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Orbs

Usable by all classes. An orb is a metallic sphere about the size of a clenched fist. It has a slight depression at one spot, about the size of a thumbprint. An orb is armed by pressing this depression. It detonates in D4 melee rounds, and cannot be disarmed. (Because of the delay in locating the depression and hurling the orb, it is normally considered to take effect in the item phase; however, if a character had the orb in hand and had specifically prepared it in advance, it could be thrown in the missile phase.) An orb is good for only one use, since it is destroyed in the detonation.

Unless otherwise stated an orb causes 2D6 hit points of damage to all within one foot, and D6 to all within 10 feet. A successful physical saving throw results in no damage. The maximum range of a thrown orb is 3". Orbs cannot be used in slings.

An orb usually has a distinguishing mark engraved on it which would allow a knowledgeable person to determine the type. (All marks for the same type of orb are the same.)

A "box" system for orbs can be employed identical to the quiver system for arrows. The box simulates a group of identical orbs by requiring a burnout roll before an orb can be pulled out. If the box burns out, no more orbs can be withdrawn. However, since orbs are more powerful than the magical arrows usually available in quivers, this option is not recommended for convention use. Any such "box" should only be used with the weakest orbs, and would probably be two levels higher than an individual orb. A box should have a burnout of at least 20%, and must be approved by the Convention Director.

Explosive Orb

Level 1. This is the basic magical orb. When it detonates, it causes 2D6 hit points of damage to all within one foot, and D6 to all within 10 feet. A successful physical saving throw results in no damage.

Anti-Magic Orb

Level 3. This orb does no damage upon detonation. An Anti-Magic Shell, as per the mage spell, appears centered on the detonation site. It behaves as level 12 for the level-vs-level effects. The Shell lasts for D6+4 melee rounds and is immobile.

Orb of Destruction

Level 2. Instead of the usual damage, this orb does 4D6 to anyone within 1', and 2D6 to anyone within 10'. A successful physical saving throw results in half damage.

Dud Orb

Level 1. This orb is marked as one of the other orbs (which must be specified), but it never detonates.

Holy Orb

Level 2. In addition to the usual damage, the detonation of this orb dispels any undead within 10' that fail a spiritual saving throw.

Orb of Opening

Level 1. In addition to the usual damage, this orb causes any door within 1' of the detonation to open as if it had the mage spell Knock cast upon it (as from a 7th level caster).

Paralyzation Orb

Level 3. In addition to suffering the usual damage, all within 10' of this orb's detonation must save vs. physical or be paralyzed for 4+D6 melee rounds.

Orb of Passing

Level 3. In addition to the usual damage, this orb opens a hole through the nearest wall within 10'. (If there is no wall within 10', it opens a hole in the nearest floor or ceiling within 10'.) The hole can appear in any nonmagical wood, stone, or earth, but the orb cannot penetrate metal. The opening extends directly away from the detonation point, 6 feet wide and 8 feet high, through at most 10 feet of solid material. The opening is permanent.

Percussion Orb

Level 1. In addition to the usual damage, this orb makes a very loud noise. All within 30 feet of the detonation must make a save vs. physical or be stunned by the noise. A stunned victim is unable to perform any actions the next melee round, although he defends at full value. All who fail this save must also make a second save vs. physical or be struck deaf for 4+D6 hours.

Short-Fused Orb

Level variable. A Short-Fused Orb is marked like one of the other orbs and has the same effect upon detonation. (The item description must specify which type of orb it is.) However, it detonates the moment it is armed.

Orb of Silence

Level 1. In addition to the usual damage, this orb casts the clerical prayer Silence 15'r upon detonation. (This covers up the noise of the detonation itself.) The Silence lasts for 30 minutes.

Sleep Orb

Level 1. This orb does no damage. All within 10' of the detonation are subject to the mage spell Sleep, with the 4D4 levels applied for effect as usual.

Orb of Smoke

Level 1. In addition to the usual damage upon detonation, this orb gives off a choking, blinding cloud of smoke. The cloud promptly fills a 10' radius sphere. (If it detonates on a flat surface, it creates a 12.5' radius hemisphere. In confined spaces it expands to fill 4000 cubic feet.) Anyone within the cloud, or who subsequently enters it, must save vs. physical or be totally incapacitated for D6 melee rounds. The cloud completely obscures vision within its area. The cloud disperses in 2D6 melee rounds (faster in a wind).

Teleportation Orb

Level 3. This orb does no damage. All within a 10' radius of the detonation are teleported (with no chance for error) together to some random spot within 50" which is large enough to hold them all. Any who are unwilling to go get mental saving throws to remain behind.

Time Stop Orb

Level 5. This orb does no damage. The effect of detonation is a Time Stop (as per the mage spell) for all within a 10' radius.

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Last Modified on September 25,1995.

ammulder@princeton.edu