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from The Ezrin Quale Trilogy

Quale's Wizard's Wager

5th-level ConjurationCasting Time: 1 minute – Range: 10 feet – Components: V, S – Duration: Concentration, until the game is finished – Classes: Bard, Warlock, Wizard

The caster describes a game for two players that can be played on a tabletop. Examples include card games, chess, or liar’s dice. They must clearly explain the rules such that both players understand them, as well as the consequences of losing. If either participant is unwilling, coerced, or controlled by an outside force, the spell fails.

A large table, two comfortable chairs, and any game pieces required are conjured from thin air. Though magical, these objects are subject to damage as normal. They vanish when the spell ends.

The player who loses is reduced to 0 hit points. A draw results in no effect. If the caster loses concentration or the game is interrupted by an outside force, the result is considered a draw.

A player who refuses to take their turn, abandons the game, cheats, enlists outside interference, or engages in other unsportsmanlike behavior is disqualified and loses by default. (At the GM's discretion.)

The Game Master will determine what rolls, if any, are required to resolve the game.

Ezrin’s Notes

It is unwise to attempt a role-playing game. Not only do they take an extraordinary amount of time, but you also run a very real risk of recursion.

If you find yourself short on suitable games, I recommend Elhromane's excellent tome: “Tabletop: Games for Elves from Twelve Years of Age to Seven Hundred and Fifty, and for That More Intelligent Sort Who Likes Elven Games and Books.”

 
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from The Ezrin Quale Trilogy

The Wizard's Wager (Part 2)

The Endgame

So, there I was – seven new spells in hand, but less than 3 days left in my unwise bet. I had traveled half the continent by then, charming spells out of eccentrics, recovering them from ruins, and acquiring a few through entirely legitimate (if not strictly conventional) means. But as I checked schools of magic off from my list, those that remained became harder and harder to obtain.

With time running out. I was wrapped in panic. There was no way I'd find the final spell in time. Then it hit me: the wager was to document eight undiscovered spells. If I couldn't find the last spell... I could make it myself.

A frantic weekend later, with the wager itself as my inspiration, I managed to craft a spell of my own design. I do hope you enjoy it as much as I enjoyed my winnings.

  • Ezrin Quale

Presenting... Quale's Wizard's Wager

 
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from The Ezrin Quale Trilogy

Spindle of Slumber

6th-level Enchantment

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a spindle)
  • Duration: Until triggered
  • Classes: Bard, Sorcerer, Warlock, Wizard

You enchant the spindle with an ancient magic while speaking the name of a specific creature (a pseudonym, title, or nickname doesn’t work.) The spindle appears ordinary and harmless until it draws that creature's blood. When pricked, a willing creature falls asleep automatically. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC or fall into a deep, magical slumber for one day. Then the spindle reverts to an ordinary spindle.

While asleep, the creature is unconscious, incapacitated, and unaware of its surroundings. It does not age, require food or drink, or dream. A creature immune to magical sleep is unaffected by the needle.

The sleeper cannot be awakened by normal means. The slumber can be ended with Remove Curse cast using a spell slot of 5th level or higher, Dispel Magic, or Greater Restoration. At the discretion of the GM, the kiss of a true love may also end the slumber.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the sleep is determined by the slot used:

Slot Level Duration
7th 7 days
8th 1 year
9th 100 years

Ezrin's Notes

This one was a lucky find. It was documented in a tome of folklore I was idly perusing.

I wonder if the creator considered that it could also be used for one-way time travel?

 
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from The Ezrin Quale Trilogy

Spelljack

4th-level AbjurationCasting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell * – Range: 60 feet – Components: V, S – Duration: Instantaneous – Classes: Sorcerer, Warlock, Wizard

You reach into the forming weave of another's spell to twist its aim.

* When a creature you can see within range begins casting a spell of 3rd level or lower that is on your class's spell list and does not have a range of Self, you may attempt to redirect it.

Make an ability check using your spellcasting ability; the DC equals 10 + the spell's level.

On a success, you choose the spell's new target. If the spell normally affects a single target, you designate a different creature, object, or point within the spell's original range. If the spell affects multiple targets or an area, you pick any valid set of targets or a new point of origin within that range. All other aspects of the spell – damage, duration, concentration, saving-throw DC, and so forth – remain under the original caster's control. The spell's wording still governs what it can do.

On a failed check, your reaction is wasted and the spell is resolved as the caster intended.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can attempt to redirect a spell whose level is less than the slot you expended. (For instance, a 5th-level slot lets you spelljack a 4th-level spell, or lower.)

Ezrin's Notes

There are few spells more ostentatious than turning an opponent's own magic against them.

I had made it to the quarter-finals of a friendly magical dueling competition. To my surprise, my opponent redirected my own magic missiles back at me – knocking me clean out of the match. Naturally, I insisted she teach me the technique.

 
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from The Ezrin Quale Trilogy

Predictive Paper

2nd-level IllusionCasting Time: 1 action – Range: Touch – Components: V, S – Duration: Concentration, Up to 10 minutes – Classes: Bard, Sorcerer, Wizard

The spellcaster touches a sheet of blank paper. The spell creates illusionary ink on the surface of the paper. When shown to a creature, the ink forms writing or images that the creature would be expecting to see on that paper. For example, a shopping list for a merchant, signed orders for a guard, or a petition for a noble.

The spellcaster does not get to choose the exact wording, the illusion adapts to the reader's expectations. For example if the paper was handed to a king while dressed as a noble, it could be a claim for land. If dressed as a beggar, a plea for help.

Since the paper itself is real, this illusion can be very convincing. However, a creature examining it can make an Intelligence (Investigation) check against your spell-save DC. If successful, they can notice a flaw in the text that may reveal it as a fake.

When the spell ends, the illusory ink vanishes, leaving the paper blank once more.

Ezrin's Notes

This one is a lot of fun and great for getting places you shouldn't be. But occasionally someone will interpret the paper a way you weren't anticipating and and you may find yourself in rather deeper waters than you anticipated.

Stole Borrowed this one from a peculiar fellow traveling in a blue box.

 
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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.

 
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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.

 
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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

 
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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!

 
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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.

 
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