
Volvagnos |
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Inspired by the Goblins Webcomic, I would like to add the Shield of Wonder into a campaign sometime. It would be a fun little addition that could make any battle complete chaos. I will start off with a few suggestions and will welcome anyone to throw out ideas. Most effects will occur during battles, since effects trigger upon the shield being struck, but I can't help but assume parties would strike the shield randomly for fun.
1. The Wielder permanently changes into the opposite gender.
2. The Striker permanently changes into the opposite gender.
3. Upon being struck, the shield changes into a Mimic and attacks the Striker. It is no ally of the Wielder and will attack them should the Striker flee or die. When it is in Mimic form, its magic is suspended and should the mimic be defeated it will transform back into the Shield.
4. Upon being struck, all dead bodies within 30ft are raised as Skeletons.
5. Upon being struck, a Fire Elemental of equal CR to the Striker appears and attacks any creature nearby.

Pizza Lord |
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6. Wielder is reduced.
7. Striker is reduced.
8. Wielder is enlarged.
9. Striker is enlarged.
10. Wielder and allies within 30 feet are targets of cure moderate wounds.
11. Striker and allies within 30 feet are targets of cure moderate wounds.
12. Shield gains +1 enhancement bonus for 24 hours (max +5).
13. Shield gains -1 enhancement penalty for 24 hours (min -5).
14. Striking weapon becomes rubbery, floppy, or otherwise ineffectual for 24 hours, dealing only non-lethal damage (this can affect even natural attacks.)
15. Summon swarm centered on wielder.
16. Summon swarm centered on striker.
17. Glitterdust centered on wielder.
18. Shield turns into an octopus clinging to wielder's arm and cannot be removed for 1 minute. Each round it squirts a jet of ink at a random adjacent target (or wielder if no other target.) Touch attack +8, success blinds for 4 rounds or until washed off. Octopus has the same hit points and hardness as the shield and maintains all powers and abilities.
19. Create pit centered on wielder. Wielder receives no save.
20. Create pit centered on striker. Striker receives no save.
21. Striker receives true strike to next attack or until end of next turn.
22. 1d4 random targets within 60 feet gain improved invisibility.
23. Striking weapon turns to stone (Fort negates). If attack was with a natural weapon, attacker turns to stone (Fort negates). If petrified target would be dealt enough damage to destroy it, the effect ends and they are healed, the attacker is petrified instead (no save).
24. Wielder and striker swap places and are disguised as each other (as veil, no save). If wielder struck the shield, all allies within 30 feet are veiled to resemble wielder.
25. Striking weapon disintegrates and a pile of black onyx gems of equal value appears on the ground (Fort negates). If struck with a natural attack, the attacker takes 6d6 damage (Fort halves) and black onyx gems equal to 10x in value to the damage appear on the ground.

Volvagnos |

26. Black Tentacles centered on the Wielder.
27. Stinking Cloud centered on the Wielder.
28. Fireball centered on the Wielder.
29. Rage cast on the Striker.
30. Rage cast on the Wielder.
31. Materializes a Gelatinous Cube on the Striker (and the Wielder as well, if they are close enough.)
32. Barkskin cast on the Striker.
33. Barkskin cast on the Wielder.
34. Stone Call centered on the Striker.

Volvagnos |

42. Shield Spikes suddenly grow outward from the shield, they deal 1d6 piercing on a bash.
43. Shield Spikes suddenly grow inward from the shield, dealing 1d6 piercing damage to the Wielder.
44. A Wall of Fire (CL10) engulfs the area in a ring around the Wielder, potentially trapping both combatants.

Pizza Lord |
45. A stampeding herd of aurochs (or cattle, moose, caribou, etc.) appears 40 feet away and double moves over the wielder and anyone else in a 60-foot area (30 feet to either side of the wielder,) dealing trample damage. If in a corridor, they appear from one wall to the other. If the wielder is off the ground, the herd has airwalk. If the wielder is underwater, substitute manatees or large grouper for the same damage. The creatures vanish at the end of their turn regardless of what happens. Targets only take trample damage once regardless of how many creatures move through their space.
46. Shield becomes a large pavilion tent (20x20 or size permitting) then collapses, blinding and entangling creatures within. It can be cut, moved, or destroyed, but returns to shield form on the wielder within 1 minute regardless of what happens (safely displacing any shields or objects held at that time.)
47. A voice states, "Ask of me your three questions." The next three questions will receive a reasonable answer, though the shield knows nothing of the future. Treat it as passing a DC 25 Knowledge check for most information or a successful identify if about magic items. Any creature, even foes, can ask a question on their turn and receive an answer (though no more than one per round per creature, multiple questions at once are ignored.)
48. As above, but one of the three questions (determined randomly) will be a non-obvious, likely harmful lie.
49. Time stop (1d4+1 rounds) centered on the shield... and it's the only thing affected. So likely no one even notices and this also likely has absolutely no apparent effect unless there's a spell with a duration on the shield.
50. Each creature within 50 feet receives a fire shield (50% chance for hot or cold, individually). Unfortunately, the protective flames are completely opaque, effectively blinding the recipient.
51. A sun appears on the horizon, moving across the sky to sunset over the course of one hour. If already daytime, it's a second sun. This has no long-term negative effects on the environment or ecology, other than possibly being a little hotter for an hour. If deep underground, the cavern or surrounding area is filled with natural sunlight from no apparent source for one hour.
52. Wielder temporarily grows beautifully-feathered, angel wings (or current wings transform to such.) This counts as winged flight but otherwise functions as a fly spell for duration or purposes of being dispelled.
53. Chain lightning targeting striker. Secondary targets are chosen at random and may include the shield bearer (unless they were the striker.)
54. Edges of the shield flame and roar like jets, dealing 1d6 fire damage to wielder and dragging them 30 feet in a random direction. This movement does not provoke and is strong enough to carry the wielder over pits or straight out into the air over a cliff (until it reaches its limit.) If a solid surface is struck, continue sliding along or around it. If entering another creature's space, treat as an overrun attempt with a +5 bonus from the shield's momentum (target can choose to avoid.) There is no limit to the number of overrun attempts, though a failure ends the movement.
55. At the end of the current creature's turn (which may be the wielder's if they struck the shield,) the wielder may take a full round of actions as though it were their initiative. This doesn't change their normal initiative nor trigger ongoing effects like spell durations or poison. If they do, they are fatigued. If they cannot be fatigued, they receive a -2 penalty to attacks, skill, and ability checks for 1 hour.

Volvagnos |

56. All creatures within 30 feet of the shield suddenly begin floating upwards in an effect similar to Levitate. They rise 10 feet per round for 1d6 rounds before the effect wears off and everything comes crashing back down to the ground. Creatures that have the ability to fly find that their movement is not limited, except that they still rise along with everyone else and only beings with a form of Magical Flight have the ability to descend while the effect is active.

Starbuck_II |

57. Shock wave explodes outward 30 ft burst, dealing 2d8 +4 damage, initiating a DC 20 Str check, (-2 for every size category above small). Failure causes you to be knocked back 10 ft and prone. Anyone hitting against another object or creature takes 1d6 damage.
58. Striker frozen solid, DC 14 Fort save (similar to being turned to stone, you aren’t dead, but can’t act will unfreeze). Thaw in 1 hour. Can be removed with remove curse.
59. Striker and Wielder swap bodies, no save. Remove curse, dispel magic, etc work automatically to end effect. (keep all class features and mental scores, but switch physical stats with target)
60. Flammable oil rains from sky in 80 ft radius for 1d4 rd. Any fire/spark causes massive wave of flames
61. Last person to speak verbally to wielder turned to stone (no distance) Fort save DC 18 negate.
62. Striker healed of all injuries
63. Wielder healed of all injuries
64. Loud gong sound shatters all non-magical glass within 100 ft.
65. Striker vomits uncontrollably 1d6 rd (nauseated, DC 15 fort negate)
66. Tower of explosive fires beneath wielder (50 ft wide, 80 ft high) damage 12d6 non magical fire (DC 22 Reflex for ½ damage, Wielder may instead make a DC 30 no damage, failure take 1/2)
67. Everyone but wielder within 50 ft struck blind for 1d6 rd (DC 17 Will negate)

Pizza Lord |
68. A balor appears as though summoned and aids the wielder for 1 minute. Under its own control, it avoids catching the wielder's allies in blasts or damage (most of the time... when possible,) but bystanders and property are fair game and the more chaos it causes the better. It will not hesitate to coup de grace fallen foes, mutilate bodies, or slay surrendering creatures, even if it's a non-lethal tavern brawl. It will also blatantly grab any valuable objects and loot victims, claiming magic items and money before it vanishes. It's chatty and talkative, being vocal about who it's helping while it continues to batter perceived foes regardless of the wielder's wishes. If summoned while no combat is occurring, it generally talks about how great chaos and evil are while being mildly helpful in the most chaotic way possible; smashing down doors instead of opening them, knocking bystanders aside to clear a path for the wielder, screaming and intimidating merchants that might be nearby to get the wielder a better price, etc.
69. Wielder's eyes shine and illuminate the area like a bullseye lantern for 1 hour (free action to change direction of illumination.) 10% chance per minute that a cloud of harmless moths appear and are mildly annoying to wielder, causing distraction penalties to certain checks unless driven away.
70. Immobile 60-foot radius area centered on wielder is drained of color and becomes black and white for 1d6 x 10 minutes, similar to how creatures with darkvision perceive things (though creatures do not gain darkvision and cannot see in the dark if they couldn't otherwise.) Color cannot be perceived and spells that utilize bright colors or function by draining them either fail or have their DCs lowered by 4. If the spell does not normally grant a saving throw to targets, it grants one anyway (at normal DC for a spell of that level.)
71. Striker's weapon swaps with another weapon in their possession. Preferred swaps will be ranged to melee or vice-versa before other swaps. If the striker has no other valid weapon or it used a natural attack, the striker receives a -2 penalty to attacks and damage with that weapon or attack for 1 minute.
72. A rainbow forms from the air and touches down in an open 5-foot space. Illuminated within, a sizable pot of gold is visible. The pot contains 1d6 x 1,000 gp, any other coins filling it are just cleverly-painted lead, easily spotted as fakes on close inspection or appraisal. Once the pot is removed or after 1 minute, the rainbow disappears along with the pot of gold if still within. Also, the rainbow functions as a prismatic wall filling the space with the exception that it isn't opaque, doesn't harm the pot of gold, and doesn't blind those looking at it.
73. Wielder is weakened and becomes fatigued, receiving a -4 penalty to attacks and weapon damage as well as Str, Dex, and Con based checks (these replace the fatigue penalties for those checks). They also tend to slouch, sway, and look pretty pathetic. Each round, this penalty lessens by 1 until it becomes 0, at which point the wielder stops being fatigued (or exhausted, even if from another source.) Each round thereafter they gain a +1 bonus to the above checks (max +5) and are immune to fatigue (exhaustion becomes fatigue instead.) They also tend to look stronger, fitter, and generally more athletic. This effect lasts for 2 minutes.
74. Striker gains vampiric touch with the same attack or weapon (even projectile weapons) that struck the shield for the next 1d4 attacks or 1 minute if not used.
75. A heroes' feast appears. If this occurs during combat, instead the heroes' feast will appear with a group of einherjar seated around the table about to enjoy a meal. Since this interruption ruins the feast, they're peeved. There is one einherji per nearby combatant and each one will focus on one creature, using their Challenge of Single Combat and do their best to knock that foe unconscious. When defeated or once their target is below 0 hit points, that einherji vanishes along with its gear and their target automatically stabilizes. The ruined feast table vanishes with the last of the einherjar.

Volvagnos |
1 person marked this as a favorite. |

Thanks. I managed to dig up all the pages, took a little while. I'd still like to continue with this, it's fun to see what everyone comes up with.
76. A Drum appears magically floating 5 feet above the wielder's head. It stays in the same location and begins playing a Bardic Masterpiece affecting everyone within 30 feet until it is destroyed or 1 minute passes. Roll 1d6 to determine the Masterpiece:
1) Triple Time
2) The Quickening Pulse
3) The Depths of the Mountain
4) Symphony of the Ascent
5) Rat Quadrille
6) Clamor of the Heavens

Pizza Lord |
77. Saltwater tidal wave, as the spell except 50-feet wide, appears from a random direction 100 feet from the wielder and moves directly towards them and another 100 feet beyond, washing over everyone in the area. Those failing the save are swept along, including the wielder, however the shield elongates into a smooth, board-like shape, allowing him to balance upon it and position himself anywhere in the affected area with a successful DC 15 Acrobatics check. The shield is attached to the ankle by a leash, preventing its loss until the end of the round, when it returns to its normal form.
If this occurs indoors, instead the room floods with saltwater for 1 round, battering creatures for damage but not harming walls, windows, or even unattended objects. Afterwards, the room seems wet and dripping, but even paper or scrolls on desks are unharmed (items in a creature's possession are wet as normal.) There will be 1d6 flopping fish, strands of seaweed in a few places, a starfish clinging harmlessly to one random creature's head, and, oddly, a pineapple left behind.
78. White, glowing motes of light fill the area briefly. All humans within 100 feet (including half-elves and half-orcs) receive remove disease, remove blindness and deafness, remove curse, remove fear, heal, and the effects of bull's strength, cat's grace, and bear's endurance. They also age 1 year.
79. Wielder's head disappears and appears in the shield, as though he were looking out a magic mirror for 24 hours. He can only see and hear as though peering from a window in the direction the shield is facing. As such, he is easier to flank; adjacent foes count as being one square in either direction for purposes of flanking. He still benefits from worn magical items, such as helmets or headbands and can even use eyes of charming. Damage to the shield applies to the wielder (though he benefits from its hardness.) There is no penalty to actions as long as the shield remains in the wielder's possession. If it leaves his possession, all speed is reduced to half and all physical actions are at a -4 penalty unless the body can be viewed from the shield's location (no movement penalty and physical actions are at -2.)
80. Forceful hand spell targets the striker and immediately makes a bull rush attempt. If the wielder is the striker, they receive antilife shell instead (not dismissible.)

Pizza Lord |
81. Striker transforms into a venomous snake swarm for 1d4 minutes. All items and belongings fall to the ground and the target loses benefits from any spells or effects that only affect individual targets, such as antitoxin, mage armor or bull's strength. The swarm has the same hit points as the target and they control its movement but it damages friends and foes alike within its space. When the duration ends or if reduced to 0 hit points, the victim resumes their normal form (naked).
82. A short tree springs up nearby, even through solid stone. A delicious-looking but ambiguous fruit dangles enticingly from one branch. Any intelligent creature looking upon the fruit gets the distinct sense and impression that they should not touch the fruit. Non-intelligent or low-intelligent creatures never disturb the fruit.
If no one disturbs the fruit for 1 minute, the tree shrivels and vanishes and all creatures within 30 feet are healed. Anyone touching the fruit despite their instincts immediately takes a bite from it and gains a +2 inherent bonus to either their Wisdom or Intelligence. Also, all belongings, property, and wealth vanish (or otherwise become inaccessible without the intervention of a wish spell) leaving them with only a strategically-placed fig leaf for modesty. The fig leaf stays in place of its own accord, though it can be removed easily enough and also functions as a belt of physical perfection, though only if no other coverings are worn.
83. A voice speaks out clearly in Common, stating six numbers. The significance, meaning, or correlation of these numbers with anything is not revealed, it just seems like a randomly spoken string of numbers. The spoken numbers will be the current ability scores of the creature striking the shield, in order and including enhancement bonuses from spells, items, or effects (such as from bull's strength or rage.
84. Striker gains an illusory halo or pair of horns if good or evil respectively. They also emanate an 10-foot aura of protection from good (if evil) or protection from evil (if good). This effect lasts for 10 minutes. If the striker is neutral, instead a short fence is conjured bisecting their space and they find themselves sitting astride it uncomfortably, taking 1d4 damage and requiring a move-action to clamber off of. Until then, they receive a -2 distraction penalty to their actions. The fence is otherwise permanent but weak and easily destroyed or knocked over.
85. Striker grows donkey ears until they receive a remove curse. This does not affect their normal hearing.

Volvagnos |

86. The Shield forms into a facade of a Dragon head attached to the arm of the Wielder and proceeds to use it's breath weapon in the direction the Wielder is currently facing. It then immediately reforms into the shape of the shield. Roll 1d10 to determine the type of Breath Weapon, using the damage from the Adult form.
1) Black (80-ft. line, DC 22, 12d6 acid)
2) Blue (100-ft. line, DC 23, 12d8 electricity)
3) Green (50-ft. cone, DC 22, 12d6 acid)
4) Red (50-ft. cone, DC 24, 12d10 fire)
5) White (40-ft. cone, DC 21, 12d4 cold)
6) Brass (80-ft. line, DC 22, 12d4 fire)
7) Bronze (100-ft. line, DC 23, 12d6 electricity)
8) Copper (80-ft. line, DC 22, 12d6 acid)
9) Gold (50-ft. cone, DC 25, 12d10 fire)
10) Silver (50-ft. cone, DC 23, 12d8 cold)

Pizza Lord |
87. A newborn infant of the same race as the wielder appears in a safe location within 60 feet. It cries, mewls, or otherwise makes helpless sounds to alert people nearby that it needs food, changing, or is otherwise frightened, and sometimes just to hear the sound of crying apparently. The infant is real. It is not a clone nor is it summoned. It is suitable for any purpose a real infant is; raising, selling, ritual sacrifice, etc. and otherwise lives as long as conditions would indicate based on care and feeding.
Magical divination to determine parentage indicate the the wielder is the progenitor and the striker is another (even if of the same gender.) If the wielder is the striker, there is only one parent.
88. All creatures within 60-feet must make a Fortitude save or be infested with lice. The infestation is obvious, distracting, and immediate. Victims receive a -1 penalty to Constitution and Charisma until cured. Normal methods for controlling lice are effective and a remove curse or remove disease spell will also cure the affliction. Other methods to prevent disease or immunity are not. These lice are contagious and will infest clothes, beds, or other creatures that remain in proximity to the victims for any significant amount of time.
89. Striker gains 1d4 negative levels (Fortitude; half). If this causes negative levels to equal their HD, they do not die, but instead gain the chill touch spell-like ability usable 1/day (CL equals HD).
90. Wielder's space is coated with acid. It doesn't harm inanimate objects, but creatures standing in the effected area at the end of their turn take 2d4 acid damage (Fortitude;half). If the wielder moves, he leaves a trail affecting all moved through spaces. This effect lasts for 1 minute and the wielder is not immune to this acid (unless otherwise immune to acid.)

Pizza Lord |
91. Striker becomes repulsed by the thought of drawing blood. Attacks with slashing or piercing weapons (or other attacks or actions that would cause notable bleeding or blood loss) are at a –2 penalty. Non-lethal attacks with such weapons are not affected (unless they'd draw blood). Spells or other actions that would draw blood or cause bleeding require a concentration check at –2 to complete. After 24 hours, a Will save (DC 15) ends this reaction. Failure indicates another 24 hours before another save can be attempted. The creature is not otherwise affected by the sight or presence of blood, only causing such bleeding and blood loss.
92. Obscuring mist fills a 100 foot area around the wielder. It's immobile and fills rooms and nearby areas through even closed doors or small openings and gaps unless sealed tightly. The fog is a 6-inch thick layer, hovering about 3 to 4 feet off the ground. Most Medium bipeds will have to kneel or lay prone to see anything beneath it, larger creatures will have to go fully prone. Small creatures and some low-laying creatures of larger size, like dogs or snakes might be able to see beneath the fog normally (but be unable to see anything above it).
High winds cannot disperse the fog, though it rolls and roils, nor can flame effects. Dispel magic (against CL 20) and similar effects can clear a 10 foot area, but this fills back in after a number of rounds equal to the dispeller's caster level. Limited wish or stronger effects are effective at clearing the fog. Otherwise the fog lasts 1 hour before dissipating.
93. Wielder and striker's skin (fur, scales, etc.) changes to a random color permanently. This doesn't necessarily affect head hair, facial hair, or other small patches unless the hair is a predominant body covering. This coloration applies even in other creature forms, such as polymorph or wild shape, though illusions, such as disguise self can hide this.
If a creature is affected by this power twice, they have a chance (GM's discretion) of regaining their original coloration or just becoming a new random color.

Goth Guru |

94.Wielder becomes affected by a shield spell for current or next combat. This is in addition to the shield's armor benefit, but a negated magic missile spell will not strike the shield triggering another effect.
Suggested stats: A light metal shield decorated with a face sticking out it's tongue. While it's affect on AC is only +1, any miss against the wielder is assumed to strike the shield.

Pizza Lord |
95. Wielder and striker are removed from time and space (no save), appearing in an arena-like enclosure 100 feet across and enclosed by a roof 50 feet high. The arena is not subject to damage or alteration and the only way to leave it early is via plane shift or similar magics, teleport effects function within the arena but cannot leave it, failing if they attempt to do so. In special cases, such as ones involving aquatic creatures that struck the shield while in a special environment, the arena may be fully or partially composed of such an environment, ie. half or even completely submerged.
Once there, the targets roll new initiatives and have 1d4+1 rounds to do whatever they wish to each other; fight, cast spells, run around, etc. The duration is determined secretly and unknown to either. After that time, they are returned to their previous locations and are also returned to their previous orders in initiative if applicable. Familiars are brought along with their master if they are currently in contact at the time, other creatures are not.
Similar to a time stop effect, other creatures and characters are unaffected by the time spent in the arena and likely do not notice anything occurring, though the conditions or states of the targets might be obvious; wounds, equipment, etc.
If the wielder is the striker, they find themselves in the arena facing a bythos aeon who isn't amused with their time-bending shenanigans. The creature isn't interested in conversation, likely only conveying with envisaging images of the wielder crumbling to dust with old age. It is aware of how long the duration is and does its best to damage the wielder. Other than its confusing gaze, it will restrict itself to melee attacks and its Aging Strike unless otherwise prevented. During the last round, it will attempt to use its temporal stasis power on the target before it gets returned.
There is no benefit to defeating or fighting the aeon and attempting to run around and avoid it might be the best course of action. Only defeating it rewards any XP, merely surviving (or not) does not.

Pizza Lord |
96. Striker no longer needs to breathe for 1 week. Actions that require breathing (speech, inhaling incense, etc.) require effort and a full-round action to accomplish. Verbal spells now require a full-round action to cast and require a concentration check (DC 10 + spell level). Verbal spells already requiring a full-round action or more add an additional full round action and require a concentration check each round of casting.
97. The shield transforms into a carpet of flying beneath and under the control of the wielder. It maintains its hardness, hit points, and powers of wonder when struck. Initially, it ascends straight up 20 feet (if possible), without provoking attacks of opportunity. After that, the wielder knows they can control it as a normal carpet of flying. The carpet keeps the shield's caster level but is a size large enough to support the wielder (up to 20 feet square). This lasts for 1d10 hours, after which the carpet returns to shield form with no warning.
98. The next utterance the wielder attempts becomes a power word-like effect (replacing anything they were attempting to say or utter, such as a spell or warning). It will deal a total of 101 hit points of damage total to living creatures in the area. This effect has a 60 foot radius and affects all living creatures, other than the wielder and their familiar if in contact with them, starting with the closest to the wielder. The lowest hit dice creature will be chosen over another if at equal distance. It will deal enough damage to reduce each target to 0 hit points (automatically stabilized). Each target receives a Fortitude save (DC 20) to only receive half their current hit points in damage, which does count towards the power word's hit point allocation. Creature within a silence effect are protected but if the wielder is under or within such an effect when they first speak, make a caster level check (20) against the silence effect to dispel or otherwise remove it first.
The caster receives an impression of danger about their next utterance, but will not receive any specific details of what will happen.
99. 99 red balloons appear (though the number is unlikely to be easily determined) around the wielder and the striker in roughly equal number. The balloons bob and swirl and provide concealment on attacks against and by the wielder and striker as long as even one balloon remains. Each attack by the wielder or striker destroys one balloon, while each unsuccessful (due to concealment) attack against the wielder or striker destroys a balloon, though they can be targeted individually. A damaging area of effect will destroy a number of balloons equal to the damage the effect would deal. This damage is not linked to what the wielder or striker would take, such as if they had energy resistance, evasion, or made their Reflex save.
These balloons will follow their targets but cannot go underwater, bobbing to the surface until their targets return to a viable medium, resuming their orbits (appearing even if the target teleported elsewhere).