Phase II Spells: Dancing
1(1) “The Dance of Children”
The girl starts to jump in the air and playing while a mirror image appears with all the spells, abilities, chants, and aura effects that the girl has with half of the health rounded up. This Image draws focus and must be killed before either girl can be attacked again. The girl who produced the Dancing Spell cannot do anything either until the mirror image is defeated.
(2) “Dancing in the Field”
The girl starts spinning around in circles generating random lightning strikes to party members. Each party member rolls a 1d4. 1 and 3 hit you for 3d12 damage. 2 and 4 hit the player to your left takes triple 1d20 HP damage . Players can get hit more than once by this spell. This damage stacks and lasts the entire battle without being healed.
(3) “Hide ‘n Boo”
The girl starts to smile at each player and going “I see BOO!” All players roll the same dice and the player with the lowest roll is the victim (if there's a tie then re-roll). The player who rolled the lowest attracts anything within a 15 yard radius that is metal or metal-like; the debris strikes that player. This includes weapons and shields. If a weapon and shield is heading for the player, the player must roll a defense roll as if the player whose weapon is heading to that player is attacking them. If a player loses his or her weapon in this manner they cannot attack this turn, and must go retrieve the weapon they lost. If they have already attacked this turn, they cannot attack next turn. This Spell lasts only one turn.
(4) “The Tap Dance”
The girl starts to tap dance. Whatever player caused the last damage to either girl gets a terrible ringing in their head. Suddenly blood comes from the ears, nose, and eyes. Roll 2d12 - Brilliance for HP damage. Roll a 1d4 to see how many turns this player has to wait to be healed. If this character is healed before the number of dice rolled, then the healer takes the total damage healed + that characters TOTAL Brilliance score as damage.
Battle order: Jajin goes after Player 1, Cheeks goes after Player 2. During the sister's attack phase, roll 1d4 to determine which spell is cast AND roll 1d4 to determine which ability is active.