This is a clear glass sphere with dozens of small, but visible, internal chambers filled with magical liquids. The liquids move on their own, change colors and brightness, and may even switch chambers randomly. When the glass is shattered, the liquids mix, unleashing a random magical effect determined by rolling a d100. The sphere and its contents are destroyed once the spell is cast.
The glass sphere shatters if thrown against a hard surface, if it is hit with an object, or if it falls more than 5 feet. It can be thrown with a range of 30/120. A miss results in the gernade hitting a random location determined by the DM, except that a 1 results in the sphere slipping from your fingers and shattering at your feet.
If an effect has multiple possible subjects, the proximity to the point of impact determines priority. If an effect has a single subject, then the subject closest to the point of impact is affected. If an effect has a saving thrown, the spell save DC is 15.
d100 — Effect:
01-03 — Maximilian’s Earthen Grasp at point of impact.
04-06 — Dust Devil centered on the point of impact. Cannot be moved.
07-09 — Snilloc’s Snowball Swarm cast at point of impact.
10-12 — Rime's Binding Ice cone originates at the point of impact and firing at closest creature to point of impact
13-15— Thunder Step cast on thrower. Point of impact is the teleportation target.
16-18 — Enlarge/Reduce cast on 5 creatures closest to point of impact. Roll a die for each creature. Odd enlarge, even reduce.
19-21 — Greater Invisibility cast on creature closest to point of impact
22-24 — Thrower and creature closest to point of impact have a battle of wills. Each makes a Charisma check, with the higher adjusted roll winning. HP equivalent to the combined adjusted rolls is transferred from the loser to the winner.
25-27— A spectral shield hovers near all creatures within 10' of the point of impact for the next minute, granting a +2 bonus to AC.
28-30 — Awaken cast on one huge or smaller beast or plant (with Int of 3 or less) that is closest to the point of impact. If no beasts or plants are present, but corpses are, then cast Animate Dead. If no beast, plants or corpses, then cast Freedom of the Waves centered on point of impact.
31-33 — Nathair’s Mischief centered on the point of impact.
34-36 — Zone of Truth cast at point of impact.
37-39 — An animal appears at the point of impact. The animal isn't under your control and acts as it normally would. Roll a d10 to determine which animal appears.
1 =Almiraj
3=Jaculi
5=Zorbo
6=Girallon
7=Kamadan
10= Throwers choice between options 1-9
40-42 — Heroes' Feastcast at point of impact.
43-45 — Slow centered on the point of impact.
46-48 — Hypnotic Pattern at point of impact
49-51 — A burst of colorful shimmering light extends from the point of impact in a 30-foot radius. Each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
52-54 — Confusion centered on point of impact
55-57 —Stinking Cloud centered on the point of impact.
58-60 — Phantasmal Force cast on closest susceptible target to point of impact.
61-63— Watery Sphere at point of impact. Cannot be moved.
64-66 — Each creature within 10' of the point of impact has its skin change color, its hair fall out, and small feathers grow from its face for 1d10 days (-5 to Cha checks). The thrower determines the colors/patterns of the skin and feathers.
67-69— An illusion of a circus clown appears and attempts to entertain anyone present. The clown disappears if dispelled or after 1 hour.
70-72 — A heavy rain composed of flower petal begins to fall in a 60-foot radius centered on the point of impact while wedding violin music begins to play. The area becomes heavily obscured. The effect lasts for 1 minute.
73-75 — Skunk blast. Each creature within 10' of the point of impact is stunned for one round and smells like skunk for the next 24 hours (-5 to stealth and charisma checks)
76-78 — The 3 creatures closest to the point of impact turn into a potted plant until the start of its next turn. While a plant, it is incapacitated and has vulnerability to all damage. If a creature drops to 0 hit points, the pot breaks, and the form reverts.
79-81— Objects appears at the point of impact. Roll a d8.
1= life sized sculpture of whoever threw the gernade, except the nose is just a little too big
2= a bathtub full of warm water, a hand mirror, a bar of soap, a straight razor, and a note with instructions on shaving back hair
3= a 5 gallon barrel of lamp oil with no lid and burning candle floating in the oil
4=a potted cactus with a bulbous head that can be squeezed for a milky juice that cures the poisoned condition.
5= a 5' stack of bad romance novels, a freestanding pullup bar made of wood and a 50' rope tied as a noose
6= a wheelbarrow full of ball bearings and a clown horn
7= a crate with 3 crossbow bolts, 4 arrows, 5 javelins, 6 sling stones, 7 blowgun darts, and 64 boomerangs
8= a whip, a fedora, a leather coat and a shoulder bag with a 5lb crystal skull inside (worth 100gp)
82-84—Fireball cast at point of impact
85-87 — Erupting Earth at point of impact
87-90 — Wall spell cast a point of impact, thrower determines shape. Roll a d4.
1 = Wall of Water.
2= Wind Wall.
3 = Wall of Sand.
4 = Wall of Fire
91 — Gravity Sinkhole centered at the point of impact.
92 — Banishment targeting creature closest to the point of impact.
93 — Black Tentacles centered at the point of impact.
94 — Synaptic Static centered at the point of impact.
95 — Negative Energy Flood targeting creature closest to point of impact.
96 — Reverse Gravity centered on point of impact
97 — Summon Lesser Demons cast at point of impact. If available, the thrower can use blood from a humanoid killed in the past 24 hours to form a circle, which takes 1 round to complete per number of creatures big enough for the circle and a DC 12 sleight of hand check.
98 — Summon Greater Demon cast at point of impact. If available, the thrower can use blood from a humanoid killed in the past 24 hours to form a circle, which takes 1 round to complete per number of creatures big enough for the circle and a DC 12 sleight of hand check.
99 — If the gernade hits a creature or shatters within 5' of one, it must make a DC 15 Wisdom saving throw. If no creatures are within 5' of the point of impact, the thrower becomes the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly polymorphed into an Almiraj. On any other failed save, the target is Restrained and begins to slowly transform. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, ploymorphing on a failure or Ending the Effect on a success. The polymorph lasts for 4 hours or until the target is freed by the Greater Restoration spell or similar magic.
00 - Roll twice and use both effects
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