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- Eye of Vecna

Eye of Vecna
About This Mod
This is the transformation of Oka Vekna into Baldur's Gate 3.
The eye is transplanted into the right eye socket with visual effects (as well as the witch's eye).
Effects:
You have true vision. (Can see in the dark and see invisible objects up to 24 m away, also +2 to perception)
You can use the action to see as if you were wearing an X-ray vision ring. You can cancel this effect as a bonus action. (Can't be done in-game, but you can already move the camera through walls)
The eye has 8 charges. You can use the action and spend 1 or more charges to cast one of the following spells (except DC 18) from it: Clairvoyance (2 charges), Crown of Madness (1 charge), Split (4 charges), Domination of a Monster (5 charges), or Eye Bite (4 charges). (Clairvoyance can't actually be transferred to a game without DMs)
The eye restores 1d4 + 4 of all spent charges daily at dawn.
Every time you cast a spell out of your eye, there's a 5% chance that Vekna will take control of your body as a puppet. He won't let you go alive.
Random properties:
Since many random properties are difficult or impossible to create in BG3, and some don't make sense in this game, I have adapted the expected properties:
1 minor utility property
1 major useful property
1 minor property damage
To next:
The main useful property: You cannot be blinded, deaf, petrified or stunned.
Minor useful property: You get a +1 bonus to your armor class.
Minor harmful property: You take 4d10 mental damage when inoculating yourself with the Eye. (Technically, this is a very harmful property)
Location:
A disorderly, ragged figure was seen wandering through the Dark Cursed Lands. Travelers at first assumed it was some old fool in need of help, but despite looking decrepit and his mind seeming wrecked, he was still a powerful necromancer. Those who managed to escape told stories of waves of undead coming out of the shadows infinitely, while the necromancer remained unharmed from any harm that came his way.
There was one thing that the survivors noticed that caught the attention and conjured up. A curious detail about one of his eyes, because he seemed to be moving on his own, wondering around, emitting malice, shining unnaturally.
A famous figure has one more thing to avoid when crossing these lands, and those who travel through the region are advised to listen carefully to her rambling rhetoric, forever repeating what has become her nickname: Milestone Kun Naah.
If you also use Hand of Vecna:
You are immune to disease and poisons.
You feel a sense of danger and, if you are incapacitated, cannot be surprised.
If you start your move with at least 1 Health Point, you will regain 1d10 Health Points.
If a creature has a skeleton, you can try to turn its bones into jelly by touching Vecna's Hand. You can do this by using the action to perform a melee attack against a creature you can reach using your melee attack bonus of weapons or spells. If hit, the target must successfully make a DC 18 Constitution save or drop to 0 Health Points. (This instantly kills the target if it doesn't work, bypassing the defense)
You can use the action to play Wish. This property cannot be used again until 30 days have passed. (It can't actually be transferred to a game without a DM)
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