Healing Orb of the Light Thief
This orb is smooth and polished stone about 3 inches in diameter. It is made of a dark pinkish black stone.
Its primary purpose is for combat healing.
During combat, as a swift action, the user can toss the orb into the air to activate it. Once activated, the orb will float up to 10' above the head of the user and monitor all allies within 30'. It has two modes of operation.
Mode 1
The user can store up to 6 healing spells into the orb.
At the end of the round, the orb will release one spell on whichever ally has been injured the most (percentage wise). Generally, the orb will release spells in the order they were stored.
However, the orb can be set to release other healing type spells as the needs arise. The user must in advance set the conditions. An example might be - cast neutralize poison first if a party member is poisoned. If not, then cast restoration if a party member has been afflicted with energy drain. If not, then cast heal on whoever has the most physical damage.
Mode 2
The user casts a heal spell into the orb at the beginning of combat as it floats into the air. All allies within 30' receive healing at a rate of 1 hp per level of the healing spell per round. If a 4th level spell is cast into the orb, all allies would heal 4 hp per round. The orb will remain functional for 10 rounds per spell level of the spell used to charge it.
Once the battle is over, the orb will settle back down into the hand of the user. Even if all spells have been used, it will continue to float out of the way until the battle is over.
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