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  1. Full effect list of the Staff of the High Priest of Nikowyxfenroughtrartguornefxiwokin:
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  3. 1: The DM decides what happens.
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  5. 2-10: Odds- Roll 1D4. 1=Right leg. 2=Left leg. 3=Right arm. 4=Left arm. The wielder's limb corresponding to the roll becomes automail in some way. The specifics are left to the DM's discretion. Evens- Target turns to gold.
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  7. 11: Target becomes the carrier of an extremely deadly and contagious plague. The target is immune, the specifics of the disease are left to the DM's discretion.
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  9. 12-20: Odds- Target comes to life if inanimate, becomes a genius (highest possible Intelligence score) and is extremely hostile to the wielder and his/her companions. Living target experiences the same effects, regardless of intelligence or alignment prior to the effect. Evens- If target is living, drain 2D20 health from it. Drained health is not temporary but added permanently to the wielder's max health. If the drain brings the target below zero HP, they die.
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  11. 22: Wielder receives daily, out of context visions of the near future at the beginning of every day for the rest of their life.
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  13. 21-30: Odds- Target becomes immune to an element and is engulfed in that element. DM can play with the definitions of "immune" and "engulfed" as they see fit. Evens- If target is living and has a gender, it becomes supernaturally attractive to the opposite gender.
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  15. 33: Target explodes, dealing 15D12 force damage to everything within 60 feet. Target is destroyed utterly in the process.
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  17. 31-40: Odds- Target acquires the Sharingan. Evens- A random creature in the area which is currently hostile becomes friendly to the wielder. If there are no hostiles in the area, then the closest hostile creature, wherever it may be.
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  19. 44: If target is inanimate, it gains a random, extremely powerful beneficial enchantment.
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  21. 41-50: Odds- Target grows to twice its current size. If target is living, its strength doubles. Evens- Target becomes cheese.
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  23. 55: Backfire, reroll and apply effect to the wielder.
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  25. 51-60: Odds- Living target gains +5 to attack rolls. DM may modify this to fit the RPG they're currently playing. Evens- Absorb 1D6 points of Intelligence from a living target. The target loses the points permanently and the wielder permanently gains them.
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  27. 66: Living target is deified, ascends to the heavens immediately and loses all memory of its mortal life. This can apply to any living creature.
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  29. 61-70: Odds- Living target establishes a psychic link with the wielder and attempts to overpower their mind. Target and wielder roll opposed D20s, factoring in no bonuses or penalties (except in extreme cases, like if either party is a god or some such). If the wielder succeeds, nothing happens. If the target does, the wielder becomes permanently enthralled to its will, losing all memories and personality to become a puppet of the target. Evens- Target is struck by lightning, regardless of location, defenses, or whether the target is grounded or conducts electricity. Target takes 6D20+30 Lightning damage.
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  31. 77: If target is living, the wielder and target swap souls. Each now occupies the other's body, DM can decide how they can go about switching back (or if it's possible at all). If the target is inanimate, the wielder's soul is trapped inside the object and their body enters a comatose state.
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  33. 71-80: Odds- Target gains permanent 7D20 extra points of health. Evens- Wielder gains permanent 7D20 extra points of health.
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  35. 88: If living, target becomes permanently, irrevocably, and completely enthralled to the wielder's will. If inanimate, the target comes to life (DM determines stats) and is enthralled in the same way.
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  37. 81-90: Odds- Serious natural calamity ensues in the area (DM can determine specific radius) regardless of whether it makes any logical sense. Roll 1D4, 1=Lightning storm, 2=Blizzard, 3=Earthquake, 4=Sandstorm. Evens- Five Spartiae (skeletal warriors, DM can determine stats) arrive to aid you in your next (or current) battle, will disappear after one fight.
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  39. 99: Meteor Swarm is cast.
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  41. 91-98: Odds- Random enemy from wielder's past reanimates to seek vengeance. Evens- Random ally from wielder's past returns to aid the wielder.
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  43. 100: Roll a D6. If the result of that roll is odd: The wielder and companions are teleported instantly to the location of the mad goddess. Speaking of wishes, if the D6 roll is even: The wielder gains 1D8 Wishes. These Wishes are not like the Wish spell, in that they can be transferred to others at will, have nearly no limits (nearly in the sense that they cannot be used to break the game, but they'll grant anything short of that), and are considered Safe; the DM cannot twist the wording of the wish and lawyer them into something shitty, they must grant the wish in the way the player intended.
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  45. Extreme effects (upgraded version, must have 1d120 and blessing of Nikowyxfenroughtrarthguornefxiwokin to use):
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  47. 101: Living target is turned into a extremely powerful magical item, it's form and effects determined by the targets form and personality. If target is inanimate, it becomes a living creature who's form and personality is based off of the item's form and effects.
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  49. 102-110: Odds- Target is teleported 1d1000 units backwards on an axis determined by 1d8, 1=X axis (backwards in miles), 2=X axis (forward in miles), 3=Y axis (up in feet), 4=Y axis (down in feet), 5=Z axis (left in miles), 6=Z axis (right in miles), 7=Time axis (backwards in years), 8=Time axis (forward in years). If target cannot fit in the new space, then it is transported to the nearest available space. Evens- Target swaps into the opposite sex.
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  51. 111: Wielder receives a grand prophecy about the target.
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  53. 112-119: Odds- Wielder undergoes the effects of Reincarnation, but rolls on a different race table. Evens- Target undergoes the effects of Reincarnation, but rolls on a different race table.
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  55. 120: The Player decides what happens, so long as it isn't game breaking.
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