Balls

Wiffle Ball x12
(Tier 1)

A small plastic ball with holes that can deal 1D2 Bludgeon Damage upon hit up to 2 Cells away. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice. Level 1 or higher required.

1-H Ball

Bludgeon Damage

0.5 lbs
12 Gold

0

Tennis Ball x4
(Tier 2)

A yellow, somewhat fuzzy ball that can deal 1D6 Bludgeon Damage upon hit up to 2 Cells away, or 1D4 Damage up to 8 Cells away. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 6 or higher required.

1-H Ball

Bludgeon Damage

0.5 lbs
30 Gold

4

Racketball x5
(Tier 2)

A small, blue rubber ball that can deal 1D10 Bludgeon Damage upon hitting up to 6 Cells away. It is usable only with a racket, making the racket a 2-H weapon with the ball paired to it, and the ball returns only 50% of the time. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 6 or higher required.

1-H Ball

Bludgeon Damage

0.5 lbs
50 Gold

7

Volleyball x1
(Tier 3)

A white, medium sized leather ball with rectangles upon it filled with air which can deal 1D8 Bludgeon Damage upon hit up to 3 Cells away, or 1D6 Damage up to 6 Cells away. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 11 or higher required. 

1-H Ball

Bludgeon Damage

0.5 lbs
110 Gold

9

Soccerball x1
(Tier 3)

A small plastic and rubber ball that can deal 1D10 Bludgeon Damage upon it up to 2 Cells away, or 1D8 Damage up to 4 Cells away. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 11 or higher required.

1-H Ball

Bludgeon Damage

1 lb
140 Gold

12

Golf Ball x5
(Tier 4)

A small rubber ball made of raisin on the outside with slight indentations that can deal 1D10 Bludgeon Damage upon hit up to 4 Cells away, or 1D8 Damage up to 8 Cells away. Golf balls do not return, but count as a marble to pick up. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 16 or higher required.

1-H Ball

Bludgeon Damage

0.5 lbs
200 Gold

14

Baseball x3
(Tier 4)

A small white ball that is made from leather, yarn, and rubber that can deal 2D10 Bludgeon Damage upon hit up to 4 Cells away, or 1D10 Damage up to 10 Cells away. Baseballs do not return, but count as a marble to pick up.  A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 16 or higher required.

1-H Ball

Bludgeon Damage

1 lb
240 Gold

17

Basketball x2
(Tier 5)

An orange rubber ball with a rubberized air bladder at its core that can deal 1D12 Bludgeon Damage upon hit up to 3 cells away, or 1D10 Damage up to 8 Cells away. Basketballs do not return, but count as a marble to pick up. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 21 or higher required.

1-H Ball

Bludgeon Damage

2.5 lbs
500 Gold

19

Bowling Ball x1
(Tier 6)

A medium sized heavy resin ball with three holes that can deal 2D12 Bludgeon Damage on hit up to 1 Cell away, or 1D12 Damage up to 2 Cells away. The ball is usually smooth and glossy. Bowling balls do not return unless used with a magnet. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice.  Level 26 or higher required.

1-H Ball

Bludgeon Damage

12 lbs
1000 Gold

21

Cottonball x1

(Tier S)

A rubber centered ball made with the exterior being cotton. The ball deals 1D2 Bludgeon Damage, but can be lit on fire before throwing it, burning through the rubber to make a dark cloud to render visibility to up to 1 Cell in a 7×7 area of it for 5 turns. A person hit by the Cottonball on fire has a chance to be burned. The Cottonball respawns brand new in your inventory every hour after being destroyed. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice. Level 15 or higher required.

1-H Ball

Bludgeon Damage

0 lbs

0

Touchdown x1

(Tier S)

A brown, obglone ball with ridges to make the ball easier to hold. This ball can be slammed on the ground causing fireworks to go off in a 5×5 area around you, dealing 4D6 Fire Damage to those within 4 Cells, and removes Hiding from all targets in the area. The ball itself can also be thrown at a target for 1D6 Bludgeon Damage. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice. Level 20 or higher required.

1-H Ball

Elemental Damage

Bludgeon Damage

1 lb

15

Magic Sphere x1

(Tier SS)

A lightweight, small resin ball that can be thrown at far distances. Deals 1D12 Elemental Damage upon a hit up to 5 Cells away. The thrower also gains the vision of the target for up to 1 hour. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice. Level 25 or higher required.

1-H Ball

Elemental Damage

1 lb

30

Alloy Ball x1

(Tier SS)

A medium sized, but extremely heavy ball made of metal that can extend the magnetic grip of a ball returning by twice the distance. It deals 1D10 Bludgeon Damage up to 10 Cells away with an added chance to topple and doubles the shove rate to the target. A creature who isn’t an Athlete, Commoner, or Performer has a 50% check to beat before rolling a hit check D20 dice. Level 25 or higher required.

1-H Ball

Bludgeon Damage

18 lbs

30