The Staff of Chaos Heroic Level
This staff seems to warp and twist before its wielder's eyes. Created from pure chaos and nothingness, it seeks to return everything in the multiverse to that state, and is imbued with powerful destructive magic as well as powerful protective magic.
The Staff of Chaos has the base statistics of a +2 flaming quarterstaff, but a warlock wielding it instead treats it as a rod of the pyre and a wizard wielding it treats it as a staff of fiery might.
Property: You gain a +1d4 bonus to all defenses (roll at the beginning of each encounter).
Property: When using an attack power, you can choose to use your Intelligence or Constitution score in place of the score the power normally uses.
Power (At-Will): Minor action. Until the end of your next turn, any powers you use deal fire or necrotic damage (your choice) instead of their normal damage type. If a power already uses either fire or necrotic damage, it deals an extra +1d6 damage of the opposite type; if a power uses both fire and necrotic damage, it deals an extra +2d6 fire and necrotic damage.
Power (Encounter * Implement, Necrotic, Zone): Standard action. You can use hunger of Hadar (warlock 5).
Power (Encounter): At the beginning of each encounter, roll 1d20; at any time during the encounter, you can use the power indicated by the table below as a standard action:
1—ghost sound
2—mage hand
3—expeditious retreat
4—jump
5—shield
6—dimension door
7—dispel magic
8—invisibility
9—levitate
10—wall of fog
11—arcane gate
12—blur
13—mirror image
14—ethereal stride
15—fiendish resilience
16—shadow veil
17—dark one's own luck
18—shroud of black steel
19—shadow form
20—Wielder's choice
Goals of the Staff of Chaos
--Increase the amount of entropy in the world by destroying all creatures and objects.
--Increase the amount of chaos in the world by helping all creatures and objects spread chaos.
--Increase the amount of disorder in the world by removing or overthrowing all sources of legitimate order in the world.
Roleplaying the Staff of Chaos
The Staff of Chaos is persuasive, violent...and utterly insane. The most chaotic features of the universe are living creatures, as nothing spreads chaos and entropy more than several billion creatures working at cross purposes. However, entropy is also increased by destroying these creatures, as with every death a bit of chaos is created and a lot of energy becomes unusable as the soul flies off to its eternal reward. Thus, the Staff is constantly at war with itselves to determine whether they should kill a creature or entice it to the side of chaos, and most wielders find this disorienting at best.
The Staff constantly whispers random words in Primordial and the Deep Speech, though it can communicate telepathically with its wielder in a pseudo-language of words and images. If the wielder isn't killing someone or otherwise furthering the cause of chaos, the Staff sends increasingly erratic and desperate messages which only wanton destruction can halt. (Imagine Gollum's mind trapped in a staff and you get the idea.)
[b]Concordance[/b]
Starting score 5
[i]Owner...[/i]
gains a level +1d10
kills a relative or close friend +1d8
is a Star Pact or Infernal Pact warlock +1d6
kills or discredits an authority figure +1d4
sows discord or distrust in a group +1d4
aids someone for reasons other than increasing the spread of chaos -1d4
worships a good or lawful good deity -1d6
is a paladin or cleric of a good or lawful good deity -1d8
obeys an order from a creature of a lower level than he is -1d10
Pleased (16-20)“Hahahahahahahaha! Chaos and death shall rule!”The Staff is euphoric about the entropy and mayhem caused by its wielder; it stops bothering its host with much communication, content to simply enjoy the experience.
Property: As long as you are conscious, you leave a wake of death and fire wherever you go—any creature passing through a square through which you moved on your last turn takes 1d4 necrotic and fire damage, cumulative per square. On any turn when you do not move, this energy builds up and deals 1d4 damage to you.
Power (Daily): Standard action. You can launch an
entropic ray at an opponent (area 1 square within 10 squares), either Intelligence vs. Fortitude or Constitution vs. Reflex; any creature hit by the ray takes 1d10*1d10 damage.
Satisfied (12-15)“Excellent! You serve us well—yes, he does—we agree.”The Staff urges its wielder to greater and greater acts of chaos, speaking often of the glory of chaos for the sake of chaos.
Property: All of your powers deal ongoing 1 necrotic damage (save ends); if a power already deals ongoing damage, this damage is not added to it.
Power (Encounter): Standard action. You can launch a
wild blast from the Staff. The attack is made with the higher of your Constitution and Intelligence scores, attacks your choice of Reflex or Fortitude, affects a 1d4-square-radius area within 2d6 squares, and inflicts 3d6 damage plus a -5 penalty to saves to all creatures in the area until the end of your next turn. The exact origin square is determined randomly, but you may choose where to place it if you take 1d6 damage; otherwise, using this ability deals 1d4 damage to you.
Normal (5-11)“We exist to spread chaos! Serve us or face the void at the end of time!”The Staff gives its wielder the chance to serve it and threatens to kill the wielder unless its demands are met. The Staff usually forgets about the wielder during this period, and will have the same conversation every day with a different voice until it is either satisfied or unsatisfied with the wielder.
Property: All of your powers deal an additional 1 fire damage, but you take 1 damage in return whenever you use a power.
Unsatisfied (1-4)“Chaos! More chaos! Mayhem, discord, distruction, death, we need more!”The Staff is disappointed with the wielder, and aside from mentally berating its wielder it will sometimes attack its wielder with the abilities it grants.
Property: You take a -2 penalty to your Will defense as the Staff constantly rants and yells at you to further its goals.
Power (Encounter): Standard action. You can launch a
wild blast from the Staff, as the Satisfied ability of the same name. However, there is a 1 in 4 chance that it is centered on your space, rather than you being able to choose its origin square, and that it deals double damage to you and all other targets.
Angered (0)“You are no longer useful to us! Yes he is—no he isn't—yesheis—noheisn't—Kill him!”The Staff is extremely angry with its wielder, and expresses its opinion—violently.
Property: You gain vulnerability 15 psychic as the Staff mentally screams at you day and night, eroding your willpower.
Power (Encounter): Free action. An
entropic ray (as the Pleased ability) targets the closest creature to you within 5 squares, choosing allies before enemies; if there are no allies or enemies within 5 feet of you, it targets you. The Staff chooses when to use this ability, not the wielder, and will often choose to target allies over the wielder simply to experience the wielder's suffering and anguish.
Moving On“You were amusing, but we want chaos in other places—but why not here?—no, somewhere else!—fine, be that way—we will!”The Staff lives for causing chaos (metaphorically speaking) and so is never content to remain with only one wielder forever, as that limits the area where chaos and entropy can be spread. After the wielder next gains a level, there is a 1% cumulative chance per encounter that at the end of the encounter the Staff will rise into the air, explode into shards of energy, and send its essence flying away to reform elsewhere for another wielder. If the Staff is Satisfied or Pleased, it leaves a normal item of its type behind (a
rod of the pyre for a warlock wielder, a
staff of fiery might for a wizard wielder, and a
+2 flaming quarterstaff for any other wielder). If the Staff is Unsatisfied or Angered, it doesn't rise into the air before exploding, instead dealing damage equal to half its wielder's maximum hit points to the wielder and any creatures within 1d8 squares before disappearing.
Optional Elements Fulfilled1) No matter how high the Concordance, the artifact inflicts negative effects on its wielder.Each level of concordance has a different negative effect, but all damage or harm the wielder in some way.
2) The artifact can speak but not in Common.The Staff speaks only Primordial and the Deep Speech, though it can communicate empathically to a degree.
3) The artifact has a distinctive odor.It constantly smells of brimstone and ash.
4) The artifact is appropriate for a character at the Heroic tier of play..I believe the power level is appropriate for a Heroic character and that it's sufficiently balanced, though I'm not
completely sure due to limited play experience with 4e.
8) The artifact is conflicted because accomplishing one of its goals will make it impossible to accomplish another goal (and vice versa).Two of the Staff's goals are:
--Increase the amount of entropy in the world by destroying all creatures and objects.
--Increase the amount of chaos in the world by helping all creatures and objects spread chaos.
If it accomplishes the first goal, it cannot accomplish the second because there would be no living creatures to help spread chaos; if it accomplishes the second goal, it cannot accomplish the first because killing creatures that are spreading chaos and entropy would
decrease the amount of entropy in the world.