Clash Royale Spell Cards (d20)

You grab a deck of cards (8) from the backpack as an action. These cards last for 10 rounds (1 minute) and can be used at anytime. Range 120 ft. Summons and clones last for 1 minute also.

d20 Result

1

Lightning. 4d4 lightning damage to 3 creatures of your choice within a 15 feet square. All creature are stunned for 2 rounds at the beginning of their turn.

2

Poison. 2d4 poison damage to all creatures within a 30 feet square. All creatures effected must make a Constitution saving throw DC 12 or else gain the Poisoned condition. They also have their movement reduced by 15 feet and suffer another 2d4 poison damage for every time they are within the poisoned area.

3

Arrows. 4d4 piercing damage to all creatures within a square of 30 feet. A creature effected must make a Dexterity saving throw DC 12 or else take full damage, halved on a success.

4

Zap. 2d4 lightning damage to all creatures within a square of 15 feet. All creatures effected are stunned for the beginning of their next turn.

5

Giant Snowball. 2d4 cold damage to all creatures within a 15 feet square. All creatures effected have their movement halved for the beginning of their next turn

6

Royal Delivery.  1d8 bludgeoning damage to all creatures within a 10 feet square.  At impact, a Royal Guard spawns fighting for the side of the user. The Royal Guard acts on its own.

7

Fireball. 2d4 fire damage to all creatures within a 15 feet square. All creatures effected light on fire, dealing 1d4 fire damage at the start of their turn indefinitely. A creature can choose to distinguish themselves with an action.

8

Rocket. 8d4 bludgeoning damage to all creatures with a 10 feet square. Buildings take 4x as much damage.

9

Earthquake. 1d10 bludgeoning damage to all creatures within a 30 feet square. All creatures effected must make a Constitution saving throw DC 15 or else lose Concentration.  They must also make a Dexterity saving throw DC 12 to take half damage. Buildings take 2x as much damage.

10

Barbarian Barrel. 1d4 bludgeoning damage to all creatures in the path of a 10 x 30 feet square. After the barrel reaches the end, a Barbarian breaks out, fighting on the side of the user. The Barbarian acts on its own.

11

Goblin Barrel. A barrel flies towards a destination, a spawning 3 goblins. These goblins act on their own and fight on the side of the user.

12

Poison. 2d4 poison damage to all creatures within a 30 feet square. All creatures effected must make a Constitution saving throw DC 12 or else gain the Poisoned condition. They also have their movement reduced by 15 feet and suffer another 2d4 poison damage for every time they are within the poisoned area.

13

Mirror. You can mirror the last card you have played.

14

Rage. 2d4 bonus damage and 20 feet bonus movement for all creatures fighting with the side of the user. This effect lasts for 4 rounds.

15

Clone.  You can clone every troop or any willing party member within a 15 feet square. All clones have 1 hp but deal the same amount of damage as if they were alive.

16

Tornado. 4d4 force damage to all creatures within a 30 feet square. All creatures must make a Constitution saving throw DC 15 or else fall prone into the center of the tornado. If there are more than 1 creature in the center, deal 1d4 bludgeoning damage for every creature within the center.

17

The Log. 3d6 piecing + 1d4 bludgeoning damage to all creatures within a 10 x 30 feet square.  All creatures are pushed back 5 feet and must make a Dexterity saving throw DC 12 or else fall prone.

18

Graveyard. 2d2 skeletons spawn within a 30 feet square each round. This effect last for 3 rounds and the skeletons act on the side of the user.

19-20

Heal. 1d4+2 healing to all allies of the user. Last for 4 rounds.