Norrry's Orbs of Wonder

From House of Khilat
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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 th orbs can cause them to change size, shape and color. Their size can range from 1" to 1' 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 illumination a 5 inch radius up to the equivalent of a light spell radiating out to 30 feet.

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.

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 hit them.

History

Owned by: Norrry Trannyth