Wild Magic Table

Logs Index

1d20 – EFFECT -DURATION

  1. You are surrounded by a personal cloud of darkness with a radius 5’ greater than your reach. It provides +1 to defense and intimidate and -1 to attack and diplomacy. 1d4 days
  2. You are converted to a liquid. Fortunately, you are apparently immiscible with water and somehow still able to control your movements (magic – what can you say). However, your movement speed is quartered, and you are mute for the duration (you bubble a little when you try to speak). Also unrecognizable. -4 to attack, damage immunity (edged), damage defiance (everything else except force and blunt). You will want a container to sleep in. You do not breath as such, so the zombies lose interest in you. 1d4 days
  3. Your breath becomes magical. At will, but no less often than once an hour (including while you sleep) you emit a 15’ cone of vapor that heals living creatures (1d6+CON vitality or 1 wound), damages undead (same, reflex half), and briefly animates small objects (lasting 1d100 minutes). Animated objects are friendly but not smart and do not obey orders as such. 1d4 days
  4. Flip a coin or roll any die. On odds (or tails) you suddenly shrink to half your size – don’t worry, any gear worn or carried at the time goes with you. On evens (or heads) you grow to twice your size. You are unable to move or attack for one round as the transition takes place. 1d4 days
  5. You sprout leaves like scales. You conduct photosynthesis, reducing your need for food to one meal a week but making you thirsty. Bloodghost minions are oddly afraid of you (+2 to threaten, intimidate, or otherwise frighten them). If you had hair, it falls out, though it will regrow when the leaves fall in a few days. 4d4 days, and calculate your next downtime as though you had +1 prudence
  6. You can hear purple. Your senses are all highly enhanced, but oddly swapped; hearing with sight, and scent with touch (taste seems to act as stronger scent). You can hear in the infrared and ultraviolet, see the heartbeats for small animals a bowshot away, etc. You are disoriented for a round while the magic convinces your brain to deal with this, then again when it wears off and your brain has to revert to normal. 4d4 days
  7. You are photoreactive; in sunlight your strength score temporarily doubles but indoors and in darkness is temprarily halves. In bright moonlight your strength is normal (including the light from anyone/anything experiencing effect 19) 4d4 days
  8. You attract insects. They swarm around, but not on, your person, occupying all adjacent squares. They do not harras you, but they attack any creature entering their square, requiring enemies to defeat a swarm before attacking you. May be problematic if you want to stay in an inn during the duration. 4d4 days
  9. You are spatially unstable. Whenever you take damage, you are teleported twice your movement distance in a random direction (1d8, clocwise from N) 4d4 days
  10. Everything in your posession turns sliver/grey. Metals, for the most part, turn into actual silver (hard on weaponry, admittedly). immediate/permanent
  11. You are the center of your world. Whenever you move, people (and “people”) around you also move. With a will check vs 15, you can decide which people, from the options “enemies, allies, and/or bystanders.” You can exclude or include specific individuals if your will check exceeded 25. If you do not attempt to concentrate on moving specific groups, or if you fail your check, the GM rolls secretly to determine who is moved. If you walk someone into a barrier, they take 1d4 damage from impact and are pinned against the barrier until you stop moving. If you walk someone off a step (or a cliff…) they fall when you stop moving. 1d4 weeks
  12. You are light independent. You see things perfectly whether there is light or not, nor does light or dark effect your ability to sleep; in fact, your body-clock seems to be effectively set to “arbitrary.” You are immune to flash damage and illusion magic and take half damage from fire. You are unable to tell if it is light or dark at any given time, and cannot see shadows or use the temple sun-clocks. 1d4 weeks
  13. You attract pack animals. Animals that run in packs, such as wolves and kodos, are magically convinced that you are the perfect alpha. They flock to you from as far as half a mile, follow you around, share their kills if any, and try to obey your commands. They defend you unquestioningly, and if you work at it a little, you may introduce your allies into the pack while it runs with you. 1d4 weeks
  14. You exude illusion. When you concentrate, you can project realistic sound and sight illusions within your movement range, and even touch, scent, and taste within your reach +10’. When you do not concentrate, a cloud of unformed sensation swirls around you, occasionally coalescing into the shape of something you are concentrating on or distracted by (ie, when hungry you may project a halo of sandwiches, complete with the scent of pickls and crunching sounds). 1d4 weeks
  15. Your armor (or clothing if not wearing armor, or most nearly clothing-like gear if going drakishly nude) comes to life and begins trash-talking your enemies. Whenever you take a hit, your opponent suffers 1d4 stress damage from the armor’s verbal abuse. However, it is equally rude to you, and when you miss, your armor distracts you with more verbal abuse, giving you -2 to defense until you hit or are hit (either shutting it up, or giving it a better target). 1d4 weeks
  16. You suddenly become twins. Both of you are “you;” your memories conflate when you sleep. While awake, however, you act independently of each other. Gear worn or carried is duplicated along with you ONLY if it is non-magical. 2d4 weeks
  17. You no longer breath. The zombies lose interest in you, since you are not a breathing creature. Roll a d20; on 18-20 you are simply oxygen independent. On 15-17 you grow unsightly but efficent gills and may not-breath in water as well as air, but require one of the two around you. On 1, you stop breathing but still need the air, and require immediate medical attention. Otherwise, your skin is now your gas-exchange organ for the duration, so you take double damage from burning or acid. Healing equal to full vitality or full wounds removes the effects of 1-14 by returning your organs to their normal states. 2d4 weeks
  18. You repel water. Water within a radius of your reach plus 5’ attempts to move away from you. Living beings feel only a slight pressure, but free fluids like the swamp water will evacuate the radius within one round. 2d4 weeks
  19. You glow like Moru herself. You provide bright light out to 60’ and dim to 120’. You cannot turn this off, and it seems to be “catching,” insomuch as anything that remainsin contact with you for more than 5 min. also starts glowing and continues until the spell wears off of YOU. +1 defense, diplomacy, intimidate. 2d4 weeks
  20. You are rendered immune to magical transformations. This includes the other effects of the whirlpool waters, and makes you immune to the Bloodghost zombies’ spore attacks, but also to hats of disguise and such like magic items (BAD for Malaina‚Ķ) and magical invisibility. year + 1 day

Wild Magic Table

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