Wisp-o'-Will Lantern: Difference between revisions
Created page with "''This ornate copper lantern has many engravings of what looks to be ancient design, including a number of glyphs that are unfamiliar to you.'' Whoever created this lantern was able to trap a Will-o'-Wisp inside it and bend it to their will. As long as this item is in your possession and you are attuned to it, it has the following properties. While holding the lantern, you can command the wisp as a bonus action to shed no light or any light of any color up to bright li..." |
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The wisp is bound to the lantern and can't be harmed, turned, or raised from the dead. | The wisp is bound to the lantern and can't be harmed, turned, or raised from the dead. | ||
[[Category:Items]] |
Revision as of 15:38, 29 March 2023
This ornate copper lantern has many engravings of what looks to be ancient design, including a number of glyphs that are unfamiliar to you.
Whoever created this lantern was able to trap a Will-o'-Wisp inside it and bend it to their will. As long as this item is in your possession and you are attuned to it, it has the following properties.
While holding the lantern, you can command the wisp as a bonus action to shed no light or any light of any color up to bright light in a 20-foot radius and dim light for an additional 20 feet.
While holding the lantern, you can use an action to order the wisp to leave the lantern and duplicate the effect of the mage hand spell. Roll 1d20 and inform the DM if you rolled a 1. The wisp returns to the lantern when the spell ends.
While holding the lantern, you can use an action to order the wisp to turn you invisible for ten minutes. This works as the spell but you are the one needing to concentrate on it and, as long as you do, the other functions of the lantern are unavailable to you. Keep a running count of how many times you have used this ability. Roll 1d100 and inform the DM if you rolled equal to or below the running count.
Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends if you attack, cast a spell, force a saving throw, or deal damage.
If you fall to 0 hp within 10 feet of the lantern, the wisp emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. Keep a running total of this happening and inform the DM once it reaches three.
While holding the lantern, you can use an action to order the wisp to attack one creature withing 30 feet of you. If you do so this will destroy the wisp and the lantern. The creature takes 6d8 lightning damage and any creatures within 10 feet of it take half of that. All creatures can attempt a Dexterity saving throw DC 15 to halve the damage.
The wisp is bound to the lantern and can't be harmed, turned, or raised from the dead.