Magical Sickles

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These devices are of two types, as explained below. In addition to the special effects listed, a magical sickle can be used as a magical weapon: +2 to hit and inflicting 1d4 + 2 points of damage to all sizes of victims.
 

Golden Sickle


  A golden sickle contains 2d6 charges when found. It has two abilities:
  * Without expending a charge, the golden sickle allows the user to pass without trace, exactly as the druid spell of the same name. This does require the user to concentrate.
  By expending a charge, the user can employ the plant door spell to open a pathway through tangled or solid plant growth. Unlike the normal spell, however, the plant door spell from the sickle always lasts one turn and the path can be used by anyone. It can be up to 120 feet long.
 

Black Sickle (Blightbringer)


  The black sickle is an arcane device of potent evil. When it strikes a plant, that plant and all others within a 30-foot radius immediately wither and die. Animated plant-type creatures, such as treants, shambling mounts, and mobile fungi, receive a saving throw vs. spell to avoid the effect. Even if the save is successful, however, the animated plant must remove itself from the area of the blight as quickly as possible.

 
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