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Reserved
- Unique effect determined by DM that is roughly equal to the 99 other powers described here.
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TABLE VI: SIDE EFFECTS
- Alignment of possessor permanently changed to that of item
- Nature of possessor permanently changed to that of item
- Demeanor of possessor permanently changed to that of item
- Virtue of possessor permanently changed to that of item
- Vice of possessor permanently changed to that of item
- Background Flaw of possessor permanently changed to that of item
- Charisma of possessor reduced to 3 as long as item is owned
- Fear reaction possible in any creature within 20’ of the item whenever a major or primary power is used; all, including possessor, must save versus magic or flee in panic. The character and others must make a Wisdom Saving throw against difficulty 30.
- Lycanthropy inflicted upon the possessor, type according to alignment of item, change to animal form involuntary and 50% likely (1 check only) whenever confronted and attacked by an enemy
- Treasure within 5’ radius of mineral nature (metal or gems) of non-magical type is reduced by 20%-80% as the item consumes it to sustain its power
- User becomes ethereal whenever any major or primary power of the item is activated, and there is a 5% cumulative chance that he or she will thereafter become ethereal whenever a stress (combat, life-or-death, difficult problem involving user’s decision) situation exists; the ethereal state lasts until stress is removed
- User cannot touch or be touched by any (even magical) metal; metal simply passes through his or her body as if it did not exist and has no effect
- User has a poison touch which requires that humans and man-sized humanoids (but not undead) save versus poison whenever touched.
- User has limited omniscience and may request the DM to answer 1 question per game day (answer is given with limitations set by DM’s discretion, with overall campaign factors and knowledge of player vs. player character overriding considerations)
- User has short-duration super charismatic effect upon creatures of the same basic alignment — evil, good, neutral (chaotic, lawful, true) — so that they will willingly join and serve the character for 1-4, 2-8, or 3-12 turns (depending upon how exact the alignment match is); thereafter the effect of the dweomer wears off and the creature(s) will no longer serve due to realization of the enchantment and fear of it (and hostility is possible)
- Whenever any power of the item is used, temperature within a 6” radius is raised 20°-50° F. for 2-8 turns (moves with item)
- Whenever the major or prime power of the item is used, temperature within a 6” radius is lowered 20°-80° F. for 2-8 turns (moves with item)
- Whenever the prime power is used the possessor must save versus magic or lose 1 level of experience
- Whenever the prime power is used, those creatures friendly to the user within 20’, excluding the user, will sustain 5-20 hit points of damage.
- Whenever this item is used as a weapon to strike an enemy, it does double normal damage to the opponent but the wielder takes (normal) damage just as if he or she had been struck by the item
- The user receives prophetic dreams about their enemies. These dreams ignore any normal attempt to not be detected, but the dreams must be interpreted.
- The user’s enemies receive prophetic dreams about the user. These dreams ignore any normal attempt to not be detected, but the dreams must be interpreted.
- The Musical Chaos Effect: As often as once per session, the reality warping chaos of this item actual causes the world to break out into a theatrical musical number. The party and any bystanders within a 100 foot radius must make a Wisdom saving throw against difficulty 30. If anyone succeeds, nothing more happens than everyone involved finds themselves humming a song involuntarily whether they know it or not. If they fail, they break out into a musical number.
Agony: into the woods:
If the artifact or relic belongs to an enemy, feel free to make this outrageous effect happen however you wish. Often, this can go off in a way that purposely makes the party wish to go after the big bad even more.
When an artifact is in the party; however, these chaotic moments should be handled differently. I would suggest rewarding the party that participates with inspiration, at a minimum. If you use the Hero point system, this is a good time to reward those who participate with at least some of their points back even in the middle of a session. Let the table determine the music, letting each player get a chance to pick their favorite song or style and go down the list. You should make it chaotic, but you should also make it fun or funny for the table.
That said, a musical number ruins the element of surprise and alerts people that something is off. Radius can also mean affecting things in the air or underground, or even across close planes. Animals might participate Disney Princess style or other chaos might happen. Use your imagination as a DM, this is your chance to break tension before its time to throttle it up again.
It is fully possible for this side effect to be taken multiple times on the same device or be combined by the same effect from other artifacts and devices. If this happens, multiply the radius by the total number of said effects and again by the total number of artifacts or relics involved. This can extend the effect to individuals the users weren’t even aware of the presence of.
They got the mustard out:
Last note, it is rumored the Wand of Orcas has this side effect ,along with body rot. Many an adventurer has died in that Abyssian lair with large numbers of Demons, Ghasts, Ghouls, Liches and Vampires singing about their doom in large dance numbers, as Orcas himself approaches. You have been warned.
- The Romeo and Juliet Chaos Effect:
- The True Love Effect:
- The Toxic Relationship Effect:
Sam and Ruby:
- The “I See Dead People” Effect:
Reserved
Reserved
Reserved
- Aberrations have advantage on Investigation and Survival checks to track down the user and the artifact.
- Beasts have advantage on Investigation and Survival checks to track down the user and the artifact.
- Celestials have advantage on Investigation and Survival checks to track down the user and the artifact.
- Constructs have advantage on Investigation and Survival checks to track down the user and the artifact.
- Dragons have advantage on Investigation and Survival checks to track down the user and the artifact.
- Elementals have advantage on Investigation and Survival checks to track down the user and the artifact.
- Fey have advantage on perception checks against the user and the artifact to detect either.
- Fiends have advantage on Investigation and Survival checks to track down the user and the artifact.62. Giants have advantage on Investigation and Survival checks to track down the user and the artifact.
- Humanoids have advantage on Investigation and Survival checks to track down the user and the artifact.
- Lycanthropes have advantage on Investigation and Survival checks to track down the user and the artifact.
- Modrons have advantage on Investigation and Survival checks to track down the user and the artifact.
- Monstrosities have advantage on Investigation and Survival checks to track down the user and the artifact.
- Oozes have advantage on Investigation and Survival checks to track down the user and the artifact.
- Plant Creatures have advantage on Investigation and Survival checks to track down the user and the artifact.
- Slaad have advantage on Investigation and Survival checks to track down the user and the artifact.
- Undead have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Athar” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Believers of the Source” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Bleak Cabal” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Doomguard” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Dustmen” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Fated” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Fraternity of Order” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Free League” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Harmonium” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Mercykillers” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Revolutionary League” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Sign of One” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Society of Sensation” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Transcendent Order” have advantage on Investigation and Survival checks to track down the user and the artifact.
- Ranking Members of the Sigil Faction “the Xaositecs” have advantage on Investigation and Survival checks to track down the user and the artifact.
- A faction from an alternative prime material plane or timeline have advantage on Investigation and Survival checks to track down the user and the artifact.
- Unique effect determined by DM that is roughly equal to the 99 other effects described here.
POSSIBLE DESTRUCTION MEANS FOR ARTIFACTS/RELICS
Artifacts and relics are virtually impervious to magical and physical harm and each may only be “destroyed” by a single legendary means. Frequently, the supposed “destruction” is actually a form of nullification or containment of the
artifact/relic, but results in the neutralization of its powers for vast periods of time. The following table suggests various means that might apply to the destruction of an artifact/relic and is open to additions and alterations by the DM. No artifact/
relic should have the same nemesis as another; though the means may be the same, the specifics should vary. It should be kept in mind that the means of destruction are as rare and nearly unattainable as are the artifacts/relics themselves. Actively seeking the destruction of an artifact/relic is tedious, demanding, and fraught with great perils to body and soul, and the chances of surviving the destruction of the artifact/relic are minute without the grace of the gods.
The way to destroy a particular artifact/relic is to:
- Melt it down in the fiery furnace, pit, mountain, forge, crucible or kiln in which it was created.
- Drop it into or bury it beneath (1) the Well of Time, (2) the Abyss, (3) the Earth Wound, (4) Adonais’ Deep, (5) the Spring of Eternity, (6) Marion’s Trench, (7) the Living Stone, (8 ) Mountain of Thunder, (9) 100 adult red dragon skulls, (10) the Tree of the Universe.
- Cause it to be devoured by (1) Cerebus, (2) a Lernaean Hydra, (3) a Titan, (4) an ancient Dragon Turtle.
- Cause it to be broken against/by or crushed by (1) Talos, a triple iron golem, (2) the Gates of Hell, (3) the Cornerstone of the World, (4) Artur’s Dolmen, (5) the Juggernaut of the Endless Labyrinth, (6) the heel of a god, (7) the Clashing Rocks, (8 ) the foot of a humble ant.
- Expose it to the penetrating light and flame of (1) the Ray of Eternal Shrinking, (2) the Sun, (3) Truth: that which is pure will become Light, that which is impure will surely wither.
- Cause it to be steeped in either the encephalic fluids of the brain of Bahamut (the platinum dragon), or in the black and foul blood from the heart of Tiamat, the chromatic dragon.
- Cause it to be seared by the odious flames of Geryon’s destroyed soul or disintegrated in the putrid ichor of Juiblex’s deliquescing flesh.
- Sprinkle it with/baptize it in the (1) Well of Life, (2) River Styx, (3) River of Flame, (4) River Lethe (the river of forgetfulness).
Legendary items and regions should be placed by the DM in his or her own milieu in isolated locales — preferably warded by mighty mythical and magical guardians (e.g., the serpent which guarded the golden fleece).