A small orb about 6 in in diameter that is cover in million of small blue gems. If you wish to hold the ball you must fail a DC 12 Strength check with disadvantage or it shatters in your hands as it is incredibly fragile. When thrown at a small or tiny creature, the creature enters the ball and a light the makes a 10 ft. radius appear to be bright light and a 40 ft. radius to be dim light. An unwilling creature must succeed a DC 10 Con Save or be trapped in the ball, a willing creature can choose to automatically be a success. A creature is trapped inside the ball in stasis until the ball breaks or the ball is left untouched for 10 years. When the creature leaves the ball, they have no recollection of being inside. If at anytime the ball is thrown at a second creature or a creature with a size medium or larger, the ball breaks. If you are in possession of the ball for a year without breaks, your character instantly know all of this. As an action a player may choose to throw the ball, within 30 ft of themself shattering the ball if it hits the floor releasing the creature within. If a creature is carrying the ball and fails a acrobatics crack at any point, the ball shatters releasing what is in it.
Notes: Banishment, Container
Previous Versions
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4/17/2023 8:50:18 PM
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Coming Soon
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