Arcane Festival Tokens are vibrant, arcane-infused coins often caught during grand parades, won at arcane carnivals, or awarded during festivals of immense spectacle. Each token shimmers with magical energy and is keyed to a single spell.
As an action, bonus action, or reaction (your choice), you can flip the token to cast the spell stored within. The spell is cast at its lowest level and uses Charisma as the spellcasting ability (spell save DC 15). The token then loses its magic, becoming a mundane metallic coin adorned with iconography representing both the spell and the event where it was acquired.
Each token has a unique color corresponding to the level of the spell it contains (see the Spell Table below). While magical, the token registers as strongly enchanted when viewed with a detect magic spell.
Once expended, a spell token retains its appearance but no longer possesses magical properties. These nonmagical tokens are typically worth around 5 gp, though many choose to keep them as souvenirs of their magical origin.
*Power Word Mustard: 7th lvl Transmutation, Range: Self, Duration: 1 Minute
As you let out a primal scream of the power word "MUSTAAAAAAAAAAAAAAAAARD!", you unleash a surge of raw energy, transforming yourself into an overwhelmingly powerful force of nature for up to a minute. As golden energy surrounds you, your hair (if applicable) glows with radiant power, and your very presence exudes unstoppable might. This spell taps into your innermost strength and pushes your abilities far beyond their normal limits. In this new Supercharged Form, you gain the following benefits:
- Your Strength and Dexterity scores become 20.
- Your movement speed is doubled and you become unhindered by difficult terrain.
- Your unarmed strikes deal 6d10 radiant damage and count as magical weapons.
- You gain immunity to being charmed, frightened, or paralyzed, and you automatically succeed on Constitution saving throws to maintain concentration on this spell.
- When the spell ends, you unleash a devastating final attack. All creatures of your choice within 60 feet must make a Constitution saving throw (DC 20). On a failure, they take 12d10 radiant damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.
Notes: Utility, Consumable, enchantment
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