Saturday, August 19, 2023

DnD Magic Item Conversions: The Apparatus

 


Alchemist's Apparatus

Wondrous Item, Legendary

Aura: Very Strong Necromancy


This huge machine stands over 30 feet tall, consisting of a 15-foot diameter glass globe filled with sulphur that rests on a wood and steel tripod. The globe is linked to a series of smaller globes, tubes, rods, wires and plates made of various materials, which are all ultimately connected to a pair of glass chambers, each large enough to fit one Medium creature inside. Though relatively delicate, if the apparatus is destroyed, it recreates itself randomly in another time and place.


The apparatus has a maximum of 12 charges and loses 1 charge every hour. Whenever it is subjected to lightning damage, the apparatus takes no damage and instead regains one expended charge.


While there is a creature in each of the two glass chambers and the apparatus has 12 charges available, the device activates, expending all charges to exchange the minds between the two targets. Each creature possesses the other creature’s body, completely controlling it. Their game statistics are replaced by the creature they are possessing, though they retain their alignment and their Intelligence, Wisdom, and Charisma scores. Each creature retains the benefit of their own class features and cannot use any of the class features of the creature they are possessing. The process can only be reversed by activating the apparatus again or with a wish spell.


Curse. Each time the apparatus is activated, roll a d20. On a roll of 5 or higher, nothing happens. On a 1-4, the apparatus and each creature and object in a 100 foot radius is transported into a random domain of dread.


Apparatus of Dreadful Construction
Wondrous Item: Artifact
Aura: Overwhelming Conjuration and Transmutation


This Gargantuan device wreaks havoc wherever it appears, moving inexorably across any solid terrain on two great studded wheels at a constant pace. The origins and purpose of the device are unknown, and none have come forward to take credit for its creation. The apparatus resembles a massive, fully enclosed chariot, approximately 15 feet tall, 20 feet wide and 25 feet long. It weighs approximately 30 tons and bears three great metal chimneys which spew a constant stream of sparks and flame. The front of the apparatus is shaped like a bestial head with eight enchanted adamantine teeth, each the size of a medium creature and driven by pistons to chew through any material they come into contact with.


Wake of Destruction. The apparatus never stops moving in a completely straight line. It destroys anything that crosses its path, leveling buildings and carving holes straight through mountains while scooping the rubble it creates into itself. Nothing, not even a wish spell, can turn it aside or direct its movements. The apparatus leaves a black 10-foot-wide paved road behind it. Any creature that touches a newly created section of road takes 6d6 fire damage. The road cools as time passes, and each section of road deals 1d6 less fire damage each hour. 


Unstoppable Juggernaut. The apparatus is completely immune to conditions or damage and cannot be affected by spells or magical effects. Each round on initiative count 20 (losing initiative ties), the apparatus moves 60 feet in a straight line. Each creature or object in its path must make a DC18 Dexterity saving throw. A target takes 10d12 bludgeoning damage and 6d6 fire damage on a failed save, or half as much damage on a successful one. This damage is doubled against structures.


Fire Aura. Any creature or object that starts its turn within 30 feet of the apparatus takes 2d6 fire damage, which ignites flammable objects that aren’t being worn or carried.


Water Vulnerability. The only way to stop the apparatus is to submerge it in water. Whether ocean, lake, or river- any body of water sufficiently deep enough to fully submerge the apparatus will suffice. If the apparatus remains submerged for 1 minute it magically transports itself to a random plane of existence, emerging from a body of water on that plane to continue its path of destruction.


Apparatus of Spikey Owns

Wondrous Item, Rare

Aura: Moderate Enchantment


This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, which unfolds into a 10-piece one-man-band. When you release the catch you must succeed on a DC15 Wisdom saving throw or be charmed by the apparatus for 1 hour. While charmed by the apparatus, you spend each round operating the apparatus, instinctively knowing how it works and creating a horrible cacophony. Whenever you take damage you can make a new Wisdom save, ending the effect on a success.


While you operate the apparatus, each creature other than you that starts its turn within 30 feet of the apparatus or enters the affected area for the first time on a turn must make a DC15 Wisdom saving throw. On a failed save, the creature is enraged until the end of its next turn. While enraged, a creature can’t take reactions and must spend its turn trying to move as close to you as it can. For its action, it must try to attack, if able, or else take the dash action to try and get closer. A creature is unaffected by the apparatus if it cannot be charmed or if it cannot hear.


When you stop playing the apparatus, it folds itself up, transforming back into its original barrel form.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here's a whole bunch of apparatus. Er, apparatuses? Apparati? Either way, a bunch of items beyond just the Apparatus of Kwalish people might be more familiar with in 5e, each with powers all over the place and few apparent similarities between the bunch.

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