Wondrous Item, artifact

A very strange and peculiar orb that seemingly changes its appearance, weight, and even size, randomly. Smooth and cold to the touch sometimes, hot and ruggedly textured at other times. Its weight seems to fluctuate between that of a feather's, to that of a hefty war-hammer at times, sometimes growing as large as a small goblin's head, while shrinking to be as small as a large pearl at other times. Different colours seem to appear and disappear, swirling about in the Orb, as well as around it, occasionally faintly emanating strange and weird tangled weave-like patterns of light that are seemingly stuck to it.

The Orb is a physical manifestation of concentrated Wild Magic due to the Weave being very tightly tangled at a certain point in space and time. For reason/s unknown to any mortal, this tight tangle is seemingly able to warp itself along the Weave as it follows any sentient creature on the Material Plane that has last came into physical contact with it.

The Orb can be "used" by any mortal on the Material Plane, without attunement, but Sorcerers of the Wild Magic sorcerous origin will actually "attune" themselves, in some sense, to the Orb upon physical contact, for added (random) effects.

Random Properties
An Orb of Wild Magic has the following random artifact properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

An "attuned" Sorcerer of the Wild Magic sorcerous origin will either gain, or suppress, 2 random (additional) artifact properties. Roll a d8 twice to decide the following:

d8 Effect
1 Gain an additional minor beneficial property.
2 Gain an additional major beneficial property.
3 Gain an additional minor detrimental property.
4 Gain an additional major detrimental property.
5 Suppress a minor beneficial property.
6 Suppress a major beneficial property.
7 Suppress a minor detrimental property.
8 Suppress a major detrimental property.

Re-roll the second d8 if it suppresses the same property as the first roll.

Wild Magic
This object has 1d6 charges per day. Its charges resets every dawn (roll a 1d6 to see how many charges it has for that day).

Whenever the Orb is intentionally and vigorously rubbed by a sentient and conscious creature, it expends a charge, causing a random "Wild Magic Surge" (mostly based on the "Wild Magic" Sorcerous Origin of the Sorcerer class, with some minor alterations). Roll a d100 and resolve its corresponding effect in the table below.

Before dawn each day, before its charges reset, if it still had all of its charges from the previous day, it triggers a charge automatically before resetting its charges for that new day.

The Orb is almost indestructible and can never be discarded, always reappearing next to the last sentient creature that came into physical contact with it on the Material Plane before the next dusk or dawn. If said sentient creature is no longer on the Material Plane or has deceased, for at least a tenday, and no other sentient creature comes into physical contact with it, the Orb destroys itself.

Wild Magic Surge

d100 Effect
01–02 You see strange and weird seemingly tangled weave-like patterns of different coloured lights faintly emanating from the Orb for a split second, but nothing else happens.
03–04 For the next minute, you can see any invisible creature if you have line of sight to it.
05–06 A Modron (Monodrone, Duodrone, Tridrone, Quadrone, or Pentadrone) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07–08 The Orb casts Fireball as a 3rd-level spell centered on itself.
09–10 The Orb casts Magic Missile as a 5th-level spell on a random creature within range.
11–12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13–14 The Orb casts Confusion centered on itself.
15–16 For the next minute, you regain 5 hit points at the start of each of your turns.
17–18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face, dealing 1d4 damage per your character's level.
19–20 The Orb casts Grease centered on itself.
21–22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23–24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25–26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27–28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29–30 You teleport up to 60 feet to a random unoccupied space.
31–32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33–34 Maximize the damage of the next damaging spell you cast within the next minute.
35–36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37–38 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39–40 You regain 2d10 hit points.
41–42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43–44 For the next minute, you randomly teleport up to 20 feet on each of your turns.
45–46 The Orb casts Levitate on yourself.
47–48 A Unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49–50 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55–56 Your hair falls out but grows back within 24 hours.
57–58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59–60 You regain your lowest-level expended spell slot.
61–62 For the next minute, you must shout when you speak.
63–64 The Orb casts Fog Cloud centered on itself.
65–66 Up to three random creatures within 30 feet of you take 4d10 lightning damage.
67–68 You are frightened by the nearest creature until the end of your next turn.
69–70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71–72 You gain resistance to all damage for the next minute.
73–74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75–76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77–78 The Orb casts Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
79–80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81–82 You can take one additional action immediately.
83–84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85–86 The Orb casts Mirror Image on yourself.
87–88 The Orb casts Fly on a random creature within 60 feet of it.
89–90 You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
91–92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93–94 Your size increases by one size category for the next minute.
95–96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97–98 You are surrounded by faint, ethereal music for the next minute.
99–00 You see strange and weird seemingly tangled weave-like patterns of different coloured lights brightly emanating from the Orb. Roll on this table again, 3 more times.

Additionally, whenever a Sorcerer of the Wild Magic sorcerous origin on the Material Plane within a 1-mile radius around the Orb casts a spell, or even uses one of their Wild Magic specific class features (Tides of Chaos, or Bend Luck), roll on the Orb's Wild Magic Surge table as well. An "attuned" higher level sorcerer (at least level 14, or higher) may use their Controlled Chaos feature when rolling on the Orb's Wild Magic Surge table as well. This does not expend any of the Orb's charges. The Wild Magic reverberating and pulsating through the Weave from the Sorcerer catches in the Orb's own tight tangle, triggering more random outbursts of Wild Magic.

Whenever the last charge on an Orb is expended, roll a d20:

d20 Effect
1 You see strange and weird seemingly tangled weave-like patterns of different coloured lights faintly emanating from the Orb for a split second, but nothing else happens.
2 The Orb casts Astral Projection centered on itself. 9 random creatures within range are projected into the Astral Plane.
3 The Orb casts Foresight on you.
4 The Orb opens a Gate to a random location on a different plane of existence (at the DM's discretion).
5 The Orb casts Imprisonment on a random creature within range (yourself included).
6 The Orb casts Invulnerability on you.
7 The Orb casts Mass Heal centered on itself.
8 The Orb casts Mass Polymorph centered on itself. 10 random creatures in range are transformed into random beasts, as per the spell's description.
9 The Orb casts Meteor Swarm centered on itself. The Orb is destroyed.
10 The Orb casts Power Word Heal on you.
11 The Orb casts Power Word Kill on a random creature within range. The Orb is destroyed.
12 The Orb casts Prismatic Wall centered on itself. The wall is shaped into a sphere 30 feet in diameter centered around the Orb.
13 The Orb casts Psychic Scream on 10 random creatures within range.
14 The Orb casts Shapechange on you, transforming you into a random creature, as per the spell's description.
15 The Orb casts Storm of Vengeance centered on itself.
16 The Orb casts Time Stop on you.
17 The Orb casts True Polymorph on a random creature within range.
18 The Orb casts True Resurrection on a random creature within range, or from your memory (random as well), at the DM's discretion. The Orb is destroyed.
19 The Orb casts Weird centered on itself.
20 The Orb casts Wish on your behalf. Your deepest (sub/unconscious) wish comes true (at the DM's discretion). The Orb is destroyed.

Destroying an Orb
An Orb of Wild Magic is impervious to most damage, however, other than the already stated situations where an Orb is destroyed, a disintegrate spell, a similar spell of equivalent effect and power, or one that is more powerful, or one good hit from a +3 magic weapon is sufficient to destroy an Orb as well.

If an Orb is ever destroyed, it glows brightly in multi-coloured light, revealing the tangled weave-like pattern made of lights in the space that it is in, seemingly untangling the weave-like patterns in the air, dissolving into it, as the now untangled weave pattern's glow slowly dissipates as well, disappearing into thin air, only to reform somewhere else on the Material Plane along the Weave, very tightly tangling it again at some other point in space and time, awaiting another sentient creature to come into physical contact with it.

If 2 Orbs of Wild Magic were to ever come within a 1-mile proximity of each other, they would both be immediately and violently pulled towards each other, collide, and explode, causing 20d6 of each (13) damage type (total damage of 20d6 x 13) to everything, leaving an area of Dead Magic in the Weave, within a sphere of 1 mile in radius, centered on the point of the collision and explosion.

Notes: Creation, Healing, Summoning, Teleportation, Damage, Control, Buff, Debuff, Detection, Banishment, Movement, Utility, Exploration, Shapechanging, Warding, Cursed

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2018 9:08:53 AM
29
5
1
Coming Soon

Item Tags: Creation Healing Summoning Teleportation Damage Control Buff Debuff Detection Banishment Movement Utility Exploration Shapechanging Warding Cursed

zeearrgun

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes