Mystic Tide Orb
February 13, 2024Wondrous item, very-rare
Mystic Tide orbs are used to suppress the flow of magic. They have a wide range of practical applications but are often used to assassinate powerful magic users. Anti-magic cults have been known to cherish these items to further their cause, though their means are somewhat hypocritical.
As an action, you can activate the Orb which will cause it to float 4 ft. in the air as it begins to absorb magical energy from around it. It will continue to hover in place, vibrating erratically, for 5 rounds, at which time it will explode, releasing all of the energy it absorbed.
While the orb is active, any spell being cast within 30 ft. of the Orb will require the caster to pass an Arcana skill check in order for the casting to succeed. A success means that the spell is cast, while a failure means that the spell fizzles out as the arcane energies are absorbed into the Orb.
Refer to the table below to determine the values for your level of play. These tiers are at the discretion of the GM. For example, and level 5 player close to leveling up may receive a tier 2 version of the item. Also, the DM can choose to have the magic items “level up” with the player, or maybe the player needs to upgrade the magic item.
Tier of Play | Arcana Skill Check DC | Explosion Effect |
---|---|---|
1 | DC 14 | It deals 2d6 force damage to anything withing a 15ft. radius, pushing everything back 5 ft. |
2 | DC 18 | It deals 4d6 force damage to anything withing a 20ft. radius, pushing everything back 10 ft. |
3 | DC 24 | It deals 6d6 force damage to anything withing a 25ft. radius, pushing everything back 15 ft. |
4 | DC 30 | It deals 8d6 force damage to anything withing a 30ft. radius, pushing everything back 20 ft. |
Magical items that cast spells with charges are unaffected.
This item may be found on non-magical cultists with only simple spells. They’ve been targeting powerful spell casters and are using the orb to gather powerful magic and magic items for their leaders.
DM Notes
This can be a very powerful item when used at the right time… be careful about when you give it to players. You may need to compensate for your boss failing all their spellcasting…
To add more flavor and excitement to your game, when any spells are cast with the orb active, be sure to describe how the orb is sucking in the arcane energy and absorbing the power that was being weaved to form the spell. Maybe every time a spell fails, the Orb’s effect grows stronger…
If used in combination with some sort of anti-magic cult, give the cultists magic wands with spell charges to make for some interesting combat and roleplay opportunities. Maybe they’re being deceived by their leaders and the magic items they’re collecting will be used and not destroyed. Just make sure that their spells aren’t too powerful or numerous. Magic missiles and other low-level direct damage spells might be a good idea.
Attribution
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.