Queen's Eye (Magic Eye)

These 11 eyes are living relics of the Sazaur Mother who led her nation in glorious genocide of other beholder nations. The eyes innate powers have grown enormously in their 800 years within the Hive.
The Sazaur queen, evidently a mutation, was enormous even by beholder standards. The size of the eyes alone reflects this-the central eye measures 3' across, and the smaller ones are the size of soccer balls. All are leathery in texture like mummy skin, tan in color like aged parchment, and wrinkled with thick, ropy veins. The irises of the eyes are faded red.
All of the queen's eyes together compose a single, powerful item on the verge of true artifact status. Until it achieves that status, the eyes can be destroyed like any magical item.
When the user of the primary eye wills, the 10 smaller eyes teleport to its location. The smaller eyes orbit rapidly around the central eye. The more power the item exerts, the faster they revolve.
The wielder can summon some eyes and not others. The small eyes teleport back to their previous locations when the wielder desires. No small eye can summon the other eyes. In their special rooms in the Hive, the smaller eyes have developed self-aware incarnations and unique powers. But when summoned, they temporarily lose their consciousness and revert to ordinary items with the powers listed below.
Minor Powers: The effects of the 10 small eyes can be used as often as the wielder desires, except that only one power per round can be used. The wielder can do nothing else while using the power. These powers work only when the small eyes are orbiting the primary eye.
When the wielder's spellcasting level becomes important, treat the spell as if it were cast by a 20th-level wizard. All powers have a maximum range of 100 yards:
1 	Charm person: This eye casts mass charm. The spell works only against targets allowed by a charm person spell.
2 	Charm monster: This eye casts mass charm, but works against any living, nonhuman creature.
3 	Sleep: This eye generates a symbol of sleep. This symbol, and the others below, appears on some body part of the potential victim (s).
4 	Telekinesis: This eye projects Otiluke's telekinetic sphere.
5/6	Flesh to stone ray: As the beholder powers, but the target must save at a -2 penalty.
7 	Fear: Generates a symbol of fear.
8 	Slow: Works like the beholder power, but the target must save at a -2 penalty.
9 	Cause serious wounds: Works like the beholder power, but this eye can inflict 3d6 points of damage on the target.
10 	Death ray: This eye generates a symbol of death.
Major Powers: The antimagic ray of the central eye affects the entire area for one mile around, in all directions. The direction of the eye's pupil is irrelevant. However, it works only as well as a minor globe of invulnerability. Only 6 inches of lead or several feet of stone can block this effect.
The ray is active all the time, unless the wielder specifically wills it to deactivate. If the wielder loses consciousness or control of the eye, it reactivates.
The item's powers inflict especially great destruction against beholders. Beholders receive no saving throws against any of the minor powers above. This makes the queen's eyes all the more fearsome and desirable to the beholder nations.
Dangers-Alignment change: The wielder becomes lawful evil as soon as one of the central eye's major powers is used. The wielder attempts to conceal the alignment change (if any) until all who knew his or her former alignment are dead. The wielder happily expedites this.
Fragility: A wielder using the powers risks “shorting out” the relic. Until they achieve true artifact status, the queen's eyes remain fragile, especially outside the Hive. One of the smaller eyes could malfunction as the wielder tries to use it. The eye burns away into ash, destroyed by the powerful energy coursing through it. Thereafter, each of the other small eyes disintegrates at an appropriate time.
Transformation: Every time a non-beholder wielder uses any power; the DM makes a secret saving throw vs. spell for the character. The first time, the roll is unmodified. Each subsequent time, the wielder incurs a cumulative -1 penalty to the saving throw. If and when the wielder fails a saving throw, he or she is permanently polymorphed into a beholder.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Eyes