Elemental Duels
The wind hums through the dunes, carrying whispers of ancient power.
Each champion channels one of the four primal forces of the desert.
Scorchblast
The sun’s rage condensed into a single breath.
Action. Roll a d20 on a 10 or higher to deal 13 damage to one target and 5 splash damage to adjacent target(s).
A success or failure consumes both your turn and one spell slot.


Tempest Barrage
The storm cuts swift and unseen.
Action. Roll a d20 on a 10 or higher to deal 16 damage to a single target.
A success or failure consumes both your turn and one spell slot.
Soothing Current
An oasis forms where compassion flows.
Action. Roll a d20 on a 10 or higher to heal one ally for 8 HP
and deal 8 damage to a single enemy.
A success or failure consumes both your turn and one spell slot.


Earthshatter
The desert trembles with fury beneath your feet.
Action. Roll a d20 on a 10 or higher to deal 9 damage to both enemies.
A success or failure consumes both your turn and one spell slot.
Rules & Prizes
1st Place
1,500,000 gil each
6 Free bingo tickets each
2nd Place
750,000 gil each
4 Free bingo tickets each
3rd Place
250,000 gil each
2 Free bingo tickets each
Teams : 2v2
HP : 35 per player
Magic Missile (Basic Attack) :
/dice 20 — damage = half the roll (rounded up). Always hits.
> Critical Success (20):
Double the damage.
> Critical Failure (1):
Your spell fizzles, nothing happens.
These critical rules only apply to magic missile.
Spell Slots : 3 per player per match
> Both successful and unsuccessful casts consume a spell slot and a turn.
Exhaustion :
When you run out of spell slots, you can still cast; failed rolls consume your turn and cause you to skip your next turn.
End of Round 5 :
Team with the highest combined HP wins.



