Phantastic Commander

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Magic Enchantment

"I'd like a long sword with extra sharpness and fire damage" - Birin Draven

Random Generator Chart
1: Slayer (1: Reroll 2: Undead 3: Man 4: Beast 5: Demon 6: Angel)
    Hit with Cuckoo Clock
2: Eternal Sharpness
    Hit with cat
3: Special Ability
    Hit with bottle
4-7: HP or MP (flip coin for which one, then roll a d6 and x10)
    Hit with vegetable
8-10: Magic Strike (+1d6)
    Hit with weapon
11-17: Elemental Enchantment
    Hit with hammer
    1: Level 1: Holy (1d6 holy damage)
        Level 2: Justice (+1d6 per level away from lawful good)
        Level 3: Redeemer (see justice, stuns any non-good) 
    2: Level 1: Fire (1d6 fire damage)
        Level 2: Lava (3d6 fire damage)
        Level 3: Lavaball (flings a 5d6 damage lavaball from weapon)
    3: Level 1: Ice  (1d6 ice damage)
        Level 2: Iceball (2d6 ice damage, roll d6, freezes target on a 6)
        Level 3: Ice Spikes (3d6 ice damage, Freeze, 1d6 damage ice spikes hit all surrounding people
    4: Level 1: Unholy (1d6 Unholy damage)
        Level 2: Death (Chances disease on target (target takes 1d6 a turn until they are cured)
        Level 3: Dripping Corruption (Heals the dead, does above to others)
    5: Level 1: Air (1d6 air damage)
        Level 2: Shock (2d6 lightning damage, roll d6, on 6 target is stunned)
        Level 3: Chain Lightning (Bolt hops from enemy to enemy (up to 3))
    6: Level 1: Mud (1d6 earth damage)
        Level 2: Aftershock (the turn after damage is inflicted, target takes 2d6 damage)
        Level 3: Quake (thrust sword into ground to damage everyone else in the area 3d6 damage)
18: Lock-on Tech (highlights enemies and guides attacks to them)
     Hit with bird
19: Charges of any first level spell
     Hit with mana crystal
20: Base stat raise (1: reroll, 2: str, 3: dex, 4: int, 5: vit, 6: cha)
     Hit with vitamin bottle