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Hazards

Rogue Sphere

Level 15

rareComplexEnvironmentalMagical

A drifting orb of unmoored magic, half-seen and harder to pin in bright light. It wanders on no current you can name, and where it passes, reality goes briefly, dangerously wrong.

Magic Drift (reaction)

To disable: cause the sphere's magic to dissipate harmlessly with master Arcana, Nature, Occultism, or Religion (DC 38), cause it to burst and implode safely with Thievery (DC 40), or dispel magic (8th level; counteract DC 34).

Level 15 · Complexity Complex

Stealth +40 (master; +35 in bright light)

Disable

  • Arcana DC 38 (master) — , Nature , Occultism , or Religion (master) to cause the magic of the sphere to dissipate harmlessly
  • Thievery DC 40 — to cause the sphere to burst and implode safely, or dispel magic (8th level; counteract
  • DC 34

AC 34

HP 96 · Hardness 25

Immunities critical hits, object immunities, precision damage · Weaknesses force 15

Trigger A creature within 60 feet casts a spell or uses magical effect, or a creature within 60 feet is the target of an active spell that's 5th level or higher, carries a magic item of 10th level or higher, or is the target of an ongoing magical effect created by a creature who's 10th level or higher

Effect The sphere flies 30 feet toward the triggering creature.

Reset The sphere ceases moving when no creature remains to trigger Magic Drift. It then dissipates after an hour spent with no targets within 60 feet