You enchant a poker chip and toss it toward a creature within range, choosing from one of the following effects. The effect lasts while you maintain concentration or until the creature succeeds on a Wisdom saving throw at the end of each of its turns (save DC equals your spell save DC).
Choose one:
-
Bluff: The chip flashes and splits in midair, creating illusory duplicates of the target. The duplicates all appear to be wearing flamboyant card-dealer vests and hats. The duplicates crowd around the target, causing Disadvantage on Attack Rolls.
-
Call: The target must make a Charisma Saving Throw. On a failed save, they feel compelled to take risks. They have Disadvantage on Saving Throws against being Charmed or Frightened.
-
Raise: You imbue the chip with magical luck. One creature of your choice (can include yourself) gains 1d4 Temporary Hit Points at the start of each of its turns for the duration, and adds 1d4 to the next Damage Roll made on each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect one additional creature for each slot level above 2nd. Each target must be affected by a different effect.
* - (a clay poker chip worth at least 1 sp)
Comments