Wondrous Item, artifact

A collection of 10 colorful hard candies with runic symbols on them. 

Cast Rune: As an action, reaction, or bonus action, a creature may eat one of the candies. The candy will immediately dissolve in the creature's mouth. They will immediately speak the spell assigned to it, and roll a d10 luck check. One of the following effects will occur:

1: The candy tastes of aniseed. You feel a hopeful sensation, and the knowledge that things will be alright. An event occurs that provides a solution to an immediate problem. Examples include a blizzard turning into a pleasant sunny day, a powerful ally arriving to aid you in battle, or a burst of inspiration that helps you to solve a puzzle or mystery.

2:The candy tastes of herbs and honey. You feel a warm, relaxing sensation pass over your body. You and any creatures that you wish to include within 30 feet of you glow with a dim golden light, are restored to full hit points, any decreases to their maximum hit points are removed, and any negative temporary conditions applied to them are removed. 

3: The candy tastes tangy and citrusy. You feel suddenly energized. You and any creatures you wish to include within 30 feet of you that are physically restrained, Stunned, Paralyzed, or otherwise have their movement impaired are immediately freed. If a creature is prone, it may stand without costing its movement.

4: The candy tastes of grape. You feel magical protection shielding you from harm. Any melee or ranged attacks against you and any creatures you wish to include within 30 feet will fail for the next minute. If the attack is made with a non-magical melee weapon, the creature that made the attack must make a DC 20 Athletics check or be knocked prone. The weapon that made the attack will shatter.

5: The candy tastes of horehound, bittersweet and somewhat herbal. You feel a rush of magical energy surge through you. The the damage from the most recent successful spell attack made against you will be redirected at the creature that cast it. The new target must beat the original spell save DC, or the spell will hit and have its effects applied normally.

6: The candy tastes of peppermint. You feel a chill throughout your body. A shockwave of cold air radiates out from you. Any non-magical flames within 60 feet that you can see are extinguished.

7: The candy is tart and lemony. You feel a sense of inspiration and courage, like you could defeat any foe who challenges you. For the next day, you and any creatures that you choose that you can see will have advantage on all attack rolls.

8: The candy tastes of cinnamon, pleasantly spicy and sweet. You feel confident and attractive. A random humanoid that can see and hear you will begin to develop a strong romantic attraction to you. You will have advantage on Persuasion checks against the target as long as the attraction persists. 

9: The candy tastes of strawberry. You feel a surge of insight and understanding. You may choose a target with an Intelligence of 4 or more. The target must succeed on a Wisdom saving throw with disadvantage against your Wisdom score plus your Wisdom modifier, adding your Persuasion modifier if it is above 0. On a failed save, the target is compelled to answer any questions you ask it. You have advantage on all Insight checks for the next day.

10: The candy has an indescribable taste, as though many flavors are competing at once. You feel a sense of possibility and change come over you. You may cast Polymorph and Shape Change as at-will spells until midnight. Whichever shape you are occupying at that time will remain in place after the effect ends.

After each of these runes is cast, it may not be cast again as the candy has been consumed. Future dice rolls should be re-rolled if it lands on a number which has already been used.

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