Ages past, on the world of Krynn, elves and Humans
waged a terrible war against evil Dragons
. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon
Orbs) to help them defeat the Dragons
. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure Dragons
to them, then destroyed the Dragons
with powerful magic.
As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary Purpose
of calling Dragons
still functions, they also allow some measure of control over Dragons
Each orb contains the essence of an evil Dragon
, a presence that resents any attempt to coax magic from it. Those lacking in force of Personality
might find themselves enslaved to an orb.
An orb is an etched Crystal
globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb's depths and speak its Command Word
. You must then make a DC 15 Charisma
check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become Charmed
by the orb for as long as you remain attuned to it.
While you are Charmed
by the orb, you can't voluntarily end your Attunement
to it, and the orb casts Suggestion
on you at will (save DC 18), urging you to work toward the evil ends it desires. The Dragon
essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the Worship
of Takhisis (Tiamat's name on Krynn), or something else the DM decides.
Random Properties: An Orb
kind has the following random properties:
• 2 Minor Beneficial Properties
• 1 minor detrimental property
• 1 major detrimental property
Spells: The orb has 7 Charges
and regains 1d4 + 3 expended Charges
daily at dawn. If you control the orb, you can use an action and expend 1 or more Charges
to cast one of the following Spells
(save DC 18) from it: Cure Wounds
(5th-level version, 3 charges), Daylight
(1 charge), Death Ward
(2 charges), or Scrying
(3 charges). You can also use an action to cast the Detect Magic
spell from the orb without using any Charges
Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a Telepathic
call that extends in all Directions
for 40 miles. Evil Dragons
in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon
deities such as Tiamat
are unaffected by this call. Dragons
drawn to the orb might be Hostile
toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
Destroying an Orb: An Orb
of Dragonkind appears fragile but is impervious to most damage, including the attacks and Breath Weapons
. A Disintegrate
spell or one good hit from a +3 Magic Weapon
is sufficient to destroy an orb, however.