A magic item that came to me as I drove home.
I promise the write-up for session four is almost done and should hopefully be finished tonight.
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Pmurt the Orange was an average wizard born to wealthy parents. His parents' wealth brought him everything but skill at magic, which could only be achieved through patience and practice. Given that Pmurt lacked patience, it was only a matter of time before a magical experiment went awry, permanently staining his flesh and hair a sickly shade of orange, a shade that cannot be hidden under any magics yet tried - which only served to increase the anger that Pmurt the Orange felt at being born.
With time, however, Pmurt the Orange did master his craft, at least enough to craft a magestaff of some potency.
Unfortunately, the staff picked up some of Pmurt's negative personality traits during its creation and, as such, using the staff can be exhausting. Indeed, merely attuning to it costs the wielder 1d4+1 temporary Charisma loss, a loss which can only be restored when the wielder gives up the staff. Getting it to actually work requires the wielder to force their will upon the staff, and the more potent the power, the more exhausting the battle of wills.
Mechanically this means that to activate a power safely requires the wielder to make a Charisma save; failure to make the save means the power is still used, but the wielder acquires one or more levels of exhaustion.
DC10, 1 level of exhaustion - Light, Dancing Lights, Ventriloquism
DC12, 1 level of exhaustion - Detect Thoughts, Knock
DC14, 1 level of exhaustion - Suggestion, Charm Person
DC16, 2 levels of exhaustion - Dispel Magic, Wall of Ice
DC18, 3 levels of exhaustion - Confusion, Fear
DC20, 4 levels of exhaustion - Teleport Self (like Teleport, but only the wielder goes)
In addition to the above powers, Pmurt's staff has a pair of unique abilities that only exhaust others:
Fleeting Luck - when this power is active, the wielder rolls all rolls at advantage; the drawback is that one of their local allies (chosen at random or by DM fiat) suffers the opposite, and all of their rolls are at disadvantage. When active, it lasts for 8 hours before having to be reactivated.
Energy Vampire - the wielder heals themself of damage at the expense of their allies. When activated, a local ally is chosen at random (or DM fiat), and the wielder is brought up to full hit points. This ability can even heal some conditions, but not exhaustion.
These abilities seem harsh, but the truth is that Pmurt the Orange was a narcissist, and cared not at all for his allies beyond what they could do for him in the short-term.
Lastly, using the staff slowly stains its wielder the same ugly orange as Pmurt, beginning with the palms of their hands and spreading outwards, until the body is covered. Using the more powerful abilities makes the stains spread faster; to date, there is no record of what happens to a wielder who goes completely orange, although it is speculated that this is a form of slow-moving possession, and one that reaches full orange becomes Pmurt himself (and therefore, an NPC).
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Note that the Staff is sentient and will activate the Teleport Self if it believes it or its wielder is in danger. This has the side effect of making the wielder appear to be a coward in the eyes of allies.
Being sentient, it can speak, but chooses not too unless absolutely necessary.
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