| d100 |
Result |
| 1 |
The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage. |
| 2 |
All unattended, nonmagical objects within close range of the caster take damage per the destroy option of the alter ability. |
| 3 |
The casting time decreases by 2 steps. |
| 4 |
A solid box of the material the caster can create with the highest hardness appears around the caster. This box persists for 1d4 rounds or until destroyed. This box has a thickness of 1 inch. |
| 5 |
The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage. |
| 6 |
(Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil may become trapped at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn. |
| 7 |
For 1 round, the caster’s body is transmuted into stone per the Fleshcraft advanced talent. |
| 8 |
The caster’s lungs are filled with water, forcing him to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete. |
| 9 |
A swarm of paper cranes fill the area around the target out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level. |
| 10 |
Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the target or center of the target area. These boxes persists for 1d4 rounds. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch. |
| 11 |
Roll again on the Universal wild magic table. |
| 12 |
A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the caster. This falling height cannot exceed the height of the room or other enclosed space the caster occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved. |
| 13 |
(Combat) The caster is stunned for 1 round. |
| 14 |
The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends. |
| 15 |
All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete. |
| 16 |
A swarm of paper cranes fill the area around the caster out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level. |
| 17 |
The ground under the caster to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends. |
| 18 |
A solid wall appears in front of the caster the next time he attempts to move. This wall is the width and height of the caster’s space and disappears at the end of the caster’s movement. |
| 19 |
All creatures within close range of the target have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by -2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles. |
| 20 |
The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
| 21 |
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. |
| 22 |
All creatures within close range of the caster have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by 2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles. |
| 23 |
All unattended, nonmagical objects within close range of the target or center of the target area take damage per the destroy option of the alter ability. |
| 24 |
(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to adamantine for 1 minute per caster level. |
| 25 |
One gallon of water per caster level appears above the caster. Any nonmagical flames carried by or around the caster are extinguished. |
| 26 |
The ground within close range of the caster is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends. |
| 27 |
All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete. |
| 28 |
The casting time increases by 2 steps. |
| 29 |
Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the caster. These boxes persists for 1d4 rounds or until destroyed. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch. |
| 30 |
All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete. |
| 31 |
As an instantaneous effect, the caster is suddenly saddled with several large backpacks filled with worthless trinkets, increasing his load to 1 lb. over his maximum heavy load. Removing the backpacks requires a standard action. |
| 32 |
The caster is exhausted. |
| 33 |
All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete. |
| 34 |
(Combat) As an instantaneous effect, the caster becomes covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the caster takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples. |
| 35 |
(Combat) All creatures within close range of the target have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0. |
| 36 |
A lump of flowstone with a mass equal to twice caster level pounds appears in the caster’s space. This flowstone disappears after 1 minute per caster level. |
| 37 |
Gold coins rain on an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level. |
| 38 |
(Combat) The ground within close range of the caster is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect. |
| 39 |
The casting time decreases by 1 step. |
| 40 |
The contents of the caster’s stomach becomes violently inedible. The caster is nauseated for 1d4 rounds. |
| 41 |
All creatures within close range of the caster have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather or cloth, increase the ACP by 2 and the ASF by 10%. The wood has hardness 5. |
| 42 |
A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the target or center of the targeted area. This falling height cannot exceed the height of the room or other enclosed space the target or area occupies. Make an attack roll per the falling object rules of the Creation sphere against the target or against the nearest creature in the area. The object disappears after the attack is resolved. |
| 43 |
Effect receives a -4 penalty to caster level (minimum 1). |
| 44 |
(Combat) The ground within close range of the caster is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect. |
| 45 |
(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to gold for 1 minute per caster level. Weapons that do not deal bludgeoning damage have their damage die decreased by two sizes. Creatures wielding such a weapon take a -2 penalty to CMD against the sunder combat maneuver. |
| 46 |
The effect persists for 1 minute beyond its normal duration. |
| 47 |
Caltrops cover the ground out to medium range of the target or center of the target area for 1d4 rounds. |
| 48 |
The casting time increases by 1 step. |
| 49 |
Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 50 |
(Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil are shunted out at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn. |
| 51 |
One gallon of acid per caster level appears above the target or center of the target area. Any creature or object in the square takes 1d6 points of acid damage per two caster levels and has any nonmagical flames it carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved. |
| 52 |
Any metal armor the caster is wearing is changed to adamantine for 1 day per caster level. |
| 53 |
The ground under the target or center of the target area to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends. |
| 54 |
As an instantaneous effect, an ice sculpture of the caster appears in a square adjacent to the caster of the GM’s choice. This sculpture is of the same size as the caster and melts as normal for a block of ice in the local environment. |
| 55 |
The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect. |
| 56 |
The ground around the target or center of the target’s area out to close range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC. |
| 57 |
Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 58 |
Gold coins rain on an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level. |
| 59 |
All creatures within close range of the caster have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0. |
| 60 |
(Combat) Creatures within close range of the caster must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples. |
| 61 |
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. |
| 62 |
One gallon of acid per caster level appears above the caster. The caster takes 1d6 points of acid damage per two caster levels and has any nonmagical flames he carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved. |
| 63 |
For 1 minute per caster level, the ground within close range of the caster is transmuted to flowstone. |
| 64 |
(Combat) A banana peel appears under the caster’s feet, forcing him to fall prone. If the caster is not standing, this result is delayed until the next time he stands on solid ground. The banana peel disappears immediately afterwards. |
| 65 |
The caster’s lungs are filled with acid, forcing him to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete. |
| 66 |
The caster is fatigued. |
| 67 |
The caster loses access to this sphere for 1d6 rounds. |
| 68 |
All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to take 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete. |
| 69 |
For 1 minute per caster level, the ground within close range of the caster is transmuted to steel. |
| 70 |
Effect receives a +2 bonus to caster level. |
| 71 |
As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire. |
| 72 |
For 1 hour per caster level, all nonmagical objects that the caster takes into his possession are immediately damaged as the destroy option of the alter ability. This damage is incurred each time the object becomes attended. |
| 73 |
A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above a square of the caster’s choice within close range. This falling height cannot exceed the height of the room or other enclosed space the target occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved. |
| 74 |
For 1 minute per caster level, the skin of all creatures within close range of the caster becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the creature. A successful Fortitude save negates this effect. |
| 75 |
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. |
| 76 |
An area out to close range of the target of center of the target area 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. |
| 77 |
Any metal armor the caster is wearing is changed to mithral for 1 day per caster level. |
| 78 |
Creatures within close range of the target or center of the target area must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, spark cantrip, fire geomancing of the Nature sphere, Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples. |
| 79 |
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. |
| 80 |
(Combat) Caltrops cover the ground out to medium range of the caster for 1d4 rounds. |
| 81 |
All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete. |
| 82 |
All creatures within close range of the target or center of the target area must succeed on a Fortitude save or be transmuted into stone per the Fleshcraft advanced talent for 1 round. |
| 83 |
The effect fails and the action is lost. Spell points or spell slots are lost. |
| 84 |
For 1 minute per caster level, the caster’s skin becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the caster. |
| 85 |
For 1 minute per caster level, the ground within close range of the target or center of the target area is transmuted to steel. |
| 86 |
The ground within close range of the target or center of the target area is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect. |
| 87 |
The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
| 88 |
As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire. |
| 89 |
(Combat) The caster is dazed for 1 round. |
| 90 |
(Combat) The caster is nauseated for 1 round. |
| 91 |
For 1 minute per caster level, the ground around the target or center of the affected area is transmuted to flowstone. |
| 92 |
Random Tiny objects of any material the caster can create cover the ground out to medium range, making the area difficult terrain until they disappear 1d6 rounds later. |
| 93 |
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. |
| 94 |
(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to silver for 1 minute per caster level. |
| 95 |
All creatures within close range of the target or center of the target area have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather, increase the ACP by 2. The wood has hardness 5. |
| 96 |
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). |
| 97 |
A lump of flowstone with a mass equal to twice caster level pounds appears in the target’s space or in the center of the target area. This flowstone disappears after 1 minute per caster level. |
| 98 |
(Combat) The ground around the caster out to medium range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC. |
| 99 |
The effect fails and the action is lost. Spell points or spell slots are not lost. |
| 100 |
Any metal armor the caster is wearing is changed to iron for 1 day per caster level. |