Level
1st
Casting Time
1 Action
Range/Area
Unlimited
Components
None
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect

d100

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

6 dancing lights that are a 10 ft radius are summoned in a circle of a 80 ft radius centered around an area of your choice, they shed bright light, any creature within 5 feet of any of them has disadvantage on attack rolls.

05–06

A beholder controlled by the DM is summoned in a random area within 120 feet of you.

07–08

Eyes and limbs start appearing on 8 random objects within 60 feet of you, giving those objects temporary sentience.

09–10

The spell Call Lightning is cast in a random area of the DMs choice within 120 feet of you, this happens twice every round for 3 rounds.

11–12

You gain truesight up to 60 feet for 1 minute, during that duration you can use your bonus action to summon a ghost.

13–14

You force up to 3 creatures you can see to make a constitution saving throw, using their reaction to make a breath weapon attack on a failed throw.

15–16

Every creature within an 80 ft radius of you must roll a d4, their speed becoming halved on a 1 or 2 and their speed doubling on a 3 or 4 

17–18

3d20 trees grow all around you in a 40 ft radius

19–20

You switch places with a creature of your choice that you can see within 120 feet

21–22

 The environment around you in a 90 ft radius changes to resemble the astral plane

23–24

You cast mirror image on yourself and create 4 different images besides yourself rather than 1 

25–26

You cast an additional spell and roll on the table again. 

27–28

 You lose your form for 2 rounds, adding an additional damage dice to your transmuted attacks

29–30

 Your spells explode as you cast them, dealing 2d6 fire damage to you as you cast them and 1 less damage die to whoever they're aimed at

31–32

 You cast Erupting Earth centered on yourself and on the closest creature to you within range

33–34

You cast the spell conqueror's gaze, replacing CR with character level. 

35–36

A Grim Reaper controlled by the DM appears in a random are within 60 feet of you.

37–38

You and 1d8 creatures you can see are transformed into aberrations for the next 24 hours.

39–40

A spring bubbles forth from the ground at everyone's  feet. The effect of drinking the water is: Roll 1d4 - 1. Functions as regeneration spell. - 2. Take 3d8 poison damage, you have the poisoned condition until the next long rest. -3. Functions as enlarge spell.- 4. Functions as reduce spell.

41–42

 The ground in a 60 ft radius is destroyed and the rocks and surfaces levitate in the air. 

43–44

 Everyone within a 30 ft radius is turned into an adult dragon for 2 rounds.

45–46

You turn into a large skeletal creature with the skull of a deer and very big horns for 3 rounds.

47–48

 You cast the spell fireball in a random direction, every creature hit by it must roll a d4, taking the damage on a 1 or 2, and regaining an amount of hit points equal to half of it on a 3 or 4.

49–50

Your spells don't take effect, but you are able to cause them to appear from a random point within 60 feet on your next turn as a bonus action.

51–52

A hoard of bats materializes around you, scattering into the area and defecting on every creature within 50 feet of you, giving them disadvantage on perception checks for the next minute.

53–54

 Every creature within 40 feet of you must make a wisdom saving throw, feeling an extreme headache to stir on a failed throw, giving them disadvantage on intelligence saving throws.

55–56

 Large vines spring out of the ground in 3 random areas within 60 feet of you and attempt to grapple three creatures it can see, with a DC of 17.

57–58

Every creature within 120 feet switches appearance with another creature in this radius.

59–60

Every creature within 30 feet must roll 1d4, on 1 or 2, their size category is reduced by 1, and increased by 1 on a 3 or 4

61–62

 You become huge.

63–64

 You become tiny.

65–66

 A Tarrasque falls from the sky and remains there for 1 round.

67–68

 Spirits start appearing and they start singing a strange song, remaining for 2 rounds.

69–70

 A tsunami appears from a dimensional gate submerging everyone in a 120 cubic feet for 2 rounds.

71–72

Colorful electricity lights up all over your body, all damage done in the next 2 rounds becomes lightning damage.

73–74

 A miniture volcano appears in a random are within 60 feet of you, hurling out magma and firey rocks, dealing 2d6 fire damage to 3 random creatures.

75–76

 A tornado originates from a random point you can see and moves all creatures within a 60 ft radius around, changing each of their location to a random one, taking 1d12 bludgeoning damage.

77–78

a gun appears in the hand of every creature that has a hand within 60 feet. 

79–80

If it is day time, it becomes night time, and if it is night time, it becomes day time, if it is dawn or dusk, an eclipse happens.

81–82

Everyone within 60 feet is teleported up to the clouds and remain their for 2 rounds. 

83–84

 You light on fire, adding an additional fire damage die to all attacks, but also taking 2d4 fire damage.

85–86

You vomit 3 random people, they follow your commands for 1 round and then disintegrate, they have the stat block of bandits.

87–88

A spear comes out of your eye and flies around the area surrounding you, piercing the first person it sees dealing 1d20 damage on hit.

89–90

 A thunderstorm appears, causing the weather to become violent and extreme for the next hour

91–92

 Blades rise from the ground and start dancing to their own tune, in a random 15 ft area, dealing 5d6 slashing damage to anyone touching them.

93–94

 Everyone's skin within 30 feet becomes translucent for 1 round.

95–96

 A portal appears in the sky, leading to a plane of the DM's choosing.

97–98

 4 Apes come out of your back, following your commands for 1 round, and then turning into snow.

99–00

Every creature within 120 feet regains all hit points up to their maximum hit points. 

Available For: Sorcerer (Legacy) Wizard (Legacy)

aRandomGuy890

Comments

Posts Quoted:
Reply
Clear All Quotes