A velvet green bag filled with a variety of marshmallow treats each with a different magical ability. These marshmallows taste like the most delicious dessert so creatures who eat one to use it's ability must make a wisdom saving throw (DC 14) or be overwhelmed by an intense craving and devour one other marshmallow at random. The wisdom save must be made for each marshmallow eaten. Also each time the a marshmallow is eaten there is a chance of a random monster or group of monsters appearing who is hell bent on stealing and eating the marshmallows due to the delicious smell emanating from the bag. The chance is higher depending on which marshmallow is eaten
1 Heart - Heals one creature to full health and gives them 20 temporary hp as well
Random chance - roll 1d6 on a 1 a monster or group of monsters will appear
1 Star - Grants one use of the wish spell for 1 hour
Random chance - roll 1d20 on an odd number a monster or group of monsters will appear ( minimum challenge rating of 10)
3 Horseshoes - Summon up to 4 mounts
Random chance - roll 1d12 on a 1 a monster or group of monsters will appear
1 Clover - Grants the lucky feat to one creature
Random chance - roll 1d4 on a 1 a monster or group of monsters will appear ( minimum challenge rating of 6)
2 Blue Moons - Grants 3 uses of the spell zodiac strike
- Zodiac Strike
| 1st-level evocation | |
| Casting time: | 1 action |
|---|---|
| Range: | 120 feet |
| Duration: | Instantaneous |
The raw power of the zodiac ring and its components placed into a small orb. When using this spell, roll 1d12 to determine the damage type:
| Element | Damage Type | Effect |
|---|---|---|
| Fire | Fire | The sphere explodes, creating a wave of fire to incinerate your target. |
| Earth | Bludgeon | The sphere solidifies into a large stone and smashes into your enemy. |
| Water | Water | The sphere shatters like glass and unleashes a wall of water upon the target. |
| Air | Lightning | A bolt of lightning strikes out from the sphere and electrifies the enemy. |
The target must make a Wisdom saving throw against your spell save DC. If they fail, they take 1d8 damage of the determined type. If they succeed, they take half as much damage. If the date in-game is an equinox or a solstice (ask your DM before using the spell), the target takes double the amount of damage that they would normally take.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, its damage increases by 1d12
Random chance - roll 1d8 on a 1 a monster or group of monsters will appear
3 Hourglasses - Grants the full effects of a long rest. You may also eat half of a marshmallow for the effects of a short rest
Random chance - roll 1d6 on a 1 a monster or group of monsters will appear
10 Rainbows - Grants the ability to turn one item a different color
Random chance - roll 1d20 on a 1 a monster or group of monsters will appear
3 Red Balloons - Grants a creature 1 use of the spell cause fear
Random chance - roll 1d10 on a 1 a monster or group of monsters will appear
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