I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Saturday, August 01, 2026
One (single magic item) to rule them all
Monday, June 22, 2026
Minimalist Magic Item table
I've spent a lot of time trying to finish this table. Probably too much time, honestly. It’s one of those things that works exactly as I wanted once it’s done, but just by looking at it, you can’t really see the amount of effort I put in. This is my Dark Fantasy Magic Items in minimalist form (although I think that book is still worth a read at $1.49; it has some additional stuff).
After polishing it quite a bit, I am almost satisfied with the result.
The idea is this: anyone can create a table with 1,000 magical items (a single d1000 table or d10 versus d100 etc). Since you’ll never use more than a few dozen (maybe not even that many) in a campaign, you’ll never really know the true value of the table. If the results don’t make sense to you, you’ll just think you got unlucky when rolling.
What I wanted was a table that could be easily judged by anyone at a glance. For example, you can easy see how common is a magical dagger compare to a magic ring or rope.
I could also have a table meant purely for inspiration, with a completely abstract and open format, where you combine an effect with an item, no direct relation between the two. The problem is when the effects often don’t fit the items very well, so you end up with armor that deals extra damage or axes that make you move faster, etc.
I had the impression this was the case in Shadow of the Demon Lord.
Or, ideally, I'd have a big list of common, uncommon, rare, legendary magic items... with sub-tables and elaborate descriptions, maybe prices too. I think this is what 5e does, maybe AD&D too. But it wouldn't be really "minimalist", would it? Anyway, I want to fit mine in a page or two.
The table below boils down to about 10 categories of objects and 20 categories of effects. Since the objects are divided in practice, we end up with more than a thousand possible combinations of effects and items. The difference is that I tried to make it very clear which effects fit best with which objects, so that most of the items you generate using the instructions will actually make sense, and "common" magic items will be, well, actually common. In fact, I toned don't some of the more fantastical and looney tunes effects (e.g., portable hole) to fit my favorite genres of fantasy (low fantasy, dark fantasy).
To illustrate the tables, I included a few items as examples at the end of the post.
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Magic
Items
The most
common magic items are listed below with their usual effects. You can replace
the effects (or alter them, if you roll 1-4) using the effects table, below. It
is recommended you do that when you roll an odd number in the first d20, at least
until you need more variety.
1–2. Apparel.
A piece of clothing. Sometimes it only affects an specific part of the body.
Examples [1d8]: 1 amulet (+1 to all saves), 2 belt (your Strength becomes 18 or
gets a +3 bonus, whichever is better), 3 boots (+10’ movement, i.e., walk 25%
faster), 4 bracers (like belt), 5 cloak (+1 AC and saves), 6 gloves (+4 to
manual tasks such as picking locks, pockets, etc.), 7 helmet (+4 vs. mind
effects), 8 GM's choice.
3–4. Armor
or shield. +1 AC. Roll 1d4 for type: 1 light, 2 medium, 3 heavy, 4 shield.
5–6. Potion.
Restores 1d6+1 hit points.
7–8. Ring.
Rings can do almost anything. Roll on the effects table.
9–10. Scroll.
Contains a common random spell, anyone can cast. Roll 2d6, keep the lower die,
for its level.
11–12. Tool.
A magic tool that resembles an ordinary object but is supernaturally more
efficient. Examples: Roll 1d6: 1 rope (you can command it to climb walls, tie
itself, etc.), 2 lantern (burns without fuel for up to 10 hours on command), 3
bag (weighs one unit but holds 10 units without changing size or weight), 4 key
(once a day, it can open any ordinary lock), 5 tinderbox (creates flame on
command like a strong modern lighter), 6 waterskin (creates water on command,
up to a gallon a day).
13–14. Wand
/ rod / staff. Cast one spell (see Scroll, above). Roll for maximum charges
(wand 1d6, rod 2d6, staff 3d6). Casting spends charges equal to the spell's
level; regain one-third of maximum (round up) at dawn.
15–16. Weapon.
+1 to attack and damage. Ammunition comes in a bundle of 3d6 pieces, each
expending its magic on a hit. Weapon type: 1 axe, 2 spear, 3 hammer/mace, 4 bow
or crossbow, 5 ammunition, 6 polearm. See below for size if needed.
17–18. Sword.
+1 to attack and damage. Roll for size if needed: 1 dagger (1d4), 2–3 medium
(1d6), 4–5 long (1d8), 6 two-handed (1d10).
19–20. Special.
Either roll 1d20 on the Effects table, then invent an unusual object to carry
it (19) or roll for the object, then give it a remarkable or combined effect
(20).
Magic
Item Effects (d20)
Some
effects fit some items better. Entries 1-4 can fit almost anything (if you don’t
have an obvious effect, a roll of 1-3 might require you to roll twice); 5-6 are
ideal for weapons; 7 (spells) are better left for scroll and wands, although
magic swords can sometimes cast spells; 8-15 are mostly passive defensive and
they can work well for armor or potions or apparel; 16-17 are more “mental” and
better suited to helmets, necklaces and similar; 18 and 19 are rare and are
only an easy fit for scrolls (summoning) and big apparel or amulets
(transformation). 20 is for all items.
If the
effect does not fit the item, decide what to do, randomly or otherwise.
E.g.:
1d6: 1-2 be creative and make it fit or allow it to be weird, 3-4 roll again,
5-6 fall back to the ordinary effect.
- Cursed. The item carries a curse
that may manifest at the worst possible time.
- Temporary. The item becomes mundane
after being used 2d6 times.
- Powerful. The item is unusually
strong. For a numeric bonus, roll 1d20: 1–10 the effect is +2, 11–16 +3,
17–19 +4, 20 +5. Similarly, a d6 becomes 2d6 to 5d6, and a 50% reduction
becomes 1d20 × 5% (minimum 60%).
- Conjuring. The item seems to return or
appear from out of nowhere, as the owner conjures it with a word or
gesture. Alternatively, it is very easily concealed, foldable or very
light. If it’s a thrown weapon, it returns to your hand instead.
- Elemental attack. Deals an extra 1d6 damage of
one type. Roll 1d8: 1 acid, 2 cold, 3 fire, 4 lightning, 5 necrotic, 6
poison, 7 psychic, 8 radiant.
- Hatred. Deals an extra 1d6 damage
against one type of creature. Roll 1d12: 1 aberration, 2 beast, 3
celestial, 4 construct, 5 dragon, 6 elemental, 7 fey, 8 fiend, 9 giant, 10
humanoid, 11 monstrosity, 12 undead.
- Spells. Cast one type of spell. Roll
2d6 and keep the lower die for the spell's level, the higher die for
maximum charges. Casting spends charges equal to the spell's level; regain
one-third of maximum (round up) at dawn. Alternatively, simplify
"magic missile, three charges" to something like "cast
magic missile three times a day" when desired. Best left to
rings, wands, staves, and scrolls.
- Protection from element. Reduces incoming damage of
one type by 50%. See entry 5 for type.
- Protection from creatures. Reduces damage or attacks
from one type of creature. See entry 6 for type.
- Protection (saving throws). +1 to all saving throws.
- Defense. +1 to Armor
Class.
- Augmentation. Raises one ability score by
+3, or sets it to a fixed value (18), whichever is better. The stat
affected is usually physical and adequate to the item in question. If
necessary, roll 1d6: 1 Strength, 2 Dexterity, 3 Constitution, 4
Intelligence, 5 Wisdom, 6 Charisma.
- Resilience. 50% resistance to a hazard
or condition. Roll 1d8: 1 poison, 2 fear, 3 charm, 4 sleep, 5 exhaustion,
6 disease, 7 petrification, 8 an environmental hazard (hunger, thirst,
drowning, suffocation).
- Movement. Move faster or in new ways.
Roll 1d8: 1 fly, 2 climb any surface, 3 swim, 4 burrow, 5 walk on water, 6
ignore difficult terrain, 7 leap great distances, 8 slip free of grapples,
shackles, and cages.
- Misdirection. Disguise yourself, your
movement, or your actions. Roll 1d6: 1 invisibility, 2 silence (move
without sound), 3 impersonate someone, 4 create illusions, 5 leave no
traces, 6 pass as another kind of creature.
- Perception. A supernatural sense.
"Keen" versions of ordinary senses grant advantage. Roll 1d8: 1
darkvision, 2 keen hearing, 3 keen smell, 4 blindsight, 5 detect
invisible, 6 see auras or magic, 7 detect lies, 8 truesight.
- Communication. Understand or speak across
barriers. Roll 1d8: 1 all humanoid languages, 2 all spoken languages, 3
all written languages, 4 one exotic tongue (celestial, infernal, draconic,
sylvan), 5 speak with animals, 6 speak with plants, 7 telepathy, 8
understand any language you hear.
- Summoning. Call or create a creature to
serve you. It looks friendly and possibly loyal but is not enslaved. Roll
1d6 for HD, 1d6 for number of creatures (limit total to 10 HD), and see
entry 6 for creature type.
- Transformation. Turn into a creature,
usually an animal. Roll 1d12: 1 insect or spider, 2 rat, 3 owl, 4 snake, 5
wolf, 6 fish, 7 cat or tiger, 8 ape, 9 bear, 10 hawk or eagle, 11 boar, 12
a monster (see entry 6 for type).
- Special. Roll twice and combine,
invent something unexpected, or make the item especially noteworthy with
multiple functions.
---
Examples:
- Cloak: grants flight.
- Heavy armor +1 AC.
- Potion of cold resistance.
- Scroll holding a 2nd-level spell and a 3rd-level spell with 5 charges (this is a special result; I'd probably change this to a single 5th level spell, or replace it by two separate scrolls)
- Spear +1, +1d6 lightning damage.
- Two-handed sword +1 (1d10).
So far, these are cool if a bit ordinary. I haven't changed a thing. Let's try a few more:
- Helm that allows the wearer to see magical auras.
- Light armor that raises Dexterity by +3 (or sets it to 18) [I could change this, but since its is light armor, I think the Dex boost makes sense].
- Potion of healing.
- Belt of Strenght.
- Scroll of Levitate
- Shield that reduces damage from fiends by 50%.
I didn't even need to re-roll anything. Last pass, with some die rolls:
- 19, 6, 11 - Now this requires some input. I'd say it is a holy symbol that makes you a monster slayer (+1d6 damage to monsters) while you carry it. Maybe a sigil, tabard, etc.
- Level 1 scroll.
- 6, 2, 13 - We could stop at 6 and make it a healing potion, or roll on the second table and make a potion with 2d6 uses that protects you from fear.
- 8, 13, 5 - A ring of protection from disease.
- 16, 6, 17*, 11*, 14*, 6, 12 - A "mace of communication" sounds funny but doesn't quite work for me at first, so I re-rolled three more times (roll with asterisks were discarded) until I got a mace that causes additional 1d6 damage to undead. I could have stopped at a +1 AC weapon, come to think of it.
- Ring of Constitution.
As you can see, no "Legendary" status items, these would require rolling more 20s. But almost all the results are perfectly usable with little effort. I'll probably tinker a bit more with it before I finish my Old School Minimalist PDF (if I ever do), but at least I think I've found the right path here. Or almost...
Did I miss any obvious cool item or effect?
Wednesday, April 05, 2023
Low Fantasy Silver Standard
I like the idea of using a silver standard because it's much more sensible than gold. There are other advantages and disadvantages from that. One thing Delta recommends (and I follow) is keeping armor under the gold standard, so chainmail costs 10 times more than a long bow, for example.
Sunday, November 08, 2020
10 OSR Lessons from Darkest Dungeon (part II)
Monday, November 02, 2020
10 OSR Lessons from Darkest Dungeon (part I)
Thursday, July 11, 2019
D&D is too VERBOSE (small rant + book suggestion)
Well, the spells took LOTS of pages. These pages dt didn't, however, contain that much information; many of the words in 5e (around 40%, I'd guess) are useless repetition; they don't contain any new information. Some of it could be cut by using abbreviations.
For example, look at this spell:
Acid Arrow
2nd level evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Compared to:
Acid Arrow (2)
Evocation; 1 action; 90'; Instant
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
Higher slots: The damage (both initial and later) increases by 1d4 for each level above 2nd.
No information is lost.
(To be honest, a single "deal damage, choose type" spell template would be enough for me; one page and you get rid of 50+ spells. But that's a different matter)
The same pattern (unnecessary letters, words and sentences) is repeated throughout the book.
"On a short or long rest" is used again and again where "on a short rest" would do.
Darkvision is described over and over - but the rules about light and vision still do not make much sense.
The contents of monster stat-blocks get repeated over and over again or gain needless details. Look at the dragons in the Monster Manual. 30 pages? They could have used 10. Or less... Just check the DCC RRG. Or the Rules Cyclopedia. Or wait a couple of months for my monster book! ;)
Of course, using things like HP instead of Hit Points, saves instead of saving throws, etc. would make the book even smaller.
I know this sounds like nitpicking, but the size of 5e books (and the amount of words in them) is a HUGE factor for me - and, I would bet, for many new players. 5e is not THAT complex, but it LOOKS complex because of these things.
There would be a lot less page-flipping and weight-carrying (and less intimation to new players, I guess) if the books were more concise.
But I guess WotC would make less money? I dunno. Seems to me that adding lots of "casual" players would be great to D&D.
Anyway, rant over.
After spending more time than I should with this exercise I gave up on buying spell cards for now. Maybe I'll still get monster cards, I dunno. Certainly items.
To end this on a positive note, here is the stuff I like.
First, monster variations. You know, when Curse of Strahd (or the MM itself) says "this monster is like a zombie, but wearing plate armor", or "treat this NPC like a noble, but she is carrying a +1 rapier"? That is more than enough for me and provides interesting twists to familiar monsters. I wish more books would do the same (and I will give you a book based entirely around this idea soon).
Second, games that manage to be simple and short without being minimalist or incomplete.
You can always try my Dark Fantasy Basic; 5 classes with lots of variations, 20 spells that can be cast at any level, and about 50 pages. But if you're tired of hearing about my game... here is another idea, specially if you like the idea of a B/X and 5e mix, but would prefer more 5e than B/X.
Try Into the Unknown [affiliate link - by using this, you're helping to support this blog].
About 250 pages (including everything), 13 bucks for the PDF (25 for the print version), straightforward, concise and EFFICIENT. Few classes, but a lot more customization than B/X. Monster have small stat blocks, with morale and number encountered! And just look at the guidance spell:
Guidance
Priest (Divination)
Range: Touch
Duration: Conc. (up to 1 minute)
Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Notice that it seems similar to guidance, but it omits useless info; no mention of casting time (assume 1 action); no mention of components (assume V, S).
In short... that's AWESOME. Congratulations to Anders Honoré! Check his blog The Setting to End All Settings, BTW.
If you want to introduce someone to D&D 5e, I would prefer this game even to D&D basic. Great stuff! It could save lots of folks some time, money, patience... and maybe spare a few trees!
Friday, July 05, 2019
Cards against pencils
Anyway, the game had cards in addition to the board, and it got me thinking about how useful cards would be to my RPG sessions.
Come to think of it, using cards is also something I should do more often.
I think I disliked dealing with cards because of 4e; it practically required you to browse through your "cards" every round to find the right power, etc. I dislike that idea not only in practice but also on principle.
However, I used to LOVE D&D cards back in the TSR days... Specially those from Dragonquest!
And I enjoyed playing with cards this week. One mechanic I particularly enjoyed is discarding; you have a maximum number of cards to hold, and when you get something new, you must discard something else.
Such a mechanic is obviously well-suited for items. With one obvious advantage: item cards do not make me feel like I'm looking at the character sheet, but at actual items - like my character would be in order to solve a puzzle, decide what items to carry, etc.
Cards representing monsters and spells are cool as well, mainly to avoid lots of page-flipping.
I think the main difference is, these are things you actually have - most are things you can actually see (unlike a "clever shot" or "rapid shot" from 4e). They strengthen immersion instead of making you feel like you're playing a character sheet instead of an actual character.
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Brief digression:
Of course, you could argue that there is no difference between a "rapid shot" power and a "fireball" power. And I agree, up to a point - the main reason I'd like to use spell cards is because there are SO MANY spells to choose from that this would just make things easier.
However, there is another conceptual difference, at least in my head - the fireball is an actual THING in old school D&D. Anyone can tell when a wizard is using a fireball. It EXISTS in some vancian spell slot inside your head. You might even CHOOSE the spell BEFOREHAND, and CARRY it in your mind - it occupies SPACE. You can write the spell down in a grimoire or scroll, etc. A "rapid shot" is not a "thing"; it REPRESENTS an action an archer could take. If you miss a "rapid shot", it is likely that no one could even tell you TRIED to "rapid shot" in the first place... unlike a fireball.
Yes, they are pretty much the same in 4e and, you could argue, in 5e, since spells slots work a bit differently now. But anyway, I prefer this old school flavor.
Digression over.
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Anyway, now I feel like buying some cards. I didn't buy many back in the day because, well, they were too expensive. Looking at cards now... They are still expensive in most cases, and just UGLY in other cases. But we'll try anyway.
Gale Force Nine
The "official" D&D 5e cards.
Monsters look cool enough, and the art is certainly high quality. However, I really I prefer the old ones (see above). Much more inspiring, with movement and backgrounds... I don't quite get it. WotC has access to these old classic pieces of art. If that is not enough, they should at least learn something from Magic the Gathering. Have you seem any MtG monsters without movement or backgrounds?
Spell are not illustrated, but are good enough, I guess. They have "martial power" cards if you like that, too...
Prices are reasonable - not much more than, say, 10c per card in most sets.
Unfortunately, item cards - my main interest - were apparently done in such a lazy manner that it turns my stomach. Just check some customer images on amazon.
Let's look for itens elsewhere...
The Deck of Many Weapons
The art is a bit cartoony, but looks cool and gets the point across. I find this a bit expensive - 15 dollars for 33 cards? - but I might consider it. Find it here.
Inkwell Ideas
There is also this*. It seems to be the most functional of the bunch, since I can add my own info (although it doesn't contain much info of it's own - for example, the damage, weight or cost of the greatsword below). Decent price, too. The art seems too "computer-based" for my tastes, but good enough.
[*Affiliate link. By purchasing stuff through affiliate links, you're helping to support this blog].
Free stuff
There is plenty of FREE cards online. Some of it is of higher quality or usefulness than the "official" stuff, but you must print them for yourself... Unless there is an easy way to do that, it won't work for me. But if you're interested, check this and this.
What else?
Have you ever tried playing D&D with cards? Did I miss some interesting product? Let me know in the comments!
Friday, November 03, 2017
Apprentice’s Weapons and Magic Items (for D&D 5e)
In game terms, anyone is proficient with this weapon. A wizard using an Apprentice’s Glaive, for example, would at her proficiency bonus to the attack.
This idea is inspired by this post at Don't Split the Party (invented in 79!). Check the blog if you will, it has some awesome stuff.
Now, let us expand the idea further.
Magic Items for Dummies
Adding the "Apprentice’s" template to magic weapons and items would allow them to be used by characters that are not proficient or that ordinarily cannot be attuned to them.
This would allow non-proficient characters to use magic weapons, but also non-spellcasters to cast spells with staves and wands!
As a general rule, all apprentice’s items should require attunement.
Of course, these apprentice’s items would be rarer or somewhat worse than their DMG counterparts.
Alternatively, you can make it worse only when used by an apprentice, while working as written on the DMG if wielded by the intended classes. You can even use this method to give PCs a "taste" of the item and encourage them to take the adequate proficiency if they want to make full use of the item.
Some examples of limitations (choose two or more of than, or add other limitations):
1. Charges. If an item has charges, the apprentice's version has half as many charges (round down).
2. Save DCs. If an item allows the target a save DC, the apprentice's version DC is half the original DC (round down), plus the wielder's Intelligence, Wisdom or Charisma modifier depending on the item.
3. Fragility. If an item has a chance of breaking, the apprentice's version has twice as much chance of breaking. If an item does not have a chance of breaking, the apprentice's version might have a small chance of breaking (for example, an apprentice's sword might have 10% chance of breakage if a crit is rolled).
4. Bonuses. If an item gives you a bonus (for example, a +3 sword), the apprentice's version has a smaller bonus (+1 or +2) since amateurs cannot make the best use of it.
5. Spellburn! My go-to answer to the question of "can my Fighter PC cast spells?" is usually "Yes, at his own risk". Which means: if a magic item is used by someone that is not really used to this kind of magic/weapon/etc., give it a small change of creating a magical blowback.
Name variations. To add some mystery to it, you can use other synonyms to name your items.
1. Apprentice’s.
2. Neophyte’s.
3. Novice’s.
4. Fledgling’s.
5. Beginner's.
6. Pupil's.
Random effects. As an alternative, if you want to allow non-proficient characters to use ALL magic items in the game, you can use this method to allow your PCs to make SOME use of magic items that are found randomly and have nothing to do with their characters... before they trade it or sell it, anyway. Here are some possible effects of using an item you're not supposed to use:
1. Fewer charges, low DC (see above).
2. Smaller bonus (maximum +1).
3. Every time you use it, there is a 1-in-20 chance or hurting yourself or having another negative consequence (see "Spellburn", above).
4. Fewer charges, frail (see above).
5. You cannot make head nor tails of this item, but you can roll again after you gain a level.
6. This item is definitely not intended for you. You cannot attune or use it proficiently until you have the required proficiency/class.
Caveat emptor (magic armor)
While letting wizards walk around with +1 swords will not break the game, you should be very careful about armor. Weapon proficiency is easy to come by, unlike armor proficiency. In addition, a fighter with a +2 sword is still better than a wizard due to increased attacks and Strength, but a wizard with +1 plate might have the exact same AC as the fighter! In conclusion, apprentice’s armor should be rare and significantly weaker.
Sample magic items
Fledgling’s Staff of Fire
Staff, Very Rare.
Requires Attunement.
You have Resistance to fire damage while you hold this staff.
The staff has 5 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using half your spell save DC*: Burning Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 charges).
The staff regains 1d3 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1 or 2, the staff blackens, crumbles into cinders, and is destroyed.
* 8 + your proficiency bonus + your Intelligence, Charisma or Wisdom modifier; and divide the total by two.
Optional: if attuned to a Druid, Sorcerer, Warlock, or Wizard, it functions as a regular Staff of Fire.
Neophyte’s Sun Blade
Weapon, Rare (requires attunement, longsword)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. While attuned, you are proficient with the Neophyte’s Sun Blade, even if you are not proficient with longswords.
You gain a +1 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d4 radiant damage.
The sword's luminous blade emits bright light in a 10-foot radius and dim light for an additional 10 feet. The light is sunlight.
If you roll a natural 1 while attacking with this weapon, roll another d20. On a 1 or 2, the sword is destroyed in a flash of light, causing 1d6 damage to the wielder.
Optional: If you are proficient with shortswords or longswords, it functions as a regular Sun Blade.
Orbs
Here is some fluff inspired by these ideas; maybe you can use it as fodder for your settings, or ignore it completely.
Think of orbs like pyromancy flames in Dark Souls; a magic weapons anyone can use - a great equalizer that can potentially make ordinary people almost as dangerous as mighty warriors or magicians. Like firearms, basically.
Orbs are magical implements crafted by hired wizards in ancient to give mighty rulers the power to cast spells. Most wizards hate orbs with a fierce passion, since their existence cheapens the wizards' power, and will likely destroy them on sight before they may fall in wrong hands (or anyone's hands for that matter).
Mechanically, it functions similarly to ring of spell storing, with a few differences:
The orb stores Spells cast into it, holding them until the attuned wearer uses them. The orb holds one spell chosen by the creator at the moment the orb is created, and can store up to a maximum of 5 levels worth of Spells (for example, an Orb of Magic missile will allow one to cast this 1st level spell 5 times). When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. While holding this orb, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.
The orb regains 1d4 expended charges daily at dawn. If you expend the orb's last charge, roll a d20. On a 1, the orb crumbles into ashes and is destroyed.














