A bag crafted by Aeolus - the god of Winds and granted to adventurers who have helped him or provided him with entertainment in the form of storytelling. The magic within is as chaotic and powerful as the four winds themselves. Once, the great hero Odysseus possessed this bag, however his crew mishandled it and was blown across the sea.
Opening the Bag: As an action, a holder may open the bag. The Bag of Winds has 10 charges. Two charges can be used to cast Conjure Minor Elementals to summon Dust Mephits. This can only be done once a day. One charge can be used to cast Warding Wind once per day.
One charge can also be used to create a Gust of Wind capable of sending a ship 100 miles in a direction across large bodies of water. In order to select the desired direction, the user must succeed on a DC 10 Dexterity check. If failed, the user is sent in one of 8 random cardinal directions. While not above large bodies of water, the charge can be used to cast the Gust of Wind spell, which also requires a DC 10 Dexterity check to maintain hold of the bag or be knocked prone and lose control of the direction of the spell.
Six charges can be used to cast Conjure Elemental to summon an Air Elemental. Once opened, the user must succeed on a DC 15 Strength Saving throw or be unable to close the bag until 1d8 other charges are released. Since these charges are uncontrollable, they take the form of gusts of wind (which are once again controllable by a DC 10 dexterity check for each).
Once expended, the charges do not become replenished apart from being refilled by the god himself.
Previous Versions
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