Consumable: Glowing Candy
Magic Consumable Candy
A result of Jack's Halloween Night, regular sweets will temporarily become enchanted throughout its duration. These now magical sweets have a faint glow to them (noticed only after a Spot/Perception check with a DC of 18), earning them the name of Glowing Candy, and will bestow upon the consumer miscellaneous magical effects.
Like most of Jack's Halloween Night effects, their purpose is to spread fear and panic throughout the unsuspecting consumers and those around them, while at the same time bringing joy and amusement to those fascinated by the effects.
A 1d20 roll determines a Glowing Candy's effect on its consumer:
1. Makes consumer completely blind until dawn (Condition: Blindness).
2. Makes the consumer laugh uncontrollably for 3 minutes, as if under the effects of Hideous Laughter (link).
3. Turns consumer one size category smaller until dawn.
4. Turns consumer one size category bigger until dawn.
5. Makes consumer glow intensely until dawn. Spot/Perception checks performed on them have a +10 bonus.
6. Makes consumer immune to fire damage and makes their head emit flames for an hour.
7. Applies the effects of Feather Fall to the consumer for an hour. (link)
8. Regardless of race, covers the consumer with hair until dawn. In hot climates, this serves to make them more susceptible to the consequences of extreme heat, while in cold climates, it provides bonuses against the cold weather (environmental rules).
9. Consumer begins to see others as horrific beasts for 3 hours. If the subject is aware that the effects are a direct consequence of the candy, they are mostly unaffected except for simply being disturbed by some of the more repulsive forms. Otherwise, the subject is considered to be Frightened (link).
10. Consumer hallucinates about bats until dawn. As consequence, they suffer a -2 penalty on Concentration and Spot/Perception checks.
11. Consumer looses their ability to communicate properly until dawn, instead croaking like a frog whenever attempting to do so.
12. Consumer attracts tiny vermin towards themselves until dawn.
13. Consumer becomes severely claustrophobic until dawn, and begins to hallucinate of walls closing in whenever indoors. Characters suffering from this effect are considered Shaken (link) while indoors.
14. Consumer begins to bleed from their eyeballs for 3 minutes, but not enough to be a health risk. Characters suffering from this effect are immediately considered Shaken (link) upon becoming aware of their condition.
15. Consumer's vision is turned black and white until dawn. As consequence, Spot/Perception and Search checks suffer from a -3 penalty unless the victim’s natural vision is already monochrome.
16. Consumer is paralyzed (link) for an hour.
17. The consumer's senses are tricked into feeling the world is turning sideways, usually causing their reflexes to kick in and hold onto nearby objects or tumble around. They are treated as having the Dizzy condition (link) until dawn.
18. The consumer becomes nauseated (link) for the next hour, whatever regurgitated contents changed to the color of their blood.
19. Make it up, GM.
20. The piece of sweet consumed tastes like the most delicious piece of sugary delight ever to grace the consumer's palate.
The effects of Glowing Candy cannot be resisted by saving throws.
Related entries: Jack (link)














