genie predictor

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In the heart of a small village, nestled under a thick canopy of trees, stood a house with a dark secret. Legend had it that a cursed witch once lived there, and that her legs were buried beneath the house. The townspeople feared the witch and her supernatural powers, believing that her legs held the key to her wickedness. Whispers filled the air, spreading tales of strange happenings and misfortunes that befell anyone who dared to enter the house. The witch's presence became a constant source of unease for the villagers. They shunned the house, avoiding it at all costs, as if the mere sight of it could bring them harm.


Fire Orbs don’t explode in a cataclysmic detonation, but rather create a heat wave that lasts for 24 hours, which is disappointing, but it creates a great way to exhaust any or all of your enemies.

A magical orb found normally in Eberron but quickly making its way throughout the multiverse, the humble orb of shielding actually is an arcane focus. An onyx sphere bearing deep spiraling grooves coming to you straight from where it plays a Critical Role in the course of Wildemount s history, the Orb of the Veil grants its bearer 2 Wisdom as well as increasing their maximum Wisdom score by 2 so up to 22 normally.

Magical orb illuminator

They shunned the house, avoiding it at all costs, as if the mere sight of it could bring them harm. Children ran past it quickly, afraid to glance in its direction. Adults crossed the street, walking on the opposite side to avoid being near its doorstep.

D&D: Five Magic Orbs That Will Make You Well-Rounded

Orbs are just about the best shape you can be–but if you can’t be an orb, you can at least have one. Here are five real good orbs.

When it comes to arcane focuses, you have many options. You could pick a wand, or a rod, or a staff–but real spellcasters know the only correct choice is the Orb. Orbs are only available to Sorcerers, Warlock, or Wizards, because anytime you give an Orb to a Bard they try to start contact juggling it instead of casting spells, and then they just try and hit on everyone at bard college instead of moving on and adventuring. You graduated four years ago Brian.

But even if you’re not one of the chosen three, Orbs are hands down the way to go, because even if you don’t need an arcane focus, you can still grab a magical Orb that does cool things. What kind of magical Orb? Why… one of these!

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Orb of Time

Also known as the Time Orb, this magical orb, when held aloft, will tell you whether it is morning, afternoon, evening, or nighttime outside.

Orb of Dragonkind

These magical orbs give you all manner of benefits, including the ability to issue a telepathic call to any dragon within a 40 mile radius. Evil dragons feel compelled to come to the Orb by the most direct route available.

Once the dragons show up, you’re on your own. Fortunately this orb can also cast Cure Wounds, Daylight, Death Ward, and Scrying a limited number of times per day.

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Orb of Shielding

A magical orb found normally in Eberron but quickly making its way throughout the multiverse, the humble orb of shielding actually is an arcane focus. In addition to that, it grants you the ability to use your reaction to reduce incoming elemental damage (depending on the type of orb) by 1d4.

Orb of the Veil

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An onyx sphere bearing deep spiraling grooves coming to you straight from where it plays a Critical Role in the course of Wildemount’s history, the Orb of the Veil grants its bearer +2 Wisdom as well as increasing their maximum Wisdom score by 2 (so up to 22 normally). It also grants you darkvision out to 60 feet or increases its range by 60 feet if you have it, and gives you advantage to find hidden doors.

Devastation Orb

Look if the name hasn’t already sold you, perhaps the fact that these magical orbs detonate with spectacular effect. Each one of these Orbs is aligned with an element. Water Orbs explode and create a 24 hour torrential rain, flood any nearby substantial bodies of water collapsing light structures and large or smaller creatures along the way.

An Earth Orb explodes and creates a minute long Earthquake (per the spell) within a 1-mile radius sphere.

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An Air Orb detonates and creates an hour long windstorm that deals 1d4 bludgeoning damage per round to any creature caught out inside of it (so, 600d4 damage) which will also uproot weak trees and destroy light structures.

Fire Orbs don’t explode in a cataclysmic detonation, but rather create a heat wave that lasts for 24 hours, which is disappointing, but it creates a great way to exhaust any or all of your enemies.

Sure these orbs are 2,000gp each and hard to create, but if you got ’em, they’re worth it every time.

What’s your favorite Orb?

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Author: J.R. Zambrano

Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

The mage-smiths of the Shard are the predominant sellers of magic orbs, mostly selling to the The Magic Guilds of Enther, Kingdom of Enther and even underhandedly to some of the renegade guilds and covens.
Genie predictor

As time went on, the house became dilapidated and fell into disrepair. Ivy crawled up the walls, obscuring the windows, as if nature itself was trying to hide the sins that lay within. The air around the house seemed heavy with an otherworldly energy, causing unease in anyone who passed by. One fateful day, a brave young girl named Lily decided to investigate the rumors for herself. She had grown tired of the fear that gripped the village and was determined to uncover the truth behind the witch and her cursed legs. Gathering her courage, Lily approached the house cautiously. Each creak of the floorboards echoed through the empty rooms, heightening her sense of unease. The air was thick with a musty smell, as though it had been trapped in the house for centuries. As she approached the room where the witch's legs were supposedly buried, Lily felt a sudden chill run down her spine. The door creaked open, revealing a dark and dusty chamber. In the far corner, a small mound of earth indicated the resting place of the witch's legs. Lily's heart pounded in her chest as she reached out to touch the soil. In that moment, she felt a surge of energy, as if the house itself was reacting to her presence. A gust of wind blew through the open window, scattering cobwebs and filling the room with a newfound sense of life. Suddenly, the legend of the cursed witch and her legs seemed less ominous. Lily realized that the true curse lay not in the witch's legs, but in the fear that had consumed the village. The power of the curse was fueled by the ignorance and prejudice of the people, perpetuating a cycle of fear and misunderstanding. Armed with this realization, Lily knew that it was her duty to confront the villagers and bring light to the truth. She would tell them that the witch's legs were not a harbinger of evil, but a reminder of the dangers of judgment and blind belief. And so, with newfound courage, Lily left the house behind, determined to break the curse that had plagued the village for far too long. She would be the voice of reason and understanding, guiding the villagers towards a future free from fear and prejudice. In that small village, the legend of the cursed witch legs beneath the house would be turned into a tale of redemption and unity. The power of knowledge and acceptance would prevail, forever changing the fate of the village and its inhabitants..

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genie predictor

genie predictor