The Cursekeeper Sphere is a mysterious magical trinket created by an enigmatic sorcerer. It takes the form of a small, 3x3x3 rubik's sphere, each side of the sphere bears intricate arcane symbols representing different curses. The sphere has the power to prepare up to three curses at a time, each activated by a unique combination set by the user. Once set, the curses can only be activated or deactivated by those who know the secret combination. Curses can be changed once after a long rest.
Activation:
To activate the Cursekeeper Sphere, the user must manipulate the cube's sides in a specific sequence. Use an action to turn the sides in the right order. The sequence can be any combination of rotations and orientations of the sides, such as turning the top row to the left, middle row to the right, and bottom row upwards, etc. The sequence can be as simple or complex as the user desires, as long as it is unique.The user must perform the chosen sequence with intention and concentration. Once the correct combination is completed, the corresponding curse is activated. The user can activate one curse at a time or multiple curses simultaneously, depending on how many curses the sphere currently holds.
Deactivation:
Deactivating a curse is done in the same manner as activation. The user must use an action to perform the reverse sequence of the curse they wish to deactivate. If a curse is activated with a specific sequence, the same sequence must be used to deactivate it. If the user wishes to remove all curses, they can perform a specific sequence that clears the sphere, resetting it to its default state.
List of Curses:
- Curse of Misfortune: The target suffers disadvantage on all attack rolls, ability checks, and saving throws for 1d8 hours.
Saving Throw: Wisdom DC 15 to resist the effects. - Curse of Vulnerability: The target becomes vulnerable to a specific damage type, taking double damage from that type for 1d12 hours.
Saving Throw: Constitution DC 17 to resist the vulnerability. - Curse of Tongues: The target loses the ability to speak or understand any language for 1d6 hours, rendering them mute and unable to communicate effectively.
Saving Throw: Wisdom DC 14 to resist the curse. - Curse of Weakening: The target's physical strength is sapped, reducing their Strength score by 5 for 1d4 hours.
Saving Throw: Strength DC 16 to resist the curse. - Curse of Shadows: The target is enveloped in a shadowy aura that makes them more difficult to see and detect, granting them advantage on Stealth checks.
Saving Throw: Dexterity DC 14 to resist the curse. - Curse of Torment: The target's body begins to twist and break, causing intense pain and torment. The target is considered restrained, and after 30 seconds (5 rounds), the target must make a Constitution DC 20 saving throw. If they fail, they will transform into an Abomination. No saving throw applies to the transformation.
- Curse of Confusion: The target becomes confused and disoriented, reducing their Intelligence score by 5 for 1d4 hours.
Saving Throw: Intelligence DC 16 to resist the curse. - Curse of Slumber: The target is afflicted with a deep magical sleep, rendering them unconscious for 1 minute unless they succeed on a DC 15 Wisdom saving throw.
Saving Throw: Wisdom DC 15 to resist falling into slumber. - Curse of Clumsiness: The target becomes incredibly clumsy. They have disadvantage on Dexterity-based ability checks and saving throws for 1 minute.
Saving Throw: Dexterity DC 14 to resist the curse.