The surface of
the orb, beautifully white and seemingly polished, seems to fill with
smoke as it is held. The blackness takes different shapes and forms
as it is held until finally, it seems to hold a form. Three people
seem to stand in front of a building. The building is unmistakable.
The stained glass and shape gives it away. The party easily
recognizes one of the people too...
Orb of Foresight
A perfectly white orb that easily fits into the hand of a grown
person, an orb of foresight is a rather interesting item. It remains
perfectly white and clean until activated. Sometimes I've seen this
happen by asking questions out loud but I have also seen how it can
be used by mere thought. When activated, a question about the future
is answered by the form that black swirling, almost like smoke,
takes. Sometimes this answer is in the form of a still form.
Sometimes, though more rarely, the form moves and acts out a
soundless scene. The clarity and quality of the image can greatly
range based seemingly on the question asked but also based on the
orb. In my studies, some orbs were mentioned to have very crude
representations where others more commonly displayed clearer images,
even when asking the same question. They are very rare; so much of my
work was based on old manuscripts mentioning these artifacts.
The orb also has some other odd properties. If dropped or thrown, the
orb does not roll or bounce. Instead, it falls straight down after
hitting an object and it stays where it landed until picked up. It
also does not seem to transfer heat or cold through it. Even if held
in a flame or ice, it keeps it's temperature constant.
Mechanics
Viewings can only be done through the orb after attuning to the item.
Pick a dice. Another viewing can only be made that many days later (I
suggest a D10 or D20).
The result of the viewing is displayed by a black smoke or liquid
shape that takes from on the orb. It disappears when desired by
attuned creature or when it is out of reach of the attuned creature.
Since the future is influenced by the actions of creatures and can
have wide reaching effects, the visions of the orb are not guaranteed
to come to be (though your players may not be aware of this at
first). Choose a DC and roll a D20. On a success the correct events
will be shown and on a failure an alternate course of events is shown
instead (on some failure, not less than 5 for example, nothing may be
shown instead).
Variant
Instead of a time delay, roll a dice (I suggest a D10, D6 or D4). This
is how many questions will be answered by the orb. After the last
question is answered, the black smoke doesn't fully retreat from the
white surface of the orb. Where the smoke stays, cracks form and the
orb falls apart in the hands of the user.
Variant 2
This orb, a cursed version, only shows incorrect versions of the
future no matter how many times asked. A creature may remove curse of
similar magic cast to be free of the cursed orb. While it is cursed
in this way, nightmares alternate futures fill its dreams. When
performing a saving throw, roll a D20. On a 16 or higher, the
creature has disadvantage on the saving throw. This curse only occurs
once per long rest.
Variant 3
This defective orb either shows nothing or shows the complete
opposite of what is really true.
Notes of Caution
Putting this kind of item in the hands of your players or NPCs will
obviously have a great effect on the campaign. Before putting this
item into your game, make sure you understand how big an effect
knowledge of the future will have. As the Dungeon Master, you control
the knowledge obtained by the orb so it is not necessarily game
breaking but it may also be needed for plot reasons (to provide
information of the villains plans, where to find the villain and how
to stop them).
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