Wondrous Item, uncommon

the bag of magic marbles resembles a small bag filled with marbles made of different material of a when an individual reaches in to the bag they can pull out a marble of varying material  

as a action they roll a 1d12  to determine what material of marble they pull out as a bonus action a marble can be thrown at a target Dealing a corresponding type of damage an effect dependent on material  

only twelve marbles can be pulled out at a time the bag fills up with rocks after 1d4 days after a additional day the rocks smooth into marbles 

Thrown marbles crumble to dust after hitting a target   

 

1: cinnabar 

(the target takes 2d4 fire damage if the marble hits metal the metal undergoes the effects of the heat metal spell for 1d4 minutes if a creature wearing metal armor is hit it can make a DC 12 con save to negate the effects) 

 

2: marble 

(the target takes 1d6 cold damage they must succeed a DC 13 con save or lose 10 ft of movement for 1d4 rounds if a targets movement drops below 0 they take 1d4 frost damage on the start of there turns and are restrained until the frost ends after they are immune to the effects for 24 hours) 

 

3: jade 

(the target takes 2d4 poison damage and must make a DC 10 con save or be poisoned they can repeat the save at the end of there turn ending the effect on a success)

 

4: Olivine

(the target takes 2d10 acid damage and an has disadvantage on their next attack) 

 

5: orpiment

(the target takes 2d4 radiant damage if the target is undead or has a evil alignment 1d6 more radiant damage is dealt and undead must make a DC 6 wis save or under go the frightened effect directed from the thrower)  

 

6: Kunzite 

(the target takes 2d4 psychic damage and the thrower becomes invisible to the target for 1d4 rounds or until the target takes damage) 

 

7: augite 

(the target takes 2d4 necrotic damage and the thrower is healed the amount of damage done if the target is a good alined creature they take an extra 1d6 more radiant damage)   

 

8: tanzanite

 (the target takes 2d4 force damage and is pushed back 10ft) 

 

9: smoky quartz  

(the target must make a DC 16 wis save or be blinded they can repeat the save at the end of there turn ending it on a success)

 

10: imperial topaz

(the target must make a DC 16 wis save or be frightened by enemies they can repeat the save at the end of there turn ending it on a success) 

 

11: Sussexite  

(the target must make a DC 16 wis save or be charmed by a ally of your choice within 30ft of the target they can repeat the save at the end of there turn ending it on a success) 

 

12: opal

(the target becomes invisible for 1d4 hours ) 



jadetheender

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