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ID: 287

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October 26, 2005, 3:00 pm

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The Orb of Corvin

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The Orb of Corvin is a powerful, though unwieldy, magik item in the hands of a magik user. It allows one to view the world, see where trouble is brewing, and cast spells on the area being viewed as if you were there.  Unknown to most, this legacy of Corvus, has its own agenda.

The Orb of Corvin is a powerful magik item in the hands of a wizard (or magik user). It is a large, unweildy thing, being a large ball of crystal one cubit (2.5 feet) in length. It glows softly with an eldrich light. The stand is carved in intricate detail and has been enchanted to prevent the breaking of what ever is kept on it. (Why make a super powerful, unbreakable enchanted item, when you can simply make a simple item to prevent it from accidently breaking?)

In the hands of a wizard it allows for viewing anywhere in the realms where magik or chaos is present. (Instead of chaos you can choose Evil, or the forces of X, etc). It allows you to cast spells upon the scene you are viewing as if you were there. Those spells have the effect of one or two ranks higher than wizard by itself.

This item is one of the Orbs created by Corvus.  It is intelligent and immortal. Because of its lawful good orrientation, it tends to nudge people towards stopping the plans of the The Dark Eye. The Eye suspects that an Orb is out there doing this, but does not yet know. 

Long ago, Corvus created a vast number of magikal crystal orbs of various sizes, most of which were incorporated into other items.  These orbs housed magikally created intelligences with the following powers:
1) The ability to influence and manipulate the minds of those around it to some degree.
2) The ability to communicate with any other Orb at any range, if it desires.
3) The ability to block or diffuse the power of another orb, 100% magik resistance against orb magik. It can sometimes grant that ability to others or use the power at range. 
4) The ability to be nearly unbreakable (they are crystal after all)
5) 1-5 Magikal abilities to fufill its original purpose as a tool for Corvus. They were originally made as assistants and aides for Corvus. Since they have outlasted him and anyone who knew much about them, they are now free to follow their own agendas. 

The items are immortal. Mortals are their playthings, their chess pieces, their hands.

The Orb protects those serving its interests from the Dark Eye (as the Eye does from the Orb), usually from its Scying, but sometimes from its magik as well.

Magical Properties:

In the hands of a wizard it allows for viewing anywhere in the realms where magik or chaos is present. (Instead of Chaos you can choose Evil, or the forces of X, etc). It allows you to cast spells upon the scene you are viewing as if you were there. Those spells have the effect of one or two ranks higher than wizard by itself.



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Comments ( 4 )
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Barbarian Horde
July 13, 2005, 14:07
0xp
I like the article it is ver nice but where do the crystles now?
MoonHunter
July 13, 2005, 14:39
0xp
Thank you. I think.

The Orb's location is dependent upon your campaign, so place it where you will. It is probably in the hands of some uber mage known for "doing the world good", kind of like Gandalf. Of course, this item is not "famous", nor publically known. So the Wizard gets all the credit, even though the Orb is doing a great deal of the work.

If you are looking for the other crystals/ orbs, then click on the Wizard Corus link above to see them all.
Voted Monument
July 14, 2005, 5:14
0xp
Personally, I would have preferred a more complete description of this ONE orb, what were the intended magics for this orb? The only reason I ask is because I read this site for ideas, and this one seems to need a little more fleshing out before I can use it for MY purposes, which is to pick and choose the best ideas and throw them together in my own special way. ;)

Overall, pretty good, if a bit incomplete. 4/5
MoonHunter
July 14, 2005, 9:50
0xp
The intended magics for the Orb were the same as it manifests now. It allows a wizard to scry anywhere in the world where there is trouble and cast spells (which are enhanced in power by the item) as if you are there. This allows you to deal with "trouble" without having to leave home. Corvus was a home body after all.

The other part of the write up which you are commenting is the generic addition to all Orb Posts. It also lists the implied powers, in this case, the nudging of minds to perform certain tasks and the more universal orbs being able to interfere with each other's magics.

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Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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