Eavaros Codex

The Magic of Cartoons

Item Campaign 3 · The Twilight Anarchy

Imported from Scabard, not yet reviewed

  • 1-3: Mystic Bloom: Flowers instantly grow around you in a 20-foot radius, acting as difficult terrain.
  • 4-7: Whimsical Entourage: Suddenly, a parade of tiny, bizarrely-dressed fey creatures emerge from thin air, marching around you while playing strange instruments and performing odd tricks. They interact with everyone nearby, causing minor mischief and confusion for 1 minute before vanishing as suddenly as they appeared.
  • 8-10: Fractured Jaunt: When you activate this effect, you don't just teleport to a single location. Over the next minute, at the start of each of your turns, you involuntarily blink to a random location within 30 feet. This effect causes disorientation and may place you in unexpected situations or locations, making it difficult to control your movements and actions during this time.
  • 11-13: Prismatic Mist: A colourful fog surrounds you for 10 minutes. Creatures within the fog are lightly obscured.
  • 14-16: The Piscine reviewed: 8d8 fish with human mouths are deposited 5 feet above you. If they are not put in water within 1d4 rounds, they will die. They speak common
  • 17-19: Fey Feast: A lavish feast appears, but disappears if anyone tries to eat it.
  • 20-22: Invisible Touch: You become invisible for 1 minute, or until you attack or cast a spell.
  • 23-25: Laughter Echoes: Uncontrollable laughter compels everyone within 30 feet to make a Wisdom saving throw or fall prone, laughing for 1 round.
  • 26-28: Starlit Steps: Your footsteps leave glowing starlight for 1 hour, revealing your path.
  • 29-31: Gravity's Jest: For a moment, gravity around you goes haywire. You and everything within a 10-foot radius momentarily floats in the air as if weightless. After 1 round, gravity returns to normal, potentially causing chaos as items crash back to the ground.
  • 32-34: Mirror Mirage: One random companion within sight is suddenly surrounded by 1d6 illusory duplicates of itself, each behaving in a more exaggerated and bizarre manner than the last. The duplicates perform odd actions and make absurd statements in the creature's voice, lasting for 1 minute.
  • 35-37: Melodic Whispers: An ethereal melody grants you advantage on Persuasion checks for 10 minutes.
  • 38-40: Shadow Swap: Swap places with a random creature within 30 feet.
  • 41-43: Nature's Gift: A random non-magical item transforms into flowers or vines.
  • 44-46: Temporal Flicker: Time skips forward 1 round for you. You effectively lose a turn.
  • 47-49: Feywild's Embrace: You gain the ability to speak with animals for 1 hour.
  • 50-52: Illusory Double: An illusory duplicate of yourself appears for 1 minute, mimicking your actions.
  • 53-55: Sylvan Steps: Plants grow to cushion your steps, making you silent for 10 minutes.
  • 56-58: Whimsical Disguise: Your appearance changes randomly for 1 hour.
  • 59-61: Enchanted Slumber: Fall asleep and awake fully rested in 1 minute, as if you had a long rest.
  • 62-64: Colin's Comical Arrival: A beam of moonlight shines down, and from it emerges Colin, a bewildered halfling. In the next moment, he is magically hurled towards a creature of your choice within 30 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is knocked prone by the unexpected halfling missile. Colin, unharmed but thoroughly confused, disappears in a puff of moonlit smoke after the impact or if the attack misses.
  • 65-67: Feywild Paradox: you momentarily glimpse several alternate realities. These rapid, conflicting visions are both bewildering and potentially misleading, showing you wildly different outcomes of your current situation or future events.
  • 68-70: Misplaced Objects: Items in your possession randomly teleport to pockets or bags of nearby creatures.
  • 71-73: Ethereal Passage: The ground and walls around you become pudding like for 1 minute, by holding your breath you can move through them as if they were difficult terrain.
  • 74-76: Befuddling Burst: Bright light bursts from you, possibly blinding nearby creatures for 1 round.
  • 77-79: Murmuring Breeze: A powerful gust of wind engulfs you, carrying a cacophony of voices speaking in unknown languages. For the next minute, every spoken word within 30 feet of you is transformed into an absurd, nonsensical babble, making communication verbally impossible and potentially leading to misunderstandings and confusion.
  • 80-82: Fickle Fate: You are polymorphed into a Tyrannosaurus Rex for 1 minute.
  • 83-85: Unseelie Sojourn - a random creature within 60 feet is teleported to the court of the Unseelie Queen, where an eternal ball is occurring. You find yourself dancing uncontrollably for 1 round before returning.
  • 86-88: Rock Rain - 200 small rocks fall out of your pockets, creating a loud noise and potentially startling nearby creatures.
  • 89-91: Sudden Sprout: A tree instantly grows beneath you, possibly lifting you up to 20 feet in the air.
  • 92-94: Fey's Favour: The next creature you touch gains advantage on their next roll.
  • 95-97: Butterfly Swarm: A swarm of harmless butterflies obscures vision, creating a heavily obscured area for 1 round.
  • 98-99: Gold from beyond: 1d10 platinum pieces impact your face, you take 1d10 damage. They appear from nowhere
  • 100: Wild Magic explosion: Roll twice, If the caster is at full health roll 3 times.

Connections 7

The Magic of CartoonsThe SourceLord CedricShoshana, Crown Of…BinketteAuntie Suzie's…Ono PalevoCato
Typed relations are solid, body mentions dashed; the outer ring is two steps away. See it in the full graph →
Connections as a list

Mentioned in 2

Player characters

Appears in sessions 1

  1. C3The Ransom manse

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