February 26, 2020

Magic Items 1 | Into the Wilds

Magic Items
Notes from the Nails: we gave you a whole bunch of magic items in Fey Folio, but I ain't done yet! Here are some more ideas to add a bit of faerie splendor to your games...

Fey Magic Items
The following magical items are closely associated with fey creatures, being either used by the creatures themselves, or gifts commonly given to friendly humanoids. Please note that some of the spells and weapon types used here - as well as the Weird Arcana table - can be found in Fey Folio.

Check out part 2 here!

Blade of Midnight
Weapon (tiny dagger, tiny longsword, tiny rapier, tiny sabre or tiny seax), rare (requires attunement)
When you use this magic weapon to attack a creature and roll a 20 on the attack roll, the target takes an additional 10 piercing damage. Then, roll another d20. If the result is another 20, you poke out one of the target's eyes. A creature with one or more missing eyes has disadvantage on Wisdom (Perception) checks that rely on sight, and disadvantage on ranged attack rolls. A creature with no eyes is blind, unless it has another sense, such as blindsight. Magic such as the spell regenerate can restore a lost eye.
     In addition, you can speak the blade's command word as a bonus action to extinguish all nonmagical lights within 20 feet of you.

Bolas of Stillness
Weapon (spider bolas), uncommon
As long as a target is bound by this magical bolas, they cannot make any noise, including to speak or perform the verbal components of spells. The effect ends once the creature is freed from the bolas. When the bolas is wrapped around a creature, it has 50 hit points and is immune to slashing damage from nonmagical weapons.

Crown of Splendor
Wondrous item, rare (requires attunement)
While wearing and attuned to this magical crown, you gain a +3 bonus to all Charisma checks and Charisma saving throws.

Weapon (tiny greatsword), rare
You have a +1 bonus to attack and damage rolls with this magical greatsword. Additionally, whenever you deal damage with this weapon, you add additional damage to targets that are larger than you, equal to 1d6 for each size category of difference between you. For example, if you are Tiny and your target is Medium, you would deal an additional 2d6 damage.

Faerie Door
Wondrous item, very rare
This little wooden door, set into a stone frame engraved with Sylvan writing, leads to the Feywild. When the door is closed, it can be picked up and moved; it weighs 14 lbs.
     Any fey creature can use an action to open or close the door, creating or destroying a two-way portal between the Material Plane and the Feywild. The portal is one foot high by six inches wide. Small or larger creatures cannot pass through it unless they have a special ability that allows them to squeeze through Tiny gaps. If a non-fey creature (such as a humanoid) opens the door, no portal is created.
     The physical part of the door only ever exists in the Material Plane (it cannot pass through any other interplanar portal or be transported into any other plane by any means), though it can be closed from the Feywild side if the portal is open.

Hexer's Mommet
Arcane focus, very rare (requires attunement by an arcane spellcaster)
This eerie doll can be used as a spellcasting focus by any arcane spellcaster. When you use the mommet to cast a spell that forces a humanoid to make a Wisdom saving throw, they have disadvantage on the save.
     Furthermore, while you are concentrating on a spell that was cast through the mommet against one or more humanoid targets, you gain certain powers over them: you always know where they are and they cannot be hidden from you, you have advantage on Charisma checks made to interact with them, and you can hear their surface thoughts.

Gown of Effortless Movement
Wondrous item, rare (requires attunement)
This attractive ensemble contains an enchantment that enables you to dance away from your enemies. While attuned to these clothes, you do not trigger opportunity attacks when you move out of a creature's reach.

Gown of Swirling Embers
Wondrous item, legendary (requires attunement)
This coal-black ballgown seems to smolder at the hems. While wearing it, you have resistance to cold damage, and if you are attuned to the gown, you can use a bonus action to speak its command word to activate or deactivate it.
     When activated, the gown bursts into flames, shedding bright light in a 30-foot radius and dim light for an additional 30 feet beyond that. You are immune to fire damage and any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
     While the gown’s flames are lit, you can choose to leave a trail of fire behind you when you move on your turn. The trail fills every space you move through and persists until the start of your next turn. Any creature that enters the trail of fire must make a DC 17 Dexterity saving throw. The creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature can be subjected to this effect no more than once per turn.

Mask of Transformation
Wondrous item, legendary (requires attunement)
While attuned to this butterfly-shaped mask, you can use an action to cast Mandy’s marvelous metamorphosis on yourself. You do not need to concentrate on the spell when it is cast from the mask.
     Once the mask has been used in this way, you cannot use it again for 24 hours.

Miracle Fertilizer
Wondrous item, rare
This magical fertilizer boosts and revitalizes any mundane plant it is applied to. As an action, you can pour one dose of miracle fertilizer on a 5-foot square of soil. Any dead or diseased plants in this soil immediately return to life and are restored to perfect health. A cutting treated with miracle fertiliser will take root and grow into a full, healthy plant. Any unopened buds on a plant dosed with miracle fertilizer immediately bloom, and any unripe fruits immediately ripen. A tree treated with miracle fertilizer is immune to all damage and cannot be felled for the next 10 days.
     For the next year, any plants growing in fertilized soil are immune to disease and will grow at double their usual rate, and any crop plants will produce double their usual yield when harvested.
     One bottle of miracle fertilizer contains 100 individual doses.

Peacock Fan
Weapon (war fan), very rare (requires attunement by a spellcaster)
This dazzling magical fan grants a +2 to bonus to attack and damage rolls. The fan contains 6 charges, which can be expended to cast spells from it. It regains 1d6 charges daily at dawn.
     Spells. While attuned to the fan, you can use an action to expend some its charges to cast one of the following spells (save DC 17): chameleon mask (1 charge), dire charm (4 charges), enthrall (2 charges), phantasmal beauty (3 charges).


  1. I feel like Bolas of Stillness deserves a bit higher rarity, seeing how it's somewhat of a hard counter to casters.

    1. Well, a scroll of silence is also uncommon, and that can affect multiple targets. Plus it's still only a DC12 strength check to escape the bolas, so pretty much anyone can free themselves.

    2. That's fair. That said, it has two fairly important - I think - edges over a Scroll of Silence I'd like to note. It can't be counterspelled; and it can potentially stack with itself if you toss multiple bolas at the caster.

    3. Something has definitely gone wrong in your life if you're trying to stack multiple magical bolases on a target! I'm not even sure how I'd rule that... I mean, you can't be any *more* restrained...

      And the flip side to it not being counterspellable is that you have to hit on an attack roll with it. The silence spell doesn't even allow a save!

    4. Okay, strictly, speaking, I don't suppose the effects of being bola'd multiple times stack. But it would take an individual action to get out of each one one by one per se, wouldn't it? It'd keep the caster occupied with disentangling themselves for quite a while, I imagine.

      I feel like having to roll an attack is still a superior option because at least there's a roll involved that allows you to succeed (with fairly good odds, full casters don't tend to have the highest of ACs for the most part). There are other countermeasures against Silence, too (like throwing up a Globe of Invulnerability, for instance) but I guess that's ultimately up to how ruthless one's DM is.

    5. You can also walk out of a silence zone, and it requires concentration.

      The middle solution might be to make them +1 and rare- harder to get and more expensive, but with the usual compensation for a higher rarity. But they're hardly OP as uncommon.

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