| d100 |
Result |
| 1 |
The caster must succeed on a Will save or believe himself to be a chicken for 1 round per caster level. The caster will flee if attacked, but otherwise stands still and pecks at the ground looking for food. |
| 2 |
The casting time decreases by 1 step. |
| 3 |
Effect receives a +2 bonus to caster level. |
| 4 |
The target learns every detail of the caster’s life, including their backstory and their entire stat block. More detailed information requires a DC 10 Wisdom check to sift through the barrage of memories. |
| 5 |
The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be confused for 1 round. |
| 6 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be confused for 1 round. |
| 7 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be panicked for 1 round. |
| 8 |
For 1 round, the target’s mind is filled with the voice of its mother or a similar creature, which shouts constant criticism at it, giving it a penalty to all d20 rolls equal to 1/4 caster level. |
| 9 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be stunned for 1 round. |
| 10 |
The target is affected normally but also but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack must succeed on a Will save equal to the original effect’s save or be affected by the effect until the target loses the gaze attack. |
| 11 |
For 1 minute per caster level, the caster takes a -4 penalty on all saves against (emotion) effects and abilities granted by the eliciter’s emotion class feature. |
| 12 |
(Combat) The caster is stunned for 1 round. |
| 13 |
The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect. |
| 14 |
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. |
| 15 |
For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature. |
| 16 |
The caster forgets all languages gained from his base race for 1 minute per caster level. This does not prevent supplying verbal spell components. |
| 17 |
Roll again on the Universal wild magic table. |
| 18 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be frightened for 1 round. |
| 19 |
The casting time increases by 1 step. |
| 20 |
The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
| 21 |
The caster perceives the surface emotions of all creatures within charm range as the lesser charm option of the Read Thoughts talent for 1 minute per caster level. All creatures may attempt a Will save to prevent their emotions from being detected for the duration of this effect. If the caster ever receives input from a number of creatures greater than his caster level, he is staggered from the overflow of emotion until the number of creatures decreases. |
| 22 |
The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
| 23 |
The caster is forced to cast all spells and sphere abilities defensively for 1 hour. |
| 24 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round. |
| 25 |
All hostile creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round. |
| 26 |
The triggering effect fails, but for one minute per caster level the caster believes that it worked flawlessly in spite of any evidence to the contrary. |
| 27 |
For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature. |
| 28 |
Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 29 |
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. |
| 30 |
The target becomes aware of any animal within long range and as a swift action may focus on one such creature, perceiving whatever it is perceiving. This lasts for 1 minute per caster level. |
| 31 |
Every creature within close range becomes telepathically linked for 1d6 days. This telepathy does not function across planar boundaries. |
| 32 |
All creatures within close range of the caster must succeed on a Will save or be confused for 1d6 rounds. |
| 33 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be panicked for 1 round. |
| 34 |
The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be panicked for 1 round. |
| 35 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be confused for 1 round. |
| 36 |
The caster is unable to remember his own name for 1 hour per caster level. |
| 37 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be dazed for 1 round. |
| 38 |
The caster is unable to recall any proper nouns for 10 minutes per caster level. |
| 39 |
The caster is exhausted. |
| 40 |
For 1 round per caster level, any creature within close range of the caster can issue a command, as the lesser charm option of the Command talent, to the caster as a move action. Only the first creature issuing such a command after the caster’s turn is obeyed. |
| 41 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be stunned for 1 round. |
| 42 |
(Combat) The caster is nauseated for 1 round. |
| 43 |
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. |
| 44 |
As an instantaneous effect, any creature affected by the triggering effect forgets everything that has happened in the last 24 hours. This result may be removed per the Amnesia talent of the Mind sphere. |
| 45 |
The casting time decreases by 2 steps. |
| 46 |
The target must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the target falls in love. The effect is permanent until dispelled. |
| 47 |
For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the lesser charm option of the Suggestion (charm) talent. |
| 48 |
The caster and the caster’s closest ally within charm range switch minds for 1 round per caster level. Each retains his own mental ability scores, base attack bonus, base saves, and casting ability but uses the physical ability scores of the possessed body. The possessor does not gain access to any supernatural or spell-like abilities possessed by the body. |
| 49 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved prior to the attack roll being made. |
| 50 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be stunned for 1 round. |
| 51 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round. |
| 52 |
All creatures within close range of the target or center of the target area grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round. |
| 53 |
As an instantaneous effect, the caster forgets everything that has happened since last resting to regain spell points. This result may be removed per the Amnesia talent of the Mind sphere. |
| 54 |
The casting time increases by 2 steps. |
| 55 |
All allied creatures within close range of the target grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round. |
| 56 |
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. |
| 57 |
All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 1 step for 1 day. |
| 58 |
All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 2 steps for 1 day. |
| 59 |
The caster must succeed on a Will save or be confused for 1d6 rounds. |
| 60 |
All hostile creatures within close range of the target or center of the target area grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round. |
| 61 |
For 10 minutes per caster level, the caster becomes paranoid and may not benefit from teamwork feats or flanking bonuses and must attempt saving throws against all spells and sphere abilities that allow them. |
| 62 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be confused for 1 round. |
| 63 |
All allied creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round. |
| 64 |
For 1 round per caster level, any creature within close range of the caster can issue a command, as the greater charm option of the Command talent, to the caster as a standard action. Only the first creature issuing such a command after the caster’s turn is obeyed. |
| 65 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be dazed for 1 round. |
| 66 |
The next time the caster is targeted by an attack roll, he must succeed on a Will save or be affected by the greater charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved. |
| 67 |
For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves by allied creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature. |
| 68 |
The effect fails and the action is lost. Spell points or spell slots are not lost. |
| 69 |
The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be confused for 1 round. |
| 70 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be confused for 1 round. |
| 71 |
The caster must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the caster falls in love. The effect is permanent until dispelled. |
| 72 |
The ability functions as normal, but the caster forgets the act of casting, and must spend the next round trying to cast an identical effect (or as close as possible) on the same target(s). |
| 73 |
The caster loses access to this sphere for 1d6 rounds. |
| 74 |
The target must succeed on a Will save or believe itself to be a chicken for 1 round per caster level. The target will flee if attacked, but otherwise stands still and pecks at the ground looking for food. |
| 75 |
The caster perceives all creatures as babies (or nearest equivalent) for 1d6 rounds. |
| 76 |
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. |
| 77 |
The next time the caster is targeted by an attack roll, all allied creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved. |
| 78 |
All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects gain an antipathy for the caster and unconsciously try to avoid him for 1 day. |
| 79 |
All creatures within close range of the caster grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round. |
| 80 |
The next time the caster is targeted by an attack roll, he is stunned until the start of his next turn. |
| 81 |
For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves by hostile creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature. |
| 82 |
The caster is fatigued. |
| 83 |
Effect receives a -4 penalty to caster level (minimum 1). |
| 84 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be stunned for 1 round. |
| 85 |
Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 86 |
The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be panicked for 1 round. |
| 87 |
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). |
| 88 |
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. |
| 89 |
The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be panicked for 1 round. |
| 90 |
(Combat) The caster is dazed for 1 round. |
| 91 |
The caster broadcasts his thoughts to all creatures within long range for 1 minute per caster level, allowing them to perceive his thoughts as if using the greater charm option of the Read Thoughts talent as a free action. |
| 92 |
For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the greater charm option of the Suggestion talent. |
| 93 |
The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect. |
| 94 |
The target perceives all creatures as babies (or nearest equivalent) for 1d6 rounds. |
| 95 |
The target is not affected but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack is affected by the triggering effect until the target loses the gaze attack. The gaze uses the original effect’s save, if any. |
| 96 |
The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be panicked for 1 round. |
| 97 |
The effect fails and the action is lost. Spell points or spell slots are lost. |
| 98 |
The next time the caster is targeted by an attack roll, all creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent. This result is resolved prior to the attack being resolved. |
| 99 |
The caster grows tired and must succeed on a Will save or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save the caster is staggered for 1 round. |
| 100 |
All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster increased by 1 step for 1 day. |
Some of the material on this site will reference dreamscapes, subrealities that exist within the minds of most sentient beings, often whether they are aware that they exist or not. No one knows exactly how or why dreamscapes first came to be, but they seem to exist as interconnected islands of psychic energy separated by an unknown sea of consciousness that has, so far, defied most attempts at classification by scholars of the arcane.
The rules for dreamscapes closely resemble the rules for mindscapes as found in Paizo’s Occult Adventures, though most fall into the category of overt immersive mindscapes. Dreamscapes similarly assume that they are located not on the Astral plane, but rather on the plane of whoever creates them unless physical travel to one’s own dreamscape occurs. These demiplanes may be located through scrying or similar divination effects just as if scrying on the dreamer who causes the dreamscape to exist. For the most part, the material that references dreamscapes will work just as well for the mindscape, but varying outside of the overt immersive category may lead to unexpected results. Dream safely!
One noteworthy variation from the mindscape rules is the inclusion of thought constructs. These metaphysical structures of pure thought and dream are usually purely aesthetic, but some provide noticeable benefits (or potentially detriments) to the one who has them in their dreamscape, and they are sometimes built with the intention of protecting a dreamscape (or people within it) from certain kinds of threats, or to allow the dreamscapes to function in new ways. The small number of examples here may be added to with GM permission, either through player research or as a potential story element. The majority of thought constructs are aesthetic and offer no (or negligible) benefits, such as a cottage, windmill, small castle, tree, or even clouds that provide gentle rains. Thought constructs that provide active bonuses or significant changes impart some mental strain, and as such an individual may only have a number of these notably beneficial thought constructs equal to their highest mental ability score modifier.
Thought constructs are metaphysically tangible, and have some substance that visitors to the dreamscapes can manipulate. Regular attacks or talents won’t hurt them, but for those attacks specifically designed to harm thought constructs or do damage in a dreamscape, treat the “typical” thought construct as having hit points equal to ten times the dreamscape owner’s highest mental ability score modifier. Thought constructs designated as resilient may have up to double this amount, and ones designated as fragile as little as half. A thought construct reduced to half its hit points or less becomes non-functional, and one reduced to zero hit points ceases to exist. The constructs will heal themselves over time, restoring health equal to its owner’s highest mental ability score modifier every day that the creature doesn’t experience extreme confusion, fear, intimidation, or other similarly stressors.
Finally, the knowledge of an individual’s dreamscape is a powerful thing in the wrong hands, but the complexities involved make keeping track of that knowledge baffling to some. Scrying on an individual, with the intent to discover their dreamscape, is the most common way to learn the coordinates of a dreamscape, as opposed to that which one normally determines via scrying. One’s capacity for understanding the metaphysical “space” of a dreamscapes is limited in a manner similar to that of knowing spells (see Spellcrafting). Apart from the location of one’s own dreamscape, which is always intuitively known, the location of other dreamscapes takes up the same mental space as a spell known via Spellcrafting. Learning a dreamscape’s coordinates beyond this limit requires either forgetting a previously known set of coordinates, or copying coordinates into a spellbook as per the Craft Spellbook feat.
(For most purposes, treat this as a spell with only the Mind sphere as a prerequisite. For each point of an individual’s mental ability modifiers above 3, and each time an individual has the Sphere Focus or Spell Focus feats, increase the complexity of the spell by 1 (as if the theoretical spell required an additional talent)).