Consumable Magic Items: Enchanted Acorns, Spark Spurs

I'm quite fond of awarding consumable magic items as loot to add to layer of resource management in the game, plus if you goof up and they're OP or broken in some way, at least they'll get used up eventually. Here's a couple from the case files of Yours Truly!

Enchanted Acorns


In the first adventure I ever ran, the party helped out an Ent and he rewarded them with 1d6 dumb acorns! Way better than gold coins, for sure.

Plant one in fertile soil, under sunlight, and sprinkle the patch with fresh water. Then speak one of three magic charms...

  • "Calambarr" - the acorn sprouts as a supernaturally vigorous climbing vine, producing a natural ladder of up to 30' in height. The vine must have some surface to cling to as it climbs, such as another tree or a wall. It grows at a rate of 10'/round.

  • "Fraguun" - the acorn sprouts as a small fruit-bearing shrub that immediately flowers and produces 2d6 goodberries (as the spell, Goodberry). This process takes 3 rounds.

  • "Gorthorm" - the acorns sprouts as a dense hedge that functions like wall, 15' wide, 5' thick and 10' high. After 1 round it is 5' x 5', 10' x 10' after two, and full size after 3 rounds. If its growth is constricted, the hedge just fills the space available.

After their initial growth spurt, these plants persist as living trees that will continue to live and grow at a normal rate. The Fraguun shrub only produce magical fruit once however.

Next time your lot does a solid for a talking tree or dryad or whatever, why not bust these out?

"THANKS HEAPS ADVENTURERS, NOW TO REWARD U WITH MY SEED"

Spark Spurs

Delicate, four-inch long spurs of charred bone with the Dwarven rune for 'SPARK' etched on them.

If you break one, the point in space that you're looking at smoulders as though touched with a lit match, and if you're looking at something reasonably flammable, it may catch fire. This will not cause damage unless the fire is allowed to catch and spread. If a creature is targeted, the effect is surprising and painful but does not cause HP damage, unless they would reasonably be flammable due to their clothing, greasy fur, etc. In which case, use your preferred rules for "this guy is on fire".

The range of the effect is 10' + 5' x your WIS modifier.
Thus:
  • Someone with with WIS 18 (+4 modifier) can start a fire in a haystack 30' away.
  • Someone with WIS 6 (-2 modifier) can't use it unless they are holding the target up to their face like a kid with an iPad, or they burn their eyelashes or something I guess. Don't give Spark Spurs to dummies is the moral here.


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