Abyssal Eyes are magical, strange
objects found only in the treasure troves and possession of being
from the primordial darkness. The Abyssal creatures only come out
through dark fault lines in the Earth, seemingly native creatures to
the underdark, or perhaps even below it.
Abyss Eyes all have the same property.
If you cut out one of your own eyes and replace it with an Abyssal
Eye; you'll regain the sight in that eye and gain darkvision from
that eye. Your new eye glows with the color of the Abyssal Eye- Red,
Blue, Pale Gray, or not at all for Ghastly Eyes. Each type of Eye
also has a special power which can be identified, and this power is
gained once you replace one of your eyes with an Abyss eye as well.
Roll on the relevant tables below. Finally, Abyss Eyes are tied in
with the powers of darkness and actually installing one in yourself
permanently reduces your Charisma by -1d6, with the exception
of Ghastly eyes which reduce it by -1d8 instead.
[1]
Murder Charge. Once per day, you can empower your body on a charging
attack in combat. Your weapon and body glow bright reddish orange and
strike at the enemy. This attack is obvious and enemies can make a
saving throw to avoid the blow. If they fail this, roll to hit as
normal. On a hit, they take double damage.
[2]
The first type of weapon you use in combat after inserting this eye
is now empowered for you, permanently. You gain +1 to hit with that
weapon type, and weapons of that type are outlined to you in a
reddish sheen. Additionally, you gain a weapon power specific that
can be used by any weapon of that type. For example, when using a
dagger you slice skin even on a missed attack; dealing 1 damage from
blood loss. Or hammers can sunder armor, giving the enemy -2 AC from
the dent, and so on. If you could already do this, instead just make
enemy's have -2 to saves versus tricks with this weapon type. You
lose this bonus if you lose this eye.
[3]
Your eye turns bright red and fires a glowing red dart projectile. It
deals 1d4 damage as a dart. If you are firing at a skilled warrior
who has seen this trick before, they get +2 AC. You can only fire
this attack from this eye once per day.
[4]
Eye of Flesh. By closing this eye, you lose the power to see out of
it for the rest of the day. Your body is healed 1d6 hit-points by an
explosion of flesh-energy inside of you. You must roll a saving throw
to avoid getting a random mutation.
[5]
You gain an additional attack on your first combat round, once per
day.
[6]
Increase your Strength modifier by +1. If you're in total darkness
and can only see through this eye, then increase it by +2.
Seeking Eye – 1d6
[1]
By spending your combat round focusing, you can create a magical gray
aura around a single creature. This creature glows in the dark,
cannot enter stealth, has their invisibility or chameleon power
ignored, and becomes much easier to hit with all attacks, granting +2
to hit as well as nullifying any defenses or bonuses from vision
based obstructions. This aura lasts up to three exploration turns,
which means you could also track the creature as well by following
its glow.
[2]
If you run out of arrows, the eye creates a spectral semi-transparent
arrow instead. This attack is harder to see coming and harder to
reflect or deflect by magicians or warriors, but deals a die size
smaller damage due to not being solid matter. (Reduce a d6 bow to d4
damage). These spectral arrows can be used up to 3 times per day.
[3]
Once per day, you can stare at any standard weapon or a single arrow.
This weapon or arrow gains a fuzzy white aura around it, which makes
it unwieldy and as though tipped with cotton, unlikely to penetrate a
defense. The weapon has a -4 to hit, which lasts for up to 3 rounds.
[4]
Sizzling Shots. By concentrating with your eye, once per day you can
fire a flurry of arrows. These arrows shoot 1.5 a round, or you get a
second ranged attack every other round as long as you continue this
assault. Once you are hit you lose concentration and this power
fades. This power also stops prematurely if you run out of arrows.
Every odd round past the first (starting on round 3), the intense
heat from your string motion and whistling speedy arrows starts to
singe the tips of your projectiles; the arrows deal +1 fire damage.
[5]
You can focus the eye and make it project light onto or wall or other
surface. It can control shadows, allowing you to create shadowy
puppets or false images. You can use this ability as much as you
want, but you cannot move while using it and could be crept up on.
[6]
Increase your Dexterity modifier by +1. If you're in total darkness
and can only see through this eye, then increase it by +2.
Hypnotic Eye
– 1d6
[1]
You can supercharge a spell or magic rod attack, increasing the
damage die size by two sizes (so d6 to d10). If the die size would go
over d12, just add +1 instead. The supercharged spell is infused with
bright blue energy from your eye, and anyone else with any Abyssal
Eye can will your spell to be harmless if they so wish. After using
this ability, the Hypnotic eye clouds up and cannot grant you regular
or dark vision and you cannot use this power again until the next
day.
[2]
By staring at someone with eye contact, you can hypnotize them. The
target is transfixed for up to a turn, in which you stare at them
with a bright glowing eye- the blue light from your eye cannot be
blocked by anything nor can their attention be ripped away from it,
or else the spell will be broken. Any damage the target takes will
also snap them out of the hypnotism. Once you break eye contact
yourself or after the turn, the target will be confused and unable to
act for one round as they snap out of it. You can use this power as
much as you want, but after the first time targets will get a save to
avoid looking into the blue eye.
[3]
Once per day, you can project a magical blue barrier in front of you.
The barrier can be up to 10 ft high and 20 ft across, allowing you to
block up passages. This barrier has no effect on physical matter, but
blocks all magical and arcane energies that collide with it; the
barrier prevents artificial conjured objects or creatures from
passing through, causes magic missiles to rupture on contact, and so
on.
[4]
This Hypnotic Eye seem unusually able to remember written text put in
front of it. The first spell scroll you read once this eye is
inserted is lost, the words vanish from the paper but remain in the
eye whenever you close it; superimposed on your vision with arcane
colors. Once per day, you can cast that spell. If the spell is above
a 1st
level spell in power, then it is somehow reduced until it is a 1st
level spell in terms of power.
[5]
By staring at a magical crystal, charged rod, or other source of
magical energy you can absorb enough power for a single 1st
level spell after a turn of concentration. This is much slower and
less efficient then other forms of draining or power transferring-
but this can be done at range and through clear barriers like cell
bars or a glass wall. The drained object only loses a single use, or
if it's a permanent enchantment, loses its magic for 1d6 turns.
[6]
Increase your Intelligence modifier by +1. If you're in total
darkness and can only see through this eye, then increase it by +2.
Ghastly Eye
– 1d6
[1]
Whenever you cast a summoning spell or use an item that summons a
creature, you can specify the exact individual being you wish to
summon. If you could already do this, improve the reaction check or
turns duration by +1 from the improved magical binding with the
entity.
[2]
Whenever you cast a summoning spell or use an item that summons a
creature, the creature summoned is enhanced by gaining a dark aura
and +1 HD, +1 damage with all spells and attacks, and also is able to
manifest itself inside a mirror painted black. This mirror makes it
possible to carry the creature through holy ground or places it
couldn't survive normally; when the mirror is shattered or its name
is beckoned the creatures will exit the mirror or when the duration
ends. The creature is also trapped in the mirror, but if it manages
to escape while you took advantage of its entrapment it will use the
dark aura to great effect in getting its revenge.
[3]
You can now cast Speak
with the Dead, once per
day. Your caster level for this spell, if it is relevant, is equal to
the number of days you have gone without seeing the sun.
[4] You
can cast Maw of the Mound
once per season, regardless of your class. You still receive the
negative effects of using this spell, and lose the ability to see in
the darkness from this eye for 2d6 days.
[5]
Mutation Slot. You can now forcibly add a mutation to your character
permanently. This mutation is no longer removed by a cure mutation
spell or potion, and is now forced to be beneficial. Mutations with
negative effects or tradeoffs have their negatives reduced, while
having their positives improved.
[6]
Once per day, you may spray a shadowy substance from this eye like
tears onto any object. The object counts as 2 encumbrance units
lighter to carry, as long as you are in darkness. The substances
vanishes the next time the object is exposed to light brighter then a
candle. The substance makes the object look dark and the shadows
collect heavily on it; but it is permanent until burned off by light.
Request: exactly like this (which is wonderful and an excellent format) but its Seraphic Haloes.
ReplyDeleteSource? Google says Granblue Fantasy, or are you referring to the concept more in general?
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