The Dark Glass

**Aura:** Overwhelming necromancy; **CL:** 20th

**Slot:** Held; **Price:** -

**Weight:** 5 lbs.

### Description:

The Dark Glass is a legendary orb of pure obsidian, its surface as black as the void between stars. It emanates an aura of chilling darkness and a palpable aura of death. Carved with intricate runes that seem to shift and writhe like spectral figures, the orb is encased in an ornate silver and onyx holder, etched with images of death and decay.

### Abilities:

1. **Eternal Gaze:** By gazing into the Dark Glass for 1 minute, the bearer can scry on any location or individual they have encountered before, regardless of distance. This functions as the *scrying* spell, but it requires no material focus and has no chance of failure due to lack of familiarity with the target. The bearer can use this ability once per day.
2. **Soul Devourer:** As a standard action, the bearer can channel the Dark Glass's necromantic power to target a single creature within 60 feet. The target must succeed on a DC 25 Fortitude save or suffer 10d8 negative energy damage and have their life force drained. If the target is reduced to 0 Hit Points as a result of this ability, their soul is trapped within the Dark Glass. The bearer can release the trapped soul to gain temporary hit points equal to the creature's Hit Dice and access to one of the creature's abilities, determined by the GM. This ability can be used once every 24 hours.
3. **Cataclysmic Embrace:** By shattering the Dark Glass as a standard action, the bearer unleashes its full power. All creatures within a 100-foot radius must succeed on a DC 30 Will save or be affected as if by a *destruction* spell (CL 20th). Even those who succeed on the save suffer 10d10 negative energy damage. The Dark Glass is destroyed in the process.
4. **Curse of the Abyss:** While attuned to the Dark Glass, the bearer is haunted by visions of death and despair. They gain a +4 bonus to Intimidation checks but suffer a -4 penalty to Diplomacy and any checks related to healing or curing. Additionally, they become more resistant to healing magic, receiving only half the normal amount of hit points from such effects.
5. **Dark Insight:** Once per day, the wielder of The Dark Glass can attune their senses to the shadows and secrets around them. By gazing into the glass for one minute, they gain the ability to see through magical darkness and illusions, as well as detect invisible creatures and hidden traps within a 60-foot radius. This effect lasts for 10 minutes.
6. **Eclipse Manipulation:** The Dark Glass holds a fragment of the power of eclipses, allowing the wielder to harness its unique properties. Once per day, the wielder can create an area of supernatural darkness in a 30-foot radius centered on themselves. This darkness mimics the effects of a solar eclipse, suppressing all natural and magical light sources within its radius. Additionally, creatures within the darkness are treated as if they have the blinded condition, and any spells or effects that rely on light-based components or visibility are hampered. This darkness lasts for 1 minute and can be dismissed by the wielder at any time.
7. **Shadow's Embrace:** The Dark Glass has the power to draw upon the essence of darkness itself. Once per day, the bearer can invoke the Shadow's Embrace as a swift action. When activated, the orb emanates an aura of palpable darkness in a 30-foot radius centered on the bearer. This darkness is magical and impenetrable, even to darkvision and other forms of magical vision. Within this area, all light sources are extinguished, and visibility is reduced to absolute darkness. While within the area of the Shadow's Embrace, the bearer gains the ability to meld with the shadows, becoming virtually invisible and intangible. They can move through solid objects as if they were insubstantial, and they can pass through barriers and obstacles with ease. In addition, they gain advantage on Stealth checks and are immune to any effects that rely on sight-based perception. The Shadow's Embrace lasts for 1 minute, during which the bearer can move freely within the affected area and utilize their newfound stealth and mobility. However, using this ability requires intense concentration, preventing the bearer from taking any offensive actions, spellcasting, or using other abilities. Once the effect ends, the darkness fades, and the bearer returns to their normal state. This ability is a double-edged sword, as the bearer's connection to the shadowy realm is tenuous and taxing. After the Shadow's Embrace ends, the bearer suffers from a level of exhaustion due to the strain of manipulating the dark energies. Additionally, their physical form becomes briefly vulnerable to light-based attacks, taking double damage from spells and effects that utilize light or radiant energy for 1 round after the ability ends.

### Destruction:

The Dark Glass's destruction is no small feat. It must be shattered within the heart of a forbidden necropolis, where the boundaries between life and death are thin. The resulting cataclysmic release of necromantic energy has the potential to unravel the artifact and scatter its dark essence across the planes.

> Note: The Dark Glass is a fictional creation for the Pathfinder 2E system and serves as an example of a legendary artifact with death-themed abilities. Players and Game Masters can use this as inspiration or adapt it to fit their campaigns.
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