Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
()
Components
V, S, M *
Duration
Special
School
Evocation
Attack/Save
Ranged
Damage/Effect
You throw the die to a point you can see within range. You then roll a d6 to determine the effect produced outlined below.
- SPICY ROLL. The die explodes into flames and each creature within 10 feet of the die must make a dexterity saving throw. On a failed save, the target takes 8d6 fire damage and be pushed 10 feet away from the die, or half as much damage and not be pushed away on a successful save. The fire spreads round corners and ignites any flammable objects in the area that aren't being worn or carried. The spell then ends.
- ICY ROLL.The die freezes the floor and each creature within 5 feet of the die must make a dexterity saving throw. On a failed save, the target takes 8d6 cold damage and falls prone, or half as much damage and remains upright on a successful save. You may maintain concentration for up to 1 minute and the icy terrain will remain. Any creature who attempts to move across the ice or starts its turn there, they must make a dexterity saving throw or fall prone.
- SHOCKY ROLL. The die summons a lightning bolt and each creature within 5 feet of the die must make a dexterity saving throw. The lightning chains to any creature within 5 feet of another making this saving throw. On a failed save, a target takes 8d6 lightning damage, and half as much damage on a successful save. The spell then ends.
- GASSY ROLL. The die expels a poisonous, yellow-green fog that fills the space within 10 feet of the die, and remains with concentration up to 1 minute. The fog can be dispersed by a strong wind. It's area is heavily obscured and the fog spreads around corners. When a creature enters the fog for the first time on its turn or starts its turn there, that creature must make a Constitution saving throw against poison. On a failed save, the target takes 4d6 poison damage, or half as much on a successful save. Creatures that don't need to breathe are immune.
- STABBY ROLL. The die flashes with a bright light. Each creature within 5 feet of the die must make a constitution saving throw or be stunned until the end of your next turn. At the beginning of your next turn, various knives, swords, arrows and other bladed weapons fall from the sky and land in the affected area. Each creature in the area must make a dexterity saving throw. On a failed save, the creature takes 8d6 piercing damage, or half as much on a successful one. A stunned creature automaticall fails this roll. The spell then ends. The weapons are made from magical energy, cannot be picked up, and disappear once the spell ends.
- STONEY ROLL. The die begins to petrify a single creature of your choosing within 5ft. The target must make a constitution saving throw. On a failed save, the target takes 8d6 necrotic damage and is restrained, or half as much damage and is not restrained on a successful save. A creature that is restrained in this way remains so for as long as you maintain concentration, up to 1 minute. At the start of each subsequent turn the target is still restrained, it can make a constitution saving throw and is released on a successful save, in which the spell then ends. A creature that drops to 0hp while restrained this way is turned fully to stone.
Comments