From: Aklysians
Lore: Stormbringer’s Fury is a legendary weapon steeped in the mythos of thunderstorms and the raw power of nature. Legends tell of an ancient blacksmith who forged this massive two-handed warhammer using rare materials infused with the essence of storms themselves. It is said that the blacksmith sought to channel the fury of lightning and thunder into a weapon that would strike fear into the hearts of their enemies. As a result, Stormbringer’s Fury crackles with electrical energy, a constant reminder of the tempestuous might it harnesses.
Use: Stormbringer’s Fury is a formidable weapon that allows the creature wielding it to tap into the elemental power of storms. With each swing, the warhammer unleashes bolts of crackling lightning, inflicting devastating electrical damage upon impact. The weapon’s weight and design enable the creature to deliver powerful, bone-shattering blows, capable of breaking through armor and overwhelming adversaries. Additionally, Stormbringer’s Fury possesses the ability to summon temporary gusts of wind. By harnessing these gusts, the creature can knock back foes, creating opportunities for strategic advantage or manipulating the battlefield by redirecting projectiles or extinguishing flames.
Stats:
- Level: Tier 1
- Damage: 2d6 bludgeoning + 1d6 lightning
- Proficiency Bonus: +2
- Weight: Heavy
- Skills: None
- Cost: Stormbringer’s Fury is an incredibly rare and powerful weapon, sought after by warriors and champions who seek to harness the might of thunderstorms. Due to its legendary status and the immense power it possesses, the warhammer commands a substantial price. In reputable markets, Stormbringer’s Fury can be obtained for around 1,500 gold pieces, though the cost may vary depending on availability and demand.
- Tags:
- Two-Handed: Stormbringer’s Fury requires two hands to wield effectively, limiting the creature’s ability to carry or wield other weapons simultaneously.
- Heavy: Due to its size and weight, the warhammer is classified as a heavy weapon, requiring significant strength to wield effectively.
- Rare: Stormbringer’s Fury is considered a rare weapon due to its unique properties and the legendary craftsmanship required to forge it. It is a coveted weapon among those who seek dominance in battle.
- Additional: Elemental, Legendary, Lightning, Thunder, Wind, Knockback, Shattering, Empowerment, Conduction, Destruction
Stormbringer’s Fury represents the primal forces of thunder and lightning harnessed into a weapon of devastating power. Its lore speaks of an enigmatic blacksmith who sought to encapsulate the fury of storms, while its use grants the wielder the ability to unleash electrifying strikes and summon gusts of wind. With Stormbringer’s Fury in hand, the creature becomes a tempest on the battlefield, wreaking havoc upon their foes with the thunderous might of lightning and wielding the power of wind to manipulate their surroundings. It is a weapon that inspires awe and fear in equal measure, a symbol of the untamed forces of nature unleashed upon the world of mortals.
Stormbringer’s Fury possesses additional facets and hidden properties that further amplify its destructive potential and elemental prowess. Here are some additional details about this awe-inspiring weapon:
- Electrical Surge: Upon striking an opponent, Stormbringer’s Fury releases a surge of electrical energy that arcs through the target and nearby foes. This secondary discharge inflicts additional lightning damage to those within a short radius of the impact, spreading the shock and potentially stunning or incapacitating multiple enemies simultaneously.
- Storm’s Resilience: The warhammer is imbued with a protective enchantment that grants the wielder increased resistance to electrical-based attacks and effects. This mystical shield diminishes the damage taken from lightning-based spells or attacks, providing the wielder with an added layer of defense against foes who wield the power of storms.
- Thunderous Shatter: In the hands of a skilled wielder, Stormbringer’s Fury possesses the ability to shatter objects and structures with a mighty blow. Whether it’s crumbling a stone wall, breaking through reinforced doors, or rending through heavy armor, the warhammer’s raw power can disrupt and destroy the physical barriers that stand in the creature’s way.
- Conductive Empowerment: Stormbringer’s Fury has a unique property that allows it to absorb and store ambient electrical energy from the environment. During a thunderstorm or in areas where electrical energy is prevalent, the warhammer’s power increases, granting enhanced damage and an intensified electrical surge. This ability makes the weapon particularly devastating in environments that naturally harness the power of lightning and storms.
In the world of Saṃsāra, Stormbringer’s Fury would be a coveted and rare artifact, traded only in specific locations where powerful artifacts, legendary weapons, or highly sought-after treasures are dealt. Here’s a breakdown of the types of shops where the warhammer might be bought and sold, along with the cost in each:
- Arcane Smithies
- Description: Arcane Smithies are specialized blacksmiths renowned for forging and selling enchanted and legendary weapons. These shops are typically run by master smiths who possess both the skill of forging weapons and an innate knowledge of enchantments and elemental magic. The atmosphere is often thick with the heat of forges and the hum of latent magical energy.
- How it’s sold: Stormbringer’s Fury would be sold as a custom commission or a rare find, displayed in a heavily fortified and warded vault. Only high-ranking adventurers, champions, or those with significant influence would be granted access to view or purchase the weapon. The negotiation for such an item often involves rituals or magical assurances that the buyer can handle the weapon’s power.
- Cost: Around 2,000–3,500 gold pieces, depending on the customization or the inclusion of additional enchantments.
- Stormcaller Markets
- Description: These are niche markets located in regions frequented by storms or areas that harness elemental magic, such as the Zephyrstone Islands. Stormcaller Markets cater to elementalists, skyship pilots, and champions of the gods of storms. The shops here are small but filled with artifacts infused with wind, lightning, and storm energy.
- How it’s sold: The hammer would be sold in markets during high-storm seasons, often during ceremonial auctions where potential buyers compete to prove their worth. The price would depend on the current elemental conditions, rising in times of intense storms, as the hammer’s power is believed to increase in those environments.
- Cost: Ranges from 1,500 to 3,000 gold pieces, influenced by market demand, auction competitiveness, and elemental activity.
- Relic Dealers in Megacities
- Description: In megacities like the floating capitals or sprawling underwater metropolises, relic dealers trade in ancient artifacts, forgotten treasures, and the remains of powerful civilizations. These shops are part museum, part treasure house, and typically cater to the wealthy and powerful.
- How it’s sold: The warhammer would be displayed as a relic of ancient times, often locked behind magical barriers to prevent theft. Interested buyers would engage with relic dealers through private bids, often offering rare artifacts or political favors in exchange. Given its status, ownership of Stormbringer’s Fury might require contracts or oaths.
- Cost: Usually 4,000–5,000 gold pieces, reflecting the demand among elites and collectors who value its legendary status as much as its destructive power.
- Champion’s Guild Halls
- Description: Champion’s Guilds are hubs for legendary warriors, gladiators, and adventurers seeking renown. These guild halls often have a private armory, where only the most powerful and trusted members can purchase items such as Stormbringer’s Fury.
- How it’s sold: Stormbringer’s Fury would be available only to those who have proven their worth in the guild’s battles or challenges. It might be offered as a reward for achieving a certain rank or winning a tournament. Alternatively, the warhammer could be purchased with both gold and reputation points within the guild.
- Cost: Requires a mix of 2,000–3,000 gold pieces and recognition from the guild, with additional discounts offered to champions who have performed extraordinary feats.
- Elemental Sanctuaries
- Description: Hidden in remote locations such as mountain temples or deep within storm-touched grottos, Elemental Sanctuaries are sacred places dedicated to the worship and control of natural forces. The shops here are not traditional merchants but rather spiritual custodians of elemental power who offer legendary items to those deemed worthy.
- How it’s sold: The warhammer would not be sold in the typical sense. Instead, it would be awarded to an individual who has proven their understanding of elemental magic or who has undergone a series of tests to prove their worthiness. A “donation” to the sanctuary or an offering of magical artifacts might be required to balance the transaction.
- Cost: Around 1,000–1,500 gold pieces, along with a trial of storms or elemental mastery test, ensuring that only those attuned to the elements can wield it.
- Sky Pirate Markets
- Description: In illicit trading posts and underground markets controlled by sky pirates and mercenary groups, high-value stolen goods and powerful artifacts like Stormbringer’s Fury are sold to the highest bidder. These markets are often floating on remote islands or hidden in the hulls of pirate skyships.
- How it’s sold: The warhammer would be fenced or auctioned quickly, usually in secret. Buyers would need to act fast to avoid the attention of enforcers or rival pirate factions. The warhammer might come with an inflated price due to its rarity and dangerous nature, but there could be room for aggressive haggling.
- Cost: Around 3,500–4,500 gold pieces, though an experienced negotiator or thief might get it for less if they take risks during the transaction.
These locations and methods of acquisition reflect the variety of economic and cultural dynamics in Saṃsāra, ensuring that Stormbringer’s Fury remains an exclusive and valuable asset.
Stormbringer’s Fury, being a weapon of legendary power, plays a significant role in both offensive and defensive strategies during combat. In different environments, its use changes to reflect the nature of the surroundings and the inherent elemental magic it possesses. Here’s how the roleplay could unfold in a variety of settings for both defense and offense:
- Mountain Peaks (High Altitude)
- Offense:
- In this harsh, wind-swept environment, Stormbringer’s Fury channels the natural storm energies present at high altitudes. The warhammer’s wielder could swing it with full force, releasing crackling arcs of lightning that leap between enemies, electrifying and stunning them. On narrow ledges or steep cliffs, the wielder could use the weapon’s knockback effect to send enemies tumbling into the abyss below.
- Roleplaying Example: The wielder swings the warhammer in a wide arc, sending tendrils of lightning cascading through the air. Enemies falter as the ground shakes with each thunderous blow, and gusts of wind throw their balance off, forcing them closer to the cliff’s edge.
- Defense:
- The wielder could use the hammer’s ability to summon gusts of wind to push back foes trying to gain the higher ground. If arrows or projectiles are fired, they can use these gusts to redirect or deflect the attacks. Defensively, the hammer’s weight and size make it an imposing shield, capable of blocking physical attacks, while the electrical energy wards off foes that get too close.
- Roleplaying Example: As a hail of arrows descends from above, the wielder slams Stormbringer’s Fury into the ground. A gale-force wind bursts outward, scattering the projectiles and pushing back the archers perched on the ledges.
- Offense:
- Open Fields (Plains or Grasslands)
- Offense:
- In open fields, the sheer destructive power of the warhammer shines. The wielder can use wide, sweeping attacks to hit multiple foes with the force of both bludgeoning damage and lightning strikes. The warhammer’s electrical surge ability could send a shockwave through groups of enemies, chaining damage across a wide area. These tactics are especially effective in clearing formations of enemies or scattering cavalry.
- Roleplaying Example: As a cavalry charge approaches, the wielder braces and swings Stormbringer’s Fury. The warhammer crackles with energy, and a bolt of lightning tears through the charging line, throwing riders and horses off balance, and sending electrical shocks through their armor.
- Defense:
- The wielder could summon localized gusts of wind to kick up dust or grass to create a visual barrier, obstructing line-of-sight for ranged attacks. On a defensive front, Stormbringer’s Fury’s innate resilience against lightning-based effects could protect the wielder if an opposing mage or elemental force tries to counter them with storm magic.
- Roleplaying Example: Surrounded by archers in an open field, the wielder raises the warhammer to the sky. A sudden gust of wind kicks up a cloud of dirt and debris, cloaking the wielder in obscurity as arrows fall harmlessly into the swirling dust storm.
- Offense:
- Underground Caverns (Confined Spaces)
- Offense:
- In tight, claustrophobic spaces such as underground caverns, the hammer’s weight and its ability to unleash thunderous strikes make it a weapon of immense control. The wielder can focus its electrical surges to hit enemies clustered in narrow passages. Its Thunderous Shatter ability can be used to break through cave walls or cause ceilings to collapse on unsuspecting enemies, leveraging the environment as a weapon.
- Roleplaying Example: Trapped in a narrow passage with enemies blocking the exit, the wielder slams Stormbringer’s Fury into the cavern wall. A deafening boom echoes as the stone cracks, causing a controlled rockfall that crushes the advancing enemies.
- Defense:
- In caverns, the warhammer’s ability to control wind can help by creating barriers of dust and debris, obscuring vision or extinguishing torches that light the area, plunging it into darkness where enemies are disoriented. The hammer could also be used to block off escape routes by shattering structural supports or collapsing tunnels.
- Roleplaying Example: The wielder sees enemies approaching from behind. They slam the warhammer into the ground, sending a ripple of force through the floor that causes a section of the tunnel to collapse, cutting off the enemy’s advance and buying time to prepare for the next attack.
- Offense:
- Seas and Stormy Coastlines
- Offense:
- Near the ocean or during a storm, Stormbringer’s Fury draws power from its natural surroundings. In stormy weather, the warhammer becomes particularly dangerous as it absorbs and amplifies the electrical energy in the air, boosting its damage and allowing the wielder to unleash massive lightning strikes against ships, sea monsters, or other combatants.
- Roleplaying Example: As a ship full of marauders closes in, the wielder stands at the bow of their own vessel, lifting Stormbringer’s Fury to the sky. A bolt of lightning cracks the air, and the warhammer glows with power. With a mighty swing, they send a surge of lightning toward the enemy ship, igniting sails and sending the crew sprawling across the deck.
- Defense:
- The gusts of wind summoned by the hammer can be used to redirect incoming ranged attacks or even shift the trajectory of enemy ships in naval battles. Additionally, the warhammer’s natural resistance to electrical damage could protect the wielder from any environmental hazards, such as lightning strikes during a storm.
- Roleplaying Example: As lightning strikes the deck during a fierce storm, the wielder raises Stormbringer’s Fury. The energy is drawn harmlessly into the hammer, protecting the crew and allowing them to focus on fending off an approaching sea monster.
- Offense:
- Urban Setting (City Streets and Rooftops)
- Offense:
- In crowded city streets or alleys, Stormbringer’s Fury would be a formidable weapon for breaking through enemy lines or causing chaos among groups of enemies. The wielder can target groups clustered in confined spaces, using the knockback and lightning effects to throw enemies into walls or knock them off rooftops. The warhammer could also be used to destroy barricades or fortified structures.
- Roleplaying Example: During a city riot, the wielder swings Stormbringer’s Fury at a crowd of enemy soldiers blocking a street. Lightning arcs through the air, and the concussive force sends them crashing into walls and carts, opening a path forward.
- Defense:
- The wielder can use the warhammer’s abilities to knock enemies off rooftops or prevent enemies from using ranged weapons effectively in narrow streets. The gusts of wind could be used to manipulate the flow of combat, throwing adversaries off-balance or extinguishing fires that threaten to spread through the city.
- Roleplaying Example: As assassins line up to fire crossbows from the rooftops, the wielder spins Stormbringer’s Fury in the air, creating a vortex of wind. The bolts fly wide, and the assassins struggle to maintain their footing on the unstable rooftops.
- Offense:
- Dense Forest or Jungle
- Offense:
- In a dense forest or jungle, the warhammer’s ability to shatter objects and create gusts of wind can be used to manipulate the environment. The wielder could tear through thick vegetation, creating paths where there were none or using the hammer’s knockback to send enemies crashing into trees. The electrical discharge can be especially deadly in the moist environment, where the lightning damage can spread.
- Roleplaying Example: Surrounded by jungle creatures in thick foliage, the wielder swings Stormbringer’s Fury, sending a shockwave of wind that topples trees and scatters the creatures. Lightning crackles through the humid air, leaping from foe to foe.
- Defense:
- The warhammer’s control over wind can be used to prevent enemies from ambushing the wielder, blowing away leaves and branches to reveal hidden threats. The ability to knock back enemies can also be useful in creating distance in narrow jungle paths or preventing pursuers from gaining ground.
- Roleplaying Example: As predators close in from behind, the wielder slams the warhammer into the earth, sending a shockwave through the dense underbrush, throwing the attackers off their feet and providing an opportunity to escape or regroup.
- Offense:
In every environment, Stormbringer’s Fury offers the wielder a mix of control, area-of-effect damage, and tactical manipulation through wind and lightning, making it a versatile tool for both offense and defense in combat situations.

Perception of Activation: Stormbringer’s Fury
- User’s Perspective
- Sight: Upon activation, the user sees intense blue arcs of lightning begin to coil around the hammerhead, growing in brightness. The runes along the handle pulse in sync with each heartbeat, glowing brighter as the power builds. The surrounding air appears distorted, as if reality itself is bending around the warhammer. Occasionally, flashes of distant storm clouds can be glimpsed swirling within the weapon’s aura.
- Sound: The user hears a deep, resonant hum, like distant thunder rolling through the air. Crackling energy builds with each swing, followed by sharp, electrical snaps with every movement. If the hammer makes contact with an object, the sound is deafening—an explosion of thunder that reverberates through the user’s bones. As the energy surges, whispers of ancient incantations echo faintly in the background.
- Touch: The handle vibrates with the power coursing through it, almost too hot to the touch, though the user feels no burn. A sharp tingling sensation runs up the arms and spine, as if the static energy is merging with the user’s own body. Each swing feels heavy, as if the atmosphere itself is pushing against the weapon, but when the hammer strikes, it feels weightless, releasing pent-up force with ease.
- Smell: The scent of ozone fills the air, akin to the smell of the atmosphere before a storm, with faint hints of singed metal and burning wood. The sharp, metallic scent is overpowering as the lightning crackles through the hammer.
- Taste: A metallic tang fills the user’s mouth, as if they’ve been licking a blade of copper. The sensation is strong and bitter, lingering even after the activation subsides.
- Extra-Sensory Perception:
- Elemental Bond: The user feels a strong connection to the storm, sensing the shift in the elemental forces around them. They become hyper-aware of any electrical disturbances nearby, sensing the flow of energy before it strikes.
- Force Awareness: The user perceives invisible currents of force moving through the air. They can feel where pressure points form, almost guiding them to deliver the most devastating blow at the right moment.
- Observer’s Perspective
- Sight: To an observer, the hammer erupts with bright blue and white lightning, arcing violently around it. The runes glow an eerie blue, casting a flickering light in all directions. The wielder appears surrounded by a faint stormy aura, with flashes of ghostly storm clouds materializing around them. When the user swings the hammer, sparks fly and light momentarily blinds anyone close to the impact point. Objects struck by the warhammer glow briefly before shattering or being scorched by the electrical discharge.
- Sound: The air crackles with electricity, and distant thunder rumbles in the sky above, even if there are no clouds. Each swing of the hammer is followed by a booming sound, reminiscent of a thunderclap. When the weapon strikes, the earth trembles with the force, and the echoes of the impact can be heard across great distances.
- Touch: Anyone standing too close to the user feels the static electricity in the air, raising the hairs on their body. The ground trembles slightly with each strike of the hammer, and a buzzing sensation can be felt as the electrical charge builds. If the observer touches the wielder or the hammer, they experience a sharp, painful shock.
- Smell: A pungent smell of ozone, mixed with scorched earth and burned metal, fills the air. The closer one is to the user, the stronger this scent becomes, creating a thick atmosphere of impending danger.
- Taste: Observers nearby may experience a faint metallic taste in their mouth as the electrical energy distorts the surrounding air, charging the particles and affecting their senses.
- Extra-Sensory Perception:
- Aura Disruption: Observers sensitive to magic or elemental forces can feel the raw energy surging from Stormbringer’s Fury. The warhammer’s aura can overwhelm those attuned to magic, causing disorientation or even temporary blindness to magical sight.
- Weather Instability: Those sensitive to weather or natural forces may feel the environment shifting around them—winds picking up, clouds darkening, or the atmosphere growing heavy as if a storm is about to break, even in clear skies.
- Positives
- For the User:
- Enhanced awareness of electrical and elemental forces grants the user a strategic edge in battle.
- The user feels empowered by the intense connection to storm energy, allowing them to harness immense destructive power.
- Every strike with the warhammer feels impactful, delivering devastating damage that can turn the tide of combat.
- The aura of intimidation created by the hammer often makes foes hesitant to approach.
- For Observers:
- The visual spectacle of lightning and thunder erupting from the warhammer instills awe and fear, making enemies think twice before engaging.
- Allies may benefit from the sheer power of the user’s strikes, which can disrupt enemy formations or break through defenses with ease.
- For the User:
- Negatives
- For the User:
- The constant electrical discharge can become overwhelming, causing minor burns or fatigue over prolonged use.
- The hammer’s immense weight and energy make it difficult to control, requiring extreme strength and focus.
- Prolonged exposure to the electrical surges could cause the user to experience sensory overload, such as blurry vision, ringing ears, or dizziness after combat.
- In enclosed or wet environments, the power of Stormbringer’s Fury can backfire, making it dangerous for the user as the electrical energy seeks unintended targets.
- For Observers:
- The intense light and sound from the hammer can be disorienting or even blinding to nearby allies and enemies.
- The electrical discharge can affect nearby individuals, causing mild shocks or even painful burns if they are too close during activation.
- Magic-users in the vicinity may find their own spells disrupted or overwhelmed by the storm-like energy pouring from the warhammer.
- For the User:
Crafting Recipe: Stormbringer’s Fury (Replica)
- Materials Needed:
- Stormheart Ore (5 lbs) Rare metal found in regions prone to electrical storms, infused with natural lightning energy.
- Sky Iron Ingots (2) Special iron harvested from meteorites, known for its strength and conductivity.
- Thunderwood Handle (1) Wood from trees that have been struck by lightning, imbued with a natural electrical affinity.
- Lightning Essence Crystals (3) Crystallized essence of pure lightning, harvested from magical thunderstorms or storm elementals.
- Runic Leather Strips (10 feet) Treated leather inscribed with elemental runes, used to wrap the handle for grip and stability.
- Cloudmist Oil (1 vial) A rare alchemical oil that helps bond metal with magic, harvested from high-altitude regions where clouds are thick.
- Storm Catalyst Orb (1) A magical orb used to channel and store the power of the storm, placed within the hammerhead to enhance the electrical discharge.
- Silver Filigree Wire (15 feet) Used to enhance conductivity and inscribe runes along the hammer for extra magical amplification.
- Tools Required:
- Arcane Forge
- A forge enchanted to infuse materials with elemental magic, necessary for working with Stormheart Ore and Lightning Essence Crystals.
- Runesmith’s Hammer
- A specialized tool for engraving magical runes into metal and wood, ensuring precise control of magical flow.
- Magnetic Tongs
- Used for handling the volatile and highly conductive Stormheart Ore.
- Enchanter’s Inscribing Kit
- A set of tools for engraving runes and sigils into the metal and wood.
- Elemental Focusing Lens
- A magical lens that helps to focus elemental energies during the crafting process, necessary for safely bonding the lightning essence.
- Arcane Forge
- Skill Requirements:
- Master Blacksmithing (Level 4) Required to work with the rare and volatile materials like Stormheart Ore and Sky Iron Ingots.
- Elemental Enchanting (Level 3) Necessary for imbuing the weapon with the power of storms and correctly bonding the Lightning Essence Crystals.
- Runesmithing (Level 3) The ability to inscribe elemental runes that channel lightning and wind through the weapon.
- Arcane Control (Level 2) Ensures safe manipulation of magical energies during the crafting process, preventing backlash or accidental discharges.
- Crafting Steps:
- Prepare the Forge:
- Activate the Arcane Forge, adjusting the settings to focus on electrical and wind-based elemental infusions. Ensure the forge reaches the correct temperature needed to work with Stormheart Ore.
- Forge the Hammerhead:
- Heat the Stormheart Ore and Sky Iron Ingots in the Arcane Forge until molten. Use the Magnetic Tongs to handle the metal and carefully shape it into the form of a massive hammerhead. While forging, place Silver Filigree Wire along the edges to enhance conductivity and allow for future rune inscription.
- Before cooling, insert the Lightning Essence Crystals into three socketed cavities on the hammerhead. Seal these with additional Sky Iron, ensuring the crystals are encased but exposed enough to discharge energy.
- Shape and Enchant the Handle:
- Carve the Thunderwood Handle into the appropriate length and width, ensuring it’s sturdy enough to hold the weight of the hammerhead. Use the Enchanter’s Inscribing Kit to carve wind and lightning runes along its surface.
- Soak the handle in Cloudmist Oil to enhance its durability and bind the natural electrical affinity of the wood.
- Attach the Hammerhead to the Handle:
- While the hammerhead is still slightly malleable from forging, connect it to the Thunderwood Handle, ensuring the Storm Catalyst Orb is placed in a chamber at the base of the hammerhead. The Elemental Focusing Lens should be used to focus the storm energy during the bonding process.
- Wrap the Runic Leather Strips around the base where the hammerhead meets the handle, reinforcing the connection and enhancing magical flow.
- Engrave the Runes:
- Using the Runesmith’s Hammer and Enchanter’s Inscribing Kit, carve additional runes along the Stormheart Ore and Thunderwood Handle. These runes will help channel the storm’s fury and enhance the weapon’s electrical discharge during combat.
- Ensure the runes are precisely aligned with the Lightning Essence Crystals to maximize energy release with each strike.
- Final Enchantment:
- With the weapon fully assembled, place it on the Arcane Forge’s altar. Perform a Level 3 Elemental Enchantment, calling upon the power of a summoned storm or an elemental storm source to activate the warhammer. As the energy courses through the hammer, the runes will glow, and the Lightning Essence Crystals will begin to crackle with energy.
- Allow the weapon to absorb ambient storm energy until the process completes, bonding the elemental forces to the weapon permanently.
- Polish and Inspect:
- Once the forging and enchanting process is complete, cool the warhammer and polish it with a mixture of Cloudmist Oil and Silver Filigree Dust to enhance its durability and conductivity. Inspect the weapon to ensure the runes glow and the lightning arcs between the hammerhead and the crystals.
- Test the Weapon:
- Activate the weapon by swinging it to ensure the Storm Catalyst Orb and Lightning Essence Crystals function correctly, releasing electrical surges and summoning gusts of wind as intended.
- Prepare the Forge:
- Crafting Time: 7 to 10 days, depending on the availability of materials and the level of elemental energy accessible during the crafting process.
Tale of the Stormbringer’s Fury
Long ago, in times when thunder spoke with voice of gods and wind did chase the stars, there lived a blacksmith of the land. His name now gone like dust on the wind, yet his forge burned hotter than sun and brighter than moonlight. He, who was mighty but humbled before storms, did desire power not known to mortal or beast alike.
In those days, it was told, the skies were wild with tempests, and the heavens sent forth their wrath upon the earth. The blacksmith, he watched the skies with keen eye, for he believed in the whispers of the old winds, and that the secret of the storm could be captured and bent to his will.
So the blacksmith went on a great journey, seeking the heart of the storm. High on the mountain of Shadowpeak, where the skies never rest, he found the Sky Iron, fallen from the heavens themselves. He took the iron in his hands, and he knew it must be forged by the fury of the storm.
Yet the iron was cold, and the storm itself did not heed the blacksmith’s call. For seven days and nights, he labored, though no flame nor fire could bend the Sky Iron to his will. His heart was heavy, but he remembered the legends that said only the heart of a storm could make the iron live.
The blacksmith cried to the sky, “O mighty storm! Grant me your fury, that I may forge a weapon of such strength as to shake the earth and split the sky!”
The wind howled, and the thunder laughed at his plea. But in his despair, he did not relent. He stood tall, and with hammer raised, he challenged the storm itself. “I shall bring you into the forge, and your voice shall speak through the iron!”
At this, the heavens opened wide, and the storm did answer. Lightning struck his forge, the earth trembled, and fire hotter than the sun was born within the heart of the iron. The blacksmith took his hammer, now heavy with the storm’s breath, and struck the Sky Iron. The mountain groaned, the clouds did scream, and the hammer was born anew, a mighty thing of black iron, wrapped in crackling light, named Stormbringer’s Fury.
But the storm was angered, for it was not tamed. When the blacksmith grasped the weapon, the storm surged through his veins. His body became the storm, and he was lost in the fury of the winds. The hammer, with no hand left to hold it, found its way to the foot of the mountain, waiting for another to claim it.
And it is said, whoever takes the hammer will wield the strength of the storm, but beware—the storm cannot be tamed. Those who think they command it shall be lost in the tempest, as was the blacksmith before.
The Moral of the Story: The storm may be held in the hand, but never in the heart. Power, though captured, is never truly controlled.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item: Stormbringer’s Fury
- Type: Two-Handed Warhammer
- Damage: 1d8+2 (Bludgeoning) + 1d6 (Electrical)
- Malfunction: 97+
- Effects:
- Electrical Discharge: When a successful strike is made, the user may target up to two additional adjacent foes, dealing 1d4 Electrical damage to each.
- Wind Gust: Once per day, the user can summon a gust of wind, knocking back enemies within a 5-yard cone. Those affected must make a successful Strength check or be knocked down.
- Cursed: Prolonged use of the weapon may begin to fray the user’s mind. Each time it is used in combat, roll 1d100. On a roll of 95-100, the user must make a Sanity check (1d4/1d8 loss).
Blades in the Dark
Item: Stormbringer’s Fury
- Category: Heavy Weapon (Rare)
- Load: 4
- Tags: Bludgeoning, Elemental, Destructive
- Special Abilities:
- Storm’s Wrath: When striking an opponent, deal additional electrical damage. After a successful strike, release a bolt of lightning to up to 2 nearby enemies within close range. They take 2 harm unless they resist.
- Unleash the Storm: Once per score, the wielder can invoke a controlled storm. This allows them to push back foes or clear obstacles (e.g., scatter a group, blow open doors).
- Devil’s Bargain: Every time the wielder uses the weapon to unleash storm energy, they must take 2 stress or suffer 1 harm as the power surges uncontrollably.
- Attune Cost: Must spend 1 downtime activity to bond with the weapon’s storm spirit before each use. Failure to attune makes the hammer unwieldy.
Dungeons & Dragons (5th Edition)
Item: Stormbringer’s Fury
- Weapon (Warhammer), Legendary (Requires Attunement)
- Damage: 2d6 (Bludgeoning) + 1d6 (Lightning)
- Properties: Two-handed, Heavy
- Abilities:
- Storm Discharge: When you hit a creature with this weapon, you can choose up to two additional creatures within 10 feet of the target. Those creatures must make a DC 15 Dexterity saving throw or take 1d6 lightning damage.
- Thunderous Impact: As an action, you can strike the ground, sending a shockwave in a 15-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw or be knocked prone and take 2d6 bludgeoning damage.
- Storm’s Resilience: While attuned to the weapon, you gain resistance to lightning damage.
- Conduit of the Storm: During a thunderstorm, your weapon damage increases to 3d6 lightning instead of 1d6. Additionally, you can cast the spell Call Lightning once per long rest while attuned.
Knave
Item: Stormbringer’s Fury
- Category: Heavy Weapon
- Damage: 1d10 + 1d6 (Lightning)
- Traits: Two-handed, Unwieldy (Requires a Strength score of 16 or higher to wield properly)
- Abilities:
- Lightning Arc: After a successful attack, roll a d20. On a result of 17 or higher, lightning strikes an additional enemy within 10 feet for 1d6 damage.
- Knockback: On a critical hit, you may knock the enemy back 10 feet. If they hit a wall or obstacle, they take an additional 1d6 damage.
- Storm Affinity: The wielder has a 1-in-6 chance to call down a lightning bolt in a storm. This deals 2d6 damage to a target within line of sight.
- Drawback: For every round the weapon is used, the wielder must make a successful Constitution save or suffer 1 point of fatigue as the storm energy drains their strength.
Fate Core
Item: Stormbringer’s Fury
- Aspect: “Hammer of the Storm’s Fury”
- Type: Legendary Weapon
- Mechanics:
- Invoke: The wielder can invoke the weapon’s aspect to create devastating electrical attacks or summon gusts of wind to knock back enemies. This grants a +2 bonus on attack rolls or creates narrative effects related to storms (like destroying structures or scattering enemies).
- Storm Discharge: Once per scene, the wielder may create a Storm Surge—a burst of lightning that strikes up to three targets. Spend 1 Fate Point to deal 2 shifts of damage to each target within the area.
- Compel: The weapon’s power can compel the storm, causing collateral damage or pulling the user into dangerous situations. The GM may offer a Fate Point in exchange for the hammer’s unpredictable nature, such as causing unintended harm to allies or causing environmental chaos.
Numenera & Cypher System
Item: Stormbringer’s Fury
- Level: 8
- Damage: 6 points (Bludgeoning) + 4 points (Electrical)
- Weapon Type: Heavy
- Effect:
- Storm Discharge: Once per day, the wielder can release a burst of electrical energy, targeting up to three enemies within immediate range. Each target takes 4 points of Electrical damage.
- Knockback: The hammer can release a blast of wind, knocking all targets in short range back one step. This costs 2 Intellect points to activate.
- Resist Lightning: While wielding Stormbringer’s Fury, the user gains +1 Armor against lightning or electrical attacks.
- Cyphers: When activated in a stormy environment, the hammer may temporarily absorb storm energy, allowing the wielder to unleash a once-per-day powerful storm-related attack for 8 points of damage.
Pathfinder (2nd Edition)
Item: Stormbringer’s Fury
- Type: Two-Handed Warhammer (Artifact)
- Rarity: Legendary (Requires Attunement)
- Damage: 2d6 (Bludgeoning) + 1d6 (Lightning)
- Traits: Two-Handed, Heavy, Electricity, Magical
- Special Abilities:
- Storm Discharge: On a critical hit, the weapon releases a burst of electricity, dealing 1d6 additional lightning damage to the main target and up to 2 additional enemies within 10 feet. Targets must make a DC 25 Reflex save or take full damage.
- Wind Gust (3 Actions): Once per hour, the wielder can unleash a cone of gusting wind in a 30-foot cone. Enemies caught in the cone must make a DC 20 Fortitude save or be knocked prone.
- Storm Shield: The wielder gains resistance 10 to lightning damage and can cast Control Weather once per day as a 7th-level spell while attuned to the weapon.
- Critical Specialization: On a critical hit, enemies are thrown 10 feet back and take an additional 1d6 lightning damage.
Savage Worlds
Item: Stormbringer’s Fury
- Type: Heavy Weapon (Warhammer)
- Damage: Str+d10 (Bludgeoning) + 1d6 (Electrical)
- Weight: 25 lbs
- Special Abilities:
- Storm Strike: When a raise is rolled on an attack, the weapon releases an electrical discharge, dealing 2d6 additional lightning damage to up to 2 nearby enemies within a Medium Burst Template.
- Shockwave: Once per combat, the wielder can smash the ground with the hammer, creating a shockwave in a Small Burst Template. All enemies in the area must make an Agility roll or be knocked prone.
- Electric Aura: The wielder gains immunity to lightning-based attacks and can resist electrical effects with a +2 bonus to Vigor rolls.
- Unpredictable Power: Any time the wielder rolls a 1 on their Fighting die, the storm’s power surges uncontrollably, potentially shocking the wielder and dealing 1d6 damage.
Shadowrun (6th Edition)
Item: Stormbringer’s Fury
- Category: Exotic Weapon (Heavy Melee)
- Damage: 7P (Physical) + 2P (Electrical)
- Accuracy: 5
- Reach: 2
- AP: -2
- Special Rules:
- Storm Discharge: When striking a target, the wielder can activate a built-in capacitor that discharges electrical energy. After a successful attack, roll a d6. On a 4-6, deal an additional 3S (Stun) damage to one adjacent enemy within 1 meter.
- Knockback: If a critical hit is scored, the target is knocked back 2 meters and must make a Body + Strength (3) test or be knocked prone.
- Electrical Resistance: The weapon grants +2 dice on defense tests against electrical attacks due to its ability to channel and dissipate electricity.
- Fusion Power: Requires regular recharging using a specialized fusion cell, or it will lose the electrical discharge ability after 5 uses.
Starfinder
Item: Stormbringer’s Fury
- Level: 10
- Category: Advanced Melee Weapon (Hybrid, Heavy)
- Damage: 3d6 (Bludgeoning) + 2d6 (Electricity)
- Critical: Knockdown (DC 20 Reflex save) + 1d6 additional electricity damage
- Bulk: 2
- Special Properties:
- Storm Discharge: On a critical hit, the wielder can activate a storm discharge that arcs to up to two adjacent targets, each taking 1d6 electricity damage.
- Electric Surge: Once per day, as a full action, the wielder can unleash a powerful electrical surge that hits all enemies in a 30-foot cone. All targets must succeed on a DC 20 Reflex save or take 4d6 electricity damage and be staggered for 1 round.
- Stormbound: When used in a stormy environment, the weapon deals an additional 1d6 electricity damage, and the wielder gains resistance 5 to electricity.
- Cost: 22,000 credits
Traveller
Item: Stormbringer’s Fury
- Category: Advanced Tech Melee Weapon (TL 14)
- Damage: 5d6 (Bludgeoning) + 3d6 (Electricity)
- Weight: 8 kg
- Traits:
- Knockback: Any target hit must succeed on an Athletics (Strength) check (DC 10 + damage dealt) or be knocked back 2 meters and possibly knocked prone.
- Electrical Discharge: Once per encounter, the wielder can release an electrical discharge that strikes one primary target and arcs to two additional targets within 3 meters, dealing 2d6 electrical damage. This ability requires a successful Energy Weapons (Heavy) skill roll to activate.
- Rechargeable Power Cell: The weapon runs on a rechargeable power cell that must be replenished after each encounter. If the cell is not recharged, the electrical effects cease functioning.
- Electrical Resistance: Provides the wielder with +2 to any saving throws against electrical damage while wielding the weapon.
- Cost: 750,000 credits
Warhammer 40k (Wrath & Glory)
Item: Stormbringer’s Fury
- Type: Rare Power Weapon (Warhammer)
- Damage: 12 + 3ED (Bludgeoning) + 2ED (Shock)
- AP: -3
- Range: Melee
- Special Abilities:
- Storm Discharge: On a critical hit, lightning arcs from the hammer, dealing 2ED shock damage to up to 3 additional targets within 3 meters. Each target must make a DN 3 Agility test or be stunned for 1 round.
- Shockwave Smash: Once per combat, the wielder can strike the ground to send out a shockwave. All enemies within a 15-meter radius must make a DN 4 Toughness test or be knocked prone and take 1ED shock damage.
- Power Surge: During a thunderstorm or within an environment highly charged with electrical energy, the hammer’s damage increases to 14 + 3ED and the AP increases to -4.
- Electrical Resilience: While wielding the weapon, the user has resistance to shock and electricity-based damage, reducing incoming shock damage by 2.
- Cost: 800 Wealth/Influence or equivalent rare item trade
