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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.

Pauly
2018-11-20, 08:06 AM
02. Target becomes ethereal ... but their equipment doesn’t. So the target becomes a ghost but drops all that they are darrying/usng.

Bastian Weaver
2018-11-20, 08:18 AM
How about Sword of Sorcery?

Elvensilver
2018-11-20, 08:54 AM
03. Sword changes to a masterwork longspear for one round.

hymer
2018-11-20, 08:59 AM
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.

SunderedWorldDM
2018-11-20, 09:08 AM
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.

JAL_1138
2018-11-20, 09:18 AM
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.

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.

Edit: Oops, looks like I threw off the numbering scheme. Edited to add numbering.

hotflungwok
2018-11-20, 09:22 AM
16. The sword changes into a different weapon for 2d6 rounds
17. The sword is now stuck in the wielder's hand for 1d6 hours
18. If the attack hits, the sword cries 'Oh no, blood!' and then faints, the blade becoming limp and useless for 1d6 rounds
19. The sword begins attacking on it's own, make a normal strike against a random adjacent target for 1d6 rounds
20. The sword begins defending on it's own, gain +4 AC, but cannot make attacks for 1d6 rounds
21. Instead of stabbing, the sword tickles it's target, affecting it like Hideous Laughter for 1 round
22. The wielder is affected by Faerie Fire for 2d6 rounds, any target struck by the sword has the effect transferred to them
23. 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

MrZJunior
2018-11-20, 12:01 PM
Have you ever seen that PDF with 10,000 random magical effects? It has some pretty interesting ones.

paddyfool
2018-11-20, 12:04 PM
Some inspiration may be drawn from Wildcard in the Tales of the Questor webcomic (warning: fairly extremist politics)

Meanwhile:
29: Attack deals double damage
30: Attack deals half damage
31: Attack deals half damage to target and heals user for half damage
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 despatches an opponent

Stelio Kontos
2018-11-20, 12:13 PM
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.

paddyfool
2018-11-20, 12:34 PM
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.

Jama7301
2018-11-20, 12:35 PM
41. Tuning Fork Strike - on hit, the target suffers as if struck by the spell Shatter

JAL_1138
2018-11-20, 02:09 PM
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.

JeenLeen
2018-11-20, 02:14 PM
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.

---

The webcomic Goblins (http://www.goblinscomic.com/) has a Shield of Wonder that does some truly awful things at times. Honestly, a lot of them are so breaking I wouldn't recommend them for an item used in an actual campaign, but you might get some motivation.

I can't find the list of effects anymore, though. Even Googling some words related to it and the Goblins comic failed.

Jay R
2018-11-20, 02:21 PM
47: Target's saving throws go down 5 points for the next three rounds.
48: Target's saving throws go up 5 points for the next three rounds.
49: Target's armor is useless for the next three rounds
50 Target's AC goes up by 5 for the next three rounds.
51: Target's STR goes up 3 for the next three rounds.
52: Target's STR goes down 3 for the next three rounds.
53: Target's DEX goes up 3 for the next three rounds.
54: Target's DEX goes down 3 for the next three rounds.
54: 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.]

Mastikator
2018-11-20, 02:37 PM
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
60. 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
62. The sword gets stuck on the target's armor, shield or skin for 1 round
63. 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.
64. Roots sprout from the ground and grab everyone who fails a reflex save
65. The target becomes permanently immune to the sword of wonder's effects and takes no damage from it either.
66. The sword holder takes 1 negative level, if they die they become a wight

OldTrees1
2018-11-20, 03:39 PM
67 Target gets knocked back multiple spaces
(use an edition appropriate check to see how many spaces)
68 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)
69 Wielder and Target become slowed for very short duration. Slow Mo Fight!
70 Wielder becomes a potted plant. Sword becomes a whale (gently pushing creatures out of the way as it grows). Both effects end after a short duration.
71 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)

The Robot Goat
2018-11-20, 04:04 PM
Unsure if it's been done before, but:
72 Target grows one size category
73 Target shrinks one size category
74 Wielder grows one size category
75 Wielder shrinks one size category

Could be fun if your fighting in an enclosed space, like a boat

Jay R
2018-11-21, 12:03 AM
76: Roll on the magic weapon table. For one round, it functions like that weapon.

ATHATH
2018-11-21, 12:59 AM
31: Attack deals half damage to target and heals user for half damage
Does it heal the user for half of the halved inflicted damage, or half of the damage that would have been inflicted before the halving of damage to the target? What if the target has resistance to the damage from the sword?

paddyfool
2018-11-21, 01:39 AM
half of the damage that would have been inflicted before the halving of damage to the target?

I meant this one. No need to deduct for damage resistance. Apologies for the confusion.

hymer
2018-11-21, 07:47 AM
77: Target and wielder both roll Con saves. Whoever gets the lowest total is stunned until the beginning of the wielder's next turn.

paddyfool
2018-11-21, 08:37 AM
Guys, we need significantly more positive than negative outcomes than negative, or nobody would ever use this weapon. Shall we keep them all friendly or at least neutral from now on?

Jay R
2018-11-21, 09:03 AM
Good point. Substitute this for my earlier suggestions.

47: Target's saving throws go down 5 points 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.
54: 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.]

Aneurin
2018-11-21, 10:03 AM
78. 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.

79. 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.

80. 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.

81. 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.

82. All who see the sword believe it has incredible magical powers and is of immense value. Its only actual power is this one. It barely functions as a sword.

Quertus
2018-11-21, 11:22 AM
There was a call for neutral and beneficial effects, so here's a few.

I'll edit to add in numbers (and save DCs and such).

83 Sword damage converted to a spray of small objects - bouncy balls, gems worth 1 GP each, etc.

84 Target and wielder switch places as though affected by Benign Transposition Juxtapose? Baleful Transposition, Will DC 13 by either negates the effect.

85 Target and wielder switch weapon held. Will DC 13 by either negates the effect.

86 Target and wielder switch clothes. Will DC 13 by either negates the effect.

87 Target and wielder must make a Fort save or be polymorphed into one another. Fort DC 16 negates the effect.

88 Target and wielder switch bodies, as per True Mind Switch. Will DC 23 by either negates the effect.

89 Target mutates randomly as though struck by a Warpsword, Fort DC 14 negates.

90 Target affected by strange "wounding" property, that calls an arrow from the sky down upon them each round until dead. No save.

91 Target is slimed, as Grease (˝ normal movement if Balance DC 10, +10 vs Grapple, drops held items). Reflex DC 11 negates.

92 Target covered in one casting of Quintessence (taking 1 damage per round, starting 10 rounds after contact, unless extremely small). No save.

93 Sword summons random creature from Monster Summoning I, flanking the target struck.

94 Sword casts Mirror Image on wielder.

95 Sword ignores DR.

96 Target is Fatigued, as per Ray of Exhaustion - Fort DC 14 for just Fatigued, otherwise Exhausted.

97 Lightning Bolt, starting at Target. 8d6 damage, Reflex DC 14 for half.

98 Target sucked into Maze unless they succeed a Will save DC 22.

99 Target struck by Tanglefoot Bag.

100 Target struck by Net of Shadows, Will DC 11 negates.

101 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.

102 Benefits of all buffs on wielder doubled until end of wielder's next turn.

103 Wielder gains Maho Bujin temporary HP and strength bonus for remainder of combat (or has it doubled if already a Maho Bujin).

104 Sword summons 1d4+1 monsters, per Monster Summoning 3. They look like wielder, per Alter Self.

105 Sword creates Simulacrum of wielder.

106 Sword creates Ice Assassin of target.

107 Plant grows out of target's head. Target affected by Ray of Stupidity. Removing the plant deals 1d6 damage to the target.

108 Target affected by Dimension Door, to random location within 680'.

109 Target blinded. By a blindfold. Will DC 14 negates.

110 Target loses a limb, chosen at random. No save.

111 Target loses "not a limb" (eye, ear, tongue, finger, whatever), chosen at random. No save.

112 Target Confused. Will DC 16 negates.

113 Sword gains the Grinding trait. Which it uses immediately.

114 Target affected by Bestow Curse, Will DC 14 negates

115 Target affected by Below Greater Curse. Will DC 19 negates.

116 Target affected by Suggestion to Surrender. Will DC 14 negates.

117 Sword gains Disruption trait for this strike.

118 Target Turned / Rebuked (as by a Cleric of the wielder's HD).

119 Target "turned", as though by a Cleric of the wielder's HD, with Earth/Air/Fire/Water/Plant/Spider/etc domains.

120 Sword creates a copy of itself with the Dancing property.

121 Sword casts Spiritual Weapon.

122 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.

123 Sword steals a dwoemer, chosen at random, from the target, and transfers it to the wielder. No save.

124 Sword steals an Ioun Stone, chosen at random, from the target, and gains the Ioun Socket property for 1 day. No save.

125 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.

126 Sword casts Polymorph Any Object on itself, and joins the combat (as a Chaos Beast?)

127 Sword is having so much fun, it casts Heal on Target and Welder both. Will DC 19 can, I suppose, negate this effect.

128 Sword gains Divine Rank 0 for 1 round per point of damage dealt.

129 Roll again. The second effect appears to happen, but it's just an illusion.

130 Roll again twice. Do both.

EDIT - just noticed that this is not in the 3e subforum - should it be?

Man_Over_Game
2018-11-21, 02:01 PM
If possible, each effect should be listed with
a +1, +2, +3, indicating a positive effect;
a -1, -2, -3, indicating a negative effect;
or a 0, indicating a neutral effect.


That way, OP can quickly sort through and compile a list based on keeping it balanced or slightly positive.

Kami2awa
2018-11-21, 02:11 PM
- Sword gives the wielder the power to insult their opponent so effectively that the target is stunned.
- Sword turns invisible (wielder does not, but it should be much harder to defend against an invisible sword).
- Sword makes the wielder's skill *look* much more impressive, to the point of improving allies' morale and demoralising enemies. This does not increase the wielder's actual fighting ability, but probably improves that of their allies.
- Sword can cut through any inanimate, non-magical material.
- Sword attracts lightning if outdoors, with no harm to wielder or anyone else, but it's really impressive.
- Sword shatters the opponent's weapon.
- 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.

Lord Torath
2018-11-21, 02:15 PM
How about calling it a Chaos Blade? Rapier of Chaos might do as well.

I would argue there should be a roughly equal amount of negative, positive, and neutral effects, assuming it still inflicts normal damage in addition to the random effects.

Quertus
2018-11-21, 03:23 PM
How about calling it a Chaos Blade? Rapier of Chaos might do as well.

I would argue there should be a roughly equal amount of negative, positive, and neutral effects, assuming it still inflicts normal damage in addition to the random effects.

Well, what is the cost of the enchantment? If it's a non-zero price, it should have a non-zero "modifier"; ie, on average, it should have a positive effect.

If it's the cost of a Wand of Wonder (12k), it maybe* should be, on average, as beneficial as the effects of a Wand Rod of Wonder.

Or, depending on its price, maybe it should be equivalent to the Warpsword from the Book of Vile Darkness I referenced in my list.

* Give or take issues with action economy.

paddyfool
2018-11-21, 04:05 PM
It should average out to slightly positive, to balance out the loss of reliability.

Joe the Rat
2018-11-21, 04:39 PM
Oh, this is gonna be fun. Thanks for the ideas, and keep 'em coming.

just noticed that this is not in the 3e subforum - should it be?
It's actually for a 5e game, but there are very few things one can't adapt. I figure the list might be useful to others.


Have you ever seen that PDF with 10,000 random magical effects? It has some pretty interesting ones. I've used that for the "Advanced" setting on the Wand of Wonder. Some of them are really ...esoteric effects. "The wand activates, and nothing seems to happen... but you do have an urge to cook something."


Guys, we need significantly more positive than negative outcomes than negative, or nobody would ever use this weapon. Shall we keep them all friendly or at least neutral from now on?

If possible, each effect should be listed with
a +1, +2, +3, indicating a positive effect;
a -1, -2, -3, indicating a negative effect;
or a 0, indicating a neutral effect.


That way, OP can quickly sort through and compile a list based on keeping it balanced or slightly positive.
I'm starting to compile. There's a few duplicates and near-duplicates, but no worries. I'm going to use - / + for effect.. if I can figure out if it's good or bad.

I'll update the first post once I get it together.


How about calling it a Chaos Blade? Rapier of Chaos might do as well. Chaos Blade was the only other idea that came up Saturday - It's the front-runner for now.

Sword of Sorcery might be fun. I'll add that as a suggestion.
--------------
138. Target inflates like a balloon and rises into the air at 10' / round for 1d6 turns. If the attack was fatal, the target explodes when the duration expires. (Con/Fort to resist)

Jay R
2018-11-21, 11:37 PM
Random Rapier

Rascal Rapier

Rapier of Whatthehell

paddyfool
2018-11-22, 01:48 AM
139. The attack resolves as normal. In addition, a pit opens up beneath the feet of the wielder and target. They must each make a Reflex (Dex) save or fall into the pit. The pit has a square mouth, its width and depth are equal to the damage done by the attack (minimum 10'), and they take 1d6 damage per 10' fallen.

Spore
2018-11-22, 03:22 AM
140. Damage is doubled. It cannot however be used to kill the current target. Wielder rolls Wisdom (Insight) to come up with reasons why this particular enemy should be spared and guided towards the light again.

hymer
2018-11-22, 03:25 AM
139. The attack resolves as normal. In addition, a pit opens up beneath the feet of the wielder and target. They must each make a Reflex (Dex) save or fall into the pit. The pit has a square mouth, its width and depth are equal to the damage done by the attack (minimum 10'), and they take 1d6 damage per 10' fallen.
The Health & Safety inspector will not like that (though I like it a lot). How about the hole being an extradimensional space? That way we avoid lava, falling out the bottom of bridges, said bridges collapsing, etc. :smallsmile:

Quertus
2018-11-22, 08:02 AM
So, for entry 121... Stealing a random magical item, no save, may be a little strong. It was intended as a silly power to highlight the vulnerability of Ioun Stones. But your version is more likely to actually come up. If people dislike the power, perhaps the sword attempts a Sleight of Hand to lift a random object as though it had ranks = the HD of the wielder? Shrug. Also, to generalize, if an appropriate enchantment / modification exists to hold the item, the sword gains that for 1 day - whether that be Ioun Socket, Wand Socket, Toolkit, etc. I'm drawing a blank on what the names of the poison-delivering, potion-holding, and hollow hilt mods were. But it needn't be a magic item (especially because of poison, treasure maps / important documents, etc) that the sword steals.

JAL_1138
2018-11-22, 12:10 PM
141: Wielder turns purple with yellow spots for 1d6 rounds.
142: Sword deals an extra 1d8 damage of random type for 3 rounds.
143: Wielder gains the effects of Haste for 1d4 rounds without Concentration.
144: Target of the next succesful attack with this weapon turns yellow with purple spots for 1d6 rounds.
145: Sword makes a loud “boing” when striking metal for the next 1d6 rounds.
146: Strikes with the sword have the effect of Greenflame Blade for 1d4 rounds; does not count as casting a cantrip, so Extra Attacks can be used.
147: Target of the next successful attack with this weapon cannot speak for 1d4 rounds, instead producing bizarre sound-effects when attempting to speak (think of that scene from “Duck Amuck”).

Quertus
2018-11-22, 06:46 PM
I'm going to dispense with numbers, because it'll just get renumbered anyway.

Sword grows a trinket, which radiates an effect similar to an Acorn of Far Travel, which applies the traits of a random plane in a 10' radius. CL = HD of wielder.

As above, but rewrites the rules within 10' to a random edition of D&D, with random House rules (so, even if the current edition is chosen, reality will still be quite different.

Opens a seemingly one-way portal to a "randomly" chosen location / plane / world / edition / system / time. Being struck is automatically sucked in; everyone within 5' may attempt a reflex save DC 22 to avoid being sucked in as the portal forms. Beings on the other side gain no ability to see or go through this normally one-way portal (certain portal-based beings / classes / whatever can interact with normally), but beings on the opening side can see through the portal, and use any means they choose (telekinesis, reacking through, throwing a rope, etc) to pull things through from the other side. The portal remains open 1d4+2 rounds before closing with a pop.

Sword attempts to divide by zero, cast Fell Drain Disintegrate, or otherwise break the universe. If bearer can prevent this (Will DC 20, role-playing, whatever), the universe awards the bearer a fate point / hero point / Bennie / whatever, regardless of whether the system has such things. If the bearer fails, and the universe is forced to fix things, the bearer suffers disadvantage on all rolls for one day, regardless of whether the system has such things.

Sword falls asleep, and begins snoring. It does not produce random effects (or stop snoring) until wielder scores a critical hit (regardless of whether the target is normally vulnerable to crits), at which point, it makes up for lost time, spamming 1d4+1 random effects with a random exclamation ("huh, what?", for example).

Sword suddenly remembers that it needs to check on something, and disappears for 1d4 rounds. It may (50% chance) leave the wielder with The Loaner (a cursed backbiter or similar, but looks terrible in any case). When it returns, the loaner, if any, disappears, and there is a 75% chance that the sword brings back a dozen fresh baked cookies, a hot apple pie, or similar treat to share.

Sword develops a taste for the flesh of the creature struck. For the remainder of the day, wielder gets a +2 (morale?) bonus to attack and damage rolls against creatures of this race. (EDIT: weilder also effectively gains Quick Draw, as sword leaps into his hands - whether the weilder wants it to not - whenever such tasty creatures are spotted).

Sword suffers from a graphics glitch, and appears to be something else for 1d4+1 rounds, but functions normally. Itself, but being held by the blade, is often the first such glitch, and other glitches often involve similarly mis-oriented objects. Anyone who recognizes the state can use it to reroll one roll, ending the state.

Small raincloud appears, washing sword clean. Cloud persists for a few minutes.

Sword attempts to create as random effect not on the charts. Treat as Limited Wish, according to the whims of anyone in the battle or at the table.

Sword attempts to create a new random effect, and fails. To hide its shame, it summons a swarm of butterflies in a 10' radius around the weilder for 3 rounds, limiting vision to 5'.

Sword casts Animate Living on target struck (Fell Drain Slay Living?) - Fort DC 19 or target turns into a zombie.

Lapak
2018-11-23, 08:28 AM
Taking inspiration from the first similar weapon that came to mind - the Wabbajack - you might give it a nonsense-name to go with the nonsense effects and call it the Brillig Blade.

JAL_1138
2018-11-23, 10:23 AM
Taking inspiration from the first similar weapon that came to mind - the Wabbajack - you might give it a nonsense-name to go with the nonsense effects and call it the Brillig Blade.

*Target is polymorphed into a slithy tove, which for the duration must use its Action to gyre or gimble

hymer
2018-11-23, 11:37 AM
*Target is polymorphed into a slithy tove, which for the duration must use its Action to gyre or gimble
G... gazebo? is it a gazebo? :smallwink:

DavidSh
2018-11-23, 01:08 PM
In a blindingly fast sequence of strokes, word removes armor of target, without doing any damage. If target is unarmored, sword removes outer clothes of target. Sword does not remove underwear.

paddyfool
2018-11-23, 02:56 PM
Number whatever: Wielder is Cursed to use no weapon but the sword, and to use the sword as a weapon at every conceivable opportunity. Each round of combat, wielder is compelled to attack the nearest opponent with the sword as often as possible or to do everything possible to enable themselves to attack an opponent with the sword in the subsequent round. Anyone attempting to forcibly restrain the wielder, take the sword off them, or cast Remove Curse on the wielder will be perceived by the wielder as the nearest opponent. At the start of any round, wielder may attempt a DC 20 will save to end this effect; however, while this effect is in place, wielder also gains 50 temp HP, +2 to all other saves, and +2 to attack and damage.

EDIT: Simpler and shorter alternative: For the remainder of this combat, wielder gets Advantage on any attempt to attack an opponent with this weapon, and Disadvantage on any other action.