A curious sphere that could do all sorts of stuff to a spell you cast while using this as an Arcane Focus.
Using the Spell Roulette Sphere
Roll 1d00, and use the table below based on what you rolled.
DIe #1 |
Effect |
Die #2 |
Effect |
---|---|---|---|
10 |
roll the spell for critical damage, but you take the damage. this overrides the effects from getting a 1 on the second die. |
1 |
the spell doesn't seem to work. there's a few sparks of light, but nothing happens, aside from a faint "WOMP WOMP" from somewhere in your mind... this is overridden if you get a 1 on the first die. |
20 |
you can change the damage type of the spell if it is a damage dealing spell. |
2 |
if the spell is a healing spell, add your spellcasting modifier to the number of hit points healed, on top of any other increases. |
30 |
the spell casted doesn't deplete any spell slots. if you rolled a 3 on the other die as well, you replenish 1 depleted spell slot too. |
3 |
the spell casted doesn't deplete any spell slots. if you rolled a 30 on the other die as well, you replenish 1 depleted spell slot too. |
40 |
the AOE of the spell is increased by 10 ft. rolling a 4 on the other die cancels out this effect. |
4 |
the AOE of the spell is reduced by 10 ft. rolling a 40 on the other die cancels out this effect. |
50 |
if you rolled a 5 on the other die, then roll the first die twice, and use those effects. |
5 |
if you rolled a 50 on the other die, then roll the first die twice, and use those effects. |
60 |
the spell blows up in your face. take 2d10 damage of the same type dealt by the spell. |
6 |
if the spell has an AOE, the AOE size halved. |
70 |
if you roll a 7 on the other die, roll 3d10. the effects of the spell casted with the Spell Roulette Sphere gets multiplied with every 7 rolled (one 7 = 2x, two 7s = 3x, three 7s = 4x). |
7 |
if you roll a 70 on the other die, roll 3d10. the effects of the casted spell is multiplied with every 7 rolled (one 7 = 2x, two 7s = 3x, three 7s = 4x). |
80 |
if you rolled an 8 on the other die, then you cast the spell a second time (without depleting another spell slot). |
8 |
if you rolled an 80 on the other die, then you cast the spell a second time (without depleting another spell slot). |
90 |
if you rolled a 9 on the other die, then roll the second die twice, and use those effects. |
9 |
if you rolled a 90 on the other die, then roll the second die twice, and use those effects. |
00 |
roll the spell for critical damage. everyone in a 80 ft radius of you hears a loud "IT'S WIZARD TIME, MOTHERF*CKERS!" (or something similar). |
0 |
roll 1d20. if you get above a 16, the spell's effect is increased 2d4. |
Important Info (regarding the table)
- Die #1 is the d10 that's counting by tens and Die #1 is the d10 that's counting by ones.
- If the spell casted using The Spell Roulette Sphere isn't a healing spell or a damage-dealing spell, the spell is casted normally.
- A spell's effect, in terms of healing and damage-dealing spells, is how many hit points are healed and how much damage is dealt respectively.
- For the rolls with effects that correspond with other rolls (70 and 7, for instance), if you don't meet the conditions, the spell is cast normally.
Notes: Arcane Focus, by spellcaster, Focus
Comments