JiFish's Blogs

All Blogs

Read the latest posts from JiFish.

from The Ezrin Quale Trilogy

4th-level transmutation

Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous

You convert a finished object into raw materials of the same kind. For example, you can reduce a wooden bridge to timber, a rope to loose hemp fibres, or clothes to raw cloth or unspun wool. This spell never creates living creatures.

Choose an object that you can see within range. The object must fit within a 10-foot cube, or within eight connected 5-foot cubes, and must be made primarily of one type of material. Small components of other materials, such as nails, stitching, or hinges, are unaffected and fall to the ground unchanged.

If you are working with metal, stone, or another mineral substance, the object you target can be no larger than Medium (contained within a single 5-foot cube).

An object that forms part of a larger structure can be targeted only if it could reasonably be removed without compromising the structure’s integrity, such as a door, a window shutter, or a cart’s wheel. The GM has discretion as to which objects apply. Creatures and objects that are worn or carried by a creatures are unaffected by this spell.

The targeted object is transformed into an equivalent quantity of crude, unworked material of the same type. The quality of the raw materials produced by the spell is similar to the quality of the original object.

Ezrin's Notes

Inversion of Fabricate.

I once reversed a mediocre portrait to its set of very expensive paint pigments. The patron thanked me. The artist did not.

 
Read more...

from The Ezrin Quale Trilogy

5th-level abjuration

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour

You create a 30-foot-radius sphere centred on a point you choose within range. Until the spell ends, the area is imbued with magic that reveals true appearances.

While a creature is in the area, the spell suppresses the following magical effects that alter that creature’s form or appearance: effects from spells of 5th level or lower, such as disguise self, seeming, alter self, or polymorph, and non-spell magical effects such as a druid’s wild shape or a creature's Shapechanger trait. A suppressed effect resumes when the creature leaves the area.

If a spell of 5th level or lower or any other magical effect this spell suppresses would be used to alter a creature's form or appearance while that creature is in the area, the effect fails to change that creature while it remains there.

Within the area, a creature wearing a mundane disguise or attempting to pass itself off as another creature has disadvantage on Charisma (Deception) checks made to maintain that disguise, and other creatures have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to see through the disguise.

Ezrin's Notes

Inversion of Seeming.

Before demonstrating to room full of people, make sure nobody is wearing a magical hairpiece.

 
Read more...

from The Ezrin Quale Trilogy

2nd-level evocation

Casting Time: 1 action Range: Touch Components: V, S, M (a piece of gold wire, worth at least 20 gp, which the spell consumes) Duration: Until dispelled

You touch a willing creature and bind a message to its mind. Until the spell ends, the target can cast the sending spell once, but only targeting you. When it does so, the target casts sending without expending a spell slot or requiring material components.

The spell ends when the target casts sending in this way or if the target dies.

Ezrin's Notes

Inversion of Sending.

Before casting this on anyone, consider carefully whether you truly want them to have a guaranteed method of contacting you.

 
Read more...

from The Ezrin Quale Trilogy

6th-level conjuration

Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a gem-encrusted pitcher worth at least 1,000 gp) Duration: Instantaneous

You conjure a lavish feast, complete with rich food, flowing drink, and every indulgence a hero could ask for, which appears on a table in an unoccupied space of your choice that you can see within range. The revelry takes 1 hour, and the food and drink disappear at the end of that time, and the spell’s effects take hold only after the hour is over. Up to twelve creatures can partake.

A creature that partakes of the feast suffers the after-effects of its excess. The creature becomes poisoned, gains one level of exhaustion, and has disadvantage on Wisdom saving throws. It also takes 2d10 poison damage, which can’t reduce its hit points below 1. The creature’s hit point maximum is reduced by an amount equal to the poison damage taken. These effects last for 24 hours.

Ezrin's Notes

Inversion of Heroes’ Feast.

It took an uncomfortably small amount of magical pressure to invert a feast of fortitude into a binge of regret. I cannot shake the feeling that Heroes’ Feast wanted to collapse into this version all along.

 
Read more...

from The Ezrin Quale Trilogy

1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small iron weight) Duration: 1 round

Choose up to five falling creatures within range. A creature affected by this spell falls normally, and if it lands before the spell ends, it takes falling damage as if it had fallen twice the distance it actually fell, to a maximum of 20d6 damage. The spell ends for a creature when it lands.

While a creature is affected by this spell, it can't benefit from any spell or magical effect that slows its fall or prevents it from taking damage from the fall. If this spell is cast on a creature already affected by such a spell or effect, that spell or effect ends for that creature.

If a spell or magical effect that slows a creature’s fall or prevents falling damage is subsequently cast on a creature affected by this spell, this spell ends for that creature.

Ezrin's Notes

Inverted form of Feather Fall.

My students have suggested this spell is too situational. I think it's just too mean.

 
Read more...

from Cuuko's Magick Emporium

Magical Ledger

Wondrous Item, rare

Magical Ledgers are tomes with two sections. The first section of the book, known as the ledger, functions just like a normal book. The second section of the book, referred to as the log, is enchanted with a powerful spell. Whenever someone writes in the ledger, a corresponding log entry is automatically created within the log section. Each log entry includes a description of the change made, the true name of the person who made it, and the precise time and date.

The log section of the Magical Ledger is impervious to defacement or alteration. Any attempts to modify its contents quickly fade away. However, the book is still susceptible to damage and destruction like any other ordinary book. The enchantment can be dispelled using the Dispel Magic spell, with a DC 14. Doing so transforms the Magical Ledger into an ordinary tome, rendering the log section unreliable.

The invention of Magical Ledgers can be attributed to the Banks, where they are utilized to store highly sensitive financial information. While a Magical Ledger itself does not possess much inherent value, the information contained within may be very valuable indeed.

Creation Notes

This item is from my other ongoing project: Ataland.

 
Read more...

from Cuuko's Magick Emporium

Mirror of Frozen Image

Wondrous Item, uncommon

This mirror is a small and thin sheet of metal with one reflective side, enchanted with a minor spell. The Mirror of Frozen Image was invented by dwarves for use with their printing presses. But they have since become popular with artists and scholars.

The magic enchantment is activated when it's command word, normally “Freeze”, is spoken. The magic causes whatever image is reflected in the mirror to be instantly etched on to the surface of the metal. Once activated, the mirror loses all of it's magical properties and becomes an ordinary etching that can be printed using ink and parchment.

In order to capture the image, the reflected scene must be lit. The Mirrors are normally kept in a dark place to avoid accidental activation.

Creation Notes

This item is from my other ongoing project: Ataland.

 
Read more...

from Cuuko's Magick Emporium

Veil of Ethereal Butterflies

Wondrous Item, rare (requires attunement)

This delicate veil is composed of ethereal butterflies that gracefully flutter around the wearer, creating an enchanting spectacle. The veil possesses 5 charges, and each dawn it regains 1d4+1 charges.

The Veil of Illusory Butterflies grants you the following abilities when attuned to and worn:

  • Butterfly Veil (costs 0 charges): As an action, you can command the butterflies to swarm around your head, disguising your face and altering the timbre of your voice. This grants you advantage on Charisma (Deception) checks and can assist in concealing your true identity.

  • Distracting Swarm (costs 1 charge): As an action, you can command the butterflies to converge upon another creature. The target must succeed on a Wisdom saving throw (DC 13) or become blinded until the end of their next turn, as the flurry of butterflies disorients their vision.

  • Evasive Wings (costs 1 charge): As a bonus action, you can command the butterflies to envelop you. Until the start of your next turn, any attack roll made against you has disadvantage, as the butterflies' display distracts and confuses your attackers.

  • Cloak of Vanishing (costs 2 charges): As a bonus action, you can command the butterflies to cloak your form entirely. The butterflies envelop your body and seamlessly blend with the environment, rendering you invisible for 1 minute or until you attack or cast a spell.

The butterflies, attuned to your emotions, instinctively respond to you in certain situations. If the GM determines that your character is feeling embarrassed or uncomfortable in a social encounter, you must make a Charisma saving throw (DC 13). On a failed save, the Veil of Illusory Butterflies activates the Butterfly Veil ability automatically. If you roll a natural 1 on the saving throw and charges are available, the veil unleashes its full potential, activating the Cloak of Vanishing ability instead.

Creation Notes

Inspiration words: butterflies and embarrassed.

100/100

 
Read more...

from Cuuko's Magick Emporium

Troll's Finger Chalk

Wondrous Item, rare

This plain white drawing chalk feels warm to the touch. The chalk can be used to create a door where one did not exist before. According to legend, the chalk originates from the pointing finger of a chalk troll, a rare subset of rock trolls known for their porous skins infused with magical energy.

In order to use the chalk, the creature must be familiar with the Thieves' Cant.

As an action, the chalk can be used to draw a door on a surface such as a wall. The door created can be no taller or wider than 5 feet. When the door is drawn, the chalk marks glow with magic and the door becomes a real permanent fixture in the chosen location, and a void is created behind it, extending 5 feet deep. The door appears seamless and matches the appearance of the surrounding wall, providing a secret entrance or exit for those who know of its existence.

If the void behind the door connects to a room, corridor, or any other area, the door acts as a passage to that location. Otherwise, the void acts as a tiny room suitable as a hiding place.

Once the chalk has been used to create 3 doors, it disintegrates in to non-magical dust.

Creation Notes

Inspiration words: rogue and pathway.

This item was designed by my sister. Thanks Eva!

 
Read more...

from Cuuko's Magick Emporium

Weeks 13 & 14 Review

So after doing this for over 3 months, I'm beginning to feel like I've exhausted my repository of creativity. I hope these ones stand up as well the others, but it was much harder to think of good ideas.

I did like the rod and staff selection. Hard to pick a favorite. But maybe [[rod-of-invisibility]]. This feels the most like a magic rod. One simple magical effect, but all sorts of potential applications for clever players.

So here I am, 98 days later. I enjoyed this little experiment. It made me think about nuances of the 5e ruleset that I hadn't considered. It flexed my creativity and design muscles. Like everything – practice makes perfect. Or as Jake would put it.

"Dude, sucking at sumthin’ is the first step towards being sorta good at something." - Jake the Dog

I still intend to write this up as a pay-what-you-want pdf, plus fantasy grounds module. The biggest thing it really seems to lack is great illustrations. I'm not sure what I am going to do there. I will hopefully announce something shortly after item 100.

I promised something special for the last two items. Item 99 is designed by my sister. It's a really cool item, and I'm looking forward to showing it off. For item 100 I opened a poll to decide on the inspiration words for the last item. The winners were Butterflies Embarrassed. “Seven” came close to beating “Embarrassed”, which honestly I would have preferred. But the people have spoken!

After 100 has been posted, I will continue posting some bonus items.

 
Read more...