-1st:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Cast Shocking Grasp on yourself.
18: You forget some of the party's names.
19: Summon 1d6 tamed worgs.
20: A swarm of Wasps appears around you.
21: You become a Banshee for 1 turn.
22: Lose 1 sanity.
23: Regain 2d6hp
24: You take 1d6 Thunder damage and are deafened for 1 turn.
25: You take 1d6 Radiant damage and are blinded for 1 turn.
26: Cast Guidance on yourself.
27: Cast Color Spray, targeting all beings.
28: Cast Magic Missile.
29: Summon a hostile Skeleton.
30: Regain all sorcery points.
31: All food you carry withers away.
32: Your hair is replaced with flames for 1 minute. You take 1d4 fire damage per turn.
33: You resist nonmagical damage for 1 minute.
34: Cast Light on yourself.
35: You transform into a mouse for 1 minute.
36: Cast Ray of Frost.
37: You gain 1d4gp.
38: You regain your lowest level expended spell slot.
39: You turn blue until you receive magical healing.
40: You drop what you're holding.
41: You create a single arrow, which is summoned overhead. You take 1 piercing damage.
42: You are now holding a warhammer.
43: A gnome appears next to you, summoned from a random location.
44: You are now holding a longsword.
45: A fruit tree sprouts beneath you, peacefully lifting you up. It produces seed-covered loaves of bread instead of fruit, at a rate of 1d4 per week.
46: You cast Dancing Lights.
47: You are thrown 30ft in a random direction.
48: You summon a Shadow under your command.
49: You summon a Zombie, who attempts to kill anyone it sees. All it kills rise again as zombies at max hp, and have their max hp reduced by 10%
50: You take 1d4 poison damage, and are poisoned for 1 turn.
51: +2 to next attack roll.
52: 2 Gnolls appear beside you. One protects you, one attacks you.
53: You summon a tamed Parrot.
54: A frog appears beside you, calling itself your esteemed sidekick.
55: A corpse arises from the ground, pointing at you. If anyone touches it, it explodes, dealing 1d6 necrotic damage to all in front of the finger within 150ft, then casting Fireball. It is dispelled after 1 minute.
56: A random target becomes a Tiger for 1 turn.
57: You lose 1 sanity.
58: Cast Vicious Mockery.
59: You summon 1d12 Awakened Bushes, who follow your command to the death.
60: Gain 1d10 temp hp.
61: +1 AC against the next attack.
62: Your next attack has advantage.
63: Your next attack does max damage.
64: Your next attack has disadvantage.
65: Your next damage roll has disadvantage.
66: Repeat your spell in the same place.
67: You gain 1 Sanity.
68: Your next attack add 1d10 bludgeoning damage.
69: All items you hold are thrown in random directions.
70: +1d6 to your next attack roll.
71: An ally you can see takes an action.
72: Either gain 1 WIS(4-6), lose 1 WIS(2-3), or neither(1).
73: Make an unarmed strike on all within 5ft.
74: Cast Cure Wounds on all within 5ft.
75: Regain HP equal to your level.
76: Cast Detect Evil and Good.
77: All creatures you can see must make a DC 10 DEX save or fall prone.
78: Take a jump in a random direction.
79: You transform into a Pegasus for 1 turn.
80: You are teleported into another location 1d4 miles away.
81: You make a random Dragonborn Breath Weapon attack in a random direction.
82: All creatures within 5ft of you must make a DC 11 DEX save or be restrained for 1 turn.
83: Teleport 30ft.
84: If you die in the next day, you return 1d10 days later.
85: You summon a javelin in your hand.
86: You cannot see in sunlight for 1 minute.
87: All creatures hit by your spell must make a DC 11 CON save or be petrified for 1 day.
88: All nonmagical metal items you hold begin to rust.
89: Cast Entangle centered on yourself.
90: Your hp is now the same as a random creature you can see. If it exceeds your maximum, you gain the excess as temp hp.
91: All creatures you can see take 1d4 fire damage per turn for a minute, and must make a DC 10 CON save each turn or be blinded by sand.
92: All creatures you can see take 1d6 cold damage per turn for a minute.
93: For the next minute, all creatures you see move must make a DC 12 DEX save or slip on ice, fall prone, and take 1d4 bludgeoning damage.
94: Summon an Awakened Tree within 5ft of you. It attacks anything it sees. After 24 hours, it reverts to a typical tree, but grows 1d4 Goodberries every day.
95: All you can see is difficult terrain for 1 minute.
96: Any beings you see make a move are attacked by a Thorn Whip for a minute.
97: Any who move within your sight for 1 minute must make a DC 10 STR save each square or lose 10ft of movement and take 1d6 bludgeoning damage from falling.
98: All you can see is in total darkness for 1 minute.
99: All hit by the spell take 1d6 slashing damage per turn for the next minute.
100: Cast Grease centered on yourself.
-2nd:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Your eyes now change color based on your mood.
18: Cast Acid Splash.
19: Repeat your spell in the same place.
20: You lose 1 Sanity.
21: Cast Vicious Mockery. 10% of the damage dealt is subtracted as Sanity.
22: For the rest of the turn, you're an ESPer.
23: Advantage on next roll.
24: Cast Cure Wounds on yourself.
25: Cast Inflict Wounds on yourself.
26: Cast Bless on yourself.
27: Cast Bane on yourself.
28: Cast Protection from evil and good on yourself.
29: Add 2d4 to your next Tides of Chaos.
30: Summon a Wyrmling of a random color.
31: Gain temp hp equal to your level.
32: Cast Darkness.
33: For 1 minute, all damage you take is reduced by your CHA mod.
34: You summon a Gargoyle.
35: You fly 10ft and disengage.
36: Cast Sleep.
37: All who see you make a CHA Save vs your Intimidation check, or are Frightened for 1 turn.
38: You are also targeted by your spell.
39: Cast Guiding Bolt on everyone.
40: Roll all your hit dice, and gain that much temp hp.
41: Cast Sacred Flame on everyone.
42: All creatures you can see gain 1 hit dice of temp hp.
43: Cast Light on everything you hold.
44: All water you see is shaped into one big orb.
45: You cast Thunderwave.
46: Regain 1 spell slot of each level. All excess is now temp hp.
47: You take 2d4 damage and repeat the spell.
48: You take 2d4 damage, as does another target you see.
49: Cast Light on the ground beneath you.
50: Regain 1d6 sorcery points. The excess becomes temp hp.
51: You are trapped in a barrel.
52: You fall asleep for 1 turn.
53: Cast the spell again on yourself.
54: You're thrown 30ft in a random direction.
55: Cast Faerie Fire.
56: A creature you can see must make a DC 12 CON save or take 3d6 necrotic damage.
57: A creature you can see must make a DC 16 DEX save or be restrained for 1 turn(Escape DC 16).
58: You take 1d6 damage and fall prone.
59: Part of your body disintegrates, and you take 1d12 damage.
60: Cast Mirror Image.
61: The next thing to damage you takes 1d10 fire damage.
62: You must make a DC 11 WIS save or take 5d6 necrotic damage.
63: Disengage and Dash.
64: Take 2d8 bludgeoning damage and be knocked prone.
65: Boost AC by 2 against next attack.
66: Cast Web.
67: The next thing to damage you takes 1d10 Acid damage.
68: Anything that dies while in your sight before the next dawn becomes a Myconid Spore Servant under your command.
69: Make a DC 11 CON save or be paralyzed for 1 minute.
70: All attacks on you for 1 turn have advantage.
71: Advantage on all saves for 1 minute.
72: Time begins to dilate. Take a short rest, but lose a turn.
73: All undead you see take 1d8 radiant damage.
74: Lose the lowest level spell slot you have.
75: Cast 3rd-level magic missile.
76: All beings you can see must beat you in a CHA contest or be banished to their faith's afterlife for 1 turn.
77: You summon a mace to your hand.
78: Cast Bane.
79: Cast Command on all you can see, using the same word for all of them.
80: Take 1d4 Radiant damage per turn for 1 minute.
81: You are now wearing Plate Armor.
82: You gain 2d6hp.
83: Cast Burning Hands, but also target yourself.
84: Take 3d6 radiant damage, and get blinded for 1 turn.
85: All within 5ft of a target are also targeted.
86: Take damage equal to 15% of your max.
87: An item you're holding becomes its +1 counterpart, unless it already has a modifier.
88: You gain a heavy crossbow and 2d10 bolts.
89: You predict your opponent's next move. Take the Dodge action.
90: Take damage equal to your level.
91: All creatures you can see take 2d10 radiant damage.
92: You cast Plant Growth.
93: Gain Inspiration.
94: Cast Guidance on all allies.
95: Take damage equal to your WIS mod.
96: All you can see take 2d6 lightning damage.
97: Your spell does max damage.
98: You are carrying a Greatsword.
99: You are carrying a Greatclub. You take 1d4 bludgeoning damage.
100: You cast Shield.
-3rd:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell.
18: Gain a Deck of Many Things.
19: Lose half your current hp. All within 5ft take 2d10 damage.
20: Cast Gust of Wind at 3rd level in a random direction.
21: Cast Confusion on yourself.
22: Lose 1 Sanity.
23: Fall prone and take 1d6 bludgeoning damage.
24: You take 3d6 Cold damage.
25: You take 2d12 psychic damage.
26: Cast Enlarge/Reduce on a random target, enlarging it.
27: A random creature you can see has its dexterity boosted by 1.
28: You summon 2d6 tamed Tressyms.
29: Summon a spectator under your control, lose 6d8hp.
30: Take 3d6 Thunder damage and be deafened for 1 turn.
31: All creatures you can see must make a DC 13 STR save or have disadvantage on physical checks for 1 minute.
32: Turn into a Water Weird for 1 turn. Instead of dying, you lose 3d6hp.
33: Cast Vicious Mockery on all you can see.
34: You summon a Nightmare.
35: You are now a random kind of Lycanthrope.
36: You phase into the ethereal plane, returning a turn later.
37: All creatures you can see take 3d6 necrotic damage.
38: Turn into an Axe Beak for 1 minute.
39: Cast Find Familiar instantly, at normal cost.
40: All you can see gain temp hp equal to your hit dice.
41: Cast Chill Touch on yourself.
42: Summon a Myconid Sovereign. It is your ally.
43: You summon 2d6 Glass Disks. Each turn, you can throw 1 of them at a target as a ranged spell attack, with a range of 60. It deal 1d4 bludgeoning damage.
44: Summon a tamed Owlbear.
45: Summon 1d6 Scouts, a search party out to kill you.
46: Recast the spell, targeting you.
47: Cast Create Bonfire, targeting the whole field.
48: Summon a tamed Hellhound.
49: All creatures you can see gain 10 temp hp.
50: All creatures you can see are blinded for 1 turn.
51: All creatures you can see regain hp equal to your level.
52: Cast Thunderclap, then cast it again from each being it hits.
53: Summon 1d6 Lava Mephits, who try to kill you.
54: Take another action.
55: Teleport 10ft.
56: Cast Shield.
57: Reduce your max hp by 1.
58: Do the spell again at max damage.
59: Next attack against you has disadvantage.
60: You are crucified, taking 4d6 piercing damage.
61: Summon a Longbow, fire off an arrow made of energy, and summon 1d4 arrows.
62: Cast Shield of Faith.
63: Take the Disengage action.
64: Cast the spell again.
65: Regain all sorcery points.
66: Cast Eldritch Blast.
67: Cast Mage Armor on yourself.
68: Cast Levitate on all beings you can see.
69: Take the effect of a Long rest, lose a turn.
70: Dash.
71: Increase your Initiative by your INT mod.
72: All creatures you can see fall prone and take 3d6 bludgeoning damage.
73: Summon a Flying sword under your control.
74: You gain 40 Temp hp.
75: You gain 10gp.
76: Your next Tid2es of Chaos gets advantage.
77: A random creature is charmed for 1d4 turns.
78: All creatures you can see take 3d10 damage.
79: Take 3d12 Psychic damage.
80: Summon 2d6 hostile Zombies.
81: You gain 2d20 Alchemist's Fire.
82: Halve your current hp.
83: Add your Wis mod to current initiative.
84: Throw everything you're holding in random directions.
85: Summon a pair of steel-toed boots, which you are now wearing.
86: Summon an Orb.
87: Spell Fails.
88: Take 3d12 Lightning damage.
89: You summon a Bunny Hood.
90: Cast Poison Spray on all you can see.
91: A Stand Arrow is shot at you, and disappears after touching solid matter.
92: Cast Major Image.
93: Cast Enemies Abound on yourself.
94: All creatures you can see take 1d12 necrotic damage.
95: A raven appears from a dimensional rift, speaking only in cryptic phrases such as "nevermore."
96: Take another turn.
97: A random item you're carrying is now sentient, and can speak to the wielder telepathically.
98: Cast Dissonant Whispers on all you can see.
99: Cast Fireball from yourself.
100: The next time you're hit by an attack, cast Fire Bolt.
-4th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell in the same place.
18: Everything within 10ft of you is covered in water.
19: Both of your eyes merge into a single eye, giving disadvantage on perception checks for an hour.
20: You explode into energy, dropping to 0hp, and dealing damage equal to your hp to all things within 500ft
21: A thousand icicles burst forth from your body, and you take 1d6 slashing damage. All beings within 120ft must make a DC 18 DEX save or take 3d12 cold damage, or half as much on a success.
22: You have a d6 of Bardic Inspiration.
23: You are Inspired.
24: You gain a Plot Point
25: Any items you are holding burst into flames.
26: 10 pillars of stone appear in random locations around you.
27: A shockwave emnates from you, dealing 1d6 thunder damage to all living things within 1 mile.
28: An item you carry is cloned.
29: 3d6 Blink Dogs appear around you.
30. A Vorpal Sword appears in your hand.
31. You teleport 100ft in a random direction.
32. Regain 50hp
33. Time seems to slow down as you perceive things far faster. For one minute, you can take an additional action each turn.
34. You lose 1d6hp per turn for a minute.
35. +5 to Stealth Checks for an hour.
36. Cast the spell again, targeting a creature within sight of your choice. It always does its maximum effect.
37. Make an unarmed strike against all creatures within range.
38. For 1d4 turns, you rise 10ft off the ground at the start of each turn.
39. For the next minute, anything you look at takes 1d8 fire damage.
40. lose 1d6 sanity.
41. You are unstoppable and immovable until your next turn ends.
42. You have Ebola.
43. All objects you hold now weigh 100 times as much, permanently.
44. You are a CR 5 Ghost for the next minute.
45. Giant wings burst forth from your back, each one 3 times the size of your body. They disappear after 5 minutes.
46. You are doused in acid. Make a DC 15 CON Save vs 4d6 Acid damage, half on a successful save.
47. You are now riding a hostile Giant Elk.
48. Anyone dead nearby reappears as a CR 1/4th Zombie.
49. For the next minute, killing someone causes a Gnoll under your control to appear.
50. Make a DC 10 CHA save or become petrified for an hour.
51. Ask one being nearby a riddle. If they answer correctly, they gain 1 Sanity.
52. A gigantic spire of ice erupts from the ground in a random location within 1 mile. It is 100ft tall, and 25ft wide.
53. You, and anyone touching you, burst into flames, taking 1d6 fire damage.
54. Lose 1d4 Sorcery Points.
55. Permanently decrease your max HP by 1.
56. Your eye explodes, dealing 3d4 bludgeoning to you.
57. Your skin is made of rubber for the next minute.
58. You get disadvantage on spell checks for 1 hour.
59. The world around you warps, as you are cast into the ethereal plane.
60. You can now fly, but can only activate it when you don't want to fly.
61. You gain a level of exhaustion.
62. A tornado sweeps across the field. Roll 6d6, directly onto the arena. Anything they hit takes 1d6 bludgeoning damage, plus any effects of being hit.
63. Your eyes begin to glow, and you take 1 radiant damage per turn for a minute. However, you can see in the dark while doing so.
64. -1d4 to a random stat permanently.
65. +1d4 to a random stat permanently.
66. Immense waves of psychic power overcome all within 100ft. They must make a DC 30 INT save or take 5d6 Psychic damage.
67. You gain 10 Temporary HP, and advantage on your next Cantrip attack.
68. Cast Chromatic Orb at 5th level on a random target.
69. You cast Fireball centered on yourself, but only take 1d6 fire damage.
70. Jump in a random direction, then Unarmed Strike the nearest being,
71. You are holding a baseball bat now.
72. You deal double damage to objects and structures for a minute.
73. Every spell you cast triggers a roll on the level 1 table for a minute.
74. Cast Sleep centered on yourself.
75. Roll again and double it.
76. Fill out a convincing 3-paragraph essay on why you should win the battle, and you will win. Otherwise, take 1d4 psychic damage.
77. You are launched 100ft downward.
78. If you die in the next hour, cast every spell you have.
79. Cast all your spells centered on yourself. If you die, return at 1hp.
80. You have no spell slots left.
81. Any item you are holding gets a +1 amp permanently.
82. Lose 1 Sanity.
83. Lose 1d4 sanity.
84. Your sanity is reset to a random 1d20 roll.
85. Everyone within 5ft loses 1 Max HP
86. Cast Hex on everyone within 1 mile.
87. All fails are crit fails for anyone within 1 mile of you for a minute.
88. Your muscle fibers densen. -1 DEX, +1 STR.
89. Your unarmed strikes deal a base 1d20 for a turn, and are Light Weapons.
90. Take 1d4 poison damage per turn until you receive a DC 10 Medicine check.
91. Resist all damage for 1 turn.
92. Summon 1d4 of a random Mephit, which are hostile to all beings.
93. You deal a bonus 1d4 damage with every attack for a minute.
94. Grab the nearest weapon and throw it at the nearest guy.
95. Summon a level 1.
96. You have a longbow now, shoot it at the nearest enemy.
97. Make a DC 10 CON save or take 1d6 slashing and bleed out of your head.
98. Move in 10ft in a random direction, and unarmed strike everyone you see.
99. You are a Construct now.
100. You are holding a grenade.
-5th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell in the same place.
18. Roll again and double it.
19. All sucesses are crit successes for anyone within 1 mile of you for a minute,
20. All fails are crit fails for anyone within 1 mile of you for a minute.
21. You're in a fighter jet now.
22. You are poisoned for a turn, taking a level of exhaustion.
23. A pillar of dark stone erupts from beneath you, a mile tall. Take 3d6 bludgeoning damage, it's 50ft wide, it has AC 16.
24. Regain 1d6hp per turn for the next minute.
25. You are teleported 1000ft in a random direction.
26. You levitate for an hour.
27. All crits on you are regular hits for an hour.
28. A Gust Of Wind flies through a random area on the field.
29. You summon 1d4 pixies under your command.
30. You're telepathic for an hour.
31. Take 1d8 bludgeoning, and increase your AC by 1 for a turn.
32. Run in a random direction.
33. Next time you take a melee attack, deal a bonus 1d6 fire damage to all within 20ft.
34. You are now unable to move your legs until you receive magical healing.
35. Seal a random character you can see within a wooden box.
36. You now have a +3 longsword.
37. You completely switch what material two creatures or objects of your choice are made of.
38. You completely switch what material two creatures or objects of are made of at random.
39. A random creature you can see is now a Werebear.
40. If a creature drops to 0hp in front of you in the next hour, they automatically fail a death save.
41. If a creature drops to 0hp in front of you in the next hour, they automatically succeed on a death save.
42. As an action on your next turn, you can take a Long Rest.
43. All Common magic items within 10ft of you are destroyed.
44. Cast Shield on yourself for 1 turn.
45. You can't talk for a minute.
46. Cast a 9th-level Magic Missile, taking targets at random.
47. You are a potted plant for a minute, but can still move and cast spells. You are vulnerable to all damage, have disadvantage on all checks, and have AC 12.
48. You're bald for now.
49. Teleport 25ft in a random direction.
50. Delay the spell 1d4 turns.
51. Take 6d4 poison damage, as a terrible toxin fills your lungs.
52. Everyone you can see switches bodies at random for 1 minute. They know it's only a minute.
53. The floor is covered in gigantic writhing earthworms. All you can see must succeed on a DC 15 STR save or take 2d4 bludgeoning damage, or 1d4 on a successful save.
54. Your hair is replaced by feathers.
55. Cast Guidance on everyone you can see.
56. Everyone in a 3d6 foot radius has to make a DC 15 Con save or falls asleep for 1d4 rounds.
57. 4d8 gp fly out of the casters hands. 4d8 of them hit the target of the spell, dealing 1d4 bludgeoning damage each
58. Cast Friends on yourself and the target.
59. You loses control of your magic, which goes to the nearest creature. Use all your spell slots and sorcery points, adding all the levels together. The target takes 1d6 force damage for each spell level expended this way. If this damage kills the target, the leftover damage continues to the next closest creature, and so on
60. Double the total effect.
61. Cast Thunderclap.
62. Cast Light on the ground within 15ft
63. Shit yourself.
64. Your magic is disabled for 1 turn.
65. You lose your shadow, which is replaced by a Shadow Demon.
66. Cast Healing Word on all you can see.
67. Deal 1d4 Necrotic damage to all within 15ft, and they each take a level of exhaustion for every damage they took, -1.
68. You are heavily magnetic for a minute.
69. You feel nice. Gain 1d4 Sanity.
70. You sneeze so hard that you are launched back 15ft.
71. Your perception speeds up, giving you a free action.
72. Your perception speeds up, giving you a free bonus action.
73. Your perception speeds up, giving you a free reaction.
74. You are surrounded by birds for one turn.
75. A cloud of cinnamon bursts throughout the battlefield. All within it must succeed on a DC 20 CON save or take 1 fire damage and be blinded for 1d4 turns.
76. You are afraid of spiders for a week.
77. The battlefield within 120ft of you is ground into quicksand.
78. The battlefield within 120ft of you is ground into regular sand.
79. The battlefield within 120ft of you is ground into burning hot sand. Anyone who touches it takes 1 fire damage.
80. You are hiccuping for a minute, but each time you do, you take 1 slashing damage.
81. Any backpacks you are carrying are slashed open by some sort of a ghost, which manifests, then disappears.
82. The area within 1 mile is beset upon by a slowly-arriving storm, which lasts 1 week, and rains down frogs.
83. A migration of thousands of rats sweeps through the battlefield at 30ft per turn. Any whose space they enter take 1d4 bludgeoning damage, and are attacked by a Swarm of Rats.
84. A birthday cake appears in front of you, with a note that says, blow out the candle to make a wish. The wish only comes true if it's bad for you.
85. A hostile Earth Elemental appears.
86. A hostile Air Elemental appears.
87. A hostile Water Elemental appears.
88. A hostile Fire Elemental appears.
89. Anyone who touches you for one minute takes 1d6 lightning damage.
90. Cast Cloudkill centered on yourself.
91. An arm grows out from behind one of yours.
92. Cast a 5th-level Thunderwave centered on a random enemy.
93. Icicles erupt from your body, and you take 1d4 piercing, 1d4 slashing, and 1d4 cold damage.
94. You are now a Dragonborn
95. The target attacks everyone in range with an Unarmed Strike.
96. You learn a language, take 1d6 Psychic damage, and lose 1 Sanity.
97. All objects hurl themselves 10ft toward the nearest target, as they are imbued with life for a single second.
98. Your hair turns into steel threads, and you take 1d8 slashing damage. If you have no hair, take 4d6 slashing damage as lacerations cover your organs.
99. Cast Tasha's Hideous Laughter on yourself.
100. All you can see are now under the effect of Bless.
-6th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell in the same place.
18. Roll again and double it.
19. All successes are crit successes for anyone within 1 mile of you for a minute,
20. All fails are crit fails for anyone within 1 mile of you for a minute,
21. If a creature drops to 0hp in front of you in the next hour, they automatically fail a death save.
22. If a creature drops to 0hp in front of you in the next hour, they automatically succeed on a death save.
23. Delay the spell 1d4 turns.
24. Everyone you can see switches bodies at random for 1 minute. They know it's only a minute.
25. Deal 1d6 Necrotic damage to all within 15ft, and they each take a level of exhaustion for every damage they took, -2. If the result is negative, gain that much temp HP.
26. Your perception speeds up, giving you a free action.
27. Your perception speeds up, giving you a free bonus action.
28. Your perception speeds up, giving you a free reaction.
29. A thousand Mage Hands rain down on the battlefield. For every square, all within must make a DC 15 INT save or take 1d6 Force damage. Beings under a ceiling or similar structure are not hit unless the ceiling collapses.
30. Cast Earthquake.
31. Cast Tsunami.
32. The ground is covered in caltrops for 1 mile.
33. The ground within a mile is covered in marbles, that function as Ball Bearings.
34. 3 demonic Bears are spawned in random locations, dedicated to killing all beings they see.
35. 1d6 of a random type of fungus sprout in random locations.
36. Cast Vicious Mockery on yourself 1d4 times. After the first, instead of getting disadvantage, make a DC 10 SAN save vs losing 1d4 Sanity.
37. Summon a hostile Couatl within 5ft.
38. You are shot into space for 1 turn. For each turn, you take 1d6 cold damage and 1d6 fire damage. You take 1 exhaustion when you return.
39. You vomit forth an Acid Splash on yourself, and all within range.
40. You must make a DC 15 CON or lose hp equal to 10% of your max hp.
41. For the next minute, if you lie, you take 1d4 psychic damage and lose 1 Sanity.
42. For the next 1d4 turn, every time you speak, cast Gust of Wind out of your mouth.
43. Cast Dissonant Whispers at 7th level on yourself.
44. A spectral audience appears outside the battlefield, cheering for anyone they like. Each round, the best performer gets Inspiration.
45. Cast Unseen Servant.
46. You and your party are now playing against the opponents in an interdimensional casino. The first game is you betting on what a 20-sided dice will roll. You can choose from there, and are trapped for about a week. However, the aliens who work there are friendly, and only an hour will have passed when you return.
47. Spikes erupt from your body, dealing 3d6 piercing to you, and all within 5ft. You yourself take 1d4 bludgeoning and 1d4 slashing.
48. Cast Fireball.
49. You shoot 1d20 cabbages in a 20ft cone to your left, each one dealing 1d4 damage to anyone they hit.
50. Any numbers created by the spell are multiplied by -1.
51. Your spell is cast again, but disadvantageous.
52. Your spell is cast again, but advantageous.
53. You summon 1d10 hostile pixies.
54. You summon a friendly Displacer Beast.
55. You summon 1d4 neutral Fairy Dragons.
56. The target has to rhyme any words they speak for 1 minute.
57. You are turned into a rabbit for 1d4 turns. If you die as a rabbit, you return to your normal form and take 2d12 bludgeoning damage.
58. Cast the spell on yourself too.
59. For but a moment, you can see into the dark, but the dark can see into you.
60. For the next minute, you must make a DC 12 CON save or projectile-vomit blood at the start of each turn. You take 2d4 damage each time.
61. Your hand is replaced with a Bigby's Hand for a minute.
62. Suffer an Injury.
63. Your hand is now a Mage Hand generated from your wrist, but can lift the same amount.
64. Your skin curls up like strings and falls from your body. Take 6d8 damage.
65. You and the target lose a turn.
66. -1 Initiative.
67. +1 Initiative.
68. Summon 1d4 friendly Owlbears.
69. The next person to say your name within the next hour forces you to follow their next command within a minute.
70. The target casts a random spell on themself.
71. Cast a random spell on yourself.
72. All within 5ft cast a random spell on themself.
73. All you can see cast random spells on themselves.
74. You turn the target into a random monster for 1 turn.
75. You turn into a random monster for 1 turn.
76. You can't breathe for a minute, and take 1d4 each turn you can't breathe.
77. Your skin turns into glass for a minute, and you are vulnerable to bludgeoning damage for the duration.
78. Roll a d20. On a Nat 20, you cast the spell again. On a Nat 1, you drop to 0hp.
79. Gain a Plot Point.
80. Gain Inspiration.
81. You are able to instantly generate a novel, with 100 copies, all contained within a Bag of Holding that can only hold those books.
82. You are launched 1d20 spaces in a random direction.
83. You are permanently turned into a random creature.
84. The target is permanently turned into a random creature.
85. Every being on the battlefield switches places with a random other, in Initiative order.
86. 1d20 pools of water appear in random locations. Any who step into them are attacked by a Giant Octopus from another dimension.
87. 1d4 Mind Flayers appear in random locations.
88. Your blood deals 1d6 acid damage to any who touch it for 1 hour.
89. Steal 1000xp from the target.
90. Stop time for a turn.
91. The ground for 1000ft around you lifts a hundred feat into the air.
92. The target's max hp is reduced by 1d6.
93. The target grows 1d4 feet taller, and gains 25 pounds.
94. You grow 1d4ft taller, and gain 25 pounds.
95. One item you carry is now sentient.
96. One item the target carries is now sentient.
97. Age 1d20 years.
98. De-age 1d20 years.
99. Age the target 1d20 years.
100. De-age the target 1d20 years.
-7th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell in the same place.
18. Roll again and double it.
19. All successes are crit successes for anyone within 1 mile of you for a minute,
20. All fails are crit fails for anyone within 1 mile of you for a minute,
21. If a creature drops to 0hp in front of you in the next hour, they automatically fail a death save.
22. If a creature drops to 0hp in front of you in the next hour, they automatically succeed on a death save.
23. Delay the spell 1d4 turns.
24. Everyone you can see switches bodies at random for 1 minute. They know it's only a minute.
25. Deal 1d8 Necrotic damage to all within 15ft, and they each take a level of exhaustion for every damage they took, -4. If the result is negative, gain that much temp HP.
26. Your perception speeds up, giving you a free action.
27. Your perception speeds up, giving you a free bonus action.
28. Your perception speeds up, giving you a free reaction.
29. You are shot into space for 1d4 turns. For each turn, you take 1d6 cold damage and 1d6 fire damage. You take 1 exhaustion when you return.
30. A spectral audience appears outside the battlefield, cheering for anyone they like. Each round, the best performer gets Inspiration.
31. You and your party are now playing against the opponents in an interdimensional casino. The first game is you betting on what a 20-sided dice will roll. You can choose from there, and are trapped for about a week. However, the aliens who work there are friendly, and only an hour will have passed when you return.
32. Your spell is cast again, but disadvantageous.
33. Your spell is cast again, but advantageous.
34. Cast the spell on yourself too.
35. Suffer an Injury.
36. The target casts a random spell on themself.
37. Cast a random spell on yourself.
38. All within 5ft cast a random spell on themself.
39. All you can see cast random spells on themselves.
40. You turn the target into a random monster for 1 turn.
41. You turn into a random monster for 1 turn.
42. You are permanently turned into a random creature.
43. The target is permanently turned into a random creature.
44. Create an entire building around you. It must be smaller than a 100ft-by-1000ft cylinder.
45. A castle of pure obsidian erupts from around you.
46. 1d6 feet of water rise up from the ground within a mile of you.
47. Take 1d6 piercing damage, 1d6 fire damage, then cast Delayed Fireball centered inside your body.
48. 2d6 Treants appear,
49. Age 1d20 years.
50. De-age 1d20 years.
51. Age the target 1d20 years.
52. De-age the target 1d20 years.
53. Anyone currently concentrating on a spell that you can see takes 1 piercing damage as they are stabbed by a minuscule needle.
54. For each spell you have, 1 random person dies, then casts it.
55. For each spell you have, 1d4 random people die, then cast it.
56. For each spell you have, 1d6 random people die, then cast it.
57. Your blood starts to boil. Go into a rage for 1 turn, and take 4d6 Fire damage.
58. Your weight is multiplied by 1d100 for a turn.
59. Target's weight is multiplied by 1d100 for a turn.
60. Your skin and muscles turn transparent for a minute, dealing you 1d4 cold damage each turn.
61. Choose an object within range, and multiply its size by 100.
62. Your stats are all 30 for the next minute.
63. All you can see are deafened for a minute.
64. All you can see are blinded for a minute.
65. You fall asleep.
66. Target cannot sleep for a day.
67. Gain 3d100gp
68. The ground within 100ft of you turns to gold.
69. All water you can see evaporates, unless it can survive 6d6 fire damage. All within evaporating water take 3d6 fire damage.
70. If you die in the next minute, a hostile Demilich appears before the killer.
71. You gain 10 lbs.
72. Deal the max effect of the spell to the target and yourself.
73. A version of yourself who is a 10th your age appears next to you.
74. Each being within 1 mile gains XP equal to 10% of their current XP
75. Nothing happens... to you. For everyone else, they experience 10 minute's worth of combat in 1 second, taking 6d20 psychic damage unless they succeed on a DC 20 WIS save to take half.
76. +1 to a random stat.
77. -1 to a random stat.
78. Your body mutates rapidly. Gain XP equal to 5% of your current XP, lose 1 Sanity
79. The target casts the spell on itself.
80. The ground within 150ft is now the back of a giant turtle, which shakes to life as it rises from the ground.
81. You stomp on the ground, dealing an unarmed strike to all within 5ft, casting Thunderclap, then casting Earthquake, and Tsunami from the nearest body of water within a mile.
82. You curl into a ball, rolling forward 60ft, and becoming a boulder for the rest of that movement.
83. For the next minute, all of your attacks cause a shockwave within 5ft that deals the same amount of damage to all within it.
84. Summon 2d6 Water Weirds that wish to kill you.
85. Summon 2d4 T-Rexes that are loyal to you.
86. Cast Lightning Bolt at 9th level.
87. Summon a Mimic inside your arm. That arm is now a mimic that is allied with you, and you take 2d6 necrotic damage.
88. Grow 1d4 inches taller every turn for a minute.
89. You are now in full Plate Armor.
90. A mountain whose peak is 3 miles above your current height rises 10 miles behind you.
91. You take 2d6 Radiant damage, and cast Light on a random creature you can see, as your eyes burn with radiant light.
92. A Troll appears around you, akin to a suit of armor. You cannot move, but cannot be harmed, so long as it remains.
93. Regain full hp.
94. Halve your current hp.
95. You turn into a penguin for a minute.
96. For an minute, you gain the resplendent energy of the sun. You are immune to Radiant and Fire damage, instead regaining any hp you would lose. You get +5 AC, and are always in partial cover. You lose 1d4 hp at the end of each turn, and you deal 1 Radiant damage to a target of your choice each turn. Any who come within 10ft of you take 2d6 Radiant damage, and any who come within 5ft of you take 1d6 fire damage. Any who you touch take 1d4 fire damage, are poisoned for a turn, and take a level of exhaustion.
97. Your age randomly shifts 1d20 up or down each turn for a minute.
98. You lose 1d4 Sanity, your body decays, and you die. Return at full hp a minute later, now a skeleton.
99. Each turn for a minute, all you can see take 1d12 damage, and you regain the damage they take as temporary hp.
100. You see 10 seconds into the future, and take 1d4 psychic damage.
8th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Repeat your spell in the same place.
18. Roll again and double it.
19. All successes are crit successes for anyone within 1 mile of you for a minute,
20. All fails are crit fails for anyone within 1 mile of you for a minute,
21. If a creature drops to 0hp in front of you in the next hour, they automatically fail a death save.
22. If a creature drops to 0hp in front of you in the next hour, they automatically succeed on a death save.
23. Delay the spell 1d4 turns.
24. Everyone you can see switches bodies at random for 1 minute. They know it's only a minute.
25. Deal 1d10 Necrotic damage to all within 15ft, and they each take a level of exhaustion for every damage they took, -6. If the result is negative, gain that much temp HP.
26. Your perception speeds up, giving you a free action.
27. Your perception speeds up, giving you a free bonus action.
28. Your perception speeds up, giving you a free reaction.
29. A minor god of the Void, with the stats of an Elder Brain, appears on the battlefield for 1 turn
30. A minor god of the Beasts, with the stats of a T-Rex, but with 3 heads, and thereby 3 bite attacks, and +50hp, appears on the battlefield for 1 turn
31. A minor god of the Light, with the stats of a Solar, appears on the battlefield for 1 turn
32. A minor god of the Forge, a human inside of a Warforged Colossus, appears on the battlefield for 1 turn
33. A minor god of Dragons, with the stats of a random Ancient Dragon, appears on the battlefield for 1 turn
34. A minor god of the Elements, with the stats of a Leviathan, appears on the battlefield for 1 turn
35. A minor god of the Forest, a cloud of resplendent fire with 200hp that summons a Sprite every turn, appears on the battlefield for 1 turn
36. A minor god of the Abyss, with the stats of a Pit Fiend, appears on the battlefield for 1 turn
37. A minor god of the World, with the stats of a Storm Giant Quintessant, appears on the battlefield for 1 turn
38. A minor god of Mankind, with the stats of an Archmage, but who casts Eldritch Blast for free each turn, appears on the battlefield for 1 turn
39. A minor god of the Sea, with the stats of a Kraken, appears on the battlefield for 1 turn
40. A minor god of the Oozes, a gigantic pile of goo with 200hp that spits out a gelatinous cube every turn, appears on the battlefield for 1 turn
41. A minor god of Nature, a gigantic tree with 200hp that grows a random Blight every turn, appears on the battlefield for 1 turn
42. A minor god of Death, with the stats of a Lich, appears on the battlefield for 1 turn
43. You are shot into space for 1d6 turns. For each turn, you take 1d6 cold damage and 1d6 fire damage. You take 1 exhaustion when you return.
44. A spectral audience appears outside the battlefield, cheering for anyone they like. Each round, the best performer gets Inspiration.
45. You and your party are now playing against the opponents in an interdimensional casino. The first game is you betting on what a 20-sided dice will roll. You can choose from there, and are trapped for about a week. However, the aliens who work there are friendly, and only an hour will have passed when you return.
46. Your spell is cast again, but disadvantageous.
47. Your spell is cast again, but advantageous.
48. Cast the spell on yourself too.
49. Suffer an Injury.
50. The target casts a random spell on themself.
51. Cast a random spell on yourself.
52. All within 5ft cast a random spell on themself.
53. All you can see cast random spells on themselves.
54. You turn the target into a random monster for 1 turn.
55. You turn into a random monster for 1 turn.
56. You are permanently turned into a random creature.
57. The target is permanently turned into a random creature.
58. Age 1d20 years.
59. De-age 1d20 years.
60. Age the target 1d20 years.
61. De-age the target 1d20 years.
62. For each spell you have, 1d8 random people die, then cast it.
63. For each spell you have, 1d10 random people die, then cast it.
64. For each spell you have, 1d12 random people die, then cast it.
65. Deal the max effect of the spell to the target and yourself.
66. A version of yourself who is a 10th your age appears next to you.
67. The ground for a mile around you grows mouths in random locations.
68. You now know a random thing that happened to one of your ancestors.
69. Flowers sprout from your body, and you take 3d20 piercing damage.
70. Fireworks burst for 25ft around you, dealing 2d6 damage to all who fail a DC 25 DEX save, or half as much on a success.
71. Hands reach out of your eye sockets, squeezing your eyes. You take 2d6 bludgeoning damage for each eye you have.
72. Blood pours out of you endlessly for a minute. For this minute, your blood is constantly regenerating, and you regen 1d6/turn, but you are in incredible pain.
73. Cast Grease with 10 miles of range.
74. Turn 5,000 random people on the planet into potted plants.
75. Zombify 10,000 random people on the planet.
76. You are trapped in a giant glass hamster ball with 25hp.
77. Your next cantrip deals max damage.
78. Cast a random spell at the start of every turn for a minute.
79. Lose 1d10 max hp.
80. The target grows 1d4 extra limbs.
81. The target takes 1d6 necrotic damage, and you gain 1d8 max hp.
82. You summon 1d8 Helmed Horrors that follow your command.
83. Cast Eldritch Blast on every being within a mile.
84. Everyone you can see is poisoned for a minute.
85. You take 3d10 poison damage, and your tongue is paralyzed for a turn.
86. The spell hits you instead.
87. The next spell to hit you hits the user instead.
88. The spell hits a random target.
89. The next spell to hit you hits a random target.
90. A gigantic sentient stone statue of you that is 500ft tall rises from the ground beneath you.
91. Use a random level of a random class' effect on a random target.
92. Each being within 1 mile gains XP equal to 25% of their current XP
93. One creature of your choice is killed, and then sent back in time one turn. The original timeline happens, but the sent-back creature has influence on the events, slightly.
94. A random creature vomits an Acid Splash at all within range, and at itself, with the last one being at advantage.
95. A terrifying alien menace takes root on this world, born from a meteor that strikes in a random location.
96. Cast the spell again, with a +1 Bonus.
97. You grow 2d6ft taller, but gain no weight.
98. For the next minute, your unarmed strikes deal 1d8 piercing and 1d8 bludgeoning.
99. Regen 10hp at the start of every turn for a minute.
100. You get +5 AC for a minute.
-9th:
1: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2: Roll on this table every time you attempt to do something for the next minute, ignoring this result on subsequent rolls.
3: All aberrations you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
4: All Beasts you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
5: All Celestials you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
6: All Constructs you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
7: All Dragons you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
8: All Elementals you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
9: All Fey you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
10: All Fiends you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
11: All Giants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
12: All Humanoids you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
13: All Monstrosities you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
14: All Oozes you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
15: All Plants you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
16: All Undead you can see must beat you in a CHA contest, adding your levels, or become your thrall. You add this spell's level to your own for this check.
17: Your hand becomes a Vorpal Sword.
18: Repeat your spell in the same place.
19: You gain 10 Plot Points.
20. Roll again and double it.
21. All successes are crit successes for anyone within 1 mile of you for a minute,
22. All fails are crit fails for anyone within 1 mile of you for a minute,
23. If a creature drops to 0hp in front of you in the next hour, they automatically fail a death save.
24. If a creature drops to 0hp in front of you in the next hour, they automatically succeed on a death save.
25. Cast Wish.
26. Delay the spell 1d4 turns.
27. Everyone you can see switches bodies at random for 1 minute. They know it's only a minute.
28. A random creature you can see gains a random Epic Boon.
29. A random creature you can see gains a random Charm.
30. A random creature you can see gains a random Dragonmark.
31. Deal 1d6 Necrotic damage to all within 15ft, and they each take a level of exhaustion for every damage they took, -8. If the result is negative, gain that much temp HP.
32. Your perception speeds up, giving you a free action.
33. Your perception speeds up, giving you a free bonus action.
34. Your perception speeds up, giving you a free reaction.
35. Your wild magic draws the attention of a nearby fetal celestial, who reaches out from the earth and is born, taking on its initial godly state.
36. A minor god of the Void, with the stats of an Elder Brain, appears on the battlefield.
37. A minor god of the Beasts, with the stats of a T-Rex, but with 3 heads, and thereby 3 bite attacks, and +50hp, appears on the battlefield.
38. A minor god of the Light, with the stats of a Solar, appears on the battlefield.
39. A minor god of the Forge, a human inside of a Warforged Colossus, appears on the battlefield.
40. A minor god of Dragons, with the stats of a random Ancient Dragon, appears on the battlefield.
41. A minor god of the Elements, with the stats of a Leviathan, appears on the battlefield.
42. A minor god of the Forest, a cloud of resplendent fire with 200hp that summons a Sprite every turn, appears on the battlefield.
43. A minor god of the Abyss, with the stats of a Pit Fiend, appears on the battlefield.
44. A minor god of the World, with the stats of a Storm Giant Quintessant, appears on the battlefield.
45. A minor god of Mankind, with the stats of an Archmage, but who casts Eldritch Blast for free each turn, appears on the battlefield.
46. A minor god of the Sea, with the stats of a Kraken, appears on the battlefield.
47. A minor god of the Oozes, a gigantic pile of goo with 200hp that spits out a gelatinous cube every turn, appears on the battlefield.
48. A minor god of Nature, a gigantic tree with 200hp that grows a random Blight every turn, appears on the battlefield.
49. A minor god of Death, with the stats of a Lich, appears on the battlefield.
50. You are shot into space for a minute. For each turn, you take 1d6 cold damage and 1d6 fire damage. You take 1 exhaustion when you return.
51. A spectral audience appears outside the battlefield, cheering for anyone they like. Each round, the best performer gets Inspiration.
52. You and your party are now playing against the opponents in an interdimensional casino. The first game is you betting on what a 20-sided dice will roll. You can choose from there, and are trapped for about a week. However, the aliens who work there are friendly, and only an hour will have passed when you return.
53. Your spell is cast again, but disadvantageous.
54. Your spell is cast again, but advantageous.
55. Cast the spell on yourself too.
56. Suffer an Injury.
57. The target casts a random spell on themself.
58. Cast a random spell on yourself.
59. All within 5ft cast a random spell on themself.
60. All you can see cast random spells on themselves.
61. You turn the target into a random monster for 1 turn.
62. You turn into a random monster for 1 turn.
63. Roll once on every Wild Magic Table.
64. You are permanently turned into a random creature.
65. The target is permanently turned into a random creature.
66. Somewhere in the world, the Tarasque awakens,
67. Age 1d20 years.
68. De-age 1d20 years.
69. Age the target 1d20 years.
70. De-age the target 1d20 years.
71. For each spell you have, 1d20 random people die, then cast it.
72. For each spell you have, 1d100 random people die, then cast it.
73. For each spell you have, 100 random people die, then cast it.
74. Deal the max effect of the spell to the target and yourself.
75. A version of yourself who is a 10th your age appears next to you.
76. Cast a random spell at the start of every turn for a minute.
77. The spell hits you instead.
78. The next spell to hit you hits the user instead.
79. The spell hits a random target.
80. The next spell to hit you hits a random target.
81. Use a random level of a random class' effect on a random target.
82. Each being within 1 mile gains XP equal to 50% of their current XP
83. Regain all spell slots, and lose 1 Sanity.
84. Regain all Sorcery Points, and lose 1 Sanity.
85. Regain all hp, and lose 1 Sanity.
86. Take a Long Rest, and gain 1 Sanity.
87. The target must make a DC 15 CON save or take 2d6 necrotic damage and become a zombie. On a success, they take 1d6 psychic damage and lose 1 Sanity,
88. Magic Missiles rain down from the sky across the world. All beings not under cover are hit by one, but any who are killed are instead unconscious, and any who fall to 0hp come back to 1hp on 3 successes.
89. The world itself shifts slightly, growing more beautiful, as compared to your description of beauty. You regain 1 Sanity, and you smile.
90. Somewhere in the world, a child is born. This child will grow, one day, to be another Wild Magic Sorcerer. You feel this, and you smile. Regain 1 Sanity.
91. Cast the spell again at advantage.
92. Take 3d20 bludgeoning damage, and you are shoved 1000ft underground by a hand made of energy, taking 10d6 bludgeoning.
93. You ascend from your mortal form. From now on, your attacks deal a bonus 1d6 of a damage type you choose, and that aligns with your faith. You are immune to that damage, and resist a damage type you are opposed to. You get +5ft to speed, and add an additional creature type to yourself. Your Natural AC goes up one. Gain 1d20 Sanity, and get +1d4 to all stats.
94. You are telekinetically crushed, taking 3d20 bludgeoning damage, and 3d20 psychic damage.
95. You appear at the complete opposite location on the planet.
96. The clouds in the sky above you are sucked down in a funnel, converging on your location. You take 6d20 cold damage, and are in complete cover. Only you can see within the clouds.
97. You scream, and all beings within 120ft cast Thunderwave at 9th level, centered on themselves.
98. You behold the multiverse itself, and the beings around it. Make a DC 30 Sanity save or lose 2d8 Sanity. On a success, gain 1d20 Sanity.
99. Your body is now permanently magical, and you have advantage on anti-magic saves forever.
100. Gain 25 Plot Points
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