Weirdstone (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 3-15-21
Status: Complete
Editing: Clarity edits only please
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Weirdstone[edit]

Weirdstone alters the probability of events around it, making fortune for good and ill and causing strange chaotic mutations. It comes in many colors with different properties, but natural weirdstone is often a chaotic splatter of various colors resulting in a sparkling iridescent brown or gray glossy stone with properties similar to obsidian.

When forged into an armor it has a total of 3 charges per day. As an immediate action you can alter a natural attack roll against you by +/-1 point per charge spent (to the maximum allowed by the die). Altering to a natural 1 or natural 20 is no longer always a miss or always a hit, and does not provoke a critical hit if the original die would not.

Likewise, shields made of weirdstone have 3 charges for the purpose of altering saving throws, with the same restrictions. A natural 1 is not always a failure, and natural 20 is not always a success.

Weirdstone weapons have 3 charges to alter your own attack roll with the same restrictions as armor and shields. Ammunition made of weirdstone does not have sufficient charge to alter attack rolls. Instead if you roll minimum damage on a damage die with weirdstone ammunition you reroll (and accept the results of the second roll). This only applies to weapon damage, not extra damage such as sneak attack.

Lastly weirdstone can be purified into various colors where it takes on a more crystalline or foggy/opaque stained glass appearance. It can be purified into red, green, blue, white, gold, and black varieties. These pure forms are ill suited for making into weapons and armor, but can be made into objects. The colors and their specific functions are as follows:

Red: Red weirdstone is a mutagenic substance and is unsafe for handling. Creatures in extended contact with red weirdstone for at least 1 minute unprotected or who somehow inhale its dust are subject to a DC 15 Fortitude save, or gain the Deformed trait as the body mutates. It can be cured with a casting of remove disease, which relieves the symptoms 24 hours later. Strangely goblinoids and orcs are unaffected (at least at first) but extended exposure over the course of months tends to produce stable genetic aberrations in later generations. It can be used as a substance in alchemy, reducing the Craft Alchemy DC by 5 for a dose typically crushed and suspended in liquid medium.
Green: Green weirdstone is actively radioactive, glowing as a candle. For those within 10 ft of any significant chunk of green weirdstone, living creatures must make a DC 15 Fortitude save each round they remain in range or become sickened even after they leave the area. Sickness persists until line of sight to the glow is broken for at least 1 round, and the creature is out of range. A dose of green weirdstone can be used as a material component for [Light] spells. When used, the light spell's point of origin acts as green weirdstone for the purpose of sickness, with a DC for the Fortitude save as the spell DC. The light also becomes a sickly green hue. Goblinoids are not immune to the sickness, but like red weirdstone, extended exposure often causes genetic mutations.
Blue: Blue weirdstone is a somewhat rare and unstable form of weirdstone that has medical properties. It can be used as a very vibrant pigment that never seems to spoil or fade with age and overwhelms almost any other color it is mixed with. If turned into a dye, it permanently stains objects and the skin of creatures turn blue for 1 week after exposure. A dose of blue weirdstone can be mixed with some simple medical powders to produce a substance as a potion of remove disease, and grants another saving throw against any ongoing poisons (with no penalty on a failed save). It can even counter the effects of red weirdstone, removing the mutations instantly. If applied to aberations blue weirdstone burns like a flask of acid.
White: White weirdstone has no effect on most living creatures, but against plants it is a powerful defoliant. A single dose can treat a 10 ft cube as under the effect of diminish plants, kill any one normal plant with a 10 ft or less footprint, or deal 2d6 damage to a Plant creature. Applying takes 1 round, or an attack action if thrown at a Plant creature. Plants that die from white weirdstone seem to crumble into very dry white dust and steam.
Gold: One of the rarest colors to obtain in mass, gold weirdstone seems to disrupt magic. Creatures using spells or powers within 5 ft of sufficient amounts of the substance must make a DC 15 Concentration check to cast successfully. It can also be used as a material component for any spell which dispels magic, antimagic field, or mage's disjunction, increasing its effective caster level by +1.
Black: Black weirdstone is actually not a naturally formed color, but a result of taking gold weirdstone and subjecting it to alchemical processes. The result is a stone that causes things within 5 ft of it to separate. Piles of mixed items will slowly sort themselves into individual piles over the course of 10 minutes. Solutions will split as if oil and water. Potions will go bad after 10 minutes of exposure. Chemical processes involving splitting occur easier. 2 or more atmospheres of pressure must be kept on the sample of black weirdstone, or eventually after 1 hour it will separate itself into fine, useless sand. A dose can be smeared onto a slashing weapon and as long as it is used within 1 hour it has the effect of dismembering the first creature used to kill with the weapon.

Weirdstone has 10 hit points per inch of thickness and hardness 8.

Type of Weirdstone Item Item Cost Modifier
Ammunition +54 gp
Armor +2,700 gp
Shields +2,700 gp
Weapons +2,700 gp
Dose of Red 250 gp
Dose of Green 300 gp
Dose of Blue 820 gp
Blue Dye for 1 Medium object or 5 ft square 82 gp
Dose of White 75 gp
Dose of Gold 300 gp
Dose of Black 200 gp



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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AuthorEiji-kun +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryWeirdstone alters the probability of events around it, making fortune for good and ill and causing strange chaotic mutations. +
TitleWeirdstone +