Unless otherwise specified, the spell succeeds in addition to the
effects listed. Ongoing effects without a duration are permanent. Treat
ongoing effects on creatures as curses.
Roll d100.
The spell fails peacefully. A seed appears in your hand.
The spell fails and eradicates itself from your memory. It takes a
week of study or worship to remember how to cast it.
The spell fails as the magic lurches and collapses in on you. Roll
d6 for each row of your inventory. On a 1, the items in that row (or
parts thereof) liquify into a pinkish goo.
The spell fails and the world swims in confusion as you shapeshift
into a random animal for 10×1d6 minutes. Your
mental faculties remain, but you cannot speak.
The spell affects everyone present except for the intended
target.
The spell fails and you are flung 30ft backwards. If you hit a
creature of your size or smaller, you both take d6 damage. If you hit
something solid, you take d8 damage.
Instead of the intended spell, you cast a random
spell from your class list on the same target at the same Intensity,
Duration, and Expanse.
Visions of an entire life, neither your own nor that of anyone you
recognize, flash through your mind at blistering speed. In your
confusion the spell fails, but parts of the vision stick with you. Learn
the skills of Painting and Shrimping.
The spell fails as a wave of nausea ripples out from you. Everyone
present must save versus Magic or lose a turn vomiting slick red
fish.
The spell fails, but you hardly notice as you are consumed by an
intense orgasm.
The spell fails and you are blinded for a turn as black ooze pours
out around your eyes.
The spell fails with a sucking sound. Your ears pop from the change
in pressure as a portal spits out a creature nearby and then shrinks
closed.
The spell fails and you switch places with the target. If you were
the target, you teleport to a random place nearby.
The spell fails, but a large and detailed mural appears on a nearby
surface depicting exactly how you intended the casting to go.
The spell fails and instead summons a great quantity of water
directly over your head, which comes crashing down complete with
whatever happened to be swimming in it.
The spell fails with a sickening, thrumming roar. Your hair and
nails wither and fall from you.
The spell fails and sputters, surrounding you with a putrid cloud of
stinking gas.
The spell fails and your head swims with hallucinatory visions for
10×1d6 minutes. Save versus Magic to take any actions.
The spell fails and its magic veers into the bodies of the dead. All
dead creatures in the area, including food and leather goods, are
reanimated.
The spell fails and its magic instead animates an item on your
person. The object sprouts little arms and legs and begins to run about,
determined not to be caught.
You lock eyes with the target and find yourselves unable to look
away until you both save versus Magic simultaneously. If you are the
target, you are compelled to seek out your reflection.
Time warps around you. For 4 rounds, you and anyone within 5ft of
you move at half speed and take two turns to accomplish an action.
Unseen bells toll at a deafening volume for d6 rounds, rendering
conversation impossible.
The magic reacts with something in the air. The sharp smell of ozone
permeates; everyone present must save versus Rot or take d6 damage.
All of your clothes mend themselves and appear brand new: starched,
vibrant, and ironed.
All exposed flames in the area flare up with a blinding flash; each
has a 1-in-6 chance of turning into an angry fire elemental.
The flesh of your casting hand dies. Over the next week it will rot
away and slough off, leaving a bare but functional skeletal hand
behind.
Magic reverberates off the walls, which begin to sweat luminous blue
liquid. It is a potent hallucinogen that can be absorbed through the
skin.
A great whoosh sweeps through the area and all light sources are
extinguished.
Sticky black tar rains from the sky or ceiling.
There is a loud crack, and a shower of dust rains down. Whatever was
above you, there is now a 3ft diameter hole in it leading all the way to
the sky.
Your fingernails grow long and iridescent. Until they are cut,
reduce your Agility and your Magic save by 1.
Your bones liquefy and you collapse into a puddle. Your body becomes
as pliable as an octopus. Roll attacks and Agility tests with
disadvantage. You can fit through spaces as small as a fist.
Establish a psychic link with the target for 6 hours. Any damage or
healing to either of you, including from this spell, affects both of
you. If you are the only target, instead become super sensitive such
that any damage or healing to you increases by 50%.
A spring of cool, clear water wells up from the ground. Anyone who
drinks from it finds it fresh and delicious, and ages 1 year.
The temperature plummets. Water freezes, frost covers the walls, and
prolonged exposure risks frostbite.
All containers in the area overflow with fruit, nuts, and seeds.
Whatever is not eaten rots in 24 hours.
The nearest weapon animates and begins hacking wildly at anyone
nearby for 6 rounds.
Everyone in a 30ft radius feels their hands twitch and spasm, and
drops anything they're holding.
You sink waist deep into the ground, regardless of its
material.
There is a wrenching snap as your left and right hands switch
places.
A massive hand of pure white, crisscrossed with fractal red cracks,
thrusts up from the ground and begins grasping about.
Gravity is reoriented for d6 rounds. Whichever way the 6 is pointing
is the new down.
A chicken appears atop the target's head. It squawks loudly and
holds on for dear life, flapping away for balance and pecking at anyone
who tries to remove it.
Everything in your possession made of metal grows painfully hot for
10×1d6 minutes. Drop metal items you're touching or take d4 damage.
Your body appears to catch fire. The fire is not hot, causes no
damage, and does not burn anything, but provides light equivalent to a
large bonfire. The fire slowly dwindles to nothing over one hour.
Your heart stops, and yet you live. You no longer need to eat,
sleep, or breathe. However, whenever you regain Flesh you do so at half
the normal rate.
Roll d6. A random body part grows (even)
or shrinks (odd) by a factor of 2.
Thick yellow blisters erupt on a random body
part. The pus inside happens to be highly flammable.
The surrounding area transmutes into living flesh.
A mouth grows from a random body part. For
the most part it just breathes loudly and tries to bite anything that
comes near it, but as soon as you tell a lie it will scream the
truth.
A perfect 2 inch cube of dull green appears in your pocket. It is as
light as wood, but seems impervious to damage.
You are filled with a ravenous hunger. Save versus Rot to take any
action other than eating until you consume a day's rations.
Your feet and lower legs begin to swell alarmingly large. In 1
round, your movement is reduced to 10ft as your feet feel at once clumsy
and light. In 2 rounds, you are flipped upside down by the buoyancy of
whatever is inside your legs, and you are lifted off the ground at 10ft
per round.
You find you have a new, unshakeable craving.
Horse meat
Dirt
Seawater
Raw eggs
Raw potatoes
Chalk
Hair
Paper
The temperature soars. Suffer a point of fatigue for every 10
minutes or 1 round of combat in the area.
The spell runs out of control and is cast at profound/lasting/
many.
You no longer cast a shadow.
You develop a terrible allergy to gold. Anything more than fleeting
contact turns your skin into an angry, itching rash.
Roll d6. On an even result your age doubles; on an odd result your
age halves.
An awful wave of vibration rattles your bones. For the next d12
hours your joints make loud snapping sounds whenever you move.
A mutant feature grows on your body.
Rabbit ears
Fish lips
Bird feathers
Insect eyes
Deer tail
Monkey tail
Hooves
Fish scales
Antlers
Forked tongue
Second row of teeth
All your fingers become the same length
Your pockets, bags, and any other containers on your person overflow
with small animals.
When you are wounded your body gushes something other than blood. If
you are killed, your body bursts open with a flood of the material.
Black bile
Insects
Milk
Paint
Sand
Seawater
Tiny birds
Wine
Sap
Oil
Worms
Fine gravel
A horde of angry, stinging insects swarms to the area of the
spell.
The surrounding area transforms to resemble a biome.
Desert
Forest
Glacier
Grasslands
Crystal cave
Jungle
Lake
Barren rock
Saltwater swamp
Salt flats
Tundra
Bog
Thick, dark smoke pours out of your orifices and obscures the
area.
The next time you speak, you reveal a closely held secret instead of
what you intended to say.
The target's clothes and your own disintegrate into dust.
Thick, warm fur sprouts all over your body.
Your skin turns vibrant, glowing pink.
A field of mushrooms sprouts, surrounding you and the area of the
spell.
You fall deeply in love with the target.
A black tree erupts from the ground in front of you. If anything
dies in the presence of the tree, the tree sprouts a hard, spiny fruit
with the creature’s soul inside.
A beauty mark appears on your body. Roll for its location.
Your hair gently curls.
You are framed with a golden light for 10×1d6 minutes.
Fresh bark begins to scab over your skin. In 24 hours it grows
tough. Reduce your Agility by 1 and increase your unarmored AC by
1.
For d6 hours you can speak with animals, but cannot understand or be
understood by people.
Time warps around you. For d4 turns, take 2 actions and move at
double speed.
The area is blanketed in magical darkness for d4 rounds.
All doors in the area slam open. Bags and trunks spew their contents
about.
You produce an egg of mottled grey-green. Each night that you rest
with full Flesh, you have a 1 in 6 chance to lay another.
d100 percent of the coins on your person corrode to
worthlessness.
You sense one of the wild gods watching you. They may grant you a
blessing or a curse, depending on whether your next action pleases
them.
Sprout an extra finger on each hand.
Anything wooden on your person grows tendrils at unnatural speed and
seeks to root itself deeply in the earth.
The spell fizzles and is cast at curious/fleeting/one.
The last full meal you ate appears in front of you in perfect order.
If you taste it, you realize with horrifying certainty that it is made
of your own flesh, but find yourself unable to stop eating. If you
consume the whole meal, take d6 Flesh damage. If anyone else tastes it,
they find it disgusting but you suffer no harm.
Become instantly, thoroughly drunk. Roll Agility and Wits tests with
disadvantage for 10×1d12 minutes.
Magic guides your hand. The next attack you make today is an
automatic Crit.
Freely choose this spell's Intensity, Duration, and Expanse.
Regain d6 Grit as your skin glows with soft lilac light.
Regain any Mana you spent to cast this spell.
Roll Agility tests with advantage for the next 10 minutes. During
this time you can leap vertically up to twice your height.
Gain a flash of insight into the energies of every living being
within 100ft of you. You know the location of all such beings at this
instant.
Searing energy surrounds you and protects you from all physical
damage until the end of the next round.
Gain a flash of insight into the workings of your mind, body, and
soul. Optionally swap any two ability scores or any two saving
throws.
Your features subtly shift, just enough to render you stunningly
attractive.
Gain a flash of insight into the workings of this spell. Whenever
you cast it in the future, optionally increase or decrease one effect by
one step.
Life Events
Roll d100.
Undertake a season of backbreaking work. Increase your Might by
1.
Train with a talented athlete. Increase your Might by 1.
Learn to repair a delicate mechanism. Increase your Agility by
1.
Run for your life, and get away with it. Increase your Agility by
1.
Research an unfamiliar subject. Increase your Wits by 1.
Talk your way out of a precarious situation. Increase your Wits by
1.
Walk away from an accident that by all accounts should have maimed
you. Increase your Force save by 1.
Narrowly dodge a lightning strike. Increase your Force save by
1.
Endure a season of blighted crops. Increase your Rot save by 1.
Survive an attempted poisoning. Increase your Rot save by 1.
Aid a mysterious creature in need and receive their blessing.
Increase your Magic save by 1.
Overcome an ancestral curse. Increase your Magic save by 1.
Learn to play a musical instrument.
Witness a mesmerizing performance at a traveling fair.
Witness a friend's devastating injury in a jousting match.
Go on a magnificent bender.
Meet someone special while making merry.
Wake up broke, bruised, and hungover.
A corrupt politician makes a deal at your expense.
Someone you admire gains power and wields it well.
Clash with a rapacious tax collector.
Learn a new language from a friend or mentor.
Study the mechanisms of an ingenious siege engine.
Feud with someone who boasts an abundance of schooling and a dearth
of common sense.
Win a tournament at a traveling fair.
Attend the magnificent parade of a visiting noble.
Hangers-on get wind of your skills and pursue you for favors.
Discover a new hobby.
Learn a mouthwatering recipe.
Injure yourself in a workshop.
Develop a love for an exotic food.
Sleep on a bed of the softest down.
Fall ill with kidney stones from a rich diet.
Take comfort in religious rites in a time of need.
Witness a priest work a miracle.
Discover a priest abusing their power.
A loved one dies.
Suffer heartbreak.
Fall in love.
Follow a strange creature to an unfamiliar area. Just as it seems
ready to lead you to something, it disappears.
Develop a bitter rivalry.
Save someone from grave danger.
Learn a fantastic tale of a long lost ancestor.
Nearly drown.
Suffer betrayal at the hands of someone close to you.
Lose a week of time and wake in an unfamiliar place.
Take a long journey to foreign lands.
Lose your home.
Fall ill with an alarming disease.
A tainted meal or a rare drug takes you on a fantastic trip.
Get in trouble with the law.
Discover a trivial but unrivaled talent.
Nurse a creature back to health.
Move far from your homeland.
A plague tears through the livestock in the area, causing
chaos.
A revolt upends the local government.
Discover a terrible secret about someone close to you.
Encounter the undead.
Discover an unexpected fetish.
Develop a dependence on an addictive substance.
A minor trinket saves your skin and becomes a talisman of luck to
you.
Receive your fortune from a talented seer. They predict a long life
with a peaceful end, but you can tell they are lying.
A vision of an ancestor warns you of a danger concealed in your
bloodline.
A dragon wreaks havoc on your town. Rumors abound as to what could
have sparked their fury.
A friend strikes a covenant with a pale god of the mountain. Their
luck seems boundless until one day you find their corpse, unmarked but
frozen solid despite the summer heat.
With their dying breath, someone you scarcely know begs you to
safeguard a scratched and dented compass. The needle refuses to point
north.
Obtain a curious blade supposedly crafted by merfolk.
A family member or friend turns out to be a bear in disguise. This
causes some consternation in the community. Develop a suspicion of
anyone large and hirsute.
Assist with a birth under the missing moon. That night will never
leave you.
A recurring dream plagues you, of water dripping into your open
mouth until you drown in silent agony.
Have a recurring dream of discovering precious treasure.
Find a chunk of a fallen star.
A sinkhole swallows something or someone dear to you.
A vegetable from the garden tells you a fact about your future in a
deep, confident voice. No one you tell believes this.
Aid a mystic in dire need. As thanks, they grant you an artifact of
a random mystic spell.
Encounter a ghost.
Meet the Empress.
One of your teeth grows and grows without bound until it is
unbearable. When you finally wrench it out, the tooth wriggles away into
the dirt.
Become desperately lost.
Meet someone in your dreams before you meet them in life.
Develop a fast friendship.
Discover a lost relative.
Raise a pet.
Become a victim of mistaken identity.
Receive a gift from a mysterious benefactor.
Witness a small event, something of no importance except that
everyone else insists it happened differently. You know them to be
wrong, but you do not know why.
Gain custody of a child unexpectedly.
Discover a secret or a hidden trait that makes you suspect your
parents are not your own.
Join or run afoul of a cult.
Develop a close relationship with a mentor.
Suffer a debilitating injury. A mage is able to heal it, but only by
replacement from an animal. Roll a random animal
and body part.
Suffer a recurring nightmare of discovering your own severed
head.
A building collapses with you inside.
Fall victim to a scam.
Make a bet you can't afford to lose.
The Empress conscripts you or someone close to you to fight in one
of the endless wars.
Go on a coyote hunt that turns up something far stranger.
A raving mystic of a wild god, hunted by the Church, beseeches you
for help. Shelter them or turn them in.