{"name":"Devastation Orb","type":"Explosive","attunement":"","properties":"","armortype":"None","ac":"","strengthrequirement":"","weapontype":"None","damage":"","secondarydamage":"","damagetype":"None","range":"","description":"A devastation orb is an elemental bomb that can be\u00a0created at the site of an elemental node by performing\u00a0a ritual with an elemental weapon. The type of orb\u00a0created depends on the node used. For example, an air\u00a0node creates a devastation orb of air. The ritual takes 1\u00a0hour to complete and requires 2,000 gp worth of special\u00a0components, which are consumed.\r\n\r\nA devastation orb measures 12 inches in diameter,\u00a0weighs 10 pounds, and has a solid outer shell. The\u00a0orb detonates 1d100 hours after its creation, releasing\u00a0the elemental energy it contains. The orb gives no\u00a0outward sign of how much time remains before it will\u00a0detonate. Spells such as identify and divination can be\u00a0used to ascertain when the orb will explode. An orb\u00a0has AC 10, 15 hit points, and immunity to poison and\u00a0psychic damage. Reducing it to 0 hit points causes it to\u00a0explode instantly.\r\n\r\nA special container can be crafted to contain a\u00a0devastation orb and prevent it from detonating. The\u00a0container must be inscribed with symbols of the orb\u2019s\u00a0opposing element. For example, a case inscribed with\u00a0earth symbols can be used to contain a devastation\u00a0orb of air and keep it from detonating. While in the\u00a0container, the orb thrums. If it is removed from the\u00a0container after the time when it was supposed to\u00a0detonate, it explodes 1d6 rounds later, unless it is\u00a0returned to the container.\r\n\r\nRegardless of the type of orb, its effect is contained\u00a0within a sphere with a 1 mile radius. The orb is\u00a0the sphere\u2019s point of origin. The orb is destroyed\u00a0after one use.\r\n\r\n[b]Air Orb.[\/b] When this orb detonates, it creates a\u00a0powerful windstorm that lasts for 1 hour. Whenever a\u00a0creature ends its turn exposed to the wind, the creature\u00a0must succeed on a DC 18 Constitution saving throw\u00a0or take 1d4 bludgeoning damage, as the wind and\u00a0debris batter it. The wind is strong enough to uproot\u00a0weak trees and destroy light structures after at least 10\r\nminutes of exposure. Otherwise, the rules for strong\u00a0wind apply, as detailed in chapter 5 of the Dungeon\u00a0Master\u2019s Guide.\r\n\r\n[b]Earth Orb.[\/b] When this orb detonates, it subjects the\u00a0area to the effects of the earthquake spell for 1 minute\u00a0(spell save DC 18). For the purpose of the spell\u2019s effects,\u00a0the spell is cast on the turn that the orb explodes.\r\n\r\n[b]Fire Orb.[\/b] When this orb detonates, it creates a dry\u00a0heat wave that lasts for 24 hours. Within the area of\u00a0effect, the rules for extreme heat apply, as detailed in\u00a0chapter 5 of the Dungeon Master\u2019s Guide. At the end of\u00a0each hour, there is a ten percent chance that the heat\u00a0wave starts a wildfire in a random location within the\u00a0area of effect. The wildfire covers a 10-foot-square area\u00a0initially but expands to fill another 10-foot square each\u00a0round until the fire is extinguished or burns itself out.A creature that comes within 10 feet of a wildfire for\u00a0the first time on a turn or starts its turn there takes 3d6\u00a0fire damage.\r\n\r\n[b]Water Orb.[\/b] When this orb detonates, it creates a\u00a0torrential rainstorm that lasts for 24 hours. Within the\u00a0area of effect, the rules for heavy precipitation apply, as\u00a0detailed in chapter 5 of the Dungeon Master\u2019s Guide. If\u00a0there is a substantial body of water in the area, it floods\u00a0after 2d10 hours of heavy rain, rising 10 feet above its\u00a0banks and inundating the surrounding area. The flood\u00a0advances at a rate of 100 feet per round, moving away\u00a0from the body of water where it began until it reaches\r\nthe edge of the area of effect: at that point, the water\u00a0flows downhill (and possibly recedes back to its origin).\u00a0Light structures collapse and wash away. Any Large\u00a0or smaller creature caught in the flood\u2019s path is swept\u00a0away. The flooding destroys crops and might trigger\u00a0mudslides, depending on the terrain.\r\n\r\n","rarity":"Very Rare","cost":"2000gp","weight":"10lbs","source":"Prince of the Apocalypse","image":"753641","tabledata":"","tags":"","templateId":"18","blockId":"297629","isShared":"on"}