Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 2 Rounds
School
Transmutation
Attack/Save
None
Damage/Effect
Creation

Double or Nothing is a powerful transmutation spell that allows you to attempt to duplicate or erase an inanimate, non-living item within range. Choose a non-living item within 60 feet. If the item is already duplicated or is a duplicate itself, the double or nothing spell fails. Roll a d20: 

  • On a 11-20: Success! The item is duplicated in perfect condition, appearing in a random location within 10 feet of the original.
  • On a 1-10: Failure. The item vanishes, erased from existence. 

When you cast Double or Nothing, you must concentrate on the spell for a full round. If your concentration is interrupted before the beginning of your next turn, the spell fails entirely, and nothing happens. If you successfully maintain concentration until the start of your next turn, you then roll to determine the outcome. Depending on the result, the target item is either duplicated or erased from existence.

Rarity-Based Rules for Magic Items:
The rarity of the item being targeted affects both the required spell level and the potential effects upon duplication or erasure, as follows:

  • Uncommon or mundane items: Cast at the base spell level (6th level).
  • Rare items: Must cast at 7th level or higher.
  • Very rare items: Must cast at 8th level or higher.
  • Legendary items: Must cast at 9th level.

Outcome Tables
Each rarity has its own table of possible effects upon successful duplication or failure leading to erasure. Roll a d10 to determine the specific outcome. When doubling a magic item, any effects caused by the duplicated or erased item (such as unpredictable magical energies, unintended curses, or lingering magical auras) are at the discretion of the DM. Not every consequence will apply to every item, as such the DM can make their own consequences to any duplicated item. 

Common Item (d10)

Success (Roll 1d10)

  1. Non-magical duplicate: If the common item was magical, a non-magical version of the item is created with identical appearance but lacks any magical properties is created. 
  2. Weak magic: The duplicate’s magic is unreliable. Each time it is used, roll a d6. On a roll of 1, the effect fails entirely.
  3. Flickering magic: The duplicate has a faint magical glow but only retains its properties for 1 hour, after which it becomes mundane.
  4. Shared durability: Both items share durability. Damage done to one affects the other equally, causing them to break or wear down together.
  5. Draining effect: Using the duplicate drains 1 hit point from the user each time, as it draws life energy for power.
  6. Partial duplication: The duplicate appears faded and only has half the original’s efficacy (e.g., reduced healing, reduced damage).
  7. Unpredictable activation: The duplicate activates randomly when held. Roll a d6 every 10 minutes; on a roll of 1, the item activates without command.
  8. Cursed whispers: The duplicate has a faint curse, causing the attuned user to hear whispers that impose disadvantage on Wisdom (Perception) checks.
  9. Cosmetic change: The duplicate has a bizarre appearance (e.g., odd color, strange texture) that makes it easily recognizable and halves its resale value.
  10. Temporary effect: The duplicate lasts for 24 hours before it fades and vanishes without a trace.

Failure (Roll 1d10)

  1. Loud pop: The item disappears in a burst of sound, alerting creatures within 60 feet to the user’s location.
  2. Shockwave: The item vanishes in a small shockwave, dealing 1d4 force damage to creatures within 5 feet.
  3. Illusionary echo: A harmless, translucent image of the item lingers for 10 minutes, potentially confusing creatures nearby.
  4. Energy feedback: The caster takes 1d6 psychic damage as the magic backfires, causing mental strain.
  5. Sparking failure: The item briefly glows and releases harmless sparks, illuminating the area within 10 feet for 1 minute.
  6. Blinding flash: The item releases a flash of light as it vanishes. Creatures within 5 feet must make a DC 10 Constitution saving throw or be blinded until the end of their next turn.
  7. Nauseating odor: The area around the caster fills with an unpleasant odor, causing creatures within 10 feet to make a DC 10 Constitution saving throw or become poisoned until the end of their next turn.
  8. Confusing hum: The item emits a confusing hum before vanishing. Creatures within 10 feet must succeed on a DC 10 Wisdom saving throw or become confused, rolling a d4 to determine their next action (1: do nothing, 2: move randomly, 3: attack nearest creature, 4: act normally) on their next turn.
  9. Magical residue: A small, harmless magic residue lingers where the item was, creating faint, glowing dust in a 5-foot radius that lasts for 1 hour.
  10. User’s touch becomes magical: The caster’s hands glow faintly for 1 hour, granting them the ability to cast Light on touched objects at will.

Uncommon Item (d10)

Success (Roll 1d10)

  1. Non-magical duplicate: A non-magical version of the item is created, with identical appearance but no magical properties.
  2. Unstable Magic: Each time the duplicate is used, roll a d6. On a roll of 1, the effect fails and the item does nothing.
  3. Temporary Duplicate: The duplicate retains its magical properties for 1 hour, after which it becomes mundane.
  4. Shared Durability: Both items share durability. Any damage dealt to one affects the other equally, causing both to break simultaneously if one breaks.
  5. Life Drain: Each use of the duplicate costs the user 1 hit point, as it draws life energy for power.
  6. Partial Duplication: The duplicate has half the original’s effect (e.g., reduced healing, reduced damage).
  7. Unpredictable Activation: The duplicate activates randomly. Roll a d6 every 10 minutes; on a roll of 1, the item activates without command.
  8. Mental Echo: Attuned users hear whispers that impose disadvantage on Wisdom (Perception) checks while holding the duplicate.
  9. Strange Appearance: The duplicate has a peculiar appearance (e.g., unusual color), halving its resale value.
  10. Short-Lived Magic: The duplicate exists for only 24 hours before vanishing without a trace.

Failure (Roll 1d10)

  1. Audible Pop: The item vanishes in a burst of sound, alerting creatures within 60 feet.
  2. Mini Shockwave: The item disappears in a small shockwave, dealing 1d4 force damage to creatures within 5 feet.
  3. Illusionary Echo: A translucent image of the item lingers for 10 minutes, potentially confusing creatures nearby.
  4. Mental Feedback: The caster takes 1d6 psychic damage as the magic backfires.
  5. Harmless Sparks: The item briefly glows and releases sparks, illuminating the area within 10 feet for 1 minute.
  6. Blinding Flash: The item releases a flash of light as it vanishes. Creatures within 5 feet must make a DC 10 Constitution saving throw or be blinded until the end of their next turn.
  7. Nauseating Odor: The area fills with an unpleasant smell. Creatures within 10 feet must succeed on a DC 10 Constitution save or be poisoned until the end of their next turn.
  8. Confusing Hum: The item emits a hum before vanishing. Creatures within 10 feet must succeed on a DC 10 Wisdom save or roll a d4 to determine their next action (1: do nothing, 2: move randomly, 3: attack nearest creature, 4: act normally).
  9. Glowing Residue: Faint, glowing dust appears where the item was, illuminating a 5-foot radius for 1 hour.
  10. Magical Touch: The caster’s hands glow faintly for 1 hour, allowing them to cast Light on objects they touch.

Rare Item (d10)

Success (Roll 1d10)

  1. Half Charges: The duplicate has half the charges or duration of the original.
  2. Power Split: Both items lose half their magical potency; each can only produce half of the original’s effects.
  3. Cursed Shock: When used, the duplicate deals 1d4 lightning damage to the user.
  4. Random Activation: Each time the duplicate is used, roll a d10; on a 1, a random effect from the Wild Magic Surge table occurs.
  5. Fleeting Magic: The duplicate's effects last only until the end of the next long rest, after which it becomes mundane.
  6. Interference: The duplicate has a 25% chance to fail when used within 30 feet of the original.
  7. Magical Interference: Using either item has a 1 in 10 chance of triggering a Mirror Image effect around the user.
  8. Cursed Pull: While attuned, the user must make a DC 12 Wisdom save or feel compelled to use the item once daily.
  9. Dim Power: Both items produce effects that are only half as effective (e.g., half damage or healing).
  10. Resonance Effect: When the duplicate is within 60 feet of the original, the user must succeed on a DC 15 Wisdom save or be frightened.

Failure (Roll 1d10)

  1. Arcane Explosion: The item vanishes in an explosion, dealing 2d6 force damage to creatures within 10 feet.
  2. Resonant Disturbance: Magical effects within 30 feet are disrupted for 1 minute, causing spells cast in that area to require a DC 12 Wisdom check to succeed.
  3. Summon Entity: A weak fiend or fey is summoned and may be hostile to the caster.
  4. Invisibility Surge: The caster becomes invisible for 1 minute, after which they reappear with a loud pop.
  5. Confusing Glimmer: The caster is affected by the Blur spell for 1 minute, causing disadvantage on attacks against them.
  6. Null Field: All magical effects within 30 feet are suppressed for 1 minute.
  7. Psychic Feedback: All creatures within 10 feet take 1d6 psychic damage.
  8. Spectral Manifestation: A harmless but eerie spectral figure appears and follows the caster for 24 hours.
  9. Flash of Dread: All creatures within 30 feet must make a DC 14 Wisdom save or be frightened for 1 minute.
  10. Lingering Hex: The caster suffers disadvantage on all attack rolls and ability checks for 1 minute.

Very Rare Item (d10)

Success (Roll 1d10)

  1. Drained Power: The duplicate has only half its original charges or effectiveness.
  2. Binding Curse: Attuning to either item binds the user, requiring a DC 16 Wisdom save to willingly unequip or drop it.
  3. Flickering Effect: Each use has a 50% chance of failing as the item’s magic flickers.
  4. Wild Surge Link: When either item is used, there’s a 10% chance it triggers a Wild Magic Surge in a 10-foot radius.
  5. Partial Failure: Each use of the duplicate has a 25% chance of producing a weaker effect (half damage or duration).
  6. Chaotic Backlash: If both items are within 10 feet, using either requires a DC 15 Dexterity save or the user takes 2d6 force damage.
  7. Cursed Echo: The duplicate carries a curse that inflicts disadvantage on Wisdom saving throws.
  8. Life Drain: Using the duplicate costs the user 1d10 hit points as it saps life energy.
  9. Interference Resonance: If both items are used within 30 feet of each other, there’s a 25% chance both fail.
  10. Mana Surge: Using the duplicate risks a 5-foot radius Magic Missile effect targeting the user.

Failure (Roll 1d10)

  1. Violent Explosion: The item vanishes, dealing 3d10 force damage to creatures within 15 feet.
  2. Chaos Rift: A 10-foot radius of wild magic causes random minor spell effects in the area for 1 minute.
  3. Summon Hostile Spirit: A hostile wraith appears and attacks the caster.
  4. Ethereal Shift: The caster becomes ethereal for 1 minute, returning with a loud pop.
  5. Anti-Magic Pulse: Magic within 60 feet is nullified for 1 minute.
  6. Cursed Feedback: The caster must make a DC 16 Wisdom save or be cursed (as Bestow Curse spell).
  7. Phantom Pain: All creatures within 10 feet take 2d6 psychic damage.
  8. Spectral Haunting: A specter appears and follows the caster, occasionally whispering unsettling phrases.
  9. Aura of Dread: All creatures within 30 feet must succeed on a DC 16 Wisdom save or be frightened for 1 minute.
  10. Permanent Curse: The caster gains a curse, causing disadvantage on one ability score's checks until removed by Remove Curse.

Legendary Item (d10)

Success (Roll 1d10)

  1. Volatile Duplicate: The duplicate has a 1 in 5 chance to explode, dealing 3d10 damage to the user.
  2. Life-Leeching Curse: Each use of the duplicate costs the user 2d10 hit points.
  3. Fractured Power: Both items permanently lose one magical property.
  4. Destabilized Magic: Using either item risks a 1d6 Wild Magic Surge (1: surge occurs).
  5. Weakened Effect: The duplicate’s effects are only a quarter as strong as the original.
  6. Random Teleport: Each time the duplicate is used, roll a d10. On a 1, the user and all creatures within 30 feet teleport to a random plane.
  7. Dark Influence: Attuned users gain a flaw, becoming paranoid and distrustful.
  8. Haunting Resonance: The duplicate carries a powerful curse that causes random effects, like Bestow Curse.
  9. Time-Worn: The duplicate deteriorates quickly, breaking after 1d10 uses.
  10. Unstable Fusion: Both items randomly merge and split. Roll a d4 each day: 1-2, they fuse (only one exists), 3-4 they split (both exist).

Failure (Roll 1d10)

  1. Massive Explosion: The item’s energy disperses, dealing 4d10 force damage to all creatures within 30 feet.
  2. Summoning Rift: The item’s erasure summons a powerful hostile creature (e.g., devil, fey).
  3. Arcane Cascade: The caster takes 4d10 psychic damage.
  4. Magic Null Zone: A 60-foot radius becomes an anti-magic field for 1 minute.
  5. Energy Pulse: All creatures within 30 feet take 3d10 radiant or necrotic damage.
  6. Curse of Weakness: The caster must succeed on a DC 18 Wisdom save or gain disadvantage on all checks for 24 hours.
  7. Surge of Wild Magic: Roll on the Wild Magic table for each creature within 30 feet.
  8. Spectral Onlookers: Dozens of spectral figures appear and observe the caster for 1 minute.
  9. Nightmare Curse: The caster is cursed with recurring nightmares, causing exhaustion each night until removed by Greater Restoration.
  10. Dimensional Tear: A rift opens briefly, pulling the caster and nearby creatures into a random plane for 1d4 rounds before returning.
* - (a coin and a small mirror)

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2024 5:37:06 PM
27
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Spell Tags: Creation

Available For: Artificer (Legacy) Sorcerer Wizard Druid (Legacy) - Circle of the Land (Legacy) Warlock (Legacy) - The Genie Druid - Circle of the Land Warlock - The Genie (TCoE)

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