You summon 3 large six-sided dice to hurl your target(s) of choice within 30 feet of you. The higher the value of each die, the larger it appears, ranging from 1 to 6 cubic feet in volume.
After spell is cast, you become meta-aware (meaning they are aware of the fictional nature of their reality) and anxious for 2 hours. Disadvantage on initiative, wisdom, and intelligence rolls, +2 for constitution. Once this effect has worn off, you are able to use spell again. If using Lvl 8 Upcast, must take 1 short rest to use spell again.
(Note for DM: If the player is not playing their character as extremely anxious and full of existential dread in the face of the discovery that their world is a lie, refuse to give them Inspiration)
If your target does not know this spell, they must make a DEX saving throw. If they do, they can cast it as a d6 counterspell, 1d6 for however many dice you threw at them. If counterspell fails, damage is inflicted as normal. If counterspell succeeds, they become meta-aware for 2 rounds.
After 4 character levels, spell can either be forgotten or upcast to a 6th level spell slot. If upcast, add another d6 to hurl at enemies. Duration of after-effect is reduced by an hour. After another 4 levels, spell can be either forgotten or upcast again to an 8th level spell slot. If spell is upcast, add another d6 to hurl at enemies. Meta-awareness becomes permanent. Permanent meta-awareness effects are as follows: Disadvantage on initiative, +2 for DEX, WIS, and CON roll (including saving throws). In real-life, you must speak as your character for the remainder of all sessions, including addressing other players and the DM**.
(Note for DM: The player no longer has to act extremely anxious, only approximately Deadpool-level detached. If they don't, refuse to give them Inspiration. If they don't speak as their character 4 times, kill them.)
**8th level note: You are able to speak directly to the DM from within the campaign after your 1st long rest after upcast. To do this, shout (in both real life and the campaign) "I CAST SPEAK WITH GOD". If you wish to persuade/seduce/otherwise interact with the DM in a way that involves a skill, roll at triple disadvantage.
(Note for DM: I'm sorry in advance. This will likely throw off your campaign a good bit.)
Bonus effects if you get dice with the same face value:
1: Learn Tasha’s Hideous Laughter and Cutting Words, regardless of spell slots. If you already know Laughter, add a +3 modifier to your Charisma. If you know Words, add +4 to Intimidation. If you know both add both effects. Forget spell(s) after effect has worn off. If using Lvl 8 Upcast, you are able to use either spell 5 times regardless of timing.
“You are my playthings, and I get joy out of making you suffer.”
2: Learn Dimensional Door, regardless of spell slots. If you already know that spell, gain +2 damage on elemental attacks. Forget spell after effect has worn off. If using Lvl 8 Upcast, you are able to use this spell 5 times regardless of timing.
“Well done, Portal Master.”
3: Add a +4 modifier to Charisma, +3 to Dexterity.
“Life moves pretty fast. If you don’t stop and look around once in a while, you could miss it.”
4: Add a +4 to all sword damage.
“Prepare for the fight scene.”
5: You find a Ring of the Downside (see my other homebrew creations) in your pocket. It will continue to exist after the effect has worn off. Rolling straight 5's will have no bonus effects after ring has been summoned.
“Evil will always triumph because good is dumb.”
6: After the spell is cast you are immediately revived to full health.
“Maximum effort.”
* - ((3-5 cube-shaped small objects, preferably dice))
Previous Versions
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3/12/2026 12:39:53 AM
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15
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1
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1.7
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Coming Soon
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3/12/2026 12:41:13 AM
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7
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1
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1.8
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Coming Soon
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