Magic or magical knowledge imparted imparted by physical means, such as extreme lightning magic shocks, planar warp malfunctions, or magical conduitism, may result in gaining the ability to access magical abilities. However, these abilities are incredibly unstable, and may result in unexpected side effects.
When you cast a spell, roll a d20 to determine if you experience a side effect. Your DC begins at 3. For each success against a side effect your DC increases by 1. For example, if you roll a 12 on your first roll to determine if you experience a side effect, the next time you roll against this roll table your DC will increase from 3 to 4. If you roll a natural 20, your next roll DC increases by 2. If you fail against your DC, you must then roll a d100 against the following table to determine the side effect you experience.
|
d100 result |
Side effect |
|
01-02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03-04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05-06 |
A shadow fell monster chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07-08 |
You cast Fireball as a 3rd-level spell centered on yourself. |
|
09-10 |
You cast Magic Missile as a 5th-level spell and choose the target, redirecting excess magic. |
|
11-12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13-14 |
You regain your lowest-level expended spell slot. |
|
15-16 |
You cast Confusion centered on yourself. |
|
17-18 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
19-20 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Make a CON save each turn to save against sneezing. |
|
21-22 |
You cast Grease centered on yourself. |
|
23-24 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Also you shout HOBBELDYGOOK aloud. If you cannot shout, take 5 points of force damage as magic builds up inside you. |
|
25-26 |
Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. |
|
27-28 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
29-30 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
31-32 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
33-34 |
You are transported to the Shadowfell until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
35-36 |
Maximize the damage of the next damaging spell you cast within the next minute. To do so, you must do a tap dance when you cast your spell. |
|
37-38 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
39-40 |
1d6 fish people, controlled by the DM, appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
41-42 |
You regain 2d10 hit points. |
|
43-44 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
45-46 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. To do so, you must perform an Anime Girl Peace Sign™️. |
|
47-48 |
You cast Levitate on yourself. |
|
49-50 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
51-52 |
A CR 5 or lower beast of your choosing, controlled by the DM, appears in a space within 5 feet of you, then disappears 1 minute later. |
|
53-54 |
You can't speak for the next minute. Whenever you try, you expel thick black fog from your mouth. |
|
55-56 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
|
57-58 |
You are immune to being intoxicated by alcohol, or can choose to make another person within 30 feet of you immune, for the next 5d6 days. |
|
59-60 |
Roll a d4. If even, you must follow every sentence you speak with “no” for the next minute. If odd, you must follow every sentence you speak with “yes” for the next minute. You cannot inform anyone of this predicament until it the effect has ended. |
|
61-62 |
For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. You do not know this is the case until you touch something flammable. |
|
63-64 |
For the next minute, you can only speak when making direct eye contact with the individual you're speaking to. Breaking eye contact by as much as blinking will cut out your voice. You do not know this effect is happening until you attempt to speak to an individual. |
|
65-66 |
You cast Fog Cloud centered on yourself. |
|
67-68 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You must shout ROASTED when applying this effect. If you cannot shoutz take 2d10 force damage as the magic builds up inside you. |
|
69 |
Illusory penises and boobs float in the air within 10 feet of you for the next minute. |
|
70 |
You are frightened by the nearest creature until the end of your next turn. |
|
71-72 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
73-74 |
You accidentally create a telepathic bond with an all-powerful creature. |
|
75-76 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
77-78 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
79-80 |
You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
|
81-82 |
You can take one additional action immediately. Click your heels and say, “There's no power like the power of friendship!” to do so. |
|
83-84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. Additionally, you must utter a maniacally evil laugh as you steal the life force of others. |
|
85-86 |
You cast Fly on a random creature within 60 feet of you. |
|
87-88 |
You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
|
89-90 |
If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. An image of an impactful healer in your life floats above you for the next minute. |
|
91-92 |
Your size increases by one size category for the next minute. Additionally, your voice drops one octave. |
|
93-94 |
You are surrounded by faint, ethereal music for the next minute. The longer it goes on the more it sounds like screaming to you. Everyone else just hears music. |
|
95-96 |
You cast Disintegrate on a target that you choose. To do so, you must pound your chest and give a battle cry. If you cannot pound your chest or cry a battle cry, Disintegrate’s target becomes Self. |
|
97-98 |
You become untethered from your Plane of Existence. It is up to your DM’s discretion what this means for you. |
|
99-00 |
You regain all of your HP and casting points (e.g. spell slots, sorcery points, etc). You must do a little dance. |
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