinity, trying to prove to themselves that they are still young and vital (save vs confusion).
Paladin
A vision of the PC as a blackguard (duh!).
Rogue
A horrifying vision of the PC with their hands having been amputated for theft, reduced to begging for alms on the city streets they once ruled. The enchantment terrifies the PC into avoiding unlawful activity (save vs lesser geas to avoid making Bluff, Disable Device, Disguise, Forgery, Open Lock, and Sleight of Hand checks).
This 4-ft. tall enchanted mirror is oval-shaped and set in a frame of wrought silver. Its polished surface reflects only swirling luminous mists. When not carried or packed away the mirror suspends itself in mid-air (as if via levitate). The item may also be crafted as an (un)holy water font, a particularly large crystal ball, or any similar scrying device.
When a creature approaches within 5 feet, the mirror turns to face it and the mists within clear to reveal a brief and horrifying vision of that creature's future. After viewing the vision, the creature must save against bestow curse, confusion, crushing despair, fear, lesser geas, or a similar effect (Will DC 16 negates). The vision and the effect are determined by the DM (see below for suggestions).
Once the vision is complete, the mirror clouds over once again. It never functions more than once for the same creature. If multiple creatures look into the mirror at the same time, they see only their own personal vision.
Although the mirror's visions are indeed of the future, they are only the worst possible futures. Creatures may be able to avoid (or ensure) their reflected fates through their own actions.
Moderate divination and necromancy; CL 7th; Craft Wondrous Item, bestow curse, scrying; Price 52,000 gp; Weight 45 lb.
Suggestions
The mirror shows visions tailored to horrify a creature according to its class and alignment.
Good-Aligned Arcane Spellcaster
The pale mists within the looking glass are swept away to reveal a eerie spectacle. You see an alchemical laboratory filled with dusty glassware, decaying tomes, gruesome specimens preserved in jars, and other spellcasting accoutrements. It must have taken many lifetimes to accumulate all these sordid supplies, and just as long for them to fall into ruin.
Your hear a distant wailing, as if from an infant.
The mists briefly return, then part again.
You see a great chamber of obsidian, with a tremendous golden pentagram inlaid in the floor. In the centre of the room a writhing halfling child wails, conscious but bound helplessly to an altar and clearly in agonising pain. A figure in tattered robes is hunched over the child, its back to you. You realise with horror that it is slowly drawing out the child's entrails!
The figure straightens and holds up a collection of extracted viscera with bloodstained arms, while the child breathes its last. You see from the creature's bony arms and fleshless visage that it is a lich - an undead spellcaster of great power and malevolence.
Suddenly, as if warned through some preternatural sense, the lich turns from its murderous haruspicy to meet your gaze. An unholy radiance flickers within its empty eyesockets.
You feel a growing horror. Somehow, you are certain that the mirror is showing you the distant future - your future. The lich... is you. You scream.
The mists return again. Your allies rush into the room, having heard you cry out. Once they see there is no threat, they try to reassure you...
...but you keep screaming. (Save vs fear.)
Bard
A vision of the PC with their beauty long-since faded and their voice raspy with age. The PC succumbs to a deep ennui over the futility and transience of their Art (save vs crushing despair).
Druid
A vision of the PC as a convert of an evil god of slaughter and fire, laying waste to the forests and wildlife they once protected. The PC finds themselves cursed to lose their kinship with the wild, in a self-fulfilling prophecy (save vs. bestow curse that drives away their animal companion and inflicts a -20 penalty on Wild Empathy checks).
Martial Character
A maddening vision of the PC wizened and weakened by the passage of time, bereft of the strength of arms upon which they once relied. The vision drives the PC to lash out at anyone in their vicinity, trying to prove to themselves that they are still young and vital (save vs confusion).
Paladin
A vision of the PC as a blackguard (duh!).
Rogue
A horrifying vision of the PC with their hands having been amputated for theft, reduced to begging for alms on the city streets they once ruled. The enchantment terrifies the PC into avoiding unlawful activity (save vs lesser geas to avoid making Bluff, Disable Device, Disguise, Forgery, Open Lock, and Sleight of Hand checks).