The Orb of Storms

The Orb of Storms is a lesser magical orb that holds dominion over the elemental forces of air and lightning. When wielded, it grants the ability to summon and control powerful winds, generate lightning bolts, and manipulate weather patterns. The bearer gains the power to create gusts of wind to move swiftly or to manipulate projectiles, call down lightning strikes upon their foes, and even create localized storms to obscure their movements. However, with control over the tempestuous forces of nature comes the risk of losing control and unintentionally causing widespread destruction.

## Pathfinder First Edition:

**Aura** strong varied; **CL** 18th; **Slot** —; **Price** 48,000 gp; **Weight** 6 lbs.

### DESCRIPTION

This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, control weather, endure elements, storm of vengeance; Cost 24,000 gp

## Pathfinder Second Edition:

*Wondrous Item (Orb), Rare*

This shimmering orb is a swirl of translucent blues and grays, with tiny bolts of lightning occasionally flickering across its surface. The Orb of Storms is a powerful magical item that allows its bearer to harness the elemental forces of air and lightning.

**Usage:** While holding the Orb of Storms, the bearer gains the following abilities:

* **Gust of Wind (1 Action):** Once per day, the bearer can use an action to create a powerful gust of wind that blows in a direction of their choice. The gust extends out in a 60-foot line from the bearer. Creatures in the line must attempt a DC 18 Fortitude saving throw. On a failure, they are pushed 10 feet in the direction of the gust and are flat-footed until the start of their next turn. On a critical failure, they are pushed 20 feet and knocked prone.
* **Lightning Bolt (2 Actions):** Once per day, the bearer can unleash a bolt of lightning from the orb. This bolt strikes a single target within 60 feet, dealing 3d12 electricity damage. The target must attempt a DC 18 Reflex saving throw, taking half damage on a success.
* **Control Weather (3 Actions):** Once per week, the bearer can spend 3 actions to use the orb's power to control the weather in a 1-mile radius around them. They can create conditions such as calm weather, light rain, or a strong wind. This control lasts for 1 hour.
* **Wild Tempest (2 Actions):** Once per week, the bearer can summon a wild storm in a 30-foot radius centered on themselves. This storm lasts for 1 minute and creates strong winds, pouring rain, and flashes of lightning. All creatures in the area have their ranged attacks treated as one step worse due to the weather conditions. Additionally, each round, the bearer can use a single action to call down a bolt of lightning, targeting a creature within the storm. The target must succeed on a DC 20 Reflex saving throw or take 4d12 electricity damage.

### Curse:

Wielding the Orb of Storms for extended periods can attune the bearer to the chaotic and tempestuous nature of its power. The bearer might become more impulsive or quick-tempered, and they might find that their mere presence can sometimes stir up unpredictable weather patterns around them.

The Orb of Storms is a potent magical item that provides adventurers with control over the elemental forces of air and lightning. Its abilities offer a range of tactical options in both combat and non-combat situations, making it a valuable tool for those who seek to manipulate the environment and harness the power of storms.