Hello everyone, and welcome to another exciting edition of Magic Market, where we bring you the best in new magic gear each and every week. It’s Transmutation Week here at Necromancers of the Northwest, and what kind of fine purveyors of magical goods would we be if today’s article didn’t provide you with a slew of fantastic transmutation-oriented magical goodies? Luckily, you won’t have to find out—enjoy.
This humble wondrous item is not actually a wand in the traditional sense, though it is the same basic size and shape, and has overtly magical effects. All such items were once a part of a table or similar piece of furniture, and are enchanted with a potent magic to affect items of a mundane nature.
When the end of an animus wand is placed in contact with an unattended non-magical item, the wand’s wielder may speak a command word to activate the wand’s magic. Each time the animus wand is activated,roll on the table below to determine what happens.
This unusual and potent magic item appears to be nothing more than a humble spoon with a wooden handle and an iron head. When grasped firmly, the spoon hums a simple laborer’s tune, revealing its magical nature.
The giant’s spoon possesses a number of unique magical qualities that make it highly prized by both rural farmhands and by successful adventurers of all bents. First, any substance placed on the spoon is affected by the spell purify food and drink.
Second, by speaking a command word, the spoon magically transforms into a spade that moves through the earth with little effort; it is capable of digging to depth of 5 feet over a 10-foot by 10-foot area in only 10 minutes (this only works on areas of earth that could ordinarily be dug with a spade). While this digging can create trenches and potentially cause collapses, it is much too slow a process to collapse the ground from under a creature without very precise timing and cannot be used for tunneling unless the tunnel is abnormally well reinforced.
Finally, a second command word can transform the giant’s spoon into a Large heavy mace (requiring 2 hands for a Medium creature to wield and dealing 2d6 + 1-1/2 times the wielder’s Strength modifier points of damage). Speaking the same command word again returns the spoon to its original form.
This faceless leather mask magically binds to the wearer’s skin, adapting perfectly to the contours of his face and adopting his skin tone. Minor enchantments allow the wearer of the mask to see and hear clearly and to breathe normally. When donned, the versatile mask occasionally ripples and stretches horrifically.
In addition to its rather spooky appearance, a versatile mask bears a powerful enchantment which allows its wearer to assume the face and biting jaws of one of several different creatures. Activating the mask requires a standard action which does not provoke attacks of opportunity, and each time the mask is activated, the effect lasts for one minute. A versatile mask can assume each of the following forms once per day.
Crocodile: The versatile mask elongates into a crocodilian face, complete with a long, tooth-filled snout. As long as the mask assumes the crocodile form, the wearer gains a bite primary natural attack that deals 1d8 + Strength modifier points of damage on a successful hit. The wearer also gains the grab universal monster ability for his bite attack.
Lion: The versatile mask explodes with a shaggy mane of golden fur as it assumes the fearsome face of a large predatory lion, whose hungry mouth is filled with razor sharp teeth. As long as the mask assumes the lion form, the wearer gains a bite primary natural attack that deals 2d6 + Strength modifier points of damage on a successful hit.
Viper: The versatile mask assumes the form of a snake’s head, with a pair of oversized fangs which drip venom. As long as the mask assumes the viper form, the wearer gains a bite primary natural attack that deals 1d4 + Strength modifier points of damage on a successful hit, and also injects the target with viper poison (injury; save Fort DC 10 + 1/2 wearer’s Hit Dice + wearer’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.)