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gs4-relvar
03-16-2011, 05:16 PM
Selling my dice from Droughtman's run.

Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground.

Defensive spells last 3 hours. Never let Invisibility runs its course so not certian if it lasts 3 hours, as well. Can get spells 5x a day. Dice reset to 5 the next day even if you don't roll all 5.

2 = Tremors
3 = Boil Earth (haven't seen yet)
4 = Major Cold
5 = Minor Fire
6 = Invisiblity
7 = invisiblity
8 = Prismatic Guard
9 = Melgorehn's Aura
10 = Major Shock (Haven't seen yet)
11 = Sand Storm
12 = Call Wind ( Didn't affect either us so not sure if it's negative or positive)

------------------
Here's the dice rolls I've seen.

(Tremors)
Didn't save log unfortunately, but it caused us all to fall down.

(Major Cold)
Icy blue crystals begin to form on the surface of the drakar dice before they finally stop to show a 1 and 3. Suddenly...
... 75 points of damage!
Icy blast deep freezes one perfectly good heart!

* XXXX drops dead at your feet!

The freezing ball of pure cold strikes XXXX, blossoming into a much larger sphere of frost upon impact.

The drakar dice then disappear, only to reappear in XXXX's hand once again.

(Minor Fire)
Spectral red flames lick at the turning drakar dice before they finally stop to show a 4 and 1. Suddenly...
... 60 points of damage!
Left hand burned off. Only a stump remains.
You are stunned for 7 rounds!

The drakar dice then disappear, only to reappear in your hand once again.

(Invisibility)
The drakar dice grow nebulous, seeming to roll right through each other before they finally stop to show a 2 and 5. Suddenly...
XXXX suddenly disappears.

The drakar dice then disappear.

(Prismatic Guard)
The drakar dice grow transparent, flickering inside with a rainbow of sparkly light before finally stopping to show a 2 and 6. Suddenly...
Multicolored rays shoot out of your body and flow into a shimmering sphere around you.

The drakar dice then disappear, only to reappear in your hand once again.

(Melgorehn's Aura)
The drakar dice begin to glow with an ambient light before finally stopping to show a 3 and 6. Suddenly...
A luminescent aura begins to swirl around you.

The drakar dice then disappear, only to reappear in your hand once again.

(Sandstorm)
A fine trail of beige powder forms behind the rolling drakar dice before they finally stop to show a 6 and 5. Suddenly...
A swirling whirlwind drifts into the area, moving slowly towards you.

The drakar dice then disappear, only to reappear in your hand once again.

(Call Wind)
As the drakar dice roll quickly, the sound of a phantom breeze reaches your ears before they finally stop to show a 6 and 6. Suddenly...
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind then subsides.

The drakar dice then disappear, only to reappear in your hand once again.


------------------
LORESONG

Cradling the drakar dice in your hand, you roll them around slowly as you begin to sing. Your eyes flutter shut as images begin to take shape behind them. The faint smell of smoke and liquor tingles your nose, and you see before you a seedy room, the dim light making the smoke swirl like a stale mist around four men seated at a square table. A dark elf sits on one side, rolling a pair of dice around in his palm as he narrows his eyes and studies the others: a sylvan, a halfling, and a human.
The vision grows dim.

Your voice rises, urging the images to remain strong. The scene blurs, then as it clears you see the four men in the midst of a game of dice. The human rolls, scowling as he clearly does not get the roll he had hoped for. He pushes the last of a small pile of coins toward the dark elf.
"You know that's not nearly what you owe me," the elf says somberly.

The human glances at him, his eye twitching nervously. "I'm good for it, Ylzar. I swear I am!" The dark elf scowls, and turns toward the Sylvan. "Roll them." With a shift of his weight, the sylvan rolls the dice, staring as they stop.

The vision grows dim.

Once again the dim, smoky room emerges behind your eyes. The halfling is shaking a pair of dice frantically, his eyes darting to the dark elf again and again. You notice the sylvan, his head on his arms on the table, barely moving, the coins that had been near him gone, while the dark elf's pile of silver towers.

"Roll them!" The halfling gives a startled squeak and tosses the dice onto the table. His eyes grow wide as they tumble, and his face grows pale as they stop. He slides the last of his silvers to Ylzar with a trembling hand. The vision grows dim.

Unable to stop the barrage of song coming from your lips, you sing louder, coaxing the dice to give up the rest of their tale. The vision returns, but the dark elf is on his feet, his arms raised in the air. He chants cryptic words as the others stare at him in terror, whimpering, imploring him to stop. Their abject pleas fall on deaf ears as Ylzar throws his arms in the air and screams out.

"It is the final time, you miserable wretches! You will never play me for a fool again!" The vision grows dim.

With the last of your breath, you force your aching voice to continue. You see the dark elf Ylzar standing alone near the table, three sets of dice nonchalantly tumbling over one another in his palm. An almost imperceptible smile, touches his lips. He clenches his fist around the dice, and spectral light oozes from between his fingers.

"Your souls then, if not your silvers," he whispers toward the dice as he laughs softly. The vision grows dim.

Some mottled drakar dice sit in your hand before twitching slightly, sending a slight shock into your palm. The dice fall still.






------------------

MB: Pending due to investigation.
CB:
BO: Pending due to investigation.

Will Deliver these to anywhere chronomages go plus FWI.
Trade offers considered with items for locksmithing, brawling, water walking, mobility.

Tea & Strumpets
03-16-2011, 05:25 PM
Selling my dice from Droughtman's run.

Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground.

Defensive spells last 3 hours. Never let Invisibility runs its course so not certian if it lasts 3 hours, as well. Can get spells 5x a day. Dice reset to 5 the next day even if you don't roll all 5.

2 = Tremors
3 = Boil Earth (haven't seen yet)
4 = Major Cold
5 = Minor Fire
6 = Invisiblity
7 = invisiblity
8 = Prismatic Guard
9 = Melgorehn's Aura
10 = Major Shock (Haven't seen yet)
11 = Sand Storm
12 = Call Wind ( Didn't affect either us so not sure if it's negative or positive)

------------------
Here's the dice rolls I've seen.

(Tremors)
Didn't save log unfortunately, but it caused us all to fall down.

(Major Cold)
Icy blue crystals begin to form on the surface of the drakar dice before they finally stop to show a 1 and 3. Suddenly...
... 75 points of damage!
Icy blast deep freezes one perfectly good heart!

* XXXX drops dead at your feet!

The freezing ball of pure cold strikes XXXX, blossoming into a much larger sphere of frost upon impact.

The drakar dice then disappear, only to reappear in XXXX's hand once again.

(Minor Fire)
Spectral red flames lick at the turning drakar dice before they finally stop to show a 4 and 1. Suddenly...
... 60 points of damage!
Left hand burned off. Only a stump remains.
You are stunned for 7 rounds!

The drakar dice then disappear, only to reappear in your hand once again.

(Invisibility)
The drakar dice grow nebulous, seeming to roll right through each other before they finally stop to show a 2 and 5. Suddenly...
XXXX suddenly disappears.

The drakar dice then disappear.

(Prismatic Guard)
The drakar dice grow transparent, flickering inside with a rainbow of sparkly light before finally stopping to show a 2 and 6. Suddenly...
Multicolored rays shoot out of your body and flow into a shimmering sphere around you.

The drakar dice then disappear, only to reappear in your hand once again.

(Melgorehn's Aura)
The drakar dice begin to glow with an ambient light before finally stopping to show a 3 and 6. Suddenly...
A luminescent aura begins to swirl around you.

The drakar dice then disappear, only to reappear in your hand once again.

(Sandstorm)
A fine trail of beige powder forms behind the rolling drakar dice before they finally stop to show a 6 and 5. Suddenly...
A swirling whirlwind drifts into the area, moving slowly towards you.

The drakar dice then disappear, only to reappear in your hand once again.

(Call Wind)
As the drakar dice roll quickly, the sound of a phantom breeze reaches your ears before they finally stop to show a 6 and 6. Suddenly...
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind then subsides.

The drakar dice then disappear, only to reappear in your hand once again.


------------------
LORESONG

Cradling the drakar dice in your hand, you roll them around slowly as you begin to sing. Your eyes flutter shut as images begin to take shape behind them. The faint smell of smoke and liquor tingles your nose, and you see before you a seedy room, the dim light making the smoke swirl like a stale mist around four men seated at a square table. A dark elf sits on one side, rolling a pair of dice around in his palm as he narrows his eyes and studies the others: a sylvan, a halfling, and a human.
The vision grows dim.

Your voice rises, urging the images to remain strong. The scene blurs, then as it clears you see the four men in the midst of a game of dice. The human rolls, scowling as he clearly does not get the roll he had hoped for. He pushes the last of a small pile of coins toward the dark elf.
"You know that's not nearly what you owe me," the elf says somberly.

The human glances at him, his eye twitching nervously. "I'm good for it, Ylzar. I swear I am!" The dark elf scowls, and turns toward the Sylvan. "Roll them." With a shift of his weight, the sylvan rolls the dice, staring as they stop.

The vision grows dim.

Once again the dim, smoky room emerges behind your eyes. The halfling is shaking a pair of dice frantically, his eyes darting to the dark elf again and again. You notice the sylvan, his head on his arms on the table, barely moving, the coins that had been near him gone, while the dark elf's pile of silver towers.

"Roll them!" The halfling gives a startled squeak and tosses the dice onto the table. His eyes grow wide as they tumble, and his face grows pale as they stop. He slides the last of his silvers to Ylzar with a trembling hand. The vision grows dim.

Unable to stop the barrage of song coming from your lips, you sing louder, coaxing the dice to give up the rest of their tale. The vision returns, but the dark elf is on his feet, his arms raised in the air. He chants cryptic words as the others stare at him in terror, whimpering, imploring him to stop. Their abject pleas fall on deaf ears as Ylzar throws his arms in the air and screams out.

"It is the final time, you miserable wretches! You will never play me for a fool again!" The vision grows dim.

With the last of your breath, you force your aching voice to continue. You see the dark elf Ylzar standing alone near the table, three sets of dice nonchalantly tumbling over one another in his palm. An almost imperceptible smile, touches his lips. He clenches his fist around the dice, and spectral light oozes from between his fingers.

"Your souls then, if not your silvers," he whispers toward the dice as he laughs softly. The vision grows dim.

Some mottled drakar dice sit in your hand before twitching slightly, sending a slight shock into your palm. The dice fall still.






------------------

MB: 15m
CB:
BO: 25m

Will Deliver these to anywhere chronomages go plus FWI.
Trade offers considered with items for locksmithing, brawling, water walking, mobility.

I thought the Dice of Fate thingie had meteor storm as one of the spells. And maybe 425...?

Ardwen
03-16-2011, 05:26 PM
original ones had a much better and wider spell selection

Gelston
03-16-2011, 05:38 PM
Yeah, different dice have different spells. There is a rangerly one out there aswell, and some others.

drigore
03-16-2011, 06:03 PM
Drakar dice with Major Cold...brilliant!

Ceyrin
03-16-2011, 06:50 PM
Drakar dice with Major Cold...brilliant!

Minor steam would've been cooler.

WRoss
03-16-2011, 06:52 PM
Compared to the 500's one, this spell selection sucks. Still a cool item, if the 913 was a 6, 7, or 8, I'd be bidding.

Herachio
03-16-2011, 09:02 PM
Why exactly is invisibility in there twice anyway?

gs4-relvar
03-16-2011, 09:51 PM
Why exactly is invisibility in there twice anyway?

I have no idea. I'm guessing they couldn't figure out what other wizard spell to put in there to keep it balanced? I'm thinking Call wind is a spell that helps you and could be used against crittres. It had no affect on us when it came up and the spells that hurt you don't come lightly or miss.

Don't know about major shock or boil earth. It's likely one may be used beneficially to balance out the spells that attack the roller. If boil earth was beneficial to damage all enemies in the room... that'd be awesome. I haven't seen it rolled yet, though. It is listed on the imagine of the dice's 1's which to me means it's significant.

waywardgs
03-16-2011, 09:59 PM
call wind is an offensive spell, likely you all passed the roll and didn't get knocked over. Boil earth would likely strike the roller, as it's an offensive spell as well.

Herachio
03-16-2011, 10:58 PM
Major shock would likely strike the roller as well. I don't know, did you assist about why Invisibility is in there twice, and why does one have a lowercase i, is that just a typo on your part. There are a few other beneficial spells in that circle they could have included instead of two invisibilities. Might at least be worth assisting about.

gs4-relvar
03-16-2011, 11:08 PM
Why invisiblity twice? Not sure.. I can assist to find out.

I was mostly going off the one listed on Krakiipedia.com

WRoss
03-17-2011, 12:33 AM
The ratio of attack to defensive spells is odd. I'd imagine that 920 would be included with the release of all the familiar amulets.

gs4-relvar
03-17-2011, 12:36 AM
The ratio of attack to defensive spells is odd. I'd imagine that 920 would be included with the release of all the familiar amulets.

I noticed that too. That's why I am strongly suspecting call wind and possibly boil earth may be beneficial to roller. While I guess it may be possible we both were unaffected by the call wind it cast.. everything this dice casts is as if a very high level mage cast it at you. Every attack spell so far is unavoidable and goes to the max.

I'll begin testing more.

Gelston
03-17-2011, 12:56 AM
You give the drakar dice a hesitant shake for luck before rolling them on the ground.

The drakar dice grow transparent, flickering inside with a rainbow of sparkly light before finally stopping to show a 3 and 5. Suddenly...
Multicolored rays shoot out of your body and flow into a shimmering sphere around you.

The drakar dice then disappear, only to reappear in your hand once again.

ou give the drakar dice a hesitant shake for luck before rolling them on the ground.

Icy blue crystals begin to form on the surface of the drakar dice before they finally stop to show a 1 and 3. Suddenly...
... 60 points of damage!
Frigid blast shatters your left leg beyond all recognition!
You fall screaming to the ground grasping your mangled left leg!
You are stunned for 12 rounds!
The freezing ball of pure cold strikes you, blossoming into a much larger sphere of frost upon impact.
... 2 points of damage!
A frosty blow to the neck. Bet that smarts!

A burst of frost from your freezing ball of pure cold flies off and hits Relvar!
... 39 points of damage!
Advanced case of frostbite removes right arm at the shoulder!
He is stunned!

The drakar dice then disappear, only to reappear in your hand once again.

gs4-relvar
03-17-2011, 01:21 AM
Nontan gives his drakar dice a hesitant shake for luck before rolling them on the ground.

A fine trail of beige powder forms behind the rolling drakar dice before they finally stop to show a 6 and 5. Suddenly...
A swirling whirlwind drifts into the area, moving slowly towards Nontan.
The drakar dice then disappear, only to reappear in Nontan's hand once again.
>
A swirling whirlwind grows more violent, the sounds of its winds rising to deafening heights as they swirl.
>'Run to node maybe
You quietly say, "Run to node maybe."
>
Nontan says, "Nah."
>'well hand me dice first
You quietly say, "Well hand me dice first."
>
A violent whirlwind continues swirling and picks up more sand. Before long it becomes a raging sandstorm.
>
Nontan offers you some mottled drakar dice. Click ACCEPT to accept the offer or DECLINE to decline it. The offer will expire in 30 seconds.
>acc
A raging sandstorm swirls around Nontan, assaulting him with violent winds...
... 10 points of damage!
Jarring blow to Nontan's shield arm.
>
A rolton trots in!
>
You accept Nontan's offer and are now holding some mottled drakar dice.
>
Tabrina asks, "Want me to kill it?"
>
A raging sandstorm swirls around Nontan, assaulting him with sand and bits of debris...
... 10 points of damage!
Brushing blow to right hand.
>
Nontan nods to Tabrina.
>'Ooo yes
>
You quietly say, "Ooo yes."
>
Tabrina makes a nearly imperceptible motion while whispering a soft phrase...
Tabrina gestures.
>
A strong breeze suddenly picks up and begins to blow around in different directions through the area!
A rolton struggles momentarily with the gale.
>'Sorry
You quietly say, "Sorry."
>
A raging sandstorm swirls around Nontan, assaulting him with sand and bits of debris...
... 5 points of damage!
Brushing blow to temple.
>
Tabrina says, "No."
>
Tabrina makes a nearly imperceptible motion while whispering a soft phrase...
>
Tabrina gestures at a raging sandstorm.
>
A raging sandstorm swirls around Nontan, assaulting him with violent winds...
... 15 points of damage!
Elbow wrenched.
He is stunned!
>
A strong breeze continues to swirl through the area.
>
Tabrina says, "Crap."
>
Nontan lets out a loud snarling growl and goes berserk!
>
Tabrina gestures while calling upon the lesser spirits for aid...
>
Tabrina gestures at Nontan.
The glazed look leaves Nontan.
>
Nontan rages across the battlefield, striking with unrelenting fury!
Nontan swings a banded black alloy quarterstaff at a rolton! A hit!
Weapon arm removed at the shoulder!
The rolton bleats loudly as he slumps to the ground and cradles his wounded right foreleg.
The rolton lets out a final agonized bleat and dies.
Nontan swings a banded black alloy quarterstaff at a rolton! A hit!
Hard blow breaks the femur!
The rolton collapses to the ground, emits a final bleat, and dies.
>
A raging sandstorm swirls around Nontan, assaulting him with sand and bits of debris...
... 5 points of damage!
Blow grazes left arm lightly.
>
Nontan spins around looking for something to attack!
Nontan thunders out an ear-splitting caterwaul and runs south after a rolton!
>
A strong breeze continues to swirl through the area.
>
Tabrina just went south.
>
A droopy-jowled shadowy black mastiff scrambles out of sight.
>'The sandstorm chased me till I was dead
You quietly say, "The sandstorm chased me till I was dead."
>
A strong breeze continues to swirl through the area.
>l
[South River Road]
Stifling waves of heat blow a hot mist over you making breathing difficult. Small droplets of water condense onto the orchids, which have replaced the roses in the arch overhead. A small amount of moonlight filters its way through the thick foliage of the arch to illuminate your way. You also see a rolton that appears dead, a rolton that appears dead and a narrow path.
Obvious paths: east, south, west
>s
[Grassland Path]
Freshly shorn grass contrasts the chaotic tangle of greenery surrounding this path. The twists and turns of the trail make it impossible to see much in either direction, a glance forward or back revealing nothing but a wall of trees and bushes. You also see a droopy-jowled shadowy black mastiff, a raging sandstorm and a rolton that appears dead.
Also here: Tabrina, Nontan
Obvious paths: north, east, southwest
>
As Nontan rubs his breastplate, a scintillating golden aura engulfs him.
Nontan looks a little better.
>
Tabrina says, "Crap."
>
A raging sandstorm swirls around Nontan, assaulting him with sand and bits of debris...
... 15 points of damage!
Nice blow to left arm!
He is stunned!
>'The sandstorm chased me till I was dead
Tabrina gestures while calling upon the lesser spirits for aid...
>
Tabrina gestures at Nontan.
The glazed look leaves Nontan.
>
You quietly say, "The sandstorm chased me till I was dead."
>
Nontan says, "Its fine."
>loo
[Grassland Path]
Freshly shorn grass contrasts the chaotic tangle of greenery surrounding this path. The twists and turns of the trail make it impossible to see much in either direction, a glance forward or back revealing nothing but a wall of trees and bushes. You also see a droopy-jowled shadowy black mastiff, a raging sandstorm and a rolton that appears dead.
Also here: Tabrina, Nontan
Obvious paths: north, east, southwest
>
As Nontan rubs his breastplate, a scintillating golden aura engulfs him.
Nontan looks a little better.
>
A raging sandstorm swirls around Nontan, assaulting him with sand and bits of debris...
... 20 points of damage!
Good blow to right hand!
He is stunned!
>
Tabrina gestures while calling upon the lesser spirits for aid...
>
Tabrina gestures at Nontan.
The glazed look leaves Nontan.
>
A raging sandstorm swirls around Nontan, assaulting him with violent winds...
... 20 points of damage!
Dizzied! Nontan spins in circles.
He is knocked to the ground!
He is stunned!
>
A rolton decays into a pile of fur and bone.
>
Tabrina gestures while calling upon the lesser spirits for aid...
>
Tabrina gestures at Nontan.
The glazed look leaves Nontan.
>
Nontan stands up.
>'It doesn't play
You quietly say, "It doesn't play."
>
Nontan just went north.
>chuck
You chuckle.
>
Tabrina just went north.
>
A droopy-jowled shadowy black mastiff scrambles out of sight.
>n
[South River Road]
Stifling waves of heat blow a hot mist over you making breathing difficult. Small droplets of water condense onto the orchids, which have replaced the roses in the arch overhead. A small amount of moonlight filters its way through the thick foliage of the arch to illuminate your way. You also see a droopy-jowled shadowy black mastiff and a narrow path.
Also here: Tabrina
Obvious paths: east, south, west
>w
[South River Road]
The river branches here at the edge of a stone breakwater surrounding the riverfront of this part of town. As a result, the river is slowed down considerably as it flows around the north and south sides of town. You also see a watchtower overlooking the road and the eastern half of town, its guards wary of any mischievous travelers.
Obvious paths: east, southwest
>e
[South River Road]
Stifling waves of heat blow a hot mist over you making breathing difficult. Small droplets of water condense onto the orchids, which have replaced the roses in the arch overhead. A small amount of moonlight filters its way through the thick foliage of the arch to illuminate your way. You also see a droopy-jowled shadowy black mastiff and a narrow path.
Also here: Tabrina
Obvious paths: east, south, west
>
Tabrina makes a simple gesture, and the strong breeze stops as suddenly as it arrived.
>
Tabrina just went west.
>
Tabrina just arrived.
>
Tabrina just went east.
>
A droopy-jowled shadowy black mastiff scrambles out of sight.
>grin
You grin.
>
Tabrina just arrived.
>grin
You grin.
>
Tabrina shrugs.
>'ok... next roll
A droopy-jowled shadowy black mastiff saunters in.
>
You quietly say, "Ok... next roll."
>loo
[South River Road]
Stifling waves of heat blow a hot mist over you making breathing difficult. Small droplets of water condense onto the orchids, which have replaced the roses in the arch overhead. A small amount of moonlight filters its way through the thick foliage of the arch to illuminate your way. You also see a droopy-jowled shadowy black mastiff and a narrow path.
Also here: Tabrina
Obvious paths: east, south, west
>group tab
Tabrina's group status is closed.
>
Tabrina says, "RUn Nontan.. RUN."
>

He made it to the bank and survived. Tabrina's roll called another sand storm and wasn't so lucky. I died from the sand storm when it was called on me. Have no idea how long it lasts.

---------------

On a side note, Ryvicke just informed me that when he rolled tremors it didn't knock him down. Just all the rest of us.

Also, I'm going to begin testing to see if the defensive spells provide the base DS and TD or higher versions. There may be a lot more to these than meets the eye.

Also assisted to ask GM about two invisibilities.

Ryvicke
03-17-2011, 01:55 AM
When I rolled the snake eyes and got the tremors the other day I was definitely not affected. A decent chance of some positive combat effects. Is it always cold? A half-krol has the HCP naturally... maybe that would help take some of the risk away.

WRoss
03-17-2011, 02:07 AM
A half-krol has the HCP naturally...

Umm, what?

EDIT: Ohh, from the cold attack. Nifty feature I didn't know about.

Ryvicke
03-17-2011, 02:14 AM
Umm, what?

Half-krols have racial HCP to cold attacks and I think weather-based cold crits. I'm not sure if anyone's done the testing.

Fallen
03-17-2011, 02:15 AM
Half-krol have the equivalent of HCP against cold.

WRoss
03-17-2011, 02:15 AM
yup, noticed that right after I posted.

Gelston
03-17-2011, 02:16 AM
The sandstorm seemed to follow me and hit me instantly on every room I walked into, but it stopped as soon as I got into town. I don't know if I outlasted it, or if it didn't have 5 silvers to pay the drawbridge guard.

Ryvicke
03-17-2011, 02:18 AM
Ah, and I just noticed that major cold is just a certain roll, along with minor fire and major shock. No hk'ing out of the one risk.

gs4-relvar
03-18-2011, 02:13 AM
Tested tonight.

Prismatic guard gave me +33 DS and +29 Bolt DS.

Melg's aura gave Nontan +32 Elemental TD and +10 DS

Invisibility lasted about 22 minutes.

Didn't get to check tremors and call wind. I still think these are positive spells that affect those outside of roller's group. It would make sense based off their located as exact opposites. Still haven't seen boil earth or major shock but they're likely dangerous death spells, hehe, as their opposites are.

One other roll was sandstorm that Nontan was able to avoid by running into town. The other other roll was this:

You give the drakar dice a hesitant shake for luck before rolling them on the ground.

Icy blue crystals begin to form on the surface of the drakar dice before they finally stop to show a 2 and 2. Suddenly...
... 66 points of damage!
Advanced case of frostbite removes right arm at the shoulder!
You are stunned for 10 rounds!
The freezing ball of pure cold strikes you, blossoming into a much larger sphere of frost upon impact.
... 10 points of damage!
Ouch! What a stiff neck.

A burst of frost from your freezing ball of pure cold flies off towards Maurra but misses by a long shot!

A burst of frost from your freezing ball of pure cold flies off and hits Rysolee!
... 25 points of damage!
Rysolee staggers as your icy attack shatters her right leg.
She is knocked to the ground!
She is stunned!

A burst of frost from your freezing ball of pure cold flies off towards Nontan but misses by a long shot!

A burst of frost from your freezing ball of pure cold flies off towards Tabrina but misses by a long shot!

The drakar dice then disappear, only to reappear in your hand once again.

More testing will be needed to varify these things and then a decision will be made for a new price. The dice appear to possibly be a much more valueable/powerful item than I had previously understood. Either way I still plan to sell them.

I'll keep posting here with updates. Any interested parties can post on here or msg me with idea's on value or offers.