Magic Items: Wings of Thistledown & Wand of Whimsy

 The following items are condensed from dreams, impressions, and tales drifting through the Feywild, or in similar fairy or dream realms. While items with similar effects may be created by mortal magicians, there is no known way to create these specific items. They must be found among fey and dreams, or obtained from another owner.

Within a fey realm, the Wings of Thistledown and Wand of Whimsy are often found as part of a stereotypical fairy costume for dolls.  But, since they are normally found in the toy chests of fey giants, the magical items in question will be scaled to work well for most small and medium creatures.

Wings of Thistledown

These are small, costume wings which go on a character's back. The wings may be made of nearly any lightweight material including starched fabric, stiff paper, feathers, wire and gauze, or tufts of cotton. They may attach via separate straps, or be sewn into an outfit of particolored leotard and crinoline tutu.  When the wings are worn, they allow the character to move across a surface as delicate as paper or snow without breaking it. When falling the wings automatically cast the Featherfall spell on the wearer.

These effects work even if the wearer has no time to attune with the item.

Wand of Whimsy

This type of wand may take many forms, but typically either has an ornate motif in whatever the local culture considers feminine, or appears as a gaudy, simplistic children's caricature of what a wand should be, often with a stylized star at the tip.

Anyone can use a Wand of Whimsy, but a short rest is required to attune with it.  All saving throws against the wand's effects are DC 15.

A Wand of Whimsy can be used as follows:

  • Any number of times the following spells can be cast as a standard action:
    • Dancing Lights
    • Minor Illusion
    • Prestidigitation
  • Once per 24 hours, the user may create an effect as if the Wand of Whimsey was a Wand of Wonder: Choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If a spell cast by the wand normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. Possible effects include (1d100):

    • 01–05 You cast slow.
    • 06–10 You cast faerie fire.
    • 11–15 You are stunned until the start of your next turn, believing something awesome just happened.
    • 16–20 You cast gust of wind.
    • 21–25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
    • 26–30 You cast stinking cloud.
    • 31–33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
    • 34–36 An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears:
      • 01–25 a rhinoceros appears
      • 26–50 an elephant appears
      • 51–100 a rat appears
    • 37–46 You cast lightning bolt.
    • 47–49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
    • 50–53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a creature, you become the target.
    • 54–58 You cast darkness.
    • 59–62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
    • 63–65 An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
    • 66–69 You shrink yourself as if you had cast enlarge/reduce on yourself.
    • 70–79 You cast fireball.
    • 80–84 You cast invisibility on yourself.
    • 85–87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
    • 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
    • 91–95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • 96–97 The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
    • 98–00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.


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