dnd.sdmz.us

The Orb of Fire goes by many names. Some call it the Tichkal, others the Sphere of Time and Energy, still others the Blasphemic One, referencing its ancient status as an object of blashphemy, its very existence contradicting many religious teachings. Its energies are powerful and mysterious, and transcend the local notions of time and space into something… bigger.

Stats

(Initial) Abilities

The Orb has several abilities.

Attack

An attuned user may expend five of any spell slots for the following: for two rounds, the orb charges (requires full focus of an attuned operator). Then, on the third round, casts a long beam of fire, two inches in diameter, which will disintegrate and vaporize most materials, including wood, stone, water, metal, gems, dirt, flesh, bone, and others. The beam will continue until it either hits a material through which it cannot pass or after 25 miles, whichever comes sooner. This beam has infinite speed, and will continue for the entire duration of the round (six seconds).

Scrying

The attuned user may also gaze into the firey depths of the Orb, and seek its answers through a vision. The user must make a DC 20 constitution saving throw, and take 4d20 physic damage on a failed save, or half on a successful one. The is no guarantee of success.

Remote Attack

The attuned user may, if they are able to successfully conjure a vision through the Orb, attempt to remotely attack the subjects of the vision. The sum of the following checks will determine the success and potency of the attack, adjusted for the relative difficulty and ability of the target:

The successful attack will deal fire damage to the target. Cooldown for the Orb after usage is 24 hours.

Further Abilities

The Orb may also possess further, as-of-yet unknown abilities.