No one knows how you produce such peculiar tricks, and like any good magician, you never tell.
1st, 2nd, and 3rd Rounds: As an action, you produce a tiny object and throw it up to 30 feet. Roll 1d4:
Bee Swarm: Bees emerge from the object, buzzing and stinging in a 5-foot radius. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 poison damage per two paragon levels you have (minimum 2d6) and suffer disadvantage on its next attack roll before the end of the wonder.
Crackling Blast: Searing, crackling embers burst from the object in a 5-foot radius. Each creature in the area takes 1d8 fire damage per two paragon levels you have (minimum 2d8), or half damage on a successful Dexterity saving throw.
Shrieker: The object erupts with a piercing shriek in a 5-foot radius. Each creature in the area must succeed on a Constitution saving throw or be deafened and stunned until the end of your next turn.
Tanglefoot: Sticky strands burst from the object in a 5-foot radius. Each creature in the area must succeed on a Dexterity saving throw or be restrained until the end of the wonder. As an action, a restrained creature can attempt to escape with a Strength (Athletics) or Dexterity (Acrobatics) check.
You must complete a long rest to regain the use of madcap tricks.
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