In order to cast, the caster must verbally say the word "egg" in any language. Once cast, the caster must roll a d20 to determine the outcome on the spell. If casted at level 1, then add 1 to the roll. If casted at level 2, then add 2 to the roll, and so on. If a modifier pushes the roll over 20, count the roll as a nat 20
On a 2: Nothing happens. You just say the word "egg" and look like a dumbass
On a 3: A singular egg appears. This egg is similar to an egg that you would find at a supermarket; frozen, but can be cooked for food. However, if consumed in any fashion the consumer takes 1d10+4 poison damage.
On a 4: A singular egg appears. This egg is similar to an egg that you would find at a supermarket; frozen, but can be cooked for food.
On a 5: A singular egg appears. After a week, if cared for, the egg will hatch into a chick.
On a 6: 1d4 eggs appear. All of these eggs can be cooked but will not hatch.
On a 7: 1d4 eggs appear. After a week, if cared for, all of the eggs will hatch into chicks.
On an 8: One large egg appears (10 ft tall, 5 ft wide). It can be cooked, but will not hatch.
On a 9: One large egg appears. After a week, if cared for, it will hatch into 1d20+3 normal sized chicks.
On a 10: One large egg appears. After a week, if cared for, it will hatch into a large chick.
On an 11: Roll a d4, don't add any modifier. If the roll is 1 or 2, then the egg will shoot away from the caster but will circle back and hit them in the face for 1d6 bludgeoning damage. If the roll is 3 or 4, then the egg will shoot away from the caster and will hit anyone of the caster's choosing within 10 ft for 1d4 bludgeoning damage.
On a 12: One egg will shoot away from the caster and will attack anyone of the caster's choosing within 30 ft for 1d4 bludgeoning damage.
On a 13: 1d6 eggs will shoot away from the caster and will attack anyone of the caster's choosing within 30 ft for 1d10 bludgeoning damage.
On a 14: 1d10 eggs will shoot away from your person and will attack anyone of the caster's choosing within 30 ft for 1d10 bludgeoning damage.
On a 15: 1d10+2 eggs will shoot away from your person and will attack anyone of the caster's choosing within 30 ft for 1d10 bludgeoning damage. Then, roll a d20 plus spell modifier. If the roll is above 12, then a chick will instantly hatch if they hit the target. The chicks will then hit the target again for an additional 2d4 piercing damage and then instantly evaporate.
On a 16: 1d10 eggs appear. During the caster's next turn, the eggs will hatch. Roll another d20 and add the caster's spell modifier. If the roll is below 5, then the chicks will attack the caster for (amount of chicks hatched)d4 piercing damage and will then evaporate. If the roll is 6-10, then one chick will hatch from each egg but won't attack anything and won't evaporate. If the roll is above 10, then the chicks will attack anyone of the caster's choosing for (amount of chicks hatched)d10 piercing damage and will then evaporate.
On a 17: 1d10 eggs appear. During the caster's next turn, the eggs will hatch. Once hatched, the chicks will attack anyone of the caster's choosing for (amount of chicks hatched)d10 piercing damage and will then evaporate.
On a 18: A 40 ft tall 10 ft wide tornado of eggs will appear and will go in any straight direction of the caster's choosing. If anyone is in the way of the tornado, they must roll a Dexterity saving throw with a DC of 16 in order to avoid getting sucked into the tornado. If the target succeeds, then they take half 1d10+5 bludgeoning damage. If the target fails, then they are swept into the tornado, will be considered restrained for a turn, takes 1d10+5 bludgeoning damage, and will be pushed into the direction of the tornado for 50 ft.
On a 19: A storm of eggs rains down on anyone of the caster's choosing within 40 ft. The target must roll a Dexterity saving throw with a DC of 15. If failed, the target takes 2d10+3 bludgeoning damage. If the target succeeds the save, then they will take 1d10 bludgeoning damage. Roll 1d6-1 for how many chicks will hatch once some eggs hit the ground. These chicks will not attack and will not evaporate.
On a 20 or higher: Roll another d20, don't add modifier. (see below for what each roll will do)
If the roll is 2 and 19, then 1d20+15 eggs appear and then will hatch. The caster can control these chicks for the rest of combat. The chicks can deal 1d10+3 bludgeoning damage of the caster's choosing as long as the target is within 30 ft of the caster. Once combat is over, the chicks will become normal chicks and won't attack anything, but can be evaporated in and out of existence by the caster and will listen to simple commands from the caster (ex. "Stay," "Deliver this," "Follow").
If the roll is a 1, then the caster will slowly morph into a chicken. The transformation takes 3 rounds. During these three rounds, the caster can still take normal actions but will have disadvantage on attacks. Once fully transformed, the caster will be a chicken for 3 more rounds before turning back into their normal form at the end of the third round. During these three rounds, the caster's speed is cut in half and they can only deal 1d4-1 piercing damage.
If the roll is a 20, then a 5 ft tall 3 ft wide egg appears. At the beginning of the caster's next turn, the egg hatches into a Cockatrice that the caster can command. It will evaporate once combat is done, however if summoned for a second time by using this spell, then will stick around with the caster if the caster wants it to. If the Cockatrice is killed, then it explodes into 1d20+20 chicks that all attack the killer for 2d10+5 piercing damage. If the Cockatrice is killed and then summoned again, it will have a mark from however it was killed (ex. burn mark if killed by fire, slash scar if killed by sword)
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Posted Dec 7, 2021Egg