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 )
Comments