Anytime the wearer attacks with an Iron weapon, the attack gains +1 To Hit. This item stacks with other “Faebane” items, as long as each item has a different name.
Standard Pack
When incorporated into the casting of a damage-inflicting Spell (cast from the character card, not a scroll or magic item), this dust increases the damage of the spell by +2. This dust has no effect on Spells which do not inflict HP damage.
No more than 1 dust (regardless of name) may be used per Spell.
Casting a Spell with Faerie Dust does not affect the casting time of the Spell.
If this runestone is implemented, when the affected player makes a successful melee attack against a monster, the monster will lose any ability–natural or magical–to appear or become invisible. The effect on the monster lasts for the entire combat after a successful attack.
This water from a secret mystical source will purify any liquid, up to one cubic yard in volume.
Pouring two flasks of Faerie Water (i.e., turn in two tokens) into a Goblet of Healing and consuming the liquid from the goblet will heal the imbiber 3 HP. The pouring and drinking process can be completed as a single Standard Action.
Adds +5 to AC or adds +7 to AC vs. attacks made by Fey creatures
Penalizes Will saving throws by -1
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
This weapon deals an additional 3 damage when it’s used to score a hit against a Fey or Fae creature.
Adds +1 to AC
If the wearer is a bard, in addition to the AC bonus, they may perform and affect other characters with their bardsong while underwater and/or in magical silence.
If the player slides a natural 20 while attacking with this weapon, the number of Melee attacks the monster it hit makes on its next turn is reduced by 1. E.g., 3 Melee attacks become 2, 2 Melee attacks become 1, and 1 Melee attack becomes no Melee attacks.
The monster’s ability to make Ranged attacks and/or cast spells is unaffected by Fang of Fenrir.









