Sovereign's Orb

From MythCraft Online SRD
Jump to navigation Jump to search

The Sovereign’s Orb is a fist-sized ball of gold, encrusted with gems and carefully carved ornamentation. A small golden cross is situated on top of the orb. Nobody quite knows the origin of this orb, but it is commonly accepted as a token of great religious and political importance. It is said that the physical remains of many saints and great monarchs from ages past are contained in a small chamber within this orb, and that the orb’s wielder is able to commune with these sages.

Base Stats

If you do not have Divine Power, you are considered to have Divine Power 1. For all magic abilities learned through enhancements, use CHA if you do not have a magic attribute.

You gain +2 to your mental defenses while holding this item in one hand.

You have 7 charges per day, regaining them at dawn. You may spend charges on the following abilities.

  • Burst of Life (1 charge): When you Recoup, one creature who is also Recouping regains +1d6 HP.
  • Cleanse (1-4 charges): You may spend 4 AP to touch a creature and attempt to remove a negative condition affecting them. The DC is determined by the MC. If caused by another creature, then it is 10 + their relevant attribute. If you succeed, remove the condition.

The number of charges this costs is dependent upon the condition you are removing, as shown:

  • 1 Charge: Blinded, Charmed, Chilled, Dazed, Deafened, Demoralized, Frightened, Shaken, Sickened, Staggered
  • 2 Charges: Broken, Enthralled, Paralyzed
  • 4 Charges: Petrified, Phobic

Enhancements

Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.

Authority

Enhancements from this grouping increase the power of your mental and metaphysical attributes.

Authority
Enhancement PreReq Description
Forceful Persona Your CHA and CHA attribute cap both increase by +1 (to a max of 12).

Learn 3 divine prayers.

Forceful Persona II Forceful Persona, Character Level 13 Gain +1 Divine Power.

Your orb gains +2 charges.

You can spend a charge to increase your CHA by +1 for the next 10 minutes. This can exceed your attribute cap. This does not increase CHA/Recharge abilities.

Level Headed Your SAN and SAN attribute cap both increase by +1 (to a max of 12).

Learn 2 divine rituals for which you meet the prerequisites.

Level Headed II Level Headed Your SAN and SAN attribute cap both increase by +1 (to a max of 12).

Learn 3 more prayers. Prayers that you learned from the Sovereign’s Orb can be cast as though you were 3 Divine Power higher than you are.

Divine Directors Forceful Persona or Level Headed, Character Level 17 You can reselect the divine prayers and divine rituals that you learned from the Sovereign’s Orb. (1/Week)

Dominance

Enhancements from this grouping allow you to cast magical abilities centered around blinding light.

Dominance
Enhancement PreReq Description
Flashbang Gain the Blind occult chant. This counts as a divine prayer for you.

Gain a special attack.

  • Flashbang: (2 AP) Make a CHA attack against the ANT of a creature within 60 ft of you. On a hit, deal 1d10 radiant damage.
Radiant Beacon Flashbang Gain another special attack:
  • Radiant Beacon: (3 AP) Make a CHA attack against the ANT of all hostile creatures within a 10 ft radius of you. On a hit, deal 1d6 radiant damage.

Furthermore, you may spend one of your orb’s charges to enhance any Sovereign’s Orb attack that deals radiant damage.

  • Radiant Beam (1 charge). When you deal radiant damage with a Sovereign’s Orb attack, also add a condition of your choice to one enemy that you hit: Demoralized, Frightened, or Shaken. This lasts until the end of your next turn.
Searing Aura Character Level 9 Gain +1 charge.

Gain the Searing Aura ability for your Orb.

  • Searing Aura (2 charges). Spend 3 AP to create an Aura. It lasts for 10 minutes and has a radius of 10 ft.

Enemies in the Aura gain Vulnerable Radiant 1 (unless Immune). Enemies in the Aura are also Demoralized.

Reliquary

Enhancements from this grouping enable you to commune with the souls of the saints whose relics are stored within the orb.

Reliquary
Enhancement PreReq Description
Sage Advice Connect your Essence to the Essence of those who came before you. At the beginning of each day, roll 1d6. You gain 2d6 Skill Points in the corresponding skill until you use this ability again the next day.

1. Religion [choose one]

2. Arcana

3. History

4. Politics [choose region]

5. Military

6. Medicine

Sage Advice II Sage Advice Gain +1 charge.

When rolling to determine which skill points you gain from Sage Advice, roll 2d6 and choose between those two options.

Gain the Postcognition ability for your Orb.

  • Postcognition (2 charges). When you Recoup, you may receive a vision of what life was like 1d20 years ago where you are currently recouping. You may roll twice and choose which roll you wish to use when determining how many years ago the subject of your vision is.
Luck of the Reliquary Gain +1 Luck Point. This does not increase your LUCK attribute.

When you use a Luck Point, add +1d4 to your new roll.

Council of Witnesses Character Level 13 When a creature dies within 60 ft of you, you may preserve some of their Essence in the orb. This does not resurrect them, but allows a sliver of consciousness to endure. Permanently gain +4 Skill Points based on skills in which that creature had skill points. This does not allow you to exceed your +20 cap on any given skill. (2/Week)
Wisdom of Ages Character Level 17 Temporarily gain one ability from a class entry talent. This does not grant you the entire class entry talent; for example, you could gain “Blood Rage” from the Berzerker Entry or gain “Fighting Instinct” from the Ranger Entry. You cannot gain a magic entry talent or a specialization talent in this way. (1/Week)

You retain this ability until you use this feature again.

Zeal

Enhancements from this grouping offer you limited access to the Auras that Zealots can create.

Zeal
Enhancement PreReq Description
Zealous Gain +1 Charge.

Gain +2 Auras from the Zealot’a Aura table.

You can use either of these Auras by spending a charge. Auras cast in this way cost 3 AP to activate, have a radius of 10 ft, and last for 2 minutes or until you spend 1 AP to dismiss them early. You may have any number of Auras active at a time, paying 1 charge and 3 AP per Aura.

Zealous II Zealous Gain one Aura Enhancement talent from the Zealot class. This enhancement also applies to Searing Aura.
Zealous III Zealous II Gain +2 charges.

Gain +1 Aura from the Zealot class.

Zealous IV Zealous III Gain two Aura Enhancement talents from the Zealot class. These enhancements also apply to Searing Aura.