
Dice Templates
Dice is usually the thing that confuses people the most. Here are some simple templates you can copy and paste into your spell. You can always change them up once you truly understand how to do it!
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Doing low damage:
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Mixed or Damage: Roll 80 intellect and do 1d5+int damage or lower.
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Healer: Roll 80 intellect and do 1dintellect damage.
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That means, if you have 6 intellect, you roll 1d6 on its own. ​
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Anyone: Roll
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Doing high damage:
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Damage: Roll 100 intellect and do 1d6+int damage or higher.
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Doing damage over time:
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Mixed: Roll 80 intellect against their opponent for 1d3 damage for 1d3 rounds.
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Damage: Roll 100 intellect against their opponent for 1d5 damage for 1d2 rounds.
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Damage: Roll 120 intellect against their opponent for 1d7 damage for 1d2 rounds.
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Damaging multiple people:
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Damage: Roll 120 intellect and do 1d3+intellect damage to 1d3+1 targets.
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Healing an ally:
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Healer: Roll 100 intellect and do 1d3+Intellect healing.
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Mixed or Healer: Roll 80 intellect and do 1dintellect healing.
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That means, if you have 4 intellect, you roll 1d4 on its own. ​
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Healing multiple people:
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Healer: Roll 120 intellect and do 1d3+intellect healing to 1d3+1 people.
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Shielding an ally.
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An intellect roll of 80 to shield themselves for 5hp for 1d3 rounds.
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An intellect roll of 100 to shield themselves for 10hp for 1d3 rounds.
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An intellect roll of 120 to shield someone for 15 hp for 1d3 rounds.
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An intellect roll of 120 to create a shield worth 20 on an area for 2 rounds.
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Buffing an ally. (Specify the stat)
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An intellect roll of 80 to give their target +1 stat for 1 round.
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An intellect roll of 100 to give their target +1 stat for 2 rounds.
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An intellect roll of 120 to give their target +1 stat for 3 rounds.
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De-buffing an enemy. (Specify the stat)
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An intellect roll of 80 against their opponent to take -1 stat for 1 round.
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An intellect roll of 100 against their opponent to take -1 stat for 2 rounds.
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An intellect roll of 120 against their opponent to take -1 stat for 3 rounds.
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Special:
Unique spells like these really enhance the story. An event master will force special rolls on people having to react to what you do to your environment.
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The mage rolls an intellect roll of 80 to gain water breathing for 1 round.
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The mage rolls an intellect roll of 100 to turn the immediate ground to ice.
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The mage rolls an intellect roll of 100 to cure a disease from a target.