Time

Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 All hostile creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks against them. This lasts for 1d6 rounds.
2 The caster sees a glimpse of the ancient past. The next time he is called upon to make a Knowledge (history) check (before 1 day per caster level passes), he does so with an insight bonus equal to the caster level.
3 For 1 minute, affected creatures may not concentrate on any effect.
4 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
5 The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
6 The casting time increases by 2 steps.
7 All allied creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
8 The effect fails and the action is lost. Spell points or spell slots are not lost.
9 The effect fails and the action is lost. Spell points or spell slots are lost.
10 The caster is frozen in time as the Time Freeze talent for 1d4 rounds.
11 All ongoing effects on the caster have their remaining durations halved.
12 All allied creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
13 All creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
14 The casting time decreases by 2 steps.
15 For 1 minute, the caster may not concentrate on any effect.
16 Roll again on the Universal wild magic table.
17 The caster is fatigued.
18 The caster’s perception is stuck in the past, imposing a -4 penalty on initiative and a -2 penalty on attack rolls and Will saves for 1 round per caster level.
19 All creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks and effects targeting them. This lasts for 1d6 rounds.
20 The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
21 The weather within a 1-mile radius area centered on the caster suddenly changes to whatever it was 6 months previously for 1 day per caster level. This effect remains stationary.
22 (Combat) For 10 rounds the caster’s personal timestream is scrambled. At the start of each turn he must rolls 1d6 and apply the result to that round: 1 - dazed, 2 - gains an extra standard action, 3 - staggered for 1 round, 4 - gains an extra move action, 5 - loses his standard action, but may take 2 swift actions, 6 - gains an extra standard action, but loses a move and a swift action.
23 All creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
24 All allied creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
25 All creatures within close range of the target must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
26 Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
27 All creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random direction.
28 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
29 The caster’s metabolism speeds up, doubling natural healing and multiplying daily food and water requirements by 4 for a number of days equal to caster level.
30 (Combat) For 1 round per caster level, for allied creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
31 The caster loses his turn, but may take two turns of actions on his next turn.
32 At a random time within the next 1d4 days, the caster is visited by an older version of themselves, transported from the future to speak to them for 1d4 minutes. This functions as the divination spell, except there is no chance of failure (provided, of course, that the older version of the caster would not intentionally lie to them).
33 All creatures within close range must succeed on a Will save or age 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
34 All allied creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft.
35 All creatures within close range of the target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
36 All hostile creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
37 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
38 The next time the caster sleeps, he requires twice the amount of time to receive the normal benefits of the rest.
39 (Combat) The caster is nauseated for 1 round.
40 For 1 round per caster level, the caster stutters rapidly through time, imposing a 50% miss chance on all attacks made by or targeting him. Additionally, all effects originating from or including the caster that do not have an attack roll suffer a 50% failure chance.
41 (Combat) For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
42 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
43 The caster is exhausted.
44 All allied creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
45 All creatures within close range of the caster take a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
46 (Combat) For 1 round per caster level, each hostile creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
47 All actions since the end of the caster’s previous turn are undone, though any spell points spent on this effect are still lost. The caster is dazed for 1 round.
48 Effect receives a -4 penalty to caster level (minimum 1).
49 All hostile creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
50 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
51 All creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
52 All ongoing effects on the caster have their remaining durations doubled.
53 All hostile creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
54 (Combat) For 1 round per caster level, each creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. If this space is occupied, they are shunted to the nearest open space.
55 For 1 minute per caster level, non-magical objects the caster touches temporarily age. Food becomes rotten, metal tarnished, cloth worn and threadbare. All objects return to their previous state when this effect ends. The change has no effect on hardness, hit points, or other attributes.
56 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
57 The caster must take an additional standard action immediately, but is dazed for 1 round afterword.
58 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
59 The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
60 The caster gains a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
61 (Combat) For 1 round per caster level, each allied creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
62 All creatures within close range of the target must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
63 The next time the caster sleeps, he receives the full benefit of a night’s rest in half the normal time.
64 The casting time decreases by 1 step.
65 All hostile creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
66 All allied creatures within medium range shift randomly and rapidly though time, imposing a 25% miss chance on all attacks against them. This lasts for 1d6 rounds.
67 The caster gets younger by 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
68 All hostile creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
69 The caster is removed from time for 1d6 rounds, then reappears in his previous space. If that space is occupied, the caster is shunted to the nearest open space in a random direction.
70 All creatures within close range of the caster must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
71 For 1 minute, the caster’s perception of time slows, allowing him to concentrate on a single effect as a free action each round.
72 The target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
73 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
74 All hostile creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
75 (Combat) For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
76 The casting time increases by 1 step.
77 For 1d6 rounds, all damage the caster is dealt is delayed. After this time expires, all delayed damage is immediately dealt to the caster.
78 All ongoing effects on the target or creatures in the target area have their remaining durations doubled.
79 (Combat) For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
80 All hostile creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
81 The caster loses access to this sphere for 1d6 rounds.
82 All ongoing effects on the target or creatures in the target area have their remaining durations halved.
83 All creatures within close range must succeed on a Will save or get younger by 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
84 At the beginning of the caster’s next turn, he is restored to the condition and location he was in at the beginning of the current turn. This may end or restore any ongoing effects (such as poison, disease, etc.).
85 The caster’s metabolism slows, halving natural healing and reducing daily food and water requirements to 1/4 normal for a number of days equal to caster level.
86 The caster ages 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
87 All creatures within close range of the caster must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
88 (Combat) The caster is dazed for 1 round.
89 For 1 minute the creature or creatures affected by the triggering effect have their perception of time slowed, allowing them to concentrate on a single effect as a free action each round.
90 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
91 An area out to long range of the caster is frozen in time. Creatures within this area perceive 1 minute of time as passing, but no effects of any kind occur. Durations do not elapse and no actions of any kind can be taken. Creatures outside this area are unaware of the experience of those affected.
92 Effect receives a +2 bonus to caster level.
93 (Combat) The caster is stunned for 1 round.
94 The caster’s allies within close range must make Will saves or be removed from time for 1 round, then reappears in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
95 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
96 The caster sees into the future and gains instantaneous knowledge of what he will have for breakfast tomorrow.
97 The caster has their mind inhabited by that of their childhood self for 1 minute per caster level. Aside from behavioral changes, the caster also gains 2 negative levels that cannot be removed for this duration, as their younger self is not as adept at using their power as the older self is. These negative levels cannot kill the character if they would reduce the target to 0 or fewer levels.
98 The caster and all creatures within close range become looped in time. The next round they may act normally. The round after that, they must perform the exact same actions again; traveling the same direction and number of squares (to the best of their ability), attack, use the same spell or item, etc.
99 For 1d6 rounds, affected creatures stutter rapidly through time, imposing a 50% miss chance on all attacks made by or targeting them. Additionally, all effects originating from or targeting the creatures that do not have an attack roll suffer a 50% failure chance.
100 All creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.

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