Prism of Creation
Wondrous item, artifact (requires attunement by a non-Evil Dancer)
When the world was threatened by the voidreavers of Morithal, a luminar artisan felt compelled to act. As only the luminar can, they gathered the rays of the sun itself and spun them into a sheet of glass, which this artisan then brought to the mortal world, to the very forges of Archia. There, in the heat of the planets molten core, they forged the Prism of Creation from that glass spun of the light of the sun.
Rarely had a thing of such beauty been seen. Fashioned into a long, narrow prism about five inches long, with a concave surface that flares at the top and bottom and then sweeps to a sharp point, the Prism of Creation’s multifaceted surface catches and refracts even the smallest hints of light.
Even as the luminar finished their work, treachery struck. The Raven slew the artisan and stole the Prism. For centuries it was lost and the world languished under the wanton violence of the voidreavers. Finally, it surfaced at the end of the age in the right hand of Kaelen Stormweaver, who used its power to defeat the voidreavers.
The Prism was then sent to the Sanctum of Eternal Vigil, where the monks were charged with protecting it through the ages to come against the time of its need. It vanished again when the sanctum was swallowed by a voidscar.
Magic Point Reservoir. The Prism stores magic points cast into it, holding them until the attuned wielder uses them. The Prism can store a number of magic points equal to the attuned users proficiency bonus. When found, it contains 2 magic points.
Any Dancer can store 1 or more magic point into the Prism by touching it. The expenditure of magic points has no effect other than to be stored in the Prism. While holding the Prism, the attuned user can use the magic points stored in it as if they were part of their own magic points.
Mantle of Power. When held forth in the presence of a voidreaver, or as an action useable once every 90 days, the attuned user can imbue themselves and their allies with immense power. Each imbued ally selects a role from skirmisher, lurker, or caster, gaining the following benefits:
- All Ability Scores increase by 4, to a maximum of 30.
- They gain 150 bonus Hit Points.
- Their Proficiency Bonus becomes +6
- On each of their turns, they gain an extra Standard Action.
- Once per long rest, they may erase 1d4 Wounds.
- [Skirmisher Only] Each successful Weapon Attack deals 5d6 bonus damage.
- [Lurker Only] Sneak Attack dice become 10d6.
- [Caster Only] Magic Points and Spells Known must be recalculated assuming the character uses all remaining feats through level 20 to finish the “Spellcaster” line of feats. Note that this may not grant access to level 9 spells, depending on how many feats remain between the current level and level 20.