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Wild Dice

This set of two chipped and weathered wooden ten-sided dice are infused with unpredictable yet benevolent wild magic. They come in a leather pouch whose pattern changes based on the dice's last roll. The dice themselves appear completely unassuming.   The dice have a total of 10 charges and regain 1d10 expended charges daily at dawn. When these charges run out they lose their magic for good.   As an action you can expend 1 of their charges to roll them, tossing them to a point that you can see within and up to 30 feet The dice's effect is determined by the total of the roll as listed in the table and described below. Unless the effect says otherwise, the dice disappear at the end of the effect and reappear in the pouch at the start of the following turn. Rolling the dice while an effect is in action does nothing, if not perhaps distracting a hostile creature. If the effect requires a saving throw it has a DC 16.  
 

History

The dice are not unique in this world, there have been quite a few created that are still in circulation - all with different types of magic associated with it, just like the Deck of Many Things. It is believed that they were created by an archmage in the early Age of Celestials for pranks and giggles, and that magic have been copied and duplicated throughout the ages for both benevolent and malevolent reasons.
Item type
Magical
Creation Date
Unknown, possibly during the Age of Celestials
Rarity
Legendary, wondrous item
Raw materials & Components
The dice are made of wood, chipped and worn. Though not as worn as they should be considering their age. The wood is light with dark veins. The pouch is made of soft leather whose pattern changes depending on the effect that was last in use. The drawstring is strong spun mithral.

Comments

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Aug 14, 2024 03:35 by George Sanders

Fun table! A lightning strike brought down 25 lightning damage upon 5 of my enemies. :)

Read about the great items submitted for the Summer Camp Prompt I sponsored "A personal item that keeps you safe".
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