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))
Comments