February Magic Items

Debonair Hat (Relic)

“Twas the night before Christmas and we see through the village

Not even the bandits were set out to pillage

The adventurers were snoring their heads on the tables

all of the horses and mules in their stables”

A harmless-looking silk hat that serves as the phylactery of an incredibly powerful lich named Phrosz’Chi. He has sworn an eternal vow of vengeance against the wizard who forced him into this form, San’Tah Krauss. 

    • When placed on liquid water or ice, the hat rapidly forms a body made of snow to inhabit. The body has the statistics of the Lich (Monster Manual), except with the following changes:
      • Cold Absorption: Whenever this creature is subjected to cold damage, it takes no damage and instead regains a number of Hit Points equal to the cold damage dealt.
      • Damage Vulnerabilities: Fire
  • Absolute Zero. Ranged Spell Attack: +12 to hit, range 120 ft, one creature. Hit: 6d6 cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Ice Wall: This creature can cast the Water Wall spell at will without needing material components or spell slots. The conjured wall is always made of solid ice as outlined in the spell. 
  • A willing creature may make a pact with Phrosz’chi for greater power, so long as both are willing. When pact-bonded to Phrosz’chi in this way, a creature gains access to all the above features, and may use Phrosz’Chi’s +12 spell attack bonus/18 spell save DC instead of its own when casting a spell. 
  • So long as a creature is wearing the hat or bonded to Phrosz’Chi, it can hear Phrosz’Chi’s voice. His personality is sharp, abrasive, and high-spirited. He laughs a lot, even when things aren’t funny. Has a surprising softness towards children, but will dismiss this if it is ever brought up. 

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January Magic Items

Dedicated to Paul (who didn’t sign up for this but I appreciate him nonetheless)

Worm on a String (Rare, wondrous item)

“What will he do?”

A vaguely worm-shaped object created by gathering fuzzy material around a piece of string. It’s connected by an almost invisible wire to a small, wooden handle used to manipulate it. 

  • You can use an action to move the Worm on a String, moving it to a space within 10 ft of you. Any creature attempting to attack you must first make a Wisdom (Perception) check against your Charisma (Performance) check or be forced to instead target the worm. You can, however, be included in Area of Effect attacks. 
  • The Worm on a String has no hit points, but if it receives damage, it will deactivate at the start of your next turn. If the worm is deactivated this way, roll 1d4 days to determine when it will be available to use again

Worm off a String (Very Rare, wondrous item)

“Who will he kill?”

A variant of the Worm on a String item created by ripping the thread that connects the Worm on the String to the handle. The worm turns a vibrant pink color when detached from the string.

  • When you use an action to rip the string, the worm becomes unleashed, becoming a sentient creature that will attack the nearest creature to it. 
  • The Worm off a String rolls its own initiative and acts on its turn. The Worm Off a String has the statistics of a Purple Worm.
  • It lasts 30 seconds before all the magic eventually leaks out and the Worm off a String disintegrates into nothing

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December 2019 Magic Items

Dedicated to Sean Dow

Physic’s Handbell – (Legendary, Attunement)

“Ring-a-ding ding, Ring-a-ding dong”

A simple-looking golden bell with a well-worn, wooden handle. If you listen closely, you can hear it hum with powerful magic. 

  • Every Tool A Purpose
    • This is an arcane focus that grants +3 to Spell Attack Rolls and +3 to Spell Save DC
  • A Certain Physic’s Theoretical Box
    • When you cast the Wall of Force spell and completely seal a creature inside with no holes, it must make a Constitution saving throw against your Spell Save DC. It takes 6d6 Force damage or half on a successful save. 
    • When your Wall of Force ends, the creature must make a Wisdom saving throw against your Spell Save DC. It takes 6d6 Force damage or half on a successful save.
  • A Certain Physic’s Physiological Training
    • When you cast a spell targeting another creature and they fail their saving throw, they have disadvantage on their next saving throw against the same spell. 
    • If the target you are casting a spell on fails three saves against your casting of the spell, they permanently have disadvantage on saves against that spell.

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