(8/27/03 6:02 pm)
Question on Orb powers|
I had originally posted this question on the WotC boards, but never received an answer. I'm hoping for better luck here.
My group recently completed (after about a year of playing), the 'Return to the Temple of Elemental Evil' module. Which took the party of five up to about level 14. Killing most of the guys in that, we eventually wound up with two artifacts, the Orb of Silvery Death, and the similar, but more powerful, Orb of Oblivion. We also have the four elemental gems (one for each element) to set within the Orbs. We could destroy the Orbs, thereby ending the temple threat more or less forever, and in the process create an Sphere of Annihilation, or we can keep the Orbs, which is the current plan. Here's my question(s)...
Do we treat the powers of the Orbs as if a wand? For example, if you put the elemental gems in an Orb, each gem grants specific powers, the Fire gem allows casting of Flame Strike once per day, and the Air gem allows Fly once per day. Can anyone use this ability? Or does the bearer of the Orb have to be able to cast thespell already as if with a wand? And at level will the spell be cast? Id doesnt state in the module anywhere. The only time a DC is mentioned is if the 'mass suggestion' power is used, and it has a DC 20.
Also, once per week, you can do a Summon Monster VIII to summon an elemental of the corresponding type (gem) as a spell like ability. And once per week, you can do Summon Monster VII to summon an Evil Outsider. If I set an orb with all 4 gems, can I summon four Greater Elementals (one of each element) and 4 Evil Outsiders per week? Or just 1. And is a good aligned character able to use the orb to summon an evil outsider?
I have also looked through the module and it says the orbs need to be spirited away, or hidden, to end the threat. I believe they could be sequestered, or hidden behind a Mordenkeinen's Private Sanctum, to prevent any temple remnants from locating the orbs. I will destroy the Orb if I have to continually fight to keep it, but until then, I would like to know how to treat it's powers.
Any input is appreciated. Im trying to avoided quoting the whole page for the artifacts, but will supply any more info if needed. Thanks.
Phlome Xylem (retired)
Ad Mortem Festinamus
(8/27/03 7:05 pm)
Re: Question on Orb powers|
"Do we treat the powers of the Orbs as if a wand?"
No, you treat them as artifacts. Anyone can use them.
"And at level will the spell be cast?"
Unless it states otherwise, all items' spells are cast at the minimum level, with the minimum stat, required. For example, you can create a wand of magic missile at 9th caster level, but unless it says otherwise, it will be at the 1st caster level. Feel free to set it at the 20th level, however, should you so choose.
"If I set an orb with all 4 gems, can I summon four Greater Elementals (one of each element) and 4 Evil Outsiders per week?"
All four. The powers activate separately for each gem. This was probably worded more clearly in the original module for Yellowskull.
"And is a good aligned character able to use the orb to summon an evil outsider?"
Sure thing. There's nothing preventing anyone from using the Orbs, but a good divine spellcaster gains a negative level while possessing it.
PS Are you the DM or one of the players? Any chance on gracing us with final thoughts about the module for future DMs?