Corrupted Tear of Paradise

Wondrous item, artifact

A tear of paradise can be damaged or overloaded by disruptions to the natural weave of magic, causing it to fade to a deep orange and crack and splinter.

Pieces of it can be broken into finger-length shards that some keep as sacred relics. A corrupted tear of paradise creates magical interference that disrupts the local climate and ecology in erratic ways.

Weather patterns are disrupted, often leading to rapid desertification, though patches of great fecundity may also appear and disappear at random within the area, with moss or even fungus often taking the place of more diverse flora. A corrupted tear of paradise can’t be linked with others of its kind nor intact tears of paradise, limiting the range of its environmental disruption to within 50 miles. If an intact tear of paradise overlaps the area of effect of a corrupted tear of paradise, the corruption is suppressed, however, the proximity of the damaged artifact has the potential of weakening and ultimately corrupting the intact one.

A corrupted tear of paradise leaks a form of mystic radiation in a 60-foot radius, causing living creatures entering or beginning their turn within this radius to make a DC 20 Constitution saving throw or gain a level of exhaustion from severe headaches for as long as they remain in the area and for 2d6 hours after leaving the area. In addition, living creatures who remain in this radiation must make another DC 20 Constitution saving throw an hour after exposure or manifest lesions and sores, gaining another level of exhaustion and the poisoned condition. Continuing to remain in this area requires an additional save each hour to avoid gaining additional levels of exhaustion and death.

A corrupted tear of paradise is damageresistant and has an Armor Class of 8 and 60 hp. Destroying it releases an intense wave of desiccating heat in a 60-foot-radius sphere centered on it. Each creature within the area must make a DC 20 Constitution saving throw, taking 10d6 points of fire damage on a failed save or half as much damage on a successful one. All living creatures in the area immediately suffer one level of exhaustion, and those failing their save are poisoned for 24 hours as well. In addition, this final burst of energy is treated as an intense flash of the tear’s radiation (as described above), requiring a separate DC 20 Constitution saving throw to avoid taking an additional level of exhaustion.

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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