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Chaotic Magic Table

The Chaotic Magic Table is a d100 that occurs when magic is casted. In special areas and or during the month of Cálecelos - God of Change, all magic casters will roll on the Chaotic Magic Table.

D100Effect
1 Reroll this roll. Until your next long rest, you can reroll any 1's until you get a new roll and use that roll instead. This lasts until long rest.
2 Each creature within 20ft starts burning and takes 1d6 fire damage per turn for the next 6 turns unless wet or helped.
3 Until the end of your next turn, you can use a bonus action to teleport up to 30 ft.
4 Automatically cast a 9th level counterspell without using a spellslot on every spell casted within range for the next 4 turns.
5 When you hit a target with a spell, heal all creatures within 10 ft for 1d4hit points per Spell Slot level used.
6 Summon a hostile Mephit
7 Swap positions with a target each time you cast a spell or cantrip.(for 10 turns)
8 You gain an additional action this turn.
9 You can Fly until the end of the turn.
10 Able to lift and throw objects and creatures with your mind until the end of your turn.(bonus action)
11 Enclose yourself in an arcane sphere. You and all creatures within this 7ft sphere are immune to all damage and it will follow you everywhere you go.(10 turns)
12 Each creature within 30 ft is randomly Enlarged or Reduced(1d100, 1-50=enlarge, 51-100=reduce).
13 You are transformed into a random beast.
14 You summon a celestial guardian that aids you for 1 minute. However, after this time, it will judge your actions and may turn hostile if it deems you unworthy.
15 Gain the ability to comprehend and communicate with all creatures and beasts until long rest. (understand all languages)
16 Each creature within 30 ft is randomly transformed into either a cat or a dog. (1d100, 1-50=cat, 51-100=dog).
17 Given the "See Invisibility" effect for 1 minute.
18 Cast the spell "Fireball" centered on yourself as a 3rd level spell.
19 You are polymorphed into a wheel of cheese for 1 minute or until your hitpoints reach 0.
20 For the next minute, you regain 10 hitpoints at the start of your turn.
21 You are incapacitated for this turn only.
22 All creatures, except yourself, in a 30ft radius have disadvantage on all rolls for the next 3 turns.
23 A devil appears and offers you a deal. If you accept, you gain a powerful boon for 1 hour but suffer a permanent negative trait after.
24 You are cursed to always tell the truth. You have disadvantage on deception checks. Removed by a curse dispel effect.
25 You are banished to the Shadow Realm for 2 turns. You can't take actions, bonus actions, or reactions while banished.(can you survive for 2 turns?)
26 The next spell attack that hits deals the maximum damage.
27 You regain half of your total hp.
28 Your STR, DEX, CON, INT, WIS, and CHA are set to 1 for the next 2 turns. They cannot be reduced or increased further during this period.
29 Your STR, DEX, CON, INT, WIS, and CHA are set to 30 for the next 2 turns. They cannot be reduced or increased further during this period.
30 Lightning strikes down all nearby creatures in a 15ft radius, except yourself, that deals 2d10 lightning damage. Creatures take half as much damage on a successful dexterity saving throw.
31 Every creature(except you) in a 30ft radius gains Greater Invisibility.(1min)
32 Enchant the weapon of each creature within 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Force damage.
33 You and each creature within 30 ft becomes Blurred.
34 You summon a hostile Owlbear.
35 All hostile enemies in a 60ft radius gain the Death Ward condition. When they would next take lethal damage, they instead live at 1 hitpoint remaining.
36 All creatures in a 30ft radius, except yourself, take 1d10 necrotic damage or half as much on a successful Consitution saving throw. You heal for half of the amount damaged.
37 You become invisible for 1 minute. Removed by taking a action that would remove invisibility.
38 You are given the Revivify spell until you take a long rest.
39 All creatures in a 30ft radius, including yourself, become vulnerable to all damage for 1 minute.
40 You are cursed to become a clown. You gain +1 Charisma (up to 20) and have immunity to Tasha's Hideous Laughter. You also wear clown makeup that cannot be removed until this curse is lifted. Removed by curse dispel effect.
41 You gain a additional bonus action for the rest of combat.
42 You regain all expended sorcery points.
43 You regain all expended spell slots.
44 You cast haste on all creatures in a 30ft radius, not including yourself.
45 You magically lock all doors and chests in a 100ft radius for 1 minute.
46 Your attack rolls are always critical successes for the next 3 turns.
47 You are petrified for 3 turns.
48 You take 1d6 fire damage for every 500 gold you have in your inventory.
49 You summon Percy the Pacifist Kobold. Percy will help you as long as he doesn't attack anyone! Percy knows the spells Sanctuary, Heroism, Healing Word and Resistance.
50 You summon 6 hostile crabs.
51 You summon Bob the Friendly Zombie.
52 You transform into a cloud of mist! You fall under the Gaseous Form condition for 3 turns.
53 You gain resistance to all damage for the next 10 turns.
54 You temporarily gain some of the powers of a Storm Sorcerer. Gain access to the spells Thunderwave, Create or Destroy Water, Gust of Wind, Sleet Storm, and Call Lightning. Cast these spells as a bonus action and without expending a spell slot. Removed after 1min.
55 All creatures in a 30ft radius, not including yourself, drop their equipped weapon.
56 All creatures in a 30ft radius have the sudden urge to dance and play music. Dancing creatures can't move or take a action. Removed on a successful Wisdom Saving Throw or after 1 minute.
57 You cast the spell Heroes Feast centered on yourself in a 60ft radius.
58 All hostile enemies are polymorphed into sheep in a 60ft radius.
59 You lose concentration on any spells you are concentrating on, and an 15ft antimagic field surrounds you for the next minute.
60 Up to 3 corpses within 30 feet rise as skeletal warriors under your control for 1 hour.
61 Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead.
62 For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan.
63 For the rest of combat, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
64 You cast haste on yourself.
65 You are transported to a random realm until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
66 Your feet and hands disappear. You fall prone and drop everything you are carrying. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn.
67 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
68 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
69 You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake.
70 A unicorn controlled appears in a space within 5 feet of you, then disappears 1 minute later.
71 You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
72 You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense.
73 You feel lucky. You automatically succeed on all rolls you make for 2 turns.
74 Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold.
75 A column 1d10 feet high and 5 feet in diameter rises beneath your feet. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. The column slowly lowers into the ground 1 minute later, leaving no trace of it.
76 Your arms stretch. You gain a reach of 15 feet with them for the next minute.
77 You switch souls with a random creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive.
78 A Dwarven blacksmith of random quality controlled by the DM appears in a space within 5ft of you. Then disappears 1 minute later. He has a bag of of weapons and armor for sale. (1d4 for common, uncommon, rare, and or very rare)
79 Cast Ice storm 4th level centered on yourself.
80 Grow a beautiful flower from the top of your head that remains until someone plucks it. Once plucked. The flower dies after 1d4 days.
81 Skip your next turn.
82 You gain the curse of the feline. You gain +1 DEX (up to 20), if your base walking speed isn't 30ft then it is now 30ft, you gain darkvision, proficiency in perception and stealth, you take no fall damage when landing on your feet. You have the unstoppable urge to meow at the end of all your sentences a sign of agression to some felines. You must nap daily or else gain 2 exhaustion. Removed by curse dispel effect.
83 A large banana appears on your shoulder for the next minute, granting you +2 to all saving throws and immunity to being moved or knocked prone.
84 A random item in the world will appear before you.
85 You lose control of yourself and a otherworldly entity will take control for 1 turn.
86 Gain the boon of a random god until long rest.
87 You and nearby creatures within 30ft are transported in the past at a random place and time. Roll a d100 to determine the amount of days you will be stuck there. You may take only items with you, but anything you have done will not change the past or alter the future. If you were to die then you stay dead.
88 You and nearby creatures within 30ft are transported to the future at a random place and time. Roll a d100 to determine the amount of days you will be stuck there. You may take only items with you, but anything you have done will not change the past or alter the future. If you were to die then you stay dead.
89 Temporarily teleport to an alternate realm, you may choose one creature, person, or being of the past or present to bring before you and speak with them. Deceased or alive. You have 1min until you are teleported back.
90 You gain a vision of an ancient battle or event, learning the location of a hidden treasure or powerful artifact.
91 Summon 5 orc captains that are completely loyal to you and that will follow your every word.
92 You and all creatures within 45ft of you are reduced to 1hp.
93 You will become randomly mutated by the Lord of Change.
94 The curse of dinnerbone. You are now flipped upside down and you walk on your head now. This can only be removed by remove curse. This will only affect how everyone sees you and will not affect you in anyway.
95 The curse of Jeb. Every hour your race will change to a random race. This can only be removed by remove curse.
96 Your alignment chances to a random alignment and your personality will change.
97 You are afflicted by the curse of a random god.
98 For 1 hour become a Ascended Spellcaster of fire, death, life, ice, light or shadow(1d6).
99 You gain the curse of the changeling. Every month your race will change to a random race. This can only be removed by remove curse.
100 Remove all negative effects upon you, become immune to all conditions and negative modifers/effects. Restore all class actions, spell slots and all other non-material resources(ki points,etc). Heal to max hp. Gain inspiration. ADV on all rolls, +5 to your AC. Set your STR, DEX, CON, INT, WIS, and CHA to 20. All your attacks are crits. Once per turn if you fail a roll, instead choose to succeed. Become resistant to all damage. Gain 20 temp hp. Become first in Initiative. Double your speed. Gain 2 actions and 2 bonus actions. This effect lasts for 3 turns.

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