Joe the Rat
2018-11-20, 07:55 AM
So last weekend, a thing happened.
Desperate for an upgrade in weaponry, one of my players asked about getting a magic item built, and the resident mad scientist asked if you could convert another item.
And then a third player offered up an option: His Wand of Wonder.
So now we have a garish looking magic rapier that has an intermittent random magical effect when it hits something. Rather than just kitbashing existing WoW and magic surge tables, I wanted to see what the Playgrounders can come up with.
Bonus Question: We haven't settled on a name - and I'm not loving "of Wonder." Any suggestions?
EDIT: Compiled List. I've taken everything thus far, dropped duplicates, made a couple of tweaks, and fixed the numbers.
Current Alignment: BeneViolent: 65 Positive(+), 48 Neutral(/), 23 Negative(-), 2 Uncertain(?)
Sword of Wonder / Sorcery / Chaos Effects
/ 01. User and all equipment changes to a random color. Color change lasts for 1 hour
+ 02. Target becomes ethereal ... but their equipment doesn’t. So the target becomes a ghost but drops all that they are carrying/using
- 03. Sword changes to a masterwork longspear / pike for one round.
/ 04: Damage type for this attack is acid.
/ 05: Damage type for this attack is cold.
/ 06: Damage type for this attack is fire.
/ 07: Damage type for this attack is lightning.
+ 08: Damage type for this attack is thunder.
/ 09: Damage type for this attack is necrotic.
+10: Damage type for this attack is radiant.
/ 11: Damage type for this attack is poison.
/ 12: Damage dealt is zero. Damage rolled heals wielder instead.
/ 13. The square targeted is instead the center of a fireball.
/ 14. The targeted creature turns a color of your choice. If it's a color that's similar to the surroundings, you have disadvantage on your next attack roll against them. If it's a garishly bright color, you have advantage on your next attack roll against them.
- 15. The sword turns into tiny flowers and floats away on the wind. When you end a rest, you wake up with the reassembled sword next to you.
- 16: Sword becomes blunt and as flexible as a piece of rope until the end of user’s next turn. It cannot be used as an effective weapon while flexible.
/ 17: Sword leaves a trail of flower petals in the air for 1d6 rounds.
+ 18: Roll 1d20. On a 20, sword casts Delayed Blast Fireball in the wound it creates when hitting the target, without Concentration. Activates in 3 rounds. Target automatically fails dexterity saves associated with Delayed Blast Fireball (i.e., cannot throw bead, cannot save for half damage). Save DC 16 for others caught in the blast radius. Until the spell goes off, a loud ticking sound comes from the target.
/ 19: Sword randomly changes appearance for 1 hour (pull up a bunch of pictures of rapiers you think look cool).
+ 20: (Roll 1d20. On a 20, )sword casts Polymorph on target (after damage is applied). Save DC 16. Spell lasts full duration without Concentration.
If successful, roll 1d20:
20-14: chicken.
13-7: weasel.
7-2: rat.
1: Tyrannosaurus Rex.
- 21. The sword changes into a different weapon for 2d6 rounds
/ 22. The sword is now stuck in the wielder's hand for 1d6 hours
- 23. If the attack hits, the sword cries 'Oh no, blood!' and then faints, the blade becoming limp and useless for 1d6 rounds
+ 24. The sword begins attacking on it's own, make a normal strike against a random adjacent target for 1d6 rounds
- 25. The sword begins defending on it's own, gain +4 AC, but cannot make attacks for 1d6 rounds
/ 26. Instead of stabbing, the sword tickles it's target, affecting it like Hideous Laughter for 1 round
+ 27. The wielder is affected by Faerie Fire for 2d6 rounds, any target struck by the sword has the effect transferred to them
- 28. The sword becomes powerfully magnetized, and will stick to a target wearing primarily metal armor or to a primarily metal weapon (STR DC 25 to pull free) for 1d6 rounds
+ 29: Attack deals double damage
- 30: Attack deals half damage
/ 31: Attack deals half damage to target; wielder is healed an equivalent amount
- 32: Attack deals half damage to target and half damage to user
/ 33: Attack executes as normal, but sword glows with bright light with 30' aura for next 3 rounds
- 34: Attack executes as normal, but sword produces a Darkness effect with 30' aura for next 3 rounds
/ 35: Attack executes as normal, but user and target switch positions with a teleport effect immediately afterwards (each may attempt a DC 20 Will save to block this effect should they so choose).
+ 36: Attack executes as normal with +2 damage, and for the remainder of the combat the sword continues to do +2 damage and also lets out a loud victory yell each time its user successfully dispatches an opponent
/ 37. Sword starts singing. Target and wielder, if they understand Common, must each make a Will save (set DC to taste) or be compelled to sing along for 1d4 rounds.
+ 38 Attack resolves as normal. Target must then make a DC 20 Will save or be teleported 10' straight up. If this would put them into open air above their original location and they are not flying, levitating or under a similar effect, they fall straight down, experience 1d6 falling damage and have Disadvantage on all actions in the next round.
+ 39 Attack resolves as normal. Wielder's move is doubled for the remainder of the combat due to taking extra long steps
+ 40 Attack resolves as normal. If target is wielding a weapon, said weapon turns into a feather duster for the next 3 rounds.
+ 41. Tuning Fork Strike - on hit, the target suffers as if struck by the spell*Shatter
/ 42: Sword speaks telepathically to wielder, stating that the Answer to the great question of Life, the Universe, and Everything is “42.” Sword does not reveal what the actual question is, though.
- 43. Sword turns into a Wand of Wonder for the next minute.
- 44. Sword turns into a mundane sword for the next minute.
/ 45. Sword turns the target into a sentient Sword of Wonder for the next minute. Its HP and statistics are unchanged, and it gains a fly speed of 30 feet/round. If it is a spellcaster, it can ignore vocal and somatic components for the duration of this effect. All gear is assumed into this form until the duration expires.
/ 46. As 45, but the holder changes.
+ 47: Target's saving throws are at -5 / At Disadvantage for the next three rounds.
+ 48: Target's armor is useless for the next three rounds.
+ 49: Target's STR goes down 3 for the next three rounds.
+ 50 Target's DEX goes down 3 for the next three rounds.
+ 51: Target's CON goes down 3 for the next three rounds.
+ 52: Target loses hearing for the next five rounds
+ 53: Target loses sight for the next five rounds
+ 54: Target knocked down.
+ 55: Target cannot move from this square while engaged.
/ 56: Target teleported 30 feet. [This won't put the target in a wall, but could put her on the other side of it.]
+ 57. Target takes no damage is instead transmuted into stone for 1d6 minutes unless they can make a fortitude save.
/ 58. The sword becomes cupids arrow and both target and sword holder must make will save or become charmed by each other for 1d4 days
59. Target must make will save or start laughing frantically
- 59. If the target dies a demon who's hit dice is equal to the target's hit dice + level is summoned
61. The target must make a fortitude save or the holder and target will swap places via teleportation
- 60. The sword gets stuck on the target's armor, shield or skin for 1 round
/ 61. The target and sword holder will become locked into combat, they can only do damage to each other and nobody else can hurt them for 1d6 rounds.
/ 62. Roots sprout from the ground and grab everyone who fails a reflex save
- 63. The target becomes permanently immune to the sword of wonder's effects and takes no damage from it either.
- 64. The sword holder takes 1 negative level, if they die they become a wight
/ 65 Target gets knocked back multiple spaces
(use an edition appropriate check to see how many spaces)
/ 66 Target becomes rooted to the ground. Attempts to move / move them require a check to break the roots ending the effect.
(use an edition appropriate check)
/ 67 Wielder and Target become slowed for very short duration (1d4 rounds). Slow Mo Fight!
- 68 Wielder Polymorphs into a potted plant. Sword becomes a whale (gently pushing creatures out of the way as it grows). Both effects end after a short duration. 1 minute, or the flower pot is destroyed (AC 10, 1 hp)
/ 69 Stutter Step: Whenever the Wielder moves, instead of moving to an adjacent square, they teleport to the square beyond that one. This lasts a long time.
(consider letting this last multiple encounters so the effect is also played with outside of combat)
- 70 Target grows one size category
+ 71 Target shrinks one size category
+ 72 Wielder grows one size category
- 73 Wielder shrinks one size category
/ 74: Roll on the magic weapon table. For one round, it functions like that weapon.
/ 75: Target and wielder both roll Con saves. Whoever gets the lowest total is stunned until the beginning of the wielder's next turn.
/ 76. Upon killing a sapient being, the sword utters a one-sentence prophecy. Ideally the prophecy would relate to whatever was just killed, but I appreciate that isn't always feasible for the GM to do.
+ 77. For the next 1d6 hours, If the sword is placed above a doorway, window or other portal then no foe can pass through it. Definition of 'foe' may be negotiable.
? 78. When the sword strikes another, the user is possessed by the spirit of a master swordsman or woman who died wielding the blade. The possessed wielder fights with all the skill of the spirits inhabiting the blade, until the end of the combat when the spirit bows and departs. Dying with the blade drawn results in the wielder's spirit being trapped in the blade, too.
/ 79. For the next 1d4 days, Everyone loves the owner of the blade. Wherever they go, they are hailed as a hero even if no-one's ever heard of them there before - suddenly everyone knows a (not necessarily accurate, and quite possibly fictitious) list of heroic feats the owner has supposedly done. This applies to their enemies, as well. Effects may be permanent, or they may wear off as soon as the wielder is out of sight to create some wonderful "Now, wait a minute..." situations.
- 80. For the next 1d6 rounds, All who see the sword believe it has incredible magical powers and is of immense value, and will attempt to take it from the wielder. Its only actual power is this one. It barely functions as a sword. (Wisdom / Willpower save to resist)
/ 81 Sword damage converted to a spray of small objects - bouncy balls, gems worth 1 GP each, etc. Damage is still dealt.
84 Target and wielder switch places as though affected by*Benign Transposition*Juxtapose?*Baleful Transposition, Will DC 13 by either negates the effect.
/ 82 Target and wielder switch weapon held. Will DC 13 by either negates the effect.
/ 83 Target and wielder switch clothes. Will DC 13 by either negates the effect.
/ 84 Target and wielder must make a Fort save or be polymorphed into one another. Fort DC 16 negates the effect.
/ 85 Target and wielder switch bodies, as per True Mind Switch. Will DC 23 by either negates the effect.
? 86 Target mutates randomly as though struck by a Warpsword, Fort DC 14 negates.
+ 87 Target affected by strange "wounding" property, that calls an arrow from the sky down upon them each round until dead. No save.
+ 88 Target is slimed, as Grease (˝ normal movement if Balance DC 10, +10 vs Grapple, drops held items). Reflex DC 11 negates.
+ 89 Target covered in one casting of Quintessence (taking 1 damage per round, starting 10 rounds after contact, unless extremely small). No save.
+ 90 Sword summons random creature from Monster Summoning I, flanking the target struck. (5e: CR 1/2 or lower)
+ 91 Sword casts Mirror Image on wielder.
+ 92 Sword ignores DR.
+ 93 Target is Fatigued, as per Ray of Exhaustion - Fort DC 14 for just Fatigued, otherwise Exhausted.
+ 94 Lightning Bolt, starting at Target. 8d6 damage, Reflex DC 14 for half.
+ 95 Target sucked into Maze unless they succeed a Will save DC 22.
+ 96 Target struck by Tanglefoot Bag.
+ 97 Target struck by Net of Shadows, Will DC 11 negates.
+ 98 Target covered in glowing orbs for 2 rounds, unable to act, at the end of which, all their gear has been relocated randomly. No save.
+ 99 Benefits of all buffs on wielder doubled until end of wielder's next turn.
+ 100 Wielder gains Maho Bujin temporary HP and strength bonus for remainder of combat (or has it doubled if already a Maho Bujin).
+ 101 Sword summons 1d4+1 monsters, per Monster Summoning 3. They look like wielder, per Alter Self. (5e: Monsters of CR 1 or lower)
+ 102 Sword creates Simulacrum of wielder.
+ 103 Sword creates Ice Assassin of target.
+ 104 Plant grows out of target's head. Target affected by Ray of Stupidity. Removing the plant deals 1d6 damage to the target.
/ 105 Target affected by Dimension Door, to random location within 680'.
+ 106 Target blinded. By a blindfold. Will DC 14 negates. Removing blindfold negates
+ 107 Target loses a limb, chosen at random. No save.
/ 108 Target loses "not a limb" (eye, ear, tongue, finger, whatever), chosen at random. No save.
+ 109 Target Confused. Will DC 16 negates.
+ 110 Sword gains the Grinding trait. Which it uses immediately.
+ 111 Target affected by Bestow Curse, Will DC 14 negates
+ 112 Target affected by Below Greater Curse. Will DC 19 negates.
+ 113 Target affected by Suggestion to Surrender. Will DC 14 negates.
+ 114 Sword gains Disruption trait for this strike.
+ 115 Target Turned / Rebuked (as by a Cleric of the wielder's HD).
+ 116 Target "turned", as though by a Cleric of the wielder's HD, with Earth/Air/Fire/Water/Plant/Spider/etc domains.
+ 117 Sword creates a copy of itself with the Dancing property.
+ 118 Sword casts Spiritual Weapon.
+ 119 Sword steals a spell memorized at random from Target, and stores it as a Spell Storing weapon would (regardless of spell level), for up to one day per HD of the wielder. No save.
+ 120 Sword steals a dwoemer, chosen at random, from the target, and transfers it to the wielder. No save.
+ 121 Sword steals a magic item, chosen at random, from the target. If the sword steals an Ioun Stone, it gains the Ioun Socket property for 1 day. No save.
/ 122 Sword steals a limb, chosen at random, and transfers it to the wielder. Fort DC 16 by target negates the effect; if the wielder chooses to and success at a Fort DC 16, the limb drops to the ground instead of attaching.
+ 123 Sword casts Polymorph Any Object on itself, and joins the combat (as a Chaos Beast?) (Or roll on a table)
/ 124 Sword is having so much fun, it casts Heal on Target and Welder both. Will DC 19 can, I suppose, negate this effect.
/ 125 Sword gains Divine Rank 0 (Demigod status) for 1 round per point of damage dealt.
+ 126 - Sword gives the wielder the power to insult their opponent so effectively that the target is stunned.
+ 127 - Sword turns invisible until it surges again (wielder does not, but it should be much harder to defend against an invisible sword).
+ 128 – For the next 1d6 rounds, the Sword makes the wielder's skill *look* much more impressive, to the point of improving allies' morale (as bless) and demoralising enemies (as bane, DC 15). This does not increase the wielder's actual fighting ability, but probably improves that of their allies.
+ 129 – For the next 1d4 rounds, the sword can cut through any inanimate, non-magical material.
/ 130 - Sword attracts lightning if outdoors, with no harm to wielder or anyone else, but it's really impressive.*
+ 131 - Sword shatters the opponent's weapon.
/ 132 - Sword becomes embodiment of abstract concept which might be represented by a sword (truth, justice etc), with nasty effects on those who oppose that concept.
/ 133. Target inflates like a balloon and rises into the air at 10' / round for 1d6 turns. Strangely, it does not affect the target’s ability to fight. The target explodes if killed, (Con/Fort to resist)
...
/ 1nn-1 Roll again. The second effect appears to happen, but it's just an illusion.
/ 1nn Roll again twice. Do both.
Desperate for an upgrade in weaponry, one of my players asked about getting a magic item built, and the resident mad scientist asked if you could convert another item.
And then a third player offered up an option: His Wand of Wonder.
So now we have a garish looking magic rapier that has an intermittent random magical effect when it hits something. Rather than just kitbashing existing WoW and magic surge tables, I wanted to see what the Playgrounders can come up with.
Bonus Question: We haven't settled on a name - and I'm not loving "of Wonder." Any suggestions?
EDIT: Compiled List. I've taken everything thus far, dropped duplicates, made a couple of tweaks, and fixed the numbers.
Current Alignment: BeneViolent: 65 Positive(+), 48 Neutral(/), 23 Negative(-), 2 Uncertain(?)
Sword of Wonder / Sorcery / Chaos Effects
/ 01. User and all equipment changes to a random color. Color change lasts for 1 hour
+ 02. Target becomes ethereal ... but their equipment doesn’t. So the target becomes a ghost but drops all that they are carrying/using
- 03. Sword changes to a masterwork longspear / pike for one round.
/ 04: Damage type for this attack is acid.
/ 05: Damage type for this attack is cold.
/ 06: Damage type for this attack is fire.
/ 07: Damage type for this attack is lightning.
+ 08: Damage type for this attack is thunder.
/ 09: Damage type for this attack is necrotic.
+10: Damage type for this attack is radiant.
/ 11: Damage type for this attack is poison.
/ 12: Damage dealt is zero. Damage rolled heals wielder instead.
/ 13. The square targeted is instead the center of a fireball.
/ 14. The targeted creature turns a color of your choice. If it's a color that's similar to the surroundings, you have disadvantage on your next attack roll against them. If it's a garishly bright color, you have advantage on your next attack roll against them.
- 15. The sword turns into tiny flowers and floats away on the wind. When you end a rest, you wake up with the reassembled sword next to you.
- 16: Sword becomes blunt and as flexible as a piece of rope until the end of user’s next turn. It cannot be used as an effective weapon while flexible.
/ 17: Sword leaves a trail of flower petals in the air for 1d6 rounds.
+ 18: Roll 1d20. On a 20, sword casts Delayed Blast Fireball in the wound it creates when hitting the target, without Concentration. Activates in 3 rounds. Target automatically fails dexterity saves associated with Delayed Blast Fireball (i.e., cannot throw bead, cannot save for half damage). Save DC 16 for others caught in the blast radius. Until the spell goes off, a loud ticking sound comes from the target.
/ 19: Sword randomly changes appearance for 1 hour (pull up a bunch of pictures of rapiers you think look cool).
+ 20: (Roll 1d20. On a 20, )sword casts Polymorph on target (after damage is applied). Save DC 16. Spell lasts full duration without Concentration.
If successful, roll 1d20:
20-14: chicken.
13-7: weasel.
7-2: rat.
1: Tyrannosaurus Rex.
- 21. The sword changes into a different weapon for 2d6 rounds
/ 22. The sword is now stuck in the wielder's hand for 1d6 hours
- 23. If the attack hits, the sword cries 'Oh no, blood!' and then faints, the blade becoming limp and useless for 1d6 rounds
+ 24. The sword begins attacking on it's own, make a normal strike against a random adjacent target for 1d6 rounds
- 25. The sword begins defending on it's own, gain +4 AC, but cannot make attacks for 1d6 rounds
/ 26. Instead of stabbing, the sword tickles it's target, affecting it like Hideous Laughter for 1 round
+ 27. The wielder is affected by Faerie Fire for 2d6 rounds, any target struck by the sword has the effect transferred to them
- 28. The sword becomes powerfully magnetized, and will stick to a target wearing primarily metal armor or to a primarily metal weapon (STR DC 25 to pull free) for 1d6 rounds
+ 29: Attack deals double damage
- 30: Attack deals half damage
/ 31: Attack deals half damage to target; wielder is healed an equivalent amount
- 32: Attack deals half damage to target and half damage to user
/ 33: Attack executes as normal, but sword glows with bright light with 30' aura for next 3 rounds
- 34: Attack executes as normal, but sword produces a Darkness effect with 30' aura for next 3 rounds
/ 35: Attack executes as normal, but user and target switch positions with a teleport effect immediately afterwards (each may attempt a DC 20 Will save to block this effect should they so choose).
+ 36: Attack executes as normal with +2 damage, and for the remainder of the combat the sword continues to do +2 damage and also lets out a loud victory yell each time its user successfully dispatches an opponent
/ 37. Sword starts singing. Target and wielder, if they understand Common, must each make a Will save (set DC to taste) or be compelled to sing along for 1d4 rounds.
+ 38 Attack resolves as normal. Target must then make a DC 20 Will save or be teleported 10' straight up. If this would put them into open air above their original location and they are not flying, levitating or under a similar effect, they fall straight down, experience 1d6 falling damage and have Disadvantage on all actions in the next round.
+ 39 Attack resolves as normal. Wielder's move is doubled for the remainder of the combat due to taking extra long steps
+ 40 Attack resolves as normal. If target is wielding a weapon, said weapon turns into a feather duster for the next 3 rounds.
+ 41. Tuning Fork Strike - on hit, the target suffers as if struck by the spell*Shatter
/ 42: Sword speaks telepathically to wielder, stating that the Answer to the great question of Life, the Universe, and Everything is “42.” Sword does not reveal what the actual question is, though.
- 43. Sword turns into a Wand of Wonder for the next minute.
- 44. Sword turns into a mundane sword for the next minute.
/ 45. Sword turns the target into a sentient Sword of Wonder for the next minute. Its HP and statistics are unchanged, and it gains a fly speed of 30 feet/round. If it is a spellcaster, it can ignore vocal and somatic components for the duration of this effect. All gear is assumed into this form until the duration expires.
/ 46. As 45, but the holder changes.
+ 47: Target's saving throws are at -5 / At Disadvantage for the next three rounds.
+ 48: Target's armor is useless for the next three rounds.
+ 49: Target's STR goes down 3 for the next three rounds.
+ 50 Target's DEX goes down 3 for the next three rounds.
+ 51: Target's CON goes down 3 for the next three rounds.
+ 52: Target loses hearing for the next five rounds
+ 53: Target loses sight for the next five rounds
+ 54: Target knocked down.
+ 55: Target cannot move from this square while engaged.
/ 56: Target teleported 30 feet. [This won't put the target in a wall, but could put her on the other side of it.]
+ 57. Target takes no damage is instead transmuted into stone for 1d6 minutes unless they can make a fortitude save.
/ 58. The sword becomes cupids arrow and both target and sword holder must make will save or become charmed by each other for 1d4 days
59. Target must make will save or start laughing frantically
- 59. If the target dies a demon who's hit dice is equal to the target's hit dice + level is summoned
61. The target must make a fortitude save or the holder and target will swap places via teleportation
- 60. The sword gets stuck on the target's armor, shield or skin for 1 round
/ 61. The target and sword holder will become locked into combat, they can only do damage to each other and nobody else can hurt them for 1d6 rounds.
/ 62. Roots sprout from the ground and grab everyone who fails a reflex save
- 63. The target becomes permanently immune to the sword of wonder's effects and takes no damage from it either.
- 64. The sword holder takes 1 negative level, if they die they become a wight
/ 65 Target gets knocked back multiple spaces
(use an edition appropriate check to see how many spaces)
/ 66 Target becomes rooted to the ground. Attempts to move / move them require a check to break the roots ending the effect.
(use an edition appropriate check)
/ 67 Wielder and Target become slowed for very short duration (1d4 rounds). Slow Mo Fight!
- 68 Wielder Polymorphs into a potted plant. Sword becomes a whale (gently pushing creatures out of the way as it grows). Both effects end after a short duration. 1 minute, or the flower pot is destroyed (AC 10, 1 hp)
/ 69 Stutter Step: Whenever the Wielder moves, instead of moving to an adjacent square, they teleport to the square beyond that one. This lasts a long time.
(consider letting this last multiple encounters so the effect is also played with outside of combat)
- 70 Target grows one size category
+ 71 Target shrinks one size category
+ 72 Wielder grows one size category
- 73 Wielder shrinks one size category
/ 74: Roll on the magic weapon table. For one round, it functions like that weapon.
/ 75: Target and wielder both roll Con saves. Whoever gets the lowest total is stunned until the beginning of the wielder's next turn.
/ 76. Upon killing a sapient being, the sword utters a one-sentence prophecy. Ideally the prophecy would relate to whatever was just killed, but I appreciate that isn't always feasible for the GM to do.
+ 77. For the next 1d6 hours, If the sword is placed above a doorway, window or other portal then no foe can pass through it. Definition of 'foe' may be negotiable.
? 78. When the sword strikes another, the user is possessed by the spirit of a master swordsman or woman who died wielding the blade. The possessed wielder fights with all the skill of the spirits inhabiting the blade, until the end of the combat when the spirit bows and departs. Dying with the blade drawn results in the wielder's spirit being trapped in the blade, too.
/ 79. For the next 1d4 days, Everyone loves the owner of the blade. Wherever they go, they are hailed as a hero even if no-one's ever heard of them there before - suddenly everyone knows a (not necessarily accurate, and quite possibly fictitious) list of heroic feats the owner has supposedly done. This applies to their enemies, as well. Effects may be permanent, or they may wear off as soon as the wielder is out of sight to create some wonderful "Now, wait a minute..." situations.
- 80. For the next 1d6 rounds, All who see the sword believe it has incredible magical powers and is of immense value, and will attempt to take it from the wielder. Its only actual power is this one. It barely functions as a sword. (Wisdom / Willpower save to resist)
/ 81 Sword damage converted to a spray of small objects - bouncy balls, gems worth 1 GP each, etc. Damage is still dealt.
84 Target and wielder switch places as though affected by*Benign Transposition*Juxtapose?*Baleful Transposition, Will DC 13 by either negates the effect.
/ 82 Target and wielder switch weapon held. Will DC 13 by either negates the effect.
/ 83 Target and wielder switch clothes. Will DC 13 by either negates the effect.
/ 84 Target and wielder must make a Fort save or be polymorphed into one another. Fort DC 16 negates the effect.
/ 85 Target and wielder switch bodies, as per True Mind Switch. Will DC 23 by either negates the effect.
? 86 Target mutates randomly as though struck by a Warpsword, Fort DC 14 negates.
+ 87 Target affected by strange "wounding" property, that calls an arrow from the sky down upon them each round until dead. No save.
+ 88 Target is slimed, as Grease (˝ normal movement if Balance DC 10, +10 vs Grapple, drops held items). Reflex DC 11 negates.
+ 89 Target covered in one casting of Quintessence (taking 1 damage per round, starting 10 rounds after contact, unless extremely small). No save.
+ 90 Sword summons random creature from Monster Summoning I, flanking the target struck. (5e: CR 1/2 or lower)
+ 91 Sword casts Mirror Image on wielder.
+ 92 Sword ignores DR.
+ 93 Target is Fatigued, as per Ray of Exhaustion - Fort DC 14 for just Fatigued, otherwise Exhausted.
+ 94 Lightning Bolt, starting at Target. 8d6 damage, Reflex DC 14 for half.
+ 95 Target sucked into Maze unless they succeed a Will save DC 22.
+ 96 Target struck by Tanglefoot Bag.
+ 97 Target struck by Net of Shadows, Will DC 11 negates.
+ 98 Target covered in glowing orbs for 2 rounds, unable to act, at the end of which, all their gear has been relocated randomly. No save.
+ 99 Benefits of all buffs on wielder doubled until end of wielder's next turn.
+ 100 Wielder gains Maho Bujin temporary HP and strength bonus for remainder of combat (or has it doubled if already a Maho Bujin).
+ 101 Sword summons 1d4+1 monsters, per Monster Summoning 3. They look like wielder, per Alter Self. (5e: Monsters of CR 1 or lower)
+ 102 Sword creates Simulacrum of wielder.
+ 103 Sword creates Ice Assassin of target.
+ 104 Plant grows out of target's head. Target affected by Ray of Stupidity. Removing the plant deals 1d6 damage to the target.
/ 105 Target affected by Dimension Door, to random location within 680'.
+ 106 Target blinded. By a blindfold. Will DC 14 negates. Removing blindfold negates
+ 107 Target loses a limb, chosen at random. No save.
/ 108 Target loses "not a limb" (eye, ear, tongue, finger, whatever), chosen at random. No save.
+ 109 Target Confused. Will DC 16 negates.
+ 110 Sword gains the Grinding trait. Which it uses immediately.
+ 111 Target affected by Bestow Curse, Will DC 14 negates
+ 112 Target affected by Below Greater Curse. Will DC 19 negates.
+ 113 Target affected by Suggestion to Surrender. Will DC 14 negates.
+ 114 Sword gains Disruption trait for this strike.
+ 115 Target Turned / Rebuked (as by a Cleric of the wielder's HD).
+ 116 Target "turned", as though by a Cleric of the wielder's HD, with Earth/Air/Fire/Water/Plant/Spider/etc domains.
+ 117 Sword creates a copy of itself with the Dancing property.
+ 118 Sword casts Spiritual Weapon.
+ 119 Sword steals a spell memorized at random from Target, and stores it as a Spell Storing weapon would (regardless of spell level), for up to one day per HD of the wielder. No save.
+ 120 Sword steals a dwoemer, chosen at random, from the target, and transfers it to the wielder. No save.
+ 121 Sword steals a magic item, chosen at random, from the target. If the sword steals an Ioun Stone, it gains the Ioun Socket property for 1 day. No save.
/ 122 Sword steals a limb, chosen at random, and transfers it to the wielder. Fort DC 16 by target negates the effect; if the wielder chooses to and success at a Fort DC 16, the limb drops to the ground instead of attaching.
+ 123 Sword casts Polymorph Any Object on itself, and joins the combat (as a Chaos Beast?) (Or roll on a table)
/ 124 Sword is having so much fun, it casts Heal on Target and Welder both. Will DC 19 can, I suppose, negate this effect.
/ 125 Sword gains Divine Rank 0 (Demigod status) for 1 round per point of damage dealt.
+ 126 - Sword gives the wielder the power to insult their opponent so effectively that the target is stunned.
+ 127 - Sword turns invisible until it surges again (wielder does not, but it should be much harder to defend against an invisible sword).
+ 128 – For the next 1d6 rounds, the Sword makes the wielder's skill *look* much more impressive, to the point of improving allies' morale (as bless) and demoralising enemies (as bane, DC 15). This does not increase the wielder's actual fighting ability, but probably improves that of their allies.
+ 129 – For the next 1d4 rounds, the sword can cut through any inanimate, non-magical material.
/ 130 - Sword attracts lightning if outdoors, with no harm to wielder or anyone else, but it's really impressive.*
+ 131 - Sword shatters the opponent's weapon.
/ 132 - Sword becomes embodiment of abstract concept which might be represented by a sword (truth, justice etc), with nasty effects on those who oppose that concept.
/ 133. Target inflates like a balloon and rises into the air at 10' / round for 1d6 turns. Strangely, it does not affect the target’s ability to fight. The target explodes if killed, (Con/Fort to resist)
...
/ 1nn-1 Roll again. The second effect appears to happen, but it's just an illusion.
/ 1nn Roll again twice. Do both.