You create a pair of dragon bone dice in the air between you and a willing target within 60 feet. You must be able to see and hear the target. These dice roll themselves before falling to the ground. You can choose to either roll 2d6 to determine the outcome of the dice, or choose a predetermined set of numbers. If you predetermine the outcome, the target must succeed an Insight check against your spell save DC with advantage. If they succeed, the spell ends and nobody wins. If you choose two 1s or two 6s as the outcome, the target has super advantage on their Insight check (best of 3 rolls).
Stakes: You and the target must agree on the stakes of the game. The stakes are equal for you and the target. Examples include betting gold, property, or servitude. If you or the target lose but cannot follow through on the bet, they take 2d6 necrotic damage and become cursed. While cursed, you have -3 to your Charisma score, and are visibly marked as a liar in some way. The curse can be removed by a Remove Curse spell.
If you roll a total of 2, you take 2d6 necrotic damage, and the target gains 5 temporary hit points. The target also wins the game and claims the stakes.
If you roll a total of 3-5, the target wins the game and claims the stakes.
If you roll a total of 6, you can either reroll or end the spell.
If you roll a total of 7-11, you win the game and claim the stakes.
If you roll a total of 12, the target takes 2d6 necrotic damage, and you gain 5 temporary hit points. You also win the game and claim the stakes.
The spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Previous Versions
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3/17/2023 5:49:14 PM
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Coming Soon
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