Immeral's orb is a storied item of great power. At the risk of sacrificing some of the wonderment, I propose that the item be given one "good" and one "evil" power that you can change with (two?) minor actions, as if stowing one item and drawing another (the mechanics here are obvious). As you continue to gain levels, the item could become even more powerful and learn new abilities and increase the power of its old abilities (exactly as gaining new items through treasure parcels are by buying them). To balance the destruction of "old" abilities (items) I'll just add 20% of the cost of these items into a treasure parcel, as if selling them. What do you think of this plan/these abilities?
Here are the abilities I suggest we give the orb:
- Constant Benefit: Orb of Imposition (Wizard class feature)
- "Good" Ability: Orb of the Sympathetic Eye (PH3 209)
- "Evil" Ability: Orb of Sanguinary Repercussions (PH1 239)
Orb of Imposition
Orb of Imposition | Orb of Imposition Power |
Control wizards select this form of mastery because it helps extend the duration of their control effects. |
Encounter ✦ Implement |
Free Action |
Effect: You gain one of the following two effects. |
Designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier. | |
You can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. |
Requirement: You must wield an orb to use this ability. |
Orb of the Sympathetic Eye
Orb of the Sympathetic Eye |
This crystal orb, which changes color to fit the moods of those around you, lets you transmit your enemy's pain to another foe. |
Level: 4 Price: 840 gp Implement (Orb) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 psychic damage Property: You gain an item bonus to Insight checks equal to the orb's enhancement bonus. |
Power (Daily ✦ Psychic): Free Action. Trigger: You hit an enemy with an attack using this orb. Effect: A creature that is both adjacent to that enemy and not included as a target of your attack takes psychic damage equal to the damage you dealt to the enemy. |
Orb of Sanguinary Repercussions
Orb of Sanguinary Repercussions |
A sphere of brilliant crimson. |
Level: 5 Price: 1,000 gp Implement (Orb) Enhancement: +1 attack rolls and damage rolls Critical: +1d6 psychic damage Property: On a critical hit you deal +1d10 damage instead of +1d6 against bloodied creatures. |
Power (Daily): Minor Action. Deal 1d6 + Intelligence modifier damage to each bloodied creature within 5 squares of you. |