View Full Version : Because Cursed Items are Fun!

2006-09-12, 12:37 AM
I was browsing some cursed items a bit ago, and I became inspired. So here's one for you to enjoy.

Wand of Many Secrets
This item appears as a simple tree branch, but occasionally you might see a glint of what looks like metal underneath the bark. If you inspect it closely, however, you find no hint of metal. This wand is immune to any attempt to discern its identity; spells such as Identify, Analyse Dweomer, and even Detect Magic fail (Detect Magic reveals only that the wand is magical; nothing more than that). What's more, every time any attempt to identify the wand is made, its effect changes. It can be used as a normal wand, but this carries a 25% chance of changing the effect every time it is used. Roll on the following table for effects (each effect is triggered when someone attempts to activate the wand):

01-12: Nothing happens
13-15: Awaken (affects nearest animal or plant)
16-19: Amorphous Form (Und)
20-22: The user of the wand is reduced by one size category for 1d10 days
23-25: The user of the wand is increased by one size category for 1d10 days
26-28: Blackfire (CArc)
29: The user of the wand takes 1d3 Int drain (Will 30 negates)
30-35: Confusion
36-39: Dancing Lights
40-42: The wand adheres to the user's hand, and won't function again until it is removed via a Remove Curse spell. Such does not change any of the properties of the wand, merely disconnects it from the user's hand
43-46: Darkness
47: Make a DC 25 Will save. Upon failure, the wand sends a tendril of its own mysterious magic into your mind. At this point, if you should ever become separated from the wand, you must make a DC 20 Fortitude save or die. All you are aware of is a strong reluctance to be parted with the wand.
48-50: Float (DR334)
51: Make a DC 10 Will save. If you fail, your memory is wiped completely clean. You lose all class levels, skills, and languages, but your ability scores are retained. A Remove Curse spell returns a character to their previous state.
52-53: Helping Hand
54-56: For the next 1d3 hours, your thoughts will be broadcast out loud, at speaking volume, for anyone within range to hear. You are unaware of this unless someone informs you of it.
57-58: Involuntary Shapeshifting (RoE)
59-61: The wand summons a black dragon (of an age category with a challenge rating closest to your character level, rounded down) which will attack the wand's user to the exclusion of all others, except in self-defense.
62-64: Magic Stone
65-66: Moonfire (FR)
67-69: You must succeed on a DC 17 Will save or become an afflicted lycanthrope werebat
70: Rain of Roses (BoED)
71-75: For the next 1d4 hours, you will randomly pop in and out of existance (50% chance of popping in or out each round). Your character will experience it as simply skipping the time that he or she is inexistant (ie, he or she will go straight from one time to the next without experiencing any time in between).
76-80: Ray of Hope (BoED)
81-86: Silence
87-89: Make a DC 15 Fortitude save. Upon failure, you are permanently blinded.
90-92: Shadow Well (MoF)
93-96: Translocation Trick (MoF)
97: The wand disappears from your possession, leaving you with a brief mental image of wherever it teleported to.
98-99: Updraft (DR314)
00: Wall of Sand (PGF)

List of D&D spells (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Spell-Summaries-byName.pdf)

2006-09-12, 12:54 AM
A pumped up, but slightly more stable, Rod of Wonder that's liable to effectively kill your character. Fun for all!

Definately new and interesting.