Wondrous Item, unknown rarity (requires attunement by a by spellcaster)

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.
if the spell is a healing spell, then the spell isn't affected.

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.
if the spell isn't a healing spell, then the spell isn't affected.

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.
the spell isn't affected if the spell doesn't have an AOE to begin with.

rolling a 4 on the other die cancels out this effect.

4

the AOE of the spell is reduced by 10 ft.
the spell isn't affected if the spell doesn't have an AOE to begin with.

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.
if the spell doesn't do damage, then take 2d4 damage (no type).

6

if the spell has an AOE, the AOE size halved.
if the spell doesn't have an AOE, the effects of the spell are reduced by 1d6.

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

Item Tags: Focus

P4R4D153_39989

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