The Devastation Orb of Air is a hollow sphere of pale, sky-blue crystal veined with silvery filaments that drift and coil within it like trapped storm clouds. Its surface is etched with spiraling runes that never fully align, slowly rotating around the orb as though caught in an unseen current. The air around it is never still; dust lifts from the ground, cloaks tug and snap, and hair and loose fabric are drawn toward it as if the orb were breathing. When viewed closely, faint lightning flickers inside the crystal, accompanied by a low, keening whistle that rises and falls like wind through a mountain pass. Even at rest, the orb feels weightless and unstable, as though it might tear free from gravity itself and vanish skyward at any moment.
Once activated, the orb begins a five-round process culminating in detonation. The ritual requires an action to activate, which expends its charge, then another action each round by its user to advance the process, and the user must maintain concentration on the ritual to continue it. After each successful round, the environmental effects produced by the orb get more severe and take effect on initiative count 1, losing ties. Each round's effects are in addition to all previous effects. All effects produced by the orb have a range of one mile centered on the orb, unless otherwise specified. If concentration is broken, the ritual is paused for that round. The user must then make a successful DC15 Arcana check using a bonus action on their next turn to resume the ritual; otherwise, the ritual must be restarted from the beginning, and the current environmental effects of the Orb subside in 1d6 hours.
Round 1: The Stirring Wind
As the cultist completes the first incantation, the air around the orb shudders like a held breath. A steady wind sweeps outward, tugging at cloaks, loose straps, and hair. Dust lifts from the ground in thin spirals, and the trees begin to sway despite the clear sky. The orb hums softly, its surface etched with glowing sigils that pulse in time with the wind, as though the sky itself has begun to listen.
The air turns heavy and cold. Dark clouds coil overhead as if drawn to the orb.
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Light wind fills the area.
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Ranged weapon attacks within 100 feet of the orb have a -2 to hit.
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Open flames (torches, candles) flicker violently; mundane flames have a 25% chance of being extinguished each round.
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Perception checks relying on hearing within 100 feet of the orb are made at disadvantage.
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Arcana or Nature (DC 13) reveals this is the early stage of a large-scale wind ritual.
Round 2: Rising Gusts
The wind strengthens sharply, howling through the area in sudden, violent gusts. Loose debris skitters across the ground, branches snap overhead, and standing becomes difficult without bracing. The air feels charged, prickling against the skin, and voices are torn away mid-word. The orb rises slightly from its resting place, spinning slowly as translucent currents of wind coil around it like tightening bands.
Wind intensifies. Light, unsecured objects risk being blown away.
- Strong wind fills the area.
- All ranged weapon attacks are made at disadvantage.
- Creatures that start their turn flying or climbing must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone (or fall if airborne).
- Light, unsecured objects are blown 10–20 feet in a random direction.
Round 3: Tempest Unleashed
The wind becomes a roaring gale. Trees bend at unnatural angles, and the ground is scoured by flying grit and splinters of stone. Vision blurs as debris is hurled through the air, and each step feels uncertain, as if the ground itself might give way beneath the storm. The orb now spins violently, its glow flaring brighter as thunder rumbles in the distance, though no storm clouds can yet be seen.
The wind responds to the orb’s call. The clouds swirl and lower dramatically.
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Gale-force winds dominate the area.
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Vision is lightly obscured by debris and dust. Visibility is reduced to 150 feet.
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All ranged attacks within 100 feet of the orb that have a target 30 feet away or more automatically miss.
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At the start of each creature’s turn, it must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the direction of the wind and knocked prone.
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Flying creatures must succeed on a DC 15 Strength saving throw at the end of their turn or be slammed to the ground, falling prone.
Round 4: Skybreak
A deafening crack of thunder splits the air as the storm fully asserts itself. Cyclonic winds rip through the area, tearing branches free and threatening to lift creatures from their feet. The sky darkens unnaturally fast, clouds spiraling overhead in a vast, unnatural vortex. Lightning flickers within the clouds, illuminating the orb as it screams with power, its sigils blazing white-hot as the cultist strains to maintain control.
The sky cracks and screams.
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Hurricane-force winds tear through the battlefield.
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The area becomes heavily obscured. Visibility is reduced to 30 feet.
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All nonmagical ranged attacks automatically miss.
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Any creature concentrating on a spell must make a DC 15 Constitution saving throw at the start of its turn or lose concentration (this includes the ritualist, in addition to damage-based checks, though the ritualist makes this check at advantage).
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The cacophony of air makes verbal communication unable to be heard from more than 30 feet away.
Round 5: Detonation — The Wrath of the Sky
With a final, shattering peal of thunder, the orb detonates. A titanic shockwave of compressed air erupts outward, flattening trees, blasting debris skyward, and hurling creatures through the air like leaves in a hurricane. The storm becomes absolute — roaring winds, blinding rain, constant lightning, and chaos in every direction. The sky itself seems to have turned hostile, as the land below is left broken, scattered, and at the mercy of an unleashed elemental tempest.
The orb pulses once—then shatters reality with an explosion of cold air.
Detonation Effects
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A catastrophic blast of air surges outward.
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Any creatures within 100 feet of the orb must succeed on a DC 18 Strength saving throw or take 10d10 bludgeoning damage, and be pushed 4d4 × 100 feet away from the orb in a straight line. On a success, creatures take half damage, and are swept half the distance as they are pushed by the wind.
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The area remains under hurricane-force winds for 1 hour.
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Foot travel is nearly impossible.
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Structures may be damaged or destroyed at your discretion.







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