Level
9th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, M *
Duration
Concentration 8 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
All

Conjures a large brown sack with up to Eight Orbs. Each Orb does 2d6 Bludgeoning Damage + The Effect on the Orb Thrown. 

Each Orb can have different Effects such as Fire, Cold, Necrotic, Poison, Etc. Refer to the Table Below for more Information. 

When the Orb is Thrown by the user Roll the d20 on the Table to determine the Orbs Effects, the opponent will make a Saving Throw determined by the effect.

D20 

Effect

Ability

Saving Throw

Natural 1

Summon

Summons any random being, creature, undead, construct, etc. that fights everyone.

DM's choice 

2

Nothing

The Orb Fails to collect an effect on throw.

Nothing

3

Slimed

A weird piss like color forms on the opponent, this form of liquid is flammable.

Dex. 

4

Radiant

The Orb Explodes and creates a bright Divine light in a 120 foot radius ending the Invisible Condition, and dealing 2d6 radiant damage every turn 

to undead or fiends in the radius. (Provides enough light to turn Darkness, and Dim light, into bright light.)

Nothing

5

Poison 

The Orb Explodes dealing 2d6 Poison damage and causes the Poison Condition. 

Dex.

6

Fire

The Orb explodes on impact and does 2d6 fire damage within a 15 foot radius.

Dex.

7

Acid

The Orb Explodes into a liquid mesh dealing 2d6 Acid damage in a 30 foot radius.

Dex.

8

Thunder

The Orb Explodes dealing 2d6 Thunder damage and creates a thunderous roar causing the Deafened Condition until the start of your next turn.

Dex.

9

Lighting

The Orb Explodes on Impact dealing 2d6 Lightning damage. The explosion from the lightning causes the Blinded Condition until the start of your next turn. 

Dex.

10

Cold

The Orb explodes on Impact dealing 2d6 cold damage and incases the opponent in a icy sphere. Icy Orb causes the Restrained condition until attacked or until the start of your next turn.

Dex.

11

Necrotic 

The Orb Explodes, sucking the life out of the opponent and sending it back to you dealing 2d6 Necrotic damage, and healing you for the same value.

Dex.

12

Bludgeoning

The Orb thickens into a giant boulder dealing an extra 4d6 bludgeoning damage and giving the Stunned Condition until your next turn. 

Dex.

13

Piercing

The Orb grows spikes on all sides dealing an extra 2d6 Piercing damage and remains grappled to them until they remove it on their turn (forcing them to use an action to remove the Orb or take an extra 2d6 Piercing damage)

Str.

14

Slashing

The Orb Explodes into multiple tiny pieces launching into the opponent dealing 6d6 Slashing damage.

Dex.

15

Psychic

The Orb Explodes and creates a loud shriek within a 30 foot radius every turn the opponent makes a Wis. Saving Throw, or stay under the Petrified Condition. 

Wis

16

Greedy Expulsion

The Orb explodes into 20GP's that explode when picked up from someone besides the caster dealing 1d8 damage.

Dex.

17

Teleport

The Orb Explodes creating a portal sucking up anyone within a 15 foot radius and opening a portal somewhere else teleporting them to a random location. (DM's choice)

Dex.

18

Words Are Power

It appears nothing happens, but you know the next thing spoken will happen.

Determined by the effect/DM’s choice

19

Soul Suck

The Orb Sucks the Soul out of the body, object, etc., and puts it into the Orb.

Wis.

Natural 20 

Wish

NATURAL 20's Grant the ability to use the wish spell once and only for a minute.

DM’s Choice of 

Consequence 

(if one)


You could choose to also hit someone with the sack causing all the Orbs to activate, results could be deadly. 

 

Successful Saves result in no effect and half damage. Saves are determined by Spell Casters Save DC.

 

 

* - (A sack worth more than 25GP and 8 large rocks (materials are consumed during casting))

Available For: Sorcerer Wizard

Sir_Devster

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