This small black leather bag seems oddly light once you lift it, despite of being apparently full. Kept shut by a small thread made of hair of a magical creature and culminating in amber beads. Once opened, all that resides inside is a mass of sand that refills every dawn. The sand is made of dreams, is completely weightless and its smell is intoxicanting, almost inciting you to fall asleep.It holds a bit of the essence of the God of Dreams, allowing for some different uses.
The bag works similarly to a wand, having 5 charges in a day, until it refills at dawn. Each different use consumes a bit of the sand.
Forced Sleep (2 charges) You take a handful of sand and blow it in the face of a creature within 10ft of you. It must succeed on a DC15 Charisma save or magically fall asleep for 1 hour or until it takes any damage. Waking up from its sleep is traumatic, and the creature is stunned until the beggining of its next turn, recovering from the confusion.
Vivid Experience (1 charge) Taking a bit of sand and sprinkling it onto a creature while it is sleeping puts it into a strong dreaming disposition and its dreams become extremely vivid and meaningful. However, due to the uncertain nature of the sand, it is hard to control the outcome of the dream. Roll a d4 and choose an effect from the following table:
- The dreams become confusing and dangerous. Nightmares take hold of the sleeping person and show him the most twisted and unnerving, disturbing thoughts it could ever imagine, and things not even an evil mind could fathom. Upon waking up, the creature is traumatized, and is frightened of every creature other than himself until it takes a long rest, and has a -1 modifier to every ability check and saving throw for the duration of the effect.
- The dreams become sweet illusions and marvelous wonders. Fantastic landscapes and fantasies suited to the dreamer appear and grant him gifts, blessings and everything the creature would find good for him, even things he didn't even knew existed. Upon waking up, the creature is under the effect of a Bless spell until it takes a long rest.
- The dreams become meaningful and are brimming with riddles and information. The creature sees the cosmos, the past, the present, the future, everything unfolding before it. During the dream, he may cast the Divination or Commune spell for free once. The creature remembers everything the spell granted.
- The dream becomes too much to bear, too many things happening too strongly and too vividly. It almost breaks the mind of the creature, and upon waking up, he experienced both nightmares, dreams, illumination, communion,... but it was so much it is broken and will need time to heal. The creature may not use the sand again for a week and is under the effects of a Confusion spell for 8 hours due to the commotion it suffered.
Notes: spellcaster
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