Monster Ball (3.5e Equipment)
Monster Ball: A strange sphere easily held in one hand with a button on one side and a hatch, it is used to effect familiars, special mounts, animal companions, magical beasts, and normal animals. By pressing the button and tossing it at the target creature's space (AC 5), it opens and envelops them in light, drawing them inside. If used against an unwilling animal, it invokes a DC 19 Will save vs the effect. Capturing a hostile animal does not pacify them, they will still be hostile when you release them.
Pokeball by kenzo_darkrai, on Flickr |
Once inside the animal is safe from harm and does not age nor need to breath, eat, or sleep. They are contained in stasis inside the sphere, and can be deployed at any time again by pressing the button and tossing to the square where the creature will appear. Through this means a bulky animal companion can be transported safely, or a familiar kept from harm.
The sphere is durable and composed of adamantium, with a hardness of 20 and 40 hp. If broken, the magic immediately ends and the animal bursts out at the ball's point. As per all conjurations contained monsters cannot be released in mid air, or expanded in a space which cannot hold them (such as a elephant in a thin hallway), but they may knock people and movable furniture aside if they are sufficiently large enough when they appear. If the ball is broken (not just released) and the area is not large enough to hold the monster, it takes 1d6 damage and is shunted off to the nearest empty space up to 100 ft away. Repeat damage and jump until a space is found.
They're usually found colored red and white for some reason.
Strong abjuration;CL 17th; Craft Wondrous Item, Imprisonment, Freedom; Cost 35,000 gp, 1400 xp, 35 Days; Market Price: 70,000
- An Alternate Rule Set
- For use with certain campaign settings
This is a set of alternate rules for adding the great ball, ultra ball, quick ball heavy ball, ect. The table below lists the balls and their catch conditions.
If the special conditions for a ball are not met than it functions as a normal monster ball.
Ball | Will Save DC | conditions | Special | price mod |
---|---|---|---|---|
monster Ball | 20-HP | -- | -- | 70K GP |
monster Ball, Improved | 30-HP | -- | -- | 105K GP |
monster Ball, Greater | 40-HP | -- | -- | 180K GP |
monster Ball, Master | 5100-HP | -- | -- | Artifact |
Tropical Ball | 30-HP | used in a tropical environment | -- | 180K GP |
Power Ball | 20-HP/40-HP/80-HP/160-HP | 20 if user's HD is </= opponent, 40 if use's HD is greater than but not 2x opponent's HD, 80 if user is at least double but not 4x the opponent's HD, 160 if user is >/= 4x opponent's HD | -- | 90K GP |
Lure Ball | 60-HP | opponent has the Aquatic subtype | -- | 105K GP |
Moon Ball | 80-HP | opponent must be nocturnal | -- | 130K GP |
Friend Ball | 20-HP | -- | The captured creature regards you as an ally when released (for 24 hours) but will not return to the ball willingly | 120K GP |
Love Ball | 160-HP | opponent must be of the same race and orientation but opposite sex | when released the creature will be emotionaly attatched to the user for 24 hours but will not return to the ball willingly | 200K GP |
Heavy Ball | DC-20,+/-0,+20,+40 | if opponent could be carried as a light load, medium load, heavy load, or cannot be carried by user respectively | -- | 100K GP |
Fast Ball | 80-HP | opponent must have a movement speed of greater than 50 (base speed) | Expeditious Retreat] but to all forms of movement | 180K GP |
Sport Ball | 30-HP | Opponent must have the Athletic feat | grants the Athletic feat to captured opponent (if prerequisites are met) | 90K GP |
Net Ball | 60-HP | opponent must be a vermen or have Aquatic sub type | -- | 110K GP |
Nest Ball | 80+HD-HP | |||
repeat ball | 60-HP | user already has a monster ball with another of the creature somewhere on their person and on this plane (not in an extra dimensional space such as a Handy Haversack or Bag of Holding) | -- | 100K GP |
Timer Ball | 00-HP+x | x= the number of rounds spend in concentration on the creature to be captured (standard action each round)*2 | -- | 100K GP |
Premier Ball | 20-HP | -- | this type of ball is usualy only gifted to a party for one reason or another | -- |
Luxury Ball | 20-HP | -- | A creature in a Luxury Ball heals at double their natural speed and as if not in stasis | 100K GP |
Dive Ball | 70-HP | user and target creature must be submerged in a liquid | -- | 150K GP |
Dusk Ball | 70-HP | must be used underground or at night (40-hp at twilight) | -- | 150K GP |
Quick Ball | 80-HP | Must be used during a surprise round | -- | 160K GP |
Plane Ball | x2 or x4 | must be used on a specific plane or on a creature native to that plane (x2 for one condition, x2 for both) | -- | +100K GP |
Heal Ball | 20-HP | -- | the enclosed creature is affected by a Cure Critical Wounds spell (CL: 5th) upon capture and once every half hour spent in the ball there after | 170K GP |
Hurt Ball | 20-HP | -- | the enclosed creature is affected by a Inflict Critical Wounds spell (CL: 5th) upon capture and once every half hour spent in the ball there after | 170K GP |
Mend Ball | 20-HP | -- | the enclosed creature is affected by a Repair Critical Damage spell (CL: 5th) upon capture and once every half hour spent in the ball there after | 170K GP |
Bind Ball | 25-HP | target must not be from the keyed plane | the creature cannot be forced from the keyed plane unless the user wills it or the ball is destroyed | 170K GP |
Mage Ball (Arcane), Least | y-HP | -- | y=the level of spell put into it (max 1 spell) | |
Mage Ball (Arcane), Lesser | y-HP | -- | y=(the level of spell put into it)x2 (max 1 spell) | |
Mage Ball (Arcane) | y-HP | -- | y=(the level of spell put into it)x3 (max 2 spells) | |
Mage Ball (Arcane), Improved | y-HP | -- | y=(the level of spell put into it)x4 (max 2 spells) | |
Mage Ball (Arcane), Greater | y-HP | -- | y=(the level of spell put into it)x5 (max 3 spells) | |
Mage Ball (Divine), Least | y-HP | -- | y=the level of spell put into it(max 1 spell) | |
Mage Ball (Divine), Lesser | y-HP | -- | y=(the level of spell put into it)x2(max 1 spell) | |
Mage Ball (Divine) | y-HP | -- | y=(the level of spell put into it)x3 (max 2 spells) | |
Mage Ball (Divine), Improved | y-HP | -- | y=(the level of spell put into it)x4 (max 2 spells) | |
Mage Ball (Divine), Greater | y-HP | -- | y=(the level of spell put into it)x5 (max 3 spells) | |
Psi-Ball, Least | ||||
Psi-Ball, Lesser | ||||
Psi-Ball | ||||
Psi-Ball, Improved | ||||
Psi-Ball, Greater | ||||
*Modifiers to DC are based on Stats for Poke Balls from the Bulbapedia page on RPG catch rate on 1/26/2011: http://bulbapedia.bulbagarden.net/wiki/Catch_rate |
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