True-Ice Shards (Dagger)
M · Artifact · Requires attunement
Attunement
Description
The True-Ice Shards have the following random properties:
- 2 Artifact Properties; Major Beneficial Properties properties
- 2 Artifact Properties; Minor Detrimental Properties properties
- 1 Artifact Properties; Major Detrimental Properties property
Cold damage dealt with the shards ignores resistances and immunities. Creatures vulnerable to Cold damage take triple damage from the True-Ice Shards, rather than double.
After you damage a creature with the shards, you may use a bonus action to force the creature to make a DC 22 Constitution saving throw. On a failed save, the creature that took the damage becomes vulnerable to Cold damage for 24 hours. Once you use this feature, you may not use it again until after you have finished a long rest.
While attuned to the True-Ice Shards, you can use an action to cast the spell (save DC 20), targeting any creature you have previously met. If the targeted creature is on a different plane of existence, the spell fails.
As long as you maintain , you can use a bonus action to send a telepathic message to the focused creature. It can reply—using a bonus action to do so—as long as the focus and continue.
You can use the True-Ice Shards to cast a variety of divination spells. , , and may be cast at will, and don't have a maximum range. Other limitations of the spells still apply, and they can't detect subjects on other planes of existence.
Additionally, you may cast (with a spell save DC of 20) and . Once either spell is cast, you must finish a long rest before casting either of them again.
While Levistus still lives, destroying the True-Ice Shards serves little purpose, as he is capable of recreating them at will. That aside, the shards can be destroyed when subjected to a sufficient source of heat. A few such sources include the inside of an active volcano, a continuous source of Hellfire, or a powerful fire spell cast at 9th level.