Hey everyone! I've been working on some ancient artifacts that appear as orbs in my homebrew world that are tied to the 8 schools of magic. In my current campaign, one of the plot hooks that I had set up for the players was to find one of these artifacts and bring it to a mysterious figure, but alas they put off this contract until the last minute and it is unlikely we'll explore more story tied to these orbs as the campaign is coming to a close. I would like to have them featured prominently in a future campaign so I was working on some of the item's details but I am kind of at a roadblock in some of the features. Here is a bit of info for the background of these orbs:
The goddess of magic gifted these orbs to the founding mages of an ancient guild that studied the arcane and developed many of the spells a character would learn from the Player's Handbook. All 8 orbs share a common trait but each has at least one unique trait to represent that school of magic. I'm satisfied with what I have for the Divination, Evocation, and Enchantment orbs, but the other 5 are tricky. Any feedback is much appreciated!
The Astral Stars
Wondrous item, artifact (Requires attunement by a spellcaster)
Eight powerful orbs create the collection known as The Astral Stars. Each contains a portion of the raw arcane energy from the Astral Sea, granting its wielder the following traits.
While attuned to this artifact, you add a +3 bonus to your spell attack and damage rolls, and your Spell Save DC increases by 2.
This artifact has 15 charges. As a bonus action, you can speak the command word and regain an expended spell slot of 5th level or lower. When you regain a spell slot in this fashion, the artifact loses charges equal to the spell slot's level. You can only recover an expended spell slot equal to the number remaining charges. The artifact regains all charges daily at dawn.
Unique Astral Star. Each orb is tied to one of the eight schools of magic. In addition to the previous traits, each orb has a unique trait as listed below.
Dormant. The power of these artifacts wanes when not in use, preventing abuse should they become lost and no longer under the control of a powerful spellcaster. Should an orb not be used for 100 years, it gains this trait: This artifact has been lost for many years and has become dormant. None of its features can be discovered, or used, by attuning to it or by casting spells such as identify. The artifact can be awoken through a secret ritual, or by using the wish spell.
Eye of Starlight (Divination)
A dark cloud fills the inside of this small orb that sparkles with small twinkling lights within the cloud of varying colors.
Visions of Starlight. The Eye of Starlight sees into the future and allows you to manipulate events as you see fit. At the start of the day, roll three d20's and record the results. Until the dawn of the next day, you may substitute any attack roll, ability check, or saving throw from creatures that you know of with one of the three results. Each vision of the future can only be used once. You lose any unused visions at dawn. When you replace a creature's roll with one of these results, the affected creature automatically fails any saving throw to resist divination spells that you cast.
Eye of Moonlight (Enchantment)
This small orb appears to be a miniature representation of the moon, that also waxes and wanes in concert with the moon's cycles.
Charm of the Moon. When casting any Enchantment spell that targets a creature, the target has disadvantage on the saving throw. If a creature is charmed by you, it lasts until dispelled and does not require concentration if the spell would normally require concentration.
Face of the River (Abjuration)
A translucent white shell coats the outside of the orb with a perpetual flow of water that coats the inside of the orb.
Water's Wards. Once per day, you can cast each of the following spells without expending a spell slot:
This orange and red orb is warm to the touch with raging fire swirling inside of it with a bright yellow core at the center.
Light of the Sun. This artifact emits bright light out to 60 feet, and dim light for an additional 60 feet.
Fire-heart. When you make a spell attack as part of casting an evocation spell, you can spend any number of remaining charges to add 2d6 fire damage to the damage roll of the spell for each charge used.
Shard of the Void (Necromancy)
This pebble-sized orb emits a faint gray glow that seems to spiral into a pit of pure black at its center.
Duality. When a spell that you cast restores hit points to a creature, you may use your bonus action to make a ranged spell attack against a creature that you can see within 60 feet of you. On a hit, the creature takes 2d8 necrotic damage. Alternatively, when you deal necrotic damage to a creature, you may use your bonus action to gain 2d8 temporary hit points.
Soul of the Earth (Transmutation)
This roughly surfaced orb has a glowing center that is surrounded by moving earth and stone.
Mutable Reality. ???
Body of Wind (Illusion)
This clear sphere initially appears to be an empty orb but emits a subtle whistle as wind whips around its center with small wisps of smoke.
(Astral Star). ???
Mind of the Storm (Conjuration)
A swirling mass of clouds and lightning constantly move within this orb that occasionally vibrates.
Never-ending Storm. When you expend a spell slot to cast a conjuration spell of 1st level or higher, the next conjuration spell you cast within the next 10 minutes that is of the same level or lower, does not expend a spell slot when cast.
You don't specify the bonus to your spell attack modifier. Perhaps each orb can replace the material components for spells in their school, even ones that cost money and are consumed. And maybe specify that this is a spellcasting focus.
I like all of the ones you have so far except divination and necromancy. Currently divination sounds like you can keep replacing rolls over and over again. The flavor behind portent, the ability this is clearly based off of, is that the wizard sees glimpses of the future and can intervene in some way, maybe shouting a warning or giving a piece of helpful knowledge. This ability allows you to replace a roll of any creature without knowing where they are or what they're up to and that allows you to scary on them. It simply doesn't make sense! I suggest taking from Portent directly or maybe look at the diviner's ability.
Necromancy doesn't specify how much damage is taken or how many hit points are healed.
Illusion's ability could revolve around making illusions real. I don't know how to make it feel distinct from the school of illusion's 14th level ability though.
Transmutation could be a more powerful Transmuter's Stone or it could increase the number of targets and the duration of transmutation spells.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
You don't specify the bonus to your spell attack modifier. Perhaps each orb can replace the material components for spells in their school, even ones that cost money and are consumed. And maybe specify that this is a spellcasting focus.
Oops! The copy paste from google docs must have missed that, fixed it so that it shows the +3 bonus. I love the idea of replacing material components, that is definitely being added on!
I like all of the ones you have so far except divination and necromancy. Currently divination sounds like you can keep replacing rolls over and over again. The flavor behind portent, the ability this is clearly based off of, is that the wizard sees glimpses of the future and can intervene in some way, maybe shouting a warning or giving a piece of helpful knowledge. This ability allows you to replace a roll of any creature without knowing where they are or what they're up to and that allows you to scary on them. It simply doesn't make sense! I suggest taking from Portent directly or maybe look at the diviner's ability.
It was very much so to be used as the diviner's portent, but I did not word it correctly in my description and it was missing that you only roll 3 d20. I updated the description to be in line with that, with the addition of the last line that affects saving throws against divination spells.
Necromancy doesn't specify how much damage is taken or how many hit points are healed.
Another mistake that's been corrected, which is 2d8 for both damage and healing.
Illusion's ability could revolve around making illusions real. I don't know how to make it feel distinct from the school of illusion's 14th level ability though.
Hmm, yea that's a tough thing to make it distinct from the arcane tradition feature. I'll play with some ideas revolving around it.
Transmutation could be a more powerful Transmuter's Stone or it could increase the number of targets and the duration of transmutation spells.
Duration would be perfect I think, increasing how long it lasts similar to what I did with enchantment.
Thanks Astro, always appreciate your feedback! I'll post an update when I come up with some options.
Hey everyone! I've been working on some ancient artifacts that appear as orbs in my homebrew world that are tied to the 8 schools of magic. In my current campaign, one of the plot hooks that I had set up for the players was to find one of these artifacts and bring it to a mysterious figure, but alas they put off this contract until the last minute and it is unlikely we'll explore more story tied to these orbs as the campaign is coming to a close. I would like to have them featured prominently in a future campaign so I was working on some of the item's details but I am kind of at a roadblock in some of the features. Here is a bit of info for the background of these orbs:
The goddess of magic gifted these orbs to the founding mages of an ancient guild that studied the arcane and developed many of the spells a character would learn from the Player's Handbook. All 8 orbs share a common trait but each has at least one unique trait to represent that school of magic. I'm satisfied with what I have for the Divination, Evocation, and Enchantment orbs, but the other 5 are tricky. Any feedback is much appreciated!
The Astral Stars
Wondrous item, artifact (Requires attunement by a spellcaster)
Eight powerful orbs create the collection known as The Astral Stars. Each contains a portion of the raw arcane energy from the Astral Sea, granting its wielder the following traits.
While attuned to this artifact, you add a +3 bonus to your spell attack and damage rolls, and your Spell Save DC increases by 2.
This artifact has 15 charges. As a bonus action, you can speak the command word and regain an expended spell slot of 5th level or lower. When you regain a spell slot in this fashion, the artifact loses charges equal to the spell slot's level. You can only recover an expended spell slot equal to the number remaining charges. The artifact regains all charges daily at dawn.
Unique Astral Star. Each orb is tied to one of the eight schools of magic. In addition to the previous traits, each orb has a unique trait as listed below.
Dormant. The power of these artifacts wanes when not in use, preventing abuse should they become lost and no longer under the control of a powerful spellcaster. Should an orb not be used for 100 years, it gains this trait: This artifact has been lost for many years and has become dormant. None of its features can be discovered, or used, by attuning to it or by casting spells such as identify. The artifact can be awoken through a secret ritual, or by using the wish spell.
Eye of Starlight (Divination)
A dark cloud fills the inside of this small orb that sparkles with small twinkling lights within the cloud of varying colors.
Visions of Starlight. The Eye of Starlight sees into the future and allows you to manipulate events as you see fit. At the start of the day, roll three d20's and record the results. Until the dawn of the next day, you may substitute any attack roll, ability check, or saving throw from creatures that you know of with one of the three results. Each vision of the future can only be used once. You lose any unused visions at dawn. When you replace a creature's roll with one of these results, the affected creature automatically fails any saving throw to resist divination spells that you cast.
Eye of Moonlight (Enchantment)
This small orb appears to be a miniature representation of the moon, that also waxes and wanes in concert with the moon's cycles.
Charm of the Moon. When casting any Enchantment spell that targets a creature, the target has disadvantage on the saving throw. If a creature is charmed by you, it lasts until dispelled and does not require concentration if the spell would normally require concentration.
Face of the River (Abjuration)
A translucent white shell coats the outside of the orb with a perpetual flow of water that coats the inside of the orb.
Water's Wards. Once per day, you can cast each of the following spells without expending a spell slot:
Absorb Elements, Aura of Life, Freedom of Movement, Greater Restoration, Nondetection, Protection from Energy, Remove Curse, and Sanctuary.
Heart of the Sun (Evocation)
This orange and red orb is warm to the touch with raging fire swirling inside of it with a bright yellow core at the center.
Light of the Sun. This artifact emits bright light out to 60 feet, and dim light for an additional 60 feet.
Fire-heart. When you make a spell attack as part of casting an evocation spell, you can spend any number of remaining charges to add 2d6 fire damage to the damage roll of the spell for each charge used.
Shard of the Void (Necromancy)
This pebble-sized orb emits a faint gray glow that seems to spiral into a pit of pure black at its center.
Duality. When a spell that you cast restores hit points to a creature, you may use your bonus action to make a ranged spell attack against a creature that you can see within 60 feet of you. On a hit, the creature takes 2d8 necrotic damage. Alternatively, when you deal necrotic damage to a creature, you may use your bonus action to gain 2d8 temporary hit points.
Soul of the Earth (Transmutation)
This roughly surfaced orb has a glowing center that is surrounded by moving earth and stone.
Mutable Reality. ???
Body of Wind (Illusion)
This clear sphere initially appears to be an empty orb but emits a subtle whistle as wind whips around its center with small wisps of smoke.
(Astral Star). ???
Mind of the Storm (Conjuration)
A swirling mass of clouds and lightning constantly move within this orb that occasionally vibrates.
Never-ending Storm. When you expend a spell slot to cast a conjuration spell of 1st level or higher, the next conjuration spell you cast within the next 10 minutes that is of the same level or lower, does not expend a spell slot when cast.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
I like what you have so far!
You don't specify the bonus to your spell attack modifier. Perhaps each orb can replace the material components for spells in their school, even ones that cost money and are consumed. And maybe specify that this is a spellcasting focus.
I like all of the ones you have so far except divination and necromancy. Currently divination sounds like you can keep replacing rolls over and over again. The flavor behind portent, the ability this is clearly based off of, is that the wizard sees glimpses of the future and can intervene in some way, maybe shouting a warning or giving a piece of helpful knowledge. This ability allows you to replace a roll of any creature without knowing where they are or what they're up to and that allows you to scary on them. It simply doesn't make sense! I suggest taking from Portent directly or maybe look at the diviner's ability.
Necromancy doesn't specify how much damage is taken or how many hit points are healed.
Illusion's ability could revolve around making illusions real. I don't know how to make it feel distinct from the school of illusion's 14th level ability though.
Transmutation could be a more powerful Transmuter's Stone or it could increase the number of targets and the duration of transmutation spells.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Oops! The copy paste from google docs must have missed that, fixed it so that it shows the +3 bonus. I love the idea of replacing material components, that is definitely being added on!
It was very much so to be used as the diviner's portent, but I did not word it correctly in my description and it was missing that you only roll 3 d20. I updated the description to be in line with that, with the addition of the last line that affects saving throws against divination spells.
Another mistake that's been corrected, which is 2d8 for both damage and healing.
Hmm, yea that's a tough thing to make it distinct from the arcane tradition feature. I'll play with some ideas revolving around it.
Duration would be perfect I think, increasing how long it lasts similar to what I did with enchantment.
Thanks Astro, always appreciate your feedback! I'll post an update when I come up with some options.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.