The Elven community of BigTree has graciously gifted our team of adventurers with 2500 gold worth of magic items to continue our fight against Sid and the blue dragon Tibault. They have also decided to provide each of us a Cloak of Elvenkind. The city’s resources are formidable and they have asked us what kinds of items are most useful to our effort. I feel that this is also a test of character, to see what kind of people we are, by seeing what we value most.
I welcome your views on this. I have described in more detail why I believe each of these items might benefit us most, strategies and concepts we might leverage. If you see alternatives that better suit our needs, I would like to learn more about why.
My recommendation for the items we shall request:
The four Cloaks of Elvenkind
Broom of Flying
Bracers of Archery
Slippers of Spider Climbing or Wand of Magic Missile
- Sleet Storm
- Water Breathing
- Feather Fall
- Magic Missile
- Mage Armor
Walker has some gold he could use to also purchase more spell scrolls:
- Spider Climb
- Phantom Steed
- A few miscellaneous ingredients for crafting magic items
And now, a more detailed explanation:
Magic item typical costs [Dungeon Master’s Guide, page 128 and 135]
Common item costs 100 GP
Uncommon item costs 500 GP
Rare item costs 5,000 GP
Very rare item costs 50,000 GP
Legendary item costs 500,000 GP
Consumable items (spell scrolls and potions) are half-cost:
Common consumable item costs 50 GP (cantrips and 1st level spells
Uncommon consumable item costs 250 GP (2nd and 3rd level spells)
Our team preferences:
Items that provide an increase in speed and maneuverability, especially for our less-swift members.
Sneaky items, to travel into harm’s way quietly and unnoticed.
Walker prefers to gain new spells (which could be gained by transcribing spell scrolls) and to increase a stockpile of magic components and reagents (for constructing new magic items).
Items that can enhance each team member’s strengths while also boosting their personal enjoyment.
The four Cloaks of Elvenkind (at no cost to us)
Camouflage excellent for hiding in any terrain. These cloaks also show people we meet that Big Tree supports our team’s efforts, that we stand for high ideals and right living.
Broom of Flying (uncommon item – 500 GP)
Flying speed at 50 feet/round for up to 200 pounds, or 30 feet/round for up to 400 pounds. It may be sent out with a command word to a known location within one mile, and another command word may summon it to return. We have been seeking a means to communicate at a distance, and here it is. At top speed (50 ft/sec), the broom could cover a one mile distance in just over five minutes. Everyone could use it, to travel or to send a written message. In particular, Frodo could enjoy enhanced speed and maneuver, and his slight stature would allow him to transport cargo and still maintain the highest speeds. A maneuverable reconnaissance scout while we travel. A fast flying pack mule for cargo. Effortless travel movement. I could even picture an attempt at jousting to surprise an adversary.
Bracers of Archery (uncommon item – 500 GP)
To amplify Thamior’s already formidable archery skills (+2 damage). Another example of how people we meet can recognize BigTree’s support or our team when they notice the bracers’ craftsmanship and design.
Slippers of Spider Climbing
Wand of Magic Missile (either is an uncommon item – 500 GP)
Kragg could use the Slippers to walk up walls and across ceilings, a most useful ability for a Dwarven specialist in mining and underground caverns while keeping his hands free for a weapon. Walking over pits and around traps in tunnels. Hiding overhead while an adversary walks past, maybe delivering a hammer to the head. Faster climbing of mountain surfaces.
Instead of the Slippers, Kragg may prefer the Wand of Magic Missiles. He often runs out of limited spell slots, and the Wand would provide up to seven shots per day to strike opponents at a distance (7 charges, recharges 1d6+1 charges at dawn each day, use one charge to fire three magic missiles at one or more targets up to 120 feet away which automatically hit for 1d4+1 damage each). No skill needed to accurately deliver the missiles.
Spell scrolls can be studied and carefully transcribed into Walker’s spellbook. Instead of a single-use spell, Walker can learn the spell itself and use it whenever we require it. Wizards are skilled in this, but I have not yet discovered a means for other kinds of adventurers to add new spells into their repertoire. Perhaps creation of magic items might be a means for other team members to access these abilities.
Haste (uncommon consumable 3rd-level spell scroll – 250 GP)
One person within 30 feet gains blistering speed (double movement speed, +2 Armor Class, Dexterity save advantage, and an additional action each round). Can maintain up to one minute (by caster’s concentration), but the recipient afterward spends a round in lethargy to regain his breath. Combat boosting. Quick run around an opponent or rapid escape while dodging incoming spells.
Sleet Storm (uncommon consumable 3rd-level spell scroll – 250 GP)
For up to one minute (by caster’s concentration), a 40-foot radius area up to 150 feet distant is subjected to a storm of freezing rain and ice (heavily obscured causing temporary blindness on everyone within, difficult terrain for movement, every round causing a Dexterity save to avoid falling prone, and those concentrating on a spell must make a Constitution save each round to maintain it). A powerful conjuration spell which can shatter an incoming army’s advance while we take them apart piecemeal.
Water Breathing (uncommon consumable 3rd-level spell scroll – 250 GP)
10 willing creatures gain the ability to breathe underwater for the next 24 hours. A ritual spell that Walker could cast without burning a spell slot. Our team could hide within a river to flee a powerful opponent, walk along a river bottom to surprise a patrol, explore the homes of water inhabitants and aquatic treasures, and improve a village’s fishing environment.
Longstrider (common consumable 1st-level spell scroll – 50 GP)
One touched person gains a speed enhancement (movement rate +10/round) for an hour. Casting this spell using higher spell slots would allow an additional person to be affected. Useful for missions of fast reconnaissance and sneaky stealth.
Feather Fall (common consumable 1st-level spell scroll – 50 GP)
The caster can use a reaction to slow the descent of five creatures within 60 feet. For the next minute, no one will receive damage from falling and will land on their feet. Saving someone falling into a deep pit. Jumping off of a building or tower or mountainside.
Magic Missile (common consumable 1st-level spell scroll – 50 GP)
Strike one or more targets with three magic missiles up to 120 feet away which automatically hit for 1d4+1 damage each. No skill needed to accurately deliver the missiles. Consistently score damage against tough-to-hit opponents. Hit extremely difficult targets like trap levers and ropes.
Mage Armor (common consumable 1st-level spell scroll – 50 GP)
Touch a person without armor to give them arcane protection (Armor Class 13 + Dexterity) for the next 8 hours. Protect casters and nimble scouts trying to sneak without hindering their abilities.
Message (common consumable cantrip spell scroll – 50 GP)
Quietly whisper to someone within 120 feet and hear them whisper back. The whispers can travel around corners and through solid objects. A means for us to communicate over distances quietly without spending spell slots.
Spider Climb (uncommon consumable 2nd-level spell scroll – 250 GP)
Walk up walls and across ceilings and underground caverns while keeping hands free for a weapon. Walking over pits and around traps in tunnels. Hiding overhead while an adversary walks past, maybe delivering a hammer to the head. Faster climbing of mountain surfaces. Standing on the side of a building raining down fire on a horde of zombies. Gaining access to defended locations. Fasten ropes to high places to enable everyone to climb.
Phantom Steed (uncommon consumable 3rd-level spell scroll – 250 GP)
Creates a wickedly-fast large rideable beast, with an appearance of your choosing, complete with saddle and reins. Travel at a speed of 10 mile per hour (100 feet/round) or a fast pace of 13 miles per hour. After one hour the rider and cargo drifts to the ground slowly. Cast this as a ritual without burning a spell slot. Increase our team’s travel speed for times we don’t mind going ahead separately one at a time. Impress the locals by riding a powerful mystic mount.
Alternative magic items and spells:
Eversmoking Bottle (uncommon item – 500 GP)
Smoke fills a 60 foot radius and grows over time, heavily obscuring those within like a temporary blindness. Hides an entire group. If someone within had a non-visual means of seeing (like a familiar with blindsight), they could navigate without hindrance while remaining unbothered by adversaries.
Pearl of Power (uncommon item – 500 GP)
Recharge one spell slot (up to a 3rd level slot) once per day.
Immovable Rod (uncommon item – 500 GP)
A push-button forcefully locks the rod into position. Hang from a height in any environment or weather.
Wand of Secrets (uncommon item – 500 GP)
3 charges that recharge 1d3 every dawn. Find the nearest secret door or trap within 30 feet.
Pipes of Haunting (uncommon item – 500 GP)
30 foot range. Targets make a Wisdom save each round to avoid being frightened for up to one minute.
Bag of Holding (uncommon item – 500 GP)
Carry 500 pounds of items in 64 cubic feet of dimensional space, while the bag only weight 15 pounds.
Our team already has one of these, but as a tactic against an extremely tough opponent, we could put one bag within another (destroys both bags and causes a interdimensional rift to pull everyone within 10 feet on a one-way trip into the Astral plane). A nice way to dispose of an unwanted dragon.
Boots of Elvenkind (uncommon item – 500 GP)
Silent walking and Stealth advantage.
Gauntlets of Ogre Power (uncommon item – 500 GP)
Strength increases to 19 (+4 ability bonus).
Ring of Jumping (uncommon item – 500 GP)
Bonus action to triple your jump distance.
Normal long jump distance is (STR score) in feet with a ten-feet run-up, or half distance without.
Normal high jump distance is (STR bonus + 3) in feet with a ten-feet run-up, or half distance without.
Eyes of the Eagle (uncommon item – 500 GP)
Rope of Climbing (uncommon item – 500 GP)
Ring of Water Walking (uncommon item – 500 GP)
Wind Fan (uncommon item – 500 GP)
One Gust of Wind per day.
Winged Boots (uncommon item – 500 GP)
Fly speed equal to your walking speed, for four hours duration. Recharges 2 hours per 12 hours of un-use.
Counterspell (uncommon consumable 3rd-level spell scroll – 250 GP)
Cancel a spell within 60 feet while it is being cast by an opponent (higher than 3rd level spells need a roll to succeed).
Dispell Magic (uncommon consumable 3rd-level spell scroll – 250 GP)
Similar to Counterspell but against existing magic effects within 120 feet.
Fear (uncommon consumable 3rd-level spell scroll – 250 GP)
30 foot cone, causing Wisdom saves to avoid being frightened for up to one minute.
Fly (uncommon consumable 3rd-level spell scroll – 250 GP)
Willing creature can fly at 60 feet/round for up to 10 minutes (by caster concentration) but will fall hard to the ground when the spell ends.
Hypnotic Pattern (uncommon consumable 3rd-level spell scroll – 250 GP)
Range 120 feet. 30 foot cube. Wisdom save to avoid charmed incapacitation for up to one minute.
Major Image (uncommon consumable 3rd-level spell scroll – 250 GP)
Range 120 feet. 20 foot cube. Powerful illusion that includes realistic sounds and smells, moving images. Investigation/INT save to see through the illusion. Lasts by caster concentration for up to 10 minutes.
Remove Curse (uncommon consumable 3rd-level spell scroll – 250 GP)
Darkness (uncommon consumable 2nd-level spell scroll – 250 GP)
Stops seeing and darkvision in 15 foot radius up to 60 feet away for up to 10 minutes (by caster’s concentration).
Gust of Wind (uncommon consumable 2nd-level spell scroll – 250 GP)
Wind in 60 foot line on 10 feet wide, for up to 1 minute by caster’s concentration. STR save vs being pushed 15 feet away. Moving upwind is like difficult terrain.
Invisibility (uncommon consumable 2nd-level spell scroll – 250 GP)
One creature touched is invisible for up to one hour (by caster’s concentration).
Knock (uncommon consumable 2nd-level spell scroll – 250 GP)
Loudly open one lock up to 60 feet away.
Magic Weapon (uncommon consumable 2nd-level spell scroll – 250 GP)
Cast as a bonus action to make it a +1 weapon for up to one hour (by caster’s concentration).
Mirror Image (uncommon consumable 2nd-level spell scroll – 250 GP)
Three illusion duplicates may be attacked by opponents instead of you over the next minute.
Web (uncommon consumable 2nd-level spell scroll – 250 GP)
Range 60 feet. For up to 1 hour (by caster’s concentration). 20 foot cube is difficult terrain, lightly obscured, and every turn causes a Dexterity save to avoid being restrained, with a Strength save to break free. Burning webs causes 2d4 fire damage.
Jump (common consumable 1st-level spell scroll – 50 GP)
Touch one person to triple their jump distance for one minute.
Shield (common consumable 1st-level spell scroll – 50 GP)
Cast as a reaction for +5 Armor Class until start of your next round. Affects the current attack you are receiving and completely stops a Magic Missile.