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# The Eyes of Infinity Of all the solars, with the exemption of Xephalam, Magnus is undoubtedly the most powerful and ancient. His abilities surpasses the abilities of most deities, primordials and even his fellow solars. There are even rumors of him slowly reaching the strength of Xephalam but there has never been proper confirmation. Like all of the solars, Magnus carries and owns multiple magical items of extreme power but all of them pale to his own artifact. Within his hidden vault is a pair of crystal blue eyes that carry a titanic amount of power and knowledge. It was only lately after a war between the solars and gods that the eyes of infinity were lost and the magic connecting them with Magnus severed. Thankfully, a large portion of the eye's powers cannot be used because of its original connection with Magnus cut. The crystal blue eyes appear to be a small blue sphere with a slightly darker shade of blue as the pupil. The eyes appears to sometimes move, staring at other creatures and objects. To attune to any of the eyes, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye stops moving and it refocuses so you can adjust. If the eye is ever removed, your mind becomes shattered from suddenly losing all the knowledge you gained from it. You become affected by the spell *feeblemind* as if you've failed the saving throw. When you attune with an Eye of Infinity, you must succeed on a DC 20 Intelligence saving throw, or be affected by the spell *feeblemind* as if you've failed the saving throw.
\columnbreak #### Left Eye of Infinity *Wondrous item, artifact (requires attunement)* The Left Eye of Infinity is said to be gifted with the ability to protect everything and anything, especially the one attuned to it. When attuned to the Left Eye of Infinity, you gain the following bonuses: ***Infinite Defense.*** While attuned to the Eye and not wearing armor, your body gains a trasnparent barrier that makes your AC 15 + Dexterity modifier. You also gain a +2 bonus to your saving throws. ***Invalid Power.*** When you see any spell or effect that isn't a melee attack (e.g. fireball, lightning bolt or meteor swarm), you can use your reaction to warp it out reality, cancelling the effect fully. You can only use this feature once per day. Once you use this ability, you gain 5 levels of exhaustion. ***Knowledge of the Infinite.*** You become proficient in every Intelligence based skill and you double your proficiency bonus on them. ***Quickened Magic.*** Spells cast by the eye no longer requires a casting time. ***Strongest Body.*** You become immune to disease and poison. You stop aging and you cannot be magically aged by any effect or ability. You cannot be cursed. ***Strongest Mind.*** You become immune to being charmed and frightened. Spells and effects that would put you under someone's control, immediately fails. ***True Sight.*** You gain truesight up to 60 ft. You gain a +5 bonus to your Perception skillS. \pagebreak ***Ultimate Magical Defense.*** The eye has 10 charges. You can use an action and spend 1 or more charges to cast one of the following spells (Spell DC 20) from it: *antimagic field* (7 charges), *counterspell* (2 charges), *dispel magic* (2 charges), *globe of invulnerability* (5 charges), *guards and wards* (5 charges), *imprisonment* (8 charges), *invulnerability* (8 charges), *magic circle* (1 charge), *mindblank* (7 charges), *nondetection* (2 charges), *planar binding* (4 charges), *primordial ward* (5 charges), *prismatic wall* (8 charges), *protection from energy* (2 charges), *time stop* (8 charges). The eye regains 1d6 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, it casts the *suggestion* spell (Spell DC 20), demanding that you find a way to connect yourself to Magnus. The eye wishes nothing more than to be reunited with its true owner. > ##### Undeserving Power > > Casting a spell with more than 3 charges, momentarily alerts every celestial within the same plane of existence. The celestials are not aware of where the eye is but knows that it is within the same plane of existence and will not stop at anything to retrieve it believing that nobody is deserving of its power, except Magnus or the gods they follow. > > ***1st casting of a spell within the same week.*** Celestials within the same place of existence are alerted of the eye's presence. > > ***2nd consecutive casting of a spell within the same week.*** Celestials are able to pinpoint what continent the spell is being cast on. > > ***3rd consecutive casting of a spell within the same week.*** Celestials are able to know where the general area of the spell was cast. > > ***4th consecutive casting of a spell within the same week.*** Celestials are now aware of who has the eye. > > ##### Attempt of Capture > > Unless evil, celestials will not try to kill the owner of the eye but instead capture them. If they resist, they will only be incapacitated but if they harm the celestial sent to capture them, the celestial will use lethal force if needed. Attempts to take the eye only occurs once a 4th consecutive casting a spell within the same week happens. Once the 1st attempt is done, another 4th consecutive casting a spell within the same week must happen again before the 2nd, 3rd, 4th, 5th and 6th attempt will happen. > > ***1st Attempt.*** 1 Planetar and 2 Devas > > ***2nd Attempt.*** 2 Planetars and 2 Devas > > ***3rd Attempt.*** 1 Angel Lord (Use MM's Solar statblock) and 2 Planetars > > ***4th Attempt.*** 1 Marut and 1 Angel Lord (Use MM's Solar statblock) > > ***5th Attempt.*** 2 Maruts and 2 Angel Lords (Use MM's Solar statblock) > > ***6th Attempt and Final Attempt.*** The God who sent the celestials will appear in its true form, endangering itself just to risk getting the eye of infinity. The statblock or lack of thereof, is entirely up to the DM. \columnbreak #### Right Eye of Infinity *Wondrous Item, artifact (requires attunement)* The Right Eye of Infinity is said to be gifted with the ability to destroy everything and anything, especially the enemies of the one attuned to it. When attuned to the Right Eye of Infinity, you gain the following bonuses: ***Infinite Destruction.*** Any attack or damaging ability of yours deals triple damage to objects and structures. In addition, you ignore any damage resistances and treat damage immunities as resistances. Creatures with conditional immunities are affected but make the saving throws with advantage. ***Absorb Power.*** When you see any spell or effect that isn't a melee attack (e.g. fireball, lightning bolt or meteor swarm), you can use your reaction to have your right eye absorb all of it, cancelling the effect fully. Once you absorb the spell or effect, you take half the damage of the effect with maximized dice (e.g. meteor swarm has 40d6 = 240 maxed damage. You take 120 damage.) which cannot be reduced or avoided in any way at all. Once absorbed, you can replicate the effect once (Save DC 20). You can only use this feature once per day. ***Knowledge of the Infinite.*** You become proficient in every Intelligence based skill and you double your proficiency bonus on them. ***Strongest Magic Manipulation.*** Spells cast by the eye does not require concentration. The following spells have improvement: - Disintegrate: You can cast this spell as a bonus action. - Mordenkainen’s Sword: The sword can move up to 60 feet and can attack thrice. - Magic Missile: When casting this spell, you can use your bonus action to cast it again. ***Strongest Body.*** You become immune to disease and poison. You stop aging and you cannot be magically aged by any effect or ability. You cannot be cursed. ***Strongest Mind.*** You become immune to being charmed and frightened. Spells and effects that would put you under someone's control, immediately fails. ***True Sight.*** You gain truesight up to 60 ft. You gain a +5 bonus to your Perception skill. ***Ultimate Magical Power.*** The eye has 10 charges. You can use an action and spend 1 or more charges to cast one of the following spells (Spell DC 20) from it: *bigby's hand* (3 charges), *chromatic orb* (1 charge), *disintegrate* (5 charges), *magic missile 3rd level* (1 charge), *mordenkainen’s sword* (5 charges), *shatter* (2 charges),. You can increase the spell's level by using 1 more charge than usual The eye regains 1d6 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, it casts the *suggestion* spell (Spell DC 20), demanding that you find a way to connect yourself to Magnus. The eye wishes nothing more than to be reunited with its true owner. > ##### Nerfed Version > > If you feel that any of the eyes is too strong, there is another way to weaken it. Remove the Ultimate Magical Defense of the Left Eye and the Ultimate Magical Power of the Right Eye. \pagebreak #### Eyes of Infinity *Wondrous Item, Artifact (requires attunement)* Together at last, the two Eyes of Infinity can now showcase their true power. Gifted with the ability to destroy and defend, the Eyes of Infinity is capable of giving the owner great power. When attuned to the Eyes of Infinity, you gain the following bonuses: ***Infinite Defense.*** While attuned to the Eye and not wearing armor, your body gains a trasnparent barrier that makes your AC 18 + Dexterity modifier. You also gain a +3 bonus to your saving throws. In addition, you can cast the spell *shield* as an at will spell but not on yourself. When casting the spell *shield*, you can choose 4 creatures of your choice and have them be affected by the spell as well. You can use this feature a number of times equal to your intelligence modifier (minimum of 1). You regain all uses after a long rest. ***Infinite Destruction.*** Any attack or damaging ability of yours deals quadruple damage to objects and structures. In addition, you ignore any damage resistances and treat damage immunities as resistances. Creatures with conditional immunities are affected but make the saving throws with advantage. ***Right of Defense.*** You can cast the spell *counterspell* and *wall of force* as an at will spell (Save DC 20). ***Right of Destruction.*** You can cast the spell *disintegrate* as an at will spell (Save DC 20). ***Right of Power.*** When you see any spell or effect that isn't a melee attack (e.g. fireball, lightning bolt or meteor swarm), you can use your reaction to warp it out reality, cancelling the effect fully. Any spell or effect you warp out of reality is absorbed by your eyes. You can replicate the effects (Save DC 20) but you lose them once you use them. You can use this feature three times per day. You regain all uses daily at dawn. ***Knowledge of the Infinite.*** You become proficient in every Intelligence based skill and you double your proficiency bonus on them. ***Quickened Magic.*** Spells cast by the eye no longer requires a casting time. ***Strongest Body.*** You become immune to disease, exhaustion and poison. You stop aging and you cannot be magically aged by any effect or ability. You cannot be cursed. ***Strongest Magic Manipulation.*** Spells cast by the eye does not require concentration. The following spells have improvement: - Disintegrate: You can cast this spell as a bonus action. - Mordenkainen’s Sword: The sword can move up to 60 feet and can attack thrice. - Magic Missile: When casting this spell, you can use your bonus action to cast it again. ***Strongest Mind.*** You become immune to being charmed and frightened. Spells and effects that would put you under someone's control, immediately fails. ***True Sight.*** You gain truesight up to 120 ft. You gain a +10 bonus to your Perception skill. ***Ultimate Magical Ability.*** The eye has 20 charges. You can use an action and spend 1 or more charges to cast one of the following spells (Spell DC 20) from it: *antimagic field* (7 charges), *bigby's hand* (3 charges), *chromatic orb* (1 charge), *counterspell* (2 charges), *dispel magic* (2 charges), *globe of invulnerability* (5 charges), *guards and wards* (5 charges), *imprisonment* (8 charges), *invulnerability* (8 charges), *magic circle* (1 charge), *magic missile 3rd level* (1 charge), *mindblank* (7 charges), *mordenkainen’s sword* (5 charges), *nondetection* (2 charges), *planar binding* (4 charges), *primordial ward* (5 charges), *prismatic wall* (8 charges), *protection from energy* (2 charges), *shatter* (2 charges), *time stop* (8 charges), *wall of force* (4 charges). The eye regains 1d12 + 8 expended charges daily at dawn. Each time you cast a spell from the eye, it casts the *suggestion* spell (Spell DC 20), demanding that you find a way to connect yourself to Magnus. The eye wishes nothing more than to be reunited with its true owner. > ##### Nerfed Version > > Similar to its weaker forms, you can remove the Ultimate Magical Ability to weaken it but still keep it very strong. > > ##### Art Credit > > [Kekkai Sensen](https://myanimelist.net/anime/24439/Kekkai_Sensen)