You utter a command phrase: "It's time to roll the dice!" You then throw an icosahedron, creating fractures in time that display all outcomes of this spell, before each reality collapses into one outcome at a target you can see within range. When this spell is cast, roll on the following tables to determine the damage type, status effect, area of effect, and saving throw of this spell, dealing 3d8 damage of the chosen type. (Status Effects are found on pgs. 290 - 292 and Alchemists Fire on pgs. 148 and 151 in the Player's Handbook.)
Damage Type and Status Condition (1d12):
1. Acid | Blinded |
2. Bludgeoning | Stunned |
3. Cold | Restrained |
4. Fire | Alchemist's Fire |
5. Force | Double effective die total |
6. Lightning | Paralyzed |
7. Necrotic | Frightened |
8. Piercing | Charm |
9. Poison | Poisoned |
10. Radiant | Blinded |
11. Slashing | Incapacitated |
12. Thunder | Deaf |
Area of Effect Type (1d6):
1. Single Target | Caster makes a spell attack as normal |
2. Cone | Dexterity Save against Spell Save DC |
3. Line | Dexterity Save against Spell Save DC |
4. Cylinder | Dexterity Save against Spell Save DC |
5. Sphere | Dexterity Save against Spell Save DC |
6. Cube | Constitution Save against Spell Save DC |
If the spell is cast on any Area of Effect other than Single Target, half as much damage on a successful save.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, increase the damage die used by 1d8 for each spell level above 3rd.
* - (an icosahedron filled with at 5 gp of pulverized rare metal, typically silver)
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