November 23, 2024

Lands of Pol

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Common Powers of the Torcs 

Each have the following powers 

  • Is a spell Focus 
  • Intelligent - The Torc’s are Sentient Artifacts 
  • The item can speak, read, and understand common, elvish, celestial, draconic, sylvan, and any languages of its deities’ followers 
  • The item can communicate telepathically with any character that carries or wield 
  • Provides Protection – Saving Throws +1, Immunity from charm,  
  • Provides control of the original POL teleport portals – the ancient transport network.  (See details of POL) 
  • A wearer must (can only) speak truth – (it is suspected that telling a direct lie was not possible but there is evident “The undying one ” was able to, but at cost for the torc can punish a wearer. 
  • The Torc can appear in any similar form it so chooses, including melding with its wearer to appear not invisible but hidden in plane sight. At all times it will remain like its original design, i.e., a torc, a necklace, a headband, a tattoo, a scar or possibly even a birthmark among others. 
  • Has 6 charges used for the following abilities. While wearing it, you can use an action and expend 1 charge to cast 
  • This ability is a limited version of teleport – This spell instantly transports you, items you are carrying, and any familiar of your choice that you can see within range, or a single object that you can see within range, to a destination you select. 
  • If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by a creature. 
  • you may expend extra charge to include a willing creature (1 extra charge per creature) 
  • The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. Refer to the standard Teleport Table 
  • Destinations within the defined Pol Portal system will always be successful 
  • Concentration is not required. 
  • You may remain in this form for 1 day, but by using another charge before the day is out it can be extended. To return to your own form earlier another spell charge is needed to cancel the effect. 
  • the spell ends and you return to your natural form immediately: if you are rendered unconscious; If you are at or below 10% of your HP. if you die o if the Torc is removed. 
  • The torc regains 1d3 expended charges daily at dawn.  
  • Spells are cast with the power of a 20th level mage. 
  • If a Identify spell is used upon the torc, the torc can decide to resist.  If it resists only some of its power may be revealed or non.  Resisting cost, the Torc one of its charges. 
  • If a detect Magic is used on the Torc it will only show as magical if it is actively using a power. Otherwise, it appears non magical 
  • Each of the Torcs has an additional power related to the Deity who sponsored it.