This Orb is crafted from the shards of the Dragon Orb. It is an over-large pearl that bears rubies, sapphires, and diamonds inside golden bands that contain the sphere. Whenever the Orb uses one of its powers, it begins to brightly glow with a blue light.
The Orb contains the spirit of Taulamous Sigurd, a Cormyrian Archmage who became corrupted by his own artifact and turned to evil. Taulamous was renowned for saving Cormyr and the surrounding countries from an evil Great Wyrm Shadow Dragon, sacrificing hundreds to save his people.
Adjusted Ability Scores: While attuned to the Artifact, your Intelligence and Charisma scores increase by 2 and your Wisdom score decreases by 2. These bonuses can go to a max of 24.
Dark Knowledge: You can use the Orb to call upon the knowledge of the Archmage whenever you make an Intelligence check to recall some historical or arcane detail. When you do so, you are considered proficient in History and Arcane and you double your proficiency bonus to the check.
Power Unending: The Orb has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (DC 18) from it: Antimagic Field (7 charges), Dominate Monster (5 charges), Create Undead (5 charges), Finger of Death (4 charges), or False Life (4th level version) (3 charges). The Orb recharges 1d4+4 charges daily at dawn. Each time you cast a spell from the Orb there is a 5% chance that the Archmage attempts to take over your body, controlling you for the rest of the day. You have no recollection of the Archmage’s activities when you regain control of your body.
Mighty Retort: After you take damage from an attack or a spell, you may use your reaction to cast a spell or use a spell from the Orb that targets the attacking character. If the spell is not a cantrip you can only take an Action, a Movement, or a Bonus action on your next initiative. This power recharges after a Long Rest.
Indefatigable Concentration: You may use the Orb to maintain concentration for one of your effects. The Orb can concentrate for one of your spells, up to its duration. The concentration ends as soon as you use one of the Orb’s other powers. After using the power there is a 5% chance that the Archmage attempts to take over your body, controlling you for the rest of the day. You have no recollection of the Archmage’s activities when you regain control of your body. You regain use of this power after a Long Rest.
Beneficial Properties:
Wizard’s Insight: While attuned to this artifact, you can use an action to cast the Magic Missile spell (at 5th level). After casting the spell, you roll 1d6. On a 1-5 you cannot cast the spell again until Dawn.
Arcane Potency: While attuned to this artifact, all of your spells that deal damage do an extra 1d6 force damage.
Detrimental Properties:
Mercurial Alignment: While attuned to this artifact you determine your alignment daily at dawn by rolling 1d6. On a 1-2 your alignment remains the same. On a 3-4 your alignment becomes Lawful Evil. On a 5-6 your alignment becomes Neutral Evil.
Unholy Aura: While attuned to this artifact, all holy water within 10ft of you is destroyed.
Cold Aura: While attuned to this artifact, nonmagical flame within 20ft is extinguished and there is a noticeable chill to the air in your presence.
Minor Quirk:
I call upon thee! The orb can be summoned and dismissed at will with a bonus action.