Tempest Staff
When wizard wields the Tempest Staff with skill
To bind a living creature in your sight,
You may succeed, and bind it to your will
Or else will fail and meet a grievous plight.
Add 2d6 to your INT as your score
And if the score exceeds or equals seven
Then creature fell will hesitate before
Attacking you or any of your brethren
And if your score exceeds or equals ten,
A gift will living creature then bestow
Its special move will be within your ken
To use one time against another foe.
But if a six or less, you do receive
Then all stored moves within the staff must leave.
Rather than add a clarifying stanza, I will keep this one a sonnet and clarify in prose.
Roll INT+2d6
A 7+ will prevent a creature from attacking you or your party until your next move. You can choose to do nothing, and keep this creature at bay as long as you are conscious.
A 10+ will steal a special move from the creature, chosen by the DM. You may use this special move one time, but using it returns it to the creature.
The wielder can return the move to the creature at any time without using it.
The staff will hold one special move for each bonus point to the wielder’s INT. If it is transferred to someone with a lower INT, special moves are removed until the previous statement is true.
If the wielder rolls 6 or less, then all stored moves are removed from the staff.