This black sphere, with a shimmering flat face, rattles when shaken.
The Ball of Wonders has 1d4+1 charges (max 5) when found. The Ball regains 1d4 charges every dawn.
The Ball of Wonders can expel a charge to cast Augury. When cast using one charge, the spell behaves like normal. When cast using two charges, roll a d12. On a 1-4 (WEAL), the user gets a luck point to use on a roll related to the question asked. On a 5-8 (WOE), the user gets a disadvantage on a roll related to the question at the DM's discretion. On a 9-12 (WEAL AND WOE), nothing happens.
If the final charge is used, roll a wisdom check. If the roll is less than the caster's level, the Ball shatters, leaving behind a white dodecahedron and a pool of dark liquid. Whoever is holding the Ball when it shatters has disadvantage on insight checks for 1d8+2 days.
Notes: divination
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