Wildmagic

Conjuration [Chaos]
Level: Wildmage 2
Duration: special
Action: swift action
Range: medium
Save: special

Not even the Wildmage knows what will happen when he unleashes the forces of chaos.

Upon casting this spell roll a d100. Determine the spells effect from the list below or use the app:

Result of d100 rollEffect
1 The caster is affected by a maze spell. (No save, every turn as full-round action DC 20 int check to return, ends after 10 minutes)
2 The caster is affected by the targeted version of the dispel magic spell with a dispel check of 10 + your caster level.
3 The caster is affected by tree shape (as the druid spell). He needs a standard action instead of a free action to dismiss it.
4 The caster is affected by the create pit spell
5 All spells you cast this turn (including this one) are targeted at you. You are the center of area spells.
6 A dead naked version of the caster falls from the sky, hitting the target closest to the casting destination dealing 1d8/CL physical damage (reflex negates)
7-10 The 3 targets closest to the center of Wildmagic are affected by the create pit spell.
11-12 A huge fist appears and hits the ground in a 5 ft. radius, dealing 1d4/Cl damage to all targets in that radius (reflex halves) if someone fails the reflex saving throw they also have to succeed on a fortitude saving throw or be knocked prone
13-14 Ghostly monks appear, trying to feint everyone in a 30ft radius. The targets have to succeed on a will saving throw or considered flat footed until the end of your next turn.
15-17 Ghostly monks appear, trying to disarm everyone in a 30ft radius. The targets have to succeed on a fortitude saving throw or drop everything in their hands.
18-20 Ghostly monks appear, trying to knock over everyone in a 30ft radius. The targets have to succeed on a reflex saving throw or be knocked prone
21-25 Chain Lightning as the spell but with the initial spell as starting point.
26 A portal to the elemental plane of water opens above the center of spell in 30 ft. height and 30 ft radius releasing a burst of water. This deals 3d8 bludgeoning damage and extinguishes all fires. All fire elementals who don't succeed on a reflex save die
27 You hear a good night story from an ogre bard. Everyone who hears him has to succeed on a will save or falls asleep as per the sleep spell.
28 A loud battle cry allows everybody who is able to hear it who is affected by an ongoing mind-effect to roll another save. If he succeeds, the effect ends immediately.
29-30 If the closest creature to the center of this spell fails a will check it is affected by the tree shape spell (as the druid spell) but needs a standard action instead of a free action to dispel it.
31 The closest creature to the center of the spell is affected by a fire ray, dealing 1d6 damage per caster level with a successful touch attack. The attack roll is 10 + caster level.
32 The closest creature to the center of the spell is affected by a ice ray, dealing 1d4 damage per caster level and slowing the target (as per the slow spell) with a successful touch attack. The attack roll is 10 + caster level.
33 The closest creature to the center of the spell is affected by a lightning ray, dealing 1d6 damage times caster level with a successful touch attack. The attack roll is 10 + caster level.
34 An acid nova deals 1d6 damage per caster level or half with a successful reflex save.
35-37 The caster is affected by stone skin as the spell.
38-45 Fireball as the spell but the damage is rolled with only one d6 and the result is used for all dice normally used in the spell
46-50 A loud bang, dealing 1d4/Cl sonic damage in a 30ft radius (fort halves) everyone failing the initial save has to take another fort save or be deafened for 1 round.
51-54 The closest creature to this spell is affected by the targeted version of the dispel magic spell with a dispel check of 10 + your caster level.
55-58 Everybody in a 30 ft area around the center of the Spell is affected with the area version of the dispel magic spell with a dispel check of 10 + your caster level.
59-60 Everybody in a 30 ft radius has to succeed on a fort save or be pulled to the center of the 9m radius. If they hit an obstacle they stop there.
61-62 Everybody in a 30 ft radius has to succeed on a fort save or be pushed to the edge of the 9m radius. If they hit an obstacle they stop there.
63-68 The next spell the caster casts is effected by the maximize spell metamagic feat, without increasing its level or casting time.
69-75 The next spell the caster casts is effected by the empower spell metamagic feat, without increasing its level or casting time.
76-77 The next spell the caster casts is effected by the quicken spell metamagic feat, without increasing its level or casting time.
78-85 All targets in a 30 ft radius are affected by Entangling roots as the spell spell.
86-88 The next spell cast into or out of a 30 ft area around the center of this spell turns into a Wildmagic spell.
89-90The caster refreshes the last spell slot he used.
91-95 All targets in a 30 ft radius are affected by hideous laughter as the spell
96-99 Everyone in 30 ft radius takes 5d6 fire/cold/lightning and acid damage, half on a successful reflex save
100 The closest creature is affected by a maze spell. (No save, every turn as full-round action DC 20 int check to return, ends after 10 minutes)

Focus: None

Material Component: None