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Tuesday Magic Item – Gloves of the Oracle

27 November, 2018

Untangle fateVoddick sat on the steps of the shrine.  “I have never understood the desire to learn the future.”

“Agreed,” said Gollaon pouring wine for the both of them.  “If it is ill-fortune, you will go crazy trying to avoid it.  If it is good, you will not enjoy it as much because you expect it.”

Voddick nodded and took the cup.  “Though I am amused by the fact we are visiting blind seers.”

Golloan laughed.  “I had not thought of that.”  He raised the wine cup to his friend.  “To the future.”

“The future.”

Gloves of the Oracle

These gloves are made of thin and supple leather, most are stained and worn, but very little can damage them seriously.  The interior is written with prophecies in dark ink that can never be read for if the gloves are turned inside out, the writings always remain on the inside.

The wearer of the gloves can reach out and touch the strands of fate, however while they are doing so, they cannot see anything else.  The wearer can access a sense of the future by touching and feeling the harmonies of these strands, the wearer can:

See a short time into the future, as an Augury spell, but they are blind for 1d3 rounds while they sense the future.  This can be done up to three times a day.

See further into the future, as a Divination spell, but they are struck blind for 1d6 rounds and must make a Will save (DC 16) to keep it from lasting an additional hour and on a natural “1” the blindness lasts a day.  This can be used once a day.

Once a month, the wearer may dive deeply into the strands, taking 1d4 hours, to learn great truth as a Commune spell.  This is risky, the wearer is blind for one day and must make a Will save (DC 14 + the number of questions asked) or be permanently struck blind (this is a curse and can only be lifted by completing a quest)

An odd side effect of using the gloves, is a greater harmony with the music of the world, the wearer gaining a +4 enhancement bonus on any Perform (musical instrument) checks.

The gloves can only be destroyed by reciting and enacting the prophecies written inside.

Aura strong divination; CL 20th; Slot hands; Weight

For D&D 5E:

Wondrous item (gloves), very rare (requires attunement)

First, second and last paragraphs as above.

See a short time into the future, as an Augury spell, but they are blind for 1d3 rounds while they sense the future.  This can be done up to three times, resetting after a long rest

See further into the future, as a Divination spell, but they are struck blind for 1d6 rounds and must make a Wisdom save (DC 13) to keep it from lasting an additional hour and on a natural “1” the blindness lasts a day.  This ability is available again after a long rest.

Once a month, the wearer may dive deeply into the strands, taking 1d4 hours, to learn great truth as a Commune spell.  This is risky, the wearer is blind for one day and must make a Wisdom save (DC 11 + the number of questions asked) or be permanently struck blind (this is a curse and can only be lifted by completing a quest)

An odd side effect of using the gloves, is a greater harmony with the music of the world, the wearer has advantage enhancement bonus on any Perform rolls involving musical instruments.

Notes: From a suggestion from my lovely wife.

Photo by Mike Russell and used under the CC BY 2.0.

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