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The Ebon Vault: Orbs of Power (PFRPG) PDF

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There’s a New Magic Item in Town

The Ebon Vault: Orbs of Power introduces orbs as a proper magic item type, with 50 all-new orbs for use in your game. Each orb serves as a focus for the spells the wielder casts, like a lens that allows him to make those spells more powerful, or have additional effects. These orbs range in price from 8,000 gp for the simplest of enchantments to a handful that are actually minor artifacts, giving a wide range of power and cost, and ensuring that every spellcaster will find an orb that fits his needs.

The book also contains guides and tips for GMs on how to incorporate orbs into their games, as well as support for the four artifact-level orbs, giving GMs a rough idea of how much value these magic items are worth, so that even though they can’t be bought in the bazaar, you know how powerful it is, and how much treasure it should be replacing, and generally making these artifacts more user-friendly.

From the makers of Advanced Arcana and The Ebon Vault: Secrets of the Staff, this book finally brings magic orbs into their rightful place in the magical arsenal of the arcane-inclined. If you think magic orbs are cool (and who doesn’t?) this is the book for you.

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Cool new kind of magic item

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This pdf is 28 pages long, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD and 1 page back cover, leaving 23 pages for the orbs, so let's take a look at them!

Orbs have long been a rather neglected iconic piece of mage's apparel in D&D and PFRPG and this pdf sets out to change that. At first sight it seems like all the slots are taken for magic items, so what do orbs do? Well, they serve as a magic amplifier of a sorts, which I consider a good idea.
The orbs range from 8000 GP to artifact-level and the pdf kicks off with a nice piece of IC-writing. Additionally, we get two feats, one to craft orbs and one to channel spell-like abilities as well as through the orbs along some insight into the design-process. The items come with short descriptions, which is a nice plus. Without further ado, these are the orbs:
-Dragonscale Orb: Depending on the color, they can change the energy of a spell and grant minor spell-like abilities and can once per day panic opponents.
-Duelist's Orb: +5 to identify spells and +5 to DCs of having the own spells being identified. Additionally, counterspell as a free action once per day.
-Lens of Spell Distortion: Can distort own area-spells so they don't hit specific squares and 3/day focus an area-spell on a single target, with +2 to the DC.
-Miser's Orb: Ignore 5000 GP of material components per day.
-Orb of Abjuration: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Acid: +1 DC to acid-spells, 3/day sicken enemy damaged by acid.
-Orb of Alacrity: +10 ft movement, 3/day cast a spell that would take a full round as a standard action.
-Orb of Alignments: Penalizes enemies' saves the farther they are away from your alignment. Additionally, you can detect good, evil, law and chaos per will.
-Orb of Blasting: Sacrifice spell-levels to deal raw force damage. Now this one is iconic and cool!
-Orb of Burdens: +50 lbs carrying capacity for purpose of movement and encumbrance. When damaging an enemy, he can 3/day choose to lower the creatures carrying capacity by 50 lbs.
-Orb of Conjuration: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Counterspells: +2 to caster-level checks to counter spells, 3/day retain spell used to counter after countering.
-Orb of the Damned: Spells with the death-descriptor can be made to annihilate enemies, preventing resurrection, but also incurring a -4 penalty.
-Orb of Divination: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Electricity: +1 DC to electricity-spells, 3/day stun enemy damaged for 1 round.
-Orb of Elemental Acid: +2 to caster-level for purpose of casting acid-spells, can transform damage to acid damage.
-Orb of Elemental Fire: +2 to caster-level for purpose of casting fire-spells, can transform damage to fire damage.
-Orb of Elemental Ice: +2 to caster-level for purpose of casting ice-spells, can transform damage to ice damage.
-Orb of Elemental Lightning: +2 to caster-level for purpose of casting lightning-spells, can transform damage to electricity damage.
-Orb of Empowered Spell Mastery: Gain the empower spell metamagic feat for as long as the owner has the orb. Spontaneous casters can cast empowered spells without increasing the casting time. Preparing casters can decrease the additional levels by the metamagic feat by one.
-Orb of Enchantment: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Evocation: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Fear: 3/day, when casting a spell with the fear-descriptor, additionally penalize enemies with 1/2 level to atk and damage.
-Orb of Flames: +1 DC to acid-spells, 3/day make enemy catch fire.
-Orb of Frost: +1 DC to cold-spells, 3/day slow enemy damaged by frost.
-Orb of Illusion: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Invisibility: +5 to Stealth, 1/day enable people subject to invisibility to bypass e.g. tremorsense etc.
-Orb of Kings: +6 to Cha-based skill-checks. 1/day when casting a spell of the charm-subschool, target +1 creature.
-Orb of Maximized Spell Mastery: Gain the maximize spell metamagic feat for as long as the owner has the orb. Spontaneous casters can cast maximized spells without increasing the casting time. Preparing casters can decrease the additional levels by the metamagic feat by one.
-Orb of Memory: + to Concentration. 1/day as a swift action prepare a spell cast in the last 24 hours.
-Orb of Necromancy: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Piercing Spells: +1 to checks to overcome spell resistance. 3/day sacrifice an unused spell-slot or prepared spell to lower the spell resistance of a target by 2 times the level of the sacrificed spell.
-Orb of Rage: You can cast spells while in rage or under the effect of the spell. Gain barbarian rage for 5 rounds per day or if you already have barbarian rage, gain + 5 rounds of Rage per day.
-Orb of Refraction: +1 to all ray attacks. 1/day make a ray hit an additional target with a ray.
-Orb of Segments: Reduce number of segments required by a segmented spell by 1. If casting a segmented spell, you can add one segment for +2 to the spell's DC. YOu don't know what segmented spells are? Go ahead and check out Advanced Arcana by NWN - this book scored high on my list of top-3pp-products in 2010.
-Orb of Shadows: 3/day cast any spell you know without using slots or preparing it. The spell is only half-real and can thus be disbelieved.
-Orb of Sickness: 3/day inflict a disease on enemies hit by your spell. DC is reduced by 2, though.
-Orb of Spell Power: 3/day add +1 to a spell's DC. Alternatively, use all 3 uses to recharge one charge in a staff.
-Orb of Subdual: You can opt to make a spell non-lethal. Awesome item!
-Orb of Swirling Color: 3/day fascinate enemies when you cast a spell, 1/day can use scintillating pattern.
-Orb of Thralls: +4 to opposed Cha-checks to control charmed/dominated creatures. 1/day take control of dominated creature as with magic jar.
-Orb of Transmutation: +1 to DC of spells of the school, can spontaneously change spells to abjuration spells from a short list.
-Orb of Unnatural Strength: When you polymorph a target, grant it +4 Str. 1/day sacrifice a spell of the polymorph-subschool to grant a creature an enhancement to Str of the sacrificed spell- level times 2.
-Orb of Widened Spell Mastery: Gain the widen spell metamagic feat for as long as the owner has the orb. Spontaneous casters can cast widened spells without increasing the casting time. Preparing casters can decrease the additional levels by the metamagic feat by one.
-Summoning Stone: Summoning-subschool spells are automatically extended, 1/day summon a creature as per summon monster IX.
Minor Artifacts:
-Eye of Souls:Focus for spells that trap souls. The souls can be used to power spells.
-Orb of Demon Command: Devil-crafted orbs that can summon and control demons and grant you major bonuses against them.
-Orb of the Archmage: +2 to AC, atk, saving throws, own spells cannot be countered and only be dispelled by disjunction. 3/day ignore spell resistance.
-The Skull of Il'Shabosh: Skull of a deadly demon, the wearer can control caster-level times 4 HD undead. Creatures slain by the caster rise as undead.

Conclusion in the product discussion.


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