Dragon Orbs
The Party Has The Green Orb
USING A DRAGONORB
Harnessing the power of a dragonorb is a dangerous and difficult task, taxing the power and the will of even the strongest. Each orb contains the essence of a powerful dragon, including it’s malevolent intelligence which persists with the orbs and reaches out to try to ensnare the minds of those foolish enough to think that they are stronger. To use a dragonorb, a character must be an arcane spellcaster – a Sorcerer, Warlock or Wizard. Or use the power of the gods
Such a character must attune to the orb during a long rest, but this is not a simple matter. As soon as their long rest is complete, the character must make a DC26 Wisdom save. If the character succeeds at the save, they are able to enforce their willpower on the orb and use it’s powers, but this does not silence the draconic intelligence completely. It will still communicate through dreams and visions, trying to entice the character towards evil.
Should the save be failed however, it is the dragon’s mind that prevails and the character becomes charmed by the orb. They will want to protect it from any harm, and will want to obey the suggestions of the draconic intelligence in the most favorable way possible. In cases where a character is charmed, each orb will try to push their wielder in certain directions depending on the colour of orb:
Black: The black orb tempts it’s wielder to gather and collect artefacts of ancient peoples. It demands a hoard in it’s name, whilst also pushing it’s wielder to develop a distaste for weakness of any kind.
Blue: The wielder of the blue orb is pushed towards a territorial mindset, at first becoming possessive, and then wanting their own spaces that no-one else can enter. The intelligence pushes it’s wielder towards acquiring territory, and then keeping out all those who would take it away.
Green: The most cunning and intelligent of the orbs, the green contains the essence of an ancient dragon named Viper. This mind enjoys tricking it’s wielder into particularly foolish actions that will benefit itself and the Dark Queen. It will sometimes even cause hallucinations, and it believed to be able to communicate with other green dragons in close proximity.
Red: ?
White: The intelligence of the white orb is bestial, always pushing it’s wielder towards aggression and violence. It wants it’s wielder to attack first, but also revels in a hunt. Both states of control and being charmed last for as long as the character is attuned to the orb.
POWERS OF A DRAGONORB
A character who attunes to a dragonorb is able to change it’s size between it’s inert 10”-diameter state and it’s active 20” state. In combat, changing the size of an orb requires using a bonus action. A character who has attuned to an orb and successfully overcome the draconic intelligence within can also shrink the orb down to the size of a marble, however a character that failed the save will ever want to do such, as this diminishes the orb’s beauty.
• Charmed characters can not end their attunement, and the orb can cast suggestion on them at will, urging the character towards evil works and desires.
• Characters attuned to an orb may experience visions of the actions of large groups of dragons, glimpses of the pastor future, or even the intentions of the Dark Queen Takhisis. These are at the whim of the dragon spirit inside the orb, often intended to torment, and determined by the DM. When expanded to it’s 20”-diameter active state, the mist inside begins to swirl violently and the arcane runes drifting with that mist flare with arcane power. In that state, the following powers are available to the wielder:
• Once per day, a wielder in control of an orb can summon every evil dragon of it’s colour with 1 mile to it. They may be hostile for this enforced obedience.
• The wielder can cast each of the following spells once per day, but can only target them against dragons: dominate monster, hold monster, locate creature, scrying, A dragon breath attack of that color The saving throws for these spells are DC20 for dragons of the orb’s colour, and DC15 for all other dragons.
• The wielder of an active orb is immune to breath weapons from dragons of its colour.
• Legendary Resistances do not work against dragonorb effects.

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