Question Ball (Wizard Spell)

This spell transforms a ball of normal crystal into a unique question ball, which answers any questions put to it. The ball is a partial manifes­tation of an extraplanar humanoid being of divine nature, which uses a gem of seeing and its own powers to discern the answers to the caster's questions. The being speaks Common and two or three other languages, as well as tongues exclusive to its mysterious plane. The being is bound to answer a number of questions equal to the caster's level.
A percentile roll of less than 50 minus the level of the caster indicates the being tells a carefully fabricated and reasonably believable lie. Thus, a 10th-level caster has a 40% chance the being will lie to him. When the being has answered a number of questions equal to the level of the caster, the question ball darkens and crumbles to useless powder.
The being can be released on the Prime Mate­rial Plane. If any of the following events occur, the ball shatters and the creature and all its pos­sessions (including the gem of seeing) appear:
If any attempt is made to move the ball to another plane;
If trap the soul, gate, monster summoning VII, or cache is cast on the ball;
If the ball is destroyed using any of the methods for destruction an artifact or relic;
If a wraith or similar creature performs an energy drain on the ball.
The material components of the spell are a ball of crystal, a gem of seeing, and a pound of pure sulphur. The caster piles the sulphur in a heap and burns it with the gem and ball in the middle. While the flames consume the gem and ball, the caster performs the verbal and somatic components of the spell, upon the completion of which the gem and crystal disappear in a sul­phurous explosion (no damage) marking the creation of the question ball.
Notes: Common for paramanders (a rare form of paladin-mage); otherwise, very rare. (Updated from Dragon Magazine.)
Being of the Ball: AC 2; MV 9 Fl 18 (B); HD 10+6; THAC0 11; #AT 3; Dmg 1d6/1d6 (claw), 2d6 (fang); SA disease (claw, 5%/hit), poison (fang, save at -2), spells; SD spells; AL N; SZ M; ML 15; XP 6,000. The being's poison causes sleep for 1d6 days, during which time the being eats its victim. The being has all die spell-like abilities of a vrock (greater tanar'ri), and can travel in the Astral and Ethereal Planes. Its other possessions number 2d6, each having a 20% chance of being magical in nature.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells