| Roll | Result |
|---|---|
| 1 | For the next minute, you can see any invisible creature within 60ft and not in total cover. |
| 2 | For the next minute, you regain 15 hit points at the start of each of your turns. |
| 3 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 4 | Minimize the damage of the next enemy attack. |
| 5 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 6 | You regain hit points. |
| 7 | You cast levitate on yourself. |
| 8 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 9 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 10 | You are immune to being intoxicated by alcohol for the next days. |
| 11 | You are intoxicated for the next days. |
| 12 | For the next minute, you must shout when you speak. |
| 13 | For the next minute, you must whisper when you speak. |
| 14 | You cast fog cloud centered on yourself. |
| 15 | Up to three creatures chosen at random within 30 feet of you take lightning damage. |
| 16 | You are frightened by the nearest creature until the end of your next turn. |
| 17 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
| 18 | You gain resistance to all damage for the next minute. |
| 19 | A random creature within 60 feet of you becomes poisoned for hours. |
| 20 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
| 21 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 22 | You double your movement for your next turn. |
| 23 | Each creature within 30 feet of you takes necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 24 | You cast summon a fractal version of yourself- A vision of what you could have possibly been if you made different choices. They are just as real as you and exist for the next 15 minutes. |
| 25 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
| 26 | If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell. |
| 27 | The target of the spell becomes convinced they are a someone else entirely for the next hour. |
| 28 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 29 | You are surrounded by faint, ethereal music for the next minute. |
| 30 | You are surrounded by HARDCORE ROCK music for the next minute. |
| 31 | You are surrounded by loud but calm smooth jazz for the next minute. |
| 32 | A letter addressed to you appears in your hands. |
| 33 | The season changes by one in a 50-ft radius around you. |
| 34 | Your party (including you) all switch bodies for minutes. |
| 35 | For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius. |
| 36 | You summon a brilliant array of fireworks! |
| 37 | Someone in a 20ft radius secretly becomes a vampire for weeks. |
| 38 | Every creature in a 30ft radius must succeed on an acuity saving throw against your initial spell attack or become frightened of you for 1 minute. |
| 39 | You summon many frogs. |
| 40 | You become magically aware of the location of a powerful magic item. |
| 41 | You can only speak deep speech for days. |
| 42 | You are both immune to fire damage and also on fire for 1 minute. |
| 43 | A deluge of rain starts to instantly fall; drenching everyone and everything. |
| 44 | You cast a zone of truth, centered on yourself, everyone auto fails their save. |
| 45 | You cast reverse gravity, centered on yourself. |
| 46 | You summon a divine and hallowed space that invites otherworldly beings' presence. |
| 47 | Everyone in a 100ft radius rolls on the wild magic table. |
| 48 | Overcharge. If the spell requires the caster to roll dice to determine damage, hit points gained, or anything similar, the number of dice rolled is now multiplied by . |
| 49 | Laughter of a Dying King. Madness overcomes you, forcing you to laugh uncontrollably for the next turns |
| 50 | Brush With a Cold Lord. A layer of frost forms on all metal, stone, and glass within 30 feet of the caster. Sound is muffled, and you hear the crunching of iron shoes on snow. |
| 51 | Yowling Coterie. For the next days, you attract the attention of all cats within 100 feet of you wherever you go; they follow you around yelling for food. |
| 52 | The Sun Warrior. For an hour, every time you deal damage, replace the damage type with fire damage and roll an additional per level of the spell that incurred this effect. |
| 53 | Interdimensional Inspection. eyes open in nearby walls, your clothes, other people’s skin — everywhere. They vary in size from a human eye to a grapefruit and watch the proceedings with interest for a few moments before winking (get it?) out of existence. |
| 54 | Alacritous Actions. The next time you enter combat, roll initiative twice. You may act on both turns as normal. After the combat ends, you gain an incredible hunger and must consume 3 days’ worth of food as soon as possible. For each hour that passes without eating, you suffer a point of ill rest. |
| 55 | Serpentine Transmutation. All nonmagical weapons within feet of the caster are polymorphed into poisonous snakes. The snakes are hostile to everything. |
| 56 | Illusions Abound. For each creature in a 60-foot radius, an illusory duplicate is created in their space. These illusions act as Mirror Images and incur disadvantage in attacks. |
| 57 | The Procession of Ghosts. You see pale shades of the dead all around you, silently going about their own errands. Sometimes they walk right through you, but they all refuse to meet your gaze. |
| 58 | Crystalline Skin. Your body begins to crinkle and turn transparent. Within days, it will be entirely crystal, beautiful, hard, brittle, divine… Increase your Pizazz or Vigor score by . You are also vulnerable to bludgeoning and thunder damage, which makes your whole body ring like a bell. |
| 59 | Eyes of the Star Devil. Your eyes turn into pools of liquid silver like mercury for 1 week. Once per day, you may pierce the veil of fate. Ask the GM a question with a yes or no answer that they must answer truthfully. Alternatively reroll one of your own checks, saves, or attacks or force another creature to do the same. Your eyes unsettle and alarm monsters and normal folk. |
| 60 | Magesong. Your ears start ringing in the presence (20 feet) of anything magical (items, spells, even magic users). While near sources of magic, you have disadvantage on all ability checks that rely on hearing. |
| 61 | Someone around you, chosen at random, is shunted into another plane of existence for the next turns. |
| 62 | Seeing Double. A creature in the surrounding 40-foot radius is chosen at random. An identical clone of that creature pops into existence in unoccupied space 20 feet from the original, and the original is teleported to an unoccupied space within 20 feet from its previous location. Both of them share the same memories and stats but are different people. |
| 63 | Conduit. You hear the whispered echoes of a god’s dying thoughts. You glimpse a fragment of the universe’s scope and your insignificance within it. Gain a +2 to your Acuity for the next 24 hours. |
| 64 | The Illusion of Time. The universe shivers and cracks. Glowing light of impossible colors consumes your vision, and sounds never before heard fill your mind. You and any allies within a 60-foot radius are brought days into the past. You appear in the spaces you occupied at the time, replacing the versions of you that were in this timeline. |
| 65 | You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. |
| 66 | You become affected as if you just drank a philter of love. |
| 67 | Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. |
| 68 | 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. |
| 69 | You gain truesight out to a range of 60 feet for the next minute. |
| 70 | Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. +1 Resource. |
| 71 | You recover all your expended spell points. |
| 72 | You lose the ability to hear for 1 day. |
| 73 | You are at the center of a darkness spell for 1 minute. |
| 74 | Your hair grows to double its current length over the next minute. |
| 75 | You gain the ability to speak one additional language of your choice for 1 hour. |
| 76 | Your eyes permanently change color. |
| 77 | You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. |
| 78 | You are vulnerable to Celestials for 1 hour. Such creatures gain advantage when attacking you. |
| 79 | You are protected from Celestials for 1 day. Such creatures cannot attack you or harm you unless they succeed on contested spell roll. |
| 80 | For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. |
| 81 | You are protected from Undead for 1 day. Such creatures cannot attack you or harm you unless they succeed on a contested spell roll. |
| 82 | You are vulnerable to Undead for 1 hour. Such creatures gain advantage when attacking you. |
| 83 | For the next minute, you gain resistance to necrotic and radiant damage. |
| 84 | A bad joke comes to mind and until you tell it (which takes an entire action), you suffer -1 Acuity for the next hour |
| 85 | Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. |
| 86 | All creatures within 30 feet of you must make a contested magic casting throw. Any creature immune to magical sleep automatically succeeds on its throw. Those that fail fall asleep for minutes. |
| 87 | For the next minute, you are unable to cast any spell that causes damage of any type. |
| 88 | For the next day, any time you make an ability check, roll and add the result. |
| 89 | You gain the ability to speak with animals for 1 day. |
| 90 | A small cupcake with a large burning candle appears in front of you. Attached to the cupcake, there is a note that says "Make a wish". |
| 91 | All doors and windows in a 120 foot radius slam shut. |
| 92 | You are unable to lie and withhold information for the next hour. |
| 93 | For the next 24 hours, any non-magical mirror you look into shatters. |
| 94 | For the next minute, any creature that attacks you is randomly teleported into a free space 15 feet away from it. |
| 95 | Your magical items begin to fill your mind with forbidden secrets. Make an Intelligence saving throw (DC equals to your saving throw DC). On a failed save, you take psychic damage for each magic item you have, and half on a successful one. |
| 96 | For a moment, you gain a bit of control over the magic surge. Roll three times on this table, re-rolling if you get this effect again. From the rolled effects, choose one. |
| 97 | All non-flying creatures in the radius of 60 feet gain a flying speed of 30 feet for rounds. |
| 98 | The weather within a 10 mile radius starts to change. Roll to determine the weather effect: 1 - Scorching heat, 2 - Snowstorm, 3 - Pouring rain and thunderstorm, 4 - Intense wind, 5 - Dense fog, 6 - Solar eclipse. The weather takes up to 10 minutes to take full effect. After 24 hours the weather returns to normal. |
| 99 | You unintentionally cast a Telepathic Bond, targeting the 8 creatures closest to you within range. Target consent is not required. |
| 100 | Choose a person within 120 feet of you, peer into their existence and get a glimpse of their history |