Wand/Staff/ Arcane
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Comments: 13
Ideas: 0
Rating: 3.125
Condition: Normal
ID: 274


October 29, 2005, 2:16 pm

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Mana Orb


A magical item that comes in great use.

The magic orb is a small purple-blue colored sphere. It hovers around the user and bestows upon him infinite mana or magic points (what ever you use). It lasts forever unless destroyed. It only has a toughness of about a solid glass ball, so it is easily smashed.  It will only leave the owner if he/she dies or is the owner doesn’t wish to own it any more. In this case it hovers slowly to the ground waiting for some one to come by and pick it up.

Magical Properties:

It bestows infinite mana to the owner.
Disables defensive magic.
  Any magic cast directly onto the orb will be disabled by the orb.
Defensive spells do not, I repeat DO NOT, work on the orb at all.

It can only be destroyed by a physical manner.
It can be pushed out of orbit and if so it floats slowly to the ground giving a chance for your enemy to pick it up and use it against you.
If it is cracked it looses all of its power and color, turning into a clear ball of glass-like material, then falls to the ground. (Falls not hovers, it could break this way.)
It cannot be repaired by any means what so ever.

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Comments ( 13 )
Commenters gain extra XP from Author votes.

February 26, 2003, 2:45
It is powerful, but super fragile. I can see most of the magic going towards keeping it safe. It is good that such power is so fragile, makes it fun to figure out how to keep from breaking it yourself, or during battle. Good in battle, but don't trip when climbing that steep embankment during travel.
February 26, 2003, 19:04
While I find the idea interesting, and agree with Strolen that the fragility of it is a wonderful counterbalance, the idea of literally limitless energy worries me a bit. I know mages who could just wrap the thing in layers of energy shields that would keep it from ever noticing even a dragon stepping on it...
Ria Hawk
February 26, 2003, 19:17
Maybe lots of protective spells interfere with it somehow.
February 26, 2003, 20:20
Ok then. Any magic cast directly onto the orb will be disabled by the orb.
February 26, 2003, 20:40
And one more thing. Defence spells do not I repeat DO NOT work on the orb at all. Thank You.
February 26, 2003, 22:46
Wellity, wellity. That clears that up.
February 26, 2003, 23:02
That works, then.

Good job.
February 27, 2003, 0:36
Ever hear the saying "Don't put all your eggs in one basket"?

Infinite energy to cast spell is such a abuse of magic as to be ludicrous. How common are these things? Why play anything but a magic user if you can get ahold of one of these?

How about a version for fighters where they put a thin walled glass orb in thier mouth and gain infinite hp while it's in there?

Or a preistly version: A glass ball to balance on the back of thier hand and gives them all the power of their god while it's there.

Don't forget the thieves. Hold a glass ball inbetween your thighs and you're invisible, silenced, can pass through walls, kill with a touch and carry any amount of loot.

This item throws off every game balance it comes in contact with.
February 27, 2003, 4:06
I don't think it breaks game balance. I think it would be a fun toy, then break it.

Just needs some more fine tuning with limits.

Like mentioned, in use it destroys ALL defensive magic around it including magical rings etc.

Make all the magic attacks require a touch, and while touching they have to role a save that they don't drop or smash the orb with their simple motion in battle.

It limits the caster to magic he can cast with one hand.

--I still like the idea a lot. Characters will LOVE it, but once they have it, there should be serious limitations to make it useful but hard to use effectively. It is a good problem to try and solve and fun to discuss.
February 27, 2003, 17:07
Okay then YOU guys here we go.

Disables defence magic.
Only 4 of these were ever made and now only 2 are still operational.
It can only be distroyed by a physical manor.
It can be pushed out of orbit and if so it floats slowly to the ground giving a chance for your enemy to pick it up and use it against you.
If it is cracked it looses all of its power and color, turning into a clear ball of glass-like material, then falls to the ground. (falls not hovers, it could break this way)
It cannot be repaired by any means what so ever.
Satisfied AGAR!
Thank You.
February 28, 2003, 5:03
I would not put much trust in infinity, if I were you. Fine, it produces magic without an end. But all those power-hungry mages seem to forget an important question:

bWhere does all that magic come from?/b

Just because you do not pay the price immediately, doesn't mean you (or someone) will not pay it one day. And it won't be cheap!
February 28, 2003, 9:05
I don't see that this item would destroy game balance. Not if there were two: one in the hands of your archmage enemy...
Voted valadaar
July 12, 2013, 13:08
We have a list of abilities, but very little otherwise.

I think this one could be rebuilt, with a backstory and the like. A very powerful magic source, though dreadfully frail, has lots of possibilities:

The orb is the keystone to a kingdom's defence. This could something the PCs need to protect (their kingdom) or destroy (enemy)

While it cannot be protected directly by magic - the energy it puts out disrupts any other magical constructs close to it, one can build mighty fortifications and defences about it.

And then there is Manfred's concern about where the magic comes from. I would say its actually a hole in reality, and you know about holes in reality.. :)

Random Idea Seed View All Idea Seeds

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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