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Me: Hi I’d like all of your Psyducks please
BK: Sir, I can only give you 2
Me: Okay, I’ll be back in the morning.
No other Pokémon matters ♥️ Psyduck
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Like rinsing a whole buncha jellybeans four fresh squeezed juice commission sets getting a bath before getting inked!
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En caso de que no se acordaran jeje #magicthegathering x #YoungMage
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Firecracker Crystals
Wondrous item, common
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These multicolored crystals are usually purchased in small bags at festivals and holiday events. As an action, you can throw one of these inch-long crystals against a solid surface to crack it apart. When broken in this way, a crystal releases the stored magic inside. The magic ends at the end of your turn and is entirely sensory.
A bag of the small crystals comes with 1d4+8 (10) crystals inside. Roll a number of d8 equal to the number of crystals in the bag and record each number rolled. Use these numbers to determine the kinds of crystals found in the bag using the table below.
d8 | Color | Result
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1 | Red | Releases a plume of harmless flame 5 feet tall.
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2 | Orange | Releases a small flash of bright light in a 5 foot
radius and dim light for another 5 feet, followed by the smell of
spices and citrus.
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3 | Yellow | Releases small spiraling motes of energy that fizz and fly about in a 5-foot radius.
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4 | Green | Releases a cloud of colorful verdant smoke that fills
a 5-foot sphere that smells both foul and sweet at once.
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5 | Blue | Releases a series of comically large bubbles that float outward from the point of impact in a 5-foot radius.
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6 | Purple | Releases the sound of music. The song is random, and plays only enough to make it recognizable as music.
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7 | White | Releases a dazzling display of sparkling glitter in a
5-foot radius from the point of impact.
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8 | Black | Releases a mystery effect. Roll on the table again
when using this crystal to determine its effect. If you roll an 8, roll again.
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Relentless Bulwark
Armor (shield), uncommon (requires attunement by a cleric or paladin)
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This hefty metal shield is virtually impenetrable. The shield has 6 charges and regains 1d4+2 expended charges each day at dawn. While holding the shield, you can use a bonus action to expend 1 charge to cast "shield of faith". When you would fail a Constitution saving throw to maintain concentration on a "shield of faith" spell cast using the shield, you can use your reaction to expend another charge to succeed on the saving throw instead. You can only use this reaction in this way while holding the shield.
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Emberlit Boots
Wondrous item, rare (requires attunement)
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These heavy boots' volcanic stones rearrange themselves to better fit your feet once you attune to them. Despite their appearance, the stones are remarkably light and comfortable, keeping your feet at a pleasant and consistent temperature. While wearing the boots on your feet, you can walk across dangerously hot surfaces (such as burning coals or shallow pools of magma) without harm. You have resistance to fire damage while you're attuned to the boots and wearing them.
In addition, these boots have 10 charges and regain 1d6+4 expended charges each day at dawn. When you walk 5 or more feet on your turn, you can expend 1 or more charges to set the ground alight behind you. For each expended charge, the ground in a 5-foot space in which you moved through begins to smolder and crackle with hot embers. Until the start of your next turn, any creature that enters or starts their turn in a space that you've set alight in this way must succeed on a DC 15 Dexterity saving throw or take 2d6 fire damage. The affected ground must be solid and can't be covered in water. Creatures that hover or fly through this terrain are immune to this effect, and any small, nonmagical plant growing there is incinerated.