The Ball of Balthazaar is a arcane focus from before the dark times of the great thermaclysm and is preloaded with several spells long since banned by the round council.
This Ball has 3 charges, and regains 1 charge every day at dawn. Each time you attempt to cast a spell from this ball, you must make a DC 15 Constitution saving throw. On a failed save, you take 13 (3d8) psychic damage, and cannot use the ball for the rest of the day. The following spells are contained within and may be cast from the ball, using your spellcasting modifier. The first time each day you successfully cast a spell from this ball, roll a d20. On a 1, the ball explodes harmlessly and is destroyed.
Spells:
Find Xylophone (1 charge). A faint multicolored light that only you may see becomes tethered from you, along the nearest non-obstructed path, to the closest xylophone on this plane to you. The light lasts for 6 hours, fading after this duration .If there is no xylophones on this plane, a spectral xylophone that only you may interreact with appears in your hands for 2d4 hours, vanishing after this duration.
Human Trebuchet (1 charge). The caster selects a humanoid target within range and releases spectral trebuchet that appears above them. The target must make a Strength saving throw. On a failed save the target takes 6d8 bludgeoning damage as they are launched through the air. On a successful save they take half as much damage.
Additionally, the target is launched a distance of 30 feet directly away from the caster. If the target collides with a solid surface they take and additional 1d8 damage for every 10 feet traveled and are knocked prone
Garber's Ball of 30 Spiders (2 charge).With a flick of your wrist and a quick incantation, you summon a writhing ball of 30 magical spiders that roll and crawl within an invisible sphere. This ball of spiders hurls through the air toward a point you can see within range, and once it reaches that point, the spiders explode outward in a chaotic swarm. Upon impact, the sphere bursts open, releasing a massive swarm of 30 giant spiders, which scuttle to cause havoc and frighten enemies. The spiders remain for the duration of the spell or until destroyed.
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Area of Effect: The ball of spiders creates a 15-foot-radius sphere of crawling spiders in a space you choose. Each creature within the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage as the spiders swarm over them, biting and crawling across their body. On a successful save, they take half as much damage and are not affected by the swarm.
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Swarm Mechanics: While the ball of spiders is in effect, the 30 summoned spiders crawl throughout the radius. The swarm moves as a group and can take any action you command them to, provided they stay within the sphere. The spiders will target creatures within the sphere, attempting to block their movements and bite them. If a creature is reduced to 0 hit points by the spiders, it is paralyzed for 1 minute from the sheer terror and venom.
- Venomous Bite: Any creature that fails its Dexterity save against the swarm must make a Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature takes 2d6 poison damage at the start of each of its turns. The poison damage ends early if the creature receives a Lesser Restoration, Greater Restoration, or similar healing magic.
- Spider Attack: The spiders are able to make bite attacks as a group. They can target one creature within the sphere, rolling a single attack with a +5 modifier. On a hit, the target takes 2d6 piercing damage.
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Dispersal: When the spell’s duration ends, or if the ball is dispelled or destroyed, the spiders scatter in every direction, disappearing harmlessly. However, any creature still within the radius at the end of the spell's duration must make a Wisdom saving throw (DC 15) or be frightened of spiders for 1 minute.
Decapistrate (3 charge). You hurl a pulse of dark energy at a creature within range, attempting to both decapitate and defenestrate them simultaneously. The target must make a Dexterity saving throw. On a failed save, the target suffers the following effects:
- The target takes 5d6 necrotic damage and 5d6 force damage.
- If the total damage dealt exceeds the target's hit points, its head is severed from its body, causing instant death. If the target is immune to this effect or has legendary resistance, it instead suffers an additional 4d6 force damage.
- If the target is adjacent to a window or similar opening, it is forcibly propelled through the opening, falling to the ground below (if any).
On a successful save, the target takes half damage, and the decapitation and defenestration effects are negated.
Power Word: Peel(3 charge). You project your voice out to a target within 240ft of you. The targets skin begins to peel off. Any living target must make a CON saving throw or have the flesh forcibly removed from their body, doing 10d8 Necrotic damage on a failed save, or half as much on a successful save. Targets who failed the save bleed doing 8d4 Damage every round until the target is under the effects of a greater restoration spell or a healing spell of higher capability, regrowing there skin.
Previous Versions
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3/2/2025 2:03:07 AM
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11/24/2025 12:10:48 AM
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Coming Soon
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