| d100 |
Result |
| 1 |
For 1 hour per caster level, creatures within close range of the caster must roll twice and take the worst result on saving throws made against disease. |
| 2 |
For 1 hour per caster level, all hostile creatures within long range of the caster automatically succeed on checks made to stabilize when they have negative hit points. |
| 3 |
(Combat) The caster is dazed for 1 round. |
| 4 |
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. |
| 5 |
For 10 minutes per caster level, the caster gains a fear of blood and is shaken whenever within 20 ft. of a creature below half hit points or suffering from bleed damage. |
| 6 |
The caster takes nonlethal damage equal to twice caster level. |
| 7 |
The caster is fatigued. |
| 8 |
For 1 minute per caster level, all creatures with close range of the caster overflow with positive energy, gaining resistance to negative energy damage equal to caster level. |
| 9 |
All allies within close range gain fast healing equal to the effect’s caster level/2 (round up) for a number of round equal to caster level. |
| 10 |
All targets within medium range receive temporary hit points equal to double caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level. |
| 11 |
For 1 minute per caster level, any creature affected by a Life sphere or Conjuration (healing) effect originating from the caster must succeed on a Fortitude save or be sickened for 1d6 rounds. This is a [pain] effect. |
| 12 |
For 1 round per caster level, all allied creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 13 |
For 1d6 rounds, all hostile creatures within close range of the target are immune to Life sphere effects. |
| 14 |
The caster may choose a creature within close range that loses hit points equal to the damage cured or invigorated, the creature receiving any conditions or damage restored. The creature chosen cannot be the original target. This cannot reduce the affected creature’s hit points or ability scores below 1. The affected creature cannot receive equal or more negative levels than it has Hit Dice. |
| 15 |
For 1d6 rounds, all creatures within close range of the target are immune to Life sphere effects. |
| 16 |
For 1 round per caster level, the caster is turned into a positive energy elemental. Treat this as a shapeshift with the Elemental Transformation talent of the Alteration sphere with the fire elemental option, replacing the burn damage with 1d4 points of positive energy, which deals damage to creatures harmed by positive energy and heals those healed by positive energy. Any creature ending their turn adjacent to the positive energy elemental are healed a number of hit points equal to 1/2 caster level (minimum 1). Creatures harmed by positive energy instead take an equal amount of damage, no save. |
| 17 |
All hostile creatures within close range take nonlethal damage equal to twice caster level. |
| 18 |
(Combat) All hostile creatures within medium range of the caster are affected as if the caster had cast restore on them. |
| 19 |
All allied creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 20 |
For 10 minutes per caster level, the caster gains vulnerability to negative energy damage, increasing any negative energy damage taken by 50%. |
| 21 |
For 1d6 rounds, each time a creature within close range of the caster is targeted by a Life sphere or conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail. |
| 22 |
The casting time increases by 2 steps. |
| 23 |
For 1 round per caster level, all creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 24 |
For 1 hour per caster level, all allied creatures within close range of the caster automatically succeed on checks made to stabilize when they have negative hit points. |
| 25 |
(Combat) For 1d6 rounds, creatures within close range of the caster that would be slain or destroyed by hit points damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point. |
| 26 |
(Combat) All hostile creatures within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid. |
| 27 |
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. |
| 28 |
For 1d6 rounds, each time a hostile creature within close range of the caster is targeted by a Life sphere or Conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail. |
| 29 |
(Combat) All hostile creatures within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level. |
| 30 |
The casting time increases by 1 step. |
| 31 |
All allied creatures within close range take nonlethal damage equal to twice caster level. |
| 32 |
Any creature brought to its maximum hit points by a Life sphere or Conjuration (healing) effect originating from the caster during the next 1 minute per caster level must succeed on a Fortitude save or be nauseated for 1 round. |
| 33 |
Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 34 |
For 1 round per caster level, all hostile creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 35 |
(Combat) For 1 round per caster level, all allied creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%. |
| 36 |
All allied creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 37 |
All creatures within long range capable of perceiving the caster with the lifesense ability must succeed on a Reflex save or be blinded and lose their lifesense ability for 1d6 rounds. |
| 38 |
Any hostile creature within medium range of the caster that has died since the start of the caster’s previous turn are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent. |
| 39 |
All allies within medium range receive temporary hit points equal to twice caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. |
| 40 |
(Combat) The caster is stunned for 1 round. |
| 41 |
The casting time decreases by 2 steps. |
| 42 |
The caster gains momentary transcendent knowledge of life, the universe, and everything. Then it vanishes, leaving the caster terribly depressed and staggered for 1d6 rounds. |
| 43 |
Effect receives a -4 penalty to caster level (minimum 1). |
| 44 |
(Combat) For 1d6 rounds, all creatures within close range of the caster are immune to Life sphere effects. |
| 45 |
(Combat) The caster is nauseated for 1 round. |
| 46 |
The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
| 47 |
All creatures within close range take nonlethal damage equal to twice caster level. |
| 48 |
For 1 round per caster level, all creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 49 |
For 1 hour per caster level, all creatures within long range of the caster automatically succeed on checks made to stabilize when they have negative hit points. |
| 50 |
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. |
| 51 |
All creatures within close range gain fast healing equal to the effect’s caster level/2 (round up) for a number of round equal to caster level. |
| 52 |
All creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 53 |
All allies within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level. |
| 54 |
For 10 minutes per caster level, benefiting from a Life sphere effect or receiving any magical healing nauseates the target for 1 round. |
| 55 |
For 1d6 rounds, all allied creatures within close range of the target are immune to Life sphere effects. |
| 56 |
For 1d6 rounds, each time an allied creature within close range of the caster is targeted by a Life sphere or conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail. |
| 57 |
The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
| 58 |
The caster loses hit points equal to the damage cured or invigorated and the caster receives any conditions, diseases, damage, drain, negative levels, or poison removed via restore. If the caster was the target, this effect instead targets the caster’s nearest ally. This cannot reduce the affected creature’s hit points or ability scores below 1. The affected creature cannot receive equal or more negative levels than it has Hit Dice. |
| 59 |
For 1 round per caster level, all allied creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 60 |
For 1 hour per caster level, creatures within close range of the caster may roll twice and take the best result on saving throws made against disease. |
| 61 |
The caster gains a 20-ft. aura for 1 round per caster level that grants all creatures inside it fast healing 1. |
| 62 |
Roll again on the Universal wild magic table. |
| 63 |
For 10 minutes per caster level, any creature that senses the caster with the lifesense ability must succeed on a Reflex save or be blinded and lose their lifesense ability for 1 round per caster level. |
| 64 |
(Combat) For 1d6 rounds, the caster leaves behind a glowing trail of positive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn is healed a number of hit points equal to caster level. This is a positive energy effect. Creatures harmed by positive energy are instead damaged, though are allowed a Will save to reduce this damage by half. A creature may only be affected by this ability once per turn. |
| 65 |
The caster is exhausted. |
| 66 |
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). |
| 67 |
(Combat) For 1d6 rounds, hostile creatures within close range of the caster that would be slain or destroyed by hit point damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point. |
| 68 |
The effect fails, but all witnesses believe it was successful. |
| 69 |
For 1 minute per caster level, the caster grants fast healing 1 to any target touching it (not itself). This does not stack with any fast healing it might already have. |
| 70 |
For one minute, the caster gains fast healing equal to half caster level. If this healing would cause the caster’s hit points to exceed his normal maximum hit points, the effect ends and the caster is nauseated for 1d6 rounds. |
| 71 |
All hostile creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 72 |
(Combat) All hostile creatures within medium range receive temporary hit points equal to twice caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level. |
| 73 |
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. |
| 74 |
(Combat) For 1d6 rounds, all allied creatures within close range of the caster are immune to Life sphere effects. |
| 75 |
The effect fails and the action is lost. Spell points or spell slots are not lost. |
| 76 |
The effect is cast normally, but all witnesses believe it failed. |
| 77 |
All hostile creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 78 |
The next time within 1 day per caster level that the caster is slain by hit point damage, he is restored to 1 hit point at the start of his next turn. This ability otherwise works as the Resuscitate talent. |
| 79 |
All creatures within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level. |
| 80 |
The effect is delayed for 1 round from when it was cast. |
| 81 |
The casting time decreases by 1 step. |
| 82 |
The effect fails and the action is lost. Spell points or spell slots are lost. |
| 83 |
Effect receives a +2 bonus to caster level. |
| 84 |
All allies within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid. |
| 85 |
All creatures within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid. |
| 86 |
Any allied creature within long range of the caster that has died in the previous 10 minutes are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent. |
| 87 |
(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 88 |
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. |
| 89 |
(Combat) All hostile creatures within close range gain fast healing equal to caster level/2 (round up) for a number of round equal to caster level. |
| 90 |
All creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half. |
| 91 |
(Combat) For 1 round per caster level, all creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%. |
| 92 |
(Combat) For 1d6 rounds, all hostile creatures within medium range of the caster are immune to Life sphere effects. |
| 93 |
For 1 round per caster level, the caster gains a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1). |
| 94 |
Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 95 |
Any creature within medium range of the caster that has died since the start of the caster’s previous turn are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent. |
| 96 |
For 1 minute per caster level, the caster overflows with positive energy, gaining immunity to negative energy damage. |
| 97 |
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. |
| 98 |
For 1 round per caster level, all hostile creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%. |
| 99 |
The caster loses access to this sphere for 1d6 rounds. |
| 100 |
For 1d6 rounds, allied creatures within close range of the caster that would be slain or destroyed by hit point damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point. |