The thing I stole from the Lich King is a crystal that is able to syphon the energies of an Icon. In a previous age, when the Lich King was the Archmage (or whatever), he created the crystal to help him retain his Icon status from one age to the next (perhaps he became the Lich King to prolong his “life” and this crystal was part of that ritual?).
Imryl's ritual had two stages - one to absorb the crystal into his body, and the second to connect it to ALL Icons. Absorbing the crystal into his body took more out of him than he expected, making that ritual take longer than expected. Midway through the ritual, he is interrupted by the Lich King's forces, and Imryl was barely able to escape -- his first unstable use of magic ripped him out of the room and far enough away that he was able to sneak out
The failed ritual and incomplete connection with the icons disrupts his control over magic, making his magic unpredictable. Reaching for magic is like reaching into a murky pool that was once clear
------ OTHER IDEA -----
The Wizard King used the crystal as a focus to turn into the Lich King. Imryl managed to get ahold of the crystal for his purposes, to absorb all icon powers. In order to avoid someone doing the same to him, he absorbed the crystal into himself in the assumption that none would be able to get through the defenses of a god. He was able to complete the ritual, but
Armored Flesh
Armored plates bolted to your bones by the Crusader grant +1 per tier to AC, MD, and PD
Cape of Flight
Recharge 6+. Woven with arcane threads from Horizon. When you activate this cape, you may fly until you take damage from an attack.
Control Rod
With a successful attack against MD, you can control the actions of the Crusader’s thralls for a single turn. You can sustain control as a quick action. Control ends at the end of the encounter.
Staff of Chaos
This staff was fabricated by the Archmage of a past age to harness the raw magic of the multiverse. The staff can be used to contain, channel, or unleash devastating magic…when connected to a source of sufficient power. The full scope of this ability has not been tested. Well, not since that Archmage perished and her Age ended.
When you wield the Staff of Chaos you gain the following powers:
Random Energy Type (d4)
1: Cold
2: Fire
3: Lightning
4: Thunder
· Cascade p175. Once per arc/day. 3
Target: One nearby or far-away enemy
Special: The second time you cast cascade, it has two targets, nearby or far-away enemies in a group. The third time you cast it has three such targets, the fourth it has four targets,
and so on. After the third and subsequent castings, roll a d6. If you roll less than the number of times you have cast the spell, you cannot cast it again, ever. (Casting cascade
empowered counts as two two separate uses instead of one empowered spell, and that means you must roll twice to see
if you can keep casting it.) Keep track of the number of times you have cast cascade previously if you temporarily remove it
from the spells you have prepared for the arc.
Attack: Charisma + Level vs. PD
Hit: 55 (10d10) random energy damage
Natural even miss: Half damage.
Natural odd miss: Damage equal to your level × 2.
8th 70 damage
9th 85 damage
10th 100 damage
· Catastrophic Blast p171. Once per battle, recharge.
Targets: 1d3 + 1 nearby enemies
Attack: Charisma + Level vs. PD with a special penalty of –4 on
the attack rolls
Hit: 32 (9d6) random energy damage
Miss: Every ally engaged with the target takes damage equal to
your level 2 unless they succeed at a normal save.
4th 41 (9d8) damage
5th 49 (9d10) damage
6th 59 (9d12) damage
7th 75 (3d4 ) damage
8th 100 damage
9th 120 damage
10th 160 damage
· Chaos Bolt p168. At will.
Special: When you cast chaos bolt, you always roll the d4 for
random energy, and you do not get to roll a save to change the
damage type.
1: Cold damage
2: Fire damage
3: Lightning damage
4: Psychic damage
Target: One nearby enemy
Attack: Charisma + Level vs. PD (MD if psychic energy)
Hit: 7 damage of the type determined, and bonus effects for
some high natural attack rolls (see table). Unless otherwise
specified, the bonus effects last until the end of your next
turn.
Miss: Damage equal to your level.
NATURAL ROLL: BONUS EFFECT/PSYCHIC EFFECT
16–18: 5 ongoing damage, easy save ends; 6+ (5th: 10 ongoing; 8th: 20 ongoing)/dazed
19: stuck/charmed
20: weakened/confused
2nd 9 damage
3rd 11 damage
4th 14 damage
5th 18 damage
6th 23 damage
7th 28 damage
8th 40 damage
9th 50 damage
10th 60 damage
· Energy Wave p 170. Once per arc/day.
Target: Up to 1d4 + 1 nearby enemies in a group
Effect: Deal damage equal to double your level to each ally engaged with one or more targets unless that ally succeeds at a normal save. yes, that’s quadruple your level for empowered
energy waves.
Attack: Charisma + Level vs. PD
Hit: 13 (2d12) random energy damage
Miss: Damage equal to your level × 3.
2nd 17 (3d10) damage
3rd 20 (3d12) damage
4th 26 (4d12) damage
5th 32 (9d6) damage
6th 39 (6d12) damage
7th 52 (8d12) damage
8th 65 damage
9th 80 damage
10th 100 damage
· Wild Flare p172. Once per battle, recharge.
Target: One random nearby enemy
Attack: Charisma + Level vs. PD
Hit: 35 (10d6) random energy damage.
Miss: Half damage.
4th 44 (8d10) damage
5th 52 (8d12) damage
6th 65 (10d12) damage
7th 75 (3d4x10) damage
8th 100 damage
9th 130 damage
10th 170 damage
· Energetic Auras p174. Once per arc/day.
Target (enemy): One nearby or far-away enemy.
Attack: Charisma + Level vs. PD
Hit: 23 (5d8) random energy damage
Miss: Damage equal to your level × 2.
Targets (allies): A number of nearby or far-away allies equal to or less than the escalation die.
Effect: The next attack the ally makes deals +9 (2d8) energy damage on a hit, the same type of energy you dealt with the spell. If the ally attacks multiple targets, the effect applies
only to the first enemy attacked. The effect ends at the start of your next turn.
6th 32 (9d6) damage; +11 (3d6) damage
7th 36 (8d8) damage; +14 (4d6) damage
8th 45 damage; +20 damage
9th 55 damage; +25 damage
10th 70 damage; +30 damage
11th 90 damage; +40 damage
· Energetic Lash p174. Once per arc/day.
Target: 1d3 nearby enemies
Attack: Charisma + Level vs. PD
Effect: After casting this spell, choose a different sorcerer spell of your level that you have not already prepared or cast this
arc. For the rest of the arc, the new spell counts as one of your prepared spells, but you must cast it one level below your own level.
Hit: 28 (8d6) random energy damage
Miss: you take damage equal to your level.
6th 35 (10d6) damage
7th 44 (8d10) damage
8th 60 damage
9th 70 damage
10th 90 damage
Further powers may be available but at considerable risk to yourself and the multiverse.