1. Objects

Tome of Elden Magic

Tome (Requires attunement)

This leather-bound tome is filled with ancient runes and symbols that seem to shift and twist across the pages. It is an ancient tome that is said to have been written by the great Lupricall Maximus in his youth. It is said that the tome holds the knowledge of some powerful magic spells, including those that are lost to time. The tome is rumored to be so powerful that it can only be handled by the most skilled and experienced magic users. Many have searched for the Tome of Elden Magic throughout the ages, hoping to gain its power and knowledge, but few have been successful. Those who have obtained the tome are said to have become feared magic users however their notoriety often costed their lives.

It contains four spells that can be used with magical charges. It has a total of 10 charges and recharges after a long rest, or it can be manually recharged by expending spell slots of 3rd level or higher.

  1. Dark Barrier (2 charges) - This spell creates a barrier of dark energy that is capable of absorbing incoming attacks. The barrier has hit points equal to twice the caster's level, and any damage that it absorbs is subtracted from these hit points. Once the barrier's hit points are reduced to zero, the spell ends. The caster can choose to move the barrier up to 10 feet as a bonus action on their turn, but it cannot be moved through solid objects or creatures. Additionally, the barrier provides full cover against all attacks that pass through it, including spells and ranged attacks.

    Dark Barrier has a duration of 1 minute and requires concentration to maintain. While the barrier is active, the caster cannot cast other concentration spells.

  2. Crystal Soul Spear (3 charges) - This spell summons a crystal with a range of 120 feet. The caster creates a spear made of pure crystal energy, which shoots forward at a targeted creature within range. The spear deals 6d6 force damage on a successful hit, and the target must make a Dexterity saving throw (DC 16). On a failed save, the target is also pushed back 10 feet and knocked prone.

  3. Wave of Diion (5 charges) - This spell unleashes a powerful shockwave that damages all enemies within a 30-foot radius. Each creature in the area must make a Dexterity saving throw (DC 16) or take 6d8 radiant damage, be pushed back 10 feet and knocked prone on a failed save, or half as much damage on a successful one.

  4. Chaos Storm (6 charges) - This spell creates a fiery vortex at a point of the caster's choosing within a 60-foot range. Each creature within a 20-foot radius of the point must make a Dexterity saving throw (DC 16) or take 4d12 fire damage on a failed save, or half as much on a successful one. The spell can be amblified by adding additional charges, 1 extra charge adds an extra d12. (Total of 8d12)