1d100 |
Effect |
1d100 |
Effect |
01-02 |
You cast hypnotic pattern centered on
yourself. |
51-52 |
You open a portal to the Abyss that stays
open for 10 rounds. Each round there is a
1 in 20 chance that a fiend or other Abyssal
creature of the GM’s choice walks through. |
03-04 |
The target of your spell or ability is
also targeted by an enlarge spell. If
there is no target, the enlarge affects you. |
53-54 |
You cast Healing Word on a target of your
choice. |
05-06 |
An angry constrictor snake controlled
by the GM appears wrapped around
your waist. |
55-56 |
Your eyes turn into potatoes and fall from
their sockets. You are blinded until you
receive a remove curse or regenerate spell. |
07-08 |
For 10 rounds, a gust of wind blows out
from you in all directions. |
57-58 |
You hear a thunderous sound and are
stunned until the end of your next turn. |
09-10 |
Three targets you can see within 60 feet
chosen by you are targeted by a ray of frost. |
59-60 |
You cast Moonbeam. |
11-12 |
You rise 30 feet into the air, where you
hover until the start of your next turn,
when you fall. |
61-62 |
An item you hold is covered in Continual Flame. If you are not holding an item, the
GM chooses an item within 30 feet of you
to be the target. |
13-14 |
You grow a purple mustache 3d6 inches
in length. |
63-64 |
You and two targets that you can see within
30 feet of you are affected by a bane spell. |
15-16 |
You are cloaked in shadow and reek
of brimstone for 1 hour. During that
time, you have advantage on Charisma
(Intimidation) checks and disadvantage on
Charisma (Persuasion) checks. |
65-66 |
You gain advantage on your next attack
roll, ability check, or saving throw within
24 hours. |
17-18 |
You summon a mule 100 feet above the
target of your spell or ability. If you do not
have a target, the mule appears above you.
Both the mule and the creature it lands on
take 10d6 bludgeoning damage from the
inevitable fall, or the creature under the
mule takes no damage with a successful
Dexterity saving throw; the DC equals
your spell save DC. |
67-68 |
You suffer disadvantage on your next
attack roll, ability check, or saving throw
within 24 hours. |
19-20 |
You cast Contact Other Plane. |
69-70 |
Choose a target that you can see within 60
feet other than yourself to gain temporary
hit points equal to your level. |
21-22 |
Rum rains from the sky in a 30-foot radius
around you for 10 rounds. |
71-72 |
A barrel of lamp oil appears adjacent to you. |
23-24 |
You regain your highest-level expended
spell slot. |
73-74 |
You are targeted by a disguise self spell
making you appear as a dirt-covered
human child of the opposite gender. |
25-26 |
You cast a hemispherical Wall of Force,
centered on yourself. |
75-76 |
Dim pink light fills an area 30 feet around
your target. If your spell or ability has no
target, the light is centered on you. |
27-28 |
All of your hair falls out. It grows back at
the normal rate. |
77-78 |
You summon a boar to a space you can
see within 30 feet. The boar follows
your commands for 1 minute and then
disappears. It is wearing a green dress. |
29-30 |
You gain resistance to one type of damage,
determined randomly, for one hour. |
79-80 |
You cast flame strike centered on yourself. |
31-32 |
Loud horns that can be heard for a mile
sound for 1 hour. The sound moves with
you. |
81-82 |
You gain 1d4 x 10 pounds of weight. |
33-34 |
Until you complete a long rest, every
word you utter sounds normal to you but
is heard by others as incomprehensible
babbling. This doesn’t impair your ability
to cast spells. |
83-84 |
You gain a +2 bonus to your AC for
a number of rounds equal to your
spellcasting ability. |
35-36 |
The ground beneath your target, or
beneath you if your spell or ability has
no target, sinks 1 foot. The target also
falls prone unless it makes a successful
Dexterity saving throw. |
85-86 |
The ground beneath your target, or
beneath you if your spell or ability has
no target, sinks 1 foot. The target also
falls prone unless it makes a successful
Dexterity saving throw.. |
37-38 |
Every creature within 60 feet of you,
except you, teleports 10 feet in a random
direction. If the destination is a solid
object or hazardous terrain, the creature
doesn’t move. |
87-88 |
Red silk scarves and origami cranes swirl
through the air within 500 feet of you,
causing light obscurement. The scarves are
worth 100 gp in total if collected. |
39-40 |
The sun (or moon if it is night) is eclipsed
for 10 minutes. |
89-90 |
A table with a hero’s feast appears within 10
feet of you. |
41-42 |
You become immune to all damage for 1
round. |
91-92 |
Three skeletons under the control of the
GM claw their way out of the ground and
attack random living creatures until they
are destroyed. |
43-44 |
Until you complete a long rest, you leave
burning footprints that smolder in your
wake for 5 rounds. The flames are hot
enough to ignite easily flammable material
(leaves, paper, cloth). |
93-94 |
You cast Barkskin upon yourself. Your
hair is permanently replaced with green
leaves until you receive a remove curse or
comparable magic. |
45-46 |
You turn into a succulent cooked ham
for 10 rounds. While a ham, you are
incapacitated and are vulnerable to all
damage. The gold plate that you appear
upon can be sold for 5 gp. |
95-96 |
Your teeth turn into moths and fly away. |
47-48 |
For 30 feet around you, the ground turns
into broken, uneven, difficult terrain. |
97-98 |
You sprout insect wings, giving you a
fly speed of 30 feet. The wings last for 1
minute. |
49-50 |
For 1 hour, you gain a bonus to weapon
damage equal to your spellcasting ability. |
99-100 |
You hear a distance voice in your head compelling you to graft, you must build a chair by the end of your turn or have Dezzie's Hand cast on you with the GM choosing which effect is used |