Wild Magic

Wild Magic

Wild Magic represents the unpredictability of magic. It could occur as a result of magic going wild in a region, as a curse from a deity, or as a deliberate attempt by the caster after they learn how to trigger it. Whatever the cause of wild magic, only one thing's for sure: it's never easy to predict.

The most important thing to know about wild magic is that it's truly random. Its effects can be helpful, harmful, or just plain weird, and while many abilities can affect your overall odds of triggering wild magic, it's much harder to get the exact effect you want.

For your convenience, this wiki has created random generators for each wild magic table - no need to roll and scroll unless you really want to.

Where are the rest of the tables and generators? Tables and generators for individual spheres can be found on their respective pages. This wiki originally planned to include each table and its associated generator on this page, but that's (significantly) more content than the pages of this website can actually hold.

Some generator results are a bit different from the text on the tables. Why? Coding issues mean some results had to be slightly tweaked. The meaning should be the same regardless of which version you're looking at.

What About Other Types Of Wild Magic? Spheres' Wild Magic rules are an independent system and are not meant to be mixed with, or apply to, any Wild Magic systems from other publishers.

Wild Magic Chance

Wild magic chance is the likelihood of a wild magic event occurring and can be increased or decreased by a variety of sources, such as class abilities, feats, boons, and drawbacks. Wild magic chance changes from different sources always stack unless noted. The result of all bonuses and penalties to an effect’s wild magic chance is referred to as its total wild magic chance. A creature is always aware of its wild magic chance unless otherwise noted. Total wild magic chance cannot be reduced below 0%.

Wild magic chance applies to the casting of all spells and sphere abilities. Spell-like abilities and activated items do not normally have a base wild magic chance (unless an item is crafted with one as described in “wild magic and talent-based item crafting”), but effects that would increase wild magic chance - such as the Aura of Chaos mystic combat - apply to any spell-like ability or item that requires activation each time it is used or activated. Extraordinary abilities, supernatural abilities, and items that grant a continuous effect are not subject to wild magic chance.

Wild Magic Event

Wild magic events vary widely in effect. If an event calls for a save, the save DC is always that of the effect that triggered the event. If the event is triggered by an ability that does not have a defined save DC, such as using the Shift Cost feat on a mageknight’s mystic combat ability, the DC is equal to 10 + 1/2 the creature that originated the effect’s Hit Dice + the creature’s casting ability modifier (or highest mental ability score, if it does not possess the casting class feature).

If multiple events are triggered by one effect, resolve them in the order they are rolled. If two or more events have conflicting results, such as each changing the damage type of a destructive blast, the last result rolled supersedes the previous results. Duplicate results do not stack.

Events that modify the effect are applied before the triggering effect is resolved. All other events are resolved immediately after the triggering event is resolved.

A wild magic event is subject to spell resistance if the triggering effect was subject to spell resistance. A caster’s spell resistance never applies to wild magic events triggered by that caster, nor are casters ever immune to the results of their own wild magic events, the chaotic nature of wild magic overcoming even creature type-based immunities. Any saves required by the wild magic result should be rolled before the result is revealed.

Making The Rolls

For a total wild magic chance up to 100%, you risk a single wild magic event. Roll 1d100; If the result is less than or equal to the wild magic chance, then a wild magic result roll must be made. Roll 1d100 on the table corresponding to the effect’s base sphere to determine the result of the wild magic event. For wild magic chance of 100% to 200%, one wild magic event is guaranteed and a second is possible. Roll 1d100; if this result is less than or equal to the wild magic chance -100, then roll a d100 twice and apply both results. If rolling above the wild magic chance -100, then roll a single d100 and apply the result.

If not using the major event rules (see Variant Rules), then no effect may have a wild magic chance above 200%. Any effect that would have its wild magic chance increased to above 200% simply fails. The spell points and actions are still spent and the caster takes untyped backlash damage equal to the effect’s caster level.

Multiple Spheres

If more than one sphere is used in the effect, divide the total wild magic chance, up to 200%, by the number of base spheres, rounding up, then roll that wild magic result on the tables for each base sphere. If using the major events rules (see Variant Rules), wild magic chance over 200% is rolled on the major events table as usual, then the remaining 200% chance is divided by the total number of spheres and rolled on the sphere specific result tables.

No Base Sphere

If an effect does not have a base sphere, such as applying a wild magic chance to a mystic combat or other class ability, roll on the universal wild magic table instead.

Wrapping Tables

Should an effect that modifies a wild magic result roll ever reduce the roll below 1, add 100 to the result to determine the effect. If an effect would cause the wild magic result roll to be above 100, subtract 100 from the result roll.

Combat Results

Some wild magic results have the (Combat) tag. Such results do not take effect unless the caster is in combat. If the result is rolled while the caster is acting under initiative count while aware of a hostile creature capable of acting against the caster or his allies, the result becomes active immediately. Otherwise, the result is delayed until the next time that the caster rolls initiative while aware of a hostile creature capable of acting against the him or his allies.

Wild Magic and Cantrips

If you possess the Cantrips feat and the wild magic drawback, any wild magic feat, or another ability that imposes a wild magic chance on your casting abilities, you may, at will, as a standard action, roll 1d100 on the cantrips wild magic table. You may spend an additional spell point to reduce this to a swift action, to roll twice and take both results, or to instead roll on the general wild magic table. These options may be combined; the costs stack. The save DC for a wild magic cantrip is 10 + 1/2 caster level + casting ability modifier.

Wild Magic and Spellcrafting

When attempting to cast a spellcrafted spell that you do not know from a spellbook, wild magic may take the place of the risk of mishap. No mishap roll is required; instead, increase the spell’s wild magic chance by 20% per missing prerequisite. The spell is cast regardless of the wild magic event being triggered. When crafting a spell, the complexity of the spell may be reduced by 1 for every 50% increase to wild magic chance that is added to the spell. Complexity may likewise be increased to reduce the spell’s wild magic chance at a ratio of 1 complexity for every 50% reduction.

Wild Magic and Talent-Based Item Crafting

When crafting a magic item using the talent-based system (scrolls, potions, wondrous items and rods), the complexity of the item may be reduced by 1 for every 50% increase to wild magic chance that is added to the item. This wild magic chance is incurred each time the item is activated, treating the activator as the caster. If the item provides a continuous bonus, the increase to wild magic chance is incurred on all spells and sphere effects cast by the wearer as well as to every skill check, attack action, and full attack (once when the full attack is declared, not on each attack individually). An item’s complexity may not be increased to reduce the user’s wild magic chance.

Wild Magic and Traditional Casting

Some feats and abilities in this book may be used with the normal Pathfinder magic system. Any class capable of casting spells counts as having the casting class feature for the purpose of qualifying for feats in this book. See the below table (taken from pg 132, Chapter 4, Advanced Magic in Spheres of Power) for guidelines on mapping sphere to spell schools and sub-schools. The GM has the final say on which sphere or spheres any spell belong in.

Table: School/Spheres Conversion
School (Subschool) Sphere
Abjuration Protection
Abjuration (good, evil, lawful, chaotic) Fate
Conjuration (creation) Creation
Conjuration (healing) Life
Conjuration (calling, summoning) Conjuration
Divination Divination
Enchantment Mind
Evocation Various1
Illusion Illusion
Necromancy Death
Transmutation Enhancement
Transmutation (polymorph) Alteration
Transmutation (earth, air, fire, water) Nature

1: Evocation includes so many different types of spells that a simple conversion isn’t possible. (Light) spells would be the Light sphere, (Darkness) spells would be the Dark sphere, but others could be Destruction, Weather, Mind, or even Creation depending on the spell in question. GMs should use their own good judgment to determine which sphere an Evocation spell should use.

Identifying Wild Magic

A DC15 Knowledge (arcana) check reveals a basic knowledge that wild magic exists and that some practitioners of magic focus on channeling its power to increase the potency of their spells, though no check is required for those that possess the wild magic drawback, a (wild magic) feat, a class feature that gives a wild magic chance, or other means of incurring wild magic chance. A DC20 check reveals that the results are usually divided according to the type of magic that initiates the event and that some practitioners have learned to force wild magic events on others. The nature of a particular wild magic event may be identified as if it were a spell being cast, with the normal DC of 15 + caster level/2.

Variant Rules

Dangerous Concentration

Normally, when failing a concentration check to cast (defensively, when taking damage, during vigorous motion, etc.) you do not roll wild magic chance. As an optional rule, the GM may decide that a wild magic event is rolled for normally or even automatically triggered for any or all of these events.

Free Wild Cantrips

The GM may choose to allow any caster with wild magic related abilities to access the wild cantrips table as described in the “wild magic and cantrips” section.

Major Events

The GM may choose to use the major events table for wild magic chance above 200%. These events are significantly greater in scope, having the possibility of significantly altering the character or gameworld, including making a character unplayable.

If the total wild magic chance is above 200%, then two wild magic events are guaranteed and a major event is possible. Roll 1d100; if the result is less than or equal to the wild magic chance -200, roll 1d100 on the major event table and apply the result before rolling 2d100 on the wild magic table and applying the results.

Even using the major event rules, no sphere effect may have a wild magic chance above 300%. Any effect that would have its wild magic chance increased to above 300% simply fails. The spell points and actions are still spent and the caster takes untyped backlash damage equal to twice the effect’s caster level.


Archetypes Specializing In Wild Magic

-Arcanophage

The Arcanophage is an archetype for the Elementalist that involves mimicking the sphere abilities they see - but the more knowledge they borrow, the greater the risk of wild magic!

-Wild Mage

The Wild Mage is an archetype for the Thaumaturge and the true master of Wild Magic. Throwing caution to the wind, they tap the power of chaos on a regular basis and can trigger Wild Magic more often - and with more control - than anyone else.

In addition, the Armorist (Chaotic Armament Arsenal Trick), Mageknight (Aura of Chaos and Curse of Chaos Mystic Combats, plus Spell Mirror and Spell Shield as defenses), Prodigy (Wild Magic Imbue Sequence), and Scholar (Lead Material Imposition) have class options related to wild magic. Any character can take Wild Magic Feats or the Variant Wild Magic drawback to start using Wild Magic.


Universal Wild Magic

Universal wild magic can be triggered by a variety of effects, such as class abilities, when no base sphere is involved. They're also suitable for more generic effects that don't lean towards any particular sphere (such as raw chaos or pure magic going haywire).

Universal Wild Magic Generator

Universal Wild Magic Table

d100 Result
1 The caster takes a number of points of ability damage to his casting stat equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
2 All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
3 For 1 hour per level, the caster gains the Draining Casting drawback, but not its benefits.
4 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.
5 An illusory minstrel follows the caster for 10 minutes per caster level, singing loudly of the caster’s deeds.
6 A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
7 All sphere effects cast within long range of the caster for 1d6 rounds are enhanced as if by the Empower Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
8 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.
9 The caster gains the plant creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
10 (Combat) The caster is stunned for 1 round.
11 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
12 For 1 minute per caster level, the caster’s arms and legs are replaced by tentacles. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The caster’s base speed becomes 10 ft. and he gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
13 The casting time decreases by 1 step.
14 The caster suffers 50% spell failure chance for 1d6 rounds.
15 Nearby dead invertebrates of Tiny size and smaller animate as undead and follow the caster for 10 minutes per caster level. Their noise imposes a penalty on Stealth checks equal to half caster level (minimum 1).
16 All sphere effects cast within medium range of the caster for 1d6 rounds are enhanced as if by the Quicken Spell metamagic feat. The caster may always choose to use the normal casting time instead.
17 A shadow twin of the caster appears adjacent to the caster. This twin possesses all of the caster’s abilities and equipment, though only 1 hit point. This twin aids the caster for 1 minute per caster level or until slain. The twin and all its equipment disappear when the twin is slain or the effect expires. Any non-instantaneous effect originating from the twin end when it disappears.
18 All allied creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 10 minutes per caster level.
19 The caster’s perception of time slows, allowing him to concentrate on a single effect as a free action each round for 1 minute.
20 A stationary pillar of brilliant light appears in the target’s space and follows the target, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
21 An area out to close range of the caster is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
22 (Combat) The caster is nauseated for 1 round.
23 A creature of the caster’s choice within long range gains the Somatic Casting drawback, but not its benefits, until the caster completes a rest to regain spell points.
24 Feathers fall from the sky in an area out to long range from the caster for 1 round per caster level, granting concealment to all creatures in that area.
25 The casting time decreases by 2 steps.
26 The caster gains the Somatic Casting drawback, but not its benefits, until he completes a rest to regain spell points.
27 Roll again on the Wild Cantrips table.
28 All creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage.
29 All sphere effects cast within medium range of the target or target area for 1d6 rounds are enhanced as if by the Quicken Spell metamagic feat. The caster may always choose to use the normal casting time instead.
30 All unattended flammable objects within close range of the target or center of the target area are set on fire.
31 All allied creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
32 The casting time increases by 2 steps.
33 (Combat) All hostile creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
34 The caster gains spell immunity to all spheres he possesses for 1d6 minutes.
35 The caster is struck by lightning once per round, dealing 1 electricity damage per caster level for a number of rounds equal to caster level.
36 (Combat) For 1d6 rounds, the caster leaves behind a glowing trail of flame. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes fire damage equal to caster level. A creature may only take this damage once per turn.
37 A creature of the caster’s choice within long range gains the Verbal Casting drawback, but not its benefits, until the caster completes a rest to regain spell points.
38 The caster gains the undead creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
39 The caster grows extremely hungry and must succeed on a Fortitude save each hour or be compelled to eat a day’s worth of food during that hour. Failure to do so inflicts 1 point of Constitution damage on the caster. The save DC decreases by 1 each hour. A successful save ends this effect.
40 The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage.
41 The caster turns invisible per the Invisibility talent of the Illusion sphere for 1 hour or until he makes a hostile action, whichever comes first.
42 For 1 hour, a creature of the caster’s choice within close range of the caster at the time this result is triggered gains the Empowered Abilities boon.
43 For 1 hour per level, a creature of the caster’s choice within long range gains the Draining Casting drawback, but not its benefits.
44 All creatures within close range of the caster at the time this result is triggered become shaken for 1 round whenever they see a mouse. This effect persists for 1 day per caster level.
45 The caster’s base attack bonus is reduced to 0 for 1 round per caster level.
46 The caster gains spell immunity to all spheres he does not possess for 1d6 minutes.
47 For 1 hour per caster level, the caster suffers a 25% increase to wild magic chance of all sphere effects.
48 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.
49 All sphere effects cast within close range of the caster for 1 round per caster level take a penalty on caster level equal to half the triggering effect’s caster level. Effects with a resulting caster level of less than 1 fail, wasting any actions and spell points.
50 Effect receives a +2 bonus to caster level.
51 (Combat) For 1d6 rounds, the caster leaves behind a glowing trail of positive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn is healed a number of hit points equal to caster level. This is a positive energy effect. Creatures harmed by positive energy are instead damaged. A creature may only be affected by this ability once per turn.
52 All hostile creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 10 minutes per caster level.
53 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.
54 The casting time increases by 1 step.
55 All cheese within long range of the caster explodes harmlessly, destroying the cheese.
56 All creatures within close range must succeed on a Will save or have their base attack bonus reduced to 0 for 1 round per caster level.
57 A shower of sparks light up the sky in a 1 mile radius, increasing the light level by 1 step for 1d20 rounds.
58 A creature of the caster’s choice within long range gains the Addictive Casting drawback, but not its benefits, for 1 day.
59 The caster uses his base attack bonus in place of his caster level and vice versa for 1 minute per caster level.
60 The target shrinks as per the Size Change talent of the Alteration sphere for 1 round per caster level. This stacks with other polymorph effects.
61 The effect fails and the action is lost. Spell points or spell slots are not lost.
62 The caster is dazed for 1 round as he receives a vision of the most recent violent death of a humanoid within 1 mile per caster level.
63 All unattended flammable objects within close range of the caster are set on fire.
64 Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
65 The effect fails and the action is lost. Spell points or spell slots are lost.
66 (Combat) All creatures within medium range of the caster must succeed on a Reflex save or fall prone. Flying creatures instead fall 50 feet.
67 (Combat) All creatures are surrounded by a barrier as per the Barrier (ward) ability of the Protection sphere. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn.
68 An outsider of an alignment opposed to the caster’s (for true neutral, LG, CG, LE, or CE is randomly selected) of the GM’s choosing is called per the Summoning advanced talent of the Conjuration sphere, appearing adjacent to the caster. This creature has HD equal to the maximum possible for that talent and is not bound or controlled in any way.
69 The caster gains the Extended Casting drawback, but not its benefits, for 1 day.
70 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
71 Any affected creature forgets everything that has happened in the last 24 hours. This result may be removed per the Amnesia talent of the Mind sphere.
72 Effect receives a -4 penalty to caster level (minimum 1).
73 For 1 minute, all magic items within long range of the caster shed light as a torch.
74 All sphere effects cast by the caster for 1d6 rounds are enhanced as if by the Extend Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
75 For 1 hour per caster level, a creature of the caster’s choice within medium range suffers an increase to wild magic chance of all sphere effects of 25%.
76 All sphere effects cast within long range of the caster for 1d6 rounds are enhanced as if by the Extend Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
77 The caster gains the Verbal Casting drawback, but not its benefits, until he completes a rest to regain spell points.
78 One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute. This object is hostile toward the caster and will harm the caster to the best of their ability. The size affected increases by one category per 5 caster levels.
79 For 1 minute per caster level, the caster falls prone whenever attempting to move more than half his speed. If flying, he instead falls 50 feet.
80 Any food carried by the caster at the time of casting becomes infested with maggots.
81 For 1 minute per caster level, all creatures within long range sing loudly about their actions, as if in a musical. This imparts a -4 penalty to Stealth skill checks but otherwise has no impact on actions or any other mechanical effect.
82 (Combat) All creatures treat all squares within close range of the caster as difficult terrain for 1d6 rounds.
83 All creatures within close range of the caster gain spell immunity to all spheres the caster possesses for 1d6 rounds.
84 (Combat) The caster is dazed for 1 round.
85 (Combat) For 1 round per caster level, all creatures within close range of the caster lose the benefit of all circumstance, competence, dodge, insight, luck, resistance, and sacred bonuses to d20 rolls and may ignore all penalties to d20 rolls.
86 All creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
87 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).
88 The caster is exhausted.
89 For 1 hour, the caster gains the Empowered Abilities boon.
90 All creatures within close range of the caster must succeed on a Will save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 round per caster level.
91 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
92 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.
93 All sphere effects cast by the caster for 1d6 rounds are enhanced as if by the Empower Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
94 The caster must succeed on a Fortitude save or gain 1 negative level +1 per 5 caster levels as the Drain (ghost strike) talent of the Death sphere.
95 The caster is fatigued.
96 For 1 day, the caster gains the Addictive Casting drawback, but not its benefits.
97 The caster loses access to this sphere for 1d6 rounds.
98 The caster permanently changes color to a random hue: 1: blue, 2: green, 3: red, 4: yellow, 5: pink, 6: caster pick
99 A creature of the caster’s choice within long range gains the Extended Casting drawback, but not its benefits, for 1 day.
100 (Combat) For 1d6 rounds, the caster leaves behind a shadowy trail of negative energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes negative energy damage equal to caster level. This is a negative energy effect. Creatures healed by negative energy are instead healed. A creature may only be affected by this ability once per turn.

Cantrip Wild Magic

Effects from this table can be triggered as described in the 'Wild Magic and Cantrips' section. These effects are generally milder than the other tables, and are suitable for odd but (usually) harmless results.

Cantrip Wild Magic Generator

Cantrip Wild Magic Table

d100 Result
1 The caster suffers an increase to wild magic chance of all sphere effects of 25% for 1 minute per level.
2 One creature of the caster’s choice within close range loses the ability to distinguish colors for 1 minute. A Fortitude save negates this effect.
3 For 10 minutes per caster level, the caster is followed by a Diminutive, untargetable, invisible fairy that glows as a torch. This fairy hovers near the caster’s head until a hostile creature comes within medium range, upon which it flies toward the hostile creature at a fly speed of 120 ft. (perfect) and begins hovering near it, yelling ‘Hey, listen!’.
4 As an instantaneous effect, create a pile of ash and dust which falls into a 5-ft. area within close range of the caster’s choice.
5 A creature of the caster’s choice within medium range suffers an increase to wild magic chance of all sphere effects of 25% for 1 minute per level.
6 As an instantaneous effect, a grease-paint mustache appears on the caster.
7 The caster may choose one creature within medium range. That creature’s footsteps squeak loudly for 1 minute per caster level, imposing a -4 penalty to Stealth checks. This does not affect flying creatures.
8 As a free action, the caster may retry one failed Knowledge or Linguistics check made within the last 24 hours.
9 As an instantaneous effect, a puddle of water forms over a 5-ft. square within close range of the caster of the caster’s choice. Any creature who runs through the square must make a DC 5 Reflex save or fall prone.
10 A grating squeaking noise follows all creatures within close range for 1 minute, imposing a -2 penalty on all concentration checks.
11 One gold coin per caster level falls in the square of the caster’s choice within close range. Any creature in that square must succeed on a Reflex save or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
12 All creatures within long range must succeed on a Reflex save (10 + caster’s CAM + CL/2) or be struck by flying pies, dealing 1 nonlethal damage.
13 As an instantaneous effect, an assortment of colored thread, scissors, ribbons, cloth, and a sewing needle spontaneously appear and begin making alterations to the caster’s clothing. The caster becomes entangled for 1d4 rounds, but afterward the caster’s clothing is changed into another outfit of the caster’s choice.
14 The target loses the ability to speak in anything other than a randomly-determined language for 1d4 hours. The target does not gain the ability to read or write that language nor the ability to speak that language if it isn’t one they previously knew.
15 An unattended object of medium or smaller size of the caster’s choice within close range excretes an adhesive that dries immediately when touched, forcing a Strength or Escape Artist check to break free whose DC is equal to the caster’s MSD. The adhesive naturally breaks away into dust after 1 minute.
16 A random creature within close range becomes slowed as the Time sphere ability for 1 round (Fort negates).
17 A game board spontaneously appears in front of the caster which remains until any two creatures complete a game or for 24 hours, whichever comes first.
18 A random creature within close range teleports 10 ft. in the direction of the caster’s choice (Will negates). The direction must be decided before the affected creature is decided.
19 A random creature within close range gains a 10 ft. fly speed for 1 round (Will negates).
20 The caster’s hide becomes more thin, gaining a -1 penalty to their natural armor bonus (minimum 0) for 1 minute (Fort negates).
21 Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
22 Summon a pipe with one dose of tobacco already lit, which remains until outside of reach of the caster, or 1 hour whichever comes first.
23 A random creature or unattended object within close range catches on fire (Reflex negates).
24 The caster falls prone (Reflex negates).
25 As an instantaneous effect, candy rains from the sky, covering a 5-ft. radius per caster level area centered on the caster. All creatures in the area suffer 1 point of bludgeoning damage.
26 Feathers fall from the sky in an area out to long range from the caster for 1d4 rounds, imposing a -4 penalty on sight-based Perception checks.
27 A humanoid creature of the caster’s choice within close range grow claws from their hands (if they do not already possess them) gaining 2 claw natural attacks for 1 minute (Fort negates).
28 All creatures within close range must succeed on a Fortitude save or become incredibly thirsty until they drink a volume of water equivalent to a canteen for a creature of their size.
29 A chicken appears and attempts to nest on the caster’s head. This chicken persists in this behavior for 1 day or until slain. If slain, the chicken disappears and another appears to continue this behavior until the duration expires.
30 The caster summons a Diminutive or Tiny animal of no more than 1/2 Hit Dice of the GM’s choice, such as a bat, cat, lizard, rat, raven, tiny viper, toad or weasel for 1 minute. The creature is hostile to the caster and attacks to the best of its ability.
31 The next successful aid another check the caster makes in the next hour grants an additional +2 bonus.
32 A random creature within close range falls prone (Reflex negates).
33 The caster’s toenails grow obscenely large, dividing his ground movement speed in half until trimmed (a full-round action).
34 A Diminutive object within close range become animated and under the caster’s control for 1 minute.
35 The caster transforms into a venerable version of themselves for 1 minute, suffering physical attribute penalties but gaining no benefits.
36 A goblet filled with an alcoholic beverage (worth no more than 5 cp) spontaneously appears in front of the caster. The goblet lasts for 1 hour or until the beverage is no longer contained inside the vessel, whichever comes first.
37 A swarm of hamsters overrun a 10-ft. area of the caster’s choice centered within close range; all creatures in the area must pass a Reflex save or fall prone. The hamsters disperse harmlessly immediately after.
38 Divine the presence of magical auras in the area similar to the Divination sphere ability, except that the caster only detects the strength of magical auras (not location) within close range.
39 All containers weighing less than 30 lbs within medium range open if they are closed and close if they are open.
40 A grating squeaking noise follows one creature of the caster’s choice within medium range for 1 minute, imposing a -2 penalty on all concentration checks.
41 As an instantaneous effect, a page of parchment, a quill, and an inkwell (with only enough ink to fill the page) spontaneously appear adjacent to the caster.
42 The caster grows a tail and ears similar to a donkey’s for 1 hour. This grants a +1 competence bonus to Perception checks but makes most hats and helmets unwearable.
43 All coins the caster touches for the next hour gain the appearance of copper until 1 minute after they leave the caster’s possession.
44 The caster becomes fascinated with one random creature or unattended object within close range for 1 minute (Will negates).
45 One random non-magical unattended object within close range animates for 1 minute performing its created purpose for that duration and with a starting attitude toward the caster of indifferent. Examples include: animated brooms sweeping, animated swords swinging at anyone adjacent, and animated sewing needles mending torn cloth.
46 All creatures within close range sing loudly about their actions for 1 minute, as if in a musical. This has no impact on Stealth until the minute is over, after which everyone realizes they were hearing someone singing about Stealth.
47 One non-magical book, scroll, or tablet of the caster’s choice within medium range, reads itself aloud in a clear and strong voice for 1 hour or until there is no more text to read.
48 All creatures within medium range are soiled as the soil function of the Cantrips feat.
49 The caster summons a Diminutive or Tiny animal of no more than 1/2 Hit Dice of the caster’s choice, such as a bat, cat, lizard, rat, raven, tiny viper, toad or weasel for 1 minute. The creature is friendly to the caster.
50 Plantlife spontaneously surround a creature of the caster’s choice within close range, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
51 A creature of the caster’s choice within close range falls prone (Reflex negates).
52 A random creature within close range has their skin thickened, granting a +1 natural armor bonus to AC for 1 minute.
53 “A glowing summoning circle forms within close range and out from the mist that it brings is a phantasm illusion which appears to be of what whoever looks upon it fears the least (Will disbelieves). The phantasm remains for 1 minute.”
54 The caster catches on fire (Reflex negates).
55 All cheese within close range of the caster explodes harmlessly, destroying the cheese.
56 As an instantaneous effect, an assortment of half-used colored chalk spontaneously appear in a square of the caster’s choice adjacent to the caster. The chalk writes obscenities in all languages the caster knows the solid surface nearest to the chosen square for 1d4 rounds. The square is considered difficult terrain until finished.
57 A random 5-ft. square within close range has its illumination level set to shadowy illumination for 1 minute.
58 A creature of the caster’s choice within close range gains a +2 competence bonus on the next Bluff, Diplomacy, Intimidate, or Sense Motive check they make in the next minute.
59 As an instantaneous effect, grease-paint mustaches appear on all creatures within long range of the caster.
60 A random creature within close range suddenly has a thinner hide, granting a -1 penalty to their natural armor for 1 minute (Fort negates).
61 The caster may paint a message no longer than 25 words onto an object of medium size or larger within medium range. The paint can be scrubbed off with water as a full-round action.
62 The caster changes into a perfect physical specimen for 1 minute, gaining a +2 bonus to all physical attributes.
63 A bookshelf within long range telekinetically pulls out each book one at a time, reads aloud the title and author (if available) before replacing it. The bookshelf continues to do this until it has done so with each piece of literature that was on the bookshelf at the time of casting. If no bookshelf is present, one appears adjacent to the caster containing 3d20 books with random titles and disappears once the titles are read.
64 All creatures within close range of the caster become translucent for 5 minutes, gaining +4 circumstance bonus to Stealth checks.
65 A Small-sized storm cloud hovers over the head of a random creature within close range for 24 hours. Once per hour the affected creature has a 50% chance to take either 1d3 points of nonlethal cold or 1d3 points of nonlethal electrical damage (Fortitude negates).
66 A creature of the caster’s choice with close range has their skin thickened granting +1 natural armor bonus to AC for 1 minute.
67 A creature of the caster’s choice within close range instantaneously heals 1d6 points of nonlethal damage.
68 One creature of the caster’s choice within medium range is struck by a flying pie, dealing 1 point of nonlethal damage.
69 A towel spontaneously appears draped over the caster’s shoulder and remains there until it leaves his possession or 24 hours whichever comes first.
70 The caster is struck by a flying pie, dealing 1 nonlethal damage. The pie is formed by an instantaneous (creation) effect.
71 Two creatures of the caster’s choice within close range of the caster immediately trade places.
72 One creature or unattended object of the caster’s choice within close range catches on fire (Reflex negates).
73 A sleeping creature of the caster’s choice who is within long range awakens.
74 Plantlife spontaneously surrounds the caster, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
75 All coins that a creature within long range of the caster’s choice touches for the next hour gain the appearance of copper until 1 minute after they leave the creature’s possession.
76 Wild turnips sprout within a close-ranged radius centered on the caster. If pulled from the ground, they cry like mandrakes, but cause no harm to nearby creatures.
77 All creatures within long range stabilize if dying (Will negates).
78 For 5 minutes, the caster becomes translucent, gaining +4 circumstance bonus to Stealth checks.
79 One creature of the caster’s choice within long range loses the ability to sense color for 1 minute.
80 A creature of the caster’s choice within long range has their toenails grow obscenely large, dividing their movement speed in half until trimmed (a full-round action)
81 For 1 round per caster level, every humanoid creature within close range gains the physical appearance of the caster. This does not change their general form (arms, legs, etc.).
82 All creatures and objects within medium range are cleaned as the clean function of the Cantrips feat.
83 Motes of light fill the air around the caster, causing all creatures in range to be dazzled for 1 round.
84 A creature of the caster’s choice has its fingers become thumbs for 1 hour, giving imposing a -1 to hit and to CMD against disarm attempts.
85 Calls an animal within close range to spend its actions during its next round to move adjacent to the caster (Will negates). This has no effect on changing the creature’s disposition to the caster.
86 A random creature within close range becomes fascinated with the caster for 1 minute (Will negates).
87 All creatures within long range with 0 or less hit points begin bleeding out as if dying (Fort negates).
88 A creature of the caster’s choice teleports 10 ft. in a random direction (Will negates).
89 The caster teleports 10 ft. in a random direction (Will negates).
90 As an instantaneous effect, a grease-paint mustache appears on a creature within close range of the caster’s choice.
91 All creatures within long range are afflicted with a profusely runny nose for 1 hour per caster level.
92 Plantlife spontaneously surround a random creature within close range, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
93 A creature of the caster’s choice who is within close range becomes fascinated with another creature or unattended object for 1 minute (Will negates).
94 A random creature within close range becomes uncontrollably flatulent for 1 minute, suffering a -4 penalty to Stealth checks.
95 A nonmagical wooden focus (such as a holy symbol, musical instrument, or wand) that would best reflect the caster’s abilities, personality, or philosophies spontaneously appear in front of the caster. This focus meets the prerequisites for the Focus Casting general drawback and persists for 1 hour.
96 For 1 hour, the caster’s fingers become thumbs, imposing a -1 to hit and to CMD against disarm attempts.
97 As an instantaneous effect, a dozen six inch nails, one 4 inch nail, and a rusty hammer spontaneously appear adjacent to the caster and begin hammering the nails into a random surface.
98 As an instantaneous effect, a handful of animal feed is created adjacent to the caster in a square of the caster’s choice. The type of feed is appropriate to a species of the caster’s choosing.
99 A random creature within close range becomes hasted for 1 round as the Time sphere ability.
100 A hookah with 1d4+1 hookah hoses and a single dose of tobacco already lit spontaneously appear in front of the caster and remains for 24 hours or until the keif is no longer present in the bowl, whichever comes first.

Major Events

Major Events are optional in games using Wild Magic. This table includes effects that are significantly more powerful than most results from the other tables. Unlike the Universal and Cantrip tables, these are not as suitable to impose as frequent environmental effects (except in extreme regions) because of the frequency of deadly and permanently character-altering effects.

Major Event Generator

Major Event Table

d100 Result
1 For 1 day per caster level, benefiting from a Life sphere effect or receiving any magical healing nauseates the caster for 1d4 rounds.
2 Any affected creature forgets everything that has happened in the last year. This result may be removed per the Amnesia talent of the Mind sphere.
3 The caster must succeed on a Fortitude save or be disintegrated, per the disintegrate spell.
4 A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not less than caster level appears out of the rift each round for a 1d6 minutes and attacks the caster and his allies.
5 As an instantaneous effect, all dead creatures within 10 miles of the caster are animated as skeletons per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These skeletons are hostile to all living creatures.
6 The caster incurs the wrath of a powerful being. An Outsider with a CR of the caster’s character level + 4 is sent to kill the caster every day for 1d6 days.
7 Once per hour for a number of hours equal to caster level, an earthquake is centered on the caster, as the Earthquake advanced talent of the Nature sphere.
8 All allied creatures within long range of the caster must succeed on a Will save or lose all current spell points and spell slots.
9 The caster is immediately slain and brought back to life as the reincarnate spell.
10 All metal within a long range area of the caster becomes incredibly heavy, multiplying the weight of any metallic objects by 10. This effect lasts for 1 day per caster level.
11 The caster uses his base attack bonus in place of his caster level and vise versa for 1 day per caster level.
12 A 1-mile radius from the caster’s location at the time the effect is triggered becomes severed from magic, reducing the caster level of all effects in that area by the triggering effect’s caster level. This effect lasts for 1 day per caster level. Effects with a caster level of 0 or lower fail.
13 All creatures within long range of the caster must succeed on a Will save or lose all spell points, prepared spells, and spell slots they have remaining.
14 An area out to long range of the caster becomes a dead magic zone for 1 year. This effect remains stationary.
15 An area out to long range from the caster’s current location becomes magically devoid of breathable air. This effect lasts for 1 day per caster level. This effect remains stationary.
16 For 1 day per caster level, all calling, summoning, and teleportation effects within 1 mile of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them.
17 Darkness sweeps outward from the caster, reducing light levels by 2 steps in a 1 mile per caster level emanation for 1 round per caster level. All Light sphere effects within this area are automatically dispelled.
18 The temperature of an area out to 1 mile per caster level of the caster at the moment the effect is cast is permanently increased by 1d4 steps (per the Weather sphere) from its normal conditions.
19 The temperature of an area out to 1 mile per caster level of the caster at the moment the effect is cast is permanently decreased by 1d4 steps (per the Weather sphere) from its normal conditions.
20 All creatures within long range of the caster are bull rushed toward the caster, using the caster level + the caster’s CAM with an additional +20 untyped bonus for the CMB.
21 All creatures within close range of the caster must succeed on a Fortitude save or become staggered. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
22 All creatures within long range of the caster at the time of the effect suffer an increase to wild magic chance of all spells and sphere effects of 100% for 1 hour per level.
23 All creatures within medium range of the caster must succeed on a Fortitude save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 hour per caster level.
24 All creatures within close range must succeed on a Will save or have their base attack bonus reduced to 0 for 1 hour per caster level.
25 The caster loses all memory of the past year. These memories cannot be restored by any means.
26 The caster gains the Extended Casting drawback, but not its benefits, for 1 day per caster level.
27 The caster loses all current spell points.
28 The caster and all allies within long range are shifted 1 month into the future, staying in their same locations (or the nearest open spaces).
29 The sun is blocked and provides no illumination in a 1 mile per caster level radius of the caster for 1 day per caster level. This effect remains stationary.
30 The planar boundaries are weakened in an area in a 1 mile per caster level radius of the caster. All creatures who possess the casting class feature in that area are treated as possessing the Summoning advanced talent of the Conjuration sphere for 1 hour per caster level.
31 The caster takes 10 points of untyped damage per caster level. A Fortitude save reduces this damage by half.
32 All creatures within close range of the caster must succeed on a Fortitude save or become blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
33 An area out to long range from the caster’s location becomes overwhelmed with magic, all effects in that area receiving an enhancement bonus to caster level equal to the triggering effect’s caster level/4 (minimum 1), but also having all wild magic chances increased by 25%. This effect lasts for 1 day per caster level.
34 All creatures within close range of the caster take 2d6 Constitution drain. A successful Fortitude save halves this drain. A creature slain by this effect immediately rises as an uncontrolled zombie.
35 The caster must succeed on a Fortitude save or receive ability drain to all abilities sufficient to reduce each ability to 1.
36 As an permanent effect, the area within a close range burst of the target or center of the target area has gravity reversed, as the Reverse Gravity* advanced talent of the Enhancement sphere.
37 All creatures within long range of the caster must succeed on a Fortitude save or be reduced to 1 hit point. This has no effect on creature already below 1 hit point.
38 The caster gains fast healing equal to caster level for one minute. This healing can cause the caster’s hit points to exceed his normal maximum hit points. Each round the caster has a number of hit points greater than twice his normal maximum, he must succeed on a Fortitude save with a DC equal to 10 + the number of hit points above his maximum or explode in a shower of gore, dying instantly.
39 The caster and all allies within long range are teleported to the location of the caster’s birth. This effect functions even across planar boundaries.
40 As an instantaneous effect, all dead creatures within 1 mile of the caster are animated as zombies per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These zombies unerringly seek out the caster to attack him until destroyed.
41 Shadow twins of all creatures within medium range appear adjacent to the creature they are copies of. These twins possess all of the original’s abilities and equipment, though only 1/2 their hit points. These twins attempt to harm the original creature to the best of their ability for 1 minutes per caster level or until slain. Each twin, with all of its equipment, disappears when slain or the effect expires. Any non-instantaneous effect originating from a twin end when it disappears.
42 The caster gains the Addictive Casting drawback, but not its benefits, for 1 day per caster level.
43 The caster receives a number of temporary negative levels equal to the effect’s caster level/2.
44 All creatures on the plane the caster is presently on lose all memory of the caster permanently. This does not prevent them from gaining knowledge again (such as by reading a book or encountering the caster).
45 The caster’s creature type is changed to undead as an instantaneous effect. Appearance shifts to suit (gaunt, pale, grave odors, etc.).
46 All creatures within close range of the caster must succeed on a Will save or be forced to roll twice and take worst on all d20 rolls for 24 hours.
47 For 1 day per caster level, all effects cast within close range of the caster have their wild magic chance increased by 100%.
48 Magical detonations surround the caster. All creatures within medium range of the caster must succeed on a Reflex save or take 1 point of untyped damage per caster level/2 (minimum 1) each round for 1 minute per caster level. A new save is permitted each round. A successful save ends the effect on a given creature. This effect remains stationary.
49 Hail rains from the sky in a 1 mile per caster level radius, dealing 1 point of bludgeoning damage per caster level per round to all exposed creatures and objects for 1 minute per caster level. This effect remains stationary.
50 A volcano appears centered on the caster, as the Volcano advanced talent of the Nature sphere.
51 Roll twice on this table and choose the result. Ignore any results requiring further rerolls.
52 Roll twice on this table and take both results. Ignore any results requiring further rerolls.
53 All hostile creatures within long range of the caster must succeed on a Will save or lose all current spell points and spell slots.
54 Each time the caster attempts to cast a sphere effect, he must roll 1d20 and subtract the result from his caster level. If this would reduce the caster level below 1, the effect fails and the action and spell points are lost. This effect lasts for 1 day per caster level.
55 The caster’s creature type is changed to plant as an instantaneous effect. Appearance shifts to suit (green and brown coloration, leaves instead of hair, etc.). If the caster did not have a Constitution score previously, it is set to 10.
56 For 1 day per caster level, the caster’s wild magic chance increases by 100%.
57 The caster emits an aura that impedes the base sphere or spheres of the triggering effect. This aura has a radius equal to 10 ft. per caster level. Any creature attempting to use an impeded sphere must make a magical skill check against the caster’s MSD or have the effect fail. This aura lasts for 1 day per caster level.
58 The caster must succeed on a Fortitude save or become mindless (Intelligence -) for 24 hours. The caster retains general attitudes toward known creatures but otherwise may only act on an instinctual level.
59 All creatures within close range of the caster must succeed on a Fortitude save or be turned to stone as the Fleshcraft advanced talent of the Creation sphere. This is an instantaneous effect.
60 All creatures within close range of the caster are shunted into an empty demiplane, as the Create Demiplane advanced talent of the Warp sphere. The hostile creature with the highest Hit Dice may determine the planar traits of this demiplane. If no hostile creatures are affected, a random creature may instead determine the planar traits. All affected creatures are trapped in the demiplane for 1 round per caster level.
61 The caster suffers an increase to wild magic chance of all sphere effects of 100% for 1 hour per level.
62 The caster becomes completely imperceptible to his allies for 1 day per caster level. The results of the caster’s actions can be perceived (such as creating a wall of stone or slaying an enemy) but the caster, the caster’s equipment, and any magical signs or effect originating from the caster are invisible, inaudible, and immune to any special senses or divinations.
63 A wave appears centered on the caster, traveling in a random direction, as the Tsunami advanced talent of the Nature sphere.
64 The temperature of an area out to 10 miles per caster level of the caster at the moment the effect is cast is permanently decreased by 1 step (per the Weather sphere) from its normal conditions.
65 All allied creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 1 day per caster level. This effect gains a +5 bonus to MSD to resist being dispelled or to checks to overwrite it with another polymorph effect.
66 An earthquake is centered on the caster, as the Earthquake advanced talent of the Nature sphere.
67 The caster returns to the place and moment he previously finished resting, with complete knowledge of the events that transpired since then.
68 Roll again on this table. The result occurs, but is delayed 1d6 days. Ignore any results requiring further rerolls.
69 The caster becomes confused. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
70 An area out to long range from the caster’s location becomes imbued with fire, dealing 1d6 points of fire damage per 5 caster levels (minimum 1d6) each round to all creatures and objects in the area. This effect lasts for 1 day per caster level.
71 The caster becomes blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
72 Fire rains from the sky in a 1 mile per caster level radius, dealing 1 point of fire damage per caster level to all exposed creatures and objects for 1 minute per caster level and igniting any flammable objects.
73 All spell and sphere effects within 1 mile per caster level of the caster end as if dispelled by the Counterspell feat.
74 The temperature of an area out to 10 miles per caster level of the caster at the moment the effect is cast is permanently increased by 1 step (per the Weather sphere) from its normal conditions.
75 For 1 day per caster level, the caster takes a -20 penalty on all initiative checks.
76 One huge elemental per caster level is called to within long range of the caster. These elementals are hostile to all creatures other than other elementals of the same type and attack the nearest to the best of their ability. Roll 1d4 to determine the elemental type for all of the elementals, 1 - air, 2 - earth, 3 - fire, 4 - water.
77 The caster makes a single magical skill check against all effects within long range to dispel them as if using the Counterspell feat with a +4 bonus on the check. This is resolved after the triggering effect.
78 An area out to 2 miles of the caster is plunged into darkness as the Dark sphere with both the Pure Darkness talent and the Midnight advanced talent. This effect remains stationary and persists for 1 day per caster level.
79 As an instantaneous effect, the caster gains the form of a Tiny, harmless animal of the GM’s choice. Apply the Size Change and Animalistic Transformation talents to determine statistics.
80 All unattended, non-magical objects within close range of the caster are disintegrated as the disintegrate spell, including the ground.
81 All creatures within medium range take 10 points of untyped damage per caster level. A Fortitude save negates this damage.
82 Each day, the caster loses the ability to remember anything that occurred since the last time he rested to regain spell points. This is a permanent effect that may not be removed by any means short of divine intervention.
83 The caster is warped as the True Teleport advanced talent of the Warp sphere to the caster’s place of birth (or activation or creation, as appropriate). This effect may force the caster to cross planar boundaries.
84 All creatures within medium range of the caster must succeed on a Will save or be affected by the brutal rage option of the Greater ability of the Hostility (charm) talent of the Mind sphere for 1 round per caster level. A new save is granted to end the effect on an individual creature the first time that creature takes damage each round.
85 Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
86 The caster becomes stunned. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
87 An exact copy of the caster is created adjacent to the caster one minute after the next time the caster finishes resting to regain spell points. This copy retains all the caster’s memories and knowledge and is compelled to kill and replace the original. The copy possesses copies of all the caster’s equipment at the time of creation, but these items do not function for any creature but the copy. If the copy is successful or if it is slain, the equipment becomes nonmagical and disappears within the hour.
88 The caster becomes nauseated. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
89 The caster’s creature type is changed to dragon as an instantaneous effect. Appearance shifts to suit (hairless, scales, etc.). If the caster did not have a Constitution score previously, it is set to 10.
90 Every time a spell or sphere effect is cast in a 1-mile per caster level radius of the caster for 1 hour per caster level, roll 1d20. If an odd number is rolled, subtract the result from the caster level of the effect (minimum 1); if an even number is rolled, add the result to the caster level of the effect. This result must be rolled after the caster chooses the effect’s caster level.
91 The caster emits an aura that impedes all spheres but the base sphere or spheres of the triggering effect. This aura has a radius equal to 10 ft. per caster level. Any creature attempting to use an impeded sphere must make a magical skill check against the caster’s MSD or have the effect fail. This aura lasts for 1 day per caster level.
92 The next time the caster is targeted by an attack roll, all creatures within long range must succeed on a Will save against the powerful charm effect of the Sleep charm as if cast by the caster.
93 Each round for hour, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
94 All creatures within long range of the caster are bull rushed away from the caster, using the caster level + the caster’s CAM with an additional +10 untyped bonus for the CMB. All objects instead take 1d6 per caster level untyped damage that deals full damage to objects.
95 All effects granting insight, luck, resistance, profane, and sacred bonuses within long range immediately end as if dispelled with the Counterspell feat (including suppressing items) and all creatures within that range are unable to benefit from any of those bonuses. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
96 All creatures within close range of the caster must succeed on a Fortitude save or be reduced to 1 hit point.
97 A forest appears centered on the caster, as the change terrain function of the Rapid Growth advanced talent of the Nature sphere.
98 All magic items (except artifacts) that grant a continuous effect within long range of the caster have their effects suppressed for 1 minute per caster level.
99 The caster’s base attack bonus is reduced to 0 for 1 hour per caster level.
100 All creatures within 1 mile per caster level of the caster lose all remaining spell points and spell slots. These can be regained later by normal means.

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