You pull from the infinite chaotic energy of Limbo to conjure a complete adventure including rewards and penalties.
You and up to 6 creatures you can see within range immediately go on an adventure and reap the rewards. If the creatures do not wish to go on the adventure, they can make a charisma saving throw vs your spell save DC. On a success, nothing happens. On a failure, they too participate in the adventure.
The DM describes a short adventure based on the art piece used as the material component to this spell. The consequences of the adventure could be applicable to the caster's plane of existence or take place entirely in the elemental plane of Limbo. The quest could be an escort mission, a fetch quest, a siege, a peace negotiation or any other quest described by the DM.
Once the quest is described, all those effected by the spell choose an applicable skill to complete the quest. If the skill is particularly applicable to the quest, the DM may grant advantage to the roll. If the skill is inapplicable, the DM may apply disadvantage to the roll. Alternatively, a spellcaster may choose to cast one spell if they think it can help others on this quest. If they do, their roll automatically becomes 10 + their spellcasting ability modifier.
In addition, any natural 1s reduce the result of that creature's roll by 10. Any natural 20s increase that creature's result by 10.
Total all the rolls and then divide them by the number of creatures affected by the spell (rounding down). This number is compared to the chart below to determine how well the adventure went. Once this spell is cast successfully, it cannot be cast on the same creature for 7 days.
1-5: Total Party Kill. All creatures participating die instantly. Their bodies are not recovered.
5-10: Mission Failed. Half of the creatures on the adventure (rounding down with a minimum of 1) die. The creatures who die are random. Their bodies are not recovered. Calculate the CR of the remaining creatures by totaling the levels of any player characters and adding 1/4 the CR of any creature (rounding down with a minimum of 1) and divide the total by the number of all remaining creatures. These survivors gain the experience points of defeating a creature of that CR.
11-15: Retreat. Only the caster dies. Their body is recovered. Calculate the CR of the remaining creatures by totaling the levels of any player characters and adding 1/4 the CR of any creature (rounding down with a minimum of 1) and divide the total by the number of remaining creatures. These survivors gain the experience points of defeating a creature of that CR.
16-20: Mission Success. Calculate the CR of the successful creatures by totaling the levels of any player characters and adding 1/4 the CR of any creature (rounding down with a minimum of 1) and divide the total by the number of creatures affected. These survivors gain the experience points of defeating a creature of that CR. Use this CR to roll once on the Treasure Horde table in the DM's guide. The creatures gain the treasures listed instantly and can distribute them amongst their party as they see fit.
20-25: Mission Highly Successful. Calculate the CR of the successful creatures by totaling the levels of any player characters and adding 1/4 the CR of any creature (rounding down with a minimum of 1) and divide the total by the number of creatures affected. These survivors gain twice the experience points of defeating a creature of that CR. Use this CR to roll twice on the Treasure Horde table in the DM's guide. The creatures gain the treasures listed instantly and can distribute them amongst their party as they see fit.
25-30: Unexpectedly Fantastic Success! Calculate the CR of the successful creatures by totaling the levels of any player characters and adding 1/4 the CR of any creature (rounding down with a minimum of 1) and divide the total by the number of creatures affected. These survivors gain twice the experience points of defeating a creature of that CR. Use this CR to roll twice on the Treasure Horde table in the DM's guide. In addition, the creatures roll once on Magic Table I. The creatures gain the treasures listed instantly and can distribute them amongst their party as they see fit.
* - (An art piece worth 1000 GP to someone )
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