After this orb is attuned, it makes all spells that deal acid, cold, fire, lightning, or poison damage instead deal a damage type determined by when the orb is made, but as an additional cost, requires one sorcery point to cast any spell it effects. Furthermore, an attuned character cannot unattune until subjected to the effect of a Remove Curse spell, and the caster is incapable of using anything other than this orb as an Arcane Focus.
In addition to the it's other properties, the Orb is considered an arcane focus as described in the Spellcasting section.
Optional: Roll damage type for the Orb.
- Acid
- Cold
- Fire
- Lightning
- Poison
- Re-roll
The orb is designed to give a Draconic Sorceror with very few spells (looking at you Green Dragon Sorceror) a chance to take advantage of their ancestry, though in a rather heavy-handed manner. To compensate this, it's trade-off is considerable; being unable to cast almost any other non-physical damage type is not something to be taken lightly.
Though it also raises some questions of physicality for certain spells (Ex. a dexterity save saving a player from a Poisonous Fireball), it can likely be played off the same way as the Loremaster does in the Unearthed Arcana... By playing a character well, and getting creative with descriptions!
Notes: by a Draconic Sorceror that's Draconic Ancestry matches the element of the Orb, Buff, Cursed
orb