Words is a small wooden and gold cylinder with complex engravings about a foot in length and 2 or 3 inches in diameter. Embedded on the cylinder are 5 ivory wheels. Above each wheel is a small blue glowing gemstone. Each of these wheels shows one letter of the alphabet. Upon its discovery, the word "Words" is embedded onto the wheels. With each wheel having one of the letters.
Each of the wheels can be turned into one of the letters of the alphabet, when the 5 wheels spell out a word, an effect related to the word (and up to the DMs discretion) occurs. All effects are instantaneous and expend a charge unless the effect is labeled with, "until the word is changed." When an effect is ended with "until the word is changed" a charge is expended when the word is changed, and the effect is ended. This item has 5 charges. Each time an effect is activated through the spelling of a word, a charge is expended. Words regains 1d4 charges every dawn. When a charge is expended, one of the blue glowing gemstones fades stops glowing to signify the spending of a charge.
This item cannot be destroyed by any means except by the LOSER effect.
Some effects can be:
- LIGHT - The object produces a bright orb of light that hovers over at one end of it and sheds bright light for 30 feet and dim light for an additional 30 feet until the word is changed.
- SWORD - a blade and guard sprouts from one end of the object and, up to the DM's discretion or randomly selected, is either a scimitar, longsword, great sword, short sword, or rapier and is a +3 magical weapon until the word is changed.
- DEATH - Dark energy sprouts from the object and flies into a random creature, creature targeted by this effect must make a DC 15 constitution saving throw, taking 10d10 necrotic damage on a failure, or half as much on a success.
- GODLY - The holder becomes invulnerable to all damage for 1 minute.
- GOURD - The object sprays out water at a rate of 1 gallon every round until the word is changed.
- CLEAN - Targeted object or creature becomes completely cleaned of all dirt, mud, dust, or other grime.
- SPEAR - The object becomes a +3 spear until the word is changed.
- MOUTH - The object sprouts a mouth and gains sentience. Words becomes a sentient magic item whose alignment is neutral, neutral. He is able to communicate like a regular humanoid (he has a mouth duh) and speaks common. The personality expresses an extreme desire to keep his sentience and will plead with the holder to not change the word on the item. He has 10 Wisdom, 10 Intelligence, and 10 Charisma and dark vision for 120 feet. This effect lasts until the word is changed. The object's sentient personality is constant and remembers the fact that the holder turned off its sentience despite its wishes.
- SPELL - The object casts a random spell determined by the DM.
- CLEAR - A target area of 10 feet by 10 feet becomes clear of debris and refuse, changing it from difficult terrain to normal terrain.
- TRUTH - All creatures within 20 feet of the object become under the influence of the zone of truth spell until the word is changed.
- TOWER - The object instantly sprouts into a fortress and mimics the Daern's Instant Fortress spell until the word is changed. The door handle on the inside holds the wheels with the letters.
- STINK - The object spontaneously produces a green, sickly, gas. All creatures within 20 feet of the object must make a DC 15 constitution saving throw or become poisoned for a minute.
- WISHS - The holder of the object takes 20d20 radiant damage for even attempting to get their wishes granted via a spelling mistake.
- GREAT - The holder of the object becomes 1 size larger and has advantage on strength saving throws until the word is changed.
- BEARS - The object launches 1d4 small seeds in a random array within 10 feet of you, these seeds rapidly grow into either brown bears or black bears. They are friendly to the holder and their companions. These bears disappear after 1d4 hours or until the word is changed.
- SUNNY - The object sheds daylight for 30 feet, all creatures effected by sunlight are affected by this effect as well. Lasts until word is changed.
- SORRY - If the object was previously affected by the MOUTH effect, the personality of the object forgives you when it regains its sentience.
- BEANS - The object sprouts 1d4 beans. They are nonmagical. They do nothing.
- DEVIL - Summons a random devil creature.
- DEMON - Summons a random demon creature.
- ANGEL - Summons a random celestial creature.
- RIGHT - A spectral hand will hover above the object and point to the right of the direction you are currently facing which lasts until the word is changed.
- NORTH - A spectral arrow that hovers from one end of the object points north until the word is changed.
- SOUTH - A spectral arrow that hovers from one end of the object points south until the word is changed.
- MAGIC - The object casts the prestidigitation cantrip, all the effects are determined by the DM. This effect remains until the word is changed.
- BULLY - The object gains sentience similarly to the MOUTH effect as well as the ability to speak. However, its alignment becomes opposite of the holder's. If the holder is Lawful Good, Words becomes a Chaotic Evil sentient magic item, if the holder is Chaotic Evil, the object becomes a Lawful Good sentient magic item, if the holder of the object is Lawful Neutral, Words becomes a Chaotic Neutral sentient magic item and so on. If the holder's alignment is neutral neutral, Words becomes a sentient magic item with a random alignment that is not neutral neutral. No matter the alignment, Words begins to berate and bully the holder of the object, he constantly makes fun of the holder for their actions. Under this effect, Words is merciless. This effect lasts until the word is changed.
- FRUIT - The object creates a random fruit from one end.
- DRINK - When one end of the object is put into a liquid while the word is active, the liquid starts to disappear at a rate of 1 gallon a round into the object. The liquid can be anything from water, oil, grease, acid or even lava. This effect remains active until the word is changed.
- SPOUT - One end of the object starts spewing forth all the liquids gathered by the DRINK effect at a rate of 1 gallon a round. The liquid is sprayed in a 15-foot line. All creature within the area must make a DC 15 Dexterity saving throw or be hit by the liquid spewed forth. If the liquid is harmful in nature, such as lava or acid, it deals damage determined by the DM to creature that failed their dexterity saving throw, or half as much on a success. If the liquids spewed forth are not harmful to the creature, they get wet with the liquid. The liquids spewed forth come in order based on how recently they were obtained by the DRINK effect. For example, if you gathered 10 gallons of water, and then you gathered 5 gallons of acid, the acid would spew forth first and then the water. If the object has no liquids stored by the DRINK effect, it does nothing. This effect remains active until the word is changed.
- NIGHT - The object becomes surrounded in magical darkness in a radius of 20 feet. This magical darkness functions the same as the darkness spell. This effect remains active until the word is changed.
- FIRES - 1d4 random flames sprout into existence within 20 feet of the object. If the flames are in areas that cannot sustain a fire, the flames quickly die out.
- FLAME - Flames spray out from one end of the object in a 15-foot cone. All creatures within this area must make a DC 15 Dexterity saving throw or take 2d6 fire damage or half as much on a success. Flammable objects not being carried by creatures are ignited.
- PUNCH - A spectral muscular arm bursts out of one end of the object. While this effect active, all creature that move within 5 feet of the holder are attacked by this arm. This item has a +5 to hit with its punch attack and deals 1d4+5 magical bludgeoning damage. It can only make one attack every round but can make an endless number of opportunity attacks. It cannot perform any other actions besides punching. This effect remains active until the word is changed.
- TIRED - The holder of Words gains one level of exhaustion.
- HANDY - The object spontaneously transforms into a random set of artisan's tools. The wheels will be on one of the items that comes with the set, such as a hammer with the smith's tools or a chisel with the mason's tools. This effect remains active until the word is changed.
- ALIVE - The object becomes a tiny construct creature and has the personality of this magic item as if it were affected by the MOUTH effect as well as the same stats. He has a strength, constitution, and dexterity of 1. He is invulnerable to all damage and immune to the blinded, deafened, exhaustion, incapacitated, paralyzed, petrified, poisoned. He also doesn't need air, food or water to live. He cannot take any actions besides anything he could accomplish as a rolling 1 foot metal cylinder. He has a movement of 10 feet which is just him rolling. He automatically fails saving throws against being grappled. This effect remains active until the word is changed.
- LOVER - The holder of this object automatically becomes charmed by a random creature within 5 miles of the object. This effect remains active until the word is changed.
- SLEEP - All creatures with 20 feet of the object must make a DC 15 constitution saving throw or fall unconscious for 1d4 hours.
- STEAL - A random nonmagical object that is being carried by a random creature within 100 feet of the object instantly teleports to the holder.
- LOSER - The object crumbles into dust and is destroyed.
Words is a magic item with limitless power. Any 5-letter word can be spelt out with the wheels and will always have an effect. The only limit is that all effects are determined by the DM. Have fun.
"Stick and stones may break my bones, but words will ne-" Argud, victim of Words.
Comments