Troll's Mystical Orbs (5e Spell)
4th-level Conjuration (ritual) | |
Casting time: | 1 hour |
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Range: | Self |
Components: | 5 gold pieces and a small metallic ball |
Duration: | Permanent |
You channel arcane energy into a small metallic ball, When you finish casting you can choose the color of the orb you created, This cannot be changed once chosen. You can have as many orb's on you but can only have one orb active. You can hand out the orb's to other creatures and they may activate the orbs.
You can choose the orb's to be any of the colors listed below:
- Flaming (Orange) - The orb follows around the creature's neck with a trail of fire, All melee attacks the creature with the orb deals will always deal fire damage no matter what, including extra damage added onto the weapon.
- Enraged (Red) - The orb sticks by the creature's head, The creature with the orb cannot make a movement whilst this is active but they take 1d8 less damage overall.
- Cloudy (White) - The orb swirls around the creature's ankles, The creature with the orb feels more light on their feet, they float safely if they was to fall and can move an extra 5ft as a bonus action.
- Pulse (Green) - The orb follows around the creature's waist, If the creature with the orb is missing health and has at least 1 HP remaining the orb will pulse on the start of the creature's next turn, When it pulses it heals 1d8 health to the creature, This orb has 3 pulses then it destroys itself.
- Jitter (Yellow) - The orb follows around where the creature wields their weapon, On a melee hit the creature with the orb deals 1d4 thunder damage to a different target within 15ft of the stuck target, If there is no valid target then it'll jump to the creature with the orb.
- Multi-use (Grey) - The orb follows around the creature's hand mainly slightly above the palm, The orb has no use in combat, Instead emits a small 15ft light around the orb, This light only makes darkness into dim light and dim light into regular light. It can also be moved away from the origin up to 30ft then called back at will. The orb can also detect; Somebody that lies, If the person is good or evil, If they have high or low health (determined by their max health) and simple yes or no questions about the person. When the creature with the orb wants to use the orb to detect they do an arcana check (DC is target's spell DC or regular DC if they don't have a spell DC) and on a success the orb changes the color of the light source briefly to be green (If they; Said the truth, Is good, High health or the answer is yes) or red (If they; Said a lie, Is bad, Low health or the answer is no) then returns to the regular white light. If the check is a fail then the orb flashes a random color instead, It may be correct or may not be correct It is up to the DM.
An orb takes a full action to activate in combat and upon activating a new orb the previous orb deactivates and disappears into dust. Otherwise the orbs last forever until deactivated once activated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the cost of gold goes down by 1 and the orb created can be activated 1 extra time per spell slot used (At 9th level the spell costs no gold to cast and the orbs can be activated a total of 6 times before destroying itself)
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