Snowblood
Senior Scribe
  
Australia
388 Posts |
Posted - 27 Nov 2009 : 06:09:26
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Dear scribes I found this whilst going through notes from a couple of years ago, I forgot to add it to the Siluvanede PDF ...sorry!!!
Telthulkiilir - Vyshaantar Scrying Orb
A great multifaceted, crystal orb set in an iron stand, that gives off an brilliant emerald glow from deep within its heart.
A device much more powerful than an ordinary crystal ball, the Telthulkiilir is capable of piercing almost any scrying ward or barrier.
Powers: • Foresight - (3 charges /round): The use of this power grants the user a powerful sixth sense in relation to themselves or another. Once the Foresight power is activated, the orbs user receives instantaneous warnings of impending danger or harm. In addition, the power gives the orb user a general idea of what action might be taken to best protect themself or alter the course of events. • True Seeing - (2 charges /round): This power confers upon the user the ability to see all things as they actually are. The user sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the orbs user can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). • Discern Location - (4 charges /round): This power is amongst the most powerful means of locating creatures or objects. Nothing short of a mind blank spell, a powerful mythal or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The power reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. • Clairvoyance & Clairaudience - (1 charge /round): This power Clairaudience & Clairvoyance creates an invisible magical sensor at a specific location that enables you to hear and see almost as if you were there. • Detect Thoughts - (1 charge /round): This power detects surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. • Prying Eyes - (2 charges /round): With this power You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when using thepower. Each eye can see 120 feet in all directions. The eyes have a range of 1 mile per level of the user, and are gifted with true sight and lowlight vision. • Cast Spells through the Orb: Lastly the orb allows the caster to cast certain ranged spells through the orb at a cost of double the spells level in charges. Once a spell is cast through the orb though it shuts down for 2d4 turns, and cannot be reactivated before then. Each power absorbs a certain number of charges from the orb every round. The powers can be woven together to improve the power of the divination, but then the costs per round also increase. So using the greater powers of the Telthulkiilir can become quite expensive and the orb can take a long time to recharge. The orb holds 1d100 charges, and recharges at a rate of 1d4+1 charges per hour in full sunlight, or 1d2-1 charges per hour in doors or in darkness.
  
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Aryvandaar, Ilythiir, Arnothoi, Orva, Sarphil, Anauria/Asram/Hlondath, Uvaeren, Braceldaur, Ilodhar, Lisenaar, Imaskar, Miyeritar, Orishaar, Shantel Othrieir, Keltormir, Eaerlann, Ammarindar, Siluvanede, Sharrven, Illefarn, Ardeep, Rystal Wood, Evereska are all available here for download:http://phasai.deviantart.com/gallery/
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