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