This orb is glass with a swirling cloud at its center. The wielder can cast air domain spells as a cleric of his class level. The orb can detect the location of the earth orb, as the fire orb can the water. The wielder can turn earth elementals as a cleric of his class level. {the earth orb wielder can do the same with water elementals} level spell 1 obscuring mist 2 wind wall 3 gaseous form 4 air walk 5 control wind 6 chain lightning 7 control weather 8 whirlwind 9 elemental swarm(air only) (==9 Orbs of Planar Power==) These orbs were created by the evil arch-mage Xavia. They were created on the world of Kul'gobsula. (a world of my own creation). 1 through 8 gives the possesor the ability to cast the specified domain spells. As a cleric of the possessors character class. The Orbs are: 1 Elemental Orb of Earth 2 Elemental Orb of Fire 3 Elemental Orb of Water 4 Elemental Orb of Air 5 Orb of Negitive Energy 6 Orb of Positive energy 7 Orb of Shadow(darkness) 8 Orb of the Eatheral Plane 9 Astral Orb The astral orb can be modified to fit your world by simply choosing a race it will defend and coosing a race native to your world or a specific plane that can wield it with no will save. The positive and negitive energy orb can detect each other like the fire and water orbs. *note each orb is one of a kind but can be created only on worlds with no magic weave. eg You cant create the orbs on Farun for instance. due to it magic weave. This is due to the fact that they tap natural and inter-planar power. A magic weave like on Fearun would prevent item creation.