If you are looking to add some spooky charm to your Halloween decorations, a spooky witch blow mold is the perfect addition. These blow molds are fun and whimsical, adding a touch of nostalgia to your Halloween display. A blow mold is a type of hollow plastic decoration that is typically lit from the inside. They were popular back in the 1960s and 1970s and have made a comeback in recent years. The spooky witch blow mold is a classic design that features a witch with a pointy hat and broomstick. The main draw of the spooky witch blow mold is its versatility.
Are some of the higher results overpowered? Well yeah, that’s part of the fun. But, aside from the 100, nothing should break games.
N 77 4 Wounding When a 20 is rolled on an attack roll with this weapon, its critical hit infers a Wound condition, dealing 2d4 damage at the start of the targets next 5 turns. N 52 2 Mind-Shielding The bearer is immune to magic that allows other creatures to read their thoughts, determine whether they are lying, know their alignment, or know their creature type.
The main draw of the spooky witch blow mold is its versatility. You can use it in a variety of ways to create different effects. For example, you can place it on your front porch or in your backyard to greet trick-or-treaters.
The Big Table of Magic Weapon Creation
Getting a Holy Avenger is cool not just because it’s powerful, but in part because of its name and history within D&D. Sometimes though, it’s just as cool to get a weapon completely unique to the world and, by extension, the character.
Making boutique magic items for every occasion is time consuming. So, over time, I punched entries into a list of stuff I might want a magic weapon to do and, eventually, I had enough that a d100 generator was easily in reach. Now, whenever I need to pull a random magical weapon out of nowhere, I can roll a couple dice and generate something unique without pawing through the DMG for an item of a suitable power level and type.
If you want to get spicy, you can give the PCs a blacksmith’s hammer blessed by the God of craft, which can imbue a weapon with one of the blessings on the table (should they find a master blacksmith to use it). Getting a player to roll a D100 with results ranging from “this weapon sings” to “this weapon can cast wish” is an exciting roll to be sure.
The table is fairly simple, generally high numbers = stronger, or sometimes rarer, when there is a such a distinction to be made.
Are some of the higher results overpowered? Well yeah, that’s part of the fun. But, aside from the 100, nothing should break games.
How to Use
If you would like a random base weapon type (for dungeon loot or merchants), roll on the Weapon Type table. Otherwise, simply choose a weapon type.
Roll a D100 on the Weapon Enchantment table to imbue the weapon with a random weapon enchantment. The number you roll will add an effect, modify the name of the weapon, and indicate whether or not the weapon now needs to be attuned.
The Tier of the weapon determines the bonus it grants as follows:
- Tier 0-3: +1 Weapon
- Tier 4-5: +2 Weapon
- Tier 6+: +3 Weapon
Multiple enchantments can be placed on a single weapon. When doing so, add the Tiers of the enchantments together to get the Tier and Bonus of the weapon as a whole.
If you have a particularly neat or powerful weapon, roll on the Optional Properties table.
- How to Use
- Weapon Enhancement Table
- Weapon Types Table
- Damage Types Table
- Transformation and Transmogrification Table
- Ability Scores Table
- Optional Properties
Weapon Enchantment Table
D100 | Tier | Name | Effect | Attunement |
1 | 0 | Singing | When this weapon is used, a beautiful song can be heard. | N |
2 | 0 | Beacon | The bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet. | N |
3 | 0 | Malleable | The bearer can alter the apparent color, material, and design of the weapon as a bonus action – this does not affect the weapon’s type, stats or abilities. | N |
4 | 0 | Guardian | The weapon whispers warnings, giving +2 bonus to initiative. | N |
5 | 0 | Waterborne | This weapon floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. | N |
6 | 0 | Delving | While underground , the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. | N |
7 | 0 | Imperious | The bearer of this item knows the Thaumaturgy cantrip. | N |
8 | 0 | Weightless | This weapon falls slowly, like a feather. It is treated as having no weight for the purposes of encumbrance. | N |
9 | 0 | Adhesive | The bearer cannot be disarmed of this weapon. | N |
10 | 0 | Wieldy | The bearer may attack as though they are proficient with this weapon, even if they are not. | N |
11 | 1 | Prying | The bearer has advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to break free of grapples. | N |
12 | 1 | Fleet | The owner’s base speed is increased by 5 ft. | Y |
13 | 1 | Of Striding | The bearer is unaffected by difficult terrain. | N |
14 | 1 | Of Swimming | The bearer gains a swim speed equal to its walking speed. | N |
15 | 1 | Of Climbing | The bearer gains a climb speed equal to its walking speed. | N |
16 | 1 | Of Safe Landing | The bearer never takes damage from falling, although they fall at normal speed. | N |
17 | 1 | Of Jumping | The bearer may cast the spell Jump as a bonus action, targeting themselves, at will. | Y |
18 | 1 | Shackling | A creature dealt a non-lethal blow by this weapon is restrained by ethereal shackles. They may make a DC 25 Strength (Athletics) check every hour to escape, once they regain consciousness. The owner of this weapon may dispel this effect by speaking a command word. | Y |
19 | 1 | Of Stability | The bearer gains advantage on all saving throws to avoid being knocked prone or moved against their will. | N |
20 | 1 | Throwing | This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled. | N |
21 | 1 | Wakeful | The owner requires half the normal amount of sleep or meditation to gain the effects of a long rest, or avoid the effects of exhaustion. | Y |
22 | 1 | Invigorating | When a 20 is rolled on an attack roll with this weapon, the bearer gains 3d4 temporary HP. | N |
23 | 1 | Of Detection | The bearer may cast the spell Detect Magic as an action at will. | Y |
24 | 1 | Of Scanning | The bearer may cast the spell Detect Evil and Good as an action at will. | Y |
25 | 1 | Of Commune | The bearer may cast the spell Animal Friendship, targeting themselves, as an action at will. | Y |
26 | 1 | Quick | The bearer may take a Dash action which does not expend their regular action for the turn. This effect has one charge which it regains at dawn. | Y |
27 | 1 | Brave | The bearer has advantage on saving throws against Fear. | N |
28 | 1 | Resolute | The bearer has advantage on saving throws against magical Charm effects. | N |
29 | 1 | Mindful | The owner receives a +3 bonus to their Passive Perception and Passive Investigation scores. | Y |
30 | 1 | Embiggened | The bearer may cast Enlarge targeting themselves. This effect has one charge which it regains at dawn. | Y |
31 | 1 | Of Darksight | The bearer has darkvision with a range of 60 ft. If you already have darkvision, the range increases to 120 ft. | Y |
32 | 1 | Of Shielding | The bearer may cast the spell Shield. This effect has one charge which it regains at dawn. | Y |
33 | 1 | [Damage Type] Shifted | By speaking a command word, the bearer can change the damage type dealt by this weapon to [Damage Type] until the end of turn. (Roll on the Damage Type table to determine the damage type.) | N |
34 | 1 | Of Admonishment | When you hit with an opportunity attack, weapon deals an additional +1d8 Thunder damage and hurls an insult. | N |
35 | 1 | [Damage Type] Tinged | This weapon deals an additional +1d4 [Damage Type] damage. (Roll on the Damage Type table to determine the damage type.) | N |
36 | 2 | Of Water Breathing | The owner can breathe underwater | Y |
37 | 2 | Shrouded | When this weapon is stowed, the owner may speak a command word to make the weapon invisible. A creature attempting to discover the hidden weapon must pass a Intelligence (Investigation) check with a DC 16. | Y |
38 | 2 | Of Invisibility | The bearer may cast Invisibility targeting themselves, using the weapon as their focus. This effect has one charge which it regains at dawn. | Y |
39 | 2 | Lucky | You may reroll a single attack roll with this weapon. This effect has one charge which it regains at dawn. | Y |
40 | 2 | Revealing | The bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures are visible as long as they are in the light cast by this weapon. | N |
41 | 2 | Restorative | The bearer may cast Cure Wounds as a first level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn. | Y |
42 | 2 | Vital | The bearer has advantage on all Constitution saving throws against Poison and Disease. | N |
43 | 2 | Restless | The owner does not need to sleep or meditate during a long rest, and is immune to negative effects, including exhaustion, due to lack of sleep. | Y |
44 | 2 | Shining | As a bonus action, the bearer may speak a command word, causing the weapon to erupt in illusory flames that shed bright light in a 40 foot radius and dim light in an additional 40 ft. | N |
45 | 2 | Bleeding | When a 20 is rolled on an attack roll with this weapon, the critical hit infers a “Bleed” condition, dealing 1d4 damage at the start of the targets next 3 turns. | N |
46 | 2 | Vicious | When a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 2d6 damage of the weapon’s type. | N |
47 | 2 | Poisonous | You can spend an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. When an attack with this weapon deals damage, the creature must succeed a DC 13 Constitution saving throw or take 2d6 poison damage and be poisoned until the end of their next turn. | N |
48 | 2 | Eager | The owner gains a +5 bonus to initiative. | N |
49 | 2 | Relentless | When the bearer is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead. This effect has one charge which it regains at dawn. | Y |
50 | 2 | Of Water Walking | The bearer may stand on and move across any liquid surface as if it were solid ground. | N |
51 | 2 | Marking | When a creature is struck by this weapon, the next attack made by an ally against it gains Advantage. This effect does not stack. | N |
52 | 2 | Mind-Shielding | The bearer is immune to magic that allows other creatures to read their thoughts, determine whether they are lying, know their alignment, or know their creature type. Creatures can telepathically communicate with the bearer only if they allow it. | Y |
53 | 2 | Blinking | When the bearer is struck by a critical hit, they may choose to use their reaction to cast the Blink spell, targeting themselves. This effect has one charge which it regains at dawn. | Y |
54 | 2 | Chilling | This weapon deals an additional +1d4 cold damage. On a hit, the target has all movement speeds reduced by 5 until the end of it’s next turn. | N |
55 | 2 | [Damage Type] Charged | This weapon deals an additional +1d6 damage. Roll on the Damage Type table to determine the damage type. | N |
56 | 3 | Of Resistance | The bearer has resistance to one type of damage. Roll on Damage Type table to determine the damage type. | Y |
57 | 3 | Of Deflection | The bearer gains +2 bonus to AC against ranged attacks. | N |
58 | 3 | Floating | The bearer gains a fly speed of 10 ft. | Y |
59 | 3 | Sustenance | The owner does not need to eat or drink. | Y |
60 | 3 | Filtering | The bearer can breathe and speak normally in any environment (including liquids and vacuums), and has advantage on saving throws made to resist harmful gases and vapors. | Y |
61 | 3 | Venomous | You can use an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. Any creature that fails their save can repeat their saving throw at the end of each turn. This effect has one charge which it regains at dawn. | Y |
62 | 3 | Frightful | When a 20 is rolled on an attack roll with this weapon, the target and all other creatures within 10 ft must succeed a DC 15 Wisdom saving throw become effected by fear for one minute. Any creature that fails their save can repeat their saving throw at the end of each turn. | N |
63 | 3 | Transmogrifying | The bearer may transform into one type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transmogrification Table to determine the type of animal. | Y |
64 | 3 | Of Warning | The owner gains advantage on initiative rolls. The owner and any allies within 30 ft can’t be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens the owner and companions within range if any are sleeping naturally when combat begins. | Y |
65 | 3 | Resilient | The bearer gains proficiency in an additional saving throw. Roll on the Ability Score Table to determine which saving throw the proficiency is gained in. | Y |
66 | 3 | Disorienting | When a creature is struck by this weapon, the first attack it takes on it’s following turn is taken with disadvantage. This effect does not stack. | N |
67 | 3 | Of Non-Detection | The owner is hidden from divination magic and can’t be targeted by such magic or perceived through magical scrying sensors. | Y |
68 | 3 | Of Lesser Spell-Storing | Any creature can Cast a Spell of 1st through 3th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 3 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space. | Y |
69 | 3 | [Damage Type] Aspected | This weapon deals an additional +1d8 damage. Roll on the Damage Type table to determine the damage type. | N |
70 | 3 | [Damage Type] Laden | This weapon deals an additional +1d10 damage. Roll on the Damage Type table to determine the damage type. | N |
71 | 4 | Of [Ability Score] | The owner gains +2 to a single ability score. Roll on the Ability Score table to determine which score receives the bonus. | Y |
72 | 4 | Soaring | The bearer gains a fly speed equal to its walking speed. | Y |
73 | 4 | Dragon Slayer | When hit, dragons take an extra 3d6 damage of this weapon’s type. | N |
74 | 4 | Returning | This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled. At any time, a bonus action may be used to return the weapon to its owner’s hand | Y |
75 | 4 | Of Regeneration | The bearer regains 1 hit point every 5 minutes provided that the bearer has at least 1 hit point. | Y |
76 | 4 | [Damage Type] Blast | When a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 4d6 damage. Roll on the Damage Type table to determine the damage type. | N |
77 | 4 | Wounding | When a 20 is rolled on an attack roll with this weapon, its critical hit infers a “Wound” condition, dealing 2d4 damage at the start of the targets next 5 turns. | N |
78 | 4 | Opportunistic | When the bearer makes their first opportunity attack per round, it does not consume a reaction. | N |
79 | 4 | Transformative | The bearer may transform into a single type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transformation Table to determine the type of animal. | Y |
80 | 4 | Curative | The bearer may cast Cure Wounds as a fifth level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn. | Y |
81 | 4 | Of Speed | The bearer can make one attack with this weapon as a bonus action on each of their turns. | Y |
82 | 4 | Well-Rounded | The bearer gains a +1 bonus to all saving throws. | Y |
83 | 4 | Adamant | This weapon negates all critical hits against the bearer. | Y |
84 | 4 | Of Spell-Storing | Any creature can Cast a Spell of 1st through 5th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 5 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.The spell cast from the weapon is no longer stored in it, freeing up space. | Y |
85 | 4 | [Damage Type]-Energy | This weapon deals an additional +2d6 damage. Roll on the Damage Type table to determine the damage type. | N |
86 | 5 | Of [Damage Type] Immunity | The bearer has immunity to one type of damage. Roll on Damage Type table to determine the damage type. | Y |
87 | 5 | Mage Hunter | The bearer has resistance to all damage dealt by spells. | Y |
88 | 5 | Of Protection | The bearer gains a +1 bonus to AC. | Y |
89 | 5 | Of Mastery | The bearer’s proficiency bonus increases by +1. | Y |
90 | 5 | Keen | The critical hit range for this weapon is increased by one. | N |
91 | 5 | Of Finality | Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Creatures killed by this weapon can only be brought back to life by a True Resurrection or Wish spell. | N |
92 | 5 | Of Greater Spell-Storing | Any creature can Cast a Spell of 1st through 7th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 7 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space. | Y |
93 | 5 | Ethereal | The bearer may speak a command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until the weapon is dropped or stowed. This effect has one charge which it regains at dawn. | Y |
94 | 5 | Vorpal | The weapon ignores resistance to the weapon’s damage type. When a 20 is rolled on an attack roll with this weapon, if the target is a creature with at least one head, you remove one of the creature’s heads. The creature dies if it can’t survive without the lost head. Otherwise, the attack deals an additional extra 6d8 damage of the weapons type. | Y |
95 | 5 | [Damage Type] Fury | This weapon deals an additional +2d10 damage. Roll on the Damage Type table to determine the damage type. | N |
96 | 6 | Of Greater [Ability Score] | The owner has a single ability score raised to 19 if it is below 19. Roll on the Ability Score table to determine which score receives the bonus. | Y |
97 | 6 | Spellguard | The bearer receives advantage on saving throws against Spells and other magical effects, and spell attacks have disadvantage against you. | Y |
98 | 6 | Of Wondrous Protection | The bearer gains a +2 bonus to AC. | Y |
99 | 6 | Omniscient | The bearer has truesight with a radius of 30 ft. | Y |
100 | 6 | Of Wishing | The bearer may cast the spell Wish. This effect has one charge which it regains after one century has passed. | Y |
Weapon Types Table
1d100 | Weapon Type |
1-5 | Dagger |
6-10 | Shortsword |
11-15 | Longsword |
16-20 | Greatsword |
21-25 | Battleaxe |
26-30 | Greataxe |
31-35 | Quarterstaff |
36-40 | Spear |
41-45 | Warhammer |
46-50 | Shortbow |
51-55 | Longbow |
56-58 | Handaxe |
59-61 | Mace |
62-64 | Flail |
65-67 | Rapier |
67-69 | Scimitar |
70-72 | Trident |
73-75 | Halberd |
76-78 | Crossbow, heavy |
79-81 | Crossbow, light |
82-84 | Sling |
85 | Club |
86 | Greatclub |
87 | Morningstar |
88 | Light Hammer |
89 | War Pick |
90 | Maul |
91 | Javelin |
92 | Glaive |
93 | Pike |
94 | Lance |
95 | Sickle |
96 | Whip |
97 | Dart |
98 | Crossbow, Hand |
99 | Net |
100 | Blowgun |
Damage Types Table
d100 | Damage Type |
1-15 | Slashing, or the Weapon’s base damage type (Attack) |
16-30 | Fire |
31-40 | Cold |
41-50 | Lightning |
51-60 | Poison |
61-70 | Acid |
71-78 | Thunder |
79-86 | Necrotic |
87-94 | Radiant |
95-97 | Psychic |
98-100 | Force |
Transformation & Transmogrification Table
1d4 | Transmogrification | Transformation |
1 | Frog | Boar |
2 | Rat | Elk |
3 | Lizard | Wolf |
4 | Bat | Panther |
Ability Score Table
1d6 | Ability Score |
1 | Strength |
2 | Dexterity |
3 | Constitution |
4 | Intelligence |
5 | Wisdom |
6 | Charisma |
Optional Properties
d10 | Effect |
1 | Named Weapon – The weapon is uniquely named. It may whisper this name when held, or be engraved with it. |
2 | Fame or Infamy – The weapon is well known for its relationship to a particular historical figure or event. |
3 | Odd Noise – The material of the weapon vibrates faintly to emit a particular hum, drone, buzz or squeal. |
4 | Odd Smell – The material of the weapon emits an odd smell, which can’t be masked. May be pleasant or unpleasant. |
5 | Odd Shape – The weapon is particularly long, stout, broad, slim, or otherwise identifiably unorthodoxly shaped. Were it not magical, it would be impractical to use. |
6 | Odd Colour – The materials of the weapon are uncommon colours, or change colours under certain conditions. |
7 | Faint Aura – The material of the weapon emits a faint, coloured glow. It may leave tracers, flicker, appear as a flame or float upwards. |
8 | Gemstones – The weapon is inset with a particularly large gemstone, or a variety of smaller gemstones. |
9 | Detailing – The weapon is gilded, engraved, sculpted, or otherwise decorated in a fantastic way. |
10 | Aspected – The weapon amplifies a quality of the bearer’s personality, such as bravery, piousness, or jealousy. |
Roll a D100 on the Weapon Enchantment table to imbue the weapon with a random weapon enchantment. The number you roll will add an effect, modify the name of the weapon, and indicate whether or not the weapon now needs to be attuned.
The light inside the blow mold will give off an eerie glow, creating a spooky atmosphere. Another way to use the spooky witch blow mold is to incorporate it into a larger Halloween display. You can create a scene with the blow mold as the main focus and add other Halloween decorations around it. This will create a cohesive and eye-catching display that will impress all who see it. In addition to its versatility, the spooky witch blow mold is also durable and long-lasting. Made from weather-resistant plastic, it can withstand the elements and last for many Halloweens to come. Its classic design also ensures that it will never go out of style. Overall, the spooky witch blow mold is a fantastic addition to your Halloween decorations. It adds a touch of nostalgia and whimsy to your display while also creating a spooky and eerie atmosphere. Its versatility and durability make it a must-have for any Halloween enthusiast. So why not add a spooky witch blow mold to your collection today?.
Reviews for "Spooky Witch Blow Molds: An Essential Element of Haunted House Decor"
1. Sarah - 2/5 stars - The spooky witch blow mold was not what I expected. The paint was chipped and the overall quality was poor. It did not light up properly and looked cheap. I was really disappointed in this product and would not recommend it to others.
2. Mark - 1/5 stars - I was really excited to purchase the spooky witch blow mold for Halloween, but it ended up being a complete letdown. The construction was flimsy and it didn't even stand up properly. The paint job was sloppy and it did not even light up when plugged in. It was a waste of money and I regret buying it.
3. Emily - 2/5 stars - The spooky witch blow mold did not meet my expectations. The plastic felt very cheap and the colors were not as vibrant as advertised. Additionally, the light inside was not bright enough, making it barely noticeable once it got dark outside. Overall, it was a disappointing purchase and not worth the price.