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You reach out and pick up the golden orb. Holding it up to a window, you watch the sunlight play off of the smooth surface. In the back of your mind, you notice a strange, subsonic throb that seems to emanate from the sphere. |
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Ah, now you have found the true treasure of the spheres. This is an item that wizards have been know to kill for. Do you notice the throb? That, my friend, is the sensation of raw magic contained in the sphere. It works much like a battery, holding the magic until you tap into it to augment your spells. Of course, there is a small price for this power. The sphere must be absorbed into your body for it to operate. Not to worry about how it happens; The sphere takes care of that. What should worry you is the pain involved. The absorption process and amount of damage inflicted in the process is governed by your class as follows: |
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An added side effect of the sphere is that you become completely immune to all electrical attacks. This is by virtue that the sphere simply absorbs the attack and stores it. You then have the option of drawing on that power to double the amount of damage your spell does. If effect, Fred the Sorcerer tries to fry you with a chain lightning spell (Have you noticed that Fred seems rather fond of electrical spells?). The spells hits you but all you feel is a slight tingle as the sphere absorbs it. You are now free to waggle your fingers at Fred in a taunting manner with the knowledge that he just made you much more powerful. |
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In game terms, for each 3 levels of electrical attack directed at you and absorbed, you get 1 charge on the sphere (i.e. 3 first level spells = 1 charge, 1 third level spell = 1 charge, 1 sixth level spell = 2 charges, and so on). A charge can be expended to either double the amount of damage a spell normally does or extend the duration, range or area of effect as if you were 3 levels higher than what you are. |
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A very powerful little item that should be used with caution by DMs. It's very easy to unbalance a campaign with this. |