Wondrous items. Magic Items.

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Creating Magical Items! (GM Tips w/ Matt Mercer)



Wondrous items

In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. The air within this bubble is safe to breathe 1 round after lighting the candle, regardless of any vapors or previous lack of air. The rounds don't need to be consecutive. The wearer becomes more receptive to healing magic, regaining an additional 1d6 hit points from any cure spell cast upon her. Cape of the Mountebank On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. If the creature is already vulnerable to fire, this hex has no effect. A wounded creature inside the area does not regain any lost hit points, and cure spells targeting a creature inside the area automatically fail but are considered cast. This chunk of petrified bone dangles from a silver chain. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. In addition, as a swift action once per day the wearer can cause one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. The zone lasts for 1 hour, as the candle burns. In addition, once per day as a standard action, the wearer can cut off any single creature within 30 feet from all forms of magical healing and effects that remove conditions. Wondrous items

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Wondrous items



Wondrous items



Wondrous items



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3 thoughts on “Wondrous items

  1. If examined with detect magic, the candle radiates a necromantic aura. Unwilling characters are allowed a Will saving throw DC

  2. In addition, once per day as a swift action the wearer can curse a creature within 30 feet, making it take more damage from bleed effects and causing its wounds to heal at a slower rate.

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