Arcane Arena Effects
Best d100 table to roll random magical effects in pvp tournament setting.
| Roll | Result |
|---|---|
| 1-8 | Environment change |
| 9-10 | You regain hit points. |
| 11 | For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. |
| 12 | You are no longer able to speak for the next minutes. |
| 13 | You grow an extra eye for a minute. The eye can be targeted by attacks, but is unaffected by them. Your vision is slightly impaired in that eye for the next minute. |
| 14 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 15 | For the next minute, you must shout when you speak. |
| 16 | For the next minute, you must whisper when you speak. |
| 17 | Flies descend on you for the next minute. You must pass a DC13 Constitution Saving Throw every round or take piercing damage. |
| 18 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 19 | For the next minutes, your voice sounds like that of an ogre. |
| 20 | You become very lucky for one hour. You can reroll 1’s on damage dice. |
| 21 | The next spellcasters who try to cast a spell on you or in your vicinity lose their spell and must succeed on a DC15 Constitution Saving Throw or take psychic damage (they lose the spell even if they pass). |
| 22 | Fate protects you. For the next minute, any attack roll that hits you is rerolled. |
| 23 | You cast fog cloud centered on yourself. |
| 24 | You cast mirror image. |
| 25 | Your hands are knives for 1 round. |
| 26-29 | You and your opponent switch bodies for 2 rounds (switch character sheets, the winner goes to corresponding player's character that wins the round). |
| 30 | One of your stats becomes 20 for 1 round. Roll a . |
| 31 | You are immune to psychic damage for 2 rounds |
| 32-33 | Your Strength score changes to a random score of for 1 round |
| 34-35 | Your Dexterity score changes to a random score of for 1 round |
| 36-37 | Your Charisma score changes to a random score of for 1 round |
| 38-39 | Your damage is doubled on your next critical hit. |
| 40 | The spell Fireball is cast, centered on yourself ( damage). |
| 41 | For the whole fight, you can see any invisible creature within a 50-foot radius of you. |
| 42 | Your movement speed is doubled for the next round |
| 43-44 | The next time you would roll a natural 1 on the die, you can roll again and the new result is used instead. |
| 45-46 | The next time you roll a natural 20 on the die, it is treated as a natural 1 (and vice versa). |
| 47 | You can take one additional action immediately. |
| 48 | You are surrounded by HARDCORE ROCK music for the next minute. |
| 49 | You are surrounded by faint, ethereal music for the next minute. |
| 50 | You are surrounded by loud but calm smooth jazz for the next minute. |
| 51 | You and your opponent gain vulnerability to piercing damage for the next round. |
| 52 | The next time you roll a 1, you can reroll. If you do, you suffer points of damage |
| 53 | Every time you cast a spell from now on, there is a 50% chance that it will not cast correctly. This can only be removed with Dispel Curse or at the end of the fight. |
| 54-60 | 5 Random uncommon items are dropped into the arena. Disappears after the fight. |
| 61 | You become a golem version of yourself. Your Ac increases +3, but your speed is halved. |
| 62-64 | Someone loses a limb. Roll a for the limb, DM rolls for whom. Lasts until the end of the fight. |
| 65 | You summon fireworks! |
| 66 | You summon many frogs. |
| 67 | The spell Slow is cast and last for 1 round. |
| 68 | The spell Darkness is cast centered on you. for 2 rounds. |
| 69 | Everyone at the table gives you a high-five. Nice! |
| 70 | The next time you roll a natural 20 on the die, a small black hole forms around you, centered on you and with a radius of 5 feet. You cannot move or take any action while it is active, and it lasts until the end of your next turn. Every creature within 15 feet of you must succeed on a DC 16 Dexterity saving throw or take force damage and be pulled to the center of the black hole. |
| 71-74 | Any metal weapon or armor you own comes to life under your control and fights by your side for rounds. (5 and 6 count for the full fight or, 6 counts for the first round of your the next fight. Players choice.) |
| 75 | You summon a lot of donuts. Roll a d50, just cause. |
| 76 | You become very tired. Gain 1 lvl of exhaustion for 3 rounds. |
| 77 | You are immune to fire damage and also on fire for 2 rounds. Unarmed strikes deal an additional + [strength modifier] fire damage. |
| 78 | Your opponent is affected as if by the spell Fear. Roll a , DM determine the PC. |
| 79 | A large, strange egg appears on the ground in front of you. |
| 80-81 | One of your stats becomes 1 for 1 round |
| 82-83 | One of your stats becomes 20 for 1 round |
| 84 | You become immune to non-magical bludgeoning, piercing, and slashing damage for 1 round |
| 85 | The next time you roll a natural 20 on the die, a meteorite falls from the sky, centered on you and with a radius of 20 feet. Every creature in this area must make a successful DC 18 Dexterity saving throw or take bludgeoning damage and fire damage. Then roll a . On a roll of 11 or greater, they are knocked prone and take half damage. On a roll of 16 or greater, they are knocked back 15 feet. On a roll of 20, they are knocked back 30 feet. |
| 86 | The next time you roll a natural 1 on the die, you can roll again and the new result is used instead. You take damage |
| 87 | The next time you roll a natural 20 on the die, a lightning bolt strikes you and all creatures within 10 feet of you. Every creature hit by the bolt must succeed on a DC 16 Dexterity saving throw or take lightning damage. |
| 88 | You are able to cast the spell Shield Twice within the fight. |
| 89 | Everyone in a 100ft radius rolls on the wild magic table regardless of combat. |
| 90-100 | Environment change |