Aberrant sphere
This sphere is made of a cloudy, glass-like material. When it is held, the sphere’s surface seems to constantly flash with words in the native tongue of the wielder, but it is impossible to make out what they say.
An aberrant sphere allows its wielder to summon creatures from alien dimensions at the cost of a fraction of his own sanity. A sphere has 3 charges, which are renewed each day at dawn. Spending 1 or more charges causes the sphere to shatter, as it summons a particular kind of aberration, which appears anywhere within 30 feet of you and serves you (as summon monster I) for 7 rounds. You also take a temporary Wisdom penalty (equal to one step on the Wisdom damage track) as long as the creature is present.
- 1 charge: Summons a grick.
- 2 charges: Summons a choker.
- 3 charges: Summons a carrion crawler.
At the end of the duration (or when the creature is destroyed), the sphere re-forms in your hand (or at your feet if your hands are full), and the penalty to your Wisdom disappears.
A wielder who can cast summon monster can attune himself to the sphere, gaining the ability to use his own prepared summon monster spells, or his own spell slots (if a spontaneous caster), in place of charges, to summon the same kinds of creatures. Attuning to the sphere in this way this requires replacing an entry of the summon monster table, of the corresponding level, with the new creature.
Summoning one of the creatures made available by the sphere requires a summon monster spell of the spell level that corresponds to the number of charges it takes. The sphere is used as a focus for the spell. Summoning one of the types of creatures made available by the sphere still incurs the same Wisdom penalty, even if the wielder’s own spells or spell slots are used.