Long
ago, in the Dragonlance setting, elves and humans waged a terrible war
against chromatic dragons. When the world seemed doomed, the wizards of
the Towers of High Sorcery came together and forged five Orbs of Dragonkind
to help defeat the dragons. One orb was taken to each of the five
towers, and there they were used to speed the war toward a victorious
end. The wizards used the orbs to lure dragons to them, then destroyed
the dragons with powerful magic.
As the
Towers of High Sorcery fell in later ages, the orbs were destroyed or
faded into legend, and only three are thought to survive. Their magic
has been warped over the centuries. Their primary purpose of calling
dragons still functions, but they also allow some measure of control
over dragons.
Each orb
contains the essence of an evil dragon, a presence that resents any
attempt to coax magic from it. Those who try to wield an orb’s magic but
lack sufficient force of personality might find themselves under the
orb’s control.
An orb
is an etched crystal globe about 10 inches in diameter. When used, it
grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a Magic
action to peer into the orb’s depths. You must then make a DC 15
Charisma saving throw. On a successful save, you control the orb for as
long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts Suggestion
on you at will (save DC 18), urging you to work toward the evil ends it
desires. The dragon essence within the orb might want many things: the
annihilation of a particular society or organization, freedom from the
orb, to spread suffering in the world, to advance the worship of Tiamat,
or something else the DM decides.
Random Properties.
An Orb of Dragonkind has the following random properties (see “Artifacts” in this chapter):
2 minor beneficial properties1 minor detrimental property1 major detrimental property
Spells.
The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Cure Wounds (level 9 version) | 4 |
Daylight | 1 |
Death Ward | 2 |
Detect Magic | 0 |
Scrying (save DC 18) | 3 |
Call Dragons.
While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.
Destroying an Orb.
An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.
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