The Hart of the North
Given to the party by the spirit of Torsten Hartvig, this orb contains great magical power within.
Initially, it was encased in wood with dull metal bands across it. Thydona revealed that, by twisting the bands, the inner workings could be revealed. It is combrised of around 100 highly polished interlocking golden brass bands. Each band is intricately carved. When one is turned, the rest seem to turn with it, until they click into place and seem to form a pattern. The pattern seems to change nearly every time it is used. The bands overlap so much that the center of the orb cannot be seen and it appears as a solid ball.
This item can be used as such:
Each time it is activated (two actions), it produces one of a variety of effects at random. The user must choose a creature within 60 feet and roll d% on the table below to determine the orb’s effect. If an entry lists only a spell name, the orb casts that spell at its lowest level. You make any decisions for a spell cast by the orb unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the orb casts a spell on you, you don’t get a saving throw or other defense against it. The orb cannot be activated again for 1d20 hours. 1–3: Leaves grow from the target; they last 24 hours
4–8: Darkness
9: Summon a giant stag beetle (5th-level summon animal; Pathfinder Bestiary 41)
10–13: A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies
14–15: All the target’s weapons animatewith the effects of the dancing rune
16–25: Lightning bolt
26–29: Grass grows in a 60-foot cone in front of the orb, or existing grass grows at 10 × normal rate
30: Target turns blue, green, or purple with an unlimited duration
31: Summon an elephant (6th-level summon animal; Pathfinder Bestiary 154)
32–34: Heavy rain falls in a 60-foot radius around you for 1 round
35–38: Stinking cloud
39: Summon an ineffective mouse (1st-level summon animal)
40–42: Vibrant pattern, with a 1-round duration
43–44: The rod casts mirror image on you
45–46: Gust of wind
47–48: The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration
49–53: Slow
54: You turn blue, green, or purple with an unlimited duration
55–59: The rod casts pest form on you, lasting 1d4 rounds
60–61: 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone
62: Sleep, with a 100-foot burst
63–72: Fireball
73–77: Mind reading
78–80: Roll again; the target believes you created the effect of the second roll
81–84: Enlarge
85–87: Target is coated in nectar, making it clumsy 1 for 1 round
88–92: Faerie fire
93–97: The rod casts invisibility on you
98–100: The rod casts shrink on you, lasting 1 day
This item function similarly to the Rod of Wonder (Item Level 8). Being a strange and unpredictable item, there may be some small differences.
Each time it is activated (two actions), it produces one of a variety of effects at random. The user must choose a creature within 60 feet and roll d% on the table below to determine the orb’s effect. If an entry lists only a spell name, the orb casts that spell at its lowest level. You make any decisions for a spell cast by the orb unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell’s area, if it has an area but no targets. If the spell’s range is less than 60 feet, increase the range to 60 feet. Any spell DC required is DC 27, and any spell attack roll required is +17. If the orb casts a spell on you, you don’t get a saving throw or other defense against it. The orb cannot be activated again for 1d20 hours. 1–3: Leaves grow from the target; they last 24 hours
4–8: Darkness
9: Summon a giant stag beetle (5th-level summon animal; Pathfinder Bestiary 41)
10–13: A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are blinded while in the cloud of butterflies
14–15: All the target’s weapons animatewith the effects of the dancing rune
16–25: Lightning bolt
26–29: Grass grows in a 60-foot cone in front of the orb, or existing grass grows at 10 × normal rate
30: Target turns blue, green, or purple with an unlimited duration
31: Summon an elephant (6th-level summon animal; Pathfinder Bestiary 154)
32–34: Heavy rain falls in a 60-foot radius around you for 1 round
35–38: Stinking cloud
39: Summon an ineffective mouse (1st-level summon animal)
40–42: Vibrant pattern, with a 1-round duration
43–44: The rod casts mirror image on you
45–46: Gust of wind
47–48: The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration
49–53: Slow
54: You turn blue, green, or purple with an unlimited duration
55–59: The rod casts pest form on you, lasting 1d4 rounds
60–61: 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone
62: Sleep, with a 100-foot burst
63–72: Fireball
73–77: Mind reading
78–80: Roll again; the target believes you created the effect of the second roll
81–84: Enlarge
85–87: Target is coated in nectar, making it clumsy 1 for 1 round
88–92: Faerie fire
93–97: The rod casts invisibility on you
98–100: The rod casts shrink on you, lasting 1 day
This item function similarly to the Rod of Wonder (Item Level 8). Being a strange and unpredictable item, there may be some small differences.
Comments