Orb of Water

Orb infused with the very essence of Water


The blue-green Orb of Water acts as the Ring of Elemental Command, except it is a slotless item on the characters person. It can be in the characters hand, pocket, or bag, as long as it is close to their person, for their very soul is connected to the essence of the Elemental Plane of Water. All efforts to try and remove the Orb from their person will be difficult, for if they succeed, they will die from being ripped away from their soul.

Elementals of the Water Plane can’t attack the wearer, or even approach within 5 feet of him. If the bearer desires, he may forgo this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.

Creatures from the Water Plane who attack the wearer take a -1 penalty on their attack rolls. The bearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.

The bearer takes a -2 save penalty against fire based effects.

The bearer of the Orb is able to converse with creatures from the Water Plane, and gains Aquan as a bonus language. These creatures recognize that he bears the Orb. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the bearer if he is strong. If he is weak, they hate and desire to slay him.

The bearer of the Orb also gains use of the following abilities (CL 15)…



Orb of Water

How U Mine 4 Fish? JoeSomebody2