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#'effects last 1d10 x 10 hours' I WISH
komaedian · 2 years
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i've just been introduced to the madness tables in the dungeon master's guide and oh lmao i have most of these in real life
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homebrewsno1asked4 · 3 years
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Rapunzel’s Tangled Adventure - Items, Part 1/????????
I’m not done with the items yet, but I don’t want to be a perfectionist and leave this blog sleeping for months without content (again). So here’s the first three, several more on the way!
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Attitude Reversal Potion
Potion, rare
Any creature that ingests this potion must make a DC 15 Charisma saving throw. On a failure, creatures are afflicted for 10 x 1d10 hours. On a success, you still roll 10 x 1d10, but divide by half. For the duration, afflicted creatures act opposite their usual tendencies. The brave become cowards, the diligent become lazy, the stoic dissolve into giggling fits, etc. For some ideas, try referring to your Background Info (Alignment, Personality Trait, Ideal, Bond, Flaw).
This potion doesn’t affect undead, constructs, celestials, fiends, or any neutral-aligned creatures.
Idol of Vershaftsbezeigungengien (or Idol of Bliss)
Wondrous item, legendary
As long as you’re touching the Idol, you experience full-sensory illusions of whatever makes you happy - which only you can see. You can’t be sad while using the Idol’s magic. As a byproduct, the Idol also grants immunity to psychic damage and any other mind-altering effects.
Curse. You can’t imagine life without the Idol. Nothing but the Idol’s illusions make you happy anymore. It takes incredible willpower to act in a way that doesn’t directly contribute to your happiness, or do anything to break the Idol’s hold on you. You won’t even put the Idol down, preventing the use of two-handed items. These effects are instantaneous upon touching the Idol.
The curse affects anyone who’s touched the Idol, with no limit to the number of victims.
Whenever you want to resist the Idol’s effects, make a DC 18 Wisdom saving throw. On a success, you briefly see reason; you’re immune to the Idol’s effects for 1d10 minutes. However, you still crave the Idol’s power; the hunger just abates for a bit. On a failure, you can’t resist the Idol until you’ve taken a long rest.
The Idol can only be destroyed on sacred or desecrated ground, and can only be harmed with another magic item. The Idol has AC 15 and 50 hp. The Idol can detect your intentions, and its illusions turn sour and nightmarish to defend itself. For every time you strike the Idol, you take 4d10 psychic damage.
Time Top
Wondrous item, rare
When this magic top is spun, every creature in a 10 ft radius ages forwards or backwards, depending on the way the top is spun. If the top is spun clockwise, every creature ages 1d4 x 10 years. If the top is spun counter-clockwise, every creature regresses 1d4 x 10 years, to a minimum of 1 year old.
Greater restoration, remove curse, or spinning the top in the opposite direction can reverse the effects – but it has to be within 24 hours of the last time the top’s magic affected you. Otherwise, these effects become permanent, and only a wish or divine intervention can restore your original age.
Any creature that’s immune to polymorph or similar spells is also immune to the effects of the top. Ageless creatures – many aberrations, celestials, elementals, and fiends – are likewise unaffected. If used on undead, they won’t so much age or regress, but they will regrow flesh or aggressively wither depending on the way the top is spun. Similarly, using the top on a construct will not change its form, but will affect its state of wear and tear.
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dungeonsanddying · 7 years
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Bargain Box Wands
below is my homebrew list of humorous but possibly useful wands, with some magical effects taken from wild magic lists. In the game I'm GMing, these can be found in the clearance bin of a wand shop, with only the price and physical description of the wand, and the players have to buy them and use them to see their effects. Anything that effects another person gets the chance to roll a will save. You are more than welcome to use these in your game, but please think carefully before including them, as there is a chance your players can find a loophole and tear apart your game. These should be primarily for fun, and probably aren't for serious game. ---------------- Blueish green iridescent peacock wand - gave a third eye that allowed caster to see auras (alignments) for 6 seconds. Might be false. Peach colored wand - gives the target permentant horns / antlers of GMs choosing Guacamole colored wand - makes the taste of drinking orange juice after brushing your teeth. The higher the caster rolls on a 1d20 the worse the taste is Twisted wood in a braided wand- gives the target a random hairstyle, the less they want it the sooner it will disappear a opal wand that has a toothy grin carved into it- gives the target cat fangs, giving them a bite attack of 1d4. Fades in 1d6 hours Crystal frosted wand- make a 10ft sq area snow and little baby snowmen come out to help you, they also call you dada Black grey ombré wand- creates a 20x20 ft fog cloud in a random direction Obsidian wand- takes a photo of what the caster is pointing at and prints it out Cotten candy pink fading into pastel blue- target turns into a baby for 1d10 rounds. Pink, black writing "RATZ"- summons 1d100 rats around you. They are not controlled by you Black, grey writing "BATZ"- turns the target into a bat for 1d6 rounds. 10% chance of also turning you into a bat for same amount of time A maroon knotted wood wand with three orange feathers tied to it- summons a random god, they may or may not respond A light colored wood with metal coiled around it- the target becomes illiterate for 3d4 days Pitch black wand with a glowing red crystal at the end: target is suddenly aware the next person they tell their name to will instantly attack them Navy blue wand with little pink elephants painted on the side- target hallucinates for 1d12 weeks A partially leather bound wand with a small hilt, with a flat sharp metal rod for 2/3 of the wand, and you know what it's a knife, its a fucking knife wand- summons a random knife object. (Object with a knife taped to it, E.G. a knife fish, which is a fish with a knife taped to it, or a knife gun) Silvery grey dragon hatching horn, with small grooves in it- Everyone in the party hears an announcer voice in their head, announcing what they are doing and critiqueing it. Lasts until combat is over or 1 hour, which ever comes first. It then gives a synopsis of what happened Radio antenna that you have to stretch out before you can use it- caster's arm stretches out (up to 50 feet) to bitch slap the target. Deals 1 dmg Olive green branch- random person polymorphs into something that rhymes with their name, or is a pun of their name Copper wand with a hollow copper hand at the end- Target becomes mute for 1d20 hours. Purple wand with three eyes, the two outer closed and the center eye open- The dm gives you three pieces of information (dm chooses what it is about), two are lies and one is the truth A gradient dark brown to pale flesh tone wand, with black markings scrawled across it- target gains one tattoo, of dm's choice. The target experiences all the pain of getting a tattoo at once, but the pain is completely gone by their next turn A blue wand with childish yellow stars on it, like a cartoony wizard hat- caster swaps all their spells with the target. If you do not have spells, you swap your feats for their spells or feats instead Black wand with completely transparent crystal for the center 1/3- random body part of target becomes invisible, permanently. Only works on each person twice This wand has the aesthetic of an angsty 2003 teenage garage band- freaky Friday !!!1!!! Caster switches bodies with a random creature nearby, DM can choose or leave it to the dice. Is reversed in 1d8 rounds An uncomfortable shade of beige wand- Target's face turns into that of Nicholas cage's for 1d20 minutes A charred husk of wood- a random object within 40 feet of the caster shrinks Slightly translucent brown wand, with the tip a creamy color, and little lighter brown spots throughout- changes what ever the person is holding into a mug of beer. The person gets a will save to resist it A dark green wand with small runes that is slightly sticky: reverses your alignment for 1d6 days (e.g. Lawful good would be chaotic evil). The person can then choose to keep it or revert back. Cannot be used on an unwilling person more than once A white wand with blue horizontal stripes, and three holes cut out- you turn into paper for 1d6 rounds. From head on you are nearly invisible (seeing as you are paper thin) but you are highly vulnerable to fire and your weapons do no damage, except to rock Light yellow wand with brown ends, and brown spots- one random person around you (including yourself) falls over Two rusty orange wooden wands, bound together by a chain- creates a doppelgänger of the caster, who can communicate telepathically with the caster. I roll to see the doppelgänger's alignment and if they will help your group or cause you trouble. HP of 2 A wand completely covered in soft creamy down feathers- random item in target's possessions sprouts wings and flies away. If the item is grabbed the wings disappear Ten twenty sided dice, all glued together- target suddenly has a vision of the players sitting around the table. They hear who ever controls them saying the action they just took, and starts describing them hearing the controller describing them hearing what the controller is describing them hearing what the controller is describing them hearing... then their sight flares red, and the vision ends. Roll a will save for how they take this info Slightly transparent white wand, with golden glitter in it- Caster can see ghosts for 1d4 hours. Ghosts may be friendly, neutral, or aggressive. Orange wand with darker orange stripes and a white underside- Target smells of catnip, and nearby cats will casually swarm around them for 1d6 hours A sky blue wand with a internet explorer symbol carved into it- After using it, the sound of an action preformed by someone in the next round will be delayed for 1d4 rounds. The caster chooses which sound, and it has to be something they know is coming (e.g. A teammate telling them they will clap next round) A oak wand with a carved sad dog head at one end, and has the words "god damn it Sarah McLachlan" painted on the side- Target begins crying for 1d4 rounds. Roll 1d20 to see how badly they are weeping. A fucking rad lookin glow stick-for 1d20 days the target becomes a living glowstick. Any time they get injured the area around it begins to glow a neon color, like cracking a glowstick. A shimmering black twisted wood wand with a quartz crystal at the tip- Random person in area can now only speak in rhymes for 1d4 hours. A wand made of malachite carvings of spiders, snakes, and wasps all intricately layered-Target gains 1 phobia of GMs choice (players wishes can be considered). Can only be used on the same person twice. A rubber chicken on a stick- the wand spews out 1d10 x 30 feathers up to 30 feet. Doesn't cause any damage. A vial filled with clear liquid, with a button on the side of it- The liquid becomes a random magical potion, good or bad. GM can choose or leave it up to fate. A boring ass black wand- User has X-ray vision for 6 seconds. GM can decide when an object is too thick to see through. A soft grey wand with buttons 0-9, with each of the buttons also having 3 letters, like a flip phone- player can take a few moments to type a message to send to anyone they know who has a blank piece of paper available (journal, scroll, etc all work). The message then appears on the paper, and the sender can decide if it makes a notification sound or not. Depending on the length of the message, it takes a different amount of time. For 3 characters or under it is a swift action, for 10 characters or under it is a standard action, and for 20 characters or under it is a full round action. There is a maximum of 100 characters available per each use. An extremely old yellowed wand, with a wine colored leather hilt. There is a ominous feeling to this wand- the target/s (can target up to 5 people) and the caster are transported to a different world, that of a common story book of the GMs choosing. They must try to make it to the end of the story alive to escape. The people may change species / gender, but they will be able to communicate to the others. (Some story ideas: Charlotte's web, the tale of peter rabbit, Charlie and the chocolate factory, green eggs and ham) A sea foam green wand with little fishes painted on the sides- Target grows gills for 1d6 minutes. Can breathe underwater and in air. Roll 1d20, if 20 you also grow a little dorsal fin, shark tail, and connective tissue between fingers and toes to allow you to double your speed underwater. These modifications are now permenant. This wand appears to be a bone from a human ribcage. Curious.- Target forgets their name and profession for 1d6 hours. Player to the right decides what they think their name and profession is. If the wand is used on a NPC, they still know what they are currently doing (trying to kill the players for example). With NPCS the gm can choose which player to pick the new info, so it isn't always the same person. A carmine pink metal wand with a large crystal ball at one end- tells you one thing you missed in a situation 24 hours or more before.
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