Wildmagic
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 roll | Effect |
---|---|
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. |
89-90 | The 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