Glove of Power
Magical Item, gauntlet, requires attunement, Legendary
This glove goes by many names throughout the universe. It is a left-handed, silver and black gauntlet with a keyboard on it containing numbers and strange symbols not found in any known alphabet or spellbook. On its’ top is a sleek touch screen that rests just below the knuckles.
In front of the touch screen situated on top of the knuckles are an array of four purplish gemstones that enable its’ magic and power the spells it has access to. Because of its’ insanely advanced user-interface, few can actually harness its’ true power and even fewer understand how it works. It seems both foreign and futuristic.
To attune to this gauntlet, your character must have an Intelligence ability score of 18 or higher and spend at least 48 hours over a period of 6 days or fewer studying its’ massive instruction booklet, which may be found with the glove or separately. If you meet only one or neither of these requirements and try to use the glove’s powers, the DM decides how it functions, and the resulting effect could be completely unpredictable and catastrophic.
Once attuned to the glove, you are granted the following abilities:
- Your Strength and Dexterity ability scores each become 20. If either of your ability score totals for these are already higher than 20, this trait has no effect on you.
- You gain powerful, latent telekinesis controlled by the glove that uses your Strength and Dexterity ability scores (See: Telekinesis). You lose this ability while sleeping or if you become Paralyzed or Incapacitated, or if you otherwise are not able to use your left hand.
- You gain a flying speed equal to double your normal walking speed and you can automatically ignore difficult terrain while flying.
- Melee attacks made with the glove or projectiles you throw using its’ telekinesis deal an additional 4d6 Force damage.
- The glove contains 20 charges. Each day at dawn, it regains 2d10+10 charges. Out of your left hand, you can cast the following spells at will, requiring only somatic components specific to each spell the glove can cast: Disintegrate (4 charges), Chain Lightning (4 charges), Reverse Gravity (4 charges), Control Weather, (4 charges), Earthquake (4 charges), and Hyper Beam (8 charges). If your character doesn’t normally have spells, the glove’s spell save DC is 18 and its’ spell attack modifier is +10.
Cut and Paste. The Glove of Power gives you a ‘clipboard’ that functions with real matter and lifeforms the same way a clipboard on a computer interface works. You can use an action to expend 4 charges from the glove and describe your selection and cut to the DM. The size of your selection can’t exceed more than 150 feet in any direction, and if it includes living creatures, they have to beat a DC 16 Constitution saving throw or be cut from reality and put into your clipboard, where they remain until you paste them. A cut creature is incapacitated and paralyzed while inside the clipboard. You cannot have more than one cut on your clipboard, and you cannot cut anything else if you have a prior cut on your clipboard. If your clipboard contains anything, you can use a bonus action to paste it back into reality in the exact position you specify. Objects that are cut while in motion resume their motion once pasted. Additionally, you can swap matter you select with matter you have cut by selecting it and then pasting while selected.
The glove is an extraordinarily dangerous item that has world-rending effects should it quite literally fall into the wrong hand.