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- d6 result
- 1 Fire Damage- Target may catch fire
- 2 Cold Damage- Target's move speed is halved
- 3 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
- 4 Electricity Damage- target must make DC 10 fort save or drop held items
- 5 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
- 6 Re-roll twice, spell gains both effects. Damage is half-and-half.
- At level X, use the following chart instead:
- d12 result
- 1-2 Fire Damage- Target may catch fire
- 3-4 Cold Damage- Target's move speed is halved
- 5-6 Electricity Damage- target must make DC 10+[Casting Modifier] fort save or drop held items
- 7 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
- 8 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
- 9 Sonic- reduce damage die by one step, DC 10+[Casting Modifier] fort save or deafened for one round
- 10 Dessication- increase damage die one step against elementals
- 11 Force- reflex save or be knocked prone
- 12 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
- At level Y, use the following chart instead, and you roll for all damaging spells:
- d20 result
- 1-2 Fire Damage- Target may catch fire
- 3-4 Cold Damage- Target's move speed is halved
- 5-6 Electricity Damage- target must make DC 10+[Casting Modifier]+Spell Level fort save or drop held items
- 7-8 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
- 9-10 Sonic- reduce damage die by one step, DC 10+[Casting Modifier]+Spell Level fort save or deafened for one round
- 11-12 Dessication- increase damage die one step against elementals
- 13-14 Force- reflex save or be knocked prone
- 15 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
- 16 Positive Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
- 17 Hellfire Damage
- 18 Frostburn Damage- target must save or be slowed, as per the spell.
- 19 Negative Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
- 20 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
- *e.g., Fire+Cold would affect both a red and white dragon as if vulnerable.
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