Fey Feature 06/13/2003

Magic of Delight and Despair
(Part 1 of 2)

In general, fey take magic for granted. Most have innate spell-like abilities they do not have to work to understand or improve. Magic and magic items are for them what electricity is for the modern world. While we enjoy its benefits and accept its shortcomings, most of us never stop to ponder how electricity affects our lives, what we would do without it, or even how it works.

Both beneficial and cursed magic items play integral roles in the highly competitive court environments. Fey use them to promote themselves, aid their allies, and hamper their enemies in their constant political and social struggles for superiority.

Altruistic fey (usually good) often take a special interest in mortals and reward these favored pets with interesting magic items. Petty, vindictive, or simply bored fey (usually chaotic or evil) will sometimes gift mortals with cursed items and enjoy the mayhem that ensues (more in next month's column).


Illusion (Glamer)
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None or Will disbelief (if interacted with)
Spell Resistance: No

This spell make you seem ordinary and nondescript to others. If asked if they had seen you or someone matching your description, creatures who saw you would be unable to recall you.

This spell does not make you invisible, and a guard protecting a restricted area would not let you pass by.

Regal Procession
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount/level
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

You create a procession of finely arrayed light horses for you and your companions. They come with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. The caster selects the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.

Material Component: A bit of horse hair.

Magic Items

Basket of Delights: Once a day, when activated with a command word, this basket fills with all manner of ripe, delicious-looking fruit, sufficient to feed three humans for one day.

Aura: Faint conjuration; Caster Level: 1st; Prerequisites: Craft Wondrous Item, create food and water; Price 1,080 gp; Weight: 1 lb.

Distillate of Dew: A vial of distillate of dew contains a mere drop of liquid. The drinker of this elixir momentarily experiences the exquisite taste of dew on spring mornings and is rendered immune to poison for four hours.

Aura: Faint conjuration; Caster Level: 4th; Prerequisites: Craft Wondrous Item, neutralize poison, creator must be fey; Price 400 gp; Weight: 1/10 lb.

Figurines of Wondrous Power: These follow the same rules as figurines described in the Dungeon Master's Guide.

Beastly Boar:When animated, a beastly boar acts in all ways like a normal fiendish dire boar under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the beastly boar once again becomes a tiny statuette.

Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, animate objects; Price 10,000 gp; Weight: 1 lb.

Dark Beauty: This statuette is a finely detailed representation of a winged, fiendish unicorn. On command, it assumes life-size form and possesses all the abilities of a winged fiendish unicorn except the ability to teleport. The figurine can be used once per week for one continuous period of up to 24 hours.

Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, animate objects; Price 25,000 gp; Weight: 1 lb.

Gem of Darkness: A gem of darkness looks like a simple black hematite prism. Upon utterance of a command word, the crystal creates one of three functions. One command word causes the gem to extinguish all ordinary flames within a 20-ft.-radius; this use of the gem expends 1 charge. A second command word causes the gem to create a darkness spell with the effect centered on itself; this use of the gem expends 2 charges. A third command word casts darkvision upon the holder; this use of the gem uses 2 charges.

A newly created gem of darkness has 50 charges. When all its charges are expended, the gem becomes nonmagical.

Aura: Moderate transmutation; Caster Level: 10th; Prerequisites: Craft Wondrous Item, darkness, darkvision, pyrotechnics; Price 11,700 gp; Weight: --.

Laurel Crown: This circlet of leaves is worn on the head in place of a hat, helmet, or other headgear. Once worn for a full week, it imparts a +5 competence bonus to Knowledge (nature) checks to the wearer.

Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, creator must be fey; Market Price: 2,500 gp; Weight: --.

Living Landscape: This lovely oil painting always depicts a place, in incredible detail. A living landscape depicts a single location, but the setting can be a room, a cityscape, or a countryside. Anyone viewing the living landscape sees an accurate image of what is happening in the location depicted.

The lighting is as it is in the scene. Any people or creatures in the scene appear as they would to someone of ordinary vision. For instance, an invisible person would not be seen. A creature or object protected from scrying also would not appear. Low-light vision and darkvision do not work on images seen through a living landscape. No spells function through the item.

A lesser living landscape does not provide sound. A greater living landscape does, but as if heard by a person of ordinary hearing standing at the vantage point of the viewer.

Aura: Moderate conjuration; Caster Level: 9th; Prerequisites: Craft Wondrous Item, scrying, creator must have carefully studied the area depicted by the tapestry; Market Price: 50,000 gp (lesser); 100,000 gp (greater); Weight: 25 lb.

Mirror of Fate: This beautiful mirror is adorned with a gold and mithral frame cunningly wrought into shapes of hour glasses, dice, and other symbols of time and chance. The mirror and frame alone have a value of 1,000 gp.

In addition to its aesthetic beauty, the owner of the mirror of fate can touch it and speak a command word to ask a question. This function is identical to the divination spell. Some mirrors of fate are created with whimsical requirements for use, such as requiring the questioner to speak in rhyme.

Aura: Moderate divination; Caster Level: 7th; Prerequisites: Craft Wondrous Item, divination; Market Price: 11,500 gp; Weight: 1 lb.

Tapestry of Travel: This large wall hanging depicts a particular place. Once a day, speaking a command word enables the speaker, and up to three Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent, to teleport to the depicted location. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported through the tapestry must be contact with one another and at least one of those creatures must be in contact with both the speaker and the tapestry.

Aura: Moderate conjuration; Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport, creator must have carefully studied the area depicted by the tapestry; Market Price: 16,200 gp; Weight: 25 lb.


Gray Portrait: Initially only a blank canvas, a gray portrait becomes a picture of the owner after one week. After this time, it magically absorbs all the negative effects of aging and prevents the owner from dying of old age. If the portrait is destroyed, the owner immediately suffers all the negative effects of age and instantly dies if he has outlived his natural lifespan. If the owner is killed by any means, the canvas becomes blank again.

Aura: Strong necromancy [Evil]; Caster Level: 20th; Prerequisites: Craft Wondrous Item, temporal stasis; Weight: 10 lbs.

About the Authors

Gwendolyn F. M. Kestrelis an editor for Wizards of the Coast's Roleplaying Games R&D department. Recent credits include editingFaiths and Pantheons,Oriental Adventures, andMagic of Faerûn, and designing part of theBook of Challenges. She's a frequent contributor to the Wizards of the Coast website. Also, check out the website she created for her fiancé, Andy Collins, at www.andycollins.net.

Faith M. Price accidentally fell into the adventure game industry nine years ago. Since then she has worked for two game manufacturers, and has written for numerous magazines. She currently lives in Washington with two RPG designers and two cats, all of whom require regular feeding and attention.

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