Spell: Glyph of Warming: When you cast this spell, you inscribe a glyph that warms items or other
creatures, either upon a surface (such as a table or a section of floor
or wall) or within an object that can be closed (such as a book, a
scroll, or a Treasure
chest) to conceal the glyph. If you choose a surface, the glyph can
cover an area of the surface no larger than 10 feet in diameter. If you
choose an object, that object must remain in its place, if the object is
moved more than 10 feet from where you cast this spell, the glyph is
broken and the spell ends without being triggered.

The glyph is nearly Invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You
decide what triggers the glyph when you cast the spell. For glyphs
inscribed on a surface, the most typical triggers include touching or
standing on the glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or manipulating the
object on which the glyph is inscribed. For glyphs inscribed within an
object, the most Common
triggers include opening that object, approaching within a certain
distance of the object, or seeing or reading the glyph. Once a glyph is
triggered, this spell ends.

So yeah, a magical glyph that produces a pleasant warmth, great for reheating leftovers or warming up after going out adventuring when it’s a bit nipply out.

Spell: Tim Stop. You briefly stop the flow of time for everyone named Tim (character or player). Tim skips 1d4 + 1 turns, during which time all other characters and creatures can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a Tim or an object being worn or carried by Tim. In addition, the spell ends if you move Tim to a place more than 1,000 feet from the location where you cast it.

Encounter: Sriracha Rooster; when equipped as a familiar, the player selects a type of creature and the Rooster develops an irrational hatred of them, attacking them on sight and imbuing them with a delightful spicy flavor, aka granting them Flavored Enemy status.

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Encounter: Hellfire Ray; can emit hellfire at will (as the spell named after him), dealing 4d6 points of Fire damage–Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by fire resistance. Would be a true menace in the world if he wasn’t a shuffling, whiny schlub with a nasal voice, although this guise may suit him by causing his friends, enemies, and customers to doubt his fiendish power.