Seed of Winter

This outsized, pearlescent acorn is one of the fabled artifacts of the Winter Court of the Feywild. It is a potent reminder of the power the fey can hold over the environment.

The Seed of Winter is a +3 implement that acts as either a wand or a totem, and possesses the following properties.
Enhancement: Attack rolls and damage rolls
Critical: +3d6 cold damage, or +3d10 cold damage against creatures with the fire keyword
Property: You gain a +2 item bonus to Endurance checks and Intimidate checks.
Property: You gain ice walk.
Property: Enemies take a –2 penalty to saving throws against your powers that have the charm or fear keyword.
Power (At-Will ✦ Arcane, Cold, Implement): Standard Action. You can use ray of frost (wizard 1). You can use Intelligence, Wisdom, or Charisma for the attack roll.
Power (Encounter ✦ Arcane, Cold, Implement): Standard Action. You can use winter’s wrath (wizard 7). You can use Intelligence, Wisdom, or Charisma for the attack roll.
Power (Daily ✦ Cold, Implement, Primal, Reliable): Standard Action. You can use devouring ice (druid 15). You can use Intelligence, Wisdom, or Charisma for the attack roll.

Goals of the Seed of Winter

  • Bring the touch of winter to even the most sweltering climes.
  • Oppose the agents of the Summer Fey and elemental fire.
  • Demand obedience from the weak and frail.
  • Be reunited with the Winter Court.

Personality

The Seed of Winter communicates in a harsh female voice, which leaves an echo reminiscent of tinkling glass. It issues demands to its owner, and screams with rage when it is not obeyed. The more the user obeys the seed, the more he or she becomes aloof, cold, and authoritarian, willing to resort to harsh means to accomplish any task. Some say that the Seed of Winter contains the resonance of an archfey who once lived in the Winter Court.

Concordance

Starting Score 5
  • Owner gains a level +1d10
  • Owner is a creature with the cold keyword +2
  • Owner has at least one power with the cold keyword +1
  • Owner kills a creature with the) fire keyword (1/day) +1
  • Owner dominates or intimidates a creature (1/day) +1
  • Owner refuses the Seed (2/day) –1
  • Owner or an ally kills a creature with the cold keyword (1/day) -2
  • Owner frees a creature from mental control (1/day) -2
Pleased (16–20)

“The Seed and I shall bring forth the icy grip of obedience to those who try to deny us.” Harsh, dominating, and cold, the wielder and the Seed are one with each other.
The Seed’s enhancement bonus increases to +4.
Critical: +4d6 cold damage, or +4d10 cold damage against creatures with the fire keyword
Property: You gain resist 10 cold.
Power (Daily ✦ Charm): Minor Action. An enemy within 5 squares of you makes a melee basic attack against an adjacent target of your choice.

Satisfied (12–15)

“The Seed and I prepare the weak for the bitter timesahead.”
The wielder has proven worthy to possess the Seed, which grows more sated with each cold victory.
Property: You gain resist 5 cold.
Power (Encounter): Free Action. You can use this power when you hit an enemy with a power that slows the target. That enemy is immobilized instead.

Normal (5–11)

“The Seed asks only for my loyalty and to follow its wisdom.”
The Seed makes only occasional demands of its wielder, but if such demands are not followed, it is prone to outbursts of anger.

Unsatisfied (1–4)

“The Seed chides me at every turn, wearing on my will. Nothing I do ever pleases it.”
The wielder is being forgiving to others or refrains from bringing winter to the warm. The Seed is in a perpetual state of negative emotion, constantly judging the wielder or screaming in rage.
Property: You take a –2 penalty to your Will.
Special: You gain vulnerable 5 fire.

Angered (0 or lower)

“No! Leave me be! I have only cold sorrow now.”
Howling with fury, the Seed crushes the wearer’s spirit and demands to be passed on to someone with a stronger will.
The Seed’s enhancement bonus drops to +2.
Critical: +2d6 cold damage, or +2d10 cold damage against creatures with the fire keyword
Property: You take a –4 penalty to your Will.
Special: You gain vulnerable 10 fire.
Special: Whenever you would be slowed, you are immobilized instead.

Moving On

“The wintry reaches of the Feywild call again to the Seed.”
The Seed of Winter eventually tires of the mortal world and its “civilized” ways, and returns to the possession of a creature of the Feywild to renew its ancient energy. If the Seed is at least satisfied, it leaves behind an implement of cold of the user’s choice.

Seed of Winter

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