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Nad
2007-01-24, 02:47 PM
The Wild Storm

+1 Broad Sword / + 3 vs Lawful

Description: This +1 broad sword has a rather mundane looking hilt, pommel and cross guard, the blade however, is quite unique. The blade appears to have been forged from a mixture of Mithril and Adamantine. This mixture has created a mottled pattern on the blade that almost seems to swirl and ripple.

On a successful critical hit this magical blade surges with magic creating a random effect. To determine the effect roll d% and consult the table below. Target denotes the enemy struck with The Wild Storm (including objects) and wielder denotes the person wielding The Wild Storm at the moment of impact.

Note: The Wild Storm's magic surge is unaffected by critical enhancements such as keen edge or improved critical. The Wild Storm only produces a magical surge on a natural roll of 19 or 20.

When wielded by anyone of lawful alignment, a magical surge is released with the wielder serving as both the target and the wielder.

When wielded by a chaotic creature, Wild Storm has the following abilities:
Detect Lawful 60’ at will
Know alignment 1/day

EDIT: The HTML formatting was altered, I'm not going to renumber these 1-100 but you get the idea...

Target Duplicated
All food within 30' of wielder spoils instantly
Wielder’s skin turns a random color (1d8 1: Blue 2: Green 3: Orange 4: Red 5: Purple 6: Pink 7: Grey 8: Clear). Remove curse restores skin color.
Target healed as per cure light wounds (Roll 1d20 to determine casting level)
Target's Weapon becomes frozen for 1d10 rounds. (+1d6 cold damage)
Wielder instantly learns 2 new languages
Fireball centered on Wild Storm, wielder is immune (Roll 1d20 to determine casting level)
Random magic item possessed by wielder looses all magic (Wild Storm is immune)
Wielder’s Wisdom increased by 1d4+1 for 1d20 hours (equipment bonus)
Target’s weapon sundered. If target is using natural weapons, no effect
Wielder's hair grows 5' in length
Wild Storm crackles with electricity for 1d10 rounds. (+1d6 electrical damage)
20' deep, 5’ x 5’, pit opens under wielder (Reflex DC: 25)
Wielder becomes invisible as per the invisibility spell (Roll 1d20 to determine casting level)
All magic items within 10’ of Wild Storm glow for 1d4+1 minutes
One of the wielder’s possessions appears in the target's hands. If the target’s hands are full, the item appears on the ground in front of the target.
All water carried by the wielder instantly turned to very high quality wine
All non-magical clothing within 50' disintegrates
Wielder gains the benefits of the mirror image spell (Roll 1d20 to determine casting level)
1d100 gold pieces in a 30’ radius turn to platinum
Wild Storm bursts into flames for 1d10 rounds (+1d6 fire damage)
Anyone in a 100’ radius of the wielder attempting to speak spits out bubbles. All spells requiring a verbal component fail. This effect lasts 1d20 rounds.
Wielder’s dexterity decreased by 1d4+1 for 1d20 hours (equipment bonus)
All bladed weapons within 20' are dulled and suffer a –3 damage penalty until sharpened. Wild Storm is immune. (Magic weapons DC: 12)
Tree bursts from the floor between wielder and target to a height of 50' or the ceiling. The wielder’s initials are carved in the tree.
Wielder exudes a foul stench for 1d3 hours (-10 Cha for interaction purposes)
Wielder’s intelligence decreased by 1d4+1 for 1d20 hours (equipment bonus)
Wielder strength increased by 1d4+1 for 1d20 hours (equipment bonus)
Target slowed (Roll 1d20 to determine casting level)
Wild Storm becomes keen for 1d10 rounds
Contents of a random storage container belonging to wielder spill onto the ground
Target's Weapon begins to shrill loudly for 1d10 rounds (+1d6 sonic damage)
Wielder instantly refreshed as if well fed and rested for a full day
Wielder constitution increased by 1d4+1 for 1d20 hours (equipment bonus)
Colored streamers shoot forth from the wielder’s ears
Wielder's head detaches, and must be carried around. Any attack on the head is an automatic critical and unless a helmet is worn, the armor class is 10. A remove curse restores the wielder’s head.
Wielder affected by harm spell (Roll 1d20 to determine casting level)
Wild Storm begins to shrill loudly for 1d10 rounds (+1d6 sonic damage)
Target radiates with faerie fire
Wielder changes sex. A remove curse restores the wielder’s original sex.
Wild Storm polymorphs into a random weapon for 1d4 days. A remove curse restores it to a broadsword.
Target and wielder tied back to back with hemp rope. (Escape artist DC: 18)
Wielder’s hair (feathers, fur, scales etc) falls out
Wielder affected by cause light wounds (Roll 1d20 to determine casting level)
Target's weapon becomes acidic for 1d10 rounds (+1d6 acid damage)
Wielder gains a familiar (DM Choice, if wielder already has one it gains an ability)
Large heavy object (anvil, piano, catapult, etc) falls from the sky and strikes random combatants. 6d10 crushing damage. (Reflex DC: 16 for half damage)
Wielder's teeth speed out of their mouth faster than arrows and pelt target for 2d20 damage.
All Clothing within 50' of wielder is instantly laundered
Target paralyzed for 1d4 rounds (Fortitude DC: 16)
Wielder’s dexterity increased by 1d4+1 for 1d20 hours (equipment bonus)
One random item made of metal in a 50’ radius becomes turns to mithril
Wielder polymorphed to look exactly like the target
Wielder’s constitution decreased by 1d4+1 for 1d20 hours (equipment bonus)
Wielder blinded for 1d4+1 rounds
Target's weapon bursts into flames for 1d10 rounds (+1d6 fire damage)
Wielder affected by cause moderate wounds (Roll 1d20 to determine casting level)
Wielder’s arm wielding Wild Storm turns against him and attacks the other arm for 1d4 rounds
Wielder becomes invisible as per the improved invisibility spell (Roll 1d20 to determine casting level)
Weather in a 5 mile radius centered on Wild Storm become horrid (hail, blizzard, Hurricane, etc)
Target's Weapon begins to crackle with electricity for 1d10 (+1d6 electrical damage)
Wielder gains true seeing for 1d4+1 rounds
Target receives a tattoo on it’s face/front that reads “KILL ME”
Target tripped (Reflex DC: 14)
All gold within 25' of wielder becomes silver
Wielder hasted (Roll 1d20 to determine casting level)
Tar sprays out in 60’ radius from wielder followed by a blast of feathers
Wielder affected by cause critical wounds (Roll 1d20 to determine casting level)
Wielder and target vanish and appear the next round on top of each other inverted. Roll 1d20 for target and wielder, higher is on top.
Wild Storm drips acid for 1d10 rounds (+1d6 acid damage)
Wild Storm changes into an official decree ordering the target to surrender. If the wielder chooses to read the decree the next round, the target is affected by suggestion. (Roll 1d20 to determine casting level) After the decree is read, Wild Storm reverts to its broadsword form.
Wielder’s wisdom decreased by 1d4+1 for 1d20 hours (equipment bonus)
Target affected by cause critical wounds (Roll 1d20 to determine casting level)
A dead cow appears between the wielder and the target
The target is allowed to choose between being healed to full hit points or receiving a +10 armor class bonus for five rounds
Wielder’s strength decreased by 1d4+1 (equipment bonus)
Wielder healed as per cure moderate wounds (Roll 1d20 to determine casting level)
A wall of ice appears between the wielder and target (Roll 1d20 to determine casting level)
All combatants are instantly seated at a feasting table. The target and the wielder are at opposite ends of the table. Allies to the wielder on one side, allies to the target on the other.
Wild Storm becomes frozen for 1d10 (+1d6 cold damage)
Wild Storm sends out a chaotic energy burst. Any chaotic creature is immune. Any non-chaotic, non-lawful creature suffers 1d20 points of damage. Any lawful creature suffers 4d10 damage.
Wielder charisma increased by 1d4+1 for 1d20 hours (equipment bonus)
Wielder gains a new random minor magical item
Target affected by cause moderate wounds (Roll 1d20 to determine casting level)
A gelatinous cube appears engulfing the wielder and target
Target affected by cure critical wounds (Roll 1d20 to determine casting level)
Time freezes. The next person in initiative order gets a round to act. They are the start of the next round as well.
Wielder granted one Limited Wish (Must be used immediately)
Wild Storm vanishes and reappears in the wielder’s hand in 1d4 days
Wielder affected by cure critical wounds (Roll 1d20 to determine casting level)
Reverse gravity on target and wielder (Roll 1d20 to determine casting level)
Wielder’s charisma decreased by 1d4+1 for 1d20 hours (equipment bonus)
All dwarves, gnomes and halflings in 100’ radius are affected by sleep (Roll 1d20 to determine casting level)
Wielder intelligence increased by 1d4+1 for 1d20 hours (equipment bonus)
Target affected by cure moderate wounds (Roll 1d20 to determine casting level)
Wielder is locked inside of an iron bound bronze wood chest. The target has the key.
Wielder gains a skill point
Target is affected by heal (Roll 1d20 to determine casting level)
Wielder is affected by heal (Roll 1d20 to determine casting level)
Target is slain (Fortitude DC: 26)

Person_Man
2007-01-24, 03:06 PM
Cool. I love Rod of Wonder like random effect items, and the ones that WotC puts out (like Rod of Wonder, ironically) are usually pretty lame.

I would suggest that you remove the numerous permanent effects though, such as "Wielder gains a Skill point" or "Wielder gains a familiar" or "Wielder’s strength decreased by 1d4+1." Different types of damage are fine. Temporary bonuses or ability penalties/damage are fine. Odd effects (hair, skin color, food, sex change) are fine. But stuff like gaining or losing stat points can quickly ruin or unbalance a PC, and thus ruin a game for a player due to a random effect.

Matthew
2007-01-24, 04:28 PM
Should this be in the Homebrew Forum or is this a joke of some kind?

Everyman
2007-01-24, 05:34 PM
Indeed it should be in Homebrew. Ergo, off I go to alert the mods!

*Zoom!*

Proven_Paradox
2007-01-24, 09:59 PM
I would totally use this in my campaigns with a few tweaks. Specifically, as Person Man said, I'd have to alter all of the permanant effects to become temporary. Maybe the familair would become a summon monster spell, and the ability alterations would just become equipment bonuses/penalties for X minutes.

Still, excellent item. I would request you add numbering, though, for ease of use...

Icewalker
2007-01-25, 12:05 AM
Yeah, it's good to avoid the permanent affects. Nevertheless, this is a freakin awesome item. I love several of the effects, especially the dead cow, the banquet table, the heavy falling objects, and the banish clothes.
This sounds like a reeeeally fun weapon. I like it.

Proven_Paradox
2007-01-25, 02:02 AM
Oh yes, something I thought about earlier... You might want to make a seperate table for effects when a lawful charater picks it up. If such a character gets hit with, say, a heal effect or an increase in strength because of the way the dice rolls, they might get the wrong idea. I think another table that takes some of the item's negative effects should be created for a lawful charater who touches it--maybe something with a d20 instead of a d100.