Aeromancer’s Heart

Wondrous item, artifact (requires attunement)

The aeromancer’s heart is a weightless, flawless diamond that imprisons a miniature tornado. It represents the crowning magical achievement of a lost race.

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: control weather (3 charges), air walk (1 charge), call lightning (1 charge), or lightning bolt (1 charge).

You can also use an action to cast the feather fall and fog cloud spells from the orb without using any charges.

As it stands, some of the magical energy of the aeromancer’s heart has dissipated over time. If that energy were to be restored, perhaps by journeying to meet with the most accomplished mages in the Plane of Air and bargaining for their assistance, or by performing some other fantastical quest, the aeromancer’s heart would reveal its true power.

A restored aeromancer’s heart can make a city fly. Activating this power of the aeromancer’s heart requires a DC 30 Intelligence (Arcane) check. Once activated, the aeromancer’s heart sends tendrils into the ground that pick up all buildings within one city district block and lift them and 100 feet of ground underneath them into the air. A flying city has a 30 foot movement speed horizontally, and a 10 foot movement speed vertically. It will hover in place unless directed by a pilot who succeeds at a DC 25 Intelligence (Arcane) check to steer it. Failing this check by 5 or more causes the city to move in a random direction.

It is nearly impossible to lay siege to a flying city.

Many flying cities have or develop defenses that can target flying creatures, including siege weapons.

Because it sits atop a thick and solid slab of ground, creatures aboard the flying city cannot target creatures directly below the flying city unless they are clinging to its underside.

The original creators of the aeromancer’s heart were aware of the devastation a city could cause by landing on top of buildings and creatures on the ground below, so the magic of the artifact is such that it will only set a city down on flat and featureless ground. An aeromancer’s heart that is currently causing a city to fly cannot be moved from its position.

Destroying the Aeromancer’s Heart. To destroy the aeromancer’s heart, it must be part of a flying city that is devoured by one of the lords of the elemental plane of Earth.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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