Arcane Arena Effects V2
Best d100 table to roll random magical effects in pvp tournament setting.
| Roll | Result |
|---|---|
| 1-10 | Environment Change |
| 11 | You Regain hit point |
| 12 | For one round, all attacks against you have advantage but you have advantage on all attacks you make as well. |
| 13 | You are no longer able to speak for the next rounds. |
| 14 | 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 . |
| 15 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 16 | For the next , you must shout when you speak. |
| 17 | For the next , you must whisper when you speak. |
| 18 | Flies descend on you for the next minute. You must pass a DC13 Constitution Saving Throw every round or take piercing damage. |
| 19 | A small face grows from your cheek and cast Tasha's hideous laughter or Vicious mockery (Roll a ) |
| 20 | All melee attacks heal for your attack damage |
| 21 | You become very lucky for rounds. You can reroll 1’s on damage dice. |
| 22 | The next rounds spellcasters who try to cast a spell on you or in your vicinity lose their spell and must succeed on a DC10 Constitution Saving Throw or take psychic damage (they lose the spell even if they pass). |
| 23 | Fate protects you. For the next , any attack roll that hits you is rerolled. |
| 24 | You cast fog cloud centered on yourself. |
| 25 | You and your opponent switch bodies for 2 rounds (switch character sheets, the winner goes to corresponding player's character that wins the round). |
| 26 | One of your stats becomes 20 for 1 round. Roll a |
| 27 | You cast mirror image. |
| 28 | Your damage is doubled on your next critical hit. |
| 29 | You are immune to psychic damage for 2 rounds |
| 30 | Case enlage on main weapon. Requires proficiency check to wield. On DC12 or lower, PC must roll attack at disadvantage. |
| 31 | Cast shrinks on main weapon. Requires proficiency check to wield. On DC12 or higher, PC must roll attack at disadvantage. |
| 32 | You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 2 rounds. |
| 33 | Everyone within 120 ft of the player fall victim to a horrible carpal tonal. Roll a constitution saving throw to keep hold of your weapon DC10. |
| 34-36 | Case haste on yourself. (Gives extra action and bonus action, and double movement.) |
| 37 | 5 Random uncommon items are dropped into the arena. Disappears after the fight. |
| 38 | The last spell cast in the arena reverberates. It is randomly recast at the start of next round, targeting a random creature. |
| 39 | Gravity shifts sideways; everyone must succeed on a DC 15 Strength save or fall prone, sliding 10 ft. in a random direction for round(s). |
| 40 | At the start of each creature’s turn, they must roll . On a 1, they teleport 15 ft. in a random direction. |
| 41 | A ghostly chain binds combatants’ ankles. Movement speed is halved for 1 round. |
| 42 | Each time a creature rolls a natural 1 on an attack, their weapon teleports to the opposite side of the arena (120 ft. away). This effect is one-use per PC until the end of the fight. |
| 43 | illusory duplicates of each combatant appear. If struck, they detonate in a 10 ft. thunderous burst ( damage). |
| 44 | Zone of Silence: No verbal components or speech can be used in a 30 ft. radius around arena center for 1 round. |
| 45 | The ground turns slick. Any creature that dashes, charges, or is shoved must make a DC 14 Dex save or fall prone. This effect lasts for 1 round. |
| 46 | Echoes of the arena has blessed you with one wish: Create a combat-neutral rule, its effects last rounds. Advise with DM. |
| 47 | Echoes of the arena has blessed your audience with one wish roll a to determine who: Create a combat-neutral rule, its effects last rounds. Advise with DM. |
| 47 | All metal weapons and armor are drawn together. Each creature wearing/holding metal makes a DC 14 Strength save or is pulled 10 ft. toward the arena’s center. This effect lasts for 1 round. |
| 48 | For 1 round, arena walls become intangible. Combatants may accidentally or intentionally move through them. |
| 49 | Time Stutter — One combatant (random) skips their turn; another (random) takes two turns this round. |
| 50 | Illusory Terrain — For 1 round, half the arena appears flipped upside-down. Any ranged attack is made at disadvantage. |
| 51 | Lightning Rod — You glow. Any spell or ranged attack has advantage against them until end of round. |
| 52 | Spectral Judge — A ghostly figure appears and imposes disadvantage on the next saving throw made in the arena. |
| 53 | Mirror Skin — First attack to hit a combatant rebounds for half damage back to the attacker. |
| 54 | Crowd’s Favor — The arena audience roars. One combatant is chosen by all non-combatant PCs and the audience by majority rule; all attacks against them are at disadvantage this round. |
| 55 | Reverse Gravity Pulse — For 1 round, creatures within 20 ft. of arena center float 10 ft. upward before slamming back down ( damage). |
| 56 | Confusion Burst — All creatures must roll a Wisdom save (DC 15) or be affected as if under Confusion until their next turn. |
| 57 | Shadow Doubles — Each combatant casts an independent shadow that mimics one action at disadvantage against the same target. |
| 58 | Blinding Flash — All creatures must make a DC 14 Con save or be blinded until end of their next turn. |
| 59 | Fiery Glyph — A runic sigil erupts under one random combatant. At the end of their turn, it detonates for fire damage. |
| 60 | Frozen Step — Ground is coated in ice. Moving more than 15 ft. in a turn requires a DC 13 Acrobatics check or fall prone. This effect lasts for round(s). |
| 61 | Charmed by the Arena — One random combatant is charmed by the arena spirit; they cannot willingly leave the center. This effect lasts for round(s). |
| 62 | Ethereal Storm — Ghostly hands claw at combatants. All creatures must make a DC 14 Strength save or take force damage and be restrained until next turn. |
| 63 | Mimic Weapon — One weapon transforms into a mimic and attacks its wielder once before reverting. |
| 64 | Mana Drain — Next spell cast in the arena fizzles, wasted. This effect is one-use until the end of the fight. |
| 65 | Stone Spikes — The ground sprouts spikes. Each creature that moves more than 10 ft. this round takes piercing damage. This effect lasts for 1 round. |
| 66 | Reversed Luck — For 1 round, natural 20s count as natural 1s, and vice versa. |
| 67 | GMs Choice- the GM can choose any effect in the arena (except 67 and 68). |
| 68 | Players choice- Roll a , that PC can choose any effect in the arena (except 67 and 68). |
| 69 | NOICE! HIGH FIVES ALL AROUND! |
| 70 | Wild Winds — Ranged weapon attacks have disadvantage; flying creatures must succeed on a DC 14 Strength save or be grounded. |
| 71 | Sonic Boom — All spellcasting with a verbal component causes a thunderclap (10 ft. radius, damage). |
| 72 | Inverted Spells — Next spell cast has its effect reversed (GM discretion). Hint: Change letter of a spell to do something else. |
| 73 | Random wall rises — a 20 ft. wall of stone bisects the arena ( rounds). |
| 74 | Hall of mirrors — for 1 round, all melee critical hits instead deal normal damage. |
| 75 | Echoes of the past — one random combatant must re-roll their last action (same attack, save, or move) as though repeating it against the same target (1 round). |
| 76 | Illusionary swarm — spectral insects cloud a 20 ft. radius, imposing disadvantage on attacks made in that zone (1 round). |
| 77 | Acidic drizzle — everyone must succeed on DC 14 Con save or take acid damage (1 round). |
| 78 | Gravity glitch — jumping distance is tripled; falling damage is doubled ( rounds). |
| 79 | Arena quakes — ranged spell attacks automatically fail for rounds. |
| 80 | Weapons hum unnaturally — the first melee attack that hits this round also pushes the target 10 ft away. |
| 81 | Phantom afterimages appear — melee combatants roll a at the start of their turn; on a 1, their first attack swings at the wrong image and automatically misses. Lasts – 1 rounds. |
| 82 | Bloodthirst aura — melee crits deal + damage for 1 round. |
| 83 | Frost slick spreads — melee attacks that hit reduce the target’s speed by 10 ft until the end of its next turn. Lasts – 1 rounds. |
| 84 | Arcane backlash — when a melee attack misses, the attacker takes force damage. Lasts 1 round. |
| 85 | Berserker’s echo — the first melee attack each creature makes has advantage, but the second melee attack (if made) is at disadvantage. Lasts – 1 rounds. |
| 86 | Crushing pressure — melee weapon damage dice are reduced by one step ( → , → , etc.) for 1 round. |
| 87 | Doom Bell Tolls – A spectral bell rings; all combatants must make a DC 15 Wisdom save or be frightened of the nearest creature until the end of their next turn. If two or more fail, the arena fills with maddening whispers — all frightened creatures also take psychic damage. This effect lasts for 4 rounds. |
| 88 | Judgment of the Colossus – A towering spectral gladiator materializes for rounds. At the start of each round, it slams its weapon into the ground — all creatures must succeed on a DC 16 Strength save or be knocked prone. Any prone creature is also marked by the colossus until the start of its next turn, glowing faintly (granting advantage to all attacks against it). |
| 89 | The Howling Rift – A rift opens mid-arena, shrieking with psychic noise. Each creature must make a DC 15 Charisma save at the start of their turn for – 1 rounds. On a failure, they are overwhelmed: they lose their action that turn and take psychic damage as whispers tear at their mind. |
| 90 | The Hex of False Faces – For rounds, combatants see each other through twisted illusions. On the battlefield, each creature must make a DC 15 Wisdom save at the start of their turn. On a failure, they see the nearest ally or rival as their greatest personal betrayer (the DM should choose or improvise based on alliances formed). They must prioritize hostile actions against that target if possible. But the effect doesn’t end there: After combat, those afflicted retain lingering suspicion and warped memory of the event. They may recall that ally as having “turned against them” even if it was an illusion. This distortion lasts until the end of the next match, unless magically dispelled or resolved through a significant roleplay moment. PCs (or NPCs) affected will have to confront their mistrust, which can fracture alliances or spark bitter rivalries in later rounds. |
| 91-100 | Environment Change |