You target an enemy or ally. That target must make a 16 or a 12 Will defense check. If the enemy(16) fails they must take full extent of the spell. If the ally(12) succeeds they gain the spell total in temporary hit points. You wave your hand over your pouch of dice. It opens and they float out in front of you. You select a target and the dice are sent out at them and spin around them in a circle. The dice pulse red and fly inward into the enemy, and the target is enveloped in red light. Black smoke is ejected upward and the dice come out like nothing happened as the enemy lays in pain. |or| The dice glow red and spin around your ally. With a pulsing flame expelled by the dice, your ally is rejuvenated. The dice fly back into the pouch as it closes.
-Enemy| Ally-
-1d4 Lightning 8 rounds| Hit Points
-1d6 Cold 8 rounds| Hit Points
-1d8 Fire 8 rounds| Hit Points
-1d10 Radiant 8 rounds| Hit Points
-1d12 Psychic 8 rounds| Hit Points
-1d20 Necrotic 8 rounds| Hit Points
* - (Cursed Dice Set(will not be consumed))Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/5/2019 2:42:38 PM
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Coming Soon
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