The Devastation Orb of Fire is a heavy sphere of obsidian-black stone veined with glowing cracks of molten orange and white-hot gold, as if barely containing a living inferno. Its surface radiates intense heat, forcing the air around it to shimmer and bend, while embers drift constantly from its seams like falling sparks from a forge. Runes etched deep into the stone glow and fade in a slow, rhythmic pulse, each flare accompanied by a low, furnace-like roar. Even at rest, the orb smells of smoke, sulfur, and scorched earth, and standing near it feels less like approaching an object and more like drawing close to a contained sun, eager to be unleashed.
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 Kindling Breath
The orb flares to life with a dull, angry glow, its surface cracking like cooling magma. Heat rolls outward in visible waves, warping the air and making your lungs burn with every breath. Small embers drift lazily through the space, settling on stone and cloth alike, leaving scorch marks in their wake.
Sweat beads across your brow. The air turns thin and hot.
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The temperature in the area becomes uncomfortably hot.
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All creatures within 60 feet take 2 fire damage.
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Open flames ignite unattended flammable objects
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Creatures have disadvantage on Perception checks relying on sight due to heat distortion
Round 2: Ash and Sparks
The glow intensifies, shifting from orange to blinding white at the core. Sparks spit violently from the orb, skittering across the ground like living things. Ash begins to fall from above, coating the floor and clogging the air with choking smoke.
The heat rises. Breath catches in your throat.
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Creatures within 60 feet must make a DC 14 Constitution save or take 2d6 fire damage, or take half damage on a success.
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The area becomes lightly obscured by smoke and ash. Visibility is reduced to 100 feet.
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Creatures that fail the save also begin coughing, suffering disadvantage on their next attack roll or spell attack.
Round 3: The Burning Pulse
A thunderous boom echoes as the orb releases a pulsing shockwave of heat. Stone blackens, metal glows red, and the ground itself radiates pain. Flames erupt in sudden jets from cracks in the floor and walls, turning the battlefield into a killing ground.
A crackling roar fills the air as the fire spreads.
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The ground within 100 feet of the orb becomes difficult terrain as surfaces blister and warp.
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Creatures within 60 feet must make a DC 16 Dexterity save or take 3d6 fire damage, catch fire, and take 2d6 fire damage at the start of their next turn unless they use an action to extinguish the flames. On a success, a creature takes half damage and does not catch fire.
Round 4: The Inferno Unleashed
The orb screams. Not with sound, but with pressure and fury. Fire roars outward in rolling walls, consuming everything in its path. The heat is unbearable now — armor sears flesh, weapons burn your hands, and survival feels moment-to-moment.
The oxygen is gone, spent to feed the inferno. You struggle to catch your breath.
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Creatures within 80 feet must make a DC 17 Constitution save or take 5d6 fire damage and gain one level of exhaustion. On a success, the creature takes half damage and does not take a level of exhaustion.
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Non-magical metal weapons and armor become searing hot. Creatures wearing metal armor take 5 fire damage at the start of each of their turns.
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Visibility is reduced to 30 feet due to the thick, choking smoke and flame.
Round 5: Detonation - Cleansing Flame
The orb collapses inward, its light vanishing for a heartbeat of silence. Then the world explodes. A sun is born at the center of the ritual, releasing a cataclysmic wave of fire that devours the battlefield in an instant. Stone cracks, structures collapse, and the air itself ignites.
The orb pulses once. There is a heartbeat of silence… and then the world ignites.
Detonation Effects
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All creatures within 100 feet must make a DC 18 Dexterity save or take 12d10 fire damage, are knocked prone, and are blasted 4d4 × 50 feet directly away from the orb. On a success, a creature takes half damage, is pushed half the distance, and is not knocked prone.
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Structures in the area also take 12d10 damage; small wooden structures may be destroyed outright.
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The area becomes a burning ruin for hours, with lingering flames and collapsing terrain







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