The Sword of Mixed Blessings
Description: The Sword of Mixed Blessings is a +2 longsword with a blade that glitters with multiple colors. It is a beautiful weapon. Its handle is made from steel with only a touch of gold and silver ornamentation. Unlike many magical weapons, it doesn’t have any runes or arcane writing on it. However, small multi-colored gemstones are embedded in the blade. The weapon hums slightly when swung as if it is literally cutting through the air. Its blade is sharp and well crafted. It takes no damage from arcane spells or spell-like abilities.
Origin: The Sword of Mixed Blessings is the result of a failed arcane experiment. It is thought that an unknown wizard attempted to graft spell gems into the weapon but added too many and the results were self destructive. Although dangerous, the sword is highly prized and sought after by collectors and thrill seekers.
Destructive Curse: In place of critical damage, the Sword of Mixed Blessings casts a spell that damages the wielder, objects, allies, and all enemies in range. The spell has no effect on the Sword of Mixed Blessings. On a critical attack roll, the wielder rolls a 1d8 to randomly to determine what spell activates. All spells are cast as if by a 15th level sorcerer, have a 20-foot radius centered on the wielder, and a saving throw of DC 18.
- Fireball. 8d6 fire damage. Half damage on a successful Dexterity save.
- Ice Storm. 2d8 bludgeoning damage and 4d6 cold damage. Half damage on a successful Dexterity save.
- Blight. 8d8 necrotic damage. Half damage on a successful Constitution save. Does not affect undead or constructs.
- Synaptic Static. 8d6 psychic damage. Half damage on a successful Intelligence save. Does not affect creatures with Intelligence 2 or lower.
- Chain Lightning. 10d8 lightning damage. Half damage on a successful Dexterity save.
- Vitriolic Sphere. 10d4 acid damage immediately and 5d4 damage at the end of the creatures next turn on a failed Dexterity save. Half initial damage on a successful save and no damage at the end of the next turn.
- Sunburst. 10d6 radiant damage and causes blindness for one minute on a failed Constitution save. Half damage and no blindness on a successful save. Undead and oozes have disadvantage on the save.
- Mass Disintegrate. 10d6+40 force damage to all creatures and objects in the blast radius. Half damage on a successful Dexterity save. If a creature or object is reduced to 0 hit points, it disintegrates. Magic items are unaffected by this spell.
Destroying the Sword of Mixed Blessing: Destroying the sword is challenging because it resists all forms of arcane damage. However, it is not resistant to divine magic. If the Sword of Mixed Blessings takes 80 points of damage from a divine source, it is destroyed.