You grab a rock and another material and fuse them together with magical bonds. Only 1 item can be bound to the rock at a time. When the rock makes contact with the floor, it produces an effect based on what was bound to it. The effect lasts for 5 minutes or until the rock is picked up. The rock's effect can't be triggered again for another hour.
The rock's AOE ranges are determined by the level the spell is casted as. Base of 30ft and an additional 5ft for every level above 4. The DC is equivalent to the caster's spellcasting DC.
The enchantment lasts until the rock is destroyed or disenchanted.
Holy Water - Divine Shield
Enemies in a spherical range of the rock will have to make a Wisdom Saving Throw. On a failed save, the enemy will take 3d8 radiant damage and will be repelled from the rock (similar to turn dead). On a successful save, the enemy will take half damage and will still be able to enter the range.
Normal Water - Flood
Water rushes out from the rock. Any creature inside of a cylindrical (vertical with 10ft height) area will have to make a Constitution Saving Throw. On a failed save, the creature will take 1d4 cold damage and will be pushed out of the area, regardless of falls.
Oil - Ring/Wall of Fire
A tall stream of fire emerges from the rock. The stream can be split in multiple directions from the rock, but the total length of the stream(s) must be less than or equal to the range. The last person who wielded the rock decides the shape. Any creatures caught in the creation of the streams must make a Dexterity Saving Throw. On a failed throw, the creature takes 4d8 fire damage. On a successful throw, the creature takes half the damage and moves to one side of the stream. If a creature wishes to cross the fire, they must make a Dex Saving Throw. On a failed throw, the creature takes 3d6 fire damage and their movement ends just on the other side of the stream. On a successful throw, they take half the damage and can continue moving.
Herbs - Fulfilling Aura
Any creatures of the last wielder's choice in the rock's area will be healed 3d12. The creatures will also be relieved of 2 exhaustion levels. The creatures' stomachs will be filled, removing the need for food or water.
Crystal - Blinding Light
The rock produces a bright light, making the area in range illuminated and the area 30ft beyond dim light. Unprepared creatures caught within half of the rock's range must succeed a Constitution Saving Throw or take 2d4 radiant damage and be blinded for 3 turns.
Scale - Bane of Magic
Any spell casted withing the rock's range will be cancelled and any spell targeted inside the range will have disadvantage or half effect. Magical beings' powers will also have disadvantage/advantage to saving throws (i.e. Dragons' breath, Beholder's eye rays, etc.). This effect only lasts 6 rounds, as the rock cancels its own magic (and its op).
Metal/Wood - Conjure Arsenal
You conjure a piece of armor of weaponry. The item is made of the same metal/wood that is bound to the rock (i.e. wooden bows, metal armor, silvered swords).
Building Mortar - Conjure Structure
A structure of the last wielder's choice is formed from bricks, wood, and glass. The structure cannot contain any weaponry, armor, or items and is simply a building. The structure must fit in a cuboidal area of the rock's range.
* - (A rock the size of your hand and any one of water (blessed or not), oil, herbs (medicinal or edible), crystal, rare scale, metal/wood, or building mortar.)
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