Usable by all classes. A magical ball is a sphere, usually solid, with a diameter of three to twelve inches. By default, the ball must be held for it to be of any use. Nothing else can be carried in the hand (or hands) holding a magical ball, nor can a mage cast spells with one in hand. Magical balls have no default burnout.
Level 2. This pair of balls protects the user against all Fear spells and keeps his morale at a maximum. The pair are useless when separated. Balls of Bravery need not be held to have effect; they can be carried anywhere on the user's person.
Level 3. This magical ball is just under 9 inches in diameter. It is usually black and weighs about 14 pounds. It may be rolled down a corridor or other straight, relatively smooth surface, for a distance of up to 80 feet. It knocks all victims in its way (within 4' on either side of the lane of its path) off of their feet, doing D6 hit points of damage. By default, a Bowling Ball does not automatically return; however, some of these items magically reappear next to the user after each use if not retrieved, but only after a 2 round delay.
Level 3. Usable by Mages. When gazing into this ball, the user can cast the mage spell Clairsentience. He must concentrate on the crystal ball to use the sense, but as with the spell, he may start and stop at will throughout the spell duration. The ball has 9 spell levels available per day, which the user may allocate to different castings of the spell, with the usual mage spell modifiers, as he chooses. Unlike the mage spell, a Crystal Ball does not permit the user to cast ESP simultaneously with the Clairsentience.
Level variable. Usable by Mages. This ball is similar to the Crystal Ball, but has additional power. The ball has 18 spell levels per day. After casting the Clairsentience, the user may also cast one or more of the following spells, which must be used at the clairsentient perspective: Enhance Hearing, Telescopic Vision, ESP, Observe Magic, See Invisible, Second Sight, See True Form, and True Sight. Of course, any additional spell must be applicable to the sense chosen for the Clairsentience. Each additional spell requires a round of casting, just like a normal mage spell, and costs spell levels from the ball's daily allotment of 18. By default, an Enhanced Crystal Ball has all of the spells listed above available. If it has only a small number of the less powerful additional spells (e.g., Enhance Hearing and Telescopic Vision), it is a level 4 item; otherwise, it is level 5.
Level 4. Usable by Mages. This ball looks like a regular Crystal Ball, but when the user tries to invoke its power he is struck by the mage spell Feeblemind.
Level 3. Usable by Mages. Cursed-12. This item looks like a regular Crystal Ball, but whenever a mage attempts to invoke its powers, he must make a mental saving throw at -20%. If he fails, the ball attaches itself to his hands, and he is transfixed by the sights of the ball. He will continue to stare into the ball to the exclusion of all other interests, including self-preservation. Once its true nature has been revealed, anyone coming within ten feet and line of sight of the crystal ball must make a mental saving throw or become similarly transfixed. Breaking a victim's line of sight to the ball is sufficient to end the hypnotic state, but if the mage failed his initial save, the crystal ball remains attached to his hands; it can only be removed via Remove Curse as versus a 12th level.
Level 2. Cursed-18. The owner may only get rid of this item via a successful Remove Curse as versus an 18th level. The ball has no effect until the owner attempts to travel faster than 12". (This would apply to moving faster than 12" on horseback, in flight, by sailing on a boat, etc. It would not apply to Teleport, Dimension Door, etc.) The ball then moves in front of the victim, striking him once per melee round for D6 hit points, for as long as he continues to move faster than 12".
Level 3. The Ice Ball is cold to the touch, but does not melt as normal ice or snow. It allows the user to control cold-based creatures. Each attempt to control a creature requires a burnout roll, suggested at 10%. The target gets a saving throw vs. mental. If it fails, the user may control the actions of the creature, although any order blatantly self-destructive or strongly contrary to its nature automatically releases it. Continuous concentration is necessary to maintain control, so only one creature may be controlled at a time. The range for establishing and maintaining control is 6", and the victim gets a new saving throw every 60/T turns, where T is its level. The ball may also be used to freeze water into a block of ice, with a roll for burnout. The user may choose the dimensions of the frozen block, between 1 and 100 feet on each side, with a maximum of 100 cubic feet per level of the user.
Level 5. Usable by Mages. This completely black sphere is always found resting in the palm of an equally dark glove. Anyone who wears the glove may carry the sphere around in his hand. (The sphere and the glove cannot be separated.) Any object other than the glove that touches the sphere must make a physical saving throw or be disintegrated, as per the reverse of the mage morphic spell Grand Patterning. Burnout, suggested at 20%, is rolled after each disintegration attempt. If the sphere burns out, it collapses upon itself, taking the glove with it (and the hand of the user if he fails a physical saving throw), and disappears from the world.
Level 2. This sphere, small enough to be concealed in one hand, adds +4 to the user's charisma, up to a maximum of 18. It also enables the user to cast the mage spell Suggestion once per day.
Last Modified on September 11,1995.
ammulder@princeton.edu