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ARMOURY: MOSCHEN’S SPHERE (LEGACY)

I have a problem with D&D 5e and magic items.  I tend to like low magic settings but even the high magic setting of 5e my players consider very miserly.  Considering most of my group is under the age of 20 they are use to Diablo like magic item replacements.  But I didn’t want them to just get new magic items every few levels – “Maul +1 replaced by Maul +2 at level 10 etc”.  I was trying to think of a solution when the Dungeon Hacking blog posted a 5e update to Legacy weapons from 3.5e.  Bingo! I found my solution.  Now my characters can have more powerful (though appropriate) weapons without being inundated with magic items that become obsolete or worse, break the game. I borrowed liberally from the original Weapons of Legacy 3.5e sourcebook for each.

Here is the fifth one wielded by the group’s gamma-mutant sorcerous Charisma.


MOSCHEN’S SPHERE

Wondrous item, Legacy (requires attunement by arcane caster or psionic wielder only)

When one truly understands fate as it is, myriad branching paths, then one can truly see that duty is cleaving to a particular fate, and glory is the accomplishment of duty’s ends.

When we are true to the nature of the Eldar, we cannot fail.

—Farseer Moschen

This technological wonder was created by the Eldar and was used by the Farseer Moschen. How it ended up in the hands of a mind flayer is anyone’s guess.  It appears as a burnished golden orb with an “eye” of blue light at its core. While holding this orb, you gain a +1 bonus to spell attack rolls.  However, its true power lies in its ability to enhance psyker power (magic and psionic power, respectively).

Omen. The device is in constant motion, opening and closing as it spins between a spherical shape and an ovoid shape. It floats above the wielder’s hand when being used.

As you gain levels, Moschen’s Sphere gains the following additional properties.

Arcane Health. Starting at 5th level, you gain 10 temporary hit points (similar to those granted by a false life spell) each day at sunrise. These hit points remain until expended or 24 hours pass.

Winged Range. At 6th level and higher, you can cast up to three arcane spells per day using a known metamagic feat without spending spell points.  If you do not have any metamagic feats then you may extend a spell as though using the Extend Spell metamagic feat. Using this legacy ability does not change the level of the spell slot of the altered spell.

Iron Will. As Moschen’s Sphere builds a connection with you, it aids your ability to focus your mind.  At 8th level, you gain advantage on Concentration checks.  You also gain resistance to psychic damage.

Triumvirate of Energy. Starting at 11th level, at will as a reaction, you can grant yourself resistance to one type of energy (acid, cold, lightning, fire, or thunder). This effect lasts for 1 minute.

Shield of the Ulthwé.  At 15th level and higher, as long as you have one non-cantrip arcane spell remaining (either a prepared spell not yet cast or a spell slot not yet used), you benefit from the effects of a shield spell.

Power Overwhelming.  Starting at 17th level Moschen’s Sphere provides you spell resistance.  You now have advantage on any magical effect that allows a saving throw that targets you.

Spell Piercing.  At 20th level and higher Moschen’s Sphere becomes a +2 implement granting the wielder a bonus to spell attack rolls.

Posted in 5e, Adventurer's Vault, Dungeons & Dragons