Taper of Authority: This slim wooden taper looks completely unremarkable. When lit, it burns continually without being consumed, giving off light equivalent to a candle. The sole function of the taper of authority is to give the wielder control over a particular set of magnificent fireworks. If any given firework is lit with the appropriate taper of authority, then the holder of the taper can direct and control it, if this is an option for the firework. A creator can only manufacture a taper to give control over fireworks that he has himself created, not those of others. Witches’ Cauldron: - swarm of bats, black tentacles On the side of this spherical, heavy firework is a silhouette of an ugly cartoon witch stirring a cauldron. Lighting the firework produces nothing but a heavy green smoke, which seethes and boils for two rounds and fills a 20 foot radius spread out from the firework. This smoke does not move, is two feet deep and has no effect other than to look sinister. On the third round, the firework ejects a summoned swarm of bats, which obey the holder of the taper of authority if present and otherwise attack anyone nearby. On the fourth round, the region already filled with smoke erupts with black tentacles created at the firework’s caster level. Again, these obey the taper’s holder. Ten rounds after the firework was lit, all these effects cease. Volcano: - fire damage This firework is decorated to resemble an erupting volcano. When lit, it first emanates a fountain of sparks that inflict 2d6 fire damage on all creatures within a ten-foot radius, with a Reflex saving throw (DC 15) negating this damage. After two rounds, a flow of molten lava emerges from the firework, expanding in a spread of five feet per round for eight more rounds, upon which the firework goes out. Creatures who are in a square into which lava expands may make Reflex saving throws (DC 16) to take no filled with lava takes 2d6 fire damage (and continues to take 1d6 damage for 1d3 rounds afterwards) on each round of exposure. The lava disappears when the firework expires. Brilliant Sparkler: - 30 foot daylight This object appears to be a length of metal wire dipped in some sort of grey substance. When lit, the end flares into bright sparks, shedding light equivalent to daylight in a 30 foot otherwise make a mark. The message remains hanging in the air in glowing blue for 1d3 Roaring Dragon: - illusion This impressive firework is a huge red pyramid, with a large dragon claw on one of the faces. Lighting it causes it to sputter briefly then cough a small sphere of red flame up into the air. This explodes into the form of a huge red dragon, which roars and blows flame, though not in such a way as to set light to anything. Waves of tangible heat come from it. This is all an illusion, and the holder of the taper of authority can control it. If it is not controlled, it simply roars and circles around until the effect expires. The illusory dragon cannot travel more than 840 feet from the firework. After 11 minutes, the dragon dissolves into a shower of red sparks. Observers believe the dragon to be real by default, as with all figments, though they may make a Will saving throw (DC 17) to disbelieve the illusion if they interact with it. Large Rocket: - hypnotic pattern This rocket is as fat as a scroll case and is tipped with a nosecone like a wizard’s hat. When it detonates, a sequence of massive coloured explosions fills the sky, with burst after burst going off, showering amber, gold and scarlet stars. This beautiful display can captivate any creature that sees it. The rocket affects up to 30+3d4 hit dice of creatures within a 60 foot radius spread as if by a hypnotic pattern, though no single creature of more than 18 hit dice can be affected. Those with fewest hit dice are affected first and among those with equal hit dice, those closest to the rocket’s launching point are affected first. A Will saving throw (DC 13) is allowed to resist the effect. The hypnotic pattern created by the falling stars lasts for 12 rounds. Small Rocket: - 120 foot daylight This rocket is eight inches long and has a stick attached for planting it in a bottle or the ground. It is coloured blue with white stars. Upon ignition it shoots into the air and explodes into a rain of coloured stars that fall slowly to earth, burning with dazzling intensity. These illuminate a 120 foot radius with shiftingcoloured light as bright as daylight. Creatures that suffer penalties in bright light (such as drow) also suffer them in the light of the small rocket, though this light does not damage creatures that are vulnerable to daylight. The illumination lasts for ten rounds. Fiery Serpent: - thoqqua This yellow cone has a wick in the top and an image of a coiled snake around the casing. When lit, it burns with a fierce sulphurous light, scorching the ground around it in a five foot with a Reflex saving throw (DC 13) allowed to negate this damage. On the third round, a summoned thoqqua is called into being directly below the firework and bursts through the ground, coiling madly as if in pain. The thoqqua is assumed to burrow through ten feet of material before breaking the surface, creating a tunnel that other creatures can use. The holder of the taper of authority can direct the thoqqua as he chooses if the firework was lit thereby. If it is not so directed, it attacks indiscriminately. Thunderclap: - flash-bang This tiny firework looks like a miniature, purple stick of dynamite. It goes off with a flash and a bang. The flash-bang dazzles and deafens all creatures within a ten foot radius spread, with a Fortitude saving throw (DC 11) allowed to negate the dazzle and a second Fortitude saving throw (DC 13) to negate the deafness. The dazzle effect lasts for one minute but the deafness is permanent. These saving throws must be made Blue Devil: - mephits This firework is a stubby blue cylinder like a fat candle, with cartoon-like pictures of smoky blue devils chasing each other around the circumference. When lit, it first pours out thick blue smoke in a 20 foot spread, the equivalent of that produced by a pyrotechnics spell. On the second round, 1d4+1 blue-hued fire mephits are summoned. These mephits are immune to the effects of the smoke cloud. If the person who lit the firework holds the taper of authority, then they obey his commands. Otherwise, they simply attack anything within sight. The smoke cloud and the mephits both remain for 11 rounds before disappearing. The firework continues to burn in the cloud’s centre and the mephits can touch it to gain fast healing. The holder of the taper of authority can dismiss the smoke or the mephits at will. |