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  TWM8
   
  
   
  2 
   
  CREDITS: 
   
  Designer:  Jon Hild 
   
  Cover Art:  Gabriel Rodriguez 
   
  https://gabrielrodriguez.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by 
  Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  WEAVING PLUMA AND SHAPING HISHNA 
  MAGIC ITEMS OF MAZTICA 
   
  
   
  3 
   
  MAZTICA ALIVE! 
   
  “Maztica Alive” is the collective name for the 
  adventures and supplements created for the 
  DMsGuild that are inspired by the True World 
  continents of Maztica, Lopango, Anchorome and 
  Katashaka.   
    Each book, starting with the core campaign 
  guide, can be found in the link below.   
   
  http://www.dmsguild.com/product/171534/TWC
  1-The-Maztica-Campaign-Guide 
   
    Maztica is the Mesoamerica-derived setting 
  found to the west of the Forgotten Realms’ main 
  continent Faerun.  We are always looking for 
  more to join our community and continue 
  building this consistent and fun lore.  Join us at 
  anyone of the following three locations to 
  discuss the setting, read up on upcoming 
  projects, or even gain some inspiration to start a 
  project yourself! 
   
  The Piazza – Maztica Subforum 
   
  http://thepiazza.org.uk/bb/viewforum.php?f=39
  &sid=30d941372dd2644a7ea6faa9b2beaaea 
   
  Candlekeep Forum – Maztica Alive Workshop 
   
  http://forum.candlekeep.com/topic.asp?TOPIC_I
  D=19368 
   
  ABOUT THIS BOOK 
   
  This project is designed for DMs to add some 
  new treasures to their True World campaigns.  
  Each item includes a description that follows the 
  format introduced in the 5th Edition Dungeon 
  Master’s Guide, but also includes a True World 
  specific section on lore which might inspire the 
  DM to delve deeper into Maztican lore or even 
  develop adventures of their own.  
    Though it is not true of every item, as indicated 
  in the book’s title, the majority of the items 
  herein can be created by the plumaweaver or 
  hishnashaper artisan subclasses found in TWC1 
  The Maztica Campaign Guide. 
  TABLE OF CONTENTS 
  Item 
  Page 
  Claw of Grasping 
  4 
  Earplugs of Pahtli 
  4 
  Feather Darts 
  4 
  Gizzard of Enotepec 
  5 
  Headdress of Awe 
  5 
  Hishnacoils 
  6 
  Ioun Stone – Obsidian Chunk 
  6 
  Kultakan Death Whistle 
  7 
  Moccasins of the Pochteca 
  7 
  Mother’s Token 
  7 
  Nose Ring of the Ahuizotl 
  8 
  Octli of Strength 
  8 
  Plumadressing/Hishnadressing 
  8 
  Ring of the Eagle 
  9 
  Sands of the Elders 
  9 
  Scale of the Xiuhcouatl 
  10 
  Sentient Item - Onotlatlatzin 
  10 
  Artifact – Thirteen Butterflies of 
  Qotal 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  CLAW OF GRASPING 
  Weapon (claw), uncommon 
   
  A claw of grasping appears to be a 
  two foot wooden pole with a large 
  raptor talon fused into one of its ends. 
    The claw can be used as a weapon 
  when open causing 6 (1d10 +1) 
  slashing damage on a successful hit 
  and it receives a +1 bonus to hit. 
    It may also be commanded to close 
  tightly as an action (at which point its 
  damage becomes 4 (1d6 +1) 
  bludgeoning damage, but once closed 
  it is very difficult for others to force 
  open.  This action can clasp a door 
  shut (DC 20 Strength check to 
  remove) at its hinges so that it can’t 
  be opened, or it may serve as a wall 
  mount to anchor a rope. The claw can 
  grasp onto any substance including 
  stone.  
    As a bonus action, the owner can 
  cause the claw to release from a range 
  of 120 ft. and it can hold up to 1000 
  lb. without releasing its grip.  The 
  claw has an effective Strength score 
  of 25. 
   
  Lore.  Created by hishnashapers as a 
  weapon, clever users have found the 
  claw of grasping to have a multitude 
  of other purposes. Creative players 
  may figure out other uses for its 
  powerful grip. 
   
   
   
   
   
  EARPLUGS OF PAHTLI 
  Wondrous item, rare (requires 
  attunement) 
   
   
  The earplugs of Pahtli are bone plugs 
  an inch in diameter that are worn as 
  earrings.  They magically extend 
  normal ear piercings to accommodate 
  their size.   
  Earplugs of Pahtli function as a ring 
  of protection and also give the wearer 
  resistance to damage that has thunder 
  as a descriptor.  The attuned wearer 
  can also use an action to listen in on 
  any verbal conversations that are in 
  the range of sight and all languages 
  are automatically understood.  
   
  Lore.   Pahtli was a pochteca that 
  spied for the Revered Counselor of 
  Nexal, Naltecona. As a merchant, he 
  was welcome almost anywhere, and 
  would use these earplugs to gather 
  information for the Empire of Nexal.  
   
  FEATHER DARTS  
  Weapon (dart), uncommon 
   
  These red feather fletched wooden 
  darts can be thrown as an action. 
  Once used, they multiply and behave 
  exactly like a magic missile spell cast 
  at 5th level. Each dart can only be 
  used once and packs are typically 
  found containing a dozen.  
   
  Lore.  Feather darts were created 
  centuries ago by the famed 
  plumaweaver Itzamna Manik who is 
  also known for creating the race of 
  
   
  5 
   
  beings known as the plumazotl (and 
  subsequently being punished by the 
  gods for doing so). The darts were his 
  weapon of choice and he was said to 
  have killed over a dozen xiuhcouatl 
  (TWC7) with them before finally 
  succumbing to their attacks. Some 
  plumazotl still pass on the secret of 
  feather dart creation.  
   
  GIZZARD OF ENOTEPEC 
  Wondrous item, very rare (requires 
  attunement) 
   
  This bladder like device can be worn 
  like a small pouch or bag.  As an 
  action, an attuned owner it’s can 
  command it to miniaturize and store a 
  full set of armor or clothing.  From 
  that point forward the wearer may 
  switch their current armor or clothing 
  with the set stored in the gizzard as a 
  bonus action. This can be done once 
  between short and long rests.    
   
  Lore.   Enotepec was a child of both 
  Amn and the Payit. He was raised in 
  Payit by his native born mother and 
  did not know his father. For years he 
  admired the set of shining armor his 
  father had left behind and eventually 
  became proficient with its use. In the 
  heat of the jungles, this armor was 
  impractical to wear. Eventually he 
  commissioned a hishnashaper to 
  create this magical storage device so 
  that he could call upon his father’s 
  armor when needed. It was forged 
  from the gizzard of a Maztican 
  ahuizotl that he had slain. Since those 
  early days, the item has been copied 
  numerous times. 
   
  HEADDRESS OF AWE 
  Wondrous item, very rare (requires 
  attunement) 
   
  The headdress of awe is comprised of 
  the long and magnificent feathers of 
  unknown birds and creatures.  When 
  worn and attuned to its wearer, it 
  raises the owners Charisma to 20, 
  unless the wearer already has a 
  Charisma of 20 or higher. It also gives 
  the owner advantage on all Charisma 
  based skill checks.   
    Finally, once between long rests, the 
  owner may use an action to cause the 
  headdress to glow brightly (bright 
  light in 30 foot radius, dim up to 60 
  feet) for 1 minute.  During this time, 
  any humanoid who can see the 
  headdress must make a DC 15 
  Charisma saving throw or fall to their 
  knees in awe for the duration of the 
  effect. Creatures on their knees are 
  considered prone.  
   
  Lore.   These headdresses are sought 
  after by Revered Counselors and war 
  chieftains across the True World. 
  Beyond being a badge of leadership, it 
  is difficult to resist commands from 
  one who wears one of these items.  
   It is believed that only two exist and 
  their whereabouts are unknown.  
  Their creation is also a mystery but 
  the existence of these items has been 
  rumored since the time of the first 
  Revered Counselors of Nexal.  
  
   
  6 
   
  HISHNACOILS 
  Wondrous item, rare  
   
  A hishnacoil is a 5 inch living ball of 
  tiny snakes that intertwine and squirm 
  incessantly.   
    You can use an action to speak a 
  command word and throw the 
  hishnacoils at a huge or smaller 
  creature that you can see within 60 
  feet of you.  If you make a successful 
  ranged attack roll (using your 
  Dexterity modifier plus your 
  proficiency bonus), the coils unwind 
  and grow wrapping around your target 
  and restraining it.  Six snake heads 
  appear among the coils threatening 
  and hissing at the restrained creature. 
     Once retrained the hishnacoils may 
  automatically bite the creature for 2 
  (1d4) piecing damage and an 
  additional 5 (2d4) poison damage as a 
  bonus action on each of your turns.  
  The hishnacoils only attack on your 
  command and you may speak the 
  command word again at any time to 
  release the restrained creature.  Once 
  released, the hishnacoils returns to its 
  original form. 
    A creature, including the one 
  restrained, can use an action to make 
  a DC 20 Strength check to break out 
  of hishnacoils.  On a success, the item 
  is destroyed and the restrained 
  creature is freed.  If the check fails, 
  any further attempts made by the 
  creature automatically fail until 24 
  hours have elapsed.  Once the 
  hishnacoils are used, they can’t be 
  used again until the next dawn. 
     
  Lore.   Hishnacoils were created by a 
  powerful hishnashaper from Far Payit 
  who enjoyed capturing his enemies 
  before killing them in order to torture 
  them at whim. When he created his 
  first hishnacoils he was able to do 
  both simultaneously. 
   
  IOUN STONE – OBSIDIAN 
  CHUNK 
  Wondrous item, rarity varies 
  (requires attunement) 
   
  Different types of obsidian come in 
  irregularly shaped chunks and follow 
  the same rules as the Ioun stones 
  found on page 176 in the Dungeon 
  Master’s Guide.  Different forms of 
  obsidian chunks confer different 
  abilities. 
    Fire Resistance (Rare).  This 
  snowflake obsidian chunk gives you 
  resistance to fire.  
    Absorption (Very Rare).  This 
  rainbow obsidian chunk will negate 
  one spell of each type of magic 
  (abjuration , conjuration, divination, 
  enchantment, evocation, illusion, 
  necromancy, transmutation) of 6th 
  level or below as either a reaction or 
  action.  For each spell cancelled it 
  will lose a bit of its coloration before 
  becoming dull gray when used in its 
  entirety.  
    Ablation (Very Rare).  Made from 
  plumastone, this reddish/black Ioun 
  stone absorbs 50% of damage as a 
  reaction for a maximum of 20 hp each 
  day. 
  
   
  7 
   
   
  Lore.   Obsidian chunk Ioun stones 
  are occasionally found naturally in 
  obsidian and plumastone quarries.  
  Where the magic comes from is 
  generally unknown, but assumed to be 
  a result of the goddess Maztica’s life 
  force that permeates the entirety of 
  the continent. 
   
  KULTAKAN DEATH WHISTLE 
  Wondrous item, common 
   
  The Kultakan death whistle is carved 
  from wood and has an image vaguely 
  reminiscent of a human skull.  Its 
  sound is horrifying and can strike fear 
  into opposing warriors. 
    The whistle can be blown as bonus 
  action and affects all creatures hostile 
  to the blower within a 30 foot radius 
  of the whistler who fail  a DC 12 
  Wisdom save.  Affected creatures 
  suffer disadvantage on their next 
  attack roll.  
    A creature may only be affected by a 
  death whistle once in a 24 hour 
  period. 
   
  Lore.   Kultakan death whistles are 
  said to be carved from wood found 
  only in Land of the Dead Mictlan.  
  When at war, regiments of Kultakan 
  warriors typically have at least one 
  who is using a death whistle as they 
  march into battle.  The cumulative 
  sound typically allows Kultakans to 
  overwhelm their enemies early in 
  battle.  
   
  MOCCASINS OF THE POCHTECA 
  Wondrous item, rare (requires 
  attunement) 
   
  When you wear these moccasins your 
  walking speed becomes 30 feet, 
  unless your walking speed is already 
  higher.  Your speed also isn’t reduced 
  if you are encumbered or wearing 
  heavy armor. In addition, you may 
  designate a location as a designated 
  “return point” to which you may 
  teleport to unerringly once between 
  long rests. The return point, once 
  designated, cannot be changed unless 
  you attune to the moccasins once 
  again.  
   
  Lore.   The pochteca are the famed 
  traveling merchants of the True 
  World. The Grand Pochteca, 
  merchant lord of Kolan, is said to 
  have created the first of these 
  moccasins personally and grants them 
  to those who have performed tasks for 
  him. 
   
  MOTHER’S TOKEN 
  Wondrous Item, uncommon  
   
  This small token is made of tightly 
  woven feathers and has a tiny, but 
  recognizable image of the goddess 
  Maztica on one side.  
    Once each week, A character can 
  mutter a small prayer as a bonus 
  action to Maztica at which point the 
  character will be granted inspiration.  
  If the character has inspiration already 
  
   
  8 
   
  the token will not work and its use 
  will be wasted for the week.  
   
  Lore.   Maztica’s druids work in 
  tandem with plumaweavers to create 
  these tokens and spread their goddess’ 
  influence in the True World. They are 
  typically given to heroes who perform 
  some great task for the goddess or for 
  her worshipers.  
   
  NOSE RING OF THE AHUIZOTL 
  Wondrous item, rare (requires 
  attunement) 
   
    These blue rings of turquoise are 
  worn in a pierced nostril rather than 
  on a finger.  Once attuned the wearer 
  of a nose ring of the ahuizotl can 
  breathe underwater and has a swim 
  speed of 30 feet. In addition, the 
  wearer grows a long, prehensile tail 
  tipped with a fully functional hand 
  from their backside. This hand can 
  perform any task a normal arm can do 
  including wield a weapon.  
   
  Lore.   Teoatl magic is a relatively 
  new branch of True World magic 
  similar to hishna or pluma but it is a 
  water based magic. The nose ring of 
  the ahuizotl is often found in coastal 
  towns that have practitioners of this 
  form of magic.  
   
  OCTLI OF STRENGTH 
  Potion, rare  
   
  Octli is an alcoholic beverage made 
  from the fermented sap of the agave 
  plant. Octli of Strength is an 
  enchanted version known to be both a 
  blessing and a curse. It typically 
  comes in sealed clay containers with 
  1d4 doses.   
    One dose of Octli of Strength gives 
  its imbiber advantage on all Strength 
  and Constitution based saving throw 
  and skill checks and disadvantage on 
  all Dexterity and Wisdom based 
  saving throws and skill checks for 1 
  hour.  It also functions as a potion of 
  hill giant strength giving its drinker 
  21 Strength for the hour. 
   
  Lore.  Octli of strength was created 
  by the Kultakans for special regiments 
  that like to overwhelm enemies 
  quickly. In Kultaka, it is a serious 
  offense for any but these warriors to 
  imbibe or even own such an elixir. 
  Even the young have been known to 
  face execution for stealing and 
  drinking octli of strength.  
   
  PLUMADRESSING/ 
  HISHNADRESSING 
  Wondrous item, rare 
   
  Plumadressing consists of leather 
  straps decorated with blue feathers 
  that can be wrapped or tied around 
  other objects. Hishnadressing is 
  similar, but made of sinew and 
  decorated with a variety of animal 
  fangs.  
   A magic item that is bound in 
  plumadressing or hishnadressing does 
  not count against the limit of magical 
  items that a character may be attuned 
  to. A character may only receive the 
  
   
  9 
   
  benefits of one plumadressed and one 
  hishnadressed item, effectively raising 
  the maximum number of attuned 
  items to five.  Determining which 
  items can be bound with 
  plumadressing and hishnadressing is 
  up to the DM. 
   
  Lore.   Plumaweavers and 
  Hishnashapers are known for their 
  creation of powerful items at higher 
  levels. These items are often 
  responsible for much of their 
  individual power but the limit of 
  attuned items often caps the extent of 
  their power. During Maztica’s exile 
  on Abeir artisans of both forms of 
  magic worked together to develop 
  these charms in order to help combat 
  the horrors of that foreign world.  
   
  RING OF THE EAGLE 
  Ring, uncommon (requires 
  attunement) 
   
  Once each day the attuned wearer of a 
  ring of the eagle may use an action to 
  polymorph into a giant eagle 
  (Monster Manual page 324). 
  Clothing and other items merge with 
  the giant eagle form and no longer 
  function if magical, except for the 
  ring itself which cannot be removed 
  as long as the wearer is an eagle. 
  Once in the form of an eagle, the 
  wearer may use a bonus action to 
  return to its original shape or it may 
  remain in the form of a giant eagle 
  indefinitely.  
    Though not intentionally cursed, 
  there is a danger to remaining in eagle 
  form for extended periods of time. 
  Each dawn, there is a cumulative 1% 
  chance that the wearer loses the 
  ability to return to its original form, 
  living out the remainder of its life as a 
  giant eagle. Only magic as powerful 
  as a wish can break this 
  condition. The chance resets once this 
  ability is not used for a full day.  
   
  Lore.   Created in the prehistoric day 
  of the Aeree kingdoms, rings of the 
  eagle still occasionally turn up in long 
  forgotten hoards and ruins. The rings 
  of the eagle were used by both the 
  aeree and their aarakocra successors 
  to change fully into the form of a 
  giant eagle for unlimited timespans. 
  Some believe these rings are 
  responsible for the creation of the 
  very first giant eagles and this might 
  help to explain their exceptional 
  intelligence. 
    While they are in some cases 
  aggravated that this magic so closely 
  mimics some of their own abilities 
  that take years to master, eagle 
  knights seek out these magical items 
  for their own use and pay handsomely 
  for newly found rings.   
   
  SANDS OF THE ELDERS 
  Wondrous Item, very rare  
   
  This fine sand comes in pouches 
  containing 1d4+1 handfuls. If an 
  action is used, the owner may throw 
  one handful of sand in an adjacent 
  square.  The sand opens a small gate 
  to an otherwise unknown demiplane 
  
   
  10 
   
  into which the user and up to 10 
  companions may join.  
    The demiplane appears to be an 
  endless desert in all directions and has 
  no features other than sand dunes and 
  a red/orange sun.  The owner and his 
  companions may stay safe in this 
  demiplane for up to an hour before 
  returning to their original location. If 
  their space is now occupied, they 
  return to the nearest open location.  
   
  Lore.   The sands of the Elders are 
  said to come from the demiplane 
  where the massive beings of the same 
  name originated (the sand elders). 
  Though a user’s time on the 
  demiplane is limited, visiting the it 
  might pique interest in the great 
  giants’ home world.  
   
  SCALE OF THE XIUHCOUATL 
  Wondrous Item, rare (requires 
  attunement, see below) 
   
  A scale of the xiuhcouatl appears to 
  be a fiery red/orange serpent scale 
  about an inch in diameter.  It is 
  always warm to the touch. 
    As a bonus action, the owner of this 
  can force it to merge into any melee 
  weapon. For an hour each day, the 
  weapon has the flame tongue property 
  from page 170 of the DMG.  After the 
  hour is up, the scale emerges from the 
  weapon and is inert until the 
  following morning.  
    The scale requires attunement 
  normally, but if it is added to a 
  weapon that the wielder is already 
  attuned to, this requirement is 
  negated. 
   
  Lore.  Tezca is said to create these 
  scales personally and pass them onto 
  the greatest of his clerics and 
  warriors. They are said to all come 
  from his most favored servant - an 
  actual xiuhcouatl of gargantuan size.  
   
  SENTIENT ITEM 
   
  ONOTLATLATZIN 
  Weapon (tepoztōpīlli), legendary 
  (requires attunement) 
   
  Once owned by the legendary warrior 
  Necalli*, Onotlatlatzin is a sentient 
  spear that glows as if made of 
  lightning when wielded in battle. 
    You gain a +3 bonus to attack and 
  damage rolls made with this weapon.  
  It has the following additional 
  properties. 
    Immunity.  Whenever you wield 
  Onotlatlatzin, you are immune to 
  lightning damage and resistant to 
  thunder damage. 
    Call Lightning (Recharge 6).  As a 
  bonus action, you may call lightning 
  if you are under an open sky to infuse 
  the spear with the ability to cause an 
  extra 14 (4d6) damage when you 
  strike a creature. 
    Sentience.  Onotlatlatzin is a 
  sentient lawful neutral weapon with 
  an Intelligence of 13, a Wisdom of 10 
  and a Charisma of 17.  It has hearing 
  and darkvision out to range of 120 
  
   
  11 
   
  feet.  The weapon can speak, read and 
  understand Maztican. 
    Personality.  Onotlatlatzin is 
  bombastic and aggressive but is 
  usually protective of its owner.  It 
  wants glory for itself and its name and 
  believes that by properly serving its 
  master, it will achieve these things.  It 
  loudly encourages its owner to take 
  on challenges of increasing difficulty, 
  but it is not suicidal.  The only way to 
  incur a conflict with the spear is to 
  truly behave cowardly – typically by 
  fleeing from a far weaker foe. 
   
  *Note that this item is depicted on the cover in 
  the hands of its most well-known owner – the 
  warrior Necalli. 
   
  Lore.   It is unknown where Necalli 
  obtained this weapon, but he is well 
  known to have wielded it for many 
  years.  A warrior of the far off land of 
  Kolan, long before the Empire of 
  Nexal invaded, Necalli is legendary in 
  his destruction of many terrible 
  creatures.  It is said that he once slew 
  an enormous scaled serpent with the 
  six heads of a jaguar.  The spear’s 
  whereabouts are currently unknown. 
   
  ARTIFACT 
   
  THIRTEEN BUTTERFLIES  
  OF QOTAL 
   
  The thirteen butterflies of Qotal 
  appear to be exquisitely crafted 
  golden butterflies encrusted with 
  gemstones. Each is just under 6 inches 
  in length but are so perfectly crafted 
  that they might fetch up to 20,000 gp 
  each just for their beauty and 
  materials alone. Anyone who holds 
  one of the butterflies may cast 
  commune once between long rests, 
  but only to contact Qotal.  
    Each individual butterfly has two 
  minor beneficial properties from page 
  219 of the Dungeon Master’s Guide. 
    In addition, the thirteen butterflies 
  each has a unique special ability. 
  Once this ability is used the power of 
  the butterfly is temporarily drained 
  and the butterfly dissipates into a 
  golden mist.  After the passing of a 
  century, the butterfly of Qotal reforms 
  somewhere elsewhere in Maztica.   
  The butterflies are sought out in times 
  of great need.  They are hidden by 
  Qotal himself, and cannot be found 
  without his express will.  In order to 
  acquire one, Qotal requires that a 
  potential owner undertakes a great 
  adventure and typically forces their 
  appearance at the bottom of great 
  ruins or ancient sites where none will 
  ever be found accidentally.  The 
  individual butterflies and their powers 
  are listed below. 
    Summon Gargantua.  An attuned 
  owner of this butterfly can cause it to 
  grow to gargantuan size and come 
  alive. The massive creature has 800 
  hp but has no form of attack. Up to 
  1,000 medium sized creatures can fit 
  upon its back. This butterfly can be 
  found if a large village or small city is 
  in need of evacuation. 
  
   
  12 
   
   
    Part Waters.  An attuned owner of 
  the second butterfly may part entire 
  seas for up to a tenday of travel. Much 
  like the first butterfly, this one can be 
  found when a population must be 
  relocated. However, this butterfly 
  responds more to environmental 
  threats than attacks or other physical 
  threats. 
    Imprisonment.  This butterfly can be 
  used to imprison a creature of up to 
  CR25 in a deep slumber many miles 
  below the surface of the planet. The 
  creature is not allowed a save, but 
  each time it is used on a new creature, 
  the prior is freed. Its use might 
  unfortunately replace one threat with 
  another.  It is rumored that this 
  butterfly was sought out by Cordell’s 
  men to combat the Star Worm 
  H’Calos, but it was never found. 
    Lifespring.  This butterfly can spring 
  to life and fly towards a specific 
  location up to a thousand miles away. 
  Anywhere the butterfly passes in its 
  flight becomes verdant and life 
  supporting. The butterfly has only 4 
  hp with an AC of 10 and can easily be 
  destroyed (at which point it dissipates 
  as if used).  This butterfly is said to 
  have been activated just over a 
  century ago to help guide the refugees 
  of Nexal in order to found Tukan.  
    Resurrection.  This butterfly can 
  resurrect a hero from ages past with 
  unlimited time between his or her 
  death and the current age as long as 
  some remnant of the hero is used (a 
  body part as small as a fingernail 
  clipping may be used).  Prior to the 
  resurrection, the butterfly’s user is 
  permitted to speak to the hero’s 
  tonalli (spirit) and convince it to 
  return.  If the hero chooses not to, the 
  butterfly dissipates and the hero is not 
  resurrected. 
    Transformation.  This butterfly can 
  be used to permanently change the 
  nature of hundreds of creatures in 
  some subtle ways.  A hero of Qotal 
  was said to have used this butterfly to 
  transform the dinosaurs of Abeir into 
  the plumed behemoths that protected 
  mankind during the first days of 
  Maztica’s exile.  (See TWC7 for 
  information on the plumed behemoth 
  template). 
    Love Philter.  This butterfly is 
  encrusted with rubies and can fully 
  cause one creature to fall in love with 
  the owner.  This love can cut across 
  races and affects creatures up to CR17 
  without a save.  If it is used to lead to 
  actions that will certainly cause the 
  affected creatures death, the charm is 
  broken.  Otherwise it is real and 
  permanent. 
    Celestial Motion.  This butterfly can 
  temporarily affect the motion of a 
  celestial object.  For example, it could 
  be used to prevent an eclipse, or draw 
  Selune momentarily closer to Toril.  
  An impending asteroid collision could 
  also be averted. 
    Weather Control.  The lapis and 
  turquoise inlaid golden butterfly can 
  alter weather patterns for up to a year.  
  A drought can be ended and famine 
  could easily be averted using this 
  
   
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  power.  The range of the ability is up 
  to the DM and depends on need, but 
  the power of the effect dilutes as the 
  radius increases. 
    Divine Audience.  This butterfly can 
  be used to have a face to face 
  audience with the Plumed Dragon 
  himself.  Typically, Qotal will be 
  amenable to one request made by its 
  user if the butterfly was earned.  
  Otherwise, Qotal will seek to destroy 
  the hubristic trespasser. 
    Instant Ziggurat.  Much like a 
  Daern’s instant fortress, this butterfly 
  can cause a structure to spring into 
  being.  However, the ziggurat is 
  massive, and can be used to house or 
  defend hundreds. 
    Dragon Polymorph.  The user of 
  this red tinged golden butterfly can 
  polymorph into a massive dragon that 
  has the statistics of an ancient  red 
  dragon but appears much like Qotal 
  himself.   
    Unknown Ability.  The last butterfly 
  is left for the DM to decide, but 
  should only appear to combat a 
  specific threat to the whole of the 
  True World or the continent of 
  Maztica. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWM8 - Weaving Pluma and Shaping Hishna - Magic Items of Maztica [5e].pdf