Wondrous Item, artifact

A crystal orb that flows with arcane energy that rivals the gods. 

Allows a spellcaster to cast certain powerful spells when used as a material component (does not get consumed). Caster must be in contact with the orb throughout the entire casting of the spell unless the specific spell allows otherwise. 

When used, the orb fills the user with powerful arcane energy. Mortals who use this orb suffer greatly due to the potency of the arcane energy that is lent to them during the casting process. After a spell is cast with the help of this artifact, all casters involved must roll a d100 and consult the table below. Any damage taken/dealt from the use of this orb ignores all resistances and immunities.

1              Overwhelmed by the immense power, the caster drew in too much. The arcane energy twists and morphs the caster into an eldritch abomination.

2-9          The casters body is overwhelmed by the influx of arcane energy. Unable to bond with the energy, the caster explodes like an arcane grenade, instantly dying. Any Creature within                  15ft of the caster must make a dexterity saving throw, taking 10d12 +20  radiant damage on a failed save and half on a success.

10-24     Pushing their arcane ability to its absolute limit causes the user to burn out. The caster will never again be able to cast spells/cantrips. Even if the caster transfers its soul to a                     new body, its ability to weave magic into spells is forever lost to them. (They can still use magic items though)

25-49     The intensity of the arcane energy within the orb takes a heavy toll on the caster. Caster takes 10d10 +20 necrotic damage and then is unable to cast spells/cantrips for 1d4                       weeks.

50-74     Despite trying to carefully only draw the needed amount of arcane energy required to cast the spell, the potency of the such energy still comes at a cost to the caster. Caster                       takes 8d6 +20 necrotic damage and is unable to cast spells/cantrips for 1d3 days.

75-84     Managing to carefully weave the powerful energy provided from this orb quickly through themselves and into the spell being cast, the caster was able to avoid suffering most of                 the consequences that mortals face when using such immense energy unprepared. Caster takes 6d4 +10 necrotic damage and is unable to cast spells/cantrips for 1d6 +2                           hours.

85-99     Having expertly commanded the power of the gods the caster was able to avoid any negative side effects to using this orb. 

00           Whether it was greed, or overconfidence, the caster drew more power than needed for the spell and chose to keep it for themselves. At first, the caster feels incredible and                            indescribable pain. Through determination, they manage make it bend to their will, bonding it to their spirit. Not only do they not suffer any consequences from using the orb                        this time, but the caster now has the ability and knowledge to use the orb again without suffering any consequences.

(Still being developed and changes/additions are planned)

StevenJohansen

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