Wild Magic


Your wild magic chance is the likelihood of a wild magic event occurring whenever you cast a spell, use a magic item that requires activation, or use an ability from a magic sphere. It can increase or decrease through a variety of sources such as class abilities, feats, boons, and drawbacks, but it can never be reduced below 0.

When you use such a triggering ability, roll a d100. If you roll at or below your wild magic chance, a wild magic event occurs. A wild magic event counts as a spell or magic sphere effect, but its results are random, requiring a roll on one of the tables below. If your wild magic chance is over 100, then a wild magic event automatically happens, then reduce your wild magic chance by -100 and roll to see if a second wild magic event also occurs. If two events have conflicting results, the GM decides what happens. If not using the major event rules (see Variant Rules), then no effect may have a wild magic chance above 200%.

If an event calls for a saving throw, the saving throw DC is equal to the saving throw DC of whatever effect triggered the wild magic roll (or 8 + the originator’s proficiency bonus + their key ability modifier/highest mental ability score, if there was no save DC). A caster’s resistance or immunity never applies to wild magic events that they trigger.

Wild Magic Cantrips

If you possess the wild magic drawback, any wild magic talent, or another ability that imposes a wild magic chance on your casting abilities, you can always choose a target within 30 feet as an Action to roll 1d100 on the cantrips wild magic table. Use your normal sphere DC for any cantrip results that call for a saving throw.

Augment 1 sp: You can use this ability as a bonus action.

Augment 1 sp: You can roll twice and choose either result.

Augment 1 sp: You can instead roll on the general wild magic table.



Variant Rules

If the Game Master so desires, they can use any of the following variant rules:

Dangerous Concentration

When someone with a wild magic chance fails a Constitution saving throw to maintain concentration, the GM may decide to make a wild magic roll to see if the breaking of concentration triggers an event.

Major Events

If the GM desires, wild magic chances can go above 200%, and a chance of 200% or more might result in a major event. These events are significantly greater in scope, and might permanently alter a character, or even the world itself. Creating a major wild magic event reduces the caster’s wild magic chance by -200 when determining if a roll is still required for a minor event as well.



Wild Magic Tables

Universal Wild Magic Table

D100 Result
1 The effect fails and the action is lost. Spell points or spell slots are also lost.
2 You are treated as if you had the Verbal Casting drawback until you complete a long rest.
3 You are treated as if you had the Draining Casting drawback until you complete a long rest.
4 For 1 minute, all spells and sphere effects cast within 30 feet of you (including yours) are treated as if the caster’s proficiency bonus was reduced by an amount equal to your proficiency bonus.
5 All creatures within 30 feet of you gain immunity to the magical effects of all spheres you do not possess for 1 minute.
6 All creatures within 30 feet must succeed on a Wisdom saving throw or have their proficiency bonus reduced to 0 for 1 minute.
7 A creature of your choice within 300 feet is treated as if it had the Draining Casting drawback until it completes a long rest.
8 For 1 minute you leave behind a glowing trail of flame. Any creature that passes through a space you were in the previous turn takes 1d10 fire damage. A creature may only take this damage once per turn.
9 You permanently change color to a random hue. Roll 1d6 to determine the color: 1: blue, 2: green, 3: red, 4: yellow, 5: pink, 6: your choice.
10 For 1 minute, all your magic sphere effects are treated as if their damage rolls were always their maximum value.
11 Your arms and legs are replaced by tentacles for 1 minute. These tentacles cannot hold anything or supply somatic components, and your base speed becomes 10 feet and you gain a climb speed of 20 feet. Your tentacles are considered simple weapons that deal 1d4 bludgeoning damage and have the reach property.
12 All creatures within 120 feet of you must succeed on a Dexterity saving throw or fall prone. Flying creatures instead fall 50 feet.
13 Nearby dead invertebrates of Tiny size and smaller animate as undead and follow you for 1 hour. Their noise imposes disadvantage on Stealth checks.
14 A creature of your choice within 300 feet is treated as if it had the Somatic Casting drawback until it completes a long rest.
15 For 1 minute, all sphere effects cast by you have any damage dice rolled treated as having rolled their minimum value.
16 Whenever you take damage, you gain resistance to that damage type until the end of your next turn or until you take a different type of damage. This effect lasts until you complete a long rest.
17 All creatures within 30 feet of you are struck by lightning, suffering 1d6 lightning damage. A successful Dexterity saving throw negates this damage. The lightning damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
18 The effect is cast without any action required.
19 You grow extremely hungry and must succeed on a Constitution saving throw each hour or be compelled to eat a day’s worth of food during that hour. Failure to do so inflicts 1 level of exhaustion (to a maximum of level 5). A successful save ends this effect.
20 The effect is cast as a bonus action unless its casting time would be shorter.
21 All creatures within 30 feet of you at the time of this event become frightened for 1 round whenever they see a mouse. This effect persists for 1 week.
22 You are restrained until the end of your next turn.
23 A shadow twin of you appears adjacent to you. This twin possesses all of your abilities and equipment, though only 1 hit point. This twin aids you for 1 minute or until reduced to 0 hp. At that time, the twin and all its equipment disappear and any non-instantaneous magical effect it created also disappears.
24 Roll twice and take both results. Ignore any results that require rerolls. If both rolls are thus ignored, there is no effect.
25 For 1 minute, all sphere effects cast within 300 feet of you have any damage dice rolled treated as having rolled their maximum value.
26 An illusory minstrel follows you for 1 hour, singing loudly of your deeds.
27 Your perception of time slows, allowing you to take two bonus actions per round for 1 minute.
28 You are treated as if you had the Somatic Casting drawback until you complete a long rest.
29 A random creature within 30 feet forgets everything that has happened in the last 24 hours.
30 You gain immunity to any magical effect you are capable of creating for 1 minute.
31 Whenever you take damage, you gain vulnerability to that damage type until the end of your next turn or until you take a different type of damage. This effect lasts until you complete a long rest.
32 The spell point cost of the triggering effect increases by 1. If you do not have enough spell points, you are instead unable to take actions or bonus actions until the end of your next turn.
33 Any food carried by you at the time of casting becomes infested with maggots and inedible.
34 All hostile creatures within 30 feet of you gain immunity to all magical effects of all spheres you do not possess for 1 minute.
35 All creatures within 100 feet are surrounded by a barrier just large enough for them to stand in, but otherwise holds them in place. This barrier lasts for 1 minute or until destroyed. It has 5 hit points.
36 You cannot take bonus actions for 1 minute.
37 For 1 minute, all sphere effects that require an action to cast that are cast within 120 feet of you can be cast as a bonus action instead. You can always choose to use the normal casting time instead.
38 Your body turns plantlike. You gain the plant creature type for 1 hour and are immune to the charmed, frightened, and unconscious conditions, but all your movement speeds are reduced by 10 feet.
39 You gain the Empowered Abilities boon for 1 hour.
40 All creatures within 30 feet of you gain immunity to the magical effects of all spheres you possess for 1 minute.
41 You are treated as if you had the Extended Casting drawback until you take a long rest.
42 You suffer 50% spell failure chance for 1 minute. Any attempt to cast a spell or sphere effect has a 50% chance to fail, losing the action and the spell slot or spell points.
43 For 1 minute, any magic sphere effect or spell you cast with a duration other than instantaneous or permanent have their duration (or maximum duration) doubled.
44 Your proficiency bonus is reduced to 0 for 1 minute.
45 A stationary pillar of brilliant light appears in the target’s space (or in the center of the target area) and follows the target (or the creature nearest the center of the target area, choose randomly if multiple creatures are equidistant), moving toward it at a rate of 30 feet per turn at the start of your turn, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 minute. The pillar extends 20 feet vertically.
46 You gain immunity to the magical effects of all spheres you do not possess for 10 minutes.
47 You gain the invisible condition for 1 hour or until you make a hostile action, whichever comes first.
48 You are stunned until the end of your next turn as you receive a vision of the most recent violent death of a humanoid within 10 miles.
49 One goblin per level appears within 30 feet of you. These goblins are hostile to all creatures and attack the nearest to the best of their ability.
50 You gain knowledge of one talent of your choice from a sphere used in the triggering effect for 1 round.
51 A creature of your choice within 120 feet suffers an increase to wild magic chance of all spells and sphere effects of 25% until it completes a short or long rest.
52 One unattended object of tiny size per level within 30 feet of you become animated as per the Animate Object talent for 1 minute. These objects are hostile toward you and will harm you to the best of their ability.
53 The effect fails and the action is lost. Spell points or spell slots are not lost.
54 You take disadvantage on ability checks and saving throws for your key ability modifier until you complete a short or a long rest.
55 You are poisoned and unable to take actions or bonus actions until the end of your next turn.
56 A creature of your choice within 300 feet gains the Verbal Casting drawback, but not its benefits, until it completes a long rest.
57 All hostile creatures within 300 feet of you shrink as the Size Change talent of the Alteration sphere for 1 hour.
58 The target or creatures in the target area shrink as per the Size Change talent of the Alteration sphere for one minute. This stacks with other size-changing effects.
59 All creatures within 30 feet of you must succeed on a Dexterity saving throw or begin falling upward at a rate of 5 feet per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 minute.
60 For 1 minute per level, all creatures within 300 feet sing loudly about their actions, as if in a musical. This imparts disadvantage on Stealth checks but otherwise has no impact on actions or any other mechanical effect.
61 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, you instead gains 1 temporary spell point that expires at the end of your next turn.
62 All unattended flammable objects within 30 feet of the target or center of the target area are set on fire.
63 You take necrotic damage equal to your proficiency bonus. This damage does not force concentration checks to cast or maintain sphere effects or spells.
64 You suffer a 50% increase to the wild magic chance of all spells and magic spheres until your next short or long rest.
65 You gain the undead creature type for 1 hour. You are immune to necrotic and poison damage and the poisoned condition, but gain vulnerability to radiant damage.
66 For 1 hour, a creature of your choice within 30 feet of you at the time this result is triggered gains the Empowered Abilities boon.
67 All creatures treat all squares within 30 feet of you as difficult terrain for 1 minute.
68 A shower of sparks light up the air in a 1 mile radius, increasing the light level to a minimum of normal light for 1 minute.
69 You must succeed on a Constitution saving throw or have your proficiency bonus reduced by 1 until you complete a short rest.
70 For 1 minute, you leave behind a glowing trail of positive energy. Any creature that enters a square you entered on your previous turn heals a number of hit points equal to your proficiency bonus. Creatures of the Undead type instead take an equal amount of radiant damage. A creature may only be affected by this ability once per turn.
71 For 1 minute, all magic sphere effects or spells cast within 300 feet of you that have a duration other than instantaneous or permanent have their duration (or maximum duration, for concentration effects) doubled.
72 All allied creatures within 30 feet of you gain immunity to all magical effects of all spheres you do not possess for 1 minute.
73 Each round for 1 minute you return to the location where you began your previous turn. This effect functions even across planar boundaries.
74 For 1 minute, you leave behind a shadowy trail of negative energy. Any creature that enters a space you occupied on your previous turn takes 1d10 necrotic damage. Undead are instead healed an equal amount. A creature may only be affected by this ability once per turn.
75 For 1 minute, all magic items within 300 feet of you shed light as a torch.
76 You lose knowledge of any of the talents used in the magic effect (but not the base sphere) for the length of the effect (minimum 1 minute).
77 Your maximum hit points are reduced by your level until you complete a long rest.
78 All unattended flammable objects within 30 feet of you are set on fire.
79 For 1 minute you fall prone whenever attempting to move more than half your speed. If flying, you instead fall 50 feet.
80 You lose access to all magic spheres used in the triggering effect for 1 minute.
81 Casting the effect requires an action on your next turn in addition to its normal casting time.
82 All creatures within 30 feet of you must succeed on a Dexterity saving throw or become entangled by plants, shifting rocks, or ice as appropriate to the environment, making them grappled for 1 minute.
83 All allied creatures within 300 feet of you shrink to Tiny size for 1 hour.
84 You are struck by lightning once per round, dealing 1d4 lightning damage, for a number of rounds equal to your proficiency bonus.
85 For 1 minute, all sphere effects cast within 300 feet of you have any damage dice rolled treated as having rolled their minimum value.
86 All flat surfaces within a 30-foot cube around you are covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Dexterity saving throw or fall prone. These objects persist for 1 minute. A 5-foot square may be cleared of them with an action.
87 A creature of your choice within 300 feet is treated as if it had the Addictive Casting drawback until it completes a long rest.
88 All cheese within 300 feet of you explodes harmlessly, destroying the cheese.
89 The spell point cost of the effect increases by 1d4. If you do not have enough spell points, you are instead stunned until the end of your next turn.
90 Roll again on the Wild Cantrips table.
91 For 1 hour, non-magical objects you touch temporarily age. Food becomes rotten, metal tarnished, cloth worn and threadbare. All objects return to their previous state when this effect ends.
92 Feathers fall from the sky in an area out to 300 feet from you for 1 minute, making the area heavily obscured.
93 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
94 For 1 minute, all creatures within 30 feet of you are incapable of gaining advantage or disadvantage on any rolls.
95 A celestial or fiend of an alignment opposed to yours (for true neutral, LG, CG, LE, or CE is randomly selected) of the GM’s choosing is called per the Calling advanced talent of the Conjuration sphere, appearing adjacent to you. This creature has CR equal to your level and is not bound or controlled in any way.
96 Your exhaustion level increases by 1, to a maximum of 5.
97 You are treated as if you had the Addictive Casting drawback until you complete a long rest.
98 You are stunned until the end of your next turn.
99 For 1 minute, all sphere effects that require an action to cast that are cast within 120 feet of the target or center of the target area may be cast as a bonus action instead. You can always choose to use the normal casting time instead.
100 A creature of your choice within 300 feet gains the Extended Casting drawback, but not its benefits, until it completes a long rest.


Cantrips Wild Magic Table

D100 Result
1 You suffer an increase to wild magic chance of all sphere effects of 25% for 1 hour.
2 The target loses the ability to distinguish colors for 1 minute. A Constitution saving throw negates this effect.
3 The caster is followed by a tiny, invisible fairy for 1 hour that glows as a torch and can’t be targeted. This fairy hovers near your head until a hostile creature comes within 120 feet, upon which it flies toward the hostile creature at a fly speed of 120 feet and begins hovering near it, yelling ‘Hey, listen!’.
4 As an instantaneous effect, you create a pile of ash and dust which falls into a 5-foot radius area where the target stands.
5 The target suffers an increase to wild magic chance of 25% for 1 hour.
6 As an instantaneous effect, a grease-paint mustache appears on your face (or nearest equivalent).
7 The target’s footsteps squeak loudly for 1 hour, imposing disadvantage on Stealth checks. This does not affect flying creatures.
8 As a free action, you can retry one failed Intelligence check made within the last 24 hours.
9 As an instantaneous effect, a puddle of water forms under the target. Any creature who moves or starts their turn on the square must make a DC 5 Dexterity saving throw or fall prone.
10 A grating, squeaking noise follows all creatures within 30 feet for 1 minute, imposing a -2 penalty on all saving throws to maintain concentration.
11 A number of gold coins equal to your proficiency bonus falls on the target. Any creature in that square must succeed on a Dexterity saving throw or take 1 point of bludgeoning damage per coin. These coins disappear after 1 hour.
12 All creatures within 300 feet must succeed on a Dexterity saving throw or be struck by flying pies, dealing 1d4 bludgeoning damage.
13 As an instantaneous effect, an assortment of colored thread, scissors, ribbons, cloth, and a sewing needle spontaneously appear and begin making alterations to your clothing. You become restrained for 1d4 rounds, but afterward your clothing is changed into another outfit of your choice. This has no effect on any magical properties of the clothes.
14 The target loses the ability to speak in anything other than a randomly-determined language for until its next short or long rest. The target does not gain the ability to read or write that language.
15 All of the belongings on your person become sticky with glue. Extracting anything from a belt, scabbard, backpack, etc., requires a DC 10 Strength check. You can wash everything off with water during a short or long rest.
16 The target becomes slowed as the Time sphere ability for 1 round. A successful Constitution saving throw negates this effect.
17 A game board spontaneously appears adjacent to you, which remains until any two creatures complete a game or for 24 hours, whichever comes first.
18 The target teleports 10 feet in the direction of your choice unless it succeeds on a Wisdom saving throw. The direction must be decided before the affected creature is chosen. This effect can only place creatures in unoccupied spaces; if the affected creature cannot be moved, a different creature is selected. If no creatures can be safely moved in the chosen direction, the GM selects a safe direction to move a randomly selected creature.
19 The target gains a 10-foot fly speed for 1 round.
20 You take a -2 penalty to AC for 1 minute.
21 Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
22 Summon a pipe with one dose of tobacco already lit, which remains until outside of your reach at the end of your turn or 1 hour, whichever comes first.
23 A random creature or unattended object within 30 feet catches on fire, taking 1d6 damage per round until extinguished. A successful Dexterity saving throw negates this effect. Creatures are allowed a saving throw at the end of their turns to end this effect. Dousing the flames with water or rolling on the ground as an action extinguishes the flame automatically.
24 You fall prone.
25 As an instantaneous effect, candy rains from the sky, covering an area centered on you with a radius of 5 feet. All creatures in the area suffer your proficiency bonus in bludgeoning damage. The radius area increases by 5 feet at 5th level (10 foot radius), 11th level (15 foot radius), and 17th level (20 foot radius).
26 Feathers fall from the sky around you in an area out to 300 feet for 1d4 rounds, making the area lightly obscured.
27 Semiprecious gems worth 50 gp total sprew from your mouth for 1 minute, making talking impossible.
28 The target and caster switch places.
29 A chicken appears and attempts to nest on your head. This chicken persists in this behavior for 1 day or until slain. If slain, the chicken disappears and another appears to continue this behavior until the duration expires.
30 You summon a Tiny beast of the GM’s choice, such as a bat, cat, lizard, rat, raven, viper, toad or weasel for 1 minute. The creature is hostile to you and attacks to the best of its ability.
31 For one hour, any time you use the Help action, the creature gains a +2 bonus to the check in addition to the normal effects of the Help action.
32 The target falls prone unless it succeeds on a Dexterity saving throw.
33 Your toenails grow obscenely large, reducing your walking speed by 10 feet until trimmed, which requires 1 minute of effort.
34 A tiny object within 30 feet becomes animated per the Animate Objects talent of the Enhancement sphere for 1 minute. This object serves you as per that talent.
35 You transform into an extremely old version of yourself for 1 minute, suffering disadvantage on all Strength, Dexterity, and Constitution ability checks and saving throws.
36 A goblet filled with an alcoholic beverage (worth no more than 5 cp) spontaneously appears in front of you. The goblet lasts for 1 hour or until the beverage is no longer contained inside the vessel, whichever comes first.
37 A swarm of hamsters overrun a 10-foot square area of your choice centered within 30 feet; all creatures in the area must pass a Dexterity saving throw or fall prone. The hamsters disperse harmlessly immediately after.
38 You divine the presence of magical auras in the area similar to the Divination sphere Detect Magic ability, except that the caster only detects the strength of magical auras (not location) within 30 feet.
39 All containers weighing less than 30 lbs within 120 feet open if they are closed and close if they are open.
40 A grating squeaking noise follows one creature of your choice within 120 feet for 1 minute, imposing disadvantage on saving throws to maintain concentration.
41 As an instantaneous effect, a page of parchment, a quill, and an inkwell (with only enough ink to fill the page) spontaneously appear adjacent to the caster.
42 You grow a tail and ears similar to a donkey’s for 1 hour. This grants a +1 competence bonus to Perception checks but makes most hats and helmets unwearable.
43 All coins you touch for the next hour gain the appearance of copper until 1 minute after they leave your possession.
44 You become fascinated with the target for 1 minute. You take no action other than to move toward the target. Any hostile action against you ends this effect.
45 One random non-magical unattended object within 30 feet animates for 1 minute performing its created purpose for that duration, indifferent to you. Examples include: animated brooms sweeping, animated swords swinging at anyone adjacent, and animated sewing needles mending torn cloth.
46 All creatures within 30 feet sing loudly about their actions for 1 minute, as if in a musical. This has no impact on Stealth until the minute is over, after which everyone realizes they were hearing someone singing about Stealth.
47 One non-magical book, scroll, or tablet of your choice within 120 feet reads itself aloud in a clear and strong voice for 1 hour or until there is no more text to read.
48 All creatures within 120 feet are soiled as the soil function of the prestidigitation spell.
49 You gain the ability to speak with and understand the nearest beast to you, and others of its same species.
50 Plantlife spontaneously surrounds the target, grappling it for 1d4 rounds. A successful Dexterity saving throw negates this effect. Affected creatures may attempt a Strength (Athletics) check against your sphere DC to escape the grapple as an action.
51 The target is stunned for 1 round.
52 The target has its skin thickened, granting a +1 bonus to AC for 1 minute.
53 A glowing summoning circle forms within 30 feet. This circle produces an illusion which appears to be of what whoever looks upon it fears the most. The illusion remains for 1 minute. A successful Intelligence (Investigation) check against your sphere DC shows the effect to be illusory.
54 You catch on fire, taking 1d6 damage per round until extinguished. A successful Dexterity saving throw negates this effect. You are allowed a saving throw at the end of your turn to end this effect. Dousing the flames with water or rolling on the ground as an action extinguishes the flame automatically.
55 All cheese within 30 feet of you explodes harmlessly, but loudly, destroying the cheese.
56 As an instantaneous effect, an assortment of half-used colored chalk spontaneously appears in an adjacent square of your choice. The chalk writes obscenities in all languages you know on the solid surface nearest to the chosen square for 1d4 rounds. The square is considered difficult terrain until finished.
57 A random 5-foot square within 30 feet has its illumination level set to dim light for 1 minute.
58 The target gains advantage on the next Charisma check they make in the next minute.
59 As an instantaneous effect, grease-paint mustaches appear on all creatures within 300 feet of you.
60 The target suffers a -1 penalty to AC for 1 minute.
61 You can paint a message no longer than 25 words onto an object of medium size or larger within 120 feet. The paint can be scrubbed off with water with 1 minute of effort.
62 You change into a perfect physical specimen for 1 minute, gaining a +2 bonus to all physical attributes.
63 A bookshelf within 300 feet telekinetically pulls out each book one at a time, reads aloud the title and author (if available) before replacing it. The bookshelf continues to do this until it has done so with each piece of literature that was on the bookshelf at the time of casting. If no bookshelf is present, one appears adjacent to the caster containing 3d20 books with random titles and disappears once the titles are read.
64 All creatures within 30 feet of you become translucent for 5 minutes, gaining advantage on Stealth checks.
65 A Small-sized storm cloud hovers over the head of a random creature within 30 feet for 24 hours. Once per hour the affected creature has a 50% chance to take either 1d4 points of cold or 1d4 points of electrical damage.
66 The target has their skin thickened, granting a +1 bonus to AC for 1 minute.
67 The target heals 1d6 hit points.
68 The target is struck by a flying pie, dealing 1d4 bludgeoning damage.
69 A towel spontaneously appears draped over your shoulder and remains there until it leaves your possession or 24 hours, whichever comes first.
70 You are struck by a flying pie, dealing 1d4 bludgeoning damage.
71 Two creatures of your choice within 30 feet of you immediately trade places.
72 One creature or unattended object of your choice within 30 feet catches on fire, taking 1d6 damage per round until extinguished. A successful Dexterity saving throw negates this effect. Creatures are allowed a saving throw at the end of their turns to end this effect. Dousing the flames with water or rolling on the ground as an action extinguishes the flame automatically.
73 A sleeping creature of your choice who is within 300 feet awakens.
74 Plantlife spontaneously surrounds you, grappling you for 1d4 rounds. A successful Dexterity saving throw negates this effect. You can attempt a Strength (Athletics) check against your sphere DC to escape the grapple as an action.
75 All coins that a creature of your choice within 300 feet touches for the next hour gain the appearance of copper until 1 minute after they leave the creature’s possession.
76 Wild turnips sprout within a 30-foot radius centered on the caster. If pulled from the ground, they cry like mandrakes, but cause no harm to nearby creatures.
77 All creatures within 300 feet stabilize if dying.
78 For 5 minutes, the caster becomes translucent, gaining advantage on Stealth checks.
79 The target loses the ability to sense color for 1 minute.
80 A creature of your choice within 300 feet has their toenails grow obscenely large, reducing their walking speed by 10 feet until trimmed, which requires 1 minute of effort.
81 For 1 minute, every humanoid creature within 30 feet gains you physical appearance. This does not change their general form (arms, legs, etc.).
82 All creatures and objects within 120 feet are cleaned as the clean function of the prestidigitation cantrip.
83 Motes of light fill the air around you, causing all creatures within 20 feet to be lightly obscured for 1 round.
84 The target has its fingers become thumbs for 1 hour, imposing a -1 penalty on all attack rolls.
85 A random beast within 300 feet spends its actions during its next turn to move adjacent to you. This has no effect on changing the creature’s disposition toward you.
86 The target becomes fascinated with you for 1 minute. The creature will take no action other than to move toward you. Any hostile action directed toward the creature ends this effect.
87 All creatures within 300 feet with 0 hit points immediately make an additional death save.
88 The target teleports 30 feet in a random direction. If the chosen direction would place the creature in an occupied space, a different direction is selected.
89 You teleport 30 feet in a random direction. If the chosen direction would place the creature in an occupied space, a different direction is selected.
90 As an instantaneous effect, the hair of the target grows extremely long, making them blind until they spend an Action arranging it.
91 All creatures within 300 feet are afflicted with a profusely runny nose for 1 day.
92 Plantlife spontaneously surrounds a random creature within 30 feet, grappling it for 1d4 rounds. A successful Dexterity saving throw negates this effect. Affected creatures may attempt a Strength (Athletics) check against your sphere DC to escape the grapple as an action.
93 A creature of your choice who is within 30 feet becomes fascinated with the target for 1 minute. The creature will take no action other than to move toward the creature or object. Any hostile action directed toward the creature ends this effect.
94 The target becomes uncontrollably flatulent for 1 minute, suffering disadvantage on Stealth checks.
95 A nonmagical wooden focus (such as a holy symbol, musical instrument, or wand) that would best reflect your abilities, personality, or philosophies spontaneously appear in front of you and lasts for 1 hour.
96 For 1 hour, your fingers become thumbs, imposing a -1 penalty to attack rolls.
97 As an instantaneous effect, a dozen six inch long nails, one 4 inch nail, and a rusty hammer spontaneously appear adjacent to the caster and the hammer begins hammering the nails into a random surface.
98 As an instantaneous effect, a handful of animal feed is created adjacent to you in a square of your choice. The type of feed is appropriate to a species of your choosing.
99 The target becomes hasted for 1 round as the Time sphere ability.
100 A hookah with 1d4+1 hookah hoses and a single dose of tobacco already lit spontaneously appear in front of you and remains for 24 hours or until the tobacco is no longer present in the bowl, whichever comes first.


Major Events Table

D100 Result
1 For 1 month, benefiting from a Life sphere effect or receiving any magical healing gives you the poisoned condition for 1d4 rounds.
2 Any creature affected by the magic used to trigger this event forgets everything that has happened in the last year.
3 You must succeed on a Constitution saving throw or be slain and reduced to a pile of ash.
4 A rift appears adjacent to you, opening a portal to a random plane of existence where the inhabitants are hostile to you. One creature with a CR not less than your level appears out of the rift each round for 10 minutes and attacks you and your allies.
5 As an instantaneous effect, all dead creatures within 10 miles of you are animated as skeletons. You have no control over these creatures and they are hostile to all living creatures.
6 You incur the wrath of a powerful being. A celestial or fiend (whichever is more appropriate) with a CR no less than your own is sent to kill you every day for 1d6 days.
7 Once per hour for a day, an earthquake happens, centered on you.
8 All allied creatures within 300 feet of you must succeed on a Wisdom saving throw or lose all current spell points and spell slots.
9 You are immediately slain and brought back to life as the reincarnate spell.
10 All metal within a 300 feet area of you becomes incredibly heavy, multiplying their weight by 10 for 1 month.
11 You emit a 300-foot radius sphere of flame, dealing 1d6 fire damage per level to all creatures in the area, including yourself. Creatures other than you can make a Dexterity saving throw to reduce the damage by half.
12 A 1-mile radius from your location at the time this event is triggered becomes severed from magic, transforming into an antimagic field for 1 month.
13 All beasts within 300 feet of you gain an intelligence of 10 and can speak common.
14 An area out to 300 feet of you becomes a dead magic zone for 1 year. This effect remains stationary.
15 An area out to 300 feet from your current location becomes magically devoid of breathable air. This effect lasts for 1 week. This effect remains stationary.
16 For 1 month, all summoning and teleportation effects within 1 mile of you automatically fail, wasting any spell points, spell slots, and actions used to cast them.
17 Darkness sweeps outward from you, reducing light levels (even from magic) to no higher than dim light in a 1 mile per level emanation for 1 day. Glow effects from the light sphere die immediately in this area.
18 The temperature within 10 miles of you becomes incredibly hot for 3 months (140 F, 60 C). This effect is stationary.
19 The temperature of an area within 10 miles of you becomes incredibly cold (below freezing) and is filled with snowstorms for 3 months.
20 All creatures within 300 feet of you are pulled 100 feet toward you. A successful Strength saving throw halves this distance.
21 All creatures within 30 feet of you must succeed on a Constitution saving throw or become unable to take bonus actions. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
22 All creatures within 300 feet of you at the time of the effect suffer an increase to wild magic chance of all spells and sphere effects of 100%. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
23 All creatures within 120 feet of you must succeed on a Constitution saving throw or begin falling upward at a rate of 5 feet per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 hour.
24 All creatures within 30 feet must succeed on a Charisma saving throw or have their proficiency bonus reduced to 0 for 1 week.
25 You lose all memory of the past year. These memories cannot be restored by any means.
26 You are treated as if you had the Extended Casting drawback for 1 week.
27 You lose all current spell slots and spell points.
28 You and all allies within 300 feet are shifted 1 month into the future, staying in their same locations (or the nearest open spaces).
29 The sun is blocked and provides no illumination in a 10 mile radius of you for 1 week. This effect remains stationary.
30 The planar boundaries are weakened in an area in a 10 mile radius of you. Every caster in this area is treated as if they possessed the Calling advanced talent.
31 You are reduced to 0 hit points, but are stable.
32 All creatures within 30 feet of you must succeed on a Constitution saving throw or become blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
33 An area out to 300 feet from your location becomes overwhelmed with magic; all spells and sphere effects are treated as if the caster’s proficiency bonus was +2 higher, but also suffer a 50% increase to wild magic chance. This effect lasts for 1 week.
34 All non-undead creatures within 30 feet of you (including you) that dies within the next week are automatically raised as an uncontrolled zombie.
35 You must succeed on a Constitution saving throw or have all ability scores reduced to 1 until you complete a long rest.
36 As a permanent effect, the area within a 30-foot sphere of the target or center of the target area has gravity reversed.
37 All creatures within 300 feet of you must succeed on a Constitution saving throw or be reduced to 1 hit point. This has no effect on creatures already below 1 hit point.
38 You regain hit points equal to your proficiency bonus each round for one minute. If this would increase your hit points above your maximum, you must succeed on a Constitution saving throw or explode in a shower of gore, dying instantly.
39 You and all allies within 300 feet are teleported to the location of your birth. This effect functions even across planar boundaries.
40 As an instantaneous effect, all beasts within 120 feet become incredibly hostile to you, immediately seeking you out to kill you.
41 Shadow twins with inverted alignments of all creatures within 120 feet appear adjacent to the creature they are copies of. These twins possess all of the original’s abilities and equipment, though only 1/2 their hit points. These twins attempt to harm the original creature to the best of their ability for 1 minute or until they are reduced to 0 hp. Each twin, with all of its equipment, disappears when reduced to 0 hp or the effect expires. However, if the original dies before this happens, the double takes the original’s place permanently, no longer possessing a time limit or reduced hit points.
42 You are treated as if you had the Addictive Casting drawback for 1 week.
43 Your proficiency bonus is reduced to +0 until you complete a long rest.
44 All creatures on the plane you are presently on lose all memory of you permanently. This does not prevent them from gaining knowledge again (such as by reading a book or encountering you).
45 Your creature type is changed to undead as an instantaneous effect. You become immune to poison damage and to the poison condition, and cannot gain exhaustion. However, you also must consume humanoid blood in place of food. Your appearance shifts to suit (gaunt, pale, grave odors, etc.).
46 All creatures within 30 feet of you must succeed on a Wisdom saving throw or disadvantage on all d20 rolls for 24 hours.
47 For 1 week, all effects cast within 30 feet of you have their wild magic chance increased by 100%.
48 Magical detonations surround you. All creatures within 120 feet of you must succeed on a Dexterity saving throw or take your proficiency bonus in force damage each round for 1 minute. A new saving throw is permitted each round. A successful save ends the effect on a given creature. This effect remains stationary.
49 Hail rains from the sky in a 1 mile per level radius, dealing 1 point of bludgeoning damage per level per round to all exposed creatures and objects for 1 minute per level. This effect remains stationary.
50 A volcano appears underneath you, as the Volcano advanced talent of the Nature sphere.
51 Roll twice on this table and choose either result. Ignore any results requiring further rerolls.
52 Roll twice on this table and take both results. Ignore any results requiring further rerolls.
53 All hostile creatures within 300 feet of you must succeed on a Strength saving throw or lose the use of their arms until their next long rest.
54 All plants within 30 feet of you gain an intelligence of 10 and the ability to speak common.
55 Your body transforms into a plant. Your appearance shifts (green and brown coloration, leaves in place of hair, etc.), but you can otherwise act as normal, except you become vulnerable to fire, but you also become immune to poison damage and the poisoned condition.
56 For 1 week, your wild magic chance increases by 100%.
57 You and every creature within 30 feet are immediately killed and reincarnated, as the reincarnate spell.
58 You must succeed on a Constitution saving throw or have your Intelligence reduced to 1 until you finish a long rest. You retain general attitudes toward known creatures but otherwise may only act on an instinctual level.
59 All creatures within 30 feet of you must succeed on a Constitution saving throw or be turned to stone permanently.
60 All creatures within 30 feet of you are shunted into an empty demiplane 120 feet across. The hostile creature with the highest Hit Dice may determine the planar traits of this demiplane. If no hostile creatures are affected, a random creature may instead determine the planar traits. All affected creatures are trapped in the demiplane for 1 minute.
61 You suffer an increase to wild magic chance of all sphere effects of 200% until you take a long rest.
62 You become completely imperceptible to your allies for 1 week. The results of your actions can be perceived (such as creating a wall of stone or slaying an enemy) but you, your equipment, and any magical signs or effect originating from you are invisible, inaudible, and immune to any special senses or divinations.
63 A wave appears centered on you, traveling in a random direction, as the Tsunami advanced talent of the Nature sphere.
64 The temperature of an area out to 10 miles per level of you at the moment the effect is cast is permanently decreased by 1 step (per the Weather sphere) from its normal conditions.
65 All allied creatures within 300 feet of you shrink as the Size Change talent of the Alteration sphere for 1 day per level. This effect gains advantage on checks to resist being dispelled or to overwrite it with another polymorph effect.
66 An earthquake is centered on you, as the Earthquake advanced talent of the Nature sphere.
67 You return to the place and moment you previously finished resting, with complete knowledge of the events that transpired since then.
68 Roll again on this table. The result occurs, but is delayed 1d6 days. Ignore any results requiring further rerolls.
69 You become confused as the lesser charm of the Mind sphere’s Confusion talent. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
70 An area out to 300 feet from your location becomes imbued with fire, dealing 1d6 points of fire damage each round to all creatures and objects in the area. This effect lasts for 24 hours. The amount of fire damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
71 You become blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
72 Fire rains from the sky in a 1 mile per level radius, dealing 1 point of fire damage per level once to all exposed creatures and objects for 1d6 minutes, igniting any flammable objects. The damage occurs once per minute.
73 All spell and sphere effects within 10 miles of you end as if dispelled by the Dispel talent of the Universal sphere.
74 The area within 100 miles of you is permanently transformed into a sandy desert.
75 For 1 week, you take a -20 penalty on all initiative checks.
76 One creature of the elemental type (appropriate to your surroundings) with a CR equal to your level is summoned each round for a number of rounds equal to your level, appearing to within 300 feet of you. These elementals are hostile to all creatures other than each other.
77 All creatures within 300 feet of you are immediately charmed by you, and hostile to all other charmed beings.
78 An area out to 2 miles of you is plunged into darkness as the Dark sphere with both the Pure Darkness talent and the Midnight advanced talent. This effect remains stationary and persists for 1 day per level.
79 As an instantaneous effect, you gain the form of a Tiny, harmless beast of the GM’s choice. Apply the Size Change and Animalistic talents of the Alteration sphere to determine statistics.
80 All non-magical objects within 30 feet of you are disintegrated as the disintegrate spell, including the ground.
81 All creatures within 120 feet take 10 points of radiant damage per level. A Constitution saving throw negates this damage.
82 Each day, you lose the ability to remember anything that occurred since the previous dawn. This is a permanent effect that may not be removed by any means short of divine intervention.
83 You are immediately teleported to the place of your birth. This effect may force you to cross planar boundaries.
84 All creatures within 120 feet of you must succeed on a Charisma saving throw or be affected by the brutal rage option of the greater charm ability of the Hostility (charm) talent of the Mind sphere for 1 round per level. A new saving throw is granted to end the effect on an individual creature the first time that creature takes damage each round.
85 Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
86 You become incapacitated. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
87 An exact copy of you is created adjacent to you one minute after the next time you finish a long rest. This copy retains all your memories and knowledge and is compelled to kill and replace you. The copy possesses copies of all your equipment at the time of creation, but these items do not function for any creature but the copy. If the copy is successful or if it is slain, the equipment becomes nonmagical and disappears within the hour.
88 You become poisoned. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
89 Your last class level you gained is replaced by a different, random class.
90 You and all creatures within 120 feet have your ages permanently reduced by half.
91 You emit an 120-foot aura that impedes all magic spheres but the base sphere or spheres of the triggering effect. Any creature attempting to use an impeded sphere must make a magical skill check against your magic skill defense or have the effect fail. This aura lasts for 1 week.
92 The next time you are targeted by an attack roll, all creatures within 300 feet must succeed on a Wisdom saving throw against the powerful charm effect of the Mind sphere’s Sleep (charm) talent as if cast by you.
93 Each minute for one hour, you return to the location where you began your previous turn. This effect functions even across planar boundaries.
94 All creatures within 300 feet of you are pushed 100 feet away from you. A successful Strength saving throw reduces this distance by half.
95 No one within 300 feet of you (including yourself) can get advantage on any roll for 1 month.
96 All creatures within 30 feet of you must succeed on a Constitution saving throw or be reduced to 1 hit point.
97 The terrain within 10 miles of you changes permanently into a dense forest.
98 All magic items that grant a continuous effect within 300 feet of you have their effects suppressed until your next long rest.
99 The terrain within 10 miles of you is permanently changed into a lake.
100 All creatures within 1 mile per level of you lose all remaining spell points and spell slots. These can be regained later by normal means.


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