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🔒🌌🧤In the shadows of the tale of the Glove of Arcane Realms lies its counterpart, the Glove of Sealed Gates.

As one was bathed in the light of creation, the Glove of Sealed Gates was forged in the quietude of void. It was not a tool of opening, but of closing; not of connection, but of isolation. Crafted in an era when the tapestry of magic was a wild frontier, this glove served as a bastion against the encroachment of chaos.

The deity of magic, whose hands once balanced the flow of all arcane energies, knew the dangers of unbridled expansion. Thus, for every gateway opened, a seal was needed, a means to close the paths that should not be tread. The Glove of Sealed Gates was this seal, its very existence a counterpoint to its twin, ensuring that doors once opened could also be closed, that boundaries respected, and order maintained.

But the chaos god's deception did more than split the gloves; it introduced a flaw in the fabric of magic, a crack that grows with each passing age. The Glove of Sealed Gates now waits for one worthy to wield its power, to mend the rifts torn by folly, and to guard against the forces that seek to unravel the threads of reality itself. 🔒🌌🧤

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Glove of Sealed Gates

Wondrous item, legendary (requires attunement by a Sorcerer or Wizard)

This glove glimmers with a soft blue light. Its surface is intricately adorned with patterns and symbols, each more mysterious than the last. To those well-versed in the arcane, these symbols speak of ancient seals and the containment of powers beyond comprehension.

This glove can be used as an arcane focus. When used in this manner, the wearer's spell save DC is increased by 2. The glove has 7 charges and regains all expended charges daily at dawn.

While wearing the Glove of Sealed Gates, you can use an action to expend some of its charges to cast one of the following spells from it, without requiring material components, using your spell save DC and spellcasting ability: Arcane Lock (1 charge), Dispel Magic (2 charges), Glyph of Warding (3 charges), Banishment (3 charges), Planar Binding (3 charges), Antimagic Field (4 charges). If you expend the last charge, roll a d20. On a 20, the glove regains 3 charges.

Lost Pair. The Glove of Sealed Gates is the counterpart to the Glove of Arcane Realms. Together, they were once the balanced tools of an ancient deity whose dominion was the pathways between worlds

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