Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Special 1
School
Evocation
Attack/Save
CHA Save
Damage/Effect
Buff (...)

You throw a handful of Gold pieces in the air. Depending on the amount of Gold you used, you can can use one or more of the following options.

2 Gold Pieces: A creature within range takes 1d4 psychic damage and must make a Charisma saving throw. On a failed safe, the target is charmed by you for 1 minute. The creature can make a Charisma saving throw on the end of each of its turns. On a successful save, the spell ends for that creature.

4 Gold Pieces: A creature within range regains 1d8 + your Charisma modifier Hit Points. You can increase the Hit Points regained by 1d6 for every additional 4 Gold Pieces to a maximum of 20 Gold Pieces.

6 Gold Pieces: You can add your Charisma modifier once to one saving throw. This effect lasts 1 minute.

8 Gold Pieces: All creatures within a 1d10-foot-radius take 1d8 + your spellcasting modifier psychic damage.

10 Gold Pieces: Your AC increases by 1 until the end of your next turn. 

12 Gold Pieces:  You take 1d8 nercotic damage. You can use Equalibrium's Gamblers Desire on your next turn without expending a spell slot. Additionally, you can choose 2 of its effects on your next turn by using your action to cast Equalibrium's Gamblers Desire without using any material components. 

14 Gold Pieces: You can cast any Spell of 3rd level or lower as a bonus action until the end of your next turn. 

16 Gold Pieces: Roll a d6. A creature within range takes 1d4 (on a 1), 1d6 (on a 2), 1d8 (on a 3), 1d10 (on a 4), 2d8 (on a 5) or 4d8 (on a 6) psychic damage. 

18 Gold Pieces: Choose one creature within range. It regains 2d12 + 1d6 Hit Points. If the target is an aberration, celestial, fey, fiend or undead, it takes 1d12 + 2d4 psychic damage. 

20 Gold Pieces: A creature that is hostile towards you regains all of its Hit Points. The creature becomes friendly towards you and your allies and will help you to the best of its abilities in any way or form for 1 hour. The spell ends if you or one of your allies damage the creature. 

You can decide to go for more than 1 effect to a maximum of 3. However, you still have to pay for all effects that you choose + 5 Gold Pieces for every additional effect. The effects do not stack.

* - ((A specific amount of Gold pieces which the spell consumes) )

Spell Tags: Healing Damage Control Buff Warding Charmed

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy)

Equalibrium

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