"weapon" of wonder [Archive] - Wizards Community

Post/Author/DateTimePost
Amnarii

07-07-07, 07:03 AM
Okay, I have a pixie character who has fallen in love with his recently acquired rod of wonder, and will soon be entering the wild mage prestige class.

I was thinking it would be amazingly cool to provide some sort of weapon enhancement which functions randomly, akin to a rod of wonder. I did a couple of quick searches and found nothing - if anyone is aware of something in existence (preferably 'official' but not a requirement), I would appreciate a link or being directed to the source. Otherwise, (or, in addition to that request, I suppose) I would appreciate critiques of my home-spun '... of Wonder' enhancement.



This weapon enhancement functions similarly to a rod of wonder. Ranged weapons bestow the effect on their ammunition.

For both versions of this enhancement, each time an attack is attempted, the wielder must first roll 1d4-2 and add the result to the enhancement bonus. This can either penalize the attack and damage (-1), have no effect (+0) or give a small bonus (+1 or +2).

For most versions of these weapons (the +1 variant), any roll of a natural 20 automatically hits and deals damage as normal (confirmed critical or not), and additionally requires a roll on the following chart to determine an extra effect. All effects are in addition to, not instead of, normal weapon damage.

The more powerful versions of this enchantment (the +2 variant), deal the wondrous effect (in addition to normal damage) on any successful hit, no matter what the die roll was.

d20 Effect
01 Target healed 1d8+5 points (this even heals undead, does not damage them further).
02-03 Target takes 1d4 points of sonic damage.
04 Target and Wielder are each teleported 10' further away from the other in a direct line, cannot be teleported into a solid substance.
05-06 Target and Wielder both target of CL 15 Heal spell.
07 Target transported 30' in a random direction (1d8), cannot be teleported into a solid substance.
08-09 Target takes 1d6 points of acid damage.
10 Target enters Barbarian Rage for 1d6+1 rounds.
11-12 Target gains +20 to next attack roll.
13 Target is center of 30' diameter fireball for 6d6 damage (Reflex 15 for half), but target is unharmed by this effect.
14-15 60' Line of lightning 5' wide in a direct line from wielder to target deals 6d6 damage (Reflex 15 for half)
16 Darkness and Silence, 30' radius, centered on Target.
17-18 Target and Wielder both target of Power Word: Stun spell (DC 18)
19 Target and Wielder permanently exchange hit point totals; both current and maximum.
20 Roll twice more, re-rolling results of 20.

All effects are considered to be equivalent to 3rd level spells and have a caster level of 15 for the purposes of dispelling, absorbing or similar abilities.
claypigeons

07-07-07, 08:20 AM
Any weapon that helps your opponent (instead of killing him) is pointless. Weapons are made to kill people, not help them.

Why would you want to use a weapon that HEALS the guy you're trying to kill? Or gives him more HP and damage? Or lets him hit you more often? Or lets him charge you on his next turn?
Dalthbar

07-07-07, 09:06 AM
This has been asked before and I believe the consensus is that the "of Wonder" effect is simply not appropriate as a weapon enchantment.

Some of the effects don't even target the wielder or the target.

Seriously, you hit someone with a sword and you summon an animal? Huh?

Just stick with it being a rod.
Seeker95

07-07-07, 10:37 AM
The basic idea (random effect) can be kept if you more closely focus the randomness to combat effects: Ability damage to a random ability.
Random combat feat application.
Random energy type bonus damage.
Random DR-bypass ability.
Random damage die (d4 to d10)
Random weapon enhancementThat said, I do not believe I would enjoy having such a weapon.
JellyPooga

07-07-07, 11:35 AM
If you were after a 'random chance' type weapon, you might look into something more along the lines of the Wild Mages "Wild Magic" ability...something like:

Wild Magic Weapon (+2 equivalent)

A Wild Magic Weapon is treated as having an enhancement bonus 1 less than normal (i.e. a +2 Longsword would be treated as a +1 Longsword). Every time you make an Attack or Full-Attack action, add 1d4 to the Enhancement bonus for one round (e.g. a +2 Wild Magic Longsword has an enhancement bonus of 1d4+1, rolled each time you attack with it).

Either that or you could do something like

'of Wonder' (+1 equivalent)

A Weapon of Wonder randomly discharges a different type of energy every time it strikes. Roll 1d6 on the following chart every time you make a successful attack:

1 - Fire
2 - Cold
3 - Acid
4 - Electricity
5 - Sonic
6 - Roll again

You inflict an extra 1d6 points of energy damage of the type rolled.
Dalthbar

07-07-07, 12:01 PM
The Wild Magic weapon enhancement would probably read better as a +2 enhancement where you roll "1d4-1" and apply that to the enhancement bonus that lasts for 1 round whenever you make an attack action. I say this because if you had a +1 weapon with this ability on it, it would be "treated as having no enhancement bonus" which wouldn't be able to receive any weapon abilities. It still preserves the spirit and mechanics of what you're proposing.

That second weapon enchantment either needs to be +1d4 damage of the random type or be a +2 ability. This sort of weapon would be a lot more versatile when overcoming energy resistances than one that's the standard +1d6 of a set energy type.
Amnarii

07-07-07, 03:28 PM
Thanks for the replies and suggestions thus far.

First, to those who see no benefit or feel it is a waste or stupid idea... I know exactly what you mean. As a player I understand it. But as a player who enjoys getting 'in character' and with a champion of chaos (CN pixie who is likened unto a kender on steroids) for this particular character, it is certainly suited to him.

The bit about it helping sometimes offsets the power of some of the fairly strong effects that can affect the target, and has no limit on the daily uses; the same reason a rod of wonder has both beneficial and detrimental effects. It also brings in more of an element of chaos; where something that only does various effects which always benefit the user is indeed "random", it seems less chaotic, or out of control.

The character in question is indeed pursuing the wild mage prestige class (modified to include wild surges, as the original wild mage had), and has acquired as many random and chaotic items and spells as he has been able to attain.

Second, to making the enhancement bonus variable; that had been my intent but in my haste I apparently forgot to type out a portion of the description. The bit about "The enhancement bonus of the weapon (+ to attack and damage rolls) is treated as 1 less than the actual bonus (minimum +0 {masterwork}, maximum of +4)." is supposed to be followed up with; "Each time an attack is made, first roll 1d4-1 (0-3) and add this to the current enhancement bonus to determine its enhancement bonus for that attack."

I had also thought about, instead of permanently losing a +1 and then adding 1d4-1, to just add 1d4-2 to each attack which amounts to the same thing (from -1 to +2)... it may be easier that way. This would also, as mentioned in a post above, not have the drawback of possible reducing the effective enhancement to 0 and causing issues with magic weapons with no enhancement bonus.

For the table of effects, I came up with the list in a matter of moments, more as an example than what I would like to see in the final version. I do want some which help the target, some which help the wielder of the weapon, and some which could go either way or are just plain random and chaotic. Any and all suggestions are certainly welcome!