Your character points at one other creature within range. Roll a d4. If you get a 2, the spell is stolen by the intended victim of the spell. That creature casts the spell instead of you (and uses up your turn).The attacked creature must make a DC 15 constitution saving throw. If the creature fails the saving throw, it takes 1d12+1 damage. If it succeeds, it takes half damage (round up), and the other half is halved again and dealt to the caster of the spell.
If the creature rolls a 20, your spell gets deflected to the closest ally of the caster (including the caster). That creature rolls the saving throw as well, and if they get a 20 again, it will deflect to their closest ally (again). If it hits the caster, they automatically take half damage but roll the die anyways to see if it is deflected again.
If the creature rolls a 1, they take 1.5x their damage (round down).
If the creature rolls a 7, they explode, reducing them to 0 hit points. Everyone other than the creature in a 10-foot sphere around the creature takes 1d6 radiant damage and 1d4 fire damage. Any nearby flammable objects catch fire. If the caster is wearing Chain Mail of Exciting Explosions, use a 15-foot sphere and +1d4 divided by 2 (round up) extra fire damage.
If the creature rolls a 13, another creature within a 30-foot radius chosen by the DM spontaneously combusts, taking double the normal damage of this spell (but the original target creature does not take any damage).
If the creature rolls a 10, their intelligence is reduced to 2 for 2 rounds, and they become invincible to attacks. However, if another creature within a 10-foot radius uses a ranged weapon and rolls a natural 1 or a 2 to hit, the damage goes to the invincible creature.
If the creature rolls a 3, the caster gains control over them for the duration of their next turn, unless the caster also rolls a 3 at some point, in which case they lose any control they had over the targeted creature. +1d12 per level above level 1 and +1 for every other level above 1 (3, 5, 7, etc.)
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