Norrry's Orbs of Wonder

From House of Khilat

The orbs natural form are 3" diameter gemstones cut with hundreds of facets. Each orb has a different natural color as follows: deep ruby red, sparkling emerald green, and brilliant sapphire blue. The orbs are as hard as diamond, and can only be damaged by a similarly hard object or incredible force.

Powers

Control of the orbs is determined by whomever is holding or juggling the most orbs. Control is retained until someone else holds more orbs. A secret command word can be used to gain control regardless of the number of orbs held by another.

The person controlling the orbs can cause them to change size, shape and color. Their size can range from 1 inch to 1 foot in diameter. Their shape must be a single solid contiguous piece without moving parts. Simple polyhedrons can be formed in a single round, while more complicated shapes may take two to three rounds to form. Patterns and surface textures always require more time. Any damage to the orbs cause them to return to their natural form.

The orbs can also be commanded to glow from a pale phosphorescence illuminating a 5 inch radius up to the equivalent of a light spell radiating out to 30 feet. If all three are brought together, they can release a single blinding flash once per day lasting 1 round, illuminating out to 120 feet and requiring those within 30 feet save versus magic of be blinded for 1d4 rounds. Afterward, they will not glow for 24 hours.

The orbs grant proficiency in juggling to the person controlling them. If the person using them can already juggle, then an additional slot of proficiency is gained. The juggling proficiency benefits are lost when control passes to another.

The orbs can levitate on command, and fly 30' per round by concentration. One, two or all three can be commanded to levitate, and they will float in the same general location, bobbing and weaving within a 1' area, easily resisting gale force winds, but not physical contact. Individual balls can be flown to a location and left levitating. If more than one is directed to fly at once, they all act as a single unit and fly together in formation. Balls can be commanded to return, and will try to trace paths of the other balls and when barriers block the path they follow a programmed pattern to escape a maze, with the final option of repeatedly striking the weakest point of any obstructions until it gets through. They can inflict pummeling damage of 1d4+2 points, but will not strike any object that is hard enough to damage the orbs.

Each orb can store a single spell cast into it of up to 3rd level, which can be released from the orb on command. The orb serves as the casting point with standard range, area of effect and duration. Spells requiring concentration to manage the effect may fail if the controller of the orb isn't within visual range.

The orbs leach magic from magic items around them, lingering spell effects and spells cast in their vicinity. Any charged magic item carried on the orbs owner will loose one charge per day until drained. Spells cast on the owner, whether friendly or hostile, will have their duration cut in half, with a maximum duration of one hour.

Each of the three orbs can produce a random spell effect once per day similar in nature to a wand of wonder, thus three effects can be created each day. The target of the spell is selected by throwing the orb at the opponent, but it need not hit them. This power of the orbs can also be combined. If multiple random effect rolls can be effectively combined into one cohesive magical effect, they will do so, otherwise the most beneficial effect to the controller will be doubled or tripled in power, depending on the number of orbs used.

History

Owned by: Norrry Trannyth

Norrry researched and created this special magic item, with some help from some of his Harper connections. It is inspired by and uses some of the same processes as a Harper's Wandering Star magic item, and seems to be Norrry's version. He invoked and called upon Tymora's guidance often during his research and creation. Only Norrry knows the command word to gain control or the orbs regardless of others possession of any of his orbs.